SANDMAN PRESENTS A COLLECTION OF SOLVES 1992 ******************************************** BATMAN (NOT MOVIE) ------------------ Move right, pick up the disk and carry on right to the end of the corridor. Go down through the door, continue right and collect the key and badge. Move left until you get to the spanner, pick it up, use it and then drop it. Continue left and collect the grenade, then go right and up through the door. Go right until you reach the room captioned 'Insert the disk' and use the disk. Go up through the door and leave the cave. Move right until you get to the ladder and climb it, collect the banana which you can eat to replenish your energy. Return to street level and go right (show the badge to the policeman and continue right !) to collect the Batrope. If you hit the Penguin's men with your Batarang eight times they will drop a packet of crisps (oh yummy !) which you can eat to increase your energy (Must be Wotsits !) Go left and collect the sweet (this, like the banana restores all your energy, not a Softmint then ?) Carry on left and climb the ladder, move right until you get to the torch, pick it up and go back right until you get to the ladder. Return to street level and go right, collect the trainers and carry on to the warehouse ladder. Climb the ladder and go right till you get to the door, use the key and drop it then enter the warehouse. Go left to the end of the corridor and through the door, go right and then enter through the door. Move right until you get to the room called 'Shadows everywhere' and go through the door. Go left and collect the bread, then right till you reach the dead end. Use the grenade to blast the wall and go through the door. Go right and up through the door, carry on to the end of the corridor and through the door. Continue right till you get to the room called 'Getting you down' and use the Batrope. Walk left and collect the lift key, now use the trainers. Move right and up through the door, go right and then down through the door. Go left and down through the door and use the torch. Go right, up through the door and left, collect the dart and go back to the place where you landed when you dropped in on the Batrope and use the lift key on the lift, drop the key and go through the door and along the corridor until you reach the room called 'Shadows everywhere' Go through to door and left and throw the dart at the dartboard and pick up the passcard. Leave the warehouse and go right and return to street level. Go right and stop at the screen called 'Clue: pass it on' and use the passcard to enter. Go left and up through the door, collect the key and leave the room, go right and up through the second door, then go left and through the door. Go left and up the stairs then right to the end of the corridor and through the door, pick up the tape and then go left and through the door. Now go right and through the door using the key. Pick up the disk and go down through the door, head right and through the door, carry on right and collect the trumpet then go left and put the virus disk in the Penguin's Computer. (SCA virus perhaps ?) His plan has failed and you have saved the day (again !) FISH ---- Part 1 Tell Rod to make the coffee and then get the tapes from the bin, the tape bin can be found in the cupboard in the secondary control room. Set the amplifier fader in the control room to a suitable level and clean the tape heads with the cleaner. Play the tapes in the player and the producer will storm in and sing the combination to the cabinet in his office. Get what you find inside it and you`ve solved the first part of Fish. Part 2 - The Abbey Get dressed and pick up the torch from the rubbish in the cab. Head east untill you get to the Abbey and find your way to the catacombs. Open the sarcophagus lid and find the ceremonial cord. Go back up to the ruined transepts and turn off your torch . Drag the pew past the hippier untill it`s beneath the arch; you can climb this by standing on the pew. Tie the cord and collect the gargoyle. Put it in its rightful place. Get the grommet from the chalice to complete part 2. You may have to do this several times thanks to hippier interference. Part 3 - Exploding Parrots Timing is critical in this part so don`t waste anytime. Go south east to the smithy and free the budgie. Return to Mickie (mind the bird) and get the disc from the stump when he leaves. Return to the smithy and get the tools, gloves and mould. Wear the gloves and place the disc in the crucible. Hold it in the fire with tongs and pour