
[32m                             Paul Lawrie
[32m                              P.O. Box 8253
[32m                               Allenstown 4700
[32m                                Australia

[1mA.P.B.

[32m1 of 4 :

   Doughnuts and moneybags can often be found on the sides of the roads and
sometimes offer more than just bonus points. Collecting the correct ones
can automatically fill your quota for the day and erase demerits. But
beware, some are booby-trapped and there isn't any way to find out which
are which. You'll just have to find out for yourself.

[32m2 of 4 :

   If you keep <FIRE> down while playing, the siren will sound and the
innocent cars will move out of your way and you can travel at full speed
without crashing.

[32m3 of 4 :

   If you press <FIRE> and push <FORWARD> on the joystick while music is
playing, you can start on any of the sixteen levels.

[32m4 of 4 :

   Enter your name as ALF on the high-score table for infinite demerits.




[1mA-TRAIN

[32m1 of 1 :

   Type CHEATERCHEATERWIMP on the main screen with <CAPS LOCK> on and press
<RETURN>. $1,000,000 is yours plus other little goodies.




[1mACTION FIGHTER

[32m1 of 1 :

   Enter your name as ZBACKDOOR on the high-score table and you can start
the game with infinite energy and lives.




[1mADDAMS FAMILY (THE)

[32m1 of 2 :

   The following codes will start you in the noted allocations. Type them
in the usual manner.

   &1Y1M - 3 hearts (after the big tree)
   ?191D - hearts (after fridge in kitchen)
   B919R - 5 hearts (after conservatory)
   V1S14 - Pugsley (the games room)
   V919B - Fester (picture gallery)
   BG9K& - Wednesday (in the crypt)
   BLJK# - Granny (kitchen)
   BLS1T - last level

[32m2 of 2 :

   In the hallway, go to the bottom left and press up to reveal a hidden
door. On the next screen, directly above, is another hidden door to yet
more doors and extra lives. On the continue screen, go left off the screen
to get four more lives.




[1mAFTER THE WAR

[32m1 of 3 :

   On the first stage, press <ALT>, <B> and <1> for infinite energy and
time, or <ALT>, <M> and <1> to skip to the next level.

[32m2 of 3 :

   For infinite energy, press the following keys during the relevant level:

   Level 1 - <ALT>, <B> and <1>
   Level 2 - <ALT>, <M> and <1>

[32m3 of 3 :

   The password for Level Two is 101069.




[1mAFTERBURNER

[32m1 of 3 :

   If you pause the game and type TOGETHER IN ELECTRIC DREAMS (including
the spaces) you should hear a sampled `Wow!'. Now, press any of the
following:

   <G> - more missiles
   <T> - less missiles
   <N> - extra life
   <I> - plays a sampled sound
    <  - go down a level
    >  - go up a level

[32m2 of 3 :

   Pause a game with <BACKSPACE>, type THUNDERBLADE and try the following:

   <G> - more missiles
   <T> - less missiles
   <N> - extra life
   <I> - plays a sampled sound
    <  - go down a level
    >  - go up a level

[32m3 of 3 :

   Pause a game (by pressing BACKSPACE) and type in AGES (SEGA spelt
backwards) to cause the game to reset. Fly the plane to the upper-left hand
corner of the screen to avoid incoming missiles and planes. Increase speed
to full to avoid infra-red missiles sneaking up from behind. Decrease speed
on levels eight (8) and seventeen (17) to avoid the rocks.




[1mAGONY

[32m1 of 1 :

   Press any of the following keys during a game to activate the relevant
cheat:

   <F1> - puts a sword underneath your owl
   <F2> - puts a sword above your owl
   <F3> - increases the size of your bullets
   <F3> - press three times to gain an extra life. Keep repeating this over
          and over at any time to gain loads of lives!




[1mAIRBALL

[32m1 of 1 :

   The spellbook is in the room with the candle. You have to pick up and
remove the blocks to get it. Take the spellbook back to the start screen
and drop it in the upper-left corner and follow the instructions to get the
ingredients to complete the game.




[1mALIEN BREED

[32m1 of 1 :

   One source says to press <CAPS LOCK>, then type any of the following,
but another says to log on to the computer on deck two and then type it
(could someone tell me which is correct?). Include all spaces.

   PUFFNUTS MODE - makes aliens move slowly
   PI**ED AS A FART - drunken mode (the missing letter is S)
   ALIENS ARE FAGGOTS - makes aliens weaker
   IS IT TRUE THAT ALIENS SUPPORT MAN UTD - makes aliens very weak
   BEWARE ALIENS SPADGE HAS DROPPED ONE - gets rid of all the aliens
   BEN JOHNSON TRAINED THESE ALIENS - makes the aliens a little bit faster
   THE IRAQIS MADE THE WEAPONS - gives you abysmal weapons
   SALMAN RUSHDIE PLAYS ALIEN BREED - ???
   PITBULLS ON THE LOOSE - makes the aliens as dangerous as pitbull
                           terriors
   I CANT BE AR**D TO PLAY THE FIRST LEVELS - Skips to level 3 (the two
                                              missing letters are S and E)




[1mALIEN BREED (SPECIAL EDITION)

[32m1 of 2:

   Play to level three and turn right from the lift. Don't close any fire doors and head for the INTEX console. You should have about 60,000 credits, so buy what you need and go around the map (which is square).
   Return to the INTEX console and you will have 3,500,000 credits despite the fact that there are only 100,000 on the level in total.

[32m2 of 2 :

   Level  2 - XXDFA
   Level  4 - RTHAA
   Level  6 - LAEEA
   Level  8 - UYTTA
   Level 10 - PPEAB




[1mALIENS

[32m1 of 1 :

   APC Rescue - 272H
   Oproom Defense - 1106D
   Airduct Maze - 2361F
   Newt Rescue - 7140E
   Queens Battle - 7163H




[1mAMAZING SPIDERMAN (THE)

[32m1 of 1 :

   Enter your name as GENERIC on the high-score table. Now during a game
just press <HELP> to refill your energy.




[1mAMNIOS

[32m1 of 1 :

   Here are some of the level codes, has anyone got any more?

