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3DO General Cheats
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3DOCHEAT.TXT
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Wrap
Text File
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1995-07-22
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332KB
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6,542 lines
6-1-95 v2.4 __ Editor: paranoid
/\ / \ -------------------
/ \ / dgick@sun1.iusb.edu
\ / \
\/ \__/
____ C H E A T __
| | | \
| | | )
|____| |__/
__ L I S T __
/ \ / \
( ) ( )
\__/ \__/
News: Slam n Jam codes and roster, Hell walkthru, Sherlock Holmes walkthru
Note: If I don't have the game and can't confirm it, I reprint it exactly
as I get it (with minor mods to make it look nice and under 78 columns). I
have also included walkthrus for games ported from the PC. I assume these
games are the same, so the solves apply.. If not -- please let me know!
This list is available by FTP, courtesy of GamePro magazine's Andy Eddy.
Just FTP to ftp.netcom.com and cd /pub/vi/vidgames/faqs.
It can also be found at ftp.mindspring.com in /users/chrisc/3do If you
don't have access to ftp, I will e-mail you a copy (send mail to
dgick@sun1.iusb.edu with '3DO Cheat List' as the subject). Remember,
though, it is over 330k so be sure your mailer can handle it.
You can search for [Japanese import] for the rare import info. These are
marked with a '*' below. There are only five at the moment, but I will add
more as I get them <hint hint>
TABLE OF CONTENTS
-----------------
[ATD] Alone in the Dark Walkthru
[BRS] Burning Soldier Seven options including 4-player mode.
[CPU] CPU Bach Debug mode
[CNB] Crash 'n Burn Market list, $2000 trick, infinite continues,
Complete Deathdrone message
[DMN] Demolition Man Blood code, level select
[DRH] Doctor Hauzer * Controls/Translated documentation, walkthru
[DRL] Dragon's Lair Infinite lives, walkthru
[DDR] D's Diner * Plot translation
[FIF] FIFA Soccer Codes given after winning a tournament
[FBK] Flashback Most of the passwords
[GEX] Gex Secret level, saving
[GRD] Gridders Extra levels, and two unknown: BARX PARALLAX,
pause cheat
[GWR] Guardian War Debug mode
[HLL] Hell Walkthru (PC version)
[HOR] The Horde Hints, codes
[TIM] The Incredible Machine Solutions for up to level 87
[JAM] Jammit Continue/level passwords
[JMF] John Madden Football Referee size, player size, see computer's play
[KNS] Kakinoki Shogi * Basic translation and rules
[MDM] Mad Dog McCree Cheat to continue
[MST] Myst Walkthru
[NFS] Need for Speed Horn test, replay tilt, new view, programmers
picture, no traffic, black ice, more torque,
traffic bomb, X-Man scooter, view all FMV
[NTR] Night Trap List of augers and code change times, tips
[xxx] Operation Jumpgate See: Shockwave
[OWI] Off World Interceptor Money code
[OOW] Out of this World Continue/level passwords, hidden game
[PAA] Pataank Tester's cheat, unlim fuel, camera, flip, under
the table, bird's eye, high score, top view
trick, FMV trick
[PHT] Pharoah's Tomb Controls/translated documentation, item list
[PDW] Plumber's Don't Wear... ...Ties. Removes censorship icons
[POD] PO'ed (Sampler Version) Rejuvinate, exploration mode
[QTN] Quarantine Level codes
[RBL] Rebel Assault Level select code, level codes
[RTF] Return Fire Hints from the company, level codes, debug mode
[ROR] Rise of the Robots Play as the supervisor
[RDR] Road Rash Clowns and cows
[SMS] Sailor Moon S * Play as Super Sailor Moon
[SSH] Samurai Shodown Change to player 2's color, moves
[SHM] Sherlock Holmes Walkthru
[SKD] Soccer Kid Change color of the Kid's clothes, level select
[SHW] Shockwave Codes (works with SW:OJ too), walkthru, rolls
Elvis, Milkrun
[SHD] Shadow Warriors Moves list
[SNJ] Slam n Jam Midgets, big heads, percent chance, finding NBA
teams, 93-94 NBA roster
[SLR] Slayer Save game explination, undocumented slow move
[STB] Starblade Unlimited continues, rapid fire
[SC2] Star Control 2 Mini-walkthru, walkthru and lists out the wazoo
[ST7] Stellar 7 Boss code, restore shields, level warp, cruise
control
[SF2] Super Street Fighter... ...2 Turbo. Play as Akuma, moves
[SWC] Super Wing Commander Debug mode
[SWR] Supreme Warrior Stealing dirty tricks
[TEC] Total Eclipse Round select, free flight zone, 99 ships
[ULP] Ultraman Powered * Moves list, playing as a monster and Baltan II
[VRS] VR Stalker Fly every mission with all ships
[WOW] Way of the Warrior Moves, fatalities, magic, 4-player game, extra
characters, extra locations
[ZZZ] Appendix List of save game names, FZ-1 sound effects,
Flightstick controls, controller compatibility
.............................................................................
KEY GUIDE
Key presses are [usually] noted as follows:
U = Up on D-pad D = Down on D-pad
L = Left on D-pad R = Right on D-pad
A = A button
B = B button P = Play/Pause (P) button
C = C button X = Stop (X) button
Rs= Right Shift Ls= Left Shift
Multiples of the same keypress will sometimes be represented with a
multiplication symbol "x". Example: Ax9 = press the "A" button 9 times.
.............................................................................
/~~~~~~~~~~~~~~~~~\
[ATD] Alone in the Dark
\_________________/
This represents all the actions needed to beat the game, in
chronological order. Some of this may be done in a different order,
so this is listed by area.
ATTIC
1. PUSH the wardrobe closet in front of the window.
2. PUSH the chest on top of the trapdoor in the floor near the piano.
3. OPEN the chest to get the RIFLE.
4. OPEN the wardrobe closet to get the OLD INDIAN COVER.
5. Walk over to the table and get the OIL LAMP.
STOREROOM
1. Take the BOW from the corner near the door.
2. SEARCH the shelves on the right side to get the OIL CAN.
3. USE the OIL CAN to refill the OIL LAMP.
4. Exit room.
UPSTAIRS HALLWAY
1. Walk to the first door on the right and enter.
2. Do not walk down the hall as it will collapse and cause death.
ROOM
1. SEARCH the rolltop desk in the corner to get the KEY TO THE CHEST.
2. USE the KEY to open the chest in the corner next to the door to
get the OLD CAVELRY SABER.
3. Open the door and fight the Zombie that will walk in.
4. The OLD CAVALRY SABER will break after limited use.
5. Exit the room and open the door directly across the hall.
DRESSING ROOM
1. Walk into the room, turn around and FIGHT or SHOOT the Zombie that
will walk in the room from the hallway.
2. Exit the room through the door near the window.
BEDROOM
1. Go to the nightstand on the left side of the bed(side opposite
the window), and get the VASE.
2. FIGHT or SHOOT the monster that will jump into the room through
the window.
3. THROW the VASE and get the KEY TO THE DRESSER hidden inside.
4. USE the KEY to open the dresser with the teddybear on top of it
and get two SMALL MIRRORS.
5. Exit the room through the door near the bed.
6. Walk to and enter the door directly across the hall.
BATHROOM
1. OPEN the cabinet to get the FIRST AID KIT.
2. OPEN the FIRST AID KIT to get the FLASK.
3. DRINK the FLASK to gain more health points.
4. THROW or DROP unecessary items: first aid kit, empty flask,
chest's key, dresser's key, empty oil can.
5. Exit the room and open the door at the end of the hall.
UPPER LOBBY
1. PUT one SMALL MIRROR on each small statue at both ends of the room.
2. Avoid any contact with the winged monsters by staying close to the
wall.
3. Walk Downstairs.
LOWER LOBBY
1. Do not touch the suit of armor.
2. When you get the VERY HEAVY STATUETTE", stand directly in front of
the armor and THROW the STATUETTE to destroy the armor and get the
SWORD.
3. The STATUETTE is in room #13.
4. Walk to the door on the right side of the stairs and enter.
SITTING ROOM
1. Do not touch the ghost figure in the chair.
2. Get the GRAMOPHONE on the table.
3. SEARCH the cabinet to get the CARTRIDGES.
4. USE the CARTRIDGES to reload the RIFLE.
5. Get the MATCHBOX from the fireplace mantle.
6. Exit the room and go to the door straight ahead on the other
side of the stairs.
HALLWAY
1. Follow the hall around and enter the second door you come to.
2. The first door is directly across from the door you entered the
hall through.
BATHROOM
1. RUN into the room and get the JUG next to the cabinet.
2. Ignore the monster in the bathtub as it cannot be killed-it will
hit you.
3. OPEN the cabinet and get the FIRST AID KIT.
4. OPEN the KIT and get the FLASK.
5. DRINK the FLASK to gain more health points.
6. Exit the room and continue down the hall to the next door.
DARK BEDROOM
1. USE the MATCHBOX to light the OIL LAMP.
2. Get the VERY HEAVY STATUETTE from the table.
3. Exit the room and OPEN/SEARCH to put the lamp away.
4. Go back to the lower lobby and destroy the suit of armor as in
room #9.
5. Leave the VERY HEAVY STATUETTE there.
6. Walk to either side of the stairs and enter the dark opening.
FRONT LOBBY
1. DROP the GRAMOPHONE here until it is needed later.
2. Turn left and enter the right door of two in the corner next to
the stairs. The left one will be locked.
ENCLOSED PORCH
1. SEARCH the back side of the statue to get three ARROWS.
2. Leave the room quickly to avoid the falling spiders. They will
not leave the room.
3. Walk to the door on the other side of the stairs next to a narrow
hallway.
KITCHEN
1. Enter the smaller dark brown door nearest the door just entered.
2. Get the KEY TO THE CELLAR hanging on the wall.
3. SEARCH the shelf to get the BOX OF BISCUITS.
4. EAT the BISCUITS to gain more health points.
5. DROP or THROW uneeded items: empty box, first aid kit, empty flask.
6. SEARCH the large cabinet near the table to get the KNIFE.
7. Enter a second smaller dark brown door next to a normal sized door.
8. After entering the small closet, quickly back out and USE the
KNIFE to kill the zombie that enters as soon as you enter the
closet.
9. Re-enter the closet and SEARCH the pile of coal in the corner to
get a BOX OF SHOES.
10. OPEN the BOX and get the REVOLVER.
11. Get the OIL CAN in the other corner.
12. USE the OIL CAN to refill the LAMP.
13. USE the JUG next to the barrel of water to fill the jug.
14. DROP or THROW uneeded items: empty oil can, empty box, knife.
15. Exit closet into kitchen and get the POT OF SOUP from the
fireplace.
16. Exit the kitchen through the normal door next to the closet.
17. Open the door across the small hall.
DINING ROOM
1. Walk to the right side of the table and PUT the POT OF SOUP on the
table.
2. Avoid the walking zombie and wait until it sits down.
3. Exit the room through the door next to the large cabinet.
SMOKING ROOM
1. RUN to the other side of the table and stand next to the chair.
2. Get the LIGHTER from the table.
3. USE the WATER JUG to douse the smoking ashtray on the table.
4. You will take some damage from the smoke.
5. Open the double doors that are not locked and go in to the hall.
6. Walk back to the white stairs in the front lobby and climb them.
7. Go back to the hallway that led to the dark room where you got
the STATUETTE.
8. Continue down the hall to the end and open the door.
HALLWAY WITH PAINTINGS
1. Walk up to the first painting (a man with an axe) and PUT the OLD
INDIAN COVER on it.
2. Walk halfway down the middle of the hall and USE the BOW tofire an
arrow at the painting at the far end. Once the arrow has hit the
painting, purple smoke will appear.
3. Enter the door at the far end of the hall.
JEREMY'S BEDROOM
1. Get the FALSE BOOK from the table.
2. PUSH the grandfather clock aside and SEARCH the hole behind it to
get the KEY to Jeremy's Study.
3. Exit room and enter the double doors located halfway down the hall.
LIBRARY
1. USE the OIL LAMP.
2. PUT the LAMP down in the middle of the floor.
3. Quickly RUN down the corridor at the upper left of the screen.
4. Follow it around to the right until you see an indentation in
the wall of books.
5. Go a little ways past this and SEARCH the books next to the
indentation to find a mechanism.
6. USE the FALSE BOOK to open the secret room behind the
indentation and enter it quickly. A monster will be chasing you
and can only be killed by a certain dagger that is found inside
the secret room.
SECRET ROOM
1. Get the TALISMAN from the shelf.
2. SEARCH the bookshelves to ge the DAGGER with the curved blade.
3. USE the DAGGER to kill the monster in the library.
4. Get the OIL LAMP from the floor and open the closed double doors.
You are now in the lower lobby.
5. Go through the dark opening, down the stairs, and get the
GRAMOPHONE.
6. USE the silver KEY to open the locked door next to the door to
the enclosed porch.
7. Continue down the big hall and re-enter the smoking room #18.
8. USE the KEY to open the locked double doors.
JEREMY'S STUDY
1. PUT the OLD CAVALRY SABER in the coat of arms on the wall. If the
saber was broken, put both halves in the coat of arms.
2. SEARCH the bookcase in the corner to get the RECORD.
3. Exit the room and go back through the smoking room, into the
hall. Not the ones at the end of the hall.
PIRATE'S ROOM
1. USE the SWORD to kill the pirate. You cannot shoot the pirate.
2. Get the KEY TO THE DANCEHALL from the dead pirate.
3. USE the KEY to open the double doors.
DANCE HALL
1. Walk to a corner and USE the RECORD (dance of death). You must
have the GRAMOPHONE.
2. The ghosts will dance. Do not let the ghosts touch you.
3. Get the KEY TO THE PIRATE'S CHEST from the fireplace mantle.
4. Exit the room and go back to Jeremy's Study.
5. Walk down the stairs in the floor.
BOTTOMLESS CHASM
1. RUN across the collapsing bridge.
2. Follow the tunnels until you see a giant worm behind you.
3. RUN away from the worm until you can turn right into another
tunnel.
CAVE
1. FIGHT or SHOOT the monster that waits for you to enter this cave.
2. Continue down this tunnel until you see the worm again.
3. Then RUN back to the place in the tunnel where you turned right
and fought the monster.
4. Turn right down the tunnel created by the worm. If the worm is
still there, repeat steps 2 and 3 until the worm moves out of the
tunnel.
UNDERGROUND
1. Step down onto the wooden dock and walk around to the right
until you come to a lighter shaded brown section of the wood.
2. JUMP over this section as it will collapse if stepped on.
3. Avoid the monster in the water or kill it. If you kill it, more
will appear.
4. Climb up the ledge to the opening.
TUNNEL
1. FIGHT or SHOOT the spider monster.
2. Continue down the tunnel.
ROCK PILLAR CAVERN
1. Stand in the opening and shoot the flying monster.
2. JUMP from rock pillar to rock pillar. Use the left ones.
3. When the screen view changes, go to the opening on the right.
4. Follow the tunnel until it forks-go right.
LARGE CAVERN WITH PLANKS
1. Walk to the right side of the rock plateau.
2. JUMP over the light colored wooden planks onto the darker ones.
3. JUMP and climb up rock pillars until you reach the far side of the
room.
4. Shoot or avoid the flying creature in the middle of the cavern.
5. Go to the chest.
PIRATE'S CHEST
1. USE the KEY to open the chest and get the GEM.
2. PUSH the rock behind the chest to one side.
3. Enter the dark opening and follow the rock corridor.
4. Step down the ledge and continue forward until it goes black.
DARK MAZE
1. USE the OIL LAMP.
2. Walk to the left and try to wind around to the left until you
cannot go that direction any further.
3. Turn downwards and go down until it is no longer possible to go
further.
4. Turn to the right of the screen and walk until you come to a
stone door with a hole in it.
5. USE the GEM to open the door.
6. Enter the room and OPEN/SEARCH to put the OIL LAMP away.
END CAVERN
1. RUN and jump off of the rock steps.
2. RUN to the stone altar in front of the tree while dodging the
fireballs and the monster in the water.
3. Get the HOOK.
4. While in front of the altar, PUT the TALISMAN on the altar. The
fireballs will stop.
5. USE the LIGHTER to re-light the OIL LAMP.
6. THROW the OIL LAMP at the tree.
7. RUN to the right of the cavern and climb onto a different rock
plateau.
8. Climb up to the rock door and USE the HOOK to open the door.
9. Turn left and go back into the maze. It will now be light.
10. Turn right and USE the HOOK to open the door.
11. Turn left and you are now back in the underground # 28.
12. Walk along the wooden docks and climb to the opening on the other
side.
13. Turn right and follow the tunnel straight ahead until you come
to a small black opening.
14. Enter the opening.
BASEMENT
1. Walk around the wine racks to the other side of the room and
climb the stairs.
2. You are now back in the front lobby. Walk down the large hall
and open the double doors at the end.
/~~~~~~~~~~~~~~~\
[BRS] Burning Soldier
\_______________/
Special Options First connect second control pad, choose option at menu
--------------- screen. Push Ls+Rs+C+X+Right at the same time on the
second control pad. Now you can select seven different kinds of options
including 4-player mode.
/~~~~~~~~\
[CPU] CPU Bach
\________/
Debug Mode:
Select Classics, then move up/down to any slot. Holding either shift
while pressing right or left brings up a 12 digit alpha-numeric
display. This "code" represents the piece of music in that slot
and allows you to edit your saved piece.
Here's a partial list of what they do, listed from left to right.
0 0-4 Determines name of piece (Imperial, Aspen, etc.)
0 0-F " "
0 0-F Determines 'style' of play (smooth, syncopated, etc.)?
0 0-F " " ?
0 0-F " " ?
0 0-F " " ?
A A-X Melody seed
A A-X Key (A#, C, etc.)
A A-X Music Type (Fugue, Adagio, etc.)
A A-X ?
A A-L Instrument (Piano - Trumpet)
A A-G ?
/~~~~~~~~~~~~~\
[CNB] Crash 'N Burn
\_____________/
Black Market Goods
------------------
Stealth Generator: Makes you somewhat invisible, but the drivers will
still shoot at you. When you take enough damage it wears off.
($11k)
Polarity Inverter: Blocks projectiles most of the time. ($10K)
Targeting Computer: Helps in targeting enemy drivers faster and more
accurately. ($9k)
Doomsday Missile: Does Awesome damage, but you just get one per reload.
It won't blow up an undamaged driver, but you'll seriously
hurt him or her. ($19k)
120mm Gauss Gun: Does heavy damage like the Vulcan cannon, but shoots
much slower - 5 sec. reload, ammo 1000. ($16k)
Dragon Laser: Blows everything away with relative ease. If you can't
blow everybody away on the first lap, stop, wait and let the
other racers lap you (or catch up if you're ahead) and let them
know who's boss. ($25k)
Grim Reaper: A great car. You see it when some of the other illegal
goods are offered to you. Speed: 305 / Acc: Awesome / Armor:
Fair / Cost $20k
Backlash: The closest you'll get to a batmobile. Speed: 330 / Acc:
Fair / Armor: Great / Cost: $25k
Dragon Car: Watch out track records. This cars really moves. You can
see this car in the C'N'B Intro getting blown off the track by
Drugger. Speed: 355 / Acc: Good / Armor: Awesome / Cost: $30k
The black market cyborg will only appear (at random) and offer things that
you have enough money to buy.
