@database CheatCollectionE @$VER: CheatCollectionE 1.27 (16.03.1997) @index Index.guide/Main @node Main "Cheat Collection" @next CheatCollectionE.01.guide/Main Cheat Collection English Version 1.27 (16.03.1997) Part 1 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, + -> (, ( -> ), ) -> =, .....). Printet Cheats: @{"Amiga Computing" link "- Amiga Computing -"} @{" Help " LINK "- Help -"} @{" ReadMe " LINK ReadMe.guide/Main} 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} 3 @{"3D Pool" LINK "3D Pool"} Hint 4 @{"4 Get It" LINK "4 Get It"} Cheat|Codes @{"4D Sports Boxing" LINK "4D Sports Boxing"} Cheat @{"4D Sports Driving" LINK "4D Sports Driving"} Cheat A @{"A Mind Forever Voyaging" LINK "A Mind Forever Voyaging"} Hint @{"A-Train" LINK A-Train} Cheat @{"A.P.B. - Tengen" LINK "A.P.B. - Tengen"} Cheat @{"Aaargh!" LINK Aaargh!} Hint @{"Abandoned Places 2" LINK "Abandoned Places 2"} Cheat @{"Ace the Space Case" LINK "Ace the Space Case"} Codes @{"Action Cats AGA" LINK "Action Cats AGA"} Cheat @{"Action Fighter" LINK "Action Fighter"} Cheat @{"Addam's Family, The" LINK "Addam's Family, The"} Cheat @{"Advanced Ski Simulator" LINK "Advanced Ski Simulator"} Cheat @{"Adventure" LINK Adventure} Solve @{"Adventure 550" LINK "Adventure 550"} Solve @{"After the War" LINK "After the War"} Cheat @{"Afterburner - Activision" LINK "Afterburner - Activision"} Cheat @{"Afterburner 2 - Sega" LINK "Afterburner 2 - Sega"} Cheat @{"Agony" LINK Agony} Cheat @{"Airball" LINK Airball} Hint @{"Airbus 320 European Data Disk" LINK "Airbus 320 European Data Disk"} Codes @{"Airbus A320 USA" LINK "Airbus A320 USA"} Cheat @{"Akira" LINK Akira} Cheat|Codes @{"Aladdin - Virgin" LINK "Aladdin - Virgin"} Cheat @{"Alcatraz" LINK Alcatraz} Hint @{"Alfred Chicken - Mindscape" LINK "Alfred Chicken - Mindscape"} Cheat @{"Alien 3" LINK "Alien 3"} Cheat @{"Alien Breed - Team 17" LINK "Alien Breed - Team 17"} Cheat @{"Alien Breed - Tower Assault - Team 17" LINK "Alien Breed - Tower Assault - Team 17"} Codes @{"Alien Breed - Tower Assault CD³² - Team 17" LINK "Alien Breed - Tower Assault CD³² - Team 17"} Cheat @{"Alien Breed 3D" LINK "Alien Breed 3D"} Codes @{"Alien Breed II - Team 17" LINK "Alien Breed II - Team 17"} Cheat|Codes @{"Alien Breed Special Edition 92 - Team 17" LINK "Alien Breed Special Edition 92 - Team 17"} Cheat|Codes @{"Alien Breed Special Edition CD³² - Team17" LINK "Alien Breed Special Edition CD³² - Team17"} Codes @{"Alien Fires" LINK "Alien Fires"} Hint @{"Alien World" LINK "Alien World"} Cheat @{"Aliens Us" LINK "Aliens Us"} Codes @{"Allo Allo" LINK "Allo Allo"} Cheat @{"Altered Beast" LINK "Altered Beast"} Solve @{"Alternate Reality - The City" LINK "Alternate Reality - The City"} Hint @{"Amazing Spiderman, The" LINK "Amazing Spiderman, The"} Cheat @{"AMC" LINK AMC} Codes @{"Amiganoid" LINK Amiganoid} Codes @{"Amnios" LINK Amnios} Codes @{"Amos Professional" LINK "Amos Professional"} Cheat @{"Anarchy - Psyclapse" LINK "Anarchy - Psyclapse"} Cheat|Codes @{"Another World" LINK "Another World"} Solve|Codes|Hint @{"Ant Heads - ICFTD 2" LINK "Ant Heads - ICFTD 2"} Solve @{"Antep" LINK Antep} Cheat @{"Ants" LINK Ants} Codes @{"Apache - Team 17" LINK "Apache - Team 17"} Cheat @{"Apidya" LINK Apidya} Cheat @{"Apocalypse - Virgin" LINK "Apocalypse - Virgin"} Cheat @{"Apprentice - Rainbow Arts" LINK "Apprentice - Rainbow Arts"} Cheat|Codes @{"Aquanaut - F1 Licenceware" LINK "Aquanaut - F1 Licenceware"} Cheat @{"Aquaventura" LINK Aquaventura} Cheat @{"Arabian Nights" LINK "Arabian Nights"} Cheat @{"Arcade Pool - Team 17" LINK "Arcade Pool - Team 17"} Cheat @{"Archer McLeans Pool" LINK "Archer McLeans Pool"} Cheat @{"Archipelagos" LINK Archipelagos} Cheat|Hint @{"Arctic Fox" LINK "Arctic Fox"} Hint @{"Arkanoid" LINK Arkanoid} Cheat @{"Arkanoid 2 - Revenge of Doh" LINK "Arkanoid 2 - Revenge of Doh"} Cheat @{"Arkanoid 3" LINK "Arkanoid 3"} Cheat @{"Armalyte" LINK Armalyte} Cheat @{"Armourgeddon" LINK Armourgeddon} Cheat @{"Army Moves" LINK "Army Moves"} Cheat @{"Arnie 2" LINK "Arnie 2"} Cheat @{"Artura" LINK Artura} Cheat @{"Assassin - Team 17" LINK "Assassin - Team 17"} Cheat @{"Assassin Special Edition - Team 17" LINK "Assassin Special Edition - Team 17"} Cheat @{"Asterix & Obelix - Operation Hinkelstein" LINK "Asterix & Obelix - Operation Hinkelstein"} Cheat @{"Astral - LK Avalon" LINK "Astral - LK Avalon"} Cheat|Codes @{"Astro Marine Corp" LINK "Astro Marine Corp"} Cheat|Codes @{"Asylem" LINK Asylem} Hint @{"Atax" LINK Atax} Cheat @{"Athletics" LINK Athletics} Cheat @{"Atomic Robokid" LINK "Atomic Robokid"} Cheat @{"Atomina" LINK Atomina} Solve @{"Atomino" LINK Atomino} Codes @{"Atomix - Thalion" LINK "Atomix - Thalion"} Cheat @{"Atomsmasher" LINK Atomsmasher} Cheat @{"Atr - Team17" LINK "Atr - Team17"} Cheat @{"Auntarctic Adventure" LINK "Auntarctic Adventure"} Cheat @{"Australo Piticus Mechanicus" LINK "Australo Piticus Mechanicus"} Cheat @{"Awesome - Psygnosis" LINK "Awesome - Psygnosis"} Cheat @{"Axel's Magic Hammer" LINK "Axel's Magic Hammer"} Cheat @{"Aztec Tomb" LINK "Aztec Tomb"} Cheat B @{"B.C. Kid" LINK "B.C. Kid"} Cheat @{"Baal - Psyclapse" LINK "Baal - Psyclapse"} Cheat|Hint @{"Baby Joe" LINK "Baby Joe"} Codes @{"Back to the Future II" LINK "Back to the Future II"} Cheat @{"Back to the Future III" LINK "Back to the Future III"} Cheat @{"Bad Company - Vector Dean" LINK "Bad Company - Vector Dean"} Cheat @{"Baldy" LINK Baldy} Cheat @{"Ballyhoo" LINK Ballyhoo} Solve @{"Bane of the Cosmic Forge" LINK "Bane of the Cosmic Forge"} Codes|Hint @{"Bangboo" LINK Bangboo} Cheat|Codes @{"Banshee AGA - Core" LINK "Banshee AGA - Core"} Cheat @{"Banshee CD³² - Core" LINK "Banshee CD³² - Core"} Cheat @{"Barbarian - Palace" LINK "Barbarian - Palace"} Hint @{"Barbarian - Psygnosis" LINK "Barbarian - Psygnosis"} Cheat @{"Barbarian 2 - Palace" LINK "Barbarian 2 - Palace"} Solve @{"Barbarian 2 - Psygnosis" LINK "Barbarian 2 - Psygnosis"} Cheat @{"Bard's Tale" LINK "Bard's Tale"} Cheat|Solve|Hint @{"Bard's Tale 2 - The Destiny Knight" LINK "Bard's Tale 2 - The Destiny Knight"} Cheat|Solve|Hint @{"Bard's Tale 3 - The Thief of Fate" LINK "Bard's Tale 3 - The Thief of Fate"} Cheat|Hint @{"Bart Simpson vs the Space Mutants" LINK "Bart Simpson vs the Space Mutants"} Cheat @{"Bart Simpson vs the World" LINK "Bart Simpson vs the World"} Cheat @{"Base Jumpers" LINK "Base Jumpers"} Cheat|Codes @{"Batman - The Movie" LINK "Batman - The Movie"} Cheat|Solve @{"Batman the caped Crusader" LINK "Batman the caped Crusader"} Solve @{"Battle Command" LINK "Battle Command"} Cheat @{"Battle Isle" LINK "Battle Isle"} Codes @{"Battle Isle '93" LINK "Battle Isle '93"} Codes @{"Battle Isle - Scenario Disk #1" LINK "Battle Isle - Scenario Disk #1"} Cheat|Codes @{"Battle Isle - Scenario Disk #2" LINK "Battle Isle - Scenario Disk #2"} Codes @{"Battle Squadron" LINK "Battle Squadron"} Cheat @{"Battle Valley" LINK "Battle Valley"} Cheat @{"Battletech" LINK Battletech} Hint @{"Beach Volleyball" LINK "Beach Volleyball"} Cheat @{"Beast Busters" LINK "Beast Busters"} Cheat @{"Beavers" LINK Beavers} Cheat @{"Behind the Iron Gate" LINK "Behind the Iron Gate"} Cheat|Codes @{"Belial" LINK Belial} Cheat @{"Beneath a Steel Sky" LINK "Beneath a Steel Sky"} Solve @{"Beneath a Steel Sky CD³² - Virgin" LINK "Beneath a Steel Sky CD³² - Virgin"} Codes @{"Benefector" LINK Benefector} Codes @{"Better dead than Alien" LINK "Better dead than Alien"} Cheat|Codes @{"Beverly Hills Cop" LINK "Beverly Hills Cop"} Cheat @{"Beyond the Gates" LINK "Beyond the Gates"} Cheat @{"Beyond the Tesseract" LINK "Beyond the Tesseract"} Solve @{"Beyond Zork" LINK "Beyond Zork"} Solve|Hint @{"Big Run" LINK "Big Run"} Cheat @{"Bignose the Caveman - Codemasters" LINK "Bignose the Caveman - Codemasters"} Cheat @{"Bill and Ted's Excellent Adventure" LINK "Bill and Ted's Excellent Adventure"} Solve @{"Bill's Tomato Game" LINK "Bill's Tomato Game"} Codes @{"Bio Challenge" LINK "Bio Challenge"} Cheat|Hint @{"Bionic Commando" LINK "Bionic Commando"} Cheat @{"Black Magic" LINK "Black Magic"} Cheat @{"Blacktiger" LINK Blacktiger} Cheat @{"Blade Warrior" LINK "Blade Warrior"} Solve @{"Blastar - Core" LINK "Blastar - Core"} Cheat @{"Blazing Thunder" LINK "Blazing Thunder"} Cheat @{"Bleed" LINK Bleed} Solve @{"Blob" LINK Blob} Cheat|Codes @{"Blobz AGA" LINK "Blobz AGA"} Cheat @{"Block Shock" LINK "Block Shock"} Codes @{"Blockbuster" LINK Blockbuster} Codes @{"Blood Money - Psygnosis" LINK "Blood Money - Psygnosis"} Cheat @{"Bloodnet" LINK Bloodnet} Cheat @{"Bloodwych" LINK Bloodwych} Cheat|Hint @{"Blues Brothers, The - Titus" LINK "Blues Brothers, The - Titus"} Cheat @{"Bob's bad Day - Psygnosis" LINK "Bob's bad Day - Psygnosis"} Cheat|Codes @{"Body Blows - Team 17" LINK "Body Blows - Team 17"} Cheat @{"Body Blows Galactic - Team 17" LINK "Body Blows Galactic - Team 17"} Cheat @{"Bomb X" LINK "Bomb X"} Codes @{"Bombmania" LINK Bombmania} Cheat @{"Bombuzal" LINK Bombuzal} Cheat|Codes|Hint @{"Bonanza Bros" LINK "Bonanza Bros"} Cheat @{"Bonecruncher" LINK Bonecruncher} Codes @{"Booty" LINK Booty} Cheat @{"Borderzone" LINK Borderzone} Solve @{"Borobodur - Thalamus" LINK "Borobodur - Thalamus"} Cheat @{"Borrowed Time" LINK "Borrowed Time"} Solve @{"Bounce 'n' Blast" LINK "Bounce 'n' Blast"} Cheat @{"Bouncing Bill" LINK "Bouncing Bill"} Cheat @{"Bouncy - 5th Dimension" LINK "Bouncy - 5th Dimension"} Cheat|Codes @{"Brain Ball" LINK "Brain Ball"} Codes @{"Brainmann" LINK Brainmann} Codes @{"Brat" LINK Brat} Cheat|Codes @{"Breathless 1.1" LINK "Breathless 1.1"} Codes @{"Brian the Lion - Psygnosis" LINK "Brian the Lion - Psygnosis"} Cheat|Codes|Hint @{"Brian the Lion AGA - Psygnosis" LINK "Brian the Lion AGA - Psygnosis"} Cheat|Codes @{"Brides of Dracula" LINK "Brides of Dracula"} Hint @{"Brutal Paws of Fury" LINK "Brutal Paws of Fury"} Cheat @{"Brutal Sports Football" LINK "Brutal Sports Football"} Cheat|Codes @{"Brutal Sports Football CD³²" LINK "Brutal Sports Football CD³²"} Codes @{"BSS Jane Seymour" LINK "BSS Jane Seymour"} Codes @{"Bubba 'n' Stix - Core" LINK "Bubba 'n' Stix - Core"} Codes|Hint @{"Bubble and Squeak AGA" LINK "Bubble and Squeak AGA"} Cheat @{"Bubble Bobble" LINK "Bubble Bobble"} Cheat @{"Bubble Dizzy - Codemasters" LINK "Bubble Dizzy - Codemasters"} Cheat @{"Bubble Gun" LINK "Bubble Gun"} Codes @{"Bug Bomber" LINK "Bug Bomber"} Codes @{"Builderland" LINK Builderland} Codes @{"Bulldog" LINK Bulldog} Cheat @{"Bump 'n' Burn" LINK "Bump 'n' Burn"} Cheat @{"Bump 'n' Burn CD³² - Grandslam" LINK "Bump 'n' Burn CD³² - Grandslam"} Cheat @{"Bumpy's Arcade Fantasy" LINK "Bumpy's Arcade Fantasy"} Codes @{"Bundesliga Manager Pro" LINK "Bundesliga Manager Pro"} Cheat|Hint @{"Bunny Bricks" LINK "Bunny Bricks"} Cheat @{"Bureaucracy" LINK Bureaucracy} Solve @endnode @node "- Amiga Computing -" Secret of Monkey Island, The Amiga Computing 1/95 Side 102 @endnode @node "- Help -" Texts which should be typed are mostly between " and ". Keys which should be pressed are between < and >. means the fire button at the joystick. , , means the buttons on the mouse. , , ... are the four cursor keys. All the other keys are named as on the keyboard. The words behind the game names in the list mean: Cheat tips for cheating Solve partial or complete solution Codes levelcodes Hint hints for playing the game Other other tips are in the corresponding node. @endnode @node "3D Pool" @remark H Here are some codes for trickshot solutions. The first four numbers represent the table's orientation, the next three show the tilt of the table, the next two show the strength of the shot and the last two show the amount of right spin. 01 "0768 024 63 10" 07 "0018 061 63 20" 13 "0004 054 58 20" 02 "1002 041 63 09" 08 "0771 099 56 12" 14 "0864 100 63 10" 03 "0032 100 63 00" 09 "0932 024 63 11" 15 "0084 076 12 00" 04 "0962 024 63 00" 10 "0927 027 63 20" 16 "0880 048 39 20" 05 "0512 024 63 10" 11 "0751 100 16 20" 17 "0372 100 63 06" 06 "0405 060 63 20" 12 "0916 025 55 10" 18 "0512 100 63 10" 19 "0601 024 63 20" @endnode @node "4 Get It" @remark CL Enter any of the following for the password: OFFTIMER Turns timer off KEEPTIME Turns timer on SKIPBORD Level skip, press to skip levels KILLTILE Press to kill highlighted tiles INFINITY Press for additional retries SHOWPASS Displays current level password LEVELGOD ????? OVALTINE Turns all of the above cheat modes on Level Codes: 001 WIMP 026 GUMBALL 051 PILETILE 076 BLOOMERS 002 GEARHED 027 OUTPOOL 052 GPHRGTS 077 BRKBRAC 003 BONEBOY 028 WIDGET 053 RESAFT 078 GRABOID 004 FREEZE 029 ASIWAS 054 EDDINGS 079 UNVMONST 005 LEVITATE 030 GREENBOY 055 BIRDFLY 080 SKULLCRK 006 BLUELITE 031 ICEDISK 056 LEMONWAL 081 LITEBULB 007 BABYHEAD 032 SHUFBUF 057 REGNUKE 082 BOMBAX 008 HOLDITIN 033 XYLENE 058 USAGI 083 EARL 009 FILLHOL 034 INVISTWG 059 BRGBEH 084 PENGFRZ 010 HERMAN 035 SHULTZ 060 FISHGOOP 085 BOBDOBBS 011 WOOKIE 036 TMBG 061 FROP 086 CRACKPOT 012 GONE 037 NOWALLS 062 ADDUP 087 SPROKBRN 013 SNARKO 038 RLFSNRT 063 CURSES 088 TOOTHPIK 014 LEADBALL 039 HOVCUB 064 SPAMRAIN 089 WRESPIG 015 HOGTOOTH 040 ZOIDS 065 SLIMETOE 090 RUSTBALL 016 DORITO 041 SNOBOOT 066 BRIAN 091 CENTBRK 017 WRITERS 042 GRAVITUP 067 YODELGHS 092 SEESPOT 018 BRIKBLD 043 SPYACC 068 DIGDOWN 093 DRAWTYP 019 MRBACKUP 044 UNGAR 069 SNORKEL 094 DRIPFOOL 020 FISHPOPS 045 GOBACK 070 EYEBALL 095 KILLBUG 021 KABOOM 046 STUCCO 071 VAMPBLD 096 BOMBHOLE 022 TESTFALL 047 PLOP 072 WILDCARD 097 GLOPDORK 023 FISHHEAD 048 ROBOWRLD 073 JUGMONK 098 AARGH 024 CLIMBIT 049 CHAINGO 074 LICH 099 NOTMUCH 025 RANMA 050 ANSI 075 WEBFLAP 100 DUH @endnode @node "4D Sports Boxing" @remark C To race through the ranks, place your emphasis on your Strength meter on the training screen. Then when fighting, keep your finger on and walk towards your opponent. Don't bother trying anything else as this tactic will KO everybody! @endnode @node "4D Sports Driving" @remark C When you crash, rewind the replay videotape until shortly before the crash. Now select {CONTINUE DRIVING} from the menu and the car is new again. To win the race in no time start driving backwards in the beginning and turn around after a few meter. Now when you cross the finish line you have the lap time. @endnode @node "A Mind Forever Voyaging" @remark H I have listed things to RECORD in each decade. I have also listed where the persons are in complex on the first day, so you know where to find them if you have any questions to them (you can ask Perelman about a lot of people and things eg. plan, Perelman, Esther, my name, Randu, Vera) PPCP 9:23 pm Perelman 9:54 pm Perelman goes home 8:58 am Perelman enters 9:12 am Perelman reads 10:01 am Perelman goes to office PEOF 7:18 pm Alyson Price enters 7:30 pm Perelman reads note 8:43 pm Perelman leaves 10:00 pm Perelman enters and goes home 10:18 am Perelman enters 11:54 am Aseejh calls and Perelman leaves 1:12 pm Perelman enters MACO 7:13 pm Perelman on the net Here follows the things I recorded when solving the adventure: 10 years after Eating a meal in a restaurant (at the expensive restaurant or at Roy's Talking to a government official (at the City Hall) Visiting a power-generating facility (the power station) Reading a newspaper (get one from the dispenser) Riding some form of public transportation (Tubecar) Attending a court in session (Court House) Talking to a church official (in St.Michael's Church ?) Going to a movie (Cinema) Visiting your own home or living quarters (Parkview apartments) 20 years after Tubecar Joyboots gone Firehouse Court in session (Court House) - talk to official (City Hall) read pamphlet in church talk to church elder Rockvil reformatory In home (record the picture, look through the window, and be sure to record when the Border Security Force comes in (this is very important !) Power station in Cinema at Restaurant 30 years after Southway & River Rockvil Stadium (the executions) Athletic Field Court in session (Court House) Read pamphlet in church Rockvil reformatory In home (record the picture and the BST raid ! and Jill's story) In Cinema At Roy's Pagoda 40 years after Southway & River Rockvil Stadium Athletic Field Court in session Read pamphlet in church Rockvil Reformatory The ZOO In home (the picture, through the window and Jill being taking away) In Cinema At Roy's Pagoda In Foodvile Bar Environments 50 years after RECORD; look; read sign; n; The solution to the last part: PEOF 2:54 Record Perelman & Ryder RCRO 3:56 Record the men appear Enter the Interface Mode turn off the ventilation in the Delta sector MACO Record the men MACO 4:50 The men are found in MACO, wait 2 hours Enter Interface mode and turn the ventilation on 6:00 Feeder, transmit my buffer @endnode @node "A-Train" @remark C Press and type in "CHEATERCHEATERWIMP". After two seconds your funds go up by $1 million and all the land you own is filled with building blocks. You can repeat this as many times as you like. @endnode @node "A.P.B. - Tengen" @remark C Type your name in as "ALF" on the high scores screen for infinte demerits. If you hold down while driving, the siren will sound, and the other cars will move out of the way. Now you can drive at full speed without crashing. If you press and push forward on your joystick while the music is playing, you can start playing the game on any of the 16 levels!! @endnode @node "Aaargh!" @remark H At the start of each screen you'll find various buildings. Blow fire over them, and then hit them. This will make them fall down a lot faster. When you burn or knock down a house you get an egg. To beat the other monsters in a fight for an egg, don't jump around and breath fire, just hold your ground and punch forward. After three or four falls, your foe will stay down. Keep eating, even if it dosen't show any increase on screen, your health will skyrocket. @endnode @node "Abandoned Places 2" @remark C This cheat will increase your character's experience significantly. Attack and kill any single monster (or group of monsters). When it (or they) begin to visibly fade away, cast any "hold monster" spell that you have such as "Dream" or "Hold Everything". The creature will cease dimming and just sit there. Now you can attack with your fighters or cast attack spells (including "Fire Area") to rake in experience points with no worry of the monster going anywhere until the spell waers off. This can be verified by watching the experience line in the character sheet grow while you are attacking the faded creature. If you are quick enough, you can refreeze the monster, otherwise just go and find another one to repeat your trick on. @endnode @node "Ace the Space Case" @remark L Level Codes: 2 AW8780K0 3 ML9809KP 4 MH7810YL @endnode @node "Action Cats AGA" @remark C Enter any of the following for the password: 7lives For infinite lives. zipzap For a powerful weapon. power me ????? supercat ????? hellgate First level code. secret Second level code. @endnode @node "Action Fighter" @remark C On the high score table, type "ZBACKDOOR" for infinite lives and energy. @endnode @node "Addam's Family, The" "The Addam's Family @remark C Useful codes in the game (use as password) First power-up &1#1F L1191 extra energy Second power-up ?1S1M Third power-up BLSRS Pugsley V121B 61H1C rescue Pugsley Wednesday VD2RL BLS1T rescue Wednesday Granny V&YKW B&198 rescue Granny Fester VL#R4 B?KKV rescue Fester Game Ending #Z6D? For Morticia, use the 3rd power-up code, go to the piano room and wait for the Addams Family music to play. Now open the self sealed door and finish the last level. The following codes will start you off in certain places. &1Y1M 3 hearts (after the big tree) ?191D 4 hearts (after fridge in kitchen) B919D 5 hearts (after conservatory) V1S14 Pugsley (Games room) V919B Fester (Picture Gallery) BG9K& Wednesday (Crypt) BLJK# Granny (Kitchen) For Morticia, use the 3rd power-up code, go to the piano room and wait for the Addams Family music to play. Now open the self sealed door and finish the last level. Enter the code "11111" on the password screen for 100 lives. However, this cheat code was removed in later versions of the game. In the hallway, go to the bottom left and press up on the joystick to reveal a hidden door. Now enter the door and on the next screen, directly above you is another hidden door which hides even more doors and extra lives. Pause the game by pressing and then hit . You will now be in the room with a continue door and a escape door (the level end). Instead of choosing one of these options just keep walking left untill you come across another room full of extra lives. @endnode @node "Advanced Ski Simulator" @remark C Enter one of the players names as "GUMMI#". Where '#' is a number from 1 to 6. After you have entered both names press <1> for one player or <2> for two players and you will start on what ever level you specified by the '#'. @endnode @node Adventure @remark S When you get well into the cave you will encounter some nasty dwarves. The first one simply tosses an axe at you and runs away. The axe misses. Get the axe; you'll need it when you see the dwarves again. On your second encounter with the dwarves, you'll see one or more, who will throw knives at you. The first salvo always misses. Toss the axe at a dwarf, fetch it again, and keep tossing until you have killed all the dwarves present. You'll need to do this each time a dwarf appears. If you don't, you'll get killed. (Be sure to retrieve the axe after you have killed the last dwarf that is with you.) Don't worry if a pirate appears and steals your treasures from you. You'll find them again later on. You are standing in front of a building. Enter the commands as listed below (first column only; the second column shows what the command does or where it takes you), except deal with dwarves whenever they appear. 1 in inside building 2 get lamp 3 on turn on lamp 4 plugh y2 5 plover plover room 6 ne dark room 7 get pyramid 8 s plover room 9 plover y2 10 s low n/s passage 11 get silver 12 n y2 13 plugh inside building 14 drop pyramid 15 drop silver 16 get water in bottle 17 plugh y2 18 s low n/s passage 19 d dirty passage 20 bedquilt bedquilt 21 slab slab room 22 s west end of twopit room 23 d west pit 24 water plant 25 u west end of twopit room 26 w slab room 27 u secret n/s canyon 28 reservoir reservoir 29 get water 30 s mirror canyon 31 s secret n/s canyon 32 d slab room 33 s west end of twopit room 34 d west pit 35 water plant 36 u west end of twopit room 37 e east end of twopit room 38 d east pit 39 get oil 40 u east end of twopit room 41 w west end of twopit room 42 d west pit 43 climb narrow corridor 44 w giant room 45 n immense n/s passage (iron door) 46 oil door 47 drop bottle you no longer need it 48 n waterfall cavern 49 get trident 50 w steep incline 51 d large low room 52 se oriental room 53 n misty cavern 54 w alcove 55 drop trident to get through narrow passage 56 drop lamp 57 drop axe (if carrying it) 58 e plover room 59 get emerald 60 w alcove 61 get trident 62 get lamp 63 get axe (if here) 64 nw misty cavern 65 s oriental room 66 get vase 67 se swiss cheese 68 e soft room 69 get pillow needed for vase 70 w swiss cheese 71 ne bedquilt 72 e complex junction 73 n shell room 74 open clam with trident 75 d well, it will roll down, won't it? 76 d 77 get pearl 78 u 79 u shell room 80 s complex junction 81 u dusty rock room 82 e dirty passage 83 u low n/s 84 n y2 85 plugh inside building 86 drop pillow pillow first, then vase 87 drop vase 88 drop trident 89 drop pearl 90 drop emerald 91 xyzzy debris room 92 get rod 93 e cobble crawl 94 get cage 95 pit top of small pit 96 e bird chamber 97 drop rod rod scares bird 98 get bird 99 get rod 100 w top of small pit 101 d hall of mists 102 n hall of mt king 103 free bird bird drives away snake 104 drop cage no longer needed 105 sw secret e/w canyon 106 w secret canyon 107 kill dragon no weapon needed 108 yes yes, with bare hands 109 get rug 110 e secret e/w canyon 111 e hall of mt king 112 w west side chamber 113 get coins 114 e hall of mt king 115 s south side chamber 116 get jewelry 117 n hall of mt king 118 e hall of mists 119 w east bank of fissure 120 wave rod create bridge 121 drop rod no longer needed 122 w west bank of fissure 123 get diamonds 124 e east bank of fissure 125 e hall of mists 126 s nugget room 127 get gold 128 n hall of mists 129 y2 rock jumble (not y2) 130 d y2 131 plugh inside building 132 drop rug 133 drop coins 134 drop jewelry 135 drop diamonds 136 drop gold 137 get food for bear 138 get keys for locked chain 139 plugh y2 140 s low n/s 141 d dirty passage 142 bedquilt bedquilt 143 w swiss cheese 144 w east end of twopit room 145 w west end of twopit room 146 d west pit 147 climb narrow corridor 148 w giant room 149 get eggs for troll 150 n immense n/s 151 n waterfall cavern 152 w steep incline 153 d large low room 154 sw sloping corridor 155 u s/w side of chasm 156 toss eggs pay troll 157 ne n/e side of chasm 158 ne corridor 159 barren outside barren room 160 in bear in room 161 feed bear calm him a little 162 unlock chain with key, of course 163 get chain 164 get bear to scare troll 165 w outside barren room 166 fork fork in path 167 ne warm walls 168 e boulders 169 get spices 170 fork fork in path 171 w corridor 172 w n/e side of chasm 173 sw troll appears again 174 free bear scare off troll 175 sw s/w side of chasm 176 sw sloping corridor 177 d large low room 178 se oriental room 179 se swiss cheese 180 w east end of twopit room 181 w west end of twopit room 182 d west pit 183 climb narrow corridor 184 w giant room 185 fee 186 fie 187 foe 188 foo that's what it says 189 get eggs magic 190 s narrow corridor 191 d west pit 192 u west end of twopit room 193 w slab room 194 u secret n/s 195 s secret canyon 196 e secret e/w canyon 197 e hall of mt king 198 n low n/s 199 n y2 200 plugh inside building 201 drop spices 202 drop chain 203 drop eggs 204 plugh y2 205 s low n/s 206 s hall of mt king 207 e hall of mists 208 w east bank of fissure 209 w west bank of fissure 210 w west end hall of mists 211 s all alike maze 212 e maze 213 s maze 214 s maze 215 s maze 216 n maze 217 e maze 218 e maze 219 nw dead end 220 get chest (and anything else the pirate may have stolen) 221 se maze 222 n maze 223 d bird chamber 224 e e/w canyon 225 e debris room 226 xyzzy inside building 227 drop chest 228 plugh y2 (why two?) 229 s low n/s 230 d dirty passage 231 w dusty rock room 232 d complex junction 233 e ante room 234 get magazine it's addressed to witt 235 e witt's end 236 drop magazine the elusive one point 237 Just do anything, but don't go west from here; you'll never get out that way. Any other direction will eventually (with low probability) get you out. Move around in the cave until something interesting happens. 238 sw s/w end 239 get rod this one is dynamite 240 ne n/e end 241 drop rod plant explosive 242 sw stand clear 243 blast make a hole in wall to main office If all went well, you have finished with a maximum score. If the pirate never appears, you probably won't make it When you reach the dead end where the chest is supposed to be, you could backtrack (if you know how) through the maze and then forward again until he appears. If this takes too many turns your lamp batteries will wear out before the end game, and then it's tough beans. @endnode @node "Adventure 550" @remark S Here you are standing at the end of the road in a strange valley outside a building. Go in the building and get the lamp, say PLUGH and then PLOVER and voila! You're in the Plover Room wherein lies an enormous emerald! Leave it for now and go northeast and turn your lamp on. Congratulations for bringing light into the Dark Room! Pick up the Pyramid and go south then turn your lamp off, say PLOVER and PLUGH again and poof! You're back in the building. Drop the Pyramid, pick up the keys and go outside. Go south until you come to the grate, unlock it and go down. Go west and pick up the cage, then go west again and turn your lamp on. Get the rod and write down the magic word you see here. Go west, then west again. There's a cheerful little bird sitting here singing! It's afraid of the rod, so drop the rod and get the bird. Then pick up the rod again and go west to the pit room. Go down the stairs and then south. There's a huge gold Nugget here! Even though the legend on the wall says "You won't get it up the stairs!", we're going to trick 'em! So pick it up and go north then west. You've come to a fissure that's too wide to jump. But don't despair, just wave your rod. Aha! It must be a magic wand because there's now a crystal bridge spanning the fissure. Go west across the bridge and pick up those Diamonds! (This place is lousy with treasure, isn't it?) Go east back across the bridge, east again and go down the stairs. There's a fierce snake here baring the way! Free the bird. The cheerful little bird is a real trooper and runs the snake off in a furry of feathers. Having now served its purpose, the bird and the cage can be left here. Now's a good time to tell you about the dwarf and the axe. Somewhere along the way, a little dwarf's going to curse at you, throw an axe and run away.Get the axe and keep it with you until your lamp runs out of power. This axe will save you from the dwarf and his friends. Now we're off to collect some more treasure. Go south and get the Jewelry you see here, then go north and west and get the coins. About now, you're pretty well loaded down, so we going to go and dump our treasures. Go east and north, then north again to the Y2 room. At random times, you'll hear a hollow voice say "Plugh". This is another magic word and should be written down. Turn your lamp off and say PLUGH. You're back in the building again. Drop the Nugget, Diamonds, Coins and Jewelry, say PLUGH again and turn your lamp back on. Now, go south and get the silver bars, south again and northeast. Pick up the jewel-encrusted Helmet and go south. Now go northwest and then east. There's a little mushroom growing on the wall. This mushroom is magical in nature. Whenever you eat it, your muscles bulge to huge proportions and you become much stronger. Even though you've eaten the mushroom, from time to time on a purely random basis, the mushroom will grow back. It's a good idea to check this room every so often to see if the mushroom's back. If it is, just pick it and carry it with you. If you run into a situation where you can't carry anything more, eat the mushroom and you should be able to carry three or four more items. Okay, eat the mushroom and go south, then go north. There's a little vial of oil here. Pick it up, but whatever you do, don't drop it anywhere because it's highly explosive! Now go north and south then up the stairs. Go east and my, my! There's a softly humming sword plunged deep into a rock here! Get the sword (you're strong enough since you've eaten the mushroom, right?) and go west, back down the stairs and then go southeast, north and north again. No treasures here, but there is a magic word (even though it doesn't look like it!). The word is MELENKURION. Write it down on your list and go south three times. Then go north twice back to Y2. Turn your lamp off (got to conserve energy, don't we?) and PLUGH yourself back to the building. Drop the Helmet and Silver Bars, get the bottle and food, PLUGH back to Y2, turn your lamp back on, and go south. Now we're going to delve deeper into the bowels of this cave. So, chin up and look lively! Down through the hole we go (watch your head!) and drop the rod. There are several rooms in the lower levels of the cave that you can go to directly just by saying its name. The BEDQUILT room is one of them. So say BEDQUILT and there you are. Now, we're going to another of these rooms, so say SLAB. You're now in the Slab Room. Go south. This is the Two-Pit Room, named thusly because there are two pits here. There is also a hole 25 feet above your head that you can't possibly reach...yet! Go down into the pit. There's a tiny little plant here murmuring "water...water". Pour the water from the bottle onto the plant. It spurts into furious growth for a few seconds and is now bellowing for more water (greedy, isn't it?). Well, let's appease its demand. Go up and west back to the Slab Room. Look up...there's a hole in the ceiling so go up. You're in a strange north/south canyon. Go north and north again to the underground reservoir and fill your bottle with water. Then go south, south again and back down to the Slab Room. Go south and down into the pit and pour more water on the plant. Shooom! It's now 25 feet tall and reaches all the way up to that pesky hole you couldn't reach before! But don't climb it yet. Go up and east then down into this new pit. There are oily pools everywhere! Fill your bottle with oil, go up, west, down and now climb the beanstalk. There's a tunnel here, so go west. A giant has unwisely left a nest of Golden Eggs here! Also, note the legend on the wall..."FEE, FIE, FOE, FOO [sic]" (foo?). Anyway, leave the eggs, write these words down and go north. You've come to an old, rusty door. Weren't you clever to bring some oil! Oil the door and drop the bottle, food, and keys. Now, go back south then go east. There was a cave-in here, but you just manage to squeeze through the debris by going north...only to confront a very angry, hungry looking ogre! Throw the sword at the ogre. The sword flies through the air singing something Wagnerian in nature, as if it knows what it must do...and neatly slices the ogre to ribbons! But the battle was too much for it and your contralto companion now lies in a puddle of metal. But, cooling rapidly, you notice that it has become a Ring wrought from the finest Mithril! Get the Ring and go north. You've entered the Sorceror's Lair. Upon one wall is carved "NOSIDE SAMOHT". It looks vaguely familiar, doesn't it? Write these two words down and go east. You're standing on the brink of a strange, bottomless pit with paths leading east, west and north. First, we're going to go east. The path stops here but you notice a crack heading northeast then follow the path southeast. There's a path leading farther south here, but it's covered with slime that seems to know you're here! It looks like it would devour you if you tried to go south now! Throw the little vial at the slime. Look! The slime shrivels up, turns black and finally disappears! The way is now clear for you to continue, so go south, then south again. You've entered a small, shelved room. Upon one of the shelves is an open casket filled with rare Black Opals! Get the opals and go back north twice, then west and southwest back to the path. Now, go north and west. Again, the path ends, but you can enter the southeast crack. You enter it and find yourself in the Ice Room. Go east down the ice slide. Brrrrr! Are your teeth chattering? They should be because you've entered the Ice Caverns and there's only two ways you can go...south and northwest. The slide you came down is unclimable, so it's off into the Ice Mazes. The southern path is