Welcome

Welcome to the strategy guide for Spooky Dwellers 5 Collector’s Edition! This guide was created by our friend Kathy Lew aka SynthpopAddict, a master game player of several genres, to help you navigate through every level, puzzle, and battle minigame with ease. The guide has everything you need to conquer the dwellers and achieve gold cups across the board!

This guide is also available on Steam.

Spooky Dwellers 5 CE Guide

General Tips:

  • The main game opening screen has a gears button in the top right, which allows you to start customizing the game display and audio to your liking. This is also the only place where you can completely shut off all in-game popup help if you do not want any in-game tutorials displayed. Even if you’re not new to the Spooky Dwellers series, I strongly recommend leaving in-game help enabled for your first playthrough, as this installment has quite a few new features and it’s not that easy to figure them all out yourself.
  • The Menu button at the top right of any M3 level is the real trove of customization, allowing you to subtly alter the game difficulty much more than just the usual M3 game options of relaxed, limited moves, and timed. This is where you can also change the game play mode at any time and customize certain subtle elements of the interface.
  • If you want to review an in-game popup help text later, the Help book at the top right of any M3 level is the place to check. If you disabled all the in-game tutorials from the main game screen, this is the only resource you’ll have for locating any in-game help at all. The explanations of how the powerups work are only in the Help book.
  • Pumpkins appear in every level. You will have to remove the majority of them in most situations, which means getting at least a silver cup is pretty much a given in the vast majority of levels, as the silver cup is awarded for removing at least 50% of the pumpkins. If you remove every pumpkin from the level, you get a gold cup plus a free powerup added to a stash which appears at the top of every M3 level. I’m not sure if it’s possible to leave enough pumpkins around for the bronze cup, but if you ignore enough of them, then you get a bronze cup.
  • Levels are now organized on a map screen which is the castle picture and while the mechanic is a little clunky any time you unlock a new section of the map, you can otherwise go back to the map and replay any level or minigame on demand.
  • As with all of the other games in this series, there’s a scene to build in between levels using the gold you amass from playing the M3 levels and minigames. The scene is just there for fun; it doesn’t enhance your battle or M3 skills. The M3 levels alone will not get you enough gold to buy everything, so if you want to complete the Party Parlor, you must play at least some of the minigames. If you play all the minigames, you will be quite rich by the end!

Level Types:

  • Standard Spooky Dwellers: Direct the light so it shines on the Spooky Dwellers hanging out on the edges of the playfield. Pretty much anything which is not a regular playing tile is an obstacle to transmitting light, and must be removed before the light goes through. The light must also be aimed using the “light channels”, which look like pipe joints to me, so I call them “pipes” in this guide. The pink pipes need to be rotated by making matches next to them to spin them into the correct orientation.

    Oddly, fog transmits light, but chained tiles – despite the chains having obvious holes in them – do not transmit light. This is true for every Spooky Dwellers game to date…go figure!

  • Large Spooky Dwellers: There will be one or more huge Spooky Dwellers sitting somewhere inside the playfield. A large Spooky Dweller requires multiple beams of light shining on it simultaneously to remove it. The number next to a large Spooky Dweller indicates how many more light beams are required.
  • Jumping Spooky Dwellers: These levels feature a number of rather ugly Spooky Dwellers within the playfield. The idea is to make enough adjacent matches next to them until their energy bar is completely filled, which makes them leave. Any time you match next to them, they’ll hop somewhere else in the playfield and immediately hide themselves under fog. While that’s great for not having to spend as much time looking at how hideous they are, the fog plus the decoy fog patches they generate every time they move makes finding these guys a pain. When their energy bar is pretty full, you can spot the green tinge of the energy bar below the fog. But otherwise, my strategy for locating them is to do some brute force dragging on random fog spots. If a playing tile pops out from under the fog, then the Jumping Spooky Dweller obviously isn’t there. If nothing is happening when you attempt to drag on whatever’s underneath the fog, then the Jumping Spooky Dweller is below. Or maybe it’s a black rock or a pumpkin. Have fun.
  • Hatted Mischief: This Spooky Dweller is a purple hat with eyes. You need to click on it to aim the hat in the direction you want the Hatted Mischief to move, as it moves in the direction the pointy end of the hat faces. Make an adjacent match to the Hatted Mischief and it will move one space. The goal is to “walk” the Hatted Mischief into a row or column where the light can reach and shine the light on it. Hatted Mischiefs will not walk themselves into the light, so you have to get the light shining elsewhere first, strategically walk the Hatted Mischief into a row/column the light can reach, then aim the light at it.
  • Mischief Twins: These Spooky Dwellers resemble Hatted Mischiefs and must be moved around in the same way as a Hatted Mischief, but they always come in pairs and their hats are red, green, or blue. The only thing a Mischief Twin wants is to see their identical twin in the same row or column…and then, it’s love! They will not move over water on their own, and rocks, arrow blocks, pumpkins, and I want to say even grass tiles (colored squares) will block them. So it needs to be a completely clear pathway between the twins before they will hook up.

    Mischief Twins levels can be pretty complex, as there are often teleporters present which need to be charged up with either matches or exploding a powerup next to them. The teleporters are necessary to transport Mischief Twins over water which they would otherwise not cross, and will only teleport a Mischief Twin when the Twin is in the same row or column as the teleporter. Be warned, it is possible to waste a full charge on a teleport when there is no Mischief Twin in the correct location to move! Or, if you forget to move a Mischief Twin out of the row/column of a teleport, the teleport may just grab back that Mischief Twin instead of another one you’re wanting to move. If there are other obstacles in between a Mischief Twin and a teleport, the obstacles will partially block the teleporting of the Mischief Twin.

  • Grass (colored squares): This is a traditional M3 level, where you simply need to remove all the colored squares from the playfield. Green grass is a single match tile, brown grass is double-match, and Pepto-Bismol pink grass (huh?) is triple-match. The brown and pink grass tiles change colors as you match over them to easily indicate how many matches you still need to clear them.

    Grass tiles appear in most of the other level types too, and function as an obstacle. I guess the grass is using the light beams for photosynthesis, as light does not cross grass.

Minigames:

  • The majority of the minigames – hidden object scenes, carousels, tile-swap jigsaw puzzle variants, balloon popping, and the bounce-to-hit coin collector games – aren’t too tough to figure out, so I won’t go into serious detail on them. There is built-in help for each minigame type any time you get a minigame if you’re needing assistance.
  • A nice feature of the hidden object scenes is the “list” is slightly different each time you play them.
  • Hovering the cursor over the icon near the bottom right of the tile swap puzzles gives you a preview of the solved puzzle and doesn’t cost you any gold, so it’s way better than the Hint button at the top of the screen!
  • However, the battle minigames are pretty tricky, and it took me quite a while to figure out the most effective strategy.

