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Text File
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1993-03-14
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257KB
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7,887 lines
CHEATLIST - September 1992 Release
CheatList - The Ultimate Games Help Compilation for the Amiga
Compiled by Peter Monk
Games Covered: 500
Games Verified: 71
Complete Solutions: 38
The asterisk (*) after the name of the game means that the cheat
for that game has been verified - ie, it works. If it is not marked
as verified, it doesn't mean it won't work - it just means that I have
been unable to test the cheat. Some of these cheats will not work,
because of the number of people this information has passed through -
the cheats may be altered a little bit each time, and pretty soon you
have a lot of cheats that don't really work, but I have attempted to
discover if these cheats do work, and have passed this information on
to you. If you discover that a cheat here, which is not shown as
verified, does work, please write in and tell me!
If you are after a cheat for a game, and you look up the name of the
game on the index and it says, for eg, "THE RUNNING MAN (Complete Sol-
ution", it means that, while a complete solution is listed, there may
also be a cheat, codes, etc. listed as well. So, if a game is indexed
as having a complete solution but you want a cheat, have a look anyway,
because there may well be one!
Many cheat compilations are merely many files copied on to one disc
and are usually difficult to follow because of the varying styles of
writing and different layouts of the text. I have typed a lot of this
480 K. file out myself, and what I have imported I have totally re-
formatted and in many cases, corrected spelling and grammatical errors
and improved the layout. Cheatlist has been over a year in the making
(so far - it is being constantly updated) and I'd like to think that my
efforts are appreciated by the millions of people who enjoy playing
games on this wonderful machine. So please, if you do use and value
Cheatlist, a small ($10-$20 Australian suggested) donation would
definately not go to waste. Please support shareware!
If you discover any cheats for a game, or have any hints, etc, please
write in and unless you do not wish to be mentioned I will credit the
cheat, etc, to your name in the next release. However, please don't
submit information that you know is false, because I would like people
to be able to rely on CheatList.
Address any mail to: Peter Monk - CheatList
142 Stephen Terrace
Gilberton
SA, 5081
Australia
If any part of this list is used for any purpose, please give credit
where credit is due.
Games Covered this release are:
ACTION FIGHTER
AFTERBURNER (*)
AFTER THE WAR
AGONY
AIRBALL
ALIEN BREED
ALIENS US
AMNIOS
ANOTHER WORLD (Complete Solution)
ANT HEADS (ICFTD 2) (Complete Solution)
APB
APPRENTICE
ARCHIPELAGOS
ARKANOID (*)
ARKANOID 2
ARKANOID - REVENGE OF DOH (*)
ARMALYTE
ARMOUR-GEDDON
ARMY MOVES
ASTRO MARINE CORP
ASYLEM
ATOMIC ROBOKID
ATOMINO
ATOMIX
AWESOME
AZTEC TOMB
BAAL
BACK TO THE FUTURE 2
BACK TO THE FUTURE 3
BALLYHOO
BARBARIAN (Palace)
BARBARIAN (Psygnosis) (*)
BARBARIAN 2 (Complete Solution)
BARDS TALE
BARDS TALE 2
BARDS TALE 3
BATMAN THE CAPED CRUSADER (Complete Solution)
BATMAN THE MOVIE (*)
BATTLE COMMAND
BATTLE ISLE
BATTLE SQUADRON
BATTLE VALLEY
BATTLETECH
BEACH VOLLEY
BEAST BUSTERS
BETTER DEAD THAN ALIEN (*)
BEVERLY HILLS COP
BEYOND THE GATES
BEYOND ZORK
BIG RUN
BILL AND TED'S EXCELLENT ADVENTURE (Complete Solution)
BIO-CHALLENGE
BLADE WARRIOR (*) (Complete Solution)
BLEED (Complete Solution)
BLOOD MONEY
BLUES BROTHERS
BOMBUZAL
BORROWED TIME (*) (Complete Solution)
BOOTY
BRAT
BSS JANE SEYMOUR
BUBBLE BOBBLE
BUREAUCRACY (*) (Complete Solution)
CABAL
CADAVER
CAPONE
CAPTAIN BLOOD
CAPTAIN PLANET
CAPTIVE
CARDIAXX
CARRIER COMMAND (*)
CAR-VUP
CASTLE MASTER
CASTLE OF TERROR
CHAMBER OF THE SCI-MUTANT PRIESTESS
CHAMPIONS OF KRYNN (*)
CHAOS STRIKES BACK
CHARIOTS OF WRATH
CHASE HQ (*)
CHASE HQ 2
CHIPS CHALLENGE
CHRONOQUEST (*) (Complete Solution)
CHUBBY GRISTLE
CHUCK ROCK
CHUCKIE EGG 2
CJ'S ELEPHANT ANTICS
CLOWN `O MANIA
CODENAME ICEMAN (Complete Solution)
COLORADO (Complete Solution)
COLOSSAL ADVENTURE (Complete Solution)
CONQUESTS OF CAMELOT (Complete Solution)
CONTINENTAL CIRCUS
COSMIC PIRATE
CRACK DOWN
CRAZY CARS 2
CRYSTALS OF ABOREA
CURSE OF THE AZURE BONDS (*)
CYBERNOID
CYBERNOID 2
DALEY THOMSON'S OLYMPIC CHALLENGE
DALLAS QUEST
DARKMAN
DARK SIDE
DATASTORM
DAYS OF THUNDER
DEADLINE (Complete Solution)
DEFENDER 2
DEFENDER OF THE CROWN (*)
DENARIS
DEUTEROS
DOGS OF WAR
DOMINATOR
DOUBLE DRAGON
DRAGON BREED
DRAGON NINJA
DRAGON SPIRIT
DRAGONSCAPE
DRAGONS LAIR (Complete Solution)
DRAGONS LAIR 2 - TIME WARP (*) (Complete Solution)
DRAKKHEN
DREAM ZONE (Complete Solution)
DRILLER
DRIVING FORCE
DUNGEON MASTER
DUNGEON QUEST
DYNAMITE DUX
DYNASTY WARS
DYTER-07
EDD THE DUCK
ELF
ELIMINATOR
ELITE
ELVIRA - MISTRESS OF THE DARK
EMERALD ISLE
E-MOTION
EMPIRE STRIKES BACK
ENCHANTED LAND
ENCHANTER
ENDURO RACER
EPIC
ESCAPE FROM THE PLANET OF THE ROBOT MONSTERS
E-SWAT
EXOLON
EYE OF HORUS
EYE OF THE BEHOLDER
F19 STEALTH FIGHTER
F-29 RETALIATOR
FAERY TALE
FALCON
FANTASY WORLD DIZZY
FEDERATION OF FREE TRADERS
FERNANDEZ MUST DIE (*)
FIGHTER BOMBER
FINAL BLOW
FINAL FIGHT
FIRST SAMURAI
FISH (Complete Solution)
FLOOD
FLYING SHARK (*)
FOOTBALL DIRECTOR 2
FOOTMAN
FORGOTTEN WORLDS
FORMULA ONE GRAND PRIX
FULL CONTACT
FUSION
FUTURE WARS
GAME OVER 2
GARFIELD (Complete Solution)
GAUNTLET
GAUNTLET 2
GEMINI WING
GEM-X
GHENGIS KHAN
GHOSTBUSTERS 2
GHOSTS `N' GOBLINS
GHOULS `N' GHOSTS
GIANA SISTERS
GIGANOID
GLOBULOUS
GODS
GOLD RUSH (*) (Complete Solution)
GOLDEN AXE
GOLDRUNNER
GRAVITY FORCE
GREMLINS
GREMLINS 2
HACKER 2
HARD DRIVIN'
HARD DRIVIN' 2
HAMMERFIST
HAWKEYE
HELTER SKELTER
HERO'S QUEST
HEROES OF THE LANCE
HILLSFAR
HITCH-HIKERS GUIDE TO THE GALAXY (Complete Solution)
HOLLYWOOD POKER PRO
HORROR ZOMBIES FROM THE CRYPT
HOSTAGES
HUDSON HAWK
HUNT FOR RED OCTOBER
HUNTER
HYBRIS (*)
HYDRA (*)
IK+ (*)
IKARI WARRIORS (*)
IMPACT
IMPOSSAMOLE
INDIANA JONES - THE ARCADE GAME
INFESTATION
INSANITY FLIGHT
INTERPHASE (*)
IT CAME FROM THE DESERT
IVANHOE
JAMES POND - UNDERWATER AGENT
JIMMY WHITE'S WHIRLWIND SNOOKER
JOAN OF ARC
JUDGE DREDD
JUG
KARATE KID 2
KICK OFF 2 (*)
KID GLOVES
KILLING GAME SHOW
KING SOLOMONS MINES
KINGS QUEST 3
KINGS QUEST 5
KLAX
KRISTAL
KULT
LAST DUEL
LAST NINJA
LAST NINJA 2
LAST NINJA 3
LEANDER
LEATHER GODDESSES OF PHOBOS
LEATHERNECK
LED STORM
LEGEND OF FAERGHIL
LEGEND OF THE LOST
LEISURE SUIT LARRY
LEISURE SUIT LARRY 3 (*) (Complete Solution)
LEMMINGS
LEONARDO
LIGHT CORRIDOR
LINE OF FIRE
LOGICAL
LOMBARD R.A.C. RALLY (*)
LORDS OF THE RISING SUN
LORDS OF TIME
LOST PATROL
LOTUS ESPRIT TURBO CHALLENGE
LOTUS TURBO CHALLENGE 2 (*)
MAD PROFESSOR MARIATI
MAGIC GARDEN
MAGIC MARBLE
MAGIC POCKETS
MANCHESTER UNITED
MANIAC MANSION
MANIC MINER
MANIC MINER 2
MARBLE MADNESS
MEAN STREETS
MENACE
MERCENARY - THE SECOND CITY
MERCS
METAL MASTERS
MICKY MOUSE
MIDNIGHT RESISTANCE
MIDWINTER
MIGHT AND MAGIC 2 (*)
MILLENIUM 2.2
MINDSHADOW (Complete Solution)
MONTY PYTHON'S FLYING CIRCUS (*)
NARC
NARCO POLICE
NAVY MOVES (Complete Solution)
NAVY SEALS
NEBULUS (*)
NEBULUS 2
NECRIS DOME
NEUROMANCER
NEVER MIND
NEW YORK WARRIORS
NEW ZEALAND STORY
NIGHTBREED
NIGHT SHIFT
NINJA SPIRIT
NINJA WARRIORS
NITRO (*)
NORTH AND SOUTH (*)
OH NO! MORE LEMMINGS
OLLIES FOLLIES
OOPS UP
OPERATION THUNDERBOLT
ORK
OUTRUN
OVERLANDER
P47 THUNDERBOLT
PACLAND
PANDORA (*) (Complete Solution)
PANG
PARASOL STARS
PEGASUS
PERSONAL NIGHTMARE
PETER BEARDSLEY'S INTERNATIONAL SOCCER
PIPE DREAM (*)
PIPELINE
PIPEMANIA
PIT FIGHTER
PLAGUE
PLATOON
POLICE QUEST 2
POOL OF RADIANCE (*)
POPULOUS
POPULOUS 2 (*)
POWERDRIFT
POWERDROME
POWERMONGER
POWERPLAY
PP HAMMER
PREDATOR
PREDATOR 2
PREHISTORIK
PRINCE OF PERSIA
PROPHECY 1: THE VIKING CHILD
PUFFY'S SAGA
PUZZNIC
QUADRALIEN (*)
QUESTRON 2 (*)
R-TYPE
R-TYPE 2
RAIDER
RAILROAD TYCOON
RAINBOW ISLANDS
RALLY CROSS CHALLENGE
RAMBO 2
RAMBO 3
RBI BASEBALL 2
RETURN OF THE JEDI
RETURN TO GENESIS
RICK DANGEROUS
RICK DANGEROUS 2
RINGS OF MEDUSA
ROAD BLASTERS
ROADWAR 2000
ROBIN HOOD
ROBOCOD
ROBOCOP (*)
ROBOCOP 2
ROBOCOP 3
ROCK `N' ROLL
ROCKET RANGER (Complete Solution)
RODLAND
ROLLING RONNY
ROLLING THUNDER
ROTOR
RUBICON
SARAKON
SATAN
SAVAGE
SCORPION
S.D.I. (Activision)
S.D.I. (Cinemaware)
SEARCH FOR THE KING (Complete Solution)
SEASTALKER (Complete Solution)
SENTINEL
SHADOW DANCER
SHADOWGATE
SHADOW OF THE BEAST
SHADOW OF THE BEAST 2 (*)
SHADOW WARRIORS
SHADOWS OF MORDOR
SHINOBI
SHOCKWAVE
SILKWORM (*)
SIM CITY (*)
SINBAD AND THE THRONE OF THE FALCON
SKIDZ
SLAYER
SLY SPY
SNOOPY (Complete Solution)
SOLOMAN'S KEY
SONIC BOOM
SORCEROR'S APPRENTICE
SORCERY+
SPACE ACE
SPACE HARRIER
SPACE QUEST 3 (Complete Solution)
SPACE QUEST 4 (Complete Solution)
SPELLBOUND
SPHERICAL
SPINDIZZY WORLDS (*)
SPITTIN' IMAGE
SPY VS. SPY
ST DRAGON
STAR GOOSE
STARCROSS (Complete Solution)
STARFLIGHT (*)
STARGLIDER
STARGLIDER 2 (*)
STARQUAKE
STARRAY
STORMBALL
STORM LORD
STORMTROOPER
STREET FIGHTER (US Gold)
STRIDER
STRIDER 2
STRYX
SUPERCARS (*)
SUPERCARS 2
SUPER HANG-ON (*)
SUPER OFF ROAD RACER
SUPREMECY
SUSPENDED (Complete Solution)
SWITCHBLADE
SWITCHBLADE 2 (*)
SWIV (*)
SWORD OF ARAGON
SWORD OF SODAN
TARGET RENEGADE
TEENAGE MUTANT HERO TURTLES
TEENAGE MUTANT NINJA TURTLES
TERMINATOR 2
TEST DRIVE
TEST DRIVE 2 - THE DUEL (*)
THE AMAZING SPIDERMAN
THE BLUES BROTHERS
THE CRIMSON CROWN (Complete Solution)
THE GODFATHER
THE IMMORTAL
THE KILLING CLOUD
THE POWER
THE RUNNING MAN (Complete Solution)
THE SECRET OF MONKEY ISLAND
THE SEVEN GATES OF JAMBALA
THE SIMPSONS
THE SPY WHO LOVED ME
THE THREE STOOGES
THUNDERBIRDS
THUNDERBLADE
THUNDERJAWS (*)
TIME MACHINE
TITAN
TITUS THE FOX
TOKI (*)
TORVAK THE WARRIOR
TOTAL ECLIPSE
TOTAL RECALL
TOYOTA CELICA G.T. RALLY
TRAILBLAZER
TRAINED ASSASSIN
TREASURE ISLAND DIZZY
TRINITY
TURBO OUTRUN
TURRICAN (*)
TURRICAN 2
ULTIMA 3
ULTIMA 4
ULTIMA 5
UNDER PRESSURE
UNINVITED (*)
UNREAL
UNTOUCHABLES
VAXINE (*)
VENOM WING
VENUS: THE FLY TRAP
VETERAN
VIGILANTE
VIKING CHILD
VINDICATOR
VIRUS
VIZ
VOODOO CASTLE
VOODOO NIGHTMARE
VOYAGER (*)
WAR IN MIDDLE EARTH
WARZONE
WEIRD DREAMS
WINGS (*)
WINGS OF FURY
WITNESS
WIZBALL
WIZBIZ
WOLFCHILD
WOLFMAN
WONDERLAND (*)
WWF
X-OUT (*)
XENON
XENON 2
XYBOTS
Z-OUT
ZAK MACKRAKEN
ZANY GOLF
ZOMBI (*)
ZOOM
ZORK (Complete Solution)
ZORK 2 (Complete Solution)
ZORK ZERO
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
ACTION FIGHTER
On the high score table, type "ZBACKDOOR" for infinite lives and energy.
AFTERBURNER (*)
Pause the game and type "together in electric dreams". You should then
hear a digitised `Wow!'. Now press `g' for more missiles, `<' to move
down a level and `>' to move up a level. For the U.K. version, type in
"thunderblade" instead and keys are as above.
AFTER THE WAR
During the first stage, press <Alt>, <B> and <1> for infinite energy and
time, or <Alt>, <M> and <1> to jump to the next level.
The password for Level 2 is 101069.
AGONY
While playing, type in "fantasy". Now keys <F1> to <F5> select your
weapon and <Return> advances you a level.
AIRBALL
The spellbook is in the room with the candle. You have to pick up and
remove the blocks to get it. Take the spellbook back to the start screen
and drop it in the top left corner and follow the instructions to get
the ingredients to complete the game.
ALIEN BREED
Log onto a computer then type one of the following codes:
"ALIENS ARE FAGGOTS"
- makes aliens weaker
"IS IT TRUE THAT ALIENS SUPPORT MAN UTD"
- makes aliens very weak
"PUFFNUTS MODE"
- makes aliens move very slowly
"I CANT BE ARSED TO PLAY THE FIRST LEVELS"
- skips to level three
"BEN JOHNSON TRAINED THESE ALIENS"
- Unknown effect
"GALLUP"
- Unknown effect
"I WONDER IF DOLLY PARTONS FANNY IS AS BIG AS HER TITS"
- Unknown effect
"LIVERPOOL"
- Unknown effect
"BEWARE ALIENS SPADGE HAS DROPPED ONE"
- gets rid of all aliens
Some sources say you have to press <Caps Lock> first.
ALIENS US
The codes for the levels are: APC Rescue - 272H
Oproom Defence - 1106D
Airduct Maze - 2361F
Newt Rescue - 7140E
Queens Battle - 7163H
AMNIOS
Some level codes are: PLFRmnLQSn, LSnBRGnSLQ, LKmCTKSCDF, STBnLmRCHL,
RCHLmCLRMS, or THBSTSTFTT.
ANOTHER WORLD (Complete Solution)
First note that there are three ways of working the gun:
* A single quick press will fire a thin beam for breaking ropes,
disconnecting cables and killing enemy personnel.
* Hold down the fire button until an energy ball appears then let
go and a shield will form. This stops laser shots.
* Hold down the button until the energy ball swells and begins to
hum. Then let go and you will fire a big beam.
And now, the Solution:
Get out of the water to begin with!
Level One - Code: EDJI
Go left and take note of the vine.
Go right past the water.
Here are a number of worm-like creatures - kick them to kill them.
Go right - more worms.
Kick these as well, but watch for the worms that drop from the roof.
Go right until you encounter a big black beastie.
Now turn and run back to the screen with the hanging vine.
Take a running jump at the vine - don't stop or you'll die!
Jump off the vine when it breaks and run right.
Keep running until you get to the screen where you first met the beast.
Level 2 - Code: HICI
You wake up in a cage with an alien for company.
Rock the cage left and right until it drops.
Pick up the gun.
Run right, protecting your alien friend by shooting the guards.
Use the shield to protect the alien while he opens the door.
Now follow him through the door, to the lift.
Go down to the bottom level.
Go to the end and shoot out the small flashing light on the wall.
Take the lift to the next level up.
Blast the door, run and jump up.
Wait for the alien, then open the door and walk in.
Level 3 - Code: FLLD
Into the small tunnels underground:
Go left, Drop down.
Go right, Drop down.
Go right, Drop down.
Go left, Drop down.
Go right, Drop down.
Level 4 - Code: LIBC
Go left through the door and charge your gun.
Go right, then blast through three doors.
Run right to the exit.
Kill the guard then walk to the edge of the broken bridge.
Leap onto the lower right ledge.
Blast a hole in the wall and go through it.
Level 5 - Code: CCAL
Go right and down the first shaft.
Go right again then down onto the large rock.
Jump right, then go right and jump over the spiked pit.
Walk to the next screen, wait for the large rock to crash to the floor.
(Don't forget to dodge the flying creature!)
When two rocks fall and hit the floor together, run!
Repeat this on the next screen.
Beware of the tentacles (they can be shot, or you can run past them).
Go right - You'll find more tentacles as well as some snapping traps.
Jump over the traps, continue right to the end and blast the wall.
Level 6 - Code: EDIL
Go back to the screen with the falling rocks.
Walk up the slope, turn around and shoot at the flying creature.
Walk on to the next screen and watch!
Take a running jump at the stalactite, climb on top of it and jump on
to the next one from there.
Repeat this procedure with all of them.
If you do all this correctly you should end up on a large rock.
Level 7 - Code: FADK
Walk left off the rock, turn and blast the rock, then walk up the rock.
Go right, jump over two pits, then one pit.
Walk right, blast the wall to let in the water, then turn and run
like buggery! (don't forget to jump over the pits, though!)
Go right and blast the wall.
Now go past the steps and across the dried up waterfall.
Level 8 - Code: KCIJ
Observe the alien trapped below.
Exit left over the waterfall and go through the door.
Go down the steps, walk right and kill the guard.
Go back up the steps and shoot at the light chain (this releases the
alien above).
Go back down the steps and run right as far as you can go.
Kick the guard, then run and pick up the gun.
Kill the guard and run right
Ignore the guards here!
Level 9 - Code: ICAH
Dive into the water, swim across, climb out and have a look around.
Swim down to the hole in the wall, left along the tunnel, and up into
the second shaft for a breath of air.
Swim right down to the bottom of the shaft, go right, get out for some
air, and fire at the pulsating line.
Now reverse these moves to go back to the pool surface.
Level 10 - Code: FIEI
Go left and kill the guard.
Go right, up the stairs, and kill the guard on the left at the top of
the stairs.
Jump across right, blast the two doors down, and get your blaster ready
to fire at the last door as the protective shield fades.
Accurate timing and speed are needed to kill the guard.
(Alternatively you can blast the last door, shield, jump the fireballs,
then kill the guard).
Go right, blast the door, then go right again.
Jump up to recharge your gun, then go right.
Watch the reflection of the guard on the bottom of the green sphere.
Fire at the sphere when the guard's reflection is directly under it.
Go left to the stairs, down the stairs, then down and right to the pool.
Swim across and get out to find the guard dead.
Go right.
Level 11 - Code: LALD
Jump down the opening, go right and blast the door.
Run to the end of the corridor.
Turn and put up a shield, then wait until the alien puts his arm down
and pulls you up.
Stay on the left side of the opening until the rocks fall, then follow
the alien into the tank.
To escape, press the top left-hand green button.
(But you may wish to have some fun by pressing a few others first!)
Level 12 - Code: LFEK
Exit from the pod, run right onto the next screen and kill the guards.
Now run right.
Sit back and leave the machine in drive.
Crawl across the floor to the levers on the right and wait for the
guard to walk towards you.
Pull the lever to kill the guard with the laser.
Now pull the second lever, and crawl back to the light circle on the
floor to escape from Another World!
ANT HEADS (ICFTD 2) (Complete Solution)
Here is what is hopefully a complete solution to this game! (It Came
From The Desert 2).
DAY 1
Gather as much information from Biff and Dusty on the first day, but if
you've got the information from previous games then don't worry, as it
doesn't change.
Get into your car and go to the KBUG radio station. Dusty will tell you
of the latest ant attack to occur and will give you a Geiger counter and
a gun.
Hang around for a while until the afternoon, then go round to the Platt
University lab, where you will meet the boy Billy and his rather strange
father. When they start talking to you, ignore the gibberish that his
dad speaks but listen carefully to what Billy has to say.
If you want further information then try asking the fortune tellers and
expect to get home around eight o'clock.
DAY 2
Go out to the KBUG radio station again, where Dusty will tell you about
a threat from the G-men. Go back to the lab afterwards, where Billy once
again provides some useful information.
At about one o'clock go to Neptune Hall, where you'll find that Billy
Bob has managed to sprout a rather fetching set of antennae. Pull out
your gun and blast his antennae off. When he comes around he will give
you an important number, so make a note of it.
DAY 3
You should wake up at nine o'clock when Jakie comes round and knocks on
the door. Unfortunately, your early morning visitor is one of the Ant-
heads, so get the trusty old gun working and write down the number again.
Go to the Ore Plant and befriend the manager by selecting choice A at
the appropriate time. Take the train to section M-3 and do the business
against the ants, then get back to the lab for some more useful info from
Billy.
Go to the Police Station and get the old 'he must have tripped on his
shoelace, your honour' treatment so you get knocked unconscious. When you
wake up, the nurse will give you the position of the vault. Go to the
vault and get the records containing the conversion process, then make a
run for it.
DAY 4
Drop by Elma's and when he becomes an Anthead blast his stalk to get
the last number. Now you have all three numbers, try and get into the
hospital any way you can (preferably without injury). Get the lift to the
basement and find the morgue in the top right-hand corner - you can spot
it by the four black slabs and the safe. Enter the numbers in the order
you recieved them and you should be able to get the secret documents which
will cause the realisation of the Antheads' existence, so now you can take
them on face-to-face.
APB
Type your name in as `ALF' on the high scores screen for infinte
demerits.
APPRENTICE
Press <Tab> and try one of the following passwords: DRUID, WIZARDS,
SPELLS, or FAERIE.
ARCHIPELAGOS
When you are asked to select an Archipelago, choose 8421 and press
<Return> twice. Now you should be able to select any island from 1 to
9999.
ARKANOID (*)
Press <Space Bar> to pause the game and type in "DSIMAGIC". Press the
<Space Bar> again and catch the yellow "DS" capsule that falls from
the centre of the screen. You can now call up the laser turrent and
the other powers by pressing the appropriate letter on the keyboard
(See table below). Pressing `F' will transport you to the final
screen where you confront Doh. Alternatively, for an extra 33 levels
of play, press <F3> instead of <F1> for a one player game, or <F4>
instead of <F2> for a two player game.
<B> - Break (Opens gates and awards bonus points)
<C> - Catch (Holds ball)
<D> - Disruption (Split into 3 balls)
<E> - Expand (Makes Vaus larger)
<L> - Laser (Gives you a laser used with mouse button)
<P> - Extra Player (Derr...)
<S> - Slow (Slows down ball)
You can also skip any level by pressing <Enter> on the keypad.
ARKANOID 2
Play a game and lose all of your lives. When the title screen comes
up, press <Caps Lock> and type in "MAGENTA". Now, press `S' while
playing to open the gates to the next level.
ARKANOID - REVENGE OF DOH (*)
While the game is loading, hold down the left mouse button. After a
while, the title screen for Robocop will appear. Let go of the button
and the game will begin. Then, when you die, type "ROBOCOPPER" on the
title screen and you will restart where you left off.
ARMOUR-GEDDON (*)
When in the HQ, access the message screen. Move the arrow so that it
points to the first letter of the message highlighted in yellow. Now
hold down the <Escape> key and press the left mouse button. The words
"YOU WOULDN'T LET IT LIE!" should appear, indicating that the cheat mode
has been activated. The cheat makes your craft invincible and gives you
unlimited firepower and fuel as well.
ARMALYTE
While playing, press <P> to pause the game and type in "Delta 3". You
should now have infinite lives.
ARMY MOVES
On level one, hold down <Alt>, <1> and <D> for invincibility. On level
two, hold down <Alt>, <1> and <J> for invincibility. If thess don't
work, try typing "KARENBROADHURST" on the title screen for infinite
energy.
ASTRO MARINE CORP
The level codes are:
Zone 1: NOSTROMO
Zone 3: DISCOVERY
Zone 5: ENTERPRISE
Zone 7: DAGOBAH
Zone 9: REPLICANT
Zone 11: KRULL
Zone 13: METROPOLIS
ASYLEM
There is a magnet in the telephone. Be careful when going into the
surgeons den - the operating theatre has more clues than meets the eye
(or nose).
ATOMIC ROBOKID
On the title screen, type in "TUESDAY 14TH" for infinite lives.
ATOMINO
Here are some level codes:
Level 10: IDYLL
Level 20: TAURUS
Level 30: NEPTUNE
Level 40: PHOTON
Level 50: PLANKTON
Level 60: INFERNAL
Level 70: FOSSIL
Level 80: POISON
Level 90: SOUP
Level 100: SULPHATE
ATOMIX
While playing, press the <Help> key and type in "TIME" to freeze the
clock.
