Post by Bobik on Jul 12, 2016 16:09:21 GMT
This idea came to me after I read Domi2005 's Zuma guide and from reading this really good Luxor FAQ: www.gamefaqs.com/pc/929558-luxor/faqs/52492
(due to the copyright disclaimer, I emailed to FAQ's author whether or not I can make a link in here, but I didn't get an answer so... if I ever goto prison, it's because I linked this thing in here ).
Anyways, I got an idea to write down my Tips & Tricks for Luxor (beware: wall of text ahead!). Let's begin with general gameplay hints:
a) Powerups is the key - first make like-colored pairs and then destroy them in a row to recieve lots of powerups to help you beat the level. Also, triple chain reactions will grant you powerups.
b) Create chain reactions whenever you see a good opportunity to do that. Not only they will give you powerups and points, but also push the sphere group far away from the pyramid! They also increase the chance of spawning a coin.
c) Use bridges to your advantage, by shooting off unnecessary spheres or shooting a sphere group above.
d) In certain moments, collecting powerups may be unwanted, for instance, when you just collected a stop or reverse powerup, you don't want to colllect a slow powerup as it will stop the previous powerups which are better. Color bombs may be unwanted if you have good spheres on the board of that color or if the bomb breaks a big chain reaction. Collecting a special-sphere powerup will remove a sphere which you are currently holding which is unwanted if that sphere is also a special sphere,
e) use right click to put special spheres back, and use them later,
f) a new sphere group enters the board if the scarab in the previous one has reached a certain point in the maze, usually in the middle of it although it varies on number of colors and difficuluty level. It's good to know that spot, so you won't be surprised by another sphere train entering the track.
g) lightning balls and fireballs are capable to destroy the whole train of spheres with a single shot! When spheres are entering the board, unleash your special ball on the very edge of the board, in the place where spheres enter the track. All spheres, that haven't entered yet will be removed. On harder levels, it's good to aim in such way to leave just a few spheres in the train, if you have another sphere train already on the board as removing the whole train will cause another one to appear immediately after.
h) try to do "bombing runs" when spheres are entering the screen. By "bombing run" I mean destroying as many spheres as possible in the very beginning of the track. Some levels are especially good for bombing runs. They allow you to shorten the train significantly and make it easier to deal with it later. Examples of good levels for bombing runs are Oasis of the East, Treasure City of Rameses or Stellae of Thutmose.
i) when there's another train entering the screen while you still have other train on the board, don't shoot the older one until it is destroyed, as the newer one will make it far in the level and you will be caught in a bad situation. Rather than that, leave the older sphere train for now, and focus on the spheres that have just entered the board. Bombing runs will make it shorter and powerups will also affect the older train. Overall, your work will be a lot easier.
j) use the danger zone for your good. As you may probably have noticed, when spheres enter a danger zone, you start recieiving balls like-colored to those in the danger zone. A short sphere train in the danger zone may be really helpful - for example, if there's just two colors in the danger zone (let's say red and green), you'll be getting only red and green balls. Instead of attacking endangered spheres, leave them until they get really close to the pyramid and move to the sphere train in the back to remove all green and red spheres from it. Removing spheres by color makes the gameplay a lot easier as it reduces the amount of colors on the board and can be also used to create big chain reactions to push the curve backwards.
k) place wild balls between two non-matching spheres to destroy them. Rather avoid using wild balls in places, where a single regular ball would give the same result.
l) speed shots are in fact very good powerups. For newer players, the help them to aim well, for advanced players, they double the speed of shots they take. This is extremely useful, as you are able to take twice as many shots than usual. Beginners can't shot that fast anyway, so they may not see a big difference, but you only get to shoot a sphere, when the sphere you already shot has landed in the sphere track or disappeared off the screen. Speed shot makes playing a lot easier for me, as I can shot at the doubled speed of this powerup.
m) when I see a scorpion incoming and there are nice spheres in the front of the train, I try to remove them as quickly as possible, to let the scorpion remove the worse spheres in the back of the train. Also remember that scorpion takes ten spheres and always leaves an ankh coin.
Let's discuss now each individual level of Luxor:
1. Uraeus Nefertari
One of the simplest levels in the game. That's because it's the first one you'll encounter. It consists of long, whole-screen horizontal lines and mild curves. The ending ramp is also whole-screen long so it's not difficult to deal with endangered spheres. This level, though, isn't the easiest one in the game in my opinion. First, the beginning of it is in the highest possible place on the screen, which makes shooting slower and aiming harder. Next, when theres another sphere train entering while you have already spheres on the screen, then the older spheres will completely block your access to the newer ones due to symmetrical architecture of this level. It is also hard to make a good use of you fireballs and lightning balls as this level is all horizontal. You may try to use them on the curves or leave them for destroying a whole entering tain of spheres. Fortunately, the ending of it is fairly easy, so this level shouldn't make a lot of problems.
