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

[1mCABAL

[32m1 of 2 :

   Type SCHLIKA during a game, and then you can press <F2> to finish the
level.

[32m2 of 2 :

   It is still possible to move the crosshair around when the game is
paused, so that should make it a bit easier to kill your targets.




[1mCADAVER

[32m1 of 2 :

PART 2: Level two is set on the ground floor of Castle Wulf, a place
previously inhabited by Carolus and his six captains:Axel, Brokson,
Grombold, Ragnar, Helm, and Magnus. Here they discussed policies, rule of
the castle and magic. On entering Level Two you will have lsot all objects
from your rucksack that are NOT spells or potions (the idea of this is to
free space in your rucksack). The aim here is to find, collect and return
six transport stones created by Carolus for his captains, an urn that must
contain the ashes of one of the captains, and an emerald to enable entry to
the final room... Things are not, of course, that easy!

    1) EXIT north.
    2) OPEN chest. COLLECT Shield Shot Potion. JUMP onto altar. OPEN strong
       box (NB! Beware Flames! Use Fire Shield Potion from Level One).
       COLLECT shuriken, wand (massacre). EXIT north.
    3) USE shot shield potion. Or... shoot shuriken. Or... use magic
       missile spell (to kill 'pump creatues'). Collect potion (stamina).
       Exit east, south.
    4) Pull lever (when both lights black). Open Chest. Collect shuriken.
       Read books. Collect two or three books. Exit north.
    5) Collect ashes. Search altar. Collect urn, scroll. Jump up (to touch
       ram's skull). Drop urn. Insert ashes (into urn). Collect urn. Exit
       north.
    6) Throw book (NB! only when gap between moving stone blocks - keep
       trying!). Drop remaining books. Pull lever. Walk under stone block
       (DON'T touch them!). Exit east.
    7) Pull lever. Wait until block at full height. Exit west, south, west,
       north.
    8) Open casket, strong box. Insert mind blast spell (power zero) into
       casket. Collect casket. Insert casket (into strong box). Open strong
       box, casket. Collect mind blast spell (recharged). Jump up (to hit
       two skulls). Exit south. Collect teleport stone. Exit south.
    9) Collect coin (quickly! While avoiding slime). Exit north. Use cure
       poison Potion (from level one) if slime touches you. Press lever
       (left, right, middle, left). Press button. Exit west, south. Hold
       recharged mind blast spell. Exit west (middle exit).
   10) Fire mind blast spell. Exit west.
   11) Drink shot shield potion. Collect coin, wand (spell spell). Exit
       west.
   12) Press button. Search chair. Pull switch. Press new button. Read
       book. Exit west.
   13) Pull lever. Exit east, north (up stairs), south. Collect key. Fall
       down to chest. Open chest. Collect gold, teleport stone. Exit south,
       south, south.
   14) Exit east (top exit - QUICKLY!). Collect cleaver. Drink barrel. Exit
       west, east (bottom exit). Collect flask (cure posion). Exit west,
       south, south.
   15) Jump on pan (QUICKLY! Otherwise go via bed). Wait until it rises.
       Open floating chest. Collect key. Exit north, east.
   16) Hold sleep spell. Fire sleep spell. Exit south.
   17) Jump onto strongbox (touch trophy). Pull switch. Open strongbox.
       Collect gold. Exit west. Press button. Open chest. Collect two
       bottles, teleporter.
   18) Walk up steps. Push all 10 bottles off platform onto floor. Collect
       key. Exit north. Insert key into keyhole. Exit east.
   19) Walk slowly under wooden platform. Collect key. Walk onto platform.
       Pull chain. Enter pit.
   20) Pull level. Enter pit. Collect two keys (QUICKLY!). Pull level. Walk
       to chain. Touch chain.
   21) Touch chain. Exit west, west, west. Throw cleaver at tortoise.
       Search tortoise. Open tortoise. Collect cleaver. Insert tortoise
       shell key into keyhole. Exit north, north, east, north. Walk up
       stairs. Exit north, north.
   22) Insert second gold key. Drink superfast potion.
   23) Open chest. Collect transporter. Walk up stairs. Exit south, south,
       south (down stairs), south, east. Enter room four times (ignore bags
       first two times). Collect bag of gold on second two occasions. Exit
       east, east, north, north.
   24) Fire sleep spell. Exit north. Collect final token. Walk to wulf
       slot. Insert four tokens. Exit west.
   25) Pull lever. Wait until platform reaches top. Exit west.
   26) Walk under slime platform. Walk west (slime follows, pushes chest
       off platform). Fire dispel trap spell on chest (from level one).
       Open chest. Collect coins.
   27) Exit west. Kill tortoise with cleaver. Open tortoise. Collect key.
       Exit west.
   28) Exit south. Pull lever. Collect coin, shuriken. Collect suicide
       potion at mouth or... collect meat. Wait until creature enters room.
       Drop meat. Push meat through bars.
   29) Walk up stairs. Exit east. Collect potion, spell. Exit east. Pull
       lever. Exit west. Fall to ground. Exit east, east.
   30) Pull lever. Push board over pit. Walk onto board. Pull lever. Exit
       north (high exit). Collect key. Exit east.
   31) Fire sleep spell. Collect gems. Walk up stairs. Exit west, south,
       south, east.
   32) Collect spherical gem, spell. Fire spell (to open two chests). Exit
       west. Fall down.
   33) Walk near to pillar. Drink strength potion. Pull pillar to shelf.
       Push pillar onto shelf. Collect key. Exit west, south.
   34) Insert three green gems into hole. Drop urn, four teleporters, two
       green alcohol bottles. Exit east.
   35) Walk until one tile away from moving spikes. Jump over moving
       spikes. Exit east.
   36) Hold key. Throw key between bars. Touch bars. Collect key. Exit
       east.
   37) Kill slime (use massacre or shurikens). Exit north, east.
   38) Collect spike. Open chest. Collect cash. Pull rack away from wall.
       Collect key. Insert key into keyhole. Pull chain. Exit west.
   39) Open chest. Collect gauntlet. Press button. Open hole. Insert spike
       into hole. Exit south.
   40) Jump up (touch brown wall hanging). Push bucket (stand on it). Press
       button. Open revealed chest. Collect meat, gold. Exit east.
   41) Collect meat. Give two meat to mouth on wall. Collect two bottles.
       Exit south, west. Collect transporter. Insert key into keyhole. Exit
       east.
   42) Pull lever. Push gem away (use another object). Collect gem. Exit
       north.
   43) Collect poison potion. Throw poison potion at mouth. Collect gold.
       Exit south.
   44) Exit east. Walk up first stairs. Exit north. Touch bar (second from
       right). Collect wand, gold. Pull lever. Touch bar (second from
       left). Exit south.
   45) Pull lever. Push board over pit middle). Pull lever (twice). Jump on
       board. Push button. Walk to second steps. Exit north. Drink fire
       shield potion. Collect gem. Exit south, south, south, south.
   46) Save game. Push button. Walk onto central platform. Collect gem.
       Walk to central platform north edge. Wait for revolving board to
       move near. Walk onto moving platform. Walk off platform through door
       ('Entrance'). Exit north, east.
   47) Insert three green gems. Walk down stairs. Exit north.
   48) Push button. Exit west. Collect key. Exit east. Insert key into
       keyhole. Exit east (up stairs). Exit north, west.
   49) Hold gauntlet. Open strongbox. Collect cash, shuriken. Drop
       gauntlet. Exit east, north, west.
   50) Collect gold. Open strongbox. Collect three bags. Exit east.
   51) Drop three bags. Pull lever. Collect gold. Exit east or... (from
       last room) insert one bag into small lead-lined casket (and again
       until gone). Exit east, east (repeat three times).
   52) Drink shot shield potion. Exit south (second door). Collect key.
       Exit north. Insert key into keyhole. Exit north (second door).
   53) Open chest. Collect two keys. Give three bags to mouth. Or... keep
       them! Touch west skull. Push skull. Hold east teleporter.
   54) Exit west, south, south. Walk off moving platform onto central
       platform. Collect spell. Walk to central platform south edge. Save
       game. Walk onto moving platform. Push button. Jump east. Walk to
       central Platform south. Walk onto moving platform. Exit north.
   55) Walk through maze to top left (north west) room. Fire unlock spell
       (to open doors). Pull lever. Collect gold. Unlock door. Walk through
       door. Collect emerald.

NB! IF YOU WANT TO GO BACK THROUGH THE MAZE GO TO 59!

   56) Exit west, south, west, west, north, west. Collect urn, four
       teleporters. Exit south, west, west, west, north. Drink remaining
       stamina potions. Exit east.
   57) Drop urn on block, emerald oon block, six teleporters in hole. Exit
       east.
   58) Pull lever. Walk into blood circle. Wait...
   59) Exit north, east, north, north, west. Pull lever. Drink stamina.
       Exit north, north, north, north, east, east, east, east. Pull lever.

(GO TO 56)

[32m2 of 2:

   To get key two, go to the guards on level four, ignore the levers until
you have the guard key from the north passage, the candle and the shuriken
(in the pillow). Open the wall above the bed to retrieve the second key.




[1mCAPONE

[32m1 of 1 :

   To find a special bonus, go to the front of the Post Office and shoot
the ball at the top of the flagpole. Yoyr score should get bigger. If you
shoot it again, you'll see a screen of programmers. Shoot it again and
you'll be invincible, standing in the bank. At the end of that round, you
will start at the beginning with warp speed.




[1mCAPTAIN BLOOD

[32m1 of 1 :

   Using the alien icons, ask GG 1. The alien will then give you the
coordinates of another alien called GG. Go for the specified planet and you
can get the coordinates for all the other aliens around by asking CODE
INFORMATION HELP.




[1mCAPTAIN PLANET

[32m1 of 4 :

   For a hidden extra on the heart level:
   After climbing the trees and killing the beasties, you will be ready to
enter the Eco-Copter. Next to the Eco-Copter, you will see a tunnel going
down to where you just came from. Go down the tunnel and manoeuvre your way
to the bottom (avoiding the trees on the way). You will then find a bird.
Land on its back and you will gain 5 000 points and an extra life.

[32m2 of 4 :

   First of all you need to have a copy of the game Captive. If you do,
then just load Captain Planet as you normally would, but, on the level
selection screen, insert your Captive disk. Press <FIRE> and the screen
will say `Disk Error'. Now replace your Captain Planet disk and the cheat
should then be active. Could someone write and tell me what it does?

[32m3 of 4 :

   On the fifth level, first of all you have to get rid of all the toxic
cans. When you get to the Eco-Copter, follow the slope (where the boulders
have been rolled) until you find some pit-ponies (even though they look
like dogs). Take them up to where you came out and drop them into the
field. This should get you much closer to the end of the level.

[32m4 of 4 :

   Start the game as normal until you get to the level selection page. At
this point you should type in GO PLANET (including the space). When the
game starts, press <F10> and <RETURN> simultaneously to get back to the
selection page, where you should now be able to select any level.




[1mCAPTIVE

[32m1 of 3 :

   - Collect all gold dropped by the dead aliens.
   - Open every cupboard, they were put there for a reason.
   - Find the computer.
   - If the password is not accepted by the computer, there will be another
   - Doors will not function when generators are blown, so keep them open.
   - Powerpoints run dry when generators are blown so get power first. 
   - Make sure you're well armed, fixed and fully powered before you leave
     the base. You may not find a weapon shop for sime time.
   - Use powerpoints as a weapon.
   - Players with higher dexterity hit harder and better.
   - Players with higher vitality dodge hits better.
   - Players with higher wisdom gain more experience.
   - Map well
   - Initiate all droid chips.
   - Never leave a base without a planet probe.
   - Throwing heavier objects will inflict more injury, although there will
     be some objects too heavy to lift.
   - Remember to go up skills (very important in the early levels as skills
     are gained fast).
   - Save your game often, and be sure to number each one differently. You
     may do something silly like lock yourself in.
   - The green air lock will not let you out until the generators have been
     destroyed.
   - Avoid using tindron heads.
   - Don't just stand there in a battle, keep on the move. Use the keypad
     for faster movement.
   - Make notes of what each shop sells. This is very important if you are
     to save money.
   - A left side attack will only attack aliens on the left, whereas the
     back party will attack down the middle, left and right.
   - Put your leader at the back. This means that there is less chance of
     his head being knocked off(!).