a dead-end, so go northwest and don't lose your way! Now, go west, south, west, north, northwest, west twice and south twice. You've come to a niche wherein an intricate Crystal Sculpture of a Pig rests! Get the sculpture and go north twice. Now go northwest, west, south, northwest twice, west twice and northwest. Believe it or not, you've spelled out a magic word with all this meandering! But more importantly, you have entered a room with a sign floating in midair which states, rather unpretentiously, "this way out". The magic word you spelled out in the Ice Maze is "THURB". Say THURB and also write it down on your list of magic words. Poof! You're back at the top of the slide that started all this. So go northwest and north. You're now standing on the brink of the pit again. Go north, west, and south until you get back to the Giant's Room. But don't touch the eggs yet. (Patience, patience!) It's time to dump our treasures now, so go south and down the beanstalk, then go up and west to the Slab Room. Now go back up through the hole...we're going to take a shortcut, and I hope we don't run into anything nasty on the way! Go south (gulp!), sorry about this...there's a fierce, green dragon baring further progress! It's also lying on a rather handsome looking Persian carpet! Kill the dragon! What? With my bare hands??? Yes! Why not? Well, I'll be darned, you did it! Get the rug (leave the teeth for now) and go east, then east again. You're back in the Hall of the Mountain King! Go north twice to the Y2 Room, turn your lamp off and PLUGH yourself back to the building. Drop the Opals, Sculpture, and Rug. By now, you may have heard some rustling noises in the darkness behind you. That noise is the Pirate following you around, just waiting for you to pick up a treasure he can steal! Let him! But as soon as he does, get back to the Hall of the Mountain King. From here, we'll go into his maze and wind our way through the rooms and locate not only the treasure he's stolen, but his Treasure Chest as well! Ready? Okay...from the Hall of the Mt. King, go west three times, then east and south into the hole. You are now in a Maze of Twisty Little Passages All Alike. So follow me closely and don't get lost! Go east, south three times, north and east. You should be on the brink of a pit. Now go north, east and northwest. You have located the Pirate's Den! Take his Chest and any treasures he's taken from you and go southeast, west and south back to the Brink of the Pit. Go down into the pit and go east twice. Turn your lamp off and say XYZZY and you're back in the building! Drop your treasures and the Chest. You can't open the chest, so don't bother with it. Now PLUGH yourself back to Y2 and turn your lamp back on. Now south and back down into the hole and get the rod. Say BEDQUILT then SLAB. Go south and down into the pit. Now climb the beanstalk and go west back to the Giant's Room. Not yet...leave the eggs. Go north then north again through the door. You've discovered a beautiful cavern with a waterfall ending in a whirlpool. But better yet, you've found a Jeweled Trident! Get the Trident and go back south three times and back down the beanstalk. Go up, west and north back to Bedquilt. Now go east to Complex Junction and go north. There's an enormous clam laying here! Open the clam. Goodness! A huge lusterous pearl rolls out and downhill. It was an oyster all along! Okay, go down twice to the cul-de-sac and get the pearl, then go up twice back to the oyster room. Now go up and east. The passage looks kind of damp here...and well it should for it's actually a patch of quicksand! But, it seems to me you're pretty good at building bridges with that wand of yours. So wave the rod. Even though nothing obvious happens, in reality, a bridge has been built across the quicksand, so go east, north, then north and southwest. Turn your lamp off for this area is lit by the light of three (three?) moons! Go down the stairs to the beach. Look! There's a dinghy with a bag of pieces of eights here! Get the bag and go back up the stairs, go west and turn your lamp back on. Now go northwest and east. Then go south. Well, Davey Jones' Locker! There's a finely carved spyglass here! Get the spyglass and go north, west then south. Hmmm, that path looks damp again! Well, no matter, just wave the rod and go west over the patch. Go west then down back to the Oyster Room, then south back to Complex Junction. Well, let's go deposit some more treasures, so go up, east, up and north to Y2. Lights off! PLUGH back to the building and drop all your treasures (except the ring). PLUGH and turn the lights back on. Go south and down through the hole. Pop back to BEDQUILT, then to the Slab room and south and down into the pit. Climb the beanstalk and go west into the Giant's Room. Go north twice through the door and drop the ring and the rod, but keep the lamp. Time to take a dip, so go down (into the Whirlpool???). It's a good thing you dropped everything because you manage to hold onto the lamp. The current's so strong you'd have dropped everything else! You find yourself deposited on the opposite shore of the reservoir. You see a huge gong hanging on the wall and claw tracks leading into the lake. Go north and northeast. You've found Ralph Witt's main treasure room! And look! Hanging loose over the balcony is a string of Indian Turquoise Beads! Get the beads and go west and south back to the lake shore. Now what? How do you plan on crossing this lake? You could wait for Jacques Cousteau or...say! What about the gong? Hit the gong and look! There's a huge tortoise here with "I'm Darwin - Ride Me!" written on its back. Well, when in Rome...ride on the turtle's back and wonder of wonders, he glides into the water and takes you back to the southern shore of the reservoir and disappears back into the depths of the lake. Go back south three times and get the dragon's teeth, then go east twice and north twice to Y2...lights off and PLUGH. Drop the beads and PLUGH back to Y2, lights on, south and down into the hole. Go to Bedquilt, then Slab, then south and down. Climb the beanstalk, west and get the Eggs (finally!). Now go north and get the food and keys, then go north, get the rod and the ring and go west. Now go down the slide to the Low Room. From here go southwest, then up. You've come to a deep chasm and a rickety bridge crossing it. Also you have encountered a troll who demands that you throw him a treasure before you cross. Throw him the Eggs (they're retrievable). He scurries away clutching the eggs, leaving the bridge unattended. Cross the bridge and go northeast, east and drop the keys and the food. Go northeast and east. You've found some very rare Spices! Get the spices and go west and north. Turn your lamp off because you've found a breathtaking view...the area is dimly light by the fires of a monstrous underground volcano and you can see across the volcano a valley. It's bridge building time again, so wave your rod and drop it. A bridge spans the volcano from rim to rim. Make sure you have your ring with you and cross the bridge. Now go north to the wall. A huge, bull-like figure gazes down at you with a distinctly amused look on its face. It seems to be daring you to discover the means of entrance to its land. Believe it or not, you know the name of the tool to use...right! It's your old friend, MELENKURION! So say MELENKURION and magically three great crevices appears at the base of the statue! Go northeast and turn your lamp back on; then go north and northwest. There's a beautiful Jade Bracelet is lying here. Get the Jade and go east. Uh oh...all of a sudden out of seemingly empty space appear a horde of nasty little gooseberry goblins with sharp nasty teeth. They're screaming and yelling at you in a most threatening manner. It seems somewhere in the back of your mind that you recall something about an army growing from dragon's teeth! Throw the teeth and before you appears an army of skeletons who frighten the goblins away, turn and salute you then disappear before you can thank them. Go northeast and get the flask. Don't open it yet, though! Now go south twice and northwest back to the main entrance. Go northwest into the Fog Room. You're warned that to go farther into the Fog could be disasterous, but you're not going to let a little fog stop you, are you? Of course not! So go north and...oh my, lost in the fog. I'm sure you've heard it before, but the worse thing to do when you're in a fog is to have a light lit, so turn your lamp off. Look! There in the distance...a barely visible light can be seen. Since the direction is purely random, you'll have to head for it yourself. When you reach the light you find yourself in a room with a dark passage leading down. So go down and turn your lamp back on. Lo and behold! You've found the Ruby Yacht of Omar Khayyam! Get the yacht and go north. You're in the Pentagram room. Put the flask on the Pentagram and open it. All of a sudden an 12-foot tall djinn appears before you. But luckily, you have him trapped within the confines of the Pentagram. He offers to give you some help if you'll only release him from the Pentagram. Do so and he gives you a history lesson about Ralph Witt and his hatred of the order of the alphabet because his last name (Witt) places him at the bottom of things. Now go north and up. The djinn appears again and gives you a magic word: PHUGGG. Then the djinn disappears again never to appear again. But don't worry, you've gotten everything from him that you need. Now, go up the chimney, then south and down. Voila! You're back at the beginning of the Fog Room. (Whew! Aren't you glad you didn't have to find your way back through that pea-soup?) Go south. Somewhere about now you should be getting "lamp getting dim" messages. Keep on going until your lamp runs completely out of power. Don't panic, though, just drop the lamp and say NOSIDE SAMOHT (remember him?) and before you know it, a blue aura appears around your lamp and it suddenly is recharged! Pick it up and keep going. Go north three times being careful not to step on the sleeping Basilisk. Go down the spiral stairs twice then go north. You've found another Y2 Room. Don't do anything silly like trying PLUGH or PLOVER here because it's extremely dangerous trying to get down from a platform suspended 2000 feet above a raging volcano! You are about to enter a series of Enchanted Caverns. Once you enter them, you must go through the entire maze before you can exit them. So pay close attention to the directions that follow: Go west, south, southwest, northwest, south, down, west, northwest, north, south, north and east. Turn your lamp off because you've entered a highly polished Royal Audience Hall and light emanates from an unseen source. Go east again to the throne and pay your respects to the remains of an unusual being. Sitting on the throne is the skeleton of the ruler of this strange land. In its hand is a beautiful Sapphire Sceptre! As you take the sceptre, the ghost of the skeleton seems to pervade the hall. It gazes at you and warns you to remember a magic word then disappears. Write down this magic word. In order to complete the game successfully, you'd have to play this portion five times; but in order to save you time, the possible magic words are: KLAETU, KNERL, BLERBI, SNOEZE and ZORTON. Whichever word the ghost says to you, remember it; but write all the words down on your list of words. Time to leave, so go west then west again and turn your lamp back on. Now go southwest, east, southeast, northeast, east, southeast, down, south and north. At last...you've come back to the Y2 Room. Go south and down to the Storage room and get the plate you see here. Then go up the stairs three times then north to the Peelgrunt Room. A massive safe takes up an entire wall, but it doesn't have a dial, keyhole, handle or any means to open it. It must be a magic safe! Aha! The magic word the skeleton said to you! Say the word and the safe creeks open (it was quite rusty). Enter the safe. Suspended in mid-air is a luminous crown! Drop all the treasures here, exit the safe and close the door. (Don't drop the plate, though!) Then head back south towards our sleeping friend. Unfortunately, the Basilisk isn't such a heavy sleeper after all and wakes with a roar. Luckily you're carrying the plate, and catching sight of itself in the mirror-like finish on the plate, it turns itself into a stone statue! Whew! That could've been you! Drop the plate and go back south to the entrance. Turn your lamp off since you have plenty of light to see where you're going and go back south across the bridge and south again. Turn your lamp back on and go south, pick up the keys and the food, go southeast and south. You're outside a room with a sign over the door that reads "CAUTION! BEAR IN ROOM!" Say BARREN and you're inside the room with a ferocious looking bear chained to the wall with a golden chain. Good thing you have something to give the bear, so feed it the food and it becomes quite tame! Unlock the chain and get it and the bear and drop the keys. Exit the room and go up, north, west and west. You've returned to the bridge and the Troll is nowhere in sight. As soon as you try to cross the bridge, though, the Troll steps out from underneath the bridge and the greedy little beggar demands yet another treasure as a toll! Free the bear. The bear goes lumbering toward the Troll, who lets out a frightened yell and makes tracks for who knows where! The bear ambles back towards you, but leave it here. If you try to take it across the bridge, it's entirely possible you'd both perish! Wave goodbye to the bear and cross the bridge. Time to retrieve your eggs from the troll. Type each of the words you saw on the Giant's Room Wall separately (i.e. FEE...then FIE...then FOE, etc.) After you've typed in FOO, you should receive the message "DONE!". If you didn't, then try it again. Go southwest, down and southeast. You're in the Oriental Room and a delicate Ming Vase is sitting here! Leave it just now and go north then west. You've come to an alcove with a tight squeeze into a tunnel heading east. In order to get into the tunnel, you'll have to drop everything (yes, everything!) you're carrying. Do so and go east. At last! The first treasure you saw in the game! An enormous Emerald is here! Get the emerald and go west and pick up everything you dropped. Now go northwest and south and get the Vase, then go southeast and east. There's a velvet pillow laying here. Get it and go west three times and down into the pit. One last time up the beanstalk, west and get the Eggs. Then south and down. Go up and west then up and south, east, east and north twice to Y2 (the real one, this time!). Turn your lamp off and PLUGH back to the building. Drop the pillow first BEFORE you drop the vase! If you drop the vase first, it smashes into a thousand delicate pieces all over the ground and is worthless! Now drop the rest of your treasures including the ring this time, PLUGH and turn your lamp back on. Go south twice then down. Imagine that! There's a safe here that's a complete double for the one you found in the Peelgrunt Room! Use the same magic word on this safe as you did on the other and enter the safe. Here are all the treasures you placed in the other safe. Hmmm...this must be the exact same safe! Obviously, it had two entrances all along! Get the treasures, exit the safe and close it. Go up the stairs and north back to Y2. Lights out and PLUGH back to the building and drop this load of treasures. Right now all you should be carrying is the lamp. So PLUGH, lights on, go south and down. Go to Bedquilt and keep going down until you arrive at the Witt's Construction area. You'll see several Spelunker Magazines laying here. You can't read them, but you must deliver them! Get the magazines and go east to Witt's End. Drop the magazines and keep going east until you get outside. Now's the tricky part. You must wander around until you receive the "CAVE CLOSING - PLEASE EXIT!" message. Start making your way back to Y2. If you've retrieved all the treasures you shouldn't be able to get there. Eventually, you will be deposited in a sealed cylindrical room in a puff of orange smoke. You will be completely empty-handed. There will be no obvious exits. The only way out is via magic. Remember that list of magic words you've been writing down all this time? Now they become extremely important and useful! When you opened the flask in the pentagram room, the djinn told you two things. The first was the magic word PHUGGG; the second was a brief history lesson regarding Ralph Witt and his desire to reverse the alphabet...hmmm! Is there something to this? Yes, indeedy! All those magic words you've accumulated should now be typed in in reverse alphabetical order! Start with ZORTON and work your way down to BLERBI. You should have 16 magic words in all. The complete list and order is: ZORTON, XYZZY, THURB, SNOEZE, SAMOHT, PLUGH, PHUGGG, NOSIDE, MELENKURION, KNERL, KLAETU, FOO, FOE, FIE, FEE, and BLERBI. If you mess up the order of the words, you must start at ZORTON again. When you have successfully typed the words in, you should be -Poofed-! back to the end of a road in a strange valley outside a building. Look familiar? If you go into the building and try PLUGH, it doesn't seem to work here! That's strange...it all looks the same...or does it?!? Go south down the road toward the grate. But this time, when you get to the slit where the water is entering, instead of a 2-inch slit, you see a 2-foot slit! Go down the slit. You are sucked down, down, down into the very depths of the earth in complete darkness! Just when you think you're going to die from lack of oxygen, you find yourself in a brightly lit treasure room. Look, it's all the things you've seen during your adventure: But instead of monsters and threatening creatures, you find smiling gooseberry goblins, the troll and basilisk are smiling at you benignly, friendly dwarves wave you in! @endnode @node "After the War" @remark C To become invulnerable, press the following three keys simultaneously; Press , <1>, infinite energy and time Press , <1>, level jump (or infinite energy on stage 2?) The password for Level 2 is 101069. @endnode @node "Afterburner - Activision" @remark C For the U.K. version: -------------------- Pause the game, then type "TOGETHER IN ELECTRIC DREAMS" (you should hear wow) if this doesn't work try "THUNDERBLADE" and use the following keys: <<> - Go down a level <>> - Go up a level - More Missiles - Less Missiles - Extra Lives Added in U.S.A. version: ---------------------- Fly to the top of the screeen to avoid missiles. Slow down on levels 8 and 17 to avoid rocks. Go full speed to dodge infra-red missiles. @endnode @node "Afterburner 2 - Sega" @remark C On the title screen, type "CHECKDISK" and it will check the program disk for errors. During play, hold down "ZXCUIO" and the screen will flicker. Make sure you press them in the given order. Now use the following keys: add extra lives Subtract from current stage number Add to current stage number Go to the selected stage Go back one stage Advance one stage and increase something by one. and decrease something by one. @endnode @node Agony @remark C On the main title screen (when the piano music is playing), type "FANTASY". The music will become slightly louder and the power light will dim to indicate that you've activated the cheat mode. Now hit any one of the following keys during play to activate these cheats. Puts a sword underneath your owl. Puts a sword above your owl. Increases the size of your bullets and 10.000 extra points. three times pressed: gain an extra live. (do not to often) Levelskip @endnode @node Airball @remark H The spellbook is in the room with the candle. You have to pick up and remove the blocks to get it. Take the spellbook back to the start screen and drop it in the top left corner and follow the instructions to get the ingredients to complete the game. @endnode @node "Airbus 320 European Data Disk" @remark L Airport Codes: EDLP LFPO LFSR EDRS LFPG LFBP EKRN LOWS LFPB EDAR EHRD EINN EDDS EGNV LOWW EDNZ LFBT LFBO EGCD EDNW LSZH EDLG EGNT LFTW EBOS LFRS LFMN EDNN EGTG EDDF EDTY EGPF LOWG LFLS EDUO EDDH EDHI EDVV EKCH EICK ETDN EIDW EDDL EGNX EGPH LFSG ETEF EKEB EGUF EDNQ LOWI EKKA LOWK EGNM ETLS ETWD EGQL EBLG LOWL EGGP EGKK EGLL EGGW ELLW LFLL EHBK EGCC LFML LIML LFBM EDMR EDDM EKAH EHAM LFOB EGAA ETBS EDBT EDBB EKBI EGBB EDDW EGGD EBBR EGFF LFLX EDDK EIKN Write one of these codes in the main-picture when you asked from and to..... Use <4> and <6> for start the engine and wait, then use <8> for going to the runaway and start the machine. @endnode @node "Airbus A320 USA" @remark C On the A320 usa disk you will find a small file called "DUMMY". Make a copy of this and rename it "DUMMY.LOG". Now if you sign in giving the name "DUMMY" your log book will read over 5400 flights and a performance of 500% @endnode @node Akira @remark CL Enter any of the following for your password (once entered the boarder of the password screen should turn red): "SKIPLEVELS" skips levels "LIVES" For infinite lives "SHIELD" For infinite shields "FUEL" For infinite fuel "COLLISION" For invincibility "ALL CHEATS" Enables all previous cheats "GASTON" To be a living legend? "SPLATT!" To be a living legend? "CREDITS" Shows the game credits Level Codes: 1st "LETS RIDE" 4th "CASTLES" 7th "ESCAPE" 2nd "CAPTURED" 5th "IT STINKS" 8th "BIG BLOB" 3rd "TEDDYBEAR" 6th "FLYINGBIKE" @endnode @node "Aladdin - Virgin" @remark C Pause the game (wait until the music is inaudible) and enter the following sequence with the joystick: U,D,L,R,F,D,U,R,L,F,D,R,F,R,D,F,U,U,F,D,U,D,F You should hear a {YA} if it worked. The game should now unpause. Use the following keys during play: Completes level and goes to bonus game <1>-<9> Skip to the corresponding level (No bonus game) Move Aladdin anywhere using the joystick <+> Speeds up movement when used in conjunction with <-> Slows down movement when used in conjunction with <0> Another pause mode? On the bonus game, pause the game and use the key to cycle through the bonuses until you get to the one you want (the free guy). Now press and continue to hit until your lives go up by one. You can keep doing this until you get nine lives or run out of chances. Or you could also hold down while the game is paused and enter this other sequence: U,D,L,R,F,D,U,R,L,F,D,R,F,R,D,F Use the same keys as above. The game won't unpause this time, but Aladdin should move once. The cheats do exactly the same thing and only one will need to be activated. @endnode @node Alcatraz @remark H It`s important that you get some extra weapons as soon as possible to beef up your arsenal. If you`re play in two-player mode, try and get on either side of an enemy and knife him from both sides. This should kill him nice and quickly. The two most important weapons are the rifle and the grenades. The rifle is the best weapon for seeing off the guards, and the grenades take care of the men with flame-throwers quite nicely. Be on the look out for extra lives. You pick them up by hiding in the scenery, and if you find one you`ll hear a ping and a "1up" icon will float away. On the first section, there are two bonus lives quite near the end. This should give you a healthy stock of lives to get through the next few levels. My advise is to keep hiding in every nook and cranny as you go along, until you find the extra lives. There are some other tricky bits to look out for. The dog on the second scrolling section cannot be killed, even with grenades, so just hide in the scenery until he`s run past. Also be on the look out for the snipers in the background. Like the dog, they can`t be killed, so here`s what to do. Shuffle out into the line of fire, and just before he shoots at you, roll back into cover. Now quickly run past him. With practice, this should get you past him with no trouble at all. The barracks: The first building you reach will be the barracks, and it leads into the first 3-d section. Your task here is to find some important documents which will prove miguel tardiez`s guilt and all-round fiendishness. The two most probable locations for the suitcase containing the documents are marked on the map with a red spot. Enter the room, and shoot the guard inside. If the documents are there you`ll see a little suitcase flash. leave the room and you`ll have the documents in your hands. Remember that the guards always patrol in a set pattern, and will tend to go round and round the same block. Keep your eye on the little map at the bottom of the screen to see where they go, and then lie in wait for them. this applies to all the 3-d bits, so get used to aiming and firing your gun before the guards spot and shoot you. The best tactics here are for one player to go and get the documents, while the other takes care of the guards. If you`re playing alone, then just go for the documents and try to avoid the guards. Once you`ve got the suitcase, head out of the exit and into the second scrolly bit. The industry building: Ok, you`ve reached your second objective. This time you must find and destroy tardiez`s drug supply and his stocks of filthy drug money. Again, the rooms to head for are marked with a red dot. Be careful, as the guards will be patrolling those areas very heavily. If playing two players, then it`s obviously better if you handle one room each, whereas single players are going to have to be very cautious. To destroy the stocks, simply enter the room. There won`t be any guards inside. Now press and you`ll throw a bomb into the room. Pop outside again. A couple of seconds later you`ll hear a big boom, and your job is done. With both targets eliminated, head for the exit and get ready for some more scrolly stuff. The cellhouse: To get this bit, you'll have to do a bit of climbing (the doorways are blocked). Simply stand in front of the building, push up and fire to start climbing up the side. Make sure you do it when there are no guards nearby or you will probably be killed while you stand about swinging your grappling hook. The actual climbing bit couldn't be easier. Just waggle the joystick to climb, but remember to avoid the searchlights. Once you reach the top, you`re in!! The actual cellhouse itself is the hardest 3-d section of all. Not surprising when you realize that this time your target is miguel tardiez. Expect loads of guards, and watch out for them sneaking up on you from behind! It`s best to split up for this bit as you`ve got a lot of rooms to search. You see, miguel is hiding in one of the cells. Unfortunately, there are oodles of them to look through and his location appears to be different in every game. The best way of finding him is to start at the bottom of a corridor, move forward one step, then turn left and enter the cell, go out, turn round, and go into the other cell, come out, move forward again, and so on. It`ll take a while so it`s safest if you kill all the patrolling guards before you start your search. When you find tardiez, he`ll be lurking behind the scenery somewhere, but you`ll know where he`s there cos there`ll be a bodyguard in the cell. Waste the bodyguard and out comes miguel with his hands up. Leave the cell and he comes with you, in handcuffs. Go out of the exit and you`ll leave miguel tied up on the roof. Now you`ll have to absail down again. To do this, press fire to slip down the wall and fire to stop again. Don`t slip too far or you`ll die, and keep a look-out for the searchlight. The final piece: You`re almost there now, with just the last mad dash to the helicopter to go. This scrolly bit is fairly short, but there is a rather fiendish explosive hidden in the scenery. If you`re not careful you could be killed, so try and make sure you`ve got enough lives left to compensate. Once you see the chopper, run to it and you`ll take off. All you have to do now is to stop off on the roof to pick Miguel up. He`ll probably have tried to escape so run after him and he`ll come hopping back. Leap back into the helicopter, and fly off into the sunset for your mission analysis. Easy! @endnode @node "Alfred Chicken - Mindscape" @remark C On the title screen, type "HELPMARK" for a level select screen. Press <1>-<9> or - to select the level you want. On level one go through the first door as usual. Then go to the far right bottom and jump up to go through a secret wall to get a special weapon, then exit. When you re-appear, jump on the spring at the bottom left and just as you start flying upwards push up so that you hit an invisible block with a door on it. Now go to the right across the floating platforms, but instead of going through the door as normal, stand on the edge above the door and fire the weapon. Another invisible block should appear jump on this block. Then jump up left and walk across the top of the screen to the first secret block and go through the door and you will enter a secret warp room. @endnode @node "Alien 3" @remark C Go to the Options screen and select 'Hard' and '6 Credits'. Then pressing the and keys simultanously in the game should propel you up a level. During play press

to pause the game. Now hold down and press . The background should change to green. Now unpause the game and use to advance levels. To shut the cheat off repeat the previous instructions. Start level one, take out the disk and insert disk number 2. Let all your time run out, after the chest bursting bit you are taken to a much later level, no matter what the brief says! On the level after this one, at the top right before the exit, there is a platform full of medipacks, climb the ladder that seems to go nowhere, on the level after that go to the bottom left for full everything. @endnode @node "Alien Breed - Team 17" @remark C Enter "TULEBY" everywhere to get to next level Log onto a computer then type one of the following codes: (not in level one?) "I CANT BE ARSED TO PLAY THE FIRST LEVELS" level 3 "AND THE GOOD LORD SAID LET THERE BE FLAPSHOTS" level 4 "I WONDER IF DOLLY PARTONS FANNY IS AS BIG AS HER TITS" level 5 "MANCHESTER UNITED CANT FLY AIRPLANES" or "MAN UTD CANT FLY AIRPLANES" level 6 "SHINE ON YOU CRAZY DIAMOND" shows the ending "ALIENS ARE FAGGOTS" infinite health "BEN JOHNSON TRAINED THESE ALIENS" makes aliens a bit faster "BEWARE ALIENS SPADGE HAS DROPPED ONE" gets rid of all aliens "BLIMEY GUVNOR LOOK AT THE SIZE OF HIS JOHN THOMAS" infin. energy player two "ELVIS MODE" no sound effects and no colour "GIVE ME POWER YOU POXY FUCKWIT" 50.000 credits player one "GURU TIME" reset the computer "I AM IMMORTAL OR SUMMAT LIKE THAT" infinite energy player one "I EAT PITBULLS FOR FUCKING BREAKFAST MATE" 7 lives player one "I JUST LOVE TEAM17 SOFTWARE" Score + 100.000 "IS IT TRUE THAT THE ALIENS SUPPORT MAN UTD" makes aliens weaker "IVE BEEN ON THE CURRY AGAIN" make fart sound when firing gun "JUST CALL ME DEEP THROAT" 7 lives player two "LET ME SPONGE SOME CASH YER TWAT" 50.000 credits player two "OH GIMME SOME KEYS IVE GOT A HARD ON" infinite keys player one "PASS THE BUCKOS NOBFACE" infinite keys player two "PISSED AS A FART" play in drunken mode "PITBULLS ON THE LOOSE" makes aliens as dangerous as pitbulls "PUFFNUTS MODE" makes aliens move very slowly "SALMAN RUSHDIE PLAYS ALIEN BREED" players sprites disappear "ST EMULATOR" gives you shit graphics "STEVIE WONDER" turns the screen purple "PC EMULATOR" disables the Intex Computer "THE IRAQIS MADE THE WEAPONS" gives you absolutely abysmal weapons "US GOLD" Automatic zero score For various comedy messages try these out: "DAVE BROADHURST WANTS TO CHEAT" "ABOTS" "ALISON" "ALLISTER" "AMIGA ACTION" "AMIGA FORMAT" "AMIGA POWER" "AMIGA USER" "ANDREAS" "ANTIACTION" "BEANBAG" "BERING" "BOBERG" "CHEAT" "DEBBIE" "DEPECHE" "ELAINE" "FRAZZE" "FUCK OFF" "FULL CONTACT" "GALLUP" "GAMESX" "GARDEN FIEND" "GENERAL MOTORS" "GIRLS DOWNTOWN" "HALLA" "HOOVER" "JASON HOLBORN" "JOGGAN" "JONATHAN FORBES" "JULIE" "KOKKOSLAVEN" "KTH" "KYSINGER" "LEEDS" "LINDA" "LITH" "LIVERPOOL" "LYSATOR" "LZ" "MAN UTD" "MARTIN" "MARTYN" "MC HAMMER" "ME ANDREAS" "MICK ROBINSON" "MICROBYTE" "NBS" "NCE" "NEWCASTLE BROWN" "PETER" "PHS" "PINK FLOYD" "RICO" "RON" "SEGA" "SPADGE" "STAFFAN" "STEFAN" "TEQUILA" "THE COMPUTER STORE" "TILT" "TUG" "ULRIKA" "VIRGIN" "XR5I" When you enter the last letter of the desired word you should hear a crunch sound. If you don't hear the sound press and then enter the word or phrase again. The reason you should press is none of the cheats have return in them, so the pointer will restart at the beginning. The best method of disposing of the end of level guardians is to stay at the very bottom of the screen and continously shoot at the nasties. The guardians will almost touch you at times, but if you stay firmly at the bottom, they won't harm you. @endnode @node "Alien Breed - Tower Assault - Team 17" @remark L Level Code creation scheme: The code: ZXCC L UVWK P uvwk YY Z - Tower X_YY - Tower Level CC_YY - Credits L_YY - Lives U/u_YY - MP, Body Armour (p) V/v_YY - Laser (L), Missiles (Mis) W/w_YY - Firewall (Flame), Refraction Laser (RFL) K/k_YY - Keys P_YY - 1 Player/2 Player mode YY - contrary end code The small letters u,v,w and k are significant for player two. The level code contains 16 characters: ABCD EFGH IJKL MNPS An increase of lives, keys, credits and weapons will be represented by an increase in the count of the front code characters: A --> B --> ... --> M --> N --> P --> S Simultaneously, the count for the -YY- end code decrease: S --> P --> N --> M --> ... --> B --> A The characters O, Q and R are counted, but not noted. This means, the step from -N- to -P- at "lives" position 5 must be completed in the end code by a count from -J- over a figured -I- to -H-. For the step leading from life 6 to 7 the code at position 5 changes from -P- to -S-. This means, the end code must simultaneously changed from -H- over -G- and -F- to -E-. -G- and -F- are the equivalents for the not noted characters -Q- and -R-. Restarting a level, a maximum of 7 lives, 5 ammunition kits und 15 keys, limited by the -S- code, will be generated. A scanner will not be noted in the level code. Some variations at positions 1 and 2 for the tower level are possible, but it`s not funny to see your player wandering aroung outside the outer wall of the tower. Level Codes: ENGINEERING TOWER Code Lives Ammo Keys Credits Weapons Engineering Level 1 FKBSSSSSSDCAAASA 7 5 15 31.000 - all - FKHNSDEDSDCAAABL 7 5 15 125.000 MP3,L1,RFL3 FKBNSDEASDCAAACE 7 5 15 29.000 MP3,L1 Outdoor Sector 4 FJ SB Engineering Level 1 FKBSSSSSSDCAAASA 7 5 15 31.000 - all - Level 2 FL PS Level 3 FM PP Level 4 FN PN SCIENCE TOWER Science Level 2 JGBSSSSSSDCAAASA 7 5 15 31.000 - all - JGHGSSEDSDCAAABD 7 5 15 118.000 MP3,L1,RFL3,P3 JGCJSDEASDCAAACH 7 5 15 41.000 MP3,L1 Outdoor Sector 3 JE SC Level 1 JF SB Science Level 2 