2. Nepthy's Garden
This is also a pretty easy level. It starts in the same place as Uraeus Nefertari so it's hard to shoot entering spheres but then it takes a turn downwards, which is a great place to use your lightning balls. Later, the train goes quite low, just above the ending ramp, which makes it a perfect place to remove a lot of spheres. Then, the train goes upwards and it's harder to shoot there. This level shouldn't present a lot of trouble as the ending ramp is a whole-screen horizontal line. It is also easy to deal with new spheres when you already have old spheres on the playing board. Overall, this level is even easier than Uraeus Nefertari.
3. Pool of the Lotus Blossom
Third level you will encounter, this one is a bit harder than the previous ones. The good thing is that it starts in the lower area, so you should try to remove as many spheres as possible while the sphere train is entering the screen. This level is full of nicely shaped curves, so you can make a good use of your lightnings and fireballs. The ending ramp in this one isn't very easy though, as it isn't a straight line. It isn't the hardest too, but you should try to avoid it and make as much damage as possible on the upper ramps. It's architecture makes it good for bombing runs, although only in the very beginning. Attacking new sphere trains shouldn't be a problem in this one.
4. Descent to the Underworld
A really easy level, consisting only of whole-screen length horizontal lines. It starts in the left upper corner and the track is very "packed" making this level probably the longest in the game. That is good, as it gives you a lot of time to deal with spheres. The only obstacle though, are bridge-like structures under which the trains have to pass. You can't shoot at spheres under these bridges, the shot you take will just fly above them. You should use these to your very advantage. Bridges allow you to shoot spheres above them, and when you practice this tactic a bit, you'll know how helpful this can be. The ending ramp is a long horizontal line as well, but it doesn't have a bridge on it. This level should present no trouble for you.
5. Hathor's Loving Embrace
This level is quite similar to the previous one. It doesn't have bridge obstacles, but it is shaped similarly. The horizontal lines are curved outside and they get shorter the lower they go. Overall, this level gives an impression of a snake. The ending ramp, although quite short, shouldn't present many problems, and also, this level is so easy that you probably won't see many spheres in there. Due to the curvature of this level, you can make better use of your lighting and fire balls than in Uraeus Nefertari. The fact that the lines get shorter as they progress, makes it easier to attack trains behind, if you have two of them on the board. You should make use of that in this level. The track is also pretty long, and despite the fact that it may be a bit hard to destroy spheres as they come (due to the first ramp being placed very high) and the curvature of the track may present problems while aiming, overall this is one of the easiest levels in the game.
6. Ra's Journey to the West
This level looks straightforward but in fact it is pretty hard. Spheres start in the lower right corner and you should try bombing runs as they come in. Then, attacking the train may be harder as in the first part of the level the spheres roll upwards, which hardens aiming and making triple combos. You should try to make damage on the highest horizontal ramp in the middle. When another train arrives, you should do the bombing run and then continue attacking the old train. Use your fireballs and lightingballs on curves or leave them in your winged shooter to destroy an incoming train. The ending ramp is bent in half and may present troubles so try to avoid it.
7. Flight of the Sacred Ibis
A warm-up before the next level. This one is really easy and you should have no problems with it. Level's architecture resembles Uraeus Nefertari but in diagonal lines rather than horizontal. This makes it easier than Uraeus Nefertari as after the spheres enter the screen it is easily possible to take them out on the first long ramp. If you don't make it on the second long ramp and next train arrives, attack both trains as it is very easy in this level. The spheres are technically always near you, and aiming shouldn't be a problem. The ending ramp takes two thirds of the screen width and is easy enough not to lose a life on this level. It's hard to use a fireball to take out the whole train but it is great to use on the curves to remove many spheres.
8. Khufu's Revenge
This is arguably the hardest level in the game. It is due to the ending ramp being almost completely blocked by spheres below. If you are stuck on this level, take my advice on how to beat it. First, the spheres are definitely slower than in other levels. When I play level 11-4 I can beat it without even having the spheres enter the danger zone. That's because I'm able to take off all the spheres on the first two upper ramps. This is what you should do too - try not to let the spheres enter the danger zone - make as much damage as possible to spheres on the first ramps. Just before the danger zone there's a tunnel which you should definitely use to help yourself. When spheres are really close to the pyramid, shoot above the tunnel to hit the sphere that is just about to enter the pyramid. This is easier said than done, though, because someone programmed to this level an algoritm which reduces the amount of helpful spheres in the danger zone. I mean, whichever other level, when spheres enter the danger zone, you are given balls that match with color to balls closest to the pyramid. This doesn't seem to be applied in this level and balls keep coming randomly. You can't change this and you have to live with this but try to use it for your advantage. I guess that this was programmed due to the fact, that when you have spheres in danger zone and you can't hit them, then you shouldn't be given balls that match these in danger zone but rather these that can be used to remove spheres blocking the way to endangered spheres. And this is what you should do - try creating triple matches and combos to earn powerups and push the train backwards. Also, try attacking spheres in the very end of a sphere train to make the spheres go back a little to meet up with the scarab. If you manage to do a little hole in the line of spheres blocking endangered spheres, use that hole immediately to shoot spheres above. And again, powerups is the key - do triple matches to get as many of them as possible and use them at the endangered spheres. This level is also hard because for some reason, you can't destroy the whole sphere train with a lighting shot or a fireball. Instead, use these at the danger zone. Overall, you can't beat this level unless you fail at it a few times. Practice your skills and you will eventually get through it.
