THE GUARDIAN LEGEND: Lost Frontier FAQ by zoogelio v 1.6 11/17/05 Index: 1001 Version History 1002 The Lost Frontier of NAJU 1002A Refresher Section 1003 Coordinate System 1004 How to Access the Lost Frontier 1005 Game Mechanics of the Lost Frontier 1005A How It All Works 1006 Lost Frontier Enemies 1006A Labyrinth Enemies (regular) 1006B Labyrinth Enemies (glitched) 1006C Corridor Room, Text Room, Lander Room Enemies (all glitched) 1006D Corridor Enemies 1006E Minibosses 1007 Other Features of the Lost Frontier 1008 Weird Occurrences 1008A Labyrinth-Corridors & Corridor Room-Corridors 1008B Glitch Weapons 1009 Lost Frontier Corridors 1010 Submissions 1011 Thanks To... The numbers are for easy reference so anyone can type it into 'Find' on this page and jump quickly to that section. VERSION HISTORY [1001] 0.99- 6/22/05- contained all the basic sections, but formatting in corridor index was a little sloppy 1.6- 11/17/05- cleaned up the Corridor Index, added a whole bunch of passwords, corrected some math errors in the Coordinate System section, resequenced all miniboss and corridor indexes by Y-coordinate not X-coordinate, added some additional notes in the miniboss section, and added all current theories and research explaining the Lost Frontier. I also added a more corridor & miniboss data from more wanderings, and another labyrinth-corridor too. Added the section How It All Works. OTHER INFO This FAQ is copyrighted, yadda yadda yadda. You know the routine. If you copy-paste it, just cite my user name. I give credit where it is due, but I never take credit where it is not due. I wrote this, at least give me the credit if you ever put it anyplace else, especially since I spent days exploring the Lost Frontier and documenting what corridors are where and what I found. Yes, I do not mind this being distributed, so long as I am given credit for it. Copyright zoogelio 2005 Just a note when reading this. It may look like a large file, but in fact, most of this FAQ is just an index of the Corridors I encountered (just a pile of data). The explanatory part of the FAQ takes up only about 25% of the file size. ############################################################# ############################################################# ################## THE LOST FRONTIER OF NAJU ####################### ############################################################# ############################################################# [1002] NAJU is a vast world. There is an undiscovered frontier of NAJU lying beyond the borders of the mapped out areas of NAJU. This vast region is never mapped on the select screen; it remains black. It is seemingly a very fluctuating place, where a room is many times different when you backtrack to it. This frontier has very strange mechanics, some of which follow the mechanics of the regular game, some of which defy the mechanics of the regular game. In this frontier are the many other corridors of NAJU. Corridors numbering up to Corridor 127 have been found. The Lost Frontier, summarized, is a vast region larger than the regular game in terms of number of rooms which has strange, bizarre properties not found in the regular game, glitched up screens and enemies, as well as strange corridors of junk. It was not intentionally created by the programmers and we do not as of yet know the mechanics of how it gets created. It is similar to the Hidden Worlds of Metroid, which are a jumble of rooms resulting from a mapping error. While that game looks to have 1 map with 5 parts (different areas), it actually has 1 map with 5 layers, each of which we only normally explore one part of. The layout of that map is the layout of the whole game on the ROM. The Hidden World was the portions of those 5 layers that are rendered inaccessible in the normal course of the game. In other words, of the Norfair Layer, we can only explore the portion of the map we know of as Norfair, not the portions of the Norfair Layer which underlie the other 4 areas. Metroid's Hidden Worlds are much more well known about in part due to the popularity of the game and the history of exploring the glitches. TGL is not nearly as well known and the glitch was just discovered recently. This is intended to be the first FAQ describing this newly uncovered place. I would hope the readers get some inspiration at hearing the strange tales from this place and explore it themselves and contribute to this guide or even create their own guide, but regardless, contribute to the base of knowledge on TGL's Lost Frontier. How can something be discovered if it is not explored? The first question on everybody's minds is how does one get into the Lost Frontier? The answer is passwords. The regular map is on a 24 x 24 grid, but the passwords are programmed to cover all coordinates for a 32 x 32 grid. I asked more knowledgable people about it, and I found out the reason why is passwords can be generated for every coordinate, including for rooms that are not save rooms. Thus, the X, Y position is encoded in the password. Programming 4 bits to the password system allows for a range of coordinates from 0-15, not enough to cover the map of the game, but programming 5 bits allows for a range of coordinates from 0-31, enough to cover the 0-23 range found in the game. Now, for exploring the Lost Frontier, it is possible to do so without an emulator, but I would not recommend it. As you will read, the Lost Frontier is a very chaotic place where timing of less than a second determines what the next room looks like, so save states are necessary to counter frustration of running into an exitless room (of which there are *many* in the Lost Frontier) and having to start all over from the password again. Save states are also vital to making progress through the frontier. If you want to get anywhere in the frontier past say the first row or so, you need save states. I use NESicle, an old emulator, but there are a whole slew of NES emulators out there. I would recommend an emulator with multiple save slots (NESicle has 10 save slots) because to explore the Lost Frontier, it is recommended to save at every major junction, so you can explore one direction, save additional states to that, and be able to branch off from other directions from that original save state. It is vital to have save states from earlier on because sometimes you will find you have saved in a room where you can't really progress any further and all it leads to are dead ends. I explored Metroid's Hidden Worlds and mapped them out. It was also possible on the regular system (an old NES and Metroid cartridge), but it would have taken weeks more and a lot of frustrated attempts at when I got trapped. The point is, use emulators and save states to explore this place. There are a number of types of glitches and crashes that can affect the game in the Lost Frontier. Corridor Blackouts- These are the most common types. There are 2 categories of these. Basically, with many corridors, when you jump into them, you will see the transformation sequence, but after it is completed, instead of picking up where a corridor would start, the game goes black. Occasionally, there will be an auto-reset or a reset if you mash the buttons, but that is uncommon. The less common one is the post-victory transformation sequence blackout, where the game blacks out during the return transformation sequence. On a rare occasion, mashing the buttons, I was able to get the transformation sequence to resume, but that was only in some of the cases where the music continued to play while the screen is black, which is rather common with this crash. On rare occasion, the corridor can cause a blackout the moment you jump into it. With some corridors, you get to see a frozen screen with an image which then goes black after a few seconds. Miniboss Blackouts- These are also very common. On many screens, you will hear the warning klaxons, then the graphics start to break down for objects, like portal boxes and those green boxes that appear, being reduced to red and black lines, then the screen goes black. Sometimes miniboss music begins playing and sometimes you can hear the Guardian firing too, if you hold down the fire button. And many times when the screen goes black and music plays, the screen flashes different colors, such as yellow, blue, purple, green. The whole screen is that color and after a few seconds it goes to another color. Once I was able to keep in the game and the object graphics were all screwed up for a while, but the background looked normal and the game was playable. Sometimes when the klaxons sound, the graphics remain, but the Guardian glitches up a little. This is very common and has no impact. Don't worry about it. Sometimes, it is possible to take a portal or cross an open threshold when the graphics are beginning to break down and you will arrive on the adjacent screen without the game crashing. Random Screen Freezes- These are rather rare. Basically, when you arrive on a screen, well, some screens, there is a chance this will be one of the possibilities. It is a strange screen that has open thresholds on the top and bottom and walls on the left and right. The game will freeze, and the title screen music will be playing. This screen has several horizontal lines on it and is very miscolored, usually light blue and white. I noticed the screen keeps the same format across all areas, but I was able to control the Guardian on a Jungle area screen like this, but not the Grass area screen or other area screens like this. Occasionally on these screens, the Guardian will become uncontrollable and wander around the screen firing aimlessly. And very very rarely, sometimes when you cross an open threshold, the game will freeze on that screen, and the music will remain playing, but there is no way to break that freeze. It happens, but is, like I said, among the rarer phenomena of the Lost Frontier and is not a common occurrence. Then there are glitches that result from teleporting using glitch weapons (you can read more about them further below). These cause the graphics to go really strange and change patterns, with the game freezing and the music to stop except for a random note here or there. It's hard to describe the graphics when the game has crashed this way. I'll probably link up some pictures of how they look at a later update. Regardless, there is a wide assortment of different graphical displays that result with the breakdown. So, a full index is: Corridor Blackouts After Starting Transformation Sequence During Ending Transformation Sequence Unbreakable Breakable Instant Blackout Miniboss Blackouts Total Blackout Multi-colors, music plays Random Screen Freezes Grass Area Freeze Water Area Freeze Jungle Area Freeze Ice Area Freeze Organic Area Freeze (Desert Area Freeze have not been encountered yet) Threshold Freezes Teleporter Crashes Can the glitches and crashes encountered in the Lost Frontier mess up the emulator or computer? No, they can't. I've seen the game crash probably a hundred times. My computer is still perfectly fine and my emulator functions just as it has before I started exploring the Lost Frontier. I cannot vouch for other emulators, but they should not be corrupted by the game messing up. Many of the glitches seem like something you just reset the game after. The crashes affect the software, not the simulated hardware (the emulator, which is also software, but that's beside the point). I understand some fear since we have all heard about some glitches that permanently corrupt files, such as some for Legend of Zelda and one for Secret of Mana (well, in those cases, it isn't permanent, it just stands a chance of ruining that one saved file, not the game itself or the save slot itself). If it eases your fears, my computer has crashed and frozen up FAR FEWER times than everyone else I know; even my mother's computer has crashed/frozen up more often than mine. If you worry about computer stability, there are much bigger things and many more things to worry about than TGL's Lost Frontier. Like I said, what produces this glitch is something relating to mapping, like in Metroid's case (though there are differences) and Metroid's Hidden Worlds aren't dangerous to explore. I noticed in the Y030s, the screens keep the same layout. In other words, there is no random variance. Yes, the Area of the same room can change by going through a portal, then going back in the Y30s, but there is much more stability here than in the Y200s. Seeing as the Y200s are very variable and always hop around, with nothing being for certain and there being a wild range of possibilities for many rooms, I have a theory that the general level of chaos (randomness, well actually chaos is speculated to be a very advanced, hard to grasp, and intricate order) increases as the Y coordinate increases in the Lost Frontier. This would explain why the lower Ys are stable and the higher Ys aren't, but an area known as the "Desert of Instability" (read more about it below, but to give you a brief idea, an area where most rooms in that region cause the game to crash), located in the Y230s debunks this. However, the chaos theory of the Y coordinate may hold as a general rule with exceptions. I will only be able to confirm or deny it should I ever get to visit the Y040s to Y216. In the Lost Frontier part that I explored, there are patches where the graphics for rooms have a higher probability of being glitchy in addition to that one notorious region. The whole area is very random though, so I think while there may be local variation, the chaos theory of Y may apply for a region as a whole. Some questions about the Lost Frontier: _____________________________ I don't have answers to these, but these are vital questions that would be nice to have answered. Some of the questions I ask are based on what I explain further down, so if you get confused, just read this section last. I put the question section here because it fits more under the general section of what the Lost Frontier is than anywhere else. Why is their room data for coordinates off the 24 x 24 grid? The same applies to rooms in the black spaces on the 24 x 24 grid. In other words, why doesn't the game crash when a password goes to those coordinates. And, speaking of the rooms on the 32 x 32 grid, why is that room data the same every time, even down to what enemies appear if they even appear. How can higher numbered corridors (Corridors 23- 127) even exist? And how can they be playable in some circumstances? Why are some of these corridors playable, and other ones black out every time? And for that matter, why do some numbers always have their corridor sealed and others produce an automatic victory? There is some "logic" to it, some method to the madness, but the reasoning behind it is anything but clear. Why does the Select button have such significance in the Lost Frontier? What is it about going to the map and item inventory screen and then going back to the normal screen that changes the background and enemy patterns in glitch corridors and in some cases, open up a locked corridor! (the same mechanism as touching the 4 panels, firing at the gate, etc). Why are all versions of Corridor 4 in the Lost Frontier sealed? Every other regular corridor (Corridord 0-22) are accessible at least once in there. This fact seems strange especially since in the regular course of the game, Corridor 4 is the one the text box rooms which provide clues said was messed up and botched during the locking process and needed help from the Lander to open. How is it possible that minibosses are triggered at some coordinates or staggered coordinates in the Lost Frontier? What exactly determines which will be glitch ones where no enemy ever appears and an item gets left in the room and which will be a real miniboss you have to fight? Why is timing an important element of determine what the room at the next set of coordinates will look like in the Lost Frontier in the Y200s? Why do some glitch weapons exist and why are they all teleporters? I mean, how does the teleportation mechanism exist in the game and why does it have a certain graphics display which resembles teleportation in other NES games? Why are there weird bosses in some corridors which have behavior patterns not resembling any boss? How does the game create distinct enemies (a behavior protocol + a graphics display, though in this case, it's just junk they're made out of) which are not programmed for? Why are there "regions" in the Lost Frontier in some areas? How can a whole set of coordinates, beyond the maximum extent of staggered coordinates, have a similar theme to it in a zone that wasn't even programmed for? And one final question, one which I can provide an answer to- Why the name? Though it is more appropriate to call it the "undiscovered" frontier because it was not known about before, I will call it the Lost Frontier because typing out the Undiscovered Frontier gets a little tiresome (even though it's not lost because lost implies it was known about before, but forgotten about). I didn't want to call it the Hidden World (or Worlds) because it's not a world of its own; it's a part of NAJU. And it is on a frontier because it lies beyond the mapped borders of NAJU. ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() Refresher Section ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1002A] This is for the reader's reference. This is the central information about the game they will need to know to better understand this FAQ. labyrinth: the Zelda-like wandering portion of the game where the Guardian walks around and finds weapons and powerups. There are 2 minibosses per area here corridor: the shoot-em-up portion of the game where the Guardian flies through a scrolling landscape being hit with enemies from all sides and eventually facing a boss at the end area: these are regions that contain 1 labyrinth and 2 corridors. They are each self-enclosed from other areas and require special keys to get from one area to another Here is a listing of all areas in the game: Area 0- Grass Area 1- Water #1 Area 2- Water #2 Area 3- Jungle #1 Area 4- Jungle #2 Area 5- Ice #1 Area 6- Ice #2 Area 7- Organic #1 Area 8- Organic #2 Area 9- Desert #1 Area 10- Desert #2 NAJU: the world The Guardian Legend is set on klaxons: a fancy word for alarms or sirens. Klaxons tend to be associated with a more automatic alarm than a blaring one or few note blast like a tornado or air raid siren. The actual definition is "a loud electronic horn" You will see me refer to the "empty orange corridor room" occasionally. This is a type of room seen only once in the game, in Area 0 at X9 Y11. It becomes Corridor 21 at the end of the game. Sometimes I refer to a boss track I say sounds like "military aquatica". There are three boss tracks- one has the same music as the minibosses, another is common and seen for 3 of the 4 water corridor bosses. That track is the one I am referring to. The 3rd track sounds more ominous and is used for Green Optomon and a few other bosses. You will see me use the word threshold many times. This simply refers to an open edge of the screen, open edge meaning you can walk off that edge and appear on the opposite side of an adjacent screen. ************************************************************************ ************************************************************************ **************************** COORDINATE SYSTEM ********************* ************************************************************************ ************************************************************************ [1003] First off, a discussion on mapping. X-values and Y-values follow the standard Cartesian arrangement, X numbers increase incrementally from left to right, Y numbers increase incrementally from top to bottom. X0, Y0 is in the upper left (this differs from the usual Cartesian origin in the lower left). The areas beyond the map in all directions are accessible. Above Y0 is the value Y55. The further up one goes, the lower the Y-value. The highest coordinates that appear on the map are Y43. The fringe of Y42 can be seen though. Y-values between Y42- Y35 do not appear at all on the screen (they don’t display on the select screen). I suspect there is some sort of invisible space we cannot see due to the dimensions of the screen on the computer monitor, tv, etc, which is different from the display dimensions of the game by a small degree. The select screen does have a looping effect on map coordinates. While it does display coordinates in the black space beyond the map or even over weapon images or text on the status screen, map coordinates accessed from the northern fringe that are higher than Y43 disappear and do not appear on the bottom until going up to Y34 (Y34 is the 1st coordinate to appear at the bottom of the chart), but values of Y43 and higher would display if accessed from the southern fringe down to the bottom limit on the map. As for what Y coordinate is the bottom of the screen, I don't know because I haven't been able to get down there. So, here is the sequence of Y values starting with 0, which is the highest playable row in the game, and going upward to higher rows: Y0,55,54,53,52,51, 50, 49,48,47,46,45,44,43,42,41,40, etc. To the left of X0 is X55. So, basically, while the normal map appears to be X & Y values from 0 to 23, the true range of the X & Y values is 0 to 55, nearly double the original size... or so it would seem. As with so many maps, they loop around, meaning left of 0 is 55 and right of 55 is 0, or above 0 is 55 and below 55 is 0. One of the leading theories as to why this exists is that the true grid of NAJU is 256 x 256, X0-255 Y0-255. There is speculation TGL used 8 bits to program for all the Y coordinates. Only 5 bits are needed to cover all normal rooms in the game, but it is believed programmers used the whole byte for convenience. And the same was probably done for the X coordinates. If that theory were true (we have no way of confirming or rejecting it), it would mean the Lost Frontier is a byproduct of empty space which itself was created out of convenience and somehow, the game filled that empty space up with "stuff". How the game creates that stuff (even an exitless room of any type is "something") is unknown, but we're starting to get some clues. One of the key pieces of proof for 256 is when I arrived at the coordinates listed as Y23- Y17 (any number of rooms in the X row), which are real coordinates on the game's original map, these were rooms that were definately not the rooms in the real game, nor rooms with a different area projected onto them. And also when I arrived at those coordinates, I was several spaces below the position of the real Y23-Y17 on the map. While that could be explained away as a disjunct in the map from the icon moving off the screen, then back, the different rooms cannot be. All things in NES games loop around; if you go far enough right, you come out on the left, and so on. If there were only 56 rows (0-55), then I should be back in the real levels, the organic labyrinths and the lower jungle labyrinth, but I was not. It is also known that the highest number for many numerical counts in games is 255. You can only have 255 Enemy Erasers (and in other games, such as Zelda, you can only have 255 Rupees). There are 256 values associated with 255 (remember, 0 counts). Why would a game go by a 56 count and not a 256 count? We know the game can only display 2 digits for each coordinate. Thus, any larger number gets truncated. In other NES games, when larger numbers are logged than can be displayed, the first number always gets left off. This is because only certain spaces are left open. In the case of games limited by 4 digits, the maximum value registerable is 9999. A value of 10,832 would register as 0832. Why? Remember, the game is encoding only for the single, the ten, the hundred, and the thousand space in that circumstance. The ten-thousand space gets left out. In this case, the coordinates can only display the single and the ten space, not the hundred space. In this case, the maximum value recordable is usually 65,535, another one of those numbers like 256 that tends to crop up a lot as limiting numbers in games. All rooms in X24-X31 that I encountered produced exitless rooms. Virtually all were Area 0, though a few exitless rooms of other areas were scattered about. There is a delay before they appear. If they are portalled into (this only applies to X24, and also X255), they tend to appear as empty orange corridor rooms. I use a ROM, however, other people, using an actual cart, have found that X24- X31 while they often produce exitless rooms, have been known on occasion to produce rooms with exits that allow for exploration. Why this occurs is unknown, but it is speculated to be that the cart users are using one version of the game which is different from the version of the game the ROM online was taken from. It is speculated some minor alteration was made in the code that changes the display equations for the X coordinates past X23 removing whatever was the limiting factor in the ROM version. Just a note, games sometimes undergo revisions as they are re-released. Usually small bugs are fixed or other such changes are made to fix errors. There are version differences with games like The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Link's Awakening. If you look at lists of tricks and exploits for games, some note they only work on certain versions of the cart. This is exactly what I'm talking about in this case with TGL. So far, I have only explored two components of the Lost Frontier, the Vast Northern Realm (which is technically a large block in the southwest corner of the true 256 x 256 map) and the Near Southeastern Island. What I call the Vast Northern Realm is the rooms you get to by walking up from a room in the Y0 row. This is the realm 95-99% of my data and observations and explorations comes from. It seems to have barriers on one side by X24, where all rooms are dead end traps, and the same with X255 on the other side. The Near Southeastern Island is a small section of rooms below the Y031 edge of the map which can be walked onto. I describe both of these in more detail below. You will notice a huge ring surrounds the main map. There is nothing special about those rooms as far as I can tell. The ring side to the north of the main map is the Y[2]54 row. X-values can exceed 24, but so for, only isolated rooms can be visited there via password (once again, there are version differences). The original map is 24 rooms x 24 rooms (rows 0-23), which comes out to 576 rooms total. The password range map is 32 x 32 rooms (rows 0-31), which comes out to 1024 rooms total. The expanded fringes of the map which are covered by the password, but not in the game are rows 24-31, which are 448 rooms total.The true map of NAJU is believed to be 256 rooms x 256 rooms (rows 0-255), which comes out to a total of 65,536 theoretical rooms. I have explored from X0-23 for Y217-255, which is a total of 1056 rooms. Take that number, add 1024 to it (the 32 x 32 grid) and the 38 or so rooms I've explored by walking down from the password map to some of the Y030s, and subtract all that from 65,536 and that means there are still about 63,418 rooms that are completely unknown. In other words, about 97% of the game's total theoretical map remains unexplored. I should explain here that I ran into a row of exitless rooms at the Y217 row. I have tried several times in vain to find a way through them. How do I know the "Great Wall" at Y217 is breachable? Simple. With the insurmountable barriers, such as X024- X031 and Y255, when you portal in there, there is a delay in the transition between when the previous screen fades and the new screen loads. With all Y217 rooms, there is no delay, meaning it is a normal room. It is possible that all rooms from X24-X255 Y0- Y255 are exitless rooms with nothing of note. If that were true, then of the possible 65,536 rooms, 59,392 of those rooms are meaningless to explore and contain nothing of note (and thus 6144 rooms would be the only rooms of note). But, the problem is we cannot confirm that speculation. Yes, X24- X31 and X255 are exitless rooms with time delayed arrivals, but we have never seen any room between X32 and X254, so such a guess cannot be verified yet. If that were true, only 6144 rooms would be of note, and we already know 576 of those belong to the original map, 192 to the password's map, leaving 5376 rooms to explore. Subtracting the 1056 rooms I've been to, that's 4320 rooms that haven't been reached yet. But once again, the version differences lead to more questions. ************************************************************************ ************************************************************************ *************** HOW TO ACCESS THE LOST FRONTIER ******************* *********************************************************************** ************************************************************************ [1004] The only way to get up here is through using passwords. Lee Eric Kirwan has cracked the password system and posted all the details on the Gamefaqs Message Board for TGL during 2004-5. The credit for all the passwords goes to him because he gave me a bunch of passwords and taught me how to generate passwords for the rest of the rooms on the 32 x 32 map. The Vast Northern Realm is accessible by the following password: 3stG 0gBG XYRF UMdE RAtD OIHD nkQC IcJA [note: 0 is zero, O is capital o] This room extends from some rooms in the Y0 row in the black space (X4 Y0, X5 Y0, X6 Y0, X7 Y0, X21 Y0, X22 Y0, X23 Y0) and a few rooms down in one section, X15 Y0, X15 Y1, and X15 Y2. It extends from X255 to X24, 2 columns of rooms which consist always of exitless rooms or exitless empty orange corridor rooms. It extends from Y255 all the way to Y217, which forms a row of exitless rooms or exitless empty orange corridor rooms (with no delay though). This huge realm is filled with variable rooms, where timing affects what the next room looks like (this is discussed at length in the Game Mechanics section). Start by walking up to the Y255 row and then you can explore from there. The Near Southeastern Island is accessible by the following password: wMfY scfL qwSC nc0K 6YeM hoxI WGpM mI7F This sends the Guardian to Area 1 X22 Y30. Unlike the Vast Northern Realm, the rooms here remain the same every time you cross a threshold or enter a portal and go back to it. Portals, however, can change what Area the room is, but not the layout. This area only has 38 rooms and extends from X18-X24 and Y30-Y37. All the X24 rooms here are likewise exitless rooms. There is one Save Lander room, one Corridor room (Corridor 30), and one Lander selling a Wave Attack for 50 Chips. The only areas I encountered here were Areas 0,1,3,4,5. Area 4 is the most extensive of them. As for how to get to the spaces between the labyrinths on the 24 x 24 map, those require individual passwords. The same applies for all the spaces past the 24 x 24 grid on the 32 x 32 grid. All the passwords for the spaces inbetween on the 24 x 24 grid are listed here. They are all either corridors, Lander rooms of any type, text box rooms, or empty orange corridor rooms. All the following passwords provided are the last 2 blocks in the 8-block password code. They all plug into a universal password, which was graciously provided by Lee. Just plug the passwords listed into the 2 ____ spaces in the password to access that coordinate. 3stG 0gBG XYRF UMdE RAtD OIHD ____ ____ ________ Y ROW 0 ________ X4 Y0 X5 Y0 X6 Y0 X7 Y0 X15 Y0 vlQC IAPA [note: blacks out upon entry] X21 Y0 fmQC I8CA X22 Y0 7mQC I2DA X23 Y0 vmQC I8DA _______ Y ROW 1 _______ X1 Y1 [note: this is the "eye" of Area 9; blacks out upon entry] X4 Y1 nIQC IAKA X5 Y1 fIQC IcKA X6 Y1 7IQC IALA X7 Y1 vIQC IcLA X15 Y1 X20 Y1 nKQC I8CA X21 Y1 fKQC I2DA X22 Y1 7KQC I8DA X23 Y1 vKQC I2EA ________ Y ROW 2 ________ X4 Y2 nkRC IcKA X5 Y2 fkRC IALA X6 Y2 7kRC IcLA X7 Y2 vkRC IAMA [note: blacks out upon entry] X15 Y2 X20 Y2 nmRC I2DA [note: blacks out upon entry] ________ Y ROW 3 ________ X7 Y3 vIRC IcMA X9 Y3 [note: this is the left "eye" of Area 10; it blacks out upon entry] X13 Y3 [note: this is the right "eye" of Area 10] X15 Y3 vJRC I2BA X18 Y3 1KRC I8CA X18 Y3 X19 Y3 TKRC I2DA X20 Y3 nKRC I8DA _______ Y ROW 4 ________ X0 Y4 X1 Y4 DkSC IAKA X2 Y4 1kSC IcKA [note: blacks out upon entry] X7 Y4 X15 Y4 vlSC I8BA X16 Y4 LmSC I2CA X20 Y4 nmSC I2EA _______ Y ROW 5 _______ X0 Y5 X1 Y5 DISC IcKA X2 Y5 1ISC IALA X7 Y5 X8 Y5 LJSC IAOA X9 Y5 DJSC IcOA X10 Y5 1JSC IAPA X13 Y5 fJSC I2BA X14 Y5 7JSC I8BA X15 Y5 vJSC I2CA X16 Y5 LKSC I8CA X20 Y5 nKSC I8EA _______ Y ROW 6 _______ X1 Y6 DkTC IALA X2 Y6 1kTC IcLA X9 Y6 DlTC IAPA X10 Y6 1lTC IcPA X12 Y6 nlTC I2BA X13 Y6 flTC I8BA X20 Y6 nmTC I2FA ________ Y ROW 7 ________ X2 Y7 1ITC IAMA X3 Y7 TITC IcMA X4 Y7 nITC IANA X5 Y7 fITC IcNA X6 Y7 7ITC IAOA X7 Y7 vITC IcOA X10 Y7 1JTC I8AA X12 Y7 nJTC I8BA X15 Y7 vJTC I2DA X16 Y7 LKTC I8DA X17 Y7 DKTC I2EA X18 Y7 1KTC I8EA X19 Y7 TKTC I2FA X20 Y7 nKTC I8FA ________ Y ROW 8 ________ X2 Y8 1kUC IcMA [note: blacks out upon entry] X7 Y8 vkUC IAPA X8 Y8 LlUC IcPA X10 Y8 1lUC I2BA X12 Y8 nlUC I2CA X14 Y8 7lUC I2DA X15 Y8 vlUC I8DA [note: blacks out upon entry] ________ Y ROW 9 ________ X4 Y9 nIUC IAOA X5 Y9 fIUC IcOA X7 Y9 vIUC IcPA X17 Y9 DKUC I2FA X18 Y9 1KUC I8FA X19 Y9 TKUC I2GA X20 Y9 nKUC I8GA X21 Y9 fKUC I2HA X22 Y9 7KUC I8HA X23 Y9 vKUC I2IA [note: blacks out upon entry] _________ Y ROW 10 _________ X4 Y10 nkVC IcOA X5 Y10 fkVC IAPA X15 Y10 vlVC I8EA X16 Y10 LmVC I2FA X17 Y10 DmVC I8FA X19 Y10 TmVC I8GA [note: blacks out upon entry] X21 Y10 fmVC I8HA X22 Y10 7mVC I2IA X23 Y10 vmVC I8IA _________ Y ROW 11 _________ X2 Y11 [note: this is the "eye" of Area 1] X5 Y11 fIVC IcPA X6 Y11 7IVC I8AA X7 Y11 vIVC I2BA X22 Y11 7KVC I8IA X23 Y11 vKVC I2JA _________ Y ROW 12 _________ X5 Y12 fkWC I8AA X6 Y12 7kWC I2BA X7 Y12 vkWC I8BA X19 Y12 [note: this is the "upper" eye of Area 6] X21 Y12 fmWC I8IA X22 Y12 7mWC I2JA X23 Y12 vmWC I8JA _________ Y ROW 13 _________ X0 Y13 X1 Y13 DIWC IcOA X2 Y13 1IWC IAPA X3 Y13 TIWC IcPA X4 Y13 nIWC I8AA X5 Y13 fIWC I2BA X15 Y13 X16 Y13 X22 Y13 7KWC I8JA X23 Y13 vKWC I2KA [note: blacks out upon entry] _________ Y ROW 14 _________ X7 Y14 X16 Y14 X17 Y14 X19 Y14 [note: this is the lower "eye" of Area 6] X21 Y14 fmXC I8JA X22 Y14 7mXC I2KA X23 Y14 vmXC I8KA ________ Y ROW 15 ________ X7 Y15 vIXC I2DA X9 Y15 DJXC I2EA X11 Y15 TJXC I2FA X14 Y15 7JXC I8GA X16 Y15 X22 Y15 7KXC I8KA X23 Y15 vKXC I2LA _________ Y ROW 16 _________ X1 Y16 [note: this is the left "eye" of Area 2] X3 Y16 [note: this is the right "eye" of Area 2] X5 Y16 fkYC I8CA X6 Y16 7kYC I2DA X7 Y16 vkYC I8DA X9 Y16 DlYC I8EA X11 Y16 TlYC I8FA X12 Y16 nlYC I2GA X14 Y16 7lYC I2HA X16 Y16 X19 Y16 TmYC I8JA X21 Y16 fmYC I8KA X22 Y16 7mYC I2LA X23 Y16 vmYC I8LA _________ Y ROW 17 _________ X6 Y17 7IYC I8DA [note: blacks out upon entry] X9 Y17 DJYC I2FA X11 Y17 TJYC I2GA X12 Y17 nJYC I8GA X13 Y17 fJYC I2HA X14 Y17 7JYC I8HA X16 Y17 X17 Y17 X19 Y17 TKYC I2KA X20 Y17 nKYC I8KA X21 Y17 fKYC I2LA X22 Y17 7KYC I8LA X23 Y17 vKYC I2MA ________ Y ROW 18 ________ X0 Y18 X2 Y18 1kZC I2CA X3 Y18 TkZC I8CA X4 Y18 nkZC I2DA X6 Y18 7kZC I2EA X8 Y18 LlZC I2FA X9 Y18 DlZC I8FA X13 Y18 flZC I8HA X14 Y18 7lZC I2IA X21 Y18 fmZC I8LA X22 Y18 7mZC I2MA X23 Y18 vmZC I8MA _________ Y ROW 19 _________ X0 Y19 X1 Y19 X2 Y19 1IZC I8CA X3 Y19 TIZC I2DA X4 Y19 nIZC I8DA X5 Y19 X6 Y19 7IZC I8EA X8 Y19 LJZC I8FA X14 Y19 7JZC I8IA X15 Y19 vJZC I2JA X16 Y19 LKZC I8JA X23 Y19 vKZC I2NA [note: blacks out upon entry] _________ Y ROW 20 _________ X8 Y20 Ll0C I2GA X11 Y20 [note: this is the upper part of the hole in Area 8] X15 Y20 vl0C I8JA X23 Y20 vm0C I8NA _________ Y ROW 21 _________ X6 Y21 [note: this is the "eye" of Area 3] X8 Y21 LJ0C I8GA X11 Y21 [note: this is the lower part of the hole in Area 8] X15 Y21 vJ0C I2KA X21 Y21 fK0C I2NA [note: this is the "eye" of Area 7] _________ Y ROW 22 _________ X8 Y22 Ll1C I2HA X14 Y22 7l1C I2KA X15 Y22 vl1C I8KA X23 Y22 vm1C I8OA ________ Y ROW 23 ________ X2 Y23 1I1C I8EA X3 Y23 TI1C I2FA X5 Y23 fI1C I2GA X8 Y23 LJ1C I8HA X13 Y23 fJ1C I2KA X14 Y23 7J1C I8KA X15 Y23 vJ1C I2LA X23 Y23 vK1C I2PA And now for the expanded range of the map, X0-23 Y24-31. _________ Y ROW 24 _________ X0 Y24 X1 Y24 Dk2C I8EA X2 Y24 1k2C I2FA X3 Y24 Tk2C I8FA X4 Y24 nk2C I2GA X5 Y24 fk2C I8GA X6 Y24 7k2C I2HA X7 Y24 vk2C I8HA X8 Y24 X9 Y24 Dl2C I8IA X10 Y24 1l2C I2JA X11 Y24 Tl2C I8JA X12 Y24 nl2C I2KA X13 Y24 fl2C I8KA X14 Y24 7l2C I2LA X15 Y24 vl2C I8LA X16 Y24 Lm2C I2MA X17 Y24 Dm2C I8MA X18 Y24 1m2C I2NA X19 Y24 Tm2C I8NA X20 Y24 nm2C I2OA X21 Y24 fm2C I8OA X22 Y24 7m2C I2PA [note: blacks out upon entry] X23 Y24 vm2C I8PA _________ Y ROW 25 _________ X0 Y25 X1 Y25 DI2C I2FA X2 Y25 1I2C I8FA X3 Y25 TI2C I2GA X4 Y25 nI2C I8GA X5 Y25 fI2C I2HA X6 Y25 7I2C I8HA X7 Y25 vI2C I2IA X8 Y25 LJ2C I8IA X9 Y25 DJ2C I2JA X10 Y25 1J2C I8JA X11 Y25 TJ2C I2KA X12 Y25 nJ2C I8KA X13 Y25 fJ2C I2LA X14 Y25 7J2C I8LA X15 Y25 vJ2C I2MA X16 Y25 LK2C I8MA X17 Y25 DK2C I2NA X18 Y25 1K2C I8NA X19 Y25 TK2C I2OA X20 Y25 nK2C I8OA X21 Y25 fK2C I2PA X22 Y25 7K2C I8PA X23 Y25 vK2C IYAA _________ Y ROW 26 _________ X0 Y26 X1 Y26 Dk3C I8FA X2 Y26 1k3C I2GA X3 Y26 Tk3C I8GA X4 Y26 nk3C I2HA X5 Y26 fk3C I8HA X6 Y26 7k3C I2IA X7 Y26 vk3C I8IA [note: blacks out upon entry] X8 Y26 Ll3C I2JA X9 Y26 Dl3C I8JA X10 Y26 1l3C I2KA X11 Y26 Tl3C I8KA X12 Y26 nl3C I2LA X13 Y26 fl3C I8LA X14 Y26 7l3C I2MA [has a fightable miniboss] X15 Y26 vl3C I8MA [note: blacks out upon entry] X16 Y26 X17 Y26 X18 Y26 X19 Y26 X20 Y26 X21 Y26 X22 Y26 X23 Y26 ________ Y ROW 27 ________ X0 Y27 X1 Y27 DI3C I2GA X2 Y27 1I3C I8GA [note: miniboss, game glitches up] X3 Y27 TI3C I2HA [note: blacks out upon entry] X4 Y27 nI3C I8HA [note: blacks out upon entry] X5 Y27 fI3C I2IA [note: game glitches up] X6 Y27 7I3C I8IA [note: blacks out upon entry] X7 Y27 vI3C I2JA [note: blacks out upon entry] X8 Y27 LJ3C I8JA X9 Y27 DJ3C I2KA [note: blacks out upon entry] X10 Y27 1J3C I8KA X11 Y27 TJ3C I2LA X12 Y27 nJ3C I8LA X13 Y27 fJ3C I2MA X14 Y27 7J3C I8MA X15 Y27 vJ3C I2NA X16 Y27 LK3C I8NA X17 Y27 X18 Y27 1K3C I8OA X19 Y27 TK3C I2PA X20 Y27 nK3C I8PA X21 Y27 fK3C IYAA X22 Y27 7K3C I4AA X23 Y27 vK3C IYBA [note: blacks out upon entry] ________ Y ROW 28 ________ X0 Y28 X1 Y28 DkaC I8GA X2 Y28 1kaC I2HA X3 Y28 TkaC I8HA X4 Y28 nkaC I2IA [note: blacks out upon entry] X5 Y28 fkaC I8IA X6 Y28 7kaC I2JA X7 Y28 vkaC I8JA X8 Y28 LlaC I2KA X9 Y28 DlaC I8KA X10 Y28 1laC I2LA X11 Y28 TlaC I8LA X12 Y28 nlaC I2MA X13 Y28 flaC I8MA X14 Y28 7laC I2NA X15 Y28 [note: glitches up] X16 Y28 LmaC I2OA X17 Y28 DmaC I8OA X18 Y28 1maC I2PA X19 Y28 TmaC I8PA X20 Y28 nmaC IYAA X21 Y28 fmaC I4AA X22 Y28 7maC IYBA X23 Y28 vmaC I4BA ________ Y ROW 29 ________ X0 Y29 X1 Y29 DIaC I2HA X2 Y29 1IaC I8HA X3 Y29 TIaC I2IA X4 Y29 nIaC I8IA X5 Y29 fIaC I2JA X6 Y29 7IaC I8JA X7 Y29 vIaC I2KA X8 Y29 LJaC I8KA [note: blacks out upon entry] X9 Y29 DJaC I2LA X10 Y29 1JaC I8LA X11 Y29 X12 Y29 nJaC I8MA [note: blacks out upon entry] X13 Y29 fJaC I2NA X14 Y29 7JaC I8NA [note: blacks out upon entry] X15 Y29 X16 Y29 X17 Y29 DKaC I2PA [note: glitches up] X18 Y29 1KaC I8PA [note: blacks out upon entry] X19 Y29 TKaC IYAA [note: glitches up] X20 Y29 nKaC I4AA X21 Y29 fKaC IYBA X22 Y29 7KaC I4BA X23 Y29 vKaC IYCA [note: blacks out upon entry] ________ Y ROW 30 ________ X0 Y30 X1 Y30 DkbC I8HA [note: blacks out upon entry] X2 Y30 1kbC I2IA [note: glitches up] X3 Y30 TkbC I8IA [note: blacks out upon entry] X4 Y30 nkbC I2JA X5 Y30 fkbC I8JA [note: glitches up] X6 Y30 7kbC I2KA [note: blacks out upon entry] X7 Y30 vkbC I8KA [note: glitches up] X8 Y30 LlbC I2LA [note: blacks out upon entry] X9 Y30 DlbC I8LA [note: glitches up] X10 Y30 1lbC I2MA [note: blacks out upon entry] X11 Y30 TlbC I8MA X12 Y30 nlbC I2NA [note: blacks out upon entry] X13 Y30 flbC I8NA X14 Y30 7lbC I2OA X15 Y30 X16 Y30 LmbC I2PA X17 Y30 X18 Y30 X19 Y30 TmbC I4AA X20 Y30 nmbC IYBA [note: blacks out upon entry] X21 Y30 X22 Y30 X23 Y30 ________ Y ROW 31 ________ X0 Y31 LIbC I8HA [note: blacks out upon entry] X1 Y31 DIbC I2IA X2 Y31 1IbC I8IA X3 Y31 TIbC I2JA X4 Y31 nIbC I8JA X5 Y31 fIbC I2KA X6 Y31 7IbC I8KA [note: glitches up] X7 Y31 vIbC I2LA [note: blacks out upon entry] X8 Y31 LJbC I8LA [note: blacks out upon entry] X9 Y31 DJbC I2MA [note: blacks out upon entry] X10 Y31 1JbC I8MA X11 Y31 TJbC I2NA X12 Y31 nJbC I8NA X13 Y31 fJbC I2OA X14 Y31 TJbC I8OA X15 Y31 vJbC I2PA X16 Y31 LKbC I8PA X17 Y31 DKbC IYAA X18 Y31 1KbC I4AA X19 Y31 TKbC IYBA X20 Y31 nKbC I4BA X21 Y31 fKbC IYCA X22 Y31 7KbC I4CA X23 Y31 vKbC IYDA And for good measure, for those of you with cartridges that can access the X-coordinate past X23, here are X24-31 Y0-31 _________ Y ROW 0 _________ X24 Y0 X25 Y0 X26 Y0 X27 Y0 X28 Y0 X29 Y0 X30 Y0 X31 Y0 vnQC I8HA ________ Y ROW 1 ________ X24 Y1 LLQC I8EA X25 Y1 DLQC I2FA X26 Y1 1LQC I8FA X27 Y1 TLQC I2GA X28 Y1 nLQC I8GA X29 Y1 fLQC I2HA X30 Y1 7LQC I8HA X31 Y1 vLQC I2IA ________ Y ROW 2 ________ X24 Y2 LnRC I2FA X25 Y2 DnRC I8FA X26 Y2 1nRC I2GA X27 Y2 TnRC I8GA X28 Y2 nnRC I2HA X29 Y2 fnRC I8HA X30 Y2 7nRC I2IA X31 Y2 vnRC I8IA _________ Y ROW 3 _________ X24 Y3 LLRC I8FA X25 Y3 DLRC I2GA X26 Y3 1LRC I8GA X27 Y3 TLRC I2HA X28 Y3 nLRC I8HA X29 Y3 fLRC I2IA X30 Y3 7LRC I8IA X31 Y3 vLRC I2JA ________ Y ROW 4 ________ X24 Y4 LnSC I2GA X25 Y4 DnSC I8GA X26 Y4 1nSC I2HA X27 Y4 TnSC I8HA X28 Y4 nnSC I2IA X29 Y4 fnSC I8IA X30 Y4 7nSC I2JA X31 Y4 vnSC I8JA _________ Y ROW 5 _________ X24 Y5 LLSC I8GA X25 Y5 DLSC I2HA X26 Y5 1LSC I8HA X27 Y5 TLSC I2IA X28 Y5 nLSC I8IA X29 Y5 fLSC I2JA X30 Y5 7LSC I8JA X31 Y5 vLSC I2KA _________ Y ROW 6 _________ X24 Y6 LnTC I2HA X25 Y6 DnTC I8HA X26 Y6 1nTC I2IA X27 Y6 TnTC I8IA X28 Y6 nnTC I2JA X29 Y6 fnTC I8JA X30 Y6 7nTC I2KA X31 Y6 vnTC I8KA ________ Y ROW 7 ________ X24 Y7 LLTC I8HA X25 Y7 DLTC I2IA X26 Y7 1LTC I8IA X27 Y7 TLTC I2JA X28 Y7 nLTC I8JA X29 Y7 fLTC I2KA X30 Y7 7LTC I8KA X31 Y7 vLTC I2LA _________ Y ROW 8 _________ X24 Y8 LnUC I2IA X25 Y8 DnUC I8IA X26 Y8 1nUC I2JA X27 Y8 TnUC I8JA X28 Y8 nnUC I2KA X29 Y8 fnUC I8KA X30 Y8 7nUC I2LA X31 Y8 vnUC I8LA _________ Y ROW 9 _________ X24 Y9 LLUC I8IA X25 Y9 DLUC I2JA X26 Y9 1LUC I8JA X27 Y9 TLUC I2KA X28 Y9 nLUC I8KA X29 Y9 fLUC I2LA X30 Y9 7LUC I8LA X31 Y9 vLUC I2MA _________ Y ROW 10 _________ X24 Y10 LnVC I2JA X25 Y10 DnVC I8JA X26 Y10 1nVC I2KA X27 Y10 TnVC I8KA X28 Y10 X29 Y10 fnVC I8LA X30 Y10 7nVC I2MA X31 Y10 vnVC I8MA _________ Y ROW 11 _________ X24 Y11 LLVC I8JA X25 Y11 DLVC I2KA X26 Y11 1LVC I8KA X27 Y11 TLVC I2LA X28 Y11 nLVC I8LA X29 Y11 fLVC I2MA X30 Y11 7LVC I8MA X31 Y11 vLVC I2NA _________ Y ROW 12 _________ X24 Y12 LnWC I2KA X25 Y12 DnWC I8KA X26 Y12 1nWC I2LA X27 Y12 TnWC I8LA X28 Y12 nnWC I2MA X29 Y12 fnWC I8MA X30 Y12 7nWC I2NA X31 Y12 vnWC I8NA _________ Y ROW 13 _________ X24 Y13 LLWC I8KA X25 Y13 DLWC I2LA X26 Y13 1LWC I8LA X27 Y13 TLWC I2MA X28 Y13 nLWC I8MA X29 Y13 fLWC I2NA X30 Y13 7LWC I8NA X31 Y13 vLWC I2OA _________ Y ROW 14 _________ X24 Y14 X25 Y14 DnXC I8LA X26 Y14 1nXC I2MA X27 Y14 TnXC I8MA X28 Y14 nnXC I2NA X29 Y14 fnXC I8NA X30 Y14 7nXC I2OA X31 Y14 vnXC I8OA _________ Y ROW 15 _________ X24 Y15 LLXC I8LA X25 Y15 DLXC I2MA X26 Y15 1LXC I8MA X27 Y15 TLXC I2NA X28 Y15 nLXC I8NA X29 Y15 fLXC I2OA X30 Y15 7LXC I8OA X31 Y15 vLXC I2PA _________ Y ROW 16 _________ X24 Y16 LnYC I2MA X25 Y16 DnYC I8MA X26 Y16 1nYC I2NA X27 Y16 TnUC I8NA X28 Y16 nnYC I2OA X29 Y16 fnYC I8OA X30 Y16 7nYC I2PA X31 Y16 vnYC I8PA _________ Y ROW 17 _________ X24 Y17 LLYC I8MA X25 Y17 DLYC I2NA X26 Y17 1LYC I8NA X27 Y17 TLYC I2OA X28 Y17 nLYC I8OA X29 Y17 fLYC I2PA X30 Y17 7LYC I8PA X31 Y17 vLYC IYAA ________ Y ROW 18 ________ X24 Y18 LnZC I2NA X25 Y18 DnZC I8NA X26 Y18 1nZC I2OA X27 Y18 TnZC I8OA X28 Y18 nnZC I2PA X29 Y18 fnZC I8PA X30 Y18 7nZC IYAA X31 Y18 vnZC I4AA ________ Y ROW 19 ________ X24 Y19 LLZC I8NA X25 Y19 DLZC I2OA X26 Y19 1LZC I8OA X27 Y19 X28 Y19 nLZC I8PA X29 Y19 fLZC IYAA X30 Y19 7LZC I4AA X31 Y19 vLZC IYBA _________ Y ROW 20 _________ X24 Y20 Ln0C I2OA X25 Y20 Dn0C I8OA X26 Y20 1n0C I2PA X27 Y20 Tn0C I8PA X28 Y20 nn0C IYAA X29 Y20 