$2,000 trick If you finish a track but don't get the record time, you may
------------ still get $2,000 if the next track's record time is higher
than the time you got. Just reset the game and you'll receive the record
time bonus. Example--on track 3 the record time is 1:04, and you finish
in 1:10. No record. But track 4's record time is 1:21, and your track 3
time of 1:10 was below that. Reset and you'll be at the money screen after
track 3, but you'll receive the $2,000 record time bonus.
Note that this trick can work against you, taking away your
legitimate record time bonus if you reset on a track with a lower
time.
Infinite Continues This is simple--never continue. The game saves after
------------------ every race automatically, so just reset the machine (or
hit pause and choose quit) whenever you die. Just load the saved game and
keep racing.
Deathdrome Message The message in the sideline of Deathdrome track 4 reads:
------------------
Once upon a time a genius, a spiritual overlord and a visionary
racing criminal became "sotally tober" and decided they would create
a legend. Mark said, "Future shock on wheels. Sex, drugs, and rock
'n roll at 100MPH! And with more guns than the LAPD. It's what
America's all about!" Madeline raised the toast, "And make sure it
is done before September or we'll swing by our heels." And thus it
was decided But they needed some help. Little did they know that a
hedgehog trainer named Bill would arrive in a few weeks all set to
kick some asphalt. "Don't tell me the odds," said Bill, "and I won't
tell you to get the h#ll out of my office. "Bill put the 'I' in
Artificial Intelligence, and a little A, too, just to keep me from
going insane (again). Cyrus creater a killer two million dollar
demo, and then put together the best art teams ever legally
assembled. "Programming doesn't have to be ugly," he said.
"Programmers, maybe, but this thing will shine when me and Steve get
done with it." Steve shrugged. "Say what you like, 'cause I'm not
listening." Steve listens to only Rocker, Twix, Druger and Klaw
(NOT!). "This thing will shine when me and Cyrus get done with it,"
says Steve. And so it began, at first a train wreck waiting to
happen. But later the prize of the show was winning the blue bundle
ribbon. Another Bill joined (you can never have to many Bills) and
glued the whole thing together with Steve after setting all the cars
on fire. The other Bill says mysteriously, "And wait until you see
the other tunnels, too." As always, a few stunt programmers were
needed. Troy, feeling like Godot as he waited for OS (should have
been called the SOS) tried to make the Fat Lady sing, but when asked
to play a tune, Troy sez "Bite me!" and stumbles home to bed at
130MPH. In the end, both the ground and the grunge behaved, and much
sleep was had by all. A final thank-you to Frankie Goes to Hollywood
(just like 3DO) for their musical inspiration! "The Ballad of Crash
'N Burn" was written by Jon "nakasete miyou" Horseley
/~~~~~~~~~~~~~~\
[DMN] Demolition Man
\______________/
Code Description [These are rather pathetic and incomplete - Ed.]
---------------------------
ZH#NC2FSP (Cyro Chamber) MRWDC2BY9 (Underground)
V8DN12Q2M (Car Chase) BR7NG2FP3 (Car Fight)
Blood Code Go to main screen (start, password, option), press and release
---------- Rs, rotate the direction pad clockwise a few times, blood will
drip down the screen.
Level Select Pause the game. Press Ls, A, Up, Down, Rs, Up to activate the
------------ level select mode. To select the hidden levels, press
B + Up or B + Down to scroll through the levels, which will appear in the
password box. VRGN 1 through VRGN 5 are five Doom-like levels that are
modeled after the interior of Virgin Studios.
/~~~~~~~~~~~~~\
[DRH] Doctor Hauzer
\_____________/
Control Translation [Japanese import]
-------------------
THE CONTROLS GO SOMETHING LIKE THIS:
+ The d-pad controls the movements:
o d-left: rotate left.
o d-right: rotate right.
o d-up: walk forward.
o d-down: walk backward.
+ A: action - search, take, use, whatever.
+ B:
+ C: run - a little faster than walk.
+ L-SHIFT: change views. Toggle between three viewing modes:
1. 3rd person cinema view; author has selected camera angle.
2. 1st person out-the-eyeball view (ala Doom).
3. Overhead map view.
+ R-SHIFT is the "rotate" mode: While the r-shift button is depressed,
you can turn your head, look up/down without changing your
position/facing. In the 3rd person view, you watch the characters head
move around. In the 1st person "eyeball" view, you can use this feature
to look up/down.
+ Play/Pause: Brings up inventory/menu. Unfortunately, all of the text is
in Japanese, but you can still get the basic idea.
o Up/down to move through inventory items.
o left/right to look at a textual (katakana) description of the
selected item.
o A: use pictured item. Hint: the book that you start out with is
where you can save/restore games.
o d-left and d-right: Switch between inventory / text description of
items.
o d-up and d-down: Scroll through inventory items.
BTW, the view switching is IMO one of the best features of the game.
Certain camera angles that are selected for you can be somewhat limiting;
changing views allows you to see as much of each room as possible.
SPOILER FOLLOWS:
Hint: in the second (living?) room, there is a key located inside of the
grandfather clock. When you take the key out, the room shakes a bit and there
is some strange animation that shows the camera zooming away from the room. I
have no idea what the hell this means, but the key is necessary to go on.
I have not solved this one yet, so don't go asking for more hints because I
probably will not know the answer. Good luck, and happy adventuring!
Walkthru
--------
1. Wait 5 seconds for SHANDALIER to drop
2. Exit room
3. Collect `WHITE KEY' from Grandfather Clock
4. Open directly opposite door over other side of room with `WHITE KEY'
5. Enter second door
6. Remove `FLOWERS' from Varse 1
7. Plant `FLOWERS' in Varse 2
8. Collect `WHITE KEY' from Bed
9. Enter next room through the Flower Picture
10. Collect `GREEN BOOK' from Desk near door
11. Collect `RED KEY' from Dressing Table up room
12. Collect `FLOOR MAP' from 3rd Wardrobe
13. Exit room via Door
14. Run to end of Corridor and press `A' on Red Machine
15. Exit via running over old floor and Door
16. Enter Double Doors near GrandFather Clock using `RED KEY'
17. Push Table (End First) towards other wall (!! This sets a switch and
allows back doors to be opened !!)
18. Pull Cubboard down side of the room and exit through Door
19. Run up Passage as soon as you can and enter the Side Entrance
20. Enter Front facing Door to get into Kitchen 2
21. Collect `ORANGE KEY' from 3rd Cubboard
22. Collect `KNIFE' from 3rd Cubboard on other Wall
23. Collect `PETROL CAN' from off the floor by the Red Table
24. Exit Room
25. Enter Door to get into Kitchen 1
26. Push Table up room towards Cubboard 4 Squares then across Hole
27. Walk across Table, and collect `AXE' from Side Facing cubboard door
28. Exit room
29. Go back down Corridor to the next Door on the opposite side, and Enter
the Door using the `ORANGE KEY' to get to Dining Room
30. Collect `CANDLE STICKS' off Giant Table
31. Collect `WOOD' from off the FirePlace (!! This makes holes and floor in
parts disappear !!)
32. Jump over all holes and then Exit the room
33. Enter next Door up on same side as Exit Door (StairCase's) (!! 3 Giant
Spikes will come from under the Floor to block you !!)
34. Enter Door on the Left 1/3, And go to very Bottom Bookshelves
35. Collect `CIGARETTE LIGHTER' from 1st Bookshelf
36. Collect `CROW BAR' from next Bookselve's bottom Bookshelf
37. Walk up to First Bookshelves, Collect `SHOTGUN' from 1st Bookshelf
38. Enter opposite Bookshelf (!! You now go down a underground hole using a
Ladder !!)
39. Collect `RED BOOK' from 5th Bookcase round
40. Collect `RED BOOK' from 1st Bookcase over other side (Back/Middle)
41. Collect `GREEN BOOK' from Desk near Air Vent
42. Collect `AIR VENT' off Wall, Collect `PAPER' off Table
43. Exit room via First Bookshelf on other side of Red Book one! (!! You now
go up a underground hole using a Ladder !!)
44. Remove boards off Entrance up Top Left Corner using `CROWBAR'
45. Use `CANDLESTICKS', use `CIGARETTE LIGHTER'
46. Go down Corridor and open boarded style Door
47. Collect `GREEN BOOK' from 1st Bookshelf
48. Stand by Bed looking towards the Green Light and use `SHOTGUN'
49. Enter Door back into Hallway behind the Spikes now!
50. Press `A' at Dead Body on the ground and collect `RED KEY'
51. Now enter next Door using `RED KEY' and dodge the big cutters
52. Open the Brown Box and collect the `WOODEN KEY' and Exit room
53. Use `WOODEN KEY' and enter Door round corner
54. Look at the Picture on the wall by pressing `A' activating the switch
55. Walk (DONT RUN) across Hole in Floor along Picture side
56. Open Door, Collect `ORANGE KEY' from 2nd bottom Bookself
57. Collect `GREEN BOOK' off bottom table, now Exit
58. Walk along opposite side of Hole and enter Door using `ORANGE KEY'
59. Open First Cubboard near Painting (!! This fires the deadly GrandFather
clock Dart into wall !!)
60. Go back to Dart Clock Room and use `AXE' on the Orange Hook
61. Open Painting on wall, and collect `PAINTING' from Cubboard
62. Open 2nd door away from Painting, Collect `DYNAMITE'
63. Exit Room, walk to side of Fireplace (top) and press `A' twice (!! You
now go down a underground hole using a Ladder !!) (!! You then fall off the
bottom of the Ladder into a !!)(!! New area with *WOW* new creepier music !!)
64. Open Doors on Right, Collect `WHITE KEY' off Bodie, Exit Room
65. Enter other Door, Plant Dynamite at far Front Wall, Use `CIGARETTE
LIGHTER' upon the `DYNAMITE' and !!QUICKLY!! Exit the room.
66. Enter Same Room Again, and go up to Wagon and press `A' (!! Watch yet
more great graphics as you enter the tunnels !!)
67. Use `WHITE KEY' the one next to `PAINTING' in inventory on Door (!!
Marvel at some really nice graphics !!)
68. As soon as intro has finished, Select `PAINTING' and then EyE ViEw and
run forwardly (not 100%) towards the Face in Blue Beam. Once Close enough,
the character you control will throw the PAINTING automatically into the
bosses mouth.
/~~~~~~~~~~~~~\
[DRL] Dragon's Lair
\_____________/
Infinite Lives Enter U D L R U D L R at the title screen and press Start.
--------------
Walkthru Here are the keypresses for each scene in Dragon's Lair. These are
-------- the standard appearace of each scene...some will flip left/right
(mirror) occasionally. The rough timing should become obvious (ie, whenever
Dirk's in danger), but the exact timing is up to you to find out.
entry bridge: B U
three doors: R
tentacle room: B R D L U
striped snake room: B B R
"round" room [vague]: L U R U L U B U
floor trapdoor room: B R U B U
staircase that turns to ramp: L B L L
furnace room: B B B L B
two turning paddles: U B D U
chest & bed room: U
ceiling trapdoor room: R D U L L
mechanical horse: [R L R L] L
huge knight tiled room: [R L U L R L R] [B B]
corridor with 6 doors: U B U B L B
wooden bridge & bats: U U D B R R
spiral staircase & big bat: B L L [B L]
frog king: L [R R R R R] U B [L R D B]
drink me: R
small tiled room: D U L
throne room: [R U R] R
caverns with ooze: [U U U U] [R L R L] R
lava room: B [U x7]
skeleton room: L L R R
colored balls: [D x6] U
yellow liquid & pot room: U B B R
fire/ice exits room: U U L
treasure room: U L L D [D D L] U D R B B L B
/~~~~~~~~~\
[DDR] D's Diner
\_________/
Plot Translation [Japanese import]
----------------
1997. Los Angeles. Midnight. A multiple murder has occurred at a General
Hospital just on the outskirts of downtown. The culprit is the chief of that
same hospital, Dr. Rictor Harris. And now, he is holding several patients
hostage, so the police are unable to make a move. Rictor's only daughter,
Laura Harris, knowing her father's circumstances, drives from San Francisco
in her sportscar, and heads into the hospital, the scene of the tragedy,
alone. So now, can Laura put an end to the riddle surrounding her
transformed father?
That's the best I can translate the instructions without consulting a
dictionary. Sorry if the English doesn't read so well. That is the only
explanation of the story. Throughout the game, Laura's father appears and
tells her to leave (*now!*) before it's too late. I haven't heard anything
else very significant so far in the story.
/~~~~~~~~~~~\
[FIF] FIFA Soccer
\___________/
Simply pause the game and enter these codes. If done right, there will be a
tone and confirmation message at the top of the screen. Enter the code again
to turn it off.
Hot Potato: C R A B B R L A B A B B R
Invisible Walls: A B B A C A B A B B A
Laser Ball: L A C R B A L L
Giant Player: B A B A R B A B B A R
Big Ball: B C B A L L A B A L L
Metallic Men: B A R C L B A B B A
Beefcake: R A L B A C L A B A
Radical curve: C A R C A B R A B B L
Brute mode: R A B B A C L L B A C L
Crazy bounce: L A B A R R A C C A
/~~~~~~~~~\
[FBK] Flashback
\_________/
Level Codes EASY: GATORS NORMAL: LEAGUE HARD: LASSO
----------- DIABLO ANIMAL STRIKE
PMBRTN QUASI KNOCK
EXPO BANG POKER
PATROL TIMERS KNUCKL
BOOGIE STALIO
SHKSPR
/~~~\
[GEX] Gex
\___/
Saving The game DOES NOT save after completing a boss character! You can,
------ however, go through a completed level with a VCR under it and save
there. A good strategy would be to go through a VCR level (Like the third
level in Graveyard) before you are done for the night.
Secret Level To get to Planet X you must get perfects on each of the
------------ bonus games [i.e. the Skull/Frankie game in Graveyard]
When you get a perfect a small portion of a remote control will flicker
on the screen. You don't have to complete the level -- you can get the
portion of the remote and just die. The portions will not save, however,
you must get perfects in all the games to get the whole remote in one
sitting. Once you get the whole remote and use it at the world select
map it will save.
/~~~~~~~~\
[GRD] Gridders
\________/
Cheat To prevent being sent back, you can cheat by going to the pause menu, do
----- a save and quit, then resume. Only do this if your life is RED and
hopeless of course. You will be restarted over with everything reset!
Including no loss of lives, like what happens when you 'give-up'.
Secret Level Go to the options screen and highlight "Exit". Hold down the
------------ stop button and type "LAX". (Yes you must let go of the stop
button once it comes time to type the X).
You will hear a bad buddy say "HEY!".
In the US version of Gridders, this code will allow you to play secret
level 25. In the Japanese version of Gridders, this code will allow you to
play the 12 secret levels, including the on from the US verison.
FYI - the other published cheat codes are "BARX" and "PARALLAX".
[I have no clue what these do, or any idea what he's talking about... - Ed.]
/~~~~~~~~~~~~\
[GWR] Guardian War
\____________/
[Good luck with this one. ? :) - Ed.]
-On the screen where you can see a lot of the land...
-Press in this order Ls, Rs, C (HOLD THEM)
-Now press Up, Down, Left, Right
-Now a bunch of Japanese writing scrolls up and they mean in this order
1-LOAD GAME
2-EQUIP (EXAMINE EQUIPMENT)
3-SHOP
4-GIVE YOURSELF LOADS OF CASH BY THE 1000'S
5-NO BATTLES
6-COORDINATES IN BATTLE MODE (X & Y)
7-FREE MOVEMENT ON MAP MODE
8-A BUNCH KILLER ATTACKS TO KIK THE CRAP OUT OF ANYONE
9-GOD MODE
10-MAP DETAIL
11-???
12-???
13-BASIC + 1
14-CLASS + 1
/~~~~\
[HLL] Hell
\____/
[Note: This is the solve for the PC -- I assume they are the same. - Ed.]
Anyone played this game knows there are more than one ways to arrive
at the ending. The one I present here is only one of the many possibilities.
Althrough I spent a lot of time to make the story line as linear and logic as
possible, readers might still find it rather dis-orienated. Remember, examine
each and every item you pick up. At some point, game progress relie on this.
As in my previous creations, I had excluded un-necessary informations. So if
you come across one during game play, feel free to explore on your own. Also,
each character in your party carries his/her own inventory. Make sure you
examine them. Be prepare to spend hours if you want to play this one from
square one.
Union Station :: Dante's Apartment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Dante, then take the spare key from the computer table.
Georgetown :: Captain Jersey's Kitchen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Take the Scrub List on the table and talk to Jersey. Go through all
the questions and listen to all the informations.
Foggy Bottom :: Entrance To Interface
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
talk to Karl (the man behind the door) and note the writtings on the
sign. By combining the 1st letter of each word, you'll have to password. When
being asked for the password, enter SESAME. Then go through the manhole to
enter Interface.
Now you are inside Interface, to your far right is the exit and the
door to the left lead to Mr. Beautiful's Office. For now, talk to the people
here. You can skip the bartender since he got no informations you can use.
Talk to Scub Stevens (the one who sits in the bar) and recruit him into your
party. Then talk to Mindrunner (the one next to Stevens). After that, talk to
Sophia Bene (the girl sitting at the far side) and recruit her. Now, talk to
Kween Chaos (the one sitting on the staircase) and note what he said.
Enter Mr. Beautiful's Office and talk to Abonides (the little status).
When being ask the password, enter CONDEMNATION. At this point, you'll go
through a lengthy movie section, feel free to fast forward it. When Mr.
Beautiful offers you a job, accept it.
When you arrive at Hell, take everything that's in your sight. You
can skip talking to the POW for they process no informations. Go to the next
room and talk to the demon Sanguinarius.
The Mall :: Voice Of God Radio
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Nick Cannon. He won't tell you much now, but knowing he's an
audio expert will help you solve one of the puzzles later.
Judiciary Square :: Phreakbeats Hangout
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll notice you can take the fire extinguisher but since it serve
no purpose in the entire game, I suggest you leave it alone. Talk to the two
people there.
Union Station :: Oscar Drexler's Apartment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Oscar Drexler.
McPherson Square :: Gang Alley
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is the Gang Alley. To your left is the Clean Club House and to
your right is Deadly 7 Club House. Upon arrival, you'll hold a conversation
with Chistopher Modesta automatically. Talk to the other people here and note
any information you can find.
Go inside Clean Club House and talk to Gracie Lovell.
Gallery Place/Chinatown :: Pap Pap John's Comix Shop
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Anna Mae and learn about her problem, then activate the
computer. You'll need a pasword to shut down Locust, pay attention to the 2nd
last alphabet of each word. Press enter to clear the screen and enter the
password IMPERATOR. Tell Anna you solved her little problem and she'll give
you the comic.
McPherson Square :: Gang Alley
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go inside the Clean Club House. On the lower right of your screen you
will see an exit, go there to enter the Clean Meeting Room. Talk to Temprance
Lector (the one on the right) and Phrachie (on the left). When Phrachie ask
you whether she should run a RAP or not, answer YES.
Go back to the Club House and deliver the news to Gracie. After that,
proceed to the Deadly Club House. Talk to Electric Sex -- she who lies on the
couch, twice then go into the Deadly Meeting Room. Talk to Barbara Bacchus and
Languo. Feel free to go thro the door in front of you, that's Dolph Van
Ittey's room ~~ althrough you won't have anything to do here at the moment.
McPherson Square :: Cybershop
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pick up the copper tubings on the floor and talk to Dr. Clean. Accept
her picklock implant offer.
Gallery Place/Chinatown :: Aldous Xenon's Loft
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Aldous Xenon and get the homing device.
The Pentagon :: Pentagon Garage Office
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Have Sophia Bene forge you a level~4 pass (select Forger Skill in
Sophia's inventory and right click it on the pass template). Talk to the guard
by the door and offer him your security pass.
