Last update: 18 January 1996

This is quite a little "diddy!" It's a massive game, and all us poor lynx players are stuck with a huge information overflow! Here is my attempt to help! What I did is this: I read the original egg sheet, played the game (this part took a while! ;-), and wrote this. I make lots of references back to the original sheet.


Getting Started:

First off, on how to get to the easter egg game, be sure to follow my brother Carl's slightly more specific instructions:

Go to the tank customization screen, press option 1 twice, then press and hold it, and also press the pause button, which will do the reset. (Note that I have occasionally had trouble doing this, and had to try the sequence a couple times. My buttons might just need cleaning.)

>>This is best done right when turning the unit on... if it

>>didn't work, turn it off and try again.  Starting multi-player

>>is NOT easy to achieve in this mode.

While I don't know about multiplayer (but should, soon!), this advice need not be followed quite so strictly. You can play a number of levels in the regular game, and then jump into the 'new' game. You shouldn't need to turn off the machine.

What you see:

The Map Screen:

This is a HUGE game. There are 14(?) different kinds of terrain, spread out among 2000 squares (50x40). Also, every one of these seems to have a different layout of walls and enemies and power-ups and other stuff. On the map screen, these items are shown:

>> terrain type

>> tanks to destroy

>> fuel canisters

>> other canisters

>> radiation level  ["Z-Rate"]

There is also a multi-colored bar just under the radiation-level. That seems to be a chart of different radiation-amounts for each color, increasing to the right.

Tank template screen:

Here you choose your tank type (A-F), or restore a previous tank.

>> ZT.Restore - input password of previous game

>> ZT.Build   - creates standard tank  (can adjust after built)

>> ZT.New     - select parts yourself to create tank

You have the same parts available to you whether you use ZT.Build (which places the parts for you) or ZT.New (where you do it yourself).

Choose your tank carefully! It will affect how you play; quite possibly a good template will improve your game!

Here's a suggestion for how to choose a tank:

  1. The tank has space for what you want.
  2. The stuff is in all the right places.
  3. The Z-Limit is high/low enough.
  4. The tank looks cool.
Watch out that three of the tanks (A-Shanker, D-Sprick, F-Gigan) have an OVERcapacity of either detectors or scanners. Unless they are hiding something from us, there can be only 12 spaces of scanners and 10 spaces of detectors used. This is wasted space on the tanks, then. But, they might have lots of what you want...

My favorite is C-Tundra! Pretty good layout, lots of space for shields, and it can hold all five of the different detectors! Very little fuel space, though. Ah, well, it looks really cool.

Tank build screen:

Even if you choose ZT.Build all of the items available to you are not placed. Be sure to go back through the list, adding/upgrading where possible.

Here is a breakdown of things I've observed about the parts, in addition to some helpful hints:

>> Engines


>> A       MOTIVE UNIT   MaxPw: 0400   Eff: 0.75   Wader Class      2h

>> B       MOTIVE UNIT   MaxPw: 0400   Eff: 1.0    Ellel Class      4s

>> C       MOTIVE UNIT   MaxPw: 0500   Eff: 0.75   Zorbach Class    4s

>> D       MOTIVE UNIT   MaxPw: 0500   Eff: 1.0    Azra Class       6h

I've tried the first three(a-c). I have noticed no difference between A and B other than space requirements, and I have a sneaking suspicion that C and D are also similar.

Update!! See below, Questions and Answers

>> DriveTrain


>> A       JO-KA DRIVE       Accel: 1.0   Flat Terrain              2h

>> B       STERIUM DRIVE     Accel: 2.0   Hilly Terrain             4s

>> C       EPICYCLIC DRIVE   Accel: 4.0   All Terrain               6h

I have obtained the first two(a-b), and the result of upgrading is noticeable. My original strategy, if you can call it that, was high acceleration with low top speed. That way, I can press up all the time, (too used to the standard game, I guess) but I will never go too fast. This let me slow down in decent time. Keep reading to find out why I changed this strategy, in the On Better Control section.

