@database CheatCollectionE.01 @$VER: CheatCollectionE.01 1.27 (16.03.1997) @index Index.guide/Main @node Main "Cheat Collection" @next CheatCollectionE.02.guide/Main @prev CheatCollectionE.guide/Main Cheat Collection English Version 1.27 (16.03.1997) Part 2 In this Guide are all Cheats, I found in English. Please remember that at the english computers some keys are at an other place (y -> z, z -> y, - -> ß, + -> (, ( -> ), ) -> =, .....). Go To Part: @{"German" LINK CheatCollectionD.guide/Main}, @{" 0 - 9 " LINK CheatCollectionE.guide/Main}, @{" A - B " LINK CheatCollectionE.guide/Main}, @{" C - D " LINK CheatCollectionE.01.guide/Main}, @{" E - G " LINK CheatCollectionE.02.guide/Main}, @{" H - L " LINK CheatCollectionE.03.guide/Main}, @{" M - R " LINK CheatCollectionE.04.guide/Main}, @{" S - T " LINK CheatCollectionE.05.guide/Main}, @{" U - Z " LINK CheatCollectionE.06.guide/Main} C @{"Cabal" LINK Cabal} Cheat|Hint @{"Cadaver" LINK Cadaver} Hint @{"Campaign" LINK Campaign} Hint @{"Cannon Fodder" LINK "Cannon Fodder"} Cheat|Hint @{"Cannon Fodder II" LINK "Cannon Fodder II"} Cheat @{"Capone" LINK Capone} Hint @{"Captain Blood" LINK "Captain Blood"} Cheat @{"Captain Dynamo" LINK "Captain Dynamo"} Cheat @{"Captain Planet" LINK "Captain Planet"} Cheat @{"Captive" LINK Captive} Cheat|Hint @{"Captive 2 CD³² - Liberation" LINK "Captive 2 CD³² - Liberation"} Hint @{"Car-V-Up" LINK Car-V-Up} Cheat @{"Cardiaxx" LINK Cardiaxx} Cheat @{"Carl Lewis Challenge" LINK "Carl Lewis Challenge"} Cheat @{"Carlos" LINK Carlos} Cheat|Codes @{"Carrier Command" LINK "Carrier Command"} Cheat|Hint @{"Castaway" LINK Castaway} Solve @{"Castle Elsinore" LINK "Castle Elsinore"} Solve @{"Castle Master" LINK "Castle Master"} Cheat|Hint @{"Castle of Terror" LINK "Castle of Terror"} Hint @{"Catch'Em" LINK Catch'Em} Cheat|Codes @{"Cave" LINK Cave} Solve @{"Cave Mania" LINK "Cave Mania"} Cheat|Codes @{"Cave Runner" LINK "Cave Runner"} Cheat @{"Chamber of the SCI-FI Mutant Priestess" LINK "Chamber of the SCI-FI Mutant Priestess"} Hint @{"Chambers of Shaolin" LINK "Chambers of Shaolin"} Solve @{"Champion Driver" LINK "Champion Driver"} Codes @{"Champions of Krynn" LINK "Champions of Krynn"} Cheat @{"Championship Manager 93-94" LINK "Championship Manager 93-94"} Cheat @{"Chaos Engine, The - Renegade" LINK "Chaos Engine, The - Renegade"} Cheat|Codes|Hint @{"Chaos Strikes Back - Dungeon Master II" LINK "Chaos Strikes Back - Dungeon Master II"} Cheat|Hint @{"Chariots of Wraith" LINK "Chariots of Wraith"} Cheat @{"Charlie Chimp" LINK "Charlie Chimp"} Cheat @{"Charlie Chimp 2" LINK "Charlie Chimp 2"} Cheat @{"Charlie J Cool" LINK "Charlie J Cool"} Cheat @{"Charly" LINK Charly} Codes @{"Chase H.Q." LINK "Chase H.Q."} Cheat @{"Chase H.Q. 2" LINK "Chase H.Q. 2"} Cheat @{"Chip's Challenge" LINK "Chip's Challenge"} Cheat|Codes @{"Chop & Drop" LINK "Chop & Drop"} Cheat @{"Chrome" LINK Chrome} Cheat|Codes|Hint @{"Chronoquest" LINK Chronoquest} Solve @{"Chubby Gristle" LINK "Chubby Gristle"} Cheat @{"Chuck Rock" LINK "Chuck Rock"} Cheat @{"Chuckie Egg 2" LINK "Chuckie Egg 2"} Cheat @{"Cisco Heat" LINK "Cisco Heat"} Cheat @{"Civilization - MicroProse" LINK "Civilization - MicroProse"} Cheat @{"CJ's Elephant Antics" LINK "CJ's Elephant Antics"} Cheat @{"Click Clak" LINK "Click Clak"} Codes @{"Cliffhanger" LINK Cliffhanger} Cheat|Solve @{"Clockwiser" LINK Clockwiser} Codes @{"Clown 'O' Mania" LINK "Clown 'O' Mania"} Cheat @{"Clue CD³², The - Neo" LINK "Clue CD³², The - Neo"} Cheat @{"Codename Iceman" LINK "Codename Iceman"} Solve|Hint @{"Colonial Conquest 2" LINK "Colonial Conquest 2"} Hint @{"Colonization" LINK Colonization} Cheat @{"Color 'n' Mind" LINK "Color 'n' Mind"} Codes @{"Colorado" LINK Colorado} Solve @{"Colossal Adventure" LINK "Colossal Adventure"} Solve @{"Conquest" LINK Conquest} Codes @{"Conquests of Camelot" LINK "Conquests of Camelot"} Solve @{"Continental Circus" LINK "Continental Circus"} Cheat @{"Cool Croc Twins" LINK "Cool Croc Twins"} Codes @{"Cool Spot" LINK "Cool Spot"} Cheat @{"Cool World" LINK "Cool World"} Cheat @{"Cosmic Pirate" LINK "Cosmic Pirate"} Cheat @{"Cosmic Relief" LINK "Cosmic Relief"} Cheat @{"Cosmic Spacehead" LINK "Cosmic Spacehead"} Codes @{"Count Duckula II" LINK "Count Duckula II"} Cheat @{"Cover Girl Poker" LINK "Cover Girl Poker"} Cheat @{"Crackdown" LINK Crackdown} Cheat @{"Crazy Cars" LINK "Crazy Cars"} Cheat @{"Crazy Cars 2" LINK "Crazy Cars 2"} Cheat @{"Crazy Sue" LINK "Crazy Sue"} Cheat @{"Crazy Sue 2" LINK "Crazy Sue 2"} Cheat @{"Creatures" LINK Creatures} Cheat @{"Cricket (Robin Smith')" LINK "Cricket (Robin Smith')"} Cheat @{"Crime Adventure" LINK "Crime Adventure"} Solve @{"Crime does not Pay" LINK "Crime does not Pay"} Cheat @{"Crimson Crown, The" LINK "Crimson Crown, The"} Solve @{"Cruise for a Corpse" LINK "Cruise for a Corpse"} Solve @{"Crystal Dragon" LINK "Crystal Dragon"} Cheat @{"Crystal Hammer" LINK "Crystal Hammer"} Cheat @{"Crystal Kingdom Dizzy" LINK "Crystal Kingdom Dizzy"} Cheat|Codes @{"Crystals of Arborea" LINK "Crystals of Arborea"} Cheat @{"Cube X" LINK "Cube X"} Codes @{"Curse of Enchantia" LINK "Curse of Enchantia"} Solve @{"Curse of Ra" LINK "Curse of Ra"} Codes @{"Curse of the Azure Bonds" LINK "Curse of the Azure Bonds"} Cheat|Solve|Hint @{"Cutthroats" LINK Cutthroats} Solve @{"Cyberblast" LINK Cyberblast} Cheat @{"Cybercon 3" LINK "Cybercon 3"} Solve|Hint @{"Cybernoid" LINK Cybernoid} Cheat @{"Cybernoid II" LINK "Cybernoid II"} Cheat @{"Cyberpunk" LINK Cyberpunk} Cheat|Codes @{"Cybersphere" LINK Cybersphere} Cheat @{"Cytron - Psygnosis" LINK "Cytron - Psygnosis"} Codes D @{"D-Generation" LINK D-Generation} Cheat @{"D-Generation CD³² - Mindscape" LINK "D-Generation CD³² - Mindscape"} Cheat @{"Dalek Attack" LINK "Dalek Attack"} Cheat|Hint @{"Daley Thompson's Olympic Challenge" LINK "Daley Thompson's Olympic Challenge"} Cheat|Hint @{"Dallas Quest" LINK "Dallas Quest"} Cheat @{"Damocles - Mercenary 2" LINK "Damocles - Mercenary 2"} Cheat @{"Dark Castle" LINK "Dark Castle"} Cheat @{"Dark Continent" LINK "Dark Continent"} Solve @{"Dark Side" LINK "Dark Side"} Cheat @{"Darkman" LINK Darkman} Cheat @{"Darknite" LINK Darknite} Solve @{"Datastorm" LINK Datastorm} Cheat @{"Days of Thunder" LINK "Days of Thunder"} Cheat @{"Deadline" LINK Deadline} Solve @{"Death Mask" LINK "Death Mask"} Cheat|Codes @{"Deep Core" LINK "Deep Core"} Cheat|Codes @{"Deep Core CD³²" LINK "Deep Core CD³²"} Cheat @{"Defender of the Crown" LINK "Defender of the Crown"} Cheat|Hint @{"Defender of the Crown 2" LINK "Defender of the Crown 2"} Cheat|Codes @{"Deflektor" LINK Deflektor} Cheat @{"Deja Vu - Mindscape" LINK "Deja Vu - Mindscape"} Solve @{"Deluxe Galaga" LINK "Deluxe Galaga"} Cheat|Hint @{"Denaris" LINK Denaris} Cheat @{"Desert Strike" LINK "Desert Strike"} Cheat|Codes @{"Detroit" LINK Detroit} Cheat @{"Deuteros" LINK Deuteros} Cheat @{"Devious Designs" LINK "Devious Designs"} Codes @{"Die Hard 2" LINK "Die Hard 2"} Cheat @{"Diggers CD³²" LINK "Diggers CD³²"} Cheat @{"Dimo's Quest" LINK "Dimo's Quest"} Cheat|Codes @{"Dinosaur Detective Agency" LINK "Dinosaur Detective Agency"} Cheat|Codes @{"Disposable Hero" LINK "Disposable Hero"} Cheat @{"Dogs of War" LINK "Dogs of War"} Cheat @{"Dojo Dan" LINK "Dojo Dan"} Cheat @{"Dominator" LINK Dominator} Cheat @{"Donk" LINK Donk} Cheat @{"Doodlebug" LINK Doodlebug} Cheat @{"Doody" LINK Doody} Cheat @{"Doofus - Prestige" LINK "Doofus - Prestige"} Cheat|Codes @{"Double Dragon" LINK "Double Dragon"} Cheat @{"Double Dragon II" LINK "Double Dragon II"} Cheat @{"Double Dragon III" LINK "Double Dragon III"} Cheat @{"Dr. Plummet's House of Flux" LINK "Dr. Plummet's House of Flux"} Cheat @{"Dragon Breed" LINK "Dragon Breed"} Cheat @{"Dragon Lord" LINK "Dragon Lord"} Hint @{"Dragon Ninja" LINK "Dragon Ninja"} Cheat @{"Dragon Scape" LINK "Dragon Scape"} Cheat @{"Dragon Spirit" LINK "Dragon Spirit"} Cheat @{"Dragon Wars" LINK "Dragon Wars"} Cheat @{"Dragon's Breath" LINK "Dragon's Breath"} Hint @{"Dragon's Lair" LINK "Dragon's Lair"} Cheat|Solve @{"Dragon's Lair 2 - Singe's Castle" LINK "Dragon's Lair 2 - Singe's Castle"} Cheat @{"Dragon's Lair 2 - Time Warp" LINK "Dragon's Lair 2 - Time Warp"} Cheat|Solve @{"Dragon's Lair 3" LINK "Dragon's Lair 3"} Cheat @{"Dragonstone CD³²" LINK "Dragonstone CD³²"} Codes @{"Drakkhen" LINK Drakkhen} Cheat|Solve|Hint @{"Dream Zone" LINK "Dream Zone"} Solve @{"DreamWeb AGA" LINK "DreamWeb AGA"} Solve @{"Driller" LINK Driller} Cheat @{"Driving Force" LINK "Driving Force"} Cheat @{"Drol" LINK Drol} Cheat @{"Duck Tales" LINK "Duck Tales"} Cheat|Hint @{"Dugger" LINK Dugger} Cheat @{"Dune II" LINK "Dune II"} Cheat @{"Dungeon Master" LINK "Dungeon Master"} Cheat|Hint @{"Dungeon Quest" LINK "Dungeon Quest"} Cheat @{"Dungeons of Avalon 1 and 2" LINK "Dungeons of Avalon 1 and 2"} Cheat @{"Dynablasters" LINK Dynablasters} Cheat|Codes @{"Dynamite" LINK Dynamite} Codes @{"Dynamite Dux" LINK "Dynamite Dux"} Cheat @{"Dynamo" LINK Dynamo} Cheat @{"Dynasty Wars" LINK "Dynasty Wars"} Cheat @{"Dyter-07" LINK Dyter-07} Cheat @endnode @node "Cabal" @remark CH 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! * Shoot as many of the buildings as you can, as they block your shots at attacking / hiding enemies. * Shoot the enemies at the bottom of the screen as the bullets they fire needless time to get to you and can often trap you in a corner. * Don't forget that you can shoot the enemies' bullets! * Try to pick up the bonuses straight away. The 100, 200 and 300 point bonuses are very useful if you want extra lives. * Collect special weapons straight away as their rapid fire removes buildings faster, giving more breathing space. * The grey uniformed soldiers (the ones that take a few shots to kill) can give a grenade or a special weapon. When he does, two men carrying a stretcher will appear. Shoot these and they will give you two grenades, collect them and then shoot them again before they go, to receive two more grenades. * Never stay in corners for too long, the enemy has a habit of zeroing in on you. * Don't waste grenades on buildings unless you really need to. If you opt to shoot in small bursts at every building rather than concentrating on one building at a time then a grenade may finish the job a lot quicker. * Try not to get killed when the end-level guardians appear otherwise your FOE meter will drop to zero and you'll have to start again. @endnode @node "Cadaver" @remark H 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. @endnode @node "Campaign" @remark H If you find yourself with light tanks facing up to much heavier opposition on the simulator, use your speed and ram the enemy. Then fully depress your gun and open fire, it only takes a few rounds to obliterate your enemy (easier from side or rear). @endnode @node "Cannon Fodder" @remark CH Click on the LOAD icon and press and hold both Mouse Buttons for 5 seconds (and then release), a screen will appear offering you a HARDMAN option and Level Section. Go to the save game option, then the game requests a name type "JOOLS". Cheat mode active will flash at the bottom of the screen and the ranks and abilities of your men will have increased. It may be "JOOLSA". Hints: 1)In Choppas, land on the enemy to kill them, safer than landing and getting out. 2)I missions in which you have control of a lot of troopers seperate the lowest ranking trooper from the rest and give him all the weapons, make sure the rest are safe, then attempt the mission with one trooper. If the trooper dies just press . This saves a lot of troopers later, such as in mission 18 phase 5 of 5 - The Door. 3)Troopers are able to throw grenades quite along way and over walls, trees, and buildings. Use this to your advantage to protect against Biggunz and Jeeps. To throw a grenade a long way, simply position the pointer further than needed. 4)Buildings can be destroyed even if you can't see them. For instance, if a trooper is in Biggun and there is a building slightly off the edge of the screen, roughly aim at the building making sure the pointer is at the very edge of the screen and fire. 5)Learn to control Jeeps and Skidooz early on (how to skid them). In later levels you may need good control to hit ramps at correct angles otherwise you can blow up if you hit walls. This is also useful to get away from shells, rockets, and grenades. 6)An effective way of destroying snipers is to just run straight towards them and shoot you guns. Don't waste grenades on them unless it is necessary. Here is some information on where the Supa Dupa range of weapons can be found. There is only one of each Supa Dupa product, so they're spread out across the game from mission eight onwards: Missile - Mission 8, Phase 3: Go to the bottom right corner of the screen and it's hidden behind a big bush. Bullet-Proofa Vest - Mission 12, Phase 4: After yov've blown up the turrets and boarded the helicopter fly, to the top right corner of the screen. The vest is hidden in the fat snowman. Rank - Mission 16, Phase 2: Top left corner of the screen. It isn't hidden and it looks like a sign for a general (four stars). Troopa - Mission 20, Phase 1: This is a big yellow S in the middle of the screen on quite an easy level. It's still worth getting since it improves your rank until you die and it gives you a Bullet-Proofa Vest, Missile and Rank Boostas for the phase. Watch out when you pick it up though, because there is a spike nearby. Troopa - Mission 22, Phase 2: It's in the bottom right corner of the screen and is guarded by a turret. It's best to blow up the helicopter with grenades to start with, then rocket the turret before getting the Troopa Boosta. @endnode @node "Cannon Fodder II" @remark C Go to the save game option, then the game requests a name type "JOOLS". Cheat mode active will flash at the bottom of the screen and the ranks and abilities of your men will have increased. @endnode @node "Capone" @remark H 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. @endnode @node "Captain Blood" @remark C When you encounter a particularly friendly alien, ask it the following question using the alien icons: CODE GG1. The alien will then give you the coordinates of another alien called GG. Go to the specified planet and you can ask GG for the coordinates of all the other aliens around by asking CODE INFORMATION HELP. If your met with blind ignorance then put in the name of the alien after the HELP or replace HELP with name of the alien. @endnode @node "Captain Dynamo" @remark C On the high score table, enter "PURPLE RAIN" or "SEXY PRINCE" as your name for infinite lives. Now use <+> and <-> to skip levels. @endnode @node "Captain Planet" @remark C 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. 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. 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. @endnode @node "Captive" @remark CH 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. The passwords in capital letters are the codes for the computers to obtain the planet probes. The combination definitions are TR top right BR bottom right BL bottom left TL top left Here are some combinations for the bases in mission one: 01 Butre TR,BR,TL,BL CHAESELUME 02 Pelphi BR,BL,TL,TR RUPPESICBERY 03 Meestre TL,TR,BL,BR PHYDERLAPS, EXSOMIDED, scoofar, ruppekal, eginham 04 Triekos TR,BR,BL,TL ELSISYDON, RATSICPOCY, pocinsbee, elders, yulthaape, viginink 05 Salstee TR,BR,BL,TL SYTHALEBEE, MIDINSNEING, lapcepy, phydered, exsosy 06 Seavy BR,TL,BL,TR YULESDEAPE, POCCEPLAPS, epeton, sylekal, rupsoham 07 Sodpia TR,BL,TL,BR EXTHAFAR, SCOSINSINK, vipeape, pocgininkal, yulooham, ratsics, chasbee, elsidon 08 Quoonel TR,BR,TL,BL QUESOSIFAR, LAPLELEBEE, syinsink, lapdering, yulenebery, midesdon, physiy, queltes, exneed 09 Phuphet BL,TR,BR,TL VISICEXTON, CHAENEDEAPE, sythafar, midinsham, rupneton 10 Budod TR,BR,BL,TL EINSTHASY, RUPGINENEHAM, yulcepton, chaleape, elsicbee, pocpefar, deesdon, ratinsink, visokal 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 You have to fly your spaceship, the swan, to the planet BUTRE, (co- ordinates 008w-072n). While you are on the way place the chips in the droids head. You now have to assign them a name. The chip is in the backpack of each droid. Once this is done you will aquire the ability to punch, which is the first means, for the time being, of attacking. Once you are orbiting, zoom in on the white dot and click on it. Your craft will land. Wander around till you find the green door. A message from Ratt is at the door with a code on it. This will let you in once you correctly execute it. Once inside pick up the explosives and another message. Go to the end of the passage and click the right mouse button on the forward icon. The wall will move forward, most likely you will encounter your first base aliens. You must explore the whole base by open every cupboard and door. I've included a map on this disk to help you find your way. Pick up all sacks of gold whenever you destroy an enemy. As you gain experience trade-em on attributes. Before you can get out of the base you have to do two things. Find the professor and kill him for the password for the computer so as you can get the planet probe (from the computer). Then you must find the generators and destroy them by throwing the explosives in the top of them. Once this is done you must exit from the base before it blows up. When you are back in orbit place the planet probe in the map and it will head of to the next planet showing you the way. During your quest you will use some plug in devices. He is a run down on what they are: OPTICS BASIC An AG Scan which displays how much damage you are inflicting on your opponent during combat. 2 This is the route finder. Essential for finding your way out of the base after you have destroyed the generators. It will also guide you to the base entrance when you land. 3 The mapper gives you a map of the area you have covered. Shops are shown in red, white ladders and holes in green, doors in yellow. 4 Radar. 5 Magna scan guides you straight to the generators. 6 Body scan gives you a quick referance to your condition of your droids. 7 The Vision corrector allows you to see where false walls are. SUPER Visor is a in-fra red night vision enables you to see in the dark. DEV-SCAPES BASIC Anti-Grav device enables you to walk on ceilings. Handy for flooded areas and shooting high floating enemies. 2 Shield, cuts down the amount of damage done to you by enemies. 3 Fire shield cuts down the amount of damage fireballs do to you. 4 Greaser allows you to run faster. 5 Power sapper drains all the power from your droids. Forget this one. 6 Fixer will fix any part of your droids that are on 0%. Will not give you a full repair. 7 Recharger reharges the droids. SUPER Deflector will deflect any enemy fire, however they drain very quickly and are expensive. @endnode @node "Captive 2 CD³² - Liberation" @remark H If you hang on to the data crystal after the first mission, you can use it to find other captives on the other missions without hunting for clues. @endnode @node "Car-V-Up" @remark C Get on the hiscore table and enter the following (or while playing ?): WHOOPSIE start off on the prehistoric level PUSSYCAT receive nine lives BUMPER give your car infinite bumper ARNIECAR 100,000 bonus points WOAARRGGH or WOOAARRGGH Gives you speed turn R.J.TOONE Infinite lives BARMY CAR Gives 1000 points Also if you want to stop press the key for brakes, and to get EXTRA letters leave a single dot at the end of the level to make one appear. @endnode @node "Cardiaxx" @remark C Pause the game and type in "RACHEL". Now press key, then or to freeze time limit. For infinite energy, pause the game and type the name "CAROLILY". Press "FAYE", for infinite lives. @endnode @node "Carl Lewis Challenge" @remark C You can use the mouse or joystick to run. Get a friend to use the mouse while you use the joystick and watch your man go! @endnode @node "Carlos" @remark CL On the title screen press the spacebar to enter a password. Enter "ENIRD" for the password and you will be blessed with infinite lives. Enter "LOOPS" for unkown? Level Codes: 2 BONGO 3 GALET 4 PATAU 5 SIRTA @endnode @node "Carrier Command" @remark CH Try pressing on the main screen for some interesting effects. HINT: Try always to cut of the path to the homebase (top right island) of the enemy ship. It might get stuck without fuel and so buys you lot of time to conquer a lot of islands. Before starting or in Pause mode type "GROW OLD ALONG WITH ME" (with spaces). You should now see the message {CHEAT MODE ACTIVE}. Pressing <+> on the numeric keypad protects your mantas and aavs from missile attacks. <-> can be used to turn this off. Pressing the following keys in sequence: , gives you a little message. Pressing the <9> on the keypad displays the current level. <6> and <8> have some other effect. Returning to the title screen, press the <+> and <-> keys to view all objects in the game. In-game, pause and type "THE BEST IS YET TO BE" (with spaces). The game restarts automatically, and displays 'Cheat mode activated' in the message panel. When paused, pressing <+> and <-> on the numeric keypad toggles Manta invincibility: the flying craft are no longer vulnerable to aerial attack, although collision with large objects is still fatal. Once a course has been programmed for the carrier, Mantas or Walruses, engage autopilot and click on pause. To avoid sloggin around inreal type, you will find that pressing 3 on the keypad and unpausing again takes the corresponding craft directly to its destination. Likewise, pausing and pressing 2 replaces lost shielding, while tapping 1 refuels the craft in question. 9 shows the current difficulty level, 7 speeds up the game and 6 brings up the programmers' test palette! Instead of reinforcing your supply lines, go straight for the enemies home island, Nemesis, as it freezes the enemy supply line and disables the enemy carrier. Start the action game and set a course for Isolus (just east of Thermopylae). Stay just out of range for approximately 10 minutes. As soon as the message "Isolus is now an enemy island appears, launch a manta and fly toward the north side of the island. The enemy carrier will be directly ahead of you. While in the Walrus arming section, select nine Harbanger surface to surface missiles and put them in the AAV. Select the Avatar Chemical Laser and place it over the missiles. Then select the pod you want (ACCB, Virus Bomb,Fuel) and place it in the AAv. Then when you have launched the AAv look at it's weapons and you will find you have BOTH missiles and laser! On returning to the carrier any missiles you have left will be added to the ship's stores. Carry on doing this and hundreds of missiles can be yours. @endnode @node Castaway @remark S boulder - push it. timber - chop it with axe. levers - feed the parrot with seed & it tells u the combination. panther - throw spear. to get spear, examine the weapons' stall. white sand & grave - dig with spade. ship - go to sheltered cove. drop timber & light it with match. get all your treasures & enter the ship. @endnode @node "Castle Elsinore" @remark S A few notes: - Any * following the object means that the object is a treasure. All of them would give you bonus 5 points if deposited at the town hall. Some of them could be used for other purposed. Unless described, they are just treasures - If the items you carry are already full, you might then deposit all treasures in the town hall . Seashore: Search from north end to south end of sea shore. You would find a heavy ball and a rod. . Village: Exits are possible in all direction. Get waterpump, string, sickle and document from locations around it. Town hall where you deposit your treasure (for full credit) is located northwest from this village square . The churchyard is south of the village. In one of the yard there is a freshly dug grave and a human skull. Get the skull . Go seashore, tie string to rod, fish. get coral* . Go to bridge, west to oak tree, climb tree. With the sickle, cut the mistletoe. Down and get the mistletoe . Go forest, explore until you come up to the witch's camp. Get the broom. Fly, south, south and there is a large circle. If you have the mistletoe with you, you could pass the wraith there. Get the emerald*, back to the arrival point, fly back. . Go to church's tower, ring the bell. Go to sea, wait until a huge monster come. Follow it. The monster will go up the river, to the churchyard (south of the freshly dug grave) and then bite the tower's bell and tear up the tower's side revealing a downward passage. In there you would find a Nordic idol* . Get document, go castle. (The document is the pass) . Scattered in castle first level are: gold cross*, two yarns (one is in linen storage and the other is in servant room), book, rug*, statue* and oil lantern (your only light source) Two events might happen here: If you newly entered the castle, a young page came and offered a sword. Take it to defend yourself against the fighters in the castle. Sometime, a seaman come and steal your treasure. Let him do it. You won't lose it. After all, this is the only way you could get his only treasure. . There is a large bulge behind a curtain in one of the room in first level castle. Kill the bulge (A sort of thief is behind it), get the crown*. You could bury the dead body in the churchyard's grave to get additional treasure: jewel trinket* . Scullery (south of kitchen): Go down the staircase. If you explore the maze there, you would find a nordic pin* and an antique key (in wine cellar) . A fountain west outside of castle: Empty it with the waterpump. Get the coin* . Queen's chamber: give yarn to queen and she would allow you to go to her bedroom. Get diamond* there . Tower: Give a young and pretty girl the book to calm her. You could then go south. Get an oil painting* from there . Ghost room: give crown* to ghost (That's what he wants). To pass the barred door, load cannon with the iron ball, turn cannon and fire the cannon. Pass the shattered door, get ruby*. The scholar? I don't know yet. . King's chamber: Turn the bust (The bookcase slides away revealing a passage) In there, you would find an ornate clock* and prince chamber . Prince chamber: Give the skull to him. In east door, there is a vase*. In north door (unlock it first), there is a necklace* . Room with three levers: Pull iron lever, north and get the jade*, pull the bronze lever (A trapdoor open), break door, and find your way to the sea shore. Now climb up the cliff, take the south trail and follow it until you come to the smuggler's cave. Enter the cave. In there you would find all your stolen treasures. In addition, you would find the pirate's treasure, a jewel chest*. 1602 would bring you back to the castle (A short- cut) . The cat: If you have the emerald* and ruby* (They are the size of eye), give them to it. The cat would give you back an ancient mouse* Once you completed collected all treasures, you had a very little time to reach the townhall and deposit all your treasures there before you are transported to an astral plane. Find your way here and upon encountering an engraving letter 'OTTFFS???' on a surface, respond with 'ENT' (One Two Three Four Five Six Seven Eight Nine Ten). A door to south appears. Enter it. Put the sword on the altar (A sword picture is on the altar). Exit. Now, everything is changed. There is a riddle here. The answer is moon. North, and strive yourself to east to meet the lady of moon. @endnode @node "Castle Master" @remark CH Once you have started up the game press , and about 25 times, until you hear a noise. Look forward and you will see four coloured boxes. Shoot them for infinite lives, all ten keys, the ending, rock travel. 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 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. @endnode @node "Castle of Terror" @remark H The flint is found in one of the barrels. @endnode @node "Catch'Em" @remark CL Enter any of the following for the password: 02 DINOSAUR 11 BABBNASN 20 BACKSIDE 29 DELIRIUM 03 UMBRELLA 12 ASTEROID 21 TAILGRAB 30 DOMINION 04 MOSQUITO 13 BADLANDS 22 BONEHEAD 31 EGYPTIAN 05 AIRFORCE 14 BAMBOOZL 23 CAREFREE 32 FISHHOOK 06 ALLIANCE 15 BARBECUE 24 CARNIVAL 33 FOOTSTEP 07 AMERICAN 16 BAREFOOT 25 CAULDRON 34 FROGNOSE 08 ANACONDA 17 BASEMENT 26 CONCRETE 35 GRANDSON 09 ANCIENTS 18 BEERBIRD 27 CRAWFISH 36 GUNSMITH 10 ANTELOPE 19 BETRAYAL 28 DANDRUFF 37 HANGOVER Enter any of the following for the password to see the ending: "FORTYTWO", "KICKFLIP", "BODYSLAM", "KNOCKOUT", "MINISTRY", "ESTRAGON", "FRONT242", "PARASITE", "PINGPONG", "ULTIMATE", "ZERONINE", AND "CODEKING". Enter "MICHAELA" as your password for a level select. Enter "AEROBICS" as your password for ?????. @endnode @node Cave @remark S There are 3 separate areas - the wellhouse, stream & cave. You start out in the wellhouse area. Map your own way to the rest of the areas (too many dummy rooms). wellhouse area: get saw, axe, plank, bucket. stream area: fill bucket with water at stream. drop plank to cross stream. get rock, key & torch. cave area: tree - climb tree. get match. climb. chop tree with axe chasm - drop plank. rusty grate - oil grate. glass block - cut glass with diamond. get chest combination. chest - open chest. 