Go inside the garage and take the mechanic's creeper. Examine the
lunch box lying next to the car and note the name.
Go back into the office and talk to the Dispatcher. During
conversation, tell him to page JO BOYLE for you. Now, go back in the garage
and plant the homing device in car.
Gallery Place/Chinatown :: Aldous Xenon's Loft
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Aldous Xenon.
Dupont Circle :: British Embassy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll see two doorways here, to your right is the control center and
the left one leads to Senator Burr's Office. Talk to Derek Literati, who is
reading a report by the door.
Talk to Senator Burr.
The Pentagon :: Pentagon Reception Area
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to the receptionist and have she direct you to GEN. MANGINI'S
PENTAGON OFFICE. Use the lockpick implant to unlock the large metal door and
stand onto the automatic walkway, then enter the entrance -- note that you
access different parts of Pentagon in the same manner.
Talk to Sanguinarius and accept the trip to Hell. After you arrive in
Hell, use the hell blade on Krystal Getty (the hostage).
Federal Triangle :: Trangressions Entrance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unlock door with lockpick implant and enter Jean Saint Mouchoir's
office. Take the pencil next to the computer and use it on the notepad.
Activate computer by entering access code GOD'S JUSTICE. Informations inside
this computer is locked by password. At this point, you still can't access a
few of those areas. At an later stage, you'll come back here and learn about
them. For the time being, the areas you can access are:
Demons - Unholy Trinity
Pazuzu and Asmodeus
Mr. Beautiful
Dean Sterling
Citizens Freedom Front - Senator Erin Burr
(code: FOGGY BOTTOM) CFF
CFF History
Government Operations - Night Of The Titans (code: HELL PIT)
- Randal Singh
Townson Elders
Brett Carew
Eddy Commerce
Artificial Reality Containment
Gideon Eshanti & Rachel Braque
Fringe Operations - Gneo-Gnostics
(code: DEAN STERLING) Psionic League
Eschatology Incorporated
Meats
Solene Solux
Acti-Deck - Acti-Deck
Parallex Code
Capitol South :: Gnostic's Office
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Professor Coronary and go to the next room to talk to
Wickersham Dodge and Daniel.
Georgetown :: Psionic League Headquarters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go inside the door in front of you and talk to Suzy Toast.
Watergate :: Eschatology, Inc. Offices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Hercule Rue Des Couers and Christy Abraxis.
Arlington :: Recurrection Unlimited
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to the technician there and go through the door. Here you'll face
a stupid arcade sequence. By use the mechanic's creeper, your objective is to
reach the other end of the corridor by avoiding those security beams. It's not
a easy job, so make sure you save your game before you try. Also, be prepare
to spend a lot of time on this one.
If you manage to get through, examine those recurrection untis. You'll
find a body with a latin phase on his chest.
Federal Center SW :: New Corporeal Biologics
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are lot's of stuffs here, but you'll only need the electro
magnet, the large beaker and the small beaker. After you got theses items,
use the Rig Skill on the copper tubings and you'll got your own still.
Talk to Brewer for informations.
Capitol South :: Menial's World Headquarters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Take a bottle of beer from the refrigator and use the dream powder in
Stevens' inventory on it.
Talk to Mick for information, then return the beer to the refrigator.
Wait a few seconds and Mick will fall asleep. Take the collector unit.
McPherson Square :: Gang Alley
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go to Deadly 7 Meeting Room and give the still to Languo. Ask him for
informations you need. Go back to the Deadly 7 Club House and talk to Electric
Sex, then give her the key to Dante's apartment. Note the word she tells you.
Go into Dolph Van Ittey's room and activate his computer. The access
code is BLOODNET. Read through all his personal files. Go back to the alley
and tell Christopher about Dolph's idenity, then talk to Chastity Bene.
Georgetown :: Psionic League Headquarter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Deliver the collector unit to Suzy Toast and she'll moderify it for
you.
Foggy Bottom :: Asylum Waiting Area
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to the two people here and note any informations you can find,
then go to the next room. Talk to the two groups if you like, your mission is
to use the collector unit to fry them.
L'Enfant Plaza :: Fitzgerald's Speakeasy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Take a bottle of beer from the bar, then talk to Milwaukee Jack -- he
is sitting by his own in the corner. Then talk to Splits Magnola who is
sitting by the bar. When asked to create a diversion, throw the bottle of beer
to the TV above the bar.
Talk to Splits again to recruit him, dismiss Scub Stevens.
Georgetown :: Psionic League Headquarters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Suzy Toast.
Farragut North :: Dean Sterling's Office
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Dean Sterling.
Union Station :: Asmodeus' Porn Studio
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Grinda Dove (the girl sitting on the desk), Rutterkind (the
small demon at Dove's feet) and Asmodeus. After you arrive at the setting,
talk to Asmodeus again.
After you are back to reality, talk to Dean Sterling and take the
Psychopomp unit on the floor.
Union Station :: Dante's Apartment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Dante. Use psychopomp unit on yourself and enter address:
GARAGE. Talk to Deepthroat.
L'Enfant Plaza :: The Collector's Room
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use electro magnet on the parchment located at the corner of the room.
Capitol South :: Gnostic's Office
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Professor Coronary, then go to the next room and talk to
Daniel. Take that piece of note on the computer and examine it. The
information on that note is critical. Go back and talk to Coronary again, note
the word Gesticulate.
Dupont Circle :: British Embassy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go to the control room and talk to Senator Burr and her assistance
Katerina Goertz. Use the psychopomp on yourself and enter address CHARON. Talk
to the ferryman when you arrive.
* Beautiful's Hostage Hellpit
Take the steel cover and the beer mug on table. Use the mug
on the acid pool.
* The Hell Zoo
Take the staff, jar of food, floating beast, bucket of Styx
water and zoo key. Talk to both characters. Use the jar of
food on Machalus follow by using the key on the animal cage
(NOT the one holding those floating beast).
* The Wall Of Flame Hellpit
Talk to Prudence Alala, then put the steel cover onto the vent
shaft -- the hole with steam blowing up. Stand onto the cover
and wait.
* The Hell Ice Field
Use the floating beast on yourself to go near the ice block.
Use the bucket of Styx water on the ice block.
* The Hell Music Room
Talk to Alice Trenton to learn clue on this one. By right
clicking on a white square, you can learn what note will it
emit. To free Alice, you'll need to find all silent letters in
the verse:
Murder the dumb,
Torture the meek
with the scent of death
and the gnashing of teeth
The answer is: B E C A G. Left click on the correspond white
squares.
* The Hell Dentist Office
Talk to the demon and note what he's doing. Use nerve gas
cartridge on the NO2 tank. Take the NO2 cartridge and dentist
drill.
* The Ratroom
Talk to Dingo Tucker and use the NO2 cartridge on the tubes.
Foggy Bottom :: Entrance To Interface
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go to Mr. Beautiful's office and talk to the gangster there. Talk to
Mr. Beautiful if you want, but DON'T take his head with you. Take the cue
stick instead.
Puzzle: First, you need to translate those numbers into letters.
Since R=23 ==> A=6, U=26, V=1. Now, look for a song's name or
singer's name that correspond to the encrypted word. Then key
in the code of that song. Answer: E3 D9 E8
The Mall :: Voice Of God
~~~~~~~~~~~~~~~~~~~~~~~~
Give Mr. Beautiful's DAT to Nick Cannon, he'll play it out for you.
Note what it said.
Union Station :: Dante's Apartment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Dante. Use Psychopomp on yourself and enter address GARAGE.
Talk to Deepthroat.
Federal Triangle :: Bureau Of Records
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Mr. Calcutta and Ms. Stinson. Pay attention to what Ms.
Stinson said for it is clue to an computer access code.
Federal Triangle :: Trangressions Entrance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unlock the door with lockpick implant and enter the office. Activate
computer. Look up the topic Government Operations / Massimo Eddy. When ask to
enter access code, use TRIANGLE.
Use Bene's forger Skill on the credentials template.
Federal Triangle :: Bureau Of Records
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Mr. Calcutta.
Arlington :: Lee Mansion Guard Room
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use Splits' psionic skill on the guards, then enter the next room. Use
the cue stick onto the lamp beside the phanter. Go through the doorway and
talk to Massimo Eddy. Examine the notes he give you.
Dupont Circle :: British Embassy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Katerina Goertz, she should tell you more about the hostages.
If she doesn't, just wonder around town for a while and check back to her.
Use the psuchopomp on yourself and enter address CHARON.
* The Belly Of The Beast
Talk to Thelma Bay Chesapeake. Take the stone and femur bone,
then apply stone to bone.
* The Abyss
Talk to Jeremy Verdi and Gack. Then use mug of acid on hell
blade. Give mug of acid to Gack and take the backet of tar.
Federal Triangle :: Trangressions Entrance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unlock door with picklock implant and enter office. Activate computer
and look up topic Government Operations / Night Of Re~Entombment. Access code
are JEREMY VERDI and GESTICULATE. Don't forget to read the memo.
Union Station :: Dante's Apartment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Dante and use psychopomp on yourself, enter address GARAGE.
Talk to Deepthroat.
The Pentagon :: Pentagon Reception Area
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to the receptionist and have her direct you to Thomas Meaculp's
Office. Once inside, active the computer. To gain access, answers are:
Shudder is to fear as Crying is to Sorrow
~~~~~~
Fan is to air conditioner as Keyboard is to Decking Unit
~~~~~~~~~~~~
Suicide is to death as Embezzlement is to Wealth
~~~~~~
Charon is to perdition as Freeways is to Los Angeles
~~~~~~~~~~~
Once you learn the whereabout of Thomas, go back to the reception
area and have her direct you to Pentagon Jail. Once inside, use the EMP
grenade on the guard follow by using mini bombs on the cell.
Dupont Circle :: British Embassy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Talk to Senator Burr and Jeremy Verdi. Give the note Massimo gave you
(the one with mathematical symbols) to Jeremy, then talk to him. Talk to
Katerina Goertz, she'll tell you the locations of the remaining hostage. If
she doesn't, just wonder around town for a while and check back to her.
* The Hell Steel Mill
Talk to Brett Carew and use the staff on the gears.
* Hell's Desert
Talk to Walker Dash and Atroxias, then use the dentist's
drill on water jar.
* The Hell Schoolroom
Talk to Randal Singh and Mr. Maledictum.
Puzzle: To solve this, you'll first need to establish a base
letter. Any +ve number means counting towards Z, ~ve
numbers means counting the other way.
For example, in question 1 the codes are:
1 +1 +15 +9 +11 +5 +10 +1 +15 +5 +11 +19 ~3
By choosing "D" as you base which correspond to "1",
the codes translate into:
Des Moines Iowa
The other answers are:
Little Rock Arkansas
Helena Montana
* Mephisto's Throne Room
Talk to Mephisto and fight him. Take his hand after you
defeated him.
* Beelzebub's Throne Room
Use the bucket of tar on the floor then fight him. Take his
wing after you defeated him.
* Belial's Throne Room
Use explosive charge on the floor (near the glowing section),
fight him and take his medal after you defeated him.
* Cerberus's Lair
Go through the doorway in front of you. When you arrive, wait
for the demon to leave and take the brush on the floor. Use it
on Satan's Gate to paint the words GOD IS DEAD. Enter and kill
Satan.
Go back to reality and talk to Katerina Goertz and Senator Burr to
learn about their progress. Use psychopomp on Rachel and enter the address
SPAWNER.
The Pentagon :: Pentagon Reception Area
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll arrive here automatically after you completed the above
section. Have the receptionist direct you to The Pneumatic Delivery Room.
After you arrive, take one of the pneumation tubes on the floor and put a
gas bomb inside. Talk to Jate then give your bomb~tube to her. Enter address
MIRACULUM SEPULCRUM. Exit back to reception area and have the receptionist
direct you to Pentagon Chapel.
When you arrive, take the taper on the floor and light candles #6, 3,
1, 4, 7, 2, 5, 10, 8, 9 (counting from the left). After you defeated Solene
Solux, enter the hole where Solux appears. Use the Hell bug disk on Hell
computer. *** END ***
ADDITIONAL INFORMATION: I know I'll receive truck-load of e-mail if I exclude
the gambling sequence, so here it is.
Find some time to talk to Laura Prophet in Deadly 7 Club House AFTER
you got some cash and she'll tell you where the racetrack results room is.
Wait until you got the notes from Maissmo Eddy, examine the one painted with
colors and note which color is "P", which is "S" and which is "T".
Check the betting machine in racetrack results room. If you see the
Solux Stake is on, bet all your money. Otherwise, don't bother. To select the
horse that will WIN, choose the one with a symbol containing 2 of the 3 "P"
colors. To choose the PLACE horse, choose the one with a symbol containing 2
of the 3 "S" colors. To choose the SHOW horse, choose the one with a symbol
containing 2 of the 6 "T" colors.
/~~~~~~~~~\
[HOR] The Horde
\_________/
Strategy Guide One of the most common mistakes that causes players financial
-------------- trouble is NOT selling back items before moving on to the next
land. When you dig up a cow, fence, pit, soldier, or whatever, you get back
money equal to what it costs to place that object down in the first place.
So in the Shimto Plains at the winter of year 3, make sure you sell all your
cows and stuff. The Tree Realms goes to year 4, so sell your stuff in the
winter of that year. Each "land" lasts one year longer than the previous one.
Shimto Plains:
No hidden items. Start off by chopping down trees and planting as
many saplings as you can. Repeat this for a few seasons until you
have enough to buy a cow. Place cows in the south of your town, as
hordlings come mostly from the north. Keep making cows and saplings
so that you have 10 or more cows by the end of year 3. Don't forget
to pick them all back up in the winter before you go to the Tree
Realms of Alburga!
Tree Realms of Alburga:
Plant as many saplings as you possibly can. Keep planting until it
says "at max" in your inventory box. After the hordlings come, plant
more to replace the ones they destroy. After a few rounds of this,
the Dryad will give you the Boots of Boogie.
Fetid Swamps of Buuzal:
Around the third year or so, your map will become large enough to
show two "arrows" made of stones (apparent on the overview map).
Dig at the intersection of these two invisible lines to find the
magic flute. This is probably the most useful (and annoying
sounding) items in the game.
Kar-Nyar Desert:
Keep making those waterways! A tree will grow when you get water
to an odd-looking bush, which grows in a random spot. The tree frog
wants the three foods you can find scattered around the desert--the
Blue Fruit, Green Meat, and Purple Seeds. Just set them down next to
the tree and he'll give you his Trident.
Frozen Wastes of Vesh:
Use bombs to blow away the snow in the preparation stage (this is the
only land where you can use bombs during this stage), or summon
Roscoe to melt away huge strips during the battle stages. Be careful
with Roscoe, though--he levels houses really quickly.
Here are the hordes to expect each season for the first 10 years...
<------------> <-----------------> <-------------
Yr 1 Yr 2 Yr 3 Yr 1 Yr 2 Yr 3 Yr 4 Yr 1 Yr 2 Yr 3
#1 5678 6864 7345 666x 7x-8 8--- xx-- 78-5 85-- x---
#2 24 12 4 8 --36 3
#3 12 354 x 335
#4 122 3-1 6 --1- --1-
#5 ---1 --1- -1-- -1--
#6 --23 -368 -577
'x' means 10, so basically the 2nd land, year 2 is a bitch...
#1-6 are the six different hordling types. 1 is the basic type, 2 is the
walking mouth, 3 is the plumber, 4 is the lumbering one, 5 is the wizard
one, 6 is the crocodile one.
Cheat and option codes:
Before entering codes--start the game as normal. Hold Up, A & B,
and press Pause. Enter the code and unpause. The word associated
with the code substitutes T for B button and O for A button.
[i.e. The word TOT would translate to the code BAB - Ed.]
View Cinemas:
ROLLOUT (Right, A, Left, Left, A, Up, B). All the video cinemas will
play--press Stop to skip to the next video clip.
Finish Level:
DOLLDOOR (Down, A Left, Left, Down, A, A, Right)
Get 30,000 crowns:
LOOTLORD (Left, A, A, B, Left, A, Right, Down)
You can do this whenever you are low on cash, but you'll never get
more than 30,000 from it.
Show whole map:
LOUDTOOT (Left, A, Up, Down, B, A, A, B)
Keep playing:
ODDROB (A, Down, Down, Right, A, Down)
Lets you keep on playing even if the entire village is destroyed
by the Horde, Rosco or you with the flame thrower!
Make Magic Items Available:
TROLLDROOL (B, Right, A, Left, Left, Down, Right, A, A, Left)
Makes all magic items available in the purchase item screen.
Speed up Chauncy:
TROT (B, Right, A, B)
Makes Sir Chauncy run 2X as fast. Combined with the Boots of Boogie
he moves 4X!
Invincible:
TURDODOR (B, Up, Right, Down, A, Down, Right)
Chauncey is invincible. He'll still say ouch, but it won't hurt a
bit when he's hit.
/~~~~~~~~~~~~~~~~~~~~~~\
[TIM] The Incredible Machine
\______________________/
[Anyone have solutions for puzzles after level 87? Post 'em! - Ed.]
THE INCREDIBLE MACHINE is one of the those games whose puzzle solutions can
be most difficult to describe with words. Still, I'm going to give it my
best shot. For those of you interested in getting a hint before the
proverbial beans are spilled, I've tried to begin most of my solutions with
just such a clue. The nice thing about most of TIM's puzzles is that many
of them can be solved in several different ways. Thus, I neither claim that
my answers are the easiest nor the most elegant. They do work, however, if
executed properly. I encourage you to use my solutions as a springboard to
your own, more imaginative Rube Goldberg contraptions. A word of
explanation: At times, I may refer to a size "x" trampoline or conveyor
belt. Size 1 refers to the smallest (or shortest) of these objects, size 2
indicates that the object should be one step larger, and so forth up to the
maximum size (size 4 for an incline, size 5 for a conveyor belt).
1. PUT THE BALL IN THE HOOP
This puzzle provides introductory practice to using mouse motors and belts.
The far left bowling ball should land on a mouse motor connected to the
first conveyor belt. Each successive ball should travel right bumping into
another mouse motor connected to the next higher conveyor belt. When the
basketball takes its turn on its conveyor belt, it will fall directly into
the hoop.
2. MIRROR IMAGES
More tutorial. Build a machine on the right that's a mirror image of the
left. Be sure you reverse the position of the mouse motor or the bowling
ball will fly off to the right.
3. BELLOWS AND BALLOONS
Practice with bellows. Blow the top balloon into the rotating gear. Blow the
bottom balloon into the scissors.
4. FLIP, FLIP, FLIP
Practice with seesaws. Position a seesaw under each cannonball so that each
flipped cannonball will flip the next, and the next, and the...
5. PUNCH OUT
Practice with boxing gloves and seesaws. Place a seesaw under each
cannon-ball, a boxing glove to the left of the second bowling ball, and a
boxing glove to the right of the baseball. The top bowling ball will flip
up the top cannonball, which will engage the second boxing glove,
projecting the second bowling ball onto the second seesaw, flipping the
second cannonball into the lower channel so that its collision with the
bottom boxing glove will send the baseball home.
6. BOUNCING OVER TO MORT
Practice with trampolines. Here, it's important to realize that the lower
the trampoline, the more bounce (and height) you'll get out of the
basketball. So place 2 trampolines to the right of the first (and at the
same level) and place your last trampoline a few spaces to the left of
Mort's cage. Make sure the basketball falls squarely on each trampoline.