   PLFRmnLQSn, LSnBRGnSLQ, LKmCTKSCDF, STBnLmRCHL, RCHLmCLRMS, THBSTSTFTT




[1mANOTHER WORLD

[32m1 of 2 :

LEVEL 1 - THE MOUNTAINS: When you appear after the experiment, you are
beneath a lake, so push up to swim to the surface. When you reach the top,
walk right onto the next screen before the creature pulls you back into the
water. On the next two screens, deadly slugs fall from the ceiling and
crawl towards you, so finish them all off with low kicks (the black bug is
harmless).
   When you reach the end screen, walk right until the black
bear/lion/panther or whatever it is appears, at which point you should run
like the wind to the left. Keep running as fast as you can until you reach
the rock overhang next to a vine. Leap onto the vine in order to escape
from the creature. When the vine breaks it will drop you off to the right,
run right as fast as possible until you are knocked down. Two strange
guards will come on, shoot the lion and then take you prisoner.

LEVEL 2 - THE PRISON: You will now wake up in a cage with the alien that
saved you from the lion-type thing. When the view pulls back, push the
joystick left and right in time with the swinging to cause the cage to rock
from side to side. Eventually, the cage will break and the cage will fall
onto the guard. When your new friend runs away, bend down to pick up the
gun then run after him. It might be an idea to read the section on USING
WEAPONRY to find out how the gun works at this point.
   Shoot the guard, then follow your friend left. Run back to the right
until your mate starts trying to unlock the door. Face left and put up a
shield, then keep blasting away at the guards until the door is open. Put
up a final shield, then run right. When you are both on the lift, go all
the way down to the bottom of the shaft (you could go to the top and look
at the view first if you want).
   Go to the left and shoot the power switch on the wall, then go back to
the lift. Wait for your friend and go up one floor. Go left and blast the
door with a big beam, then drop down through the teleport panel. Walk onto
the next screen and wait for your mate. When he appears, go up through the
teleport and walk left. When he catches up, your friend will open the
sewer, at which point you should drop down and roll off the bottom of the
screen. The sewer pipes are dark, with only your immediate vicinity being
lit at all, meaning that a nasty fall could occur, so check
TITANIC_GRAPHICS_DISK_#1 file #002 to find the way out.
   When you drop into the next corridor, go left into the Gun Charging
Room. Go to the right and blast away the three shield doors with big beams.
Recharge your guns once more then run to the right. Go through the tunnel
towards the daylight, and as soon as you come out of the doorway, blast the
guard. Carry on to the right and stop on the very end of the broken bridge.
Leap as far as you can to the right to try and land on the ledge below. If
you fail and land on the spikes, then you'll have to try and get closer to
the edge of the bridge. When you land, blast a hole in the wall on the
right and walk into the caves.

SECTION 3 - THE CAVES: Walk right and drop down the shaft, then drop down
the next hole on the right. Walk off the right hand side of the T-shaped
rock and continue to the right. Jump off the ledge, over the spikes and run
halfway onto the next screen. Quickly run a short way back to the left,
then judge the timing to get safely past the first rock. Wait until you can
rush under the second rockfall, then run onto the next screen until you are
hidden behind the big rock.
   Wait until the next two rocks hit the floor at the same time, then run
to the middle of the screen. Watch the timing of the next rock, then run
underneath. Remember to look out for the tentacle monster and run left
about halfway up the slope. Turn around and get a big beam ready. When the
tentacle monster comes back down, blast it to smithereens. Go right, run
past the tentacles and jump over the mouths that are in the floor.
   Head to the right, kill all the tentacles with big beams and jump over
the mouths. When you reach the shaft, do two small jumps to get past the
hole and the mouth, then run right until you reach a wall. Blast the wall
away then head back to the left, watching out for mouths and tentacles,
until you reach the falling rocks once more. Run up the slope and continue
to the top of the slope on the next screen. Turn off to the right and fire
at the pterodactyl. He should then wake up and start flying around.
   Go left and then jump across the stalactites. Keep jumping from one to
the next until you are on the one next to the tentacle monster. When the
pterodactyl is drawn up by the creature, jump across to the remaining
stalactites and jump off the left hand side of the screen. You should now
be on top of the T-shaped rock. Run off the left hand side, then face the
right and blow the support away. Run up the slope to the upper cave.
   Go to the right, jumping all the holes until you reach a cave with a
load of water above. Stand on the far left and blow the supporting rocks
away. Quickly run to the left, jumping the holes as you go (tricky) until
you are standing on the stone panel to the left. The water should blast you
up to safety. Run up the slope to the right and blow the door away, then
run past the waterfall.

SECTION 4 - THE TEMPLE: You should now be in a room with a tunnel beneath,
where your friend is calling. Walk down the steps on the next screen and
put up a shield. Blast the guard that appears and then run right. Jump over
the stairwell and continue right until you reach three security doors with
a guard behind them. Walk forward but DON'T open the doors! Put up a
shield, then take a step towards the door to open them. As soon as the
guard launches a bomb, walk left so that the doors close. The bomb will
bounce off the doors and kill the guard. Once he's dead, run to the right
and blast the door away.
   Go right and up through the teleport. Recharge your gun in the chamber,
then go back through the teleport and off to the right. Crouch down and
wait. Watch the reflection in the glass orb, then wait until the guard has
stopped walking and is directly beneath the orb. Shoot the rope from a
crouch and listen to make sure that it hits him. If it doesn't, he'll start
shooting at you, so fo left and re-enter the screen to try again.
   Go back to the left and go down the first set of steps. Drop through the
teleport and face left. Don't, whatever you do, go right! Put up a shield
and kill the guard that appears, then head left until you reach a large
chamber with steps on the left. Go to the top of the steps and face right.
Shoot the ropes so that the lights fall down, then go back to the right.
Continue right under the teleport, at which point a guard will come on and
punch you in the face. When he picks you up and starts talking, push left
and press <FIRE>. He will then drop you, so run left and pull down to
perform a stunt roll and pick up the gun. Keep pulling down and press
<FIRE> when you get into a crouch to kill the guard.
   Run onto the next screen until you are in the second archway. Put up a
shield to your left then quickly put one up to the right. Blast both the
guards (this isn't easy, so be patient), then go right to the pool of
water. Swim down to the bottom of the pit and go left into the cave. Keep
swimming left until you reach a cave with two shafts above. Swim up the
left shart to get some air, then swim down the lower shaft into another
cave. Climb onto the ledge on the right and shoot the power cable. Now swim
back up to the top of the pit where you dived in. Go to the right and climb
out of the water.
   Go right, past the concussed guard and drop down the shaft. As soon as
you hit the floor, face right and blast the door away, then leg it! Keep
running through the doors until you reach a dead end. Face left and put up
a shield, making sure that it's to the left of the trapdoor in the ceiling.
Blast the guards that come in and make sure you're shield doesn't run out.
Eventually, your mate will reach down and grab you, pulling you to safety.
   When you are in the upper room, wait for the ceiling to crumble so that
the rocks fall on the guards below, then go right into the black tank.
After the tank has rolled out into the arena, a window will appear in the
top left of the screen. Hit the bottom button to call up more controls,
then hit the bottom left button, then the top green button to the left of
the red one. The escape pods will then be launched.

