@database @wordwrap @node MAIN "CONTENTS" ********************************** S ************************************* CONTENTS: @{" RETURN TO MAIN MENU " link "CL303b:CHEATS/Menu/MAIN"} @{" SARAKON " link SARAKON} @{" SATAN " link SATAN} @{" SAVAGE " link SAVAGE} @{" SCI " link SCI} @{" SDI " link SDI} @{" SEARCH FOR THE KING " link CL303b:CHEATS/T.guide/THE_SEARCH_FOR_THE_KING} @{" SEASTALKER " link SEASTALKER} @{" SECRET OF MONKEY ISLAND " link CL303a:CHEATS/M.guide/MONKEY_ISLAND} @{" SECRET OF MONKEY ISLAND 2 - LECHUCKS REVENGE " link CL303a:CHEATS/M.guide/MONKEY_ISLAND_2_-_LECHUCK'S_REVENGE} @{" SECRET OF THE SILVER BLADES " link CL303b:CHEATS/T.guide/THE_SECRET_OF_THE_SILVER_BLADES} @{" SENSIBLE SOCCER " link SENSIBLE_SOCCER} @{" SENSIBLE SOCCER 92-93 " link SENSIBLE_SOCCER_92-93} @{" SENTINEL " link CL303b:CHEATS/T.guide/THE_SENTINEL} @{" SHADOW DANCER " link SHADOW_DANCER} @{" SHADOW OF THE BEAST " link SHADOW_OF_THE_BEAST} @{" SHADOW OF THE BEAST II " link SHADOW_OF_THE_BEAST_II} @{" SHADOW OF THE BEAST III " link SHADOW_OF_THE_BEAST_III} @{" SHADOW WARRIORS " link SHADOW_WARRIORS} @{" SHERLOCK HOLMES - RIDDLE OF THE CROWN JEWELS " link SHERLOCK_HOLMES_-_RIDDLE_OF_THE_CROWN_JEWELS} @{" SHINOBI " link SHINOBI} @{" SHOCKWAVE " link SHOCKWAVE} @{" SILKWORM " link SILKWORM} @{" SIM CITY " link SIM_CITY} @{" SIMPSONS " link CL303b:CHEATS/T.guide/THE_SIMPSONS} @{" SINBAD AND FALCON " link SINBAD_AND_FALCON} @{" SINK OR SWIM " link SINK_OR_SWIM} @{" SKIDZ " link SKIDZ} @{" SKY HIGH STUNTMAN " link SKY_HIGH_STUNTMAN} @{" SLAYER " link SLAYER} @{" SLEEPING GODS LIE " link SLEEPING_GODS_LIE} @{" SLEEPWALKER " link SLEEPWALKER} @{" SLEEPWALKER (AGA VERSION) " link SLEEPWALKER_(AGA_VERSION)} @{" SLY SPY " link SLY_SPY} @{" SNOOPY " link SNOOPY} @{" SOLOMON'S KEY " link SOLOMON'S_KEY} @{" SOMEWHERE IN TIME " link SOMEWHERE_IN_TIME} @{" SONIC BOOM " link SONIC_BOOM} @{" SORCERER " link SORCERER} @{" SORCERER OF CLAYMORGUE CASTLE " link SORCERER_OF_CLAYMORGUE_CASTLE} @{" SORCERY+ " link SORCERY+} @{" SPACE ACE " link SPACE_ACE} @{" SPACE ACE 2 " link SPACE_ACE_2} @{" SPACE CRUSADE (TVB) " link SPACE_CRUSADE_(TVB)} @{" SPACE HARRIER " link SPACE_HARRIER} @{" SPACE QUEST I " link SPACE_QUEST_I} @{" SPACE QUEST II " link SPACE_QUEST_II} @{" SPACE QUEST III " link SPACE_QUEST_III} @{" SPEEDBALL 2 " link SPEEDBALL_2} @{" SPELLBOUND " link SPELLBOUND} @{" SPELLBREAKER " link SPELLBREAKER} @{" SPHERICAL " link SPHERICAL} @{" SPINDIZZY WORLDS " link SPINDIZZY_WORLDS} @{" SPITTING IMAGE " link SPITTING_IMAGE} @{" SPY VS SPY " link SPY_VS_SPY} @{" ST DRAGON " link ST_DRAGON} @{" STAR GOOSE " link STAR_GOOSE} @{" STAR RAY " link STAR_RAY} @{" STARCROSS " link STARCROSS} @{" STARFIGHT " link STARFIGHT} @{" STARGLIDER " link STARGLIDER} @{" STARGLIDER II " link STARGLIDER_II} @{" STARQUAKE " link STARQUAKE} @{" STATIONFALL " link STATIONFALL} @{" STEG THE SLUG " link STEG_THE_SLUG} @{" STONE AGE " link STONE_AGE} @{" STORMBALL " link STORMBALL} @{" STORMLORD " link STORMLORD} @{" STORMTROOPER " link STORMTROOPER} @{" STRANGE ODYSSEY " link STRANGE_ODYSSEY} @{" STREETFIGHTER " link STREETFIGHTER} @{" STREETFIGHTER 2 " link STREETFIGHTER_2} @{" STRIDER " link STRIDER} @{" STRIDER 2 " link STRIDER_2} @{" STRYX " link STRYX} @{" STUNT CAR RACER " link STUNT_CAR_RACER} @{" SUNDOG " link SUNDOG} @{" SUPER CARS " link SUPER_CARS} @{" SUPER CARS 2 " link SUPER_CARS_2} @{" SUPER HANG-ON " link SUPER_HANG-ON} @{" SUPERFROG " link SUPERFROG} @{" SUPREMACY " link SUPREMACY} @{" SUSPENDED " link SUSPENDED} @{" SWIBBLE DIBBLE " link SWIBBLE_DIBBLE} @{" SWITCHBLADE " link SWITCHBLADE} @{" SWITCHBLADE II - CHROME GAME " link SWITCHBLADE_II_-_CHROME_GAME} @{" SWIV " link SWIV} @{" SWORD OF SODAN " link SWORD_OF_SODAN} @{" SYNDICATE " link SYNDICATE} @endnode @node SARAKON SARAKON Some passwords: 5 HANUKKAH 20 LUNKWILL 10 JOENK 25 OPAL 15 GENCON 30 TROLL @endnode @node SATAN SATAN Hold down 'ALT', '1' and 'D' for infinite lives on Level 1, or 'ALT', '1' and 'M' for infinite energy and credits. @endnode @node SAVAGE SAVAGE The codes for levels 2 and 3 are as follows: Level 2: SABATTA Level 3: PORSCHE For infinite lives, type 'BRUISER'. @endnode @node SCI SCI In the Russian station, pick up one man and fire at him about 15 times. No other men will appear and you can go along hassle free. @endnode @node SDI SDI Shoot down all the swirling pods, then type 'ALERIC' on the high score table, then press the function keys to select a level. @endnode @node SEASTALKER SEASTALKER Here is the full solution: GET MIKE - TURN ON MIKE - TURN ON VIDEO - TURN KNOB - TELL ME ABOUT PROBLEM - TELL ME ABOUT - MONSTER - GOODBYE - DROP MIKE - EAST (TWICE) - EXAMINE PANEL - PULL BREAKER - WEST - SOUTH (TWICE) - WEST - GET CAPSULE - NORTH - SOUTH - GET MAGAZINE - INSERT CAPSULE IN REACTOR - CLOSE REACTOR - CLOSE HATCH - FILL TANK - OPEN MAGAZINE - TURN ON REACTOR - TURN ON ENGINE - OPEN GATE - OPEN THROTTLE - EAST - DOWN - EAST - OPEN THROTTLE - WAIT 5 TURNS - NORTH (TWICE) - EAST (TWICE) - NORTH - WAIT 4 TURNS - EAST - WAIT 5 TURNS - NORTH - WAIT 6 TURNS - EAST - CLOSE THROTTLE - TURN ON AUTOPILOT - WAIT - OPEN THROTTLE - WAIT 50 TURNS - CLOSE THROTTLE - TURN SEARCH LIGHT TO STARBOARD - TURN SEARCH LIGHT TO PORT - PUSH TEST BUTTON - OPEN THROTTLE - WAIT 3 TURNS - TURN ON SONARPHONE - GOODBYE - WAIT - OPEN THROTTLE - GET GEAR - OPEN HATCH - EXIT - NORTH (TWICE) - ASK BLY ABOUT PROBLEM - NORTH - EXAMINE SYSTEM - ASK TIP FOR TOOL - OPEN DOOR WITH TOOL - GET RELAY SCREW - RELAY BACK IN - CLOSE DOOR - SOUTH - ASK BLY ABOUT PROBLEM - TELL ME ABOUT EVIDENCE - OPEN BOX WITH TOOL - EXAMINE BOX - ASK BLY ABOUT CREW - READ ARTICLE - YES (SIX TIMES) - SHOW ARTICLE TO DOC - YES - NO - YES - NO - SOUTH - NO - ASK TIP ABOUT GRID - YES (TWICE) - SOUTH - EAST - INSTALL GUN ON SCIMITAR - EAST - SOUTH - GET SURVIVAL UNIT - NORTH - WEST - GIVE SURVIVAL UNIT TO BILL - TELL BILL TO INSTALL UNIT ON SCIMITAR - WAIT - SOUTH (THREE TIMES) - PUSH TEST BUTTON - EXAMINE UNIT - GET HYPO - OPEN HATCH - EXIT - NORTH (TWICE) - GIVE HYPO TO DOC - YES - SOUTH - WAIT 2 TURNS - GET HYPO FROM DOC - SHOW HYPO TO BILL - LOOK (FOUR TIMES) - TURN OFF ELECTRICITY - TURN ON ELECTRICITY - WEST (THREE TIMES) - SOUTH (THREE TIMES) - FILL TANK - PUSH TEST BUTTON - TURN ON ENGINE - OPEN GATE - OPEN THROTTLE - SOUTH - OPEN THROTTLE - WAIT - EAST - WAIT - YES(TWICE) - NO - YES - TURN ON SONARSCOPE - NORTH (TWICE) - CLOSE THROTTLE - WAIT (FOUR TIMES) - LOOK - AIM BAZOOKA AT SEA CAT - FIRE BAZOOKA - YES. @endnode @node SENSIBLE_SOCCER SENSIBLE SOCCER To beat the computer opponent in league or cup matches, do the following: When your match appears next on the fixtures screen, for example England (YOU) v Germany (OPPOSITION), instead of selecting 'Next Match' click on 'Exit'. Now choose 'Friendly' from the main menu and select Germany as your team. Go to the 'Team/Formations' screen and put all the German star players on the bench, put the forward in goal and generally mess about with the selections. Now start to play the game, but escape from it as soon as it begins. Return to the League/Cup games and 'View Opposition' (Germany) and you'll see that your opponents' team is thoroughly cocked-up giving you an advantage. (Also, see cheat for 'SENSIBLE SOCCER 92-93'. I'm not sure if the other cheat works on the original version but it does on the upgraded version.) @endnode @node SENSIBLE_SOCCER_92-93 SENSIBLE SOCCER 92-93 To play the game in slow motion, start a match and make a substitution. When the player is walking off, press 'ESC' to quit the match. Start another match and you should notice that everything plays at slow speed, even the timer! To return to normal speed, make another substitution but don't press 'ESC'. If you want to recreate the 1966 World Cup Final between England and Germany, simply load up Custom Teams, select Friendly Match then select England and West Germany. The game will now continue as normal but in glorious black and white. @endnode @node SHADOW_DANCER SHADOW DANCER During the game, press pause and type in 'GIVE ME INFINITES' followed by 'RETURN'. You should now have infinite credits and magic and also be able to skip levels by pressing 'X'. If it doesn't work, try typing 'GIVE ME INFINITIES' or 'GIVE ME INFINITY' instead. @endnode @node SHADOW_OF_THE_BEAST SHADOW OF THE BEAST (This cheat is only supposed to work with the pre-production versions and not the released versions but you might as well try it anyway.) Wait until the main title picture is displayed (the one with the creature reaching out at the word beast) then press and hold fire and the left mouse button down until the change disks prompt appears. If this doesn't work, try holding fire and both mouse buttons until the change disks prompt. Continue as normal then when you play the game you will have infinite lives. @endnode @node SHADOW_OF_THE_BEAST_II SHADOW OF THE BEAST II Here is the complete solution: To solve this game you might need infinite energy, to get it, go to the woods on the right and press A to ask a question to the first man you come across, then type TEN PINTS, you now have infinite Energy. From the start head left, watching out for the hands throwing the crystal balls from the trees. Cross the bridge carefully, judging the time to avoid the leaping fish, and shoot the demon to save the man trapped in the field. Ask him about TRAPS, and he will be able to tell you about either a higher or lower switch. Go left and down (watch for the bats). Land on the left edge, and duck to avoid the flying Demon. Chase him to the right and kill him before he can cut the rope. Let the man pushing the block get close to the edge, then kill him. Go left avoiding the falling blocks and kill the demon on the hill to the left. Go back to the right and the demon will have dropped a key. Head back to the left and drop off the edge, but watch out for the flying demon. Go up the rope, head right and use the key to open the door. Now go right watching for another falling block. When you eventually come to the switches, hit whichever one the man you freed told you about. Go up the lift, go right avoiding the bats, past the chain leading down, through two open doors to the next chain. Go up the chain into the alcove and collect the bonuses.Go back down the chain and continue right to collect the key. Go left and down the chain, taking care not to wake the sleeping guard. Use the key to let the beast free from the cage, and hit the lower switch on the right. Now head back to the lift and board it to head down. The switch that you hit should have caused a bridge to appear. Go left across it and use the three levers on the right to operate the claw. Pick up the rock with the claw and drop it on the spike in the floor on the right. Now push the remaining smaller rock onto the see- saw over the right and climb the rope, jumping off to land on the other side of the see-saw. Run to the other lift and you will go up. Go right to kill Ishran, then free the prisoner, who will tell you the password. Go to the gateway to Barlooms domain and wisper the password. Go right to collect a bonus then up the rope to collect a parchment from Barloom. Leave and head left past the rope. Look out for the giants with maces and collect the bonus. Enter the hut and go right to collect the ale, then leave the hut and return to the games starting point. Head right, watching for the Pigmies (This is where the cheat mode is operated!) and head diagonally up to the left of the stepping-stones. Watch out for the jelly-firing monsters on the bridge and collect the bonus. Kill the monster to get the axe and head diagonally up to the right for another bonus. Go back down the way you came and head left until you find a covered hole. Jump over it (taking care not to land on the platform above), and you should drop through. Go left, dodging the crystals that pop up from the water and collect all the bonuses on the way. Chase the Goblin to the left until you reach the drawbridge. Switch to axe and jump to shoot at the bloke winding up the bridge, but remember the time limit on the axes and keep piling them at the bloke. Switch back to the mace to kill the other Goblin and smash through the door. Go left and up, then hit the switch to turn off the spikes. Go left and crouch to hit the switch on the right. Go right, down, left and down, then kill the Goblins. Go right, collect the key then go left and under the cage. You have been captured, never mind. To escape from prison, offer the ale to the Goblin, and use the mace to break the cage door. Go up to the top and go left. Kill the Goblins and collect the ring, then go down and kill the sleeping guard to collect the key. Go back and release the remaining prisoner in the cell above yours. Go back down to collect your mace again, then go up and to the right. Use the remaining key to open the door, then go right looking for the spikes. Leave the caves and return to the surface. Go right, down, then right and kill the giant head. Go right, up the rope and right, looking out for the bats. Go down the rope then right across the bridge. Get the ginat lizard-man to follow you left back across the bridge so that he falls through. Go right (jumping over the hole the lizard-man has made) and carry on heading right until you mee the old man. offer him the ring and the parchment and collect the weapon he makes - this is the one to use fron now on! Go left and drop through the hole in the bridge. Head right watching out for bats, then go down and collect the bonus. Go right onto the rope, then right again onto the ledge to collect the horn. Go back left and down the rope, then quickly jump out of the acid and head right. When you reach the snail, ask him about the KARAMOON and answer yes to both his questions. Head off back to the surface and once there go right, looking out for the twin giants hurling axes. Go right, over the cliff edge, then right, killing the giant toads. But look out for the giant serpent in its nest. Now walk to the sea edge, and use the horn to call the sea-beast. Climb onto its back, then right and enter the tower. Go right, down the stairs, then up the adjascent stairs to collect the bonus. Go down, then right and its time for the big battle! If you defeat Zelek, the Beast Mage, then you've completed the adventure. @endnode @node SHADOW_OF_THE_BEAST_III SHADOW OF THE BEAST III Right then, here is the complete solution: LEVEL 1 : FOREST OF ZEAKRES - When the fun starts, run to the right avoiding the purple blob missiles that are fired at you from the circular plants. Keep on going right and jump onto the lift, hit the switch once, stay on the lift and wait until it reaches the top. Once again, leg it right. Collect the gold and shoot the band of goblins coming towards you. Keep on running right, shooting the wheel three or four times, depending on how close you are, then run across the platforms and leap up to collect the grenades. Change your weapon to grenades and use them to destroy the gun turrets on the moving platforms. Collect the key on the fourth platform and then return to the first platform, the one to your left. Wait until it reaches the bottom and jump over to the left. Now use the key to open the door and collect the gold. Go back up to the fourth platform and jump right when it reaches the top. Continue right and shoot the goblins. Leap down and run right, shooting the third set of goblins. Shoot the meat on the spit - it`ll then land on the floor. Push the meat to the right, leaving it under the swinging spiked block. Don`t forget to pick the key up aswell. Now run left to the caged monster and use the key. Jump onto the ladder. The monster will escape and go for the meat. The spiked block will then fall on the beast and kill him instantly. This will enable you to run past it and pick up the gold. Jump onto the rocket platform and control it to the left, then straighten it up by standing in the centre so the loose rock will be collected on your ascent. Once the platform reaches the top, run left and push the rock down. Stand on the left-hand edge of the swaying platform. Wait for it to stop moving and jump the gap to the left. Run up the hill, dodging the metal spikes that thrust out from the ground. Run left over the bridge and onto the edge of the cliff. Fall with the rocks as the cliff crumbles. Run left and kill the red demon by jumping when he fires at you then retaliating yourself. When he is destroyed, pick up his skull because you`ll need it later on. LEVEL 2 : FORT DOURMOOR - Run right and shoot the switch to lower the drawbridge. Run to the right, jump over the wheel and push it to the left until it joins onto the battering ram. Next, push the battering ram all the way to the right until it hits the door. Wait for the door to be knocked down, dodging the fireballs in the meantime. Cross the bridge and shoot the trampoline that the balls bounce on and then continue right. As soon as you stand on the large trapdoor, turn left and shoot the bats, then run right and collect the gold. Go left and fall into the small pit, then shoot the small gold block until it smashes. Jump onto the larger trapdoor and slide down the chute. Run right, jump over the table and push it left (into the bigger room). Jump onto the table, duck down and shoot the switch on the left. When the water rises, hit the switch on the right. Wait for the water level to drop and then push right, collect the gold and climb the ladder. Push the table into the water and shoot the barrel-throwing monster, then jump the gap. Run behind the large crate (marked fragile) and push it to the left until it falls down the gap. Jump back across the gap and climb down the ladder, then shoot the crate until it splinters and covers the water with floating planks. Jump across the water by using the planks to stand on. Continue right and fall down the pit. Jump over the barrel and then over the pit. Kill the red creature that is operating the levers but don`t let the crane hit you. Push the barrel to the edge of the gap and then operate the three levers that move the crane in order to pick up the barrel and place it on the right-hand side of the conveyor belt. Go down the ladder and shoot the trapdoor on the left. Leave the one on the right open and do not shoot the creature. Climb the ladder to the very top and go right. Kill the headless creature by jumping up and shooting it in the neck. When it dies, pick up the spiked ball and collect the gold on the right. Walk all the way left, dodge the swinging ball and collect the gold. Return to the ladder, climb part way down and jump into the barrel. Shoot the switch on the right and immediately pull down to close the lid of the barrel. Wait until the barrel finally comes to a standstill, jump out and run left. LEVEL 3 : CAVES OF BIDHUR - Run right until you are past the two creatures on the bridge then jump up and shoot them from behind. Continue right and jump onto the first branch. Stand as far right as you can and face left, then jump up the branches and shoot the nest and the four birds at the top. Run right and jump off the edge. Keep going until you see a table and shoot the left leg off it. Jump over to the other side and blast the other leg off. This will leave you with a pivoted plank. Shoot the head on the wall so it drops onto the see-saw. Push the whole plank as far left as it'll go, climb up the ladder and run off the edge to the right, so that you fall on the right-hand side of the plank. This will catapult the head up so it hits the bird's cage and frees it. Stand in front of the bird and press fire. Once you are on the bird, fly diagonally up and right until you see a column of metal balls. You will also notice a set of adjustable runners. First, adjust them so they will direct the balls into the top of the cave and release the first three balls by shooting the lever. Now adjust the runners so they lead to the next cave down and release the remaining balls. Once you have done this, fly straight down the shaft below you and tackle the birds until one of them drops a hammer. Collect the hammer and