56294 barbed wire - cut wire with saw. weed - wear mask. kill weeds with weedkiller basilisk - mirror. plant - fill bucket at east/west end of stream. water plant. maze - climb plant. swnsenwnwnwsesenwwessensnne. climb. toad - forget it. vampire - crucifix. werewolf - load gun with silver bullet. shoot werewolf. ogre - wear ring of invisibility. don't try to hurt him. return to wellhouse area, drop all items, type "score". @endnode @node "Cave Mania" @remark CL On the title screen (option screen), type any one of the following: "EXISTENCE PRECEDES ESSENCE" Press to skip levels "JDYBWXNC" Start at The Island "PSYRHFBN" Start at Funghi Island "NZDWOESD" Start at Dust Island "LGUIRHSG" Start at Lavaville NOTE: Type at a slow steady pace. @endnode @node "Cave Runner" @remark C Get to level 2, then type "SUB B BOYS" (including the spaces). The screen will flash blue and: Gives nine lives. Sets the timer to 99 - useful for level D. Jumps to next level. @endnode @node "Chamber of the SCI-FI Mutant Priestess" @remark H 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. @endnode @node "Chambers of Shaolin" @remark S SI ZHI BAN (TEST OF THE STICK): Your master will attack you with the stick, using three different moves; a leg sweep, mid swing and a high swing. The first two can be avoided by jumping in the air, and the high sweep is dodged by crouching down. If possible 60 of these attacks should be dodged so that you can get the maximum bonuses to your attributes, any more will not add to the bonuses. You will be able to sustain 10 hits before you collapse from exhaustion, so care and quick reactions will be needed. I found that a good tip was to take two steps backward just after your master has stopped advancing on you, so it gives you a bit more reaction time the stick hits, so if you're quick enough you can just walk backwards and out of reach of the attack. SI ZHI ROU LUANG (TEST OF AGILITY): Agility is something you're going to need plenty of if you're to last very long against the opposition. Like the last test, this one improves your strength, defence force and constitution, but it isn't as hard to complete as the Test of the Stick, and you will get a bigger reward at the end of it. Dodging is the name of the game here, and the amount of energy you have left at the end will decide what bonuses you get (65% or more will be enough to guarantee maximum bonus points). Circular Yin and Yang signs are the only things that can be touched, and when you do, 20% of your energy will be restored. SI ZHI JUN SI (TEST OF BALANCE): This is the last chance for you to upgrade your defence force (and get a bit more strength in the process). By jumping from one pole to another you must collect ten symbols as quickly as possible. Jumping from a fast moving pole to a slow one doesn't usually prove to be a problem, but jumping the other way round is much more tricky and care should be taken. Remember you're allowed three goes at this test, so take chances on the first two goes, and if you still haven't completed it, then take a bit more time on the third one; 26 seconds or lower will be enough for prefect scores on this test which will upgrade your strength and defence force. SI ZHI KUAI (TEST OF SPEED): Kick the ball and release both boards, within about 25 seconds to complete this test. The idea behind this test is pretty straight forward and so is the method in which you can complete it. The hardest part is quickly turning around, ducking and then quickly kicking it, so that the ball goes in the opposite direction once you've released one of the boards. When the second board has been cut, keep your foot in the air so that the ball doesn't come back and knock you over. Strength and attack force will be affected by this test. SI ZHI LI SI (TEST OF STRENGTH): Just when your joystick thought it was safe to come out of the cupboard - along comes a waggling event. As long as you can waggle your joystick really fast then this test is a cinch. Get your hand in the centre of the boards and waggle away, and if your arm is a bit knackered at the end of the stage, have a few minutes rest before you attempt the next set of boards. Four is the maximum number of boards you will allowed to break, and once you've done this, your strength, attack force, and constitution will be upgraded by a lot of points. SI ZHI HOU (TEST OF FIRE): This is your last chance to boost those skills. Strength, attack force and constitution will be the skills that benefit. As the man throws the flaming basket onto the bridge (after avoiding them) quickly kick each basket away. Be careful not to get trapped, and get rid of the baskets as quickly as possible, for if too many build up on the bridge you will fail the test. Around 30 baskets full of energy will ensure that you get top marks. YOUR VERY OWN CHARACTER: If you've managed to keep with the guidelines above then you will now have a character whose statistics are all 100%. COMBATING YOUR OPPONENTS: There are four fighters in all who you will have to kill before you will eventually arrive at the city walls, and each will be that little bit harder than the last one. Although you have quite a few moves available, like most martial arts games you need only use one or two to kill each opponent. I found that the easiest and best way to defeat the fighters was to use just the Tiger Claw and the Jump Kick moves. As a fighter approaches, use the Tiger Claw move, and if you time it right you should be able to keep him at the right distance throughout the fight. However now and then the fighter will jump and avoid the blow. If this does happen, quickly do a jump kick and, as he lands, your foot will collide with his head and knock him to the ground inflicting a lot of damage. This will work on all opponents if timed right. THE CITY WALLS: Pretty easy this. All you have to do is run along as fast as possible, and jump each time you see a boulder, and duck each time you see a bird. Don't worry too much if you get hit, because you will lose hardly any energy. THE CITY GATES: This is what you went through all this vigorous training for; but even with all that skill, will you have enough energy left to defeat the dragon? As soon as you see the dragon, go forward and kick him in the head and keep this up until he opens his mouth and breathes some fire at you. When he does this, run to the left and when the flames are about an inch away from the dragon, run forward straight through the flames and start kicking the dragon again. Keep this up and, provided you didn't get too badly beaten up by the fighters, it's be a piece of cake. @endnode @node "Champion Driver" @remark L Level Codes ??: 1) INDIA 2) BRAVO 3) CHARLIE 4) FOXTRot @endnode @node "Champions of Krynn" @remark C Same cheat as in @{"Pool of Radiance" LINK "CheatCollectionE.04.guide/Pool of Radiance"} @endnode @node "Championship Manager 93-94" @remark C Select New Game, select Tranmere, and select Arrogant. Call yourself "Mr Bulgaria". You will now have about £30 Million to spend. @endnode @node "Chaos Engine, The - Renegade" "The Chaos Engine - Renegade" @remark CLH ULTIMATE PASSWORD - All that you need to do is enter the password section and enter all T, V, X or Y letters. Level one will now start to load (but) before it does you will enter the shop with loads of lives and an impressive amount of money. "XXXXXXXXXXXX" = Gentleman and Navvie, World 1, Approx 30000 cash "YYYYYYYYYYYY" = Thug and Gentleman, World 1, Approx 20000 cash "VVVVVVVVVVVV" = Brigand and Mercanary, World 1, Approx 30000 cash "TTTTTTTTTTTT" = Mercanary and Gentleman, World 1, Approx 45000 cash Play the game until you come to the first world, on the fourth level and pick up the party power up icon. This will last for five seconds. Before the countdown has expired you must double back to the entrance in the forest, at which point you will be awarded with unlimited everything. Go to one-player and CPU and then on the password screen type: HHGGFFDDCCBB for Thug and Preacher with 13 lives each and 57814 cash JJHHGGFFDDCC for Navvie and Brigand with 8 lives each and 10605 cash BBKMWQW#8R35 to be Brigand and Gentleman BBJMQWQ#5R35 to be Mercenary and Navvie BBJLQWQ#5R35 to be Mercenary and Thug Level Codes for Navvie (human) and Brigand (computer) normal money: large money: ZBVKL9ZN5717 - World 1 GVVCH5DMS7#N World 2 3V4J#4NJ#8QC - World 2 V35076X6S7WH World 3 QVWHN#MP#5MQ - World 3 6UCDXU25S7V2 World 4 other Level Codes: Code Players World Cash LQPBK8JWDNBY Thug, Preacher 2 40000 8H8BKOSWQY7H Thug, Preacher 3 30000 P28BKM6XMWWK Thug, Preacher 4 30000 PKJKDL1#DFD4 Brigand, Mercenary 4 20000 FKHQFM2BX6WB 2 PFNHH0#L2#BX 3 62KBCR#349N2 4 0WHS5PX3835F Mercenary, Thug 2 40000 2F#8Q55KKQNH Navvie, Gentleman 2 50000 C4HNWRH86B18 Navvie, Gentleman 3 40000 HMWMUY0WB019 Navvie, Gentleman 4 33.000 XSFB8DDNR4R8 Gentleman, Preacher 4 20.000 WRIVVFXQIMLC Mercenary, Brigand 4 20.000 PKWD2FJJPWFY Brigand, Preacher 4 20.000 F#BFZF60T5MW Brigand, Navvie 4 20.000 Two-player codes: RUDBK0Q7JWM6 Preacher, Gentleman 30 lives N#F04C56Q2MO 2 full weapons, much cash Secret Exit Locations: Level 1: Shoot node1, pick up silver key, this opens the trees. Go right then down then ALL the way right, you should find a small room and a gold key; pick it up to open secret door below. Only 1 exit. Level 2: Shoot first node, pick SILVER KEY1, a bridge appears on rock platform. Follow bridge and pickup GOLD KEY1 at the bottom/left edge of the rock platform. Another bridge appears, go up and pick up GOLD KEY2. Go down platform, go to the right (dont go up the first bridge you find). Once all the way right, go up, pickup GOLD KEY3 and don't pick up SILVER KEY2 yet; go right instead to secret room. Go back and pick SILVER KEY2, opening yet another bridge. Follow bridge, you may pick GOLD KEY4 in middle of waters if you wish. Once you reach the nodes, shoot 1nd one, go up toward exit, pick up GOLD KEY5 to the right, go down newly formed stairs and shoot node3, exit. Level 3: Go down and pick GOLD KEY1 behind small rockface to create stairs further down the road. Go up (right/up or back and then up/r/up). When you reach the circle with the dynamite, bugs will appear, use dynamite then; pickup GOLD RING that appeared. Go up rock ring, pickup GOLD KEY3, blast monsters below, go down again. Shoot SILVER PILLAR, go up, shoot node1, go up/right, pickup GOLD KEY4 and shoot node2. Go left until you reach a room (down) containing SILVER KEY2. Pick it up to open room to the right (backstep) with node3 and SILVER KEY3. Dont pick SILVER KEY3 yet, shoot node3. SILVER KEY4 appears below you, pick it up and go back to room where you found SILVER KEY3. A new passage to the right should be open, go there and pickup GOLD KEY5, another passage will open to the far left, going down to a row of pillars. Go there, shoot ALL pillar, some will leave stuff. Go all the way down and pickup GOLD KEY6. Then go back UP and pickup SILVER KEY5. Go right and pickup GOLD RING. Find node4, shoot it and follow the new passage to GOLD KEY6. Pickup GOLD KEY6, and you can now exit from A or B. Level 4: I'd need to draw a map for this one! But, when you reach the end of this level, you need to shoot one of 2 pillars to progress. Shoot the one to the right, this'll open up stairs behind you to reach the secret 'cavity' below. @endnode @node "Chaos Strikes Back - Dungeon Master II" @remark CH 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. Undocumented Spells: GOR IR KU - Detects Monsters GOR IR ROS - Detects fake walls and "invisible" (actually hard to see) pits GOR IR DAIN - Detects "magic" on screen? ZO IR NETA - Anchors the map at the point of casting so that as you move around, the map view stays at the anchored position. It's _REALLY_ easy to kill _ANY_ dragon. Here's how. 1) Prepare all your players with MON IR VEN spells (mega poison cloud) 2) Use the green freeze life box (on the dragon) 3) Cast the spells, and then double up on each player (ie. each player casts 2 spells for a total of 8) 4) Wait... dinner will be served soon. Using the Vorpal Blade: If you don't have both Vorpal Blades, you can increase #hits/time by passing the weapon back and forth between the two attacking players. (ie. hit -> pass blade to #2 -> hit -> pass back to #1 -> hit ->... Everything is affected by fireballs, including knights and dragons. The only exceptions are slime, black flames, and the thing that pops up from the floor. @endnode @node "Chariots of Wraith" @remark C When instructed to 'press fire to start', push your joystick forward and you will get infinite lives. @endnode @node "Charlie Chimp" @remark C Hold down while it loads and a message will appear (CHEAT MODE ACTIVE). Use the following keys: <1> Baseball bat Jump to next level <2> Golf club Invulnaribility <3> Tennis racquet Get an extra life Sets time to 24 Collect all BONUS letters Sets time to 99 Collect all EXTRA letters @endnode @node "Charlie Chimp 2" @remark C Press on the title screen. During play use the following keys: Skip levels Bonus level Extra level <1> Gives charlie a baseball bat <2> Gives charlie a hockey stick <3> Gives charlie a tennis raquet @endnode @node "Charlie J Cool" @remark C Press

to pause the game and type in one of the following: "SCREW" Increases lives to 20 "GUN" Infinite lives "BOMB" Skip to next level "UFO" Invincibility "ALIEN" ? other codes: "CURRY AND RICE" Increases lives to 20 "WAIT DA MAN" If you die, you wont lose a life "BADBOY" Skip to next level "DREAMZONE" Invincibility Now press

again to unpause the game and activate your chosen cheat mode. @endnode @node "Charly" @remark L Level Codes: 2 ROOM 11 HAIR 20 STAG 29 LOAD 38 TASK 47 FOUL 3 CLAW 12 SPOT 21 LEAP 30 LIFE 39 BOSS 48 CALL 4 NEST 13 NAME 22 WORK 31 PICK 40 LAND 49 LINE 5 WORD 14 EDGE 23 GLAS 32 POST 41 FREE 50 BEER 6 FISH 15 DEEP 24 LOOP 33 RING 42 BANK 7 AUNT 16 CASH 25 DARK 34 GREY 43 BABY 8 RUSH 17 SALT 26 ATOM 35 BEST 44 STAR 9 TUBE 18 PACT 27 TALK 36 DEAD 45 HINT 10 RICH 19 FIRE 28 COAT 37 KNOB 46 CHAT @endnode @node "Chase H.Q." @remark C After Nancy has told you about the criminal, start tapping the at high speed and continue until loading has finished and the game begins. Your car will now have a top speed of over 1,000 km/h During the game, hold down , , and type "GROWLER". From now on hit for full time. Also, at the beginning of every stage, hit immediately for a free nitro. To make your steering easier, use the and keys. @endnode @node "Chase H.Q. 2" @remark C Type "IN A GARDEN IN" or "IN A GARDEN" (or no spaces) then press following: Skip Levels <1>-<6> according levels Rocket things More time (Keep pressing) Hold down and while the game is loading, now all the roadside obstacles will disappear. @endnode @node "Chip's Challenge" @remark CL Start game normally then press , the screen should flip upside down. Now enter following: - "SAGITTARIANS MAKE BETTER LOVERS." (with fullstop) to give you an infinite supply of keys, shields, ice boats & magnets, - "09/12/57" for unlimited time, - "I THINK THEREFORE I AM." and you don't need to collect chips to escape. Now you can press to skip to the next level. Pressing will return you to the game. Level Codes: 1 BDHP 11 CNPE 21 UGRW 31 RYMS 41 GKWD 2 JXMJ 12 WVHI 22 WZIN 32 PEFS 42 LMFU 3 ECBQ 13 OCKS 23 HUVE 33 BQSN 43 UJDP 4 YMCJ 14 BTDY 24 UNIZ 34 NQFI 44 TXHL 5 TQKB 15 COZQ 25 PQGV 35 VDTM 45 OVPZ 6 WNLP 16 SKKK 26 YVYJ 36 NXIS 46 HDQY 7 FXQO 17 AJMG 27 IGGZ 37 VQNK 47 LXPP 8 NHAG 18 HMJL 28 UJDD 38 BIFA 48 JYSF 9 KCRE 19 MRHR 29 QGOL 39 ICXY 49 PPXI 10 VUWS 20 KGFP 30 BQZP 40 YWFH 50 QBDH 51 IGGJ 61 RMOW 71 LAJM 81 SCWF 91 JPQG 52 PPHT 62 TIGW 72 EKFT 82 LLIO 92 DTMI 53 CGNX 63 GOHX 73 QCCR 83 OVPJ 93 REKF 54 ZMGC 64 IJPQ 74 MKNH 84 UVEO 94 EWCS 55 SJES 65 UPUN 75 MJDV 85 LEBX 95 BIFQ 56 FCJE 66 ZIKZ 76 NMRH 86 FLHH 96 WVHY 57 UBXU 67 GGJA 77 FHIC 87 YJYS 97 IOCS 58 YBLT 68 RTDI 78 GRMO 88 WZYV 98 TKWD 59 BLDM 69 NLLY 79 JINU 89 VCZO 99 XUVU 60 ZYVI 70 GCCG 80 EVUG 90 OLLM 100 QJXR 101 RPIR 111 KRQJ 121 BPYS 131 FIRD 141 MCJE 102 VDDU 112 NJLA 122 SJUM 132 ZYFA 142 UCRY 103 PTAC 113 PTAS 123 YKZE 133 TIGG 143 OKOR 104 KWNL 114 JWNL 124 TASX 134 XPPH 144 GVXQ 105 YNEG 115 EGRW 125 MYRT 135 LYWO 106 NXYB 116 HXMF 126 QRLD 136 LUZL 107 ECRE 117 FPZT 127 JMWZ 137 HPPX 108 LIOC 118 OSCW 128 FTLA 138 LUJT 109 KZQR 119 PHTY 129 HEAN 139 VLHH 110 XBAO 120 FLXP 130 XHIZ 140 SJUK @endnode @node "Chop & Drop" @remark C For a good laugh push when fighting and your guy's pants will fall down. Push for your opponent's pants to fall down. allows the fighter's shadows to change color. @endnode @node "Chrome" @remark CLH Here are some basic instructions: On the title screen, press for player 1, for player 2, or for both players. Now type in the code word for which ever level you want and press . The game needs a joystick in port 2. Press to be shown the player and level number, and press it again to begin play. When playing: not all bad guys can be killed; the time bar near the bottom of the screen decays slowly, but decays faster if your craft is touching an Anti-Time block; the craft begins with a supply of 20 shots; up to 3 shots can be active at once; you begin with 3 lives; keep going until the craft can go no more, then the level will end; a bonus is awarded according to time taken; you can skip the bonus countdown by pressing ; there is a high score table which you can get your name on if you are good enough. The properties of the magic yellow stars vary. On the title screen, type "HELO TO GORDON AND DAVEE". Start the game and you will be invincible. Level Codes: 1 START 8 FLOOR 15 CHESS 2 TRUTH 9 PAPER 16 WORLD 3 JELLY 10 EARTH 17 AUDIO 4 STORY 11 SPACE 18 LOGIC 5 CLOUD 12 GENAM 19 TITLE 6 MOUSE 13 APPLE 20 VENUS 7 HUMAN 14 JUICE Also try entering the code "CHEAT". @endnode @node "Chronoquest" @remark S Complete Solution: Part 1 - INTRODUCTION AND COMMENTS 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. 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. 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. 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 yqet: 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 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. @endnode @node "Chubby Gristle" @remark C On the title screen type in "BUUURRP" and you will receive infinite lives after the sampled belch. @endnode @node "Chuck Rock" @remark C When the band are playing on the title selection, hit and type in: "ESTRANO" Fly mode ( toggles on/off) "MORTIMER" Zone select (use Function keys - press in correct order 1-5 or game will crash) "TURN FRAME" Level select (use number keys <1>-<5>) Infinite energy: "FAST AINT THE WORD" or "FAST AIN'T THE WORD", "UNCLE SAMS", "LIFE IS MY DREAM" or "MY LIFE IS A DREAM", "SHE LOVES CLEANING WINDOWS", "ITS FAIRY BOWBELZ", @endnode @node "Chuckie Egg 2" @remark C 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. @endnode @node "Cisco Heat" @remark C Start the game and type "EGOW", then use the following keys: For more time To abort Show free memory Next race <2>-<5> Go to corresponding level @endnode @node "Civilization - MicroProse" @remark C Press and to randomize the leaders personalities. Also on early versions pressing and "1234567890T" gives a complete world map. @endnode @node "CJ's Elephant Antics" @remark C On the title screen type in "ITCHY ARSEHOLES" or type it reverse to get infinite energy. @endnode @node "Click Clak" @remark L Level Codes: 1 Italy 0355 2 Egypt 3518 3 Mexico 6382 4 USA 8427 5 Greece 2385 6 Australia 5924 7 UK 1267 8 France 7208 9 Russia 6532 10 Germany 5012 11 China 6511 12 Italy 8562 @endnode @node Cliffhanger @remark CS At any time type "ULTIMATE LIVES" for infinite everything. Type it again to turn game cheat off. Use - to skip to the corresponding level. Use to skip to the next sub-level. Solution: unlock locker with key -> tape. push lift door to open it. drop chair in lift. climb up chair. dont touch the wires - they're LIVE. if u've played the vcr, u'll know there a blackout coming. wait until blackout. light flashlight. go back to the hatch. tape wires. push button. drop pill in aquarium. get sleepy fish. throw fish at dog. tie rope to desk. climb down rope. push button -> key. unlock wooden door with key. spread glue on step. put step in riser. inflate balloon near the tank. goto the ledge in the west most room. e. in. get $1 (u need the gun). put $1 in machine slot -> string. tie string to balloon. step off ledge with balloon. introduce yarn to machine. push button -> bathrobe. push button in other room -> stop fire. unlock door with key. push button -> fill pool. play vcr. dive in pool. step off ledge with umbrella. drink liquid. open door. slide down slide. pour glass on tree. climb tree. play flute near rope. climb rope. open costume. open vest -> key. throw rope at hook. watch vcr. walk rope. unlock door with key. @endnode @node Clockwiser @remark L Level Codes: EASY PEASY TOUGHISH NERVEWRECKING IMPOSSIBLE 01 ******** 26 HATSEKIE 51 BLAARZAK 76 ZWAZZAZZ 02 QWERTYUI 27 OSSEFROS 52 KWEENIET 77 BRAZMRAZ 03 HOTSSSSS 28 GRATGOPL 53 WALDRILK 78 FLOBBEDO 04 MONINANU 29 HUIPERTU 54 CHRIETIT 79 DIDELDEE 05 KREZUWEE 30 OLKEPOLK 55 SLISTOPI 80 MALLABOO 06 STALIOPA 31 HATSJIEH 56 DRUIPIDO 81 JITNEFOO 07 ZWEETSOK 32 GRUMPIER 57 PLOGHIOK 82 SNITNEDO 08 LAARSMIO 33 AIAKKIJA 58 GROEZELT 83 RUDOBORO 09 PORFEDIE 34 BRUIMBIE 59 REMMELCK 84 BOLIBELI 10 DERFGENO 35 KWEZELTA 60 KROKKULN 85 REFKELEN 11 IELBEDIE 36 GRINOLDE 61 ALLEMAFP 86 ZEBEDEBO 12 BRABEKIL 37 RHINBOLD 62 KIKELSTO 87 BOODJING 13 PLUISJES 38 HUIFREZI 63 PAPAZAKS 88 KRIKEPIK 14 ATSEWENT 39 OEPSADAI 64 BIBOBATS 89 DIDODEDO 15 CHACHOLI 40 PEAHSOUP 65 PEPODROL 90 SCHEBEDO 16 PIROWARF 41 HASHNIPO 66 HATSIKOO 91 NITNEJOO 17 JILSAPOI 42 AKIRAJAN 67 PERIDORO 92 FITNEDOB 18 DRILBILL 43 BEBIBOLK 68 ADROPORI 93 LAUWMAUW 19 FLOSEPIL 44 SPRITSOR 69 RUISLIBS 94 VUUAAUMK 20 BLUBSALF 45 FLUIMPIE *70 FDDELEH 95 VOELBOEL 21 MEGABYTE 46 GNEZOLIP 71 FOFOFOFO 96 DUBBELUP 22 YABADABA 47 PILIPOLT 72 PIELEMOS 97 DRIBELDI 23 KRAKAMIK 48 POLKAZAR 73 BIBELEBO 98 DROLZWAK 24 KIKASTIK 49 SNOZALAF 74 BELLEBEE 99 KWAKSLAB 25 OKIDOKIH 50 PRETOVYT 75 FIDELDOM @endnode @node "Clown 'O' Mania" @remark C 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. Click on the titlescreen and push . Now press for infinite lives, jumps and shots. @endnode @node "Clue CD³², The - Neo" "The Clue CD³² - Neo" @remark C If the police are getting a little to close to discovering your little secret in the clue, try this code "569875". It`ll fill your pockets with wads of cash and enable you to buy the fastest getaway car money can buy. Here are a few other handy codes you might like to try: 290272 030675 145367 823264 253153 569875 028074 361791 477321 786186 @endnode @node "Codename Iceman" @remark HS 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! @endnode @node "Colonial Conquest 2" @remark H Playing Against An Alien Opponent The aliens never seem to attack your planets until very late in the game, after they have colonized a lot of the uncolonized planets in the universe. I can not guarantee that the aliens will attack late in the game but it is very likely that they will leave you alone until at least turn 150. As soon as possible build an exploration ship and send it with a couple of other combat ships (for protection) to the surrounding planets, this serves two purposes - to look for planets to colonize and to look for alien life-forms. When you find alien life-forms and the empire offer you fleet forces or resources. (a transporter partially filled with food, material and energy) I would recommend that you always take the fleet forces because spaceships are usually much more useful than a transporter partially filled with food, material and electricity, also the empire can send the spaceships to any planet instantly which cuts down the time spent exploring the universe for good colonizable planets. The details of fleet forces and resources obtained at different IQ levels can be seen below:- IQ Rating Of Life Form Fleet Forces Resources Food Material Energy 1 Fighter 15 0 15 2 Dreadnought 30 60 30 3 Cobra Ship 45 180 45 4 Pulsar Destroyer 60 240 60 5 Battlestar 75 360 75 When the aliens attack your planets in overwhelming numbers and you do not have a realistic hope of recapturing it, it is most important to destroy the energy storage units so that when you come to destroy the planet with your planet destroyer and the aliens have built a planet shield you can destroy the planet since you need twice as much energy as is contained in the planets energy storage units (if you have demolished the energy storage units that should be 20 energy units). When you no longer have a use for the colony station on your colonized planets it is a good idea to demolish them - this gives you 11 units of material and 1 more place to build things and the you still have the space for 4000 people that you had before you demolished it. The aliens tend to build more objects on their planets, the higher the difficulty level. On the easy level they tend to build 4 objects - typically an alien central unit, a nuclear power plant, a ground defence unit and a space port. On the suicide level the maximum I have seen the aliens build, given time is 10 objects - an alien central unit, 2 nuclear power plants, 2 planet defence units, a space port, 2 energy storage units, a planet shield and an anti spy satellite antenna. This gives the aliens a maximum of 620 units of energy and the alien central unit produces 24 units of material per turn regardless of which difficulty level you are playing on. Do not leave your spaceships in orbit around planets colonized by the aliens as they will build tripods(alien troops) endlessly until you leave which can cause problems later on if you decide to invade the planet with troops. Colonizable Planets It is difficult to say how many planets should be colonized to their full capacity as it largely depends on how quickly you defeat the aliens and the difficulty level you are playing at. Level No. Of Planets To Colonize Easy 1-2 Medium 3 Hard 4 Suicide 5-6 The best planets to colonize are planets with the highest food and mineral wealth (petrol and metals) though mineral wealth is more important since greenhouses can be built to provide food but mining sites cannot be built. There are two main ways to defeat the aliens - one is to invade their planets with spaceships and troops (Very difficult and time consuming), two is to keep building spaceships, and research until you reach Tech. level 9 and then build a planet destroyer and destroy all the planets that the aliens have colonized and then wipe out the aliens with your large fleet (Much,much less difficult and much,much less time consuming). It is best to choose which of these methods you are going to use near to the start of the game (needless to say I would recommend the second method). If you choose the first method you will need to build barracks - one or two per planet should be enough and troop transporters. If you intend invading the alien planets with troops, you will need approximately three or four times as many troops as there are tripods defending. If you choose the second method you will need to build lots of fusion power plants (6 or 7), 7 or more energy storage units and a planet destroyer on the same planet - it is best to build these units on the planet furthest away from where you think or know the aliens are so that it takes more energy when you use the planet destroyer and that way if the aliens have a planet shield you are more likely to destroy their planet. The most important part of this game is that you can only ever build 35 objects on a planet. But remember you can bulldoze them for the return of half of the material it cost to build them. The bulldozer facility along with the increased number of different constructions gives the game a lot more flexibility, this means that the number and type of objects built on your planets will be different from game to game. Always remember to demolish constructions on your planets after they have ceased to be useful,especially irrigation units, snow melting units and universities. When tech level 5 is reached you should build fusion power plants and demolish any energy collectors, coal power plants and nuclear power plants. If you use method two, after you have destroyed all the alien's planets, the planet destroyer, extra fusion power plants and extra energy storage units can be demolished. Mothership The mothership is a very powerful spaceship and the only ship capable of repairing itself. Destroying it will stop the aliens colonizing other planets but they can still wipe you out with combat ships and troops. When you have built a planet scanner and think you have enough combat ships to protect your planets try and find the mothership by sending some fighters to all of the planets or you can just wait until it finds you and then track it with the planet scanner and send enough ships to destroy it. (12-15 pulsar destroyers (at Tech. level 8 or above) or equivalent should be sufficient) You will have to chase the mothership from planet to planet as it usually moves, once it has encountered resistance. Do not attack the mothership with small numbers of ships as it will destroy them and by the time you have attacked it again it will have repaired itself. Spy Satellite The only time when building a spy satellite is justified is if you use an energy cannon to attack the alien planets. It is quite useful to be able to see the result of your attack. Technology levels Tech. Level Discoveries Research 1 Scan Beam Disturber And Anti Spy Satellite Antenna. 10 2 Irrigation Unit,Exploration Ship And Spy Satellite. 20 3 Snow Melting Unit And Cobra Ship. 40 4 Pulsar Destroyer. 80 5 Battlestar And Fusion Power Plant. 160 6 Planet Scanner And Stargate Ship. 320 7 Energy Cannon. 640 8 Planet Shield. 1280 9 Planet Destroyer. 2560 10 and Above Nothing Special. 