CHEATLIST - September 1992 Release CheatList - The Ultimate Games Help Compilation for the Amiga Compiled by Peter Monk Games Covered: 500 Games Verified: 71 Complete Solutions: 38 The asterisk (*) after the name of the game means that the cheat for that game has been verified - ie, it works. If it is not marked as verified, it doesn't mean it won't work - it just means that I have been unable to test the cheat. Some of these cheats will not work, because of the number of people this information has passed through - the cheats may be altered a little bit each time, and pretty soon you have a lot of cheats that don't really work, but I have attempted to discover if these cheats do work, and have passed this information on to you. If you discover that a cheat here, which is not shown as verified, does work, please write in and tell me! If you are after a cheat for a game, and you look up the name of the game on the index and it says, for eg, "THE RUNNING MAN (Complete Sol- ution", it means that, while a complete solution is listed, there may also be a cheat, codes, etc. listed as well. So, if a game is indexed as having a complete solution but you want a cheat, have a look anyway, because there may well be one! Many cheat compilations are merely many files copied on to one disc and are usually difficult to follow because of the varying styles of writing and different layouts of the text. I have typed a lot of this 480 K. file out myself, and what I have imported I have totally re- formatted and in many cases, corrected spelling and grammatical errors and improved the layout. Cheatlist has been over a year in the making (so far - it is being constantly updated) and I'd like to think that my efforts are appreciated by the millions of people who enjoy playing games on this wonderful machine. So please, if you do use and value Cheatlist, a small ($10-$20 Australian suggested) donation would definately not go to waste. Please support shareware! If you discover any cheats for a game, or have any hints, etc, please write in and unless you do not wish to be mentioned I will credit the cheat, etc, to your name in the next release. However, please don't submit information that you know is false, because I would like people to be able to rely on CheatList. Address any mail to: Peter Monk - CheatList 142 Stephen Terrace Gilberton SA, 5081 Australia If any part of this list is used for any purpose, please give credit where credit is due. Games Covered this release are: ACTION FIGHTER AFTERBURNER (*) AFTER THE WAR AGONY AIRBALL ALIEN BREED ALIENS US AMNIOS ANOTHER WORLD (Complete Solution) ANT HEADS (ICFTD 2) (Complete Solution) APB APPRENTICE ARCHIPELAGOS ARKANOID (*) ARKANOID 2 ARKANOID - REVENGE OF DOH (*) ARMALYTE ARMOUR-GEDDON ARMY MOVES ASTRO MARINE CORP ASYLEM ATOMIC ROBOKID ATOMINO ATOMIX AWESOME AZTEC TOMB BAAL BACK TO THE FUTURE 2 BACK TO THE FUTURE 3 BALLYHOO BARBARIAN (Palace) BARBARIAN (Psygnosis) (*) BARBARIAN 2 (Complete Solution) BARDS TALE BARDS TALE 2 BARDS TALE 3 BATMAN THE CAPED CRUSADER (Complete Solution) BATMAN THE MOVIE (*) BATTLE COMMAND BATTLE ISLE BATTLE SQUADRON BATTLE VALLEY BATTLETECH BEACH VOLLEY BEAST BUSTERS BETTER DEAD THAN ALIEN (*) BEVERLY HILLS COP BEYOND THE GATES BEYOND ZORK BIG RUN BILL AND TED'S EXCELLENT ADVENTURE (Complete Solution) BIO-CHALLENGE BLADE WARRIOR (*) (Complete Solution) BLEED (Complete Solution) BLOOD MONEY BLUES BROTHERS BOMBUZAL BORROWED TIME (*) (Complete Solution) BOOTY BRAT BSS JANE SEYMOUR BUBBLE BOBBLE BUREAUCRACY (*) (Complete Solution) CABAL CADAVER CAPONE CAPTAIN BLOOD CAPTAIN PLANET CAPTIVE CARDIAXX CARRIER COMMAND (*) CAR-VUP CASTLE MASTER CASTLE OF TERROR CHAMBER OF THE SCI-MUTANT PRIESTESS CHAMPIONS OF KRYNN (*) CHAOS STRIKES BACK CHARIOTS OF WRATH CHASE HQ (*) CHASE HQ 2 CHIPS CHALLENGE CHRONOQUEST (*) (Complete Solution) CHUBBY GRISTLE CHUCK ROCK CHUCKIE EGG 2 CJ'S ELEPHANT ANTICS CLOWN `O MANIA CODENAME ICEMAN (Complete Solution) COLORADO (Complete Solution) COLOSSAL ADVENTURE (Complete Solution) CONQUESTS OF CAMELOT (Complete Solution) CONTINENTAL CIRCUS COSMIC PIRATE CRACK DOWN CRAZY CARS 2 CRYSTALS OF ABOREA CURSE OF THE AZURE BONDS (*) CYBERNOID CYBERNOID 2 DALEY THOMSON'S OLYMPIC CHALLENGE DALLAS QUEST DARKMAN DARK SIDE DATASTORM DAYS OF THUNDER DEADLINE (Complete Solution) DEFENDER 2 DEFENDER OF THE CROWN (*) DENARIS DEUTEROS DOGS OF WAR DOMINATOR DOUBLE DRAGON DRAGON BREED DRAGON NINJA DRAGON SPIRIT DRAGONSCAPE DRAGONS LAIR (Complete Solution) DRAGONS LAIR 2 - TIME WARP (*) (Complete Solution) DRAKKHEN DREAM ZONE (Complete Solution) DRILLER DRIVING FORCE DUNGEON MASTER DUNGEON QUEST DYNAMITE DUX DYNASTY WARS DYTER-07 EDD THE DUCK ELF ELIMINATOR ELITE ELVIRA - MISTRESS OF THE DARK EMERALD ISLE E-MOTION EMPIRE STRIKES BACK ENCHANTED LAND ENCHANTER ENDURO RACER EPIC ESCAPE FROM THE PLANET OF THE ROBOT MONSTERS E-SWAT EXOLON EYE OF HORUS EYE OF THE BEHOLDER F19 STEALTH FIGHTER F-29 RETALIATOR FAERY TALE FALCON FANTASY WORLD DIZZY FEDERATION OF FREE TRADERS FERNANDEZ MUST DIE (*) FIGHTER BOMBER FINAL BLOW FINAL FIGHT FIRST SAMURAI FISH (Complete Solution) FLOOD FLYING SHARK (*) FOOTBALL DIRECTOR 2 FOOTMAN FORGOTTEN WORLDS FORMULA ONE GRAND PRIX FULL CONTACT FUSION FUTURE WARS GAME OVER 2 GARFIELD (Complete Solution) GAUNTLET GAUNTLET 2 GEMINI WING GEM-X GHENGIS KHAN GHOSTBUSTERS 2 GHOSTS `N' GOBLINS GHOULS `N' GHOSTS GIANA SISTERS GIGANOID GLOBULOUS GODS GOLD RUSH (*) (Complete Solution) GOLDEN AXE GOLDRUNNER GRAVITY FORCE GREMLINS GREMLINS 2 HACKER 2 HARD DRIVIN' HARD DRIVIN' 2 HAMMERFIST HAWKEYE HELTER SKELTER HERO'S QUEST HEROES OF THE LANCE HILLSFAR HITCH-HIKERS GUIDE TO THE GALAXY (Complete Solution) HOLLYWOOD POKER PRO HORROR ZOMBIES FROM THE CRYPT HOSTAGES HUDSON HAWK HUNT FOR RED OCTOBER HUNTER HYBRIS (*) HYDRA (*) IK+ (*) IKARI WARRIORS (*) IMPACT IMPOSSAMOLE INDIANA JONES - THE ARCADE GAME INFESTATION INSANITY FLIGHT INTERPHASE (*) IT CAME FROM THE DESERT IVANHOE JAMES POND - UNDERWATER AGENT JIMMY WHITE'S WHIRLWIND SNOOKER JOAN OF ARC JUDGE DREDD JUG KARATE KID 2 KICK OFF 2 (*) KID GLOVES KILLING GAME SHOW KING SOLOMONS MINES KINGS QUEST 3 KINGS QUEST 5 KLAX KRISTAL KULT LAST DUEL LAST NINJA LAST NINJA 2 LAST NINJA 3 LEANDER LEATHER GODDESSES OF PHOBOS LEATHERNECK LED STORM LEGEND OF FAERGHIL LEGEND OF THE LOST LEISURE SUIT LARRY LEISURE SUIT LARRY 3 (*) (Complete Solution) LEMMINGS LEONARDO LIGHT CORRIDOR LINE OF FIRE LOGICAL LOMBARD R.A.C. RALLY (*) LORDS OF THE RISING SUN LORDS OF TIME LOST PATROL LOTUS ESPRIT TURBO CHALLENGE LOTUS TURBO CHALLENGE 2 (*) MAD PROFESSOR MARIATI MAGIC GARDEN MAGIC MARBLE MAGIC POCKETS MANCHESTER UNITED MANIAC MANSION MANIC MINER MANIC MINER 2 MARBLE MADNESS MEAN STREETS MENACE MERCENARY - THE SECOND CITY MERCS METAL MASTERS MICKY MOUSE MIDNIGHT RESISTANCE MIDWINTER MIGHT AND MAGIC 2 (*) MILLENIUM 2.2 MINDSHADOW (Complete Solution) MONTY PYTHON'S FLYING CIRCUS (*) NARC NARCO POLICE NAVY MOVES (Complete Solution) NAVY SEALS NEBULUS (*) NEBULUS 2 NECRIS DOME NEUROMANCER NEVER MIND NEW YORK WARRIORS NEW ZEALAND STORY NIGHTBREED NIGHT SHIFT NINJA SPIRIT NINJA WARRIORS NITRO (*) NORTH AND SOUTH (*) OH NO! MORE LEMMINGS OLLIES FOLLIES OOPS UP OPERATION THUNDERBOLT ORK OUTRUN OVERLANDER P47 THUNDERBOLT PACLAND PANDORA (*) (Complete Solution) PANG PARASOL STARS PEGASUS PERSONAL NIGHTMARE PETER BEARDSLEY'S INTERNATIONAL SOCCER PIPE DREAM (*) PIPELINE PIPEMANIA PIT FIGHTER PLAGUE PLATOON POLICE QUEST 2 POOL OF RADIANCE (*) POPULOUS POPULOUS 2 (*) POWERDRIFT POWERDROME POWERMONGER POWERPLAY PP HAMMER PREDATOR PREDATOR 2 PREHISTORIK PRINCE OF PERSIA PROPHECY 1: THE VIKING CHILD PUFFY'S SAGA PUZZNIC QUADRALIEN (*) QUESTRON 2 (*) R-TYPE R-TYPE 2 RAIDER RAILROAD TYCOON RAINBOW ISLANDS RALLY CROSS CHALLENGE RAMBO 2 RAMBO 3 RBI BASEBALL 2 RETURN OF THE JEDI RETURN TO GENESIS RICK DANGEROUS RICK DANGEROUS 2 RINGS OF MEDUSA ROAD BLASTERS ROADWAR 2000 ROBIN HOOD ROBOCOD ROBOCOP (*) ROBOCOP 2 ROBOCOP 3 ROCK `N' ROLL ROCKET RANGER (Complete Solution) RODLAND ROLLING RONNY ROLLING THUNDER ROTOR RUBICON SARAKON SATAN SAVAGE SCORPION S.D.I. (Activision) S.D.I. (Cinemaware) SEARCH FOR THE KING (Complete Solution) SEASTALKER (Complete Solution) SENTINEL SHADOW DANCER SHADOWGATE SHADOW OF THE BEAST SHADOW OF THE BEAST 2 (*) SHADOW WARRIORS SHADOWS OF MORDOR SHINOBI SHOCKWAVE SILKWORM (*) SIM CITY (*) SINBAD AND THE THRONE OF THE FALCON SKIDZ SLAYER SLY SPY SNOOPY (Complete Solution) SOLOMAN'S KEY SONIC BOOM SORCEROR'S APPRENTICE SORCERY+ SPACE ACE SPACE HARRIER SPACE QUEST 3 (Complete Solution) SPACE QUEST 4 (Complete Solution) SPELLBOUND SPHERICAL SPINDIZZY WORLDS (*) SPITTIN' IMAGE SPY VS. SPY ST DRAGON STAR GOOSE STARCROSS (Complete Solution) STARFLIGHT (*) STARGLIDER STARGLIDER 2 (*) STARQUAKE STARRAY STORMBALL STORM LORD STORMTROOPER STREET FIGHTER (US Gold) STRIDER STRIDER 2 STRYX SUPERCARS (*) SUPERCARS 2 SUPER HANG-ON (*) SUPER OFF ROAD RACER SUPREMECY SUSPENDED (Complete Solution) SWITCHBLADE SWITCHBLADE 2 (*) SWIV (*) SWORD OF ARAGON SWORD OF SODAN TARGET RENEGADE TEENAGE MUTANT HERO TURTLES TEENAGE MUTANT NINJA TURTLES TERMINATOR 2 TEST DRIVE TEST DRIVE 2 - THE DUEL (*) THE AMAZING SPIDERMAN THE BLUES BROTHERS THE CRIMSON CROWN (Complete Solution) THE GODFATHER THE IMMORTAL THE KILLING CLOUD THE POWER THE RUNNING MAN (Complete Solution) THE SECRET OF MONKEY ISLAND THE SEVEN GATES OF JAMBALA THE SIMPSONS THE SPY WHO LOVED ME THE THREE STOOGES THUNDERBIRDS THUNDERBLADE THUNDERJAWS (*) TIME MACHINE TITAN TITUS THE FOX TOKI (*) TORVAK THE WARRIOR TOTAL ECLIPSE TOTAL RECALL TOYOTA CELICA G.T. RALLY TRAILBLAZER TRAINED ASSASSIN TREASURE ISLAND DIZZY TRINITY TURBO OUTRUN TURRICAN (*) TURRICAN 2 ULTIMA 3 ULTIMA 4 ULTIMA 5 UNDER PRESSURE UNINVITED (*) UNREAL UNTOUCHABLES VAXINE (*) VENOM WING VENUS: THE FLY TRAP VETERAN VIGILANTE VIKING CHILD VINDICATOR VIRUS VIZ VOODOO CASTLE VOODOO NIGHTMARE VOYAGER (*) WAR IN MIDDLE EARTH WARZONE WEIRD DREAMS WINGS (*) WINGS OF FURY WITNESS WIZBALL WIZBIZ WOLFCHILD WOLFMAN WONDERLAND (*) WWF X-OUT (*) XENON XENON 2 XYBOTS Z-OUT ZAK MACKRAKEN ZANY GOLF ZOMBI (*) ZOOM ZORK (Complete Solution) ZORK 2 (Complete Solution) ZORK ZERO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA ACTION FIGHTER On the high score table, type "ZBACKDOOR" for infinite lives and energy. AFTERBURNER (*) Pause the game and type "together in electric dreams". You should then hear a digitised `Wow!'. Now press `g' for more missiles, `<' to move down a level and `>' to move up a level. For the U.K. version, type in "thunderblade" instead and keys are as above. AFTER THE WAR During the first stage, press , and <1> for infinite energy and time, or , and <1> to jump to the next level. The password for Level 2 is 101069. AGONY While playing, type in "fantasy". Now keys to select your weapon and advances you a level. AIRBALL The spellbook is in the room with the candle. You have to pick up and remove the blocks to get it. Take the spellbook back to the start screen and drop it in the top left corner and follow the instructions to get the ingredients to complete the game. ALIEN BREED Log onto a computer then type one of the following codes: "ALIENS ARE FAGGOTS" - makes aliens weaker "IS IT TRUE THAT ALIENS SUPPORT MAN UTD" - makes aliens very weak "PUFFNUTS MODE" - makes aliens move very slowly "I CANT BE ARSED TO PLAY THE FIRST LEVELS" - skips to level three "BEN JOHNSON TRAINED THESE ALIENS" - Unknown effect "GALLUP" - Unknown effect "I WONDER IF DOLLY PARTONS FANNY IS AS BIG AS HER TITS" - Unknown effect "LIVERPOOL" - Unknown effect "BEWARE ALIENS SPADGE HAS DROPPED ONE" - gets rid of all aliens Some sources say you have to press first. ALIENS US The codes for the levels are: APC Rescue - 272H Oproom Defence - 1106D Airduct Maze - 2361F Newt Rescue - 7140E Queens Battle - 7163H AMNIOS Some level codes are: PLFRmnLQSn, LSnBRGnSLQ, LKmCTKSCDF, STBnLmRCHL, RCHLmCLRMS, or THBSTSTFTT. ANOTHER WORLD (Complete Solution) First note that there are three ways of working the gun: * A single quick press will fire a thin beam for breaking ropes, disconnecting cables and killing enemy personnel. * Hold down the fire button until an energy ball appears then let go and a shield will form. This stops laser shots. * Hold down the button until the energy ball swells and begins to hum. Then let go and you will fire a big beam. And now, the Solution: Get out of the water to begin with! Level One - Code: EDJI Go left and take note of the vine. Go right past the water. Here are a number of worm-like creatures - kick them to kill them. Go right - more worms. Kick these as well, but watch for the worms that drop from the roof. Go right until you encounter a big black beastie. Now turn and run back to the screen with the hanging vine. Take a running jump at the vine - don't stop or you'll die! Jump off the vine when it breaks and run right. Keep running until you get to the screen where you first met the beast. Level 2 - Code: HICI You wake up in a cage with an alien for company. Rock the cage left and right until it drops. Pick up the gun. Run right, protecting your alien friend by shooting the guards. Use the shield to protect the alien while he opens the door. Now follow him through the door, to the lift. Go down to the bottom level. Go to the end and shoot out the small flashing light on the wall. Take the lift to the next level up. Blast the door, run and jump up. Wait for the alien, then open the door and walk in. Level 3 - Code: FLLD Into the small tunnels underground: Go left, Drop down. Go right, Drop down. Go right, Drop down. Go left, Drop down. Go right, Drop down. Level 4 - Code: LIBC Go left through the door and charge your gun. Go right, then blast through three doors. Run right to the exit. Kill the guard then walk to the edge of the broken bridge. Leap onto the lower right ledge. Blast a hole in the wall and go through it. Level 5 - Code: CCAL Go right and down the first shaft. Go right again then down onto the large rock. Jump right, then go right and jump over the spiked pit. Walk to the next screen, wait for the large rock to crash to the floor. (Don't forget to dodge the flying creature!) When two rocks fall and hit the floor together, run! Repeat this on the next screen. Beware of the tentacles (they can be shot, or you can run past them). Go right - You'll find more tentacles as well as some snapping traps. Jump over the traps, continue right to the end and blast the wall. Level 6 - Code: EDIL Go back to the screen with the falling rocks. Walk up the slope, turn around and shoot at the flying creature. Walk on to the next screen and watch! Take a running jump at the stalactite, climb on top of it and jump on to the next one from there. Repeat this procedure with all of them. If you do all this correctly you should end up on a large rock. Level 7 - Code: FADK Walk left off the rock, turn and blast the rock, then walk up the rock. Go right, jump over two pits, then one pit. Walk right, blast the wall to let in the water, then turn and run like buggery! (don't forget to jump over the pits, though!) Go right and blast the wall. Now go past the steps and across the dried up waterfall. Level 8 - Code: KCIJ Observe the alien trapped below. Exit left over the waterfall and go through the door. Go down the steps, walk right and kill the guard. Go back up the steps and shoot at the light chain (this releases the alien above). Go back down the steps and run right as far as you can go. Kick the guard, then run and pick up the gun. Kill the guard and run right Ignore the guards here! Level 9 - Code: ICAH Dive into the water, swim across, climb out and have a look around. Swim down to the hole in the wall, left along the tunnel, and up into the second shaft for a breath of air. Swim right down to the bottom of the shaft, go right, get out for some air, and fire at the pulsating line. Now reverse these moves to go back to the pool surface. Level 10 - Code: FIEI Go left and kill the guard. Go right, up the stairs, and kill the guard on the left at the top of the stairs. Jump across right, blast the two doors down, and get your blaster ready to fire at the last door as the protective shield fades. Accurate timing and speed are needed to kill the guard. (Alternatively you can blast the last door, shield, jump the fireballs, then kill the guard). Go right, blast the door, then go right again. Jump up to recharge your gun, then go right. Watch the reflection of the guard on the bottom of the green sphere. Fire at the sphere when the guard's reflection is directly under it. Go left to the stairs, down the stairs, then down and right to the pool. Swim across and get out to find the guard dead. Go right. Level 11 - Code: LALD Jump down the opening, go right and blast the door. Run to the end of the corridor. Turn and put up a shield, then wait until the alien puts his arm down and pulls you up. Stay on the left side of the opening until the rocks fall, then follow the alien into the tank. To escape, press the top left-hand green button. (But you may wish to have some fun by pressing a few others first!) Level 12 - Code: LFEK Exit from the pod, run right onto the next screen and kill the guards. Now run right. Sit back and leave the machine in drive. Crawl across the floor to the levers on the right and wait for the guard to walk towards you. Pull the lever to kill the guard with the laser. Now pull the second lever, and crawl back to the light circle on the floor to escape from Another World! ANT HEADS (ICFTD 2) (Complete Solution) Here is what is hopefully a complete solution to this game! (It Came From The Desert 2). DAY 1 Gather as much information from Biff and Dusty on the first day, but if you've got the information from previous games then don't worry, as it doesn't change. Get into your car and go to the KBUG radio station. Dusty will tell you of the latest ant attack to occur and will give you a Geiger counter and a gun. Hang around for a while until the afternoon, then go round to the Platt University lab, where you will meet the boy Billy and his rather strange father. When they start talking to you, ignore the gibberish that his dad speaks but listen carefully to what Billy has to say. If you want further information then try asking the fortune tellers and expect to get home around eight o'clock. DAY 2 Go out to the KBUG radio station again, where Dusty will tell you about a threat from the G-men. Go back to the lab afterwards, where Billy once again provides some useful information. At about one o'clock go to Neptune Hall, where you'll find that Billy Bob has managed to sprout a rather fetching set of antennae. Pull out your gun and blast his antennae off. When he comes around he will give you an important number, so make a note of it. DAY 3 You should wake up at nine o'clock when Jakie comes round and knocks on the door. Unfortunately, your early morning visitor is one of the Ant- heads, so get the trusty old gun working and write down the number again. Go to the Ore Plant and befriend the manager by selecting choice A at the appropriate time. Take the train to section M-3 and do the business against the ants, then get back to the lab for some more useful info from Billy. Go to the Police Station and get the old 'he must have tripped on his shoelace, your honour' treatment so you get knocked unconscious. When you wake up, the nurse will give you the position of the vault. Go to the vault and get the records containing the conversion process, then make a run for it. DAY 4 Drop by Elma's and when he becomes an Anthead blast his stalk to get the last number. Now you have all three numbers, try and get into the hospital any way you can (preferably without injury). Get the lift to the basement and find the morgue in the top right-hand corner - you can spot it by the four black slabs and the safe. Enter the numbers in the order you recieved them and you should be able to get the secret documents which will cause the realisation of the Antheads' existence, so now you can take them on face-to-face. APB Type your name in as `ALF' on the high scores screen for infinte demerits. APPRENTICE Press and try one of the following passwords: DRUID, WIZARDS, SPELLS, or FAERIE. ARCHIPELAGOS When you are asked to select an Archipelago, choose 8421 and press twice. Now you should be able to select any island from 1 to 9999. ARKANOID (*) Press to pause the game and type in "DSIMAGIC". Press the again and catch the yellow "DS" capsule that falls from the centre of the screen. You can now call up the laser turrent and the other powers by pressing the appropriate letter on the keyboard (See table below). Pressing `F' will transport you to the final screen where you confront Doh. Alternatively, for an extra 33 levels of play, press instead of for a one player game, or instead of for a two player game. - Break (Opens gates and awards bonus points) - Catch (Holds ball) - Disruption (Split into 3 balls) - Expand (Makes Vaus larger) - Laser (Gives you a laser used with mouse button)

- Extra Player (Derr...) - Slow (Slows down ball) You can also skip any level by pressing on the keypad. ARKANOID 2 Play a game and lose all of your lives. When the title screen comes up, press and type in "MAGENTA". Now, press `S' while playing to open the gates to the next level. ARKANOID - REVENGE OF DOH (*) While the game is loading, hold down the left mouse button. After a while, the title screen for Robocop will appear. Let go of the button and the game will begin. Then, when you die, type "ROBOCOPPER" on the title screen and you will restart where you left off. ARMOUR-GEDDON (*) When in the HQ, access the message screen. Move the arrow so that it points to the first letter of the message highlighted in yellow. Now hold down the key and press the left mouse button. The words "YOU WOULDN'T LET IT LIE!" should appear, indicating that the cheat mode has been activated. The cheat makes your craft invincible and gives you unlimited firepower and fuel as well. ARMALYTE While playing, press

