Strategic Landmine of the Damned

Strategic Landmine of the Damned is a puzzle-themed subgame of Sparkplug about a walking Landmine with eyes that is trying to avoid being stepped on, because if it was, it would make a group of innocents called the "Damned" explode. It is a prequel to said game and reveals various details about its lore.
==Story==
The game has a small story that reveals some aspects about Sparkplug's lore not shown in the original Sparkplug. At the start and at the end of the stage, as well as after each "Skill Test" stage.
===Prologue===
Operative is shown looking at various blueprints related to Landmine. He then turns to another table, where the Landmine is sitting, not activated. Operative presses a button near the Landmine to make it activate.
Operative: Welcome to the Base!
Landmine stares at Operative, confused.
Operative: Looks like we'll need a little chat. What is your name?
 Landmine: I'm... Landmine?
Operative: Alright. What is your purpose?
 Landmine: I... don't know?
Operative: You are the Strategic Landmine of the Damned.
 Landmine: ...Who are the Damned?
Operative: A group of innocent prisoners. The cage they are in is tied to you. And if you were to be destroyed, then, they would all die.
 Landmine: O-oh. So I need to wait here?
Operative: Sadly, you won't be able to stay here forever. You must go through this door and complete the puzzles in this Base.
 Landmine: W-why can't I hide here?
Operative: Because you can't.
 Landmine: But why?
Operative: I told you. You can't stay here.
 Landmine: But... okay...
Landmine awkwardly walks through the door, with Operative watching her as the door closes behind her.
Operative: I almost feel bad for doing this, but oh well. It's for science...
Operative opens a computer and looks at Landmine through a flying camera, which shows her in Stage 1.
===Tale of the Stolen Mask===
This cutscene plays after beating Stage 5.
Landmine is shown rushing in an empty room, where she meets Operative again.
Operative: Oh, hey! I was waiting for you!
 Landmine: H-how did you get here?
Operative: I have access to various places you can't reach. These place would detect you as an intruder, so you can't go in them.
 Landmine: Oh well... Oh, yeah! How are the D-Damned doing
Operative: Well, err... seems like their situation is stable.
 Landmine: That's a relief.
Operative: Anyways, while you're here, may I tell you a short tale?
 Landmine: Uh... sure?
Operative: Alright, then. Once upon a time, there was an inventor who was a real genius in robotics. He had two sons, along with an assistant he worked with.
 Landmine: Wait, what were their names?
Operative: The inventor's name was Imman Zyborh. His sons were named Celeb and Sener. And I don't know much about the assistant.
 Landmine: Alright... Go on.
Operative: Imman had a vision of an earth where humans were turned into cyborgs, and where they cohabited with sentient robots. So he worked on cybernetics and robotics more and more, until he got some prototypes working. And then he had a pretty ambitious idea.
 Landmine: Huh?
Operative: He made a mask of sorts that would allow humans to control a machine in another place. This mask would put the human in a "trance" and would make them see the world from the machine's vision. Like if they were possessing the machine!
 Landmine: That sounds easy to abuse...
Operative: And it might have been! Because the mask was, unfortunately, stolen by Sener. Imman was planning to use that machine on itself, so he had to make another one quickly. And he botched it, and when he used it, he started acting a bit crazy...
 Landmine: T-that's horrible. D-do the Damned have anything to do with the tale.
Operative: N-no, of course not. It's just a tale, after all.
 Landmine: Alright...
Operative: Speaking of which, you should keep progressing through the rooms now.
Landmine walked through a hall, with a door closing behind her again.
Operative: I lied. That wasn't just a tale.
Operative walked away, holding some device in his hand allowing him to monitor Landmine.
===Tale of the Inventor's Wife===
This cutscene plays after beating Stage 10.
Landmine ran into a room, where she bumped on Operative.
Operative: Oh! Woah! Be careful, I almost tripped!
Landmine backed away. Operative seemed thoughtful for a moment, then he spoke again.
Operative: There are a couple of things I didn't tell you about that tale.
 Landmine: Huh? Go ahead...