9. Scroll of Thoth
A welcome relief after the prievious level. This one is in a shape of a scroll. The spheres roll into it and then out of it into the pyramid. This level is easier than Khufu's Revenge but it still is a challenging one. You should try to make most of your damage when spheres turn downwards to a lower ramp from the highest ramp. Then it may be quite hard to aim when spheres are in the center of the spiral as they take quick turns and then they're going upwards again. After that point you'll probably already have another sphere train on your back. As in the previous one, focus on it when spheres are going down from the highest ramp. Then go back to the old sphere train which probably has already entered the danger zone and the pyramid started to blink ominously. You shouldn't have problems beating spheres in that zone although it is curved in a semicircle and it is hard to aim correctly when spheres get too close, so try to avoid that. Fireballs are well used in the middle of the scroll and lighting balls can be useful on the biggest vertical curves. Overall, you shouldn't have problems with this level if you could beat Khufu's Revenge.
10. Threading Cleopatra's Needle
This level looks very intimidating although it is not that hard due to the ending ramp being a straight horizontal line. It's a long level, It starts with a series of zigzags which then proceeds to go through the middle of all of them, creating a lot of tunnels, and then it takes a sharp turn and continues towards the pyramid. If you mess up in the beginning, you should be able to make it good in the end. Aiming is a big problem in this one, there's a lot of turns and tunnels and you can easily mess up a sphere train. So don't worry, it all gets better in the finishing area. The curvature of this level makes it perfect for fireballs, you can take a lot of spheres with a single fire blast. Lighting also come in handy, if you aim well, you can destroy a whole sphere train at once.
11. Inundation of the Nile
This is quite a hard level. It wouldn't be like that if the ending ramp wasn't so short. The level's path is wavy, making it hard to aim. Try to make damage to spheres as they come, because it gets very hard afterwards. You should play carefully when you have spheres in the danger zone. Be extra cautious where you shoot, when you see spheres getting out of the tunnel. Fireballs can be well-spent on one of the many turns of this level or at the tunnel if you have spheres both on and below it. Practice makes perfect so I advise you to play it a few times and familiarize yourself with it.
12. Path of the Golden Goddess
This level is really short. You should make bombing runs at incoming spheres and try to destroy as big part of the sphere train as possible before it leaves the loop. Be careful when spheres get to the danger zone as it can be pretty difficult. This level has many good places for using your fireballs and lighting bolts which makes it easier.
13. Imhoteps Folly
Striking similarities to Descent to the Underworld, this level is also very long and consists mainly of long horizontal lines. The most different part is in the beginning where the path is cut in half. Even if you do bad in that part, you shouldn't have trouble clearing this level, the second part of this level is relatively simple. This is also the first level to have the pyramid facing upwards. Best use your special spheres when scarabs enter the board as there's few good places to use them (this level is almost all horizontal).
14. Barque of the Goddess
Despite the name, this level doesn't actually resemble a barque. It is a symmetrical level but it may cause players to lose some lives on it. The scarabs take many difficult turns and it's the hardest to deal with them in the middle part. That's why, use all your power when spheres enter the track. Try to destroy them there and if another train enters the track when you haven't destoyed the previous one, better leave the older one (unless you are in a critical situation, of course) and attack the spheres that just came. The powerups you earn can be used on the older one although it depends where you have better spheres. Best play it a few times to practice aiming on the curves.
15. In the Shadow of the Pyramids
A level shaped to form a triangle. This one isn't hard unless you let the spheres too far: the ending ramp is really difficult on this level. Make as much damage to spheres as they go and use your powerups wisely. Best place to use fireballs is the top of the triangle. In the HD version, there's a tunnel in this level which let's you shoot spheres that come closer to the pyramid. Shooting a fireball above it when you have spheres endangered is a good idea as it destroys the spheres within the tunnel as well.