   Each of the ten bases which must be destroyed in order to escape your
galactic prison has it's own distinct design and layout. Each is populated
by an individual selection of aliens. Before you can enter a base, you'll
have to find your way "across country" from the landing site to the base
entrance.
   The first level is actualy fairly simple once you've mastered the
operational functions of the droids and the Brief Case Computer. It
involves 10 small to medium sized bases and a relatively easy space station
to rescue yourself from. A normal player should complete level 0 after a
couple of weeks.
   You have to land on the planet Butre (008W 072N). Zoom in on the planet
and click on the large white dot. Click on ORBIT and The Swan (the droids'
ship) will make its way across space and orbit Butre. While the ship is en
route, it's a good idea to initialise your droids.
   Click with the right button on the droid's STATUS icon to bring up the
back pack. Click on the computer chip with the left button and deposit it
on the droid's brain (left side of droid's head). This will initialise the
naming system where the player can type in a name for the droid. The name
acts as a personality generator that creates the droid's wisdom, dexterity
and vitality stats.
   Repeat the above for all four droids and you'll have the team ready for
action. By this time The Swan should have arrived. Click with the right
button to bring up the main view again. Click again on the landing sight to
program the drop destination and then click on the LAND icon to start the
drop.
   Once the lander has landed you will see a picture of the first level's
planet. Have a wander around the world and get used to the control sysytem
before attempting to enter the base. Don't walk into the water because it's
highly toxic.
   To enter the first base: walk up to the door and pick up the clipboard
found near by (use the left mouse button on the object in the main view to
put it in the player's hand). Holding it in the hand will allow you to read
it on the info screen. This will show the combination of buttons to press
in order to open the door.
   Once open go inside and you will now be in the base itself. Pick up the
explosives and the clipboard. Walk to the far end of the air-lock and use
the PUSH control to move the wall and get into the first area of the base.
(PUSH is achieved by pressing the RIGHT mouse button on the FORWARD icon).
   There are many ways of completing the game. Here's one way of attacking
problems. You will find a style suited to your skills and it may well be
different but will achieve the same results.

   - Explore each level completely, examine every nook and cranny and open
     every cupboard you can find.

   - Collect all the gold you can find dropped by the dead aliens. Use this
     in the shops to buy, sell and repair objects. If you've damaged an
     item of the droid's body, repair it at the shops.

   - For the first base it's a good idea to concentrate on increasing your
     brawling skills only. This makes you a fabulous puncher and is
     sufficient for the enemies that you will encounter. If you must buy a
     weapon, then we recommend the ball. It's reusable and fun!

   - Devices are plugged into the droids and give a read out on the monitor
     at the top of the screen. A good device to get on this base is the
     route-finder. This is only available from one shop so you might have
     to search for it. It's classified as an optic device. Buy with trial
     and error until you find the route finder. If you buy the wrong one
     you can always sell it back for no loss.

   - The shops in a base operate a co-operative banking system. This allows
     the player to leave any gold he collects at one shop, and the fund
     will be available at any oither. However, remember to retrieve the
     money before you blow the base, otherwise you'll be somewhat out of
     pocket. 

   - Find the professor in the computer room for the clue the the next
     planet's location. Kill him for the password into the computer to
     activate. Type in the password to reveal the planet probe. Collect
     this (it weighs a lot, so select the carrying droid carefully) and
     you're ready for the destruction of the base.

   - The first level is pretty easy. It's best used as a training ground.
     Kill anything that moves to gain experience. Make sure you spend this
     experience on the skills for each droid. Use money to buy devices and
     ball weapons. Mines are good to use as well. Use money also to repair
     any damaged body parts.

   - Once you have explored all of the first base, go back to the
     generators and blow them all up. After a short pause they will start
     to explode, now run like hell! Use the route finder to get back to the
     door. Click on the door to get into the lobby. Use the same
     combination as before to get out safely but don't hang around because
     the base is exploding around you! 

   - Once outside, go back to the ship and press <UP> to board. You can
     then orbit the planet and go back into space. Put the planet probe on
     the map and watch it go to the next base. Land there and continue.

A FEW HINTS TO GET YOU STARTED:

WALLS: If on ballbearings, push using right mouse button on the forward
       icon - don't push too far or you might cover something interesting.
POWER: Poke your finger in the sockets then touch the chests of the
       androids to recharge them. But don't touch anything else or you'll
       blow it up. A charged finger makes a useful weapon in the eearly
       stages if you want to fight from a distance. Sockets become more
       scarce in the later stages, so take every opportunity to top up.
MAPS: Buy Optic III, the mapper, as soon as possible. Keep it running
      continuously (but watch your power) to show areas yet to be visited.
      Optic V acts as a compass and used in conjunction with the mapper
      helps early orientation.
MONEY: Save it. You'll need loads to restore your health when you meet
       heavier monsters.
STAIRS: Jump up or down stairs when a monster is directly above or below
        for a satisfying smartbomb effect!

   I've been plugging away at CAPTIVE and in the course of seeking help
have discovered a handy hint for starting off with stronger than usual
characters. If your name an android "ANN DROID" you'll end up with
attributes of 6, 15 and 15 - quite a flying start. There is also a name
based on Batman which creates good attributes.
   Still on Captive, once you collect some firearms, watch where the shots
go. Weapons such as the Hunter shoot high, while Magnums shoot low. On one
of the early planets you'll be confronted by floating monsters which are
inaccessible to handguns unless you use the Anti-Grav to turn upside down.
It's not necessary to explore every cranny of each level - sometimes all
the extra rooms hold are extra monsters. While this means extra money, the
cost of repairing your armour can outweigh any gains made.
   Try to collect as many probes as possible early on, then instead of
crippling yourself dragging them around with you (as I did), set them all
off as soon as possible, making a note of the co-ordinates and order in
which future planets are found. Another idiot thing I managed was to land
on planets which apparently contained a single square of land - yes, you've
got it - who forgot to centre the crosshairs on the one and only island!
   Don't bother with fancy weapons until you have the skill to use them.
The monetary system is well judged to match your progress, and better
weapons cost far more to arm than simpler, equally effective ones. By the
way, peep round corners carefully (and save regularly) as there are some
enemies - namely those men with cannons shooting blue cannonballs - who
will take you out with one shot! However, careful use of door as shields
can cause enemy fire to bounce back on the nasty oent, and cause it to
effectively commit suicide. But watch out - same can happen to you as I
discovered to my cost! Space Station, here I come...

CODES: Two types of men, professor and guards, wander around the bases
carrying clipboards. Both types of men are quite easy to kill - they won't
attack you unless they are hurt first, at which time they become vicious.
The professors drop codes for probes while the guards drop those for the
gates and wall openings.
   Not all codes are found near their point of use, some are even on
different floors. Every time you find a new code, write it down CAREFULLY.
There's nothing more frustrating than selling a clipboard only to find your
notes are incorrect - yes, it did happen to me! Codes used to open gates or
remove walls can be re-used to close them again (for word codes simply
retype the code while for patterns simply spoil the arrangement).

MAPS AND OPTICS AND CAMERAS: As soon as possible, buy optics II, III and IV
and a camera. Used in combination you ill have a powerful method of finding
your way around and spotting trouble before it hits you. To set up the
camera, simply drop it on the floor ahead of you and it will spring to
life.
   Make sure the monitor is connected then simply click in its centre to
move the camera forward and click on the arrows to swivel left or right.
Doors and walls will stop it but it can cross fire and water and walk
through most monsters. (In some places there are invisible walls which
block your progress. If you appear to be stopped by a glass wall simply
smash it.)
   Using the camera you can check out a new area with no risk. Pressing
the green button changes the display and shows a small picture of the
cameras viewpoint as you would see it. Pressing the red button detonates
the camera which then damages any monster on the same square.
   The Route Finder is used in the open to point to the base door or your
lander, while inside the base it points the fastest way to the exit - wear
it before you blow up the generators. The Radar gives early warning of
monsters shown as light squares. This is especially useful for the economic
use of ammunition when shooting through holes.
   The Mapper is VITAL although it takes some getting used to. As you move
around it shows areas you have visited in some detail while unvisited areas
of darkness are black. One thing to watch out for are holes in the floor
and ceiling which don't hold a ladder. The upper ones are extremely
difficult to spot by eye but show as stairs on the mapper.
   The display can also be marked by clicking the button. This will bring
a flashing dot to the screen which helps to identify things like moveable
walls for later as these are easily missed once the cupboard door are gone.
Don't forget to delete markers after use or you'll soon become confused by
all the little lights.
   When orientating yourself with the mapper you might find the Magna-Scan
(compass) handy at first. Later, when you have sorted out the mapper and
when your monitors are bristling with shields and Anti-Grav it might be
better to sell the compass back to the shop.

DEV-SCAPES: In the early stages, the only Dev-Scape you need is Anti-Grav
(Basic) which turns you upside down and allows you to reach ceiling holes.
Walking around on the ceiling is handy round about level 4 where you meet
floating monsters and your weapons only tend to shoot low down, passing
straight underneath them. A quick flip of your party and you're back on
level terms again. Watch where bullets go from different guns and try to
carry a mix of weapons on these middle levels, some shooting high and
others low. I found Hunters and Magnums to be a good combination.
   As mentioned earlier, Anti-Grav is handy when shooting through holes.
Cannons, for instance, shoot low, but turn over and you have a very potent
weapon from fairly good cover. Don't get too complacent though - some
monsters can shoot through the holes at you!
   Other handy gadgets in the Dev-Scape range are Fixer and Restorer. The
Fixer will repair any damaged body parts up to a maximum of 10% efficiency.
Not only does this make damage cheaper to repair at the shops, it also
allows you to get hands and arms back in use so you can fight, and legs
back to speed you up when frantically fleeing. The Restorer is simply used
to charge you up again when power points are sparse. Both these gadgets are
woth buying as soon as possible and carrying constantly.
   Both shields and detectors disintergrate if they reach 0% efficiency
so try not to let them get too damaged. It costs about half as much to
repair a badly damaged device as it does to buy a new one (assuming you can
find a nearby shop which stocks the device).
   The other two Dev-Scapes, Greaser and Power-Sapper are less useful, and
in fact, the power sapper is positively dangerous. Who in their right minds
would spend money on a device to drain power? Any ideas?

[32m2 of 3 :

   When you land go and pick up the message from Ratt on Butre, then return
to the Swan and then land again. There will be another message from Ratt.
Pick this up as well. Repeat this 88 times (!) and put all the messages in
the backpacks, and when they are full, carry them in the hands and one on
the cursor, enter a base and find a shop. You can sell all the messages and
get about 18,500 credits.

[32m3 of 3 :

   Here are the combinations, in, order, for the bases in mission two:

   MASGOT   - TR, BL, TL, BR
   TRAPHET  - TL, BL, TR, BR
   PHOOPEL  - TL, TR, BL, BR
   SODCKET  - BL, BR, TL, TR
   ZAITET   - TL, BR, TR, BL
   QUELOSOD - TL, TR, BL, BR
   SALDET   - BL, TL, TR, BR
   MIEUSIA  - TL, BL, TR, BR
   PASDET   - TL, TR, BL, BR
   LEATOD   - BR, TR, BL, BL




[1mCAR-VUP

[32m1 of 2 :

   Enter the following codes on the high-score table for the corressponding
effect:

   PUSSYCAT - nine lives
   R.J.TOONE - infinite lives (press <Z> for brakes)
   WHOOPSIE - begin on level four
   BUMPER - infinite bumpers
   WOOAARRGGH - infinite fast turns
   ARNIECAR - 100,000 bonus points

[32m2 of 2 :

   Type BARMY CAR (including the space) during a game for an extra 1000
points.