fly all the way back up to the top cave. Dismount from the bird and go through the gap to the right, dodging left as soon as the slab falls. Change your weapon to the hammer and push one of the metal balls to the left edge of the shallow pit. Shoot the slab a few times to move it onto the metal ball. Keep moving the slab to the right by way of putting metal balls underneath it as the ones to the rear are freed. Once the block reaches the right-hand side of the shallow pit, keep throwing the hammers at it until it will go no further. Change your weapon back to the throwing stars and use the slab as a step in order to reach the higher platform. Go right and kill the monster by shooting it repeatedly in the eye (you must leap over the fireballs and attack the creature when it's retreating). Once it is, go right and collect the empty flask from the lab. Now return to the cave below. Fly past the bouncing balls to the edge of the red lake. Dismount the bird, select the empty glass flask as the current object, jump into the very middle of the red lake and press fire to fill the flask to the brim. LEVEL 4 : NOSTHOMAK - Run right and kill the flame-thrower whilst ducking the flames. Continue right, past the large steel ball and go down the stairs. Shoot the leg off the small table and push it as far right as it will go. Shoot the bats to minimise the harm that they do to you. Push the bookcase left until it is just before the library sign, then climb up the ladder and jump on top of the bookcase. Jump up and collect the hammer. Climb down the ladder and negotiate the stairs, heading for the large steel ball. Shoot the ball twice with your throwing stars then switch to the hammer and start shooting at the ball rapidly until it is at full swing. Jump onto the ball as it is coming towards you and let it carry you up to the highest point of its swing. The ball should now detach itself from the chain and roll down the stairs. Continue right, past the sliding puzzle (it is not necessary to complete the puzzle), go down the ladder and into the crane booth. Pick up the small fish at the bottom of the top-left tank and feed it to the top fish in tank three. Take the top fish from tank three once it has eaten the small fish and feed it to the fish in tank one. Take the fish from tank one and give it to the remaining fish in tank three. Now take the fish from tank three and feed it to the shark in tank two. Phew! Got that?. The small shark will not harm you. Move to the exit box and press fire. Climb up the ladder and run through the tanks, taking care not to jump into the spikes. Climb down the ladder after tank three and fall down the drop to the right. Jump over the ball and climb down the ladder. Run right, jump the small pit and then jump onto the ledge. Shoot the switch to turn the furnace on. Stand next to the furnace, select the hammers and keep shooting the furnace until it won`t move any further. You will see some spikes hanging from the ceiling from a chain slightly to the right. Switch you weapon to the throwing stars and shoot the spikes twice (you will see a small crack appear in the chain). Now switch your weapon back to hammers. Keep jumping up and shooting the spikes repeatedly with your hammers until they are at full swing, then quickly change back to the throwing stars and shoot the spikes when they are at their highest point of their swing to the left. The spikes will then detach from the chain and plug the shallow pit on the floor. Go left and climb up the ladder. Jump over the large ball and push it to the right until it falls into the furnace. Run right and jump onto the small platform next to the furnace switch. Wait for the block of ice to start melting and once the top of it is just below your platform, jump onto it and then immediately jump onto the ledge just to the right. Hit the switch on the wall which will turn off the forcefield below you. Wait a few seconds for the molten metal on the floor to cool and then drop down from the platform. Collect the crystal on the floor and walk right until you are directly beneath the other crystal which is embedded in the next block of ice. Keep shooting the ice with the hammers until it shatters and you will then be able to catch the second crystal. Now there's just one more thing for you to do... THE FINAL CONFLICT : DEFEATING MALETOTH - Run and jump onto the platforms. When Maletoth appears, simply repeatedly fire at his head. Change platforms every time he goes past you and try to destroy him as quickly as possible. That's it! You've finished the game. @endnode @node SHADOW_WARRIORS SHADOW WARRIORS A friend may be required to help with this one, when the intro sequence is running hold down the following keys (the border should flash if it works): 'CONTROL', 'J', 'ESCAPE', '5', 'F2', 'RIGHT-ALT', '(', 'V', 'ENTER', and 'HELP'. (Note: the '(' and 'ENTER' keys refer to the keypad.) In-game, pressing: 'HELP' - advances you a level 'Q' - turns off the collision detection and '1' and '2' - increases energy If this doesn't work properly, try holding down: 'CONTROL', 'ESCAPE', 'F2', 'C', 'J', 'V', 'HELP', 'RIGHT-ALT', '(' and 'ENTER'. (The keys: '(' and 'ENTER' still refer to the number keypad.) Or: 'CONTROL', 'J', 'ESCAPE', '5'(on the keypad), 'F2', 'RIGHT-ALT', 'V' and 'ENTER'(on the keypad). @endnode @node SHERLOCK_HOLMES_-_RIDDLE_OF_THE_CROWN_JEWELS SHERLOCK HOLMES - RIDDLE OF THE CROWN JEWELS Here is the full solution: You start outside Holmes' house in response to a call from Mrs Hudson. You are wearing a coat, hat, and have a whistle and black bag. The pocket of your coat contains a £1 note. The bag contains two bottles; a blue one (digitalis leaf for Tachycardia and other accelerated arrhythmias) and a brown one (belladonna for Brachycardia and other decelerated arrhythmias). Remove hat and examine it to see a stethoscope inside. Get it (+1) Knock on the door. Mrs Hudson answers it and says Mr Holmes hasn't eaten or slept for 3 days. A visitor has called on important government business and is waiting in the parlour. She won't let you enter the parlour till you've seen Holmes. Go to Holmes' room. he is sitting on the sofa holding a phial of colourless liquid and has his hand on a hypo in a morocco case. [Note that if you shoot the phial, Holmes licks the drops of liquid from his fingers. If you do this several times, you shoot him! He won't let you take the phial or hypo] Get tobacco from slipper (+1), get pipe (+1), get newspaper (+1). "Read newspaper to Holmes"; he glances at it and his eye falls on the article about the Tower of London being closed. (+5). He calls for a tray of food and sits and looks at you. Mrs Hudson shows the visitor in. He has come from the Tower (as Holmes guesses). The Crown Jewels have been stolen Thursday night. All that was left was a verse. The visitor gives Holmes a piece of paper to look at. Holmes glances at it and gives it to you. "Read paper". Mortality, behold a fear! What a change of flesh is here. Think how many royal bones Sleep within this heap of stones. Here they lie, had realms and lands, who now want strength to stir their hands. For two score years, I reigned alone, A Virgin Queen on England's throne. My navy caused Armarda's shame And with me died the Tudor name. The apple sorely tempted Eve, And Tell another tried to cleave But when one fell, it showed to me The mighty pull of gravity. My father, it was said, would die Beneath the Holy City's sky. Jerusalem his body claimed And it's after him I'm named. Oh Stately holmes of England In Baker Street abide. For even you must surely fail To save your country's pride. "Ask Holmes about paper"; he says the references are very obvious. The visitor says the calamity can only be hidden till 9am on Monday. If the regalia aren't back at Buckingham Palace by then, all is lost. Holmes gets his hat and coat from the bedroom and says he'll wait outside. Go into the bedroom. The ampoule is of etherium which is highly volatile and must not be opened in the presence of fire. Get lamp (+3), get magnifying glass (+1). Go to parlour and get matchbook (+1). Outside, Holmes says we must follow the trail but there will probably be traps. So if you lead the way, he will be thrown off the scent. After a few moves, he tells you to keep the ampoule well hidden. "Light lantern" so you can see where you're going once outside. Go to Westminster Abbey and wait till it opens. Go inside and get the pacquet (+1) and crayon (+1). Inside the pacquet are sheets of coloured paper (brown, green, blue, yellow, orange, white). Having read the verse at the start, you know you must make 3 brass rubbings. These are of Newton, Queen Elizabeth 1 and Henry V. Go to each of these three tombs and at each, get a piece of paper from the pacquet (any colour), "put paper on tomb, rub paper with crayon, get paper". If you "touch inscription"on each of these tombs, it feels sticky. The others feel normal. Go to the British Museum and into the manuscript room. The librarian keeps talking and distracts you from whatever you try to do. "Ask librarian to be quiet"; he apologises and leaves the room. "Get old book, examine it"; Secret Writing and Invisible Inks. "Open old book"; it falls open at the introduction," read it"; Invisible writing has a long and honourable history. It is used primarily when it is felt that a code or cypher may be too easily broken. Most invisible inks are somewhat sticky to the touch and virtually all of them become visible when exposed to moderate heat. Go back to the abbey to the Evangelist chapel. As you enter you are told that you wonder what makes this room seem different from the others. "Examine room"; you see lots of candles and realise the room is warm. "Warm (colour) paper with candles"; in each case, something appears on the back of it. "Read back of (colour) paper" to read each one. The one from Newton's tomb reads: London Bridge is falling down. All that's under it will drown. With it falls Victoria's reign, Britannia ne'er to rule again. When a number you require, And you're banking all thereon, Subtract the conquest from the fire, Half a league, half a league, half a league on. The one from Elizabeth's tomb reads: Hickory Dickory Dock, Your enemy is the clock, When it strikes nine, The victory is mine, Hickory, dickory dock. Here comes a candle to light you to bed, Here comes a chopper to chop off your head. The one from Henry's tomb reads: Twinkle, twinkle, Son of Mars, Fought at sea, midst masts and spars. Now above the world so high Looking down with watchful eye. Twinkle, twinkle, Son of Mars, England's hero, Prince of Mars. Pussy cat, pussy cat, where have you been? I've been to the tower to look at the queen. Pussy cat, pussy cat, what did you there? I left something for you, go back if you dare. Holmes says Moriarty is responsible. We must solve the clues to see what he has in mind for us. Go to Covent Garden; a girl has collapsed. "Wear stethoscope, use it on girl"; he heartbeat is very fast. "Open blue bottle", you see an orange pill and some cotton balls. "Give orange pill to girl"; she recovers and puts a carnation in your buttonhole before she leaves (+5) Go to Bird Cage Walk. When you are offered a telescope to buy, "haggle with vendor". He says you can have it for 19/6. "Haggle with vendor"; he says 19/-. "Buy telescope, He gives you a shilling change (+1) Go to Trafalgar Square and "examine Nelson through telescope"; you see a ruby in his blind eye. Go to the pet shop and "ask Sherman for pigeon" (+1). "Ask Sherman about pigeon"; he says it's very clever. Just show it what you want, tell him to get it and it will. But it only seems to like red things. Go to Trafalgar Square. "Show ruby to pigeon"; it looks interested. "Pigeon, get ruby"; it quivers with excitement. "Drop pigeon"; it flies up, gets the ruby and circles. Go back to the shop. "Ask Sherman for pigeon"; he says it's too young to fly again today but it came back with a ruby and gives it to you (+5). "Examine ruby"; it has a scratch on it. "Examine scratch"; it looks like tiny writing. "Examine scratch through glass"; it says wear a carnation. (Note: if you don't show the pigeon the ruby, it circles, flies back to the shop and Sherman gives you a piece of red glass it picked up but he won't let you take it again) Holmes says it isn't part of the crown Jewels but was stolen from the Agra Treasure in India many years ago. We are in great danger. He gives you a signet ring and says if anything happens to him, take it to Mycroft at the Diogenes Club. He'll tell you what to do (+1) This happens when you collect the first gem. Go to Clock Tower. You can see a sapphire on the clapper of the bell. "Put balls in ears". When the clapper swings towards you, "get sapphire", it swings away again so do it again. You get the sapphire (+5). Examine sapphire"; there's a scratch on it. "Examine scratch"; it looks like writing. "Examine scratch through glass"; you see 2.00am. Go to Scotland Yard. If you "search (Bligh's) boat" in the Black Museum, you find an oar (+1). Go to the boat at Embankment. It only has one oar. To use it, you must "get into boat, lift anchor, launch boat". If you row with one oar, you go in circles. If you "wait", you drift downstream but can land at Traitors' Gate. But the portcullis is lowered and you can't get in. You can also go under London Bridge though you can't land, just "drop anchor". If you "examine bridge", you see a clump of moss lodged among the supports. "Examine moss"; it's a different colour from the other lichens around. If you try to get it, it's too high and if you hit it with the oar, it falls into the water, an opal drops out and vanishes from view. Wait till high tide (about 8.38pm on saturday) and "get moss"; it crumbles and you are left holding an opal. "Examine opal"; has a scratch on it. "Examine scratch with magnifying glass"; you see the words password: swordfish. "Raise anchor, row west" twice till you're back at embankment. When you arrive, the man whose boat it is turns up grumbling and takes the boat somewhere safe!! Note, this password isn't the one for the Tower. Go to Madame Tussauds. If you try to enter with "n", the guard says you may enter but you may not take a light in with you so you must drop the lamp and matchbook. But you need a light inside. To do it, "put tobacco in pipe, open matchbook, get match, light it, light tobacco with match, drop match". You can now use the light of the pipe for a limited time inside. Drop lamp, north (+1) Inside, Holmes notices some ash. "Ask Holmes about ash"; he says to note the texture, it's the ash of a trichinopoly cigar made from the dark tobacco that only grows in the Madras area of India. Our mastermind has an Indian accomplice who does his dirty work for him. There are several statues. "Examine statues" to see King John, Sir Francis Drake, Sir Walter Raleigh and William the Conqueror. Examine John; he is signing the Magna Carta at Runnymede in June 1215. Examine Drake; finishing his game of bowls. Examine William: kneeling on the sands at Pevensey Beach when he landed before the battle of Hastings in 1066. Examine Walter; he's putting his cloak over a puddle for Elizabeth to cross. Search and look behind each statue. You find nothing. The sign says Chamber of Horrors and you can only go in if you have a light. Inside are some more statues. "Examine statues"; they are of Guy Fawkes, Charles 1 and Thomas a Becket. "Examine Guy"; he's carrying a torch as he is waiting for the signal to light the gunpowder. "Get torch". "Examine Charles",ignore the axe you see."Examine Thomas",the knights are entering with swords drawn. The tobacco isn't hot enough to light the torch and the guard takes the torch and axe from you if you try to leave. So "light clue paper with tobacco, light torch with clue paper". Back at the statue of Charles, if you try to "remove head", it wobbles slightly. Holmes says his head wasn't screwed on right even when he was alive. "Unscrew head from statue"; you take it. "Melt head with torch"; it melts into a puddle of wax on the floor. You see a gem in it. It's an emerald. Get it. "Examine emerald"; has a scratch on it, "examine scratch with magnifying glass"; you see 20/6/87. Go to the Bank. The guard is jangling some keys in his pocket while he watches some urchins play. One looks familiar. "Examine urchin"; it's Wiggins. if you ask him to do something, he says it's a shilling. He won't move from that location. "Give shilling to Wiggins"; he says what do you want him to do. "Wiggins, get keys." He distracts the guard and gives you something. he says he hopes it's ok but it's all he could get (+1). It's a key. "Examine key"; it says master on it. If you try to go north, the guard stops you and says not to think about trying to bribe him. "Give ruby to guard"; he takes it and says another would be nice. "Give sapphire to guard"; he says it isn't worth the risk for just two gems. "Give emerald to guard"; he says, one more and you're in. "Give opal to guard"; he says you can go in. Inside, you see a vault door which is locked. "Examine door", there's a dial on it. "Wear stethoscope, listen to dial" then "turn dial right" twice till you hear a click, "turn dial left" till it clicks, "turn dial right" twice, it clicks and opens. Go into the vault. It is full of safety deposit boxes. "Find box 600"; (from the verse, 1666 minus 1066 or from the Charge of the light Brigade poem) it's right in front of you. "Unlock box with key"; you see a topaz inside. "Get topaz, examine it, examine scratch with magnifying glass"; it says Bar of Gold. As you leave, Holmes is kidnapped. Wiggins comes up to you and says he will do anything to help get him back and follows you from now on. Go to the Diogenes Club. Inside, the butler asks if he can help. "Ask for Mycroft Holmes"; he leaves, returns and says Mycroft Holmes asked for the token you have to prove you are who you claim to be. Give it to him and he will take it to him. "Give ring to butler"; he leaves and Mycroft Holmes turns up. He says to solve the mystery, go to the Tower and use the password, Parr. Go to Tower of London: A sign outside says it is closed. The yeoman won't let you pass unless you tell him the password. "Yeoman, Parr"; he lets you in (+3). Go to the Jewel Room, "examine weapon"; a mace. Get it (+1). Go to Bowyer Tower and "examine keg"; brimming over with malmsey and leaking through the bung. You can't get the bung as it's too tight. "Hit bung with mace"; it flies across the room, the malmsey leaks out on the floor. "Examine keg"; there's a garnet at the bottom. You can't get it as your shoulders are too broad and your arms too short. "Wiggins, get garnet"; he does so and gives it to you (+5). "Examine garnet", has a scratch on it. "Examine scratch with magnifying glass"; it says give me to Akbar. The Yeoman won't let you leave the way you came in so you must leave through Traitors Gate. If you "look through gate"; you see the rowing boat the other side. But if you try to pull the chain, it doesn't budge as you aren't heavy enough to raise it. Go to the armour and "wear armour", go back and "pull chain"; the gate raises and stays up (1). "Get paddle" (+1) The oars have gone from the boat so "paddle west" several times to get back to embankment. The man takes his boat again and vanishes down the river as he has no means of propelling it! Go to the Bar of Gold. Outside, "remove hat, put ampoule in hat, wear hat"; this is because everything will be taken from you inside but you want to retain the ampoule and your hat won't be touched. Wiggins won't enter the Bar of Gold. He waits outside. Wait till 2am Monday. In the Bar of Gold, "proprietor, swordfish"; he goes into a back room and returns with an Indian in a turban. He glances at your head, says his name is Akbar and asks how he may help. "Give garnet to Akbar"; he takes and examines it and asks you to give everything you have to him.Then he blindfolds you, leads you down some corridors to Moriarty's Lair. He locks the door, puts the key on Moriarty's desk and puts most of what you were carrying on the floor (+5) Holmes is there, tied to a chair. The Crown Jewels are on the desk. He says that Moriarty and he were talking about why he led us on this chase and if you ask him, he will be pleased to fill you in as well. "Ask Moriarty about the jewels"; he says he stole them at the request of a foreign government to wish to bring down the british Empire. "Remove hat"; Akbar averts his gaze at this sacrilegious act, you see the ampoule inside. "Hold breath"; Holmes sees you do this and does the same, this is so you don't get overcome too. "Get ampoule"; Moriarty shouts at Akbar that he should have taken that from you. Akbar comes towards you. "Break ampoule"; everyone but Holmes collapses. "Untie holmes, tie Moriarty and Akbar"; then you breathe and collapse. Note you only have 2 moves and if you don't tie up both of them, you will fail in your task. When you come round, it is 8.30am. Akbar and Moriarty and awake and struggling to get free. "Get key, get whistle, get jewels" (+10). "Unlock door, open door, N" you are now on London Bridge. "Blow whistle" twice so the hansom cab comes and not the growler cab (who never takes you to the right place). "Enter cab"; the cabbie says "where to?"Buckingham Palace"; he takes you there quickly. Outside, you see a Palace Guard. "Show jewels to guard"; he takes them, you are shown in by the Prime Minister to be congratulated by the Queen (+1)! (Note:- I found at one stage that even though I didn't have the topaz any more, I still had its scratch. When I entered the lair, the scratch was dropped on the floor and then any redescription of the scene eg on restoring caused the game to crash. Without the scratch, this didn't happen so I concluded the scratch was causing the problem.) @endnode @node SHINOBI SHINOBI In-game, pause and type 'LARSXVIII' un-pause, you now have infinite lives. If it doesn't work, try typing 'LARSVII' instead. Also, you can hold the left mouse button whilst typing one of the above to control colours using the numberpad. 