16. The Pillar of Osiris
An outstanding level that features two pyramids. You lose the level if scarabs reach one of them which makes double levels harder. A good tactic with double levels is to focus on one train of spheres but don't destroy it completely - leave one or two spheres in the train. If you destroy the whole train at once, you may have not enough time because another train arleady appears and you need to remember that you have two pyramdids to protect this time! So when you have a small train of one or two spheres, start destroying the train on the other side. That tactic works very well if you are fast enough. However if the situation is bad and you have trains venturing down the long narrow passage in the middle, don't focus on them as you aren't able to shoot at spheres that are arranged vertically. Rather try to make as much damage as possible to the newly coming trains of spheres; arrange pairs and make three matches in a row to earn powerups, among which hopefully many lighting balls. The vertical sections are perfect for lighting balls. You can destroy spheres on BOTH tracks if you unleash the bolt in the middle.
17. Oasis of the East
This level is great for doing what I call "bombing runs". When spheres enter the long ramp in the beginning, try to act very quickly and don't worry too much about miss-shots. You can do a lot of damage this way. The curvy segments in the upper part of the track aren't friendly and it's easy to accidentaly make bad shots. Fortunately, this level ends with a long horizontal ramp so even if you're out of luck, you should be able to win the level anyways.
18. Riddle of the Sphinx
Main feature of this level's architecture is the long horizontal track in the bottom of the screen, where the spheres start. This is another great place for bombing runs. Don't wait till the spheres slow down after they enter - shoot them as fast as they appear and even forget for a moment the spheres that you have in danger zone, if any. Track's architecture in the upper part is very unwelcoming with many sharp curves which make accurate aiming difficult. And again, this level shares another similarity with Oasis of the East, that is, the long horizontal ending ramp in the bottom of the screen that should make this level easy enough for you.
19. Inner Sanctum of the Temple
Original track design, this is why I like this level a lot. It may be problematical though, becauce it doesn't end with a regular horizontal segment at the bottom. In fact, it ends in a very unwelcoming spot, that is the upper corner of the screen, where most of spheres will be unreachable because there will be another train of spheres on the track already. To make it easier, the developers reduced scarabs' speed in this level. This one is also good for bombing runs. Problems start only when you're not fast enough destroying spheres but this level appears only when you have played with white spheres already so if you got this far, this level should be easy for you.
20. Den of the Hyenas
A seemingly difficult, yet, in fact, not very problematical level. It features an extremely long but also very twisted track. It may be hard to deal with it when the spheres are in danger zone so try to avoid it and make a lot of damage to spheres as they are away from it. The most important thing that makes this level not so bad is the length of the track which gives you more time to destroy spheres.
21. Cobraic Twilight
One of the hardest in the game, for sure. It features an extremely curvy track, almost like serpent moves, and has lots of vertical sections. Aiming here is very difficult, try to focus on making powerups and hope for good ones (both fireballs and lighting balls are very useful in this level). A fireball can be extremely destructive when used in the middle loop. In this level it will be hard to keep spheres away from danger zone so play and aim carefully.
22. Navigating the Cataracts
After a long time, another double level appears, which is a lot different from the previous one. You should be careful not to let the spheres too far, as the tracks are pretty short. When you get a fireball or lighting ball, try to use them where the tracks cross, to maximize the destructive effects of powerups. As in every double level, try to destroy train on one track almost completely but leaving one or two spheres and then move on to destroying the second train.
23. Dance of the Crocodiles
An interesting double level. A lighting ball certainly comes in handy in this level. If you got one - try aiming where the trains come from. If you shoot at a right moment, you'll be able to destroy two full trains of spheres at once! But if you do so, another two trains will come right after you do so, so try to leave one or two spheres in the trains.
24. Lair of the Jackal God
A breather before the final level, this level could be quite difficult if it wasn't for the fact that scarabs push the spheres so slowly that it is easily possible to win this level without having any spheres in the danger zone. The track is very short so be careful not to let the spheres venture too far. Lighting bolts are very welcome in here because of several vertical sections.
25. The Wrath of Set
There it is: the final level! Of course it's a double level and it has a special feature: the scarabs come from the center of the board rather than the sides. Furthermore, the track is so twisted that it is impossible to say where the spheres will go when looking at it. It is good to learn how the spheres go by observing them. It is most important to note that the two smallest curves are the ones that lead directly to the pyramids. Spheres start from the top and bottom of the central "hub"; blasting them with a lighting as they come can destroy the remaining spheres of the track. When you have a fireball, it is good to unleash it in the center. Rather than desperately destroying all spheres that enter the ending ramp leading to the pyramid, focus on making pairs and three matches in-a-row to earn many powerups. Color bombs are also very useful as the tracks are very long and there's lots of different colored spheres. This is a final level so I wish you the best of luck playing it!