[1mCARDIAXX

[32m1 of 1 :

   Pause a game with <H>, type RACHAEL and press the <LEFT SHIFT> key. Now
when you unpause with <H> the cheat should be active, whatever that is...
   If that doesn't work, try entering CAROLILY instead.




[1mCARL LEWIS CHALLENGE

[32m1 of 2 :

   Don't bother training all your athletes - pick the most promising with
starting statistics of >50%. By improving SPEED and POWER, leaving the
AGILITY and STAMINA at average levels, an athlete should perform well in
all events. Either create one all-purpose athlete, or specialists for each
event.
   Best speed training is achieved by ACCELERATION, HOLLOW RUNNING and
REPITITION RUNNING. Get these to F=70%, I=35% and T=35%. Leave all other
statistics at default settings.
   Best power training is by ISOTONICS and ISOMETRICS. F=60%, I=30% and
T=30%. Leave all other statistics at default settings.
   To train one athlete for all of the events, do three weeks SPEED and
then two weeks POWER.
   A general purpose gold medal contender should have the following final
week stats: AGILITY=60%, SPEED=85%, POWER=75% and STAMINA=55%. (The default
athletes in the arcade only game are set to 70, 70, 70, 70.)

[32m2 of 2 :

   You can use either the mouse or the joystick for getting your athlete to
run, but using them both at the same time will make him run like the wind!
Just get someone to waggle the mouse while you are waggling the mouse.




[1mCARRIER COMMAND

[32m1 of 5 :

   When paused, pressing <+> and <-> on the numeric keypad toggles Manta
invincibility: the flying craft are no longer vulnerable to aerial attack,
although collision with large objects is still fatal. Once a course has
been programmed for the carrier, Mantas or Walruses, engage autopilot and
click on pause. To avoid sloggin around inreal type, you will find that
pressing 3 on the keypad and unpausing again takes the corresponding craft
directly to its destination. Likewise, pausing and pressing 2 replaces lost
shielding, while tapping 1 refuels the craft in question. 9 shows the
current difficulty level, 7 speeds up the game and 6 brings up the
programmers' test palette!

[32m2 of 5 :

   Pause a game and type THE BEST IS YET TO BE or GROW OLD ALONG WITH ME
(including the spaces). The game should now start automatically, so press
<KEYPAD +> and you will have invincible Mantas and walrus' (except to
crashing)

[32m3 of 5 :

Try always to cut of the path to the homebase (top right island)  of
the enemy ship. It might get stuck without fuel and so buys you lot of time
to conquer a lot of islands.

[32m4 of 5 :

   When in range of an island turn to the map. Zoom in on the island, press
<F8> and the island is yours.

[32m:5 of 5 :

      Press <CTRL> and <M> on the main screen simultaneously for a
surprise.




[1mCASTLE MASTER

[32m1 of 1 :

   The key on the chapel roof can be a swine to get hold of if you don't
know how to get up there. All you have to do is stand on the drawbridge and
close it. You will then be lifted  up, making it a doddle to get hold of
the prize.
   When trying to collect the pentacles in the caverns, fall down one of
the trap doors and kill the spirit. Collect the first pentacle then go to
the other caverns collecting the pentacles and killing the spirits. This
will make the going easier if you fall into a cavern, since you're saved
the hassle of tackling a spirit that catches you unawares.
   To get inside the display chamber, crawl inside the granary chest and
close the lid. Access is then as easy as falling off a rather wobbly chair
perched precariously perched on the top of a table.
   Collecting the pentacle in the junk room isn't as obvious as it seems.
When you enter the room, crouch down, walk over the first shelf and into
the wall and stand up. Now do a U-turn and walk forward to collect the
item.
   To move the big rock or open the pottery door, you need to have maximum
strength. If you haven't then fiund some food to top up your energy then
try again.
   If you have the rock travel potion, you can get to the gymnasium either
from the Wizard's hut or from directly outside.
   If you're having trouble finding the spirit in the dungeon, then try
looking for something else rather than the obvious. Still stuck? Well try
that rat-like animal at the back of the room...
   Now for the big baddy himself. To kill Magister, the evil owner of the
castle, wipe out all the other spirits first. Now go to his room and blast
him in the forehead to destroy him.

KEYS:

    1. Kitchen - on left of door as you enter.
    2. Igor's chamber - in chest.
    3. Vault Vestibule - on north wall.
    4. In stable - on horse, under it's chest.
    5. Hay barn - behind hay stack immediately to right of door.
    6. Well - at top of well shaft.
    7. Chapel roof - on chapel roof, get by standing on drawbridge and
                    closing it.
    8. Shrine - on top of gold nugget. Get into shrine by activating book
                on far left of top shelf in library, then stand on chair
                revealed.
    9. Wizard's hut - on top of chair back, stand on table to reach.
   10. Pentacle vault - north wall. Get all Pentacles.

PENTACLES:

   1. Bell tower - Pull rope until pentacle appears directly under bell
                   pull.
   2. Gatehouse - enter from left ledge, immediately on right of entrance.
   3. Dragon's hoard - on chest, get all treasure, pentacle appears,
                       replacing lock.
   4. Junk room - crawl onto bottom shelf, go to the back, then stand up.
   5. Display room - enter from granary by climbing into chest then closing
                     it.
   - Rest of pentacles are in catacomb caverns.

RIDDLES/MESSAGES/CLUES:

    1. I bid thee welcome stranger
       To Castle Master's realm:
       Thine own twinself in danger
       To fail or overwhelm
    2. Be foot loose and fancy free
       To weave thine way without gloss.
    3. When my face is drained
       I stare down open mouthed
    4. The place of the word of the lord must be understood.
    5. A needle in a sneezling stack
       Is silver within gold
    6. A louse crawls faster
       A mole crawls deeper
       But a worm crawls very well
    7. Enshrined above that which
       Is the goal of alchemy
    8. The pointed eye of Heaven
       Sees all once overlooked
    9. To stand on high ceremony
       First leap off hinge and bracket
   10. Inside the blemish of the toes
       Within the heart
       Below the neck
       Above the gut
   11. What ails or ales one thing is clear Spirits are not served here
   12. With all spirits unemployed
       Magister maybe then destroyed
   13. Would a sore throat from Greece Free an emperor from Rome When one
       is born
       every minute
   14. The final guardian waits within
       Magister is his name
       But thou shalt not proceed to win
       Whilst spirits do remain
   15. When feeling not sick
       Look to liquid assets
   16. A well placed rock is all you need To make the drawbridge fall with
       speed

ENTRANCES TO CATACOMBS:

   1. Well - crawl into well
   2. Hot baths - enter hot baths, empty entrance at bottom of pool
   3. Wizard's hut - under rug
   4. Under large rock - push rock after drinking strength potion
   5. Chapel - behind pulpit
   - These lead to catabomb caverns where pentacles are located. Final
     entrance from NW tower.

POTIONS:

   1. Strength potion - Inn, on table. Required to open pottery and move
      large rock.
   2. Rock travel - pottery, throw rock at door, and normally you will be
      teleported.
   3. Recuperation - under barrier in display chamber.

NOTES AND HINTS
   - There are 27 sprites including the dragon. These must be destroyed
     before the Magister can be killed.
   - Maximum health is 12 weights (6 on each side) = Herculean
   - To get onto chapel roof, stand on the drawbridge then close it. Note -
     do not do this until you have the key from the wizard's hut and have
     entered the catacombs from under the large rock, and then then under
     the rug in the wizard's hut.
   - Lifting weights in the gymnasium increases your health.
   - Standing in hospital cures you up to normal health.
   - The spirit in the courtyard will only appear when a rock is thrown at
     the flag.
   - To enter the junk room, fire at the plate (on the left of the door),
     until it disappears, enabling the door to be opened.
   - To kill the dragon, shoot eyes, teeth and horns, until they disappear.
   - To kill the Magister, shoot at his head (not eyes).
   - To confront the dragon, start on level 4 in the SW tower. Enter onto
     the ballroom balcony, there is a break next to the last door, drop
     down, and commence along the south passage.
   - To find the Magister, go to the SE tower and press the button in the
     king's solar on level 4. Then reach across the second barrier in the
     corridor, and activate the crank. Go round to the south passage (the
     long way) and you will be able to enter the Magister's room.
   - A final piece of treasure appears on the table in the wizard's hut
     after the key has been collected from the chapel roof. Use rock travel
     to transport yourself from window in the gymnasium to the wizard's
     hut, then collect treasure and transport back.




[1mCASTLE OF TERROR

[32m1 of 1 :

   The flint is found in one of the barrels.




[1mCHAMBER OF THE SCI-MUTANT PRIESTESS

[32m1 of 1 :

   You don't have to complete all five ordeals. Instead, go into the
tunnels (from the noose) ans wait an hour. Then leave the tunnels and go to
the Master's Eye. Wait around until the master dies. Search his body for
the whistle. Use it and a panel will open up. Reach inside and grab the
egg.




[1mCHAMPIONS OF KRYNN

[32m1 of 2 :

   Once you find any item you can make as many copies of it as you want:

   Step 1 - Create a dummy character.
   Step 2 - Load a saved game and transfer all the good items to the dummy.
   Step 3 - Remove the dummy character from the party.
   Step 4 - Load the dummy character back in.
   Step 5 - Transfer all the items to the other members.
   Step 6 - Drop the dummy character from the party.
   Step 7 - Repeat steps 4-6 as many times as you need to.

[32m2 of 2 :

   You can clone characters to create indestructable parties:

   Step 1 - Firstly you need two disks, one with saved games and another
            for characters.
   Step 2 - Load a saved game, then replace the disk with your character
            disk.
   Step 3 - Remove any character from the party, then load the same
            character back into the party.
   Step 4 - Give all the best items (weapons, jewels, etc.) to this
            character and remove it from the party once more.
   Step 5 - The program will ask if you want to overwrite the previously
            saved character, to which you should answer `No'.
   Step 6 - Enter a new name for the character and save it. You should find
            that both the new and the old characters have been saved to
            disk, leaving space for two more characters to be loaded into
            the party.
   Step 7 - Load the new, improved cloned character and re-clone to double
            the weapons and suchlike.

   Time travel:

   Step 1 - Save your party to a character disk.
   Step 2 - Remove the disk and insert your saved game disk.
   Step 3 - Load the period from which you wish to start.
   Step 4 - Drop the characters you don't want
   Step 5 - Replace the disk with the new character disk.
   Step 6 - Add your new characters to the game and begin playing!




[1mCHAOS STRIKES BACK

[32m1 of 2 :

   Find a dragon and cast MON ZO GOR SAR, then press <ESCAPE> to pause the
game. Hold down the <ALT> key and type in LORD LIBRASULUS SMITHES THEE DOWN
then unpause the game and slay the beast. He leaves behind a firestaff and
your party will be invincible.

Undocumented spells include:
   GOR IR KU - detects monsters
   GOR IR ROS - detects fake walls and `invisible' (actually hard to see)
                pits.
   GOR IR DAIN - detects `magic' on screen.
   ZO IR NETA - anchors the map at the point of casting so that as you move
                around, the map view stays at the anchored position.

Its really easy to kill any dragon:
   1. prepare all your players with MON IR VEN spells (mega poison cloud).
   2. Use the green freeze life box (on the dragon).
   3. Cast the spells, and then double-up on each player (i.e. each player
      casts two spells for a total of eight).
   4. Wait... dinner will be served soon.

Using the Vorpal Blade:
   If you don't have both Vorpal Blades, you can increase hits/time by
passing the weapon back and forth between the two attacking players. (i.e.
hit, then pass blade to character two, hit, and pass back to character one
etc.).

   Everything is affected by fireballs, including knights and dragons.The
only exceptions are slime, black flames, and the thing that pops up from
the floor.