AWESOME (*)
During the game, when on the status screen that shows energy/cannon
levels, move the pointer to the top left hand corner, hold down the <+>
key on the numeric keypad and press fire. The screen will flash and you
will now have infinite energy. Also, the keys from <1> up to the <+> on
the main keyboard give you the various weapons.
By the way, if anyone purchased the `Monster Pack Two' compilation to get
hold of Awesome, could you write in and tell me how to save games?!
AZTEC TOMB
Steer the boat towards the cliffs, and when the cliffs are on the screen,
type "Jump overboard".
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BAAL
Enter your name as "LOVEBUNDLE" on the high score list for trainer mode.
BACK TO THE FUTURE 2
Pause the game and type in "THE ONLY NEAT THING TO DO". This will give
you unlimited Martys. You can also skip levels by pressing <Shift> and
<Z>.
BACK TO THE FUTURE 3
To beat each level, type in the following word while the level
storyboard is showing:
Level 1: "ROTTEN CHEAT"
Level 2: "LOUSY CHEAT"
Level 3: "LOW DOWN CHEAT"
BALLYHOO
This is a partial solution which will give you 80 of the 200 points.
S
Help Midget
S
Get Pole
N, N, N, U, E, E, E, E, E, E
Get Balloon
W, W, W, W, W, W, D, D
Get Pole
S, S, W
Get Mask
S, W
Get All
Z
Hide
Z, Z, E
Untie Balloon
Suck Helium
Harry
Hello
S
Wear Mask
Wear Suit
W
Knock on door
S
Examine Ashtray
Get M
(CHUCKLES THE CLOWN WILL NOW THROW YOU OUT)
Crawl under tent
Get Wood
Z, Z, Z, Z, Z, E, E, N, N, NE
Search Garbage
Get Ticket
SW, S
Punch Blue
(BLUE FOR BOYS, PINK FOR GIRLS...)
Insert Ticket in Slot
E, S, SE
Look in Cage
Get Keys with Pole
NW, N, E, N
Show Ticket to Rimshaw
Rimshaw
Hypnotise Me
(YOU WILL BE HYPNOTISED AND PLACED IN THE GRANDSTAND)
Get Up
When you see the Hawker sometime within the next 12 turns,
Type: Buy {FOOD}
(Substituting {FOOD} for whatever he has to sell)
Then Type: Give $1.85 to Hawker
S, E, U, U, E, D, D, E, U, U, E, D, S
Get in Line
Z, Z,
Get out of long line
Get in short line
Z, Z, Z
Get out of long line
Yes
Get in long line
Eat Banana
Throw Banana
N
Hawker
Hello
(YOU WILL NOW GO BACK. FOLLOW THESE DIRECTIONS UNTIL YOU WAKE UP:
U, W, D, D, W, U, U, W, D, D, W, U. YOU SHOULD HAVE WOKEN UP BY
NOW AND SHOULD BE BACK IN RIMSHAW'S ROOM.)
Rimshaw
Tell my Future
Rimshaw
Read my Head
Get Up
S, W
Crawl under Tent
Search Garbage
Get Granola Bar
Crawl under Tent
E, E, N, NE
Get Stool
Give Bar to Lady
Lady
Hello
Shake Hand
NW
Get Radio
S, W, W, W, S, W, W
Crawl under Tent
E
Unlock Compartment
Open Compartment
Get Whip
W
Crawl under Tent
E, E, N, N, N
Unlock Cage
Open Cage
Enter Den
Whip Smooth
G, G, G,
Open Grate
(Compiler: the part solution ends here, but keep tryin' and send in the
Complete solution when you solve this [or any other!] game.)
BARBARIAN (Palace)
On the final level where you confront Drax, walk forward, and when the
first fireball comes, jump, then do a forward roll into him.
BARBARIAN (Psygnosis) (*)
While playing, type in "04-08-59" and you should be indestructable. If
the background goes grey it has worked. The bow behind the Tin Man is
a fake. To kill the final Wizard, you must have a shield. When his
shot comes at you, use the defense icon, and it will fly back at him.
BARBARIAN 2 (Complete Solution)
This is the Barbarian 2 that is the sequel to the `Palace' version of
Barbarian (see above). I'm not sure, but there may or not be two games
called Barbarian 2 - a sequel for the Palace game and a sequel for the
Psygnosis game. Anyway, here it is:
Level One
Repeated use of the heap chop is the most effective tactic against the
neanderthal man, but make sure you take a step back between hits. Stay
low to survive against the Sauron beast - if you don't you'll lose your
head. Chopping is the best tactic here, but step back between each
strike, Use the low chop against the Mutant chicken, but wait until it's
standing up right before you let loose.
Level Two
The orc pushes you against the wall. Use repeated head chops to kill
him. Counter his stabbing manoevre with a low chop. When the crab comes
near, kick at it and then low chop it. If you miss take a step back and
try again. Carnivores are killed with the chop, except when they leap
at you - then a high chop is needed. The stinger can only be killed by
repeated high chopping - everything else is useless.
Level Three
Escape the grabbing tentacle by leaping the pit as it withdraws.
Floating eyes can only be killed with a high chop - every other move has
no effect. The Dungeon Master is the toughest creature of all. If he
punches at you, low chop him and if he kicks use the high chop. When he
is approaching, try a flying neck chop - that'll kill him in one go.
Level Four
The first monster may seem formidable but he is really easily dealt with.
Just turn around and walk backwards into it, so you can push your way
onto the next screen. This manoevre costs you energy but not as much as
you would have lost fighting the beast head on. The great demon is
next. Begin this bout with a flying neck chop and follow it up with a
low chop. If you miss first them, retreat quickly to get out of his
range and repeat. In a similar fashion to the orgianal Barbarian game,
the final confrontation is with Drax himself. The place to stand is
directly in front of the hanging corpse on the wall. From here you're
in a perfect position to execute a flying neck chop - the only move that
will finish the job.
BARDS TALE
The mad gods name is Tarjan. To kill the crystal golem, first find the
magic sword. Put your magician at the front of the party and have him
cast ANMAR before taking on the Grey Dragon, as this will lessen the
damage done by the dragons breath.
Alternatively, try this sneaky move:
Load your party, go to the statistics screen for the first player. Pool
all of the party's' gold to the first player, then remove him from the
party, and then load him back in. Then pool the gold to another player.
Repeat this for each player.
BARDS TALE 2
Teleport from the Maze of Dread entry stairs to 1 down, 15 north, 10
east to find the sword of Zar. Tell the riddler "DER". Say "KAZDEK"
to wake up the Kazdek. Get the item of Kazdek and the master key to
make it through to the fortress. If your tired of waiting for morning
to come enter and exit the guild. Find a band of illusiosists and kill
off the front line, have your caster conjure DISRUPT ILLUSION, you will
keep disbelieving and gaining expierence.
BARDS TALE 3
You will need a wineskin or canteen to get past Valerian's tower.
Learn the Gill spell from the fisherman then go to the lake behind his
hut, go in to the lake to get to the Crystal Palace, then find the room
with the Elixir of Life in it. Put water on the acorn by the tower,
then a tree will grow, lifting the stone slab and providing you with a
means of getting the Nightlance. For a bit of fun, tell the guard at
the Mad Gods temple "HAMBURGER".
BATMAN THE CAPED CRUSADER (Complete Solution)
Compilers Note: I assume this is the solution for the "The Caped
Crusader" game, as it IS for a batman game, and it IS NOT for the
"The Movie" game!
Move right, pick up the disk and carry on right to the end of the
corridor. Go down through the door, continue right and collect the
key and badge. Move left until you get to the spanner, pick it up,
use it and then drop it. Continue left and collect the grenade, then
go right and up through the door. Go right until you reach the room
captioned `Insert the disk' and use the disk. Go up through the door
and leave the cave.
Move right until you get to the ladder and climb it, collect the banana
which you can eat to replenish your energy.
Return to street level and go right (show the badge to the policeman
and continue right!) to collect the Batrope. If you hit the Penguin's
men with your Batarang eight times they will drop a packet of crisps
which you can eat to increase your energy.
Go left and collect the sweet (this, like the banana restores all your
energy). Carry on left and climb the ladder, move right until you get
to the torch, pick it up and go back right until you get to the ladder.
Return to street level and go right, collect the trainers and carry on
to the warehouse ladder. Climb the ladder and go right till you get
to the door, use the key and drop it then enter the warehouse. Go left
to the end of the corridor and through the door, go right and then enter
through the door. Move right until you get to the room called `Shadows
everywhere' and go through the door. Go left and collect the bread, then
right till you reach the dead end. Use the grenade to blast the wall and
go through the door. Go right and up through the door, carry on to the
end of the corridor and through the door. Continue right till you get
to the room called `Getting you down' and use the Batrope. Walk left
and collect the lift key, now use the trainers.
Move right and up through the door, go right and then down through the
door. Go left and down through the door and use the torch. Go right,
up through the door and left, collect the dart and go back to the place
where you landed when you dropped in on the Batrope and use the lift key
on the lift, drop the key and go through the door and along the corridor
until you reach the room called `Shadows everywhere'.
Go through to door and left and throw the dart at the dartboard and pick
up the passcard. Leave the warehouse and go right and return to street
level.
Go right and stop at the screen called `Clue: pass it on' and use the
passcard to enter. Go left and up through the door, collect the key and
leave the room, go right and up through the second door, then go left and
through the door. Go left and up the stairs then right to the end of the
corridor and through the door, pick up the tape and then go left and
through the door. Now go right and through the door using the key. Pick
up the disk and go down through the door, head right and through the
door, carry on right and collect the trumpet then go left and put the
virus disk in the Penguin's Computer.
His plan has failed and you have saved the day (again!).
BATMAN THE MOVIE (*)
Type "jammmm" on the title screen and it will reappear back to front and
upside down. You will now have unlimited lives, and you can jump levels
by pressing <F10>.
Here is also the solution of the first level:
Go up the first ladder then right as far as possible. Go up as far as
you can then left avoiding the acid. To jump the gap at this point,
swing the rope in a diagonal and rather try to get to the other side
climb up the platform. Go up as far as you can, right, then down, stay
just under the wall on this bit to avoid the bomb thrower. Go down as
far as you can, right, up as far as you can, right, down, right, down,
left, down, right, up until the turn off on the right side, right, down,
right (avoiding bomb thrower), up, left, up, right, down, right.
At this point you should be in a large room on the opposite side of
the two bomb throwers. Swing across the room pulling down on the joy-
stick to extend the rope. You should be able to swing into the first
bomb thrower killing him. Drop down to the next platform to take out
the next thrower. Go all the way down, right, up and you should find
Jack Napier. Keep shooting and you've made the second level.
BATTLE COMMAND
While you are playing, type in "CASTOR". The screen will flash green
and you will be invincible. You can also change your weapons by pres-
sing <F6>, <F7>, <F8>, <F9>, or <F10> and you can change to power of
your selected weapon by pressing <F1>, <F2>, <F3>, <F4>, or <F5>.
BATTLE ISLE
Here are some codes:
One Player Game Two Player Game Special Levels
Level Code Level Code Level Code
16.....CONRA 00.....FIRST 32.....EUROP
17.....PHASE 01.....GHOST 33.....STORM
18.....EXOTY 02.....GAMMA
19.....MOUNT 03.....MARSS
20.....FIGHT 04.....EAGLE
21.....RUSTY 05.....METAN
22.....FIFTH 06.....FOTON
23.....VESUV 07.....POLAR
24.....MAGIC 08.....TIGER
25.....SPACE 09.....SNAKE
26.....VALEY 10.....ZENIT
27.....TESTY 11.....DONNN
28.....TERRA 12.....VESTA
29.....SLAVE 13.....OXXID
30.....NEVER 14.....DEMON
31.....RIVER 15.....GIANT
BATTLE SQUADRON
Press <Space Bar> while making your player selection for a special cheat.
Alternatively, you could try the cheat for BATTLE COMMAND (see above) -
apparently this works as well.
BATTLE VALLEY
Type "ROGER MELLIE THE MAN ON THE TELLY" for infinite lives.
BATTLETECH
Here are some general hints:
* Money
Probably the biggest factor in the whole game is money - no money,
no skill, no mech, no chance. The more cash the better equipped
you'll be for combat.
Every five minutes or so your account is boosted by fifteen credits
as Ma and Pa robot decide it's time to give some more of your
allowance. Don't hang around! Initially invest in a low risk account
and then move onto the intermediate one. Do this for a few hours and
you'll be counting the wads, around 350,000 of 'em.
* Training School
You'll not get far without any training, and the first thing you need
to know is how to defend yourself. The important basics to learn are
knife fight, rifle and machine gun, as these are the only weapon skills
you'll find yourself needing.
Stop off at the mechit-lube and take up an apprenticeship. I know that
it's expensive, but it enables you to patch up a battlefield mech, and
take it in for a full repair and slap another member of your party
inside.
When it comes to combat training, try to move around as much as is
possible and overheat as little as possible, and aim for speed on all
the missions as this contributes to your overall mech skill.
Medical skill is also a worthwhile venture; it'll also make sure you
stay in the game longer.
* Weaponry
Start off with a machine gun. It takes quite a few hits to kill a
human and has no effect on mechs whatsoever - but, still, they're
relatively cheap. Later on try to get hold of a Laser Weapon; I
recommend the inferno best of all. One shot disposes of 90% of humans
and Inferno Fire will overheat a mech, giving you time to flee.
Whatever you do don't hang around taking on a twenty ton mech with a
hand held SRM - it just doesn't work. Equip yourself with forty
point armour, it normally prevents any damage to the person in a
typical combat round.
* Mech Etiquette
First and formost, with the lump of cash you should have by now, any
mech you own should be customised at the mechit-lube, extra lasers and
armour always come in handy at the expense of jump jets and missile
launchers. Never rule out kicking, more often than not it proves to
be invaluable when a mech is close to shutdown. Always try to face an
attacking mech, all it could take is one hit with a small laser to the
back to knock out half your arsenal.
* Additional Hints `n' Tips
On about the seventh training mission the city is invaded by Kuritans.
Whatever you do don't fight back; turn tail and run into the ruins of
the city. If you make it head for the exit at the south end of the
eastern wall. Once you're there hit flee. Afterwards, head north-
west-north until you reach the starport. Buy some civillian clothes
and infiltrate the Kuritans coronation to find out about your mission.
BEACH VOLLEY
While playing the game, type in "DaddyBracey". You can now skip levels
by pressing <F1>.
BEAST BUSTERS
If you pause the game you can still move the cursor around!
BETTER DEAD THAN ALIEN (*)
If you type "CHAMP" on the options screen, during the game press these
keys for their various effects: <F1> Scatterbolts
<F2> Multifire
<F3> Auto-repeat
<F4> Armour missiles
<F6> Neutron Bomb
<F7> Double Ship
<F8> Shield
<F9> Go to Next Level
<F10> +1 to Life Energy
Alternatively, if you are playing the game and you are about to be
killed, pressing <Escape> will pause the game and allow you to move your
ship to a safe position. Pressing <N> will continue.
Also, here are all the codes:
elektra faucet acoustic tiddly pom
syzygy potatoe triptych kewpie doll
drambuie woomera jabberwocky sepulchre
plug narcissus whimsical euphemism
soprano debutante cornucopia firkin
mayonnaise grammarian punjabi crossword
quarantine
BEVERLY HILLS COP
Click past the high scores screen and onto the select difficulty screen.
Now type "MELLIE" and you will be able to access all the games.
BEYOND THE GATES
Entering "THE END OF TIME DRAWS NEAR" will call up a full character editor
that allows you to change your stats and add any item to your inventory.
BEYOND ZORK
* To cure the pterodactyl, set the dial on the monkey grinder's organ
to ear. Close the lid and turn the handle. Remove the arrow then rub
the spenseweed on the wound.
* The scroll from the chest will take you to the Implementors.
* A Transportation spell will get you out of the cellar.
* To help the minx, erase footprints when you hear the hunter approaching.
* To slay the Undead Warrior you will need some holy water. Then simply
throw vial at warrior.
* When you have the rabbit's foot, rub it for luck.
BIG RUN
While playing, pause the game and move your joystick left, right, down,
up, up, left, down, and right. Note that you have to centre the stick
after every move. Now the screen should flicker and you'll be the proud
owner of infinite credits.
BILL AND TED'S EXCELLENT ADVENTURE (Complete Solution)
This solution does not tell you the order to visit the times in, but
it does tell you how to rescue all the historical figures.
Levels 1 and 2:
Antoinette, Marie ...................1793
Just walk into the labyrinth
Arc, Joan of ........................1429
You need the Fire Extinguisher to extinguish the fire.
Get the Fire Extinguisher from `0064'
Beethoven, Ludwig von ...............1810
You need the Note to make him follow you
Get the Note from `1805'
Bonaparte, Napolean .................1805
You need nothing to get this "Short, Dead Dude"
Einstein, Albert ....................1915
You need the Calculator for this guy
Get it from `0010'
Freud, Sigmund ......................1901
You need the Flower for Him
Get the Flower From `1810'
Kahn, Genghis .......................1209
You need the Twinkie for this chap
Get the Twinkie from `1878'
Kid, Billy The ......................1878
You need Nothing; wait for fist to beat the shit out of
three ugly dudes.
Lincoln, Abraham ....................1863
You need to Bribe him with a Penny
Get the Penny from `9410'
Michaelangelo .......................1509
Pretty easy to get him. But beware of paint can's
Nero ................................0064
Get the Violin and this guy will be your slave forever
The Violin is at `1509'
Socrates ............................9410
Collect the Coins and climb the rock to get the answer
Other Ages:
Circle K ............................1989
Desert ..............................1632
Iceage ..............................0000
One Million B.C. ....................0010
San Dimas Mall ......................1990
Levels 3 and 4:
Antoinette, Marie ...................1793
Just walk the labyrinth
Arc, Joan of ........................1429
You need the Fire Extinguisher to turn of the fire.
Get the Shovel at `1805' and go to `1632' and dig, then
you get the Fire Extinguisher.
Beethoven, Ludwig von ...............1810
You need the Note to make him follow you
Get the Butane from `1429' then go to `0010'
Give butane to caveman, and get the Note.
Bonaparte, Napolean .................1805
You need Nothing to get him.
Einstein, Albert ....................1915
You need the Calculator for this guy.
Go to the Year `1989' go in the shop, take the Icepick
and go to the Year `0000' and use the IcePick, then you
get the Calculator.
Freud, Sigmund ......................1901
You need the Flower for Him.
Get the Seed From `1209' then go to `1990' and plant the
seed in the tree pot outside the mall, then take the flower.
Kahn, Genghis .......................1209
You need the Twinkie for this guy
Get the Bread Box from `1901' go outside stand next to
the edge of the street, then drop the bread box.
Now you get a Twinkie.
Kid, Billy The ......................1878
You need Nothing, wait for fist to beat the shit out of
three ugly dudes. You need the 1$ Bill from `9410' before
you complete this scene, Read `Lincoln, Abraham' first.
Lincoln, Abraham ....................1863
You need to Bribe him with a Penny.
Get the 1$ Bill from `9410' and then go to `1878'
Go to the Bar man and give him the 1$ bill, then you get
a Penny Back.
Michaelangelo .......................1509
Pretty easy to get him, but beware of paint can's & drops.
A little hint: jump up in the paint drops so you don't
fall down..
Nero ................................0064
Get the Violin and this guy will be your slave forever
Get the Key from `1863' then go to `1509' and use the key
on the Violin Box in the Corner.
Socrates ............................9410
Collect the Coins and climb the rock to get the answer
Other Ages:
Circle K ............................1989
Desert ..............................1632
Iceage ..............................0000
One Million B.C. ....................0010
San Dimas Mall ......................1990
BIO-CHALLENGE
Pause the game by pressing <Escape> and pressing <G> will advance you to
the end of level guardian.
BLADE WARRIOR (*) (Complete Solution)
Gather some ingredients together and make the Heal and Water spells.
Visit the West Wizard and trade the ingredients for the Travele spell,
and trade again for the Aulet of the Moon. Make the Travele spell.
Collect the key located near the Swamp Wizard's Tower. Go to Ginit's
Amulet, take the key, kill the skeleton guards, and take the Amulet.
Go and see the Swamp Wizard and trade the Amulet for a Tablet Fragment.
Collect the Silver Ring from the South Wizard level, killing the
skeleton guards and grabbing the Ring as you go. Now visit the South
Wizard and trade the ingredients for a Stone Flute (Compiler: Ideal
for playing Rock Music with! Ha!Ha!) Go to the North East top corner
of the map and get the Veritas leaf. Visit the Pine Wizard. Gather
together enough ingredients for another Stone Flute. Trade the Veritas
leaf for The Name. Trade the `Air' ingredients with the West Wizard
for the Smoke and Earth spells.
Journey to the top of the map and find the beehive. Here, cast the
Smoke spell and attack the hive. Now collect the Crystal. Go to the
West Wizard and exchange the Crystal for a Tablet Fragment. Now go to
the North Wizard and trade one of the Stone Flutes for the Helmet, and
the Talisman of the Moon for a Tablet Fragment.
Go to the East Wizard. Trade the Helmet for the Travele Spell (you
already have this but the Wizard must have the helmet). Then trade the
Name for a Tablet Fragment. There are a number of Flying Banshees on
the East Wizards tower level. When you are attacked by one, immediately
cast Earth at it, and follow it, continually casting Earth at it until
it is dead. Collect the Banshee wail - cast Earth six more times.
Visit the Palace Wizard next. You can trade the Banshee Wail for
another Tablet Fragment. Go to the path that the Sorcerer's tower is
on (the red tower on the map). Locate and take the Swamp Fish sparkle.
Trade the sparkle for a Tablet Fragment with the Pine Wizard. Go to the
South Wizard and trade in the Crystal. Visit the Sorcerer and he will
charge your sword for you. Find Murk and kill the beast with your newly-
charged sword. Well Done!
BLEED (Complete Solution)
Sometimes this solution can get a bit hard to follow, but persevere!
Turn on the Police radio
Go for a ride
Call for back up (outside the playschool)
Open the door and enter the building
Tell him what you have seen
Stand on the plate (when the truck is coming towards you)
Start the Hunt! (after the truck misses)
Stand on the Brake
Try to start it
Call for Backup
Call for Backup again
Sneak inside quietly
Press yourself to the left wall
Go into the building
Follow the guy a bit further
Drive up the steps
Try to jump off in time
You made it!
Note: Do not Mess with the boss, because he'll blow your head off!
BLOOD MONEY
Pause the game and press <Help> for infinite lives.
BLUES BROTHERS
On the character selection screen type in "HOULQx", substituting `x' for
the number of the level you wish to go to.
BOMBUZAL
Here are the codes for various levels sround the game:
LEVEL CODE
8...........ROSS
16..........RATT
24..........LISA
28..........SINK
32..........DAVE
36..........BIKE
40..........IRON
44..........BIRD
48..........LEAD
52..........TAPE
56..........WEED
60..........VASE
64..........RING
68..........PILL
72..........GIRL
76..........SPOT
80..........GOLD
84..........PALM
88..........OPAL
92..........LOCK
96..........SONG
100.........SAFE
104.........FIRE
108.........WORM
112.........LAMP
116.........LOCK
120.........TREE
128.........SINK
136.........BIKE
144.........BIRD
152.........TAPE
160.........VASE
168.........PILL
176.........SPOT
184.........PALM
192.........LOCK
200.........SAFE
208.........WORM
216.........NOSE
224.........EYES
232.........HAIR
240.........SIGN
248.........MYTH
For invincibility, type in "SCORE" at the title screen.
BOOTY
When the title screen appears, hold down <K>, <E>, <V>, <I>, and <N> to
enter the cheat mode.
BORROWED TIME (*) (Complete Solution)
Here is a full solution:
Open cabinet
Read cases
Get phone
Open desk - Check not needed
East
Read note pad
Get water
Down, East
Hide chair
North
Lock door
Up
Break window
Get glass
East
Climb cable
Cut cable
East
Sit bar
Order drink
West, North
Listen woman
North
Say Tinplayer
Lock door
Look fireplace
Get scrap
East
Get candlestick
Hit man
East, East, East, North, West, North
Open door
Look table
Get candle and matches
Light match
Light candle
Burn twine
West
Look trash
Move stove
East, South, South, East, South, South, South, West, West, North
Yes
Look desk
Get Bandages
Wrap hands with bandages
Drop bandages
Listen doctor
North, West
Search trash
Get bone
North, North, East, West
Open door
West
Get key and scrap and receipt
East, South, South, West, South, West, North
Break door
Untie Mavis
Get tube and novel
South, South, East, North, West, West, North
Look novel
Get bookmark
Drop key and scrap and novel and bone
Help man
Wait for Police
Show cans and gloves and receipt and tube and bookmark
Get key and bone and scrap
South, East, East, East, East, South, South, East, East
Open box 999
Get poem
Read poem
Drop poem and key
West, West, South, South, South
Turn dial to 6316
Get shovel
North
Dig
Get suitcase
North, West, West, West
Hide trash
Give bone to dog
East
Drop shovel
Open suitcase
Get folder
East, East, North, North, North, West, West, West, West, West, North
Say Hiyo
North
Untie Rita
Talk to Wainwright
Wait for Police
East, East, East, East, East, South, South, East
Arrest Farnham
North
Show scrap and report and folder and suitcase
Finished!
BRAT
Here are the codes levels up to level 12:
LEVEL CODE
1........BISHIGMO
2........MIHEMOTO
3........SASUTOZO
4 .......SUMATZEE
5 .......NOKITAGO
6........ITSANONO
7........MOZIMATO
8........HOZITOMO
9 .......MOKITEMO
10.......ZUMOHATO
11 ......CHANASTU
12 ......NAGAITSU
BSS JANE SEYMOUR
Some level codes are: SLUMBER
INTEREST
BULKHEAD
SHOWROOM
MUSHBASH
BUBBLE BOBBLE (*)
If you can get to levels 10, 20, 30 and 40 without losing a life, a magic
door will appear to take you to a bonus screen, and if you can get up to
stage 50 without losing a life, a magic door will appear and take you to
level 70. On levels 7 & 22 wait a few seconds until an umbrella falls
and grab it, you will warp ahead 6 levels. Alternatively, try these:
Press F1 to advance 1 level
Press F2 to advance six levels
Press F3 to advance eleven levels
BUREAUCRACY
Complete Solution
You have left your previous job to accept employment with Happitec and
you have moved to a new address. Happitec is sending you on a vacation
to Paris. All you have to do is wait for the money order which Happitec
is sending to you, pick up your plane ticket, and board the plane. So you
think! It seems the removals company has misplaced all your belongings.
The Change of Address card which you were to file somehow got sent to
your old address. The new owner of your old home sent your mail to your
old bank. Check out your wallet and you'll find that you have no money,
an expired US Excess card and a Beezer card. Your new home contains a
few meager possession, i.e., your Boysenberry computer, a telephone/
answering machine and a few miscellaneous items. Take everything you can
because you'll need everything you can find to solve this game. Listen
to the messages on the telephone/answering machine. Consult your Address
Book and call all the numbers listed. You'll learn a lot by doing this.
The doorbell rings. Chowmail Overnite is delivering a large bag of Llamex
(R) brand High-Fibre Llama Treats. You didn't order it, the address is
wrong; but, you'll never be able to explain anything to the delivery
man, so just give him your Beezer card. You are now the proud owner of
a bag of Llama treats!
There's nothing else to do in the house for now, so explore your new
neighborhood starting with your mailbox. The mail found in each location
seems to be random. For example, in one game you might find a leaflet in
the mailbox and in another game find a flyer in the mailbox. That isn't
important. The postage is important so try to remember what type of post-
age was used and the order in which you find it. The mail you find in
your mailbox has a postage stamp on it.