it in the mould when it melts. Take this to the cool glade avoiding Mickey and anywhere wet. Let it cool for a few turns. When this is done smash the mould with a hammer and lo and behold HYDROPOLIS! GARFIELD -------- From the start screen go left untill you come to the front door with the cat flap. Pick up the red rubber bone and drop it next to the cat flap. Wait untill Odie opens the cat flap and then move back to the start screen with the green chair and go through the door. Pick up the torch and go into the back yard. Enter the shed and fall down the hole. Walk right untill you come to an alley and then go up to it. Carry on right and down untill you get to Nermal. You`ll need to kick him repeatedly untill he drops the mouse and then move odie to pick up the mouse and leave the sewer. You should then drop the mouse off at the health shop. A spinach donut will fall and you need to take this to the rat in the sewer. Drop him the donut and he`ll stop. Then go to the chest, kick it and pick up the key. Take the key to the park and drop it next to the lady on the bench. The next step is to fetch either the bucket from the garden or the spade from the shed and take it to the hardware store. By using it in the shop you can gain a one dollar bill which may be used to buy some bird seed from the health food shop. Take the bird seed to the park and drop it next to the key. Quickly lift up the key and stand still. The duck will pick you up and drop you in the dog pound. Walk right and go up the alley. Go right again and all that`s left to do is get a big smacker from Arlene. KULT ---- First, how to complete the five ordeals :- THE TWINS - OBJECT = GOBLET Go to the source on the left hand side. Inspect the fountain and press the eye. Fill the Goblet and go back to the room called 'THE TWINS'. Open the left-hand serpent and empty the goblet into it. Get the die that emerges from the serpent then open the right hand serpent. Throw the die, and note the number thrown. Put the die into the right-hand serpent and go to the room facing you. The hands are in a dice formation (except for the middle one) Pull up the hands until they resemble the formation you threw earlier, then push the serpent's head on the wall. The sliding partition should open; note down the shape which it covered. Go back to the fountain room and inspect each cube (each is patterned). Lift the cube which resembles the one you found behind the sliding partition. IN THE SCORPION'S PRESENCE - OBJECT = FLY Pray to the statue then enter the room called 'THE WEB'. Look at the web on the floor and crawl on it. Give the mistress the fly; show affection but don't be too saucy with her. Feed the fly to the blue spider and get the red one. Leave the room, and then put the red spider into the statue's mouth. Don'0t listen to the man who pops out, just pass through trapdoor. THE WALL - OBJECT = DAGGER (CAN USE PSI-SHIFT !) First choose the third zone, then the second zone; this means that you can unlock the sliding wall when you open either door. Go through either door, left or right, and inspect the step. Then take a look at the slot on the Sculpted Warrior and climb onto the step. Either put your dagger into the slot, or if you haven't got one, use Psi-Shift. You will be spun around by the wall. There are now TWO seperate gaps in the wall, one which goes straight on, and the other is a dark, black strip; it depends on which door you have taken. Move the cursor to go down the black passage, not straight on. Stick your hand in the gap on the floor. Return the way you came, and this time go straight on. DE PROFUNDIS - OBJECT = ROPE First of all, wait. Then lasso your rope onto the hook on the ceiling. When the Granite Monster lurks towards you, jump onto him. Wait a few minutes. THE NOOSE - OBJECT = none Do not do as the Poormouth says. Use either the lantern, or your Solar Eyes Power. Grab hold of left hand rope and climb up. Push the lever, remove the noose-rope and he will fall. Take the left-hand piece of rope. Inspect the hollow on the platform. Finally, leave and go to the Master's Orbit. WHAT TO DO AFTER YOU HAVE GOT THE FIVE SKULLS Give all five skulls to the Protozorg underneath the trader. He will announce that you are a divot. Go to the concourse outside the ring, and remember, if you are asked any questions, show the egg you were given. Once you are in the concourse, ignore the guard and use all the violence you can muster on the upper right-hand guard; then enter the upper right-hand passage. Go left. Inspect the toad's head and