Cheat Machine Version 1.04, Registered Thanks for registering the Cheat Machine! Your registration fee has entitled you to an upgraded pfile & database, as well as decryption of the database and an Index Creator to be used when you make additions or deletions to the Database itself. Also, you now have access to the CATPAN BBS (303)494-4825, where you can always find the newest version of both the pfile and the database. Version 1.04 was compiled to work with all variations of Cnet 1.95 through 1.99, but will not work with versions prior to 1.95. Rest assured that I will continue to support the Cheat Machine, and will make sure that it is compatible with all future versions of Cnet Amiga. (Within reason, I guarantee compatibility with all versions up to 2.0, after that I can not make 100% guarantees. Hopefully when Cnet 2.0 hits town, the format of C-pfiles will not change as rapidly as it has to this point. If for some reason I can no longer support the CheatMachine after 2.0, I will provide source code to registered owners.) Ok, now some things you need to know about this new version: 1) A configuration file is now included so that you may enter a path where you wish the Cheat Machine to reside. All CM files must reside in the same path. Also, you may enter your BBS name and Sysop name which will appear to users during various pfiles processes. And lastly you may declare a maximum # of searches per call if you wish. Important: CMconfig must reside in the pfiles directory! 2) The database is complete. At the time of this writing (Dec. 12, 1991), there are 367 game cheats. Also, the database is now decrypted. It is strictly a text file(CMlist) that you may edit/add/delete in any way you wish with any text editor, as long as you remember to follow the format of the file, ie. ^E following every cheat, and all Cheat Titles must be completely in UPPER CASE. Note: ^E = 6 + Captial E, this is not a control sequence. (Alot of work went into compiling CMlist, so please do not re-distribute the list in any way, shape or form. It is meant to be used ONLY in conjunction with the Cheat Machine.) Once your editing is complete, use the CreateIndex program from the Cnet shell, or your CLI to create a new index for Cheat Machine to use. Running CreateIndex with the Argument 'I' will give you instructions. Before you run CreateIndex, make sure your edits are complete and that CMlist resides in its appropriate Cnet directory. CreateIndex will ask you for a path. It uses this path to read CMlist, and this is where it will save CMindex. And, as usual, make sure you make a backup of the CMlist and CMindex files before you do this. The installation process has changed a bit, but is basically still the same. Make sure you review this procedure. NOTE: These files should replace the old ones of the same name. Installation: The Cheat Machine Disk should contain the following 12 files: CheatMachine95 - The actual Pfile(use with versions 1.95) CheatMachine96 - The actual Pfile(use with versions 1.96) CheatMachine97 - The actual Pfile(use with versions 1.97) CheatMachine98 - The actual Pfile(use with versions 1.98) CheatMachine99 - The actual Pfile(use with versions 1.98+ & 1.99) CMlist - List of game cheats/hints/solves CMindex - Index to the database CMabout - Online instructions for using the Cheat Machine CMreadme - The file your are reading now CMmenus - Skypix, ANSI, ASCII menus CMconfig - Configuration file CMShareware_Notice - Information regarding the use of this program CreateIndex - C program to be run from the CLI that creates a new database index when changes are made to the database file with a text-editor. First, edit the CMconfig file with any text editor. Choose a path, SysOp name, BBS name, and Max searches. Make sure that your path ends with a '/' if it is not a device, and make sure to follow the format of the config file(; following every variable). Now place CMconfig in your PFILES: If it is not here, the Cheat Machine will search PFILES: for all the needed files!! Now copy the rest of the files to the directory corresponding to the Path you set in the CMconfig file. (CreateIndex can be placed anywhere you want, and CMShareware_notice/CMreadme do not have to be in the path) Using the DOS rename command, eliminate the 95, 96, 97, 98 or 99 extension from the pfile which matches the version of Cnet you are using(In other words, "rename CheatMachine99, CheatMachine"). Also, eliminate the numeric suffix from any other files that may require it. (ie. CMAbout.99 = CMAbout) Next log onto your BBS and using the A command, add the Pfile "CheatMachine" in the appropriate directory. Use the following parameters: Title of Item : CheatMachine Subdirectory? : No Program File? : Yes AREXX program? : No Access (all) : Description : Amiga Games Cheat Database Date +/-/*=now : * Days to Keep : MCI Environ (0): 32 Exclusive use? : No Note: This program was written in SAS C, so make sure your AREXX flag is set to no. Also, I have been using this program with the Exclusive flag set to no and have had no problems with multiple users using it at the same time, but should you have any problems, I would recommend setting it to Yes. CHANGES: .90-.97 beta - AREXX versions of the CheatMachine, Never officially (February 1991) distributed. 1.0 eval - First SAS C version of the Cheat Machine, eliminated bugs (June 23, 1991) present in the beta versions and increased search speed over AREXX prototypes. Compatible with Cnet versions 1.95+. First officially distributed version. 1.01 eval - Same as 1.0, only re-compiled to add Cnet 1.96+ (July 5, 1991) compatibility. 1.01 Registered - Menus changed to reflect the fact that this is a (July 12, 1991) registered copy. "Teases" removed from database, database is complete. Addition of the CreateIndex program Decryption of the Database Inclusion of a configuration file - allowing sysop to customize program, including Maximum # of searches per call. Bug fixes: 1) In evaluation copy, if user entered a carriage return for his first search, consecutive searches would fail. 2) Display formatting for 40 Column screens improved. 1.02 eval - Same as 1.01, only re-compiled to add Cnet 1.97+ (July 27, 1991) compatibility. 1.02 Registered - Same as 1.01 registered, only re-compiled to add Cnet (July 27, 1991) 1.97+ compatibility. 1.03 Eval & Registered - Same as 1.02, only re-compiled to add Cnet 1.98+ (September 10, 1991) compatibility. 1.04 Eval & Registered - Same as 1.03, but the color codes have been (November 28, 1991) changed to match the MCI changes made in upper versions of 1.98 and all 1.99+. Also, extensive database re-write for registered users - addition of 36 new cheats, and modifications to over 100 others. Possible Future Enhancements: 1) Ability to select specific worlds or levels for cheats that contain long lists of world or level codes. Example: Populous 2) Any, and all constructive comments from my users! PLEASE, if you have any questions/problems/suggestions, drop me a line on the CATPAN BBS (303)494-4825, or leave me mail at my USENET address: Lance_Gibb@a68k.denver.co.us I would really like to hear your reactions, and/or any suggestions you might have. ^E AAARGH To beat the other monsters in a fight for an egg, dont jump around and breath fire, just hold your ground and punch forward. After three or four falls, your foe will stay down. Keep eating, even if it dosent show any increase on screen, your health will skyrocket. ^E ACTION FIGHTER Type ZBACKDOOR on hi-score screen for infinite lives and energy. ^E AFTER THE WAR Invincibilty can be yours if you hold all these keys at once: Level One - ALT 1 B Level Two - ALT 1 M For level 2 just enter 101069. ^E AFTERBURNER Type TOGETHER IN ELECTRIC DREAMS then these keys: < - Down Level > - Up Level G - Extra Missles N - Extra Lives Misc Hints: Fly to the top of the screen to avoid missles. Slow down on levels 8 and 17 to avoid rocks. Go full speed to dodge infra-red missles. NOTE: If 'TOGETHER IN ELECTRIC DREAMS' does not work, try typing 'THUNDERBLADE' ^E AIRBALL The spellbook is in the room with the candle. You have to pick up and remove the blocks to get to it. Take the spellbook back to the start screen and drop it in the top left corner and follow the instructions to get the ingredients to complete the game. ^E ANTEP When selling items press 1-5 when asked what you want to sell, you will sell these non-existant items as many times as you want, gaining more gold each time. Do not hit numbers higher than 5 or this will cause the game to crash. ^E APB Type ALF into the hi-score table for infinite demerits. While you are driving around the mean streets, keep you finger on the fire button. This causes your siren to sound and everyone will clear the streets, thus enabling you to drive along at tremendous speed without having to dodge cars. If you press the fire button and push forward on your joystick while the music is playing, you can start playing the game on any of the 16 levels!! ^E ARCHIPELAGOS Finish the first two Archipeligos and hit RETURN to select another. Type 8421 and hit RETURN twice. Now you can select any island from 1 to 9999. ^E ARKANOID If you've got the original version by Discovery Int. then try this: Pause the game (SPACE BAR), type DSIMAGIC ( do not hit return) and unpause. A yellow capsule, 'DS' will fall, catch it. Now the following keys will make the following capsules fall at any time. B - Break Opens gates so you can leave, plus bonus points C - Catch Lets you catch the ball D - Disrupt Splits into 3 seperate balls E - Expand Gives you much larger VAUS F - Finale Skip to last level and fight DOH L - Laser Lets you shoot bricks P - Play Bonus Extra man S - Slow Makes the ball really slow and easy to hit Note that you can use all functions as many times as you need, plus you can have several modes active at once. Also press ENTER to skip levels. If you've got the more usual version from Ocean, then press F3 rather than F1 to start a one player game, and F4 instead of F2 for two players. You will now be able to access another 33 levels not featured in the coin-op!! ^E ARKANOID II On the high score screen, type in the name DEBBIE S (with the space), and you'll have infinite lives. Or, when the title screen appears type 'ROBOCOPPETER' for continuous mode. Or, after dying, on the title screen smash your CAPS-LOCK and type MAGENTA, now during the game hit 'S' to skip levels. When you die, wait until the title screen appears. Press CAPS LOCK, then type 'Daley-88' or 'DALEY88'. You will then continue on the same level you died on. Lastly, try typing 'petejohnsonwantscheat' on the title screen. Now pressing S in-game will open the exits. ^E ARKANOID III When the pink loading screen appears, hold down Caps Lock and type IMAGINE. When the opening bit plays, type PETEJOHNSONWANTSCHEAT. Now, when you press S, it causes both exits to open, and you can go on to the next screen without finishing it. Or, type Daley88 instead at the pink screen, and you can now restart at the level you last died on!ATOMIC ROBO KID While still on the title screen type in TUESDAY 14TH and when you press the fire to stat the game you will be presented with an options screen that will allow you to obtain infinite lives, etc. ^E ASTRO MARINE CORP Passwords: Zone 2: NOSTROMO Zone 4: DISCOVERY Zone 6: ENTERPRISE Zone 8: DAGOBAH Zone 10: REPLICANT Zone 12: KRULL Zone 14: METROPOLIS ^E ATOMIC ROBO KID While still on the title screen type in TUESDAY 14TH (with the space) and when you press fire to start the game you will be presented with an options screen that will allow you to obtain infinite lives, etc. ^E AUSTERLITZ 1. Before you can get very far into the game you must understand the ordering system. A handwritten order is dispatched by a rider who takes it to the relevant corps commander while (hopefully) avoiding the enemy and any routing units. If received, orders aren't carried out immediately - relevant commanders must be informed and their units may be several miles from the HQ. You may never know if your orders reach their destination or if they are misunderstood down the chain of command. 2. It is a good idea to ask for battle reports every half-an-hour or so, especially from heavily engaged units. The corps commander will normally send a couple of messages with the rider who returns his combat reports, giving information concerning the status of his men. Even if the news seems irrelevant, you will learn more about how your troops are doing than if the corps commander only seldom sends a report. 3. Artillery is precious and should not be wasted. Royal Horse Artillery can move very fast - they can shell one target and abruptly change location to shell another. Move your artillery to high ground as soon as possible where it has a clear field of fire all around and is difficult to dislodge. 4. Do not try ordering routing or disordered units because they will ignore you. Routing units usually retreat away from the enemy, but can blunder into deadly artillery fire. Beware if they pass near your HQ because several important riders may be caught up in the rush and killed. Routs are worse than disorders and routing units may become disordered before they rally and be ordered again. Keep a it out of battle for a while when it rallies and when engaged, ensure allied units are ready to give support if necessary. 5. Surround stubborn enemy units instead of assaulting them head-on. This will ensure that no messages leave or reach the unit and it is completely isolated making it easier to destroy. 6. It is possible for "Blitzkrieg" tactics to succeed. Your cavalry, while being supported by horse artillery, can penetrate the enemy lines. When the enemy is weakened enough, he can be routed by the slower moving infantry and foot artillery units. Hints For Napoleon : 1. Davout's corps are several miles from the HQ and your riders will take time to reach him. He, with Merle, Fery and Maragon, are in danger of being cut off from the rest of the army. Order these corps as soon as possible or they will form a defence line and retreat if they can't hold ground. 2. Trielhard's divisions can form a rearguard to replace lost or routing units. At the end of the day, they can be used to charge the enemy off the field when he's weak. 3. Reinforce Lannes as he prepares to repel the attacks of Bagration, two miles to the east. He is heavily outnumbered with his 16 units facing Bagration's 24 and although an offensive line will need more men, he can defeat Bargration with minimal casualties when defending, especially on rough ground. 4. Girschowitz, Puntowitz and Schlapanitz are usually the scenes of fierce battles so try to hold them if you can. Your troops can later regroup here. Remember, the terrain favours a defensive stance. Hints For Alexander : 1. The Austrian militia under Kollerwrath are poor quality and can be relied on to rout very easily. However, they are good cannon fodder and can be sacrificed to hold off artillery fire when you attack the enemy elsewhere. 2. Bagration is in prime position to attack the northern French flank and if he advances fast enough (by smashing Lannes' corps) he can be a serious threat to the enemy HQ. Napoleon may even have to move the HQ futher from his troops and waste valuable time reinforcing Lannes' troops. 3. You have enough forces to split the French army in half, possibly at Kobelnitz. If this is achieved, communications will be cut because all the riders trying to barge through your troops will be killed. Napoleon must now either send his riders on a long detour or try to break through your troops, both of which will be costly and time consuming. During this period the French commanders will their own initiative and (hopefully) launch unsuccessful and uncoordinated attacks. It's doubtful the French can now recover the position. ^E AWESOME To become indestructable, gain infinite money and fuel, complete the first attack level. When the shields/weapons screen appears, move the cursor to the top left corner of the screen. This will place it in the shields box. Now press the joystick button while hitting the + key on the keypad. The screen will flash, indicating that the cheat mode has been activated. If the screen does not flash, keep pressing fire and hitting the + key simulataneously. It will work eventually. Now transfer all the energy to the weapons. Shields can still be drained by hits and colliding with objects, but once it reaches 000, the ship cannot be destroyed. To win at the game, simply choose the last planet as the destination. Once you enter the spaceport, there will be a short animation showing your ship leaving the galaxy. ^E BAAL During the load, push the right mouse button for infinite lives as the screen blanks. In the second cavern there is a force filed that seems impossible to get rid of. To get to the time machine chunk beyond it, simply fall off the right side of the phone booth platform above. Here are all the coordinates of all the jetpack platforms, in the order you should go to them to finish the game. X/Y, X being width and Y being height: Level 1: 31/16 (cartridge 2), 02/25, 52/30 (cartridge 3), 51/00, 24/38, 62/13, 02/50, 64/49, 33/58 (exit to level 2). Level 2: 34/30, 54/12 (cartridge 4), 16/12, 00/24, 03/34, 30/47, 54/12 (exit to level 3). The jetpack isn't used on level 3. (untested, dont know what it does yet) Get a high score over 1,000 points then quit game by holding joystick button and hitting the escape key. You will be taken to the high score table. Type "LOVEBUNDLE" and hit return. On the screen will show PASSWORD ACCEPTED. TEST MODE ACTIVATED. ^E BACK TO THE FUTURE II Pause the action at any time and type THE ONLY NEAT THING TO DO. The game will reset, indicating the cheat mode is active. Now you have infinite lives. ^E BANE OF THE COSMIC FORGE (WIZARDRY) The password to enter the door in the SE tower of the 1st level is SNOOPCHERI. Use the ROTTEN CHEESE on the MOUSEHOLE. Some small help for playing the game successfully: A tremendous source for playing the game can be found in getting BANE OF THE COSMIC FORGE COMPILATION released by Baser Evil on the 6th of March, it contains many helpful maps to the game with marked location. When you create your characters, it may be a good idea just to make all of them Dracons. This is untested, but unless you have at least one of this fire breathing race you surely wont survive the game. So mabey it would be good to have more. Use a good mix of the classes, try to take one of each spell class and a good solid theif that is at full strength. Get a good enough thief and you dont need a fighter. It may be slow, but keep rolling till you get the best character poss- ible. Be sure to make at least one character female, there are places in the game where this is a must. Dont do it and be sorry later! Diversify your skills. Have each character specialise in a few skills relative to his class. Do not worry about developing weapons skills, you have no use for them if you created your party correctly. In fights early in the game use Dracons breath attack, just be careful not to overextend yourself. Rest after each encounter, backing up your hard work. Allways search the rea after a combat. Search each square you step in. Not only this, but search facing all four directions, many things can only be found that way. Thieves are not always true. If you find a lock and have your thief open it, allways guess it is POISON unless you are 100% sure (i.e. tried it before) because it is better to suffer something else than to die by getting this wrong. Dont bash doors early in the game! If your characters are not very strong you will be sorry. Jammed doors do you no good, as you might never be able to open them again. Same foes for picking the lock. Wait till you get a caster capable of conjuring KNOCK KNOCK with at least 18 points (prefereably 24) and do it this way. It is much more sure. Once you know there are secret panels or buttons, keep walking past them until you discover them. You can find them by looking at the maps and know where they are, sometimes it takes awhile to sense them. ^E BARBARIAN Boot and run the game as usual, but at some point after the game has started, type in: 04-08-59 ...It will make the Barbarian character almost invincible, but he can still be killed by very high falls, and by the flame-hurling horned demon in the dungeon deep, pictured on the cover. After you type 04-08-59 the screen will turn gray, telling you that you're invincible. Once you make it to Necron, you must have a shield. Face Necron when he turns to face you. When he throws a fireball at you, press the defense button as it hits your shield. ^E BARBARIAN II step-by-step walk-thru: Level 1: left, left, right seven times, left, right, left, in the cave, and right. Level 2: right, up, left, up, left, left, right, left three times, up, and left. Level 3: up, right, right, up, left, right, up, right, left, left, up, left, left, up, up, right, right, left, left, up. Level 4: hit the fireballs, then try to leap across. Several low chops will destroy it. Next is the Pit Demon; when he reaches out, use an overhead chop to hit his arms; repeat until death. Next, Drax himself! Wait until he pauses between spells, and hit him with a flying head chop! The End... ^E BARDS TALE I - TALES OF THE UNKNOWN To get more gold than you will ever need (and then some), transfer all the parties gold to one player. Save him to disk then load him back up and transfer all to another. Keep repeating this process till you have done it to all the players, then exit without saving. Load back up and all your players will have the amount of gold equal to that of the entire party before. Reapeat until satisfied. If your tired of waiting for morning to come enter and exit the guild. ^E BARDS TALE II - THE DESTINY KNIGHT If your tired of waiting for morning to come enter and exit the guild. Find a band of illusiosists and kill off the front line, have your castor conjure DISRUPT ILLUSION, you will keep disbelieving and gaining expierence. ^E BARDS TALE III - THE THIEF OF FATE For a bit of fun tell the guard at the Mad Gods temple HAMBURGER. ^E BATMAN THE MOVIE While the title page is displayed, one with Batman & Joker, type 'JAMMMM'. keep pressing M until the screen turns upside down. The words 'CHEAT MODE ON' should appear at the top of the screen. You also have unlimited lives. Press F10 to skip levels. Retyping JAMMMM undoes the cheatmode and makes the intro and final screen flip back to normal. ^E BATTLEHAWKS 1942 1. One useful thing to know is the promotion levels relating to the missions. Some ranks are only given to certain nationalities, but for the most part they're the same for both Japan and America. The ranks are, CADET, ENSIGN, ACTING LIEUTENANT, LIEUTENANT JUNIOR, LIEUTENANT, LIEUTENANT COMMANDER and COMMANDER. 2. Learn the characteristics of each plane before embarking on combat missions. While Japanese aircraft are generally more manoeuvrable than their American counterparts they don't have the same sturdy level of protection. Another thing to remember is that the KATE torpedo bomber has no front-firing weapons, so think twice before using this plane. 3. A plane won't necessarily burn up or disintergrate before it crashes into the ocean. Sometimes the pilot can be shot while still flying, so that his vessel will plunge into the Pacific with little visible damage. Keep a look out for pilots attempting to trick the enemy by faking a crash - the sneaky basts... 4. On attack missions, it is sometimes better to devastate the enemy CAP before starting your own attack run. Other pilots in your squadron should meanwhile have carried out their bombing runs and eliminated some of the opposition. If they have, then life should be alot easier, since damaged ships fire little or no flack. It is better to bomb an undamaged vessel, even if it isn't a carrier, because there is a good chance that ships already on fire will sink anyway. Also, your chances of promotion are much greater if several enemy vessels have sunk or been set on fire. 5. Torpedo hits generally do more damage than dive-bombing, because thay hit vessels at the vital point below the waterline. When torpedoing a ship, try to release the missle at the last possible moment. This will cause maximum damage and means that the ship has less chance to dodge the attack. There is a good chance that a ship will sink after just one hit using this tactic, especially if you are using the LONG LANCE type torpedo. 6. Bombers are formidable opponents, since all except the Japanese KATE bomber are armed with front and rear guns. These planes are vulnerable to attacks from the side, but this tactic isn't always possible. Another way to get them is as follows. Fly behind and slightly below the enemy plane, so that the rear guns can't get you. Now when you get in range you should be able to pick them off with relative ease. If any planes break away from the formation to get away from your shots, then this will leave them open to a side attack. This technique is difficult to use against torpedo bombers, as thay fly close to the surface of the ocean will attacking. 7. The more explosions occur on the decks of ships, the more chance they stand of sinking. Hanging around blasting the decks of ships increases the possibility of them sinking, so it's a good idea to inflict as much damage as possible on the ship as quickly as you can, then at least one of the ships will have sunk by the end of the mission. A CARRIER will normally sink after taking three torpedo hits. A BATTLESHIP can be sunk using a single torpedo, particularly if it is launched from close range. 8. If an enemy plane hassles you and causes problems, dive towards the ocean and any nearby ships - even if they're the enemy. You'll have to dodge the flack, but so will any planes attempting to follow you. They'll be so intent on firing at you that they won't avoid the flack and will get it in the neck from their own side!! 9. Japanese pilots occasionally attempt kamikaze attacks on allied shipping. This is usually done for a couple of reasons - either they have suffered heavy losses early in the mission or they've missed with all their warheads. Occasionally, the pilot of a badly-damaged plane will aim it at a ship and bail out just before impact. A kamikaze attack causes so much damage that a ship may sink straight away. Tricky, but the squadron leader is often well rewarded. Remember only to adopt this tactic on the 16th ATTACK mission - just before retiring. 10. Here's a way to dive much quicker than usual - useful for getting out of tricky situations. Begin your dive as normal, then switch to the rear gunner. The altimeter will now spin round much quicker than usual until you switch to front view. This also works when objects in the distance seem to take a long time to arrive. ^E BATTLE SQUADRON Type ELECTRONIC on the intro to call up the game option editor. Type in CASTOR during play- the screen will flash green indicating the cheat mode is active. Both ships are now invincible. Pressing F6 - F10 will select different types of weapons. F1 - F5 will alter its power. ^E BATTLE VALLEY Before playing, type ROGER MELLIE THE MAN OF TELE to activate infinite lives. ^E BEACH VOLLEYBALL Typing DADDY BRACEY (or DADDYBRACEY), in game, will activate level skips. Now hit F1 to skip levels. ^E BETTER DEAD THAN ALIEN You can move your ship even when the games paused (ESC). To skip to the last level type QUARANTINE. Typing CHAMP or ELV then pressing HELP will show you the cheats available. Keys for cheating: F1 - Scatterbolts F6 - Neutron Bomb F2 - Multi Fire F7 - Clone Ship F3 - Auto Repeat F8 - Shield F4 - Armour Missles F9 - Skip Level F5 - Stun F0 - Extra Power Bars If you type in ELVIE or CHAMPIE, the program reports that the Super- Cheat mode has been entered. Heres the codes: 001 - ELEKTRA 014 - TRIPTYCH 002 - SYZYGY 015 - JABBERWOCKY 003 - DRAMBUIE 016 - WHIMSICAL 004 - PLUG 017 - CORNUCOPIA 005 - SOPRANO 018 - PUNJABI 006 - MAYONNAISE 019 - TIDDLY POM 007 - FAUCET 020 - KEWPIE DOLL 008 - POTATO 021 - SEPULCHRE 009 - WOOMERA 022 - EUPHEMISM 010 - NARCISSUS 023 - GRAMMARIAN 011 - DEBUTANTE 024 - CROSSWORD 012 - FIRKIN 025 - QUARANTINE 013 - ACOUSTIC ^E BEVERLY HILLS COP Click past the high score screen onto the select difficulty page. Type MELLIE and you will be able to access all the games. ^E BEYOND THE GATES Entering THE END OF TIME DRAWS NEAR will call up a full character editor that allows you to change your stats and add any item to your inventory. ^E BIO CHALLENGE Pause with ESC and then typing G will advance you to the end of level guardian ^E BIONIC COMMANDO Exit from level 1 exactly when the timer reads 1 for nine lives and a super high score. ^E BLOODWYCH Hints : A good way of starting this game is to recruit your way through all of the Bloodwych characters taking their stuff, then dismissing them. You can now sell all the weapons you don't want, to end up with about 200 coinage. You will also have a plentiful supply of food and keys, so remember to have only one character carrying the keys to save on backpack space. Usually, the best combination of characters is to have two fighters at the front and two wizards at the back. It's difficult to say which colours are the best, since they all have spells which come in useful fairly often. The yellow Vivify spell is probably the best, but aome red spells such as Vitalise, Fireball and Firebath tend to be the most frequently used. Note that the first time you use the Vivify spell, you will need about 70 or 80 spell points if the character casting the spell isn't yellow. Any items you come across can be sold to any creature, so long as they are not one of the characters you robbed at the start of the game. You can easily maintain the maximum of 99 coins this way. When fighting, make sure you don't get trapped using the "hack and step back" method only to realise that you haven't saved the game for some time. It is possible to get out of this situation by using the Confuse and Terror spells and talking. Keep boasting about how great you are and then threaten the creature. Every now and then it will turn and run, but sadly this is quite rare. Here is a tip called "hiding behind the door" and this is how it is done : Stand to one side of a wooden door with a creature on the other side and keep clicking on the fight icon until the creature opens the door. Sometimes it is possible to get a hit in from both of your front characters and close the door before the creature hits you. If the creature then opens the door straight away, you won't need to click on the fight icon again. If, however there is a delay, then you'll probably have to keep hitting it. If you're worried that one of your characters is going to die, then lock the door using the Magelock, as it's quite easy to make the mistake of locking the door open if you use a key. With the door locked you can give your characters a rest, allowing them to recuperate ready for the next fight. ^E BOMBUZAL When reaching a new level, it's worthwhile to sacrifice a life to see the explosion pattern. When trying to detonate a pulsing bomb, pick it up; it's easier to see its size. You are invulnerable to explosions when teleporting, so use it to your advantage! A blind droid can't activate switches. Also, here's a revised list of the level access codes: LEVEL CODE LEVEL CODE 8 ROSS 136 BIKE 16 RATT 144 BIRD 24 LISA 152 TAPE 32 DAVE 160 VASE 40 IRON 168 PILL 48 LEAD 176 SPOT 56 WEED 184 PALM 64 RING 192 LOCK 72 GIRL 200 SAFE 80 GOLD 208 WORM 88 OPAL 216 NOSE 96 SONG 224 EYES 104 FIRE 232 HAIR 112 LAMP 240 SIGN 120 TREE 248 MYTH 128 SINK --------------------------------------------------------- Level Codes are: BEGINER MEDIUM EXPERT --------------|------------|------------|---------------- 00: BOMB 04: FIRE 00: SAFE 08: ROSS 12: LAMP 08: WORM 16: RATT 20: TREE 16: NOSE 24: LISA 28: SINK 24: EYES 32: DAVE 36: BIKE 32: HAIR 40: IRON 44: BIRD 40: SIGN 48: LEAD 52: TAPE 48: MYTH 56: WEED 60: VASE 64: RING 68: PILL 72: GIRL 76: SPOT 80: GOLD 84: PALM 88: OPAL 92: LOCK 96: SONG ^E BRAT LEVEL: CODE: ====== ====== 2 MIHEMOTO 3 SASUTOZO 4 SUMATZEE 5 NOKITAGO 6 ITSANONO 7 MOZIMATO 8 HOZITOMO 9 MOKITEMO 10 ZUMOHATO 11 CHANASTU 12 NAGAITSU ^E BUBBLE BOBBLE If you can get to boards 10, 20, 30 & 40 without dying a door will appear to take you to a secret level. On boards 7 & 22 wait a few seconds until the umbrella falls and grab it, you will warp ahead 6 levels. F1 - advance 1 screen F2 - advance 6 screens F3 - advance 11 screens While in the first screen, bubble the first two monsters and then fill the screen with hundreds of bubbles. Bubble and burst the remaining monster and the remaining bubbles should turn into fruit (usually bananas), each of which is worth 500 points. Also, Hold down the fire button after losing your last life, and you should get another set of lives, though your score will be reset. Beating level 100: jump on the small platforms to collect all the green potion bottles. they will give you lightning bolts. Jump down alongside the wall and let that monster have it!! After 100 hits, he will turn into a bubble. Pop him and you've done it! ^E CAPONE To find the "special bonus", go to the front of the Post Office. Shoot the ball at the top of the flag pole, and your score will go way up. If you shoot it again, you'll see a screen of the programmers! Shoot again and you'll be invincible, standing in the bank. At the end of that round, you will start at the beginning, except you'll be in warp speed. ^E CAPTAIN BLOOD Walk-Through: At the start of the game you will automatically be in orbit around an alien planet. Transport down and try to find an alien, preferably Yuko, if it isn't Yuko, it may be best to restart the game as he is the key to the game. Talk to Yuko about his father, Maxon, and you will find he is in prison. He will also give you the coordinates for Croolis Ulv, where you will find another alien. While you are talking to Yuko, he will give you the code 1010; this always remains the same. Go to Croolis Ulv and you will be given the co-ordinates for Croolis Var. Go there and destroy it, then go back to Croolis-Ulv. The alien will now be nice to you, keep talking to him and you will get the coordinates for the Forbidden planet. Go to the Forbidden planet (Sinox), and you will meet a guardian robot. Give him the code you received from Yuko. Now watch what happens. Also, During hyperspace, hold down the left mouse button, and right-click repeatedly. This will shorten the hyperspace sequence. And now, the complete walk-thru: Go see Buggol (Planet Mind 137). Land and tell him "me want vote". He will tell you of another Buggol called morlok who lives on planet Rosko 1. Keep talking until you get the coordinates. Go see Morlok. Say to him: "Me not vote Morlok, me want Yukas president". He will give you the coordinates of a planet called Female 021. Go and destroy it. Come back to Rosko 1. He will now give you the coordinates of a planet where an Ondoyante is kept prisoner (you didn't need to go there, though...). Go to exterior view and destroy Rosko 1. Go back to Mind 137, and go see the Buggol. He now dislikes you intensely, and will give you the coordinates of Rosko 2. Go there, and teleport the Buggol into your ship. Find an uninhabited planet, and teleport him there. He will say the planet is good-looking and, if you ask "Me want know coordinates planet number = Blood", he will give you the coordinates to find number 2. Go there, land, and say you like him, and will not kill him. You must also get three sets of coordinates from him before disintegrating him (having made sure you saved the game beforehand). Now go around using this method to get the coordinates out of the numbers, always killing them before you move on. Kill the last one, and you win! Also, Use the alien icons and ask CODE GG 1. You'll get coordinates GG which is another alien. Go to the specified planet and ask CODE INFORMATION HELP to get coordinates of all other aliens around. Sometimes you may need to type HELP then the name of an alien. ^E CARRIER COMMAND Type THE BEST IS YET TO BE with game paused and hit the + key on the numeric keypad for near invincibilty. To take over the island in an action game, load up a Manta with two missles on each side and three in the middle. Launch and fly to the opposite side of the island, then fly in at top speed firing violently at the enemy command centre. This will free the island and only take about thirty seconds. While in the Walrus arming menu, select nine Harbinger surface to surface missiles and put them in the AAV. Select the Avatar Chemical Laser and place it over the missiles. Then select the pod you want (ACCB, Virus Bomb, Fuel) and place it in the AAV. Then, when you've launched the AAV, look at it's weapons and you'll find you have BOTH missiles and laser! On returning to the carrier any missiles you have left will be added to the ship's stores. Carry on doing this and hundreds of missiles can be yours. Another cheat: while in the pause mode, type GROW OLD ALONG WITH ME (include the spaces). You should now see the message "Cheat mode active". Pressing the + key on the numeric keypad protects your Mantas and AAVs from missile attacks. The - key can be used to turn this off. Pressing the following keys in sequence: 'Help', Q, S, Control, Alternate, gives you a little message. Pressing the 9 on the keypad displays the current level. 6 and 8 have some other effect. Returning to the title screen, press the + and - keys to view all objects in the game. ^E CAR VUP Get on the hi-score table and enter your name as the following: WHOOPSIE - start off on the prehistoric level. PUSSYCAT - recieve nine lives. BUMPER - give your car infinite bumper. R.J.TOONE - infinite lives ^E CASTLE MASTER Keys: Kitchen- on left of door as you enter. Igor's chamber- in chest. Vault vestibule- on north wall. In stable- on horse, under it's chest. Hay barn- behind hay stack to right of door. Well- at top of well shaft. Chapel roof- on chapel roof/get by standing on drawbridge and closing it Shrine- on top of gold nugget/get into shrine by activating book on far left of top shelf in library, then stand on chair. Wizards hut- on top of chair back, stand on table. Pentacle vault- north wall/get all pentacles. Pentacles: Bell tower- pull rope until pentacle appears directly under bell. Gatehouse- enter from left ledge, on right of entrance Dragons hoard- on chest/get all treasures, pentacle appears in place of lock Junk room- crawl onto bottom shelf, go to the back and stand up. Display room- enter from granary by climbing into chest then closing it. Rest are in Catacomb caverns. Riddles, etc. 1. I bid thee welcome stranger To Castle Master's realm: Thine own twinself in danger To fail or overwhelm. 2. Be foot loose and fancy free To weave thine way without gloss. 3. When my face is drained I stare down open mouthed. 4. The place of the word of the lord must truly be understood. 5. A well placed rock is all you need to make the drawbridge fall with speed. 6. A needle in a sneezling stack is silver within gold. 7. When feeling not sick Look to liquid assets. 8. A louse crawls faster A mole crawls deeper But a worm crawls very well. 9. The final guardian waits within Magister is his name But thou shalt not proceed to win Whilst spirits do remain. 10. Enshrined above that which Is the goal of Alchemy. 11. The pointed eye of heaven Sees all once overlooked. 12. Would a sore throat from Greece Free an emperor from Rome When one is born every minute. 13. To stand on high ceremony First leap off hinge and bracket. 14. With all spirits unemployed Magister maybe then destroyed. 15. Inside the blemish of the toes Within the heart Below the neck Above the gut. 16. What ails of ales one this is clear Spirits are not served here. Potions: Strength potion-in the inn on the table/required to open pottery and move large rock Rock travel-in pottery/throw rock at door and normally you will be teleported Recuperation-under barrier in display chamber Entrances: Well-crawl inside Hot baths-entrance at bottom of pool when empty Wizards hut-under rug Under large rock-push rock after drinking potion Chapel-behind pulpit Hints: There are 27 sprites including the dragon. They must be destroyed before Magister Lifting weights in the gym increases health Standing in hospital cures you The spirit in the courtyard will appear when a rock is thrown at the flag To kill the dragon, shoot eyes, teeth, and horns until they disappear To kill the Magister, shoot at his head To find the Magister, go to the SE tower and press the button on the kings solar on level 4. Then reach across the second barrier in the corridor and activate the crank. Go round to the south passage and you will be able to enter Magister's room A final piece of treasure appears on the table in the wizards hut after the key has been collected from the chapel roof. ^E CHAMBER OF THE SCI-MUTANT PRIESTESS You dont have to complete all five Ordeals. Instead, go into the tunnels (from the Noose) and wait an hour. Then leave the tunnels and go to the Masters Eye. Wait around until the master dies. Search his body for the whistle. Use it and a panel will open up. Reach in and grab the egg. ^E CHAMPIONS OF KRYNN See the entry for Pool of Radiance to find out how to cheat. Here are some hints: After you get your character equipped, check into the Inn to memorize some spells. Then, on your way to the Commandants office, stop at the bar and have a few drinks. You can pick up some useful information on the current situation around the area. First, begin by patrolling Throtl and deal with any bands of hobgoblins you encounter. You will encounter draconians also. Kill them and escort the women and children to the outpost, eventually reporting to the commandant. You will then be send back to Throtl to find Caramon. After you defeat the hobgoblins defending the entrance, explore the southeast quarter to determine Caramon's fate. Proceed up the corridor that runs through the middle of Throtl to the north end of town. Explore the northwest quarter. Here, you will meet a man who claims to be one of Caramon's soldiers. You will also meet two friendlies, Kildirf and Strangbourn who can be added to your party. The priest is in the southwest corner, but will only be there after you rescue Caramon. After you get the key from him, search the north-south corridor for the secret entrance to the temple. The temple is in the middle of the northeast quarter. When you encounter the clerics, some will escape with dragon eggs. They will flee northwest of the temple to the entrance of an underground maze. The maze is fairly easy to navigate. It runs east-west and includes two treasure rooms. The long tunnel eventually ends at a cave complex. The game will tell you what direction to go to follow the fleeing hobgoblins. At the end of the cave, you will be able to catch up with them. The fight is very difficult and it is advisable to save the game previous to it. After they are dealt with, take the exit and return to the outpost. You should have found a map to the next town, Gargath, in the underground maze. There are two sets of guards at the gate, one on the ground and one on the wall above the gate. You only need to fight your way past the ones on the ground but you can access the ones above by the stairs to the east or west. Inside, you will be met by Sir Karl"s agent who will explain to you the plan. Begin to search the town. There is a group of commanders that have a map showing the secret doors in the wooden structure and who also have some excellent weapons. Once you fight your way into the wooden structure, you will have to use the look command to find the hidden entrance. Once inside, search the first floor and note the back exit. Go up to the second floor and look for the imprisoned castellan. He will tell you where the Dragonlance is. Go up to the forth floor and look for the gambling guards. Join them before attacking them. Proceed up to the sixth floor where you will find Myrtani. You will chase him to the top to battle him. Save the game before this battle. After the battle, go back downstairs and exit by the secret exit you found earlier. Return to the outpost. Check to see if your character can train for a new level. Around this time, you will be asked by Sir Karl to go to Jelek and get him a rose. As you are doing this, check out the magic shop along the way. You will also find a useful armory and Sykla, who will be important later. Finding the rose will set up an interesting side story but it is not necessary for completion of the game. At outpost 2, you will get orders about Sir Dargaard's tomb, outpost 3, and the ogre camp. It is important that you do these missions sometime before Sanction. Sometime, before Sanction, Sir Karl will be kidnaped. Once this happens, do not visit the commandant. Jelek is the next place to visit. You will meet Skyla at Jelek. You can explore the town with him and enjoy yourself. Eventually, he will leave and you will meet Mysellia. Go with her to the graveyard and talk with the gravedigger. Explore the graveyard. (The rose is in the northwest corner) Beware of the dragons guarding the rose bush. The building there has treasure and an exit from Jelek. You can return to Jelek if necessary to buy from the magic shop. Sir Dargaard's Tomb is next. You must have a night to complete this maze and the potions of healing from the Jelek shop are useful also. Sir Dargaard's Tomb is in the southeast quarter but can't be entered until your knight has completed the trials of honor. To start the trial of battle, go west from the entrance. To start the trial of fear, go east from the entrance. To start the trial of honors, go north from the entrance. Once you have completed them, you can enter the tomb and take the treasure. The armor you will find is excellent but it can only be worn by knights. Rest before leaving because you will encounter draconians on the way out. The Ogre camp is the next maze. Go north of the entrance where you will meet an old ogre who is friendly. He will tell you a password to get the patrols to leave you alone. The first thing is to find Morog's quarters. The old ogre will tell you the general area. Next, find and kill the assassins. They are in the northwest corner of the mansion. The assassins are a tough battle. You will face an Aurak in this battle so be careful. After this is done, find the ogre meeting in the center room of the mansion. You will have sufficient evidence to prove Morogs deceit. After killing Morog, the ogre chief will propose an alliance. Accept it. At outpost 3, the key to solving the mystery is to rest in the inn. Find the back entrance to the jail once you understand the situation. The information to end the menace is there. Rescue the children, go back to the jail and an uprising will start. You will have to find the renegade commander in the commandants office. You will also have to fight the dragon in the room north of the commandants office. Save before going in. The next maze is Neraka. Neraka can be entered with Maya or by yourself. If you agreed to help her earlier, she will accompany your party to town. The first door to the south leads to the secret base. Go to the south and west where you will find Sir Karl. Maya will leave with the body. Next, you need to rescue the prisoners. Once you have entered the prison, the door to the west leads to some prisoners being tortured. The doors to the east lead to some empty cells and some more prisoners. Kill the prison lord to the southwest after you have freed the prisoners. Save the game and leave by the back entrance. (More dragons) If you enter the town by yourself, you will enter in the northwest corner. It is an optional mission. Sanction is the next maze; it has three parts. The first mission is to clear Santion itself. Kill the minotaur guards at the piers in the west side of town. There is one other fixed encounter with minotaurs at the tavern and a fixed encounter with mercenaries in the middle of the town. The only safe place to rest in Sanction is the Inn in the southeast corner of town. Avoid the north room of the Inn because it sets the end-game in motion. Explore the east side of Sanction. You will find a training hall, an armory, and a weapons shop. You will also find bridges which access the temple. Do not use them. There is treasure in the south side of Sanction. Once you are satisfied you have cleared out Sanction, kill the recruiters in the north room of the Inn. When you leave the Inn, you will hear a woman scream to the west. Go to the waterfront and walk by the piers till you locate the woman. Rescue her and she will tell you a secret passageway to the temples. The secret passage will take you to the Huerzyd Temple. There are four treasure stores in the Temple. Explores the rooms in the northeast end of the temple. The shadowpeople will contact you there after you win the battle. First, meet the shadowpeople's conclave, then, talk to their wise one. They will show you the secret entrance to the Duerghast Temple. They will also provide you with a map to the Dragonlance. On the way to the Dragonlance you will meet Skeletal knights. These undead cannot be turned except by a level 8 cleric or higher. After you recover the lance, go west to the exit. You will end up in the northeastern section of the temple. Explore the rooms south of where you exited the tunnels. In one of them you will find Skyla again. Check the room within that room after the battle. South of where you are, you will find a fighter who has something you need. That will send you to the southwest corner of the temple where you will find an exit back to Sanction. Go back to Sanction, I.D. your items, train, and get supplies. Use the bridges to go back to the temple. In the temple, go to the arena in the northwest corner. Kill the undead that are there. Exit the arena and check out the rooms on both sides of the arena entrance. You can take either set of stairs up. Sir Lebaum will be waiting for you. You will get two wands from the battle, a wand of paralyzation and a wand of lightening. Also after you defeat him, a messenger will flee the scene. Follow him to the south. You will have to fight some more dragons. After you defeat the dragons, the game will force you onwards. You will meet Tasselhoff Buffhoof who will lead you in the final assault. The first step in the final battle is to capture the floating castle. Once you land on the castle, there is a stairway to the right. Advance up to the castle tower. Take the control tower, then rest. Move after you have rested and the tower will crash. Exit the tower, rest, then move west along the walls. You will eventually spot a stairway down. On the first floor down, go south then west at the first cross corridor. On the second floor down, go east to find the stairs. On the third floor down, go south to find a dragon. Kill some guards and don their clothing. The dragon will then fly you to safety. Once in Kernen, you can wander around safely. Proceed along the east side and explore the alleys. You will locate some humans who are talking about revolting. Pretend to join them and encourage them to revolt. Pick up the cheap crown they offer. Next, locate the ogres and Gravnak. If you have forged an alliance with him, they will help you attack the mansion. Explore the southern side of town. Have some drinks with the draconians you will find. If you handle them correctly, they will make some mischief that will tie up some of the mansions forces. Give the cheap crown to the dragon. There is a training hall on the south side if you need any final training. When you assault the mansion, you fist want to explore the eastern half of the place. You should find something useful for getting past the Guardian. To the north is a treasure room. Myrtani's room is to the west but you will have to enter through the southwest rooms. The entrance is in the Dragon Master's room. Save before you enter her room. After you kill Myrtani, you have to stop the messengers dragons. Tas will show up with some healing potion so you can begin the final battle fully healed. After the final battle, you can continue playing the game to advance some of your players levels for possible future adventures. ^E CHAOS STRIKES BACK Find a dragon and cast MON ZO GOR SAR and hit ESC to pause the game. Hold down the ALT key and type in LORD LIBRASULUS SMITHES THEE DOWN. Unpuse the game and slay the beast. He leaves behind a firestaff and your party will be invincible. Undocumented Spells: GOR IR KU - Detects Monsters GOR IR ROS - Detects fake walls and "invisible" (actually hard to see) pits GOR IR DAIN - Detects "magic" on screen? ZO IR NETA - Anchors the map at the point of casting so that as you move around, the map view stays at the anchored position. (hint #1) It's _REALLY_ easy to kill _ANY_ dragon. Here's how. 1) Prepare all your players with MON IR VEN spells (mega poison cloud) 2) Use the green freeze life box (on the dragon) 3) Cast the spells, and then double up on each player (ie. each player casts 2 spells for a total of 8) 4) Wait... dinner will be served soon. (hint #2) Using the Vorpal Blade: If you don't have both Vorpal Blades, you can increase #hits/time by passing the weapon back and forth between the two attacking players. (ie. hit -> pass blade to #2 -> hit -> pass back to #1 -> hit ->... (hint #3) Contrary to what I've read on the net, everything is affected by fireballs, including knights and dragons. The only exceptions are slime, black flames, and the thing that pops up from the floor. ^E CHARIOTS OF WRATH When it says to push the fire to start, push forward instead, you'll have infinite lives. ^E CHASE H.Q. Hold the left mouse button and the fire button while typing GROWLER. Press T to reset the clock giving you more time. Before each new level finishes talking hit space and use a free nitro. X & Z make steering easier. As soon as the title screen disappears start tapping the SPACEBAR at high speed and continue until loading has finished and the game begin. Your car will now have a top speed of over 1,000 km/h. ^E CHIP'S CHALLENGE Passwords for various levels: 1: bdhp | 11: cnpe | 21: ugrw | 31: ryms | 41: gkwd 2: jxmj | 12: wvhi | 22: wzin | 32: pefs | 42: lmfu 3: ecbq | 13: ocks | 23: huve | 33: bqsn | 43: ujdp 4: ymcj | 14: btdy | 24: uniz | 34: nqfi | 44: txhl 5: tqkb | 15: cozq | 25: pqgv | 35: vdtm | 45: ovpz 6: wnlp | 16: skkk | 26: yvyj | 36: nxis | 46: hdqy 7: fxqo | 17: ajmg | 27: iggz | 37: vqnk | 47: lxpp 8: nhag | 18: hmjl | 28: ujdd | 38: bifa | 48: jysf 9: kcre | 19: mrhr | 29: qgol | 39: icxy | 49: ppxi 10: vuws | 20: kgfp | 30: bqzp | 40: ywfh | 50: qbdh -----------+------------+------------+------------+---------- 51: iggj | 61: rmow | 71: lajm | 81: scwf | 91: jpqg 52: ppht | 62: tigw | 72: ekft | 82: llio | 92: dtmi 53: cgnx | 63: gohx | 73: qccr | 83: ovpj | 93: rekf 54: zmgc | 64: ijpq | 74: mknh | 84: uveo | 94: ewcs 55: sjes | 65: upun | 75: mjdv | 85: lebx | 95: bifq 56: fcje | 66: zikz | 76: nmrh | 86: flhh | 96: wvhy 57: ubxu | 67: ggja | 77: fhic | 87: yjys | 97: iocs 58: yblt | 68: rtdi | 78: grmo | 88: wzyv | 98: tkwd 59: bldm | 69: nlly | 79: jinu | 89: vczo | 99: xuvu 60: zyvi | 70: gccg | 80: evug | 90: ollm | 100: qjxr -----------+------------+------------+------------+---------- 101: rpir | 111: krqj | 121: bpys | 131: fird | 141: mcje 102: vddu | 112: njla | 122: sjum | 132: zyfa | 142: ucry 103: ptac | 113: ptas | 123: ykze | 133: tigg | 143: okor 104: kwnl | 114: jwnl | 124: tasx | 134: xpph | 144: gvxq 105: yneg | 115: egrw | 125: myrt | 135: lywo | 106: nxyb | 116: hxmf | 126: qrld | 136: luzl | 107: ecre | 117: fpzt | 127: jmwz | 137: hppx | 108: lioc | 118: oscw | 128: ftla | 138: lujt | 109: kzqr | 119: phty | 129: hean | 139: vlhh | 110: xbao | 120: flxp | 130: xhiz | 140: sjuk | ^E CHOP N DROP Push T while fighting and your guyz pants fall down. Press F and kick your foe to see his do the same. Pressing S lets you change the color of shadows. ^E CHUBBY GRISTLE On the title screen, type BUUURRP (Return). After the sampled belch, you'll notice that you have infinite lives... ^E CLOWN 'O MANIA Press HELP for more jumps and razors, but these extras won't register until you actually jump or fire. ^E CODENAME ICEMAN REMEMBER TO SAVE YOU GAME OFTEN!!!!! TAHITI: Examine Table Read Magazine Get up and go LEFT Examine game,talk to the girl and play vollyball Save girl in water and give her CPR Go left to hut Enter hut open the drawer and GET ALL Open closet Examine uniform pockets GET BOOK, examine book, IMPORTANT!! REMEMBER THE NUMBERS!! Go back to first screen and enter hotel. Examine the picture and get number for boat Go to bar and talk to the girl,buy her a drink, dance with her and leave with her. Kiss the girl. Follow her inside and keep kissing her. Get note the next morning. By the hut next door you will find the earring, open it and get microfilm. Go to hotel and get a paper. Talk to desk clerk. Get message. Call General. Call for boat. WASHINGTON, D.C.: Show your I.D. to driver and all guards. listen carefully to briefing. Get envelope and I.D. when you leave. HAWAII: Show orders to driver. To get on ship follow proper navy protocol: Salute Flag Salute Officer Request permission to come aboard Examine everything in your cabin. Copy the code letters and numbers (for later). You will now take a shakedown cruise in the Blackhawk, to make sure you can operate her, read your manual carefully and you should not have any problems with the controls. Follow Captain to cabin and read orders. REMEMBER THE BRIEFCASE AND SAFE COMBINATIONS!! Plot course at computerized map table. Get Messages from the man. Write down key code #'s. Go to Captain's cabin, open the safe and briefcase, put your I.D. in the slot and insert the microfilm. Decode the code numbers into KEYWORDS that you will find in you manual. Use the computer to decode the messages. Play Boss Dice with man for the bottle. Go to the torpedo room and cycle the equipment. Examine the equipment. Measure the cylinder. Go to the machine shop and make a cylinder to replace the bad one. Insert the cylinder and cycle the equipment again. You will now fight a Russian ship. After the fight, decode the new messages. Navigate thru Icebergs. Contact ICE STATION. Decode some more messages. Aviod the Russian Sub (go deep). Navigate to Tunisia. Get under the destroyer and stay there as it leads you to Tunisia. Get distance to rig and Harbor by taking a SINGLE sonar ping of each. Go to the Galley and get key from machinist mate. Go to torpedo room and get explosives and flares. Just right of hatch stairs enter the room and examine the vehicle. Go to the drawer and get a 1/2 inch wrench. Go to the machine shop and get a 1/2 in nut and washer. Put the washer and nut on shaft and tighten. Test the vehicle again. Leave the sub. TIME IS CRITICAL NOW SO WORK AS FAST AS YOU CAN!!! GO L-L-L-L-L-L-L-L-L THEN U-U-U Plant the explosives. GO U-U-U then R-R-R-R-R-R-R-R-R-R-R-R then (U)p on screen. Go past the rocks and L-L to the cave. Swim U-U-R-D-R. Swim R-R to pier. Hide vehicle. Swim L-L. Put bottle in net. Give fisherman codename....ICEMAN Examine fish,line and weight. Open the capsule and examine the map. Get the clothes from the crate in the building in the upper right. Go to the Oasis. Talk to the woman,give codeword,examine map. Your gun is in Stacys apartment in the large canister. Empty the contents and remove the bottom to get the gun. Get the tape from the top of the refigerator. Get the Butter. open the dish and get the bag,and read the paper. Call number and Talk to man. Call second number and talk to another man and then wait. Use gun on man who comes to the door, take his clothing, use the tape and wait for girl. Hide gun and get platter of food. Shoot the two guards quickly (no need to aim or turn just fire twice real quick. Search the guard and release the Ambassador. Change clothes. SAVE YOUR GAME HERE AND ATTEMPT TO ELUDE THE TERRORISTS IN THE VAN. OR YOU CAN PRESS F8 TO SKIP THIS SEQUENCE. ^E COLONEL'S BEQUEST This is not your typical Sierra Game in that there are no points awarded for sucessful completion of "tasks" but rather at the end of the game you will see showing you skill in solveing the game. The game is presented in 8 sections. Some actions may be done in multiple sections while some can only be done in certain sections. Remember to LOOK AT charaters as they are presented and to EXAMINE EVERYTHING that comes to mind. Sometimes you can talk to characters and mention details or show objects from other characters and get a response from the character you are talking to. SECTION ONE EXAMINE your room Look under pictures Exit rear of room Question Ethel about everyone in the house EXAMINE ETHEL Go back thru your room to the bathroom WATCH LILIAN Go back to your room EXAMINE PICTURE ON WALL Exit your room and EXAMINE THE CUPBOARD MOVE THE CUPBOARD Look thru holes in wall (most rooms have "secret" spy places) Exit room and go across the hall and enter room Leave room and push other cupboard and spy Go to doctor's room and EXAMINE bag EXAMINE CIGAR Go downstairs EXAMINE HALLWAY (see anything you can move to "spy" on folks?? SPY on People in the different rooms Examine all the objects in the room Go talk to Polly (the Parrot) Give Polly what she wants SECTION 2 GO TO GERTIES ROOM Look out window Get downstairs fast,along the way pick up what you spot SURPRISE! Enter study and examine weapons In the kitchen pick up the bone and throw it to the dog Examine dog house Enter the basement GET CRACKERS Give Polly a cracker (only 1) (each section Polly will tell you something if you give her a cracker) Look outside and spy on people out there Go spy on people throughout the house (downstairs) EXAMINE EVERYONE while you are spying on them SECTION 3 Enter library Examine Magazine Get cane Examine cupboard and get cane Enter Doctor's room Go to Chapel (outside) EXAMINE DOCTOR (take whatever you can from body) Examine Poker with Monocle (magnifying glass!) Go back to house Go upstairs and spy and examine everyone you can Wait till Henry leaves then GET KEY and use elevator to go to the attic SEARCH ATTIC and all in the attic SPY on everyone you can (again!) Go downstairs and give Polly a cracker Go to Celies house and give her the necklace Get carrot Go to stables Give carrot to horse and get lantern SECTION 4 SPY on everyone downstairs (again!) What is Lilian doing? Examine secret room Go to Gazebo EXAMINE the kitchen Give Polly another cracker (that bird is going to explode!) SECTION 5 Seach grounds for a rolling pin. EXAMINE pin and grounds with Monocle Go to carriage house GET crowbar and oil can SPY on everyone inside the house Give the bird a cracker SECTION 6 Go to the bathroom and SEARCH it EXAMINE bottle with monocle Go to Fifis room EXAMINE EVERYTHING WITH MONOCLE! SPY on YOUR room ENTER YOUR ROOM Give birdie a cracker and go out back Watch Rudie EXAMINE armor by front door Use some of the oil on visor and EXAMINE ARMOR and read note SECTION 7 Cracker to bird Go upstairs Enter Clarences room and read note EXAMINE ROOM Go to bathroom Read Diary in YOUR room Go to WEAPONS CABINITE AND SEE WHATS MISSING Go to play house EXAMINE BOARD Go to Chapel Use crowbar on floorboard Get Bible Enter bell tower Oil Bell with oil Use cane to ring bell EXAMINE bell and get what you find Go to garden and turn on fountain with handle Push statue Use matches on lantern and go down Use crowbar on vault Unbar the door and go upstairs Give Polly a cracker (thank goodness thats done with!) Go out front Read Note Get gun and bullet and load gun Enter house Go to attic Shoot Rudy YOU ARE FINISHED!!!!! ^E CONQUEROR Hints: 1) German tanks have a worse hill-climbing ability than both American and Russian tanks. This point determines strategies for both the divisions, if you're playing as the Germans, a good tactic is to wait on top of hills and rush down at the enemy when they approach, whereas if you take control of the allies, then it's a good idea to escape by heading up the steepest hill, so as to slow down any pursuers. 2) The program actually works out the angle of incidenc of any shot, and uses the data to calculate the most effective use of armour. Therefore an oblique shot on a tank will have more armour to penetrate than "square on" blast. So if you are under attack, try to make sure that the enemy have to fire angled shots, but if you are attacking, then try to get a good, straight (90 degrees) shot to do the most damage. 3) Front armour is always the thickest, giving the best defence on all tanks, so always try to face the enemy straight on so as to present the toughest, most heavily-armoured face towards them. for this same reason you should also try to attack enemy tanks' flank or rear where they are less protected. 4) One of the most sensible tactics to use (the computer employs this) is to form the heavy tanks into groups and leave the light tanks to reconnoitre. This means that the lighter, faster tanks can act as your eyes, giving advance warning of enemy manoeuvres (they can also get away quickly!) The tactic they use under teh auto-driver is to get away from anything they can't shoot, reporting the sightings to your force. You can then move the heavy boys in to tackle the situation. 5) When using map firing, always remember that any shells fired will take 30 seconds to hit the ground, so try and judge where the enemy tanks will be when the missles strike and aim your guns there. Be warned, however, that computer-controlled tanks don't look for map fire, so keep clear of the area until all the shells have landed. 6) Don't go for a whole bunch of heavy guns; instead try to build a balanced tank-force. Light tanks are useful for reconnaissance and to act as an emergency reserve, whereas heavy tanks are good for straight head-to-head battles. Medium tanks combine the advantages of both light and heavy vehicles, but lack the speed and firepower of others. 