@database @wordwrap @node MAIN "CONTENTS" ********************************** P ************************************* CONTENTS: @{" RETURN TO MAIN MENU " link "CL303b:CHEATS/Menu/MAIN"} @{" P47 " link P47} @{" PACLAND " link PACLAND} @{" PANG " link PANG} @{" PARADROID 90 " link PARADROID_90} @{" PARASOL STARS " link PARASOL_STARS} @{" PATRICIAN " link CL303b:CHEATS/T.guide/THE_PATRICIAN} @{" PAWN " link CL303b:CHEATS/T.guide/THE_PAWN} @{" PEGASUS " link PEGASUS} @{" PERSIAN GULF INFERNO " link PERSIAN_GULF_INFERNO} @{" PERSONAL NIGHTMARE " link PERSONAL_NIGHTMARE} @{" PETER BEARDSLEY'S INTERNATIONAL SOCCER " link PETER_BEARDSLEY'S_INTERNATIONAL_SOCCER} @{" PHANTASY III " link PHANTASY_III} @{" PINBALL FANTASIES " link PINBALL_FANTASIES} @{" PIPELINE " link PIPELINE} @{" PIPEMANIA " link PIPEMANIA} @{" PITFIGHTER " link PITFIGHTER} @{" PLAGUE " link CL303b:CHEATS/T.guide/THE_PLAGUE} @{" PLAN 9 FROM OUTER SPACE " link PLAN_9_FROM_OUTER_SPACE} @{" PLANETFALL " link PLANETFALL} @{" PLATOON " link PLATOON} @{" POLICE QUEST " link POLICE_QUEST} @{" POLICE QUEST 2 " link POLICE_QUEST_2} @{" POOL " link CL303a:CHEATS/A.guide/ARCHER_MACLEAN'S_POOL} @{" POOLS OF RADIANCE " link POOLS_OF_RADIANCE} @{" POPULOUS " link POPULOUS} @{" POPULOUS II " link POPULOUS_II} @{" POPULOUS II - THE CHALLENGE GAMES " link POPULOUS_II_-_THE_CHALLENGE_GAMES} @{" POWERDRIFT " link POWERDRIFT} @{" PP HAMMER " link PP_HAMMER} @{" PREDATOR " link PREDATOR} @{" PREDATOR 2 " link PREDATOR_2} @{" PREMIER MANAGER " link PREMIER_MANAGER} @{" PREMIERE " link PREMIERE} @{" PRINCE OF PERSIA " link PRINCE_OF_PERSIA} @{" PRINCE OF THE YOLKFOLK " link CL303a:CHEATS/D.guide/DIZZY_-_PRINCE_OF_THE_YOLKFOLK} @{" PROJECT-X " link PROJECT-X} @{" PSYBORG " link PSYBORG} @{" PUFFY'S SAGA " link PUFFY'S_SAGA} @{" PUSH-OVER " link PUSH-OVER} @{" PUTTY " link PUTTY} @{" PUZZNIC " link PUZZNIC} @{" PYRAMID OF DOOM " link PYRAMID_OF_DOOM} @endnode @node P47 P47 Type 'ZEBEDEE' into the high score table, then use 'F1' to skip levels and 'F2' to restore lives. @endnode @node PACLAND PACLAND On the title screen type 'AVALON' for infinite lives. @endnode @node PANG PANG Quickly type 'WHAT A NICE CHEAT' on the map screen, this should make the screen turn purple and you can start on any level you want. To do this though, you may have to waggle your joystick (oo-er!) as fast as you can. @endnode @node PARADROID_90 PARADROID 90 Press 'F3' to access a game options screen. @endnode @node PARASOL_STARS PARASOL STARS Type 'CYNIX' during the game to enter the cheat-mode, then type: 'C' - for extra credits 'T' - to end stage 'D' - to die 'G' - to kill all nasties 'X' - for extra life 'B' - for a bonus screen 'M' - to get all three stars '1' to '7' - to skip to that stage 'F1' to 'F10' - to skip a particular level Also, on Level 3 World 3, kill all the nasties who are in the box and quickly collect all the green pepper-like things, you will be transported to the hidden world. Finally, I'm not sure about this one, starting a one-player game, plugging the mouse into player two's joystick port and pressing the right mouse button is supposed to clear a level. @endnode @node PEGASUS PEGASUS Here are some level codes: SCREECH DRAGONFLY BEEBOP CELESTIAL @endnode @node PERSIAN_GULF_INFERNO PERSIAN GULF INFERNO Here are some directions that will help you get going in PGI. When you come across terrorists always remember to shoot the terrorists in front of you and keep running in the same direction. Do not worry about the terrorists behind you. Make the following moves (deep breath!): Right, Up Stairs 1 Floor, Left, Up Elevator 4 Floors, Right, Open Blue Door, Right, Open Blue Door, Left, Up Elevator 2 Floors, Right, Open Green Door, Left, Down Elevator 3 Floors, Left, Up Stairs 3 Floors, Left, Open Blue Door, Down Stairs 1 Floor, Right, Up Stairs 1 Floor, Right, Open Blue Door, Left, Down Stairs 1 Floor, Left, Down Stairs 5 Floors, Left, Open Blue Door, Right, Open Blue Door, Left, Up Stairs 1 Floor, Left, Up Stairs 1 Floor, Left, Open Blue Door (you will have to use explosives), Right, Up Stairs 2 Floors, Left, Open Blue Door, Left, Open 2nd Blue Door, Right, Up Stairs 1 Floor, Left, Open Blue Door, Right, Up Stairs 3 Floors, Left, Open Blue Door. Now just follow the instructions that the hostages give you and you will be able to finish the game. @endnode @node PERSONAL_NIGHTMARE PERSONAL NIGHTMARE Here is the solution: DAY 1: N,E,WAIT UNTIL JIMMY BLANDFORD IS RUN DOWN,"EXAMINE JIMMY BLANDFORD",CLICK `ROOM',DRAW IN ALL OF THE OBJECTS INTO YOUR INVENTORY,W,S,"EXAMINE HEAVY JACKET",PULL KEY INTO INV,N,E,E,E,E,E,E,E,E,E,S,"UNLOCK DOOR","OPEN DOOR",S OPEN S DOOR,S,W,"LOOK UNDER TABLE",E,S,W,"LOOK BEHIND PAINT POTS",CLICK `ROOM' PULL OILSTONE,SLEDGEHAMMER & SECATEURS INTO INV,CLICK ON LARGE BOX,PULL MAUL INTO INV,E,N,N,N,N,N,W,W,S,W,"UNLOCK DOOR","OPEN DOOR",S,"DIAL 1815 INTO SAFE" "LOOKIN SAFE",CLICK ON PAPERS,CLICK `ROOM',PULL CERTIFICATE INTO INV,N,N,W,W W,N,"OPEN DOOR",N,N,N,"HIT DRAWER WITH HAMMER","LOOKIN DRAWER",PULL KEY INTO INV,S,S,S,W,W,"LOOKIN WEEDS","GET GARLIC",N,N,"UNLOCK DOOR","OPEN DOOR",N "HIT WALL WITH HAMMER","HIT WALL WITH HAMMER","HIT WALL WITH HAMMER","EXAMINE WOMAN","CUT FINGERS WITH SECATEURS",CLICK `ROOM',CLICK ON PRAYER BOOK,UP OPEN WEST DOOR,W,"EXAMINE BOOKS",CLICK `ROOM',CLICK ON TREASURE ISLAND BOOK PULL SAVINGS BOOK INTO INV,E,DOWN,OPEN S DOOR,S,"EXAMINE SMALL CHAIR","GET WOOL",N,E,S,S,DOWN,OPEN E DOOR,E,E,E,E,E,OPEN E DOOR,E,"DROP SHOES",UP,N "EXAMINE ALICE","GET KEY","LOOK UNDER BED",S,"DROP STEPLADDERS","GO UP STEPLADDERS","OPEN LOFT DOOR",UP,"GET JUG","FILL JUG WITH WATER","POUR WATER ON SUIT","UNLOCK JUDY","DROP BRASS KEY",DOWN,DOWN,"GET SHOES",S,S,W,W,W,W,W W,W,W,W,W,"OPEN GATES",N,"EXAMINE FENCE","GET STAKE",N,TYPE "KILL DOG WITH STAKE" PRESS RETURN WHEN THE DOG GETS CLOSE,N,N,"SWING OVER HOLE",UP,OPEN DOOR,N,"EXAMINE JACKET",PULL BOTTLE INTO INV,S,DOWN,"SWING OVER HOLE" S,S,S,S,S,E,E,E,E,UNLOCK S DOOR,OPEN S DOOR,S,OPEN E DOOR,E,UP,E,OPEN NE DOOR NE,"OPEN WARDROBE",PUT THE FOLLOWING IN WARDROBE:-,YALE + SHINY KEYS,STAKE,TIE PYJAMAS,"CLOSE WARDROBE",SW,W,DOWN,W,"GET BUGLE",SW,"PUT PLUG IN HOLE", "LOOKIN WASHING MACHINE",CLICK ON TROUSERS,PULL KEY INTO INV,NE,"REMOVE HANDLE FROM MAUL","DROP MAUL HEAD",E,UP,E,NE,"SLEEP" DAY 2: SW,CLOSE NE DOOR,OPEN N DOOR,N,"GET MIRROR",S,W,OPEN N DOOR,N,"EXAMINE PILLOW" "GET DIARY","UNLOCK DIARY",S,DOWN,W,OPEN N DOOR,N,N,E,E,E,E,S,E,E,E,"GIVE DIARY TO POLICEMAN","GIVE NUMBERPLATE TO POLICEMAN","GIVE CERTIFICATE TO POLICEMAN","DROP CERTIFICATE",W,W,W,S,"LOOKIN BIN",PULL NUMBERPLATE INTO INV N,E,E,E,"GIVE NUMBERPLATE TO POLICEMAN",S,"GIVE SAVINGS BOOK TO POSTMISTRESS" "BUY STAMP","EXAMINE DISPLAY STAND",PULL ENVELOPE INTO INV,"PUT FILM IN ENVELOPE","PUT VOUCHER IN ENVELOPE","PUT STAMP ON ENVELOPE","ADDRESS ENVELOPE" N,"PUT ENVELOPE IN POST BOX",W,W,W,N,W,N,W,W,DOWN,OPEN E DOOR,E,E,E,E,E,AS SOON AS THE VAMPIRE APPEARS,W,W,W,W,"REFLECT LIGHT WITH MIRROR",W,UP,E,E,S,W W,W,S,S,WAIT UNTIL AFTER MIDNIGHT,OPEN N DOOR,N,WHEN CAR IS CHASING YOU IF YOU CONTINUE TO GO EAST AND IT WILL,EVENTUALLY HIT A TREE,N,"OPEN GLOVE BOX" "LOOKIN GLOVE BOX",PULL KEYS INTO INV,S,W,W,W,W,W,S,S,E,UP,E,NE,"SLEEP" DAY 3: WHEN THE SOLDIERS APPEAR :-,"BLOW BUGLE",SW,CLOSE NE DOOR,"DROP WOOL","GET GUN "FIRE GUN","GET CORK","DROP GUN",E,"CLEAN BOTTLE",W,W,DOWN,N,N,E,E,N,N,N,E "PRAY","PUT TEARS IN BOTTLE","PUT CORK IN BO,TTLE",W,S,S,S,E,S,S,UNLOCK S DOOR OPEN S DOOR,S,E,"EXAMINE PAPERS","TAKE BILL",W,"EXAMINE BENCH","GET SPANNER" W,"PUSH RED BUTTON",E,"GO UNDER CAR","CLEAN SUMP NUT","TURN SUMP NUT WITH SPANNER","DROP SPANNER","PUT OILSTONE IN OIL","GET OILSTONE",W,E,N,N,W,W,W,W W,W,W,S,OPEN S DOOR,S,S,"OPEN WARDROBE","LOOKIN WARDROBE",PULL ROBE INTO INV N,OPEN E DOOR,CLICK `ROOM',CLICK ON FRUIT BOWL,PULL NOTE INTO INV,W,N,N,E,E,E E,E,E,E,E,E,E,"GIVE NOTE TO POLICEMAN","GIVE BILL TO POLICEMAN",W,W,W,W,W,W,S UP,E,NE,WAIT UNTIL 6 PM AND THEN "SLEEP" DAY 4: SW,W,DOWN,W,SW,NE,"OPEN ENVELOPE","GET PHOTOS","DROP ENVELOPE",N,E,E,E, E,E,E, E "GIVE PHOTOS TO POLICEMAN",W,W,W,W,N,W,W,W,S,S,E,UP,E,NE,"OPEN WARDROBE","GET RAIN COAT",SW,W,DOWN,W,N,N,W,W,W,W,N,WAIT UNTIL 11 PM OR UNTIL THE GARDENER GOES,N,N,W,"HIT MAUSOLEUM WITH HAMMER",W,"TAKE AXE","PUT HANDLE ON AXE","WEAR ROBE","MOVE COFFIN",DOWN,E,WHEN THE ACOLYETES HAVE GONE CLICK ON THE DOOR "HIT ACOLYTE WITH AXE",QUICKLY "HIT DEVIL WITH BOTTLE",CONGRATULATIONS! @endnode @node PETER_BEARDSLEY'S_INTERNATIONAL_SOCCER PETER BEARDSLEY'S INTERNATIONAL SOCCER Continual tapping of the fire button while in possession of the ball prevents any other players from tackling. @endnode @node PHANTASY_III PHANTASY III When depositing gold, type in '9999999'. Now you will have 27000 pieces, no matter how many you had originally. @endnode @node PINBALL_FANTASIES PINBALL FANTASIES Load the game as usual and select the table you want. Wait until it has loaded the table from disk and then type in either or both of the following: 'EXTRA BALLS' - gives you five balls instead of the usual three (any extra balls won during the game are ignored though) 'DIGITAL ILLUSIONS' - this will prevent balls from being lost from the table (but be careful you don't tilt the table or you'll have to re-boot) NB: [This cheat can only be used for practising because the high scores aren't saved] 'HIGHLANDER' - makes the balls heavier 'VACUUM CLEANER' - clears the hi-scores 'EARTHQUAKE' - disables the tilt function 'FAIR PLAY' - sets cheat options to default The following just give various messages and aren't cheats: 'ANDREAS', 'ULF', 'MARKUS', 'TECH STUFF', 'THE SILENTS', 'FREDRIK', 'OLOF', 'BARRY' and 'CREW'. Also, if you exit the table you'll have to type the cheat(s) in again on the next one. @endnode @node PIPELINE PIPELINE Here are all the level codes: FOLD EYES EGGS TEAR PEAS DUCT PODS @endnode @node PIPEMANIA PIPEMANIA The codes to the higher levels are: 4 GRIP 20 BLOB 8 TICK 24 BALL 12 DOCK 28 WILD 16 OOZE To finish the game the last eight levels have to be done by yourself. @endnode @node PITFIGHTER PITFIGHTER Type 'LOBSTERS' while you're fighting and you'll be able to skip levels by pressing: '1' to '0' - to skip to various levels 'L' - to go to the elimination round 'G' - to go to the grudge match and 'C' - to go to the last championship level @endnode @node PLAN_9_FROM_OUTER_SPACE PLAN 9 FROM OUTER SPACE Here is the full solution: Before you start, remember - if you want to watch any of the reels of film found in the game, then you can either watch them in the editing room of Cheapflik Studios or any of the project booths you will come across. At the start of the game, you'll find yourself in the producer's office. Go in the hall, then down to the foyer. Walk into the street, past Joe's Diner and into the Hub-Cap Bar. Talk to the woman (if it is a woman) by the bar. She will mention Vlad the Impaler St, which is where Bela Lugosi used to live. Talk to the barman, and buy a bottle of rum from him. Go back to the producer's office, and see if he has gone. If he hasn't, then keep going in and out of the studios for a while until he does. If you examine his desk, you will find a key for the editing room. Go in his private room on the right, and examine the pictures on the wall - in particular the one on the left. This will give you an address - Lot 9, Pleasant Rest, Highgate. Go downstairs and ask the doorman to call a cab. Tell the cabbie to take you to Lot 9, Pleasant Rest, Highgate. When you arrive at the cemetery, go through the gate and enter the crypt. Examine Bela's body to discover a door key, then pick up the hammer. Get back in the cab, and go to Vlad the Impaler Street. Enter the house, then go left into the study. Examining the flyer on the table next to the books will reveal an advert for the local shopping mall. Pick up the pictures of Bela from the table, then examine the trophies on the rear wall. Push the one on the left, and a credit card will fall out. Leave the house and take the cab to the Hypermega Mall. Press the lift call button, then go inside when the doors have opened. Press button two, then enter the Lycanthropository. Talk to the woman, use the credit (TrEx) card to buy the scary mask, then examine the mask and you'll find a note with a key. Read the note, then go to the fifth floor and enter the Hardware store. Say to the assistant 'Nice day for gatherin' corn' then examine the spade and buy it (using the credit card). Get a copy of your passport photo by using the passport with the photocopier. Go to the sixth floor, and enter the bank. Talk to the teller, then change some of your money into the currencies of Washington, Brazil, Hong Kong and Australia. Examine the credit card and note the number on the back (350143). Hand the key you found in the mask to the teller and she'll ask you for your deposit box number. Look at the range of numbers she offers, and pick the one closest to yours (530143). Open the box and take the reel of film (hooray!). Examine it, and you'll see that it has the word 'Wun' written on it. Next go to the Travel Agents on level three and buy a ticket to Rio (using the credit card). Leave the mall and go to the cemetery. Enter the gates, then go left where you will find a grave with a wooden cross. Use the spade on the grave three times to dig it up, then you should come across the second reel of film. The reel should be marked 'Of'. Go to the airport, and give the ticket to the airline rep. Board the plane, then go inside the cockpit and talk to the pilot. Ask if he knows a place to stay, and note his name - he will tell you about something he left behind in Rio on his previous visit. When you arrive in Rio get in the cab, and you will be taken to a hotel. Examine the book on the counter, and note the room number which the pilot stayed in. Ask for the same room, then go upstairs. Take the Pilot I.D. which is on the table, examine it for the pilot's address - 21 Aviation Way, Studio Town. Replace his photo with yours. Now leave and go to the cave on the beach. The bats will take the picture of Bela from you and leave you alone. Pick up the third reel of film, which will be marked 'Lo'. Go to the airport, where a group of security guards will arrest you and take you to the police station (note: it's a waste of time bribing the guards). After your trial you will find yourself in a cell. Give the bottle of rum to the guard, and he will leave - dropping a statuette on the way. Pick it up, and use the hammer on it. Inside you will find a slimy Deathhead Moth pupa (this is a great story innit?!). Go to the airport, and give the Pilot I.D. to the rep. Fly home, then get a cab over to Aviation Way. Use the credit card to open the door, then drop the spade, small key, room key and house key. Pick up the scuba gear, then go into the back garden where you'll find the fourth reel of film, marked 'Property'. Go to the store room of the studio, then pick up the love beads. Take a cab to the airport, then give the Pilot I.D. to the rep, select Australia as your destination, then board the plane. Go to the beach, and talk to the sexy (?) bather - say 'Hi there, Nice weather'. Then ask her if she would like the love beads. She will take them, and lead you to a hippy commune. Fly home, and go to the building site outside Cheapflik Studios. Talk to the two blokes about the hippy commune, then go to the diner and pick up the balloon (this is getting worse!). Go back to the store room in the studio, then drop the mask and the note. Pick up the dictionary, then fly back to Australia and go to the hippy commune again. Talk to the hippies about Fred, and they will give you a reel of film marked 'H.K.'