Go to the bookstore. You'll notice it's actually a software store. Talk
to the clerk. Ask him about software. He'll offer you a special cart which
he keeps under the counter. SHOW the game cartridge to the clerk. He'll
take it and give you a Recipe Cart. I found that I got a point for this,
but did not get a point if I said TRADE cartridges.
* Your score is now 1 of a possible 21 points.
Go to the Travel Agency. Give the letter to the Agent and get your round-
trip ticket to Paris.
* Your score is now 2 of a possible 21 points.
Go to the bank and try to file a Change-of-Address form. Lots of luck!
The bank has already sent you a Change-of-Address form and one is all you
are allowed. Too bad it was sent to your old address.
Go to the old tenement building. There are stairs leading up and a door
in the south wall. Nothing can be done about the blank wall at the top
of the stairs, so forget it. Knock on the south door. A voice will
answer and the door will open. Enter the flat which is occupied by a
mousy little man. Seems he collects stamps. You will see some mail in
the floor but the man won't let you pick it up. Show the stamped envelope
to the man. He'll grab it and run out of the flat. Pick up the mail.
Notice the Postal Service sticker.
* Your score is now 3 of a possible 21 points.
By this time you will probably be getting hungry, so go to the Restaurant.
The waitress will take your order then return to tell you that your order
was lost due to a computer crash. Of course, it's her break time, so
someone else will take your order. You must go through the long ordering
process all over again. Wait for your order and eat whatever you get.
You have no money to pay the bill, so sneak out the back door of the
restaurant into the alley. From the alley you can squeeze through a gap
in the fence to arrive at Behind Mansion. Enter the back door of the
mansion. Here you'll find a macaw sitting on a perch. You can see some
mail under the perch but the macaw will not allow you to take it. Go into
the Trophy Room. It's a good idea to save the game first bcause the old
woman shoots. Make a fast exit. Go to the front door of the mansion and
ring the bell, then beat feet to the back door. Return to the Trophy
Room, grab the painting of Ronald W. Reagan and exit. Show the painting
to the macaw then take the mail from under the perch. Notice the Postal
Service sticker.
* Your score is now 5 of a possible 21 points.
Go to the llama farm. Open the bag of llama treats. Push the bag through
the mailbox so that it falls into the trough. While the llama is eating
the treats, take the mail from the trough. Notice the Postal Service
sticker.
* Your score is now 6 of a possible 21 points.
Try to enter the farmhouse. The door won't budge. You must go away and
return later. Go south to the gate. There's an intercom at the gate.
It will crackle to life and a voice will say, "Unfortunately, there's a
radio connected to my brain." Could this be a password? Go back to the
farmhouse. A heavily armed man resembling Woody Allen will appear in the
doorway. He is rather dazed - not sure where he is or who you are. Say:
"Unfortunately, there's a radio connected to my brain." He will respond
with: "Actually, it's the BBC controlling us from London." You can try
more conversation or merely wait for him to leave. Return to the gate.
Again, the voice over the intercom will say, "Unfortunately, there's a
radio connected to my brain." You must say, "Actually, it's the BBC
controlling us from London." The gate will open. Enter the Foyer.
You'll meet the paranoid owner of the house and discover the armed man is
here also. The paranoid householder suspects you are an imposter so he
will ask you a series of questions. To answer correctly, you must refer
to the "Popular Paranoia" magazine which is included in your game package.
One wrong answer and you're dead. Answer them all correctly and you'll
find yourself in a gaol cell in the basement of the paranoid's house.
Examine the gaol door. Try cutting the molybdenum bars with the hacksaw.
The armed man will give you the Swiss army knife. Examination of the
knife will reveal a button marked POWER SAW and a lever marked GENERATOR.
Push the button then pull the lever. Examine both the saw and the
generator. Take the power saw and plug it into the generator. Get on the
generator (it resembles a bicycle) and start pedaling. You can't reach
the bars while sitting on the generator, so give the power saw to the
armed man. He'll cut the door open for you. It's best to stall around in
the Basement allowing the armed man to go up the stairs before you. The
paranoid man and the armed man will depart. You'll see some mail in the
foyer. Don't be surprised if you can't pick up the money order which
you want so badly. Take the envelope.
* Your score is now 7 of a possible 21 points.
The envelope contains a memo and a cheque. The check is drawn on the
Fillmore Fiduciary Trust in the amount of -$75.00. Yes, that's a minus
sign. Go to the bank. Get a withdrawal slip. Fill it out then take it
to the Deposit window. Give the cheque and the withdrawal slip to the
teller. You are depositing -$75.00 using a withdrawal slip which is the
negative of a deposit slip, negative -$75 is $75. Makes perfect sense.
Then go back to the withdrawal window. Fill out another withdrawal slip
and withdraw $75.00.
* Your score is now 8 of a possible 21 points.
Now that you have money, you might want to return to the restaurant to
pay your bill. You are ready to go to the Airport. Call Getlost Airport
Cab (number listed in your Address Book). Wait for the taxi.
Oh, the Airport is a fun place! Since you have an Omnia Gallia ticket,
you should go directly to the Omnia Gallia desk. Alas, Omnia Gallia has
been sold. For further information you must go to the Air Galagasa desk.
How do you find it? Well, the way that worked for me was going back to
the airport entrance, then going through Lost and Found. Air Zalagasa
seems to be north of the Lost and Found. It doesn't matter how early or
late you arrive at the Air Zalagasa desk. A fat man will always be in
line ahead of you and he'll cause you to miss the plane. Not to worry.
When your turn finally comes, give the Omnia Gallia ticket to the clerk
in exchange for an Air Zalagasa ticket.
* Your score is now 9 of a possible 21 points.
Once you have the Air Zalagasa ticket in your hot little hand, go south
one move and climb the pillar. Open the grate and climb up the duct.
You'll eventually reach the Control Tower. A console radio will crackle,
"Air Zalagasa flight 42 requests permission to take off." Say:
"Controller, permission denied." Go back to the top of the pillar and
examine the speaker. Pull the red wire then pull the black wire. Connect
red wire to the black wire. You have short circuited all the speakers
in the terminal. The applaluse of the crowd is deafening!
* Your score is now 11 of a possible 21 points.
Before you know what's happening, you'll find yourself on the plane in
seat 3B. Shortly thereafter, the attendant will bring you a bowl of Llama
stew. Eat the stew and you die. Refuse to eat it and you die. How can
you get rid of the stew? The only way I could get rid of it was to cause
the seat ahead of me to recline, thus spilling the stew. By wearing the
headphones, changing seats, and pushing buttons, you'll learn that the
whole system is mixed up. The light button reclines the seats but you'll
have to experiment to determine which light button controls which seat.
Here's one way to do it: Before the attendant brings the stew, move to
Seat 3C. Wait a few turns. The attendant will bring the stew. Leave it
on your fold-out table and move to Seat 8D. Push the light button which
actually reclines the seat ahead of Seat 3C. That seat will recline,
thus spilling the stew.
After the stew is spilled, return to Seat 3C. You'll see a small piece
of laminated card. Examine this and take note of the words "STINGLAI
KA'ABI." There will be a telephone call for you, so go to the phone.
Most likely, it will be the waitress asking about the tip you left her.
The line will be disconnected and you'll overhear another conversation.
About this time the flight attendant will ask you to return to your seat;
however, she will linger, giving you a chance to talk to her. Say
"Attendant, STINGLAI KA'ABI". You'll receive a parachute. Go to the rear
of the plane, open the hatch, and jump out.
* Your score is now 12 of a possible 21 points.
My Gawd! One strap of your parachute is caught in the plane's hatch. This
can be deadly. Chances are you'll soon be falling without a parachute!
Knock on the hatch. The attendant will open it, freeing your parachute
strap. Falling! Don't forget to pull the rip cord.
Hanging from a tree! Yep, you landed in a tree. Get out of the parachute.
Splash!
You are now in a cooking pot. Okay, the natives are hungry, so give them
a good recipe. Boot up your Boysenberry and insert the Recipe Cart. The
natives will give you an unlabelled cartridge and return your lost address
book.
* Your score is now 14 of a possible 21 points.
You are now in the Antechamber. Not clear how you got here. You'll see
a closed locker door in the west wall and an exit to the east. Examine
the locker door and read the sign. The left handle is pointing up. The
middle handle is pointing down. The right handle is pointing up. It's a
key of sorts. A general knowledge of binary helps. Okay, here's a
solution:
Turn left handle and middle handle. You hear a click inside the door.
Turn left handle and right handle. You hear a click inside the door.
Turn left handle and middle handle. You hear a sharp click, as if some-
thing inside the door had moved. Open door.
* Your score is now 15 of a possible 21 points.
Enter the locker and take the magnetic key-card. Then go east.
You're in the Switchgear Rooms; it's a maze! Time to use your Boysenberry
computer, so insert the unlabelled cartridge. Remember, earlier in this
solution I advised you to notice the Postal Service stickers and the order
in which you found them. Hope you paid attention, because you need that
info now. I found the Postal stickers in this order: C, D, E and B. The
computer program (unlabelled cartridge) gives you a list of commands:
CLEAR, NOOZ, PRINTB, PRINTC, PRINTD, PRINTE. You must select the PRINT
commands in the same order that you found the postal stickers. I used
PRINTC, PRINTD, PRINTE, and PRINTB because that's the order in which I
found the postal stickers. When you have done this, you should have a
complete message on the screen. Can't read it? Oh, I forget to tell you:
read from top to bottom one letter at a time. Using these instructions
you should be able to find your way through the maze to the Airlock.
In the Airlock, put the key-card in the card reader slot. You'll hear a
bolt snapping back. Open the door. It will take several tries. Enter
the Persecution Complex!
* Your score is now 17 of a possible 21 points.
The Persecution Complex is a long hall running west. There are TV
screens on each side of the hall. Go west looking at the screens on
either side as you go. At the end of the hall you'll find a modular plug.
Plug in your computer. You'll be asked for ID and password. What? Okay,
take a look at your Address Book. Notice anything different? Right! The
first address has been changed. That's the clue you need. Type in
RANDOM-Q-HACKER for ID and RAINBOW-TURTLE for password. Connection will
be made. Use command DIR for a listing of programs, WHO for a listing
of users, and TYP for some interesting tidbits. You'll learn that two
hackers have accessed the system. You are one; the nerd is the other.
You'll also be be advised when the Nerd is about to access another file.
The TYP command will enable you to learn of a certain file which should
NOT be used with a friendly computer. Hmmm, what if you changed the name
of that file? So, change the name of DVH2.HAK to whatever file the Nerd
is preparing to access. Example: Nerd is about to access FIDUC.HAK.
Change name of DVH2.HAK to FICUC.HAK. It might be necessary to first
change the name of FIDUC.HAK to something else, but you'll have plenty of
time to do that. By doing this, you will cause the Nerd to access a file
which will destroy his own mainframe. Revenge is sweet! Once you have
done this, an opening to the west will appear. It is IMPORTANT to run the
PLANE.EXE program at some time before you reap your revenge. This will
cause a plane to be sent to get you.
* Your score is now 20 of a possible 21 points.
Wait patiently at the Landing Strip. The plane you summoned while using
the PLANE.EXE program will eventually arrive. You'll be taken on a nice
plane trip and a predictable taxi ride, arriving at the Hallway of the
Tenement. From there, go to your home. You'll find a new letter from
Fiduciary apologizing for the problems you've had. Enclosed in the
letter you'll find a ticket to Paris, your checkbook and a new Beezer
card. Congratulations...
* Your score is now 21 of a possible 21 points.
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
CABAL
While playing, type in "SCHLIKA", then pressing <F2> will finish the
level for you. Apparently, if you pause the game, you can still move
the crosshair around, so try this as well!
CADAVER
To get the second key, go to the guards on level four. Ignore the levers
until you have the guard key from the north passage, the candle and the
shuriken (in the pillow). Open the wall above the bed to get the second
key.
CAPONE
To find a special bonus, go to the front of the Post Office. Shoot the
ball at the top of the flag pole, and your score will raise. If you
shoot it again, you'll see a screen of programmers. Shoot it again and
you'll be invincible, standing in the bank. At the end of that round,
you will start at the beginning with warp speed.
CAPTAIN BLOOD
Using the alien icons, ask CODE GG 1. The alien will then give you the
coordinates of another alien called GG. Go to the specified planet and
you can get the coordinates for all the other aliens around by asking
CODE INFORMATION HELP.
CAPTAIN PLANET
For this cheat you will need a copy of CAPTIVE. Load the game as per
usual. On the level selection screen, insert your Captive disc. Press
Fire and the screen will say "Disk Error". Now replace your Captain
Planet disc and the cheat will be active.
(Of course, this may just be a cheat published by Tony Crowther to help
sell Captive!)
Another source says: When you have completed the Fire level, get killed
on the Water level. Enter you high score name as "BBBB" and you should
be able to start with infinite continues.
And yet another source (I like my sources on meat pies), says:
Run through the game as normal until you get to the level selection
page. Now type in "go planet". Now, when the game starts hit <F10>
and <Return> together, and you should be taken back to the level
selection page, where you can choose any level.
CAPTIVE
When you land go and pick up the message from Ratt on Butre, then return
to the Swan and then land again. There will be another message from
Ratt. Pick this up as well. Repeat this 88 times (!) and put all the
messages in the backpacks, and when they are full, carry them in the
hands and one on the cursor, enter a base and find a shop. You can sell
all the messages and get about 18,500 credits.
Here are some combinations for the bases in mission one:
01 Butre..........TL,BL,TR,BR
02 Pelphi.........BR,BL,TL,TR
03 Meestre........TL,TR,BL,BR
04 Triekos........TR,BR,BL,TL
Here are some combinations for the bases in mission two:
01 Masgot.........TR,BL,TL,BR
02 Traphet........TL,BL,TR,BR
03 Phoopel........TL,TR,BL,BR
04 Sodcket........BL,BR,TL,TR
05 Zaitet.........TL,BR,TR,BL
06 Quelosod.......TL,TR,BL,BR
07 Saldet.........BL,TL,TR,BR
08 Mieusia........TL,BL,TR,BR
09 Pasdet.........TL,TR,BL,BR
10 Leatod.........BR,TR,BL,BL
CARDIAXX
Pause the game and type in "RACHAEL". Now press Left <Shift> key, then
<H>. Alternatively, try typing in "CAROLILY".
CARRIER COMMAND (*)
Pause the game and type "THE BEST IS YET TO BE". Then press the <+>
key. You will now have invincible Mantas.
CAR-VUP
On the high score table, entering your name as various things have
different effects:
NAME EFFECT
PUSSYCAT......Nine lives
R.J.TOONE.....Infinite lives
WHOOPSIE......Begin on level four
BUMPER........Start each level with a bumper
WOAARRGGH.....Have a speed turn
ARNIECAR......100,000 bonus points
CASTLE MASTER
The key on the chapel roof can be a swine to get hold of if you don't
know how to get up there. All you have to do is stand on the drawbridge
and close it. You will then be lifted up, making it a doddle to get
hold of the prize.
When trying to collect the pentacles in the caverns, fall down one of
the trap doors and kill the spirit. Collect the first pentacle then go
to the other caverns collecting the pentacles and killing the spirits.
This will make the going easier if you fall into a cavern, since you're
saved the hassle of tackling a spirit that catches you unawares.
To get inside the display chamber, crawl inside the granary chest and
close the lid. Access is then as easy as falling off a rather wobbly
chair perched precariously perched on the top of a table.
Collecting the pentacle in the junk room isn't as obvious as it seems.
When you enter the room, crouch down, walk over the first shelf and into
the wall and stand up. Now do a U-turn and walk forward to collect the
item.
To move the big rock or open the pottery door, you need to have maximum
strength. If you haven't then fiund some food to top up your energy then
try again.
If you have the rock travel potion, you can get to the gymnasium either
from the Wizard's hut or from directly outside. If you're having trouble
finding the spirit in the dungeon, then try looking for something else
rather than the obvious. Still stuck? Well try that rat-like animal at
the back of the room...
Now for the big baddy himself. To kill Magister, the evil owner of the
castle, wipe out all the other spirits first. Now go to his room and
blast him in the forehead to destroy him.
Keys
1. Kitchen - on left of door as you enter.
2. Igor's chamber - in chest.
3. Vault Vestibule - on north wall.
4. In stable - on horse, under it's chest.
5. Hay barn - behind hay stack immediately to right of door.
6. Well - at top of well shaft.
7. Chapel roof - on chapel roof, get by standing on drawbridge and
closing it.
8. Shrine - on top of gold nugget. Get into shrine by activating
book on far left of top shelf in library, then stand on chair
revealed.
9. Wizard's hut - on top of chair back, stand on table to reach.
10. Pentacle vault - north wall. Get all Pentacles.
Pentacles
1. Bell tower - Pull rope until pentacle appears directly under bell
pull.
2. Gatehouse - enter from left ledge, immediately on right of entrance.
3. Dragon's hoard - on chest, get all treasure, pentacle appears,
replacing lock.
4. Junk room - crawl onto bottom shelf, go to the back, then stand up.
5. Display room - enter from granary by climbing into chest then closing
it.
- The rest of the pentacles are in catacomb caverns.
Riddles/Messages/Clues
1. I bid thee welcome stranger
To Castle Master's realm:
Thine own twinself in danger
To fail or overwhelm
2. Be foot loose and fancy free
To weave thine way without gloss.
3. When my face is drained
I stare down open mouthed
4. The place of the word of the lord
must be understood.
5. A needle in a sneezling stack
Is silver within gold
6. A louse crawls faster
A mole crawls deeper
But a worm crawls very well
7. Enshrined above that which
Is the goal of alchemy
8. The pointed eye of Heaven
Sees all once overlooked
9. To stand on high ceremony
First leap off hinge and bracket
10. Inside the blemish of the toes
Within the heart
Below the neck
Above the gut
11. What ails or ales
one thing is clear
Spirits are not served here
12. With all spirits unemployed
Magister maybe then destroyed
13. Would a sore throat from Greece
Free an emperor from Rome
When one is born every minute
14. The final guardian waits within
Magister is his name
But thou shalt not proceed to win
Whilst spirits do remain
15. When feeling not sick
Look to liquid assets
16. A well placed rock
is all you need
To make the drawbridge
fall with speed
Entrances to Catacombs
1. Well - crawl into well
2. Hot baths - enter hot baths, empty entrance at bottom of pool
3. Wizard's hut - under rug
4. Under large rock - push rock after drinking strength potion
5. Chapel - behind pulpit
- These lead to catabomb caverns where pentacles are located.
Final entrance from NW tower.
Potions
1. Strength potion - Inn, on table. Required to open pottery and move
large rock.
2. Rock travel - pottery, throw rock at door, and normally you will be
teleported.
3. Recuperation - under barrier in display chamber.
Notes and Hints
* There are 27 sprites including the dragon. These must be destroyed
before the Magister can be killed.
* Maximum health is 12 weights (6 on each side) = Herculean
* To get onto chapel roof, stand on the drawbridge then close it.
Note -
do not do this until you have the key from the wizard's hut and have
entered the catacombs from under the large rock, and then then under
the rug in the wizard's hut.
* Lifting weights in the gymnasium increases your health.
* Standing in hospital cures you up to normal health.
* The spirit in the courtyard will only appear when a rock is thrown at
the flag.
* To enter the junk room, fire at the plate (on the left of the door),
until it disappears, enabling the door to be opened.
* To kill the dragon, shoot eyes, teeth and horns, until they disappear.
* To kill the Magister, shoot at his head (not eyes).
* To confront the dragon, start on level 4 in the SW tower. Enter onto
the ballroom balcony, there is a break next to the last door, drop
down, and commence along the south passage.
* To find the Magister, go to the SE tower and press the button in the
king's solar on level 4. Then reach across the second barrier in the
corridor, and activate the crank. Go round to the south passage (the
long way) and you will be able to enter the Magister's room.
* A final piece of treasure appears on the table in the wizard's hut
after the key has been collected from the chapel roof. Use rock travel
to transport yourself from window in the gymnasium to the wizard's hut,
then collect treasure and transport back.
CASTLE OF TERROR
The flint is found in one of the barrels.
CHAMBER OF THE SCI-MUTANT PRIESTESS
You don't have to complete all five Ordeals. Instead, go into the
tunnels (from The Noose) and wait an hour. Then leave the tunnels and
go to The Master's Eye. Wait around until The Master dies. Search his
body for the whistle. Use it and a panel will open up. Reach Inside
and grab the egg.
CHAMPIONS OF KRYNN
See POOL OF RADIANCE - Same Cheat.
CHAOS STRIKES BACK
Find a Dragon and cast a "MON ZO GOR SAR" spell, then press <Escape> to
pause the game. Now, while holding down the left <Alt> key, type in:
"LORD LIBRASULUS SMITHES THEE DOWN". UNpause the game and kill the
dragon, and when the dragon dies it should leave behind a Firestaff, and
the party should be invincible.
CHARIOTS OF WRATH
When instructed to `press fire to start', push your joystick forward and
you will get infinite lives.
CHASE HQ (*)
After Nancy has told you about the criminal, keep pressing <Space Bar>
repeatedly, very quickly, and when you start the game, your car will be
doing about 800 kph.
CHASE HQ 2
While playing, type in "IN A GARDENIN". Now press <T> to reset the timer
and <N> to go to next level. Also, holding down <H> and <F5> while the
game is loading should get rid of all roadside obstacles.
CHIPS CHALLENGE
Start the game as normal and press <F>. The screen should flip upside-
down. Type in "SAGITTARIANS MAKE BETTER LOVERS." (with fullstop) for
an infinite supply of keys, shields, ice boots, and magnets; "09/12/57"
for unlimited time; or "I THINK THEREFORE I AM." (including fullstop) for
the ability to escape without collecting all the chips. <C> will skip a
level and <F> will return you to the game.
Alternatively, here is a list of passwords up to level 75:
Level Code Level Code
01.......BDHP 02.......JXMJ
03.......ECBQ 04.......YMCJ
05.......TQKB 06.......WNLP
07.......FXQO 08.......NHAG
09.......KCRE 10.......VUWS
11.......CNPE 12.......NVHI
13.......OCKS 14.......BTDY
15.......COZQ 16.......SKKK
17.......AJMG 18.......HNJL
19.......MRHR 20.......KGFP
21.......UGRW 22.......WZIN
23.......HUVE 24.......UNIZ
25.......PQGV 26.......YVYJ
27.......IGGZ 28.......UJDD
29.......QGOL 30.......BQZP
31.......RWMS 32.......PEFS
33.......BQSN 34.......NQFY
35.......VDTM 36.......NXIS
37.......VQNK 38.......BIFA
39.......ICXY 40.......YWFH
41.......GKWD 42.......LMFU
43.......UJDP 44.......TXHL
45.......OVPZ 46.......HDQJ
47.......LXPP 48.......JYSF
49.......PPXI 50.......QBDH
51.......IGGJ 52.......PPHT
53.......CGNX 54.......ZMGC
55.......SJES 56.......UBXU
57.......BWQS 58.......YBLT
59.......BLDM 60.......ZYVI
61.......RMOW 62.......TIGW
63.......GOHX 64.......IJPQ
65.......UPUN 66.......ZIKZ
67.......GGJA 68.......RTDI
69.......NLLY 70.......GCCG
71.......LAJM 72.......EKFT
73.......QCCR 74.......MKNH
75.......MJDV
CHRONOQUEST (*) (Complete Solution)
Part 1 - INTRODUCTION AND COMMENTS
(Compilers Note: I have left this discussion-like portion of the solution
unaltered because it gives a lot of interesting facts and comparisons.
I know that the ST-related bits are irrelevant to all you Amiga owners,
but it's nice to know...)
The following walkthru is a sort of compromise. The game is available
for both the Atari ST and the Amiga, but the moves for the two versions
are very different. We decided to write just one with lots of version
notes included. This is not the most satisfactory method, but it's the
best we could come up with that didn't involve two separate scripts.
Generally, the game is a good one. The graphics are excellent, the
music is good, and the puzzles are tough but reasonably fair. However,
a few cautionary observations are in order before getting into the
walkthru.
First, the ST version allows you to read only one document: a scroll.
However, we know of no way to read even that in the Amiga version. This
is a particularly unfortunate problem since it gives some specific
instructions which are needed to complete the game. If you are playing
the Amiga version, by all means drop by The Gamers' Forum when you get
the scroll, and we will be happy to let you know what it says. (Or, of
course, continue reading this walkthru.) There are also two other
letters which we suspect gave important clues, but we couldn't read them
in either version.
Second, the save/load features are slightly peculiar. The Amiga version
allows for complete installation on a hard disk; however, this is not
true for the ST version. While the disks aren't copy protected, only
disks 2 and 3 have hard disk support -- and _only_ for the root
directory of drive "C" (no folders allowed). It's certainly possible to
copy the Boot disk and Disk 1 to any place you wish, but a great many of
the files have duplicate names.
In addition, each saved game (which uses less than 700 bytes) requires
a separate disk. This is not a major problem since they're entirely
non-destructive; so, you can use any disk with a bit of space, but it is
annoying. Finally, there is no "quit" feature (you must turn off or
reset the computer), and dying requires a restart. Third, the documen-
tation is incorrect where it talks about things you may drop. Any dropped
item behaves in exactly the same way, no matter where you drop it -- in
the room where you pick it up, the room you're to use it in, or any other
room. In the ST version, all dropped items appear in the bottom left
corner of the screen, and you can drop as many as you want. Only four
will show at a time; if you pick up one or more, the other items will
show as space allows. The Amiga version also lets you drop as many items
as you want, but finding them is far more difficult. You must search most
of the lower portion of the screen. Fortunately, if you follow this
walkthru, you won't have to do that.
Fourth, the Amiga version has no clock, but the ST version does. The ST
version requires you to be at a particular place at a certain time.
While this walkthru will get you there on time, we do not know what uses
up time and what doesn't. Therefore, you may need to cause time to pass
by looking at the TIME icon.
One final comment: At times the game will display inset pictures on
your screen of various things you may have examined. Often, it is the
inset you need to use in order to get an item, or whatever else you may
be trying to accomplish. If something isn't working when you know it
should be, try using the inset instead of the original (or vice versa,
depending on what you were using before). We do tell you which to use,
however. So, let's get started!
Part 2 - THE CASTLE
Once you start travelling, it is difficult to return to the rest of the
castle, so we'll start by collecting everything we need in this part.
You begin in the Entrance Hall of your father's castle. If you LOOK at
the left newel post of the stairway, you'll notice it's missing an
ornament. Go east into the den, and you'll find it on the bookcase to
the right of the desk. It's the only important thing in this room; so,
GET the ornament, and while you're here, DROP the letter (the one from
your documentation), and go back west to the Hallway. USE the ornament
on the top of the left newel post. LOOK at the urn and you'll find your
first punchcard! TAKE the card from the urn. Go up and LOOK at the base
of the statue. TAKE the key, and USE it on the lock of the chest at the
back of the room. LOOK in the chest, TAKE the gloves, and drop the key.
Now, LOOK at the upper right-hand corner of the carpet, and you'll find
another punchcard. TAKE it, and proceed northeast into the bedroom.
PULL on the handle of the bedside table, then LOOK in the drawer. TAKE
the piece of paper. LOOK at the throw pillows on the bed, and TAKE the
punchcard you find there. LOOK under the bed, and TAKE the grapnel and
rope. That's all that's important here, and the other bedroom has
nothing useful. Head southwest and down to the Entrance Hall.
Go west into the dining room, then north into the kitchen. TAKE the
bottle on the counter. PULL on the cabinet that is directly under the
sink. LOOK at the cabinet, and you'll get a smaller picture of the safe
that's hidden there! USE the paper you found upstairs on the safe.
Voila! It opens, and you see some money and a lighter. Ignore the
money, but take the lighter, then go south, east, and northeast. Hey,
it's dark! Not to worry. LIGHT the lighter, then go up and east into
the chapel. On the right side of the mantel in the rear of the room is
a candle.