5120 Note: Stargate ships are discovered at Tech. level 6 NOT Tech. level 5 as may be written in the colonial conquest manual. Playing Against A Human Opponent Playing against a human opponent is more difficult than against the aliens. Humans can use energy cannon or planet destroyer against you. The number and type of buildings built on your planets is roughly the same as against the aliens but all of your planets should have universities, because being the first to develop an energy cannon or planet destroyer can accelerate victory. A planet shield is also advisable so there is less chance of the above happening. The planet scanner becomes a more useful piece of equipment. It can be used to discover which planets your opponent has colonized because from time to time spacecraft will move between the planets and it is likely that the busiest planets will be colonized, it will at least tell you which area of the universe is being colonized or explored. Building spy satellites is still a waste of time and resources as your opponent may have an anti spy satellite antenna and knowing what is happening on their planets is not a major advantage, and you can only be 50% sure of the number of spaceships in orbit around the planet. Bugs,Anomalies And Stuff When you start a new game the planet the computer allocates you can never be explored for life forms. When you build a food robot on grassland it gives you 3 units of food NOT 2 units as the help feature may display. After the planet destroyer is used, it should self destruct afterwards, but if you have enough energy you can take 2 or 3 shots with one planet destroyer in the same turn by selecting the option more than once from the special commands menu. Colonial Conquest can be multitasked by pressing the left Amiga and A keys. If you use the planet editor it is worth knowing that when you design your own planet and come to save it and you use the 'GB' keymap you will need to press the 'Z' key instead of the 'Y' key, to save it. If you are using a mouse blanker on your system, then it may cause some problems when you run Colonial Conquest. Food Robot Only build food robots on the 2 most plentiful land types, and only enough of them to feed the population taking in to account natural food sites. Greenhouse On planets with few mining sites, greenhouses are best built on desert or ice terrain but on planets with a lot of mining sites (more than can be mined by your intended population size) build them on mining sites since 1 shield of material is also gained. Granary 2 granaries per planet are best since this gives you a good supply of food to sell to the empire in exchange for damaged combat ships. Mining Robot These are best built on sites were metals or petrol are present. When enough food has been produced for the population and you have built all of the structures you require, use the remaining mining sites to build as many mining robots as possible. Energy Storage Units 2 energy storage units per planet is a good idea especially if you intend to to install a stargate ship when Tech. Level 6 is reached because stargates now require energy to function. If you intend to build a planet scanner or energy cannon on the planet, 2 energy storage units is fine, but if a planet destroyer is built a minimum of 3 is needed to be able to fire from reasonably long distance. Energy Collector Provides 2 units of energy. Not worth building at all. City Complex 4 city complexes are best to give a population of 36,000 but on planets with plentiful mining sites, 5 can be built. Ground Defence Unit Ground defence units can be omitted since the aliens rarely if ever attack your planet with troops until many turns after they have captured it. If you do build ground defence units they are very quickly destroyed if the aliens attack. Barracks If you use method one, 1 or 2 barracks per planet is fine providing you have or intend to, colonize additional planets, this does not strain the resources of any one planets to much. If you use method two barracks are obsolete. Coal Power Plant Provides 4 units of energy. Only worth considering when you first colonize a planet and need more energy to build a city complex or you want to build a high energy consuming construction (such as a planet destroyer) and you do not have quite enough energy and you are sure that you won't need any more energy. Nuclear Power Plant Provides 8 units of energy. Only worth building if you have a small number of shields or you have not reached Tech. level 5, where-after you can then build fusion power plants. Fusion Power Plant Provides 16 units of energy. As soon as these become available and you need more energy to build one. Remember you can always demolish energy collectors, coal power plants and nuclear power plants. This not only gives you more space on your planets but more energy production as well. Snow Melting Unit These are only really useful when you have a planet with a lot of ice terrain. It would be best to colonize another planet, but if you do build one remember to demolish it after it has changed the ice into grassland. Irrigation Unit These are only really useful when you have a planet with a lot of desert terrain. It would be best to colonize another planet. If you do build one remember to demolish it once it has changed the desert into grassland. University Only 1 per planet is needed. It can be omitted if you are pushed for room or if you have universities on other planets. Medical Centre 1 per planet is essential to stop viruses breaking out. Energy Cannon Not really worth building as the alien planets have a maximum of 10 constructions so your chances of hitting anything are quite slim. Planet Destroyer It takes 4 energy units, a long time to build and at least 700 energy units to fire, but it is very useful to destroy the alien planets especially on the hard and suicide levels since it is difficult to destroy all of their vast numbers of spaceships, and destroying the alien planets stops them producing spaceships and then you can build up a large fleet of combat spaceships and destroy them. Planet Shield The planet shield is no use at all when playing against the aliens as they do not build energy cannons or planet destroyers. Planet Scanner This device uses 20 energy units for a short range scan and 50 energy units for a long range scan. 1 per game is needed, which is best built on the most central planet in the universe, since with a long range scan the movements of the alien spaceships can be seen throughout most of the universe. Scan Beam Disturber Not worth building since the aliens don't produce spy satellites. Anti Spy Satellite Antenna Not worth building as the the aliens don't build spy satellites. Space Port 1 per planet is absolutely essential. Colony Ship It is best to build colony ships with 3 or 4 colonists aboard and establish colonies, as early in the game as possible. Stargate Ship Stargate ships should be built at your earliest opportunity when Tech. level 6 is reached. Stargates should be established at all of your colonized planets. The distance between stargates does not effect the amount of energy needed to make the jump. The amount of energy needed to make a stargate jump with each of the different spaceships can be seen below:- Type Of Spaceship Energy needed for Stargate Jump Fighter 2 Transporter 3 Exploration Ship 4 Troop Transporter 4 Colony Ship 5 Dreadnought 7 Cobra Ship 12 Pulsar Destroyer 17 Stargate Ship 18 Battlestar 22 Transporter The best use for the transporter is to move between all of your planets, loading and unloading food, material and energy as needed. It is especially useful for collecting energy for a planet destroyer attack. Exploration Ship Build an exploration ship as soon as possible after Tech. level 2 is reached and send it out with a couple of combat ships as backup to explore planets for alien lifeforms and colonizable planets. Troop Transporter Only worth building late on in the game if you have troops to transport. Combat Ships Fighters are only really worth building to protect exploration ships and to explore the universe early on in the game for good colonizable planets. It is difficult to say which combat ships are the best to build. Dreadnoughts take less time and material to build and aren't that powerful. Cobra Ships are take more time and material to build but are more powerful. I find that Pulsar Destroyers and battlestars are best to build as they are very powerful and give you more time to get reinforcements to a battle. @endnode @node "Colonization" @remark C When starting a new colony name it "Charlotte". This will allow you to see all maps instantly, other European ports, check other county's statistics, and gives you $50,000. When you access the other countries european ports you can spend all there money, I did this by recruiting loads of people, but you can buy anything. If you rename your colony to some thing else you can then start another colony called charlotte and get another $50,000. I started a colony got 50000 then abandond (sp) it lot's of times and started the game with 500,000. @endnode @node "Color 'n' Mind" @remark L Level Codes: 17 HIGHLAND 33 BERENICE 02 ACBDFEHG 18 ANDROMED 34 INVADERS 03 XPKPPKXX 19 PAULWATS 35 NALLEGAM 04 FJLMJRNM 20 GROOMLAK 36 NOKITAGO 05 MARBLERE 21 CONTROLS 37 MOKITEMO 06 MEDISTAR 22 CENTAURI 38 HAROMENE 07 WSEVNAKL 23 MAGELLAN 39 SUMATZEE 08 TFMMFTTF 24 PLEJADEN 40 NOWADUMO 09 UPSHUMPF 25 PASADENA 41 ALMINOFA 10 ILIKEITX 26 TIMEGATE 42 HALUNAGO 11 AMIGONOW 27 GRAFFITI 43 BARUMINA 12 RONHNJMJ 28 FRACTALS 44 GOMFGURU 13 MOUSEPAD 29 ATLANTIS 45 ISAMONOR 14 LADELLAD 30 BERMUDAD 46 LARGOMUR 15 AMOSAMOS 31 GAVALION 47 APOLLUNA 16 ORCAFORC 32 EINSTEIN 48 MIHAMETE 49 NASAVOYA 50 CONGRATU @endnode @node Colorado @remark S 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! @endnode @node "Colossal Adventure" @remark S 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! @endnode @node Conquest @remark L Level Codes: 02 2228529 05 3329540 08 6428383 03 7528335 06 2328569 09 7529380 04 2329556 07 7528371 10 2434312 @endnode @node "Conquests of Camelot" @remark S 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 @endnode @node "Continental Circus" @remark C 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. @endnode @node "Cool Croc Twins" @remark L Level Codes: 06 TRIAX 21 JANKO 36 FLOYD 51 HUMAN 11 DREAM 26 HENRI 41 BRUNO 56 GIRLS 16 MUNGO 31 DOORS 46 MONEY @endnode @node "Cool Spot" @remark C Pause the game with

and using the joystick create "COOL " as follows: Left, Down, Right, Fire = C Left, Down, Right, Up, Fire = O Left, Down, Right, Up, Fire = O Down, Right, Fire, (Fire) = L Up, Down, Left, Right, Fire = Return When you enter various letters you should here cool spot say "OK". If you unpause when you here this you will be warped to the bonus level. However, if you complete all the above movements the following keys are activated: Complete current level <0>-<9> Skip to corresponding level Lets you move spot anywhere on the map <-> Slows down spot after you press <=> Speeds up spot after you press If you don't want to activate the keys, but want to complete the level, write only "COO" with the above method. If you want to complete the level and want to go to the {BONUS GAME} write "COOL" and press . NOTE: After you press the joystick in one direction or the fire button let go before you enter another direction. Press

to unpause after every sequence. @endnode @node "Cool World" @remark C During the platform section, type "COLIN BROKE MY WALKMAN". This will give you infinite lives. You could also type "COLIN BROKE MMY WALKMMAN" on the section where you have to collect nickles. The reason why you have to type two M's is because the key calls up the map screen and does not register the first as part of the cheat. @endnode @node "Cosmic Pirate" @remark C 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! @endnode @node "Cosmic Relief" @remark C On the title screen, press , type "GURU", and press . The screen color should change, letting you know you have infinite lives. @endnode @node "Cosmic Spacehead" @remark L Level Codes: 1 "YGZZ TEEA FEWI OQIA MS6O" 2 "DRCL JEE6 WWWI 9S8R M76M" 3 "7VHL 9FES ZWLY LRWW TM6Q" @endnode @node "Count Duckula II" @remark C On the title screen, type "DUCKY" for infinite lives. Also gives you infinite screen skips. To skip a screen pull down and press . @endnode @node "Cover Girl Poker" @remark C Enter "DANCEOFTHESEVENVEILS" during play for a surprise. @endnode @node Crackdown @remark C Press

to pause the game and use the correct keys held down together to make "SMURF", or type "ASTRA GTE", after this press <1> for 999 lives or <2> for 999 units of ammunition. To unpause press

. Pressing and will now reimburse both player's lives. @endnode @node "Crazy Cars" @remark C Hit the gas take you car and speed up to 400 mph then press . Now when you press fire, the game will slow down allowing you to pass police abstructions. @endnode @node "Crazy Cars 2" @remark C 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. Increase your speed to 204MPH, press to pause the game, then press fire. The game slows down to a crawl, but you can still steer the car. So, by continually pressing fire and moving left and right, you can safely pass road obstructions! @endnode @node "Crazy Sue" @remark C On the title screen, type "WIZARDOFSPEEDANDTIME". The border should flash. Use the following keys on the keypad during the game: <7> Turn sprite collision off <8> Turn sprite collision on <4> Fire power on <5> Fire power off <1> Stop the timer <2> Start the timer <3> High jump <.> Gives you keys and control slow motion @endnode @node "Crazy Sue 2" @remark C On the title screen, type "HIRONZMUSJUMPSHOE". The border should flash. Use the following keys on the keypad during the game: <7> Turn sprite collision off <8> Turn sprite collision on <4> Fire power on <5> Fire power off <1> Stop the timer <2> Start the timer <3> High jump <.> Gives you keys and control slow motion @endnode @node Creatures @remark C Plug your Joystick in port 2. Load the game and wait for the title music to start. When this happens, on the high score table the clydes will stop. Waggle your joystick furiously. the clydes should do a dance and turn grey. You now have infinite lives, except on the torture screens. Pause the game and type "A FINE KETTLE OF FISH". The Function keys are now active and allow you to access the various levels. STAGE 1.1 STAGE 2.1 STAGE 3.1 STAGE 1.2 STAGE 2.2 STAGE 3.2 TORTURE 1 TORTURE 2 TORTURE 3 Skips to next level Shuts cheat off @endnode @node "Cricket (Robin Smith')" @remark C To outbowl the computer, move your bowler to the far right or left of the wicket. Now set your strength to full and your spin to half. @endnode @node "Crime Adventure" @remark S Examine fortune cookie in restaurant -> tells u how to find Mrs.Fenwick. But Mr.Fenwick won't give u his putter. Read Mrs.Fenwick's diary. Read computer in IBM -> stew recipe. Get all the stuff in Fenwick kitchen. Make stew. Feed Mr.Fenwick -> putter. Examine dresser -> cash. Read Fenwick note & Dig ground with shovel -> coin. Insert coin in PAC-MAN. Buy pair of golf shoes from shoe store. Get Hairpin & Drop golf ball in green before putting ball. u r now in an underground passage. Pick lock with hairpin. Get chair & Drop it below the ceiling hole. Climb chair & go dining room. Extras: 1. pay gypsy woman a penny so that she tells you what the author has already told u ie. ur mission. 2. get her painting & she'll throw u out. 3. hit the arcade machines twice & u'll get thrown out. 4. go e or w on the e-w roads & u'll have an accident. unused: hat, painting, license plate, gypsy mirror. @endnode @node "Crime does not Pay" @remark C Pause the game and type "HALTBAKK IS THE KING" for unlimited lives. @endnode @node "Crimson Crown, The" "The Crimson Crown" @remark S Complete Solution: East, North, East Look in Crystal Ball Read Sign Say Windmill North Erik, Take Sword South Press Button West, Down, Down, North Talk to Gryphon Yes Fear Cloud Dream Get Scepter South, South, West, North, East Enter House Up Get Candle Down Leave House West, South, East, North Light Candle South, West, North, East Enter House Open Crate Burn Zombie Drop Candle Get Mouse Get Sack Look in Sack Leave House West, South, West Sabrina, Cast spell West Erik, Drink potion East, East, South, South Get Frog West Drop Frog Climb Tree Give Mouse to Owl Down Get Coin East, North, North, North, North, East Erik, Pry Grate with Sword Down Put Scepter in Sack Put Coin in Sack Get Censer Say "Windmill" West, Down, Down Light Censer South, West, North, West, North, North, North, Up Wave Censer North Talk to Zin South, Down, Down, Down Sabrina, Get scroll Sabrina, Read scroll Up, Up, South, South, South, East, South, West, West Sabrina, Cast spell Drop Censer Get Tablet East, East, North, West, North Get Frog North, North, Up, North Give Tablet to Zin (lorelei) South, Down, South, South, South, East, North Put Scroll in Sack Get Flute North, North Play Flute West Get Coin Talk to Sam Give Coin Look Sphere North Drop Flute Say "Lorelei" Examine Pit Examine Water Splash Water Look Ground Sabrina, Whistle Get Branch and Beehive Put Beehive in Hole Hold Branch Wait, Wait, Wait, Wait, Wait Splash Water on Erik North, West Erik, Get sword North, North Get Scepter North, North Get Sphere South, East - Wait until the Troll appears then: Pull Lever Erik, Attack troll Push Lever West, South, West, West, North Get Scepter South, East, East, East Get Ring Wear Ring North, East, East, West Throw Sphere at Centaur Get Bow and Arrow East, East Wave Scepter Drop Scepter West, South, West, North Dip Arrow in Water South, East, East, North Load Bow Shoot Sentinel Drop Bow South, South, West, South, West, South, East Dig in Sand Get Shell Examine Shell Listen to Shell West, North, East, North, East, East, North Call Fury North Erik, Get Crown Erik, Wear Crown Get Erik South, South, South, West, South, West, South, East Wait, Wait, Wait, Wait, Wait, Wait, Wait, Wait, Wait, Wait, Wait The End! @endnode @node "Cruise for a Corpse" @remark S Take the piece of paper next to the ashtray. (press right mousebutton to enter menu) Unfold the piece of paper and read it Go to the bar (by using the map). Show the piece of paper to the barman. He will give you something. Read the Prayer Book. Take the letter you find inside the book. Read the letter you found inside the book. Go to Father Fabiani's cabin and pull the LEFT suitcase. Open the suitcase. Close the suitcase and push it. Go to the upper deck and speak to Suzanne. Ask here everything. Go to the smoking lounge and speak to Tom. Ask him everything. Go to the main deck, port side bow and open the first door. Ask Julio everything. Go to the dining room and ask Father Fabiani everything. Go to the smoking lounge. Take the piece of paper under the chair Tom sat on. Read the piece of paper and go to the left (the bar). Talk to Suzanne, Ask her some more questions Go to Tom and Rose Logan's cabin and ask him all the new questions. Go to Raoul's cabin. Take the key just above the suitcase (on the rug) Go to Niklos' office. Insert the key in the rolltop desk lock and open the jewelcase. Examine the clasp Take the Thank You note Read the Thank You note and go to the diningroom. Open the drawer of the left closet and examine the drawer. Take the invitations. Read the invitations. Go to the main deck, port side bow and walk down out of the screen. Go to the bar and speak to Suzanne. Ask her all questions about Tom. Go to the Rear hall and speak to Dick (ask all questions). Go to the Laundry room and search the left basket. You will find a necklace, open the necklace and examine the necklace Go to the Rear hall and talk to Dick. Ask him about the necklace and Agnes. Go to the upper Toilet and take the soap. Go to the Main deck, port side bow and knock on the last door. Open it and ask about Thank You note (plus all new questions). Go to Raoul's cabin and speak to Julio. Ask him about the Bell Tower and Agnes). Go to Suzanne's cabin and open the left wardrobe. Search the Cosmetic case, take the Prescription. Read the Prescription and then go to the bar Take the bottle and the glass. Go to the Upper deck and speak to Suzanne, serve a drink. Ask her all new questions. Go to the Butler's cabin (wait until he's done). Ask him everything, go to the Smoking lounge and speak to Tom. Ask all about Agnes). Go to the Main deck, port side bow and knock on the last door. Open it and ask him all about Agnes (enjoy the scene). Walk down the screen and look through the Porthole. Go to Suzanne's cabin, open the right wardrobe. Search the Pile of laundry. Go to the Upper deck and speak to Rose. Ask here ALL questions. Go to the Bar and speak to Suzanne Ask her about Tom's business and about Rose). Go to Rebecca's cabin. Ask her, you guessed it, everything. Go to Father Fabiani's cabin. Open the second (from the left) wardrobe and take the pocketwatch Go to the laundry room and search the Pot (NOT THE WOMAN!!) You'll get a key. Go to the dining room and speak to Father Fabiani Ask about Rose and Rebecca. Go to the Main deck, port side bow and speak to Julio. M.W.B. - PLK 47899 - 2504 CD - DENHAAG - HOLLAND (AMIGA,PC,C64) Ask about the pocket watch and watch the scene. Ask all about Rebecca and Rose. Go to Daphne's cabin. Ask her everything. Go to the Bar, speak to Suzanne Ask about Tom, Rebecca, Rose and Daphne. Go to the Dining room and speak to Father Fabiani. Ask about Rebecca, Rose and Daphne. Go to Niklos' office and ask the butler about the pokergame (Fabiani). Go to the Upper deck and search the Bag (next to the chair). Ask Rose about Gun advertisement. Go to Tom's cabin and open the wardrobe and search the sheets. You find a letter. Walk from the wardrobe and then read the letter. Go to the Upper deck and fling the right lifebelt. Wait a moment. Go to Suzanne's cabine. Open the musicbox (next to the closet) and examine it...Pay attention! Insert the small key, while the puppet is turning. Block it (click with your left mousebutton on it). You hear a click and then turn the key again. A drawer will open, take the letter out of it. Read the sheet of paper and go to the bar (enjoy the scene). Take the purse next to the first door. Go to Daphne's cabin and ask her about Agnes' will. Ask about Suzanne's investigations/suspicions Walk down one screen, enter the open cabin and listen to her story. Walk down one screen, enter the open cabin. You'll get another story. Outside, go to the Main deck, starboard astern. Walk down the screen and you'll get ANOTHER story. You have to enter the open door, ofcourse). Walk up one screen and follow the last finger (yes, really the last). Go to the Rear Hall, approach Dick and ask him everything. Go to Raoul's cabin and take the note (under your feet). Go to the Butler's cabin and watch the scene. Go to the Alleyway (in front of the Kitchen). Enter the kitchen It has to be done this way (not from the map)! Take the Can opener on the Furniture Open the Hatch Take Crowe bar and use it on the small case right next to the big white one (a little bit in the middle - not in the spotlight). Take Tin, use Can opener on the Tin (a handgranate will pop out). Use Crowe bar on the loose plank near the elevator (left-under). Take the Reel of film (inside the hole). Go to the Engine room and take the Screw driver on the left Can. (With the box on it.) Go to the Smoking lounge and pull the Film projector Examine the Film projector. Put the Reel of film on the Film projector. Use the Screwdriver on the little screws. Operate the green Switch. Use the Screwdriver on the little screws and press the green Switch. Watch the film!! Exit the film scene and go to the Rear hall. Watch the scene. Go to Suzanne's cabin, examine the body. Go to the Captain's cabin. Take the Book from the Bookcase (you can only TAKE one of them). Examine the Book, open it, examine the Red inscriptions You read: INCAL. Go to Niklos' office and examine the Books in the Bookcase between the Book ends. You will automaticaly place the found book in Book case. Now you must arrange to books so that they form the word: INCAL (The left side must remain open.) A Secret door will open. Throw the Soap at the Secret door. Enter the Secret room (through the Secret door, simple eh?). Examine the puppet (ugly), search Mafioso (right side of screen). Take Puppet. (Exciting, isn't it?) Go to the Smoking lounge. Show Puppet to Daphne (watch the scene). The game will take over from here until it's time to point your finger at the murderer (once they are assembled)... (The killer was Dick Schmock) @endnode @node "Crystal Dragon" @remark C When starting a new game don`t select any Character and click on DONE. The game will start as normal, but when you enter the dungeon your two Characters, a guy and a girl, will high values, good stuff, and both are at level 2. In the first level one hit kills the guards. @endnode @node "Crystal Hammer" @remark C When starting hold down one mouse button and click the other before the ball appears to warp to level 26. @endnode @node "Crystal Kingdom Dizzy" @remark CL Enter these codes into the game genie: F7J7G8FD8 infinite lives FC9036B47 faster Dizzy G5J73Q8HK level 2 H7T554Y9L level 3 83J5G62KF level 4 It is possible to activate both the infinite lives and the speed. After you enter one of the codes the game will start. Just press and go back to the game genie and enter the other code. You can also do this and enter a higher level code. @endnode @node "Crystals of Arborea" @remark C 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. @endnode @node "Cube X" @remark L Level Codes: 000 Eagle 050 Pen 100 Zero 001 Hard 051 Ink 101 Fire 002 Time 052 Dungeon 102 Wooden 003 Liberty 053 Master 103 Buried 004 Figure 054 King 104 Eire 005 Golem 055 Laser 105 Germany 006 Sword 056 Razor 106 Tank 007 Mirror 057 Soap 107 Weapon 008 Dragon 058 Snow 108 Cake 009 Success 059 People 109 Potatoe 010 Stoned 060 Wonderland 110 Periscope 011 Lightning 061 Alice 111 Cube 012 Flame 062 Edison 112 Field 013 Peanut 063 Einstien 113 Battlecry 014 Food 064 Bismarck 114 Hidden 015 Table 065 Bird 115 Off 016 Monkey 066 Penguin 116 Mistake 017 Disc 067 T Shirt 117 Turn 018 Knee 068 Milk 118 Hierarchy 019 Unknown 069 Nail 119 Alliance 020 Hot Dog 070 Water 120 Dos 021 America 071 Kitchen 121 Megabyte 022 Zeus 072 Radio 122 Percent 023 Leader 073 Cigarette 123 Bike 024 Peace 074 Newspaper 124 Temple 025 Go Home 075 War 125 Oracle 026 Codeing 076 Twilight 126 Mysterious 027 Strange 077 Zone 127 Sign 028 Silence 078 Oil 128 Candle 029 Voice 079 Eggs 129 Dream 030 Attack 080 Chicken 130 Nightmare 031 Shield 081 Hunter 131 Knife 032 Apple 082 Line 132 Chair 033 Manhattan 083 Programme 133 Sail 034 Black 084 Box 134 Breakfast 035 Pink 085 Hit 135 Lunch 036 Sweet 086 Song 136 Dinner 037 Cold 087 Elephant 137 Chip 038 Ice 088 Lion 138 Game 039 Armed 089 Crocodile 139 Joystick 040 Retry 090 Killer 140 Mice 041 Bottle 091 Murder 141 Yunkyard 042 Money 092 Missippi 142 Cable 043 Gold 093 New York 143 Call 044 Forever 094 Downtown 144 Ball 045 Evergreen 095 Rat 145 Book 046 Old 096 Mad 146 Car 047 Power 097 Crazy 147 Island 048 Nose 098 License 148 Spoon 049 Mark 099 Plane 149 Hammer @endnode @node "Curse of Enchantia" @remark S - PART I - Dungeon ======= 1)Okie Dokie, call `help' and the guard will appear and shout at you. He drops a key on the way out. Pick up the key and unlock the chains. Now, take a closer look at the back wall where the water is dripping out, pull the mortar and you'll discover a paper clip. Now insert the paper clip into the lock to pick the lock open. Corridor ======= 2)Pick up the goldfish bowl off the table and make your way through the corridor.Be careful, along the corridor are statues which whack you on the head with huge mallets! On the way try to collect the gems scattered on the floor and the coin on the table. These are only collected for extra points.Exit through the door at the end of the corridor. Lakebed ======= 3)Wear the goldfish bowl so you can breathe and then walk over to the fish stuck in the railings. Pull the fish free. Walk along for a bit until you discover some mud on the ocean floor.Look at the mud and a worm will appear, pick it up. Now, go to Mr. Fish's Shop and give him the worm, in exchange he'll fill your goldfish bowl up with oxygen. 4)Now, keep on moving until you see the electric eels, at this point the fish you freed before will drop an oyster. Pick up the oyster and give it to the turtle, you will now carry you over the eels. 5)Once over the eels pick up the cattle prod and continue walking. When the sharks come towards you attack them with the cattle prod, keep on doing this until you reach a giant clam. Wait until the clam is closed and jump over it. Insert the cattle prod into the plughole and you'll get sucked down. Pool Room ========= 6)Walk over to the bottom right of the screen and look around until you find some seaweed. Go up to the wall and push the protruding rock to reveal a secret entrance. Cave Corridors ============== 7)While you're wandering around the corridors pick up as many rocks as you can and give them to the rock basher in the rock basher room. Also, you need to find a gold coin, it's by one of the entrances..it glints so you shouldn't have any trouble finding it. Rock Basher Room ================ 8)Give the rock basher all 18 rocks (three of each size) you won't be able to collect them all at once so you will have to go back. The rock basher will then give you a piece of string. Seesaw Room =========== 9)Pick up the plank and attach it to the boulder. Now, you'll need to collect the monitor from another cave. Throw the monitor on the plank to catapult yourself on the ledge, pick up the magnet and jump down. 10)Go back to the room where you found the monitor and attach the string to the magnet. Then throw the magnet down the hole and you should now get a roll of wire attached to it. 11)Go to the corridor where the mud monster is (it's outside the rock basher room) and attach the wire to the loops. When the mud monster charges past, some mud will be left on the wire. Pick up the mud. Holey Room ========== 12)Alright, you will able to see a number of holes in the walls of the cave. Look in the holes until you discover a little monster peering out of one of the other holes. Look in the hole it comes out of and it should then appear from another hole, look in that hole and so on until you find some twigs. Well Room ========= 13)Throw the coin into the well and a gameshow host appears, he'll offer you three prizes; money, a beautiful woman or a helmet. Now I know this is NOT my first choice or my second for that matter but take helmet. Now, go to the corridor where the rocks are falling and wear the helmet. Bucket Room =========== 14)Jump in the bucket and attach the mud to the seaweed, then attach the twigs to the mud and the seaweed. Don't question me, just do it! Now all you have to do is wear the mask. - PART II - Bridge ====== 1) A pirate will try to rob you as you walk towards the bridge. As he falls over pick up the sword and attack him with it. Pick up the bag of money. The Village =========== 2) Go to the Mages Shop shop.Give the magician some money and he'll teleport you to a cliff edge. Cliff ===== 3) Walk along the cliffs edge and pick up the gloves in the first alcove you come across. (just after the falling little monsters) 4) Walk next to the boulder and push it, then jump over the boulder. Be careful, there is a large boulder which falls on you just after you've jumped across. 5) Next, you'll see four buttons on the wall. Push the buttons in this order, button 1, 2 and 4 - this will cause a bridge to appear. 6) Walk over the bridge and pick up the rope. Walk next to the blue guy and wear the gloves, you'll automatically push him off allowing you to get past. 7) This bit is a bit tricky, wait until the rocks stop falling and walk to the first alcove. Wait until the rocks stop falling again and then walk to the next alcove and pick up the chewing gum. 8) Now, walk on until you reach a gap. Wear the chewing gum to catch a rock which falls on your head. Throw the rock, then walk across the stone slab which you've knocked down. 9) When you come to the next huge gap throw the rope and then jump on rope to climb across. Once you reached the other side look at the carving on the wall and continue walking until you reach the end of the cliff edge, shout `open sesame'. Walk into the cave and talk to the parrot. Village ====== 10)Go and visit Sally See All and give her some money to tell your fortune. 11)Go to Benn's Costume Shop and give him some money, he'll give you a dress, walk into the changing room and try on the dress. Walk through the open door. Artic-Ice World =============== The map below will help you find your way to the different objects etc. START _______ ___|___ _______ | | | | | | | Cliff |---| Plank |---| | |_______| |_______| |_______| ___|___ ___|___ ___|___ | | | | | | | Fish |---| |---| Igloo | |_______| |_______| |_______| ___|___ ___|___ ___|___ | | | | | | | Block |---| Spray |---| | |_______| |_______| |_______| ___|___ ___|___ ___|___ | | | | | | | |---|Monster|---|Walrus | |_______| |_______| |_______| 1)Pick up the plank and go to the fish.Stand by the fish and throw the plank to catch it.Pick up the fish and go and pick up the spray. 2)Wear the spray and go to the igloo.Give the fish to the Eskimo and pick up the fishing rod. 3)Go to the block of ice and click on the defend icon, and then on the fishing rod to make a fire and melt the ice. Pick up the food next to the puddle of water (I Think it's food, its a grey blob??). 4)Go to the monster and pick up the snowballs next to him. Stand next to him and throw a snowball at him. Now, go to the walrus and have a chat with him. 5)Now, go to the cliff (top right) and the walrus should now be asleep next to the cliff edge, allowing you to cross over to the far ledge. Walk over him and shout help. 6)Throw the food into the the water, a monster will appear and give you a ride to the ice palace. Ice Palace ========== 1)O.k. next to the closed door are 4 Icicles hanging on the wall (each one a different size). 1 2 3 4 | | | | | | | | Icicles | | ------- | 2)Pull the Icicles in this order:- 2, 3, 1, 4 and the door will now open. 3)Once inside the palace pick up the brush.Pick up the dice on the table and throw them. Each time you throw the dice different doors will open in the corridor. The diagram below will help you complete this part of the game. | | 6| | | |5 Key | | --- | |4 ***** = Pulley 3| | |***| ===== = Window 2| |1 __| |__ X = Dice | | | X| |_________| 4)You'll need to open up all the 6 doors in the corridor to collect the objects you need:- Room No. Comment ======= ======= 1 Pick up the magnifying glass. 2 Pick up the jack. 3 Use brush to reach the gun. 4 Use Brush to get the icicle. 5 Pick up the ice cube. 6 Pick up the cone. 5)Once you've collected all the objects from the rooms go to the pulley.put the gun into the holster and the dish will lower on the right. Take the glass and the suntan oil out of the dish. 6)O.k throw the dice a final time and then go up to the window at the top of the corridor. Now, a whistle should appear just in front of the door.Pick it up and attach it to the cone. Click on the defend icon, and then on the instrument to blow it and break the glass. Jump through the window. Laser Room ========== 7)There are four holes on the floor, place the icicle, glass, magnifying glass and the ice cube in the same positions as below to reflect the beam and destroy the laser i.e attach magnifying glass to hole number one. Hole Object Key ==== ====== --- O = Hole 1 Mag. Glass 2 Ice cube 2 O 3 Icicle O 1 4 Glass 3 O O 4 8)Once the laser has blown up insert the jack into the door to open it. Ice Queen ========= 9)Make your way to the throne. The queen will fire bolts of ice at you. When she turns yellow in colour she's about to fire, all you have to do is jump up to avoid them. Hand ==== 10)When the big meaty hand grabs you, just wear the sun tan lotion to slip through its fingers to escape! Maze ==== 11)Make your way through the maze, making sure to pick up the box of matches on your way. Troll ===== 12)Okie dokie, this bit is a bit tricky and I advise you to use the joystick to control him. O.k move behind the pillar in the middle of the room so the troll can't see you...the troll should now fall asleep. 