fn0C I4AA X30 Y20 7n0C IYBA X31 Y20 vn0C I4BA _________ Y ROW 21 _________ X24 Y21 LL0C I8OA X25 Y21 DL0C I2PA X26 Y21 1L0C I8PA X27 Y21 TL0C IYAA X28 Y21 nL0C I4AA X29 Y21 fL0C IYBA X30 Y21 7L0C I4BA X31 Y21 vL0C IYCA _________ Y ROW 22 _________ X24 Y22 Ln1C I2PA X25 Y22 Dn1C I8PA X26 Y22 1n1C IYAA X27 Y22 Tn1C I4AA X28 Y22 nn1C IYBA X29 Y22 fn1C I4BA X30 Y22 7n1C IYCA X31 Y22 vn1C I4CA ________ Y ROW 23 ________ X24 Y23 LL1C I8PA X25 Y23 DL1C IYAA X26 Y23 1L1C I4AA X27 Y23 TL1C IYBA X28 Y23 nL1C I4BA X29 Y23 fL1C IYCA X30 Y23 7L1C I4CA X31 Y23 vL1C IYDA _________ Y ROW 24 _________ X24 Y24 Ln2C IYAA X25 Y24 Dn2C I4AA X26 Y24 1n2C IYBA X27 Y24 Tn2C I4BA X28 Y24 nn2C IYCA X29 Y24 fn2C I4CA X30 Y24 7n2C IYDA X31 Y24 vn2C I4DA _________ Y ROW 25 _________ X24 Y25 LL2C I4AA X25 Y25 DL2C IYBA X26 Y25 1L2C I4BA X27 Y25 TL2C IYCA X28 Y25 nL2C I4CA X29 Y25 fL2C IYDA X30 Y25 7L2C I4DA X31 Y25 vL2C IYEA _________ Y ROW 26 _________ X24 Y26 X25 Y26 Dn3C I4BA X26 Y26 1n3C IYCA X27 Y26 Tn3C I4CA X28 Y26 nn3C IYDA X29 Y26 X30 Y26 7n3C IYEA X31 Y26 vn3C I4EA ________ Y ROW 27 ________ X24 Y27 LL3C I4BA X25 Y27 DL3C IYCA X26 Y27 1L3C I4CA X27 Y27 TL3C IYDA X28 Y27 nL3C I4DA X29 Y27 fL3C IYEA X30 Y27 7L3C I4EA X31 Y27 vL3C IYFA _________ Y ROW 28 _________ X24 Y28 LnaC IYCA X25 Y28 DnaC I4CA X26 Y28 1naC IYDA X27 Y28 TnaC I4DA X28 Y28 X29 Y28 fnaC I4EA X30 Y28 7naC IYFA X31 Y28 vnaC I4FA ________ Y ROW 29 ________ X24 Y29 LLaC I4CA X25 Y29 DLaC IYDA X26 Y29 1LaC I4DA X27 Y29 TLaC IYEA X28 Y29 nLaC I4EA X29 Y29 fLaC IYFA X30 Y29 7LaC I4FA X31 Y29 vLaC IYGA _________ Y ROW 30 _________ X24 Y30 LnbC IYDA X25 Y30 DnbC I4DA X26 Y30 1nbC IYEA X27 Y30 TnbC I4EA X28 Y30 nnbC IYFA X29 Y30 fnbC I4FA X30 Y30 X31 Y30 vnbC I4GA _________ Y ROW 31 _________ X24 Y31 LLbC I4DA X25 Y31 DLbC IYEA X26 Y31 1LbC I4EA X27 Y31 TLbC IYFA X28 Y31 nLbC I4FA X29 Y31 fLbC IYGA X30 Y31 7LbC I4GA X31 Y31 vLbC IYHA There are some coordinates on the 32 x 32 grid where entering a password causes the game to black out. Surprisingly, these rooms, if adjacent rooms have an open threshold to them, are accessible. Why passwords cannot access them, but they turn out to be accessible by foot is unknown at this time. ************************************************************************ ************************************************************************ ****************** GAME MECHANICS OF THE LOST FRONTIER *********** ************************************************************************ ************************************************************************ [1005] All games have a system of rules they operate by. These are the game's equivalent of the laws of physics. For example, in Super Mario Bros, based on the game's rules, Mario can jump. In TGL, however, based on the rules, the Guardian cannot jump. I will start you off by giving you some of the normal rules this game is governed by. These same rules are found in many of the same games. These are common sense rules everyone will say "duh, it's obvious" to, but I reiterate them because some of these rules... they don't apply to the Lost Frontier. Rule: When you cross a threshold (the edge of a screen), the next room will always appear the same no matter what time you cross it. The next room will also appear the same regardless of which adjacent room it is approached from. And when you cross back to go back to the room you came from, that original room will appear the same as when you left it. The same applies for use of portals. Rule: When a special weapon is used, it has the same effect each time (barring Chip limitation, levelling a weapon up, or an enemy's weaknesses or strengths). Basically, when you use the Laser Saber, a little laser saber comes out of the Guardian in the same position every time. Rule: If the threshold you cross is open, the adjacent room will have a corresponding open threshold on the side the two rooms share. Rule: You cannot cross from an Area of one number to an Area of a different number by crossing a threshold. Such a transition can only occur by using a portal and passing through an intermediary room, usually a Lander room of some sort or a Corridor room. Rule: There are a series of protocols the game follows when there is a miniboss at a location. First, when you arrive on the screen, warning klaxons sound, then green blocks appear to cover every open space along any side with a threshold. The boss then appears. When the boss is defeated, a victory tune is played and an item box is left in the center of the room. When the item is collected, one block in every wall of green blocks becomes brown, meaning it can be broken. Should you ever return to the same screen again, no step in the series of protocols will be carried out. The game "remembers" the miniboss has been beaten. Rule: When you beat a Corridor, you will return to the same Corridor room, but the Corridor will be sealed. Now for the strange, bizarre rules which govern the Lost Frontier. Having spent dozens of hours exploring this place, I have seen them play out. The strangest property to moving around the labyrinth in the Lost Frontier is depending on the time you cross the screen’s threshold, the next room will appear differently from if you cross the threshold at a different time. There are many different possibilities for each screen. The arrangement of the room, whether or not there are portals are not, and what Keys are needed for those portals can and does vary. Likewise, when entering a portal, the timing in which you move onto it will determine what the room on the other side of the portal will be. This explains why there can be several corridors found at the exact same coordinates. I’ve tested this using save states and when I move at the exact same speed, I always land the same possibility. This proves it is not entirely random as if it were random, the possibility would be different each time I load up the same state. If my speed is slower or faster by even a margin of less than a second, a different screen appears. The switching of room possibilities occurs on the millisecond scale. In the normal game, everything is bi-directional. A screen with an open threshold on the left will correspondingly have a screen left of it with an open threshold on the right. Here, nothing is necessarily bi-directional. Sometimes, the Guardian can arrive in rooms that have no exits. These are basically trap rooms, where there is only a one-way entry and there is no escape, other than by loading up an earlier save state. In other cases, an open threshold on one side can be adjacent to a wall which cannot be walked through once passed through. In some screens, there is an overlap which would normally not occur. There is an open threshold on the edge of the screen, but also a blue portal box there. When this occurs, the threshold cannot be crossed. Anywhere there is a portal, there is a de facto wall, visible or not. On some screens with portals, there are invisible walls even on thresholds that do not have a portal. There are some screens where there is a threshold, but there is also an invisible wall there as well. I’ve seen this often on some screens with the slime enemies. There are some screens that have small invisible walls in the middle of the screen. Theory: I suspect this portal = wall rule is actually a rule in the normal game (but which we never see since the programmers make sure there is always a visible wall by a portal). It is also possible to walk through some walls. When the Guardian transitions from a screen with an open threshold say on the right side to a room where the left side is a wall, she can walk through the wall so long as she is moving straight and nothing is there to obstruct her. Also, if there is some glitchy tiles on the wall which can be walked on, in some cases the Guardian can walk on those glitchy tiles and cross the wall. This is even possible with glitchy tiles in some corridor rooms or text box rooms, where you can scroll to another special room type (non-overworld Area room). With glitched blocks that can be walked upon, if it is a Corridor Room (active), the screen will scroll to another Corridor Room (active). That Corridor Room, in the cases I’ve seen will be open, but you can walk on the black space without entering, there may or may not be red tech panels there, and the "Corridor #" sign will be completely black. Basically, it’s a false corridor room, a dummy corridor. I have not had the chance to scroll screens in Sealed Corridor Rooms. With empty orange corridor rooms, walking through the wall results in another empty orange corridor room. With Save Lander rooms, walking through the wall results in a Save Lander room with no text in the text box accompanying it. With Lander rooms saying "Any Luck?", the Lander is in the next room, but says nothing. I have not walked through the wall of either Lander room selling anything (single or "only one"). With text box rooms, walking through the walls results in another text box room except the text box says nothing. Theory: The game organizes room types by several layers. Areas 0 through 10 are each in separate layers, distinctly isolated from one another, thus why you cannot walk from an Area 7 room to an Area 2 room, and why you cannot walk from an Area 3 room to an Area 4 room. I suspect that all Save Lander rooms are one layer, the "Only One" Lander rooms are a different layer, the Lander shop rooms are yet another layer, Active Corridor rooms are one layer, Empty Corridor Rooms are another layer. We can't see that they have this categorizational structure because all special rooms never have open thresholds in the game. On the subject of room formation, it seems like if you move to the next room, either via threshold or portal fast, that room will often be an exitless room or an empty corridor room with no exits. However, it does not mean after you wait a long enough time, a room with a corridor or exits will be there. There always remains the possibility of the exitless room, but the possibility of reaching an exitless room is extremely high early on and declines as time goes on, but after a certain time the possibility levels off. I think the pattern repeats after that, but I am not sure. I’m also not even sure there is a pattern, but there are definite probabilities. There are some... stranger types of possibilities for rooms. One of the possibilities is that the screen will go black when the Guardian crosses that threshold or enters the portal. Another possibility is one that only occurs with threshold movement; it is where the Guardian enters a screen and all movement is frozen, and the screen is blue, white and red, and the TGL title screen music plays. This screen resembles an Area 0 room open on the top and bottom with walls on the left and white. The only way out of this is resetting the game. With one instance here though, I observed the Guardian moving around the screen, albeit uncontrollably. And another instance, notably in Area 4, I was able to control movement on this screen, and even walk onto an invisible portal and warp to another room. Another possibility is miniboss warning klaxons will go off. Now, this event has a few possibilities. The first, and among the most common ones is the graphics will glitch up, becoming simpler (I think this is called the graphics decompiling) and the game screen freezing up and either going to black or black alternating with a screen of a solid color every so often. Either way, it means you have to reset. The other possibility with the miniboss klaxons is that a miniboss will appear. Now this possibility has a few possibilities: either a real boss will appear, which means it can be defeated and an item box dropped, or no miniboss will appear but the miniboss music will stop after some duration (on the scale of seconds), victory over miniboss music will play and an item box will appear, or the klaxons sound, no miniboss appears, but the music continues playing (at least for over 2 minutes) without the miniboss being defeated. Consider in these cases the minibosses to be invisible and that they cannot be interacted with (i.e. they cannot harm you, you cannot harm them) which self-destruct after x interval of seconds (with x varying from invisible miniboss to miniboss). This has some credence as on a number of screens with no miniboss, maybe 1/5th or 1/6th, an explosion like that of a miniboss being beaten occurs on the upper fringes of the screen, half on the screen half off the screen. In all cases, as following the game’s normal mechanics, green blocks appear on all thresholds, the klaxons sound, and when the miniboss is defeated, victory over miniboss music plays and an item box appears in the center of the room. Another possibility is one I observed only once, a demo starts playing. This demo was a corridor, as is the case with all the demos. Note that there is a different situation where a labyrinth can turn into a corridor. That is different from this. This corridor was a conventional one in the game. I’ve said earlier how the type of arrangement with a room and whether there are portals or not and what types of portals they are can vary, but accessing rooms from different portals or wandering to the same coordinates after taking portals somewhere in the vicinity can allow for a multiplicity of different Areas at the same coordinates. For the screen X4 Y244, I’ve seen it as Areas 0,4,6,8,10. For the screen X17 Y238, I’ve seen it as Areas 0,2,3,8,9. At X6 Y255, I’ve seen Areas 0,2,5,7,8. At X8 Y255, I’ve seen Areas 0,2,3,4,5,6,7,8,9. So, for some coordinates, there can be at least up to 9 different Areas for that coordinates and possibly even 1 or more Corridors too. I suspect all 11 Areas are possible at some or more coordinates. So, the ultimate factors which affect the appearance of a room are timing and passage through a portal, even if it was several screens away. To help understand the changing appearance of a room in this area, imagine there is an invisible Z-coordinate to the mapping structure and the time at which the Guardian crosses the screen’s threshold or enters the portal determines what Z-coordinate for those X,Y coordinates she arrives at. X & Y coordinates are used to map planes, but X, Y, and Z coordinates are used to map realms (three-dimensional spaces). I’m not saying there is a Z-coordinate, I’m saying it’s a useful mental device to help frame the concept of the flux of possibilities for the same room. Imagine that the different Areas for each coordinate, such as the cases of X4 Y244 and X17 Y238 I noted earlier, each Area is at a different Z-coordinate and imagine that for the rules governing this system, the Z-coordinates for different Areas are not accessible when walking across a threshold. So, for let’s say all the Area 0 room possibilities for a specific set of coordinates, imagine they have Z-values of say 30-40, and the other Areas possible for those coordinates are different sets of coordinates, like say Area 1 is 11-20 and Area 3 is 67-72. Merely walking across a threshold only allows movement in the range of Z-values between 30-40. Any Z-values that have Corridors, text box rooms, Lander rooms, empty corridor rooms, etc associated with them are excluded in the range of movement. If there is a portal on that screen, it determines movement both in an X or Y direction depending on the location of the portal (left or right vs. top or bottom), but there is also movement on the Z-axis. The portal’s range of possibilities for movement when going from an Area room to a special room exclude all Z-values associated with Areas, but include all possibilities with Corridors, text rooms, empty corridor rooms, Lander rooms, etc. The possibilities for Z-values when going through a portal in a special room include all possible Z-values since some special rooms can be adjacent to other special rooms. Now, under this imaginary system, movement along the Z-axis would be disabled for all rooms officially mapped, such as those on the X0-X23, Y0-Y23 grid which appear as white on the map when all the Keys are obtained. However, using the teleporter (read further down), Z-coordinates for rooms on the regular map are accessible. Some rooms (i.e. coordinates), depending on where you enter them from and more importantly, when you enter them, can display multiple corridors. Or sometimes after beating an open corridor there, you’ll arrive back in the same room, but it’s a different corridor there! I found several examples of this. One is X22, Y245, which I’ve seen as Corridors 61, 88, and 8. I’ve found a maximum of 5-6 corridors in the same room in some instances. Timing determines whether a special room has an empty orange corridor room, a Lander merchant, a text box room, a Save Lander, an active corridor, and what number the active corridor is. There are only a handful of corridor #s available at each coordinate. As for as I know, there is no master room where every corridor is available, from 0 to the highest number. Now, when a Corridor is beaten, should it be playable, there are a few possible results. Sometimes, the game blacks out upon the transition between corridor and labyrinth again. A few occasions I was able, by mashing the buttons, to break the blackout and get the game to resume, but this was only in some of the cases where the music continued to play. Many times, the transition is completed. In some of those cases, the Guardian is sent back to an empty orange corridor room. There may or may not be portals to provide an exit here. In the cases where there is no exit, completing the corridor is basically a trap. Many times, the Guardian is sent back to the active corridor room and either the same corridor remains open or a completely different corridor is there! That new corridor may be open or closed. Rarely does the Guardian return and the corridor explode and leave an item like it would normally in the game. Many times that second corridor blacks out upon entry, but sometimes they are playable. Double-links, one playable corridor which when beaten leads to a new corridor at the same coordinates which is also playable is a semi-common occurrence. Once I found a triple-link and a quadra-link. That is noted under weird occurrences. In the Lost Frontier, the coordinate system is not exact. I’ve noticed the existence of staggered coordinates. The same Corridor is frequently found in several rooms located at coordinates close to one another. This made me think the coordinate system doesn’t matter for precision, just for ballpark area (though I noted the precise coordinates I found corridors and minibosses at). I don’t know why, but that’s the way it is. I also noticed sometimes the same room can be found as a possibility in an adjacent room, a rarely occurring room with a portal on the same side, thresholds on the same side, and sometimes even the same enemies. Staggered coordinates apply to all types and categories of rooms it seems. Theory: Just as the variability of the rooms in the Lost Frontier seem to intensify with the higher the Y value, so to do the coordinates become less exact it seems. There are also some areas or rooms which seem to be a nexus of corridors. These are a grouping of coordinates which have rooms which produce many corridors and produce them at a frequent occurrence (some special rooms seem to produce empty orange corridor rooms always). In these areas, corridors can be found with great ease. The game is affected by some of the same game mechanics: the labyrinths do not change from one Area to another without having to pass through a portal and there is in most cases a buffer room (Lander, textbox, corridor, etc), and you cannot wander from a labyrinth screen into a corridor room, Lander room of any type, or text box room without passing through a portal. You also cannot enter a Corridor unless you have jumped through the gate in the Corridor room. Labyrinth enemies will never appear in Corridors, but some Corridor enemies have been found in the labyrinths. There are instances, though, of a labyrinth turning into a Labyrinth-Corridor and of taking a portal directly from one Labyrinth Area to another Labyrinth Area. This is very rare though. I took a portal and went directly from Area 2 X4 Y224 to Area 8 X4 Y223. Another time, I took a portal and went from Area 8 to Area 8 without passing through a buffer room. Some rooms seem to almost always be the same. For example, some in the Y0 series are always a Corridor room or a labyrinth room with a portal on the top fringe of the screen. Many rooms also have a frequency of appearing the same way. This can be seen easily especially in the Y255 and Y254 rows of rooms, where they all look like the three-way Area 0 room or the Area 4 room open only on one side, to the left. With some row in the low Y230s in Area 9, it frequently occurs as a desert room with only a threshold on the left. Often with jungle labyrinths in some areas, it is common to get screens with a threshold on the left only as well. Water areas seem to have equal probabilities of either a room with only a threshold on the left or only a threshold on the right. Obviously exitless rooms are a very high possibility in each area. If you walk through the walls back onto a room on the real map of NAJU, it projects the current Area you were in on the other side of that wall onto the real Area. For example, walking from an Area 0 room into a real Area 9 room would make that desert labyrinth look like Area 0, except it would display the same enemies, except for the spider-donuts and little slimes, which will not have their Area 9 colors, rather, they would have their Area 0 colors. Area 0 music would play too. Minibosses are playable here. Entering warp portals in these template-exchanged Areas will result in you going back to the real Area and not the overlapped area. All corridors play normally because when you enter them via portal, using the portal sends you back to the real area. This layering confusion also occurs in Metroid and is in fact what causes the Hidden Worlds in that game. Glitched corridors appear the same way every time you jump into them at that set of coordinates. They may be consistent across the board for that set of coordinates, or they may vary wildly. It’s not just completely random garbled jumble of component images, it has the same pattern each time. Hitting the select button often can change their appearance to a completely different background and even make enemies appear where there were none. Basically, the enemies are associated with the background, not the corridor itself. With some, the corridor remains the same, just some component of the background or the whole background remains glitched permanently (i.e. cannot be undone). With many types of glitched corridors though, select can make it swap between half a dozen background or well over 2 dozen backgrounds (many of those backgrounds are variations on the same theme with a minute difference though). Many of the glitched corridor backgrounds are just endlessly looping. From one, I suspect that the corridor may only be about 1-3 screens long and just looped over and over. With some however, they have had a unique pattern while flying several minutes into it. Every time I went to the X24 column, it was always an exitless overworld room or an exitless orange corridor room and there was always a slight delay when transitioning from an X23 room to an X24 room, longer than the usual transition time. The same applied for X255 rooms. X24 and X255 form barrier rooms. It is possible to get past it with other passwords, but it is not possible by wandering. With Save Lander rooms in the Lost Frontier, if you hit A and go to the password, then click "go out", the Save Lander room will disappear. Often you will be in an Area 0 exitless room. Sometimes the room will be of any of the 11 area types and have an exit or just be another exitless room of different areas. Other possibilities include corridor rooms or the game blacking out. I noticed, even with a Save Lander at the same coordinates that the password it gives you varies. I noticed this even when I used save states inside a Save Lander room. Save Lander rooms in the Lost Frontier do give passwords, but those passwords do not bring you to that coordinate. Those passwords bring you to a place on a 32 x 32 grid or cause the game to crash. The password will bring you to the same X coordinate as the Save Lander room in the Lost Frontier, but you will be at a different Y coordinate, Y0-31. I've checked, and there is a consistent pattern. For example, any Save Lander room in the Y223 row ends up sending you to Y31 and any in Y224 sends you to Y0.And X22 Y032 (correct, I mean Y32 and not Y232) had passwords that sent me to X22 Y0. I surmise from this, that the Lost Frontier (beyond the 32 x 32 grid) has Save Landers that record passwords that send you to the same X coordinate, but a different Y coordinate. Starting with Y032, it sends you to Y0, and counts upward until it reaches Y31 and then repeats over and over again all the way through to Y255. The majority of screens here have no enemies, but sometimes, I’ve encountered enemies. More can be read about that in the next section. Some portals, even if on one side of the screen, don’t necessarily send you one room in that direction. I’ve encountered portals on the right side of the screen which sent me to the room adjacent to the room I’m in on the left. ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() How It All Works ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1005A] This section is incomplete. It will continue to be developed when further information and discoveries become available. The basis of this are the game's hex numbers in the code. Numbers encode for some value, some property, be it music, graphics, weapons, whatnot. The same numbers are used for many different types of properties. The game is able to read these numbers based on where they are in the game's code. It is able to tell 0B in one place means one thing, and 0B in another place means a very different thing. I will list all the hex values for known properties of the game for reference since everything after them utilizes the data they have. TGL SOUND TEST Track [hex] Track #- sound 00, 48-FF hex values encode for no music, so produce nothing at all [01] 1-Title screen [02] 2-Labyrinths 3,4,8 (long journey) [03] 3-Boss music 1 (military aquatica) [04] 4-Jungle corridors [05] 5-Arctic corridors [06] 6-Boss music 2/ Miniboss (miniboss) [07] 7-Labyrinth 1,2,5,7 (sad walkabout) [08] 8-Desert corridors (harder, darker opening, nuances, blurred audio) [09] 9-Labyrinth 0 (optimistic start) [0A] 10-Game Over [0B] 11-Organic corridors (jingling opening, underlying ding ling ling to audio) (unused one) [0C] 12-Organic corridors (repeat of #11) (real one) [0D] 13-Labyrinth 6,9 (retro ‘50s music) [0E] 14-Labyrinth 10 (newer darker music) [0F] 15-Ending music [10] 16-Empty corridor room [11] 17-Active corridor room [12] 18-Active corridor room (repeat of #17) [13] 19-Computer room [14] 20-Water corridors (unused one) [15] 21-Water corridors (repeat of #20) (real one) [16] 22-Boss music 3 (ominous opponent) [17] 23-Transformation sequence returning from corridor [18] 24-Lander room [19] 25-Password screen/ Corridor 22 [1A] 26-Victory over the Miniboss [1B] 27-Victory over the Corridor [1C] 28-Corridor 21 [1D] 29-Transformation sequence entering corridor [1E] 30-Corridor 0 [1F] 31-N/A (is this the music track used when they want no music?) [20] 32-Bullets hitting a target- penetrating [21] 33-Bullets hitting a target- not penetrating [22] 34-Sound of enemies being destroyed [23] 35-Fire sound #1 (faint) [24] 36-Fire sound #2 (faint, but slightly louder and longer) [25] 37-Main weapon sound [26] 38-Multibullet sound [27] 39-Fire sound #3 (sounds like flipping through a bunch of papers) [28] 40-Hyper Laser sound [29] 41-Fire sound #4 (sounds more spaced out) [2A] 42-Wave weapons fired [2B] 43-?????? [2C] 44-Laser Saber & Cutting Saber sound [2D] 45-Fire sound #5 (sounds the same as earlier ones) [2E] 46-Grenade sound [2F] 47-Enemy Eraser sound [30] 48-picking up a Heart [31] 49-picking up a Lander [32] 50-picking up an Energy Tank [33] 51-picking up a Chip [34] 52-entering letters in the password [35] 53-weapon being collected [36] 54-received _ Key sound [37] 55-Fire sound #6 (louder, more continuous, paper flipping sound) [38] 56-sound of receiving damage [39] 57-sound of miniboss or boss being hit [3A] 58-teleporting out [3B] 59-teleporting out (repeat of #58) [3C] 60-teleporting in [3D] 61-moving cursor on select screen and password cursor [3E] 62-moving cursor on select screen and password cursor (repeat of #61) [3F] 63-corridor gate opens [40] 64-Fire sound #7 (short, brief) [41] 65-Fire sound #8 (short, brief) [42] 66-Fire sound #9 (longer) [43] 67-boss klaxons (it’s actually only a single klaxon sounded once) [44] 68-N/A [45] 69-N/A [46] 70-Hitting start or select button [47] 71-Hitting start or select button (repeat of #70) COLLECTIBLE OBJECTS [00] MultiBullet [01] Backfire [02] Wave Attack [03] Bullet Shield [04] Grenade [05] Fireball [06] Area Blaster [07] Repeller [08] Hyper Laser [09] Saber Laser [0A] Cutter Laser [0B] Enemy Erasers [0C] Energy Tank [0D] Blue Lander [0E] Attack Booster [0F] Shield Booster [10] Consecutive Fire (?) [11] Red Lander object values 12 and above I cannot determine. The first string of code I received from my source (Kuzeelar) contains the music for the Corridors. Every line of code below this are the lines that come after it. All of these lines contain the data for all the corridors, including the ones numbering above 22. Hex Code for music in Corridors 0-22 Corridor 0- 1E [Track 30: Corridor 0] Corridor 1- 15 [Track 21: water corridors] Corridor 2- 15 [Track 21: water corridors] Corridor 3- 04 [Track 4: jungle corridors] Corridor 4- 04 [Track 4: jungle corridors] Corridor 5- 05 [Track 5: arctic corridors] Corridor 6- 05 [Track 5: arctic corridors] Corridor 7- 0C [Track 12: organic corridors] Corridor 8- 0C [Track 12: organic corridors] Corridor 9- 08 [Track 8: desert corridors] Corridor 10- 08 [Track 8: desert corridors] Corridor 11- 15 [Track 21: water corridors] Corridor 12- 15 [Track 21: water corridors] Corridor 13- 04 [Track 4: jungle corridors] Corridor 14- 04 [Track 4: jungle corridors] Corridor 15- 05 [Track 5: arctic corridors] Corridor 16- 05 [Track 5: arctic corridors] Corridor 17- 0C [Track 12: organic corridors] Corridor 18- 0C [Track 12: organic corridors] Corridor 19- 08 [Track 8: desert corridors] Corridor 20- 08 [Track 8: desert corridors] Corridor 21- 1C [Track 28: Corridor 21] Corridor 22- 19 [Track 25: password screen/ Corridor 22] The next string of code which occurs directly after the musical string is the one that encodes for the weapons you receive from beating the corridor. Corridor 0- __ (it's blank) Corridor 1- 07 [Repeller] Corridor 2- 09 [Saber Laser] Corridor 3- 0C [Energy Tank] Corridor 4- 00 [MultiBullet] Corridor 5- 0B [Enemy Erasers] Corridor 6- 06 [Area Blaster] Corridor 7- 0A [Cutter Laser] Corridor 8- 03 [Bullet Shield] Corridor 9- 06 [Area Blaster] Corridor 10- 0B [Enemy Erasers] Corridor 11- 04 [Grenade] Corridor 12- 08 [Hyper Laser] Corridor 13- 0F [Shield Booster] Corridor 14- 0D [Blue Lander] Corridor 15- 11 [Red Lander] Corridor 16- 01 [Backfire] Corridor 17- 09 [Saber Laser] Corridor 18- 05 [Fireball] Corridor 19- 0F [Shield Booster] Corridor 20- 0E [Attack Booster] Corridor 21- __ (it's blank) Corridor 22- __ (it's blank) But, Kuzeelar determined by looking at the corridor weapons line of code that the music played in Corridors 23-42, the music's hex numbers, corresponded precisely with the weapons' (well, they're not all weapons, such as the Landers and Boosters, but that's beside the point) hex numbers. Basically, for corridors numbering above 22, the game gets confused and thinks the line below the corridor music code is a continuation of the corridor music code. So, looking at the above table, renumbering the corridors to be 23-42 and looking up the hex number for music and not weapons, this is what we get. Note that the line of code where I have designated it is blank apparently skips those corridors, with some other line of code taking precedence. The game is apparently able to tell it should skip Corridors 0, 21, 22 for weapons and doesn't interpret 07 [Repeller], the prize for Corridor 1, as the prize for Corridor 0. Anyway, Corridor #- hex [music track]- ***= confirmed to match Corridor 23- 07 [Track 7: Labyrinth 1,2,5,7]- *** Corridor 24- 09 [Track 9: Labyrinth 0]- *** Corridor 25- 0C [Track 12: organic corridors- real one] Corridor 26- 00 [nothing]- *** Corridor 27- 0B [Track 11: organic corridors- fake one]- *** Corridor 28- 06 [Track 6: boss music #2/miniboss] Corridor 29- 0A [Track 10: game over] Corridor 30- 03 [Track 3: boss music #1- "military aquatica"] Corridor 31- 06 [Track 6: boss music #2/miniboss] Corridor 32- 0B [Track 11: organic corridors- fake one]- *** Corridor 33- 04 [Track 4: jungle corridors] Corridor 34- 08 [Track 8: desert corridors] Corridor 35- 0F [Track 15: ending music] Corridor 36- 0D [Track 13: Labyrinth 6,9] Corridor 37- 11 [Track 17: active corridor room- <><> one]- *** Corridor 38- 01 [Track 1: title screen]- *** Corridor 39- 09 [Track 9: Labyrinth 0]- *** Corridor 40- 05 [Track 5: arctic corridors] Corridor 41- 0F [Track 15: ending music] Corridor 42- 0E [Track 14: Labyrinth 10]- *** There is near perfect correlation with my corridor notes. The exceptions are basically exclusively versions of real corridors (Corridors 0-22) playing as that number. Corridors 25, 29, 30, 33, 34, 35, 36, 41 could not be confirmed because all versions were either sealed or blacked out upon entry. Corridor 28 could not be confirmed since it has not yet been encountered. Corridor 31 had 1 version play miniboss music, but many did not play any music. The one unique version of Corridor 40 that worked played no music. Corridor 26 is a bizarre corridor with a double transformation sequence, the 1st being normal, the 2nd being a silent one on a glitched red background which blacks out when completed. If hex 00 means no music is played, then we have a confirmed match. We can explain away all exceptions as an example of false labels! The music code allows us to determine which Corridors numbering 23-42 are really 23-42 and which ones are impostors, mislabelled corridors. Using this pattern, it follows that the line of code below the weapon prize code will contain the music for Corridors 43+. The line of code encodes for the graphical loading data for the corridor (the habitat, the environment, the template, the set of graphics that will be loaded). Here is the line of code as it is properly read in the game. Corridor 0- 20 [space environment] Corridor 1- 21 [water environment] Corridor 2- 21 [water environment] Corridor 3- 22 [jungle environment] Corridor 4- 22 [jungle environment] Corridor 5- 23 [arctic environment] Corridor 6- 23 [arctic environment] Corridor 7- 24 [organic environment] Corridor 8- 24 [organic environment] Corridor 9- 26 [desert environment- type II] Corridor 10- 26 [desert environment- type II] Corridor 11- 21 [water environment] Corridor 12- 21 [water environment] Corridor 13- 22 [jungle environment] Corridor 14- 22 [jungle environment] Corridor 15- 23 [arctic environment] Corridor 16- 23 [arctic environment] Corridor 17- 24 [organic environment] Corridor 18- 24 [organic environment] Corridor 19- 25 [desert environment- type I] Corridor 20- 25 [desert environment- type I] Corridor 21- 25 [desert environment- type I] Corridor 22- 20 [space environment] Apparently, the desert environment has 2 types, something no other environment has. Now, for how that set of hex values is played for music in more of the corridors. Corridor 43- 20 [Track 32: bullet hitting a target, penetrating] Corridor 44- 21 [Track 33: bullet hitting a target, not penetrating] Corridor 45- 21 [Track 33: bullet hitting a target, not penetrating] Corridor 46- 22 [Track 34: sound of enemy being destroyed] Corridor 47- 22 [Track 34: sound of enemy being destroyed] Corridor 48- 23 [Track 35- firing sound #1- faint] Corridor 49- 23 [Track 35- firing sound #1- faint] Corridor 50- 24 [Track 36- firing sound #2- faint, but slightly louder & longer] Corridor 51- 24 [Track 36- firing sound #2- faint, but slightly louder & longer] Corridor 52- 26 [Track 38: MultiBullet firing sound] Corridor 53- 26 [Track 38: MultiBullet firing sound] Corridor 54- 21 [Track 33: bullet hitting a target, not penetrating] Corridor 55- 21 [Track 33: bullet hitting a target, not penetrating] Corridor 56- 22 [Track 34: sound of enemy being destroyed] Corridor 57- 22 [Track 34: sound of enemy being destroyed] Corridor 58- 23 [Track 35- firing sound #1- faint] Corridor 59- 23 [Track 35- firing sound #1- faint] Corridor 60- 24 [Track 36- firing sound #2- faint, but slightly louder & longer] Corridor 61- 24 [Track 36- firing sound #2- faint, but slightly louder & longer] Corridor 62- 25 [Track 37- Main Weapon firing sound] Corridor 63- 25 [Track 37- Main Weapon firing sound] Corridor 64- 25 [Track 37- Main Weapon firing sound] Corridor 65- 20 [Track 32: bullet hitting a target, penetrating] They're all sound effects since only hex values 01- 1E encode for musical tracks. All my data on Corridors 43-65 matches up with no music. I never recorded sound effects, but I do remember hearing some at the start of some corridors (select button sound, heart collecting sound), so I cannot confirm these with precision. But, I have 2 exceptions, Corridor 47 (one version played desert corridor music [hex 08]) and Corridor 64 (one version played Labyrinth 0 music [hex 09]). I can confirm that Corridor 56 does produce the sound effect listed in the hex. The following is the hex values for after the graphic set. It is unknown what they encode for in the game, but here they are for all of the remaining corridors. No hex values above 47 encode for any sound in the game, so they are left blank. Corridor 66- __* [this is assumed to be a blank space, since all data here after seems to be in error by being one corridor behind if we do not place it in] Corridor 67- CC Corridor 68- EE Corridor 69- A9 Corridor 70- 01 [Track 1: title screen] Corridor 71- 20 [Track 32: bullet hitting a target, penetrating] Corridor 72- 00 [nothing] Corridor 73- 80 Corridor 74- A4 Corridor 75- 51 Corridor 76- B9 Corridor 77- 55 Corridor 78- EF Corridor 79- 85 Corridor 80- 5C Corridor 81- 20 [Track 32: bullet hitting a target, penetrating] Corridor 82- 00 [nothing] Corridor 83- 80 Corridor 84- 20 [Track 32: bullet hitting a target, penetrating] Corridor 85- C3 Corridor 86- D7 Corridor 87- 20 [Track 32: bullet hitting a target, penetrating] Corridor 88- 36 [Track 54: receiving any of the Keys] Corridor 89- 80 Corridor 90- A0 Corridor 91- 06 [Track 6: boss music #2/miniboss] Corridor 92- B9 Corridor 93- 6F Corridor 94- 01 [Track 1: title screen] Corridor 95- 99 Corridor 96- B8 Corridor 97- 04 [Track 4: jungle corridors] Corridor 98- 88 Corridor 99- D0 Corridor 100- F7 Corridor 101- A5 Corridor 102- 47 [Track 71: hitting start or select button] Corridor 103- 85 Corridor 104- 78 Corridor 105- A5 Corridor 106- 30 [Track 48: collecting a Heart item] Corridor 107- 29 [Track 41: firing sound #4- sounds more spaced out] Corridor 108- 9F Corridor 109- 09 [Track 9: Labyrinth 0] Corridor 110- 50 Corridor 111- 85 Corridor 112- 30 [Track 48: collecting a Heart item] Corridor 113- 20 [Track 32: bullet hitting a target, penetrating] Corridor 114- 48 Corridor 115- D7 Corridor 116- A5 Corridor 117- 51 Corridor 118- 20 [Track 32: bullet hitting a target, penetrating] Corridor 119- 00 [nothing] Corridor 120- 80 Corridor 121- 20 [Track 32: bullet hitting a target, penetrating] Corridor 122- 60 Corridor 123- E5 Corridor 124- 20 [Track 32: bullet hitting a target, penetrating] Corridor 125- BD Corridor 126- E5 Corridor 127- 4C For all of these corridors, my data has no music indicated with the following exceptions. I must note, and I will post this in two sections, that I am assuming there is a blank space for Corridor 66 based on the data I have, which seems to indicate that placing music track CC at Corridor 66 produces misaligned data, but placing it at Corridor 67 produces data that fits observations. If I am wrong and indeed I am simply encountering several corridors which are falsely labelled by being +1 ahead of the number they are listed as, they I will correct this data set. I just want all readers to know this, to know that while Corridors 0-65 are 100% confirmed with regards to music track hexes, but Corridor 66-127 are not 100% confirmed. The order is certain, but where it exactly starts does not. I have encountered several different versions of Corridor 70, all of which play title screen music. I have encountered several different versions of Corridor 94, all of which play title screen music. I only encountered Corridor 97 once in a functional form, and it played jungle corridor music. Now, according to the original hex values, Corridor 69 and 93 should have title screen music and Corridor 96 should have the jungle corridor music. And I played one Corridor 112 which played heart music, the track I have listed for Corridor 111. That is my justification for inserting the blank space before CC. If I was wrong and CC was Corridor 66, then Corridor 127 is hex 55. Other exceptions to this set are: one version of Corridor 76 plays jungle corridor music, Corridor 86 & 113 play Labyrinth 1-2 music, Corridor 98 played desert corridor music in some cases and one instance of jungle corridor music, Corridor 118 played Labyrinth 10 music once, Corridor 120 played Labyrinth 10 music once and organic corridor music once and no music all other times, and Corridor 127 played miniboss music once. All of this means these are probably false labels. Here's the raw data for what comes after the value that plugs into Corridor 65. I am not sure if this is all part of the same string of code or multiple strings of code. CC EE A9 01 20 00 80 A4 51 B9 55 EF 85 5C 20 00 80 20 C3 D7 20 36 80 A0 06 B9 6F 01 99 B8 04 88 D0 F7 A5 47 85 78 A5 30 29 9F 09 50 85 30 20 48 D7 A5 51 20 00 80 20 60 E5 20 BD E5 4C 55 D7 38 E9 01 20 C7 EF 39 A9 04 18 D0 01 38 60 38 E9 01 20 C7 EF 19 A9 04 99 A9 04 60 48 29 07 A8 B9 D8 EF 85 10 68 4A 4A 4A A8 A5 10 60 01 02 04 08 10 20 40 80 20 C7 EF 39 A0 04 4C B5 EF 20 C7 EF 19 A0 04 99 A0 04 60 A0 00 84 AE 84 16 85 17 84 B7 A9 20 85 AF 20 EB E5 20 3D F0 A5 17 C9 20 D0 03 20 2A 80 A5 AF 18 69 10 85 AF E6 AE A5 AE C9 0D D0 E2 A5 17 C9 20 D0 15 20 CC D5 20 Minstrel mentioned the NES Assembly Language and said it cannot put boundaries on a variable (i.e. only except values between this and that), plus it lacks failsafes like crashing the program or create some sort of error response that other programming languages have. Basically, it allows the game to continue running with error values. The mechanism behind the Lost Frontier and all of its strangeness is the game lacks limits placed on its programming (or more precisely, has limits far beyond the conventional boundaries, such as coordinates going past 0-24, and even past 31, all the way to 255, and corridors exceeding 22, going as far as 127). Instead of crashing when faced with such far out values (such as Y255 as a coordinate), the game reads the code in a manner that wasn't intended. It will read a separate line of code as if it were a continuation of the line above it if that is the line of code it turns to for data. The game continues that manner of reading over whatever a line is supposed to mean to generate something for the value it is confronted with. As for the coordinates on the 31 x 31 grid which cannot be passworded into, they each have a reason why. There is a quality at those coordinates that when the game reads it, it crashes. I have been informed by Kuzeelar that a coordinate needs to have an area byte of 80+ to be a corridor. These coordinates all have problems because they are left of a real room on the map and in the case of the X23 Y# coordinate rooms, they are read by the game as being "left" of X0 Y#+1 coordinate rooms. The content of the rooms they are to the left of creates the problem. There are many rooms which are left of real rooms which do load up. Here are the reasons why for some coordinates: X1 Y1- doesn't load because the area byte is 3E X9 Y3- doesn't load because the area byte is 3F X11 Y20- doesn't load because the area byte is 3D X19 Y10- doesn't load because the area byte is 1C X2 Y8, X7 Y2, X13 Y6, X6 Y17, X8 Y19, X15 Y8, X20 Y2, X23 Y9, X23 Y13, X23 Y19 all share similar problems. ************************************************************************ ************************************************************************ ******************** LOST FRONTIER ENEMIES ************************** ************************************************************************ ************************************************************************ [1006] The majority of the screens in the Lost Frontier have no enemies. Some screens though, have enemies. Many of the enemies are common enemies found in the game. Enemies have certain appearance patterns, appearing in some Areas, but not others. In here, however, enemies are not bound by these patterns and enemies appear in Areas they never did, like the Skeleton Warrior that runs down the screen, laying a trail of slimes can appear in Area 0 here. Some corridor enemies can even appear in the labyrinths. The blue spherical creatures with a mouth of sharp teeth that appear in the desert corridors can be found in several Areas. There are a few other crossover enemies as well. Now, in Corridor rooms, text box rooms, Save Lander rooms, and merchant Lander rooms, there are normally no enemies. However, here there are enemies in some of these rooms. The most common occurrence is glitched or unglitched blue mouth-spheres from the desert corridors in the empty orange corridor rooms. There are also glitched enemies in the labyrinths which do give points when defeated and sometimes powerup boxes. In the desert parts of the frontier, especially in the far northeast, the giant brown skulls are in the labyrinth, as are the jumping blue mouths, who are also found in the ice areas of the labyrinth. Some of the corridors numbering above 22 have glitched out enemies as do some alternate corridors. There are commonly enemies in empty orange corridor rooms, but I’ve seen some enemies in active corridor rooms, always glitched up though (like mirror-rdrr in the Corridor 13 rooms). With walking through walls, I’ve encountered sky blue slimes, orange rocks, and green squids in dummy corridor rooms. Many times, enemies will appear glitched, especially in corridors. The image files seem arranged in categories, where for some, a displaced enemy may look normal, like the Green Flying Skull Miniboss looks in Areas 0,1,2, yet in others, like Areas 3,4,5,6,7,8, it looks glitched. A glitched appearance means the image file is not in the "folder" (that Area, which encompasses Labyrinth and Corridor). The desert files seem to be in with the water files as the Flying Blue Skulls, Flying Green Skulls, and Giant Brown Skulls all appear just fine graphically, but glitched in other areas. There is a copy of Clawbot that appears in several miniboss rooms. It can’t fire but clearly has the same set of behaviors and procedures as Clawbot. However, it does not look like Clawbot, merely an arrangement of Guardian sprites in the pattern of Clawbot. This is because Clawbot cannot be properly imaged in the Areas it appears in, so it substitutes the Guardian’s images for its component images. For monsters that have no files to draw on, they appear invisible. I’ve never seen an invisible enemy deal harm, but they can be hurt and give you points. Notice how every enemy in glitched corridors look glitched. That’s because there are no images in the glitch folder. It’s just a garbled construct. However, the only enemy that definitively appears here are the Turrets, which only appear in Area 0’s Corridor 0. And I’ve seen them with color palettes unseen in the game (white shell, gray turret, red shell, green turret, and light green shell, green turret). The Guardian’s appearance also varies in these corridors (likely due to color palette limitations, since Nintendo had a limit of only 8 colors on the screen at a given time). The normal Guardian is red, white, and black, with light blue pulse fire and engine jets. I’ve seen the Guardian as orange and white with light pulse & jet fire or green pulse fire (green pulse fire was only one instance), as red, white, and light blue with orange pulse & get fire, and also red, white, and black with red pulse & jet fire or orange jet & pulse fire. The most bizarre one was a yellow & green Guardian with red pulse & jet fire. In some of the corridors are "instanced bosses". These are bosses that only appear when you use select too much. Almost every time that are assembled out of the graphics of the Guardian, which again is a sign there is no graphic template for it, so it uses the Guardian’s, or a part of it to be specific, to assemble itself. Many times, I enter the exact same Corridor at the exact same coordinates and I get 2 very different "bosses" or sometimes no boss at all. However, in several corridors, I observed the same "boss", albeit different colors, what I call "fragment boss" for lack of a better term. It behaves the same each and every time. I still don't know why glitches that seemingly arise out of nothing significant can have a behavior pattern of their own. Once, in an Area 0 room, I encountered 8 of those red mechanical spiders at a time! You will recognize those spiders as minibosses in the later levels and enemies in Area 10. And when I destroyed one, another immediately replaced it. I would have to guess there were around 24 of them. The room was X5 Y223. You can read more about encounters like this in one of the sections further down where I document all the weird experiences I had in the Lost Frontier. I should note there are many times when you kill an enemy and another appears soon after. In this case, there are more enemies programmed for the room than can be displayed and all the other enemies don't just get forgotten about; they remain in queue until an enemy is defeated, then they will appear. There is one time in the regular game this occurs, which is with those green asteroids raining down on some desert labyrinth rooms. If you wait long enough, they will run out. There are no enemies in truly infinite supply. ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() ()()()()()()()() Labyrinth Enemies (regular) ()()()()()()()()() ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1006A] Sky blue slime- Area 0,5,6 Orange slime- Area 1,3,4 Green slime- Area 7,8 Red slime- Area 9,10 [I also found slow appearing Red slimes in Area 9] Red donut-spiders (crawlers)- Area 0,1,3,4 Orange donut-spiders (crawlers)- Area 5,6 Blue donut-spiders (crawlers)- Area 7,8 Green donut-spiders (crawlers)- Area 9,10 Orange bats- Area 0,1,2,4,6 Blue bats- Area 8,9,10 Red shrimp- Area 0 (correct; I’ve found these in several different screens), 1,2,4 Blue shrimp- Area 7,8,10 Jumping blue mouths- Area 1 (one screen had 8 on the screen at one time), 2, 5 (on one screen there was 12 at the same time!), 6 (ibid with 12), 9,10 Blue turtles, red turtles- Area 0,1,2,3,4,5,6,7,8,9,10 Blue disks, red disks- Area 0,1,2,4,5,6,8,10 Orange rocks- Area 0,1,3,4,5,7,8,10 [I found alow appearing Orange rocks also in Areas 1,6,7,9,10] Green rocks- Area 0,1,2,3,4,5,7,8,10 [I found slow appearing Green rocks also in Area 0 and also in Area 1, I encountered slow appearing Green rocks where only one would be on the screen at a time and when you destroyed it, another would appear] Blue rocks- Area 0,1,3,4,8,10 Red rocks- Area 0,1,3,4,6,8,10 [I found slow appearing Red rocks also in Area 3] Skeleton warrior that leaves slimes- Area 0 (blue slime), 1 (orange slime), 3 (orange slime), 4 (orange slime), 5 (blue slime), 6 (blue slime), 8 (green slime) [one room in Area 0 had seemingly infinite # of Skeleton Warriors- destroy a few, another few appeared] Green walking/wiggling sticks- Area 0,4,8 Giant brown skulls- Area 9,10 [one Area 9 screen had 17 of these on the screen at one time!] Giant blue skulls- Area 1,2 Floating blue horned skulls- Area 1,2,9,10; chase after you spitting flashing projectiles (480 pts) Green squid- Area 1,3,8,9,10 Multiplying Ice Cubes- Area 0,1,2,3,5,7,8,9,10 Orange razor disks- Area 2,3,4 Blue razor disks- Area 0,2,5,6,8,9,10 Multiplying Blue Spider- Area 4 Green Sentry-Spider (as enemy)- Area 0,3,10 Blue Sentry-spider (as enemy)- Area 0,1,3,4 (this was on 2 different occasions),8,10 Red Sentry-Spider (as enemy)- Area 0,3,4,8,10 Green asteroids (raining down from the sky): Area 0 (correct) (finite number),1,3,4,7,8,9 ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() ()()()()()() Labyrinth Enemies (glitched) ()()()()()()() ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1006B] Small green eye-blocks- found in Area 0, appear in packs of 2, they are immobile and produce an explosion on them alternating with their appearance (200 pts) Pink deformed blocks- found in packs in Area 8, they are immobile but spew out diamond-bubbles. Blinking green & white panels- found in Area 0, they are 2 horizontal blocks (500 pts) Morphing green-brown blocks, are 2 vertical blocks, spit bubbles (600 pts) Brown bubble spitting blocks- spit diamond-bubbles (300 pts) Xmas Crater: left half red, right half green, only in Area 5. It’s the center of the Craters in the ice corridors (500 pts) Green/Gray Crater- left half gray, right half green, only in Area 5 Large blue glitched blocks- (take up 9 squares), spit flashing projectiles, leave powerups; Area 3 Blue glitched blocks- Area 7 Red glitched blocks, spit flashing projectiles- Area 4 (20 pts) Exploding blue square-rock- Area 1 (500 pts) Green/Brown blocks, split flashing pointy-ended objects (1000 pts) Moving brown walls- 2 vertical blocks; Area 2 (300 pts) Invisible enemies on the edge of the screen, remain there, cannot hurt you, but explode when hit- Area 2 (300 pts), Area 5 (300 pts), Area 7 (300 pts), Area 0 (500 pts) Pink exploding blocks- Area 6 (200 pts) Brown rotating blocks- Area 10 (200 pts) Green exploding consoles- Area 0 (200 pts) Red & Green moving mouth- mouth atop a tube which opens and closes; Area 3 [clearly based off the big red mouth thing in Corridor 14, is 2 tiles tall] Green moving mouth- mouth that opens and closes; Area 3, Area 4 (500 pts) [clearly based off the big red mouth thing in Corridor 14, is 2 tiles tall] Red glitched masses- swoop down then up in an arc manner in a near infinite #; I’ve seen up to 5 on the screen at a time- Area 4 [glitched version of some corridor enemy it seems] Ghost mouths- rise up and hop off screen at you; Area 0, Area 3, Area 4, Area 7, Area 8 [clearly glitched versions of those Jumping Blue Mouths] Morphing organic walls- 2 horizontal blocks, are seemingly rotating. When shot, they leave 2 black tiles- Area 7 (500 pts) Brown Flowers- spit diamond bubbles (there were a field of 19 of them on the screen at the same time)- Area 4 (300 pts) Brown Desert Rock Tiles- a field of single brown rocks, dark brown pieces of the landscape which rotate around (no, these are not the bouncing rocks)- Area 10 Brown Geometric Pillars- these are 3 or so vertical blocks high and have a black bar running down their left side and the right side is a bunch of changing geometric shapes, triangles and squares of different colors. This one has brown, white, and yellow as its colors. When they are destroyed, they leave warp tiles beneath them- Area 0 Green Geometric Pillars- these are also 3 or so vertical blocks high and have a black bar running down their left side and their right side is a bunch of changing geometric shapes, triangles and squares of different colors. This one has green, light green, and white as its colors. When they are destroyed, they leave warp tiles beneath them- Area 0 ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() ()() Corridor Room, Text Room, ()() ()() Lander Room Enemies (all glitched) ()() ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1006C] Ghost mouths- found in orange empty corridor rooms, they appear in packs of 3 and jump at you and fall off screen. Based on the blue mouth enemy from the desert corridors [glitched up version of the Blue Jumping Mouths] Blue Jumping Mouths- not glitched up Blue long skulls- spit flashing projectiles Giant blue & orange blocks-found in empty corridor rooms, they are very large, immobile, and leave Warp portals, even in the middle of the room (1500 pts) exploding brown/blue blocks- found in empty corridor rooms, they are morphing brown/blue exploding blocks (300 pts) exploding green/black blocks- found in empty corridor rooms, they are morphing green/black exploding blocks (200 pts) orange exploding Lander eyes- (300 pts) white alternating Lander eyes- Save rooms (200 pts) alternating orange Lander eyes/orange panels- spit flashing projectiles (400 pts) glyphs- morphing green tiles with brown glyph graphics on it, spit diamond-bubbles (300 pts) dq/bp- floating enemy, appears, moves a little, then vanishes permanently. The 2 halves are actually mirror images of one another; text room d b q p Growing pink/white blocks- found in a Lander room once Green and black single block- spit flashing projectiles Rotating light blue panels- (500 pts) Rotating dark blue panels- (500 pts) Moving green & beige panels- found in active corridor room wlln lsll- floats by right to left along the bottom of the screen (300 pts) wlln lsll rotating pink/green blocks- spit diamonds, in Lander room (300 pts) pink blocks- spit diamonds, in Save Lander room (300 pts) Green Asteroids- correct Orange Asteroids (normally form circle, but just fly by)- indestructible Sky Blue Slimes- only by walkthroughs Orange Rocks- only by walkthroughs Blue Disks- only by walkthroughs Red Disks- only by walkthroughs Green Squids- only by walkthroughs Note: by walkthroughs, I mean walking through the wall to a dummy corridor room or dummy lander room. ()()()()()()()()()()()()()()()()()()()()()()()()()()()()() ()()()()()() Corridor Enemies (glitched)()()()()()() ()()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1006D] Virtually all the corridor enemies leave powerups, and some are very generous with powerups, dropping Energy Tanks often. rdrr: this enemy is a block of 4 letters found in some corridors. It tends to fly at the Guardian in large streams/packs from the lower right-hand side of the screen. Another rdrr has a different behavior, floats slowly in a pack of 2-4 from the sides of the screen (the description I gave is for the most common version of rdrr) r d r r mirror-rdrr: this enemy is a block of 4 letters found in some corridors. It is a mirror image of rdrr and tends to come from the left while rdrr comes from the right. It looks something like: b , , , Note that rdrr and b,,, are the same. If the enemy faces right it's rdrr, left its b,,,. Also note that not all rdrrs are the same. Several different enemies display as rdrr. If b,,, acts the same as rdrr, then it is the same enemy, but if it acts different, it is a different enemy. Duck: this enemy is a block of 5 letters found only in Corridor 100. It tends to fly at the Guardian in a steady stream from the right to lower-right-hand side of the screen. Yes, it is very weird and amazing that of all the possible letter combinations, this one spells duck. Yes, the 4 letters are d,u,c,k, and an ! in the upper right. d c ! u k hmsv suhl d: slow moving, slightly larger enemy hmsv suhl d ot: small, vertical floating enemy o t hs"w sr"s uh: another enemy hs"w sr"s uh invisible enemies: found in one corridor, they cannot interact with you but explode into a blue and white cloud (300 pts in some instances, 200 pts in another instance, 500 pts inanother instance) glitched red bubble spitters: these are those little things found in the ice corridors which just spin around spitting diamond-bubbles out, only they look extremely glitched. blue sand piles: spit flashing chevrons, emerge from the side of the screen (300 pts) hidden red & blue giant desert skulls: glitched counterparts of the giant desert skulls hidden under red rubble hidden small eyes: those red eyes hidden in the ground. They are probably those little one-eyed shellfish from the Water corridors morphing tiles: when hit they make a pretty big explosion rotating fixed flashing projectiles: exactly what I said it was black holes: spit a series of diamond bubbles. They can be destroyed clouds of blue gas: make no sound when hit/destroyed green clouds: accompanied by explosion sounds, touching them hurts you. They often leave item boxes dark blue clouds: accompanied by explosion sounds, touching them hurts you. They often leave item boxes bubble spitters: unknown fixed enemies which spit out those diamond-bubbles unknown flashing projectile spitters: they were not rdrr hidden shellfish: when hit they make the sounds like those shellfish organisms that spew bubbles in the Water corridors hidden buried enemies: exactly that, hidden underneath the ground, they cannot be seen, but when destroyed take out a piece of the landscape with them. What the ground looks like varies from corridor to corridor. They usually leave a large circular crater (300 pts) hidden enemies that spit twisted red projectiles: the projectiles would arc up and down at you hidden enemies under flat white bricks: there are a whole series of them in a straight vertical line going back forever (200 pts) Red Giant Turrets: look exactly like the Defense System Turrets in Corridor 0, only they are a green turret encased in a red casing Gray Giant Turrets: look exactly like the Defense System Turrets in Corridor 0, only they are a gray turret encased in gray rubble Small Green Turrets: look exactly like Corridor 0's small turrets. Shoot flashing projectiles Green Giant Quarter-Turrets: look like the Defense System Turrets, but only 1 corner(1/4th) of the whole enemy. Small Strange Turrets: look like red turrets in a white casing, they shoot rdrr as a projectile "Bosses": These are things found in the corridors which make the sound of bosses being hit or minibosses being hit. They are undefeatable. Some have been found to reoccur, others I suspect only arise from certain elements of how the corridor is played. They also, when they come in contact with the Guardian, cause her shields to activate (which indicate she is taking damage). The exact same corridor at the same coordinates can produce different results each time with these instanced bosses. Orange Square: an orange square made out of fragments, mostly empty, which tracks the Guardian's vertical movement. Sometimes it can teleport, sometimes it can't. Guardian Ship Wreckage: a few pieces of the Guardian’s ship which hang out in one corner doing nothing. String of Pearls: 8 red-white explosion clouds arranged in the form of "a string of pearls" along the bottom of the screen. They would flicker in a random pattern and when they flickered, they revealed a red ring which was vulnerable to being hit. 2 or 3 would flicker at any one time out of the 8. 7 Pirahna Plants: made out of fragments of the Guardian's ship, they would randomly appear, with a vertical portion rising up, then receding, then disappear and repeat that cycle. They looked like piranha plants from Super Mario Bros. They were only vulnerable when the vertical part was raised and behaved a bit like the Donut Spider-thing Miniboss Gem Wall: a giant, slightly arced wall of gem-like fragments which tracked you horizontally. It spanned the length of the entire screen from top to bottom. There was a small orange gem fragment with a small orange cloud above it on the opposite side of the wall. Both, firing at this "core" and the wall itself would result in the sound like that of a boss/miniboss being hit Dark Wings: 2 dark blue "wings", they would move around the screen fast, with only 2 possible forms of movement: directly horizontal or directly vertical Hourglass Tracker: shaped like an hourglass with a green pyramid of sorts on the bottom of the screen and a white, red, and light blue inverted pyramid on the top of the screen, both of which track your movement horizontally at the same time. Single Shot: made up of one of the Guardian's shots, it tracks the Guardian both horizontally and vertically Red Shots: made up of 8 Guardian's shots colored red, they tracked the Guardian vertically Red & Blue Glitched Blocks: 2 glitched blocks, one red, one blue. They both moved back and forth horizontally at the same position, blue on top, red on bottom Dark Dogs: a few collections of dark blue glitched blocks which look like they are "wagging their tail" (I don't know how else to describe it). I encountered them a few times at different coordinates Chain Bosses: glitched block with clear segments in a chain separated by space. It moves back and forth, reaching out from the top of the screen only at angles. There were 8 of them on the screen, 6 were normal colored, 2 were shadow colored (dark). Shooting them made the sound of bullets bouncing off armor. They would rearrange their base positions very slowly over time. I also encountered these another time and there were 4 of them behaving the same way. Unique String: 4 things lined up horizontally, a red small cloud, a blue small cloud, a small red explosion, and another small red cloud. They each spit different colored "double-bits" (2 little circles of the same color joined together)- red double-bits, orange double-bits, blue double-bits. They tracked the Guardian vertically. Thundercloud: a small light blue cloud that spit out little red double-bits Seeker: a medium sized square of ship fragments which moves around fast in horizontal and vertical lines, shooting out diamond-bubbles. It moves like bosses from some other NES games, but does not move at all like any enemy or boss in TGL. Broken Light/Dark Face: glitched object with a light half and dark half which teleports around. Each half is very large, boss sized, and it resembles 2 halves of a broken face Dark Small Objects: 2 small dark objects. My notes are incomplete on them I have no idea why these instanced "bosses" get created, but they are glitched graphics which become enemies basically. Now for the only real bosses I encountered. They appear when you use select after a while in some corridors. A few times, they appear at the start of a corridor before you even do anything, even before using select. Mystery Fragment Boss- This one has been found in a few different corridors and has a definite behavior to it. From saving screen shots, I’ve found its appearance morphs back and forth between 2 fairly similar looking fragmental arrangements. To the new observer, it just looks like a bunch of fragments dancing around the screen, but when you pause the game, the fragments always have the same arrangement. These "fragments" move in a specific pattern and even spit projectiles. The "fragments" are actually an extremely fast moving "boss" which spits diamond-bubbles every so often, moves in a circular pattern and seems to leave what may be glitched seaweed trails every so often. Some of these I observed were the red type, and some were the blue type based on its color and the color of the glitched seaweed it leaves. I suspect this boss is partially patterned on Optomon, but it does move in a very un-Optomon pattern, circling around you. I would call it Two-Face or Janus since it flips back and forth between these 2 slightly different faces. [Red one: Corridor 22-ALT, 24, 32, 74, 76, 126]- moves in a hyper-fast circling pattern. Once, on the face of this one in Corridor 32, there was a series of numbers on the left side and the mirror reflection of those numbers on the right. The display was as follows, with the mirror-reflection numbers being in brackets: 2 [2] 3 [3] 04[4][0] 15[5][1] [Blue one: Corridor 24, 32]- moves in a hyper-fast circling pattern [Green one: Corridor 24]- moves in a hyper-fast circling pattern [Dark Blue one: Corridor 24]- moved in a hyper-fast circling pattern [Red-white-light blue one: Corridor 24]- would appear, fade out, and reappear at the same position on the screen. It was like it was teleporting, but it kept appearing in the same position. Another time, it was just stuck in the same place, unable to teleport. This one I can confirm is beatable, but has HP= 4294 Chips worth of hits with LV1 Cutter Saber (the side lasers) with every hit scoring. Beating it nets 10,000 points Glitched Clawbot- constructed from ship fragments, only the arms were visible. It opened up its arms at a moderate frequency, but only maybe 1 in 10 times or so did a glitched superbeam come out. It tracked the Guardian horizontally [Corridor 24] Glitched Zibzub- constructed from red & white parts of the Guardian's ship, it has 2 graphics templates, each looking very close to one another. It hops around seeking you out, just like Zibzub. It has no projectiles. [Corridor 22-ALT] Red Pyramid- looks like a giant red pyramid which resembles no boss in the game. I encountered it once briefly, but the game glitched out. I managed to encounter it again, but 1 hit from it killed the Guardian instantly, causing the ship to explode and then freeze looking unexploded [Corridor 126] Glitched Cone- It looks like an elongate object, cone-like which doesn't move, doesn't fire any projectiles and teleports around after a long period of time. It seems that one hit from it kills you instantly, at least in the orange and blue varieties; the red-white-light blue one did not have that property. It doesn't resemble any boss in the game. In terms of size, it is the size of Zibzub's conical head, excluding the tentacles. The blue and orange ones just randomly teleported around with no other behaviors, but the red-white-light blue one not only teleported around, but tracked the Guardian's vertical movement and always kept a certain distance from her, so if she advanced, it would retreat and when she retreated, it would advance. This one also took a long time to teleport around, disappearing for a while before appearing again. [Orange one: Corridor 24] [Blue one: Corridor 32] [Red-white-light blue one: Corridor 0-ALT] ()()()()()()()()()()()()()()()()()()()()()()()()()()()()() ()()()()()()()()() Minibosses ()()()()()()()()()()()() ()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1006E] There are Minibosses here too. Some are real and appear, some are invisible and cannot be interacted with and can never be defeated, some are invisible and are instantly defeated automatically. All the time for these, the green blocks appear by connecting rooms and the miniboss music sounds and when defeated they leave an item box. A few times when you hear the warning klaxons on some screens, the game instantly gets a very glitched appearance and freezes. Sometimes the minibosses leave a regular item, sometimes they leave some weird glitched object which often has no effect or has the effect of being a music box, changing the tune that is being played. And even stranger, I've found minibosses in some corridor rooms! This is extremely rare and the game often experiences a near-total slowdown and then freezes in these situations. Can there be enemies in miniboss rooms? Yes. One Miniboss room I found (Area 10 X4 Y222) had ~8 jumping blue piranha mouths and 2 floating blue (long) skulls. Once they were all dead, klaxons sounded, the green barriers formed, and the miniboss sequence was activated. Enemies can be in miniboss rooms, but its clear programmers wanted to keep all miniboss rooms clear. What can we learn from this? The miniboss protocol only activates when there are no other enemies in the room. Notice that for the same coordinates, even for the same Area, different Minibosses can occur. Also notice that staggered coordinates exist for Minibosses too. For reference, here are all the normal minibosses in the game and where they are encountered. In parentheses is what item you win from them there: Green Sentry Spider- Area 0 (Bullet Shield) Blue Sentry Spider- Area 1 (Red Lander), Area 2 (Red Lander), Area 4 (MultiBullets), Area 5 (Wave Attack) Red Sentry Spider- Area 8 (Enemy Erasers), Area 9 (Wave Attack) Red Donut Worm (splits into 1 crawler)- Area 0 (Blue Lander) Red Donut Worm (splits into 3 crawlers)- Area 3 (Enemy Erasers) Orange Donut Worm (splits into 4 crawlers)- Area 6 (Shield Booster) Blue Donut Worm (splits into 6 crawlers)- Area 7 (Grenade) Green Donut Worm (splits into 7 crawlers)- Area 9 (Blue Lander) Green Bubble Crab- Area 1 (Fireball) Blue Bubble Crab- Area 2 (Attack Booster) Red Bubble Crab- Area 6 (Red Lander), Area 7 (Shield Booster) Green Nuisance- Area 3 (Shield Booster) Blue Nuisance- Area 4 (Attack Booster) Red Nuisance- Area 8 (Red Lander) Giant Ice Crystal- Area 5 (Shield Booster) Green Flying Skull- Area 10 (Shield Booster) Glider- Area 10 (Enemy Erasers) Here is a list of all minibosses I encountered: Green Sentry-Spider- Area 0,8 Blue Sentry-Spider- Area 0,8 Red Donut Worm (1-split)- Area 0 Red Donut Worm (2-split)- Area 1 * *= not found in the normal game Red Donut Worm (3-split)- Area 4 Blue Donut Worm (7-split)- Area 8 * *= not found in the normal game Green Bubble Crab- Area 8 Blue Bubble Crab- Area 1,6 Red Bubble Crab- Area 0,4 Green Nuisance- Area 0,1,3,4,8,10 Blue Nuisance- Area 5,8 Red Nuisance- Area 10 Giant Ice Crystal- Area 0,5 Glider- Area 3,8,10 Flying rdrr/b,,, palette- Area 0 [it is clearly a glitched version of the Green Flying Skull] Glitched Green Square- Area 3,4,7 [clearly a glitched version of the Green Flying Skull] So far, a Red Sentry-Spider has never been encountered in the Lost Frontier as a miniboss (as an enemy, it's semi-common), nor have Orange or Green Donut Worms, nor has Red Nuisance. I just want to comment here that those Donut Worm minibosses which split into a number of crawlers, their color is linked to the environment they appear in and the number they split into is linked with the area. I encountered some Donut Worms in areas that don't normally have a Donut Worm as one of their minibosses and also don't split into that number in the game. I'll provide a summary table: Area 0- Red Donut Worm (1-split)- normal game & Lost Frontier Area 1- Red Donut Worm (2-split)- Lost Frontier only Area 2- ?????- never encountered, probably red and splits in 2/3 Area 3- Red Donut Worm (3-split)- normal game Area 4- Red Donut Worm (3-split)- Lost Frontier only Area 5- ?????- never encountered, probably orange and splits in 3/4 Area 6- Orange Donut Worm (4-split)- normal game Area 7- Blue Donut Worm (6-split)- normal game Area 8- Blue Donut Worm (7-split)- Lost Frontier only Area 9- Green Donut Worm (7-split)- normal game Area 10- ?????- never encountered, probably green and splits in 7/8 There are pseudo-minibosses. These are boss-like creatures which appear in the miniboss room, but which are not the miniboss. We know this because they appear about at the same time as the item appears and you can collect the item, causing the green barriers to have one block in each turn brown so you can leave the screen. Thus, they appear independent of the miniboss protocol and load up after the miniboss or the absence of the miniboss disappears. Well, here they are. Orange Glitched Clawbot- Area 1,2,3,4,6,8,9,10 (It's worth 20,000 points, the main body) Oranged Glitched Clawbot with blue fragment field filling screen- Area 6,8 Green Glitched Clawbot- Area 4 Red Glitched Clawbot- Area 4 Red Tower teleporter- Area 7 Blue Tower teleporter- Area 8 Blue Crack-Filler- Area 9 The following is a list of all the data I collected, listing who appears at what coordinates and drops what item. Miniboss- Area 0 X14 Y026- Blue Sentry-Spider, leaves Red Lander Miniboss- Area 0 X3 Y221- never appears, leaves Red Lander Miniboss- Area 0 X5 Y222- Giant Crystal, leaves Shield Booster Miniboss- Area 0 X6 Y223- never appears, leaves Red Lander Miniboss- Area 0 X4 Y225- never appears, leaves a blank warp portal, which when collected plays organic corridor music Miniboss- Area 0 X5 Y225- never appears, leaves Backfire Miniboss- Area 0 X5 Y225- never appears, leaves blank warp portal, which when collected plays organic corridor music Mininoss- Area 0 X5 Y225- rdrr/b,,,- spits orange spheres out which seek you out-- it is clearly the green long skull miniboss, leaves LMNO box which when collected teleports you to Area 1 X4 Y8 [this happened both times and the teleport was the same, everything on screen except the Guardian goes black, then after a while, she appears in that water corridor screen] Miniboss- Area 0 X6 Y226- never appears, leaves a blank warp portal, which when collected plays organic corridor music Miniboss- Area 0 X6 Y226- Red Bubble Crab, leaves Red Lander Miniboss- Area 0 X9 Y226- never appears, leaves blank warp portal, which when collected plays organic corridor music. Miniboss- Area 0 X5 Y229- never appears, leaves Shield Booster Miniboss- Area 0 X6 Y229- never appears, leaves Shield Booster Miniboss- Area 0 X5 Y235- never appears, leaves glitched t-box, which when collected restores +1 to the lifebar Miniboss- Area 0 X21 Y240- never appears, leaves Wave Attack Miniboss- Area 0 X9 Y241- never appears, undefeatable Miniboss- Area 0 X12 Y241- Blue Sentry-Spider, leaves Red Lander Miniboss- Area 0 X12 Y241- never appears, leaves Wave Attack Miniboss- Area 0 X23 Y242- never appears, leaves MultiBullet Miniboss- Area 0 X8 Y245- never appears, leaves a glitch box. Touching it stops the music and all sound, and on the select menu, you can see a Green Wave Attack icon now there Miniboss- Area 0 X10 Y248- Green Nuisance, leaves Shield Booster Miniboss- Area 0 X1 Y252- Red Donut Worm (1-split), leaves Shield Booster Miniboss- Area 0 X2 Y252- Red Donut Worm (1-split), leaves Shield Booster Miniboss- Area 0 X7 Y252- ????? [I went off the screen as the klaxons sounded, would have been viable, not a game freeze] Miniboss- Area 0 X1 Y253- Red Donut Worm (1-split), leaves Shield Booster Miniboss- Area 1 X17 Y218- never appears, leaves Backfire (accessed via Save Lander/go out) Miniboss- Area 1 X18 Y218- never appears, leaves Backfire (accessed via Save Lander/go out once and by normal means another time) Miniboss- Area 1 X19 Y218- never appears, leaves Shield Booster [Orange Clawbot glitched appears here as well] Miniboss- Area 1 X19 Y218- never appears, leaves Backfire Miniboss- Area 1 X21 Y218- never appeared, leaves Backfire (accessed via Save Lander/go out) Miniboss- Area 1 X1 Y219- never appears, leaves Backfire Miniboss- Area 1 X18 Y219- never appears, leaves HIJK box, which when collected has no effect Miniboss- Area 1 X20 Y221- Green Sentry-Spider, leaves t-box which plays ice corridor music when collected Miniboss- Area 1 X18 Y240- never appears, leaves glitch box which when collected makes the sound of firing the main gun Miniboss- Area 1 X4 Y241- never appears, leaves Wave Attack Miniboss- Area 1 X4 Y241- never appears, leaves Enemy Erasers Miniboss- Area 1 X18 Y241- Green Nuisance, leaves Bullet Shield Miniboss- Area 1 X3 Y242- never appears, leaves Enemy Erasers (exitless room) Miniboss- Area 1 X3 Y242- Blue Bubble Crab, leaves Attack Booster Miniboss- Area 1 X5 Y242- never appears, leaves Enemy Erasers (this is in an exitless room) Miniboss- Area 1 X6 Y242- Blue Bubble Crab, leaves Attack Booster Miniboss- Area 1 X2 Y243- never appears, leaves Wave Attack Miniboss- Area 1 X4 Y243- never appears, leaves Wave Attack Miniboss- Area 1 X5 Y245- never appears, cannot interact with, music continues playing, cannot be defeated Miniboss- Area 1 X3 Y252- never appears, leaves glitched box, no effect note: the game experiences a significant slowdown here Miniboss- Area 1 X1 Y253- Red Donut Worm (2-split), leaves Shield Booster Miniboss- Area 1 X1 Y254- Red Donut Worm (2-split), leaves Shield Booster Miniboss- Area 2 X3 Y219- never appears (explodes offscreen), leaves a Rectangle Key Portal, which when collected plays organic corridor music Miniboss- Area 2 X17 Y240- never appears, leaves Grenade (confirmed this 2 different times) Miniboss- Area 2 X15 Y241- never appears, but explodes in the upper left corner meaning it exists, but beyond the wall, leaves "HIJK" box, which makes the music very low key Miniboss- Area 2 X17 Y241- never appears, leaves a T-box, makes no sound, no change when collected Miniboss- Area 2 X5 Y255- never appears, leaves Laser Saber [the Clawbot made out of orange Guardian images appears here too, but is not the Miniboss since the item box appears at the same time it appears] Miniboss- Area 2 X6 Y255- never appears, leaves black box which when collected plays ice corridor music Miniboss- Area 3 X16 Y030- never appears, leaves glitch box, which when collected plays desert corridor music Miniboss- Area 3 or 4- X12 Y219- never appears, leaves glitched box which when collected plays Area 6/Area 9 music. Note: coordinates listed as "Area 12 X6 Y19" onscreen. This is due to a mapping error which occurs around X6 Y19. Miniboss- Area 3 X3 Y221- never appears, leaves Energy Tank (registers as real) Miniboss- Area 3 X5 Y221- glitched green square (clearly the floating green skull Miniboss from Area 10), leaves LMNO box, which when collected causes the game to freeze, the screen to go black except for the Guardian, then it warped to Area 1 X4 Y8, a room on the regular map Miniboss- Area 3 X5 Y221- never appears, leaves Grenade Miniboss- Area 3 X3 Y222- Green Nuisance, leaves Shield Booster Miniboss- Area 3 X3 Y222- never appears, leaves Red Lander Miniboss- Area 3 X3 Y222- never appears, leaves a glitched up box which when collected has no effect Miniboss- Area 3 X3 Y222- never appears, leaves Shield Booster [glitched orange Clawbot appears in this room] Miniboss- Area 3 X5 Y222- Green Nuisance, leaves Shield Booster Miniboss- Area 3 X6 Y222- never appears, leaves Energy Tank (registers as real) Miniboss- Area 3 X6 Y225- Glider, win 20 Enemy Erasers Miniboss- Area 3 X17 Y238- never appears, leaves Enemy Erasers Miniboss- Area 4 X21 Y032- never appears, leaves a glitch box which when collected has no effect [I’ve seen most often a Green Clawbot glitched here, except this one opens up and sometimes fires a black & red laser beam! It can be hurt but cannot be killed. Once I saw a Red Clawbot glitched here which could not be hurt, could open up and fire a glitched laser]; a strange thing about this room is at first there is 16 Ghost Mouths on the screen as the klaxons sound (this is in the southern realm and is X21 Y[0]32) Miniboss- Area 4 X6 Y219- never appears, leave a glitch box which when collected plays Area 6/9 music Miniboss- Area 4 X3 Y222- Green Nuisance, leaves Shield Booster Miniboss- Area 4 X4 Y223- Red Crab, leaves Shield Booster Miniboss- Area 4 X22 Y239- never appears, leaves "HIJK" box, which when collected makes the sound of shooting open an item box, but a Wave Attack appears on the select screen Miniboss- Area 4 X22 Y239- never appears, leaves Backfire Miniboss- Area 4 X22 Y239- glitched green square (clearly the floating green skull Miniboss from Area 10), leaves Shield Booster Miniboss- Area 4 X19 Y240- never appears, leaves a black box, which when collected plays ice corridor music Miniboss- Area 4 X19 Y240- never appears, leaves MultiBullet [but on this screen, an orange ghost of the Guardian appears in the shape of Clawbot, no beam, it mirrors your movements, fire at it, it makes miniboss sound, then long orange vertical part detaches and with a few more shots explodes, leaving a red Guardian fragment part which when it takes enough rounds turns orange, then explodes]. Miniboss- Area 4 X21 Y240- never appears, leaves Backfire Miniboss- Area 4 X4 Y252- never appears, leaves Bullet Shield Miniboss- Area 4 X5 Y252- never appears, leaves a glitch box, which when collected has no effect; significant slowdown here Miniboss- Area 4 X5 Y252- Red Donut Worm (3-split), leaves Shield Booster Miniboss- Area 4 X6 Y252- Red Donut Worm (3-split), leaves Shield Booster Miniboss- Area 4 X7 Y252- Red Donut Worm (3-split), leaves Shield Booster Miniboss- Area 4 X4 Y253- Red Donut Worm (3-split), leaves Shield Booster Miniboss- Area 4 X4 Y254- never appears, leaves a glitch box, which when collected starts playing Area 6/Area 9 labyrinth music [the boss explodes just off the edge of the upper left part of the screen: this happens with many other minibosses, though I haven’t listed it] Miniboss- Area 4 X6 Y255- never appears, leaves glitched black box which when collected plays Area 6 labyrinth music Miniboss- Area 4 X8 Y255- never appears, leaves a glitch box, which when collected plays Area 6,9 music Miniboss- Area 5 X3 Y219- never appears, leaves item box, which when collected mutes all sound Miniboss- Area 5 X6 Y219- never appears, leaves item box, which when collected has no effect Miniboss- Area 5 X6 Y219- never appears, leaves item box, which when collected mutes all sound Miniboss- Area 5 X7 Y219- never appears, leaves item box which when collected mutes all sound Miniboss- Area 5 X8 Y219- never appears, leaves item box which when collected mutes all sound Miniboss- Area 5 X10 Y219- never appears, leaves item box which when collected mutes all sound Note: coordinates listed as "Area 12 X6 Y19" on screen. This is due to a mapping error that occurs around X6 Y19 Miniboss- Area 5 X19 Y219- never appears, leaves item box which when collected mutes all sound Miniboss- Area 5 X3 Y220- never appears, leaves item box, which when collected mutes all sound Miniboss- Area 5 X4 Y254- never appears, leaves a box which when shot, leaves another box, which when collected makes no sound Miniboss- Area 5 X3 Y255- never appears, leaves Repeller Miniboss- Area 5 X5 Y255- never appears, leaves item box which when collected mutes all sound Miniboss- Area 5 X8 Y255- never appears, leaves item box which when collected makes no sound Miniboss- Area 5 X11 Y255- never appears, leaves item box which when collected mutes all sound Miniboss- Area 5 X20 Y255- Blue Nuisance, leaves Attack Booster Miniboss- Area 5 X20 Y255- Giant Crystal, leaves Shield Booster Miniboss- Area 6 X7 Y219- never appears, leaves Repeller Miniboss- Area 6 X5 Y220- Blue Bubble Crab, leaves Attack Booster Miniboss- Area 6 X21 Y221- never appears, leaves Repeller Miniboss- Area 6 X14 Y241- never appears, leaves Square Warp Portal, which when collected plays organic corridor music and registers as having collected "Enemy Erasers: 0" [orange images of the Guardian appear here together, obviously a glitched Clawbot. They only track you, never opening. When fired upon they slowly move down the screen] Miniboss- Area 6 X15 Y241- never appears, but a blue field of fragments of the Guardian appears with a cluster of 4 orange Guardians together, moving slowly back and forth and firing at the orange cluster makes the sound of a boss/miniboss being hit and can be defeated], leaves behind a blank Warp Portal, which when touched makes the music change to ice corridor music (displays a new item on the menu though: Enemy Erasers with 0 uses). The fragment field is not the miniboss and remains there even after the miniboss’ box has appeared. It is based on Clawbot based on the same thing encountered elsewhere. Miniboss- Area 6 X20 Y242- never appears, leaves Speed Booster Miniboss- Area 6 X23 Y242- never appears, leaves Hyper Laser Miniboss- Area 6 X21 Y243- never appears, leaves Speed Booster Miniboss- Area 7 X4 Y221- never appears, leaves Energy Tank Miniboss- Area 7 X20 Y221- never appears, could not see what it left behind due to arrangement of the room, but when collected it made the sound of a boss/miniboss being hit Miniboss- Area 7 X21 Y240- never appears, leaves Cutter Laser Miniboss- Area 7 X21 Y240- never appears, leaves [no Key] Portal, which when collected, starts playing organic corridor music Miniboss- Area 7 X21 Y240- never appears, leaves item box which when shot leaves another item box and when collected creates a double echo effect to the music, as if there are 2 versions of the tune playing, except the 2nd one is off-key. There is also an enemy which appears