7. JACK SAYS, "HI BOB"
Practice with Jack-in-the-boxes. Connect the top mouse motor to the middle
jack-in-the-box. When the cannonball gets flipped into the air, have it hit
another mouse motor connected to the jack-in-the-box under Bob the Fish.
8. TILTING AT WINDMILLS
Practice with Windmills. Place a windmill to the right of the top bellows,
then connect it to the top conveyor belt (you'll need to reverse the
windmill in order to move the conveyor belt to the left). The baseball will
travel left and fall through the gap where you should have it land on
another set of bellows blowing another windmill connected to the second
conveyor belt. This time, the tennis ball will move right where it should
fall through the hole and land on another set of bellows blowing the bottom
windmill connected to the gear. Bye Bye Balloon!
9. LOWER ALL THE BUCKETS
Practice with scissors. Have the cannonball fall onto a pair of scissors
that you position on the first rope to the left. The baseball on the right
should fall onto the trampoline positioned immediately beneath it so that
it bounces up and collides with the scissors on the right.
10. BANG, BANG, BANG
Practice with guns. Tie a rope from the left side of the seesaw to the
pulley below and then to the bottom gun. Place a pail under the pulley on
the left and tie a rope from the pail to the pulley to a gun that you
position to the right of the pulley.
11. LIKE A HURRICANE
Practice with switches and fans. Place a trampoline under the right switch
and a fan to its immediate left. The baseball will fall on the trampoline
and bounce back up, flipping the switch, turning on the fan, which will
blow the balloon to the left so that it turns on the middle fan. Finally,
position a fan immediately to the right of the lower left switch.
12. GENERATORS AND MOTORS
Practice with...well, you know. Position a windmill to the left of the fan
and connect it to the top generator. Position an electric motor next to
this outlet and connect it to the conveyor belt (if necessary, reverse the
motor so that its belt connector is on the right; otherwise, the conveyor
belt will turn in the wrong direction). The basketball should roll right,
onto the mouse motor which you should connect to another generator to the
left of the tennis ball. Finally, place a fan to the right of the generator
and the left of the tennis ball. The fan should blow the tennis ball into
the pipe hole.
13. PUTTING THE GEARS IN MOTION
Practice with gears and solar panels. Position a motor to the right of the
top solar panel (you'll need to reverse it) and connect it to the top
conveyor belt. The cannonball should roll right, fall through the gap, and
onto a flashlight which you should aim at the middle solar panel. Position
a fan under this middle outlet so that it blows the windmill which you
should connect to the bottom conveyor belt. Tie a rope from the pail to the
lower lightbulb so that when the pail falls it will turn on the light,
powering the bottom outlet, and turning on the electric motor. Lastly, of
course, connect this motor to the gears.
14. LIGHTING A FUSE
Practice with cannons and fuses. Follow the example with the first cannon
and place a magnifying glass and flashlight to the right of the middle
cannon (you'll need to reverse the magnifying glass), and another
flashlight and magnifying glass to the left of the bottom cannon.
15. BOOM, BOOM, BANG
Practice with dynamite. Tie a rope from the pail to the lightbulb. Position
your dynamite to the right of the lightbulb and magnifying glass and below
and to the left of the basketball (be sure its fuse is on the left!).
Arrange for the flying basketball to turn on a flashlight/magnifying glass
combination which you should position to the right of the bottom cannon
(this magnifying glass will need to be reversed).
16. BLASTOFF
Practice with rockets. Have the bowling ball hit a flashlight to the left of
the second rocket so that it lights its fuse (with the help of a magnifying
glass, of course). Place the lowered end of a seesaw above this second
rocket and tie a rope from this end of the seesaw to a lightbulb (which you
position to the left of the candle) via a pulley below the lightbulb. The
light from the bulb should shine through a magnifying glass and light your
way free of this level.
17. DOING SOME BLASTING
Practice with dynamite plungers. Place the upper end of a seesaw under the
falling bowling ball and tie a rope from the lower end to a pulley to the
right of the gun, then to the gun's trigger. Place a stick of dynamite on
each of the 3 brick shelves on the left of the screen. (The stick of
dynamite on the top shelf will need to be as far left as possible.)
18. SENDING MORT THE MOUSE HOME
Practice with cats and mice. Position a trampoline under the bowling ball so
that it bounces up and smashes Bob's bowl. Place a conveyor belt under Mort
and connect it to the mouse motor. Finally, place a Pokey the Cat on the
bottom brick level (facing right), far enough left that he'll chase Mort
into his hole without eating him.
19. MONKEY BUSINESS
Practice with monkeys and bicycles. A piece of cake: Tie a rope from the
cage to the left monkey's shade.
20. BRIDGING THE GAP
Practice with inclines. Reduce the size of your incline to a size 2 so that
it fills in the middle gap. Place a seesaw in the far left gap with its
left end down and right end up (the left end of this seesaw should be level
with the wooden track). Tie a rope from its left end through both pulleys
to the left end of the middle seesaw.
21. CLIMBING A HILL
This one's similar to puzzle 1. Fill each gap with a connected mouse motor
and size 1 conveyor belt. Then say "So Long" to Pokey.
22. TURN, TURN, TURN... POP, POP, POP
Okay, the tutorial's behind you...now comes the fun! The idea here is to
properly connect all of your gears. Tie the left end of the upper seesaw to
the top monkey's shade. Connect the two free gears under this monkey with a
belt. Place a gear immediately to the left of the lower-most gear so that
they're properly meshed. Connect this newly added gear to the conveyor belt
and the mouse motor to the gear at the top of the screen. Finally, connect
the bottom monkey to the gear immediately under the mouse motor.
23. TRICK SHOOTING
This one's interesting. Position a gun above and to the right of the top
seesaw and tie it to the left end of the seesaw. This gun's bullet should
hit the top baseball sending it into the container on the right. (Don't hit
it too squarely or it will bounce off the right wall and away from the
container.) Place a gun below and to the right of this same seesaw and tie
it to the lower end of the top seesaw. This gun should take care of the
middle baseball. Finally, place a gun above and to the right of the bottom
seesaw and tie it to the upper end of the bottom seesaw. Have its bullet
take out the bottom baseball.
24. SAVE THE BALLOONS
This one's a cinch. Simply tie balloons 2 and 4 together the same way that
balloons 1 and 3 are tied. Stringing the rope around the bottom of pulley 2
and the top of pulley 4 will create a sort of counterweight so that balloon
2 will pull on 4 and vice versa preventing either from floating too high.
25. POP TWO BALLOONS
The trick here is to drag the right most balloon to the middle of the
screen. Place a pulley above and to the right of the bottom left brick,
roughly level with the bottoms of the balloons. Position a balloon to the
far left of the screen at the same level as the other balloons and tie it
to the balloon on the far right via the pulley. The left-most balloon will
rise and drag the right-most balloon toward the gear, then will swing
right, engaging the mouse motor.
26. DROPPING THE BALL
The gun is what will send the bowling ball into the cave. Timing is what
will ensure that the pails are not in the way. Position the gun between the
two pails and aim it right at the bowling ball. We'll need the use of a
cannonball, so tie the lower end of the seesaw to a pulley at the bottom of
the screen to a lightbulb which you position to the right of the cannon.
Use a magnifying glass to light the fuse. To get the cannonball to fall
into the right-most pail, place a mouse motor just above the gun. To fire
the gun, place a seesaw below and to the right of the first seesaw, and tie
a rope from its lower-left end via a pulley to the gun. Finally, place a
size 1 conveyor belt just above the lower-left end of the top seesaw and
another one between the two seesaws to create a "step" that will slow down
the bowling ball's progress. The bowling ball will then hit the top seesaw
(turning on the light and setting off the cannon), bounce off the conveyor
belt, roll off the right end of the top seesaw onto the conveyor belt step
(slowing it down while the cannonball gets the pail out of the way), and
fall onto the upper-right end of the lower seesaw, firing the gun.
27. POPPING BALLOONS ON THE MOON
Plan on popping the first balloon with the left-most gear, the second
balloon with the scissors, and the third balloon with the gun. To take care
of the first balloon, use an incline to get it onto the trampoline, and
another incline above and to the left of the upper-left gear to send the
balloon to its doom. Position a gun to the right of the seesaw aimed at
where the balloon will be when it falls on the seesaw. Tie a rope from the
lower-left end of the seesaw to the pulley in the lower-right corner, and
then to the gun. The third balloon will commit suicide by teetering the
teeter-totter which will fire the gun at it. The second balloon will bounce
off the seesaw where it will then find its point in life...and death.
28. A BASEBALL IN EVERY POT
This one's simple only after you've solved it. All you need are the 6
seesaws. Position 3 seesaws so that their lower-left ends are immediately
under the 3 baseballs on the left. Position the other 3 seesaws so that
their lower-right ends are immediately under the 3 baseballs on the right
(you'll have to reverse them first, then position them under the
baseballs). Then watch the bowling ball do its thing.
29. WEIGHING THE SITUATION
This puzzle is one of my favorites. All that's needed is to set up the pails
as counterweights and time everything just right. First, tie pail 1 to pail
2 via the 2 pulleys above them. Then do the same with pails 3 and 4. Place
one tennis ball high above pail 1 and another immediately above pail 2.
Place the third tennis ball above pail 4 and the cannonball on the
upper-right-most incline. When the tennis ball falls into pail 2, it will
start falling and pail 1 will start rising. The tennis ball falling into
pail 1 from high above should stop this motion when there's enough room
under pails 1 and 2 for the baseball to roll underneath. The tennis ball
falling into pail 4 will raise pail 3. And if the timing is just right, the
cannonball will fall into pail 3, raising pail 4 when the baseball is
between them.
30. POP ALL THE BALLOONS
With the help of conveyor belts and an incline, we should be able to coax
the first balloon to collide with the gears on the right. First, place a
seesaw near the bottom right corner of the screen, and Kelly the Monkey to
the right of the gears. Tie the lower-right end of the top seesaw to the
lower-right end of the bottom seesaw, and tie the upper-left end of the
bottom seesaw to the monkey's shade. Connect the monkey to the right-most
gear. Place two size 4 conveyor belts immediately below the pipe (the left
balloon has to float up and stop under the left end of the left conveyor
belt). Connect the left conveyor belt to the gear at the bottom and the
right conveyor belt to the middle of the top three gears. Place a size 1
incline (pointing down and to right) against the right edge of the right
conveyor belt. Finally, place an incline under the bowling ball. The idea
is that the bowling ball will hit Pokey, who will set off the seesaws and
get the monkey to pedal. The left-most balloon will rise and rest just
underneath the left-most conveyor belt until the rotating gears drive the
conveyor belts and start this balloon moving to the right. It should
eventually bounce off the incline and down to its destruction. Of course,
the balloon on the right never has a chance.
31. PUT AWAY THE BASKETBALLS
A size 4 conveyor belt will move the balls in the right direction. Position
it several spaces below the right two basketballs. Position an incline
under the lower-most ball so that it, too, will roll onto the conveyor
belt. Place the mouse motor just above the lower-most ball so that the top
ball hits it and bounces off to the right. Connect the mouse motor to the
conveyor belt and the rest is history. (If necessary, you can place the
seesaw above and to the left of the wooden container to prevent any of the
basketballs from bouncing out.)
32. FIVE GUN SALUTE
The trickiest part of this machine is the correct alignment of the four
seesaws. First, set some balloons free by having the baseball (on the
screen) hit a pair of scissors (cutting the rope under the fourth balloon),
bouncing off to the right, and hitting another pair of scissors (cutting
the rope under the fifth balloon). Use the baseball and third pair of
scissors to set the second balloon free. Now the seesaws: The first balloon
should hit the lower-right end of a seesaw whose upper-left end is tied to
the left-most gun. The second balloon should hit the lower-right end of a
seesaw whose upper-left end is tied to the gun just below the latter gun.
The fourth balloon should hit the lower-left end of a seesaw whose
upper-right end is tied to the lower-most gun and whose lower-left end is
tied to the upper-most gun via a pulley below and far to the right of this
seesaw (got that?). The fifth balloon should hit the lower-left end of a
seesaw whose upper-right end is tied to the right-most gun via a pulley on
the right edge of the screen. Simple, huh?
33. A FAREWELL TO BALLOONS
A traditional Rube Goldberg contraption where the "energy" of the falling
ball must be passed on from device to device until the objective is
reached. In this case, we'll be moving in a counter-clockwise direction,
and ultimately break the balloon with a flaming rocket. Start by placing
your fan below and to the right of the switched outlet (the fan will be
partially off the screen) where it will blow the tennis ball to the left.
The tennis ball should eventually hit and turn on the flashlight. Place a
magnifying glass between the flashlight and the candle to light the candle.
Position a gear immediately above the gear in the bottom right corner.
Connect this gear to the right-most generator, and connect the nearby
electric motor to the jack-in-the-box. Connect the upper-left motor to the
left-most generator. Connect the right- most of the set of six gears to the
bottom-right conveyor belt.
34. POP GOES THE WEASEL
The motion of the mouse motor is what will turn the jack-in-the-box.
Indirectly connect the mouse motor to the jack-in-the-box using 2 pairs of
meshed gears. Then arrange for the tennis ball to fall onto a seesaw whose
lower-left end is tied to a lightbulb (to the left of the tennis ball) via
the pulley. The bulb should power a solar panel to the right of a fan that
you position to the right of the basketball. The basketball will blow off
to the left where you should arrange for it to hit a seesaw whose
lower-right end is tied to the lower-right end of the seesaw above the
mouse motor.
35. WHEEEEEEE!
Line up the trampolines. Place one trampoline to the immediate left and one
trampoline to the immediate right of the bottom trampoline (creating a set
of three). Place a size 1 incline just above the right side of the
lower-left incline to deflect the bowling ball onto the first of the set of
three trampolines. Position a size 3 incline to the left of the right-most
trampoline (not the one you placed on the screen) so the ball will
eventually roll onto this trampoline. Place another trampoline immediately
to its right and a seesaw, whose left end is up, immediately to the right
of this last trampoline to keep the ball from falling beneath the pipe
basket. If everything's just right, the ball should eventually make its way
into the basket (you may have to watch it bounce for a while).
36. POKEY AND BOB SHOOT IT OUT
Once again, timing is everything. Position the scissors below the top left
pulley over the rope holding the left-most pail. Position the second
bowling ball at the top of the screen so it hits the scissors (cutting the
rope), and bounces off to the right down the channel. The original bowling
ball will follow it. You'll have to tweak the position of the bowling ball
and scissors until the timing is such that the bouncing pails and/or the
original bowling ball block the bullets.
37. MOUSE IN THE HOUSE
Keep Mort away from Pokey! Blow Mort left with a fan so that he collides
with the right edge of an incline that you position to the left of the
upper piping. Place a motor below the upper-right outlet and connect it to
a generator positioned below the gear on the screen. Place a fan
immediately below this generator to blow Mort into his house.
38. INSIDE THE WALLS
More trampoline alignment. Place a size 5 conveyor belt under the bowling
ball. Power the conveyor belt with a windmill blown by a set of bellows hit
by the falling baseball. Fill the gap in the second level of piping with a
trampoline and use one or two other trampolines to bounce the ball into the
brick basket.
39. TRAP POKEY THE CAT
The trick is to control the direction and pace of the cannonball. To do
that, we'll place the cannon a little bit above the second vertical brick
wall; in this position, the cannonball will hit the brick wall, then bounce
off the cannon which will give us a little more control over its movement.
A magnifying glass and flashlight should be positioned to the right of the
cannon (keep the flashlight as low as possible). Place the scissors to the
left of the top of the second vertical brick wall over the rope holding up
the pail. The scissors should be pointing left. Place a size 4 incline to
Pokey's left. The bowling ball should be positioned so that it first hits
the flashlight (turning it on) and then hits Pokey (without first hitting
the incline), bounces off the incline, and hits Pokey a second time putting
the cat into position under the cage. By this time, the cannonball should
be hitting the scissors, cutting the rope, and lowering the cage. If the
rope is getting cut too soon, raise the cannon slightly. If necessary, use
an incline to deflect the cannonball into the pail and a rocket to limit
the pail's movement after it falls.
40. GOING IN THE HOLE
Should be easy. Roll the top basketball left by placing a seesaw under it.
Blow both balls right with a fan next to a switch-operated outlet. The
balloon should turn on the switch, activating the outlet.
41. HELP POKEY GET HOME
The positioning of "Pokey lures" is crucial. Place a fishbowl immediately to
the right of each of the two gaps in the brick flooring. This will get
Pokey to the third level. Place a mouse on the third level to lure Pokey to
the right and a fishbowl an inch or so to the right of the third level to
get Pokey to walk off the edge. A mouse inside his house is all that will
be needed to finally get Pokey home.
42. RING OF FIRE
This may look foreboding but all you really need to do is light one piece of
dynamite. Place a size 4 incline so that its left edge is just under the
tennis ball and another incline to the left of the flashlight so that the
ball hits the flashlight, turning it on. Position a magnifying glass
between the flashlight and the second piece of dynamite from the lower
right corner, and the resulting explosion will do the rest.
43. LOWER THE BUCKET
The key is to break the balloon with a lighted candle. Extend the lower
brick floor with 3 size 5 conveyor belts to its left. Place a lightbulb and
magnifying glass to the left of the candle. Position a bowling ball so that
it falls onto the top seesaw whose lower end is tied to the lightbulb via a
pulley (below the level of the lightbulb). Place the solar panel below and
to the left of the upper most gear so that its far enough right that the
outlet is activated by the lighted candle and not by the lightbulb. A motor
(with its belt connector on the right) above the outlet should be connected
to the left of the bottom set of three gears and the upper-left gear should
be connected to the conveyor belt under the candle. The candle will then be
shot to the right, blowing out the balloon, and lowering the bucket.
44. PLAY A SET
Once you realize how to project the tennis ball to the right, the hardest
part's behind you. A piece of dynamite above and slightly to the left of
the tennis ball will do the trick. Now all that's necessary is to light it.
With its fuse hanging over the left edge, we'll be able to transport a
flame to it via the rocket. The rocket will do double duty. First, it must
hit the scissors, cutting the rope, releasing the pail, and turning on the
flashlight which you should place to the right of the magnifying glass,
underneath the pail. After the rocket hits the scissors, it should bounce
left and land on a launching pad to the left of the magnifying glass made
of a horizontal wooden block and two vertical blocks. There, it will be in
position to be lighted by the flashlight. The rocket will take off and
ignite the dynamite, blowing the ball to the right. Now all that's
necessary is to elevate the ball. Place a trampoline to the left of the
"net", slightly elevated. Place a seesaw (left-end down) between the tennis
ball and trampoline. Tie the upper-right end of the seesaw to a gun placed
off to the left to prevent the seesaw from tipping as the ball rolls up.
45. YOU GOTTA SMILE
Hope you found this easy. Let the tennis ball hit the balloon, bouncing into
a switched outlet which starts a motor attached to a gear positioned just
below the right eye.
46. SAVE BOB THE FISH
The way to prevent the cannonball from destroying Bob's home is to blow out
the bottom right section of wall so that the ball rolls out to the right
before it hits the incline to the right of the fishbowl. Place the dynamite
on the small brick shelf near the bottom center of the screen with its fuse
sticking out to the right. Place a baseball in the gap above the
flashlight. Position a magnifying glass to light a candle that you've
placed on top of the conveyor belt. Position Kelly the monkey above and to
the left of the candle (Kelly should be facing left). Tie the lower-right
end of the second seesaw to the monkey's shade via a pulley located below
the monkey. Connect Kelly's bicycle to the conveyor belt, and you (and Bob)
should be all set.
47. FETCH A PAIL
The tough part of this puzzle is getting the right pail on the right side.