'Q' during play enters the music mode. Finally, hold down 'T' on the title screen and move the mouse! @endnode @node SHOCKWAVE SHOCKWAVE A few hints and tips follow on how each of the four zones (armies, factories, mines and rigs) effect the game: MINES - Each time a mine is purchased the income you receive for each 'time pass' doubles. FACTORIES - 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, e.g. 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 assets for each 'time pass' that occurs. The best solution is when 30% of the sector is occupied go an attack the enemy. @endnode @node SILKWORM SILKWORM On the control options screen hold down the 'HELP' key and press fire for infinite lives. If that doesn't work type 'SCRAP 28' (not sure about the space) on the same screen for the same effect. You can also try holding down 'HELP' and pressing the function keys to skip levels. @endnode @node SIM_CITY SIM CITY In-game pause the game, type 'FUND' in capitals. The money bank will go up by $10,000. You can keep doing this as many times as you like, but the problem is that after every five times you will suffer an earthquake, so it's best if you don't build anything until you are sure you have enough money. However, if you need money later in the game, first off put the game on pause, type 'FUND' until you have enough money. Un-pause the game and you will only suffer one earthquake - regardless of how many 'FUND's you have typed. If you save the game before restarting it, and then reload you may be lucky enough to miss the earthquake altogether! When you start a new city set the tax rate at 0%, so keeping the citizens happy and attracting people to the city. In December put the tax rate up to 20%, then wait until the budget in January and then put the tax back to 0%. You will then find that the citizens have paid the maximum amount of money possible without even realising! This makes even more people come and you can make loads of money each year and still remain popular. @endnode @node SINBAD_AND_FALCON SINBAD AND FALCON Just before you die select the CLOSE icon, then continue. You'll continue with normal energy, and at the map. @endnode @node SINK_OR_SWIM SINK OR SWIM Here are all the level codes: Level 1 n/a Level 31 HORSEFACE Level 2 BISHOPMOVE or BISHOPSMOVE Level 32 GINASDINER Level 3 PATSY4KERMIT Level 33 CHICKENFEED Level 4 HOWNOWPOWWOW Level 34 CARROTCAKE Level 5 RINGWORLD Level 35 STRENGTH Level 6 TROUGHTON Level 36 NEEDLEMATCH Level 7 REDPLANET Level 37 YUMCHOCDROPS Level 8 MEGALITHIC Level 38 RADION90210 Level 9 MYBREAKFAST Level 39 MISTLETOE Level 10 TINYBOPPERS or TINNYBOPPERS Level 40 INDIANAJONES Level 11 LOCKSALORDY Level 41 AUNTIEJILLY Level 12 HALOWEENVII or HALLOWEENVII Level 42 BEVERLYHILLS Level 13 NEWMODELARMY Level 43 JIMBOBSFEET Level 14 TIMEPIECE Level 44 JAKOVONLUNA7 Level 15 LARRYNIVEN Level 45 CHUCKYCHEEKS Level 16 KILLERWHALE Level 46 LINFORDSHOUR Level 17 BLUEHORIZON Level 47 WONDERSTUFF Level 18 ARNIESMUM Level 48 WITCHINGHOUR Level 19 LOGOPOLIS Level 49 ANEWMACHINE Level 20 DOCTORWHO Level 50 GENERALALERT Level 21 MRJONESPUPPY Level 51 UNBEARABLE Level 22 HYPERSPACE Level 52 HAVEYOUGOTIT Level 23 ROBERTSMITH Level 53 KILLERFISH Level 24 WHOWHYWHEN Level 54 THEHOLYGRAIL Level 25 SOCKATTACK Level 55 BADBADKARMA Level 26 WELLINEVER Level 56 RUTHERFORD Level 27 MRPOTATOMAN Level 57 WIZZBANGPLOP Level 28 JOSIEWHALES Level 58 SKYSTHELIMIT Level 29 SOBRIETYCITY Level 59 NEXTPASSWORD Level 30 WHERESMEBEER Level 60 FIELDSOFDOOM @endnode @node SKIDZ SKIDZ Start the game as usual and hold down the fire button, 'ALT' and 'C' for infinite lives. Holding down the fire button, 'ALT' and 'L' allows you to access any of the levels at any time. Note: Don't activate both cheats or you won't be able to get past level 2. @endnode @node SKY_HIGH_STUNTMAN SKY HIGH STUNTMAN Type 'CHEAT' on the title screen for infinite lives and bullets. @endnode @node SLAYER SLAYER Make your way to end of the first stage ensuring you're on your last life. Blow up all of the enemy guns and the little green monster. Next crash into the machine it resided in. You will then start on level 2 with infinite lives. @endnode @node SLEEPING_GODS_LIE SLEEPING GODS LIE Having problems? Read this: Before you leave the hut, pick up the pebbles and the bowl, and then head through the north door. Shoot any bandits that get in the way and pick up anything they leave behind. Find the old man to the north and listen to his wisdom. In places you'll find trees with red berries on them which are healthy to eat. Go to the eastern exit and enter, pass through it to eastern caila. Head south and you find a mole hill which contains the back door key to the house. Go back to siuthern Caila and fill the bowl with water. Re-enter eastern Caila and head towards a pair of closely spaced trees. They let you through if you have water. Northern Taira can now be entered. In the north west corner you'll find the bandit leader. Shoot him and pick up the map he was carrying. Go to the east exit of northern Taira and you enter western Caila. You find a peasants hut, containing some useful items including a mouldy old lump of cheese. This can be used to distract the mice creatures, and they'll let you through the exits they guard. Chances are you'll have fought a good few bandits by now and picked up extra weapons. A staff is needed to kill the two headed at the north of western Caila. it drops a circlet of concentration when deceased. Return to the old man and he rewards you with a potion to find the hidden pass in the south west corner of northern Taira. It's represented by two closely spaced stones. Once you're into southern Taira you have only to find the magic tree at the centre and you're to the next kingdom. When you arrive you meet Prince Gregor. Travel east or south to another landscape and the enterance to the dwarven caves at the southern extreme of both landscapes. You need a lantern to climb down, dropped by a dwarf when you shoot near the enterance. Enter the caverns and head south. You find the spiders lair in the second cave, pick up a rope to allow escape from the caves. Go to the throne room of the dwarf king, to the side of the next southern cave. Kill him and grab the princes crown. Go back and give the crown to the prince who's waiting at the cave enterance. As a reward you are given some gold. Return to the caves and head for the southern exit. There's another molehill in the landscape which contains a blet of lung capacity. Combined with the poison darts and blow pipe, which you're bound to have come across by now, these make a very lethal weapon. Travel south and you encounter a fountain in southern Sylvar. Verily, this takes you into landscape number three. @endnode @node SLEEPWALKER SLEEPWALKER On the title screen, type in 'DINGADINGDANGMYDANGALONGLINGLONG' (no spaces) and Lee and Ralph's red noses will turn bright green. Now when the game starts you can press the following keys:- 'RETURN' - Skips levels. 'TAB' - Tops up Lee's sleep bar, gives you nine attempts and lights up the word 'COMIC'. 'M' - Shows a full map of the level. To find COMIC on the first level: 'C' is above the shop canopy and to the left of the Nite club; 'O' is past the bouncer; 'M' is past the sewer water to the left; 'I' is up and to the left, past the telegraph cable above the car; and 'C' is along the top right of the map. Secret passage: Pick up the beard near the first 'C', go to the sewer exit near the traffic lights, hit the four arrows. Go through the sewer to the right. @endnode @node SLEEPWALKER_(AGA_VERSION) SLEEPWALKER (AGA VERSION) On the title screen press 'CAPS LOCK' and type 'HOLY.ZARQUONS.SINGING.FISH' and Lee and Ralph's noses will have turned green. Now you can press the following keys:- 'RETURN' - Skip levels. 'L' - Tops up Lee's sleep bar. @endnode @node SLY_SPY SLY SPY Enter the level code as '007', then type 'SHAKEN NOT STIRRED' to get infinite credits. @endnode @node SNOOPY SNOOPY Here's some help if you're stuck: 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 the 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 thc 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 trog 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, plck up the key, use key in school lockers. Get blanket and give it to Linus. @endnode @node SOLOMON'S_KEY SOLOMON'S KEY Press 'HELP' when it says 'PRESS ANY KEY TO LOAD'. @endnode @node SOMEWHERE_IN_TIME SOMEWHERE IN TIME For unlimited cars and time, type in 'SOMEWHERE IN SHIT' and press 'RETURN'. @endnode @node SONIC_BOOM SONIC BOOM Type 'DOUGAL' on the high score table then use 'F1' to 'F3' for various cheats. @endnode @node SORCERER SORCERER Here is help for those who are stuck: You start in what will turn out to be a dream sequence. Ignore the problems at this time, just wait or do things until you wake up. Do not type 'Wake Up' unless you want a very short game! You start the main game in your own quarters. You are in a bed and are carrying a spell book. It is pitch dark. Start by getting some light. If you use the command to memory the Gnusto, Rezrov and Frotz spells. These spells have the following powers:- Gnusto Write a spell into the spell book Rezrov Open locked doors or containers (sometimes!) Frotz Cause an object to give off light Start then with Frotz book. You have some light now. Get out of bed and go west. Take and read the note you find tacked to your doorframe. If you read your spell book you will find that you already have the following spells written in it:- Gnusto Vezza View the future Pulver Cause liquids to become dry Izyuk Fly like a bird Yomin Mind probe Rezrov Fortz From the hallway go once south to the lobby and then go west to the storeroom. Take the calendar, the vial and the matchbook. Read the matchbook then go east to the lobby. Open the receptacle, put the matchbook in the receptacle and close it. This must be done early in the game. Now go again to the top of the hallway and then west into Belboz's quarters. Look behind the wall hanging to get the key. Examine the desk to find the drawer. Open the drawer to find a journal, an infotater and a box. Take and open the journal (with the key). At about this time you start to get thirsty and hungry. Open the ochre vial you find and drink the contents. Read the journal to find a code word at the bottom of the page. The infotator is the one you got with the Infocom game, use the code word to find the relevant page in the infotator. Take and open the box to reveal an amult. Wear it. Now go back into the hallway then south. Now go west into Helistar's quarters. Here you will find a scroll, The Gaspar. Take it and Gnusto it. This is a very important spell. It will help you later if you get killed. So, learn Gaspar and then Gaspar self. Now go east and south then east into the library. There is another scroll here, The Meef. Take and Gnusto it. All scrolls can be safely read before you Gnusto or cast them to find what they can be used for. The encyclopedia can be read. The method is read about (item), eg. read about Infocom. Go back to the lobby and open the receptacle. It now contains a magazine and the orange vial that you magically ordered by posting the matchbook. You heard the cimes when you were delivered earlier. Now go down to the cellar where you will find a trunk. It is locked and can be opened by pressing the buttons in the right order. The order changes at random every game and the only way you know the correct order is to use the code from the journal and the colour order from the infotater. Got it? Right. Press the buttons in the required order and the trunk will open to expose a moldy scroll, The Aimfiz scroll. This one cannot be Gnusto'd and therefore can be used only once. At this point it might be an idea to save your progress to data. It is quite a good idea to do this time to time anyway in case of accidents. Now is the time to go to the main part of the adventure. Up till now we merely been scene-setting . You will need to use Aimfiz. Read about it in the encyclopedia. Try this: Aimfiz Belboz. Of course, you could try: Aimfiz Helistar... The main game area starts in the Twisted Forest... With a hell hound after you! Just go northeast to escape. Remember this area from your earlier dream sequence? There are several problems here and they can be solved in more than one order. The route given here is just one way. Learn Izyuk, Izyuk and Pulver because you will need these soon. From the forset edge to go down, down, south and west to the edge of the chasm. Izyuk self and go west (you are now flying). @endnode @node SORCERER_OF_CLAYMORGUE_CASTLE SORCERER OF CLAYMORGUE CASTLE Here is the full solution: This is one of the trickier games from Adventure International. Several of the problems in the game have more than one solution, but in each case, there is only one right way to solve the puzzle. Also, some of the events have a random nature to them, and you'll be warned about them as they happen. As with all games, it's best to save every now and then, in case you make a mis-step along the way. The object is fairly simple: you're supposed to explore a (somewhat) deserted castle and its environs, and find 13 magic stars. You have some magic spells to help you, and you will come across others as you progress through the game. Most of the spells are necessary, however this walkthrough makes using two of them optional. More about that later, let's get started! You begin in a field in front of a castle with a raised drawbridge. You'll be going inside soon enough; right now, it's time to collect your first stars. Just dig where you're standing, and you'll find the first one. Note that the game will not always tell you what you've found; sometimes all it says is "got something". In this case, the "something" is a star. Now go West into the Enchanted Forest. No matter which way you go from here, except East, you'll always be in the Forest. That's not important, since you can do everything you need right where you are. At the moment, you're about to get on Smokey the Bear's hit list, by burning down a tree. Cast your fire spell at a tree, and it will be come a pile of ashes. Look at the ashes, and you'll get another "something", your second star. With that in hand, go East to the field again, and then go into the moat. Leave sleeping moat monsters lie, hold your breath, and swim down twice. A soggy towel is floating around here; get that, and swim once to the East. Aha! You're in a pool of dirty water, facing a cabinet. Breathe again, and open the cabinet, to obtain yet another mysterious "something", this time the Bliss spell. Ok, everybody out of the pool! Now you're in a kitchen with a crate standing on the floor. Grab the crate, and go South to the Courtyard. Here you'll see a pretty Magic Fountain (more about that later), along with some fire bricks and another spell, Permeability. Drop your stars and the Wicked Queen's spell here. The Queen's spell is one of the optional spells, and you don't really need it (when you have the broken glass from the chandelier, casting the Queen's spell forms the glass into a magic mirror). Walk South into the Plain Room. There is nothing more suspicious in an adventure game than a completely empty room, so of course there must be more here than meets the eye. Pull on the West wall. Sonuvagun! The wall moved and now you're in another room, with the Methuselah and Unravel spells. Take those and go East in to the Plain Room, then push on the East wall. Aha! That one moved too, and now you're in the Dusty Room. You'll be coming back this way again, but for now, all you need to do is cast the (Open Sesame) Seed spell on the door. This is to save you some time later on when you return here. Now that the door is open, go back the way you came to the Courtyard. Drop off the Methuselah spell here, and go East to the ballroom. Isn't that a pretty chandelier? I wouldn't be surprised if something was hidden there, not to mention higher up in the loft you can't reach. But, there are ways around that! Cast the Unravel spell on the rope, then get out fast! Sometimes the rope comes apart right away, and sometimes it takes a few moves (one of the random events). Either way, you don't want to stay around for the big crash, and besides, you have other things to do! Leave the Ballroom, and go back to the Plain Room. This time, push the South wall, and you're at the top of the condemned stairs. Pick up the star, then go down. Rats!! Nasty-looking, too. Fortunately, there's way of dealing with them. Cast the Lycanthrope spell, and you will turn into a ferret. The rats will scurry away into a hole. Now it's your turn: go into the hole as well. You're under the stairs, and there's another star. Grab that, and go back through the hole again (don't waste time, or you won't be able to get back out when you resume human form). Now walk up (important to say "walk" here!) the stairs and back to the Courtyard. Drop off the stars, then go West. Here you're at the raised drawbridge. Pull the lever, and the bridge will lower over the moat. The lever will also break off in your hand. That's nothing to worry about. You can drop the wood, because there's no use for it in the game, and then go out onto the drawbridge. Now comes the fun part. From now, until the time you come down from the loft in the ballroom, your movements *must* be exact. The Bliss spell, which you are about to use, will last long enough to get everything done, so long as you don't waste time. You may want to save the game at this point, in case you don't manage it all the first time through. Ok, into the moat! Once again, hold your breath, and swim down. Keep swimming down until you reach the bottom. Look at the bottom, and, sure enough, you pick up a "something" (another star). Of course, by now you're just about out of air, so cast the Bliss spell, and you will be propelled right out of the moat, into the field again! Whew! Take a deep breath, then go back over the drawbridge into the castle. From there, go straight to the Plain Room, push the East wall, and go through the