13)Walk over to the troll, be careful not to stand on any loose tiles as they'll make a noise and wake up the troll. The route I found to be the easiest is to go up around the pillar and straight across the room. 14)Attach the match to the troll's foot and then click on the defend icon and then on the matchbox to light the match.Pick up the fire extinguisher and Benn will appear and take you back to the village. - PART III - Village ======= 1) Go to the Mage's shop and give him some money, in exchange he'll give you a pig mask. 2) Now, you will be able to walk past the guard by Sally See All's. Valley Of The Lost ================== 3) Look behind the haystack to discover a piece of straw. Walk left to the erupting volcano and pickup the tray. Be careful not to be fried by the falling lava. 4) Go to the nose and insert piece of straw into it to make him sneeze. Now that you got rid of the nose look at the pile at the bottom of the screen, pick up the fountain pen and the stamp. 5) Walk on over to the pile of washing and pick up the sock. 6) Go to the pile of tapes next to the shipwreck and pick up a blank tape. Walk over to the huge pile of gold and attach the gold coin to the sock. 7) Now, go to the screen where there was a pair of lips and pick up the remote control. 8) Go back to the letter box and pick up the letter. Attach the stamp to the letter and post the letter. Go the tape recorder and insert the tape into it. Make sure you're standing close to the machine and push/pull the remote control. 9) Now, go to the guy with the ghetto-blaster and give him the tape, he'll give you a magnetic keycard and disappear. Go into the cave and stand by the far wall, shout `help' and pick up the bottle. 10)Alright, go to the locked door next to the band and insert the keycard into the slot. 11)Now, this bit is a tiny bit tricky and might be easier with the joystick. Notice the bag at the left of the screen, well all you have to do to get it is use the wind to blow you towards it. Walk left towards the bag until the wind starts to blow you back, then move right until the wind starts to blow you back again, this time you should be able to get close enough to the bag to pick it up. 12)Remember the robot guarding the shipwreck? Go up to him and hit him with the sock filled with gold. 13)This bit is very hard to explain through text alone but here it goes. Pick up one of the planks and walk to the middle of the screen, as close to the waters edge as possible... you'll have to be pixel accurate with this but the place you should be standing, roughly, is where the sand starts to dip inwards in a curved shape. Push/pull plank and our hero should lay the plank horizontally ACROSS the sand-if he lays the plank down vertically towards you you're in the wrong spot. Once you've laid the first plank correctly pick up the second plank, stand in the middle of the first plank. Push/pull plank and he'll lay the plank across the water to the other side allowing you to cross. Cross the plank and pick up the rag near the bag of the ship. 14)Go back to the screen where the cave is and a door will appear, walk through it. 15)Stand by the patch on the wall at the top, throw the bottle and then push/pull the rag to reveal a button. Push the button to raise the gate. Walk up to the circuit board and throw the bag.Throw the tray and once you're over the circuit board pick up the fan and pick the lock with the paper clip. Make your way to the village. - PART IV - Village ======= 1)Go to the Mage's shop and give him some more money. Graveyard ========= 2)Pick up the bone and click on the push/pull icon and then on the bone to dig your way out of the grave. 3)Pick up the shovel. Now, when the vampire runs at you move quickly to the left and he'll fall into the grave. 4)Walk around the graveyard and pick up the crucifix, silver plate, hoover and the symbols. 5)Now, the vampire will re-appear by one of the graves, stand behind him and attack him with the shovel. 6)Now, he'll re-appear behind a tombstone, push the tomb on him. Go back to the left side of the graveyard and pick up the garlic bread. 7)Make your way to the gates (to the right side of the graveyard). The vampire will appear in front of the arch, eat the garlic bread. 8)Keep on walking, you bump into the vampire behind the tree. Attack him with the crucifix. 9)Now stand in front of the closed gates and the vampire will appear behind you. Stand behind him and attack him with the symbols, go back to gate. The vampire will now open the gates allowing you to continue. Castle Gates ============ 10)Walk up to the gates and push them open, carry on walking towards the castle. Castle ====== 1)Go to the room on the left and walk over to the far wall and pick up the ring (just in front of the little alcove). 2)Now, walk over to the library (the room on the right). The bookcase at the back of the third aisle is false, just walk through it. Evil Queen ========== 1)Defend yourself with the hoover when the ghost appears. 2)Push/pull the fire extinguisher when the queen attacks you with fire. 3)Defend yourself with the fan when she fires a lightning bolt at you. 4)Attach the ring to the queen. @endnode @node "Curse of Ra" @remark L Level Codes: 01 WOBBLER 34 VON KOCH 67 DRAGONLANCE 02 YEG 35 CHRISTUS 68 HATHEGA KLA 03 CTHULHU 36 JEHOVA 69 INQUANOK 04 LOVECRAFT 37 92E2JMP92E2 70 KIRAN 05 TOMMYKNOCKERS 38 RAWHEADREX 71 OUKRANOS 06 WATCHERS 39 HELLRAISER 72 THRAN 07 MIDGRAD 40 PINHEAD 73 ULTHAR 08 UNICORN 41 DEVPAC 74 THALARION 09 ISIS 42 EINSTEINIUM 75 NGRANEK 10 MIDNIGHT 43 PROTACTINIUM 76 CHATHURIA 11 KAZGAROTH 44 PROMETHIUM 77 ENTROPIE 12 MISCATONIC 45 JS BACH 78 HEISSENBERG 13 THORBADIN 46 TOCCATA ET EUGA 79 LAPLACE 14 MISHAKAL 47 BRANDENBURG 80 SONA NYL 15 ABANASINIA 48 COLONIA CLAUDIA 81 DIFFERENTIAL 16 EARTHMOTHER 49 VOLKSGARTEN 82 INTEGRAL 17 AZATOTH 50 TERRA 83 HYPERZYKLUS 18 AKALLABETH 51 64738 84 APFEL MANN 19 SILMARILLION 52 67802 85 CHAOS 20 DRAUG 53 NIBELUNGEN 86 DYAKHEE 21 SINDARIN 54 HAGEN VON TRONJE 87 DENDRIT 22 OSSIRIAND 55 DONAR 88 NEURON 23 MITHRIL 56 SKIDBLADNIR 89 DANKREAS 24 GLAURUNG 57 DAGON 90 PANAKREA 25 ELBERETH 58 SLAWOTSKI 91 UNORDNUNG 26 THORON 59 CULLINANA 92 DEUTSCHLAND 27 AMARTH 60 ARTA MYRDHYN 93 GERMANY 28 THARGELION 61 ANNA MAGDALENA 94 MUSIC TELEVISION 29 NAUGRIM 62 PHILLIP EMANUEL 95 JOHN BELUSHI 30 MEREMONT 63 GRACELAND 96 RHYTHM N BLUES 31 CAERWEDDIN 64 SOLLY ROGER 97 GLEICHRICHTER 32 STAHLRATTE 65 GET FUNKY 98 TRANSLATION 33 MANDELBROT 66 TWILIGHT 99 CTHUGA @endnode @node "Curse of the Azure Bonds" @remark CHS Same cheat as in @{"Pool of Radiance" LINK "CheatCollectionE.04.guide/Pool of Radiance"}. 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. Solution: Bond 1: The Fire Knives The first thing you should do after creating your characters is to go to the armoury and the general store. Get your characters equipped as best as possible. Also visit the High priest of the temple of Gond and the Sage Filani. Also go to the tavern, wait there having drinks etc.. until the tavern keeper asks you to leave. Leave, go to the side entrance, then got to the front and enter the tavern again. To explain what just happened, Princess Nacacia just got abushed by the Fire Knives as she tried to enter the tavern. Stay in the tavern if you need some info. Go to the Inn (where u start) and rest, Memorise spells etc.. If you transfered Pools of Radiance or Hillsfar Characters then first get them to train, in the hall. Now you will soon be starting the chase for the Fire Knives. Go North, and head west just after the general store and you should automatically get into a fight with the purple guard. While you were fighting, The fire knives have nicked Giogi Wyvernspur from The carriage. After you defeat the guards (Its your first fight, You DID defeat them didnt you?), Either surrender or run down the nearest alley. The Thieves Guild will send someone to get you out. The guild master gives you a sewers map and the Fire Knives attack. Kill them off and head south to the sewers. You should go to the vault on this level because it contains quite a few magical items as well as some coins. (I've also done maps for the game and they can be found in another archive. They aren't nessecary to complete it, but they do show the important places in each dungeon saving you from going everywhere.). Go South through the sewers and youl come across three seperate exits in the southernmost end wall. Two are normal doors, One is a secret door. There is also a secret Training Hall somewhere is the South East of the sewers. After exiting the sewers There are only a few places to go that are of any real interest. One is the armoury in south, as there are a few Magic Items here. However the most interetsting place is the South West corner where you get your bond removed and meet Nacacia, Azoun, Vandergahast and last and least Giogi. Before this however, you should rescue The Cleric, Gharri, from the torture chamber. After having your bond removed go to the standing stone. This is where you should always go when you have a bond removed because the man there (Tyranthraxus) tells you who to kill off next and where they are. He does this so he has full control of you for himself. At this time he should say "Seek Red to the South.". He means the Renegade Red wizard of Thay, Dracandros. Bond 2: Dracandros, Red wizard of Thay and the Helm of Dragons Go south till you reach the village of Hap. Your first task in removing the bond is to free the village. This is quite easy and should pose to much of a problem. The village has been taken over by an efreet and his Drow minions. You will find help in the inn in the form of one Akabar El Akesh. He is a mage of some very small level and is almost, but not exactly, useless. If you go into the south building immediately you will be severly wasted. If however you kill of some drow patrols first, then the Efreets forces will be severly reduced and easy pickings. After obliterating the efreet go to the caves. Go South East when you enter the caves and as long as you have a female member in your party, you will meet Silk of the swan mays. She will give the 1st Female in the party the mark of a swanmay and will ask you to do something for her. Go to the sulphur baths and get the chests from them. There are several magic Items in them including a Longsword +2 Dragon slayer which will help I you decide to kill of the dragons. Exit the caves via the dracolich. If you need XP, then kill him, Otherwise leave Crimshank alone. When you enter the tower you will meet dracandros. He will teleport you to the top of the tower where a host of evil black dragons are waiting. They force him to remove the bond. You now have to choices. Attack the dragons, and be passive. If you attack the dragons you had better hope you can kill them, but if you do you get quite a few XP and get the stuff that Silk wants. You should now head slowly down the tower. On the third floor there is a drow lord. Save your game before finding him because he is sometimes hard, sometimes easy to kill. On the 3rd floor theres a dragons egg which Silk also wants. There are a lot of wyverns hanging around in the tower and unless the party is relatively strong it may be an idea to avoid the rooms theyre in. In the tower somewhere is a special place called the Test of The Sphere. In this test a character controls a sphere of annihalation and must, by concentrating on it, force it into an opposing mage. Your character doesn't have to be a mage, I did it with a ranger. If you win you get some magic Items. If you lose youre disintegrated permanent like. On the ground floor after leaving the tower you will be attacked by Dracandros himself. Destroy his forces and him and you are well rewarded. Dracandros has stacks of Magic on his corpse. Re-enter the caves if you killed the dragons and got the egg and Silk will give you some treasure. Unfortunately this isnt magical Though it will help if youre broke. Go back to Haptooth and id all magic and Rest/Fix/Memorise all chars and spells etc.. No go to the standing stone. Tyranthraxus says:Seek the woman in green to the NW. By This he means Mogion a cultist of moander who resides in moanders pit. Bond 3: Mogion, The green cultists, a god and the gauntlet of Moander Go to and Enter Yulash. You should enter by asking permission. You will be taken to see the commander. Walk around the room until the spies try to escape kill them and you wont have to worry about the red plume guards in the check points. There are only two places you must go to in Yulash, The first is the middle of the city to get the wand of defoliation. and the secon is the North East to enter the pit of moander. Enter the pit and follow the sights and sounds of a recent battle. You will find Alias and DragonBait. Allow them to join and head for the stairs in the South East. Go down and go straight North take out the slug and the cultists and continue north till you reach a pair of doors. Enter and attack Mogion when you get a chance. After insuring the death of Mogion and her Cult you will be attacked by a parts of a God. Called "Bit'O'Moanders" they are reasonably easy to defeat, using spells like Stinking Cloud, and Hold Monster. Search the Altar for some treasure and leave the pit by the exit door on the first level. Now visit Tyranthraxus at the standing stone again and hell tell you to "Seek Black to the North.". The black lord is Fzoul Chembyrl, one of the higher members of the Zhentrim. Bond 4: Fzoul, Dexam and the Amulet Of Lathander Go to and enter the city of Zhentil Keep. Here you may buy numerous Magic Items and various goods you may need to restock. Buy all you need and then follow the path around until you meet Olive Ruskettle, The halfling Bard. Follow her and enter the door in front of you when she leaves. You will find Dimswart the sage. Take him with you and make your way to the chapel. DONT follow the woman until you've searched the altar. One of the weapons you find there is cursed so be careful. Follow the Hooded Woman (Medusa) and she will take you to Dexam the Beholder. He will disintegrate Fzoul, removing your bond and leave. You must find and kill Dexam to get the amulet of lathander. He is in the South West Corner of His Temple with a few minotaurs and his Medusa. Another place of interest here is the dead elfs body which has a few items on it. Avoid the North East Corner because there is a trap there that teleports you to the dead elf causing you damage. For the last time go to the standing stone and Tyranthraxus reveals himself and goes to his temple in Myth Drannor. Bond 5: Tyranthraxus and the Pool of Radiance This is the last part of the game so make sure your characters are all max level or youll be slaughtered. In the Burial Glen fights with spiders can NOT be avoided however fights with Thri-Kreen can by parlaying and saying that Tyranthraxus is your master. Always Rebury the skeletons and replace the bones in crypts. There are five things which should happen before you continue. You should go to the Spirit Queen in the Tomb in the North West Corner and get the magic Items she gives you. You should follow and kill of the Red Plume soldier (who is really a Rakshasa.) and get his bow and arrows. You should meet The Nameless Bard (Finder Wyvernspur). You should kill the thri Kreen in their lair. And finally There are Knights of Myth Drannor wandering around. Dont enter the ruins without meeting them. To reach the ruins simply go east and enter the east forest. Follow the woods not the path. In the ruins there are only a few things to do. You should first save the guy running from the hell hounds and go and get his treasure. Next go visit the old Rakshasa and speak Haughtily to him and he'll offer his assisstance. Somewhere in the ruins a rakshasa is wandering around and asks you to help him raid the treasure room. Assisst and get the treasure. Go break up the gambling game in the North West as well. Note: Save frequently. If you encounter a patrol just give them dosh. Finally Enter the sewer grate located somewhere in the North West Quadrant. You will now find yourself in the temple. Head west until you find Tyranthraxus and then when he runs off go north and up the stairs. Now go to the North East and enter the South Door. You are now in the final battle with Tyranthraxus and his 12 High Priests and 48 Margoyles. The easiest way to kill him is to all be invisible with either the spell (Not very effective) or the Dust of Disappearance (infinitely Preferable). Once you have defeated him you will be teleported to Shadowdale where a feast will be held in your honour. @endnode @node Cutthroats @remark S Welcome aboard, matey! Dust off your scuba tank, shake out your flippers, and prepare to go treasure hunting. But first, a word from our sponsor. Cutthroats, like most Infocom games, has several solutions. This walkthru will show you one way of completing the adventure. However, there are others, so when you've finished, you might want re-play the game, doing different things, to see if you can come up with another way of recovering the treasures successfully. Also, you should be aware that you can only recover treasures from 2 of the ships, the Sao Vera and the S.S. Leviathan. The other wrecks are only red herrings, and you don't have to bother with them. Which of the two real wrecks you will dive for depends on the item you are shown by Johnny Red. If he shows you the gold coin, it's the Sao Vera; if it's the dinner plate, then the ship is the Leviathan. Further, most of your actions up to the dive itself will be pretty much the same, so this section of the walkthru will take you up almost to the dive itself. After that, consult either the Sao Vera section, or the Leviathan section, depending on which ship you're investigating. Ok! The game starts with a long lead in, explaining how you came by the book of shipwrecks. You will have to sit through this on each boot-up; no way around it. After that, the game really begins, with you lying in bed in your scruffy room at the Red Boar Inn. The first thing to do is stand up, then wind your watch (time is important in the game, and if your watch runs down, you can't keep track of the time). There's a note on the floor. Read that, then open your dresser. Inside are the shipwreck book, your bankbook, and a room key. Get the key, open the door, go out, and lock the door again. You don't want to leave the door open, or the Weasel will come by later and steal the shipwreck book. If that happens, the game is over before it even starts. You don't need to take the book with you, so locking the door is effective here. Now, go downstairs and out to the Wharf Road. Follow the road East until you get to the Shanty. Enter the Shanty, and you will see Johnny Red and Pete the Rat already there. Sit down and order breakfast, then wait for Weasel to show. Order a glass of water when you get thirsty. While you're waiting, you might want to listen to the parrot. He doesn't have anything important to say, but you might get a chuckle out of him. Eventually, Weasel will arrive, and Johnny will ask if you're interested in doing some treasure hunting. Say yes, and then Johnny will have you all meet again a little later at the lighthouse, in order to keep McGinty from finding out what you're up to. After that, leave the Shanty, go back West to the end of Wharf Road, and from there Southwest twice and Northwest once, which brings you to the lighthouse. Now, wait for Pete, who will be the last person to arrive. Once Pete gets there, Johnny will show an object, either the coin or the plate. This indicates which wreck to dive for. After that, he'll give further instructions, which you should read carefully. When he's finished, go back to your room at the Red Boar. Get your passbook. If you're diving for the Leviathan, also get your scuba gear from the closet (scuba gear not needed for the Sao Vera). Leave the room (lock the door behind you!), and go back out. Walk East along Wharf road to the end, and go Southeast to the Ocean Road. If you're going to use your scuba gear for the dive, go Southwest into the alley, and drop your scuba gear there. You don't want McGinty to see you lugging it around. Follow the Ocean Road south to the end, then go Southwest to the Ocean Road, and North into the bank. Make your withdrawl, then leave and return to Ocean Road, where you go Southeast to Point Lookout. Drop your passbook here (that Mcginty has sharp eyes, and you don't want him to see you with that, either), and wait for Johnny. When Johnny arrives, show him the money you just took from the bank. He'll be satisfied, and then ask if the wreck is more than 200 feet underwater. Answer yes if it's the Sao Vera, no if it's the Leviathan. The two of you will then head back to International Outfitters to rent a ship and purchase supplies and equipment. McGinty will be in the store when you get there. However, just wait, and he'll leave eventually. Johnny will make his purchases first, and you will have to chip in some of the cash you're carrying. However, you will have plenty of money left over to buy whatever you need. When it's your turn, buy the flashlight and the shark repellent. If you're diving for the Sao Vera, that's all you need. However, if you are diving for the Leviathan, also buy the following items: C battery, putty, and electromagnet, and also rent the small air compresser (so you can fill your tank). All these items will be delivered to the ship for you, so you don't have to take them with you. Now, it's time to uncover a little double-dealing. Leave Outfitters, and go back East along Wharf Road to the end, then Southeast again to Ocean Road. Go along Ocean Road to the end, then Southwest to Shore Road, and continue West along Shore Road until you reach the Ferry dock. Wait around. Soon McGinty will appear, and a short while later, Weasel. The two men will go off to a corner and talk. Then Weasel will hand something to McGinty, and board the Ferry (you can't get on it yourself, but you have other things to do, anyway). Ok, now you've seen that, go back to Ocean Road, and then into the alleyway. The alley runs behind all the buildings, and it will come in very handy! Go West along the alley (pick up your scuba gear if you dropped it here earlier) , until you're standing behind the vacant lot, which is next door to McGinty's. Wait here, and McGinty will come by, heading from East to West. Continue waiting, and he will soon re-appear, going from West to East (he is walking along Wharf Road, of course). Once you see him the second time, go West once, and you're behind his store. The door is locked, but you can open the window and get through into the place. Here you will find an envelope that proves the Weasel is out to double-cross you all. Get the envelope, then leave by the window. Go back along the alley to the Vacant lot, then go straight North until you come to the dock where the rental ships are moored. Both ships have approximately the same layout; they are slightly different on the top deck, but below they are exactly the same. Enter whichever ship has been rented for the dive, and go below deck. Then go north until you reach the crews quarters, and hide your envelope under the bed. You don't want Weasel to know you have it (he'll kill you), and if you show it to Johnny now, you'll cancel the expedition. Now you have to do some more waiting. The delivery boy will come around, and drop off the items you've bought. Then the others will start to arrive. When Johnny comes, go to the Captain's Cabin, and tell him the longitude and latitude of the wreck, which you can easily get by looking at the shipwreck book that came in the game package. Then go back to the crews quarters, and wait some more. Eventually, you'll reach the dive site. At this point, you should now read either the Sao Vera section or the Leviathan section, whichever is applicable. Ok, so it's time for the Leviathan. Get up, then go North to the storage locker. Here you will find all the things you bought at Outfitters. Put on your wet suit and flippers. Get the drill and the C battery, open the drill, put the battery inside, and close the drill. Get the remaining items, except the compresser. Fill your tank with the compresser, then go South. Along the way, get the envelope from under the bed. Stop in the galley to eat and drink, then continue on South to the Captain's Quarters. Show Johnny the envelope. That will take care of Weasel! Now go North and up. Put on your tank and mask. Johnny will tell you about the orange line, but for this dive, it won't be needed. You're all set, so dive in! Once underwater, turn on your flashlight, because it's going to get dark pretty soon. Oops! A shark just showed up! Good thing you have the repellent. Open the canister, and the shark will take off. Now, just keep going down until you reach the wreck. You're on the top deck of the Leviathan, with a hole at your feet. Go down through the hole, to the Middle Deck. Here, you can only go up or down, so go down again, to the Below Decks area. From there, go South, to the room with the closed door. You might want to read the sign on the door before you open it. Once past the door, you're in a mine locker. All the mines are tied down, except for one loose one, floating in front of a hole. Fortunately, you can take care of that problem without difficulty. Touch the magnet to the mine, then turn on the magnet. Drop the magnet (why that doesn't blow you to bits, I don't know, but that's how it works). Now you can go up through the hole. You're on the Middle Deck again, although a different part of it. The way South is narrow, so remove your tank, then go due South until you come to the room with the safe. This is the tricky part. Turn on the drill, drill the lock, and then *immediately* turn off the drill again. Otherwise, it will burn out, and you'll have a big problem later! Ok, inside the safe is a glass case containing some valuable stamps. Alas, there is a crack in the case, and water is starting to seep in. However, don't be alarmed; you'll have enough time to fix that. Go back North to the room with the hole in it. Put your tank back on. Go through the hole into the mine locker, then North, then up through another hole. Surprise! This room still has air in it. Good thing, too, because the water level in the case was starting to get too high for comfort! Now, turn on the drill, and drill a hole in the case. As the water drains out, the drill dies (lasted just long enough). Now, open the tube of putty, and put the glob of putty on the hole. The putty will seal both the hole and the crack. And that's just about it for the Leviathan. All you have to do now is go back through the ship, and up to your own boat, where your comrades are waiting. Congratulations! You're now a very rich diver! So, it's off to the Sao Vera. This one has a few more obstacles than the Leviathan did, but none of them are particularly difficult. The first thing is to get off the bed, and head North to the Storage Locker. Here you'll find the flashlight and repellent, as well as a deap-sea diving outfit. There is also a small machine here, that you won't be needing (it's a locater box. If you really want to fiddle with it, you have to buy a dry cell to make it work). Get everything but the box, then go back South. Get the envelope from under your bed, stop off in the Galley to eat and drink, then continue on to Johnny's cabin. Show him the envelope, which will put an end to Weasel's double-cross. Now wear the suit and go up on deck. Johnny will be there, and will tell you about the orange line. Keep in mind what he says. If you look around, you'll see a large air compressor, with an air hose. Attach that to your suit, and then turn on the compressor. You're all set, so dive in! Once underwater, turn on your flashlight. There's that pesky shark again! Open your canister to get rid of it, then keep on going down. It will be a long way down, but you'll get there. Now you're on the top deck of the Sao Vera, with a hole at your feet. Go down the hole. Crash! Looks like the ladder broke. You may have a problem getting back up again! Then again, maybe not. Leave that for now, and make your way South, into the room with the iron bars. Get one, because it will come in handy soon. Then keep going South, until you come to the room with the bunks barring the way. Move the bunks with the bar, then wedge the bar under the bunks to keep them from moving back. Now you can go South again, to another room, with a ladder leading down. Climb down that one. Oops! Crash again! This time, though, the whole ladder didn't crumble. Still, it's going to be hard to reach it on your way back. No matter, you still have to find tha treasure, so go North. Uh Oh!! There's a giant squid here! Good thing for you it's asleep. And if you're smart, you won't wake it up! So, just go right on by, don't try doing anything to the squid at all. In the next room is an oak chest, along with a hole in the side of the ship. Leave that for now, and keep going North. In the next room are some skeletons, remains of the crew. Examine them, and you'll see one wears a scabbard. In the scabbard is a sword. Get that, and go North again, to the last room. Here you will find a maple chest. The chest is to heavy to carry, so push it back South until you come to the oak chest (note: you must say "Push Maple Chest South"). Hmmmm, now, which chest to take? Let's try the oak chest. Push that out West through the hole (carefully! You don't want to cut your air supply!). Wait awhile, and the orange line will appear. Get that, tie it to the oak chest, and tug on the line. The chest will slowly make its way upward, while you return to the ship. Now, push the maple chest south, past the sleeping squid, and south again into the room with the ladder. Climb on the chest, and you'll be able to reach the ladder and climb back up to the middle deck. From there, go North until you reach the room with the cask in it. Now, push the cask north with you, until you come back to the room with the mast and the rope tied around it. Climb on the cask, then cut the rope with the sword. Drop the sword (you can't leave with it), and then make your way up and out. Once on the top deck, just keep going up until you're back on the boat. The chest will be opened to display hundreds of gold coins. Congratulations, you're now a very rich diver! @endnode @node "Cyberblast" @remark C On the title screen, type "LAURIUS" for extra energy. Press to advance levels for the last level This cheat also give you infinite extras. @endnode @node "Cybercon 3" @remark SH STRATEGY: Obtain four additional codes for the sonic key, in this order: green square, green triangle, green circle, green hourglass. These allow progressive access to the four main zones in the complex. Each zone contains one code, and also contains one wall safe. The safes contain the four parts of a mysterious cube. There are three fusion generators supplying power to the complex. The schematic map opposite the REPAIRS AND SPARES