[32m2 of 2 :

   Four floors above the start dungeon you will find the Wrath of Gad maze.
This is the last obstacle to the Fulya Pit. The object of the dungeon is to
direct a powerful cannon (NE corner) by setting up direction changing force
fields to channel the fireballs into the Demon Pit, thereby killing the
many occupants.
   There is however, a much easier way which is to bypass the Demon Pit
altogether, thereby saving yourself lots of aggrivation. This can be done
providing you have the following articles in your possession: 4 keys of B
plus either an emerald key or a set of lock picks.
   Once inside the maze, make your way to the SE corner. There you will
find a passage junction with a pressure button. Face south and walk back
and forward. After each click walk forward and see if the false wall has
opened. Once through you will find a double lock and a Gor coin.
   Place 2 keys of B in each lock. This will open the force field door and
a further passage. Stopping only to pick up the valuable items, make haste
westward to the next door. This needs either the emerald key or the lock
picks.
   Inside the pressure plate room there is a button which opens a false
wall to let you into another room. There you will come face to face with
Chaos himself but a bit of fast footwork will see you past him. Go north
then west until you find a button door, and presto, you have found the
Fulya Pit.




[1mCHARIOTS OF WRATH

[32m1 of 1 :

   When instructed to press <FIRE> to start, push your joystick <FORWARD>
for infinite lives.




[1mCHASE HQ

[32m1 of 2 :

   As soon as Nancy has finished talking, press <SPACE> as fast and as many
times as you can, and when you start the game and push <FORWARD>, your car
will take off and peak at about 800 km/h (I have a friend who, after a bit
of practice can now get the speed up in excess of 3,000 km/h!).

[32m2 of 2 :

   Use the <Z> and <X> keys during a game to make the steering easier (good
when used with the above cheat!).




[1mCHASE HQ II

[32m1 of 3 :

   On the title screen type IN A GARDEN then start the game and press <T>
for extra time and <N> for the next level.

[32m2 of 3 :

   Pause the game and enter IN A GARDENIN so that you now have the ability
to press <T> and reset your time and <N> to skip to the next level.

[32m3 of 3 :

   Hold down <F5> and <H> while the game is loading. Now all the roadside
obstacles will disappear.




[1mCHIPS CHALLENGE

[32m1 of 2 :

   Level  1 - BDHP   Level 37 - VQNK   Level  73 - QCCR   Level 109 - KZQR
   Level  2 - JXMJ   Level 38 - BIFA   Level  74 - MKNH   Level 110 - XBAO
   Level  3 - ECBQ   Level 39 - ICXY   Level  75 - MJDV   Level 111 - KRQJ
   Level  4 - YMCJ   Level 40 - YWFH   Level  76 - NMRH   Level 112 - NJLA
   Level  5 - TQKB   Level 41 - GKWD   Level  77 - FHIC   Level 113 - PTAS
   Level  6 - WNLP   Level 42 - IMFU   Level  78 - GRMO   Level 114 - JWNL
   Level  7 - FXQO   Level 43 - UJEP   Level  79 - JINU   Level 115 - EGRW
   Level  8 - NHAG   Level 44 - TXHL   Level  80 - EVUG   Level 116 - HXMF
   Level  9 - KCRE   Level 45 - OVPX   Level  81 - SCWF   Level 117 - FPZT
   Level 10 - VUWS   Level 46 - HDQJ   Level  82 - LLIO   Level 118 - OSCW
   Level 11 - CNPE   Level 47 - LXPP   Level  83 - OVPJ   Level 119 - PHTY
   Level 12 - WVHI   Level 48 - JVSP   Level  84 - UVEO   Level 120 - FLXP
   Level 13 - OCKS   Level 49 - PPXI   Level  85 - LEBX   Level 121 - BPYS
   Level 14 - BTDY   Level 50 - QBDH   Level  86 - FLHH   Level 122 - SJUM
   Level 15 - COZQ   Level 51 - IGGJ   Level  87 - YJYS   Level 123 - YKZE
   Level 16 - SKKK   Level 52 - PPHT   Level  88 - WZYV   Level 124 - TASX
   Level 17 - AJMG   Level 53 - CGNX   Level  89 - VCZO   Level 125 - MYRT
   Level 18 - HMJL   Level 54 - ZMGC   Level  90 - OLLM   Level 126 - QRLD
   Level 19 - MRHR   Level 55 - SJES   Level  91 - JPQG   Level 127 - JNWZ
   Level 20 - KGFP   Level 56 - FCJE   Level  92 - DTMI   Level 128 - FTLA
   Level 21 - UGRW   Level 57 - UBXU   Level  93 - REKF   Level 129 - HEAN
   Level 22 - WZIN   Level 58 - YBLT   Level  94 - EWCS   Level 130 - XHIZ
   Level 23 - HUVE   Level 59 - BLDM   Level  95 - BIFQ   Level 131 - FIRD
   Level 24 - UNIZ   Level 60 - ZYVI   Level  96 - WVHY   Level 132 - ZYFA
   Level 25 - PQGV   Level 61 - RMOW   Level  97 - IOCS   Level 133 - TIGG
   Level 26 - YVYJ   Level 62 - TIGW   Level  98 - TKWD   Level 134 - XPPH
   Level 27 - IGGZ   Level 63 - GOHX   Level  99 - XUVU   Level 135 - LYWO
   Level 28 - UJDD   Level 64 - IJPQ   Level 100 - QJXR   Level 136 - LUZL
   Level 29 - QGOL   Level 65 - UPUN   Level 101 - RPIR   Level 137 - HPPX
   Level 30 - BQZP   Level 66 - ZIPZ   Level 102 - VDDU   Level 138 - LUJT
   Level 31 - RYMS   Level 67 - GGJA   Level 103 - PTAC   Level 139 - VLHH
   Level 32 - PEFS   Level 68 - RTDI   Level 104 - KWNL   Level 140 - SJUK
   Level 33 - BQSN   Level 69 - NLLY   Level 105 - YNEG   Level 141 - MCJE
   Level 34 - NQFI   Level 70 - GCCG   Level 106 - NXYB   Level 142 - UCRY
   Level 35 - VDTM   Level 71 - LAJM   Level 107 - ECRE   Level 143 - OKOR
   Level 36 - NXIS   Level 72 - EKFT   Level 108 - LIOC   Level 144 - GVXQ

[32m2 of 2 :

   Start the game as normal and press <F> until the screen flips upside
down. Now type in any of the following (including the spaces) for the
relevent effect:

   SAGITTARIANS MAKE BETTER LOVERS. - for infinite keys, shields, magnets
                                      and ice-boots
   09/12/57 - infinite time

   I THINK THEREFORE I AM. - don't have to collect the chips to escape and
                             by pressing <C> you skip levels.

   Now press <F> and you will return to the game.

   NOTE: If any of these don't work, try them without the fulstops.




[1mCHROME

[32m1 of 1 :

   CHROME is the hidden sub-game with Switchblade II. Here are all the level codes:

   Level  1 - START    Level 11 - SPACE
   Level  2 - TRUTH    Level 12 - GENAM
   Level  3 - JELLY    Level 13 - APPLE
   Level  4 - STORY    Level 14 - JUICE
   Level  5 - CLOUD    Level 15 - CHESS
   Level  6 - MOUSE    Level 16 - WORLD
   Level  7 - HUMAN    Level 17 - AUDIO
   Level  8 - FLOOR    Level 18 - LOGIC
   Level  9 - PAPER    Level 19 - TITLE
   Level 10 - EARTH    Level 20 - VENUS




[1mCHRONOQUEST

[32m1 of 1 :

   - Library - get candle
   - Kitchen - push tap, fill bottle with water, push tap
   - Machine - drop candle, push switch, use second from left card in slot
   - EGYPT
   - Door - push top centre stone, push top left stone, push top right
            stone twice (as shown on scroll), look at the plant (left             screen) then      get amulet
   - Snakes - use amulet on black holder then north, west
   - Chamber - use grapple/rope on hole on roof then up
   - Pharaoh - get punch card then push levers in this order; 2 from left,
               3 from left, 4 from left, 5 from left. Look at the
               sarcophagus, get ring then push all levers back up
   - Statue - turn right torch then back to the machine
   - Machine - drop bottle and scroll
   - Library - get bone (bottom left corner)
   - Machine - push switch then use punch card in slot
   - MEXICO
   - Machine - east twice
   - Trunk - look at base of trunk, get necklace, north twice
   - Statue - look at stairs, turn disc on statue's hand, get key, west
   - Jungle - west, sw, south
   - Maya - use necklace on Maya warrior then ne, n, ne, ne, ne, n, n, nw,
            ne, e
   - Pyramid - use leather gloves on bush, use ring in hole in slab, wait
               time until 13:00, look temple door, use bone in left hole in
               door frame, then up
   - Chamber - use key on keyhole, look in chest, pick up punch card, down,
               w, sw, se, se, s, s, sw, sw, sw, sw, s, e, e
   - Machine - up, push switch
   - CHATEAU
   - Machine - south
   - Library - get stone and photo, north
   - Machine - up, push switch, use punch card in slot
   - THE FUTURE
   - Machine - push buttons on control panel, use stone on guard's nose,
               get uniform, north, e, e, n, n, w. Push panel with circle
               and cross (left side of machine), use leather gloves on
               fuses, e, s, s.
   - Cell - use strange key on box next to east door (bottom right screen).
            Richard then gives himself up and that's all there is to it!




[1mCHUBBY GRISTLE

[32m1 of 1 :

   Type BUUURRP on the title screen for infinite lives.




[1mCHUCK ROCK

[32m1 of 1 :

   Type in any of the following codes (including any spaces) on the screen
where the band is playing for the relevent effect. If the cheat is
successfully activated, a message will appear at the top of the screen.

   ESTRANO - press <LEFT SHIFT> to toggle flying mode
   MORTIMER - zone select with funtion keys
   TURN FRAME - level select using number keys
   UNCLE SAMS - infinite energy
   FAST AINT THE WORD - infinite energy
   LIFE IS MY DREAM - infinite energy




[1mCIVILIZATION

[32m1 of 2 :

   Press <SHIFT> and 1234567890t gives you a complete world map so you can
see into enemy cities. This cheat appears not to have been included in
newer versions of the game, but give it a try anyway! Could someone explain
this cheat a bit better? It's a bit cryptic.

[32m2 of 2 :

   Press <ALT> and <R> to randomise the leaders' personalities.




[1mCJ'S ELEPHANT ANTICS

[32m1 of 1 :

   For infinite lives (or is that energy?) type ITCHY A*S*HOLES on the
title screen (including the space - and the missing letters are <E> and <R>
though not necessarily in that order).




[1mCLOWN `O MANIA

[32m1 of 1 :

   Press <HELP> during a game for more jumps and shots. The cheat will not
register until one is used. This cheat can be repeated as many times as you
like.




[1mCOLORADO

[32m1 of 1 :

THE WINNEMUCCA FOREST: Starting from the canoe, head east into the next
screen. Load your gun and shoot the Iroquois that makes his way towards
you, and then continue east and enter the forest. At the crossroads take
the upper trail and head back west. When you arrive at the screen with the
archer, go behind the trees to avoid his arrows and then use the knife or
hatchet to dispose of him. In the next screen you will come up against the
Iroquois chief; use the hatchet to kill him, and then take the necklace and
skin. Go back to the last crossroads and climb the mountain, being careful
not to fall off the edge (it's advisable for you to save the game at the
peak). Pick up the nuggets at the top of the mountain, and then climb all
the way back down and return to the first crossroads. Go east from the
crossroads until you come across another archer. To kill him, hide in the
first recess, and cause him to shoot an arrow by moving diagonally
backwards and forwards, then place yourself in his line of sight, make a
jump and take cover in the second recess. Cause the archer to fire another
arrow and then use the knife or hatchet to kill him. Be careful of the jump
in the next screen, and then carry straight on.