Battle Minigame Tips and Strategy:

  • The idea is to deplete all of the enemy’s health bar (the vertical column next to them on the right side of the screen) before they can do the same to you.
  • You rearrange the pieces in the grid by clicking a piece to pick it up, then clicking on the destination spot you want that piece to land. The idea is to group 3 or more of the same item either vertically or horizontally.
  • Making matches of the pieces adds to your attack bar (the horizontal bar by your light talisman on the left side of the screen). The amount of orange color showing indicates how much it’s charged. Fully orange is 100% charged. The attack bar cycles endlessly. After it goes to 100% it will drop back to zero on the next match.
  • If a match includes at least one piece with a skull attached, it will hit the enemy and remove some of their health. The amount of energy removed depends on how full your attack bar is at the time. For your hits to be most effective, wait until your attack bar is at least two-thirds full before making a match using skull pieces. If you are constantly using the skulls at every opportunity, many of your attacks are going to be weak and the enemy is going to trounce you.
  • To deal even more damage with your hits, match 2 or more skull pieces in one move and multiple hits will be dealt simultaneously. It definitely is worth it to hoard a few skulls until the attack bar is nearly full or completely full!
  • On the other hand, if your attack bar is full and you have no skull pieces on the grid to match at the moment, your next match will reset the attack bar and you have to start over with filling it up again. Ugh.
  • Pieces with hearts attached to them restore 15 hit points per heart to your health bar (the vertical column on the left) when matched. If your attack bar isn’t that full and the enemy has dealt you some damage, use the heart pieces to get back some health and fill the attack bar a bit more. Don’t waste the heart pieces when your health bar is full because then you don’t get the extra hit points, and heart pieces can be hard to come by!
  • Making a match with both heart pieces and skull pieces will both restore some of your health and hit the enemy.
  • The enemy doesn’t use the playing grid except to put obstacles in it. Their turn comes every few moves you make on the grid. The turns number below your light talisman indicates how many moves you have left before the enemy gets a turn.
  • When it is the enemy’s turn, they will do one of three things: directly hit you to remove some of your health, lock some pieces on the grid, or place rocks which don’t match with anything onto the grid. Locked pieces must have other pieces of the same moved next to them to use in matches. Rocks can be removed by making other matches next to them.

Walkthrough:

I will give detailed walkthroughs for lockable or otherwise tricky levels. For less complex levels, tips to nudge you in the right direction. Enjoy!

Level 1: Remove at least enough of the pumpkins to free the light rays. If you want the gold cup, must remove all the pumpkins before the light shines on all the Spooky Dwellers.

Level 2: Same idea as level 1.

Level 3: Pink pipes are introduced to spin around and direct the light in different directions.

Level 4: The black rock obstacle is introduced. A black rock requires 2 matches next to it to remove.

Level 5: First Mischief Twins level. The board layout is actually pretty open, but there are a bunch of pumpkins and black rocks blocking each pair of Mischief Twins from meeting up with its mate. Clear out enough of the pumpkins and black rocks, then align each Mischief Twin with its mate in the same row or column to get them to leave. If you want the gold cup, you’ll have to intentionally keep at least one pair of twins apart while removing all the pumpkins, because it’s actually very easy to hook all the twins up.

Level 6: Grass tiles (colored squares) are introduced. Grass is an obstacle blocking light, as are the pumpkins. The only tricky part of this level is removing the 2 extra pumpkins around the light source to get the gold cup.

Level 7: First Hatted Mischief level. You move a Hatted Mischief in the same way you’d move a Mischief Twin. However, Hatted Mischiefs are loners who must be driven off by shining the light on them.

  1. The light can reach either the top row or the 4th row from the top.
  2. Two of the Hatted Mischiefs are already in position to be driven away, so aim their hats towards the board edges so they can’t walk out of that spot.
  3. The others need to be walked to either the top row or the 4th row from the top. When you get them into the correct location, aim their hats so they can’t leave that row.
  4. Spin the pink pipes accordingly until all the Hatted Mischiefs are gone.

Level 8: Brown grass (double match tile) is introduced. Otherwise, it plays like level 6.

Level 9: You can do this one as there aren’t any new concepts introduced.

Level 10: Introduction of the arrow block. Make enough matches next to it or use an explosive powerup on it to charge it and it will slide out of the way when the bar is fully charged. Larger matches charge the bar faster. You have to move both arrow blocks as they block the light along with the other obstacles.

Level 11: Useful tip about fog – you can “wiggle” the pieces underneath fog by dragging on them and this will help you make matches in places you can’t see. Or the sun powerup will remove some random fog patches. Otherwise, clear out the grass hiding under the fog and the Spooky Dwellers will go away.

Level 12: The Jumping Spooky Dweller is introduced. You know why these guys make a hissing noise when they jump? It sucks trying to find them under the fog afterwards. Use the “wiggling the tiles” trick to help find the hidden spooks. If you can’t wiggle something out of the fog, then it’s a Jumping Spooky Dweller. As the green bar fills on these dwellers, the green color of the bar will give them away more easily. Keep matching next to the Jumping Spooky Dwellers until their energy bar is full, which evicts them from the board. Larger matches fill the energy bar faster.

Level 13:

  1. The light travels around the top row, the far left column, the column with the stack of black rocks, and the 2nd column from the right.
  2. The Mischief in the center under the stack of black rocks is already in the correct location to be eliminated, so keep it from moving out of that column.
  3. While it’s possible to get the Hatted Mischiefs on the left side into the far left column, if you want the gold cup, it’s easier to walk those Mischiefs into the center column described in step 2 so you can clear the pumpkins on the left more easily. Remove the black rocks from the center column to get more room.
  4. Leave at least one pumpkin by the light source alone and move the Hatted Mischiefs on the right into the 2nd column from the right.
  5. Remove the rest of the pumpkins. Clear any black rocks blocking the light and spin the pink pipe as needed to remove all the Hatted Mischiefs.

Level 14: The teleporter for Mischiefs of any variety is introduced.

  1. The place to put the Hatted Mischiefs is the far left column of the bottom left section.
  2. Charge the teleporter with either matches or an explosive powerup until the Hatted Mischief is teleported into the bottom left section.
  3. Move the Mischief away from the row/column the teleport is located.
  4. Move the other Hatted Mischief (in the top right) down to the 3rd row from the bottom, so it’s aligned with the teleporter and teleport it into the bottom left.
  5. Move both Hatted Mischiefs into the far left column. Be careful not to recharge the teleporter again, otherwise it may grab one of the Mischiefs back. You can move both Mischiefs out of the row/column where the teleporter is to prevent accidental pull-backs.
  6. Remove the remaining pumpkins and black rocks, then spin the pink pipe until the light goes into the bottom left.

Level 15: The weird Pepto-Bismol pink grass tiles are introduced, which take 3 matches before they finally go away. Otherwise, this plays like a few other levels you’ve seen earlier.

Level 16: Remove the black rock and slide the arrow block down. Then clear out the grass tiles blocking the light and the key will be illuminated and unlock the lock. The rest is simply clearing out the remaining pumpkins and grass tiles and spinning the pink pipe.

Level 17:

  1. Clear out the pumpkins. Try not to fully charge the teleporters just yet. If one does charge and grabs a Mischief Twin into the center section, then the game has decided which color pair you want to work with first for the remaining steps.
  2. Pick a color of Mischief Twins to work on first (doesn’t matter which, unless one already transported during step 1) and move the other pair of Mischief Twins out of the rows containing the teleporters.
  3. Teleport one color pair of Mischief Twins into the center section using the upper and lower teleports.
  4. Move both of those Twins into the same row or column to pair them up.
  5. Move the other color of Mischief Twins back into the rows with the teleporters and teleport them into the center section. Move the Twins into the same row or column to pair them up.