room will tell you which ones are on. Initally, only the centre one is on, and you'll need to activate the other two with the sonic key to be able to use certain elevators. SOME PRELIMINARIES: Save the game whenever you can, and keep a backup save, preferably from back at the save console near the Centron room. Sometimes you can find a most unfavourable combination of robots waiting for you as you emerge from a save room and try to fight your way back out of a zone, and you might wish to fall back to your original save and repeat the zone. I haven't generally bothered telling you when and where to save in the walk through, but the maps reveal locations of save rooms A useful configuration to have saved on the function keys is MAX JUMP. All systems except the power-assist off-line (including sensors), and all energy banks charged and on-line. This channels maximum power to the power-assist, and there are a couple of very long jumps you have to make. Also use this when you fall long distances to minimize damage when you hit bottom. You may find that when you drop items you've picked up, such as energy banks, fuel pellets (red spheres) or shield generators, they may explode in your face, causing much hurtful damage and a great deal of irritation. Especially if you haven't saved the game recently. I think this happens when you get shot and damaged badly, causing incidental damage to the items, and if they've got a lot of charge in them, the blast can easily kill you. The only solution is to have all systems off-line except the shield, and all energy banks charged and on-line before dropping the offending item. Even then, you may still die. Swear, re-load a saved game and try again. THE WALK-THROUGH: North through the entrance door, N, N into Centron room, W, N, take elevator to top floor, pick up energy bank, W, pick up parrot camera, E, E, goggle at schematic map, W, S, save game. ZONE 1: Take elevator to bottom, S, activate energy transfer probe, all banks on-line, cozy up to the green sphere and recharge. E to Centron room, NE, E, take elevator down to ZONE 1. Get your guns on and start blowing robots up. Collect a few energy banks to give yourself a total of six if you can, and use the ETP on the red spheres to charge your on-line banks up. You can also make the spheres explode while they're lying on the floor, killing nearby robots. The sonic code for doing this is a RED CIRCLE, and all spheres in the room will go. Head N, W into the generator room. Switch generator on, E, N, take the right-hand N exit, N, head all the way W through this room and go S, S, S, S, W, ignore the elevator, S, and S to save game. Switch on shield and all energy banks, E, IMMEDIATELY head through the N door (there's a very large fixed cannon shooting at you from the S wall), blast the two pyramid guns, E, E, E and IMMEDIATELY head for the S door to avoid the fixed cannon in this room. Get the GREEN SQUARE code by interrogating the weird machine with the sonic key. Reverse your entire route back to the elevator you came down in, and you can now take it back up. Head back to the green sphere and recharge your banks. Head upstairs, SAVE GAME FIRST, then dump your three charged banks. Drop the empty ones you should have gathered and pick them up again to gain empty on-line banks. Pick up your charged spares, save game, head downstairs and charge up at the green sphere. ZONE 2: From the green sphere, W, W, N, N, elevator up,unlock W door with sonic key, W, elevator up, walk round ledge to SW corner, elevator up to middle floor. (N.B. If you see the elevator arrow lit up, this may mean that there's a robot on its way to meet you. Have your shields up and gun on-line when you open the elevator door!) Blast pyramid gun, N, right-hand N door, N, elevator down. Take elevator on W wall up, blast pyramid gun, E, activate generator, W, elevator back down to middle floor. N, elevator up, open window in E wall with sonic key and drop jaw at sight of robot in room below. You need to call and take the elevator in the NE corner of that room, so wait until he's out of that general area, take elevator at S end of corridor down, sprint across room and call elevator. If you run around a bit, the angel robot will find it hard to hit you. Once you've been shot once by this dude, you will appreciate this feature. Elevator up, W,S,right-hand N door, elevator up to middle floor, collect GREEN TRIANGLE.Reverse route back to save game near Centron room. Sounds easy when you say it all in one sentence like that, eh? You may have problems getting back into the angel robot's room. If he's standing guard outside the elevator door when you reach bottom, don't try to squeeze past him. Go back up, switch to MAX JUMP and simply drop off the edge to land, somewhat dazed, in his room.When you get back to the start save room, go W, and unlock the door to the SPARES AND REPAIRS area. If you stand in one of the cubicles on the N wall and trigger the wall switch with the sonic key, you should find your energy recharged and all systems fully repaired. Enter the S room, jump up onto the ledge, and pick up the red tube (missile launcher!) Use this by selecting the slot below the gun and selecting a red fuel pellet on your backpack display. Press fire to blow things away, but make sure you're not standing too close to the target. ZONE 3: There's really two ways to do this, but I only discovered the easy route after many, many hard battles in the other route. Take elevator down to ZONE 1. N, take the right-hand S door, unlock the E door, N, follow the corridor all the way N past a save room to the elevator. Elevator down, go west into the large room, then head NW round the corner to the elevator. Take elevator to middle floor, set up shields and missile launcher, blast the auto-cannon (mounted on wall immediately to the W of elevator) with a missile. Drop down pit, open concealed pit in middle of floor (three purple hourglasses), drop down. Take elevator down, S, open wall safe, pick up red and green component. N, elevator up, MAX JUMP, jump out of pit, jump out of second pit back to near elevator. Head to SW corner and line up on the ledge to the W by the big red door. With MAX JUMP you should _just_ make it to this ledge. I'm not sure the programmers intended this to be manageable, as it neatly bypasses an enormously difficult section, absolutely stuffed with auto-cannons and robot tanks. (For the masochistic amongst you, go NW from the Centron room, N,N, close pneumatic bridge, E,N,N,N, take right-hand S exit,S, unlock E door, E,E,N,N,N,N,W. Destroying four auto-cannons with the missile launcher en-route. Coming back is even worse!)Unlock the W door, W, shoot out the small guns and avoid the three concealed pits in the floor. If you hear the hum of an opening door beneath your feet, jump forward or back immediately! S, pick up GREEN TRIANGLE, N, W to the ledge above a huge pit containing three giant pillars. MAX JUMP, jump W to land on top of the nearest pillar. If you hit your head on the ceiling of the ledge room, then you weren't close enought to the edge when you jumped. From the first pillar, jump W, then S, then W to the ledge in the SW corner of the room. Unlock door, W, MAX JUMP, then leap W over the trench, trying not to land on top of any of the numerous tanks patrolling this room. Sprint for the S door, open the safe and take the second component. This is a good time to switch your energy banks. And now retrace your steps to save game near the Centron room. ZONE 4: Charge up your energy, E from the Centron room, S,S, blast gun, E, head N at the E end of the corridor, N into a room with four purple squares on the floor. Stand in the middle of the NE one and unlock it with the sonic key. Drop down, E, head N,E,S, set up shields and missile launcher, drop down pit to the South. Face N and blast the auto-cannon. Walk up towards it and unlock the concealed pit in the floor. Drop down, open safe, take third component, MAX JUMP out of pit, take elevator up. Follow corridor round to next elevator and take it up. Walk N out of elevator, W, S, W and N to the next elevator at the end of corridor. Elevator up, follow corridor round to the E, and take door S to elevator. Take elevator down to middle floor, and jump NE over pit to land on E side. Follow corridor round to the N and take the elevator on the N wall up. Head W and walk through the yellow and green chevronned door on the N wall. Drop down the pit to the W, head W,S,S. Pick up GREEN HOURGLASS code, N,unlock door, W, unlock door, W,N,N, unlock door, N, walk to N end of bridge, set up shields and missile launcher, drop off bridge to room below, blast auto-cannon, take the western S exit,S,S,S,W. Close pneumatic bridge by interrogating the pillar console with sonic key, S,S,S to Centron room and save game. FINAL COMPONENT: For this you need to head back into Zone 2 with at least two missiles in your possession. Go to the room with the large angel robot as before, elevator up, take the elevator on the N wall up. Set up shields and missile launcher and open N door. You thought the big angel downstairs was bad news? Blast the "Lucifer" robot (takes two missiles) and wait for it to stop twitching. Find the concealed pit in the floor - should be at the feet of the robot, unlock it, drop down, open safe, take fourth component. Back to save game near Centron room. THE LAST BATTLE: Head to SPARES AND REPAIRS. Drop the four components on the floor of a cubicle and watch them self-assemble. Pick up the assembled cube and dump the missile launcher. Slot 2 should now be... a BLUE sonic key! E,E, take elevator to middle floor, E. Jump onto top of Centron pillar. Trigger blue sonic key sequence SQUARE-CIRCLE-TRIANGLE, and wait for the special effects to die down. If you're standing anywhere but on top of the pillar, you'll die. Look at the S wall. See that glowing blue outline? That's a secret door, that is. Jump over to it, unlock it and S,S,S to the Brainstem computer room. Shoot the brainstem sphere lots of times until it blows up and sheds most of its mass to leave a much smaller sphere, which promptly does a runner. You can't harm it now, so simply move under the opened door in the ceiling, tilt your head up and just watch. @endnode @node "Cybernoid" @remark C 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. Or, try defining your keys as 'Y X E S' (in that order) for unlimited ships. @endnode @node "Cybernoid II" @remark C For infinite lives, type "NECRONOMICON" on the title screen. Pause the game and hit to advance to the next level, or for the current level. Select the define keys option and define the keys as Y, G, R, O (in that order) - you now have unlimited lives. @endnode @node "Cyberpunk" @remark CL During play, hold down , , , and . The screen should flash to let you know it worked. This gives you infinite energy and the use of the following keys: - Skip to corresponding level <1>-<4> Warp around current level Deploy stationary drone gun Activate shield Deploy drone Select red players weapon Select blue players weapon Select blue players weapon Smart Bomb Level Codes: MISSION 1 "471174" 2 "159361" 3 "066990" 4 "135642" @endnode @node "Cybersphere" @remark C On the main menu, type "CALGARY". Now during play press to advance levels. To disable the cheat type it again on the main menu. @endnode @node "Cytron - Psygnosis" @remark L Level Codes: Level Foyer BioTechDeck Reaktor-Deck Holo-Deck 1 ---- BFAE ELAD FIAG 2 HIDE FFIB KAKE LKAI 3 HIKE AAHC FGAH BLDK 4 LAKE HKAJ CIJA JAKI 5 DEAD EJLA FILA GABG 6 ACHE DHLA BFDG LABH 7 ---- DIED 8 FLEE @endnode @node "D-Generation" @remark C The password for the computer is "DEATH". Also when you are killed, waggle your joystick in a circle while holding down the . You will restart at that position with 7-8 lives. @endnode @node "D-Generation CD³² - Mindscape" @remark C Enter your user name as "SETH" on the first computer. Then enter "OSTRICH" as your pass name. On the second computer, type in your "DEATH" as your user name. This should activate a cheat mode. @endnode @node "Dalek Attack" @remark CH A lot of people are having trouble getting into the city from the caves. After you have destroyed the tunnelling machine and survived your encounter with the Super Dalek, go through the door he was guarding. You will then find yourself in a small room with no obvious exits. Use your grenades to destroy the floor section and you will soon find yourself on your way to the city. Type in any of these codes while on the intro screen: "Day of reckoning" Paris "The slyther" New York "Tricolour coffee shop" Tokyo "D5 gamma Z alpha" Skaro "From London to Paris" Paris "From Paris to New York" New York "From New York to Tokyo" Tokyo "From Tokyo to Skaro" Skaro INVICIBILITY: "JAMES BOND AND OLIVER REED WERE NEVER GOOD SINGERS" INFINITE LIVES: "TRUE I AM GUILTY OF INTERFERENCE JUST AS YOU ARE GUILTY" "OF FAILING TO USE YOUR GREAT POWERS" ?: "ESCAPE SWITCH" @endnode @node "Daley Thompson's Olympic Challenge" @remark CH Enter your name as "HINGSEN-J" on the high score table and then quickly press . 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. If this doesn't work try both times ".J" instead of "-J". Use Lucozade only for the 400m and 1500m, assuming you only get two cans. To get many points in the 100m event, run like mad until you're just about to cross the finishing line, instead wait for three minutes and then cross. Best results are obtained if you use Persil Automatic: Day 1: Training training shoes 100m running spikes Long Jump long spikes Shot Putt long spikes High Jump flat shoes 400m running shoes Day 2: Hurdles short spikes Discus half spikes Pole Vault track shoes 1500m track shoes @endnode @node "Dallas Quest" @remark C 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. @endnode @node "Damocles - Mercenary 2" @remark C On Midas reference 577-341 you can find a pyramid which contains a magic crystal. To use it, you'll need the book from the trader at Eris Capital City (13-5). Reading the book while in possession of the crystal will allow one wish to be granted. You may like to try some of the following wishes. I WISH I HAD A CHEESE SANDWICH I WISH I HAD MORE TIME I WISH I COULD RECIEVE 1,000,000 CREDITS I WISH THE UNIVERSE WAS MORE COLOURFUL I WISH I KNOW HOW TO USE AUTHOR'S COMPUTER I WISH I HAD MERCENARY 3 NOW FIVE WAYS TO WIN: 1 Find all eight explosives and the timed detonator. Go to Damocles. Drop seven explosives and set the eighth to detonate. Depart posthaste and collect reward: $10,000,000. Note that you can bargain the State President up to $25,000,000 by turning down her first offers. 2 Ditto, but blow up Icarus instead before Damocles passes it. Without Icarus's gravitational pull, Damocles's course is altered so it misses Eris by a good margin. Collect $10,000,000 from the State President and $25,000,000 from Lloyds' for solving the problem without destroying Damocles. 3 Using the Nova Bomb instead of explosives, repeat #1 or #2 above. 4 Use the Magic Wishing Crystal on Midas and wish that Eris (or both Eris and Damocles) would be saved. (the "Wishes Solution") 5 Using the Author's Computer, blow up Damocles (planet #29.) GUIDE TO THE GAMMA SYSTEM: ICARUS (first planet) ~152/417 MINING COMPLEX 02/01 HQ: Red Herring (worth nothing special) ACHERON (moon of Midas) ~836/324 ACHERON RETREAT One of the four "hidden" pyramids contains a communications console. * The key to the Acheron/Midas puzzle is in either sphynx. Go in the hidden side door at the sphynx's knee. On the front wall is a pyramid number, but you can only read it if you're carrying the reading glasses from Lucan. Translate it into planetary coordinates: 1 Divide by 4096 and drop the fraction. Call this PX. 2 Get the remainder from step 1. Call this PY. The pyramids are arranged in a large square, 4096 pyramids on a side. PX and PY locate the pyramid in this grid. 3 Divide PX by 4.096 and drop the fraction to get the planetary X coord. 4 Divide PY by 4.096, drop the fraction and add 250. This is the planetary Y coordinate. Now go to Midas. MIDAS (second planet): THE MIDAS PROJECT (16 million identical pyramids) * Pyramid 68-09-20-33 located at 577,341 contains the Magic Wishing Crystal. You can wish for anything in the Wishful Thinking of a Mercenary book: while holding the crystal, show the wish in the little message window, then hit * and it shall be granted. Note that a lot of stuff in here you can also do for free by fiddling with the Author's Computer. DION (third planet) ~793/574 BIRMINGHAM ISLAND 03/14 Dion Verdant Party HQ. Parked outside: Targ Tourer (car) 1: Teleport Cube 2 9: Door Key "E" 00/07 Lawson-8 Bank 02/12 GUM Department Store. 1: Rug 01/11 Bank of Gaea branch 00/10 Office Building. G: Bed, Table, Notepad (stating that Prof. Hantzen's new address is Ur City 07/01) 02/11 Novagen Offices (requires Door Key "D" for entry) G: Rubbish Bin (filled with Damocles release dates) 1: Novagen Files (with random remarks), Table, Ansafone (noting that everyone's on holiday, and you can buy a Blue Beacon Detector at 02/01 Mentor), Novagen Safe (blast open with explosive set to 0, and then read various clues) 02/02 GUM Department Store: Washing Machine 09/00 GUM Department Store: Bath, Towel Rail 09/14 Trading Post: ACME Universal Suit ($25,000) * The ACME Universal protects against heat, cold, and vacuum. 01/05 "E" Building 14/13 Author's House (requires Door Key "A") Author's Chair, Desk, Computer * The Chair is a spaceship in disguise, and to operate the computer you must be sitting in it. Computer settings: 0 changes the colors of the Universe 1 changes the colors of your control panel 2 changes the amount of perspective 3 changes the speed at which time passes 4 allows you to delete any planet from the system Destroy the computer and the entire solar system comes apart. ~807/586 DION NORTH 00/03 Windmill: 1 Box Explosives 01/04 Trading Post: Hammer 04/01 Empty Trading Post 06/00 Annie's Bar: Chair/Table ~810/566 DION EAST 06/00 Annie's Bar: Chair/Table, Door Key "D" 04/01, 01/04 Empty Trading Posts 00/03 Greenhouse: Greenhouse Effect (worth $24,000) CLOTHO (moon of Dion) ~596/322 CLOTHO NEW TOWN 01/00 Lloyds Group 4 Investments. 2: Table, Chair, Lottery Ticket * The "4" points to: 04/00 Secret Storage. B: Bathroom Scale 01/01 Nuclear Power Plant: Fireplace, Chair, Table 02/01 Active Marketing G: Bench, Table 2: Fridge 3: Bed 4: Settee, Coffee Table, Table Lamp, Sunglasses ATROPOS (moon of Dion) ~009/304 CITY 02/02 Spaceport 01/02 Bank of Gaea Branch 01/01 GUM Department Store. 1: Shopping Bag 02/01 Radar Station LACHESIS (moon of Dion) ~612/506 Abandoned Pulvin Mines, tractors GAEA (fourth planet) ~125/687 UR CITY 07/01 Prof. Hantzen's House (req. Door Key B) Parked outside: '99 Chevy Inside: Teleport Cube 0, Sideboard (really NOVA TRIGGER 1), Table, Fax (mentioning storage location of expensive piano, and that the power of the Nova Bomb equals 8 maxset explosives) 09/02 Storage Center. B: Piano (worth $18,000), NOVA BOMB 09/03 Trading Post: Stove 05/02 Industrial Co-Op HSE2 B: 1 Box Explosive G: Table/Chair 00/01 Spaceport "E" 03/00 Empty Storage Center 01/03 GUM Department Store: Shower 01/02 Industrial Co-Op HSE1 B: 1 Box Explosive G: Chair/Desk ~065/440 CHALDEA METROPOLIS 07/14 Spaceport 06/06 Bank of Gaea Building G: Desk, Settee, Chair, Receipt (describing how the package from Prof. Hantzen was sold locally) B: Gold (worth $45,000) 04/01 Marillion Apartments G: Sink, Wall Clock (hinting towards Icarus solution), Wardrobe 1: Cooker 03/00 Empty Storage 06/08 Real Estate Offices (lose money to buy house 02/05 Eris Capital) 05/06 Trading Post: Stereo (really NOVA TRIGGER 3) 08/08 Trade Center: Teleport cube 6, key to '22 CV (parked outside) ~751/314 VULCAN ISLAND: Volcano, Blue Beacon, 1 Box Explosives CRONUS (moon of Gaea) ~626/463 Mercenary I Museum 05/05 Museum Guide CYCLOPES (moon of Gaea) ~851/602 IDI CAMP COMPLEX 02/02 IDI Palace of Fun: Amplifier (lottery being held) * The ticket is in the Lloyds Group 4 building on Clotho. ERIS (5th Planet) ~016/283 CAPITAL CITY 07/08 Spaceport: VIP Limo, VIP Limo Key [ YOU START HERE ] 09/09 Moorby School of Flying: Electric Fire, Eagle-9SE Spaceship 09/08 State President's Office B: Eagle-9SE Key G: Damocles File (describing Damocles), Coffee Table 1: Air Conditioner 2: Bench, Settee 11/08 "E" Building. B: Teleport Cube 5 01/01 Exchequer District A (lose all cash to pay back taxes) 04/04 Statue 04/10,14/03,13/03, 12/03 Empty Trading Posts 04/11 GUM Department Store: King-Size Spanner 09/02 Playtester Stores (Red Beacon) B: Antigrav * Antigrav allows you to pick up vehicles and teleport cubes. 15/03 Trading Post: Pressure Suit (permitting excursions in vacuum) 08/14 Trading Post: Key to Bestcupand (parked outside) 12/04 Open Area: Sunshade 14/05 Eris Power Generation: Heat Resist Suit ??/?? Trading Post: _The Wishful Thinking of a Mercenary_ book * This is somewhere near the nuclear power plant and the 08/14 T.P. The book is part of the "wishes" solution. 02/01 Post Office: Table 01/04 Another "E" 15/12 Lawson Bank HQ. B: Vault (open with Key C) - 25 million ECUs * note that you can't seem to actually GET $25 mil for this... 12/14 Eris Post Office HQ -- A to Z computer * Carry the computer and activate it. It shows your location, and names the building if you're near someplace special. Note that the phone message in the NIC on Mentor does NOT have the correct location! 02/01 Airport: Table ~375/438 VELOS 03/07 Trading Post: TV Controller 04/06 Empty Trading Post 04/05 EKMPV S Ad Agency. 1: Coffee Table, Settee, Standard Lamp 04/01 Eris TV Studios 1: Settee, Desk, Chair 2: Table, Video Player 9: TV (use TV Controller to watch), Chair, Table ~750/375 BARE ISLAND 05/05 "E" Building 06/06 GUM Department Store. 1: Thermal Undies 06/05 Professor Hantzen's Labs B: Door Key B 3: 3 Boxes of Explosives 4: Top Secret File (describing the Nova Bomb), Table, Memo Pad (describing how the four triggers have been lost by the Post Office Sorting Branch, Snow Island), Processor's Desk and Chair 02/04 Hantzen Airport 07/04 Hantzen Admin. 9: Table, Chair, Geiger Counter * The Geiger Counter clicks when you get near the Novabomb, and clicks faster and faster as you get closer to it. 06/02 Low Office Building B: Timed Detonator (sets off explosives) G: Teleport Cube 1 1: '99 Chevy Key ~007/507 SNOW ISLAND 07/04 Landing Strip 06/04 Wine Bar: Table, Chair, Bottle 03/00 Post Office Sorting Branch: Table, Clipboard (describing where the four triggers may have gotten to), Storage Boxes, Cupboard (in reality NOVA TRIGGER 2) ~626/126 KEY WEST 02/01 Spaceport 01/04 "E" building 07/10,08/08, 04/00 Empty Trading Posts 09/08 Lawson-8 Bank: Antique Clock (worth $799.90) 07/07 Newton Ltd. Research. B: Anti-Grav (worth $100,000) 00/07 Spaceport METIS (moon of Eris) ~616/511 JUDICIARY COMPLEX 00/06 Office Building (lose all cash to lawsuit) 9: Processor's Desk & Chair, Filofax (describing various trivial stuff), Teleport Cube #? 02/00 Spaceport with Beacon 01/03 Lawson-8 bank: Door Key "C" 02/06 Jail (do not enter -- you get locked up 'till Mercenary III is released...) 05/06 Nixon Interstellar Court of Justice (NIC) Inside: Table, Wall Phone (mentioning that the A-Z Computer at Eris Post Office at 14/11 could be most useful) Through secret door at back: something which is actually NOVA TRIGGER #? VESTA (moon of Eris) ~264/326 POLITBURO CITY 04/06 Government Hall (requires Door Key E for entry/exit) B: Teleport Cube 4 G: Bench 1: Key to Targ Tourer, Processor's Desk and Chair 2: Scroll (describing trivial proposed new legislation), Table 3: Briefcase (increasing number of things you can carry) 05/03, 06/03 Empty Trading Posts 06/04 Lawson-8 Bank 05/04 Lloyd's Group 4 Building. From 4th floor the four becomes an arrow, pointing to: 04/04 Traffic Circle with Red Beacon Locator 03/07 GUM Department Store. (be 2nd customer, win $10,000) 2: Table, Cash Register (worth $1,555) 03/01 Bank of Gaea Branch (?) LUCAN (moon of Eris) ~???/??? ONE OF A RING OF 12 ISLANDS 00/07 Red Beacon, Reading Glasses * The huge glyphs on the islands are actually the 12 signs of the zodiac. The beacon is located in the "eye" of Leo. The glasses are required to solve the Midas puzzle. SOLON (moon of Eris) ~969/596 PENN SCHOOL OF LITERATURE ??/?? Blue Beacon, Mazelike Underground Complex Nesbitt Library: Table, Stool, Bookcase; Gold (worth $75,000) THEON (moon of Eris) ~???/??? INTERSTELLAR COMMUNICATIONS LINK 02/03 Radar: 1 Box Explosives 01/02 Landing Strip, Blue Beacon 03/01 Radar: Communications Console, Chair Assorted communications towers outside the central complex LOGOS (sixth planet) ~316/896 CITY 04/02 Bridge Office Building 3: Photocopier (mentions teleport cubes can be flown through) 4: Teleport Cube 6 06/03 Charlene's Disco: Ghetto Blaster (providing loud, irritating music) 06/00 Spaceport 07/00,08/00,06/02,08/03, 07/03 Empty Trading Post * You get the best prices for found equipment at "Frank's Bargain TP." PAN (moon of Triton) ~102/688 HADES LABOR CAMP 04/00 Spaceport, Red Beacon 04/01 Offices. 1: Key to Bullet spaceship Numerous jails and (immobile) tractors THALIA (moon of Triton) ~487/042 MILITARY BASE 06/03 Spaceport: Red Beacon, Bullet spaceship PERSEUS (moon of Juno) ~940/456 ALKANE BASE 04/06 Emergency Facility. B: Bed, Life-Support 05/02 Research Lab: Battery, Davey Jones' Locker TOLOSA (moon of Juno) ~667/633 ERISIAN CURRENCY REPOSITORY (defended) * It's not real difficult to destroy the drone ship: go to a low altitude and keep moving at low speed so you won't be hit. Keep turning around and fire whenever you see something moving. A direct hit is NOT required. ??/?? Currency Repository (requiring Door Key "H" to enter): Gold BACCHUS (moon of Juno) ~405/638 CITY 02/08 Spaceport: Concorde III plane, Transporter Cube 8 01/03 Casino: Table, Phone Message (asking why you're in the fleshpots of Bacchus when there's work to be done) Bet all your money, double or nothing 01/02 GUM Department Store: Fishtank 00/03 Dance Hall MENTOR (ninth planet) ~689/316 SETTLEMENT 09/07 Spaceport: Teleport Cube #9, Concorde III Key 02/01 Trading Post: Blue Beacon Detector (costs $100,000) 06/05 Trading Post: Antique Sextant 04/03 Trading Post: CB Rig Numerous other trading posts DOOR KEYS: A unlocks Author's House, 14/13 Birmingham Island, Dion B found Hantzen Labs, 06/05 Bare Island, Eris; unlocks Hantzen's House, 07/01 Ur City, Gaea C found in Lawson Bank, 01/03 Metis; unlocks vault in basement, Lawson Bank HQ, 15/12 Capital City, Eris D found in bar, 06/00 Dion East, Dion; unlocks Novagen Offices, 02/11 Birmingham Island, Dion E found in Dion Verdant Party HQ, 03/14 Birmingham Island, Dion; unlocks Government Hall, 04/06 Vesta F found in a Lawson Bank, second floor G ? H unlocks Eris Currency Repository ??/?? Tolosa Note that you can get through locked doors another way: set an explosive to 0, drop it next to the door, and back off. The explosive will blast the lock off the door. VEHICLES AND KEYS: VIP Limo (car): Capital City Spaceport, 07/08 Capital City, Eris; key inside building Eagle-9SE (spaceship): Moorby School of Flying, 09/09 Capital City, Eris; key in basement of State President's Office at 09/08 Bestcupand (spaceship): Trading post, 08/14 Capital City, Eris; key inside trading post '99 Chevy (car): Hantzen's House, 07/01 Ur City, Gaea; key inside 06/02 office, Bare Island, Eris Targ Tourer (car): Dion Verdant Party HQ, 03/14 Birmingham Island, Dion; key on 1st floor, Government Hall, 04/06 Vesta Free Ship: Spaceport, 00/07 Key West, Eris Concorde III (plane): Spaceport 02/08 Bacchus; key inside spaceport, 09/07 Mentor '22 CV (car): Office, 08/08 Chaldea Metropolis, Gaea key inside building Bullet (military spaceship): Spaceport 06/03 Thalia; key in offices, 04/01 Pan TRANSPORTER CUBES: 0: Hantzen's House, 07/01 Ur City, Gaea 1: G, 06/02 Bare Island, Eris 2: 1, Dion Verdant Party HQ, 03/14 Birmingham Island, Dion 4: B, Government Hall, 04/06 Vesta 5: B, 11/08 Capital City, Eris 6: 4, 04/02 Logos ?: Offices 08/08 Chaldea Metropolis, Dion 8: Outside 02/08 Bacchus 9: Outside 09/07 Mentor ?: 9, 00/06 Metis AMUSEMENT: Once you've figured out how to destroy a planet, try the technique on various planets. Especially Gaea, Dion, and Eris. Blast the lock off the door of the Author's House and steal his computer and his chair. They both have actual uses, and do quite interesting things. Blow up the Author's Computer with an explosive. Then get well clear... that is, well clear of EVERYTHING. Each planet and/or moon has some information and history associated with it. Benson (your computer) doesn't always present it upon your visit to said world. Keep trying until you do get it. Try to land on the sun (Dialis). Crash your spaceship in the ocean. Land on the roof of a building, get out, then stroll over the edge... Get yourself locked into the jail on Metis. There are lots of nice vantage points to watch Eris's destruction from. Vesta is quite decent. The best place, of course, is on Eris itself. If you're on the right part of the planet, you'll get to see the comet plunging through the atmosphere directly towards you. Watch the control towers at spaceports; they change color to warn you when your ship gets near. Lots of the stuff in Damocles is quite closely related to British politics, although the passage of time since its release has obsoleted some of the jokes. For example, the Lawson Banks are named after Nigel Lawson, the chancellor of the Exchequer at the time Damocles was being written (although by the time it actually came out, he wasn't any more...) You can find the Prime Minister's proposal for the poll tax in the basement of the Hall of Government on Vesta; she predicts it will be well-received... The Novagen offices are full of inside jokes and hints on the game. You will find the keys in a pub on Dion East. Noticed the road signs near the Novagen building on Dion? Novagen's real offices are on Alcester Road, Birmingham, England, and the one in the game bears an intentional physical resemblance to the real one. The same goes for the Author's House. @endnode @node "Dark Castle" @remark C The first thing you do is to go to the shield room. Once there press (up) and (down). Keep them both pressed. This will cause your hero to go up and down between the two screens. After half an hour or so you will have about 25 lives, this is the only screen you can do it on. @endnode @node "Dark Continent" @remark S Solution: Swing vines to cross canyon. Climb palm -> fuel. Steal ruppee from beggar's cup. Buy knife from stall. Pour fuel in tank of plane. Go airplane twice. Fly it -> canyon. Stab crocodile with knife -> n. Skin croc. Make shoes with crocodile skin & cobbler's bench. Decipher the witch doctor's parchment with the paper on the bench. Paint face yellow, Kiss pig, Beat drum, Sing song after u find ore -> key. Unlock the box in the cave behind the waterfall with key. Dig dirt in the hole -> diamond. Hurl spear at elephant to kill it & get its tusks. Give shoes & tusks to ship captain as payment. @endnode @node "Dark Side" @remark C Hold down <2> on the main keyboard and <8> on the keypad then press for pictures of the programmers. (or hold <2> and <8> together either on main keyboard or keypad). @endnode @node "Darkman" @remark C Type in "MEA CULPA" or "MEACULTA" while playing for infinite energy and the following keys. Invincibility Kills enemies on the screen Gives darkman the disguise

