HarrisonD1.dat downloaded July 3, 2004
1. LESSON 1- INVALID TILES
0/0/800 (impossible: monsters will kill other copy of Chip at (15,20))
2. LESSON 2- BUGS
292/292/300

3. LESSON 3- MONSTERS
0/0/400 (impossible: there is no way to release the trap at (4,15) again)
4. LESSON 4- NAVIGATION
0/0/999 (impossible: 29 chips required, only 28 available)
5. LESSON 5- PERSISTANCY
582/582/999

6. The Test
0/0/999 (impossible: can't get the fire boots, as they are surrounded by bombs and there is no way to get rid of the bombs)
7. blue print
150/150/200

8. Salvation?
0/0/200 (impossible: all exits are either fake or inaccessible)

HarrisonD2.dat downloaded November 23, 2003
1. The First Line
0/0/999 (impossible: no way to get past the bomb at (7,15))
2. The Second Line
0/0/999 (impossible: you can't have fire boots and flippers at the same time, and you can't enter the teleport with flippers)
3. The Third Line
988/988/999
4. Color Spectrum
174/174/200

5. Security Hall
0/0/999 (impossible: By the time you get the blue key, you will have lost the flippers and therefore can't get back to the blue door. Even if you could, there's still no way to get the block to where it's (I can only assume) supposed to be.)
6. Artificial Forest
0/0/700 (impossible: there is no exit)
7. Almost There
0/0/999 (impossible: no way past the bomb at (4,8))
8. Metal Detectors
907/907/999

9. Crack The Code
0/0/NT (unsolvable: there is no exit)
10. Finale
0/0/999 (unsolvable: there is not enough time to take all the chips before the walkers close off access to the exit.)
11. Ice Ice Baby
0/0/350 (unsolvable: once you get the skates, there is no way to get back over the force floors at (1,11) and (2,11))
12. Crack The Code II
0/0/NT (unsolvable: no $#%*!#@$ exit!)
13. this many keys
0/0/999 (unsolvable: there's no way to get past the bombs, and even if there was, there's no way to get the red key, which you need to get to the area with the exit in the green doors. The other exit is inaccessible because it's behind a chip socket and there are no chips.)
14. LEVEL 14
0/0/NT (unsolvable: exit is behind a force floor and there are no suction boots or blocks)
15. Aftermath
0/0/NT (unsolvable: there seems to be no way past the monsters at the start. Also, the path to exit contains a green door and there is no green key.)
Hosted by www.Geocities.ws

1