to pause the game and type in "Delta 3". You should now have infinite lives. ARMY MOVES On level one, hold down , <1> and for invincibility. On level two, hold down , <1> and for invincibility. If thess don't work, try typing "KARENBROADHURST" on the title screen for infinite energy. ASTRO MARINE CORP The level codes are: Zone 1: NOSTROMO Zone 3: DISCOVERY Zone 5: ENTERPRISE Zone 7: DAGOBAH Zone 9: REPLICANT Zone 11: KRULL Zone 13: METROPOLIS ASYLEM There is a magnet in the telephone. Be careful when going into the surgeons den - the operating theatre has more clues than meets the eye (or nose). ATOMIC ROBOKID On the title screen, type in "TUESDAY 14TH" for infinite lives. ATOMINO Here are some level codes: Level 10: IDYLL Level 20: TAURUS Level 30: NEPTUNE Level 40: PHOTON Level 50: PLANKTON Level 60: INFERNAL Level 70: FOSSIL Level 80: POISON Level 90: SOUP Level 100: SULPHATE ATOMIX While playing, press the key and type in "TIME" to freeze the clock. AWESOME (*) During the game, when on the status screen that shows energy/cannon levels, move the pointer to the top left hand corner, hold down the <+> key on the numeric keypad and press fire. The screen will flash and you will now have infinite energy. Also, the keys from <1> up to the <+> on the main keyboard give you the various weapons. By the way, if anyone purchased the `Monster Pack Two' compilation to get hold of Awesome, could you write in and tell me how to save games?! AZTEC TOMB Steer the boat towards the cliffs, and when the cliffs are on the screen, type "Jump overboard". BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB BAAL Enter your name as "LOVEBUNDLE" on the high score list for trainer mode. BACK TO THE FUTURE 2 Pause the game and type in "THE ONLY NEAT THING TO DO". This will give you unlimited Martys. You can also skip levels by pressing and . BACK TO THE FUTURE 3 To beat each level, type in the following word while the level storyboard is showing: Level 1: "ROTTEN CHEAT" Level 2: "LOUSY CHEAT" Level 3: "LOW DOWN CHEAT" BALLYHOO This is a partial solution which will give you 80 of the 200 points. S Help Midget S Get Pole N, N, N, U, E, E, E, E, E, E Get Balloon W, W, W, W, W, W, D, D Get Pole S, S, W Get Mask S, W Get All Z Hide Z, Z, E Untie Balloon Suck Helium Harry Hello S Wear Mask Wear Suit W Knock on door S Examine Ashtray Get M (CHUCKLES THE CLOWN WILL NOW THROW YOU OUT) Crawl under tent Get Wood Z, Z, Z, Z, Z, E, E, N, N, NE Search Garbage Get Ticket SW, S Punch Blue (BLUE FOR BOYS, PINK FOR GIRLS...) Insert Ticket in Slot E, S, SE Look in Cage Get Keys with Pole NW, N, E, N Show Ticket to Rimshaw Rimshaw Hypnotise Me (YOU WILL BE HYPNOTISED AND PLACED IN THE GRANDSTAND) Get Up When you see the Hawker sometime within the next 12 turns, Type: Buy {FOOD} (Substituting {FOOD} for whatever he has to sell) Then Type: Give $1.85 to Hawker S, E, U, U, E, D, D, E, U, U, E, D, S Get in Line Z, Z, Get out of long line Get in short line Z, Z, Z Get out of long line Yes Get in long line Eat Banana Throw Banana N Hawker Hello (YOU WILL NOW GO BACK. FOLLOW THESE DIRECTIONS UNTIL YOU WAKE UP: U, W, D, D, W, U, U, W, D, D, W, U. YOU SHOULD HAVE WOKEN UP BY NOW AND SHOULD BE BACK IN RIMSHAW'S ROOM.) Rimshaw Tell my Future Rimshaw Read my Head Get Up S, W Crawl under Tent Search Garbage Get Granola Bar Crawl under Tent E, E, N, NE Get Stool Give Bar to Lady Lady Hello Shake Hand NW Get Radio S, W, W, W, S, W, W Crawl under Tent E Unlock Compartment Open Compartment Get Whip W Crawl under Tent E, E, N, N, N Unlock Cage Open Cage Enter Den Whip Smooth G, G, G, Open Grate (Compiler: the part solution ends here, but keep tryin' and send in the Complete solution when you solve this [or any other!] game.) BARBARIAN (Palace) On the final level where you confront Drax, walk forward, and when the first fireball comes, jump, then do a forward roll into him. BARBARIAN (Psygnosis) (*) While playing, type in "04-08-59" and you should be indestructable. If the background goes grey it has worked. The bow behind the Tin Man is a fake. To kill the final Wizard, you must have a shield. When his shot comes at you, use the defense icon, and it will fly back at him. BARBARIAN 2 (Complete Solution) This is the Barbarian 2 that is the sequel to the `Palace' version of Barbarian (see above). I'm not sure, but there may or not be two games called Barbarian 2 - a sequel for the Palace game and a sequel for the Psygnosis game. Anyway, here it is: Level One Repeated use of the heap chop is the most effective tactic against the neanderthal man, but make sure you take a step back between hits. Stay low to survive against the Sauron beast - if you don't you'll lose your head. Chopping is the best tactic here, but step back between each strike, Use the low chop against the Mutant chicken, but wait until it's standing up right before you let loose. Level Two The orc pushes you against the wall. Use repeated head chops to kill him. Counter his stabbing manoevre with a low chop. When the crab comes near, kick at it and then low chop it. If you miss take a step back and try again. Carnivores are killed with the chop, except when they leap at you - then a high chop is needed. The stinger can only be killed by repeated high chopping - everything else is useless. Level Three Escape the grabbing tentacle by leaping the pit as it withdraws. Floating eyes can only be killed with a high chop - every other move has no effect. The Dungeon Master is the toughest creature of all. If he punches at you, low chop him and if he kicks use the high chop. When he is approaching, try a flying neck chop - that'll kill him in one go. Level Four The first monster may seem formidable but he is really easily dealt with. Just turn around and walk backwards into it, so you can push your way onto the next screen. This manoevre costs you energy but not as much as you would have lost fighting the beast head on. The great demon is next. Begin this bout with a flying neck chop and follow it up with a low chop. If you miss first them, retreat quickly to get out of his range and repeat. In a similar fashion to the orgianal Barbarian game, the final confrontation is with Drax himself. The place to stand is directly in front of the hanging corpse on the wall. From here you're in a perfect position to execute a flying neck chop - the only move that will finish the job. BARDS TALE The mad gods name is Tarjan. To kill the crystal golem, first find the magic sword. Put your magician at the front of the party and have him cast ANMAR before taking on the Grey Dragon, as this will lessen the damage done by the dragons breath. Alternatively, try this sneaky move: Load your party, go to the statistics screen for the first player. Pool all of the party's' gold to the first player, then remove him from the party, and then load him back in. Then pool the gold to another player. Repeat this for each player. BARDS TALE 2 Teleport from the Maze of Dread entry stairs to 1 down, 15 north, 10 east to find the sword of Zar. Tell the riddler "DER". Say "KAZDEK" to wake up the Kazdek. Get the item of Kazdek and the master key to make it through to the fortress. If your tired of waiting for morning to come enter and exit the guild. Find a band of illusiosists and kill off the front line, have your caster conjure DISRUPT ILLUSION, you will keep disbelieving and gaining expierence. BARDS TALE 3 You will need a wineskin or canteen to get past Valerian's tower. Learn the Gill spell from the fisherman then go to the lake behind his hut, go in to the lake to get to the Crystal Palace, then find the room with the Elixir of Life in it. Put water on the acorn by the tower, then a tree will grow, lifting the stone slab and providing you with a means of getting the Nightlance. For a bit of fun, tell the guard at the Mad Gods temple "HAMBURGER". BATMAN THE CAPED CRUSADER (Complete Solution) Compilers Note: I assume this is the solution for the "The Caped Crusader" game, as it IS for a batman game, and it IS NOT for the "The Movie" game! 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 which you can eat to increase your energy. Go left and collect the sweet (this, like the banana restores all your energy). 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. His plan has failed and you have saved the day (again!). BATMAN THE MOVIE (*) Type "jammmm" on the title screen and it will reappear back to front and upside down. You will now have unlimited lives, and you can jump levels by pressing . Here is also the solution of the first level: Go up the first ladder then right as far as possible. Go up as far as you can then left avoiding the acid. To jump the gap at this point, swing the rope in a diagonal and rather try to get to the other side climb up the platform. Go up as far as you can, right, then down, stay just under the wall on this bit to avoid the bomb thrower. Go down as far as you can, right, up as far as you can, right, down, right, down, left, down, right, up until the turn off on the right side, right, down, right (avoiding bomb thrower), up, left, up, right, down, right. At this point you should be in a large room on the opposite side of the two bomb throwers. Swing across the room pulling down on the joy- stick to extend the rope. You should be able to swing into the first bomb thrower killing him. Drop down to the next platform to take out the next thrower. Go all the way down, right, up and you should find Jack Napier. Keep shooting and you've made the second level. BATTLE COMMAND While you are playing, type in "CASTOR". The screen will flash green and you will be invincible. You can also change your weapons by pres- sing , , , , or and you can change to power of your selected weapon by pressing , , , , or . BATTLE ISLE Here are some codes: One Player Game Two Player Game Special Levels Level Code Level Code Level Code 16.....CONRA 00.....FIRST 32.....EUROP 17.....PHASE 01.....GHOST 33.....STORM 18.....EXOTY 02.....GAMMA 19.....MOUNT 03.....MARSS 20.....FIGHT 04.....EAGLE 21.....RUSTY 05.....METAN 22.....FIFTH 06.....FOTON 23.....VESUV 07.....POLAR 24.....MAGIC 08.....TIGER 25.....SPACE 09.....SNAKE 26.....VALEY 10.....ZENIT 27.....TESTY 11.....DONNN 28.....TERRA 12.....VESTA 29.....SLAVE 13.....OXXID 30.....NEVER 14.....DEMON 31.....RIVER 15.....GIANT BATTLE SQUADRON Press while making your player selection for a special cheat. Alternatively, you could try the cheat for BATTLE COMMAND (see above) - apparently this works as well. BATTLE VALLEY Type "ROGER MELLIE THE MAN ON THE TELLY" for infinite lives. BATTLETECH Here are some general hints: * Money Probably the biggest factor in the whole game is money - no money, no skill, no mech, no chance. The more cash the better equipped you'll be for combat. Every five minutes or so your account is boosted by fifteen credits as Ma and Pa robot decide it's time to give some more of your allowance. Don't hang around! Initially invest in a low risk account and then move onto the intermediate one. Do this for a few hours and you'll be counting the wads, around 350,000 of 'em. * Training School You'll not get far without any training, and the first thing you need to know is how to defend yourself. The important basics to learn are knife fight, rifle and machine gun, as these are the only weapon skills you'll find yourself needing. Stop off at the mechit-lube and take up an apprenticeship. I know that it's expensive, but it enables you to patch up a battlefield mech, and take it in for a full repair and slap another member of your party inside. When it comes to combat training, try to move around as much as is possible and overheat as little as possible, and aim for speed on all the missions as this contributes to your overall mech skill. Medical skill is also a worthwhile venture; it'll also make sure you stay in the game longer. * Weaponry Start off with a machine gun. It takes quite a few hits to kill a human and has no effect on mechs whatsoever - but, still, they're relatively cheap. Later on try to get hold of a Laser Weapon; I recommend the inferno best of all. One shot disposes of 90% of humans and Inferno Fire will overheat a mech, giving you time to flee. Whatever you do don't hang around taking on a twenty ton mech with a hand held SRM - it just doesn't work. Equip yourself with forty point armour, it normally prevents any damage to the person in a typical combat round. * Mech Etiquette First and formost, with the lump of cash you should have by now, any mech you own should be customised at the mechit-lube, extra lasers and armour always come in handy at the expense of jump jets and missile launchers. Never rule out kicking, more often than not it proves to be invaluable when a mech is close to shutdown. Always try to face an attacking mech, all it could take is one hit with a small laser to the back to knock out half your arsenal. * Additional Hints `n' Tips On about the seventh training mission the city is invaded by Kuritans. Whatever you do don't fight back; turn tail and run into the ruins of the city. If you make it head for the exit at the south end of the eastern wall. Once you're there hit flee. Afterwards, head north- west-north until you reach the starport. Buy some civillian clothes and infiltrate the Kuritans coronation to find out about your mission. BEACH VOLLEY While playing the game, type in "DaddyBracey". You can now skip levels by pressing . BEAST BUSTERS If you pause the game you can still move the cursor around! BETTER DEAD THAN ALIEN (*) If you type "CHAMP" on the options screen, during the game press these keys for their various effects: Scatterbolts Multifire Auto-repeat Armour missiles Neutron Bomb Double Ship Shield Go to Next Level +1 to Life Energy Alternatively, if you are playing the game and you are about to be killed, pressing will pause the game and allow you to move your ship to a safe position. Pressing will continue. Also, here are all the codes: elektra faucet acoustic tiddly pom syzygy potatoe triptych kewpie doll drambuie woomera jabberwocky sepulchre plug narcissus whimsical euphemism soprano debutante cornucopia firkin mayonnaise grammarian punjabi crossword quarantine BEVERLY HILLS COP Click past the high scores screen and onto the select difficulty screen. Now type "MELLIE" and you will be able to access all the games. BEYOND THE GATES Entering "THE END OF TIME DRAWS NEAR" will call up a full character editor that allows you to change your stats and add any item to your inventory. BEYOND ZORK * To cure the pterodactyl, set the dial on the monkey grinder's organ to ear. Close the lid and turn the handle. Remove the arrow then rub the spenseweed on the wound. * The scroll from the chest will take you to the Implementors. * A Transportation spell will get you out of the cellar. * To help the minx, erase footprints when you hear the hunter approaching. * To slay the Undead Warrior you will need some holy water. Then simply throw vial at warrior. * When you have the rabbit's foot, rub it for luck. BIG RUN While playing, pause the game and move your joystick left, right, down, up, up, left, down, and right. Note that you have to centre the stick after every move. Now the screen should flicker and you'll be the proud owner of infinite credits. BILL AND TED'S EXCELLENT ADVENTURE (Complete Solution) This solution does not tell you the order to visit the times in, but it does tell you how to rescue all the historical figures. Levels 1 and 2: Antoinette, Marie ...................1793 Just walk into the labyrinth Arc, Joan of ........................1429 You need the Fire Extinguisher to extinguish the fire. Get the Fire Extinguisher from `0064' Beethoven, Ludwig von ...............1810 You need the Note to make him follow you Get the Note from `1805' Bonaparte, Napolean .................1805 You need nothing to get this "Short, Dead Dude" Einstein, Albert ....................1915 You need the Calculator for this guy Get it from `0010' Freud, Sigmund ......................1901 You need the Flower for Him Get the Flower From `1810' Kahn, Genghis .......................1209 You need the Twinkie for this chap Get the Twinkie from `1878' Kid, Billy The ......................1878 You need Nothing; wait for fist to beat the shit out of three ugly dudes. Lincoln, Abraham ....................1863 You need to Bribe him with a Penny Get the Penny from `9410' Michaelangelo .......................1509 Pretty easy to get him. But beware of paint can's Nero ................................0064 Get the Violin and this guy will be your slave forever The Violin is at `1509' Socrates ............................9410 Collect the Coins and climb the rock to get the answer Other Ages: Circle K ............................1989 Desert ..............................1632 Iceage ..............................0000 One Million B.C. ....................0010 San Dimas Mall ......................1990 Levels 3 and 4: Antoinette, Marie ...................1793 Just walk the labyrinth Arc, Joan of ........................1429 You need the Fire Extinguisher to turn of the fire. Get the Shovel at `1805' and go to `1632' and dig, then you get the Fire Extinguisher. Beethoven, Ludwig von ...............1810 You need the Note to make him follow you Get the Butane from `1429' then go to `0010' Give butane to caveman, and get the Note. Bonaparte, Napolean .................1805 You need Nothing to get him. Einstein, Albert ....................1915 You need the Calculator for this guy. Go to the Year `1989' go in the shop, take the Icepick and go to the Year `0000' and use the IcePick, then you get the Calculator. Freud, Sigmund ......................1901 You need the Flower for Him. Get the Seed From `1209' then go to `1990' and plant the seed in the tree pot outside the mall, then take the flower. Kahn, Genghis .......................1209 You need the Twinkie for this guy Get the Bread Box from `1901' go outside stand next to the edge of the street, then drop the bread box. Now you get a Twinkie. Kid, Billy The ......................1878 You need Nothing, wait for fist to beat the shit out of three ugly dudes. You need the 1$ Bill from `9410' before you complete this scene, Read `Lincoln, Abraham' first. Lincoln, Abraham ....................1863 You need to Bribe him with a Penny. Get the 1$ Bill from `9410' and then go to `1878' Go to the Bar man and give him the 1$ bill, then you get a Penny Back. Michaelangelo .......................1509 Pretty easy to get him, but beware of paint can's & drops. A little hint: jump up in the paint drops so you don't fall down.. Nero ................................0064 Get the Violin and this guy will be your slave forever Get the Key from `1863' then go to `1509' and use the key on the Violin Box in the Corner. Socrates ............................9410 Collect the Coins and climb the rock to get the answer Other Ages: Circle K ............................1989 Desert ..............................1632 Iceage ..............................0000 One Million B.C. ....................0010 San Dimas Mall ......................1990 BIO-CHALLENGE Pause the game by pressing and pressing will advance you to the end of level guardian. BLADE WARRIOR (*) (Complete Solution) Gather some ingredients together and make the Heal and Water spells. Visit the West Wizard and trade the ingredients for the Travele spell, and trade again for the Aulet of the Moon. Make the Travele spell. Collect the key located near the Swamp Wizard's Tower. Go to Ginit's Amulet, take the key, kill the skeleton guards, and take the Amulet. Go and see the Swamp Wizard and trade the Amulet for a Tablet Fragment. Collect the Silver Ring from the South Wizard level, killing the skeleton guards and grabbing the Ring as you go. Now visit the South Wizard and trade the ingredients for a Stone Flute (Compiler: Ideal for playing Rock Music with! Ha!Ha!) Go to the North East top corner of the map and get the Veritas leaf. Visit the Pine Wizard. Gather together enough ingredients for another Stone Flute. Trade the Veritas leaf for The Name. Trade the `Air' ingredients with the West Wizard for the Smoke and Earth spells. Journey to the top of the map and find the beehive. Here, cast the Smoke spell and attack the hive. Now collect the Crystal. Go to the West Wizard and exchange the Crystal for a Tablet Fragment. Now go to the North Wizard and trade one of the Stone Flutes for the Helmet, and the Talisman of the Moon for a Tablet Fragment. Go to the East Wizard. Trade the Helmet for the Travele Spell (you already have this but the Wizard must have the helmet). Then trade the Name for a Tablet Fragment. There are a number of Flying Banshees on the East Wizards tower level. When you are attacked by one, immediately cast Earth at it, and follow it, continually casting Earth at it until it is dead. Collect the Banshee wail - cast Earth six more times. Visit the Palace Wizard next. You can trade the Banshee Wail for another Tablet Fragment. Go to the path that the Sorcerer's tower is on (the red tower on the map). Locate and take the Swamp Fish sparkle. Trade the sparkle for a Tablet Fragment with the Pine Wizard. Go to the South Wizard and trade in the Crystal. Visit the Sorcerer and he will charge your sword for you. Find Murk and kill the beast with your newly- charged sword. Well Done! BLEED (Complete Solution) Sometimes this solution can get a bit hard to follow, but persevere! Turn on the Police radio Go for a ride Call for back up (outside the playschool) Open the door and enter the building Tell him what you have seen Stand on the plate (when the truck is coming towards you) Start the Hunt! (after the truck misses) Stand on the Brake Try to start it Call for Backup Call for Backup again Sneak inside quietly Press yourself to the left wall Go into the building Follow the guy a bit further Drive up the steps Try to jump off in time You made it! Note: Do not Mess with the boss, because he'll blow your head off! BLOOD MONEY Pause the game and press for infinite lives. BLUES BROTHERS On the character selection screen type in "HOULQx", substituting `x' for the number of the level you wish to go to. BOMBUZAL Here are the codes for various levels sround the game: LEVEL CODE 8...........ROSS 16..........RATT 24..........LISA 28..........SINK 32..........DAVE 36..........BIKE 40..........IRON 44..........BIRD 48..........LEAD 52..........TAPE 56..........WEED 60..........VASE 64..........RING 68..........PILL 72..........GIRL 76..........SPOT 80..........GOLD 84..........PALM 88..........OPAL 92..........LOCK 96..........SONG 100.........SAFE 104.........FIRE 108.........WORM 112.........LAMP 116.........LOCK 120.........TREE 128.........SINK 136.........BIKE 144.........BIRD 152.........TAPE 160.........VASE 168.........PILL 176.........SPOT 184.........PALM 192.........LOCK 200.........SAFE 208.........WORM 216.........NOSE 224.........EYES 232.........HAIR 240.........SIGN 248.........MYTH For invincibility, type in "SCORE" at the title screen. BOOTY When the title screen appears, hold down , , , , and to enter the cheat mode. BORROWED TIME (*) (Complete Solution) Here is a full solution: Open cabinet Read cases Get phone Open desk - Check not needed East Read note pad Get water Down, East Hide chair North Lock door Up Break window Get glass East Climb cable Cut cable East Sit bar Order drink West, North Listen woman North Say Tinplayer Lock door Look fireplace Get scrap East Get candlestick Hit man East, East, East, North, West, North Open door Look table Get candle and matches Light match Light candle Burn twine West Look trash Move stove East, South, South, East, South, South, South, West, West, North Yes Look desk Get Bandages Wrap hands with bandages Drop bandages Listen doctor North, West Search trash Get bone North, North, East, West Open door West Get key and scrap and receipt East, South, South, West, South, West, North Break door Untie Mavis Get tube and novel South, South, East, North, West, West, North Look novel Get bookmark Drop key and scrap and novel and bone Help man Wait for Police Show cans and gloves and receipt and tube and bookmark Get key and bone and scrap South, East, East, East, East, South, South, East, East Open box 999 Get poem Read poem Drop poem and key West, West, South, South, South Turn dial to 6316 Get shovel North Dig Get suitcase North, West, West, West Hide trash Give bone to dog East Drop shovel Open suitcase Get folder East, East, North, North, North, West, West, West, West, West, North Say Hiyo North Untie Rita Talk to Wainwright Wait for Police East, East, East, East, East, South, South, East Arrest Farnham North Show scrap and report and folder and suitcase Finished! BRAT Here are the codes levels up to level 12: LEVEL CODE 1........BISHIGMO 2........MIHEMOTO 3........SASUTOZO 4 .......SUMATZEE 5 .......NOKITAGO 6........ITSANONO 7........MOZIMATO 8........HOZITOMO 9 .......MOKITEMO 10.......ZUMOHATO 11 ......CHANASTU 12 ......NAGAITSU BSS JANE SEYMOUR Some level codes are: SLUMBER INTEREST BULKHEAD SHOWROOM MUSHBASH BUBBLE BOBBLE (*) If you can get to levels 10, 20, 30 and 40 without losing a life, a magic door will appear to take you to a bonus screen, and if you can get up to stage 50 without losing a life, a magic door will appear and take you to level 70. On levels 7 & 22 wait a few seconds until an umbrella falls and grab it, you will warp ahead 6 levels. Alternatively, try these: Press F1 to advance 1 level Press F2 to advance six levels Press F3 to advance eleven levels BUREAUCRACY Complete Solution You have left your previous job to accept employment with Happitec and you have moved to a new address. Happitec is sending you on a vacation to Paris. All you have to do is wait for the money order which Happitec is sending to you, pick up your plane ticket, and