I hope you found that helpful For even more information, visit the link I put in the beginning of this (very long) post.
(due to the copyright disclaimer, I emailed to FAQ's author whether or not I can make a link in here, but I didn't get an answer so... if I ever goto prison, it's because I linked this thing in here ).
Anyways, I got an idea to write down my Tips & Tricks for Luxor (beware: wall of text ahead!). Let's begin with general gameplay hints:
a) Powerups is the key - first make like-colored pairs and then destroy them in a row to recieve lots of powerups to help you beat the level. Also, triple chain reactions will grant you powerups.
b) Create chain reactions whenever you see a good opportunity to do that. Not only they will give you powerups and points, but also push the sphere group far away from the pyramid! They also increase the chance of spawning a coin.
c) Use bridges to your advantage, by shooting off unnecessary spheres or shooting a sphere group above.
d) In certain moments, collecting powerups may be unwanted, for instance, when you just collected a stop or reverse powerup, you don't want to colllect a slow powerup as it will stop the previous powerups which are better. Color bombs may be unwanted if you have good spheres on the board of that color or if the bomb breaks a big chain reaction. Collecting a special-sphere powerup will remove a sphere which you are currently holding which is unwanted if that sphere is also a special sphere,
e) use right click to put special spheres back, and use them later,
f) a new sphere group enters the board if the scarab in the previous one has reached a certain point in the maze, usually in the middle of it although it varies on number of colors and difficuluty level. It's good to know that spot, so you won't be surprised by another sphere train entering the track.
g) lightning balls and fireballs are capable to destroy the whole train of spheres with a single shot! When spheres are entering the board, unleash your special ball on the very edge of the board, in the place where spheres enter the track. All spheres, that haven't entered yet will be removed. On harder levels, it's good to aim in such way to leave just a few spheres in the train, if you have another sphere train already on the board as removing the whole train will cause another one to appear immediately after.
h) try to do "bombing runs" when spheres are entering the screen. By "bombing run" I mean destroying as many spheres as possible in the very beginning of the track. Some levels are especially good for bombing runs. They allow you to shorten the train significantly and make it easier to deal with it later. Examples of good levels for bombing runs are Oasis of the East, Treasure City of Rameses or Stellae of Thutmose.
i) when there's another train entering the screen while you still have other train on the board, don't shoot the older one until it is destroyed, as the newer one will make it far in the level and you will be caught in a bad situation. Rather than that, leave the older sphere train for now, and focus on the spheres that have just entered the board. Bombing runs will make it shorter and powerups will also affect the older train. Overall, your work will be a lot easier.
j) use the danger zone for your good. As you may probably have noticed, when spheres enter a danger zone, you start recieiving balls like-colored to those in the danger zone. A short sphere train in the danger zone may be really helpful - for example, if there's just two colors in the danger zone (let's say red and green), you'll be getting only red and green balls. Instead of attacking endangered spheres, leave them until they get really close to the pyramid and move to the sphere train in the back to remove all green and red spheres from it. Removing spheres by color makes the gameplay a lot easier as it reduces the amount of colors on the board and can be also used to create big chain reactions to push the curve backwards.
k) place wild balls between two non-matching spheres to destroy them. Rather avoid using wild balls in places, where a single regular ball would give the same result.
l) speed shots are in fact very good powerups. For newer players, the help them to aim well, for advanced players, they double the speed of shots they take. This is extremely useful, as you are able to take twice as many shots than usual. Beginners can't shot that fast anyway, so they may not see a big difference, but you only get to shoot a sphere, when the sphere you already shot has landed in the sphere track or disappeared off the screen. Speed shot makes playing a lot easier for me, as I can shot at the doubled speed of this powerup.
m) when I see a scorpion incoming and there are nice spheres in the front of the train, I try to remove them as quickly as possible, to let the scorpion remove the worse spheres in the back of the train. Also remember that scorpion takes ten spheres and always leaves an ankh coin.
Let's discuss now each individual level of Luxor:
1. Uraeus Nefertari
One of the simplest levels in the game. That's because it's the first one you'll encounter. It consists of long, whole-screen horizontal lines and mild curves. The ending ramp is also whole-screen long so it's not difficult to deal with endangered spheres. This level, though, isn't the easiest one in the game in my opinion. First, the beginning of it is in the highest possible place on the screen, which makes shooting slower and aiming harder. Next, when theres another sphere train entering while you have already spheres on the screen, then the older spheres will completely block your access to the newer ones due to symmetrical architecture of this level. It is also hard to make a good use of you fireballs and lightning balls as this level is all horizontal. You may try to use them on the curves or leave them for destroying a whole entering tain of spheres. Fortunately, the ending of it is fairly easy, so this level shouldn't make a lot of problems.