7) Don't forget to use your drone tanks! Direct one to hold an enemy tank's attention while driving your tank to the rear from where you can unleash a powerful attack. Watch out when doing this, though, as the computer tank has only two objectives - to both defend itself and attack any player tanks. Thus it will turn its strongest armour towards the most powerful gun and take out the lightest enemy tanks. The Tanks : Various tanks are useful for different things, and experienced players will be able to utilise the individual strengths of each. Here are some notes on the strengths of different tanks : CHAFFEE : Very fast and very cheap. M36 GMC : Also very fast and has a good gun, but has fairly weak armour. SHERMAN FIREFLY : Good gun, medium speed and adequate armour. PERSHING : Has the same gun as the M36 with medium speed, but has the advantage of good armour. PANZER III : Very cheap, but not particularly good at any one thing. PANTHER : Excellent front armour, a good gun and average mobility, but the side and rear armour are both weak. TIGER 1 : Excellent all-round armour and good gun. KING TIGER : Best armour and gun of any tank, but travels slowly. T34/76 : Good all-round armour (as with the other Russian tanks), good gun but has average speed. KV1S : Better armour than the T34/76, but has the same gun. KV85 : Has a better gun than the KV1S. JSII : Excellent armour and gun and has good mobility. ^E CONTINENTAL CIRCUS When the first red light comes on push forward. As the second comes up release. On green push forward. The faster you do all this, the better you will accelerate. ^E COSMIC PIRATE To get to the cheat mode, press the spacebar to pause whilst you are playing a game. Now press full stop while in pause mode. You will get a requester. Type in GZAIMASEN and there should be a sound effect denoting cheat mode operative. This will make you invincible. Once in cheat mode you can choose which spacetruck to attck by recalling the requester and typing GIMMESHIPx where 'x' is mission "A-Z'. This only works before entering the sector with the spacetruck. ^E CRAZY CARS II For masochists only!! Increase your speed to 204MPH, press F10 to pause the game, then press fire. The game slows down to a crawl, but you can still steer the car. So, by continually pressing fire and moving left and right, you can safely pass road obstructions! Listed below are the routes to take for each stage: Stage 1: Take road 15 on your right, then road 70 on your left, and continue on. Stage 2: Take road 191 to your right, then road 666 on the left, and then road 160 on your left, now continue on. Stage 3: Take road 285 on the right and road 60 to your left, then continue on. Stage 4: Take road 70 on your right, road 54 on your left, road 25 on your right, road 10 to the left, and finally, road 180 on your right. Continue forward. ^E CRYSTAL HAMMER When starting hold down one mouse button. Click the other before the ball appears on the paddle to start at level 26. Also, check for a file called "cryed.lzh" on your local Amiga BBS. The name is short for crystal hammer editor. It will allow you to edit each level idividually to your own specifications. ^E CURSE OF THE AZURE BONDS See the entry for Pool of Radiance to find out how to cheat. ^E CYBERNOID On the title screen, type SPACE once, then type RAISTLIN and press SPACE again for infinites. You now may also press N to skip levels. Or try defining your keys as 'Y X E S' (in that order) for unlimited ships. ^E CYBERNOID II Type NECRONOMICON on the intro screen. You now have infinite lives and pressing N will skip levels. If you define the keys as Y G R O (in that order) you get infinites. ^E DARKSIDE Hold down the keys '2' and '8' while pressing fire to see some digitized pictures of the programmers. ^E DATASTORM After loading, wait for the high score screen to appear. Hit F10 to view a message. ^E DAMOCLES Once you land on Eris, go directly to the spaceport building. Go in and pick up the key to the spaceport VIP limo. Follow the instructions bensons gives you until you reach the space presidents adobe. Take the lift to the second floor. Go through the red door at the end of the corridor. This will take you into the state president office. At the office he will offer you 100,000.00 ICGs to destroy the comet. If you hold out he will offer you he will offer you up to 250,000.00 Accept this amount. Then head to the basement, find the the key to the eagle 9se. Then go back to the limo. Take the road opposite to the morby school of flying. Once there leave the limo and dump the key, enter the eagle. Fly to Eris post office on snow island which is at 007-507, 03-00. Enter the building and go through the door on the right. Their you will find a cupboard, which is actually NOVA TRIGGER #2. Pick it up and leave the building. Go back to capital city. Find the elevator at 017-281, 09-02 and go down to the basement to pick up the anti-grav. get back to your ship and fly to 11-08. Once there leave your ship and pick it up (thats what the anti grav is for). Go down the elevator to the basement. Here you will find transporter #5 Step thru to warp to transporter #3. Once there take the Elevator down to the ground floor and go outside. Drop you ship and board it . You will now be on Metis. Fly to Nixon Interstellar court of justice at sector 05-06 and land as close to the doors as you can. Enter the building as fast as you can. Once in walk to the table, the wall behind should open to reveal a secrete room. Enter the room to find a wash basin which is NOVA TRIGGER #4 Get it then board you ship again. Fly west back to 05-06 and land. Enter the elevator and take it up to the 9 floor. Use the transporter to get to transporter #0. Leave the room and go through the door to the left. Here is a sideboard which is NOVA TRIGGER #1. Go back to the transporter. Now warp to Transporter #6. You should now be on Gaea 064-439 08-08. Enter the elevator and go the ground floor. Once outside drop your ship and fly to 05-06 and enter the building. Once inside take the elevator to the ground floor and enter the doors in front of you. Take the bar of gold. go back to your ship. Fly to the trading post at 04-06 sell the gold for 45,000.00 then fly your ship to mega trading . Enter the trading post and follow the doors around to the trading room. You will find NOVA TRIGGER #3 disguised as a HI FI. Then go back to your ship. Fly to UR City and head for 264-326, 09-02 land by the elevator in that sector go down to the basement. There should be a black and White item. This is the bomb itself. grab it and back to the ship we go. Fly away from the plant's surface and stop after you've left the atmosphere. Turn around so that Dalais is in the center of you screen. If you look closely you should be able to spot Icarus to the left of the planet. Fly straight toward Icarus. Land on the planet now it' decision time. If you less then One hour and thirty minutes you must fly and land on Damocles before it hits Eris. If you have longer stay on Icarus. Drop the nova bomb and fly away from Icarus. Fly until Icarus or Damocles takes up about a third of the screen. Go through your inventory and activate the Nova Triggers. You should then be able to blow up Damocles if that is where you planted the bomb. Or Icarus which will send Damocles spinning away. So either way you will be the hero. Transporter Planet/Moon Cord. Floor 0 Gaea/Ur City 125-687 07-01 1 Eris/Bare Island 750-375 06-02 G 2 Dion/Birminham IL. 793-574 03-14 1 3 Metis 616-511 00-06 9 4 Vesta/Politburo 264-326 04-06 B 5 Eris/Capital City 017-283 11-08 B 6 Gaea/Chaldea Met. 064-439 08-08 1 7 Logos 316-896 04-02 4 8 Bacchus/Bac. Wayst. 405-638 02-08 9 Mentor/Men. Wayst. 689-316 09-07 Key Planet/Moon Planet/Cord Cord Floor B Eris/Bare Island 750-375 06-05 B C Metis 617-510 01-03 G D Dion/Dion East 810-566 06-00 E Dion/BirminHam Island 793-571 03-14 9 F Eris/Capital City 018-284 15-12 2 99 Chevy Eris/Bare Island 750-375 06-02 22 CV Gaea/Chaldea Met. 063-439 08-08 1 Best Cup Eris/Capital City 017-284 08-14 Bullet Pan/Pan Hades 103-689 04-01 1 Concord III Mentor/Mentor Wayst. 689-316 09-07 Eagle PSE Eris/Capital 017-283 09-08 b VIP Limo Vesta/ Pol. 016-283 07-08 ^E DEADLINE here is the solution for solving infocom's mystery game, deadline. All commands which should be typed in exactly as you see them are in quotes. Directional movements are in brackets. E.G. "Open door" and [n,n,e]. From the front path of the robner's estate, go [n] to the front door of the house. Type "open door" and go [n] into the robners' house. From inside the door, go [n,e] and type "climb stairs" twice (or you can just go [u,u]) to get to the second level of the estate. From there, go [w,w,w,w,n] to the library where you will start the first of a series of sherlock holmes-type activities. In deadline, you need to establish the motive and method for the murder beyond all reasonable doubt before you can arrest the guilty party. If you don't have an air-tight case, the jury will acquit the defendant. It is here in the library where we go about establishing the method by which poor mr. Robner was done in. First off, type "examine rug" (or just "look rug"). You will find some mud spots which is your first clue. Now, "get the cup,pad,calendar and pencil" and "rub pencil on pad" and then "turn page of calendar". Aha! Perhaps a clue as to the motive? Let's see if we can substantiate the method a little more...That mud on the rug was very interesting. Type "open balcony door" and go [n] onto the balcony. Check out the railing by typing "examine railing" and you will see some scratches, lending credence to the theory that perhaps the murderer climbed up the balcony from the ground below where he (or she) got mud on his shoes. Let's have a look below and check for some indication that the murderer was indeed below the balcony. Go [s,s,e,e,e,e,d,d,w,s]. Type "open door" and go [s] back to the front door. Now go [e,ne,e,se] to the shed where you will see a ladder. Type "examine ladder". Hmmm! This ladder-and-balcony theory is looking good! Let's see if we can prove the ladder was below the balcony. This will have to wait a while, though, because it's getting late in the morning and we have to do some more checking in the house before the reading of the will takes place. And besides that, we need to talk to mr. Mcnabb and he doesn't seem to be in the mood right now. Go back to the house by heading [nw,w,s,w] and head back upstairs with [n,n,e,u,u]. Let's see what else we can find upstairs. Go [s,s] into dunbar's bathroom. Type "open cabinet" and "examine loblo". Aha, again! Now we go back downstairs and see if we can find mr. Mcnabb to see if he knows anything about a ladder under the balcony. Go [n,n,d,d,w,s,s]. Let's take a break for a while. Type "wait until 11:30". And now for mr. Mcnabb. Let's try the orchard first with [e,ne,e]. If mcnabb is not around, just wait for a while or snoop around the area and he will soon show up. Deadline is very unpredictable when it comes to the various characters moving around the scenario. Once you spot mcnabb, go to him and say "hey mcnabb" followed by "what is wrong". He will tell you about some holes he found in his garden so, naturally, you say "show me the holes". He will take off and you "follow him". When he stops, type "examine holes". Eureka! The ladder was here and the depth of the holes proves somebody climbed it up to the balcony! To make sure we cover every angle, "examine ground"(holes?) & "Dig around" holes". Hmmm...Wonder what this could be about? To find out, type "analyze fragment for loblo". Oops, it's later than we thought! Back to the house for the reading of the will. Go [n,n,se,s,s,w] to the front door and [n,n,w] into the living room. Now just "wait" for the will to be read. Noticing that just about everybody is present, you decide to see if you can roust some of those present into giving you some clues as to the guilty party and, perhaps, the motive for the crime. Let's start with george. Type "show george the calendar". He will get very nervous and start heading out of the room. Type "follow him" until he finally goes to his room. He will keep telling you to leave him alone, but just keep following him until he gets to his room. At this point, you decide to see if george knows more then he's telling. You aren't going to get anything from him here, so let's go to the balcony and wait to see if he does anything. Go [n,w,n,n] to the balcony and type "wait 10 minutes". Voila! Here he comes! Wait until he goes behind the bookshelf and then type "wait 4 minutes" to give him time to really get his hands into the cookie jar. When your 4 minutes are up, go [s], "examine bookshelf", "press button", and go [e]. Ha! Caught him red-handed!! Type "get will", "look safe", "get papers" and "read papers". Things are beginning to look up! Let's see if we can substantiate some of this stuff. Go back to the living room with [w,s,e,e,e,e,d,d,w,w]. My, isn't this cozy! Type "hey baxter", "what about focus". You know he's lying so you "show papers to baxter". Ah, that's better! Now for some clever psycho-detective work. Type "show lab report to dunbar" and "show lab report to baxter". Whip around and "accuse dunbar". Hmmm...A tad nervous, isn't she? Perhaps we should go off and wait to see what develops. Go [e] to leave the room and "wait for dunbar". Just as we suspected! When she passes you, type "follow her". Once outside the house, she will drop a ticket. Type "get ticket" and "read ticket". Wow! This is getting good! Type "show ticket to dunbar". You know you've got her on the run now so head off to the shed to wait and see what develops. Go [e,e,se] and "wait for baxter". When they both show up, "show ticket to baxter" and "arrest baxter and dunbar". You didn't believe them for a minute, did you? Due to the dynamic nature of deadline, there are several ways to end up accusing baxter and dunbar of the murder. There are also more puzzles to solve, but this is all that is necessary to put together an air-tight case against them. ^E DEFENDER II Cheat Modes: GOATY - Makes you invincible. RAVEN - Activates the following extra keyboard commands during play: I - Toggles invinciblity on/off N - Go to the next level immediately D - Fly the first 23 levels on autopilot INCAS - Replaces inviso with smart laser in Stargate ANDES - Power is restored every time the ship's laser is fired. Level Passcodes: 1) START 33) MAGOG 5) FLOYD 37) FUNKY 9) FURRY 41) DONKY 13) BEAST 49) KANJI 17) LEMAC 53) IRATA 21) ZIPPO 57) NEURO 25) LASER 61) STOAT 29) DAFAD ^E DEFENDER OF THE CROWN While loading, hold down K for 1,024 knights in your army and castle. Only works on some versions. If you begin the game at the lowest castle, move all your men in your army and take the 3 high vassal/income territories below. This will give you a lot of men in your army. Move back to your castle ad you will also be able to buy lots of men. When sword fighting move forward, backward, strike, and repeat, you should beat your opponents with no problems. Move your lance until it is just left of your opponents shield, then down a little. Count the number of bounces and on the 5th strike at the lowest possible point. ^E DEJA VU II WALK THRU REMEMBER TO SAVE YOUR GAME OFTEN!!! Get the trench coat and pants Examine both coat and pants Get cigar band from visitor Get train schedule Go to lobby Examine picture and remember subject and description Go to cashier and get 2 $5.00 chips Go to 21 table with Rudy as dealer Show Rudy clipping Bet $10.00 and Rudy will bust or get lower than you WHEN RUDY IS REPLACED...LEAVE TABLE Cash in your chips Go to lobby and exit Go to train station Examine board by baggage office and go to gate listed for train to Chicago Wait till train leaves Buy paper in Chicago Enter cab outside train station Show driver your license for address (he is deaf) Enter building and use your key on door Examine room Examine suit and get money and gun Put bullets in gun (they are in a box in the drawer) Get flashlight,2 keys and knife Exit apartment and use key on box to read your mail Get back in cab Show clipping to driver to get to Joe's Enter alley and climb fire escape Operate on boards Open wall phone Get key Go back down fire escape Go far back into alley and pick lock on door with knife Use flashlight Go to cellar Operate clean wine bottle all by itself Go to door on left then slot machine on right Use key from phone on slot machine and get contents Leave Get in cab Show driver card to get to Sugar's Pick lock on basement door Examine dresser on left Get police uniform Put on police pants Cut open bag in window with knife Get envelope Read letter Examine paper Go to cab Show driver address of the Morgue Open drawer 5 and examine the body Get his toe tag Tell clerk BONDWELL Open box and get keys and wallet Return box Get in cab and go to train station (use schedule on driver) Find out train gate from board again Go to Las Vegas Give claim check to clerk in Vegas Take the picture and envelope Go to hotel Examine controls Go to third floor Get in hamper and wait a while Operate ropes on crate Go upstairs on right open door on left Return to basement and hide again in the hamper Go upstairs and enter office Examine tape on floor Examine the desk and get key and magnet Go to casio and go to elevator again Put magnet where 5th floorbutton should be Examine picture on wall Get magnet Enter left door Open desk and open ornament Get dart Return to Laundry Use key from office on gate at left of building Go to office and get tape Thow dart at board Look at desk Get picture and letter that were taken from you Take the books Leave cigar band in drawer and close drawer Leave and get dart Return to 5th floor Go to right office and open drawer Put in drawer: Picture of Joe and DV Fake Books from office Real books from office Letter from Bondwell Diary Letter from Sugars (with envelope) Toe tag from Morgue Go to train station Get on Chicago train You are Finished!!! ^E DENARIS When the data-disk prompt is displayed, insert data disk and hold down `Z' while it loads. Then put the mouse into the joystick port #2 and start the game. Remember to hold down the right mouse button down while it loads. You should be in the training mode. ^E DOMINATOR Type 'SHAFT' on the hi score table for infinite lives. ^E DOGS OF WAR Before starting the game type TIMBO then hit F5 for invincibility. ^E DOUBLE DRAGON Type RU CALLING MY PINT A POOF? on title screen and press Return. You should now be able to kill every opponent by pressing the Delete key. When the title screen pops up, type the followings: LEVEL ONE PLEASE (start on level one), LEVEL TWO PLEASE (start on level two), and so on until level four, THE LAST LEVEL PLEASE drops you on the last level, GIVE ME MORE HEALTH PLEASE (lots of energy!), I DO NOT WANT TO DIE (invincibility!). Just remember to say please!!! Also, type Neil Harding in the high-score list and something funny happens... Play two player game and get both players killed until you have one credit left and the CONTINUE message is displayed on both sides of the screen. Press both fire buttons simultanously and you will get infinite lives. ^E DR PLUMMET F1 skips to next level, F2 for invincibility, F10 resets fuel & ships. ^E DRAGON NINJA Type TERRIFIC during the game. Pressing L now advances the game to the next level, and F3 gives you infinite lives. ^E DRAGON LORD A nice spell to know is this Dragon Spell: 3 Rasgon (grind) (full heat) 3 Haloros (cut) (full condenser) 3 IGELE (normal) (full heat) (medium condenser) 2 Rasgon (grind) (full heat) ^E DRAGON SCAPE While playing press and hold either Alt or the down cursor key will advance you one level. Load up and play. During level 1, press TAB and 2. You will be transported to Technocity. Do it again, and you will be sent to Iceland. ^E DRAGON SPIRIT Hit F9 to pause the game then type DRAGON HEAD and then F10. ^E DRAGON WARS You can multi-task Dragon Wars by typing CHANGETASKPRI -1 in CLI. Hitting Amiga-E jumps to the games ending. ^E DRAGONS LAIR This will demo the ENTIRE game. You can't play it, just watch the whole game: After the credits have finished loading, and are being displayed (the red light will still be on, but no loading is occurring), press the following six (6) keys, simultaneously: R / L N 7 Yes, all at the same time (use your nose if ya have to - just press ESC and hold, then press R and hold, etc.). The screen will flash if you did it right. THEN PRESS THE FIRE BUTTON on your joystick. Sit back and watch all the animation. Here's the complete Walkthrough: Dsk1 Screen 1 (Opening Bridge-This will always be first!) Watch Dirk The Daring walk across bridge until he falls through. When the "Things" come toward you, hit the BUTTON and watch Dirk take a swipe at them. Then, hit UP and you will raise yourself up to the bridge again, and run into the castle. Screen 2 (DrinkMe Sign-This will always be second!) When the "DrinkMe" sign flashes, hit RIGHT; Dirk The Daring will bravely kick the door open to the right of him and stomp out. -Screen 1 Repeats, laterally inverted!- Dsk2 Screen 3 (The Falling StairWell-This may come after Screen 4....) You will either be walking left or right down the stairwell. If you are moving left, when the stairs ahead of you flash, hit LEFT. If you are going right, hit RIGHT. You will jump over the hole in bridge and continue... Do not mind the bats, they are there for decoration!! Screen 4 (The Tentacles-This may come before Screen 3....) As soon as the tentacle drops from the ceiling, hit BUTTON! Dirk will then slash it. As soon as you slash it, hit UP. You will go to the front of the room. Then hit RIGHT or LEFT (depending on where the door is), and you will go to the door. Then hit DOWN and you will goto the back and automatically start going up the stairs, at this point, hit LEFT or RIGHT (depending on where the little table is.) As soon as you get on the table, hit UP and you will go out the door in a few seconds. WARNING: IF YOU HIT MORE THAN ONE MOVE YOU WILL DIE! Just hit the move once and wait for it to take affect!! -Screen 3 and 4 will repeat again laterally inverted!- Dsk3 Screen 5 (Ye WhirlPools/Ye Rapids-This may come after Screen 6...) You will start off with the Ye Whirlpools. If the whirlpool is on the right, hit LEFT; if on the left, hit RIGHT. You will easily use your manouvering abilities to steer carefully around them. NOTE: Don't hit left or right more than once, or you will be sucked in! Then come the Ye Rapids. Now on my A2000, all you do is hit LEFT or RIGHT (depending on the direction of the light blue path), then when I get into the middle, I hit UP and go all the way down (Both Screens..) But I've heard other stories and this is what I've been able to piece together... If you have an A500 (hahahaha): Do what I do (above), but the second screen, hit UP one more time. If you have an A1000, do what I do, then on the second screen, hit up twice. (Once on each of the two levels). Experiment.. One of these techniques is sure to work but I can only confirm my way. Screen 6 (Slime Stew-This may come before Screen 5...) On this screen, you mainly watch... You will dodge the slime, then pick up a drink automatically. Then, the Slime Goon will appear, hit BUTTON and you will slice him. Just watch the rest of the board. - Screen 5 & 6 will appear again laterally inverted! - Dsk4 Screen 7 (The Black Night-This may come after Screen 8...) First, make note of what side the Black Night's sword is on. If it is on the left, you will have to hit RIGHT first. You then jump right. Right after this, hit LEFT... Then UP... Then LEFT... Then RIGHT... Then Left... As jumping left now in mid-air hit RIGHT because you don't have anytime to spare once you land. (Remember, better early than never!) If it is reversed, just do the above backwards. This is one of the "Most-Moves" boards so eventually you'll get the hang of it. Screen 8 (Marble Madness-This may come before Screen 7...) You will appear in the distance walking casually at the end of the half-pipe. Then, a huge black ball will appear behind you wanting to make Autie-Em's World Famous Pancakes out of you. The screen will change angles and you will see a coloured ball go by. As soon as it goes by, hit DOWN. Then, another coloured ball will go by; again, as soon as it passes, hit DOWN. This is all you do, there will be a few more balls to get by, but if you can do one, the rest is really simple! WARNING: DON'T HIT DOWN MORE THAN ONCE PER BALL! When you run by successfully, it looks really close... It is supposed too! - Screen 7 & 8 will repeat again laterally inverted! - Dsk5 Screen 9 (The Bedroom Wall-This will come first!) Pretty simple. Just keep hitting UP at a leisurely pace and you will get through, listen for when the game records your specific up moves and when you get better, you won't have to hit up rapidly... But I still do anyway because it guarantees me getting through. - This screen will repeat again laterally inverted! - Screen 10 (Dragon's Lair Part I-Computer Randomly Chooses Which Lateral Screen You Will Do.) You will see a wobling bunch of "furniture". Hit LEFT or RIGHT (depending on where it is...) Then it will flash to the Dragon who starts to wake up and Princess Daphne (or something) says "Oh, save me!" Then it will flash back to you - hit RIGHT or LEFT (the opposite direction of the furniture), then DOWN. You will go onto another screen with more furniture. This time, hit DOWN to catch it. Then you will see the Princess moving around in the bubble saying, "Use the Magic Sword!".. As she is saying this, hit the BUTTON and then when she stops yapping, you will see the magic sword in a rock. Dsk6 Screen 11 (Dragon's Lair Part II-Computer Randomly Chooses Which Lateral Screen You Will Do.) You will be behind a tree... Hit down to duck Singe The Dragon's mighty claws. * MAKE NOTE OF WHERE THE DRAGON'S HEAD WAS! * After ducking, go in the direction Singe's head was. Then, you will automatically rip the magic sword out of the rock... Then, you get another screen showing you and the Dragon waving his tail. Hit DOWN to dodge, and while you dodge it, on the way down, take note of the timing at which your sword glows. Right after you dodge the tail for the first time, Singe will try again, just hit DOWN again. Again, make note of the timing. After you dodge it for the second time, Singe will try yet another time to get you... This time, hit DOWN (like usual), but this time when the sword glows (or a touch earlier), hit the button and you will whip the sword into the dragon. Your Finished!!! NOTE: NEVER, IF UNSURE, HIT EXTRA MOVEMENTS AS THEY USUALLY TURN INTO DEATHS!!!!! ^E DRAGON'S LAIR II - SINGES CASTLE One can play easy mode and still access all the screens. Here's what to do: Select the hardest possible setting before starting the game, this includes not only hard mode but also disabling that obnoxious 'flip screen' feature and choosing only three lives. Then click on the 'game' icon and do as if you were to start the game. When the prompt bar says 'Click to play' instead choose the 'exit' icon and this will bring you back to the startup menu. Now you can select the easy mode and more lives and you will still be able to see all the screens assuming you're deft of hand enough to get to them in easy mode. Hope this helps! ^E DRAGONS LAIR II - TIMEWARP Hammer GET MORDROC DIRK at any time to see the game played to the end, much easier than playing yourself, and more exciting to boot. Complete Walkthrough: Scene 1 (at table): Wait until the mother is about to hit you with the rolling pin, then press LEFT. Scene 2 (on bridge): Quickly step BACK, then press RIGHT toward the gate. Scene 3 (Inside castle): Hit SWORD when red monster appears behind you, then move RIGHT. Scene 4 (Well): Quickly press DOWN, LEFT, LEFT, then UP onto the rope. Scene 5 (Rock): To your left is a pillar, press FORWARD to jump onto it. (View Change) As rock slides toward hole, press DOWN to make Dirk jump into hole off of rock, then press down again as he makes his jump. Scene 6 (Green Snake): SWORD, RIGHT (View Change) SWORD (View Change) UP, RIGHT Scene 7 (Inside Ribs): LEFT, SWORD, then LEFT at skulls Scene 8 (Back at Green Snake): BACK, SWORD (View Change) SWORD, LEFT, LEFT, SWORD (View Change) SWORD, RIGHT, SWORD ---Mother enters room and hits snake Scene 9 (Green Birds): UP, SWORD, SWORD (View Change) As your being dragged around by the birds, press UP to avoid hitting the wizard. (View Change) SWORD, UP (View Change) Press RIGHT to jump from bird onto ledge Scene 10 (Daphne Enters): Move BACK, then SWORD to cut bird in half. The game will pause for a second, and IMMEDIATELY after it re-starts, move BACK (Timing is critical here). Then SWORD and LEFT towards wings, RIGHT, FORWARD. (the last 2 moves in quick succession) Scene 11 (Daphne Falling): Press DOWN to go after Daphne. (View Change) Jump into liquid by pressing DOWN, follow sword RIGHT, then jump UP out of liquid. Scene 12 (BeanStalk): Move DOWN, away from fairy, then UP onto vine. (View Change) Immediately press DOWN, then LEFT towards Eden. (View Change) Immediately press UP towards vine, then UP again. (View Change) Swing LEFT on vine, then DOWN onto branch, FORWARD onto next branch, then RIGHT. Scene 13 (Forbidden): Swing SWORD at snake then swing SWORD again when entangled. Once again, swing SWORD when second snake appears. (View Change) While dangling upside down, hit RIGHT, UP, UP. Scene 14 (Poison Fruit): DOWN, RIGHT (View Change) SWORD (View Change) SWORD to start machine Scene 15 (Ring on Finger): Immediately press UP after Daphne gets ring put on her finger. Then throw your SWORD into the wizard's arm. (View Change) FORWARD, LEFT, BACK(while in air), RIGHT (View Change) Immediately press FORWARD, RIGHT, SWORD, LEFT (View Change) UP, SWORD (View Change) BACK, SWORD (View Change) DOWN, SWORD Scene 16 (Rescuing Daphne): DOWN, LEFT, FORWARD Scene 17 (Kissing Daphne): As you bend over to kiss Daphne, press DOWN, kiss her, then SWORD, SWORD to bat away the birds. (View Change) As you sit greiving, thinking that Daphne is dead, press SWORD, SWORD to bat away the birds. Daphne rises, and you are reunited!!!!!!!!! ^E DRAKKEN For a better character: Get into the character generator section, and enter the character name as 31415927. Then when you are next asked for your name, enter SUPERVISOR. Now play the game and press CONTROL. When a monster appears, quicly hit RETURN. You will do a half turn, take advantage of this and run away. Also, while in this mode, pressing F10 heals all wounds and reserects all characters. All armour, weapons and treasure inside palaces is restocked when you enter. You can hit the palace, load up, get out, and sell it off for quick cash, repeat as often as you need. Get all the experience points you want by going to Prince Haagkens castle. Make your way past the bats, past the first fireplace with the trap to the the second fireplace. In front of the fireplace is a switch that activates a door two or three rooms farther on in the castle when you step on it. This door leads to a water fountain. Looking into the fountain transports you to a room filled with water that has a never ending supply of water monsters. Take your best weapon and armour with you. Set your character on 'auto kill' and if he or she is able to hang in there, you can leave the character in the room for several hours or all night killing off zillions of monsters. Do this for each of your characters and youll easily be able to kill the giant dragon. Here is a complete WALK THROUGH: go to the prince of earth's castle sneak by shark touch earth sign to turn off force field fight the bad guys get the shield on the wall leave the castle and save the game explore the area around the castle for experience points return to the castle go to the labratory room get bottle stand on messages on floor and read them use skull to open secret door find the prince make sure all "combat" icons are "OFF" examine the prince's room get armour in wall leave the castle and when you return there will be another set of armour go thru prince's room to the room with a secret door fill bottle from labratory at heal pool have a member stand on the grate to reval another room (for later in game) Leave the castle and go west to a group of trees in the northwest. take teleport keep going west the princess's castle looks like her bother's but has no shark she is gone to go back to her brother and tell him Prince of Water: go north to his castle save the game here go north and fight then return to the castle and save the game. do this till you are about level 6 or better in the north trade/buy the two shields to get by the drawbridge use an unlock spell go to the checker room and have the fighter cross then exit center the birds will follow and have him kill them there in the 2nd fireplace room have a character step on the trip stone further along will now be exposed a secret door, enter it go in a room or two until you get to a darkened room light a torch examine the pool when transported, gather what you can release the prisoner in the cage next to the water room when going to the princess of air go to the north again do not take the path to the weapon trader go to the dungeons and release the princess of earth (gem 1) the princess of water gives you a gem at her palace (gem 2) to kill the next character (earth) you must be fairly high in skill level kill the prince with the dragon sword get his gem (gem 3) return to the princess of water you will be sent to the princess of fire in the desert the castle opens ONLY AT DAWN pass the princess and get the gem (gem 4) in the next room find the prince of air in the castle kill the princess of air and get her gem (gem 5) return to the prince of air for another gem (gem 6) kill the prince of water and get the gem (gem 7) to enter the domain of the prince of fire go to the back of the pyramid face the pyramid standing between the 2 pools enter and kill the prince for last gem (gem 8) solve: go to each of the four rooms with burial plots (there are 8) examine each you will "pray" (when examining) 4 different phrases (in any order) go to the fire pot area and drop everything you are carrying turn off all combat icons step on a firepot ^E DR PLUMMETT HOUSE OF FLUX F1 sends you to the next level F2 makes you invincible F10 resets fuel and number of ships ^E DRILLER When you start the game you will be facing a small shed. Shoot at it more than 20 times and you will be tranformed into a jet. ^E DREAM ZONE COMPLETE WALKTHRU AS WITH ALL THESE TYPES OF GAMES..SAVE YOUR GAME OFTEN. YOU WILL PROBABLY BE KILLED AT LEAST ONCE. Get sandwich Go to bathroom and get plunger and toothbrush n-e-n-n Give brother money Open trunk and get gun Go back to your bedroom Open dresser and put on pj's Go to sleep......and DREAM!!!! e-e use toothbrush on lock Go to church Get wafer s-s Join Crowd waiting to get in Talk to fox w-n-e Ask clerk at DOI about form 69b-12c After getting the long runaround to about 20 different offices (you must go to each one as they are presented) and following the directions of the officers, you will end up at room S2L-A. Shoot the officer and get form. Back to the maze and when you get to room S4R-E give the officer the sandwich. Back in the maze (it is not really that hard, just time consuming to have to run around to each office) Finally at room E4L-C you will get form 43A-81G Go to room S3R-D and give 43A-81G Shoot officer Fill out killing an officer paperwork get receipt from desk Now go to room S4L-B ask about form 22Z-13I Go to room S2R-A and give form 22Z-13I to officer and get reciept Go back to bar and give form 69B-12C to fox Show ID to Bonzo Get leather jacket When you need to hit the head, go up on the house Buy keys from rat Go down and talk to the twins Ask twins for gum (just hang on to it) Drop items to make room (suggested...plunger,toothbrush and receipt) Use keys and go to head (bathroom for you non-swabbies) Exit Go to Big Top and buy ticket for Freak Show Talk to Grajunk Gime him gum Talk to kids and ask about tokens Go to the games and talk to lady,play the games and STEAL tokens and Teddy Give tokens to kids Give candy to Momma Return to bathroom Give bartender wafer Go to silent crown and say 'FREE BEER' Go back to fox (now a shark) and buy loan Go over bridge to Orient Go to swordsmith Trade jacket for rice Go to Rock Garden and dig Shoot thief Give rice to Sushi the rat Get vase and get worms Go to throne room Bow to king Give rock to king Wander about the house (you can move walls) until you find servant with Ming vase collection Ask about vases Give servant vase Give Teddy to princess Get rock Return to swordsmith and get sword Return to bar toilet Go to air terminal and buy ticket Ask Captain about Castle Go north lots of times until you hit the head again Say curse word Read the walls (one in particular about marraige) Say 'I'm Sorry' Use soap Look at girl Get engaged to girl Marry girl Return to dock Swim underwater to cave Give Keg to rat Examine pearl Exit and from dock use worm to catch $100,000 tuna Go to bar toilet and ask JOHN about task Give Tuna to shark Return to Airship Say 'READY" At Castle door JUMP WEST Talk to drunk Shoot drunk and get wine JUMP EAST THEN SOUTH NOW JUMPU (just like that JUMPU) Talk to rat Give rat tonic Go to tower and trade rock for key Return to Ship Get Plunger Throw wine at demon USE KEY THEN USE PLUNGER ON GRAJUNK THEN USE KEY AGAIN Give Gun to brother ^E DRIVING FORCE While on the selection screen, click on both of the 'I's in DRIVING then when you are ready to start hold down the 'HELP' key until the game has finished loading. You should now see the words YOU CHEAT appear in the nationality boxes of the races, and you will qualify for the next race regardless of the position you finish in. Another source says that the above cheat will keep you from skidding off the track. ^E DUNGEON MASTER To see someone interesting face the entrance and cast OH EW RA. To advance ninjas have them stand in a hall and throw weapons. Retrieve and repeat. Magic Users should cast spells in the air and fighters just slash at empty space. For a bit of nastiness, return to the entrance with the Firestaff, but leave the power gem behind. Halk isnt as bloody stupid as you think, give him magic objects and he will gain enough spell points to cast LO. Have him keep casting this and his magic powers will develope. To advance ninjas a level, stand in a hall and throw your weapons. Then get them, and repeat. This also works with magic and fighter levels. Cast a spell at the air, or slash and bash until you gain a level. Here are some undocumented spells: YA BRO ROS - Leaves a trail of footprints VI BRO - Shield poison DES IR SAR - Darkness FUL BRO NETA - Fire ball shield OH KATH RA - Lightning Bolt ZO - Open doors DES EW - Weakens non-corperal (undead) beings Other Various Hints: 1. Armour Nearing the end of the quest, your Champions should be wearing the following gear : Helm Of Darc Helm Of Lyte Casque'n'Coif Casque'n'Coif Shield Of Darc Shield Of Lyte Large Shield Large Shield Plate Of Darc Plate Of Lyte Flamebain Mithral Mail Greave Of Darc Greave Of Lyte Mithral Mail Hosen Poleyn Of Darc Poleyn Of Lyte Hosen Boots Of Speed Boots Of Speed Boots Of Speed Boots Of Speed Don't bother with the Flamebain if you've already killed the Dragon. The Champions wearing the plate armour should be carrying their respective shields (Darc or Lyte) and the other two should have the large shields. 2. Weapons One of the most important things to get to grip with in you quest through the catacombs is the use of weapons. If you're having troubles using them then have a butchers at the hints below, they might be just the thing to help you get past those..er..`difficult' personages you may meet on the way. Wand - contains Heal and Calm spells and 15 Spellshields - +1 MANA Teowand - contains Calm spell, 15 Spellshields OR 15 Fireshields - +6 MANA Yew Staff - contains 10 Dispel (DES EW) OR 10 Light Spells - +4 MANA Staff Of Claws - +4 MANA Mace Of Order - +10 STRENGTH Staff Of Manar - contains 15 Dispel OR 15 Fireshields - +10 MANA Snake Staff - contains Heal and Calm spells - +8 MANA Delta - +1 MANA The Inquisitor - +2 MANA Vorpal Blade - +4 MANA Fury - 8 Fireballs Stormring - 4 Lightning Bolts Boltblade - 15 Lightning Bolts Eye Of Time - 5 Freeze Time Spells Staff - +2 MANA Flammit - 8 Fireballs Firestaff - +1 to all skill levels Firestaff and Powergem - contains Invoke (a mixture of all spells) and Fuse (which can be used as DES EW) - +2 to all skill levels 3. Jewellery These gems are nice and shiny, but are they of any use? Maybe, and food certainly is! Check this guide out : Crown Of Nerra - +10 WISDOM Moonstone - +3 MANA Jewel Symal - +15 ANTI-MAGIC Illumulet - provides limited amount of light Here is a list of the foods (in order of nutrition) : 1. Dragon Steak 2. Drumstick 3. Cheese 4. Bread 5. Corn 6. Apple 7. Screamer Slice 8. Worm Round 4. Keys A guide to what key is where and what it's for : Skeleton Key - need on levels 8-12 to gain access to the main stairway Ra Key - Level 7 - 3 need to enter level 7 and 1 to get the Firestaff Square Key - Level 14 - opens the door to the room containing the Powergem Ruby Key - Level 7 - opens the door at the north end of the level Turquoise Key - Level 7 - opens one of the 4 small store rooms Winged Key - Level 14 - opens the secret passage at the end of the main stairway Master Key - Level 7 - Insert into either keyhole at the chamber which contains the Firestaff 5. The Creatures Agh! This game would be easy if it wasn't for those nasty monsters! So how do you deal with them? Read on : Mummies - Levels 2,3 and 8 - Not too bad to deal with, just be wary with low level characters. Combat with weapons and magic. Screamers - Levels 2,3 and 4 - Practice your Ninja skills on these as they are quite harmless. The flesh of a screamer can be eaten (yuk!!) Ogres - Levels 3,4 and 11 - Same as with the Mummies but be even more wary as they can kill quite quickly with those wooden clubs. Rock Monsters (Poisonous) - Levels 3 and 4 - Covered in debris found around the dungeon, Rock Monsters can soak up a lot of damage. A few fireballs will take care of them especially if you let them attack you and get a quick Fireball to the soft undersides. Prepare some anti-venom potions beforehand. Purple Worms (Poisonous) - Weapons and magic are used against these monsters. Be careful of being trapped between to lots of worms as they are generated behind you as you progress through the level. The meat is tasty (but not nutritious), Purple Worms can be found on level 4. Ghosts - Magic (DES EW) and the Vorpal Blade are the only defences against ghosts. Closed doors won't protect you against them as they are non-material. Giant Wasps (Poisonous) - Levels 4,5,6 and 11 - Very fast and nasty. A poison cloud (OH VEN) soon kills them. Count the Wasps and use the next power symbol up (4 Wasps - use the fifth power symbol to start the spell). Slime Creatues (Poisonous) - Level 5 - Not all that fast and not too dangerous either. A combination of weaponry and Fireballs soon does them over. Flying Snakes (Posonous) - Level 6 - Nearly as bad as the Giant Wasp. Prepare some anti-ven potions and loads of VI potions. The one that is released from the small room is particulatly powerful.. and it also has you trapped!! Skeletons - Levels 6,8 and 10 - Armed with Falchions and Wooden Shields, a group of these will sometimes give you a lot of hassle. Straight combat usually deals with them. Beholder - Levels 6 and 10 - The Beholder mainly uses magic to attack you. It can cast a ZO spell so it's no use hiding behind doors. Their favourite weapon is a lightening bolt so just return the complement with an OH KATH RA spell or two (or five!) Pixies - Levels 8,10 and 11 - These little fellows aren't that dangerous (they are more of a nuisance!). They steal items from the champion's "ready" hand. A quick blow to the skull or a low level Fireball takes care of them. Giant Rats - Level 9 - Use high level Fireballs on these. When killed they leave behind nutritious drumsticks (!?!?) Mini Dinosaur - Level 9 - A rare inhabitant of the dungeon, the Mini Dinosaur can take its fair share of punishment. They are cumbersome creature and are quite easy to deal with. Little Mage - Level 9 - These guys have an annoying habit of disappearing when attacked. They are quite skilled in magic but not very hardy chaps and don't take much to kill. They are always in possession of useful items which are dropped when they die. Giant Scorpions - Level 10 - These can take a heck of beating and give one out as well! Fireballs, combat and an escape route are the order of the day here. Water Elemental - Level 11 - Very slow moving, the Water Elemental is at its most vulnerable when it rises from the floor to attack. As they are non-material, use the same weapons and magic used to combat ghosts. Etheral Triffid - Level 12 - The Triffid can fade from existence as well as being a solid creature. Use DES EW and the Vorpal Blade in the ghostly form, combat and Fireballs when they are solid. Giant Spider - Level 12 - A few high level Fireballs and a bit of combat is usually enough to sort these dudes out. The Morning Star is reputedly the best weapon to use against them. Chaos Knight - This guy has a couple of swords and is covered in plate armour. Find yourself a door to hide behind because you are going to need plenty of sleep to rebuild your health, stamina and mana. Plenty of Fireballs and lots of combat will eventually defeat him. Don't bother with the armour or swords 'cos they are cursed. Chaos Knights can be found on Level 12. Fire Elemental - Level 13 - The Fire Elemental is non-material and can be dealt with in the usual manner. The only problem is most of them can relight themselves! Fire Demon - Level 13 - These creatures attack with Fireballs and also use their whip-like tendrils for close quarters fighting. Give as good as you get to kill these basts.. Dragon - Level 14 - Now this guy is one big mutha and is going to take a while to kill. Take a good rest and make sure all your champions can recite the most powerful Fireball spell before going into combat. Use the pillars in the middle of the floor for protection and as soon as you run out of mana, have a quick go with weapons (always good for morale!) and run back upstairs. Repeat this procedure until the Dragon is defeated, then feast on ready roast Dragon steaks! Stone Golem - Level 7 - Very tough but also very slow, the Golem can absorb a lot of Fireballs and combat before defeat. Luckily, there are only a few in the dungeon. Dark Lord - This gentleman is waiting at the entrance of the dungeon (on level one) to take possession of the Firestaff. Lord Chaos - The only way to defeat Chaos is to trap him in a fluxcage and fuse him. This can only be carried out with the Fire Staff and the Powergem combined. Go to the small room in the corner, shut the doors and sooner or later he will come to you. General tips for creatures : Any living (i.e not non-material) creature can be persuaded to move with a good dose of poison cloud. If you are trapped in a dead end, just cast a few poison clouds out at your foe until the creature moves out of the way. Stand in front of a door and wait for the creature to move under it. When it does, press the button and the door will repeatedly hit it on the head. Stay where you are until the creature is dead or moves back, allowing the door to shut. 6. Magic Here's how to understand and create the spells to allow you to get the most from magic : YA FUL IR OH KATH RA stamina potion fireball lightning bolts VI DES VEN OH EW SAR healing potion poison ball invisibility FUL ZO VEN OH IR RA magic torch poison potion light ZO DES EW OH BRO ROS opens some doors kill spirits dexterity potion YA IR YA BRO ROS DES IR SAR magic shield magic footprints darkness YA BRO YA BRO DAIN FUL BRO KEW shield potion wisdom potion strength potion VI BRO YA BRO NETA FUL BRO NETA anti-venom vitality potion fire shield OH VEN OH EW RA ZO BRO RA poison cloud magical vision mana potion ZO KATH RA plasma to release Powergem Other magic tips : Keep practising at every available opportunity. For users without any MANA, find an item which will start you off with a few points. Always keep a spell in reserve and when your MANA bar reaches full capacity, cast the spell and immediately recite another spell but don't cast it. You don't have to find a spell scroll to actually know a spell, so high level spells are available to novices. Even if a spell is unsuccessful, the experience is gained still counts towards you next skill level. Rather than cast a meaningless spell, recant the incorrect symbol(s) and recite the correct one(s). Meaningless spells don't count towards experience. ^E DYNAMITE DUX Type CHEAT on title screen and press any key F1 to F6 to skip to the respective level. Or type NUDE to go straight to boxing sub-game. ^E DYNASTY WARS (Cheat #1) When the title screen appears, type 'CHEAT MODE'. From now on, press F2 to skip to the next level. (Cheat #2) Pause the game with F9, then hold down SHIFT, 1 and HELP, followed by unpausing the game with F10. You will be able to skip levels by pressing the F2 key. ^E DYTER-07 When the game's loading screen appears, type in GIBB. This activates the cheat mode. During the game, pressing W will get you extra weaponry, S will replenish your shields and L skips levels. ^E E-MOTION When the title screen appears type in MOONUNIT and press RETURN. Now start the game as usual. F1 - skip levels F3 - Skip 10 levels F2 - Go back a level F4 - Go back 10 levels ^E E-SWAT Pause the game and type JUSTIFIED ANCIENTS OF MUMU. The screen will flash and 99 credits are yours. ^E ELIMINATOR Press HELP on the title page and type in the required code to start the new level. 02 - AMEOBA 09 - HANDEL 03 - BLOOOP 10 - ICICLE 04 - CHEEKI 11 - JAMMIN 05 - DOINOK 12 - KIKONG 06 - ENIGMA 13 - LAPDOG 07 - FLIPME 14 - MIKADO 08 - GEEGEE ^E ELITE When the title screen with the rotating ships appear press A. This will stop the ship from moving. To move or rotate the ship, press the arrow keys, and to get more rotations hold down the A key while pressing an arrow key. To move the ship toward or away from you press O or I. Press D when your finished. Press W while flying to tell your score and the authors credits. Type SARA as your password and hit RETURN. Get to the hack screen by pressing * on the numeric keypad. Bytes and variables can be changed to suit. CHANGE BYTE FOR 32 to 01 Cloaking Device 31 to 01 ECM Jammer 20 to 01 Escape Capsule 23 to 01 Energy Bomb 24 to 01 Energy Unit 26 to 01 Docking Computer 28 to 01 Galactic Hyperdrive 80 to 01 Document 84 to 01 Fugitive Rating 85 to 01 Offender Rating 88 to 01 Mostly Harmless Rating 88 to 01-08 Poor - Elite rating 1F to 01 Fuel Scoop 34 to 03 Cargo Hold 7C to 01 Unhappy Refugees Press ESC to get back to the game. ^E ELVIRA Part 1: Elvira's Magic Part 2: Complete Walkthrough PART 1 ================================Elvira's Magic================================== *Brain Ache: reduces the dexterity of an opponent, by a random amount, during the duration of the fight. It may be used only once per fight. Ingredients: Poppys, Mushrooms, and one Maggot *Clotted Surprise: will restore strength and ability (minor injuries). Ingredients: Spyder's web, Hawthorn & Mosse *Fearful: does terrible damage to any standard opponent. Demon's Brew Ingredients: Vampire dust, Dragon's bloode & Deadly Nightshade Rare and dangerous, will only get one dose per lifetime but that one dose provides a large number of Fearful spells. *Fingerlight: a more potent light spell that casts a fork of lightning at the opponent. Ingredients: Earwigges, Deadly Nightshade and Belladonna *Fire Dagger: a flaming, thrown dagger that causes three times the damage of a dagger (unless the opponent is immune to fire). It may cause a Mummy to catch fire. Thorny Splinter Ingredients: Firethorn & Nettles *Fire Wall: a ten second wall of fire that will stop an opponent's advance (use range weapons). It will destroy an ice-based weapon and severely damage wooden weapons (including yours). Fire Sponge Ingredients:Plantain, Flame flower & Moss Makes six slices *Glowing Pride: is a glowing ball that provides light for a length of time that is directly proportional to the user's experience. Ingredients: Thistle, Dandelyon & Flame flower *Iced Magick: is used for more serious injuries. Ingredients: Hawthorn, Thistle and Bloode lily Makes two portions *Ice Wall: this is the Ice version of the Fire Wall. The spell will last for twenty seconds but is destroyed by fire weapons. Ice weapons only may be used during its influence. Ice Sponge Ingredients: Plantain, Hawthorn & Moss Makes six slices (?) *Identify Plant: allows identification of plants needed for spell recipies. Herbal Honey Ingredients: Hay, Honey *Knightyme Pleasure: gives complete protection from magical ranged weapons and half protection from all others. Ingredients: Bird Feather, Deadly Nightshade, and Beetles These rare ingredients can probably only be found once a year. *Lucky Surprise: increases dexterity by 1/10th per swig, but will cause drowsiness if a second swig is taken before the first wears off. Ingredients: Nettles & one Four Leaf Clover *Maiden's Turnover: causes a magical hardening of the skin that will, for a time halve sword damage. Ingredients: Maidenhair, Fern, three Spyder's webs & Honey Makes three packets *Manticore Flip: is similar to Maiden's Turnover except it gives a plus 1/10th protection for a longer period. Ingredients: Maidenhair, Fern, three pieces of Manticore hide & Honey Makes three packets (?) *Mind Locke: similar to Tangled Mind but stronger. Ingredients: Poppys, one Maggot, and Bloode root *Monstera Pie: will increase strength at the expense of speed. This effect is increased with the number of doses. Ingredients: Monstera, Parsley & Ivy Makes five portions *Mushroom Tenderness: gives superhuman strength for a short period of time. Ingredients: Hellebore, Elderberry & Mushroom Makes four doses *Painfree: takes away all pain for three hours. Ingredients: White wine, Black lotus & Laudnum *Palmlight: is a more powerful version of Fingerlight that casts ball lightning. Ingredients: Centipedes, Mistletoe, Belladonna & Absinthe *Propitious Surprise: similar to Lucky Surprise but multiple swigs will not cause drowsiness. Ingredients: Aconite, Nettles and one Four Leaf Clover *Runic Reading: gives the ability to read and understand runes. Alphabet Soup Ingredients: Dandelyons, Elderberries & Rose Petals *Sizzling Eggs: a very deadly concussive weapon. Ingredients: Bird's Egge, Hellebore, Firethorn & Water Lily *Tangled Mind: is a more powerful version of Brain Ache. Spagetty Confusion Ingredients: Belladonna, Parsley, White wine & Witch Hazel *Thunderflash: is a percussion weapon that inflicts extensive damage and also boosts strength and general health. Dog & Cat Broth Ingredients: Spyder, Horse hair, Lily flower and Witch Hazel *Wooden Heart in Algae Sauce: is a powerful restorative agent. Ingredients: Dogwood, Algae, Bleeding heart and Honey Makes three helpings Poppys (x2) Mushrooms (x2) Maggot (x2) Spyder's web (x2) Hawthorn (x3) Moss (x3) Vampire dust Dragon's bloode Deadly Nightshade (x3) Earwigges Belladonna (x3) Firethorn (x2) Nettles (x3) Plantain (x2) Flame flower (x2) Thistle (x2) Dandelyon (x2) Bloode lily Hay Honey (x4) Bird Feather Beetles Four Leaf Clover (x2) Maidenhair (x2) Fern (x2) Manticore hide Bloode root Monstera Parsley (x2) Ivy Hellebore (x2) Elderberry (x2) White wine (x2) Black lotus Laudnum Centipedes Mistletoe Absinthe Aconite Rose Petals Bird's Egge Water Lily Witch Hazel (x2) Spyder Horse hair Lily flower Dogwood Algae Bleeding Heart Location of Magic Ingredients This section lists, in alphabetical order, all magic ingredients and their locations in Elvira, Mistress of the Dark. Ingredient Location ========== ======== Absinthe Bar Aconite Herb Garden Algae Center of Maze Beetles Dungeon Belladonna Garden Path Bird's Feather Falcon Bleeding Heart Flower Herb Garden Bird's Egg Maze Black Lotus Center of Maze Blood Lily Center of Maze Bloodroot Herb Garden Centipedes Dungeon Dandelion Herb Garden Dogwood Garden Path Dragon's Blood Burial Chamber (hole in skull above door) Earwigs Dungeon Elderberries Herb Garden Fern Living Room Flame Flower Backyard Path Firethorn Backyard Path Four Leaf Clover Backyard Path Hawthorn Backyard Path Hay Outside Stables Hellabore Herb Garden Honey Pantry Horsehair Stables Ivy Battlements Laudnum Bathroom (hole in wall) Lily Center of Maze Lily Leaf Center of Maze Maiden Tree Leaves Backyard Path Maggot Garden Shed (dead gardner's throat) Manticore Hide Chapel (prayer book) Mistletoe Backyard Path Monstera Living Room Moss Well Mushrooms Backyard Path Nettles Maze Nightshade Backyard Path (by shed) Parsley Herb Garden Plantain Herb Garden Poppy Outside Herb Garden Red Wine Pantry Rose Herb Garden Spider Webs Dungeon Thistle Maze Vampire Dust Vampire's Room (left after vampire was killed) White Wine Pantry Witch Hazel Herb Garden PART 2: Complete Solve -Souvenir Shop- Proceed to the Souvenir Shop. Collect some hay from outside the stable on the way. At the Souvenir Shop, take the large (not the small) shield and USE it. Once activated, the shield will remain in use until it is dropped or replaced with a larger shield. -Armoury- Enter the castle and go to the Armoury. Obtain a weapon (a sword is best). Also take the crossbow. -Library- Go to the Library. Take the magic book. -Kitchen- Go to the Kitchen. Take the honey from the pantry. Mix honey and hay to make the Herbal Honey Spell. USE spell. (It allows you to recognize all herbs in the Garden.) -Upstairs Bedroom- Go upstairs and search the bedrooms for crossbow bolts. Don't go into the Vampire's room yet. -Garden Shed- Go to the Garden Shed and collect the key, hammer, and silver cross. Also, collect the magic ingredients (poppy, maggots, etc.) both there and along the way. -Herb Garden- Leave the Garden Shed and go to the Herb Garden, collecting ingredients along the way. En route to the Herb Garden, take the opportunity to improve your bow skills by using the Archery Target until the "message of improvement" is received. You will have to fight to enter the Garden. Open the Garden gate with the key you found in the Garden Shed. -Living Room- Return to the castle and enter the Living Room to get the stake -- and of course, more ingredients (fern, etc.). -Meadow (Outside Herb Garden)- Go to the meadow and kill the falcon with the crossbow. Take the FIRST key and the feather from the falcon. Don't forget to retrieve your crossbow bolt. -Maze- Enter the maze and obtain the bird's egg. Make your way towards the center of the maze. DO NOT ENTER INTO HAND-TO-HAND COMBAT WITH THE MAZE CREATURES. Use either the crossbow or magic spells to fight them; otherwise, avoid them altogether. Find the lily pond in the center of the maze, and take all available items. Now find the nest, which is nearby. Maze creatures are sneaky notorious thieves. Take back any items that may have been stolen from you en route -- they will be in the nest. Make sure you take Elvira's "lost ring" from the nest also. If there are "eyes" in the nest when you arrive, cast a spell on the nest to destroy any remaining creatures. -Battlements- Go up to the battlements and fight until you meet the Grey Knight (an archer), who has another key. Fire a crossbow bolt at him. He will fall over the battlements into the moat below. (Note this location. You'll need to find him later in the moat.) (If necessary: Return to the castle to replenish your magic spells and/or to make up new ones.) -Dungeon- Enter the dungeon. Search for magic ingredients (earwigs, caterpillars, etc.) in the jail cells. Enter the torture chamber and lift the ring on the floor. Touch NOTHING ELSE! Take the bones and the SECOND key. -Upstairs (Vampire's Room)- Go upstairs and enter the Vampire's room. USE the stake to kill the Vampire and then collect her dust and the crossbow bolts. -Upstairs (Blue Bedroom)- Go into the Blue Bedroom. Search the drawers to find a bible. In the bible is a prayer scroll. (Note about Upstairs: You'll find more crossbow bolts in some of the other rooms.) -Chapel- Make your way back downstairs to the Chapel. Insert Elvira's ring into the cross. Take the prayer book with the Manticore Hide inside. -Underground Chamber- Enter the Chamber under the altar in the Chapel. Face the Crusader Wall and USE the prayer scroll. Put the crown on the Crusader's head and take the holy sword. USE the holy sword. -Kitchen (2nd time)- Return to the kitchen and MIX as many spells as possible. If the cook is there, she must be killed. You need to use the salt found in the torture chamber. When the cook is dead, Elvira will take her place in the kitchen. At this point, turn to face the dumbwaiter. Give Elvira a Glowing Pride spell, then wait for her to get the THIRD key for you. -Catacombs- Enter the catacombs and explore the various burial chambers. Find the coffin containing the iron key, and take the key. In another chamber, find the empty coffin and put bones in it. Note: The other coffin in this same room is the entrance to the moat -- but DO NOT OPEN THIS COFFIN until you have the iron key. -Torture Chamber- Return to the torture chamber and take the tongs. -Well Room- Go to the well room. Check to make sure the wellrope is in the "down" position. -Catacombs (2nd time)- Make way back to the catacombs. If you meet the monster with the stone, slay him and take the stone. Enter the burial chamber where you left the bones. Now you can open the other coffin. The room will flood. Swim DOWN and then swim until you find a place to swim UP (i.e. the up arrow is highlighted). This is the bottom of the well. Swim up for air, or you will drown. Swim DOWN again, then to the grill at the other end of the tunnel. Unlock the grill. Enter the moat, and find the slain grey knight and obtain the FOURTH key. Return to the bottom of the well and go UP. Take the moss from the well. -Foundry- Go to the foundry. Find the crucible in the wooden box and take it. Place the silver cross in the crucible, then place the crucible in the fire to melt the cross. Dip a crossbow bolt in the molten silver. -Kitchen (3rd time)- Go back to the kitchen and USE the tongs to take hot coal from the fire. Make your way immediately to the third tower. -Third Tower- Light the cannon wick with the hot coal. It will fire, blasting the fourth tower to smithereens. -Stable- Go to the stable. Kill the werewolf with the silver crossbow bolt and obtain the FIFTH key from behind the stone in the last stall (the stone with the ring). There is now only one key left to obtain. This you must take from the captain of the guards. -Armoury (2nd time)- Go to the armoury and get armor. (CONSUME strength potions before you put it on, or you may be left immobile.) Drop unnecessary items. CONSUME dexterity potions. Enter the captain's room and attack the captain with magic to reduce his effectiveness. Use any magic that increases your hit points -- Palmlight, Fingerlight, Demon's Brew, anything to weaken him. Then defeat him in hand-to-hand combat. Take the bulletin off the captain's bulletin board, then take the SIXTH key. -Destroyed Tower (4th tower)- YOU SHOULD NOW HAVE ALL THE KEYS. Go to the destroyed tower... the one you blew away with the cannon. You will find a chest. Open the chest using the keys in the correct order. (The order can be determined by examining each key.) Int he chest you'll find a dagger and a scroll. Take them... but do not use them yet. -Catacombs (3rd time)- Go back to the catacombs (again) and find the stone impression on the floor (located at the "Y" juncture in the passageway) where you can insert the stone key obtained from the monster. This will open a secret passageway -- but be sure you've taken all the available health potions first! (You want to boost your LIF quotient; a good potion for this is wooden heart.) If you meet Emelda's handmaidens, they can only be destroyed by magic. At the end of the corrider, Emelda will confront you. If you do nothing, she will drain your life force. To kill her, place the crusader's sword in the pentangle, then USE the scroll you found in the chest. Finally, stab Emelda with the dagger. THE GAME IS NOW WON, AND ELVIRA WILL REWARD YOU WITH A DISPLAY OF GRATITUDE! ^E E-MOTION (US Gold) When E-Motion title screen appears (the one with Einstein) type in MOONUNIT and press Return. Now start the game as usual. F1 - skip a level. F2 - Go back a level F3 - Go forward 10 levels F4 - Go back 10 levels ^E EMPIRE STRIKES BACK On the title screen, hold down the HELP key and type XIFARG ROTKEV. (Also try the code without spaces - 'XIFARGROTKEV' (VectorGrafix backwards)) You can now use the number keys to play the sampled speech and L, C, & D to bring up pictures of Luke, C3PO & Darth Vader. ^E ENCHANTER You, a young enchanter, stand at the point of decision. You have been sent by the Enchanter's Guild to destroy Krill, the Evil One! Thus begins the story of ENCHANTER, the first in a trilogy from Infocom. Go southeast twice, then northeast to the Deserted Village. Standing before you is a disheveld hut. Go south into the hut. You can't see much except for a pile of rags that seems to be alive! It hands you a scroll and somehow pushes you back outside the hut! Read the scroll then GNUSTO the spell into your spellbook. Go southwest, northwest twice then northeast. You find yourself in front of a shack. Go north into the shack and get the Jug and the Lamp. Open the oven and get the Loaf of Bread. Now to find you a source of water to drink. Leave the shack and go northeast, southeast, and northeast again to the Shady Brook. Fill your jug with water here. When you get messages about being thirsty or hungry, eat the bread or drink the water. Your bread supply is limited to the one loaf, but your water supply is endless! Go southwest, southeast and east twice. You are standing outside the western entrance to the Castle! The place gives you the creeps, but you must enter! Learn your REZROV spell, then REZROV the gates. As they swing open a blast of cold air assails you. Go east inside the gate then FROTZ your lamp. You can FROTZ anything, including yourself! So if you find yourself carrying too many items, you can always drop the lamp and FROTZ something else as a light source. Go north twice to the Northwest Tower and go up the stairs. Inside you find a beautiful Egg! Take the egg and go back downstairs and south four times to the Southwest Tower. Go east and and downstairs to the Dungeon. Open the cell door and go north into the cell. If you examine the walls, you'll see a loose block. Removing the block reveals a dark passage! Go east into the passage. You see a Stained Scroll! Read the scroll then GNUSTO the spell into your spellbook. Leave the spoon...it's just window dressing. Go west, south and up the stairs to the South Hall. Drop your lamp (or other light source) and go east into the Gallery. If you'd been carrying your lamp, you wouldn't have seen this spectacle! One of the paintings is glowing! Move the painting aside and you see a black candle burning and a Black Scroll! Take the scroll only (you don't need the candle) then go west and collect your lamp. Read the scroll then GNUSTO it into your spellbook. Now for the scariest part of your adventure! Go north into the closet. If you're hungry or thirsty, take care of those problems now. Learn OZMOO then OZMOO yourself and drop everything (yes, everything!) you're carrying. Go north and east two times. You find yourself at the center of an ancient Temple! It is obvious that its use was for sacrifices! Suddenly behind you, you hear a low noise and hundreds of creatures capture you and throw you into a cell! Alas, you've been captured! But fear not! Wait once. Eventually, you are carried from your cell and thrown on the Altar! You see a jewelled knife being plunged into your chest! But, remarkably, you feel no pain and pull it out! Luckily, the creatures take no notice of your seeming immortality and you are able to escape unheeded! Go down, west twice and south back into the Closet. All your possessions are right where you left them! Cut the ropes on the jewelled box with the dagger. As the rope is cut, it seems to be alive and squirms away from the box, lands on the floor, then disappears! Upon opening the box, you find a Vellum Scroll! Get everything you can carry, read the scroll then GNUSTO the spell into your spellbook. If you can't carry the box or the knife, leave them here. But be sure you have your spellbook, the lamp, the egg, the jug of water and the loaf of bread. Right about now you may start getting "You're tired" messages. It's time to find someplace to go to sleep! Go south, west and up the stairs. You find yourself in a round bedroom with a huge, soft four-poster bed! Go to bed and soon you are asleep! During the night, you have a strange dream about a damsel carrying a scroll and hiding it in the post of the bed! When you awaken, get up and examine the bedpost. Amazingly, you see a button underneath the outline of a small compartment! Push