Level 18: It’s the annoying red fog! You’ll have to keep matching around it to keep it at bay as it comes back after a few moves. Don’t forget you can still “wiggle” playing tiles to see what’s under the fog, because there’s all manner of stuff hiding underneath plus a pink pipe to spin in the middle patch of fog.

Level 19: Chains, despite the holes they have, block light. Go figure.

Level 20:

All the Mischief Twins: “How are we ever getting back together? We don’t go over water!”

Blue Mischief Twin 1: “And I’m stuck behind a locked box! Oh, soulmate, try that glowing teleporter thing. Maybe it’ll help.”

Blue Mischief Twin 2: “That sucks!”

Blue Mischief Twin 1: “I should hope so, because that’s what the teleporter is supposed to do!”

  1. Move the green Mischief Twin in the top left out of the column containing the lower teleporter and also away from the row containing the upper teleporter.
  2. Remove all the pumpkins, chains, and black rocks.
  3. Move the green Mischief Twin in the bottom right section to the row with the lower teleporter.
  4. Use the lower teleporter to transport the green Mischief Twin out of the bottom right into the left section.
  5. Pair up the 2 green Mischief Twins. They won’t walk over water, so use a column with no water.
  6. Move the blue Mischief Twin in the top right corner away from the row containing the upper teleporter.
  7. Move the blue Mischief Twin in the center section into the column containing the upper teleporter.
  8. Use the upper teleporter to transport the blue Mischief Twin from the center into the top section. Then pair the 2 Twins.

Level 21: Remove all the obstacles blocking the light and there will be enough light beams to drive off that big Spooky Dweller.

Level 22: The pink square on the conveyor belt is the starting point. Make matches involving pieces on the belt somewhere to move the key all the way to the other end. Then it’s just a matter of getting rid of the other obstacles blocking the light and spinning the pink pipe.

Level 23: It’s more of those jumping spooks so ugly only their mother would love them. Keep wiggling pieces under the fog to help find them if you can’t spot the green energy bars yet and then match by them until they leave. If you can’t wiggle something out from under the fog, it’s a pumpkin or one of the Jumping Spooky Dwellers. Some of the pumpkins are hiding under fog too, if you want the gold cup.

Level 24: You can do this one, as it’s a standard Spooky Dwellers level of which you’ve already played several.

Level 25: Another easy level, just clear out all the grass tiles.

Level 26: Don’t remove all the pumpkins right away, as you need to move the Hatted Mischiefs on the left side to one of the board edges, or the lower left one can go in the middle row containing the pink pipe. The Hatted Mischiefs on the right need to go in the middle row containing the pink pipe. Theoretically, you could put them on the bottom row after removing a few pumpkins, but it’s really hard to get them there before the light gets in the way. Remove the pumpkins blocking the light after all the Mischiefs are in position.

Level 27: The light source in the center has to be charged up with matches to light it. It stays lit for only a few moves before going out again. The most efficient strategy is to put the 2 Hatted Mischiefs in the top half into the top row and the 2 Hatted Mischiefs in the bottom half into the bottom row. Remove all the other obstacles and pumpkins from the board and slide the arrow blocks. Spin the pink pipes so they will send the light to the top and bottom rows. Then, and only then, should you charge the light source.

Level 28: This is an easy level, as the padlocked pieces can be swapped to move them around (but you still can’t use empty spaces). The arrow block and one pumpkin have a grass tile underneath.

Level 29: You want to get the light over to the “witch portal” – which is the thing with a pulsating halo around it. In this case, it’s the jack-o-lantern in the bottom left. What the game calls a “witch lantern” – the caged item in the top left which lights up later – doesn’t light unless its corresponding witch portal has light shining on it. Some of the Spooky Dwellers can be removed even when the witch portal/lantern aren’t lit.

Level 30: You’re guaranteed at least a silver cup on this one, as nearly all the pumpkins block the light and so must be removed. The glowing jack-o-lantern in the top left must also get light shining on it.

Level 31: The various obstacles and some of the pumpkins also have grass tiles underneath.

Level 32: Get rid of all the pumpkins, chains, and black rocks before charging the light source. When the light comes on, focus only on spinning the pink pipe and hopefully all the Spooky Dwellers will be gone before the light goes out.

Level 33: Each pair of Mischief Twins must be teleported into the leftmost section before they can pair up. So the black rocks and pumpkins need to be cleared out first, otherwise the Twins get stuck somewhere. Don’t forget you have to move a Mischief Twin into a row with a teleporter before the teleporter will move them. You also have to move a Twin away from the teleporter row/column after that Twin has teleported to get the teleporters to grab a different Twin.

Level 34: Remove all the chains, pumpkins, and black rocks. Slide the 2 arrow blocks.

Level 35: As in any other level with rechargeable lights, clear out all the obstacles which block light first before charging the lights. The arrow block also needs to be moved out of the way.

Level 36: Several pumpkins hide under the fog, so you’ll have to do a lot of “piece wiggling” with the fog patches to get some matches by them while finding those Jumping Spooky Dwellers.

Level 37: While it’s cluttered with obstacles and there are both a lock and key set plus a witch portal/lantern, it’s simply a matter of removing things which block light and spinning the pink pipes as usual.

Level 38: The Hatted Mischiefs on the left half of the board need to go in one of the columns or rows containing a pink pipe. On the right half, a pink pipe is hiding under an annoying section of red fog in the 4th column from the right. Put the Hatted Mischiefs in the right side of the board into the 4th column from the right and then “piece wiggle” to spin the pink pipe if it’s hidden under fog.

Level 39: This is easy, just clear out all the grass and pumpkins and the Spooky Dwellers will mostly take care of themselves.

Level 40:

Red Mischief Twins: “We want that arrow block!”

Blue and Green Mischief Twins: “What, you guys enjoy being whacked against a block? That sucks even more than the feeling of being teleported across water!”

Yes, that arrow block is very important…but when you use it is critical.

  1. Remove the pumpkins in the bottom left and bottom center. Leave the other pumpkins for now.
  2. Move the Blue Mischief Twin in the bottom left somewhere not in the column/row the teleporter is. I move it into the 2nd column from the left and up a few spaces so there’s room to charge the teleporter.
  3. Move the Blue Mischief Twin in the bottom center down to the bottom row so it’s lined up with the bottom teleporter.
  4. Use the bottom teleporter to move the Blue Mischief Twin out of the bottom center and into the bottom left. Pair the blue Twins together.
  5. Slide the arrow block down.
  6. Remove the pumpkins around the teleporter in the top center and the pumpkins in the top left.
  7. Move the Red Mischief Twin in the top left into the 2nd row from the top, then use the teleporter to move it into the top center.
  8. Move the Red Mischief Twin somewhere other than the row/column containing the top teleporter.
  9. Remove the pumpkins from the bottom right. Make sure the Red Mischief Twin in the bottom right is aligned with the bottom teleporter.
  10. Charge the bottom teleporter until the Red Mischief Twin moves to the bottom center.

Red Mischief Twin 1: “Hey, hitting that block hurts! How come I didn’t just go through it, because I’m a ghost?”

Red Mischief Twin 2: “Stop whining, because if you did go through the block, we’d never meet up!”