JGBSSSSSSDCAAASA 7 5 15 31.000 - all - Level 3 JH PS Level 4 JI PP Outdoor Sector 4 JJ PN CIVILIAN TOWER Civilian Level 3 EEHBSSSSSDCAAAAC 7 5 15 113.000 - all - EEHBSDAASDCAAADF 7 5 15 113.000 MP3 Crash Landing Site EB AF Level 1 EC AE Level 2 ED AD Civilian Level 3 EEHBSSSSSDCAAAAC 7 5 15 113.000 - all - Level 4 EF AB SECURITY TOWER Security Level 3 FCBSSSSSSDCAAASI 7 5 15 31.000 - all - FCDBSDEASDCAAADG 7 5 15 49.000 MP3,L1 Level 1 FA SK Level 2 FB SJ Security Level 3 FCBSSSSSSDCAAASI 7 5 15 31.000 - all - Level 4 FD SH STORES TOWER Stores Level 3 EJDSSSSSSDCAAASA 7 5 15 63.000 - all - EJDCSDAASDCAAADD 7 5 15 50.000 MP3 Outdoor Sector 2 EG SD Level 1 EH SC Level 2 EI SB Stores Level 3 EJDSSSSSSDCAAASA 7 5 15 63.000 - all - Level 4 EK PS MILITARY TOWER Military Level 3 EPDSSSSSSDCAAAPK 7 5 15 63.000 - all - EPASSDEDSDCAAABJ 7 5 15 15.000 MP3,L1,RFL3 EPAFSDAMSDCAAACB 7 5 15 5.000 MP3,Flame3 Outdoor Sector 3 EL PP Level 1 EM PN Level 2 EN PM Military Level 3 EPDSSSSSSDCAAAPK 7 5 15 63.000 - all - Level 4 ES PH Military Level 3 IPIASSSSSDCAAASD 7 5 15 128.000 - all - IPCBSDADSDCAAACI 7 5 15 33.000 MP3,RFL3 MAIN TOWER Main Tower Level 1 (Access via Science Level 4) Main Tower Level 2 LAIJSSSSSDCAAASG 7 5 15 137.000 - all - LACJSDADSDCAAACM 7 5 15 41.000 MP3,RFL3 LAAPSDAISDCAAACD 7 5 15 14.000 MP3,Flame2 Main Tower Level 3 LBIJSSSSSDCAAASF 7 5 15 137.000 - all - Main Tower Level 4 HCIJSSSSSDCAAASI 7 5 15 137.000 - all - HCBPSLADSDCAAACB 7 5 15 30.000 MP3,RFL3,P2 HCAPSDADSDCAAACK 7 5 15 14.000 MP3,RFL3 Level 2 HA SK Level 3 HB SJ Main Tower Level 4 HCIJSSSSSDCAAASI 7 5 15 137.000 - all - Level 5 HD SH Level 6 HE SG Level 7 HF SF 2 Player Level Codes: Level 1 Player 2 Player Crash Landing Site EBHB S SSSS D CAAA AF --> EBHB S SSSS S DAAA SF Engeneering Level 1 FKBS S SSSS D CAAA SA --> FKBS S SSSS S DAAA PA Security Level 1 FABS S SSSS D CAAA SK --> FABS S SSSS S DAAA PK Arming at -SD- code: Player 1: -all- Player 2: MP3; no keys To convert the other levels, try to change the corresponding 1 player level by this way: Crash Landing Site Engeneering Level 1 Security Level 1 EBHB S SSSS D CAAA AF FKBS S SSSS D CAAA SA FABS S SSSS D CAAA SK E C AE E C PS E C SJ F C AD F C PP F C SI G C AC G C PN G C SH H C AB H C PM H C SG I C AA I C PL I C SF J C SS J C PK J C SE K C SP K C PJ K C SD L C SN L C PI L C SC M C SM M C PH M C SB N C SL N C PG N C SA (---- - ---- O C--- SK ---- - ---- O C--- PF ---- - ---- O C--- PS) P C SJ P C PE P C PP (---- - ---- Q C--- SI ---- - ---- Q C--- PD ---- - ---- Q C--- PN) (---- - ---- R C--- SH ---- - ---- R C--- PC ---- - ---- R C--- PM) S C SG S C PB S C PL EBHB S SSSS S DAAA SF FKBS S SSSS S DAAA PA FABS S SSSS S DAAA PK A much easier way to convert the -DC- code to -SD- infers from direct comparison of both codes: Crash Landing Site Engeneering Level 1 Security Level 1 EBHB S SSSS D CAAA AF FKBS S SSSS D CAAA SA FABS S SSSS D CAAA SK EBHB S SSSS S DAAA SF FKBS S SSSS S DAAA PA FABS S SSSS S DAAA PK ^ ^ ^ So, change position 10 and 11 to -SD-, leave position 16 unchanged and change position 15 by counting one possible character down. Level 1 Player 2 Player Science Level 1 JFBS S SSSS D CAAA SB --> JFBS S SSSS S DAAA PB Stores Level1 EHDS S SSSS D CAAA SC --> EHDS S SSSS S DAAA PC Military Level 1 EMDS S SSSS D CAAA PN --> EMDS S SSSS S DAAA NN Main Tower Level 2 LAIJ S SSSS D CAAA SG --> LAIJ S SSSS S DAAA PG To get player 2 fully armed and equiped with 15 keys change the DAAA-code to SSSS. For example: Science Level 1 D CAAA SB JFBS S SSSS S DAAA PB DSAA MS DSSA LN SSSA KP SSSS JM = JFBS S SSSS S SSSS JM If you want to get the two-player -SSSSS- code directly from the one-player -DCAAA- code, count down 85 characters at the -YY- end code. D C A A A | 15 steps S C A A A | 16 steps S S A A A | 18 steps S S S A A | 18 steps S S S S A | 18 steps S S S S S ----------- 85 steps Level 1 Player 2 Player Crash Landing Site EBHB S SSSS D CAAA AF --> EBHB S SSSS S SSSS LA SS = 6 steps (+16) PS = 22 steps (+16) NS = 38 steps (+16) MS = 54 steps (+16) LS = 70 steps (+16) LA = 85 steps (+15) Detailed examples for the code system: Code Lives Amor Keys Credits Weapons Lives: J L 1 5 1 15.000 MP1, L1 K K 2 5 1 15.000 MP1, L1 L J 3 5 1 15.000 MP1, L1 M I 4 5 1 15.000 MP1, L1 FKASNCEABDCAAADH 5 5 1 15.000 MP1, L1 P F 6 5 1 15.000 MP1, L1 S C 7 5 1 15.000 MP1, L1 Keys: FKASNCEABDCAAADH 5 5 1 15.000 MP1, L1 C G 5 5 2 15.000 MP1, L1 D F 5 5 3 15.000 MP1, L1 F D 5 5 5 15.000 MP1, L1 I A 5 5 8 15.000 MP1, L1 M CM 5 5 12 15.000 MP1, L1 S CJ 5 5 15 15.000 MP1, L1 Keys: EPANSDEDNDCAAACD 7 5 13 13.000 MP3, L1, RFL3 P CB 7 5 14 13.000 MP3, L1, RFL3 S BP 7 5 15 13.000 MP3, L1, RFL3 Credits: FKBDMDEAEDCAAAEC 4 5 4 19.000 MP3, L1 E EB 4 5 4 20.000 MP3, L1 G DS 4 5 4 22.000 MP3, L1 Credits: FKBDNDEANDCAAADI 5 5 13 19.000 MP3, L1 G F 5 5 13 22.000 MP3, L1 J C 5 5 13 25.000 MP3, L1 L A 5 5 13 27.000 MP3, L1 M CS 5 5 13 28.000 MP3, L1 FKBNNDEANDCAAACP 5 5 13 29.000 MP3, L1 Panzer: D N 7 5 15 43.000 - all -,P0 IPCLSHSSSDCAAASJ 7 5 15 43.000 - all -,P1 L F 7 5 15 43.000 - all -,P2 S PP 7 5 15 43.000 - all -,P3 Weapons: EEHBSDAASDCAAADF 7 5 15 113.000 MP3 SAA CG 7 5 15 113.000 MP3,P3 SAS BE 7 5 15 113.000 MP3,Flame3,RFL3,P3 SSA BE 7 5 15 113.000 MP3,L3,Mis3,P3 SSS AC 7 5 15 113.000 - all - @endnode @node "Alien Breed - Tower Assault CD³² - Team 17" @remark C To see the end sequence enter do the following: Enter "LFBHIDSSSBAAAABH" for the password and start the game and quit. Now enter "MAFHIDSSSBAAAABH" then start the game. Eventually the end sequence should start. Don`t worry about the corrupted graphics. You may also need to press a few times while waiting. @endnode @node "Alien Breed 3D" @remark L Level Codes: 02 CMOFFJENPPHHFFFF 11 HCIGGHLPNAANEOMD 03 MIOOEDEOPPFFFFFF 12 LNIECOLPNAANEOMD 04 KPKOFOPOHOEHFFFF 13 OLKOPFKPNAANEOMD 05 NLIAMBOOPHHFHFFN 14 EOIGLMKPNAANEOMD 06 FOIINMPOCNFFFFFF 15 LKKOPPKPNAANEOMD 07 CCCGIDOPPFEEFFFF 16 GNAEPPKPNAANEOMD 08 PPKKIKKPNAANEOMD 09 LLKOHBLPNAANEOMD 10 BMAGHMLPNAANEOMD or 02 KOOPAMFJFFNNFFFF 11 PKKOCGKLFEIJNFLJ 03 OKOOEGBLBENNFFFF 12 LPKOCOKLFEIJNFLJ 04 KPKOEOLLBENNFEMN 13 PLKOKEKLFEIJNFLJ 05 PLKKMELLFENJFEMN 14 OOKOKMKLFEIJNBKJ 06 POKKIMKLAENJFEMN 15 LKKOKGKLFEIJNBKJ 07 KKKOIGKLFEJNFEMN 16 OPKOKOKLFEIJNBKJ 08 PPKKIOKLFFINNFKN 09 LLKOCEKLFEIJNFLJ 10 LOKOCMKLFEIJNFLJ @endnode @node "Alien Breed II - Team 17" @remark LC Level Codes: 2 353828 10 193831 3 108383 11 090921 4 370101 12 309383 5 982822 13 101221 6 847464 14 103992 7 737373 15 998112 8 928112 16 125332 9 287364 17 091233 10 lives 098654 or 000000 50 keys 378829 50,000 credits 736353 activate level skip 243433 (Use during play to skip levels) @endnode @node "Alien Breed Special Edition 92 - Team 17" @remark CL Make your way to the third level without spending any money. Now log on to the first Intex computer you find. You should have about 6000 credits. Buy nothing, then log off. It is important that no fire doors have been closed. Now do a complete circuit of the level. If you log back onto the same Intex computer, you will find you have loads of money. Enter any of the following on the Intex computer on the first level (it may work on other levels also): "AHH BUT WILL SHE SWALLOW IT" ? "ALIENS ARE BENDERS" infinite energy "ALIENS LIKE MICHAEL BOLTON" ? "BANK RAID" Infinite money player two "FUCK OFF" resets the computer "HARD BASTARDS" or "HARD BARSTEDS" make aliens move fast "I JUST LOVE THAT TEAM 17 SOFTWARE" or "I JUST LOVE TEAM17 SOFTWARE" ? "JANUARY SALE NOW ON" ? "JESUS THIS JIM BEAMS IS GOOD STUFF" infinite energy "JUST CALL ME MOGGY" ? "KATRINA HAS FARTED AND ITS A BEAUTY" makes aliens disappear "KEY TO THE CITY" Infinite keys player one "KNACKERED JOYSTICK" reverses joystick controls "MR YALE OR WHAT" Infinite keys player two "WHY NOT CALL ME MOGGY AS WELL" ? "WON THE POOLS" Infinite money player one "I WANT FISH" use the following keys: Quits the game for player one. Quits the game for player two. Extra keys Kills player one Kills player two destroy the level your on jump to next level walk through the walls and gives you all weapons press and to change the weapons Enter these for nice messages: "ALLISTER BRIMBLE" "ALLISTERS MUM" "ANDREAS TADIC" "ELAINE ROBINSON" "LEEDS UNITED" "MARTYN BROWN" "RICO HOLMES" "AMIGA COMPUTING" "AMIGA FORCE" "ANDY ROBINSON" "ANDY SLATTER" "BOWERCLAN" "CATH" "CRAIG WAKEFIELD" "CU AMIGA" "CVG" "DANNY BURKE" "DARREN WAKEFIELD" "DATOR" "DEBBIE BESTWICK" "DET NYE" "GINGER NODDY" "HAYDN DALTON" "HEATHER PARKER" "JOYCIE BABES" "JUNIOR MCMILLAN" "K MAGAZINE" "KATRINA HIDLE" "LAURA AND JOHN" "MICK PARKER" "MICK ROBINSON" "NIGEL EMAP" "POWERPLAY" "SHAUN WAKEFIELD" "TEQUILA" "TGM" "THE ONE" "VAD ADDER" "ANDY SLATER" "ST USERS" "C64" "17BIT" Enter also the cheats from @{"Alien Breed" LINK "Alien Breed - Team 17"}. When you enter the last letter of the desired word you should hear a crunch sound. If you don't hear the sound press and then enter the word or phrase again. The reason you should press is none of the cheats have return in them, so the pointer will restart at the beginning. Log onto an intex computer by pressing and type in any of the following level codes: 2 XXDFA 3 RTHAA 4 LAEEA 5 UYTTA 6 PPEAB Select the two-player mode and switch the share credits option on. Then start the game. on the first level, go to the computer and log on. Instead of typing "PPEAB" which would advance you to level 10, type "PPPEAB" (note 3 P's) when you now log off, you'll go straight to level 10. If you go straight to the computer (a few screens above where you start) and log on, you'll find that you have a staggering five million credits, which really helps! @endnode @node "Alien Breed Special Edition CD³² - Team17" @remark L Level Codes: "55955" Power sub-system deck two "48361" Oval zone deck four "63556" Engineering sub-system deck six "86723" Powermech systems deck eight "25194" Reactor core deck ten @endnode @node "Alien Fires" @remark H 1. This game is essentially about locating Kurtz and the Time-Transportation device (however, in the actual game it is called a Time WARP device. Something that is a bit confusing towards the end). You do not achieve this goal with lots of finesse or even elaborate problem solving. ¥ you do it by being larger and carrying bigger "sticks" than any of the characters who might get in your way. In that sense, this is more or less a sci-fi Bard's Tale with one character and a much less than satisfactory combat system. (I picked up all sorts of items along the way- passcards, remote control units, signs, etc. -that I never had any use for at all.) You therefore have a decision to make from the very beginning: do you develop your character slowly over time, getting killed a lot at first but achieving the satisfaction that you EARNED the good character? OR do you hack the game from the very beginning- starting out with a decent character? I warn you- if you want to develop your own character, you'll spend a lot of time on the first few levels getting killed and re-booting your machine (thanks to the fact that Jagware didn't put more sophisticated save-and-continue and restore-and-continue commands in the game). The 9th to 15th bytes in any character file contain your character's Fighting, Marksmanship, Diplomacy, Dexterity, Understanding, Tracking, and Quickness in that order. If you can get your hands on a binary file editor, such as Plinks NewZap, you can make your character as powerful as you like. The game is much less frustrating this way. 2. The other difficulty with this game is mapping- which is a nightmare. Unless you are VERY experienced at mapping and have a LOT of patience, I suggest you put aside the normal graph-paper and pencils and use this method: Every time you enter a new room, note the room colour (ie- Dark Pink, Red, Light Blue), the number of doors in that room and the directions in which those doors lead. Draw a room that is approximately the shape of the room you are in on a piece of paper and lines away from the walls to represent doors (in the appropriate directions). Move through a door, connecting the next room through the line you drew and continue the process, much as if you were mapping an Infocom game. This method isn't neat, but it keeps you from getting lost, and I found it more than adequate for finishing the game. 3. There are three levels on the colony and then three levels on the space station. The secret to finishing the game is finding a ladder or elevator on each level to move to the next level, blowing away all hostile aliens that get in your way. 4. If you have questions about something in the game, I find it helpful to ask friendly characters (Angel, Jessica, etc.). They can often help you, but of course they aren't available on the advanced levels. In general, any time you meet a character, look at them and ask them who they are. 5. Any time you encounter an item, look at it and take it. The GUM MACHINES are an especially helpful item because they restore your hit points. There is one on every level (after the first)- and it is usually near the entrance to that level. Beware, however, because if you have low Understanding, you may be poisoned and die! 6. The most important rule for this game is...SAVE OFTEN. I know it is frustrating to continually be re-booting (you shouldn't have to) but the odds are you will die at least once on every level (unless you edit your statistics to astronomical heights). @endnode @node "Alien World" @remark C On the title screen, type "BILL AND TEDS BOGUS GAME" for infinite lives and all weapons. @endnode @node "Aliens Us" @remark L Levelcodes: APC Rescue 272H Oproom Defence 1106D Airduct Maze 2361F Newt Rescue 7140E Queens Battle 7163H @endnode @node "Allo Allo" @remark C On the title screen type "BASH STREET KIDS". The screen should turn white. During play press <1>-<5> to skip to the corresponding level. @endnode @node "Altered Beast" @remark S LEVEL 1: The first spirit ball is found in the creature just after the 4 stone pillars but watch out for the zombies just before it. If you are in two-player mode, let one of you collect all the spirit balls until you turn into the beast as that player can now protect the other player until he can turn into the beast. Avoid the blue demons by jumping over them or onto a higher level. If Nelf himself appears to rise up and you are in one-player mode, rush into him to get the end of level baddy. Just hold the fire button down and face him for best results. LEVEL 2: The main problems here are the jumping head-eaters. Kick or low-punch then when they're on the ground. the rattles of the snakes should be kicked to destroy the snake. The end-of-level baddy is no problem. Go underneath the dish spewing out eyeballs and put on the autofire. LEVEL 3: The main problem on this level is the mass of running chickens. Stay in the middle of the screen near to the top if possible. When you become the beast, keep pressing fire to keep somersaulting long as there aren't any holes. Only use your breath on the end-of-level baddy; keep pressing right and fire to breath on it. After it has moved in a bit, follow it and repeat the above procedure to kill it. LEVEL 4: When you become the beast use ducking punches instead of the special weapon. When you come to the Nelf-created creature go to the far right-hand side of the screen and hold down fire. LEVEL 5: Stay high up all the time on a slate in the middle of the screen as on level 3, otherwise the fish will turn into wheels and run over you about three times When you get to the end-of-level monster just jump over him, hit him once, jump over him again, hit him again and repeat this until he's dead. At this stage you need at least one full life if in one-player mode; anything less and you've got no chance. However in two-player mode it isn't much of a problem. @endnode @node "Alternate Reality - The City" @remark H Part 1: ALTERNATE REALITY begins with the first of six scenarios in THE CITY. Your character, after escaping from the spaceship in which he was abducted from his home, will find himself facing the Floating Gate in the City Square. Your character will have 3 packets of food, 3 flasks of water and some money. Although food and water will always be of concern in this game, you need not worry about them at this time. You do need a weapon. To the north and south of this position are shops. To the west is a smithy's; and to the east, one of the three banks. Near the bank there is a tavern, and near the smithy's there is an inn. Turn to the west and enter the smithy's. Make an offer on a dagger of slightly under whatever your character was given at the start of the game. If the smithy will not accept this offer, try making an offer on a stiletto. Once armed, you are prepared as a beginning character to take on THE CITY. THE CITY is primarily a game of mapping and building your character for the scenarios that are supposed to follow. Although the city square is reputed to be one of the safest parts of town, it is not the cheapest; and you will need to find cheaper inns and taverns in order to survive the initial development of your character. There are in THE CITY: 7 inns, 14 taverns, 3 banks, 15 shops, 4 smithies, 2 healers, and 12 guilds. Inns provide a safe place for your character to rest and regain hit points. Inns will also allow you to check the time. Taverns supply food and water. Food packets and water flasks are never offered for sale at the same time. Banks will allow you to deposit your money in three types of accounts with increasing risk. They will also purchase gems and jewels. Shops sell a wide variety of clothing which is of little importance in this first scenario. Shops also sell compasses for 5 silver pieces. Smithies sell armour and weapons. As with the shops, prices vary and few items are cheap. There are two healers. Healers can serve a variety of purposes, but are most useful for curing disease. There are 12 guilds in THE CITY. In this first scenario your character may not join the guilds, but they still have their usefulness. Your first visit to a guild will improve one of your stats or your chances of surviving. Guilds can also remove curses from weapons and armour. Prices for these services vary from guild to guild. The map for THE CITY is 64 squares by 64 squares. Square 1,1 is in the southwestern corner. When I give locations, I will be giving first the number of squares north on the map, the second number will be the number of squares east on the map. When I give the location of a place, the coordinates listed will be those of the actual place. If you must enter from a specific direction, and it is not an obvious door, these directions will be listed after the coordinates. The following is a list of Inns, Taverns, Banks, Shops, Smithies, Healers and Guilds, and their corresponding map coordinates. INNS: 26, 32 Prices high* 25, 33 Prices high* (*these are both the same inn) 24, 33 Reasonable 20, 10 Reasonable 04, 32 Very expensive 07, 61 Cheap 53, 34 Reasonable 55, 29 Cheap More hit restoring benefits seemed to be gained by renting a room with a bath, but this is not a universal rule. Let your purse and needs decide. TAVERNS: 30, 40 Expensive 20, 33 Reasonable, hours limited 25, 08 Reasonable, hours limited, enter from south 13, 14 Reasonable, special song at midnight 10, 45 Reasonable 03, 61 Cheap 31, 61 Reasonable,enter from east 32,59 to 32,60 south to 31,60 34, 58 Dues to join, expensive, enter from north 36, 06 Reasonable 36, 07 Reasonable 55, 02 Dues to join, limited hours 63, 21 Cheapest, enter by going north at 63,2, then go east to 64,21, then south 54, 34 Dues to join, limited hours 57, 53 Reasonable, can be entered from south or west Food packets and/or Pemmican will never be offered at the same time as water flasks. Menus change hourly. It is easiest to find food on even hours, and water on odd. This is not universally true, but a good guide. Almost all taverns sell food at midnight. BANKS: 28, 39 Interest rates are lower but investment is safe 07, 31 Higher interest rates, more likely to lose money 62, 03 Higher interest, most risky, enter from south at 61,2 Banks that offer higher interest for your deposits are more likely to have bank failures. SHOPS: 25, 36 31, 36 14, 01 Enter going west from square 15,6 13, 04 Enter going west from square 15,6 06, 20 16, 26 09, 52 10, 53 19, 56 37, 47 56, 34 57, 38 Enter from north 62, 61 60, 27 44, 21-22 38, 10 Shops carry a wide variety of clothing which has no importance in THE CITY, but will become important in THE DUNGEON. Shops have different hours. All shops sell compasses for 5 silver. SMITHIES: 28, 33 10, 55 35, 51 33, 20 Enter from north Smithies have different hours. Goods change, prices change, and almost everything is expensive. HEALERS: 20, 05 30, 30 Healers tend to be open for business on ODD hours. Repeated visits in one day will cause prices to increase. GUILDS: 44, 35 Thieves Guild, increase skill, enter from west 03, 56 Assassins Guild, increase stealth, north from 2,57 to south from 04, 56 15, 48 Red Wizards Guild, increase strength, north from 13,47 east to 14, 48 north 22, 34 Dark Wizards Guild, increase charm 48, 19 Blue Wizards Guild, increase speed, enter from west 12, 28 Star WIzards Guild, increase hit points and strength 15, 06 Physicians Guild, increase hit points, enter from west 05, 03 Light Wizards Guild, increase wisdom, enter from west 60, 51 Wizards of Chaos Guild, increase charm, enter from east 50, 58 Guild of the Order, increase intelligence 50, 62 Wizards of Law Guild, increase wisdom 43, 12 Green Wizards Academy, increase stamina, enter from north Guilds will raise your stats on your first visit to them. Guilds can remove curses from armour and weapons. Costs will vary from guild to guild. Prices can be as low as 2,000 coppers or as high as 11,000 coppers. POTIONS: COLOUR TASTE SIP EFFECT LEGEND Amber PLN C Cure Poison Tastes PLN DD Poison SWT Sweet SOUR S Spirits SALT Salty SOUR S Beer SOUR Sour Black ACID C Invulnerability Fire BIT Bitter ALK C Invulnerability Water ALK Alkaline BIT C Invulnerability Mental ACID Acidic BIT U Delusion PLN Plain DRY C Invulnerability Power DRY Dry PLN C Invulnerability Sharp PLN C Invulnerability Blunt Sips PLN C Fleetness D Danger SALT C Invulnerability Air C Caution SOUR S Beer S Safe SOUR DD Strong Poison DD Dangerous SOUR C Invulnerability Earth U Unsure SWT C Invulnerability Cleric Clear ACID S Cure ACID C Water ACID DD Acid ACID C Cleanse BIT C Unnoticeability DRY C Mineral Water DRY C Invisibility PLN C Water PLN C Invisibility SALT S SaltWater Green SOUR C Heal Minor Wounds SWT DD Ugliness -1 Charisma pt. Orange BIT S Inebriation SOUR C Protection+2 SWT C Protection+1 SWT DD Dumbness -1 Int. pt. Red ACID S Vinegar BIT C Strength DRY S Wine SWT C Treasure Finding SWT DD Deadly Poison SWT C Fruit Juice Silver BIT D Weak Poison BIT C Intelligence PLN C Cure Major Wounds SWT C Charisma White ALK C Milk ALK C Healing ALK DD Poison BIT DD Slowness SALT C Heal All Yellow BIT C Noticeability DRY DD Weakness -1 Str. pt. PLN C Cure Wounds Potions can be helpful or harmful. The higher your wisdom and intelligence, the more easily you will be able to identify the potions. Some potions such as Fleetness and Protection+1 and Protection+2 have a greater frequency of occurrence than do the others. What a potion will be is randomly decided by the program when you unseal the potion. You can increase your control over potions by saving them, saving your character, making backup copies, re-entering the game and trying them. If you are not satisfied with the potions you got, you can restore and try again. Treasure Finding will greatly increase your ability to find money, potions and weapons! GAME HINTS: 1 Save your character often to a separate backup disk! 2 Have (or get) a fast copy utility. Do NOT use the backup utility that comes with the game. 3 Copy your character to several disks when: A You have many potions or B You are about to increase a level. Enter the game with each of these disks, keeping notes on what potions you found or what stats were increased. Use the best of the ones you tried, or re-copy and try again! 4 Avoid Brown Molds, Black Slimes, and Giant Rats as often as possible until you are either rich and can afford trips to the healers, or can defeat these monsters. Tricking them is a successful means of defeating these disease giving creatures IF you have high enough intelligence. 5 Do not carry more food, water, gold and gems then you really need to. Excess weight will cause your character to become weary sooner and reduce your adventuring time between stops at the inns. 6 Do not bother to examine or taste potions, just sip. Avoid too many protection potions as this will cause your character to crash. 7 While still a lower level character, avoid being out at night or in the rain. 8 When finding a weapon, always equip it as a secondary weapon in case it is cursed. @endnode @node "Amazing Spiderman, The" "The Amazing Spiderman" @remark C On the highscores type "generic". (I'm not sure if this means type it or enter it as your name, so try them both.) Now when you press during play you'll receive full energy. @endnode @node AMC @remark L On the title screen, type any of the following (not sure if case sensative): 2 Nostromo 6 Enterprise 4 Discovery 8 Dagobah @endnode @node Amiganoid @remark L Level Codes: 02 HELLO 03 SIDE 04 BLOB 05 ACIEED 06 CHESS 07 CAR 08 ARROW 09 LUCK 10 HOUSE 11 FUN? 12 ROCKET 13 ANGLE 14 OLLE 15 GNU 16 CROSS 17 HOLE 18 CUBE 19 BOUNCE 20 FELLOW 21 CBM 22 DISK 23 LABBY 24 DICE 25 LAST @endnode @node Amnios @remark L Level Codes: 2 FRDSNSMNGR 3 PLFRMNLQSN 4 LSNBRGNSLQ 5 LKMCTKSCDF 6 STBNLMRCHL 7 RCHLMCLRMS 8 THBSTSTFTT 9 THTHJJRSNN 10 MLFNDBTFLL 11 BTTMNDHRCH @endnode @node "Amos Professional" @remark C Enter one of the following names into the Amos pro editor, then move the cursor over the first character of each name and then press to see a hidden message. Try these names (watch the capitals): Carrine Mel Dithell Stephen Daisy Pudsie Lionet Vanner @endnode @node "Anarchy - Psyclapse" @remark CL Levelcodes are: 5400, 0101, 3901, 2602 9902, 4303, 9003, 6904, 3305, 9305, 3406, 0407, 6407, 2008, 7408, 4709, 3810, 0511, 6811, 3212, 0213, 8213, 5014, 1015, 8215, 5116, 0117, 7017, 5518, 2819, 9919, 7320, 2521, 0622, 3722, 1223, 4523, 4124, 1825, 1926, 9726, 5927, 0528. On the high score table enter your name as "FUNNY FACE". Now restart the game and pause it; Type "WELL ARD" to activate the cheat. You need to enter both of them. Use the following keys: <1> Increases your boost by 100 <2> Fills the spreadshot meter <3> Gives you smart bomb <4> Fills the canon meter <5> Fills double shot meter <6> Gives you 500 boost <7> Fill up life meter <8> Gives you a shield for your ship <9> Gives you a shield to put on the people <0> Not sure <-> Fills the canon meter @endnode @node "Another World" @remark HSL It is worth remembering after the blast run in the arena the directions for pressing the correct buttons are: , down, , left 2, down, , up 3, and . You will now be launched into the female sanctum. First note that there are three ways of working the gun: * A single quick press will fire a thin beam for breaking ropes, disconnecting cables and killing enemy personnel. * Hold down until an energy ball appears then let go and a shield will form. This stops laser shots. * Hold down the button until the energy ball swells and begins to hum. Then let go and you will fire a big beam. To enter a new Level Code, you must die first then press when asked to Press Fire to Continue. And now, the Solution: Get out of the water to begin with! Level One - Code: EDJI - IN THE LAKE Go left and take note of the vine. Go right past the water. Here are a number of worm-like creatures - kick them to kill them. Go right - more worms. Kick these as well, but watch for the worms that drop from the roof. Go right until you encounter a big black beastie. Now turn and run back to the screen with the hanging vine. Take a running jump at the vine - don't stop or you'll die! Jump off the vine when it breaks and run right. Keep running until you get to the screen where you first met the beast. Level 2 - Code: HICI - IN THE PRISON You wake up in a cage with an alien for company. Rock the cage left and right until it drops. Pick up the gun. Run right, protecting your alien friend by shooting the guards. Use the shield to protect the alien while he opens the door. Now follow him through the door, to the lift. Go down to the bottom level. Go to the end and shoot out the small flashing light on the wall. Take the lift to the next level up. Blast the door, run and jump up. Wait for the alien, then open the door and walk in. Level 3 - Code: FLLD - IN THE SEWER Into the small tunnels underground: Go left, Drop down. Go right, Drop down. Go right, Drop down. Go left, Drop down. Go right, Drop down. Level 4 - Code: LIBC - FIRST RECHARGER Go left through the door and charge your gun. Go right, then blast through three doors. Run right to the exit. Kill the guard then walk to the edge of the broken bridge. Leap onto the lower right ledge. Blast a hole in the wall and go through it. Level 5 - Code: CCAL - IN THE CAVE Go right and down the first shaft. Go right again then down onto the large rock. Jump right, then go right and jump over the spiked pit. Walk to the next screen, wait for the large rock to crash to the floor. (Don't forget to dodge the flying creature!) When two rocks fall and hit the floor together, run! Repeat this on the next screen. Beware of the tentacles (they can be shot, or you can run past them). Go right - You'll find more tentacles as well as some snapping traps. Jump over the traps, continue right to the end and blast the wall. Level 6 - Code: EDIL - END OF CAVES Go back to the screen with the falling rocks. Walk up the slope, turn around and shoot at the flying creature. Walk on to the next screen and watch! Take a running jump at the stalactite, climb on top of it and jump on to the next one from there. Repeat this procedure with all of them. If you do all this correctly you should end up on a large rock. Level 7 - Code: FADK - T-SHAPED ROCK Walk left off the rock, turn and blast the rock, then walk up the rock. Go right, jump over two pits, then one pit. Walk right, blast the wall to let in the water, then turn and run like buggery! (don't forget to jump over the pits, though!) Go right and blast the wall. Now go past the steps and across the dried up waterfall. Level 8 - Code: KCIJ - TEMPLE ENTRANCE Observe the alien trapped below. Exit left over the waterfall and go through the door. Go down the steps, walk right and kill the guard. Go back up the steps and shoot at the light chain (this releases the alien above). Go back down the steps and run right as far as you can go. Kick the guard, then run and pick up the gun. Kill the guard and run right Ignore the guards here! Level 9 - Code: ICAH - BY THE POOL Dive into the water, swim across, climb out and have a look around. Swim down to the hole in the wall, left along the tunnel, and up into the second shaft for a breath of air. Swim right down to the bottom of the shaft, go right, get out for some air, and fire at the pulsating line. Now reverse these moves to go back to the pool surface. Level 10 - Code: FIEI - POWERLINE Go left and kill the guard. Go right, up the stairs, and kill the guard on the left at the top of the stairs. Jump across right, blast the two doors down, and get your blaster ready to fire at the last door as the protective shield fades. Accurate timing and speed are needed to kill the guard. (Alternatively you can blast the last door, shield, jump the fireballs, then kill the guard). Go right, blast the door, then go right again. Jump up to recharge your gun, then go right. Watch the reflection of the guard on the bottom of the green sphere. Fire at the sphere when the guard's reflection is directly under it. Go left to the stairs, down the stairs, then down and right to the pool. Swim across and get out to find the guard dead. Go right. Level 11 - Code: LALD - BLAST RUN Jump down the opening, go right and blast the door. Run to the end of the corridor. Turn and put up a shield, then wait until the alien puts his arm down and pulls you up. Stay on the left side of the opening until the rocks fall, then follow the alien into the tank. To escape, press the top left-hand green button. (But you may wish to have some fun by pressing a few others first!) Level 12 - Code: LFEK - TOWER BATH Exit from the pod, run right onto the next screen and kill the guards. Now run right. Sit back and leave the machine in drive. Crawl across the floor to the levers on the right and wait for the guard to walk towards you. Pull the lever to kill the guard with the laser. Now pull the second lever, and crawl back to the light circle on the floor to escape from Another World! @endnode @node "Ant Heads - ICFTD 2" @remark S complete solution: DAY 1 Gather as much information from Biff and Dusty on the first day, but if you've got the information from previous games then don't worry, as it doesn't change. Get into your car and go to the KBUG radio station. Dusty will tell you of the latest ant attack to occur and will give you a Geiger counter and a gun. Hang around for a while until the afternoon, then go round to the Platt University lab, where you will meet the boy Billy and his rather strange father. When they start talking to you, ignore the gibberish that his dad speaks but listen carefully to what Billy has to say. If you want further information then try asking the fortune tellers and expect to get home around eight o'clock. DAY 2 Go out to the KBUG radio station again, where Dusty will tell you about a threat from the G-men. Go back to the lab afterwards, where Billy once again provides some useful information. At about one o'clock go to Neptune Hall, where you'll find that Billy Bob has managed to sprout a rather fetching set of antennae. Pull out your gun and blast his antennae off. When he comes around he will give you an important number, so make a note of it. DAY 3 You should wake up at nine o'clock when Jakie comes round and knocks on the door. Unfortunately, your early morning visitor is one of the Ant- heads, so get the trusty old gun working and write down the number again. Go to the Ore Plant and befriend the manager by selecting choice A at the appropriate time. Take the train to section M-3 and do the business against the ants, then get back to the lab for some more useful info from Billy. Go to the Police Station and get the old 'he must have tripped on his shoelace, your honour' treatment so you get knocked unconscious. When you wake up, the nurse will give you the position of the vault. Go to the vault and get the records containing the conversion process, then make a run for it. DAY 4 Drop by Elma's and when he becomes an Anthead blast his stalk to get the last