>> Fuel

>> A       FUEL CELL       Standard Core    90J Cpcty      Disposable

>>         2v              val 9

>>         (a standard level will need a few of these)

>> B       FUEL CELL       Daru Core       200J Cpcty      Slow Charge

>>         4s              val 20

>>         (this one seldom drains completely in one level)

Fuel is moderately interesting. If you have lots of fuel space, and you have a B cell available, you should certainly put it in. But watch out -- you don't often find these, so if you run out of gas, you will have to replenish it with a 9-pack(A). Just try to leave a 2v space open for a replacement, so you don't lose a 20-pack.

>> Missile

>> A       BTX MISSILE     Cursor Aim       400 Impact     1000 Range

>>         2v              qty  9

>> B       RADX MISSILE    Radar Track      600 Impact     1500 Range

>>         4s              qty 30

>> C       LZX MISSILE     Laser Guided     800 Impact     2000 Range

           ??              qty ??

>> D       CAMX MISSILE    Camera Guided   1000 Impact     2500 Range

>>         6h              qty 30

I have encountered all of these, and the difference in power really becomes apparent when you get to the last two. I must say that the 30-qty missiles are very nice, because you don't have to change banks often. I haven't seen guidance do anything, so far.

>> Razer

>> A       ZAPP RAZER      Range: 1000      400 Impact     Drain: 100

>>         4s              qty: 70

>> B       PULSE RAZER     Range: 1500      600 Impact     Drain: 175

>>         4s              qty: 70

>> C       ION RAZER       Range: 2000      800 Impact     Drain: 250

>>         4s              qty: 70

>> D       GAMMA RAZER     Range: 2500     1000 Impact     Drain: 300

            4s              qty: 70

I have used the all of these, as well, and, again, the higher razers just are obviously more destructive. I haven't tested the range thing, though.

>> Shield

>> A       MIN SHIELD      9k Protect      Quart Defense   Low Drain

>>         2v              val 9

>> B       WIDE SHIELD     9k Protect       Half Defense   High Drain

>>         2h              val 9

The wide shields really do make a difference -- they seem like they take forever to deplete. I really don't think "quart" or "half" refers to a portion of the tank, rather it is amount of damage they absorb.

>> Dials

>> A       BEARING MONX    Relational 360  Reliability.99  Drain: 252

>>         4s


>> B       ABS CO-ORD      Acc: +/- 20     ISO Calibrtd    Drain: 200

>>         6h

>>         >          useful in multi-player games and for finding passwords>

>> C       EXPOSURE CNT    Optimsd X-Ray   Auto De-Flux    Drain: 100

>>         4s

>>         >          very useful for high radiation zones>

These are all fairly common, so I have used all three. If I have a Map Detector (below), my favorite of these is A(Bearing Monx). What I really want to know more about is the info listed under B, about multi- player games (is that just if people want to meet at a particular spot?) and passwords. See Questions and Answers, below.


>> Detector

>>         (all of these currently deemed useless)

>> A       FUEL DETECT     One Point       RO Display      Drain: 150

>>         2v

>> B       PICKINZ DETECT  All Types       RO Display      Drain: 200

>>         2v

>> C       TANK DETECT     Zone Limited    RO Display      Drain: 300

>>         2v

>> D       ZEEK DETECT     One Point       RO Display      Drain: 200

>>         2v

>> E       MAP DETECT      Detect All      RO Display      Drain: 150

>>         2v

Useless??? What? These are cool, kind of a "Heads Up Display" type thing! Here is what I have found them to do:

A (F)uel -
displays all fuel canisters within a given range
B (P)ickinz -
displays all 'other' canisters within a given range
C (T)ank -
displays all tanks within a given range
D (Z)eek -
displays all zeeks (see below, Enemies) within a given range
E (M)ap -
puts a pop-up overhead map of the entire level (including walls!), with your tank as a filled-in square, and other tanks as empty squares. Tank positions are not updated automatically, but you can keep the cursor over the M-icon and repeatedly double-click.
I'm not totally sure, but I'm estimating the "given range" above is about 1/4 of the total map length or so. I haven't done any definitive testing. Generally, however, you can see a tank before it shows up on the HUD.