Operative: Imman Zyborh used to have a wife.
 Landmine: The assistant, right? I don't know who else it could be...
Operative: It was someone else, actually. I don't know her name, but Imman loved her. But then... One day, she went missing.
 Landmine: Oh no... Was she ever found?
Operative: Sadly, no. She is still missing to this day...
 Landmine: Wait, wasn't this just a tale?
Operative flinched, and then seemed thoughtful again.
Operative: ... I told a little lie. Some parts of the tale are real. As a matter of fact, Imman built me.
 Landmine: Is he the one who trapped the Damned?
Operative: Oh! Uh, yeah...
 Landmine: A-alright then. Well, I'll be going.
As usual, Landmine exits the room as a door closes behind her.
Operative: Good, she's learning.
It then cuts to Landmine, who is deep in thoughts.
 Landmine: Is he lying to me...? He seems really fishy. I don't even know his name...
===Tale of the Divine Master===
This cutscene plays after beating Stage 15.
Landmine enters a room and comes face-to-face with Operative.
Operative: Hello! Are you ready for more story-telling?
Landmine nods for a second, but then frowns.
 Landmine: Where are the Damned?
Operative: H-huh?
 Landmine: Also, why are they Damned?
Operative: I-I don't know...
Landmine frowns more.
 Landmine: One last question. What's your name?
Operative: My name is Operative. Anyways, ready for some story-telling now?
Landmine nods, without frowning this time.
Operative: You might be wondering about Imman's assistant. Who are they? What did they do? Well, she's known as the "Divine Master", and went by the nickname Orbitius. Effectively, she was a scientist like Imman, but she focused mainly on trying to prove the existence of paranormal things. But of course, it was futile. Ghosts don't exist.
Operative snickered. Landmine seemed in a happier mood.
Operative: What's creepy is that she appeared right after Imman's wife went missing. But she looked completely different, so she couldn't be the wife. Not to mention Imman's wife was bearing a child...
 Landmine: Hey, you didn't tell me that!
Operative: I didn't? Sorry. Anyways, I suspect the assistant might have had a role in the disappearance of Imman's wife.
 Landmine: Yeah, I can see how... Oh, and how long ago was this?
Operative: She disappeared around 10 years ago.
 Landmine: Okay... So I'll keep going through the rooms, I guess.
Landmine left the room again, with the door closing and all. We see the perspective of Landmine again.
 Landmine: I'm sure of it. He's lying to me about the "Damned"...
===The Truth===
This cutscene plays after beating Stage 20.
Landmine ran into the room.
Operative: Oh, hi-
 Landmine: Tell me the truth.
Operative's eyes widened as he raised his arms in a surprised pose.
Operative: Huh?
 Landmine: The Damned... They don't exist, do they?
Operative frowned, then looked around the room for a few seconds, before making a sound indicating he cleared his "throat".
Operative: You're right. They don't exist...
 Landmine: W-why did you lie to me?
Operative: I had to give you an excuse for going through the test rooms!
 Landmine: W-wait. Am I... am I just a test robot?
Operative just stared at Landmine, not willing to answer the robot. Landmine closed her eyes, having figured out the truth.
Operative: If it makes you feel better, I was planning on introducing you to my other sentient creations after these tests. I've made a lot of them over time.
Landmine seemed happy about this.
 Landmine: Well, I guess I have to get through more test rooms first.
Operative: The set you're about to enter is the last set, but also the hardest. And something's waiting at the end... A particularly strong foe.
 Landmine: G-got it.
Landmine ran through the door, ready to face the last test rooms.
===Epilogue===
This cutscene plays after beating Yesivmetu.
Landmine runs into the final room, which looks rather odd; it is covered in various glowing purple "scribbles".
 Landmine: H-huh?
Operative then walks into the room, quietly. Notably, his eyes are glowing yellow instead of black.
 Landmine: Operative? Are you okay?
Suddenly, Operative throws Landmine in the back of the room.
Operative: You know too much.