  1. Now move the Red Mischief Twin in the bottom center to the column containing the top teleporter.
  2. Use the top teleporter to move the Red Mischief Twin from the bottom center to the top center. Pair the Red Mischief Twins.
  3. Remove the pumpkins from the top right.
  4. Move the Green Mischief Twin in the top right to the 2nd row from the top, then use the top teleporter to move it into the top center.
  5. Move the Green Mischief Twin in the top center somewhere other than the row/column containing the top teleporter.
  6. Move the Green Mischief Twin in the bottom center into the column containing the top teleporter.
  7. Use the top teleporter to transport the Green Mischief Twin into the top center. Then pair it with its mate.

Level 41: After the challenging level 40, this one’s easy, even if you have to spend some time getting through the fog to find all the pumpkins and grass tiles.

Level 42: You can do this one because it’s just removing the pumpkins and grass tiles.

Level 43: All the Hatted Mischiefs need to be in either the 4th column from the left or the 4th column from the right.

Level 44: Get rid of all the obstacles everywhere else except the grass tiles immediately next to the rechargeable light source. Then remove the grass around the light source while charging it and spin the pink pipes as needed.

Level 45: Easy level, just clear out enough of the black rocks and the pumpkins to get “flow” into the bottom areas.

Level 46: The 3 Hatted Mischiefs in the right half need to be either in the bottom row or the 4th column from the right. The 2 Hatted Mischiefs in the center left need to be in the leftmost column they can reach (above the green lantern). The 2 Hatted Mischiefs in the left need to be somewhere along the board edges. Leave the chains by the light source alone and remove the pumpkins and grass tiles elsewhere first. Then clear out the chains and spin the pink pipes to get the witch portals/lanterns lit.

Level 47: It’s not just the obvious pumpkins, black rocks, crushable rock needing the hammer to be lowered/dragged onto it, but there are chains hiding under the fog.

Level 48: Eek, it’s ugly hopping spooks. But you should be able to figure it out, as it’s no different than earlier levels featuring these Spooky Dwellers and it’s a pretty open board layout.

Level 49: There are more rocks of both varieties getting in the way of the light than there were in level 48, but otherwise, not hard to solve.

Level 50: There are 2 rechargeable lights in this one. Move the key all the way down the conveyor belt, clearing out the pumpkins in front of it, until it’s on the bottom row. Remove the grass and crushable rock blocking the light paths first. Then alternate matches between the 2 lights so they both charge at around the same pace and come on around the same time. Note that the pumpkin immediately blocking the Spooky Dweller can’t be removed until the lights are on. The pumpkin which causes me to miss the gold cup is the regular sized one closest to the top right corner.

Level 51: Now there’s annoying red fog which the Jumping Spooky Dwellers might leap into, so you’ll have to do even more “piece wiggling” to locate them.

Level 52: Standard Spooky Dwellers level which you can figure out.

Level 53:

Hatted Mischiefs: “Hey, it already sucks enough we have to get driven off by the light, but now we have to deal with being teleported across water like the Mischief Twins too?”

  1. Remove all the pumpkins, except the ones in the narrow corridor with the light source and chains. There are several pumpkins hiding in the fog at the bottom.
  2. Use the top and bottom teleporters to move the Hatted Mischiefs from the top left and bottom left into the right.
  3. There is one Hatted Mischief hiding in the fog at the bottom.
  4. Walk all the Hatted Mischiefs into the row with the light source, then clear out the last pumpkins and chains (most of them will probably go away on their own while you’re moving the Hatted Mischiefs). Charge up the light to turn it on.

Level 54: Move the glowing witch portal (jack-o-lantern) all the way to the end of the conveyor belt and remove the grass blocking the light to get the witch portal and its associated lantern illuminated.

Level 55:

  1. Move all 3 rocks on the conveyor belts all the way to the ends. There will be 2 rocks stacked together on the left side, and one rock on the right side.
  2. Clear out the pumpkins, chains, and black rocks. Try not to move the arrow blocks just yet, as they’ll otherwise get in the way.
  3. Slide the up-arrow block, then the down-arrow block.
  4. Slide the rest of the arrow blocks. Spin the pink pipes as needed.

Level 56: There are black rocks and pumpkins blocking the Jumping Spooky Dwellers, and some pumpkins are hiding under the fog, but you should be able to figure this one out. Yes, it’s still a pain to figure out where the spooks have jumped.

Level 57: I think you might be guaranteed a gold cup on this one, as the pumpkins are all in the way of the light somehow. So are the grass tiles and other obstacles.

Level 58: Remove the pumpkins on the bottom of the right half before moving the 2 arrow blocks down. You can do the rest.

Level 59: “Yay, no getting pulled across water by teleporters! We’ll gladly take a hike instead.” The pumpkins get in the way, so need to be removed for the Mischief Twins to walk to their destinations. If a Mischief Twin happens to move underneath a patch of fog, that won’t prevent it from pairing with its mate, but any water between the two does block them.

  1. Green Mischief Twins: put them in the 3rd row from the bottom.
  2. Red Mischief Twins: one is hiding under fog near the top. Move that one up one row, then move its mate from the right around the water and up.
  3. Blue Mischief Twins: one is hiding under fog in the bottom left corner. Move it into the 3rd row from the bottom and then move its mate down from the top right corner into the same row.

Level 60: Even though some of the pipes are hiding under fog, it’s an easy level.

Level 61: There are obstacles under the fog, so work on clearing at least enough of the fog to get rid of the stuff below along with clearing the more obvious light blocks. When all the pathways to the Spooky Dwellers are clear, charge the light until it comes on and spin the pink pipe appropriately.

Level 62: Try to remove the pumpkins before sliding any of the arrow blocks, otherwise getting rid of all the pumpkins for the gold cup is considerably harder.

Level 63: The Red Mischief Twins are already in the correct location to be paired; it’s just that the rocks and pumpkins are blocking them. So aim the red Twins such that they can’t leave their starting row. The Blue and Green Mischief Twins also need to walk into the middle row after removing the obstacles which block them.

Level 64: Remove all the pumpkins and chains, then spin the pink pipe so the light goes up. Charge the light to remove the Spooky Dweller on the left, then spin the pink pipe so the light goes down for the other Spooky Dweller.

Level 65: Yes, you have to clear the majority of the fog because of all the obstacles under it.

Level 66: It’s another “hiking” level for the Mischief Twins. If you hover the cursor over a Mischief Twin, it will show the location of its mate. Two of the Twins are hiding in the fog. Because one of the Red Mischief Twins is blocking the arrow block, you have to move it down for a bit and slide the arrow block so the Mischief Twin can get out into the open area. The pumpkins hiding in the fog also block the Mischief Twins. Don’t forget that even when a pair of Twins is in the center section, they can’t have any water in between them, so only the topmost or center row in the middle will work for pairing.

Level 67: Probably the hardest thing with this level is remembering to remove all the pumpkins if you want the gold cup before all the grass tiles are gone.

Level 68: You can do this one since it’s a regular Spooky Dwellers level of which you’ve played plenty of by this point.

Level 69: Once you clear all the obstacles blocking the light and witch portals/lanterns, the Big Spooky Dwellers will go away. The only tricky part is removing all the pumpkins for the gold cup.

Level 70: The witch portal (jack-o-lantern) has to be moved all the way to the end of the conveyor belt to work.

Level 71: This is an easy level which you can figure out.

Level 72: The unlit, non-chargeable light source is introduced. The idea is to get the light shining on it and it will turn on and stay on afterwards. You can do the rest.