open stone door. Then it's down the stairs to the lava stream. Remember that soggy towel? Well, here's where we get it all nice and dry. First, wring the towel. Then, go into the lava stream (you're protected by the Bliss spell), and drop the towel there, and after that head South, into the grotto. Take the star and the Dizzy Dean spell, then go North to the lava. Pick up the now-dry towel, and continue North to the bottom of the stairs. Head up the stairs, through the Dusty and Plain rooms, into the Courtyard, and back into the Ballroom. By now, the chandelier has fallen, but it's still pretty much in one piece. Climb the chandelier. Be careful not to cut yourself on the broken glass, and ignore the star for now. Cast the Light spell, and the chandelier will rise straight up. How about that? Now you're high enough to get to the loft. Of course, as soon as you're in the loft, the chandelier will fall, but don't worry about it. Get the potion, and now throw the crate. Crash! Must be a long way down. Speaking of down, the only way to get there is to jump, so do that little thing. Whoosh! Good thing the Bliss spell is still working!! Now you can get the star from the chandelier, and then climb onto the crate. Aha! The fall from the loft broke the crate, and now there's a hole in it. Go into the hole, and take the piece of metal that's there. What could it be? As a matter of fact, it happens to be a can opener, which you'll be needing pretty soon, so go back out the hole and jump off the crate. Now, it's back to the Courtyard again. Drop off your stars, and return yet again (talk about deja vu!) to the Plain Room. This time, you're about to check out the floor, but you need a little something first, so go into the Dusty Room, and get some dust, then return to the Plain Room. Take a swig of the potion (it makes you invisible), then push on the floor. Oops! You just fell into a dragon's lair! Good thing he can't see you! Grab the star, then look at the dragon. Sure enough, you get another "something" (a star, what else?). Time is growing short, though, because the potion won't last forever. Throw the dust, and the dragon will give a mighty sneeze, moving away from a hole in the wall. Go through the hole, and you'll be in another room, where you'll see a star and the Firefly spell. The Firefly spell is the other otpional spell; take it or not as you please, just make sure you get the star. And then it's through the hole and up again to the Plain Room, and out to the Courtyard once again. Take the firebricks, and look up at the battlements. By gosh, there's a tin can up there! However, I doubt that you have what it takes to make an accurate throw with the bricks. So, now's the time to cast the Dizzy spell. And here is another of those random events. You have to throw the bricks at the can to knock it down, but you don't always manage it the first time. If you miss, just go out to the drawbridge, and you'll find the bricks. Pick them up, and try from where you are to knock it down again. Sooner or later, (hopefully sooner), you'll get the can. Open it with the piece of metal, look inside, and, yes friends, pick up a "something"(bet I don't have to tell you it's a star). Drop the metal and the can, and make your way back to the Courtyard. All right, you are getting near the end now, and it's time to start storing away some of those stars (no littering allowed in castles!). Drop everything you may be holding except the stars and the Yoho spell. Get the Permea spell, and as many more stars as you can carry. You ought to be able to hold eight stars, plus the Yoho and Permea spells. Now, leave the castle over the drawbridge, and go into the Enchanted Forest. If you took the Firefly spell, now's the time to cast it (you'll glow like a firefly, thus providing light). Cast the Permea spell, and you'll pass through the tree into an opening inside it. Written on the wall is the note: "Drop stars here". So, drop all the stars you have, then cast Yoho. It's the only spell that works twice, and it a very odd way. The first time, it takes you from wherever you are, and leaves you in front of the castle. The second time you use it, it takes you back to the place where you first used it. Which means, the next time you use Yoho, it will take you back inside the tree. Whew! Ok, now it's time for the hard part. Back to the Courtyard, and pick up all the remaining stars, as well as the towel and the Methuselah spell. Here is another good place to save the game, since what follows also has a random nature. Now, you've probably been wondering about that fountain. There's a star in there, all right. However, that fountain ain't called "Magic" for nothing! In fact, it's a Fountain of Youth, and as soon as you step into it, you start growing younger! And younger, and younger until there's no more of you to speak of. Good thing for you that you have the Methuselah spell. All right, lets get this over with! Go into the Fountain, take the star, and climb the centrepiece. When you get to the top, dry yourself off, and cast the Methuselah spell. Don't waste any moves here, or it will be too late. Now, go down the dark shaft, into the dungeon. There is a star here (whether you can see it or not); take that, and cast Yoho. Now you're back in the tree. Drop all the rest of the stars, and say "score". @endnode @node SORCERY+ SORCERY+ In-game type 'GAS MAKS WHEELER WANTS CHEAT' (with spaces) for infinite lives. Or try 'GAS MASK WHEELER WANTS CHEAT' if it doesn't work. It should also open all the doors and stop the clock. @endnode @node SPACE_ACE SPACE ACE Just as Borf is attacking you, pause the game and type 'DODEMODEXTER', then press fire and 'RETURN' before pressing 'P' to restart the game. The game should now complete itself on its own. If it doesn't work first time try doing it on your last life. Here is the way the levels should be done: 1) The first scene is very easy, the manual even told you how to do it, but there's always people who don't like to read, or can't even read at all! A) RIGHT to jump to the rock B) LEFT to Dodge the laser C) DOWN to jump back to rock (Why DOWN?? stupid ReadySoft) 2) The is the scene with floating robot that crushes the rocks. A) RIGHT to dodge the crusher B) LEFT (wait until the crusher goes up, that was a tuffy) C) LEFT (this is a timing move, the best way to do is to wait until you see 3 pieces of rocks get crushed, then LEFT) D) LEFT (wait until the crusher goes up) E) LEFT to exit the scene (I'm not sure if this move is needed, but just in case.) 3) This is the Scene with the spaceships shooting at you A) DOWN to dodge B) UP to dodge 4) This is the scene where you're flying a spaceship (this was the hardest part of the game for me?? hehehe) A) UP (Wait until your ship is near the middle of the screen then UP) 5) This is the scene with a monster that is getting ready to kick your ass (there's a lot of these scenes) A) FIRE (wasn't that hard?) 6) This is the scene with the broken bridge and a stomping arm is crushing the Bridge. A) RIGHT (wait a sec or two if you die) B) UP 7) This is the scene with the moving platform moving up and down A) RIGHT to jump to platform B) RIGHT to jump off platform (this was tricky, right after you land on the platform, press RIGHT real fast!) 8) This is first of 2 scenes with one of those man-eating plants A) DOWN B) RIGHT (as soon as you press down) 9) This is the second of the 2 scenes with man-eating plants A) DOWN B) LEFT (as soon as you press down) 10) This is the scene with a plant grabbing you A) FIRE to kill the plant of a bitch 11) This is the scene with 2 purple monsters and cats running behind you A) UP (Note: wait until you see the cats behind you!) 12) I will now list all the moves for this scene in the maze! A) UP, RIGHT, UP, RIGHT, LEFT, LEFT, RIGHT, UP CAN YOU BEAT BORF? This is the last scene with Borf, and like 'Dragon's Lair' it's the hardest: 1) This is first scene where Borf is trying to hit you with his electric stick! A) FIRE to block 2) This is the next scene right after the previous scene hehe A) FIRE to block again 3) This is the 3rd scene of the fight (sorry it's hard to describe this) A) FIRE to block B) RIGHT to get dodge Borf's stomping feet! 4) This scene is where your stick and Borf's stick connects, and Borf kicks A) FIRE B) DOWN to dodge Borf's spinning hook kick (a martial artist? WOW!) 5) Right after that scene you are on the floor I think, doesn't matter all you gotta do now is A) FIRE to Block the attack 6) This is the scene where Borf is standing at your left, and you gotta jump and duck his eletric stick! A) UP to jump over his attack B) DOWN to duck under his attack 7) This is the scene where Space Ace back is facing you and Borf comes with his stick chopping down at you.. A) RIGHT to dodge (looks like a LEFT to me...Stupid ReadySoft again!) B) DOWN to jump on Borf's back (why would you want to? ) 8) OK, now this is the scene where your on Borf's back and the little goblins comes at you and you see a rope towards the left. A) LEFT to swing on rope (NOTE: don't do this at the begining of the scene, wait until the scene changes showing you going for the rope. Then LEFT or else Tarzan will be very disappointed!) 9) This is the scene with you swinging down to rescue Kimberly (this bitch caused so much trouble! Why is Ace doing this then? I'll let you think about it hehe) Wait until you get to the platform with the lava! A) RIGHT to jump over lava 10) Now this will be the last few scenes with Borf shooting his Infanto Ray at you! A) RIGHT so you don't fall down B) LEFT to dodge ray (NOTE: this is the scene with you running up and you see an exit at the middle LEFT, however don't press LEFT right away, wait until you're near the middle then press LEFT!) C) RIGHT to dodge ray (This is the scene with the mirror! Almost there!) 11) Right after you dodge his ray at the mirror scene, he will shoot again and this time it's the last 2 moves of the game! You will see a mirror after he shoots, this is what you do A) LEFT to push mirror towards the ray B) RIGHT to dodge ray (Note: Wait until you push the mirror into the ray's path, then press RIGHT or else!) @endnode @node SPACE_ACE_2 SPACE ACE 2 If you're fed up of playing this game, you can watch it play on its own by typing 'HURRYDEXTER0' - notice the last character is a ZERO! @endnode @node SPACE_CRUSADE_(TVB) SPACE CRUSADE (TVB) For infinite movement, choose team 1, 2 or 3 and close their door behind them. Hold down corresponding key (i.e. '1', '2' or '3') then press the left mouse button 4 times, then the right mouse button 4 times on the door. The screen will flash when done. @endnode @node SPACE_HARRIER SPACE HARRIER Enter your name as 'RAF' into the second from the top place in the high score table for unlimited lives. @endnode @node SPACE_QUEST SPACE QUEST Here is the full solution: PART 1: First of all, if we're going to get you out of this in one piece, we need to establish a few conventions. In SPACE QUEST, as in all of Sierra's animated adventures, you move from location to location and manipulate objects by moving your on-screen character with either a joystick or the cursor control keys on your keyboard. For SPACE QUEST, I strongly recommend using a joystick. There are a couple of arcade sequences in the game, at least one of which is made much easier by using a joystick. To move from location to location you move your character offscreen in the desired direction. For purposes of this walkthru, "north" means to move your character offscreen toward the top or back of the screen, "south" means to move toward the bottom or foreground, "east" means to move offscreen to the right, and "west" means to move to the left. Okay, how are you going to avoid the Sarien troops that seem to be everywhere and shoot first and ask questions later? Well, whenever you hear footsteps, find somewhere to hide -- pronto! Elevators work very well for this purpose. And take advantage of the improved save and restore features of this game; they can make death a very temporary condition. Now the coast seems to be clear for the moment and you're standing in the corridor in front of the janitor's closet. Go west through the door into the Data Archive. A quick look around reveals a wall full of data cartridges and a computer console. Examining the computer console shows that it consists of a screen, a keyboard, a cartridge slot, and a cartridge retrieval unit. The screen is asking you to type in the title of a cartridge, but you can't punch up the catalogue because you lack the proper security clearance. Just as you're beginning to despair over this situation, a man that you recognize as a lab scientist stumbles into the room and collapses on the floor. He's obviously fatally wounded, but you try to help him as best you can. His strength fading fast, the scientist tells you that the Sariens are after the Star Generator and that you'd better get out fast if you want to save yourself. With his dying breath, he looks at the wall full of data cartridges and utters "astral body." There's no time for mourning now. Taking the hint, you walk over to the keyboard and type in "astral body." Sure enough the retrieval unit climbs the shelves and returns with a cartridge. Take the cartridge from the unit, but don't try to read it here! Any attempt to read the cartridge at this location will bring the game to a very abrupt end. Better hold on to the cartridge until you can find a safer terminal. It's time to move on, so go west into the corridor and west again to the far wall of the hallway. Here is yet another fallen shipmate. Well, maybe the poor guy has something useful that he won't be needing anymore. Indeed he does, for a quick search of his body uncovers a keycard; just the thing for opening doors to secured areas of the ship. Pocket the keycard and go east and take the elevator down one level. Walk north through the blasted-out door into the Star Generator lab. Here your worst fears are realized. The Star Generator is gone! The Sariens have already removed it from the ship. What's more, a look at the computer screen at the north end of the room shows that the automatic detonators have been set, and there's just minutes to go until the Arcada blows itself up. No wonder that dying scientist told you to get out fast! There's no time to lose, so exit the room to the south, go east and take the elevator down to the lower level of the Arcada. Walk east into the central control area of the ship. A look through the window reveals the empty docking bay. Just beneath the window is a control panel with two buttons on it. Press the button marked "open bay door" and watch the docking bay doors slide open. Now walk east to the elevator at the far end of this level. Hmm, this elevator doesn't open automatically like all the others on the Arcada. Aha! There's a security panel next to the elevator with a slot for a keycard. Now the elevator opens obediently. So ride it down to the flight prep room on the lowest level of the ship. The first thing you notice in the flight prep room is a closet with a button for each of its two doors. Push both buttons and take the gadget from the closet on the left and the flight suit from the closet on the right. A quick look at the gadget reveals that it's a dialect translator. Might come in handy later. Now, however, we need to find a way out of here. It looks like there's a control panel in the front of the room, so walk around the barrier and have a look at it. Thankfully, there's a button on the panel marked "airlock." Press it and the door on the west side of the room slides open. Exit the room through the open airlock and walk out into the docking bay. You notice that the bay is empty and that there's a large hole in the middle of the floor. However, there is also a control console standing next to the airlock. Amid all the unfamiliar controls on the console is a button marked "platform." Press the button and an escape pod rises from the hole in the floor! Walk around the pod to the open door on its left side and get in. You're almost out of here! Once seated in the pod, the first thing to do is close the door. Now take a look around the pod. You see seat belts and a dark console. Buckle up the seat belt then have a look at the console. Push the button marked "power" and the console springs to life. The screen tells you to pull the throttle to initiate the launch sequence. So give it a tug and you're off! Whew! You've made it safely off the Arcada, but now your pod is drifting helplessly in space. What to do? (For a laugh you can press the button marked "don't touch;" just make sure you save the game first!) Look at the panel again. There's a button there labeled "autonav." Try pushing it. That did it! The pod's navigation system is locked onto the planet Kerona, and the automatic landing sequence has started. There's nothing to do now but sit back and enjoy the ride. Congratulations! You've crash-landed on a desolate, desert planet. Aren't you glad? PART 2: SPIDER DROIDS, ORATS AND THE UNDERGROUND EMPIRE Okay, so here you are sitting in a wrecked escape pod in the middle of a burning desert. Well, at least you're still in one piece. And a look around the pod reveals that a survival kit has broken loose from somewhere. That could sure come in handy, so take the kit and have a look inside. You find a handy-dandy jack-knife and a can of dehydrated (?) water. Dehydrated water is a strange concept, to say the least, so take a close look at the can. The label says that you can get a drink of water any time you need it by simply putting the nozzle in your mouth and drinking. It also says that the can is highly pressurized and that puncturing it can have catastrophic consequences. Those sound like two pieces of information to remember. Now you're as ready as you'll ever be to leave the pod, so go ahead and get out. Before you leave the area, however, walk around to the front of the pod and have a look at it. You never know when you'll need a piece of reflective glass, so take it. If you try going in any other direction, you'll soon discover that the directions that you can go without getting eaten or flattened by a meteor are east and southeast. So go southeast to the area described as the "southwest edge of a mesa." Exit the screen at the southeast corner. Take a look around and note the natural land bridge to the north. Again, exit the screen at the southeast corner. Notice the ramp on the west side of the screen. Walk up it and follow it until you exit the screen to the north. Then follow the trail around to the west. About now the spider droid will appear. Don't worry, this is one nasty you can dispatch with a bang! Walk across the bridge to the large boulder. Position yourself behind the boulder and type in "push boulder" without hitting or . This is a good place to save the game! Wait until the spider droid is directly under the boulder (it's the spot exactly between the two green patches on the ground). Now hit or . Kaboom! Wasn't that fun? (Read on for an alternate way to kill the spider droid, but for less points.) Let's see what else this mesa has to offer. Exit the screen to the west and follow the trail around several screens until you arrive at the broken arch at the mesa's far eastern edge. What's this all about? Well step between the two columns of the arch and...Whoa! Talk about the first step being a doozie! Nothing to do now but ride this elevator straight to the bottom. Once you arrive at the bottom of the shaft and recover your stomach, step off the platform and look around. That rock might prove useful, so take it. Follow the cavern to the west. That grate looks and smells dangerous. Better edge around the back of it. Aieee! It's a good thing you didn't step on top of that grate! Looks like you've come to the end of the trail, doesn't it? But if you take a careful look around, you'll notice that the rock will just cover the hole on top of that steam vent. So put the rock there and shades of "open sesame!" Exit the screen to the northwest. The pool room is pretty, but there's not much you