number. Now you have all three numbers, try and get into the hospital any way you can (preferably without injury). Get the lift to the basement and find the morgue in the top right-hand corner - you can spot it by the four black slabs and the safe. Enter the numbers in the order you recieved them and you should be able to get the secret documents which will cause the realisation of the Antheads' existence, so now you can take them on face-to-face. @endnode @node Antep @remark C Go to the nearest town and offer your items for sale. When asked which items you should attempt to sell press <1> - <5>. These items are non-existant, but the shopkeeper give you lots of gold. Repeat this as many time as you like. Don't hit any number above 5 or the game will crash. @endnode @node "Ants" @remark L Level Codes: 01 INTRO 15 TERRA 29 CASTOR 43 FLAME 02 NITRO 16 EMPIRE 30 ICED 44 EXOFRAME 03 PRISON 17 OEDIPUS 31 DONKEY 45 SCORE 04 TYRELL 18 ULYSEES 32 ROBOMAN 46 AYURSO40 05 FORD 19 KRAKEN 33 SUBRUN 47 NEMO 06 KLINGON 20 FLEECE 34 BLISTER 48 MEGA 07 POLICE 21 INDEX 35 PANDORA 49 INGOT 08 JUMP 22 XENEX 36 HOPE 50 WRAITH 09 EDEN 23 KIRK 37 ETHEREAL 51 YTANGA 10 AADVARK 24 FIREFOX 38 VISTA 52 IBSEN 11 P TAU 25 PREACH 39 ANGST 53 NATION 12 REGULUS 26 CHORD 40 TEMPER 54 JUXTA 13 SABRE 27 TOCCATA 41 STEEL 55 WURZEL 14 RASTA 28 PLAIN 42 MONGOOSE 56 FIN @endnode @node "Apache - Team 17" @remark C At any time during play or on the title screen type "OVERDRIVE". The screen should flash to let you know it worked. Now during play use any of the following keys: ? ? ? ? Full weaponry Terminate mission <1>-<5> Skip to corresponding level <6> Skip to bonus level @endnode @node Apidya @remark C Pause the game and type "ULRDABBA" for full weaponry (this only works once, if you type it again you'll lose a life). On the title screen type one of the following: "MISSHONEYBEE" 2ND STAGE "DEPUTYOFLOVE" 3RD STAGE "HASTALAVISTA" 4TH STAGE "SNEAKPREVIEW" 5TH STAGE "SHOWCREDITS" FINALE Hit return after you type "SHOWCREDITS". When you press and at the same time the on-screen action will slow down approximately 50%. @endnode @node "Apocalypse - Virgin" @remark C The cheat mode is "FRANK" backwards and it must be entered during play as follows: Press and hold , press and hold , release , press and hold , release , press and hold , release , press and hold , release , release . You are now invulnerable to enemy fire. At the beginning of each level the cheat is disabled and must be reentered to reenable it. @endnode @node "Apprentice - Rainbow Arts" @remark CL During play, press and hold and for 50 guys and all the extras. On the title screen press the key to go to the password screen. Now type any of the following level codes: "WIZARD", "GUILD", "SPELLS", "ARCANE", "DRUID", and "FAERIE". @endnode @node "Aquanaut - F1 Licenceware" @remark C During play, hold down and press to skip levels. You can skip right to the lame ending. Enter "BINARY FISH" for your name in the highscore table and use the following keys during play: completes level pass through walls infinite lives @endnode @node Aquaventura @remark C On the option screen, hold down and then press . Now use any of the following keys during play. Skips levels. Skips to the tunnel section. @endnode @node "Arabian Nights" @remark C On the title screen type "SIMEON". The bottom half of the screen will then flash red to acknowledge you have activated the cheat mode. You will now be able to press and hold down key during the game to become invincible. You can also press and hold down on the kart section to maintain top speed. Also try any of the following ingame keys for different effects: Gives you the power sword PAL/NTSC Skips levels Slow motion English French German Italiano Dutch Hold down the for invincibility or when you need a key to open a door or a crank. @endnode @node "Arcade Pool - Team 17" @remark C In two-player mode, after your opponent fouls in US pool, grab the cue ball and before you take your shot, push it in between two other balls that are that are close together on the table, so that the cue ball touches both of the other balls. This nudges the balls a bit and if they are in the right place you could set yourself up a treat, or ruin your friend's plans. The computer players don't mind, but your friend will. In Speed Pool, put all of the balls apart from one, then line the last one the pocket. Select save, then New to start with one ball left on 0 minutes and 00 seconds. @endnode @node "Archer McLeans Pool" @remark C Type "VF12" while in trickshot mode, then go to demo mode to find the new menu. Select two players to make the computer play itself, then wait. Now the computers controlled players abilities are revealed. @endnode @node Archipelagos @remark CH Finish the first two Archipelagos and hit to select another. Type "8421" and hit twice. Now you can go wherever you want. (possibly do it after booting) Enter "1" to "999" followed by key to select island. Firstly, you have to remember that all the minion rocks have to be connected by land to the monolith. This doesn't have to be a direct route, but just so that you can trace a path from rock to obelisk without crossing water. The easiest way to do this is, when searching for the stones, not to jump over the small stretches of water you come across. Deposit a bit of land and then cross. That way, before you know it, you've linked all the islands in the archipelago. Something else worth remembering is that the stones are widely spaced. You don't have a time limit finding them, so wander around for a bit. Note the position of the stone nearest the monolith and destroy this one last. That makes your job of destroying the monolith within the 90 second time limit a bit easier. Now for a couple of odds and ends. The easiest way to get rid of the necromancer is to build a piece of land, about three squares long and one wide, jutting out from the coastline just before where the necromancer will strike. He will teleport to another section of land, after a delay. The lost souls are indestructible, so give them a wide berth. Don't worry about running out of energy when creating land, as the energy rocks are in abundance. Finally try and find the blood eggs before they hatch. When they burst they spread their poison to the whole lot of the connected islands, even through the sand as well as the land connections. @endnode @node "Arctic Fox" @remark H The following is a list of the locations that you may start at when playing the Tournament level: Key Starting Locations ---------------------------------- 53'33" 82'08" 55'25" 82'24" 56'14" 82'56" 54'49" 83'41" 51'45" 83'50" 50'21" 83'34" 49'41" 83'11" 50'49" 82'18" Some other helpful hints are: Under configuration & place there is a Communication Fort at coordinates 54'12",83'16". The fort is behind the mountain and guarded by a missle launcher and several tanks. Under configuration & place to the east of the coordinates 53'30",83'36" the Main Complex is located there and is guarded by several missle launchers and lots of heavy tanks. @endnode @node Arkanoid @remark C Press to pause the game and type in "DSIMAGIC" or "MINIMAGIC". (don't hit ) Press the again and catch the yellow "DS" capsule that falls from the centre of the screen. Now following keys are active. instead of for a one player: extra 33 levels game or instead of for a two player game. Level Skip ( on keypad>) Break Opens gates and awards bonus points Catch Holds ball Disruption Split into 3 balls Expand Makes Vaus larger transport to the final screen where you confront Doh Laser Gives you a laser used with mouse button

Extra Player Slow Slows down ball @endnode @node "Arkanoid 2 - Revenge of Doh" @remark C Type with on on high score screen: "DEBBIE S" for unlimited lives on title screen: "WHENWORLDSCOLLIDE" during play for level skip "MAGENTA" (with ?) during play for level skip "PETEJOHNSONWANTSCHEAT" during play for level skip "DALEY-88" or "DAILY-88" continue on the same level you died on "ROBOCOPPETER" also continuous mode Press the right mouse button during loading to see an advertisement for Robocop. @endnode @node "Arkanoid 3" @remark C When the pink loading screen appears, hold down and type "IMAGINE" When the opening bit plays, type "PETEJOHNSONWANTSCHEAT". Now, when you press , it causes both exits to open, and you can go on to the next screen without finishing it. Or, type "DALEY88" instead at the pink screen, and you can now restart at the level you last died on! While still on the title screen type in "TUESDAY 14TH" and when you press the fire to start the game you will be presented with an options screen that will allow you to obtain infinite lives, etc. While the game is loading, hold down the . After a while, the title screen for Robocop will appear. Let go of the button and the game will begin. Then, when you die, type "ROBOCOPPER" on the title screen and you will restart where you left off. @endnode @node Armalyte @remark C While playing, press

to pause the game and type in "Delta 3" or "Delta3". You should now have infinite lives. Press <1> to power down weapon <2> to power up weapon to advance levels @endnode @node Armourgeddon @remark C When in the HQ, access the message screen. Move the arrow so that it points to the first letter of the message highlighted in yellow. Now hold down the key and press . The words "YOU WOULDN'T LET IT LIE!" should appear, indicating that the cheat mode has been activated. The cheat makes your craft invincible and gives you unlimited firepower and fuel as well. To turn the cheat mode off (you need to do this to complete the game), simply access yhe message screen again, point at the first letter of the message highlighted in yellow, press and hold down and press . The message "LOOK AT THE SIZE OF THAT SAUSAGE!" should appear. The cheat mode is deactivated. Armourgeddon also has an Object editor. To enter it, use the mouse to move the arrow to the top left hand corner of the secondary title screen. Now hold down and to find a verticle line. The keys to use are: Zoom in Zoom out <7> and <8> and brackets (numeric keypad) rotate object Cursor left previous object Cursor right next object exit - access the relevant section Type "ALF" on the high score table for infinite credits. @endnode @node "Army Moves" @remark C Type "KARENBROADHURST" on the title screen for infinite energy. On level one hold down the , <1> and for invincibility. On level two hold down the , <1> and for invincibility. The code for part two is '101069'. @endnode @node "Arnie 2" @remark C During play, type "VICKY" and press . You should now receive 99 lives and 99 grenades. @endnode @node Artura @remark C During play, type "MOLE" for unlimited energy. @endnode @node "Assassin - Team 17" @remark C On the high score screen, try typing in any of the following: "ASSASSIN", "SUPERFROG", "PROJECT X", "ALIEN BREED", "THE ONE AND ONLY", "PSIONIC CREW" "BODY BLOWS", "OVERDRIVE" or "PSIONIC SYSTEMS". Enter "MIDAN" on the high score screen. The game replies with "You are a Fat Little Git". This cheat allows you after losing all lives, to restart the game on whichever level you died on, instead of level one. On the first mission (The Landing), climb up to the highest possible point of the left-hand side of the first tree you come to until you are blocked by the leaves (press ) and type: "NICEVIEWFROMUPHEREMATE". The border should flash and unpause the game (it will have paused from the "P" in UP.) Infinite energy will now be yours and the in-game keys will be activated. <1> - <6> To select mission To skip to the Boss Extra time Extra weaponry Grants infinite continues @endnode @node "Assassin Special Edition - Team 17" @remark C During play simply type "ANOTHERCHEATMODE", the screen will flash to acknowledge the cheat mode has been activated. This gives you infinite lives and you can also press any of these keys during play: Skip to end of level Die Full weapons Level skip Level skip <1> to <6> Tops up weapons @endnode @node "Asterix & Obelix - Operation Hinkelstein" @remark C Press when you run out of lives. @endnode @node "Astral - LK Avalon" @remark CL Enter any of the following for the password: "809104" unlimited lives "017899" invicibility "772170" unlimited energy "201171" ? "975310" no enemies Level Codes: World 1 000000 2 092017 3 600810 4 469613 @endnode @node "Astro Marine Corp" @remark LC Enter "CREEP" for your name on the high score table for 10 lives, lots of time, and extra energy. Press and type in any of the following passwords: 2 NOSTROMO 4 DISCOVERY 6 ENTERPRISE 8 DAGOBAH 10 REPLICANT 12 KRULL 14 METROPOLIS @endnode @node Asylem @remark H There is a magnet in the telephone. Be careful when going into the surgeons den - the operating theatre has more clues than meets the eye (or nose). @endnode @node Atax @remark C Pause the game and type "AMANDA". You will now be transported to the final challenge. @endnode @node Athletics @remark C Take the mouse and plug it in the joystick port. Now move the mouse round and round on your mouse mat and your man will run at full speed, giving you a very impressive time. @endnode @node "Atomic Robokid" @remark C While still on the title screen type in "TUESDAY 14TH" (with the space) and when you press fire to start the game you will be presented with an options screen that will allow you to obtain infinite lives, etc. @endnode @node Atomina @remark S N; E; Look letter-box -> envelope; Use knife on envelope -> key; Unlock door; Look under doormat -> key; W; S; Unlock metal door in castle; N; E; E; E; Look under bed -> grammophone; W; U; Look in box -> ABBA record; D; N; N; W; S -> Hammer; N; W -> Flashlight; Look under sack -> D; Use knife on wire -> key; U; E; U; E; Unlock cupboard; Look in cupboard -> rope; W; N; W; D; Drop rope in hole; D; Use grammophone -> E; D; Look under dirty water -> corkscrew; D; Look in coffin -> revolver; Use revolver on lock -> E; S; Explore this area urself; Look under bones -> pearl; Use corkscrew on bottle; To exit back to coffin area, go pagan temple; Look behind pagan temple -> E; U -> out; W; D; Take water with bottle; Go back down Look behind casks -> N; use water on beanstalk; U -> gold key, knife; Go boat & use knife on rope; W -> back at castle; Go back to troll bridge; W; Unlock safe with gold key; Look in safe -> crown; Go back in castle; extras: hammer (use on bottle), rusty key (unlock E castle door) @endnode @node Atomino @remark L Level Codes: 10 IDYLL 20 TAURUS 30 NEPTUNE 40 PHOTON 50 PLANKTON 60 INFERNAL 70 FOSSIL 80 POISON 90 SOUP 100 SULPHATE And the codes for the different sections: 10) ACID 20) ARROW 30) EMISSION 40) LAVA 50) CAVE 60) ELIXIR 70) BONE 80) WOOD @endnode @node "Atomix - Thalion" @remark C While playing, press the key and type in "TIME" to freeze the clock. If this doesn't work then go to password screen and type it there. @endnode @node Atomsmasher @remark C Type "CATHERINE ZETA JONES" on the titlescreen and it'll say {Ready}. Now start the game as normal and try pressing the following keys: Skip levels Toggle infinite lives on or off Toggle invulnerability on or off Type "ZANDALEE" for the level editor. Here is how it works: Return to the main menu Totally clears the selected depth Toggle between "block" and "baddie" mode toggles graphic style through (Metal, Rock, Snow, Brick and Crypton (Use on depth 2)) <[> & <]> Toggle through existing levels. Play level in one player mode. Play level in two player mode. Designing A Maze: Each level consists of 3 layers, and pressing will go through them. Depth 0 is where the backgrounds are designed, depth 1 is where the ice, mud and mines go, and depth 2 is where you actually design the maze. On depth 2, pressing takes you to the block select screen, where you can select any block by pressing . This then puts you in {block} mode (which appears at the bottom right of the screen) where you can place the block by pressing again. Placing Characters: Select depth 2 and press to go into "baddie" mode. Position both players by pressing <1> and <2> at the desired position. You can toggle through the baddies using <,> and <.>, and can place them using , or replace existing baddies by first selecting the space, and then adding your preference. Baddie characteristics can be changed by placing the cursor over it and then using the keys: Increase baddie speed Decrease rate the baddies drop hazards Increase rate the baddies drop hazards (from 01 (fastest) to 99 (slowest) (00 means it'll never drop anything) Increase drop speed by 10 <9> Change the speed at which the baddies will appear Once you've placed all the initial baddies, pressing takes you onto the "que" screen, where you can place up to 50 replensished ones. Pressing <0> will change the time between these baddies appearing. Any new levels can now be saved on a blank disk by returning to the main menu and selecting the save option. @endnode @node "Atr - Team17" @remark C In order to play the later tracks in two-player mode you first have to reach them in single-player game. Then lose a race and enter your name as "ATR". Now go back to a two-player battle and you can select any of the hidden tracks. @endnode @node "Auntarctic Adventure" @remark C Start the game and when it says {LEVEL 01} in the middle of the screen type "JESSICA". This will give you ten extra guys. You can type this in twice or maybe three times and you will get ten extra guys added to your current stock each time. This can also be done at the start of any level. @endnode @node "Australo Piticus Mechanicus" @remark C Press to activate the cheat mode. @endnode @node "Awesome - Psygnosis" @remark C To become indestructable, gain infinite money and fuel, complete the first attack level. When the shields/weapons screen appears, move the cursor to the top left corner of the screen. This will place it in the shields box. Now press while hitting <+> on the keypad. The screen will flash, indicating that the cheat mode has been activated. If the screen does not flash, keep pressing and hitting <+> simulataneously. It will work eventually. Now transfer all the energy to the weapons. Shields can still be drained by hits and colliding with objects, but once it reaches 000, the ship can not be destroyed. Also the following keys will now be available during play: replenish life meter Finish shoot'em up sections <1> Remove extra weapon <2>-<9> Select weapons The last keys in the first row starting with <0> give you also weapons. To win at the game, simply choose the last planet as the destination. Once you enter the spaceport, there will be a short animation showing your ship leaving the galaxy. @endnode @node "Axel's Magic Hammer" @remark C Press the function keys in reverse order ( - ). Now press a number (<1> - <8>) during play to skip to that level. @endnode @node "Aztec Tomb" @remark C Steer the boat towards the cliffs, and when the cliffs are on the screen, type "Jump overboard". @endnode @node "B.C. Kid" @remark C Jump up and turn on the autofire on your joystick. You'll glide through the air while spinning madly. This should help you dodge all the dino- saurs and valcanoes. @endnode @node "Baal - Psyclapse" @remark CH During the load push for infinite lives as the screen blanks. In the second cavern there is a force field that seems impossible to get rid of. To get the time machine chunk beyond it, simply fall off the right side of the phone booth platform above. Get a high score over 1,000 points then quit game by holding and hitting . You will be taken to the high score table. Type "LOVEBUNDLE" and hit . On the screen will be shown "PASSWORD ACCEPTED. TEST MODE ACTIVATED. TO DEACTIVATED JUST TWICE HIT RETURN." Now press again and delete a letter from the word "LOVEBUNDLE" and press again. Next press to restart the game. When the game starts press

to pause the game. Now press (do not hold it) and enter the following sequence: "XR4IMEGATURBONUTTERTWATTINGBASTARD-OVERTOYOUDAVE" Once you press the last the game will start to load. You will now appear on level 2 with infinite lives and all the weapons. If the game unpauses while you are typing the last sequence in pause the game and retype it. The dash is on the main keyboard. If you pause the game, press and type it again you will go to level 3. Here are all the coordinates of all the jetpack platforms, in the order you should go to them to finish the game. X/Y, X being width and Y being height: Level 1: 31/16 (cartridge 2), 02/25, 52/30 (cartridge 3), 51/00, 24/38, 62/13, 02/50, 64/49, 33/58 (exit to level 2). Level 2: 34/30, 54/12 (cartridge 4), 16/12, 00/24, 03/34, 30/47, 54/12 (exit to level 3). The jetpack isn't used on level 3. Teleportercodes: Level 1: 13 00 29 16 24 64 53 50 25 04 58 49 48 38 32 68 00 29 Level 2: 12 12 48 56 30 17 54 35 02 34 24 34 02 06 @endnode @node "Baby Joe" @remark L Level Codes: 2 YOUPI 3 GLOUP 4 MUMMY @endnode @node "Back to the Future II" @remark C Pause the game and type in "THE ONLY NEAT THING TO DO". This will give you unlimited lives. You can also skip levels by pressing and . (Could also be without spaces) @endnode @node "Back to the Future III" @remark C To beat each level, type in the following word while the level storyboard is showing: Level 1 "ROTTEN CHEAT" Level 2 "LOUSY CHEAT" Level 3 "LOW DOWN CHEAT" @endnode @node "Bad Company - Vector Dean" @remark C During play, type "TIGER" now press for infinite energy. Some of the other function keys do stuff, but nothing that will help you. Pressing or (numeric keypad) seems to lock up the game. If you accidentally hit either of those two keys, hold down and press . This will end the game and bring you back to the title screen (at least you won't have to reboot). @endnode @node Baldy @remark C Press to start the game, then press

during play. Now finish the first level. After you have successfully recovered all the disks, the computer will ask 'WHERE TO PAUL?'. Type "LEVEL" followed by the level number you desire. @endnode @node Ballyhoo @remark S This gives you 200 points out of 200! s; help midget; w; take mask; s; w; hide behind president; listen to conversation; again; e; e; take pole; n; n; n; drop mask; u; e (6x); take balloon; w (6x); d; d; take all; s; s; w; s; untie balloon; inhale helium; guard, hello [20]; s; w; wear clown mask; knock on door[30]; s; take ash tray; close door; search ash; take scrap; search tray; go under wall [40]; e; n; e; n; ne; search garbage [50]; take ticket; punch out blue dot; sw; s; put ticket in slot; e; ask pitchman about dr nostrum's; s; se; look into cage; take keys with pole [60]; unlock door; open door; n; take bucket; s; nw; n; w; w; s; w; s; e; unlock compartment; open compartment; take whip; n; e; n; put ticket in slot; e; e; e; n; ne; take stool; nw; s; w; w; w; n; n; unlock cage; open cage; w; whip smooth lion; again; again; lift grate; throw meat in passage; e; w; lower grate; search stand [70]; e; s; s; s; w; give case to harry; n; e; put ticket in slot; e; e; s; show case to jenny; give case to jenny [80]; n; n; give ticket to rimshaw; rimshaw, hypnotise me; wait (4x); buy candy from hawker; give money to hawker; stand; e; u; e; d; e; u; e; d; s; stand in line; wait (2x); get out of long line; stand in short line; wait (3x); get out of long line; yes; stand in long line; bite banana; drop banana; n; ask hawker about candy; u; w; d; w; u; w; d; w [90]; stand; s; w; go under wall; search garbage; take bar; s; e; e; n; ne; show bar to tina; tina, hello; shake hands; nw; take radio [100]; s; w; w; s; se; drop all except radio; n; take headphones; s; u; u; set radio to 1170; turn radio off; rewind tape; wait; play tape; wait; wait [until you hear ... clap hands ...]; rewind tape; turn radio on; record; wait (4x); d; d; rewind tape; turn radio off; take all; drop stool and bucket; nw; unlock cage; open cage; w; play tape [110]; search straw; open trap door; take ribbon; e; close cage; se; take bucket; nw; n; w; w; s; w; touch wood with pole; take mousetrap; drop trap; e; wait; w; e; w; catch mouse with bucket [120]; take mouse; e; n; e; put ticket in slot; e; s; show mouse to elephant; again; wait [130]; sw; drop all; u; turn crank; look into wagon; knock on door; in [140]; lock door; search desk; take spreadsheet; move desk; u; read spreadsheet; d; take all; w; ask harry about eddie smaldone; e; ne; se; slide ticket under front [150]; e; [you can play blackjack here, but it's not essential to solve the game]; take ticket; open secret panel; y/n; open secret panel; w; nw; n; w; [walk around until Thumb appears!]; s; ne; se; slide ticket under front; e; look under table; take suitcase; wait; w; drop all; u; u; wait; e; wait; take shaft; pull shaft [160]; d; d; take all except key, whip, stool; nw; n; w; fill bucket with water; s; ne; n; pour water on detective; ask detective about chelsea; drop bucket; take note and card; read note; e; s; u; take all; u; n; w; w; w; s; w; s; e; [Chuckles is here]; show ribbon to chuckles; show scrap to chuckles; show note to chuckles; show spreadsheet; eddie,hello; show card to chuckles [170]; search pocket; take veil; wear veil; wear dress; wear jacket; knock on door; e; close door; take crowbar; move moose; open door; w; w; open door with crowbar; s; take thumb; n; e; e; put thumb in hole; wait; take chelsea [180]; w; n; e; ne; n; w; n; n; clap; roustabout, get net [190]; take off veil; take off jacket; take off dress; drop all; w; take stand; e; drop stand; take radio; climb stand; u; turn radio on; drop radio; d; take pole; climb stand; u; u [to scare Mahler and make him go to the other platform]; take radio; e; e; e; w; w; w; w; drop radio and pole; d; s; s; s; e; call WPDL; w; n; n; n; climb stand; u; take all; e; e; e; e; e; [...left hanging...]; wait (3x). @endnode @node "Bane of the Cosmic Forge" @remark LH The password to enter the door in the SE tower of the 1st level is "SNOOPCHERI". Use the ROTTEN CHEESE on the MOUSEHOLE. When you create your characters, it may be a good idea just to make all of them Dracons. This is untested, but unless you have at least one of this fire breathing race you surely won't survive the game. So maybe it would be good to have more. Use a good mix of the classes, try to take one of each spell class and a good solid theif that is at full strength. Get a good enough thief and you don't need a fighter. It may be slow, but keep rolling until you get the best character possible. Be sure to make at least one character female, there are places in the game where this is a must. Dont do it and be sorry later! Diversify your skills. Have each character specialise in a few skills relative to his class. Do not worry about developing weapons skills, you have no use for them if you created your party correctly. In fights early in the game use Dracons breath attack, just be careful not to overextend yourself. Rest after each encounter, backing up your hard work. Allways search the area after a combat. Search each square you step in. Not only this, but search facing all four directions, many things can only be found that way. Thieves are not always true. If you find a lock and have your thief open it, always guess it is POISON unless you are 100% sure (i.e. tried it before) because it is better to suffer something else than to die by getting this wrong. Don't bash doors early in the game! If your characters are not very strong you will be sorry. Jammed doors do you no good, as you might never be able to open them again. Same foes for picking the lock. Wait until you get a caster capable of conjuring KNOCK KNOCK with at least 18 points (preferably 24) and do it this way. It is much more sure. Once you know there are secret panels or buttons, keep walking past them until you discover them. You can find them by looking at the maps and know where they are, sometimes it takes awhile to sense them. @endnode @node "Bangboo" @remark CL Enter "MAGENTAS PONG" for the password to start on the secret level. Enter "LEUCHTTURM" and on the option screen use and or the joystick to select starting level. You could also enter " AMIGA LIVES H" for the start level select. Level Codes: 01 BEGINNERS 34 SUSPENSION 67 SUGARLAND 02 GLAXON 35 SPELLSINGER 68 BUBBLEGUM 03 INSIDERS 36 SILVERSTAR 69 NEVERMIND 04 PLEASURE FUTURE 37 GRIZZLY 70 DARKNESS 05 FRIENDS 38 QUICKSHOT 71 TOO MUCH 06 HELP ME 39 SLIMLINE 72 YIIPEEHIYEE 07 GRABBERS STONE 40 ENEMY UNSEEN 73 MANHATTAN 08 SILENT REST 41 PINGPONG 74 TIME AND AGAIN 09 SCRAMBLE SCUMB 42 HILLTOP 75 GHOSTWORLD 10 JILPONGIUSSA 43 ONLY FORWARD 76 ALTERNATE 11 RADIO NOISE 44 HIDEAWAY 77 THE DEAD 12 DARK SIDE 45 IMAGINATION 78 GARDEN OF PHARAO 13 HINTERS HUNT 46 BLUBBER 79 SHAKE A COKE 14 STAY A WHILE 47 TEARS OF COLOR 80 HURRY UP 15 FREEHOLD 48 FIRE 81 FLOWER POWER 16 OLYMPIC DAYS 49 SPANISH LADY 82 ARROW 17 BLOWING AWAY 50 DUBLINERS 83 FIRESTAR 18 CITADELS 51 BIGSHOT 84 FACING QUESTS 19 SIRIUS 52 GUMSHOE 85 VALHALLA 20 STAGNATION 53 AKIRA 86 JUMPY 21 ON THE RUN 54 BLUES 87 MOONBASE 22 TWINDOWN 55 STRONG HELL 88 WHAT A GAME 23 SPLATTER 56 THE GUIDE 89 KNOCK KNOCK 24 PREFTECH 57 PUSH OR PULL 90 FOLLOW ME 25 VULCAN 58 HIDE AND SIKE 91 ROTOR 26 COSMIC WINDS 59 HOLIDAY IN SPACE 92 LETS GO 27 KLONDIKE 60 HOMO SUPERIOR 93 AGGLOMERATE 28 BURG BUDDY 61 SWINGING FOOLS 94 CRAZY 29 UNDER A STONESKY 62 REDROSES 95 SHUTUP 30 PYRAMIDIOS 63 AQUARIUM 96 GETIT 31 CROSSROADS 64 LITTLE DEVIL 97 BUG 32 MATICIAN 65 A BAD DAY 98 HAPPY BIRTHDAY 33 PARALLAX 66 SWINGING DEATH 99 GOOD LUCK Secret Level: GOOD TIME @endnode @node "Banshee AGA - Core" @remark C On the title screen or during the intro, type "FLEV17" and press . This will give you infinite lives. Use the function keys to skip levels. The screen will flash letting you know it worked. For a bit of fun on the title screen or during the intro, type "I AM EXQUISITELY EVIL" and press . This will change the names on the high score table and you can kill polar bears and people. The screen will flash letting you know it worked. @endnode @node "Banshee CD³² - Core" @remark C On the title screen type: "FLEV17" and press , you should now have infinite lives, use the Function keys to skip levels. If the cheat has worked the screen will flash. Enter "MARY WHITEHOUSE" for your name on the high score table. This will give you the ability to kill the polar bears and civilians during play. Enter "KANNIJADE KREW" for your name on the high score table. This will give you invincibility and will allow you to skip levels with the two buttons on the top of the joypad. @endnode @node "Barbarian - Palace" @remark H On the final level where you confront Drax, walk forward, and when the first fireball comes, jump, then do a forward roll into him. If you can't even get that far then the best way to defeat an oppoent is to roll into him until he reaches the side, then kick him, roll in to him again and kick him, keep repeating this method and you'll soon finish the game. @endnode @node "Barbarian - Psygnosis" @remark C While playing, type in "04-08-59" and you should be indestructable. If the background goes grey it has worked. The bow behind the Tin Man is a fake. To kill the final Wizard, you must have a shield. When his shot comes at you, use the defense icon, and it will fly back at him. @endnode @node "Barbarian 2 - Palace" @remark S Complete Solution: Level One Repeated use of the heap chop is the most effective tactic against the neanderthal man, but make sure you take a step back between hits. Stay low to survive against the Sauron beast - if you don't you'll lose your head. Chopping is the best tactic here, but step back between each strike, Use the low chop against the Mutant chicken, but wait until it's standing up right before you let loose. Level Two The orc pushes you against the wall. Use repeated head chops to kill him. Counter his stabbing manoevre with a low chop. When the crab comes near, kick at it and then low chop it. If you miss take a step back and try again. Carnivores are killed with the chop, except when they leap at you - then a high chop is needed. The stinger can only be killed by repeated high chopping - everything else is useless. Level Three Escape the grabbing tentacle by leaping the pit as it withdraws. Floating eyes can only be killed with a high chop - every other move has no effect. The Dungeon Master is the toughest creature of all. If he punches at you, low chop him and if he kicks use the high chop. When he is approaching, try a flying neck chop - that'll kill him in one go. Level Four The first monster may seem formidable but he is really easily dealt with. Just turn around and walk backwards into it, so you can push your way onto the next screen. This manoevre costs you energy but not as much as you would have lost fighting the beast head on. The great demon is next. Begin this bout with a flying neck chop and follow it up with a low chop. If you miss first them, retreat quickly to get out of his range and repeat. In a similar fashion to the orgianal Barbarian game, the final confrontation is with Drax himself. The place to stand is directly in front of the hanging corpse on the wall. From here you're in a perfect position to execute a flying neck chop - the only move that will finish the job. step-by-step walk-thru: Level 1: Left, Left, Right 7 Times, Left, Right, Left, In Cave, And Right. Level 2: Right, Up, Left, Up, Left, Left, Right, Left 3 Times, Up, And Left. Level 3: Up, Right, Right, Up, Left, Right, Up, Right, Left, Left, Up, Left, Left, Up, Up, Right, Right, Left, Left, And Up. Level 4: Hit the fireballs, then try to leap across. Several low chops will destroy it. Next is the Pit Demon; when he reaches out, use an overhead chop to hit his arms; repeat until death. Next, Drax himself! Wait until he pauses between spells, and hit him with a flying head chop! @endnode @node "Barbarian 2 - Psygnosis" @remark C Hold down the , , and keys to replenish your energy. If you have an 'AMIGA ACTION REPLAY II' hold down the keys and press the replay button (while your holding the keys). Then let up on the keys now use to go back to the game. The computer still thinks the keys are being pressed (the game crashes if you use the ACTION REPLAY III). @endnode @node "Bard's Tale" @remark HCS The mad gods name is Tarjan. To kill the crystal golem, first find the magic sword. Put your magician at the front of the party and have him cast ANMAR before taking on the Grey Dragon, as this will lessen the damage done by the dragons breath. If your tired of waiting for morning to come enter and exit the guild. Turn off the computer without saving the game and every player will have the gold of the entire party before. Repeat if wanted. Load your party, go to the statistics screen for the first player. To get more gold than you will ever need (and then some), transfer all the parties gold to one player. Save him to disk then load him back up and transfer all to another. Keep repeating this process till you have done it to all