Level 73: The trick to this one is to get rid of the Spooky Dweller in the top left corner, then get the light in the top right corner lit before moving the arrow block. Focus on getting the pink pipes (particularly the one on the top row) in the correct orientation to get these things done ASAP. If either the top left Spooky Dweller isn’t removed first thing, or the arrow block slides before the top right corner light is lit, you’ll have to restart.

Level 74:

  1. Start with the pumpkin blocking the light source on the top row and work clockwise around the right half of the board. Remove each obstacle or slide each arrow block as you get to it. Eventually the witch portal on the bottom will light.
  2. The witch lantern in the top left corner will light after step 1. Continue to work clockwise around the left half of the board starting with the grass tiles in the top row.
  3. When you reach the arrow block on the bottom row, remove all the pumpkins on the left for the gold cup.
  4. Slide the arrow block.

Level 75:

Red Mischief Twins: “We’re tired after all those long walks earlier. Maybe the teleports really don’t suck that much after all.”

  1. Work on pairing the Red Mischief Twins first. Clear the pumpkins on the left side and bottom center (where one of the red Twins is located) without moving any of the Twins.
  2. Now move the Red Mischief Twin in the bottom center into the 3rd row from the bottom.
  3. Use the teleporter in the bottom left to move the Red Mischief Twin into the left. Then you can pair the Red Mischief Twins.
  4. Remove all the pumpkins in the small section where the lower Green Mischief Twin is.
  5. Move the lower Green Mischief Twin into the left column of that small section and the 2nd row from the bottom. There will be a down-arrow block above it. Aim its hat so it can’t move out of there for now. This placing is extremely important so you don’t get completely stuck.

Green Mischief Twin in top row: Begins singing Cher’s “Love Hurts” at this point.

Lower Green Mischief Twin: “How come this is my job now? I thought it was the Reds who were into this masochistic stuff!”

  1. Slide the down-arrow block.

Lower Green Mischief Twin: “OWWW! How come that #@*% block didn’t just go THROUGH me? And soulmate, you can STFU!”

Upper Green Mischief Twin: “Come on, someone’s got to take one for the team. The Blues are going to appreciate this!”

Lower Green Mischief Twin: “The only one who’s going to be ‘blue’ is you when I finally meet up with you!”

  1. Keep the upper Green Mischief Twin where it is. Slide at least one of the arrow blocks nearby so there’s a pathway for the Twins to meet later.
  2. Now move the upper Green Mischief Twin out of the top row so the teleporter there can’t grab it.
  3. Move the lower Green Mischief Twin 1 column right so it’s in the column with the upper teleporter.
  4. Use the upper teleporter to move the lower Green Mischief Twin into the top section, then pair it with its mate.

Green Mischief Twin 1: “Loooooooove HUUUURTS!”

Green Mischief Twin 2: Flies off with Green Mischief Twin 1 while cussing its soulmate out.

  1. Remove the pumpkins in the top right section where the upper Blue Mischief Twin is.
  2. Use the upper teleporter to move the upper Blue Mischief Twin into the top center. Then move the Mischief Twin away from the row/column containing the upper teleporter.
  3. Remove the remaining pumpkins. Do not slide the arrow block in the bottom center while doing this.

Lower Blue Mischief Twin: “How come I have to hit that block? That sucks even worse than the teleporters dragging us over water!”

Upper Blue Mischief Twin: “Well, one of the Greens had the block coming at them instead, so it can’t be any worse than that. Or you can go take a long walk AND still have to double teleport over water. Now that’s an example of something which sucks!”

  1. Move the lower Blue Mischief Twin into the 3rd row from the bottom.
  2. If the arrow block is still there in the 3rd row from the bottom, then use the bottom left teleporter to move the lower Blue Mischief Twin two columns left, then use the upper teleporter to move it to the top section. If for some reason the lower arrow block slid out of the way, then you’ll have to use the bottom left teleporter followed by moving the lower Blue Mischief Twin to the top row so it can be teleported with the top teleporter.
  3. Pair the Blue Twins. Maybe they aren’t going to spend wherever they’ve gone to cursing each other out. There’s still no telling about the Greens. The Reds I’d presume are the only ones who ended up happy.

Level 76: After that level 75 epic, this one’s easy, so I’m leaving it to you.

Level 77: Looks like all the Mischief Twins have come back from wherever. At least this time there’s no arrow blocks for them to hit. Just walk each Mischief Twin into the center section with no water blocking each pair. Do not get the different colors mixed up, because the assorted color Twins will block matching pairs from meeting up, if there’s a different colored one in between a matching pair.

Level 78: Easy level, the only possibly tricky part is removing all the pumpkins.

Level 79: This one should also be easy, as you’ve played many levels like it already, so I’m leaving it to you.

Level 80: There’s annoying red fog hiding pumpkins, chains, black rocks and a hammer along with its crushable rock.

Level 81: All the Mischief Twins: “There’s way too much water. That’s why we make a sucking noise whenever we move.” While the board is cluttered, it’s actually easier than it looks to pair all the Twins. Clear out all the black rocks and pumpkins, then work with one color of Mischief Twins at a time where you use the teleporter to move one of the pair into the right. When the first Mischief Twin lands on the right, move it out of the row containing the teleporter before using the teleporter to grab its mate. The Blue Mischief Twin in the top left corner needs to go on a bit of a hike to be in the row with the teleporter.

Level 82:

  1. Tricky part number 1: break the chains and get the light to the Spooky Dweller in the top right corner without moving the arrow block.
  2. Tricky part number 2: getting the witch portal (jack-o-lantern) all the way to the end of the conveyor belt (the top left corner) and getting the light to shine on it. This requires removing a lot of pumpkins. You still cannot move the arrow block.
  3. The witch lantern in the left lights, and will light the darkened light source, unless there are still any pumpkins in its way. If there still are any pumpkins blocking the witch lantern and the shut-off light source, remove the pumpkins.
  4. Clear any obstacles blocking the light which turned on in step 3 including finally sliding the arrow block to get rid of the remaining Spooky Dweller. There’s a patch of grass under the arrow block, so don’t panic when sliding the arrow block doesn’t automatically evict the Spooky Dweller.

Level 83: You can figure this one out.

Level 84: Another easy level which you can figure out.

Level 85:

Hatted Mischiefs: “Hey, isn’t that teleporter only for the Mischief Twins? We think it sucks to be yanked across water too! And it even yanks us across light beams! Worst feeling ever!”

  1. Start on the left side, clearing out the fog and removing the pumpkins and other obstacles.
  2. When the teleporter is uncovered, stop working there. Remove the black rocks and crushable rock in the column immediately to the left of the 2 Hatted Mischiefs. The other column with black rocks and a crushable rock/hammer is actually extraneous junk which can be ignored.
  3. Move the 2 Hatted Mischiefs who are in the left half of the board to the 5th column from the left and aim them so they can’t leave. Spin the pink pipe to remove them.
  4. Remove the pumpkins on the right half of the board. Move a Hatted Mischief which is in the right half of the board into the row containing the teleporter and teleport it to the left. Oddly enough, I discovered the teleporter works even if the light is shining in between a Hatted Mischief and the teleporter. Must be some kind of wormhole teleporter, as the Hatted Mischief will land on the teleporter as usual on the other side of the light beam!
  5. Repeat step 4 for the other 2 Hatted Mischiefs on the right side. Since there’s not a lot of working room by the teleporter and pink pipe, may be easier to spin the pink pipe and get rid of the Hatted Mischiefs one at a time.
  6. Put all the Hatted Mischiefs into the 5th column from the left. Spin the pink pipe to get rid of them.