the button and the compartment opens revealing a Gold Leaf Scroll! Read the scroll then GNUSTO the spell into your spellbook. Go downstairs and east three times, eating and/or drinking as necessary. At the South Gate, go south then southeast to the Beach. Lumbering along the sand is an enormous turtle! Learn NITFOL then NITFOL the turtle. The turtle lifts its head and says "Hello" to you! No time to chitchat now, though! Tell the turtle to follow you then go northwest, north and east to the Southeast Tower. Go upstairs. The noise in the Engine Room is horrible! Screeching, pounding, grinding noises issue from an Infernal Machine in the room. You can see something that might be a scroll laying across the room, but trying to get it yourself would be fatal! If the turtle isn't with you, wait until he arrives. Learn EXEX then EXEX the turtle. He shimmers and trembles for a moment but doesn't seem to notice. It is important that you give the turtle a multiple command now since he may not be able to hear you when he gets across the room. Tell the turtle to go southeast, get the scroll, and to go northwest. The turtle's rapid movements seems to have made the machine speedup! But he's so speedy he dodges the pounding hammer easily! He races across and picks up the scroll, then turns around and heads back! His return sets off a trap, though, and spears fly at him from all directions! Luckily, his shell protects him and he races back to you, drops the scroll at your feet and says "Not bad, huh?" Thank him, get the scroll and go back downstairs. This is one of the "Powerful" scrolls. You can read it, but because of its complexity, you cannot GNUSTO it into your spellbook. You must carry it with you the rest of the game. Go west four times, north four times and east to the Hall of Mirrors One. We're going to pass through the Halls of Mirrors the first time no matter what happens! Just ignore the Adventurer if you see him. We'll deal with him later! Go east four times to the North Gate. Learn REZROV then REZROV the gate. Go north into the forest. There, laying beneath a tree, is a Crumpled Scroll! Get the scroll (you won't need to GNUSTO it since we'll only be using it once). Learn REZROV again then REZROV the egg. The egg opens but unfortunately, as it is opened, a series of shredders, knives and other cutting implements have shredded its contents...another Scroll! Ah, not to worry! The scroll you've just found will fix it! Read the scroll then KREBF the Shredded Scroll. As you cast the spell, the Crumpled Scroll disappears, but the Shredded Scroll is now whole! Read the scroll then GNUSTO the spell into your spellbook. Keep the egg, though, you'll need it later on. Go east into the Swamp. Lounging around on lily pads is a group of frogs, croaking about who knows what! Learn NITFOL then NITFOL the frog. It pauses briefly in its conversation and says "Hello". Suddenly you hear the frogs say "Look under the lily pads"! Amazing! When you do so, you see a Damp Scroll! Get the scroll, read it, then GNUSTO the spell into your spellbook. Learn both ZIFMIA and VAXUM and go west, south and west into the Hall of Mirrors Four. Eat and drink as necessary. Keep going east and west until you see the Adventurer wandering around. When you see him, ZIFMIA the poor guy. He suddenly appears before your eyes looking a bit bewildered and a whole lot afraid! Quickly VAXUM the adventurer and he calms greatly! He eyes your possessions intently. Wonder what he wants? Must be that Jewelled Egg! Let's make him earn his reward though! Go west until you reach the North Gate. The Adventurer should be following you. Don't give him anything yet or he won't follow you! Go east to the Guarded Door. What a horrible sight! All those tentacles, the sign, the gargoyles! Who'd make such an awful thing! Don't panic, though, calmly (if you can!) tell the adventurer to open the door. He looks at you nonchalantly and calmly ignorning all the horrible things happening to him, opens the door and enters! Go north into the Map Room and look at the Adventurer. He may have picked up the items he found in the Map Room before you arrived. But, if you give the adventurer any "treasure" items you're holding and then get the pencil and the map, he should give them to you. Leave the Purple Scroll. It's not necessary for completing your quest. Check your inventory at this time too. You should be holding the pencil, the map, the Brittle Scroll, a lamp (or other light source), the loaf of bread, jug of water and your spell book. If you're getting tired, you can sleep anywhere, but you'll have weird dreams! Go south, west six times, south four times, east and down twice to the Translucent Room. What an odd room! The walls are creamy and thin. The exit to the south is perfectly round and pitch black! This is perhaps the toughest puzzle in the game. What you're actually looking at is a black pencil mark! If you read your pencil, you'll see it's magic! Now read the map. The map consists of a series of lines connected to letters. You're standing at point "B" right now. Your pencil only has two draws and two erases left to it. So follow closely and don't get lost! We're off to trap a Demon! Go south through the hole, east, northeast and southeast. Now draw a line from Point "F" to Point "P". Suddenly a black hole appears on the southwest wall! You feel something incredibly evil lurking close to you. But don't despair! Go southwest twice and erase the line from Point "R" to Point "B" and also erase the line from Point "M" to Point "V". With that out of the way, look around the room. You see a Scroll emanating great power here! Right now, though, your load is too heavy to pick it up. Drop your lamp then learn FROTZ and FROTZ the jug. If you've been drinking your water all along, the jug should be about empty. After we're through here, we'll go fill it up again. Get the Powerful Scroll. You cannot GNUSTO it into your spellbook, though, because of its strength. You'll have to carry it with you until you need to use it. Go northeast, northwest twice and draw a line from Point "J" to Point "B" and go west through the new opening you've made. As you do so, you hear an anguished cry as the Demon you've trapped with your line drawing and erasing realizes its plight! Go up twice to the South Hall, then go west, north twice, and west twice to the Western Road. We're going to refill the jug now. Go west, northwest, and northeast to the Shady Brook. Fill the jug and go southwest, southeast, and east three times back inside the gate. Time to wrap up your quest with a visit to the library! Go north twice to the Northeast Tower, and east five times to the North Gate. Learn MELBOR then MELBOR yourself. Go south into the Library. As you enter the library you hear voices to the south. If you're thirsty or hungry, drink or eat as needed. If you run out of bread at this point, don't worry. You're almost through! Look at the floor and you see rat tracks! Follow the tracks to the hole and reach inside the hole. You've found and taken a Frayed Scroll! Right about now, the voices you heard burst into the room! Since you've MELBOR'ed yourself, though, they don't take much notice and soon leave. Go north to the North Gate, learn MELBOR and MELBOR yourself once more (just to be on the safe side), then read the Frayed Scroll and GNUSTO the spell into your spellbook. Time to vanquish Krill! Go south twice to the Junction. Drop everything except the spellbook, the Brittle Scroll and the Powerful Scroll. If you're sleepy, sleep here. When you wake up, eat (if you have any bread left) and drink from the jug. Drop these items but retain your spellbook and the two scrolls. Learn the following spells: GONDAR, CLEESH, and FROTZ. Now go east onto the landing then east again. It's pitch black in here! FROTZ yourself...reaching up and down as far as you can see is an Endless Stairway! If you read the KULCAD spell, you'll see that it removes the illusions caused by great magic! This is obviously some trick played by Krill to keep himself safe! KULCAD the stairs. As the Brittle Scroll disappears, the stairway you're standing on begins to dissolve, leaving you standing on thin air! Blast! You find yourself falling toward a pit that is several hundred feet away! As you freefall towards your certain doom, you try to grasp the last fading bannister! This, too, soon disappears and is replaced by an Ornate Scroll! Quickly read the Ornate Scroll. Thank goodness it's a scroll that causes you to fly! IZYUK yourself! Whew! At least you're not falling any more! You flap your "wings" and gently rise back up to the place where the landing used to be. Go east through the door. As you "float" through the door, you come face to face with Krill! As he practices his illusions and other powerful spells, he takes notice of you and in a deep, powerful voice scoffs at you and calls you unpleasant names. As a final show of his contempt for you, he snaps his fingers and a huge fire breathing dragon appears before you! Quickly GONDAR the dragon! From nowhere a torrent of water quenches the fire from the dragon and it disappears with a scream! Krill appears amused at your spell and snaps his fingers once more. This time, a battle-axe bearing monster appears and advances toward you! CLEESH the shape and it turns into a somewhat amusing newt! The battle-axe, unsupported, falls to the floor, neatly slicing the newt in half! Krill has finally lost all his patience and begins to chant a spell, the likes of which shake the very tower you're standing in! Without a moment to spare, GUNCHO Krill! As the first words of the GUNCHO spell reach his ears, he falls back and tries to continue with his spell. However, the GUNCHO spell is far too powerful for him and eventually, he screams, speaks a spell of power, and disappears! As Krill's evil magic loosens its hold on the Castle, the surrounding towers (including the one you're standing in!) begin to dissolve and disappear! You feel yourself falling...falling.... Suddenly you see a burst of light and find yourself back within the Circle of Enchanters! Belboz rises and speaks about how Krill's evil has been ended by you, a novice, and allows you entrance to the Circle of Enchanters! Congratulations! ^E ENDURO RACER After the countdown type CHEAT. Now you can: T - Extra 10 seconds S - Advances one checkpoint F - Turbo speed (210kmh) ^E ENLIGHTENMENT - DRUID II To find secret levels at the start of the game immediately go left to the desert, then continue left to the fire zone. Head to the upper most left corner of this area and you should see lava with a patch on it that looks like a section of the Firewall spell. As quickly as you can, walk on this patch and you will be whisked away to secret levels. ^E ESCAPE FROM THE PLANET OF THE ROBOT MONSTERS If the giant Reptillion is causing a bit of a problem, then try this: Choose a one-player game (the cheat won't work with two players) and play as normal until you get to the Reptillion. Run past the robot and go to the doors, then stand directly infront of the centre line splitting the doors. Once you are there, press the bomb key and waggle your joystick left and right. Keep dropping bombs and pushing against the door in this fashion and you'll eventually squeeze through the thin gap. This works for all the Reptillion stages. ^E EXECUTIVE LEADER BOARD Use a 6I on the 7th hole and you can get a hole in one. ^E EXOLON Type 'ad astra' on high scores for infinite lives. Make sure you include the space and all characters should be in lower case. ** Another source says its 'AD ASTRA' (all caps) ^E EYE OF HORUS After PRESS FIRE TO START appears type SPAM on the credits screen for invincibilty and you also won't need to find colored keys to operate elevators. If you want to meet Set, then he is through the blue locked lift. ^E F-29 RETALIATOR Choose THE DIDY MEN for your name, click COLONEL icon and hit RETURN. Now you have infinite weapons, and pressing the ENTER key causes the plane to land automatically. If your having limited weapon problems, just enter your name on the enrolment screen as Ciaran and load up your pilot's log. The name should now read OCEAN OK. Now you can fly on any mission you want with infinite weapons and cannons. ^E FA-18 INTERCEPTOR Taxi down U.S. 101, turn right at Highway 92, pull up to the EA Headquarters and blow it away! In mission 6, once you've fired all your missiles, you can land on the Shadow Sub (if it's still afloat) and it will refuel and rearm you. Select option "2 Free Flight, no enemy confrontation" from the main menu. Then select zero instead of 1 to 4. The screen will go into a spiral and scroll way south to 34 by 117 degrees, placing your plane somewhere without a runway. This happens to be in the middle of Edwards Air Force Base, where the F/A-18 was flight tested. hmmmm... To take off you have to use the afterburners. 117 degrees is the furthest south you'll be able to fly, but you can go in other directions. (Is there more to this back door? hmm) ^E FAERY TALE ADVENTURE In the dungeons and cave you can go through opening doors, restore your position and you will still have all your keys. Repeat as often as you need. If you don't want to go thru the hassle of collecting all those statuettes: Go the the dark evil castle Stand right up against the force field Let yourself starve so that you faint When you wake up, you'll be on the other side Find the green turtle, jump on his back and start attacking. Nothing will happen except your bravery points will keep piling up. On the Crystal Castle Island press right mouse button while speaking with the Sorceress and luck increases to 65. ASK the Sorceress seveal times. Sometimes you can accumulate all the treasure you want by going near the item, pressing space bar, and then continue hitting 'T'. You'll receive an infinite supply of that treasure. A secret entrance to the fort exists. On the left side, near even with the door. Save a game to a back up file and patch byte 18 (with a Disk Editor such as NewZap or Diskx) to a non-zero value and you now have these cheats at your disposal: ARROW KEYS - Move very fast over any terrain B - Summon Gold Swan R - Rescue Princess = - Display Coordinates F9 - Increase time by one hour F10 - Location in coordinates ^E FALCON When flying a high-ranking mission, pressing Ctrl-X will give you 8 AIM9Ls and 500 rounds of ammo for your Vulcan. Also, if you have trouble landing, select END MISSION after completing your mission. For a perfect landing every time, hold HELP key down about 10-20 feet above runway. Another source says that pressing 'X' either 'SHIFT' and 'CONTROL' at the same time replenishes all weapons. ^E FEDERATION OF FREE TRADERS Hints : Here is a useful cheat for extra credits : 1. Load the game and press F8, then Net to get access to the Network. Enter HELP and press , followed by your trading name. Then press Y and make a note of the code sequence. 2. Exit the Net by pressing Q, then enter QUIT followed by and hit Backspace to exit the station. Now locate a friendly ship and lock on. 3. Press F8, then Net followed by your code, then T. If it's a friendly ship, you'll establish a transmission. 4. Ask the trader if he's seling (be persistent!) 5. When he offers you something, offer him one credit, then LOGOFF. 6. Hit T again and ask if he has anything to trade. Once again, keep persisting until he does, but don't barter. 7. When he has offered, hit any letter key until he asks you if you want his goods or not. 8. Now hit Y and the transaction will be completed. 9. Check your credits by hitting I and Space to see what goods you have in the hold. If there are any problems, reestablish contact and go back to step 5. 10. Repeat step 5. 11. When you make your bid, make it high (5000 credits). 12. The trader will inform you that you don't have enough credits and exit. 13. Reestablish contact and asks if he wants to buy anything - but make sure that you DO have something! 14. He'll ask for confirmation, so just hit Y. 15. When the transaction is complete, check your inventory - especially your credits! ^E FERNANDEZ MUST DIE Pause and type SPINYNORMAN for infinites. ^E FIGHTER BOMBER BUCKAROO for your name and the Amiga speaks to you, then lets you access all 16 missions. Also, typing D anytime during the flight will take you to your next target! ^E FLOOD Here are the codes for the first 42 levels: 01 - FROG 08 - GRIP 15 - FOUR 22 - REED 29 - LOOP 36 - BRIL 02 - YEAR 09 - TRAP 16 - GRIT 23 - LIME 30 - SING 37 - EGGS 03 - QUIF 10 - THUD 17 - ZING 24 - QUID 31 - JOUX 38 - HENS 04 - LONG 11 - FRAK 18 - JING 25 - WING 32 - PINK 39 - HAIL 05 - WORD 12 - VINE 19 - LIDO 26 - FLEE 33 - GOGO 40 - SOAP 06 - FRED 13 - UMP 20 - POOL 27 - GIGA 34 - LETS 41 - FOAM 07 - WINE 14 - NILL 21 - HATE 28 - HEAD 35 - QUAD 42 - MEEK ^E FLYING SHARK Gain a high score and enter the following initials for various effects. 'RHL' - for acid men; 'JGL' - full fire power; 'KDJ' - for infinite lives; 'RAB' - for immunity; and 'HSC' to turn the screen black (?). On typing the last letter of the initial you must hold down '5' on the numeric keypad. ^E FOOTMAN In the first maze of New Taste you can hide from the ghosts and collect points from the fruit that emerges periodically, if you go to the upper left corner entrance to the tunnel. ^E FORGOTTEN WORLDS Type ARC at the front screen then hit HELP. Now press S in game to auto enter the shops, and N will skip levels. ^E FUSION There are 2 cheats for this one. If one doesn't work, try the other! Load it and start playing. Press ESC. Now, start a new game while pressing E. You should now be in the cheat mode. If that doesn't work, enter SWAMP THING into the high-score table, and restart a game while pressing E. Now, you can change levels by pressing + and -. Move the joystick diagonal up/left, press fire, then press E. You now enter the game editor. Pressing ESC returns you to the level selector mode (pressing SPACE from the level selection mode returns you to the game). While in the game editor, press these keys: P - alter the game's palette (use 1,2,3,4,5 and 6 from keypad), X - modify the exits (use - and + on keypad to select exit number, then press S, then use + and - again to set the exit level. Use cursor to set position), W - weapons distribution, works like the exits distribution mode. ----------- Start the game as normal, collect the ship and fly to the extreme top left of the playing area. Disembark from the ship and drive the buggy into the corner. Type in STONKER and re-enter the ship. Now pressing D cycles through the available weapons (including shield plus weapons), and pressing C cycles through the levels. NOTE: when entering a level, it's always best to station the ship at the top left of the screen again, to avoid appearing at an illegal position, or even off-screen. On the second level repeat the above process, getting the buggy back in the top left hand corner, and retype STONKER again. It now enables the ship to fly through walls, and pressing F while hovering over switches allows them to be collected while in the air. ^E FUTURE WARS Complete Solve - GET THE (EMPTY BUCKET) - GO THROUGH THE TOP WINDOW - FILL THE BUCKET WITH WATER AT THE SINK - OPEN THE DOOR TO THE RESTROOM AND GET THE (LITTLE FLAG) - OPEN THE CABINET - GET THE (INSECTICIDE) - GET THE (PLASTIC BAG) FROM THE TRASH - OPERATE THE BOTTOM RIGHT CORNER OF THE CARPET - GET THE (KEY) - PUT THE BUCKET OVER THE DOOR LOCATED AT THE TOP OF THE SCREEN - ENTER THE DOOR TO THE RIGHT - OPERATE THE KEY ON THE LOWER CABINET FIND THE TYPEWRITER - EXAMINE THE TYPEWRITER - WRITE DOWN THE NUMBERS THAT ARE PRINTED ON THE TYPEWRITER PAPER - OPEN THE DESK - GET THE (BLANK PAPER) - EXAMINE MAP - USE LITTLE FLAG ON THE LITTLE HOLE - ENTER THE DOOR TO THE RIGHT - YOU MUST QUICKLY ENTER THE NUMBERS ON THE KEYPAD BEFORE YOU GET CRUSHED - ENTER THE DOOR - OPERATE THE BLANK PAPER INTO THE MACHINE SLOT - PRESS THE GREEN BUTTON - PRESS THE RED BUTTON - QUICKLY GET (THE DOCUMENTS) - ENTER THE BEAM OF LIGHT TO THE RIGHT - WALK ACROSS THE GREEN STRIPS IN THE SWAMP - USE THE INSECTICIDE ON THE INSECTS - GET (THE PENDANT) LOCATED AT THE END OF THE SCREEN - EXIT TO THE LEFT - EXAMINE THE FOOT OF THE TREE TO THE LEFT SIDE OF THE SCREEN - GET (THE ROPE) - OPERATE THE ROPE ON THE TREE BRANCH - ............. GET (THE CLOTHES) - EXIT TO THE LEFT - EXIT TO THE FAR UPPER LEFT - OPERATE THE TREE - GET (THE COIN) - OPERATE THE COIN ON THE BARTENDER AT THE INN - GO TO THE CASTLE ENTRANCE - SHOW THE PENDANT TO THE GUARD - AFTER YOU TALK TO THE KING, GET (THE LANCE) FROM THE SLEEPING GUARD - GO BACK TO THE TREE - OPERATE THE LANCE ON THE MONK'S HABIT - GO BACK TO WHERE YOU FOUND THE ROPE - OPERATE THE PLASTICE BAG ON THE WATER AT THE TOP - QUICKLY EXIT TO LEFT, AND THEN EXIT TO THE BOTTOM - QUICKLY OPERATE THE (FULL BAG) ON THE WOLF - ENTER THE MONESTARY - YOU MUST WALK IN THE WAY THAT THE OTHER MONKS ARE WALKING - ENTER THE DOOR TO THE RIGHT - TALK TO MONK - EXIT - GO TO THE DOOR ON THE LEFT - GET (THE CUP) - EXIT - GO TO THE DOOR AT THE TOP - OPERATE THE CUP ON THE FULL BARREL - EXIT - GO TO THE DOOR ON THE RIGHT - GIVE THE (FULL CUP) TO THE MONK - EXAMINE MONK - GET THE (REMOTE CONTROL) - OPERATE REMOTE CONTROL ON THE BOTTOM OF THE LIBRARY, LOCATED TO THE RIGHT - GET (MAGNETIC CARD) - EXIT - GO TO THE DOOR AT THE TOP - CLIMB LADDER - OPERATE THE REMOTE CONTROL ON THE TOP BARREL - GET THE (GAS CAPSULE) - OPERATE THE MAGNETIC CARD ON THE MACHINE - OPERATE RUBBLE - GET (EMPTY BLOWTORCH) - EXIT TO THE RIGHT - OPERATE RUBBLE TO UNCOVER MANHOLE - OPERATE RUBBLE GET (BOX OF FUSES) - OPERATE MANHOLE - GO DOWN MANHOLE - KEEP WALKING UNTIL YOU SEE A FAUCET - OPERATE BLOWTORCH ON FAUCET - KEEP WALKING UNTIL YOU SEE THE MONSTER - USE BLOWTORCH ON MONSTER - OPERATE LANCE ON CAMERA - OPERATE COINSLOT ON THE NEWSPAPER MACHINE - GET (THE COIN) - OPERATE THE COIN ON THE COIN SLOT (TWICE) - GET (NEWSPAPER) - WAIT FOR THE BUS - ENTER THE BUS - GO DOWN - USE FUSES ON THE BLOW FUSES - GO UP - WAIT UNTIL THE CLERK AT THE DESK IS NOT LOOKING - GO UP THE ESCALATOR - REMOVE THE GRATE WITH THE KEY - OPERATE THE GAS CAPSULE ON THE VENT - QUICKLY OPERATE THE NEWSPAPER ON THE VENT - ENTER THE DOOR TO THE RIGHT - WAIT - EXIT TO LEFT - DEFEAT THE CROGHONS - YOU NOW HAVE A (PILL) - EXAMINE CROGHON - GET THE (MAGNETIC CARD) - ENTER SHIP - OPERATE THE MAGNETIC CARD ON THE CARD SLOT, LOCATED ON THE KEYPAD - OPERATE THE CASE - GET (THE CLOAK) - OPERATE THE CLOAK ON THE CAMERA - ENTER THE CASE - OPERATE THE CASE - AS SOON AS THE CROGHONS OPEN THE DOOR, USE THE PILL - QUICKLY SNEAK BY THE CROGHONS, AND DOWN THE STAIRS - QUICKLY HIDE BEHIND THE BOXES, LOCATED AT THE BOTTOM OF THE SCREEN - YOU MUST DO THIS BEFORE THE PILL WEARS OFF (YOU HAVE ABOUT 5 SECONDS) - OPERATE THE BOX - ENTER THE BOX - ENTER THE DOOR AT THE TOP OF THE SCREEN - YOU MUST FIND THE DOOR TO THE MAIN COMPUTER, LOCATED AT THE BOTTOM - OPERATE THE MAGNETIC CARD ON THE TERMINAL - EXIT - GO BACK UP ABOUT HALF WAY, AND ENTER THE DOOR WITH THE POINTING ARROWS - SIT BACK, GRAB A CIGARETTE, AND RELAX HELP: * ALWAYS SAVE YOUR GAME AFTER EACH PART. SOME PARTS WILL NOT BE ACCOMPLISHED THE FIRST TIME. * SOME OBJECTS ARE ONLY ONE OR TWO PIXELS IN SIZE. LOOK HARD! * EXAMINE EVERYTHING. SOME THINGS ARE HARD TO FIND Solve composed by: METALLIKAT ^E GAME OVER II The access code for the second stage is 11423. ^E GAUNTLET II When you open a treasure chest, hold down the HELP key, then when you open a second chest, hold down the INSERT key - a golden cross will appear. Collect this and youll find your health points rise to 50,000 and you'll also have super shots for the remainder of the level. Another souce puts it a tad differntly: When you get the "Locked treasure chests can insert helpful items" message find a key and a locked treasure chest. Hold down 'INSERT' when you open the chest. Release 'INSERT' and hold the joystick down. Now the help key will give you 5000 health points. ^E GEMINI WINGS When you are about to be killed for the 4th time, press the left mouse button to bring up the second player, and keep pressing the fire button until you're killed. You will appear at the bottom of the screen. The warp codes for levels 2-7 are: 2 - mr wimpy 3 - classics 4 - whiz kid 5 - gun shot 6 - doodguyz 7 - d gibson ^E GENGHIS KHAN If you get a land that isnt connected with an enemy, move everything to your home country. The land will be safe, but if another leader captures a nearby land, make sure you put something back in or he will attack on his next turn. Do not move all your forces into your command unit, or an the enemy commander will wait till he is down to his last few men and challenge you to a one on one fight. If you lose he will get half your command unit. ^E GHOSTS N GOBLINS Play and get a high score. Type in )!( followed by the END option to quit the table. Now start the game as normal, you will find you have lost your armour, but your now invincible and have infinites. ^E GHOSTBUSTERS II To obtain infinite energy, hold down the ALT, Ctrl, S and U keys when the Activision logo appears, then press Fire. This also stops the cable from breaking on Level 1. ^E GHOULS N GHOSTS As soon as the game starts type KARENBROADHURST for invincibility. If that doesn't work, try this: When the credits screen appears type DELBOY. Now the next time you play you will be completely invulunerable. ^E GIGANOID Press the CAPSLOCK key on the player select screen and a mesage will appear. Start the game and you have more lives. ^E GLOBULOUS The most important thing to remember is that ALL the puzzles can be solved without losing a life, so if you lose a life and think its the only way to solve the screen, look closely. Some of the puzzles get pretty obscure after level 10, but once you eventually beat them you'll kick yourself for not seeing the solution earlier. Look before you leap. Think about how the screen will look from a flipped perspective. A lot of jumps you make will be unnecessary and waste time and switches if you dont. Make sure you have enough switches, at least 10 per screen. It is possible to get stuck on a downward slope with no way to get back up or kill yourself, and the only way out is to press ESC and start the whole game over. Here are a few codes you might like to try: Level 06 - IVEs8AZ? Level 11 - dynle1cJ ^E GODS This game may generate unique passwords for every copy of the game sold. The codes below have been verified, but they only work on one version or another, the passwords do not seem to be universal. Try these, if they do not work, you may have to achieve the level you wish access to before the game will give you a code. Password Level 2 - CEL or APV Password Level 3 - HHO or AVJ Password Level 4 - DRA or LHH ^E GOLDRUNNER Type EASYMODE on high score screen and now F9 to skip levels, and makes you invulnerable. F8 turns off cheat. Hold down F5 for a few seconds for an indestructable ship, press I to move onto the bonus screen and press U to leave it again. by continually pressing I and U it is possible to skip all the levels. ^E GRAVITY FORCE Level 5 - AGNUS Level 10 - PARSEC Level 15 - CRYSTAL Level 20 - REACTOR Level 25 - VISION Level 30 - ORBIT Level 40 - ALIEN LEVEL 45 - FALCON Or type WARPxx where xx is the level number you want. ^E GREAT GIANA SISTERS While playing hold down the keys A,R,M,I, and N to skip to the next level. On level 3 stand at the end of the row of blocks and jump up to hit an invisible block that takes you to level 6. ^E GREMLINS 2 The game is impossible but if you can get at least 3000 points to get on the hi-score table, you can activate the cheat. Type SINATRA on the high score table for infinite lives. ^E HACKER These are the sequences of which cities to go to first and what to buy and trade when you get there. 1. Switzerland - Give 5,000 - Buy Both Items. 2. Eygpt - Give Watch - Buy Both Items. 3. Rome - Give Tut - Buy Nothing. 4. India - Give Scarab - Buy Nothing. 5. New York - Give Swiss Chalet - Buy Bonds. 6. Tokyo - Give Bonds - Buy Both Items. 7. China - Give Pearls - Buy Jade. 8. Cuba - Give Jade - Buy Nothing. 9. London - Give Camera - Buy Beatles Album. 10. San Francisco - Give Beatles Album - Leave to Washington. 11. Washington - Give F.B.I. Agent Document. These are the four security checks it will ask for in order. 1.MAGMA, LTD. 2.AXD-0310479 3.HYDRAULIC 4.AUSTRALIA Now to start the game. When it asks for logon type. LOGON:Australia It will then take you right in to the game avoiding clicking the mouse on the various items. Next center your time zone so you have dayligt on the most populated area. I wil now give you a chart of the moves to make to get through the game. NOTE: Be very carefull when clicking your moves because the count is VERY important one false move and you will not make it to Washington. This game is timed by moves and not by a time limit. Take your time but be accurate and carefull. When it asks for your name type your name fully because it will print a page from the Washington Post with your name in it, so be sure to have an Epson compatible printer connected. Well, here goes. GOOD LUCK!!!! 6 - East 4 - North _______________Switerland - Give 5,000 - Buy Both Items. 4 - West 1 - North 6 - East 2 - South 1 - East _______________Egypt - Give Watch - Buy Both Items. 1 - East 1 - North 1 - West _______________Rome - Give Tut - Buy Nothing. 1 - East 2 - North 2 - East 3 - South 1 - East _______________India - Give Scarb - Buy Nothing. 1 - West 3 - North 16 - West 1 - South _______________New York - Give Swiss Chalet - Buy Stocks & Bonds. 6 - West 1 - North 14 - West 2 - South 5 - East _______________Tokyo - Give Bonds - Buy Both Items. 4 - West _______________China - Give Pearls - Buy Jade. 1 - East 3 - South 2 - East 1 - North 4 - East 1 - South 2 - East 1 - South 2 - East 1 - South 8 - East 3 - North _______________Cuba - Give Jade - Buy Nothing 8 - East 2 - North 2 - West 1 - North 3 - East _______________London - Give Camera - Buy Beatles Album 3 - West 2 - South 12 - West 1 - North 1 - East _______________San Francisco - Give Beatles Album - Go to Washington 1 - West 1 - South 10 - East 2 - North 2 - West 1 - South 3 - West _______________Washington - You Made It !!!!!!! Compiled by Dave Devenport ^E HACKER II - THE DOOMSDAY PAPERS COVER H2SC - end screen TITLE H2SC - title page DEMO H2SC - Speeds play and jumps check procedures ^E HADES NEBULA Enter MONITOR when you're on the high-score list. You should now have infinitive lives. ^E HAMMERFIST On hi-score table enter 'TAEHC OT TNAW I'. Restart the game and use Fkeys to skip levels, or try pressing F7 to skip levels. Another source says to type 'TAEHC OT TNAW' ^E HARDBALL Various hints: * Allstars are better than champs, * Only steal if you actually hit the ball, * Try to get a lot of runs early, as the computer team improves towards the end, * Bunting rarely works, * Halfway through the match, swap Laws for Wells and Wratten for Harris, * The best pitchers are Oliver, Perez, Leary, Cook. The others will only be successful for a short while, * Never pitch fastballs to the center as they will usually result in home runs, * Change pitchers after a few innings, because as they get tired, their accuracy and speed get worse. ^E HARD DRIVIN Attain full speed then hit N. You continue at full speed with easy steering and invincibility and unlimited time. Another trick is to repeatedly hit the 4 key (4th gear) until the program has an error. Continue with the right mouse button. Repeat until you get a high score. To qualify for the head-to-head race against the Phantom Photon, follow these instructions : At the start, turn the car around 180 degrees. The display should now show the WRONG DIRECTION message. Head off under the bridge until you get to a split in the road. Take the right hand branch and keep going until you reach a checkpoint. Go through and turn the car through 180 degrees until your heading the other way. Go back through the checkpoint in the right direction and you should hear a ping. Keep going to the finish and once under the bridge let the clock run down to zero. You should now get a message saying that you've qualified for the race!! ^E HARD DRIVIN II See Hard Drivin Cheat. ^E HAWKEYE Press the DELETE key while playing and when you loose all your lives, you'll jump to the next level instead of dying. Also, during the game, pause and pres 'Help' key, then unpause and you should have infinite lives. ^E HELTER SKELTER Start a 2 player game then have player 1 get an extra life. Let both players lose all their lives and then player 2 will return with 99, as soon as he dies once player 1 will come back with 99. Also, if you have the original release of this game, then try these codes to gain access to the following levels: Level 11 - SPIN Level 21 - FLIP Level 31 - BALL Level 41 - GOAL Level 51 - LEFT Level 61 - TWIN Level 71 - PLAY ^E HERO'S QUEST Save your game frequently. Don't just overwrite an existing save, either: give each save a different name to keep your options open. (Incidentally, this piece of advice is also true of any game with a save option). In the early part of the game it pays to practice to improve any of your abilities such as climbing (climb rocks, trees, walls.. anything to get your points higher). Practice throwing rocks at anything, but if you have bought some daggers from the shop use the target south of the town for practice so that you can get them back! To improve your fighting skills, Goblins can always be found in their camp and are not too difficult to kill. Each time you enter their camp you will be attacked by one more Goblin than on the previous visit. Goblin-killing can also be quite profitable, because searching a body usually results in finding some silver. Staying alive is helped considerably if you can afford to buy Healing Potions and Vigor Potions from the Healer. You can buy them from Zara in the town, but they are more expensive. Money Making : Fairly easy ways of getting money early in the adventure include collecting Magic Mushrooms from the Fairy Ring and collecting flowers from Erana's Peace to sell to the Healer. She will buy three lots of each of these, so PICK three times to save on journeys. You can earn five silvers for cleaning out the stables in the Castle... but be careful not to start too late in the afternoon. If it is sunset before you get back into town you could be in trouble. Sleep Safe: In town there's no problem if you can afford to pay the Inn-keeper for a bed, but outside town there are only three safe places to get your essential kip. Erana's Peace is safe and you also get all your Health, Vigor, Magic points etc renewed, By the Dryad's tree is safe, if you can get to it. Finally the hermit'Enry will put you up for a price of 1 Food, though unless you can climb you won't be able to get up to his cave. Thief's Guild : Contrary to what Bruno by the town gate may tell you, find the Thief's Guild by going up the Goon in the Tavern and saying "Schweinhund". In the Guild you can 'fence' any property you have stolen after picking the locks to the Sheriff's and the Old Lady's houses. ^E HEROS OF THE LANCE Some general tips: Arrange your party so that the first line consists of two strong warriors, Raistlin and Goldmoon. This allows you to use Raistlin's magic and the healing staff of Goldmoon without too much hassle. Save Tanis and Riverwind for the later levels, where the bows come in handy. When fighting Gully Dwarves, use Tasslehoff who is the same height as them. His sling stones will never miss. Avoid fighting Hatchlings, they're not worth it. Just turn and run when you meet one; when you reach an intersection move into a new path and wait a little. When you return, the Hatchling will have gone. Killing Bozaks: two methods: 1) get Raistlin to use a web, sleep or charm spell to stun it, then send a warrior to clobber it to death, or 2) select Flint, who is a dwarf; 9 out of 10 times, the Bozak's shots will go over his head; get close to enter melee combat, and use low thrusts to kill it. Spectral Minions: they're easy to kill, so use a warrior. Wraiths: a well-timed throw of an axe kills them every time. If you miss, use a sword andchest-thrust movements. Don't let it get too close to you! Spiders: use low thrusts to keep them at bay. If they get through your guard, retreat until you can turn and fight again. The blue and green potions restore health, red slows down monsters, and yellow give your characters extra confidence. ^E HILLSFAR When picking locks, press F and all will be revealed. ^E HORROR ZOMBIES FROM CRYPT To help ease up on the terror hold down the `M' and `.' keys for infinite lives. To skip levels type CHEATMODE during play and F10 will then take you to the next level. Or try the following level access codes: Level 1: None Needed Level 2: WOLFMAN Level 3: HAMMER Level 4: LUGOSI Level 5: NOSFERATU Level 6: GARLIC Try entering 'BOGEYMAN' for infinite lives ^E HITCHHIKERS GUIDE TO THE GALAXY Ok everyone, hang on to your seats (and your towels!); this is probably going to be the wildest adventure game you'll ever play...unless Infocom comes out with a sequel, which they just might do! Before we get started, a few words of advice. This is not the only way of getting through the game. Many of the problems and situations (such as the whale's belly) have more than one solution. So, you might want to save the game from time to time, and experiment a little, to see if you can find other ways of doing things (actually, it's wise to save the game anyway, in case you make a mistake). Also, consult the Guide frequently during play; you will gain some useful insights to some of the objects you come across, and even some helpful information (sometimes). And remember, no matter how bad things may look: DON'T PANIC! Here you are, mild-mannered Arthur Dent, about to start the worst day of your life, although you don't know that...yet! Actually, the day is already getting off to a bad start, since you've just woken up in the dark, with a really bad headache (and it's all downhill from here). The first thing you need to do is stand up and turn on the light. That's a little better, anyway! Or maybe not, since you're having a hard time getting coordinated. Grab the dressing gown and put it on, then look in the pocket. Ah, an analgesic! Take that, then get the screwdriver and the toothbrush, and head South to the porch (did you hear a tree fall? Rather omnious, isn't it?). Here you find something no modern home should be without: junk mail. Take the mail, and go on outside. Uh-oh! There's a very big bulldozer on its way to level your home, and there's Prosser standing by, watching it all. Are you going to take this lying down? You bet you are! That's the only way to stop it: lie down in front of the bulldozer. No matter how close the thing gets, don't panic; it won't run you over (of course, in a short time, it really won't matter what happens to the house, but you don't know that yet). Just wait awhile until Ford Prefect shows up (read the junk mail while you wait). Ford seems a trifle preoccupied with the sky, but he is aware enough of you to try and give you back your towel. Don't take it, or he'll leave and you will be a lot worse off than you ever imagined (can things be worse than this? They sure can!). Instead of taking the towel, ask Ford about your home. He will eventually come to his senses, and realize what is going on. When that happens, he will be able to persuade Prosser to take your place in front of the bulldozer while the two of you head off to the pub to hoist a few. As soon as Prosser takes your place, go South and West to the pub. Buy a cheese (?) sandwich while you wait for him to arrive (when you read the description, you'll understand about the "?"). When Ford gets there, he'll buy you a few beers. Drink only three of them. Around about the time you've finished the third one, there will be a loud crash. In fact, it's the sound of your home being demolished by the bulldozer (that will teach you to trust anyone who wears a digital watch!). Don't take that sitting down, leave the pub and return to where your house used to be. Along the way, you'll see a starving dog. While you may wonder if anything could eat that sandwich and survive, give it to the dog, who will (amazingly!) enjoy it immensely, ignoring a microscopic space fleet that whizzes past (remember that fleet). Then continue on to the ruins of your home (Ford will be right behind you). And just about now, to put a perfect ending to a perfect day (which has just barely begun), the Vogon construction ships appear, to demolish the Earth to make way for a new Hyper-space Bypass (hmmm, maybe Ford wasn't kidding when he said he was from another planet, or that Earth would be destroyed in a short time). Still, don't panic...wait until Ford drops the Sub-etha signalling device. There won't be much time after that, so pick up the device, push the green button (if you dropped the Aunt's thing, have no fear: it will turn up again later), and you will be in....the dark. Get used to that, you'll be spending a lot of time there before this adventure is over. Notice that, at first, you can't do much. All your five senses seem to be out of order. However, if you wait, and read the descriptions very carefully, you will see that eventually, it mentions only 4 of your senses. The one that's missing is the one you can use. Keep this in mind, it will come in handy later. Right now, your nose seems to be working again, so smell. Sniff, sniff. Ugh! Whatever it is, it sure is strong! You are also now dimly aware of a shadow, so look at it. Well, well, it turns out to be Ford Prefect! And, looking around, you find yourself in the hold of a Vogon ship. Certainly better than being on Earth (or where Earth used to be). There's a glass case with an Atomic Vector Plotter inside, but don't bother with it yet. You have something else to do first, namely, obtain a Babel Fish. That shouldn't be hard, right? All you need to do is push the button on the dispensing machine, and you'll have one, right? Hehehehehehe! Those Babel Fish are pretty slippery characters (but, you may have found that out already for yourself!). And the cleaning robots are certainly no help; they seem to have only one mission in life: grabbing your Fish away from you. Well, we really can't let that happen! So, first thing to do is remove your gown and hang it on the hook. Now, wait for Ford to curl up, then get the towel and the satchel. Put the towel over the drain, and the satchel in front of the robot panel. Now comes the part that drives most people crazy: they don't know how to stop the upper-half-of-the-room cleaning robot. But, it's so simple: just put the junk mail on top of the satchel. Now you can push the button! Then step back and watch the Rube Goldberg shenanigans, which end with the Babel Fish stuck solidly in your ear (squish!). Bet you never thought outer space would be like this! However, now that you have the Fish, you'll be able to understand anyone who talks to you. By the way, somewhere along the line, you will get a message that one of the phrases you've used was instrumental in starting a war that wiped out most of a small galaxy. There is nothing you can do about this; no matter how you try, it will come to pass. Rather unfortunate, isn't it? Even more unfortunate, sooner or later, the survivors will figure out how that happened, and they will be looking for revenge....but more about that charming prospect later. Right now, press the switch on the case. This will tell you what the code word is that will open the case so you can snatch the plotter. Make careful note of what word is required; it is chosen randomly each time. Too bad you have to listen to some pretty rotten poetry to get the word. Speaking of poetry, in a short while, you and Ford will be hustled into the Captain's quarters, and strapped into Poetry Appreciation Chairs (worser things could happen, but right now, you probably can't think of any). After the Vogon Captain has tortured you with the first verse, grit your teeth and enjoy the poetry. He will then, to your dismay, read you the next verse. While you could easily live without hearing it, in this case, you do need to listen so you know the word to type in. Fortunately, after the second verse, you don't have to enjoy the poetry. Unfortunately, since you survived both verses, the Captain is going to have you and Ford shoved out the airlock (you have now found something worse than appreciating Vogon poetry). While Ford tries to talk the guard out of spacing the two of you, type in the word from the poem. You must put quotes around the word, or it won't go through. Then get the plotter when the case opens. Now just wait awhile, and you and Ford will soon be in the airlock, with very little time left. In fact, time has just run out, and there you are in the depths of space. Lucky for you, the Guide explained how to survive all of 30 seconds out there! Well, perhaps not so lucky, since, considering the vastness of space, it's quite improbable that another ship will come by to pick you up before the 30 seconds run out. So naturally, 29 seconds later, the Heart of Gold (the HOG) comes past and picks you up. There you are in the dark again. Wait and watch the display, until it no longer says you can't hear. Then listen, and you will hear the sound of the star drive. Now it gets cute: the program will lie to you, and say there is an exit to port. Don't you believe it! Go Aft instead, and you will be in Entry Bay #2. You can ignore the brochure, if you like. Go Aft again, and you're in the Fore End of the corridor. Here, Ford will find you you, and take you up to the bridge, where you meet Zaphod and Trillian. Actually, you've seen them both before, at a party you attended a short time ago. While you listen to the chatter between Zaphod and Ford, you can begin to drop some items here. You can drop the plotter, screwdriver, gown, and signalling device. By this time, everyone else has gone to the sauna, leaving you alone on the Bridge with Eddie, the shipboard computer. Don't mind Eddie, he's a little over-protective, but he's a good sort at heart. In fact, you can pretty much ignore him, as well as Marvin the Paranoid Robot, although Marvin will be important much later on (depressing as that may sound). Ok, time to prepare for some pretty weird happenings! First you'll need the spare improbability drive. So, go down, then Aft. Keep going Aft. The program will tell you that the Engine Room is dangerous. It LIES! Don't listen to it, just keep going Aft. Eventually, you'll get there. Of course, as soon as you're there, you'll want to look around. The program will tell you there is nothing to see. That, too, is a lie! Keep looking, and you'll find that there are some things to see here, especially the spare drive. Don't worry about the tools for now; you can leave them where they are. Once you have the drive, go back to the Fore End corridor, then head Port where you'll find the Nutrimat (try consulting the Guide about the Nutrimat). Touch the pad, and you will be provided with a delicious (?) cup of advanced tea substitute. Fortunately, you don't have to drink it. Take the cup (ignore the carton, it's useless) and return to the bridge. Drop the cup and the drive. Now, plug the small plug in to the small receptacle, and put the plotter's dangly bit into the tea substitute. Ok, you are about to have some pretty strange experiences, but before you throw the switch, some words of advice and caution. There are five scenarios (all rather short, but all of them important), that have to be completed. They come up in random order, so each one has its own little section of the walkthru. The lead-in to each of them is that familiar dark area, where you have to wait until one of your senses is working again. You will be in the dark area again when the scenario ends (and you will have to listen for the drive sound), which will then bring you back to the HOG. Also, be aware there are times that you may briefly go back to one of the scenarios you have already completed. You just sort of bounce in and out of those, but you do have to spend time waiting in the dark. I couldn't find a way around this, so you'll just have to live with it. Finally, it's a good idea to save the game after you complete each scenario, just in case. With that said, it's time, so push the switch! The Bugblatter Beast -------------------- When you come out of the dark, you find yourself in the Lair of the dreaded Bugblatter Beast. There are, perhaps, better places you could wish yourself to be in, considering that, among its many charms, the Bugblatter has those tungsten-carbide vast-pain claws (perhaps he was a dentist in a previous life). However, you are here for a purpose, so you'll just have to do something about the Beast. Consulting the Guide tells you that Bugblatters are incredibly stupid, which is certainly the case. In the meantime, the Beast is bearing down on you, demanding your name. Don't be shy, introduce yourself, then run like heck East out of the Lair. Pick up one of the sharp stones, and then cover your head with the towel. Old Buggy is so dumb, he thinks that, since you can't see him, he can't see you. But, this won't last for very long, so you have to fool him, and quickly. Lucky for you, this isn't hard. Carve your name on the Bugblatter's memorial. When he sees the name there, he will think he's already eaten you, which is why he can't see you (dumb may be an understatement here). The Beast will then curl up for a nap, leaving you free (after removing the towel!) to re-enter the Lair and then go SouthWest. Here you will find the skeleton of some poor soul clutching a Nutrimat Computer Interface Card. Take the card, and just wait around for awhile. You will be mistakenly captured as a Bugblatter Beast (talk about insults!), but you will eventually be freed, and have some other adventures along the way, before you find yourself back in the dark again. When you get back to the HOG, you can drop the asteroid paint chipper and the interface card in the Fore End before going up to the Bridge (you'll need the interface later, but there's no need to drag it around with you now). Once on the Bridge, push the switch again, and you'll be back in the dark. Trillian -------- The dark ends with something liquidy to the touch. In fact, you find your fingers bathing in a glass of wine. Coming to your senses, you realize that you are now Trillian, and you are at the party where you (she?) met both Arthur and a mysterious man named Phil. Take a good look at Arthur, and you will see he has a huge ball of fluff on his jacket. Just what you want, but your hands are full. Drop the plate you're holding, and get the fluff. Open your handbag and put the fluff in it, then get the plate again (otherwise, the pushy hostess won't leave you alone). Now, all you need to do is wait, trying not to be bored to tears by Arthur's feeble attempts at conversation. Give Phil a look, and shortly he will come over, and take you out to his scooter. As you blast off, everything once again becomes.....dark. Ford ---- Now you find yourself standing in a country lane, holding a satchel. The place looks familiar. In fact, it's the lane outside Arthur's home, and this time you seem to be Ford Prefect. Those Vogons will be arriving soon, so there's not much time. Open the satchel, and take the satchel fluff, the towel, and the sub-etha signalling device. Go North, and there you will see Arthur lying in front of the bulldozer. With a certain feeling of deja vu, you offer him the towel. However, instead of taking it, he asks you about his home. You suddenly realize what is going on (not that it really matters, considering what will shortly happen!). In a moment of magnanimity (or possibly madness), you decide to take Arthur hitchhiking with you. But first, you have to deal with Prosser. Go over to him, and ask him to lie down in front of the bulldozer. He'll make a little fuss, but you'll manage to persuade him. Now, you and Arthur can hurry over to the pub, and drink some beer (remember to buy peanuts). Sit there, drinking your beer (no more than three!), meditating on why Arthur is taking the imminent demise of the world so calmly, until the house falls and Arthur goes tearing out. Follow him to the ruins of his home. Drop the satchel, and put the satchel fluff on top of it. Now wait. The Vogon ships will appear, the winds will pick up, and you'll start fumbling with the device. Oops! You just dropped it! Fortunately, it rolls over by Arthur, who picks it up and looks at it. Also fortunately, Arthur manages to push the right button, and everything becomes....dark. Zaphod ------ You come out of the dark to find that you're now Zaphod Beeblebrox, the President of the Universe. In fact, you're on your way to steal the Heart of Gold (with a little help from Trillian). As your speedboat zooms towards its destination, search the seat carefully and you will find seat fluff and a key. The key opens the toolbox, but you don't need to do that now. Just make sure you take the box; you might be needing it later. Now, if you continue on your present course, you'll never make it between the cliffs and the spire (or maybe you know that already). The trick is to make the auto-pilot do the hard work, so steer the boat towards the rocky spire. The spire gets closer...closer....closer....and then, at last! the auotpilot wakes up, just in time, and steers you to safety! Whew, that was a close one. Ok, now you can stand up and go North to the Dais, where the dedication ceremonies will be held. Wait around, enjoying the cheers of the crowd (read the banner if you like), until Trillian appears. She will jump out of the crowd, and hold a gun to one of your heads. The guards are a little hesitant about what to do, so now's your chance: tell them not to shoot. After a few moments, they will drop their rifles into a pile..just what you've been waiting for. Tell Trillian to shoot the rifles. As the weapons disappear, you and Trillian make a break for the HOG! You made it!! But...everything seems to be getting....dark. The War Room ------------ Ah ha, fooled ya! I bet when you heard the sound of the star drive, you thought you were back on the HOG. But, surprise! you're in the War Room of a mighty war fleet approaching Earth (at least you're yourself this time!). Hmmmm, looking around, you see an ultra-plasmic awl. Pick that up, since it might come in handy later. Now, take a good look at the aliens. They are Vl'hurg and G'guvunt. Sound familiar? Ring any bells? Remember that small galaxy you pretty much wiped out with your careless words? Well, they finally figured out what happened, and now they are on their way to Earth to take revenge! (Uh oh) You can't really stop them, so just wait around and hope for the best. The fleet gets closer and closer, and then arrives. Amazingly, the first thing they see is....a huge dog happily munching a cheese (?) sandwich! The sight of this giant monster, contentedly eating, softens the hearts of the Vl'hurgs and G'guvunts. With a new mission in life, they turn around and go home. Along the way, they transport you back to the HOG. Unfortunately, since the aliens are microscopic, so are you.....and you end up materializing inside your own head! But wait....maybe there is a madness in this method, after all (or is that the other way around?). Move along the maze of synapses (any direction will do, they're all alike), until you come to the particle. Look at the particle, and you will see it's your common sense. If there's one thing you surely don't need in THIS adventure, it's common sense, so take the particle. Whoops! Everythig just went.....dark. Ok, now you should have collected the four fluffs, the ultra-plasmic awl, the paint chipper, the nutrimat computer interface, and the tool box. After you have done the last scenario (whichever one that is), don't go back to the Bridge. Pick up the interface, and go to the Nutrimat. It's tea time! Open the panel on the Nutrimat, remove the circuit board, and replace it with the interface. Now, touch the pad. With a clearer idea of just what it is you want, the Nutrimat begins to have some problems. Its own limited circuitry can't handle it (well, it's just a dumb machine, after all), so it ties into the main shipboard computer. Don't spend time here watching the Nutrimat go through its gyrations. Head for the bridge, and plug the large plug into the large receptacle. The moment is almost here: the HOG has arrived at the legendary lost planet of Magrathea, and the natives aren't friendly. In fact, they are sending up a bunch of missiles to vaporize the HOG (hmmm, they really AREN'T friendly!). Now, push the switch on the spare drive. Wow! Talk about improbabilities! The missiles have turned into a giant sperm whale! After accepting the congratulations of Ford, Zaphod, and Trillian (who conveniently disappear into the sauna again), return to the Nutrimat, where you will find, at last, a cup of REAL tea. Get the cup (you will drop the No Tea), but don't drink it!! Bring it to the Bridge. Drop the real tea (you will automatically pick up the No Tea). Remove the dangly bit from the tea substitute, and put it in the real tea. You have one more little trip to make. First, however, drop everything you are carrying except the Babel Fish and the Aunt's Thing (yes, you have it again, you just can't get rid of it). Push the switch on the Drive. After a short stay in the dark, you will find yourself in the whale's tummy (it may, however, take more than try to get here, but you will make it eventually). There's a flowerpot here! Get the pot, and put it in the Aunt's Thing. Now, wait around (you really don't have a choice), and soon you will be in the dark again. Ah, back on the HOG at last. If you take inventory, you'll notice you don't have the Aunt's Thing. Don't panic! It will, as always, turn up. In the meantime, go around picking up the various fluffs. The Zaphod fluff, along with the tool box, will be by the hatch. Trillian's, of course, is in her handbag, and Ford's is on the satchel, and the last one is in the pocket of your gown (unless you took it out earlier and dropped it somewhere). The Aunt's Thing has reappeared by now, so go up to the Bridge. Take the flowerpot, plant all four fluffs, drop the pot, and wait awhile. When you see a tiny sprout has formed, take the pot into the sauna. When you emerge, a changed man, you will also have a changed plant. However, there is another problem! The HOG has landed on Magrathea, but Eddie, overprotective as usual, has jammed the hatch shut. And, he's not going to open it, no matter how long it takes him to check for dangers on the planet (which will be quite a few years). You are almost ready! First, eat the fruit from the plant (mmm, tasty!). You have a vision, and pay close attention to it: the vision shows you what tool Marvin will need to open the hatch. This varies from game to game, and there is no way to know which one it is until you eat the fruit. That is also why you have to collect all those tools. Get the tool that you saw in the vision. If it happens to be one you haven't seen yet, then you'll find it in Marvin's pantry. The trick now is to find Marvin, and he's in his pantry, behind the screening door. First, get the real tea. You automatically drop the No Tea. But, you don't have your common sense anymore, so....pick up the No Tea! Now, you have both Tea and No Tea at the same time!! Go to the Screening Door. Open it. The Door, impressed by your being able to have both Tea and No Tea will let you through! However, WAIT!!! Don't go through the door yet! If you set foot in the pantry, you will be overwhelmed by depression! So, that magic moment has arrived, the moment you've been waiting for ever since you left Earth: drink the real tea!! (Ahhhhhh, good to the last drop!) All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking as usual. Tell him to fix the hatch. Marvin will grumble, but he will agree to it, and tell you to meet him at the Hatch Access Space, with the proper tool, in twelve moves. As you already have the tool (thanks to the fruit), you can go directly to the Access space (drop everything but the tool and the Fish), and wait for Marvin. When he arrives and asks for the tool, give it to him. Marvin will fiddle briefly, and the hatch will slide open. Go out to the Hatch, and then down the Hatch. Wow! You have now set foot on the legendary lost planet of Magrathea, and........ And what comes next, will have to wait for the sequel (and let's hope it isn't too long a wait!!!)! ^E HUNT FOR RED OCTOBER When surrounded by enemy ships then save, restore, they are gone. ^E HYBRIS Boot game and don't do anything until the high scores screen appears. Then type COMMANDER and click the fire button. When it starts, wait a few moments and press the F10 key. If the extensions of your ship get flickery or glimmer, you're now invincible and have unlimited expansions and smart bombs. FIRST PRESS F7, then you can get to the other levels of expansion by pressing F1 - F6, or capturing the special "capsules" in the usual way. Move to other game levels (there are three) with the F9 key, and turn invincibility off or on with the F10 key. No high scores are collected when you're invincible. At the title screen type SPACE or ESC key (not sure which), and you will now get a screen in which you can edit a lot of game parameters. ^E IKARI WARRIORS Play game, get high score, type FREERIDE and press Return. When the high score table is displayed next, it should say 1988 FEB where you entered FREERIDE, indicating that the cheat is active. Play the game and you should have infinite lives... ^E IK+ When hit, pause then unpause, your invincible. This will have to be repeated for every round. ^E IMMORTAL Just a few codes to help you along the way: Level 2 - 6a9dS2000e40 or 757fc10006f70 Level 3 - f47ef21000e10 or 6e1ec21000e10 Level 4 - 465fa31001eb0 Level 5 - d4bfd41000eb0 Level 6 - bcfef51010a41 Level 7 - 6b10f61010ac1 Level 8 - e590d710178c1 ^E IMPOSSAMOLE Enter these codes on the high scores table for in game effects: COMMANDO - No time limit for weapons HEINZ - Three power bars ANNFRANK - Low energy topped up LUMBAJAK - Double length energy bar OOCHOUCH - Walk on water JUGGLERS - Try it out Only one code can be entered at a time. ^E INDIANA JONES AND THE LAST CRUSADE (Arcade) If Indy has trouble beating the evil Nazis, simply type: JEHOVA when the title screen appears. The screen will flash momentarily, indicating that the cheat is activated. Now simply press 'L' when you want to skip a level, and '2' to advance to key points within each stage. `I' key supplies you with an icon. Type SILLYNAM on hi-score table for continous credits. NOTE: Try JIEHOVA or IEHOVA if JEHOVA doesn't work. ^E INFESTATION To get into the underground complex, first find a small, upright, rectangular box with two flashing squares on it(coords 90,30); thats the computer terminal. Face the flashing squares, hit F2 to bring up the computer, and enter the words KAL SOLAR to activate it. Hit F2 again to exit. On your way to the computer, you should have passed a shower like structure(coords 50,50); Thats the transporter. Go back to it and enter it being very careful to face exactly in the direction of the flashing arrows. This will take you to the complex. ^E INSANITY FIGHT Hold both mouse buttons, the joystick button, and the L key and you can skip to any level. ^E INTERNATIONAL KARATE When you are hit, pause the game (space) and unpause again (space). You will now be invulnerable. Be careful, this works for the computer too! FREZ - freeze the game PAC - Pacman across the screen FISH - Makes a fish leap out of the water BIRD - Bird across the screen PERI - Periscope rises out of the water Typing some 'naughty' 4 letter words will result in an interesting message. ^E INTERCEPTOR If you want extra missions, then type 2 to get into Free Flight, then - before you choose which aircraft to fly - press 6,7,8 or 9. The plane will appear way off the map, giving you the task of using your instruments and sense of direction to work out what to do. ^E INTERPHASE Type Fenny (capitol F, rest lowercase) while in game, then press left mouse button to cycle though all the objects. ^E ISLAND OF LOST HOPE The adventure begins on a small island. Climb the tree. You will see a ship in the distance. Signal the ship. A pirate will come to the island in a rowboat. Shake the tree and a coconut will fall down and knock out the pirate. Go down. Remove clothes from pirate, remove your clothes, wear pirates clothes, drop clothes, enter boat, and drop the coconut. On the pirate's ship go north, north, east, down hole, south, west, to crew's quarters. Smother the pirate, then look under his pillow and take the iron key. Go east, north, and up hole. Ring the bell here. Go down, south, east, south, to cell door. Unlock the door with the iron key and open the door. Go south into the cell and ask the man about ring. Leave quickly, covering your tracks as you go. Go north, close door, lock door with key. Go north, west, north, north, and west to the kitchen. Get the knife. Go east, south, south, east, north to the trapdoor. Unlock the door with the iron key, open the door, and drop the iron key. Go down, south, south, to rat trap. Push the trap west, then push it north three times. The rat will attack and get whacked by the trap. Cut the rats stomach, look in the rat, and get the diamond. Go south, south, west, get the hammer, look in the crate, and get the string and straw. Go east, east, north, up, south, west, north, up and north. You should see a statue. Go west, look in net, cut net, and free the whale. Drop the knife. Go south, south, and west to the end of the plank. Look at the plank, get nail with hammer, tie nail to string, drop hammer, and bend nail. Go east, east, east, north, and down to the anchor. Catch fish with the nail, drop string, go up, west, down, and north, to the diving area. Give the fish to the pirate and get the coin. Go south, up, east, and south to the cannon. Drop all, get ball, go south, put ball in boat (repeat 3 times to get all the balls). Get a ll. Go south, west, and open the door. Go south to the captains quarters and read the book. Look behind the painting, get the key, unlock the trunk with the silver key, drop the key, open the trunk, look in the trunk and get the chest. Go north, east, south, west, to the captain. Turn the wheel, get the ring, and go east. Throw the coin in water. Go north, north, west, and up to the crows nest. Wait until the ship is almost on island. Go down, west, and south to boat. Enter boat. On the island go west to the grave. Read writing, dig, get horn, and go north to the edge of the cliff. Throw the chest over the cliff. Go south, west, west, and north to the middle of the cave. Blow the horn to rid you of the pirates. Go north and east and find a the broken chest. Look in chest, get the key, and go east. Look behind the bushes and see the door. Unlock the door with skeleton key, open the door, and go south. Close door and lock it with the key. Go south to the slab. Look at slab, put ring on right, get ring, put ring on right, and go south. Look at chest and hole and read inscription. Put diamond in hole and get torch. Go north, north, and unlock door with key. The pirates will get you, unlock the chest and get the gold. Go north to the slab, get ring, go north, north, west to beach. Drop straw, burn straw, and ship will fire at you. Drop key and get ball. Go west, south, south, east, east, east, to the beach. Blow horn and go whale. Put ball in cannon and fire cannon. Go east, burn captain, open door, go south, untie woman and give ring to the woman! ^E IT CAME FROM THE DESERT Before attempting to go into the ants' nest, you should first save Elmer to get more flame-thrower fuel. Some time between the 8th and 10th (I don't remember the exact day), he will leave a note in his station saying that he is going hiking in the SW Volcanic Cone. Go to the volcano, fight the ants, and next day, visit Elmer's station. He'll thank you for saving his life and give you more flamethrower fuel. The entrance to the ants' nest will never appear on the main map, but there are several other ways to get there: - By taking a flight from Hilber's Field. - By driving a tank from a battle going on at a nearby location. - By going south when you are in a battle at the M1 mine. The entrance to the nest doesn't stay open long enough for you to get in before the ants start invading the various locations in the town, so you'll have to wait until they do. The 11th is the best day to enter the hole since it is very hot and there are few ants around. If you try cooler days, there will probably be too many of them around for you to handle. Also, if you decide toget to the hole by plane, you can land safely on the dirt road parallel to the tracks leading to the M1 mine. ^E IVANHOE Pause the game. Type JC IS THE BEST to activate cheat mode, unpause. N now skips levels. DEL kills all enemies on screen. CONTROL kills the boss OR: In-game pause and type 'ZOBINETTE' followed by the 'RETURN' key. Unpause the game and by pressing 'N' you can skip levels. ^E JAMES POND: UNDERWATER AGENT On the title screen type 'JUNKYARD' (no space), now in-game pressing the 'RETURN' key will toggle the cheat mode on/off. Now pressing following keys will take you to a different level and pressing D will also make all locks disappear: Level 3: Z Level 4: X Level 5: C Level 6: V Level 7: B Level 8: N Level 9: M ^E JUMPING JACK SON Level Codes: Level Code ----- ---- 5 ROCKNROLL 9 NOISES 13 ELVIS ^E KARATE KID II Press the 'P' key to skip to the next level in 1 player mode. You can skip all the way up to the final encounter. In a two player game, you can skip to the second last screen. Another cheat says to enter your name as MYAGI on the high score table, then pressing P while in-game will advance you a level. Try Both! ^E KEEF THE THIEF For something interesting in this game go up into the tree houses near the left side of the map. When you see a commercial like screen with a woman in it make this spell: Rhino Horn, Black Pearl, Narcicus Root. ^E KICK OFF As your opponent gets ready to make a shot hold down fire and it will be blocked. 