can do in here, so walk around the rocks and again exit the screen to the northwest. Hey! Those light beams could just make you go all to pieces So hold that piece of reflective glass in the beams and put the heat on them. Now walk up the ramp and exit the screen to the east. Save the game! Those aren't water drops dripping from the ceiling; they're deadly corrosive acid. One false step here and you're fried. Time your walk between the drops carefully and exit the screen to the east. Now take a look at the gadget that you took from the closet back on the Arcada. Notice that it's a dialect translator and that there's a dial on it. Turn the dial until the gadget glows and exit the screen to the east. And you thought the Wizard of Oz was tough on Dorothy! If you've already had the misfortune to stumble into Orat, you know that stealing the Wicked Witch's broomstick was child's play compared to collecting a piece of this baby's hide. I mean he looks like Tyrannosaurus Rex with teeth to match, and he seems to enjoy playing basketball with human beings taking the part of the ball. But a piece of Orat's hide is just what this Alien is telling you that you'll have to bring him if you want his help in getting off this dustbin of a planet. Yours is not to reason, so once you're transported back to the surface, follow the mesa trail back across the bridge and down the ramp. @endnode @node SPACE_QUEST_II SPACE QUEST II Here's a helping hand! UP, (AIRLOCK CHAMBER), GET SUIT, OPEN LOCKER, GET PUZZLE, GET SUPPORTER, W, GET UP PLATFORM, ENTER CRAFT, DOWN, ENTER SHIP, SEARCH BODY, GET CARD, SEARCH CRAFT, PRESS BUTTON, N, HIDE BEHIND ROCK UNTIL THE GARDS ARE GONE, UP, W, MAIL FORM, LOOK TRAY , GET WHISTLE, E, DOWN, W, GET POD, N, WALK THROUGH LABYRINTH, GET BERRIES, WALK BACK THROUGH LABYRINTH, S, E, HIDE BEHIND ROCK UNTIL THE GUARDS ARE GONE, U, E, RUB BERRIES ON BODY, E, HOLD BREATH, DOWN, W, UP, GET GEM, HOLD BREATH, E, UP, E, E, CLIMB TREE, E, YELL, YELL, THROW SPORE, GET KEY, UNLOCK CAGE, OPEN CAGE, GET ROPE, N, W, W, CLIMB TREE, TIE ROPE TO LOG, CLIMB ROPE, MOVE ROPE, USE ARROW KEY'S, PRESS F6, W, HOLD GEM, W, GET GEM, S, SAY THE WORD, PUT GEM IN MOUTH, DOWN, E, DOWN, E, DOWN, E, DOWN, W, W, 2e DOWN, E, E, E, ENTER CAVE ON THE RIGHT SIDE, E, USE WHISTLE, W, E, GET ROCK, N, HIDE BEHIND SECOND BUSH, SLING ROCK, WAIT UNTIL GUARD IS GONE, ENTER ELEVATOR, ENTER SHIP, PRESS POWER BUTTON, PRESS THRUSTER BUTTON, TURN DIAL, PULL THROTTLE, WAIT, TURN DIAL, TURN DIAL, WAIT UNTIL YOU ARE ON THE ASTEROID, E, ENTER ELEVATOR, PUSH THREE, E, E, E, PRESS BUTTON, GET PLUNGER, E, E, ENTER ELEVATOR, PUSH FOUR, W, W, PRESS BUTTON, GET CUTTER, W, PRESS BUTTON, N, OPEN DOOR, GET PAPER, S, W, W, ENTER ELEVATOR, PRESS FIVE, E, E, PRESS BUTTON, GET BASKET, GET OVERALLS, GET LIGHTER, W, W, ENTER ELEVATOR, PRESS ONE, W, DOWN, PUT PLUNGER ON WALL, (PUT THE PLUNGER ON THE WALL IF THE ACID ALMOST REACH YOU), STAND, PUT PAPER IN BASKET, DROP BASKET, LIGHT PAPER, E, E, UP, CUT GLASS, ENTER VENT, PRESS BUTTON, ENTER VENT, W, PULL SWITCH , TYPE ENLARGE, E, ENTER JAR, LOOK SCREEN, SH SR, UP EAST, OPEN BOX, E, WEAR MASK, S, W, W, W, E, E, E, E, E, E, E, E, E, E, E, PRESS BUTTON, ENTER POD, PUSH BUTTON, LOOK POD, OPEN CHAMBER, ENTER CHAMBER!! @endnode @node SPACE_QUEST_III SPACE QUEST III Here is how it's done: PART 1: Once again, as Roger Milco, janitor extraordinaire, you find yourself in a distinctly unpleasant situation. After an indefinite period of years, you awake...where? In a garbage dump, of course. So, after hopping out of your broken-down pod, everything looks quite grim. How will you ever find those Two Guys now? First, some conventions. "Up" on the screen is north, "Down" is south, and so on. In some cases you may need to do a little maneuvering to get to where you want to go, but unlike some Sierra games, there is little in the way of extremely difficult areas. Also, this walkthru proceeds in logical order. It would be possible to cut out a lot of walking, but you ought to know what things are before you have to deal with them. So, from your pod, head south. Look at the various ships, if you want, then head east. Here you'll find a vertical conveyor belt carrying junk up to some unknown point. Looks like it may be your only escape. Head over to it and stand as close as possible. When the next bucket comes by, you'll be carried up. You'll be carried up a screen, and dumped onto another conveyor. This one carries you east, directly into the grinder! Act fast and STAND. Then, JUMP to safety. Now, be careful on the precarious rails. Head due west three screens. You'll enter a computer control center. Walk directly over the grabber which is hanging from the rail. GET IN GRABBER. Now, head west a bit so that your seat is even with the platform extending from the middle chute. Stop the grabber, and STAND. Walk on down into the chute. You'll be dumped out into some deep hollow among the trash. Look at all those nasty rats! Fortunately, they won't bother you. Now, head to the west wall, and the origin of the lamp cord. The cord runs into a hole, into which you should look. GET THE REACTOR which is providing power. Scary down here, isn't it? Head to the northeast corner, and CLIMB the ladder. Once at the top, GET LADDER. Go back north then east. Enter the old tanker to the east through the tunnel. Look at all that exposed wiring! LOOK AT WIRES and you'll see that only one piece is worth taking. Walk to the left-most clump of wire and GET WIRE. Continue east through the tunnel. Look out! A nasty rat is stealing your reactor and wire. Well, you'll just have to backtrack to his home and hope he doesn't show up next time. Go west twice back to your pod, then south, east, and up the conveyor. STAND, JUMP, and go west back to the grabber. GET IN GRABBER, STAND, and go south down into the rat-pit once again. The rat has stored both the reactor and wire in the hole; so, walk over to it, GET REACTOR, and GET WIRE. Drop the ladder in the northeast corner, CLIMB, and GET LADDER. Go north and east twice into the tunnel again. Continue east. No rat this time! Take a close look at that giant head. One of its eyes is broken. Walk near the broken eye, and CLIMB through it. Look at that beautiful ship in the middle of the screen the Aluminum Mallard! Walk around to its south side, just left of its projection. USE THE LADDER and CLIMB. Walk as close to the circular hatch as possible without being on top of it. Then, OPEN HATCH and you'll enter the ship. LOOK AROUND to see what facilities the ship offers. The first thing you should do is make sure everything is working: USE DIAGNOSTIC COMPUTER. Rats, no power! INSTALL REACTOR. Wouldn't you know it? One of the wires is too short. Good thing you have a spare. INSTALL WIRE. Okay, _now_ everything should work, right? USE DIAGNOSTIC COMPUTER to make sure. Oops! Yet another part is missing: the warp motivator. Doesn't that look familiar? Yes, there's one just outside where your pod crashed. EXIT, CLIMB, and GET LADDER. Head around to the ladder leading up, CLIMB, and go west through the tunnel back to your pod. The motivator is just to the southeast of it. LOOK AT MOTIVATOR. Yes, that's what you want. GET THE MOTIVATOR and go back to the ship. If only life were that easy! The thing is just too heavy for you. You'll need to use a little machinery. Go south, east, then up the conveyor belt. STAND, JUMP, and head west to the grabber. GET IN GRABBER and go west. You'll fly around the curve and continue east. Exit the screen to the east, and head slightly more than halfway east across the next screen. Stop the grabber and examine your controls. PUSH THE BUTTON to lower the claw. If you're lined up properly the claw will descend, and pick up the motivator. If you miss, adjust your position east or west, and send the claw down again. Once you have the motivator in tow, go east three screens to the far end of the ship. Go around the curve and stop once again, as near the foreground-end of the curve as possible. PRESS BUTTON once again, and if you are aligned properly, the claw will drop the motivator right into place. If you're off, the claw will just drop it. If this happens, press the button, and the claw will pick the motivator up again. Then you can adjust your position and try dropping it again. Once the motivator is in place, go west back to the chute. STAND up, drop down the chute (I promise this is the last time), DROP LADDER in the northeast corner, CLIMB, and GET LADDER at the top. Head north, east twice through the tunnel, and back to the head. CLIMB through the broken eye, and walk around to the south of the Mallard. USE THE LADDER, then CLIMB, OPEN THE HATCH, and, hopefully for the last time, USE DIAGNOSTIC COMPUTER. If you've done everything correctly, everything should check out, and you'll be ready to go! SIT down in the pilot's seat. This model features computer control for all functions, so USE COMPUTER. The first thing you need to do is get the radar working, so press 7. This will keep you from crashing into any stray ceilings. Then, rev up the engines with option 1. Now, you're ready to takeoff with option 3. The craft rattles and shakes a bit. But then a warning appears. Oh, no! There's no way out! All is not lost however. Select option 8 weapons system. First, put up The front shields with "F," then fire the laser with the space bar. You'll drill a nice hole into the side of the garbage truck, and be sucked out into beautiful, empty space. But before we take off into the universe, some cash might come in handy. Perhaps the previous owner of the ship stowed some cash somewhere. SEARCH SEAT to locate a gigantic cache of seven buckazoids! Wouldn't you just love to spend that somewhere? PART 2: After all that work to get off the ship, not much worse could happen to a nice guy like Roger. So now it's time to blast off and start looking for those Two Guys. So, boot up the computer, and select option 2: the navigation system. Use option 1 to scan the universe until you come to Phleebhut in sector 39, which looks like the only hospitable place at the moment. Set your course with option 2, and you will return to the main menu, where you should select option 5 for light-speed. But maybe all is not so good. It appears you're being followed, and I don't think the Terminator means to do you any good! Eventually, you arrive safely in orbit. The main menu will pop up, and you can select option 3 to land. Once on the ground, STAND up, PUSH THE BUTTON to open the ramp, and get out of this cramped thing Unfortunately, it looks like the Terminator was very efficient. You are not alone on this world. And you wouldn't even be able to see your death until it was too late. Don't you wish that _you_ had that belt? And then there are the venomous scorpazoids which roam the planet in search of blood. Fortunately, they can't climb over sand dunes, so they're easily avoided. Since you've got to explore despite the dangers, walk east twice and north. Yikes! What is that huge monster to the north? Head north to meet your fate. But, it turns out that it's just a monument and tourist trap. Go in. The first thing you need to do is increase you cash reserve. Seven buckazoids doesn't go very far in this universe. So, you'll have to see if Fester is interested in the one thing you have that anyone might possibly want. If you LOOK AT STONES, you'll notice that Fester _is_ interested in such things, so SELL ORIUM. Haggle your way up to 425 buckazoids, then accept his offer. You're really rich now! Wait around and Fester will try to sell you an orat-on-a-stick. Go ahead and buy it. He'll also offer to sell you an Astro Chicken flight hat and a pair of thermal underwear. Buy both of these, too. If you want, you can LOOK AT POSTCARDS for some interesting and funny information. After stocking up with touristy stuff, LEAVE the store. But look who's waiting! And you don't happen to have 400,000 buckazoids on you. However, the Terminator is really a nice guy who offers to give you a little time to get to your ship. After the scene with him, it is _highly_ advised that you save your game. Now you have two methods you can use to kill the Terminator. One method gives you extra points; the other is quick and easy. I recommend that you try both. To use the first method, head south, east, and south as quickly as possible. You will see some pods hanging in a cave on the right. If the Terminator is already here, restore and try getting here faster. Once you manage to get here before he does, leave the screen to the west, and immediately return to it. Go east across the screen. If footprints show up before you get halfway across the screen, continue east; otherwise, head west off the screen, then come back east. Once you have the terminator following you, head southeast between the left cave support and the pods. Go east deeper into the cave. If done correctly, the Terminator will unwittingly pass under the pods, which can sense invisible people. Once the pods have eaten him, go west or northwest to his remains and USE STICK to get his energy belt out from under the pods. After you have the belt, go east to your ship. The second method to kill the Terminator is to go west from the WorldO' Wonders, and east into the leg. Step onto the elevator and PUSH THE UP BUTTON. You'll ascend into Mog's stomach. Quickly go east and up the stairs -- the Terminator will be up shortly. Position yourself just north of the foreground pulley. Once the Terminator comes up, wait until he is passing just south of the gears. GRAB THE PULLEY, give it a big tug, and the clumsy Terminator will be ground to shreds. Head back down, and GET THE BELT from among his remains. About this time Fester will come up to see what all the commotion is about and allow you to ride down. Once out of Mog, head south twice, and west to return to your ship. After killing the terminator and arriving back at the ship, board it, and SIT down in your pilot's seat. USE THE COMPUTER and select option 1 to get the engines revved up again. Select option 3 to take off into the void of space. Maybe you'll find those Two Guys yet! PART 3: How about a bite to eat after all that work back on Phleebhut? USE COMPUTER and select option 2. Scan with option 1 to locate Monolith Burgers. Set the course, and select light-speed. Docking is automatic You'll automatically leave your ship and enter the greatest fast-food joint in the universe. But it doesn't look you're going to get much service here! Look at those lines and no clerks to be seen! Walk west. Aha, there's a clerk that's not helping anybody! Walk up to him. He's "the Employee of the Week," but not for being nice, obviously. First, LOOK AT THE MENU. Order a fun meal. You can order any thing else you want, too. If you're running short of cash, don't order a drink. Press "Q" when you're done ordering. The clerk will push you into taking a drink, space spuds, and a piece of pie. Of course, if you didn't order a drink from the menu, he informs you that the drink is free. PAY for your food. Once you have it, go to that nearby empty table, and have a seat. And, even though it may be disgusting, EAT THE FOOD. Wow! A fun prize, too! A bright, shiny, Monolith decoder ring. That might come in handy. When you're done eating, stand back up. Now, how about a not-so-good arcade game to finish off a not-so-good meal? Walk over to the arcade machine and LOOK AT MACHINE. If you just wait, the instructions will come up giving you some idea of how to play it. Then, INSERT BUCKAZOID to play. Your goal is to successfully land the chicken 10 times in one game. You can take several tries if you need to, but you must have 10 in only one game. And, if you're terrible at this kind of game, just keep playing until somebody takes pity on you. Either way, a secret message will appear. USE THE RING and decode the message. It sounds like those Two Guys are in real trouble! Once you manage to tear yourself away from the excitement of the machine, go east twice through the sliding doors, then ENTER SHIP. If you had a Big Belcher Combo, you'll have to re-enter after relieving yourself. Either way, once you're back in the ship, you'll automatically take off into the wild black yonder. PART 4: Well, it's finally time to head toward the end of your quest to find the Two Guys. USE THE COMPUTER to rev up the engines, then plot a course to Ortega. Fly at light-speed and land when you arrive. The first thing you'll notice before you even stand up is that Ortega is HOT. So, STAND and WEAR UNDERWEAR. That should take care of the heat. PUSH THE BUTTON to lower the ramp, and you're ready to explore. From your ship, head south, west, and south. Watch your footing on that rock; it's not real steady. Here you'll find two Scumsoft employees loyally taking seismic measurements. Don't get too close or they'll shoot. If you just stand around and wait, they'll eventually return to their base. Move to the telescope and LOOK THROUGH TELESCOPE. Wow! What an installation! GET THE POLE with the spinning thing on top, and GET A DETONATOR from the crate. Go east twice and north up the lava flow. Mammoth transmitter, isn't it? In fact, it's big enough to hide a planet. So, it will simply have to be disabled. Head north again, west down the stairs, east, walk to the ladder, and CLIMB it. You need to walk as close to the edge of the opening as possible. Once there, DROP THE DETONATOR, and watch the fireworks. Go to the ladder, and CLIMB down to safety. That explosion has set off a chain-reaction; it would be in your best interests to leave quickly. Go west, south up the stairs, south twice, west twice, and north. But, here you discover that the loose rock is gone! No problem. Simply USE THE POLE to vault over the chasm. Then, go east and north to your ship, and board it. SIT and USE THE COMPUTER. Start the engines and take-off. USE THE COMPUTER to get back to its menu, set a course for Pestulon, and proceed at light-speed. Once there, land as usual. STAND and PUSH THE BUTTON to exit the ship. You find yourself in an extremely unusual forest. Go in any direction you please. After a very brief walk, you'll find yourself barely hidden, staring at guards pouring out of Scumsoft's headquarters. WEAR THE BELT and USE BELT so that they won't see you. Then, ENTER SCUMSOFT. Quickly dash down the stairs. You just made it! That battery pack sure was weak. PUSH BUTTON and you're in. Head north (or south) around the circle until you see another door to the west, and go through it. And wouldn't you know it? You've returned to your roots: a janitor's closet! GET THE UNIFORM hanging here, and you'll look just like a real Scumsoft employee. You'll also have your very own Mr. Garbage vaporizer! Go east out of the closet, then south until you see a door to the east. Go through it. Whenever anyone sees that you're a janitor, you're ignored. But you must keep up the ruse; these people are _very_ alert. As you walk, be sure you VAPORIZE any trash you pass. Generally, standing south of the trashcan works best. For now, go northwest through the first room, and exit through the west passage about midway on the screen. Circle around and exit east through the far north passage (don't forget to VAPORIZE all the trash around you as you go). Proceed around to the north exit with three trashcans just before you reach the exit one to the west and two to the east. One of these cans is the _only_ exception to the rule about standing to the south of the can to vaporize it. For the western trashcan in the set, you must stand to the north, but that's the least of your worries now. After exiting north, you enter the boss's cubicle. Since Elmo is there, it would be better to go around to the north of his office and exit east. LOOK and LOOK AT SHIPS to see the awful plight you are in, then go back west.Aha! Elmo is gone, and he's left his keycard on the desk. Walk into his office and grab the keyboard. Exit south. Now, you need to find something to fool the scanners. Go west, then take the southern exit east back to the section where you entered. Walk west through the