the players, then exit without saving. Load back up and all your players will have the amount of gold equal to that of the en- tire party before. Repeat until satisfied. Solution: Obviously, the first thing you must do is assemble your party. There is a beginning party (supplied with the game) already equipped with a basic level of armour, instruments, etc. A much better and unique option is to transfer characters over from either WIZARDRY or ULTIMA III. These characters come over as fairly senior level characters and make the beginning of this game much easier. This is a highly desirable alternative. If you create your own characters -- which you must do for your bard -- pay special attention to the dexterity attribute. This attribute determines who strikes first in combat, and can be the difference between an easy encounter and one which is a struggle. Magic users should have a high IQ, while fighter classes should have a high strength. I recommend a monk as one of your fighters. Their armour class drops as their level rises. Mine eventually had an armour class of LO wearing only a robe. They also can do the most damage unarmed in actual combat. My starting party consisted of a monk, two paladins, a bard, a magician and a conjurer. At higher levels of the game, you will want to trade in one of your paladins and develop another magic user. When you first leave the Adventurer's Guild, explore the city. Visit Garth's Armoury, and find the Review Board (located next to the inn on Trumpet Street). Don't wander too far until you get a feel for how you can survive. To restore hit points after fighting, visit a temple. There all ills, including death, can be cured for a price. After a fight, you will quite frequently find objects of some type. Keep them all. If you don't need them, go to Garth's and sell them for gold -- you will need it. Visit Roscoe's Energy emporium located off the Gran Plaz on the corner of Grey Knife Street. There you will get an idea what it costs to restore spell points. Early on, when you are still short of gold, the best way to restore spell points is to go into the Adventurer's Guild and just wait. This game is in real time, and spell points are restored as you just sit there. If you wait on the street or in a house, you will almost certainly be attacked. When you find an object after a fight or in a chest in the dungeons, experiment with it to find out what it is. There are no cursed items. Quite a few objects have magical properties that are not readily apparent. Here are a few of the objects that I found most useful, even though you won't run into these until later in the game: Kael's Axe seemed to be the best weapon, causing the most damage for my Paladins; a frost horn for your Bard, when used in combat, causes 40-70 hit points of damage to a group of monsters; a mage staff for your magic users allows them to regain spell points even in a dungeon (this is incredibly useful). I will leave it up to you to discover the usefulness of the other items found during the game. After learning the game play by wandering around the city and being able to survive, it is time to visit the dungeons. This is where the battle with Mangar will be won or lost. There are five dungeons in the game that must be explored in the following order: Wine Cellar and Sewers, The Catacombs, Harkyn's Castle, Kylearan's Tower, and Mangar's Tower. Each contains something that will help in the subsequent stages of the game. Wine Cellar And Sewers The easiest dungeon of them all is reached from the inn on Rakhir Street. Enter the inn, ask to order a drink, then select wine. You will then be ushered into the Wine Cellar. I cannot overstress the importance of mapping in this game. Whenever possible, have the MALE spell in operation. This will help you avoid some of the traps that are lying around. When you have an encounter and find a chest, always cast a TRZP spell to disarm any traps that may be guarding the chest. Located in the Wine Cellar are the stairs down to the Sewers. The first level of the Sewers contains almost nothing of interest. So locate the stairs to the second level of the sewers as quickly as possible and get down there. The second level contains one very important bit of information that you will need to enter the Catacombs: the name of the Mad God. There are also two hints to questions that will be asked in other dungeons. Explore this level fully to find all the hints and the Mad God's name. The lowest level of the Sewers is next and contains one item of importance for later in the game. Locate and take the stairs exiting from this level. Make sure you know where the stairs lead exactly. After this (I hope you have been visiting the Review Board regularly to advance levels and learn new spells), you are ready for the Catacombs. The Catacombs The Catacombs are reached from one of the Mad God's Temples, located on the east side of the Temple, ask to speak to the priest, then give him the Mad God's name: TARJAN. The first level of the Catacombs is just a survival test at this stage. Once you can survive there fairly easily, head for the second level of the Catacombs. The second level has a clue in it about the Mad God. It also contains a very nasty creature called a Soul Sucker that lurks in the southwest corner of the second level. If you decide to go in there and try him out, make sure you have your character disk backed up. You will not be able to defeat him at this stage of your development, but fortunately you don't have to. The lowest level of the Catacombs contains something you will need later. Once you have reached the third level of the Catacombs, you must use a teleport square to enter the Wizard's Realm. The teleport is located in the southeast corner of the dungeon. Once you are in the Wizard's Realm, you must defeat him to gain the Eye. After you have this item, you are ready to tackle Harkyn's Castle. Harkyn's Castle Harkyn's Castle is located in the northeast corner of Skara Brae. At this point in time, it becomes very important for you to have filled your special slot with the most powerful character your magic users can summon. If you are in the process of developing a wizard, a lesser demon is best. The first level of Harkyn's Castle contains one item of importance: the Crystal Sword from the southeast corner of this level. You will now begin to find some of the more powerful objects to experiment with during your encounters. After obtaining the crystal sword, head for the second level of the Castle. The stairs are located in the northeast corner of the first level. The second level of the Castle has a couple of interesting things. If you answer the riddle correctly ("SHIELDS") you get a magic mouth which can be used to cast the SOSI spell. You must also obtain the silver square from the southwest corner of the dungeon. The access to this is from a teleport located towards the middle of the northern section of the dungeon. The portal to the third level is located in the northeast section of this level. The third level of the Castle contains the entrance to Kylearan's Tower and some interesting opportunities. The answer to the Old Man's question is "SKULL TAVERN." When you encounter the berserkers located at 12E 5N of this level, take advantage. They can be fairly easily defeated with the right magic spells. You should have at least two sorcerers capable of casting the MIBL spell. It also helps if your bard has a frost or fire horn to aid the others along. When you can defeat these guys easily, it is time to make another magic user. You can teleport from the Castle entrance, fight the berserkers, teleport back to the entrance, exit the castle, then do it again and again until your spells run low. At 60,000 experience points a crack, it doesn't take long to develop a decent magic user. After this, it is time to attempt Kylearan's Castle. When you approach, and fight the statue of a Mad God located in the southeast corner of this level, you will be teleported inside the gates of Kylearan's Tower. Kylearan's Tower After the battle with the Mad God and your subsequent teleport (you did have the eye in your possession), go one step forward, turn right, then kick the door down. You will then be entering one of the two most difficult mazes in the game. Most of it is in the dark and there are riddles that must be answered. Backup your character disk before entering this maze. Once you are in, watch carefully for teleports: they are everywhere. It is extremely important that you map this maze very carefully. After you have reached the antimagic square from wandering in a very small section of the dark, the next step forward is a teleport to 11E 12N. Explore until you find a magic mouth that asks you to "Name the one of cold, foretold twofold," The answer to this one is "STONE GOLEM." You will then be teleported again. After this, you will enter a very large, dark area. In order to get out of this, you must answer the question posed at 12E 2N which says, "Name the Endless Byway and your path will be guaranteed." The answer to this is the only street in Skara Brae with no end, Sinister. You then can map your way through a lighted section to another dark area. From this dark area you must obtain the Silver Triangle, located at the very north of the dark area. You can then exit the dark area, going south from 1E 6N. After this, you will face the Crystal Golem (did you bring the Crystal Sword?). You can defeat him with conventional weapons and spells, but somebody has to have the crystal sword or he will reappear to block your exit. At this point, you can exit the tower to refresh your players or continue on. If you exit, when you re-enter you must again answer the endless byway question to continue. Upon reaching the end of the snaky road on the east side of the maze, don't go through the south door. Take the door that goes west. You will then enter several rooms with spinners and teleports that make finding your way almost impossible. The way past these is southwest. When you make it, you will be teleported to 14E 1N. It is then an easy stroll to meet Kylearan himself. He turns out to be the friendly wizard and gives you a key that allows you to get into Mangar's Tower. He then teleports you to the stairs exiting his tower. You no longer need the crystal sword or the eye, and you are now ready for Mangar himself. Mangar's Tower If you paid heed and followed the stairs from the bottom level of the Sewers, you will know how to get inside Mangar's walls. If not, go to the Wine Cellar, teleport your party 17E 16N 3D, and take the stairs up. Then turn right and kick the door in. You should be at the entrance to Mangar's Tower. Level one of Mangar's is fairly easy to find your way around in. Follow the teleports and walk around until you reach the magic mouth on the east side of the maze. What is tricky is that after leaving the magic mouth, you are now on level 2 of the tower. So be careful in mapping. Level two of Mangar's is again fairly easy (not even a warm-up for level 3). From this level you must answer the question located at 4E 15N to obtain the silver circle. The answer to the question is "CIRCLE." You must then make your way to the stairs located in the middle of the southern side of the maze. Level three is the hardest maze of all, but by this time you must be getting really proficient at mapping. You must wander around this level and obtain quite a number of items. First of all, you should get the master key, for 50,000 gold pieces, from 19E 12N. This key allows you to enter Mangar's through the front gate, instead of from the Sewers. You must then find the clues to the seven words needed to access the fourth level of Mangar's. Gratefully, you can teleport into and out of this level of the Tower. After finding the clues, you can then speak the seven words to the magic mouth located at 10E 4N. They must be entered one at a time. The words are, "LIE WITH PASSION AND BE FOREVER DAMNED." Stairs will then appear at 3E 9N. This is the only way to obtain entrance to the upper reaches of Mangar's. The fourth level of Mangar's has only one tricky part. When you first arrive, you have a limited number of ways you can go. After reaching a certain point, located in the northeast corner of the level, doors appear everywhere. Don't be confused. Everything maps the same, it's just that doors are everywhere. Eventually you will find the portal to level five in the southwest corner of this level. Level five is the home stretch. This easy maze leads you to the lava pit in the middle of the eastern side of the maze. There you dive in and are teleported to 10E 6N. You will then find the march up the hall of harm to be fruitless if you didn't bring the three silver items along. If you have the silver triangle, silver square, and silver circle, a door will appear directly north of you. After passing through this door, cast your REST spell to restore everybody to health and proceed directly north to the final battle with Mangar. The final battle itself is a large disappointment as it is fairly easy to defeat Mangar and his vampires, and meet Kylearan again, who gives you 300,000 bonus experience points. After defeating Mangar, you can then proceed one more square north for the last question of the game. The answer is "SPECTRE SNARE," which you then receive (it is good for binding to your party any of your opponents in battle). Monster List: These monsters are listed from strongest to weakest. 1 Ancient Enemy 37 Demon 73 Lurker 2 Balrog 38 Banderswitch 74 Fire Giant 3 Lich 39 Maze Dweller 75 CopperGiant 4 Archmage 40 Manger 76 Samurai 5 Demonlord 41 Mandar Guard 77 Black Widow 6 Oldman 42 Gimp 78 Assassin 7 Master Magician 43 Red Dragon 79 Werewolf 8 Master Sorcerer 44 Titan 80 Ogre 9 Master Conjurer 45 Shadow 81 Wright 10 Master Wizard 46 Berserker 82 Statue 11 Mindshadow 47 Conjurer 83 Bladesman 12 Spectre 48 Magician 84 Goblin Lord 13 Cloud Giant 49 Wizard 85 MasterThief 14 Greater Demon 50 Sorcerer 86 Ninja 15 Mad God 51 White Dragon 87 Spinner 16 Beholder 52 Ice Giant 88 ScarletMonk 17 Vampire Lord 53 Eye Spy 89 DopplerGanger 18 Maze Master 54 Ogre Lord 90 Stone Giant 19 Death Denzien 55 Mad dog 91 Spider 20 Jaber 56 Wolf 92 Thief 21 Black Dragon 57 Phantom 93 Gnome 22 Mangar 58 Lesser Demon 94 Dwarf 23 Crystal Golem 59 Fred 95 Thief 24 Soulsucker 60 Ogre Magi 96 Hobgoblin 25 Storm Giant 61 JackelWare 97 Skeleton 26 Master Ninja 62 Stone Elemental 98 Nomad 27 War Giant 63 Blue Dragon 99 Spider 28 Elite 64 Seeker 100 Mad Dog 29 Bonecrusher 65 Dwarf King 101 Barbarian 30 Ghost 66 Samurai Warrior 102 Mercenaries 31 Grey Dragon 67 Ghoul 103 Wolf 32 Basilisk 68 Azure Monk 104 Jade Wolf 33 Evil Eye 69 Weretiger 105 Half Orc 34 Mimic 70 Hydra 106 Swordsman 35 Golem 71 Green Dragon 107 Zombie 36 Vampire 72 Wraith @endnode @node "Bard's Tale 2 - The Destiny Knight" @remark CHS Find a band of illusionists and kill off the front line, have your castor conjure DISRUPT ILLUSION, you will keep disbelieving and gaining expierence. Get one of the mages to cast a wind warrior (WIWA) or something similar. Now go on a fighting rampage and get about 2,500 GP's (which is quicker in one of the dungeons and it gets you loads of experience points as well). Then pool all the gold onto your special member (WIWA) and enter the Adventurer's Guild. Remove your special member (which could be very painful indeed), but what you need to do is save that character with the gold, then add him again. Put the money in the bank then remove the special member again, or just pool it to one of the party. Go to the Guild and add the saved special member again, who should still have 2,500 GP's and now one of the party does as well. WIWA pools gold then is removed again with a total of 5,000 GP's. Keep repeating until you die of old age - each time you do it your gold is doubled. If you are tired of waiting for morning to come, enter then exit the guild. Teleport from the Maze of Dread entry stairs to 1 down, 15 north, 10 east to find the sword of Zar. Tell the riddler "DER". Say "KAZDEK" to wake up the Kazdek. Get the item of Kazdek and the master key to make it through to the fortress. If your tired of waiting for morning to come enter and exit the guild. Find a band of illusiosists and kill off the front line, have your caster conjure DISRUPT ILLUSION, you will keep disbelieving and gaining expierence. Solution: STARTER DUNGEON: You will be located in the city of Tangramayne. If your party is very weak, you will want an easy dungeon to build up its strength. Thankfully, there is a very easy dungeon located in the city. The dungeon is located on Claymore Street. (Make sure you have an empty slot so monsters can join your party.) Just go to the far east side of the city and check the buildings to the east. In a building located in the centre of the row you will find a magician. He informs you of a noble quest that he has for you to undertake and commences to explain the details. Within his description you will notice the words "additional experience." This should be cause enough to want to find the princess. If your party is fairly strong, I would advise you to go for the harder dungeons. This one will be a waste of time. The first level of The Dark Domain has nothing of value. Proceed to the exit. It is located at 21N 15E. If you get in a room adjacent to the one with the stairs, try a Phase Door. Head on down to the second level. (As I said before, I never found anything valuable on level 1.) There are quite a few monsters on level 2, so look out! On this level if you happen to be in the room filled with darkness try not to go to the centre. A monster is located there. I can't remember what it was. I think quite a few experience points will be bestowed upon the fortunate adventurer who kills it. The next location to visit is 5N 12E. There you will find a winged monster that is necessary for you to rescue the princess. "Sure join the party!" Take the monster with you. There may be other ways down, but I can't see them on my map. There is a portal in the northeast corner of the dungeon (21N 21E, for you laypeople). Don't forget to cast a levitation spell. Now you should be on the 3rd level. If you can't find a way out, just look around. You should stumble into a teleport (21N 20E) if my maps are correct. The teleport should send you to 10N 10E. Watch out for traps in this next room. I think the trap zap spell will disarm them. Make sure you move to the east. I think that walls will appear behind you blocking your retreat. There are a few wrap-around features in this dungeon: Check your location! I don't know if this is necessary to the quest, but there is a magic mouth at 3N 14E. The answer to the riddle it poses is "Mangar." Now, proceed to the stairs located at 6N 21E. There is a magic mouth here, too. The answer is "Pass." If stairs don't appear, then it may be necessary to answer the first riddle. (My maps and notes are old, so forgive me.) Once the stairs appear, go down to level 4. There are plenty traps on this level: Be careful! There is plenty darkness, too, but never fear: This is the last level! Go to the northeast corner once again (21N 21E). There you will find a teleport that will take you to 3N 11E. Now go north. Keep going north through the doors. Ah! A hole, pit, chasm -- whatever you want to call it -- will block your way unless you have the winged monster with you. Keep going north until you reach the double doors. I think your bard will have to play a tune -- the Watchwood Melody, if I remember correctly -- before the doors will open. Now, go through the doors. "Argh," or some other sound is now appropriate because you have found the Dark Lord in this room! After (hopefully) defeating him, you will find the princess in another room located here (21N 11E, I believe). You have the princess! Proceed east and a teleport should put you near the stairs. I leave it up to you to get out! THE TOMBS AND FANSKAR'S CASTLE: I have arranged these dungeons in the order in which the segments of the Wand will be found. So, it is now time to go after the first segment. At this point you can go to the Sage and spend some money on some clues, or you can come with me and get the clues for free. The first segment is located in the Tombs. The entrance to the Tombs is located in the centre of the city of Ephesus. When you find the entrance, enter! There may be other ways of getting through this level, but this is the only one I came across. I first found a teleporter at 12N 12E. This should put you at 13N 0E. From here go north through the door, then head to the east. Keep going east until you reach a dark room. This room is full of traps. Try this: Head east until you hit the east wall; turn south and proceed until you make it to the next wall; turn west and keep going until you hit that wall. Now turn south and go through the door. I will leave it up to you to make your way through this stuff. The next place to go is 2N 11E. There is another teleport here that will take you to 18N 16E. From here you go to 20N 19E. Ah, no stairs...what is this? A teleport perhaps? Correct! You are now on level two at 21N 0E. At least, I think that's where you are -- this jelly stain on my map doesn't help. Hopefully, this is the right place. From here, you need to go north to 16N 0E. Now I know where we are. Keep going north, and go through the door at the end. From here turn east and follow the hall until you get to the Keymaster. Buy the key from him, go back to 11N 2E, and face north. The stairs are to the north at 16N 10E. Now you should be on the last level of the Tombs at 16N 10E. Head north and enter the maze. From 18N 10E follow these directions: West, north four times, east twice, south, east, and north twice. There should be a magician here playing with some fireballs. The answer to his question is "Old." Go to the door in the northeast corner and enter this room. You will now find your party at 3N 14E. From here you need to travel west to 3N 0E. The only way you can go is west and north, so you should be able to find it. From the looks of this map, there is a secret door here. The door is on the west wall. Go through it and keep heading west through two more doors. Now go north using the door at 3N 16E. Follow the hallway to the end. The teleport at the end of this hall will put you at 10N 3E. Congratulations! You are in the first Snare. This is an easy one. Head east until you get to 9N 9E. There is a spinner in the centre of this room. (A Nospen ring will be handy here.) Avoid the spinner. (They always confuse me.) Go to the small alcove located in the north of the room (11N 10E). Here you will find an old man who will want to join your party. Let him join and lead the party. Now head for the alcove in the east wall (9N 12E). Have each member of your party drink from the water. Don't heal anyone. Head for the alcove in the south wall (7N 10E). Kill the toxic giant. Now, heal your party members, if necessary. Look through the equipment your characters are carrying. There should be a torch there; give it to the old man. Now go back to where you came in (10N 3E). The first segment of the Destiny Wand can be found at 10N 8E. This segment has the ability to cast the Wizard Wall spell. Well, so much for the first segment: Prepare for the next! (Oh, you can leave the dungeon now.) Fanskar's Castle is a really nice place. It isn't too hard, and it only has one level; so, it should be fun (easy). You do not need to go to the Sage unless you really want to meet him. Fanskar's Castle is located in the wilderness. The SCSI spell works fine in the wilderness. Look at the map that came with the game, and you can see Fanskar's Castle in the centre of the map (25N 17E). You might want to make a map of the wilderness so you won't have to bungle around. From the entry stairs go north until you get to 14N 0E. Go east and enter the door you see at 14N 4E. Follow the hall to the end and go through the door. Now, go west through the door and take the second door you find (20N 3E). Go north through both of these rooms and head east through the last door. Go to the end of this L-shaped room, and a teleport will take you to 17N 7E. Leave this room and start heading east. The exit is in the northeast corner of the room. Look down this long hall (south). Go down the hall until you get to the door on the east side (the only door on this end of the hall). Go east until you get to 16N 13E. (Do not take the next door!) Then, go to the hall on the right side (starting at 15N 15E). Follow this hall to the end and go through the door at 15N 19E that heads east. Once in this room, head north through the door at 16N 21E. Now take the door to your left, head up the hall, and enter the door that heads east (21N 19E). It's Fanskar -- kill him! (STTO will probably work the best.) After he's dead, continue going east. There is a teleport in the next room that will take you to 9N 11E. Look to the east. You will see three doors. Take the one to your left. This takes you to 5N 13E. Go west and you will discover the second segment of the Wand. This segment will lower the armour class of whoever equips it. Wasn't that fun? Ok, so it was simple; however, wait till you see what's next! DARGOTH'S TOWER: Time to find the next segment, which is located in Dargoth's Tower: Five levels -- this should be great! The first thing is to tell you where Dargoth's Tower is: It's located in Philippi. Philippi should be on the map that came with your game. A nice spell to have access to is the Dream Spell. In the game you won't find the code for the spell until you go after the last segment. I will give you the code now: ZZGO. The spell allows your party -- under normal conditions -- to teleport to every dungeon. When you cast the spell you will see the numbers 1 through 7. Each number stands for a segment of the Wand. For instance, if you hit the "1," you will be in the dungeon where segment one is. This is why my knowledge of the outside world is rather vague. I used this spell all of the time. It also has nice benefits in combat. Try it. After locating Dargoth's Tower and entering it, you will find teleport traps all about. This dungeon is fairly easy to find your way around in, though. The first place to go is 13N 16E. To get there you need to go north from the entry stairs until you get to 8N 0E. From here turn east. Keep going east until you reach 8N 12E. If magic points are not a problem, you might be able to teleport around and save some time. Anyway, you will see a door to the north. Go in this room; I think it's one of those places of darkness. In the northeast corner of this room (13N 16E) there is a magic mouth. The answer to its question is "Burn." (I think the answer to this is necessary for the stairs to appear.) From here find the stairs leading up. They are located at 4N 12E, just across the hall from your present location. There is a hidden door at 8N 16E on the south wall that lets you enter the room. Here are some quick instructions on how to get there: From the entry (7N 16E) go south through the door, then go through the door that leads west. From this room take the door located on the north wall and enter the next room. Now, you should see a door on the west wall. Go through this door and through the door on the south wall. The stairs should be right in front of you. Level 2 is rather crazy. I hope I can guide you through this! From the entry head west until you hit a wall. This should put you at 18N 15E. Now, go south until you hit the next wall, which should be close by -- a single step away, I think. Now you should be at 17N 15E. Go west (watch for spinners; make sure you're going west, and don't get turned around!) until you reach 17N 3E. This is 12 steps to the west from where you were. Now go south for 5 steps and you should be at 12N 3E. Go east one step. Well, you can light up now. You should be located at 12N 4E. Do not move from here! Whether you have guessed this or not, you are now situated in a very nice maze. From the entry at 12N 4E follow these steps closely: North, east twice, north twice, west, north, east three times, and south four times (you should be at 12N 8E). Now go west, south, east three times, south, east, south twice, and east (8N 12E); north three times, east twice, north three times, west, south, and west. You should find yourself in a room with seven statues. Examine the statues, kill them all, then exit the room. Upon exiting the room, you should be at 13N 13E. The steps to take from here are as follows: North, east, south three times, west twice, and south three times (8N 12E again); south, east, south twice, east, north, east twice, and south. You are now out of the maze. From here (1N 14E) head west through all four doors until you get to 1N 7E. This will teleport you to 18N 7E. From here go east through the two doors. Once you are in the room (18N 9E), head for the door on the east wall, and go through it. From this room keep going straight east to the next door (19N 13E). Go through the door on the north wall, then go west where you will find the stairs! I can truly say I am glad this is finished, but there are more levels ahead. There is nothing of importance on level 3, so it should go by quickly. From the stairs head through the door on the south wall, then go west until you reach 18N 4E. Turn south, go down to the door on the east wall, and go through it. Turn south, and go down the hall that leads westward. Follow the hall until you get to 10N 1E. From here go south until you reach the intersection (5N 1E). Turn east, go forward, and take the first door on your left (5N 4E). Your party should be at 6N 4E. Head west through the wall. You will now be met by another magic mouth. The answers are: "Earth," "Compassed," and "Fountain." By answering this you have gained access to the next level. Go back through the wall, and go to the upper northwest corner of the room (7N 2E). Go through the north wall. There will be a portal leading upward ahead of you at 9N 2E. Take it to level 4. Once you enter this level, head west. The hall will turn north, and then east. Follow it until you find the northern opening. Once through this go back west to the end. When you go north, you will enter some maze-like passages. Walls will tend to form behind you. Make your way east until you find the dark area and the exit. By the way, there is a secret door at 14N 11E that will help you. The stairs are at 19N 18E (you may be able to teleport and save time). Time for the final level. Make sure each member of your party has room for new items. You should be in an area of darkness. The exit is on the south wall at 17N 20E. Teleport and phase door spells will not work on this level. You need to find 12N 9E which will teleport you to 5N 20E. You will (if memory serves me correctly) have to answer a riddle. The answers are water, lie, slave, gold, hate, rooster, large, early, bard, and women. Enter the answers in this order. Go through the door at 6N 21E that leads to the east. Go to the end of the hall, then go back out the door. Do this a total of five times, and you should get this message: "Turn right at the joke, then right, then ahead, then left twice, ahead twice, right, and left. Drop all your items, or you are lost. Cry Havok, and let slip the dogs of war. Kill off your spell casters, and you'll be saved." Make sure you go to the end of the hall each time. I don't know if this is required to finish the level. After you receive the message, go to 3N 0E. You can get there by going through the door at 5N 20E and then going through the door at 3N 21E. This is where the message's directions start. Follow them (except for the part about killing your spell casters). The directions should lead your party to 0N 1E. You will find a statue that will come to life. Answer it with "Havok!" The statue will give everyone a dagger. Now, take the door north, and you will be teleported to 5N 21E. See the door at 6N 20E that leads west? Go through it. Go to the southwest corner of the room, and you will get the message: "Look at the wall!" There should be a door there on the west part of the wall. Head through this door, and you will find the next segment of the Wand. This segment casts the spell, Wizard War. MAZE OF DREAD: The Maze of Dread is located in Thessalonica. Once on level one proceed to 1N 21E. Here is an elevator that will take you to the next levels. Press "2." On level 2 there is a riddle located at 15N 10E. When answered correctly, you will be given the Sword of Zar. The answer is "Der." I don't know if this is necessary to complete the snare. The sword is nice to have, though: It doesn't have to be equipped, and you can throw it at your enemies, doing some nice damage. Head back to the elevator located at 1N 21E and press "3." You are now on the final level. There isn't much to do here except to go to the snare and get the Wand segment. There is a teleport located at 8N 17E that will let you enter the snare. It will teleport you to 16N 4E (this will be real fun!). Go to the door at 21N 4E. Follow the corridor until you reach the end. (You will get something the first time through.) Go back, go through the door at 20N 6E, and from here find 17N 7E, where you will receive another message. Retrace your steps back to the end of the corridor where you received the vial. Do this a total of ten times (go back and forth), then go to the small room located at 19N 2E. (I don't know if this part is necessary, since I will be giving you the answer.) Go back to 17N 7E and answer "endurable." Finally enter the little room at 19N 7E (right across from the last room), and that's it! You should now get another segment of the Wand. This segment can cast the Wind Mage spell. OSCON'S FORTRESS: Before you go looking for this place, you must find Kazdek. He has something you need. He is located in the wilderness between Thessalonica and Colosse. The fortress is located in Corinth. No need to do much of anything on the first level. Just go north through the door (from the entry stairs), and keep going until you get to 7N 0E. Turn east and PHDO through this wall. Go forward, and enter the room you see at 7N 4E. Answer "Fire," "Krill," and "Silence." Exit the room, turn west, go to the wall; then, turn north, and go forward until you reach 8N 1E. This will teleport you to 18N 1E. From this location head south until you get to 13N 1E; turn east, and go through the door that you will come across after about three steps east. After going through this door, turn north, go one step, then go through the door located to the west. Head north, and go through this door. From here (16N 4E) head east until you get to the wall; then, go south until you reach 12N, turn east, and go forward. There are stairs at 12N 10E leading down to the next level. On level 2 