board the plane. So you think! It seems the removals company has misplaced all your belongings. The Change of Address card which you were to file somehow got sent to your old address. The new owner of your old home sent your mail to your old bank. Check out your wallet and you'll find that you have no money, an expired US Excess card and a Beezer card. Your new home contains a few meager possession, i.e., your Boysenberry computer, a telephone/ answering machine and a few miscellaneous items. Take everything you can because you'll need everything you can find to solve this game. Listen to the messages on the telephone/answering machine. Consult your Address Book and call all the numbers listed. You'll learn a lot by doing this. The doorbell rings. Chowmail Overnite is delivering a large bag of Llamex (R) brand High-Fibre Llama Treats. You didn't order it, the address is wrong; but, you'll never be able to explain anything to the delivery man, so just give him your Beezer card. You are now the proud owner of a bag of Llama treats! There's nothing else to do in the house for now, so explore your new neighborhood starting with your mailbox. The mail found in each location seems to be random. For example, in one game you might find a leaflet in the mailbox and in another game find a flyer in the mailbox. That isn't important. The postage is important so try to remember what type of post- age was used and the order in which you find it. The mail you find in your mailbox has a postage stamp on it. Go to the bookstore. You'll notice it's actually a software store. Talk to the clerk. Ask him about software. He'll offer you a special cart which he keeps under the counter. SHOW the game cartridge to the clerk. He'll take it and give you a Recipe Cart. I found that I got a point for this, but did not get a point if I said TRADE cartridges. * Your score is now 1 of a possible 21 points. Go to the Travel Agency. Give the letter to the Agent and get your round- trip ticket to Paris. * Your score is now 2 of a possible 21 points. Go to the bank and try to file a Change-of-Address form. Lots of luck! The bank has already sent you a Change-of-Address form and one is all you are allowed. Too bad it was sent to your old address. Go to the old tenement building. There are stairs leading up and a door in the south wall. Nothing can be done about the blank wall at the top of the stairs, so forget it. Knock on the south door. A voice will answer and the door will open. Enter the flat which is occupied by a mousy little man. Seems he collects stamps. You will see some mail in the floor but the man won't let you pick it up. Show the stamped envelope to the man. He'll grab it and run out of the flat. Pick up the mail. Notice the Postal Service sticker. * Your score is now 3 of a possible 21 points. By this time you will probably be getting hungry, so go to the Restaurant. The waitress will take your order then return to tell you that your order was lost due to a computer crash. Of course, it's her break time, so someone else will take your order. You must go through the long ordering process all over again. Wait for your order and eat whatever you get. You have no money to pay the bill, so sneak out the back door of the restaurant into the alley. From the alley you can squeeze through a gap in the fence to arrive at Behind Mansion. Enter the back door of the mansion. Here you'll find a macaw sitting on a perch. You can see some mail under the perch but the macaw will not allow you to take it. Go into the Trophy Room. It's a good idea to save the game first bcause the old woman shoots. Make a fast exit. Go to the front door of the mansion and ring the bell, then beat feet to the back door. Return to the Trophy Room, grab the painting of Ronald W. Reagan and exit. Show the painting to the macaw then take the mail from under the perch. Notice the Postal Service sticker. * Your score is now 5 of a possible 21 points. Go to the llama farm. Open the bag of llama treats. Push the bag through the mailbox so that it falls into the trough. While the llama is eating the treats, take the mail from the trough. Notice the Postal Service sticker. * Your score is now 6 of a possible 21 points. Try to enter the farmhouse. The door won't budge. You must go away and return later. Go south to the gate. There's an intercom at the gate. It will crackle to life and a voice will say, "Unfortunately, there's a radio connected to my brain." Could this be a password? Go back to the farmhouse. A heavily armed man resembling Woody Allen will appear in the doorway. He is rather dazed - not sure where he is or who you are. Say: "Unfortunately, there's a radio connected to my brain." He will respond with: "Actually, it's the BBC controlling us from London." You can try more conversation or merely wait for him to leave. Return to the gate. Again, the voice over the intercom will say, "Unfortunately, there's a radio connected to my brain." You must say, "Actually, it's the BBC controlling us from London." The gate will open. Enter the Foyer. You'll meet the paranoid owner of the house and discover the armed man is here also. The paranoid householder suspects you are an imposter so he will ask you a series of questions. To answer correctly, you must refer to the "Popular Paranoia" magazine which is included in your game package. One wrong answer and you're dead. Answer them all correctly and you'll find yourself in a gaol cell in the basement of the paranoid's house. Examine the gaol door. Try cutting the molybdenum bars with the hacksaw. The armed man will give you the Swiss army knife. Examination of the knife will reveal a button marked POWER SAW and a lever marked GENERATOR. Push the button then pull the lever. Examine both the saw and the generator. Take the power saw and plug it into the generator. Get on the generator (it resembles a bicycle) and start pedaling. You can't reach the bars while sitting on the generator, so give the power saw to the armed man. He'll cut the door open for you. It's best to stall around in the Basement allowing the armed man to go up the stairs before you. The paranoid man and the armed man will depart. You'll see some mail in the foyer. Don't be surprised if you can't pick up the money order which you want so badly. Take the envelope. * Your score is now 7 of a possible 21 points. The envelope contains a memo and a cheque. The check is drawn on the Fillmore Fiduciary Trust in the amount of -$75.00. Yes, that's a minus sign. Go to the bank. Get a withdrawal slip. Fill it out then take it to the Deposit window. Give the cheque and the withdrawal slip to the teller. You are depositing -$75.00 using a withdrawal slip which is the negative of a deposit slip, negative -$75 is $75. Makes perfect sense. Then go back to the withdrawal window. Fill out another withdrawal slip and withdraw $75.00. * Your score is now 8 of a possible 21 points. Now that you have money, you might want to return to the restaurant to pay your bill. You are ready to go to the Airport. Call Getlost Airport Cab (number listed in your Address Book). Wait for the taxi. Oh, the Airport is a fun place! Since you have an Omnia Gallia ticket, you should go directly to the Omnia Gallia desk. Alas, Omnia Gallia has been sold. For further information you must go to the Air Galagasa desk. How do you find it? Well, the way that worked for me was going back to the airport entrance, then going through Lost and Found. Air Zalagasa seems to be north of the Lost and Found. It doesn't matter how early or late you arrive at the Air Zalagasa desk. A fat man will always be in line ahead of you and he'll cause you to miss the plane. Not to worry. When your turn finally comes, give the Omnia Gallia ticket to the clerk in exchange for an Air Zalagasa ticket. * Your score is now 9 of a possible 21 points. Once you have the Air Zalagasa ticket in your hot little hand, go south one move and climb the pillar. Open the grate and climb up the duct. You'll eventually reach the Control Tower. A console radio will crackle, "Air Zalagasa flight 42 requests permission to take off." Say: "Controller, permission denied." Go back to the top of the pillar and examine the speaker. Pull the red wire then pull the black wire. Connect red wire to the black wire. You have short circuited all the speakers in the terminal. The applaluse of the crowd is deafening! * Your score is now 11 of a possible 21 points. Before you know what's happening, you'll find yourself on the plane in seat 3B. Shortly thereafter, the attendant will bring you a bowl of Llama stew. Eat the stew and you die. Refuse to eat it and you die. How can you get rid of the stew? The only way I could get rid of it was to cause the seat ahead of me to recline, thus spilling the stew. By wearing the headphones, changing seats, and pushing buttons, you'll learn that the whole system is mixed up. The light button reclines the seats but you'll have to experiment to determine which light button controls which seat. Here's one way to do it: Before the attendant brings the stew, move to Seat 3C. Wait a few turns. The attendant will bring the stew. Leave it on your fold-out table and move to Seat 8D. Push the light button which actually reclines the seat ahead of Seat 3C. That seat will recline, thus spilling the stew. After the stew is spilled, return to Seat 3C. You'll see a small piece of laminated card. Examine this and take note of the words "STINGLAI KA'ABI." There will be a telephone call for you, so go to the phone. Most likely, it will be the waitress asking about the tip you left her. The line will be disconnected and you'll overhear another conversation. About this time the flight attendant will ask you to return to your seat; however, she will linger, giving you a chance to talk to her. Say "Attendant, STINGLAI KA'ABI". You'll receive a parachute. Go to the rear of the plane, open the hatch, and jump out. * Your score is now 12 of a possible 21 points. My Gawd! One strap of your parachute is caught in the plane's hatch. This can be deadly. Chances are you'll soon be falling without a parachute! Knock on the hatch. The attendant will open it, freeing your parachute strap. Falling! Don't forget to pull the rip cord. Hanging from a tree! Yep, you landed in a tree. Get out of the parachute. Splash! You are now in a cooking pot. Okay, the natives are hungry, so give them a good recipe. Boot up your Boysenberry and insert the Recipe Cart. The natives will give you an unlabelled cartridge and return your lost address book. * Your score is now 14 of a possible 21 points. You are now in the Antechamber. Not clear how you got here. You'll see a closed locker door in the west wall and an exit to the east. Examine the locker door and read the sign. The left handle is pointing up. The middle handle is pointing down. The right handle is pointing up. It's a key of sorts. A general knowledge of binary helps. Okay, here's a solution: Turn left handle and middle handle. You hear a click inside the door. Turn left handle and right handle. You hear a click inside the door. Turn left handle and middle handle. You hear a sharp click, as if some- thing inside the door had moved. Open door. * Your score is now 15 of a possible 21 points. Enter the locker and take the magnetic key-card. Then go east. You're in the Switchgear Rooms; it's a maze! Time to use your Boysenberry computer, so insert the unlabelled cartridge. Remember, earlier in this solution I advised you to notice the Postal Service stickers and the order in which you found them. Hope you paid attention, because you need that info now. I found the Postal stickers in this order: C, D, E and B. The computer program (unlabelled cartridge) gives you a list of commands: CLEAR, NOOZ, PRINTB, PRINTC, PRINTD, PRINTE. You must select the PRINT commands in the same order that you found the postal stickers. I used PRINTC, PRINTD, PRINTE, and PRINTB because that's the order in which I found the postal stickers. When you have done this, you should have a complete message on the screen. Can't read it? Oh, I forget to tell you: read from top to bottom one letter at a time. Using these instructions you should be able to find your way through the maze to the Airlock. In the Airlock, put the key-card in the card reader slot. You'll hear a bolt snapping back. Open the door. It will take several tries. Enter the Persecution Complex! * Your score is now 17 of a possible 21 points. The Persecution Complex is a long hall running west. There are TV screens on each side of the hall. Go west looking at the screens on either side as you go. At the end of the hall you'll find a modular plug. Plug in your computer. You'll be asked for ID and password. What? Okay, take a look at your Address Book. Notice anything different? Right! The first address has been changed. That's the clue you need. Type in RANDOM-Q-HACKER for ID and RAINBOW-TURTLE for password. Connection will be made. Use command DIR for a listing of programs, WHO for a listing of users, and TYP for some interesting tidbits. You'll learn that two hackers have accessed the system. You are one; the nerd is the other. You'll also be be advised when the Nerd is about to access another file. The TYP command will enable you to learn of a certain file which should NOT be used with a friendly computer. Hmmm, what if you changed the name of that file? So, change the name of DVH2.HAK to whatever file the Nerd is preparing to access. Example: Nerd is about to access FIDUC.HAK. Change name of DVH2.HAK to FICUC.HAK. It might be necessary to first change the name of FIDUC.HAK to something else, but you'll have plenty of time to do that. By doing this, you will cause the Nerd to access a file which will destroy his own mainframe. Revenge is sweet! Once you have done this, an opening to the west will appear. It is IMPORTANT to run the PLANE.EXE program at some time before you reap your revenge. This will cause a plane to be sent to get you. * Your score is now 20 of a possible 21 points. Wait patiently at the Landing Strip. The plane you summoned while using the PLANE.EXE program will eventually arrive. You'll be taken on a nice plane trip and a predictable taxi ride, arriving at the Hallway of the Tenement. From there, go to your home. You'll find a new letter from Fiduciary apologizing for the problems you've had. Enclosed in the letter you'll find a ticket to Paris, your checkbook and a new Beezer card. Congratulations... * Your score is now 21 of a possible 21 points. CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC CABAL While playing, type in "SCHLIKA", then pressing will finish the level for you. Apparently, if you pause the game, you can still move the crosshair around, so try this as well! CADAVER To get the second key, 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 get the second key. CAPONE To find a special bonus, go to the front of the Post Office. Shoot the ball at the top of the flag pole, and your score will raise. 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. CAPTAIN BLOOD Using the alien icons, ask CODE GG 1. The alien will then give you the coordinates of another alien called GG. Go to the specified planet and you can get the coordinates for all the other aliens around by asking CODE INFORMATION HELP. CAPTAIN PLANET For this cheat you will need a copy of CAPTIVE. Load the game as per usual. On the level selection screen, insert your Captive disc. Press Fire and the screen will say "Disk Error". Now replace your Captain Planet disc and the cheat will be active. (Of course, this may just be a cheat published by Tony Crowther to help sell Captive!) Another source says: When you have completed the Fire level, get killed on the Water level. Enter you high score name as "BBBB" and you should be able to start with infinite continues. And yet another source (I like my sources on meat pies), says: Run through the game as normal until you get to the level selection page. Now type in "go planet". Now, when the game starts hit and together, and you should be taken back to the level selection page, where you can choose any level. CAPTIVE 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. Here are some combinations for the bases in mission one: 01 Butre..........TL,BL,TR,BR 02 Pelphi.........BR,BL,TL,TR 03 Meestre........TL,TR,BL,BR 04 Triekos........TR,BR,BL,TL Here are some combinations for the bases in mission two: 01 Masgot.........TR,BL,TL,BR 02 Traphet........TL,BL,TR,BR 03 Phoopel........TL,TR,BL,BR 04 Sodcket........BL,BR,TL,TR 05 Zaitet.........TL,BR,TR,BL 06 Quelosod.......TL,TR,BL,BR 07 Saldet.........BL,TL,TR,BR 08 Mieusia........TL,BL,TR,BR 09 Pasdet.........TL,TR,BL,BR 10 Leatod.........BR,TR,BL,BL CARDIAXX Pause the game and type in "RACHAEL". Now press Left key, then . Alternatively, try typing in "CAROLILY". CARRIER COMMAND (*) Pause the game and type "THE BEST IS YET TO BE". Then press the <+> key. You will now have invincible Mantas. CAR-VUP On the high score table, entering your name as various things have different effects: NAME EFFECT PUSSYCAT......Nine lives R.J.TOONE.....Infinite lives WHOOPSIE......Begin on level four BUMPER........Start each level with a bumper WOAARRGGH.....Have a speed turn ARNIECAR......100,000 bonus points CASTLE MASTER 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. - The rest of the 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. CASTLE OF TERROR The flint is found in one of the barrels. CHAMBER OF THE SCI-MUTANT PRIESTESS You don't have to complete all five Ordeals. Instead, go into the tunnels (from The Noose) and 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. CHAMPIONS OF KRYNN See POOL OF RADIANCE - Same Cheat. CHAOS STRIKES BACK Find a Dragon and cast a "MON ZO GOR SAR" spell, then press to pause the game. Now, while holding down the left key, type in: "LORD LIBRASULUS SMITHES THEE DOWN". UNpause the game and kill the dragon, and when the dragon dies it should leave behind a Firestaff, and the party should be invincible. CHARIOTS OF WRATH When instructed to `press fire to start', push your joystick forward and you will get infinite lives. CHASE HQ (*) After Nancy has told you about the criminal, keep pressing repeatedly, very quickly, and when you start the game, your car will be doing about 800 kph. CHASE HQ 2 While playing, type in "IN A GARDENIN". Now press to reset the timer and to go to next level. Also, holding down and while the game is loading should get rid of all roadside obstacles. CHIPS CHALLENGE Start the game as normal and press . The screen should flip upside- down. Type in "SAGITTARIANS MAKE BETTER LOVERS." (with fullstop) for an infinite supply of keys, shields, ice boots, and magnets; "09/12/57" for unlimited time; or "I THINK THEREFORE I AM." (including fullstop) for the ability to escape without collecting all the chips. will skip a level and will return you to the game. Alternatively, here is a list of passwords up to level 75: Level Code Level Code 01.......BDHP 02.......JXMJ 03.......ECBQ 04.......YMCJ 05.......TQKB 06.......WNLP 07.......FXQO 08.......NHAG 09.......KCRE 10.......VUWS 11.......CNPE 12.......NVHI 13.......OCKS 14.......BTDY 15.......COZQ 16.......SKKK 17.......AJMG 18.......HNJL 19.......MRHR 20.......KGFP 21.......UGRW 22.......WZIN 23.......HUVE 24.......UNIZ 25.......PQGV 26.......YVYJ 27.......IGGZ 28.......UJDD 29.......QGOL 30.......BQZP 31.......RWMS 32.......PEFS 33.......BQSN 34.......NQFY 35.......VDTM 36.......NXIS 37.......VQNK 38.......BIFA 39.......ICXY 40.......YWFH 41.......GKWD 42.......LMFU 43.......UJDP 44.......TXHL 45.......OVPZ 46.......HDQJ 47.......LXPP 48.......JYSF 49.......PPXI 50.......QBDH 51.......IGGJ 52.......PPHT 53.......CGNX 54.......ZMGC 55.......SJES 56.......UBXU 57.......BWQS 58.......YBLT 59.......BLDM 60.......ZYVI 61.......RMOW 62.......TIGW 63.......GOHX 64.......IJPQ 65.......UPUN 66.......ZIKZ 67.......GGJA 68.......RTDI 69.......NLLY 70.......GCCG 71.......LAJM 72.......EKFT 73.......QCCR 74.......MKNH 75.......MJDV CHRONOQUEST (*) (Complete Solution) Part 1 - INTRODUCTION AND COMMENTS (Compilers Note: I have left this discussion-like portion of the solution unaltered because it gives a lot of interesting facts and comparisons. I know that the ST-related bits are irrelevant to all you Amiga owners, but it's nice to know...) The following walkthru is a sort of compromise. The game is available for both the Atari ST and the Amiga, but the moves for the two versions are very different. We decided to write just one with lots of version notes included. This is not the most satisfactory method, but it's the best we could come up with that didn't involve two separate scripts. Generally, the game is a good one. The graphics are excellent, the music is good, and the puzzles are tough but reasonably fair. However, a few cautionary observations are in order before getting into the walkthru. First, the ST version allows you to read only one document: a scroll. However, we know of no way to read even that in the Amiga version. This is a particularly unfortunate problem since it gives some specific instructions which are needed to complete the game. If you are playing the Amiga version, by all means drop by The Gamers' Forum when you get the scroll, and we will be happy to let you know what it says. (Or, of course, continue reading this walkthru.) There are also two other letters which we suspect gave important clues, but we couldn't read them in either version. Second, the save/load features are slightly peculiar. The Amiga version allows for complete installation on a hard disk; however, this is not true for the ST version. While the disks aren't copy protected, only disks 2 and 3 have hard disk support -- and _only_ for the root directory of drive "C" (no folders allowed). It's certainly possible to copy the Boot disk and Disk 1 to any place you wish, but a great many of the files have duplicate names. In addition, each saved game (which uses less than 700 bytes) requires a separate disk. This is not a major problem since they're entirely non-destructive; so, you can use any disk with a bit of space, but it is annoying. Finally, there is no "quit" feature (you must turn off or reset the computer), and dying requires a restart. Third, the documen- tation is incorrect where it talks about things you may drop. Any dropped item behaves in exactly the same way, no matter where you drop it -- in the room where you pick it up, the room you're to use it in, or any other room. In the ST version, all dropped items appear in the bottom left corner of the screen, and you can drop as many as you want. Only four will show at a time; if you pick up one or more, the other items will show as space allows. The Amiga version also lets you drop as many items as you want, but finding them is far more difficult. You must search most of the lower portion of the screen. Fortunately, if you follow this walkthru, you won't have to do that. Fourth, the Amiga version has no clock, but the ST version does. The ST version requires you to be at a particular place at a certain time. While this walkthru will get you there on time, we do not know what uses up time and what doesn't. Therefore, you may need to cause time to pass by looking at the TIME icon. One final comment: At times the game will display inset pictures on your screen of various things you may have examined. Often, it is the inset you need to use in order to get an item, or whatever else you may be trying to accomplish. If something isn't working when you know it should be, try using the inset instead of the original (or vice versa, depending on what you were using before). We do tell you which to use, however. So, let's get started! Part 2 - THE CASTLE Once you start travelling, it is difficult to return to the rest of the castle, so we'll start by collecting everything we