southern-most western exit. Walk over to Elmo's picture, and GET PICTURE. But it wouldn't be wise to just leave with Accounting's property, so go to the copier, and COPY PICTURE. Go back to the east, and REPLACE PICTURE on your way. Exit to the east the way you came, and exit this unaccountable Accounting section to the south. Head north through the circle until you see a locked door to the east. USE THE KEYCARD to access the computer, then USE THE PICTURE to fool the scanner. Head east through the door. And there, in the middle of a scene right out of Star Wars, are the Two Guys! PUSH BUTTON to extend the platform. Walk out to the Two Guys, and VAPORIZE the Jell-O (disgusting form of imprisonment, isn't it?). And, by looking at your score, it would seem you've won, right? Wrong! Before you know it, the platform goes sliding back, and security personnel appear at all the exits. Then, Elmo himself shows up to send you to the arena! You are led off to the arena automatically, and climb up into your robot. This is yet another arcade game. The best strategy seems to be to just keep moving east, and throw punches as Elmo puts down his blocking arm. If he's not blocking, throw more punches. Just push him against the east wall, and keep slugging away. Eventually, you should be able to drain Elmo's energy, and with a great crash, his robot will tumble, creating an opening for your escape! You will automatically rush through the opening with the Two Guys and launch your ship Once in space, you can sit and bask in the thanks of the Two Guys. But Elmo's legions remain loyal even after he is dead. When you get the warning about the approaching ships, USE THE COMPUTER, and go to attack speed. Then, select the weapons systems. Watch the lower-left corner of the display for information about where the enemy is. If the enemy is in front, activate the front shields. If in the rear, activate the back shields.Eventually, the display will indicate that you are engaging. Soon, the message "Tracking" will appear above the main display. You can now move the crosshairs onto the enemy ship. When they are satisfactorily positioned, the message "Locked" will be displayed in place of the tracking message. You can now press the space bar to fire at your leisure. You will have to destroy four of these ships, and your shields are capable of withstanding attacks from only five, so be careful! After defeating the ships, you will switch back to the cockpit display, and receive the congratulations of the Two Guys; however, your light speed engine sustained damage! Don't worry; one of the Guys will fix it, plunging you into a black hole to find your destiny. Congratulations! @endnode @node SPEEDBALL_2 SPEEDBALL 2 In the Knockout round, draw with the first (easy) team by scoring own goals. You must then replay them until you win, so keep drawing the games and keep collecting more and more money. As you build up your team's power, this becomes easier. When you team reaches 100% power, you can begin thrashing your way to the final. @endnode @node SPELLBOUND SPELLBOUND Type 'HEYYOUDIDYOUCALLMYPINTAWOMANNUTS'. Don't ask me what it's supposed to do though! @endnode @node SPELLBREAKER SPELLBREAKER Spells and where to find them: BLORPLE - Explores objects' magic - appears in Spell Book after Belwit Square. LESOCH - Causes gust of wind - in Spell Book at start of game. YOMIN - Mind probe - in Spell Book at start of game. FROTZ - Causes object to give off light - in Spell Book at start of game. REZROV - Opens locked or enchanted objects - in Spell Book at start of game. GNUSTO - Copies spells into Spell Book - in Spell Book at start of game. MALYON - Animates objects - in Spell Book at start of game. JINDAK - Detects magic - in Spell Book at start of game. GIRGOL - Stops time - found in zipper on Flimsy Scroll. THROCK - Causes plants to grow - found on Mid Cliff on Dirty Scroll. CASKLY - Causes perfection - found in Roc's Nest on Stained Scroll. ESPNIS - Causes sleep - found in Ogre's Cave on Dusty Scroll. LISKON - Causes living things to shrink - found in bottle in ocean on Damp Scroll. TINSOT - Freezes things - found in Glacier Room on White Scroll. SNAVIG - Changes shape - found in Moldy Book in Cell. Cubes and where to find them: NOTE: When you find the cubes, write on them with the Magic Burin in order to identify each. I labelled each cube by the name of the room to which it transported me. If you have labelled your cubes differently, please make the necessary changes where I refer to a cube by "my label". "Earth" cube - Found in Belwit Square. "Soft" cube - Found in Hut. "Water" cube - Found in Ogre's Cave. "Change" cube - Found in Outflow Pipe. "Air" cube - Found in Idol's mouth in the Temple. "Spider" cube - Found in Roc's Nest. "Light" Cube - Found in grouper's Nest. "Bones" cube - Found in Dungeon. "No Place" cube - Found in Octagonal Rooms. "Dark" Cube - Found on Brown Eyed Rock. "Fire" cube - Found in Grue's Cave. "Magic" cube - Found on Volcano Outcropping. "x?" cube - Found in Inner Vault. Hypercube - Created by the Shadow in the Castle. Playing guide: COUNCIL CHAMBER/GUILD HALL. When the game starts, you are in the Council Chamber with the other Guild Members. Wait and listen to the speeches to get an idea of what is happening to magic. The shadowy figure will appear and turn everyone (except you) into various amphibians. Follow the shadowy figure to Belwit Square. Wait for the smoke to clear. Take cube he left there. Don't waste time with the guard. Go back inside the Guild Hall. Take the bread and fish. Read your Spell Book. Learn the BLORPLE spell. BLORPLE the cube. This will take you to the Packed Earth Room. PACKED EARTH. It's dark. FROTZ some object. I FROTZed the knife. Explore. Go east to the Hall of Stone then south to the Ruins Room. Get the zipper, open it, and enter zipper. Find and take the Flimsy Scroll. This is the GIRGOL spell, which is long and complicated. You can't copy it into your Spell Book so keep the scroll. Exit the zipper, but keep it because you will need it! While you're in this territory, go north and explore the Smooth Room. You might YOMIN the Snake just to get an idea of what it's all about. BLORPLE back to the Packed Earth Room. Examine the hole in Packed Earth. Go down. The Roc will catch you and take you to her nest. ROC'S NEST-FIRST TIME. You'll find a Stained Scroll and a Cube. You can't get the Cube while Mama Roc is present. You'll have to return later when you have gained a means of transportation and know Mama is away. Take the Stained Scroll, which contains the CASKLY Spell. GNUSTO CASKLY. Then BLORPLE back to the Packed Earth Room and explore some more. OGRE'S CAVE-FIRST TIME. Exploring the area east and north of Packed Earth will result in your finding an Ogre sitting in the entrance of a cave. There is a passage going down but the Ogre prevents you from entering this passage. The Ogre has the sniffles (perhaps he has an allergy problem). Don't try to help him. Later, you should look for some means to aggravate his problem; but, for now, go on to the Cliff. CLIFF/AVALANCHE. You'll find a Dirty Scroll on the Mid Cliff. This is the THROCK spell. Take it and GNUSTO THROCK. Go up the mountain. Timing is critical here. You'll be warned a couple of times that the rocks are about to fall but continue up. I found it best to wait until the avalanche had started and the rocks made a "curtain... " then GIRGOL. Time stops and the rocks are frozen in space. Climb the rocks to top of mountain and follow the trail to the hut. You'll find a gold zorkmid coin. Take it, then enter the hut. HERMIT'S HUT. This is the hermit's home. He is very possessive of it and the Cube which supports it. Simply pointing at the cube will cause the hermit to become very talkative. He will explain why you cannot take the cube. It's a good idea to SAVE the game here for I found that my magic often "flickered", and it's a pain to replay the whole thing because a spell does not work properly. Now CASKLY the hut and take the Cube. Also, I found that the CASKLY spell worked better if I cast it before I heard the noise of the avalanche resume. Once you have taken the Cube from the hut, BLORPLE it to get to the Soft Room. SOFT ROOM. Go south to the Meadow. You'll find a ragweed and a pair of pruning shears here. Take both but be sure to pull up the ragweed-don't cut it. BLORPLE the "Earth" cube and return to Packed Earth. Go east then north to reach the entrance to the Ogre's Cave. OGRE-SECOND TIME. Plant the weed in the Cave and THROCK weed. Go down the passage and get the Gold Box and the Dusty Scroll. Go back to the Cliff Bottom to examine them. The Dusty scroll contains the ESPNIS spell. GNUSTO ESPNIS. Then check out the box (see BOX for details). Open it and take the Cube. Blorple this cube to reach the Water Room. BOX. Examine the box. Notice the designs on it. Try putting different Cubes in it and note how the designs change-the box identifies the Cubes. Try leaving the box somewhere while you BLORPLE to another location. Then enter one of the other exits which always says "Oddly, though there appears... ". You will find that you can enter the "Oddly... Exit" and that you are back to where you left the box. This will be the solution to a problem later in the game. WATER ROOM. You'll be returning here more than once. I dealt with the south exit first. Memorize BLORPLE, get bread (or fish), drop all except bread (or fish) and go south. You will fall into the ocean. A hungry grouper will appear while the cube and a bottle are floating away. Drop the bread (or fish) for the grouper and get the Cube. The grouper will eat the food you dropped and swim away. You should then get the bottle. BLORPLE the "Water" cube and return to the Water Room. Open the bottle and get the Damp Scroll which contains the LISKON spell. GNUSTO LISKON. Go north to the Oubliette. OUBLIETTE-FIRST TIME. You must solve this one twice-both "up" and "down". I had the spell I needed so I went down first. Memorize LISKON and put ALL but your light source in the zipper (this is assuming that the Spell Book is not your light source). Close the zipper then LISKON yourself and enter the outflow pipe. The current will carry you west. Watch for a white cube in a damaged section of the pipe. Take the cube and continue west until you reach the Ruins Room then exit the pipe. You can either BLORPLE the Cube you found in the pipe and go to the Changing Room, or you can go to the Temple now. I went to the Temple at this time. TEMPLE/IDOL. To get to the Temple you must get past the Snake in the Smooth Room. By YOMIN, you have learned that he is just an over-grown snake which is swallowing his own tail. Learn the LISKON spell and LISKON the Snake. As soon as he shrinks enough to allow you to pass, go north twice to reach the Temple. The Temple contains an Idol which has one large opal eye and holds a Cube in its mouth. You need both the cube and the opal. To get the opal you must climb the idol, pry the opal with the shears or the knife and take the opal. Getting the Cube is a bit more of a challenge. Be sure to climb down from the Idol before you try anything else. Once you have the opal, the Idol will be "blind" which will help in what follows. Timing is critical for the next part so a SAVE GAME would be a wise move. Learn MALYON and ESPNIS. MALYON the Idol, take a LOOK and then ESPNIS Idol. The objective here is to bring the Idol to life, then cause him to become sleepy and turn back into stone while in the *MIDDLE* of a yawn (with his mouth wide open). It might take several tries. After you accomplish this, take the cube from his mouth and BLORPLE it to reach the Air Room. AIR ROOM. Going south from the Air Room I fell through the clouds and was once again caught by the Roc and taken to the Roc's Nest but one can't depend on that Roc. She may not catch you this time and there's no reason to go back to the nest at this particular time; so, may I recommend avoiding the southern exit. Go north to Glacier Room. Get the White Scroll which contains the TINSOT spell. GNUSTO TINSOT. Blorple back to the Air Room. Go west to the Bazaar. Here you must bargain with the merchant to obtain a magic carpet. MERCHANT/CARPET. I managed to buy the blue carpet with the gold coin but you can make the same purchase more easily by using the opal. Here's how I did it: Examine Blue Carpet. Buy Blue Carpet. Merchant will state he wants 800 zorkmids for the carpet. Offer 300 zorkmids. He will lower his price to 700 zorkmids. Offer 400 zorkmids. He will come down to 600. Offer 500 zorkmids. He will take the gold coin and give you the *RED* carpet. Say, "TAKE BLUE CARPET. " The merchant will reply, "That's right, you wanted the blue carpet. " (I found that if I did *ANYTHING ELSE* between his giving me the *RED* carpet and my taking of the *BLUE* carpet, I was stuck with a *RED* carpet. ) After you obtain the blue carpet, BLORPLE back to the Water Room and tackle the Oubliette for the second time. OUBLIETTE-SECOND TIME. Learn TINSOT three time. Put everything in zipper and close the zipper. TINSOT the Outflow Pipe twice. Wait until the Oubliette is full then TINSOT the water. Stand on ice floe, open the trap door and go Up. Get the cube from the Dun. @endnode @node SPHERICAL SPHERICAL Here are all the level codes: RADAGAST SKYFIRE JADAWIN GUMBA YARMAK MIRGAL MOURNBLADE CHACMAL ORCSLAYER GHANIMA GLIEF @endnode @node SPINDIZZY_WORLDS SPINDIZZY WORLDS Go to the level-select screen and enter 'Edit' (the 'E' in upper-case and the rest in lower-case) and you should get a hidden level editor. @endnode @node SPITTING_IMAGE SPITTING IMAGE Complete it in this order: 1 Reagan, Pope 4 Botha, Pope 2 Gorby, Pope 5 Margaret, Pope 3 Ayatollah, Pope @endnode @node SPY_VS_SPY SPY VS SPY Booby trap all the doors at the airport so when the other spy has everything he is killed. Get all his stuff by searching the furniture. @endnode @node ST_DRAGON ST DRAGON Press 'CAPS LOCK' and enter 'DECAFFEINATED' followed by 'RETURN'. The top of the screen should scroll to show that you now have infinite lives. @endnode @node STAR_GOOSE STAR GOOSE In-game press all the function keys individually for infinite lives. @endnode @node STAR_RAY STAR RAY (This cheat only works with the full price game, not the budget release.) On the options screen type 'AL YANKOVIC' (with space) press 'F5' for effect. Also pressing 'X', 'C', 'T' and 'SPACE' produces a cheat screen. @endnode @node STARCROSS STARCROSS Here is the solution: GET UP, GET LIBRARY, E, PUSH RED BUTTON, READ SCREEN, GET THE CO, ORDINATES FOR WHICHEVER UNIDENTIFIED MASS HAS BEEN CHOSEN AT RANDOM, ENTER COUCH, SAY TO COMPUTER "R IS (R), PHI IS (PHI), THETA IS (THETA)", WAIT FOR COMPUTER TO REPLY THAT THERE IS INDEED A MASS THERE,IF IT DOESN'T THEN YOU GOT THE COORDINATES WRONG! TRY AGAIN, THEN TYPE: SAY TO COMPUTER"CONFIRMED.", FASTEN BELT, WAIT, UNFASTEN BELT, GET UP, EAST, DON SUIT, GET LINE, W, SIT, FASTEN BELT, WAIT, WAIT OR LOOK UNTIL THE TENTACLES GRAB YOU AND YOU ARE SAFELY DOCKED, UNFASTEN BELT, GET UP, OPEN INNER, OUT, CLOSE INNER, OPEN OUTER, OUT, PRESS FOURTH BUMP, PRESS TINY, NOW YOU WILL SEE A BLACK ROD RISE UP, THIS ROD IS A "SELF, DESTRUCT" DEVICE! DO NOT PUT IT IN ANY BLACK SLOT, EVER!, TAKE BLACK ROD, THE AIRLOCK DOOR WILL OPEN WHEN YOU TAKE THE ROD, IN, CLOSE OUTER, OPEN INNER, IN, N, W, FORWARD , E, THROW SOMETHING AT THE NEST,THE TAPE PLAYER WILL DO NICELY, GET RED ROD, DON'T FORGET TO RECLAIM WHATEVER IT WAS YOU THREW!! (GET LIBRARY), W, AFT, W, S, S, PORT, GET GUN, LOOK INTO GUN, GET SILVER ROD, E, N, OPEN INNER, OUT, CLOSE INNER, OPEN OUTER, OUT, S, S, GIVE THE TAPE LIBRARY TO THE SPIDER, GET YELLOW ROD, N, N, IN, CLOSE OUTER, OPEN INNER, IN, UP, S, OPEN HATCH, D, PUT YELLOW ROD IN YELLOW SLOT, PUT THE RED ROD IN THE >SECOND< RED SLOT, GET CARD, U, N, D, W, OPEN INNER, OUT, CLOSE INNER, OPEN OUTER, GET BASKET, OPEN OUTER, OUT, ATTACH LINE TO SPACESUIT, ATTACH LINE TO HOOK, PORT, GET PINK ROD, E, DETACH LINE FROM HOOK, IN, CLOSE OUTER, OPEN INNER, IN, S, S, PUT ALL RODS IN BASKET, E, GET ALL DISKS, PUT RED DISK UNDER GLOBE, PUT BLUE DISK ON FLOOR, PUT CARD ON GLOBE, TURN DIAL TO 4, TURN DIAL TO 2, GET CARD, GET BLUE ROD, GET ALL DISKS, PUT BLUE ROD IN BASKET, W, PUT BLUE DISK ON FLOOR, N, N, N, N, W, AFT, OPEN PANEL, PUT CARD IN SLOT, CLOSE PANEL, TURN COMPUTER ON, PUT GOLD ROD IN BASKET, N, W, W, S, S, E, E, REMOVE SUIT, WAIT UNTIL THE CHIEFTAIN COMES, OFFER SUIT TO CHIEF, POINT AT BROWN ROD, DONT PICK UP THE BROWN ROD JUST FOLLOW THE CHIEF WHEN HE LEAVES, IT'S THE ONLY WAY TO GET THE VIOLET ROD!!! JUST KEEP SAYING "FOLLOW CHIEF" UNTIL YOU GET TO THE CENTER OF THE WARREN, D, CLOSE INNER, OPEN OUTER, OUT, P, P, GET VISOR, N, MOVE SKELETON, GET VIOLET ROD, S, S, PUT RED DISK ON FLOOR, STAND ON RED DISK, YOU SHOULD NOW BE IN THE GARAGE,IF NOT WAIT TILL THE MOUSE HAS TAKEN THE DISK THEN STAND ON DISK AGAIN AND TRANSPORT TO THE GARAGE, ENTER BIN, (KEEP TYPING "ENTER BIN" UNTIL YOU FIND THE GREEN ROD, GET GREEN ROD, PUT GREEN ROD IN BASKET, F, P, N, N, N, N, W, LOOK AT LASER THROUGH VISOR, GET CLEAR ROD, E, S, S, U, S, S, P, U, U, JUMP, PUT SILVER ROD IN SILVER SLOT, IN, GET WHITE ROD, PUT THE WHITE ROD IN THE WHITE SLOT, OUT, U, JUMP, FIRE GUN AT DRIVE BUBBLE, AGAIN, AGAIN, D, PUT GOLD ROD IN GOLD SLOT, IN, PUT CLEAR ROD IN CLEAR SLOT, FIVE COLORED SLOTS WILL APPEAR, PUT THE APPROPRIATE ROD IN EACH SLOT, , > THE ORDER YOU DO IT IN DOESN'T MATTER, TOUCH LARGE SQUARE, TOUCH BROWN SPOT 4 TIMES UNTILL EARTH IS HIGHLIGHTED, TOUCH VIOLET SPOT THREE TIMES UNTIL THE PATH FORMS A CIRCLE AROUND THE EARTH, TOUCH GREEN SPOT (THE PATH WILL FLASH), TOUCH BLUE SPOT, BLAST, OFF. @endnode @node STARFLIGHT STARFLIGHT Buy 1000 Endurium at the trade depot then sell 990 back to get 2714000 MUs! @endnode @node STARGLIDER STARGLIDER Slow down the ship and bring up the fixed sights. Pause the game and type 'JS ARG S' to become invincible, use 'P' for missiles. To enter the secret object viewer mode, press 'Z', 'P' then select object with ','. @endnode @node STARGLIDER_II STARGLIDER II In-game press 'F' for fixed sights and slow the ship to a halt, then press the 'BACKSPACE key to pause the game and type 'WERE ON A MISSION FROM GOD' and press '1' on the main keyboard. Then pressing 'K' gets all weapons and 'F2' brings up some text. Here is the full solution: It's a good idea to familiarise yourself with the controls of the Icarus by simply flying around for an hour or so. In this time you can observe the layout of the Solician System, the position of the planets and the moons and the locations of the more obvious objects that are needed. When you are ready to begin the mission, restart the game from scratch and fly to one of the tunnel entrances on Apogee (85-52 or 82-34). Follow the tunnel and head for the hangar at 67-30. Here, the Apogean technicians ask if you want them to build you a neutron bomb. You wont get very far if you don't so answer 'Y'. They then provide an interplanetary shopping list of the items required. Many of these are simply collected from sites around the system, while some are obtained by traiding with the Solicians at other underground depots within the system. Alternatively a few sorties amongst pirate ships can also prove to be extremely worthwhile; smaller objects such as Castrobars and Vistan wine can be collected using the tractor beam from the floating debris of a recently blasted pirate vessel. Collecting these items is relatively simple - it's more a matter of time than trouble. However, constant attacks from the Ergons have to be fended off, and the Icarus' shield will need to be replenished from time to time. The easiest way of doing this is to collect asteroids from the asteroid belt around Apogee and Milliway. However, this can be slow and a fiddly process; if you are in dire need of energy, fly along the power lines that are found on most of the planets (there's on Apogee that runs from 54-00 to 54-90). If you happen to hit one of the pylons and the power stops simply fly into space. On your return the pylon has been replaced and the powerline is back up and