Level 86: The arrow blocks have to be moved at very specific times, otherwise they get jammed and you’ll have to restart.

  1. Start on the right side with removing the pumpkins there and getting the rock all the way down to the end of the conveyor belt (bottom row). Do not move any arrow blocks.
  2. Slide the arrow block in the bottom right corner over to the rock.
  3. Starting with the rightmost one, slide the 3 arrow blocks in the top row so they all go to the top right corner.
  4. Slide the up-arrow block from the bottom row, then slide the 2 right-arrow blocks starting with the rightmost one so they end up by the rock.
  5. Most of the Spooky Dwellers should be gone by this point. Spin the pink pipe to remove the last one.

Level 87: After a couple of challenging levels, this one’s easy.

Level 88: Remove the pumpkins and other obstacles on the right half first, otherwise you might have to keep on sliding that arrow block before all the grass tiles can be removed.

Level 89: You can work on any pair of colored Mischief Twins in any order. The steps below are simply for how to use the teleporters.

  1. Remove all the pumpkins.
  2. The Green Mischief Twin in the bottom right needs to be teleported with the teleporter on the left. It can then pair with its mate in the top left, who must walk around a bit to get to the column without water.
  3. The Blue Mischief Twin in the bottom left needs to be teleported with the teleporter on the left, then moved into the row with the teleporter in the center to be teleported again into the center section, where it can pair with its mate.
  4. The Red Mischief Twin in the top right needs to be teleported with the teleporter in the center section, then paired with its mate there.

Level 90: The majority of the black rocks are keeping the witch portal (jack-o-lantern) from getting to the end of the conveyor belt, where it needs to be. A pink pipe and grass tiles hide in the red fog.

Level 91: The “cycling” light source is introduced and is a CE extra feature. The number on the light shows how many moves you have left before the light toggles on or off. I focus on removing the pumpkins and obstacles first, then spin the pink pipes. If the light isn’t on at the time, make some random matches elsewhere which don’t spin the pink pipes until the light comes back on.

Level 92: Having a cycling light source actually makes this one easier. If the light is blocking the Hatted Mischiefs from being in the row with the light, wait until it shuts off to move them. It’s best to remove the Hatted Mischiefs gradually so you can better work on clearing all the pumpkins for the gold cup.

Level 93: Same strategy as level 92. May as well remove all the pumpkins even if you don’t care about the gold cup, because you can’t tell otherwise which spaces have water.

Level 94: Focus on getting the light to the unlit light source in the bottom right corner, then remove the other obstacles.

Level 95: There’s nothing in here you haven’t seen many times, so will leave this one to you.

Level 96: Another easy level. The arrow blocks both have to be moved because grass tiles are underneath.

Level 97: Having the cycling light makes it easier to work on clearing all the pumpkins for the gold cup and seeing how to spin the pink pipes.

Level 98:

Mischief Twins: “Now we’re envious of the Reds, who must be supremely happy elsewhere because they sure aren’t here.”

  1. Remove the pumpkins, black rocks and crushable rock.
  2. Move the Blue Mischief Twin in the bottom left into the row containing the teleporter in the center. Teleport the Blue Mischief Twin into the center section.
  3. Move the Blue Mischief Twin in the top left into the row containing the teleporter in the top right. Use that teleporter to move the Blue Mischief Twin into the top right.
  4. Move the Blue Mischief Twin from step 3 away from the row/column containing the top right teleporter.
  5. Move the Blue Mischief Twin in the center section into the row containing the top right teleporter, then use the top right teleporter to transport it into the top right. Pair the Blue Twins.
  6. Move the Green Mischief Twin in the top right corner down to the row containing the center teleporter and use the center teleporter to move the Green Mischief Twin into the center. Pair the Green Twins.

Level 99: Clear out all the obstacles before alternating matches between the 2 chargeable light sources in the top right and bottom left corners so the lights will both turn on at about the same time to get rid of the large Spooky Dwellers.

Level 100:

  1. Clear at least enough of the pumpkins and fog to see where the open pathways are located, as well as uncovering the teleporter in the top right.
  2. For the Blue Mischief Twins, pick one of them to move into the open section the other one is located to pair them.
  3. Move the Green Mischief Twin from the center section into the column with the teleporter and teleport it into the top right, where it can pair with its mate.
  4. Repeat step 3 for the Red Mischief Twin in the center section.

Level 101:

  1. Get rid of the pumpkins, as the witch portal (jack-o-lantern) needs to go all the way to the end of the conveyor belt. Many of the other pumpkins block the light in general.
  2. Slide the arrow block.
  3. Charge the rechargeable light source and spin the pink pipe until the Spooky Dwellers are gone.

Level 102: You can do this one.

Level 103: This one’s a pain because you have to play it “blind” a good part of the time with that annoying red fog. The light cycles, and there are pink pipes and other obstacles hiding in the red fog. Pick a red fog section to work on and clear enough of it to spin the pink pipes into an orientation that will remove some of the Spooky Dwellers. When the light is off, use it to remove some obstacles in the other section. There’s a little luck involved with getting all the pink pipes into the correct orientation since it’s so difficult to see them. At least light goes through fog!

Level 104:

  1. Get the witch portals to the ends of the conveyor belts.
  2. Remove the grass tiles and pumpkins.
  3. Get the light to shine on the unlighted light source and spin the pink pipe until all the Spooky Dwellers are gone.

Level 105: Clear out the grass tiles on the sides before moving any of the arrow blocks, otherwise you may end up hopelessly stuck.

Level 106: I’m not sure on this one, but it may be possible to lock it if you don’t do things in the correct order.

  1. Remove the pumpkins, grass and chains, but don’t slide the arrow block.
  2. Rotate the pink pipes so the light goes up and to the left, which lights the witch portal.
  3. The light source on the bottom row will come on.
  4. Slide the arrow block.
  5. Spin the pink pipes so the light goes up and to the right.
  6. Spin the lower pink pipe so the light goes down.

Level 107: Wherever the Mischief Twins are going when they fly away together must be kicking them back out on a regular basis? The unfortunate spirits are back to taking hikes and being teleported over water, sometimes more than once…

  1. Remove at least enough pumpkins where the rows and columns by the teleporters are unobstructed.
  2. Use the bottom left teleporter to move the Blue Mischief Twin from the bottom right into the bottom left. Pair the Blue Twins.
  3. Use the top right teleporter to move the Green Mischief Twin from the top center to the top right.
  4. Move the Green Mischief Twin from step 3 down until it’s in the row with the bottom left teleporter, then use the bottom left teleporter to move it into the bottom left.
  5. Move the Green Mischief Twin out of the row/column containing the bottom left teleporter, then use the bottom left teleporter to transport its mate from the center section into the left. Pair the Green Twins.
  6. Use the top right teleporter to transport one of the Red Mischief Twins into the top right. Move it out of the column/row the top right teleporter is located.
  7. Use the top right teleporter to move the Red Mischief Twin’s mate to the top right. Pair the Red Twins.

Level 108: This is an easy level which I’ll leave to you.

Level 109: Work on getting rid of the pumpkins and other obstacles first, since the light cycles on and off. When the light is off, set up the pink pipes so they get rid of the Spooky Dwellers when the light comes back on.