go north through the door at the end of the hall. You will find yourself in a room filled with doors. Take the door to the north (2N 11E). At 3N 11E go north, east twice, and north. Turn east, and find the east wall. Follow the east wall north to the door at 11N 14E. Go through this door, then through the door on the north wall (12N 14E). Go through the door on the west wall, head north through this door, then east through the next door. You should be at 16N 13E. Go through the door on the north wall, then through the (secret?) door on the west wall located at 19N 13E. After going through this door, go north, then start going east. Keep going east until you go through the door at 21N 18E. There is a secret door on the east wall at 20N 19E. Go through this door, and enter the small room at 20N 21E. The answer to the riddle is "Dervak." Retrace your steps all the way back to 11N 14E. Some fun, huh? Now, head west. There are spinners and traps all around here. The stairs down are located at 21N 0E (yes, another level). This one is easy. From the entry go south. Keep going until you get down to 0N 0E. Now go east to 0N 10E, then go north to 2N 10E. Turn east, go through the door, turn south, and go through the door. Follow the hall to the end, and go through the door on the east wall at 3N 13E. Go south until you reach 0N 14E, then turn east. Keep going east until you reach 0N 21E, then start heading north until you get to 10N 21E. Go through the secret door located on the west wall. After going through the door, go west all the way to 10N 1E. Move north to 12N, turn east, and enter the room at 12N 2E. The answer is "Still." Exit the room, find 13N 12E, and go through the door that leads north. The stairs down are to the west. Just keep going west; you'll find them at 14N 1E. You may find some secret doors on the walls. On this last level, go through the door leading west. Once in the hall (I don't know if it is necessary to kill Oscon), turn south, and follow the hallway to its end (2N 0E). Enter the north door. There is a series of secret doors which will lead you to Oscon (5N 20E). From your present location, Oscon is located to the east. Just find the secret doors in each room and head east. After Oscon is destroyed (I'm sure you will kill him!), go back to 14N 21E. From here go north, and follow the hallway to its end (18N 20E). You will find several spinners as you travel down this corridor. A nospen ring will come in handy! After you reach the end, enter the door on the south wall, and head south until you reach the wall. From here (7N 20E) head west until you hit the west wall, then head north to 8N 14E. Go west through this door and the next. Keep going west to 8N 6E, then turn north, and go through this door. Go to the end of the hall (10N 10E). You are in the snare. (Is this a walkthru or what? On most of this you don't even have to make a map!) Oh, back to business. Go straight south, and enter the alcove. From the alcove (14N 11E) go south through the door, and enter the alcove in front of you. The answer to the question is "Rock." Exit the alcove, turn east, and keep going until you get to the alcove at 14N 14E. Enter this alcove, answer "Scissor," exit, and start north. Don't enter the next alcove (17N 11E); keep going until you reach the one at 14N 8E. Enter this one and answer "Paper." Arrange you party so that Rock is first, then Paper, then Scissor. Go back to the alcove at 17N 11E and enter it. The answer to this riddle is Rock; so, head back to the place where you found the Rock statue, and there should be a door located there. In the room beyond you will find another segment of the Wand. This one can cast Batchspell. THE GREY CRYPT: The Grey Crypt is located between Tangramayne and Ephesus. I am afraid that magic will not work here. Only the SCSI spell will function. As soon as you enter level one, start exploring. The only way out of the current section is 3N 20E. I think there is only one secret door in this area. This entire level is broken down into three big rooms that wrap around, and three sections that have maze-like qualities. After you find 3N 20E, leave the area by going through the door on the north wall. Find your way to 5N 3E. This will teleport you to 13N 3E. From here go to 14N 11E and take the door north. Now you must find a second teleport located at 15N 21E. (Notice that I am not leading you through the maze as I was earlier. You should map a bit, you know.) Anyway, once you find the teleport, it will take you to 11N 21E. Follow the hall until you get to the door at 10N 0E. Once you go through this door, you will find a series of doors. Go through the door, and keep heading east until you reach the wall at 10N 21E. Go through the door leading south, then go west until you reach 9N 4E. Turn south and go through the secret door. Turn east and keep going until you reach 8N 12E. Turn south and go through this secret door. From here (7N 12E) go west all the way to 7N 2E. You should run into the Sphinx here. The answer is "Wize One." After answering the riddle, go back west, and keep going until you hit the wall. Turn south, and go through the door. I thought I would help you through this part because I remembered how difficult is was to map. From this point (6N 14E) find the teleport at 5N 3E. Once you have been teleported, go back to the door at 14N 11E and go through it. The stairs down are located to the west at 18N 0E. You should be on level two at 18N 0E. This is the last level of the Grey Crypt. (Since you can't use any magic, it's a good thing, too!) Should I guide you through this or let you map? Okay, I'll guide you through. It's not too difficult. From the entry turn west and go through the secret door at 19N 21E, and keep going west. There is another secret door at 19N 19E; go through this one as well. Keep on going west until you hit the wall, then turn south and go through the secret door at 17N 17E. Turn west and go through this secret door, then turn south again and head through this door also. You should be at 16N 16E. Go west to 16N 12E then north until you hit the wall at 21N 12E. Turn west and go to 8E. Now turn north and go up to 2N. There will be a secret door on the west wall; go through it. Now you can get to the teleport that will lead you to the snare at 6N 0E. Just keep heading north and west from where you are, and you will find it. There are several secret doors leading to the teleport, so kick the walls. Oh, and watch out for the Vampire Dragon. (He's a wimp anyway.) You should be in the area of the snare (8N 11E). The first thing to do that will make life easier in the snare is to disarm the spinner in the centre of the snare. The trigger to disarm it is located at 0N 13E (south of where you are now). Let me try and explain this snare. I had more trouble with this one than any other. There are two small rooms located on the east and west walls. Each of these rooms contains a mage. There are four rooms in the centre of the snare. Each one is 3x3. What happens is when you go into each of the small rooms, a different set of doors opens to the 3x3 rooms in the snare. The object of the snare is to open the door to one of the 3x3 rooms, go to the centre of the room, and head back to one of the small rooms to trigger the door to the next 3x3 room. Understand? Well, it took me awhile to get this one, too, so let's try it. First head to the room located at 4N 21E. This room contains the Grey mage. Go in the room to make sure the doors are open to the first 3x3 room you need to visit. Now it is time to start the cycle: Blue Mage (4N 11E); Grey Mage (4N 21E). Go to the first room. The entry is at 4N 14E, and the door should be on the south wall. Enter the room and go to the centre of the room. You will get a message that confirms what you are doing. Now visit the Blue Mage. Go to the second room. The door is at 6N 16E on the west wall. Go to the centre of this room where you will receive another message. Go back to the Grey Mage. It's time to visit the third room now. The door is at 2N 16E on the east wall. Go to the centre of the room, then go visit the Blue Mage. Go to the fourth room. The door is at 4N 18E on the north wall. Go to the centre of the room. Visit the Grey Mage, and start all over again with the first room. Do this a total of three times; when you get to the fourth room on the third cycle, you should get the next Wand segment. THE DESTINY STONE: The Destiny Stone is located in Colosse. The first thing you need to find is location 20N 6E. It is north of the entrance. Just head north. There are no secret doors, so it should not be hard to find. After finding this location, you will be teleported to 20N 10E. Go south until you reach a solid wall, then go west until you hit a wall (17N 8E). Now, just follow the corridor north. Walls will close in behind you as you start down the hall heading east. The corridor will take you to 16N 8E. Here you will have to answer a question. The answer is "Near." After answering the question, you will be teleported to 13N 8E. This is a large room. The exit to the next level is at 3N 17E. Level two is very easy. You should find yourself in a small room at 3N 17E. Go to the northeast corner of the room (4N 18E), and kill the statue. Go to the smaller room at 3N 18E. This will teleport you to the next level. This is it: The last level! The first place you need to find is 17N 18E. There is a secret door on the south wall. Go through it and turn east. Go through this secret door, too. Location 16N 19E will teleport you inside the snare (4N 9E). Since it will be very hard to navigate, you should map this area! From 4N 9E turn west, go to the west wall, then go north until you hit the wall. From this point (9N 8E) go north one space, then start heading northwest to 13N 1E. Here you will be posed with a riddle. Don't worry about answering it just yet. Just answer with anything, and you will be teleported to 12N 9E. From 12N 9E go south two steps, then turn west and go through the door. The answer is "Zen Master." Let him lead the party. Go straight east to 10N 13E, which should teleport you to 10N 14E. To exit this room go south, then go to 12N 18E, which is in the northeast corner. The answer is "Gale." Give what you receive to the Zen Master, go down to 8N 18E, and zip through the secret door to the south. You should be at 7N 18E. Have you ever wondered what those arrows in back of your BARD'S TALE II manual were for? Well, you're about to find out. Follow the first set of arrows, and they should put you before a door to the north. Go through the door, and you will be teleported back to 4N 9E (this is where you entered the snare). Now find 13N 1E (the riddle I told you to answer wrong) and give the answer "Storm Fists." This will teleport you to 8N 14E. From here go back to the start of the maze at 7N 18E. (Note: I think you start using the arrows at 7N 18E, but it may be at 8N 18E. If it doesn't work the first time, this is the case.) Now, use the second set of arrows, and answer the riddle again (same answer). Keep going through the maze until you've used all the sets of the arrows. After the last set is used, you will be teleported to 11N 16E. Go north, then take the door leading west at 13N 16E. The answer is "Arkast." Go north one. You get a message telling you where Lagoth Zanta is. You should also get the last Wand segment. This segment casts the Brothers Kringle spell. After you leave the dungeon, head for the Temple of Narn. It's the building to the east of Corinth and the Sage. When you get here, give your Archmage all the segments, then forge the Wand. Now kill Lagoth Zanta! MONSTER REFERENCE: This monster reference will try to help you identify most of the monsters you will encounter. This reference tries to show all the monsters you will encounter in the realm. The first number will tell you how dangerous the monster is. The second number warns you about the monsters special powers, so always refer to this chart. 1st Number 2nd Number 1 Easy 0 Regular Attack 5 Drain Level 2 Medium 1 Cast Spells 6 Cause Nut/ins. 3 Hard 2 Breath Fire/frost 7 Possessed 4 Very Hard 3 Phaze Spell Point 8 Critical Hit 5 Dangerous 4 Poison 9 Turn To Stone Words Of Wisdom: Near Earth Endurable Compassed Death Sword Fountain Kazdek Mangar Dervak Pass Wise One Wise Fred Staff of War Havoc Zen Master Still Staff of Old Arkast Gale Storm Fist Aram Freeze Please ABYSSIANS 3 0 DRAGON MALAR 5 23 GUARDS 3 0 ARAGADOOM 3 4 DRAGON MAZE 5 2 HAWKINS 3 0 ARCHERS 3 0 DRAGON TOY 5 2 HAZER 3 3 ARN WRAITH 5 15 DRAGON VOOR 5 2 HEAD BANGER 3 0 ASSAIANS 2 0 DRAGON VREN 5 2 HOUND SPRITES 4 1 ASTRAL GUARDS 2 0 DRAGON WEB 5 24 HOWLER 3 0 AXEMEN 2 0 DRAGON ZONE 5 2 HUNTER 3 8 BANDER 3 1 DREADNOUGHTS 3 2 ICEHOLES 3 1 BARBARIAN 2 0 DRENS 2 0 ICHORS FIENDS 4 1 BASALICK 5 9 DUST SOLDIERS 3 0 INGROID 4 4 BATTLE LORD 2 0 DUST SAMURAI 3 0 JACK OF DIAMOND 4 1 BE FAR WIZARD 2 0 DUST WIZARD 3 1 JACK OF HEARTS 4 1 BERSERKER 2 0 ENFORCER 3 0 JACK OF SPADES 4 1 BLACK SKULL 3 4 EVIL DOERS 3 1 JACK OF SPADES 4 1 BLOOD SUCKER 5 15 FAR ARCHERS 3 0 KINSTRALS 3 1 BLOOD WRAITH 5 15 FAZERS 3 1 KNIFEMAN 3 0 BLOODMEN 5 5 FIRE GUARDS 3 2 KNIFEMEN 3 0 BLUE GHOST 5 5 FIRE MASTER 3 2 KOBOLDS 3 0 BOGSTER 4 6 FLAME GUARD 3 2 KWI CHANG 3 0 BONEMEN 3 1 FLAME MAGE 3 2 LARRY 3 0 BRAGART 2 0 FLAME MASTER 3 2 LEAPER 3 0 BROCKTER 2 0 FLAME SCION 3 2 LICHES 4 14 BRUTES 3 0 FLAME SPRITES 3 2 LIVING DEAD 3 0 BUGGER 2 0 FLAYER 2 0 LIZARD MEN 3 0 CANNIBALS 2 0 FLESH EATER 2 0 MAD MAGES 4 1 CARBONITE 4 9 FRACTER 3 9 MADCO MAGE 3 1 CENTRON 2 0 FRED 3 0 MAGE OF ALK 4 1 CHAMPION 2 0 FRIGHTS 3 0 MAJOR DOMOS 3 0 CLOUDMEN 2 0 GARSLAYER 3 8 MAKER 3 1 COOL DUDES 2 0 GHAST 5 5 MAKRONS 3 0 CORPES 3 0 GHOST FORCE 5 5 MAN MASHER 4 0 CRAMBOS 2 0 GHOST GORE 5 15 MANTISE 3 4 CRYPT KILLER 3 0 GHOST MAUL 5 15 MANWALL 4 15 CRYPT KNIGHT 3 0 GHOUL MAUL 5 15 MASTER MAGE 3 1 CRYSLAR 3 0 GIANT BLACK 3 0 MASTER SWORD 3 0 CYCLONE 3 0 GIANT BOSCO 4 9 MATT DOP 3 0 DARK ACOLUTE 3 1 GIANT DEATH 4 0 MAZE LIZARD 3 0 DARK MAGES 3 0 GIANT FAR 4 0 MEDARRCH 3 12 DARK VAMPIRE 5 15 GIANT JAG 4 4 MEDUSA 5 9 DAZZLER 3 0 GIANT MIST 3 0 MICRO MAGE 4 1 DEAD KING 4 15 GIANT POISON 4 1 MIND MIMICS 3 0 DEATH DEALER 3 1 FIANT POWER 4 0 MINZU DIALS 4 4 DEATH GHOUL 3 1 GIANT PUMEL 3 4 MONGREL 3 0 DEATH REAPER 3 0 GIANT ROCK 4 9 MONK MELEE 3 0 DEATH SWORD 3 0 GIANT WAR 3 0 MONK MENZO 3 0 DENIZEN POIS 4 4 GIANT ZADO 4 4 MUTI MAGE 3 1 DESICATOR 3 14 GIANT ZAG 4 4 NINJA GREY 3 8 DEVIL DOGS 2 0 GIANT ZONE 4 0 NINJA 3 8 DEVOURERS 2 0 GIANTS CAVE 2 0 NITE DWELLER 3 0 DIMOND DOGS 2 0 GIANTS 4 1 OFFICER 3 0 DOPPLEGANGER 4 7 GNOLLS 3 1 OGRE HERO 3 1 DRAGON BLUE 5 2 GOLEM MIKE 5 9 OGRE 3 1 DRAGON BRASS 5 12 GOLEM RACK 4 9 ORC WARRIORS 3 0 DRAGON DEATH 5 28 GOLEM STONE 4 9 ORCS 3 0 DRAGON DRAIN 5 25 GOZEM 3 0 PHAZ-MONSTER 3 3 DRAGON GARD 5 4 GREKLIN 3 1 PICKPOCKET 3 0 DRAGON GRIN 5 2 GREY ACOLYTES 4 1 PIT SKRULL 4 2 DRAGON GRIND 5 2 GROPER 4 5 POGO MEN 3 4 DRAGON KEEL 5 2 GUARDIANS 4 9 POLTERGEIST 3 0 DRAGON KRAE 5 2 GUARDS MEN 4 0 PYROS 3 1 RACKNID MEN 3 4 SLARGGOTH 3 0 TITAN AIR 3 0 RAK MONGER 3 1 SLAYER LORD 3 8 TITAN LAND 3 0 RANGER 2 0 SLAYER 3 8 TOMB GUARDS 3 0 ROCK BLOCK 3 0 SLIMER 3 0 TRANSLYAN 5 5 SAHARA GUARDS 3 1 SORCERER 3 1 TROGLODYTES 3 4 SAMURAI 3 0 SORON 3 1 TROLL MASTER 3 1 SANCRILAR 3 12 SOUL SUCKER 3 1 TROLL 3 1 SARGON 3 1 SPECTERES 3 1 TROY DOP 3 1 SCARBLADER 5 12 SPELL CASTER 3 1 UNDEAD FRED 3 1 SHADOW LORD 3 1 STALKER 3 0 VAMPIRE LORD 5 15 SHADOW 3 1 STATUE 3 0 VAMPIRE 5 5 SINISTERS 3 1 STEELFIST 3 0 VIKINGS 3 0 SINSTRIKE 3 1 STONE ELEMENTAL 3 49 VOIDE SHADE 3 0 SKELEMEN 3 1 SUNNONER 3 1 WARLOCK 3 1 SKULL WARDEN 3 0 SWORDMEN 3 0 WIGHT 3 4 SLAGOTHS 3 1 TANDERCLAW 3 46 WILLO WISP 4 1 THRASHER 3 0 ZOMBIE KING 3 14 @endnode @node "Bard's Tale 3 - The Thief of Fate" @remark CH You will need a wineskin or canteen to get past Valerian's tower. Learn the Gill spell from the fisherman then go to the lake behind his hut, go in to the lake to get to the Crystal Palace, then find the room with the Elixir of Life in it. Put water on the acorn by the tower, then a tree will grow, lifting the stone slab and providing you with a means of getting the Nightlance. For a bit of fun, tell the guard at the Mad Gods temple "HAMBURGER". @endnode @node "Bart Simpson vs the Space Mutants" @remark C When the title screen appears (where the family are watching the TV together), enter the word "COWABUNGA". When you start to play the game, you will now have infinite lives. Type "EAT MY SHORTS" on the title screen for the ability to skip levels with the number keys or key. Try typing "SHEEP IN A GROUP WEARING HATS" at some point for infinite lives. When you have the whistle, stand by the last window of the Springfield Retirement Home and blow it. Now a guy should appear and start throwing lots of money at you, so grab it and go on a shopping spree! @endnode @node "Bart Simpson vs the World" @remark C On the title screen, type "MISTER CABBAGE" for infinite lives. @endnode @node "Base Jumpers" @remark CL Select CHANGE from the main menu and type "WIBBLE". Now exit and start the game. This will give you infinite lives. You can just type "WIB" and start the game, and press any key for the same thing. Select CHANGE from the main menu and type "FLIBLE". Now exit and start the game. During play hold down and type any of three letter words from the list below for the various effects. Select CHANGE from the main menu and enter any of the following codes to play the various sub-games: SEU Shoot'em up RUN Racing game BEU Portal Wombat WAR Warlords PAC Pacman NAB Jumping game FLY Joust BOM Bomb the city OLD Original pong HOP Frogger NEW New style pong CON Space invaders During play pick up the letters and spell any of the following words: AAA Triple A FUK No swearing PIN Pointy bonus AAF Programmer bonus GAG Shut up POO No swearing ABE Presidential bonus GEM Jeweled bonus QED So there ACT Alas poor Yorick GIN Have a drink QVC Agh! TV shopping ALE Have a drink HAT Hat time RAD Very rad ANT Little bonus HEN Lay an egg RAM Chips ART Artistic bonus HEX 7FFF bonus RAP Aaagh ASF Graphics bonus ICE Slippery RAT Where BAA Sheep ICY Slippery REV Reverse view BAD Very bad ILL Not well ROM Chips BAN The bomb INK Colour bonus RON Complete level BBC Repeat bonus IRS Agh tax SAS Air service BET End level bets ITV Advertising time SKY Sky high BOB Bob effect JAB Pointy bonus STY Piggies BOO Gotcha JAG Cool car bonus SUN Shiny bonus BUM No swearing JAM Sandwich bonus TAD Small bonus CAD Bad chap JET Play jetstrike TAX Tax bill CAP Cap time JOB Gizza job TIC Toc CMT Country music KEV God of football TIE All equal CND Drop the bomb KEW Gardens bonus TOP Top hat DAM No swearing KEY The key game UGH Caveman bonus DAT Cool tape bonus KIN Brotherly bonus UXB Unexploded bonus DAZ Agh Danny Baker LAW Legal bonus VAT Agh tax DEN Dirty dude LCD Cheap screen time VIN French wine DIM Stupid bonus MAC Cool computer VIP Important bonus DOG Woof MAX All highest WAD Loads of money EAT Food bonus MEM Memory WAX Dummy EGG Salmonella MIN All lowest WAY Out ELF Fantasy bonus MOM Phone yours WET Stormy weather ELM Plant trees NAM Flashback WIN Complete level ERM Undecided bonus NIL No bonus WOT I said captain EWE Sheep NIX Negative XIT Complete level FAD Bonce boppers NON Negative XXX Expletive deleted FAX Yuppie bonus OAK Plant more trees YAK Hairy cow bonus FBI Feds OFF Oops sorry YES Positive FED FBI bonus OIL Slick bonus YUP Positive FEZ Just like that OOK Plant more trees ZAP Ouch FLU Feel sick PAM Reverse map FOK No swearing PEN Writing bonus FRY Food bonus PIG Piggies Level Codes: Events 1 ONE 2 TWO 3 BAT Levels 2 TUT 3 END 4 MAD @endnode @node "Batman - The Movie" @remark CS Type "JAMMMM" on the title screen and it will reappear back to front and upside down. The words 'CHEAT MODE ON' should appear at the top of the screen. You will now have unlimited lives, and you can jump levels by pressing . The final screen will also be upside down if you are still in cheat mode. Retyping JAMMMM undo's the cheatmode and makes the intro and final screen flip back to normal. Here is also the solution of the first level: Go up the first ladder then right as far as possible. Go up as far as you can then left avoiding the acid. To jump the gap at this point, swing the rope in a diagonal and rather try to get to the other side climb up the platform. Go up as far as you can, right, then down, stay just under the wall on this bit to avoid the bomb thrower. Go down as far as you can, right, up as far as you can, right, down, right, down, left, down, right, up until the turn off on the right side, right, down, right (avoiding bomb thrower), up, left, up, right, down, right. At this point you should be in a large room on the opposite side of the two bomb throwers. Swing across the room pulling down on the joy- stick to extend the rope. You should be able to swing into the first bomb thrower killing him. Drop down to the next platform to take out the next thrower. Go all the way down, right, up and you should find Jack Napier. Keep shooting and you've made the second level. @endnode @node "Batman the caped Crusader" @remark S Complete Solution: Move right, pick up the disk and carry on right to the end of the corridor. Go down through the door, continue right and collect the key and badge. Move left until you get to the spanner, pick it up, use it and then drop it. Continue left and collect the grenade, then go right and up through the door. Go right until you reach the room captioned 'Insert the disk' and use the disk. Go up through the door and leave the cave. Move right until you get to the ladder and climb it, collect the banana which you can eat to replenish your energy. Return to street level and go right (show the badge to the policeman and continue right!) to collect the Batrope. If you hit the Penguin's men with your Batarang eight times they will drop a packet of crisps which you can eat to increase your energy. Go left and collect the sweet (this, like the banana restores all your energy). Carry on left and climb the ladder, move right until you get to the torch, pick it up and go back right until you get to the ladder. Return to street level and go right, collect the trainers and carry on to the warehouse ladder. Climb the ladder and go right till you get to the door, use the key and drop it then enter the warehouse. Go left to the end of the corridor and through the door, go right and then enter through the door. Move right until you get to the room called 'Shadows everywhere' and go through the door. Go left and collect the bread, then right till you reach the dead end. Use the grenade to blast the wall and go through the door. Go right and up through the door, carry on to the end of the corridor and through the door. Continue right till you get to the room called 'Getting you down' and use the Batrope. Walk left and collect the lift key, now use the trainers. Move right and up through the door, go right and then down through the door. Go left and down through the door and use the torch. Go right, up through the door and left, collect the dart and go back to the place where you landed when you dropped in on the Batrope and use the lift key on the lift, drop the key and go through the door and along the corridor until you reach the room called 'Shadows everywhere'. Go through to door and left and throw the dart at the dartboard and pick up the passcard. Leave the warehouse and go right and return to street level. Go right and stop at the screen called 'Clue: pass it on' and use the passcard to enter. Go left and up through the door, collect the key and leave the room, go right and up through the second door, then go left and through the door. Go left and up the stairs then right to the end of the corridor and through the door, pick up the tape and then go left and through the door. Now go right and through the door using the key. Pick up the disk and go down through the door, head right and through the door, carry on right and collect the trumpet then go left and put the virus disk in the Penguin's Computer. His plan has failed and you have saved the day (again!). @endnode @node "Battle Command" @remark C While you are playing, type in "CASTOR". The screen will flash green and you will be invincible. You can also change your weapons by pres- sing , , , , or and you can change to power of your selected weapon by pressing , , , , or . @endnode @node "Battle Isle" @remark L How to play against the computer: Select options with the mouse to get to the options screen. Click on the word FIRST. That is the first level of the two player codes. Type in any of the two player level codes. Then select exit to play the game. Level Codes: One Player Two Player Special Levels 00 CONRA FIRST EUROP 01 PHASE GHOST STORM 02 EXOTY GAMMA 03 MOUNT MARSS 04 FIGHT EAGLE 05 RUSTY METAN 06 FIFTH FOTON 07 VESUV POLAR 08 MAGIC TIGER 09 SPACE SNAKE 10 VALEY ZENIT 11 TESTY DONNN 12 TERRA VESTA 13 SLAVE OXXID 14 NEVER DEMON 15 RIVER GIANT @endnode @node "Battle Isle '93" @remark L Level Codes: One Player Two Player 01 LUMIT LUDOS 02 LUNAR SONNE 03 LUTOF SOTEX 04 SONIX RASEN 05 SOWYN FISCH 06 SOSOO EBTON 07 SONAF KABEL 08 RACHE SYTAX 09 RAMPE 10 RANGG 11 FILMO 12 FIEST 13 FINXT 14 EBENE 15 EBSYL 16 EBONY 17 EBTAR 18 KARST 19 KANTO 20 KAROT 21 KAISR 22 SYBIL 23 SFNIX 24 SYNOM @endnode @node "Battle Isle - Scenario Disk #1" @remark CL Go to the player option before the game starts and then press on the human option. Then move down and press on the computer option. Then, when the game starts, you'll have all the computer's units and he'll have yours. Because the game usually gives the computer more units, you'll gain this advantage. Level Codes: One player game: 1 BLOCK 07 YUKON 13 SOUND 19 NOUTH 2 WATCH 08 POINT 14 TWEAK 20 FJORD 3 LAGUN 09 FROGS 15 NIPON 21 DONOR 4 BIRMA 10 ITALY 16 FLAIR 22 LEYES 5 SERPT 11 LINES 17 ARROW 23 JUMPY 6 RAMBO 12 VARUS 18 KORSO 24 WERFT Two player game: 1 CLOAK 3 BOMBS 5 PEARL 7 ROMEL 2 LOSAG 4 COMET 6 MIROR 8 MAGMA @endnode @node "Battle Isle - Scenario Disk #2" @remark L Secret Codes: 1 DIONE 2 NAIAD @endnode @node "Battle Squadron" @remark C Press while making your player selection for a special cheat. On the title page, type "ELECTRONIC" for a list of options. During the game, "CASTOR" (sreen flashes green) makes your ship invulnerable. Use - to effect the range of shot power. Use - to choose your weapon. @endnode @node "Battle Valley" @remark C Type "ROGER MELLIE THE MAN OF TELE" or "... MAN ON THE TELE" or "... MAN ON THE TELLY" or "... MAN ON TELE" for infinite lives @endnode @node Battletech @remark H Here are some general hints: * Money Probably the biggest factor in the whole game is money - no money, no skill, no mech, no chance. The more cash the better equipped you'll be for combat. Every five minutes or so your account is boosted by fifteen credits as Ma and Pa robot decide it's time to give some more of your allowance. Don't hang around! Initially invest in a low risk account and then move onto the intermediate one. Do this for a few hours and you'll be counting the wads, around 350,000 of 'em. * Training School You'll not get far without any training, and the first thing you need to know is how to defend yourself. The important basics to learn are knife fight, rifle and machine gun, as these are the only weapon skills you'll find yourself needing. Stop off at the mechit-lube and take up an apprenticeship. I know that it's expensive, but it enables you to patch up a battlefield mech, and take it in for a full repair and slap another member of your party inside. When it comes to combat training, try to move around as much as is possible and overheat as little as possible, and aim for speed on all the missions as this contributes to your overall mech skill. Medical skill is also a worthwhile venture; it'll also make sure you stay in the game longer. * Weaponry Start off with a machine gun. It takes quite a few hits to kill a human and has no effect on mechs whatsoever - but, still, they're relatively cheap. Later on try to get hold of a Laser Weapon; I recommend the inferno best of all. One shot disposes of 90% of humans and Inferno Fire will overheat a mech, giving you time to flee. Whatever you do don't hang around taking on a twenty ton mech with a hand held SRM - it just doesn't work. Equip yourself with forty point armour, it normally prevents any damage to the person in a typical combat round. * Mech Etiquette First and formost, with the lump of cash you should have by now, any mech you own should be customised at the mechit-lube, extra lasers and armour always come in handy at the expense of jump jets and missile launchers. Never rule out kicking, more often than not it proves to be invaluable when a mech is close to shutdown. Always try to face an attacking mech, all it could take is one hit with a small laser to the back to knock out half your arsenal. * Additional Hints and Tips On about the seventh training mission the city is invaded by Kuritans. Whatever you do don't fight back; turn tail and run into the ruins of the city. If you make it head for the exit at the south end of the eastern wall. Once you're there hit flee. Afterwards, head north- west-north until you reach the starport. Buy some civillian clothes and infiltrate the Kuritans coronation to find out about your mission. @endnode @node "Beach Volleyball" @remark C While playing the game, type in "DADDYBRACEY" or "DADDY BRACEY". The screen should flash. You can now skip levels by pressing . @endnode @node "Beast Busters" @remark C If you pause the game you can still move the cursor around! @endnode @node Beavers @remark C On the title screen, type "ZEGOOLI" to start at level 8 or type "MRCLINK" start at level 15. During play type in "BIGGIGBIB". The following keys will now be active: Skip back a level Skip forward a level Fly mode Holding down while in fly mode will make you travel twice as fast. @endnode @node "Behind the Iron Gate" @remark CL During play type any of the following: NIECHCEMYALCHEMY To skip to the next level MARCHETIC FIELDS For Invincibility FASTERTHANRIGHTS Not sure FRAJER KUPIL GRE Press to get back PROTESTUJITESTUJ Replenish life meter Level Codes: 2 E113333FAS 10 RUQBBBBY23 18 ZEARRRRID3 3 G224444ETJ 11 GAEVVVVM3W 19 KUQBBBBYEC 4 H224444EUJ 12 5Z4MMMMVLJ 20 QPL1111DXX 5 GBL2222CLL 13 AAEVVVVMWK 21 UMIZZZZA5W 6 TQOPPPPW2E 14 KLP5555HRT 22 D15PPPPWHC 7 43CCCCC2TE 15 IKO6666GU3 23 CY3NNNNUAG 8 NADTTTTKM1 16 FGCTTTTK2G 24 G4ZIIIIR6N 9 3Y3NNNNUKC 17 H26OOOOX3B 25 K51LLLLSGE @endnode @node Belial @remark C Pause the game and type "SATAN". While the game is paused, press to disable sprite collision (bottom of screen will flash green), to enable sprite collision (bottom of the screen will flash red). @endnode @node "Beneath a Steel Sky" @remark S The Complete Solution Go to the left and take the loose rung from the top of the stairs, then go to the right and use it to prize open the door. Go outside and hide behind the door until the guard walks off, then go back inside and down the stairs. Go through the door on the right. Examine the junk - there's three separate bits. Insert Joey's circuit board in the middle one then stand on the lift to make Hobbins appear. When he comes, quickly duck through the door, open the cupboard and take the spanner from inside. If Hobbins returns before you've got it, he'll stop you. You'll just have to go back out and repeat the process. Next examine the transporter then keep talking to Hobbins until you find out what's wrong with it. Then ask Joey to fix it. It will go off and come back with a box. When it puts the box on the elevator it will descend, leaving the shaft open. Now's your chance to climb down. In the furnace room, examine the slot then ask Joey to open it. Reich will walk in and get killed. Examine the body and take his ID card then you can leave the room. The next place to visit is Lamb's factory. Talk to Anita and then have a word with Lamb. Then go and stick the spanner in the exposed cogs near where Potts is working. Once Potts has examined the damage and gone back to work you can recover the spanner. Go and examine the now idle droid to the left then loosen its shell using the spanner. Talk to Joey and offer him the new shell. Send Joey into the store-room and have him destroy the fuse box allowing you to enter unimpeded. Lift up the gangway and take the putty from the floor. You can ignore the WD40 and key. Go across to the far left where the old man is sleeping and loosen the buttons on the steam machine using the spanner. When Joey arrives, tell him to press the right button and you press the left one at the same time. The steam machine will blow up and the old man will run off. Now go and flick the switch on the yellow console, remove the light bulb and replace it with the putty. Go back and flick the switch once more to blow the door off then pull the right hand lever to restore the power to the lift. Go to the lift screen and examine the red cable, then get Joey to work on it. He'll burn through it with his welder and it'll drop to the floor below. Use Reich's card to enter the lift then go down and collect the cable. Find Reich's apartment and enter using his card. Take the magazine from under the pillow then visit the travel agent. Ask for an economy tour and when he refuses you a ticket hand him the mag. Go back to level one and hang around by the lift until Lamb arrives. Talk to him until he tells you he needs a holiday then give him your ticket and in return he'll give you a tour of his factory. Go to the factory, find Lamb and remind him about the tour then go right, past Potts and talk to Anita. Give her the ID card and she'll install the jammer while telling you about the Schreibman Port. Leave the factory and wait by the terminal until Lamb appears then use Reich's ID card on the terminal to enter the code from the yellow security manual (that's the one which came with the game). Authorise aD-Linc on Lamb and then leave the terminal. After Lamb finds he's unable to use the lift, talk to him and offer to feed his cat. When you get inside his apartment, get the video cassette from on top of the bookshelf. Visit Burke's BioSurgery, activate the projector and talk to the hologram. Wait until you've asked her for the Schreibman Port then get Joey to talk to her and go into the surgery. Ask the doctor for a port. First offer him a lung, followed by a kidney, and finally your testicles. Keep talking to him after the port until he tells you about Anchor Insurance. Visit Anchor and ask for a policy, tell them Burke sent you. Willy Anchor will go off to make a phone call. Immediately get Joey to remove the anchor from the statue, then collect it. Combine it with the red cable to make a grappling hook. Now return to the first screen you appeared on, go up the stairs and through the door. Use the grappling