Operative exists the room as the walls of said room start closing in. Landmine visibly panics, having a worried expression and running around the room, trying to find an escape. Eventually, the walls suddenly stop closing in as they're about to crush Landmine; this stop is explained by a gunshot heard from above. Landmine looks up and sees a humanoid figure holding a gun, facing Operative, who has a small hole in his arm. Operative chases away the figure as Landmine looks back down, scared. She stares at the walls, silently. This silence is finally broken by a mysterious voice:
???: Behind you.
Landmine shrieks as she turns around. F0R3(A57 is behind her.
F0R3(A57: I know a safe place...
F0R3(A57 shows she opened one of the vent. Landmine uses the Rocket powerup she got from the Yesivmetu battle to jump into the vent.
F0R3(A57: You should be safe now.
 Landmine: Thanks you... My name's Landmine. What's yours?
F0R3(A57: I'm usually known as F0R3(A57, but my real name is
The camera ominously cuts to black before F0R3(A57 finishes her sentence.
==Gameplay==
Strategic Landmine of the Damned plays from an angled top-down view. Each puzzle has different obstacles; some have robots marching, threatening to step on you, others have pistons and so on. One thing is consistent, though; as soon as your button is touched, you explode and lose the level.
To control the Landmine, you just use the WASD keys. There is no complex control scheme; you just press them.
You will occasionally have to pick up "Power-Ups" in the puzzles. Some are useful and are required to complete the puzzle, while some are more like Power-Downs and make easy-looking puzzles harder.
In order to complete a stage, you simply have to press a gold-colored pressure plate that is found at the end of a puzzle.
==Characters==
Name 	Description
Landmine 	The main character of the game, this little landmine-like robot has to travel through many puzzles in order to prevent a group of innocent people named the "Damned" from exploding. She was created by Operative, supposedly for testing purposes. She's quite shy and doesn't likes talking much, prefering to think about things alone.
Operative	Operative is the Landmine's creator, as well as the creator of the enemies and the puzzles that appear in the game. He shows up in most, if not all cutscenes. Between each set of stages, he tells a story to Landmine, usually about the past of the Base they live in. He is quite often busy, which forces him to tell the robots he has created to do jobs for him when he is unable to do them himself.
Imman Zyborh	Imman Zyborh is one of the several characters mentionned in Operative's "tales". He created Operative. He is a genius inventor who has created all kinds of strange machines, usually related to the mind. He had a wife that he loved, as well as two sons and an assistant. At one point, he transfered his mind in a machine using a "strange mask", but he became kinda crazy.
Celeb Zyborh	Celeb Zyborh is Imman Zyborh's younger son. He is briefly mentioned in Operative's first tale. He eventually became CeROBral.
Sener Zyborh	Sener Zyborh is Imman Zyborh's older son. He is first mentionned in Operative's first tale, like Celeb, but it is then revealed he stole the first version of Imman's "strange mask". Using information from Sparkplug's story, one can confirm he's also the humanoid figure that appears in the ending. He eventually became SentROB, shortly after the ending.
Imman's Wife	Imman's Wife was mentionned in some flashbacks. Imman loved her, but one day, she mysteriously disappeared while she was pregnant. Orbitius showed up as Imman's assistant soon after.
Orbitius 	Divine Master Orbitius is a scientist that tries to prove the existence of various paranormal phenomenons, such as ghosts. She was Imman Zyborh's assistant. She showed up as Imman's assistant soon after his wife disappeared, and Operative implies she had a role in her disappearance.
F0R3(A57 	F0R3(A57 is a weather control robot apparently possessed by a ghost. She is a mysterious character, and all known information about her is cryptic. She has a link with Imman Zyborh and spends some time in the Base, but that's about all that is known about her so far.
==Enemies==
Name	Description
Maxihamma	Maxihamma is one of the basic enemies of the game. It's seen fairly often, and isn't a very dangerous enemy. It moves about slowly, occasionally smashing the ground; if this hits Landmine, it kills it. However, this smashing also summons a Minihamma. A Maxihamma can summon up to 3 Minihammas.