We'll transport it there using the conveyor belt at the bottom of the
screen. First, position a mouse motor on the right side of the screen,
along with three vertically meshed gears to its left, and two horizontally
meshed gears on the third brick shelf from the bottom right. Connect the
mouse motor to the first of the three vertically meshed gears. Connect the
third of the three gears to the conveyor belt under the right pail. Connect
the second of the three gears to one of the gears on the brick shelf.
Connect the last gear to the remaining conveyor belt. Dropping a ball on
the mouse motor will send both pails off to the left. The left-most pail
should fall to the left of the brick wall and the right-most pail should
fall to the right. Place another mouse motor on top of the left side of the
second conveyor belt from the bottom and connect it to the bottom conveyor
belt. The right-most pail should strike the mouse motor and fall to the
activated conveyor belt on the bottom, throwing it right.
48. EXERCISE KELLY THE MONKEY
The object here is to hit the seesaw tied to Kelly's shade with a rocket.
Place a trampoline under the left-most cannonball, and have it bounce into
a mouse motor (the mouse should be facing right) connected to a size 2
conveyor belt in the column under the second cannonball. The mouse motor
should send this cannonball to the adjacent column to its right where it
should land on a trampoline and bounce up and off a seesaw at the top of
the column into the next column to the right (tie the lower-left end of
this seesaw to the upper- right end of the seesaw below and to the left to
prevent it from tipping). The rest is easy: the cannonball should land on a
flashlight pointed at a magnifying glass and a rocket positioned on the
piece of pipe in the lower right corner.
49. FEELING A LITTLE OUT OF SORTS
This puzzle doesn't require so much timing as it does time. How to position
the seesaws, inclines, and such just right. Try this: Place a size 3
incline 2 spaces under the first ball deflecting it to the right. Place a
seesaw 2 spaces above the wooden floor with its fulcrum lined up between
the second and third balls. Position a size 3 incline 2 spaces under the
fourth ball deflecting it to the left. Place a size 2 incline on the wooden
floor under the fifth ball deflecting it to the right. Position a size 2
incline 3 spaces under the sixth ball deflecting it to the left. Finally,
place a size 1 incline under the seventh ball deflecting it to the right.
If you did everything right, the following should happen: The third ball
should be the first to hit the seesaw. It should hit the seesaw's right
side (a moment before the second ball hits the seesaw's left side) and
bounce over to the right hole. Upon hitting the right side of the seesaw,
it will flip the second ball off to the left hole. Next, the first ball
should hit the seesaw's center point and bounce off to the right hole.
Then, the fourth ball should hit the seesaw's left side (flipping it down)
and bounce off to the left hole. The fifth ball should hit the incline on
the wood floor and bounce off to the right hole. The sixth ball should hit
its incline and roll underneath the seesaw to the left hole. And, lastly,
the seventh ball should hit its incline and bounce over to the right hole.
Nothing to it!
50. POP, POP, POP, POP, AND... POP
Not as bad as it seems once you realize that conveyor belts should be
positioned under the balloons. Place 3 size 5 conveyor belts under the
balloons (leave space between the conveyor belts and the balloons)
extending off to the left. Position a magnifying glass above the middle of
the left-most conveyor belt and a flashlight to its left. Drop a baseball
onto the flashlight to light the candle that has fallen onto the left-most
conveyor belt. The ball should bounce off the flashlight to the left where
it should land onto a trampoline to the left of the left-most conveyor
belt, bounce up into the air, and onto a mouse motor sitting atop the two
left-most gears (all of this is necessary in order to stall the movement of
the conveyor belts while the candle gets lit). Connect the mouse motor
(mouse facing right) to the conveyor belt, and watch the pops.
51. REPLACING BOB'S BOWL
Bounce the cannonball over to Bob. First, place a size 3 conveyor belt under
it connected to a mouse motor situated above the balloon (mouse should face
left). Position a size 2 incline next to the incline that's below left of
the cannonball to form a "V". This will move the cannonball past the first
vertical channel. Next, place a size 1 incline (pointing up and to the
right) below and to the right of the pulley to once again prevent the ball
from rolling into the center channel. After a moment, the cannonball will
"fall through" the vertical wall under the pulley where you should arrange
for it to land on a trampoline. The ball will then bounce into the channel
under Bob where another trampoline will complete the solution.
52. TRAP MORT THE MOUSE
This puzzle requires just a little tweaking. Have the tennis ball fall onto
a switched outlet which turns on a fan blowing the ball left. Use the
boxing glove and seesaw to send the ball onto a trampoline on the floor
under the scissors.
53. RED ALERT!
A lighted candle is the trick to lighting all of the rockets. And there are
plenty of tools to work with. I placed my candle on a size 1 conveyor belt
immediately to the left of the lip on the lower brick floor. A bowling ball
falling onto a seesaw lights a bulb which lights the candle (via a
magnifying glass, of course). A cannonball falls from on high (to give the
candle time to light) onto a mouse motor connected to the conveyor belt
which sends the lighted candle to the right to create the fireworks.
54. SET OFF FIREWORKS
Speaking of fireworks, this one's a bit trickier than #53 since you have to
set off a chain reaction. Place a flashlight under the baseball to light
the rocket in the bottom right corner. The rocket should crash into Bob the
Fish which will lure the Pokey the Cat onto the level with Mort the Mouse.
Mort will run off to the left where he should fall onto a pair of scissors
placed so as to cut the rope holding up the pail. Have the pail fall onto
the dynamite plunger blasting the tennis ball up into the air (make sure
the dynamite is below and ever so slightly to the right of the ball) and
onto a trampoline at the bottom of the narrow pipe channel under the
switched outlet. The ball should switch on the outlet which should start an
electric motor connected to a generator which should power on a fan blowing
a windmill connected to the jack-in-the-box. All that's left is to have the
cannonball fall onto a flashlight next to the magnifying glass.
55. PUNCH THE BUCKET
Which balls to use? How about the bowling ball in the top right, the
baseball, and the cannonball in the bottom left. Place a seesaw with its
lower-right end under the baseball and another seesaw with its lower-left
end under the cannonball in the bottom left. Position a size 1 incline four
spaces under the bowling ball and adjacent to the far right wall. The
bowling ball will deflect to the left and land on the seesaw, flipping the
baseball into the gap between the incline and the short vertical block to
the right of where the baseball was. The baseball will roll down the lower
channel onto the seesaw where it should flip the cannonball into the
channel on the left. There you should use a trampoline at the bottom of the
channel and a seesaw with its upper-right end at the top of the channel to
direct the cannonball into the boxing glove.
56. HAPPY SECOND BIRTHDAY
This solution is pretty much the same as that for puzzle #55. Have the
cannonball fall onto a trampoline and bounce into the upper-right end of a
seesaw. This should deflect the ball into a boxing glove to the left of the
pail.
57. LET MORT OUT OF THE BOX
This should be more like "Blow Mort Out of the Box." Place a trampoline
under the baseball and a boxing glove above it to deflect it right, onto a
dynamite plunger, blowing a hole in the bottom left corner of the box. The
ball should then bounce back to the left onto a seesaw whose upper-right
end is tied to Kelly the Monkey inside the box. Kelly's pedaling should
then drive a conveyor belt placed under Mort at the bottom of the box,
sending Mort to the left, down into the hole and oblivion.
58. EXERCISE ALL FOUR MICE
In this puzzle, you not only have to exercise all 4 mice but you must get
them running simultaneously. The resulting solution is a relatively
symmetrical one: Position a seesaw so that it's centered under the vertical
wall separating the two basketballs. This will cause each basketball to
perpetually flip the other into the mouse motors in the center. Connect
these two mouse motors to size 3 conveyor belts under the tennis balls and
send one down the brick chute to the left, and the other down the brick
chute to the right. Send each tennis ball down a combination size 4 and
size 1 incline so that they land right on top of a trampoline at the bottom
of each pipe chute. There, the tennis balls should eventually make there
way up to the mouse motors at the far left and right. (Make sure the size 1
inclines are adjacent to the trampolines; this will ensure that one tennis
ball doesn't stop bouncing before the other tennis ball has reached its
mark.)
59. LOWER THE BOOM
Drop the pail into the "hole" at the bottom center of the screen. You only
need to use one of the cannons here. Have the baseball fall onto a seesaw
whose upper-left end is tied to a lightbulb next to the cannon on the
right. Use the lightbulb with a magnifying glass to ignite this cannon, and
position a pair of scissors so that the ejected ball hits the bottom of the
scissors, cutting the rope, and releasing the pail. If necessary, line up a
couple of pieces of pipe to direct the falling cannonball into the pail.
60. CAT-A-PULTING
Another timing puzzle. Here, you must first lower the middle bucket with the
cannonball, then "punch" Pokey off the right edge of the brick floor.
Position a seesaw with its lower-right end just under the left edge of the
cannonball. Center a horizontal piece of pipe over the bucket that's
suspended just under the gap in the brick floor. Place a basketball to the
right of the suspended bucket in the top left corner of the screen and have
it fall onto a size 4 incline. Lastly, place a boxing glove to Pokey's
left. The basketball should roll down the incline and fall onto the seesaw
flipping the cannonball into the air where it will hit the metal piping and
fall down into the bucket. This bucket will fall and raise the bucket
blocking Pokey's path. In the meantime, assuming the basketball built up
enough momentum, it should bounce over to the boxing glove, scooting Pokey
off the right edge and down below.
61. PUT MORT IN PRISON
Cut the rope holding up the cage, blow up the wooden flooring, and you're
home free. You can cut the rope by positioning two size 4 inclines end to
end to lead the baseball onto a pair of scissors pointing right. A
trampoline under the dynamite should bounce and deflect it onto the wooden
shelf above Mort. Tie the gun to the upper-left end of the seesaw and aim
it at the ultimate destination of the dynamite. All that's left is to delay
the bowling ball's arrival onto the seesaw via a couple of size 4 inclines
and maybe a mouse motor.
62. ELIMINATE THE BALLOONS
A fairly simple puzzle complicated by the fact that Kelly is preventing the
baseball from directly falling onto the seesaw. So use a size 4 incline to
send the baseball right, bouncing off the tip of the cannon onto a size 2
incline, leading the ball back to the left, where it can fall onto a size 4
incline (positioned below and to the right of Kelly) and, finally,
deposited onto the seesaw. [Alternatively, you can have the baseball turn
on a flashlight and with the help of a magnifying glass, ignite the cannon
(positioning of the flashlight and magnifying glass is very tight); then
use a size 2 incline under the first gap in the wood floor to roll the
cannonball to the right, down, and to the left into the boxing glove; a
pair of size 4 inclines can then be used to get the basketball onto the
seesaw.] With the help of a rope tied from the seesaw to Kelly's shade,
start Kelly bicycling. Connect Kelly to the first of three meshed gears
(above and to the left of the conveyor belt), the third of which should be
connected to the conveyor belt. This will then help convey a dire message
to the balloons.
63. LAUNCH ALL THE ROCKETS
Use the baseball and basketball. With the help of a size 4 incline, roll the
baseball onto the seesaw whose lower-right end is tied via a pulley to a li
ghtbulb/magnifying glass combination in the bottom right to ignite the two
rockets there (the space is a little tight). Similarly, position a seesaw
under the basketball and tie its lower-right end via a pulley to a lightbul
b/magnifying glass combination in the bottom left to ignite the rocket
there.
64. FIRE THE CANNON
Perhaps this puzzle should be more aptly titled "Try Lighting the Flashlight
with the Baseball." Actually, this puzzle is not too bad. Have the ball hit
the lower-left end of a seesaw onto a mouse motor/conveyor belt combination
which should whoosh it off to the left and down. There it should collide
with another mouse motor/conveyor belt combo which should whoosh it back to
the right. Use another conveyor belt to direct the ball into the wooden
channel and onto the flashlight.
65. BREAK BOB'S FISHBOWL
Chain reaction time again. Have the boxing glove hit a mouse motor connected
to the generator which should power an electric motor connected to a the
single "free" gear. Deflect the tennis ball with a fan or two so that it
falls on top of the flashlight which then shines through a magnifying
glass, ignites the dynamite, and does Bob in.
66. KNOCK IT OFF
Keep it simple. Have the falling baseball drop onto a conveyor belt leading
to the baseball on the wooden block. Connect this conveyor belt to the
mouse motor. Deflect the floating balloon into the mouse motor with a gear
positioned against the bottom right corner of the lower conveyor belt.
Baseball in the side pocket...
67. TEN, NINE, EIGHT, IGNITION SEQUENCE START...
You may not like my solution. The puzzle goal says that you should "make the
rocket fly off the top of the screen." It doesn't actually say you have to
ignite it. Position a seesaw so that the rocket falls on its lower-right
end and the cannonball falls on its upper-left end. Flip the rocket onto a
trampoline. Up, up, and away!
68. MORT-TRAP
This puzzle's not terribly different from #61. Connect the gear to the
conveyor belt under Pokey and mesh this gear with another gear connected to
the mouse motor. Have Pokey land on a seesaw tied via the pulley to the
gun. Place a stick of dynamite under the cage to blow up the brick and land
the cage on Mort. You'll need to position an incline on the lower piping to
keep Pokey from eating his dinner too early.
69. SHEDDING SOME LIGHT
The first seesaw's connected to the...first pulley. The second seesaw's
connected to the... You got the idea. First, place a mouse motor under
bowling ball 2 (have the mouse face left) and connect the motor to a
conveyor belt under bowline ball 1. Tie lightbulb 1 to pulley 1 (the first
of the triplet of pulleys) to the right end of seesaw 1. Tie lightbulb 2 to
pulley 2 to the right end of seesaw 2. Tie lightbulb 3 to pulley 3 to the
right end of seesaw 4. Tie lightbulb 4 to the pulley in the bottom left
corner to the pulley in the top left corner to the left end of seesaw 2.
70. SAVE THE BOB SQUAD
Another simple puzzle whose layout is trying to make you think that the
solution is a complicated one. All you need to do is deflect the left
cannonball with a seesaw and cut the rope connected to the lightbulb with a
baseball/scissors combination. The worst part is waiting for TIM to realize
you've solved the puzzle.
71. THE WOODEN SHAFT
The trick here is to compress the bellows with a balloon-powered seesaw.
Have the tennis ball drop onto the upper-left end of a seesaw on the brick
floor and ricochet into a pair of scissors setting the balloon free. The
balloon should collide with the lower-left end of a seesaw (whose
lower-left end is about 3/4 of an inch under the tip of the bellows). The
rising seesaw will set off the bellows which should blow a windmill
connected to a generator powering a motor connected to a conveyor belt
placed under all three baseballs.
72. LAYING DOWN A BUNT
More like blowing down a bunt. Have the cannonball drop onto a seesaw tied
to a lightbulb. The lightbulb should shine on a solar paneled outlet which
should power a fan blowing the baseball to the left. Direct the ball into
the bucket with one or two carefully placed pieces of pipe.
73. A PIRATE'S LIFE FOR ME
46ree the candle. Center a mouse motor (mouse facing right) on the brick
flooring directly under the tennis ball. Next, position a flashlight above
the mouse motor so that the tennis ball first hits and turns on the
flashlight and then bounces to the right without directly hitting the mouse
motor. The flashlight should shine through a magnifying glass so that it
can ignite a stick of dynamite sitting on the left side (but not too far to
the left) of the brick shelf below the candle. After the explosion (which
should free the candle but not disturb the mouse motor), the candle should
fall onto a size 5 conveyor belt centered two spaces below the brick shelf
where the dynamite was sitting. There, the candle will also be lit by the
flashlight. Meanwhile, the falling baseball should hit a pair of scissors
freeing the balloon so that it's not in the bouncing tennis ball's path.
Have the tennis ball bump into another pair of scissors and bounce back to
the left where it can collide with the mouse motor. Connect the mouse motor
to the conveyor belt and the candle will be delivered to its appointed
destination. (Alternate: Instead of deflecting the tennis ball to the right
and back to the left into the mouse motor, use a series of seesaws to delay
the cannonball's collision with the same mouse motor connected to the
conveyor belt.)
74. CHASE AWAY THE MICE
I found this one to be especially mean. That cannonball has to perform three
tasks: turn on the fan, start a conveyor belt, and set off some dynamite.
Use a block to fill in the gap to the right of the upper mouse. Place three
size 4 inclines to create a path from the opening in the sidewall (below
the tennis ball) up toward the mouse motor. Position a size 5 conveyor belt
to Pokey's left, connect it to a gear (placed beneath Pokey's wooden perch)
meshed with a second gear connected to the mouse motor. Have the cannonball
flip on a switched outlet powering a fan blowing at Pokey. The cannonball
should then bump into the left side of the gun (placed above the mouse
motor pointing right), bump into and set off the mouse motor, fall onto the
triplet of inclines, roll into the sidewall gap, where it should fall onto
a dynamite plunger (blowing up the horizontal brick lip on the left center
side of the screen), and, finally, roll off the side of the screen.
Meanwhile, Pokey gets thrown to the left toward the mouse and the two of
them subsequently fall through the hole in the flooring. Position a size 4
incline under the dynamite wiring allowing enough room underneath it for
the mouse to sneak through but not enough room for Pokey. (For an even
greater challenge, skip this last incline and try to get the cannonball to
arrive in the bottom left corner of the frame about the same time that
Pokey and the mouse do. Then the cannonball can intercede between Pokey and
the 5 mice.)
75. BLOW UP
This solution is similar to puzzle #28. Place a seesaw beneath each of the
three inclines under the bowling ball. Each of the three seesaws should
have its left-end down and their fulcrums should be lined up directly under
the bowling ball. Place two more seesaws between the inclines on the right
so their left-ends are pointing up. Place a sixth seesaw below the
lower-right incline so that it's upper-left end barely lines up underneath
the upper-right end of the bottom seesaw on the left. At this point, if the
solution is started, the bowling ball should hit each seesaw and, finally,
set off the boxing glove. Once this is in place, position five pulleys just
under the lower end of each of the first five seesaws. Tie the lower-ends
of the first five seesaws via their corresponding pulleys to the top five
guns. Tie the upper-end of the sixth (lower-right) seesaw to the sixth gun
via a pulley positioned under pulley 5. Now as the seesaws are flipped, the
guns will be fired and the first six sticks of dynamite set off. Place a
magnifying glass and lightbulb to the right of the candle. Tie a rope from
the lightbulb to a pulley beneath the brick flooring (yes, it can fit) to
the lower-right end of the sixth seesaw. When the sixth seesaw flips
(firing the sixth gun), it will also turn on the lightbulb, lighting the
candle, which will set off the last stick of dynamite after being hit by
the boxing glove.
76. BALLOONS IN DANGER
The trick to this puzzle's solution is understanding that a balloon will not
only break upon being hit by a flying bullet, but that it will also prevent
that bullet from hitting anything else. That said, place a balloon to the
right of the third gun as close to the brick wall as possible. Position the
scissors over the rope tied to the third gun, and place a second balloon
under the scissors. This balloon should hit the scissors (cutting the rope)
and be deflected toward the first balloon positioned above. The first
balloon will stop the first balloon, the second balloon the second, and the
third gun will never fire.