hook on the sign on the building opposite and swing across the gap. Then grab the cable and leave through the door. Insert Reich's ID in the slot then sit down in the interface and wait until you enter the game. Touch the ball and exit right. Open the bag (via the inventory) to get the magnifying glass (DECRYPT) and the birthday surprise (DECOMPRESS). Next use the decompress option from the menu on the ball to get red and green passwords. Leave right using the red password on the first floor tile. The simply follow the logical route to the exit. Pick up the bust and the book then decrypt the three coded documents. Now disconnect. Use the Linc terminal to read all the documents and use the Special Operations section temporarily increase your Linc status to unlimited. Put the ID card in the slot and you'll be taken to Sam and Norville's security room. Enter the lift and go down then enter the second lift and go down again. When Joey falls, take his circuit board. Talk to the fat lady, then go to the night club and have a word with the bouncer. Keep talking until he tells you Mrs Piermont may be able to sponsor you. Go and talk to her again, then, when she returns to her flat, ring the bell. When you get in keep talking to her until she goes to use the phone, then put the video tape in her VCR. When the dog goes to watch it you can grabs his biscuits. Go to the lift screen and put the biscuits on the plank then leave the screen and wander about a bit before coming back. The dog should be barking at the biscuits. Pull the rope so the dog climbs onto the plank then release it and he'll fall in the pond. When the guard comes to help him you can duck inside the cathedral. Go through the door and open the middle locker. Go back to where Anita was working and open the middle locker. Take the overalls and put them on then go right. Use the control panel to open the reactor door then go in and get the ID card. Leave, close the door, take off your protective suit and head back to the interface room. Enter the interface using Anita's card. Get the tuning fork and play her a message. To get the tuning fork, first blind the eye then go through the computer as quickly as you can. Exit the room and blind the second eye, exit centre and centre again. Exit right and select PLAYBACK from the inventory to use on the well. You can then disconnect. Go to the ground level and talk to the gardener and then the boy who tells you the gardener was lying. Talk to the gardener again then leave by the near side door. Run your ID through the lock. Get the secateurs from on top of the barrel then go back to the nightclub and talk to the bouncer once more. Go in and turn on the jukebox. Choose any toon then return to Burke's surgery. Give the glass to Burke in exchange for Colston's fingerprints. Go back to the club and put your hand on the metal plate at the back of the building by the door. Leave via the right hand side of the screen, use the crowbar on the packing case and take the lid. Put it on topof the smaller box and climb on top. Use the bar and then the secateurs on the grill and climb into the resulting passage. Inside, exit to the right and turn through the diverting tunnel and then again to the right until the section with a whole (find it by tracing the cursor with a cable). Exit right, right again and exit at the bottom of the sloping tunnel. Select the crowbar and use it on the plaster at the back of the room and then on the bricks to force one of them loose then collect it. Stick the metal bar into the swollen vein right of the horizontal beam and smack it one with the brick. Pick up the bar and walk off to the right when the droid shows up. Look through the grill then leave via the left hand door. Walk down the stairs, go up to the console and use it to lower the temperature then go back up the stairs and pull the metal bar on the grill. Leave the room, leave the corridor by the right and go right again. Put Joey's board in the robot. Tell Joey to have a look in the tank room then get him to open the tap on the nutrient tank. You can now enter the tank room yourself. Go to the right through the back of the room and, same again and then through the door. Use Reich's card on the terminal. Press 2 to enter the restricted area. Exit the room and, after the struggle, take Joey's board and check out the body to get a new ID. Use it on the interface. Blind the eye, enter the crusader's room. Use Divine Wrath on the crusader then disconnect. Re-enter the interface with Anita's card and go back into the crusader's room. Use Oscillator on the crystal and get the Helix then disconnect once more. Leave the control room and go into the room from which Gallagher came. Insert Anita's card in the console and it'll crash. Get the tongs then leave via the right hand side of the screen. Use the tongs to get the flesh from the aquarium. Put the fish in the other tank then exit right. Open the middle cabinet and insert Joey's board. Download the character data using the console then run the programme and exit right. Tell Joey to put his hand on the sensor. Put your hand on the other sensor at the same time. Laeve and exit right. Use the cable on the pipe support. Climb down and drop the flesh into the orifice. An exit will then appear. Swing across using the cable and, when you get the chance, ask Joey to sit in the chair. Now simply talk to Joey to complete the game. @endnode @node "Beneath a Steel Sky CD³² - Virgin" @remark L Level Codes: 000000 The Beginning 936842 The Furnace 623845 The Factory 543961 1 Level Down 810354 With Potts 692730 Security Building 180283 With Mrs Piermont 986254 With Eduardo 280870 Subway 178931 Linc Hideout 574439 The End @endnode @node Benefector @remark L Level Codes: UNDERWORLD TOMBS OF EGYPT THE TREETOP RESCUE "3MQLMP5PQT" "3MQLSP4JQN" "MNQP2Q4NC4" "3MQL4PSNQR" "3NQL3QSNKS" "MNQPGQQPGQ" "3NQL2Q4JC4" "3NQLKQ5P45" "MNQPMQ5TQ5" "3NQLGQQLGQ" "3NQLQQQLQQ" "MNQP4QSRQS" "3NQLMQ5PQ5" "3NQLSQ4JQ4" "MMQP3PSRKR" "3NQL4QSNQS" "MMQP2P4NCN" "MMQPKP5T4T" "3MQL3PSNKR" "MMQPGPQPGP" "MMQPQPQPQP" "3MQLKP5P4T" "MMQPMP5TQT" "MMQPSP4NQN" "3MQLQPQLQP" "MMQP4PSRQR" "MNQP3QSRKS" STONES & BONES MERRY WINTERLAND THE TECHNO TREAT "MNQPQQQPQQ" "3MQJGN5NKR" "MMQNKNWTQT" "MNQPSQ4NQ4" "3MQJ3NWP4T" "MMQNMN5RQR" "3MQJCNQJCN" "3MQJ4NSLQP" "MNQNC4QNC4" "3MQJ2NSLGP" "3MQJQNQJQN" "MNQN24SPGQ" "3MQJKNWPQT" "3NQJG45NKS" "MNQNK4WTQ5" "3MQJMN5NQR" "3NQJ34WP45" "MNQNM45RQS" "3NQJC4QJC4" "3NQJ44SLQQ" "MMQNGN5RKR" "3NQJ24SLGQ" "3NQJQ4QJQ4" "MMQN3NWT4T" "3NQJK4WPQ5" "MMQNCNQNCN" "MMQN4NSPQP" "3NQJM45NQS" "MMQN2NSPGP" "MMQNQNQNQN" TO HELL WITH MINNIAT "Mnqng45Rks" "MNQN34WT45" @endnode @node "Better dead than Alien" @remark CL On the title screens type "ELV" or "CHAMP" to enter the cheat mode. shows available cheats. Scatterbolts Neutron Bomb Multifire Double Ship Auto-repeat Shield Armour missiles Go to Next Level Stun +1 to Life Energy If you are playing a two player game hold down and the desired function key to affect the second player. Alternatively, if you are playing the game and you are about to be killed, pressing will pause the game and allow you to move your ship to a safe position. Pressing will continue. On the title screen, type in "CHAMPIE" instead of just "CHAMP" or "ELVIE" instead of "ELV", the game reports that the {SUPERCHEAT} mode has been activated. You will now be able to use the following keys on the title screen to change the games parameters: New drain value New machine delay value New rapid drain value New gain per frame New machine drain value New max ship speed New delay value Press a number 1-5 New rapid delay value switch between screens Level Codes: 01 ELEKTRA 08 POTATO 15 JABBERWOCKY 22 EUPHEMISM 02 SYZYGY 09 WOOMERA 16 WHIMSICAL 23 GRAMMARIAN 03 DRAMBUIE 10 NARCISSUS 17 CORNUCOPIA 24 CROSSWORD 04 PLUG 11 DEBUTANTE 18 PUNJABI 25 QUARANTINE 05 SOPRANO 12 FIRKIN 19 TIDDLY POM 06 MAYONNAISE 13 ACOUSTIC 20 KEWPIE DOLL 07 FAUCET 14 TRIPTYCH 21 SEPULCHRE To enter the level codes you must highlight the {LEVEL} option and press . @endnode @node "Beverly Hills Cop" @remark C Click past the high scores screen and onto the select difficulty screen. Now type "MELLIE" and you will be able to access all the games. @endnode @node "Beyond the Gates" @remark C Entering "THE END OF TIME DRAWS NEAR" will call up a full character editor that allows you to change your stats and add any item to your inventory. @endnode @node "Beyond the Tesseract" @remark S Hint: Scan everything with the stack. Need some VERY basic knowledge of science & math. Read book. Put disk in projector slot. Hit projector. Push 4. Read Tomb. "THE ETERNAL SOUL". Stop reading. Break prism into tetrahedron. Read tetrahedron in UV-IR chromatic room. "SEEKS THE EXACT". Eat Z-pills. Sleep. Prove supposition with postulate -> lemma. Prove hypothesis with lemma -> theorem. Give theorem to mathematician. "REASONS AND ANSWERS". Wake. Roll hexagon 4 times. Do the last operation indicated "+nnn". Sum of the 3 numbers generated = probability of getting the improbability. Get improbability. Drop improbability in the field of absolute certainty. The field warps to an eastern exit -> integral. Differentiate integral with the undifferentiable function -> singularity. Put singularity in groove in the audio device. Wear audio. _Y_ hexagon -> 4D solid. Melt solid with plasma -> 4D liquid. _Y_ strip -> klein bottle. Fill klein with liquid. Pour klein in plant. Listen. "OF COUNTLESS TESSERACTS". pop stack all the way back up. Say TESSERACT. NOTE: You can THINK in the twilight of thought -> idea. EVALUATE the idea -> contradiction. but u must drop the contradiction before u can prove anything. @endnode @node "Beyond Zork" @remark HS * To cure the pterodactyl, set the dial on the monkey grinder's organ to ear. Close the lid and turn the handle. Remove the arrow then rub the spenseweed on the wound. * The scroll from the chest will take you to the Implementors. * A Transportation spell will get you out of the cellar. * To help the minx, erase footprints when you hear the hunter approaching. * To slay the Undead Warrior you will need some holy water. Then simply throw vial at warrior. * When you have the rabbit's foot, rub it for luck. Solution: Wait near the old sailer and take driftwood. 'Wield' a weapon before using it. Exit gondola when you're near a platform. To get the Minx, wipe the tracks and wait for hunters to leave. This will give you 15% compassion. The Minx can discover truffles at every location where an oak is present. Just wait for him to dig it up. Eating a truffle costs 1% compassion but an "everÑfresh" truffle can come in handy later! The answer to the riddle about the 'tines' is 'lightning'. The answer to the riddle on the boulder is 'youth'. To get rid of the dust bunnies, get the rug and a staff or stick and type "rub rug with staff" (for static electricity!), then type "touch bunny" and watch what happens! The ring can be used later in the game! Use Sayonara to get rid of the Dorn near the chest or better yet, cut the onion with the axe and watch him cry his 69 eyes out. To get the onion you'll need the wine bottle from the cellar, up with the stacks, which only works with 15% dexterity. Still in the cellar? Use the scroll of recall outside the pub and say the word that hangs in the sky once you're in the cellar. You can also kick the door in, using one of the stars on the amulet (see later for explanation) Haven't found a light? Use the lantern on the hook outside the pub, which can be renewed with the scroll of renewal. Having trouble reading scrolls, get your intelligence up by eating the cake from the market (20% gain) or drinking the potion of enlightenment (20%). Kiss horn of unicorn for 15% luck, buy and rub rabbit's foot for 10% luck. More luck can be obtained by touching the coating in the goblet, given to you by the Implementors! (another 15%). How do you get the goblet? Open the chest once and take the outline and the palimpsest when you return. Use palimpsest and create an entrance by cutting the outline with the phase blade (formerly the outline, Magick can do wonders, you know). The pterodactyl can be very helpful, if only you could cure it! Take weed at Edge of Storms (spenceweed), use anesthesia on pterodactyl, take arrow and put weed on wound. Don't forget to take his whistle to summon him if you need. All you need is a saddle, and you can fly on the pterodactyl: the saddle is in the stable and can be taken with the levitation or by using the amulet. How do I use the amulet? This is only possible, if you have the wine bottle! Look at amulet through bottle, so the red twines don't blurr the picture anymore! Then you can say the word, written on the amulet and get 99% strength for a few moves, using one of the three stars on the amulet. Put the saddle on the pterodactyl and fly north (wait if wind is blowing against you! Cloudy directions cannot be entered) to get to the ruins. Use the vial from under the pew in the Chapel (Jungle) to get rid of the undead warrior. To get more dexterity, squeeze moss in cellar or idol, giving you 8% each. To get rid of the monkey grinder, give him the closed chest, after you've opened it once to get to the implementors! He can't read.. To get the jewel, hit the baby hungus, wait for its mother to follow you to the maw of the idol. Get up and take the jewel when the hungus is on the jaw! How do I get out of the idol and get the jewel from the hungus? Use the eversion twice! Point it at idol and hungus To get more compassion (15%), use levitation on the baby hungus (who deserves it after being hit by you!). Sell the jewel (1000 zorkmids) and buy the hourglass, which can be used at the ruins, under the arch (shaped like an hourglass!). Once under the arch, turn the hourglass and you can travel through time! Take the minx and a truffle, who has been in the pool of youth, so it will stay fresh forever! Throw the truffle in the trench (where the helmet rolls into) and travel through time to the place called "desolation" and wait for the minx to dig up the truffle. Then you can take the helmet! [Don't go back to the battle trench after that, because history will start all over again and you'll lose the helmet you're carrying. Wearing the helmet gives you 30% intelligence and 5% armor class extra. Use the hurdyÑgurdy from the monkey grinder near the corbies in the gray field of Frotzen! Set dial to eye and close lid. Then turn the crank right until a farmhouse will fall down. Find the farm, enter it and wait to get to a giant boot! Examine the flowers near the boot and choose the right key .... the one having the same colour as the šthird˜ scarecrow after turning the hurdyÑgurdy. Carrying this key gives you access through the giant wall of corbies and you'll find a (compass) rose. The rose can be used to see in which direction the wind blows AND can actually change the direction of the wind! "Set rose to se" enables you to fly nw with the wind in your back (cloudy directions are still unaccessable). You can use the palimpsest to go to the ruins as well, by saying the word on it when you are on the ground, walk to the location you want to go to once you're above the ground and say the word on the palimpsest again. Search the debris in the lamphouse of the lighthouse and you'll find a valuable sextant you can sell! To get past the Christmas Tree monsters you have to change the butterfly in a caterpillar using the hurdyÑgurdy. The butterfly will align on the rim of the goblet somewhere in the fields of Frotzen (it's attracted by the nectar!). Put the butterfly in the hurdyÑgurdy (open the lid first) and close the lid. Set the dial to clock and turn the crank left ("reverse" time, a butterfly comes out of a caterpillar normally, now it's the other way around). Carrying the caterpillar, the trees will avoid you and you can get through. Take the diary and the hemisphere, along with the leaflet from the mailbox. The leaflet will turn into a burin, needed to inscribe the glyph! The real Infocom freaks can read the diary and know what "girgol" means (from Spellbreaker: stop time). The other ones have to rely on my tip here: point the dispel rod at the dome to undo the spell and release the lava. Run away from the lava, or you'll get killed. Wear the ring and enter the lava while it's still hot. Inscribe the glyph with the burin (the glyph is written in the diary as well, so read it if you haven't done that earlier; without an example there'll be no glyphÑwriting!). Ask cardinal Toolbox for the leather folder and open it: the two hemispheres can be put together, type "put peg in hole". The obtained sphere comes in real handy, getting to the end scene of this magnificent game! Make sure all your attributes are as high as possible before getting into the final battle. Fly to the castle (you can see it from the "Rock Wall" in the jungle, using the pterodactyl and the rose. Hide behind the bush and wait for the platypus to leave! Then take a root and eat it for 3% strength and take the jar from the statue. Blow the whistle and fly back to the mountainside on the pterodactyl. You're ready to try the end scene now: high attributes, all the charms to ward off ill luck (horseshoe, four leave clover, rabbit's foot) are also needed, along with the jar to make mirrors. Enter the "maze" and make mirrors to reflect the light, making you able to penetrate the maze further. The lucksucker (cat or anything else) can be hit with the charm that colours green! When the daylight comes from the sw, turn the mirror s to reflect it to the se. Keep making mirrors and try to find the urÑgrue. Be careful, mirrors do not last forever, so you'll probably have to go all the way back now and then. Finally point a mirror at the urÑgrue and you'll have defeated him (when you've enough compassion....). Take the coconut from the pile of treasure and walk around the maze for a few moves. List of objects: Shillelagh, worth 10 (everything costs twice as much as it's worth when you want to buy it; all the prices in this list are based upon what you get when you sell the item). Potion of Might, 12, gives 16% strength. scroll of Mischief, 1, big fun at parties (useless, but fun). .... of Eversion, 10, makes things turn inside out. cloak, 15, 5% armor class, can be worn over another garment. leather tunic, 10, 10% armor class. scale mail, 30, plate mail, 100, 60% armor class. scroll of Fireworks, 1, (useless, gives authors of the game) tusk, 40, not needed anywhere. @endnode @node "Big Run" @remark C While playing, pause the game and move your joystick left, right, down, up, up, left, down, and right. Note that you have to centre the stick after every move. Now the screen should flicker and you'll be the proud owner of infinite credits. @endnode @node "Bignose the Caveman - Codemasters" @remark C Enter "MUSKI" for your name on the high score table to activate the cheat. Now use the following keys during play: For 9 lives (Won't show till you die) To skip levels For triple rock shot For 90 super power points @endnode @node "Bill and Ted's Excellent Adventure" @remark S This solution does not tell you the order to visit the times in, but it does tell you how to rescue all the historical figures. Levels 1 and 2: Antoinette, Marie 1793 Just walk into the labyrinth Arc, Joan of 1429 You need the Fire Extinguisher to extinguish the fire. Get the Fire Extinguisher from '0064' Beethoven, Ludwig von 1810 You need the Note to make him follow you get the Note from '1805' Bonaparte, Napolean 1805 You need nothing to get this "Short, Dead Dude" Einstein, Albert 1915 You need the Calculator for this guy. Get it from '0010' Freud, Sigmund 1901 You need the Flower for Him. Get the Flower From '1810' Kahn, Genghis 1209 You need the Twinkie for this chap. Get the Twinkie from '1878' Kid, Billy the 1878 You need Nothing; wait for fist to beat the shit out of three ugly dudes. Lincoln, Abraham 1863 You need to Bribe him with a Penny. Get the Penny from '9410' Michaelangelo 1509 Pretty easy to get him. But beware of paint can's Nero 0064 Get the Violin and this guy will be your slave forever .The Violin is at '1509' Socrates 9410 Collect the Coins and climb the rock to get the answer Other Ages: Circle K 1989 Desert 1632 Iceage 0000 One Million B.C. 0010 San Dimas Mall 1990 Levels 1 and 2: Antoinette, Marie 1793 Just walk into the labyrinth Arc, Joan of 1429 You need the Fire Extinguisher to turn of the fire. Get the Shovel at '1805' and go to '1632' and dig, then you get the Fire Extinguisher. Beethoven, Ludwig von 1810 You need the Note to make him follow you. Get the Butane from '1429' then go to '0010' Give butane to caveman, and get the Note. Bonaparte, Napolean 1805 You need Nothing to get him. Einstein, Albert 1915 You need the Calculator for this guy. Go to the Year '1989' go in the shop, take the Icepick and go to the Year '0000' and use the IcePick, then you get the Calculator. Freud, Sigmund 1901 You need the Flower for Him. Get the Seed From '1209' then go to '1990' and plant the seed in the tree pot outside the mall, then take the flower. Kahn, Genghis 1209 You need the Twinkie for this guy. Get the Bread Box from '1901' go outside stand next to the edge of the street, then drop the bread box. Now you get a Twinkie. Kid, Billy The 1878 You need Nothing, wait for fist to beat the shit out of three ugly dudes. You need the 1$ Bill from '9410' before you complete this scene, Read 'Lincoln, Abraham' first. Lincoln, Abraham 1863 You need to Bribe him with a Penny. Get the 1$ Bill from '9410' and then go to '1878'. Go to the Bar man and give him the 1$ bill, then you get a Penny Back. Michaelangelo 1509 Pretty easy to get him, but beware of paint can's & drops. A little hint: jump up in the paint drops so you don't fall down.. Nero 0064 Get the Violin and this guy will be your slave forever. Get the Key from '1863' then go to '1509' and use the key on the Violin Box in the Corner. Socrates 9410 Collect the Coins and climb the rock to get the answer Other Ages: Circle K 1989 Desert 1632 Iceage 0000 One Million B.C. 0010 San Dimas Mall 1990 @endnode @node "Bill's Tomato Game" @remark L Level Codes: LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 LEVEL 6 ------- ZAIVIT BOOMAN GEABBAR WYVAN SLAINUN GLYCKEN ZIOMAL BINNON TAPPER SLYPPIT PLEAMIN SEEPPUN NOIBBAT CLOINAL VOASSOG FLOGGAL GYVET MEPEL VIANEN FLESSAR GIVIN VENIN TEETTAL PLOOTTIT CLIENNUNG TIGFIN TIAVER DRUTTEL BOACKER WAMAL WAIVOR TOKEN PLOIDDOG GLIETTUG BOICKEL CLOOPAN GLEALLOG SAKUG NEABBAN FLYNNEL PLOAGOG GIAPOG MEFFAN TAIGGAT PAIBBIN MIOSSAT FLOUMUN ZULLAR SIEDDER CLYFIT BYMEL DROADDAR WOISSAN BEGGEN TOUKER SIPUG SLOOVOM BOUTTOL Another version: WORLD 1 1 BEGIN 2 CLOACKON 3 TOITTAR 4 MOINON 5 BIOKAL 6 MIENNAN 7 PLEEGGUN 8 ZAIKET 9 ZOIFCKEN 10 SALLAR WORLD 2 1 TAIGGEN 2 PLOUMUG 3 PLADDAT 4 GEELLET 5 TOACKIN 6 VOODDOM 7 BEAPET 8 CLYVIT 9 SIMAL 10 BOOKUG WORLD 3 1 BIGGAT 2 SAISSIT 3 CLEEGOM 4 DROUTTER 5 SLOGGET 6 BIELLIN 7 PLIEMON 8 CLOIFIT 9 FLEPUG 10 BYMAN WORLD 4 1 SLOONNON 2 PIOMER 3 GOOTTOG 4 GLOUTTAN 5 POLLAN 6 WOOSSOM 7 SONNER 8 WYNAL 9 SLYSSAR 10 DROAMEL WORLD 5 1 BOUVOM 2 DREEDDUN 3 NAIGGON 4 WINNUN 5 GAPPIT 6 GLOIVUG 7 MOLLAT 8 SLAIVAN 9 PLEAPPIT 10 WOIDDAR WORLD 6 1 TETTOL 2 GOUCKAT 3 VOUPET 4 CLOAVUN 5 PASSUN 6 MOOVAL 7 FLIONNOG 8 CLANUN 9 PLUMIN 10 FLEASSAN WORLD 7 1 NYMIT 2 PLIOFOL 3 DREDDIN 4 PLIPAR 5 GEGIT 6 FLAIVIT 7 FLAGGOG 8 DRINNOL 9 POIGNOL 10 GLUTTAT WORLD 8 1 FLUVON 2 FLUGGAR 3 NOUPPEL 4 VEAKAR 5 SLEDDON 6 SLOIPOL 7 TOOLLEL 8 MYPER 9 BUMET 10 GLEEGGAN WORLD 9 1 DRAIBBEN 2 GLIAKIN 3 SIAMOL 4 NEKOL 5 CLIGAT 6 VUSSEN 7 PIBBEL 8 SLEAKUN 9 NUPPON 10 WOGGEL WORLD 10 1 GAILLIT 2 CLOUGEL 3 FLICKOG 4 PLOTTIN 5 MUSSET 6 ZOALLON 7 GOAMOM 8 SOADDET 9 GLIOFAR 10 VEEFER @endnode @node "Bio Challenge" @remark CH During play, press to pause the game and press . This will take you to the end of the level guardian. LEVEL 1 Get the green armous as soon as possible. If you have all of the amulet, don't go to the sphere unless you have collected at least four lots of monster remains, you'll need them to battle the end of level guardian. He's a bit soft in the head, so time your jumps carefully, and hit him there. LEVEL 2 There are four planets to visit, go to everyone if you want to get maximum points. Again, the green armour is very useful, so get it as quickly as possible. There's loads of ammo for the guardian of this level, unfortunetly that means there's loads of monsters to deal with. The back of the guardians head is the weak spot. LEVEL 3 Stand on the slabs and summersault. There are six planets here, and the transporters are more difficult to so, so you have to watch more carefully. @endnode @node "Bionic Commando" @remark C Exit from level 1 exactly when the timer reads 1 for nine lives and a super high score. @endnode @node "Black Magic" @remark C On the title screen, type "FARIN". Now during play press on numeric keypad to skip levels and press <-> on the keypad to add lives. @endnode @node "Blacktiger" @remark C During play, push the joystick to the UPPER-LEFT, hold down , and press . Now press to skip levels. @endnode @node "Blade Warrior" @remark S Complete Solution: Gather some ingredients together and make the Heal and Water spells. Visit the West Wizard and trade the ingredients for the Travele spell, and trade again for the Aulet of the Moon. Make the Travele spell. Collect the key located near the Swamp Wizard's Tower. Go to Ginit's Amulet, take the key, kill the skeleton guards, and take the Amulet. Go and see the Swamp Wizard and trade the Amulet for a Tablet Fragment. Collect the Silver Ring from the South Wizard level, killing the skeleton guards and grabbing the Ring as you go. Now visit the South Wizard and trade the ingredients for a Stone Flute (Compiler: Ideal for playing Rock Music with! Ha!Ha!) Go to the North East top corner of the map and get the Veritas leaf. Visit the Pine Wizard. Gather together enough ingredients for another Stone Flute. Trade the Veritas leaf for The Name. Trade the 'Air' ingredients with the West Wizard for the Smoke and Earth spells. Journey to the top of the map and find the beehive. Here, cast the Smoke spell and attack the hive. Now collect the Crystal. Go to the West Wizard and exchange the Crystal for a Tablet Fragment. Now go to the North Wizard and trade one of the Stone Flutes for the Helmet, and the Talisman of the Moon for a Tablet Fragment. Go to the East Wizard. Trade the Helmet for the Travele Spell (you already have this but the Wizard must have the helmet). Then trade the Name for a Tablet Fragment. There are a number of Flying Banshees on the East Wizards tower level. When you are attacked by one, immediately cast Earth at it, and follow it, continually casting Earth at it until it is dead. Collect the Banshee wail - cast Earth six more times. Visit the Palace Wizard next. You can trade the Banshee Wail for another Tablet Fragment. Go to the path that the Sorcerer's tower is on (the red tower on the map). Locate and take the Swamp Fish sparkle. Trade the sparkle for a Tablet Fragment with the Pine Wizard. Go to the South Wizard and trade in the Crystal. Visit the Sorcerer and he will charge your sword for you. Find Murk and kill the beast with your newly- charged sword. Well Done! @endnode @node "Blastar - Core" @remark C Pause the game and type any of the following to activate the cheat mode: "MALICEOFTHEMYRSKOIDS" or "MALICE OF THE MYRKOIDS" "SVANGERSKABSFOREBZGGENDEMIDDL" "MATTRESSISAMONSTER" "IGLSONGOMEGLEUTTQUANT" After the screen flashes red you can press following keys: <1>-<9>, <0>, <->, <=>, <\>, Select stage , , , , , Select stage Add power to life meter Subtract power from life meter Subtract speed Add speed Enter shop @endnode @node "Blazing Thunder" @remark C On the credit screen, type "COWABUNGA". The background should turn red letting you know it worked. This will give you infinite lives. @endnode @node Bleed @remark S Sometimes this solution can get a bit hard to follow, but persevere! Turn on the Police radio Go for a ride Call for back up (outside the playschool) Open the door and enter the building Tell him what you have seen Stand on the plate (when the truck is coming towards you) Start the Hunt! (after the truck misses) Stand on the Brake Try to start it Call for Backup Call for Backup again Sneak inside quietly Press yourself to the left wall Go into the building Follow the guy a bit further Drive up the steps Try to jump off in time You made it! Note: Do not Mess with the boss, because he'll blow your head off! @endnode @node Blob @remark CL Enter "ANKH" for the password and receive infinite lives. Here are the passwords: "EASY", "TAXY", "TWIN", "XNOR", "HYPO", "HIHO", "FLUF", "WANE", "MIST", AND "JOWL". @endnode @node "Blobz AGA" @remark C Enter any of the following for the password: "TURDS" ? "BLOBZ" ? "RIMMER" ? "SMEEEG" lets you play modified levels "SKP" ? "ALANIS" Disables sprite collision on main map. Ability to start at any level or jump off the edge for the next world. @endnode @node "Block Shock" @remark L Level Codes: 001 N/A 061 RUHETAG 006 NAGELLACK 066 VENTILATOR 011 BLUMENTOPF 071 WASSERSKI 016 LAGERHAUS 076 ZUGLUFT 021 REGENBOGEN 081 HOCHHAUS 026 AUGENARZT 086 UNIVERSUM 031 BARKEEPER 091 JAHRESZEIT 036 KUGELLAGER 096 PUTZFRAU 041 BLUTGRUPPE 101 TASCHENUHR 046 ERDBEBEN 106 NACHTTISCH 051 PROFESSOR 111 FLUGZEUG 056 STIERKAMPF 116 SEGELBOOT @endnode @node "Blockbuster" @remark L Level Codes: 11 GOLD 21 FISH 31 WALL 41 PLUS 51 HEAD 61 FORK 71 ROAD ?? USER @endnode @node "Blood Money - Psygnosis" @remark C Pause game and press or <2> and you will restock your supply of lives or money, respectively. @endnode @node Bloodnet @remark C Using your favorite hex-editor and change the positions below to FF. This will give you 255 in every stat, and 16,777,215 virtual dollars to fool around with. NOTE: You have to change the value in the positions under both Pos 1 and Pos 2, or else the game will accuse you of cheating. POS 1 POS 2 Hit Points $34B/$34D $6E8E/$6EAE Money $34F/$350/$351 $6E96/$6E97/$6E98 PHYSICAL: Strength $358 $6EB5 Endurance $359 $6ECD Agility $35A $6E9D Stealth $35B $6EAB Pick Pocket $35C $6E9F CYBERSKILLS: Hacking $370 $6EB0 Deck Integrity $371 $6EA7 Cybercloaking $373 $6E9A COMBAT: Melee $36A $6E99 Firearms $36B $6EB3 HighTech $36C $6ECC BioTech $36D $6EA4 Blades $36E $6ECA Explosives $36F $6ECB PERSONALITY: Leadership $35D $6EA0 Innonence $35E $6E8F Faith $35F $6EA5 Courage $360 $6EA9 Will $361 $6E9E Bribery $362 $6EAA MENTAL: Intelligence $363 $6EA6 Fast-talk $364 $6EA3 Observation $365 $6EAC Bargaining $366 $6EAF Jury Rig $367 $6EB1 Medicinal $368 $6EB4 Lock Pick $369 $6EB2 @endnode @node Bloodwych @remark HC Here is a cheat for the two player mode. When you are being attacked by a monster that you think may be too tough for your team, get the other player to lock their team behind a wooden partition. Then you lure the monster past the section of the partition that hides your accomplice. That player then communicated with the monster with the monster through the partition (make sure that they are facing it). They then keep clicking on `COMMUNICATE AND RECRUIT' (this is better done using an autofire joystick). You then hack the living daylights out of the monster while your accomplice carries on hacking the living daylights out of the `COMMUNICATE' option. This works with Zendik and the Entropy as well as every other creature in the castle. If you're patient enough, then a good way of starting is to recruit your way through all of the Bloodwych characters taking their belongings, then dismissing them. You can now sell all the weapons you don't want, to end up with about 200 coinage. You will also have a plentiful supply of food and keys, so remember to have only one character carrying the keys to save on backpack space. Usually, the best combination of characters is to have two fighters at the front and two wizards at the back. It's difficult to say which colours are the best, since they all have spells which come in useful fairly often. The yellow Vivify spell is probably the best, but red spells such as Vitalise, Fireball and Firebath tend to be the most frequently used. Note that the first time you use the Vivify spell, you will need about 70 or 80 spell points if the character casting the spell isn't yellow. Any items you come across can be sold to any creature, so long as they're not one of the characters you robbed at the beginning of the game. You can quite easily reach and maintain the maximum of 99 coinage this way. As far as fighting goes, make sure you don't get trapped while using the `hack and step back' method, only to realise that you haven't saved the game for some time. Occasionally it is possible to worm your way out of this situation by using the Confuse and Terror spells and talking to the creature. Keep boasting to it about how great you are and then threaten it. Every now and then the creature will turn and run, but unfortunately this is quite rare. A tip which is used by quite a large number of Bloodwych players is the old `hiding behind the door, technique. Stand to one side of a wooden door with a creature on the other side and keep clicking on the fight icon until the creature opens the door. Sometimes it is possible to get a hit in from both of your front characters and close the door before the creature hits you. If the creature then opens the door straight away, you don't need to click on the fight icon again. If, however, there is a delay, then you'll probably have to keep hitting it. If you're worried that one of your characters is going to die, then lock the door using Magelock, as it's quite easy to make the mistake of locking the door open if you use a key. With the door locked you can give your characters a rest, allowing them to recuperate and be ready for the next fight. @endnode @node "Blues Brothers, The - Titus" "The Blues Brothers - Titus" @remark C Wait until the character selection screen appears, then type in "HOULQ" or "WALLOO" which should cause the color of the background screen to change from black to a maroon. Now just press the appropriate number key for the level you want to play; <1> - <6>, then hit . When finishing a level, get the second of the two flags, and you'll keep your record collection through to the next level. @endnode @node "Bob's bad Day - Psygnosis" @remark CL At any time type "HUNGRY SUNDAY", and the screen should flash letting you know it worked. Now during play press to advance one level. Level Codes: 001 ZAABCZOD 026 TOPGGWPH 051 NDPLKWOL 076 HEAQOVNP 002 ZBFBCYPD 027 TOPGGWOH 052 NEALKVNL 077 GDPQOWQP 003 ZBFBCYOD 028 TEAGGVNH 053 MDPLKWQL 078 GEAQOVPP 004 ZXKBCZND 029 SDPGGWQH 054 MEALKVPL 079 GEAQPVOQ 005 YBFBOYQD 030 SEAGGVPH 055 MEALLVOM 080 GFFQPUNQ 006 YCKCCXPD 031 SEAHHVOI 056 MFFMLUNM 081 FCKRPXQQ 007 YCKCDXOE 032 SFFHHUNI 057 LDPMLWQM 082 FDPRPWPQ 008 YCPCDWNE 033 RBFHHYQI 058 LEAMLVPM 083 FDPRPWOQ 009 XBFCDYQE 034 RCKHHPXI 059 LEAMLVOM 084 FEARPVNQ 010 XCKCKXPE 035 RCKHHXOI 060 LFFMLUNM 085 EDPRQWQR 011 XCKDDXOE 036 RDPIHWNI 061 KEANMVQN 086 EEASQVPR 012 XDPDDWNE 037 OCKIIXQJ 062 KFFNMUPN 087 EEASQVOR 013 WCKDEXQE 038 QDPIIWPJ 063 KFFNMUON 088 EFFSQUNR 014 WDPDEWPF 039 QDPIIWOJ 064 KGKNMTNN 089 DDPSQWQR 015 WDPDEWOF 040 QEAIIVNJ 065 JBFNMYQN 090 DEASQVPR 016 WEAEEVNF 041 PCKJIXQJ 066 JCKOMXPN 091 DEATRVOS 017 VBFEEXPF 042 PDPJIWPJ 067 JCKONXOO 092 DFFTRUNS 018 VCKEEXPF 043 PDPJJWOK 068 JDPONWNO 093 CEATRVQS 019 VCKEFXOG 044 PEAJJVNK 069 ICKONXQO 094 CFFTRUPS 020 VDPEFWNG 045 ODPJJWQK 070 IDPONWPO 095 CFFTRUOS 021 UCKFFXQG 046 OEAKJVPK 071 IDPPNWOO 096 CGKURTNS 022 UDPFFWPG 047 OEAKJVOK 072 IEAPNVNO 097 BCKUSXQT 023 UDPFFWOG 048 OFFKJUNK 073 HCKPOXQP 098 BDPUSWPT 024 VEAFFYNG 049 NCKKKXQL 074 HDPPOWPP 099 BDPUSWOT 025 TCKFGXQH 050 NDPKKWPL 075 HDPPOWOP 100 BEAUSVNT @endnode @node "Body Blows - Team 17" @remark C On the menu screen hold the joystick in port 0 to the left and the joystick in port 1 to the right, for about five second. A cheat menu will appear, enabling you to set player 1 and 2 to be the evil max, to toggle the cpu as player 2 or to alter your credits and energy. If the characters have shadows beneath them whilst playing, then you've got a copy of the enhanced version. Hold the joystick in port 1 down, until the cheat options appear. @endnode @node "Body Blows Galactic - Team 17" @remark C Get a high score (anything over 50000) and enter any one of the following for your name on the high score table: "DESIRE93" for infinite continues "LARDARSE" for infinite energy "MEANTEAM" ? @endnode @node "Bomb X" @remark L On the title screen press instead of . Now enter one of the level codes below. 