in this room. It is not the boss since it appears when the item box appears and can be fought with regular music playing. It is a giant "red tower", a towering red mass with one blue part. It teleports around the room and has no projectiles. It absorbs hits like a boss and when destroyed, makes a big explosion, but beating it plays no victory music. It is very large. Obviously a glitched transplant of a teleporter boss (Bombarder most likely, possibly Teramute). Miniboss- Area 7 X20 Y241- glitched green mass, part transparent, spits orange seeker spheres [is clearly based on the Area 10 miniboss], leaves "LMNO" box, which when collected causes the game to freeze briefly, then warps you back to the room you started with, where the top portal leads to Area 4 (with origin being X4 Y0). Miniboss- Area 8 X3 Y217- never appears, leaves ????? [the screen went green & black and the game became very choppy. The screen started flashing the multiple colors it does when it glitches out. The music returned after disappearing briefly, and sound could be heard, like the Guardian firing. I heard the sound of a powerup being collected. Using select made the game black out] [another time at these coordinates, it glitched out, went to the multiple colors, but no sound returned] Miniboss- Area 8 X3 Y219- Blue Donut Worm (7-split), leaves Grenade Miniboss- Area 8 X3 Y219- never appears, leaves Backfire Miniboss- Area 8 X3 Y221- never appears, leaves Repeller Miniboss- Area 8 X4 Y221- never appears, leaves Repeller Miniboss- Area 8 X4 Y222- Green Sentry-Spider, leaves Bullet Shield Miniboss- Area 8 X4 Y222- Blue Sentry-Spider, leaves Wave Attack Miniboss- Area 8 X4 Y222- Blue Sentry-Spider, leaves Red Lander Miniboss- Area 8 X4 Y222- Green Crab, leaves Fireball Miniboss- Area 8 X4 Y222- never appears, leaves Grenade Miniboss- Area 8 X4 Y222- never appears, leaves Red Lander Miniboss- Area 8 X4 Y222- never appears, leaves glitched box, which when collected plays game over music Miniboss- Area 8 X4 Y222- never appears, leaves glitched box, which when collected has no effect Miniboss- Area 8 X5 Y222- Green Nuisance, leaves Fireball Miniboss- Area 8 X5 Y222- Green Nuisance, leaves item box resembling one-quarter of a red eye, which when collected plays jungle corridor music Miniboss- Area 8 X5 Y222- never appears, leaves Shield Booster. There is an enemy in this room. It is a blue glitch field which tracks with a glitched version of an orange Clawbot. Basically, it's as if it has this huge shell of glitched blue fragments. The field goes from blue to green when it is almost defeated and then disappears when it is defeated Miniboss- Area 8 X5 Y222- never appears, leaves blank warp portal, which when collected resets the music Miniboss- Area 8 X5 Y222- never appears, leaves a black box, which when collected plays ice corridor music [the screen is partially glitched during this miniboss, where some of the blocks look "simple"] Miniboss- Area 8 X5 Y222- never appears, leaves HIJK box, which when collected has no effect Miniboss- Area 8 X5 Y222- never appears, leaves Cutter Laser Miniboss- Area 8 X5 Y222- never appears, leaves Grenade Miniboss- Area 8 X6 Y222- Glider, leaves Enemy Erasers Miniboss- Area 8 X6 Y222- Green Nuisance, leaves Repeller Miniboss- Area 8 X6 Y222- Green Nuisance, leaves glitched box, which when collected plays the sound of a boss being hit Miniboss- Area 8 X6 Y222- Green Nuisance, leaves t-box, which when collected has no effect Miniboss- Area 8 X6 Y222- Green Sentry-Spider, leaves t-box, which when collected plays ice corridor music Miniboss- Area 8 X6 Y222- Blue Donut Worm (7-split), leaves glitched box which when collected makes the sound of a boss being hit Miniboss- Area 8 X6 Y222- never appears, leaves Cutter Laser Miniboss- Area 8 X6 Y222- never appears, leaves Shield Booster A glitched orange Clawbot appears in this room Miniboss- Area 8 X6 Y222- never appears, leaves a t-box, which when collected plays ice corridor music. Another enemy is in this room, it is a blue colored large pyramid which teleports around. It is just like the "red tower", only blue. This "blue tower" is killed with a single shot. When destroyed, it produces a big explosion. Miniboss- Area 8 X6 Y222- never appears, leaves HIJK box, which when collected has no effect. Another enemy is in this room, it is a blue colored large pyramid which teleports around. It is just like the "red tower", only blue. This "blue tower" is killed with a single shot. When destroyed, it produces a big explosion. Miniboss- Area 8 X6 Y222- never appears, leaves black box, which when collected plays ice corridor music Miniboss- Area 8 X6 Y222- never appears, leaves glitch box, which when collected plays the game over sound Miniboss- Area 8 X6 Y222- never appears, leaves a glitch box, which when collected, resets the area's music track Miniboss- Area 8 X7 Y222- never appears, leaves glitch box, which when collected makes a the sound of when the Guardian picks up a Heart item Miniboss- Area 8 X18 Y222- Blue Nuisance, leaves Attack Booster Miniboss- Area 8 X17 Y240- never appears, leaves glitched box, collect it and it makes a sound like collecting an Energy Tank Miniboss- Area 8 X17 Y240- Green Nuisance, leaves glitched box (adds Fireball to the menu) Miniboss- Area 8 X22 Y241- never appears, leaves Speed Booster (this is the room that produces the glitched Corridor where the gate is made out of eyes and the floor is black= but only after the miniboss is beaten) Miniboss- Area 8 X19 Y242- never appears, leaves Grenade (registers as real) Miniboss- Area 8 X21 Y243- never appears, leaves MultiBullet Miniboss- Area 8 X21 Y243- never appears, leaves Hyper Laser. Yes, different points of entry produce different screens and there are 2 different Minibosses for this screen. This one I’ve seen appear the same way 3 times when it produces the same room. Miniboss- Area 8 X11 Y246- never appears, leaves black box. Touching it triggers ice corridor music to play (so it’s a music box) Miniboss- Area 8 X8 Y254- Blue Donut Worm (7-split), leaves Shield Booster Miniboss- Area 8 X8 Y254- never appears, leaves glitch box; the game experiences a significant slowdown here Miniboss- Area 8 X8 Y254- never appears, leaves Shield Booster Miniboss- Area 8 X3 Y255- never appears, leaves Repeller Miniboss- Area 8 X5 Y255- never appears, leaves Backfire Miniboss- Area 9 X15 Y031- never appears, leaves SSS Portal which when collected begins playing Area 8 music. On the select screen, Enemy Erasers: 0 will appear A glitched orange Clawbot appears independent of the miniboss. When destroyed, it leaves 8000 pts Miniboss- Area 9 X18 Y031- never appears. The game glitches up, the screen goes black, but I was able to make the game come back to the screen and there was a Cutter Laser there Miniboss- Area 9 X21 Y031- never appears, leaves glitched box, which when collected plays game over music Miniboss- Area 9 X4 Y221- never appears, leaves glitched box, which when collected makes the sound of a boss being hit. There is an enemy which appears in this room. It is an extremely fragmented blue colored teleporting enemy. It resembles a tenuous web. It changes configuration each time it appears (it has ~8-12 different configurations). I realized what its shape was and why it was changing. Wherever it is at on the screen, it fills the cracks. The desert floor has a large cracked field on it, and the walls have crevices. Thus, I call it "the Crack-Filler". It took 6 bullet hits with a LV1 Attack Power and 4000+ Chips and when destroyed, produced a big explosion. Miniboss- Area 9 X8 Y235- never appears, leaves glitched t-box, which restores +1 to the lifebar Miniboss- Area 9 X13 Y235- never appears, leaves glitched t-box, which restores +1 to the lifebar Miniboss- Area 9 X13 Y240- never appears, leaves glitched box, collecting it makes no sound Miniboss- Area 9 X21 Y242- never appears, couldn’t get to prize box Miniboss- Area 9 X22 Y242- never appears, leaves Wave Attack Miniboss- Area 9 X11 Y244- never appears, leaves glitched box, collect it and it makes sound like select screen button Miniboss- Area 9 X8 Y254- never appears, leaves MultiBullet [glitched Clawbot appears here] Miniboss- Area 10 X3 Y222- Green Nuisance, leaves Fireball Miniboss- Area 10 X3 Y222- never appears, leaves MultiBullets (Orange Clawbot appears on the screen, glitched as usual) Miniboss- Area 10 X4 Y222- never appears, leaves Grenade Miniboss- Area 10 X4 Y222- never appears, leaves glitched t-box, which when collected mutes most of the sound, making it sound like a soft, dull hum Miniboss- Area 10 X2 Y223- never appears, leaves Energy Tank Miniboss- Area 10 X3 Y223- Red Nuisance, leaves Backfire Miniboss- Area 10 X3 Y223- Glider, leaves 20 Enemy Erasers Miniboss- Area 10 X3 Y223- never appears, leaves 20 Enemy Erasers Miniboss- Area 10 X3 Y223- never appears, leaves a black box, which when collected plays ice corridor music Miniboss- Area 10 X4 Y223- never appears, but the miniboss music keeps on playing, so a prize couldm not be obtained. Miniboss- Area 10 X9 Y223- Glider, leaves 20 Enemy Erasers Miniboss- Area 10 X4 Y224- never appears, leaves 20 Enemy Erasers Miniboss- Area 10 X10 Y225- never appears, leave a blank warp portal, which when collected plays organic corridor music Miniboss- Area 10 X18 Y240- never appears, leaves Wave Attack Miniboss- Area 10 X19 Y240- never appears, leaves Wave Attack Miniboss- Area 10 X20 Y240- never appears, leaves Wave Attack Miniboss- Area 10 X19 Y241- never appears, leaves Wave Attack Miniboss- Area 10 X23 Y241- never appears, leaves MultiBullet Miniboss- Area 10 X20 Y242- never appears, leaves Cutter Laser Miniboss- Corridor Room X9 Y254- never appears, leaves glitch box which plays TGL title screen music when collected; game experiences dramatic slowdown during the appearance of the item box Miniboss- Corridor Room X9 Y254- never appears, leaves a glitch box which when collected plays Area 6,9 music Miniboss- Corridor Room X5 Y255- never appears, leaves item box which mutes all sound and changes what Keys and Weapons the Guardian has Miniboss- Area <> X23 Y244- never appears, leaves Blue Lander Miniboss- Area <> X6 Y247- Blue Sentry-Spider, leaves <><> Miniboss- Area <> X10 Y249 (check coordinates)- never appears, leaves glitched box which makes the same sound as when a Heart item is collected "Miniboss- Area 7 X240- never appears, leaves Backfire" (incomplete notes) ************************************************************************ ************************************************************************ ***********OTHER FEATURES OF THE LOST FRONTIER******************** ************************************************************************ ************************************************************************ [1007] There are also Landers that sell regular items, or glitched items. They frequently sell these items for odd prices. There was a Lander at X5 Y[2]43 selling an item for 9999 Chips. Another screen had an item on sale for 1910 Chips. X8 Y[2]51 had a Lander selling 3 glitched items for 9999 each. X13 Y[2]51 had a Lander selling 3 items for 1694 each. Sometimes the Lander would sell real items for reasonable prices, but the same Lander room never varied what it sold. A Repeller was sold for 9999 Chips also, a Hyper Laser for 9999 Chips, and an Area Blaster for 8381 Chips. There was also a Lander selling a Fireball for 1677 Chips. Some screens are the objects for sale or the choice of one of three and some are copies of real screens found in the game. One of the funnier ones was a Lander selling a Blue Lander for 9999 Chips Save Landers are located in strange areas as well. Some Area 1 screens have 11 Energy Tanks on them. Also, one Area 8 room had 11 MultiBullets on it. Touching them registered as the real item, and when you touched 3, on the select screen the MultiBullet icon had a purple box around it. One Area 10 room had 11 H-boxes on it (when collected make sound of regular gun firing; no changes in item menu). One Area 10 room had 11 Speed Boosters on it. All did register. Collecting all results in one tap of the button firing 4 bullets in a cluster, regardless if in labyrinth or corridor. One tap has enough bullets to get rid of the blue warp panel boxes. 3 sets of these 4-cluster shots can kill Blue Fleepa. Some Area 7 screens had 11 Enemy Erasers on it. Area 8 screens had 11 Blue Landers on it, or 11 Red Landers on it, or 11 Energy Tanks on it. In one room of Area 1, 2 MultiBullets were on the floor. They both registered. In one room of Area 2 there was 11 "HIJK" boxes, which made a sound, but nothing else. Here is an index of the "11s" I found on the screens of different areas: Area 0- 11 Red Landers, 11 Energy Tanks, 11 Blue Chips Area 1- 11 Red Landers, 11 Energy Tanks, 11 MultiBullets, 11 Repellers, 11 LMNO boxes (they make the sound of an enemy hitting you) Area 2- 11 Enemy Erasers, 11 HIJK boxes Area 3- 11 Red Landers, 11 Backfires Area 4- none to date Area 5- 11 Hearts Area 6- none to date Area 7- 11 Enemy Erasers Area 8- 11 MultiBullets, 11 Red Landers, 11 Energy Tanks, 11 Bullet Shields, 19 MultiBullets, 11 Grenades, 11 blue glitch blocks (play Miniboss music when collected), 11 HIJK (mute the area music only), 11 red & blue glitch blocks (silences music), 4 Grenades, 19 Red Landers, 11 black boxes (play ice corridor music [+ add 10 points to the score]), 11 Hyper Lasers, 11 Fireballs, 11 Bullet Shields, 11 Repellers Area 9- 11 Cutter Sabers, 11 Enemy Erasers, 11 Wave Attacks Area 10- 11 Speed Boosters, 11 Fireballs, 11 Backfires, 11 Grenades, 11 H-boxes There are text box rooms in the Lost Frontier. Some are copies of real screens in the game. There are quite a few text boxes not found in the game, however. Many are blank screens (no text). They have no message programmed into them. Also, the following messages were found on some text boxes: "00", "0", "Corridor", some indecipherable text (not even letters, weird glyphs), "[the same text the lander says across from Corridor 4 when you get it to open up Corridor 4 for you]", "I will sell only one of these to you", "0000[gibberish]j[gibberish]ZZZZZZZZZ", and "Good Luck!". Every now and then, you will run across an extremely glitched corridor room. There is no gate, no sign, and the screen is entirely filled with junk. Often times, water corridor music will be playing. In every room like this I encountered, there were portals out of it. The rooms are hard to navigate through due to all the junk. These rooms are very special because often when passing through these rooms, I noticed the weapon select box is over a blank space, and thus, gives the Guardian a glitch weapon (read more about glitch weapons below). In some situations, these turn parts of the status bar at the bottom of the screen into junk or whatnot or in two occasions, mess with the coordinate system where one or both coordinates don't change even despite you moving coordinates. If you want to get the teleporter glitch weapon, from my experience, you have to pass through one of these glitched corridor rooms. I noticed occasionally there will be invisible walls. On some screens where there are open thresholds, you can walk to the edge, but you won't scroll to the next room. Now, on screens where there is a portal box/portal on an open threshold, those will *never* scroll, but these invisible walls on screens without portals or sides of the screen without portals are another matter. Some regions of this Lost Frontier, such as a region around X16-X18, Y[2]49 is very very labyrinthine, many transitions to orange corridor rooms with portals that have openings on the top and right. There may be several Corridors here. The same is with X10-13, X[2]45-48, which is also very mazy with several orange empty corridor rooms. These areas might be nexuses of corridors, but they don’t seem to be triggerable or the frequency at which the Corridor appears in the room is low compared to the frequency the empty orange corridor room appears. There are other regions I noticed had things in common with several rooms that it did not have in common with areas around it. Besides the X24, X[2]55 barriers, there is a "Desert of Instability" where out of 2-3 dozen rooms, only 1-2 contained a room with a portal as a possibility and a remote one at that, and every screen had a high probability of miniboss klaxons which triggered the game to break down. Usually with the break downs, the graphics develop red & black lines in some areas, then the colored areas morph, and the graphics get simpler and degrade until the screen goes black. Here, the screen went mostly black, leaving some desert areas visible, then immediately went black. It was a much more "chilling" glitch up. Usually 2-3 rooms in an area near one another can have this miniboss glitch-up possibility, but here I encountered it in room after room after room. That in itself was highly unusual. Also, the next highest priority was exitless rooms or rooms open only to the left, occasionally only open to the right. Progress through this region, which is located around the low Y[2]30s all the way across was extremely slow and I was lucky to find a way out (it starts ~Y[2]36 and runs up to I think Y[2]30 all the way across from X0-X23). Things normalized at lower Y coordinates and got easier to navigate through. I have never in all my extensive travels encountered an area where breakdown minibosses could be encountered in around 2 dozen or more rooms. The other area of note is the "Glitch Forest". It exists in several rooms around X4 Y[2]51 (move down, right, up, left of it and the whole expanse of rooms are in this area). Designated Area 4, it produces a high proportion of uniquely glitched rooms I have found nowhere else, like screens with "patches of grass", a field of brown flowers, a fairy ring (that’s the term for a ring of mushrooms), thornbushes in a maze pattern, a field of those strange green plate plants from Corridor 14, an arrow of strange red curls, a maze of those strange red curls, a maze of strange green glyphs on the ground, a field of things that look like wooden totems, a field where "8"s are grown, a square of lycopods (horsetail ferns), a screen with over a dozen of those red crawling donut things, and more. There was also a weird patch of grass screen here which had several Jumping Ghostmouths, a swarm of glitched red masses which would arc down from the sky and arc back up, sometimes 5 at a time, and the Multiplying Spider too. This was all on a single screen! I think I saw the mushroom square in one other place but all of those other rooms I only found there. There is also a very glitched patch around X4-6 Y221-223 where the forest looked very strange and had many glitched up screens. Another time, I arrived here in Area 9, the desert, and got some very glitched up screens, though they had little variation, a field of "thunderbolt" symbols on orange background and skull faces which can be shot at. That was X4-6 Y221-23 or so. Therefore, I conclude this is a glitch zone for any and all area types. I would call it "Glitch Valley" and it seems to extend from X4-6 Y221-23. Why call it valley? Because it's a small patch of rooms. I've seen it glitched as several different areas. These coordinates consistently produced glitched results. There is also "120 Alley", a few rows (Y[2]21-Y[2]22) of room after room where Corridor 120 can be found, open, with glitch blocks on it in a square which one touched trigger the game ending music. In 120 Alley there are some regular rooms and other corridors as well. I noticed the whole Y[2]20 row is extremely difficult to advance through, ending up arriving in an exitless room of any Area type. I was able to break through it though, but found a whole row which is even more difficult to pass through, Y17 [Y217] which is actually on the southern part of the map ring after one whole looping. Y[2]18-Y[2]19 were filled with normal rooms. I would call these the "220 Wall" andthe "217 Great Wall". There is also a "218 Wall" where virtually all the rooms at this row are exitless rooms or empty orange corridor rooms without portals. Y219 does not seem affected by this however. I also noticed patterns in where some Corridors are found often, yet huge areas devoid of those same Corridors. This may just be staggered coordinates or something more, but I’ve also seen this with the glitched corridors. The black & white geometric pattern corridors are only found in the rooms in the Y-coordinates just north of the map’s northernmost border. There is also a red steel girder grid corridor which is only found in one small area and is not universal, like many other glitch corridor "habitats" are. It seems strange, but there are definitive patterns here. The nature of the Lost Frontier is hard to assess and only be exploring can one find regions that have commonalities, like the Desert of Instability, the Glitch Forest, and 120 Alley. And, at the same coordinates, but a different set of Z-coordinates on a different layer, may have a different area or even just be the average format for most of the Frontier. In other words, it’s virtually impossible for any one person to find all the different areas in the Lost Frontier. When you beat a Corridor of the numbers 1-20 in the Lost Frontier and return to the labyrinth, the game registers you as having beaten the real Corridor and the blinking indicator on the real map where that Corridor’s location is in the game goes out. The same applies for Corridors numbering over 22 which play as copies of a Corridor numbered 1-20. Examples are Corridor 36, which is identical to Corridor 16. Beating Corridor 36 will make the indicator for the real Corridor 16 will go out. This applies even if you beat the boss, then reappear in the same room with the gate still open. From this we can confirm: {@} A corridor is "beaten" when the boss is defeated, not when the corridor explodes and the gate is sealed {@} Any corridor numbering 1-22 appearing outside their official location is still a legitimate version of the corridor and beating it will result in the official version also being beaten. {@} Corridors have multiple points of entry. Think of it as one highway, many different on-ramps. {@} Any Corridor numbered 23-127 which plays identical to any corridor numbering 0-22 and is beaten will result in the Corridor it is identical to being beaten. Thus, these corridors are analogs of their lowered number corridor counterparts. Collecting many Speed Boosters can result in the Guardian’s fire moving extremely rapidly. In other words, Speed can reach values above the maximum level available in the game normally. With a certain speed, 4 bullets are fired as a single volley and one tap of the button can remove a blue warp portal box. With even more speed, 16 bullets appear as one pulse in the firing followed rapidly by another with little delay. With even more speed, firing the primary weapon results in teleportation (see Weird Occurrences for all the properties of teleporters). Of the many Corridors in the frontier, there was a high frequency of some while none of others. Almost all were encountered at least once, but Teramute (C-4) was not, except in the weird corridors that convert to TGL Mode. ******************************************************************* ******************************************************************* *******************WEIRD OCCURRENCES**************************** ******************************************************************* ******************************************************************* [1008] In this section I'll detail all the strange things I saw happen while exploring the Lost Frontier. This is basically a collection of events I experienced in these areas. Some of these weird occurrences illustrate properties of the game we never get to test out due to not being accessible during the normal game, such as 0 Shields, 0 Weapons, and the like. I found one room to be incredibly strange, X23 Y[2]43. When I reached it one time, it was a Corridor room called "Corridor [black box]" and was a very glitched screen. Depending on what time you entered it, you get widely varying results. Also, walking on the black areas of the screen switched the music from active corridor room to ice area corridor music, and stepping on different regions of the black areas would reset the ice area corridor track to the beginning. I’ve gotten inside the corridor: white-blue glitched graphics playing Area 1 overworld music, the game blacks out, Corridor 22 which when It is beaten, the game is beaten and shows the end screen, blue glitched rocky squares, Corridor 6 which is playable, Corridor 0 which is playable, Corridor 21 which is playable and when the TGL’s Greatest Hits are beaten, the NAJU being destroyed sequence shows and the game transitions to Corridor 22. Re-entering the room, I’ve found Corridors 86, 122 and 102. I have never seen any other corridor have this strange property of timing of entry varying the result. Every other Lost Frontier corridor is the same regardless of the time you jump into it. Theory: just like how the game is programmed for the Guardian to return to the Corridor room after beating Corridors 0-20, for 21, it is programmed to show the sequence of destruction and transition automatically to Corridor 22, and for 22 it is automatically programmed to show the ending. For Corridor 0, it is programmed to send you back to the room it is located at, as seen when playing Corridor 0 in this lost frontier, but that in the real game, it sends you to a text box room instead of a Corridor room. In other words, the Corridor 0 chamber has no formal Corridor room in the game). There was a glitched block in Area 1, which when touched played desert corridor music. I’ve noticed this as a trend with many items left behind by the minibosses in the Lost Frontier, but rarely with items just onscreen normally. One room I was in, a glitched corridor room, had 6 portals! And another one had 7 portals! That room was at X22 Y[2]41 and was extremely jumbled. The portals didn’t always take you the same direction. Some took you one room to the right, and one just next to it could also take you one room up. The screen with the most portals I ever saw... it had 32 portals. Thus, we can conclude a room can have more warp portals on it than it has sides. One weird instance was on X11 Y[2]45, which was a regular room, but the screen was very glitched. It played water corridor music and the room was very jumbled. In another instance, in a very glitched corridor room, there was an "rdrr" which killed the Guardian in one hit (due to the status bar being glitched and her having a life bar of true 0). Another glitched corridor room was at X8 Y[2]42 accessed from Area 8. It was playing water corridor music and the room was very jumbled. I found about half a dozen corridor rooms that appeared extremely glitched. These glitched corridor rooms use the graphics set of a corridor room, but they have no corridor gate in them or they have a sealed gate (too many glitched sprites to tell). No matter what Area # you access them from, they all play water corridor music [Track 20 or 21, that's 14 or 15 in hex numbers]. Another instance had a sequence of 3 corridors. In X8 Y[2]45, there was Corridor 17. I played it, beat it, and returned to Corridor 10, which I played, then beat, and returned to Corridor 16, which I played, then beat, but it blacked out upon return. Usually only 2 corridors are linked up in a room if there is a link, but this is an example of a triple-link. And I found a quadra-link too. At X23 Y[2]40, at the time I accessed it from Area 8, here is what resulted: Corridor 12 (which played as Red Fleepa’s corridor), when beaten sent me to Corridor 68 (which also played as Red Fleepa’s corridor), which when beaten sent me to Corridor 35 (which again played as Red Fleepa’s corridor), which when beaten sent me to Corridor 34 (likewise played as Red Fleepa’s corridor), which when beaten sent me to an exitless room with a Lander selling a glitched item for 9999 Chips. All of these 5 rooms were at the same coordinates and accessed by playing one corridor after another and beating it. Double-links, triple-links, and quadra-links are functionally meaningless and more of a novelty than anything actually relevant other than being based on the probability of reappearing in a corridor room with a different corridor number and the gate being open. Theory: This is my speculation, but linked corridors are the game returning you to the same X,Y coordinates, but a different Z-coordinate. In other words, using the X23 Y[2]40 example, I entered Corridor 12 and played through it and it linked to Corridors 68, 35, 34. I'm speculating that I could have just as easily entered those coordinates and arrived in Corridor 68 or 35 or 34 on its own and those corridors may or may not link to the other corridors at that coordinate. Many times a beaten corridor sends you back to an empty orange corridor room or sometimes a Lander room, but never any Area 0-10 room. I think what room you arrive back at is pure chance within a certain range of possibilities. One of the weirder things I saw was at X22 Y[2]41 in Area 8, a room with a miniboss. After the miniboss was "beaten", the item appeared. Now, I saw this twice in the same room and collecting the item or waiting has nothing to do with it, it appears regardless. The label "Corridor 8" appears in the floor of the organic room and the floor turns mostly black, and what are clearly patterned after 2 corridor gates open up, only the gates are made out of blue and white eyes. Hopping into the opening allows warping to Corridor 24 at X8 Y8, which played as a glitched corridor. The thing is this happened normally and involved no use at all of any glitch weapons. On an Area 6 glitch out screen where it plays the opening screen music, I got the TGL sound test on that screen. On some screens in Area 10 Lost Frontier rooms, those blue boxes took 16 hits to shoot open and when destroyed they looked like an empty item box. And for another corridor room (X21 Y[2]41 accessed from Area 1), when I entered it, there was a long delay, then ice corridor music started playing, the Guardian was blue, red, and white, and the corridor room was all red & black. There were those jumping mouths which emerged, except they were orange. Hmm, notice the coordinates in this case and in the earlier case with the corridor gate made out of eyeballs were *both* Y241 and their X-coordinate was off by only a single space. I suspect certain coordinates have anomalies to them and generate more chaotic results than other coordinates. And in another corridor room when I entered it (X22 Y[2]18, accessed from Area 6), the room was almost entirely filled with brown boxes, "Good Luck!" was written on it and forest corridor music was playing. I could scroll off the left threshold and an Area 0 screen with glitched walls appeared and portal boxes to the east and south. This seems to be another category in the group of glitched corridor rooms, with this being the only time I saw one not playing water corridor music. At Area 8 X23 Y[2]18 there was a room with 19 black boxes (disguised as yellow-green corners of giant eyes), which when collected changed the Area music to a very weird remix of the track not found in the game. It was glitched, but it sounded extremely cool. There is a mapping error which occurs around X6 Y[2]19. Around this coordinate, after visiting it, all rooms for a while bear the coordinates X6 Y19 even though on the map you can tell its not X6 Y19. And also, some really weird Area numbers began to be displayed. Now, occasionally, for corridor rooms (all non-labyrinth rooms normally in the game are listed as Area 0), sometimes they are listed as Area 8 for some reason, but I never before saw the labyrinth rooms labelled otherwise. Here were some of the area numbers: Area 0- displayed Area 1 or 2 (water), Area 6 (arctic) Area 3- displayed Area 0 (grass) Area 12- displayed Area 0 (grass), Area 3 or 4 (jungle) Area 14- displayed Area 1 or 2 (water) Area 15- displayed Area 7 or 8 (organic), Area 9 (desert) ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() Labyrinth-Corridors and Corridor Room-Corridors ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1008A] Now, this was the weirdest one of all. In 3 different coordinates, I had a labyrinth turn into a corridor! All times the Guardian was uncontrollable and looked glitched. In one instance, there were only enemies from the corridors there, and in another instance there were enemies both from corridors and labyrinths. Teleporters or other glitched weapons were not used in any way here. It is strange since it operates like a corridor where there are onslaughts and there are lulls in the # of enemies. Then, at a 3rd set of coordinates, I portaled into a corridor room and it turned into a Corridor-Room-Corridor. In this situation, the Guardian was controllable. Here are the details of the Labyrinth-Corridors: Area 9 X22 Y242 Accessed by walking from Area 9 X21 Y[2]42 Plays Area 9 music The Guardian is uncontrollable It ends with receiving the Hook Key and flying off, and the game going black Enemies: Red slime, blue disks, jumping blue mouths Area 9 X13 Y239 Accessed by walking from Area 9 X13 Y[2]40 Plays Area 9 music The Guardian is uncontrollable It resets after 2 minutes or so of flying, like a demo Enemies: Blue floating skulls, giant brown desert skulls, jumping blue mouths Area 10 X4 Y224 Accessed by walking from an adjacent screen (either X4 Y223 or X5 Y224) Listed as "Area 14 X4 Y24" Plays Area 10 music or no music at all (I didn't record this data) Enemies: blue long-skull spitting projectiles (only a few early on) The Guardian is uncontrollable and her graphics are glitched Resets after something like 40 seconds- 1 minute, like a demo And here is the details for the Corridor Room-Corridor: Area 0 X5 Y222 Accessed by portal-ing in from Area 3 X5 Y[2]21 Plays active corridor room music The Guardian is controllable here Guardian’s weapon fire is a bunch of green glitches The closed active corridor gate could be seen through the overlaying graphics It went on endlessly Enemies: Rdrr (spits flashing projectiles), Mirror-rdrr (spits flashing projectiles), unknown diamond-bubble spitters ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() Glitch Weapons ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() [1008B] Sometimes when moving around the Lost Frontier, you’ll find the weapon select box over blank spaces or spaces anywhere but on the weapon part of the screen, such as over a blank space or inappropriate area, like the right side of the screen by the Chip #s or Shield/Weapon stats. These are the glitch weapons. Sometimes, the weapon select box on the select screen will be over a blank space and indicate you have a number of shots and either displays no box or a glitched box on the status bar, Be warned, if you fire it, in many cases the game will glitch up and freeze. Occasionally, the weapon will have... weirder effects. Once, the game produced the Guardian as having 1872 Chips and a glitched weapon in a weird area of the select screen that on the status bar displayed as a fireball graphic, slightly glitched with 234 Shots. When used, it made the sound like the MultiBullet being fired, but nothing displayed and it warped the Guardian over by one room and drained her life from 32 down to 1 and turned the graphic icon into a Repeller icon. I’ll talk more about the teleporter weapon in a moment, but I want to note that it is advisable to use a save state to save the game before using or even moving the weapon. You see, sometimes when you move the weapon select box when it is on a strange section of the select screen, if you move it up or down, the game will freeze and it will be making this shrill noise which is the sound of the weapon box being moved, only held at a constant note (it is not a pleasant sound). If you move the box left or right, odds are you will find the weapon select box on one of the normal weapons. Once the weapon select box is on a normal weapon, you cannot get it to go back to a glitch weapon unless you come across one of the rooms that creates glitch weapons, which I note in the next paragraph. How do you get access to glitch weapons? I often find the cursor on one of these spots on the select screen where weapons are not found when I enter an extremely glitched up Corridor room. Sometimes in the Lost Frontier, there are corridor rooms that are very messed up. I'm not talking about the ones with some junk in the room, I'm talking about ones which are filled with junk all over the screen and occasionally even have enemies in there. These weapons only exist so long as you don't move your cursor off of them. I also found the weapon select box over a glitch weapon when I walked onto a normal area screen which was a little more glitched up than normal. These glitch weapons have wildly unpredictable effects. Sometimes their effect is consistent, but occasionally, when you enter a certain room, the effect is different. There are several weird occurrences which result from these weapons. One glitch made the lifebar disappear completely, as in it was not 0, there was not even a lifebar, period. One hit from any enemy meant instant death. Another glitch weapon drains the lifebar to 0, but this 0 is virtual invincibility. One glitch gave me 0 Weapons. Now, 0 Shields means near invincibility, but 0 Weapon levels means you fire one bullet at a time, but there is no auto-fire function to it. With 1 Weapon level, holding down the firing button means the gun will constantly fire, not with 0 Weapon level though. One changes the music to the sound of flying off into a corridor, another freezes the game, and yet another teleports the Guardian most of the time, and sometimes freezes the game/causes it to black out and glitch up. The teleporter occasionally sends the Guardian to a random room, but after a few uses, it sends the Guardian to some prescribed coordinates, some on the map, some off the map. The teleporter is strange. It looks like the teleport effect from other 8-bit video games. The guardian’s image moves in a wavy pattern up and down in one direction along the screen (up and down moving left or right, or side to side moving up and down, or at angles moving in a direction), changing to green and white color, then the screen switches to another screen of different coordinates. Perhaps there was going to be a teleporter function in the game and it was programmed for, but then abandoned. Anyway, I accessed the Y[2]55 series and thereabout of rooms through the teleporter glitch-weapon. Normally it’s a bunch of grassy 3-way rooms, but here I landed in a Corridor room with portals and used save states to explore all around it. This weapon has many defects, often making the screen go black & freezing the game, or making the graphics decompile and the game freeze, or making glitchy graphics appear and the game freeze, or requires 2 uses, the 1st use turning every red enemy on the screen green, including the Guardian too, the 2nd completing the teleport. But, I noticed something strange. When the teleporter often fails and causes the game to scramble, it commonly freezes the game, but plays "military aquatica" (Track 03, the most common type of boss music, or 03 in hex). Kinda strange. The teleporter does have a pattern. It frequents the following coordinates: X1 Y0, X6 Y7, X9 Y10, X10 Y9, X10 Y11, X11 Y12, X15 Y10, among others. Also, when used in some corridors, most notably glitched ones that don’t resemble Corridors 0-22, it produces an instant victory, triggering the victory music, sending the Guardian flying forward, then turning around and flying backwards, as is the behavior when a corridor is beaten. Another glitched weapon turned the Guardian-ship green, giving the Guardian paralysis, but invincibility. I saw this in both a corridor and in the labyrinth. Enemies just pass through you. They cannot interact with you. Note that the teleporter can send you to Z-coordinates in the regular mapped area. This means different versions of the real rooms you see in the game, such as some of the rooms in Area 0, with the same block arrangements and enemies, only in an empty orange corridor room or the like. Here is an index of some glitched weapons I saw. Their position is hard to describe on the select screen, but its all in fringe areas. I describe the pictures by their icons. Some glitch weapons produce different results even despite having the same icon, depending on how they are generated. Many are teleporters. Some are highly glitched, some have higher rates of success. Teleporters can be used in corridors to produce instant victories regardless of where you are in the corridor, but they do not have a 100% success rate. Saber Laser- a rather successful teleporter in some circumstances, in others, it freezes Weapon Power: 1 Chip Usage: 30 Chip totals- 1st time used: 50 --> 2450 --> 2266 --> 1986 --> 1756 (so, the cost of using each time is N/A, 184, 280, 230) Chip totals- 2nd time used: 50 --> 2520 --> 2480 --> 2254 --> 2028 --> 1712 --> 1486 --> 1200 --> 944 --> 688 --> 432 --> 206 --> 9999 --> 9999 (loops at 9999) Here is the # Shots left: (chip usage calculated from fitting the # shots into the Chips) 944 Chips: 31 Shots (30 Chips/use) 688 Chips: 22 shots (31 Chips/use) 432 Chips: 14 shots (30 Chips/use) 206 Chips: 6 shots (34 Chips/use) 9999 Chips: 255 shots Red Lander- a teleporter with a high failure rate Weapon Power: 3 Chip Usage: 6 Chip totals when used: 50 --> 26 --> 2 --> 2 --> 2 (so, the cost of using each time is: 24, 24, 0, 0, 0) Speed Booster- a teleporter with a high failure rate Weapon Power: 3 Chip Usage: 154 Hyper Laser- turns all blue portal boxes into empty item boxes. Yes, it means the portals disappear Fireball- a teleporter that always fails, causing the screen to black out Backfire- a teleporter Glitch-Shield- a teleporter Glitch with corner box- turns portals into item boxes Glitch 4 square- freezes screen Another glitch block- no use Another glitch block- freezes game, makes screen very glitched Another glitch block- no use Another Red Lander- often fails, has some bizarre effects when the game freezes, like changing the color of the room or creating a "strobe light" effect on the frozen screen. Another time it resulted in a transformation sequence on a bizarre background, then the game blacking out As you can see, the exact Chip costs of these weapons varies with each shot, but seems to remain consistent around a certain number (kind of like staggered coordinates, only "staggered Chip costs"). I wonder if the distance it teleports the Guardian has some impact on the chip value or if it is entirely random, or exponential, or what. ************************************************************************ ************************************************************************ ********************** LOST FRONTIER CORRIDORS ********************* ************************************************************************ ************************************************************************ [1009] In this section you will find a lot of details pertaining around the corridors found in the Lost Frontier as well as an index of all the corridors I encountered there and how it appeared to me. There are a grand total of 128 Corridors, spanning Corridors 0 through Corridor 127. You will remember that only Corridors 0-22 are in the game, meaning there are 105 Corridors found in the Lost Frontier that are not found in the normal course of the game. Much of this exploration was done with the "nkQC IcJA" code. Some of the rooms (many around the Y[2]55 coordinates) were accessed via a teleport glitch. I originally included the Area I accessed the Corridor from purely for bookkeeping purposes even though the Area or origin has no impact on what corridors are there, but I decided to remove it as it was extraneous data and made the logs appear too convoluted. I will leave the Area of Origin data for Corridors 0-22 though, to display the random