1. To score within the first few seconds of a restart, trap the ball, charge straight up the pitch and shoot as you approach the penalty spot - there is a good chance it'll go in. The computer teams are wise to this tactic, but they tend to foul you on the way instead of tackling, so the run can continue from the free kick - you may even get a penalty! If someone uses this tactic against you, the best thing to do is intercept the attacker - don't just chase him. Wait for control to switch to a defender in his path and then move up the pitch towards him to make the tackle. However, because everything happens so fast, it is frequently a matter of resorting to hacking the attacker mercilesly to the ground - brutally effective. 2. Corners Another good scoring chance. There are two main method for putting the ball in the net. Either pull the ball back into the middle of the penalty area where a waiting player can blast it home, or float it across the goal mouth for an incoming forward to nudge it in - there is a good possibility that the ball will even curve in and score directly this way. Never hit the ball low to near post because the keeper will always collect it. Also beware of lofting the ball deep into the area because in this position it is much harder to control. Defending against corners is difficult. You quickly have to spot what sort of kick is being taken and then get someone to the ball to clear it. The most dangerous kick is the in-swinger across the goal, because you are likely to put it in you own net! With these you just have to hope everyone misses and it goes past. 3. Penalties A 90% success rate can be achieved by following these instructions. Wait until the arrow is approaching the middle point and give a sharp tap on the fire button. Anything more than the shortest of taps will send the ball sailing over the crossbar. If you leave the shot until the arrow has reached or goes past the middle, the ball will almost certainly go wide. 4. Throw-Ins Don't hack the ball straight upfield from a throw in, because it invariably goes out again. What you have to do is angle the ball infield before kicking it. Alternatively, you can dribble the ball, but this is more hazadous because there are always opposition players at close range to throw-ins that may tackle you. 5. Passing And Shooting There are two main methods for kicking the ball - the kick-on-the-run and the trap-and-kick. The KOTR is quicker and goes further, but it is very hard to get it to go anywhere other than the direction you've been running - although 45,90 and even 180 degree changes of the direction are possible with a quick change of joystick angle just as the ball is kicked. This is also the method for changing direction when dribbling. To perform the trap-and-kick method, the fire button has to be pressed down just before the player runs into the ball, then held. He can then swivel round freely and kick the ball in any direction by releasing the button. Theoretically, it will be passed to another player, but you still have to aim. This is particularly handy if you are running in the wrong direction and when used well can result in very accurate and satisfying safe passing manoeuvres. 6. Dribbling Because the ball i not `stuck' to the end of your boot as in most other footy games, dribbling is an art that has to be learnt. Running in a straight line is easy, but changing direction isn't. 45 degree changes are possible by hitting the diagonal at the moment, but anything else requires a quick sidestep or detour around the ball, so that it can be approached from another angle. It sounds difficult, but with practice you get used to the timing of the actual contacts with the ball while dribbling, so that changes of direction can be made quickly and easily. 7. Tackling The easiest method of dispossesing someone on the ball is just to run into them. However, if you're approaching from behind and they are getting ever nearer to the goal, have no hesitation in hacking them down - as long as it is outside the penalty area. Professional fouls are best used when the ref is easy-going - or better still blind!! 8. Referees Pay attention early on how the ref reacts to fouls. If he is whistle- happy then try to dribble with the ball a lot. Hopefully, several of the opposition will get sent off or give away penalties. If he does not give yellow cards straight away, then feel free to hack the opposition down whenever necessary. 9. Goal Kicks It's crucial to learn how to win the ball from the goal kicks and again there are two main methods. Either time the run to collide with the ball just as it bounces, allowing you to dribble away immediately, or hit the fire button with the joystick centred to leap into the air and head the ball on. The second tactic can gain valuable ground quickly. If these prove too difficult then try to trap the ball when it comes down by holding down the fire button. 10. Human Opponents They are very susceptible to the charge straight up the pitch, so always go for it. Try to trap the ball in the penalty area and wait for your panicking opponent to hack you down, giving a penalty. It works a treat - and will really annoy them, to boot! One final tip for when playing against a human opponent... Whenver you score a goal, shout "YEAH!" really loudly and repeatedly punch the air. This doesn't half rattle your opponent! 11. Computer Opponents Possession is the key: give them too many chances and they will always score. Go for 4-4-2 or 5-3-2 formations so that you have plenty of defensive and midfield control. 4-3-3 is pretty useless and 4-2-4 is only for the brave who reckon they can out-play the computer - a tall order. The ultimate challenge is the USSR team because they are so fast. The trick to remember with them is not to futiley chase the ball-carrier with your (generally slower) players, but to wait for control to switch to a player in his path, then clear from the tackle. ^E KICK OFF II BEFORE THE MATCH 1. Action Replay Make sure you have a formatted disk ready! Select STORE and fill in the match details. For example, the first one for Tom playing Jerry would be something like `TvJ1' - that way you can easily find the goal you're after. 2. Pitches Normal - is the standard Kick Off pitch, with good bounce control Wet - is similar to normal, but with les bounce and roll. Soggy - has hardly any bounce or roll. After a high kick, the ball will stop dead, so look out for goal mouth scrambles! Plastic - is extremely bouncy, causing the ball to leave the picth quite often. 3. Team Selection When shuffling the player and formations around, make sure that you have enough of the right players to fill the positions, otherwise you could be left wide open with no hope of winning. If you're playing in position, keep the game speed a bit slower, otherwise the game will speed on by without you seeing much action. THE MATCH 1. General Tactics As with Kick Off, there are various styles of play. The first is dribbling. This isn't highly recommended, since the computer players are sharp and will soon tackle you. Your best bet is to trap the ball and pass it to a clear player who is more likely to have a clean run. If you want to get a particularly long clearance, then run to the ball, pull back on the joystick and at the same time hit the fire button. With a little practice this is useful for belting the ball a long way clear after those mad goal mouth scrambles! If you are using aftertouch, remember to use it when shooting. Make a note of where the goalie is and try to bend the shot away from him by moving the joystick left or right just after you kick. This is more often than not bamboozles them completely. Try to get into a position where you can carry this out effectively. A good way is to run wide and cross the ball into the centre. The goalie will tend to run towards you, allowing you to bang the ball past him. 2. The Goalkeeper Although the goalie appears to be automatic, you do have a certain amount of control over him. When he has hold of the ball, always hit the fire button before he throws it to give the ball a hefty belt up the pitch. This is the best way to ensure you of a good start to your attack. 3. Throw-Ins If you do nothing, the ball will be thrown out to the nearest player, but if you are in your own half, give the ball a hefty throw up the pitch. If you are close to being level with the opponent's penalty area, then give it a good long throw into the centre and try to bully it away from the keeper to get a run up for a shot. 4. Penalties Don't just rely on getting the timing as it travels towards the centre as in Kick Off - the timing is much tighter. Wait until the arrow is at the outermost point of travel, then just you see it move inwards (don't anticipate it, or you'll go wide) quickly give the fire button a short tap. If you are defending against a penalty, move the joystick and hold it to the side that the arrow is on (in other words, follow it from side to side) then press the fire button as the attacker takes the kick. This should allow you to dive in the right direction most of the time. 5. Setpiece Free Kicks These take a lot of practice to get right, but there is one method which you can use a basis for more complex moves. Push and hold the joystick in the opposite direction from the goal (that is push left if you are to the right of the goal and vice versa) and tap the fire button. As soon as you press the fire button, move the joystick in the opposite direction. The ball should bend in towards the goal, if not, then just keep practising! 6. Corners The same directional tactics as Kick Off work, but remember that the time you hold the fire button down controls the strength of the kick. 7. General Tips Use a balanced approach to get comfortable in the game. Use a blitz if you're losing with only a few minutes left. Use a lockout if you want to stay safe for the last few minutes. ^E KIDGLOVES Pause and type RHIANNON and F9, you are invincible. Other F-Keys will produce intersting effects. ^E KILLING GAME SHOW To call up a map of level one, section one, boot up the game as normal and when asked to hit FIRE, hit the HELP key instead. There it is. Do the same for each section. ^E KING'S QUEST I King Edward's domain has been ravaged. Through trickery, three of the King's items of power have been stolen from him. The Kingdom lies in ruin. It's Downfall is imminent. It is up to you, Sir Graham, to recover the King's treasures. Succeed and you shall be crowned King of Daventry! Fail and the worst of fates shall befall you! One word of caution before you start: Never drop anything until you're told to do so. Once an item is dropped in this game, you cannot pick it up again. For some reason, you're never weighed down by too many items; So you should be able to pick up and carry every item with you at all times. Also, in order to get maximum points, you must pick up everything you can and look at it, read it, or whatever is required. Begin your quest by going northwest to the garden. Once there, pick a carrot and go west to the other side of the garden, south to the left of the castle and west to the rock. Stand on the north side of the rock and move it. Doing so reveals a dark hole. Look in the hole and then get the dagger. Then go west and swim west across the pond (both screens). Once out of the pond, go north to the well and west to the gate in the corral. Open the gate and enter the corral. When you see the goat, show it the carrot. Now he'll follow you wherever you go. This is important as you'll soon see. Exit the corral and head west twice. You may or may not see a fairy godmother handing out blessings. If you do see her, she'll give you a short lived protective spell. If you don't see her, no problem. She'll pop up every now and then. Now go north to the clover patch and get a clover. This is a four-leaf clover and will protect you from leprechauns if the need arises. Go north to the wooden bridge. (Goat still with you?) As you start to cross the bridge, an ugly troll bars the way and refuses to let you pass unless you throw him a treasure. However, your goat, which hates trolls, rushes the troll and butts him off the bridge! The troll is swept downriver, never to be seen again. The goat, having fulfilled its use, strolls away. So way goodbye and cross the bridge and continue north. You've found a crotchety old gnome and when you talk to him, he informs you that he has something to give you that might be useful...But only if you can guess his name! The crusty old fellow gives you three chances. Type "IFNKVOHGROGHPRM" and the gnome, in amazement, says "That's Right!" and leaves a handful of magic beans laying on the ground. The gnome's name, by the way, is a cryptogram. The alphabet's been reversed and the new letter set has been substituted for "RUMPELSTILTSKIN". Get the beans and go east to another wood bridge. Be careful you don't fall in the gorge! Cross the bridge and go east to the flower patch. Plant the beans here and all of a sudden, a huge beanstalk stretches up out of sight into the clouds! Don't climb it yet, though. Go east and swim east across the lake. When you exit the lake, continue east, look in the hole in the big rock as you pass...what an odd green glowing!. Go east again. A little dwarf may come and make a quick inspection of your possessions to see if there's anything of value. You don't have anything of note and he leaves. Now go east once more to the little beach by the river. Get the pebbles you see laying here then go west back to the beanstalk. CAUTION! Save your game here. Climbing the beanstalk is a risky business and you'll most certainly fall off it many times before you reach the top. Climb the beanstalk until it enters the clouds. Leave the beanstalk by going east into the clouds and continue east until you enter an area of trees. When you reach the first set of trees, head south then east twice until you come to a tree with a hole in its base. Look in the hole and get the sling. Go back west twice to the fruit tree then north. Now this is a bit tricky. There is a tree on the upper right edge of the screen that you should go to before you go east to the next screen. This area will give you the most amount of time to evade the giant before he KILLS YOU! Go east...There he is! Go as quickly as you can and hide behind the center tree. Make sure Graham is completely hidden behind the tree. Now just wait there. Eventually, the gian will become tired and lie down under the tree and go to sleep. Now's your chance... The chest he's carrying is King Edward's Magic Chest! Get it and head west back to the beanstalk. Make sure you walk in the right places or you'll fall out of the clouds! It would be a good idea to save your game before you descend. Go back down the beanstalk and head south three times then east to the well. Stand on the north side of the well and cut the rope. Cutting the rope gets the bucket for you. Now lower the rope into the well and climb down the rope. When you get to the end of your rope (so to speak!), dive under the water and head southwest into the hole. Careful not to become tangled in the weeds! When you exit the hole, you're face to face with a fire-breathing dragon! Stay in the middle of your screen and go only as far as the second rock. Throw water on the Dragon's Fire and he's vanquished! In fact, he's so embarrassed that he moves a boulder blocking the western exit from the cave and skulks away! On the northern side of the cave is the King's Magic Mirror! Take the mirror and leave the cave by going west twice. Outside the cave, you see a large, friendly bird flying back and forth. We'll get to him later, though, so head south twice to the stump. Look in the stump and you see an old canvas pouch. Get the pouch and look inside it. When you so so, you see it's filled with sparkling diamonds! Go east and swim east across the lake twice, then continue east to where you found the dagger and north to the big tree. Climb the tree and go to the west. Craddled in the nest in a large golden egg! Get the egg and climb down the tree and go north twice to the tree. Laying on the ground under the tree are walnuts. Get a walnut and open it. On the inside you find a sold gold walnut! Go east and get the bowl you see, then go south. Running around the banks of the lake is a friendly little elf. Talk to the elf and he's so impressed by your manners that he gives you a magic ring! Wearing it will make you invisible...But only once! So save it until you need it! Go north, east twice and north twice to the back of the woodcutter's house. Now go west and enter the front door. Inside you see a deplorable sight. A starving woodcutter and his wife sit dejectedly at an empty table. Too bad you can't help them..say perhaps that bowl...? Look at the bowl and you see the word "FILL" written on its bottom. Give the bowl to the woodcutter. He looks at you wondering why you'd give them an empty bowl. Say "FILL" and the simple ceramic bowl fills to the brim with hot stew! For this precious gift (an unending supply of food!), the woodcutter gives you his only other possession, an old fiddle laying in the corner. Get the fiddle (careful you don't fall through the floor!) and leave the cottage. So, go south from the woodcutter's house, swim across the lake in a southerly direction, then continue south and go around to the front door of the witch's cottage. (Taste her house, if you must, it's quite good!). Save your game at this point. Open the cottage door and make your way to the bedroom. Now wait. Eventually, the witch will come home. She won't see you because you're in the other room. Sneak up on her and push her into the stove! You done the old hag in and can move about her house without fear now. Go to the cabinet on the north wall, open it and take the cheese wedge. Now go back south and leave the cottage. Now comes the fun part. Go west and south to the front of the cave where you found the magic mirror. The large friendly bird seems to be waiting for you! Go down to the lower middle portion of your screen and keep jumping up until the bird (which is actually a condor) catches. you. The condor flies high up in the air and carries you to a small island which lies in the moat in front of the castle. When he drops you, your head spins as you try to regain your bearings. There's an odd hole in the ground here, but don't go down into it just yet. Head west and get the mushroom you see growing here. Now go back east and down into the hole. Oops, the long drop seems to have set your head spinning again! When it stops spinning, go south to the end of the tunnel then *CAUTIOUSLY* head west. There's a hungry rat running in circles here and when you talk to it, he says he won't let you pass until you give him a treasure. Don't get too close to it! Throw the cheese to the rat. Being hungry, he's just as satisfied with the cheese as he would have been with a treasure, and he scurries away into some unseen crevice in the rocks. Go to the door, open it, and go west through the door. On the other side of the door is a tiny leprechaun, who, upon seeing your clover, lets you pass unmolested. Go south and play the fiddle for the King of the Leprechauns. They dance and dance to your music then finally they all leave the hall. As the King of the Leprechauns leaves, he forgets to take his sceptre! Get the sceptre and look! Next to the leprechaun king's throne is King Edward's Magic Shield! Get the shield and go west up the stairs. Continue west until you come to the little hole in the western wall. Now, eat your mushroom and you're shrunken down to a size small enough to allow you to enter the hole. Go west into the hole and you find yourself in front of the big rock where you saw the strange green glow! Eventually, you regain your former size, but wasn't it fun being so tiny? Go north twice then east three times to the left hand side of the castle. Walk (carefully!) across the bridge and open the door. Enter the castle and follow the hallway to the throne of King Edward. Bow to the King and he descends his throne. You've managed to recover the strength of Daventry and the king places his crown upon your head! As he does so, he falls to the ground in a seizure and dies. Heavy lies the head that wears the crown. You ascend to the throne to govern Daventry as Kind Edward had...Guarding the treasures of power that you labored so long to recover. ^E KINGS QUEST III The King's Quest series of games uses the debug command and interpreter for the programmers (up to KQIII) KQIV doesn't have it because of the tremendous size of the game. Have some fun and press the "ALT" key then "D" then "Return or Enter" (I think twice) then type in either GET OBJECT (and type in a random #) or "TP" for transport (and a random #) and see what happens. It works., and if you're tired of looking for a certain object the "Get Object" function works great! If you want to go to a room, use the ALT-D thing, then type (TP. The computer should ask you which room you'd like to go to. Enter a three digit number from 008 to 045. When casting a spell and asked to recite a verse just hit RETURN. ^E KING'S QUEST IV Walkthrough: Get worm the birds are trying to catch swim in pool get bow and arrows get gold ball under stone bridge give ball to frog in pond kiss frog get crown go to mansion get book of shakespeare give book to minstrel get lute play lute give lute to pan get flute go to treehouse clean treehouse clean the dishes get pouch on table bring pouch to mine give pouch to dwarf get lamp go to the pier enter shanty give diamonds to fisherman get fishing pole put worm on hook and fish get dead fish go to waterfall wear crown get board and bone go to pier swim west go to Genesta's Island get feather on beach swim east get swallowed by whale tickle uvula with feather swim north to island get bridle throw dead fish to pelican get whisle and blow it shoot unicorn with arrow put on the bridle ride unicorn go into Ogre's house throw bone to dog go upstairs get axe go downstairs open closet look thru keyhole when ogre is asleep get hen take hen to Lolotte go to scary forest and chop down a tree with the axe enter scull cave get eye and exit cave enter cave get scarab throw eye go to water fall become frog light lantern enter cave move carefully thru cave saving game often at chasm put board across jump thru swamp on patches of grass use board again to get to island play flute get fruit return to cave as night falls goto to haunted house get shovel from secret passage off the living room listen to sounds the ghost makes match the sound to the ghost and then go to the matching grave dig the grave take the object uncovered give object to the ghost the ghost child will lead you upstairs go to the east grave yard and dig up the toy examine the chest and get music goto to the secret passage off the living room & up to the tower play the organ using the sheet music get key go to the crypt open crypt with key get the rope go down and get the box return to Lolotte examine the rose get key and leave tower go to the kitchen and get the objects taken from you go to the throne room go to the east tower climb stairs unlock the door shoot Lolotte with arrow get talisman go downstairs open closet and get hen and box leave the castle enter stables and free unicorn go to Tamir go to the crypt drop box exit and lock door go to the pier swim west to the island enter ivory tower go up to bedroom give Talisman to Genesta Your Done! ^E KLAX Begin play and hold down either SHIFT key and SPACE together. Now press any key from 1 to 4 for differnt helpful effects. Another possible cheat: While playing the game, press 'Space' and '4' to warp to the Last stage. ^E KRISTAL Fights - Proficent swordplay is essential if your to get anywhere in the game. The neck chop is one of the more effective blows, but the program blocks repetition of single moves. To get around this, occassionaly switch to a differnt move in order to enable the neck chop once again. Give generously to the poor and youll be a step closer to obtaining the Sword of the Spheres. The Palace - To enter the palace, youll need to get the invitation from the elusive Gloop, found in Novala. Once you have it, keep out of fights or you could lose it for good. When you get into the palace, ask Nedrod three questions and he will give you the talisman, which can help you find another useful item. Answer the Princess's question with "Its a secret". She will give you the Ring of Belz, which will only work in conjunction with the spell scroll. In General - Objects are not always found in the same places from game to game, so a detailed search of both fore and backgrounds is often in order. To survive the final confrontation, a high psychic rating is needed, which can be increased by donating skringles to the poor. Disorderly conduct can have the opposite effect. The safest technique in the space battles, is to slow right down as soon as you see the aliens shoot them all, then power at full steam until the next lot. Follow Readheads ship if you see it. Heatpro tablets are necessary if you beam down to one of the hotter planets. Makes notes of what you are told, and use any new names or subjects to weavel out every last bit of information from the characters. ^E KULT First, how to complete the five ordeals: THE TWINS - OBJECT = GOBLET Go to the source on the left hand side. Inspect the fountain and press the eye. Fill the Goblet and go back to the room called 'THE TWINS'. Open the left-hand serpent and empty the goblet into it. Get the die that emerges from the serpent then open the right hand serpent. Throw the die, and note the number thrown. Put the die into the right-hand serpent and go to the room facing you. The hands are in a dice formation (except for the middle one) Pull up the hands until they resemble the formation you threw earlier, then push the serpent's head on the wall. The sliding partition should open; note down the shape which it covered. Go back to the fountain room and inspect each cube (each is patterned). Lift the cube which resembles the one you found behind the sliding partition. IN THE SCORPION'S PRESENCE - OBJECT = FLY Pray to the statue then enter the room called 'THE WEB'. Look at the web on the floor and crawl on it. Give the mistress the fly; show affection but don't be too saucy with her. Feed the fly to the blue spider and get the red one. Leave the room, and then put the red spider into the statue's mouth. Don't listen to the man who pops out, just pass through trapdoor. THE WALL - OBJECT = DAGGER (CAN USE PSI-SHIFT !) First choose the third zone, then the second zone; this means that you can unlock the sliding wall when you open either door. Go through either door, left or right, and inspect the step. Then take a look at the slot on the Sculpted Warrior and climb onto the step. Either put your dagger into the slot, or if you haven't got one, use Psi-Shift. You will be spun around by the wall. There are now TWO seperate gaps in the wall, one which goes straight on, and the other is a dark, black strip; it depends on which door you have taken. Move the cursor to go down the black passage, not straight on. Stick your hand in the gap on the floor. Return the way you came, and this time go straight on. DE PROFUNDIS - OBJECT = ROPE First of all, wait. Then lasso your rope onto the hook on the ceiling. When the Granite Monster lurks towards you, jump onto him. Wait a few minutes. THE NOOSE - OBJECT = none Do not do as the Poormouth says. Use either the lantern, or your Solar Eyes Power. Grab hold of left hand rope and climb up. Push the lever, remove the noose-rope and he will fall. Take the left-hand piece of rope. Inspect the hollow on the platform. Finally, leave and go to the Master's Orbit. WHAT TO DO AFTER YOU HAVE GOT THE FIVE SKULLS Give all five skulls to the Protozorg underneath the trader. He will announce that you are a divot. Go to the concourse outside the ring, and remember, if you are asked any questions, show the egg you were given. Once you are in the concourse, ignore the guard and use all the violence you can muster on the upper right-hand guard; then enter the upper right-hand passage. Go left. Inspect the toad's head and poke it's eye. Use the Lantern (if you have it) or the Solar Eyes to see. Inspect the lever and the trapdoor. Use Psi-Shift on the lever and pass through the trapdoor. Next keep going straight through until you meet Norma Jean and Ash. You MUST do as Norma Jean says. Don't move !! Tell her the truth...talk to both of them and then use your Zone Scan. Lift your block on the floor and get both objects, the beam and the flask. Unwrap the bandages from the mummy, go to the left and keep going forward. By going through the trapdoor you will enter the Threshold of Truth. Kill the priestess and put the egg in the opened mouth. Next off, take a look at the Lantern. Read the book, then use your Psi-Shift on the statuette to retrieve it on the left-hand side, near the ceiling. Leave and go to the refectory, then go to Saura's Repose. Put the statuette you found into the niche then go to the Presence of God, and then to Placating the Powers. Kill the first priestess, then make use of Psi-Shift on Saura's Mark, aiming it at her dagger. Use Brain Warp on the character, Sci-Fi, then giver her the flask to drink. Go to Saura's Repose, putting the monkey into the small tunnel. Enter the Presence of God and wait. Go into the passage. Wait. Use aggro on the god, Zorg, and then use Brain Warp on Pratozim, who is holding Sci-Fi hostage. Use Psi-Shift on trap door, and finally, throw the knife or dagger at Pratozim. ^E LASER SQUAD Hints : 1. The most appropriate type of fire is usually determined by the distance from the target. Auto fire is usually best at close range or when firing at more than one target, whereas Aimed fire is best at long distances. Snap shots can be used at medium distances or when you want to preserve ammunition at close range. 2. Always leave some, if not most, of your units with enough action points for Opportunity fire, unless you are absolutely sure that there is no enemy nearby. 3. Armour is often a luxury on the higher levels. It's better to spend your credits on decent weapons. 4. Give grenades to units with high strength values, as it determines how far thaey can be thrown. 5. Give accurate weapons such as Sniper Rifles and Marsec Auto-guns to units with high weapon skills, as they can naturally make best use of them. 6. You can scavenge weapons and ammunition from dead bodies. This is especially useful on higher levels when you can't afford good weapons or you're running short of ammunition (or `ammo'). 7. Buy ammo for weapons which are likely to run out before the end of the game. uch a some automatic weapons. 8. Weapons with explosive ammo (rocket launchers and auto-cannons) should not be used in enclosed areas or you may blow yourself up! 9. If see an enemy, but are unlikely to be able to kil him that turn, it may be best to move into cover, otherwise you will alert other enemy units to your presence. 10. Grenades can be used to kill enemy units you suspect may be hiding around a corner without triggering their Opportunity fire. 11. Be careful when firing near oxygen tanks or gas cylinders as they can explode. If you're not near any cylinders, but enemy units are, then you can fire at the cylinders (as they are a bigger target) to take them out. 12. Don't carry too much equipment, as this will inevitably slow you down considerably. ^E LAST DUEL Start the game, pause with F9 key, then hold down HELP, Left Shift and 1 keys. Unpause and the function keys will take you through all levels. F8 gives you five lives. ^E LAST NINJA To kill the Dragon throw a smoke bomb under him. ^E L.E.D. STORM Type in DAVID BROADHURST WANTS TO CHEAT and things start to happen, like infinite lives, etc. Make sure to type one extra space between the second and third words. ^E LEATHERNECK Start the game and type CUTHBERTNECK and press F3. All players get protection from enemy fire. Another source says the word is 'CUTHBERT', Try both! ^E LEATHER GODDESSES OF PHOBOS Complete Solve: Ok...well, we'll start out in Joe's Bar. This is where you decide whether you want to be a boy or a girl. If you want to be a boy, go NW; if you wanna be a girl, go NE. The next thing to do is to GET STOOL. Then PISS. Then go back the way you came, either SE or SW. Now for the fun part...type LEWD, then 19(for your age). Now WAIT until you're in the cell. GET ALL, OPEN DOOR, S(outh), OPEN NARROW DOOR, S, GET ALL, N, U, N, TURN ON FLASHLIGHT, STAND ON TRENT, ENTER CIRCLE, HISS, W, GET JAR, PUT ALL IN BASKET, ENTER CIRCLE, GET SWORD, S, MOUNT, W. You should be at the main hatch now. So, DISMOUNT, GET SUIT, WEAR SUIT, OPEN HATCH, N. Now you are matched up against an assassin with bad breath. So, you gotta kill him before he kills you. HIT THORBAST WITH SWORD, then press G until it says that his sword is coming toward you. This may take a long time, but it will work. If you wish, you may want to alternate between commands like swing sword, hit sword, kill assassin, etc. Anyway, once you see that happen, GET HIS SWORD and then OFFER HIS SWORD TO THORBAST. Now with Thorbast out of the way, HIT MONSTER WITH SWORD and UNSTRAP YOUNG WOMAN. Now FOLLOW YOUNG WOMAN and you'll get the photo of Jean Harlow. Now OPEN DOOR and go E(ast). You have a fun time with Elysia and then go S(outh). Go S, MOUNT, E, DISMOUNT, W, W, W, and ENTER CIRCLE. Then WAIT and you should be at the ruins with the frog. If not, then something is screwed. Go W, W, NW, SHOW PAINTING TO MOUSE, GET MOUSE, S, ENTER CIRCLE. Now you should be in the basement. Go U, U, N and ENTER CIRCLE. Now you should be in the jungle. Go E, E, TAKE STAIN, NW, OFFER FLASHLIGHT TO SALESMAN, GET MACHINE, KNOCK ON DOOR, D, GIVE CHOCOLATE TO MALE (or female if you're female) GORILLA, Z, Z, FUCK FEMALE GORILLA(or male if you're female), GET HOSE, EAT CHOCOLATE, OPEN CAGE, OUT, UNSTRAP ME, UNSTRAP TRENT, DROP HOSE, PULL SWITCH, GET UP, GET HOSE, ENTER CIRCLE, PULL KNOB, OPEN BOX, GET COIN, SE, ENTER CIRCLE. Now you should be at the Royal Docks. So, ENTER BARGE, PRESS PURPLE, PRESS ORANGE, Z, Z, Z, Z, PRESS ORANGE, OUT, N, PUT ALL IN BASKET, DROP SWORD, GET MESSAGE, GET BALM, S, IN, PRESS ORANGE, Z, PRESS ORANGE, Z, OUT, E, NE, Y(don't worry, Trent and Tiffany never die), SAY "RIDDLE", W, READ CODED MESSAGE. Now type in the number that appears on the coded message, except type it in backwards. The guard should reply, I'll summon that one. Go W, Z, ASK WIFE TO KISS MY KNEECAPS, GET ALL, DROP STOOL, DROP MESSAGE, D, SAY "KWEEPA", HOP, CLAP, NW, N, NE, E, CLAP, NE, HOP, NE, SAY "KWEEPA", CLAP, SE, D, NW, HOP, CLAP, NE, N, SAY "KWEEPA", S, CLAP, HOP, NE, U, NW, CLAP, GET PHONE BOOK, SAY "KWEEPA", HOP, NW, CLAP, S, SE, SE, D, CLAP, HOP, SAY "KWEEPA", NE, W, CLAP, E, HOP, W, S, CLAP, SAY "KWEEPA", SW, GET RAFT, HOP, CLAP, N, S, E, NW, CLAP, SAY "KWEEPA", HOP, N, U, GET PIN, N, E, SE, U, ENTER CIRCLE. Now you've passed the hardest part in the game. By the way, if you didn't follow the above catacomb directions to the letter, you should be dead. Anyway, now you shouldn't be able to see. So type D until the floor crashes in. Then DROP TORCH, DROP MAP, ENTER CIRCLE, W, IN, PRESS ORANGE, G, Z, Z, Z, OUT, PRESS ORANGE, W, PUT STAIN ON CIRCLE, DROP STAIN, ENTER CIRCLE, S, GET SACK, OPEN SACK, EMPTY LEAVES, PUT ALL IN SACK, N, NE, U, GET SHEET, TEAR SHEET, TIE STRIPS TOGETHER, TIE ROPE TO BED, THROW ROPE OUT WINDOW, 200, Z, Z, TAKE HEADLIGHT, CLIMB DOWN STAIRS, E, MOVE SOD, ENTER CIRCLE. You should now be at the end of the hallway. Go N, ENTER CIRCLE, E, D, OUT, S, SE, DONATE COIN TO PENGUIN, SE, EMPTY BASKET INTO SACK, N, GET BABY, PUT BABY IN BASKET, PUT BLANKET IN BASKET, S, S, PUT BASKET ON STOOP, WAIT until she opens the door and takes the baby, then OPEN DOOR, ENTER IGLOO, TAKE COTTON BALLS, OUT, N, NW, W, ENTER CIRCLE. Now you should be at Wattz Up Dock. Go W, W, NW, PUT BALM ON LIPS, PUT PIN ON NOSE, DROP ALL, COVER EARS WITH HANDS, CLOSE EYES, KISS FROG, GET BLENDER, TAKE PIN OFF NOSE, DROP PIN, TAKE OFF BALM, DROP BALM, SHOW PAINTING TO MOUSE, TAKE MOUSE (Make sure you show him painting first) TAKE ALL BUT BALM AND PIN, W, N, N, OPEN COMPARTMENT, PUT JAR IN COMPARTMENT, CLOSE COMPARTMENT, TURN ON MACHINE, OPEN COMPARTMENT, GET JAR, RUB CREAM ON DAUGHTER, GET ANGLE, N, PUT RAFT IN WATER, GET IN RAFT, Z, Z, Z, Z, Z, Z, GRAB DOCK, S, E, S, GIVE COIN TO PROPRIETOR, SEARCH DUST. Now press G until you grab the tube, then go N, OPEN TUBE, PUT CIRCLE ON GROUND, ENTER CIRCLE, Z, Z, GIVE BLENDER TO TRENT, GIVE HOSE TO TRENT, GIVE COTTON BALLS TO TRENT, GIVE ANGLE TO TRENT, GIVE HEADLIGHT TO TRENT, GIVE MOUSE TO TRENT, GIVE PHOTO TO TRENT, GIVE PHONEBOOK TO TRENT... ^E LEGEND OF FAERGHAIL Load in several of the players that come pre-rolled on the disk, and load an original of your own. Go sell all their equipment, have them withdraw all monies from the bank, and transfer to you. Create new characters and do the same as often as you need, and youll have plenty of gold to properly outfit you stalwart band. ^E LEGEND OF THE LOST Enter the password screen and enter the following six passwords: 2) STONES 3) LADDER 4) ESCAPE 5) LAVA 6) FINALE ^E LEISURE SUIT LARRY I You can go to any location in the game by by hitting ALT-D and entering (TP). It asks for a location number, so enter 008-045. Skip the proof of age questions by hitting ALT X. Complete Walkthrough: This solve didn't get all the points, But it finishes the game. The 1st step is to enter the bar, go to the bathroom and read the walls several times until you get the password. Then go to the sink and get the ring. You can use the toilet if you want. Go to the bar and buy a whiskey. Go to the drunk next to the bathroom wall and give him the whiskey. he'll give you the remote control. Get the rose too. Go back into the bar and knock on the big door.. when he asks you for the password.. tell him "Ken sent me", Then enter. Turn on the T.V. with the remote. Keep changing channels until you find a channel he likes.. he'll move from the stairs. Climb up and voila! The prostitute. Don't hop into bed with her until you get the rubber. You just need the candy on the bench. Get it. Go out the window, and go to the fire-escape ladder. You'll fall into a dumpster. Search it and get the hammer. Exit the dumpster and go left. Call a cab at the street. Now go to the casino and go through the lobby. Get the card in the ashtray. Now gamble a bit until you have about 250 dollars. Go outside. Sometime in the game when outside the casino, a guy in a barrel will come up and ask you to buy an apple. Buy it. Call the cab.. tell him to go to the Store. Enter the store and buy a rubber. Also get the cheap wine in the back.(Never enter the cab with the wine.. the cabbie will get drunk and kill you) Pay for the wine and exit.. wait for the russian looking guy to come from the left.(Ignore the dog) When he comes, give him the wine.. not money. Once you have the knife go right and show the pass to the Bouncer at the disco door. Go in and sit down at the table with the lady. Smile and give her the ring, the candy, and the rose. Ask her to dance. When you finish off with the dancing ask her to marry you. She'll ask you for 100$. Give it to her and meet her at the marrage chapel. It's east of the casino front. Enter and go up to the front. Type "marry", and you'll get married. Go up to the honeymoon suite.( fourth floor, door with the heart.) Knock, and enter. She'll be on the bed, and "Not in the Mood!?!" Turn on the radio and listen to it. You'll get a number to call to get the wine delivered that she wants. Go to the casino and get some taxi fare money. Go to the fone in front of the store, call the number and have them deliver it to the "honeymoon suite". If they say it probably won't show up, you screwed up on the typing. Go back to the casino and go to the suite. Be sure that you have the knife. Enter and pour the wine. Things will take they're course and you'll find yourself tied to the bed.( The Bitch! ) Use the knife and free yourself. Get the rope and leave. Go to the casino again and using some saving, use the dollar and get about 50$. Once you have it, go to the bar and Knock on the door again. Go up the stairs and screw her now that you have the rubber. Remove the rubber after you've used it. Go out the window and this time go to the right of the balconey. Tie the rope to your- self and tie it to the railing. Type "Go window" or something so your hanging infront of the window on the right. Break the glass with the hammer. Get the pills. Pull on the rope and untie yourself. Go down the fireescape and call a cab again. Go to the casino and go to the eighth floor.. Talk to the lady at the desk untill the game tells you that you'll need some medicine or something. Give her the pills. She'll run off and leave the desk unguarded. Push the button and enter the open doors on the right. FINALLY, THE FINISH... Enter and go up and right. When you're in the room with the bed, open the closet door. Enter it and type, "look". Get the doll... then wait as you run after it. When you're near the hottub, enter it. Look at the lady. Smile, and give her the apple. Things will then run they're course, and Voila! You have finished the adventure! ^E LEISURE SUIT LARRY II ** Complete Solve You start out outside Eve's house. You recall Eve (if you played the first game): she's the one you thought was going to be your perfect match. Naturally it didn't turn out that way (you know all about this if you managed to sit through the opening sequence). Anyway, she doesn't really want anything to do with you (hmmf!), and in fact she's pretty much thrown you out, with not a penny in your pocket. So, the first thing to do (as even the manual will tell you) is to go into the garage, maneuver Larry to where you can't see him, and get the dollar bill that's tucked away in a pair of jeans. Now you're ready for fame and fortune. Leave the garage, go all the way north to Krod Studios, then due east to the Quikie Mart. Buy a lottery ticket, entering any six numbers you please; they won't be the right ones, but it won't matter. The soda machine comes later, so don't touch it now. Ok, back to Krod Studios, and enter this time. Show your ticket to the pretty but not especially bright receptionist. Get your pen ready, and write down the six numbers she mentions as being the winning numbers. This is cheating, of course, but it's a mean world out there, and you won't get much further in the game if you're honest. Now, when she asks for your numbers, tell her the ones she just gave you. How about that, you're a winner! She opens the green room for you to wait in, so just have a seat when you enter. A rather interesting person will come by eventually and hustle you off to a TV show, although it's not the one you expected: The Dating Connection. If you thought the receptionist was bad, this is worse. No matter, just sit there (try not to be sick) and type in whatever you want when it's your turn to say something. When the show is over, you will be the lucky winning bachelor (but say...do you REALLY want to be alone for a month with Barbara??), and have a cruise ticket handed to you. Wait again in the green room, and shortly afterward you'll be on the lottery program. Note that almost all of this is automatic; except for the two times when you say something on Dating Connection, Larry is operated entirely by the program. So for the most part you just sit there and watch, which isn't all that bad, at least you can't screw up (grin). Ok! Larry spins the wheel and wins the big one, a million dollars a year for life! Not bad for someone who just spent his last dollar (and lied about his lottery numbers). So where is he going to spend all that loot? Not to mention, where is he going to get change for a million dollar bill? Why, at Molto Lira of course. Head for this appropriately-named store, and buy the one thing Larry can afford, namely a bathing suit. Fortunately, the clerk can change your million-dollar bill, so you will be able to buy a few other things you need. Once that transaction is complete, return to Eve's house. If you're going on a trip, you're going to need your passport. The garage is shut now (good thing you found the money earlier), but there is a load of trash out front. Search in that, and you'll find your passport. Messed up your suit a bit, but who cares? You're on your way to a big vacation. Hanging on to your passport, trek on back to the Qmart, where you can now purchase a grotesque gulp. I don't recommend that you drink it now; your bladder will have some problems. After that, head south to the drug store, and move to the middle shelf on the far left. Get the sunscreen and pay for it. We don't want Larry coming down with sunburn under the hot tropic sun. As long as you're in the vicinity, head on over to the barber, who will do wonders for your hair (it's a wonder you still have some!). After paying him for doing nothing, move along back to the music store, which is now open (how about that) and enter. Make casual quasi-Spanish chat with the clerk, who gives you a strange musical instrument called an "onklunk". Good thing Larry can't read the subtitles like you can! This part of the game now moves into automatic, as you see what happens after Larry leaves the store. Hmmm...looks like Larry could be in for some trouble, what with the KGB and the Henchettes on his tail. Better be careful around the pretty girls, Larry. All right! Once the auto-sequence ends, just make your way over to the port (the lower-right hand part of the map where the gate is) and show your ticket to the man standing behind it. Everything's in order, and you're on your way to a glorious vacation! (suuuuuuure) So here you are on the beautiful cruise ship. Well...when you see all those stairs you know you'll be climbing, maybe not so beautiful. Anyway, head right into your cabin (maybe cubbyhole would be a better term; these freebies ain't all they're cracked up to be). On the table in back is a basket of fruit. Take that, then open the door in the right-hand wall. Who could be on the other side? Lovely bachelorette Barbara? Well, not quite. There's a Bimbo in there, but it's Mrs. Bimbo, Barbara's mother (chatting with her may explain Barbara). This is not a woman you want to get intimate with (especially if you take a look in her closet). When she's finished talking, go back to your room, walk around it a little bit, then return to her room. She should be gone now. If she isn't, leave and come back a little later. Once the room is empty, head for the nightstand and open it. Inside is Mother's sewing kit. Grab that and hurry out (because she could come back at any time, and you DON'T wanna be there when she does. Larry may be a bit of a masochist, but not that much!). Back in your own room, change clothes. You're now wearing that expensive bathing suit (hmm..Larry doesn't look too bad in it..wonder where he got that tan?). Head for the pool. There's one deck chair left, but before you sit in it, Larry would be wise to apply some sunscreen. Ah, that's better. While Larry lounges in the chair, a beautiful woman arrives and gives him a big come-on. Rather suspicious, isn't it? If Larry is smart (or if he isn't, you should be), he won't go trailing after that luscious babe (oh, all right, save the game and then follow her, just to see what happens). Instead, take a dip in the pool. Remember to type "swim" as soon as Larry hits the water, or he'll drown. Move him to about the middle of the pool, then type either "go underwater" or "dive" (this is the only place you can do this). You may want to save the game first, as there is only a limited amount of time down below. When swimming down, don't stop for anything or to take a look around. Just head right for the bottom, get the bikini top, and reverse direction. Keep your finger on the arrow key until the scene changes. Whew! Just made it! Now, swim over to the ladder and climb out. Walk carefully around the pool, and go back to your room. After another change of clothes, climb on over to the barber. This one is a little better than the last...at least you get something for your money, the very latest in hairstyles: a mop wig. Just what you've always wanted. It'll really come in handy when you have your own cable channel. From there make the long trip up to the nightclub. While you may be dying for a drink, dying is what you'll be if you order one. The bartender is actually a KGB agent, just waiting to get you in his clutches. So, just mosey on over to the left end of the bar and grab the spinach dip (always refer to this as dip, not spinach). You're doing pretty well here. It's about time to leave this luxury cruise tho. After all, it's hardly safe with all these secret agents running around. Take the stairs to the bridge. Very carefully, walk over to the lever on the machine in the middle of the room. Pull the lever. Do NOT walk any further forward or try to leave by the other door at the far end. This will have rather unpleasant consequences (of course, you can always save and find out what they are). Larry has just started the lifeboat timer, so he'd better hurry on over to the lifeboat deck. Note that once on the deck, he won't be able to leave (at least not the way he came), so check to make sure he has everything he needs before going up there. Move him over to the safety chain, and jump into the boat. Now comes the tricky part. Watch as the lifeboats are lowered. As soon as Larry's boat hits the water, type in: Wear wig (the ONLY place you can put it on), followed by: wear sunscreen, and then: throw dip overboard (you really don't want this with you later). After this, everything goes back to automatic again. As long as you have all the items you need, Larry will survive his stay on the ocean. The game will inform you (as time passes) of what's being used. Eventually, a storm will arrive and toss Larry off to the shores of a beautiful resort island. Does this mean Larry's luck has taken a turn for the better? How about that, Larry actually managed to survive everything, even sand in the face! Then again, when you find out what's coming next, you may wish Larry had drowned out there after all. From your starting point on the beach, there are three ways to go (you can ignore the umbrellas, by the way). To the right is a nest of KGB agents, and you aren't ready for them yet. A good place to avoid. To the left is the nude beach. Trudge over that way to see what's there (naked people, of course, what else would you expect?). One of the women seems to be really interested in you. Again, highly suspicious! I wouldn't trust this one, whether she's nude or clothed. When she tells you to follow her, just wait until she's entirely off the screen, and a little longer besides. Then go in that direction, which brings you back where you started. Now comes the dull part. South of the beach is a jungle. You will have to go through it a total of eight times (or more, if you make a mistake, so don't make any mistakes). I suggest having a book handy so you can read while you travel through the jungle. This part is again automatic: you just sit there while Larry wanders around the screen looking for an exit. The first time, watch carefully, until Larry is close to the bush in the middle of the screen. As soon as he is, type: "get flower" (the one in the pot under the tree is a red herring and you can't get that one). This is the only important thing you need do. Having done that, you can open your book (War and Peace is a good choice) and just read it while you wait for Larry to find a way out. Of course, you can also watch Larry's antics on the screen. They're pretty cute...the first time. However, they never change on subsequent visits, so you might as well stick with your book. The first place Larry finds is a snooty restaurant. Talk to the maitre d', who will have you sit and wait while he takes other people to their tables (you have to sit through this five times...boring). Eventually the maitre d' will get around to you. A special folding table is set up right near the kitchen door (choice location). There is food on the table, but I don't recommend eating it. Instead, meander over to the buffet and get the knife. That's all you need from this place, so you can leave as soon as you have it. Of course, you're back in the jungle again; a good time to resume your reading. Eventually, Larry comes out into a guest room. A maid appears soon after, to inquire if everything is all right. If you say no, she'll ask if you want something that isn't on the room service menu. She means herself. You can have a romp in the bed with her, but I advise against it. Her brother Carlos, and his gun, will turn up while you're enjoying her charms, at which point it will be bye-bye Larry. Just wait until she leaves then pick up the matches from the table and the soap from the bathroom. Now you can leave, to wander yet again (lucky fellow!) in the jungle. This time, you come out at the barber shop (they're all over the place, aren't they?). This one is even better than the last. He really makes your hair grow long and luxurious. So what if you also just turned blonde? Blondes have more fun anyway (and isn't Larry having fun?). Time for another trek through the jungle, which brings you to...the beach where you started. Hmmm..wonder if anything has changed since last time? Hop over to the nude beach, and you'll see a bikini bottom on the rock. Ah, now you have a complete suit...wonder what that means? Let's find out! Yes, you guessed it...you have to go back through the jungle again (see, i told you to read War and Peace!). The restaurant has nothing important, so just leave it as soon as you enter. When you arrive at the guest house, go around behind the bathroom and change clothes. My my, don't we look pretty! However, Larry is somewhat underdeveloped in the upper chest region, and this will never do. So, "Stuff bikini top with soap". Wow, what a beauty! Gee, Larry could almost pass for female now. Except that he's kinda hairy. Don't worry, the barber will take care of that for you with a total body wax. Ok, it's a trifle painful, but hey, you want to get out of here, right? Right! Now that you're properly dressed, stuffed, and waxed, you can just sashay on by the admiring KGB agents to the cliffs. These cliffs look a little formidable. Maybe even a lot formidable. Bet your hands are shaking already. Well, I'll tell ya: you don't have to worry too much about these cliffs. Larry will slip now and then...that's built in and can't be avoided. However, he won't fall (but go ahead and save the game if it makes you feel more secure). Now, after you round the last cliff, the game will tell you that Larry pauses for a breather. As soon as you see that, type in "change clothes". Your getup may be good enough to fool the dumb KGB agents, but the sharp-eyed guards at the airport will know better. Now that you're more like yourself again (in spite of the long blonde hair), you can walk up to the airport door. However, there are two KGBishna agents standing in front of it. This is the time to spread some peace and love. Give your flower to the agents. Overwhelmed, they wander off, leaving you free to enter the airport. The first thing you see is a ticket counter and three lines. No matter which line you stand in, you won't get anywhere. Instead, walk left to the next room, where you will find...a barbershop! Not only that, but the barber looks vaguely familiar...haven't we seen her somewhere before (something to do with a king's quest, wasn't it?). Anyway, under her expert ministrations, Larry's long blonde hair is turned back into receding dark hair again. To make up for this, she gives Larry a bottle of hair rejuvenator. How nice of her...just don't light any matches. All right, time to buy a plane ticket. Go back past the ticket desk (ignoring any beautiful women who may approach you) and keep going right to the customs area. Show your passport to the man at the desk, then continue right through the gate. On the other side is the luggage examination area. The inspector is asleep, however, which gives you the perfect opportunity to snoop through other people's belongings (haven't you always wanted to do that?). As each piece of luggage moves in front of you, just say "get suitcase". What you're waiting for is the suitcase with the bomb in it. That's right...bomb (as in BOOM). Don't worry tho, it's not as bad as you think (it's not even worse than you think, either). Once again, this is an auto-sequence. Enjoy the show as Larry goes running around with an explosive suitcase, shouting about it to all the world and everyone else, too. Well, that's one way to buy a ticket. Which is what you should do, now that the lines are gone. Then return to the customs area, where you show your passport again, and pass through the gate again. This time, keep going past the luggage inspection area and you will come to the slidewalks. You'll see a couple of vending machines. One is broken, but the other is selling flight insurance...in the form of parachutes. It would be a smart move on Larry's part to buy some flight insurance. Hey, it's been a long time since you had anything to eat. Why not slip over to the counter and order the "Blue Pate" special? It's only a buck. Hmmm...makes you wonder what could be in it, at that price. Better not eat it, after all. In fact, why not examine it more carefully...never know what you might find. How about that, there was a bobby pin lurking in the gravy! Good thing you decided not to eat that stuff after all. Anyway, now it's time to get to your plane before it takes off without you. Just get on the slidewalk and you'll be there in hardly any time at all (almost). Before you show your ticket to the clerk, look at the counter. There's a stack of religious pamphlets sitting on it. Go ahead, take one. If nothing else, you can always use it as bathroom stationery in an emergency (grin). Now you can board the plane. After making an impression (of the wrong kind) on the stewardess, Larry makes his way to the next compartment, where he finds things are a bit of a tight squeeze. Nevertheless, he does manage to get into his seat (maybe a diet is in order...). Once the plane has taken off, Larry finds he is stuck next to a bore. Not just any old kind of bore...a dangerous one. Given enough time, he'll give Larry a hair job that will fry his brains. Standing up doesn't help; as soon as Larry is on his feet, stewardesses will roll in drink carts...and roll them out again as soon as Larry is back in his seat. What we need here is a distraction, and that's where the pamphlet comes in handy. Just give it to the bore, and he will no longer be a problem. With that taken care of, look at your seat...a convenient barf bag has been thoughtfully provided by the airlines. Grab that, because it's time to take the long way out. Stand up (hah! no more drinks) and head into the smoking compartment. There are three doors here, of which only two are visible on the screen. The third (which is the exit) is in the lower right portion. Move Larry over to that and wear the parachute (there won't be time later). The door is not only shut, it is locked. But that's easy, just "use pin" (hmmm, wonder where Larry learned this skill?). Then pull the lever and push the door. WHOOOOSH! As soon as Larry is out of the plane, open the parachute. Whew, that was a close one! And so our hero floats merrily to earth, to what appears to be a tropical island. Has he found paradise at last? (With that volcano in the background, no way!). Of course, Larry ends up tangled in the trees. Still, this is no problem; that's why you have a knife. In no time at all, Larry will be free to plummet to the ground below, losing some of his stuff (like the money...but hey, there's more where that came from, right?), and smashing his precious onklunk. No matter, Larry is alive and in one piece, and that's what counts. Then again, with the trials ahead, possibly Larry might wish he hadn't worn that parachute. First things first, get the hefty stick that's lying on the ground; it will be useful later. Now maneuver Larry carefully over to the bush near the lower left. A swarm of killer bees is sitting on the bush, and you don't want to disturb them. There's no way around, but there's a way under: crawl under the bush. That was pretty easy, wasn't it? Too bad the rest won't be. It's a good idea to save the game as you get past each obstacle...just in case. The next delightful denizen you come across is a hungry anaconda, stretched out across the branch of the tree. He's a little hard to see, but take my word for it, he's really there. Walk carefully under the tree. Right after the box comes up that says "maybe he won't notice you", type in "use stick". Sonuvagun! It worked! The humiliated snake crawls off, leaving you free to move on to the next problem, everyone's favorite jungle peril: quicksand. Here you might want to adjust the speed so that Larry walks slowly. If you look carefully at the ground, you'll see that there is a line across the quicksand, which is a different color. Larry has to follow this line over to the end of the screen. There's no trick here, just careful movement. Ok! You're almost there (wherever there is). The last thing you have to do is cross the piranha-filled river (for a laugh, save the game and then plunge right in). Hey, you've always wanted to play Tarzan, right? It's easy (suure). Just walk Larry over to the edge of the bank by the rock, so he's near the sixth vine from the left. Now, type in "swing vine". As soon as that takes effect, type it again (use the F3 key, it's easier). Right after that, type in "release vine"...we don't want Larry falling into the river after all that hard work. However, before you go running off to the beach, stand next to the longest vine on the right and get it. You'll need it later. So now you can go to the beach, where you find....Larry's true love. Really! Honest! It's really her. And once again, Larry goes on auto-pilot. Just sit back and read the screen as events unfold. Eventually, having proved himself partially to his love's daddy, Larry gets his big chance: to climb the volcano and put an end to the evil Dr. Nonookee. Daddy leaves you the chasm's edge, but you have to go back to the village for something you need before your assault can begin. Go all the way back to the first village screen and get ashes from the dying fire. If you have been wondering, there is nothing important about the woodchopper; he's just a red herring. The ashes are all you need from here. Ok, back at the chasm, position Larry carefully at the edge, at about the middle, and use the vine. It will wrap around the tree branch and Larry can swing across. Too bad the branch breaks; Larry won't be able to come back this way, but I'll bet you suspected that anyhow. Onward and upward! A short trek through a jungle-like area (with nothing special) and Larry arrives at the glacier. This is no sweat (considering you're surrounded by ice, sweating would be difficult); move to the middle of the screen, just below the ice, and use the ashes. Larry will continue to do this and he will climb up to the top and beyond. After this is a pathway with steep cliffs on both sides. Walking up is actually easy, as long as you aren't careless. Just don't try flying, because you can't. And there, at last, is the top of the volcano! Complete with mysterious elevator. No, you can't get in there....yet! First you have to cause some underground disturbance. Checking your inventory, you see that all Larry has left is the barf bag, rejuvenator, and matches. Not much, but just enough to do the job. Provided you can get around the weirdities (not to mention stupidity) of the parser. Here's what you have to do: first get Larry over to the left side of the big hole, just in front of the rock. This is the only place he can do anything. Now (are you ready for this? probably not): say "put matches and bag in bottle". You MUST say that, or else it won't work. The matches don't actually go into the bottle, only the bag does. However, if you try just putting the bag alone in there, the program screws up and Larry dumps the bottle by itself into the fissure. So, make sure you say "matches and bag". All right, light the bag and drop the bottle into the fissure. Move Larry over to the elevator and inside when it opens. After that, sit back and relax...this is the end of the game (a rather protracted ending) and from here on in Larry goes through his paces with no help from you. However, at least it's a happy ending! Really! Leisure Suit Larry finds love at last...in the right place! NOTE: This solve was included in an IBM archive by P. Kelly ^E LEISURE SUIT LARRY III Complete Walk-through: You can beat the 4000 point score, we finished it with 4337 today OK Here We Go..... look through