02 XBMOB 12 RAPID 22 SOURI 32 EPOUS 42 LANGS 03 PLAIZ 13 SYMPA 23 EROTI 33 BELLE 43 BISOU 04 SAFES 14 PRESR 24 VIRTU 34 HABIT 44 ERECT 05 HEROS 15 VATIF 25 STRIP 35 JARET 45 DSOUS 06 EXTAZ 16 MONST 26 HELLO 36 PANAR 46 COMPA 07 SLURP 17 GAMEX 27 PIEDD 37 GONAD 47 PANTY 08 WOUAH 18 GATHO 28 DONNA 38 APHRO 48 LOLOS 09 HAAAA 19 LIBER 29 DIVAN 39 CONTR 49 SESAM 10 RIGOL 20 STRIN 30 MINIE 40 CUISS 50 ORGAS 11 FACIL 21 HAIRS 31 FORME 41 PILEU 51 JOUII @endnode @node "Bombmania" @remark C Type any of the following during play: "IDKFA" Puts your lives to 1 "MCGYVER" ? "ZISH" ? "WARP" Clear stage "NEVER MESS WITH A BUNDY" ? "SWATCH" More Time "NUKE" ? "F1" Speed "AFC" Fire power "SODOM" ? @endnode @node "Bombuzal" @remark CLH For invincibility, type in "SCORE" at the title screen. Actually there is a hidden pause control in the game. When you press to access the overhead map screen, if you keep it held down the clock stops until you release it. Level Codes: Beginner: 0 BOMB 8 ROSS 16 RATT 24 LISA 28 SINK 32 DAVE 36 BIKE 40 IRON 44 BIRD 48 LEAD 52 TAPE 56 WEED 60 VASE 64 RING 68 PILL 72 GIRL 76 SPOT 80 GOLD 84 PALM 88 OPAL 92 LOCK 96 SONG Medium: 100 SAFE 104 FIRE 108 WORM 112 LAMP 116 LOCK 120 TREE 128 SINK 136 BIKE 144 BIRD 152 TAPE 160 VASE 168 PILL 176 SPOT 184 PALM 192 LOCK Expert: 200 SAFE 208 WORM 216 NOSE 224 EYES 232 HAIR 240 SIGN 248 MYTH When reaching a new level, it's worthwhile to sacrifice a life to see the explosion pattern. When trying to detonate a pulsing bomb, pick it up; it's easier to see its size. You are invulnerable to explosions when teleporting, so use it to your advantage! A blind droid can't activate switches. @endnode @node "Bonanza Bros" @remark C On the title screen, type "LOCK THE TARGET". Press for the cheat menu. @endnode @node Bonecruncher @remark L Level Codes: 01 GOLEMSTENCH 08 UNDERGROUND 15 NIGHTMARE 02 MORPHICLE 09 DEATHCHAMBER 16 MONSTERBREED 03 GOLEMKILLER 10 GOLEMSCAVE 17 THUNDERSTORM 04 SCARAB 11 HURNSCUT (HURNSLUT) 18 CREEPY CAVE 05 WEB OF DEATH 12 SLIMEHOLE 19 LIQUIDATION 06 MONSTERPARTY 13 BLOODSMELL 20 MEGAMAZE 07 CAVE OF DOOM 14 BONEPOWDER 21 STRATA GEM 22 STRATOSPHERE 18 and 21 may be without space. @endnode @node Booty @remark C When the title screen appears, hold down , , , , and to enter the cheat mode. @endnode @node Borderzone @remark S The Train [Notice what your contact at the station is going to say to make contact to you] Get camera; drop document; take picture of document; again; rewind film; open camera; take color film; open window; throw camera through window; remove carnation; take bag then throw it through window; take document; open door; out; s,w; take towel; turn on water; wet towel; turn off water; drop film and carnation; put document in toilet; e,n,w; clean up blood; e,s,w; put towel in toilet; flush toilet; examine toilet; flush toilet; e,n,w; z [When the inspector enters, answer that you have not seen any suspect person]; z [Until you are at the station]; e,s,w; get all; e,s; wear carnation; [walk north and south until a person says the right excuse]; say "Popka Izim"; give film to [contact person]. The Border Slow; tear clothes; tie scrap around wound; ne,ne,n,ne,ne; z [until "...occupant of the hut walkes outside"]; open door; in; close door; take all; oil door; wear boots; wear parka; z [until the car starts]; open door; out; ne,ne,se; enter swamp; s,sw,sw; w,n,n,n,nw,w,nw; open door; enter shed; take binoculars; search tools; wear gloves; take cutter; out; n,n; watch light; z [until the right searchlight lights west]; run north; watch guards; e [so that you are in front of the middle tower]; examine fence; z [until guard are more than half away from you]; cut fence with cutter; bend fence; climb through fence; z [until guards are walking away from you]; n; open pen; press button; again; [two minutes should be enough, unless you are a very slow typist, in which case you should press button an extra time]; attach pen to nw post; z [until guards are walking away from you and they are more than half away from you]; close pen; up; climb brace; knock on door; pull leg; [oopzi dazi]; climb ladder; enter tower; [when the two minutes expires, something exciting should happend] The Assination sw; look at windows [notice where the open windows are]; w,n,w; read directory [compare the free rooms with the open windows, and find out where the assasin is (note the room number)]; e,s,s,s,w,s; approach riznik [note password]; w,n,e,e,n; call topaz; topple cart; w; take can; put it under ladder; stand on it; up [until at the right floor]; open window; n; n[door F]; n[door D]; n[door B]; drop matchbook; knock on eastern door; say "[password]"; hide behind door; wait [until Topaz enters]; hit Topaz;(****) The password from (***) @endnode @node "Borobodur - Thalamus" @remark C During play go to the right and flick the switch. Now got all the way to the left and flick that switch. Jump on to the rising log and ride it to the top. At the top jump to the right and flick that switch. Now kill your- self and go to the left once again and ride the log up half way and jump into the opening on the right (about half way up). Kill the monster and go to the right and climb the rope. You will see three platforms, jump on to the middle one. Get as close to the left edge as possible and press and hold the JOYSTICK DOWN and press and hold until a message appears and says {NOW YOU'VE DONE IT}. This will give you invicibility and stops the clock. Press to skip levels. @endnode @node "Borrowed Time" @remark S Here is a full solution: Open cabinet Read cases Get phone Open desk - Check not needed East Read note pad Get water Down, East Hide chair North Lock door Up Break window Get glass East Climb cable Cut cable East Sit bar Order drink West, North Listen woman North Say Tinplayer Lock door Look fireplace Get scrap East Get candlestick Hit man East, East, East, North, West, North Open door Look table Get candle and matches Light match Light candle Burn twine West Look trash Move stove East, South, South, East, South, South, South, West, West, North Yes Look desk Get Bandages Wrap hands with bandages Drop bandages Listen doctor North, West Search trash Get bone North, North, East, West Open door West Get key and scrap and receipt East, South, South, West, South, West, North Break door Untie Mavis Get tube and novel South, South, East, North, West, West, North Look novel Get bookmark Drop key and scrap and novel and bone Help man Wait for Police Show cans and gloves and receipt and tube and bookmark Get key and bone and scrap South, East, East, East, East, South, South, East, East Open box 999 Get poem Read poem Drop poem and key West, West, South, South, South Turn dial to 6316 Get shovel North Dig Get suitcase North, West, West, West Hide trash Give bone to dog East Drop shovel Open suitcase Get folder East, East, North, North, North, West, West, West, West, West, North Say Hiyo North Untie Rita Talk to Wainwright Wait for Police East, East, East, East, East, South, South, East Arrest Farnham North Show scrap and report and folder and suitcase Finished! @endnode @node "Bounce 'n' Blast" @remark C During play hold down <1>, , and for extra guys (only works twice) , , and

to fill your life meter (works once) , , and not sure (works once) @endnode @node "Bouncing Bill" @remark C During play before you press any keys, type "3.1415926536" using the keys on the numeric keypad. The bottom display will scroll {CHEAT MODE ACTIVATED}. This gives you infinite time and invicibility. Now you can use the following keys: Advance one stage Advance a few stages Advance one level @endnode @node "Bouncy - 5th Dimension" @remark CL Enter "GORDONIUS" for the password to start with 9 lives. When you enter it it will say 'LEVEL: 06', but it will start at level 1. Level Codes: 06 VULPECULA 11 BERENICES 16 ALDEBARAN 21 MONOCEROS @endnode @node "Brain Ball" @remark L Level Codes: 02 WELLDONE 03 PPHAMMER 04 FORTUNE 05 READY 06 STEADY 07 NO GO 08 JOYSTICK 09 RUTODFGP 10 DENISE 11 BIGAGNUS 12 CHIPCHIP 13 HATTHATT 14 FRANKLIN 15 PJOTRE 16 HUI LUIS 17 ESCAPE 18 CONTROL 19 SPACE 20 AMIGAFUN 21 LAMBADA 22 ERTERZUT 23 LEVEL23 24 BIGDREAM 25 CINEMAXX 26 SMARTIES 27 LOGOGO 28 SQUARES 29 SPEEDIE 30 SERPENT 31 FLIPPER 32 COFFEE 33 DOENER 34 NO COKE 35 SMOKIE 36 ALLSTAR 37 SOTFWARE 38 COMPUTER 39 DISKFULL 40 HARDWARE 41 HOOLIGAN 42 LEVEL 42 43 OWLPARTY 44 FREESHOT 45 BIERZELT 46 LAADAADI 47 LAADAADA 48 NOWAYMAN 49 RUSHRUSH 50 THE END @endnode @node "Brainmann" @remark L Level Codes: "WAVE" "LAKAIEN" "WOLF" "VOLLMOND" "FRIENDS" "MYRDIN" "DREAMS" @endnode @node "Brat" @remark CL During play hold down <1> <.> and <*> together to advance a level. Remember <*> is found on the numeric keypad on the right. (maybe <1> <.> <*> or <1> <,> <*>) Here are some level codes to help you along: 1 BISHIAMO 5 NOKITAGO 9 MOKITEMO 2 MIHEMOTO 6 ITSANONO 10 ZUMOHATO 3 SASUTOZO 7 MOZIMATO 11 CHANASTU 4 SUMATZEE 8 HOZITOMO 12 NAGAITSU @endnode @node "Breathless 1.1" @remark L Level Codes: 3.1 181A59KMV63PGOPT 1.2 181CEICWL13PGOQW 3.2 181A59KOV63PGOPW 1.3 181C8VWGMQ3PGOQV 3.3 181A59M2W6RPGOPV 1.4 181CUBW2NN3PGOQQ 3.4 181A59OWPFBPGOPQ 1.5 181A59KMOMVPGOQP 3.5 181A59IW5CBPGOPP 2.1 181A59NMH5RPGOPD 4.1 181A59I21TDPGOSD 2.2 181A59JSIURPGOPG 4.2 181A59L44U9PGOSG 2.3 181A59KCKPNPGOPF 4.3 181A59NAF5DPGOSF 2.4 181A59M6TSFPGOPA 4.4 181A59NCF5DPGOSA 2.5 181A59M8TSFPGOP9 4.5 181A59H6G85PGOS9 @endnode @node "Brian the Lion - Psygnosis" @remark CLH Enter "Mrs*Turnip" as your password. The screen should flash to let you know it worked. During play press and press any of the following keys. Gives you nine hit points Gives you nine lives Give you nine of each power up and nine credits Gives you 999 gems Not sure Not sure Opens up the map Once you press one of the keys it won't show up. If you press and the pick up a gem the gems will show 999. If you die than all of it will show up. On the first level, when you come to the springy brick, jump to the left. When you defeat the bees, go to the end where you will be rushed away by a whirlwind. The whirlwind will take you to jungle secret 1, and on completing this you will be taken to Bonus Paradise where you will be blessed with jewels and energy. Level Codes: The Spooky Ruins sXr7vgqaGP The Way Forward sXqkKgqaGd Graveyard sXqkKgqaGI Volcano RF20QpCqVx Eeek! sXqkK0KaGU @endnode @node "Brian the Lion AGA - Psygnosis" @remark CL Enter "Mr*Pumpkin" as your password and do like in @{"Brian the Lion" LINK "Brian the Lion - Psygnosis"}. @endnode @node "Brides of Dracula" @remark H When you're Dracula, go right from the first screen and turn the first two women into vampires, taking them back to their coffins. Then return to that screen again, walk between the lift and the second table and crouch down just past the skulls on the floor. A vampire should then appear ready to be put into her coffin. Do this again and again to get all eleven vampires, and then polish off Heising before he knows what hit him. @endnode @node "Brutal Paws of Fury" @remark C Enter "NINE SPROGS " for the password. Now start a new game and you will be invincible. @endnode @node "Brutal Sports Football" @remark CL To select the league you want to play press followed by a number from <1> to <3>, with <1> being the highest. Now press followed by a number from <1> to <6>, which will select the match you want to play, Therefore if you press <1><6>, this will whisk you to the last match of the top league. During play use any of the following keys: Lightening Invicibility Wall Breaking Shield Hare Tortoise Freeze Blocks Level Codes: LCRRTLO1X BV12C4R2K Z701VWR1! 9TLGKRX0F R3PF463QN HV3!LZRQ5 7KNBD1555 55H!DM000 QBCLFRWWW FCV62H444 ICTY5NJJY GCV022333 VJT8!PKKK !B256D999 SW16PX999 4WYFVR2!8 86JY70HHH F3C5Z5DDD DD7073!74 @endnode @node "Brutal Sports Football CD³²" @remark L Level Codes: LEAGUE 3 "FS7G8LLSG" "SQ4YXYYYY" 2 "Y!BY3PPDT" "PPXZOZZZZ" 1 "5L5X6TGX!" "66QSHGGGG" @endnode @node "BSS Jane Seymour" @remark L Level Codes: 2 SLUMBER 3 INTEREST 4 BULKHEAD 5 SHOWROOM 6 MUSHBASH 10 VICTORY 12 FRENZY 14 CROWDED 16 VOLTAGE 18 PRIMATE 20 TRIUMPH Also try: WROOM, BLACKOUT, HAMPERED, ROOKIE, WARRIOR, TRAPPED, HANDYMAN, RADIATE, GLOOM, MADHOUSE @endnode @node "Bubba 'n' Stix - Core" @remark HL On the beginning of level one, turn around and face the tree that follows you. Get close to the tree and jump up and throw your stick over it. Now when you land turn around and the stick will hit the tree a couple of times. If the tree is still there repeat the previous steps, and the tree will eventually turn into a tiny tree. Now go to the left and pick up all of the stuff. Make sure you get the unicycle like thing with the head on it. Now you should notice platforms have appeared throughout the level. Get all the stuff that is on the platforms. When you finish the level, you will be transported to a bonus level. Level Codes: 2 "T1QKPF?CMG" 3 "PXMYGFFW7D" 4 "913XPD1LZ5" 5 "12!FX?5RJ" or: 2 7LRRF3H6G7 3 9YZN!6RYTG 3 (7 lives) 9VBDM!1!DN 4 3G2MCG6KN5 4 (7 lives) 3VTCF9JQG8 5 CS4SL9DFQC Enter any of these codes to start on any level (except stage 1) with 9 lives: 1 1111111111 2 T7TJZT8P2K 3 6SCGBR!X5S 4 1147PVSJ82 5 X7XJ?T7N3V @endnode @node "Bubble and Squeak AGA" @remark C Enter any of the following for your password: "HEFSBEER" 9 guy and 9 hearts "MAXIBABY" a new difficulty setting "BUTTHEAD" infinite hearts and lives "WHOCARES" a message from the programmer @endnode @node "Bubble Bobble" @remark C If you can get to levels 10, 20, 30 and 40 without losing a life, a magic door will appear to take you to a bonus screen, and if you can get up to stage 50 without losing a life, a magic door will appear and take you to level 70. On levels 7 & 22 wait a few seconds until an umbrella falls and grab it, you will warp ahead 6 levels. Alternatively, try these: advance 1 level advance six levels advance eleven levels While in the first screen, bubble the first two monsters and then fill the screen with hundreds of bubbles. Bubble and burst the remaining monster and the remaining bubbles should turn into fruit (usually bananas), each of which is worth 500 points. Also, Hold down after losing your last life, and you should get another set of lives, though your score will be reset. Beating level 100: jump on the small platforms to collect all the green potion bottles. They will give you lightning bolts. Straight away fall to the bottom left hand corner, face in to the corner and fire like hell. The big guy at the end very rarely goes into the bottom corner, if he does don't worry just repeat the above process. After 100 hits, he will turn into a bubble. Pop him and you've done it! @endnode @node "Bubble Dizzy - Codemasters" @remark C On the title screen, hold down , , , and to bring up the music select screen , , , and to activate cheat mode. Now during play press <=> to advance levels and <-> to go back levels , , , and to deactivate cheat mode @endnode @node "Bubble Gun" @remark L Level Codes: 1.1 4908 3.1 3964 5.1 4350 7.1 3621 1.2 5260 3.2 6480 5.2 7186 7.2 9003 1.3 9935 3.3 7691 5.3 5538 7.3 8013 1.4 1733 3.4 3051 5.4 6699 7.4 1587 1.5 3088 3.5 2068 5.5 1826 7.5 5193 2.1 4341 4.1 1594 6.1 3300 8.1 8993 2.2 9267 4.2 3930 6.2 1629 8.2 7495 2.3 4056 4.3 2185 6.3 9795 8.3 2589 2.4 6377 4.4 1379 6.4 4116 8.4 8030 2.5 2670 4.5 9223 6.5 9250 8.5 7948 @endnode @node "Bug Bomber" @remark L Level Codes: IQ Level 1 2 3 4 (players) 0 1 KKCJDD OLCLDH LKKJLD PLKLLH 2 KKDNDL OLDPDP LKLNLL PLLPLP 3 KOGJHD OPGLHH LOOJPD PPOLPH 4 KOHNHL OPHPHP LOPNPL PPPPPP 1 1 KCCBBB ODCDBF LCKBJB PDKDJF 2 KCDFBJ ODDHBN LCLFJJ PDLHJN 3 KGGBFB OHGDFF LGOBNB PHODNF 4 KGHFFJ OHHHFN LGPFNJ PHPHNN 2 1 KICICD OJCKCH LIKIKD PJKKKH 2 KIDMCL OJDOCP LILMKL PJLOKP 3 KMGIGD ONGKGH LMOIOD PNOKOH 4 KMHMGL ONHOGP LMPMOL PNPOOP 3 1 KACAAB OBCCAF LAKAIB PBKCIF 2 KADEAJ OBDGAN LALEIJ PBLGIN 3 KEGAEB OFGCEF LEOAMB PFOCMF 4 KEHEEJ OFHGEN LEPEMJ PFPGMN 4 1 IKAJDC MLALDG JKIJLC NLILLG 2 IKBNDK MLBPDO JKJNLK NLJPLO 3 IOEJHC MPELHG JOMJPC NPMLPG 4 IOFNHK MPFPHO JONNPK NPNPPO 5 1 ICABBA MDADBE JCIBJA NDIDJE 2 ICBFBI MDBHBM JCJFJI NDJHJM 3 IGEBFA MHEDFE JGMBNA NHMDNE 4 IGFFFI MHFHFM JGNFNI NHNHNM 6 1 IIAICC MJAKCG JIIIKC NJIKKG 2 IIBMCK MJBOCO JIJMKK NJJOKO 3 IMEIGC MNEKGG JMMIOC NNMKOG 4 IMFMGK MNFOGO JMNMOK NNNOOO 7 1 IAAAAA MBACAE JAIAIA NBICIE 2 IABEAI MBBGAM JAJEII NBJGIM 3 IEEAEA MFECEE JEMAMA NFMCME 4 IEFEEI MFFGEM JENEMI NFNGMN @endnode @node "Builderland" @remark L Level Codes: 1 BUILD1 2 YOTTHA or BAROCK 3 BEARBY or BOOLER 4 OCTOPY or MARIBA 5 DIABLO or GHOSTS 6 GOTIUS or OUTLAW @endnode @node "Bulldog" @remark C Enter your name on the hi-score table as "C" (may need spaces after the C). This gives you infinite lives. @endnode @node "Bump 'n' Burn" @remark C If you need more cash select {Exit} instead of {Start Game}. When the burning flag appears type "ZXR750R". The screen will flash to indicate the the cheat is on. Do the same as above, but type "HOUSEY". This will give you a music selection. @endnode @node "Bump 'n' Burn CD³² - Grandslam" @remark C 1. Select two player mode. 2. Select Dodgy Dinos for player one. 3. Select Buck Tooth Beavers for player two. 4. Select one player mode. 5. Select Buck Tooth Beaver for player one. 6. Select two player mode. 7. Start the game. Player one`s screen will show the Buck Tooth Beavers and player two`s will show Frank`n`Steiner. Player two should now be Count Chaos. @endnode @node "Bumpy's Arcade Fantasy" @remark L Level Codes: 2 ACCESS 5 PRETTY 8 LOVELY 3 BUTTON 6 WINNER 9 SYSTEM 4 ISLAND 7 ZOMBIE @endnode @node "Bundesliga Manager Pro" @remark CH Lots of money: 1. Go to the bank and take out a loan of 1 Deutschmark. 2. Repeat #1 2 more times. 3. Now go to the bank and take out a fourth loan for 3,999,999 marks. You will be told you can't take out a fourth loan, but the money will appear in your account anyway. Success: 1. Offer 3 players for sale at the transfer-market. (remember the shirt numbers of each one). 2. Now get 3 new players and give them the same shirt numbers as the players you offered to sell. 3. Now take the players you put up forsale and put them on the fieled ---> 14 players! @endnode @node "Bunny Bricks" @remark C Hold down , , , and to skip levels for extra balls and a number <1> - <5> to skip sections To increase playability, hold down , , and (reset your amiga). @endnode @node "Bureaucracy" @remark S Complete Solution You have left your previous job to accept employment with Happitec and you have moved to a new address. Happitec is sending you on a vacation to Paris. All you have to do is wait for the money order which Happitec is sending to you, pick up your plane ticket, and board the plane. So you think! It seems the removals company has misplaced all your belongings. The Change of Address card which you were to file somehow got sent to your old address. The new owner of your old home sent your mail to your old bank. Check out your wallet and you'll find that you have no money, an expired US Excess card and a Beezer card. Your new home contains a few meager possession, i.e., your Boysenberry computer, a telephone/ answering machine and a few miscellaneous items. Take everything you can because you'll need everything you can find to solve this game. Listen to the messages on the telephone/answering machine. Consult your Address Book and call all the numbers listed. You'll learn a lot by doing this. The doorbell rings. Chowmail Overnite is delivering a large bag of Llamex (R) brand High-Fibre Llama Treats. You didn't order it, the address is wrong; but, you'll never be able to explain anything to the delivery man, so just give him your Beezer card. You are now the proud owner of a bag of Llama treats! There's nothing else to do in the house for now, so explore your new neighborhood starting with your mailbox. The mail found in each location seems to be random. For example, in one game you might find a leaflet in the mailbox and in another game find a flyer in the mailbox. That isn't important. The postage is important so try to remember what type of post- age was used and the order in which you find it. The mail you find in your mailbox has a postage stamp on it. Go to the bookstore. You'll notice it's actually a software store. Talk to the clerk. Ask him about software. He'll offer you a special cart which he keeps under the counter. SHOW the game cartridge to the clerk. He'll take it and give you a Recipe Cart. I found that I got a point for this, but did not get a point if I said TRADE cartridges. * Your score is now 1 of a possible 21 points. Go to the Travel Agency. Give the letter to the Agent and get your round- trip ticket to Paris. * Your score is now 2 of a possible 21 points. Go to the bank and try to file a Change-of-Address form. Lots of luck! The bank has already sent you a Change-of-Address form and one is all you are allowed. Too bad it was sent to your old address. Go to the old tenement building. There are stairs leading up and a door in the south wall. Nothing can be done about the blank wall at the top of the stairs, so forget it. Knock on the south door. A voice will answer and the door will open. Enter the flat which is occupied by a mousy little man. Seems he collects stamps. You will see some mail in the floor but the man won't let you pick it up. Show the stamped envelope to the man. He'll grab it and run out of the flat. Pick up the mail. Notice the Postal Service sticker. * Your score is now 3 of a possible 21 points. By this time you will probably be getting hungry, so go to the Restaurant. The waitress will take your order then return to tell you that your order was lost due to a computer crash. Of course, it's her break time, so someone else will take your order. You must go through the long ordering process all over again. Wait for your order and eat whatever you get. You have no money to pay the bill, so sneak out the back door of the restaurant into the alley. From the alley you can squeeze through a gap in the fence to arrive at Behind Mansion. Enter the back door of the mansion. Here you'll find a macaw sitting on a perch. You can see some mail under the perch but the macaw will not allow you to take it. Go into the Trophy Room. It's a good idea to save the game first bcause the old woman shoots. Make a fast exit. Go to the front door of the mansion and ring the bell, then beat feet to the back door. Return to the Trophy Room, grab the painting of Ronald W. Reagan and exit. Show the painting to the macaw then take the mail from under the perch. Notice the Postal Service sticker. * Your score is now 5 of a possible 21 points. Go to the llama farm. Open the bag of llama treats. Push the bag through the mailbox so that it falls into the trough. While the llama is eating the treats, take the mail from the trough. Notice the Postal Service sticker. * Your score is now 6 of a possible 21 points. Try to enter the farmhouse. The door won't budge. You must go away and return later. Go south to the gate. There's an intercom at the gate. It will crackle to life and a voice will say, "Unfortunately, there's a radio connected to my brain." Could this be a password? Go back to the farmhouse. A heavily armed man resembling Woody Allen will appear in the doorway. He is rather dazed - not sure where he is or who you are. Say: "Unfortunately, there's a radio connected to my brain." He will respond with: "Actually, it's the BBC controlling us from London." You can try more conversation or merely wait for him to leave. Return to the gate. Again, the voice over the intercom will say, "Unfortunately, there's a radio connected to my brain." You must say, "Actually, it's the BBC controlling us from London." The gate will open. Enter the Foyer. You'll meet the paranoid owner of the house and discover the armed man is here also. The paranoid householder suspects you are an imposter so he will ask you a series of questions. To answer correctly, you must refer to the "Popular Paranoia" magazine which is included in your game package. One wrong answer and you're dead. Answer them all correctly and you'll find yourself in a gaol cell in the basement of the paranoid's house. Examine the gaol door. Try cutting the molybdenum bars with the hacksaw. The armed man will give you the Swiss army knife. Examination of the knife will reveal a button marked POWER SAW and a lever marked GENERATOR. Push the button then pull the lever. Examine both the saw and the generator. Take the power saw and plug it into the generator. Get on the generator (it resembles a bicycle) and start pedaling. You can't reach the bars while sitting on the generator, so give the power saw to the armed man. He'll cut the door open for you. It's best to stall around in the Basement allowing the armed man to go up the stairs before you. The paranoid man and the armed man will depart. You'll see some mail in the foyer. Don't be surprised if you can't pick up the money order which you want so badly. Take the envelope. * Your score is now 7 of a possible 21 points. The envelope contains a memo and a cheque. The check is drawn on the Fillmore Fiduciary Trust in the amount of -$75.00. Yes, that's a minus sign. Go to the bank. Get a withdrawal slip. Fill it out then take it to the Deposit window. Give the cheque and the withdrawal slip to the teller. You are depositing -$75.00 using a withdrawal slip which is the negative of a deposit slip, negative -$75 is $75. Makes perfect sense. Then go back to the withdrawal window. Fill out another withdrawal slip and withdraw $75.00. * Your score is now 8 of a possible 21 points. Now that you have money, you might want to return to the restaurant to pay your bill. You are ready to go to the Airport. Call Getlost Airport Cab (number listed in your Address Book). Wait for the taxi. Oh, the Airport is a fun place! Since you have an Omnia Gallia ticket, you should go directly to the Omnia Gallia desk. Alas, Omnia Gallia has been sold. For further information you must go to the Air Galagasa desk. How do you find it? Well, the way that worked for me was going back to the airport entrance, then going through Lost and Found. Air Zalagasa seems to be north of the Lost and Found. It doesn't matter how early or late you arrive at the Air Zalagasa desk. A fat man will always be in line ahead of you and he'll cause you to miss the plane. Not to worry. When your turn finally comes, give the Omnia Gallia ticket to the clerk in exchange for an Air Zalagasa ticket. * Your score is now 9 of a possible 21 points. Once you have the Air Zalagasa ticket in your hot little hand, go south one move and climb the pillar. Open the grate and climb up the duct. You'll eventually reach the Control Tower. A console radio will crackle, "Air Zalagasa flight 42 requests permission to take off." Say: "Controller, permission denied." Go back to the top of the pillar and examine the speaker. Pull the red wire then pull the black wire. Connect red wire to the black wire. You have short circuited all the speakers in the terminal. The applaluse of the crowd is deafening! * Your score is now 11 of a possible 21 points. Before you know what's happening, you'll find yourself on the plane in seat 3B. Shortly thereafter, the attendant will bring you a bowl of Llama stew. Eat the stew and you die. Refuse to eat it and you die. How can you get rid of the stew? The only way I could get rid of it was to cause the seat ahead of me to recline, thus spilling the stew. By wearing the headphones, changing seats, and pushing buttons, you'll learn that the whole system is mixed up. The light button reclines the seats but you'll have to experiment to determine which light button controls which seat. Here's one way to do it: Before the attendant brings the stew, move to Seat 3C. Wait a few turns. The attendant will bring the stew. Leave it on your fold-out table and move to Seat 8D. Push the light button which actually reclines the seat ahead of Seat 3C. That seat will recline, thus spilling the stew. After the stew is spilled, return to Seat 3C. You'll see a small piece of laminated card. Examine this and take note of the words "STINGLAI KA'ABI." There will be a telephone call for you, so go to the phone. Most likely, it will be the waitress asking about the tip you left her. The line will be disconnected and you'll overhear another conversation. About this time the flight attendant will ask you to return to your seat; however, she will linger, giving you a chance to talk to her. Say "Attendant, STINGLAI KA'ABI". You'll receive a parachute. Go to the rear of the plane, open the hatch, and jump out. * Your score is now 12 of a possible 21 points. My Gawd! One strap of your parachute is caught in the plane's hatch. This can be deadly. Chances are you'll soon be falling without a parachute! Knock on the hatch. The attendant will open it, freeing your parachute strap. Falling! Don't forget to pull the rip cord. Hanging from a tree! Yep, you landed in a tree. Get out of the parachute. Splash! You are now in a cooking pot. Okay, the natives are hungry, so give them a good recipe. Boot up your Boysenberry and insert the Recipe Cart. The natives will give you an unlabelled cartridge and return your lost address book. * Your score is now 14 of a possible 21 points. You are now in the Antechamber. Not clear how you got here. You'll see a closed locker door in the west wall and an exit to the east. Examine the locker door and read the sign. The left handle is pointing up. The middle handle is pointing down. The right handle is pointing up. It's a key of sorts. A general knowledge of binary helps. Okay, here's a solution: Turn left handle and middle handle. You hear a click inside the door. Turn left handle and right handle. You hear a click inside the door. Turn left handle and middle handle. You hear a sharp click, as if some- thing inside the door had moved. Open door. * Your score is now 15 of a possible 21 points. Enter the locker and take the magnetic key-card. Then go east. You're in the Switchgear Rooms; it's a maze! Time to use your Boysenberry computer, so insert the unlabelled cartridge. Remember, earlier in this solution I advised you to notice the Postal Service stickers and the order in which you found them. Hope you paid attention, because you need that info now. I found the Postal stickers in this order: C, D, E and B. The computer program (unlabelled cartridge) gives you a list of commands: CLEAR, NOOZ, PRINTB, PRINTC, PRINTD, PRINTE. You must select the PRINT commands in the same order that you found the postal stickers. I used PRINTC, PRINTD, PRINTE, and PRINTB because that's the order in which I found the postal stickers. When you have done this, you should have a complete message on the screen. Can't read it? Oh, I forget to tell you: read from top to bottom one letter at a time. Using these instructions you should be able to find your way through the maze to the Airlock. In the Airlock, put the key-card in the card reader slot. You'll hear a bolt snapping back. Open the door. It will take several tries. Enter the Persecution Complex! * Your score is now 17 of a possible 21 points. The Persecution Complex is a long hall running west. There are TV screens on each side of the hall. Go west looking at the screens on either side as you go. At the end of the hall you'll find a modular plug. Plug in your computer. You'll be asked for ID and password. What? Okay, take a look at your Address Book. Notice anything different? Right! The first address has been changed. That's the clue you need. Type in RANDOM-Q-HACKER for ID and RAINBOW-TURTLE for password. Connection will be made. Use command DIR for a listing of programs, WHO for a listing of users, and TYP for some interesting tidbits. You'll learn that two hackers have accessed the system. You are one; the nerd is the other. You'll also be be advised when the Nerd is about to access another file. The TYP command will enable you to learn of a certain file which should NOT be used with a friendly computer. Hmmm, what if you changed the name of that file? So, change the name of DVH2.HAK to whatever file the Nerd is preparing to access. Example: Nerd is about to access FIDUC.HAK. Change name of DVH2.HAK to FICUC.HAK. It might be necessary to first change the name of FIDUC.HAK to something else, but you'll have plenty of time to do that. By doing this, you will cause the Nerd to access a file which will destroy his own mainframe. Revenge is sweet! Once you have done this, an opening to the west will appear. It is IMPORTANT to run the PLANE.EXE program at some time before you reap your revenge. This will cause a plane to be sent to get you. * Your score is now 20 of a possible 21 points. Wait patiently at the Landing Strip. The plane you summoned while using the PLANE.EXE program will eventually arrive. You'll be taken on a nice plane trip and a predictable taxi ride, arriving at the Hallway of the Tenement. From there, go to your home. You'll find a new letter from Fiduciary apologizing for the problems you've had. Enclosed in the letter you'll find a ticket to Paris, your checkbook and a new Beezer card. Congratulations... * Your score is now 21 of a possible 21 points. @endnode