2. Nepthy's Garden
This is also a pretty easy level. It starts in the same place as Uraeus Nefertari so it's hard to shoot entering spheres but then it takes a turn downwards, which is a great place to use your lightning balls. Later, the train goes quite low, just above the ending ramp, which makes it a perfect place to remove a lot of spheres. Then, the train goes upwards and it's harder to shoot there. This level shouldn't present a lot of trouble as the ending ramp is a whole-screen horizontal line. It is also easy to deal with new spheres when you already have old spheres on the playing board. Overall, this level is even easier than Uraeus Nefertari.
3. Pool of the Lotus Blossom
Third level you will encounter, this one is a bit harder than the previous ones. The good thing is that it starts in the lower area, so you should try to remove as many spheres as possible while the sphere train is entering the screen. This level is full of nicely shaped curves, so you can make a good use of your lightnings and fireballs. The ending ramp in this one isn't very easy though, as it isn't a straight line. It isn't the hardest too, but you should try to avoid it and make as much damage as possible on the upper ramps. It's architecture makes it good for bombing runs, although only in the very beginning. Attacking new sphere trains shouldn't be a problem in this one.
4. Descent to the Underworld
A really easy level, consisting only of whole-screen length horizontal lines. It starts in the left upper corner and the track is very "packed" making this level probably the longest in the game. That is good, as it gives you a lot of time to deal with spheres. The only obstacle though, are bridge-like structures under which the trains have to pass. You can't shoot at spheres under these bridges, the shot you take will just fly above them. You should use these to your very advantage. Bridges allow you to shoot spheres above them, and when you practice this tactic a bit, you'll know how helpful this can be. The ending ramp is a long horizontal line as well, but it doesn't have a bridge on it. This level should present no trouble for you.
5. Hathor's Loving Embrace
This level is quite similar to the previous one. It doesn't have bridge obstacles, but it is shaped similarly. The horizontal lines are curved outside and they get shorter the lower they go. Overall, this level gives an impression of a snake. The ending ramp, although quite short, shouldn't present many problems, and also, this level is so easy that you probably won't see many spheres in there. Due to the curvature of this level, you can make better use of your lighting and fire balls than in Uraeus Nefertari. The fact that the lines get shorter as they progress, makes it easier to attack trains behind, if you have two of them on the board. You should make use of that in this level. The track is also pretty long, and despite the fact that it may be a bit hard to destroy spheres as they come (due to the first ramp being placed very high) and the curvature of the track may present problems while aiming, overall this is one of the easiest levels in the game.
6. Ra's Journey to the West
This level looks straightforward but in fact it is pretty hard. Spheres start in the lower right corner and you should try bombing runs as they come in. Then, attacking the train may be harder as in the first part of the level the spheres roll upwards, which hardens aiming and making triple combos. You should try to make damage on the highest horizontal ramp in the middle. When another train arrives, you should do the bombing run and then continue attacking the old train. Use your fireballs and lightingballs on curves or leave them in your winged shooter to destroy an incoming train. The ending ramp is bent in half and may present troubles so try to avoid it.
7. Flight of the Sacred Ibis
A warm-up before the next level. This one is really easy and you should have no problems with it. Level's architecture resembles Uraeus Nefertari but in diagonal lines rather than horizontal. This makes it easier than Uraeus Nefertari as after the spheres enter the screen it is easily possible to take them out on the first long ramp. If you don't make it on the second long ramp and next train arrives, attack both trains as it is very easy in this level. The spheres are technically always near you, and aiming shouldn't be a problem. The ending ramp takes two thirds of the screen width and is easy enough not to lose a life on this level. It's hard to use a fireball to take out the whole train but it is great to use on the curves to remove many spheres.
8. Khufu's Revenge
This is arguably the hardest level in the game. It is due to the ending ramp being almost completely blocked by spheres below. If you are stuck on this level, take my advice on how to beat it. First, the spheres are definitely slower than in other levels. When I play level 11-4 I can beat it without even having the spheres enter the danger zone. That's because I'm able to take off all the spheres on the first two upper ramps. This is what you should do too - try not to let the spheres enter the danger zone - make as much damage as possible to spheres on the first ramps. Just before the danger zone there's a tunnel which you should definitely use to help yourself. When spheres are really close to the pyramid, shoot above the tunnel to hit the sphere that is just about to enter the pyramid. This is easier said than done, though, because someone programmed to this level an algoritm which reduces the amount of helpful spheres in the danger zone. I mean, whichever other level, when spheres enter the danger zone, you are given balls that match with color to balls closest to the pyramid. This doesn't seem to be applied in this level and balls keep coming randomly. You can't change this and you have to live with this but try to use it for your advantage. I guess that this was programmed due to the fact, that when you have spheres in danger zone and you can't hit them, then you shouldn't be given balls that match these in danger zone but rather these that can be used to remove spheres blocking the way to endangered spheres. And this is what you should do - try creating triple matches and combos to earn powerups and push the train backwards. Also, try attacking spheres in the very end of a sphere train to make the spheres go back a little to meet up with the scarab. If you manage to do a little hole in the line of spheres blocking endangered spheres, use that hole immediately to shoot spheres above. And again, powerups is the key - do triple matches to get as many of them as possible and use them at the endangered spheres. This level is also hard because for some reason, you can't destroy the whole sphere train with a lighting shot or a fireball. Instead, use these at the danger zone. Overall, you can't beat this level unless you fail at it a few times. Practice your skills and you will eventually get through it.