77. GETTING THE BALLS TOGETHER.
This can be pretty sticky until you figure out how to have the basketball
both nudge the bowling ball off the edge and follow it. The trick isn't to
put the basketball on the incline but rather to place it above and right of
the bowling ball's center. Then, the falling basketball will knock the
bowling ball off, bounce to the right onto the incline, and then roll off
itself. Position a mouse motor against the wooden wall one space below the
bowling ball and connect it to a size 5 conveyor belt positioned several
spaces below the baseball. After the bowling ball hits the mouse motor,
have it flip a seesaw whose fulcrum is 1 diagonal space away from the
bottom left corner of the mouse motor. Place a trampoline just above the
incline at the mouth of the hole to the right of the balloon. Both the
bowling ball and basketball should bounce off the mouse motor, onto the
seesaw, bounce onto the trampoline, and into the hole. Position a
magnifying glass and flashlight to the right of the cannon fuse. Place a
stick of dynamite on the wooden flooring above the flashlight, and a gun to
its left, tied to the lower-right end of the seesaw. When the bowling ball
lands on the seesaw, the gun will be fired, exploding the dynamite, and
providing a path for the baseball to fall down onto the flashlight setting
off the cannon.
78. FREE POOR POKEY THE CAT
This is another puzzle whose solution can be elusive. The trick behind
raising the cage is dropping the cannonball into the bucket. And the trick
to flipping the cannonball off the seesaw is to tie a balloon to the
seesaw's lower end. First, the easy stuff. Position a size 1 incline
(pointing up from right to left) with its bottom point directly on top of
the right balloon so that the balloon bounces off the third mouse motor
into the second mouse motor. Tie the bucket to the cage via the two
prepositioned pulleys. Finally, don't have the cannonball fall onto the
prepositioned seesaw...it's too low. Instead, position another seesaw whose
lower-right end is immediately under the cannonball and tie that end to the
balloon in the lower-left corner. Use a size 1 incline to bounce this
balloon off the side of mouse motor 1, then let it rise and pop the
cannonball off the seesaw and into the bucket.
79. PUT THE BALLS INTO THE BASKETS
46iguring out where to position a seesaw tied to the right balloon in order
to activate the lower mouse motor is the secret here. Place the seesaw just
above the opening to the smaller wooden basket and tie its lower-left end
to the right balloon. Then connect the lower mouse motor to the conveyor
belt under the basketball. Connect the upper mouse motor to the upper
conveyor belt (under the bowling ball) via a pair of meshed gears (in order
to reverse the direction of the conveyor belt). Also, place another seesaw
so that its lower-left end is adjacent to the lower-right corner of the
vertical piece of brick that's roughly center screen. This should deflect
the bowling ball into the taller basket.
80. BASKETBALL ON THE MOON
A jack-in-the-box will perform the foul shot. Place it immediately under the
basketball and connect it to the left-most gear. Connect the meshed gear to
Kelly's bicycle which you should locate just below the gears. Tie Kelly's
shade to the cage and blow up a stick of dynamite placed under the cage
using the flashlight, magnifying glass, and baseball.
81. BREAKING DOWN THE WALL
The title says it all. But how and where to position the dynamite? My idea
is as follows: Position the trampoline so that it is adjacent to the brick
wall and its legs are level with the cannon muzzle. Position the dynamite
just above the trampoline. The bowling ball should fall onto the seesaw
whose upper-right end pulls on a lightbulb located just to the left of the
highest piece of brick (above and to the left of the trampoline) and whose
lower-left end turns on a lightbulb (via the lower pulley) located to the
left of the cannon. The lightbulb by the brick should light the dynamite
(via a magnifying glass positioned close to the lightbulb) and, naturally,
the other lightbulb (and magnifying glass) should light the cannon. Tweak
the positions of these various objects until the cannonball safely makes
its way into the bucket.
82. BOUNCE, BOUNCE, BOUNCE GO THE BALLS
It's all in the positioning. Place one trampoline at the bottom of the far
right well (under the basketball). Place another so that's it level with
the top of the adjacent well to the left. (Deflect the basketball to the
left of the first well by placing a size 2 incline high above the first
well so that half of the incline is off the top of the screen.) Then play
with three more trampolines. I put one just to the left of the bottom of
the wells, a second above and to the right of the pipe basket, and a third
just to the right of the pipe basket.
83. LIGHT MY FIRE
Light the rocket and fly it sideways! Have the cannonball fall onto the left
side of a flashlight and bounce to the left. The flashlight should light
the candle via a magnifying glass; the cannonball should bounce onto a size
2 conveyor belt and then land on a mouse motor (the conveyor belt prevents
it from landing on the mouse motor prematurely) connected to the gear above
and to the left of the candle. Mesh two more gears to the right of this
gear and connect the third of the three to the lower-right conveyor belt
(under the rocket) and the second of the three to one of the pair of gears
above the rocket. The second of the pair of gears should connect to a size
5 conveyor belt positioned immediately under these two gears. Thus, the
candle is lit, then shifted right on the conveyor belt to light the rocket
which takes off and hits the upper conveyor belt moving it to the left. Use
a size 4 incline, then a pair of unpowered size 5 conveyor belts following
by another size 4 incline to continue to move the rocket to the left
lighting the four candles sitting on the brick pedestals. The candle that
originates in the top left corner (the last one to be lit by the rocket)
should fall onto the upper-left end of a seesaw whose lower-right end turns
on a lightbulb (via a pulley beneath the brick flooring). This lightbulb in
conjunction with a magnifying glass can be positioned near the bottom-left
corner to light the remaining two candles.
84. REMOVING THE PATTERN
Perhaps this one should be called "Tweak till Your Blue in the Face." I
placed a pair of scissors pointing left just above and to the right of the
the farthest right pulley (in the cross). I placed one cannonball so that
it dropped immediately into the left bucket and the second cannonball above
the right bucket and just under the top piping. This way, the second
cannonball falls into the right bucket at exactly the same time that the
bucket itself bumps into the scissors cutting the rope (don't let the
cannonball hit the scissors and bounce away from the bucket). Then it's a
matter of watching the puzzle unravel.
85. PUT THE CAGE IN THE HOLE
Swing your cage to the left, then promenade back to the right. Tie a rope so
that the falling bucket fires the gun at the cage and the bucket hits the
mouse motor. The cage should be tied to the hook under its wooden base.
Place a size 3 conveyor belt just above (but not right on top of) the
wooden flooring at the bottom of the screen so that the right edge of the
conveyor belt lines up with the hook. Place a size 5 conveyor belt right on
top of the wooden flooring at the bottom of the screen so that its left
edge lines up with the scissors' red handles. Fill the gap between the
wooden incline and the brick with a size 3 conveyor belt. Now wire it all
up. Connect the mouse motor to the far-right gear, the far-left conveyor
belt to the far-left gear, the lower- middle conveyor belt to the bottom
gear, and the lower-right conveyor belt to the third of the top four gears.
The cage should be shot off the side of its wooden base, and land on the
first conveyor belt. It should then fall off the right edge of this
conveyor belt and just hang there by the rope until the baseball hits the
scissors and cuts it free. The cage should then fall onto the lower
conveyor belt, move right, climb the incline onto the last conveyor belt,
and be dumped into the hole.
86. SAVE MORT FROM THE CATS
This one's nothin' compared to the last few. When Mort falls through the
first gap, have him bump into a mouse motor (mouse facing right) and fall
to the left toward the gears onto a size 4 conveyor belt whose left edge is
immediately above the far right gear. Connect the conveyor belt to the
mouse motor, and Mort's problems are behind him.
87. UP, UP, AND AWAY
Lots of options and lots of red-herrings. But when you figure that all you
need is for the lower baseball to fall onto the flashlight, the problem
gets easier. Keep the cannonball from blocking the gap by placing a size 1
conveyor belt immediately below it. Roll the baseball left by placing a
seesaw immediately below it. The baseball should land on a size 5 conveyor
belt connected to a mouse motor (mouse facing right) off to the left. The
rolling basketball should hit the mouse motor before the baseball rolls off
to the left. Once the mouse starts motoring, the baseball will get thrown
to the right, down the hole, and onto the flashlight.
/~~~~~~\
[JAM] Jammit
\______/
These codes are all for ROXY (she seemed to be the best).
* DKRBNSN - 2 Hot * STPKRNR - Poison
* SSNHYDN - Frenzy * JNFRBCN - In 2 It
* LRNCHLS - Sweat * PLWRHDS - Slams Only
* STWSPKN - Cutthroat * BBSKNNR - Boss
/~~~~~~~~~~~~~~~~~~~~\
[JMF] John Madden Football
\____________________/
* To make the referee larger, pause the game and press the four
directions in a clockwise order (you can start on any direction).
[i.e. R D L U R D]
* To make the referee smaller, pause the game and press the four
directions in a counterclockwise order (you can start on any
direction). [i.e. L D R U L D R]
After either of these are entered corectly, a whistle will sound.
* Bigger players: Rs A P You will hear a crowd cheer.
* Smaller players: X X X X X You hear a crowd cheer.
* See what play the computer called: B Ls A B You hear a grunt.
* To reset back to normal (works with all codes): A X You hear a
gunshot.
/~~~~~~~~~~~~~~\
[KNS] Kakinoki Shogi
\______________/
[Japanese import]
Produced by ASCII, distributed (in Japan) by Panasonic
MSRP 7800 yen Joystick is not supported
Shogi is basically the Japanese version of chess, and the modern form was
developed in the sixteenth century. It is played on a 9x9 square board, and
each player starts with 20 pieces: 1 King, 2 Gold Generals, 2 Silver Generals,
2 Horses (Knights), 2 Incense Chariots, 1 Diagonal Mover (Bishop), 1 Flying
Chariot (Rook), and 9 Foot Soldiers (Pawns). The pieces look like flattened
obelisks pointing toward the enemy, with their names written on them in
Japanese characters. Many pieces' moves are somewhat similar to chess, but
there are several differences. Golds move like a King, but not diagonally
backward. Silvers move into one of the forward three squares or two diagonally
backward ones. Incense Chariots move like Rooks, but only straight forward.
Knights move as in chess, but only to one of the two possible forward squares.
Pawns move and capture one square directly ahead.
There are two additional rules not found in chess. The first is promotion,
sindicated by flipping a piece over. Pawns, Incense Chariots, Knights, and
Silvers can be promoted to Golds any time they enter, move in, or leave enemy
territory (the back three ranks). Bishops and Rooks can also be promoted, and
gain the ability to move one square in the directions they normally can't move
(orthagonally for Bishops, diagonally for Rooks). The other rule is that you
own the enemy pieces that you capture and can put them back in the game to
fight for you. Instead of making a normal move, you can drop a captured piece
on the board. Pieces drop unpromoted. Pawns, Knights, and Incense Chariots
can't be dropped toward the back of the board where they couldn't make any
further moves. Also, you can't drop a Pawn on a file that has another of your
unpromoted Pawns on it, and you can't drop a Pawn to give checkmate.
ASCII's Kakinoki Shogi is a good 3DO implementation of the game (Kakinoki is
the last name of the game's director). You can play against another human,
against an adjustable AI, or watch two AI's. There are several game options,
including spoken comments, displaying what moves the AI is considering, and
time-limited play. You can save your game to resume later and display the
moves backward and forward. Computer hints are available, and you can set up
the board any way you want, or solve checkmating problems. The graphics are
simple, but effective, including three nice woodgrain boards.
Kakinoki Shogi needs 16% of your SRAM (~5K) to save configuration and game
information. If you don't have enough free upon first loading the game, you
will have an opportunity to use the built-in (Japanese) memory manager. If
you ever want or need to delete the file, its name is ASCII_KAKINOKIJ.
I've included a menu/command translation sheet below; you should be able to
understand my format without too much trouble (my thanks to Atsushi Nishikawa
for translation help).
======================================================================
D-Pad = move cursor A= Select, put
+-----------+ R-Shift = Change sides/ B= Cancel, back up
| MAIN MENU | promotion (Edit Mode) C= Menu
+-----------+-----------+-------------------------+-------------------------+
| Play | New Game | [Plyr 1 Human/AI level] | C=In-play Menu: |
| | | [Plyr 2 Human/AI level] | Cancel game (Save Y/N) |
| | | [Handicap] | Cancel move |
| | | Continue | Hint |
| | | | Quit (Y/N), (Save Y/N) |
| | | | Flip board upside-down |
| | | | Change players |
| | | | Edit Mode (Save Y/N) |
| +-----------+-------------------------+-------------------------+
| | Old Game | Load Y/N | C=In-play Menu |
| +-----------+-------------------------+-------------------------+
| | Challenge | [Human time limit] | Quit (Y/N) |
| | | [AI level] | |
| | | [Time warning] | |
| | | Continue | |
+-----------+-----------+-------------------------+-------------------------+
| Solve | Edit Mode | C=Edit Menu: |
| Tsumeshogi| | Quit |
| | | Starting setup |
| | | Tsumeshogi setup |
| | | All pieces to box |
| | | Change players |
| | | Changes whose turn |
| | | Find # moves to mate (if previously on Main Menu) |
| | | Resume play (if previously on In-play Menu) |
+-----------+-----------+-------------------------+-------------------------+
| Review | Load Y/N | Control Pad Right=fwd | C=Main menu Y/N |
| Game | | Control Pad Left=back | |
+-----------+-----------+-------------------------+-------------------------+
| Options | Play | [AI Jouseki = an offense & defense pattern] |
| | Options | [AI Random (No/Jouseki/Random/Jouseki & Random)] |
| | | [Allow Cancel Move] |
| | | [Level of hint told] |
| | | [Allow illegal moves] |
| | | [AI time limit (None/Short/Medium/Long)] |
| | | Continue |
| +-----------+---------------------------------------------------+
| | Display | [Mark last-moved piece] |
| | Options | [Show possible piece moves] |
| | | [Show AI's thoughts] |
| | | [1=Show promoted piece names in red, 2=Don't] |
| | | [Board graphics 1-3] |
| | | Continue |
| +-----------+---------------------------------------------------+
| | Sound | [Sound on/off] |
| | Options | [Move voice on/off] |
| | | [Message voice on/off] |
| | | [Background Music on/off] |
| | | Continue |
+-----------+-----------+---------------------------------------------------+
| Quit | Eject CD, or press B to return to Main Menu, |
| | or press Stop to replay intro (haltingly) |
+-----------+---------------------------------------------------------------+
/~~~~~~~~~~~~~~\
[MDM] Mad Dog McCree
\______________/
Quick Continue If you get shot, quickly press P before the Mortician shows
-------------- up. Choose "continue" and you will start off from the enemy
that shot you, rather than the beginning of that scene.
/~~~~\
[MST] Myst
\____/
[NOTE: This is the walkthru for the PC version. I hope it is the same - Ed.]
MAIN ISLAND
Pick up the note in front of the planetarium. As you explore the
island, you'll find that there are 8 marker switches in total: Pier -
Giant gears - Planetarium - Spaceship - Mall with small pool and
pillars - Brick building - Wooden shack - Clock tower Turn each marker
switch on (up) as you get to it. (Worry about the clock tower marker
later.)
In the pier, there is an entrance to an underground room. Go to the
projector, and turn it off by pressing the big button at the bottom.
Turn around. You'll notice a piece of paper on the wall to the left.
Press the green button on the upper left corner, which will reveal a
hidden control panel. Enter the number of switches "08", and press the
button to close the panel. Turn back to the projector, push the
button, and watch the man's message to Catherine.
In the library, each wall contains interesting items. Give the blue
and red pages to the corresponding books. Each brother wants more
pages. Read the 4 legible books in the book-case. You can ignore the
book with the wierd squares in it, you'll deal with it later. Jot
down any interesting diagrams from the others on your notebook.
Look at the map next to the entrance. Each of the marker switches in
the island lights one specific group of buildings in the map. Grab the
tower and rotate it until it flashes red, then stop. There are 4 "red"
positions, each one of them corresponding to where one of the 4
available link books is hidden (ship, giant tree, gears, spaceship).
The paintings next to the book-case open and close the secret
passageway behind it. Go to the elevator, close the door, and press
the button to go into the tower. If you rotated the tower correctly,
the ladder with the "book" on it should show you where the book is
hidden, while the ladder with the "key" should lead you to the clue to
the puzzle that lets you get the book.
Ship: Go to the planetarium, turn the lights off (the switch is next
to the door), sit down on the chair, and click on the control panel.
Set each of the dates from the clue (Oct 11, 1984 10:04AM, Jan 17,
1207 5:46AM , and Nov 23, 9791 6:57 PM), and map the constellation
shown to one of the constellations in the Stoneship book. Go to the
pillars at the mall, and click on the appropiate symbols (leaf, snake,
and bug). The book is in the now resurfaced ship.
Tree: Go to the wooden house, and enter the combination for the safe
next to the door (7,2,4). Open the safe, get the match, and light it
with the matchbox. Turn around and light the pilot light below the
boiler. Turn the gas wheel all the way up (green icon). Wait until the
thumping sound stops, then turn the wheel all the way down (red icon),
and QUICKLY get out of the house and into the tree to the right of it
(see library map for location) before the "elevator" in the tree goes
underground. If you can't do it that quickly, don't turn the gas quite
all the way off. The book is down beneath the tree. If you went up in
the elevator, press the white button to your left. That releases the
steam and drops the tree down to the underground level.
Gears: Go to the clockhouse, enter 2:40 into the clock using the
wheels, then press the button. Go into the clock, and use the levers
to set the wheels to 2,2,1. HOLD either front lever down to rotate the
middle wheel only. Click on the vertical lever to your right to reset
the puzzle. The book is in the giant gears close to the pier.
Spaceship: Go to the brick building, set the generators to send
exactly 59 volts out (buttons 1,2,3,6,7,8 and 10 should do nicely. The
numbering order is on the wall as you leave the control room. In order
to figure out which button has which voltage, just hit them one at a
time). If you go over 59 volts, you will blow a fuse. There are two
electric towers to climb, one next to the brick building, one clearly
visible close to the spaceship, click down the breaker switches. Then
enter the spaceship. Play the notes from the Selenitic Age book in the
organ, and set the same notes in the controls of the ship. If you're
tone deaf, just count number of notes from the bottom. (8, 20, 23, 13,
and 6, respectively, including the bottom as one). Press the button
and the book will appear before you.
STONESHIP AGE
Go to the other half of the ship, up the stairs and
look through the telescope. Find where the lighthouse is. (135
degrees)
Go to the umbrella and push the rightmost button to drain the
lighthouse. Go to the basement and drain the chest by opening and
closing the valve at the bottom. Go back to the umbrella and let the
lighthouse fill up again. Unlock the now floating chest, get the key,
and open the lighthouse. Crank up the generator and power the battery.
Note that the battery is slightly discharging, so move quickly! (If
the lights go out, go to the generator and crank it up some more.)
Go to the umbrella, press the middle button to drain the rock and go
inside. Go all the way down the tunnel, find the page for either of
the brothers, and explore a bit. You should find half of an important
note in the map drawer in Achenar's room (that's the messy room). The
entire note is given below.
Go back to the red-lined "panel" in one of the walls. Inside, you'll
find a compass rose, just like in the Stoneship book. Push the "SE"
button (the clue is 135 degrees, found with the telescope). This will
turn on the submersible's lights.
Drain the ship with the leftmost button and go in. Click on the desk
in the lower level, and the book leading back to Myst will pop up.
SELENITIC AGE
Find the 5 microphones (Water, Fire(thunder), Clock,
Crystal (flute), Wind), and turn each on. You'll also find the red and
blue pages at the "Crystal" and "Water" microphones, respectively.
Go to the microwave tower through the Wind tunnel, and aim each of the
five dishes in the right direction (use sounds, icons, and places as a
guide. The coordinate numbers are: Water:153.4, Fire: 130.3, Clock:
55.6, Crystal: 15.0, and Wind: 212.2). Push the sigma button. This
will give you the sound sequence to open the door near the spaceship.