SECTION 5 - THE TOWER: As soon as the pod has landed and you jump out, run
quickly to the right. After you come out of the doorway, put up a shield
and kill the four guards that come on, then run to the right. Keep running
right, past the window that your friend bursts through, until the ground is
blown from beneath you. A guard will catch you and fling you against the
wall. After he has kicked you onto the next screen, quickly crawl right by
pushing the joystick to the right. Don't touch <FIRE> yet! After a
struggle, the guard will throw your friend off the ledge, leaving him
dangling by his fingertips.
   When the guard wins the middle of the screen, press <FIRE> and push
right to pull the level. The guard will then be destroyed. Press <FIRE> and
right to pull another lever, then quickly crawl to the left. When you reach
the shaft of light you will be transported to the roof and pass out with
exhaustion. Your friend will then appear and whisk you off to safety on the
back of a giant prehistoric bird.

USING WEAPONRY: The gun can be used in three main ways:

   1 - SINGLE SHOT - Press and quickly release <FIRE> so that a single
laser blast is fired. This is useful for breaking ropes, disconnecting
power cables and destroying enemy personnel.

   2 - SHIELD WALL - Hold down <FIRE> until an energy ball appears, then
release the button. This causes a shield to be put up, which will only stop
laser shots (including your own), allowing guards and bombs to pass on
through.

   3 - BIG BEAM - Hold down <FIRE> so that the energy ball swells and
begins to hum, then release the button which causes a big beam to be fired.
Useful for destroying doors, some walls and enemy energy shields.

CLOSE COMBAT: When fighting guards, try to put a shield up before entering
combat. You will also, more than likely, be safer if you crouch down while
fighting. Enemy guards will tend to use a lot of shields, so master the use
of the Big Beam to destroy them. The key to this: crouch down, put up a
shield, use a big beam to destroy their shields and fire a quick volley of
laser blasts to finish them off. If your shield begins to thin out when you
are still under attack, put up another one quickly.

[32m2 of 2 :

   Level  1 - EDJI
   Level  2 - HICI
   Level  3 - FLLD
   Level  4 - LIBC
   Level  5 - CCAL
   Level  6 - EDIL
   Level  7 - FADK
   Level  8 - KCIJ
   Level  9 - ICAH
   Level 10 - FIEI
   Level 11 - LALD
   Level 12 - LFEK




[1mANT HEADS (IT CAME FROM THE DESERT II)

[32m1 of 1 :

DAY 1: Gather as much information from Biff and Dusty on the first day, but
if you've got the information from previous games then don't worry, as it
doesn't change. Get into your car and go to the KBUG radio station. Dusty
will tell you of the latest ant attack to occur and will give you a Geiger
counter and a gun. Hang around for a while until the afternoon, then go
round to the Platt University lab, where you will meet the boy Billy and
his rather strange father. When they start talking to you, ignore the
gibberish that his dad speaks but listen carefully to what Billy has to
say. If you want further information then try asking the fortune tellers
and expect to get home around eight o'clock.

DAY 2: Go out to the KBUG radio station again, where Dusty will tell you
about a threat from the G-men. Go back to the lab afterwards, where Billy
once again provides some useful information. At about one o'clock go to
Neptune Hall, where you'll find that Billy Bob has managed to sprout a
rather fetching set of antennae. Pull out your gun and blast his antennae
off. When he comes around he will give you an important number, so make a
note of it.

DAY 3: You should wake up at nine o'clock when Jakie comes round and knocks
on the door. Unfortunately, your early morning visitor is one of the
Ant-heads, so get the trusty old gun working and write down the number
again. Go to the Ore Plant and befriend the manager by selecting choice A
at the appropriate time. Take the train to section M-3 and do the business
against the ants, then get back to the lab for some more useful info from
Billy. Go to the Police Station and get the old 'he must have tripped on
his shoelace, your honour' treatment so you get knocked unconscious. When
you wake up, the nurse will give you the position of the vault. Go to the
vault and get the records containing the conversion process, then make a
run for it.

DAY 4: Drop by Elma's and when he becomes an Anthead blast his stalk to get
the last number. Now you have all three numbers, try and get into the
hospital any way you can (preferably without injury). Get the lift to the
basement and find the morgue in the top right-hand corner - you can spot it
by the four black slabs and the safe. Enter the numbers in the order you
recieved them and you should be able to get the secret documents which will
cause the realisation of the Antheads' existence, so now you can take them
on face-to-face.




[1mAPIDYA

[32m1 of 1 :

   Type the following codes on the title screen followed by <RETURN>.

   MISSHONEYBEE - to start the game on Level Two
   HASTALAVISTA - to start the game on Level Three
   DEPUTYOFLOVE - to start the game at level four
   SNEAKPREVIEW - to start the game at level five
   SHOWCREDITS - to see the end-of-game sequence

   NOTE: it is possible that the cheats for level three and four are in the
         wrong order




[1mAPPRENTICE

[32m1 of 1 :

   Press <TAB> and then type one of the following passwords: DRUID,
WIZARDS, SPELLS or FAERIE. Could someone write and tell me which each does.




[1mAQUATIC GAMES

[32m1 of 1 :

100M SPLASH: Run along the top of the water, then jump over the pelican. He
will fly off, then come and carry you over half of the course. If you knock
all three toucans off, two pelicans will carry you in turn.
   In one-player mode, don't start running, just let the penguin kick you
until you fall into the water. This will give you a 10,000 point bonus and
reset your time.

JUGGLING: Rotate joystick madly to juggle all five balls.

SHELL SHOOTING: Go to the right, then jump on the jelly limpet. You will go
through the roof, where there is a king limpet, bonuses and limpet mines.

BOUNCY CASTLE: A forward or backward somersault followed by a twist will
give you a spring box. Use this to gain greater height. Do a twist at the
top of your jump to go through the roof for bonuses.

HOP, SKIP & LONG JUMP: Make the final jump and keep waggling while in the
air for greater distance. If you get a really long jump, prepare for a
surprise...

UNICYCLE: Rotate the joystick slowly and steadily instead of maniacally.

FEEDING TIME: If butterfly hits fish, you will get a 1000 point bonus. Time
throwing sweets to the fish so that you trap butterfly between fish for a
bonus.

KIPPER WATCHING: Leave the clock and let it ring for a large bonus - watch
the seals though...