Minihamma	Minihamma is a smaller version of Maxihamma and acts much the same; except it doesn't summon anything. So it only smashes the ground. It's slightly faster but not enough to outspeed Landmine.
RockO	RockO's pattern consists of flying up in the sky, then dropping down. When it drops down, you need to be careful, as it may hit you. It does this automatically, but will automatically drop down if you pass under it.
Wall-O-Brick	Wall-O-Brick is a wall with legs. It automatically moves around to prevent you from going into certain areas. You need to figure out ways to pass above it. Or maybe you need to find another way to get in the area?
Handy Hand	Sometimes the game will give you a little more pressure by summoning these enemies. They float around certain area, and may try pushing you off a metal bridge you need to pass, or may even push you into other obstacles!
Graviton	Graviton is a dangerous enemy that will shoot slow-travelling light orbs in your direction, usually being found in the center of a room. These orbs can open some special switches, which is useful for some stages.
Greeneen	Greeneen will not actively try to hit you; it constantly shoots a green laser at a green target. This laser will kill you. However, if you block the green target (usually with an Ice Cube), the Greeneen will have a mental freakout causing it to explode.
Cry-O-Cryo	Cry-O-Cryo cannot kill you, but it is still a very annoying enemy. It floats around the room it is in, and if it spots you, it will shoot coolant orbs in an arc at you. If you get hit by the coolant, you will get the Goop "power-down".
==Power-Ups==
Name	Description
Rocket	This rocket gives you the amazing ability to jump! It can be used to get to platforms you couldn't previously before, but may also be used to jump above a Wall-O-Brick, for example. You can even jump on a RockO, although in most cases this leads to you being crushed on the ceiling.
Bomb	Lets you set up a bomb near walls. This allows you to attack enemies. Wall-O-Bricks are immune to this bomb, but it can be used to break cracked walls for example. Watch out, the bomb can damage you too! The bomb is also very light, so light it doesn't triggers pressure plates.
Flamethrower	Lets you shoot fire. The enemies are fireproof, but you can use it to burn your way through a piece of bread, to melt an ice cube, or even to heat up a piece of metal activating a machine.
Toy Hand	Lets you press buttons and levers (as you cannot reach these normally). Very useful for some levels, even though it looks very silly.
Fridge	Lets you make ice cubes. This ice cube can freeze water and actually weights something unlike the bomb, so you can also use it if you need to keep a pressure plate...well, pressed. You cannot use it to block enemies, however; RockO's rocket melts the ice cube, Handy Hand and Wall-O-Brick just push the cube away, and the Hammas shatter it with a hit of their body.
Goop	Slows you down. More of a "power-down" than a power-up, and generally used to hinder you.
Dragon Mask	Literally just a dragon mask. Overrides any powerups you may have had as well, making it more of a hindrance than anything.
==Puzzles==
Level Name 	Description
1: Hammer-Headed 	A very simple stage consisting of a simple path. In the middle of this path is a larger section where a Maxihamma resides. A small room connected to this section contains a Rocket powerup. You can then use this powerup to jump over a ledge allowing you to exit the Maxihamma area. You can then finish the level by pressing the pressure plate at the end.
2: Smart Bomb 	Another pretty simple stage. The first part of this stages consist of simply getting past 2 RockO enemies. The path of this stage then splits into two: a hall leading to a "dead end" with a cracked wall, and a passage with two more RockOs. At the end of said passage is a Bomb powerup you can use to blow up the cracked wall in the no-longer-a-dead end allowing you to reach the exit of the level.
3: Over the Wall 	Yet another simple stage. The end of the stage is right behind you in this stage, but it is blocked by a Wall-O-Brick. In order to successfully beat the stage, you must get a Rocket powerup, but it is guarded by 3 RockOs next to eachother, requiring good timing in order to pass the three descending at once. Once you get the Rocket powerup you must simply jump over the wall.
4: Raise a Hand 	Once again, an easy stage. A Handy Hand is hovering around a metal bridge that is found early on the stage's path. It is close enough to prevent the player from normally passing it. However, by pressing a grey-colored pressure plate, you can make the hand rocket up in the sky for 10 seconds, allowing you to get past the Handy Hand and thus allowing you to end the stage.