left binoculars More[n,Y,=] look at plaque exit go home go to work go home open mailbox get credit card goto beach look at girl talk to girl give girl credit card WAIT! get ginsu knife leave beach goto casino sharpen knife on casino steps goto wooded are right before house get little peice of wood by small grey tree carve wood goto cave by chip-n-dales cut grass with knife make grass skirt goto cabana get soap by sink drink water from sink enter cabana read wall put on grass skirt goto beach sell wood carving to girl go back to cabana put on suit goto showroom in the casino talk to man show ticket(look at appendix a: to get the number) give man money watch show walk around telephone and wait for girl look at girl talk to girl when girl mentions farm and shit type "deed" goto lawyers office talk to receptionist about deed(until hes not busy) talk to lady lawyer "deed"(until not busy) leave building enter building talk to rec. about deed goto Chari Tart's door knock on door give her deed dance explore island in showgirl outfit(optional(extra points)) goto chari tarts door open door find clothes get dressed goto beach get towel goto lawyers office divorce talk to lady about divorce leave building enter building talk to man about divorce give money to man leave building :LEI COMMANDS!!!!!!! goto bar in casino sit down by girl look at girl talk to girl give girl lei "divorce"(to girl) get card exit look at back of card-(on the back are 3 business' name in order...look in appendix a: and get the page numbers from each business..this is the locker combination in order of business' at entrance of bar, check for magic marker if its there grab it, each time you enter the bar, check, when it appears, get it. goto fat city insert card in far door look at girl talk to girl "workout" (say this to girl) exit room goto door on left insert card "FIND LOCKER 69", type this Face locker open locker put on sweats close locker goto right door in locker room there are 4 exercises, you must do them all... until you lose enough weight, stand next each one 1 by 1, and type "WORKOUT". Now you know where "Pulsating Pectorals" came from, eh? leave workout goto locker 69 open locker take off sweats grab towel grab soap close locker goto left door turn on shower use soap rinse off turn off shower goto locker 69 open locker dry off use deodorant get dressed close locker goto room where woman was working out look at woman type "HELP GIRL WITH VIDEO" :LEI routine goto bar give patti lei "ASK PATTI FOR DATE" goto comedy club get bottle of wine goto casino use elevator PUSH 9 pour wine WAIT!!!!! (Ok, halfway there, now you switch into Patti...What fun, eh?) get panties get nylons get bra get dress get bottle (note, its empty) enter elevator push 1 goto bar get magic marker (if you dont have it) goto piano ****** Note, here is a NICE way to jack up your points, just keep doing the following 2 steps until you get tired of it... look at piano get tips ******** Wheee, what fun.... goto cabana fill bottle with water from sink drink water from sink go in chip-n-dales (optional for points) go past comedy club to cliff SAVE GAME! enter bamboo past upper cliff goto first T, take right follow path ***** DONT DRINK WATER UNTIL DELERIOUS, WE WILL TELL YOU WHEN! first left hook turn right at T follow path left hook drink bottle, if delirious and on knees save game "DRINK FROM STREAM"(Dont fall in!) go up to rock take off nylons tie nylons to rock climb tree SAVE GAME get coconuts climb down get marijuana SAVE GAME smoke marijuana WAIT Restore game make rope walk to edge of cliff by tree throw rope tie rope to tree rip dress save game climb rope go up and left stop take off bra put coconuts in bra walk until boar comes out (dont let him get you) throw bra walk to river go into water move log get on log note, now you have to RIDE the tide, make sure to save as often as possible, its a long ride, but you are almost done.. get captured by nudists when in cage type "USE MAGIC MARKER" when in anti-gravity type "UNPLUG CORD" ^E LEMMINGS Here are the complete codes to all lvels of Lemmings: FUN LEVEL TRICKY TAXING MAYHEM ---------- ---------- ---------- ---------- 1 HBANLMFPDV MFIBAJLNFS NHMFHFALHV 2 IJJLDNCCCN BINCMFHQDO FIBIJLMOFL HMFHFINMHO 3 OHNLHCADCN BAJHLDIBEO IBANLMFPFY MFHFAJLNHX 4 HNLHCIOECW IJHLDIBCEX BINLMFIQFR FHFIJLMOHQ 5 LDLCAJNFCK NHLDIBADEU FAJHLDHBGT HFANLMFPHN 6 DLCIJNLGCT HLDIBINEEN IJHLDHFCGM FINLMFHQHW 7 HCANNNLHCW LDIBAJLFEW NHLDHFADGJ FAJHLDIBIW 8 CINNLDLICJ DIBIJLLGEP HLDHFINEGS IJHLDIFCIP 9 CEKHMDLJCO IBANLLDHEM LDHFAJLFGL NHLDIFADIM 10 MKHMDLCKCX BINLLDIIEV DHFIJLLGGV HLDIFINEIV 11 NHMLHCALCT BAJHMDIJEX HFANLLDHGR LDIFAJLFIO 12 HMDLCIOMCJ IJHMDIBKEQ FINLLDHIGK DIFIJLLGIX 13 MDLCAKLNCS NHMDIBALEN FAJHMDHJGM IFANLLDHIM 14 LHCIKLOOCR HMDIBINMEW IJHMDHFKGV FINLLDIIIN 15 HCEONOLPCU MDIBAJLNEP NHMDHFALGS FAJHMDIJIP 16 CMOLMDLQCV DIBIJLMOEY HMDHFINMGL IJHMDIFKIY 17 CAJHLFLBOT IBANLMDPEV MDHFAJLNGV NHMDIFALIV 18 IJHLNHBCOP BINLMDIQEO DHFIJLMOGN HMDIFINMIO 19 OHLFHBADDV BAJHLFIBFR HFANLMDPGK MDIFAJLNIX 20 JLNACIOEDJ IJHLFIBCFK FINLMDHQGT DIFIJLMOIQ 21 NNHCAKLFDS NHLFIBADFX FAJHLFHBHW IFANLMDPIN 22 NHCMJLNGDO HLFIBINEFQ IJHLFHFCHP FINLMDIQIW 23 HCAOLLNHDW LFIBAJLFFJ NHLFHFADHM FAJHLFIBJJ 24 BINLLFHIDV FIBIJLLGFS HLFHFINEHV IJHLFIFCJS 25 BAJHMFHJDX IBANLLFHFP LFHFAJLFHO NHLFIFADJP 26 IJHMFLCKDV BINLLFIIFY FHFIJLLGHX HLFIFINEJY 27 NHMFHBALON BAJHMFIJFK HFANLLFHHV LFIFAJLFJR 28 HMNHCINMDP IJHMFIBKFT FINLLFHIHN FIFIJLLGJK 29 MFHBAJLNDP NHMFIBALFQ FAJHMFHJHP IFANLLFHJX 30 FHBIJLMODY HMFIBINMFJ IJHMFHFKHY FINLLFIIJO To stop those Lemmings from commiting suicide, type FQUIGGLY on the title screen. ^E LEMMINGS II (Oh No! More Lemmings) Following are all the codes for Lemmings II. T A M E : ------------------------------------------------------------------------------ LEVEL 01: ---------- LEVEL 02: IHRTDNCCAD LEVEL 03: LRTDLCADAO LEVEL 04: PTDLCILEAF LEVEL 05: TDLCAHTFAO LEVEL 06: DLCIHVTGAJ LEVEL 07: LCAMTTDHAF LEVEL 08: CIMVVLHIAG LEVEL 09: CAHRUDLJAR LEVEL 10: IHRUDLCKAK LEVEL 11: LRUDLCALAH LEVEL 12: RUDLCILMAQ LEVEL 13: UDLCAHVNAJ LEVEL 14: DLCIHVUOAS LEVEL 15: LCALVUDPAP LEVEL 16: CILTUDLQAG LEVEL 17: CAHRTFLBBL LEVEL 18: IHRTFLCCBE LEVEL 19: LRTFLCADBR LEVEL 20: RTFLCILEBK C R A Z Y : ------------------------------------------------------------------------------ LEVEL 01: TFLCAHVFBD LEVEL 02: FLCIHTTGBK LEVEL 03: HBALTTFHBS LEVEL 04: BILTTFHIBL LEVEL 05: BAHPUFHJBN LEVEL 06: IHPUFHBKBG LEVEL 07: LPUFHBALBD LEVEL 08: PUFHBILMBM LEVEL 09: UFHBAHTNBF LEVEL 10: FHBIHTUOBO LEVEL 11: HBALTUFPBL LEVEL 12: BILTUFHQBE LEVEL 13: BAHPTDIBCE LEVEL 14: IHPTDIBCCN LEVEL 15: LPTDIBADCK LEVEL 16: PTDIBILECD LEVEL 17: TDIBAHTFCM LEVEL 18: DIBIHTTGCF LEVEL 19: IBALTTDHCS LEVEL 20: BILTTDIICL W I L D : ------------------------------------------------------------------------------ LEVEL 01: BAHPUDIJCN LEVEL 02: IHPUDIBKCG LEVEL 03: LPUDIBALCD LEVEL 04: PUDIBILMCM LEVEL 05: UDIBAHTNCF LEVEL 06: DIBIHTUOCO LEVEL 07: IBALTUDPCL LEVEL 08: BILTUDIQCE LEVEL 09: BAHPTFIBDH LEVEL 10: IHPTFIBCDQ LEVEL 11: LPTFIBADDN LEVEL 12: PTFIBILEDG LEVEL 13: TFIBAHTFDP LEVEL 14: FIBIHTTGDI LEVEL 15: IBALTTFHDF LEVEL 16: BILTTFIIDO LEVEL 17: BAHPUFIJDQ LEVEL 18: IHPUFIBKDJ LEVEL 19: LPUFIBALDG LEVEL 20: PUFIBILMDP W I C K E D : ------------------------------------------------------------------------------ LEVEL 01: UFIBAHTNDI LEVEL 02: FIBIHTUODR LEVEL 03: IBALTUFPDO LEVEL 04: BILTUFIQDH LEVEL 05: FAHPTDHBEJ LEVEL 06: IHPTDHFCES LEVEL 07: LPTDHFADEP LEVEL 08: PTDHFILEEI LEVEL 09: TDHFAHTFER LEVEL 10: DHFIHTTGEK LEVEL 11: HFALTTDHEH LEVEL 12: FILTTDHIEQ LEVEL 13: FAHPUDHJES LEVEL 14: IHPUDHFKEL LEVEL 15: LPUDHFALEI LEVEL 16: PUDHFILMER LEVEL 17: UDHFAHTNEK LEVEL 18: DHFIHTUOED LEVEL 19: HFALTUDPEQ LEVEL 20: FILTUDHQEJ H A V O C : ------------------------------------------------------------------------------ LEVEL 01: FAHPTFHBFM LEVEL 02: IHPTFHFCFF LEVEL 03: LPTFHFADFS LEVEL 04: PTFHFILEFL LEVEL 05: TFHFAHTFFE LEVEL 06: FHFIHTTGFN LEVEL 07: HFALTTFHFK LEVEL 08: FILTTFHIFD LEVEL 09: FAHPUFHJFF LEVEL 10: IHPUFHFKFO LEVEL 11: LPUFHFALFL LEVEL 12: PUFHFILMFE LEVEL 13: UFHFAHTNFN LEVEL 14: FHFIHTUOFG LEVEL 15: HFALTUFPFD LEVEL 16: FILTUFHQFM LEVEL 17: FAHPTDIBGM LEVEL 18: IHPTDIFCGF LEVEL 19: LPTDIFADGS LEVEL 20: PTDIFILEGL ^E LEONARDO Level 10 - Emmentaler Level 20 - Alphorn Level 30 - Matterhorn Level ?? - Ivanhoe Or type FREIBIERIC and the screen will flash and tell you you have discovered the secret of Leonardo, giving you unlimited lives. ^E LIGHT CORRIDOR First a little hint: The green diamonds are essential as these award you with an extra life. Some of the red diamonds will allow control over two bats but this is more of a hinderence as the two bats prove confusing. Avoid the blue squares as they will shrink the size of your bat. Level Password Level Password ---------------- --------------- 1 0000 11 9305 2 5400 12 3406 3 0101 13 0407 4 3901 14 6407 5 2602 15 2008 6 9902 16 7408 7 4303 17 4709 8 9003 18 3810 9 6904 19 0511 10 3305 20 6811 ^E LOST PATROL Keeping up your men's strength and morale is vital. Giving your men 50 minutes' rest a night, or during the day when it's too dark to carry on, will slam your energy and morale levels to max. Even if you don't have much food, you don't have to worry, as your men will not eat it. On reaching the first village (the first white cross on the map), search the area to find a hole in the ground where the villagers appear to be hiding. You then have two options: ENTER TUNNEL or USE GRENADES. Gomez is useful at this point, but if he is dead, go for the USE GRENADES option. Start off questioning the villagers normally by aking them "Where VC?" Once you have an answer, start the hard questioning, or a village boy will get hold of a gun and shoot one of your men... ^E LOTUS ESPRIT TURBO CHALLENGE During a two player game type player one's name as FIELDS OF FIRE and player two's as IN A BIG COUNTRY. This eliminates the lead to qualify in the Top Ten and allows you to crawl around the track at a much safer speed. Also, try entering the names as 'Monster'(player 1) and 'Seventeen'(player two) for a surprise. ^E LOMBARD R.A.C. RALLY Hints : The complete questions and answers for the T.V. interview section follow, (the questions are not listed in order, they show randomly) : 1. What is curious about the Cadet GSI? B: It has a second footbrake. 2. Who won the 1980 Lombard R.A.C. Rally? B: H. Toivonen & P. White. 3. The Ypres Rally in Belgium is held over? A: 24 hours. 4. Which company provided the tyres for the 1988 Lombard RAC Rally? A: Pirelli. 5. Where is Nuremburg 24 Rally held? B: Germany. 6. How long has Lombard sponsered the rally? C: 14 years. 7. Who won the 1977 Olympus Rally? C: Ron Richardson. 8. How many levels are the R.A.C. M.S.A. Rallies held over? B: Five graded levels. 9. What is the nationality of the driver Kenith Erikson? A: Swedish. 10. Carne De Passage is? C: A customs document. 11. How many times has the Ford Escort won the Lombard RAC Rally? B: Eight. 12. What is the overall length of the Ford Sierra RS Cosworth? B: 4.46 metres. 13. During what decade did the Lombard R.A.C. Rally not run? A: 1940 - 1950. 14. Who won the 17th New Zealand Rally? C: Franz Whittingham. 15. Which car won the 1st World Championship Rally for Group A cars? C: Lancia. 16. How much does a Peugeot 205 GTi weigh? A: 880 kg. 17. Franz Whittingham was the first Austrian to? B: Win a World Rally. 18. Which is the only Rally with more than one starting point? A: Monte Carlo. 19. The time spent between arrival control and the stage start is known as? B: Dead time. 20. Part of the 1987 Rally was run at Clumber Park. In which county is this park in? B: Nottinghamshire. 21. A B.M.W. group A car is available in kit form, it is? A: M3. 22. How many times has the Mini won the Rally? A: 1. 23. In what year was the Rally cancelled due to foot and mouth disease? B: 1967. 24. What is the R.A.C. British Motorsport's Yearbook known as? A: The Blue Book. 25. The Japanese Supra 3.0i had which problem in the 1987 Safari Rally? A: Overheating. 26. How many Marshalls are involved in the running of the Rally? C: 15,000. 27. Who was the 1987 Soviet Union national champion? C: Ilmar Rossier. 28. The Nissan 200sx made its first European Rally appearence in? A: Greece. 29. What is the Targa system? B: A route timing system. 30. Who won the seventh Malborough Rally of Argentina? C: Mickey Biassion. 31. Are two-way radios allowed between crews and service-crews? A: Yes. 32. What was the maximum number of starters allowed in the 1988 Lombard R.A.C. Rally? B: 180. 33. What is the alternative route defining system known as? C: The Tulip Card. 34. What is the engine size of the Ford RS Cosworth? B: 1993cc. 35. What is the R.A.C. M.S.A. speed limit in road Rallys? A: 30mph. 36. Which manufacturer won the 1987 R.A.C. Rally? B: Lancia. 37. Who was the first driver to participate in 100 W.C.R. events? A: Hannu Mikoia. 38. Lancia won the Monte Carlo Rally with Aereia in? B: 1954. ^E MAGIC MARBLE Here are the level passwords: Level 01 - Advertiser Level 02 - Everywhere Level 03 - Toothpaste Level 04 - Connection Level 05 - Cleverness Level 06 - Copywriter Level 07 - Television Level 08 - Cigarettes Level 09 - Complicate Level 10 - Impossible Level 11 - Interested ^E MAJOR MOTION Using both the mouse and the joystick at the same time will give you more power for ramming other vehicles. ^E MANCHESTER UTD. Hints: If you are losing a game whislt playing, simply press the appropriate key/button to start a two player game and the other team should freeze, enabling you to win with no problem. ^E MANIC MINER In-game pause by pressing 'SPACE BAR' and press the '*' on the keypad, unpause by pressing 'SPACE BAR' again and you should have nine lives, repeat this when necessary. ^E MARBLE MADNESS Stay right where you start. ^E MASTER NINJA On skill level screen hit SHIFT-H instead of choosing a level. You'll get 100 of each weapon. ^E MEAN STREETS These are the location codes for the people that you will need to speak to during the game and places you will need to visit. While you can get to the end of the game quickly with these clues, you will miss most of the game. Carl Linsky 4660 San Francisco 4663 David Pope 6211 Sonny Fletcher 5170 Delores Lightbody 4920 John Klaus 4650 Bazil Mallory 2713 Melba Wiedbush 4122 Stanford Demille 3199 J. Saint Gideon 3891 Frank Schimming 4650 Tom Griffith 4590 Arnold Dweeb 4610 Carl's Warehouse 4675 Cal Davis (dead) 3720 Aaron Sternwood 0439 Smiley Monroe 3614 Big Jim Slase 5612 Lola Lovetoy 4603 Bus Locker (rrok) 5194 Alcatraz 4550 Ron Morgan 1998 Ron's Beach House 6470 Jorge Valdez 4931 Brenda Perry 4577 Greg Call 4753 Bosworth Clark 9932 Della Lang 2111 Sam Jones 0021 Wanda Peck 4621 Law & Order Offices 5037 ^E MENACE Type XR31TURBONUTTERBASTARD while playing for large supply of shields. Type XR31 TURBO NUTTER BASTARD and 1-6 to select levels. RETURN calls up extra weapons. Another souce explains it a bit differently: To activate the cheat mode for this game, all you have to do is type in XR3ITURBONUTTERBASTARD (without spaces). Now you can replenish your weapons by hitting the key, zoom to the end of level guardian by hittin the Return or even select levels by pressing the number keys 1 to 6. ^E MICKEY MOUSE Type 61315688 while playing. Now hit F2 - Opens the door to the next sub-game F3 - Starts a fight between you and a witch F4 - Refills your water pistol or obtains gun ^E MIDNIGHT RESISTANCE When the game is running in the demo mode type ITS EASY WHEN YOU KNOW HOW and start the game with infinites. ^E MIGHT & MAGIC Items And Locations Ancient Swords: Sword of Honor D4 (14,11) Sword of Nobility D1 (0,8) Sword of Valor A4 (11,2). Artifacts of Power: Corak's Soul C1 (10,15). Castles Castle HillStone D4 (13,1); Castle PineHurst A2 (1,1); Castle Woodhaven C1 (3,14); Castle Xabran C2 (14,8); Luxus Palace D2 (14,14). Caves Corak's Cave C2 (5,11) Druid's Cave C3 (1,6) Druid's Cave C3 (1,6) Murray's Cave B4 (2,2) Gemmaker Cave E1 (3,4) Square Lake Cave C2 (10,7) Caverns Dawn's Mist Cavern D4 (3,7) Nomadic Rift Cavern E3 (9,3) Ice Cavern B1 (4,12) Dungeons Dragons' Dominion D1 (12,14) Forbidden Forest C3 (15,0) Rift Hole D3 (11,8) Rift Hole D3 (13,7) Mines Sarakin's Mine A2 (12,3) Envoys of Evil: Dragon Lord D1 (10,12); Queen Beetle E2 (11,6); Serpent King E3 (5,6). Events: LeperCon D4 (7,14); Merchants' Meeting B2 (9,5); OrcCon B2 (14,10). Freebies: Gems near B4 (12,12) Gold in Sarakin's Mine Mystic Inscription C3 (0,7). Geographic Features: Active Volcano E1 (6,6) Active Volcano E1 (8,2); Arcane Wilderness D3; Barbaric Hills C3 and C4 Beggar's Grove C1; Corpse Creek C1; Dawn's Mist Bog D4; Dead Zone D1; Desert of Desolation D2, E2, D3,and E3; Druids' Point C3; Falcon Forest B2; Forbidden Forest C3, D3, and D4; Gemmaker Volcano E1 (4,7); Ice Tundra A1, B1, A2, and B2; Inner Limits E3; Isle of the Ancients B3 and B4 Lost Soul's Woods C1; Mt. Farview D2 (7,0); Murray's Island B4; Native's Cove B4; Peaceful Goblin Villages D1; Pearl Islands A3 and A4; Petrified Peninsula A3; Quagmire of Doom C4 and D4; Queen's Orchard D2; Square Lake C2. Keys: Mark's Keys A2 (2,9). Magical Transportation: Ferry C2 (11,4) and C2 (11,12); Murray's Boat Ride C3 (7,9); Passage Behind the Falls C3 (11,15); Passage to Time of Air A1 (0,15); Passage to Time of Earth E4 (15,0); Passage to Time of Fire E1 (15,15); Passage to Time of Water A1 (0,15); Teleport to Dungeon Woodhaven B2 (4,1); Teleport to Dungeon Hillstone B2 (4,3); Teleport to Dungeon Luxus B2 (6,1); Teleport to Dungeon Pinehurst B2 (6,3); Whirlpools A3. Messages: Green-1 B2 (14,9), Green-2 B3 (12,2), Green-3 B2 (14,5), Green-4 B3 (12,9); Yellow-1 E3 (7,2), Yellow-2 E4 (2,11), Yellow-3 D3 (13,4), Yellow-4 D4 (12,10), Yellow-5 E4 (7,15), Yellow-6 D4 (14,15), Yellow-7 D3 (5,10), Yellow-8 E3 (0,3), Yellow-9 D3 (8,2). People: Baron Wilfrey (Archers) B2 (11,2 Brutal Bruno (Barbarians) C4 (0,15) Guardian Pegasus B1 (9,9) Jurors on Mt.Farview D2 (7,0) Lord Haart B1 (5,5) Lumberjacks B1 (15,13) Mandagul D2 (6,8) Mark C1 (1,1) Toothless Old Druid C3 (1,9) The Gourmet A3 (7,7) The Dread Knight (Knights) B3 (5,14) The Long One E2 (5,4) Places Of Intrest: Bay of Death A3 (12,9); Camp Kill-U E2 (11,14); Castle Ruins C2 (14,8); Circus B2 (14,4); Desert Oases E2 (3,1), E2 (3,7), E2 (4,6), E2 (10,1), E2(11,14), E2 (14,4), E3 (2,10), E3 (6,8), and E3 (11,6); Dino Ranch E2 (7,12); Fortress Haart B1 (5,5); Magical Monster Pit C2 (4,4); Murray's Gym B4 (4,3); Murray's Resort B4 (3,3); Orc Hideaway C2 (7,3); Sunken Ship A3 (2,2). Towers: Dark Keep (Sorcerers) B3 (4,4); Tower of Mercy (Sorcerers) B4 (4,10). Towns: Atlantium A4 (13,10); Middlegate C2 (7,3); Sandsobar E4 (4,10); Tundara A1 (12,3); Vulcania E1 (3,4). Middlegate: Town 1 C2 (7,3): Middlegate Inn (7,6); S. J. Blacksmith (4,4); Slaughtered Lamb Tavern (4,6); Sleepy's Mage Guild (7,14); Join Mage Guild (2,12); Gateway Temple (7,7); Turkov's Training (7,10); Town Gates (5,15); Poorman's Portal (1,5); Cavern under Middlegate city (8,0); Lock and Key, Ltd. (2,8); Arena (12,4); Edmund's Expeditions (2,12), Track and Trail (2,9); Brain Detoxification (12,11), Travelmoore (8,13); Feldecarb Fountain (15,15); Fountain of Clairvoyance (8,4); Nordon (11,2); Nordonna (1,1). Middlegate Cavern: Stairs (15,8); Gold (1,0); Goblets (0,7); Goblins' Lair (2,8); Green Interleave (8,14) Kobold HQ (1,15). Atlantium (Town 2) A4 (13,10): Carriage Inn (8,14); Drewnhald Ironworks (6,14); Boar's Tongue Tavern (11,10); Cabalist Mage Guild (6,4); Join mage Guild (11,7); Elusian Temple (5,7); Island Training (9,4); Town Gates (15,15); Beautify The Mystic Portal (Middlegate) (12,0); Cavern under city (0,15); Classic Key Shoppe (4,10); The Colosseum (7,9); The Olympic Trial (6,3); Odysseus' Tongue (8,3); Hippomenes and Atlanta (10,3); City Jail (3,13); Atlantium Caverns: Stairs (8,8). Statue of Transport (0,14); Statue of Death (3,3); Statue of Draining (5,1); Statue of Statue of Transport (14,5) Tundara (Town 3) A1 (12,3): Tundaran Arms Inn (8,11); Thundrax Weaponry (10,10) Mystical Mage Guild (14,14) Join Mage Guild (9,8); White Dove Temple (11,12); Enhancement Center (11,7); Town Gates (15,11); La Port (Sandsobar) (6,10); Polar Portal (Vulcania) (6,8); Cavern under city (7,6) Passage through Inner Wall (2,7); Passage into Outer Wall (14,7); Barrier Control (15,12); Frozen Monster (X=2 to 13, Y=1 or 3); Tundara Below: Stairs (14,1); Control Room (10,13) Transporter: (10,2). Vulcania (Town 4) E1 (3,4): Hotel Four (7,2) Blackrock Mage Guild (11,6); Join Mage Guild (3,6) Vulcan Temple (13,8) Training Academy (5,3) Town Gates (5,0); Vulcanian Transport (Sandsobar) (6,2); Cavern under city (10,0); Lava Locksmith (1,8); Sergeant Pain School (0,2); Scale of Protection (10,6); Vulcania Under: Stairs (10,0) Sandsobar (Town 5) E4 (4,10): Hourglass Inn (2,10) Red Lantern Tavern (5,10) Temple Benedictus (5,11); Sheik Training Arena (2,7); Town Gates (0,14); Sirocco Portal (Tundara) (4,15) Cavern under city (10,0); The Monster Bowl (10,8); The Embassy (2,4) Pits of Sandsobar: Stairs (12,7); Friendly Zombie (0,0). Castle HillStone D4 (13,1): Lord Slayer (5,2); Entrances (7,15) and (8,15); Stairs to Dungeon (10,13) Joke of the Day (5,9); N-19 Capitor (3,13) Prison (8,6); Red Room (11,2); Throne Room (5,3). HillStone Dungeon, Level 1: (10,13); Stairs Up (8,15); Stairs Down (5,1); HillStone Dungeon, Level 2: Stairs from Level 1 (5,1); Stairs Up (0,12) Whirlpool of Machismo (0,8); Portal to Woodhaven Dungeon Level 2 (7,10). Castle PineHurst (Lord Peabody) A2 (1,1); Lord Peabody (4,3); Entrance (15,7) and (15,8); Stairs to Dungeon (11,2); Cryptic Words (2,8) WayBack Machine (2,5); Yellow Room (13,3). PineHurst Dungeon, Level 1: (11,2); Stairs Up (0,15); Stairs Down (1,2). Portal to Luxus Dungeon PineHurst Dungeon, Level 2: Stairs from Level 1 (1,2); Stairs Up (7,7); Portal to Luxus Dungeon Level 2 (8,6). Castle Woodhaven C1 (3,14); Lord Hoardall (9,11); Entrance (7,0) Stairs to Dungeon (11,9) Green Room (10,7); Joke of the Day (9,6); Capitor (3,13); Woodhaven Dungeon, Level 1: (11,9); Stairs Up (0,15); Stairs Down (13,13) Woodhaven Dungeon, Level 2: Stairs from Level 1 (13,13); Stairs Up(7,15); Luxus Palace Royale D2 (14,14): Queen Lamanda (7,13) and (8,13); Luxus Dungeon, Level 1 (0,0): Stairs Down (11,8); Stairs Up (0,12); Dwarves (10,14) and (10,8) Portal to HillStone Dungeon Level 1 (15,0). Luxus Dungeon, Level 2: Stairs from Level 1 (13,5); Stairs Up (10,2); Castle Xabran (8th Era) C2 (14,8): Hall of Spells (3,9) Hireling Hall (3,7); Red Interleave (3,4); Yellow Interleave (12,12); Air Disc (15,15); Earth Disc (6,2); Fire Disc (6,14); Water Disc (15,0). Corak's Cave C2 (5,11): Entrance (7,13) Cryptic Words (13,0); Crypt Guardians (7,6) and (8,6); Lloyd (7,11) Corak (8,0); Mysterious Benefactor (13,3). Dark Keep B3 (4,4): Entrance (0,0); Stasis Chamber (3,13); Controls (2,10), (4,10) Evil Wizard Ybmug (3,13). Forbidden Forest Fort C3 (15,0): Entrance (7,7). Gemmaker Cave E1 (4,7): Entrance (0,15). Cryptic Words: (5,2), (7,12), (11,2), and (14,7). Ice Cavern B1 (4,12): Entrance (0,7). Murray's Cavern B4 (2,2): Entrance (14,14). Cryptic Words: (0,0), (0,12), (1,2), (3,2), (12,7), and (14,1). Rift Cave E3 (9,3): Entrance (13,0) Exit (15,7). Ghost of Sarakin (8,6); Friends of Sarakin (2,3). Square Lake Cave C2 (10,7): Entrance (0,0). Tower of Mercy B4 (4,10) Entrance (15,15). Good Wizard Yekop (12,5). Elemental Plane of Air (Time of Air) A1 (0,15); Elemental Plane of Earth (Time of Earth) E4 (15,0); Elemental Plane of Fire (Time of Fire) E1 (15,15); Elemental Plane of Water (Time of Water) A4 (0,0). Messages: Red-1 Earth (15,8) Red-2 Air (0,7) Red-3 Water (0,8); Red-4 Earth (7,0); Red-5 Fire (6,15); Red-6 Earth (9,6); Red-7 Air (7,15); Red-8 Water (8,0); Red-9 Fire (15,7). ^E MIGHT & MAGIC II To earn lots of experience make a backup of your original play disk. Now boot and insert the disk that contains your characters. Save them onto your second backup by going to the inn. Buy three tickets and try to win in all three arenas. Remember to save after each victory. Once you have a victory in each arena, go to the castle where the bishop is held captive. Before entering flick the write protect tab to protect your disk. Then enter and free the bishop with the correct key. He will give you experience if you have won three fights of the same color. Exit and go to town. Open write protect tab and save at the inn. You can repeat as often as you like. MIGHT & MAGIC II ITEMS Damage/ Name Armor Equip Use/Spell Class BLANK 0 No K,P,A,C,S,R,N,B Small Club 2 Yes K,P,A,C,S,R,N,B Small Knife 3 Yes K,P,A,S,R,N,B Large Club 4 Yes K,P,A,C,S,R,N,B Dagger 4 Yes K,P,A,S,R,N,B Large Knife 5 Yes K,P,A,S,R,N,B Hand Axe 5 Yes K,P,A,R,N,B Cudgel 5 Yes K,P,A,C,R,B Spiked Club 6 Yes K,P,A,S,R,N,B Bull Whip 6 Yes K,C,S,R,N,B Long Dagger 6 Yes K,P,A,S,R,N,B Maul 6 Yes K,P,A,C,R,B Short Sword 6 Yes K,P,A,R,N Nunchakas 6 Yes K,N Mace 7 Yes K,P,A,C,R,B Spear 7 Yes K,P,A,R,N,B Cutlass 7 Yes K,P,A,R Flail 8 Yes K,P,A,C,R Sabre 8 Yes K,P,A,R Long Sword 8 Yes K,P,A,R Wakizashi 8 Yes K,N Scimitar 9 Yes K,P,A,R Thunder Swd 20 Might + 15 S (3,4) K,P,A,R Energy Blade 20 Energy + 15 S (6,1) K,P,A,R Photon Blade 25 Might + 15 S (9,1) K Staff 8 Yes K,P,A,C,S,N,B Sickle 8 Yes K,P,A,B Scythe 9 Yes K,P,A,B Glaive 10 Yes K,P,A,B War Hammer 10 Yes K,P,A,C,B Trident 11 Yes K,P,A,B Pike 12 Yes K,P,A,BBattle Axe 10 Yes K,P,A,R,B Broad Sword 10 Yes K,P,A,R Katana 10 Yes K,N Slumber Club 4 Sleep + 15 S (1,7) K,P,A,C,S,R,N,B Power Club 6 Might + 3 K,P,A,C,S,R,N,B Lucky Knife 5 Luck + 10 K,P,A,S,R,N,B Looter Knife 6 Thievery + 15 K,P,A,S,R,N,B Power Cudgel 5 Might + 3 K,P,A,C,R,B Energy Whip 6 Energy + 15 S (1,3) K,C,S,R,N,B Sonic Whip 6 Poison + 15 C (2,4) K,C,S,R,N,B Mighty Whip 6 Might + 3 K,C,S,R,N,B Scorch Maul 6 Fire + 15 K,P,A,C,R,B Mauler Mace 7 Might + 6 K,P,A,C,R,B Exacto Spear 7 Accuracy + 6 K,P,A,R,N,B Fiery Spear 7 Fire + 15 S (4,3) K,P,A,R,N,B Fast Cutlass 7 Speed + 4 K,P,A,R Quick Flail 8 Speed + 5 K,P,A,C,R Shock Flail 8 Electric + 15 S (2,2) K,P,A,C,R Sharp Sabre 8 Accuracy + 5 K,P,A,R Ego Scimitar 9 Personality + 12 K,P,A,R True Axe 10 Accuracy + 5 K,P,A,R,B Blazing Axe 10 Fire + 15 K,P,A,R,B Electric Axe 10 Electric + 15 S (3,4) K,P,A,R,B Rapid Katana 10 Speed + 6 K,N Accurate Swd 10 Accuracy + 10 K,P,A,R Chance Sword 10 Luck + 15 K,P,A,R Speedy Sword 10 Speed + 10 K,P,A,R Flash Sword 10 Energy + 15 S (3,4) K,P,A,R Flaming Swd 10 Fire + 15 S (4,3) K,P,A,R Electric Swd 10 Electric + 15 S (6,5) K,P,A,R Acidic Sword 10 Acid + 15 S (3,1) K,P,A,R Cold Blade 10 Cold + 15 S (4,1) K,P,A,R Sage Dagger 8 Intellect + 15 Level + 15A,S Holy Cudgel 10 Personality + 15 C (9,2) P,C Divine Mace 14 Armor Class + 10 C (9,1) K,P,A,C,R,B Great Axe 15 Yes K,P,A,B Flamberge 16 Yes K,P,A Wind Staff 8 Speed + 5 C (5,1) K,P,A,C,S,N,B Tri-Sickle 24 Yes K,P,A,B Ice Sickle 16 Cold + 15 S (4,1) K,P,A,B Fire Glaive 10 Fire + 15 S (4,3) K,P,A,B Harsh Hammer 15 Might + 3 K,P,A,C,B Stone Hammer 18 Magic + 15 K,P,A,C,B Genius Staff 16 Intellect + 10 Level + 15K,P,A,C,S,N Wizard Staff 16 Intellect + 15 S (7,4) S Soul Scythe 18 Magic + 15 S (5,2) K,P,A,B Dark Trident 30 Armor Class + 5 K,P,A,B Titan's Pike 40 Might + 15 Might + 15K,P,A,B Moon Halberd 30 Luck + 15 C (7,3) K,P,A,B Sun Naginata 25 Armor Class + 10 Level + 15K,N Blowpipe 4 Yes K,P,A,S,R,N,B Ice Scimitar 18 Cold + 15 S (6,3) K,P,A,R Grand Axe 20 Might + 15 Might + 15K,P,A,R,B Swift Axe 20 Speed + 15 Speed + 15K,P,A,R,B Dyno Katana 20 Electric + 15 Level + 15K,N Force Sword 20 Might + 15 Might + 15K,P,A,R Magic Sword 20 Magic + 15 Level + 15K,P,A,R Naginata 12 Yes K,N Bardiche 13 Yes K,P,A,B Great Hammer 14 Yes K,P,A,C,B Halberd 14 Yes K,P,A,BSling Yes K,P,A,R,N,B Short Bow 6 Yes K,P,A,N Crossbow 8 Yes K,P,A,R,N Long Bow 10 Yes K,P,A,N Great Bow 12 Yes K,P,A Shaman Pipe 4 Magic + 10 Sp. Lvl K,P,A,S,R,N,B Cinder Pipe 4 Fire + 10 S (4,3) K,P,A,S,R,N,B Quiet Sling 5 Sleep + 15 C (2,6) K,P,A,R,N,B Pirates xBow 8 Thievery + 10 Accuracy + 15 K,P,A,R,N Burning xBow 8 Fire + 10 C (3,5) K,P,A,R,N Fireball Bow 10 Fire + 15 S (4,3) K,P,A,N Voltage Bow 10 Electric + 10 S (3,4) K,P,A,N Giant Sling 15 Poison + 15 Might + 15K,P,A,R,N,B Energy Sling 10 Energy + 15 S (1,3) K,P,A,R,N,B Death Bow 24 Luck + 15 Level + 15K,P,A Star Bow 24 Energy + 15 S (9,3) K,P,A Meteor Bow 24 Armor Class + 5 S (8,3) K,P,A Ancient Bow 35 Accuracy + 15 Accuracy + 15 K,P,A Green Key 0 No K,P,A,C,S,R,N,B Yellow Key 0 No K,P,A,C,S,R,N,B Red Key 0 No K,P,A,C,S,R,N,B Black Key 0 No K,P,A,C,S,R,N,B Small Shield 1 Yes K,P,C,R,B Large Shield 2 Yes K,P,C,R,B Great Shield 3 Yes K,P,C,R,B Fire Shield 3 Fire + 15 K,P,C,R,B Electric Shd 3 Electric + 15 K,P,C,R,B Acid Shield 3 Acid + 15 K,P,C,R,B Cold Shield 3 Cold + 15 K,P,C,R,B Silver Shld 3 Energy + 15 K,P,C,R,B Bronze Shld 3 Poison + 15 K,P,C,R,B Iron Shield 3 Sleep + 15 K,P,C,R,B Magic Shield 5 Magic + 15 K,P,C,R,B Gold Shield 7 Luck + 15 K,P,C,R,B Padded Armor 2 Yes K,P,A,C,S,R,N,B Leather Suit 3 Yes K,P,A,C,R,N,B Scale Armor 4 Yes K,P,A,C,R,N,B Ring Mail 5 Yes K,P,A,C,R,N Chain Mail 6 Yes K,P,A,C,R Splint Mail 7 Yes K,P,C Plate Mail 8 Yes K,P Plate Armor 10 Yes K,P I Scale Mail 4 Sleep + 15 K,P,A,C,R,N,B B Scale Mail 4 Poison + 15 K,P,A,C,R,N,B S Scale Mail 4 Energy + 15 K,P,A,C,R,N,B I Ring Mail 5 Sleep + 15 K,P,A,C,R,N B Ring Mail 5 Poison + 15 K,P,A,C,R,N S Ring Mail 5 Energy + 15 K,P,A,C,R,N I Chain Mail 6 Sleep + 15 K,P,A,C,R B Chain Mail 6 Poison + 15 K,P,A,C,R S Chain Mail 6 Energy + 15 K,P,A,C,R I Splintmail 7 Sleep + 15 K,P,C B Splintmail 7 Poison + 15 K,P,C S Splintmail 7 Energy + 15 K,P,C I Plate Mail 8 Sleep + 15 K,P B Plate Mail 8 Poison + 15 K,P S Plate Mail 8 Energy + 15 K,P G Scale Mail 6 Luck + 15 Level + 1 K,P,A,C,R,N,B G Ring Mail 7 Luck + 15 Level + 1 K,P,A,C,R,N G Chain Mail 8 Luck + 15 Level + 10K,P,A,C,R G Splintmail 9 Luck + 15 Level + 12K,P,C G Plate Mail 12 Luck + 15 Level + 15K,P Helm 2 Yes K,P,C,B Iron Helm 2 Sleep + 15 K,P,C,B Bronze Helm 2 Poison + 15 K,P,C,B Silver Helm 3 Energy + 15 K,P,C,B Gold Helm 4 Luck + 15 Level + 5 K,P,C,B Magic Herbs 0 No C (1,4) K,P,A,C,S,R,N,B Torch 0 No S (1,5) K,P,A,C,S,R,N,B Lantern 0 No S (1,5) K,P,A,C,S,R,N,B Thief's Pick 0 Thievery + 15 R,N Rope'n'Hooks 0 No S (2,4) K,P,A,C,S,R,N,B Wakeup Horn 0 No S (1,1) K,P,A,C,S,R,N,B Compass 0 No S (1,6) K,P,A,C,S,R,N,B Sextant 0 No S (1,6) K,P,A,C,S,R,N,B Force Potion 0 No Might + 10K,P,A,C,S,R,N,B Skill Potion 0 No Level + 5 K,P,A,C,S,R,N,B MaxHP Potion 0 No Max HP + 2K,P,A,C,S,R,N,B Holy Charm 0 No C (1,7) K,P,A,C,S,R,N,B Herbal Patch 0 No C (2,1) K,P,A,C,S,R,N,B Hero Medal 0 Personality + 4 C (2,2) K,P,A,C,S,R,N,B Silent Horn 0 Poison + 10 C (2,6) K,P,A,C,S,R,N,B Magic Meal 0 No C (3,2) K,P,A,C,S,R,N,B Antidote Ale 0 No C (3,3) K,P,A,C,S,R,N,B Super Flare 0 No C (3,5) K,P,A,C,S,R,N,B Dove's Blood 0 No C (4,3) K,P,A,C,S,R,N,B Ray Gun 0 Accuracy + 5 S (1,3) K,P,A,C,S,R,N,B Magic Charm 0 Magic + 10 S (2,7) K,P,A,C,S,R,N,B Witch Broom 0 No S (3,2) K,P,A,C,S,R,N,B Invisocloak 0 Armor Class + 6 S (3,3) K,P,A,C,S,R,N,B Storm Wand 0 Electric + 10 S (3,4) K,P,A,C,S,R,N,B Lava Grenade 0 No S (4,3) K,P,A,C,S,R,N,B Hourglass 0 No S (4,6) K,P,A,C,S,R,N,B Instant Keep 0 No S (5,4) K,P,A,C,S,R,N,B Teleport Orb 0 No S (5,5) K,P,A,C,S,R,N,B Skeleton Key 0 Thievery + 10 R,N Defense Ring 0 Armor Class + 2 S (4,5) K,P,A,C,S,R,N,B Mgt Gauntlet 0 Might + 6 Might + 10K,P,A,C,R,B Acy Gauntlet 0 Accuracy + 6 Accuracy + 10 K,P,A,C,R,N,B Stealth Cape 0 Thievery + 10 Speed + 15 R,N Admit 8 Pass 0 No K,P,A,C,S,R,N,B Speed Boots 0 Speed + 15 C (5,3) K,P,A,C,S,R,N,B Cureall Wand 0 Poison + 15 C (5,5) K,P,A,C,S,R,N,B Moon Rock 0 No C (7,3) K,P,A,C,S,R,N,B Ruby Ankh 0 Luck + 10 C (7,4) K,P,A,C,S,R,N,B Disruptor 0 Energy + 15 S (5,1) K,P,A,C,S,R,N,B Lich Hand 0 No S (5,2) K,S,R Phaser 0 Accuracy + 5 S (6,1) K,P,A,C,S,R,N,B Freeze Wand 0 Cold + 15 S (6,3) K,P,A,C,S,R,N,B Energizer 0 No S (6,4) K,P,A,C,S,R,N,B Magic Mirror 0 No S (7,2) K,P,A,C,S,R,N,B Elven Cloak 0 Armor Class + 5 S (3,3) A,R Elven Boots 0 Speed + 5 A,R Sage Robe 0 Intellect + 6 Level + 10 S Enchanted Id 0 Personality + 15 Level + 15 K,P,A,C,S,R,N,B Green Ticket 0 No K,P,A,C,S,R,N,B Yellow Tickt 0 No K,P,A,C,S,R,N,B Red Ticket 0 No K,P,A,C,S,R,N,B Black Ticket 0 No K,P,A,C,S,R,N,B Fe Farthing 0 No K,P,A,C,S,R,N,B Castle Key 0 Thievery + 5 R,N Mark's Keys 0 No K,P,A,C,S,R,N,B Dog Whistle 0 Luck + 1 S (4,4) K,P,A,C,S,R,N,B Web Caster 0 Yes S (3,5) K,P,A,C,S,R,N,B Monster Tome 0 No S (2,3) K,P,A,C,S,R,N,B Cupie Doll 0 No K,P,A,C,S,R,N,B Water Talon 0 No C (6,4) K,P,A,C,S,R,N,B Air Talon 0 No C (5,1) K,P,A,C,S,R,N,B Fire Talon 0 No C (8,1) K,P,A,C,S,R,N,B Earth Talon 0 No C (7,1) K,P,A,C,S,R,N,B Element Orb 0 No S (9,3) K,P,A,C,S,R,N,B Gold Goblet 0 No K,P,A,C,S,R,N,B +7 Loincloth 0 Personality + 10 K,P,A,C,S,R,N,B Valor Sword 0 No K,P,A,C,S,R,N,B Honor Sword 0 No K,P,A,C,S,R,N,B Noble Sword 0 No K,P,A,C,S,R,N,B Corak's Soul 0 No K,P,A,C,S,R,N,B Emerald Ring 0 Armor Class + 15 K,P,A,C,S,R,N,B Water Disc 0 No C (6,5) K,P,A,C,S,R,N,B Air Disc 0 No C (4,2) K,P,A,C,S,R,N,B Fire Disc 0 No C (8,2) K,P,A,C,S,R,N,B Earth Disc 0 No C (6,1) K,P,A,C,S,R,N,B Sapphire Pin 0 Luck + 15 R Amethyst Box 0 Luck + 15 R Coral Broach 0 Might + 15 B Lapis Scarab 0 Might + 15 B Amber Skull 0 Intellect + 15 S Quartz Skull 0 Intellect + 15 S Agate Grail 0 Personality + 15 P Opal Pendant 0 Might + 15 P Crystal Vial 0 Speed + 15 N Ruby Amulet 0 Luck + 15 N Ivory Cameo 0 Might + 15 K Ruby Tiara 0 Accuracy + 15 K Onyx Effigy 0 Personality + 15 C Pearl Choker 0 Personality + 15 C Topaz Shard 0 Accuracy + 15 A Sun Crown 0 Intellect + 15 A J-26 Fluxer 0 No K,P,A,C,S,R,N,B M-27 Radicon 0 No K,P,A,C,S,R,N,B A-1 Todilor 0 No K,P,A,C,S,R,N,B N-19 Capitor 0 No K,P,A,C,S,R,N,B Useless Item 0 No K,P,A,C,S,R,N,B Some more hints: Red Message Decoded To right ancient wrongs, the solution is very long. The Triple Crown must first be done with Arena, Monster Bowl and Colosseum to be won. Next, the party must split individually so that each may fulfill their personal destiny. Request an audience with the Queen so the Chosen one can be seen. Travel through time with Talons and Orb. Save the dead King from destruction and get the password. Then visit the lake geometric to find passage to that which you must hurriedly fix. JVC Green Message Decoded For each individual to become true, see the jury which resides at Mount Farview. Travel in groups of appropriate class. A Robber can aid all others with their tasks. Yellow Message Decoded If Personal statistics you'd like to enhance, with circus games you should take a chance. Win dumb prizes, but don't feel bad. You can offer these toys to an old man who can be had. His hut in the wilderness is dwarfed by a tree. For the toy, he gives you a tip for free. Drink from the Inner Limits pool. Though once it was acid, now it is cool. With thirst now thoroughly sated, go back to the Circus and play games to raise those statistics which you truly hated. This by no means all of the locations or items in this game ! Bart Simpson ^E MONTY PYTHON Type SEMPRIMI on the high-score table to start on the level you died on. ^E NARCO POLICE Type the following codes: MUNICION - Boost your ammo to 200 NOAMETZ# - Turn off the machine guns. Put the number of the sector where the # is. NOCAMZ# - Turn back on the machine guns. Remember the sector number. NOENEMIG - Get rid of the enemies. COMENZAR - Bring them back if the game gets boring. ABRIR - Open any security door. ^E NAVY MOVES 786169 takes you to part two of the game. ^E NEBULUS Type HELLOIAMJMP on the title page. This gives you unlimited Pogos, and you can go to each of the eight unfinished towers by hitting a F-Key. You can do the same with the second group by accepting the second mission before typing in the password. ^E NEVERMIND At the main screen type 328GTS. A message, 'cheat now on steve', will appear. Now you can skip to the next level at any time by pressing the right mouse button. Here are the passwords for the 26 levels: 00 - MMMRHM 01 - AMMRHA 02 - HMMRHH 03 - VMMRHV 04 - PMMRHP 05 - GMMRHG 06 - IMMRHI 07 - RMMRHR 08 - MAMRHW 09 - AAMRHN 10 - HAMRHZ 11 - VAMRHT 12 - HHMWHH 13 - GAMRHQ 14 - IAMRHB 15 - RAMRHF 16 - MHWWHM 17 - AHMWHA 18 - HHMWHJ 19 - VHMWHV 20 - PHMWHP 21 - GHMWHG 22 - IHMWHI 23 - RHMWHR 24 - MVMWHW 25 - AVMWHN ^E NEUROMANCER When you first begin, sell all your body parts. You can get along just fine without them for now, and it gives you enough to get a half way decent deck. You will eventually need to buy them back before you start entering cyber-space, or you will be killed easily. Neuromancer Databases available via Link: Link Code Level Password Database Of: ------------------------------------------------- ASANOCOMP 1 CUSTOMER Asano Computing 2 VENDORS 3 Access via CyberSpace ONLY ------------------------------------------------- BANKGEMEIN 1 EINTRITT 2 VERBOTEN ------------------------------------------------- BOZOBANK 1 no password Bank of Zurich ------------------------------------------------- BRAINSTORM 1 PERILOUS Copenhagen University 2 Access via CyberSpace ONLY ------------------------------------------------- CHAOS 1 MAINLINE Panther Moderns 2 Access via CyberSpace ONLY ------------------------------------------------- CHEAPO 1 GUEST Cheap Hotel 2 COCKROACH ------------------------------------------------- CONSUMEREV 1 REVIEW Consumer Reviews 2 Access via CyberSpace ONLY ------------------------------------------------- EASTSEABOD 1 LONGISLAND Eastern Seaboard Fission Power Auth. 2 Access via CyberSpace ONLY ------------------------------------------------- FREEMATRIX 1 CFM Citizens For A Free Matrix 2 Access via CyberSpace ONLY ------------------------------------------------- FUJI 1 ROMCARDS Fuji Electric 2 UCHIKATSU ------------------------------------------------- HITACHIBIO 1 GENESPLICE Hitachi Biologicals 2 BIOTECH ------------------------------------------------- HOSAKACORP 1 BIOSOFT Hosaka Corporation 2 FUNGEKI 3 Access via CyberSpace ONLY ------------------------------------------------- IRS 1 TAXINFO Internal Revenue Service 2 AUDIT 3 Access via CyberSpace ONLY ------------------------------------------------- JUSTICE 1 no password Chiba City Central Justice 2 Access via CyberSpace ONLY ------------------------------------------------- KEISATSU 1 WARRANTS Chiba Tactical Police 2 SUPERTAC ------------------------------------------------- LOSER 1 WILSON Gentleman Losers 2 LOSER 3 Access via CyberSpace ONLY ------------------------------------------------- MUSABORIND 1 SUBARU Musabora Industries 2 Access via CyberSpace ONLY ------------------------------------------------- Neuromancer Databases Available via Link: Link Code Level Password Database of: ------------------------------------------------- PSYCHO 1 NEW MO Psychologist 2 BABYLON 3 Access via CyberSpace ONLY ------------------------------------------------- REGFELLOW 1 VISITOR Regular Fellows 2 Access via CyberSpace ONLY ------------------------------------------------- SOFTEN 1 PERMAFROST Software Enforcement Agency 2 Access via CyberSpace ONLY ------------------------------------------------- VOYAGER 1 APOLLO N.A.S.A 2 Access via CyberSpace ONLY ------------------------------------------------- WORLDCHESS 1 NOVICE World Chess Federation 2 MEMBER 3 Access via CyberSpace ONLY ------------------------------------------------- YAKUZA 1 YAK Tozoku Imports 2 Access via CyberSpace ONLY ------------------------------------------------- "no password" means Sequencer 1.0 must be used to access L1 Finding ComLink Programs: ------------------------- ComLink 1.0 : Is with your Deck (UXB) in the Pawn Shop ComLink 2.0 : Buy Caviar from Cheap Hotel Room Service, give to Crazy Edo ComLink 3.0 : D/L from Panther Moderns, Link CHAOS, P/W MAINLINE ComLink 4.0 : D/L from S.E.A., Link SOFTEN, P/W PERMAFROST ComLink 5.0 : D/L from E. Seaboard FPA, Link EASTSEABOD, P/W LONGISLAND ComLink 6.0 : D/L from Tozoku Imports, Link YAKUZA, P/W YAK CyberSpace Location and Protection Data: ------------------------------------------------- Link Code Location AI Name ICE Owner ------------------------------------------------- ASANOCOMP 016,112 72 Asano Computing CONSUMEREV 032,064 72 Consumer Reviews HITACHIBIO 032,192 260 Hitachi Biologicals (none) 048,320 800 Sense/Net (ROM Construct Codes Here) PSYCHO 096,032 Chrome 96 Psychologist CHEAPO 112,112 84 Cheap Hotel FUJI 112,240 260 Fuji Electric (none) 112,416 Lucifer 1100 KGB HOSAKACORP 144,160 260 Hosaka Corporation WORLDCHESS 160,080 Morphy 84 World Chess Federation (none) 160,320 800 GridPoint REGFELLOW 208,032 36 Regular Fellows MUSABORIND 208,208 Greystoke 260 Musabora Industries CHAOS 224,112 132 Panther Moderns IRS 272,064 149 Internal Revenue Service KEISATSU 288,112 150 Chiba Tactical Police (none) 288,208 Xaviera 400 Free Sex Union BANKGEMEIN 304,320 1000 Bank Gemeinshaft BRAINSTORM 320,032 149 Copenhagen University (none) 320,464 Phantom 2000 Phantom (none) 336,160 Gold 400 Bank of Berne (none) 336,240 400 D.A.R.P.O. BOZOBANK 336,368 1000 Bank of Zurich SOFTEN 352,064 149 Software Enforcement Authority FREEMATRIX 352,112 Sapphire 150 Citizens for a Free Matrix EASTSEABOD 384,032 150 Eastern Seaboard Fission Power Auth. (none) 384,288 1000 Bell Europa (none) 384,416 Wintermute 2000 Tessier-Ashpool LOSER 416,064 150 Gentlemen Losers JUSTICE 416,112 150 Chiba City Central Justice (none) 416,368 1000 Nihilist (none) 432,240 400 Turing Registry (none) 432,464 Neuromancer 2000 Alland Tech (Final Villain) VOYAGER 448,032 Hal 150 N.A.S.A. (none) 448,320 1000 International Security Agency (none) 464,160 400 Screaming Fist YAKUZA 480,080 150 Tozoku Imports Cheap Hotel CyberJack allows access to: 0-240, 0-112 (Zone 0) Gentleman Losers CyberJack allows access to: 256-496, 0-112 (Zone 1) Fuji Electric CyberJack allows access to: 0-240, 128-240 (Zone 2) Hosaka Corporation CyberJack allows access to: 0-240, 128-240 (Zone 2) Musabora Industries CyberJack allows access to: 0-240, 128-240 (Zone 2) Hitachi Biologicals CyberJack allows access to: 0-240, 128-240 (Zone 2) Bank of Berne CyberJack allows access to: 256-496, 128-240 (Zone 3) StrayLight CyberJack allows access to: 256-496, 384-496 (Zone 7) Skills: ------- ICE BREAKING - Use at the start of combat with ICE, before first attack ZEN restores your Constitution during AI combat (or ICE combat) PSYCHOANALYSIS detects an AI's weakness LOGIC, PHENOMENOLOGY, PHILOSOPY, and SOPHISTRY are used to attack AI's (You have a limited number of uses of each skill in combat...) (You Cannot restore your Shields with ArmorAll during AI combat) Neuromancer Program Codes: 00 Mimic Ice Bypass Program (Doesn't seem good on tough ICE) 01 Jammies CyberSpace Interface Corrupter (slows defenses) 02 Thunderhead Virus 03 Vaccine CyberSpace ONLY Comm Program 04 Blammo IceBreaker (BAD) 05 DoorStop IceBreaker (Better) 06 Decoder IceBreaker (Good) 07 Sequencer Database Password Finder (Link) (finds L1 Password) 08 ArmorAll CyberSpace Protective Program (Restores Shields) 09 KGB Chess Program (Wierd Effects, not seemingly useful) 0A Comlink Comm Program (Link and Cyber at 6.0) 0B BlowTorch IceBreaker (Good) 0C Probe Database Identifier (Gives Database Name and Toughness ) (at 1.0, ICE Strength at 4.0, AI name at 10.0, and AI ) ( Strength at 15.0 ) 0D Drill IceBreaker (Better) 0E Hammer IceBreaker (Good) 0F Python Virus 10 Acid Virus 11 Injector Virus 12 DepthCharge IceBreaker (Best) 13 Concrete IceBreaker (Best) 14 EasyRider Allows unlimited Access to CyberSpace locations (Cyber) 15 LogicBomb IceBreaker (Best) 16 Cyberspace CyberSpace ONLY Comm Program 17 Slow CyberSpace Interface Corrupter (slows defenses) 18 BattleChess 2.0 Chess Program (Use on WORLDCHESS base) 19 BattleChess 4.0 Chess Program (Use on PHANTOM) 1A Scout Database Levels detector (Link) 1B Hemlock Shotgun Program (for Greystoke) 1C Kuang Eleven Shotgun Program (for Neuromancer, but little effect) ^E NEW YORK WARRIORS Stay all the way to the right on level 4 to reach the subway without much trouble. ^E NEW ZEALAND STORY Pause the game, then press M. You should hear a laser gun sound. Type MOTHERFUCKENKIWIBASTARD and you have unlimited lives! On level 2.4, stand at the entrance to the room in which the giant octopus is located and fire to the right a few times. A Warp will appear which, when entered, will take you to the beginning of level 3.1. Note: One another cheat starts the word as MUTH**********. Another file (this could be for ST version says type FLYFFY KIWIS (including space) at any time for infinite lives. ^E NIGHT SHIFT Type EP on high score list to activate cheat mode. These are the level codes: Level Codes 2 CHERRY BANANA BANANA LEMON 3 BANANA CHERRY PINEAPPLE PLUM 4 PINEAPPLE LEMON PINEAPPLE PINEAPPLE 5 PINEAPPLE PINEAPPLE LEMON CHERRY 6 CHERRY PLUM PLUM PINEAPPLE 7 CHERRY PINEAPPLE LEMON BANANA 8 PINEAPPLE BANANA PINEAPPLE CHERRY 9 PINEAPPLE LEMON LEMON CHERRY 10 LEMON BANANA PLUM PLUM 11 BANANA PINEAPPLE CHERRY PLUM 12 CHERRY PLUM BANANA PLUM 13 PLUM CHERRY BANANA PINEAPPLE ^E NIGHTBREED Rather than ripping your hair during the encounter with Peloquin, just switch your joystick to autofire, sit back and wait for the next scene to pop up. ^E NINJA MISSION While playing, on entering a room, push the joystick in the direction of the enemy and hold the fire button. This will freeze them, making them a lot easier to beat up. ^E NINJA SPIRIT Press F9 then CAPS key then LEFT-SHIFT. Unpause with F9 again. The game will continue with the collision detection turned off. If that doesn't work, try hitting CTRL before SHIFT. ^E NINJA WARRIORS For infinte lives, press CAPS LOCK and type 'CHEDDAR'. Then press CAPS LOCK again to start the game. OR Try these for a few fun effects. Press the CAPS key then type in codes below, then press CAPS again. THE TERMINATOR - Ninja body parts explode when you die. MONTY PTHON - Enemies walk backwards. SKIPPY - Enemies bounce. A SMALL STEP FOR MAN - Moon gravity. STEVE AUSTIN - Press S during play toggles slow motion on/off. ^E NITRO Enter your name as MAJ when you start the game and it will give you 50,000 fuel points and 50 coins. ^E OLYMPIC CHALLENGE Enter your name as HINGSEN.J on the high score table, then a function key to select any event. Another souce puts it slightly differently: Enter your name as 'HINGSEN-J' on the high score table and then quickly press the 'DELETE' key, the high score table title should show the word 'Demo' so type in '-J' again and press the 'DELETE' key. The table should now say 'Mega Demo'. Start a new game and if you press the function keys they should select an event to play, and with a full quota of Lucozade. ^E OMEGA The trick with this game is to learn how to program your tank's AI to best effect, but learning as you go along can be quite costly. After all tanks are not cheap!! If you keep falling foul of Dinky no matter how hard you try, then try this AI for size: DO DESTROY BRANCH TO START INCLUDE SEARCH INCLUDE DESTROY JAM SCANNER SIGNAL RESUME Don't worry if you haven't got a scanner - you only really need it when you get to Intrepid. ^E OOPS UP These are the passcodes to advance to higher levels: 1) PO01 15) WAQD 65) TRP2 2) DK51 20) DK49 70) FUKO 3) 30FJ 25) XPE4 75) JUG8 4) Fl59 30) 10F4 80) EB01 5) Q058 35) DK39 85) ER7E 6) FA20 40) 4G7H 90) A234 7) 5F6J 45) VE96 95) C5J0 8) CKD4 50) S04L 100) 4799 9) NF05 55) PW04 10) D04G 60) MC90 ^E OPERATION WOLF At the end of a level between when you kill the last guy and the time the appears, rolling the mouse down causes damage to decrease. Pause the game with F1 and aim your gun while paused, then unpause. ^E OPERATION THUNDERBOLT Get at least 50,000 and enter WIGAN NINJA for your name. Now hit F7 for level skipping(or possibly F2). Enter name on high scores page as EDOM TAEHC for infinites. Again, either F7 or F2 should skip levels. Type SPECCY MODE on high score page for twice the number of enemies. Press F8 and fire at the same time on title page for laser sights, for 2 player games hit F2 and this instead. ^E OVERLANDER Just a few tips - When cruising the highway don't stop shooting, and always choose the highest paid mission. Buy fuel carefully - only enough for that level, after level 1 you MUST buy a leanburner. Try to stay in the middle of the road and travel fast, travelling slowly only burns more fuel. Fire bombs are more useful than smart bombs when you learn how to use them. Bulletproofing is necessary after level 2. When travelling through the barriers the best speed is 90-120mph. ^E OUTRUN Type RED BARCHETTA during game for cheat mode then: T - 10 extra seconds S - Skip level B - Restart same level G - Advance 1 Stage ^E P47 Type ZEBEDEE on high scores then F1 to skip levels and F2 for lives. ^E PACLAND While loading, type AVALON. The screen will freak out. This is normal. You now have infinite lives! Also, during round two, push the third cactus you come to, and you will be invincible for that round only. On round one, push the third fire hydrant, and the baby ghosts won't be able to harm you. In the forest, push the first log you find, and it will release balloons (worth extra points!). On level three, push the first log and it will warp you through the level! Another way to get `infinite lives' is to: Start a two player game. Kill player one. On the screen right after you get your magic boots push the third cactus and an extra man will appear. Get it. Now kill player two. Continue play with player one and every time he dies get the extra man with player two. As long as you do this, player one will never die. Also try this... Level 1 - In the one player mode, run to the right, and when you get to the third fire hydrant, jump over it and push it to the left. This will give you a blue hard hat which protects you from falling ghosts. Level 2 - On this level, go right, and when you've jumped over the third cactus, push it to the left. This will make you invincible for the rest of the level. Level 3 - At the end of this level you will be given a pair off magic boots. On the way back, push the cactus on the edge of the lake to make a big yellow Pacman appear, then collect it for an extra life. - Jump on the roof of the approaching ghosts' cars to escape. - Only collect power pills when ghosts are in range, otherwise, it's wasted. - When you approach the Breaktime sign, jump about one inch away from it to receive the maximum bonus. ^E PANDORA 1: Wait a few moments for amy to appear. 2: Take ID Amy and find the Second Officer. Pick up the Lazer Rifle from the table next to him. 3: Put Lazer Rifle into backpack-don't use it yet. 4: Find the Engineer, take his ID and the Sonic Driver. 5: Find the Lt Commander, take his ID and carry it. 6: Find the Commander, take his ID and carry it. Also take the Code Blue and Code Scarlet. 7: Find the Captain, take his SDI disk and leave the ID Lt.Commander 8: Shoot the Ice Lord with the Lazer Rifle. 9: Carry the ID Engineer to go through the force field. 10: Find the AWOL officer and take his ID. 11: Carry the Sonic Driver and head for the Robomechanic. 12: Swap the Sonic Driver for the Code Ochre. 13: Carry the SDI Disk and go to the SDI computer. 14: Give the SDI computer these items in the following order: SDI Disk, Code Scarlet, Code Ochre and Code Blue. 15: Carry the Engineer's ID and exit the Engineering Section. Then swith to ID AWOL. 16: Go the transporter and enter along the arrow. 17: That's all folks. ^E PARADROID Hit F3 on the titles for an options screen. ^E PETER BEARDSLEY'S INTERNATIONAL SOCCER Continual tapping of the fire button while in possession of the ball prevents any other players from tackling. ^E PIPELINE The codes are FOLD, EYES, EGGS, TEAR, PEAS, DUCT, & PODS. ^E PIPE MANIA The passwords are GRIP, TICK, DOCK, OOZE, BLOB, BALL, & WILD. For a 4000 point bonus, you need to get the flooze to cross itself FIVE times. But remember not to get too cocky, and wait until the end of the pipe to do this. ^E PIRATES When fighting against unbelievable odds dont panic. Choose the longsword. Keep using the slah-high attack to cause the most dammage. You may get down to only one man left, but you can still defeat the enemy captain. After you win, select Send A Prize Crew so you will have enough people to sail your ship. Dont attack a nation your home country is allied with, it will upset both of them. Dont wed till you've got all your promotions, your oppurtunities will be much better. Make conversation with all the Govenors daughters, however, they might gather important information for you from the Governors mansion. ^E PLATOON Type HAMBURGER on the title page. the word CHEAT will appear below the credits. Press your fire, then F5 when the jungle screen comes up. You are now invulnerable. From here: F1 - Starts where you are F2 - Puts you at the location of the explosives F3 - Takes you to the bridges F4 - Takes you to the village. (now vulnerable again) NOTE: Another source says to type 'HAMBURGER-HILL' ^E PLAUGE Get a score ending in a 3, then hit the P key and then ESC. Click on 'no' when asked to play again. This takes you to the title screen with the picture of the drooling barbarian with the gun. Now type KOM JE ILLEGAAL DOOR DE PLAAG DAN GRIJPT DE JUNGLE COMMAND JE IN DE KRAAG and hit RETURN. The border should turn green. Hit the fire button to return to the gameand you will now have infinite lives. Do all this on the first level before you are killed for the first time. ^E POOL OF RADIANCE Once you find any item you can make as many copies of it as you want. 1 - Create a dummy character. 2 - Load a saved game and transfer all the good items to the dummy. 3 - Remove the dummy character from the party. 4 - Load the dummy character back in. 5 - Transfer the items to other members. 6 - Drop the dummy character from the party. 7 - Repeat steps 4-6 as many times as needed. This also works for Curse of the Azure Bonds and Champions of Krynn. Complete Walkthrough: New Phlan In the town of New Phlan, you cannot camp out on the street, so don't try it. Locate the shop at 11-12 to change your gold pieces into platinum. You can then stay at the Inn at 4-12. There is a Jewelry shop at 8-10 where you can exchange heavy gold for light jewelry. Visit the taverns at 8-9 to pick up gossip and gain experience. Visit the hiring hall and hire whatever help you deem necessary (7-2). Finally, visit the city clerk at 5-5 who will give you your mission. The Slums The first few blocks will encounter a Goblin Armsmaster. Use a detect magic spell after you defeat them to detect their treasure. There is an illusionary wall at 0-0 with treasure behind it. Meet Ohlo at 13-10 and he will ask you for a potion. Go to 15-12 to get the potion, return it, and you will be paid. Be careful with the trolls and ogres at 0-14. If you have mapped the block completely and had about 15 random encounters, the mission is completed. Sokol Keep Return to the city and rest. Collect you reward from the clerk and you will be sent on you next mission; the keep. Go to the docks and book passage. Outside the main gate are the bones of some elves with a scroll 6-13. The words on the scroll translate to LUX, SHESTNI, and SAMOSUD. Enter the keep and use the word Shestni to keep the undead away. After turning or killing off several patrols, you should be allowed to rest in peace. Enter the room 8-5 north of the Alter room and be prepared to fight. Use sleep spells on the archers and as many of the front ranks as possible. Proceed to the alter 7-9 and a specter will materialize. Use the word LUX to talk with him. Tell him about the state of the city and he will give you useful information about a secret treasure room (northwest corner of the armory 15-0). There is another illusionary wall at 15-2. In another room, 6-2 use the word LUX again and you should be told about more treasure. The keep is considered cleared once you have told Martinez the truth. Once you are satisfied, return to the town and train for higher levels. Podol Plaza Next, you should get a commission to attend an auction in Polol Plaza. Disguise yourself and head for the center of the block 7-4. Listen for information then leave. Return to clear the block in particular the textile house. There is a temple at 2-15 that is helpful in healing wounds. The only thing of value in the plaza is the bar called The Pit where magic items can often be won. Podol Plaza is considered cleared after 10 random encounters. Return to the town for you training and your next mission. Textile House Your next commission will come personally from one of the councilmen. Another adventurer was sent to the councilmans textile house to recover his treasure but he never made it back; you are to rescue him. First, visit the well in the northwest section 0-3. It is difficult to climb down except for thieves. It is the headquarters for the thieves guild. The guild master will take you via tunnels to another well inside the textile house compound 5-11. Enter the first building 3-11 and kill the priestess and get her key. Use it to free the missing adventurer. He will join you and help you find the treasure located at 11-14 in a secret door. Take the box back to the thieves guild. The guild master will open it, help you steal some of the contents, and reseal it. Return the box to Cadorna and he will reward you. Defeating the ogre leader and having 10 random encounters clears the area. Mantor's Library Head for the library and use a knock spell to open it. Search through the books and you will find many useful. The book of health for instance is worth 25,000 gold pieces. Kill the basilisk at 5-4 before he can turn anyone to stone. You might also have trouble with a spectre librarian. Use a dispel to hurt him then finish him off. Temple of Bane You will be sent to the Temple of Tyr who will request that you clear the Temple of Bane across the river. Take a boat over to the wealthy area and fight your way through the mansion. There is hidden treasure in almost every room. Pay attention when you slay followers of Bane. Take the leather symbol from their bodies. The symbol will allow you to pass the blind orc at the temple entrance. Search the interior of the temple for treasure. Eventually, you will be attacked by Mace. Kill him and destroy the alter. The temple is now considered cleared. Kovel Mansion North of the wealthy area is Kovel Mansion. Explore the mansion being careful to avoid traps and ambushes. Take you time and explore the rooms. You cannot rest until the thieves have been cleared. After clearing Kovel, head back to the town for some rest in the inn. Sell off all the heavy gold and treasure. The Wilderness Take a boat to the west to pick up the silver dragon 10-9. He will send you to a kobold cave due east to find a silver bottle. On the way to the cave you will encounter nomads at 12-11. Join them in fighting off the Kobold attackers. Next, locate the cave at 6-15 and take the left entrance. Search through the cave until you find the throne room of the king. You will be attacked by several waves of monsters. Use Continue Combat between rounds to heal. Chase the king after defeating his monsters and he should do away with himself. You will find the bottle your looking for at 12-0. It is brass and not silver. The bottle contains an Efreeti who will ask you some questions. Answer him and he will help you later. Leave the cave and follow the river north to the sorcerer's island 6-16. Search around Lake Kuto and you will find a rowboat. Row across the lake to the island and enter the pyramid. Inside is a long hall with two doors. One of the doors leads to a room with a transporter. You can throw stones into it to make it reset. Move down the hall, turn right at the intersection and go to the end of the hall to find another transporter. Throw a stone and teleport. Repeat this until the third floor. Read the password over the door NOKNOK and move through it. Break the machinery and run out of the room. Re-enter the room and you will find some lizard men. Paralyze them and talk to them to get their word SAVIOR. Search until you find Yarash and his guard. Kill them and find another teleporter. The first three settings on this one will teleport you to a treasure room and back. The final setting will send you back to the main level. The pyramid is considered cleared after defeating Yarash and destroying the machinery. Use the friend word you learned and enter the keep in the eastern wilderness at 11-8. Dual the chieftan for control of the tribe and, after winning, the tribe will pledge not to trouble you. Next, rescue the young heir at 12-31 who has been captured by Buchaneers. Finally, go to the Zhentil Keep. You will be given rooms for the night to stay there. Stay awake because you will be attacked during the night. Escape out the front gate if possible as early as you can. This will fulfill the mission. The Graveyard Having exposed the councilman for being a traitor, you will be given a mission to kill him. First, go back to the graveyard and try to clear it. Use protection from evil and prayer spells before dangerous encounter areas 10-11 1-13. Use dispel to defeat the various specters and monsters. Refuse the help of the magic user you encounter here. You will eventually locate the vampire. There is a secret entrance through a wall at 15-1. Kill him and go to his crypt at 12-3 where you can finish him off. Keep in mind that you can leave the graveyard to rest and heal. The Gate Storm the Stojanow gate and use the knock spell to eventually open it. Once the gate has been cleared, guards from Phlan will hold it open. Valjevo Castle Head for Tyranthaxus's castle. The first section you enter will be the southwest section. Go to the laundry room at 12-13 and disguise yourself to avoid the patrols. There is a smithy at 3-14 from whom armor can be stolen. Kill the priest and take his necklace. Each bead is a fireball spell. Continue into the southeast section where you will find gates to the castle 12-8 and Cadorna 14-11. Free him and he will give the password for you to get through the castle gates. Once through the gates, use the maps you found earlier to get through the hedge maze. Go north to the northeast part then to the northwest. You will see a backdoor to the tower and next to it, an illusionary wall with stairs. Avoid the room with the trap door. Talk to the messengers who work for Genheeris and you can find him in his office and kill him. You can then go into Ty's lair where he will be in dragon form. Defeat him and you've won the game. ^E POPULOUS Enter KILLUSPAL on the title page to warp to level 999. Though the game claims to have only 500 worlds, there are 1000 available. Here they are: 0 = GENESIS. 1 = HURTOUTORD. 2 = JOSAMAR. 3 = TIMUSLUG. 4 = CALDIEHILL. 5 = SCOQUEMET. 6 = SWAUER. 7 = KILLPEING. 8 = EOAOZORD. 9 = BURWILCON. 10 = MORINGILL. 11 = NIMIHILL. 12 = BILCEMET. 13 = RINGMPED. 14 = WEAVHIPHAM. 15 = ALPOUTOND. 16 = BADACON. 17 = IMMUSILL. 18 = HOBDIETORY. 19 = BUGQUEEND. 20 = SHADTED. 21 = CORPEHAM. 22 = BINOZOND. 23 = SADWILLOW. 24 = LOWINGICK. 25 = QAZITORY. 26 = VERYMEEND. 27 = MINMPME. 28 = HAMHIPOLD. 29 = FUTOUTBOY. 30 = SUZALOW. 31 = DOUUSICK. 32 = SHIDIEHOLE. 33 = HURTLOPLAS. 34 = JOSTME. 35 = TIMPEOLD. 36 = CALOZBOY. 37 = SCOWILDOR. 38 = SWAINGPAL. 39 = KILLOHOLE. 40 = EOAMELAS. 41 = BURMPAL. 42 = MORHIPPIL. 43 = NIMOUTJOB. 44 = BILADOR. 45 = RINGGBPAL. 46 = WEAVINPERT. 47 = ALPLOPOUT. 48 = BADTAL. 49 = IMMPEPIL. 50 = HOBOZJOB. 51 = BUGWILLIN. 52 = SHADOGODON. 53 = COROPERT. 54 = BINMEOUT. 55 = SADMPT. 56 = LOWHIPBAR. 57 = QAZOUTER. 58 = VERYELIN. 59 = MINGBDON. 60 = HAMINMAR. 61 = FUTLOPLUG. 62 = SUZTT. 63 = DOUPEBAR. 64 = SHIOZER. 65 = HURTIKEING. 66 = JOSOGOORD. 67 = TIMOMAR. 68 = CALMELUG. 69 = SCOMPHILL. 70 = SWAHIPMET. 71 = KILLQAZED. 72 = EOAEING. 73 = BURGBORD. 74 = MORINCON. 75 = NIMLOPILL. 76 = BILTHILL. 77 = RINGOXMET. 78 = WEAVEAED. 79 = ALPIKEHAM. 80 = BADOGOOND. 81 = IMMOCON. 82 = HOBMEILL. 83 = BUGMPTORY. 84 = SHADKOPEND. 85 = CORQAZME. 86 = BINEHAM. 87 = SADGBOND. 88 = LOWINLOW. 89 = QAZLOPICK. 90 = VERYYTORY. 91 = MINOXEND. 92 = HAMEAME. 93 = FUTIKEOLD. 94 = SUZOGOBOY. 95 = DOUOLOW. 96 = SHIMEICK. 97 = HURTDIHOLE. 98 = JOSKOPLAS. 99 = TIMQAZAL. 100 = CALEOLD. 101 = SCOGBBOY. 102 = SWAINDOR. 103 = KILLSODPAL. 104 = EOAYHOLE. 105 = BUROXLAS. 106 = MOREAAL. 107 = NIMIKEPIL. 108 = BILOGOJOB 109 = RINGUDOR. 110 = WEAVDEPAL. 111 = ALPDIPERT. 112 = BADKOPOUT. 113 = IMMQAZT. 114 = HOBEPIL. 115 = BUGGBJOB. 116 = SHADASLIN. 117 = CORSODDON. 118 = BINYPERT. 119 = SADOXOUT. 120 = LOWEAT. 121 = QAZIKEBAR. 122 = VERYQUEER. 123 = MINULIN. 124 = HAMDEDON. 125 = FUTDIMAR. 126 = SUZKOPLUG. 127 = DOUQAZHILL. 128 = SHIEBAR. 129 = HURTCEER. 130 = JOSASING. 131 = TIMSODORD. 132 = CALYMAR. 133 = SCOOXLUG. 134 = SWAEAHILL. 135 = KILLDIEMET. 136 = EOAQUEED. 137 = BURUING. 138 = MORDEORD. 139 = NIMDICON. 140 = BILKOPILL. 141 = RINGINGTORY. 142 = WEAVIMET. 143 = ALPCEED. 144 = BADASHAM. 145 = IMMSODOND. 146 = HOBYCON. 147 = BUGOXILL. 148 = SHADUSTORY. 149 = CORDIEEND. 150 = BINQUEME. 151 = SADUHAM. 152 = LOWDEOND. 153 = QAZDILOW. 154 = VERYWILICK. 155 = MININGHOLE. 156 = HAMIEND. 157 = FUTCEME. 158 = SUZASOLD. 159 = DOUSODBOY. 160 = SHIYLOW. 161 = HURTAICK. 162 = JOSUSHOLE. 163 = TIMDIELAS. 164 = CALQUEAL. 165 = SCOUOLD 166 = SWADEBOY. 167 = KILLOZDOR. 168 = EOAWILPAL. 169 = BURINGPERT. 170 = MORILAS. 171 = NIMCEAL. 172 = BILASPIL. 173 = RINGHIPJOB. 174 = WEAVOUTLI. 175 = ALPAPAL. 176 = BADUSPERT. 177 = IMMDIEOUT. 178 = HOBQUET. 179 = BUGUPIL. 180 = SHADPEJOB. 181 = COROZLIN. 182 = BINWILDON. 183 = SADINGMAR. 184 = LOWIOUT. 185 = QAZCET. 186 = VERYMPBAR. 187 = MINHIPER. 188 = HAMOUTING. 189 = FUTADON. 190 = SUZUSMAR. 191 = DOUDIELUG. 192 = SHIQUEHILL. 193 = HURTTBAR. 194 = JOSPEER. 195 = TIMOZING. 196 = CALWILORD. 197 = SCOINGCON 198 = SWAILUG. 199 = KILLMEHILL. 200 = EOAMPMET. 201 = BURHIPED. 202 = MOROUTHAM. 203 = NIMAORD. 204 = BILUSCON. 205 = RINGINILL. 206 = WEAVLOPTORY. 207 = ALPTMET. 208 = BADPEED. 209 = IMMOZHAM. 210 = HOBWILOND 211 = BUGINGLOW. 212 = SHADOILL. 213 = CORMETORY. 214 = BINMPEND. 215 = SADHIPME. 216 = LOWOUTOLD. 217 = QAZAOND. 218 = VERYGBLOW. 219 = MININICK. 220 = HAMLOPHOLE. 221 = FUTTEND. 222 = SUZPEME. 223 = DOUOZOLD. 224 = SHIWILBOY. 225 = HURTOGODOR. 226 = JOSOICK. 227 = TIMMEHOLE. 228 = CALMPLAS. 229 = SCOHIPAL. 230 = SWAOUTPIL. 231 = KILLEBOY. 232 = EOAGBDOR. 233 = BURINPAL. 234 = MORLOPPERT. 235 = NIMTLAS. 236 = BILPEAL. 237 = RINGEAPIL. 238 = WEAVIKEJOB. 239 = ALPOGOLIN. 240 = BADOPAL. 241 = IMMMEPERT. 242 = HOBMPOUT. 243 = BUGHIPT. 244 = SHADQAZBAR. 245 = COREJOB. 246 = BINGBLIN. 247 = SADINDON. 248 = LOWLOPMAR. 249 = QAZTOUT. 250 = VERYOXT. 251 = MINEABAR. 252 = HAMIKEER. 253 = FUTOGOING. 254 = SUZODON. 255 = DOUMEMAR. 256 = SHIMPLUG. 257 = HURTKOPHILL. 258 = JOSQAZMET. 259 = TIMEER 260 = CALGBING. 261 = SCOINORD. 262 = SWALOPCON. 263 = KILLYLUG. 264 = EOAOXHILL. 265 = BUREAMET. 266 = MORIKEED. 267 = NIMOGOHAM. 268 = BILOORD 269 = RINGDECON. 270 = WEAVDIILL. 271 = ALPKOPTORY. 272 = BADQAZEND. 273 = IMMEED. 274 = HOBGBHAM. 275 = BUGINOND. 276 = SHADSODLOW. 277 = CORYILL. 278 = BINOXTORY. 279 = SADEAEND. 280 = LOWIKEME. 281 = QAZOGOOLD. 282 = VERYUOND. 283 = MINDELOW. 284 = HAMDIICK. 285 = FUTKOPHOLE. 286 = SUZQAZLAS. 287 = DOUEME. 288 = SHIGBOLD. 289 = HURTASBOY. 290 = JOSSODDOR. 291 = TIMYICK. 292 = CALOXHOLE. 293 = SCOEALAS. 294 = SWAIKEAL 295 = KILLQUEPIL. 296 = EOAUBOY. 297 = BURDEDOR. 298 = MORDIPAL. 299 = NIMKOPPERT. 300 = BILQAZOUT. 301 = RINGIAL. 302 = WEAVCEPIL. 303 = ALPASJOB. 304 = BADSODLIN. 305 = IMMYPAL. 306 = HOBOXPERT. 307 = BUGEAOUT 308 = SHADDIET. 309 = CORQUEBAR. 310 = BINUJOB. 311 = SADDELIN. 312 = LOWDIDON. 313 = QAZKOPMAR. 314 = VERYINGLUG. 315 = MINIT. 316 = HAMCEBAR. 317 = FUTASER. 318 = SUZSODING. 319 = DOUYDON. 320 = SHIOXMAR. 321 = HURTUSLUG. 322 = JOSDIEHILL. 323 = TIMQUEMET. 