[1mARCHIPELAGOS

[32m1 of 1 :

   When you are asked to select an Archipelago, choose 8241 and press
<RETURN> twice. Now you can select any island from 1 to 9999 to play on.




[1mARKANOID

[32m1 of 2 :

   Pause the game with <SPACE>, type DSIMAGIC and then press <SPACE> again
to unpause. A yellow `DS' capsule should fall from the centre of the screen
so catch it. Now you can activate any of the weapons by pressing the keys:

   <B> - break (opens gates and awards bonus points)
   <C> - catch (holds ball)
   <D> - disruption (split into three balls)
   <E> - expand (makes vaus larger)
   <F> - to confront Doh
   <L> - laser (a laser to be used with the mouse button)
   <P> - extra player
   <S> - slow (slows down ball)
   <ENTER> - skip a level

[32m2 of 2 :

   For an extra 33 levels of play, press <F3> instead of <F1> for a one
player game, or <F4> instead of <F4> for a two player game.




[1mARKANOID II: THE REVENGE OF DOH

[32m1 of 5 :

   Hold down the <LEFT MOUSE BUTTON> while the game is loading and after a
while the RoboCop title screen will appear. Now let go of the button and
the game will begin. Now, when you die, type in ROBOCOPPER on the title
screen and you start from where you left off.

[32m2 of 5 :

   On the high-score table enter your name as DEBBIE S (including the
space) for infinite lives.

[32m3 of 5 :

   When the title screen appears press <CAPS LOCK>, type MAGENTA and press
<S> while playing to open the gates to the next level.

[32m4 of 5 :

   On the title screen, type PETEJOHNSONWANTSCHEAT and press <S> to open
the exits at any point.

[32m5 of 5 :

   Before starting a game, press <CAPS LOCK> and type DALEY88 for infinite
lives.




[1mARMALYTE

[32m1 of 1 :

   Pause the game, enter DELTA3 and the score panel at the bottom of the
screen will change colour. When you unpause you should either have infinite
lives or be invulnerable. Be careful though, because the blue pods can
still kill you unless you blow them open before running into them.




[1mARMOUR-GEDDON

[32m1 of 1 :

   When in the HQ, access the message screen.  Move the arrow so that it
points to the first letter of the message highlighted in yellow. Now hold
down <ESCAPE> and press the <LEFT MOUSE BUTTON>. The words `You Wouldn't
Let it Lie!' should appear, indicating that the cheat is active. The cheat
makes your craft invincible and gives you unlimited firepower and fuel as
well.




[1mARMY MOVES

[32m1 of 4 :

   Type KARENBROADHURST on the title screen and a message should appear
verifying that the cheat is active. Now when you start a game, the
game, either the collision detection has been removed or you have infinite
energy.

[32m2 of 4 :

   On Level One hold down <ALT>, <1> and <D> for invincibility.

[32m3 of 4 :

   On Level Two hold down <ALT>, <1> and <J> for invincibility.

[32m4 of 4 :

   The code for Part One is 101069




[1mARTHUR: THE QUEST FOR EXCALIBUR

[32m1 of 1 :

PART 1: Bob Bates is quickly becoming one of my favorite authors. His first
effort for Infocom (SHERLOCK) was so rich in atmosphere and so well
written, the player found himself immersed in the England of Sherlock
Holmes. ARTHUR has the same power to draw you into the story and make you
believe you're about to become the famous King.
   You find yourself in the Graveyard, attempting to draw the legendary
Excalibur from the rock in which it has been embedded for so long. Just as
you feel the sword start to give, Merlin appears and tells you the true
story of your birth. He tells you that before you can ascend to the Throne
of England, you must prove yourself worthy. Then he vanishes, leaving
behind only a torque: The Quest for Excalibur has begun!
  GET TORQUE THEN EXAMINE IT. You will find that a torque is a kind of
necklace, and this one has strange crystals embedded in it. EXAMINE
CRYSTAL. Merlin will appear and tell you that by looking in the crystal you
can obtain help from him (hints). However, you can also take temptation out
of the way by typing HINTS OFF, which will remove the hints until you
reboot the game. Now WEAR TORQUE, so you don't lose it.
   We'll assume you don't need a hint yet, so let's proceed. You've been
assigned a Quest by Merlin, and every knight knows there's one thing you
must do before setting off on a quest. Go east into the chapel, then PRAY.
Now, go west and you'll hear voices approaching the graveyard. (If you
don't, go south and OPEN GATE; you'll hear the voices then.) You can still
be arrested for a curfew violation, so HIDE BEHIND STONE. You'll be a
witness to the theft of Excalibur, but there's nothing you can do about it
now, so just WAIT. You'll soon fall asleep. When you wake up in the
morning, you hear Lot telling the people a cock-and-bull story about you
being dead, his being in possession of Excalibur, and the rightful King. He
plans to hold his coronation in three days, so you don't have much time to
foil his plans.