TAKE the candle, LIGHT it, then UNLIGHT the lighter. It is important to
do this as efficiently as possible because the lighter is almost out of
fluid, and you'll need it later. LOOK at the book on the lectern, and
you'll find the fourth punchcard you need. TAKE it and go west, down
twice, then east to the Laboratory. At this point your inventory is
probably full, so DROP any one item except the candle.
LOOK at the mirror on the wall, and a hidden switch will appear. PUSH
the switch (on the inset picture), and a secret door will open! DO NOT
GO THROUGH THE DOOR! Putting the ornament back on the newel post
activated the electricity so you could open the door. But if you go
through the door now, you'll get fried! Go west, up, and southwest to
the hallway. GET the ornament from the newel post, then DROP it. Go
northeast, down, and east back to the Laboratory. PULL the left-hand
desk drawer, and LOOK in it. You'll find some fuses. TAKE them, then go
north into the Secret Room. Ah, ha! There's the time machine!
USE fuses on the green square at the bottom of the fuse box on the left
rear wall, then PULL the lever next to the fuse box. The Time Machine
comes to life.
(Amiga version: Don't be too eager to use the Time Machine just yet:
You're going to need whichever item you dropped in the Laboratory. So,
go south and search around until you find it. Use the GET icon on the
bottom portion of the picture. You'll just have to keep searching along
the bottom of the screen until you find your item, then go back north.)
This is a good place to save your game. We're ready to explore Time now,
so get ready!
Part 3 - INDIA, EGYPT, PREHISTORY
Okay we're ready to get started. To enter the Time Machine use the UP
icon (to leave it use the DOWN icon). So, ENTER the machine, and SHOW
the control panel.
If you follow this walkthru exactly, you should be able to follow the
rest of the instructions, because your punchcards will be in the proper
place in your inventory. In case you haven't followed along, here is
where the various punchcards in the Amiga version will take you:
From the Urn in the Hallway: Prehistory
From Under the Rug: India
From Under the Pillows: Egypt
From the Chapel: Mexico
If you remove a card, those to its right move to the left to fill the
empty space, but their relative positions do not change. USE the SECOND
punchcard in your inventory on the slot in the control panel.
Whoosh: You're in India! Go west, then north into the hut. The Leper
wants to shake your hand, but you don't want to get leprosy; so, USE the
glove, then TAKE the Leper's hand. Leave the glove on throughout the rest
of the game: You'll need it periodically.
The Leper will be so grateful he'll give you a piece of paper which
will allow you to take an elephant ride. He also asks you to get some
water from the sacred temple which will cure him. GET the paper, and go
south, east twice, then northeast to the Mahouts. DROP the paper, and
they'll agree to take you to the temple.
"Up" will put you on the elephant's back, and you'll automatically end
up at the temple.
Go east into the temple, and you'll find the sacred water. To get the
water into the bottle, do the following exactly:
USE
BOTTLE
GET
WATER
The text should say that you have the water. Now go west and up, and
the elephant will take you back to where you started.
Go southwest, west twice, north, and DROP the bottle.
The grateful Leper will offer you a key. TAKE the key, then go south,
east, and north, and you'll see a smaller picture of a door. USE the
key on the door and you'll be inside a hut. On the table is a letter
and a piece of punchcard! TAKE the punchcard piece, and the letter,
then DROP the letter. (It probably has an important clue, but nobody
can figure out how to read it!) Go south, west twice, and you'll see
a Fakir who has a scroll in his right hand. TAKE the scroll, but don't
hang around! Go east twice, up into the machine, SHOW PANEL
and PUSH the toggle switch on the left side of the control panel.
You made it home again! DROP the candle, then enter the Time Machine.
SHOW PANEL, and USE the SECOND punchcard in your inventory on the slot.
You find yourself in Egypt! LEAVE the Time Machine and go northeast.
You should see a pedestrian-crossing here. If you don't, _do not_ go
north, or you'll get run over! (The northeast direction in the Amiga
version was VERY touchy; half the time you ended up going east instead
of northeast. You can also get to the pedestrian-crossing by going east
twice from the Time Machine.)
Go north twice, and you find yourself in front of a Pyramid. LOOK at
the bottom left stone surrounding the entrance. You're told the stones
are loose, and you find an amulet. GET the amulet. Since we can't find
a way to READ things, you'll have to trust this walkthru.
The scroll says: "TOP, TOP LEFT, TOP RIGHT, TOP RIGHT." Using the
PUSH/PULL icon, PUSH on the stones in the order indicated by the scroll,
and the door will open. If you don't do this right, you die. DROP the
scroll. Go north twice, ignoring the torch on the way. You don't want
to mess with all those snakes, so DROP the amulet, and they disappear.
Now, go north again, then west. USE the grapnel and rope, and go up.
Starting from the left, use the PUSH/PULL icon and PULL the SECOND,
THIRD, FOURTH, and FIFTH levers into the down position. The sarcophagus
will open. In it you find a ring and another piece of the punchcard.
TAKE the ring and the piece of card. Using the PUSH/PULL icon, return
the four levers to their original positions.
Go down, north, and TURN the right-hand torch on the wall to open a
secret passage into Nefertiti. Going down will take you outside to the
entrance into the pyramid. (If you hadn't returned the levers to their
original positions, you would have been impaled on spikes in the secret
passage.) Go south twice, west, and up into the Time Machine. SHOW
PANEL and PUSH the toggle switch to go home. A note here about dropping
pieces of the punchcard. This was done in order to make room in your
inventory, but it is a bit of a pain to find them again, especially in
the Amiga version. From now on, we will include a note on how many
inventory spaces you will need in a given time zone.
For the next time zone (Prehistory), you will need four free inventory
spaces. (The ST version requires five.) The punchcard you USE in the
time machine will release one inventory space; you can drop an item to
free another space.
In the secret room, DROP the piece of punchcard (if you need extra
inventory space), SHOW PANEL, then USE the FIRST card in your inventory
to enter Prehistory. LEAVE the machine and go east. LOOK at the
entrance to the hut, and you'll find a bone. TAKE the bone. You will
also find some dry grass and a rock. If you have space, you can TAKE
the ROCK.
Now, go east twice, and north to the remains of a fire. LOOK at the
fire and you'll find a piece of wood. TAKE the wood, LIGHT your lighter,
LIGHT the wood, UNLIGHT the lighter. You may now drop the lighter.
Toward the back of this scene you'll see some small rocks. LOOK at the
rocks, and you'll be told there's a small rock there. TAKE the rock (if
you didn't take the one from the hut), then go east and south into the
cave. LOOK in the area of the candles, and you'll find another piece of
punchcard. TAKE the piece, then LOOK at the drawing that appears in the
left corner of the background. You should get an inset picture on your
screen showing the drawing's finer details. It's a drawing of a temple
with "13-H" written above it.
Go north, west, south, and west three times. ENTER the Time Machine
(SHOW PANEL), and PUSH the toggle switch to go home.
Part 4 - MEXICO AND THE FUTURE
We're about to embark on the most complicated scenario yet; be prepared
to save your game! First, DROP the piece of punchcard you picked up in
Egypt, if you want to. You only need one free inventory space, and
you'll get that from the punchcard. The branch is also useless, so you
may drop it.
Go north to the Time Machine (Amiga version: SHOW PANEL), and USE the
remaining punchcard on the slot. Suddenly, you find yourself in Mexico!
From the Time Machine, go east twice, and you'll see a tree on the left
side of the screen with a hole near its bottom. LOOK at the hole, then
TAKE the necklace. Go west four times to the warrior. USE the necklace
on his right hand near the bottom of the screen. He'll draw you a map,
and tell you to start from the three rocks. Go northeast three times,
then north to a small temple. LOOK at the temple, and you'll see an idol.
TURN the idol, and you'll find a key. TAKE the key, go west three times,
and you'll be at the three stones the warrior told you about.
Save your game here! As mentioned before, the direction icons are _very_
touchy (particularly in the Amiga version); if you're off by a pixel or
two, you'll go in the wrong direction and get killed. Go northeast three
times, north twice, northwest twice, northeast, then east. You should
find yourself in front of the temple. You should be still wearing the
glove. If so, LOOK at the bush in the middle foreground of the picture.
(If you're NOT wearing the glove, a snake will kill you!)
You should get an inset picture of a slab with a slot in the middle of
it. USE the ring on the slot in the MAIN picture (not the inset), go
up, and beams of light will appear, indicating that the door is now safe
to approach. Going up again will provide you with an inset picture of a
door. You'll notice a small hole on each side of the door. USE the bone
on the hole on the RIGHT side. The text will tell you that nothing
happens, but if you go up again, you'll find yourself in the temple.
You are now inside the temple facing a chest. USE the key on the chest,
and TAKE the final piece of punchcard! (If you have the other three
pieces of punchcard with you, they will automatically become one whole
punchcard. We guess punchcards worked differently in the 1920s, before
computers were invented.)
Go down, and save your game; then, go west, southwest, southeast twice,
south twice, southwest three times, southeast twice, and southwest.
You're back at the Time Machine. ENTER the time machine (Amiga version:
SHOW PANEL), and PUSH the toggle switch.
Now LEAVE the machine, and GET the three other pieces of punch card you
dropped in the room (if you dropped them). After you find the second
piece, you'll see a new inset picture appear (in the Amiga version). We
have _no idea_ what it represents; if you figure it out, please let us
know!
When you find the fourth piece, the punchcard will automatically be
assembled for you, and you're ready for the final assault! All you need
in your inventory at this point is the glove, rock, picture, and
punchcard. ENTER the Time Machine (SHOW PANEL), and USE the punch card
in the slot.
When you arrive, LEAVE the Time Machine. Ahead of you, you will see a
door. To the left of it is what looks like a monitor with a couple of
buttons under it. PUSH the red button, and a picture will appear on the
monitor. In the lower right corner of your screen, you'll see a console.
PUSH the red button on the console, and a map of the world will appear.
Go west, the door should open, and a guard with a gun will appear. In
order to take care of him, click in the following order:
HIT
MAN
ROCK
(Someone suggested that you need to do more here before hitting the
man. So if this doesn't work, try fiddling around with something first.)
LOOK at the floor where the man fell; you'll find a suit, a gun, and a
strange key. You need the suit and the key, but you can ignore the gun
if you wish. USE the suit and you'll be wearing it.
Go north, east twice, and south to a small room with some equipment in
it. At the bottom right you will see a platform with a red button on it.
PUSH the button, and you'll see a picture of a strange machine with an
"X" on it. (Remember the position of the "X"!) Now, go north three
times, and west: There's the machine you saw in the little picture!
PUSH on the area where you saw the "X," and a compartment will open.
Making sure you're still wearing the glove, TAKE the fuses out of the
open compartment.
The machine will stop functioning. Go east. There's a storage
compartment on your right which contains a spacesuit. This suit will
let you go out into space, but there's nothing out there, so don't
bother. Instead, continue south twice, then east.
(If you're not wearing the suit, or if you didn't remove the fuses from
the machine, you'll get killed at this point in the Amiga version.)
If you're still alive, USE the key on the control box to the right of
the door. If you haven't brought the picture with you, the key will have
no effect. (It makes no sense to us, either!)
If you HAVE brought the picture, the servant will appear, confess
everything, and a picture of Humphrey Bogart will appear telling you
you've won the game.
This walkthru is copyright (c) 1989 by Merlin and Sara Groves. All
rights reserved.
CHUBBY GRISTLE
On the title screen type in "BUUURRP" and you will receive infinite
lives.
CHUCK ROCK
When the band are playing on the title selection, type in:
"ESTRANO" for fly mode (Left <Shift> toggles on/off)
"MORTIMER" for zone select (use Function keys)
"TURN FRAME" for level select (use number keys)
or, "FAST AINT THE WORD" for infinite energy
CHUCKIE EGG 2
If you type "ENABLE--F2" into the high score table, you will have
infinite lives. When you are playing, while holding down <F2> you can
move into any adjacent room by pushing the joystick in the direction of
that room.
CJ'S ELEPHANT ANTICS
On the title screen type in "ITCHY ARSEHOLES" (phew!) to get infinite
energy.
CLOWN `O MANIA
During the game, press <HELP> for more jumps and shots. The cheat will
not register until one is used. Use as many times as you like.
CODENAME ICEMAN (Complete Solution)
To Decode Messages
Make notes of the codes the radio man gives you - "Read code book"- for
Washington codes are as per book, CIA add 3, if greater than 10 subtract
10. The numbers you now have to relate to the shaded boxes in the manual,
page no., line no., word no. You should now have two words for each
message - "Use Computer" - Input the words when prompted to decode
messages.
Here is the complete solution:
Look Table
Get Magazine
Stand
West
Play Ball
- Enter sea when girl is drowning
Lay Victim on back
Shake
Shout
Call for help
Establish the airway
Look, Listen, Feel
Give two good breaths
Look, Listen, Feel
Check pulse
Begin Compressions
- After girl has recovered:
East
Get Shirt
Up
Open Door
Get Key
East
- Go to the table at the bottom right
Talk Girl
Buy Girl drink
Dance
Sit Down
Talk Girl
- At Girls Room:
Yes
Kiss Girl
Yes
Talk Girl
Kiss Girl (several times)
- In the morning:
Get Up
Get Note
Read Note
- Leave
Look Ground
Get Earring
Open Earring
Look Inside Earring
Get Microfilm
West, West, West, West, Up
Unlock Door
Open Drawer
Get Change
Get ID Card
- Leave
Down, East, East, Up
Buy Newspaper
Open door
Talk Girl
Get Message
Look Notice
- Make note of the Phone no.
- Leave and return to your hut
Open door
Look Pockets
Get Book
Read Book
Use Phone (Braxton and Nosinky)
- Go to Hotel
Give Key
- Go to boat
- At Pentagon enter
Show ID Card
- Go to lift
Push Button
Show ID Card
Push Button
- Leave
- At submarine:
Salute
- In room:
Open Bookshelf
Get Code Book
Open drawer
Get Calipers
West
- Follow captains instructions
- Leave and follow captain and when asked for combination:
134
Get Envelope
Read Orders
Look Chart
- Return to controls
- Follow instructions
- When radio message, leave:
Talk to Radio Man
- Go cabin
Open Safe
23448803
Get Briefcase
Open Briefcase
762134
Insert ID Card
Insert Microfilm
- Leave cabin and go downstairs
West
Climb Down
East
Inspect Machine
Push Button
Inspect Machine
Measure Cylinder
West, Climb, West
Open Cabinet
Get Cylinder
6 In
Get Washer
1/2 In
Get Nut
1/2 In
Get Pin
- Go to Lathe
Use Lathe
Set Lathe
I In
Turn on Lathe
- Go to Drill
Get Bit
1/4 In
Use Drill
- Go to Grinder
Use Grinder
West, West
Open Drawer
Get Wrench
1/4 In
Get Hammer
- Return to torpedo room
Replace Cylinder
Put in Pin
- Go to cafe
Get Bottle
Yes
- Play dice until you have won the bottle, his money and an electronic
- device (this takes ages and you can only restore twice so allow two
- hours to play). Return to controls and follow instructions, on top,
- "Look Binoculars".
- Destroyer:
- Dive below 600 ft
- Make speed 5 knots
- Silent running
- When the white line of the destroyer is halfway across active sonar,
- Fire harpoons
- Fire decoy
- You need to hit the ship three times to sink it
- After it's sunk, leave
Talk Radio Man
- Follow decoding procedure then return to controls
- Icebergs:
- Steer round them slowly while watching closed circuit TV
Contact Ice Station
- Once you are past them, leave
Talk Radio Man
- Follow the decoding procedure, and return to controls
- Alpha:
- Dive to 2310 feet
- Silent running
- Zero speed
- Wait for Alpha to go
- Activate sonar on and off
- Coontz:
- Follow coontz to Tunisia, leave
Look Periscope
Look Oil Rig and Harbour
- Go to stones
Open Cabinet
- Go to torpedo room
Open Cabinet
Get Explosives
Get Flares
Get Flares
- Go to the machine shop
West, West
Push button
Get Dive Vehicle
Inspect Dive Vehicle
Put Washer on Dive Vehicle
Put Nut on Dive Vehicle
Open Drawer
Get Wrench
1/2 In
Tighten Nut
Climb
Open Book
Wear SCUBA Gear
- Your heading should be the heading shown on the periscope plus
- 180 degrees
- Set Explosive on drilling rig
- Return to sub and follow the same procedure for harbour
- At magnetic field:
Use Device
Up, East, East, East
Tie Diver to Pillar
West, West
- Wait for net to come down empty
Up
Iceman
Fish
Look Fish
Look Line
Get Line
Look Wright
Open Capsule
- Follow map East, East, Up, West
Enter door
Look Sugar container
Get Sugar container
Empty Sugar
Remove false bottom
Remove foam
Get Gun
Look through Window
Open Fridge
Get Butter
Remove Lid
Get Paper
Read Paper
Get Tape
Get Card
Use Phone
03-555-8097
Order food
Use tape
Yes
- Leave, get in van
Get food
Hide Gun
- Follow guard
- In hostage room:
Drop food
Remove Lid
Get Gun
Shoot Guard
Shoot Guard
Free Ambassador
Remove Clothes
Leave
- A short arcade driving sequence now follows to complete the game
- The End!
COLORADO (Complete Solution)
*** The Winnemucca Forest
Starting from the canoe, head east into the next screen. Load your gun
and shoot the Iroquois that makes his way towards you, and then continue
east and enter the forest. At the crossroads take the upper trail and
head back west. When you arrive at the screen with the archer, go behind
the trees to avoid his arrows and then use the knife or hatchet to dispose
of him.
In the next screen you will come up against the Iroquois chief; use the
hatchet to kill him, and then take the necklace and skin. Go back to the
last crossroads and climb the mountain, being careful not to fall off the
edge (it's advisable for you to save the game at the peak). Pick up the
nuggets at the top of the mountain, and then climb all the way back down
and return to the first crossroads. Go east from the crossroads until you
come across another archer. To kill him, hide in the first recess and
cause him to shoot an arrow by moving diagonally backwards and forwards,
then place yourself in his line of sight, make a jump and take cover in
the second recess. Cause the archer to fire another arrow and then use
the knife or hatchet to kill him. Be careful of the jump in the next
screen, and then carry straight on.
*** Mac Biggle
Swap the nuggets, skin and necklace with him, and if necessary, drink
a potion. Now continue walking east and climb to the end of the blind
alley.
*** The Canyon of Death
Climb up, avoid the Apaches and then continue east; take care at the
jump. On the other side you will be attacked by two Apaches; use the
gun to dispose of these two, and then save the game. Continue on the
lower road until you get to the next screen. As soon as you enter, move
into the recess and reload your gun. Foolow the archer into firing at
you, then move back out of the recess and shoot him; walk east. Kill the
Apache you come across with either the knife or hatchet. Do the same in
the next screen, and then walk east again. Yet again, take care on the
two jump, and after you have got to the other side, reload the gun.
Use the gun as soon as you enter the next screen, and the use the axe or
knife to get rid of the Apache chief. Change the powder horn (freeing one
icon), pick up the necklace and the peace-pipe. Go back to the fork and
take the staircase; at the top of the stairs reload the gun, and as soon
as you arrive in the next screen use it; reload the gun once more, shoot
the next Apache you come across and then use the axe or knife to finish
him off.
*** Music
Drop the peace-pipe in front of the Hopi chief and swap it for the silver
bullet. Return to the first room in the canyon, make two left turns and
pick up the nuggets, then return to the forest.
*** Mac Biggle
Trade the nuggets and the necklaces, drink a potion and return to the
canoe.
*** Big Bear Forest
Take a right turn twice and then prepare to fight the first of the big
bears. There are three methods that can be used but the best way is
third method. Firstly, you can kill the bear with a stick of dynamite
and one bullet; secondly, you can use one complete powder charge; lastly
is to fight him with the knife. After you have defeated the bear, go
right for two passages, take the passage at the back to save the game,
and then come back to the second passage (in front of the tree on the
right) and cross the field of rabbits. When you fight the wolf the best
thing to do is to hit it immediately with a low blow from the axe,
otherwise you will have to go back a place in order to let the wolf pass
in front of you so you can give it a low blow with the axe or you can
simply avoid it by not moving in a straight line.
Continue right, and pick up the nugget.
*** The Gang Down the Mine
Throw the dynamite into the pile of rocks, then reload your gun and shoot
the miner. Now select the knife or axe and strike at the miner who will
then run away. Start moving right and when you get to the blind alley
kill the miner you find there. Follow Huck through the mine where a
passage will open up (NB - if there is a tree icon, you can pick up a
nugget in the room to the right of the secret passage room); take this
passage and at the first fork take the trail at the back. Go over a jump
and at the second fork take the door at the bottom. Reload the gun,
shoot the miner and then finish him off.
Go to the second fork and take the door at the back, reload the gun, and
on entering the room, take a few steps forward and shelter in the recess.
Make the Old Timer shoot, then use the gun in the low position to deal
with him.
Take, and then read the parchment (drop it afterwards). Go right and
throw the dynamite into the pile of rocks, then go to the peak where you
can save.
Return to the first fork and go through the lower door; kill the miner
with the gun, knife or axe. In the next room advance gradually, and when
you hear the waggon, take a diagonal step into the recess (pick up the
nugget if the icon is available), and then carry on right and kill the
miner. Continue right and you will come across the head of the miners; if
you still have some dynamite left use it on him, otherwise use the gun
and knife or axe. Pick up the large nugget and return to the forest, and
to the canoe.
*** In Cheyenne Country
Right (twice) - jump over the fire, turn right. Pick up skin (if the icon
is not available, put down the object, pick up water skin, swap it at
Biggle's store for gunpowder, change the powder horn, pick up object you
put down). First fork: take the upper road.
*** Mac Biggle
Swap the nuggets and the big nugget. Right, second fork: take the one
at the back behind the tents. Make sign of peace to the medicine-man,
then find out what the parchment says. Go back to the first fork, take
the lower road in front of the tent. Fight the giant in the same way as
you did the bear. Go right, make the sign of peace to Chief Two Moons,
find out what the parchment says; return to the canoe.
*** Terror in the Woods
Move right (four times), kill an Indian, right, Mac Biggle, kill the chief
and take the necklace and skin.
*** Mac Biggle
Swap the necklace and skin. The silver bullet and potions can be left
there; the powder horn can be swapped and you can drink a potion.
Return to the third room in the forest and take the passage at the
back to the right of the rock. Climb the mountain and fight the indian
(you can avoid him but be careful of the sheer drop). Archer in the next
room: reload the gun beforehand, crouch down on entering, cause the archer
to shoot an arrow with standing/crouching action, then use the gun. Jump
and then right.
*** The Medallion of Courage
Return to Chief Two Moons and put down the papoose. Recover the
medallion. Take canoe at the beginning of the camp go back to the forest.
Move back up the mountain; save in the cave and leave the cave by the
right. Keep on going right killing all animals you encounter.
*** Two Moon's Son
At the foot of the peak, save and then climb the mountainside to the
level of the sticks. Climb and at the top fight the condor. Take the
papoose. Return to the mine; return to the cave using the lift. Go back
down the mountain, pick up the silver bullet you had put down. In the
second room in the forest, use the pasage behind the large bush. Left,
reload the gun and kill the indian using either of your weapons. Right,
jump, right.
*** In the Kingdom of the Dead
Save again. Passage behind the burial-place on the right. Note the
contents of the parchment, go right, pass in front again and to the right.
Kill two wolves, right. To kill the lone wolf, load the gun with the
silver bullet, take two steps to the right then use the gun, shooting low.
Because you have the medallion you will not be hurt by the Great Spirit;
take the canoe.
*** Powhatan's cave
Save your position. Take the right blind alley and climb at the bottom.
If you take the right, kill the bear with the dynamite and the gun or in
the traditional way. Return to the left and choose the barrel on the
extreme left (move back to avoid the blast of the explosion); the Passage
of the Great Cross is open. Left and take the lift. Return to the mine.
Go back to the fork then go to the back to return to the peak.
*** Pocahonta's gold mine
Right, place the medallion in front of chief, the passage open, and that's
it - you've completed Colorado!
The End!
COLOSSAL ADVENTURE (Complete Solution)
There are several `random' elements within this adventure, so it is not
possible to indicate EXACTLY where or when they occur. The best thing
to do is follow the procedures, detailed in these preliminary notes, to
deal with each problem as and when it arises.
* The first Dwarf you meet will throw an axe or small knife at you. It
always misses the first time. Ignore the knife but get the axe. From
then on, when you meet a Dwarf, throw the axe and take it again. One
throw will usually suffice but you may have to repeat the action.
* When you have some treasures the Pirate will rob you. To retrieve
them (also the chest, which is itself a necessary treasure) go to the
West End of the Hall of Mists. Now follow these directions EXACTLY:
South, East, South, South, South, North-East, East, North-West
You will now have found the chest containing your stolen treasure.
Take the chest AND your stolen treasures and proceed EXACTLY as
follows:
South-East, North, Down, East, East, Say `Xyzzy'
You are now back at the Small Brick Building. deposit the chest and
treasures and resume where you left off. The Pirate will not return.
* When you are told that the lamp is flickering, this is a warning
that the batteries need replacing. Go back to the Small Brick Building
and Get The Coins. `Say Plugh' and then `On Lamp' then proceed EXACTLY
as follows:
South, South, Up, West, West, West, West, West, South, East, East,
Climb
You will now have found the Vending Machine and you should `DROP
COINS'. The machine will dispense new batteries and your lamp is
automatically `recharged'. Now proceed:
North, Up, East, East, East, East, East, Down, North, North, Off Lamp,
Say `Plugh'
You are now back at the Small Brick Building. As the coins were a
necessary treasure, this procedure will deduct TEN points from your
final score! This solution cuts a few unnecessary corners out, and
fully utilises ON/OFF LAMP and the magic words: PLUGH, PLOVER and XYZZY
to reduce the chances of needing replacement batteries.
* The `Endgame' will materialise when ALL treasures have been collected
and shortly after you are informed that the `Caves are closing'.
* Finally, each time you `SAVE' your position, ONE point is deducted
from your score.
Here is the solution:
Start at the End of the Road:
East, Down
Take Coins
Up
Drop Coins
Take Lamp
Examine Lamp
Take Keys
Take Bottle
East, South, South, South
Take Sandwiches
Examine Sandwiches
West
Fill Bottle
South, South
Examine Grate
Open Grate (using the key - it is now unlocked)
North, North, North, East
Say Plugh
On Lamp (you are now in the `Y2' Room)
South, Down, West, Down, West, West, West, West, Down
Water Plant (the plant grows and asks for more water)
Up, East, East, North-East, East, Up, East, East, Down
Fill Bottle
Up, West, West, Down, West, West, West, West, Down
Water Plant (it now projects through an opening above you).
Up, East, Down
Fill Bottle (with oil this time)
Up, West, Down
Climb Plant
West (note the inscription on the West wall), North
Oil Gate (it creaks open)
Drop Bottle
South
Take Eggs
South, East, Up, East, East, North-West (you may have to repeat this
until it works, and you should now be in the Oriental Room)
West, South-West, North
Cross Bridge (a Huge Troll appears and demands payment),
Give Eggs (you will retrieve them later)
Cross Bridge
Fee
Fie
Foe
Foo
- These latter four inputs will return the eggs to where you first
- found them!
North-East, East, North-East, East
Take Spices
West, South, Down, Down, In
Feed Bear (with the sandwiches)
Open Chain (using the keys)
Take Bear
Take Chain
Out, Up, Up, West, West
Cross Bridge (the greedy Troll appears again!)
Throw Bear
Cross Bridge
South-West, Down, South-East, South-East, North-East, East, Up, East
Up, North
Off Lamp
Say Plugh (you are now back in the Brick Building)
Drop Chain
Drop Spices
West, South, South, South, Down, West
Take Cage
On Lamp
West (note the word `XYZZY' on the wall here)
West, West
Take Bird (in the cage)
West, Down, Down
Free Bird (it sees off the snake!)
Drop Cage
South
Take Jewellery
North, South-West, West
Kill Dragon
Yes (You kill the Dragon with your bare hands!)