9. Scroll of Thoth
A welcome relief after the prievious level. This one is in a shape of a scroll. The spheres roll into it and then out of it into the pyramid. This level is easier than Khufu's Revenge but it still is a challenging one. You should try to make most of your damage when spheres turn downwards to a lower ramp from the highest ramp. Then it may be quite hard to aim when spheres are in the center of the spiral as they take quick turns and then they're going upwards again. After that point you'll probably already have another sphere train on your back. As in the previous one, focus on it when spheres are going down from the highest ramp. Then go back to the old sphere train which probably has already entered the danger zone and the pyramid started to blink ominously. You shouldn't have problems beating spheres in that zone although it is curved in a semicircle and it is hard to aim correctly when spheres get too close, so try to avoid that. Fireballs are well used in the middle of the scroll and lighting balls can be useful on the biggest vertical curves. Overall, you shouldn't have problems with this level if you could beat Khufu's Revenge.
10. Threading Cleopatra's Needle
This level looks very intimidating although it is not that hard due to the ending ramp being a straight horizontal line. It's a long level, It starts with a series of zigzags which then proceeds to go through the middle of all of them, creating a lot of tunnels, and then it takes a sharp turn and continues towards the pyramid. If you mess up in the beginning, you should be able to make it good in the end. Aiming is a big problem in this one, there's a lot of turns and tunnels and you can easily mess up a sphere train. So don't worry, it all gets better in the finishing area. The curvature of this level makes it perfect for fireballs, you can take a lot of spheres with a single fire blast. Lighting also come in handy, if you aim well, you can destroy a whole sphere train at once.
11. Inundation of the Nile
This is quite a hard level. It wouldn't be like that if the ending ramp wasn't so short. The level's path is wavy, making it hard to aim. Try to make damage to spheres as they come, because it gets very hard afterwards. You should play carefully when you have spheres in the danger zone. Be extra cautious where you shoot, when you see spheres getting out of the tunnel. Fireballs can be well-spent on one of the many turns of this level or at the tunnel if you have spheres both on and below it. Practice makes perfect so I advise you to play it a few times and familiarize yourself with it.
12. Path of the Golden Goddess
This level is really short. You should make bombing runs at incoming spheres and try to destroy as big part of the sphere train as possible before it leaves the loop. Be careful when spheres get to the danger zone as it can be pretty difficult. This level has many good places for using your fireballs and lighting bolts which makes it easier.
13. Imhoteps Folly
Striking similarities to Descent to the Underworld, this level is also very long and consists mainly of long horizontal lines. The most different part is in the beginning where the path is cut in half. Even if you do bad in that part, you shouldn't have trouble clearing this level, the second part of this level is relatively simple. This is also the first level to have the pyramid facing upwards. Best use your special spheres when scarabs enter the board as there's few good places to use them (this level is almost all horizontal).
14. Barque of the Goddess
Despite the name, this level doesn't actually resemble a barque. It is a symmetrical level but it may cause players to lose some lives on it. The scarabs take many difficult turns and it's the hardest to deal with them in the middle part. That's why, use all your power when spheres enter the track. Try to destroy them there and if another train enters the track when you haven't destoyed the previous one, better leave the older one (unless you are in a critical situation, of course) and attack the spheres that just came. The powerups you earn can be used on the older one although it depends where you have better spheres. Best play it a few times to practice aiming on the curves.
15. In the Shadow of the Pyramids
A level shaped to form a triangle. This one isn't hard unless you let the spheres too far: the ending ramp is really difficult on this level. Make as much damage to spheres as they go and use your powerups wisely. Best place to use fireballs is the top of the triangle. In the HD version, there's a tunnel in this level which let's you shoot spheres that come closer to the pyramid. Shooting a fireball above it when you have spheres endangered is a good idea as it destroys the spheres within the tunnel as well.