324 = CALUER. 325 = SCODEING. 326 = SWADIORD. 327 = KILLWILCON. 328 = EOAINGILL. 329 = BURIHILL. 330 = MORCEMET. 331 = NIMASED. 332 = BILSODHAM. 333 = RINGOUTOND. 334 = WEAVACON. 335 = ALPUSILL. 336 = BADDIETORY. 337 = IMMQUEEND. 338 = HOBUED. 339 = BUGDEHAM. 340 = SHADOZOND. 341 = CORWILLOW. 342 = BININGICK. 343 = SADITORY. 344 = LOWCEEND. 345 = QAZASME. 346 = VERYHIPOLD. 347 = MINOUTBOY. 348 = HAMALOW. 349 = FUTUSICK. 350 = SUZDIEHOLE. 351 = DOUQUELAS. 352 = SHIUME. 353 = HURTPEOLD. 354 = JOSOZBOY. 355 = TIMWILDOR. 356 = CALINGPAL. 357 = SCOIHOLE. 358 = SWACELAS. 359 = KILLMPAL. 360 = EOAHIPPIL. 361 = BUROUTJOB. 362 = MORADOR. 363 = NIMUSPAL. 364 = BILDIEPERT. 365 = RINGLOPOUT. 366 = WEAVTAL. 367 = ALPPEPIL. 368 = BADOZJOB. 369 = IMMWILLIN. 370 = HOBINGDON. 371 = BUGIPERT. 372 = SHADMEOUT. 373 = CORMPT. 374 = BINHIPBAR. 375 = SADOUTER. 376 = LOWALIN. 377 = QAZUSDON. 378 = VERYINMAR. 379 = MINLOPLUG. 380 = HAMTT. 381 = FUTPEBAR. 382 = SUZOZER. 383 = DOUWILING. 384 = SHIINGORD. 385 = HURTOMAR. 386 = JOSMELUG. 387 = TIMMPHILL. 388 = CALHIPMET. 389 = SCOOUTED. 380 = HAMTT. 381 = FUTPEBAR. 382 = SUZOZER. 383 = DOUWILING. 384 = SHIINGORD. 385 = HURTOMAR. 386 = JOSMELUG. 387 = TIMMPHILL. 388 = CALHIPMET. 389 = SCOOUTED. 390 = SWAAING. 391 = KILLGBORD. 392 = EOAINCON. 393 = BURLOPILL. 394 = MORTHILL. 395 = NIMPEMET. 396 = BILOZED. 397 = RINGIKEHAM. 398 = WEAVOGOOND. 399 = ALPOCON. 400 = BADMEILL. 401 = IMMMPTORY. 402 = HOBHIPEND. 403 = BUGOUTME. 404 = SHADEHAM. 405 = CORGBOND. 406 = BININLOW. 407 = SADLOPICK. 408 = LOWTTORY. 409 = QAZPEEND. 410 = VERYEAME. 411 = MINIKEOLD. 412 = HAMOGOBOY. 413 = FUTOLOW. 414 = SUZMEICK. 415 = DOUMPHOLE. 416 = SHIHIPLAS. 417 = HURTQAZAL. 418 = JOSEOLD. 419 = TIMGBBOY. 420 = CALINDOR. 421 = SCOLOPPAL. 422 = SWATHOLE. 423 = KILLOXLAS. 424 = EOAEAAL. 425 = BURIKEPIL. 426 = MOROGOJOB. 427 = NIMODOR. 428 = BILMEPAL. 429 = RINGDIPERT. 430 = WEAVKOPOUT. 431 = ALPQAZT. 432 = BADEPIL. 433 = IMMGBJOB. 434 = HOBINLIN. 435 = BUGLOPDON. 436 = SHADYPERT. 437 = COROXOUT. 438 = BINEAT. 439 = SADIKEBAR. 440 = LOWOGOER. 441 = QAZOLIN. 442 = VERYDEDON. 443 = MINDIMAR. 444 = HAMKOPLUG. 445 = FUTQAZHILL. 446 = SUZEBAR. 447 = DOUGBER. 448 = SHIINING. 449 = HURTSODORD. 450 = JOSYMAR. 451 = TIMOXLUG. 452 = CALEAHILL. 453 = SCOIKEMET. 454 = SWAOGOED. 455 = KILLUING. 456 = EOADEORD. 457 = BURDICON. 458 = MORKOPILL. 459 = NIMQAZTORY. 460 = BILEMET. 461 = RINGCEED. 462 = WEAVASHAM. 463 = ALPSODOND. 464 = BADYCON. 465 = IMMOXILL. 466 = HOBEATORY. 467 = BUGIKEEND. 468 = SHADQUEME. 469 = CORUHAM. 470 = BINDEOND. 471 = SADDILOW. 472 = LOWKOPICK. 473 = QAZQAZHOLE. 474 = VERYIEND. 475 = MINCEME. 476 = HAMASOLD. 477 = FUTSODBOY. 478 = SUZYLOW. 479 = DOUOXICK. 480 = SHIEAHOLE. 481 = HURTDIELAS. 482 = JOSQUEAL. 483 = TIMUOLD. 484 = CALDEBOY. 485 = SCODIDOR. 486 = SWAKOPPAL. 487 = KILLINGPERT. 488 = EOAILAS. 489 = BURCEAL. 490 = MORASPIL. 491 = NIMSODJOB. 492 = BILYDOR. 493 = RINGAPAL. 494 = WEAVUSPERT. 495 = ALPDIEOUT. 496 = BADQUET. 497 = IMMUPIL. 498 = HOBDEJOB. 499 = BUGDILIN. 500 = SHADWILDON. 501 = CORINGMAR. 502 = BINIOUT. 503 = SADCET. 504 = LOWASBAR. 505 = QAZSODER. 506 = VERYOUTING. 507 = MINADON. 508 = HAMUSMAR. 509 = FUTDIELUG. 510 = SUZQUEHILL. 511 = DOUUBAR. 512 = SHIDEER. 513 = HURTOZING. 514 = JOSWILORD. 515 = TIMINGCON. 516 = CALILUG. 517 = SCOCEHILL. 518 = SWAASMET. 519 = KILLHIPED. 520 = EOAOUTHAM. 521 = BURAORD. 522 = MORUSCON. 523 = NIMDIEILL. 524 = BILQUETORY. 525 = RINGTMET. 526 = WEAVPEED. 527 = ALPOZHAM. 528 = BADWILOND. 529 = IMMINGLOW. 530 = HOBIILL. 531 = BUGCETORY. 532 = SHADMPEND. 533 = CORHIPME. 534 = BINOUTOLD. 535 = SADAOND. 536 = LOWUSLOW. 537 = QAZDIEICK. 538 = VERYLOPHOLE. 539 = MINTEND. 540 = HAMPEME. 541 = FUTOZOLD. 542 = SUZWILBOY. 543 = DOUINGDOR. 544 = SHIIICK. 545 = HURTMEHOLE. 546 = JOSMPLAS. 547 = TIMHIPAL. 548 = CALOUTPIL. 549 = SCOABOY. 550 = SWAUSDOR. 551 = KILLINPAL. 552 = EOALOPPERT. 553 = BURTLAS. 554 = MORPEAL. 555 = NIMOZPIL. 556 = BILWILJOB. 557 = RINGOGOLIN. 558 = WEAVOPAL. 559 = ALPMEPERT. 560 = BADMPOUT. 561 = IMMHIPT. 562 = HOBOUTBAR. 563 = BUGAJOB. 564 = SHADGBLIN. 565 = CORINDON. 566 = BINLOPMAR. 567 = SADTOUT. 568 = LOWPET. 569 = QAZOZBAR. 570 = VERYIKEER. 571 = MINOGOING. 572 = HAMODON. 573 = FUTMEMAR. 574 = SUZMPLUG. 575 = DOUHIPHILL. 576 = SHIOUTMET. 577 = HURTEER. 578 = JOSGBING. 579 = TIMINORD. 580 = CALLOPCON. 581 = SCOTLUG. 582 = SWAPEHILL. 583 = KILLEAMET. 584 = EOAIKEED. 585 = BUROGOHAM. 586 = MOROORD. 587 = NIMMECON. 588 = BILMPILL. 589 = RINGKOPTORY. 580 = CALLOPCON. 581 = SCOTLUG. 582 = SWAPEHILL. 583 = KILLEAMET. 584 = EOAIKEED. 585 = BUROGOHAM. 586 = MOROORD. 587 = NIMMECON. 588 = BILMPILL. 589 = RINGKOPTORY. 590 = WEAVQAZEND. 591 = ALPEED. 592 = BADGBHAM. 593 = IMMINOND. 594 = HOBLOPLOW. 595 = BUGTILL. 596 = SHADOXTORY. 597 = COREAEND. 598 = BINIKEME. 599 = SADOGOOLD. 600 = LOWOOND. 601 = QAZMELOW. 602 = VERYDIICK. 603 = MINKOPHOLE. 604 = HAMQAZLAS. 605 = FUTEME. 606 = SUZGBOLD. 607 = DOUINBOY. 608 = SHILOPDOR. 609 = HURTYICK. 610 = JOSOXHOLE. 611 = TIMEALAS. 612 = CALIKEAL. 613 = SCOOGOPIL. 614 = SWAOBOY. 615 = KILLDEDOR. 616 = EOADIPAL. 617 = BURKOPPERT. 618 = MORQAZOUT. 619 = NIMEAL. 620 = BILGBPIL. 621 = RINGASJOB. 622 = WEAVSODLIN. 623 = ALPYPAL. 624 = BADOXPERT. 625 = IMMEAOUT. 626 = HOBIKET. 627 = BUGOGOBAR. 628 = SHADUJOB. 629 = CORDELIN. 630 = BINDIDON. 631 = SADKOPMAR. 632 = LOWQAZLUG. 633 = QAZET. 634 = VERYCEBAR. 635 = MINASER. 636 = HAMSODING. 637 = FUTYDON. 638 = SUZOXMAR. 639 = DOUEALUG. 640 = SHIIKEHILL. 641 = HURTQUEMET. 642 = JOSUER. 643 = TIMDEING. 644 = CALDIORD. 645 = SCOKOPCON. 646 = SWAQAZILL. 647 = KILLIHILL. 648 = EOACEMET. 649 = BURASED. 650 = MORSODHAM. 651 = NIMYORD. 652 = BILOXCON. 653 = RINGUSILL. 654 = WEAVDIETORY. 655 = ALPQUEEND. 656 = BADUED. 657 = IMMDEHAM. 658 = HOBDIOND. 659 = BUGKOPLOW. 660 = SHADINGICK. 661 = CORITORY. 662 = BINCEEND. 663 = SADASME. 664 = LOWSODOLD. 665 = QAZYOND. 666 = VERYALOW. 667 = MINUSICK. 668 = HAMDIEHOLE. 669 = FUTQUELAS. 670 = SUZUME. 671 = DOUDEOLD. 672 = SHIDIBOY. 673 = HURTWILDOR. 674 = JOSINGPAL. 675 = TIMIHOLE. 676 = CALCELAS. 677 = SCOASAL. 678 = SWASODPIL. 679 = KILLOUTJOB. 680 = EOAADOR. 681 = BURUSPAL. 682 = MORDIEPERT. 683 = NIMQUEOUT. 684 = BILUAL. 685 = RINGPEPIL. 686 = WEAVOZJOB. 687 = ALPWILLIN. 688 = BADINGDON. 689 = IMMIPERT. 690 = HOBCEOUT. 691 = BUGAST. 692 = SHADHIPBAR. 693 = COROUTER. 694 = BINALIN. 695 = SADUSDON. 696 = LOWDIEMAR. 697 = QAZQUELUG. 698 = VERYTT. 699 = MINPEBAR. 700 = HAMOZER. 701 = FUTWILING. 702 = SUZINGORD. 703 = DOUIMAR. 704 = SHICELUG. 705 = HURTMPHILL. 706 = JOSHIPMET. 707 = TIMOUTED. 708 = CALAING. 709 = SCOUSORD. 710 = SWADIECON. 711 = KILLLOPILL. 712 = EOATHILL. 713 = BURPEMET. 714 = MOROZED. 715 = NIMWILHAM. 716 = BILINGOND. 717 = RINGOCON. 718 = WEAVMEILL. 719 = ALPMPTORY. 720 = BADHIPEND. 721 = IMMOUTME. 722 = HOBAHAM. 723 = BUGUSOND. 724 = SHADINLOW. 725 = CORLOPICK. 726 = BINTTORY. 727 = SADPEEND. 728 = LOWOZME. 729 = QAZWILOLD. 730 = VERYOGOBOY. 731 = MINOLOW. 732 = HAMMEICK. 733 = FUTMPHOLE. 734 = SUZHIPLAS. 735 = DOUOUTAL. 736 = SHIAOLD. 737 = HURTGBBOY. 738 = JOSINDOR. 739 = TIMLOPPAL. 740 = CALTHOLE. 741 = SCOPELAS. 742 = SWAOZAL. 743 = KILLIKEPIL. 744 = EOAOGOJOB. 745 = BURODOR. 746 = MORMEPAL. 747 = NIMMPPERT. 748 = BILHIPOUT. 749 = RINGQAZT. 750 = WEAVEPIL. 751 = ALPGBJOB. 752 = BADINLIN. 753 = IMMLOPDON. 754 = HOBTPERT. 755 = BUGPEOUT. 756 = SHADEAT. 757 = CORIKEBAR. 758 = BINOGOER. 759 = SADOLIN. 760 = LOWMEDON. 761 = QAZMPMAR. 762 = VERYKOPLUG. 763 = MINQAZHILL. 764 = HAMEBAR. 765 = FUTGBER. 766 = SUZINING. 767 = DOULOPORD. 768 = SHITMAR. 769 = HURTOXLUG. 770 = JOSEAHILL. 771 = TIMIKEMET. 772 = CALOGOED. 773 = SCOOING. 774 = SWAMEORD. 775 = KILLDICON. 776 = EOAKOPILL. 777 = BURQAZTORY. 778 = MOREMET. 779 = NIMGBED. 780 = BILINHAM. 781 = RINGSODOND. 782 = WEAVYCON. 783 = ALPOXILL. 784 = BADEATORY. 785 = IMMIKEEND. 786 = HOBOGOME. 787 = BUGOHAM. 788 = SHADDEOND. 789 = CORDILOW. 790 = BINKOPICK. 791 = SADQAZHOLE. 792 = LOWEEND. 793 = QAZGBME. 794 = VERYASOLD. 795 = MINSODBOY. 796 = HAMYLOW. 797 = FUTOXICK. 798 = SUZEAHOLE. 799 = DOUIKELAS. 800 = SHIOGOAL. 801 = HURTUOLD. 802 = JOSDEBOY. 803 = TIMDIDOR. 804 = CALKOPPAL. 805 = SCOQAZPERT. 806 = SWAELAS. 807 = KILLCEAL. 808 = EOAASPIL. 809 = BURSODJOB. 810 = MORYDOR. 811 = NIMOXPAL. 812 = BILEAPERT. 813 = RINGDIEOUT. 814 = WEAVQUET. 815 = ALPUPIL. 816 = BADDEJOB. 817 = IMMDILIN. 818 = HOBKOPDON. 819 = BUGQAZMAR. 820 = SHADIOUT. 821 = CORCET. 822 = BINASBAR. 823 = SADSODER. 824 = LOWYLIN. 825 = QAZOXDON. 826 = VERYUSMAR. 827 = MINDIELUG. 828 = HAMQUEHILL. 829 = FUTUBAR. 830 = SUZDEER. 831 = DOUDIING. 832 = SHIKOPORD. 833 = HURTINGCON. 834 = JOSILUG. 835 = TIMCEHILL. 836 = CALASMET. 837 = SCOSODED. 838 = SWAYING. 839 = KILLAORD. 840 = EOAUSCON. 841 = BURDIEILL. 842 = MORQUETORY. 843 = NIMUMET. 844 = BILDEED. 845 = RINGOZHAM. 846 = WEAVWILOND. 847 = ALPINGLOW. 848 = BADIILL. 849 = IMMCETORY. 850 = HOBASEND. 851 = BUGSODME. 852 = SHADOUTOLD. 853 = CORAOND. 854 = BINUSLOW. 855 = SADDIEICK. 856 = LOWQUEHOLE. 857 = QAZUEND. 858 = VERYPEME. 859 = MINOZOLD. 860 = HAMWILBOY. 861 = FUTINGDOR. 862 = SUZIICK. 863 = DOUCEHOLE. 864 = SHIASLAS. 865 = HURTHIPAL. 866 = JOSOUTPIL. 867 = TIMABOY. 868 = CALUSDOR. 869 = SCODIEPAL. 870 = SWAQUEPERT. 871 = KILLTLAS. 872 = EOAPEAL. 873 = BUROZPIL. 874 = MORWILJOB. 875 = NIMINGLIN. 876 = BILIPAL. 877 = RINGMEPERT. 878 = WEAVMPOUT. 879 = ALPHIPT. 880 = BADOUTBAR. 881 = IMMAJOB. 882 = HOBUSLIN. 883 = BUGDIEDON. 884 = SHADLOPMAR. 885 = CORTOUT. 886 = BINPET. 887 = SADOZBAR. 888 = LOWWILER. 889 = QAZINGING. 890 = VERYODON. 891 = MINMEMAR. 892 = HAMMPLUG. 893 = FUTHIPHILL. 894 = SUZOUTMET. 895 = DOUAER. 896 = SHIUSING. 897 = HURTINORD. 898 = JOSLOPCON. 899 = TIMTLUG. 900 = CALPEHILL. 901 = SCOOZMET. 902 = SWAWILED. 903 = KILLOGOHAM. 904 = EOAOORD. 905 = BURMECON. 906 = MORMPILL. 907 = NIMHIPTORY. 908 = BILOUTEND. 909 = RINGEED. 910 = WEAVGBHAM. 911 = ALPINOND. 912 = BADLOPLOW. 913 = IMMTILL. 914 = HOBPETORY. 915 = BUGOZEND. 916 = SHADIKEME. 917 = COROGOOLD. 918 = BINOOND. 919 = SADMELOW. 920 = LOWMPICK. 921 = QAZHIPHOLE. 922 = VERYQAZLAS. 923 = MINEME. 924 = HAMGBOLD. 925 = FUTINBOY. 926 = SUZLOPDOR. 927 = DOUTICK. 928 = SHIPEHOLE. 929 = HURTEALAS. 930 = JOSIKEAL. 931 = TIMOGOPIL. 932 = CALOBOY. 933 = SCOMEDOR. 934 = SWAMPPAL. 935 = KILLKOPPERT. 936 = EOAQAZOUT. 937 = BUREAL. 938 = MORGBPIL. 939 = NIMINJOB. 940 = BILLOPLIN. 941 = RINGYPAL. 942 = WEAVOXPERT 943 = ALPEAOUT. 944 = BADIKET. 945 = IMMOGOBAR. 946 = HOBOJOB. 947 = BUGMELIN. 948 = SHADDIDON. 949 = CORKOPMAR. 950 = BINQAZLUG. 951 = SADET. 952 = LOWGBBAR. 953 = QAZINER. 954 = VERYSODING. 955 = MINYDON. 956 = HAMOXMAR. 957 = FUTEALUG. 958 = SUZIKEHILL. 959 = DOUOGOMET. 960 = SHIOER. 961 = HURTDEING. 962 = JOSDIORD. 963 = TIMKOPCON. 964 = CALQAZILL. 965 = SCOEHILL. 966 = SWAGBMET. 967 = KILLASED. 968 = EOASODHAM. 969 = BURYORD. 970 = MOROXCON. 971 = NIMEAILL. 972 = BILIKETORY. 973 = RINGQUEEND. 974 = WEAVUED. 975 = ALPDEHAM. 976 = BADDIOND. 977 = IMMKOPLOW. 978 = HOBQAZICK. 979 = BUGETORY. 980 = SHADCEEND. 981 = CORASME. 982 = BINSODOLD. 983 = SADYOND. 984 = LOWOXLOW. 985 = QAZEAICK. 986 = VERYDIEHOLE. 987 = MINQUELAS. 988 = HAMUME. 989 = FUTDEOLD. 990 = SUZDIBOY. 991 = DOUKOPDOR. 992 = SHIQAZPAL. 993 = HURTIHOLE. 994 = JOSCELAS. 995 = TIMASAL. 996 = CALSODPIL. 997 = SCOYBOY. 998 = SWAOXDOR. 999 = KILLUSPAL. 1000 = EOADIEPERT. When you bring up the options screen in a Conquest game, you can enter a number from 0 to 32768; the program will generate a world associated with whatever number you type in. This gives you 128,000 worlds to choose from!!! ^E POWERDRIFT Select any course except D and win all the races, you must get the gold medal. Collect all the gold medals and you enter a bonus round on a secret course with you in control of the F-14 Tomcat from Afterburnner. With no collision detection. Do the same thing on course D and you will be in control of the Super Hang-On bike. ^E PREADTOR F10 restores your energy. ^E PRINCE OF PERSIA SHIFT K to kill guard SHIFT + to add time SHIFT W to levitate when falling SHIFT T for full strength SHIFT L for next level NOTE: Another source says to hold the CAPS LOCK key instead of shift with the above key combinations. ^E PROPHECY I - VIKING CHILD Here are the codes: DENIS - The forest THE BLIZ - The bridge SHARKMAN - The labyrinth NYMHARSW - The desert Another source provides us with different codes. Try both! Level 1: IMAGITEC Level 2: JOJOSM Level 3: GUSTAVUS Level 4: NINJADL ^E PUFFY'S SAGA Press F5 & F6 together and advance to level 7. DEL takes you to level 8 and press it again for level 9. Pause the game when your health nears zero, then run your fingers along F1 thru F7. You'll get 2000 healths, 4 keys, 4 Goms, and you'll be transported to the next level. Also, if you have 2 Goms, you can call up a map of the level by pressing the F6 and/or F7 keys. ^E PUZZNIC When playing the game, press the space bar to bring up the retry screen, but don't release the spacebar. All the time that it is held down the game will be paused and you can work out what to do without having to rush. Here are the level codes for 48 through 60: Level 48: ICHI NICH Level 49: IGAN BARO Level 50: PASS WORD Level 51: MINA SAMA Level 52: NO.O KAGE Level 53: DE.N ANTO Level 54: KASH IAGA Level 55: RIMA SITA Level 56: THAN KYOU Level 57: MAID OOKA Level 58: IAGE ITAD Level 59: AKIM ASHI Level 60: TEAR IGAT ^E QUADRALIEN Access codes: level 1- 170961, level 2- 010655, level 3- 610169. And now, some tips: once in the core, you can't quit. So choose droids with good lasers, Jack and Spud for example. The Quadralien mother is made up of 4 separate pieces grouped together and surrounded by Earthling boxes. The mother can only be destroyed by blowing up each box from a different direction. From the starting point there are three exits: north, east, and west. Go east and destroy the first box, return to the starting point, and go north to destroy the second box. You will now have both droids to blow the remaining boxes. Go west through the one-way force field, and get the other. Don't forget to keep recharging. ^E R-TYPE Enter 'SUMITA' on the high score table for unlimited lives. NOTE: The One Magazine says it is SUMITA. (with period) (2nd cheat) Load the game; when you get the "insert disk 2 and press space" prompt, press HELP and type ME, then press the up arrow (between INSERT and CLR HOME). Now insert disk 2 and press space. While playing the game, you can become impervious to collisions (F5), impervious to enemy fire (F6), get infinite credits (F7), and put the orb in the control of a second player with a stick plugged in the mouse port (F8). Neat! ^E RAINBOW ISLANDS Type these codes on the title page: BLRBJSBJ - Fast Feet RJSBJSBR - Double Rainbows SSSLLRRS - Faster Rainbows BJBJBJRS - Displays hint LJLSLBLS - Displays another nint SJBLRJSR - Unknown LBSJRLJL - Continue on all rounds We all know that collecting the seven different-colored gems gives you an extra life and a 100,000 Bonus Gem once the Boss is defeated. But collecting all of the gems in the correct order of color (from left to right on the gem counter) not only awrds you the life and Bonus Gem, it also grants you access to a magical secret room. When you reach the end of the level, a silver door appears. `You don't have to fight the Boss. (Hint A) Even more useful is how to create any color gem. The screen is split into several invisible vertical stripes of color. When a gem falls, its color is determined by the `color' of the area into which it fell. Now all you have to do is guage carefully where the dead enemy will fall to create the gem color of your choice. (Hint B ) ^E RALLY CROSS CHALLENGE When you reach the track called 'Locomotion' drive your car up the railway track to the end. The race will automatically finish and you'll be awarded loads of coins to power up your car. ^E RAMBO III Get on the high-score list and type RENEGADE. Pressing 1,2 and 3 will drop you on the level of your choice. And now for some tips: 1) When inside the 2nd building, wear your IR goggles. 2) Don't walk in front of soldiers, since it will trigger an alarm and about 8 soldiers will jump you! 3) If you enter a dark room, use the glow tube. 4) Never use a gun without a silencer. 5) Turn off the electric door with switch located several rooms away. 6) The mine detector won't work without the generator. 7) The IR goggles won't work without a battery. 8) Watch out for IR beams, since they also trigger alarms. Here's a list of items you can find: arrows, silencer, first aid kit, IR goggles, glow tube, battery, key, mine, detector (in 2 pieces), pistol, ammo, rubber gloves (you never know when you can be expected to perform major surgery!!!) ^E RETURN OF THE JEDI At the high score table type DARTH VADER. Then pressing F2 in-game will skip levels. ^E RETURN TO GENESIS Type WASP.ASM on the title page and press F5 for invincibility. ^E RICK DANGEROUS Type POOKY at the score screen to continue with the current level. ^E RINGS OF MEDUSA After typing your name type DESOXYRIBONUKLEINSAEURE then HELP. ^E RINGS OF ZON On the games options screen press the LEFT AMIGA key to activate cheat mode, then in the game use F9 and F10 to cheat. ^E ROAD BLASTERS Type LAVILLASTRANGIATO on the starting line then: X - Spin Car F - Extra Fuel S - Skip Stage P - Refuel G - End Game 1 - Mount UZ Cannon 2 - Cruise Missles 3 - Electro Shields 4 - Nitro Injectors 0 - Remove all weapons ^E ROBOCOP Pause and type BEST KEPT SECRET for invincibility. ^E ROBOCOP II While on the intro screen type SERIALINTERFACE then while playing press F9 to top up Robocop's energy and F10 to skip to next level. ^E ROCK N ROLL This cheat will allow you to start on any level. Start the game as usual but enter your name as 'RAINBOW ARTS' (with a space). Twelve noughts will then be shown. For the first two digits, type in the number of the level you wish to start on. Remember, to start on levels one to nine you should put a nought in front of these two digits. Follow this by xx. Then type in the four numbers that add up to the level you require, eg. for level three type in 1110 or any other four numbers that add up to three. Add another xx. Then for the last two digits, enter the level you wish to start on backwards, eg. 03 becomes 30. In-game the function keys do various things, and so do keys '1' - '4'. Entering your name as 'COUNTRY' lets you play hear the soundtrack. Find the special hole on level 1. Its suronded by 3 left pointing arrows. Fall down the hole, press left mouse. You have warped to level 33. ^E ROLLING THUNDER On the title screen, type JIMBBBY for infinite energy. Hit I to change levels. ^E ROTOR Level Codes: Level 1 - GAG Level 2 - LIP Level 3 - FLY Level 4 - MEN Level 5 - AWE Level 6 - TNT PIT for the battle sim. Another source says: To get to all the missions, type GAG, SLY, or AWE at any time. ^E SARAKON Passwords are: LUNKWILL VRANX ^E SAVAGE Right at the beginning of the game (blue sector) you will find a well on the left. Run towards it and jump before you hit the eall. Now you will find yourself at the other side of it. Keep on walking to the left and you will notice the screen going crazy. Waggle the joystick in all directions and after a while you will find yourself in the red sector. Once in the red sector do the same as in the blue sector. Now you go to the purple sector. Do the same as in the red and blue sectors. A message appears that you have completed game one and the code word for game two. The password for level two is SABATTA. For infinite lives enter BRUISER When level three is loaded select the enter code for level two option on the menu and when prompted enter PORSCHE ^E SDI (SEGA VERSION) Shoot all the swirling pods, then on the hi score page type in ALERIC. Now use the F-Keys to select any level you wish. ^E SDI (CINEMAWARE VERSION) When your in the Russian space station, pick one man and keep firing at him 10 or 15 times. No other men will appear and you can keep doing it until you get the girl. ^E SENTRY (THE SENTINEL) A few level codes to call up: 3) 70511958 19) 55742564 80) 18452261 196) 72957558 8) 16257084 36) 97578966 103) 36873128 225) 38546570 10) 43428170 50) 61185004 127) 06567770 11) 40556356 61) 26060764 150) 92856449 18) 68627185 66) 68657887 169) 16788555 ^E SHADOW OF THE BEAST Here's the complete solve: 1. Load the game. 2. After you start the game, go to the left and enter the tree with the red arrows flashing into it. 3. Go to the right and go down the first ladder. 4. Go to the left and go down the first ladder you come to. 5. Go to the right past the green spider like monsters and climb down the ladder. 6. Go left and down the ladder and go left across the bridge. 7. Go down the ladder and go to the right past the purple monsters. 8. Go down the ladder then go down the right ladder. 9. Go down the first bamboo ladder and then go left and down the next bamboo ladder and go left halfway down (At the first landing.) 10. Go to the left past more purple monsters (Rain drops keep falling on my head...) and jump over the pit. Grab the Key. 11. Fall into the pit. Go to the right. Go all the way up the bamboo ladder. If you missed the key, go left halfway up the bamboo ladder and go back and get it. 12. Go back up both bamboo ladders, then up the wooden ladder, then left and down the next ladder. 13. Go left through more purple monsters, and you will reach a winged statue throwing a ball in the air. Punch the ball until it blows up. You now have a new weapon. 14. Go all the way to the right, and enter the transporter (Looks kinda like a bird cage). Then go up the wooden ladder, then go to the right. The game should load briefly here. 15. Once you reach a large monster (It looks like an electric chair with teeth) just start firing until it dies. 16. Go to the right and kill the green monsters, and go up the first ladder you come to. Then go all the way to the left, and you'll find some green monsters. Kill them. You'll soon reach a switch that says "Don't Touch". Punch the switch once. Then go to the right and go up the first ladder you come to. 17. Go to the left, through the bouncing eyeballs, until you find a key. Go back to the right through the eyeballs. Go down the first ladder you come to. Go to the right. Go down the first ladder you come to. 18. Go to the right and go past the snail and go all the way down the ladder. Go to the left through the red dragons and go through the bouncing Psygnosis symbols, then go down the ladder. Go to the right. 19. Go down the ladder, go to the right, and continue going to right through all the red skulls and wasps. The game will load briefly again. Then go down the ladder. Go to the right. then go down another ladder. Then go to the left. Continue going to the left and go down the first ladder you come to. And then go left and down another ladder. Go to the left. Go up the next ladder, left and down the next ladder. Then up the next ladder, go to the right, and pick up the vial which will give you 'Power Punch'. 20. Go to the left and go all the way down the ladder. Go to the right under the rocket engines. Continue all the way to the right until you come to a large red monster. Start punching it until it dies. Then go to the right and enter the door, and climb up the ladder. The game will load again, and you'll be back near where you started. Go right. When you get to a statue, punch it until it comes to life, then kill it. Then continue to the right, past the castle entrance, and jump up and grab the torch. Then go left and enter the castle. 21. Go left once you enter the castle and up the first ladder. then go all the way to the right and down the ladder. Then to the right, and all the way up the next ladder. Then to the left and walk off the edge. Continue to the left through the daggers and through the green monsters until you some to a dead-end. Then go up the ladder. The game will load briefly here. Go to the right through a bunch of knifed monsters. Continue to the right until you reach a dead-end. Then pick up the wrench and go back to the left past the table until you reach a dead-end. Go down the ladder. Go to the right until you reach another dead-end. Go down the ladder. Go to the right, walk off the edge, and then go to the left, across a bridge and under some spiders. Go down the ladder at the dead-end. Go to the right, through the head-less jumping monsters, and down the ladder by the dead-end. Go to the left across the bridges. You'll come to a treasure chest. Bend down and punch it and pick up the gun. Then go back to the right. When you reach the machine where the lightning is, bend down and press the fire-button in front of the machine. This should turn the lightning off. Then go to the right and up the ladder. Then go to the left, and walk off the edge. Continue to the left and go up the ladder. The game will load briefly here. Go to the right, and go down the ladder at the dead-end. Go to the left, through the flying torpedoes and go down the ladder at the dead-end. Half-way down the ladder the game will load again. Go to the right, and you will reach a green three-headed dragon. Go all the way up against the dragon, as far to the right as possible, and start shooting until it dies. Then go through the door on the right. After the game finishes loading and you are given your space suit, go straight to the right all the way until the floor totally disappears. Continue to the right until you reach and then destroy BOTH of the monster's mouth's. This will kill it. Then go to the right through the door-way. You will appear outside the castle in the graveyard. Go all the way to the right and punch the giant's big toe until he dies. The end. Unverified: Hold down both the joystick button and both mouse buttons while the game boots. Keep them held down until you are confronted by the 'Insert Disk 2' prompt. You should now have infinite lives. ^E SHADOW OF THE BEAST II Go to the right until you get to the forest, where the warrior says to you, "DO NOT ENTER THESE WOODS", press A the type TEN PINTS then it will say THIS ONE IS FOR YOU ROGER. CHEAT MODE ACTIVATED. Level Passwords Level 1 - Eternity Level 2 - Sunstone Level 3 - Necropolis Also, try these words in the game: MALETO, KARAM, PIGM, PYGM, SEA, OLD, MAN, COMPA, SACK, PACK, GATE Complete Walkthrough: Go all the way to the left until you reach the guy who is being captured by a gargoyle. Shoot the gargoyle until it releases him. Ask the man about: Traps. The man will tell you wither upper switch or lower switch. Go down through the branches and make the first left into this tunnel. As soon as you see a gargoyle fly over, follow it to the rope and kill it. Once you kill it, wait at the edge of the tunnel facing left and wait for the guy pushing the stone. When the guy nears the edge, start shooting at him and you can kill him. Go left into the tunnel until the drive spins. When it stops, you should see a gargoyle flying over. Kill it, take the key he throws, and continue left. Ignore the next gargoyle, go up the rope and jump to the right. Use the key to open the iron door and continue right until you reach the wall with two switches. Hit which ever switch the man told you to earlier and an elevator will come down. Get inside and it will take you back to the surface. Go right until you get to the chain. Get on the chain and climb part of the way down until you see a sleeping gargoyle. Climb back up the chain and jump against the wall where you fall straight down into the pit. Act quickly here. Once you land, turn around, fire a quick shot or two, make a short jump, and while in the air, fire as many shots as you can. If you succeed, the gargoyle will not be able to hit the lever on the wall. Once the gargoyle flies away, hit the lower lever, jump on the chain, and exit the pit. Once out of the pit, go right to the second chain. Go up the chain and jump to the upper ledge. Shoot the chest and get the gold coins. The coins only stay for a few seconds so pick them up quickly. For the rest of the game, repeat this when you see a chest. Now, jump down and go right again and pick up a key on the far table at the end of the hallway. Go all the way left and get back into the elevator. Push down on the joystick. Once you get to the bottom, go left, down the rope, and keep going left until you find two pits of acid. One of them should have a bridge across it. Keep going left and you will find a wall with three switches on it and a large stone. Do not break the stone with your mace. Use the switches to move and lower the hook over the top part of the rock. Once it is fastened on the rock, lift the rock and move it to the right. Use the top switch to release the rock and drop it on the other side of the exposed acid pool. The rock will land on a spike and break. Push the fragments of the rock up to the left side of the see-saw. Climb the rock almost 3/4 of the way up and jump to the right. If you succeed, the rock will fly up. Run quickly to the left and get in the elevator. The elevator will take you up. Go left and you will find a dragon. Kill the dragon and shoot the hanging sack. The released prisoner will tell you a password you will need. Go right, down the branches, then go right all the way down the hallway to the entrance of the tunnel. When you reach the rope, go down and jump right. When you get to a hole in the ground with branches in it, go down. Then, go right again. You will reach a stone gate and you will be asked for a password. Type in the password whispered to you earlier by the prisoner. Once you enter, go up the rope and you will meet Barloom, a good dragon. He has a parchment in front of him that contains a spell. Take it then back track. Go down the rope and go to the right get the coins from the chest. Go left and leave. When you get out, go back up the branches and go left. Cross the acid pool and keep going left. When you come to the large monster, just keep hitting him until he falls into the acid. Keep going left and you will meet another one. Repeat the process, continue left, and you will find your third chest. When you reach the Oasis, go inside, left, up the stairs, and get the jug. Exit and go all the way back to where the game started you off. Go right until you get back to the pygmies. Cross their forest and keep going right until you get to the place where there is a rock above the ground. Right under the rock, on the ground, you will see a thin green piece of grass that covers the entrance to the crystal caverns. Continue right until you get to the rocks that progress like steps. Jump from one to the other going up and to the left as you jump, until you find the green monster. Kill the monster and he will drop an axe. Get the axe but don't use it. You will be carrying too many things at this point so put the arrow on the parchment, and then pick up the axe. Then, get the coins out of the chest. Go up the little rope, jump over to the rock, and go up on the ledge. Break down the green column with your mace. Go right and get the coins out of the chest. Now, go back down to the entrance of the caverns. Get on top of the layer of grass covering the entrance and keep jumping until you break through. Go down into the hole and you will be asked to switch disks. Once you are in the caverns, go left and you will find the last chest. Stop going left when you reach the right edge of the stone bridge. Switch you weapon from mace to axe but don't use it yet. Run left and don't stop until a stone wall drops and stops you. Follow the little goblin who starts to run and when the wall comes down, start firing the axe at the goblin retracting the bridge. Once you kill the top goblin, kill the one directly behind the wall. Remember the axe only lasts a few seconds. Use you mace to break down the wall and get through. Once you get through the outer defenses, go left then go to the chain that leads upward and go up it. Go left across the hallway until you reach a locked door. Kneel and use your mace to hit the lever on the other side of the door. Run back across the hallway, go down, and then go down the other chain into a room with goblins. Go right and get the key on the table. Go left and allow yourself to be captured by walking under the cage above the ground. Once captured, you will be led to a cell and locked up. Offer the jug to the guard and he will take it and fall asleep. Break the door down with your mace. As soon as the door breaks, jump on the chain and climb up and kill the goblin guard at the top. Once you kill the guard, you will see a prisoner come behind you and he will jump on the ledge and start pulling on the door. Go back down and kill the sleeping guard. Get the key from him, go back up and free the prisoner from the cell above yours. Go all the way up the chain and you should see both prisoners waiting in front of the door. First, jump left, then, go left and get the ring. Go back to where the prisoners are, move the arrow the last key, and push the button. The door will open and both prisoners will start running. Run right next to the first prisoner, so that you can barely see him, so he can't be killed. The second one is not needed. At the end of the hallway, he will disappear. Once you get to the end of the hallway, keep going right and leave the crystal cavern. Once you get back to the surface, go back up and get the parchment you left their earlier. Go right, to the rope, and go down the rope and onto the stone in the waterfall. Jump right, on the stones and kill the monster on the third one. When you jump from the third stone, there will be two small stones next to each other. The first one is a creature so don't jump on it. Jump on the second stone and then jump to the rope and climb up. Cross over the strip of land and get to the second rope. Climb down the rope and half way down, jump right to land again. You will come to a bridge. On the other side of the bridge is a guy with a sword. Lure him to your side of the bridge and when he gets to the weak spot of the bridge, it will collapse. Jump over the hole and go to the right and greet the old man. Offer the ring and the parchment to the old man and he will make you a weapon. Pick up the weapon, go back to the bridge, and fall through the hole. After you go through the whirlpool, you will be in a new place. Go all the way right, fall down, and keep going right and pick up the horn. Go down the rope and jump right. Go right until you get to the snail and ask him about: Karamoon. He will ask you if you want to go their and tell you it will cost 36 coins. Say yes. He will take you back to the surface and leave you where the old man used to be. Go right and use the mace to kill the two guys with shields. Keep going right and fall off the edge into the swamps. Keep going right past the tree trunk with the snakes. Continue all the way to the edge of the land. Point to the horn and hit the button and a sea monster will appear. Climb on its back and it will take you across the channel to an island. Jump off onto the island and go to the castle and enter. Go into the castle and go all the way right. You will find the mage. Kill the mage with the weapon given to you by the old man and you've won. ^E SHADOW WARRIORS During the intro sequence hold down CTRL, J, ESC, 5, F2, RIGHT ALT (,V, ENTER, and HELP. In the game hit HELP for next level and Q for invulnerability to punches and kicks. NOTE: the bracket and Enter keys refer to the numeric keypad. Another cheat: When you reach the continue option screen and, if after the word credit, it says 1, start tapping the 1 and 2 keys alternately, all the way through the change disk prompt until both men fall from the sky. This gives you infinite lives. ^E SHINOBI Pause the game and type: LARSVII - unlimited credits LARSVII - while hloding down left mouse button to enter colour mode Q - while paused lets you eneter music mode. T - When the SHINOBI logo appears and move mouse to control it. LARSXVIII - unlimited lives ^E SHOCKWAVE Hints : A few hints and tips follow on how each of the four zones (armies, factoriess, mines and rigs) effect the game : MINES - Each time a mine is purchased the income you receive for each 'time pass' doubles. FACTORIESS - The more factories you have the faster more weapons are produced, these are essential. RIGS - These supply you with the fuel for each mission run. The more rigs you have the greater the amount of fuel you receive for each 'time pass'. ARMIES - For every army unit you own, the enemy slows down, eg. you have one army unit, for each four 'time passes' that occur the enemy won't move for one 'time pass'. If more than 50% of the sector is occupied by the enemy then you will lose one of your assests for each 'time pass' rhat occurs. The best solution is when 30% of the sector is occupied go an attack the enemy. ^E SIDEARMS 1] Hit [CAPS LOCK]. 2] While playing type in FTBOK. 3] You may now use the following keys: 1-5: Weapons Select 6 : Faster Speed 7 : Slower Speed 8 : Lives 9 : Beta Suit T : Game Stats X+#: Set Stage (1-9,0) K : Kill Off Enemy D : Screen Dump/Die C : Clear 'Last' Enemy of Stage R : Restart H : ??? L : Add 100K to score I : Menu Q : Quit to Desktop P] Pause J] Joystick M] Mouse NOTE: The above codes may not work on all versions of this game! ^E SIDEWINDER If you look on disk 2, you will see a screen editor program. You can access a specific level by pressing the appropriate function key. You can save the changes by holding down both mouse buttons. You should back up disk 2 first, since the changes are permanent. ^E SILKWORM Version 1 - hold down the HELP key on the control options screen, and keep it pressed while pressing fire and you get infinite lives and can move thru the levels by pressing the numeric keys 1 to 0 and the minus key. Version 2 - If you have the latest version then attempting the above will reveal the message: "Congratulations! you have found the cheat mode... unfortunately it has been ZAPPED!". If this happens goto the control selection and type "SCRAP 28' and start the game. You'll now have the same cheat as mentioned above. ^E SIM CITY Hold SHIFT, type FUND and get $10,000. It will cause an earthquake every third time, so do it before you start your city. Another tip is to set the citizen's taxes to 0%. Then just before tax collection (December or November if playing at fast speed) quickly set the taxes up to 20%. Then after you collect taxes, put it back down to 0%. This way the citizens think they are not paying any taxes. You can build land on water. Find a straight (horizontal or vertical), stretch of coastline and string a powerline along it. Next, move one square over, out into the water and string another powerline parallel to the first. Repeat as many times as you want. Then just bulldoze all the excess powerlines and you can build on the new land. To MAKE land you simply make a 3 lane highway across any water source. When you make a road by putting 3 sections of road on top of three section of road on top of three sections of road (3 by 3) you make 1 section of land in the middle. WWWWW WWWWW To make more land, just WRRRW WRRRW move you roads over, or L= land WRRRW = WRLRW make your roads 4 by 4, W= water WRRRW WRRRW 5 by 5 etc. Play with R= road LLRRRLL LLRRRLLL it. It'll work. LLLLLLL LLLLLLLL ** City Building Hints The following tips on city building come from long experience on my Amiga. Each city has taught me a great deal and playing the scenarios has helped test new theories. I wish someone had told me some of this stuff when I was getting started. In general, there are no lies in the User's Guide and the basic guidelines mentioned so briefly form the framework of the Sim City legal system. I subscribe to the victory criteria for a good city as stated in the user documentation and have firmed that up as follows: My victory criteria for a good city: Happy people, 10% or less on all complaints. Low taxes, 6-7% taxes, (adds challenge, but speeds growth) but still a positive cash flow (even if I started with a gigabuck). Visually pleasing (Tends to limit population to 250-300,000. Going for max population is a challenge but the resulting city is uninteresting. Complete police and fire protection To build a good city, one needs the right mind set. "Sims are not people, they are tax payers". You're running a business here with a need to meet customer wants (Quality service) at the minimum overhead. Their demands are guidelines on how well the city is developing but if they get out of line, they meet Godzilla. Defs: (I=industrial, R=residential, C=commercial, PD=cops, FD=fire) City layout: in general, go for a center of solid C zones, surrounded by R zones, with I on the outer edges. Modify according to tips below. Like zones tend to be mutually supporting. Plan on that basis and build in "wedges". Place a couple C's at what will eventually be the city center, then some R's, I's on the outside. Factories will grow and provide jobs anywhere but the good high tax paying R's and C's only appear toward the middle. In general, make the rails be the most direct route to the city center. Make roads the round-about alternative. Roads and rails: Roads are cheap but traffic is a pain. Where does traffic come from and who complains? Residents! (as in residential) You can run roads all through the I and C zones and you will not have appreciable traffic, plus you will save a fortune in construction costs and 3 fortunes in maintenance. I have cities that can be traversed from end-to-end by road with no traffic pollution except in the industrial areas where it doesn't matter. As soon as houses get access, traffic mushrooms. Use I, C, and municipal zones as the recipients of road access and only a few widely scattered R zones, and you'll save 1-2% alone on the tax rate while still having positive cash flow. Road and rail: Somebody pays for each section of road or track. A tax paying zone on each side of a section makes for efficient tax coverage. Avoid long sections of track with Sims only on one side. Definitely avoid stretches of side-by-side road and rail. Double roads (boulevards) mean you have too many R zones with road access and they'll complain about the smog as they drive to work. Avoid transport along shore lines and on the outer edge of the city. Put zones on the shoreline to maximize land value modifiers and have the transport sandwiched between two rows of tax paying Sims. Bridges and tunnels: these are stretches with no adjacent tax payers. Keep these short, especially tunnel. Plan crossing points in advance to reduce their length. Got a cute little island in the river big enough for one or two zones? Ask yourself if those zones are going to generate enough taxes to pay for the transport to the island before giving them a bridge (forget tunnel). If an island is a handy stepping stone to connect two sides of town together, that's different. C zones do well on islands and don't generate much traffic. Police stations: You need them or crime will drive tax payers away. PD's will be in a checkerboard pattern. PD and FD zones are like transport. You minimize their cost by ensuring there is someone in as much of their coverage area as possible, being protected, and paying for it. Avoid placing PD's on shorelines and the edge of the map where much of the coverage is wasted. Use them as buffers between I and non-I zones or on roads. Pollution: I zones, sea ports, and airports all produce a pollution dead space 3 tiles wide around them. R and C zones do not develop well if any part of the zone touches this dead space. Worse, Sims living in R and C zones trying to develop in this space are the sniveling weenies complaining to city hall about the pollution. Busy roads passing through R and C zones leave a pollution pall and produce the same effect on the evaluation and composite score. Use PD and FD zones as buffers. Otherwise, leave a 3 tile wide green strip with maybe a rail through it. As mentioned, keep roads out of residential areas. Busy roadbridges are fine as the pollution is over water and fish don't vote. Crime: Some level of crime can be tolerated in the industrial zones (like pollution) where most of the crime is generated, but R and C zones start wining as population density increases. Cops are needed. Crime drives out taxpayers. Crime can also be reduced by increasing land value. In practical terms, avoid any zone that does not have any tree or park tiles next to it. Tight banks of zones with transport down each side, touching no green tiles, will foster crime. Some city examples have roads all the way around most blocks. Wrong! Blocks only need a single tile frontage for transport so leave gaps between them. Every open tile adjacent to any zone must have trees or a park. This does help supplement the fuzz while making the map more attractive. Airports and Seaports: These generate pollution (noise) as for I zones. Place these zones in I areas or out on an island (with road access). There is no benefit to multiple seaports or airports. Airports and crashes: (on the Amiga) Expect plane crashes. You can't turn them off. Always (he said ALWAYS) place a FD adjacent to an airport (notice he didn't say 1 or more tiles away). If a fire isn't quickly extinguished, the airport explodes, dies, and you're out 10K bucks. Worse, very quickly, the C zones in a mature city back paddle and mess up the tax base. Crashes most frequently occur when the airplane hits that loud mouth DJ chopper jock and they both plow into one of your prize highrises, burying countless Sims under burning rubble. "Sky watch One" picks its favorite stretch of road and hovers around it until the airplane eventually flies into it. That's why most crashes happen in the same area. Put FD's along what semi-congested roads you have. Make sure the city is covered. For overnight fund building in a younger city, "unplug" the airport (disconnect power. The aircraft stop flying after a short while if the a airport is unpowered) In a mature city, this may cause significant regression of C zones. Healing: all municipal zones (PD, FD, power house, airport, seaport, stadiums) will heal themselves if they still have power and the rubble tile is bulldozed. If they don't, they are too far damaged to regenerate. Replace them. The other zones are sometimes left with those annoying notches after a crash or earthquake. There are still lots of taxpayers in the rest of the building so don't dump the developed zone too quickly. One remedy is to maintain power to the building but bulldoze the rubble and ALL transport access. The building will immediately drop one notch of density, but the new icon will fill the WHOLE zone. Immediately replace the transport access and soon the now undamaged zone will be at full density again (note: queries shortly after doing this show "declining". Don't sweat it). Again, this works to a limited point of damage and the center must be intact. If the bulldozed transport will cost more than rezoning the building, make a choice. Terrain editor: Use the terrain editor to add trees, tighten shorelines, place a real waterfront on harbors. Careful on smoothing. If you smooth the trees on an existing city, the trees trapped between buildings will be smoothed away and you have to paint them back in. Paint in a few reflecting pools too for added land value. When creating a new land plot from scratch, start with a city that has money, erase it redraw the ground and save under a new name (carefully). There is zero benefit to going with Medium or Hard game levels. They just reduce starting money and slow tax growth. Never change the game level in the Terrain Editor. It will reset the starting cash to the default for that game level. Reset the year. Nobody needs to know how much time you spent on this thing. Summary: this is not a trivial game. The designer has done some interesting work that has some of the meanest and rottenest victory criteria of any game (your own standards). I'm still learning and like to see other cities and hear tips and conjecture. (Why won't Maxis just send me the bloody source code?) NOTE: The City Building Hints were composed by Roy Mengot, panzer@flopn2.ti.com ^E SINBAD As you are about to die select the close icon, then continue. ^E SKIDZ Start as usual and hold down the firebutton, ALT and C together for infinite lives. Hold down fire, ALT and M for access to any level. Another source says to press fire, ALT and L to access any level. ** Don't activate both or you can't get past level 2. ^E SKY SHARK Back up your second disk, and look at it with the desktop. You'll see some files called "LEVEL(number).MAP". By simply renaming LEVEL5.MAP into LEVEL1.MAP, you can start playing on level 5, or any other level... ^E SLAYER At the end of level 1 make sure your on your last life and knock out all the guns and green monsters, then crash into the machine the monster was in. You'll start on level 2 with infinites. ^E SLY SPY Enter 007 as the code and type SHAKEN NOT STIRRED during play to ease up on the enemy's efforts. ^E SNOOPY Pick up the food bowl and go right. Give the bowl to Charlie Brown, wait and eat the food. Go to the hut, pick up the typewriter, use and give letter to Charlie Brown. Eat cookies and use cookie jar to catch the frog. Get umbrella, and use it to walk under the rain cloud and get the ball. Kick the ball onto the river, pick up the coin and jump over barrels and ball. Toss the coin into the well. Jump back across and get catapult. Jump back and burst the balloons. Get the pump. Pump up Lucy's paddling pool. Fill pool with hose water. Get frog in jar and scare Lucy by letting the frog loose. Pick up horse and take it to the tree with the kite. Get pump and pump up the horse. Jump on horse to get the kite. Go to the rain cloud with the kite, and give the kite to Charlie Brown. Follow him, pick up the key, use key in school lockers. Get blanket and give it to Linus. Voila! ^E SOLOMON'S KEY Type HELP when it says 'Press any Key to Load'. ^E SONIC BOOM On the hi score table enter DOUGAL. Next time you play you will find: F1 - Increase energy F2 - Awards a full drone squadron F3 - Skip to next level ^E SORCERER Oh my goodness! What's happening? A hellhound is racing toward you and it looks hungry! Is death anyway to start your new position with the Guild of Enchanters? Keep telling yourself this is only a dream...wait awhile and you'll wake up snug and safe in your bed inside Guildhall! Whew! But why is it so dark? Oh! Your FROTZ spell must've worn off during the night. Oh well, just FROTZ yourself and get up and go west into the hallway. Hmmm, what's this? A note's been tacked to your door. Read it if you want, but you have other things to do...like locating Belboz! Head south twice to the Lobby and go west into the Store Room. Take the Ochre Vial and the Matchbook then go east back to the Lobby. Reading the matchbook tells you about a nifty new potion you can order! Open the receptacle, put the matchbook in it then close it. Now go east into the Library. Later, after you finish the game, come back in here and read the Encyclopedia Frobizzica. It's loaded with all sorts of information about your favorite Infocom games! But for now, just get the scroll, GNUSTO MEEF into your spell book and go back west to the Lobby. Now go north once and west into Helistar's Quarters. She's left behind a shiny new scroll! Get the scroll then GNUSTO GASPAR into your spell book. Learn GASPAR then GASPAR yourself (just in case!). If you should happen to inadvertantly die during the game, the GASPAR spell will restore your character and put you back to where you last cast the GASPAR spell on yourself. I hope you won't have to use it! But if you do, at least you'll have it. Don't forget to re-cast it on yourself if you *do* die! Go east back into the Hallway and north and west into Belboz's Quarters. If you start getting hungry or thirsty messages, open the Ochre Vial and drink the potion. That will take care of any hunger or thirst for the rest of the game. When you've used the option, just drop the vial. In Belboz's Quarters, look behind the tapestry and get the key that falls to the floor. Now open the desk drawer, get the journal, unlock it and read it. You'll learn what's happened to Belboz and what he has designated the current code to be. Remember this code. Then look at the Infotater that came with your game. Look up the name of the monster that Belboz named as the code and note the colors that correspond to the monster. Write this color code down. You'll need it to open the trunk in the basement. Drop the journal and the key and go east and south twice back to the Lobby. By now, the mailman has arrived and put your package in the receptacle. Open the receptacle and get the Orange Vial. The issue of Popular Enchanting is useless. Time to take your leave of the Guildhall and start your journey to look for Belboz! Go down the stairs into the Cellar and push the buttons that correspond to the monster's color code. You must do this correctly or else you'll have to start from scratch! So it's a good idea to save your game before you start doing any button pushing! As you push each button, you'll hear a click. After pushing the last button, the trunk should pop open revealing a moldy old scroll! If it doesn't open, restore your game and push the buttons again. When you read the scroll, you see it's called AIMFIZ and by casting it you'll be transported to someone else's location! Okay, let's AIMFIZ BELBOZ and see if that works! Oh well, it didn't find Belboz for you, but at least you're out of the Guildhall! But look at where you're at! There's that blasted hellhound again and this time it's not a dream! Quickly! Go northeast to the Forest Edge. Whew! The hellhound stops in its tracks and bellows at you. Finally, it turns tail and slinks back into the trees. Looking around, you see a signpost next to a northern path, the road you just came in on back to the west, a wide rolling meadow to the east. At the base of the signpost you see a slimy (ugh!) hole leading down. Might as well take our chances with the hole right now. So grit your teeth and go down into the hole. Upon going down the slimy hole you find yourself in a Snake Pit. Uh, let's not spend anytime here, okay? Go down once more into the Slimy Room. It's not much better here, but at least there aren't any snakes or beetles! Go south to the Crater and west to the Edge of the Chasm. Now is a good time to read your Spell Book and see what new spells you've acquired since defeating the evil Krill in ENCHANTER. Hmmm, a few new ones have been added! And it seems as if one of the new ones, IZYUK, is needed right here! Learn IZYUK twice, then IZYUK yourself and you gently leave the ground! Go west twice across the Chasm to Elbow Room. Now go north to the Tree Room. What a splendid sight! Who said Zorkmids didn't grow on trees? As you take a coin, though, the entire sight shimmers then disappears! Well, it seems that there's only one to a customer. Go south and east back to the Bare Passage, IZYUK yourself again, then fly east twice back to the Crater. Time to leave this strange place (for now!) so go north, up twice back to the Forest Edge then east and northeast to the River Bank. Don't spend much time here since the River Bank may deteriorate beneath you! Learn PULVER then PULVER the river and go down into the dry River Bed. As you look around at the flopping fish, you see a cave entrance to the northest. Go northeast into the Hidden Cave. Looking around, you see a pile of Bat Guano, a Soiled Scroll and an Amber Vial. The Amber Vial is useless in the game, so you can leave it. But be sure to get the Soiled Scroll and the Bat Guano! GNUSTO FWEEP into your Spell Book and go down the hole to the Pile of Bones. Now go southwest and up to the Ruins. Nothing to see or do here, so learn IZYUK and go west twice back to the Meadow. IZYUK yourself and fly northeast and southeast to the Fort Entrance. If you hadn't been flying, you most certainly would've fallen into the river! (That river bank has started looking awfully unstable!) If you're feeling sleepy, you can go to sleep here. Go east onto the Parade Ground. You see a flagpole and high above, the flag of Quendor fluttering in the breeze! Lower the flag and examine it. While doing so, you notice a secret pocket and in the pocket you find an Aqua Vial! Take the vial and go east to the Gun Emplacement. Looking down into the barrel of the huge cannon, you see what appears to be a pile of ordinary scrolls! But when you try to take one, your fingers get nipped by sharp little teeth! If you read about YIPPLES in your Infotater, you'll soon learn that that's what you've found inside the barrel! Put the Bat Guano into the cannon barrel. As you do, dozens of little scrolls pour out and run away in every direction! When you look back inside the barrel, though, you see one ordinary scroll is left! Take the Ordinary Scroll. You can't GNUSTO it because of its complexity. Just carry it with you. Time to leave, so go west twice to the Fort Entrance. You'll have to learn IZYUK twice again because you'll have to go back via the River Bank. IZYUK yourself and fly northwest and southwest to the Meadow. Now IZYUK yourself again and fly east twice into the Ruins. The reason for this second IZYUK is because the Drawbridge has the same bad habit of disintegrating! Go down twice to the Highway and east to the Toll Gate. A fat gnome is sleeping soundly behind the toll gate. Waken him and give him the Zorkmid. As you hand him the coin, he lifts the gate allowing you to pass through, then he promptly falls back asleep...poor old thing! Go east twice then north twice to Outside the Glass Arch. Learn FWEEP three times, drop all your possessions and prepare to enter the strangest maze you've ever seen! Go east to the Inside of the Glass Maze. All around you, you see Glass! The walls, the floors, the ceilings are all clear! It's impossible to tell what's there and what isn't! This is where FWEEP will help you out, so FWEEP yourself once. Amazing! You've turned yourself into a Bat! But, better yet, you've now got a built-in sonar and can "see" where the openings are! Follow closely, now, and don't get lost! Go north, east, south twice, west, down, east twice, north twice, up twice, south and east. Whew! Solid ground again! You're outside the Maze and see a parchment scroll here! But as you pick it up, you hear fiendish laughter and out of the corner of your eye, you see the glass in the Maze shift ever so slightly! Now what? Someone's shifted the paths inside and it's the only way out of here! Drop the scroll down the hole (you can't possibly carry the scroll when you become a bat again!). FWEEP yourself again and.... Uh-oh. Now you've done it! From the base of the cliff, a huge Dorn Beast comes galloping and roaring toward you! Quickly re-enter the Maze! Remember, though, that the panels have shifted and with that Dorn Beast on your, uh, "heels," you can't afford to make any mistakes! Go west twice, south and east. The Dorn Beast, not realizing it can't fly comes charging after you! It lets out a high-pitched squeal and goes plummeting to its death! Thank goodness! Now you can continue at a more leisurely (but not TOO leisurely!) pace. Go down twice (past the splattered remains of the Dorn Beast), west twice, up twice, north twice, down and east. Here, the FWEEP spell will wear off, so FWEEP yourself again and continue by going south, east, north, down, west, south, west, up, and west to the Outside of the Glass Arch. You'll continue to fly for a few more turns, so wait until the FWEEP spell wears off, then pick up all your possessions, go south twice and enter the Hut. Inside the fireplace of the Hut you see the Parchment Scroll! Get the scroll and GNUSTO SWANZO. You should be getting pretty tired by now, too, so go to sleep and take a breather. Once you're bright-eyed and bushy-tailed again, go out, and west twice back to the gnome. With a little petty larceny in your heart, search the (still) sleeping gnome. In one of his pockets you find and take your Zorkmid back. No time for guilty feelings, though, so go west twice back to the Bend, southwest to the Edge of the Crater and down into the Crater. From here go down into the Winding Tunnel and southwest to the Park Entrance. When you try to enter the Park, though, a force field bars your way and soon, a gawdily dressed gnome appears and tells you admittance to the Park is one Zorkmid! Well, crime doesn't pay afterall! Give the pilfered Zorkmid to the gnome and go west twice and south to the Arcade. A hawker is standing here inside a "Bash the Bunny" booth and is asking you to try your hand at this innocent passtime! Time to put the Aqua Vial to use. Open the vial and drink the potion. Suddenly, your muscles vibrate and you feel stronger! Drop the vial and take the ball from the hawker. As you throw the ball at the bunny, it goes spinning around! The hawker gives you a Glittering Scroll as your prize and tells you to "scram"! No time to argue with him right now. Go north, east twice, northeast an south to the Hall of Carvings. On the southern wall, you see an extremely lifelike carving of a dragon! Read both the Ordinary Scroll and the Glittering Scroll. You'll see that YONK augments the power of one scroll and that MALYON gives life to inanimate objects. Do you think we should bring this dragon to life? It's certain you can't go any farther and that dragon might be hiding a secret entrance! YONK the MALYON scroll then MALYON the dragon. The words of the MALYON scroll glow brightly for a moment and the dragon comes impossibly to life! As the stones from the wall fall around it, it roars with pain and anger! When it sees you, it thinks all this pain is caused by you! It rears back its huge head and with smoke billowing from its nostrils, prepares to turn you into a crispy critter! Just as the dragon takes a step toward you, it suddenly reverts to stone! Whew...saved! But look! Where the dragon used to be, there is now an entrance into a southern passage! Before you go south into the passage, wait until your muscles feel limp. Then open the Orange Vial. You should only be carrying the Orange Vial and your Spell Book now. Go south into the Sooty Room. The noxious odor of sulfur comes from the room to the east. But there is no other way to go, so go east. As you enter the Coal Bin Room, you hear a thunderous roar behind you as the entrance is sealed shut by the collapsing tunnel! Not only that, the air in here isn't going to be breathable for long! Quickly drink the potion from the Orange Vial then drop the vial. As you do so, someone slides down the coal chute! As you look closely, you seem to be looking at your twin! Make careful note of the number your "twin" gives you, then give him your Spell Book. When you hand him your book, he takes it and makes a mad dive down the coal chute leaving you quite alone! No time to waste, however, since your potion won't last long! Go east into the Dial Room and set the dial on the door to the number your older self gave you. Open the door and go east into the Shaft Bottom. You should be empty handed. If you're not, drop everything you're carrying! Get the rope you see here and go up and southwest to the Coal Mine. Tie the rope to the beam you see here and get the beam. Now go northwest and west to the Top of the Chute. Put the beam across the chute, drop the rope down the chute and climb down the rope. As you climb down the rope, you clamber inside a small opening you see off to the side of the chute and find yourself in the Slanted Room. If you'd been carrying anything, you wouldn't have been able to get in here. Looking around the room you see a Shimmering Scroll and an odd lantern with an open drawer in it. Read the scroll and you see it's for a spell that will take you back in time! GOLMAC yourself and open the lantern. Inside the lantern you find a Smelly Scroll! Take the Smelly Scroll (leave the Shimmering Scroll) and quickly go east down the coal chute! Your VILSTU potion has about run out and it's doubtful you will survive unless you can get out of here quickly! When you arrive back in the Coal Bin Room, standing before you is your younger self! He/You is dropping an Orange Vial! Quickly tell your younger self what the combination to the Dial is! When he gives you the Spell Book, go down the chute and outside to.... Fresh air and a Lagoon! As your VILSTU potion wears off, you get incredibly sleepy -- an unfortunate side effect -- so go to sleep. When you wake up, learn MEEF twice and SWANZO once. Drop everything you're carrying and go east into the Lagoon and dive. On the bottom of the Lagoon you see a tangle of spenseweeds. MEEF the weeds and get the crate they were hiding. Go west back to the Lagoon Shore, drop and open the crate. Get only the Grue Repellent. Get the Smelly Scroll and go northeast and north to the Mouth of the River. Those are stinging vines around the cave entrance and they'll kill you! MEEF the vines and read the Smelly Scroll. The scroll is a protection scroll! VARDIK yourself, spray the Grue Repellent on yourself and go west twice past the Grue Lair into the Mammoth Cavern. Before you stand three doors. Belboz is behind the White Door. The other two doors open to miserable, everlasting, certain pain and agony! Open the White Door and you see Belboz lying here in a trance of some sort! SWANZO Belboz. As you do, you see the translucent shape of Jeearr rise from Belboz's body. It wafts towards you and "feel" a disembodied voice threatening to take possession of your body from wherein it will reign in terror for a thousand thousand years. As it begins to contract around you, it suddenly senses your protection from the VARDIK spell! Screaming in terror and agony, Jeearr knows he has been beaten! With a final scream, he disappears and all is quiet. Slowly, Belboz rises, questions you briefly, then speaks a spell that returns you both to the Chamber of the Circle of Enchanters. There, he tells the others what you have done and that he has finally found one to replace him when he steps down as the Head of the Circle...you! ^E SORCERY + Type in GAS MASK WHEELER WANTS CHEAT to open all doors, to stop the timer and to be able to enter the '+' part of the game. Another source says 'GAS MAKS WHEELER WANTS CHEAT' ^E SPACE ACE To see the entire game just type DODEMODEXTER. Walk-through: SCENE 1: Push RIGHT before the first blast, LEFT before the second and DOWN before the last. SCENE 2: Push RIGHT to stop Ace running too far ahead at the beginning, then LEFT when the crusher's arm rises. When Ace crouches on the rocks, push LEFT, then LEFT again when second arm rises. SCENE 3: As soon as the first laser bolt hits the ground, push DOWN. When Ace reaches the higher slab of rock, push UP. SCENE 4: Push UP as soon as the ship begins to arc toward the fortress. SCENE 5: Press FIRE to kill the monster. SCENE 6: When the stomper is halfway aross the screen, push RIGHT, followed by UP when the machine is directly above him. SCENE 7: Wait until the platform reaches the floor for the second time, then push RIGHT, and RIGHT again as soon as Ace lands. SCENE 8: Push DOWN when the monster's jaws begin to open, followed by RIGHT SCENE 9: To avoid being swallowed, push DOWN when the creature opens its mouth, then LEFT. SCENE 10: A third muck-monster catches Ace unaware, grabbing him with its tentacle. When Ace is facing the creature, press FIRE. SCENE 11: When the cat-people appear behind Ace, push UP. SCENE 12: When the enemies are about to pounce, push UP. SCENE 13: Just before Ace reaches the only clear path, push RIGHT. SCENE 14: Just after the posse of dog-men appear on screen, push UP. SCENE 15: Just before the robots fire, push RIGHT to dodge the shots