. Go to the bridge on the left of the Sydney Opera House and talk to the painter. You will slip and fall in the water - quickly use the scuba gear before you drown. Pick up the crowbar, then use the balloon with the scuba gear. You will now shoot to the surface. Fly to Hong Kong, and talk to the movie mogul. He'll tell you about the Netsuke which was stolen. Fly to Washington and talk to the chief, who'll send you to Cuba. While you're standing on the wharf, the guard will speak to you. To understand what he is saying, examine the dictionary. He will give cigars and a poster, so go back to Washington and give them to the chief. He will send you to the Smithsonian Institute. Get in the taxi and when you arrive at the Institute give the slimy pupa to the curator. Go to the warehouse and examine the crates until you find one marked 'O.R. Yental, Hong Kong'. Use the crowbar to open it, it will reveal the Netsuke and the last reel of film. Fly back to Hong Kong and give the Netsuke to the movie mogul who will give you an ancient talisman. Go to the border, then go across the wall to China. A group of Ninjas will jump out and take you to a monastery. Quickly give the talisman to the monks, who will take you to see the Aliens... Game Over! @endnode @node PLANETFALL PLANETFALL Here is the full solution: DIRECTIONS ARE GIVEN AS SINGLE LETTERS AND ANYTHING OUT OF THE ORDINARY WILL BE INDICATED IN 'QUOTES'. OTHERWISE, JUST TYPE THE COMMANDS IN THE ORDER GIVEN. HERE GOES. YOU START ON BOARD THE FEINSTEIN, WHERE YOU ARE SUPPOSED TO BE SCRUBBING THE DECK. NOT MUCH TO SEE HERE, EXCEPT THAT MEAN &%$*#$ BLATHER. AN ALIEN MAY STOP AND GIVE YOU AN AD BROCHURE. IF HE DOES, JUST DROP IT AS IT'S JUST INFOCOM'S TRADITIONAL TRADEMARK. THEREFORE, YOU SHOULD JUST: WAIT (KEEP WAITING UNTIL THE SHIP BLOWS UP), THEN GO W INTO THE POD. GET IN WEBBING, WAIT (KEEP 'WAITING' UNTIL YOU LAND ON THE PLANET), GET OUT, GET KIT, OPEN DOOR, EXIT POD, SWIM UP, U, U, U. YOU SHOULD NOW BE IN THE COURTYARD. YOU MIGHT WANT TO SAVE THE GAME HERE, IN CASE YOU GOOF HEREAFTER. NEXT GO: N, NE, E, E, E (DOWN THE LONG HALL), S, S, S, SE, TURN ON ROBOT (NOTHING WILL HAPPEN AT FIRST, BUT HE'LL JOIN YOU SOON), W, W, DROP BRUSH AND ID CARD, GET BAR, NE, N, N, N, N, HOLD BAR OVER CREVICE, DROP BAR, S, OPEN KIT, DROP KIT, W, W, UNLOCK PADLOCK WITH KEY, REMOVE PAD- LOCK, DROP KEY AND PADLOCK, OPEN DOOR, N, GET LADDER, S, E, E, N, N, DROP LADDER, OPEN LADDER, PUT LADDER OVER RIFT, N, W, W, OPEN DESK, GET SHUTTLE CARD, E, OPEN DESK, GET KITCHEN CARD AND UPPER CARD, E, S, S, S, E, PUSH BLUE BUTTON, W, EAT BROWN GOO, S, S, S, SW, GET FLASK, E, PUT FLASK UNDER SPOUT, PUSH RED BUTTON, GET FLASK, N, N, N, N, E, N. YOU SHOULD NOW BE IN THE UPPER ELEVATOR, WHERE YOU NEED TO: 'SLIDE UPPER CARD THROUGH SLOT', 'PUSH UP BUTTON' *** NOW, KEEP WAITING (OR DO ANYTHING TO USE UP MOVES. I LIKE USING 'L' CONTINUOUSLY) UNTIL THE ELEVATOR DOOR OPENS UP. THEN: S, NE, POUR LIQUID IN HOLE, SW, N, SLIDE UPPER CARD THROUGH SLOT, PUSH DOWN BUTTON, ('WAIT' UNTIL DOOR OPENS), S, W, S, S, S, S, PUT FLASK UNDER SPOUT, PRESS GREEN BUTTON, GET FLASK, N, N, N, N, E, N, SLIDE UPPER CARD THROUGH SLOT, PUSH UP BUTTON, (WAIT UNTIL DOOR OPENS), S, NE, POUR LIQUID IN HOLE, SW, N, SLIDE UPPER CARD THROUGH SLOT, PUSH DOWN BUTTON, (WAIT UNTIL DOOR OPENS), S, W, S, S, S, S, PUT FLASK UNDER SPOUT, PUSH GRAY BUTTON, GET FLASK, N, N, N, N, E, N, SLIDE UPPER CARD THROUGH SLOT, PUSH UP BUTTON, (WAIT ...), S, NE, POUR LIQUID IN HOLE, DROP FLASK. *** O.K., THE COMMUNICATIONS SYSTEM IS REPAIRED. YOU ARE PROBABLY VERY TIRED BY NOW, SO LET'S GET TO BED!...TRY: SW, N, SLIDE UPPER CARD THROUGH SLOT, PUSH DOWN BUTTON, (WAIT ...), S, W, W, N, GET IN BED, SLEEP (YOU MAY NEED TO WAIT A MOVE OR TWO). *** NOW, IN MY EARLY VERSION, THERE'S A BUG THAT TAKES ALL OF THE ITEMS THAT YOU AREN'T WEARING AND PUTS THEM IN THE ROOM OUTSIDE YOUR BED. THEY ALSO AREN'T VISIBLE UNLESS YOU'LOOK'OR GO OUT OF THE ROOM AND RE-ENTER. IF YOU FIND YOU'RE MISSING YOUR ACCESS CARDS, THEY ARE RIGHT THERE IN THE ROOM NEXT TO THE BUNK. O.K. NOW ON TO THE OTHER COMPLEX!!! (YOU MIGHT WANT TO SAVE THE GAME AGAIN!) GET UP, (LOOK AND GET YOUR CARDS IF YOU NEED TO), S, W, S, GET CANTEEN, OPEN CANTEEN, SLIDE KITCHEN CARD THROUGH SLOT, DROP KITCHEN CARD, S, PUT CANTEEN IN NICHE, PUSH BUTTON, GET CANTEEN, N, N, E, E, S, E, GET BEDISTOR, W, S, S, SW, GET LASER AND PLIERS, NE, N, N, N, EAT RED GOO, E, N. *** NOW, THE NEXT THING YOU NEED IS THE LOWER ELEVATOR ACCESS CARD. FLOYD HAS IT, BUT THE ONLY WAY TO GET IT FROM HIM IS TO BE IN THE UPPER ELEVATOR WITH HIM AND KEEP SAYING 'SLIDE UPPER CARD THROUGH SLOT'. EVENTUALLY, HE WILL SHOW YOU HIS CARD, AT WHICH POINT YOU SHOULD 'GET LOWER CARD'. THEN YOU SHOULD: S, PUSH RED BUTTON, DROP UPPER CARD, (WAIT UNTIL THE ELEVATOR OPENS), S, SLIDE LOWER CARD THROUGH SLOT, PUSH DOWN BUTTON, DROP LOWER CARD, (WAIT UNTIL DOOR OPENS), N, E, S, E. *** YOU SHOULD NOW BE IN THE SHUTTLE. ALFIE CONTROL EAST, TO BE EXACT. THIS LITTLE HONEY WILL TAKE YOU TO THE LAWANDA COMPLEX ON THE OTHER ISLAND. THE SHUTTLE CONTROLS ARE VERY SIMPLE. THE LEVER CONTINUALLY ACCELERATES THE SHUTTLE WHEN IN THE UP POSITION. IT MAINTAINS CURRENT SPEED WHEN IN THE MIDDLE POSITION AND DECELERATES THE SHUTTLE WHEN IN THE DOWN POSITION. TO ACTIVATE THE CONTROLS, INPUT: SLIDE SHUTTLE CARD THROUGH SLOT, DROP SHUTTLE CARD, PUSH LEVER UP. *** O.K. NOW, KEEP HITTING 'L' AND YOU'LL NOTICE YOUR SPEED INCREASING EACH TIME IN INCREMENTS OF 5. KEEP HITTING 'L' UNTIL YOUR SPEED HITS 55 MPH. (NEVER MIND THE SIGN YOU SEE). THEN, 'PULL LEVER DOWN'. IT WILL NOW BE IN THE MIDDLE POSITION AND YOU WILL BE STEADY AT 55 MPH. SOON YOU WILL SEE A SIGN MARKING THE HALFWAY POINT. WHEN YOU SEE IT, HIT 'L' ONE MORE TIME, THEN INPUT 'PULL LEVER DOWN'. THE SHUTTLE WILL DECELERATE (IGNORE THE SPEED LIMIT SIGNS) AND SHOULD STOP RIGHT WHEN YOU'VE ENTERED THE LAWANDA STATION! (THIS IS ANOTHER GOOD TIME TO SAVE THE GAME!) *** O.K., NOW TO FINISH FIXING THE REST OF THE SYSTEMS AND FINISH THE GAME. NOTE >>> SOMETIME BETWEEN NOW AND THE END OF THE GAME(DEPENDING UPON HOW LONG IT TOOK FLOYD TO GIVE YOU THE LOWER CARD), YOU WILL GET HUNGRY. WHEN YOU DO, JUST 'DRINK LIQUID' AND DISCARD THE CANTEEN. O.K., FROM ALFIE CONTROL EAST GO:W, N, U, U, NE, N, TELL FLOYD TO GO NORTH, TELL FLOYD TO GET SHINY BOARD, S, E, N, OPEN PANEL, REMOVE SECOND BOARD, INSERT SHINY BOARD IN PANEL, DROP FRIED BOARD. *** O.K., THE PLANETARY DEFENCES ARE REPAIRED! NEXT: S, E, N, OPEN LID, REMOVE FUSED BEDISTOR WITH PLIERS, INSERT GOOD BEDISTOR IN CUBE, DROP FUSED BEDISTOR AND PLIERS. *** COURSE CONTROL IS FIXED! NOW GO: S, S, S, S. *** YOU SHOULD NOW BE IN THE COMPUTER ROOM. YOU MUST NOW WAIT UNTIL FLOYD ENTERS AND NOTICES THAT THE COMPUTER IS BUSTED. THEN: NE, OPEN BIO-LOCK DOOR, SE, E, LOOK IN WINDOW. ***FLOYD SHOULD NOW BE WITH YOU AND THE BRAVE LITTLE SOUL WILL SEE THE MINIATURIZATION CARD IN THE LAB AND WILL VOLUNTEER TO GET IT. YOU NEXT SHOULD: OPEN DOOR, CLOSE DOOR, L, OPEN DOOR, CLOSE DOOR, (DEAR LITTLE FLOYD WILL PERISH), GET MINIATURIZATION CARD, W, OPEN DOOR, W, S, REMOVE OLD BATTERY, DROP OLD BATTERY, INSERT NEW BATTERY IN LASER, N, SW, S, SLIDE MINIATURIZATION CARD THROUGH SLOT, TYPE 384, SET DIAL TO 1, E, N, N, SHOOT BOULDER WITH LASER, (YOU WILL NEED TO KEEP SHOOTING THE BOULDER UNTIL YOU DESTROY IT), SET DIAL TO 6, S. *** A LARGE MONSTER WILL NOW BLOCK YOUR PATH. YOU HAVE TO KEEP TYPING 'SHOOT MONSTER WITH LASER'. THE WOUNDS WILL KEEP HEALING, BUT SOON YOU WILL SEE IN THE DESCRIPTION THAT THE MONSTER IS ATTRACTED TO THE HEAT OF THE LASER. WHEN YOU SEE THIS DESCRIPTION, YOU NEED TO 'THROW LASER INTO VOID'. THE BEAST WILL FOLLOW AFTER IT. NEXT: S, W, (YOU WILL FIND YOURSELF IN AN AUXILIARY BOOTH), N, OPEN DESK, WEAR MASK, PUSH RED BUTTON, OPEN DOOR, W, OPEN LAB DOOR, W, W, OPEN DOOR, W, SW, W, S, PUSH BUTTON. *** ALL RIGHT, YOU'VE DONE IT!!!!! ALL YOU HAVE TO DO IS WAIT FOR THE DOOR TO OPEN, THEN GO NORTH AND THE REST TAKES CARE OF ITSELF!!!! @endnode @node PLATOON PLATOON On the title screen type 'HAMBURGER' then press 'F5' for infinite lives. In-game, the keys 'F1' - 'F4' skip to the different parts of the game. If this doesn't work, try typing 'HAMBURGER-HILL' instead (using the '-' key on the numberpad. @endnode @node POLICE_QUEST POLICE QUEST Here's the complete solution: INTRODUCTION: There are many times in this game where it may be appropriate to LOOK or EXAMINE XXX, but I have left them out in the interests of brevity. Make your own decisions about when you want to do so. PART 1: POLICE HEADQUARTERS: You start in the main hallway of the station. To the west is the door to Sgt. Dooley's office. To the east is the locker room and the briefing room. To the northeast is the exhibits window, and to the northwest is the entrance to the computer room. The first thing to do is go to the locker room. Your locker is in the far bank at the first set of white buttons. Go to it and OPEN LOCKER. GET your GUN, AMMUNITION, BRIEFCASE, and HANDCUFFS. CLOSE the LOCKER, head back out to the hall, and into the briefing room. Walk east to the pigeonholes, stand in front of the second one and LOOK IN HOLE. You'll see that Steve has a stack of warrants. In the third one you'll find a note from Steve suggesting a coffee break at Carol's Caffeine Castle and saying he'll radio you at the appropriate time. At the back of the room you'll see something on the table. Go over to it and GET NEWSPAPER. Flip through it and then close it. As soon as you close the paper, the briefing will begin. Walk to the front table on your right and stand on the left side of it next to the centre aisle. The game will notify you that this is your position. Stand there, wait for the other officers to arrive, and listen to the briefing when Dooley gives it. Afterwards, leave the room and walk across the hall to the board next to Dooley's door. GET the patrol car KEYS and walk to the table at the end of the hall. GET EXTENDER and go west down the hall and out the door to the parking lot. Your patrol car is the one nearest the street, across from your fancy blue Corvette. Perform your safety inspection as described in the manual, OPEN the DOOR, toggle yourself in, CLOSE the DOOR, and toggle the map. PART 2: HITTING THE STREETS: Back up a little, turn, and drive into the street keeping close to the curb, But not TOO close since you don't want to run into the curb. This is a good time to practice driving and mark off the map that came with your game using the letters and numbers that show on your screen. Locate all the buildings with parking areas. You'll find five with "indents", Carol's, The Blue Room, The Hotel Delphoria, The City Park, and the Courthouse. Two others will have regular lots, the Police Station where you start and the City Jail across Seventh Street from the Courthouse. In addition, Cotton Cove has a parking area much like a parking lot. Generally, you can do this simply by driving around the edges of the City. Also notice which one is your car. Mine was white with a red stripe across it. After you've driven around for a while, you'll receive a call to investigate an accident on Fourth Street near Fig. When you get to the proper screen, the car will show as a crumpled green thing on the left side of the street. (Your left, not Sonny's necessarily). Pull in behind the green car, ead the dialogue box, and toggle the map. OPEN the DOOR, get out, CLOSE the DOOR walk over to the open passenger door of the crashed car, and examine the driver twice. Ouch! It seems he's not only dead, he is a probable murder victim Notify dispatch and they'll tell you a homicide unit is on the way. Next, go and TALK TO the BYSTANDERS. One young man will tell you a light blue Cadillac was involved. Talk to him again and you'll get the first part of the Caddy's license plate number, L964. Call in the vehicle information and fairly soon Dooley and Homicide Detective Hamilton will arrive. Dooley takes over for you so get back in your car, toggle the map, and save. Getting out of there is tricky! Continue driving around town and fairly soon Steve will call you for a coffee break at Carol's. Go there, park in the indent behind Steve's patrol car, toggle the map, get out, and go inside. Steve will be sitting at a booth on the left. Sit down and TALK TO STEVE. This won't result in much but, pretty soon, Carol will come over with your coffee. DRINK COFFEE and shortly the phone will ring. After she answers it, Carol will inform you that Detective Hamilton is calling for you. STAND UP, walk to the phone, and ANSWER PHONE. Hamilton will give you the ID of the dead driver and some other interesting information. Leave Carol's and go back to driving around. Save. Pretty soon you'll see a red sports car run a light. Put on your siren and chase the car. This has some rather fun music but is also dangerous so don't forget to save. When you get behind the car, it will pull over. Stop, toggle the map, and call in to dispatch Helen Hots? Well, yes. In more ways than one. OPEN your BRIEFCASE, GET your ticket BOOK and PEN, get out of the car, and walk over to the sports car. ASK FOR LICENSE, LOOK at WOMAN and *whooee*!! Well, you're a professional, so WRITE TICKET. At this point she'll tell you it was an honest mistake and ask if there isn't something she can do about it. *Anything* in fact. You can ignore her and go on writing the ticket, but you'll be missing 2 points so say NO and continue writing the ticket. RETURN LICENSE, GET SIGNATURE, and GIVE her the TICKET. Whew! Go back to your car, get in, and toggle the map. As you leave you get the distinct feeling she doesn't care for you very much. Anyway, back to driving around town. Pretty soon you'll be called back to Carol's on a complaint. Go there as before, but before you get out of the car, GET NIGHTSTICK Go inside, walk up to the counter, and TALK TO CAROL. She's a bit upset, and will tell you about the bikers next door. How exciting. Oh well, you better go next door to Wino Willy's and have a talk with them anyway. The first thing you'll notice is they don't care for the police much. When they ask what you want say MOVE BIKES. They'll ask how you plan to make them do so and then threaten you. Hit the key to use your nightstick which will make it quite clear to them what you have in mind. They'll back down in a hurry and clear out. When the bikers have left, you'll notice a local "working girl" sitting on a stool who recognizes you and calls you by name saying she sure is glad you showed up. TALK TO GIRL and it's Sweet Cheeks Marie. If you look at her you'll find out why she recognized you. She'll say she just knows you want something (talk to her again if you looked), so tell her what you