5: Skill Test 1 	A more complex stage requiring you to test the skills you've learned in the past few stages. Very early in the level, you can find a bomb powerup. The next section is a thin hallway where you have to deal with a Maxihamma. You must place a bomb in order to destroy said Maxihamma. The next section requires you to get a Rocket powerup in order to get above a rather tall wall; however, just the Rocket powerup isn't enough. Fortunately, there is a RockO in front of said barrier, and you can jump on the RockO, which allows you to jump high enough to get to the last section, in which a Wall-O-Brick prevents you from getting to the level's exit. Another Bomb powerup is found there, and it allows you to make a pile of rubble explode in order to expose a pressure plate. Use it in order to make the Wall-O-Brick hover for 5 seconds. In that time, rush under the Wall-O-Brick and then complete the stage.
6: Toaster 	This stage introduces you to the Flamethrower powerup, which you collect very early on in the stage. Using this powerup, you can burn your way through a maze of bread walls. The end of the stage is locked behind a Wall-o-Brick that is standing over a toaster-esque floor. You must find the machine that activates said floor in the maze (which is hidden in a randomly-chosen spot), and heat it up with the flamethrower in order to make pieces of bread pop out from the toaster-like floor. These will launch the Wall-o-Brick off the stage and allow you to complete the stage.
7: Hand VS Hand 	Similar to Stage 6, this stage introduces you to a powerup, this time the Toy Hand. However, the Toy Hand is guarded by a Maxihamma. Once you get around the Maxihamma, you must collect the Toy Hand and then get to a bridge at the end of the stage that is guarded by a Handy Hand. However, you can use the Toy Hand to stun the Handy Hand and get to the exit.
8: Winter's Over 	At the start of this stage is an ice cube dispenser and a Flamethrower powerup. You can reach a small room with a set of doors blocking off the stage's exit. Besides that path, there are two more paths you can access from the room that themselves split off into two paths. Each of the later contains a pressure plate with an ice cube on them, which activates them. 2 of the plates close two of the doors while the other two open two of the doors. You must use trial and error to open all of the doors that way; if you accidentally melt the ice cube on a pressure plate that opens a door, you can just use the ice cube dispenser to push another ice cube on it. Once all doors are open, you can reach the end of the stage.
9: True Colors 	Early on in the stage, you collect a Toy Hand. You can then reach two rooms. One has 4 Minihammas and 4 pressure plates, 2 of which are red and 2 of which are blue. The other room has two control pads you can access with the Toy Hand. These allow you to control paint buckets that are floating above the minihammas; one of the control pads controls a red paint bucket and the other one a blue paint bucket. You must paint 2 of the Minihammas blue and 2 of the Minihammas red, after which they will all go to the pressure plates of the corresponding colors and open a secret door allowing you to complete the stage.
10: Skill Test 2 	Just like Skill Test 1, Skill Test 2 is a complex stage that forces you to make use of everything you learned in the past stages. The first part of the stage forces you to collect a Flamethrower powerup. There is a metal "cliff" overlooking a fire pit. There is also a "toaster machine" similar to Stage 6's; a Handy Hand sits on the toaster this time around, however, and it will push you into the fire if you don't knock it away with the toaster. After doing so, you can reach an ice dispenser; you must push the ice cubes it dispenses into the fire pit in order to render it harmless. You can reach the next part of the stage this way. It's a metal bridge with 3 Handy Hands on it, with a Toy Hand you must collect before entering said metal bridge. You must stun all 3 Handy Hands when they try attacking you, after which you can reach the ending of the stage.
11: Fridge Horror 	Fridge Horror introduces you to the Fridge powerup, which allows you to make ice cubes at will instead of having to use a dispenser. It is given to you at the start of the stage. You must push the ice cube you make on a pressure plate to open a door to a room with two RockOs in it, floating above pressure plates. You must put ice cubes on the pressure plates to open another door in the room, but this is easier said than done because RockOs break ice cubes on contact. You must time your ice cubes so you can activate both plates before the RockOs fall down. After this door is the exit of the stage.