poke it's eye. Use the Lantern (if you have it) or the Solar Eyes to see. Inspect the lever and the trapdoor. Use Psi-Shift on the lever and pass through the trapdoor. Next keep going straight through until you meet Norma Jean and Ash. You MUST do as Norma Jean says. Don't move !! Tell her the truth...talk to both of them and then use your Zone Scan. Lift your block on the floor and get both objects, the beam and the flask. Unwrap the bandages from the mummy, go to the left and keep going forward. By going through the trapdoor you will enter the Threshold of Truth. Kill the priestess and put the egg in the opened mouth. Next off, take a look at the Lantern. Read the book, then use your Psi-Shift on the statuette to retrieve it on the left-hand side, near the ceiling. Leave and go to the refectory, then go to Saura's Repose. Put the statuette you found into the niche then go to the Presence of God, and then to Placating the Powers. Kill the first priestess, then make use of Psi-Shift on Saura's Mark, aiming it at her dagger. Use Brain Warp on the character, Sci-Fi, then giver her the flask to drink. Go to Saura's Repose, putting the monkey into the small tunnel. Enter the Presence of God and wait. Go into the passage. Wait. Use aggro on the god, Zorg, and then use Brain Warp on Pratozim, who is holding Sci-Fi hostage. Use Psi-Shift on trap door, and finally, throw the knife or dagger at Pratozim. NAVY MOVES ---------- The entry code for part two is 2277, and the solution is as follows :- From the start, R, D, R, Shoot 2nd Official and take his code, L, U, enter door, R, shoot 1st Official and take his code, L, enter door, U, R, R, R, D, D, R, U, enter door, D, enter "EMERGE" on the computer followed by 1st Offical's code, now type "STOP MOTOR" and enter 1st Officals code again, L, U, L, L, enter door, U, R, R, R, R, D, enter door, R, enter door, R, enter door, R, D, D, L, L, L, shoot the Transmission Official and take his code, L, type on the computer "OPEN DOOR" then enter 2nd Officials code, L, set bomb on left side of the screen, R, R, R, R, R, U, U, R, type on computer "TRANSMIT" then enter transmission Officials code, now enter "OABERBYAMD", L, L, U, U, U go to left side of screen. L - Left, R - Right, U - Up, D - Down, of course !! PANDORA ------- 1: Wait a few moments for amy to appear. 2: Take ID Amy and find the Second Officer. Pick up the Lazer Rifle from the table next to him. 3: Put Lazer Rifle into backpack-don't use it yet. 4: Find the Engineer, take his ID and the Sonic Driver. 5: Find the Lt Commander, take his ID and carry it. 6: Find the Commander, take his ID and carry it. Also take the Code Blue and Code Scarlet. 7: Find the Captain, take his SDI disk and leave the ID Lt. Commander. 8: Shoot the Ice Lord with the Lazer Rifle. 9: Carry the ID Engineer to go through the force field. 10: Find the AWOL officer and take his ID. 11: Carry the Sonic Driver and head for the Robomechanic. 12: Swap the Sonic Driver for the Code Ochre. 13: Carry the SDI Disk and go to the SDI computer. 14: Give the SDI computer these items in the following order: SDI Disk, Code Scarlet, Code Ochre and Code Blue. 15: Carry the Engineer's ID and exit the Engineering Section. Then swith to ID AWOL. 16: Go the transporter and enter along the arrow. 17: That's all folks. SEVERED HEADS ------------- OFFICE Take needle. Take scalpel. Turn on light. Look desk. Take papers. Read papers. Take bottle from cabinet. E. N. Ask Susan about murder. Ask Susan about Sweezey. Take records. OPERATION S. E. Look plaque. E. Insert left hand in panel. Push 2. W. N. Ask Billows about murder. Ask Billows about Susan. Ask Billows about back room. Ask Billows about Sweezey. S. W. W. N. S. Wash hands. Look at screen. W. E. N. Ask Billows about Sweezey. VERONICA LAKE S. E. Insert left hand. Push 4. W. W. Take food. Examine Veronica. Give food to Veronica. Take jacket. Search jacket. Take card CAT E. Insert left Hand. Push 3. W. S. Take sheet. Cut sheet with scalpel. Tie sheet. Open freezer. Take frozen cat. N. W. W. Put cat on platform. Turn on device. Take drug with needle. Inject cat. SECRET ROOM AND PUMP E. E. E. Insert left hand. Push 2. W. N. Put card into slot. N. Open bag. Examine body. Cut body with scalpel. Take pump. Examine pump. S. Take card. S. E. Insert left hand. Push 3. W. W. N. Ask Susan about pump. S. W. Connect tubules to pump. Connect tubules to machine. CHASE TO VERONICA'S E. S. D. S. E. E. Say Veronica Lake into booth. N. N. Examine body. Examine head. Cut Veronicas hand with scalpel. Take severed