need in this part. You begin in the Entrance Hall of your father's castle. If you LOOK at the left newel post of the stairway, you'll notice it's missing an ornament. Go east into the den, and you'll find it on the bookcase to the right of the desk. It's the only important thing in this room; so, GET the ornament, and while you're here, DROP the letter (the one from your documentation), and go back west to the Hallway. USE the ornament on the top of the left newel post. LOOK at the urn and you'll find your first punchcard! TAKE the card from the urn. Go up and LOOK at the base of the statue. TAKE the key, and USE it on the lock of the chest at the back of the room. LOOK in the chest, TAKE the gloves, and drop the key. Now, LOOK at the upper right-hand corner of the carpet, and you'll find another punchcard. TAKE it, and proceed northeast into the bedroom. PULL on the handle of the bedside table, then LOOK in the drawer. TAKE the piece of paper. LOOK at the throw pillows on the bed, and TAKE the punchcard you find there. LOOK under the bed, and TAKE the grapnel and rope. That's all that's important here, and the other bedroom has nothing useful. Head southwest and down to the Entrance Hall. Go west into the dining room, then north into the kitchen. TAKE the bottle on the counter. PULL on the cabinet that is directly under the sink. LOOK at the cabinet, and you'll get a smaller picture of the safe that's hidden there! USE the paper you found upstairs on the safe. Voila! It opens, and you see some money and a lighter. Ignore the money, but take the lighter, then go south, east, and northeast. Hey, it's dark! Not to worry. LIGHT the lighter, then go up and east into the chapel. On the right side of the mantel in the rear of the room is a candle. TAKE the candle, LIGHT it, then UNLIGHT the lighter. It is important to do this as efficiently as possible because the lighter is almost out of fluid, and you'll need it later. LOOK at the book on the lectern, and you'll find the fourth punchcard you need. TAKE it and go west, down twice, then east to the Laboratory. At this point your inventory is probably full, so DROP any one item except the candle. LOOK at the mirror on the wall, and a hidden switch will appear. PUSH the switch (on the inset picture), and a secret door will open! DO NOT GO THROUGH THE DOOR! Putting the ornament back on the newel post activated the electricity so you could open the door. But if you go through the door now, you'll get fried! Go west, up, and southwest to the hallway. GET the ornament from the newel post, then DROP it. Go northeast, down, and east back to the Laboratory. PULL the left-hand desk drawer, and LOOK in it. You'll find some fuses. TAKE them, then go north into the Secret Room. Ah, ha! There's the time machine! USE fuses on the green square at the bottom of the fuse box on the left rear wall, then PULL the lever next to the fuse box. The Time Machine comes to life. (Amiga version: Don't be too eager to use the Time Machine just yet: You're going to need whichever item you dropped in the Laboratory. So, go south and search around until you find it. Use the GET icon on the bottom portion of the picture. You'll just have to keep searching along the bottom of the screen until you find your item, then go back north.) This is a good place to save your game. We're ready to explore Time now, so get ready! Part 3 - INDIA, EGYPT, PREHISTORY Okay we're ready to get started. To enter the Time Machine use the UP icon (to leave it use the DOWN icon). So, ENTER the machine, and SHOW the control panel. If you follow this walkthru exactly, you should be able to follow the rest of the instructions, because your punchcards will be in the proper place in your inventory. In case you haven't followed along, here is where the various punchcards in the Amiga version will take you: From the Urn in the Hallway: Prehistory From Under the Rug: India From Under the Pillows: Egypt From the Chapel: Mexico If you remove a card, those to its right move to the left to fill the empty space, but their relative positions do not change. USE the SECOND punchcard in your inventory on the slot in the control panel. Whoosh: You're in India! Go west, then north into the hut. The Leper wants to shake your hand, but you don't want to get leprosy; so, USE the glove, then TAKE the Leper's hand. Leave the glove on throughout the rest of the game: You'll need it periodically. The Leper will be so grateful he'll give you a piece of paper which will allow you to take an elephant ride. He also asks you to get some water from the sacred temple which will cure him. GET the paper, and go south, east twice, then northeast to the Mahouts. DROP the paper, and they'll agree to take you to the temple. "Up" will put you on the elephant's back, and you'll automatically end up at the temple. Go east into the temple, and you'll find the sacred water. To get the water into the bottle, do the following exactly: USE BOTTLE GET WATER The text should say that you have the water. Now go west and up, and the elephant will take you back to where you started. Go southwest, west twice, north, and DROP the bottle. The grateful Leper will offer you a key. TAKE the key, then go south, east, and north, and you'll see a smaller picture of a door. USE the key on the door and you'll be inside a hut. On the table is a letter and a piece of punchcard! TAKE the punchcard piece, and the letter, then DROP the letter. (It probably has an important clue, but nobody can figure out how to read it!) Go south, west twice, and you'll see a Fakir who has a scroll in his right hand. TAKE the scroll, but don't hang around! Go east twice, up into the machine, SHOW PANEL and PUSH the toggle switch on the left side of the control panel. You made it home again! DROP the candle, then enter the Time Machine. SHOW PANEL, and USE the SECOND punchcard in your inventory on the slot. You find yourself in Egypt! LEAVE the Time Machine and go northeast. You should see a pedestrian-crossing here. If you don't, _do not_ go north, or you'll get run over! (The northeast direction in the Amiga version was VERY touchy; half the time you ended up going east instead of northeast. You can also get to the pedestrian-crossing by going east twice from the Time Machine.) Go north twice, and you find yourself in front of a Pyramid. LOOK at the bottom left stone surrounding the entrance. You're told the stones are loose, and you find an amulet. GET the amulet. Since we can't find a way to READ things, you'll have to trust this walkthru. The scroll says: "TOP, TOP LEFT, TOP RIGHT, TOP RIGHT." Using the PUSH/PULL icon, PUSH on the stones in the order indicated by the scroll, and the door will open. If you don't do this right, you die. DROP the scroll. Go north twice, ignoring the torch on the way. You don't want to mess with all those snakes, so DROP the amulet, and they disappear. Now, go north again, then west. USE the grapnel and rope, and go up. Starting from the left, use the PUSH/PULL icon and PULL the SECOND, THIRD, FOURTH, and FIFTH levers into the down position. The sarcophagus will open. In it you find a ring and another piece of the punchcard. TAKE the ring and the piece of card. Using the PUSH/PULL icon, return the four levers to their original positions. Go down, north, and TURN the right-hand torch on the wall to open a secret passage into Nefertiti. Going down will take you outside to the entrance into the pyramid. (If you hadn't returned the levers to their original positions, you would have been impaled on spikes in the secret passage.) Go south twice, west, and up into the Time Machine. SHOW PANEL and PUSH the toggle switch to go home. A note here about dropping pieces of the punchcard. This was done in order to make room in your inventory, but it is a bit of a pain to find them again, especially in the Amiga version. From now on, we will include a note on how many inventory spaces you will need in a given time zone. For the next time zone (Prehistory), you will need four free inventory spaces. (The ST version requires five.) The punchcard you USE in the time machine will release one inventory space; you can drop an item to free another space. In the secret room, DROP the piece of punchcard (if you need extra inventory space), SHOW PANEL, then USE the FIRST card in your inventory to enter Prehistory. LEAVE the machine and go east. LOOK at the entrance to the hut, and you'll find a bone. TAKE the bone. You will also find some dry grass and a rock. If you have space, you can TAKE the ROCK. Now, go east twice, and north to the remains of a fire. LOOK at the fire and you'll find a piece of wood. TAKE the wood, LIGHT your lighter, LIGHT the wood, UNLIGHT the lighter. You may now drop the lighter. Toward the back of this scene you'll see some small rocks. LOOK at the rocks, and you'll be told there's a small rock there. TAKE the rock (if you didn't take the one from the hut), then go east and south into the cave. LOOK in the area of the candles, and you'll find another piece of punchcard. TAKE the piece, then LOOK at the drawing that appears in the left corner of the background. You should get an inset picture on your screen showing the drawing's finer details. It's a drawing of a temple with "13-H" written above it. Go north, west, south, and west three times. ENTER the Time Machine (SHOW PANEL), and PUSH the toggle switch to go home. Part 4 - MEXICO AND THE FUTURE We're about to embark on the most complicated scenario yet; be prepared to save your game! First, DROP the piece of punchcard you picked up in Egypt, if you want to. You only need one free inventory space, and you'll get that from the punchcard. The branch is also useless, so you may drop it. Go north to the Time Machine (Amiga version: SHOW PANEL), and USE the remaining punchcard on the slot. Suddenly, you find yourself in Mexico! From the Time Machine, go east twice, and you'll see a tree on the left side of the screen with a hole near its bottom. LOOK at the hole, then TAKE the necklace. Go west four times to the warrior. USE the necklace on his right hand near the bottom of the screen. He'll draw you a map, and tell you to start from the three rocks. Go northeast three times, then north to a small temple. LOOK at the temple, and you'll see an idol. TURN the idol, and you'll find a key. TAKE the key, go west three times, and you'll be at the three stones the warrior told you about. Save your game here! As mentioned before, the direction icons are _very_ touchy (particularly in the Amiga version); if you're off by a pixel or two, you'll go in the wrong direction and get killed. Go northeast three times, north twice, northwest twice, northeast, then east. You should find yourself in front of the temple. You should be still wearing the glove. If so, LOOK at the bush in the middle foreground of the picture. (If you're NOT wearing the glove, a snake will kill you!) You should get an inset picture of a slab with a slot in the middle of it. USE the ring on the slot in the MAIN picture (not the inset), go up, and beams of light will appear, indicating that the door is now safe to approach. Going up again will provide you with an inset picture of a door. You'll notice a small hole on each side of the door. USE the bone on the hole on the RIGHT side. The text will tell you that nothing happens, but if you go up again, you'll find yourself in the temple. You are now inside the temple facing a chest. USE the key on the chest, and TAKE the final piece of punchcard! (If you have the other three pieces of punchcard with you, they will automatically become one whole punchcard. We guess punchcards worked differently in the 1920s, before computers were invented.) Go down, and save your game; then, go west, southwest, southeast twice, south twice, southwest three times, southeast twice, and southwest. You're back at the Time Machine. ENTER the time machine (Amiga version: SHOW PANEL), and PUSH the toggle switch. Now LEAVE the machine, and GET the three other pieces of punch card you dropped in the room (if you dropped them). After you find the second piece, you'll see a new inset picture appear (in the Amiga version). We have _no idea_ what it represents; if you figure it out, please let us know! When you find the fourth piece, the punchcard will automatically be assembled for you, and you're ready for the final assault! All you need in your inventory at this point is the glove, rock, picture, and punchcard. ENTER the Time Machine (SHOW PANEL), and USE the punch card in the slot. When you arrive, LEAVE the Time Machine. Ahead of you, you will see a door. To the left of it is what looks like a monitor with a couple of buttons under it. PUSH the red button, and a picture will appear on the monitor. In the lower right corner of your screen, you'll see a console. PUSH the red button on the console, and a map of the world will appear. Go west, the door should open, and a guard with a gun will appear. In order to take care of him, click in the following order: HIT MAN ROCK (Someone suggested that you need to do more here before hitting the man. So if this doesn't work, try fiddling around with something first.) LOOK at the floor where the man fell; you'll find a suit, a gun, and a strange key. You need the suit and the key, but you can ignore the gun if you wish. USE the suit and you'll be wearing it. Go north, east twice, and south to a small room with some equipment in it. At the bottom right you will see a platform with a red button on it. PUSH the button, and you'll see a picture of a strange machine with an "X" on it. (Remember the position of the "X"!) Now, go north three times, and west: There's the machine you saw in the little picture! PUSH on the area where you saw the "X," and a compartment will open. Making sure you're still wearing the glove, TAKE the fuses out of the open compartment. The machine will stop functioning. Go east. There's a storage compartment on your right which contains a spacesuit. This suit will let you go out into space, but there's nothing out there, so don't bother. Instead, continue south twice, then east. (If you're not wearing the suit, or if you didn't remove the fuses from the machine, you'll get killed at this point in the Amiga version.) If you're still alive, USE the key on the control box to the right of the door. If you haven't brought the picture with you, the key will have no effect. (It makes no sense to us, either!) If you HAVE brought the picture, the servant will appear, confess everything, and a picture of Humphrey Bogart will appear telling you you've won the game. This walkthru is copyright (c) 1989 by Merlin and Sara Groves. All rights reserved. CHUBBY GRISTLE On the title screen type in "BUUURRP" and you will receive infinite lives. CHUCK ROCK When the band are playing on the title selection, type in: "ESTRANO" for fly mode (Left toggles on/off) "MORTIMER" for zone select (use Function keys) "TURN FRAME" for level select (use number keys) or, "FAST AINT THE WORD" for infinite energy CHUCKIE EGG 2 If you type "ENABLE--F2" into the high score table, you will have infinite lives. When you are playing, while holding down you can move into any adjacent room by pushing the joystick in the direction of that room. CJ'S ELEPHANT ANTICS On the title screen type in "ITCHY ARSEHOLES" (phew!) to get infinite energy. CLOWN `O MANIA During the game, press for more jumps and shots. The cheat will not register until one is used. Use as many times as you like. CODENAME ICEMAN (Complete Solution) To Decode Messages Make notes of the codes the radio man gives you - "Read code book"- for Washington codes are as per book, CIA add 3, if greater than 10 subtract 10. The numbers you now have to relate to the shaded boxes in the manual, page no., line no., word no. You should now have two words for each message - "Use Computer" - Input the words when prompted to decode messages. Here is the complete solution: Look Table Get Magazine Stand West Play Ball - Enter sea when girl is drowning Lay Victim on back Shake Shout Call for help Establish the airway Look, Listen, Feel Give two good breaths Look, Listen, Feel Check pulse Begin Compressions - After girl has recovered: East Get Shirt Up Open Door Get Key East - Go to the table at the bottom right Talk Girl Buy Girl drink Dance Sit Down Talk Girl - At Girls Room: Yes Kiss Girl Yes Talk Girl Kiss Girl (several times) - In the morning: Get Up Get Note Read Note - Leave Look Ground Get Earring Open Earring Look Inside Earring Get Microfilm West, West, West, West, Up Unlock Door Open Drawer Get Change Get ID Card - Leave Down, East, East, Up Buy Newspaper Open door Talk Girl Get Message Look Notice - Make note of the Phone no. - Leave and return to your hut Open door Look Pockets Get Book Read Book Use Phone (Braxton and Nosinky) - Go to Hotel Give Key - Go to boat - At Pentagon enter Show ID Card - Go to lift Push Button Show ID Card Push Button - Leave - At submarine: Salute - In room: Open Bookshelf Get Code Book Open drawer Get Calipers West - Follow captains instructions - Leave and follow captain and when asked for combination: 134 Get Envelope Read Orders Look Chart - Return to controls - Follow instructions - When radio message, leave: Talk to Radio Man - Go cabin Open Safe 23448803 Get Briefcase Open Briefcase 762134 Insert ID Card Insert Microfilm - Leave cabin and go downstairs West Climb Down East Inspect Machine Push Button Inspect Machine Measure Cylinder West, Climb, West Open Cabinet Get Cylinder 6 In Get Washer 1/2 In Get Nut 1/2 In Get Pin - Go to Lathe Use Lathe Set Lathe I In Turn on Lathe - Go to Drill Get Bit 1/4 In Use Drill - Go to Grinder Use Grinder West, West Open Drawer Get Wrench 1/4 In Get Hammer - Return to torpedo room Replace Cylinder Put in Pin - Go to cafe Get Bottle Yes - Play dice until you have won the bottle, his money and an electronic - device (this takes ages and you can only restore twice so allow two - hours to play). Return to controls and follow instructions, on top, - "Look Binoculars". - Destroyer: - Dive below 600 ft - Make speed 5 knots - Silent running - When the white line of the destroyer is halfway across active sonar, - Fire harpoons - Fire decoy - You need to hit the ship three times to sink it - After it's sunk, leave Talk Radio Man - Follow decoding procedure then return to controls - Icebergs: - Steer round them slowly while watching closed circuit TV Contact Ice Station - Once you are past them, leave Talk Radio Man - Follow the decoding procedure, and return to controls - Alpha: - Dive to 2310 feet - Silent running - Zero speed - Wait for Alpha to go - Activate sonar on and off - Coontz: - Follow coontz to Tunisia, leave Look Periscope Look Oil Rig and Harbour - Go to stones Open Cabinet - Go to torpedo room Open Cabinet Get Explosives Get Flares Get Flares - Go to the machine shop West, West Push button Get Dive Vehicle Inspect Dive Vehicle Put Washer on Dive Vehicle Put Nut on Dive Vehicle Open Drawer Get Wrench 1/2 In Tighten Nut Climb Open Book Wear SCUBA Gear - Your heading should be the heading shown on the periscope plus - 180 degrees - Set Explosive on drilling rig - Return to sub and follow the same procedure for harbour - At magnetic field: Use Device Up, East, East, East Tie Diver to Pillar West, West - Wait for net to come down empty Up Iceman Fish Look Fish Look Line Get Line Look Wright Open Capsule - Follow map East, East, Up, West Enter door Look Sugar container Get Sugar container Empty Sugar Remove false bottom Remove foam Get Gun Look through Window Open Fridge Get Butter Remove Lid Get Paper Read Paper Get Tape Get Card Use Phone 03-555-8097 Order food Use tape Yes - Leave, get in van Get food Hide Gun - Follow guard - In hostage room: Drop food Remove Lid Get Gun Shoot Guard Shoot Guard Free Ambassador Remove Clothes Leave - A short arcade driving sequence now follows to complete the game - The End! COLORADO (Complete Solution) *** 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. Foolow 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! The End! COLOSSAL ADVENTURE (Complete Solution) There are several `random' elements within this adventure, so it is not possible to indicate EXACTLY where or when they occur. The best thing to do is follow the procedures, detailed in these preliminary notes, to deal with each problem as and when it arises. * The first Dwarf you meet will throw an axe or small knife at you. It always misses the first time. Ignore the knife but get the axe. From then on, when you meet a Dwarf, throw the axe and take it again. One throw will usually suffice but you may have to repeat the action. * When you have some treasures the Pirate will rob you. To retrieve them (also the chest, which is itself a necessary treasure) go to the West End of the Hall of Mists. Now follow these directions EXACTLY: South, East, South, South, South, North-East, East, North-West You will now have found the chest containing your stolen treasure. Take the chest AND your stolen treasures and proceed EXACTLY as follows: South-East, North, Down, East, East, Say `Xyzzy' You are now back at the Small Brick Building. deposit the chest and treasures and resume where you left off. The Pirate will not return. * When you are told that the lamp is flickering, this is a warning that the batteries need replacing. Go back to the Small Brick Building and Get The Coins. `Say Plugh' and then `On Lamp' then proceed EXACTLY as follows: South, South, Up, West, West, West, West, West, South, East, East, Climb You will now have found the Vending Machine and you should `DROP COINS'. The machine will dispense new batteries and your lamp is automatically `recharged'. Now proceed: North, Up, East, East, East, East, East, Down, North, North, Off Lamp, Say `Plugh' You are now back at the Small Brick Building. As the coins were a necessary treasure, this procedure will deduct TEN points from your final score! This solution cuts a few unnecessary corners out, and fully utilises ON/OFF LAMP and the magic words: PLUGH, PLOVER and XYZZY to reduce the chances of needing replacement batteries. * The `Endgame' will materialise when ALL treasures have been collected and shortly after you are informed that the `Caves are closing'. * Finally, each time you `SAVE' your position, ONE point is deducted from your score. Here is the solution: Start at the End of the Road: East, Down Take Coins Up Drop Coins Take Lamp Examine Lamp Take Keys Take Bottle East, South, South, South Take Sandwiches Examine Sandwiches West Fill Bottle South, South Examine Grate Open Grate (using the key - it is now unlocked) North, North, North, East Say Plugh On Lamp (you are now in the `Y2' Room) South, Down, West, Down, West, West, West, West, Down Water Plant (the plant grows and asks for more water) Up, East, East, North-East, East, Up, East, East, Down Fill Bottle Up, West, West, Down, West, West, West, West, Down Water Plant (it now projects through an opening above you). Up, East, Down Fill Bottle (with oil this time) Up, West, Down Climb Plant West (note the inscription on the West wall), North Oil Gate (it creaks open) Drop Bottle South Take Eggs South, East, Up, East, East, North-West (you may have to repeat this until it works, and you should now be in the Oriental Room) West, South-West, North Cross Bridge (a Huge Troll appears and demands payment), Give Eggs (you will retrieve them later) Cross Bridge Fee Fie Foe Foo - These latter four inputs will return the eggs to where you first - found them! North-East, East, North-East, East Take Spices West, South, Down, Down, In Feed Bear (with the sandwiches) Open Chain (using the keys) Take Bear Take Chain Out, Up, Up, West, West Cross Bridge (the greedy Troll appears again!) Throw Bear Cross Bridge South-West, Down, South-East, South-East, North-East, East, Up, East Up, North Off Lamp Say Plugh (you are