Level 110: The arrow blocks have to be moved in a particular order or you’ll be stuck. This is one possible solution.

  1. Slide the left-arrow block which is in the 3rd row from the bottom (the one which is directly below the light source at the start).
  2. There are 3 down-arrow blocks in the middle: one is just above the arrow block you slid in step 1 and the other 2 are in the 2 adjacent columns to the right. Slide all 3 of these down-arrow blocks.
  3. Slide the left- and right-arrow blocks in the lower section (4th row from the bottom) so there’s a cluster of arrow blocks just under the light.
  4. Slide the left- and right-arrow blocks in the upper section (3rd row from the top) so there’s 3 arrow blocks in a row above the light.
  5. Remove any pumpkins or grass still remaining.
  6. Slide the last 2 arrow blocks (a down one and a right one) in the right half of the playfield.

Level 111:

  1. Remove all the grass tiles from the top row.
  2. Some of the chains at least probably took care of themselves while you were working on the grass, but if there are any chains left, clear those out.
  3. Remove any pumpkins still in the top half of the board.
  4. Charge the light source in the top right corner so the unlit light source in the top left corner lights.
  5. Remove the pumpkins in the bottom half and break the black rocks.
  6. Slide the arrow blocks.

Level 112: That red fog isn’t quite as annoying for once, as there are just a few pumpkins and grass tiles under it. Use a “divide and conquer” strategy of working on one section of red fog at a time before moving on to another. The rest is easy.

Level 113:

  1. Remove the pumpkins on the conveyor belt so the rock goes all the way to the end of the belt.
  2. Clear out the pumpkins in the right and center, if any are still there.
  3. Remove the grass tiles from the bottom row.
  4. Break any chains still remaining.
  5. Remove the remaining pumpkins and slide the arrow block.

Level 114: No, it’s not just full of pumpkins. There are 6 Jumping Spooky Dwellers lurking somewhere beneath the fog. Keep on “piece wiggling” to find them along with pumpkins.

Level 115: To finish this level is easy, but if you want the gold cup, you’ll probably have to go crazy with the powerups. It is a total lottery win to be able to do it without any extra help.

Level 116: Each witch portal (the jack-o-lantern and the glowing green balloon) has to get to the end of its conveyor belt. You should be able to figure the rest out.

Level 117:

Mischief Twins: “Hey, get out of my way!” “No, YOU get out of my way!” “Just how did we all get stuck in this tunnel in the middle of the water, anyway?”

You can use either teleporter, but I prefer to use the bottom left one because it’s less obstructed. The idea is to teleport the first Mischief Twin and put the other 2 colors of Mischief Twins in corners so they can be “unscrambled”. The below is for using the bottom left teleporter.

  1. Remove the pumpkins. The black rocks are optional, but many of them will probably get cleared anyway.
  2. Slide the arrow block.
  3. Use the bottom left teleporter to move the lowest Red Mischief Twin into the left.
  4. Move the Red Mischief Twin off the teleporter and out of the row/column containing the teleporter.
  5. Move the lowest Green Mischief Twin into one of the “corner” spots at the bottom row (the single spaces that have 3 squares of water surrounding them).
  6. Move the lowest Blue Mischief Twin into the other “corner” spot of the bottom row.
  7. Now the Red Mischief Twin in the center can go down to the row containing the bottom left teleporter.
  8. Use the bottom left teleporter to move the Red Mischief Twin into the left, where it can join its mate.
  9. Move the Green Mischief Twin out of the “corner” and it will pair with its mate above.
  10. Move the Blue Mischief Twin out of the “corner” and it will pair with its mate.

Level 118:

  1. Move the green witch portal (glowing green balloon) to the end of the conveyor belt.
  2. Clear out all the assorted obstacles and pumpkins.
  3. Charge the light source in the bottom right corner until it comes on.

Level 119: Easy level, so you can do this. There are grass tiles under the arrow blocks too.

Level 120: Start from the left and work your way across. Get the hammers down to their crushable rocks while removing the black rocks and pumpkins. Wait as long as possible to slide the arrow block so it doesn’t get in the way of removing black rocks or pumpkins on the left side.

Level 121: There’s a lot of fog, but you should be able to figure this one out.

Level 122: Try to wait until the pumpkins and obstacles are cleared and spin the pink pipes so the light will go to the Spooky Dwellers before you charge the rechargeable lights. This is a case of “pink pipes, stop spinning already”.

Level 123: Remove the pumpkins before charging the rechargeable light source. Not all of the black rocks need to be removed as you can also let them go to the end of the conveyor belt.

Level 124: This is an easy level which you can do on your own.

Level 125: You can do this one.

Level 126: You can do this one.

Level 127: This is pretty straightforward. Get the hammers to their crushable rocks while working on clearing out the other obstacles or sliding the arrow blocks. You can leave the last 2 black rocks on the end of the conveyor belt.

Level 128: Mischief Twins lost on a dark and stormy night?

  1. Remove the pumpkins while clearing the fog.
  2. When the Mischief Twins and the teleporter become visible, pick a pair of Mischief Twins to work with first and use the teleporter to move each of the pair into the center. Don’t forget you have to move the first Twin off the row/column the teleporter is in before the other one can be moved.

Level 129: The key has to go all the way to the end of the conveyor belt, then simply remove the obstacles as usual.

Level 130:

Green Mischief Twin 1: “How come we always got to do the suckiest work with these arrow blocks and teleporters? Wasn’t level 75 enough already?”

Green Mischief Twin 2: “Hey, at least you don’t have to get whacked with the block this time!”

  1. Remove the pumpkins.
  2. Slide the arrow block so it’s on the row with the lower teleporter.
  3. Move the Green Mischief Twin on the bottom row into the row with the lower teleporter, then use the teleporter to move it into the next open column on the left. Yep, I’m sure that Twin really hated that move…
  4. Move that same Green Mischief Twin from step 3 up a few spaces so it’s aligned with the teleporter on the right.
  5. Use the teleporter on the right to move the Green Mischief Twin into the right. Then move the Twin off the row/column of the teleporter.
  6. Move the Green Mischief Twin in the top right corner into the column containing the teleporter on the right.
  7. Use the teleporter on the right to move the Green Mischief Twin into the same area as its mate. Pair them up.
  8. Put one of the Blue Mischief Twins on a hike so it’s aligned with the teleporter on the right and teleport it into the right.
  9. Move the Blue Twin off the row/column of the teleporter, then hike the Blue Twin’s mate into the row with the teleporter on the right and teleport it into the right so both of them can pair.
  10. Move the Red Mischief Twin in the top right to the column with the teleporter and teleport it down.
  11. Move the Red Twin off the row/column of the teleporter. Then move the Red Twin’s mate from the top section down to the row with the teleporter and move it into the right. Pair the Red Twins.

Level 131: Do not move the lower of the 2 left-arrow blocks until the up-arrow block in the bottom left has been moved. Otherwise, you’re hopelessly stuck. The other arrow blocks can be moved at any time. The light is a cycling one, so use the “off phase” to spin the pink pipes appropriately.

Level 132:

Blue Mischief Twins: “We’ve been deserted by the Reds and Greens! And they left us to beat our heads against a bunch of rocks! Oh, the horror!”

Fear not, Blues. Getting the 2 of you back together is easier than it looks. I find it more difficult to remove all the pumpkins without using powerups. Still can’t do anything about the rocks though. Sorry.