running. Although the Icarus can be refuelled by skimming, this method leaves a lot to be desired: more often than not you find the display panel dripping down the screen. It also takes a lot longer than any of the other methods, and leaves you under constant attack from space pirates. Volcanoes are similary dangerous: if the Icarus drops too low, there's a good chance ofbeing damaged by one of the large molten rocks that are constantly being ejected from the volcanoes mouth. Defending yourself from Ergon attack is made a lot easier by having fire and flee missiles at your disposal. These are only available from the high technical level depots on Milliway's moons (located at 55-04). Four are available at a time and are simply collected by using the tractor beam. The Icarus can also be repaired by fling into the same depot on Wackfunk Here the technicians give the ship the once over for exchange of goods of any description. The Ergons soon start bulding their defensive beam weapons on the moons of Milliway. To avoid the Icarus being vaporised before getting anywhere near the space station these installations have to knocked out with bouncing bombs The bombs are available from the depots on Castron (located at 05-00 and 66-00). Again four are waiting to be picked up, and are simply installed in the Icarus by using the tractor beam. Obviously, it is difficult to knock out all of the installations, but as long as there are less than seven beam weapons active, the Icarus is safe to launch it's final assult on the Ergon space station. Re-fuel the Icarus, re-arm with missiles and beam the neutron bomb aboard- this should be sitting in the Apogean depot waiting to be collected. Set a course for the yellow moon of Q-Beta. When the Icarus is near, the 'moon' dissapears to reveal the partialy constructed space station protected by six sentinels. These must be destroyed using fire and flee missiles, which in turn means a return trip to the moons of Milliway to restock. Having cleared the Ergons last line of defence, select 'Neutron Bomb', aim up the crosshairs on the station and let rip. Mission comlpete. THE OBJECTS NEEDED: PROFESSOR HALSEN TAYMAR - The prof is 'burning rubber' in an Emma - 2 hover carr on the surface of Broadway. His driving is rapid and erratic; it may take a while to get him locked in the tractor beam. Because the tecnicians on Apogee can't start the bomb without him he should be the first on the list. CASE OF NUCLEAR FUEL - Nuclear fuel can be found lying around on Aldos, at various locations (e.g 75-09). The case should be no trouble to find, but if a spare Icarus pilots couch is at hand it can be swapped for a case of nuclear fuel on Esprit. CRATE OF CASTROBARS - Castrobars can be 'stolen' from pirate vessels, or obtained on castron (depot at 66-00). Trees are readily available on the surface of Enos. CASK OF VISTAN WINE - Again found in the cargo hold of pirate vessels or obtained on Castron (depot 5-00) by swapping it for a bouncing ball. LUMP OF MINERAL ROCK - Simple: go to Q-Beta - there are plenty just dotted around the landscape. In the unlikely event that they cannot be discovered, the Solicians on Apex will provide one inexchange for a pyramid. These are to be found on Enos (24-12) and Vista (23-74). ASTEROID - The asteroid belt is to found situated between the orbits of Milliway and Apogee ( flying through this area with stardrive active is fraught with danger: the ship is continually brought to a halt when you hit one of the large rocks. To lower the chance of collision move the mouse in a circular motion while flying along). FLAT DIAMOND - These are available from the Solicians on Questa, as long as they have an Ergon Mechanical whale in return. The whales are to be found swimming in the upper atmosphere of Milliway, travelling between Q-Beta and Aldos and also near the planet Castron. CLUSTER OF NODULES - There are plenty of these dotted around the surface of Dante. However, they can be obtained in exchange for en Ergon Mechanical Duck from the Solicians on Synapse. The ducks are usually to be seen whenever space whales are around ERGON MINI ROCKET - The Ergons disreguarded weaponry is to be found at a number of locations, such as Castron (87-50), or Aldos (22-10). The rocket can also be purchased for the bargainn price of one asteroid on Westmere. @endnode @node STARQUAKE STARQUAKE Here are all the level codes: FLIED CHING DAVARO SOLUN TABET LUANG ROKEA HINDI SOCHI NICHI BORNO CWORE TSOIN KALED KWANG ADKEA @endnode @node STATIONFALL STATIONFALL Here's the solution: Note: You will get hungry (Eat 'goo' or 'nectar'; drop kit when food is depleted), and sleepy (get on bed in any Barracks and 'WAIT'), and may be attacked by Plato (SAY 'FLOYD, HELP' 4 times) at random times. Also, you must leave the room if a Welder approaches. It is necessary to make an accurate map of your travels as, if there are no physical directions between the end of a section - in this solution - and the beginning of the next section, then you must make your way via your map to the point where the solution continues. This is necessary when any of the actions, mentioned in the preceding paragraph, occur. THE SOLUTION: ON THE DUFFY: E - N - PUT ROBOT FORM IN SLOT - TYPE 3 - S - E - OPEN HATCH - ENTER TRUCK - CLOSE HATCH - SIT IN PILOT SEAT - PUT SPACECRAFT FORM IN SLOT - READ CHRONOGRAPH - (Find this number on the Assignment Form in your game packaging to discover the correct co - ordinate) - TYPE (NUMBER) - WAIT - (until you land at the Docking Bay) - GET UP - GET KIT - OPEN KIT - GET THERMOS - OPEN THERMOS - DRINK SOUP - OPEN HATCH - OUT - E. LEVEL 5 & PRINTING PLANT: DROP KIT - (return for it when you get hungry) - SE - SE - E - GET TAPE - W - PUT TAPE IN READER - TURN READER ON - PUSH BUTTON - (ten times) - TURN READER OFF - E - LOOK UNDER BED - GET STAMP - W - NW - NW - DOWN - DOWN - (Printing Plant) - OPEN CAN - GET CRUMPLED FORM - DROP ASSIGNMENT FORM - NW - GET DRILL - REMOVE BIT - DROP BIT - SE - GET NANOFILM. LAUNDRY ROOM: OPEN PRESSER - PUT CRUMPLED FORM IN PRESSER - CLOSE PRESSER - TURN PRESSER ON - TURN PRESSER OFF - OPEN PRESSER - GET FORM - E - N - READ SIGN - (note number) - S - SW - GET PUCE - E - DOWN - W - GET LILAC - E - UP - UP - SE. LIBRARY: PUT MAUVE IN READER - TURN READER ON - REMOVE MAUVE - DROP MAUVE - PUT PUCE IN READER - REMOVE PUCE - DROP PUCE - PUT LILAC IN READER - TURN READER OFF - W - N - GET DETONATOR - OPEN DETONATOR - REMOVE HYPERDIODE - DROP HYPERDIODE. LEVEL 5 & EAST CONNECTOR'S IRIS HATCH: DROP DETONATOR - STAMP FORM - DROP STAMP - SE - S - [SAVE GAME] - W - [RESTORE if Floyd doesn't follow you into the room; try telling him to follow you!] - FLOYD, GET MEDIUM BIT - GET BIT - E - PUT BIT IN DRILL - E - N - N - NE - (East Connector) - PUT FORM IN SLOT. BROADWAY: E - GET HEADLAMP - WEAR HEADLAMP - W - S - S - READ SHEET - DROP SHEET - SE - PUT CARD IN SLOT - TURN MACHINE ON - TYPE SEVEN - GET CARD - NW - SW - SW - SE - SW - GET CAN - READ CAN. PET STORE & THE BALLOON CREATURE: READ SIGN - OPEN CAGE - SPRAY CAN - NE - SPRAY CAN - W - SPRAY CAN - W - SPRAY CAN - W - SPRAY CAN - SW - SPRAY CAN - NW - SPRAY CAN - UP - SPRAY CAN - UP - SPRAY CAN - (the Balloon Creature should follow you into the Chapel). CHAPEL: OPEN PULPIT - THROW SWITCH - SPRAY CAN - GET LEASH - GET STAR - DROP LEASH - E - DOWN - DOWN - GET KIT AND DETONATOR - SE - SE - E - OPEN STAR - GET HYPERDIODE - DROP STAR - PUT HYPERDIODE IN DETONATOR - CLOSE DETONATOR - W - NW - NW - DOWN - SE - (End of Corridor) - PUT CARD IN READER - N - GET GUN - (Level 5) - SE - SE - E - DRILL SAFE - DROP DRILL. LOAN SHARK, THE OSTRICH & THE PX MACHINE: SHOOT LOCK WITH GUN - GET COIN - N - NE - UP - NW - (Pet Store) - EXAMINE CEILING - OPEN PANEL - GET NIP - SE - SW - SW - SE - SE - NW - (Doc Schuster's) - NE - UP - N - N - W - W - W - NW - NE - (PX) - PUT COIN IN MACHINE - TYPE 6 - PUT NIP IN HOLE - GET TIMER. MAYOR'S OFFICE: OPEN TEXTBOOK - READ PAPER - DROP PAPER - DOWN - NE - NE - N - N - SE - (Barber Shop) - BREAK MIRROR - GET FOIL - NW - S - (Grocery) - DROP ALL BUT THERMOS. CASINO, FLOPHOUSE & THE ALIEN SHIP: TURN WHEEL - UP - OPEN LOCKER - GET SUIT - DOWN - W - NW - (Grocery Store) - DROP SUIT - (Go to Docking Bay No.1) - ENTER SHIP - TASTE DOTS - (compare with the message on the paper in Mayor's Office) - EXIT SHIP. JUNKYARD & IN SPACE: GET BOOTS - WEAR BOOTS - W - NE - UP - N - GET SUIT - WEAR IT - S - DOWN - (Warehouse) - OPEN INNER DOOR - DOWN - (Airlock) - CLOSE INNER DOOR - OPEN OUTER DOOR - DOWN - TURN LAMP ON - GET CYLINDER - PUT CYLINDER IN THERMOS - CLOSE THERMOS - UP - CLOSE OUTER DOOR - TURN LAMP OFF - OPEN INNER DOOR - REMOVE BOOTS - DROP BOOTS - REMOVE SUIT - DROP SUIT - (Go to Grocery) - GET GUN, DETONATOR, TIMER AND FOIL. COMMANDER'S QUARTERS: ATTACH TIMER TO DETONATOR - OPEN THERMOS - GET EXPLOSIVE - ATTACH DETONATOR TO EXPLOSIVE - PUT EXPLOSIVE IN HOLE - DROP DETONATOR AND TIMER - SET TIMER TO TEN - W - E - (after the explosion!) - GET KEY - W - NW - NW - N - N - GET JAMMER - SET JAMMER TO SEVEN ONE ZERO - E - N - N - UP - GET BOARD - INSERT BOARD IN JAMMER. DOME: UNLOCK BIN WITH KEY - OPEN BIN - GET GUN, FOIL AND JAMMER - REMOVE GRATING - ENTER AIR SHAFT - DOWN - (until you reach the bottom) - JUMP ON GRATING - TURN JAMMER ON - TURN JAMMER OFF - UP - SHOOT FLOYD WITH GUN - PUT FOIL ON PYRAMID. @endnode @node STEG_THE_SLUG STEG THE SLUG Here are the level codes: 2 RDNUHCCMGU 7 LECGLDTRHK 3 EDOUTIOCKO 8 NEDGFLDVRL 4 HDPFUVLCCM 9 OEFVHAGHLV 5 ODQMFUVLIC 10 PEGTTHIGLD 6 MEBHETPIAG or MEBAGTPIAG @endnode @node STONE_AGE STONE AGE Here are some level codes: 50 HIVEBI 100 LITIHE 75 SOHADA @endnode @node STORMBALL STORMBALL Type in 'LET ME WIN'. Guess what happens! @endnode @node STORMLORD STORMLORD On the credits screen type 'DRAGONBRIDGE' (no spaces) a scrolly message should come across saying "You cheating swine", in-game press the 'SPACE BAR' to pause and then press 'L' to skip the level. Also another cheat is: when the game starts to load hold down the mouse button and the joystick fire button and keep them held down until the game loads. Then when the game starts pause it straight away and type 'MNBVC'. This will give you infinite time and lives, and if you pause the game and press 'L' you will advance a level. @endnode @node STORMTROOPER STORMTROOPER On the high-score table, type 'JAMES CAMERON' then use 'F9' for lives. @endnode @node STRANGE_ODYSSEY STRANGE ODYSSEY From the control room, go down and get the space suit, phaser and shovel. Set the phaser to destroy, then go back up to the control room. Push the red button which opens the inner airlock door, then go out the door. Wear the suit, then push the red button in the airlock. The outer door will now open. Go out the door, and jump. Go North twice, which will bring you to a cave. Enter the cave, where you find a large boulder with strange writing on it. There is no way of finding out what it says, and you have other things to do, anyway. So, shoot the boulder, which will reveal a shimmering curtain of light. Go curtain, and you will be in a strange hexagonal room with some odd machinery inside. The first thing to do is remove the suit. This will help to conserve the oxygen in the suit for when you really need it. The air in this room is quite breathable. Now drop the phaser, because you won't be using it for awhile. Most of the rest of the game centers on the machine. It is a portal to other worlds. The basic operation is to pull the rod, then push it, which will cause the plastic panel to glow. Touching the panel, then walking through the curtain, takes you to some other world. Which one depends on how many times you make the panel glow. Now that you know that, pull and push the rod until the panel glows 6 times. Touch the plastic, then wear the spacesuit and go through the curtain. You are now in an alien museum of some sort. Once in the museum, pick up the painting and the sculpture, and return through the curtain. Remove the suit, then wear the goggles and look at the painting. Now drop the painting and the goggles, and get the belt from the statue. Push and pull the rod again. This time, the plastic should glow seven times. Touch the plastic. Wear the belt, and now drop everything but the belt and the suit. Twist the buckle, wear the space suit, and go through the curtain again. This time, you have been transported to a deserted Jovian mining the colony, pick up the remaining item, and once more walk through the curtain to the Hex room. Remove the suit, then twist the buckle and drop the belt. Also drop whatever it was you just brought back from the colony. Now pick up the shovel and the phaser. Make sure the phaser is set to stun. Now things get a tiny bit tricky, because you have to "reset" the machine. Pull the rod, then touch the plastic, then push the rod. The panel glows once. Now, pull the rod, and push the rod. The panel glows twice. Touch the panel, then go through the curtain. You are standing at the edge of a jungle. This is an Earth-like area, so you don't need to wear the suit. Dig right where you are standing, and you will find an ice pick, of all things! Get that and drop the shovel. Go jungle, and from there go East into the ruins of a zoo. Shoot the ice -hound that's there, then pick him up. Go South into the jungle, then West to the curtain, and through it back to the room. Returning to the room, pull and push the rod. The panel should glow three times. Touch the panel, wear the suit, and go through the curtain. This time, you are in the middle of a methane snowstorm. Drop the hound, then wake him up. He will burrow off out of sight, but don't worry! Just go west, and you will come to a large ice mound. Pick mound, which will bring you inside to where the hound is, as well as a treasure. Shoot phaser. Pick up all 5 treasures. Pull the rod, touch the plastic, push the rod, and touch the plastic again. Wear the suit and go through the curtain. Now you are back in the cave. Go up, then go West and enter the ship. Push the red button, then remove the suit. Drop all the treasures here, then wear the suit and push the button again. There are still a couple of things you need yet, so make your way back to the Hexagonal room. Once there, get the metal, and then break the rod, for that will be your power supply. Now return to the ship. Once inside, remove the suit. Go to the control room, and then down to where the maintenance hatch is. Open the hatch, then go hatch to where the power supply is. Put rod, then return to the control room. Drop the hatch and the metal, then push the blue button. When the ship stops, go to the airlock, pick up all the treasures, wear the suit, then push the red button. Go out to the hold of the mother ship, and drop your treasures. When they've all been dropped, say "Score" How about that! You won the game!! Well, after all this, you need to relax a little. How about a trip through the Fun House... @endnode @node STREETFIGHTER STREETFIGHTER On the title screen type 'STREET CHEAT' (with space) and in-game press 'HELP' to skip levels. If it doesn't work try typing 'STREET CHEAT' in-game instead. @endnode @node STREETFIGHTER_2 STREETFIGHTER 2 Firstly, why did you buy this game? Pillock!! You should have waited for BODY BLOWS from Team 17. It knocks the shite out of this. Now that I've got that out of my system, on with the cheats: If you want to play a two-player game using the same characters, pause the game (by pressing 'P') during a two-player bout and type '7KIDS' (not from the number keypad) and the border will flash yellow to indicate that the cheat is active. You can now either carry on with the fight, or go to, the character selection screen by pressing 'P' to pause and 'ESC'. It is now possible for both players to select the same character. When they fight, Player 2's will have a white arrow above his head. Another cheat is invincibility; Start the game in one-player mode and move to the character select screen. Position the cursor over Blanka, but don't press fire to choose him. Instead, type 'PATIENCE'. You must press the keys slow and evenly for this to work, and when you've done it the border will flash yellow. Now if you're getting hammered during a fight, press 'F10' and you're energy will be restored. You can also use this in a two-player game, just do the same as before and then press 'P' to pause and then 'ESC' to quit to the menu. You can now select a two-player game. Yet another cheat! If you've always wanted to play as one of the boss characters, this one should cheer you up a bit. Ahem, here goes: You must have two disk-drives for this cheat to work. Load the game as normal but don't insert disk 2 in your second drive. Play the game and when you get to the fighter you wish to be, e.g. Sagat, let yourself be knocked out so that it is game over. Select the two player mode and when the player selection screen comes on, insert disk 2 in your second drive, and as player two select Edmund Honda. Do not select Ryu as player one and when the fight begins, you will be taking part in a fight between Sagat and Edmund Honda. @endnode @node STRIDER STRIDER In-game, pause with 'F9', then hold down 'HELP', 'LEFT SHIFT' and '1' together. Un-pause and now keys: '1' - '5' take you to the respective level 'F1' - 'F5' advance you through current level @endnode @node STRIDER_2 STRIDER 2 In-game, pause with 'F9', then hold down 'HELP', 'LEFT SHIFT' and '1' together. Un-pause and now keys: '1' - '5' take you to the respective level 'F1' - 'F5' advance you through current level Also, try typing 'SWIFT' then use 'E' for energy and 'D' for robots. @endnode @node STRYX STRYX In-game hold down: 'HELP', 'M' and 'E' - to replenish lost energy 'HELP', 'M', 'E' and 'P' - to get all passes and 'HELP', 'M', 'E' and 'F10' - to be taken to the end game puzzle, but you've still got to work it out. @endnode @node STUNT_CAR_RACER STUNT CAR RACER Some tips if you're having problems: LITTLE RAMP - When you take the first corner, take it at full belt and tackle the ramp at about 150mph. OK, this might sound a little bit aggressive, but it does work. HUMPBACK - Accelerate around to the hump, so that you reach 200mph by the time you are halfway up. At this speed you should manage to have a fair jump and landing. On the other ramps, either keep below 130mph or above 180mph. Anything between these speeds will result in hefty damage. The rest of the track should be taken at about 170mph. BIG RAMP - Take the first two small ramps at 170mph, then get up to 210mph for the main ramp. The rest of the course should be a doddle. STEPPING STONES - Head down the starting straight at 110mph and take the second gap at 100mph. When you get to the steps, push up to 140mph and nudge the speed up if it falls below 110mph. HIGH JUMP - Get up to about 210 mph from the start to clear the jump and keep under 200mph for the small jump. You can tackle the slanted road in one of two ways - either keep at the top and keep the speed up, or give the car a slight nudge to the right every now and then. If you do manage to slip off the side of the road simply press the fire-button as well as pushing forward and right instantly. ROLLER COASTER - Keep your speed under 110mph on the first hill that you come to and you should take the bumps fairly easily. Remember - don't push too hard! SKI JUMP - Keep the speedo just below 100mph when you go up the first hill and on the second keep to around 140mph, slowing down after the jump. For the big jump, get up to 220mph, but if you can't manage it just crawl around and you'll live. DRAWBRIDGE - When you're at the drawbridge, put the pedal to the metal when the bridge has gone down about halfway. Tackle all the hills for the next ramp at 140mph, then on the bumpy section head down the middle of the track at 170mph. Lastly, get up to top speed for the downhill jump. GENERAL HINTS - If you get stuck in a hole, drive slowly to the wall and accelerate with boost. You should hit the track or drive off the edge minimising the damage. At the beginning of a race, accelerate and pull left to block off the other driver - you may even