Take Rug
East, East, North, North
Off Lamp
Say Plugh
Drop Jewellery
Drop Rug
Say Plugh (back to the `Y2' Room)
Say Plover (You are now in the Plover Room)
North-East
Take Pyramid
South
Say Plover (back to the `Y2' Room again)
On Lamp
South
Take Bars
North
Off Lamp
Say Plugh
Drop Pyramid
Drop Bars
Say Plugh
On Lamp
South, Down, West, Down, West, West, West, West, Down
Climb Plant
West (there's your eggs!)
North, North
Take Trident
South, South
Take Eggs
South, East, Up, East, East, North-East, East, North
Open Clam (a pearl rolls away out of sight!)
South, Up, East, Up, North
Off Lamp
Say Plugh
Drop Trident
Drop Eggs
Say Xyzzy (you are now in the Room of Debris)
Take Rod
West, West, West, Down, South
Take Nugget
North, West
Wave Rod (a crystal bridge appears and spans the chasm!)
Drop Rod
West
Take Diamonds
East, East, Down, North, North
Off Lamp
Say Plugh
Drop Diamonds
Drop Nugget
Say Plugh
On Lamp
South, Down, West, Down, East
Take Gazette
East
Drop Gazette
South (repeat until you are back in the Ante Room)
West, West
North-West (repeat until you move to the Oriental Room)
North, West
Off Lamp
Drop Lamp
East
Take Emerald
West
Take Lamp
On Lamp
North-West, South
Take Vase
South-East, North-East, East, Up, East, Up, North
Off Lamp
Say Plugh
Drop Emerald
- Don't drop the vase yet!
Say Plugh
On Lamp
South, Down, West, Down, West, West, East
Take Pillow
West, North-East, East, Up, East, Up, North
Off Lamp
Say Plugh
Drop Pillow
Drop Vase (it lands safely on the pillow)
Say Plugh
On Lamp
South, Down, West, Down, North, Down, Down
Take Pearl
Up, Up, South, Up, East, Up, South, North, South
- Now repeat alternate North and South movements until an Elf appears.
- He is the Warrior who gave you the map to the Colossal Cavern. He
- then congratulates you and asks you to free his people
Yes (the `Endgame' now materialises, and you are at one end of a Huge
Room)
North, South (there's all sorts of bits and pieces here!)
Take Keys
Take Lamp
Take Dynamite
On Lamp
North
Drop Dynamite
South-West
Take Rod
Blast (you kill most of the Evil Dwarfs and create a new exit to the
West!)
West, West, West, Up, Up, Up, Up, Up, East, Down, West, West, West
Wave Rod (the old bridge trick!)
West, West, West, Down, Down, Down
Take Elixir
Off Lamp
Drop Rod
Take Pentacle
Up, Up, Up, East, East, East, East, East
North (lots of skeletons are chained to the wall, here)
Drop Elixir (all the skeletons return to life!)
South, West, North
Open Chain (to free the Elves)
South, South
Open Chain (to free the remaining Elves)
North, West, West, West, West
Lock Door
Up, Up, Up, Up
East (a huge blast will now rock the Dungeon as cold water meets hot
lava!!)
North
Take Orb
East, East
Drop Keys
Take Sceptre
South, West
West (the Spider stares at your pentacle!)
West (it now follows you)
Up, Up, Up
Throw Pentacle (the Spider follows it into space!)
On Lamp
Down, Down, Down, East, East, East, South
Take Crown
West, North, Up, Up, West, West, West, West
West
- You are now being gently swept along by the stream, your lamp
- remaining on!
Up (you are now on the edge of an underground reservoir)
South, South, South, East, East, Up, East, East, East, East, East
East, Up
The Final message:
"The Elves are waiting for you in a golden host surrounding their King.
They cheer wildly as you emerge into the sunlight"
Your score out of 1100 depends on how many times you `SAVED' and if you
used the coins to renew the lamp batteries or not!
CONQUESTS OF CAMELOT (Complete Solution)
Enter your room and GET PURSE. Now CHANGE CLOTHES.
Now leave your room and continue up to passage to the garden where the
queen hangs out.
Talk to her. ASK ABOUT FLOWER.
GET FLOWER
ASK ABOUT LANCELOT
ask her about anything else she talks about if you want.
Now exit the room and continue down the passage.
Go to the next tower where the treasury and Wizards room are.
To get to the wizards room you continue to go forward in the tower where
you see the treasure.
The wizards room is that tiny tower next to the treasury.
Enter the treasury and ASK MAN ABOUT BUNDLES.
ASK ABOUT COINS.
ASK ABOUT GEWAIN.
GIVE PURSE TO MAN, GET GOLD, GET SILVER, and GET COPPER.
Now GET PURSE back from the man.
Leave the treasury and go into the wizard's room.
In here you TALK TO MERLIN, ASK ABOUT MAP, GLASTONBURY TOR, OT MOOR.
You can also ask a few other things if you want.
Now go and take a look at the map in his room.
Then READ SCROLL, READ TRANSLATION.
Go to the chest and open it.
GET LODESTONE.
Go down from the wizards room.
Pass the next tower and do not leave through the exit, but instead walk
past it to the last tower you have not been to.
This is the chapel of the two gods.
Go to each of the alters here and KNEEL.
Put a gold coin on each alter.
Go the exit you passed earlier to the courtyard.
ASK GUARD ABOUT GALAHAD AND LANCELOT.
MOUNT HORSE and leave the castle.
Now back on the map, the first place you go is to Glastonbury Tor.
You will see a little forest sprite on the screen as you enter.
Give him a copper coin.
Now go west and you will see a poor hunter there.
Give the poor hunter a copper coin.
Ask him about lots of people if you want information.
You can ask about Lancelot, Gawain, Mad Monk, Black Knight, and maybe
some others.
Give the man a gold coin and he will give you the spear you need.
Now get back on your horse and continue west.
You will fight three boars here.
You just press space bar when the boar is real close.
Now continue on to the next screen.
Talk to the CROW.
He will ask you if you want to challenge Black Knight, say YES.
Now look at the dead guy by the tree.
GET SLEEVE.
Now go to the next screen where you will joust Black Knight.
Look where his shield is and don't hit the shield, instead hit his body.
After you unseat him three times you will win.
Go east and free your friend.
Draw you sword and BREAK SHACKLESS with your sword.
Talk to him and ask him questions and then....
Put Gawain on your horse and he will be taken back to your castle.
Now continue on and you will see a hag.
Give the hag the sleeve that you got.
This will free her of the curse.
Now save your game.
Read the writing on the thingwhere the hag was.
Go LEFT.
There are a lot of hard riddles here. Here are some answers to some of
the questions. Keep restoring and there will be different questions each
time you come. If you get lucky you will get five questions you know.
Here are some of the answers to the questions.
Q: You here me before, you hear me again...
A: Echo
Q: Sky, feather of a blue jay, water
A: Blue
Q: Follow you around
A: Shadow
Q: Look you in eye... never lies
A: Mirror
Q: Young, sweet in the sun, middle ages makes you gay, old makes it
valuable
A: Wine
Q: Three lives...breaks rock...caresses sky
A: Water
Q: Carries burden... would break a mans back, leaves silver in
its track
A: Snail
Q: If you break me... if you lose me
A: Heart
Q: I turn around once, what is out will not get in, I turn around
again, what is in will not get out, what am I
A: Key
Some other usefull answeres are...
SIEVE, CHILD, LOVE, TRUTH, MIRROR, GRAPES
When you've got the answeres, walk between the stones
You will be teleported to the center of Tor.
Go north and you will see the monk there.
ASK ABOUT GRAIL to him.
He will get mad and run north.
Follow him north and if he is not in the screen when you follow him
north, continue west.
You will see two illusions of the monk and one real one.
Draw you sword and use space bar to hit the monks with your sword.
After you beat the monks the servants will say you cannot leave.
Look around the ruins for the alter and put five silver coins on it.
The servants will allow you to go and give you a key.
Take this key and look around for the well which is in the ruins.
When you get to the well.
USE KEY to unlock the lock on the lid of the well.
REMOVE LID and REACH IN WELL.
Get the heart from the well,
Return to the place where you enter Glastonbury Tor.
The way backwards is south, east, west, west, south, east, east.
In this screen the sprite will pop up again.
Save your game here just incase he plays a trick on you.
When he asks for copper just GIVE THE BASTERD ONE COPPER COIN.
IF YOU DON'T HE EMPTIES YOUR PURSE AND YOU NEED SOME MONEY TO BUY A
TICKET TO GAZA!
Go south back to the map.
Go to Ot Moor.
It will be snowing here.
Go around here till you get to the ice.
The screens are RIGHT, UP, UP!
USE HEART when you get on the ice.
The heart will guide you across the ice.
When the heart is gold you are going in the right direction,
and when it is purple the ice will break and you will fall in.
This part is very hard, even with the heart.
Move one slowly one step at a time save your game every few steps.
THE SCREENS ARE..UP..LEFT..LEFT..UP.!!
After watching the color change to purple
and the ice breaking,
and changing to gold,
and the ice not breaking,
You will eventually make it across the ice.
You will see an ice palace here.
Go inside and you will see the lady of the lake.
Talk to here.
GIVE HEART to her.
She will thank you and give you information.
Say FREE LANCELOT.
She will give you a test.
Accept the test.
ASK ABOUT TEST.
LOOK BUSH.
Here are some answers:
Q: It alleviates all pain and sorrows...
A: Daffodil
Q: When light is dim and courage fails...
A: Almond blossom
Q: Known to the priest and nun, who natural pleasures to shun...
A: Cornflower
Q: For its sweet sake, you suffer in silence...
A: Forget me not
Q: In time of grief, it gives relief...
A: Poppy
Q: It can be as sweet as the tongue, or vile as a curse...
A: Yellow lilly
Q: Surrounded by giants, your worries are few...
A: Buttercup
The message of the Rose: Love is my shield
AND MAYBE THIS WILL HELP YOU.......
The language of the flowers.
From the earliest days of civilization, flowers have been given special
meanings. For example, the rose has a long association with love,
sexuality and with many goddesses, the virgin mary, and the science of
alchemy. Not only the flower itself, but often the color indicated what
significance was attached to it. There are many legends of flowers
springing up where drops of blood or tears fell to the ground. What
follows is a list of flowers and their meanings.
Almond blossom - hope
Anemone - afterthought
Buttercup - memories of childhood
Carnation - heart
Columbine - folly
Yellow chrysanthemum - slighted love
White chrysanthemum - truth
Cornflower - celibacy (NUN & PRIEST)
Daffodil - death
Forget-me-not - true love
Hyacinth - sport, game, or play
White lily - purity
Yellow lily - falsehood
Orchid - seduction
Blue periwinkle - early friendship
White periwinkle - pleasures of memory
Red poppy - consolation
Scarlet poppy - fantastic extravagance
Snowdrop - hope or consolation
Sunflower - haughtiness
Red tulip - declaration of love
Yellow tulip - hopeless love
Violet - lust
You only need to answer three, so there is a good chance you will get
a lot of the questions. Now that you have answered these three riddles
you will be set free and teleported before the ice.
Now go back west two screens to the map and go to Southhampton.
Talk to the man near the boat.
Ask the man about Galahad and ASK ABOUT PRICES.
BUY TRIP TO GAZA.
The ticket to Gaza will cost 3gp's.
DO YOU STILL HAVE MONEY IN YOUR PURSE?
You probably only have two GP's, so give two gold pieces and five
silver pieces or (if you have them) 3 gold pieces.
The man and you will get your ticket.
Off to Gaza!
When you enter Gaza, you will see a man and a boy.
They will both persuade you to go with them.
GO WITH BOY.
He will take you to his master.
You can ask him questions.
Ask Al-Sirat about stuff like the grail, Galahad, the goddesses, and
their guardians, and other things you feel necessary to ask for.
Write down the things he tells you like the names of the goddesses and
their symbols.
When you are ready to go to the desert, you will see Jabir again.
Don't hire him, but just continue into the desert.
After you come to the first screen in the SOUTH.
Go east, south, and east.
Don't drink the water because it is poisonous.
Jabir will stand in your way to go east now.
Draw your sword and he will run.
Once Jabir runs, go east and then north.
You will see a building here.
Go up the stairs in the south of the screen on to the platform.
Then take the stairs.
Going down from the platform to the Pool of Siloam.
When you get down here, drink from the pool of siloam.
Now go back up and leave this building and go north.
You will get to the Zion gate if you continue going north.
You will see four guards here.
Give the one guard you talk to 4 copper pieces.
Now go west along the wall until you reach the Jaffa's gate.
A man will ask you to give him all your money.
Just draw you sword.
Now enter through the gate.
You will be robbed right when you enter.
There is no way to get the money back.
Now that you have no money go to the man Mohammed.
He is caring for your mule.
Sell the mule to him and you will have lots of money again.
Mohammed will tell you all the conversions for the money he gives to you.
2 DINARS= GOLD
DIRHAMS = SILVER
FALS = COPPER
4 DIRHAMS ARE 1 DINAR
4 FALS ARE 1 DIRHAM
Now you will not enter the bizarre.
You get to go around and make everyone happy.
Go around talking to people if you want.
When you find the seeress, buy the THRUTH apple she has for one dinar.
She will reveal her job.
She tell you about the apple you have just eaten.
Now go around and make people happy.
You will find out that Ibraham (thetextile merchant) needs a veil.
Go to the Felafel maker who is cooking felafels.
Buy a felafel and give it to the little boy next to the felafel stand.
Now go to the pottery seller and buy a mirror from him.
Now go to the place where you sold Mohammed your mule.
CALL FOR MARI who lived upstairs.
THROW MIRROR to Mari.
AND WHAT DOES THE BITCH DO?...
She will go back in.!!
JUST CALL MARI again.
Ask for the veil.
She will throw down the veil.
Now take the veil back to Ibraham and give him the veil.
He will be happy.
Now look for the meat merchant and buy a LAMB piece from him.
Take the LAMB to the felafel maker and give her the sheep.
You have accomplished another good deed.
Now look for the fish man and talk to him.
He will tell you his problems.
Go to the lamp merchant and buy the herbs from him.
Now go back to the smelly fish dude and USE HERBS.
You will have fixed the problem for him and his neighbors.
Tariq talks about a religious relic.
Go to the relic guy (Antiquarius Rex) and buy a relic.
He will ask you for a name.
Type in "PETER".
Don't worry about the grail he talks about.
Now go back to the lamp merchant and give him the relic.
Now buy charcoals from the lamp merchant.
Take the charcoals and give them to the beggar.
The lamp merchant should have given you a broom when you gave him the
relic.
Go to the innkeeper and KNOCK DOOR
Give him the broom.
Enter his inn and stay a night.
Now go back to the screen where you sold Mohammed the mule.
You will see a woman who is crying.
TALK TO WOMAN.
Go to the grain dude and buy grain from him.
You should be about broke once you buy the grain.
Take the grain back to the girl and THROW GRAIN.
The birds will come down and you have performed yet another good deed.
You have not passed the test!
Go back to the apple lady and talk to her.
She will tell you to go to the house with the crescent and moon next.
She will give you also a strength apple. (Keep it for later)
Now go to the big house with the star and the crescent.
Say no to all your seductions. (Hard, isn't it!)
Talk to her and then ask her about things such as Galahad, the grail,
and the test.
After you ask about the test, she will open the door for you.
First you must give your purse.
(THAT DOES SOUND FAMILIAR?)
Go through the door to take the test.
REMEMBER THE SYMBOLS that Al Sirat gave you, and you'll pass this test.
THIS IS VERY TRICKY!
Fatima will tell you if you pass the test.
Now go to the Hierophant.
The Hierophant is the old beggar who you gave the charcoals to.
Talk to him and ask him to open the catacombs.
He will do that and give you an elixir.
To find your way around in the catacombs, use the lodestone.
Now go around the catacombs and look at the murals.
Keep looking around until you find a childs mummy with a medallion on it.
Go to the right of the mummy and use your sword to get the medallion.
Now go to the sarcophagus and read the inscription on it.
Go to the open part of the sarcophagus and get the golden apple.
Now you should easily find Galahad.
Give Galahad the elixir that you got from the Hierophant.
You should get bitten by a rat right now, but don't worry.
Just continue on,but hurry now.
Now look around for the statue of Aphrodite.
Put the golden apple in the palm of her hand.
The answers to the questions are:
Q: Who was dragged to death behind his chariot?
A: Hippopolytus
Q: In the kingdom of Flora what represented fertility and is sacred to
Aphrodite?
A: Apple
Q: What is Aphrodites sacred number?
A: Six
Q: In the kingdom of Fauna what represented fertility and is sacred to
Aphrodite?
A: Dove
Q: Who ended the dispute between Aphrodite and Persephone about Adonis?
A: Zeus
Q: What is the name of the king who was the father of Hippolytus?
A: Theseus
After you answered all of her questions, she will give you directions
on how to get out of the catacombs and a dove. Write down all the
directions she give you.
When the secret doors opens use the lodestone determine which doors to
take.
The lodestone always points north.
Follow the directions, and then take the stairs out.
Don't forget to take a look at the dead warriors skull.
Now get to the temple.
Walk all around the temple and check it out.
When you encounter the Saracen, eat the strength apple.
Put on the helmet that Saracen gives you.
Now fight the thing.
If you die of poison at any time in this whole area, then you have
wasted too much time, so restore to the part where you get bitten and
do everything more quickly.
After you beat the Saracen, use the dove.
Follow the dove until Aphrodite appears.
Listen to what she says.
Then ask Merlin about the spiral.
Now go to the spiral.
When you are facing the spiral on the inside of the temple.
Now move to the left and count the spaces of the remains of the pillars
until you get to the 6th one.
The secret is...Count the empty hole too!
Push the 6th pillar, and voila!!!
Now get the grail.
The grail will be stolen by a thief when you get it.
Chase the thief down the stairs and into the alley.
He will be trapped in the alley.
You can kill the thief or show mercy to him.
Grab the grail and you are done.
Thats all folks!
Sit back and watch the end sequence
CONTINENTAL CIRCUS
At the start of the race, when the first light comes on, press up on the
joystick and hold it there. Then, when the second light comes on, pull
down on the joystick and hold it there. When the third light comes on,
press up on the joystick and once again hold it there. You should now
start off with faster acceleration. However, you must time these move-
ments exactly.
COSMIC PIRATE
While playing, press <Space> to pause. Now press <.>. You will get a
requester. Type in "GZAIMASEN" and there should be a sound effect
denoting cheat mode operative. This will make you invincible. Once in
cheat mode you can choose which spacetruck to attack by recalling the
requestor and typing "GIMMESHIPx" where `x' is mission A-Z. This only
works before entering the sector with the spacetruck!
CRACK DOWN
While playing, pause the game and type in "SMURF". Now, pressing <F1>
or <F2> should bring the respective player back to life.
CRAZY CARS 2
The routes to take for each stage are:
Stage 1: road 15 on the right, road 70 on the left and keep going.
Stage 2: road 191 on the right, road 666 on the left, road 160 on the
left and keep going.
Stage 3: road 285 on the right, road 60 on the left and keep going.
Stage 4: road 70 on the right, road 54 on the left, road 25 on the
right, road 10 on the left, road 180 on the right and keep going.
CRYSTALS OF ABOREA
For full life points and all the abilities, choose Jarel and click on the
bottom icon. Now press <Ctrl> and <V> for full life points plus all the
special abilities.
CURSE OF THE AZURE BONDS
See POOL OF RADIANCE - same cheat.
But also, here's some other stuff, in case your interested...
In case anyone was wondering, The `Wizard in Red' refers to Dracandros.
He is the owner of the Crescent Moon bond. The `Woman in Green' refers
to the leader of the Cultists of Moander. They, of course, are the
owners of the Mouth in the Hand bond, which is the symbol of the God
Moander. The `Lord of the Black' refers to the leader of the Zhentrim,
or `Black Network', an evil alliance of priests, mages and thieves
that operate out of Zhentil Keep. They own the big `Z' in the Triangle
bond. Lastly, `The Flamed One' is, of course, good old Tyranthraxus.
He owns the Flaming Bond, which is the Symbol of Tyranthraxus.
To defeat Tyranthraxus, you must gather the Amulet of Lathander, which
is in Zhentil Keep, the Helm of Dragons, which is currently being kept
by Dracandros in his castle near Haptooth, and the Gauntlet of Moander,
which is kept by Mogion (the Woman in Green!) in Yulash.
You must take these items to the Pool of Radiance.
Here's some help on how to get rid of those *&%#!@ bonds:
The Fire Knife bond is lost when you defeat the leader of the Fire
Knives under Tilverton.
The Zhentrim bond is lost when the Zhentrim leader is killed by Dexam
under Zhentil Keep.
Dracandros' bond is removed when you confront him and his horde of
Black Dragons (about 26 of them, so be prepared!) atop his tower near
Haptooth
The symbol of Moander is lost when you defeat Mogion and the Bit o'
Moander in the Pit in Yulash.
And the symbol of Tyranthraxus? Well, who knows? However, I can
guess that it probably has something to do with killing the guy...
CYBERNOID
Press <Space Bar> on the title screen, type in "RAISTLIN" and press
<Space Bar> again. You now have an endless supply of Cybernoids.
Also, if you pause the game and press <N> you will be transported to
the beginning of the next level.
CYBERNOID 2
For infinite lives, type "NECRONMICON" on the title screen. To skip a
level, press <N>. If this doesn't work, try typing in "NECRONOMIOCON"
and pressing <N> to skip.
DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
DALEY THOMSON'S OLYMPIC CHALLENGE
Enter your name as "HINGSEN.J" on the high score table and then quickly
press the <Delete> key. The high score table title should now show the
word "Demo". Type in ".J" again and press the <Delete> key again. The
table title should now say "Mega Demo". Now start a new game and if you
press the function keys they should select an event to play and with a
full quota of Lucozade.
Another source says "HINGSEN-J" instead, and similarly, "-J" the second
time. As usual, try both.
DALLAS QUEST
Go down the ladder with the flashlight, turn it on and drop it. Go east
then south, put all the neccessary objects into the knapsack and close
it. Go down the ladder, pick up the flashlight and continue with your
journey.
DARKMAN
Type in "meaculta" while playing for infinite energy.
DARK SIDE
Hold down the keys <2> and <8> while pressing Fire to see some digitised
pictures of the programmers.
DATASTORM
After loading, wait for the high score screen to appear. Hit <F10> to
view a message.
DAYS OF THUNDER
Enter the qualifying race as normal and then press <P> to pause the
game. Now type "COMEFLYWITHME", and the screen should flash. You
can now pull back on the joystick and fly into the air. Now use the
joystick fire button to go forwards, and the Function keys to get views
of yourself whizzing through the air.
DEADLINE (Complete Solution)
From the front path of the Robner's estate, go North to the front door of
the house. Type "Open Door" and go North into the Robners' house. From
inside the door, go North, East, and type "Climb Stairs" twice (or you
can just go Up, Up to get to the second level of the estate. From there,
go West, West, West, West, and North to the library where you will start
the first of a series of Sherlock Holmes-type activities. In Deadline,
you need to establish the motive and method for the murder beyond all
reasonable doubt before you can arrest the guilty party. If you don't
have an air-tight case, the jury will acquit the defendant.
It is here in the library where we go about establishing the method by
which poor Mr. Robner was done in. First off, type "Examine Rug". You
will find some mud spots which is your first clue. Now, "Get The Cup,
Pad, Calender and Pencil" and "Rub Pencil on Pad" and then "Turn Page of
Calender". Aha! Perhaps a clue as to the motive? Let's see if we can
substantiate the method a little more...that mud on the rug was very
interesting.
Type "Open Balcony Door" and Go North onto the balcony. Check out the
railing by typing "Examine Railing" and you will see some scratches,
lending credence to the theory that perhaps the murderer climbed up the
balcony from the ground below where he (or she) got mud on his shoes.
Let's have a look below and check for some indication that the murderer
was indeed below the balcony.
To leave the balcony, go South, South, East, East, East, East, Down,
Down, West, South. Type "Open Door" and go South back to the front door.
Now go East, East, and South-East to the shed where you will see a
ladder. Type "Examine Ladder". Hmmm! This ladder-and-balcony theory
is looking good! Let's see if we can prove the ladder was below the
balcony. This will have to wait a while though, because it's getting
late in the morning and we have to do some more checking in the house
before the reading of the will takes place. And besides that, we need to
talk to Mr. McNabb and he doesn't seem to be in the mood right now.
Go back to the house by heading North, South, North and head back up-
stairs with North, North, East, Up, Up. Let's see what else we can find
upstairs. Go South, South into Dunbar's bathroom. Type "Open Cabinet"
and "Examine Loblo". Aha, again! Now we go back downstairs and see if
we can find Mr. McNabb to see if he knows anything about a ladder under
the balcony. Go North, North, Down, Down, West, South, and South. Let's
take a break for a while. Type "Wait Until 11:30". And now for Mr.
McNabb. Let's try the garden path first with East, North-East, East,
and West.
If McNabb is not around, just wait for a while or snoop around the area
and he will soon show up. Deadline is very unpredictable when it comes
to the various characters moving around the scenario. Once you spot
McNabb, go to him and say "Hey McNabb", followed by "What is Wrong".
He will tell you about some holes he found in his garden so, naturally,
you say "Show Me the Holes". He will take off and you "Follow Hiim".
When he stops, type "Examine Holes". Eureka! The ladder was here and
the depth of the holes proves somebody climbed it up to the balcony!
To make sure we cover every angle, type "Examine Ground" and "Dig Around
Holes". Hmmm...wonder what this could be about? To find out, type
"Analyze Fragment For Loblo". Oops, it's later than we thought! Back
to the house for the reading of the will. Go North, South-West, South-
East, and East to the house and North, North, West into the living room.
Now just "Wait" for the will to be read.
After the will is read, you decide to see if you can roust some of those
present into giving you some clues as to the guilty party and, perhaps,
the motive for the crime. Let's start with George. Type "Show George
the Calender". He will get very nervous and start heading out of the
room. Type "Follow Him" until he finally goes to his room. He will
keep telling you to leave him alone, but just keep following him until
he enters his room.
At this point, you decide to see if George knows more then he's telling.
You aren't going to get anything from him here, so let's go to the
balcony and wait to see if he does anything. Go West, North, North to
the balcony and type "Wait 10 Minutes". Voila! Here he comes! Wait
until he goes behind the bookshelf and then type "Wait 4 Minutes" to
give him time to really get his hands into the cookie jar. When your
four minutes are up, go South, "Examine Bookshelf", "Press Button", and
go East. Ha! Caught him red-handed!! Type "Get Will", "Look Safe",
"Get Papers", and "Read Papers".
Things are beginning to look up! Let's see if we can substantiate some
of this stuff. Go back to the living room with West, South, East, East,
East, East, Down, Down, West, West. My, isn't this cozy! Type "Hey
Baxter", and "What about Focus". You know he's lying so you "Show Papers
to Baxter". Ah, that's better! Now for some clever psycho-detective
work. Type "Show Lab Report to Dunbar" and "Show Lab Report to Baxter".
Whip around and "Accuse Dunbar". Hmmm...a tad nervous, isn't she?
Perhaps we should go off and wait to see what develops.
Go East to leave the room and "Wait for Dunbar". Just as we suspected!
When she passes you, type "Follow Her". Once outside the house, she will
drop a ticket. Type "Get Ticket" and "Read Ticket." WOW! This is get-
ting good! Type "Show Ticket to Dunbar". You know you've got her on the
run now so head off to the shed to wait and see what develops. Go East,
East, and South-East and "Wait for Baxter". When they both show up,
"Show Ticket to Baxter" and "Arrest Baxter and Dunbar". You didn't
believe them for a minute, did you?
Due to the dynamic nature of Deadline, there are several ways to end up
accusing Baxter and Dunbar of the murder. There are also more puzzles to
solve, but this is all that is necessary to put together an air-tight
case against them.
DEFENDER 2
Try typing in "GOATY" to make yourself invincible. Alternatively, here
are some level codes: LEMAC
ZIPPO
LAZER
DAFAD
MAMOG
FUNKY
DONKY
DEFENDER OF THE CROWN (*)
Hold down the <K> button while the second disc is loading for 2048
knights.