want. INFORMATION or DRUGS will do. She'll tell you quite a lot and you'll give her a tip in return. PART 3: Save again and go back to driving around town. Pretty soon you'll see a pink car driving very erratically and will be alerted. Hit your siren, chase it, and it will pull over. Toggle the map and call in, then get out and walk over to the car. Well, he certainly appears to be drunk. Say GET OUT and back away from the door a bit. GET LICENSE and you'll see that he's a programmer. ADMINISTER FST and HANDCUFF SUSPECT. He'll ask you to cuff him in front since he's not feeling too well but say NO. It's correct procedure, and, besides, he'll get nasty if you do which will, of course, end the game. READ him his RIGHTS and say GO TO CAR. Walk behind him to the patrol car, open the back door, back off a bit to let him in, and close the door. Get in behind the wheel, toggle the map, and take him off to jail at the east corner of Seventh Street near River Road. When you get there, pull into the parking lot, get out, let him out, and follow him up the stairs to the squared off panel on the left side of the door. When you get there, OPEN LOCKER, PUT GUN, CLOSE LOCKER, and walk around him to the button on the right. PUSH BUTTON and the jailer will open the door for you to go in. Walk to the window and say DRUNK DRIVER. When the jailer tells you to TAKE OFF CUFFS and walk your prisoner to his cell. As you walk back to the door, Laura comes in wanting to talk to you. Seems there's an opening in narcotics which you have a chance at, but you need to apply for it. When you're finished talking to Laura, the jailer calls you over and says Sergeant Dooley wants you back at the office on the double. Now you can actually leave but don't forget to pick up your gun on the way back to the car. Go back to HQ. As you walk in the door there's a table against the wall with memos and an in basket. Go over to it, WRITE MEMO, and PUT MEMO IN BASKET. Now, go down the hall to Dooley's office. Dooley will be out in the hall. Walk up to the various officers and they'll each tell you some things about what's going on. Something about a chicken. Walk up to Dooley's door and he'll ask you to have a look. OPEN DOOR and go in. There you will see one of the funnier sights in the game! Walk over to the desk and you'll get a description. This is one place where, if you have the sound turned off, it's well worth your while to turn it on. Go up to the desk and EXAMINE CHICKEN for a more terse but still interesting description of the phenomenon. Unfortunately, you don't know anything about it and can only leave. As you get to the hallway, some of your fellow officers are still standing there. Walk up to them and they'll invite you to the Blue Room for a surprise party for Jack. Seems they've hired a dancer. Hmm. Sounds like fun! Go back to your locker and PUT your UNIFORM in the locker. Everything you don't need will go in, your towel will come out, and you'll be notified that you must shower. So, CLOSE LOCKER, walk to the shower stall. (Use the one on the right since Morris Fudley's used up all the hot water in the other one. ) Toggle the shower on and off, go back to your locker, open it, GET CLOTHES and GET KEYS. Close the locker and head out to the parking lot, returning the patrol car keys and the extender on the way. Get in your blue Corvette and head off to the Blue Room on Ninth, between Fig and Peach. When you get there, you'll see your friend Jack sitting alone at a table in the middle of the room. Walk over, talk to him, and he'll invite you to sit down Do so and he'll tell you what a depressing day he's had. It wasn't nice. Pretty soon another officer comes in and sits down and then a fourth comes in with a cake. Jack reacts with an embarrassed groan and you all sing Happy Birthday Then comes the dancer! Hoochy-Coochy Hannah in a grass skirt and balloons! She does quite a dance, and it cheers Jack up a lot. Unfortunately, when Hannah is done, Keith reminds you about your shift swap and that you're due at the station in 15 minutes. Back to work!Head back, open your locker, PUT CLOTHES, take your shower, grab your uniform, etc. , and head back to the briefing room. Seems another narcotics dealer is missing. There's a slight difference in paint color on the cars but he may have been involved in the traffic homicide you earlier investigated. Dooley also gives you your call numbers, 83-32. This is as good a time as any to open your briefcase, get out your notebook and WRITE a NOTE to yourself in it. 83-32 works as well as anything else. Close your briefcase and read the black board. Oohh!! Nice! Look in your hole and you'll find another message. Leave the room, get the keys and extender, head out to your patrol car, inspect it, get in, and toggle the map. The next part gives most everyone trouble. Start driving around town looking for the blue Cadillac I've been told you can call in if you think you see the right car but have never tried it. In any case, you'll get a call on your radio about the car saying it's been seen in the vicinity of Jefferson High. Stop the car and save Ignore the part about the school and look around your screen for what may look like a light green car. When you decide on which one it is, hit the siren, and start chasing it. The correct car will try to evade you by turning frequently, speeding, and so forth, but will eventually pull over. The wrong car will normally disappear when you change screens. If it takes you some time to stop him or you aren't using the siren, you may be get the radio call again. When you've stopped him and toggled the map, be VERY careful to follow procedure exactly. First call in and wait for your backup to arrive. You can look around or whatever but stay in the car. When he arrives, he'll radio dispatch to hold all radio traffic and say he'll cover you. Wait for him to do so. When he's in position, open the door, get out, then load and draw your weapon Say GET OUT. Your suspect will do so and start walking toward you. Say HALT. Say HANDS UP and then LIE DOWN. When he's done so, walk towards him with your gun drawn. Your backup will say he has him covered and to go ahead and cuff him. Walk to where his hands will be cuffed and holster your gun. CUFF SUSPECT, SEARCH PRISONER, and READ RIGHTS. You don't want to take any chances with this creep! Say GET UP and GET IN CAR. Close the door. Your backup will call in so go SEARCH the CAR. OPEN BOX and you'll find a black notebook and two driver's licenses. Examine the notebook and you begin to get an even better idea of what a creep this guy is! Not only do you see bribes, gambling, hard drugs, etc. you notice some initials with "terminate" in front of them. Those are the initials of the two drug dealers who've been murdered recently. Put the book back and EXAMINE LICENSES. Great! Just what you need! Multiple IDs. Your backup will take care of this stuff so put it back, close the box, and go around to the back of the car. OPEN TRUNK and you'll find samples of both coke and marijuana! Close the trunk, get in the patrol car, and transport the suspect to jail. Go inside as before and don't forget to put your gun in the locker. Book him for FELONY, take off the cuffs, and see him to his cell. What a sweetheart! Yuck!! As you're leaving, Jack walks in, congratulates you, and says Dooley wants to see you. PART 4: Grab your gun, go back to HQ, and into Dooley's office. Walk over to the desk and Dooley's eyes will start to water as he attempts to reads a memo to you. The gremlin has struck again! Dooley runs from the office cursing. Seems the memo has been sprayed with mace. Well, you sure want to know what it says, but obviously, getting the memo is a poor idea. Instead, walk around the desk to where Dooley was and READ MEMO from a standing position. You've been transferred to narcotics! Head off to the locker room for a change of clothes and the obligatory shower. Get your clothes and the rest of your stuff, including your weapon, and take off for Narcotics, dropping off the patrol car keys but keeping the extender. When you get there Laura will tell you the Lieutenant is waiting, so go next door to his office and walk up to the desk. Seems you'll be working with Laura on the Hoffman case. Go back to narcotics and talk to Laura. She'll show you around the office and give you your radio call number. When she's done, she'll tell you Hoffman's about to be bailed out for a mere $500, 000! Go to the cabinet, OPEN the DRAWER, and GET out the HOFFMAN file. Read through it and GET FILE. Move to the clipboard and get it. Flip through until you get to the FBI list on Jason Taselli who: a) is known to use the last name of "Hoffman, " b) also has a tattoo above his left nipple and c) is wanted for murder. GET the LIST and PUT the CLIPBOARD back. While you're here, get the keys to the undercover car. Now, head for the computer room As you are leaving the room, Laura comes in to say Hoffman's attorney is on his way over to the jail right now with the $500, 000 to bail him out! Hurry on into the computer room, TURN ON COMPUTER, and enter the search string of TASELLI, read the information. Yahoo! You've got it! Now you'd best hustle on over to the courthouse and convince Judge Palmer to issue the warrant. EXIT the computer and head straight out to the white undercover car in the parking lot. Inspect it and go. When you get into the courthouse, walk over to the window because court is in session and the judge will hold you in contempt if you just barge on in unannounced. Say EMERGENCY to the guy behind the window, and he'll send a message in with the bailiff. Wait for permission to enter and go into the courtroom. When the judge tells you to, walk toward the bench. She'll ask you who or what the warrant is for, so say HOFFMAN. When she asks for information, SHOW FILE. She'll ask if you have any other informationm so SHOW POSTER and the bailiff will take the evidence to her. When she asks why you think Hoffman and Taselli are the same person, say TATTOO. As you do so, everyone in the courtroom will laugh while the judge agrees with you and makes a comment of her own. She gives you the warrant and you take off in a hurry. Oddly, despite the fact that it's right across the street, you must drive to the jail so don't forget to save. When you arrive GIVE the WARRANT to the jailer. You can't do anything so just wait. Whew! Just in time!! When you're done, go back to HQ. When you arrive, Laura is waiting for you and heads straight for your car. There's a drug deal about to go down in the park and the Lieutenant wants the two of you to stake it out. Head on over to the park and stop the car. Get out and head up the stairs into the park. Walk to the back and take cover. You can use either side but the left is easier as there's more space. On the right, any slight movement will blow your cover and end the game. Move around a bit until the game notifies you that you're out of sight, radioLaura, and maintain silence until it's time to move in. Load your weapon. Be very careful if you're using the Function or alternate keys to draw your gun. Generally the game depends on graphics to indicate a drawn weapon and, at least in my version, it will not verbally notify you that you have done so. Since it's a toggle key, if you get an alert box and miss or forget and try it again, you'll lose the game because your gun will be holstered. Following procedure here is of the utmost importance! This section is a realistic "feast and famine" police situation. You wait for what seems like ages for something to happen, and then everything starts happening at once. In any case, wait for the buyer and dealer to show up which they will do one at a time, the buyer first. Continue waiting until the money and drugs have changed hands. Notify Laura, and staying right where you are, say HALT or POLICE! The dealer will run so notify Laura about him, but the buyer will give up immediately. Walk over to him, toggle your gun back into the holster, and cuff him. Read him his rights, say COME WITH ME, and lead him back to the car. When you get there Laura will have the other suspect in custody so lead yours around to the other side of the car. Search them and talk to Simms twice. The second time he'll tell you he's now buying from Colby, meaning the dealer. TALK TO COLBY twice and he'll tell you his source and the phone number he calls. When everyone's in the car, toggle the map, radio in, and take your suspects off to jail. Laura's rather bossy so do what she tells you and then book them for DRUGS. After you're finished, head on back to HQ. When you get there Laura will suggest you go to the Blue Room to tell Jack you've nailed the creep who was dealing at Jefferson High where his daughter goes to school. Do so and you'll find Jack there, quite drunk. You talk to him in an attempt to cheer him up, but he tells you it may be too late for Kathy, who has already OD'd and is comatose in intensive care. That's not enough: After the cabby has come for Jack, Keith comes in to say Taselli has escaped and Morgan wants to see you right away! PART 5: Morgan will tell you to get Taselli's black book from the evidence room and check it out. Go down the hall and say BLACK BOOK to the guard. Look through it return it, go back to your office, and look in your basket. Read the note from Laura, leave the office, go back in, and Laura will be there. She'll tell you that Sweet Cheeks is in jail asking to see you but to talk to Morgan first. Do so and he will tell you that Sweet cheeks may be able to help you. They've discovered the drug problem is coming from the Hotel Delphoria and that Sweet Cheeks may be helpful in establishing your cover at the hotel. He'll call the jail while you go there to enlist her help. When you get to the jail, move over to stand in front of Sweet Cheeks Marie. After she shows her gratitude in her own way, she'll offer to do anything if you get her out of jail, and you'll be confronted with what is probably the worst parsing problem in any Sierra game Use two words here. The proper form is HELP OPERATION or HELP HOTEL. Either one will do and will trigger a longish sequence in which you explain, she agrees to help, and you walk out with lipstick on your face. Get in the car and head back towards HQ. Before you get there you'll get a call to go to Cotton Cove to identify a 1S7 victim. Go there and walk up to the officer who comes toward you. Move to the victim, MOVE BLANKET, and LOOK AT NIPPLE which will confirm your ID as well as the current whereabouts of Jason Taselli. Call in the information. Go back to HQ and into Morgan's office where he, Laura, and Marie are waiting for you. Listen to Morgan's plan and remember what he says. When the briefing is over, Dooley comes in to tell you that Jack Cobb's daughter has just died and that he's on extended family leave. You vow revenge for this senseless death! Go back to the locker room putting your extender back on the way. Open your locker, PUT ALL, PUT SUIT, CLOSE LOCKER, and head for the shower. Turn on the shower, BLEACH HAIR, and RINSE HAIR. Turn off the shower, go back to the