MAC BIGGLE: Swap the nuggets, skin and necklace with him, and if necessary,
drink a potion. Now continue walking east and climb to the end of the blind
alley.

THE CANYON OF DEATH: Climb up, avoid the Apaches and then continue east;
take care at the jump. On the other side you will be attacked by two
Apaches; use the gun to dispose of these two, and then save the game.
Continue on the lower road until you get to the next screen. As soon as you
enter, move into the recess and reload your gun. Foll the archer into
firing at you, then move back out of the recess and shoot him; walk east.
Kill the Apache you come across with either the knife or hatchet. Do the
same in the next screen, and then walk east again. Yet again, take care on
the two jump, and after you have got to the other side, reload the gun. Use
the gun as soon as you enter the next screen, and the use the axe or knife
to get rid of the Apache chief. Change the powder horn (freeing one icon),
pick up the necklace and the peace-pipe. Go back to the fork and take the
staircase; at the top of the stairs reload the gun, and as soon as you
arrive in the next screen use it; reload the gun once more, shoot the next
Apache you come across and then use the axe or knife to finish him off.

MUSIC: Drop the peace-pipe in front of the Hopi chief and swap it for the
silver bullet. Return to the first room in the canyon, make two left turns
and pick up the nuggets, then return to the forest.

MAC BIGGLE: Trade the nuggets and the necklaces, drink a potion and return
to the canoe.

BIG BEAR FOREST: Take a right turn twice and then prepare to fight the
first of the big bears. There are three methods that can be used but the
best way is third method. Firstly, you can kill the bear with a stick of
dynamite and one bullet; secondly, you can use one complete powder charge;
lastly,is to fight him with the knife. After you have defeated the bear, go
right for two passages, take the passage at the back to save the game, and
then come back to the second passage (in front of the tree on the right)
and cross the field of rabbits. When you fight the wolf the best thing to
do is to hit it immediately with a low blow from the axe, otherwise you
will have to go back a place in order to let the wolf pass in front of you
so you can give it a low blow with the axe, or, you can simply avoid it by
not moving in a straight line. Continue right, and pick up the nugget.

THE GANG DOWN THE MINE: Throw the dynamite into the pile of rocks, then
reload your gun and shoot the miner. Now select the knife or axe and strike
at the miner who will then run away. Start moving right and when you get to
the blind alley kill the miner you find there. Follow Huck through the mine
where a passage will open up (NB - if there is a tree icon, you can pick up
a nugget in the room to the right of the secret passage room); take this
passage and at the first fork take the trail at the back. Go over a jump
and at the second fork take the door at the bottom. Reload the gun, shoot
the miner and then finish him off. Go to the second fork and take the door
at the back, reload the gun, and on entering the room, take a few steps
forward and shelter in the recess. Make the Old Timer shoot, then use the
gun in the low position to deal with him. Take, and then read the parchment
(drop it afterwards). Go right and throw the dynamite into the pile of
rocks, then go to the peak where you can save. Return to the first fork and
go through the lower door; kill the miner with the gun, knife or axe. In
the next room advance gradually, and when you hear the waggon, take a
diagonal step into the recess (pick up the nugget if the icon is
available), and then carry on right and kill the miner. Continue right and
you will come across the head of the miners; if you still have some
dynamite left use it on him, otherwise use the gun and knife or axe. Pick
up the large nugget and return to the forest, and to the canoe.

IN CHEYENNE COUNTRY: Right (twice) - jump over the fire, turn right. Pick
up skin (if the icon is not available, put down the object, pick up water
skin, swap it at Biggle's store for gunpowder, change the powder horn, pick
up object you put down). First fork: take the upper road.

MAC BIGGLE: Swap the nuggets and the big nugget. Right, second fork: take
the one at the back behind the tents. Make sign of peace to the
medicine-man, then find out what the parchment says. Go back to the first
fork, take the lower road in front of the tent. Fight the giant in the same
way as you did the bear. Go right, make the sign of peace to Chief Two
Moons, find out what the parchment says; return to the canoe.

TERROR IN THE WOODS: Move right (four times), kill an Indian, right, Mac
Biggle, kill the chief and take the necklace and skin.

MAC BIGGLE: Swap the necklace and skin. The silver bullet and potions can
be left there; the powder horn can be swapped and you can drink a potion.
Return to the third room in the forest and take the passage at the back to
the right of the rock. Climb the mountain and fight the indian (you can
avoid him but be careful of the sheer drop). Archer in the next room:
reload the gun beforehand, crouch down on entering, cause the archer to
shoot an arrow with standing/crouching action, then use the gun. Jump and
then right.

THE MEDALLION OF COURAGE: Return to Chief Two Moons and put down the
papoose. Recover the medallion. Take canoe at the beginning of the camp go
back to the forest. Move back up the mountain; save in the cave and leave
the cave by the right. Keep on going right killing all animals you
encounter.

TWO MOON'S SON: At the foot of the peak, save and then climb the
mountainside to the level of the sticks. Climb and at the top fight the
condor. Take the papoose. Return to the mine; return to the cave using the
lift. Go back down the mountain, pick up the silver bullet you had put
down. In the second room in the forest, use the pasage behind the large
bush. Left, reload the gun and kill the indian using either of your
weapons. Right, jump, right.

IN THE KINGDOM OF THE DEAD: Save again. Passage behind the burial-place on
the right. Note the contents of the parchment, go right, pass in front
again and to the right. Kill two wolves, right. To kill the lone wolf, load
the gun with the silver bullet, take two steps to the right then use the
gun, shooting low. Because you have the medallion you will not be hurt by
the Great Spirit; take the canoe.

POWHATAN'S CAVE: Save your position. Take the right blind alley and climb
at the bottom. If you take the right, kill the bear with the dynamite and
the gun or in the traditional way. Return to the left and choose the barrel
on the extreme left (move back to avoid the blast of the explosion); the
Passage of the Great Cross is open. Left and take the lift. Return to the
mine. Go back to the fork then go to the back to return to the peak.

POCAHONTA'S GOLD MINE: Right, place the medallion in front of chief, the
passage open, and that's it - you've completed Colorado.




[1mCONQUESTS OF CAMELOT

[32m1 of 1 :

   Enter your room and GET PURSE. Now CHANGE CLOTHES. Now leave your room
and continue up to passage to the garden where the queen hangs out. Talk to
her. ASK ABOUT FLOWER. GET FLOWER. ASK ABOUT LANCELOT. ask her about
anything else she talks about if you want. Now exit the room and continue
down the passage. Go to the next tower where the treasury and Wizards room
are. To get to the wizards room you continue to go forward in the tower
where you see the treasure. The wizards room is that tiny tower next to the
treasury. Enter the treasury and ASK MAN ABOUT BUNDLES. ASK ABOUT COINS.
ASK ABOUT GEWAIN. GIVE PURSE TO MAN, GET GOLD, GET SILVER, and GET COPPER.
Now GET PURSE back from the man. Leave the treasury and go into the
wizard's room. In here you TALK TO MERLIN, ASK ABOUT MAP, GLASTONBURY TOR,
OT MOOR. You can also ask a few other things if you want. Now go and take a
look at the map in his room. Then READ SCROLL, READ TRANSLATION. Go to the
chest and open it. GET LODESTONE. Go down from the wizards room. Pass the
next tower and do not leave through the exit, but instead walk past it to
the last tower you have not been to. This is the chapel of the two gods. Go
to each of the alters here and KNEEL. Put a gold coin on each alter. Go the
exit you passed earlier to the courtyard. ASK GUARD ABOUT GALAHAD AND
LANCELOT. MOUNT HORSE and leave the castle.
   Now back on the map, the first place you go is to Glastonbury Tor. You
will see a little forest sprite on the screen as you enter. Give him a
copper coin. Now go west and you will see a poor hunter there. Give the
poor hunter a copper coin. Ask him about lots of people if you want
information. You can ask about Lancelot, Gawain, Mad Monk, Black Knight,
and maybe some others. Give the man a gold coin and he will give you the
spear you need. Now get back on your horse and continue west. You will
fight three boars here. You just press <SPACE> when the boar is real close.
Now continue on to the next screen. Talk to the CROW. He will ask you if
you want to challenge Black Knight, say YES. Now look at the dead guy by
the tree. GET SLEEVE. Now go to the next screen where you will joust Black
Knight. Look where his shield is and don't hit the shield, instead hit his
body. After you unseat him three times you will win. Go east and free your
friend. Draw you sword and BREAK SHACKLESS with your sword. Talk to him and
ask him questions and then... Put Gawain on your horse and he will be taken
back to your castle. Now continue on and you will see a hag. Give the hag
the sleeve that you got. This will free her of the curse. Now save your
game. Read the writing on the thing where the hag was. Go LEFT. There are a
lot of hard riddles here. Here are some answers to some of the questions.
Keep restoring and there will be different questions each time you come. If
you get lucky you will get five questions you know:

  Q: You here me before, you hear me again...
  A: Echo

  Q: Sky, feather of a blue jay, water
  A: Blue

  Q: Follow you around
  A: Shadow

  Q: Look you in eye... never lies
  A: Mirror

  Q: Young, sweet in the sun, middle ages makes you gay, old makes it
     valuable
  A: Wine

  Q: Three lives...breaks rock...caresses sky
  A: Water

  Q: Carries burden... would break a mans back, leaves silver in
     its track
  A: Snail

  Q: If you break me... if you lose me
  A: Heart

  Q: I turn around once, what is out will not get in, I turn around
     again, what is in will not get out, what am I
  A: Key

  Some other usefull answeres are...
                        SIEVE, CHILD, LOVE, TRUTH, MIRROR, GRAPES

   When you've got the answers, walk between the stones. You will be
teleported to the center of Tor. Go north and you will see the monk there.
ASK ABOUT GRAIL to him. He will get mad and run north. Follow him north and
if he is not in the screen when you follow him north, continue west. You
will see two illusions of the monk and one real one. Draw your sword and
use <SPACE> to hit the monks with your sword. After you beat the monks the
servants will say you cannot leave. Look around the ruins for the alter and
put five silver coins on it. The servants will allow you to go and give you
a key. Take this key and look around for the well which is in the ruins.
When you get to the well. USE KEY to unlock the lock on the lid of the
well. REMOVE LID and REACH IN WELL. Get the heart from the well, Return to
the place where you enter Glastonbury Tor. The way backwards is south,
east, west, west, south, east, east. In this screen the sprite will pop up
again. Save your game here just incase he plays a trick on you. When he
asks for copper just GIVE THE BASTERD ONE COPPER COIN.
   IF YOU DON'T HE EMPTIES YOUR PURSE AND YOU NEED SOME MONEY TO BUY A
TICKET TO GAZA!
   Go south back to the map. Go to Ot Moor. It will be snowing here. Go
around here till you get to the ice. The screens are RIGHT, UP, UP! USE
HEART when you get on the ice. The heart will guide you across the ice.
When the heart is gold you are going in the right direction, and when it is
purple the ice will break and you will fall in. This part is very hard,
even with the heart. Move one slowly one step at a time save your game
every few steps.
   THE SCREENS ARE..UP..LEFT..LEFT..UP.!!
   After watching the color change to purple and the ice breaking, and
changing to gold, and the ice not breaking, you will eventually make it
across the ice. You will see an ice palace here. Go inside and you will see
the lady of the lake. Talk to her. GIVE HEART to her. She will thank you
and give you information. Say FREE LANCELOT. She will give you a test.
Accept the test. ASK ABOUT TEST. LOOK BUSH.