12: Hydroelectricity	This stage introduces you to the Ice Cube's ability to freeze water on contact. You start the stage in a room, and after getting through a short hall, you will reach a room with a Maxihamma in it. Get the Fridge powerup in the room quickly and then proceed to the next room, which is filled with water. If you fall in this water, you will be destroyed, but you can freeze the water with the Fridge powerup. After getting through this area, you will reach another water-filled room separated in "squares" through metal walls (you cannot walk on the metal walls). There are a few Handy Hands in the room as well. Freeze the water while dodging the Handy Hands to reach the exit pressure plate.
13: Goop Luck 	This stage introduces the Goop debuff. You start the stage in a hall that leads to a rather large room with several goop puzzles, two Minihamma and some Handy Hands. The Handy Hands will try to push you in the goop, which will make you unable to outspeed the Minihammas. The Minihammas are colored differently than usual, indicating there is something special about it; destroying it will open a room. To destroy the Minihammas, you must trick them into hitting eachother. Once both are destroyed, you can proceed to the room containing the exit.
14: Rocket Science 	A more platforming-based stage which gives you access to a Rocket powerup from the start. You must jump through a series of platforms above a pit of deadly spikes. The first few platforms have nothing on them, but then you must jump through platforms that have RockOs on them. Between each of these platform is a plain platform, allowing you to time your jumps. After jumping through these platforms, you have to cross a couple of platforms with Handy Hands on them. After a few Handy Hands platform, you have to get through large platforms with Minihammas on them as well as small goop puddles. Get through this set of platform to reach the end of the stage.
15: Skill Test 3 	You start off the stage by falling in a pool of goop with a Minihamma in them; you must get to a set of stairs as soon as possible, as the Minihamma won't be able to reach you. After getting through this set of stairs, you will enter a hall with a water jet that will clean the goop off you, as well as a Handy Hand behind you. You must get the Handy Hand to push you through the jet, as your force alone isn't enough. Once you get through the jet, you'll enter a room with a randomly-generated 9 x 9 squares pattern; remember it, as the next room will lock you out of the previous room and will contain 9 pressure plates and a Fridge powerup. Push ice cubes to match the pattern. This will allow you to enter the final room of the stage, which contains a large spike pit with water jets replacing some spikes. You can push ice cubes to freeze the water of the jets, but beware; it melts after a few seconds and there are some Handy Hands in the room. Get through this room to reach the pressure plate that allows you to beat the stage.
16: Death Trap 	This stage introduces another debuff, the Dragon Mask. You start the stage in a small room with a Toy Hand. Press a button to open the door to a bigger room with a Maxihamma in it as well as 6 button (2 on each wall). One of these buttons will open a door; the other ones will make a Dragon Mask fall on you, forcing you to go get back the Toy Hand. Once you find the correct wall, you will fall in a slide that forces a Dragon Mask on you. You will then reach a hall that splits in two, although one of the splits is blocked off by a Wall-O-Brick. The other room contains a Maxihamma. Get past this Maxihamma to reach a Toy Hand, which you can use to open a button that will make the Wall-O-Brick fall in a small hole, allowing you to walk above it and reach the end of the stage.
17: Bring to Light 	This is where you first meet the Graviton enemy. The first room of the stage has a single Graviton in it, and two light-activated switches. Trick the Graviton into hitting these switches to reach a pit that leads you in a goop-filled hall. Walk through this hall to see a twisting path above a spike pit, as well as four platforms in the corners of the room with Gravitons in them. Get through the path to reach a switch that will activate a water jet, pushing you up to the next section and cleaning the goop off you. The final room has two switches next to eachother, and two Gravitons. You must trick the Gravitons into hitting both of these switches at once (because else the switch will turn off after a second). This will open the door letting you exit the stage.