locker, and GET SUIT. Close the locker and head back to Morgan's office in your new "pimp look. " Morgan gives you your instructions, $1, 000 in marked bills, and after a phone conversation, further information on Taselli's death. Be careful! When Morgan has finished, ASK FOR PHONE NUMBER, and he'll give it to you. Head for the white Cadillac, inspect it, and go to the hotel. Be very careful driving into the hotel. In fact, I suggest you save before you park. The indent here is a driveway rather than a plain cut. Since you must park parallel to the street, it can be very difficult. You may want to use slow mode and use the keyboard keys for maneuvering the diagonal. Fortunately, this is the last time you will need to use the car. When you're inside the hotel, walk up to the desk, and RING the BELL. Tell the desk clerk you want to REGISTER and PAY CLERK. Walk northwest to the door, into the Lounge, and over to the bar. Order WHISKEY or something and Marie will "recognize" you. You'll sit down at a table and the bartender will bring your drink. PAY BARTENDER, he'll get your change, and a couple of guys will come in, stop briefly at the bar, and head through the door at the left. Marie comments that they aren't the first as the bartender comes over with your change and asks to be introduced to you. Marie does so and takes off for the powder room. You chat with the bartender, establishing your cover, but when Marie returns nothing has happened so you drop some hints. Still nothing. So, when the bartender goes back behind the bar, go over to the bar to talk to him. When he comes up, SHOW MONEY. It works! Time to head off to your room. Go back out the door and into the elevator. PRESS TWO and go east to the end of the hall when you get there. UNLOCK THE DOOR, walk to the other side of the bed, USE PHONE, and type in 555-6674. When Morgan answers say WHITEY. He'll tell you to send Sweet Cheeks to HQ in a cab, to try to get behind the scenes in the hotel, and that your backup personnel will arrive later this evening. Use the phone again, and since you don't know the number, dial 411 for information. Say TAXI, call the number you're given, tell them to come to the HOTEL DELPHORIA, and tell Marie to take the cab to the station. Go back to the elevator, PRESS ONE, and head back to the bar. Show Woody the money and follow him into the back room. When you get inside, walk up to the partially filled table and SIT DOWN. Save here. There's one more player to arrive so wait for him. When the game starts, follow the directions on your reference card. To avoid losing all the department's money and an endless game save every time you win a bit of money. One or two slots are plenty as you can keep saving on top of the last. I found it helpful to make a note of how much money I had, changing it each time, and restored every time I lost a hand. When you've won a substantial amount of money, the game will end, you'll be invited to come back later for the big game, and given a password. Head back to your room and use the toilet if you like. In any case, your backups will arrive shortly. Walk up to the one standing by himself on the left and ASK FOR TRANSMITTER. He'll give it to you with a new supply of marked bills. Go back down and say FRANK SENT ME to Woody. He'll take you back, knock, frisk you again and escort you in. Save. Sit down and you realize just who "Frank" is! Yikes! This is IT!! Keep saving and winning. When you've won enough, Frank will suggest a discussion about a job. Say YES and he'll invite you to his room for a drink and a discussion about it. Say YES again and follow him up to his room the back way. Be careful on the stairs, they can be tricky. When you're in the stairwell, notify your backups using the standard radio method, and be very careful not to exit at the beginning of the stairs or at any other exit. You may want to use the keyboard to climb the stairs if you aren't already. They're on a direct diagonal. The final flight is especially tricky but all you need to do is get started up it and the screen will change to the top. Follow Frank out the door and down the hall to his room. When he goes inside, make sure you notify your backups of the room number. Enter the room and "Frank" will get a phone call. Uh-oh! When he comes back, it seems you've been recognized!! Fortunately, you remembered to call your backups, and they come charging in the room just in time! A bit of "deadly force" takes care of Bains for a very long time. Now it's your turn to sit back and watch. Keep pressing Return and enjoy your victory, at least for now. By all means don't get impatient or you'll miss the convictions, your parade, presentation, and, of course, Marie's offering. @endnode @node POLICE_QUEST_2 POLICE QUEST 2 Here is the full solution: DAY 1: Get the keys from the ignition and then open your glove box and get everything in there. Exit your car and go to the station door. Open it (DUH!) then go strait into the locker room, your locker is by the sink and the combination is on the back of your Busines card (In the Glove box) but that's to hard so it's 36-4-12. Get everthing in the locker and close it, go to your office (to your left as you leave the locker room) listen to the stuff the chief says and go to your desk, sit down and open your drawer, get the stuff in it and look in the basket on your desk. Go get keys from the rack, get a picture from bains file in the cabinet and go to the entrance room, theres a desk like thing there that has your feild kit in it which you need. Take it and go to the target practice range. Get ear protection and go to an empty stall and shoot once. Lower your gun and view the target. Type Look Target and it will tell you whats wrong with your gun. Adjust your Gun it when you look at the target it says adjusted correctly or something. Leave the station and put the feild kit in the trunk of the blue car. Drive to the jail. Put your gun in the locker and close it. Push the button and walk to the circle thing and type "Show ID" go in and ask for bains file the guy will give you a new file, get that picture. Go get your gun and drive to the mall. open the box in the corvette car and get the bullets and the holster. Now exit the car and ask the lady about her plates. Now go use your radio and drive to the cove. Talk to the lady about the the blood. Oh, talk to the lady first you know "TALK TO LADY" then draw your gun and load it and go to the left. when bains jumps out, shoot the gun, he'll get scared and leave, be carefull or you'll get run over. Now go to the the red marks by the river and get blood (If you forgot to get the feild kit out of the trunk, do it now then come back). Also make a cast of the footprints, go look in the trash and then search it. Read the name tag and go talk to Keith. Look in your wallet for the Scuba Card and get take 2 and everthing else you need (Flippers, belt, suit, vest). Exit the van and your now in the river. There are three things you get down here, on the middle screen by the rocks around the middle of the screen, keep looking at the ground till you find and object, get it. Go left to next screen and look ground till you find another object, get it. Go Right twice and theres a little round red spot, go look at it (its by the rocks) move the rock, look hand, get hand, then get body. Search the body, look at the hole and look at the throat. go get dressed and go drive to the airport. Look in the black car, and look at the plates. Go north and push the button. Cross the street and buy a rose. Go in and walk to the the lady teller, show her your badge, show her the picture, ask for flights Then go buy a ticket to houston. Go to the rental car place and show your badge to the lady teller, show picture and ask for rentals. Now go to the plane, show your badge to the guard and go on the plane put on your belt buckle and then when the lady talks to you say "Yes" Now go drive to the office. Go to the evidence window and type "Give Evedence" Now go to your office and... oh, get your field kit before going in the station. now drop the keys, go to the locker room and put all your stuff you got out of the locker back in. now go to your office, sit and call Marie 555-4169. Type hi then yes, now go drive in your own car, to Arnies. Go sit, order meatloaf, kiss Marie, eat, give rose, kiss till you leave the resturant. DAY 2: Get stuff out of locker, look in your message basket get your kit if you put it back, get keys, go to murder at warehouse, look trunk, search body, get corner, look trunk, move body, look trunk, get note ,exit trunk, get blood, enter car, use radio, drive to inn, go to man in window, show badge, show picture, ask about cole, use radio, call for backup, call for search warrant, talk to chuck (Guy by cop car) go get a key from the guy in the window when you get the warrant, stand by the side of the door, open the door, wait for gas to clear, go in, get blood with your field kit, look under bed from all sides, get lip- stick, go in bathroom, get card, go to car, use radio, drive to maries house, open door to house, look ashtray, dust ashtray, use tape, look in sofa and chair, get paper by ashtray, drive to office, go talk to chief, give card to cheif, go call colby 407-555-3323. talk to him about bains, go give all the evidence, go to the airport, buy ticket to Steelton, use phone, call Steelton Police 407-555-2677. Talk about bains then buy the ticket to steelton, go get on the plane OOPS! before you leave the station, you have to go readjust your gun! ok, back to the airport. Ok, show your badge and go on the plane, sit, buckle your seat belt and then get water, wait for hijackers unbuckle belt, load gun, when the lady gets thrown down, hit F8 then F10, when the next guy comes out, hit F10 again, go search both of them... you'll get wirecutters, an ID and a how-to-make a bomb list. now, go in the bathroom and open up the dispenser and do the following: 1. Cut Yellow Wire 2. Cut Blue wire 3. Cut Purple Wire 4. Connect Yellow Wire 5. Cut white wire 6. Cut Yellow Wire Now you go sit again, wait, get the radio in the guys office. Go north then north again. Use the radio when the guy tries to mug you. Read him his rights and then question him, now go south then east. look ground around the manhole cover. Climb the Ladder, go east and then go east and south till theres a way to go left. open the cabinet and get the mask, go back to the right and then go south till you can turn again, now go in the door. Calm Marie, when bains comes, hide behind the pipe on the left wall and draw and load your gun when bains draws, shoot him a lot. You won... @endnode @node POOLS_OF_RADIANCE POOLS OF RADIANCE When an enemy is about to make his move, press 'ALT' and 'X' (or 'ALT' and 'A'). A message will pop up announcing 'THE GODS INTERVENE' and you'll win the fight. This can be repeated when necessary and will also work on most of SSI's AD&D games. @endnode @node POPULOUS POPULOUS Here is the ultimate Player's Guide: BUILDING: Double click on the same point and then remove the top point, allowing you to create an area of nine flat blocks in only three clicks. NOW YOU CAN TURF OR SPROG: Reduce the area of crop fields that a castle has and the size of the building will be reduced. This lowers the capacity of the building to hold people and will force a walker to leave if it is too crowded. Use this method to force a walker from a large castle. It is important to note that the largest castle uses an extra block around the edge of its crop fields. This land cannot be used for direct settlement. LAND MAINTENANCE: Keep your land clean and tidy, remove swamps, rocks, broken and bad land. Without a strong clean landscape, your population will not flourish. Remove swamps as they are a direct drain on your population - especially bottomless swamps. HOW TO DEAL WITH KNIGHTS: If the enemy starts to use knights against you, you have a number of options open. Try ignoring the knight and letting it rampage through your land and burn a few houses; but make sure that you clean up the land and resettle behind it. Try to drown the knight - the computer opponent will not often allow you to get away with this but with practice it can often be achieved. The secret is to build a tough leader that can defeat the knight in combat. It is possible to use a system of buildings to create an artificial barrier to the knight's progress by nippling the land, letting the knight fight through the small houses, then removing the nipples to free some flat land to resettle. TOUGH LEADERS: Collect your people in a leader and then use that leader to assault the enemy. This is one of the most satisfying ways of playing POPULOUS. A tough leader can also defeat opposing leaders, knights and can form a tough knight for your side. PAPAL MAGNET MODE: Careful use early in the game can move your leader and people away from the homeland and into new territory fresh for expansion. WALKERS HAVE AN IQ: IQ is determined by the technology that walkers have and the number of times which they have been sprogged form a settlement. The degrees of intelligence are reflected by the walker's ability to locate new land etc. A low IQ walker will waste valuable time circling a large castle trying to find some fresh unsettled land, whereas the high IQ walker will spot the land five or six squares away. TECHNOLOGY: The technology which a person has directly affects the outcome of any combat that they are involved in. The weapons factor acts as a multiplier - and so weak people with swords are often a match for stronger club-wielding walkers. FIGHT MODE: This mode is very good for passive expansion. Your people will move towards the enemy and will tend to settle as they go. This mode is most useful when you are close to each other at the start of the game. THE FIGHTING LEADER: You can use your leader as a direct and controllable weapon, by placing the magnet in the building that you want to attack and then going into "goto magnet" mode. Your leader will charge off and attack the building, occupying it after the combat. But move the magnet and off he charges. In this mode you are not settling anything except the buildings that you are fighting over, so beware of depopulating your lands or being out populated. Your leader is constantly being supported by your walkers who are drawn to him. HOW TO WIN GAMES: The most gratifying way of finishing games is by direct use of your leader. A couple of tough knights certainly knock the stuffing out of weak opponents. Aided by the leader you can quite quickly finish the opponent off. Armageddon will draw the game to an instant conclusion, but try swamping just before your armageddon if the score is close on population. COMPUTER STRATEGIES: Learn the tactics and strategies that the computer uses. Look at the opponent it is allowed and decide which effects it will use. If it can only flood then build higher; if it can only quake then get ready to be shaken about. Learn to be shaken about. Learn the way the computer builds and take advantage of it. ADVANCED TECHNIQUES AND STRATEGIES: NIPPLING: Turf people from castles by lumping