   Here are some answers:

  Q: It alleviates all pain and sorrows...
  A: Daffodil

  Q: When light is dim and courage fails...
  A: Almond blossom

  Q: Known to the priest and nun, who natural pleasures to shun...
  A: Cornflower

  Q: For its sweet sake, you suffer in silence...
  A: Forget me not

  Q: In time of grief, it gives relief...
  A: Poppy

  Q: It can be as sweet as the tongue, or vile as a curse...
  A: Yellow lilly

  Q: Surrounded by giants, your worries are few...
  A: Buttercup

  The message of the Rose: Love is my shield

   AND MAYBE THIS WILL HELP YOU... The language of the flowers. From the
earliest days of civilization, flowers have been given special meanings.
 For example, the rose has a long association with love, sexuality and with
many goddesses, the virgin mary, and the science of alchemy. Not only the
flower itself, but often the color indicated what significance was attached
to it. There are many legends of flowers springing up where drops of blood
or tears fell to the ground. What follows is a list of flowers and their
meanings.

   Almond blossom - hope
   Anemone - afterthought
   Buttercup - memories of childhood
   Carnation - heart
   Columbine - folly
   Yellow chrysanthemum - slighted love
   White chrysanthemum - truth
   Cornflower - celibacy (NUN & PRIEST)
   Daffodil - death
   Forget-me-not - true love
   Hyacinth - sport, game, or play
   White lily - purity
   Yellow lily - falsehood
   Orchid - seduction
   Blue periwinkle - early friendship
   White periwinkle - pleasures of memory
   Red poppy - consolation
   Scarlet poppy - fantastic extravagance
   Snowdrop - hope or consolation
   Sunflower - haughtiness
   Red tulip - declaration of love
   Yellow tulip - hopeless love
   Violet - lust

   You only need to answer three, so there is a good chance you will get a
lot of the questions. Now that you have answered these three riddles you
will be set free and teleported before the ice.
   Now go back west two screens to the map and go to Southhampton. Talk to
the man near the boat. Ask the man about Galahad and ASK ABOUT PRICES. BUY
TRIP TO GAZA. The ticket to Gaza will cost 3gp's. DO YOU STILL HAVE MONEY
IN YOUR PURSE? You probably only have two GP's, so give two gold pieces and
five silver pieces or (if you have them) 3 gold pieces. The man and you
will get your ticket. Off to Gaza!
   When you enter Gaza, you will see a man and a boy. They will both
persuade you to go with them. GO WITH BOY. He will take you to his master.
You can ask him questions. Ask Al-Sirat about stuff like the grail,
Galahad, the goddesses, and their guardians, and other things you feel
necessary to ask for. Write down the things he tells you like the names of
the goddesses and their symbols.
   When you are ready to go to the desert, you will see Jabir again. Don't
hire him, but just continue into the desert. After you come to the first
screen in the SOUTH. Go east, south, and east. Don't drink the water
because it is poisonous. Jabir will stand in your way to go east now. Draw
your sword and he will run. Once Jabir runs, go east and then north. You
will see a building here. Go up the stairs in the south of the screen on to
the platform. Then take the stairs. Going down from the platform to the
Pool of Siloam. When you get down here, drink from the pool of siloam. Now
go back up and leave this building and go north. You will get to the Zion
gate if you continue going north. You will see four guards here. Give the
one guard you talk to 4 copper pieces. Now go west along the wall until you
reach the Jaffa's gate. A man will ask you to give him all your money. Just
draw you sword. Now enter through the gate. You will be robbed right when
you enter. There is no way to get the money back. Now that you have no
money go to the man Mohammed. He is caring for your mule. Sell the mule to
him and you will have lots of money again. Mohammed will tell you all the
conversions for the money he gives to you.

   2 DINARS - GOLD
   DIRHAMS  - SILVER
   FALS     - COPPER

  4 DIRHAMS ARE 1 DINAR
  4 FALS ARE 1 DIRHAM

   Now you will not enter the bizarre. You get to go around and make
everyone happy. Go around talking to people if you want. When you find the
seeress, buy the THRUTH apple she has for one dinar. She will reveal her
job. She tell you about the apple you have just eaten. Now go around and
make people happy. You will find out that Ibraham (the textile merchant)
needs a veil. Go to the Felafel maker who is cooking felafels. Buy a
felafel and give it to the little boy next to the felafel stand. Now go to
the pottery seller and buy a mirror from him. Now go to the place where you
sold Mohammed your mule. CALL FOR MARI who lived upstairs. THROW MIRROR to
Mari. AND WHAT DOES THE BITCH DO?... She will go back in!!! JUST CALL MARI
again. Ask for the veil. She will throw down the veil. Now take the veil
back to Ibraham and give him the veil. He will be happy. Now look for the
meat merchant and buy a LAMB piece from him. Take the LAMB to the felafel
maker and give her the sheep. You have accomplished another good deed. Now
look for the fish man and talk to him. He will tell you his problems. Go to
the lamp merchant and buy the herbs from him. Now go back to the smelly
fish dude and USE HERBS. You will have fixed the problem for him and his
neighbors. Tariq talks about a religious relic. Go to the relic guy
(Antiquarius Rex) and buy a relic. He will ask you for a name. Type in
"PETER". Don't worry about the grail he talks about. Now go back to the
lamp merchant and give him the relic. Now buy charcoals from the lamp
merchant. Take the charcoals and give them to the beggar. The lamp merchant
should have given you a broom when you gave him the relic. Go to the
innkeeper and KNOCK DOOR Give him the broom.
   Enter his inn and stay a night. Now go back to the screen where you sold
Mohammed the mule. You will see a woman who is crying. TALK TO WOMAN.
   Go to the grain dude and buy grain from him. You should be about broke
once you buy the grain. Take the grain back to the girl and THROW GRAIN.
The birds will come down and you have performed yet another good deed. You
have not passed the test! Go back to the apple lady and talk to her. She
will tell you to go to the house with the crescent and moon next. She will
give you also a strength apple (keep it for later). Now go to the big house
with the star and the crescent. Say no to all your seductions (hard, isn't
it!). Talk to her and then ask her about things such as Galahad, the grail,
and the test. After you ask about the test, she will open the door for you.
First you must give your purse (does that sound familiar?). Go through the
door to take the test. REMEMBER THE SYMBOLS that Al Sirat gave you, and
you'll pass this test. THIS IS VERY TRICKY! Fatima will tell you if you
pass the test. Now go to the Hierophant. The Hierophant is the old beggar
who you gave the charcoals to. Talk to him and ask him to open the
catacombs. He will do that and give you an elixir. To find your way around
in the catacombs, use the lodestone. Now go around the catacombs and look
at the murals. Keep looking around until you find a childs mummy with a
medallion on it. Go to the right of the mummy and use your sword to get the
medallion. Now go to the sarcophagus and read the inscription on it. Go to
the open part of the sarcophagus and get the golden apple. Now you should
easily find Galahad. Give Galahad the elixir that you got from the
Hierophant. You should get bitten by a rat right now, but don't worry. Just
continue on,but hurry now. Now look around for the statue of Aphrodite. Put
the golden apple in the palm of her hand.

   The answers to the questions are:

   Q: Who was dragged to death behind his chariot?
   A: Hippopolytus

   Q: In the kingdom of Flora what represented fertility and is sacred to
      Aphrodite?
   A: Apple

   Q: What is Aphrodites sacred number?
   A: Six

   Q: In the kingdom of Fauna what represented fertility and is sacred to
      Aphrodite?
   A: Dove

   Q: Who ended the dispute between Aphrodite and Persephone about Adonis?
   A: Zeus

   Q: What is the name of the king who was the father of Hippolytus?
   A: Theseus

   After you answered all of her questions, she will give you directions on
how to get out of the catacombs and a dove. Write down all the directions
she gives you. When the secret doors opens use the lodestone determine
which doors to take. The lodestone always points north. Follow the
directions, and then take the stairs out. Don't forget to take a look at
the dead warriors skull.
   Now get to the temple. Walk all around the temple and check it out. When
you encounter the Saracen, eat the strength apple. Put on the helmet that
Saracen gives you. Now fight the thing.
   If you die of poison at any time in this whole area, then you have
wasted too much time, so restore to the part where you get bitten and do
everything more quickly.
   After you beat the Saracen, use the dove. Follow the dove until
Aphrodite appears. Listen to what she says. Then ask Merlin about the
spiral. Now go to the spiral. When you are facing the spiral on the inside
of the temple. Now move to the left and count the spaces of the remains of
the pillars until you get to the 6th one. The secret is... count the empty
hole too! Push the 6th pillar, and voila!!! Now get the grail. The grail
will be stolen by a thief when you get it. Chase the thief down the stairs
and into the alley. He will be trapped in the alley. You can kill the thief
or show mercy to him. Grab the grail and you are done. Thats all folks! Now
sit back and watch the end sequence.




[1mCONTINENTAL CIRCUS

[32m1 of 1 :

   At the start of the race, when the first light comes on, press <UP> on
the joystick and hold it there. Then, when the second light comes on, pull
<DOWN> on the joystick and hold it there. When the third light comes on,
press <UP> on the joystick and once again hold it there. You should now
start off with faster acceleration. However, you must time these movements
exactly.




[1mCORPORATION

[32m1 of 1:

   Take at least one time bomb with you into the NCC building and use it to
blow up the walls of the cell if you are imprisoned. Place the bomb in one
corner after setting it then retreat to the farthest corner. Stock cameras
and detectors as soon as possible, but if the alarms do go off, run like
hell; further from the scene you get the better. The key to using the
powers of the mind lies in the head of the left hand picture of the body,
above the 'damage' rating.

CHARACTER SELECTION: For the purposes of this guide choose Core Droid #1.
This selection is made because the android can carry all of the equipment
we are going to suggest without incurring the penalties that a weaker
character would.

EQUIPMENT PURCHASE: Androids automatically have the back=pack computer and
the vision enhancing visor. The list of items following takes Core Droid
#1's personal attributes into account and is not necessaily the best
selection for any other charcter.

       ITEM        QUANTITY

   GUN 2              1
   GRENADE            2
   BOMB               1
   POWER PACK         2
   REFILL             4
   ELECTRONICS        3
   ARMOUR 3           1