   GET UP, then go out and south, and you'll find yourself in the Village
Square, face to face with the Village Idiot. He'll tell you to "Beware the
Invisible Knight." ASK IDIOT ABOUT INVISIBLE KNIGHT and he'll give you a
clue which you really won't need if you play your cards right. Since it's
not very chivalrous to keep referring to him as an Idiot, ASK IDIOT ABOUT
HIMSELF. He'll tell you that his name is FLOYD and reveal that he's not
quite as stupid as people might think. THANK FLOYD for some extra chivalry
points. (It pays to be polite!)
   You suddenly remember that Merlin told you to come and see him beyond
the Meadow, so you'd better go do that. Go west twice to Outside the Town
Gate, then southwest. Uh-oh! Guess Floyd wasn't kidding about the Invisible
Knight! And guess what? He'll steal everything you're carrying every time
you go through the Meadow. But we'll deal with him later. Right now, just
continue northwest twice where you'll meet up with Merlin.
   Merlin will go into a lengthy explanation of how he's going to give you
help (but not too much!). Read what he says carefully. You should probably
jot down the five animals you can become. When it's time to use the spell,
it should be obvious which one will be better for that particular task.
Also make note of the restrictions. His warning about people becoming upset
doesn't apply to Floyd; Floyd is not impressed by magic.
   Go north into Merlin's cave. GET BAG, then LOOK INTO CRYSTAL BALL. This
is the source of power for the crystal you're wearing. Go south, then
southeast twice. Oh, well. It was a nice bag while you had it! Don't worry,
we'll get it back pretty soon. Go northeast and east twice to the Village
Green. Somewhere along here your stomach should begin growling, and we must
do something about it. Go south into the Tavern, then south into the
kitchen. You'll see some cheese and a bird. The bartender won't let you get
the cheese; for now just EXAMINE BIRD. You'll find that he's jumping up and
down in the cage and apparently trying to communicate. If only you spoke
BIRD! Well, just WAIT until the cook is called into the tavern. You don't
have a second to lose! CYR OWL, and you'll be able to understand what the
bird says. Now, CYR HUMAN, OPEN CAGE, GET KEY, UNLOCK CUPBOARD, THEN OPEN
IT.
   TAKE BOTTLE AND CHEESE. The cook may come back just as you're getting
the cheese and bottle, but just go north, and you'll escape with your
booty.
   Once back in the tavern, EAT CHEESE, then LISTEN for some interesting
clues about getting in the castle. Keep listening until they lower their
voices. Then, go north, east, and south to the Smithy. EXAMINE HOLE and
you'll find that it looks like a badger hole. Ring any bells? CYR BADGER
and go DOWN to his den. See those old stones in the castle wall? Piece of
cake! PUSH STONE, then go east into the cell. CYR HUMAN (the prisoner is
chained and he can't attack you). ASK PRISONER ABOUT GUARDS, and he'll tell
you they come when he calls them. GET STONE, then HIDE BEHIND DOOR, and
CALL GUARD.
   You may have to WAIT once for the guard to enter the cell. If you do,
read the description of what's happening carefully. When you see that the
guard has his back to you and is looking at the prisoner, you'll be asked
if you want to continue waiting. Say NO, then HIT GUARD WITH STONE. GET
HELMET AND KEY, UNLOCK PRISONER WITH KEY, and GIVE HELMET TO PRISONER. Now,
go north, and east twice; MOVE TAPESTRY, and go east again. Go north twice
and you'll be behind the throne. WAIT FOR BELLS. The King will divulge the
new Password. He'll give a Verse and Line number referring to the poem that
came with the documentation. Stop waiting and go south four times. This is
a good place to save your game. You're about to do something dangerous;
besides, you want to LOCK IN the password because it's variable with every
game.
   This is a fine kettle of fish! You can't go back, and there's a fire in
front of you. How can you get through the fire? Didn't you ever read
"Fahrenheit 451"? Simple! CYR SALAMANDER, and go west through the fire.
(You'll drop the key and stone, but you don't need them any more.) Once in
the Kitchen, you'll see a pumice stone and a barrel. CYR HUMAN. LOOK IN
BARREL, and you'll discover there's water in it! It's too heavy to lift,
but if you PUSH BARREL, the fire will be quenched. The prisoner will join
you. You never know when a polishing stone will come in handy, so GET
STONE, then OPEN DOOR, and go northwest.
   Go south into the Armoury. Ah, just what a Knight needs! WEAR ARMOUR
(you can spell it the American way if you wish), and TAKE SHIELD. A Knight
can't be seen with a tarnished shield! POLISH SHIELD WITH STONE, then DROP
STONE. Go north and west. The guard will ask you for the password, so type
SAY "xxxxxx xxxxx xxxx xxx" and you'll find yourself outside the castle
where the grateful prisoner will tell you where you can find a hidden
sword. At this point, he'll leave.