or nippling the land around them. Don't remove the lumps and let the walkers settle amongst the smaller castles. Do this to a large area around your castles and then remove all the lumps. This will have a knock on effect that should produce a number of new castles at the edge of your land, and then you can expand out from these. This tactic also shortens the time taken for a walker to settle after being turfed - a vital thing to do on landscapes where the environment is harmful. MULTI-SPROGGING: This is similar to nippling - and is designed to create as many settlements from one as possible. A large castle that has a reasonable population in it will reduce and produce a walker, so as soon as that happens reduce it again so that another walker is produced. The first walker will have settled and also can be reduced to produce another. From one castle, four settlements can be created. Flatten the land and you can create four castles from one. DETERMINATION: The best way to win any game is to out-build the opponent. Against the computer at higher rates this is often quite hard; however you can keep building after the computer has alteredits priority to attacking rather than building. You must weather the attacks and continue to build as fast as you can - eventually you can win through. POOR MAN'S VOLCANO: Get someone into the enemy's land and then settle them. Scroll the map to the furthest point from the flag of your building then raise the land, upsetting as many of his houses as possible. This is a cheap way of creating a volcano. SWAMPS: These are quite simply the most lethal weapon that you have. He who swamps first swamps hardest. Swamp his leaders and his people. Swamps will significantly reduce his population and can often keep the computer player down while you are building. THE HANDY SWAMP PLATFORM: To counteract the effect of the computer swamping your leader, you can place the magnet in any area of land that is lumpy and not susceptible to swamps. Collect your leader here and release knights into his land. The computer will try to swamp and have no effect, thus wasting manna. BUILD HIGH: If the computer has flood and a few other options, it is a good tactic to build at two or three levels high. You can simply ignore the flood and let it affect only its own people DOUBLE VOLCANO: If you build a volcano, try to do it on another volcano, either two together or on the site of another. Two volcanos together have more of an effect then two seperate. A double volcano is very time and manna consuming to remove. CHARGE: Getting your buildings in amongst the opponents gives you the chance to drown people, upset buildings and generally start attacking where it hurts - his home. You will also have the advantage of being safer from swamps and other effects. The computer will start to clean up the land which your people are settling. ZEN: Try building lots of settlements without bothering about turning them into castles. This gives you are larger number of walkers, but they are weaker than the castle-sprogged walkers. Zen allows you to ignore the special effects and concentrate on spreading and leading your people with your leader. Building through the hills tends to stop enemy knights, since they spend all their time destroying small and worthless huts and tents rather then the important houses and castles. This is called the soggy mountain tactic and you should also build castles at the back of your land with this buffer of tiny settlements before it. EXPANSIONIST POLICY: Learn the patterns of crop fields which are required by the various buildings. Learn the fastest building techniques and learn how to multisprogg and nipple. Then keep your land clean and build. Build some more, you can win very tough games this way. Keep doing this until you have out populated the opponent and have enough energy to armageddon. Do so and win! SWAMP IT: If it moves swamp it, if it doesn't move swamp it anyway. TWO PLAYER GAME TACTICS: DROWN PEOPLE: In the two player game the other player is less likely to notice the drowning people. If water is harmful then leave the people drowning in puddles, you will find that the people die very quickly in water! SWAMP OFF PEAK AREAS: Swamp an area that is at the back or in an out-of-the-way place and the other player will take longer to find it and may not remove it as quickly. This will allow more people to fall to their deaths. Swamping after the other player has just swamped causes a confusion (and if possible also earthquake well away from your swamp). The result will be that it looks like your retaliation was like a quake - and that the nasty sounds are your people drowning in their own swamps. Don't forget to tidy up after you with reference to these. POPULOUS TYPES: Descriptions for all 495 Worlds of the Conquest mode of Populous. This information also contains ALL the level codes for each world!!! KEY: BN = Battle Number World = Its Name or Code Land(scape): GP = Grass Planes D = Desert SI = Snow and Ice R = Rocky Options: His Reactions: VS = Very Slow (0-1) S = Slow (2-3) M = Medium (4-5) F = Fast (6-7) VF = Very Fast (8-9) Trailing digit is actual ranking from 0 to 9. His Rating: VP = Very Poor (0-1) P = Poor (2-3) A = Average (4-5) G = Good (6-7) VG = Very Good (8-9) Trailing digit is actual ranking from 0 to 9. Land Built: OP = On People OT = On Towns UP = Up only on People NO = None (can't build) Swamps: SB = Swamps Bottomless SS = Swamps Shallow Water: WF = Water Fatal WH = Water Harmful YOU & HIM: Number is starting population. E = Earthquakes S = Swamps K = Knights V = Volcanos F = Floods A = Armageddon - = Absence of corresponding capability NOTE: Those lines that end with an "*" denote battles where within 10 seconds many evil walkers die prematurely and are suddenly replaced with good walkers and good buildings. Is this a BUG or a feature? LIST OF ALL 495 POPULOUS BATTLES AND CORRESPONDING ATTRIBUTES: BN World Land Options YOU HIM 0 GENESIS GP VS0 VP0 OP SB WF 3 E S K V F A 3 - - - - - - 1 HURTOUTORD GP VS0 VP0 OP SB WF 3 E S K V F A 3 - - - - - - 2 JOSAMAR GP VS0 VP0 OP SB WF 3 E S K V F A 3 - - - - - - 3 TIMUSLUG GP VS0 VP0 OP SB WF 3 E S K V F A 3 - - - - - - 4 CALDIEHILL GP VS0 VP0 OP SB WF 3 E S K V F A 3 - - - - - - 5 SCOQUEMET D VS0 VP1 OP SS WH 3 E S K V F A 3 - - - - F - 6 SWAUER D VS0 VP1 OP SS WH 3 E S K V F A 3 - - - - F - 7 KILLPEING D VS0 VP1 OP SS WH 3 E S K V F A 3 - - - - F - 8 EOAOZORD D VS0 VP1 OP SS WH 3 E S K V F A 3 - - - - F - 9 BURWILCON D VS0 VP1 OP SS WH 3 E S K V F A 3 - - - - F - 10 MORINGILL SI VS0 P2 OP SS WH 2 E S K V F A 2 E S - V - - 11 NIMIHILL SI VS0 P2 OP SS WH 2 E S K V F A 2 E S - V - - 12 BILCEMET SI VS0 P2 OP SS WH 2 E S K V F A 2 E S - V - - 13 RINGMPED SI VS0 P2 OP SS WH 2 E S K V F A 2 E S - V - - 14 WEAVHIPHAM SI VS0 P2 OP SS WH 2 E S K V F A 2 E S - V - - 15 ALPOUTOND R VS1 P3 OP SS WH 3 E S K V F A 3 - S - - - - 16 BADACON R VS1 P3 OP SS WH 3 E S K V F A 3 - S - - - - 17 IMMUSILL R VS1 P3 OP SS WH 3 E S K V F A 3 - S - - - - 18 HOBDIETORY R VS1 P3 OP SS WH 3 E S K V F A 3 - S - - - - 19 BUGQUEEND R VS1 P3 OP SS WH 3 E S K V F A 3 - S - - - - 20 SHADTED SI VS1 A5 OP SS WH 6 E S K V F A 3 - - - - - A 21 CORPEHAM SI VS1 A5 OP SS WH 6 E S K V F A 3 - - - - - A 22 BINOZOND SI VS1 A5 OP SS WH 6 E S K V F A 3 - - - - - A 23 SADWILLOW SI VS1 A5 OP SS WH 6 E S K V F A 3 - - - - - A 24 LOWINGICK SI VS1 A5 OP SS WH 6 E S K V F A 3 - - - - - A 25 QAZITORY R VS1 G6 OT SS WF 3 E S K V - - 3 E S - V - - 26 VERYMEEND R VS1 G6 OT SS WF 3 E S K V - - 3 E S - V - - 27 MINMPME R VS1 G6 OT SS WF 3 E S K V - - 3 E S - V - - 28 HAMHIPOLD R VS1 G6 OT SS WF 3 E S K V - - 3 E S - V - - 29 FUTOUTBOY R VS1 G6 OT SS WF 3 E S K V - - 3 E S - V - - 30 SUZALOW GP S2 G7 OT SS WH 3 E S K - F A 3 - - - V - - 31 DOUUSICK GP S2 G7 OT SS WH 3 E S K - F A 3 - - - V - - 32 SHIDIEHOLE GP S2 G7 OT SS WH 3 E S K - F A 3 - - - V - - 33 HURTLOPLAS GP S2 G7 OT SS WH 3 E S K - F A 3 - - - V - - 34 JOSTME GP S2 G7 OT SS WH 3 E S K - F A 3 - - - V - - 35 TIMPEOLD D S2 VG8 OT SS WH 1 E S K V F A 3 E S - - - - 36 CALOZBOY D S2 VG8 OT SS WH 1 E S K V F A 3 E S - - - - 37 SCOWILDOR D S2 VG8 OT SS WH 1 E S K V F A 3 E S - - - - 38 SWAINGPAL D S2 VG8 OT SS WH 1 E S K V F A 3 E S - - - - 39 KILLOHOLE D S2 VG8 OT SS WH 1 E S K V F A 3 E S - - - - 40 EOAMELAS SI S2 VG9 OT SS WH 3 E S K V F A 3 - - - - F - 41 BURMPAL SI S2 VG9 OT SS WH 3 E S K V F A 3 - - - - F - 42 MORHIPPIL SI S2 VG9 OT SS WH 3 E S K V F A 3 - - - - F - 43 NIMOUTJOB SI S2 VG9 OT SS WH 3 E S K V F A 3 - - - - F - 44 BILADOR SI S2 VG9 OT SS WH 3 E S K V F A 3 - - - - F - 45 RINGGBPAL R S3 VP0 OT SS WF 1 E S K V F A 6 - - K - - - 46 WEAVINPERT R S3 VP0 OT SS WF 1 E S K V F A 6 - - K - - - 47 ALPLOPOUT R S3 VP0 OT SS WF 1 E S K V F A 6 - - K - - - 48 BADTAL R S3 VP0 OT SS WF 1 E S K V F A 6 - - K - - - 49 IMMPEPIL R S3 VP0 OT SS WF 1 E S K V F A 6 - - K - - - 50 HOBOZJOB GP S3 VP1 OP SS WF 1 E S K V - A 1 - - K - F - 51 BUGWILLIN GP S3 VP1 OP SS WF 1 E S K V - A 1 - - K - F - 52 SHADOGODON GP S3 VP1 OP SS WF 1 E S K V - A 1 - - K - F - 53 COROPERT GP S3 VP1 OP SS WF 1 E S K V - A 1 - - K - F - 54 BINMEOUT GP S3 VP1 OP SS WF 1 E S K V - A 1 - - K - F - 55 SADMPT SI S3 P2 OP SS WF 3 E S K V - A 3 - - K - F - 56 LOWHIPBAR SI S3 P2 OP SS WF 3 E S K V - A 3 - - K - F - 57 QAZOUTER SI S3 P2 OP SS WF 3 E S K V - A 3 - - K - F - 58 VERYELIN SI S3 P2 OP SS WF 3 E S K V - A 3 - - K - F - 59 MINGBDON SI S3 P2 OP SS WF 3 E S K V - A 3 - - K - F - 60 HAMINMAR R M4 P3 OP SS WF 3 - S K V - A 3 - - K - F - 61 FUTLOPLUG R M4 P3 OP SS WF 3 - S K V - A 3 - - K - F - 62 SUZTT R M4 P3 OP SS WF 3 - S K V - A 3 - - K - F - 63 DOUPEBAR R M4 P3 OP SS WF 3 - S K V - A 3 - - K - F - 64 SHIOZER R M4 P3 OP SS WF 3 - S K V - A 3 - - K - F - 65 HURTIKEING D M4 A4 OP SS WF 3 E - K V - A 1 - - K - - A 66 JOSOGOORD D M4 A4 OP SS WF 3 E - K V - A 1 - - K - - A 67 TIMOMAR D M4 A4 OP SS WF 3 E - K V - A 1 - - K - - A 68 CALMELUG D M4 A4 OP SS WF 3 E - K V - A 1 - - K - - A 69 SCOMPHILL D M4 A4 OP SS WF 3 E - K V - A 1 - - K - - A 70 SWAHIPMET D M4 A5 OP SS WF 30 E - K V - A 30 - - K - - A * 71 KILLQAZED D M4 A5 OP SS WF 30 E - K V - A 30 - - K - - A 72 EOAEING D M4 A5 OP SS WF 30 E - K V - A 30 - - K - - A 73 BURGBORD D M4 A5 OP SS WF 30 E - K V - A 30 - - K - - A 74 MORINCON D M4 A5 OP SS WF 30 E - K V - A 30 - - K - - A * 75 NIMLOPILL GP M5 G6 OT SS WH 1 E S K V - A 1 - - K - F - 76 BILTHILL GP M5 G6 OT SS WH 1 E S K V - A 1 - - K - F - 77 RINGOXMET GP M5 G6 OT SS WH 1 E S K V - A 1 - - K - F - 78 WEAVEAED GP M5 G6 OT SS WH 1 E S K V - A 1 - - K - F - 79 ALPIKEHAM GP M5 G6 OT SS WH 1 E S K V - A 1 - - K - F - 80 BADOGOOND SI M5 G7 OT SS WH 2 E S K V - A 4 - - K - F - 81 IMMOCON SI M5 G7 OT SS WH 2 E S K V - A 4 - - K - F - 82 HOBMEILL SI M5 G7 OT SS WH 2 E S K V - A 4 - - K - F - 83 BUGMPTORY SI M5 G7 OT SS WH 2 E S K V - A 4 - - K - F - 84 SHADKOPEND SI M5 G7 OT SS WH 2 E S K V - A 4 - - K - F - 85 CORQAZME R M5 VG8 OT SS WH 2 - S K V - A 4 - - K - F - 86 BINEHAM R M5 VG8 OT SS WH 2 - S K V - A 4 - - K - F - 87 SADGBOND R M5 VG8 OT SS WH 2 - S K V - A 4 - - K - F - 88 LOWINLOW R M5 VG8 OT SS WH 2 - S K V - A 4 - - K - F - 89 QAZLOPICK R M5 VG8 OT SS WH 2 - S K V - A 4 - - K - F - 90 VERYYTORY D F6 VG9 OT SS WH 30 E - K V - A 30 - - K - - A 91 MINOXEND D F6 VG9 OT SS WH 30 E - K V - A 30 - - K - - A 92 HAMEAME D F6 VG9 OT SS WH 30 E - K V - A 30 - - K - - A 93 FUTIKEOLD D F6 VG9 OT SS WH 30 E - K V - A 30 - - K - - A * 94 SUZOGOBOY D F6 VG9 OT SS WH 30 E - K V - A 30 - - K - - A 95 DOUOLOW SI F6 VG9 OT SS WH 1 E S K V F A 1 E S - V - - 96 SHIMEICK SI F6 VG9 OT SS WH 1 E S K V F A 1 E S - V - - 97 HURTDIHOLE SI F6 VG9 OT SS WH 1 E S K V F A 1 E S - V - - 98 JOSKOPLAS SI F6 VG9 OT SS WH 1 E S K V F A 1 E S - V - - 99 TIMQAZAL SI F6 VG9 OT SS WH 1 E S K V F A 1 E S - V - - 100 CALEOLD D F6 VG8 OT SS WH 5 - S K V F A 2 E S - V - - 101 SCOGBBOY D F6 VG8 OT SS WH 5 - S K V F A 2 E S - V - - 102 SWAINDOR D F6 VG8 OT SS WH 5 - S K V F A 2 E S - V - - 103 KILLSODPAL D F6 VG8 OT SS WH 5 - S K V F A 2 E S - V - - 104 EOAYHOLE D F6 VG8 OT SS WH 5 - S K V F A 2 E S - V - - 105 BUROXLAS D F7 G7 OT SS WH 5 - S K V F A 2 - S - V - - 106 MOREAAL D F7 G7 OT SS WH 5 - S K V F A 2 - S - V - - 107 NIMIKEPIL D F7 G7 OT SS WH 5 - S K V F A 2 - S - V - - 108 BILOGOJOB D F7 G7 OT SS WH 5 - S K V F A 2 - S - V - - 109 RINGUDOR D F7 G7 OT SS WH 5 - S K V F A 2 - S - V - - 110 WEAVDEPAL D F7 G6 OT SS WH 5 E S K V F A 2 - - - V - - 111 ALPDIPERT D F7 G6 OT SS WH 5 E S K V F A 2 - - - V - - 112 BADKOPOUT D F7 G6 OT SS WH 5 E S K V F A 2 - - - V - - 113 IMMQAZT D F7 G6 OT SS WH 5 E S K V F A 2 - - - V - - 114 HOBEPIL D F7 G6 OT SS WH 5 E S K V F A 2 - - - V - - 115 BUGGBJOB D F7 A5 OT SS WH 4 - S K V F A 4 - - - V - - 116 SHADASLIN D F7 A5 OT SS WH 4 - S K V F A 4 - - - V - - 117 CORSODDON D F7 A5 OT SS WH 4 - S K V F A 4 - - - V - - 118 BINYPERT D F7 A5 OT SS WH 4 - S K V F A 4 - - - V - - 119 SADOXOUT D F7 A5 OT SS WH 4 - S K V F A 4 - - - V - - 120 LOWEAT GP VF8 A4 OT SS WH 1 E S K V F A 1 E S K V - - 121 QAZIKEBAR GP VF8 A4 OT SS WH 1 E S K V F A 1 E S K V - - 122 VERYQUEER GP VF8 A4 OT SS WH 1 E S K V F A 1 E S K V - - 123 MINULIN GP VF8 A4 OT SS WH 1 E S K V F A 1 E S K V - - 124 HAMDEDON GP VF8 A4 OT SS WH 1 E S K V F A 1 E S K V - - 125 FUTDIMAR R VF8 P3 OT SS WH 5 - S K V F A 2 E S K V - - 126 SUZKOPLUG R VF8 P3 OT SS WH 5 - S K V F A 2 E S K V - - 127 DOUQAZHILL R VF8 P3 OT SS WH 5 - S K V F A 2 E S K V - - 128 SHIEBAR R VF8 P3 OT SS WH 5 - S K V F A 2 E S K V - - 129 HURTCEER R VF8 P3 OT SS WH 5 - S K V F A 2 E S K V - - 130 JOSASING GP VF8 P2 OT SS WH 5 - S K V F A 2 E - K V - - 131 TIMSODORD GP VF8 P2 OT SS WH 5 - S K V F A 2 E - K V - - 132 CALYMAR GP VF8 P2 OT SS WH 5 - S K V F A 2 E - K V - - 133 SCOOXLUG GP VF8 P2 OT SS WH 5 - S K V F A 2 E - K V - - 134 SWAEAHILL GP VF8 P2 OT SS WH 5 - S K V F A 2 E - K V - - 135 KILLDIEMET R VF9 VP1 OT SS WH 5 E S K V F A 2 - - K V - - 136 EOAQUEED R VF9 VP1 OT SS WH 5 E S K V F A 2 - - K V - - 137 BURUING R VF9 VP1 OT SS WH 5 E S K V F A 2 - - K V - - 138 MORDEORD R VF9 VP1 OT SS WH 5 E S K V F A 2 - - K V - - 139 NIMDICON R VF9 VP1 OT SS WH 5 E S K V F A 2 - - K V - - 140 BILKOPILL GP VF9 VP0 OT SS WH 4 - S K V F A 4 - - K V - - 141 RINGINGTORY GP VF9 VP0 OT SS WH 4 - S K V F A 4 - - K V - - 142 WEAVIMET GP VF9 VP0 OT SS WH 4 - S K V F A 4 - - K V - - 143 ALPCEED GP VF9 VP0 OT SS WH 4 - S K V F A 4 - - K V - - 144 BADASHAM GP VF9 VP0 OT SS WH 4 - S K V F A 4 - - K V - - 145 IMMSODOND D M5 A5 UP SB WH 3 - - K - - A 3 - S - - - - 146 HOBYCON D M5 A5 UP SB WH 3 - - K - - A 3 - S - - - - 147 BUGOXILL D M5 A5 UP SB WH 3 - - K - - A 3 - S - - - - 148 SHADUSTORY D M5 A5 UP SB WH 3 - - K - - A 3 - S - - - - 149 CORDIEEND D M5 A5 UP SB WH 3 - - K - - A 3 - S - - - - 150 BINQUEME D F6 G6 OT SS WF 3 E S K V - - 3 - - - - F - 151 SADUHAM D F6 G6 OT SS WF 3 E S K V - - 3 - - - - F - 152 LOWDEOND D F6 G6 OT SS WF 3 E S K V - - 3 - - - - F - 153 QAZDILOW D F6 G6 OT SS WF 3 E S K V - - 3 - - - - F - 154 VERYWILICK D F6 G6 OT SS WF 3 E S K V - - 3 - - - - F - 155 MININGHOLE R F7 G7 OT SS WH 5 - - K - - - 3 - - - - - A 156 HAMIEND R F7 G7 OT SS WH 5 - - K - - - 3 - - - - - A 157 FUTCEME R F7 G7 OT SS WH 5 - - K - - - 3 - - - - - A 158 SUZASOLD R F7 G7 OT SS WH 5 - - K - - - 3 - - - - - A 159 DOUSODBOY R F7 G7 OT SS WH 5 - - K - - - 3 - - - - - A 160 SHIYLOW GP VF9 A5 NO SS WH 20 - S K V F - 20 E S K V - - 161 HURTAICK GP VF9 A5 NO SS WH 20 - S K V F - 20 E S K V - - 162 JOSUSHOLE GP VF9 A5 NO SS WH 20 - S K V F - 20 E S K V - - 163 TIMDIELAS GP VF9 A5 NO SS WH 20 - S K V F - 20 E S K V - - 164 CALQUEAL GP VF9 A5 NO SS WH 20 - S K V F - 20 E S K V - - 165 SCOUOLD GP F7 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 166 SWADEBOY GP F7 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 167 KILLOZDOR GP F7 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 168 EOAWILPAL GP F7 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 169 BURINGPERT GP F7 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 170 MORILAS SI F7 VP0 OT SS WH 3 E S K V F - 3 E S K V F A 171 NIMCEAL SI F7 VP0 OT SS WH 3 E S K V F - 3 E S K V F A 172 BILASPIL SI F7 VP0 OT SS WH 3 E S K V F - 3 E S K V F A 173 RINGHIPJOB SI F7 VP0 OT SS WH 3 E S K V F - 3 E S K V F A 174 WEAVOUTLIN SI F7 VP0 OT SS WH 3 E S K V F - 3 E S K V F A 175 ALPAPAL GP VF9 A4 OT SS WH 1 - - - - - A 1 E S K V F A 176 BADUSPERT GP VF9 A4 OT SS WH 1 - - - - - A 1 E S K V F A 177 IMMDIEOUT GP VF9 A4 OT SS WH 1 - - - - - A 1 E S K V F A 178 HOBQUET GP VF9 A4 OT SS WH 1 - - - - - A 1 E S K V F A 179 BUGUPIL GP VF9 A4 OT SS WH 1 - - - - - A 1 E S K V F A 180 SHADPEJOB SI VF8 A5 OT SS WH 3 E S K V - - 3 E S K V F A 181 COROZLIN SI VF8 A5 OT SS WH 3 E S K V - - 3 E S K V F A 182 BINWILDON SI VF8 A5 OT SS WH 3 E S K V - - 3 E S K V F A 183 SADINGMAR SI VF8 A5 OT SS WH 3 E S K V - - 3 E S K V F A 184 LOWIOUT SI VF8 A5 OT SS WH 3 E S K V - - 3 E S K V F A 185 QAZCET GP VF8 VG8 OT SS WH 2 - S K V F A 1 E S K V F A 186 VERYMPBAR GP VF8 VG8 OT SS WH 2 - S K V F A 1 E S K V F A 187 MINHIPER GP VF8 VG8 OT SS WH 2 - S K V F A 1 E S K V F A 188 HAMOUTING GP VF8 VG8 OT SS WH 2 - S K V F A 1 E S K V F A 189 FUTADON GP VF8 VG8 OT SS WH 2 - S K V F A 1 E S K V F A 190 SUZUSMAR R VF8 VG8 OT SS WH 4 E - K V F A 4 E S K V F A 191 DOUDIELUG R VF8 VG8 OT SS WH 4 E - K V F A 4 E S K V F A 192 SHIQUEHILL R VF8 VG8 OT SS WH 4 E - K V F A 4 E S K V F A 193 HURTTBAR R VF8 VG8 OT SS WH 4 E - K V F A 4 E S K V F A 194 JOSPEER R VF8 VG8 OT SS WH 4 E - K V F A 4 E S K V F A 195 TIMOZING GP VF8 VP0 OT SS WH 3 - - K V F A 3 E S K V F A 196 CALWILORD GP VF8 VP0 OT SS WH 3 - - K V F A 3 E S K V F A 197 SCOINGCON GP VF8 VP0 OT SS WH 3 - - K V F A 3 E S K V F A 198 SWAILUG GP VF8 VP0 OT SS WH 3 - - K V F A 3 E S K V F A 199 KILLMEHILL GP VF8 VP0 OT SS WH 3 - - K V F A 3 E S K V F A 200 EOAMPMET SI VF9 VG9 OT SS WH 30 E S K - F A 5 - S K V F A 201 BURHIPED SI VF9 VG9 OT SS WH 30 E S K - F A 5 - S K V F A 202 MOROUTHAM SI VF9 VG9 OT SS WH 30 E S K - F A 5 - S K V F A 203 NIMAORD SI VF9 VG9 OT SS WH 30 E S K - F A 5 - S K V F A 204 BILUSCON SI VF9 VG9 OT SS WH 30 E S K - F A 5 - S K V F A * 205 RINGINILL SI VF9 VG9 OT SS WH 30 - S K - F A 5 E S K V F A 206 WEAVLOPTORY SI VF9 VG9 OT SS WH 30 - S K - F A 5 E S K V F A 207 ALPTMET SI VF9 VG9 OT SS WH 30 - S K - F A 5 E S K V F A 208 BADPEED SI VF9 VG9 OT SS WH 30 - S K - F A 5 E S K V F A 209 IMMOZHAM SI VF9 VG9 OT SS WH 30 - S K - F A 5 E S K V F A 210 HOBWILOND GP VF9 A5 OT SS WH 3 E - K - F A 3 - S - V F A 211 BUGINGLOW GP VF9 A5 OT SS WH 3 E - K - F A 3 - S - V F A 212 SHADOILL GP VF9 A5 OT SS WH 3 E - K - F A 3 - S - V F A 213 CORMETORY GP VF9 A5 OT SS WH 3 E - K - F A 3 - S - V F A 214 BINMPEND GP VF9 A5 OT SS WH 3 E - K - F A 3 - S - V F A 215 SADHIPME R VF9 A5 OT SB WH 3 - - K - F A 3 E S K V F A 216 LOWOUTOLD R VF9 A5 OT SB WH 3 - - K - F A 3 E S K V F A 217 QAZAOND R VF9 A5 OT SB WH 3 - - K - F A 3 E S K V F A 218 VERYGBLOW R VF9 A5 OT SB WH 3 - - K - F A 3 E S K V F A 219 MININICK R VF9 A5 OT SB WH 3 - - K - F A 3 E S K V F A 220 HAMLOPHOLE R VF8 G7 OT SS WH 12 E S - V F A 20 - - - V F A 221 FUTTEND R VF8 G7 OT SS WH 12 E S - V F A 20 - - - V F A 222 SUZPEME R VF8 G7 OT SS WH 12 E S - V F A 20 - - - V F A 223 DOUOZOLD R VF8 G7 OT SS WH 12 E S - V F A 20 - - - V F A 224 SHIWILBOY R VF8 G7 OT SS WH 12 E S - V F A 20 - - - V F A 225 HURTOGODOR R VF8 G7 OT SS WH 2 - S - V F A 3 E S K V - - 226 JOSOICK R VF8 G7 OT SS WH 2 - S - V F A 3 E S K V - - 227 TIMMEHOLE R VF8 G7 OT SS WH 2 - S - V F A 3 E S K V - - 228 CALMPLAS R VF8 G7 OT SS WH 2 - S - V F A 3 E S K V - - 229 SCOHIPAL R VF8 G7 OT SS WH 2 - S - V F A 3 E S K V - - 230 SWAOUTPIL GP F7 VP1 OT SB WH 5 E - - V F A 5 E S K V F A 231 KILLEBOY GP F7 VP1 OT SB WH 5 E - - V F A 5 E S K V F A 232 EOAGBDOR GP F7 VP1 OT SB WH 5 E - - V F A 5 E S K V F A 233 BURINPAL GP F7 VP1 OT SB WH 5 E - - V F A 5 E S K V F A 234 MORLOPPERT GP F7 VP1 OT SB WH 5 E - - V F A 5 E S K V F A 235 NIMTLAS GP VF8 VP1 OT SS WH 5 - - - V F A 5 E S K V F A 236 BILPEAL GP VF8 VP1 OT SS WH 5 - - - V F A 5 E S K V F A 237 RINGEAPIL GP VF8 VP1 OT SS WH 5 - - - V F A 5 E S K V F A 238 WEAVIKEJOB GP VF8 VP1 OT SS WH 5 - - - V F A 5 E S K V F A 239 ALPOGOLIN GP VF8 VP1 OT SS WH 5 - - - V F A 5 E S K V F A 240 BADOPAL SI VF8 VP0 OT SS WH 3 E S - - F A 3 E S K V - - 241 IMMMEPERT SI VF8 VP0 OT SS WH 3 E S - - F A 3 E S K V - - 242 HOBMPOUT SI VF8 VP0 OT SS WH 3 E S - - F A 3 E S K V - - 243 BUGHIPT SI VF8 VP0 OT SS WH 3 E S - - F A 3 E S K V - - 244 SHADQAZBAR SI VF8 VP0 OT SS WH 3 E S - - F A 3 E S K V - - 245 COREJOB D VF8 VP0 OT SS WH 3 - S - - F A 3 - - K - - - 246 BINGBLIN D VF8 VP0 OT SS WH 3 - S - - F A 3 - - K - - - 247 SADINDON D VF8 VP0 OT SS WH 3 - S - - F A 3 - - K - - - 248 LOWLOPMAR D VF8 VP0 OT SS WH 3 - S - - F A 3 - - K - - - 249 QAZTOUT D VF8 VP0 OT SS WH 3 - S - - F A 3 - - K - - - 250 VERYOXT GP F7 P3 OT SS WH 10 E - - - F A 5 E - K - - - 251 MINEABAR GP F7 P3 OT SS WH 10 E - - - F A 5 E - K - - - 252 HAMIKEER GP F7 P3 OT SS WH 10 E - - - F A 5 E - K - - - 253 FUTOGOING GP F7 P3 OT SS WH 10 E - - - F A 5 E - K - - - 254 SUZODON GP F7 P3 OT SS WH 10 E - - - F A 5 E - K - - - 255 DOUMEMAR GP VF8 VP0 OT SS WH 10 - - - - F A 5 E S K V - - 256 SHIMPLUG GP VF8 VP0 OT SS WH 10 - - - - F A 5 E S K V - - 257 HURTKOPHILL GP VF8 VP0 OT SS WH 10 - - - - F A 5 E S K V - - 258 JOSQAZMET GP VF8 VP0 OT SS WH 10 - - - - F A 5 E S K V - - 259 TIMEER GP VF8 VP0 OT SS WH 10 - - - - F A 5 E S K V - - 260 CALGBING D VF9 VG8 OT SS WH 5 - - K - - - 5 - - K - - - 261 SCOINORD D VF9 VG8 OT SS WH 5 - - K - - - 5 - - K - - - 262 SWALOPCON D VF9 VG8 OT SS WH 5 - - K - - - 5 - - K - - - 263 KILLYLUG D VF9 VG8 OT SS WH 5 - - K - - - 5 - - K - - - 264 EOAOXHILL D VF9 VG8 OT SS WH 5 - - K - - - 5 - - K - - - 265 BUREAMET R VF9 A4 OT SS WH 1 E S - V - - 6 - - - - - A 266 MORIKEED R VF9 A4 OT SS WH 1 E S - V - - 6 - - - - - A 267 NIMOGOHAM R VF9 A4 OT SS WH 1 E S - V - - 6 - - - - - A 268 BILOORD R VF9 A4 OT SS WH 1 E S - V - - 6 - - - - - A 269 RINGDECON R VF9 A4 OT SS WH 1 E S - V - - 6 - - - - - A 270 WEAVDIILL SI VF9 A5 OT SB WH 1 E - K V F A 1 - S K - - - 271 ALPKOPTORY SI VF9 A5 OT SB WH 1 E - K V F A 1 - S K - - - 272 BADQAZEND SI VF9 A5 OT SB WH 1 E - K V F A 1 - S K - - - 273 IMMEED SI VF9 A5 OT SB WH 1 E - K V F A 1 - S K - - - 274 HOBGBHAM SI VF9 A5 OT SB WH 1 E - K V F A 1 - S K - - - 275 BUGINOND R VF9 A4 OT SB WH 3 E - K V F A 6 - S K - - - 276 SHADSODLOW R VF9 A4 OT SB WH 3 E - K V F A 6 - S K - - - 277 CORYILL R VF9 A4 OT SB WH 3 E - K V F A 6 - S K - - - 278 BINOXTORY R VF9 A4 OT SB WH 3 E - K V F A 6 - S K - - - 279 SADEAEND R VF9 A4 OT SB WH 3 E - K V F A 6 - S K - - - 280 LOWIKEME D VF9 VP0 OT SB WH 3 E - K V F A 3 - S K - - - 281 QAZOGOOLD D VF9 VP0 OT SB WH 3 E - K V F A 3 - S K - - - 282 VERYUOND D VF9 VP0 OT SB WH 3 E - K V F A 3 - S K - - - 283 MINDELOW D VF9 VP0 OT SB WH 3 E - K V F A 3 - S K - - - 284 HAMDIICK D VF9 VP0 OT SB WH 3 E - K V F A 3 - S K - - - 285 FUTKOPHOLE D F7 A5 OT SS WH 3 - - - V F A 1 E - - - - - 286 SUZQAZLAS D F7 A5 OT SS WH 3 - - - V F A 1 E - - - - - 287 DOUEME D F7 A5 OT SS WH 3 - - - V F A 1 E - - - - - 288 SHIGBOLD D F7 A5 OT SS WH 3 - - - V F A 1 E - - - - - 289 HURTASBOY D F7 A5 OT SS WH 3 - - - V F A 1 E - - - - - 290 JOSSODDOR SI VF9 VG9 OT SS WH 7 - - - V F A 9 - S - - - - 291 TIMYICK SI VF9 VG9 OT SS WH 7 - - - V F A 9 - S - - - - 292 CALOXHOLE SI VF9 VG9 OT SS WH 7 - - - V F A 9 - S - - - - 293 SCOEALAS SI VF9 VG9 OT SS WH 7 - - - V F A 9 - S - - - - 294 SWAIKEAL SI VF9 VG9 OT SS WH 7 - - - V F A 9 - S - - - - 295 KILLQUEPIL GP VF9 A5 OT SS WH 1 - - - V - - 1 - - - V - - 296 EOAUBOY GP VF9 A5 OT SS WH 1 - - - V - - 1 - - - V - - 297 BURDEDOR GP VF9 A5 OT SS WH 1 - - - V - - 1 - - - V - - 298 MORDIPAL GP VF9 A5 OT SS WH 1 - - - V - - 1 - - - V - - 299 NIMKOPPERT GP VF9 A5 OT SS WH 1 - - - V - - 1 - - - V - - 300 BILQAZOUT GP VF8 VP0 NO SS WH 12 E - - V - - 12 - - - V - - 301 RINGIAL GP VF8 VP0 NO SS WH 12 E - - V - - 12 - - - V - - 302 WEAVCEPIL GP VF8 VP0 NO SS WH 12 E - - V - - 12 - - - V - - 303 ALPASJOB GP VF8 VP0 NO SS WH 12 E - - V - - 12 - - - V - - 304 BADSODLIN GP VF8 VP0 NO SS WH 12 E - - V - - 12 - - - V - - 305 IMMYPAL R F7 G7 OT SS WH 2 E - - - - - 4 E - - - - - 306 HOBOXPERT R F7 G7 OT SS WH 2 E - - - - - 4 E - - - - - 307 BUGEAOUT R F7 G7 OT SS WH 2 E - - - - - 4 E - - - - - 308 SHADDIET R F7 G7 OT SS WH 2 E - - - - - 4 E - - - - - 309 CORQUEBAR R F7 G7 OT SS WH 2 E - - - - - 4 E - - - - - 310 BINUJOB D VF9 A5 OT SS WF 1 - - - - - - 5 - - - - - - 311 SADDELIN D VF9 A5 OT SS WF 1 - - - - - - 5 - - - - - - 312 LOWDIDON D VF9 A5 OT SS WF 1 - - - - - - 5 - - - - - - 313 QAZKOPMAR D VF9 A5 OT SS WF 1 - - - - - - 5 - - - - - - 314 VERYINGLUG D VF9 A5 OT SS WF 1 - - - - - - 5 - - - - - - 315 MINIT SI F6 VG8 OT SS WH 10 E - - - - - 10 - - K V - - 316 HAMCEBAR SI F6 VG8 OT SS WH 10 E - - - - - 10 - - K V - - 317 FUTASER SI F6 VG8 OT SS WH 10 E - - - - - 10 - - K V - - 318 SUZSODING SI F6 VG8 OT SS WH 10 E - - - - - 10 - - K V - - 319 DOUYDON SI F6 VG8 OT SS WH 10 E - - - - - 10 - - K V - - 320 SHIOXMAR GP VF9 VG9 OT SS WH 5 - - - - - A 5 - - - - - A 321 HURTUSLUG GP VF9 VG9 OT SS WH 5 - - - - - A 5 - - - - - A 322 JOSDIEHILL GP VF9 VG9 OT SS WH 5 - - - - - A 5 - - - - - A 323 TIMQUEMET GP VF9 VG9 OT SS WH 5 - - - - - A 5 - - - - - A 324 CALUER GP VF9 VG9 OT SS WH 5 - - - - - A 5 - - - - - A 325 SCODEING GP VF9 P3 OT SB WH 5 - S - - - - 5 - S - - - - 326 SWADIORD GP VF9 P3 OT SB WH 5 - S - - - - 5 - S - - - - 327 KILLWILCON GP VF9 P3 OT SB WH 5 - S - - - - 5 - S - - - - 328 EOAINGILL GP VF9 P3 OT SB WH 5 - S - - - - 5 - S - - - - 329 BURIHILL GP VF9 P3 OT SB WH 5 - S - - - - 5 - S - - - - 330 MORCEMET GP VF9 VP1 OT SS WH 5 E S K V F A 1 E S K V F A 331 NIMASED GP VF9 VP1 OT SS WH 5 E S K V F A 1 E S K V F A 332 BILSODHAM GP VF9 VP1 OT SS WH 5 E S K V F A 1 E S K V F A 333 RINGOUTOND GP VF9 VP1 OT SS WH 5 E S K V F A 1 E S K V F A 334 WEAVACON GP VF9 VP1 OT SS WH 5 E S K V F A 1 E S K V F A 335 ALPUSILL GP VF9 P3 OT SB WH 5 - S K V F A 2 E - K - - - 336 BADDIETORY GP VF9 P3 OT SB WH 5 - S K V F A 2 E - K - - - 337 IMMQUEEND GP VF9 P3 OT SB WH 5 - S K V F A 2 E - K - - - 338 HOBUED GP VF9 P3 OT SB WH 5 - S K V F A 2 E - K - - - 339 BUGDEHAM GP VF9 P3 OT SB WH 5 - S K V F A 2 E - K - - - 340 SHADOZOND SI VF8 VP1 OT SS WH 5 E S K V F A 3 - S K - - - 341 CORWILLOW SI VF8 VP1 OT SS WH 5 E S K V F A 3 - S K - - - 342 BININGICK SI VF8 VP1 OT SS WH 5 E S K V F A 3 - S K - - - 343 SADITORY SI VF8 VP1 OT SS WH 5 E S K V F A 3 - S K - - - 344 LOWCEEND SI VF8 VP1 OT SS WH 5 E S K V F A 3 - S K - - - 345 QAZASME R F6 VP1 OT SB WH 5 - S K V F A 4 - - K V - - 346 VERYHIPOLD R F6 VP1 OT SB WH 5 - S K V F A 4 - - K V - - 347 MINOUTBOY R F6 VP1 OT SB WH 5 - S K V F A 4 - - K V - - 348 HAMALOW R F6 VP1 OT SB WH 5 - S K V F A 4 - - K V - - 349 FUTUSICK R F6 VP1 OT SB WH 5 - S K V F A 4 - - K V - - 350 SUZDIEHOLE GP F7 VP1 OT SB WH 5 - S K V F A 5 - - K - F - 351 DOUQUELAS GP F7 VP1 OT SB WH 5 - S K V F A 5 - - K - F - 352 SHIUME GP F7 VP1 OT SB WH 5 - S K V F A 5 - - K - F - 353 HURTPEOLD GP F7 VP1 OT SB WH 5 - S K V F A 5 - - K - F - 354 JOSOZBOY GP F7 VP1 OT SB WH 5 - S K V F A 5 - - K - F - 355 TIMWILDOR D VF8 VP1 OT SB WH 5 E S K V F A 6 - - K - - - 356 CALINGPAL D VF8 VP1 OT SB WH 5 E S K V F A 6 - - K - - - 357 SCOIHOLE D VF8 VP1 OT SB WH 5 E S K V F A 6 - - K - - - 358 SWACELAS D VF8 VP1 OT SB WH 5 E S K V F A 6 - - K - - - 359 KILLMPAL D VF8 VP1 OT SB WH 5 E S K V F A 6 - - K - - - 360 EOAHIPPIL SI VF9 VP1 OT SS WH 4 E - K V - A 7 - S - - F - 361 BUROUTJOB SI VF9 VP1 OT SS WH 4 E - K V - A 7 - S - - F - 362 MORADOR SI VF9 VP1 OT SS WH 4 E - K V - A 7 - S - - F - 363 NIMUSPAL SI VF9 VP1 OT SS WH 4 E - K V - A 7 - S - - F - 364 BILDIEPERT SI VF9 VP1 OT SS WH 4 E - K V - A 7 - S - - F - 365 RINGLOPOUT R VF9 VG9 OT SS WH 4 E - K V - A 8 - S - - - A 366 WEAVTAL R VF9 VG9 OT SS WH 4 E - K V - A 8 - S - - - A 367 ALPPEPIL R VF9 VG9 OT SS WH 4 E - K V - A 8 - S - - - A 368 BADOZJOB R VF9 VG9 OT SS WH 4 E - K V - A 8 - S - - - A 369 IMMWILLIN R VF9 VG9 OT SS WH 4 E - K V - A 8 - S - - - A 370 HOBINGDON SI VF9 VG9 OT SS WH 4 E - K V - A 9 - - K - F A 371 BUGIPERT SI VF9 VG9 OT SS WH 4 E - K V - A 9 - - K - F A 372 SHADMEOUT SI VF9 VG9 OT SS WH 4 E - K V - A 9 - - K - F A 373 CORMPT SI VF9 VG9 OT SS WH 4 E - K V - A 9 - - K - F A 374 BINHIPBAR SI VF9 VG9 OT SS WH 4 E - K V - A 9 - - K - F A 375 SADOUTER D VF9 VG9 OT SS WH 3 E - K V - A 10 E S K V F A 376 LOWALIN D VF9 VG9 OT SS WH 3 E - K V - A 10 E S K V F A 377 QAZUSDON D VF9 VG9 OT SS WH 3 E - K V - A 10 E S K V F A 378 VERYINMAR D VF9 VG9 OT SS WH 3 E - K V - A 10 E S K V F A 379 MINLOPLUG D VF9 VG9 OT SS WH 3 E - K V - A 10 E S K V F A 380 HAMTT R VF9 A5 OT SS WH 3 E S K V F A 5 E S K V F A 381 FUTPEBAR R VF9 A5 OT SS WH 3 E S K V F A 5 E S K V F A 382 SUZOZER R VF9 A5 OT SS WH 3 E S K V F A 5 E S K V F A 383 DOUWILING R VF9 A5 OT SS WH 3 E S K V F A 5 E S K V F A 384 SHIINGORD R VF9 A5 OT SS WH 3 E S K V F A 5 E S K V F A 385 HURTOMAR D VF9 VP0 OT SS WH 3 E S K V F A 4 E S K V F A 386 JOSMELUG D VF9 VP0 OT SS WH 3 E S K V F A 4 E S K V F A 387 TIMMPHILL D VF9 VP0 OT SS WH 3 E S K V F A 4 E S K V F A 388 CALHIPMET D VF9 VP0 OT SS WH 3 E S K V F A 4 E S K V F A 389 SCOOUTED D VF9 VP0 OT SS WH 3 E S K V F A 4 E S K V F A 390 SWAAING D VF9 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 391 KILLGBORD D VF9 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 392 EOAINCON D VF9 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 393 BURLOPILL D VF9 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 394 MORTHILL D VF9 VP0 OT SS WH 3 E S K V F A 3 E S K V F A 395 NIMPEMET GP VF9 A4 OT SS WH 2 E - - V - A 3 E S K V F A 396 BILOZED GP VF9 A4 OT SS WH 2 E - - V - A 3 E S K V F A 397 RINGIKEHAM GP VF9 A4 OT SS WH 2 E - - V - A 3 E S K V F A 398 WEAVOGOOND GP VF9 A4 OT SS WH 2 E - - V - A 3 E S K V F A 399 ALPOCON GP VF9 A4 OT SS WH 2 E - - V - A 3 E S K V F A 400 BADMEILL GP VF9 A5 OT SS WH 2 E - - V F - 3 E S K V F A 401 IMMMPTORY GP VF9 A5 OT SS WH 2 E - - V F - 3 E S K V F A 402 HOBHIPEND GP VF9 A5 OT SS WH 2 E - - V F - 3 E S K V F A 403 BUGOUTME GP VF9 A5 OT SS WH 2 E - - V F - 3 E S K V F A 404 SHADEHAM GP VF9 A5 OT SS WH 2 E - - V F - 3 E S K V F A 405 CORGBOND D VF9 VG8 OT SS WH 2 E S - V F - 4 E S K V F A 406 BININLOW D