nature of the Lost Frontier and how water corridors can be accessed from desert areas and so on. "Accessed from" refers to what area the room in the Lost Frontier belonged to that I entered the corridor room from. It does not refer to the point of departure from the real map, which is not possible in this game. "Accessed via teleporter" did not mean I reached each room by using a teleporter; it means I reached one of those rooms via teleporter, saved, and branched out from there by foot. When you see "Blacks out upon entry", that means you can jump into the corridor and undergo the transformation sequence, but after that, the game blacks out. When you see {FALSE} that does not mean the data is wrong, it means that corridor entry is known to be a False Label (in other words, the Corridor # documented is the one listed on the screen, but it's known to be wrong). The concept of false labels is explained further below. It is also worth noting that I did not test almost all the Corridor 0s I found. There may be some Alternate Corridor 0s, but I never tried them all out. The first thing about the corridors here that stands out is there are multiple versions of all corridors. More than one location for a corridor has been found for most of these corridors and some of those even fall outside the range of staggered coordinates, meaning there are multiples of these. I’ve found several Corridor 1s, Corridor 8s, and even of higher numbered corridors too. Beating any of these lower numbered Corridors results in the blinking indicator light over the real corridor going out. Basically, it seems like several corridors have multiple entry points. There is also the existence of parallel corridors. These are Corridors numbering above 22 which play identical to some Corridor numbered between 0 and 22. Some examples are Corridor 36, which frequently plays as Corridor 16, Corridor 56, which played as Corridor 12 (though the fact all other versions of Corridor 56 are different makes me think this is a result of false labels), and Corridor 87 played identical to Corridor 12. When these parallel corridors are beaten, it registers as if the real Corridor it is a copy of is beaten! The most commonly occurring corridors, whether multiple points of entry or parallel corridors, are Corridors 16 (Red Optomon), 8 (Red Grimgrin), and 1 2 (Red Fleepa). Having used a teleporter to get back to the regular map and confirm it, I can say that when a blinking indicator at a real corridor's coordinates goes out as a result of being an identical or parallel corridor in the Lost Frontier, the corridor in the room at the real coordinates does become sealed. Another strange behavior is the auto-victory. This is where upon the Guardian passing through the portal in the adjacent room to the corridor room in question, you will see the Guardian automatically jumping out of the Corridor and any portal boxes being indestructible green, the corridor explode and an item left behind. This was seen in all the encounters with or the vast majority of encounters with Corridors 5, 53, and 117. A point worth noting here is the auto-victory Corridor 5s never make the blinking indicator for Corridor 5 go out. Alternate corridors have also been found. These bear the same number as a real corridor, but have a different terrain (i.e. glitched) from the same numerical corridor in the real game. I’ve observed alternates with Corridors 1, 8, and 16. Now, there are multiple normal versions of these same corridors in the Lost Frontier as well. They’re just like every other glitched corridor except they have a number the same as Corridors 0-22. One incident made me realize some of the Corridor labels may not be truthful. There seem to be "false labels". I noticed this for one set of coordinates, where there was an auto-victory for Corridor 5 there, producing a glitching Energy Tank as the prize and for the same coordinates there was an auto-victory for Corridor 4 there, producing the exact same prize and result. Now, the auto-victory thing is common for Corridor 5, but unheard of for Corridor 4. This, and the fact some corridors produce one set of results multiple times, but then for that one other time play like Corridor 12, 16, or something like that, makes me think that one result that differs from all the others is a result of false labels. For example, Corridor 24 at the same coordinates played once as if it were Corridor 16 and another time if it were Corridor 8. At those coordinates, a Corridor 8 can be obtained. This makes me think that time I entered it had the label "Corridor 24", but was really Corridor 8. The same thing happened with Corridor 40, which played once as Corridor 12 and another time as Corridor 5. The Alternate Corridors may in fact be a result of false labels. Parallel corridors may likewise be a result of false labels. Fact: False Labels have been confirmed. In the section discussing how the Lost Frontier works, we have been able to identify what the proper music track is for each higher corridor. Therefore, any corridor labelled as a number which does not play that music track is a falsely labelled corridor. I should note this does not rule out all falsely labelled corridors since if, let's say, Corridor # is supposed to play Track 17 and an impostor corridor (not Corridor #) is labelled as Corridor # but just happens to play Track 17, then we cannot tell it is an impostor corridor. Now for the glitched corridors. Some of these play identical no matter what coordinates they are found at. Some of these play differently at different coordinates. I have found though, that all corridors seem to play identical at the coordinates you find them when false labels seem not to be a factor. I have been able to replicate entering the same room and hopping in the corridor at different time intervals, reaching the same coordinates by different means, several times, all producing the same results. Corridor 32 looks identical at 4 different coordinates, Corridor 27 looks the same at 2 different coordinates, and likewise with Corridors 37, 51, 75, 96, 104. Some of these are very variable though, like Corridor 74, which at 3 different locations produced 3 very different results. There are some common "habitats" for the glitched corridors. Many appear as an endless corridor of white technological wiring like that between the metal panels in Corridor 0. There are some white tech-wiring corridors like this which have a brown metal panel near the start of the corridor. There are some green tech-wiring corridors as well. Many higher up numbered corridors, especially in the 90s and over, appear as this strange black and white geometric pattern. Another common occurrence is a scrolling grid, light blue with some number as a part of it and some brown panels in it as well. Another variation of this is a red grid with numbers in it which is a still screen. There are also glitched corridors which look like heaps of junk and some of which almost resemble city blocks (at least in an 8-bit system). Many of the junked up glitch corridors resemble Zanac, a flying shoot-em-up game made by the same company that made TGL (in fact, the Landers come from that game). Select button can glitch up some of the glitched corridors, making their background change or break down. Many of the "white bones" technological corridors are susceptible to this, but not all of them. The "white bones" deform only once with select and they remain deformed no matter how many times select is used. With other corridors, some deform differently each time with the use of the select button (though they only have so many possibilities of deformation) and others deform once with select button and keep that deformed pattern. In other words, the graphical integrity of many of the higher numbered corridors is low. When flying in glitched corridors, I recommending using the select button; it's the only way to see the different aspects of the corridors. All normal corridors have the exact same Area listing on the status bar when they are being played unless otherwise noted. All glitch corridors have Area 10 on their status bar unless otherwise noted. Corridor 0 has the more versions of itself out there than any other Corridor. There are 3 possibilities for Corridor 0 in the Lost Frontier, first that it is open and has 4 panels there, second that it is open but has no panels, and third, it is sealed. Those 4 red panels only exist on Corridors 1-10 in the real game. They are the failsafe devices which need to be destroyed for the self-destruct to be initiated. It’s bizarre that Corridor 0 would have them. What’s more too, is that normally in the game Corridor 0 does not have a formal Corridor room. It warps the Guardian to the text box room at its coordinates when beaten. Beating some of the Corridor 0s sent the Guardian back to the same room with the corridor still open, or to the same corridor except closed, or to a different corridor room, or even to an empty orange corridor room. All Corridor 0s do not have a transformation sequence at the beginning nor at the end, unlike all other Corridors except 22. Corridor 21 in all cases were auto-victories, meaning entering the room resulted in automatically jumping out of the corridor, it exploding, and leaving some item. Corridor 22 has been located in the Lost Frontier. The fact that it always plays the same level, that short space level with the password screen music, confirms that the final level is deemed Corridor 22. This Corridor, like the real version, has no opening transformation sequence. Its boss is It, and when It is defeated, the game’s ending is shown. Yes, it is possible in the Lost Frontier to beat the game with all corridors still active! And surprisingly, some sealed Corridor 22s have been found. It seems like that shouldn’t be possible, but it is. Even the fact that there is a Corridor for the final level is absurd since it is only supposed to occur after NAJU is destroyed, not be a part of NAJU. Theoretically, one might say it is the Corridor, the habitat in which It came out of and escaped. It was able to escape into space because space is its environment, not water or jungle or arctic, etc. In all corridors in the Lost Frontier, regular ones or not, if there is that red asteroid enemy, the one that generates a circle of asteroids that fly at you, it just flies by from left to right and never generates the circle. Its function is seemingly disabled in the Lost Frontier. Corridors 0 and 22, regardless if in the game or in the Lost Frontier, both lack an opening transformation sequence and a closing transformation sequence. All bizarre corridors have opening transformation sequences and if they don’t black out after flying off from the boss, closing transformation sequences as well. ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() Corridor Index ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()() Note: This section is rather long. If you want to jump to the section containing a specific corridor, each Corridor has been given a code you can put into a "find on this page" search box to jump down to. The code is CL###. So, for Corridor 127, type in CL127, for Corridor 0, type in CL000, for Corridor 1, type in CL001, for Corridor 24, CL024, you get the idea. All unclassifiable corridors are labelled CL???. So, type that into a search box to jump down to them. Below is the index of Corridors I have encountered in the game. Some of these corridor listings (0-22) have a Corridor listed separated from the rest of the index of corridors by a dotted line. That corridor is the Prime Corridor, the one accessed in the normal course of the game. Anything below that dotted line are corridors in the Lost Frontier, including anything inbetween regular areas on the 24 x 24 grid, everything on the 32 x 32 grid, and everything from there to X & Y 255 coordinates. I have listed the proper hex data read for music, weapons, and graphics for each corridor. This is taken from the game's code. With this, we can know, even if a corridor blacks out or otherwise cannot be played, what its music would be and even what weapon would theoretically be won from it. This hex data is important because all the properties of a corridor are generated from it. And random values are not used for these properties, the same one is used each time (well, other than false labels). I must note, and I will post this in two sections, that I am assuming there is a blank space for Corridor 66 based on the data I have, which seems to indicate that placing music track CC at Corridor 66 produces misaligned data, but placing it at Corridor 67 produces data that fits observations. If I am wrong and indeed I am simply encountering several corridors which are falsely labelled by being +1 ahead of the number they are listed as, they I will correct this data set. I just want all readers to know this, to know that while Corridors 0-65 are 100% confirmed with regards to music track hexes, but Corridor 66-127 are not 100% confirmed. The order is certain, but where it exactly starts does not. ################# Corridor 0 ############################ [CL000] Music Hex: 1E [Track 30: Corridor 0] Weapon Hex: __ [it's blank] Graphic Hex: 20 [space environment] X11 Y012 Area 0 Boss: Defense System WIN: nothing Is unique in that it has no Corridor room. It is covered with a text box room. Yes, X11 Y12, the text box room *is* the Corridor 0 room; it’s just replaced with something else instead of a sealed gate. Note: many of the following Corridor 0 rooms could be accessed via the teleporter from the Northern Frontier. The ones that were accessed by teleporter have that noted on them. All of these rooms were accessible by passwords too. ------------------------------------------------- Due to the large number of Corridor 0s found in the "valleys" between the mapped areas on the 24 x 24 grid, I will streamline the data here. All of the following are open and have 4 panels. They play normally and when beaten send you back to the same coordinates with the gate still open. Note that I did not test that for all of these, only many of these. X4 Y000 X7 Y005 X17 Y009 X0 Y013 X2 Y018 X5 Y000 X8 Y005 X18 Y009 X1 Y013 X21 Y018 X21 Y000 X13 Y005 X19 Y009 X2 Y013 X22 Y018 X4 Y001 X14 Y005 X20 Y009 X3 Y013 X23 Y018 X5 Y001 X2 Y007 X21 Y009 X21 Y014 X0 Y019 X20 Y001 X3 Y007 X15 Y010 X5 Y016 X1 Y019 X21 Y001 X4 Y007 X21 Y010 X21 Y016 X2 Y019 X4 Y002 X5 Y007 X5 Y011 X11 Y017 X3 Y019 X5 Y002 X15 Y007 X5 Y012 X12 Y017 X4 Y019 X18 Y003 X16 Y007 X21 Y012 X19 Y017 X14 Y019 X0 Y004 X17 Y007 X22 Y012 X20 Y017 X13 Y023 X0 Y005 X18 Y007 X23 Y012 X21 Y017 X7 Y005, X8 Y005, X2 Y007, X3 Y007, X4 Y007, X5 Y007, X17 Y009, X15 Y010, X5 Y011, X5 Y012 can also be reached via teleporter. X15 Y000 Valley 10-4 open, 4 panels (accessed via teleporter)- yes, overlaps with real room X12 Y012 open, 4 panels (accessed via teleporter)- yes, overlaps with real room ----------------------------------------------------------------------- X18 Y218 open, ?? panels (plays normal) X2 Y219 open, ?? panels X4 Y219 open, no panels- plays normal Boss: Defense System beating it reveals it is in TGL Mode it jumps next to Corridor 15 Boss: Green Clawbot [did not continue playing] X6 Y219 open, no panels (plays normal) Beating it results in being teleported to the same room, outside Corridor 0 again, only this time when you jump in, it blacks out X18 Y221 open, ?? panels X5 Y223 open, no panel X6 Y224 open, 4 panels (plays normal) X12 Y226 sealed X6 Y227 open, 4 panels (plays normal, when beaten, sends the Guardian back to the same room with Corridor 0 open) X10 Y238 open, 4 panels X17 Y239 open, 4 panels X18 Y239 open, 4 panels (accessed when Corridor 8 in the same room is beaten; beating Corridor 0 results in being sent to an orange empty corridor room) X21 Y239 open, 4 panels X22 Y239 open, 4 panels X16 Y240 open, 4 panels, accessed from a very glitched Area 9 (beating it sends you to the same room, except replaced by Corridor 51) X17 Y240 open, 4 panels X15 Y240 open, 4 panels X20 Y240 open, 4 panels (plays normal) X10 Y241 open, 4 panels X13 Y241 open, 4 panels X14 Y241 open, 4 panels X15 Y241 open, 4 panels X21 Y241 open, 4 panels X22 Y241 open, 4 panels X17 Y242 open, 4 panels X18 Y242 sealed X6 Y243 open, no panels X10 Y245 open, no panels X11 Y245 open, no panels X13 Y245 open, no panels X22 Y245 open, no panels (plays normal, beating it warped to Corridor 0 room, except it is sealed now)- another time, sealed X4 Y246 open, no panels X22 Y247 sealed X5 Y248 open, 4 panels X8 Y248 open X20 Y248 sealed X22 Y248 open, no panels? X5 Y249 open, 4 panels X21 Y249 sealed X23 Y249 open, no panels? X12 Y250 open, no panels X16 Y250 open X1 Y251 open, 4 panels (plays normal) X7 Y251 sealed X13 Y251 missing data for X15 Y251 open X2 Y252 open, 4 panels (plays normal) X7 Y252 open, 4 panels X14 Y252 open X5 Y254 open, 4 panels, accessed by beating Corridor 16 at the same coordinates (itself accessed from Area 9), beating it sends the Guardian to the same coordinates with Corridor 0 with 4 panels only the room was more glitched X17 Y254 open, 4 panels, accessed via teleporter X19 Y255 open, 4 panels (accessed via teleporter) For all of these, they play identical to the real Corridor 0, the level played when you select a new game, the one with the defense system (the mechanical turrets or eyes) at the end as the boss. From my experience (I’ve played some Corridor 0s, not all), they always send you back to the Corridor room intact with the gate still open, but in one instance, beating the corridor sealed the gate. Some of the Corridor 0 screens appear glitchy, with arrows appearing over them, but the corridor can be entered regardless. The Corridor 0 room is one possibility for several rooms that have the empty orange corridor rooms as another possibility. Beating X13 Y[2]51 Corridor 0 sent the Guardian back to the same room, except it became a Save Lander room. Notice, an interesting pattern. There are virtually no Corridor 0s from Y225 to Y238. ################# Corridor 0 (ALT) ###################### These are all known to be the result of False Labels. X6 Y219 {FALSE} Guardian's ship red, light blue, white Orange engine fire and pulse fire appears as a red grid over black space 1 tap= the ship moves across the screen plays Area 0 music listed as "Area 10" Has created bosses from fragments which act like these weird chains, like Chain Chomps from Super Mario Bros or something like that, where they extend a chain part towards you, then retract it, teleport around, and repeat. There were 4 of these. Also, a glitched slightly large orange square was there which tracked the Guardian's vertical movement and teleported around. Another time... Guardian's ship red, light blue, white Orange engine fire and pulse fire appears as a red grid over black space plays Area 0 music Enemies: rdrr Another weird boss appeared. This one was a red, light blue, and white elongated cone constructed from fragments. It would always keep in front of the Guardian and track her vertical movement, pulling back when she moved forward and advancing when she would pull back. It also teleported around. It would only move/react rather slowly and when it teleported, it took a really long time to reappear relative to the usual teleporting bosses X4 Y224 {FALSE} Has 4 panels Fire at the gate for it to open plays identical to Corridor 1 Boss: Blue Fleepa [did not beat] X20 Y243 {FALSE} The room had no panels Appeared as a light blue grid with the #22 and green tiles in it Plays organic corridor music Select-glitch works only once Enemies: rdrr, mirror-rdrr X21 Y243 {FALSE} The room had no panels Screen frozen, game frozen No Guardian, no music Dark blue lifebar, stat bar is all black Red tech wiring is the background [these versions of Corridor 0 all have transformation sequences] ################# Corridor 1 ######################### [CL001] Music Hex: 15 [Track 21: Water Corridors] Weapon Hex: 07 [Repeller] Graphic Hex: 21 [water environment] X6 Y010 Area 0/1* Has 4 panels Boss: Blue Fleepa WIN: Moon Key, Repeller *= affiliated with Area 1, but is an island outside the lock of the Moon Key and accessible from Area 0 -------------------------------------------------------------------- X1 Y016 "Eye" of Area 2 plays normal X0 Y018 Valley 2-3 plays normal X4 Y018 Valley 2-3 4 panels; fire at gate to open plays normal X19 Y218 Sealed X22 Y218 Accessed from Area 6 Sealed X3 Y219 Has no panels Fire at the gate for it to open plays normal Boss: Blue Fleepa [did not beat] X22 Y239 Accessed from Area 0 Has 4 panels Fire at the gate for it to open Plays normal Boss: Blue Fleepa [did not beat] X20 Y240 Accessed from Area 1 4 panels, shoot at gate to open plays normal Boss: Blue Fleepa [did not beat] X23 Y240 Accessed by beating Corridor 27 at the same coordinates with an automatic victory (not glitch related) 4 panels fire at the gate to open [did not try] X19 Y241 Accessed from Area 8 4 panels, shoot at gate to open [did not try] X20 Y241 Accessed from Area 6 4 panels, shoot at gate to open [did not try] X21 Y241 Accessed from Area 1, Area 5, Area 6 4 panels, fire at gate to open plays normally Boss: Blue Fleepa [did not play] X22 Y241 Accessed from Area 5 4 panels fire at the gate to open plays normal Boss: Blue Fleepa [did not play] X6 Y242 Accessed from Area 10 4 panels plays normally Boss: Blue Fleepa WIN: Moon Key, Repeller X7 Y242 Accessed from Area 7 4 panels Fire at the gate for it to open Plays normally Boss: Blue Fleepa WIN: Moon Key, Repeller No exit to room though X9 Y242 Accessed from Area 2 4 panels Plays normally Boss: Blue Fleepa WIN: Moon Key, Repeller Can leave if exit exists X11 Y242 Accessed from Area 1 4 panels plays normal Boss: Blue Fleepa [did not play] X20 Y242 Accessed from Area 1 4 panels, shoot at gate to open plays normal Boss: Blue Fleepa [did not beat] X21 Y242 Accessed from Area 5 4 panels fire at the gate to open plays normal Boss: Blue Fleepa [did not beat] X3 Y243 Accessed from Area 1 It has 4 panels The level plays normally and is identical to the real Corridor 1 Boss: Blue Fleepa WIN: Moon Key, Repeller X5 Y243 Fire at the gate to open, just like the real Corridor 1 It has 4 panels The level plays normally and is identical to the real Corridor 1. Boss: Blue Fleepa WIN: Moon Key, Repeller X8 Y243 Accessed from Area 2 4 panels Plays normally Boss: Blue Fleepa [did not beat] X12 Y243 Accessed from Area 1 4 panels, shoot at gate to open plays normal Boss: Blue Fleepa [did not play] X4 Y244 Accessed from Area 1 It has 4 panels The level plays normally and is identical to the real Corridor 1 Boss: Blue Fleepa WIN: Moon Key, Repeller X1 Y252 Accessed from Area 0 4 panels, fire at gate to open plays normally Boss: Blue Fleepa [did not beat] Another time- Sealed X5 Y253 Accessed from Area 9 Sealed X10 Y253 Accessed from Area 8 The number "1" is yellow, not the normal white No panels Fire at the gate to open Plays as if it were the real Corridor 1 Boss: Blue Fleepa [did not beat] X0 Y254 Accessed from Area 0 Sealed X5 Y254 Accessed from Area 0 Sealed X20 Y254 Accessed from Area 5 Sealed X5 Y255 Accessed from Area 4 Sealed [all of these register as beating the real Corridor 1] ################## Corridor 1 (ALT) ##################### This one can be confirmed to be falsely labelled. X7 Y241 {FALSE} Accessed from Area 8 4 panels playable, designated as Area 10 X7 Y41 No music Starts off with green tech, then turns into blue and red glitchy panels along the sides There are the Corridor 0 turrets here, the small ones with red panels and Green eyes. There are also some inactive giant red metal/green eye turrets Corridor repeats in a segment with a "brown and red panel pyramid" Moves at a moderate speed Enemies: morphing tiles, target them and they explode ################### Corridor 2 ####################### [CL002] Music Hex: 15 [Track 21: Water Corridors] Weapon Hex: 09 [Saber Laser] Graphic Hex: 21 [water environment] X2 Y016 Area 2 Has 4 panels Boss: Clawdaddy WIN: Hook Key , Saber Laser --------------------------------------------------------------------- X2 Y023 Area 3 niche 4 panels; touch all 4 to open plays normal Boss: Clawdaddy WIN: Hook Key, Saber Laser X3 Y023 Area 3 niche 4 panels; touch all 4 to open plays normal Boss: Clawdaddy WIN: Hook Key, Saber Laser X4 Y010 Valley 1-2 4 panels; touch all 4 to open plays normal X4 Y013 Valley 1-2 4 panels; touch all 4 to open plays normal X6 Y001 Valley 9-10 4 panels; touch all 4 to open plays normal X9 Y005 Valley 9-10 4 panels; touch all 4 to open plays normal X15 Y004 Valley 10-4 4 panels; touch all 4 to open plays norma; X16 Y017 Valley 6-7 X3 Y223 Accessed from Area 0 Sealed X6 Y228 Has 4 panels plays normal X19 Y241 Accessed from Area 8 Blacks out upon entry ################# Corridor 3 ####################### [CL003] Music Hex: 04 [Track 4: Jungle Corridors] Weapon Hex: 0C [Energy Tank] Graphic Hex: 22 [jungle environment] X4 Y020 Area 3 Boss: Blue Optomon WIN: Wave Key, Energy Tank --------------------------------------------------------------------- X12 Y016 Valley 7-8 4 panels wait 30 seconds for it to open plays normal Boss: Blue Optomon WIN: Wave Key, Energy Tank (indicator light for real Corridor 3 goes out) X17 Y241 Accessed from Area 10 Opens automatically Blacks out upon entry X21 Y241 Accessed from Area 0, Area 5 Has 4 panels Status of opening=??? Plays normally Boss: Blue Optomon [did not try] Another time from the same coordinates, it opened automatically and blacked out upon entry X8 Y245 Accessed from Corridor 117 room Has 4 panels Plays normally Boss: Blue Optomon WIN: Wave Key Beating it returns the Guardian to the same room, except she's jumping out of Corridor 25 (see Corridor 25 X8 Y45 entry for further information) X11 Y246 Accessed from Area 7 Has 4 panels Need to wait 30 seconds for it to open Boss: Blue Optomon WIN: Wave Key When beat the corridor, the screen goes black and ice corridor music plays X12 Y246 Has 4 panels Opens automatically, no wait Boss: Blue Optomon [did not try] X4 Y250 Accessed from Area 4 Sealed X1 Y251 Accessed from Area 1 Sealed X2 Y252 Accessed from Area 1 Sealed X5 Y252 Accessed from Area 8 Sealed X0 Y254 Accessed from Area 0 Has 4 panels Blacks out upon entry #################### Corridor 4 ################### [CL004] Music Hex: 04 [Track 4: Jungle Corridors] Weapon Hex: 00 [MultiBullet] Graphic Hex: 22 [jungle environment] X20 Y000 Area 4 Boss: Teramute WIN: Square Key, MultiBullets ------------------------------------------------------------------ X16 Y016 Valley 6-7 Sealed X18 Y219 Sealed X8 Y224 Accessed from Area 10 Sealed X5 Y225 Accessed from Area ?? Sealed X6 Y225 Accessed from Area 9 Sealed X9 Y225 Accessed from Area 10 Sealed X0 Y226 Accessed from Area 10 Sealed X21 Y238 Accessed from Area 6 Sealed X17 Y239 Accessed from Area 4 Sealed X14 Y240 Accessed from Area 9 Sealed X17 Y240 Accessed from Area 1, Area 2 Sealed X20 Y240 Accessed from Area 1, Area 7, Area 10 Sealed X21 Y240 Accessed from Area 1, Area 8 Sealed X22 Y240 Accessed by beating Corridor 32 at the same coordinates by using a glitch weapon Sealed X13 Y241 Sealed X17 Y241 Accessed from Area 7 Sealed X20 Y241 Accessed from Area 0 Sealed X9 Y244 Accessed from Area 6 Sealed Another time at these same coordinates, it appeared as active, with 4 panels, but would not open X23 Y249 {FALSE} Accessed from Area 0 Entering the room causes the Guardian to automatically jump out, the corridor to explode, and an Energy Tank left behind. Touching it causes the screen to freeze, then the Guardian to warp to the 1st text box room in the game with the Guardian uncontrollable (it becomes a sort of demo). There are no red panels on the Corridor. [Given at X23 Y249 a Corridor 5 appears with an auto-jump-out and an energy tank left behind, I think this might be another instance of false labels] X1 Y251 Accessed from Area 1 Sealed X4 Y251 Accessed from Area 1, Area 4 Sealed X22 Y251 Accessed from Area 0 Sealed X2 Y252 Accessed from Area 1 Sealed X3 Y252 Accessed from Area 1 Sealed X5 Y252 Accessed from Area 0, Area 4 Sealed X0 Y253 Accessed from Area 1 Sealed X4 Y253 Accessed from Area 0, Area 4, Area 8 Sealed X3 Y254 Accessed from Area 4 Sealed X4 Y254 Accessed from Area 4 Sealed X5 Y254 Accessed from Area 4 Sealed X7 Y254 Accessed from Area 7 Sealed X3 Y255 Accessed from Area 4, Area 8 Sealed X4 Y255 Accessed from Area 0, Area 4 Sealed X5 Y255 Accessed from Area 0 Sealed X21 Y255 Accessed from Area 5 Sealed ################# Corridor 5 ##################### [CL005] Music Hex: 05 [Track 5: Arctic Corridors] Weapon Hex: 0B [Enemy Erasers] Graphic Hex: 23 [arctic environment] X23 Y004 Area 5 Boss: Zibzub WIN: Enemy Erasers ------------------------------------------------------------------------ X23 Y217 Accessed from Area 6 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and Hyper Laser being left behind. It registers as real (the item) X4 Y220 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and Repeller being left behind X17 Y222 Accessed from 120 Alley Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and Red Lander being left behind X18 Y240 Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind. Touching it results in desert corridor music playing X12 Y241 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind X9 Y244 Accessed from Area 5 Has 4 panels Opens by firing at the corridor sign Plays normally Boss: Zibzub WIN: Enemy Erasers [real Corridor 5’s blinking indicator disappears] X11 Y244 Accessed from Area 2 Shoot sign to open 4 panels plays normally Boss: Zibzub WIN: Enemy Erasers X12 Y245 Accessed from Area 0 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and MultiBullets being left behind X23 Y249 Accessed from Area 0 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind. Touching it causes the screen to freeze, and the Guardian to then warp to the 1st text box room, where she is uncontrollable (the game becomes a sort of demo). X2 Y250 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Blue Lander being left behind, which counts X4 Y250 Accessed from Area 4 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Blue Lander being left behind, which counts X3 Y251 Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Blue Lander being left behind, which registers as real Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected sounds like firing at a boss/miniboss Another time- Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Blue Lander being left behind, which counts X4 Y251 Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Blue Lander being left behind, which counts X2 Y252 missing data for X5 Y252 Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Blue Lander being left behind, which counts X1 Y253 Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected sounds like firing at a boss/miniboss X2 Y253 Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected sounds like firing at a boss/miniboss X3 Y253 Accessed from Area 4, Area 9 (Area 9) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which makes no sound and has no effect. Sound resumes when the Guardian reaches another room (Area 4) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected plays Area 6,9 music X4 Y253 Accessed from Area 0, Area 8 (Area 8) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and Hyper Laser being left behind (it does register as real) (Area 0) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and MultiBullet being left behind X6 Y253 Accessed from Area 7 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected mutes all sound until you switch to another room X11 Y253 Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected plays desert corridor music X17 Y253 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Blue Lander being left behind X0 Y254 Accessed from Area 0 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected makes Area 6,9 music play X1 Y254 Accessed from Area 1 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Shield Booster being left behind X5 Y254 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected plays Area 6,9 music X7 Y254 Accessed from Area 8 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and Bullet Shield being left behind X9 Y254 Accessed from Area 8 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected makes the music change to the Miniboss track X20 Y254 Accessed from Area 5 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a glitched black box with a white "m" on it in one corner. There was also a heart box on the corner. Touching both resulted in the sound made when a heart is collected X4 Y255 Accessed from Area 0, Area 4, Area 8 (Area 4) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a Blue Lander being left behind [the same prize results from the same room, I entered X4 Y55 with Corridor 5 twice and got the same result] (Area 0) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and MultiBullet being left behind (Area 8) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected plays Area 6,9 music X5 Y255 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and MultiBullet being left behind X6 Y255 Accessed from Area 5, Area 7 (Area 7) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected mutes all sound until you switch to another room (Area 5) Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and an Energy Tank being left behind, which when collected makes the sound of a Heart being collected X21 Y007 Accessed via teleporter Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and Enemy Erasers being left behind. The Enemy Erasers register as real, but the real Corridor 5 indicator remains active. [overlays a real room] All of the times an item was collected and the corridor sealed, the real Corridor 5's indicator never went out. Thus, it seems all of these, except for the ones which played identical to Corridor 5, are false labels. ################# Corridor 5 (ALT) ################### X16 Y221 {FALSE} Accessed from Area 0 Has no panels Plays identical to Corridor 0 Boss: Defense System Sends the Guardian back to Corridor 5 open, which still plays as Corridor 0 X21 Y221 {FALSE} Accessed from Area 1 Has no panels Plays identical to Corridor 0 Boss: Defense System [did not beat] X5 Y222 {FALSE} Has no panels plays identical to Corridor 0 Boss: Defense System warps Guardian back to the same room, corridor open All of these are clearly cases of false labels. ################## Corridor 6 #################### [CL006] Music Hex: 05 [Track 5: Arctic Corridors] Weapon Hex: 06 [Area Blaster] Graphic Hex: 23 [arctic environment] X16 Y011 Area 6 Boss: Glider WIN: Plus Key, Area Blaster ------------------------------------------------------------------- X11 Y240 4 panels cannot open X23 Y243 Accessible from Area 1? 4 panels plays normally and identical to the real Corridor 6 Boss: Glider WIN: Plus Key Beating the level takes the Guardian back to the same room, but Corridor 116 is in its place ################ Corridor 7 ####################### [CL007] Music Hex: 0C [Track 12: Organic Corridors] Weapon Hex: 0A [Cutter Laser] Graphic Hex: X19 Y023 Area 7 Boss: Eyeball Formation II WIN: Cutter Laser ------------------------------------------------------------------------- X20 Y246 Accessed from Area 0 It has 4 panels and cannot be opened X8 Y253 Accessed from Area 8 It had no panels and cannot be opened ################ Corridor 7 (ALT) ################## X2 Y219 {FALSE} The active corridor room is listed as "Area 8 X1 Y19" but is really X2 Y19. Around X1-2 Y18-20, there is some weird glitch that messes with the coordinate display. It remains the same though the Area designation changes. In regular rooms, it displays the correct Area #, and in one Lander room, a Lander selling one item, it listed it as Area 6. The map display shows the Guardian in the correct position. Accessed from Area 1 Note that this room was accessed by jumping in Corridor 64 at X2 Y19 (itself accessed from Area 1), which brought the Guardian to a region where the coordinate system is messed up. This Corridor 64 room was the source of the problems with the coordinate system. Has no panels Won’t open until either standing on it or using the select button (I did both right consecutively so cannot tell which did it) Appears as a strange grid of white and gray concrete No music Scrolls slowly Has no enemies All of the Guardian’s special weapons display very weird graphics Oddly enough, it is listed as "Area 96 X1 Y19"- yes, it actually said Area 96 X3 Y219 {FALSE} The active corridor room is listed as "Area 8 X3 Y19" It has no panels The gate is closed, but using Select button opens it up Appears as a strange grid of white and gray concrete No music, but there is a loud, continuous beep noise in the background (almost like the sound from the tests of the Emergency Broadcast System) Scrolls slowly Has no enemies The corridor is listed as "Area 96 X3 Y19" one time, another time, it was listed as "Area 10" X4 Y219 {FALSE} Use select to open the gate Plays identical to Corridor 16 Boss: Red Optomon [did not beat] The corridor was listed as "Area 6 X4 Y19" X5 Y219 {FALSE} Accessed from Area 6 The active corridor room is listed as "Area 8 X5 Y19" There is no transformation sequence Appears as a strange grid of white stone and that black and green soil from the Ice area labyrinths with some green bubbles in there No music No enemies The corridor is listed as "Area 96 X5 Y19" X6 Y219 {FALSE} Gate closed, but active Press select to open the gate appears as light gray and white ruins resembling highways Listed as "Area 96" in the corridor No music except for a constant shrill sound in the background X10 Y219 {FALSE} The active corridor room is listed as "Area 8 X6 Y19" Has no panels press select to open the gate no transformation plays as Corridor 16 Corridor listed as "Area 16 X6 Y19" Boss: Red Optomon It turns out to be TGL Mode, and then proceeds onto Corridor 15 [did not play from there] #################### Corridor 8 ###################### [CL008] Music Hex: 0C [Track 12: Organic Corridors] Weapon Hex: 03 [Bullet Shield] Graphic Hex: 24 [organic environment] X10 Y016 Area 8 Boss: Red Grimgrin WIN: Triangle Key, Bullet Shield -------------------------------------------------------------------- X22 Y219 Accessed from Area 6 Has 4 panels Use "no use" to enter Plays normal Boss: Red Grimgrin [did not try] X10 Y238 4 panels use "no use" to enter [did not try] X18 Y238 Accessed from Area 8 4 panels, use "no use" to enter plays normal Boss: Red Grimgrin [did not try] X17 Y239 Accessed from Area 9, Area 4 4 panels "no use" to enter plays normally Boss: Red Grimgrin WIN: Triangle Key Warped back to an empty orange corridor room Another time- it was Corridor 8 (ALT) X18 Y239 Accessed from Area 1 4 panels, use "no use" to open plays normally Boss: Red Grimgrin WIN: Triangle Key Beating it warps to the same room, except it’s Corridor 0 X15 Y240 Accessed from Area 2 4 panels [did not try] X17 Y240 Accessed from Area 1 [did not try] X18 Y240 Accessed from Area ??, Area 10 4 panels use "no use" to enter (Area ??) [did not try] (Area 10) Blacks out upon entry X19 Y240 4 panels use "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X23 Y240 4 panels use "no use" to enter plays normally Boss: Red Grimgrin [did not try] X18 Y241 4 panels [did not try] X19 Y241 Accessed from Area 10 4 panels use "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X20 Y241 Accessed from Area 6 4 panels use "no use" to enter [did not try] X21 Y241 Accessed from Area 1, Area 6 4 panels use "no use" to enter plays normal Boss: Red Grimgrin [did not try] X22 Y241 4 panels use "no use" to enter Plays normally Boss: Red Grimgrin [did not play] X23 Y241 Accessed from Area 5 4 panels use "no use" to enter [did not try] X8 Y242 Accessed from Area 0 4 panels Also works Boss: Red Grimgrin [did not play] X21 Y242 Accessed from Area 5 4 panels use "no use" to enter plays normal Boss: Red Grimgrin WIN: Triangle Key Warped back to a pink and white room with a lander selling 1 object for 9999 Chips, with no exits X2 Y243 4 panels Also works Boss: Red Grimgrin WIN: Triangle Key Game freezes as return to labyrinth X3 Y243 4 panels Also works Boss: Red Grimgrin [did not play] X4 Y243 Also works. Boss: Red Grimgrin [did not play] X12 Y243 Accessed from Area 1 4 panels, use "no use" to open plays normal Boss: Red Grimgrin [did not play] X9 Y244 Accessed from Area 2 4 panels select "no use" and fire to open gate plays normally Boss: Red Grimgrin WIN: Triangle Key Screen blacks out after victory X22 Y245 Has 4 panels there It opens up if you walk on gate and hit special weapon fire when "No Use" is selected The level plays normally and is identical to the real Corridor 8 Boss: Red Grimgrin WIN: Triangle Key It ended up transporting the Guardian back to the same room, but Corridor 92 X11 Y246 Accessed from Area 0 Plays normally Boss: Red Grimgrin WIN: Triangle Key Sends the Guardian back to an empty orange corridor room that may have warps X3 Y252 Accessed from Area 0 4 panels use "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X4 Y253 Accessed from Area 8 4 panels "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X5 Y253 4 panels use "no use" [did not try] X7 Y253 Accessed from Area 8 4 panels "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X10 Y253 Accessed from Area 2 4 panels, "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X12 Y253 Accessed from Area 1 4 panels, use "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X0 Y254 Accessed from Area 8 4 panels use "no use" to enter plays normally Boss: Red Grimgrin [did not beat] X4 Y254 Accessed from Area 7 4 panels, use "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X5 Y254 Accessed from Area 4 4 panels use "no use" plays normal Boss: Red Grimgrin [did not beat] X9 Y254 Accessed from Area 2 4 panels, "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X11 Y254 Accessed from Area 2 4 panels, use "no use" to open plays normal Boss: Red Grimgrin [did not beat] X12 Y254 Accessed from Area 1 4 panels, use "no use" to enter plays normal Boss: Red Grimgrin [did not beat] X22 Y254 Accessed from Area 5 4 panels Identical to Corridor 8 Boss: Red Grimgrin WIN: Triangle Key Reappear at the Corridor 8 room with the gate still open X5 Y255 Accessed from Area 4 4 panels "no use" to enter [did not try] ################### Corridor 8 (ALT) ############### X17 Y239 {FALSE} Accessed from Area 7 4 panels, opens automatically red grid over black background with the number 12 in it No scrolling No music Guardian has red pulse fire & red jet fire Red lifebar [Another time, it was a regular Corridor 8 at those same coordinates] X21 Y241 {FALSE} Accessed from Area 1 4 panels, opens automatically plays identical to Corridor 16 Boss: Red Optomon Warped to empty orange corridor room [at these same coordinates, another time it was the regular Corridor 8] ############### Corridor 9 ######################## [CL009] Music Hex: 08 [Track 8: Desert Corridors] Weapon Hex: 06 [Area Blaster] Graphic Hex: 26 [desert environment- type #2] X2 Y002 Area 9 Boss: Blue Eyegore WIN: Rectangle Key, Area Blaster --------------------------------------------------------------------------- X5 Y223 4 panels walk on gate to open it plays normal Boss: Blue Eyegore [did not beat] X3 Y224 4 panels walk on gate to open it plays normal Boss: Blue Eyegore [did not beat] Another time... blacks out upon entry X18 Y241 Accessed from Area 0 4 panels, stand on gate to open plays normal Boss: Blue Eyegore WIN: Rectangle Key, Area Blaster X22 Y249 Accessed from Area 0 4 panels, open by walking on the gate plays normal Boss: Blue Eyegore [did not try] X4 Y250 Accessed from Area 4 4 panels walk on the gate to open it plays normal Boss: Blue Eyegore [did not beat] X22 Y250 Accessed from Area 0 4 panels, open by walking on the gate [did not try] X0 Y251 4 panels Playable Identical to Corridor 9 Boss: Blue Eyegore WIN: Rectangle Key, Area Blaster X3 Y251 Accessed from Area 0 4 panels Walk on the gate to open it Plays normal Boss: Blue Eyegore WIN: Rectangle Key, Area Blaster X4 Y251 Accessed from Area 4 4 panels walk on the gate to open it plays normal Boss: Blue Eyegore [did not beat] X23 Y251 4 panels, open by walking on the gate plays normal Boss: Blue Eyegore [did not try] X4 Y253 Accessed from Area 8 4 panels walk on gate to open it plays normal Boss: Blue Eyegore [did not beat] X4 Y254 Accessed from Area 0 4 panels Identical to Corridor 9 Boss: Blue Eyegore [did not try] X5 Y255 Accessed from Area 0, Area 4 4 panels Identical to Corridor 9 Boss: Blue Eyegore WIN: Rectangle Key, Area Blaster ################### Corridor 9 (ALT) #################### X6 Y254 {FALSE} Accessed from Area 0 Opens automatically The Guardian's ship is all gray here the shots and the jet engine flames are also gray Appears as a grid of light blue wiring with red lights in it No music At the start are brown steel panels Select glitches it up ################### Corridor 10 ######################## [CL010] Music Hex: 08 [Track 8: Desert Corridors] Weapon Hex: 0B [Enemy Erasers] Graphic Hex: 26 [desert environment- type #2] X11 Y000 Area 10 Boss: Red Eyegore WIN: Enemy Erasers ---------------------------------------------------------------------------- X9 Y242 4 panels Plays normally Boss: Red Eyegore Beating it warps into Corridor 32 X8 Y245 Accessed by beating Corridor 17 in the same room Plays normally Boss: Red Eyegore Beating it leads the Guardian to return to the same room, only to find Corridor 16 X0 Y251 Accessed from Area 1 Sealed ################### Corridor 11 ####################### [CL011] Music Hex: 15 [Track 21: Water Corridors] Weapon Hex: 04 [Grenade] Graphic Hex: 21 [water environment] X1 Y008 Area 1 Boss: Green Optomon WIN: Fireball ----------------------------------------------------------------------------- X0 Y253 Accessed from Area 1 Plays normal Boss: Green Optomon Beating it sends the Guardian to the same room with the same Corridor still open ################### Corridor 12 ####################### [CL012] Music Hex: 15 [Track 21: Water Corridors] Weapon Hex: 08 [Hyper Laser] Graphic Hex: 21 [water environment] X4 Y015 Area 2 Boss: Red Fleepa WIN: Hyper Laser -------------------------------------------------------------------------- X19 Y016 Valley 5-6-7 plays normal Boss: Red Fleepa X23 Y240 Accessed from Area 8 Plays normal Boss: Red Fleepa Warped to the same coordinates, except Corridor 68 X13 Y241 Accessed from Area 0 Sealed X20 Y241 Accessed from Area 6 Plays normal Boss: Red Fleepa [did not try] X11 Y242 Accessed from Area 1 Upon entering the room, the Guardian automatically jumps out of the corridor, it explodes, and leaves a MultiBullet as the prize. This corridor here had 4 panels. X22 Y243 Accessible from Area 8 The level plays normally and is identical to the real Corridor 12 Boss: Red Fleepa After you fly off when beating the boss, the game glitches out ################ Corridor 13 ######################### [CL013] If you continue searching for [CL013], you will find all the remaining Corridor 13s which can be found in the Lost Frontier. Virtually all Corridor 13 rooms in the Lost Frontier display with glitches on the screen and the 3 blocked. The few entries here are the few versions of Corridor 13 which display without the corridor sign partially obscured. Music Hex: 04 [Track 4: Jungle Corridors] Weapon Hex: 0F [Shield Booster] Graphic Hex: 22 [jungle environment] X5 Y020 Boss: Blue Bombarder WIN: Shield Booster -------------------------------------------------------------------------- X17 Y241 Accessed from Area 0 Blacks out upon entry X1 Y255 Accessed by beating "Corridor 1[Yellow; 2nd number blocked]" at the same coordinates, which plays as Corridor 13 (the room was originally accessed from Area 8) [did not try] ############## Corridor 13 (ALT) ##################### X19 Y240 {FALSE} Accessed from Area 0 Plays identical to Corridor 0 Boss: Defense System Beating it resulting in automatically jumping out of Corridor 21 at the same coordinates and a Repeller being left behind ################### Corridor 14 ####################### [CL014] Music Hex: 04 [Track 4: Jungle Corridors] Weapon Hex: 0D [Blue Lander] Graphic Hex: 22 [jungle environment] X17 Y004 Area 4 Boss: Blue Clawbot WIN: Blue Lander --------------------------------------------------------------------------- X10 Y241 Plays normally Boss: Blue Clawbot Sends the Guardian back to a Save Room ###################### Corridor 15 ################### [CL015] Music Hex: 05 [Track 5: Arctic Corridors] Weapon Hex: 11 [Red Lander] Graphic Hex: 23 [arctic environment] X21 Y008 Area 5 Boss: Green Clawbot WIN: Red Lander ----------------------------------------------------------------------------- X8 Y255 Accessed by beating Corridor 19 at the same coordinates, itself accessed from Area 8 Has 4 panels! Plays normal Boss: Green Clawbot Beating it results in the game blacking out, the music glitching up, then stopping, and the game doing weird things ####################### Corridor 16 ################### [CL016] Music Hex: 05 [Track 5: Arctic Corridors] Weapon Hex: 01 [Backfire] Graphic Hex: 23 [arctic environment] X18 Y013 Area 6 Boss: Red Optomon WIN: Backfire ------------------------------------------------------------------------- X10 Y008 Valley 9-10 plays normal Boss: Red Optomon X16 Y240 Accessed from Area 2 Plays normally Boss: Red Optomon Beating level warps the Guardian back to the same coordinates, except the room is a sealed Corridor 116 now. X17 Y240 Also accessible via teleporter Plays normal Boss: Red Optomon [did not try to beat] when I used a glitch weapon, the graphics scrambled and an endless stream of blue spore balls would pound me. The boss music played, but no Optomon appeared, only a field of blue spore balls. They all destroyed normally, but when I hit one, the victory music played. In other words, the glitch weapon replaced Red Optomon with a blue spore ball, making the boss easy to kill. Another time at these coordinates, I used a glitch weapon and I won a Backfire. Glitch version- WIN: Triangle Key (correct) X10 Y241 Plays normally Boss: Red Optomon Sent back to the same coordinates, but the room is now a Corridor 89 room X15 Y241 Accessed from Area 9 Plays normally Boss: Red Optomon [did not play] X16 Y241 Accessed from Area 0 This level plays normally Boss: Red Optomon [did not play] X18 Y241 Plays normally Boss: Red Optomon [did not play] X21 Y241 Plays normally Boss: Red Optomon [did not play] X17 Y242 Accessed from Area 0 This level plays normally Boss: Red Optomon [did not play] X8 Y245 Accessible by beating Corridor 10 in the same room, which itself is accessible by beating Corridor 17 in the same room Plays normally Boss: Red Optomon Blacks out upon return, music gets very glitchy X2 Y250 Accessed from Area 1 Plays normal Boss: Red Optomon Beating it sends the Guardian back to the same room with the same corridor still open X23 Y250 Accessed from Area 0 Plays normal Boss: Red Optomon [did not try] X1 Y251 Accessed from Area 1 Plays normal Boss: Red Optomon Beating it sends the Guardian back to the same room with the same corridor still open X2 Y252 Accessed from Area 1 Plays normal Boss: Red Optomon [did not beat] X4 Y254 Accessed from Area 0, Area 4 This level plays normally and is identical to the real Corridor 16 Boss: Red Optomon Reappear at an open Corridor 16 X5 Y254 Accessed from Area 9 Plays normal Boss: Red Optomon Beating it sends the Guardian to the same coordinates, only it’s Corridor 0, open with 4 panels X21 Y255 Accessed from Area 5 Identical to real Corridor 16 Boss: Red Optomon Beating the boss results in the Guardian reappearing in the corridor room with the gate still open X10 Y010 Accessed via teleporter when beating Corridor 16 (X10 Y8) Plays normally Boss: Red Optomon [did not try to beat] Beat by glitch without reaching boss, for that, I found a Backfire in the corridor room. [overlays a real room] ############## Corridor 16 (ALT) ##################### X5 Y255 {FALSE} Accessed from Area 5 Playable Very weird looking, bizarre colors <> describe <> Guardian appears blue & white and has a salmon (pink-orange color) life bar. Listed as Area 10 X5 Y55 No music Going to the select screen changes its appearance Enemy: rdrr rdrr appears in a consistent stream from the lower right side of the screen. They leave powerups often Unbeatable ################# Corridor 17 ######################## [CL017] Music Hex: 0C [Track 12: Organic Corridors] Weapon Hex: 09 [Saber Laser] Graphic Hex: 24 [organic environment] X18 Y019 Area 7 Boss: Eyeball Formation I WIN: Saber Laser ---------------------------------------------------------------------------- X3 Y221 did not try X5 Y221 Accessed from Area 8 plays normally Boss: Eyeball Formation 1 WIN: Saber Laser X3 Y224 Accessed from Area ?? Blacks out upon entry X5 Y224 Accessed from Area 0 Blacks out upon entry X6 Y224 Accessed from Area 0 Blacks out upon entry X4 Y225 Accessed from Area 0 Blacks out upon entry X6 Y225 Accessed from Area 0 Blacks out upon entry X8 Y245 Accessed from Area 5 Plays normally Boss: Eyeball Formation 1 Beating it returns the Guardian to the same room, except Corridor 10 is in its place #################### Corridor 18 ###################### [CL018] Music Hex: 0C [Track 12: Organic Corridors] Weapon Hex: 05 [Fireball] Graphic Hex: 24 [organic environment] X11 Y019 Area 8 Boss: Blue Grimgrin WIN: Fireball --------------------------------------------------------------------- X7 Y015 Valley 2-3 plays normal Boss: Blue Grimgrin WIN: Fireball [the indicator light for the real Corridor 18 goes out] X7 Y016 Valley 2-3 plays normal; did not beat Boss: Blue Grimgrin X4 Y255 Accessed from Area 8 Plays normal Boss: Blue Grimgrin WIN: Fireball X5 Y221 Accessed from Area 8 Plays normal Boss: Blue Grimgrin Blacks out after beating it ############### Corridor 18 (ALT) ##################### X10 Y251 {FALSE} Accessed from Area 8 Red grid over black background with the #22 and red blocks in it Red pulse fire No music No scrolling ############### Corridor 19 ######################### [CL019] Music Hex: 08 [Track 8: Desert Corridors] Weapon Hex: 0F [Shield Booster] Graphic Hex: 25 [desert environment- type #1] X4 Y004 Area 9 Boss: Red Bombarder WIN: Shield Booster ---------------------------------------------------------------------- X6 Y221 plays normal Boss: Red Bombarder WIN: Shield Booster X5 Y255 Plays normal Boss: Red Bombarder Game freezes with victory music playing after it is beat X8 Y255 Accessed from Area 8 Plays normal Boss: Red Bombarder Beating it warps the Guardian to Corridor 15 at the same coordinates, only this Corridor 15 has 4 panels! ##################### Corridor 20 #################### [CL020] Music Hex: 08 [Track 8: Desert Corridors] Weapon Hex: 0E [Gun Booster] Graphic Hex: 25 [desert environment- type #1] X11 Y005 Area 10 Boss: Red Clawbot WIN: Gun Booster ----------------------------------------------------------------------------- X14 Y023 Valley 7-8 Sealed X17 Y010 Valley 5-6-7 Sealed X19 Y012 "Eye" of Area 6 <><> X16 Y014 Valley 6-7 <><> X17 Y014 Valley 6-7 <><> X19 Y014 "Eye" of Area 6 <><> X22 Y014 Valley 5-6-7 Sealed X6 Y228 Accessed from Area ?? Sealed X14 Y240 Accessed from Area 9 Sealed X17 Y240 Accessed from Area 1 Sealed X0 Y253 Accessed from Area 0 Sealed ###################### Corridor 21 ######################## [CL021] Music Hex: 1C [Track 28: Corridor 21] Weapon Hex: __ [it's blank] Graphic Hex: 25 [desert environment- type #1] X9 Y011 Area 0* Boss: TGL’s Greatest Hits WIN: N/A *= The corridor is situated in Area 0, but is a desert corridor and listed as "Area 10". We know, however, "Area 10" refers to Area 10 (a desert) and Area 10 (a catchall for virtually all glitchy corridors). ---------------------------------------------------------------------------- X22 Y001 Valley 4-5 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind 4 panels X6 Y002 Valley 9-10 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X1 Y004 Valley 9-1 Also accessible by teleporter 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and an Energy Tank is left behind. When collected, it makes the normal noise. X9 Y006 Valley 9-10 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X22 Y010 Valley 5-6-7 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X22 Y011 Valley 5-6-7 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X6 Y012 Valley 1-2 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X22 Y015 Valley 5-6-7 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X22 Y016 Valley 5-6-7 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X13 Y018 Valley 7-8 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X14 Y022 Valley 7-8 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X5 Y221 Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving a Shield Booster as the prize X19 Y240 Accessed from Area 0 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and Repeller is left behind Accessed by beating Corridor 13 at the same coordinates (itself accessible from Area 0) Upon entry, the Guardian automatically jumps out, the corridor explodes, and Repeller is left behind X20 Y240 Accessed from Area 1 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and Grenade is left behind, which when collected makes no sound and does not register as the weapon X21 Y40 Accessed from Area 1, Area 7 (Area 7) 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and Backfire is left behind (it registers as real) (Area 1) 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and Grenade is left behind, which when collected makes no sound and does not register as the weapon X23 Y240 Accessed from Area 9 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X19 Y241 Accessed from Area 10 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and an Energy Tank is left behind. When collected, it makes the sound of a weapon being fired. X20 Y241 Accessed from Area 1, Area 8, Area ?? (Area 8) 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and Grenade is left behind, which when collected makes no sound and does not register as the weapon (Area 1) 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and an Energy Tank is left behind, which when collected makes desert corridor music play (Area ??) 4 panels Upon entry, the Guardian automatically jumps out, the corridor explodes, and Repeller is left behind (it counts) These are all probably cases of false labels. ###################### Corridor 22 ####################### [CL022] Music Hex: 19 [Track 25: password screen/ Corridor 22] Weapon Hex: __ [it's blank] Graphic Hex: 20 [space environment] X9 Y011 Area 0* Boss: It WIN: N/A *= this Corridor has no formal Corridor room, being initiated directly upon beating Corridor 21. Other versions of it, however, have actual corridor rooms. It is listed as "Area 10" in the corridor though. -------------------------------------------------------------------------- X23 Y000 Valley 4-5 no panels Playable, identical to the real Corridor 22 Boss: It Beating It will result in the game’s ending being shown This is one location that Corridor 22 can be found in with virtually all the possibilities X4 Y219 no panels plays normal Boss: It beating it results in the ending X19 Y243 Functional plays normal Boss: It X20 Y254 Accessed from Area 5 Sealed [that’s correct, it’s sealed] X6 Y255 Accessed from Area 0 [did not try] ################## Corridor 22 (ALT) ###################### X18 Y218 {FALSE} Accessed from Area 8 Appears as a light blue grid over a black background with pink squares Plays no music Select changes the backgrounds Enemies: rdrr, glitched red spinning bubble-spitters I got the same glitched ship fragment block that zipped around horizontally and vertically spitting diamond-bubbles as Corridor 24 (X23 Y19) X21 Y218 {FALSE} Accessed from Area 6 Has a transformation sequence Light blue grid over black background with pink squares No music Many item box clouds appear early on Enemies: rdrr, mirror-rdrr A blue-white shot which when hit makes boss sounds tracks the Guardian both vertically and horizontally; it is a good seeker. A small red cloud does the same. Boss: Glitched Zibzub Then, a boss appears, no music still. It is made up from red & white Guardian ship parts and hops around, seeking you out. It has 2 forms, each looking extremely close to one another. It is elongated. It is clearly Zibzub, with no image file, so it has to borrow from fragments of the Guardian. It has no projectiles Using select enough times makes the game move extremely slowly, to the point of not being playable X2 Y219 {FALSE} Accessed from Area 1 Has a transformation sequence Light blue grid over black background with pink squares No music A weird set of graphics appears, which looks like a red boss- there are actually 2 of these, they merge into one on the top of the screen and track the Guardian’s horizontal movements. It is not a boss since it cannot damage the Guardian and she can’t damage it Scrolls fast Many item box clouds appear early on Select changes the backgrounds X2 Y219 {FALSE} Accessed by jumping into Corridor 64 at the same coordinates, which led to an instant teleport to Corridor 22’s room at X2 Y19 The corridor room was listed as "Area 8 X2 Y19" (just like Corridor 64 at the same coordinates) Plays as Corridor 0 Boss: Defense System After the boss is beaten, it becomes clear the game is in TGL mode, but interestingly, it skips to Corridor 15 Boss: Green Clawbot [did not play past this point] X4 Y219 {FALSE} Accessed from Area 6 Appears as a light blue grid over a black background with pink squares Scrolls extremely fast No music Enemies: rdrr The screen gets choppy and slow whenever it is on the blue and pink grid 3 red "fragment" bosses appeared at once in this corridor ################ Corridor 23 ################################## [CL023] Music Hex: 07 [Track 7: Labyrinth 1,2,5,7] Weapon Hex: Graphic Hex: X7 Y003 Valley 9-10 Also accessible via teleporter "White Bones" tech appearance Plays Area 1 labyrinth music Scrolls fast Glitch-proof X10 Y007 Valley 9-10 Also accessible via teleporter "White Bones" tech appearance plays Area 1 labyrinth music glitch-proof Beat it with a glitch weapon, sent me to Corridor 23 open at X10 Y10 X4 Y222 Sealed X18 Y241 Plays music from Area 1 and 2 labyrinths "White Bones" tech appearance Cannot glitch it up with select There is a way to win it. When I entered it at these coordinates, the item select box was on the upper right side, over something that displayed as Fireball on the select bar and when fired played the victory track. I moved it down one, which displayed as a Laser Saber with 0 Shots on the status bar. When I used it, it was an instant victory and the Guardian flew off, but her life was drained from 32 down to 2. The Guardian returns to a screen with Corridor 23 still open. X10 Y010 Accessed via beating Corridor 23 at X10 Y7 with a glitch weapon, that room accessible via teleporter "White Bones" tech appearance plays Area 1 labyrinth music glitch-proof Beat with a glitch weapon, sends Guardian to Corridor 23 open at the same coordinates [overlays a real room] ###################### Corridor 24 #################### [CL024] Music Hex: 09 [Track 9: Labyrinth 0] Weapon Hex: Graphic Hex: X8 Y008 Valley 9-1 Appears as a red grid over a black background with number 2s in it plays Area 0 music Guardian's ship red, light blue, white, with orange pulse fire variable as usual with select Accessible also by other means: See Weird Occurrences for how this was accessed Appears as a strange red techno-like grid over black background Guardian appears red, blue, and white, with orange pulse fire Status bar is red Select can glitch it up Scrolls very fast X12 Y008 Valley 10-4 appears as a red grid over a black background Guardian is red, light blue, white, with orange pulse fire blue-white clouds occasionally appear here 2 Green "mystery fragment bosses" appear at the same time A 3rd "mystery fragment boss" appeared, a red, light blue, and white one, and the Guardian was stuck inside it, being constantly hurt by it, but it could not move on its own. X7 Y011 Valley 1-2 appears as red grid over a black background with number 2s in it plays Area 0 music Guaridan's ship red, light blue, white in color orange pulse fire & engine fire enemies: red wiggling panels, wall of flashing projectiles Speeds up part way through Blue clouds of smoke puff around X9 Y015 Valley 8-3 Appears as a red grid over a black background with number 2s in it Guardian is red, light blue, white, with orange pulse fire This corridor has many new backgrounds when select button is hit compared to other corridors plays Area 0 music row of flashing blue projectiles (8x) moving up and down, they disappear when select is hit 2 red, light blue, and white "mystery fragment bosses" appear and a 3rd one does too, but its stuck with the Guardian inside it X18 Y219 [did not try] X19 Y219 Appears as a red strange, slightly off grid over a black background with red blocks in it Red lifebar Guardian’s ship is red, white, and light blue No music Strange glitched frames of boxes appear, the same color as the Guardian and track the Guardian’s vertical movements; when hit they make boss sounds (another time) Appears as a red grid over a black background Guardian's ship is red, light blue, white orange pulse fire Enemies: rdrr, giant hidden enemies (leave a large circular crater) One of the "mystery fragment boss" appears after using select, an orange & white one which lays orange seaweed, very glitched though Using select results in a slew of "instanced" bosses appearing, the "dark dogs", 2 small dark objects, and a half-light half-dark teleporting boss which looks like "2 halves of a broken face" X21 Y219 Appears as a red grid on a black background Guardian’s ship red, light blue, white Red lifebar Orange pulse fire Plays Area 0 music Boss: 2 Green "fragment bosses". That’s right, 2 of them. They did lay down green glitched seaweed and shot out some diamond-bubbles X22 Y219 Guardian’s ship red, light blue, and white Red grid over black background, red blocks and the letter T are a part of it, Red lifebar Plays Area 0 music Multiple images of some strange thing appear at the top, but they cannot hurt the Guardian Another time, I got the glitched arms of a Clawbot, which did shoot down every so often a glitched super-beam. What’s interesting is it opens its arms many times and tracks the Guardian horizontally, but the beam only came out maybe 1 in 10 times. Enemies: rdrr, mirror-rdrr X23 Y219 I should note that the corridor room was extremely glitched up Guardian’s ship red, light blue, and white Red grid over black background Red lifebar Plays Area 0 music I got from firing my shot at the start of the corridor, a weird small assemblage of ship fragments which moved around vertically and horizontally in straight lines very fast, spitting diamond-bubbles. What’s interesting is it moved like I’ve seen some bosses move in other games, but it moves like no enemy or boss in TGL. A red "fragment boss" appeared after a while X2 Y220 Appears as a red grid over a black background Guardian's ship red, light blue, white orange pulse and jet fire Plays Area 0 music Corridor scrolls extremely fast after part way through A bunch of puffs of small blue clouds appear early on (harmless) Enemies: blue spinning projectiles A red, light blue, and white "mystery fragment" boss appears, but it is fixed in one position and cannot move. I used this opportunity to try and kill it (every other attempt resulted in a half-hour or so battle where I ended up dying [yes, you can die with 0 Shields even though it seems like infinite life]). I used the LV1 Cutter Saber (the side lasers), starting at 5980 Chips and I taped down the special weapon button and left the game running. At 1686 Chips, the boss suddenly disappeared in 3 blue-white clouds, not the usual red-white clouds of an explosion. Its worth 10,000 pts X3 Y220 The corridor room appeared extremely glitched Red grid over black background Guardian was red, light blue, white Orange pulse and jet fire Plays Area 0 music A boss appeared at the start, a weird orange cone boss. It was about the size of Zibzub’s cone without the tentacles. It was basically elongated, didn’t move, stayed on the screen for a while, then teleported and appeared elsewhere. 1 hit from it killed me, I think. It may have also been the light blue and white debris field of fragments on the other side of the screen that did me in X5 Y220 Red grid over black background Guardian was red, light blue, white Plays Area 0 music scrolls fast X19 Y220 [did not try] X20 Y220 One time... Guardian’s ship red, light blue, white Red lifebar Orange pulse fire At first, can move super fast, then scrolls normally Scrolls fast Enemies: invisible enemies [hidden under the 8888s] (300 pts), rdrr Another time... appears as a red strange grid with red blocks in it Guardian’s ship red, light blue, white Red lifebar Orange pulse fire Plays Area 0 music Speeds up part way through Several explosions and item boxes appear beneath the status bar Enemies: rdrr, mirror-rdrr (spits flashing projectiles), dark cloud, red (and black) large turrets Boss: red, light blue, white "fragment boss" X2 Y221 Appears as a red grid over a black background Guardian was red, light blue, white plays Area 0 music freeze sup very quickly X7 Y221 Appears as a red strange grid with red blocks that are corners of the red pyramid blocks Plays Area 0 music Red lifebar Guardian is red, blue, and white Pulse fire and jet engine fire is orange Enemies: rotating flashing projectiles (fixed position), rdrr "boss": dark blue "wings", 2x, they zip around the area fast, with only 2 possible forms of movement, directly horizontal or directly vertical. I glitched the game up further via select to get more bosses to appear. Another was an hourglass shaped boss with a green pyramid of sorts on the bottom of the screen and a white, red, and light blue inverted pyramid on the top which tracks your movements at the same time. Yet another boss was a dark blue "fragment boss" which moves in the hyper-fast circling pattern it usually does. And another boss was a white, red, and sky blue "fragment boss" which just appeared, faded out, and reappeared at the same position on the screen. No one shot any projectiles because when a screen gets crowded, projectiles are sacrificed for the enemies’ continued appearance on the screen (try this with the Red Crab that shoots bubbles- just shoot the bubbles so that the screen is filled with item boxes and eventually, it will not shoot any projectiles). So, the index of bosses was: the light blue top & green bottom of the hourglass boss, 2 dark wings, 1 fixed teleporting fragment boss, and 1 dark blue fragment boss- all at the same time! All made the sound of bosses when hit. X8 Y223 Sealed X5 Y224 Sealed X6 Y224 {FALSE} Plays as Corridor 15 Boss: Green Clawbot Game blacks out during return transformation sequence Note that this corridor is *not* in TGL Mode, unlike many other encountered Corridor 15's X18 Y238 Looks like a red grid over black space with the number 12 in it Orange pulse fire and jet fire Red lifebar Plays Area 0 labyrinth music Scrolls very fast Select glitches it up, making enemies like rdrr and mirror-rdrr appear. Result is a very glitched up field of garbage Select glitch changes the setting only once. X17 Y239 {FALSE} Plays as Corridor 16 Boss: Red Optomon Beating it sends the Guardian back to an empty orange corridor room X17 Y240 Identical to Corridor 16 Boss: Red Optomon [did not finish normally] X19 Y241 {FALSE} No music Appears as glitchy blue craters with a banded pattern similar to the blue metal plates at the start of the transformation sequence, but then reaches the blue rock squares that repeat endlessly X20 Y241 {FALSE} Appears as a black & white geometric pattern Silent, no music, no sound X22 Y241 {FALSE} Playable Identical to Corridor 16 Boss: Red Optomon When the corridor is beaten, warped back to an orange exitless room This was what happened the first time I played the corridor. The 2nd time I played the corridor: Identical to Corridor 8 Boss: Red Grimgrin [did not play] Now, there was also a Corridor 8 in X22 Y41, which makes me suspect "Corridor 24" is actually a false label for Corridor 8 and most likely Corridor 16 as well. X21 Y244 Accessible after beating Corridor 36 in the same room Blacks out upon entry X5 Y254 One time... Red grid over black background with #22 and red blocks Guardian is red, blue, white Orange pulse and jet fire Plays Area 0 music Enemies: rdrr, rotating fixed flashing projectiles, clouds of blue gas (which make no sound when hit) Another time... Red grid over black background with #22 and red blocks Guardian is red, blue, white Orange pulse and jet fire Plays Area 0 music Part of the corridor speeds up After a while, a series of fast moving green clouds appear accompanied with explosion sounds; touching them hurts you. Once destroyed or hit, they would make an explosion sound, leave an item box and another one would appear rapidly. Some of these were dark blue clouds Enemies: rdrr, mirror-rdrr, green clouds, dark blue clouds X7 Y254 Red grid over black background with the #22 in it Guardian appears red, blue, and white, with orange pulse fire Enemies: rdrr, mirror-rdrr X8 Y254 Guardian’s ship red, blue, white Orange pulse fire Red lifebar Plays Area 0 music A bunch of glitched blocks appear and make a boss sound when hit, they are dark blue and seem to "wag their tail" (I don’t know how to describe it) Enemies: invisible buried enemies (300 pts), rdrr Boss: a few dark "dogs" X5 Y255 Plays Area 0 labyrinth music Guardian’s ship is red, blue, and white Lifebar is red Scrolls fast Guardian has orange pulse fire and jet fire Appears as a red grid with some red blocks in it and the number 22 Select glitches it up, works more than once Some sections are "red skies" Enemies: rdrr (come out in stream) Wait long enough/go through enough changes of scenery and "fragment boss" appears. This time it was white & blue mostly, some red. It spun around the room fast as usual. It occasionally let out what looked to be blue glitched seaweed and occasionally spit out diamond-bubbles (Area ??) Red grid over black background with the #22 and a red block in it red lifebar plays Area 0 music orange pulse and jet fire Guardian is red, blue, white Scrolls fast Glitches up as a red field One select glitch gave red tech-spikes as the background with some hidden enemies here which make the sounds of those giant red eyed shelled organisms One background is red skies Enemies: rdrr, mirror-rdrr, hidden shellfish X6 Y255 Red grid over black background, #22 a part of it Red, blue, white Guardian ship Orange pulse fire Field of blue clouds making the Laser Saber sound with one select glitch- not an enemy Enemies: rdrr, mirror-rdrr (both spit flashing projectiles) X8 Y255 Red grid over black background with #22 and red blocks Guardian is red, blue, white Orange pulse and jet fire Plays Area 0 music Enemies: rdrr, mirror-rdrr, hidden enemies under flat white bricks (200 pts) [they’re hidden in a whole straight vertical line] Boss: chain boss. Glitched block with clear segments in a chain separated by space, they move back and forth, reaching out from the top of the screen only at angles. There were 8 of them on the screen. 6 were normal colored, 2 were shadow colored. Shooting them made the sound of bullets bouncing off armor. They would rearrange their base positions very slowly over time X12 Y018 Accessed via teleporter At same coordinates as a real room Appears as strange red grid, not perfect squares Guardian’s ship is blue, red and white Orange jet and pulse fire Red status bar ################## Corridor 25 ################# [CL025] Music Hex: 0C [Track 12: Organic Corridors- real version] Weapon Hex: Graphic Hex: X5 Y009 Valley 1-2 Also accessible via teleporter Blacks out upon entry X23 Y015 Valley 5-6-7 Blacks out upon entry X3 Y016 "Eye" of Area 2 <><> X3 Y223 Sealed X5 Y223 Sealed X9 Y224 Sealed X0 Y226 Sealed X5 Y226 Sealed X10 Y226 Sealed X12 Y226 Sealed X6 Y227 Sealed X6 Y228 Sealed X8 Y226 Sealed X9 Y227 Sealed X17 Y239 Sealed X20 Y239 Sealed X17 Y240 Sealed X20 Y240 Sealed X8 Y245 Accessed by beating Corridor 3 at the same coordinates This one is strange. X8 Y45 has Corridor 3 in it. Beat the corridor and you win the Wave Key, the Guardian flies off and when the game switches to the labyrinth mode again, the Guardian is hopping out of Corridor 25! The prize left there is another Wave Key/a Wave Portal. Collecting it changes the music to one of the boss music tracks ("military aquatica" sound) ################ Corridor 26 ###################### [CL026] Music Hex: 00 [no track exists, thus no music] Weapon Hex: Graphic Hex: X6 Y018 Valley 2-3 The screen blacks out upon entry, but then we see the screen scroll over red metal panels & red geometric shapes and freeze after a few seconds We see a light blue & white glitched Guardian transform into a fragmented ship before flying off and blacking out No music So, this one basically has a double transformation sequence, one normal one, one bizarro one X6 Y019 Valley 2-3 Blacks out upon entry X23 Y020 Valley 5-6-7 Appears as red metal squares with a red geometric grid beyond The game freezes after a few seconds no music This is the double transformation sequence as noted earlier X6 Y021 "Eye" of Area 3 <><> X1 Y223 Sealed X6 Y225 {FALSE} Plays identical to Corridor 0 Beating it results in being sent back to the same coordinates, only Corridor 127 open X12 Y012 Accessed when used glitch weapon to beat Corridor 48 (X17 Y40) Blacks out upon entry [yes, that’s correct, it overlays a real room] ############## Corridor 27 ########################## [CL027] Music Hex: 0B [Track 11: Organic Corridors- fake version] Weapon Hex: Graphic Hex: X15 Y002 Playable Has organic corridor music Listed as Area 10 X15 Y2 Starts off with a gray morphing wall that spans the whole screen, building up, which can be shot at and produce powerups Enemies: morphing, growing gray walls along the right and left sides (only the right side can be targeted). They tend to leave hordes of powerups The level is actually only a segment of about 4 seconds which endlessly repeats The way to beat it is hanging out in the lower left and firing at the initial wall. I was able to replicate this a few times, and the Guardian went out of my control, victory music for beating the corridor began playing and the Guardian flew off. Beating the corridor produces a black screen where the victory music continues to play, but mashing the buttons can break this, which sends you to the Corridor 27 room with the corridor open again. The Corridor can be beaten, but it never closes. X23 Y240 Appears as white lined, black "files" as the background, with white walls of turrets rising and white-gray stuff, just like the other versions of this level X23 Y242 Appears as white lined, black "files" as the background with white walls of turrets rising and white-gray stuff, just like the other versions of this level Plays organic corridor music X11 Y244 Playable Appears as a white strange grid over black background, but quickly turns into morphing gray turrets which flip up and can be targeted Select distorts the enemies’ appearance and works only once Enemy: gray large turrets (hidden under gray rubble) Music= ? ################## Corridor 28 ######################## [CL028] Music Hex: 06 [Track 6: Boss Music #2/ Miniboss] Weapon Hex: Graphic Hex: - ################### Corridor 29 ####################### [CL029] Music Hex: 0A [Track 10: Game Over] Weapon Hex: Graphic Hex: X14 Y015 Valley 7-8 Also accessible via teleporter Blacks out upon entry X9 Y017 Valley 8-3 Blacks out upon entry X14 Y017 Valley 7-8 Blacks out upon entry X16 Y019 Valley 7-8 Blacks out upon entry X15 Y021 Valley 7-8 Blacks out upon entry X18 Y241 Blacks out upon entry X9 Y244 Blacks out upon entry X12 Y247 Blacks out upon entry ################## Corridor 30 ######################## [CL030] Music Hex: 03 [Track 3: Boss Music #1] Weapon Hex: Graphic Hex: X2 Y005 Valley 9-1 Also accessible via teleporter Blacks out upon entry X19 Y033 *** not accessed via the vast northern realm, accessed via the small southern realm*** accessed from Area 3 screen is very glitchy blacks out upon entry X10 Y241 Blacks out upon entry X11 Y241 Blacks out upon entry X12 Y241 Blacks out upon entry ################### Corridor 31 ######################## [CL031] Music Hex: 06 [Track 6: Boss Music #2/ Miniboss] Weapon Hex: Graphic Hex: X13 Y003 "Eye" of Area 10 <><> X10 Y006 Valley 9-10 Also accessible by teleporter Blacks out upon entry, then plays miniboss music green lines appear over black space, with some yellow squares The Guardian's graphics look extremely simple and glitched Using select once glitches the graphics into more yellow blocks Using select a 2nd time glitches the game frozen X6 Y221 {FALSE} Has 4 panels No music "White Bones" tech appearance Enemies: invisible enemies (500 pts) Select glitches it up once X7 Y221 {FALSE} 4 panels appears as "White bones" tech-wiring game freezes shortly into it X17 Y221 Upon entering, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X20 Y221 Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving a MultiBullet as the prize X23 Y221 {FALSE} Has 4 panels "White Bones" tech-wiring no music select glitches it up once enemies: invisible enemies (500 pts) X4 Y222 {FALSE} One time... Upon entry of the room, the Guardian automatically jumps out, the corridor explodes, leaving a MultiBullet left behind Another time... White Bones tech-wiring no music, except for a chhhk sound at the start invisible enemies are here (500 pts) X5 Y222 {FALSE} Has 4 panels Appears as "White Bones" tech-wiring No music Glitches up once Enemies: invisible enemies (500 pts) X10 Y241 Blacks out upon entry X1 Y254 {FALSE} 4 panels "White Bones" tech-wiring no music select glitches it up once X7 Y255 {FALSE} 4 panels "White Bones" tech-wiring no music glitches up once ################## Corridor 32 ########################### [CL032] Music Hex: 0B [Track 11: Organic Corridors- fake version] Weapon Hex: Graphic Hex: X5 Y010 Valley 1-2 Also accessible by teleporter Appears as a light blue grid that does not form perfect squares, like technological Scrolls slowly Plays organic corridor music Select glitches it up only once Enemy: rdrr X11 Y015 Valley 7-8 Appears as a light blue grid over black space, with the number 22 in it plays organic corridor music Select glitches it up only once Enemy: rdrr X15 Y030 Appears as a light blue grid over a black background with 2s in it plays organic corridor music select glitches it up once enemies: rdrr, mirror-rdrr X17 Y218 Appears as a light blue grid over black space plays organic corridor music X18 Y218 Appears as a light blue grid over black space plays organic corridor music X19 Y218 Appears as a light blue grid with green blocks Plays organic corridor music Changes to red & green "suitcases" Select glitches it up only once Enemy: rdrr X2 Y219 Appears as a light blue grid over black space with green blocks in it Plays organic corridor music Select glitches it up once Oddly enough rdrr doesn’t appear until select is used twice (background doesn’t change then though) X3 Y219 Appears as a light blue grid over black space with green 'suitcases' in it (green and brown blocks together). Plays organic corridor music Select glitches it up once Enemy: rdrr X4 Y219 Appears as a light blue grid over black space with green blocks in it Enemies: rdrr Select glitches it up once Plays organic corridor music Sometimes when I played this corridor, the "fragment boss" would appear at the start of the level (in other words, not resulting from select). I’ve seen the red "fragment boss" here and the blue "fragment boss" here. And oddly enough, the red "fragment boss’s" face had a strange display on it, a series of numbers on the left side, and the mirror image of those numbers on the right side. The display and arrangement was as follows. Note that [#] means the mirror reflection of that number: 2 [2] 3 [3] 0 4 [4][0] 1 5 [5][1] Once, I saw a blue cone like thing which was about the size of Zibzub’s cone, except without the tentacles. It stayed in one place and did not move, only teleporting every so often. I think one hit from it killed me. X5 Y219 Appears as a light blue grid over black space with green blocks plays organic corridor music There are some strafing shots resembling the Guardian's firing from the lower left and lower right at angles 45 degrees from the screen's edge select glitches the screen If you fire at the start, a red "fragment boss" appears Enemies: rdrr X6 Y219 [did not try] X9 Y219 Corridor room listed as "X6 Y19" no transformation sequence Appears as a light blue grid over black space with green blocks plays organic corridor music select glitches it up once Enemies: rdrr Listed as "Area 32 X6 Y19" X6 Y221 Light blue grid over black space with brown-green blocks among it Plays organic corridor music Oddly enough, this one is select immune Status bar flickers intensely here X3 Y222 light blue grid over black space with green things in it plays organic corridor music X3 Y224 light blue grid over a black background plays organic corridor music X6 Y224 Appears as a light blue grid Plays organic corridor music Select glitches it up X11 Y225 [did not try] X8 Y226 [missing notes from] X20 Y239 Light blue grid over black background, #22 and green tiles in it Glitches into strange field, works only once Enemies: rdrr Organic corridor music X21 Y239 Light blue grid over black background, #22 and green tiles in it Glitches into strange field, works only once Enemies: rdrr, mirror-rdrr Organic corridor music X22 Y239 Appears as a light blue grid over black background with the #22 Glitches up only once Enemies: rdrr, mirror-rdrr Organic corridor music X17 Y240 Appears as a blue grid over black space with the number 12 on it Plays organic corridor music Scrolls slowly Select glitches it up, but works only once Enemies: rdrr, mirror-rdrr X18 Y240 Light blue grid over black background, #22 and green tiles in it Glitches into strange field, works only once Enemies: rdrr Organic corridor music X20 Y240 Light blue grid over black background, #22 and green tiles in it Glitches into strange field, works only once Enemies: rdrr Organic corridor music X21 Y240 Appears as a light blue grid over black background with the #22 Glitches up only once Enemies: rdrr, mirror-rdrr Organic corridor music X22 Y240 Appears as a light blue grid over black background with the #22 (in one instance had green tiles in there too, in another it did not) Plays organic corridor music Enemies: rdrr, mirror-rdrr Used a glitch-weapon to beat it, which ended up sending the Guardian to the same coordinates, but a sealed Corridor 4 X23 Y240 Appears as a light blue grid over black background with the #22 Glitches up only once Enemies: rdrr, mirror-rdrr Organic corridor music X19 Y241 Light blue grid over black background, #22 on it Glitches into strange field, works only once Enemies: rdrr, mirror-rdrr Organic corridor music X20 Y241 [didn’t try] X7 Y242 Appears as a light blue grid over black space with the number 22 on it Organic corridor music plays Listed as Area 10 X10 Y42 Select glitches it up, but this works only once Enemies: rdrr, mirror-rdrr X8 Y242 Appears as a light blue grid over black space with the number 22 on it Organic corridor music plays Listed as Area 10 X10 Y42 Select glitches it up, but this works only once Enemies: rdrr, mirror-rdrr X9 Y242 Accessed after beating Corridor 10 in the same room [did not play it] X10 Y242 Appears as a light blue grid over black space with the number 22 on it Organic corridor music plays Listed as Area 10 X10 Y42 Select glitches it up, but this works only once Enemies: rdrr, mirror-rdrr All of these glitch as a brown, blue, green jumble X12 Y243 Appears as a light blue grid with the number 22 over black background Organic corridor music Select glitches it up, which works only once Enemies: rdrr, mirror-rdrr ################# Corridor 33 #################### [CL033] Music Hex: 04 [Track 4: Jungle Corridors] Weapon Hex: Graphic Hex: X6 Y224 Sealed X11 Y225 Blacks out upon entry X20 Y240 Sealed X21 Y240 Sealed