Refills life meter ? Bypass photo session w/ disguise <1>-<6> Skip to the corresponding level - Skip to the corresponding level Skip to next level Move darkman anywhere on the level with joystick ( toggles this on/off) @endnode @node Darknite @remark S Solution: search shrub - silver key, open main gate with silver key, drop ladder at statue, climb ladder, pull wire - staircase, push mural - east exit, light paper with match - spell on paper, get ring & say "revivo statue" to statue, give ring - hole in ground, tie rope to stand. 7 SHARDS blue get crucifix, move tomb with shovel, open coffin, get blue shard, move tomb with shovel to cover it. transparent open walnut with nutcracker in kitchen drawer, open armory with white key, break pitcher with battle axe. metal examine shack floorboards, drop long board on shack floor, tie string to curved bar, get metal shard. yellow open furnace with padded gloves. crystal examine fireplace, search ash, open locked door, confront medusa with mirror red turn globe until keep revealed, get sword, armor & drink dark potion, move bookcase, get shield, kill beast with sword. green open bench, examine songbook, play piano. take all shards and pulsating scroll, say cumbini - septacrystal. MAZE s.s.s.e.s.e.s.e.s.e.n.e.s.e.s.w*.n.w*.s.e.s.w.s.e.e.n.e.s.e.n.e.s.e. '*' means repeat that direction until you can go no more. open safe with septacrystal - orb. cut pillow with dagger - black key, open shackles with black key, get king & orb, open door#2 - tower, get cord, jump. -> ALL DONE when hungry, fill bowl with soup in kettle & eat soup with spoon, eat supervitamin just before going into maze. @endnode @node "Datastorm" @remark C After loading, wait for the high score screen to appear. Hit to view a message. @endnode @node "Days of Thunder" @remark C Enter the qualifying race as normal and then press

to pause the game. Now type "COMEFLYWITHME" or "COME FLY WITH ME", and the screen should flash. You can now pull back on the joystick and fly into the air. Now use to go forwards, and the Function keys to get views of yourself whizzing through the air. @endnode @node "Deadline" @remark S 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. @endnode @node "Death Mask" @remark CL During play, type "BELINDA" and press to skip to the next level. This works on every level. Level Codes: 02 52385 13 28283 24 82855 03 22428 14 85325 25 58474 04 84843 15 10769 26 38392 05 22087 16 25324 27 55276 06 38641 17 43542 28 68163 07 06395 18 62156 29 75156 08 33224 19 84678 30 70948 09 35527 20 57093 31 54334 10 48962 21 29264 32 39814 11 65074 22 47446 33 52262 12 62438 23 75330 34 73164 @endnode @node "Deep Core" @remark CL During play type any of the following: "I NEED OXYGENE" full oxygen "I NEED ENERGY" full energy "I NEED A MIRACLE" infinite everything "I NEED A MEGA BLAST" a smart bomb "TRAINER MODE" infinite everything Press on the title screen and select password from the menu. Now enter one of these for the password: "REANIMATOR" access to Level 4-6 "PSYCHONAUT" access to Level 7-9 Try any of the following for various messages: "JOHAN LINDAHH", "SAUROO", "J.LINDAHH", "JENN", "HUNTERR", "I LIKE FAIRLIGHT", "I LIKE ATARI", and "I LIKE DM". @endnode @node "Deep Core CD³²" @remark C For infinite oxygene, energy and an option to skip levels try this: Start as normal, then press GREEN, YELLOW, BLUE, and RED BUTTONS simultaneously. Now press FORWARD and REVERSE together, then GREEN, YELLOW, and BLUE BUTTONS. A whooshing sound activates the cheat mode. To skip levels, push all the buttons as well as FORWARD and REVERSE, but don't press pause as this will turn off the cheat @endnode @node "Defender of the Crown" @remark CH To get 1,024 Knights: After conquering a territory, press these four keys at the same time, while the drive is still running: H J K L or only K ? If you do it just right, you'll have 1,024 knights both in your home and in your army. If you begin the game at the lowest castle, move all your men in your army and take the 3 high vassal/income territories below. This will give you a lot of men in your army. Moved back to your castle you will also be able to buy lots of men. When sword fighting move forward, backward, strike, and repeat, you should beat your opponents with no problems. Move your lance until it is just left of your opponents shield, then down a little. Count the number of bounces and on the 5th strike at the lowest possible point. @endnode @node "Defender of the Crown 2" @remark CL Cheat Modes: These are typed where it asks for passcodes. GOATY Invincibility INCAS Replaces inviso with smart laser in stargate ANDES Power is restored when the laser is fired RAVEN Activates the three following keys Invicibility on/off Next level Fly auto pilot 23 levels Level Codes: 01 START 17 LEMAC 33 MAGOG 53 IRATA 05 FLOYD 21 ZIPPO 37 FUNKY 57 NEURO 09 FURRY 25 LASER 41 DONKY 61 STOAT 13 BEAST 29 DAFAD 49 KANJI @endnode @node "Deflektor" @remark C <+> and <-> can be used to skip backwards and forwards through levels. @endnode @node "Deja Vu - Mindscape" @remark S Addresses 1 1212 West End St. (found in glove compartment) 2 520 S. Kedzie (found in Penthouse Apartment) 3 934 West Sherman (found in Office) 4 1060 South Peoria St.(found by memory flash when you look at the map after taking antidote) 5 626 Auburn Rd. (Mrs. Sternwood tells you) 6 Same as Number 4 Annoying characters Mugger Hit him! You can get by with this several times. Hooker Hit her! Then search her purse. Beggar Give him money or ignore him. Big Bad Guy Hope you don't meet him. He hangs out in the alley. You can fight him and might even survive. Alligator Avoid Money You have a few quarters and a 20 dollar bill which isn't quite enough. You can play the slot machines in the Casino. Sometimes you win; sometimes you loose. You can take the Hooker's purse - there's money in it. Washroom You wake up in the washroom. Take coat, gun and holster. Examine the contents of the coat. There's a wallet in it so examine its contents also. You might want to look in the mirror and tidy up a bit before you exit. Notice the puddle in the hallway and take a look in the Ladies' Room. You'll find a gaudy earring on the toilet. Bar Not much to do here. But, it's a good reference point. You can see several exits and a big black Mercedes. Upstairs (above the bar) Look at the pictures in the hallway. Then enter the Office. Search the desk. Take envelope. You have just found Address 3. To enter the Private Office, use the key from the wallet. Search the body. Take the Mercedes' key. Open desk. Take pencil and key marked "Front." There's more than one way to explore the building; however, I chose to exit through the window using the fire escape to get to the Weird Room. Weird room Examine everything. Ah ha! You must have been strapped in the chair and injected with DIETHANOL TRIMENE -- or was it SODIUM PENTATHOL? Take the syringe from the waste can. You can ride the elevator or whatever to explore the rest of the building. Casino Put a few coins in the slot machine. Maybe you'll get lucky! Sewer Explore this area carefully. Beware the alligator! Try to find the whirlpool for you'll need to know about it. It's down, down, and down (I forgot how many times). Mercedes (Unlock it with key from corpse.) Look in glove compartment. Take photo, car registration, and map. You have just found Address 1. Gun shop You can buy or trade; but it isn't worth the trouble. If you play the game on Sunday, you can't get in. First address (1212 West End St.) Put plastic card in slot by elevator door. Search the Penthouse. Take photograph. You've just found Address 2. Second address (520 S. Kedzie) Shoot the door! Take paper (combination to safe), diary, and key. Third address (934 West Sherman) The key from 520 S. Kedzie unlocks both the pharmacy and Ace's Office. In Dr. Brody's Pharmacy, shoot file cabinet and read the files to learn antidote for DIETHANOL TRIMENE. I believe it's BISODIUMITIS. Fill syringe and inject self. You might as well take a vial of SODIUM PENTATHOL while you're here. Then go upstairs to Ace's Office. Shoot the shadowy figure you see through the glass door. (You can drag the thug from behind the desk if you want to.) Read Ace's files. Since you've just run out of addresses and the antidote is beginning to work, you should review the things you've found. Look at the map you found in the glove compartment. This should cause a flash of memory giving you Address 4. Fourth address (1060 South Peoria St.) In Private Office, open safe using combination found at 520 S. Kedzie. Take key (it might open the Mercedes trunk). Mercedes trunk The key from the safe unlocks it. Remove gag (drag with mouse). Give Mrs. Sternwood a shot of SODIUM PENTATHOL. She will tell you Address 5. Fifth address (626 Auburn Rd.) Open mailbox. Take letter (ransom note). Use the door knocker. Hit the butler. In Guest Room, open bedside table and take notepad. Rub notepad with pencil (this is the Timetable). In Master Bedroom, get briefcase and blackmail letter. (You may consume the chocolates.) In kitchen, consume the bologna. sixth address (1060 South Peoria St.) You're almost back where you started. You should have all the evidence you need to solve the case and become a hero; however, there's one small problem. You still have the murder weapon and, no matter how much evidence you have, the police just won't believe you. So, before you go to the police, get rid of that gun! Gun Remember the Whirlpool in the sewer? Seems like a good place to lose a gun. Police When you have enough evidence and do not have a gun, go to the Police Station. The three "important" bits of evidence are: The diary from Vicker's house, the blackmail letter and the timetable from Sternwood's bedroom. @endnode @node "Deluxe Galaga" @remark CH Red, Green and Blue skulls, will give you a very good weapon, full fire power and the best ship speed!!! If you have all the markings for a new rank, and than buy more rank markings, you will instead buy a new rank!! When a smart bomb have exploded and the gems are falling down, you can collect them by holding down the joystick! If you have one weapon type and catch the same weapon, you will get some more firepower! If you have caught two aliens and the scope is activ, you can get a lot of points by bounching the aliens of the screen!! If you have a multiply when entering the meteor-storm you may get a lot of points Having a multiply activ when completing the game, will give you a lot of points. Catching a warp-icon in an alien stage with a bonus level, will give you a perfect bonus score!! Completing the Meteor-Storm will give you 100000 points and 1000 in cash!!! and if you... hmm.. he he.. If you have the rank of Admiral and you buy more rank markings you will get. 1.000.000 points You can figure out what skull you have not taken by looking at the color of the meteors in the meteor-storm By shooting the hurry-up ship you can collect the rank markings that you are missing!! When the hurry-up ship have appeared 8 times, a money ship will appear, shooting this ship can give you a lot of money!!! Catching a skull will add to the chances that extra life and cash multiplyer bonuses appear!!!! -------------------------------------------------------------------------- Pressing Joystick Button will speed up meteors in meteor storm ! If you have 4 lives and you buy or get one more you will get instead ship armour (saves 200 cash). If you die during a warp malfunction, the game skips the tax-free shop and the next level. You can use this to your advantage in the harder levels, especially in the Big Trouble stages. So make sure you have plenty of lives left. When you get to the level you want to skip, especially Big Trouble, just pray for a warp malfunction! If you get a warp malfunction, just kill yourself once (It's a good idea not to do this until there's only one alien left on the screen). It is generally not a good idea to spend any credits until you have 500. When you get 500 credits, buy the Super Weapon. If you hold down (make sure to disable autofire if you have it on) from the moment you grab the Meteor Storm icon right up to the end of the Meteor Storm, you will get the secret $5000 bonus. It is not a good idea to buy the $3000 weapon until you're in levels 51-75. The weapons that cost $750 and higher are generally not very handy unless you have autofire. If you do have autofire and have one of these weapons, what you have is an incredibly nasty weapon! You can also "cheat" by using a hex editor and editing the main program. Just find the part of the code that lists all the prices in the tax-free shop (make sure they are not part of the menu, if you modify the menu in any way the game won't run!) and change the numbers to whatever you want. This way, you can make everything cost nothing if you want! However, you'll still need $50 to enter the shop, and $400 for continues. @endnode @node "Denaris" @remark C For infinite lives, when the 'insert data disc' prompt appears, hold down , plug the mouse into port 2, and hold down while it loads. @endnode @node "Desert Strike" @remark CL Go to the password screen, enter TQQQLOM, OR AAAAAAA then go to the control screen, (i.e. Joystick Mouse, etc.) then enter appropriate; LEVEL 2: KQJRJTY (SCORE 737.000) LEVEL 3: OLOAHV (SCORE 1,412.000) LEVEL 4: PTKEFTG (SCORE 2,419.000) Type "BQQQAEZ" to get inifnite ammo and power. When you run low on ammo press or <0> to call up the map and press either again to go back to the game and you will find all ammo is restocked. Type "HARDCASE" to obtain infinite ammo. Type "TQQQLOM" to start campaign with five lives. When you've entered any of these cheat codes it will regester in the computer so you will be free to enter any of the above level codes. Level Name Codes 2 Scud Buster TQJJLOM, BQJRAEF, EQOLHJR, BQQQAEB, LQJAQRJ 3 Embassy City TLOHOAN, ELEAJLN, OLAEAHQ, KLJLTOE, TLJJOAQ 4 Nuclear Storm OTBWEZT, BTEWKLL, PEITFTI, WEIVVJT, WTEOVJP End Prison Level TGJZLOK, ONKKQKF, ITOUPEX @endnode @node "Detroit" @remark C If you want to be sure to earn a profit in your first month of DETROIT, you can plug the following number values into the appropriate places in the tutorial (see "Technical Supplement and Tutorial" booklet). They will guarantee you a reasonable return for at least your dirst few months in business. The first set of values gives you hints, the second set gives you decent, but not optimal exact numbers, and the third set gives you the absolute best numbers. Important Tutorial Change: When you first start the game, you will now see a difficulty panel appear with possible settings. The toughest setting is LOAN, where your company starts off in debt to the bank, with no capital funds. The easier the setting you choose, the more money your company will have as a beginning stake. In order for these numbers to work in the tutorial, set the difficulty level as medium. HINT GOOD BEST Assembly Workers to Hire: 50 75 ALL Technicians to Hire: 20 ALL ALL Assembly Workers Wages: $80 $100 $90 Technicians Wages: $70 $76 $72 Assembly Workers per Line: 20 25 22 Technicians per Research Project Engines, Brakes, Cooling, Safety: 20 25 20 Suspension, Body Luxury: 40 45 40 Advertising (NE USA only) Billboards: $90 $75 $100 Newspapers: $100 $120 $150 @endnode @node "Deuteros" @remark C 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. @endnode @node "Devious Designs" @remark L Level Codes: 1 IYESLWYS 2 PPFBGWLP 3 NPSSLNWS 4 GIWBOLAP 5 IYRAGNOE 6 YLFELNGT 7 NNSPFBBR 8 TNWLFEEN 9 YTMYWBPW 10 No Code 11 YYRNFISM 12 OIEIRPEN 13 YTAIBTLR 14 IOFTANON 15 GIBGIBWF 16 TYWTPRWO 17 IYRNPMLE 18 YYELOEIO 19 NNMPINRE 20 No Code 21 LIBGGNOR 22 GIBOLNGN 23 NNNSFBAM 24 OPPSMBST 25 YTKWWBPR 26 ITNMAMGN 27 GITMEOBM 28 OILFEIAN 29 YOPFBGPR 30 No Code 31 GITAGWSR 32 TPIRYBAN 33 LGOSLWLM 34 GGIBGWLN 35 NNNWYPBM 36 ITYBOLAN 37 LITAGNOR 38 GOIELNGN 39 PPPPFBAM 40 No Code 41 YTNYWFOB 42 ITNNAMNG 43 GITNEOBA 44 OLOLSTMG 45 PLGIBYOB 46 OLITANNG 47 GOLGIBEB 48 TNYTPRMG 49 LITPLWLA 50 No Code 51 NNNNYPBM 52 ITPLOLAN 53 LOLGGNOR 54 GOLOLNGN 55 MMMSFBAM 56 RMSFBMST 57 EFWWNBPR 58 WRMMAMGN 59 MWRMEEBM 60 No Code @endnode @node "Die Hard 2" @remark C During play, type "KAREN" for invincibility. A flashing cheat icon will appear in the upper left corner to let you know it worked. Now use the following keys: jump to part one of the current level jump to part two of the current level jump to part three of the current level <1>-<5> jump to the corresponding level flip screen upside down and back restart current level and collect bonus select weapon Program information add grenades add gun clips <.> add to life meter (keypad) Kill all enemies on the screen @endnode @node "Diggers CD³²" @remark C Start the game and choose a character. Now on the zone select screen move the pointer on to the word "FUJALE" and press the red button. Do same on "CHONSKEE" and "DEENA" and you should hear a jewel being found. You can now go to any location, even the question marks. @endnode @node "Dimo's Quest" @remark CL Enter any of the following for your password: "DATADISK" ? "OVERVIEW" press to call up a map "SKIPTHIS" press to skip levels "RUNTHROU" for Invicibility "MUCHTIME" Time "MUCHKEYS" Keys Level Codes: CGIBVESN HKLBBTDO RFOAIDQL PFOGCDLV MBGFJCEI XINSEAPC HVFSAOLD NOQHBKDP ULBOGCEN GRBLIDJH NBEXCOIR MVBEHCXO XKRBLECP MCNDLOBS BDKGQBUH NXSBHEAJ MXBCJAOM TFCRBOPH MDEQBCLR HRCNEIBJ XAPEIBDK MBAREDXO TDODIENH SBBJCOAK CGRBBFDH FAJMCPDU QXBGNCHP UJMAICRR RALBTKCC BCHSDXEQ ULBGXCCK IXBECJMG JMAHSDIK HVKEPCFM OICPELAA KAFLGPCS DQINDFGT JKUAAGEX FRAIETCV LAIEPCTO PIDEFCLI VEQGILDR UJPALBVG KSFGAMHO TDGLPAEF DHCLBNQG JFKCHSBT ILMDDFHP NTDMICEQ KEHOCEPI BGKCDJEJ @endnode @node "Dinosaur Detective Agency" @remark CL During play hold down and type any of the following or hold before you type the last letter of each to finish the level. You must type the right word on each level. Level Word 1 DINODICK 2 JURASSIC 3 DINOSORE 4 DINOMITE You'll still have to complete each photo section to advance to the next level, and you will be given 5 chances to get the photo. @endnode @node "Disposable Hero" @remark C First select the {OPTIONS} from the main menu. Then set the MODE option to {ARCADE} and set the sound sfx volume to zero. Next select exit. Now go to the highscore table, select highest score, hold down and type "EUPHORIA". Then press to go back to the main menu. Now select {OPTIONS} from the menu. When the options menu appears a new option will be present at the bottom of the list called configurations. Select it and you can change the number of lives you start with, or even turn the collision on/off and choose the level you wish to start on. @endnode @node "Dogs of War" @remark C Before or during play, enter "TIMBO". Then press to toggle on/off sprite detection. @endnode @node "Dojo Dan" @remark C Type while playing "WOOLANKIDKICKSBUTT" (the screen will flash to let you know that it has worked). You will now possess infinite lives and you can press: to activate a permanent shield, to complete the level to complete a section. @endnode @node "Dominator" @remark C Type your name in on the highscores as "SHAFT" for infinite lives. @endnode @node "Donk" @remark C Towards the end of the level when you've picked up your last diamond and the screen turns red, the counter starts ticking down for you to escape the level, simply type in "ABLE TO CHEAT". You will now hear a small sound just like when you pick up a diamond which tells you that the cheat mode is activated. You can now press any of the following during play: Increase shields Increase bombs Increase jumps Increase floats @endnode @node "Doodlebug" @remark C During play, hold down , , , , and press for infinite everything. You should then receive a message informing you that the cheat mode has been activated. Now use the following keys during play (does not work on the Amiga 1200). - Jump to corresponding level <1>-<3> Jump to the corresponding sub-level <4> Jump to the end of level boss Atari mode @endnode @node Doody @remark C On the title screen, type "SLIGHTLYMOISTSMALLROCKS" for infinite lives. @endnode @node "Doofus - Prestige" @remark LC Pause the game and type any of the following: "WARPLEVEL" skip level "SPHINX" ? Level Codes: 02 DZ15YS 05 ZR6189 08 XH37ZT 11 LV18PV 03 PH16TB 06 HK94DV 09 PK49FD 12 BY87PY 04 PJ69JP 07 RR13RV 10 KB15HL @endnode @node "Double Dragon" @remark C On the title screen (or in the hiscores) type in: "R U CALLING MY PINT A POOF?" or "....POOF!" - ingame kills opponent "LEVEL ONE PLEASE" - start on level one "LEVEL TWO PLEASE" - ... "LEVEL THREE PLEASE" - ... "LEVEL FOUR PLEASE" - ... "THE LAST LEVEL PLEASE" - last level "GIVE ME MORE HEALTH PLEASE" - lots of energy! "GIVE ME LOADS OF TIME PLEASE" - lots of time "I DO NOT WANT TO DIE PLEASE" - invincibility! "NEIL HARDING" - interesting effect. Play two player game and get both players killed until you have one credit left and the CONTINUE message is displayed on both sides of the screen. Press both fire buttons simultaneously and you will get infinite lives. To avoid fighting the first black muscle-man make sure to kill all of the bad guys up to the girl. When you kill her, take the whip, go up the ladder and keep walking. When he breaks out of the wall he should disappear. @endnode @node "Double Dragon II" @remark C You can also get rid of the baddies by making them fall from ledges in the game. If works especially well at the end of level II. Go as far as the screen will allow then walk backwards, and fall down from the raised area. You will back down onto the platform below. Move down alongside the platform edge as far as you can and all the baddies will fall down. Start a two player game, then press both fire buttons and . You will now have unlimited lives. On the title screen press then type "YEP, I CHANGED THE CHEAT MODE ON THIS VERSION". Now press . Start the game and you will be playing upside down. @endnode @node "Double Dragon III" @remark C Press

to pause the game and press 9 times. Now unpause the game and you will have infinite coins. @endnode @node "Dr. Plummet's House of Flux" @remark C During play, press then any of the following: sends you to the next level makes you invincible restock everything resets fuel and number of ships @endnode @node "Dragon Breed" @remark C At the end of a level, while the next is loading, hold down , and . The screen should now flash, and you can skip a level by pressing a key. Pause and type "IREM". You'll be given infinite lives and enables following keys: (possibly hold during typing) Advance to next level Advance to the next main guy @endnode @node "Dragon Lord" @remark H A nice spell to know is this Dragon Spell: 3 Rasgon (grind) (full heat) 3 Haloros (cut) (full condenser) 3 IGELE (normal) (full heat) (medium condenser) 2 Rasgon (grind) (full heat) Spell Effect summary positive effect + negative effect - A COMBAT both effects +- B DISEASE C GROWTH 1 DRAGON D MIND 2 EGG E POWER 3 HUMAN F SENSE 4 VILLAGE G SPEED SPELL DIRECTOR | AFFECTOR -----------------1--2--3--4-|A--B--C--D--E--F--G-- Acrus | | | | | | | | |+-| | | Calotis | | | |+ | |+ | | |+ |+ | | Churl | |+ | | |+-| |+-|+-|+-| | | Tius |+ |+ |+ |+ | |+-| | |+ | | | Sals |+ | |+ |+ |+ |+-| | |+-| | | Magian |+ | | | | | | | |+-| |+-| Rasgon |+ |+ | | | |+ | | |+-| | | Ceeocor | |+ | | | | | -| |+-| | | Dlega | | | | | -|+-| -|+-|+-| | | Magoem | |+ |+ | |+ |+-| -| -|+-| | -| Kairmende | | | | | | | | |+ | | | Igele | | | | | | | |+-|+-|+-| -| Ulin | | | | |+-|+ | -| -|+-| |+-| Irin | | | | |+-| | | -|+-| |+-| Pfose | | | | | | | | |+ | | | Jaluem |+ | | | | |+ | | |+-| | | Haloros | | | | | | |+ |+-|+-| -| | Mionacal | | | | |+ | -|+ | |+-| | | Ceiter | | | | | | | | |+-| | | Snir | |+ | | | | | -| |+-| | -| Sgael | | |+ |+ |+ |+ | -|+ |+ | | | Fanveer | | | | | | -|+ | -|+-|+ | -| Molmar | | | | | | | |+-|+-|+ | -| Thoft | | | | | | | | | -| | | Cadoam | | | | | | | -|+-|+-|+ | | Smyte | | | | | |+-| | |+-| | | Arolig | | | | |+ | | -|+ |+ | |+-| Yaein |+ |+ |+ |+ | |+ | | |+ | | | Ayhe |+ | | |+ | | | | |+ | | | Chife | | | | | | | | |+-| | | Oreganse | | | |+ | |+ |+-| |+-| | | Sadiel | | | | | |+ | | |+-| | | @endnode @node "Dragon Ninja" @remark C During the game, type in "TERRIFIC". Now, pressing will give you infinite lives and will take you to the next level. When ever you want or need more lives press and type "IMAGINE". Then press . This will give you an extra life. You can have up to four guys at one time. @endnode @node "Dragon Scape" @remark C While playing, pressing and will take you to the next level. If this doesn't work, try pressing and <2>. (The two being on the numeric pad) @endnode @node "Dragon Spirit" @remark C Pause the game by pressing . Then type "DRAGON HEAD", and press . There may not be a space between the two words. @endnode @node "Dragon Wars" @remark C If you do a "changetaskpri -1" before running Dragon Wars, your Amiga will continue to multi-task. If you press + , you will see the game's ending sequence (it also ends the game, so be sure to save it before pressing + ). (possibly + ) @endnode @node "Dragon's Breath" @remark H Here are some spells: INCREASE EYESIGHT (This increases health and strength, but reduces speed) 2 x RASGON Grind and heat 2 x IGELE Normal and heat 1 x ACRUS Mix and heat INCREASE SPEED 2 x RASGON Grind and heat 2 x AROLIG Normal and heat 1 x ACRUS Mix and heat INCREASE WISDOM (But reduces eyesight) 2 x RASGON Grind and heat 2 x HALORUS Cut and condense 1 x ACRUS Mix and heat INCREASE STRENGTH AND HEALTH 2 x RASCON Grind and heat 2 x ULIN Mix and heat 1 x ACRUS Grind and condense MONTH ONE Cast the following spell on dragon: 2 * Rasgon-rind and heat 2 * Churl-normal and heat 3 * Arolig-normal, heat and ¹/4 condense. 2 * Mionacal-grind and condense. 7 * Haloros-cut and condense. 7 * Igele-normal and heat. 2 * Churl-normal and heat. 1 * Acrus-mix and heat. Although this uses up a lot of ingredients, it makes your dragon unbeatable in a duel and devastating when attacking villages - it can kill over 1000 people in any one attack! The dragon will have full speed, strength, wisdom, eyesight and health. Place two eggs in incubation on full heat. Look in books at ongoing battles, then record them on paper; now go to the map of Anrea. Send your dragon to a town with a population of about 900 on a conquer and keep mission (Hanmon / Olom are good). Do not buy anything from the traders yet. End your turn. MONTH TWO Go to the map of Anrea, then return the dragon to the lair and inspect conquered villages and towns. Cast the following spell on town: 3 * Tius-normal and heat 4 * Churl-normal and heat 2 * Acrus-grind and condense 1 * Churf-normal and heat This spell should make the village or town into a city with over 1000 inhabitants. If more churl is added it will become even bigger, always remember to calm the mixture down if it becomes too potent; chife is very useful. Raise the taxes to full and repeat the spell if desired., perhaps twice. Check in the library to see if your dragon is guarding a piece of the talisman. If he is note the name of the town or city. End your turn. MONTH THREE Forget about the city, it should grow without your help, sprouting towns all by itself. Meanwhile, send out your mega-dragon to beat up other towns. For example if your city is at war with someone else, go out and kill that village or town. If any town with a population greater than 1000 is at war, send your dragon on a return after task mission to conquer the enemies. The reward depends on how badly the enemy has been hit. With this dragon, the whole town is usually knocked out completely, with huge loss of life - sometimes the whole population is wiped out! THE FOLLOWING MONTHS Once dragons have hatched, try to find a trader who can sell you the right ingredients for a mega-dragon. Keep using spells on new towns formed from the original, soon you could have as many as 30 tax-giving cities.It's possible to have an income of up to 1000 gelds per month. With this sort of income you're sailing. Watch the health of your dragons, and, unless you know of any good spells for eggs or humans, don't waste ingredients on them. Soon you should have an invincible army of eight mega-dragons. If you attack all the other townes, the other two players are in trouble. Although the training missions are easy, they are usually a waste of time. Just set zeal to medium and you can easily remove on average village. If zeal is set to high super-dragons usually wipe out the townes they are attacking, instead of just conquering them. Never avoid other player's dragons a you can always beat the hell out of them and sometimes kill them - but keep your eye out for enemy dragons. Soon you may be able to buy ingredients in enormous quantities; your maximum is 99. CHURL A useful ingredient for growth of towns/dragons Buy as much as possible taking egg costs into account HALOROS Wisdom IGELE Eyesight MIONACAL Health (never use Fanveer) AROLIG Speed RASGON Dragon director TIUS Town director ACRUS Power increaser CHIFE Power decreaser @endnode @node "Dragon's Lair" @remark CS On the first screen, wait until Dirk starts to cross the drawbridge and press , , , , , and <7> together , and press Fire on the joystick, the screen will flash if you did it right and Dirk will no longer need your help to finish the game. Also try holding down , and , and <7>, ten press . 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! @endnode @node "Dragon's Lair 2 - Singe's Castle" @remark C One can play easy mode and still access all the screens. Here's what to do: Select the hardest possible setting before starting the game, this includes not only hard mode but also disabling that obnoxious 'flip screen' feature and choosing only three lives. Then click on the 'game' icon and do as if you were to start the game. When the prompt bar says 'Click to play' instead choose the 'exit' icon and this will bring you back to the startup menu. Now you can select the easy mode and more lives and you will still be able to see all the screens assuming you're deft of hand enough to get to them in easy mode. Hope this helps! @endnode @node "Dragon's Lair 2 - Time Warp" @remark CS 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. @endnode @node "Dragon's Lair 3" @remark C Type "TIME0" (that's a zero at the end) on the title screen. Then press to begin the non-existent game. Also works during play. @endnode @node "Dragonstone CD³²" @remark L Level Codes: 2 Forest By1pvHo-xLB-T5JkbkHN 3 Mountain Impossible rMEmYMyBAL8CTHnwTMHB 4 Petit Port Br1Avk2-AtKCO5nwTkHB 5 Dragon Isle - The Gateway By1AYk3-xLI-T5nTbTac 6 Dragon Isle - Earth Temple Gr14Ykx-HLG-O5nTbTac 7 Dragon Isle - Earth Temple Dragon Gy147kx-HLI-O5nTbTac 8 Dragon Isle - Water Temple GrEA7M3wxLK-O5n4TTac 9 Dragon Isle - Water Temple Dragon GyEA7M3wHLY-O5n4TTac 10 Dragon Isle - Fire Temple GM14gMowxZG-O5n5bUac 11 Wind Temple - End Gy14+Mowx2Y-O5n5TUac @endnode @node "Drakkhen" @remark CHS If your guys are all weak enter the character generation section and enter a character name as "31415927". Your characters should all have higher atributes. Then when your next asked to enter your name, type "SUPERVISOR". Now start to play and press when a monster appears and , the monster should do a half turn. Use this time to turn and run. When you press , all wounds are healed and dead characters are resurrected. Create a new set of characters using procedure described in the manual, but with the following changes. When you are asked for the first name, type "SUPERVISOR" and press . Now enter a normal name and continue the creation process. When you use this team of characters, the game works as usual except that when you press , all wounds are healed and dead characters are ressurected. All armor, treasure and weapons inside palaces are restocked every time you enter. Send the strongest character in to grab the equipment, then distribute it among your band. If you need some quick gold, do this repeatedly, then go see the weaponsmith. Get all the expirence points you want by going to Prince Haagkens castle. Make your way past the bats, past the first fireplace with the trap to the second fireplace. In front of the fireplace is a switch that activates a door two or three rooms farther on in the castle when you step on it. This door leads to a water fountain. Looking into the fountain transports you to a room filled with water that has a never ending supply of water monsters. Take your best weapon and armour with you. Set your character on 'auto kill' and if he or she is able to hang in there, you can leave the character in the room for several hours or all night killing off zillions of monsters. Do this for each of your characters and you'll easily be able to kill the giant dragon. Solution: 1) EQUIP YOUR CHARACTER! You start the game with equipment, but none of it is readied. 