Walls and basic sprites
These sprites are stationary and do not move. Most will block your path while others are permeable by you or other objects
Empty space: Can be moved into by you,
monsters, or objects that fall. When an object is removed or moves somewhere
else, an empty space is usually left behind
Soil: As far as you're concerned this is
like an empty space. However, monsters and falling objects cannot move into soil
and will be blocked. When you pass over soil, it becomes an empty space.
Toll:
Also can be stepped into by you only. This space will charge you one jewel for
stepping on it, and will be deducted from your total. This space has no effect
if you don't have any jewels.
Cancel (new):
Stepping on this will remove any powerups you have collected.
Strong wall: Walls cannot be passed over.
The strong wall is indestructible and can't be moved. Every level is surrounded
by this wall at the edges, meaning nothing can leave the game area.
Tunnel (new):
Provides 2 separate planes. You or monsters can travel in it or over it. To go
in it you need to move into an opening. If you move onto the side walls of it
you will pass over it instead. Only you or monsters can step onto a tunnel and
sprites inside a tunnel won't interfere with sprites over the tunnel. i.e. you
are safe to pass over a tunnel that a monster is inside without it killing you.
Tunnels can't be destroyed.
Tunnel wall (new):
This is like a strong wall. You cannot pass over it. It also acts as a tunnel.
If you are inside a tunnel, you can pass under this space. You can't enter
or leave a tunnel network from this space.
Weak wall: Behaves like a strong wall but
can be destroyed. An explosion will remove this wall.
Growing wall: Like a weak wall. When an
empty space faces the arrows on the wall, it will grow into that space. Growing
walls can grow either vertically, horizontally or in all 4 directions.
Fragile wall: Like a weak wall. This wall
is extra weak and will be destroyed if a rock or anvil lands on the top of it.
Pushable wall: Like a weak wall. This
wall can be pushed in all 4 directions and if pushed into a socket, the wall and
socket disappear. It does not fall like rocks.
Pushable strong wall (new):
Identical behavior to a pushable wall except this one cannot be destroyed. It
can be used to stop lasers by pushing it in the path as lasers cannot pass
through indestructible objects.
One Step: Can only be stepped on once after which it will turn into a strong
wall. It's indestructible even before it becomes a wall.
Rock Generator: Behaves like a strong wall. If a space is under it, it will
generate a rock. The small box contains an infinite amount of rocks so be
careful!
Exit: Once enough jewels have been
collected, you can exit the level by stepping onto this. It cannot be destroyed.
Socket: Like a weak wall. This can be removed via destruction or by pushing a
pushable wall into it.
Key Door. Gold, silver and white doors are
opened with gold, silver and white keys respectively. Opening a door consumes one key.
Other than that they share al the characteristics of a strong wall; it wont blow
up and certainly won't move.
Orb door: Can be opened by expending x
amount of orbs. The amount of orbs needed is written on the door. It cannot be
destroyed by more forceful means.
Triplicator: When an object falls in the top, 3 of it come out from the other
sides provided that the spaces are empty. It can be destroyed.
Filter: Behaves like a weak wall.
When a falling object like a rock lands on this, it may pass through if the
space underneath it is empty. You or monsters cannot pass through, only sprites
bound by the laws of gravity.
Inverter: Like a filter, allowing
sprites to pass. This will turn the object into something of a more opposite
nature. The below list shows how the sprites are opposed. Unlisted objects
aren't affected.
Jewel and Rock
Orb and Anvil
Peridot and
Inverse Jewel
Weak Rock and Explosive Rock
Gold Key and Silver Key
White
Key and Rainbow Key
For example, a silver key will become a gold key.