18: Platform Trick 	Similar to Stage 14, this stage is more platforming-based. You must first get to a set of platforms above a spike pit that move forming a square of sorts, as well as a RockO. You must time your entry on the platforms so that the RockO can't hit you. Next up, you will get a Toy Hand in a room with two platforms that move to another immobile platform (one for each platform), each of these platforms having buttons on them. Activate both of these to make a third platform move to the original platform, but beware; if you take too long to reach it, the platform will go back and you will have to press the buttons again. If you do reach it, it will go back anyways, but you will have access to a final set of platforms, which move in a square-shaped outline similar to the first set of platforms. You must press four buttons while moving on this platform to make another platform come at the "back" of the square; go to this platform to reach the exit plate.
19: Mask Slip 	This stage brings back the Dragon Mask as well as the Fridge powerup. You start in a hall with the Fridge powerup in it leading to a "Water Square" room similar to the one in Stage 12. However, this time, there are Dragon Masks bouncing around the walls; get through this room while dodging the Dragon Masks, as if you get hit by one, you will most likely fall in the water and be destroyed. After this room, you will reach a room with spinning flamethrowers on a large cubic hall, with spikes to the sides of the hall. Dragon Masks are in the corner of each flamethrower. To get through the room, you can freeze the flamethrowers with good timing; be careful to not touch the Dragon Masks, though, because else you'll have to backtrack all the way to the start of the stage. After this, you have already reached the end of the stage.
20: Skill Test 4 	Skill Test 4 takes place in a single average-sized room, with a lava pit in it and four Gravitons in the corners of the room. There is a Rocket powerup in the middle of the room; as soon as it is touched, the room starts to sink, with platforms falling from the ceiling. Some of these platforms are rotating, others are moving from one place to another, others are spinning in a square-shaped pattern, and so on. You must use the Rocket powerup to jump from one platform to another while avoiding the light orbs the Gravitons shoot. After about 20 seconds of platforms, dragon masks will start showing up, giving an extra obstacle to dodge. 20 more seconds later, spinning flamethrowers appear. 20 seconds after, the obstacles disappear, but the platforms start falling much more quickly. After 10 seconds of this "pinch", a floating platform with the exit appears as the Gravitons explode.
21: Greenlight 	A stage that introduces the Greeneen enemy. The first room has a large block in its center splitting it in two. One of the two rooms created by this split has a Maxihamma in it, while the other one has a Greeneen in it shooting a laser at a green target on the a wall, effectively preventing the player from progressing in that side. The Maxihamma room has a Fridge powerup in the back; use it to create Ice Cubes to block the Greeneen from seeing its precious green target, causing it to explode. The room after that room has a spinning green target, with a Greeneen spinning to keep looking at it. This target rotates so the Greeneen's laser comes from behind the player instead of coming at the player; but it spins too fast for the player to outrun it. To get out of this trap, the player must simply put an ice cube and then move on, making the Greeneen explode before the laser can reach the player. However, there is one last room that takes place on a thin platform above an acid pit. There is another spinning target with a Greeneen in this room, with a major difference; the target itself is out of the player's reach, and the Greeneen's laser has a slight delay here. However, the target will change direction after a few seconds, with some lag; the player is safe from the laser during this lag. The player must use this lag to get through the laser and to the end of the room.
22: Sticky Situation	This stage focuses mainly on the Goop debuff, with a special twist; if too much Goop gets on you, the Landmine will break (this is indicated by a sign at the start of the stage). This doesn't seems that bad, but unfortunately, this is also the stage that introduces Cry-O-Cryo. The first room contains a lot of goop puddles, forming some kind of maze (although there are multiple paths to the exit) as well as a few Cry-O-Cryos. The room after that room takes place above a pit of lethal coolant, with a short path leading to the next room; however, three RockOs are in this path, as well as Cry-O-Cryos floating above the pit. You must constantly move so that the Cry-O-Cryos don't hit you, while waiting for the RockOs to float up. You will then reach yet another room; this one is similar to the first room, with the twist of there being four Gravitons instead of Cry-O-Cryos, along with a more complicated "maze". And that's not the end; a final room awaits, with a single Cry-O-Cryo, a couple of platforms, and water "rectangles" similar to the water squares seen in previous stages. Trick the Cry-O-Cryo into shooting goop at the rectangles so that they freeze, allowing you to eventually reach the stage's exit. This is the longest stage in the game.