now back in the Brick Building) Drop Chain Drop Spices West, South, South, South, Down, West Take Cage On Lamp West (note the word `XYZZY' on the wall here) West, West Take Bird (in the cage) West, Down, Down Free Bird (it sees off the snake!) Drop Cage South Take Jewellery North, South-West, West Kill Dragon Yes (You kill the Dragon with your bare hands!) Take Rug East, East, North, North Off Lamp Say Plugh Drop Jewellery Drop Rug Say Plugh (back to the `Y2' Room) Say Plover (You are now in the Plover Room) North-East Take Pyramid South Say Plover (back to the `Y2' Room again) On Lamp South Take Bars North Off Lamp Say Plugh Drop Pyramid Drop Bars Say Plugh On Lamp South, Down, West, Down, West, West, West, West, Down Climb Plant West (there's your eggs!) North, North Take Trident South, South Take Eggs South, East, Up, East, East, North-East, East, North Open Clam (a pearl rolls away out of sight!) South, Up, East, Up, North Off Lamp Say Plugh Drop Trident Drop Eggs Say Xyzzy (you are now in the Room of Debris) Take Rod West, West, West, Down, South Take Nugget North, West Wave Rod (a crystal bridge appears and spans the chasm!) Drop Rod West Take Diamonds East, East, Down, North, North Off Lamp Say Plugh Drop Diamonds Drop Nugget Say Plugh On Lamp South, Down, West, Down, East Take Gazette East Drop Gazette South (repeat until you are back in the Ante Room) West, West North-West (repeat until you move to the Oriental Room) North, West Off Lamp Drop Lamp East Take Emerald West Take Lamp On Lamp North-West, South Take Vase South-East, North-East, East, Up, East, Up, North Off Lamp Say Plugh Drop Emerald - Don't drop the vase yet! Say Plugh On Lamp South, Down, West, Down, West, West, East Take Pillow West, North-East, East, Up, East, Up, North Off Lamp Say Plugh Drop Pillow Drop Vase (it lands safely on the pillow) Say Plugh On Lamp South, Down, West, Down, North, Down, Down Take Pearl Up, Up, South, Up, East, Up, South, North, South - Now repeat alternate North and South movements until an Elf appears. - He is the Warrior who gave you the map to the Colossal Cavern. He - then congratulates you and asks you to free his people Yes (the `Endgame' now materialises, and you are at one end of a Huge Room) North, South (there's all sorts of bits and pieces here!) Take Keys Take Lamp Take Dynamite On Lamp North Drop Dynamite South-West Take Rod Blast (you kill most of the Evil Dwarfs and create a new exit to the West!) West, West, West, Up, Up, Up, Up, Up, East, Down, West, West, West Wave Rod (the old bridge trick!) West, West, West, Down, Down, Down Take Elixir Off Lamp Drop Rod Take Pentacle Up, Up, Up, East, East, East, East, East North (lots of skeletons are chained to the wall, here) Drop Elixir (all the skeletons return to life!) South, West, North Open Chain (to free the Elves) South, South Open Chain (to free the remaining Elves) North, West, West, West, West Lock Door Up, Up, Up, Up East (a huge blast will now rock the Dungeon as cold water meets hot lava!!) North Take Orb East, East Drop Keys Take Sceptre South, West West (the Spider stares at your pentacle!) West (it now follows you) Up, Up, Up Throw Pentacle (the Spider follows it into space!) On Lamp Down, Down, Down, East, East, East, South Take Crown West, North, Up, Up, West, West, West, West West - You are now being gently swept along by the stream, your lamp - remaining on! Up (you are now on the edge of an underground reservoir) South, South, South, East, East, Up, East, East, East, East, East East, Up The Final message: "The Elves are waiting for you in a golden host surrounding their King. They cheer wildly as you emerge into the sunlight" Your score out of 1100 depends on how many times you `SAVED' and if you used the coins to renew the lamp batteries or not! CONQUESTS OF CAMELOT (Complete Solution) 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 bar 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 thingwhere 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. Here are some of the answers to the questions. 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 answeres, 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 you sword and use space bar 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 here. 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 (thetextile 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. (THAT DOES 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 give 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! Sit back and watch the end sequence CONTINENTAL CIRCUS 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 move- ments exactly. COSMIC PIRATE While playing, press to pause. Now press <.>. You will get a requester. Type in "GZAIMASEN" and there should be a sound effect denoting cheat mode operative. This will make you invincible. Once in cheat mode you can choose which spacetruck to attack by recalling the requestor and typing "GIMMESHIPx" where `x' is mission A-Z. This only works before entering the sector with the spacetruck! CRACK DOWN While playing, pause the game and type in "SMURF". Now, pressing or should bring the respective player back to life. CRAZY CARS 2 The routes to take for each stage are: Stage 1: road 15 on the right, road 70 on the left and keep going. Stage 2: road 191 on the right, road 666 on the 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 on the left, road 180 on the right and keep going. CRYSTALS OF ABOREA For full life points and all the abilities, choose Jarel and click on the bottom icon. Now press and for full life points plus all the special abilities. CURSE OF THE AZURE BONDS See POOL OF RADIANCE - same cheat. But also, here's some other stuff, in case your interested... In case anyone was wondering, The `Wizard in Red' refers to Dracandros. He is the owner of the Crescent Moon bond. The `Woman in Green' refers to the leader of the Cultists of Moander. They, of course, are the owners of the Mouth in the Hand bond, which is the symbol of the God Moander. The `Lord of the Black' refers to the leader of the Zhentrim, or `Black Network', an evil alliance of priests, mages and thieves that operate out of Zhentil Keep. They own the big `Z' in the Triangle bond. Lastly, `The Flamed One' is, of course, good old Tyranthraxus. He owns the Flaming Bond, which is the Symbol of Tyranthraxus. To defeat Tyranthraxus, you must gather the Amulet of Lathander, which is in Zhentil Keep, the Helm of Dragons, which is currently being kept by Dracandros in his castle near Haptooth, and the Gauntlet of Moander, which is kept by Mogion (the Woman in Green!) in Yulash. You must take these items to the Pool of Radiance. Here's some help on how to get rid of those *&%#!@ bonds: The Fire Knife bond is lost when you defeat the leader of the Fire Knives under Tilverton. The Zhentrim bond is lost when the Zhentrim leader is killed by Dexam under Zhentil Keep. Dracandros' bond is removed when you confront him and his horde of Black Dragons (about 26 of them, so be prepared!) atop his tower near Haptooth The symbol of Moander is lost when you defeat Mogion and the Bit o' Moander in the Pit in Yulash. And the symbol of Tyranthraxus? Well, who knows? However, I can guess that it probably has something to do with killing the guy... CYBERNOID Press on the title screen, type in "RAISTLIN" and press again. You now have an endless supply of Cybernoids. Also, if you pause the game and press you will be transported to the beginning of the next level. CYBERNOID 2 For infinite lives, type "NECRONMICON" on the title screen. To skip a level, press . If this doesn't work, try typing in "NECRONOMIOCON" and pressing to skip. DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD DALEY THOMSON'S OLYMPIC CHALLENGE Enter your name as "HINGSEN.J" on the high score table and then quickly press the key. The high score table title should now show the word "Demo". Type in ".J" again and press the key again. The table title should now say "Mega Demo". Now start a new game and if you press the function keys they should select an event to play and with a full quota of Lucozade. Another source says "HINGSEN-J" instead, and similarly, "-J" the second time. As usual, try both. DALLAS QUEST Go down the ladder with the flashlight, turn it on and drop it. Go east then south, put all the neccessary objects into the knapsack and close it. Go down the ladder, pick up the flashlight and continue with your journey. DARKMAN Type in "meaculta" while playing for infinite energy. DARK SIDE Hold down the keys <2> and <8> while pressing Fire to see some digitised pictures of the programmers. DATASTORM After loading, wait for the high score screen to appear. Hit to view a message. DAYS OF THUNDER Enter the qualifying race as normal and then press

to pause the game. Now type "COMEFLYWITHME", and the screen should flash. You can now pull back on the joystick and fly into the air. Now use the joystick fire button to go forwards, and the Function keys to get views of yourself whizzing through the air. DEADLINE (Complete Solution) From the front path of the Robner's estate, go North to the front door of the house. Type "Open Door" and go North into the Robners' house. From inside the door, go North, East, and type "Climb Stairs" twice (or you can just go Up, Up to get to the second level of the estate. From there, go West, West, West, West, and North to the library where you will start the first of a series of Sherlock Holmes-type activities. In Deadline, you need to establish the motive and method for the murder beyond all reasonable doubt before you can arrest the guilty party. If you don't have an air-tight case, the jury will acquit the defendant. It is here in the library where we go about establishing the method by which poor Mr. Robner was done in. First off, type "Examine Rug". You will find some mud spots which is your first clue. Now, "Get The Cup, Pad, Calender and Pencil" and "Rub Pencil on Pad" and then "Turn Page of Calender". Aha! Perhaps a clue as to the motive? Let's see if we can substantiate the method a little more...that mud on the rug was very interesting. Type "Open Balcony Door" and Go North onto the balcony. Check out the railing by typing "Examine Railing" and you will see some scratches, lending credence to the theory that perhaps the murderer climbed up the balcony from the ground below where he (or she) got mud on his shoes. Let's have a look below and check for some indication that the murderer was indeed below the balcony. To leave the balcony, go South, South, East, East, East, East, Down, Down, West, South. Type "Open Door" and go South back to the front door. Now go East, East, and South-East to the shed where you will see a ladder. Type "Examine Ladder". Hmmm! This ladder-and-balcony theory is looking good! Let's see if we can prove the ladder was below the balcony. This will have to wait a while though, because it's getting late in the morning and we have to do some more checking in the house before the reading of the will takes place. And besides that, we need to talk to Mr. McNabb and he doesn't seem to be in the mood right now. Go back to the house by heading North, South, North and head back up- stairs with North, North, East, Up, Up. Let's see what else we can find upstairs. Go South, South into Dunbar's bathroom. Type "Open Cabinet" and "Examine Loblo". Aha, again! Now we go back downstairs and see if we can find Mr. McNabb to see if he knows anything about a ladder under the balcony. Go North, North, Down, Down, West, South, and South. Let's take a break for a while. Type "Wait Until 11:30". And now for Mr. McNabb. Let's try the garden path first with East, North-East, East, and West. If McNabb is not around, just wait for a while or snoop around the area and he will soon show up. Deadline is very unpredictable when it comes to the various characters moving around the scenario. Once you spot McNabb, go to him and say "Hey McNabb", followed by "What is Wrong". He will tell you about some holes he found in his garden so, naturally, you say "Show Me the Holes". He will take off and you "Follow Hiim". When he stops, type "Examine Holes". Eureka! The ladder was here and the depth of the holes proves somebody climbed it up to the balcony! To make sure we cover every angle, type "Examine Ground" and "Dig Around Holes". Hmmm...wonder what this could be about? To find out, type "Analyze Fragment For Loblo". Oops, it's later than we thought! Back to the house for the reading of the will. Go North, South-West, South- East, and East to the house and North, North, West into the living room. Now just "Wait" for the will to be read. After the will is read, you decide to see if you can roust some of those present into giving you some clues as to the guilty party and, perhaps, the motive for the crime. Let's start with George. Type "Show George the Calender". He will get very nervous and start heading out of the room. Type "Follow Him" until he finally goes to his room. He will keep telling you to leave him alone, but just keep following him until he enters his room. At this point, you decide to see if George knows more then he's telling. You aren't going to get anything from him here, so let's go to the balcony and wait to see if he does anything. Go West, North, North to the balcony and type "Wait 10 Minutes". Voila! Here he comes! Wait until he goes behind the bookshelf and then type "Wait 4 Minutes" to give him time to really get his hands into the cookie jar. When your four minutes are up, go South, "Examine Bookshelf", "Press Button", and go East. Ha! Caught him red-handed!! Type "Get Will", "Look Safe", "Get Papers", and "Read Papers". Things are beginning to look up! Let's see if we can substantiate some of this stuff. Go back to the living room with West, South, East, East, East, East, Down, Down, West, West. My, isn't this cozy! Type "Hey Baxter", and "What about Focus". You know he's lying so you "Show Papers to Baxter". Ah, that's better! Now for some clever psycho-detective work. Type "Show Lab Report to Dunbar" and "Show Lab Report to Baxter". Whip around and "Accuse Dunbar". Hmmm...a tad nervous, isn't she? Perhaps we should go off and wait to see what develops. Go East to leave the room and "Wait for Dunbar". Just as we suspected! When she passes you, type "Follow Her". Once outside the house, she will drop a ticket. Type "Get Ticket" and "Read Ticket." WOW! This is get- ting good! Type "Show Ticket to Dunbar". You know you've got her on the run now so head off to the shed to wait and see what develops. Go East, East, and South-East and "Wait for Baxter". When they both show up, "Show Ticket to Baxter" and "Arrest Baxter and Dunbar". You didn't believe them for a minute, did you? Due to the dynamic nature of Deadline, there are several ways to end up accusing Baxter and Dunbar of the murder. There are also more puzzles to solve, but this is all that is necessary to put together an air-tight case against them. DEFENDER 2 Try typing in "GOATY" to make yourself invincible. Alternatively, here are some level codes: LEMAC ZIPPO LAZER DAFAD MAMOG FUNKY DONKY DEFENDER OF THE CROWN (*) Hold down the button while the second disc is loading for 2048 knights. DENARIS For infinite lives, when the `insert data disc' prompt appears, hold down , plug the mouse into joystick port, and hold down the right mouse button while it loads. DEUTEROS Go to the surface or the orbital stores room, hold down and press . The screen should turn green. Now press and again, and the game will resume as normal. Now click on the master control icon and go to the stock screen. You will appear to have one of every item, when in fact you have an infinite supply of everything. Orbital space stations can now be built with one frame section. DOGS OF WAR Before you start the game, type "TIMBO" and will provide you with infinite lives. DOMINATOR Type your name in on the high score list as "SHAFT" for infinite lives. DOUBLE DRAGON On the title screen, type in "R U CALLING MY PINT A POOF?" and press . Then while playing, pressing the key will slay your opponent. DRAGON BREED At the end of a level, while the next is loading, hold down Left mouse button, , and . The screen should now flash, and you can skip a level by pressing a key. DRAGON NINJA During the game, type in "TERRIFIC". Now, pressing will give you infinite lives and will take you to the next level. DRAGON SPIRIT Pause the game by pressing . Then type "DRAGON HEAD", and press . DRAGONSCAPE While playing, pressing and the Down Cursor Key will take you to the next level. If this doesn't work, try pressing and <2>. (The two being on the numeric pad) DRAGONS LAIR On the first screen, wait until Dirk starts to cross the drawbridge and press , , , , , and <7>, and press Fire on the joystick, and Dirk will no longer need your help to finish the game. Also, here is a complete solution: * Disc One Drawbridge(s): Swing the sword as the tentacles appear and approach you. As they dodge away, quickly push UP to climb out of the hole. Room: Push RIGHT immediately after the door flashes, which is once the `DRINK ME' sign has flashed. * Disc Two Cave: If entered from the right, move LEFT-RIGHT-LEFT as soon as the steps flash. Go the opposite way if entering from the left hand side. Room: Execute the following moves once the tentacle drops down: If door is on inner, right hand side, FIRE, UP, RIGHT, DOWN, LEFT, UP If door is on inner, left hand side, FIRE, UP, LEFT, DOWN, RIGHT, UP * Disc Three Cauldron Room: As Dirk picks up a bottle, a monster will grab him and the scene will change. As soon as that happens, press FIRE to kill the monster. Whirlpools and Rapids: Simply move LEFT or RIGHT to avoid the whirlpools. If whirlpool was on the left, Dirk will end up in the rapids on the left, and vice versa. Go LEFT, UP, to enter next screen, the reverse if entering the right. * Disc Four Knight: If Sword in right hand, RIGHT, LEFT, UP, LEFT, RIGHT, LEFT, RIGHT. If Sword in left hand, LEFT, RIGHT, UP, RIGHT, LEFT, RIGHT, LEFT. Once a close-up of the knight appears, press FIRE. Enter it just before Dirk lands on the floor. Balls: DOWN when small ball passes. Repeat for all six. * Disc Five Room: Just keep pushing UP. Lair: If Moving objects are on right, RIGHT, LEFT, DOWN. If Moving objects are on left, LEFT, RIGHT, DOWN. Next screen: DOWN to catch objects. Keep pressing FIRE when princess says `Use the magic sword!' * Disc Six The Final Battle: DOWN to avoid Singe's grasp. Now move (LEFT or RIGHT as necessary) towrds his head. Once Dirk has the magic sword, push DOWN. Do this three times before pressing FIRE, once the scene changes, to kill the dragon. Dirk has been daring enough to complete his goal and win the hand of the beatiful princess! DRAGONS LAIR 2 - TIME WARP (*) (Complete Solution) Type in "GET MORDROC DIRK" before starting the game to make things a little easier - the game will play all the way through without you having to do a thing. Alternatively, here is a complete solution: Scene 1 & 2 - Move LEFT just before Dirk's mother-in-law swings the rolling pin. On the drawbridge move DOWN and then RIGHT to run into the castle. Scene 3 & 4 - FIRE to hit the snake behind you, and then RIGHT to go into the shaft. Go DOWN (quickly) to climb down the step and then LEFT to avoid the snake. Scene 5 & 6 - Go LEFT to avoid the rolling pin, then go UP to climb out. Move up once again to escape the crumbling pillar. Look at those nasty chompers. Scene 7 & 8 - Move DOWN, wait until the rocks starts to tilt and then go DOWN again. Press FIRE to hit the serpent, then move UP. Pause for a second the FIRE to hit the serpent. Scene 9 & 10 - Push the joystick UP to get back on to the Time Machine. Go RIGHT to enter the rib cage where you will soon be meeting your next, nasty adversary. Scene 11 & 12 - Go LEFT to avoid the serpent, FIRE to hit him and LEFT again to avoid the pack of skulls. Down into the Time Machine, and FIRE to strike the serpent once more. Scene 13 - Yet again press FIRE to hit the serpent and LEFT to hang onto the Time Machine. Wait until the serpent grabs Dirk's legs then LEFT to be in an attacking position and finally FIRE to hit the serpent. Scene 14 & 15 - FIRE to hit the serpent. RIGHT to insert the sword into the Time Machine and FIRE to activate it. Move up to dodge the flying dinosaurs. Press FIRE to kill the first and then FIRE again to kill the next one. Scene 16, 17 & 18 - As Dirk flys by move UP to avoid Mordroc. FIRE to kill the flying dinosaur then UP (quickly) to avoid him. RIGHT to drop onto the ledge. Scene 19 - Go DOWN to dodge the flying dinosaur the FIRE to kill him. (screen pause) Move DOWN quickly right after the pause and then FIRE again to kill another dinosaur. (screen pause) LEFT to get wings, RIGHT to put them on, and UP to fly off the ledge. Scene 20 & 21 - Move DOWN to go after Daphne (wait until she falls). Go DOWN to drop into the mud, then RIGHT to grab the sword and UP to get on the Time Machine. Scene 22 & 23 - Dirk climbs up the vines by himself but when he is attacked by the guardian angel you must push DOWN to avoid the angel's wand. Now UP to climb the vine. Scene 24 & 25 - Push DOWN to dodge the wand, then LEFT to jump onto the edge of the castle. Move UP to dodge the angel's wand again and then UP over the castle wall. Scene 26 & 27 - LEFT across vine, DOWN to drop, UP to jump, and RIGHT to exit. FIRE at the snake. Dirk gets wrapped in snake's coils then FIRE, wait and FIRE again. Scene 28 & 29 - Go RIGHT to avoid being eaten, then go UP and when Dirk straddle the snake go UP again. Move DOWN to invert Dirk, then RIGHT to avoid being eaten. Scene 30 & 31 - Press FIRE to hit the snake on the head. Hit FIRE to activate the Time Machine. And then it's up, up and away to the next scene. Scene 32 & 33 - Mordroc puts the ring on Daphne's finger (no moves). Move UP to get off the falling platform, then press FIRE really fast to throw the sword. Scene 34 & 35 - The sword hits Mordroc's wrist. Move UP to jump forward, then LEFT to jump onto the platform, then (while in the air) hit DOWN to land. Now move RIGHT. Scene 36 & 37 - UP to jump onto the platform, RIGHT to avoid the crumbling platform. FIRE to get the ring and go LEFT to exit. UP to avoid the bolt, FIRE to throw the ring. Scene 38 & 39 - The ring lands on Mordroc's finger and he dies (no moves). Go LEFT to get off the crumbling tower. Be quick because it's a long way down. Scene 40 & 41 - Hit FIRE to destroy the gas bag, then move UP to dodge the explosion. Move DOWN to avoid the rocks, then LEFT to walk towards Daphne. UP to jump. Scene 42 & 43 - Move DOWN to kiss the lovely Daphne, then FIRE to hit the flying reptiles. FIRE again to kill another flying reptile. Scene 44, 45 & 46 - Daphne wakes up (no moves). Hit FIRE to kill another flying reptile, and then FIRE once more to kill the last reptile and complete the game. DRAKKHEN Load the character disc, select a gender, and type in the name as "31415927". Now press and type in "SUPERVISOR", and press again. Now all weapons, armour and treasure inside palaces will be restocked every time you enter. DREAM ZONE (Complete Solution) In two scenes (involving the `Thief' and the `Deamon), the parser occasionally won't recognize a command the first few times. This may have been corrected in later versions. Also, in the earlier version, you cannot kill the Thief the first time so be sure to SAVE YOUR GAME! The four lifts go to floors 1 - 4. On each floor are ten rooms, from L - A and R - A to L - E and R - E. Necessary directions are shown in the solution. Lift N also has a Basement! Here's the Biz: Bedroom: Open Dresser, Get All, Wear Pyjamas Bathroom: Get All, Use Toothbrush Brother's Room: Give Brother Money, Open Chest, Get Gun Bedroom: Sleep Path by Gate: Use Toothbrush Room S4R-E: Give Officer Sandwich, East, North, North, North, North, North, Down