(Crystal, Water, Wind, Fire, Clock) Go on in, get in the underground
craft and press forward. At each station, listen for a sound which
will indicate direction. If you miss it, press the button on the
speaker. The sounds are "plink" for north, "Bloooop" for W, "Plonk"
for S, and "Shhhh" for E (these sound names are approximations, so
give us a break) Combinations of these sounds indicate NE, SW, etc.
The sequence of directions to get to the Myst book is:
N,W,N,E,E,S,S,W,SW,W,NW,NE,N,SE. Get out, and find the Myst book.
MECHANICAL AGE
The pages for the brothers are in secret rooms accesible from their
chambers. Explore next to the "throne" in each room.
Go to the "tube", and press the button in the hallway. The floor will
reveal a lower room. Go down there, and rotate the tube until the red
icon shows. Careful not to let the tube rotate past the red icon!
Go back out, and you'll see that the tube held an elevator. Press the
wall button again to close the floor, and enter the elevator. Press
the up button, then press the "middle" button and exit the lift before
it goes down. The building rotation controls are above the elevator.
Enter the rotation controls and rotate the tower to the other two
islands. They have the symbols for the control next to where you
entered the Age. (symbols below) Use the simulator in Achenar's room
to practice how to rotate the tower. The method we used was: Put the
left lever up one notch. Hold the right lever all the way up for about
7 seconds. Let go of the right lever, then quickly put the left lever
back down. Practice on the simulator until you get the timing right,
because you won't be able to see the orientation of the tower, just
some motion in the gears. Once the tower stops, it'll make a sound for
each of the four compass directions, the same sounds as for the
selenetic age, above.
The control panel next to where you entered opens the room where the
Myst link book is. The symbols are: 1) an O with the bottom cut out.
2) point down triangle, rectangle, point up triangle. 3) circle over
three triangles 4) left half circle, filled in. (These are easier to
spot than it sounds.)
CHANNELWOOD AGE
Go to the windmill and turn the water on with the faucet on the floor.
The pulldown lever is a red herring. Go back down and use the
"switches" in the pipeline to control the water flow to the first
elevator. (Not the one next to the staircase!) Climb in, close the
door, and use the lever to go up.
Up there, find the control to open/close the staircase. Go to the
staircase, climb down, open the door, and use the pipeline switches to
send water to the generator next to it. Climb back up the stairs, and
use the elevator there.
Find the rooms for both brothers (and Achenar's "temple"), their pages
are there. In Sirrus' room (the nice room), find the other half of
that note you found in the Stoneship Age.
Use the switches to turn on the lonely-looking generator close to
where you entered the world. Turn it on, and watch the catwalk appear
from the waters. Walk to the other side, down the other walkway, and
find the crank to extend the pipeline back to the main line. Use the
switches to turn on the elevator there, and climb up to find the Myst
book.
(If you're having some trouble figuring out where the water is going
in the pipelines, listen as you walk past them. If you can't hear the
noise of water, this section of the pipeline has no water. Also, you
could just trace the water from the windmill, checking every Y
junction as you pass.)
ENDGAME / DUNNY AGE
When you return four pages to either brother, he'll give you the same
info: go to the library, pick the right-end book in the center shelf,
and look up diagram 158. Go to the chimney, press the button, enter
the diagram below on the plate, press the button again. You'll see the
green book (the Dunny Age), the blue page, and the red page.
Diagram 158 (click where there are Xes):
XXOOOOXX
OXXOXOXX
XOXOOOXX
XOOXOOXX
XXOOXXOO
XXXXXOXO
There are 4 endings:
- give the last blue page (Achenar traps you)
- give the last red page (Sirrus traps you)
- go to Dunny without the white page (your own stupidity traps you)
- go to Dunny with the white page (Dad goes back, destroys both
books, congratulates you, and asks you to stick around for further
adventures)
The white page is in the vault. To get to the vault, follow the
directions in the two halves of the note ("|" is the note break, the
first half is in Stoneship, the second half is in Channelwood)
Marker Switch | Vault Access
Island | of Myst
The vault is loc | ated in very plain view on
the island of M | yst and access can be
achieved very | easily if the simple
instructions are f | ollowed. First locate
each of the marker | switches on the island.
Turn every one of | these switches to the
"on" position. Th | en go to the dock, and,
as a final step, tu | rn the marker switch
there to th | e "off" position.
Good luck, and Happy Mysting
/~~~~~~~~~~~~~~~~~~\
[NFS] The Need For Speed
\__________________/
Traffic Bomb Start the game and during the loading screen press and hold
------------ Ls Rs Left Quit the game, start the game, press and hold
Ls Rs Up Quit, start, press and hold Ls Rs Right Quit, start, press and
hold Ls Rs Down Don't quit! :) The X button will now zap traffic!!!
Practice Mode (No traffic or cops) Go to the options menu and select
------------- Skill Level. Press X Rs A Ls VERY quickly and perhaps even
one after another. If done correctly the menu line will change from yellow
to pink. Some people think the code is actually X Rs Ls A so if you have
trouble try it instead.
Race against a scooter Play the game for at least 10 seconds. Pause and
---------------------- instant replay. Rewind to the beginning and press
Rs Down B Exit the game and the rest of your races will be against a scooter.
Black Ice Play the game for 10 seconds, instant replay, and rewind. Press
--------- B on controller 1 AND X P C on controller 2. You will see 'Car
crashed.. Cars left: 4' flash for a second. Exit the game and race the Alpine
track against the clock. The third leg will be covered with black ice.
Extra Torque As soon as the camera zooms in on your car as the race begins,
------------ press Ls Rs Up on controller 2 AND Ls Rs A C on controller 3
at the SAME time. Nearly impossible, but verified by me (paranoid :)
'Car Crashed...' will flash on the screen for a second.
Hood Ornament Code Start the game and be sure it is on 'In car' view. On
------------------ a second controller (Flightstick users need two regular
pads plugged in) hold Ls Up and press A You can cycle through Tach,
Tach/Mirror or nothing displayed at the bottom.
View All Videos Go to options and highlight 'Opponant video On' Press
--------------- X Rs Ls A It should boot up and show you all the videos.
At the main menu select the car(s) (above Mr. X / Stopwatch) and hit stop
to try out the horn in the car you have selected. There is no horn during
the game that I know of.
During the credits you can press Ls to view the programmers picture and
Rs to put it back to the original background picture.
During a replay, in any camera but in-car, Ls and Rs will tilt the
camera left and right. (undocumented feature)
/~~~~~~~~~~\
[NTR] Night Trap
\__________/
Here's where to be at what time, the number of enemies there will be there,
a running tab of Augurs, and everything else you need to get a perfect game:
Number Cumulative
Time Augurs Augurs Room
_____________________________________
0:12 2 2 Hall 1
0:27 2 4 Living Room
0:36 1 5 Bedroom
0:43 1 6 Bathroom
0:49 1 7 Bathroom
1:06 1 8 Living Room
1:24 1 9 Kitchen
1:39 1 10 Entry Way
2:58 2 12 Entry Way
3:15 1 13 Hall 1
3:26 1 14 Bedroom
3:32 1 15 Living Room
3:42 2 17 Hall 1
3:47 1 18 Driveway
4:11 1 19 Hall 2
4:22 1 20 Bathroom
4:38 1 21 Bedroom
4:55 1 22 Living Room
5:04 1 23 Living Room
5:32 1 24 Bedroom
5:36 1 25 Driveway
5:40 Code Change Entry Way
5:53 1 26 Living Room (code still blue)
6:10 1 27 Hall 1 (code has changed)
6:19 2 29 Hall 2
6:50 2 31 Hall 2
7:05 1 32 Kitchen
7:27 2 34 Bedroom
7:41 1 35 Driveway
7:51 2 37 Hall 1
8:02 1 38 Bedroom
8:14 2 40 Hall 2
8:27 1 41 Hall 1
8:40 2 43 Bedroom
9:00 Code Change Living Room
9:11 1 44 Living Room
9:22 1 45 Entry Way
10:48 1 46 Hall 2
10:54 1 47 Driveway
10:58 1 48 Driveway
11:31 1 49 Hall 1
12:04 1 50 Living Room
12:37 1 51 Bathroom (1) (save Lisa)
13:15 1 52 Hall 1
13:37 Code Change Entry Way
13:50 CD Change
13:57 2 54 Living Room
14:15 Code Change Living Room
14:41 2 56 Hall 2
15:04 2 58 Entry Way
15:30 Eddie (Neighbor) Hall 1 (2)
16:28 1 59 Driveway
16:38 2 61 Hall 2
16:45 1 62 Living Room
16:59 1 63 Hall 1
17:13 1 64 Bedroom (1) (save Ashley)
17:26 1 65 Living Room
17:38 1 66 Hall 2
17:47 1 67 Living Room
17:56 1 68 Bathroom
18:00 2 70 Hall 2
18:13 1 71 Driveway
18:17 1 72 Driveway
18:27 2 74 Entry Way
18:34 1 75 Living Room (3) (save Cindy)
19:07 Megan Hall 1 (4) (kill Megan)
19:09 1 76 Hall 1 (1) (save Megan)
19:21 2 78 Living Room
19:56 Tony Entry Way (5) (save Kelley)
20:12 2 80 Living Room
21:03 Charlie (SCAT) Hall 2 (2)
21:19 2 82 Bedroom
21:31 1 83 Driveway
21:45 1 84 Kitchen
21:53 2 86 Hall 2
22:11 2 88 Bedroom
22:24 2 90 Hall 1
23:06 1 91 Hall 2
23:18 1 92 Hall 1
23:34 Jeff Martin Living Room (2) (with SCAT Swanson)
23:37 Jeff Martin Living Room
23:54 1 93 Driveway
24:04 1 94 Living Room
24:28 1 95 Hall 1
24:30 Sheila Martin Bedroom (6) (save kelley)
24:54 Victor Martin Bathroom (7) (save Kelley)
25:10 Sarah Martin Hall 2 (8) (save Kelley)
25:38 Kelley Hall 2 (9)
(1) : if you miss immediate disconnect by Simms
(2) : if you trap you won't get a perfect game
(3) : if you miss disconnect by Jeff a few minutes later
(4) : if you trap immediate disconnect by Simms
(5) : if you miss disconnect by Sheila and Victor a few minutes later
(6) : if you miss Sheila bites Kelley after you trap Victor and Sarah
(7) : if you miss Victor bites Kelley after you trap Sarah
(8) : if you miss Sarah bites Kelley
(9) : only in a perfect game
There are multiple endings to this game (about 7-8) depending on which girl
you let die, which vampire you let live etc. The trick to saving Megan(why
would you want to anyway, she's annoying), is patience. The Augurs are
holding her over a trap. If you press the button immediately, the trap will
open and they will drop her in. Instead, wait for the trap meter to fill up
once and ignore it<do not press a button>. the Augurs will then shift their
position slightly and the trap meter will light up again. Now press the
button! The trap will catch the Augur instead and Megan will be free. This
technique is also used at another point in the game. If you do everything
right, you will get the perfect ending in which you are given a chance to
trap Dana Plato (Kelly?). In order to get a perfect ending, follow these
instructions:
(1) Trap every single Augur. You will hear a beep when you
miss the opportunity to activate a trap. This doesn't
always mean you've missed an Augur (i.e. weird Eddie
walks into the house at one point dressed as an Agur-
don't trap him!)
(2) Make sure the girls don't get trapped or killed
(3) Don't trap anyone good (this includes the girls, the SCAT
team members, and ,yes, even Weird Eddie)
(4) Trap all bad characters (Augurs, Vampire family members)
/~~~~~~~~~~~~~~~~~~~~~\
[OWI] Off World Interceptor
\_____________________/
Money Code Go to the Options Screen and press
---------- A B C A B C A B C A B C A B C A B C Ls
You will hear an engine sound and you can start the game with more money.
/~~~~~~~~~~~~~~~~~\
[OOW] Out of This World
\_________________/
Section Codes LDKD KLFB
------------- HTDC TTCT
CLLD DDRX
FXLC TBHK
KRFK BRTD
XDDJ CKJL
LBKG LFCK
To access a hidden game called "Stalactites," enter the code BRGR.
The object of this game is to avoid the balls and falling stalactites
and to survive as long as possible. May not work on all 3DOs!
/~~~~~~~\
[PAA] Pataank
\_______/
Things to remember:
1 - All of the cheats can only be activated from WITHIN the OPTIONS menu.
(IE: Enter the Options menu FIRST, the try the codes...)
2 - All of the cheats are entered holding either the Ls or Rs, then
pressing in sequence the other keys (while still holding the Ls or Rs)
3 - After the cheat is entered, you should see a number pop up at the top
of the screen confirming the code.
Tester's Cheat (solve to the METAGAME): This enables the player to solve
-------------- rooms and warp to the NEXUS to beat the METAGAME.
* Press and hold the RS button, then press A,B,B,UP,C,C,B,A
* While in the game, press P to pause and then press B to warp to
the NEXUS. You can attack ANY tables in ANY order from here.
Solve:
In the Carnival of Luv, press P and RIGHT to beat the level, Go into
the Tunnel of Luv to set the heart on fire. Next, do the same in the
Surf level (Press P then RIGHT). Ride the Wave to become the Big Kahuna.
In Disaster Central, Press P then RIGHT. Hit three green panels and
then hit the Panic Button. Go in and defeat the Core (cool part!).
Unlimited Fuel/No Tilts Press and hold the Rs button, then press
----------------------- C B C Up B B C A
Camera Cheat This will allow you to enable the "High Zoom" and "Free
------------ Camera" in the game.
* Press and hold the Ls button, then press C B A A C B A A
* While playing the game, press and hold the X button when you are
on a Magneto for a new view (you can press X anytime after to get
the top view).
*NOTE* Anyone who can get the Free Camera to work, let me know. I can
only get the High Zoom to work.
Flip Pataank This will give you an upside-down view! (I almost puked!)
------------ Press and hold the Rs button, then press A,C,B,RIGHT,B,C,B,A
Under the Pinball Table View You'll think your playing under the pinball
---------------------------- machine looking through a glass bottom!
* Press and hold the RS button, then press A,C,A,RIGHT,B,B,C,B
Bird's Eye View You'll get a ... bird's eye view of the Table :)
--------------- Press and hold the LS button, then press B,C,C,LEFT,A,C,B,A
Buick Pataank This code will let you move anywhere in the playfield with
------------- the control pad. You'll also be able to turn 360 degrees.
[No code information! Got it? Post it! - Ed.]
Enable Name entry cheat - only for lamers :) This allows players to jump
----------------------- to the High Score Entry and Hall of Fame screens
automatically.
* Press and hold the LS button, then press A,P,A,P,B,B
* Let go the LS button
* Press P (start)
* Press and hold the RS button, then C,C (one C was good for me...)
to jump to the High Score Entry Screen
* Press and hold the LS button, then C,C (again, one C did the trick)
to jump to the Hall of Fame Entry Screen
Full Field Overview of Board I actually peaked open the manual to see if the
---------------------------- X button trick was mentioned, and Huh-NNnnooooo!
(said with phony French accent) This one is really cool. While you're on the
magneto, hold X, and you'll zoom way back and up, and the arrow pad will
rotate the field.
Choose Your Prize In Surf's Up When you earn your "tickets", and the left
------------------------------ board is activated, watch the FMV clips, and
hit the one you want (sharks, curl, etc.)
/~~~~~~~~~~~~~\
[PHT] Pharoh's Tomb
\_____________/
GAME CONTROLS
Movement
* L - Toggle weapon and shield display in lower right corner on or off.
* R - Toggle health display on top on or off. The white bars at top left
indicate your health, the pink indicator at the right the enemy's health.
* Use the directional pad to move.
* Pick up items by pressing A when the item appears.
* The same square may contain several items or monsters, each one visible
depending on which facing your character is looking into.
Items
* B - Access item list
* A - Use item
* C - Discard item
* Use directional pad to switch from one item to the next.
* You can carry up to 15 (16?) items. The game won't let you pick additional
items once you've hit the maximum.
Combat
* A - Attack with current weapon.
* Turn to the left or right to escape combat.
* You can access items anytime during combat.
ITEM LIST
* Page 14, first row:
+ Wooden stick: Starting equipment
+ Iron knife: Stronger than the stick
+ Silver axe: Can be used to cancel traps
+ Golden battleaxe: Strongest weapon
+ Dad's Notebook: The secrets of the dungeon...
* Second row:
+ Wooden shield: Starting equipment
+ Iron Shield: Defense power up
+ Silver Shield: Stronger than the iron shield
+ Golden Shield: Strongest defensive item
+ Door key: Opens specific door
* Third row:
+ Holy water: Throw at enemy
+ Healing potion: Restores HP. Can also be used to transact...
+ Bag of money: Transaction item. Can only carry 1 at a time
+ Jewels: Transaction item. Can only carry 1 at a time
+ Lamp: Weapon which weakens enemy with fire
* Page 15, first row:
+ Pleasure mist: Use to remove cursed mask
+ Wise man's hand: Use to cancel traps
+ Demonbane flute: Use to repel monsters
+ Quartz Sickle: Needed for ???
+ Rope: Throw at enemy
* Second row:
+ Regeneration ring: Restores HP
+ Water jug: Weaken enemy with water
+ Pharaoh's ring: Use to cancel traps
+ Blue statue: Use to cancel traps
+ Map: Floor plan for each level
* Page 16, first row
+ Water of Immortality
+ Hardening Drop
+ Hellfire Gem
+ Acid Sword
* Page 16, second row
+ Sun bow
+ Pyramid Unit
MONSTERS
* Dungeon creatures:
+ Pink slime: Nur Dafut
+ Blue/green bug; Gi Doruk
+ Wasp: Zeruk Zek
+ Wooden toy: Talisman
+ Dog: Terukel
+ 4-legged machine: Scarab Machina
+ Skull on legs: Necro Ak
+ Blue skull on legs: Necropolit
+ Mummy: Moomia
+ Armored mummy: ???
* Bosses:
+ Gun machine: Machina Machina
+ Three pillar machine: ???
+ Wooden creature: ???
+ Blue knight: ???
+ <secret>: <secret>
* Other denizens:
+ Pink scorpion: ???
+ Weeping snake: ???
+ Starfish: ???
+ Blue/red globe Ramses III
NOTES
* The more you practice with a weapon, the better you get with it and the more
damage you can cause.
* The pink scorpion and the snake always want something, either trade or
something else. For those of you who are Japanese animation fans, Chisa
Yokoyama (voice of "Sasami" in Tenchi Muyo!) plays the weeping snake.
* Ramses and the starfish help you. DON'T HURT THEM!
* Sometimes, just talking to a starfish will open a secret passage to explore.
After you encounter one of them, doublecheck parts of the dungeon which may
show up on the map, but which were previously blocked.
* The game is automatically saved every time you beat a boss monster.
/~~~~~~~~~~~~~~~~~~~~~~~~\
[PDW] Plumbers Don't Wear Ties
\________________________/
While the girl is talking in the beginning intro press up, down, right, left,
down, right, stop It seems that sometimes it doesn't work if you hit A
to abort the video clip, but sometimes it does...
Note: There is no confirmation that you've entered the code, so good luck.
I have verified it to work! Although it doesn't make this shitty game any
better... Enter the code a few times to be sure you got it right the first
time.
/~~~~~~~~~~~~~~~~~\
[POD] PO'ed (Sampler 3)
\_________________/
Press A, B, and C at the same time for all your health, laser power, and
maximum missiles (100).
Press Pause and A at the same time for an overhead view. Ls and Rs zoom.
Press Pause and C at the same time to return to normal.