hand. JACK RICHARDS S. S. E. S. W. Put severed hand in panel. Push 6. E. Examine desk. Take loose papers. Read loose papers. E. D. Search debris. Take bracelet. S. S. Tie rope to hatch. D. Examine bodies. Examine hooks. Take hook. Swing hook at man. SNOOPY ------ Pick up the food bowl and go right. Give the food bowl to Charlie Brown, wait, and eat the food. Go to the hut, pick up the typewriter, use and give letter to Charlie Brown. Eat cookies and use the cookie jar to catch the frog. Get umbrella, use it to walk under the rain cloud and get ball. Kick the ball onto the river, pick up coin and jump over barrels and ball. Toss the coin into the well. Jump back across and get catapult. Jump back and burst the balloons. Get the pump. Pump up Lucy's paddling pool. Fill pool with hose water, get frog in jar and scare Lucy by letting it loose. Pick up horse and take it to the tree with the kite. Get pump and pump of the horse. Jump on horse to get the kite. Get to the rain cloud with the kite, and give the kite to Charlie Brown. Follow him, pick up the key, use in school lockers. Get blanket and give it to Linus. The End! THE RUNNING MAN --------------- LEVEL 1 Right just make your way rightwards kicking the dog occasionally, until you spot the crevasse, now, you need to run up to the first ice platform from the floor, and when you are a couple of paces from it, jump, and keep jumping until you are over the crevasse. Once you've done this, the only trouble you'll have is the 'stalker' and a dog, oh and also once you have killed the 'stalker', the place fills with gas. What you do is this, run right, and kick the 'stalker', when he comes by, the only way he can harm you is by whacking his exploding pucks at you, or whacking you with his stick (whatever you call it, and he doesn't do this very often !) If he comes up behind you, run towards him and kick him, then continue right. It is important that you get as far right as you can, so that when you have killed the 'stalker', you don't get killed by the gas as you are running to the exit. LEVEL 2 Make your way to the right, when the dog comes give it a boot. Eventually you will come to the brick, pick this up and run with it until you come to the pipe (sounds a bit like Cluedo, Col.Mustard did it on Running Man with the Lead pipe (geroff)), now chuck the brick, pick up the pipe, run with pipe to right. You will then find the brick again. Put down the pipe, pick up the brick, and chuck it again, pick up the pipe and continue running right. Repeat this process of chucking the brick, putting down the pipe, pickup the brick, chuck the brick, pickup the pipe, continue right. Eventually you will get to a much needed medical pack. Collect this, then collect the brick and crawl through the metal tube that's ahead, when through, chuck the brick. Go back through the metal pipe, and pick up the pipe, then go back through the metal pipe again, with the pipe in your hand. Keep running to the right, kick the dog if necessary, chuck the break when you find it. The 'stalker' will appear, chuck the brick at him, bash him with the pipe, after you have hit him, crawl, as he can't get you if you duck and crawl, then hit him again, don't forget to kick the dog, as the dog can get you when you crawl/duck. Once killed, run for the exit (no gas this time !) LEVEL 3 Run to the medical pack and collect it, kick the dog when it comes. Keep running until you find the 'stalker'. Don't try hitting him, because if you do, you'll get electricuted, your objective now is to get past the 'stalker', if he raises his hand and fires, duck and crawl past him. If he lowers his hand and fires, just run and jump past him. Keep going to the right until you come to the brick. When the 'stalker' comes at you in his battle car, jump at it in the way it's coming at you, this way it won't knock you over. When you have found the brick collect it, throw at the 'stalker', then run or crawl towards it again, collect it and throw it at the 'stalker' again. Keep doing this until he is dead, and run for the exit. LEVEL 4 Run to the right, kick the dog until you come to the 'stalker', when you find him, keep moving about until he flys into the air (using his flame thrower as a jet pack) Now keep running about in both directions, and when he comes near punch or kick him, watch out for the flames though (duck, quack !), when his is a dead duck, go to the exit. LEVEL 5 Very simple really, keep going to the right, bashing the dog's and biffing the guards, and spiffo, you have reached the exit and finished.