Down, South, East Room S2L-A: Shoot Officer, Get 16D-970, West, North, Down, North, East, Up, Up, East, East, East, East, South Room E3R-D: Give Officer 17D-16B, North, West, West, West, West, Down, East, East, North Room E2L-B: Give Officer 16D-970, South, West, West, Up, Up, East, East, East, North Room E4L-C: Give Officer 11X-16B, Give Officer 51M-970, South, West, West, West, Down, Down, Down, West, South, Up, Up, South, South, South, South, West Room S3R-D: Get Rock, Give Officer 43A-81G, Steal 69B-12C, Shoot Officer, East, North, North, North, North, Up, South, South, East Room S4L-B: Talk to Officer About 22Z-131, West, North, North, Down, Down, South, West Room S2R-A: Give Officer 22Z-131, East, North, Down, North, Exit, South, East Alley: Give Fox Form 69B-12C, West, West Crowd: Say Drinks are on the house Bar Door: Damn Romper Room Get Soap, Use Soap Crowd: Engage Girl Secular Church: Get Wafer Pulpit: Marry Girl, Kiss Wife, South, South, South, Up On the House: Buy Keys Alley: Buy Loan Bar Door: Show Bonzo ID, South, Drop ID Bar: Talk to twins about Gum, Give Bartender Wafer, Use Keys, West, Exit Terminal: Buy Tickets Games: Steal Teddy, Steal Tokens Carnival: Give Kids Tokens Big Top: Buy Ticket Freaks: Give Hairy Candy, Give Grajunk Gum Bar: Get Jacket Sword Smith: Give Smith Jacket, South, South, Swim, Enter Cave: Give Jacque Keg, Exit Rock Garden (L): Give Sushi Rice Rock Garden (M): Shoot Thief Rock Garden (N): Dig Garden, Get All Throne Room: Give Emperor Rock Servant: Give Servant Vase Imperial Bed: Get Rock, Give Princess Teddy, East, East, South, South (For returning the Princess to the Castle, you receive the sword) Dock: Fish, (you must have the worms) Alley: Give Shark Tuna Bar John: Talk to John About Task, Exit Airship: Give Captain Globe, Say Ready, North, Jump, West Drunk: Hit Drunk, Get Wine, Jump Tower: Give Rambone Tonic, Up Key Tower: Swap Rock with key, Down, Down, South, Say Ready Deamon Door: (You won't see a picture of the door, just of the Deamon; you must first walk in that direction in order to have the encounter!) Use Sword, Throw Wine, Use the Key, Use Plunger, Use the Key Bedroom: East, North Brother's Room Give Brother Gun Thus endeth the game! DRILLER When you start the game, you are facing a small shed-like building. Shoot it about 25 times and you'll be transformed into a jet. This will enable you to fly around the freescape world. DRIVING FORCE On the selection screen, click, with the mouse pointer, on the two letter "I"'s in the word "DRIVING", and when you are ready to start, hold down the key until the game has finished loading. You should then see the words "You Cheat" appear in the nationality boxes of the races, and yo will now qualify for the next race no matter what position you finish in. DUNGEON MASTER Go to the dungeon entrance and face the door. Cast the spell OH EW RA. You will see someone interesting. To advance ninjas a level, stand in a hall and throw your weapons. Then get them, and repeat. This also works with magic and fighter levels. Cast a spell at the air, or slash and bash until you gain a level. Here are some undocumented spells: YA BRO ROS - Leaves a trail of footprints VI BRO - Shield poison DES IR SAR - Darkness FUL BRO NETA - Fire ball shield OH KATH RA - Lightning Bolt ZO - Open doors DES EW - Weakens non-corperal (undead) beings DUNGEON QUEST To get into the castle, collect the rocks from the first screen after leaving the Ferry by typing "SEARCH" then "GET ROCKS". When you get to the castles moat and see the drawbridge, type "CHUCK ROCK" and the drawbridge will open. DYNAMITE DUX Type "CHEAT" on the title screen for infinite lives. to skips levels, and typing "NUDE" will let you play the boxing sub-game. DYNASTY WARS While playing, pause the game using then hold down the left key, <1>, and . Now unpause with and you can skip levels with . Alternatively, type in "CHEAT MODE" on the title screen and skip with . DYTER-07 When the Game Loading screen appears, type in "GIBB". Now, when you are playing the game, gives you extra weaponry, replenishes your shield, and skips a level. EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EDD THE DUCK Press the Left Mouse Button to skip levels. ELF For 99 pets, type in "choropoo" while playing. ELIMINATOR Passwords for the game are: LEVEL PASSWORD 2...............AMOEBA 3...............BLOOP 4...............CHEEKI 5...............DOINOK 6...............ENIGMA 7...............FLIPME 8...............GEEGEE 9...............HANDEL 10..............ICICLE 11..............JAMMIN 12..............KIKONG 13..............LAPDOG 14..............MIKADO Once the game has loaded, press to enter a password. ELITE For the older version: When you are asked for the passwords, type in "SARA" and press . Now enter the correct password and again press . Now, when in game, press <*> on the numeric keypad and it will bring up a hacker screen. By typing in a byte number and entering a new value you can change things in the game. For the later version: Exactly the same as the older version, except you type in "SUZANNE" instead of "SARA". Byte Number New Value Effect ------------------------------------------------------------------ 12...........00-FF.....................Create new galaxy 13...........00-FF.....................Create new galaxy 18...........FF........................Loads of credits 1F...........46........................7 lights years fuel 23...........02........................Large cargo bay 24...........01........................E.C.M. System 26...........01........................Pulse laser 28...........01........................Beam laser 2C...........01........................Escape pod 2F...........01........................Energy Bomb 31...........0C........................Naval Energy Unit 32...........01........................Docking computer 34...........03........................Galactic hyperdrive 36...........01........................Mining laser 38...........01........................Military laser 3C...........01........................E.C.M. System Jammer (*) 3F...........01........................Cloaking device (**) 40...........01........................Loads of food 47...........01........................Loads of textiles 49...........01........................Loads of radioactives 4C...........01........................Loads of slaves 50...........01........................Loads of wine 54...........01........................Loads of narcotics 5C...........01........................Loads of computers 63...........01........................Loads of machinery 67...........01........................Loads of alloys 69...........01........................Loads of firearms 6C...........01........................Loads of furs 72...........01........................Loads of minerals 75...........01........................Loads of gold 79...........01........................Loads of platinum 83...........01........................Loads of gem stones 84...........01........................Loads of alien items 88...........01........................refugees from Super Nova 8C...........01........................Important Thargoid document 91...........00........................Clean legal status 97...........00-08.....................Harmless - Elite ranking 98...........FF........................Loads of combat points A3...........01............AND FOR DIFFERENT MISSIONS CHANGE: 9D...........01........................Seek & destroy 9D...........02........................Deliver Thargoid Docs. 9D...........03........................Rescue Refugees 9D...........04........................Destroy Cougar 9D...........05........................Destroy Space Station (*) System Jammer - toggles on/off (**) Cloaking Device - toggles on/off Pressing the key will return you to the game. When you have typed "A3" followed by "01" and the entered a number "01"-"05" in location 9D for the corresponding mission, hyperspace to a different planet and dock with the space station. You will be now given your chosen mission. Here is a way to span 80 light years in about two jumps. First of all buy some fuel and launch from the station. Go to the local cluster chart by pressing , and choose a planet that lies within the fuel range as normal. Press to hyperspace and the cursor will disappear, but you can still control it even though you can't see it. Now move the cursor to a planet outside the range and press to get the local chart for that planet. But remember you've only ten seconds until the countdown finishes so you have to be quick. This should cause the jump to move to the selected planet, well outside the 7.2 light year range. Do you enjoy the amazing rendition of the Blue Danube? If so, press to hyperspace, when the counter is 5 or lower, engage the docking computer, and the Blue Danube will now play till you reach the next station. ELVIRA - MISTRESS OF THE DARK Use the crossbow to kill the falcon. You'll find the key on the falcon's body. More Elvira tips soon! EMERALD ISLE The axe is needed to make a canoe which is required for the many trips to the Desert Isle. E-MOTION Type in "MOONUNIT" on the title screen and press . Now, advances a level, goes down a level, advances 10 levels, and goes back 10 levels. EMPIRE STRIKES BACK Press and hold down the key while typing in "XIFARGROTCEV" to enter the cheat mode. Press to cancel the cheat. ENCHANTED LAND Type "TCB RULES FOREVER" on the intro' screen and the screen will flash. Pressing will allow you to enter an edit. Pressing followed by will take you to the end of level guardian. ENCHANTER From the Fork in the road: NE, N Open Oven Get Bread Get Jug and Lantern S, E, SE, NE Drink water Get water SW, SE, SW, SW, S - An old hag will give you a scroll. Throughout the game you will be - finding these spell scrolls. Some spells you will never need. Some - you may need to use more than once. You write the ones you need to - use more than once in your spell book - "FWEEP" is one of these, so: Read Scroll GNUSTO FWEEP NE, NE, E, E Memorize FWEEP FWEEP the gate E - You have reached the castle. Whenever you feel hungry or thirsty, - drink the water or eat the bread. Now... Read Book Memorize FROTZ FROTZ the Lamp S, S, E, S Open door N Read Writing Remove Block E Get Scroll Read Scroll GNUSTO EXEX W, S, U Drop all E Get Lighted Portrait Get Scroll W Get all Read Scroll GNUSTO OZMOO N, N, E Memorize OZMOO, E OZMOO Me - Wait for a couple of turns by typing "L" or "I" - You will now be sacrificed, but the OZMOO spell will keep you alive! - Now: D Open South door S Get all N, W, W, S Cut rope with Dagger Open Box Get Scroll Read Scroll MELBOR Me S, W, U Get in bed Sleep - You have now protected yourself (to a degree) against the powerful - magic of Krill. This allows you to at least face him and use the - powerful KULCAD spell. - At the moment, you should pay attention to the dream you have. Notice - the Princess who seems to hide a scroll in the bedpost. - When you wake up... Get out of bed Examine Bedpost Push button Get Scroll Read Scroll GNUSTO VAXUM D, E, E, E, S, SE Memorize NITFOL NITFOL Turtle Memorize EXEX EXEX Turtle - Now you have a supercharged Turtle! - By the way, If you ever get sleepy from here on, just type in "Sleep". - Now you want the Turtle to follow you, so... Say "Turtle, follow me" NW, N, E, U Say "Turtle, SE, Get Scroll, NW" - You've got the KULCAD spell! Get Scroll Say "Turtle, stay" D, W, N, N, N, N Follow tracks Reach in Hole Read Frayed Scroll N Memorize FWEEP FWEEP the gate N Get Scroll Read Crumpled Scroll S, W, W, W, W, W, U Memorize FWEEP FWEEP the Egg KREBF Shredded Scroll Get Scroll D Memorize VAXUM E - Now you should mess around in the Hall of Mirrors until you see the - ZORKING Adventurer. You should then: ZIFMIA Adventurer VAXUM Adventurer Show Dagger to Adventurer (Now Go East until you are in the Guarded Room) Point at the door N Drop all but Bread, Jug and Lamp Get Map and Pencil S Close door - It is very important that the adventurer does not take your spell - book, your Brittle Scroll or your Frayed Scroll. If he has, You must - restart the game at the last saved game, and make sure you close the - door to the room so he doesn't get those three items while you are off - defeating the Great Terror! - If you now look at the map, you will notice that it maps the strange - translucent rooms you find below the dungeon. If you noticed the - tunnels connecting the rooms down there, they were perfectly round and - made of carbon. Well this magic map can make and erase these magic - tunnels just by you drawing and erasing lines on the map! - However, you only have a couple of lines worth of pencil left, so you - have to use it wisely! The Scroll you need in order to defeat Krill - lies in the room marked "P" -- but so does the ultimate evil terror, - who is guarding it. The idea is to release this creature by creating - a tunnel to "P", but to trap the terror in other rooms before it gets - a chance to escape the translucent rooms and join forces with Krill! - First, get down to the first room below the dungeon... W, W, W, W, W, W, S, S, S, S, E, S, D, S, E, NE, SE Connect F and P SW, SW Get Scroll Erase B and R Erase V and M NE, NW, NW Connect B and J W Read powerful Scroll U, U, E, E, N, N, N, N, N, E Open door N Drop Map and Pencil Get all but Map and Pencil S, W, S, S, E, E - Now to undo Krill's magic stairs and get the bastard! Memorize VAXUM KULCAD Stair Read ornate Scroll IZYUK Me E GONDAR Dragon VAXUM Being GUNCHO Krill The End! ENDURO RACER When you first begin to play, after the countdown type in "CHEAT". Having typed that in, pressing one of the following keys will result in a specific effect. - Gives you an extra 10 seconds to complete the race - Advances you one checkpoint - Gives you turbo speed (210 kmh) EPIC The level codes are as follows: auriga cepheus apus musca pyxis cetus fornax caelum corvus ESCAPE FROM THE PLANET OF THE ROBOT MONSTERS This cheat only works in a one player game. While playing, when you meet the Reptillon monster, run past it and stand in the centre of the join of the gates that block your way. When you are here, wiggle the joystick left and right and keep dropping bombs. After a while, you will go through the doors and appear on the other side. E-SWAT Pause the game and type in "JUSTIFIED ANCIENTS OF MU MU". The screen will flash and you will have 99 credits. EXOLON Enter your name on the high scores table as "ad astra" and you will receive lots of lives. EYE OF HORUS Type "SPAM" on the credits screen for infinite lives and no need for keys anymore. EYE OF THE BEHOLDER Make sure you draw maps as you go along - secret doors can make things confusing. If you get stuck, jump down a pit and look for another way up as you may have missed exploring part of the level. Some pressure pads can be activated from a distance by throwing objects onto them. Try to explore seperate parts of the dungeon at a time, and explore them thoroughly before opening doors onto new unexplored areas. This will make exploring dungeons easier. When you find some writing and a character says "What a strange marking to place here", insert a dagger into the crack in the wall and this will open a secret door. You will find two skeletons on the earlier levels, both of which you must take. Later on in the game you will be able to resurrect the dead adventurers, and they will join your party as NPC's. On level four, help the dwarves and let Dohrun the Dwarven fighter join your party. You can now visit the Dwarven Cleric who will heal and/or resurrect characters. Never fight Rust Monsters hand-to-hand - use missile weapons and long-ranged attack spells such as MAGIC MISSILE or MELFS ACID ARROW, as their attacks dissolve a metallic object carried by the character, usually armour or a weapon. Make sure you put several different races in your party so that you can read every message found on walls in the dungeon. The Cheat! - Note: To cheat in the way described below, you will need a few things. For a start, an Amiga and a copy of Eye of the Beholder would not go astray. However, you will also need a file editing program such as FileMaster (which is the one I use, available from most public domain libraries). You do not require a knowledge of HEX to cheat here. First of all, load up Filemaster (or whatever you are using, but I recommend using FileMaster). Now open the file "EOBDATA.SAV", which resides on Eye of the Beholder disc 2. For this cheat, we are working in HEX, so click the mouse pointer on the HEX part of the screen (the left side) so that the program knows this. Move the cursor around with the arrow keys so that, on the ASCII side of the screen, the first letter of your first character's name is highlighted. Now, press the right arrow key eleven times. The cursor should come to rest over a number similar to 11 or 12 (on the ASCII side). Making sure that you are editing in HEX, type in `72' (without the quote marks, fool!) fourteen times. Now type in, `FF' twice. Now do this with all your characters, then save the file. Now your characters should have stats of 114, and about 120 hit points. FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF F-19 STEALTH FIGHTER Press and to get the pitch lines on the HUD. Fly upside-down, turn off the planes engines and keep its altitude to 10 degrees. You should now be able to climb without losing any fuel. F-29 RETALIATOR To fly any mission with infinite weapons, enter your name as "CIARAN" on the enrolment screen and press , then load up your pilots log. Your name should now be "OCEAN OK". Now proceed as normal. FAERY TALE (*) Take a save game file and use a PD/shareware program such as NewZap or FileMaster to patch byte 18 to a non-zero value. Load your save game, and now these cheat options are enabled: Arrow Keys - Move Rapidly over any terrain - Summon Gold Swan - Rescue Princess <=> - Display coordinates - Location in coordinates - Increase time by 1 hour When you find the turtle, jump on it and start slashing with your weapon. The turtle will not be harmed but your bravery will rise. The best weapon in the game is the sword. The keys to use for different buildings are: White - For old castles and manors Grey - For the watch tower and buildings in the city of Marheim Red - For secret entrances Gold - For the maze in Hemsaths tomb and for the inner chambers of King Marheim's palace Blue - For the sorceresses keep on the Isle of Sorcery Green - For normal buildings The witch's castle is accessable through the maze of Grimwood forest. You must enter the maze from the west and make your way north-east. A cave must also be found. This should take you to the Sunstone. The Sunstone should be used to kill the witch but this might not work. You should be able to kill the witch with any missile weapon as long as you avoid the witch's gaze. After you kill her, you must get the golden lasso in order to ride the Golden Swan. In the City of Azal, you will need the five golden statues. These statues are located in: The Crystal Palace on the Isle of Sorcery, The Battlefield in Grimwood Forest, The Castle south-east of Marheim, The Watch Tower, and Hemsath's Tomb. If you don't want to go through the hassle of collecting all the statuettes: Go the the dark citadel Stand right up against the force field Let yourself starve so that you faint When you wake up, you'll be on the other side of the force field Sometimes you can accumulate all the treasure you want by going near the item, pressing space bar, and then continue hitting 'T'. You'll receive an infinite supply of that treasure. Save your position in a dungeon. Then go through it until you run out of keys. When you restore your game, all the doors will be open and you will have a new set of keys. Also works in caves. On the island with the Crystal Castle, press the right mouse button while talking to the Sorceress and your luck will go up to 65. 'ASK'ING the Sorceress several times will usually boost your luck. If running low on Green keys, use a secret entrance for the fort. It's on the left side, almost even with the door. FALCON While playing the game, pressing , and will replenish your weapons. Another source states that it is only and that must be pressed, not . If you get badly hit, don't bail out. Instead swing round and head for home. Press and the <+> on the keypad and keep them depressed. (Insult them for ten minutes! HaHa!) The F16 will stay level and drop down. Switch to tracking mode and rotate to side view. Just before touch down, pitch up the nose and the plane will touch down successfully every time. Select end mission and you will be rescued even if you are in enemy territory. FANTASY WORLD DIZZY Enter your name as "IMMORTAL" on the high score table, and when you restart the game you should have infinite lives. FEDERATION OF FREE TRADERS *** Here is how to buy anything on the black market for one credit: Load the game. Enter the net. Type "help", and get yourself an ID number. Logoff the net. Press the at the bay doors. Blast off into space, and find a spaceship for you to trade with and get his ID number. Enter the net, logon, and press and . You should be now in communication mode with the alien. Say hello, have a chat, keep pressing a key or whatever until he offers you some goods, such as Hypermint for example. At the prompt, straight after he has offered you something to buy, enter "1" and press . He will say something like no chance, or sign off. Logoff. Now everything you buy or sell, you will buy or sell it for 1 credit, even if you put 100 credits as an offer, you will still buy or sell it for 1 credit. This only applies to Black Market trading, it will not work at a planet or space station. Try it. press and to talk to the alien again. Say hello, keep pressing a key until he offers YOU something. Eg, Eh Guvnor, I have some business, do you want to buy some excellent Bath towels?? I couldn't let them go for less than 1100 credits, what do you say? Now a prompt comes up again as normal. Enter "Y" and press . He will now say something like "You have been done mate" or "Thanks, bye" Look at your inventory, and at the end you will see "TOWELS". Now check at your credits, and you will see that you have 149 credits left. *** Here is how to sell any goods for heaps of money: Now here is the clincher, how to get rich quick using the above method. Press and to talk to the alien again. Now keep at him until he offers you something. Eg, Listen, I'm a businessmen and I have got some Exquatle Hypermint that I couldn't let got for less than 2000 credits ? Make me an offer. Enter a large number, larger than the offer above, say "200000" and press . He will say, you have insufficent funds, and logoff. Now when you buy or sell anything, you will be buying/selling it for "200000". It is like a counter, that the programmers have forgot to reset so that you can make it equal anything - is it a bug or what? Now, press and to talk to the alien, make certain that you have got something to sell. Keep pestering him, until he says something like, "Have you got anything to trade?". Tell him what you have got, say "Bath Towels" for example. Now he says something like, "name your price" Enter "10" and press . It doesn't matter what you enter, as it is set at 200000 anyway. Now logoff and check your credits, you should have something like 200149 credits. Wow, go splash out on all that new weapons and stuff. But don't forget: if You want to buy anything from him, you have to go through the first routine to get the counter back to One credit. The top routine, is only to be used in buying, as it is no good trying to buy something, when it is set at 200000, eh? Likewise, the bottom routine is only used for selling, as you are a bit stupid if you try to sell your wares for 1 credit! FERNANDEZ MUST DIE (*) While playing, pause the game and type in "spinynorman" for infinite lives. FIGHTER BOMBER Enter your pilots name as "BUCKAROO", and `Oooooh Nooooo its a Buckaroo' should appear at the bottom of the screen. You should now be able to start at any mission, and you can also press at any stage to be tran- sported to the next waypoint. FINAL BLOW Pause the game, press six times and unpause. This will probably do something amazing like making you invincible, but I'm not too sure about this. FINAL FIGHT When the game starts up: when the picture of the guy watching TV appears, wait until "not so fast Mike, turn on your TV" appears at the bottom of the screen and press as soon as it does. Now you have infinite power. Also, while you are playing, you can now press <+> to make all the evil dudes on the screen disappear. FIRST SAMURAI I'm not sure if either of these cheats work, but go ahead and try `em. (If one of them does work, how about writing in and telling me...hint hint?) When you load up disc one and the word "Goonies" appears, hold down one of these mystical keys for various effects: - Infinite energy and infinite weapons - Infinite Energy - Infinite Lives If this cheat should fail, and if you should yelleth `All Hail', then do not worry your sweet little head...try typing this one in instead! (brings a tear to the eyes, eh?) While playing the game, hit the pause button and type in "diputs". Now you should be able to press any number key to teleport to different stages throughout the current level. FISH (Complete Solution) 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 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 right- ful place. Get the grommet from the chalice to complete part 2. You may have to do this several times thanks to hippie interference. Part 3 Time is critical in this part so don`t waste any. 