  1. Remove the pumpkins.
  2. Move the lower Blue Mischief Twin into the row containing the middle teleporter.
  3. Use the middle teleporter to move the Blue Mischief Twin into the bottom center section.
  4. Move the Blue Mischief Twin from step 3 away from the row/column containing the middle teleporter.
  5. Move the Blue Mischief Twin in the top right corner into the 2nd row from the top (the one with the upper teleporter).
  6. Use the upper teleporter (in the top left) to move the Blue Mischief Twin from step 5 into the top center section.

Upper Blue Mischief Twin: “OWWW! That rock hurts!”

Lower Blue Mischief Twin: “Stop whining, it’s worth a little pain to not have to be sucked through teleporters across water more than necessary! And this way, you don’t have to take any hikes either!”

  1. Move the upper Blue Mischief Twin into the column containing the middle teleporter and teleport it into the bottom center so it can join its mate.

Blue Mischief Twin 1: “My head still hurts! Now that we’re hitched back up, you can share this massive headache with me!”

Level 133: The red fog hides 2 pink pipes, pumpkins, and chains, but what will completely mess up the level is if you slide the arrow block before the Spooky Dweller in the top left corner is eliminated. Get rid of that spook first, then you can safely work towards the right side of the board.

Level 134: Easy level which you can figure out.

Level 135: There’s a lot of pumpkins as well as a witch portal (jack-o-lantern) under the fog. You need to get the witch portal to the end of the conveyor belt.

Level 136: Another easy level which you can do on your own.

Level 137: There are 2 witch portals (an orange jack-o-lantern and a green balloon) which must get to the ends of their respective conveyor belts.

Level 138: Move the rock all the way to the end of the conveyor belt before sliding the arrow block. Wait until all the obstacles are gone before charging the rechargeable light source.

Level 139: You can do this one. Unless you’re trying to get the gold cup on something other than relaxed without using the powerups. That’s a complete lottery win.

Level 140: Clear out the grass tiles on the left half of the board before moving any of the left- arrow blocks. Each arrow block also has a grass tile underneath of it at its starting position. This means that you must also clear the grass tiles on the right side before moving the right-arrow block.

Level 141: Nothing which can be messed up here, so I’m leaving this one to you.

Level 142:

  1. Start on the left side first with clearing the grass, fog, and pumpkins. Two witch lanterns hide in the fog in the left corners.
  2. Go to the right side and remove all the grass in the bottom right section (leave the grass in the top right alone for now) along with the pumpkins on the bottom. Also clear out the grass in the row with the cycling light source.
  3. When the light comes on, it’ll go down and around and light the darkened light source on the bottom row. Several Spooky Dwellers will be banished.
  4. Remove the pumpkins on the top and the grass in the top right. Slide the arrow block.

Level 143: Once you clear all the obstacles, slide the arrow block and remove the pumpkins, the large Spooky Dweller will go away.

Level 144: It’s an easy level, so am leaving it to you.

Level 145:

Blue Mischief Twin 1: “The Reds and Greens must’ve gone on to the happy hereafter, but we’re cursed to be stuck here. Must be why we’re ‘blue’. [sob]”

Blue Mischief Twin 2: “Yeah, and I have to be whacked against an arrow block! [sob]”

Blue Mischief Twin 1: “Must be karmic payback for level 75 when one of the Greens had to get hit by a flying arrow block so we could get together for a little while. [sob]”

Blue Mischief Twin 2: “But I had to hit the arrow block in level 75 too! [sob]”

  1. Aim both Mischief Twins so they face the left edge and can’t move. Remove the pumpkins.
  2. Move the lower Mischief Twin into the column containing the bottom left teleporter.
  3. Use the bottom left teleporter to move the Mischief Twin into the bottom left section.
  4. Slide the arrow block to the bottom.
  5. Use the bottom right teleporter to move the Mischief Twin into the center section. Sorry, Blue, about that arrow block…
  6. Move the Mischief Twin from the bottom up to the top row, then use the top right teleporter to move it into the top right section.
  7. Move the Mischief Twin from step 6 away from the row/column containing the top right teleporter.
  8. Move the Mischief Twin in the top left into the top row, then use the top right teleporter to move it to the top right section. Pair the Twins.

Level 146: The only thing hard about this one is if you’re playing it in expert mode.

Level 147: Don’t move that blue key too quickly!

  1. The tricky part to this one is moving the yellow key to the end of its conveyor belt without also getting the blue key to the end of its belt. If the blue key goes all the way to the end too soon, you’re hopelessly stuck. Therefore, work only on the right to move the yellow key.
  2. Spin the pink pipe so the light goes up and down. Remove the pumpkins in the column blocking the two Spooky Dwellers. Do not get that blue key in the way.
  3. Remove the remaining pumpkins. Move the blue key all the way to the end of the conveyor belt.
  4. Spin the pink pipe so the light goes left and up.

Level 148: Start with the grass and pumpkin in the top right corner and work clockwise around the board edges. Save the black rock and sliding the arrow block for last.

Level 149:

Blue Mischief Twins: “We’ve finally been vindicated! The Greens and Reds are back! And the Reds are finally going to have to pay their karmic debt for avoiding the rocks and arrow blocks ever since level 40!”

Red and Green Mischief Twins: “WTF? Talk about a rock fight!”

  1. Aim all the Mischief Twins so they can’t move. Remove the pumpkins.
  2. There are 2 teleporters in the bottom right. Use the upper one to move the Blue Mischief Twin to the bottom right section.
  3. Move that Blue Twin from step 3 away from the row/column of the teleporters.
  4. Move the Blue Mischief Twin in the top left corner down as far as it can go. Then use the upper teleporter in the bottom right to move it to the bottom right section. Pair the Blue Twins.
  5. Move the Red Mischief Twin in the bottom left into the column with the bottom right teleporter. Then teleport it a few columns over so it hits the rock.

Red Mischief Twin: “OK, hitting immovable objects does suck worse than the teleporters.”

  1. Now move that Red Twin from step 5 up to the column with the upper left teleporter and use that teleporter to move it into the top left.
  2. Move the Red Twin away from the row/column containing the upper left teleporter. Then use that same teleporter to move the other Red Mischief Twin from the top right corner into the top left. Pair the Red Twins.
  3. Move the Green Mischief Twin in the bottom left into the 2nd row from the bottom. Use the lower bottom right teleporter to move it next to the rock. Sorry, Green!
  4. Now move that Green Twin from step 9 up to the row containing the upper teleporter in the bottom right and teleport it into the bottom right so it can join its mate.

Level 150:

  1. Do whichever of these is easier to start: Either get the leftmost hammer to its crushable rock, or slide the right-arrow block to the stack of black rocks.
  2. Whichever thing you didn’t perform in step 1, do that now.
  3. Remove the pumpkins from the left side.
  4. Remove the black rocks in the column blocking the hammer and get the hammer to its crushable rock. Avoid removing the black rock blocking the right-arrow block for now. If that black rock gets removed, do not slide the right-arrow block!
  5. Slide the up-arrow block which is in the top right.
  6. Remove any black rocks remaining by the right-arrow block, but do not slide the right-arrow block.
  7. Slide the 3 left-arrow blocks.
  8. Remove any remaining pumpkins.
  9. Slide the up-arrow block from the bottom row.