BEGINNING OF THE GAME: The first thing to do is rearrange your equipment so
that you are familiar with the location of everything and also to make sure
that location dependant items are where they need to be. Drop whatever is
on your head (!) and take the visor from your chest pocket and put that on
your head. Now pick up what you dropped and find a pocket with enough room
to hold it. Remember, a pocket can hold more than one itme if the pocket is
big enough.
   You begin the game in the elevator in the top left of the floor facing
East. Turn on your back-pack computer and then your compass if this helps
you to follow the printed maps. Walk forward (East) and out of the
elevator.
   Once outside, turn right. You should now be facing South (check your
compass display). Shoot the camera before it shoots you. If you missed or
were too late, don't worry...yet. Walk to the crossroads (beneath what's
left of the camera) and turn right. You should see that there is a gap in
one of the walls. If you look carefully you will see that there is a chrome
dome in this gap. Walk up to it and click on the eye icon. You should now
see a picture of a drinks dispenser in the bottom right hand corner of the
display. If you don't, you  aren't close enough. Walk a bit further forward
until the picture appears. You need this item so pick it up (your right
hand is probably empty).
   Turn to face East (you'll have to click on your compass again to see
its display). Walk forward. You should see a large Crab gesturing in a
menacing manner. Try to ignore it for now. Enter the first door on your
left before the Crab. Walk into the room and turn West. You should see
another dome. This contains a refill for the newly acquired dispenser;
collect it. Leave the room by the same door and turn left (East).
   That Crab should be pretty close by now. Stop moving before you reach
the Crab. If you move as far to the right of the corridor as you can,
crouch and turn slowly left. You should notice an alcove next to the Crab
containing a strange, squat metal objec with three coloured lenses on the
front. Shoot it. Voila! The Crab disappears.
   The object you shot was a hologram projector and the Crab was an
illusion. You did not need to shoot the projector, you could have walked
straight through the Crab. Stand up, turn to the East and enter the next
door on your left. On the floor right in front of you is another dome and a
lock-pick. This is essential kit. You may have a trouble finding somewhere
to put it.
   Your physical energy should be looking uncomfortably low about now. Use
the drinks dispenser three times. Try to use it again. Look through your
pockets and you should find the refills we bought and the one we collected
earlier.
   With the large picture of the dispenser on screen and the small picture
of the refill at the bottom right of the display, click on the manipulate
icon. The refill and the large picture should now disappear and you should
have a bit more pocket space. The only exception to this should be if
you're trying to use a damaged refill or drinks dispenser. If so, repair it
and try again.
   Pick up the lock-pick and leave the room. Be careful, the corridors are controlled by sentry robots. If you encounter them, try to shoot them
before they shoot you (in fact this is good advice for all the creatures
you will encounter in this game). Turn East and use the penultimate door on
your left. Don't go through the last door, it's only a service elevator
which allows robots and guards to travel to your level. You can't use it to
go anywhere.
   The room you have just entered contains a large sentry robot. He is
guarding the room. If he sees you he will shoot. He has very powerful
missiles. Shoot him and again walk to the North wall and turn right.
   Ready a grenade and walk up to the door in the North-East corner of the
room. As soon as it opens throw the grenade in. This will destroy a large
sentry robot which is guarding this room.
   Enter the room and turn right. You should be able to see a metal post
with a glass dome on top. If you can't edge left and look around.
   When you've sighted it walk up to it and you will see that it is a
monitor. Manipulate this and a picture of the computer monitor will appear.
Find your security pass and manipulate it. You should be able to see it in
the slot in the terminal. Point at the words "Security Access" and click on
them. The number at the top right of the computer display should now go up
from zero to one. Now click on your belt buckle and manipulate the flying
lead to plug it into the terminal. This procedure should be followed with
every terminal you encounter. Leave this room and the previous one to
return to the corridor. Keep an eye open for sentry robots. Head south
along the corridor. Keep listening for the sound of opening doors as this
might mean that a sentry has stepped out into the corridor behind you. When
you see the camera at the crossroads, shoot it. Turn right at the
crossroads and use the first door on your right. This room contains a
sentry. Remember, shoot sentries on sight.
   Walk across the room to the door with a grey panel on the front. You
should find that it won't open. This is a locked door. Click on the eye
icon and you should see a small picture of a keypad appear at the bottom
right of the display. Manipulate this and the full size keypad should be
displayed. As you click on the keys on this image you will notice that
occasionally the little green light will flash; this tells us that the
number you typed is one of the numbers in the sequence. Keep pressing the
numbers until you know all four numbers. Now you have to figure out the
correct sequence by trial and error.
   To speed things up we'll use the electronic lock-pick. Manipulate the
keypad so the large keypad is displayed. Now find the lock-pick and
manipulate that. You will see that the LED diplay on the door is operating
by itself. The lock-pick is trying all possible combinations of numbers
faster than you could until it finds the correct one. When it succeeds, the
number will be displayed for a short time so that you can make a note of
it. All of the locked doors on a level use the same combination.
   When the door opens you have five seconds to enter the room before the
door closes and locks again. Inside the room is a sentry and a Crab. Shoot
the sentry. After the shooting ther should be some incubators left. All of
them are empty some of them are probably a bit shot up! Look around and you
will find the scanman hologram viewer and a hologram. Use this to discover
the combination of the ground floor airlocks.
   Head south back to the corridor and then turn left again. You should be
facing east. Check your energy levels. At the crossroads turn right and
walk up to the door with the white patch which is now on your left. This is
the elevator door. Manipulate the control pad to call the elevator. You may
have to wait a little while as the elevator gets to you. Step inside as
soon as the doors open.
   Walk up to the metal pillar and manipulate it. You will need to use your
security pass again to activate the elevator controls. You now have
security clearance to access five and four so press the button for level
four. You have now completed the first level. You have not collected all of
the equipment and you have only entered a small proportion of the rooms.

PRISON: Sooner or later you are bound to wind up here. If you are overcome
by exhaustion, the guards will throw you into a cell. They will do this in
such a hurry that they won't even go through your possesions. Walk to the
south-west corner of the room. Manipulate the bomb and type in the number
30. Click on your watch and at a convienient time (eg. 30 seconds past)
click on the arm button on the bomb. Go as quickly as you can to the
opposite end of the room and turn around so that you can see the bomb.
   Now use the back-pack computer map and your compass to find the nearest
elevator. When you are in the elevator check your damage and energy levels
and improve your condition. The security level of your pass will only allow
you to leave the prison level and go to the levels you have already seen.

REPAIR SPIDERS: These robots run around the ceiling looking for lights to
repair. They are one of the first creatures you will encounter. If they are
shot they fall off the ceiling and often explode upon hitting the floor.
Occasionally they will fall off the ceiling by accident.
   These robots are the cause of the explosions you hear constantly whilst
on the top level of the building. If they don't explode when hitting the
ground they will hunt and attack you.
   If you spot one running towards you, shoot it! When they attack they
climb up your armour and attack your face with sharp metal instruments. If
you have a good armour you are probably immune to their attacks.

THE CRAB: One of the first discoveries that you will make is that the crab
is an illusion; it is merely a hologram. As such it can do you absolutely
no harm whatsoever! You will notice that it always appears next to an
alcove; the hologram projector is hidden in there. If you shoot the

projector, the hologram disappears. Holograms are harmless but the may
obscure something else.

THE SENTRY: The biggest guys in the building are sentries. These machines
make a good job of guarding the corridors, junctions and important rooms.
The best idea is to try and shoot them before they shoot you!

THE ALIEN: This creature is not from outer space but it is not native to
Earth, hence the name. Beware of the alien! You will know when one is near
by its loud ferocious roar. Those creatures move fast and are more likely
to use doors than anything else you will encounter. Keep away from them,
otherwise you'll regret it!.




[1mCORRUPTION

[32m1 of 1 :

   9.00: Go to the cubicle. Open cistern and get bag. Go to the dealing
room then find your BMW. Open the glove compartment and get screwdriver.
Exit car. Smash Volvo's window with screwdriver. Enter Volvo and get
folder. Exit folder and read the Affadavit. Open bag. Examine powder and
drop bag.
   9.45: David will enter and he'll get the powder. Go to Theresa's office
and wait until she leaves. Get letter. Open drawer and get brass key.
Unlock door with brass key and enter your partner's office. Get tape. Go to
Margaret's office and get envelope. Read envelope and cheque, then enter
your office. Open cabinet and get certificate. Now you have all the
evidence that could send you to jail. Go to your BMW and put tape in
stereo. Get tape, return to Margaret's office. Wait until 11.25.
   11.25: In Margaret's office you will hear a very interesting
conversation. Go outside Mr Hughes' office and listen to the wooden door.
Then head for Theresa's office. Wait until she leaves then unlock the door
and enter the office. Get your partner's phone.
   12.10: You will learn something that can turn your life upside down.
After that, go to your BMW. Drop everything on the pavement except your car
keys. Enter the car but leave the door open. Put the key in the ignition
and turn it. Then go out. Your car will end up in flames after the
explosion and you will wake up in the hostpital. Wait until the nurse
leaves then get up. Get papers and pillow case then go out and west.
   Get the bandage and wear it. Go east then south, open the locker and
get clothes. Put the clothes in the pillow case then get the stethoscope
from Bear and wear it. Go north and west, lie on the bed and put the
stethoscope in case. Once in the ambulance, get up, drop bandage and
pyjamas. Wear your clothes and open door. When you reach familiar territory
jump out and get all your things from the pavement.
   After collecting your things from the pavement, go to David's office
and remove the television. Wear the stethoscope and listen to the safe with
it. Unlock the safe and get the chips. Go to La Monaco and show the chips
to the waiter. He will lead you outside the casino - knock on the door to
get in. Give the chips to the teller who will then ask you to bring him a
document. Wait in the casino until 4 o'clock then go to Mr Hughes' office.
Use your credit card to unlock the door.
   Enter the office, smash the drawer, and get the document. Read it and
then go to the police. Tell Russell about the document. Once in the
interview room, give the envelope to Goddard, ensuring that it contains the
cheque. Tell Goddard about your BMW then give him the document. He will ask
you to cooperate with him - you must accept. Go to La Monaco and show chips
to waiter. Enter the casino and give the document to Charpontieur. Don't
panic! The police will break in to save you. The only thing you have to do
is sit comfortably on your chair and enjoy the end!




[1mCOSMIC PIRATE

[32m1 of 1 :

   Press <SPACE> to pause a game and press the <.> key. A requester should
now pop up so type in GZAIMASEN (you should then hear a sound effect
verifying that the cheat is active). You are now invincible and you can
choose which spacetruck to attack by recalling the requester and typing
GIMMESHIPx where `x' is a mission A-Z. This only works before entering the
sector with the spacetruck.




[1mCRACKDOWN

[32m1 of 2 :

   Pause the game with <P> and hold down the letters <S><M><U><R><F> and
press <1> for 999 lives or <2> for 999 units of ammunition.

[32m2 of 2 :

   Pause the game with <P> and type SMURF to activate the cheat. Once the
cheat is active <F1> or <F2> should bring the respective player back to
life.




[1mCRAZY CARS II

[32m1 of 1 :

   The routes to take for each stage are:

   Stage 1 - road 15 on your right, road 70 on your left, and keep going
   Stage 2 - road 191 to the right, road 666 on your left, road 160 on the              left and keep going
   Stage 3 - road 285 on the right, road 60 on the left and keep going
   Stage 4 - road 70 on the right, road 54 on the left, road 25 on the
             right, road 10 to the left, road 180 on the right and keep
             going.




[1mCRICKET

[32m1 of 1 :

   To bowl out the computer opponent every time, simply move the bowler to
the far left or right of the wicket, set the strength meter to full and the
spin meter to about half.




[1mCRIME DOES NOT PAY

[32m1 of 1 :

   Pause the game and type HALTBAKK IS THE KING (including the spaces) for
infinite lives.




[1mCRYSTALS OF ARBOREA

[32m1 of 1 :

   Go to the main character screen, select Jarel then click on the bottom
icon. Now press <CTRL> and <V> to get full life points plus all the special
abilities.




[1mCURSE OF ENCHANTIA

[32m1 of 1 :

DUNGEON: SHOUT HELP, PICK UP key, UNLOCK chains with key, go to wall on
right and PUSH/PULL wall to reveal a hole, PICK UP paper clip, go to door
and UNLOCK lock with paper clip.

HALLWAY: PICK UP fishbowl, go to door, LOOK at lock on door in front (not
necessary but interesting!), go left, PICK UP all the jewels on the way,
avoiding the hammers and troll creature if possible until you come to the
exit door on the left. Go through the door.

UNDERWATER: WEAR fishbowl, go to railings, PUSH/PULL FISH, look behind big
rope and PICK UP coin. Go left, LOOK at hole in floor, PICK UP pipe from
the hole, go left, SAY HI to Mr. Fish, GIVE pipe to Mr. Fish who will then
give you some oxygen. Go left and the fish will drop shell. PICK UP shell,
wait for turtle to swim above, GIVE the shell to the turtle who will give
you a lift over the electric eels.
   Go left, look in reeds, and PICK UP electric prod. Go left, wait for the
shark and FIGHT with prod. Keep on doing this, going left all the time
until you come to the giant clam. Wait until the clam is closed then JUMP
over the clam. Go left to plug, INSERT prod into plug and you will be
transported to the cave.

CAVE: Go to wall on the far right, come forward, LOOK, and PICK UP seaweed.
Go to front wall, LOOK, PUSH/PULL button and an entrance will miraculously
appear. Go through the entrance.