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! FLOOD The level codes are listed below: LEVEL CODE 1.........FROG 2.........YEAR 3.........QUIF 4.........LONG 5.........WORD 6.........FRED 7.........WINE 8.........GRIP 9.........TRAP 10........THUD 11........FRAK 12........VINE 13........JUMP 14........NILL 15........FOUR 16........GRIT 17........ZING 18........JING 19........LIDO 20........POOL 21........HATE 22........REED 23........LIME 24........QUID 25........WING 26........FLEE 27........GIGA 28........HEAD 29........LOOP 30........SING 31........JOUX 32........PINK 33........GOGO 34........LETS 35........QUAD 36........BRIL 37........EGGS 38........HENS 39........NAIL 40........SOAP 41........FOAM 42........MEEK FLYING SHARK (*) Gain a high score and enter the following initials for special effects: RHL for acid men bullets JGL for full fire power KDJ for infinite lives RAB for invincibility Note that you enter the first two letters as normal, then press and hold <5> on the numerical keypad, then enter the third letter to register the cheat. FOOTBALL DIRECTOR 2 Here's a way of starting the game with lotsa' money. Copy the game onto another disk - files are going to be changed so don't use the original. Boot up the copy as normal, clicking on the `FD II' and `BOOT.BAS' icons as they appear. Enter the game as normal. When it's up and running, select the `QUIT' option from the Main selection of the pull down menu. A CLI window now appears. Type "list" to list the `FOOT.BAS' part of the game. Using the cursor keys, edit the program lines 1514 and 2547 to read as follows : 1514 NEXT NW=150+INT(RND*200) NW=INT(NW/AP) NV=200+INT(RND*300) NV=INT(NV/AP) AI=5000000pound sign+INT(RND*(500000pound sign/AP)) NF=(5000+INT(RND*3000))/AP NP=INT(NP+NA+NF) GOTO 332 2547 GOSUB 2548 IF RA=9 AND AI>300000pound sign OR AI>1500000pound sign THEN ]2547 GOTO 2548 ]2547: RA=INT(AI/5000) PRINT TAB(5); PA5 PRINT "DIRECTORS WITHDRAW"; PA1 " PRINT TAB(30); MONEY INT(RA) PRINT TAB(38);"-" JR=JR-RA In line 1514 making AI equal 5,000,000 provides $5M starting budget; this can be changed to suit, however Line 2547 making RA=INT(AI/5000) stops the directors from withdrawing too much cash every week. Click on the `close window' icon for the window containing the program text, and save the amended program file by typing: save "FOOT.BAS" To run the amended disk, boot up the disk as normal, by clicking on the FD II icon. When the BOOT.BAS icon is clicked the message BAD FILE MODE appears. Accept this by using the OK box. Close the CLI window containing the few lines of text, by clicking on the close window icon. Type "load". A message box appears prompting for the name of the program to load. Using the left hand mouse button click on the text bar and type this: FOOT.BAS When the OK message appears, type "RUN". The program should now start as normal with plenty of dosh to spend. FOOTMAN In the first maze of "New Taste", you can hide from the ghosts and collect points from the fruit that emerges periodically, if you go to the upper left corner entrance to the tunnel. FORGOTTEN WORLDS On the title screen, type in "ARC" and press . While playing, pressing takes you to the shop and will advance you a level. FORMULA ONE GRAND PRIX When taking part in the next non-championchip event, drive around until you are on the last lap. When you next visit the pits, drive in and pull up to the pit crew. Wait until the "Race Over" message appears, and no matter what position you were in, you will have won the race. FULL CONTACT Start the game in one player mode and type in "QAZWXEDCRFVTGBYHNUJM" and your opponent should give up and die before you complete the sequence. Once you have done this, DO NOT press as this will crash the machine. FUSION Enter your name as "SWAMP THING" on the high score table. Then, while playing, cycles through extra weapons, activates large bullets, gives you shields, and brings up a cheat mode where levels may be selected by pressing the <+> or <-> keys on the numeric keypad. Another source speakest thusly: Start the game, get into the ship and fly to the top left corner of the level. Leave the ship and drive the assualt crawler right into the corner. Type "STONKER" and re-enter the ship. Now you can press to zip through the weapons available and press to cycle the levels. Re-accessing the cheat mode on level two allows you to collect switches whilst flying over them by simply pressing . FUTURE WARS After you have travelled into the future, been into the sewer and discovered the beast attacking the woman and her child, and also have the fuses and have uncovered the tap, go back up to the surface and hunt through the rubble until you find the blowtorch. Take this down into the sewer, fill it with gas from the tap and incinerate the monster. GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG GAME OVER 2 The code for level two is 11423 GARFIELD (Complete Solution) 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 until 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. Yeah! GAUNTLET To select any level, start a game as normal, but when you appear on level one, don't move, and press Option 1. GAUNTLET 2 While you are adventuring, find a treasure chest and make sure you have a key. Hold down the key while you open the chest. Release and hold the joystick down. Now pressing the key will give you 5000 health points. To avoid tricky levels, pause the game and wait for three minutes. Press Fire and all the walls turn to exits. This happens anyway, but if you pause the game, you don't lose energy and won't get attacked while waiting. To get into the secret room, clear the dungeon completely, picking up the super shots last, then go to the exit without pressing fire. GEMINI WING Before starting, press

to bring up the password system and enter the following codes to start on any level: Level 2: MRWHIMPY Level 3: CLASSICS Level 4: WHIZZKID Level 5: GUNSHOTS Level 6: DOODGUYZ Level 7: D.GIBSON Just before you are killed the 4th time, press the Left Mouse Button to bring up a second player. Now keep pressing the fire button until you are dead, and you will then reappear at the bottom of the screen. GEM-X The complete list of codes is listed below. Level Code B.....EARTHIAN C.....KENICHI D.....INOKUMA E.....BURAI F.....BADMAN G.....NETWORK H.....YOKOHAMA I.....EXACT J.....X68000 K.....TURRICAN L.....REDMOON M.....CAMPAIGN N.....MAGAMANN O.....SYVALION P.....FMTOWNS Q.....CHIERIE R.....GAMERION S.....ZAWAS GENGHIS KHAN If you get a land that isnt connected with an enemy, move everything to your home country. The land will be safe, but if another leader captures a nearby land, make sure you put something back in or he will attack on his next turn. Do not move all your forces into your command unit, or an the enemy commander will wait till he is down to his last few men and challenge you to a one on one fight. If you lose he will get half your command unit. GHOSTBUSTERS 2 When the Activision logo appears, hold down the keys , , and . While playing you should have infinite energy in levels 1 and 2, but not 3. GHOSTS `N' GOBLINS Enter ")!(" into the high score table and select the option "END" from the table. Start a new game and when you lose your armour you should be invincible, as well as having infinite lives. GHOULS `N' GHOSTS While playing, type in "KARENBROADHURST" for invincibility. GIANA SISTERS Pressing , , , , and while playing should allow you skip levels. GIGANOID On the Select Player screen, press and you should 100 lives and a message. GLOBULOUS The most important thing to remember is that ALL the puzzles can be solved without losing a life, so if you lose a life and think its the only way to solve the screen, look closely. Some of the puzzles get pretty obscure after level 10, but once you eventually beat them you'll kick yourself for not seeing the solution earlier. Look before you leap. Think about how the screen will look from a flipped perspective. A lot of jumps you make will be unnecessary and waste time and switches if you don't. Make sure you have enough switches, at least 10 per screen. It is possible to get stuck on a downward slope with no way to get back up or kill yourself, and the only way out is to press and start the whole game over again. Here are a few codes you might like to try: Level 06 - IVEs8AZ? Level 11 - dynle1cJ GODS Select the `Enter Password' option and type in "SORCERY". You should now have infinite energy. GOLD RUSH (*) (Complete Solution) Type "Sell house" and immediatly enter your house Look at the photo album Get the pictures from it Go over to the desk and close it Get the bank statement and look at it Leave your house Go to the park and get a flower Do not walk on the grass because this will cost points Proceed to the Gazebo and look in the cracks You will then discover a gold coin - Take it Go back to your house Wait until you see a man holding some green money Talk to him and he will give you money for your house Go to the post office and ring the bell When the mailman comes ask for mail Get the letter and open it Read the postmark and get the stamp Read the letter Go to the bank and withdraw your money - The account number is written on the bank statement Leave the bank Go to the stagecoach ticket office Buy a ticket This will take you there BY WAGON!!! Go to the graveyard Proceed to the second grave and look at your parents graves Drop the flowers there Go to your bosses office Go upstairs and look at the clippings Go down stairs and quit your job Go to the livery shop and talk to the man in there. Watch Out for the horse! Show that man your ticket and get on the wagon Now you are going to Cali!!! The stage coach will take you to a ferry The ferry will take you to New York From here you will go to Mississippi Valley Here you go and talk to a group of men One of these men he will ask for money - Give him all of your money He will send you to get good animals to pull the wagons Go right and talk to a man who is sitting by a tree reading a book He will give you the book - It's a Bible Go left down Talk to the man there and ask to buy mature oxen Go back to your camp and talk to captain again He will give you another assignment It's a but tricky to find out when to take off or leave Go right Go up and look at the grass It will give you a report on how the season grass is looking Once it says it is drying out, go Talk to your captain and you will leave from there On your way to California you will travel for a while through a few states - It will give you general info about them Once you get somewhere near California you will be stopped at a hill You will be shown outside your wagon Quickly tie the chains Untie the oxen They will go down the hill then return back up You are now on your way again and wont be stopped until you hit a desert Look in barrel and drink the water Look inside the wagon and eat the meat Be sure to go right from here and catch your men You will soon be at Fort Sutter Once you reach Fort Sutter you must eneter it, not the Mule Corral Once in here you must find the supply shop You must buy a shovel - now you will be able to dig for the gold Don't leave sutters for yet! First go to the blacksmith's shop and talk to him He will ask you a few quetions The Answers are: Yes Yes Last name: Wilson First name: Jerrod Brothers name: Jake The blacksmith will give you a branding iron Exit the Fort and go to the Amerincan river to the right Keep heading along the river and dig on the land - This takes a very long time so don't get discouraged! You must head several screens to the right in order to find the gold After discovering gold about 40 times you will hit a sudden dry spell This means that there is no more gold to mine Go back to Sutters Fort and buy a Lantern and a Pan Go to THE MULE SHOP!!! not THE MULE CORRAL!! Buy a mule Go to the Blacksmith's shop Heat your Iron and brand the mule Go to the cemetary Read all the graves until you find Marshall Wilson's grave Here there will be a seperate screen that shows you his grave You will be able to type here. Type "Use letter" and move it around until it says "Hey stop there" THIS IS A BIT HARD TO DO,BUT KEEP ON TRYING Follow its directions Take your mule to the corral Drop him off here Get another mule Look at its brand if it looks the same as yours then keep him/her Mule will be a trusty spirited mule Take the mule with you to the Town around 23 screens to the right Read your bible Psalm 23 Go to Green Pastures hotel and rent room 11 The man will give you a message to give to the man in room 11 Go to room 11 knock on the door and give the message to the man He will leave the room Enter Go to the fireplace and turn the wheel Enter the fireplace you will appear on the other side in a room Go to the window unlock it and open it Go to the table and read the letter Get the magnet and the string which is on the floor The bird will soon fly in - give the photo to the bird He will fly away you will hear a slam The bird will reappear. Get the aerogram and read it Before you enter the fireplace again wait for another slam Once you hear this you will be safe Leave the room and go back to Fort Sutter Once you get to East of Fort Sutter you must type "follow mule" He will lead you to Jake's Cabin Enter Jakes Cabin Get the matches and move the rug Manuever your way through the bushes Enter the John Enter the hole in the John (SURE!!) Go down and find yourself in a pile of shit Light your Match and light your lantern Head to the left untill you come to a door Tie the string to the Magnet and put the magnet in the hole Lower magnet Raise magnet and unlock door Enter the room to the other side Go down Go to your left Go down again Down there you will find a pick Use the pick a place in the room and you will stike gold..twice Head back to the main ladder Go up past the ledge that you came from Notice a passage leading to your left Go to it and keep on going until you get to another ladder going down You will then come across another ladder going down Manouver down this ladder - Be careful! Go left and you will find Jake He will tell you a story and then you must use your pick in the high- lighted area You will strike it several times Keep digging untill a hole appears Dig until it gets even bigger and then you enter the hole with your brother The End!!! GOLDEN AXE Play in one player mode but with two joysticks. When you die, press Fire on the other joystick and you should receive three more lives. GOLDRUNNER Start a one player game and crash into the first building. Now hold down until the status screen appears. You should now be able to fly through everything! Press , , , one at a time in that order. You then have infinite speed, lives, and energy. GRAVITY FORCE When asked for a password, type in "WARPxx", where xx is the number of the desired level. GREMLINS Enter your name as "SINATRA" on the high score table for infinite lives. GREMLINS 2 See GREMLINS - same cheat. HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH HACKER 2 Type the word "cover" when it asks for your name and it will show the win screen. Also try these (I don't know if they work); "cover H2SC" - jumps to the win page, "TITLE H2SC" - displays the title page, "DEMO H2SC" - speeds up game play & jumps through check procedures for cheating. HAMMERFIST Enter either "TAEHC OT TNAW" or "TAEHC OT TNAW I" (try them both) into the high score table and while playing the game, pressing will advance you one screen at a time. HARD DRIVIN' Choose manual gears, and when driving along at full speed change into neutral. You can not skid and should not blow up from collisions. HARD DRIVIN' 2 - DRIVE HARDER See HARD DRIVIN' - (same cheat) HAWKEYE While playing press to advance a level. For infinite lives, pause the game, press the key and unpause the game. Another source states: Press the key while playing the game and when you have lost all of your lives, you will jump to the next level instead of game over. HELTER SKELTER Codes to the game are: Level 11: SPIN Level 21: FLIP Level 31: BALL Level 41: GOAL Level 51: LEFT Level 61: TWIN Level 71: PLAY HERO'S QUEST Save you game frequently. Don't just overwite an existing save, either: give each save a different name to keep your options open. In the early part of the game it pays to practice to improve any of your abilities such as climbing (climb rocks, tree, walls...) anything to get your points higher. Practice throwing rocks at anything, but if you have bought some daggers from the shop use the target south of the town for practice so that you can get them back! To improve your fighting skills, Goblins can always be found in their camp and are not too difficult to kill. Each time you enter their camp you will be attacked by one more Goblin than on your previous visit. Goblin-killing can also be quite profitable, because searching a body usually results in finding some silver. Staying alive is helped considerably if you can afford to buy Healing Potions and Vigor Potions from the Healer. You can buy them from Zara in the town, but they are more expensive. *** Making Money Fairly easy ways of getting money early in the adventure include collecting Magic Mushrooms from the Fairy Ring and collecting flowers from Erana's Peace to sell to the Healer. She will buy three lots of these, so PICK three times to save on journeys. You can earn five silvers for cleaning out the stables in the Castle, BUT be careful not to start too late in the afternoon. If it is sunset before you get back into town you could be in trouble. *** Sleep Safe In town there's no problem if you can afford to pay the Inn-keeper for a bed, but outside town there are only three safe places to get your essential kip. Erana's Peace is safe and you also get all your Health, Vigor, Magic Points, etc renewed. By the Dryad's tree is safe, if you can get to it. Finally the hermit 'Enry will put you up for a price of 1 Food, though unless you can climb you won't be able to get up to his cave. *** Thief's Guild Contrary to what Bruno by the town gate may tell you, find the Thief's Guild by going up to the Goon in the Tavern and saying "Schweinhund". In the Guild you can 'fence' any property you have stolen after picking the locks to the Sheriff's house and the Old Lady's House. *** Help With The Quests If you can climb, or if you have Magic with the Fetch spell, you can find the Gold Ring lost by the Healer in the nest in the tree outside her house. When you have built up your abilities and can defeat the Ogre, enter the cave of the Bear. He will let you pass if you give him food. You can then enter the cave of the kobold. He is very difficult to kill, but if you throw about 80 rocks at him you will succeed. Remember, before you enter the Bear's cave PICK UP ROCKS. Repeat this until you can carry no more. You will almost certainly run out of rocks during your fight, but just come out again and get some more before returning to THROW ROCK AT KOBOLD. When he dies, pick up the key that he had been wearing, then SEARCH THE CAVE. You will find a chest that contains money. Return to the Bear and use the kobold's key on a manacle on the Bear's leg. Stand by for a surprise! Another quest which requires great fighting ability before attempting starts with a visit to the Dryad. After getting a Spirea seed for the Dryad, you are given a list of ingredients to obtain and take to the Healer. She will then make a Dispel Potion for you. You must then go to the valley where the Archers are. Run to the logs and jump over. You then fight a series of Brigands with no chance to pause and restore your health by drinking any potions, so you must be fit before entering the valley. When you defeat the Brigands you come to a gate guarded by a Minotaur. Kill him, search him and kick the gate open. You now enter the barracks. Go left round the blockades, then go across the right-hand plank over the chasm. Step over the trip-wire between the barriers at the back of the room. This takes you to the Brigands' meeting room. LOCK THE DOOR and go to the top right and GET CHAIR. As soon as the chair is in place, MOVE CANDELABRA. Three Brigands will now be behind the table, so move in front of the table opposite the right-hand chair. Wait - the Brigands will now retrace their steps, and when the first of them comes to the left-hand end of the table type CLIMB ON TABLE USE ROPE. After the action, don't hang about! Open the door at the back of the room and go out. This will take you to a very strange room (ME's room) which you will eventually have to leave via the left-hand door on the end wall It's a lot of fun, but I suggest you save on entering and during this room. The next room is the Brigand Leader's room. THROW DISPEL POTION on the Leader and stand by for another surprise! Another quest can be completed from this point if you have already opened the gate to Baba Yaga's hut. Take the healing potions from the Leader's desk and also the Mirror. Go to the hut and when Baba Yaga enters, HOLD UP MIRROR. Exit Baba Yaga! The gate to Baba Yaga's hut is opened by the Skull in return for the Glowing Gem - I hope you haven't sold it - which in turn you get from the Frost Giant for a price of about 70 apples, which you get from the shop. HEROES OF THE LANCE Use the "FIND TRAPS" spell a lot so that you can detect all falling rock traps, as these damage the party. HILLSFAR When picking locks with your tools press the F key and all will be revealed. HITCH-HIKERS GUIDE TO THE GALAXY (Complete Solution) Here is the complete solution: *** Arthurs House Get Up Turn on Light Take gown Put gown on Open pocket Eat Take All South Take Mail South Lie in Mud Wait, Wait, Wait, Wait, Wait, Wait, South, West Buy Sandwich Wait, Drink, Drink, Drink, East Give Sandwich to Dog North, Wait, Wait Take Device Press Green Button *** Vogon Ship Look, Look, Look, Look Smell Look at Shadow Eat Peanuts Take off Gown Hang Gown on Hook Take Towel Put Towel on Drain Take Satchel Put Satchel in Front of Panel Put Mail on Satchel Press Dispenser Button Press Switch - Remember