Also, note that you can have more than one of these running at a time, and they overlay the same area.

>> Scanner

>> A       DATA SCAN       5 Terrabyte     Auto Translat   Range: 30

>>         4s              Drain: 1000


>> B       PICKINZ SCAN    Icon Gen        Mount Advice    Range: 30

>>         4s              Drain: 1000


>> C       TANK SCAN       Multi id        90% Accurate    Range: 50

>>         4s              Drain:  200


These are fairly self-explanatory, minus the A-Data Scan, which is a little more difficult to understand.

Update!! See below, Questions and Answers

I really am not to fond of scanners, as you must assign a button (see below, On Better Control) to a scanner, and then use it. This leaves one less button for other uses.

Note that to use any of the scanners requires you to be in Select mode.

>> Control

>> A       CONTROL         Activate by A   Cursor Pod

>>         8h              L/R=Direction   U/D=Gear


This is simple and straightforward; it tells you if the tank is going in reverse, forward, or turbo (see below, On Better Control).

Game screen:

After selecting 'OK' you are dropped into the seat of a powerful tank. And it looks way more complicated than your VCR. ;-)

On the right side of the Lynx display is your button assignments. By default, opt.1 switches between Select mode and Move mode, and 'a' and 'b' are assigned to weapons systems that you have installed. Opt.2 is the pick-up/put-down/place button. All but opt.2 can be reconfigured (see below, On Better Control).

Scattered across the edges of the rest of the display are all the items you placed earlier, with the current quantity loaded, if applicable.

Well, that's all the big outstanding things you see, so I'll go on to some tips now on what to do.


On enemies:

To begin with, there are four types of enemies that I have dealt with: Best way to get rid of these guys? Missiles, usually, will do the best job. But, you often have a small supply of those, and they are kind of hard to aim. You have a greater quantity of razers, and can aim them fairly well, but they will "bounce off" often, it seems.

Watch out that you don't back into an enemy, particularly a zeek. From what I have experienced, that's the end for your armor!

It also seems that you can blow up oncoming missiles, when you use the razer. I am not sure if missiles will do this.

On better control:

First, here are some tips on entering passwords:

Even though passwords can reach over 15 sets, it could be much worse. Putting the code in, the order of characters is "A...Za...z0...9A..."

Yes, there are a lot of characters! However, there are some things in the coder's favor:

Don't let me insult your intelligence, I'm just trying to help you along, since these passwords are nasty-long. It's for your own good, mind you! On that note, let me hit you with my password. (I had a nicer one, but I shifted my lynx, and BOOM, power went off. That one was 15.25 long...) Here it is:



I think that's it. If it doesn't work with 'u', try a 'v'. It's hard to tell, sometimes... Anyway, lots of good stuff, like ALL the detector, scanner, and armor types. Also, one or two razers, and a total of 69 missiles! I think that's what is on this code, anyway.

Here is another code, with lotsa goodies:



(Hey, if you've tried these, and they don't work, please, write me! I'll be grateful!)

There are two modes of operation during the game: Select mode and Move mode. To switch between the two modes, use the key currently assigned to 'control' (opt.1 is default). 'Pause' is the only way to stop the action in either mode, regardless of what is activated, like a scanner or even the map detector.

You start out in select mode, the more complicated of the two, so I'll cover that first.

Select mode controls:

Here's a little hint: You can drop anything in inventory, just not if there is a canister already right in front of you. It took me a while to realize this.

Have no fear of reassigning everything, if you want. You won't ever get "stuck" in a mode, since you can only switch modes if you have a button linked to Control. Personally, I have 'a' as control, 'b' as razers, and opt.1 as missiles.

If one of your banks of missiles or razers runs out, you will need to reassign you keys to non-empty ones, as it will not be done for you. Fuel and shields do this automatically.

Move mode controls:

As a bonus, here's some extra controlling my brother found, somehow:

>Do the controls seem a bit sluggish?  Double-press any direction on the

>joypad, and see the results.  Your tank really starts to fly around!