DENARIS
For infinite lives, when the `insert data disc' prompt appears, hold
down <Z>, plug the mouse into joystick port, and hold down the right
mouse button while it loads.
DEUTEROS
Go to the surface or the orbital stores room, hold down <Shift> and press
<C>. The screen should turn green. Now press <Shift> and <C> again,
and the game will resume as normal. Now click on the master control icon
and go to the stock screen. You will appear to have one of every item,
when in fact you have an infinite supply of everything. Orbital space
stations can now be built with one frame section.
DOGS OF WAR
Before you start the game, type "TIMBO" and <F5> will provide you with
infinite lives.
DOMINATOR
Type your name in on the high score list as "SHAFT" for infinite lives.
DOUBLE DRAGON
On the title screen, type in "R U CALLING MY PINT A POOF?" and press
<Return>. Then while playing, pressing the <Delete> key will slay your
opponent.
DRAGON BREED
At the end of a level, while the next is loading, hold down Left mouse
button, <Delete>, and <Help>. The screen should now flash, and you can
skip a level by pressing a key.
DRAGON NINJA
During the game, type in "TERRIFIC". Now, pressing <F3> will give you
infinite lives and <L> will take you to the next level.
DRAGON SPIRIT
Pause the game by pressing <F9>. Then type "DRAGON HEAD", and press
<F10>.
DRAGONSCAPE
While playing, pressing <ALT> and the Down Cursor Key will take you to
the next level. If this doesn't work, try pressing <Tab> and <2>. (The
two being on the numeric pad)
DRAGONS LAIR
On the first screen, wait until Dirk starts to cross the drawbridge and
press <Escape>, <R>, </>, <L>, <N>, and <7>, and press Fire on the
joystick, and Dirk will no longer need your help to finish the game.
Also, here is a complete solution:
* Disc One
Drawbridge(s):
Swing the sword as the tentacles appear and approach you. As they dodge
away, quickly push UP to climb out of the hole.
Room:
Push RIGHT immediately after the door flashes, which is once the `DRINK
ME' sign has flashed.
* Disc Two
Cave:
If entered from the right, move LEFT-RIGHT-LEFT as soon as the steps
flash. Go the opposite way if entering from the left hand side.
Room:
Execute the following moves once the tentacle drops down:
If door is on inner, right hand side, FIRE, UP, RIGHT, DOWN, LEFT, UP
If door is on inner, left hand side, FIRE, UP, LEFT, DOWN, RIGHT, UP
* Disc Three
Cauldron Room:
As Dirk picks up a bottle, a monster will grab him and the scene will
change. As soon as that happens, press FIRE to kill the monster.
Whirlpools and Rapids:
Simply move LEFT or RIGHT to avoid the whirlpools. If whirlpool was on
the left, Dirk will end up in the rapids on the left, and vice versa.
Go LEFT, UP, to enter next screen, the reverse if entering the right.
* Disc Four
Knight:
If Sword in right hand, RIGHT, LEFT, UP, LEFT, RIGHT, LEFT, RIGHT.
If Sword in left hand, LEFT, RIGHT, UP, RIGHT, LEFT, RIGHT, LEFT.
Once a close-up of the knight appears, press FIRE. Enter it just before
Dirk lands on the floor.
Balls:
DOWN when small ball passes. Repeat for all six.
* Disc Five
Room:
Just keep pushing UP.
Lair:
If Moving objects are on right, RIGHT, LEFT, DOWN.
If Moving objects are on left, LEFT, RIGHT, DOWN.
Next screen:
DOWN to catch objects.
Keep pressing FIRE when princess says `Use the magic sword!'
* Disc Six
The Final Battle:
DOWN to avoid Singe's grasp. Now move (LEFT or RIGHT as necessary)
towrds his head. Once Dirk has the magic sword, push DOWN. Do this
three times before pressing FIRE, once the scene changes, to kill the
dragon.
Dirk has been daring enough to complete his goal and win the hand of the
beatiful princess!
DRAGONS LAIR 2 - TIME WARP (*) (Complete Solution)
Type in "GET MORDROC DIRK" before starting the game to make things a
little easier - the game will play all the way through without you
having to do a thing. Alternatively, here is a complete solution:
Scene 1 & 2 - Move LEFT just before Dirk's mother-in-law swings the
rolling pin. On the drawbridge move DOWN and then RIGHT
to run into the castle.
Scene 3 & 4 - FIRE to hit the snake behind you, and then RIGHT to go into
the shaft. Go DOWN (quickly) to climb down the step and
then LEFT to avoid the snake.
Scene 5 & 6 - Go LEFT to avoid the rolling pin, then go UP to climb out.
Move up once again to escape the crumbling pillar. Look at
those nasty chompers.
Scene 7 & 8 - Move DOWN, wait until the rocks starts to tilt and then go
DOWN again. Press FIRE to hit the serpent, then move UP.
Pause for a second the FIRE to hit the serpent.
Scene 9 & 10 - Push the joystick UP to get back on to the Time Machine.
Go RIGHT to enter the rib cage where you will soon be
meeting your next, nasty adversary.
Scene 11 & 12 - Go LEFT to avoid the serpent, FIRE to hit him and LEFT
again to avoid the pack of skulls. Down into the Time
Machine, and FIRE to strike the serpent once more.
Scene 13 - Yet again press FIRE to hit the serpent and LEFT to hang onto
the Time Machine. Wait until the serpent grabs Dirk's legs
then LEFT to be in an attacking position and finally FIRE to
hit the serpent.
Scene 14 & 15 - FIRE to hit the serpent. RIGHT to insert the sword into
the Time Machine and FIRE to activate it. Move up to
dodge the flying dinosaurs. Press FIRE to kill the first
and then FIRE again to kill the next one.
Scene 16, 17 & 18 - As Dirk flys by move UP to avoid Mordroc. FIRE to
kill the flying dinosaur then UP (quickly) to avoid
him. RIGHT to drop onto the ledge.
Scene 19 - Go DOWN to dodge the flying dinosaur the FIRE to kill him.
(screen pause) Move DOWN quickly right after the pause and
then FIRE again to kill another dinosaur. (screen pause) LEFT
to get wings, RIGHT to put them on, and UP to fly off the
ledge.
Scene 20 & 21 - Move DOWN to go after Daphne (wait until she falls). Go
DOWN to drop into the mud, then RIGHT to grab the sword
and UP to get on the Time Machine.
Scene 22 & 23 - Dirk climbs up the vines by himself but when he is
attacked by the guardian angel you must push DOWN to
avoid the angel's wand. Now UP to climb the vine.
Scene 24 & 25 - Push DOWN to dodge the wand, then LEFT to jump onto the
edge of the castle. Move UP to dodge the angel's wand
again and then UP over the castle wall.
Scene 26 & 27 - LEFT across vine, DOWN to drop, UP to jump, and RIGHT to
exit. FIRE at the snake. Dirk gets wrapped in snake's
coils then FIRE, wait and FIRE again.
Scene 28 & 29 - Go RIGHT to avoid being eaten, then go UP and when Dirk
straddle the snake go UP again. Move DOWN to invert
Dirk, then RIGHT to avoid being eaten.
Scene 30 & 31 - Press FIRE to hit the snake on the head. Hit FIRE to
activate the Time Machine. And then it's up, up and away
to the next scene.
Scene 32 & 33 - Mordroc puts the ring on Daphne's finger (no moves).
Move UP to get off the falling platform, then press FIRE
really fast to throw the sword.
Scene 34 & 35 - The sword hits Mordroc's wrist. Move UP to jump forward,
then LEFT to jump onto the platform, then (while in the
air) hit DOWN to land. Now move RIGHT.
Scene 36 & 37 - UP to jump onto the platform, RIGHT to avoid the crumbling
platform. FIRE to get the ring and go LEFT to exit. UP
to avoid the bolt, FIRE to throw the ring.
Scene 38 & 39 - The ring lands on Mordroc's finger and he dies (no moves). Go
LEFT to get off the crumbling tower. Be quick because
it's a long way down.
Scene 40 & 41 - Hit FIRE to destroy the gas bag, then move UP to dodge
the explosion. Move DOWN to avoid the rocks, then LEFT
to walk towards Daphne. UP to jump.
Scene 42 & 43 - Move DOWN to kiss the lovely Daphne, then FIRE to hit
the flying reptiles. FIRE again to kill another flying
reptile.
Scene 44, 45 & 46 - Daphne wakes up (no moves). Hit FIRE to kill another
flying reptile, and then FIRE once more to kill the
last reptile and complete the game.
DRAKKHEN
Load the character disc, select a gender, and type in the name as
"31415927". Now press <Enter> and type in "SUPERVISOR", and press <Enter>
again. Now all weapons, armour and treasure inside palaces will be
restocked every time you enter.
DREAM ZONE (Complete Solution)
In two scenes (involving the `Thief' and the `Deamon), the parser
occasionally won't recognize a command the first few times. This may
have been corrected in later versions. Also, in the earlier version,
you cannot kill the Thief the first time so be sure to SAVE YOUR GAME!
The four lifts go to floors 1 - 4. On each floor are ten rooms, from L
- A and R - A to L - E and R - E. Necessary directions are shown in the
solution.
Lift N also has a Basement!
Here's the Biz:
Bedroom:
Open Dresser, Get All, Wear Pyjamas
Bathroom:
Get All, Use Toothbrush
Brother's Room:
Give Brother Money, Open Chest, Get Gun
Bedroom:
Sleep
Path by Gate:
Use Toothbrush
Room S4R-E:
Give Officer Sandwich, East, North, North, North, North, North, Down
Down, South, East
Room S2L-A:
Shoot Officer, Get 16D-970, West, North, Down, North, East, Up, Up,
East, East, East, East, South
Room E3R-D:
Give Officer 17D-16B, North, West, West, West, West, Down, East, East,
North
Room E2L-B:
Give Officer 16D-970, South, West, West, Up, Up, East, East, East, North
Room E4L-C:
Give Officer 11X-16B, Give Officer 51M-970, South, West, West, West,
Down, Down, Down, West, South, Up, Up, South, South, South, South, West
Room S3R-D:
Get Rock, Give Officer 43A-81G, Steal 69B-12C, Shoot Officer, East,
North, North, North, North, Up, South, South, East
Room S4L-B:
Talk to Officer About 22Z-131, West, North, North, Down, Down, South,
West
Room S2R-A:
Give Officer 22Z-131, East, North, Down, North, Exit, South, East
Alley:
Give Fox Form 69B-12C, West, West
Crowd:
Say Drinks are on the house
Bar Door:
Damn
Romper Room
Get Soap, Use Soap
Crowd:
Engage Girl
Secular Church:
Get Wafer
Pulpit:
Marry Girl, Kiss Wife, South, South, South, Up
On the House:
Buy Keys
Alley:
Buy Loan
Bar Door:
Show Bonzo ID, South, Drop ID
Bar:
Talk to twins about Gum, Give Bartender Wafer, Use Keys, West, Exit
Terminal:
Buy Tickets
Games:
Steal Teddy, Steal Tokens
Carnival:
Give Kids Tokens
Big Top:
Buy Ticket
Freaks:
Give Hairy Candy, Give Grajunk Gum
Bar:
Get Jacket
Sword Smith:
Give Smith Jacket, South, South, Swim, Enter
Cave:
Give Jacque Keg, Exit
Rock Garden (L):
Give Sushi Rice
Rock Garden (M):
Shoot Thief
Rock Garden (N):
Dig Garden, Get All
Throne Room:
Give Emperor Rock
Servant:
Give Servant Vase
Imperial Bed:
Get Rock, Give Princess Teddy, East, East, South, South
(For returning the Princess to the Castle, you receive the sword)
Dock:
Fish, (you must have the worms)
Alley:
Give Shark Tuna
Bar John:
Talk to John About Task, Exit
Airship:
Give Captain Globe, Say Ready, North, Jump, West
Drunk:
Hit Drunk, Get Wine, Jump
Tower:
Give Rambone Tonic, Up
Key Tower:
Swap Rock with key, Down, Down, South, Say Ready
Deamon Door:
(You won't see a picture of the door, just of the Deamon; you must
first walk in that direction in order to have the encounter!)
Use Sword, Throw Wine, Use the Key, Use Plunger, Use the Key
Bedroom:
East, North
Brother's Room
Give Brother Gun
Thus endeth the game!
DRILLER
When you start the game, you are facing a small shed-like building.
Shoot it about 25 times and you'll be transformed into a jet. This
will enable you to fly around the freescape world.
DRIVING FORCE
On the selection screen, click, with the mouse pointer, on the two letter
"I"'s in the word "DRIVING", and when you are ready to start, hold down
the <Help> key until the game has finished loading. You should then see
the words "You Cheat" appear in the nationality boxes of the races, and
yo will now qualify for the next race no matter what position you finish
in.
DUNGEON MASTER
Go to the dungeon entrance and face the door. Cast the spell OH EW RA.
You will see someone interesting.
To advance ninjas a level, stand in a hall and throw your weapons. Then
get them, and repeat. This also works with magic and fighter levels.
Cast a spell at the air, or slash and bash until you gain a level.
Here are some undocumented spells:
YA BRO ROS - Leaves a trail of footprints
VI BRO - Shield poison
DES IR SAR - Darkness
FUL BRO NETA - Fire ball shield
OH KATH RA - Lightning Bolt
ZO - Open doors
DES EW - Weakens non-corperal (undead) beings
DUNGEON QUEST
To get into the castle, collect the rocks from the first screen after
leaving the Ferry by typing "SEARCH" then "GET ROCKS". When you get to
the castles moat and see the drawbridge, type "CHUCK ROCK" and the
drawbridge will open.
DYNAMITE DUX
Type "CHEAT" on the title screen for infinite lives. <F1> to <F6> skips
levels, and typing "NUDE" will let you play the boxing sub-game.
DYNASTY WARS
While playing, pause the game using <F9> then hold down the left <Shift>
key, <1>, and <Help>. Now unpause with <F10> and you can skip levels
with <F2>. Alternatively, type in "CHEAT MODE" on the title screen and
skip with <F2>.
DYTER-07
When the Game Loading screen appears, type in "GIBB". Now, when you
are playing the game, <W> gives you extra weaponry, <S> replenishes your
shield, and <L> skips a level.
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EDD THE DUCK
Press the Left Mouse Button to skip levels.
ELF
For 99 pets, type in "choropoo" while playing.
ELIMINATOR
Passwords for the game are:
LEVEL PASSWORD
2...............AMOEBA
3...............BLOOP
4...............CHEEKI
5...............DOINOK
6...............ENIGMA
7...............FLIPME
8...............GEEGEE
9...............HANDEL
10..............ICICLE
11..............JAMMIN
12..............KIKONG
13..............LAPDOG
14..............MIKADO
Once the game has loaded, press <Help> to enter a password.
ELITE
For the older version:
When you are asked for the passwords, type in "SARA" and press <Return>.
Now enter the correct password and again press <Return>. Now, when in
game, press <*> on the numeric keypad and it will bring up a hacker
screen. By typing in a byte number and entering a new value you can
change things in the game.
For the later version:
Exactly the same as the older version, except you type in "SUZANNE"
instead of "SARA".
Byte Number New Value Effect
------------------------------------------------------------------
12...........00-FF.....................Create new galaxy
13...........00-FF.....................Create new galaxy
18...........FF........................Loads of credits
1F...........46........................7 lights years fuel
23...........02........................Large cargo bay
24...........01........................E.C.M. System
26...........01........................Pulse laser
28...........01........................Beam laser
2C...........01........................Escape pod
2F...........01........................Energy Bomb
31...........0C........................Naval Energy Unit
32...........01........................Docking computer
34...........03........................Galactic hyperdrive
36...........01........................Mining laser
38...........01........................Military laser
3C...........01........................E.C.M. System Jammer (*)
3F...........01........................Cloaking device (**)
40...........01........................Loads of food
47...........01........................Loads of textiles
49...........01........................Loads of radioactives
4C...........01........................Loads of slaves
50...........01........................Loads of wine
54...........01........................Loads of narcotics
5C...........01........................Loads of computers
63...........01........................Loads of machinery
67...........01........................Loads of alloys
69...........01........................Loads of firearms
6C...........01........................Loads of furs
72...........01........................Loads of minerals
75...........01........................Loads of gold
79...........01........................Loads of platinum
83...........01........................Loads of gem stones
84...........01........................Loads of alien items
88...........01........................refugees from Super Nova
8C...........01........................Important Thargoid document
91...........00........................Clean legal status
97...........00-08.....................Harmless - Elite ranking
98...........FF........................Loads of combat points
A3...........01............AND FOR DIFFERENT MISSIONS CHANGE:
9D...........01........................Seek & destroy
9D...........02........................Deliver Thargoid Docs.
9D...........03........................Rescue Refugees
9D...........04........................Destroy Cougar
9D...........05........................Destroy Space Station
(*) System Jammer - <L> toggles on/off
(**) Cloaking Device - <Y> toggles on/off
Pressing the <Escape> key will return you to the game.
When you have typed "A3" followed by "01" and the entered a number
"01"-"05" in location 9D for the corresponding mission, hyperspace to
a different planet and dock with the space station. You will be now
given your chosen mission.
Here is a way to span 80 light years in about two jumps. First of all
buy some fuel and launch from the station. Go to the local cluster
chart by pressing <F6>, and choose a planet that lies within the fuel
range as normal. Press <H> to hyperspace and the cursor will disappear,
but you can still control it even though you can't see it. Now move the
cursor to a planet outside the range and press <F6> to get the local
chart for that planet. But remember you've only ten seconds until the
countdown finishes so you have to be quick. This should cause the jump
to move to the selected planet, well outside the 7.2 light year range.
Do you enjoy the amazing rendition of the Blue Danube? If so, press
<H> to hyperspace, when the counter is 5 or lower, engage the docking
computer, and the Blue Danube will now play till you reach the next
station.
ELVIRA - MISTRESS OF THE DARK
Use the crossbow to kill the falcon. You'll find the key on the falcon's
body.
More Elvira tips soon!
EMERALD ISLE
The axe is needed to make a canoe which is required for the many trips
to the Desert Isle.
E-MOTION
Type in "MOONUNIT" on the title screen and press <Return>. Now, <F1>
advances a level, <F2> goes down a level, <F3> advances 10 levels, and
<F4> goes back 10 levels.
EMPIRE STRIKES BACK
Press and hold down the <Help> key while typing in "XIFARGROTCEV" to
enter the cheat mode. Press <Return> to cancel the cheat.
ENCHANTED LAND
Type "TCB RULES FOREVER" on the intro' screen and the screen will flash.
Pressing <F3> will allow you to enter an edit. Pressing <F2> followed
by <Space Bar> will take you to the end of level guardian.
ENCHANTER
From the Fork in the road:
NE, N
Open Oven
Get Bread
Get Jug and Lantern
S, E, SE, NE
Drink water
Get water
SW, SE, SW, SW, S
- An old hag will give you a scroll. Throughout the game you will be
- finding these spell scrolls. Some spells you will never need. Some
- you may need to use more than once. You write the ones you need to
- use more than once in your spell book - "FWEEP" is one of these, so:
Read Scroll
GNUSTO FWEEP
NE, NE, E, E
Memorize FWEEP
FWEEP the gate
E
- You have reached the castle. Whenever you feel hungry or thirsty,
- drink the water or eat the bread. Now...
Read Book
Memorize FROTZ
FROTZ the Lamp
S, S, E, S
Open door
N
Read Writing
Remove Block
E
Get Scroll
Read Scroll
GNUSTO EXEX
W, S, U
Drop all
E
Get Lighted Portrait
Get Scroll
W
Get all
Read Scroll
GNUSTO OZMOO
N, N, E
Memorize OZMOO,
E
OZMOO Me
- Wait for a couple of turns by typing "L" or "I"
- You will now be sacrificed, but the OZMOO spell will keep you alive!
- Now:
D
Open South door
S
Get all
N, W, W, S
Cut rope with Dagger
Open Box
Get Scroll
Read Scroll
MELBOR Me
S, W, U
Get in bed
Sleep
- You have now protected yourself (to a degree) against the powerful
- magic of Krill. This allows you to at least face him and use the
- powerful KULCAD spell.
- At the moment, you should pay attention to the dream you have. Notice
- the Princess who seems to hide a scroll in the bedpost.
- When you wake up...
Get out of bed
Examine Bedpost
Push button
Get Scroll
Read Scroll
GNUSTO VAXUM
D, E, E, E, S, SE
Memorize NITFOL
NITFOL Turtle
Memorize EXEX
EXEX Turtle
- Now you have a supercharged Turtle!
- By the way, If you ever get sleepy from here on, just type in "Sleep".
- Now you want the Turtle to follow you, so...
Say "Turtle, follow me"
NW, N, E, U
Say "Turtle, SE, Get Scroll, NW"
- You've got the KULCAD spell!
Get Scroll
Say "Turtle, stay"
D, W, N, N, N, N
Follow tracks
Reach in Hole
Read Frayed Scroll
N
Memorize FWEEP
FWEEP the gate
N
Get Scroll
Read Crumpled Scroll
S, W, W, W, W, W, U
Memorize FWEEP
FWEEP the Egg
KREBF Shredded Scroll
Get Scroll
D
Memorize VAXUM
E
- Now you should mess around in the Hall of Mirrors until you see the
- ZORKING Adventurer. You should then:
ZIFMIA Adventurer
VAXUM Adventurer
Show Dagger to Adventurer
(Now Go East until you are in the Guarded Room)
Point at the door
N
Drop all but Bread, Jug and Lamp
Get Map and Pencil
S
Close door
- It is very important that the adventurer does not take your spell
- book, your Brittle Scroll or your Frayed Scroll. If he has, You must
- restart the game at the last saved game, and make sure you close the
- door to the room so he doesn't get those three items while you are off
- defeating the Great Terror!
- If you now look at the map, you will notice that it maps the strange
- translucent rooms you find below the dungeon. If you noticed the
- tunnels connecting the rooms down there, they were perfectly round and
- made of carbon. Well this magic map can make and erase these magic
- tunnels just by you drawing and erasing lines on the map!
- However, you only have a couple of lines worth of pencil left, so you
- have to use it wisely! The Scroll you need in order to defeat Krill
- lies in the room marked "P" -- but so does the ultimate evil terror,
- who is guarding it. The idea is to release this creature by creating
- a tunnel to "P", but to trap the terror in other rooms before it gets
- a chance to escape the translucent rooms and join forces with Krill!
- First, get down to the first room below the dungeon...
W, W, W, W, W, W, S, S, S, S, E, S, D, S, E, NE, SE
Connect F and P
SW, SW
Get Scroll
Erase B and R
Erase V and M
NE, NW, NW
Connect B and J
W
Read powerful Scroll
U, U, E, E, N, N, N, N, N, E
Open door
N
Drop Map and Pencil
Get all but Map and Pencil
S, W, S, S, E, E
- Now to undo Krill's magic stairs and get the bastard!
Memorize VAXUM
KULCAD Stair
Read ornate Scroll
IZYUK Me
E
GONDAR Dragon
VAXUM Being
GUNCHO Krill
The End!
ENDURO RACER
When you first begin to play, after the countdown type in "CHEAT".
Having typed that in, pressing one of the following keys will result in
a specific effect.
<T> - Gives you an extra 10 seconds to complete the race
<S> - Advances you one checkpoint
<F> - Gives you turbo speed (210 kmh)
EPIC
The level codes are as follows:
auriga
cepheus
apus
musca
pyxis
cetus
fornax
caelum
corvus
ESCAPE FROM THE PLANET OF THE ROBOT MONSTERS
This cheat only works in a one player game. While playing, when you
meet the Reptillon monster, run past it and stand in the centre of the
join of the gates that block your way. When you are here, wiggle the
joystick left and right and keep dropping bombs. After a while, you
will go through the doors and appear on the other side.
E-SWAT
Pause the game and type in "JUSTIFIED ANCIENTS OF MU MU". The screen
will flash and you will have 99 credits.
EXOLON
Enter your name on the high scores table as "ad astra" and you will
receive lots of lives.
EYE OF HORUS
Type "SPAM" on the credits screen for infinite lives and no need for keys
anymore.
EYE OF THE BEHOLDER
Make sure you draw maps as you go along - secret doors can make things
confusing. If you get stuck, jump down a pit and look for another way
up as you may have missed exploring part of the level. Some pressure
pads can be activated from a distance by throwing objects onto them.
Try to explore seperate parts of the dungeon at a time, and explore them
thoroughly before opening doors onto new unexplored areas. This will
make exploring dungeons easier. When you find some writing and a
character says "What a strange marking to place here", insert a dagger
into the crack in the wall and this will open a secret door. You will
find two skeletons on the earlier levels, both of which you must take.
Later on in the game you will be able to resurrect the dead adventurers,
and they will join your party as NPC's. On level four, help the dwarves
and let Dohrun the Dwarven fighter join your party. You can now visit
the Dwarven Cleric who will heal and/or resurrect characters. Never fight
Rust Monsters hand-to-hand - use missile weapons and long-ranged attack
spells such as MAGIC MISSILE or MELFS ACID ARROW, as their attacks
dissolve a metallic object carried by the character, usually armour or a
weapon. Make sure you put several different races in your party so that
you can read every message found on walls in the dungeon.
The Cheat! - Note:
To cheat in the way described below, you will need a few things. For a
start, an Amiga and a copy of Eye of the Beholder would not go astray.
However, you will also need a file editing program such as FileMaster
(which is the one I use, available from most public domain libraries).
You do not require a knowledge of HEX to cheat here.
First of all, load up Filemaster (or whatever you are using, but I
recommend using FileMaster). Now open the file "EOBDATA.SAV", which
resides on Eye of the Beholder disc 2.
For this cheat, we are working in HEX, so click the mouse pointer on
the HEX part of the screen (the left side) so that the program knows
this.
Move the cursor around with the arrow keys so that, on the ASCII side
of the screen, the first letter of your first character's name is
highlighted.
Now, press the right arrow key eleven times. The cursor should come
to rest over a number similar to 11 or 12 (on the ASCII side).
Making sure that you are editing in HEX, type in `72' (without the
quote marks, fool!) fourteen times.
Now type in, `FF' twice.
Now do this with all your characters, then save the file.
Now your characters should have stats of 114, and about 120 hit points.
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
F-19 STEALTH FIGHTER
Press <Alt> and <H> to get the pitch lines on the HUD. Fly upside-down,
turn off the planes engines and keep its altitude to 10 degrees. You
should now be able to climb without losing any fuel.
F-29 RETALIATOR
To fly any mission with infinite weapons, enter your name as "CIARAN" on
the enrolment screen and press <Return>, then load up your pilots log.
Your name should now be "OCEAN OK". Now proceed as normal.
FAERY TALE (*)
Take a save game file and use a PD/shareware program such as NewZap or
FileMaster to patch byte 18 to a non-zero value. Load your save game,
and now these cheat options are enabled:
Arrow Keys - Move Rapidly over any terrain
<B> - Summon Gold Swan
<R> - Rescue Princess
<=> - Display coordinates
<F10> - Location in coordinates
<F9> - Increase time by 1 hour
When you find the turtle, jump on it and start slashing with your weapon.
The turtle will not be harmed but your bravery will rise. The best weapon
in the game is the sword. The keys to use for different buildings are:
White - For old castles and manors
Grey - For the watch tower and buildings in the city of Marheim
Red - For secret entrances
Gold - For the maze in Hemsaths tomb and for the inner chambers of King
Marheim's palace
Blue - For the sorceresses keep on the Isle of Sorcery
Green - For normal buildings
The witch's castle is accessable through the maze of Grimwood forest.
You must enter the maze from the west and make your way north-east. A
cave must also be found. This should take you to the Sunstone. The
Sunstone should be used to kill the witch but this might not work. You
should be able to kill the witch with any missile weapon as long as you
avoid the witch's gaze. After you kill her, you must get the golden
lasso in order to ride the Golden Swan. In the City of Azal, you will
need the five golden statues. These statues are located in: The Crystal
Palace on the Isle of Sorcery, The Battlefield in Grimwood Forest, The
Castle south-east of Marheim, The Watch Tower, and Hemsath's Tomb.