VF9 VG8 OT SS WH 2 E S - V F - 4 E S K V F A 407 SADLOPICK D VF9 VG8 OT SS WH 2 E S - V F - 4 E S K V F A 408 LOWTTORY D VF9 VG8 OT SS WH 2 E S - V F - 4 E S K V F A 409 QAZPEEND D VF9 VG8 OT SS WH 2 E S - V F - 4 E S K V F A 410 VERYEAME D VF9 VG8 OT SS WH 1 - S - - - A 3 E S K V F A 411 MINIKEOLD D VF9 VG8 OT SS WH 1 - S - - - A 3 E S K V F A 412 HAMOGOBOY D VF9 VG8 OT SS WH 1 - S - - - A 3 E S K V F A 413 FUTOLOW D VF9 VG8 OT SS WH 1 - S - - - A 3 E S K V F A 414 SUZMEICK D VF9 VG8 OT SS WH 1 - S - - - A 3 E S K V F A 415 DOUMPHOLE SI VF9 VP0 OT SS WH 1 - S - - F A 3 E S K V F A 416 SHIHIPLAS SI VF9 VP0 OT SS WH 1 - S - - F A 3 E S K V F A 417 HURTQAZAL SI VF9 VP0 OT SS WH 1 - S - - F A 3 E S K V F A 418 JOSEOLD SI VF9 VP0 OT SS WH 1 - S - - F A 3 E S K V F A 419 TIMGBBOY SI VF9 VP0 OT SS WH 1 - S - - F A 3 E S K V F A 420 CALINDOR SI VF9 VG9 OT SS WH 1 - S - - F - 3 E S K V F A 421 SCOLOPPAL SI VF9 VG9 OT SS WH 1 - S - - F - 3 E S K V F A 422 SWATHOLE SI VF9 VG9 OT SS WH 1 - S - - F - 3 E S K V F A 423 KILLOXLAS SI VF9 VG9 OT SS WH 1 - S - - F - 3 E S K V F A 424 EOAEAAL SI VF9 VG9 OT SS WH 1 - S - - F - 3 E S K V F A 425 BURIKEPIL R VF9 A5 OT SS WH 1 - - K - F A 3 E S K V F A 426 MOROGOJOB R VF9 A5 OT SS WH 1 - - K - F A 3 E S K V F A 427 NIMODOR R VF9 A5 OT SS WH 1 - - K - F A 3 E S K V F A 428 BILMEPAL R VF9 A5 OT SS WH 1 - - K - F A 3 E S K V F A 429 RINGDIPERT R VF9 A5 OT SS WH 1 - - K - F A 3 E S K V F A 430 WEAVKOPOUT SI VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 431 ALPQAZT SI VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 432 BADEPIL SI VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 433 IMMGBJOB SI VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 434 HOBINLIN SI VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 435 BUGLOPDON GP VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 436 SHADYPERT GP VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 437 COROXOUT GP VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 438 BINEAT GP VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 439 SADIKEBAR GP VF9 VG9 OT SS WH 1 E S K V F A 3 E S K V F A 440 LOWOGOER GP VF9 A5 OT SS WH 1 E S K V F A 3 E S K V F A 441 QAZOLIN GP VF9 A5 OT SS WH 1 E S K V F A 3 E S K V F A 442 VERYDEDON GP VF9 A5 OT SS WH 1 E S K V F A 3 E S K V F A 443 MINDIMAR GP VF9 A5 OT SS WH 1 E S K V F A 3 E S K V F A 444 HAMKOPLUG GP VF9 A5 OT SS WH 1 E S K V F A 3 E S K V F A 445 FUTQAZHILL R VS0 A4 OT SS WH 1 E S K V F A 13 E - K - - - 446 SUZEBAR R VS0 A4 OT SS WH 1 E S K V F A 13 E - K - - - 447 DOUGBER R VS0 A4 OT SS WH 1 E S K V F A 13 E - K - - - 448 SHIINING R VS0 A4 OT SS WH 1 E S K V F A 13 E - K - - - 449 HURTSODORD R VS0 A4 OT SS WH 1 E S K V F A 13 E - K - - - 450 JOSYMAR D VF9 A4 OT SB WH 2 E - K V F A 15 - - K - - A 451 TIMOXLUG D VF9 A4 OT SB WH 2 E - K V F A 15 - - K - - A 452 CALEAHILL D VF9 A4 OT SB WH 2 E - K V F A 15 - - K - - A 453 SCOIKEMET D VF9 A4 OT SB WH 2 E - K V F A 15 - - K - - A 454 SWAOGOED D VF9 A4 OT SB WH 2 E - K V F A 15 - - K - - A 455 KILLUING GP VF9 VP0 OT SS WH 3 E S - V F A 14 - S - - - A 456 EOADEORD GP VF9 VP0 OT SS WH 3 E S - V F A 14 - S - - - A 457 BURDICON GP VF9 VP0 OT SS WH 3 E S - V F A 14 - S - - - A 458 MORKOPILL GP VF9 VP0 OT SS WH 3 E S - V F A 14 - S - - - A 459 NIMQAZTORY GP VF9 VP0 OT SS WH 3 E S - V F A 14 - S - - - A 460 BILEMET R VF9 VP0 OT SB WH 1 E - K V F A 11 - S - - F - 461 RINGCEED R VF9 VP0 OT SB WH 1 E - K V F A 11 - S - - F - 462 WEAVASHAM R VF9 VP0 OT SB WH 1 E - K V F A 11 - S - - F - 463 ALPSODOND R VF9 VP0 OT SB WH 1 E - K V F A 11 - S - - F - 464 BADYCON R VF9 VP0 OT SB WH 1 E - K V F A 11 - S - - F - 465 IMMOXILL D VF9 A5 UP SB WH 1 - - - - - - 10 E S K V F A 466 HOBEATORY D VF9 A5 UP SB WH 1 - - - - - - 10 E S K V F A 467 BUGIKEEND D VF9 A5 UP SB WH 1 - - - - - - 10 E S K V F A 468 SHADQUEME D VF9 A5 UP SB WH 1 - - - - - - 10 E S K V F A 469 CORUHAM D VF9 A5 UP SB WH 1 - - - - - - 10 E S K V F A 470 BINDEOND D VF9 VG9 OP SS WF 30 E - K V - A 30 E S K V F A 471 SADDILOW D VF9 VG9 OP SS WF 30 E - K V - A 30 E S K V F A 472 LOWKOPICK D VF9 VG9 OP SS WF 30 E - K V - A 30 E S K V F A * 473 QAZQAZHOLE D VF9 VG9 OP SS WF 30 E - K V - A 30 E S K V F A 474 VERYIEND D VF9 VG9 OP SS WF 30 E - K V - A 30 E S K V F A 475 MINCEME D VF9 A5 OP SS WF 30 - - - V - - 30 E S K V F A 476 HAMASOLD D VF9 A5 OP SS WF 30 - - - V - - 30 E S K V F A 477 FUTSODBOY D VF9 A5 OP SS WF 30 - - - V - - 30 E S K V F A * 478 SUZYLOW D VF9 A5 OP SS WF 30 - - - V - - 30 E S K V F A * 479 DOUOXICK D VF9 A5 OP SS WF 30 - - - V - - 30 E S K V F A * 480 SHIEAHOLE D VF9 VG9 UP SS WH 5 - - K - - - 5 - S K - - - 481 HURTDIELAS D VF9 VG9 UP SS WH 5 - - K - - - 5 - S K - - - 482 JOSQUEAL D VF9 VG9 UP SS WH 5 - - K - - - 5 - S K - - - 483 TIMUOLD D VF9 VG9 UP SS WH 5 - - K - - - 5 - S K - - - 484 CALDEBOY D VF9 VG9 UP SS WH 5 - - K - - - 5 - S K - - - 485 SCODIDOR R VF9 VG9 UP SB WH 5 - - K - - - 3 E S K - - - 486 SWAKOPPAL R VF9 VG9 UP SB WH 5 - - K - - - 3 E S K - - - 487 KILLINGPERT R VF9 VG9 UP SB WH 5 - - K - - - 3 E S K - - - 488 EOAILAS R VF9 VG9 UP SB WH 5 - - K - - - 3 E S K - - - 489 BURCEAL R VF9 VG9 UP SB WH 5 - - K - - - 3 E S K - - - 490 MORASPIL D VF9 A5 OT SS WH 1 E S K - F A 13 E S K V F A 491 NIMSODJOB D VF9 A5 OT SS WH 1 E S K - F A 13 E S K V F A 492 BILYDOR D VF9 A5 OT SS WH 1 E S K - F A 13 E S K V F A 493 RINGAPAL D VF9 A5 OT SS WH 1 E S K - F A 13 E S K V F A 494 WEAVUSPERT D VF9 A5 OT SS WH 1 E S K - F A 13 E S K V F A 0 SHISODING (Same as GENESIS) GODS: The different grades of the gods are: - Mortal - Immortal - Eternal - Deva - Greater Being - Deity - Greater Deity - Mortal God - Greater God - Eternal God GROWTH OF THE POPULATION AND THE QUALITY OF THE LANDSCAPES: LANDSCAPES POPULATION QUALITY Grass Planes Very fast Very good Desert Fast Good Snow and Ice Medium Average Rocky Very slow Very poor WORLDLIST: Every Name of the 500 Worlds of Populous is build with three little words or letters from a list in the programm. Not all kombinations are useful. Possible names are Genesis (Gen-e-sis), Timuslug, Caldiehill or Hurtoutord. ring, very, kill, shad, hurt, weav, min, eoa, cor, jos, alp, ham, bur, bin, tim, bad, fut, mor, sad, cal, imm, suz, nim, low, sco, hob, dou, bil, qaz, swa, bug, shi, hill, tory, hole, pert, mar, con, low, dor, lin, ing, ham, old, pil, bar, met, end, las, out, lug, ill, ick, pal, don, ord, ond, boy, job, er, ed, me, al, t, out, qaz, ing, ogo, que, lop, sod, hip, kop, wil, ike, die, in, as, mp, di, oz, ea, us, gb, ce, me, de, pe, ox, a, e, i, o, u, t, y CHEAT: Enter "KILLUSPAL" on the title screen and you will be warped to level 999. To make things a little easier start a Conquest game as usual. Next go to the Game Setup screen, from there select Custom Game and go to the Game Options to change any features you want. When done click on Evil, then Two Players and finally Cancel. If you followed these instructions accurately the enemy will be unable to alter the landscape making him virtually useless. @endnode @node POPULOUS_II POPULOUS II For a super-powerful deity, use this password: 'ADKITAKDVGZLRGWZ'. Here are the level codes:- Level: World: Level: World: Level: World: 20 NGAF 387 ACER 696 PIUNAD 26 UXCCAF 393 AMAAAG 699 LYLOAC 32 LDOMAD 399 LEQUAD 700 INCCAK 36 ADUHAK 402 TUWOAC 701 LLAGAT 42 ALJIAC 408 VEII 702 JIISAB 48 PEHE 414 GHAKAG 705 AAER 54 IIDDAF 417 MOLLAK 711 AGAAAD 60 INUNAD 423 WOUBAK 713 AMOOAC 66 LOISAB 433 SUOWAB 724 NGSUAD 70 OOOMAC 434 ERVEAD 730 UXDOAB 75 EMAAG 435 TTALAG 736 LDLEAT 90 UXII 441 NENEAD 742 AFTHAK 96 LDAKAG 446 JIIIAT 748 MEUGAC 108 MEOMAB 452 OMAKAF 750 FENEAT 114 ERNEAT 458 UMNGAC 755 TTUHAC 120 PIABAF 463 LEETAG 765 LLOPAB 131 ACFEAG 464 QUHO 771 ACPIAT 136 OPUMAB 468 NGUPAB 775 AGLO 141 HEAGAF 474 UXINAT 780 UBGHAD 147 NEMMAC 479 SONEAC 786 TUUPAB 149 ITIMAT 485 OWOP 790 MMMNAC 155 IMALAF 491 UNSIAG 796 DDOO 161 MONEAC 497 SUAFAK 800 LDQUAB 167 WOOP 502 IIHOAT 806 AFDOAT 173 UPSIAG 503 MNCCAB 810 ALUM 179 TTAFAK 504 PIATAK 815 UHAFAK 184 PIMOAT 505 NEISAG 821 CCCCAB 190 JIERAF 511 THAMAK 828 INMNAB 195 ACUH 517 AKNEAB 831 THUG 201 AMJIAG 518 OOEMAK 833 AAEGAF 202 UMQU 524 UBUXAB 835 ACNEAB 208 QUSOAG 530 TUUXAT 840 OPITAK 211 NESIAF 536 VEPIAF 845 HETU 214 MMFEAK 540 DDLOAG 850 TUFEAK 220 DDLLAB 542 GHAGAD 855 SIUNAT 224 LDAGAD 548 ADMN 860 DDAGAD 228 ADERAK 554 ALOOAG 864 LDETAK 234 ALAAAC 560 PEITAG 870 AFAAAC 235 UNNEAK 566 IIADAC 875 UNWIAF 241 SUABAK 572 INTTAT 880 PEUX 244 EGUX 573 LLAKAC 885 CCIIAK 249 NEIIAK 574 JIPIAK 890 ISTTAT 251 LYLY 575 THUMAG 894 JILL 260 OMLOAF 576 DOLL 896 DOLOAF 263 AGISAK 580 OMAGAC 900 OMUBAG 268 UBMMAT 586 UMMMAT 905 AMAMAC 274 TUOWAF 592 QUOWAF 911 LEVEAT 280 VEEGAD 598 MMEGAD 915 NEABAB 285 WISUAG 604 DDACAB 920 VEJIAK 291 MODOAK 610 ABTTAG 925 WILYAT 295 WOUMAF 616 ATLOAK 931 HOUMAF 301 UPTIAD 617 UXNGAG 937 UXTIAD 302 FEUBAF 620 MEUBAF 943 UHATAB 305 SUHOAK 625 SUATAB 945 SUUPAF 309 CCUPAF 629 CCERAC 950 IIALAB 315 LYINAD 635 LY 955 LYOOAK 320 DONEAG 636 INEGAC 960 DOAC 324 OMAC 642 LOAC 965 AKDOAD 326 OOOPAK 644 OMOPAK 970 UMDOAD 332 UBSIAC 650 UMSIAC 975 CETIAC 338 TUAF 653 HELEAB 980 NGCCAF 344 VECCAF 656 QUAF 985 TIERAB 350 GHOMAD 662 MMCCAF 990 GHUGAK 354 ABUHAK 668 DDOMAD 992 LDNEAB 360 ATJIAC 674 ABEGAB 994 ABNEAF 363 UNITAB 676 ADNEAF 995 HOEM 369 SUADAT 678 AFJIAC And if you REALLY want 375 MNTTAK 684 MEHE a battle, try: 381 LLLOAC 690 ERDDAF 999 WOITAB @endnode @node POPULOUS_II_-_THE_CHALLENGE_GAMES POPULOUS II - THE CHALLENGE GAMES Here are all the level codes: Level: World: Level: World: Level: World: 0 VERDANT 14 BANDITS 28 CELTIC 1 WALLS 15 WINDS 29 ELECTRIC 2 BOLT 16 WAVE 30 ILLUSION 3 FIRE 17 WALL 31 ESCAPE 4 BASALT 18 FUSE 32 SABOTEUR 5 PAPAL 19 MIGRATE 33 RITES 6 HEAT 20 HURDLE 34 GUARDS 7 OBVIOUS 21 SIEGE 35 EXTINCT 8 BULLFROG 22 SFICE 36 PATHWAY 9 SURROUND 23 CONV 37 RUNNER 10 RANGER 24 MUSHY 38 TWIN 11 MAGNET 25 GAUNTLET 39 ORCHARD 12 SURFIN 26 UWORLD 40 ROCKY 13 DIAGS 27 SPLITTER 41 FRYING @endnode @node POWERDRIFT POWERDRIFT Win all fives races of a course for a bonus level. You will also turn into Afterburner or the Super Hang-On bike! @endnode @node PP_HAMMER PP HAMMER Some level codes: 2 WUCREBWA 33 FEHFIIDT 3 HTSJVAUW 34 BDACCHCT 4 WRIJWVIW 35 UCUBEGUS 5 HJBIJUWV 36 BAGBVEES 6 WIWHSTSU 37 GWDABDWR 7 HGIHGRRU 38 CVTHSCVJ 8 WFFGIJFT 39 VTJHUAJJ 9 HEVECITS 40 CSCGGWAI 10 WCSEEGHS 41 IGRWFVSH 11 HBEFVFGR 42 CIIECTRH 12 WABFAEBR 43 VHFFFSFG 13 IVRCSCIJ 44 CGVFWRTG 14 AUHDUBDI 45 GEHRBIRF 15 ITADHACI 46 CDESSHFE 16 ASUAIWUH 47 VCUSUGTE 17 IJGCCUEG 48 CARIHEHD 18 AIDCETWG 49 DWDJGDGC 19 IHTUWSUF 50 SVAJICBC 20 AFFUBJEF 51 STJUCAIB 21 IECTSIWE 52 DSGUDWDB 22 ADSWUHVD 53 DRWTUVCA 23 IBIWHFJD 54 SJTWWUTW 24 AABVJEAC 55 SHFWRSDW 25 FWVJIDSB 56 DGCVTRVV 26 BUHICBRB 57 DFTBGJVJ 27 UTEJEAFA 58 SDJBIHJU 28 BSUJUWTA 59 SCCBCGAT 29 FJRRWUGW 60 DBWBEFST 30 BIDSJTFV 61 EWICWDRS 31 UHASTSAV 62 TVFDBCFR 32 BFREGJIV 63 TUVDSBTR @endnode @node PREDATOR PREDATOR Just press 'F10' to restore lost energy! @endnode @node PREDATOR_2 PREDATOR 2 For infinite energy or lives (not sure which), pause the game and type 'YOU'RE ONE UGLY MOTHER', then un-pause. If this doesn't work, try typing 'YOURE' or 'YOUR' instead of 'YOU'RE'. @endnode @node PREMIER_MANAGER PREMIER MANAGER Click on the telephone icon to reach the full-size telephone/contacts book screen and click the following number on the telephone: '000123'. This will increase the passing skill of one of your defenders to 99 and his name will have changed to 'Lotus 3' but you can change it back. This cheat can be repeated on all defenders, and therefore on the whole team if they all play in defence at some point. Also, if you click the number '753423' on the telephone the goalkeeper's handling skills will be 99. This cheat can be applied to the other team members as described above. Other phone numbers you can try are: '250967', '220769', and '781560'. All these affect defenders in different ways. The last one also gives you a bank balance of £20,000,000!! WARNING: The use of these cheats will cause the manager's name to be permanently altered to 'I am a cheat' (or similar). You can get around this problem, however, by starting the game with two teams and using the cheats on one of the teams. You can now get the cheating manager to sell his players to the other team! @endnode @node PREMIERE PREMIERE On the title-screen, type in 'SPARKPLUGS' as fast as you can and the screen will flash CHEAT for a few seconds. Now you have infinite lives and pressing 'SPACE' skips levels. @endnode @node PRINCE_OF_PERSIA PRINCE OF PERSIA In-game press and hold 'CAPS LOCK' while pressing 'L' to skip levels. However, this won't work on the bottle section which begins on the second level. Also, here is how to complete the levels (Note - * means that there is an energy expander on that level): LEVEL 1: Your first level is very easy. Get the sword, which is to the left from where you start and then go to the exit which just to the right of where you start. Practice your sword techniques on the guard. Remember to watch for unstable floors. LEVEL 2: * Straightforward. Watch out for floor spikes. Beware of the blue potion which will DECREASE your life count. There is an energy expander here so don't forget to get it. LEVEL 3: * This will be one of the toughest levels. From where you start, go to the right & climb to the top using the center segment. Now, you must do a jump of faith to the right. You will find that there is a floor when you land. You will also discover a step-block which will open the gate far to the left. There is also a energy expander in the area to the right. When you are ready, jump on the step-block and BURN RUBBER to the left! You will have little time before the door starts to close. Do a running jump over the large hole then one final jump near the door and hang on to that ledge. Hopefully, the door will almost be closed so you can pull yourself up. After that, it is very straightfoward. When you confront the "LIVE" skeleton, keep hitting until it falls off the ledge. Then climb down after it and keep hitting it until it falls to it's doom. LEVEL 4: * Very straightforward. Watch out for loose floors & be sure to get the energy expander. When you confront the mirror, you will have to execute a run-jump through it. You will pass through but your shadow will come out the other side and will create a lot of trouble for you. LEVEL 5: * Straightforward. There is an energy expander here but you will soon find out what will happen to it. You will have to experiment with this level before you can finish it. LEVEL 6: Straightforward. Beware of the master guard (he is fat) for he will slice you up if you are not good enough. At the end, your shadow will create mischief once more... LEVEL 7: * You start out falling so press the button to grab onto the ledge. Continue onto the right until you reach the ledge with a large whole with another ledge far to the right. Climb down the ledge, fall, and grab onto the ledge. Contine to the right. If you can't continue, go back and fall down another ledge for it will lead you to the same place. When you drink the blue potion, the room will turn purple and you will turn green. Run