Collectable Objects
These sprites can be collected by moving over them. Most of them bring good benefits but there are odd ones that are best avoided.
Jewel: You must collect these and deposit
them in whirlpools. Once enough are collected, the exit will open up and you can
finish the level.
Super jewel: Like a jewel but worth 3
times more score. These won't fall when a space is under them like a standard
jewel does.
Peridot: Behaves like a jewel but will
cure the effects of alcohol and hallucination when collected. Also, you are
immune to these effects while ever a peridot is in your trail.
Inverse Jewel: This will deduct a jewel
from your total when deposited.
Auto-jewel (new):
Instead of hanging behind you in a trail, this jewel doesn't need taking to a
whirlpool and will be collected straight away. Other than that it behaves like a
normal jewel.
Invincible: Protects you from all hazards except C4. Any following jewels are
also protected. The invincible will expire after a short amount of time has
passed.
Shield: Protects you from death once. When you are hit, the shield will disappear
and you will flash for a short while, where you can get away from the hazard.
The shield will not expire with time.
Speed pill (new):
This will almost double your movement speed for a while.
Ghost pill (new):
You will turn into a white ghosty image for a while. For this duration, you can
pass over any destructible object that you couldn't before. Walls, jewels, rocks
etc. are all like empty spaces now. Although be aware that these sprites will
still behave the same otherwise. You can still collect jewels, or be killed by a
mine. You can't push anything though and you can't pass over anything that can't
be destroyed such as a solid wall.
Break Jewel Limit: Collecting this will extend your maximum jewel carrying
capacity by 5 jewels. The effect is cumulative if you collect more but will stop
at 40.
Extra Life: Gives an extra life.
Orb: Orbs are needed to get through orb doors. They work a little like keys, but
more than one are usually needed to open a door.
Double Orb: Doubles the amount of orbs you are carrying.
Bomb: Once collected, a bomb can be planted anywhere, and will explode shortly
after, destroying a 3x3 grid centered on the bomb. Obviously, bombs cannot
destroy the indestructible objects.
Double Bomb: Doubles the amount of bombs that you have.
Keys: Keys are needed to open the doors with keyholes. Gold, silver and white keys open
gold, silver and white doors respectively.
Rainbow Key (new):
This key can open any of the 3 doors. If you have the correct key for a door it
will be used first, otherwise a rainbow key will be used to open the door.
Alcohol: Makes you drunk. You will find your controls reversed; up moves down,
down moves up etc. This is more difficult to handle than it sounds. Best
avoided.
Magic Glasses: Once collected, this will make you hallucinate. You will see
objects that aren't there and your display may start to lie or even go mad.
Other side effects may happen.
Score Token (replacement for bonus token): Gives you 2500 points.