which word to get!!! Take all Wait, Wait, Wait, Wait, Wait, Wait, Wait, Wait, Wait Enjoy Poetry Wait - Get the word that you need!!! Wait, Wait, Wait, Wait -Now type in the word that you had to look out for before - the command is "Type Word" where "Word" is the word you had to get from the poem) Put on Gown Take Plotter Wait, Wait, Wait, Wait, Wait, Wait *** The Heart Of Gold Look, Look, Look, Look, Listen South Wait Take Pincer Down, West Open Nutrimat Drop Pincer, Plotter, Toothbrush and Screwdriver Press Pad East, South, South, South, South, South, South, Look, Look Take Rasp and Pliers North, North, West Drop Rasp and Pliers East, South, South Take North, North, West Drop Drive Take Board Insert Small Plug into Small Receptacle Put Dangling bit into Cup Press Generator Switch *** Lair of the Bugblatter Beast Look, Look, Look, Look, Smell Look at Shadow Say "Arthur" East Put Towel on Head Take Sharp Stone Carve "Arthur" in memorial Remove towel West South-West Get Wait, Wait, Wait, Wait, Wait, Wait South, South, West Open Panel Insert interface in panel Press Pad Wait, Wait, Wait, Wait, Wait, Wait Drop all Take Drive, Plotter, Towel and Cup East, Up Insert large plug in large recepticle Start Drive Start Drive From hear you hit the next four randomly. Save your game as you die here also randomly. As you finish each Part You start the next in the hold of he Heart of Gold *** Boat Wait until you can see and type "See" See Light Get Toolbox Stand Look Under Seat Get Fluff and Key Steer towards Cliff Wait until you are on land North Wait until Trillian comes Tell guards "drop rifles" Shoot rifles East *** The Party Wait till you can feel, and type "Feel" Drink Liquid Drop plate Look at Arthur Open Bag Get fluff Put fluff in Bag Get Plate Look at phil Wait till Phil takes you outside *** War Chamber Wait till you can hear and type "Listen" South Get Awl Examine sun Examine third planet Wait until in maze South - you should be at a particle - if not, move around and find it. Look at Particle Get Particle *** Earth Wait till you can see and type "See" See Light North Offer towel to Arthur Go To Prosser Tell Prosser To Lie Down South, West Look at shelf Buy peanuts Drink Beer, Drink Beer, Drink Beer East Open satchel Get fluff North Give fluff to Arthur Wait Till Back in Ship] *** Heart of Gold - After going to these places you should have four kinds of fluff. Get to the bridge, then from the Bridge go: Down, West Get Tea Get No Tea East, Up Unplug Dangly Bit from Substitute Drop Cup Insert Dangly Bit in Tea Drop all but Thing and Babel Fish Start Drive *** Inside Whale Wait till you can touch and type "Feel" - You only get one chance at it! Get Flowerpot Insert Flowerpot in Thing Wait till back at ship *** Heart of Gold Get all Fluff Get Thing - If it hasn't shown up, visit and come back - it reappears by itself Remove Pot from thing Plant all Fluff in pot Wait till something happens in the pot Then Wait, Wait, Wait, Wait West Look at Plant Get Fruit Eat Fruit Get Tool Mentioned Drop all but Tea, No Tea and Tool Down, South, West Show tea Show No Tea Drink Tea West Ask Marvin to open hatch East, Down - Make sure all you are carrying is the Tool needed and The babel Fish East Wait for Marvin Hand him the tool spelled exactly right West, Down You have finished Hitch-Hikers Guide to the Galaxy!!! HOLLYWOOD POKER PRO Hold down and at the same time and 100 credits will go from your opponents account to your own. HORROR ZOMBIES FROM THE CRYPT Some access codes are : Level 1: Not needed Level 2: WOLFMAN Level 3: HAMMER Level 4: LUGOSI Level 5: NOSFERATU Level 6: GARLIC In addition, entering "BOGEYMAN" will give you infinite lives. HOSTAGES 1st Stage - Whenever possible hide behind walls, or in doorways if you are about to be spotted by a searchlight, as lying down or doing a roll isn't always effective. 2nd Stage - When placing your men around the top of the building, put them all on the same side. The best side is the bottom one. Now press which will show you the side where your men are placed. Scan the top windows first for an empty room. You should see the men dangling from ropes, if not then you have got the wrong side fool! You should send your first man in on the top floor. If all the windows have silhouettes, the hostages are the one's with a slightly fatter silhouette at the window than the terrorist's silhouette. If you shoot a hostage at the window by mistake, you might as well start again. Don't forget there are only 3 hostages !! When your first man has entered a window on the top floor, clean the top floor of all terrorists (in green, hostages are blue - they also don't move around much). When you have killed your first terrorist, position your gun where he once stood, so when you burst in on the next one, you don't have to mess about positioning your gun, but can shoot him straight away. When top floor is clear move your man to the top right room, (the one with only one door) and stand him in that room with his back to the door. That way, when you have a hostage you can take him to this safe room, and leave him, as any terrorists can't get in through the door because one of your men is protecting the door, but you can still get in and out. Now bring another man in through the top floor, still leaving one man in the top right room protecting hostages you leave there. Now go forth and find them hostages! If there is a terrorist with a hostage behind him, DON'T shoot the terror- ist as you will kill the hostage. Instead run straight into the room and straight at the hostage/terrorist, so you and them occupy the same space. Don't stop, keep holding forward and you should be on the other side of the room, as the hostage follows you but the terrorist doesn't. BUT, doing this you have to be very QUICK! Now take the hostage to the top floor, the top right room, where your first man is on guard. Walk into this room and back out again, the hostage will stay there. Now you are free to go and get another one. Once all hostages have been successfully rescued, Game over ! HUDSON HAWK Typing in "SCIENCEFICTION" on the title screen should reward you with something like, say, infinite lives? HUNT FOR RED OCTOBER If you are surrounded by the enemy ships then simply save the game. When you restore that game all the ships have disappeared. HUNTER Here are some co-ordinates for the locations of fuel, which you may well need to power whatever vehicle you are using: 006,145 008,124 063,039 084,245 101,134 110,106 120,155 134,068 143,030 145,051 168,107 176,249 224,123 242,077 249,109 250,237 251,100 HYBRIS (*) If you type "COMMANDER" while the high score table is being displayed, pressing the following keys while playing have different effects: to will equip you with all the different add-ons, will advance you a level, and will toggle immunity on/off. HYDRA (*) While playing type in "KILLKILLKILL". Now press to toggle the technical mumbo jumbo, to refuel, or to cycle through the weapons. Pressing just about any other key will transport you to a different location. IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII IK+ (*) While you are playing, when you get knocked over, press space bar to pause the game then press Fire. Now you can no longer be hit. You must repeat this every round. Alternatively, typing in the following will have various effects: PAC makes the pacman appear PERI makes the periscope appear BIRD makes the bird appear FISH makes the fish appear FREZ freezes the game all the fighters' trousers fall down. Alternatively, typing in any of the words below causes a line of text to appear on the screen: ANBK, ANGL, EDHK, FOOK, GLZP, GPZP, SIMR, STEW, SUNL, or TOTO. IKARI WARRIORS (*) If you type in your name on the high score table as "FREERIDE" you will be invincible. IMPACT Level Codes are: Level 11: GOLD Level 21: FISH Level 31: WALL Level 41: PLUS Level 51: HEAD Level 61: JUMP Level 71: ROAD Level 81: USER IMPOSSAMOLE Enter the following codes into the high score table for an In-game effect. Note: Only one will work at a time. COMMANDO - No time limit for weapons HEINZ - Three power bars ANNFRANK - Low energy topped up LUMBAJAK - Double length energy bar OOCHOUCH - Walk on water without dying JUGGLERS - Try it! INDIANA JONES - THE ARCADE GAME On the title screen type in "IEHOVA" for the following keys to have effect in the game: <2> advances you through the start points of the level, advances you a level, and supplies you with an icon. Entering your name in the high score table as "SILLYNAM" will give you infinite Continue options. INFESTATION At the start of the game, to get to the underground complex, you must go to the terminal located at about 90,30. Access it and enter the name "KAL SOLAR". Now go to the teleport located at 50,50 and if you walk in the direction of the arrows you can enter the complex. INSANITY FLIGHT To skip a level press and hold both Mouse buttons, the Joystick Fire button and . INTERPHASE (*) During the game, type in "Fenny" to see objects used in the game. Press Left Mouse Button to cycle through the objects, right button to enlarge the object and both mouse buttons to return you to the game. IT CAME FROM THE DESERT The queens nest is located south of the south-west volcanic cone. Stay at home on day three, and at 8 or 9 pm you will be visited by someone with very useful evidence. IVANHOE While playing, pause the game and type in "ZOBINETTE" and press . Now unpause the game and by pressing you can skip levels. Another cheat I have is: Pause the game. Type in "JC IS THE BEST" (including spaces) to activate the cheat mode, then unpause to continue. Pressing advances you a level. kills all on screen enemies. kills the boss in the bonus stage. JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ JAMES POND - UNDERWATER AGENT On the title screen type in "JUNKYARD". Then, when playing the game, pressing the key toggles the cheat on/off. makes all locks disappear, and various keys will take you to a different level. Level 3: Z Level 4: X Level 5: C Level 6: V Level 7: B Level 8: N level 9: M JIMMY WHITE'S WHIRLWIND SNOOKER Enter the trick shot mode and while on the table, press followed by , then . You should hear a double clicking noise if you've done it properly. Now return to the control menu and access the demo mode menu. You may notice that a third option, "Do a 147 Break", is now available. Select this and watch `n' weep as the computer executes the ultimate break. Also, during a one player game, if you commit a foul, press both mouse buttons to get another shot. JOAN OF ARC - Defence of the Wall As soon as the screen changes start pressing fire to launch rocks. Use oil when time is short or when two or more enemies are coming up the same ladder. Even though it says that oil is limited, there are at least five cauldrons at your disposal. - Entry to Town As soon as the screen has loaded push right and keep pushing right until the end. When an enemy appears keep fire pressed until he is slain. Release fire and your man should run straight up the drawbridge. Repeat this until you get into town. - Attack on the Wall Push the joystick forwards as soon as the screen changes. Keep pushing forwards until the wall is taken. Use the fire button to ward off the rocks until the top is reached. - Game Strategy At the start of the game ORLEANS must be taken. Select `Start A Campaign' and then displacement to move north into Orleans. Here you should encounter your first battle. - Battle Tactics Hold your ground and wait to be attacked. As soon as the enemy move, shower them with arrows and then with mortars. Move your troops forward to protect your archers and send your cavalry out (they are likely to be killed). While your troops are fighting, remember to fire your arrows if the remainder of the enemy moves forward to attack. On the defeat of the enemy, choose `Offensive' and attack Orleans. Use the `Entry in to town' and `Attack on the Wall' tips to succeed. After capturing Orleans move north east into Champagne and take Rheims to crown the king. After the coronation move north taking each town in every province until you have reached the northern most province. Sweep anti-clockwise until each province has been taken. Joan's army soon becomes depleted; choose `Royal Army' and then `Mod- ification' to top up her army. About 2,000 archers and 3,000 troops are enough. To pay for this collect the tithe in September but forget about the other taxes. This will avoid any uprising, but means that you will have to ransom some hostages. Choose `Diplomacy' and then `Liberation', deal with Henry VI and use Regnault of Chatres and Tremoille as ambass- adors. The meeting place does not really matter. - Ransom Demand Guidelines Duke of Bedford $4,000,000 Duke of Warwick $2,000,000 Duke of Gloucester $2,000,000 John Talbot $1,000,000 Count of Suffolk $1,000,000 Cardinal of Winchester $1,000,000 Captain Falstaff $1,000,000 If you are really desperate halve the ransom. If your coffers are overflowing, execute one of them using the `Royal Justice' Menu, which will reduce the number of armies that Henry VI can control. Any French characters caught should be executed promptly. If there are no hostages when payday comes choose `Helping Hand' and kidnap one. Do not try for the Dukes because these attempts are most likely to fail. Remember to pay well - $20,000 is the right incentive. If Joan is caught, Richemont, War General is a good replacement. JUDGE DREDD Log on the computer as "DREDD" then type in "BRUCKEN PLAYING HEROQUEST" and exit. Now use the key to skip levels. JUG On the title screen hold down and click the mouse pointer on the right edge of the picture to activate the cheat mode. This will give you infinite energy and lives. KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK KARATE KID 2 Enter your name as "MYAGI" in the high scores table and when playing, pressing

will advance you a level. KICK OFF 2 (*) If your opponents goalie is too good for you, run your finger along the function keys, and "S12" or "S14" shouls appear in the top right hand corner of the screen. You should now be able to substitute one of your players for your opponents goalie. This sub. goalie is usually pretty useless, and if you repeat the process he will be even worse. KID GLOVES Pause the game and type in "RHIANNON" then will take you to the shop, will give you lots of money, and toggles immunity on/off. KILLING GAME SHOW (*) Press on the "Good Luck" screen for a map of the level. KING SOLOMONS MINES To get past the mosquitoes you need the bottle from the oasis. You have to dig to find it. Inside are Anti-maleria tablets. Use the rope to get past the swamp, then go north into the quicksand. Quickly throw the rope and then pull until your free. To cross the bridge, throw the spear, then go to the bridge, and when it starts to collapse, type "RUN" then jump. KINGS QUEST 3 (*) The wand is in the cabinet in the wizards study. The key is on the top of the closet in the wizards bedroom. You have to be an eagle to get into the cave. The key to the door behind the mirror is in the skele- tons hand. KINGS QUEST 5 (*) Compilers Note: Here is an updated partial solution to Kings Quest 5 which is a huge game and will probably take a while to finish. Good Luck! WIZARDS HOUSE: south SNAKE'S PATH: south EDGE OF TOWN: east TOWN: west EDGE OF TOWN: east TOWN: take silver coin by broken cart look inside the barrel by the cart and take the fish inside west EDGE OF TOWN: west BAKERY: go inside bakery buy a custard pie with the silver coin exit bakery west INN: west BEE'S TREE: operate the fish on the bear go to the tree take honeycomb from tree take stick by base of tree north ANT'S NEST: operate stick on dog south BEE'S TREE: east INN: search haystack east BAKERY: east EDGE OF TOWN: east TOWN: go into first shop (tailors) give tailor golden needle exit shop west EDGE OF TOWN: west BAKERY: west INN: west BEE'S TREE: north ANT'S NEST: north GYPSIES VAN: west DESERT: west west west west west west west OASIS BY TEMPLE: drink from oasis hide behind rocks by oasis wait! east DESERT: south south south DEAD MAN: take boot south south OASIS #1: drink from oasis south DESERT: west west west west NOMAD'S CAMP: drink from water jug go into smaller tent go straight to back of tent, left, take staff, right to the centre of the tent, and down to exit the tent east DESERT: north north north OASIS #2: drink from oasis north DESERT: north north east east OASIS BY TEMPLE: drink from oasis north OUTSIDE TEMPLE: operate staff on temple doors north (inside temple) INSIDE TEMPLE: take large brass bottle by door take gold coin by bottle exit temple OUTSIDE TEMPLE: south OASIS BY TEMPLE: east DESERT: east east east east east east east GYPSIE'S VAN: give gold coin to man in chair south ANT'S NEST: south BEE'S TREE: east INN: east BAKERY: select boot from your inventory walk right until a rat and a cat appear throw the boot at the cat select the amulet from your inventory operate amulet on yourself so that you are wearing it west INN: north GNOME'S HOME: north WEEPING WILLOW: east ENTRANCE TO FOREST: north FORK: west FOREST PATH #1: north the witch will appear! (or should - it may be random) give the brass lamp to the witch ELVEN GLADE: east OUTSIDE WITCH'S CASTLE: north INSIDE WITCH'S CASTLE: open drawer and take the pouch inside open chest and take the spinning wheel inside take small key (it's in the lamp that's hanging from the roof) exit castle (south) OUTSIDE WITCH'S CASTLE: east TREE & DOOR: go around the back of the tree to the front, and walk up the ramp to get to the door. operate the brass key on the door take the golden heart inside the tree west OUTSIDE WITCH'S CASTLE: west ELVEN GLADE: operate honeycomb on yourself open the pouch take the gems that were inside the pouch operate gems on honey on ground ...and again... ...and again... follow the elf west ELVEN CAVE: follow the elf west again into the cave ENTRANCE TO THE FOREST: west WEEPING WILLOW: give the golden heart to the tree take the princesses harp west GYPSIES VAN: they're gone - take the tambourine east WEEPING WILLOW: south GNOME'S HOME: give spinning wheel to the bigger gnome south INN: east BAKERY: east EDGE OF TOWN: east TOWN: go into the third shop (cobblers) give old man your elven boots exit shop go into the second shop (toy shop) give man your marionette exit the shop west EDGE OF TOWN: west BAKERY: west INN: enter the inn - WHACKO! CELLAR: take the rope that you were tied up in operate hammer on the door open door north STORE ROOM: open large cupboard take leg of lamb exit inn through left door INN: north GNOME'S HOME: east FORK: east SNAKES PATH: operate tambourine on snake east ICY RIDGE: operate cloak on self north ICY CLIFF: eat leg of lamb operate rope on the jutting out cliff to the right of the branch climb rope ICY CREVASSE: click hand pointer on first stepping stone click hand pointer on third stepping stone click hand pointer on fifth stepping stone click hand pointer on sixth stepping stone click hand pointer on opposite ledge click walk pointer next to cedric east ICY LEDGE: operate sled on eastern slope you will go east ICY SLOPES: when you reach the bottom, go east BIG BIRD: give bird your remaining half leg of lamb north QUEENS CHAMBER: just when the wolves start to move towards you, play the harp LAIR OF THE YETI: select pie from inventory north OUTSIDE YETI'S CAVE: throw pie at Yeti's face north INSIDE YETI'S CAVE: operate hammer on crystal directly to the north south OUTSIDE YETI'S CAVE: west LAIR OF THE YETI: click walk pointer on wolf LAIR OF THE YETI: south CHIMNEY: click walk pointer on geographical chimney at bottom of screen BIRD'S NEST: take locket from next to you the Roc will take you to the beach BEACH: take iron bar north BOAT: operate beeswax on boat click hand pointer on boat you will go east SEA: east east east south BEACH: you will get captured by the Harpies! HARPIES LAIR: play harp take fish hook west SANDY PATH: pick up Cedric west BEACH: take shell click the hand pointer on the boat you will go out to sea again SEA: west west west west BEACH & HOUSE: select shell from inventory ring bell operate shell on man COVE: north (up stairs) ORACLES: operate crystal on yourself north OUTSIDE CASTLE: north (not through door - round left side of castle) operate iron bar on gate in ground click hand pointer on hole MAZE: (Note: Every new square you arrive in, click with the eye pointer on the blackness outside the scene, and a compass will appear telling you which direction you are facing. In this way, you can navigate you way through the maze.) west west north north east north east north MONSTER: operate tambourine on monster take hairpin (you may need to look for it - it is very small) MAZE: south west south west south south east east - Should be back at the entrance! south east east north east north eest north north west west north DOOR: operate hairpin on door open door WIZARDS PANTRY: open cupboard on left-hand side of screen get packet of dried peas north WIZARDS KITCHEN: give locket to girl east - Somewhere around here you will be caught by a large purple beastie. - He will take you to a prison cell. If he doesn't come, just muck - about `til he does. ORGAN ROOM: east DINING ROOM, NORTH: south DINING ROOM, SOUTH: muck about `til you get caught if you got caught before you got here, just continue! PRISON CELL: click Fish hook on mouse hole in north wall you will be rescued by the Princess MAZE: follow the princess - you will arrive at the door DOOR: open door WIZARDS PANTRY: north WIZARDS KITCHEN: east ORGAN ROOM: east - At this stage, if you enter a room and a cat is sitting on the floor, - Your pretty much ruined and you may as well restore, as that *&#@! - cat will go and fetch the wizard! You can get rid of him later. DINING ROOM, NORTH: south DINING ROOM, SOUTH: you may like to move to the right side of the rug. when the purple dude comes back again, Operate the dried peas on him west BOTTOM OF STAIRS: north (up stairs) TOP OF STAIRS: west Hopefully the full solution will be here soon. Watch this space! KLAX While playing, pressing <4> on the main keyboard takes you to level 100. KRISTAL Fights - Proficent swordplay is essential if your to get anywhere in the game. The neck chop is one of the more effective blows, but the program blocks repetition of single moves. To get around this, occassionaly switch to a differnt move in order to enable the neck chop once again. Give generously to the poor and youll be a step closer to obtaining the Sword of the Spheres. The Palace - To enter the palace, youll need to get the invitation from the elusive Gloop, found in Novala. Once you have it, keep out of fights or you could lose it for good. When you get into the palace, ask Nedrod three questions and he will give you the talisman, which can help you find another useful item. Answer the Princess's question with "Its a secret". She will give you the Ring of Belz, which will only work in conjunction with the spell scroll. In General - Objects are not always found in the same places from game to game, so a detailed search of both fore and backgrounds is often in order. To survive the final confrontation, a high psychic rating is needed, which can be increased by donating skringles to the poor. Dis- orderly conduct can have the opposite effect. The safest technique in the space battles, is to slow right down as soon as you see the aliens shoot them all, then power at full steam until the next lot. Follow Readheads ship if you see it. Heatpro tablets are necessary if you beam down to one of the hotter planets. Makes notes of what you are told, and use any new names or subjects to weavel out every last bit of information from the characters. KULT Firstly, here is 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't 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.