16. The Pillar of Osiris
An outstanding level that features two pyramids. You lose the level if scarabs reach one of them which makes double levels harder. A good tactic with double levels is to focus on one train of spheres but don't destroy it completely - leave one or two spheres in the train. If you destroy the whole train at once, you may have not enough time because another train arleady appears and you need to remember that you have two pyramdids to protect this time! So when you have a small train of one or two spheres, start destroying the train on the other side. That tactic works very well if you are fast enough. However if the situation is bad and you have trains venturing down the long narrow passage in the middle, don't focus on them as you aren't able to shoot at spheres that are arranged vertically. Rather try to make as much damage as possible to the newly coming trains of spheres; arrange pairs and make three matches in a row to earn powerups, among which hopefully many lighting balls. The vertical sections are perfect for lighting balls. You can destroy spheres on BOTH tracks if you unleash the bolt in the middle.
17. Oasis of the East
This level is great for doing what I call "bombing runs". When spheres enter the long ramp in the beginning, try to act very quickly and don't worry too much about miss-shots. You can do a lot of damage this way. The curvy segments in the upper part of the track aren't friendly and it's easy to accidentaly make bad shots. Fortunately, this level ends with a long horizontal ramp so even if you're out of luck, you should be able to win the level anyways.
18. Riddle of the Sphinx
Main feature of this level's architecture is the long horizontal track in the bottom of the screen, where the spheres start. This is another great place for bombing runs. Don't wait till the spheres slow down after they enter - shoot them as fast as they appear and even forget for a moment the spheres that you have in danger zone, if any. Track's architecture in the upper part is very unwelcoming with many sharp curves which make accurate aiming difficult. And again, this level shares another similarity with Oasis of the East, that is, the long horizontal ending ramp in the bottom of the screen that should make this level easy enough for you.
19. Inner Sanctum of the Temple
Original track design, this is why I like this level a lot. It may be problematical though, becauce it doesn't end with a regular horizontal segment at the bottom. In fact, it ends in a very unwelcoming spot, that is the upper corner of the screen, where most of spheres will be unreachable because there will be another train of spheres on the track already. To make it easier, the developers reduced scarabs' speed in this level. This one is also good for bombing runs. Problems start only when you're not fast enough destroying spheres but this level appears only when you have played with white spheres already so if you got this far, this level should be easy for you.
20. Den of the Hyenas
A seemingly difficult, yet, in fact, not very problematical level. It features an extremely long but also very twisted track. It may be hard to deal with it when the spheres are in danger zone so try to avoid it and make a lot of damage to spheres as they are away from it. The most important thing that makes this level not so bad is the length of the track which gives you more time to destroy spheres.
21. Cobraic Twilight
One of the hardest in the game, for sure. It features an extremely curvy track, almost like serpent moves, and has lots of vertical sections. Aiming here is very difficult, try to focus on making powerups and hope for good ones (both fireballs and lighting balls are very useful in this level). A fireball can be extremely destructive when used in the middle loop. In this level it will be hard to keep spheres away from danger zone so play and aim carefully.
22. Navigating the Cataracts
After a long time, another double level appears, which is a lot different from the previous one. You should be careful not to let the spheres too far, as the tracks are pretty short. When you get a fireball or lighting ball, try to use them where the tracks cross, to maximize the destructive effects of powerups. As in every double level, try to destroy train on one track almost completely but leaving one or two spheres and then move on to destroying the second train.
23. Dance of the Crocodiles
An interesting double level. A lighting ball certainly comes in handy in this level. If you got one - try aiming where the trains come from. If you shoot at a right moment, you'll be able to destroy two full trains of spheres at once! But if you do so, another two trains will come right after you do so, so try to leave one or two spheres in the trains.
24. Lair of the Jackal God
A breather before the final level, this level could be quite difficult if it wasn't for the fact that scarabs push the spheres so slowly that it is easily possible to win this level without having any spheres in the danger zone. The track is very short so be careful not to let the spheres venture too far. Lighting bolts are very welcome in here because of several vertical sections.
25. The Wrath of Set
There it is: the final level! Of course it's a double level and it has a special feature: the scarabs come from the center of the board rather than the sides. Furthermore, the track is so twisted that it is impossible to say where the spheres will go when looking at it. It is good to learn how the spheres go by observing them. It is most important to note that the two smallest curves are the ones that lead directly to the pyramids. Spheres start from the top and bottom of the central "hub"; blasting them with a lighting as they come can destroy the remaining spheres of the track. When you have a fireball, it is good to unleash it in the center. Rather than desperately destroying all spheres that enter the ending ramp leading to the pyramid, focus on making pairs and three matches in-a-row to earn many powerups. Color bombs are also very useful as the tracks are very long and there's lots of different colored spheres. This is a final level so I wish you the best of luck playing it!
I hope you found that helpful For even more information, visit the link I put in the beginning of this (very long) post.