PART 2: Before going after your sword, you'd better retrieve what you
dropped when you became a badger. Go south and GET BOTTLE. Then go east
twice to the Village Green. CYR BADGER (handy little creature isn't it?)
and DIG IN ROOTS. Aha, there's the sword! CYR HUMAN and GET ALL. Go west,
north, northwest, and north to the Edge of Woods. You'll see a Knight's
pavilion there. KNOCK ON DOOR. (For an amusing sidelight, instead of
knocking on the door, BLOW THE HORN to see what happens. Actually, a
Pavilion is a tent, so I don't know how you could knock on the door, but
who am I to argue?)
   A Knight will appear and invite you to a joust. He'll tell you to mount
up, so MOUNT HORSE, and he'll offer you your choice of lances. It doesn't
matter which color you choose. Just type COLOR (whichever you want), and
he'll give you that lance. You'll receive a series of questions about what
you want to do. Remember that a joust is a chivalrous event. Nobody is
supposed to get hurt. A good Knight will never aim at an unprotected part
of his opponent. Since neither of you is wearing any leg protection or a
helmet, always chose the option to PROTECT YOUR BODY and AIM AT HIS BODY.
After about three sorties, he will fall from his horse (and so will you,
but he goes down first). He will declare you the winner, present you with
an ivory key, and leave.
   Now, go north three times. Here's a beautiful Ivory Tower. Any idea how
you might get in? Right! OPEN DOOR WITH KEY, and you find yourself in a
circular room. Go down, and you notice that it gets very dark down below.
Who can see well in the dark? Ah, you're getting very wise indeed, Arthur!
CYR OWL. Go down into a dark room with writing on the wall. READ WALL and
write down what you see there. (I'm going to make you do a little work
here, even though it's a walkthru!) Go up, CYR HUMAN, and GET ALL BUT KEY.
Go up three times, and you'll see an intriguing crack that's too small for
you. CYR SALAMANDER, go west, and write down what you see on the wall. Go
east back to the stairway, and CYR HUMAN. Leave your stuff; for now, just
OPEN DOOR.
   You'll see an old man who says he'll reward you if you guess his name.
You don't have to guess! The words in the Abandoned Room are a cryptogram
of his name. The two lines in the cellar are the key - a substitution code.
Every letter in "RIOTHAMUS" appears in the words in the Abandoned Room. The
letters above "RIOTHAMUS" are the substitutions. In other words "S" appears
above the "R" in "RIOTHAMUS" so every time you see an "R" in the cryptogram
substitute an "S" for it, and so on.
   Once you've figured it out, type "SAY xxxxxxxxxxx". Voila! He'll give
you a ring, instructions on what it does, and how to use it! THANK OLD MAN,
OPEN DOOR, GET ALL from the Landing, go down twice, OPEN DOOR, and you find
yourself back in the Clearing. Going south twice will put you at the
Enchanted Forest. Go northwest twice, then north. When you try to pass the
horse chestnut trees, they'll start pelting you with conkers! You better
act quickly or you'll be pelted to death. CYR TURTLE, then PULL IN HEAD AND
FEET. Now, WAIT and continuing waiting until you are told "the hail of
conkers ceases." CYR HUMAN, and GET ALL. Going north will take you to the
Glade where you'll see some tiny footprints.
   Aha! The Little People! This might be your chance to get some gold!
Since they obviously pass this way, maybe you should hide and wait. HIDE
BEHIND ROCK. You'll hears some sounds, so LISTEN, and you'll hear someone
complaining about the flatness of the food. Maybe that bottle you picked up
will come in handy after all! Go OUT, DROP BOTTLE, then HIDE BEHIND ROCK
again. WAIT. The leprechaun will soon appear. Keep waiting until he is
engrossed in the bottle, then stop waiting, and GRAB LEPRECHAUN.
   Oh, well, you didn't get your gold, but you did gain some points, and
who knows when you might want a good, stiff drink? Go south, southeast,
then a quick trek north. Take a look across the chasm. Wild Boars are very
dangerous. Your first problem is getting over the Chasm. Well, that's easy,
but you'd be over there without any weapons! Better think about this for a
while. Meanwhile, let's deal with that pesky Invisible Knight. The way back
is south, southeast, south twice, southeast, south, and southeast.
   Oops! You've lost everything again. Well, not to worry: We'll soon fix
that! RUB RING. Voila! The Invisible Knight is no longer invisible to you!
Go east into the Pavilion and confront the Knight. He'll hand over all your
stuff voluntarily, then he'll ask you if you want a brass raven's egg.
Since you like oddities, answer YES, and he'll pose a riddle. The answer is
fairly obvious if you think about it long enough. The first part of the
sequence he's giving you is firST, secoND, thiRD, fourTH. The answer is
obviously SAY "TH". He will give you the egg. PUT ALL IN BAG. (Some things
won't fit, but it's easier to do it this way. By the way, the bag can't be
filled.)
   Now go west, then southeast to the Field of Honor. Go east, and the Red
Knight will give you a list of things you must bring him before he'll let
you pass. Go back west and south into the Shallows. Since you're not a very
good swimmer (especially in chain mail!), you'd better use some magic.
   CYR EEL, and go south. Going east will take you to a window in an
underground chamber. LOOK THROUGH WINDOW, and you'll see a beautiful woman.
This is Nimue, the Lady of the Lake. Nothing you can do about her now, so
go west, then southwest. You'll see a Kraken and a sunken rowboat. EXAMINE
KRAKEN, and you'll see an interesting bracelet on its tentacle. EXAMINE
ROWBOAT, and you'll have proof that Lot lied about Excalibur!
   That bracelet looks valuable: Let's get it! (You might want to save
here, first.) ZAP KRAKEN. He'll be unimaginably mad! Quickly go northeast,
then north into the Shallows. CYR HUMAN, then GET SWORD, and CUT TENTACLE
WITH SWORD. You're safe, but unfortunately, the bracelet has gone into deep
water. Not to worry. CYR TURTLE, then go south where you'll see the
bracelet. SWIM THROUGH BRACELET, and go north. If you try to become human
again, you'll choke, so PULL IN HEAD, and CYR HUMAN. GET BRACELET, then
WEAR BRACELET.