If you don't want to go through the hassle of collecting all the
statuettes:
Go the the dark citadel
Stand right up against the force field
Let yourself starve so that you faint
When you wake up, you'll be on the other side of the force field
Sometimes you can accumulate all the treasure you want by going near the
item, pressing space bar, and then continue hitting 'T'. You'll receive
an infinite supply of that treasure.
Save your position in a dungeon. Then go through it until you run out of
keys. When you restore your game, all the doors will be open and you will
have a new set of keys. Also works in caves.
On the island with the Crystal Castle, press the right mouse button while
talking to the Sorceress and your luck will go up to 65. 'ASK'ING the
Sorceress several times will usually boost your luck.
If running low on Green keys, use a secret entrance for the fort. It's
on the left side, almost even with the door.
FALCON
While playing the game, pressing <Ctrl>, <Shift> and <X> will replenish
your weapons. Another source states that it is only <Ctrl> and <X>
that must be pressed, not <Shift>.
If you get badly hit, don't bail out. Instead swing round and head for
home. Press <HELP> and the <+> on the keypad and keep them depressed.
(Insult them for ten minutes! HaHa!) The F16 will stay level and drop
down. Switch to tracking mode and rotate to side view. Just before
touch down, pitch up the nose and the plane will touch down successfully
every time. Select end mission and you will be rescued even if you are
in enemy territory.
FANTASY WORLD DIZZY
Enter your name as "IMMORTAL" on the high score table, and when you
restart the game you should have infinite lives.
FEDERATION OF FREE TRADERS
*** Here is how to buy anything on the black market for one credit:
Load the game.
Enter the net.
Type "help", and get yourself an ID number.
Logoff the net.
Press the <Backspace> at the bay doors.
Blast off into space, and find a spaceship for you to trade with and get
his ID number.
Enter the net, logon, and press <T> and <Return>.
You should be now in communication mode with the alien.
Say hello, have a chat, keep pressing a key or whatever until he offers
you some goods, such as Hypermint for example.
At the prompt, straight after he has offered you something to buy, enter
"1" and press <Return>.
He will say something like no chance, or sign off.
Logoff.
Now everything you buy or sell, you will buy or sell it for 1 credit,
even if you put 100 credits as an offer, you will still buy or sell it
for 1 credit. This only applies to Black Market trading, it will not
work at a planet or space station.
Try it.
press <T> and <Return> to talk to the alien again.
Say hello, keep pressing a key until he offers YOU something.
Eg,
Eh Guvnor, I have some business, do
you want to buy some excellent
Bath towels??
I couldn't let them go for less than
1100 credits, what do you say?
Now a prompt comes up again as normal.
Enter "Y" and press <Return>.
He will now say something like "You have been done mate" or "Thanks,
bye"
Look at your inventory, and at the end you will see "TOWELS". Now check
at your credits, and you will see that you have 149 credits left.
*** Here is how to sell any goods for heaps of money:
Now here is the clincher, how to get rich quick using the above method.
Press <T> and <Return> to talk to the alien again.
Now keep at him until he offers you something.
Eg,
Listen, I'm a businessmen and
I have got some Exquatle Hypermint
that I couldn't let got for less
than 2000 credits ?
Make me an offer.
Enter a large number, larger than the offer above, say "200000"
and press <Return>.
He will say, you have insufficent funds, and logoff.
Now when you buy or sell anything, you will be buying/selling it for
"200000". It is like a counter, that the programmers have forgot to
reset so that you can make it equal anything - is it a bug or what?
Now, press <T> and <Return> to talk to the alien, make certain that
you have got something to sell.
Keep pestering him, until he says something like, "Have you got anything
to trade?".
Tell him what you have got, say "Bath Towels" for example.
Now he says something like, "name your price"
Enter "10" and press <Return>.
It doesn't matter what you enter, as it is set at 200000 anyway.
Now logoff and check your credits, you should have something like
200149 credits. Wow, go splash out on all that new weapons and stuff.
But don't forget: if You want to buy anything from him, you have to go
through the first routine to get the counter back to One credit.
The top routine, is only to be used in buying, as it is no good trying to
buy something, when it is set at 200000, eh?
Likewise, the bottom routine is only used for selling, as you are a bit
stupid if you try to sell your wares for 1 credit!
FERNANDEZ MUST DIE (*)
While playing, pause the game and type in "spinynorman" for infinite
lives.
FIGHTER BOMBER
Enter your pilots name as "BUCKAROO", and `Oooooh Nooooo its a Buckaroo'
should appear at the bottom of the screen. You should now be able to
start at any mission, and you can also press <D> at any stage to be tran-
sported to the next waypoint.
FINAL BLOW
Pause the game, press <F10> six times and unpause. This will probably
do something amazing like making you invincible, but I'm not too sure
about this.
FINAL FIGHT
When the game starts up: when the picture of the guy watching TV
appears, wait until "not so fast Mike, turn on your TV" appears at the
bottom of the screen and press <Help> as soon as it does. Now you have
infinite power. Also, while you are playing, you can now press <+> to
make all the evil dudes on the screen disappear.
FIRST SAMURAI
I'm not sure if either of these cheats work, but go ahead and try `em.
(If one of them does work, how about writing in and telling me...hint
hint?)
When you load up disc one and the word "Goonies" appears, hold down one
of these mystical keys for various effects:
<F1> - Infinite energy and infinite weapons
<F2> - Infinite Energy
<F3> - Infinite Lives
If this cheat should fail, and if you should yelleth `All Hail', then
do not worry your sweet little head...try typing this one in instead!
(brings a tear to the eyes, eh?)
While playing the game, hit the pause button and type in "diputs". Now
you should be able to press any number key to teleport to different
stages throughout the current level.
FISH (Complete Solution)
Part 1
Tell Rod to make the coffee and then get the tapes from the bin. The
tape bin can be found in the cupboard in the secondary control room.
Set the amplifier fader in the control room to a suitable level and
clean the tape heads with the cleaner. Play the tapes in the player
and the producer will storm in and sing the combination to the cabinet
in his office. Get what you find inside it and you`ve solved the first
part of Fish.
Part 2
Get dressed and pick up the torch from the rubbish in the cab. Head
east untill you get to the Abbey and find your way to the catacombs.
Open the sarcophagus lid and find the ceremonial cord. Go back up to
the ruined transepts and turn off your torch. Drag the pew past the
hippier untill it`s beneath the arch; you can climb this by standing on
the pew. Tie the cord and collect the gargoyle. Put it in its right-
ful place. Get the grommet from the chalice to complete part 2. You
may have to do this several times thanks to hippie interference.
Part 3
Time is critical in this part so don`t waste any. Go south east to
the smithy and free the budgie. Return to Mickie (mind the bird) and
get the disc from the stump when he leaves. Return to the smithy and
get the tools, gloves and mould. Wear the gloves and place the disc in
the crucible. Hold it in the fire with tongs and pour it in the mould
when it melts. Take this to the cool glade avoiding Mickey and anywhere
wet. Let it cool for a few turns. When this is done smash the mould
with a hammer and lo and behold: HYDROPOLIS!
FLOOD
The level codes are listed below:
LEVEL CODE
1.........FROG
2.........YEAR
3.........QUIF
4.........LONG
5.........WORD
6.........FRED
7.........WINE
8.........GRIP
9.........TRAP
10........THUD
11........FRAK
12........VINE
13........JUMP
14........NILL
15........FOUR
16........GRIT
17........ZING
18........JING
19........LIDO
20........POOL
21........HATE
22........REED
23........LIME
24........QUID
25........WING
26........FLEE
27........GIGA
28........HEAD
29........LOOP
30........SING
31........JOUX
32........PINK
33........GOGO
34........LETS
35........QUAD
36........BRIL
37........EGGS
38........HENS
39........NAIL
40........SOAP
41........FOAM
42........MEEK
FLYING SHARK (*)
Gain a high score and enter the following initials for special effects:
RHL for acid men bullets
JGL for full fire power
KDJ for infinite lives
RAB for invincibility
Note that you enter the first two letters as normal, then press and hold
<5> on the numerical keypad, then enter the third letter to register the
cheat.
FOOTBALL DIRECTOR 2
Here's a way of starting the game with lotsa' money.
Copy the game onto another disk - files are going to be changed so don't
use the original. Boot up the copy as normal, clicking on the `FD II'
and `BOOT.BAS' icons as they appear.
Enter the game as normal. When it's up and running, select the `QUIT'
option from the Main selection of the pull down menu. A CLI window now
appears. Type "list" to list the `FOOT.BAS' part of the game.
Using the cursor keys, edit the program lines 1514 and 2547 to read as
follows :
1514 NEXT
NW=150+INT(RND*200)
NW=INT(NW/AP)
NV=200+INT(RND*300)
NV=INT(NV/AP)
AI=5000000pound sign+INT(RND*(500000pound sign/AP))
NF=(5000+INT(RND*3000))/AP
NP=INT(NP+NA+NF)
GOTO 332
2547 GOSUB 2548
IF RA=9 AND AI>300000pound sign OR AI>1500000pound sign THEN ]2547
GOTO 2548
]2547: RA=INT(AI/5000)
PRINT TAB(5);
PA5
PRINT "DIRECTORS WITHDRAW";
PA1 "
PRINT TAB(30);
MONEY INT(RA)
PRINT TAB(38);"-"
JR=JR-RA
In line 1514 making AI equal 5,000,000 provides $5M starting budget; this
can be changed to suit, however Line 2547 making RA=INT(AI/5000) stops the
directors from withdrawing too much cash every week.
Click on the `close window' icon for the window containing the program
text, and save the amended program file by typing: save "FOOT.BAS"
To run the amended disk, boot up the disk as normal, by clicking on the
FD II icon. When the BOOT.BAS icon is clicked the message BAD FILE MODE
appears. Accept this by using the OK box.
Close the CLI window containing the few lines of text, by clicking on the
close window icon.
Type "load". A message box appears prompting for the name of the program
to load. Using the left hand mouse button click on the text bar and type
this: FOOT.BAS
When the OK message appears, type "RUN". The program should now start as
normal with plenty of dosh to spend.
FOOTMAN
In the first maze of "New Taste", you can hide from the ghosts and collect
points from the fruit that emerges periodically, if you go to the upper
left corner entrance to the tunnel.
FORGOTTEN WORLDS
On the title screen, type in "ARC" and press <Help>. While playing,
pressing <S> takes you to the shop and <N> will advance you a level.
FORMULA ONE GRAND PRIX
When taking part in the next non-championchip event, drive around until
you are on the last lap. When you next visit the pits, drive in and
pull up to the pit crew. Wait until the "Race Over" message appears,
and no matter what position you were in, you will have won the race.
FULL CONTACT
Start the game in one player mode and type in "QAZWXEDCRFVTGBYHNUJM"
and your opponent should give up and die before you complete the
sequence. Once you have done this, DO NOT press <S> as this will crash
the machine.
FUSION
Enter your name as "SWAMP THING" on the high score table. Then, while
playing, <T> cycles through extra weapons, <B> activates large bullets,
<S> gives you shields, and <E> brings up a cheat mode where levels may be
selected by pressing the <+> or <-> keys on the numeric keypad.
Another source speakest thusly:
Start the game, get into the ship and fly to the top left corner of the
level. Leave the ship and drive the assualt crawler right into the
corner. Type "STONKER" and re-enter the ship. Now you can press <D>
to zip through the weapons available and press <C> to cycle the levels.
Re-accessing the cheat mode on level two allows you to collect switches
whilst flying over them by simply pressing <F>.
FUTURE WARS
After you have travelled into the future, been into the sewer and
discovered the beast attacking the woman and her child, and also have
the fuses and have uncovered the tap, go back up to the surface and hunt
through the rubble until you find the blowtorch. Take this down into the
sewer, fill it with gas from the tap and incinerate the monster.
GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG
GAME OVER 2
The code for level two is 11423
GARFIELD (Complete Solution)
From the start screen go left untill you come to the front door with
the cat flap. Pick up the red rubber bone and drop it next to the cat
flap. Wait untill Odie opens the cat flap and then move back to the
start screen with the green chair and go through the door. Pick up the
torch and go into the back yard. Enter the shed and fall down the hole.
Walk right untill you come to an alley and then go up to it. Carry on
right and down until you get to Nermal. You'll need to kick him
repeatedly untill he drops the mouse and then move odie to pick up the
mouse and leave the sewer.
You should then drop the mouse off at the health shop. A spinach donut
will fall and you need to take this to the rat in the sewer. Drop him
the donut and he`ll stop. Then go to the chest, kick it and pick up the
key. Take the key to the park and drop it next to the lady on the bench.
The next step is to fetch either the bucket from the garden or the spade
from the shed and take it to the hardware store. By using it in the shop
you can gain a one dollar bill which may be used to buy some bird seed
from the health food shop. Take the bird seed to the park and drop it
next to the key. Quickly lift up the key and stand still. The duck
will pick you up and drop you in the dog pound. Walk right and go up
the alley.
Go right again and all that`s left to do is get a big smacker from
Arlene. Yeah!
GAUNTLET
To select any level, start a game as normal, but when you appear on level
one, don't move, and press Option 1.
GAUNTLET 2
While you are adventuring, find a treasure chest and make sure you have a
key. Hold down the <Insert> key while you open the chest. Release
<Insert> and hold the joystick down. Now pressing the <Help> key will
give you 5000 health points.
To avoid tricky levels, pause the game and wait for three minutes.
Press Fire and all the walls turn to exits. This happens anyway, but
if you pause the game, you don't lose energy and won't get attacked while
waiting. To get into the secret room, clear the dungeon completely,
picking up the super shots last, then go to the exit without pressing
fire.
GEMINI WING
Before starting, press <P> to bring up the password system and enter the
following codes to start on any level:
Level 2: MRWHIMPY
Level 3: CLASSICS
Level 4: WHIZZKID
Level 5: GUNSHOTS
Level 6: DOODGUYZ
Level 7: D.GIBSON
Just before you are killed the 4th time, press the Left Mouse Button
to bring up a second player. Now keep pressing the fire button until
you are dead, and you will then reappear at the bottom of the screen.
GEM-X
The complete list of codes is listed below.
Level Code
B.....EARTHIAN
C.....KENICHI
D.....INOKUMA
E.....BURAI
F.....BADMAN
G.....NETWORK
H.....YOKOHAMA
I.....EXACT
J.....X68000
K.....TURRICAN
L.....REDMOON
M.....CAMPAIGN
N.....MAGAMANN
O.....SYVALION
P.....FMTOWNS
Q.....CHIERIE
R.....GAMERION
S.....ZAWAS
GENGHIS KHAN
If you get a land that isnt connected with an enemy, move everything to
your home country. The land will be safe, but if another leader captures
a nearby land, make sure you put something back in or he will attack on
his next turn.
Do not move all your forces into your command unit, or an the enemy
commander will wait till he is down to his last few men and challenge you
to a one on one fight. If you lose he will get half your command unit.
GHOSTBUSTERS 2
When the Activision logo appears, hold down the keys <Alt>, <Ctrl>, <S>
and <U>. While playing you should have infinite energy in levels 1 and
2, but not 3.
GHOSTS `N' GOBLINS
Enter ")!(" into the high score table and select the option "END" from
the table. Start a new game and when you lose your armour you should be
invincible, as well as having infinite lives.
GHOULS `N' GHOSTS
While playing, type in "KARENBROADHURST" for invincibility.
GIANA SISTERS
Pressing <A>, <R>, <M>, <I>, and <N> while playing should allow you skip
levels.
GIGANOID
On the Select Player screen, press <Caps Lock> and you should 100 lives
and a message.
GLOBULOUS
The most important thing to remember is that ALL the puzzles can be solved
without losing a life, so if you lose a life and think its the only way to
solve the screen, look closely. Some of the puzzles get pretty obscure
after level 10, but once you eventually beat them you'll kick yourself for
not seeing the solution earlier.
Look before you leap. Think about how the screen will look from a flipped
perspective. A lot of jumps you make will be unnecessary and waste time
and switches if you don't.
Make sure you have enough switches, at least 10 per screen. It is
possible to get stuck on a downward slope with no way to get back up or
kill yourself, and the only way out is to press <Esc> and start the whole
game over again.
Here are a few codes you might like to try:
Level 06 - IVEs8AZ?
Level 11 - dynle1cJ
GODS
Select the `Enter Password' option and type in "SORCERY". You should
now have infinite energy.
GOLD RUSH (*) (Complete Solution)
Type "Sell house" and immediatly enter your house
Look at the photo album
Get the pictures from it
Go over to the desk and close it
Get the bank statement and look at it
Leave your house
Go to the park and get a flower
Do not walk on the grass because this will cost points
Proceed to the Gazebo and look in the cracks
You will then discover a gold coin - Take it
Go back to your house
Wait until you see a man holding some green money
Talk to him and he will give you money for your house
Go to the post office and ring the bell
When the mailman comes ask for mail
Get the letter and open it
Read the postmark and get the stamp
Read the letter
Go to the bank and withdraw your money - The account number is written on
the bank statement
Leave the bank
Go to the stagecoach ticket office
Buy a ticket
This will take you there BY WAGON!!!
Go to the graveyard
Proceed to the second grave and look at your parents graves
Drop the flowers there
Go to your bosses office
Go upstairs and look at the clippings
Go down stairs and quit your job
Go to the livery shop and talk to the man in there.
Watch Out for the horse!
Show that man your ticket and get on the wagon
Now you are going to Cali!!!
The stage coach will take you to a ferry
The ferry will take you to New York
From here you will go to Mississippi Valley
Here you go and talk to a group of men
One of these men he will ask for money - Give him all of your money
He will send you to get good animals to pull the wagons
Go right and talk to a man who is sitting by a tree reading a book
He will give you the book - It's a Bible
Go left down
Talk to the man there and ask to buy mature oxen
Go back to your camp and talk to captain again
He will give you another assignment
It's a but tricky to find out when to take off or leave
Go right
Go up and look at the grass
It will give you a report on how the season grass is looking
Once it says it is drying out, go
Talk to your captain and you will leave from there
On your way to California you will travel for a while through a few states
- It will give you general info about them
Once you get somewhere near California you will be stopped at a hill
You will be shown outside your wagon
Quickly tie the chains
Untie the oxen
They will go down the hill then return back up
You are now on your way again and wont be stopped until you hit a desert
Look in barrel and drink the water
Look inside the wagon and eat the meat
Be sure to go right from here and catch your men
You will soon be at Fort Sutter
Once you reach Fort Sutter you must eneter it, not the Mule Corral
Once in here you must find the supply shop
You must buy a shovel - now you will be able to dig for the gold
Don't leave sutters for yet!
First go to the blacksmith's shop and talk to him
He will ask you a few quetions
The Answers are:
Yes
Yes
Last name: Wilson
First name: Jerrod
Brothers name: Jake
The blacksmith will give you a branding iron
Exit the Fort and go to the Amerincan river to the right
Keep heading along the river and dig on the land - This takes a very long
time so don't get discouraged!
You must head several screens to the right in order to find the gold
After discovering gold about 40 times you will hit a sudden dry spell
This means that there is no more gold to mine
Go back to Sutters Fort and buy a Lantern and a Pan
Go to THE MULE SHOP!!! not THE MULE CORRAL!!
Buy a mule
Go to the Blacksmith's shop
Heat your Iron and brand the mule
Go to the cemetary
Read all the graves until you find Marshall Wilson's grave
Here there will be a seperate screen that shows you his grave
You will be able to type here.
Type "Use letter" and move it around until it says "Hey stop there"
THIS IS A BIT HARD TO DO,BUT KEEP ON TRYING
Follow its directions
Take your mule to the corral
Drop him off here
Get another mule
Look at its brand if it looks the same as yours then keep him/her
Mule will be a trusty spirited mule
Take the mule with you to the Town around 23 screens to the right
Read your bible Psalm 23
Go to Green Pastures hotel and rent room 11
The man will give you a message to give to the man in room 11
Go to room 11 knock on the door and give the message to the man
He will leave the room
Enter
Go to the fireplace and turn the wheel
Enter the fireplace you will appear on the other side in a room
Go to the window unlock it and open it
Go to the table and read the letter
Get the magnet and the string which is on the floor
The bird will soon fly in - give the photo to the bird
He will fly away you will hear a slam
The bird will reappear. Get the aerogram and read it
Before you enter the fireplace again wait for another slam
Once you hear this you will be safe
Leave the room and go back to Fort Sutter
Once you get to East of Fort Sutter you must type "follow mule"
He will lead you to Jake's Cabin
Enter Jakes Cabin
Get the matches and move the rug
Manuever your way through the bushes
Enter the John
Enter the hole in the John (SURE!!)
Go down and find yourself in a pile of shit
Light your Match and light your lantern
Head to the left untill you come to a door
Tie the string to the Magnet and put the magnet in the hole
Lower magnet
Raise magnet and unlock door
Enter the room to the other side
Go down
Go to your left
Go down again
Down there you will find a pick
Use the pick a place in the room and you will stike gold..twice
Head back to the main ladder
Go up past the ledge that you came from
Notice a passage leading to your left
Go to it and keep on going until you get to another ladder going down
You will then come across another ladder going down
Manouver down this ladder - Be careful!
Go left and you will find Jake
He will tell you a story and then you must use your pick in the high-
lighted area
You will strike it several times
Keep digging untill a hole appears
Dig until it gets even bigger and then you enter the hole with your
brother
The End!!!
GOLDEN AXE
Play in one player mode but with two joysticks. When you die, press Fire
on the other joystick and you should receive three more lives.
GOLDRUNNER
Start a one player game and crash into the first building. Now hold down
<F5> until the status screen appears. You should now be able to fly
through everything!
Press <F2>, <F5>, <F4>, <F3> one at a time in that order. You then have
infinite speed, lives, and energy.
GRAVITY FORCE
When asked for a password, type in "WARPxx", where xx is the number of
the desired level.
GREMLINS
Enter your name as "SINATRA" on the high score table for infinite
lives.
GREMLINS 2
See GREMLINS - same cheat.
HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
HACKER 2
Type the word "cover" when it asks for your name and it will show the
win screen. Also try these (I don't know if they work);
"cover H2SC" - jumps to the win page,
"TITLE H2SC" - displays the title page,
"DEMO H2SC" - speeds up game play & jumps through check procedures for
cheating.
HAMMERFIST
Enter either "TAEHC OT TNAW" or "TAEHC OT TNAW I" (try them both) into
the high score table and while playing the game, pressing <F7> will
advance you one screen at a time.
HARD DRIVIN'
Choose manual gears, and when driving along at full speed change into
neutral. You can not skid and should not blow up from collisions.
HARD DRIVIN' 2 - DRIVE HARDER
See HARD DRIVIN' - (same cheat)
HAWKEYE
While playing press <Delete> to advance a level. For infinite lives,
pause the game, press the <Help> key and unpause the game.
Another source states:
Press the <Delete> key while playing the game and when you have lost
all of your lives, you will jump to the next level instead of game over.
HELTER SKELTER
Codes to the game are:
Level 11: SPIN
Level 21: FLIP
Level 31: BALL
Level 41: GOAL
Level 51: LEFT
Level 61: TWIN
Level 71: PLAY
HERO'S QUEST
Save you game frequently. Don't just overwite an existing save, either:
give each save a different name to keep your options open.
In the early part of the game it pays to practice to improve any of your
abilities such as climbing (climb rocks, tree, walls...) anything to get
your points higher.
Practice throwing rocks at anything, but if you have bought some daggers
from the shop use the target south of the town for practice so that you
can get them back!
To improve your fighting skills, Goblins can always be found in their
camp and are not too difficult to kill. Each time you enter their camp
you will be attacked by one more Goblin than on your previous visit.
Goblin-killing can also be quite profitable, because searching a body
usually results in finding some silver.
Staying alive is helped considerably if you can afford to buy Healing
Potions and Vigor Potions from the Healer. You can buy them from Zara
in the town, but they are more expensive.
*** Making Money
Fairly easy ways of getting money early in the adventure include
collecting Magic Mushrooms from the Fairy Ring and collecting flowers
from Erana's Peace to sell to the Healer. She will buy three lots of
these, so PICK three times to save on journeys.
You can earn five silvers for cleaning out the stables in the Castle,
BUT be careful not to start too late in the afternoon. If it is sunset
before you get back into town you could be in trouble.
*** Sleep Safe
In town there's no problem if you can afford to pay the Inn-keeper for
a bed, but outside town there are only three safe places to get your
essential kip. Erana's Peace is safe and you also get all your Health,
Vigor, Magic Points, etc renewed. By the Dryad's tree is safe, if you
can get to it.
Finally the hermit 'Enry will put you up for a price of 1 Food, though
unless you can climb you won't be able to get up to his cave.
*** Thief's Guild
Contrary to what Bruno by the town gate may tell you, find the Thief's
Guild by going up to the Goon in the Tavern and saying "Schweinhund".
In the Guild you can 'fence' any property you have stolen after picking
the locks to the Sheriff's house and the Old Lady's House.
*** Help With The Quests
If you can climb, or if you have Magic with the Fetch spell, you can
find the Gold Ring lost by the Healer in the nest in the tree outside
her house.
When you have built up your abilities and can defeat the Ogre, enter
the cave of the Bear. He will let you pass if you give him food. You
can then enter the cave of the kobold. He is very difficult to kill,
but if you throw about 80 rocks at him you will succeed. Remember,
before you enter the Bear's cave PICK UP ROCKS. Repeat this until you
can carry no more.
You will almost certainly run out of rocks during your fight, but just
come out again and get some more before returning to THROW ROCK AT
KOBOLD. When he dies, pick up the key that he had been wearing, then
SEARCH THE CAVE. You will find a chest that contains money. Return to
the Bear and use the kobold's key on a manacle on the Bear's leg. Stand
by for a surprise!
Another quest which requires great fighting ability before attempting
starts with a visit to the Dryad. After getting a Spirea seed for the
Dryad, you are given a list of ingredients to obtain and take to the
Healer. She will then make a Dispel Potion for you.
You must then go to the valley where the Archers are. Run to the logs
and jump over. You then fight a series of Brigands with no chance to
pause and restore your health by drinking any potions, so you must be
fit before entering the valley. When you defeat the Brigands you come
to a gate guarded by a Minotaur. Kill him, search him and kick the gate
open.
You now enter the barracks. Go left round the blockades, then go across
the right-hand plank over the chasm. Step over the trip-wire between
the barriers at the back of the room. This takes you to the Brigands'
meeting room.
LOCK THE DOOR and go to the top right and GET CHAIR. As soon as the
chair is in place, MOVE CANDELABRA. Three Brigands will now be behind
the table, so move in front of the table opposite the right-hand
chair.
Wait - the Brigands will now retrace their steps, and when the first of
them comes to the left-hand end of the table type CLIMB ON TABLE USE
ROPE. After the action, don't hang about!
Open the door at the back of the room and go out. This will take you to
a very strange room (ME's room) which you will eventually have to leave
via the left-hand door on the end wall
It's a lot of fun, but I suggest you save on entering and during this
room. The next room is the Brigand Leader's room. THROW DISPEL POTION
on the Leader and stand by for another surprise!
Another quest can be completed from this point if you have already
opened the gate to Baba Yaga's hut. Take the healing potions from the
Leader's desk and also the Mirror. Go to the hut and when Baba Yaga
enters, HOLD UP MIRROR. Exit Baba Yaga!
The gate to Baba Yaga's hut is opened by the Skull in return for the
Glowing Gem - I hope you haven't sold it - which in turn you get from
the Frost Giant for a price of about 70 apples, which you get from
the shop.
HEROES OF THE LANCE
Use the "FIND TRAPS" spell a lot so that you can detect all falling rock
traps, as these damage the party.
HILLSFAR
When picking locks with your tools press the F key and all will be
revealed.