23: Blazing Inferno 	This stage's theme are spinning flamethrowers, and fire in general. The first room has a Cry-O-Cryo in it, four spinning flamethrowers, and a flame blocking a door. Make the Cry-O-Cryo put out the flame with its cold goop. After this, you will reach the second room, where you will be given the Flamethrower powerup. This room is basically a harder version of Stage 6, with spinning flamethrowers and a more confusing maze; it also includes RockOs in some sections, making it even harder. As with Stage 6, there is a Wall-o-Brick preventing you from progressing to the next room. Also like that stage, you must make a piece of bread throw it off the stage, and to do so, you must press a pressure plate hidden in the maze. After knocking the Wall-o-Brick off the stage, you can reach the final room, which contains two Greeneens forming a diagonal cross with their lasers, with the targets being on the corners of the room. There are four spinning flamethrowers in the room, one for each "triangle" of the cross. At the tip of the triangle you enter the room from is a Fridge powerup you can use to block the Greeneens from seeing their targets, making them explode. You can then reach the end of the stage, but make sure to dodge the flamethrowers. Most players consider either this stage or Time Bomb to be the hardest stage.
24: Time Bomb 	Time Bomb would be an averagely-difficult stage if it wasn't for its gimmick; you have 15 seconds to solve each room. Before you enter the first room, you are given the Bomb powerup. The first room has a maze of spinning Greeneens, with targets as well. Use the Bomb to block their vision and make them explode. After getting rid of them, find a cracked wall that leads to a "break hall". Once you're ready to proceed, enter the second room, which contains a Graviton and two switches which can be activated with both Bombs and Light Orbs. Make the Graviton hit one of the switches, and put a bomb near the other switch; otherwise the switches will turn off. Once both switches are activated, you can enter the third room, which is a short maze with breakable walls; some of these lead to dead ends, so be careful to not waste time. After this room is the final room of the stage, in which you must break three devices while avoiding four Gravitons. Beat this room to exit to the final stage.
25: Yesivmetu 	
The final stage contains the only boss in the game, Yesivmetu. You start in a short hall in which you collect the Rocket powerup. After this, you will fall in a circular room with Yesivmetu in the center, with four spikeball chains spinning around himself as well as three switches forming a triangle of sorts. Make sure to dodge the spikeball chains; you can jump above them or just walk in the direction they spin. Yesivmetu will shoot electric orbs at the player, who must move around to make Yesivmetu's electric orbs hit all three switches. Once all switches are activated, they will release their electricity at Yesivmetu through a beam; make sure you don't get hit by these beams. This will make Yesivmetu take damage. Repeat this five time to make the switches and the chains explode harmlessly. Yesivmetu will then try to charge at the player five times, with a shorter pause between each charge.
Unfortunately, this is only Yesivmetu's first phase. After Yesivmetu finishes charging at you, the floor will break. You fall on a set of spinning platforms, with Yesivmetu being on a spinning platform in the center of the room. The platforms then start moving down quickly. A hole at the top of Yesivmetu's head has formed; you must use the Rocket powerup to jump on it, but you need to be careful, as he will still shoot his electric orbs. Time your jumps well, and hit him five teams to make the platforms finally hit the ground. Yesivmetu will then try charging at you five times again, but will shatter after hitting the wall the fifth time. The final cutscene then plays.
==Trivia==
*The original goal was to have 50 stages, but it became rather clear that it would have been hard to come up with that much stages, so the number of stages was lowered to 25.
*The stage was originally created for a challenge on this very wiki.
*The only boss's name, Yesivmetu, is a pun on "Yes, I've met you". This is a pun on Sparkplug's Hevimetu's name; while it is a corruption of "Heavy Metal", it also sounds like "Have I met you".
Category:Puzzle Games
Category:Poisonshot
Category:Sparkplug
Category:Original Games