PART 3: It's time to resume our journey, so CYR EEL again, go south,
southeast, and northeast, and you'll see a slow minnow. Don't bother to try
to catch it now, but remember it for later. Continue north three times.
Along the way, pay attention to which way the river flows - it's important.
When you reach the Ford, CYR HUMAN. Go east, northeast, and up to the
Dragon's Cave. If you try to go north into the cave, the Dragon will say
something that is a hint as to how to deal with him. If it doesn't ring a
bell, try to go north again for an even broader hint. (The first was a
quote from W. C. Fields, a drunk.) If only you could have brought the jug
with you! Oh, well, for now, go down and southwest. GET APPLE from the
tree, and EXAMINE APPLE. Looks pretty toxic. Might come in handy. Go west
to the Ford.
   If you go west from here you'll pass a Black Knight, and he won't let
you go back east without a fight, for which you're not equipped. You can't
go any further west from the Knight because of a bog in which you'll get
lost and drown. The only way back is BACK. But how can you carry an apple
when you're an eel?
   Remember, I told you to pay attention to the flow of the river? It flows
from north to south! CYR EEL, you'll drop the apple, and it will float away
toward the south. Go south three times (ignoring the minnow again),
southwest, northwest, and north. Lo and behold! There's an apple floating
here! CYR HUMAN and GET ALL. For some reason the bag doesn't like the
apple, so you'll have to carry it.
   Go north, northwest, northeast, north, northwest, north twice,
northwest, and north to the South Edge of Chasm. Time to deal with that
boar (remember, the Red Knight wants a tusk). THROW APPLE AND SWORD ACROSS
CHASM. The boar will eat the apple and fall over dead. CYR OWL and go north
across the chasm. Once on the other side, CYR HUMAN, GET SWORD, and CUT
TUSK WITH SWORD. Now, THROW TUSK AND SWORD ACROSS CHASM, CYR OWL, south,
CYR HUMAN, GET ALL, and PUT TUSK IN BAG.
   We're off on another adventure. Go south, southeast, and northeast twice
to a tall tree. You can't climb the tree, but it looks interesting, so CYR
OWL, then go up. You'll see a raven's nest with an egg in it. One of your
Quests! The raven is circling around, and you can't get the egg with it
here, so LAND IN GROVE. CYR HUMAN, GET BRASS EGG, then DROP BRASS EGG, CYR
OWL, and go up again. The raven will swoop down to investigate the brass
egg. LAND IN NEST, CYR HUMAN, and PUSH EGG FROM NEST. CYR OWL, and the
raven will chase you from the nest. LAND IN GROVE, CYR HUMAN, and GET ALL
THEN PUT EGG IN BAG. (We could have done this directly without first
investigating, but how would you have known the nest was there? Besides, by
going directly from point to point, we're going to have waste a lot of time
somewhere along the line.)
   Go southwest twice, south twice, southeast, and northeast where you'll
find a cabin. OPEN DOOR, and you find an injured peasant whose fire is
about to go out. OPEN DOOR again, and you'll be outside. A crutch and a
slean are here. If you EXAMINE SLEAN, you'll discover it's a device for
cutting peat (a great fuel for fire). Go northeast, and you'll see a sign
warning you not to proceed, but the peat here is dry and firm. So, CUT PEAT
WITH SLEAN, then DROP SLEAN because you've broken it. Go southwest, GET
CRUTCH, then OPEN DOOR.
   PUT PEAT ON FIRE. The peasant will wake up and thank you for your
kindness. GIVE CRUTCH TO PEASANT. He'll thank you again, then you should
ASK PEASANT ABOUT BOG. He'll give you directions. You should immediately
save the game because this is a variable. THANK PEASANT, then OPEN DOOR to
leave the cabin. Now that you have directions, go back northeast to the
Edge of Bog, and follow the directions you were given. (If you're using the
MAP feature, the entire map through the bog will appear after you make the
first correct move.)
   Well, this guy looks familiar. I think you're ready to fight him now, so
try going east again, and he'll tell you you have to fight him. FIGHT
KNIGHT, and watch the descriptions. Use "G" (for again) to keep fighting
him until you see he's lost his sword. CUT MEDALLION WITH SWORD, and the
Knight will vanish, leaving his armour behind. It's useless, so ignore it.
   Now we can deal with the dragon, but for some reason Merlin's bag is not
welcome East of the Ford; we'll have to carry what we need. GET JUG then
DROP BAG. Now go east twice, northeast, up, and GIVE JUG TO DRAGON. WAIT
until the Dragon passes out, then stop waiting. You probably should save
the game here. Go north into the cave, then northeast. When the Basilisk
starts looking for you, POINT SHIELD AT BASILISK, and he will turn to
stone.
   Go northeast and you'll find yourself in a very hot room. And it's
getting hotter by the minute! A demon will tell you you have to give the
password to pass; he will even tell you the password! If you try to SAY
"NUDD," you'll find you can't speak. You're about to boil, so go back
southwest to get out of the heat. Go southeast, then northeast, and you'll
be in a room where you can see your breath freeze!
   Quickly SAY "NUDD," and then, as your words freeze, GET BLOCK, and go
southwest before you freeze. Ignore the ghosts. Quickly go northwest and
northeast where the block will melt, and the password will be said. The
demon will usher you north into the Hall where a girl is manacled. She's
sitting on the Golden Fleece that you need for the Red Knight, and she
makes you a very attractive offer if you'll free her.
   KISS GIRL, and as you approach you see she has some very strange
features! Suddenly you realize who she is. Type HELLO NUDD. The monster
will reveal itself to you and try to strike a bargain. If you unlock the
manacles, you'll get the Golden Fleece you need. But as the future King,
you cannot let this evil creature loose in the world! If you don't agree to
do it, you won't get the Fleece! Wise Knight that you are, you conceive a
plan. AGREE to release her. She will drop the Fleece. GET FLEECE. Then GET
KEY from around her neck. Now, follow your part of the bargain: UNLOCK LEFT
MANACLE, LOCK LEFT MANACLE, UNLOCK RIGHT MANACLE, and at this point, Nudd
will catch on to what you're doing. You have fulfilled your part of the
bargain, but the demon won't be free! Nudd will put a curse on you, and
expel you from the Hall.
   You'll find yourself at the Dragon's lair again. CUT HAIR WITH SWORD,
and you have the final object you need to deal with the Red Knight! Go
down, southwest, west twice, and GET BAG. Then PUT FLEECE AND HAIR IN BAG.
Go back through the bog.
   From the Edge of the Bog go southwest twice, south, southwest,
southeast, and east to the Red Knight. Now GIVE TUSK, HAIR, EGG, AND FLEECE
TO KNIGHT. He will let you pass. Go south twice to the Silver Door. Ring
any bells? UNLOCK DOOR WITH SILVER KEY, and go down. You are now in the
chamber where Nimue is being held captive. If you've read Merlin's warning
in the Instruction Book, you'll know how to revive her. But right now you
just need to kill some time. Type WAIT UNTIL CHRISTMAS EVE, and keep
waiting until you are told you're getting sleepy. Now, stop waiting and
SLEEP. When you wake up, you will be hungry and will have dropped
everything, but don't worry about it. Just go up, north twice, west, and
south twice to the shallows. CYR EEL, then go south, southeast, and
northeast to the minnow. EAT MINNOW. Go southwest, northwest, north, and
CYR HUMAN.
   One more item to get. Go north, northwest, northeast, east three times,
and south. CYR BADGER. I'm going to give you directions through the maze,
but just so you'll know how, the way to map the maze is to DIG IN DIRT each
time you enter a new room. Dig ONCE in the first room, TWICE in the next
room, etc. That way every room will have a unique number of scratches, and
you can find your way through the maze.
   From the Smithy go down, south, up, down, up, and you'll find yourself
on Thorny Island. A thorny sprig has fallen from the bushes. GET SPRIG,
then go down, north twice, up, and CYR HUMAN. GET SPRIG again, and go
north, west three times, southwest, southeast, east, south twice, and down.
   Nothing to do but kill time now. If you read Merlin's warning in the
documentation, you know how to wake Nimue. Type WAIT UNTIL CHRISTMAS. When
you become sleepy, stop waiting, and SLEEP. When you awake, GET ALL. When
conditions are right, take the appropriate action to wake Nimue. Pay
attention to what she says. After she vanishes, GET GAUNTLET, and go back
to the castle. Now, go up, north twice, west, northwest, northeast, and
east twice to Floyd. When you woke up you were hungry. You can finish the
game before starving to death, but for the maximum points you should eat.
GIVE RED GLASS TO FLOYD. He will give you the dead mouse. It's not
appetizing, but to some creatures it might be a delicacy! CYR BADGER, EAT
MOUSE, and CYR HUMAN. GET ALL, and proceed east three times to the Great
Hall.
   In the best tradition of Knighthood, SLAP LOT WITH GAUNTLET. You will be
immediately escorted to the Field of Honor where you want to FIGHT LOT.
Since Lot is quite a bit more experienced than you, he'll probably beat
you, so you're going to distract him. DROP BRACELET, then FIGHT LOT again.
Being a true chivalrous Knight, you should SPARE LOT. He will swear eternal
allegiance to you, but I wouldn't trust him for a second!
   CALL NIMUE as she instructed you to do, and whes, 101 Experience points,
and 100 Quest points. Congratulations!
   When prompted for a last wish, you can learn a lot by asking for HINTS,
and reading the Notices and Bibliography.