2) Enter the very first castle you see. One of the red symbols will turn off the force fields. Touching the wrong one will cause monsters to appear. If you win the combat, leave the castle and save the game. You will be able to aquire experience this way. Explore the castle and you will find better armor and weapons. 3) Up the stairs and to the left you will find the Prince's apartments. When you enter each room, be sure that you are not in "auto-attack" mode, or the Prince will walk all over you. The Prince will give you a message to take to his sister, and directions to the castle. 4) Go to the Princess of Earth's castle, and the return to the Prince of Earth. He will give you (bad) directions to the next castle, the Prince of Water's. 5) Use the "unlock" spell to hold the drawbridge open. Go thru the castle, and you will pick up some AWESOME armor and weapons. If you find that you cannot survive in here, you need to either TRAIN or VISIT THE WEAPONSMITH (see note below). 6) From this point, I had no clue what to do, but stumbled across it anyway. From the WeaponSmith's go north to the Prince of Air's castle. You should recieve a ring that will lead you to the Princess of Air's castle (due west, in case you have trouble finding it). 7) In the Princess of Air's castle go thru the first door to the right, and the continue along until you find the Princess of Earth. She give you her gem, and tell you to go to the Princess of Water's castle (which until this point has been impossible to enter). From this point the gameflow was very easy to follow. 8) Visit the Princess of Water, and she will tell you to go kill the Prince of Earth (he's a weenie. piece of cake, really), and give you a real nice weapon and some cool armor to help you. 9) Kill the Prince of Earth and take his gem. 10) Return to the Princess of Water. She will give you her gem, and direct you to the Princess of Fire's castle (again, you should not have been able to enter here yet... I was able to, I assume this is a bug). 11) At the Princess of Fire's castle you will get yet another gem. And you will meet the Prince of Air, who will instruct you to kill his sister, the Princess of Air. 12) Kill the Princess of Air and take her gem. (Another easy combat, compared with what is to follow...) On leaving the castle the Prince of Air will meet you and give you his gem. He will note that you do not have the Prince of Water's gem (real swift ain't he?), and tell you to go get him. Also he tells you that the armies of the conspiracy surround the Prince of Fire (go team go! :-). 13) Go to the Prince of Water's castle. You will find him where there, even though he was not there the last time you entered. NOTES: TRAINING- When you are low level, you can increase your experience by deliberatly touchiing the wrong elemental symbol in the foyer of any castle with symbols, and then killing them. Over, and over, and over.... WEAPONSMITH- Following the road north from the Princess of Earth (or the Princess of Water), you will find the WeaponSmith's. This is a good place to visit if you find yourself getting killed a lot. He will sell you some improved armor and weapons over what you start with. If you play your cards right, you can get MUCH MUCH better equipment than the WeaponSmith has from various castles. AUTO-ATTACK- Unless you are certain that you are in a hostile castle (like the Prince of Water's), it is a good idea NOT to have "auto-attack" on. When you meet a new creature, hit the greet button. If it responds with something like "You seem to be glorious warriors..." or "Hello.." or something that does not seem terribly unfriendly, leave them alone and they won't bother you! This is EXTREMELY important when dealing with the Dragon Princes! The red ellipses are the eight castles, which are specified according to the key at the end of this file. The red boxes are houses, tents, and igloos. Typically you will recieve hints from th occupants of the same. They are also a good place for a low-level party to spend the mid-nights when attacks from the constellations are most frequent. The red boxes with a cross inside represent the temples where healing is available. The temple in the desert is especially important. It is the "hermit of the sands", who dishes out clues in the form of riddles. The little crosses are graveyards. Anyone who disturbs these deserves what he gets. (I learned after the first time). The extremely small crosses at the north end of roadways are teleporters. They exist in matched pairs. The two in the green areas will transfer between themselves, as do the two in the swamp area. The one teleporter in the ice plains will send you to the far south-east one in the desert, but either desert teleporter will send you to the ice plains. The two white lines that run north-south between the Prince and Princess of Earth's castles is a double row of north-pointing arows, whos function I've not yet ascertained. The wise traveller does not cross this. (Same deal as graves. It only takes once.) The numbers are: 1 Prince of Earth (Hordthken) castle. You should go here first. 2 Princess of Earth (Hordthka) castle. 3 Prince of Water (Haaggkhen) castle. 4 Prince of Air (Naakhtkhen) castle. 5 Princess of Air (Naakhtka) castle. 6 Princess of Water (Haaggkha) castle. 7 Princess of Fire (Hazhulkha) castle. 8 Prince of Fire (Hazhulkhen) castle. 9 Weapon shop. You NEED to go here if you wanna live! 10 Temple of Redemption. 11 Tavern. Trade hints for Jade (only use I've found for it). @endnode @node "Dream Zone" @remark S Complete Solution: In two scenes (involving the 'Thief' and the 'Daemon'), 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! @endnode @node "DreamWeb AGA" @remark S 1) Kill David Crane ------------------- The first thing to do is pick up your credit card which can be found in your wallet, lying on the left hand side of Eden's desk (bedroom). Leave to the right and pick up the red cartridge lying on a crate at the top of the room. Examine the microwave and you'll find a key which you need (I forgot it and it left me in a right state!!) Next, go through the door on the right, down the lift and into her garage. Pick up the screwdriver lying on the car. Leave her flat altogether. Go to your own flat, keying in 5106 at your door. Get the knife lying on your bed and while you're at it, pick up a cup. Take the cup to your kitchen (south) and use the tap (sink) with the cup to fill it with water. Go back to your bedroom. Examine the cartridge of Eden's with your network screen (put the card into the interface, click on screen etc.). You'll get the code for Sartain Industries (7833 needed later on). Get the red cartridge lying to left of the keyboard and examine this cartridge in a similar way. This time log-on with "RYAN", password "BLACKDRAGON". Read the file "PRIVATE" which will give you your friend, Louis' address. Leave your flat and head towards Louis' house. Walk into the lobby and get mugged (would you normally go somewhere where you KNOW you're going to be mugged?!?). Once the thief goes away, go back into the lobby and head for the room to the south. This is Louis' room. Punch in 5238 at the keypad and in you go. First of all, walk to the unit on the left hand side (where the microwave is). Examine it and you'll find Louis' pool-hall entrance card. Examine the card itself by clicking on it with your right mouse button, while in the inventory screen. This will give you the address of the pool-hall. Go and have a chat with Louis who's sitting on the shitter. He'll tell you where to get a gun from. Take both of his trainers which are also in the toilet (nice friend you are!). Click on both trainers in the inventory screen with the right mouse button to wear both shoes. Leave Louis' flat and head towards Sparky's bar (Wehey! I've even got a bar named after me, cool, huh? I'm not the fat slob behind the bar though folks!). Go and talk to the bloke sitting at the bar. He'll tell you where Crane is. Then have a bit chat with Sparky (friendly me, as always!) who'll give you a loan providing you put your credit-card through the scanner on the bar. Once you've got the loan, leave the bar and head towards the pool- -hall. Enter the pool-hall and talk to the assistant behind the bars. If you moan on properly he'll let you use Louis' card to get in to the hall. So place your card in the card reader and go inside. Use the lift and when you leave go and talk to the barman who'll give you Mr. Silverman's door code (5222). Keep walking to the left until you get to his door, punch in the code and enter the room. Talk to Silverman and put your credit-card through the reader. He'll the give you a gun. Take the gun and leave the pool-hall the way you came in (unless you can find another way). Outside, make your way to the Regency Hotel. Walk over to the tart at the reception and book a room. She'll ask you for your credit-card, so stick it in the scanner and out will pop a brown passcard. Pick it up and go to the door on the north wall. Press the switch on the control box and go into the lift. Use the lift control box with the passcard to take you up to your floor. Leave the lift, walk to the left and then down towards the fire-point at the bottom of the screen. Open the fire-point and get the axe. Then go back to the lift. Once inside the lift, use your knife on the control box to reveal a green wire. Again use your knife to cut the wire. This will disable the lift. Now, in the top right hand corner of the lift is a handle. Use it. You'll end up on top of the lift. Walk to the lift doors (south) and use your axe to prise the doors open. Now don't get too excited with your gun here -when you see the two guards, through your axe first. Then you can use your gun to shoot the other guard. Hurry quickly to the left and down in the next room which contains a rockery/pond. Wehey -you dirty git! Just shoot Crane on his bed, never mind the bimbo. This will take you to The Keepers. Have a little chat with The Keepers if you wish. Head down through two rooms until you get to the bottom where the purple crystal is. Pick it up. Go to the room on your right and use the first door on your right. Once inside use the key (which you got from the microwave!?!?) to destroy the plinth and return you to your world. 2) Kill Sterling ---------------- I like this bit. Go home first of all and use your network screen to read the newsnet. Read the "TVSPECIAL" and you'll remember how to get to the Channel 6 studios. Leave your flat and go there. Walk all the way around the building until you come to a road which has some brown numbered markings on it. Go left here and talk to the old bloke behind the desk. After having a nice friendly chat, kill him. Go to the control panel/desk and press some buttons. This will allow you access into the building if you walk to the left of the barrier. Once inside, walk to the desk. Pick up the leaflet and drop it immediately. This should reveal a green passcard on the desk. Take the passcard and walk to the room on the left. Use the passcard to get into the cleaning cupboard (bottom of this room). Walk over to the right of the cleaning cupboard and you'll find a fusebox. Use your screwdriver to open it and a brown fuse will fall out. Take the fuse and leave for the room where you got the green passcard. This time go to the room on the right. Go up the screen into the next room and use the ladders in the corner of the room. Now the fun starts. Walk to the control box for the crane and open it. Inside is a blown fuse. Throw it away and replace it with the new brown fuse you got from the cupboard. Now activate the controls and squash the poor sod below. This time when you visit The Keepers, go down two rooms and to the left, taking the first door. Put your key in the plinth etc as before. 3) Kill Sartain --------------- On returning to the real world go back to Eden's flat. Her door number is 2865 as you should know. Go upstairs, back into her bedroom (let her get a bath in peace) and examine her personal organiser. This is just beneath the rotating fan. Press the "N" key (on the organiser) 5 times and you'll get the address of Sartain Industries. Leave her flat and head towards Sartain Inds. Use the code 7833 at the doorway and in you go. A really hard part here -just blow up the computer screen with your gun and walk to the left. Walk through the opening and closing doors, go up the lift and prepare for a nice welcoming comittee. Leave the lift and you'll see a couple of guards. Use your crystal here and watch their guts fly all over the place. Go to the room south of here and open the case. Get the document inside. Read it now if you want, or after you kill Sartain. I'd read it now and get it over and done with. Next go to the room on your right, up both flights of stairs and onto the roof. Go to the left on top of the roof and shoot the plane/craft with your gun. Once again you'll visit The Keepers. This time go south once and take the door on your right.. 4) Kill Miss Chapel ------------------- As you appear in the car park, go left past the Mini (don't skit -I used to have one!!). Grab the wire cutters from the back of the truck and leave the car-park by walking upwards. After reading that document you'll know where her house is. Go there, walk towards the thick wall and climb over. Go south and.. oh dear, someone's done you a favour. She's already dead. Never mind, pick up the blue cartridge while you're here and leave (climb back over the wall and head to the left). 5) Kill Underwood ----------------- Go to the boathouse. At the entrance to the beach, grab the piece of railing south of the entrance. Walk to the right, near the water. In this screen you'll see a junction box under the sand above you. Use the junction box and you'll wipe off the sand. Use it again with the piece of railing to prise off the covering panel. Now use it again with your cup of water, see things go bang and then climb through the hole in the window, to the right. You'll see what's left of Underwood (not much). Kill her and back to The Keepers where you want to go south two rooms and then left, taking the second door.. 6) Kill Beckett --------------- This is where I had to cheat (twice -so if anyone knows how to do this bit properly, please let me know!). Go home and examine the blue network card you found at Chapel's house. What's the problem? Well, you'll have to log-on as Beckett without properly knowing his password. Okay, its "SEPTIMUS" but I didn't find that out by actually playing the game or talking to anyone else!! Read the "BRIEF" file and you'll find out where the old church is. Leave your flat and go to the church. Use the wire-cutters on the right hand gate to gain access to the church. Proceed through the doors and you'll see a skeleton. Get the hand lying next to it (to the right of the skeleton). Keep going south until you arrive at the altar. Remove the rubbish on the altar (two candlesticks and a white cloth). Just pick them up and drop them. On the top of the altar is a hole. Place that hand inside that hole (ooer!!). You'll hear a clunk. Now push the altar to reveal a bigger hole. Slide yourself down the hole.. Now you'll find yourself in a tomb. There's a jar to the left. Examine it and take the red ball. Place the red ball into the centre floor tile with the three oblique holes. Now you can get the other two by moving the top off the tomb. Place them both in the remaining holes and be sure to collect the rock which is inside the tomb. Go through the open door to the right, collect the two rocks in this next room and walk upwards. You'll find a statue here which requires some thought to use properly. Again, I'm sure you must get the correct symbol from somewhere else but I don't know where so here's what to do: There are two parts of the statue which rotate. Each part contains six markings with matching markings on the other part. Start by keeping the top part still. Press the purple button and listen for a clunk. If you hear a clunk, you can stop this procedure here. If you don't hear a clunk, rotate the bottom piece by one and press the button again. Repeat this until the bottom piece has turned six times (the original marking will reappear). Now turn the top piece by one and repeat the process of rotating the lower part and pressing the button. Get the idea -keep doing it until you hear that clunk. What a pain, eh? Okay, now you've heard that clunk move down south as far as you can go and then go into the room on your right which will contain a bed. In the upper right hand corner of the room hides a rock. Take it. Leave the room, and keep going left, picking up any rocks you see on the way. Then go up, picking up rocks if any. You'll see a room with a cart, go left here and get the remaing rocks. You should collect 8 rocks in total; load them all onto the cart and give it a push. It will move southwards and create a hole in the southern wall, two screens below. Go through the hole and then to your left. Go south down the steps and you'll see the priest who's entered Entropy. To the right hand side of this room is a hole. Go down this hole and walk to your left, taking you onto a railway platform. Go upwards here, and upwards on the next screen. You'll then see a hole in the wall on the left hand side. Go through this hole and there's Beckett who'll give you a boring lecture. Wait for him to shut up. Once he's shut his mouth, just LEAVE the room as soon as you can. Don't waste time or you'll have to listen to his crap all over again. If you manage to make it out of the room he'll get ran over by a train and that's it! @endnode @node "Driller" @remark C 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. @endnode @node "Driving Force" @remark C On the selection screen, click, with the mouse pointer, on the two letters "I" 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 you will now qualify for the next race no matter what position you finish in. When you start the game, your vehicle will not go off of the side of the track, but it can be hit by other cars! @endnode @node "Drol" @remark C Press to pause the game. Now type "BRATWURST" and press . Press now: - skip to the next level skip to the next level with interlude @endnode @node "Duck Tales" @remark CH Investment: Always buy shares in LAKE DOUGHBEGONE. The best prices to buy at are $30-$50. Don't buy any shares at over $70. Money Bank: Always dive in here at least 5 times in the 30 days, this can find a coin worth $1000. These are the best places to visit; Ayers Rock Bermuda triangle EL Capitan Novay Swansylvania Thunderclap mountain Tralala Valley of gold Whatsamatterhorn One of these should bring you a piece of the time machine. At the end of an expodition go straight to the stock exchange. @endnode @node "Dugger" @remark C During play type "SCAMAGIC". The screen should flash to let you know it worked. This give you invincibility and allows you to use the following keys: Skips levels Restart level Extra lives @endnode @node "Dune II" @remark C When you get to the stage where you have no cash left and there is no spice to be collected, send your harvester to the enemy camp. It will be destroyed, another one will replace it and you'll receive seven credits. You can repeat this as many times as you like. To harvest spice in no time at all click on a harvester who is harvesting spice and keep clicking on him. The percentage of spice harvested goes up for each click on the harvestor. This save both time and money. @endnode @node "Dungeon Master" @remark HC 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. For a bit of nastiness, return to the entrance with the Firestaff, but leave the power gem behind. Halk isn't as stupid as you think, give him magic objects and he will gain enough spell points to cast LO. Have him keep casting this and his magic powers will develop. 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 There is nothing wrong with equipping your characters with cursed armour (so says the person who wrote into the magazine). This will cause you to have incredibly fewer injuries from the enemy. Apparently this is why the enemy knights have such a low armour class. CHAMPION LIST: Statistics are in the following form: STRENGTH/DEXTERITY/WISDOM/VITALITY/ANTIMAGIC/ANTIFIRE/HEALTH/STAMINA/MANA Resurrecting a champion keeps stats. Reincarnating may lower or raise stats. NAME CLASSES EQUIPMENT STATISTICS 1 Iaido Apprentice Fighter Samurai Sword 43/55/40/35/45/50/48/65/11 Novice Priest Ghi, Trousers 2 Zed Novice Fighter & Priest Torch, Hosen 40/40/40/50/40/40/60/60/10 Novice Ninja & Wizard Pants, Mail 3 Elija Novice Fighter Robe, Sandals 42/40/42/36/53/40/60/58/22 Apprentice Priest Magic Box 4 Chani Novice Fighter Shirt, Sandals 37/47/57/37/47/37/47/67/20 Apprentice Wizard Moonstone 5 Hawk Novice Fighter Leather Pants 45/35/38/55/35/35/70/85/10 Apprentice Priest Leather Jerkin Boots, 2 Arrows 6 Boris Novice Ninja Leather Pants 35/45/55/40/45/40/35/65/28 Apprentice Wizard Leather Boots Rabbits Foot 7 Alex Apprentice Ninja Leather Pants 44/55/45/40/35/40/50/57/13 Novice Wizard Leather Jerkin Boots, Sling 8 Nabi Apprentice Priest Staff, Tunic 41/36/45/45/55/55/55/65/15 Novice Wizard Pants, Sandals 9 Linflas Apprentice Fighter Elven Boots 45/45/47/35/50/35/65/50/12 Novice Wizard Elven Doublet Elven Huke, Bow 10 Gando Novice Wizard Leather Boots 39/45/47/33/48/43/39/63/26 Apprentice Ninja Leather Jerkin 2 Poison Darts 11 Syra Novice Priest Elven Doublet 38/35/43/45/42/40/53/72/15 Apprentice Wizard Tabard, Apple 12 Halk Journeyman Fighter Berzerk Helm 55/43/30/46/38/48/90/75/00 Barbarian Hide Club, Sandals 13 Daroou Apprentice Fighter 50/30/35/45/30/45/100/65/6 Neophyte Wizard 14 Wu Tse Novice Ninja Silk Shirt 38/35/53/45/47/40/45/47/20 Apprentice Priest Tabard, Sandals 3 Throwing Stars 15 Tiggy Novice Ninja Kirtle, Gunna 30/45/50/35/59/40/25/45/36 Apprentice Wizard Sandals, Wand 16 Leif Apprentice Fighter Leather Jerkin 46/40/39/50/45/45/75/70/7 Novice Priest Leather Pants Leather Boots 17 Azizi Novice Fighter Barbarian Hide 47/48/42/45/30/35/61/77/7 Apprentice Ninja Hide Shield Halter, Daggers 18 Stamm Journeyman Fighter Leather Pants 52/43/35/50/35/55/75/80/00 Suede Boots Tunic, Axe 19 Mophus Journeyman Priest Sandals, Robe 42/35/40/48/40/45/55/55/19 Cheese, Bread Apple 20 Wuuf Apprentice Ninja Leather Jerkin 33/57/45/40/35/40/40/50/30 Novice Priest Empty Flask 21 Leyla Journeyman Ninja Leather Pants 40/53/45/47/45/35/48/60/3 Leather Boots Silk Shirt, Rope 22 Sonja Journeyman Fighter Gunna, Halter 54/45/39/49/40/40/65/70/2 Choker, Sword Sandals 23 Hissssa Apprentice Fighter 58/48/35/35/43/55/80/61/5 Novice Ninja 24 Gothmog Journeyman Wizard Cloak of Night 40/43/48/34/50/59/60/55/18 CREATURE/ITEM LIST AND HINTS: LEVEL 1 - Hall Of Champions FOOD MISCELLANEOUS Water Flask Torch Cheese Corn Apples (2) Bread (2) No monsters are encountered on this level. You should choose your party members carefully. A well-balanced party may get you farther than four of the most powerful champions of the same type. Use this level to practice wielding weapons and casting spells. It will give you an idea of which champions you may wish to bring along on your adventure. If you have no idea who to take, try these four: Zed, Tiggy, Azizi, and Wuuf. Be sure to monitor your champions' stats, fatigue, and hunger on this level as well. Notice how much food and water it takes to restore stats, and bed down for a while to monitor stat regeneration. Food and water are plentiful in the early dungeon levels, but become very scarce as you go on. Conserve! Make a note on your map where you may have left food so that you can return there in a pinch. As you encounter monsters in the lower levels, be sure to have all of your party members participate in battles. Your champions experience levels raise in proportion to how much they accomplish or attempt. Plan team efforts before battling. Conserve torches. Use light spells when possible, and store your torches away for those times when MANA is important. Scrolls themselves have no use, other than to provide guidance and instructions. You may wish to use the scrolls as path markers. On this level, fill your water flask(s) and find/store all food. If one of your champions dies, be sure to pick up their bones and equipment if possible. Learn which champion can cast which spells. Eventually, you will notice which spells/potions kill each type of monster easily. Learn which weapons work best with which champions. All 24 characters exist here frozen in pictures. By clicking on one the inventory will be displayed along with the option to resurrect or reincarnate. Resurrecting a character will return him / her to life exactly as before death, retaining all attributes. Reincarnating a character will return him / her to life, but without previous attributes. LEVEL 2 FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Apples (5) Daggers (2) Gold (6) Boots (2) Screamers Drumstick Arrow Emerald Torch (6) Mummies Cheese (2) Sword Topaz Pants (2) Corn Stars (3) Iron Shirt Falchon (2) Solid Flask (4) Magic Box Key Of B Water Flask Buckler Copper Coin Chests (2) Screamers make for a good meal. Mummies are dangerous, and you must hit and move in order to kill them this early on (keep in mind where you saw an altar). A couple of things to note on battles....closed gates can be an asset, and what is dangerous to your party is also dangerous to monsters. Recover any thrown weapons after a battle. If some are missing, a monster may have picked it up. Find and kill it. Do not be stopped by closed/locked doors. Where there is a will, there is a way. Sound is as important as sight, so turn up the volume! On this level you will encounter two seemingly impenetrable barriers: a door and a force field. They have a lot to do with each other, and one of them can be violated. CAST YOUR INFLUENCE: This is a two-part obstacle. You must use two distinct aspects of your champions abilities in the correct order; the first is a spell. GENERAL NOTES: If your champion has not enough MANA to chant a spell in total, chant as many syllables as possible and then sleep. When you awaken you can chant the remainder of the spell. You may pre-chant a spell for each champion and keep them at the ready in case you run into some surprising situations. You should also know by now that objects/weapons to be used must be placed in right hand. Best use of chests is to store one type of item together in each chest (food in one, clothing and armour in another, etc). `SMALL DETAILS CAN HIDE GREAT REWARDS' - Press button on the wall for a Falchion. Two pressure pads in room with gate - step on first pad, then step right, two forward, one left,and out. Large room with gate and 9 pressure pads - forward 3 steps, back one, forward 2 steps, back 1, forward and out. Pressure pad with rock laying nearby - place rock on pad to open gate. `STEP INSIDE, TAKE A RIDE' - step into transporter and search the floor. Pressure pad and tap door - place an item on the pad t close the pit. Pressure pad with writing on wall - it says nothing useful, continue. Large room with pressure pad and green button wall - press button to open gate and step around pad to leave. Blue transporter and open pit - place an item on floor to close the pit and search the floor. Wooden door closes as you approach - wall says "None shall pass" - simply chop door with a sword to get a chest. "THIS FOUNTAIN ACCEPTS ONE WISH' - Put a coin in fountain to open door. Unopenable gate with sword behind - continue around corner and throw switch on wall. Go back to find gate open and throw switch to open secret room in place you've just come from. LEVEL 3 FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Bread (2) Chain Mail RA Key Water Flask Screamers Drumstick (3) Arrow Pants Blue Meanies Cheese (3) Helmet Torch (2) Rock Creatures Sword Flask (2) Boots Compass Chest (2) -MATRIX ROOM Bread Sword Gold Robe Cheese -CHAMBER OF THE GUARDIANS Apple Chest Drumstick (2) Gold Shirt -CREATURE CAVERN Cheese Gold -ROOM OF THE GEM Cheese (2) Sling Gold Blue Gem Apple (2) Rabbit Foot Drumstick (2) Bread -THE VAULT Bread Helmet Gold Pants Silver Coin Chest TIME IS OF THE ESSENCE: Apple Gold Shirt Drumstick VAULT: Don't horde -all- the money you find. Key word in the phrase is 'cast'. Remember other means of opening doors besides keys, buttons, switches, or pads. Some things cannot simply be taken, but must instead be 'exchanged'. TIME: Hit and run 4 left, 2 forward. Recall one aspect of CAST YOUR INFLUENCE. Trap door works just like other encountered, except the trigger might not be where you expect it to be. GUARDIANS: Following the chest is one way of acquiring it. Think about what you do with a mirror and don't leave the immediate area without using it. MATRIX: Remember, walls are important to notice. Use object you found upon entering this dungeon level or you may become a bit disoriented. GEM: Pits are the pits, so lose some of your less important objects. Again, watch the walls. GENERAL NOTES: It is often helpful to find a small room close by when you need to sleep; simply close the door and your party will be sufficiently safe. Many times you will move so quickly that you will pass right by wall switches which open doors and secret panels. Remember that running and closing a gate may be the ticket to killing monster parties. Doors and gates closing on a being will cause much damage. On entering level three, take 8 paces forwards, button on left wall opens secret passage. A fast run is required to get through transporter. `CHOOSE YOUR DOOR, CHOOSE YOUR FATE' - six cryptic rooms. One golden key is to be looked for in each room. The Matrix. Enter room, 2 steps right, 6 steps forward, turn left, 4 steps forward, turn right, press button in alcove, proceed the way you were going to find a secret room. Time is of the Essence: Blue button on the wall. `Hit and Run'. Press button and quickly move 4 steps left, one forwards to get through wall. Blue button and open pit - press button and turn quickly to see a transporter, throw a fairly heavy item into it to hut pit. Second blue button and pit - Press button and immediately take 2 paces back while pit is shut (this pit can be opened for your exit by a blue button further in). Creature Cavern: Fight your way through the monsters to the gold key. Chambers of the Guardian: The last of the seven rooms contains a chest. Press the blue button and a transporter moves the chest to another room, repeat this until the chest appears outside the last room. Use mirror of dawn to open secret room half way along corridor. The Vault: `You must pay for your entrance' - 2 gold coins. `Cast your influence, cast your might' - ZO spell to open door, then throw an