and the droids blast each other. SCENE 16: When Ace reaches the turn off, push LEFT to avoid laser fire. SCENE 17: Ace runs down the passage, right into the path of a fully charged cannon! Push LEFT just before the weapon fires. SCENE 18: Ace must dodge another laser cannon by pushing RIGHT at the junction. SCENE 19: Push UP after taking a couple of steps to climb the ladder and dodge the laser blast. SCENE 20: Picking up the staff left lying carelessly on the ground, block Borf's own power staff by pressing FIRE when he raises his staff. SCENE 21: Borf tries again. Push FIRE to parry the attack. SCENE 22: As before, push FIRE when Borf raises his staff to avoid being knocked unconscious. SCENE 23: Immediately upon entering this scene, push FIRE to block Borf's attack, then DOWN to duck underneath the staff. SCENE 24: Push FIRE to block the attack, followed shortly after by a RIGHT to roll away from the enemy. SCENE 25: Back on his feet, Ace must dodge the now agitated Borf's blows. Push UP before the first swing, followed by DOWN before the second. SCENE 26: When Borf is about to swing, push RIGHT to sneak behind him, then move DOWN to jump on his back. SCENE 27: When the blue Goons appear, push UP to jump off their master's back, followed by LEFT to grasp the nearby rope. SCENE 28: When Ace is over the platform, push DOWN to jump from rope. SCENE 29: Push RIGHT before the platform is consumed by lava. SCENE 30: Push RIGHT immediately before the ray hits the floor. SCENE 31: Borf fires again! Push LEFT when Ace reaches the junction. SCENE 32: Push RIGHT before the ray reaches the ground. SCENE 33: Push LEFT when the ray hits the ground to move the mirror underneath the spot where the blast hits, then push RIGHT immediately to dodge the second shot. ENDING: Ace gets the broad and the babe. ^E SPACE HARRIER If you look at disk two, you'll see some files called LEVEL2.DAT (for example). If you rename THEEND.DAT (or whatever it's called) to LEVEL1.DAT, you will see the end sequence without playing the game! Also, enter your name as 'RAF' into the second from the top place in the high score table for unlimited lives. ^E SPACE HARRIER II If you look at disk two, you'll see some files called LEVEL2.DAT (for example). If you rename THEEND.DAT (or whatever it's called) to LEVEL1.DAT, you will see the end sequence without playing the game! ^E SPELLBOUND Level Passwords: 2) HEYY 3) OUDI 4) DYOU 5) CALL 6) MYPI 7) NTAW 8) OMAN Another cheat: TYPE "HEYYOUDIDYOUCALLMYPINTAWOMANNUTS" (Don't know what happens) ^E SPELLBREAKER I would like to express gratitude, no, EXTREME gratitude to Wayne Shipley who is the real mastermind. He solved Spellbreaker and helped me along with hints when I needed them. A thousand thanks Wayne! Now, onto the solve. In ENCHANTER, you were a beginning magic-user who was struggling to build your skills. Your mentor, Belboz the Enchanter bestowed upon you a mission: to enter the castle of the evil wizard Krill and destroy him. Krill could not detect you because of your low experience level. In the end you destroyed Krill and gained yourself a position in the Circle of Enchanters. In SORCERER, the second of the trilogy, you as a member of the Circle of Enchanters had been moved to the guild hall where you lived. One morning you awake and find Belboz is gone. One of your fellow Enchanters has left a note saying he (your fellow) has taken the beginning magic-users to the town. Through investigation, you find Belboz has been missing for some time and you set out to find him. At the end of the game you confront Jeearr, the demon, who has captured Belboz and destroy him. Thus, you gain yourself the honor of being the Head of the Circle of Enchanters. That brings us to SPELLBREAKER. Magic is failing the land and your fellow guildmasters are getting uneasy. At a session of the circle, the guildmasters express their problems and ask you for help. Before the end of the meeting, a bizarre happening occurs. All of the guildmasters (except you) are turned into, yes, amphibians! The stage is set, you glance a figure in a dark cloak fleeing the room, and your quest has begun. To find what is causing the magic to fail. The solve begins! After waiting through the speakers at the meeting and seeing the dark-cloaked figure flee the chamber, follow the figure out of the building. Unfortunately, the figure disappears in a cloud of orange smoke. There is not way for you to prevent this, so don't fret over it. Learn the lesoch spell from your spell book and use it. (You may have to do this up to 15 times as your magic is very unsteady at the beginning of the game). After the smoke clears, you will find a cube. Take it and return north. Get either the bread of the fish (it doesn't matter) and go back south. When back in the square, read your spell book. (???) That spell was not there before! Interesting (we're referring to the "blorple" spell in case you haven't figured it out)....learn this spell and cast it on the cube. Note: When playing the game, DO NOT FROTZ YOURSELF! Packed Earth ------ ----- The spell combined with the cube has teleported you to this room. The cube is gone for now, but you'll get it back. Go east and there ya go, you have it back. From the ruins room, go south and pick up the zipper. Open up the zipper and get in it (!) (yes, do it). Now 'l'ook. Get the scroll and exit the zipper. Learn the blorple spell again, and....hold on... While I'm on the subject, I suggest you write something on the cubes you find to identify them. You need the burin to do so. It doesn't matter what you right on them, but I suggest it make sense (I wrote 'earth' on the cube that takes you to the Packed Earth, etc.). Ok, continuing....blorple the 'earth' cube (as I will now call it) and you are back in the earth room. Go south and get the 'throck' scroll. Gnusto the throck spell. Now blorple 'earth' once again and this time go down. You'll have to do so twice as the first time to reel back. Whoosh! Ah here we are falling towards the ground at very high speeds...fun eh? Don't worry, a bird will catch you (I hope) and take you to its nest. When in the nest get the scroll you find there and gnusto it. It should be the caskly spell. Blorple 'earth' once again, go south, then up. This place here is very unsteady, but just wait and what do you know, the rocks start tumbling down to crush you. No problem, wait until the description says something like "...the boulders create a curtain above you..." and then cast the girgol spell (the one on the scroll that was in the zipper). Time will stop, and you can climb up the boulders. Do so, and when at the top, get the coin. Go west to the hermit's hut and try to take the cube. This should give you a hint for what you do next...anyway, you caskly the hut and it will reform so that it doesn't need to cube to support it. Get this cube and blorple it. Soft Room ---- ---- Go south from this room into the meadow. When the cube reappears, write "soft" on it. Oh, in case I haven't mentioned it (which I haven't) you can put a LOT of things in the zipper so feel free to push it to its limit. Now, in the meadow, get the shears, and try to get the plant twice. On the second time it should come out. Blorple 'earth'. From Packed Earth, go west, then north. The ogre here is suffering from hay fever (how nice). Plant the ragweed and cast the throck spell on it. While the ogre is writhing on the ground, go down into his lair. Get the box and the scroll. Go back out of the lair, and then exit the cave itself. Read the scroll and gnusto the espnis spell. Open up the box and (!) another cube (yes, these cubes do mean something) will be revealed. Take this and blorple it. Water Room ----- ---- Now, learn blorple a couple of extra times and put the spell book in the zipper (and close the zipper) then retrieve the bread or the fish from wherever you put it. Make sure nothing that would be ruined if it got wet is exposed and then go south. Splash! Into the ocean you go. Floating nearby will be the cube you got to the water room with and a bottle. There should also be a pesky grouper swimming nearby. Drop whatever food you brought with you and the grouper will eat it and depart. You can now get the bottle and the cube. It will take you two turns as they are floating different directions. Now, get out of this place by 'blorple'ing the cube that got you here. You should be back at the Water Room. Now, open the zipper, and get your spell book out. Open the bottle and get the scroll you find inside. Gnusto the liskon spell. Now you can do the next thing two ways, in two steps, which is long, or in a more direct route. We'll be taking the direct route. Go north from the Water Room. In this area, learn the liskon spell and once again put the spell book in the zipper and close the zipper. Now liskon yourself, and go down. You should be in the channel of water. The current will shove you along, so you might as well go west. Once inside the pipe read the descriptions carefully, for in one of them it mentions a indentation in which a white blockish item is. Yes, it is another cube so retrieve it before the current shoves you on. When you reach the ruined pipe, go up and get out. I might as well tell you now, write 'change' on the cube you just got and put it away. You won't need it just yet. Now go north twice. Whoa! Pretty big serpet huh? Well, we'll just have to correct that won't we? Use the liskon spell to shrink that baby down to size and saunter on past. Go north once again and you should be in the temple. Take the shears and climb the rodent idol. Say "PRY EYE WITH SHEARS" and the rodent's opal eye should pop out. Grab it! With that done, climb back down and learn the spells malyon, and espnis. Malyon the idol, wait one turn, and then espnis him. Keep on waiting until he falls into dreamland. When he is asleep, climb him and get the cube that is in his mouth. Blorple the cube. Air Room --- ---- Go north, get the tinsot scroll and gnusto it. Blorple the white cube (it should be the only one without any writing on it). When back in the air room, go west. When you reach the Bazaar, you might as well label the white cube 'air'. With that done, go into the shop to the east. The merchant will come up and offer you some carpets. Be sure to say "BUY BLUE CARPET FROM MERCHANT". Even though he won't react, the statement will be put away for later. Now, offer 200 to the merchant. The merchant will tell you his price is 800. So, go up a hundred and offer 300. He'll go down to 700. You go up to 400, he'll drop to 600. And there! You both will settle on 500. Before you leave, check your inventory. Ah ha! He gave you the red carpet, but you wanted the blue! So say "TRADE RED CARPET" and he'll give you the blue carpet, and the magic carpet, which are one and the same. Now exit the man's shop before he really becomes unmanagable. Once outside, put the blue carpet in the zipper and blorple the water cube. From here go north. Learn the tinsot spell four (4) times. Put the spell book in the zipper and close it (yup, you're gonna get wet again). Now, tinsot the outflow pipe. Do so once again and the water should start rising. Wait until the water has moved you up to near the trap door and then tinsot the water once again. An ice floe! Well get on it! Now rezrov the trap door, and go up. Get the cube you find here and write 'bones' on it. You'll never have to use this cube so put it away. Go east and then north into the cell. Rezrov the cabinet and you'll find a book that is a bit trashy. Fix it up! Use the caskly spell on the book and you'll be able to read the snavig spell. Gnusto it. From here go back south and west. Then get the carpet from the zipper and go up the stairs. Drop the carpet then "SIT ON CARPET". You'll now see a bird flying at you (the same one!). (You should have sometime before the next move. Put everything but the 'water' cube in the zipper). When the bird reaches the tower and is circling it, go 'u'p. Zoom! You wing your way into the air and startle that bird so much he just takes off. Now go west four (4) times. You should be above a bird's nest. Descend into the nest. Don't dilly-dally, do the next movements one after another. Get off the carpet, get the cube, sit back on the carpet and take off. Write "string" on the cube you just got. Fly back east four times to the tower and land. The bird will begin coming again so stand up, get your carpet, and go down. Blorple the "string" cube. String Room ------ ---- From this room go south. Ah, here is Belboz! Good old Belboz! Say "BELBOZ, HELLO". Hmmm, not happy to see you huh? Now say "BELBOZ, WHAT ABOUT MAGIC". He will begin explaining what is going on how someone is impersonating you and he wants to know if you are real. He'll ask you a question and to find the answers you must refer to the cards which came with your package. On the cards are the answers to Belboz's questions. After correctly answering, Belboz will give you a key (put it in the zipper, you'll need it). Just for fun, show Belboz a cube and he'll explain a little of what they are. Say bye to Belboz, and blorple 'water'. Ok, major move here. Learn the snavig spell and put all perishables in the zipper, and close the zipper. (You mean you don't like getting wet?). Go south, and grab the cube before the grouper can eat it. The fish will begin swimming around, so you can make your move. Enter "SNAVIG GROUPER" and you will turn yourself into a grouper. Swim down now to the grouper's nest and wait. Yes, wait until you turn back into a human. When this happens, type "GET ALL". This having been done (you're running out of air!), go up. Gasp! You made it! Blorple the 'water' cube. When you reach the Water Room, write "light" on the cube you just got, put everything but your book and the 'light' cube in the zipper, and go north once again. From here, blorple the 'light' cube. Light Room ----- ---- Here, go west to the volcano. Learn the tinsot spell while you are waiting around. Sooner of later a red hot lava fragment will appear from the lava. Tinsot this and get it. Put it in the zipper. Now, get that 'change' cube you got some time ago and blorple it. On we go... Change Room ------ ---- Go north from this room. Get the compass rose and blorple the 'change' cube once again. When back in this room, go west. You should now be in a room with a sculpture of the compass rose. When here, insert the rose itself into the carving. A small hole should appear, why not go through it? Not yet! Get the rose you just inserted, and THEN go through the hole. This is one of the trickier problems of the game. Follow these commands exactly. Touch west wall with rose, west. Touch northeast wall with rose, northeast. Touch northwest wall with rose, northwest. Rezrov alabaster. West. Get the cube. Write 'none' on this cube. Blorple it. No Place -- ----- This is another strange place in the game. Admire it all you want, but eventually go south. Here you will encounter a talking rock. Try getting on him. Ooooo.....how can we manage this? He wants food...(try feeding him the fish if you have it just for fun)....give him the lava fragment you got. Oh! There ya go! That is what he wanted. He'll now let you ride him. So do so. This is another of the more puzzling sections of the game. Actually, what you are trying to do is cut off the brown-eyed rock in the distance who has the cube on its back. But, you see the brown-eyed rock moves at random whenever you move so there are no set commands. Here is a map of the valley so you can trap him in a corner of something: *--*--* /| | | / | | | *--*--*--* <- You start on the spot second from the left on this row. | | | | | | | | *--*--*--* | | | | | | | | *--*--*--* When you do corner the rock, type "JUMP ONTO BROWN ROCK". You'll leap onto him from the green rock. Get the cube he has and write 'dark' on it. Blorple it and onward...... Dark Room ---- ---- (Quite a variety of places in this game, no?) Here we are in the Dark Room. Opposite of the Light Room. You can't figure out where the exits are by looking so just try to move around....(in case you are really inept, the exits are up and down). Go down. You should now be in a dark cave. What you do now, is take your current light source (whatever you frotzed) and put it in the zipper. Then take some object you care little about and frotz it. Drop this second frotzed item. Close the zipper and the only source of light should be what you dropped. Ok, that done, get your spell book (if you put it in the zipper) and learn the snavig spell. Remember! If your spell book is your light source, put it back in the zipper and close the zipper! Now, go down once again. You should be in pitch black...but wait! No! I can't be! Yes it is, your good old friends the grues are here, as they are in just about every Infocom game, but you see them only as shapes. Cast the snavig spell on the shapes, and you become a grue (never thought you would stoop this low huh?). The description should now be listed in a grue's point of view. Wait four (4) (I believe it is four, perhaps you should save the game in the Dark Cave in case four is not right) times and then go down or say 'enter pool'. You'll immerse yourself in the light which begins to burn at your eyes, you are a grue you know...go up, and you'll be on top of the pillar. By now you should have changed into a human but the grues will not enter the light to get you. Ah, what have we here? Another cube! Take this cube and write 'fire' on it. Blorple the 'fire' cube. Fire Room ---- ---- (Water Room, Fire Room...hmmm) Ok, to solve the puzzles of this room, you need to figure out the nature of the gold box you have (you didn't drop it did you?). Go north from the room and you should be on top of the volcano you were at the base of before. In the distance you can see an outcropping. Go ahead and examine outcropping. Too far to jump...this is where the box comes in. You take the 'fire' cube, and put it in the box. (Gasp!) I hear you say, didn't know that happened...well later on you can waste your time putting all of the cubes in the box to see what happens, right now, remove the 'fire' cube from the box and throw the box to the outcropping. Blorple the 'fire' cube. From the Fire Room there is a west exit. You couldn't get through this exit before if you had tried. Now you can. Go west. On the outcropping you are! Get your gold box, and put it in the zipper. Take the cube you find and watch things happen. You see, this is the last cube you are trying to find (well there are four more, but you will see what happened to them later). Label it 'power'. You see, this cube is indeed a power cube. When you have it, you can learn/memorize unlimited spells, and your spells are strengthened themselves. From the outcropping, get the 'none' cube and blorple it. When back in No Place, go east to the Inner Vault. If you had come here before and tried to rezrov the vault door, you will know it doesn't work. But look at what I told you a few sentences before. Yes, rezrov the vault door and it will open. I suggest you save the game now. Learn the jindak spell and go north into the Outer Vault. This is another random place in the game so there are no set commands for it. There are cubes in piles like so: x1 x7 x2 x3 x8 x9 x4 x5 x6 x10 x11 x12 (Well perhaps they don't look like that but that is a good way to see them) Jindak the cubes. One of the piles will glow brighter then the other. Get a cube from the brighter pile and blorple it. If you are taken to 'Nondescript Room' then go south and get another cube from that pile and blorple it. If this also takes you to the 'Nondescript Room' then just restore the game and try again. The thing is: there is one cube in the brighter pile that means something. Just keep blorpling until you find it. When you do, you shall behold.... Sand Room ---- ---- This is my favorite part of the game. It sort of appeals to me. Perhaps you'll see why because this part of the game deals with rooms you have already been in....somewhen.... To begin with save your game, and then you must go down. You can't go up first or everything will be screwed up. Go down and you will reach the prison cell you were at before, but look! It is not in ruins anymore. You've moved back in time. Just for fun, try blorpling the 'x' cube to get you back to the Sand Room and read the description carefully. It has to do with your memories, so to get out of the room safely, you must arrange the room so that with the effects of time, the room will be exactly the way it was when you entered it in the beginning of the game. Back to the Cell....let's analyze what it was like when you went in it the first time: (1) The cabinet had to be rezroved as the lock was intact. If you try rezroving the cabinet now, the lock will be destroyed, so that won't work. You must use the key to unlock the cabinet and get the vellum scroll you find inside. (2) A decaying book was in the cabinet. Book? Yes, your spell book must go. So learn a few extra blorples and put the book in the cabinet. Close the cabinet up and lock it with the key. Now, one more thing to make it right...(3) The door to the cell had been torn off, as if by a 'rezrov' spell. It's fairly simple, you must rezrov the door. The door will be blown off and you'll hear guards outside. Everything is right and it's time to go. So blorple the 'x' cube and you'll make it safely back to the Sand Room. Ok now take EVERYTHING out of the zipper and drop it on the ground. When this is done, get all the cubes, and put them in the zipper. In addition, get the vellum scroll, the burin, and the opal eye. This is all you need to finish the game. So leave the rest of the stuff where it is and go up. Here you appear in the ruins room back in the time when it was being flooded. Think again how the Ruins room was before when you entered it the first time. The zipper was here with a girgol spell in it. Get the sack and open it, ha! There is your girgol spell. Now don't make useless commands as the water is rising and you must do this quickly. Get the girgol spell out of the sack and enter: >Write girgol on vellum scroll Using the burin you will copy the girgol spell onto the vellum scroll (which is blank in case you didn't examine it). Now put the girgol spell in the zipper, and put whatever else you are holding EXCEPT the zipper in the sack. Now get all the cubes out of the zipper. You'll only be able to take about 7, but don't worry cause you'll have some more time. Watch to see when you take the 'power' cube because it is the one cube you want to keep out of the sack. Keep typing 'get all cubes from zipper' and 'put all cubes (but 'power') in sack' until you are sure you have all the cubes out of the zipper and only the girgol scroll is inside it. Then close the zipper, and drop it. By now the water is probably up to your waist but you're done so blorple the 'power' cube. Magic Room ----- ---- That was the last time you need to use a cube. You're approaching the end of the game, but you still need some items. Get the vellum scroll, and the opal eye out of the sack so you have them handy. Then go east. Castle ------ This is the last room in the game. This part of the game gets my vote as second favorite. The descriptions are very enthralling to read and in the end, you feel like you really have done something. Just wait until the figure appears on the throne. Keep waiting and listen to what he is saying (it really is interesting....he tells you how he found the 'earth' cube along with four other cubes (I wonder what they are?) and let you find the rest for him...devious character, isn't he?). When the figure says "...have become almost as powerful as you!..." you'll have your cue. Hit the figure. He'll freeze you with some spell. Wait now and read the descriptions carefully because they are fasinating...he uses the cubes to construct a hypercube which will give him ultimate power. You'll also notice as you are waiting that his freeze spell is wearing off. If I timed it right, the freeze spell should totally end just as the figure takes the 'power' cube, places it in the hypercube, and prepares to jump in. You have one move left before the shadow destroys everything...what to do? It's obvious, use the girgol spell, stop him from jumping in. Cast the girgol spell and he'll be caught in mid-leap. Now, take the 'power' cube out of the hypercube (just say 'get "power" cube') and put the opal eye in. This will take two turns, and at the end of those two turns the girgol spell will wear off. The shadow no longer wants to jump into the hypercube, but he has no choice, he is already in mid-leap. He plunges into the tesseract and the game is won. The ending is quite interesting. Since you put a non-magical item in the hypercube, all magic was destroyed from the world along with the shadow. A new age has begun, Belboz explains. Magic is gone from the world, never to return, but the new world without magic will serve us better. What age are they talking about? The game offers an explanation as to where magic has gone to and why our present day world has none. Just looking at your class will tell you what the new age is: Scientist. Later on... (Since I never told you, the 'bones' cube will take you to the Boneyard, which is where you would have gone if you had died...but you didn't..right?) ^E SPHERICAL Type BLADERUNNER on the title screen and you can skip levels by pressing the required number. Another source says you use the left and right arrow keys to move forward and backwards through the levels. The codes are: RADAGAST YARMAK ORCSLAYER SKYFIRE MIRGAL GHANIMA GLIEF MOURNBLADE JADAWIN GUMBA CHACMAL ^E SPITTIN IMAGE Fight in this order: Reagan, Pope, Gorby, Pope, Ayatollah, Pope, Botha Pope, Margaret, Pope. Misc. Tips: Finally a couple of useful pointers: Keep close to your opponent, so they can't hit you back. Always move away from your opponent when their helpers appear, and hit your opponent with your special move, when they are using theirs. ^E SPIDERTRONIC (Infogrames): Get a high score and enter CHEAT on the screen, press Return and, then, the fire button; the screen will go black; a prompt will appear: Last game level: GAME.LS0 New game level: Type GAME.LS and the number of the level you wanna play. Press Return and, then, the fire button, and you start playing on the desired level. ^E SPIDERMAN When title screen loads, hit joystick fire button. At screen where it says 1) Play the game 2) Spidey Take 0 3) Quit the game Choose Spidey Take 0 - click joystick button once. Now hit 2 key on keyboard (not numeric pad) Once in the game, play as normal, but now when you start to lose health (indicated by change in picture of spiderman on right side of screen) just hit Help key - suddenly all energy is back. ^E SPY VS SPY Wait by the door to the airport and booby trap all doors, when the other spy has got all the stuff, he will be killed trying to get out. ^E SPY WHO LOVED ME Start the game, stop the car and type 'MISS MONEYPENNY' (with space), you should now have infinite lives and infinite cash. ^E STARCROSS Is it Earth approach time already? No, that's the alarm bell ringing! Now what? Time to get up and see what's up on board the Starship STARCROSS. Up and at 'em and don't forget that tape library. Go starboard and push the red button to turn off the bell. Push the blue button and go starboard. Get the suit and safety line then back port to the control panel. Ah, peace! Since you can hear yourself think again, sit down and fasten your seatbelt. Let's see what the hullabaloo's about. Read the screen. So that's it, a mass is out there...maybe it's another black hole or asteroid, or who knows! Look up the mass's location on your starchart and key the coordinates into your onboard computer as follows: TELL COMPUTER "RANGE IS xxx" TELL COMPUTER "PHI IS xxx" TELL COMPUTER "THETA IS xxx" After several seconds of blinking lights, the computer should say the coordinates have been fed into the navigation prograam and it's waiting for confirmation. Tell the computer "confirmed" and wait for the countdown. Good thing your seatbelt was secured or you would've bounced all over the cabin! Now you're on your way to the mass. So you'll have to keep typing in LOOK or WAIT until the STARCROSS is held firmly by the grappling hooks of the.... Alien Artifact?!? My stars, what have you gotten us into? Well, too late to worry about that now. May as well have a look around. So unfasten your belt and stand up. Open the inner door and exit. Close the inner door and put your suit on. (In space, no one will hear you explode if you come into contact with vacuum!) Open the outer door and go outside. Your first problem stares you in the face. An alien sculpture beckons you. This is actually the red airlock's welcome mat. But before it will allow you entrance, you have to tell it where you're from. Upon closer examination, you see it's really just a bas-relief of the solar system. So push the fourth bump (which represents Earth). The whole sculpture recedes except for one hexagon. Push it and a black rod is thrust forth. Take the rod and voila! The airlock opens! Enter the airlock and close the outer door. Remove your suit and open the inner door. The air is breathable...for a while, that is. We're off to collect rods to repair the systems that have failed and stalled the Artifact in space. The black rod is not one of the required rods, so drop it here and head out. You're in a long red hall with side corridors. In the Artifact, the standard directions can replace the fore, aft,starboard and port directions, so if you'd prefer using north, south, east and west, feel free! First, we're going to repair the air supply. So go fore, starboard four times, fore and starboard. You're in some sort of Intergalactic Zoo and there's a nest of creatures that look like a cross between rats and ants! Ferocious little beggars aren't they? Look closely at their nest and you'll see a red rod has been used as part of the structure. Trying to just take it isn't notably helpful since these little critters nip at you everytime you try. So the only way to get the rod is to destroy their nest and divert their attention. Throw the tape player at the nest. The rat-ants go into furious activity repairing your handiwork! While they're busy, get the rod and your tape library back. Now go port, aft, port, and aft. There's a blue airlock here. So open the airlock and go down. Now close the inner door and open the outer door. There's an umbilical connecting the blue airlock to a series of bubbles. Go aft to the bubbles and another umbilical connects the bubbles to a ship grappled just like yours is! Go aft to the ship and look! There's a multi-eyed creature staring at you. It looks like a spider, but don't worry, it's friendly and certainly very lonely. Wonder what would perk it up? Say, turn your tape library on and play it. Well, well, well, look at that guy! He's all ears! Give the spider the tape library and, in gratitude, he gives you a yellow rod! Nice guy! Take the rod, bid farewell to your new-found friend and head back fore to the blue airlock. Enter the airlock, close the outer door, open the inner door and go up twice. We're now going to repair the lighting and air supply aboard the Artifact. You're standing inside the Inner Region of the Artifact. Evidently, the aliens recreated an ecosystem which sheltered a race of weasels and their food supply...Unicorns! But you haven't got time to explain to the weasel hunting party that unicorns are extinct. If you don't fix the air supply, more animals will become extinct...including you! So go aft and you see a covered hatch. Open the hatch and go down. You're now in the Repair Room. Get the metal and ceramic square you see lying here then take a look around. My goodness look at all those slots! What goes where? Well, logical deduction tells you that you should put the yellow rod in the yellow slot. Do so. Now about those red slots: There are three of them and depending on what sort of gas you're used to breathing (the aliens thought of everything!)will dictate which slot you choose to put the red rod in. The dots are representations of gases, and if you look very carefully, you'll see the second slot's dots represent oxygen. So put the red rod in the second slot. You hear hidden machinery hum to life! Nice going! Okay, back up and fore then down back to the blue airlock area. Now, go aft and port. You've found the Weapons Deck and there's a strange looking raygun laying here. Get the gun and look inside. Aha! A silver rod! Get the silver rod and keep the gun. Go back starboard, aft, port, and fore. You're in the yellow airlock area. Open the inner door and enter the airlock. Now close the inner door, put your space suit on and open the outer door. Hmmm, it's a bit tight, better try opening it again. Oomph! Finally! Okay, go outside and attach your safety line to the suit and the hook you find here. This will keep you from floating off into space! Go port and look! There's a dead alien here tangled in the debris and it's clutching a pink rod! Get the rod and go back starboard, detach the line from the hook and enter the airlock. Close the door, remove the suit and get that strange basket you see here. It'll help you carry your rods. Insert the pink and silver rods in the basket, open the inner door and go back up to the yellow hall. Now go aft twice and then starboard. You've found the laboratory! And look at that! There's a strange silver globe seemingly floating in mid-air! If you turn the dial to 1, the globe shrinks in size revealing a blue rod firmly embedded in the globe! Very curious! Turn the dial back to 3 for now. Get the red and blue disks you see hanging on the wall here. These disks are extremely important since they are teleportation disks!They will help you out of several tight squeezes later on. But for now, they are instrumental in acquiring the blue rod. Drop one of the disks on the floor and put the other one under the silver globe. It doesn't matter which disk you use where since they both have the same properties. Now place the basket on top of the globe. Let's see now, turning the dial to 1 made the disk smaller, so turning it to 4 should make it larger, right? Right! So turn the dial to 4 and...gracious! The globe expands to a point where it is resting on the floor (and, o. ains the blue rod!Turn the dial back to 3 and retrieve both of the disks, your basket and all the rods. Now head port and go fore four times, then port and aft. You've located the Computer Room and it's awfully quiet in here. Let's see if we can get the old girl humming again! Open the access panel and you see one of the cards is missing. The metal and ceramic square you're carrying would probably fill the gap! So insert the square, close the panel and turn the switch on. Shoooom! The computer comes to life with a bewildering blinking of lights and gauges. They won't mean much to an alien (you!), so don't bother trying to decipher them. The object of this lesson, though, is in an output hopper...a gold rod! Get the rod and insert it in your basket. We're off to locate a janitor and a chief! Go fore out of the Computer Room then go starboard and start heading aft until you see the mechanical maintenance "mouse." When you do find it, drop one of the disks and do an occassional "examine receptacle" until you see the disk you dropped in its receptacle. Then head aft until you get to the farthest aft yellow hall. From there go port twice then fore twice and starboard twice. You are now in the Village Center of the Weasel's Warren. If the Weasel Chief isn't here, wait until he arrives. He will start pointing at your spacesuit. When he does, give it to him. He will be very grateful and offer you his wives and children, but don't accept them. Instead do as he did and point to the brown rod he has hanging around his neck! When he gives you the brown rod, he'll leave. But don't lose him! Follow him everywhere he goes. If he stops and is just standing there, do a "look" and he'll take off again. But whatever you do, don't give up following him! Eventually, he'll lead you to the Center of the Warren and the entrance to a green airlock, then he'll sit down and patiently await your return. So go down to the airlock, and close the inner door. Open the outer door and exit into the umbilical that's connecting the airlock to yet another alien spacecraft moored port of here. Inside, you find yourself in a cargo hold. Get the visor you see lying here then go fore to the Control Room. Shhhh! An alien commander's skeleton reposes here in eternal sleep. You seem to have discovered some sort of altar, for scattered about are fruits and vegetables. Move the skeleton and something falls to the ground. It's a violet rod! Get the rod and insert it in your basket. Now you can also insert the brown rod in the basket. You didn't have a chance to do so before because you were so involved following the chief! Now drop the other disk you have and step on it. You're instantly transported to.... Say...where the heck are we? Looks like some sort of garage or something. And look over there...a garbage dumpster filled to overflowing with trash! Let's go do some trash searching and see what we come up with. Hmmm, there's our other teleportation disk. Further digging reveals all sorts of junk, but finally you find a green rod! Get the green rod, insert it in your basket and let's get out of here. There's only one exit so go fore and you're in a room on Ring Four. Go port twice, fore twice, starboard, fore and port. You've found the Observatory! What a strange projection! Use the visor to look inside the projector and you see a crystal clear rod there! Get the rod and insert it in your basket, drop the visor and go starboard. Time to get the artifact re-programmed and moving again! Go aft twice then up to the Inner Region. Go aft twice then starboard. You're at the base of a very tall tree and it's climbable. So go up the tree twice to the top. Gravity is very light up here and you can see, within jumping distance, a silver slot next to a door leading into a Drive Bubble. So jump and insert the silver rod into the silver slot. Glory be! The door opens and you scamper inside. There, floating in the weightlessness of this place is a white rod. Get the white rod and insert it into the white slot. Now exit the Drive Bubble and go up on the Drive Bubble. On the other side of the Inner Region you can see the Control Bubble. But how to get there? Well, let's jump to get started in that direction. Now if we just had a propellent of some sort. Ah...the raygun! Fir le. So go down and insert the gold rod into the gold slot and enter the Control Bubble. This is it, the very heart of the Artifact. Looking around all you see is a crystal clear slot. Insert the crystal rod and long-dead machinery hums to life and reveals five different colored slots...blue, green, violet, brown and pink! Insert your remaining rods in their correspondingly colored slots. As you do so, spots of the same color appear next to each slot. These spots are the trajectory, speed, course and map controls. First press the large pink square until you see the inner solar system from the Sun to Jupiter. Now press the brown spot until you see Earth displayed. Select the speed of the Artifact by pressing the green spot until you see a slowly flashing series of dots. Finally, set the orbital course to a circular one by pressing the violet spot. Now we're ready to start the Artifact heading toward Earth. Press the blue spot to start the age-old engines and look. You're heading toward Earth in a slow, grand trajectory! As you approach Earth and slowly slide into permanent planetal orbit, the viewscreen comes to life showing one of the Aliens who built the Artifact. His congratulations and warmth pour from the speakers and all Earth rejoices with the return of the Galactic Overlord! ^E STARFLIGHT In the trade depot at the space station buy "1000" Endurium. Sell it all back and you have an additional 20,000 mu's. If you only sell 990 back you get 2,714,000 mu's. ^E STARGLIDER This one is complex, so pay attention!! Start the game, slow down completely, press F, and press Backspace. Now, type in the following twice: JS(Space)ARG(Backspace)S(Backspace)(Return). Pressing N gives you 5000 points, E reboots the disk, M stops all enemy aircraft, P adds an extra missile. Slow down to minimum speed and select F for fixed gunsights. Pause the game and type JS ARG S followed by RETURN, then type JS ARG S and hit RETURN again. Pressing M stops all enemies in their tracks, while P awards an extra missile. N gives an extra 5000 points to your score. To enter the secret object viewer, press 'z'. Then press 'p' to pause. Select [, and .] and manipulate objects. You can use all keys but 'q' and 'ESC'. Use the mouse to change point of view, or magnification with right mouse button. Another source describes the above cheat a bit differently: To make yourself invincible in this game, launch your ship, press F A to fix your crosshair, slow down to zero velocity and press BACKSPACE to pause the game. Now type in 'JS ARG S' (including spaces), pause the game and retype the above. You will know that the cheat mode is active because all the instruments will go to the central position. You can now fly around as daringly as you want without fear of death!! If your really lazy, press M to stop the aliens from moving (press M again to restart them). Missiles can also be topped up by pressing P and if you press Z you will gain access to the object editor!! ^E STARGLIDER II Slow down your ship to a halt & hit F for fixed sights, then BACKSPACE to pause game and type WERE ON A MISSION FROM GOD, then press 1. Shield & Weapons are now fixed and press K for weapons. Also, pressing 'F2' brings up some text. Where to get what and how: Bouncing bombs - Castron depot, use on Projector bases only. Missiles - Millway depots, use on Walkers, Stompers, etc... Cuboids - use a lot of energy, given to you by prof Taymar. Neutron bomb - use on space station only. Cask Of Vistan Vine - get from pirates, or trade a boink at the Castron depot. Clutter Of Noodles ...uh, Cluster of Nodules - on beautiful downtown Dante. Egron Mini-Rocket - surface of Aldos or Q-Beta. Case Of Nuke Fuel - Aldos surface. Asteroid - between Apogee and Millway, in the Asteroid Belt. Flat Diamond - capture a Mech Whale, take it to the Questa depot, and trade it in for a flat diamond. Lump Of Mineral Rock - Q-Beta surface. Crate Of Castrobars - go to Enos and grab a tree, trade it in at the Castron depot ("Look everybody! Toothpicks!!!"). Professor Taymar - After getting all of the above ingredients, go to Broadway. Make sure you have a crate of Castrobars in the hold. Cruise the surface and tractor-beam the first Emma 2 you see. Bring it aboard. Taymar is inside. He will install the Cuboid launcher and agree to go to Apogee. Take him to the Apogee depot. When the neutron bomb is built, take it to Q-Beta's false moon. If all 6 Projector Bases have been rebuilt, drop by one and blow it up. You will see the space station, surrounded by Mini-sentinels. Take a couple out with missiles. Move toward the station, and when you're directly over it, drop the bomb. A massive explosion follows, and you win the game!!! ^E STARGOOSE While 'in-game', Hit all the F-Keys from F1 to F10 for unlimited protection. ^E STARQUAKE The teleport codes: FLIED CHING DAVARO SOLUN TABET LUANG TSOIN KALED ROKEA HINDI SOCHI NICHI BORNO CWORE KWANG ADKEA ^E STARRAY On the option screen, type AL YANKOVIC then press F5 for an effect. Also pressing X,C,T and Space keys produces a cheat screen. NOTE: This cheat only works on the full price game, not the budget release. Access the option screen by pressing space. Move down to the view game options screen. Push the joystick left and hit fire. The game screen should appear, Center the joystick and press fire again. The options screen should reappear. Move down to the sound on option. Push the stick right and hit fire. If sound on changes to sound off start all over. Return to the view game screen option. Push right and while holding it in this direction hold down the right mouse button. Press the left mouse button. The options screen should change to cheat mode. Return to resume game and continue play with a shield that never depletes. If this doesn't work, try again from a new game. Simple, no? ^E STORMLORD While the game loads hold the left mouse and joystick buttons. Press the SPACE as the game starts then type MNBVC(or possibly MNBYC) for infinite lives and time. Press L for level skips. Another Cheat: When the credits screen is displayed type DRAGONBRIDGE, a message indicating cheat mode is active will appear. Start game then SPACEBAR then press L to skip levels. ^E STORMTROOPER JAMES CAMERON on the high score screen will get you lives by hitting F9. ^E STREET FIGHTER To progress to the next level type STREET CHEAT on the title page and press the HELP key. Another source says: Type STREET CHEAT while in-game for a surprise! ^E STRIDER Hit F9 to pause. Hold down HELP, LEFT SHIFT, and 1. Let go then hit F10 to begin. Now you can use keys 1-5 to warp to the levels. Hitiing F1-F4 will warp to sections 1-4 of each level. Also, F1-F4 revamps energy. ^E STRYX Hold HELP M E to restock everything. Hold HELP M E P for all 4 door passes. Hold HELP M E F10 to be taken to the end game puzzle. ^E STUNT CAR RACER LITTLE RAMP Take the first corner at full belt and tackle the ramp at 150 mph. HUMPBACK Accelerate around to the hump, so that you reach 200 mph by the time you are half way up. At this speed you should have a fair jump and landing. On the other ramps, either keep below 130 mph or above 180 mph. Anything between these speeds will result in hefty damage. The rest of the track should be taken at about 170 mph. BIG RAMP Take the first two small ramps at 170 mph, then get up to 210 mph for the main ramp. The rest of the course should be a doddle. STEPPING STONES Head down the starting straight at 110 mph and take the second gap at 100 mph. When you get to the steps, push up to 140 mph and nudge the speed up if it falls below 110 mph. HIGH JUMP Get up to 210 mph from the start to clear the jump and keep under 200 mph for the small jump. You can tackle the slanted road in two ways - either keep at the top and keep the speed up, or give the car a nudge to the right every now and then. If you slip off, push fire and push forward and right instantly. ROLLER COASTER Keep under 110 mph on the first hill and you should take the bumps fairly easily. Remember - don't push too hard!! SKI JUMP Keep below 100 mph on the first hill and on the second keep to around 140 mph, slowing down after the jump. For the big jump, get to about 220 mph, but if you can't manage it just crawl around and you'll live. DRAWBRIDGE At the drawbridge, put the pedal to the floor when the bridge has gone down about halfway. Tackle all the hills for the next ramp at 140 mph, then on the bumpy section head down the middle of the track at 170 mph. Lastly, get up to top speed for the downhill jump. ^E SUNDOG (FTL/Mirrorsoft): You can get shields for 350 Cr to 400 Cr, depending where you are. To get them, go to the weapon store and click on the rapid heal, and then click on YES, then instead of clicking on the rapid heal, go right of it, so you are on a blank space. Click now and you will have found a shield which you didn't have before in one of your carrying squares. Though it says 'Shield', after one hit, it will say Shield (7). ^E SUPER HANG-ON Get the high score for the continent and enter 750J for your name. Hold down CONTROL, LEFT ALT, Z, T as the credits changes. Let go of the T and you activate cheat. Press the AMIGA key to activate your machine guns! Enter new coefficiants for the road turns using the keypad. The initial sets are 60 and 45. ^E SUPER CARS When asked for your name, enter: ODIE - Takes you to level 2 BIGC - Takes you to level 3 RICH - Gets you $500,000. ^E SUPER CARS II When your on the game options screen, delete player one's name using Backspace, then do the same for player two. Now type new names for both players as follows : player one must be 'Wonderland', player two must be 'The Seer'. Now you'll have a full quota of add-ons and weapons plus automatic qualification... ^E SWITCHBLADE Enter your name as POOKY on the high score list then hold down any one of the these keys: 1-5. then click go to 'END;. Still holding down the key start a new game and this will allow you to start on the respective level. ^E SWIV In-game press 'P' to pause the game and type 'NCC-1701' then press 'N', the screen will flash. Press 'P' again to unpause and from there on both players will now have infinite lives. (The '-' symbol refers to the one on the main keyboard NOT the numeric keypad. ^E SWORD OF SODAN Play, get a high score, type NANCY as your name, you should now have unlimited lives, and pressing RETURN advances you a level. Or boot disk 3 for fun. ^E TANGRAM Level Codes 1-52 (novice) ... by [RYGAR] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 - (Starting Level) 21-95912 41-54796 2 - 03797 22-58819 42-96296 3 - 58829 23-58890 43-50897 4 - 73159 24-85239 44-71231 5 - 88530 25-72851 45-98488 6 - 22585 26-47530 46-40965 7 - 64383 27-46574 47-70834 8 - 50037 28-81152 48-46121 9 - 85164 29-72493 49-31089 10- 07274 30-81093 50-27277 11- 37322 31-51522 51-08439 12- 25105 32-58875 52-38599 13- 70473 33-59092 ~~~~~~~~ 14- 83524 34-74665 (Got Bored Here!) 15- 85720 35-36388 16- 71990 36-39793 17- 15683 37-43456 18- 24759 38-51499 19- 10439 39-63588 20- 14278 40-47672 ^E TEENAGE MUTANT HERO TURTLES When prompted for the four-figure access code type 8859 followed by a RETURN, then type 1506 followed by a RETURN, and finally the corect code from the manual. Now press HELP to replensh energy. ^E TEST DRIVE Hold the fire button as you negotiate curves and you won't crash. Before taking off rev up your engine, youll gain quite a bit of time this way. ^E TEST DRIVE II - THE DUEL AERF - Fast acceleration, quick braking. GASS - Jump to gas station with amazing time. GASST - Jump to gas station with average time. BRUCE or BRULE - Change road signs. 6OUTRAN - Unknown. Before taking off rev up your engine, you'll gain quite a bit of time this way. ^E THREE STOOGES Slow down the scene selector by entering the slapping game and pulling Curlys ear till time runs out. When your on the 'Doctor Wanted' stage of the game, drive your buggies at the same speed as the male nurse pushing the patient, keeping a bit behind them. This enables you to run up a high score without danger of collision. ^E THRUST From the desktop, insert the game disk. Look for the CHEAT.PRG icon and double-click on it. You can survive collisions by typing CHEAT during the game. ^E THUNDERBIRDS Level 2 - RECOVERY Level 3 - ALOYSIUS Level 4 - ANDERSON ^E THUNDERBLADE Type CRASH on the high score table, then pressing the HELP key while playing advances you a level. ^E THUNDERCATS Find a place on the rescue tigra stage where bonus comes up frequently and stay their. You should be able to get quite a few free lives. ^E TIME MACHINE Get a high score and enter DIZZY. Now skip to any zone by pressing a number key. ^E TIMES OF LORE No need to fight the orcs on the first mission, grab the urn and get out is the safest way. Brown scroll kills all monsters on the screen, white scroll freezes them for a limited time (act now!), green scroll teleports (use only twice), white potion random energy refuel, green potion complete refuel. Boots of speed are in Treela, magic axe is in Lankwell. Save your game often! When playing at night, turn up the contrast and brightness settings (it won't make the game any smarter, though!). ^E TITAN Game Codes/Passwords 1. J4JMKR 2. HBHCHC 3. 4492LI 5. 2401TO 6. 01LO38 7. 04KJOB 8. 198075 9. OVR70 10. H67JR1 11. 04JBR8 12. RDL89G 13. B8JLJ4 14. DNBE08 15. TMV281 16. LO9U3H 17. 9JHTQN 18. UKUTB8 19. 01HFJO 20. 1R7DCG 21. V30906 22. 4P4192 23. 40RSHP 24. E4DBQP 25. LFPOBO 26. 1H9615 27. MOBOPV 28. B9HH22 29. RN4RH9 30. BG6W61 31. 1W1440 32. 044080 33. E396V3 34. 740330 35. 2L41H1 36. SGOWOO 37. 48H093 38. FU5HJ9 39. OGU9PI 40. 294JBH 41. B608S0 42. P810B9 43. KWOHME 44. HC6YS8 45. 90OPNO 47. OOBI1O 48. HOO1OK 49. 1S4LOF 50. D80N6D 51. 3010LH 52. K47OMT 53. 09UPW9 54. OVE032 55. L29RHL 56. 6ORROR 57. H95LHT 60. 9LQHVU 61. HC932F 62. 117938 63. 6048HG 64. 4F039H 65. VOMO5V 66. CO1FHT 67. OS4500 68. 2U4BO5 69. CF6B71 70. 88H102 71. H844C3 72. OO5HOR 73. NOTON8 74. OD8V01 75. AH3HD8 76. TIDDI2 77. 43L6TV 78. 8HH0H3 79. 1I1S78 80. OIP4GO ^E TORVAK THE WARRIOR Type CHEAT on the high-score table followed by as many periods as possible. Then during play, press 1 - 5 to skip levels. ^E TOTAL ECLIPSE Hints : In-game hold down '1' and '9' (not on the numeric keypad) while pressing fire to see the firework display. ^E TOTAL RECALL On the title screen type 'LISTEN TO THE WHALES' (with spaces) and the screen should flip over, in-game you will have infinite energy. Also when you reach the taxi level type 'JIMMY HENDRIX' (with spaces) for an indestructable cab. ^E TOWER TOPPLER Type HELLOIAMJMP on the title page. This gives you unlimited Pogos, and you can go to each of the eight unfinished towers by hitting a F-Key. You can do the same with the second group by accepting the second mission before typing in the password. ^E TOYOTA CELICA G.T. RALLY In-game press the 'CONTROL' key and 'C' together to finish the race. ^E TRAILBLAZER On the title screen, hold down the Help, I, 1, and 2 keys and then type CHEAT. In-game, F3 will remove gravity, F5 will change ball shape, F6 will change other player's balls. Pressing the Help key will produce a laugh. ^E TRAINED ASSASSIN Let the demo start then press and hold down '2', '4', 'Y', the left cursor key and '7' on the numeric keypad for infinite lives. Also hold down 'A', 'T', '.', '4', and 'ENTER' on the numeric keypad. Now 'F1' - 'F5' changes the level. ^E TREASURE ISLAND DIZZY You can fly by typing ICANFLY at the start of the game. Keep pressing up and you will be flying with the best of them. Stand as close to the water as possible, then hold down S, P, A, C, and Space keys. Now press C to disappear (Space makes you reappear). When you have disappeared, M key moves the map around. Here are some objects, and where to use them: CHEST - Below the Cliff SNORKEL - In the water GRAVEDIGGER SPADE - In the grave on Island 2 MAGIC STONE - Totem Pole (Island 2) DETONATOR AND DYNAMITE - Mine (Island 1) AXE & BIBLE - Bridge (Island 1) POGO STICK - Pogo place on ship GOLD COINS - The Shop FIRE PROOF SUIT - Smuggler's Cave (Island 2) BRANDY - Shop GOLD EGG - Shop BRASS KEY - Smuggler's Cave CROWBAR - Rock in Water ^E TURRICAN This is more of a bug than a cheat, but here is a technique you can use in Turrican: If you come to a bad guy that you don't want to deal with, leave the screen and then come back. The bad guy should be gone. Unfortunately this also happens to extra men and weapons. (cheat) To get 99 lives: Get a high score more than 20,000 and quit game. It will go to the high score table. TYPE "BLUESMOBIL" and hit return. On the next play you will have 99 lives, plus extra mines, lasers, etc... ^E UNINVITED Complete Solve! Part 1 What a night to be out driving! How it happened doesn't matter; but, boy, are you in a mess. The last thing you remember is that something jumped out in front of you while you and your little brother were out for an evening drive -- you swerved the car smack into a tree. The smell of a ruptured gas tank signals your instinct to survive. You OPEN the car door and go out with your first move . As soon as you click your mouse to get out of the car you hear an explosion -- better get moving. With the car gone, you have no choice but to go inside that haunted-looking house that looks like it came straight out of a comic book . Before you go inside the House, it would only be fitting to find out where you are. A good place to check would be the mailbox. OPEN the mailbox. Guess what? It looks like you're in luck because there's a letter inside. EXAMINE the envelope. Oh, no! You're at the Crowley House on 666 (sign of the Devil) Blackwell Road, Loch Ness, Scotland. Loch Ness: doesn't that mean monsters? If only you could turn around -- well it's too late. If you're in this much trouble, you might as well snoop around some more. OPEN the envelope. EXAMINE the letter. The letter contains a clue that the amulet might be good against the undead. DRAG the amulet into your inventory. It might come in handy. Now OPEN the front door and go through it. What a creepy house. The door has slammed shut behind you and it doesn't want to open up. What kind of trouble are you in now? EXAMINE the various pictures and the furniture. After your ordeal, why don't you sit down (OPERATE) and rest your feet on either of the chairs. Ouch! One of the chairs hurt you! (Remember this: You'll want revenge later.) OPEN both doors. First, go inside the room to your east (all orientat- ion in this game is northern). You're in the Library. Notice the book on the table. EXAMINE the book. OPEN the book then EXAMINE the book again. There are some definitions that you would be well advised to write down in your notebook. Go out of the Library back into the Entrance Hall. Now go out the door to the northwest to the Hall. There are five exits, including the one you just passed through. Your best bet is to go upstairs first. Maybe that's where you'll find your little brother. The Upstairs Hallway has six exits, including the stairway you just came up. OPEN all the doors. Now to check out all of the rooms. First, go through the lower right door into the Storage Closet. EXAMINE all the items. Pretty mundane stuff, huh? Bet you've never seen a product at the supermarket called "No Ghost" DRAG the bottle into your inventory. "Spider Cider" looks interesting, too: DRAG that along into your inventory, also. By this time, you'll get the first signal that something is really wrong in this haunted house -- the evil is starting to get to you in very tangible ways. Go back into the Upstairs Hallway. Now go into the middle right door. Another stairwell! What's this? A weapon! DRAG the axe into your inventory. If you venture upstairs to the Tower, well all I can say is don't open the Prison and don't go inside no matter how tempting it looks. It might be the last thing you ever do! Go back to the Upstairs Hallway. Go through the door on the lower left side into the Master Bedroom. On the nightstand is a candle and a book. OPEN the book. DRAG the candle to your inventory. EXAMINE the book. Well now you know the name of the bad guy -- Dracon, huh? "A key is hidden someplace beyond his stare, a chair knows where." Go out of the room back into the Upstairs Hallway. Go down the stairs (south exit). Go through the open door (upper right) back into the Entrance Hall. Remember the chair that hurt you before? Now is the time for revenge! OPERATE the axe on the chair. In the rip is a golden skeleton key. DRAG the key into your inventory. Take the axe and leave it in the Entrance Hall -- it's too large to carry for now. Now go straight back upstairs. From the Upstairs Hallway go into the first room on the left. OPERATE the key on the large chest behind the bed. Now that the chest is unlocked, OPEN the chest. Take everything from the chest and put it in your inventory. OPEN and EXAMINE both scrolls. They contain clues that will be very important to finishing the game. OPEN the door in the upper left corner. Though everything in the room looks interesting, there is really nothing inside here that is worthwhile. Go back into the Master Bedroom. EXAMINE the pictures on the wall. They contain some clues to the Master's relationships with others. Go back into the Upstairs Hallway. Go through the door in the upper left corner into the Bedroom. EXAMINE, then OPEN and, once again, EXAMINE the book on the nightstand. Reading the egomaniacal rantings of Dracon gives you quite a clue into just what you are up against. OPEN the nightstand. Aha, another scroll! OPEN and EXAMINE the scroll. The scroll contains some important magic spells that use words you should be familiar with from the book in the library. Write these spells down on your notepad; you will be needing them soon. OPEN the door in the upper right corner and go into the Bathroom. OPEN the hamper. A blood stained towel -- yech! Could the blood belong to someone near and dear, like your little brother? You had better find out soon. Go out of the Bathroom through the Bedroom, back into the Upstairs Hallway. There is one last room you haven't explored. Go into the room in the upper right corner. OPEN the black dresser and DRAG the star into your inventory. Go out of the Bedroom, through the Upstairs Hallway, and back downstairs to the Hall. Remember that bottle of "No Ghost"? You had better OPEN it just in case you need it in a hurry. Now OPEN the lower right door. What's this? Out of nowhere a woman dressed like Scarlet O'Hara has appeared in the Hall! Anyone dressed in clothes from a century ago must be a ghost. OPERATE the bottle of "No Ghost" on Scarlet and see what happens. Well, that takes care of that as another ghost bites the dust. Part 2 OPEN all the doors in the Hall. First, go through the lower right door that you first opened before "Scarlet O'Ghost" pranced in. That takes you into the Parlor. OPEN the outside door and go to the Veranda. There's a quick spider going by too fast for you to stop him. OPERATE the "Spider Cider" on the railing. Go back in the Parlor. On second thought, go back outside on the Veranda to see if the spider might come around again. Here it comes, slowing down in its tracks due to the numbing effects of the "Spider Cider." Pretty good stuff! DRAG the spider into your inventory. You never know when a spider might come in handy for stirring up a brew or something. Go back through the Parlor into the Hall again. Remove the "Spider Cider" and the "No Ghost" from your inventory and leave them in the Hall. Go through the lower left door into the Rec Room. OPERATE the gramophone. Pretty neat, huh? Too bad you broke it. It must be quite a valuable antique on today's market. But, then again, a lot of the creepy things you see in this house might fetch a high price at a graveyard auction. EXAMINE the cabinet at the back of the room. OPERATE the key on the cabinet. OPEN the unlocked cabinet and SPEAK to the doll. Say "SPECAN HEAFOD ABRAXAS" (like the scroll in Dracon's room said). The doll tells you to speak to her brother. OPEN both remaining doors in the Rec Room. Go through the right side door into the Dining Room. DRAG the flowers from the table into your inventory. EXAMINE all the pictures in the room. Be aware that some strange things will float out of the pictures as if they have a life of their own. OPEN all the doors in the Dining Room. Go through the upper left door to the Kitchen first. OPEN both the left and right doors. Go through the room on your left to the Bedroom. OPERATE the lamp. Something strange happens. (Actually, in this game, everything is strange! So maybe what's strange for the real world is normal here at 666 Blackwell Road.) Too bad that "No Ghost" was used up. Neither the amulet nor the star has any effect on the ghost. Maybe the ghost is frightened by small living animals the same way the mouse is legend for scaring elephants? OPERATE the spider on the ghost and it vanishes! EXAMINE, OPEN, then, again, EXAMINE the diary that was hidden in the wall behind the picture. It contains a clue for whatever is inside the box that was locked in the large chest upstairs in the Master Bedroom. Fire and ice -- where to find either would be helpful right this moment. Go out of the Bedroom through the Kitchen to the Pantry (the room off the Kitchen's right). DRAG the box of matches from the second shelf from the top. OPEN the matchbox. OPERATE one of the matches on the matchbox itself. OPERATE the newly lit match on the candle you took earlier from the Master Bedroom. Great! Now that should shed some light on the situation. Everything in the Kitchen, the Pantry, and the downstairs Bedroom is interesting but will not help you to complete the game. In fact the more mouse clicks that you waste in these rooms, the more time you lose. And those mouse clicks become valuable with time. Go out of the Pantry through the Kitchen back into the Dining Room. Go through the door in the top center of the Exits Box to the Study. EXAMINE the locked door. Besides being locked, there is something strange about that passageway. Hmm! Maybe the key that the creature has, huh? You'll have to be patient with that one. You aren't fast enough to make a difference in his life. OPEN the desk. Inside the desk are some files about different elements. DRAG the file on Gold, Silver, and Mercury into your inventory. Those elements were all mentioned as being able to make a key when put together. You will have to EXAMINE most or all the files to find all three cards. Go out the open door to the Dining Room. Go through the Hall back into the Entrance Hall. OPERATE the LIT CANDLE (that you have been carrying in your inventory) on the FIREPLACE. Besides taking a chill out of the air, you now have a big fire. OPERATE the sealed box that you took from the cabinet upstairs on the burning fire. The box will dissolve, leaving a pentagram. DRAG the pentagram to your inventory. Without it you cannot finish the game. Go back through the Hall and the Rec Room to the Trophy Room. DRAG the cage into your inventory. While there are several items that look helpful or interesting, they are red herrings. AT THIS POINT I WOULD RECOMMEND YOU SAVE YOUR GAME because when you OPEN the door in the upper right corner, you never know what kind of hell is going to break loose! Part 3 OPEN the door in the upper right corner, and go outside to the Backyard. In the Backyard are three paths to three different buildings. Obviously, you will have to visit each building. Your brother just might be inside one of them waiting to be saved! First, go to the Building in the center. OPEN the door at the entrance and go inside the Greenhouse. EXAMINE ALL of the plant pots in the room. One of them is different from the others. OPERATE the watering can on the DIRT-FILLED RED-CLAY POT. DRAG the RED-CLAY POT into your inventory. There isn't much else of interest in this building. Go out of the Greenhouse, and return to the Backyard. Go to the Domed Building. No matter how you try to OPEN the door at the Magisterium, you fail. EXAMINE the niche over the Magisterium door. Something that should be there, isn't. Pay attention -- be on the lookout for an object shaped like the emblem on Superman's chest to fill that niche. Maybe a jewel? Maybe the same jewel mentioned on the scroll? Since there is nothing that will be accomplished by just standing around a building that you can't get inside, you might as well try the last building. Go back to the Backyard. From the Backyard, go to the building on the right. At the Chapel entrance are two very rabid-looking dogs. They don't look very nice. In fact, if you aren't careful, they might bite your head off! SPEAK to one of the dogs and be very careful about your spelling. Say "INSTANTUM ILLUMINARIS ABRAXAS." After the thunder and lightning stop, the dogs will go away. Thank God! In fact, you might just get a chance to do so once you're inside the Chapel! OPEN the Chapel door and go inside. There is a bust inside the Chapel. SPEAK to the bust. Say "SPECAN HEAFOD ABRAXAS." This must be the brother to the doll in the rec room cabinet. The statue head will open the door in the upper left corner for you. OPERATE the lit candle on the large standing candleholder in the Chapel. You will need the candleholder to get through the next stage of the game, so try to DRAG it into your inventory. If it doesn't fit (and, if you've been following this walkthru to the letter, it shouldn't), REMOVE the potted plant. You should note that it has begun to sprout. Isn't nature wonderful? Now DRAG the candleholder to your inventory. Go out through the open upper left door to the Church Grounds. A ghost will come by. If you have the candleholder he will leave you alone. If you don't -- well don't say you weren't warned! Ever get the feeling you're being watched? NOW IS AN EXCELLENT PLACE TO DO A GAME SAVE! Go to the building in the center of the Church Grounds. Oh, no! A maze! Now is the time to make a map. Go through the maze with the following directions. All of them have a northward facing orientation. North, west twice, and north twice. At this point you'll find the grave of Doug Dinsdale. East twice, north four times, and east four times. If you see a lone Zombie (and of course you will), OPERATE the gawdy chain necklace that you originally found in the mailbox at the beginning of the game ON THE LONE ZOMBIE. If you run into a group of zombies...well, nothing works against them, so run away. Continue east twice and south twice. Here you will find a CROSS marking a grave. OPERATE the bouquet of flowers on the CROSS as a sign of your respect for the dead (which you hope you aren't among soon). The cross will move, revealing another Secret Passage. Go through the Secret Passage (west). You are in a room with three cages. OPERATE the KEY that you are (hopefully) carrying in your inventory on the LOCK to the cages. OPERATE the CAGE on the EAGLE to capture the bird. The snake will eat the cat and slither away. Go south twice. You will meet a strange, ugly bouncing creature. Notice as he bounces that there's an object just underneath him. OPEN the cage and release the bird. The bird will fly away and the creature will follow it. DRAG the gem into your inventory. It looks like it will fit the niche in the Magisterium door! Go north twice, east, north twice, west four times, south twice, west twice, south twice and east twice. Here you should find Doug Dinsdale again. South twice, east twice and south twice. You should now be back outside on the Church Grounds. It would be a good idea to save your game here. You wouldn't want to go through that maze again. Would you? Part 4 Yipes! It seems you are still being watched by that flying eyeball -- the proverbial eye in the sky! Go south into the relative safety of the Chapel. Notice how the plant has thrived while you were away in the maze? Hey! How long were in that maze anyway? Return the candleholder to the Chapel. DRAG the potted plant to your inventory. DRAG the CROSS from above the altar into your inventory. The altar will move, revealing a new entrance. You will be warned about a giant spider. This time it pays to heed the warning. DO NOT GO DOWN INTO THE SPIDER PIT! Exit the Chapel and go back to the Backyard. From the Backyard, go to the Domed Building on the left. OPERATE the gem on the niche above the door. The door will now open. Go through the door to enter the Magisterium. As you enter the room, you will see, floating in the center of the room, a creature that wiggles its tongue and rolls its eyes. It doesn't look friendly; what does in this house? DRAG the potted plant to the floor. The Creature will dive for it and take one of its fruits. Then he will leave you for a while -- better move quickly! The door on the right leads to the Observatory. Though it looks interesting, ignore it. There's nothing but red herrings there, and you don't have time for them. The door to the left is locked, and nothing will open it. OPEN the center door. Go into the Laboratory. OPEN the safe. The combination is based on the element numbers from the files you took out of the desk. The order of the elements is the same as mentioned in the scroll from the cabinet you found upstairs in the Master Bedroom: GOLD (#79), SILVER (#47), MERCURY (#80). The combination is 79-47-80. Inside the safe is a cookie jar. DRAG the COOKIE JAR into your inventory. The cookie jar is sealed so tight that the only way to open it will be to break it open. The axe is back inside the House. Go back out to the Backyard. Hurry! Now re-enter the House. Go through the Trophy Room, through the Rec Room, through the Hall, back into the Entrance Hall. OPERATE the axe on the cookie jar. Breaking the cookie jar reveals a -- oh, no! -- a cookie! Just a damned cookie! And after all that running, too! Well, maybe that little creature who's been running around with that key around his neck will be interested in the cookie. At least someone will get some pleasure from it. DRAG the cookie to the floor. The creature will stop and grab the cookie. He will then return the favor by leaving the key that he wore around his neck on the floor. DRAG the new key into your inventory. With the new key, it's time to go back to the Magisterium and see if the new key will open the locked door. Go back to Magisterium through the Hall, Rec Room, Trophy Room, Backyard, Magisterium entrance to finally, the Room. OPERATE the NEW KEY on the door on the left to unlock, and, ultimately, OPEN the door; and, maybe, find your brother. What? The key doesn't do anything! Go back through the center door to the Laboratory. OPEN the Trapdoor that's located under the cauldron. BEFORE YOU GO THROUGH THE TRAPDOOR, IT WOULD BE A GOOD IDEA TO SAVE YOUR GAME! Go down through the Trapdoor to enter the Cave. You can't go back it seems. The shaft is too high, and there is a spider in the upper Cave. Go through the Cave on the left into the Ice Cave. OPERATE the PENTAGRAM on the Ice Cave. A strange creature will engulf the ice mass and melt it to steam. There will be a human figure that will float to the next Cave. The robed man prompts you to follow the figure and move quickly. Once in the next Cave, OPERATE the figure on the pit at the center of the altar. You have just killed Dracon, but that doesn't save your brother. You aren't out of hot water just yet! Go beyond the altar to the Stairway. OPERATE the NEW KEY on the door at the Top of the Stairs. Now that the door is UNLOCKED, OPEN the door. Go through the door. HEY, WAIT A MINUTE! LISTEN CLOSELY! IS THAT YOUR BROTHER THAT YOU HEAR YELLING FOR HELP UPSTAIRS? Go out of the Study, through the Dining Room, through the Hall, and up the stairs to the Upstairs Hallway. Go into Dracon's Old Bedroom. OPEN the door in the upper right. Go into the Bathroom. OPERATE the faucet on the bathtub. The bathtub will overflow. EXAMINE the light fixture. Notice that there are handgrips on it? Too bad you can't reach it. And nothing you can stand on will move for you. Maybe with all that water flowing out of the bathtub you can float to the top. The water is climbing fast! Keep on trying to OPEN the light fixture. With each attempt, the water gets higher. Finally, you can OPEN the light fixture. Go through the hole in the ceiling to the Secret Room. Thank God! There he is -- your brother. But wait a moment he doesn't look too good. What's wrong? Suddenly a demon leaps from your brother's body and threatens to take possession of you. In the meantime, your brother, scared out of his wits, crashes out the window leaving you to finish off the demon. OPERATE the cross from the Chapel on the DEMON. The DEMON will fade to nothingness, leaving no tangible evidence of his having been there. You still need to check to see if your brother is okay. Go out the window and -- CONGRATULATIONS! You have saved your brother! Print out your certificate. You deserve it! ^E UNREAL On the animated screen with the 3D balls type ORDILOGICUS and hit the RETURN key. The screen will flash white or colours. Now you have all the energy you need next time you play and can skip levels by slamming RETURN. ^E UNTOUCHABLES Pause the game then type these codes to skip levels: 1 - Bride Rolls 2 - Mac N Alley 3 - Kid Zapping 4 - A Nit in Time Type SOUTHAMPTONGAZETTE on the title screen. Now while in game press F10 for level skips. Press HELP on levels 2, 3 and 6 to warp to second half. ^E VENUS - THE FLYTRAP Level 02 - The Frozen Wastes MANTIDAS 03 - The Dead City CICADAS 04 - Wood World PSYLLIDS 05 - The Caverns PIERIDS 06 - Death Valley SATYRID 07 - The Creeping Swamp LYCAENID 08 - Tech World PYRALID 09 - Translucent Plain NOCTUID 10 - The Stygian Creek NO PASSWORD! JUPITER - infinite lives MARS - access all weapons SATURN - just try it PLUTO - infinite ammo MERCURY - contant flying ability ^E VETERAN Press HELP to advance to the next stage. ^E VIGILANTE Enter your name as GREEN CRYSTAL on the high score board then press F1 for extra lives & F8 to skip levels. ^E VIRUS Hold ENTER on keypad and press P, release, then O. Now: F - Refuel L - Move Lines or add one missle C - Special Effects N - Resume Game or Cheat Mode on/off D or O - Activate Demo Mode ^E VOODOO NIGHTMARE All the nasties go to sleep at night. When you pause a game, the day/night timer still runs. Thus it is possible to play only during the safe night periods, and pausing the game during the dangerous daylight. ^E VOYAGER Type WHEN THE SWEET SHOWERS OF APRIL FALL on the title screen and a 4th option will appear. Select this option and follow from there... ^E WARHAWK After loading, press F3. When you start the game, a blue blob appears on the screen. Pick it up and you get infinite power. ^E WARHEAD The very first time you attack the berserker, hit him with everything you have, including the MDC. He will then keep following you. When Solbase says to take him anywhere, go to CH010 and he will get sucked into a black hole. ^E WEIRD DREAMS In the hall of mirrors, walk into the rightmost mirror as far as you can go without passing to the other side at this point enter SOS on the HELP key in morse code which is ...