[1mASTRO MARINE CORP.

[32m1 of 1 :

   Zone  1 - NOSTROMO
   Zone  3 - DISCOVERY
   Zone  5 - ENTERPRISE
   Zone  7 - DAGOBAN or DOGOBAH
   Zone  9 - REPLICANT
   Zone 11 - KRULL
   Zone 13 - METROPOLIS




[1mASYLEM

[32m1 of 2 :

   HYPOCHONDRIAC - Give her the stethescope and kill her. Then retrieve the
                   stethescope.
   ELECTRICIAN - Chop him with the axe and get the fuses.
   LONG HALLWAY WITH DOORS - Lock all the doors to get the candle and the
                             matches.
   GUARD - Go to plastic surgery with the drugs, then get the camera and
           the matches.
   ELECTRO SHOCK ROOM - Scramble the fuse box then enter. Get the battery
                        and insert the fuse in the fusebox - you need a lit
                        candle to see.
   LONG HALLWAY - Get the bean bag and drop it at one end. Get the rocket
                  belt and wear it. Go to the other end and press the
                  button. Get the wire.
   PHONE ROOM - Wear the uniform. Chop the phone, then the receiver with
                the axe. Get the coins and the magnet.
   PHYSICIST - Enter carrying the magnet. Get the generator.
   PSYCHIATRIST - Press the button on the generator. Get his smock and wear
                  it.
   EXTERMINATOR - Tiptoe outside. Enter and tie him with the rope. Wear the
                  rat suit.
   McCOY - Look like Star Trek character and get the transporter.
   BANANA PEEL - Slip on it twice and get the book of law. Examine the peel
                 to get the caterpillar.
   GURU - Give him the book and get the scroll.
   ENTYMOLOGIST - Give him the caterpillar.
   PICNICER - Open the jar and get the lunch.
   EMMIT - Give him the lunch.
   MASTER MYSTIC - Press the button on the transporter, drop the rat suit,
                   and enter. Get his ring, go outside, get his suit and
                   wear it.
   TO ESCAPE - Look under the bed in your room and get the picture. Go to
               the surgeon and show it to him. Then go to the exit and
               leave.

[32m2 of 2 :

   There is a magnet in the telephone. Be careful when going into the
surgeons' den because the operating theatre has more clues than meets the
eye (or nose).




[1mATHLETICS

[32m1 of 1 :

   Rather than waggling your joystick, plug the mouse into the joystick
port and move the mouse round and round on the mouse mat, and your player
will run at full speed.




[1mATOMIC ROBOKID

[32m1 of 1 :

   On the title screen type TUESDAY 14TH (including the space) so that when
you start the game, you will be presented with an options screen from which
you can choose infinite lives etc.




[1mATOMINO

[32m1 of 2 :

   Level  10 - IDYLL
   Level  20 - TAURUS
   Level  30 - NEPTUNE
   Level  40 - PHOTON
   Level  50 - PLANKTON
   Level  60 - INFERNAL
   Level  70 - FOSSIL
   Level  80 - POISON
   Level  90 - SOUP
   Level 100 - SULPHATE

[32m2 of 2 :

   Section 10 - ACID
   Section 20 - ARROW
   Section 30 - EMMISSION
   Section 40 - LAVA
   Section 50 - CAVE
   Section 60 - ELIXIR
   Section 70 - BONE
   Section 80 - WOOD




[1mATOMIX

[32m1 of 1 :

   Go to the password screen and type TIME for infinite time on your next
game.

[32m2 of 2 :

   Press <HELP> during a game and type TIME for infinite time.




[1mAWESOME

[32m1 of 4:

SPACE COMBAT: Firstly and most important is the need to master the controls
of your craft, once done this enables you to survive most of your craft,
once done this enables you to survive most of the initial engagements
relatively unscathed, saving precious shield energy. Quite often I find
that flying backwards works well, as you don't go any slower but can shoot
pursuing ships. When collecting disks it's best to go for either the left
or the right one and swing round in an arc, if you're quick you'll get all
of them and money problems will soon be a thing of the past. The same
applies to shield pods which should be collected with caution as some
explode, these ones flash (ooh-er) so spotting them shouldn't be a problem.
If you're definite that a ship contains cargo it's best just to ram it as
any disks or pods will instantly be collected. In later conflicts you'll
encounter homing missiles. Usually I fly in reverse using Mortar Bolts.
Although they have a slow rate of fire, each bolt plows through everything
making up fo rthe huge amounts continuously launched.

PLANETFALL: As soon as you arrive start looking for the landing site, don't
wait for arrow, as on later planets there just isn't enough time, also get
a good look at the surface below, as later on the entrance isn't too easy
to find. Negotiating numerous dead ends and mazes is made far easier if
you've had a good look from above. This view is identical in every respect,
with the added advantage that from that height you can see a lot more at
once.

WEAPONS: A wide arsenal is available but note there is only room on you
ship for six:

   SONIC MINING LASERS - These are invaluable, crystals cannot be mined in
                         any other fashion and are an essential source of
                         cash.

   SHIELD REPLENISHER - Essential, this drains enemy vessels and increases
                        your shield. Only found at research stations (the
                        centre globe).

   FLAME THROWER - Provides a constant jet, unfortunately it's short ranged
                   and ineffective.

   PERIPERAL GUNS - Initially not much use but when fully equipped provides
                    good firepower in ten directions.

   SPHERICAL BOMBS - These globes act like shields destroying anything on a
                     collision course with your ship.
   RADIAL DISTRUPTOR - At around 400 creds a go, it's not cheap and the
                       number of uses is limited to the amount you spend.
                       Otherwise it's basically a smart bomb.

   PULSE LASER - Rapid firing laser but not too powerful, go for Plasma
                 cannons instead.

   MORTAR BOLTS - Essential, it's slow rate of fire is more than
                  compensated by it's phenomenal firepower.

   PLASMA SHOWER - Basically like peripheral guns but in six different
                   directions, but only has to be paid for once.




[32m2 of 4 :

   On the platform mazes on some of the planets' surfaces, there are traps
that consist of laser blasts, spikes, and other nasties that shoot out from
the points along the edges of the ramp. Instead of dodging the projectiles,
press your trooper against the wall and then run past. The traps will cease
to fire and you will usually suffer no loss of energy. Also, it is not
always wise to slug it out with the guardian at the end of the maze. If you
can dodge the beast, or even run right through it, you will be able to
enter the trading centre more quickly.

[32m3 of 4 :

   To gain invisibility and every weapon available, first play normally
until you are inside the ship. Move the cursor to the shield (upper-left)
and press <KEYPAD +> and <FIRE> at the same time. The screen should flash
green and then, while playing, you should be invisible. You can pick any
weapon by pressing any of the following keys: <1>, <2>, <3>, <4>, <5>, <6>,
<7>, <8>, <9>, <0>, <_->, <+=>. You can also skip levels by pressing <F1>.

[32m4 of 4 :

   At the energy swap screen, move the pointer to the shield icon and hold
down the <+> key on the numeric keypad and press <FIRE>. The screen should
then flash. Now, during gameplay, pressing the Function keys will equip you
with all the weapons (<F1> disables your enemies and <F6> restores your
energy).




[1mAZTEC TOMB

[32m1 of 1 :

   Steer the boat towards the cliffs, and when the cliffs are on the
screen, type JUMP OVERBOARD.