item onto pad to close pit. Take silver coin and replace it with something to keep the door open, use the silver coin to open the next door. Open chest and use coins to open secret room on your right, enter room and press button to open secret room back the way you came. Room of Gem: Place an object on the pad to close pit. Blue button opens gate and also open the pit behind you. Turn around and throw object back onto pad. Find secret button at end of passages. Press to open a secret room and retrieve the gem. You can now return to the entrance and open the door by placing gem in slot provided. When all rooms have been completed you will have 6 gold keys, use them to leave the level. Just before the stairs, to leave the level, you will find a wooden door which can be opened by one of the gold keys. In the room are some useful objects and a button on the wall. Press the button to open a secret room a few paces back down the corridor. LEVEL 4 FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Drumstick (2) Rapier Gold Water Flask Rock Monsters Cheese Horn Of Fear Flask (3) Screamers Chain Mail Shirt Bees Axe Pants Worms Bow Gold Coin Ghosts Helmet Hosen A second staircase is around somewhere which leads back to previous level. There is a room here which contains Screamers. Open door, kill Screamers, get food. Close door, re-open door and Screamers are there again. Nice food supply. Purple Worms are just as dangerous to you as that first mummy you encountered in level two. Circle and hit them. Move, hit, move. Be sure to examine aqueducts. Don't take short cut the first time. Come back to it later. If you find the 'prisoner' you will be near staircase leading down a level. Heed the writing or you will have more work to do. As long as prisoner is imprisoned, so are you. Bow raises Ninja level very slowly. Best use it later when you find slayer arrows. Lock Picks are worthless. `DON'T LET A CLOSED DOOR STOP YOU' - Chop down with axe. Coin slot in wall turn on blue haze, use unknown. `SHORT CUT' and key hole - Use gold key to turn on transporter. Step in and appear further on. `THIS IS MY PRISONER, LET HIM SUFFER' - Throw something to kill the prisoner, it opens your exit at the end of the level. Chop closed door. LEVEL 5 FOOD WEAPONS KEYS MISCELLANEOUS CREATURES ------------------------------------------------------------------------------ Torch Screamers Bees Green Octopus Skeletons Flying Snakes -BLUE TRANSPORTER ROOM Poison Dart (3) Mirror Of Dawn VEN Potion Gold Coin Helmet Blue Gem -BUTTON ROOM Dagger Gem Of Ages Leg Mail Ekkhard Cross Mace Blue Gem Hosen Gold Coin -NEVER ENDING ROOM Corn Staff Illumulit Helmet Choker -PIT ROOM (and lower) Drumstick (3) VEN Potion (2) Chest DAIN Potion Blue Gem KU Potion Large Shield TRANSPORTER: R-R-180-L-180-R BUTTON: Push 5 of them. Mark them to keep track. NEVER END: Button. Go back and look for room. PIT: Secret rooms, magic walls. The first turn on this level takes you into a large room containing four doors, these are the treasure stores. Working anti-clockwise as you enter the room: First door: This room is full of transporters. Step into this room and move in the following order: right, back, forward, left, right, back. Keep an eye on the floor as you do this. OPen pit: behind you is a lever to close pit. Second door: Smaller of two rooms. Button in wall door. Larger of two rooms. Buttons around the wall reveal more buttons until correct combination is achieved and secret panel opens. Third door: On entering the large room, turn right and walk into corner where you will find a button. Press and walk back past the entrance to the other corner. Turn right and walk to the next corner. Turn right and walk until you find passage on left. Forget walking straight across room as it ever becomes never ending. Fourth Door: There are two passages on the other side of pits. The one on the left cannot be accessed until level six. The one on the right is reached by making your way through the pits on the right. A number of attempts may be needed before the pits close in the correct order. When all rooms have been explored, return to the starting corridor, a few paces down where you will find a stair case. Climb and press button to open wall to a corridor on level 4. LEVEL 6 FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Drumstick (2) Vorpal Blade Solid Wizard Eyes Magic Box Iron Skeletons Helmet Bees Yew Staff Flying Snakes Large Shield -KING FILIUS' ROOM Mail Akelton Iron -FLOOR PANEL ROOM Magic Box Iron -KING MIDAS ROOM Iron -I DON'T LIKE TO BE IGNORED ROOM Drumstick VI Potion Iron Torch ROS Potion Magic Box -AFTER DOUBLE DOORS Corn Arrows (2) Mirth Akelton Drumstick Stars (2) Mirth Pants Crossbow Torch Magic Box (2) Vorpal Blade RIDDLES: All have something to do with your inventory of objects. Think. OTHER HINTS: Transport a heavy object. Throw dagger or shoot arrow; if it returns try again, if not then turn corner....Surprise! Magic box: Wall ring. `I AM ALL, I AM NONE' - nothing. `HARD AS ROCKS, BLUE AS SKY. TWINKLE IN A WOMAN'S EYE' - Blue Gem. `I ARCH YET I HAVE NO BACK' - Bow `A GOLDEN HEAD ANDY YET NO BODY' - Gold coin. Room with pit and gate that closes as you try to get to it - throw lever on right wall to turn on transporter, place an object in the transporter to open gate. Step into transporter to retrieve object, green button closes pit. `THE GRAVE OF KING FILIUS' - Press 4 buttons around wall until correct combination is found. This opens a secret panel. `THE GRAVE OF KING MILIAS' - Place a gold coin in hole in the wall to open secret room. `IF YOU WANT TO STAY ALIVE YOU'D BETTER TURN AND RUN' - Right hand corridor: On left wall soon after entering room is a button. Press this to open a secret room on far left. In this other room is another button which opens a room near the exit. There is also a room which open when you step on a pressure pad and closes when you step off. No amount of weight seems to keep the door open. Left hand corridor: After passing through the gate you will find a door on the left. Nearly opposite is a metal ring set in the wall, press this to open a secret passage. Towards the end of the passage is another secret passage opened with a button on the wall. Stuck between two gates with a blue haze turning on and off - cast a spell to open the gate then take off armour to move faster and run through the haze. `TEST YOUR STRENGTH' - throw an item down corridor to open a gate further on. As you travel along you will find a room on your right with a staircase leading up. This is the way to the restricted area on level 5 in the pit room. Do not enter the transporter saying "Ha Ha Ha", you will end up back on level 5. Towards the end of the level is a passage with a lever at one end and a gate and transporter at the other. Ignore the transporter - it only takes you to an earlier part of the level. To enter the room you must throw the lever and move quickly to the gate and enter before it closes. LEVEL 7 - RA Level - Tomb Of Firestaff FOOD WEAPONS KEYS MISCELLANEOUS CREATURES FireStaff RA Key Water Flask Rock Monster Carbomite Turquoise Flask (4) FUL Bomb Winged Key Torch VEN Bomb Lock Picks INQUISITOR Magnifier -ROOM #1 Sceptre Of Lyf Gem Of Ages Illumulit -ROOM #2 DragonSpit SpeedBoots -ROOM #3 FreezeLife Crown -ROOM #4 Bolt Blade Flaimbain Mail Keys are important on this level. Needed are 1 Master Key, 1 Ruby Key, and 4 RA Keys. RA Keys are found on levels 3, 7, 9, and 12. Although all the following information guides you through level 7, on first entering the level you can only open one gate (with a Ra key). The other three Ra keys and other keys must be obtained from lower levels. `THE TOMB OF THE FIRESTAFF' - after passing through the first 3 doors that require Ra keys, you ill come across 4 rooms on the right. Only one of these can be opened with the turquoise key that you will find on this level. A lift of items to be found within these rooms was given in an earlier part of this guide (I hope, I only copied this document from the beginning of `CONDENSED MAD MAN'S RAMBLINGS' Part One). `DANGER, ENTER WITH CAUTION' - First you will find alcoves that may prove rewarding. As you turn right along a corridor with short passages on the right, a button will be found on the left wall (three and a half passages along). Press this button to open a passage on your return journey. In the room at the end of corridor will be found a Turquoise key under some ashes. To the left is a button that opens a passage at the end of which are some scrolls and a Ra key. On your alcove to the room with the alcoves you will find a passage has opened in front of you. Enter, turn right, left and seven paces forward to find a button on your left. Press the button and walk back the way you came to find the winged key has been revealed. Travel down the corridor, it is a direct route to level 13. Open pan and return. Return to the `DANGER, ENTER WITH CAUTION' door. Opposite is another corridor at the end of which are some very useful items. Leave this corridor and open the door on your left with the Ra key. Walk along this corridor for some distance taking many turns to find the Ra key. Don't hang around when you find the firestaff You now need the Power Gem from level 14. Ruby key opens `ENTER WITH CAUTION' door. Master key opens door to retrieve Firestaff. LEVEL 8 - The Arena FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Apple Yew Staff Solid Chest (2) Ghosts Cheese FUL Bomb (5) Ring Of Time Thieves Potions (2) Rabbit Foot Skeletons Staff Of Manar Torch Mummies Mace Of Order Jewel Symar Star Copper Coin Magic Box Delta On long hallway, take 26 steps, turn around, and wait until door opens. Chasing Thieves will most times lead you to nastier monsters. Level 8 consists of a very large room with a number of secret passages, also numerous pits. Around the wall you will find a short corridor with a chest and two holes in the wall. The holes fire fireballs which pass through various blue hazes and travel around the room. At the start of this passage you will find a button on the wall. Press it to open a secret panel behind the blue haze on your right. Press the green button behind this panel to switch off the haze and thus stop the fireball from hitting you as you search this level. If you stand with your back to the fireballs and walk forwards you come to the end of the wall. Step around this to the other side and take a further 10 steps forwards to find a key in front of you. One of the buttons around the wall will reveal a series of passages culminating in what seems to be an endless passage. In effect you are being transported back to the start of the passage. Stand with your back to the beginning and take 26 paces forwards, then turn right and wait for a moment for a panel to open. You will find a gate behind which is a button on the left wall. Press to open a secret room. One passage you will find will end in a gate (you should have a solid key on you to open it). At the end of the passage you will find a skull on the wall. Use the skeleton key that you found in the chest to open a secret panel. You will find a number of these in the levels to come. Always open them to reveal access to the master staircase which begins on level 8 and finishes on level 14., opening on all the levels in between. If you drop down one of the pits in the room you will find a series of corridors. Search them to find another pit at the bottom of which is a Yew staff. LEVEL 9 FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Cheese (2) Storm Ring RA Key MAG Armadillos Apple Robe Torch `WHEN IS A ROCK NOT A ROCK' - Take one step left and walk through the wall. It is a good idea to mark this place in case you need to return in a hurry. Turning left will bring you into a gated room. Search for a button to open a secret room. A short distance after you pass the wall you can walk through, on your right, is an invisibly field which turns you through 180°. This can be confusing, so don't rush. After passing through a gate, keep to the left while searching for a button to open a secret room. The next gate you come to will lead to some downward stairs, ignore these, there is nothing in the room below. You will find an unopenable gate with a chest beyond and a lever on the right. The lever opens a pit dropping the chest into a room below (mentioned earlier). With the pit closed, explore the passage to your right to find an upward staircase. Go up and you will find a pit to your right which will will drop you behind the gate. Search for a button before dropping down the pit. `WHAT IS UNDER FOOT IS SOON OVERHEAD' - the passage ahead has 3 floor buttons on each side. As you step on each, a fireball is fired at you. You must place an item on each floor button moving away quickly to avoid being hit (this only needs to be done on one side). Two exits are found on the other side of the floor buttons. The left hand one takes you through a series of passages and rooms at the end of which you will find a button to open a secret room. `LIGHTER THAN A FEATHER' - Corbamite weighs nothing, use it to open the gate by placing it in the alcove. The last gated room on this level contains an important item. LEVEL 10 - The Snake Level FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Corn (2) SpeedBow Skeleton Water Flask Scorpions Cheese (2) HardCleave Key Of B Chest Skeletons Bread (4) FUL Bomb Torch Wizard Eyes Drumstick Armour Moonstone Amulet Thieves Magnifier `BEWARE OF MY TWISTED HUMOUR, THE DECEIVER, THE SNAKE' - you must snake your way through the pillars, going first to the extreme left, the right, left, and right again, to find an opening on your left. Which ever passage you use the key of B to open, they both end up at the same point. Check the items dropped by anything you kill, to find a second key of B to get you out. `ZOOOOOM' - as you step on the first pad you will be moved around the room until you successfully step off into the passage on the other side. Precise timing is required to get off the moving pads. Halfway round the room you will find a blue haze with a space beside it. If you decide to enter this space, be careful, as the haze will transport you to the very beginning of the level. The next gate you come to opens into a large irregularly shaped room. If you press the button just after the gate you will release monsters that are held in fields around the room. If you walk straight ahead of you, you will come to monsters guarding a button to open a short secret passage to the right. As you leave this room, the fields containing the monsters will be turned off releasing them. As you travel along the corridor you will find a gated room on the left, enter and search for a button to open a secret panel. This room may be transported back to a later stage. A monster will drop a skeleton key when killed in the passages to come, so look out for it. Two secret rooms are to be found in the following corridors so check in the following corridors so check the walls and back track to find the rooms after pressing buttons which have no obvious immediate effect. You will soon come to two gates almost side by side, these should be closed to allow you time to plan ahead, and when threatened, to run back and fight from. Further along the passage you will find another two gates a little further apart than the previous two, they should be closed as before. A room will be found with a brown button on the wall, this button transports you back to the room mentioned earlier. This could be useful if trapped by some pursuing monsters. LEVEL 11 - Clockwise Level FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Drumstick Mace Iron Chest (2) Bees Sabre Cross (2) Copper Coin (4) Thieves Staff Skeleton Water Creatures Armour Of Lyte Blue Creatures Mornigstar Mace Fury Diamond Sword VEN Potion FUL Bomb Magic Defence FootPlate Portions of this level are not mappable. Beware poison traps. POISON ROOM: Get sword, stay till cloud clears, kick trap, move back. CLOCKWISE ROOM: Start at writings, move counter clockwise. As you enter this level you will be confronted with a rectangular passage room. There are four of these rooms and an invisible transporter moves you between them. Following figure shows transporters (T), a staircase (S), a gate (G), and a chest (C). W marks the location of the secret panel 1 +-------------+ 2 +------------------+ | | | | +---+ ------- | | ------------ T | | S T | | | +-----------------+ +------------------+ 3 +------------------+ 4 +-------------+ | | | T | | T ------------ | +---+ ------- | | | W C G | +------------------+ +-----------------+ which is your key out. As you move around the rooms you must find a key to open the gate in room number 4. This gate will not open immediately, step back and wait for a moment. Open the chest and take out the key. This must be turned in the keyhole on the wall of one of the rooms to open the panel and allow you out. When you finally escape the rooms, go down the corridor to the right and through the gate. You are in the passage with many holes in the wall. Go to the end of the passage, you will find a useful item. When you pick up this item the corridor will fill with poison gas. Have plenty of VI options handy and wait until the gas has gone while drinking the porions to stay alive. Once you have survived the gas, regain your strength because the next step forwards will release gas further along and fire 2 poison darts at you. Two more, more gas. Be patient, let all the gas clear and you will survive this puzzle. Search the next gated room to find a handy weapon. As you search further you will come to a short passage just around a right turn with another short passage behind you on your left. Step back around the corner and wait a moment for the panel to open. You will find a button on the right wall where the panel was. Press to reveal skeleton key. You will come to a gate behind which are three gates. On the floor is a Cross key to open only one of them, they all lead to the same place. You need to find copper coins in the passages to use later on. The centre door is probably the easiest to get through. Search carefully for those copper coins. When you have emerged from your chosen passage, find the exit gate (far right). Search carefully in the corridors to come, for a butt to open a secret room. Later you will come to double gates. Beyond these is a left turn leading to a gate after which you can use your skeleton key. `ENLARGE MY VIEW' - Use the magnifier to open a secret panel, step on the pad to find the ruby key. +------------------------------------------------ | | | | +-------------------------------- | | | | | | VEN potion | +-------------------------------+ | | | Green magic box | FUL bomb | | | | | | | | | Chest of food | Green magic box, FUL bomb | Cross key 2 Copper coins | +-----------------------------------------------+ At the end of the passage with the double gates is a room with 7 coin slots in the wall. Copper coins will open wall alcoves containing useful items. Open number 4 first to reveal more copper coins. If you don't have enough coins for all the slots, open 5, take the cross key and walk all the way back to the start of the three gates where you first used a cross key, and explore another passage for more copper coins. LEVEL 12 - Knight Level FOOD WEAPONS KEYS MISCELLANEOUS CREATURES Corn (3) Health Potion Topaz Water Flask Knights Apple (4) VEN Potion Emerald Speed Boots Octopus Bread FUL Bomb Master Spiders Cheese Armour Of Darc RA Key Crystal Ball Drumstick Arrow Skeleton Helmet of Lyte One of the Knights has a key you need. Spells do not affect him. Some spiders proliferate more than others. A distinct monster boundary is in place. Use it to your advantage. At the end of the first corridor is a large room. Tow paces right into room are a series of pits opened and closed by the pressure pad you just stepped on. You can see a broken black line when the pit is open. Taking the right hand exit from the pit room you pass a gate requiring a key to open. Keep to the left and enter a small room, press the large button found here on the left in an alcove and return to the pit room. Now take the other exit, ignore the gate on the right and enter another larger room. In the middle of this room is a small room with a key in it. Take the key and return to the room you passed which required a key (mentioned earlier). After this door has been opened, the monster within must be killed to make it drop a key, dropping it down a pit in the other room is advised. You must then climb down to retrieve the key. Use the rope to get down, if you picked it up on an earlier level, if not, you will have to drop down. LEVEL 13 - Black Lord Level WEAPONS MISCELLANEOUS CREATURES Flamit Hellion Necklace Black Lord (Wizard) Tar Pits Gargoyles Have a fire extinguisher at the ready. You are now near the end of your quest. You must get rid of the demons first. The passage you walk along cannot be entered by any creatures, including Lord Chaos. You can use magic at range. The fire elements can be done away with by repeated fusing with the Firestaff. The best pace to take on Lord Chaos is in the room on the far left. If you succeed you will be rewarded with an impressive show. LEVEL 14 - Dragon Level WEAPONS KEYS MISCELLANEOUS CREATURES Eye Of Time Plain Crown Dragon Power Gem Various Gems Crown Silver Coins Gold Coins TO KILL DRAGON: Lead him back to stairway you came down and attack him. When you see fireball coming, go up stairs. POWER GEM IN LOCKED ROOM: Rebirthing chamber, so save coins...only way in. TO GET POWER GEM TO MERGE WITH FIRESTAFF: Use the Zokathra spell. SPELL LIST: The power symbols are required for all spells. Power effects the strength and duration of the spell. All potions require a empty flask. Use the winged key to gain access to the Dragon level. This is aptly named as it is guarded by only one dragon, which is the most resilient monster you will ever encounter. Travel along the corridor until you find a lever on the wall - this opens a panel to the main room where you will find the dragon, to be careful! Just as you enter the room you will find a pile of ashes under which is the square key. Carefully move to the left of the room where you will find the door to open with the key. Near the door are scattered a number of items, one of which (the eye of time) could prove extremely useful. Pass through the door. In front of you is a power gem, encased in a field which must be broken. Use a ZO KATH RA spell to get the gem. When the gem is free, hold the firestaff up and click the mouse to join the two. You now have the most powerful weapon to be found within the dungeon. The door on your left is opened by placing a silver coin in the slot provided - there is a coin on the floor to the left of the door. This room only contains an alter of rebirth but is very useful for evading the dragon. You will find that the staircase you entered down is now closed. You must go to the staircase at the opposite end of the dragon room, this will take you to level 13. 1 2 3 4 5 6 Power LO UM ON EE PAL MON Elemental YA VI OH FUL DES ZO Form VEN EW KATH IR BRO GOR Class KU ROS DAIN NETA RA SAR Power Elemental Form Class Caster Effect 1-6 1 P MON Potion (Stamina) 1-6 2 P VI Potion (Healing) 1-6 4 W Light 1-6 6 W Open Button Doors 1-6 1 4 P Spell Shield 1-6 1 5 P YA Potion (Protection) 1-6 2 5 P BRO Potion (Cures Poison) 1-6 3 1 P Poison Potion 1-6 4 4 W Fireball 1-6 5 1 W Poison Cloud 1-6 5 2 W Weaken Non-Material Beings 1-6 1 5 2 P Magic Footprints 1-6 1 5 3 P DANE Potion (Wisdom) 1-6 1 5 4 P NETA Potion (Vitality) 1-6 3 2 5 P Look Through Solid Objects 1-6 3 3 5 W Lightning Bolt 1-6 3 3 6 P Monster Confusion 1-6 3 4 5 W Light 1-6 3 5 2 P ROS Potion (Dexterity) 1-6 4 5 1 P KU Potion (Strength) 1-6 4 5 4 P Fire Shield 1-6 5 4 6 W Darkness 1-6 6 3 5 W ZOKATHRA Spell 1-6 6 5 5 P EE Potion (Mana) Attack Spells: 1 Poison Cloud OH + YA 2 Ghost Killer DES + EW 3 Fireball FUL + IR 4 Lightning OH + KATH + RA 5 Poison Potion (VEN bomb) ZO + VEN 6 Cast a Poison Cloud OH + VEN 7 Poison Spell DES + VEN Defence Spells: 1 Shield Spell YA + BRO 2 Fire Shield FUL + BRO + NETA 3 Magical Group Shield YA + IR Potions: 1 Stamina YA 2 Health VI 3 Increased Mana ZO + BRO + RA 4 Strength * FUL + BRO + KU 5 Dexterity * OH + BRO + ROS 6 Wisdom * YA + BRO + DAIN 7 Vitality * YA + BRO + NETA 8 To Cure Poison VI + BRO 9 To Heal Wounds VI Spells Marked with an * are temporary. Most of the Potion Spells need an empty flask. General Spells: 1 Open Door ZO 2 Light Spell FUL 3 Longer Light OH + IR + RA 4 Footprints YA + BRO + ROS 5 Darkness DES + IR + SAR 6 Long Lasting Darkness DES + IR + RA Some Others: 1 Magical Sight OH + EW + RA 2 Hides From Monsters OH + EW +SAR 3 Frees Power Gems ZO + KATH + RA 4 Leaves A Trail of Poisonous Footprints YA + BRE + ROS 5 Zokathra Spell ZO + RATH + KA What kills the Creatures: As you get stronger in your wizard skills you will be able to make stronger version of the same spell as the creatures show up they each take a stronger version of the same potion and it may take more than one to kill it. Mummies Weapons first, later Fireballs Screamers Weapons, Poison clouds, Fireballs Blue meanies with/Clubs, Fireballs, Weapons Rock creature Poison clouds Bees Fireballs Worms Fireballs(level 4), Poison cloud Ghosts Vorpal blade, Yew staffs, staff of Manar, non material spell Green octopus Fireballs Flying snakes Fireballs Skeletons Fireballs Wizard eyes Fireballs Rock Men Catch them in a door and then use your weapons Thieves Fireballs,when you chase after them beware they will always lead you to a larger enemy Rats Fireballs Armadillos Fireballs Trolls Fireballs Scorpions Fireballs (lots of them) Knights Doors and Fighting skills Floating Oct Vorpal blade, non material spell Spiders Fireballs Tarpits Fireballs Gargoyles Fireballs Wizard Firestaff after being merged with power gem MAGICAL AND SPECIAL ITEMS: AMULETS: Amulet of Duga Causes magical earthquakes Ekkhard Cross P for wizards Pendant Feral Increases agility and wisdom (originally Wuuf's) Spirit Eye Protection from magic Hellion Combines magic, physik, and energy interchangeably into any form. RINGS: Stormring Propels lightning bolts Eye Of Time Stops time for all but those specifidexterity Powertower Leg braces which increase strength Flamit Gauntlet which casts flames Speedboots Enhances speed of the wearer ARMOUR: Armour Of Darc Possibly the strongest armour in these worlds Armour Of Lyte Better and lighter than plate mail Dexhelm Increases wearer weapons WEAPONS: Bolt Blade Lightning sword Delta Sword Thrusting weapon Diamond Edge Great against armour Hardcleave Finest battle-axe (capable of berserk attacks) The Inquisitor One of the finest weapons in the world (adds MANA too) Vorpal Blades For ethereal beings (possibly only usable by magic users) Nerra Provides special abilities OTHER ITEMS: Horn Of Fear Blowing it might instill fear in enemy. Magnifier Provides light/fire Mirror Of Dawn Good against the ethereal beings, and for some magic walls Fluxcage + Invoke produces varying strengths of Fireball, poison bolt Invoke & Spirit bolt (DES EW) STAFFS AND WANDS: The Conduit Creates storms and gives wielder ability to see through walls Yew Staff A twin staff of Manar (?) Firestaff +1 to all levels & Brandish, Spellshield, & Fireshield. " + Powergem +2 to all levels & Fuse. ORDER OF STRENGTH AND POWER: DAGGER CLOTHING METAL HELMET LEATHER BOOTS HIDE SHIELD CLUB BUCKLER SMALL MACE PLATE MAIL BASINET FOOTPLATE SMALL SHIELD SWORD LARGE SHIELD RAPIER SAMURAI SWORD SABRE MORINGSTAR @endnode @node "Dungeon Quest" @remark C 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. @endnode @node "Dungeons of Avalon 1 and 2" @remark C a) Go to the Adventures Guild, and load in one of the characters given at the start (let's say you chose Amber). b) Create five new characters, of any race or type. Make sure that all five people have at least 130 gold pieces. c) Go to the weapon shop, and pool all the gold, giving it to Amber. d) Go back to the Adventurers Guild and remove all players but Amber. e) Now load in the other five characters that are pre-made at the start of the game. You can now start your quest with somewhere in the region of 1000 gold pieces - unless you kit everyone up at the weapon store, train, etc. You can repeat this as many times as you want each go, giving you in effect infinite money. @endnode @node "Dynablasters" @remark LC During play, type "BOMBERMAN and use the following keys: Bomb shield On Bomb shield Off - Skip to corresponding level <1>-<8> Skip to corresponding stage in current level Jump to game ending Skip through levels Level Codes: 1-1 UKCLMNKT 2-1 UANWQVNA 3-1 UANWIPNA 4-1 UANWQQPA 1-2 UAGWIQNE 2-2 MUBWNENC 3-2 UAGWIPNE 4-2 MUBWNNEC 1-3 UAGWIJNA 2-3 UKRLNGKT 3-3 UAGWGVNA 4-3 UKRLNLHT 1-4 UANWIINE 2-4 UANWQONE 3-4 VANWIENE 4-4 UANWQIPE 1-5 MUVMLGPC 2-5 UKCLNBKT 3-5 MUVWLOPT 4-5 UANWQSPA 1-6 UKRLMTKV 2-6 MUBWNINC 3-6 UKRLPHKV 4-6 UAGWQSPE 1-7 UAGWGINA 2-7 UKRLEHKT 3-7 UAGWGENA 4-7 MUBWNLZT 1-8 UANWIQNZ 2-8 VANWQVNZ 3-8 UANWIPNZ 4-8 UKCLNNHL 5-1 UANWIJPA 6-1 MUVWNSZC 7-1 UANWGVPA 8-1 UKCGNNKT 5-2 UAGWIJPE 6-2 UKRLNGHV 7-2 UAGWGVPE 8-2 UAGRQQNE 5-3 UAGWGQPA 6-3 UAGWBVPA 7-3 MUBWLSZT 8-3 UAGRQJNA 5-4 MUVWLGEC 6-4 UANWQEPE 7-4 UKCLPHHV 8-4 UANRQINE 5-5 UKCLPMHT 6-5 UANWBOPA 7-5 UANWGEPA 8-5 MUGWNGPC 5-6 UAGWGIPE 6-6 MUBWNOET 7-6 UAGWGEPE 8-6 UKRGNTKV 5-7 UAGWGSPA 6-7 UKRLEBHT 7-7 UAVWIOTA 8-7 UAGRBINA 5-8 UANWIJPZ 6-8 UANWQPPZ 7-8 MUVWLEEG 8-8 UANRQQNZ @endnode @node "Dynamite" @remark L Level Codes: 01 AEFGHXIKOV 26 MNQRCIEHJK 51 KLBDFNHHCD 76 UMBEHTDCKR 02 DRCDEIPCPV 27 NOPBDAXIKL 52 AEXKMGHITX 77 ABREHYJJBC 03 ABCCGMNOPA 28 AECEFABERV 53 DGBEGTXJFK 78 ABUILKLMQN 04 IRDEFAGLIA 29 MNQWKQYKMN 54 CDZMOFJMTE 79 GJKPBHDLPE 05 AEIJKSDJSW 30 FGHJODDEGH 55 ABXKMYJNJW 80 GJKQDWDEIQ 06 KNRCDQBIDH 31 ABFTJUEYKL 56 TFHXMMJXKO 81 AFDHKSDHIP 07 TEFCKYOSDH 32 ADDFGOBIHV 57 ZKILNIRHZK 82 YLTMRXFMQH 08 CDKLMLPIQB 33 BCEGIDXPDE 58 ACDYPBANQB 83 BCAEHFCIYJ 09 ABCGQOWTEF 34 ACCBKHJDFG 59 DIKNQBVNZG 84 ADKXOHGFJK 10 DUMNOFZUVJ 35 MORISQDVHI 60 CDFILPDMGH 85 UHJRJTDXLA 11 JKLTPBLMNK 36 GIJCNFJKMN 61 AEHKNVGQDJ 86 AEZUNTEDHI 12 ABFURXRVGH 37 ACGVRTICEF 62 GJNQDLSNSE 87 UHKOSDDNRD 13 MNKDRBMWHI 38 MORCPBJHJK 63 YLMYUOSDGN 88 ABEIMQBMVG 14 MNOLADPABL 39 ACDVTAIJLM 64 BCGJMCANEF 89 AEIJVPEZNO 15 AERCDYJZMG 40 AENPBWHWXB 65 AFKNQIJXIP 90 JMRFJNOBTH 16 YJMARERDEI 41 ADNPBOBRDA 66 GJRKZBGNQF 91 EFMQENAOWO 17 BCDUWJWHIL 42 ABMOQBCTFG 67 HINQDIPPRC 92 ABIMQUFUEF 18 CDSDEFIBWH 43 ACGVXSNHJK 68 AVLORFGXZJ 93 AELVVPHGKL 19 ABRCDLMGAT 44 MOREXJVLNO 69 UHINFHQBEN 94 AEGWXRJBFR 20 ABCCXAQCDE 45 EFSEGFGATE 70 AAJMPIVYAY 95 VJRYALUWKK 21 DGYJKIHDYL 46 ACGGBPMGIJ 71 ABMPCDFZZK 96 LQNRFNOHSJ 22 CDWHIZLIMN 47 ADRDFVSYDJ 72 AHTGJEFAML 97 ACQEIUCWXM 23 CDELJCWHIL 48 ACDLIAPACP 73 GJLMIPMKNS 98 AEKOJCRVJK 24 ABCIHKFYJK 49 ACGXFHWACD 74 GJKSZQOPCK 25 ABCQALGPAB 50 ADTFHMZINU 75 ADIZHSQHKL @endnode @node "Dynamite Dux" @remark C Type "CHEAT" on the title screen for infinite lives. to or <1> - <6> skips levels, and typing "NUDE" will let you play the boxing sub-game. @endnode @node Dynamo @remark C On the highscores enter your name in as "PURPLE RAIN". You will now get infinite lives and you can skip through the levels by pressing <-> and <+>. @endnode @node "Dynasty Wars" @remark C While playing, pause the game using then hold down key, <1>, and . Now unpause with . Or do the following. Type in "CHEAT MODE" on the title screen. You now can skip levels with . @endnode @node "Dyter-07" @remark C When the Loading screen appears, type in "GIBB". Extra keys available: gives you extra weaponry replenishes your shield skips a level. @endnode