off to the left & you will float slowly down... DO NOT go into the exit because their is an energy expander just to the right. LEVEL 8: Straightforward but very hard. Be quick but be patient for a friend of the princess will help you. LEVEL 9: * If you drink the blue potion, your vision will be distorted. To regain normalness, find another blue potion and drink it. Be sure to get the energy expander. LEVEL 10: You will have to knock out many ceiling and floor blocks. LEVEL 11: * Very simple. Be sure to get the energy expander. LEVEL 12: The last level. I will not provide you hints because it would truly take the fun out of the game. You must use skill, agility, strength, courage and trust to get past the level. You're probably stumped on the shadow. Remember, your shadow cannot harm you in anyway. Altough it might seem to, it is really the sword that is harming you. Just push the joystick up and you will put away your sword. Your shadow will mimic you of course. Walk into your shadow and you will become one person again. Your shadow is mearly a reflection of yourself & hence will try mimic you. Then you will need to do a jump of faith to the left. I know there is nothing there, but trust me. You have to do a running jump and that's the only way to make it. Continue on and you will do battle with your final opponent, Jaffar... Jaffar is an awesome fighter. In order to beat him, you will need to use the block-strike technique. Also be careful of the fallen board behind you. Enter the final door and run to the princess. @endnode @node PROJECT-X PROJECT-X To find the secret stage at the end of the first level, when you get to the first level guardian, fly between its jaws and into its middle. Once through you'll find more enemies but you'll get three extra lives if you kill them all. (This above cheat might not work as some say it's a hoax, so if it doesn't work you know why!). If you're using the CRUX II battleship, on Level 2 dive under the planet's surface after you've been killed for an alien-free tunnel. When you reach the end of level guardian, stay at the very top-right of the screen. It can never reach you and you can kill it with homing missiles without moving. Finally, here are some tips from the programmers:- 1. Always select the big, slow ship. Although it is quite slow it can pack a hard punch and starts off with enough weaponry to ensure your ship soon becomes able to deal with stronger enemies. 2. Don't use speed power-ups on the big ship until you've nearly powered up your craft completely, otherwise the inertia is unbearable. 3. Power up your plasma as soon as possible - you can power it up to eight times. Once it's powered up five times it becomes very effective. Don't be tempted by the laser or magma weapons, they aren't as good for general blasting. 4. Pack as many homing missiles on as you can, up to a maximum of four. These are effective when there's lots of enemies on screen. 5. Power up the build-up weapon, and press 'A'. This enables you to hold the firebutton down and build up a massive laser, which is useful against end-of-level nasties (e.g. the nasty on level one can be destroyed with just one shot). Go back to autofire by pressing 'A'. 6. Always play in arcade mode if you want to progress further than level two! 7. Always keep your craft in the middle of the screen towards the left side. This way you will always be aware of things approaching you. 8. Don't be greedy! There are more than enough power-ups available. 9. When killed, your weapon strengths decrease by 25%, so if you collect two homing missiles you will be left with one. Try to do two power-ups at once. 10. It pays to dodge some adversaries rather than fight to destroy them all. @endnode @node PSYBORG PSYBORG Here are the codes for all of the levels: ANACREON LEVEL: TERMINUS LEVEL: 1 N/A 1 0722 2 1610 2 4464 3 1510 3 9802 4 1704 4 9972 5 2972 KRYPTON LEVEL: 6 5804 1 7564 2 5027 TRANTOR LEVEL: 3 5269 1 6619 4 7235 2 7672 5 4794 3 6765 4 0218 KALGAN LEVEL: 5 9336 1 0413 6 3704 2 9411 7 4970 3 6855 4 9591 SOL LEVEL: 5 4269 1 3610 2 2349 ZORGON LEVEL: 3 3482 1 4640 4 2613 2 4412 5 7292 3 2436 6 2022 4 8883 7 4425 5 5564 6 1902 @endnode @node PUFFY'S_SAGA PUFFY'S SAGA In-game press all the function keys from 'F1' to 'F7' individually for extra keys, health points and a warp to the next level. Press 'F5' and 'F6' to jump to Level 7. Press 'DELETE' to jump to Level 8 and press it again to go on to Level 9. @endnode @node PUSH-OVER PUSH-OVER Codes for all 100 levels listed below: 1 00512 51 21534 2 01536 52 23582 3 01024 53 24094 4 03072 54 23070 5 03584 55 22558 6 02560 56 18494 7 02048 57 19006 8 06144 58 20030 9 06656 59 19518 10 07680 60 17470 11 07168 61 17982 12 05122 62 16958 or 16956 13 05634 63 16510 14 04610 64 16511 15 04098 65 17023 16 12290 66 18047 17 12802 67 17535 18 13826 68 19583 19 13314 69 20095 20 15362 70 19071 or 19871 21 15878 71 18559 22 14854 72 22655 23 14342 73 23167 24 10246 74 24191 25 10758 75 23679 26 11782 76 21631 27 11270 77 22143 28 09222 78 21247 29 09734 79 20735 30 08718 80 28927 31 08206 81 29439 32 24590 82 30463 33 25102 83 29951 34 26126 84 31999 35 25614 85 32511 36 27662 86 31487 37 28174 87 30975 38 27150 88 26879 39 26638 89 27647 40 30734 90 28671 41 31246 91 28159 42 32270 92 26111 43 31758 or 31774 93 26623 44 29726 94 25599 45 30238 95 25087 46 29214 96 08703 47 28702 97 09215 48 20510 98 10239 49 21022 99 09727 50 22046 100 44543 or 11775 @endnode @node PUTTY PUTTY Some tips:- 1. At the start of the game, go left out of the gym door to finish the level quickly. 2. Look for things that stand out of the scenery, because they could contain hidden bonuses. 3. Always keep on the move. 4. Punch, squash or absorb anything and everything that moves. 5. On later levels give the Bots cups of coffee to stop them from moving. 6. Always drop long distances - as long as there are no spikes! A guide to finding the bonuses:- Level 1-1 - Absorb the spider to get some food. Jump to the putties in the window for a score bonus. Level 1-2 - Jump around to find watches. Level 1-3 - Go to the bottom-right of the screen, and jump to receive a score bonus. Level 2-1 - The tree at the top of the level gives you extra score, and the tree at the bottom gives you Dweezil power. Level 2-2 - The first tree gives you a score bonus, and the one above it gives you a pair of false teeth if you jump. Level 2-3 - If you jump on the lowest tree on the right you will receive the bubblegum. Level 3-1 - Mould into a rabbit to kill the Gut Buckets, and turn into an Electro Worm (?) to kill the light bulbs. Jump at the top for extra power ups. Level 3-2 - To get Dweezil power, jump on the picture. Jump near the planet to activate Uncle Ted. Level 3-3 - Jump at the girl's face and the computer screens in order to get an arrow and an elevator. Level 4-1 - Jump at the middle door at the bottom to activate Uncle Ted. At the top of the level, jump at the right gong to get an elevator. Level 4-2 - Jump at the middle door to activate Uncle Ted, and at the dragon symbol for bubblegum. Jump on the door for an elevator. Level 4-3 - Jump on the symbol on the right for an arrow. Level 5-1 - There are plenty of bonuses on this level. The best one to get is the dustbin - to obtain this you have to jump on the cannonballs at the top of the level. Level 5-2 - Some of the igloos have food in them. Level 5-3 - Some of the doors have food in them. Level 6-1 - Jump around to get arrows. Level 6-2 - There are bonuses in the pictures. Level 6-3 - Jump near the tower for a surprise. @endnode @node PUZZNIC PUZZNIC Level codes from level 48 - 60 are listed below: Level 48: ICHI NICH Level 55: RIMA SITA Level 49: IGAN BARO Level 56: THAN KYOU Level 50: PASS WORD Level 57: MAID OOKA Level 51: MINA SAMA Level 58: IAGE ITAD Level 52: NO.O KAGE Level 59: AKIM ASHI Level 53: DE.N ANTO Level 60: TEAR IGAT Level 54: KASH IAGA @endnode @node PYRAMID_OF_DOOM PYRAMID OF DOOM Here is the full solution: Ahhh, the desert! A nice place to visit, but you really don't want to stick around here too long. Looking around, you notice an oasis and a pole in the sand. Get the pole, then take inventory. Aha! The pole was actually a shovel. You also notice you are carrying a flashlight and an empty canteen. Might be a good idea to fill it, so get water. Now, before you head on to bigger and better things, take a quick dip with "Go Pool." Look at that! There's a big key here. Get the key, then leave the pool by going East. Feeling more refreshed, you trudge through the desert sands North, then Hmmmm, there's the pyramid, but there doesn't seem to be any door. Reading the sign isn't helpful, but what about that stone? Get the stone and voila! The door to the pyramid appears. Don't go running off to open it just yet, though. Those old pharoahs were pretty tricky, and the entrance might be trapped. Dig again, and go into the hole you just made. Aha! A tiny door with a tiny lock. "Unlock Door," and then get out of the hole. Now it's safe to open the door (you didn't really want to get squashed flat by a huge stone slab, did you?). You can drop the shovel, by the way. You won't need it any more and there's a limit to how much you can carry. Now, it's going to be dark in there (no electricity), so "Light Flash" then "Go Door," and there you are, inside the pyramid. The first thing you notice is a pistol. It might come in handy, so get it. (At some point in the game, a desert nomad will appear and follow you wherever you go. Most of the time he is harmless, but sometimes he has been known to turn vicious and attack you. If it makes you feel safer, you can shoot him whenever he appears -- there are four bullets in the gun.) You can also drop the two keys here. You will need them later, but for now you don't have to carry them around with you. Now, which way to go? Well, head North into the dining room, then East. Hmmmm, there's a rather large oyster here, and at the moment he isn't about to let you pass through the archway. So, just get the flute, then go West and South, then South again to the sitting room. Look at the ashes, then the fireplace. Aha! A lump of coal and a gold necklace! The treasure hunt is getting off to a good start! Things are not always what they seem, however, so "Wash Coal," then take inventory. The coal is actually a ruby! But, although it looks like a treasure, it is really something far more important, so hang on to it. Okay, let the musician in your soul loose with "Play Flute." A cobra slithers out of the basket, and into the fireplace, revealing a secret passage. At this point, you should save the game. In the passage are rats! Eight times out of ten, you can pass them safely, but that other twenty percent of the time they will kill you (it's a random thing). With the game saved, drop the flute (which you won't need anymore), then "Go Passage," then head North and East to the hieroglyphics room. Reading the hieroglyphics tells you to store your treasures here, so drop the necklace. You can also drop the stone; you only needed it to read the message here. Now get the camel jerky and go West, then North, which will bring you to the oyster. Feed the oyster, and get the pearl. From now on, you can pass through the archway instead of having to go through the passage and being eaten by the rats. It's time for more treasure, so head West, then South, and you're back at the entrance. Open the sarcophagus, then "Go Sarcophagus." Gosh! It's actually a stairway down. Go down, and come face to face with a fierce mummy. Fortunately, that's no problem. Burning tana leaves are nearby, so just "Pour Water," putting them out and the mummy to sleep. Drop canteen (no more use for it), and get the tapestry, which reveals an alcove. "Go Alcove," and you will find a box and a skull. Get the skull, then look at it. Aha! Gold teeth! Get the teeth, then look at the box twice. Ignore the bones and get the glove. Well, you're getting kind of overloaded, so go West, then back upstairs to the entrance. Go West to leave the sarcophagus, then North, East, and through the archway, and East again. Drop off the tapestry, teeth, and pearl. Then it's back West, North, West, South, and down the sarcophagus again (get used to this; you'll be doing it again!). This time, go North of the burial room to a passage with a bricked-up doorway. Wear the glove, then smash the door. Remove the glove and drop it. Now, "Go Door." This is the mirror room, and you won't be able to keep the light on. No matter. "Feel Floor" and you will discover a coin. Get it, then go East (yes, in the dark). Now, "Light Flash," and you find yourself in a dressing room. Get the scarab, then go West (back in the dark again). Go West once more, and light the flash. Whew! You're in the passage. Now head South twice, and you're in a tall room with a skeleton. Drop the skull. The skeleton comes alive and pulls a lever that exposes a ladder up. "Go Ladder," which takes you to the revolving cavern. Go South to the ledge, and pick up the sapphire. Now, throw the ruby. It flies over the ledge and into the acid pool below. You have just taken care of a nasty obstacle, but more about that later. Go South to the prison cell. Look at the dead explorer and also the rubbish. Get the pin and the carving, but under no circumstances should you open the door (unless you like being a purple worm's dinner!). From here, go West, then down again and North to the burial room. Go up and make a trip to drop off your treasures. On the way back to the sarcophagus, pick up the two keys (you will be needing them). Now go down, and from the burial room, first go North and get the rope and the glove, then back South twice to the ladder. Get the saw, then go up. Back in the revolving cavern, you go South to the ledge. "Throw rope," which mysteriously attaches itself to something in the hole allowing you to "Go Rope." This is the throne room, where you find a chain, a chest, and a pile of metal. The metal used to be a statue of a pharoah, which would have done nasty things to you had you not destroyed the ruby (which was its heart). Open the chest and get the crown, then pull the chain, revealing a spiral staircase. "Go Stairs" to the treasure room. Now, wear the glove and unlock the chest. You need both keys to do it, and the glove protects you from the poison needle (sneaky, huh?). Okay, drop the keys and the glove, then get the bracelet. There's still a little more to do here, so "Saw Bars," and then you go to the window, get the platinum bar, and return West to the treasure room. It's time to drop off the goodies again, so go down the staircase, then down the rope, West to the cavern and down the stairs. I think you can find your way to the treasure room by now, so just head along over there and leave the treasures. Now, there's still one more to get. So, head West, then North, then West again (hmmmm, haven't you gone this way before?) into the dining room. Bet you've been wondering about that table! Well, just saw it, and out comes the final treasure! Grab hold of it, go back to the treasure room, drop it and then "Score." TA DA! A perfect 100 points!. @endnode