- "double"-joypad -- speedy control.

On amassing items:

I've discovered a way to amass items and stuff (you know that, when you are shot enough, you die, and so does all of your carefully collected equipment). However, if you are "zilled [sic] by radiation," you still keep all your old stuff. So, you can pick stuff up, irradiate yourself, and be happier for it.

Best setup for this a Tank with a low Z-tolerance, and a terrain with the following: high Z-rate, low # of tanks, and a bunch of fuel and other canisters.

A different way to build yourself up in the beginning is to would be to start on one of the more difficult levels, (where difficulty seems to be based on number of tanks and Z-rate), because more and better equipment is assigned initially. (Thanks to Steve Well for noticing this)

Always pick up the tank "droppings" -- left by dead tanks. It's usually at least a used missile bank, but sometimes it's better, like a new drive-train and stuff.

Hey, have you seen the rotating triangle thing in the middle of some levels? What is that? I tried scanning it, to no avail. Shooting it, too, of course! And, after 10 or so missiles, it blew up, leaving a canister! But, no matter how hard I try, I can't pick it up!!

Update!! See below, Questions and Answers

And, lastly, here is an unexpected way to get stuff:

When you input a code, you still get the choice of equip that you would have had you chosen ZT.Build or ZT.New. That means you have all your stuff, plus MORE that is allocated. Bug? Maybe, but it makes for powerful tanks!!

Questions and Answers (to some of them):

  1. What does tank mass do?
  2. What is the best way to kill the bouncy things?

    Hmmm... Run away? Just don't stay in one place too long.

  3. What is the exact difference between the engines?

    (See next question)

  4. What does eff stand for? (Efficiency? But what would that mean?)

    From Harry Dodgson:

    > Yes, efficiency... meaning how much fuel it uses... that's
    > why a 'b' is better than an 'a' drive.
  5. In the drivetrains, where does "terrain" come into play?
  6. Other than quantity, what's the difference between missile types?
  7. On all the electrical systems, what does "drain" refer to?

    From Harry Dodgson:

    > I presume the same thing here [as for the engines], all these
    > boxes take power to run.
  8. Why do razers have similar impact ratings to missiles?
  9. If razers have a 'drain' attribute associated with them, why aren't they replenished?
  10. How can Dial B (ABS CO-ORD) be useful in finding passwords?

    From Harry Dodgson:

    > When you find one, you'll know!  :)
  11. What does the Detectors' ratings of "one-point/all-types/zone- limited/detect-all" refer to?
  12. In the original "Cheat Sheet," why does he single out one level as not having a password? Does he know all the others?

    From Harry Dodgson:

    > Of course, I know all the others   :)
    (I say, get 'em, guys!!!) ;-)
  13. What exactly is that rotating-triangle thing in some of the levels?

    (See next question)

  14. After I blow it up, why can't I pick up what's inside that triangle? This is where that mysterious Data-Scan comes into play. After destroying the rotating triangle, a pod appears, which you cannot pick up and upon which the pickinz scan does not work. Use the Data scan, however, and you will be given instructions for how to reach the "next" rotating triangle, in a specified level.

    It gives this information in terms of Zone coordinates, which you of course access through the Map screen. It further defines the location of the next triangle as "Index" location (I think they use index). See above, Dials, for details on how the index coordinates work.

    At any rate, the strange thing I have experienced is that the instructions have always been to go diagonally in the same direction. I have gone like this for about five in a row without dying, and still no changes, no hints at passwords. Maybe we should find a triangle that points to a locked zone, and will then give its password. I just don't know.

  15. Why do missiles launch straight ahead, no matter where my cursor is, and regardless of missile type?
  16. Why isn't the sound stereo? That would be too cool, I guess!
  17. If I die, why does it say "zilled by" such-and-such? Syntax error?
  18. Where do you find that quote?

Well, that's it, for now.

If you have questions, comments, or new codes for cool tanks, please, write me at!


Patrick Forhan, 1996