X17 Y241 Sealed X19 Y241 Sealed X19 Y242 Sealed X22 Y242 Sealed #################### Corridor 34 ##################### [CL034] Music Hex: 08 [Track 8: Desert Corridors] Weapon Hex: Graphic Hex: X5 Y023 Area 3 niche Blacks out upon entry X17 Y240 Blacks out upon entry X23 Y240 {FALSE} Accessed by beating Corridor 35 at the same coordinates, which itself is accessible by beating Corridor 68 at the same coordinates, and that corridor is accessible by beating Corridor 12 at the same coordinates (the first one is accessible from Area 8) Plays identical to Corridor 12 Boss: Red Fleepa Warped to a pink and white Lander room with a single item for sale for 9999 Chips X18 Y241 Blacks out upon entry ################### Corridor 35 #################### [CL035] Music Hex: 0F [Track 15: Ending Music] Weapon Hex: Graphic Hex: X6 Y000 Valley 9-10 Blacks out upon entry X15 Y003 Valley 10-4 Blacks out upon entry X16 Y004 Valley 10-4 Blacks out upon entry X15 Y005 Valley 10-4 Blacks out upon entry X11 Y016 Valley 7-8 Blacks out upon entry X23 Y017 Valley 5-6-7 Blacks out upon entry X3 Y018 Valley 2-3 Blacks out upon entry X7 Y224 Accessed from Area 0 Blacks out upon entry X23 Y240 {FALSE} Accessed by beating Corridor 68 at the same coordinates, which itself is accessible by beating Corridor 12 at the same coordinates, (that first one is accessible from Area 8) Plays identical to Corridor 12 Boss: Red Fleepa Warps to Corridor 34 at the same coordinates X17 Y241 Accessed from Area 0 Blacks out upon entry ###################### Corridor 36 ################## [CL036] Music Hex: 0D [Track 13: Labyrinth 6,9] Weapon Hex: Graphic Hex: X17 Y221 {FALSE} Has 4 panels Plays identical to Corridor 7 Boss: Eyeball Formation II Arrive back at the same room with the same corridor open, with 4 panels too X10 Y240 Accessed by beating Corridor 94 (X16 Y40) by using a glitch weapon Blacks out upon entry X15 Y240 Blacks out upon entry X23 Y241 Sealed X21 Y244 {FALSE} Playable, identical to Corridor 16 Boss: Red Optomon WIN: nothing It ended up transporting the Guardian back to the same room, except morphed into Corridor 24 X4 Y254 Blacks out upon entry X22 Y255 Blacks out upon entry ################ Corridor 37 ######################### [CL037] Music Hex: 11 [Track 17: Active Corridor Room- <><> version] Weapon Hex: Graphic Hex: X8 Y023 Valley 8-3 Also accessible by teleporter Appears as a weird light blue tech-like grid over black space Plays active corridor room music No scrolling X15 Y023 Valley 7-8 appears as a light blue grid over black space with the number 22 in it no scrolling plays active corridor room music X13 Y031 Upon entering, the Guardian automatically jumps out of the corridor, it explodes and Blue Lander is the prize X5 Y221 appears as a blue grid over black space with some pink blocks no enemies no scrolling plays active corridor room music X17 Y221 Appears as a light blue grid over black background with pink blocks as a part of it No scrolling Plays active corridor room music X6 Y222 appears as a blue grid over black space with some pink blocks no enemies no scrolling plays active corridor room music X22 Y240 Appears as a light blue grid over a black background with pink blocks Plays active corridor room music No scrolling X23 Y250 Appears as light blue grid with the number "22" and brown blocks over black background No scrolling Plays active corridor room music Hitting the special weapon button causes the game to freeze in here X3 Y255 Playable no scrolling (it’s a single screen in other words) no enemies music is that of an active corridor room appears as a blue grid over black space with some brown tiles and the number 2 X4 Y255 Blue grid over black background, some brown blocks and the number 2 Music is that of an active corridor room No scrolling No enemies Listed as Area 10 X4 Y55 [I accessed this one when I was ~X11 Y46 and just walked onto a screen, it went black, I hit a few buttons, and I found myself automatically hopping out of Corridor 0 on X4 Y0 and found the area was jungle instead of the usual grass & stone, and walked over to these coordinates and back through a portal] X5 Y255 Playable no scrolling (it’s a single screen in other words) no enemies music is that of an active corridor room appears as a blue grid over black space with some brown tiles and the number 2 ################# Corridor 38 #################### [CL038] Music Hex: 01 [Track 1: Title Screen] Weapon Hex: Graphic Hex: X3 Y222 Has 4 panels does not open until Select button is used Blacks out upon entry X16 Y241 Appears as "White Bones" tech-wiring Plays TGL title screen music Glitch-proof When I used a glitch weapon to beat it (the glitch weapon that displays a Repeller graphic), the corridor was beat, a Triangle Key received, and the Guardian was sent to X8 Y8, a text box room located in the black space on the map, which said "I will sell only one of these to you" and 3 item boxes were over it (blue chips) #################### Corridor 39 ############### [CL039] Music Hex: 09 [Track 9: Labyrinth 0] Weapon Hex: Graphic Hex: X19 Y240 Looks like "White Bones" (the wiring inbetween panels in Corridor 0) Plays Central Hub music (overworld Area 0 music) Scrolls very slowly No enemies X21 Y240 Looks like "White Bones" (the wiring inbetween panels in Corridor 0) Plays Central Hub music (overworld Area 0 music) Scrolls very slowly No enemies X21 Y241 Plays Area 0 labyrinth music Scrolls slowly Looks like "White Bones" (the wiring inbetween panels in Corridor 0) Select glitches it X11 Y248 Playable Looks like "White Bones" (the wiring inbetween panels in Corridor 0) Plays Central Hub music (overworld Area 0 music) Scrolls very slowly No enemies Listed as Area 10 X11 Y48 [this has been confirmed on 2 occasions, all the info here] ################## Corridor 40 ################### [CL040] Music Hex: 05 [Track 5: Arctic Corridors] Weapon Hex: Graphic Hex: X17 Y240 Blacks out upon entry X10 Y241 {FALSE} Plays normally, identical to Corridor 5 Boss: Zibzub Beating it warps you back to an empty orange corridor room with no exits X22 Y241 {FALSE} Appears as black & white geometric pattern No music Glitch-proof X23 Y241 Blacks out upon entry X15 Y242 Blacks out upon entry X18 Y242 Blacks out upon entry X21 Y242 {FALSE} One time... Blacks out upon entry Another time... plays identical to Corridor 12 Boss: Red Fleepa Warped back to an empty orange corridor room X2 Y243 Blacks out upon entry X3 Y243 {FALSE} Playable Identical to Corridor 12 Boss: Red Fleepa WIN: nothing The Guardian is warped back to an empty orange corridor room X5 Y243 Blacks out upon entry X7 Y245 Blacks out upon entry X13 Y248 Blacks out upon entry X12 Y012 Accessed by teleporter Blacks out upon entry Yes, it overlaps with a real room ################## Corridor 41 ################## [CL041] Music Hex: 0F [Track 15: Ending Music] Weapon Hex: Graphic Hex: X2 Y011 "Eye" of Area 1 <><> X23 Y011 Valley 5-6-7 Blacks out upon entry X23 Y016 Valley 5-6-7 Blacks out upon entry ##################### Corridor 42 ################### [CL042] Music Hex: 0E [Track 14: Labyrinth 10] Weapon Hex: Graphic Hex: X23 Y022 Area 7 niche Appears as green tech-wiring plays Area 10 labyrinth music Select glitches it up once X18 Y241 Appears as green tech-wiring Plays Area 10 labyrinth music Glitches up with select button ##################### Corridor 43 ################## [CL043] Music Hex: 20 [Track 32: bullet hitting target, penetrating] Weapon Hex: Graphic Hex: X17 Y240 Accessed by beating Corridor 32 (X17 Y40) by use of a glitch weapon Auto-jump out when used in Corridor 32, leading to the corridor exploding, and an Energy Tank being left behind, which triggers ice corridor music to play. And when the teleporter is used in Corridor 43 room here, warps the Guardian into a transformation sequence and then corridor at Area 10 X10 Y10 ################# Corridor 44 ###################### [CL044] Music Hex: 21 [Track 33: bullet hitting target, not penetrating] Weapon Hex: Graphic Hex: X16 Y013 Valley 6-7 <><> ################# Corridor 45 ################### [CL045] Music Hex: 21 [Track 33: bullet hitting target, not penetrating] Weapon Hex: Graphic Hex: X9 Y018 Valley 8-3 Blacks out upon entry X14 Y018 Valley 7-8 Blacks out upon entry X11 Y021 "Hole" of Area 8 also accessible via teleporter Blacks out upon entry X7 Y223 Blacks out upon entry X14 Y240 Blacks out upon entry X16 Y240 Blacks out upon entry X12 Y247 Blacks out upon entry ############### Corridor 46 ####################### [CL046] Music Hex: 22 [Track 34: sound of an enemy being destroyed] Weapon Hex: Graphic Hex: X2 Y006 Valley 9-1 Also accessible via teleporter Blacks out upon entry X7 Y007 Valley 9-1 Also accessible via teleporter Blacks out upon entry X14 Y242 Accessed from Area 0 Blacks out upon entry X6 Y007 Accessed via teleporter Blacks out upon entry [overshadows a room that should be Corridor 117] ################### Corridor 47 ################### [CL047] Music Hex: 22 [Track 34: sound of an enemy being destroyed] Weapon Hex: Graphic Hex: X7 Y004 Valley 9-10 Also accessible via teleporter Blacks out upon entry X10 Y241 Blacks out upon entry X13 Y241 Blacks out upon entry X4 Y253 {FALSE} One time... Blacks out upon entry Another time... red tech-wiring background salmon colored lifebar plays desert corridor music scrolls slowly glitches up ################## Corridor 48 ################# [CL048] Music Hex: 23 [Track 35- firing sound #1- faint] Weapon Hex: Graphic Hex: X22 Y218 Blue rock squares No music X5 Y219 Blue rock squares no music X6 Y223 No music Appears as blue rock squares Flies fast Another time... {FALSE} No Guardian, no scrolling, the game was frozen The screen was all black, the lifebar was orange, the special weapon box's frame was orange, and the heart for the lifebar was dark red No music X17 Y240 Appears as blue rock squares Glitch-proof Listed as Area 10 X17 Y40 No music Scrolls slowly X18 Y241 Blue rock squares No music (this was repeated twice with 2 different areas) X21 Y241 Blue rock squares Scrolls fast No music X3 Y255 No music Appears as blue cratered rocks with glitchy structures of bands across it, then reaches a grid of blue rock squares When I used a glitch weapon to beat it, I received a Triangle Key and was warped back to Corridor 48 open, only it was at X8 Y8 now #################### Corridor 49 ################# [CL049] Music Hex: 23 [Track 35: firing sound #1- faint] Weapon Hex: Graphic Hex: X23 Y014 Valley 5-6-7 Light blue grid over black background with number 2s in it select glitches it up scrolls very fast no music X23 Y240 Appears as a light blue grid over blackness with the #22 in it No music Scrolls fast Glitches up only once Enemies: rdrr, mirror-rdrr For me, when I was in it, it produced an automatic victory at a certain point, which warped me to Corridor 127 at the same coordinates X22 Y241 Appears as a light blue grid over blackness with the #22 in it as well as some green tiles No music Select glitches it up, but only once Enemies: rdrr, mirror-drr ############### Corridor 50 ###################### [CL050] Music Hex: 24 [Track 36: firing sound #2- faint, but slightly louder & longer] Weapon Hex: Graphic Hex: X6 Y228 Blacks out upon entry X12 Y239 Blacks out upon entry X2 Y252 Sealed ################# Corridor 51 ##################### [CL051] Music Hex: 24 [Track 36: firing sound #2- faint, but slightly louder & longer] Weapon Hex: Graphic Hex: X3 Y223 Blacks out upon entry X4 Y223 Blacks out upon entry X7 Y223 Blacks out upon entry X20 Y239 Appears as white tech wiring with light green and brown metal panels arranged in strips much like the transformation corridor at the start, then moves to field of white tech Slow No music Glitches up, works once only X16 Y240 Accessed by beating Corridor 0 at the same coordinates, itself accessible from a very glitched Area 9 Blacks out upon entry X17 Y241 Blacks out upon entry X18 Y241 "White Bones" appearance, but green and brown panels near the start, in rows No music X22 Y241 Blacks out upon entry (confirmed with 2 different wanderings) X14 Y251 "White Bones" tech appearance with green & brown panels at the start, then moves to all "White Bones" tech select screen permanently glitches it up no music ################# Corridor 52 #################### [CL052] Music Hex: 26 [Track 38: MultiBullet firing sound] Weapon Hex: Graphic Hex: X20 Y004 Valley 4-5 Blacks out upon entry X16 Y015 Valley 6-7 <><> X5 Y223 Blacks out upon entry X21 Y223 Sealed X17 Y224 Sealed X17 Y240 Blacks out upon entry X17 Y242 Sealed ################## Corridor 53 ################### [CL053] Music Hex: 26 [Track 38: MultiBullet firing sound] Weapon Hex: Graphic Hex: X15 Y020 Valley 7-8 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X8 Y021 Valley 8-3 Blacks out upon entry X16 Y240 Upon entering the room, the Guardian automatically leaps out of the corridor, it explodes, and leaves a Grenade item, which when collected triggers the TGL title screen music and drains the life down to 1 (these results were confirmed twice) X18 Y241 Upon entering the room, the Guardian automatically leaps out of the corridor, it explodes, and leaves a Grenade item, which when collected, triggers the TGL title screen music X21 Y241 Upon entering the room, the Guardian automatically leaps out of the corridor, it explodes, and leaves a Grenade item, which when collected, triggers desert corridor music X22 Y241 Upon entering the room, the Guardian automatically leaps out of the corridor, it explodes, and leaves a Grenade item, which when collected, triggers desert corridor music X2 Y244 Upon entering the room, the Guardian automatically leaps out of the corridor, it explodes, and leaves a Grenade item. X9 Y244 Upon entering the room, the Guardian automatically leaps out of the corridor, it explodes, and leaves a Speed Booster (I repeated this twice with the same room and got the same results) X6 Y254 Briefly, after the transformation sequence, a screen with junk like green turrets with a black and white "file" background was displayed, frozen, but the game then blacked out a few seconds later ################# Corridor 54 #################### [CL054] Music Hex: 21 [Track 33: bullet hitting target, not penetrating] Weapon Hex: Graphic Hex: X3 Y223 No music Appears as a field of blue rocks ############## Corridor 55 ######################### [CL055] Music Hex: 21 [Track 33: bullet hitting target, not penetrating] Weapon Hex: Graphic Hex: X10 Y005 Valley 9-10 Normally.... Appears as white techno-wiring, with large red turrets hidden and small green turrets (the Corridor 0 enemies), all buried in a bunch of junk. There are also some bubble-spitters on the side too. Much of the junk is green & brown metal panels. After a while, the junk gives way to an endless stretch of white wiring no music Via teleporter... Appears as a green field of several one-quarter of the shell of large turrets Select glitches the graphics once no music X22 Y223 green techno-wiring jumble no music Enemies: Light Green Turrets, Large Hidden Red Turrets (shoot rdrr & mirror-rdrr as projectiles), Large Green Turrets Select glitches up the background X17 Y255 Accessed via teleporter Sealed ################### Corridor 56 ################### [CL056] Music Hex: 22 [Track 34: sound of an enemy being destroyed] Weapon Hex: Graphic Hex: X7 Y009 Valley 9-1 Also accessible via teleporter The screen is still Red grid on black background, some number 2s there The Guardian’s ship is red & white here, but the pulse fire is red and the engine fire too The lifebar is red here too No music Can be beaten by using one of the glitch weapons which provides an instant victory Warps back to an open Corridor 56 Another time at these coordinates, appeared as a strange red techno grid over black background with no numbers with a red & white Guardian ship, red pulse and jet fire, a red status bar, and no music Enemy: Hidden Red Quarter-Turret Some explosions of green clouds one time X7 Y012 Valley 1-2 Appears as red grid over black background, some number 2s there The Guardian's ship is red & white here, pulse fire is red No music No scrolling X7 Y014 Valley 2-3 Appears as red grid over black background, some number 2s there The Guardian's ship is red & white here, pulse fire is red No music No scrolling X18 Y242 Appears as a red grid over a black background with the #22 in it No scrolling No music Red pulse fire X9 Y244 {FALSE} Plays identical to Corridor 12 Boss: Red Fleepa Winning results in the screen going black, but victory music continues to play X4 Y251 Red grid over black background, #22 there No music Pulse fire red No scrolling X6 Y253 Appears as a red grid with the #22 as a part of it Red lifebar Red pulse fire and jet engine fire No music No scrolling X5 Y255 The screen is still Red grid on black background, some number 2s there The Guardian’s ship is red & white here, but the pulse fire is red and the engine fire too The lifebar is red here too No music ##################### Corridor 57 #################### [CL057] Music Hex: 22 [Track 34: sound of an enemy being destroyed] Weapon Hex: Graphic Hex: X23 Y010 Valley 5-6-7 Sealed X6 Y223 Sealed ##################### Corridor 58 ###################### [CL058] Music Hex: 23 [Track 35: firing sound #1- faint] Weapon Hex: Graphic Hex: X16 Y221 Upon entering, the Guardian automatically jumps out, the corridor explodes, and a Red Lander is left behind X20 Y221 Upon entering, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X17 Y222 Sealed X3 Y223 Sealed X6 Y248 Sealed ####################### Corridor 59 ##################### [CL059] Music Hex: 23 [Track 35: firing sound #1- faint] Weapon Hex: Graphic Hex: X15 Y001 Valley 10-4 Sealed X11 Y254 Sealed ################## Corridor 60 ##################### [CL060] Music Hex: 24 [Track 36: firing sound #2- faint, but slightly louder & longer] Weapon Hex: Graphic Hex: X20 Y003 Valley 4-5 Sealed X20 Y005 Valley 4-5 Sealed X20 Y006 Valley 4-5 Sealed X20 Y007 Valley 4-5 Sealed X11 Y223 Sealed X11 Y248 Sealed #################### Corridor 61 ################### [CL061] Music Hex: 24 [Track 36: firing sound #2- faint, but slightly louder & longer] Weapon Hex: Graphic Hex: X8 Y020 Valley 8-3 Sealed X21 Y021 "Eye" of Area 7 Sealed X8 Y022 Valley 8-3 Sealed X15 Y022 Valley 7-8 Sealed X8 Y222 Sealed X5 Y223 Sealed X13 Y244 Sealed X16 Y244 Sealed X10 Y245 Sealed X11 Y245 Sealed X12 Y245 Sealed X22 Y245 Sealed X11 Y248 Sealed ############### Corridor 62 ###################### [CL062] Music Hex: 25 [Track 37: Main Weapon firing sound] Weapon Hex: Graphic Hex: X23 Y001 Valley 4-5 Sealed X10 Y241 Sealed X15 Y241 Sealed X2 Y243 Sealed X10 Y244 Sealed X14 Y244 Sealed ################## Corridor 63 ####################### [CL063] Music Hex: 25 [Track 37: Main Weapon firing sound] Weapon Hex: Graphic Hex: X6 Y219 Sealed X19 Y219 Sealed X20 Y219 Sealed X21 Y219 Sealed X5 Y222 Sealed X18 Y222 Sealed X21 Y222 Sealed X3 Y223 Sealed X6 Y223 Sealed X8 Y223 Sealed X0 Y224 Sealed X11 Y254 Sealed ##################### Corridor 64 ############### [CL064] Music Hex: 25 [Track 37: Main Weapon firing sound] Weapon Hex: Graphic Hex: X11 Y029 Blacks out upon entry X20 Y218 Blacks out upon entry X2 Y219 One time... Note that when entering this room, it is listed as "Area 8 X2 Y19". This room and specifically this corridor room seems to start a glitch that persists for a few rooms around it Jumping in the corridor results in immediately warping to the same coordinates, only the room houses Corridor 97, which is also listed as "Area 8 X2 Y19" Another time... Note that when entering this room, it is listed as "Area 8 X2 Y19". When I jumped in, there was no transformation sequence, only an instant teleport to Corridor 22 at the coordinates X2 Y19 (and it had the room listed as "Area 8 X2 Y19") X3 Y219 Jumping in the corridor results in an instant teleport to "Area 8 X4 Y19", which is Corridor 70 X5 Y219 has 4 panels Use Select button to open gate Blacks out upon entry Another time... Has no panels room listed as Area 4 Sealed Another time... Has no panels Blacks out upon entry X6 Y219 {FALSE} Has 4 panels fire at the gate to open... or use select button to open it The time I fired at the gate to open, it played identical to Corridor 1 Boss: Blue Fleepa [did not beat] However, I used select button to open it another time (the gate could be fired at, unlike all other select button opens gates I encountered), the result was Blacked out upon entry X9 Y219 {FALSE} [based on the music and the Area listing, this one is Corridor 24 in TGL mode] coordinates in room listed as "Area 8 X6 Y19" no transformation sequence appears as a red grid over black space Guardian's ship, red, light blue, and white orange engine fire and pulse fire listed as "Area 24 X6 Y19" plays Area 0 music select changes the background Enemies: rdrr X3 Y225 Blacks out upon entry X5 Y225 Blacks out upon entry X6 Y225 Blacks out upon entry X18 Y239 Blacks out upon entry X17 Y240 Blacks out upon entry X10 Y244 Blacks out upon entry X12 Y245 Blacks out upon entry X4 Y253 [didn’t try] X5 Y253 {FALSE} Has 4 panels Fire at the gate for it to open Plays identical to Corridor 1 Boss: Blue Fleepa WIN: Moon Key Warped to the same room with Corridor 64 open (which plays identical to Corridor 1 again) [this one registers as beating the real Corridor 1] X7 Y253 Upon entering, there is no transformation sequence, just an immediate teleportation to an empty orange corridor room at the same coordinates The room with the corridor was listed as "Area 8 X7 Y53" X6 Y255 Upon entering, there was no transformation sequence, just an immediate teleportation to an empty orange corridor room at the same coordinates X7 Y255 [didn’t try] X10 Y255 Labeled as Area 8 in the room (even though it was accessed from Area 1) Upon entering, there was no transformation sequence, just an immediate teleportation to an empty orange corridor room at the same coordinates ################# Corridor 65 #################### [CL065] Music Hex: 20 [Track 32: bullet hitting target, penetrating] Weapon Hex: Graphic Hex: X14 Y218 Blacks out upon entry, hitting buttons= auto-reset X15 Y218 Blacks out upon entry, hitting buttons= auto-reset X17 Y218 Blacks out upon entry, hitting buttons= auto-reset X18 Y218 Blacks out upon entry, hitting buttons= auto-reset X21 Y218 Blacks out upon entry X5 Y251 Blacks out upon entry, hitting buttons= auto-reset X3 Y253 Blacks out upon entry, hitting buttons= auto-reset X4 Y253 Blacks out upon entry, hitting buttons= auto-reset X2 Y254 Blacks out upon entry X3 Y254 Blacks out upon entry, hitting buttons= auto-reset X4 Y254 Blacks out upon entry X10 Y254 Blacks out upon entry X11 Y254 Blacks out upon entry, hitting buttons= auto-reset X5 Y255 Blacks out upon entry, hitting buttons= auto-reset ################## Corridor 66 ################### [CL066] Music Hex: __ (a blank space, but it registers, ... or a value was missing for some reason. Whatever it is, it means no music) Weapon Hex: Graphic Hex: X12 Y245 "White Bones" tech wiring appearance, however, there is one large brown metal square by the start No music Labeled as Area 10 X12 Y45 Scrolls extremely fast ################### Corridor 67 ##################### [CL067] Music Hex: CC Weapon Hex: Graphic Hex: X9 Y244 Sealed X0 Y254 Blacks out upon entry ################# Corridor 68 #################### [CL068] Music Hex: EE Weapon Hex: Graphic Hex: X2 Y219 Blacks out upon entry X18 Y219 4 panels Blacked out upon entry X19 Y219 4 panels blacks out upon entry X23 Y219 Has 4 panels Blacks out upon entry X3 Y220 Blacks out upon entry X4 Y220 4 panels Blacks out upon entry X6 Y220 Has 4 panels Blacks out upon entry X23 Y240 {FALSE} Accessed by beating Corridor 12 at the same coordinates (itself accessible from Area 8) Plays identical to Corridor 12 Boss: Red Fleepa Warp to Corridor 35 at the same coordinates X21 Y242 Blacks out upon entry X6 Y253 Blacks out upon entry X10 Y253 Blacks out upon entry X5 Y254 Blacks out upon entry X11 Y254 4 panels Blacks out upon entry X3 Y255 Blacks out upon entry X6 Y255 Has 4 panels Blacks out upon entry ##################### Corridor 69 ################# [CL069] Music Hex: A9 Weapon Hex: Graphic Hex: X4 Y219 Accessed from a Save Lander/ "go out" Blacks out upon entry X4 Y220 Has 4 panels Blacks out upon entry X6 Y219 Blacks out upon entry X7 Y219 Room listed as "Area 8 X7 Y19" instant blackout X8 Y219 Blacks out upon entry X19 Y219 One time... {FALSE} Has 4 panels Plays identical to Corridor 5 Boss: Zibzub Sends the Guardian back to the same room with the same corridor open, though the graphics were slightly different in the room Another time... has 4 panels blacks out upon entry X20 Y219 Has 4 panels Blacks out upon entry X22 Y219 Has 4 panels Blacks out upon entry X23 Y219 Has 4 panels Blacks out upon entry X4 Y244 Blacks out upon entry X0 Y253 Accessed from a Save Lander/"go out" Blacks out upon entry X0 Y254 Blacks out upon entry X5 Y255 Blacks out upon entry X6 Y255 Blacks out upon entry X7 Y255 Blacks out immediately upon jumping in, no transformation sequence ###################### Corridor 70 ############### [CL070] Music Hex: 01 [Track 1: TGL title screen] Weapon Hex: Graphic Hex: X3 Y219 Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof Scrolls slow X4 Y219 One time... did not try Another time... Arrived in the room when I jumped into Corridor 64 in X3 Y19, which provided an instant teleport to X4 Y19, a room with Corridor 70 open in it (the room was listed as "Area 8 X4 Y19") no transformation sequence Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof Scrolls slow The coordinates inside were listed as "Area 70 X4 Y19" X5 Y219 [did not try] X6 Y219 Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof Scrolls slow X17 Y219 Has "White Bones" techno-wiring look Plays TGL title screen music X18 Y219 One time... has 4 panels "White Bones" tech appearance plays TGL music glitch-proof Another time... Has 4 panels No transformation sequence Plays identical to Corridor 15 Listed as "Area 15 X18 Y18" Boss: Green Clawbot Item screen Plays Corridor 15 again Listed as "Area 15 X18 Y18" Boss: Green Clawbot Item screen Then switches to Corridor 5 Listed as "Area 5 X18 Y18" Boss: Zibzub [stopped playing here; I assume that it plays through the whole TGL Mode] [yes, there is a mapping/coordinate error here] X19 Y219 One time... 4 panels [did not try] Another time... Sealed X20 Y219 Has 4 panels Appears as "White Bones" tech Plays TGL title screen music Glitch-proof X22 Y219 "White Bones" tech appearance plays TGL music glitch-proof X23 Y219 Has 4 panels "White Bones" tech appearance Plays TGL music Glitch-proof In another case, the same, but has no panels X1 Y220 Has 4 panels Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X2 Y220 Plays as "White Bones" techno-wiring look plays TGL title screen music Glitch-proof X4 Y220 Has 4 panels Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof Scrolls slow X21 Y221 {FALSE} Press Select to open the gate plays identical to Corridor 6 Boss: Glider WIN: Plus Key beating it results in being warped back to the same room X2 Y222 {FALSE} Gate is closed, but active Use Select button to open gate Plays identical to Corridor 6 Boss: Glider WIN: + Key beating it results in reappearing at the same coordinates, with Corridor 70 still open (I forgot to check the real Corridor 6 indicator light) X6 Y253 Has 4 panels, opens automatically Plays identical to Corridor 15 Listed as "Area 15 X6 Y53" Boss: Green Clawbot A screen of items with point values appears after it is beat- it’s TGL mode (regular point values at certain scores increase the life-bar by +1 as well too) Sent to inside Corridor 1 Listed as "Area 1 X6 Y53" Boss: Blue Fleepa Item screen appears Sent to inside Corridor 11 Listed as "Area 11 X6 Y53" Boss: Green Optomon Item screen appears Sent to inside Corridor 12 Listed as "Area 12 X6 Y53" Boss: Red Fleepa Item screen appears Sent to inside Corridor 2 Listed as "Area 2 X6 Y53" Boss: Clawdaddy Item screen appears Sent to inside Corridor 13 Listed as "Area 13 X6 Y53" Boss: Blue Bombarder Item screen appears Sent to inside Corridor 3 Listed as "Area 3 X6 Y53" Boss: Blue Optomon Item screen appears Sent to inside Corridor 14 Listed as "Area 14 X6 Y53" Boss: Blue Clawbot Item screen appears Sent to inside Corridor 4 Listed as "Area 4 X6 Y53" Boss: Teramute Item screen appears Sent to inside Corridor 15 (yes, again) Listed as "Area 15 X6 Y53" Boss: Green Clawbot Item screen appears Sent to inside Corridor 5 Listed as "Area 5 X6 Y53" Boss: Zibzub Item screen appears Sent to inside Corridor 16 Listed as "Area 16 X6 Y53" Boss: Red Optomon Item screen appears Sent to inside Corridor 6 Listed as "Area 6 X6 Y53" Boss: Glider Item screen appears Sent to inside Corridor 17 Listed as "Area 17 X6 Y53" Boss: Eyeball Formation I Item screen appears Sent to inside Corridor 7 Listed as "Area 7 X6 Y53" Boss: Eyeball Formation II Now this is weird, it just sits there doing nothing, shooting no projectiles at all until you attack it, then it starts shooting projectiles Item screen appears Sent to inside Corridor 18 Listed as "Area 18 X6 Y53" Boss: Blue Grimgrin Item screen appears Sent to inside Corridor 8 Listed as "Area 8 X6 Y53" Boss: Red Grimgrin Item screen appears Sent to inside Corridor 19 Listed as "Area 19 X6 Y53" Boss: Red Bombarder Item screen appears Sent to inside Corridor 9 Listed as "Area 9 X6 Y53" Boss: Blue Eyegore Item screen appears Sent to inside Corridor 20 Listed as "Area 20 X6 Y53" Boss: Red Clawbot Item screen appears Sent to inside Corridor 10 Listed as "Area 10 X6 Y53" Boss: Red Eyegore Item screen appears Sent to inside Corridor 21 Listed as "Area 21 X6 Y53" Boss: TGL’s Greatest Hits No item scene at the end of this corridor NAJU being destroyed sequence, transfer to inside Corridor 22 Listed as "Area 22 X6 Y53" Boss: It Beating it= the end of the game There were no Keys in all of this X1 Y254 {FALSE} No panels, but is closed initially The gate does not open by waiting, walking on it, firing at it, firing at the sign. It only opens by hitting the select button (thus going to the item select/map screen) and going back to the main screen. Basically, hit select button to open the gate Plays identical to Corridor 6 Boss: Glider WIN: Plus Key Beating it warps the Guardian back to Corridor 70 closed. Select button opens it up again. It again plays as Corridor 6 X3 Y254 Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X4 Y254 Has 4 panels Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X5 Y254 Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X6 Y254 Has 4 panels There is no transformation sequence Plays as "White Bones" techno-wiring look plays TGL title screen music Glitch-proof Listed as "Area 70 X6 Y53" X7 Y254 Has 4 panels Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X10 Y254 Has 4 panels There is no transformation sequence Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X20 Y254 "White Bones" tech appearance TGL title screen music plays Scrolls very slowly Listed as Area 10 X20 Y54 X2 Y255 Has 4 panels [did not try] X3 Y255 Has 4 panels Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof Scrolls slow X4 Y255 Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X6 Y255 Has 4 panels Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X7 Y255 Plays as "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof X9 Y255 Has "White Bones" techno-wiring look Plays TGL title screen music Glitch-proof ################## Corridor 71 ####################### [CL071] Music Hex: 20 [Track 32: bullet hitting a target, penetrating] Weapon Hex: Graphic Hex: X19 Y219 Once had 4 panels, another time had no panels Appears as very glitched light blue graphics which look like "fish bones" No music Select used once glitched it up one time, and a 2nd time made the game freeze. Another time, the game glitched up with select the first time X20 Y219 Long delay where it blacks out, then the screen comes back, but it’s all black with no music and extremely simple looking white and blue graphics for the Guardian. Using select results in a screen with weird blue graphics, but using it again freezes the game. X23 Y219 One time... Has 4 panels Blacks out, then appears with an extremely glitched screen The status bar is red & black columns, the screen is all black with greenish and green-brown graphics in a semi-grid and the Guardian’s ship is some black thing with a flashing white & light blue part. The firing graphics look black as well. It looks like the game has partially decompiled or something like that. Using select makes it scroll as some light green strange graphics, but doing it again freezes the game Another time... Appears as blue fish bones look Plays no music X1 Y220 One time had no panels, another time it had 4 panels Appears as very glitched light blue graphics which look like "fish bones" no music, but the level opens up with a firing sound with a "chhk" quality to it Select glitches it up. I noticed a pattern with this level which I remember applies to all levels with "fishes bones". Use select and it glitches up the field as blue glitchy squares. Use select again, no change. Use it a 3rd time, you get different glitchy squares, this time rectangles with a different texture and style to them. Use it a 4th time, no change. Use it a 5th time, and it goes back to glitchy blue squares. So, there are 2 glitched backgrounds for this level type and the graphics remain constant for 2 selects before switching. X2 Y244 Blacks out upon entry, but then displays a screen filled with blue streams of data, no Guardian playable here, no music X1 Y252 Sealed X5 Y254 {FALSE} Plays identical to Corridor 15 Boss: Green Clawbot Beating it results in returning to the same room, with Corridor 71 open still X6 Y254 Blacks out upon entry X11 Y254 Blacks out upon entry X4 Y255 Blacks out upon entry X5 Y255 Blacks out upon entry ############ Corridor 72 ##################### [CL072] Music Hex: 00 [nothing] Weapon Hex: Graphic Hex: X6 Y225 Blacks out upon entry X20 Y240 Blacks out upon entry X19 Y242 Blacks out upon entry X21 Y242 Blacks out upon entry ############### Corridor 73 ################### [CL073] Music Hex: 80 Weapon Hex: Graphic Hex: X10 Y241 Appears as grid over black background, with the number 12 all over [my notes are missing the color of the grid] No music Select button causes the grid to turn red, then to change into many different types of grids or steams of letters over black space, like QR, PR, and OR X18 Y250 Sealed X0 Y251 Sealed ################## Corridor 74 ##################### [CL074] Music Hex: A4 Weapon Hex: Graphic Hex: X17 Y240 Sealed X18 Y240 Sealed X9 Y241 Appears at first like a light blue grid over black space with the number 22 as part of it No music Select-manipulatable Enemy: rdrr, twirling flashing projectiles in holes which can be permanently destroyed (not possible in the regular game) and which leave item boxes Brown ‘city blocks’ one of morphed forms Destroying enough enemies makes the "fragment boss" (same as Corridor 76) appear. It is a red glitched thing/spider/face. It moves extremely fast in circles around the screen that it almost appears as debris flying all over the screen but when you hit start each time, you see the debris is in the exact same arrangement each time. Firing at it makes the sound made when hitting a boss/miniboss and when it touches you, your shields show up. It DOES spit those diamond-bubbles. I saw diamond-bubbles come from it when the game was paused. It also, associated only with some backgrounds, spits out long strings of red v-shaped material in a vertical row (this seems to be glitched seaweed). I only saw this in this corridor on some backgrounds. The color of the thing is definitely red. When you are defeated, the game screen freezes up, just like with the Corridor 76 "boss". Listed as Area 10 X9 Y41 X18 Y241 Accessed from Area 0 Sealed X19 Y241 Sealed X8 Y242 {FALSE} Playable Identical to Corridor 7 Boss: Eyeball Formation 2 Warp back to an empty orange corridor room with no exits when beat it X11 Y245 Has a green tech wiring appearance No music No enemies Scrolls at an average speed Silent, firing the main weapon makes no noise Listed as Area 10 X11 Y45 #################### Corridor 75 ################# [CL075] Music Hex: 51 Weapon Hex: Graphic Hex: X18 Y240 Blacks out upon entry X13 Y241 Blacks out upon entry X15 Y241 One time... Blacks out upon entry Another time... {FALSE} Plays identical to Corridor 1 Boss: Blue Fleepa WIN: Moon Key Warped back to an empty orange corridor room X20 Y241 Produces a weird green glitch screen, then blacks out X4 Y244 Playable Looks like green tech (the wiring inbetween the panels in Corridor 0) No music, no enemies Unbeatable Listed as Area 10 X4 Y44 X10 Y245 Green tech-wiring No music, no enemies Graphics glitch with select #################### Corridor 76 ##################### [CL076] Music Hex: B9 Weapon Hex: Graphic Hex: X10 Y225 Blacks out upon entry X22 Y255 Forest corridor music plays Scrolls rather fast Appears at first as a blue grid over black background, some brown squares with the number 2 Going to select screen changes the background "rdrr" did appear every once and a while, but only strays, never in their usual stream one section is sky blue entirely When one background is reached, the Guardian begins to move super-fast. This is one tap sends the Guardian ¾ across the screen. Your ghost on the side takes damage and when it takes damage, you take damage too. Even if you are far away, your shields still appear, meaning you have taken damage despite not being hit directly There was some fragment field, which looks like fragments in the shape of a head with some prongs. It was circling around extremely fast, much faster than anything in the game by a long shot. The "fragment boss" did have behavior to it. It circled around extremely fast with about 1/3 the circle it makes being offscreen, and the Guardian’s ghost being on the top part of its circular path. This circle was on the right side of the screen. Occasionally it broke the circle to go to the lower left side of the screen and shoot a diamond-bubble. This detour was only made once every 20 or so loops (in other words, very infrequently). Hits did register on it, producing the boss hit sound and a little red explosion. hen the life bar reached 0, the screen froze and eventually the colors of the background and status bar shifted slightly instead of going to the game over screen No boss music played. It’s actually a "boss", as in it makes the noise bosses make when hit and it’s impossible to kill. ################ Corridor 77 ###################### [CL077] Music Hex: 55 Weapon Hex: Graphic Hex: X15 Y240 Blacks out upon entry X18 Y241 Blacks out upon entry X19 Y241 Blacks out upon entry X20 Y241 Accessed via a Save Lander/"go out" Blacks out upon entry X22 Y241 Blacks out upon entry X21 Y242 Blacks out upon entry X21 Y243 Blacks out upon entry ################## Corridor 78 ################### [CL078] Music Hex: EF Weapon Hex: Graphic Hex: X4 Y222 Blacks out upon entry X6 Y224 Blacks out upon entry X18 Y240 Blacks out upon entry X10 Y241 Screen is still, game is frozen Looks like gray tech-wiring with brown and gray panels, but what’s interesting is there are blue lights pulsating in the holes in the panels (something that does not occur in the game) No music X16 Y241 Blacks out upon entry X21 Y241 Blacks out upon entry X19 Y242 Blacks out upon entry X3 Y243 Blacks out upon entry ################# Corridor 79 ##################### [CL079] Music Hex: 85 Weapon Hex: Graphic Hex: X21 Y220 Blacks out upon entry, then resets when you hit a button X5 Y221 Blacks out upon entry, then resets when you hit a button X5 Y222 Blacks out upon entry, then resets when you hit a button X8 Y222 Blacks out upon entry, then resets when you hit a button X6 Y221 Blacks out upon entry, then resets when you hit a button X17 Y221 Blacks out upon entry, then resets when you hit a button X19 Y241 Blacks out upon entry X21 Y241 Blacks out upon entry X23 Y241 Blacks out upon entry, then switched to some very weird glitched screen (I only saw it briefly because I accidentally hit load save state) X7 Y243 Blacks out upon entry, mashing buttons will reset the game ################## Corridor 80 ################# [CL080] Music Hex: 5C Weapon Hex: Graphic Hex: X18 Y240 "White Bones" tech appearance with one large brown metal square at the beginning No music Scrolls very fast Glitches up when select button is used The way to beat it is with one of the glitched weapons, which causes the Guardian to fly back, but the game blacks out upon return X20 Y240 Blacks out upon entry X8 Y242 Black & white geometric No music X13 Y243 "White Bones" tech appearance, with one brown panel in the front No music Moves extremely fast Select glitches its graphics up once and only once X12 Y247 "White Bones" tech appearance with one large brown metal square towards the beginning of the level No music Scrolls extremely fast, which makes the background almost impossible to distinguish when it’s moving #################### Corridor 81 ################### [CL081] Music Hex: 20 [Track 32: bullet hitting a target, penetrating] Weapon Hex: Graphic Hex: X17 Y240 Blacks out upon entry ################ Corridor 82 #################### [CL082] Music Hex: 00 [nothing] Weapon Hex: Graphic Hex: X3 Y224 Sealed X6 Y228 Appears as red tech, with blue strips of tech in it No music Freezes easily Enemies: rdrr (spit flashing projectiles), bubble spitters ################## Corridor 83 ################### [CL083] Music Hex: 80 Weapon Hex: Graphic Hex: X18 Y241 "White Bones" tech appearance no music scrolls fast select-glitch/once X19 Y241 "White Bones" tech appearance no music scrolls fast select-glitch/once X21 Y241 "White Bones" tech appearance no music scrolls very fast select glitches it up once X21 Y242 "White Bones" tech appearance no music scrolls very fast select glitches it up once X23 Y250 "White Bones" tech appearance no music select glitches it up once X4 Y251 "White Bones" tech appearance no music select-glitch/once X10 Y252 "White Bones" appearance no music scrolls fast glitches once & permanently with select X2 Y252 "White Bones" appearance no music scrolls fast glitches once & permanently with select X4 Y253 "White Bones" appearance no music scrolls fast glitches once & permanently with select X3 Y254 "White Bones" appearance no music scrolls fast glitches once & permanently with select ############ Corridor 84 ##################### [CL084] Music Hex: 20 [Track 32: bullet hitting a target, penetrating] Weapon Hex: Graphic Hex: <><> [check the coordinates with the screenshot] Accessed via using "go out" at a Save Lander Blacks out upon entry ############# Corridor 85 ################### [CL085] Music Hex: C3 Weapon Hex: Graphic Hex: X7 Y221 Blacks out upon entry X20 Y240 Accessed via using "go out" at a Save Lander "White Bones" tech-wiring no music scrolls fast glitches up with select once X19 Y241 Green tech-wiring No music Scrolls slow Glitches up only once ################# Corridor 86 ####################### [CL086] Music Hex: D7 Weapon Hex: Graphic Hex: X8 Y223 Accessed by beating Corridor 107 at the same coordinates, which is accessible by beating Corridor 100 at the same coordinates Beating Corridor 107 results in automatically jumping out of Corridor 86, it exploding, and leaving behind an Energy Tank, which when collected plays boss music ("military aquatica" track) X13 Y241 "White Bones" tech appearance plays music the same as the Areas 1,2 labyrinths glitch-proof X23 Y243 Blacks out upon entry ################# Corridor 87 ##################### [CL087] Music Hex: 20 [Track 32: bullet hitting a target, penetrating] Weapon Hex: Graphic Hex: X20 Y220 Blacks out upon entry X17 Y221 "White Bones" tech appearance no music select glitches it up once X6 Y224 Blacks out upon entry X18 Y240 Blue rock squares level Scrolls very fast No music? X23 Y242 {FALSE} Plays identical to Corridor 6 Boss: Glider WIN: Plus key Warped back to empty orange corridor room with 1 exit (to X24 coordinate) X4 Y243 {FALSE} Identical to Corridor 12 Boss: Red Fleepa Beating it sends the Guardian to an