---... 3 stabs of the HELP key followed by 3 presses of about 1 second intervals and 3 more in succession gives you infinite energy. ^E WINGS Basic stuff Each letter of the word WINGS on the main menu does something. To access them hold down the CTRL Shift and Alt keys on the left side of the keyboard while holding down the right mouse button. While holding down these keys and button, you can click on each of the letters in wings with the left mouse button. Each letter does the following: "W" toggles the music on and off "I" turns the CAPS LOCK key into an autofire button "N" no flight school missions required for new pilots "G" Guess "S" Saves game without having to exit To access the other cheats you must go to flight school. To get an awesome pilot (once only) click on the bullseye on the airplane at the top of the flight school menu. The screen will either flash or you will get a requester asking if you want to quit (say no). Then create a new pilot. Enter the name "Orca The Killer Tomato" (without the quotes, and remember it's case sensitive). Orca is all ready and doesn't need flight school. To access a menu of options (much of which is no longer useful or active) create a new pilot. Enter the name " Who is The Riddler" Leave off the quotes but be sure and type the two leading spaces. DO NOT HIT RETURN to enter the name, hit ESCape instead. Then just follow the prompts. If you run from a hard disk you can hit LEFT-AMIGA ESCape to toggle to the Workbench screen and back. Game Tips: BALLOON BUSTING- The first thing to do in Balloon Busting missions is to take out the AA gun. It isn't too hard so give it a try. DOG FIGHTS- When involved in a dog fight with other planes always attack from above. This is because if you attack from below the other plane will climb which is very annoying. By attacking from above you drive the other plane down rather than up. BEING TAILED- When you are being tailed hold the joystick to the bottom-right. You should turn off to the right and out of the other planes line of fire. ^E WITNESS 1 Before the Murder 2 The Investigation 3 Proving Your Case THE WITNESS Part 1 This part really doesn't require much action by you. Most of your time will be spent waiting until something happens, but there are a few things you need to do and some questions that you need to ask. Everything in your inventory that is pertinent to solving the mystery is in your game package. Walk up to the front door and ring the bell. Then, just keep entering the command "WAIT" until you get to the office with Mr. Linder. Sit in the wooden chair, read the note Mr. Linder gives you, and ask him about the following: Stiles, Virginia, Monica, Phong. Show him the matchbook and note his reaction. Then wait until something happens. The something that happens is Mr. Linder's murder. THE WITNESS Part 2 There are lots of areas to explore in this section of the game, so I will only tell you the things you must do to solve the case and get a conviction. The first thing to do is stand up. When Phong appears, ask him about Monica and show him the matchbook. Look under the desk. Press the button. Look under the clock. Examine the window carefully. Analyze the putty. (The wires and putty are a big clue.) Next, unlock and open the outside door. Go east and examine the footprints. Go south. You'll find a handgun. Wait for Duffy to get back, then analyze the handgun. Return to the office and proceed to the living room to question Stiles. Ask Stiles about Mr. Linder and the call. Show him the matchbook, the note, and the muddy handgun (you should have it back by now -- if not, wait for Duffy). THE WITNESS Part 3 Return to the office. Hide behind the lounge and wait for Monica. She will come in once and run out. Stay hidden and wait for her again. When she returns, she will do something strange. Stand up immediately and handcuff her immediately. Search her. You will find a key. Phong will enter soon after. Ask him about the clock. Unlock the clock, open it, and examine it carefully. Ask Monica about the clock. Show Monica the handgun and then ask her about Stiles. When Duffy returns, have him analyze the powder found on the clock. Search Monica for a gun. Examine the hidden handgun carefully. Show it to Monica. Wait for Duffy and then analyze the hidden handgun. Accuse Monica of murder. This will prompt something of a confession. Get the report from her bedroom. Read it and then return to the office. Show the report to Phong and then to Monica. When Duffy returns, have the report analyzed. When Duffy shows up with the analysis, arrest Monica for murder! ^E WIZBALL Pause and enter RAINBOW or RAINBOWT. Resume the game and press space again. Now hit 'C' to fill the pot with the current color, 'S' to complete the level, and 'T' to complete the game. ^E XENOMORPH Hints : Don't bother hording weapons - there are far too many to hold anyway. Just find the best and stick with them. However it is useful to have a back-up device for when you are stuck in a tight spot. The Super Magnum is the best of the handguns, but ammo is in rather short supply. Standing your ground and blasting the tougher monsters (such as Blobs and Xenomorphs) is a waste of energy. Try to dodge them or better still find another way to your destination. Many of them seem to have pre-defined path to follow anyway, and only break off when they see you. Don't open fire as soon as you them, try to sneak past them whenever possible - it saves energy!! You only have to actually kill one alien, and that's the Master Alien on Level 15, so running around like Rambo doesn't really do any good at all. And now for a major upset - you can complete the game without replacing the CNS chips!! As long as you find and use the navigation disks and anti-matter pellets and don't touch the maintenance circuit boards at all, the computer seems to forget that the chips have blown and takes off from Atargatis successfully. What luck!! ^E XENON Kill yourself on level 2, stage 2 and all the aliens will die. ^E XENON II *** What And Where To Buy *** ------------------------------ LEVEL 1, SHOP 1: Buy Health, Super Nashwan LEVEL 1, SHOP 2: Sell Rear Shot, Buy Double Shot and Side Shot LEVEL 2, SHOP 1: Buy Side Shot LEVEL 2, SHOP 2: Sell Side Shot LEVEL 3, SHOP 1: Buy Health and Rear Shot. LEVEL 3, SHOP 2: Sell Rear Shot, Buy Side Shot, Laser, and Power Up LEVEL 4, SHOP 1: Sell Rear Shot, Sell Side Shot Try to stick with your best weapon, and end up with 2 Cannons, 2 Las- ers and either Side Shot or Rear Shot. Always spend your money in the shops as you cannot take leftover cash. *** Halfway and End Monsters *** -------------------------------- SNAIL: Shoot at eye, avoid mines ALIEN: Shoot eyes at either side at top. Scroll back and shoot center eye SPIDER: Destroy as much web as possible. Fly down to face spider and fire continuously. CRAYFISH: Travels in figure eight. Stay below and fire in it's face. SNAKE: Attacks from left of screen. DRAGON: Shoot the side heads first, then tail, then main head. HEAD: Shoot both eyes, avoiding laser fire and extending tongue. Shoot at head when tongue goes in. TANK: Use missiles GRAND SPACESHIP: Shoot all cannons until totally destroyed. ITEM COST COMMENTS +--------------------+---------+--------------------------------+ | Advice | 200 | Only useful after Level 1 | | Speedup | 500 | Essential to survival | | Half Health | 500 | Restores half your energy | | Autofire | 500 | Needed if joystick has none | | Nashwan | 600 | 10 Seconds of sheer heaven | | Full Health | 1000 | Restores full energy | | Rear Shot | 1000 | Very effective on later levels | | Small Mine | 1000 | Useless | | Side Shot | 1000 | Cannot be used with Rear Shot | | Electroball | 1200 | Too sensitive to control | | Power-Up | 2000 | Double bullet size | | Large Mine | 3000 | Useless | | Double Shot | 3000 | Recommended on later levels | | Cannon | 4000 | Effective when using two | | Dive | 4000 | Waste of Money, but fun | | Missiles | 4000 | Weak to start with | | Laser | 4000 | Awesome when using two or more | | Drone | 4500 | Two slow | | Flamer | 5000 | Extremely limited range | | Bomb | 5500 | Limited range but powerful | | Extra Life | 6000 | You'll need lots of these! | | Homers | 6000 | Four slow but powerful missiles| | Protection | 6000 | Doesn't do much | | Bitmap Shades | 6000 | Darkens Screen - useless | +--------------------+---------+--------------------------------+ ^E XYBOTS Enter ALF for your name on high score screen for infinites. ^E X-OUT On the equipment screen, select the white bug-shaped ship(most expensive) and put it in the grid area. Choose the single orange-colored laser, drag it up to the face of the shop owner and keep clicking on the left mouse button and you'll get 500,000 credits. Now arm yourself to the teeth and blast away to you hearts content. ^E Z-OUT While playing the game hold down both the J and G keys at any point, while pressing 1-6 and you will be transported to the respective level. You can then press the keys 1 to 3 on the numeric keypad to skip to the three different stages on that level. ^E ZANY GOLF To get to the secret level make it to the last level (good luck) and look for the mousehole. When the two eyes flash knock the ball in and off you go to the Mystery hole. ^E ZOMBI If you have seen Dawn Of The Dead, you already have a good idea on how to solve most of the puzzles. But here's some extra tips anyway: 1) To lock up the mall to keep zombies from getting in, you need to park the trucks over the entrances. Get the key from the office on the 2nd floor and go to the 4th floor where the keys to the trucks are kept. 2) To keep the dead zombies from coming to un-life, lock them up in the freezer in the basement. 3) before you can go play in the basement, you need a source of light. Get the fuses and gloves from the 3rd floor and go to it!! ^E ZOOM Hit F10 and then choose your starting level 1-30. ^E ZORK I 1 Mailbox, Tree, House, Cellar, Chimney, Troll, Dam, Lake, Mirror, Maze 2 Raft, Cave, Atlantis, Thief, Dome, Hades 3 Mine, Bat, Shaft, Basket, Timber, Machine, Egyptian, Rainbow, Stone Barrow Part 1 NOTE: This walkthru was written without the thief stealing any treasures! When you get to a place where a treasure is supposed to be but it's not there, it means the thief has beat you to it. Do not attempt to fight the thief until you have attained 200 points! Finding treasures, storing them in the Trophy Case and solving puzzles will gain you points. Just continue following the walkthru until you're at 200 points then fight the thief. When you kill him you will get all the missing and stolen treasures back. You're standing to the west of a boarded up white house in this, the first adventure in the ZORK trilogy. The mailbox contains a leaflet if you want to read it, but it won't help you solve the game. Go west and east to the Forest Path and climb the tree. Here, nestled safely in a nest, is a beautifully carved egg. It's so delicate that you couldn't possibly open it. But someone will, so get the egg, climb down and go north. There is a pile of leaves here. Moving them reveals a locked grating. But, again, opening it or leaving it locked won't make a difference in the game. Go east, south and west to the back of the house. Here you see a small window that's slightly ajar. Open the window the rest of the way and go west. You find yourself in a kitchen with a lunch and a bottle of water sitting on the table. Don't bother with these items just now. Go west once more and you're in the living room. You see a lamp and a sword laying here for the taking. You also see a closed trophy case that, at the moment, is empty. This will be your drop-off point for treasures. Move the rug you see on the floor and you find a trap-door! Get the lamp, open the door and go down the stairs. Turn your lamp on (there are grues in the dark!) and go south and east. You've found the Art Gallery. It's been well ransacked, but the plunderers before you have left a lovely painting here! Get the painting, drop the egg (more about the egg later) and go north to the studio. You see a chimney leading upwards, so turn your lamp off and go up. You're back in the kitchen! This is the only time you'll use the chimney to get out of the cellar. Go west back to the Living Room, open the trophy case and put the painting in the case. You don't have to close it since this is a "safe" area from the thief, whom you'll run into him from time to time. If you're carrying any treasures, he'll take them from you. But you will get them back later on. Open the trap door once more, get the sword and go down. Turn your lamp on and go north. Good grief! What a vicious looking Troll you've encountered! There's no way out, so kill the troll with the sword. Randomly, you'll eventually kill him. When you have, drop the sword, leave the axe and go east three times. You're in a very strange room. Everything you say echoes back at you. And you find it impossible to get the Platinum Bar you've found! Don't panic, just say "echo" and the acoustics of the room change subtley, allowing you to pick up the bar. Now go up, northwest and east, then turn your lamp off. You're at the top of a dam with a control panel that seems to control the sluice gates. Go north to the Dam Lobby, get the matchbook then go east. Turn your lamp on, push the red button, then the yellow button. Ah, light! Turn your lamp back off and get the screwdriver and wrench, then go south twice back to the Top of the Dam. The green bubble is now glowing and you should be able to turn the bolt with the wrench. As you do so, the sluice gates open the and water pours through the dam. Drop the wrench and go down to the Dam Base. You find a pile of folded plastic here. Get the plastic and go up. Turn your lamp on and go south, down, east three times and south to the South White Cliffs Beach. Drop your plastic here, then go north, west twice, up and northwest back to Resevoir South. Now go north to the middle of the lake. You see a trunk bulging with jewels! Get the trunk and go north to Resevoir North. Hmmm, a hand-held air pump! What luck! Get the pump and go north once more to the Atlantis Room. You see a beautiful Trident here. Your load is too heavy to carry it, though. We'll get it later. Now go up, west and north to the Mirror Room. This room is extremely strange. You can change the directions you're going by touching the mirror. This changes the directions. Go north. If you find yourself in the narrow passage, go north and west three times to the maze. If you find yourself in the Cold Passage, go west, down, north and west to the maze. This maze is not all that difficult to map. Unfortunately, you have to contend with the thief, who tends to pick up items you might drop for mapping purposes and moves them to other locations. So follow closely! Go south, east and up to the room with the Skeleton in it. Here you find several items, but all you should touch is the bag of coins. Again, your load is too heavy. We'll get the coins later. Go southwest, east, south and southeast. You're in a room with a ferocious looking cyclops! There's two ways to get rid of him, but the easiest is to say "Odysseus". Upon hearing the name of his father's ancient enemy, the cyclops let's out a frightened yell and runs straight through the eastern wall! Go east twice and you find yourself back in the Living Room! Now this is handy! Turn your lamp off and put your treasures in the case, turn your lamp back on and open the trap door again. Now that you've found a different exit from the Cellar, the door won't close on you again. Now, we're going to get the coins, so north, west, south, east and up. Get the coins. If they're not here, the thief beat you to them. Now go southwest, east, south, southeast and east twice. Turn your lamp off and put the coins in the case. It's time to go for a ride on the river, so get ready for a wild white-water ride! ZORK I Part 2 Ready to go? Good! Go down the stairs, turn you lamp on and go north, east five times, then south. Inflate the plastic with the hand pump, drop the pump and get in the raft. Launch the raft (wheee!). You have to work quickly at this point. Any hesitation will carry you over the Argrain Falls to you death! Get the buoy and go east to the East Shore. Get out of the boat and open the buoy. You find a beautiful Emerald hidden inside! Get the Emerald, drop the buoy and get the boat. Now go north to the Sandy Beach, drop the boat and get the shovel. Time to go digging! Go northeast to the Sand-filled Cave and dig four times (no more, no less!). All your digging finally uncovers a jeweled Scarab! Drop the shovel and get the Scarab then go southwest. Get in the boat and launch it then go west back to the South White Cliff Beach. Get out of the boat and go north, west twice, up, northwest, and north three times to the Atlantis Room. You should now be able to get the Trident. Get it and go south three times, southeast, southwest, north, southwest, west, south and up the stairs to the living room. Turn your lamp off and store the emerald, scarab and trident in the trophy case. Now go east to the kitchen, go up the stairs and turn on your lamp. Get the knife and rope, turn your lamp off and go down the stairs. Go west and down the stairs. Turn your lamp back on and go north, east twice, southeast and east. Tie the rope to the railing and go back west, northwest, west twice, south and up the stairs. Now go west twice to the Cyclops Room. By now you should have 200 points and you're strong enough to do away with the thief. If you don't have 200 points, save your game at this point and try to kill him anyway! I managed to kill him with 130 points. Go up the stairs.... As you enter the Thief's Treasure Room, he appears through an unseen passage, mumbles a few magic words and all the treasures disappear! Kill the thief with the knife. This action, like killing the troll, is random and you may have to keep fighting him for several turns. Eventually, though, you're successful and all the treasures he's stolen from you magically reappear! In addition to your treasures, you see that he's managed to open the Delicate Egg and there's also an ornate Silver Chalice here. Drop the knife and get everything you can carry except for the knife and the thief's stilleto, go down the stairs and east two times back to the Living Room. Turn your lamp off and put all the treasures in the case. Repeat this process until you've taken all the treasures from the Thief's Treasure Room and stored them in the case. When you've completed this task, go back down the trap door's staircase, turn your lamp on and go north, east twice, southeast and east to the Dome Room. Climb down the rope and you find a beautiful Ivory Torch burning! Not only have you found another treasure, but you've found another source of light! So get the Torch and turn your lamp off. It's time to visit Hades! Go down and get the small bell, then go south to the South End Temple. You see on the Altar a Book and two burning Candles. Take these items and go down twice. You're at the entrance to Hades. The spirits jeer at you and your feeble attempts to enter. But don't let them daunt you! You have the means to disspell the evil forces baring your entrance! Ring the bell. As you do so, the bell becomes red-hot and you quickly drop it! In the process, you also drop the candles and they go out. Get the candles, and light them with one of your matches. Your efforts seem to be taking effect as the spirits and wraiths cower at your new found power! Finally, read the book. Suddenly, a loud voice commands the spirits to be gone and they scream in terror, fading through the walls. Go south into the Land of the Dead. Around you in piles are the bones of other adventurers less lucky than you. Also laying here is a carved Crystal Skull, grinning nastily. Get the skull and go north. Drop the book and candles and go up, west and north to the Cold Passage. If you find yourself in the Narrow Passage, go back south to the Mirror Room, touch the mirror, then go north again. Now to west and down the slide, then up the stairs. Put the skull in the case and go east to the Kitchen. Open the sack and get the garlic, then back west to the Living Room and down the stairs. Don your miner's cap and get ready to dig some coal...we're going mining! ZORK I Part 3 From the Cellar go north, east twice, southeast, east and down the rope. Now go down, south, down and north to the Mirror Room. Go north. If you're not in the Cold Passage, go back south and touch the mirror, then go north again. From the Cold Passage, go west and north to the Mine Entrance. Now go west and north to the Bat Room. Good thing you have your garlic with you because there's a Vampire Bat here! Leave the Jade Figurine you see. We'll get it on the way back. Now go east to the Shaft Room. You see a sort of basket/chain arrangement. Put the screwdriver and the Torch in the basket and go north. Turn your lamp on and go down. Whew...Gas!! If you'd brought the Torch with you, it would've been quite explosive in here! Leave the Bracelet. Now we're going into a series of Coal Mines, so go east, northeast, southeast, southwest, and down twice. Go south and get the coal. Ready? Right! Go north, up twice, north east, south, north up, and south to the Shaft Room once more. Put the coal in the basket and lower the basket using the chain. Once more, trudge back to the Ladder Bottom by going north, down, east, northeast, southeast, southwest, and down twice. Now go west. You have come to a room with a tight squeeze heading west. There's a timber laying here, but it's not good for anything. Drop everything you're carrying and go west into the Drafty Room. Aha! So this is where the basket went to! Get the Torch, Coal and Screwdriver from the basket and go south. You're in a bizarre room with a strange looking machine. Lift the lid and put the coal inside, then close the lid. Now, how to start the blasted thing? Your fingers are much too large to turn the switch, but the screwdriver will do the job nicely! Turn the switch with the screwdriver and all sorts of commotions come from the machine accompanied by flashing lights! After a few minutes all is quiet again. Drop the screwdriver and open the lid. Inside the machine is a Large Diamond! Get the Diamond and go north. Put the Diamond and Torch into the basket and go east. Get everything you dropped except the timber. It's time to leave the Coal Mine. Go east, up twice, north, east, south, and north. Get the Bracelet and go up and south. Raise the basket and get the Torch and Diamond, then drop your lamp...you won't need it any longer. Go west and get the Jade Figurine, then south and east and drop the garlic. Go south and down the slide back to the Cellar, then up the stairs to the Trophy Room. Put the Diamond, Jade and Bracelet in the case, get the Canary and go one last time down the stairs to the Cellar. Go north, east twice, southeast, east and down the rope. Now go down twice to the Egyptian Room. You see the golden coffin of Rameses II sitting here! Get the Coffin and go up and south. There's no way for you to get the Coffin down those stairs, but seeing as this is an Altar, why not pray? As you pray, you feel disoriented for a moment and then find yourself in the forest! And all your items are with you! Open the Coffin and you see a multi-hued Sceptre! You'll need the Sceptre, but leave it in the Coffin for now so you don't have to worry about carrying too many items. Go east, north, east, south and east to the Canyon View. Go down twice and north to the End of the Rainbow. Seems to me there should be a Pot of Gold at the end of the rainbow! Wave the Sceptre and look! The rainbow solidifies into a passable bridge! Go east onto the Rainbow then go back west. There it is! The Pot of Gold! Get the Gold and go southwest, up twice, northwest, west, east and west. Now for the Canary. Wind the Canary up. As you do so, it begins to sing. As it winds down a Songbird flies overhead and in the effort of trying to sing back to the Canary opens its beak and drops a lovely Brass Bauble at your feet! The Bauble and go west twice to the Living Room and put the Coffin, Bauble, Canary, Sceptre and Pot of Gold in the case. As you put the last treasure in the case, a voice whispers in your ear to look to your treasures for the final secret. When you look in the Trophy Case you see an Ancient Parchment which appears to be a Map! Get the map and go east twice, south and west. You now see a path that wasn't there before! Go southwest and you find yourself in front of a Stone Barrow! Enter the Barrow and the door slams behind you! You see that you've found the beginning of ZORK II and have solved ZORK I due to your skill and bravery! Congratulations! Now on to ZORK II...can you face the Wizard and conquer him? ^E ZORK II 1 Gazebo, Carousel, Riddle, Bucket, Robot 2 Cakes, Dragon, Princess 3 Bank, Balloon, Library, Brick, Oddly-Angled Room 4 Lizard, Spheres, Aquarium, Demon, Menhir ZORK II Part 1 Doesn't this look familiar? It should because it's right where ZORK I ended! Ah, here are your faithful companions from ZORK I, the lamp and the Elven Sword. Get these and go south three times, southwest, south. Light your lamp (there are grues lurking in the dark!). Go southeast. Turn your lamp off because you're in a beautiful garden that's lit by luminous lichens! Enter the gazebo and get everything you see laying on the table. Forget about the Unicorn because you're not capable of approaching the timid creature. Exit the gazebo, go south twice and west then turn your lamp back on. You've entered one of the strangest rooms in ZORK II...the Carousel! It spins madly about and everytime you move, you're taken to a random location. So the first thing we're going to do is turn it off. Select a random direction and keep returning to the Carousel Room using the chart below until you get to the Marble Hall. When you get there, go north to the Deep Ford and fill your teapot with water. Then go back south twice to the Carousel Room. Now, select another random direction and keep returning to the Carousel Room until you get to the Riddle Room. This is a good place to be because you're now able to turn off the Carousel and stop this craziness! ROOM NAME RETURN BY GOING: Menhir North Marble Hall South Cool Room Southeast Cobwebby Corridor Northeast Path Near Stream Southwest Topiary West Riddle Room Northwest You're looking at a huge stone door in the eastern wall. On its face is a riddle that must be answered before you can enter the door. Say "well" and the huge door opens with a thunderous roar! Go east and look. There's a beautiful Pearl Necklace laying here! Leave it for now and head east again. You've located the Frobozz Magic Well. That's what the legend on the wall says. Get in the bucket and pour the water out of the teapot. That's how the bucket is activated. When the last drop is poured, the bucket magically rises and you find yourself at the top of the well. Drop the teapot and get out of the bucket and go east. Hope you're dressed for the occasion because you've stumbled upon a tea party of sorts! Don't those cakes look appetizing? Don't eat anything just yet, there's someone waiting to meet you! Go northwest and imagine that...there's a robot standing here. Looks like he needs directing. Tell the robot to go east, then go east yourself. You're in the Carousel's control room. But don't touch those buttons yourself...they are highly dangerous to humans, but not to robots! Tell the robot to push the triangular button. As he's doing this, you receive clues as to what's happening in the Carousel Room. When the robot's done your bidding, tell him to go south then go south yourself. There's a red sphere here, but without some help, you'll never get it. Take the sphere and immediately a steel cage is dropped on top of you trapping you in the closet. If you don't act quickly, a poisonous gas will complete the job of catching the "footpad" (that's you!) and you'll be most dead! Tell the robot to lift the cage. The robot seems to take perverse pleasure in rending the cage to scrap metal! Trying to take the sphere sprung the trap, but you still haven't got it. So take the sphere again, say goodbye to the robot and go north, west and southeast back to the tea party room. ZORK II Part 2 Now it's time to eat some cake! Get the red, green and blue cakes and eat the green cake. My goodness, you've certainly lost a lot of weight! You're now the size of a mouse and everything is huge including those "cracks" you were able to just step over a few moments ago! But you're now small enough to enter the tiny hole to the east. So go east and throw the red cake into the pool. The cake acts like a sponge and soon the pool is completely empty revealing a bag of precious candy-coated insects. Get the candies and go west. Now to get you back to normal. Eat the blue cake and presto! You're now your original size and able to leave this strange tea party behind. Go west back to the bucket, get in and get the teapot. Now get the water and soon the bucket is back down at the bottom of the well. Drop the teapot, get out of the bucket and go west. Get the necklace this time and go west and northwest back to the Carousel Room. When you get there, you find it's stopped spinning and there's a dented metal box lying here. Open the box and you find a Stradivarius Violin! Your load is too heavy to get it just now, so let's go dump some stuff. Go southwest to the Cobwebby Corridor. This is a good place to drop any treasures and spheres you've managed to collect so far. As you've no doubt noticed, Frobozz will cause you to drop various items with his crazy "F" spells. It's a light waster having to try to pick up items over and over again. And you will always drop the item you're trying to pick up plus one additional item you're carrying! It's frustrating, to say the least! Frobozz will also steal items from you with his "Filch" spell and before you know it, the treasure you've been lugging around with you suddenly isn't there any more! You don't loose points for this, but when it's time for you to buy the services of the demon, it will be confusing knowing if he's demanding one more treasure that Frobozz may have stolen or that you haven't found yet. So unload your treasures and spheres here. Don't worry about the lizard just yet. We have more important things to do! We'll take care of the lizard, treasures and spheres at the same time in the last part of this walkthru. Lying on the ground here is a coil of odd looking string. This is actually an explosives fuse. Get it and go northeast back to the Carousel Room. Get the violin and go west (a room you weren't able to get to until the Carousel was turned off). Get the Grue Repellent (in case your lamp runs out of power) and go back east. Once more back southwest to the Cobwebby Corridor to unload the violin and repellent, then northeast back to the Carousel Room. We're off to slay dragons, so look lively and make sure you have your sword with you! Go northwest to the cool room, then go north twice. Oooh! It's scary in here because we're face to face with a huge fire-breathing dragon! You can't possibly kill it, but you can get its attention! Hit it with the sword and go south. I'll be darned, it's following you! Hit it again and go south again. Hmmm, still with you? Good! Hit it one more time and lead it west. You've both entered a room of glassy ice. The dragon sees its own reflection and in true dragon fashion, is outraged that there's another dragon in his realm! It breathes a huge flame of fire which immediately melts all the ice in the room! The dragon is inundated with water, which eaffectively quenches its flame and it is carried to its doom far away. In melting the ice in the room, the dragon has opened another door for you. So go west and look. There's a huge ruby lying here! Drop the sword and get the ruby then go east twice to the Cool Room. We're off to free a princess now so go north three times. You've entered the Dragon's Lair and sleeping here as if under a spell is a beautiful princess. Don't try anything strange with the princess! There's also a rotted old chest here. When you try to open it, though, the princess awakens and looks out of the lair and at you. If she leaves the room, follow her, but if she's just sitting there looking indecisive, try opening the chest again. We'll get what you found in the chest later. Just don't lose the princess! Eventually, she will leave. Follow her everywhere she goes. If she pauses, a "look" should get her moving again. Soon, she'll lead you back to the Garden and enter the gazebo. When she does, enter the gazebo, too. After several "looks" and "waits" (and turning your lamp off!), the Unicorn will approach the princess without fear. She will remove the red ribbon from its neck, tie her hair up with it and give you the tiny gold key and a perfect rose, mount the Unicorn, and ride off. Drop the rose, as pretty as it is, you don't need it. Exit the gazebo, go south twice, turn your lamp on, and go west back to the Carousel Room. Let's go rob a bank! ZORK II Part 3 We're off to play "footpad" again, only this time we're not going to need any help to get the loot! From the Carousel Room go northwest to the Cool Room, north twice and west twice to the Bank Entrance. This next part is a little tricky, so follow the directions closely so you don't set off any alarms! Go northeast, east and south to the Chairman's Office. My, my! Look at that, old J. Pierpont Flathead himself! But not in the flesh, only in an oil painting. Get the portrait and go back north. Drop the painting here and enter the shimmering curtain of light. You've been transported to a seemingly exitless room! But don't panic, just enter the south wall and presto! You're back at the Safety Deposity again. Enter the curtain once more and this time, it looks like the same room, but it isn't! For here lying neatly stacked is a pile of ZORKmid Bills! Get the bills and enter the north wall. Now drop the bills and go west. If you try to leave the Depository carrying the bills or the portrait, an alarm sounds and an invisible barrier blocks your leaving! Go back west to the bank vault, get the bills and the portrait and enter the curtain of light then go south. This time, when you exit the room, you find yourself back at the bank's main entrance! You did it! Let's get out of here before they loose the hounds on us! Go east twice back to the Dragon's Room and go north to its Lair. Now get the golden dragon statuette and go south. Your're pretty well loaded up, but there's one more task to perform in this area, so go east twice and up to the Tiny Room. What a strange place this is! We're going to pick this lock. Put the placemat you've been lugging around under the door and lift the lid that's covering the keyhole. Now put the letter opener into the keyhole. What was that? Pull the placemat and look. There's the key! Get the key and drop the placemat. Then get the letter opener and drop it. Now unlock the door with the rusty key (you have to specify which key if you're still carrying the tiny gold key!), open the door and go north into the Dreary Room. If you're still carrying the rusty key, you can drop it because you don't need it anymore. Sitting in the middle of the table is a Blue Sphere! Get the sphere and go south, down twice, south twice and southwest to the Cobwebby Corridor. Drop everything you're carrying except for the lamp, match, newspaper and string. Go back northeast and north to the Marble Hall. Get the clay brick and go back south then northwest to the Cool Room. Now go west twice and south. Well, would you look at that? There's a deflated hot-air balloon lying here. Let's see if it still works! Get in the basket and open the receptacle. Put the newspaper in the receptacle and light the newspaper with one of your matches. I would strongly suggest you save your game here. There are several spells that Frobozz may cast on you that would effectively kill you! One is "Float" which is a rather nasty spell that causes you to float in the air. Think what would happen if you were in the balloon 200 feet above the volcano floor and were caused to float! While you read the above paragraph, the balloon finished inflating and has risen off the volcano floor. You will see three ledges on your way up. Only the first and third ledges are wide enough for you to land on. So wait until you see the first ledge then land the balloon. Always, always, always tie the wire to the hook you see on the ledge. If you don't, your transportation will float away from you! Get out of the basket and look. There's a gold ZORKmid coin lying here pretty as you please! Get the coin and go south to the Library. There are several bookslying here, but the one we're interested in is Purple. Don't bother trying to read the books. They're written in a long forgotten tongue. Get the Purple Book and go north back to the ledge and get into the basket. Drop the coin and book, untie the wire and wait until you see the third ledge. The description of the ledges will seem alike, so watch closely for the ledge and open sky above you. When you see the third ledge, land the balloon (tie the wire!), get out of the balloon and go south to the Dusty Room. See the hole in the strange box sitting here? Put the clay brick in the hole, then put the coiled string in the brick. Light the fuse with one of your matches then go north. Don't hang around in the room after you light the fuse! When you hear the explosion go back south into the room and look. There's a Gawdy Gold Crown lying here! Get the Crown and go back north, get in the balloon, untie the wire and close the receptacle. After you close the receptacle, you notice the balloon is started to descend. Which is good. You didn't really want to go floating off in space, did you? Right! Also as you're descending you see the ledge you just left crumble away to nothingness! It must have been the explosion that loosened whatever was holding the ledge in place. Whew! Close call! While you're waiting for the balloon to reach ground level again, get the Purple Book and open it. Doing so reveals a rare ZORKmid Stamp! Get the stamp and drop the book then get the coin and when you reach the ground, get out of the basket and go back north, east, up and south to the Cobwebby Corridor. Drop the Crown, Stamp, Coin and matches here. You should only be carrying the lamp now. One more stop, then we'll put this puzzle together! Go northeast then south to the Menhir Room. Then go south to the stairway and go down the stairs. You've entered the Oddly-Angled Room maze. The maze is completely unmappable, but don't despair. The diamond shaped windows you see in each room tells you your progress. When you're doing well, the windows increase in intensity. When you've accomplished your task, the windows glow serenly. When you're not doing so well, the windows glow dimly. Go southeast until you see a club lying on the floor. Pick up the club and swing it. Whoosh! Time to run the bases and head for home. So run southeast, northeast, northwest and southwest. As you run southwest, you hear a rusty squealing like a long-lost panel opening! Keep going southwest until you get back to the stairway. I'll be darned! There's another stairway leading further down! You're not ready to go down yet, so go up the stairway, north twice and southwest to the Cobwebby Corridor. It's time to meet the Demon! ZORK II Part 4 At last! You're ready to give Frobozz a run for his money and get his magic wand! But first you have to get past the lizardhead guard! What do lizards eat? Right! Insects! Get the candied insects, the tiny gold key and the two spheres and go southwest to the door. Feed the lizard the candies. Talk about gluttony! The lizard gobbles the candies and settles back for a long snooze! Unlock the door with the tiny key, open the door and go south through the door. The odor of strange, pungent smells asail your senses! You've located the Wizard's Workshop. The smells seem to be coming from the west. Go west. It's Frobozz's Workroom and there's all sorts of arcane paraphernalia lying about. The important thing to notice, though, is the color of the stands you see on the workbench. Hmmm...ruby, sapphire, diamond. Red sphere, Blue sphere, and one sphere you haven't found yet. Put the red sphere on the ruby stand and the blue sphere on the sapphire stand. Then go west again. You're in the Aquarium Room and sitting there looking absolutely harmless is an aquarium with a baby sea serpent in it. Don't you believe it! That guy would kill you if you got too close to it! Throw the club at the aquarium. The club smashes the aquarium to pieces, the water drains out revealing a dying baby sea serpent and a Clear Sphere! Get the sphere and go back east to the Workroom and put the Clear sphere on the diamond stand. As you do so, all three spheres disappear in three puffs of colorful smoke, a fourth stand appears holding a Black Sphere! Get the Black sphere and go south to the Pentagram Room. Put the Black sphere on the Pentagram. Up out of the depths of some long forgotten spell appears a Demon! As you listen, you find that he will do you any one service if you will pay his fee! The wand! Go north, east, and north twice to where you've been storing your treasures, get as many as you can carry and go back to the Pentagram Room. Give the Demon the treasures one at a time. As you do so, he gives little mutters of pleasure and indications that what you've given him is not enough. When you've given him your first load of treasures, return to the Cobwebby Corridor, get the rest of the treasures and go back to the Pentagram Room. Give the Demon the rest of the treasures. As you're doing this, Frobozz may appear and try to dissuade you from your task. But don't relent! Keep giving the Demon the treasures until he says it's a small fee, but it's enough for the service. You must be very specific in telling the Demon what you want done. Tell him to give you the wand. He approaches Frobozz menacingly, making surly remarks in the process. Frobozz tries one last spell, "Fudge!" which leaves the smell of Chocolate wafting in the air. Cringing in terror, Frobozz relinquishes the wand to the Demon and rushes out of the room. The Demon gives you the wand and disappears leaving you quite alone! Time to finish the puzzle! Go north, west, north twice and northeast to the Carousel Room. Now go south to the Menhir Room. That huge block was an obstacle before, but no longer! Point the wand at the Menhir and say "Float". The Menhir glows briefly and then rises gently into the air revealing a passage behind it! Go southwest and you've located a Kennel. How odd! There's a dog's collar here, too! Get the collar and go back northeast then south and down the stairway twice. What a dog! Three heads growling and snapping at you! Put the collar on the dog and it becomes quite tame, even puppy-ish! Cute. No time to pet it, though, you're almost through. Go east into the Crypt Anteroom then south into the Crypt. A moment of silence, please, for the builders of the Great Underground Empire of ZORK...the Flatheads. Don't feel quite through? You're not! Turn the lamp off. There in the southern wall you see a faint line of light outlining a door! Open the door and go south to the Landing. Finally, go down the stairs. You find yourself on an endless stairway. You've conquered Frobozz! Your final test of courage and skill awaits you in ZORK III where you become the new Wizard of ZORK! ^E ZORK III Before you lies the final chapter of your elevation in the Great Underground Empire. You have explored the GUE in ZORK I; mastered Frobozz in ZORK II; what lies ahead remains to be seen. But you do see your old friend, the lamp,laying at your feet. So pick it up and let us begin. Turn the lamp on and go south to the Junction. Before you is a great rock and imbedded in it is your trusty sword...held fast! You can't remove the sword, but rest assured, should the need arise, it will come to you! Go south three times to the lake shore, and drop your lamp. You won't need it anymore. Enter the lake and dive immediately! There's a huge fish swimming around the area and you'd make him a tasty meal! On the lake bottom, randomly, you may or may not see a glittering object out of the corner of your eye. But whether you do or not, just get the object. If you drop it, just keep getting it until you've got it and go back up to the surface of the lake. Now swim west to the Western Shore and go south to the Scenic Vista. This amazing table is actually a teleporter that will take you to various places that you may have seen before! Take the torch that's on the wall and wait for the table to display the number "II". When "II" is displayed, touch the table. As you do, you find yourself in Room 8 from ZORK II! And look! There's the can of Grue Repellent! Get the can and wait. Soon, you find yourself back in the Scenic Vista room again. This is fun! Wait for the table to display "III" and touch the table again. This time you find yourself a Damp Passage. You haven't visited here yet, but it's another area of ZORK III! Drop the torch and wait. Again, you're transported back to the Scenic Vista. If you have the urge to touch the table when it displays "IV", you'd better save your game for only death awaits you there! Now go north and enter the lake again. The shock of the cold water makes you drop your possessions, but don't worry. Just dive down and get the can of repellent. (You're wearing the amulet so you don't drop it!) Swim up and south to the Southern Shore and check your inventory. You should have the Amulet and the can of Grue Repellent. This next part is dangerous and success depends on the number of move you take. So don't do anything extraneous! Go south into the dark and spray the Grue Repellent on yourself. Don't drop the can, though, just press onward by going south and east to the Key Room.You can drop the can here because it's empty anyway. Get the key and open the manhole cover and go down into the darkness. You find yourself on an old dried-up Aqueduct! Go north twice and down. My, my! Here you are back in the Damp Passage and the torch is laying here right where you dropped it! Get the torch, go west back to the Junction, south twice and west four times to the Flathead Ocean. You may or may not see an old Viking Ship sailing past at this point, but if you do, be sure to say "Hello Sailor" to the old man! You'll be rewarded for your kindness by the small vial he throws to you! Take the vial then go north, northeast, southeast and west to the cliff. Get the waybread from under the tree and go down the rope that you see tied to the tree. On the Cliff Ledge you see a huge chest, but you can't open it yourself! You'll have to wait until someone offers to help you! When the offer comes, tie the rope to the chest. Uh-oh...does this fellow mean to rob and strand you? No, if you wait long enough, he'll come back and dangle the rope back down to you. When he does, grab the rope and he'll haul you back up. When you finally get back up to the top of the cliff, you see he has opened the chest and taken the valuables from it. Seeing that he has no need of a simple wooden staff he gives it to you! Don't begrudge him his new found wealth, though, you have more important things to do! Go east, southwest, north, east and south to the Creepy Crawl. Now go east twice then south twice to the Great Door. Somehwere along the line, you should've heard or felt the rumblings of a great underground disturbance. This earthquake has caused a hole to appear next to the door! Go east through the hole to the Museum Entrance. Inside these doors you will find several terrific puzzles to solve! The first one we're going to take care of is behind the wooden door. Go north through the wooden door to the Technology Museum. Inside you find all sorts of bizarre machinery from various eras of ZORK! Only the gold machine is still working now. If you examine it closely, you'll see that it reminds you of the time machine from the H. G. Wells story! That's right, you're going to go time travelling, but you'll need to move the machine to the room you want to visit in a previous time. So push the machine south, open the Stone Door and push the machine east. This is the Jewel Room and if you read the plaque you'll see the year that this wing of the museum was dedicated (777). What you have to do is to get here *before* the dedication ceremonies because you'll need one of the Crown Jewels to complete ZORK III! Get in the machine and read the dial. Remember the year "948". This is the year that you're in right now and you'll need to reset the dial to get back here! Set the dial to "776" and push the button. Suddenly everything is completely different! You're still in the Jewel Room, but the gold machine and everything you were holding has disappeared! As you get your bearings back, you notice two things immediately: One is that the Crown Jewels are no longer locked inside the cage; and, two, you can hear guards' voices on the other side of the Stone Door, which (thankfully!) is closed! Take the Ring ONLY! Greed is not part of ZORK III! As you take the ring, you automatically slip it on your finger. Now wait until the guards leave the area. When they do, open the door and go west, then open the wooden door and go north back to the Technology Museum. Amazingly, the Golden Time Machine is right where you found it in the first place. But what of your other possessions? We'll find them! In order to take the ring back into the future, you'll have to hide it in the Time Machine somewhere and if you look, you'll see a compartment beneath the seat. Put the Ring under the seat, get in the machine and set the dial back to "948". Now push the button and *WHOOSH*! You're back in your own time again! Get out of the machine and look under the seat. You see the ring and put it back on your finger again. Now to go retrieve your other items. Open the wooden door and go south, then open the Stone Door and go east. Here's everything you were holding before! But, there's something different about this room. Wait! The steel cage is gone and there's only a plaque here now! Reading the plaque tells you that one of the jewels was stolen before the dedication ceremony could take place and that to protect the other jewels, they were locked inside a hollowed-out volcano! Amazing! You saw that place in ZORK II! Now go west and south to the Royal Puzzle Entrance. Take a deep breath here, because you're about to enter one of the toughest puzzles in ZORK III...the "Royal Puzzle"! I strongly suggest that you save your game here. One wrong move and it's curtains! 'Nuff said! Leave the piece of paper here. It's just a warning about the complexity of the Royal Puzzle. Enter the puzzle by going down into the hole. There are two types of walls inside the puzzle: Marble and Sandstone. The Marble walls cannot be moved, but the Sandstone Walls can be pushed to form new arrangements. Please, oh please, follow the following directions exactly! If you don't, you'll get hopelessly lost and nothing will get you out of here without restoring your game! Ready? Okay, here we go! Push the East Wall. Go south, then southwest. Push the South Wall, then go east twice and push the South Wall. Go north twice then east and push the South Wall. Pushing this wall has uncovered a dusty old book! Get the book (that's really what we're here for!) and push the South Wall again. Go northeast twice and push the West Wall four times. Go northeast twice, north and push the East Wall. Go southwest, south, southeast, northeast, north and push the West Wall. Go northwest and push the South Wall twice. Go west, northwest twice and push the South Wall. Go southeast three times, northeast and push the West Wall twice. Go southwest and push the North Wall three times. Now go northwest. There, attached firmly to the east wall is a ladder. And directly above your head is the hole you came in through! Go up the ladder and...you're out! Well, your first two puzzle adventures are over with and it's time to leave the Museum. Hope you had fun pushing all those walls around! Go north, west and north twice to the Crystal Grotto, then go west twice and south to the Foggy Room. Soon, you will meet a puzzling adversary. When you do, your compassion will play a large part in the battle. Go west twice, north and east into the Land of Shadow. Somewhere around here you will be confronted by a cloaked and hooded figure. When you see him, your Elven Sword appears in your hand, glowing wildly! The trick here is to continue trying to kill the figure with your sword until the message "The hooded figure is badly hurt and cannot defend himself" appears. At this point, get his hood. As you slowly remove the hood, you are shocked to see...your own face! The figure smiles sadly, grimly at you and disappears! How strange! No time to wonder further about it, though. Take the cloak that was left behind. It is time to finish the puzzle.... Depending on where you fight with the hooded figure, you'll have to make your way back to the Junction. Once at the Junction, go east and northeast to the Engravings Room. You should find an old man asleep here. If you don't, keep leaving and re-entering the room until he appears. Seeing that he's very frail, take pity on him and wake him up. As he wakes up he looks at you as though he's expecting something from you. Give the waybread to him. After he has eaten the bread, he tells you that what you seek may be through there, and points at a carved wall. You turn to look and see the faint outline of a secret door! When you turn back to thank the old man, though, you see he has disappeared! Open the door, and go down to the button room. You can't do anything with the button until the beam in the next room has been broken. So go north to the Beam Room. The thin red beam across the doorway must be interrupted by an article. The only thing you can spare right now is your sword. So break the beam with the sword and go back south. Now go back south and push the button. As you push the button, you hear a click and then a snap! Go north three times past the Guardians of ZORK and the Mirror to the inside of the Box. What a strange room this is! The ceiling is blue like the sky, panels to the left and right are of mahogany and pine. Surrounding you are panels in red, black, yellow and white. The "box" has two odd poles and a compass rose on the floor. We're going to move this box to bypass the Guardians of ZORK that you saw earlier! Begin by lifting the short pole out of the hole. Push the red panel until the compass rose is pointing south. Push the short pole back into the hole and push the mahogany panel until it won't go any further. Now it's time to exit the box, so push the pine panel. As it swings open go out into the Hallway. Go north once. Now it's time to use the vial. The vial is actually an invisibility potion. Open the vial and drink the contents. Although you don't feel any different, you've now beome invisible! Go north three times past the Guardians of ZORK to the Dungeon Entrance. Now is a good time to check your inventory. You should be carrying or wearing: The Hood, the Cloak, the Ancient Book, the Wooden Staff, the Torch, the Key, the Amulet and the Golden Ring. You can drop the vial here. If you're missing any of these items, you won't be allowed to enter the Dungeon. All set? Right! Knock on the door. After what seems an awfully long time, a small panel opens and you find yourself looking into the face of a wizened old man! He greats you and you feel drawn to him! As he speaks, you look deeply into his face and see...the old man by the secret door, the man at the cliff, the hooded figure! Impressed by your compassion, trust and patience, he will now help you complete your quest if you'll only direct him! Upon entering the Dungeon you find yourself in a Narrow Corridor. Go north, east, and north twice to the Parapet. The Master has followed you to this point. Before you, you see a sort of sundial with numbers from 1 to 8 and one button. The arrow is sitting at the numeral "1" right now. Set the dial to "4", push the button and go south to the cell door. Open the cell door and go south into the featureless Prison Cell. Inside the Prison Cell on the south wall is a closed Bronze Door. If you try to unlock the Bronze Door, though, you find that it is impossible! Tell the Master to close the door. He does so and awaits your next command. Now tell the Master to go north and to turn the dial to "6". Finally, tell the Master to push the button. As he does your biding, you note that the Prison Cell only seems to be bare and not featureless any longer! What's this? The Bronze Door only seems to be closed now! Could it have been an illusion before? Now you can unlock the door with the strange key! It seems to mold itself to the shape of the lock magically! With a small twist of the key, the huge bolt unlocks! With shaking hand, you open the door and going south, you find yourself inside the Treasury of ZORK, the ultimate storehouse of the wealth of the Great Underground Empire! As you look upon these fabulous riches, the Dungeon Master appears beside you and says that you have solved all the mysteries of the Dungeon! He has awaited your coming for many ages and is tired. Thus saying, he taps you on your head with his staff, mumbles a few spells and disapears from sight! As you sit there, you feel yourself growing older, stooped, wiser until you resemble all the characters you met in all the other ZORK adventures! All hail the new Ruler of ZORK! ^E