HITCH-HIKERS GUIDE TO THE GALAXY (Complete Solution)
Here is the complete solution:
*** Arthurs House
Get Up
Turn on Light
Take gown
Put gown on
Open pocket
Eat
Take All
South
Take Mail
South
Lie in Mud
Wait, Wait, Wait, Wait, Wait, Wait, South, West
Buy Sandwich
Wait, Drink, Drink, Drink, East
Give Sandwich to Dog
North, Wait, Wait
Take Device
Press Green Button
*** Vogon Ship
Look, Look, Look, Look
Smell
Look at Shadow
Eat Peanuts
Take off Gown
Hang Gown on Hook
Take Towel
Put Towel on Drain
Take Satchel
Put Satchel in Front of Panel
Put Mail on Satchel
Press Dispenser Button
Press Switch - Remember which word to get!!!
Take all
Wait, Wait, Wait, Wait, Wait, Wait, Wait, Wait, Wait
Enjoy Poetry
Wait - Get the word that you need!!!
Wait, Wait, Wait, Wait
-Now type in the word that you had to look out for before - the command
is "Type Word" where "Word" is the word you had to get from the poem)
Put on Gown
Take Plotter
Wait, Wait, Wait, Wait, Wait, Wait
*** The Heart Of Gold
Look, Look, Look, Look, Listen
South
Wait
Take Pincer
Down, West
Open Nutrimat
Drop Pincer, Plotter, Toothbrush and Screwdriver
Press Pad
East, South, South, South, South, South, South, Look, Look
Take Rasp and Pliers
North, North, West
Drop Rasp and Pliers
East, South, South
Take
North, North, West
Drop Drive
Take Board
Insert Small Plug into Small Receptacle
Put Dangling bit into Cup
Press Generator Switch
*** Lair of the Bugblatter Beast
Look, Look, Look, Look, Smell
Look at Shadow
Say "Arthur"
East
Put Towel on Head
Take Sharp Stone
Carve "Arthur" in memorial
Remove towel
West
South-West
Get
Wait, Wait, Wait, Wait, Wait, Wait
South, South, West
Open Panel
Insert interface in panel
Press Pad
Wait, Wait, Wait, Wait, Wait, Wait
Drop all
Take Drive, Plotter, Towel and Cup
East, Up
Insert large plug in large recepticle
Start Drive
Start Drive
From hear you hit the next four randomly. Save your game as you die here
also randomly. As you finish each Part You start the next in the hold of
he Heart of Gold
*** Boat
Wait until you can see and type "See"
See Light
Get Toolbox
Stand
Look Under Seat
Get Fluff and Key
Steer towards Cliff
Wait until you are on land
North
Wait until Trillian comes
Tell guards "drop rifles"
Shoot rifles
East
*** The Party
Wait till you can feel, and type "Feel"
Drink Liquid
Drop plate
Look at Arthur
Open Bag
Get fluff
Put fluff in Bag
Get Plate
Look at phil
Wait till Phil takes you outside
*** War Chamber
Wait till you can hear and type "Listen"
South
Get Awl
Examine sun
Examine third planet
Wait until in maze
South - you should be at a particle - if not, move around and find it.
Look at Particle
Get Particle
*** Earth
Wait till you can see and type "See"
See Light
North
Offer towel to Arthur
Go To Prosser
Tell Prosser To Lie Down
South, West
Look at shelf
Buy peanuts
Drink Beer, Drink Beer, Drink Beer
East
Open satchel
Get fluff
North
Give fluff to Arthur
Wait Till Back in Ship]
*** Heart of Gold
- After going to these places you should have four kinds of fluff.
Get to the bridge, then from the Bridge go:
Down, West
Get Tea
Get No Tea
East, Up
Unplug Dangly Bit from Substitute
Drop Cup
Insert Dangly Bit in Tea
Drop all but Thing and Babel Fish
Start Drive
*** Inside Whale
Wait till you can touch and type "Feel" - You only get one chance at it!
Get Flowerpot
Insert Flowerpot in Thing
Wait till back at ship
*** Heart of Gold
Get all Fluff
Get Thing
- If it hasn't shown up, visit and come back - it reappears by itself
Remove Pot from thing
Plant all Fluff in pot
Wait till something happens in the pot
Then Wait, Wait, Wait, Wait
West
Look at Plant
Get Fruit
Eat Fruit
Get Tool Mentioned
Drop all but Tea, No Tea and Tool
Down, South, West
Show tea
Show No Tea
Drink Tea
West
Ask Marvin to open hatch
East, Down
- Make sure all you are carrying is the Tool needed and The babel Fish
East
Wait for Marvin
Hand him the tool spelled exactly right
West, Down
You have finished Hitch-Hikers Guide to the Galaxy!!!
HOLLYWOOD POKER PRO
Hold down <H> and <F9> at the same time and 100 credits will go from
your opponents account to your own.
HORROR ZOMBIES FROM THE CRYPT
Some access codes are : Level 1: Not needed
Level 2: WOLFMAN
Level 3: HAMMER
Level 4: LUGOSI
Level 5: NOSFERATU
Level 6: GARLIC
In addition, entering "BOGEYMAN" will give you infinite lives.
HOSTAGES
1st Stage - Whenever possible hide behind walls, or in doorways if you
are about to be spotted by a searchlight, as lying down or
doing a roll isn't always effective.
2nd Stage - When placing your men around the top of the building, put
them all on the same side. The best side is the bottom one.
Now press <F1> which will show you the side where your men
are placed. Scan the top windows first for an empty room.
You should see the men dangling from ropes, if not then you
have got the wrong side fool! You should send your first man
in on the top floor. If all the windows have silhouettes,
the hostages are the one's with a slightly fatter silhouette
at the window than the terrorist's silhouette. If you shoot
a hostage at the window by mistake, you might as well start
again. Don't forget there are only 3 hostages !!
When your first man has entered a window on the top floor,
clean the top floor of all terrorists (in green, hostages are
blue - they also don't move around much). When you have
killed your first terrorist, position your gun where he once
stood, so when you burst in on the next one, you don't have
to mess about positioning your gun, but can shoot him
straight away. When top floor is clear move your man to the
top right room, (the one with only one door) and stand him in
that room with his back to the door. That way, when you have
a hostage you can take him to this safe room, and leave him,
as any terrorists can't get in through the door because one
of your men is protecting the door, but you can still get in
and out.
Now bring another man in through the top floor, still leaving
one man in the top right room protecting hostages you leave
there. Now go forth and find them hostages! If there is a
terrorist with a hostage behind him, DON'T shoot the terror-
ist as you will kill the hostage. Instead run straight into
the room and straight at the hostage/terrorist, so you and
them occupy the same space. Don't stop, keep holding forward
and you should be on the other side of the room, as the
hostage follows you but the terrorist doesn't. BUT, doing
this you have to be very QUICK! Now take the hostage to the
top floor, the top right room, where your first man is on
guard. Walk into this room and back out again, the hostage
will stay there. Now you are free to go and get another one.
Once all hostages have been successfully rescued, Game over !
HUDSON HAWK
Typing in "SCIENCEFICTION" on the title screen should reward you with
something like, say, infinite lives?
HUNT FOR RED OCTOBER
If you are surrounded by the enemy ships then simply save the game. When
you restore that game all the ships have disappeared.
HUNTER
Here are some co-ordinates for the locations of fuel, which you may well
need to power whatever vehicle you are using:
006,145 008,124 063,039
084,245 101,134 110,106
120,155 134,068 143,030
145,051 168,107 176,249
224,123 242,077 249,109
250,237 251,100
HYBRIS (*)
If you type "COMMANDER" while the high score table is being displayed,
pressing the following keys while playing have different effects: <F2> to
<F8> will equip you with all the different add-ons, <F9> will advance you
a level, and <F10> will toggle immunity on/off.
HYDRA (*)
While playing type in "KILLKILLKILL". Now press <Q> to toggle the
technical mumbo jumbo, <F> to refuel, or <Return> to cycle through the
weapons. Pressing just about any other key will transport you to a
different location.
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IK+ (*)
While you are playing, when you get knocked over, press space bar to
pause the game then press Fire. Now you can no longer be hit. You
must repeat this every round. Alternatively, typing in the following
will have various effects:
PAC makes the pacman appear
PERI makes the periscope appear
BIRD makes the bird appear
FISH makes the fish appear
FREZ freezes the game
<T> all the fighters' trousers fall down.
Alternatively, typing in any of the words below causes a line of text to
appear on the screen: ANBK, ANGL, EDHK, FOOK, GLZP, GPZP, SIMR, STEW,
SUNL, or TOTO.
IKARI WARRIORS (*)
If you type in your name on the high score table as "FREERIDE" you will
be invincible.
IMPACT
Level Codes are:
Level 11: GOLD
Level 21: FISH
Level 31: WALL
Level 41: PLUS
Level 51: HEAD
Level 61: JUMP
Level 71: ROAD
Level 81: USER
IMPOSSAMOLE
Enter the following codes into the high score table for an In-game
effect. Note: Only one will work at a time.
COMMANDO - No time limit for weapons
HEINZ - Three power bars
ANNFRANK - Low energy topped up
LUMBAJAK - Double length energy bar
OOCHOUCH - Walk on water without dying
JUGGLERS - Try it!
INDIANA JONES - THE ARCADE GAME
On the title screen type in "IEHOVA" for the following keys to have
effect in the game: <2> advances you through the start points of the
level, <L> advances you a level, and <I> supplies you with an icon.
Entering your name in the high score table as "SILLYNAM" will give you
infinite Continue options.
INFESTATION
At the start of the game, to get to the underground complex, you must go
to the terminal located at about 90,30. Access it and enter the name
"KAL SOLAR". Now go to the teleport located at 50,50 and if you walk
in the direction of the arrows you can enter the complex.
INSANITY FLIGHT
To skip a level press and hold both Mouse buttons, the Joystick Fire
button and <L>.
INTERPHASE (*)
During the game, type in "Fenny" to see objects used in the game.
Press Left Mouse Button to cycle through the objects, right button to
enlarge the object and both mouse buttons to return you to the game.
IT CAME FROM THE DESERT
The queens nest is located south of the south-west volcanic cone. Stay
at home on day three, and at 8 or 9 pm you will be visited by someone
with very useful evidence.
IVANHOE
While playing, pause the game and type in "ZOBINETTE" and press <Return>.
Now unpause the game and by pressing <N> you can skip levels.
Another cheat I have is: Pause the game. Type in "JC IS THE BEST"
(including spaces) to activate the cheat mode, then unpause to continue.
Pressing <N> advances you a level. <Delete> kills all on screen enemies.
<Control> kills the boss in the bonus stage.
JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ
JAMES POND - UNDERWATER AGENT
On the title screen type in "JUNKYARD". Then, when playing the game,
pressing the <Return> key toggles the cheat on/off. <D> makes all locks
disappear, and various keys will take you to a different level.
Level 3: Z
Level 4: X
Level 5: C
Level 6: V
Level 7: B
Level 8: N
level 9: M
JIMMY WHITE'S WHIRLWIND SNOOKER
Enter the trick shot mode and while on the table, press <F7> followed by
<F4>, then <F1>. You should hear a double clicking noise if you've done
it properly. Now return to the control menu and access the demo mode
menu. You may notice that a third option, "Do a 147 Break", is now
available. Select this and watch `n' weep as the computer executes the
ultimate break. Also, during a one player game, if you commit a foul,
press both mouse buttons to get another shot.
JOAN OF ARC
- Defence of the Wall
As soon as the screen changes start pressing fire to launch rocks. Use
oil when time is short or when two or more enemies are coming up the
same ladder. Even though it says that oil is limited, there are at least
five cauldrons at your disposal.
- Entry to Town
As soon as the screen has loaded push right and keep pushing right until
the end. When an enemy appears keep fire pressed until he is slain.
Release fire and your man should run straight up the drawbridge. Repeat
this until you get into town.
- Attack on the Wall
Push the joystick forwards as soon as the screen changes. Keep pushing
forwards until the wall is taken. Use the fire button to ward off the
rocks until the top is reached.
- Game Strategy
At the start of the game ORLEANS must be taken. Select `Start A
Campaign' and then displacement to move north into Orleans. Here you
should encounter your first battle.
- Battle Tactics
Hold your ground and wait to be attacked. As soon as the enemy move,
shower them with arrows and then with mortars. Move your troops forward
to protect your archers and send your cavalry out (they are likely to
be killed). While your troops are fighting, remember to fire your
arrows if the remainder of the enemy moves forward to attack.
On the defeat of the enemy, choose `Offensive' and attack Orleans. Use
the `Entry in to town' and `Attack on the Wall' tips to succeed. After
capturing Orleans move north east into Champagne and take Rheims to
crown the king.
After the coronation move north taking each town in every province until
you have reached the northern most province. Sweep anti-clockwise until
each province has been taken.
Joan's army soon becomes depleted; choose `Royal Army' and then `Mod-
ification' to top up her army. About 2,000 archers and 3,000 troops are
enough. To pay for this collect the tithe in September but forget about
the other taxes. This will avoid any uprising, but means that you will
have to ransom some hostages. Choose `Diplomacy' and then `Liberation',
deal with Henry VI and use Regnault of Chatres and Tremoille as ambass-
adors. The meeting place does not really matter.
- Ransom Demand Guidelines
Duke of Bedford $4,000,000
Duke of Warwick $2,000,000
Duke of Gloucester $2,000,000
John Talbot $1,000,000
Count of Suffolk $1,000,000
Cardinal of Winchester $1,000,000
Captain Falstaff $1,000,000
If you are really desperate halve the ransom. If your coffers are
overflowing, execute one of them using the `Royal Justice' Menu, which
will reduce the number of armies that Henry VI can control.
Any French characters caught should be executed promptly. If there are
no hostages when payday comes choose `Helping Hand' and kidnap one. Do
not try for the Dukes because these attempts are most likely to fail.
Remember to pay well - $20,000 is the right incentive. If Joan is
caught, Richemont, War General is a good replacement.
JUDGE DREDD
Log on the computer as "DREDD" then type in "BRUCKEN PLAYING HEROQUEST"
and exit. Now use the <Help> key to skip levels.
JUG
On the title screen hold down <Escape> and click the mouse pointer on
the right edge of the picture to activate the cheat mode. This will
give you infinite energy and lives.
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KARATE KID 2
Enter your name as "MYAGI" in the high scores table and when playing,
pressing <P> will advance you a level.
KICK OFF 2 (*)
If your opponents goalie is too good for you, run your finger along the
function keys, and "S12" or "S14" shouls appear in the top right hand
corner of the screen. You should now be able to substitute one of your
players for your opponents goalie. This sub. goalie is usually pretty
useless, and if you repeat the process he will be even worse.
KID GLOVES
Pause the game and type in "RHIANNON" then <F6> will take you to the
shop, <F8> will give you lots of money, and <F9> toggles immunity on/off.
KILLING GAME SHOW (*)
Press <Help> on the "Good Luck" screen for a map of the level.
KING SOLOMONS MINES
To get past the mosquitoes you need the bottle from the oasis. You have
to dig to find it. Inside are Anti-maleria tablets. Use the rope to get
past the swamp, then go north into the quicksand. Quickly throw the rope
and then pull until your free. To cross the bridge, throw the spear,
then go to the bridge, and when it starts to collapse, type "RUN" then
jump.
KINGS QUEST 3 (*)
The wand is in the cabinet in the wizards study. The key is on the top
of the closet in the wizards bedroom. You have to be an eagle to get
into the cave. The key to the door behind the mirror is in the skele-
tons hand.
KINGS QUEST 5 (*)
Compilers Note: Here is an updated partial solution to Kings Quest 5
which is a huge game and will probably take a while to finish. Good
Luck!
WIZARDS HOUSE: south
SNAKE'S PATH: south
EDGE OF TOWN: east
TOWN: west
EDGE OF TOWN: east
TOWN: take silver coin by broken cart
look inside the barrel by the cart and take the fish inside
west
EDGE OF TOWN: west
BAKERY: go inside bakery
buy a custard pie with the silver coin
exit bakery
west
INN: west
BEE'S TREE: operate the fish on the bear
go to the tree
take honeycomb from tree
take stick by base of tree
north
ANT'S NEST: operate stick on dog
south
BEE'S TREE: east
INN: search haystack
east
BAKERY: east
EDGE OF TOWN: east
TOWN: go into first shop (tailors)
give tailor golden needle
exit shop
west
EDGE OF TOWN: west
BAKERY: west
INN: west
BEE'S TREE: north
ANT'S NEST: north
GYPSIES VAN: west
DESERT: west
west
west
west
west
west
west
OASIS BY TEMPLE: drink from oasis
hide behind rocks by oasis
wait!
east
DESERT: south
south
south
DEAD MAN: take boot
south
south
OASIS #1: drink from oasis
south
DESERT: west
west
west
west
NOMAD'S CAMP: drink from water jug
go into smaller tent
go straight to back of tent, left, take staff, right to
the centre of the tent, and down to exit the tent
east
DESERT: north
north
north
OASIS #2: drink from oasis
north
DESERT: north
north
east
east
OASIS BY TEMPLE: drink from oasis
north
OUTSIDE TEMPLE: operate staff on temple doors
north (inside temple)
INSIDE TEMPLE: take large brass bottle by door
take gold coin by bottle
exit temple
OUTSIDE TEMPLE: south
OASIS BY TEMPLE: east
DESERT: east
east
east
east
east
east
east
GYPSIE'S VAN: give gold coin to man in chair
south
ANT'S NEST: south
BEE'S TREE: east
INN: east
BAKERY: select boot from your inventory
walk right until a rat and a cat appear
throw the boot at the cat
select the amulet from your inventory
operate amulet on yourself so that you are wearing it
west
INN: north
GNOME'S HOME: north
WEEPING WILLOW: east
ENTRANCE TO FOREST: north
FORK: west
FOREST PATH #1: north
the witch will appear! (or should - it may be random)
give the brass lamp to the witch
ELVEN GLADE: east
OUTSIDE WITCH'S CASTLE: north
INSIDE WITCH'S CASTLE: open drawer and take the pouch inside
open chest and take the spinning wheel inside
take small key (it's in the lamp that's hanging
from the roof)
exit castle (south)
OUTSIDE WITCH'S CASTLE: east
TREE & DOOR: go around the back of the tree to the front, and walk up the
ramp to get to the door.
operate the brass key on the door
take the golden heart inside the tree
west
OUTSIDE WITCH'S CASTLE: west
ELVEN GLADE: operate honeycomb on yourself
open the pouch
take the gems that were inside the pouch
operate gems on honey on ground
...and again...
...and again...
follow the elf west
ELVEN CAVE: follow the elf west again into the cave
ENTRANCE TO THE FOREST: west
WEEPING WILLOW: give the golden heart to the tree
take the princesses harp
west
GYPSIES VAN: they're gone - take the tambourine
east
WEEPING WILLOW: south
GNOME'S HOME: give spinning wheel to the bigger gnome
south
INN: east
BAKERY: east
EDGE OF TOWN: east
TOWN: go into the third shop (cobblers)
give old man your elven boots
exit shop
go into the second shop (toy shop)
give man your marionette
exit the shop
west
EDGE OF TOWN: west
BAKERY: west
INN: enter the inn - WHACKO!
CELLAR: take the rope that you were tied up in
operate hammer on the door
open door
north
STORE ROOM: open large cupboard
take leg of lamb
exit inn through left door
INN: north
GNOME'S HOME: east
FORK: east
SNAKES PATH: operate tambourine on snake
east
ICY RIDGE: operate cloak on self
north
ICY CLIFF: eat leg of lamb
operate rope on the jutting out cliff to the right of the
branch
climb rope
ICY CREVASSE: click hand pointer on first stepping stone
click hand pointer on third stepping stone
click hand pointer on fifth stepping stone
click hand pointer on sixth stepping stone
click hand pointer on opposite ledge
click walk pointer next to cedric
east
ICY LEDGE: operate sled on eastern slope
you will go east
ICY SLOPES: when you reach the bottom, go east
BIG BIRD: give bird your remaining half leg of lamb
north
QUEENS CHAMBER: just when the wolves start to move towards you, play
the harp
LAIR OF THE YETI: select pie from inventory
north
OUTSIDE YETI'S CAVE: throw pie at Yeti's face
north
INSIDE YETI'S CAVE: operate hammer on crystal directly to the north
south
OUTSIDE YETI'S CAVE: west
LAIR OF THE YETI: click walk pointer on wolf
LAIR OF THE YETI: south
CHIMNEY: click walk pointer on geographical chimney at bottom of screen
BIRD'S NEST: take locket from next to you
the Roc will take you to the beach
BEACH: take iron bar
north
BOAT: operate beeswax on boat
click hand pointer on boat
you will go east
SEA: east
east
east
south
BEACH: you will get captured by the Harpies!
HARPIES LAIR: play harp
take fish hook
west
SANDY PATH: pick up Cedric
west
BEACH: take shell
click the hand pointer on the boat
you will go out to sea again
SEA: west
west
west
west
BEACH & HOUSE: select shell from inventory
ring bell
operate shell on man
COVE: north (up stairs)
ORACLES: operate crystal on yourself
north
OUTSIDE CASTLE: north (not through door - round left side of castle)
operate iron bar on gate in ground
click hand pointer on hole
MAZE: (Note: Every new square you arrive in, click with the eye pointer
on the blackness outside the scene, and a compass will appear
telling you which direction you are facing. In this way, you
can navigate you way through the maze.)
west
west
north
north
east
north
east
north
MONSTER: operate tambourine on monster
take hairpin (you may need to look for it - it is very small)
MAZE: south
west
south
west
south
south
east
east
- Should be back at the entrance!
south
east
east
north
east
north
eest
north
north
west
west
north
DOOR: operate hairpin on door
open door
WIZARDS PANTRY: open cupboard on left-hand side of screen
get packet of dried peas
north
WIZARDS KITCHEN: give locket to girl
east
- Somewhere around here you will be caught by a large purple beastie.
- He will take you to a prison cell. If he doesn't come, just muck
- about `til he does.
ORGAN ROOM: east
DINING ROOM, NORTH: south
DINING ROOM, SOUTH: muck about `til you get caught
if you got caught before you got here, just
continue!
PRISON CELL: click Fish hook on mouse hole in north wall
you will be rescued by the Princess
MAZE: follow the princess - you will arrive at the door
DOOR: open door
WIZARDS PANTRY: north
WIZARDS KITCHEN: east
ORGAN ROOM: east
- At this stage, if you enter a room and a cat is sitting on the floor,
- Your pretty much ruined and you may as well restore, as that *@!
- cat will go and fetch the wizard! You can get rid of him later.
DINING ROOM, NORTH: south
DINING ROOM, SOUTH: you may like to move to the right side of the rug.
when the purple dude comes back again, Operate
the dried peas on him
west
BOTTOM OF STAIRS: north (up stairs)
TOP OF STAIRS: west
Hopefully the full solution will be here soon. Watch this space!
KLAX
While playing, pressing <4> on the main keyboard takes you to level 100.
KRISTAL
Fights - Proficent swordplay is essential if your to get anywhere in
the game. The neck chop is one of the more effective blows, but the
program blocks repetition of single moves. To get around this,
occassionaly switch to a differnt move in order to enable the neck chop
once again. Give generously to the poor and youll be a step closer to
obtaining the Sword of the Spheres.
The Palace - To enter the palace, youll need to get the invitation
from the elusive Gloop, found in Novala. Once you have it, keep out of
fights or you could lose it for good. When you get into the palace,
ask Nedrod three questions and he will give you the talisman, which
can help you find another useful item. Answer the Princess's question
with "Its a secret". She will give you the Ring of Belz, which will
only work in conjunction with the spell scroll.
In General - Objects are not always found in the same places from game
to game, so a detailed search of both fore and backgrounds is often in
order. To survive the final confrontation, a high psychic rating is
needed, which can be increased by donating skringles to the poor. Dis-
orderly conduct can have the opposite effect. The safest technique in
the space battles, is to slow right down as soon as you see the aliens
shoot them all, then power at full steam until the next lot. Follow
Readheads ship if you see it. Heatpro tablets are necessary if you
beam down to one of the hotter planets. Makes notes of what you are
told, and use any new names or subjects to weavel out every last bit
of information from the characters.
KULT
Firstly, here is how to complete the five ordeals:
* The Twins - Object = Goblet
Go to the source on the left hand side. Inspect the fountain and press
the eye. Fill the Goblet and go back to the room called `The Twins'.
Open the left-hand serpent and empty the goblet into it. Get the die
that emerges from the serpent then open the right hand serpent. Throw
the die, and note the number thrown. Put the die into the right-hand
serpent and go to the room facing you. The hands are in a dice formation
(except for the middle one). Pull up the hands until they resemble the
formation you threw earlier, then push the serpent's head on the wall.
The sliding partition should open; note down the shape which it covered.
Go back to the fountain room and inspect each cube (each is patterned).
Lift the cube which resembles the one you found behind the sliding
partition.
* In the Scorpion's Presence - Object = Fly
Pray to the statue then enter the room called `The Web'. Look at the
web on the floor and crawl on it. Give the mistress the fly; show
affection but don't be too saucy with her. Feed the fly to the blue
spider and get the red one. Leave the room, and then put the red spider
into the statue's mouth. Don't listen to the man who pops out, just pass
through trapdoor.
* The Wall - Object = Dagger (can use psi-shift!)
First choose the third zone, then the second zone; this means that you
can unlock the sliding wall when you open either door. Go through either
door, left or right, and inspect the step. Then take a look at the slot
on the Sculpted Warrior and climb onto the step. Either put your dagger
into the slot, or if you haven't got one, use Psi-Shift. You will be
spun around by the wall. There are now TWO seperate gaps in the wall,
one which goes straight on, and the other is a dark, black strip; it
depends on which door you have taken. Move the cursor to go down the
black passage, not straight on. Stick your hand in the gap on the floor.
Return the way you came, and this time go straight on.
* De Profundis - Object = Rope
First of all, wait. Then lasso your rope onto the hook on the ceiling.
When the Granite Monster lurks towards you, jump onto him. Wait a few
minutes.
* The Noose - Object = None
Do not do as the Poormouth says. Use either the lantern, or your Solar
Eyes Power. Grab hold of left hand rope and climb up. Push the lever,
remove the noose-rope and he will fall. Take the left-hand piece of
rope. Inspect the hollow on the platform. Finally, leave and go to the
Master's Orbit.
* What to do after you have got the five Skulls
Give all five skulls to the Protozorg underneath the trader. He will
announce that you are a divot. Go to the concourse outside the ring,
and remember, if you are asked any questions, show the egg you were
given. Once you are in the concourse, ignore the guard and use all the
violence you can muster on the upper right-hand guard; then enter the
upper right-hand passage.
Go left. Inspect the toad's head and poke it's eye. Use the Lantern
(if you have it) or the Solar Eyes to see. Inspect the lever and the
trapdoor. Use Psi-Shift on the lever and pass through the trapdoor.
Next keep going straight through until you meet Norma Jean and Ash. You
MUST do as Norma Jean says. Don't move! Tell her the truth...talk to
both of them and then use your Zone Scan. Lift your block on the floor
and get both objects, the beam and the flask. Unwrap the bandages from
the mummy, go to the left and keep going forward.
By going through the trapdoor you will enter the Threshold of Truth.
Kill the priestess and put the egg in the opened mouth. Next off, take
a look at the Lantern. Read the book, then use your Psi-Shift on the
statuette to retrieve it on the left-hand side, near the ceiling.
Leave and go to the refectory, then go to Saura's Repose. Put the
statuette you found into the niche then go to the Presence of God, and
then to Placating the Powers. Kill the first priestess, then make use
of Psi-Shift on Saura's Mark, aiming it at her dagger. Use Brain Warp
on the character, Sci-Fi, then giver her the flask to drink. Go to
Saura's Repose, putting the monkey into the small tunnel. Enter the
Presence of God and wait. Go into the passage. Wait. Use aggro on the
god, Zorg, and then use Brain Warp on Pratozim, who is holding Sci-Fi
hostage. Use Psi-Shift on trap door, and finally, throw the knife or
dagger at Pratozim.