orange empty corridor room ################### Corridor 88 ################## [CL088] Music Hex: 36 [Track 54: receiving any of the Keys] Weapon Hex: Graphic Hex: X4 Y031 4 panels Blacks out upon entry X16 Y218 Blacks out upon entry X17 Y218 Blacks out upon entry X18 Y218 Blacks out upon entry X19 Y218 Blacks out upon entry X20 Y218 Blacks out upon entry X21 Y218 Blacks out upon entry X22 Y218 Blacks out upon entry X0 Y219 Blacks out upon entry X1 Y219 Blacks out upon entry X2 Y219 Blacks out upon entry X3 Y222 Blacks out upon entry X22 Y245 Blacks out upon entry X4 Y253 Blacks out upon entry X5 Y253 Blacks out upon entry X7 Y253 Blacks out upon entry X10 Y253 Blacks out upon entry X11 Y253 Blacks out upon entry X0 Y254 Blacks out upon entry X5 Y254 Blacks out upon entry X10 Y254 Blacks out upon entry X11 Y254 Blacks out upon entry X2 Y255 Blacks out upon entry X4 Y255 Blacks out upon entry X6 Y255 Blacks out upon entry X8 Y255 Blacks out upon entry ################### Corridor 89 #################### [CL089] Music Hex: 80 Weapon Hex: Graphic Hex: X12 Y247 {FALSE} Identical to Corridor 3 in every way Boss: Blue Optomon WIN: Wave Key Beating the corridor sends you back to the same room, except its an orange empty corridor room now with no exits Listed as Area 3 X12 Y47 X10 Y241 Accessed from beating the Corridor 16 located in the same room Blacks out upon entry, hitting buttons causes the game to reset X10 Y244 Blacks out upon entry, hitting buttons causes the game to reset X22 Y238 {FALSE} Identical to Corridor 12 Boss: Red Fleepa Warped to an empty orange corridor room ############ Corridor 90 ##################### [CL090] Music Hex: A0 Weapon Hex: Graphic Hex: - ################# Corridor 91 #################### [CL091] Music Hex: 06 [Track 6: Boss Music #2/ Miniboss] Weapon Hex: Graphic Hex: X9 Y244 Blacks out upon entry X22 Y244 Blacks out upon entry X4 Y253 Blacks out upon entry X5 Y253 Blacks out upon entry (but a weird glitched screen appeared briefly, the Guardian in a transformation sequence area littered with item boxes still unopened; it then reset) ################# Corridor 92 ##################### [CL092] Music Hex: B9 Weapon Hex: Graphic Hex: X5 Y221 Blacks out upon entry X22 Y245 Accessible after beating Corridor 8 at the same coordinates Blacks out upon entry X6 Y255 Blacks out upon entry X8 Y255 Blacks out upon entry ################### Corridor 93 #################### [CL093] Music Hex: 6F Weapon Hex: Graphic Hex: - #################### Corridor 94 #################### [CL094] Music Hex: 01 [Track 1: TGL title screen] Weapon Hex: Graphic Hex: X3 Y224 Blacks out upon entry X6 Y224 Blacks out upon entry X8 Y224 Red steel girder appearance to level plays TGL title screen music Text appears in it, clicking one of the buttons makes it move (same text as found in textbox rooms in the game). Invisible enemies here (500 pts) X3 Y225 Blacks out upon entry X6 Y225 Blacks out upon entry X16 Y240 Red steel girder appearance to level Red lifebar Guardian’s ship is blue & red Orange pulse fire and orange jet fire Plays TGL title screen music Scrolls slowly Glitch-proof Enemies: invisible, cannot harm you, they explode into blue clouds when hit and stream at you vertically (500 pts each). X22 Y241 Red steel girder appearance to level Guardian’s ship blue and red Orange pulse fire and jet fire Plays TGL title screen music Enemies: invisible, cannot harm you, they explode into blue clouds when hit and stream at you vertically (500 pts each). X23 Y241 Red steel girder appearance to level Guardian’s ship blue and red Orange pulse fire and jet fire Plays TGL title screen music Enemies: invisible, cannot harm you, they explode into blue clouds when hit and stream at you vertically (500 pts each). ################# Corridor 95 #################### [CL095] Music Hex: 99 Weapon Hex: Graphic Hex: X15 Y218 Blacks out upon entry X17 Y218 Blacks out upon entry X18 Y218 Blacks out upon entry X21 Y218 Blacks out upon entry X18 Y219 Instant blackout, no transformation sequence X5 Y244 playable Black & white geometric pattern No music, no enemies Unbeatable X1 Y252 Blacks out upon entry X3 Y253 Blacks out upon entry X4 Y253 Blacks out upon entry X5 Y254 Blacks out upon entry X9 Y254 Blacks out upon entry X10 Y254 Blacks out upon entry X4 Y255 Blacks out upon entry #################### Corridor 96 ##################### [CL096] Music Hex: B8 Weapon Hex: Graphic Hex: X14 Y235 Blacks out upon entry X23 Y240 Black and white geometric patterns No music Scrolls slow X10 Y241 Geometric black & white pattern No music Moves at a moderate speed Glitch-proof X4 Y243 Playable Black and white geometric pattern No music, no enemies Unbeatable X5 Y244 Blacks out upon entry X7 Y248 Playable Black and white geometric patterns No music, no enemies Unbeatable Listed as Area 10 X7 Y48 ############### Corridor 97 ###################### [CL097] Music Hex: 04 [Track 4: Jungle Corridors] Weapon Hex: Graphic Hex: X19 Y218 Blacks out upon entry X19 Y218 Blacks out upon entry "97" is in yellow text in the corridor box X20 Y218 Blacks out upon entry X22 Y218 blacks out upon entry X2 Y219 Accessed by jumping in Corridor 64 at the same coordinates Corridor room listed as "Area 8 X2 Y19" Blacks out upon entry X4 Y219 Blacks out upon entry X5 Y219 One time... Blacks out upon entry Another time... {FALSE} Plays identical to Corridor 0 Boss: Defense System beating it results in being sent back to the same room, with Corridor 97 still open X6 Y219 Blacks out upon entry X13 Y241 Blacks out upon entry X13 Y248 Playable Red panels and red wiring, like a red version of Corridor 0 Plays forest/jungle corridor music Enemy: rdrr Listed as Area 10 X13 Y48 Automatically win when reach a certain point Returns Guardian to same room, except Corridor 40 is in the room X5 Y249 Blacks out upon entry X6 Y253 Blacks out upon entry X8 Y254 [did not try] ############### Corridor 98 ######################## [CL098] Music Hex: 88 Weapon Hex: Graphic Hex: X18 Y241 "White Bones" tech appearance plays desert corridor music glitches up permanently when use select button, making enemies appear enemies: rdrr, mirror-rdrr X22 Y241 "White Bones" tech-wiring background, but has a field of strange green panels here item boxes and a bunch of other litter is all over after playing for a long time, enters an endless white tech stretch Plays desert corridor music Enemies: small green turrets (spit flashing projectiles), large green quarter-turrets, red turrets in white shells (which shoots rdrr as a projectile), rdrr (spits flashing projectiles), mirror-rdrr (spits flashing projectiles too), unknown tiles (spit diamond-bubbles) X23 Y241 appears as glitched brown and green metal panels with item boxes all over. There are some green giant and small turrets here with red casings. Much of the rubble of walls of white giant turret casings and portions of those casings This level does have a pattern and variation to it Towards the end, it ends in a repeating loop with vertical columns of objects Select button glitches the level to advance, but after a while returns the level to its original state plays desert corridor music enemies: rdrr, mirror-rdrr, red giant turrets (actually flipping quarter-turrets), black holes The enemies in this level are generous with Energy Tanks. The rdrrs here spit flashing chevrons and black holes spit diamond bubbles (the holes can be destroyed) X21 Y242 Plays forest corridor music Appears as a light blue grid over black background with the #22 and some green tiles Scrolls very fast Select glitches it into a field of red and black tiles, then various other forms, including one light blue skies Enemies: rdrr (some spit flashing projectiles, some don’t), unknown enemy which spits flashing projectiles (not rdrr) X8 Y244 "White Bones" tech appearance plays desert corridor music glitches up permanently when use select button ################### Corridor 99 ################### [CL099] Music Hex: D0 Weapon Hex: Graphic Hex: - ################# Corridor 100 ##################### [CL100] Music Hex: F7 Weapon Hex: Graphic Hex: X17 Y222 Sealed X5 Y223 One time... Blacks out upon entry Another time... {FALSE} Plays identical to Corridor 13 Boss: Blue Bombarder Upon beating the Corridor, the Guardian returns to the same coordinates, only it’s Corridor 107 now X7 Y223 Has 4 panels Blacks out upon entry X8 Y223 {FALSE} Plays identical to Corridor 13 Listed as "Area 3 X8 Y23" Boss: Blue Bombarder Beating it warps the Guardian to the same room, except its Corridor 107, which is open X1 Y224 {FALSE} plays identical to Corridor 13 Boss: Blue Bombarder when beaten, arrive at same room, only its Corridor 107 X3 Y224 Has 4 panels Blacks out upon entry X6 Y227 Sealed X17 Y240 Appears as a brown grid over black space with the number 12 on it Select glitches it up With the first use of select, several explosions (which could hurt the Guardian) kept occurring all over the screen, like a display of explosives [a very interesting concept]. The explosives cannot be hit; they are not an enemy Guardian’s ship is orange, with blue jets and blue pulse fire Status bar is brown Scrolls fast No music Enemies: rdrr, mirror-rdrr "Boss": Gem Wall giant slightly arced wall of "gem-like" fragments, which moves after you. Touching the wall hurts you. In the center of the arc on the opposite side, and latter on the bottom in the gem-wall was an orange gem fragment with a small single tile orange cloud above it. Firing at the wall and at the core both registers as boss/miniboss hits. It has no projectiles. X10 Y241 Sealed X11 Y241 Appears as an olive colored grid with the numbers "12" all over it The status bar appears olive and green and the Guardian has orange pulse fire Select changes its appearance During this time, red overlapping squares occasionally appear (blue overlapping squares result from enemies disappearing when boss klaxons sound in some levels in the real course of the game) Enemy: rdrr, hmsv suhl d, ot, hs"w sr"s uh "Boss": 7 Piranha Plants The "boss" is fragments of the ship, namely the lower half, which appear as red & blue, orange tone, or green tone, which randomly appear and reappear. There are 7 of these. They look like "piranha plants", behaving like the donut worm miniboss. They teleport around, materialize, then a vertical portion rises up, then recedes, then the thing disappears. They make a boss/miniboss noise when hit and are vulnerable only when the vertical portion is raised X13 Y241 Sealed X15 Y241 Sealed X2 Y243 Playable The Guardian’s ship here is a yellow-green and her pulse fire and engine flame are red. Initially appears as a black & <> grid with the number 1 interspersed Level’s background changes when you go to the select screen and return Some of the possible segments based on going to the select screen produce areas that resemble Zanac or look like cities. No Music Moves very fast Unbeatable Enemy: Ducks, rdrr "Boss": Ghost of the Guardian’s Wreck, String of Pearls, or likely other possibilities I played this level twice, and the two times I was there, there was something there that made the sound bosses & minibosses make when hit, but an infinite number of shots could not beat them. Also, when touched, the Guardian makes the sound of being hit and her white shields appear around her. One time it took the form of a pile of wreckage of the Guardian’s yellow-green ship in the upper right. Another time it had a "string of pearls" appearance on the lower screen. This one was weird. There was 8 of them and they looked like red-white explosion clouds and would flicker in a random pattern, only when they flickered and revealed an empty interior with a red ring form were they vulnerable to being hit. This produced the effect of being like a shelled boss that is only vulnerable when it flickers/rotates its shell. It had a definite pattern to it. 2-3 would flicker at one time out of 8. It is very tough to move and respond to the short window they are vulnerable. X22 Y248 Sealed X2 Y252 Sealed X4 Y252 Sealed X7 Y252 Sealed X0 Y253 Sealed X1 Y253 Sealed X3 Y253 Sealed X5 Y253 Sealed X7 Y253 Sealed X11 Y253 Sealed X5 Y254 Sealed X7 Y254 Sealed X10 Y255 Sealed ################### Corridor 101 #################### [CL101] Music Hex: A5 Weapon Hex: Graphic Hex: X4 Y221 "White Bones" tech-wiring appearance no music glitches up once X3 Y222 "White Bones" tech-wiring appearance no music glitches up once listed as Area 10 X4 Y222 "White Bones" tech-wiring appearance no music glitches up once scrolls fast X5 Y222 "White Bones" tech-wiring appearance no music glitches up once X20 Y241 Entering the room results in the Guardian automatically jumping out and the corridor exploding, leaving a Grenade X21 Y241 Entering the room results in the Guardian automatically jumping out and the corridor exploding, leaving a Grenade X22 Y241 Entering the room results in the Guardian automatically jumping out and the corridor exploding, leaving a Grenade X23 Y241 Blacks out upon entry X21 Y242 Entering the room results in the Guardian automatically jumping out and the corridor exploding, leaving a Grenade X2 Y243 "White Bones" appearance No music, no enemies, level moves very fast X4 Y243 "White Bones" appearance No music, no enemies Unbeatable X10 Y245 Entering the room results in the Guardian automatically jumping out and the corridor exploding, leaving a MultiBullet (which when collected makes no sound) X23 Y245 Entering the room results in the Guardian automatically jumping out and the corridor exploding, leaving a Cutter Laser X1 Y254 "White Bones" tech-wiring appearance no music glitches up once X7 Y255 "White Bones" appearance no music scrolls fast glitches once & permanently with select X8 Y255 "White Bones" appearance no music scrolls fast glitches once & permanently with select ############## Corridor 102 ######################### [CL102] Music Hex: 47 [Track 71: hitting start or select button] Weapon Hex: Graphic Hex: X22 Y242 Blacks out upon entry, but if you hit a few buttons, you’ll be able to see a frozen glitched screen X23 Y243 Blacks out upon entry, but mashing some buttons produces a frozen glitched screen ############## Corridor 103 ####################### [CL103] Music Hex: 85 Weapon Hex: Graphic Hex: - ################## Corridor 104 ##################### [CL104] Music Hex: 78 Weapon Hex: Graphic Hex: X21 Y241 Screen frozen, game frozen No Guardian, no music Dark blue lifebar, stat bar is all black Red tech wiring is the background X22 Y241 Red tech wiring in the background Screen frozen, game frozen No Guardian, no music Dark blue lifebar, stat bar is all black X21 Y242 Appears as a screen of red tech-wiring Status bar is black and dark blue The screen and game are frozen X5 Y244 Screen frozen, game frozen Red tech wiring is the background Blue lifebar X9 Y244 Screen frozen, game frozen No Guardian, no music Dark blue lifebar, stat bar is all black Red tech wiring is the background ################ Corridor 105 ###################### [CL105] Music Hex: A5 Weapon Hex: Graphic Hex: X6 Y224 did not try ################ Corridor 106 #################### [CL106] Music Hex: 30 [Track 48: collecting a Heart item] Weapon Hex: Graphic Hex: X20 Y242 Blacks out upon entry ################### Corridor 107 ##################### [CL107] Music Hex: 29 [Track 41: firing sound #4- sounds more spaced out] Weapon Hex: Graphic Hex: X5 Y223 Accessed by beating Corridor 100 at the same coordinates (itself accessible from Area 3) Blacks out upon entry X8 Y223 {FALSE} Accessed by beating Corridor 100 at the same coordinates (itself accessible from Area 0) Plays identical to Corridor 15 Listed as "Area 5 X8 Y23" Boss: Green Clawbot Beating it results in jumping out of Corridor 86 at the same coordinates and leaving an Energy Tank behind, which when collected makes boss music play ("military aquatica" track) X1 Y224 {FALSE} Accessed by beating Corridor 100 at the same coordinates Plays identical to Corridor 15 Boss: Green Clawbot Beating it results in appearing outside Corridor 107 with the gates open X4 Y225 Appears as a strange, irregular red grid no music no scrolling; is a single screen Red pulse fire and red jet engine flame The lifebar is a dark red ################## Corridor 108 #################### [CL108] Music Hex: 9F Weapon Hex: Graphic Hex: - ##################### Corridor 109 ################### [CL109] Music Hex: 09 [Track 9: Labyrinth 0] Weapon Hex: Graphic Hex: - #################### Corridor 110 ###################### [CL110] Music Hex: 50 Weapon Hex: Graphic Hex: - ##################### Corridor 111 ################### [CL111] Music Hex: 85 Weapon Hex: Graphic Hex: X19 Y218 Blacks out upon entry X5 Y219 Blacks out upon entry X23 Y246 Blacks out upon entry X6 Y255 Blacks out upon entry ################### Corridor 112 ###################### [CL112] Music Hex: 30 [Track 48: sound of collecting a Heart item] Weapon Hex: Graphic Hex: X3 Y217 "White Bones" tech appearance no music, but plays the same sound as collecting a Heart item at the start select/glitch once X2 Y219 "White Bones" tech appearance no music X5 Y219 "White Bones" tech appearance no music select/glitch once X5 Y232 "White Bones" tech appearance no music select/glitches once X19 Y239 "White Bones" tech appearance no music select-glitch/once X1 Y252 "White Bones" tech appearance no music select/glitch once X3 Y252 "White Bones" tech appearance no music select glitches it up once X6 Y252 "White Bones" tech appearance no music select glitches the graphics up, works only once X7 Y252 "White Bones" tech appearance no music select glitches it up once X0 Y253 "White Bones" tech appearance no music select/glitch once X1 Y253 "White Bones" appearance no music scrolls fast glitches once & permanently with select X4 Y253 "White Bones" tech appearance no music select/glitch once X5 Y253 "White Bones" tech appearance no music select-glitch/once X6 Y253 "White Bones" tech appearance no music select glitches the graphics up, works only once X8 Y253 "White Bones" tech appearance no music select glitches the graphics up, works only once X10 Y253 "White Bones" appearance no music scrolls fast glitches once & permanently with select X12 Y253 "White Bones" appearance no music scrolls fast glitches once & permanently with select ##################### Corridor 113 ################### [CL113] Music Hex: 20 [Track 32: bullet hitting a target, penetrating] Weapon Hex: Graphic Hex: X19 Y222 Blacks out upon entry X4 Y223 Blacks out upon entry X5 Y226 {FALSE} Appears as "White Bones" tech-wiring Plays Area 1,2 music Scrolls fast Glitch-proof #################### Corridor 114 #################### [CL114] Music Hex: 48 Weapon Hex: Graphic Hex: - ################## Corridor 115 ###################### [CL115] Music Hex: D7 Weapon Hex: Graphic Hex: - ################# Corridor 116 #################### [CL116] Music Hex: A5 Weapon Hex: Graphic Hex: X6 Y016 Valley 2-3 Sealed X16 Y240 Accessed by beating Corridor 16 at the same coordinates Sealed X17 Y240 Sealed X20 Y240 Sealed X21 Y240 Sealed X21 Y241 Sealed X22 Y241 Sealed X19 Y242 Sealed X22 Y242 Sealed X23 Y243 Accessed by beating Corridor 6 in the same room Sealed X9 Y244 Sealed ################# Corridor 117 ###################### [CL117] Music Hex: 51 Weapon Hex: Graphic Hex: X6 Y007 Valley 9-1 Also accessible via teleporter Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving Enemy Erasers as the prize or in another instance, a Shield Booster as the prize, and another time, a Speed Booster When accessed by password, it leaves a MultiBullet X7 Y008 Valley 9-1 Also accessible via teleporter Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving Enemy Erasers as the prize. Another time, it was a Speed Booster When accessed by password, it leaves a MultiBullet X14 Y008 Valley 4-5 Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving MultiBullet as the prize. X4 Y009 Valley 1-2 Also accessible via teleporter Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving a Speed Booster as the prize, and another time a Fireball When accessed by password, it leaves a MultiBullet X5 Y019 Valley 2-3 Upon entry, the Guardian automatically jumps out, the corridor explodes, and MultiBullet is left behind X4 Y222 Upon entry to the screen, the Guardian jumps out automatically of the corridor and beats it, leaving a Grenade as the prize X5 Y223 Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving a Red Lander as the prize X19 Y222 Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving a MultiBullet as the prize X20 Y222 Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving a MultiBullet as the prize X17 Y240 Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving a Speed Booster as the prize X21 Y243 One time... Upon entry to the screen, the Guardian jumps out automatically of the corridor and beats it, leaving a Cutter Laser as the prize Another time... Upon entry to the screen, the Guardian jumps out automatically of the corridor and beats it, leaving a Grenade as the prize, which makes no sound when collected X9 Y244 Upon entry to the screen, the Guardian jumps out automatically of the corridor, it explodes, leaving a MultiBullet as the prize [with all of these, all real corridors are left intact meaning this does not correspond with any of those] #################### Corridor 118 ################# [CL118] Music Hex: 20 [Track 32: bullet hitting a target, penetrating] Weapon Hex: Graphic Hex: X4 Y223 Plays identical to Corridor 1 Boss: Blue Fleepa [did not beat] X7 Y223 Blacks out upon entry X5 Y224 did not try X6 Y224 4 panels Blacks out upon entry X5 Y254 Appears as green tech-wiring Plays Area 10 labyrinth music #################### Corridor 119 ################### [CL119] Music Hex: 00 [nothing] Weapon Hex: Graphic Hex: X11 Y225 Plays identical to Corridor 1 Boss: Blue Fleepa [did not beat] X4 Y251 Blacks out upon entry X2 Y252 Blacks out upon entry #################### Corridor 120 ##################### [CL120] Music Hex: 80 Weapon Hex: Graphic Hex: X1 Y025 Blacks out upon entry X5 Y221 Sealed X8 Y221 Blacks out upon entry X15 Y221 Blacks out upon entry X16 Y221 One time... Blacks out upon entry Another time... Upon entering, the Guardian automatically jumps out, the corridor explodes and leaves a MultiBullet behind X17 Y221 No panels, but did not open up! Opens when you hit select button or just when you are in the process of transporting out of the room with one of the room’s portals "White Bones" tech-wiring parts of Guardian’s ship missing no music select glitches it up once X18 Y221 Blacks out upon entry X19 Y221 One time it was open [did not try] one time it was Sealed X20 Y221 [did not try] X21 Y221 [did not try] X22 Y221 [did not try] X23 Y221 [did not try] X2 Y222 {FALSE} Plays identical to Corridor 10 listed as "Area 10" Boss: Red Eyegore beating it results in being teleported back to the same room, with Corridor 120's gate still open X3 Y222 One time... Blacks out upon entry Another time... Sealed X4 Y222 Blacks out upon entry X5 Y222 One time... No panels Blacks out upon entry Another time... Sealed Another time... Appears as "White Bones" techno-wiring Desert corridor music Select glitches it up permanently Another time... Has 4 panels Blacks out upon entry Another time... {FALSE} Plays identical to Corridor 8 Boss: Red Grimgrin WIN: Triangle Key Warped back to the same coordinates, but it’s a different Corridor 120 THAT Corridor 120 then plays identical to Corridor 0 Boss: Defense System Beating this one results in being warped back to an empty orange corridor room X6 Y222 One time... No panels Blacks out upon entry One time... Sealed One time... 4 panels Blacks out upon entry X7 Y222 Blacks out upon entry X8 Y222 Blacks out upon entry X9 Y222 Blacks out upon entry X10 Y222 Blacks out upon entry X11 Y222 Blacks out upon entry X12 Y222 Blacks out upon entry X13 Y222 Blacks out upon entry X14 Y222 Blacks out upon entry X15 Y222 Blacks out upon entry X16 Y222 Blacks out upon entry X17 Y222 Blacks out upon entry X18 Y222 Sealed X19 Y222 Sealed X21 Y222 Sealed X18 Y222 Blacks out upon entry X19 Y222 Sealed X20 Y222 [did not try] X21 Y222 [did not try] X22 Y222 Sealed X0 Y223 did not try X3 Y223 Blacks out upon entry X4 Y223 Sometimes with 4 panels, sometimes with no panels [did not try] X5 Y223 [did not try] X6 Y223 [did not try] X7 Y223 [did not try] X9 Y223 [did not try] X10 Y223 [did not try] X1 Y224 [did not try] X4 Y224 [did not try] X5 Y224 [did not try] X7 Y224 [did not try] X4 Y225 [did not try] X5 Y225 [did not try] X6 Y225 [did not try] X5 Y232 Blacks out upon entry X21 Y241 Blacks out upon entry X22 Y241 One time... Appears as green tech-wiring, with red and brown panels by the start Leads to a repeating loop of a single giant red panel with a light blue center in the midst of all the green wiring No music, no sound Parts of the Guardian’s ship are missing Select glitches up the green wiring part Another time... blacks out upon entry X21 Y242 Blacks out upon entry X13 Y243 Blacks out upon entry X1 Y254 Blacks out upon entry X6 Y254 Blacks out upon entry X10 Y254 reached via teleporter Blacks out upon entry X17 Y254 Accessed via teleporter Appears as all black background, no details of any sort Plays organic corridor music Glitch-proof X0 Y255 Accessed via teleporter Blacks out upon entry [this room, any many others, have a square of glitched blocks in them, which when collected, make it appear as if the corridor is closed {it is not} and play the end of the game music] X2 Y255 Blacks out upon entry X4 Y255 One time... Blacks out upon entry Another time... Appears as "White Bones" techno-wiring No music Glitches up permanently with select X6 Y255 Blacks out upon entry X7 Y255 One time... Has 4 panels Blacks out upon entry Another time... Has no panels Blacks out upon entry Another time... Sealed Another time... No panels Appears as green tech-wiring Plays Area 10 music Glitches up X8 Y255 [did not try] X9 Y255 Has 4 panels Blacks out upon entry X10 Y255 Appears as a salmon (pink-orange) grid over black space with the # 22 in it The Guardian’s ship is orange & white The lifebar is also a salmon color Pulse fire and jet engine fire is green No music [no movement?] X17 Y255 Accessed via teleporter Blacks out upon entry X18 Y255 Accessed via teleporter Blacks out upon entry X19 Y255 Accessed via teleporter Blacks out upon entry ################ Corridor 121 ######################## [CL121] Music Hex: 20 [Track 32: bullet hitting a target, penetrating] Weapon Hex: Graphic Hex: X15 Y240 Blacks out upon entry X18 Y241 Blacks out upon entry X23 Y242 Blacks out upon entry X2 Y255 Blacks out upon entry ################ Corridor 122 ####################### [CL122] Music Hex: 60 Weapon Hex: Graphic Hex: X18 Y241 Blacks out upon entry X23 Y243 Could not reach to enter due to gray blocks being in the way and unable to walk through them- unreachable basically X23 Y250 Blacks out upon entry #################### Corridor 123 ##################### [CL123] Music Hex: E5 Weapon Hex: Graphic Hex: X18 Y240 Green tech-wiring appearance, with brown & red metal panels near the start and red metal bars every so often No music, no sound Parts of the Guardian’s ship are missing here X4 Y251 Green tech-wiring appearance No music Parts of the Guardian’s ship are missing here Enemies: hidden enemies that spit red twisted projectiles that arc up and down at you Endless sequence of colored pyramids on the left side here ################# Corridor 124 ################ [CL124] Music Hex: 20 [Track 32: bullet hitting a target, penetrating] Weapon Hex: Graphic Hex: X9 Y029 Blacks out upon entry X2 Y219 Blacks out upon entry X5 Y243 Playable Black & white geometric pattern No music, no enemies Unbeatable ################### Corridor 125 ################### [CL125] Music Hex: BD Weapon Hex: Graphic Hex: X0 Y253 Has 4 panels Blacks out upon entry X4 Y253 Blacks out upon entry #################### Corridor 126 ###################### [CL126] Music Hex: E5 Weapon Hex: Graphic Hex: X22 Y218 Purple, blue, red, white, black garble No sound Freezes up very easily Enemies: blue sandpiles X3 Y219 Blacks out upon entry X6 Y223 Sealed X3 Y224 Sealed X4 Y224 Sealed X17 Y240 Corridor room is very glitchy Playable Appears as extremely glitchy level with the status bar blacked out and black bars on the sides, text segments can be seen in the blue, red and white central part which is the level, things like "someone is ding t", "this ", "huo s star ‘NAJU’ have" No Music, no sound The screen freezes up for a few seconds every so often, and the level freezes eventually. This level has severe playability problems X20 Y240 One time... Blue, red, and white gibberish with a central red & blue aisle No music Scrolls fast Field of blue & red rocks with red rocks amidst the patterns Loops around after this Can glitch into blue and red field of the #90 Select/glitch works only once Enemies: blue sand piles, hidden glitched giant-skulls, invisible enemies, hidden small eyes Blue sand piles come from the side and sometimes spit flashing projectiles (300 pts) There are also red & blue glitched hidden giant immobile skulls There are also invisible things that can be blasted (200 pts) [the results here were found twice with 2 different wanderings] other patterns are a light blue grid over black background one background has blue sandpiles stream out Boss: Red "fragment boss". With some backgrounds, it lays red glitched seaweed, Red Pyramid Boss, Unique String, Thundercloud, 8 red pulse shots, Red & Blue Glitch-Blocks- all these bosses could be hurt and could hurt you Once got a white field with red rocks, where one tap makes the Guardian move superfast At one point I got an automatic victory without even trying, where no sound was made and the transformation sequence back was occurring, which played twice after a pause and black screen inbetween, then sent me back to the same room except without any music Another time I played it, I found a boss that was a giant red pyramid, it appeared briefly, then the game glitched out. I was able to encounter the giant red pyramid again, but 1 hit from it killed the Guardian instantly, causing the ship to explode, then freeze unexploded. Another time I played it there were 4 things lined up horizontally, from left to right, a red small cloud, a blue small cloud, a small red explosion, and another red small cloud. They each spit different colored double bits (2 little circles of the same color adjoined), red double bits, blue double bits, and orange double bits. They track the Guardian vertically (not horizontally). The game froze after a while. This boss appeared when I got a flashing small light blue cloud that spit out little red double bits (2 little red circles adjoined). The rest followed after a while. Another time I played it, I got 8 red pulse shots aligned across horizontally. They tracked the Guardian vertically Another time I played it, I got 2 glitched blocks, one red and one blue, they both moved back and forth horizontally at the same position, blue on top, red on bottom. The game glitched up after a while Another time... Blacks out upon entry X20 Y241 {FALSE} Plays identical to Corridor 0 Boss: Defense System Returns the Guardian to an empty orange corridor room X19 Y254 Blue grid on a black background, then a jumble, one section is a sky blue grid, then goes back to the blue grid. This one has the same 4 extra weapons as X16 Y55 Corridor 126 At the start these strange ghost light blue things jump from the sides, looking like Boss 3 from Blaster Master (grid circle in the center, circle-bars coming out from it, overall square shape). This only occurs at the start. X16 Y255 Blue grid on black background, some masses of blue-red organic shapes After that segment, it normally reaches a lighter blue grid with red computer chips interspersed about No music Scrolls extremely fast Automatically start out with: MultiBullets (blue), Backfire (blue), Wave Attack (green), Bullet Shield (purple) ###################### Corridor 127 ################## [CL127] Music Hex: 4C Weapon Hex: Graphic Hex: X17 Y221 [did not try] X18 Y221 Blacks out upon entry X6 Y222 Blacks out upon entry X10 Y222 [did not try] X3 Y223 Blacks out upon entry X4 Y223 Sealed X5 Y223 Blacks out upon entry X6 Y225 Accessed by beating Corridor 26 at the same coordinates, itself Blacks out upon entry Another time... {FALSE} Plays as Corridor 0 Boss: Defense System When beaten, it warps you back to the same room with Corridor 127 open again X9 Y225 [did not try] X18 Y239 Blacks out upon entry X21 Y239 Blacks out upon entry X19 Y240 Blacks out upon entry X20 Y240 {FALSE} Plays identical to Corridor 0 Boss: Defense System Warped to empty orange corridor room X21 Y240 Blacks out upon entry X23 Y240 Accessed by an automatic victory (no glitch weapon used) in Corridor 49 at the same coordinates Blacks out upon entry X13 Y241 Appears as extremely glitched (meaning the Guardian & status bar are deformed) red & green streams over black background Plays Miniboss music Select button freezes it X20 Y241 Blacks out upon entry X21 Y241 Blacks out upon entry X11 Y242 Blacks out upon entry X19 Y242 "White Bones" appearance no music scrolls fast glitches once & permanently with select X3 Y243 Blacks out upon entry X4 Y255 Blacks out upon entry X8 Y255 Blacks out upon entry X17 Y255 Accessed via teleporter Blacks out upon entry X19 Y255 Accessed via teleporter Blacks out upon entry ############# Corridor [black box] ################## [CLBB] X23 Y243 In place of the number is a black box which spills over the metal rim of the corridor sign Results vary randomly. Timing of entry and perhaps even whether the ice corridor music has been triggered has an impact on the results. Here is a list of the possible results for this Corridor. These are all known possibilities, not necessarily all possibilities: Blacks out upon entry Playable, graphics intact, white-blue structures, Area 1 overworld music, no enemies, unbeatable Playable, blue rocky squares (part of underwater habitat), no music, no enemies, unbeatable Identical to Corridor 0- Boss: Defense System, sent back to an empty orange corridor room Identical to Corridor 6- Boss: Glider, WIN: Plus Key, sent back to a very very glitchy room. Listed as Area 6 X23 Y43 during flight. Identical to Corridor 21- Boss: TGL’s Greatest Hits, beating all 6 bosses results in the NAJU destruction sequence shown and an automatic transition to Corridor 22. Identical to Corridor 22- Boss: It, beating the boss results in the game’s ending being shown ############## Corridor [blank space] ################# [CLBL] X1 Y218 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and MultiBullet being left behind X3 Y219 Plays identical to Corridor 0 [did not beat] ############# Corridor [glitch symbol] ################# [CLGL] X2 Y219 One time... Blacks out upon entry Another time... plays identical to Corridor 0 [did not beat] #### Corridor [Yellow 1, 2nd number blocked], AKA De Facto Corridor 13 #### [CL013] The room appears the same each time, text saying "Corridor 1" with the 2nd digit spot blocked, with Corridor in white and 1 in yellow, a square of brown blocks over the corridor gate and an enemy, rdrr flying off from the top to the right side of the screen. I'm 100% confident the hidden number is a 3 and thus this is Corridor 13. The consistent results across many rooms and what happened at X1 Y255, where beating Corridor 1[X] resulted in being sent back to Corridor 13 confirm this. X5 Y253 Accessed from Area 4 Plays identical to Corridor 13 Boss: Blue Bombarder [did not beat] X9 Y254 Accessed from Area 2 Plays identical to Corridor 13 Boss: Blue Bombarder [did not beat] X10 Y254 Accessed from Area 1 Plays identical to Corridor 13 Boss: Blue Bombarder [did not beat] X11 Y254 Accessed from Area 2 Plays identical to Corridor 13 Boss: Blue Bombarder [did not beat] X12 Y254 Accessed from Area 1 Plays identical to Corridor 13 Boss: Blue Bombarder [did not beat] X1 Y255 Accessed from Area 8 Plays identical to Corridor 13 Boss: Blue Bombarder Sent back to the same coordinates, only the room is Corridor 13 now (definitively) ############ Corridor 1[2nd number blocked, if any] ########## X21 Y218 Sealed ########## Corridor 2[2nd number blocked, if any] ########### X4 Y223 Sealed ############# Corridor 2[Black Box] ################## X15 Y222 Sealed X19 Y222 Sealed ########### Corridor [first digit blocked]4 ################# X17 Y219 Hit select button to open it Blacks out upon entry Note: This may be Corridor 64 #Corridor [1st digit, if it exists, is blocked]1[3rd digit space blocked]# X4 Y219 Sealed ################ Corridor [???] #################### [CL???] One time... Corridor listed as Area 10 X10 Y010 Accessed via teleporter- used the teleporter in Corridor 32 (X17 Y240) sending the player to auto-jump out of Corridor 43 at the same coordinates. When the teleporter is used in that room, it leads to a transformation sequence at these coordinates "White Bones" tech appearance Plays miniboss music Scrolls extremely fast Glitch-proof Another time... Corridor listed as Area 10 X10 Y010 Accessed via teleporter, using it resulting in just suddenly playing the corridor. A segmented blue grid over a black background with a broken up red grid inbetween it ############### Corridor [???] ################## [CLJNK] All of these are different rooms where the Corridor number was obscured by junk, debris, or other material X18 Y218 mirror-rdrr enemy in the room Played as Corridor 13 X18 Y218 Instant blackout X18 Y218 Upon entering the room, the Guardian automatically jumps out, the corridor explodes, leaving a Red Lander X18 Y218 At these coordinates, I was in a corridor room that was very messed up (the gate couldn’t be opened or even seen as it was under a whole bunch of junk). I used a teleporter glitch weapon, the game froze for a while, then I appeared playing inside Corridor 12 Boss: Red Fleepa When beaten, it was apparent the game was in TGL mode, only thing is it went next to Corridor 15 Boss: Green Clawbot Corridor 5 Boss: Zibzub [I did not play past this point] X20 Y218 rdrr enemy in the room played identical to Corridor 13 Boss: Blue Bombarder [did not beat] X2 Y219 Appears as grid of blue underwater rocks no music Glitchproof Firing MultiBullet caused victory music to play and the Guardian to fly off Blacks out upon the return sequence, then resumes, with Guardian appearing back at the same room with the gate open X3 Y219 Appears as a light blue grid over a black background with green blocks amongst it plays organic corridor music listed as Area 10 enemies: rdrr, mirror-rdrr select glitches it up once Another time, it had the same results, but one difference, shortly after the start of the level, 4 red & white fragments of ships appeared. All would make the sound of a boss being hit when fired upon. Sometime later, a giant , shield shaped "head" (narrow, cone-like, with the tip facing down) appeared in the upper left corner and started to scroll over. Then it and the 4 fragments disappeared. This was all before select was used. The head was red & white too. X18 Y219 Has 4 panels Mirror-rdrr is in the room Gate is closed, use select to open it up Jumping in results in an instant blackout, no transformation sequence X2 Y220 Entering the room results in the Guardian automatically jumping out of the corridor, it exploding, and a glitched box being left behind, which when collected plays Area Labyrinth 6,9 music X5 Y254 Accessed from Area 8 Appears as a light blue grid with the #22 and brown blocks Glitches up once Enemies: rdrr ################# "?orridor ???" ################# listed as "? ??? ? ? ???" going to the map reveals this is [Area ??] X2 Y254 blacks out upon entry ############## Glitched Corridor 0 #################### When I used a glitch weapon at Corridor 0 (X15 Y0), accessed via teleporter, and then used select, the graphics for the level were dramatically altered. The enemies were the same, except those diamond-shaped tiles, which were red and the small turrets were simply glitched. The whole level looked organic, with red & blue colors. The end boss was a blue set of eyes instead of a set of turrets. The eyes were all blue, including the white parts. It was listed as Area L X15 Y10 ######### Always Mislabelled Corridor ################# Using the teleporter, I arrived at X19 Y255, a Corridor 0 room, and entered, but it played as Corridor 9. I beat Blue Eyegore, got the Rectangle Key, and arrived back at the same coordinates, but it was Corridor 11. I entered it, but found it played as Corridor 5. I beat Zibzub and the game blacked out upon return. So, to sum it up: Corridor 0- False Label, really Corridor 9 Corridor 11- False Label, really Corridor 5 ********************************************************************** *********************** SUBMISSIONS ******************************** ********************************************************************** [1010] I welcome all submissions to expand our collective knowledge of this strange realm. People can contact me by email at zoogelio@yahoo.com. I will only check it once a week since it is not my primary account. If you report a new corridor, new version of a documented corridor, or some strange observation, please provide coordinates and screenshots if possible (I like visual proof. Besides, it helps me to compare it with other screenshots from the Lost Frontier. Screenshots can be taken with a NES emulator, though ideally, I would prefer submitters post their pics on some image hosting website like Image Shack and then provide me the link to the pics rather than send them to me as an email attachment. If anyone wants to chime in and provide a theory as to why the game has these strange properties for the Lost Frontier, be my guest. People have deciphered Metroid's hidden worlds as well as other strange glitches from the NES and SNES era, but since this one was never documented before, no one has given it any thought. Whenever anyone contributes, I will note their name next to whatever piece they contributed. I would really like people with technical knowledge to provide their voice to a discussion since that is the way the strange rules governing the Lost Frontier will be understood. If anyone can provide any expertise or answers to the mysteries of the Lost Frontier, please, by all means, email me. ************************************************************************ ****************************** THANKS TO... **************************** ************************************************************************ [1011] Lee Eric Kirwan, who deciphered the password system enough to provide me with *the* password to a room which provides access to the Lost Frontier as well as the formula for generating passwords to every room on the 32 x 32 grid, allowing me to explore areas I can't get to simply by walking. He also answered many of my technical questions about the game on the Gamefaqs message board for TGL. Kuzeelar, who made the jump in logic that the game reads the next line of code as a continuation of the first line of code for every quality in the corridor and who also supplied the hex data for me. Minstrel, who discussed the NES assembly language. And, i would hope, more people as some readers of this become explorers of the Lost Frontier themselves and provide me with accounts and data from their explorations so I can have more people to thank. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tasks to do in Later version updates: Fill in any remaining missing passwords Fill in data entries for some corridors that just give the coordinates Identify areas of some miniboss entries Get a complete index of the different appearances inside the glitch corridors and create an index of the habitats and variations. Get graphics and weapon hex data for Corridors 23-127. Select the best pictures from my few thousand that I took of the Lost Frontier as well as the most representative of certain aspects of the frontier and host them on some site like Image Shack and provide the links in this FAQ Maybe get some ASCII art of the Guardian or whatnot to form a better looking title for the FAQ than the simple text I have there now