CAVE MAZE: Go left. PICK UP all the rocks you can find lying around in the
places indicated on the map. Follow map to get to the rock
basher/meditator, and give Basher all the rocks you have. Go back, PICK UP
more rocks and return to Basher.
   Give these rocks to Basher and you will notice that the picture on the
wall shows one less rock each time you do this. Now go to the cave where
the plank is. PICK UP plank and USE plank with rock.
   Get out, PICK UP more rocks, PICK UP gold coin from the place indicated
in TITANIC GRAPHICS FILE#1, PICK UP remaining rocks, and return to Basher.
Basher will now give you a stick with string on it.
   Go to the cave with four holes in the wall, LOOK at all four holes and a
little creature will emerge. Go to the hole on the far right and LOOK
again, this time you will see some twigs. PICK UP twigs, USE twigs with
seaweed found in the earlier cave, go to the cave where the computer is
located and PICK UP the computer.
   In the same cave look in the hole on the wall and you will see a wire
reel. Go back to the cave with the plank, stand behind the plank and THROW
the computer.
   You will now be on the ledge above the plank. PICK UP the magnet, JUMP
to stone, and go back to the cave where you found the computer. Use
stick/string that you got from Basher with the magnet. Go to the hole in
the wall and THROW magnet into the hole. You now have a reel of wire.
   Go back to the mud monster, and notice the two tent pegs in the ground.
   USE wire with pegs, and PICK UP mud left behind by the MUD monster. Use
mud with mask. Go to the well and throw gold coin. PICK UP the money that
appears. PICK UP girl that appears, PICK UP the baseball cap and go to the
falling rocks. Wear the cap, go right to the exit and JUMP into the bucket.
Wear the mask and up you go.

COUNTRYSIDE: After the animated sequence look behind the big rock in the
centre and PICK UP jewel. Go left onto the footpath until the pirate
appears. PICK UP the knife, FIGHT with knife, and PICK UP cash left behind
by pirate, then follow the path to the village.

VILLAGE: Buying and eating food from Frank's place seems to do very little,
and entering the cafe does nothing also. Go forward into the village
square, turn left.
   Keep going left until you see the sign for Sally the See-All. Before
entering, notice the window in the distance with the girl doing her
exercises. Go in, GIVE the money to Seal for a clue of where to go next. Go
to the square and then straight ahead. Walk into Mage's, GIVE money to
wizard and you will be transported to the cliffs.

CLIFFS: In this sequence it is advisable to have a blank disk ready to save
your last position, because if you make a mistake you are transported back
to the beginning of the cliff trail. Go to the right, PICK UP rubber
gloves, stop before the big rock, PUSH/PULL rock, JUMP rock, walk to the
right until rock falls on you and you are taken back to the start. Follow
the same path until you see some buttons on the wall.
   PUSH/PULL buttons 1,2 and 4. A path will appear, walk right, PICK UP
rope, walk right before you come to some falling rocks.
   Wait for the rocks to start falling and walk right to the first
cave/recess; wait there until the next lot of falling rocks has subsided.
Walk right again and shelter in the next cave. PICK UP chewing gum, wait
until rockfall has subsided again. Walk right as far as you can go, WEAR
chewing gum, and you will pick up a rock on your head! THROW rock and the
big rock will fall down forming a pathway. Walk right, THROW rope, JUMP
rope, walk right, LOOK at writing on the wall.
   Unfortunately to proceed, you have to let the big rock fall on you after
walking to the right, and then start from the beginning of the trail, but
it should be able to get back to this point...
   OK, you're back, so now make your way to the end of the trail, SAY OPEN
SESAME and an opening will appear. Walk to the opening, SAY HI, to the bird
and you will be transported back to the village.

VILLAGE: Go to Sally See-All, GIVE money to seal for a clue to to where you
need to go next. Go to the square, turn right, keep going right until you
see Ben's costume shop. Go in, GIVE money to Ben, PICK UP costume, and go
into the back room. WEAR costume and a door will appear. Go through the
door to the snow world.

SNOW WORLD (see TITANIC GRAPHICS FILE#2): PICK UP the plank, go down to the
next screen, THROW plank, PICK UP the fish, go down to the next screen, go
right, PICK UP the deodorant, WEAR the deodorant, go right, go up to the
next screen, GIVE fish to the eskimo. PICK UP rod, go to screen with block
of ice, FIGHT with rod, PICK UP stone.
   Wander around all the screens until you come to the Iceman screen. PICK
UP snowballs, FIGHT with snowballs, Go back to the very first screen and
you will see a sleeping sea lion. Walk over to the sea lion to the other
side and SHOUT HELP. After emerging from the cave, go to the boat, JUMP
into boat, and when you are back on shore, THROW stone, and the friendly
dragon will give you a lift to the Ice Palace.

THE ICE PALACE: Look at the icicles to the right of the door. Notice the
penguins walking by. PUSH/PULL the icicles in the same order as the
penguins, i.e. shortest to longest and the door will open for you.
   Once inside, PICK UP the broom, PICK UP the dice, THROW the dice, and go
through the portal. Once in the corridor, look for an open portal, go
inside and PICK UP the megaphone. Go out and back to the start, PICK UP
dice, THROW dice, go back into corridor, find the next open portal and go
in. Go to the icicle hanging down, FIGHT with broom, PICK UP icicle, go out
and back to the dice room. Keep doing this, picking up the jack, the prism,
the magnifying glass and the gun from the various portals.
   To PICK UP the gun you need to FIGHT with the broom as you did the
icicle.
   Having got all of these objects, INSERT gun into snakes head pulley on
the left. This will allow the other side to come down. Walk over to the
right, PICK UP bottle of grease, and pICK UP glass.
   Go to the end of corridor and you should see a whistle, PICK UP whistle,
USE whistle with megaphone, FIGHT with megaphone, JUMP to hole, go to the
hole in the floor on the far right, USE magnifying glass with hole, go to
the hole on the far left and USE icicle with hole, go to the remaining hole
and USE glass with hole. The laser beam will then short circuit itself and
stop working. Go to the vent in the side of the wall. INSERT jack into
vent.

FIGHT WITH WITCH: Wait until the witch turns yellow, JUMP up, walk right,
wait until witch turns yellow, JUMP up, keep doing this, avoiding the
Queen's attacks until you are able to walk up the steps to the throne.

ICE MAZE: Walk towards the portal, and a large hand will grab you. WEAR the
bottle of grease (as you do). Keep going through the portals until you come
across some matches lying around on the floor.
   PICK UP matches. Carry on through the portals until finally you arrive
in a room with a large green monster.
   Hide behind the pillar in the centre of the room until the monster falls
asleep. When this happens walk to the monster and USE match with foot.
   If the monster wakes up, hide until he falls asleep again. Walk to
monster and FIGHT with box of matches. PICK UP the fire extinguisher, and
you are transported back to the village.

VILLAGE: Go to the square, go to see Sally the See-All, GIVE money to Seal
for a clue as to where you have to go next.
   Go back to the square, go forwards, go to Mage's and see the wizard.
GIVE money to wizard who will turn you into a pig! Go back to village
square, go left past Sally See-All and the guard will allow you to pass.

THE SCRAP YARD (see TITANIC GRAPHICS FILE#3): Ignore the Slug Band, go left
to the pile of hair, PICK UP hair, go further left past the postbox,
enduring the volcano fallout, and PICK UP the silver tray. Go back to Slug
Band, and down into the screen below. Go right, past the hippy, and INSERT
hair into the sneezy monster. Go right and pick up the pen, and PICK UP the
stamp from the pile of pens.
   Go further right to the pile of socks and PICK UP sock. Go right, into
the next screen. PICK UP blank cassette from pile of tapes, go right, past
the robot to the pile of coins. USE sock with coin to make a cosh. Go over
to the robot and FIGHT with cosh.
   Enter the boat and notice the two planks to the left. PICK UP plank and
walk with plank to just left of the centre of the screen. PUSH/PULL plank
and it should fall from left to right (some trial and error may be needed
here). Go out of boat to robot and then re-enter the boat.
   PICK UP the other and you should now be able to walk across the water in
the centre of the screen to the other side. PUSH/PULL plank, go out. Go
down to next screen to pile of remote control units, and PICK UP remote
controller. Go back to the box screen and pick up letter on the floor. USE
the stamp with the letter.
   Go right to Slug Band, look out for tape recording machine. INSERT blank
cassette into machine. PUSH/PULL remote controller, go back and see Hippy.
Give Hippy recorded cassette and enter cave.
   When in the cave, SHOUT HELP and PICK UP wallpaper paste. Go back to the
post box screen and PICK UP letter, go to the post box and INSERT letter
into post box. Go back to the cave where the Hippy was and PICK UP credit
card.
   Go back to the Slug Band screen, go to the right and INSERT the credit
card into the slot. You will now find yourself on top of a cloud!
   To get the bag of marbles, you have to click on the far left of the
cloud, then click on the far right of the cloud, going left, right, left,
right until you are near enough to PICK UP the marbles. Go either forward
or backwards to fall off the cloud, and go to the cave where the Hippy was.
Go further right, and a door will open. Enter the door.

THE DUNGEON: Look on wall, THROW the tube of wallpaper paste, PUSH/PULL the
paper, look on the wall and PUSH/PULL the button. The gate will now open.
Go to the edge of the electric floor, and THROW marbles, THROW silver tray,
PICK UP fan, UMLOCK door with paper clip, go out of door into countryside,
and follow the path to the village.

VILLAGE: Go straight to the village square, turn left and go to see Sally
the See-All. Give money to Seal for a clue, then go back to the square,
straight on to the mage's. GIVE money to the wizard and you will be
transported to the graveyard.

THE GRAVEYARD: LOOK, PICK UP bone, FIGHT with bone. After climbing out of
the grave to the right, a vampire will appear. Quickly move to the left of
the screen and he will fall into your grave. PICK UP shovel, go right, the
vampire appears again, go behind him and FIGHT with the shovel.
   Go to the right and the vampire will appear again. Go behind him and
fight with the shovel, go to the right and stand in front of the next
vampire that appears by the gravestone. PUSH/PULL the gravestone to scare
him off.
   Go right and pick up the cymbals on the floor, go right and behind the
tree and PICK UP the cross. Go right and PICK UP the coin. Go to the gates
at the far right and PICK UP the vacuum cleaner. Now go back to the grave
you first appeared from and you should see some bread and garlic; PICK UP
bread/garlic and go right.
   When you meet the vampire, EAT the garlic, go right and the vampire
appears again. This time, FIGHT with cross, go to gates at the far right
again and the vampire will appear behind a gravestone. Come up behind him
and fight with the Cymbals. After this the poor old vampire has had enough
and will open the gates for you! Go through the gates and follow the
pathway. Ignore the fire-breathing monsterds and PUSH/PULL the next gates
you encounter. Follow the path and you're into the palace.

FINAL SHOWDOWN: Once inside the hallway of the palace go into the room on
the left. Look closely underneath the window and PICK UP the ring. Go back
into the hallway. Go right, into the library. Walk between the first and
second set of book shelves and PUSH/PULL the book you find. A secret
passage appears. Walk to the secret passage.
   When the witch materialises the ghost, FIGHT with the vacuum cleaner.
When the with materialises the flames, PUSH/PULL the fire extinguisher, and
finally when the Ice Winds appear, FIGHT with the fan. The witch is now out
cold. All that remains to be done is USE the ring with the witch.
   That's it!!!




[1mCURSE OF THE AZURE BONDS

[32m1 of 1 :

   Once you find any item you can make as many copies of it as you want:

   Step 1 - Create a dummy character.
   Step 2 - Load a saved game and transfer all the good items to the dummy.
   Step 3 - Remove the dummy character from the party.
   Step 4 - Load the dummy character back in.
   Step 5 - Transfer all the items to the other members.
   Step 6 - Drop the dummy character from the party.
   Step 7 - Repeat steps 4-6 as many times as you need to.




[1mCYBERNOID

[32m1 of 2 :

   Press <SPACE> on the title screen, type RAISTLIN and press <SPACE> again
for infinite ships. Also, you can pause the game and press <N> to advance a
level.

[32m2 of 2 :

   Define your keys as Y X E S (in that order) for infinite lives.




[1mCYBERNOID II: THE REVENGE

[32m1 of 2 :

   On the title screen, type NECRONOMICON for infinite lives. Pause the
game and press <N> to advance a level or <L> for the current level.

[32m2 of 2 :

   Define your keys as Y G R O (in that order for infinite lives.