manage to run him off the track. @endnode @node SUNDOG SUNDOG Here are some helpful tips: If you are going to make a try for solving Sundog, it's best to create a new character. When buying abilities, take a lot of Charisma and Luck...it helps when avoiding the 'nasties' who plague the game. To conserve as many of your hard-earned credits as possible, replace all the missing or broken pieces in your ship as possible with shunts. Certain pieces are un-shuntable, so some purchasing is necessary. Then, fill up on fuel and repair your ship, but don't buy auxiliary fuel, as this will take up space in your cargo hold. Take out all your money from the Bank. Buy a lot of extra food (don't over-do it though) and store it throughout the numerous lockers aboard your ship. Now you should Warp over to Woremed, where they have the best illegal equipment credits can buy. If you don't know how to warp yet, then don't use these hints...get familiar with the game first. Once on Woremed, peek in the Bank and see if there is any more dough stashed there... a litle more money couldn't hurt. Find a bar, and ask the bartender for Information about Buying a Cloaker and then a Ground Scanner. Replace a Cryofuse in the force shield with the Cloaker, and replace a Scanner in Pilotage with the Ground Scanner. The Ground scanner lets you see a few cities missing from your maps as well as get to them, and the Cloaker makes you invisible when your shields are on. Start your wheelings and dealings on Woremed... might as well, since you happen to be there already. Buy as much as you can, and fly to another city by selecting Navigate and choosing City To City. Sell, everything you have, because this is the only way for you to get credits to finance your mission. Check to see if the warehouse has any Cryogens, and take note of whatever else is there too. Don't buy any goods now, but collect the Cryogens and take them back to Jondd. One of your last actions should be to to pick up all the cash that is left on Woremed... there are other means of banking, but direct cash transactions are easier and less bothersome. If you don't take your dough with you, then you won't have anything at all back on Jondd. Once you get back to Jondd, buy a LOT of food, which you will need while travelling in the wilderness. Leave Drahew, and hunt around for 'The Lost Colony', known as Banville Center. Once found, your Ground Scanner will store its position in memory, and you will be able to land there directly. Visit their warehouse, and find out which goods they need. Remember to store your cryogens there, too. From here on, it's just a matter of finding where the goods Banville Center needs. Just keep flying around picking up credits and the needed goods.However, a certain 'low class' element also roams the spaceways... pirates! When faced with pirates (you will hear the alarm, believe me) select Tactical. The least damaging (to you) method of dealing with the buccaneers of the spaceways is to wait for them to close in (your ship is moving...remember that) and try to Communicate. Refuse to deal with them, and Bluff. This usually doesn't work, so if not, select Cloaker from the menu, which will make you effectively invisible. When the pirates reach the center of the screen, they will warp off, and shut off the Cloaker as fast as possible...its a real gas guzzler. The pirates will leave you alone if your cargo hold is empty, or carrying cryogens. If you are the more agressive type, and hate to see these pirates walk all over you, then you'll want to pick up on Woremed a Concentrator and an Autoslew. Put the Concentrator in your gun panel, and the Autoslew in the tactical panel. However, pirates don't work alone as a rule, but you do... they have the advantage on number, so don't push your luck. If you feel like a fight once in a while, then go ahead, but don't make it a habit. @endnode @node SUPER_CARS SUPER CARS When asked for your name enter: 'RICH' - for half-a-million pounds 'ODIE' - for level 2 'BIGC' - for level 3 and 'POOR' - for five pounds. (?!) @endnode @node SUPER_CARS_2 SUPER CARS 2 To activate the cheat enter 'WONDERLAND' as player 1's name and 'THE SEER' as player 2's name. You can now play with 1 or 2 players with the cheat mode active. Or try 'I WALK THE HILL' as player 1 and 'INWARDS' as player 2. @endnode @node SUPER_HANG-ON SUPER HANG-ON Enter your name as '750J' into the high score table, then press and hold 'CONTROL', 'LEFT ALT', 'Z' and 'T' to enter the cheat screen. Then use 'LEFT ALT' for machine gun! @endnode @node SUPERFROG SUPERFROG Here are the level codes: World 1-1 no code World 4-1 467464 World 1-2 234644 World 4-2 818234 World 1-3 447464 World 4-3 182394 World 1-4 747822 World 4-4 298383 World 2-1 392822 World 5-1 452234 World 2-2 446364 World 5-2 984841 World 2-3 984448 World 5-3 383772 World 2-4 477444 World 5-4 093152 World 3-1 343522 World 6-1 387211 World 3-2 882311 World 6-2 981122 World 3-3 992334 World 6-3 017632 World 3-4 091332 World 6-4 398112 Also, '837122' is the code for the Project F shoot-em-up! There is also, apparently, an invincibility cheat. All you have to do is hold down the right mouse button and frog-face will flash indicating that the cheat is active. (I couldn't get it to work though.) @endnode @node SUPREMACY SUPREMACY If you're in need of fuel, scrap a solar satellite on a planet which already has sufficient reserves of fuel and you'll be granted with 30,000 tonnes of liquid fuel. If you're in need of cash, go to the information screen and wait for your population to rise. Put your tax rate up to 100% then, as soon as your credits increase, put the tax rate down to zero. You'll have to be quick to make it work, but pull it off and you'll have lots of money AND an increasing population! @endnode @node SUSPENDED SUSPENDED Here is the solution: POET, GO TO WEATHER CONTROL - SENSA, GO TO SUB SUPPLY ROOM - WHIZ, GO TO SECONDARY CHANNEL - SENSA, TAKE RAMP, GO WEST, TAKE CONTAINER AND GRASPER, GO TO HALLWAY JUNCTION - WALDO, GO TO HALLWAY JUNCTION - AUDA, GO TO GAMMA REPAIR THE ABOVE MOVES SET THE GAME UP. POET IS NEEDED TO TURN THE WEATHER CONTROL OFF. THIS MINIMISES DEATHS AT THE SURFACE. YOUR PRIMARY GOAL. SENSA GETS THE RAMP THAT IS NEEDED TO ALLOW THE ROBOTS TO GO FROM ONE LEVEL TO ANOTHER. AUDA IS SENT TO THE GAMMA REPAIR AREA BECAUSE SHE WILL BE NEEDED LATER. AND WITHOUT THE HUMANS COMING FOR A WHILE THERE IS NOTHING THAT CAN BE DONE WITH HER ANYWAY. WALDO, IS SENT TO THE HALLWAY JUNCTION TO MEET SENSA AND TAKE THE CONTAINER AND GRASPER ON HIS WAY TO FIXING IRIS WHO IS REPORTED TO BE OUT OF ORDER - POET, TURN SECOND DIAL TO 100, GO TO HALLWAY END - IRIS, GO TO MAIN SUPPLY ROOM - SENSA, PUT RAMP AT DROPOFF - AUDA, LISTEN - WALDO, TAKE CONTAINER AND GRASPER - WALDO, GO TO MAIN SUPPLY, INSTALL GRASPER, TAKE RED IC AND YELLOW IC - SENSA, GO NORTH, TAKE RAMP ONCE POET GOT TO THE WEATHER CONTROL, HE HAD TO RESET THE FAULTY CONTROL TO 100. THIS IS ONLY A TEMPORARY FIX, BECAUSE IF YOU LET THE GAME GO ON TOO LONG, ALL HELL WILL BREAK LOOSE WITH VARIOUS DISASTERS AND ACCIDENTS OCCURRING WHICH YOU WILL NOT BE ABLE TO CONTROL. POET IS THEN SENT TO THE HALLWAY END WHERE HE WILL BE USED TO GET THE TV CAMERA NEEDED LATER. IRIS IS SENT TO THE MAIN SUPPLY ROOM WHERE SHE CAN BE FIXED WHEN WALDO ARRIVES. SHE WILL ALSO HELP WALDO REPAIR THE MACHINE THERE. SENSA UPON ARRIVING PUTS THE RAMP IN PLACE SO THAT AUDA CAN GET TO GAMMA REPAIR AND SO THAT SHE AND POET CAN GET TO THE OTHER LEVEL. WALDO IS HANDED THE GRASPER AND CONTAINER WHICH HE INSTALLS. THIS IS DONE NOW TO SAVE MOVES LATER - SENSA, GO TO SMALL SUPPLY - WALDO, OPEN PANEL, REPLACE ROUGH DEVICE WITH ROUGH OBJECT, CLOSE PANEL - POET, GET IN CAR, GET OUT OF CAR, GO TO BIOLOGY LAB - WALDO, TAKE BURNED AND FRIED CHIP - POET, TAKE CAMERA - SENSA, PUT RAMP AT HOLDER THIS STAGE SETS THE ROBOTS TO THEIR MAJOR GATHERING TASKS. WALDO HAS FIXED IRIS, AND IS NOW SET ON FIXING THE MACHINE AND SALVAGING ITS PARTS. POET HAS ARRIVED AT THE HALLWAY END, GOTTEN IN THE CAR, EXITED THE CAR AND IS NOW GETTING THE CAMERA. AND SENSA HAS ARRIVED AT THE SMALL SUPPLY ROOM TO TAKE THE CABLE CUTTER - SENSA, GET ON RAMP, TAKE CUTTER, GET OFF RAMP, TAKE RAMP, GO TO SLOPING CORRIDOR - POET, GO TO VEHICLE DEBARKATION - WALDO, PUT RED IC IN RED SOCKET, PUT YELLOW IC IN YELLOW SOCKET - POET, GET IN CAR, GET OUT OF CAR SENSA HAS COMPLETED HER TASK OF GETTING THE METAL TOOL THAT SHE WILL NEED SHORTLY. POET HAS GOTTEN THE CAMERA AND IS NOW COMING BACK AND WALDO IS IN THE MIDST OF FIXING AND SALVAGING THE MACHINE WITH IRIS IN THE MAIN SUPPLY ROOM - POET, GO GO PRIMARY CHANNEL - SENSA, PUT RAMP AT DROPOFF, GO TO GAMMA REPAIR - WALDO, PUSH BUTTON - IRIS, TAKE FUSE - WALDO, TAKE CABLE, GO TO THE SECONDARY CHANNEL - IRIS, GO TO MIDDLE SUPPLY, TAKE CABLE, GO TO MAIN SUPPLY POET HAS BEEN SENT TO USE THE CAMERA IN THE PRIMARY CHANNEL (THIS IS A KAMIKAZE MISSION BECAUSE HE HAS TO PASS THROUGH THE CAVERNOUS ROOM TO GET THERE). SENSA HAS GOTTEN TO THE SLOPING CORRIDOR AND REINSTALLED THE RAMP SO THAT SHE AND POET CAN GET TO THE LOWER LEVEL, AND WALDO AND IRIS HAVE GOTTEN THE MACHINE FIXED AND SALVAGED ONE OF THE TWO NEEDED CABLES TO SET THE FCS IN BALANCE. WALDO IS NOW SET ON A KAMIKAZE MISSION WHERE WHIZ WILL BE WAITING TO INSTALL THE CABLE NEEDED IN THE SECONDARY CHANNEL. - SENSA, EXAMINE OBJECT, TURN FLOWSWITCH - BOTH SENSA AND AUDA, MOVE FRED - SENSA, CUT CABLE WITH CUTTER - POET, PLUG TV1 IN, AIM TV1 AT SIGN (THIS IS THE IMPORTANT RESET CODE. . WRITE IT DOWN. . ITS DIFFERENT EVERY GAME) - SENSA, TAKE CABLE, GO TO PRIMARY CHANNEL - IRIS, PUT CABLE IN MACHINE, PUT FUSE IN MACHINE SENSA AND AUDA SALVAGED THE REMAINING NEEDED CABLE TO FIX THE CABLE IN THE PRIMARY CHANNEL. SENSA IS NOW ON HER WAY. POET VALIANTLY DIED TRYING TO WORK THE CAMERA IN THE PRIMARY CHANNEL AFTER HAVING CORROSIVE ACID SPILLED ON HIM, AND IRIS HAS FIXED THE RESET MACHINE NOW ONLY AWAITING THE INSTALLATION OF THE CABLES IN THE FCS TO RESET THE SYSTEMS TO SET THE SURFACE WORLD ABOVE RIGHT - WHIZ, GO TO WALDO, TAKE FOURTEEN - INCH CABLE, REPLACE THE NINE - INCH CABLE WITH THE FOURTEEN - INCH CABLE, DRAG WALDO TO THE EAST END - AUDA, GO TO SLEEP CHAMBER - SENSA, REPLACE FOUR - INCH CABLE WITH TWELVE - INCH CABLE - IRIS, PRESS CIRCLE, PRESS CIRCLE. @endnode @node SWIBBLE_DIBBLE SWIBBLE DIBBLE Here are a few level codes: Level 5 ENZO FERRARI Level 45 EICHBAUMPILS Level 10 PITBULL Level 50 GAMEBOYSUCKS Level 15 GUNS N ROSES Level 55 HALLO LITO Level 20 BATMAN RULEZ Level 60 ANJAMOUS Level 25 METAL CHURCH Level 65 ODIN HOL IHN Level 30 GUMMIBAERLI Level 70 SPERMINATOR Level 35 TESCHNO BIET Level 75 TACH NANA Level 40 SOLIUS Level 80 YOU SEXY MF @endnode @node SWITCHBLADE SWITCHBLADE Type 'POOKY' on the title screen or during the game to call up a cheat screen to skip levels. If this doesn't work, try the following: Enter your name as 'POOKY' in to the high score table then hold down either '1', '2', '3', '4' or '5' and click go to 'END'. Still holding down the key start a new game and this will allow you to start on the respective level. @endnode @node SWITCHBLADE_II_-_CHROME_GAME SWITCHBLADE II - CHROME GAME Here is the player's guide: LEVEL ONE: This leader-section will allow you to get a feel for the control of Hiro and learn about the hit-points needed to kill some of the early monsters. The little armoured walkers are best dealt with by stabbing them with a knife, since you won't be powered-up enough to crouch down and shoot them rapidly enough. The armoured bugs which fire rockets take three hits with the sword and fire laser blasts, whereas the insectoid bugs only take one hit with the sword to kill. UNDERGROUND: Its here where the player comes into contact with the flying brains which shoot deadly diagnol lasers. Its best to kill three first, since they're a real pain in the arse. Further learning is necessary on this level, although its pretty minimal. Always have a go at flashing the walls with your knife, since there may be hidden rooms which you can't find even by the usual tell-tale cracks in the walls. Exploration and experimentation is vital if the end of the level is to found, let alone the secret rooms. Electric beams must be taken out with the sword, since you simply can't kneel down far enough. Its the level that the player also encounters the big punching robots, which, true to their name, are big and punch. The only policy with these guys is to attack him with the sword, as they'll run up towards you. Spikes emerge from the floor when you expect them least. Don't worry about this, but once you've gained a moment's invincibility after a hit, make sure you use it to get past the obstacle. LEVEL TWO: Here the player leaves the unpleasant and claustrophobic underground levels for the clean open spaces of overland. The aim here is to work up the screen as rapidly as possible, exploring the secret rooms and collecting power-ups. Little tanks trundle along the tops of the platforms. These track your movements too and fire in a direction, which will generally accurately predict your position by the time they have travelled the distance. Here we find ourselves in a less maze-like, more straightforward academy situation and the player must adopt the style accordingly, being far more free and easy with his fire. Obviously this means that the quest for ammunition must be more intense. Use the little stone platform to reach the higher levels, but beware when you're jumping that you don't bounce to high because you can burn your head on fires on the levels above. Care must also be taken when dealing with the cannon which fire in three (count`em) directions. Stand in front of the fire zone (ie; somewhere where you don't get hit) wait until the gun has fired and then jump up and shoot it in the eye until it explodes. Hooray! This level is especially evil when it comes to luring players to their deaths with the promise of exciting power-ups. Whenever it looks as if there's nowhere left to go, make a leap into space and the chances are you'll find a platform floating in space. Make your way up to the platform and you'll be able to avoid the flight patterns of the spaceships and pick them off. LEVEL THREE: Ever onward and upward. Leaving behind the earthy platforms of level two, the player finds himself up in the mountain ranges in a level which looks surprisingly like Strider. Again, we have more platforms in the air and continued attacks from punching robots. The particular problem here is that because the whole level is on a slope, its tricky to avoid the advances of the aliens since they slide up behind the player and do him in. Crouching down in the best policy when coming of the bottom of a slope, but it's vital the player doesn't run down the sections too swiftly. Planes will strafe the player with bombing runs. Its imperative that you don't get stuck in the situation of lanes bombing you down a hill onto oncoming enemies. Use the airborne platforms to travel around, as making any serious sort of headway on the ground is pretty tough. LEVEL FOUR: It may all be desperately pretty but the caverns are a dangerous place for all the toughest Switchblades. The parachuting bombs are particular annoying, since its so difficult to tell when they're going to detonate. As well as the usual problems, players must face spikes in the walls which are only to easy to walk into in the hurry to pick up a power-up. Indeed, power-up problems are a bit of a motif for this level. The rooms which can be accessed through the little doors are always absolutely full of floating brains or tanks, and the player stands a good chance of getting his energy severely sapped simply by entering the room. For the most part its a waste of time, since the amount of energy gained is far outweighed by that lost just getting in and out. However, in the top right area of the level there's a room with no aliens in it and an extra life in the right-hand side. Now this is worth going for. The end of this stage pits the player against a big green swirling dragon. This guy is pretty easy to kill by simply keeping a reasonable distance between Hiro and the dragon and blasting away like there's no tomorrow when the dragon is on the bottom of his swirling pattern, nearest the ground. LEVEL FIVE: The rainy docks are so realistic its quite depressing. But there isn't much time to feel glum, since the most demanding drain on the players energy are the huge rockets which launch out of the water without any warning. Again, these are pretty harmless, but they will cause all manner of problems if they scare the player into standing still and staying on a platform for too long, because its here that that the planes will make their strafing runs. If the player ends up down in between the wooden platforms, then its curtains. LEVEL SIX And not its onto the final "leg". This rather cosmic level is actually fantastically easy and needs only a bit of jumping around in order to reach the end-of-level bad guy. He, all brown face and spitting deadly Clorets, moves left and right on the screen, dropping two plasma bolts from his side-mounted laser portals. Also he pauses when firing the green bombs. Finally he drops down and tries to kill Hiro. The best policy here is to simply high-jump up and down and continuing to fire, running away at the appropriate moment. Hooray! HOW TO CHEAT: On the title page, type "LEVELN" where the N is, enter the level number (from one to six) that you wish to attempt. Type 'CHROME' on the title screen for a hidden sub-game. Here are the level codes to the hidden Chrome game: 2 TRUTH 12 GENAM 3 JELLY 13 APPLE 4 STORY 14 JUICE 5 CLOUD 15 CHESS 6 MOUSE 16 WORLD 7 HUMAN 17 AUDIO 8 (don't know this one) 18 LOGIC 9 PAPER 19 TITLE 10 EARTH 20 VENUS 11 SPACE @endnode @node SWIV SWIV In-game press 'P' to pause the game and type 'NCC-1701' then press 'N', the screen will flash. Press 'P' again to un-pause 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. You should also be able to skip levels by pressing 'F6'. @endnode @node SWORD_OF_SODAN SWORD OF SODAN Enter your name as 'NANCY' into the high score table for infinite lives, in-game pressing 'RETURN' advances you a level. @endnode @node SYNDICATE SYNDICATE General Tips: On Level One, enter the gate, shoot the three guards, then shoot the woman near the car as normal. Now, instead of pressing the space bar, get in the car and drive away. Soon you should see another guard near a gate - shoot him, then get out of the car and pick up his Uzi. Now press space, and put some money into researching your Uzi - this will save you lots of research money and time. To speed up the gameplay, complete a few missions and start to leave the game running all night while you're asleep. The game runs in real-time so your funds will keep increasing. This will enable you to save time on research. If you're getting attacked from all sides, press both mouse button to go into panic mode. This will increase the three slider bars to the maximum and the computer will automatically select the best weaponry available. You can also self-destruct if things are getting desperate by pressing 'CTRL' and 'D', this will also take out anything near you. Never go near an enemy agent who you have recently shot if you hear several bleeping sounds. If you do you might discover its source. Those bleeps are none other than a time bomb, so run away! Cars are a very useful means of transport in this game, but they do have one slight drawback: enemy syndicates can recognise the driver and promptly shoot at him, causing the car to explode. This may be okay if all of your characters are rock hard, but what about that passenger you're escorting? Any civilian caught within the blast will be instantly killed, making your organisation look bad. Pistols are the best weapons at the start as they have a long range and are free. Next is the Uzi, which can be bought after the research guys have made them. Then comes the mini-gun. You can't rule the other weapons out, however, as some are spcialised, i.e. the laser is very good at taking out armoured vehicles but only have a few shots. @endnode