/~~~~~~~~~~\
[QTN] Quarantine
\__________/
Level Codes The Park: 98645782
----------- Old Kemo: 89962254
The Projects: 54185654
The Wharf: 92146125
"Last Level?": 33289642
[I haven't gotten far and haven't tested them (Don't want to spoil seeing the
new levels) "Last Level" seems suspicious... Your milage may vary. - Ed.]
/~~~~~~~~~~~~~\
[RBL] Rebel Assault
\_____________/
Level Select At the screen when you see the Lucas Arts logo being scaled and
------------ rotated in front of the Death Star do this with your joypad:
Up+A, Down+A, Left+A, Right+A.. you will hear what sounds like a telephone
ringing and then a strange sounding voice say "Lucas Arts"... This will let
you skip any mission by pressing the C button during that mission.. the code
may do something more.. (I think the PC version of the code allowed for some
kind of invulnerability option) but it will definately help you get through
those tough spots.
Level Codes EASY NORMAL HARD
----------- ---- ------ ----
BOSSK BOTHAN BORDOK
ENGRET HERGLIC SKYNX
RALRRA LEENI DEFEL
FRIJA THRAWN JEDGAR
LARFRA LWYLL MADINE
DERLIN MAZZIC TARKIN
MOLTOK JULPA MOTHMA
MORAG MORRT GLAYYD
TANTISS MUFTAK OTTEGA
OSWAFL RASKAR RISHI
KLAATU JHOFF IZRINA
IRENEZ ITHOR KARRDE
LIANNA UMWAK VONZEL
PAKKA ORLOK OSSUS
NORVAL NKLLON ???
/~~~~~~~~~~~\
[RTF] Return Fire
\___________/
Level Passwords TITL Shows opening animations.
--------------- ZZZZ Locks all levels
WOLF Unlocks all levels and allows debug mode (See below).
Level Codes TNOD YALP HTIW LAER SNUG TSUJ SIHT EMAG
----------- Backwards this spells: DONT PLAY WITH REAL GUNS JUST THIS GAME
Debug Mode Enter the code WOLF and hold both right and left shift buttons
---------- and press pause. You can turn on a frame rate indicator, play with
the sounds in the game, or put the flag in the first tower destroyed. The
sounds you change will still be active during the game [Excellent!]
Change Zoom A + B (Undocumented feature)
-----------
Hint Sheet I just got a disk in the mail from Prolific Publishing/Silent
---------- Software. They sent it to me cuz I picked up a review copy from
them at the WCES. It has a few screenshots, which aren't that well done, and
a hint sheet. I thought I'd post it here to you guys.
I. GENERIC HINTS
A. Bring your vehicles back to your bunker before they are
completely destroyed. The Bunker will repair all damage.
B. You can self-destruct by pressing [A]+[B]+[C].
You will sacrifice the vehicle, but it's a
quick way to get back to your bunker.
C. Never cross bridges with Drones on your tail.
Drones will continue to fire at you as you move
and will destroy the bridge behind you.
D. Keep moving to avoid enemy Drones.
Drones are launched when you stop moving.
E. The submarine is deadly and cannot be destroyed. Once it
fires a heat seeking missile at you, you're dust....
unless something else is closer to the missile. The
missile really is heat-seeking and if something else -
say a drone or even your enemy - is closer to the
missile, it will be taken out and not you (even if
you're the one that caused the sub to surface!)!
With a bit of practice, the heat-seeking missile can be
used quite creatively.
F. Always check the map when you're in the bunker. It is
constantly updated and will show you how the terrain
has changed. It will also show your enemy's position
on the map as he moves around.
II. TWO PLAYER HINTS
A. Learn to play very well.
B. If your enemy finds your flag, take your Jeep and go
retrieve your own flag. Then, either:
1. Hide it behind a building near turrets.
2. Move it to the farthest location on the map.
3. Bring it back to your own Bunker.
(It will be randomly placed in a new Flag Tower.)
- or -
4. You can take it out to sea, and it will slowly
float back to shore. (Let your enemy have fun
trying to find a moving flag!)
C. Lay mines on:
1. The enemy's useful bridges instead of destroying
the bridge. When your enemy hits the mine you
will have taken out an enemy's vehicle and
destroyed a useful bridge.
2. On or near your flag.
3. On or near your enemy's Bunker.
4. The Helicopter can remove mines by firing rockets
(and only rockets) directly at the mines.
D. Use radar screens to:
1. Keep track of where you are located.
2. See your enemy.
3. Prepare to fight an approaching Drone.
4. See mines (You can't see them on the map).
E. Use the Jeep Beacon light:
1. The beacon lights green and chimes when you are
headed towards your enemy's exposed flag.
2. The beacon lights bright red when you are facing
your bunker.
F. Learn to play very well.
/~~~~~~~~~~~~~~~~~~\
[ROR] Rise of the Robots
\__________________/
[This cheat is from the PC version, and perhaps may not work for the 3DO
version. The game is so poor I don't expect confirmation, but include it
just in case you unfortunate enough to have it. - Ed.]
Supervisor At the main screen, press LEFT LEFT RIGHT RIGHT over and over
---------- again. When the screen flashes blue, you should be able to choose
the Supervisor as player 2 in 1- or 2-player mode.
/~~~~~~~~~~~~~\
[SMS] Sailor Moon S
\_____________/
[Japanese import]
> Also, not being very good at Japanese, I was wondering if anyone could
> translate for the the message from Super Sailor Moon when you finish the
> game. The message which talks about the L, R, and X buttons...
These two paragrahps are related. Here's a hint: go to the chara selection
screen in VS mode, move the cursor ovet to Sailor Moon, then press L+R+X
simultaneously. You'll have to figure out her special moves yourself...
[Anyone got 'em? Post them to Usenet, or e-mail dgick@sun1.iusb.edu - Ed.]
/~~~~~~~~~\
[RDR] Road Rash
\_________/
Clowns and Cows On the Pennisula track there are a couple business men with
--------------- very odd shoes wielding peculiar objects. Be sure to try and
kill one (punch or run over -- punching is the best, it's easier to see).
Also -- on the other side of the guard rail on the right are some bashful
cows for you to punch.
/~~~~~~~~~~~~~~~\
[SSH] Samurai Shodown
\_______________/
Change to Player 2's Color Hold down Rs and press C at the same time.
--------------------------
[These are ripped from the Samurai Shodown FAQ, Power Moves have been
deleted because they are only descriptive and are all normal attack
buttons (i.e. no joystick combos) - Ed. ]
_Charlotte_
,_ Special Moves ____________________________________________________,
I / | \ Slash Power Gradation I
I O O O Rising epee-wave wall I
I--------------------------------------------------------------------I
I Tap Slash Repeatedly Splash Fount I
I Charging rapid epee thrusts I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -O AB or B or D "Fall back" toss I
I____________________________________________________________________I
_Earthquake_
,_ Special Moves ____________________________________________________,
I (jump) | + CD Repeatedly Fat Bound I
I O Bouncing butt attack I
I--------------------------------------------------------------------I
I Tap Slash Repeatedly Fat Chainsaw I
I Spinning blade attack I
I--------------------------------------------------------------------I
I (jump against the edge of the screen) I
I then push joystick away from edge I
I O- or -O Triangle Jump I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B or D Overhead Toss I
I--------------------------------------------------------------------I
I -- O CD He farts in your face (look at I
I the relief on his face afterwards)I
I____________________________________________________________________I
_Galford_
,_ Special Moves ____________________________________________________,
I | \ -O Slash Plasma Blade I
I O O Twin blades of lightning I
I--------------------------------------------------------------------I
I | / O- Slash Rush Dog I
I O O Rush Dog can be counter-acted by I
I simply running towards the dog I
I (Yes, I tried it. Run, not walk) I
I--------------------------------------------------------------------I
I | / O- Kick Mad Dog I
I O O C - throat bite Can Not be counter-acted by I
I D - knocks down running toward the dog!!! I
I--------------------------------------------------------------------I
I -O O- / | \ -O A/B/C/D Mirror Images I
I O O O Uses button to determine position I
I of acutal body, "A" being extreme I
I left, "D" being extreme right. I
I Until you make a move, all images I
I will appear as solid as your I
I actual body. I
I--------------------------------------------------------------------I
I BCD All three buttons Fake wood I
I When you are struck by opponent I
I and not knocked down, just press I
I BCD and you will disappear I
I--------------------------------------------------------------------I
I -O \ | / O- BCD Ninja Twirl I
I O O O Disappear even when you are not I
I hit by your opponent I
I--------------------------------------------------------------------I
I Triangle Jump, please refer to Earthquake section. I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I When in air | AB or B Throw opponent when in air I
I O I
I--------------------------------------------------------------------I
I When in air | CD or D Throw opponent when in air with a I
I O knife in your opponent. I
I--------------------------------------------------------------------I
I -- O AB or B Throw onto ground I
I--------------------------------------------------------------------I
I -- O CD or D Use leg to grab and throw onto I
I ground and slash I
I--------------------------------------------------------------------I
I -O | \ Kick Strike Hez I
I O O This is like Zangief in SF2, you I
I grab your opponent and then go I
I up and come spinning back down I
I____________________________________________________________________I
** When you are far away, pressing AB will perform a somersault **
** slash. This is not some kind of special move. But in close **
** range, pressing AB will do a different move. O-- --O AB, will **
** cause Galford or Hanzo to do the somersault in close range. **
_Gen-An Shiranui_
,_ Special Moves ____________________________________________________,
I | \ -O Slash Poison Blizzard I
I O O Blow a poison cloud I
I--------------------------------------------------------------------I
I -O | \ Slash Buzz Saw I
I O O Roll forward with blade I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B Your opponent will be pushed onto I
I the ground and you will spin on I
I top of him with your weapon I
I twisting in his stomach I
I--------------------------------------------------------------------I
I -- O D Knee Bash I
I____________________________________________________________________I
_Hanzo Hattori_
,_ Special Moves ____________________________________________________,
I | \ -O Slash Reppu Shuriken I
I O O Throws a shuriken (throwing star) I
I--------------------------------------------------------------------I
I O- -O Slash Bakuen Ryuu (Burning Snake) I
I 1 to 2 seconds charge time I
I--------------------------------------------------------------------I
I -O O- / | \ -O A/B/C/D Mirror Images I
I O O O Use buttons to determine position I
I of actual body, A being extreme I
I left, D to the extreme right. I
I--------------------------------------------------------------------I
I BCD All three buttons Fake wood I
I When you are struck by opponent I
I and not knocked down, just press I
I BCD and you will disappear I
I--------------------------------------------------------------------I
I -O \ | / O- BCD Ninja Twirl I
I O O O Disappear even when you are not I
I hit by your opponent I
I--------------------------------------------------------------------I
I Triangle Jump, please refer in Earthquake section. I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I When in air | AB or B Throw opponent when in air I
I O I
I--------------------------------------------------------------------I
I When in air | CD or D Throw opponent when in air with a I
I O knife in your opponent. I
I--------------------------------------------------------------------I
I -O | \ Kick Bullhead Blast I
I O O This is like Zangief in SF2. You I
I do more damage, comparitively, I
I than Galford's Strike Hez. I
I--------------------------------------------------------------------I
I -- O AB or B Grab and throw onto ground I
I--------------------------------------------------------------------I
I -- O CD or D Use leg to grab and throw onto I
I ground and slash I
I____________________________________________________________________I
** In fact, moves of Hanzo can be performed by Galford, and vice **
** versa. Except for the dog attack of Galford and burning snake **
** of Hanzo. Also read note in Galford for additional information. **
_Haohmaru_
,_ Special Moves ____________________________________________________,
I -O / | \ Slash KogetsuZan I
I O O O Crescent moon uppercut slash I
I--------------------------------------------------------------------I
I | \ -O Slash Senpuretsuzan I
I O O Launch a small hurricane I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B or AB Throw onto ground I
I--------------------------------------------------------------------I
I -- O D or CD Back flip throw I
I____________________________________________________________________I
_Jubei Yagyu_
,_ Special Moves ____________________________________________________,
I | \ -O Slash Suigetsu Toh I
I O O Ground Wave I
I--------------------------------------------------------------------I
I Tap Slash Repeatedly Hasso Happa I
I 100-Sword Strikes I
I--------------------------------------------------------------------I
I -O | \ Slash Nikkaku Ratoh I
I O O Charge forward and then execute I
I a rising slash I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B or AB Throw I
I--------------------------------------------------------------------I
I -- O D or CD Ground throw I
I____________________________________________________________________I
_Kyoshiro Senryo_
,_ Special Moves ____________________________________________________,
I | \ -O Slash Flame Fandango I
I O O Flame Breath I
I--------------------------------------------------------------------I
I -O \ | / O- Kick Chobi Jishi I
I O O O Pole valut kick on sword I
I--------------------------------------------------------------------I
I -O | \ Slash Vertical Rotating Slash (rising) I
I O O spin around as you rise I
I--------------------------------------------------------------------I
I (jump) | + AB (at top of jump) Vertical Rotating Slash (falling) I
I O spin as you fall I
I--------------------------------------------------------------------I
I | / O- Slash Fire fan I
I O O I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B or AB Stab and throw I
I--------------------------------------------------------------------I
I -- O D Hair Toss I
I--------------------------------------------------------------------I
I -- O CD Hair Strangle I
I____________________________________________________________________I
_Nakoruru_
,_ Special Moves ____________________________________________________,
I O- / | Slash Annu Mutsube I
I O O the low flying attack I
I--------------------------------------------------------------------I
I | \ -O Slash Leyla Mutsube I
I O O the up-to-the-sky attack I
I--------------------------------------------------------------------I
I -O \ | / O- Slash Amube Yatoro I
I O O O Summon the bird to attack I
I--------------------------------------------------------------------I
I | / O- C Hawk Carry I
I O O When without weapon, this move I
I will also summon the bird back I
I--------------------------------------------------------------------I
I (Hawk Carry) Yatoro Poku I
I / or | or \ Slash or Kick Rolling Down Attack, direction I
I O O O controlled by joystick. I
I--------------------------------------------------------------------I
I (Hawk Carry) I
I Any other directions, except Kamui Mutsube I
I above + Slash or Kick Diagonal Down Arrow Attack I
I--------------------------------------------------------------------I
I Triangle Jump, please refer in Earthquake section. I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B Normal throw I
I--------------------------------------------------------------------I
I -- O AB Trip, sit and stab I
I--------------------------------------------------------------------I
I -- O AB (Without Weapon) Jump onto opponent, hold onto the I
I chest, and slap them. Tap AB to I
I slap faster. I
I--------------------------------------------------------------------I
I -- O D Grab and triple kicks I
I____________________________________________________________________I
** You can move in all directions while on the bird. If you move up **
** you can increase the range of your Kamui Mutsube. Also note you **
** can be hit, and are most likely to take more damage. **
** To get off from bird, just push the joystick down. You will also **
** drop from the bird if you do not do anything for a while. **
_Tam Tam_
,_ Special Moves __________________________________________________,
I | \ -O Slash Mura Gaburu I
I O O The Skull throw I
I--------------------------------------------------------------------I
I | / O- Kick Paguna Deos I
I O O Under turning blade I
I--------------------------------------------------------------------I
I O-. -O Slash Paguna Paguna I
I 1 sec charge time Sideways turning blade; can I
I slowly move back and forth. I
I--------------------------------------------------------------------I
I -O \ | / O- Slash Ahau Gabara I
I O O O Jump up and blow a fireball down I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B or D Head Butt I
I--------------------------------------------------------------------I
I -- O AB Pick up and stab with sword I
I____________________________________________________________________I
_Ukyo Tachibana_
,_ Special Moves ____________________________________________________,
I | / O- Slash Sasame Yuki I
I O O The thousand sword cutting apple I
I--------------------------------------------------------------------I
I jump in any direction, then: Tsubame Gaeshi (from the air) I
I / | \ -O Slash Circular slash and launch a I
I O O O flaming bird I
I--------------------------------------------------------------------I
I / | \ -O (then jump in Tsubame Gaeshi (from the ground) I
I O O O any direction Executes immediately when Ukyo I
I and Slash) leaves the ground, causing a low I
I slash-and-firebird. The motions I
I must be executed very quickly. I
I--------------------------------------------------------------------I
I / | \ -O O- O- Slash Tsubame Gaeshi (while retreating) I
I O O O Executed while Ukyo hops back. I
I An AB firebird will travel below I
I the ground, hitting an opponent I
I crouching or standing. Extremely I
I hard to do, though. I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B Scabbard Slap I
I--------------------------------------------------------------------I
I -- O AB Throw, and slash the flying I
I opponent I
I--------------------------------------------------------------------I
I -- O CD or D Trip & Stab I
I____________________________________________________________________I
_Wan Fu_
,_ Special Moves ____________________________________________________,
I | / O- Slash Exploding Wave I
I O O Leaps up and throws his sword I
I--------------------------------------------------------------------I
I -O | \ Slash Slicing Gust I
I O O Rising uppercut slash I
I____________________________________________________________________I
,_ Throws ___________________________________________________________,
I -- O B (without weapon) Throw opponent against the wall I
I--------------------------------------------------------------------I
I -- O B (with weapon) Grab then leap up and slash head I
I--------------------------------------------------------------------I
I -- O AB (without weapon) Smash opponent's head into ground I
I--------------------------------------------------------------------I
I -- O AB (with weapon) Leap up and sit on opponent, I
I stab several times and then kick I
I--------------------------------------------------------------------I
I -- O D Smash opponent's back onto knee I
I--------------------------------------------------------------------I
I -- O CD Grab then leap up and sit on your I
I opponent I
I____________________________________________________________________I
/~~~~~~~~~~~~~~~\
[SHM] Sherlock Holmes
\_______________/
[Note: This is the walkthru for the PC version. I hope it is the same. - Ed.]
Game notes:
1. Talk to EVERYONE, including your pal Dr. Watson!
2. Try ALL the replies you see on screen.
3. Look at EVERY OBJECT. Especially those you picked up. They usually
lead to a new location on the map.
Go to Alley.
Get cigs butts, battered piece of paper, white powdery residue, and iron pipe.
Look at EVERYTHING! Like the corpse, abrasions, scratches, etc. Anything you
can point at: LOOK AT IT. Likewise, LOOK AT EVERY OBJECT you pick up.
Talk to Inspector Lestrade. Exhaustively use up all your reply option. It's
also a good idea to talk to Dr. Watson or anyone else. Just use all the
reply option. You never know what sort of information you can get from them.
Open stagedoor and go into the dressing room.
Get perfume bottle, spring (under the wardrobe), flower, and handwritten note.
(REMEMBER TO LOOK AT EVERY OBJECT YOU GET!) Talk to Henry Cattruthers. Give
him the spring. Talk to Shelia Parker. Tell Watson to give her a sedative to
calm her down. Question Shelia again.
Go to Sarah Carroway's Flat; it should be on the map now.
Open umbrella; get brass key. Look at laundry basket; pick up sweater; look
at rugby sweater.
Go to Belle's Perfumerie (this will appear on the map once you look at the
perfume bottle). Talk to Belle about the man who purchased the perfume bottle.
Just exhaustively ask/answer her questions. Buy perfume number 4:
Cote D'Azur. Belle will go into the storage room to get it this is your chance
to talk to the cleaning woman. Again, ask her about the man who purchased the
perfume bottle.
Go to 221b Baker Street and go inside your house.
Use flower on lab table; use flower on microscope. Use oil-wicker burner.
Use flower on flask.
Use powdery residue on lab table. Use residue on flask. Use oil-wicker burner.
Use reside on test tube.
Go outside and give flower to Wiggins (the boy next to the newspaper stand).
Tell him to locate the person who sells this artificially dyed flower.
Go to Southwark Morgue.
Ask the coroner for the effects of Sarah. Try to get the large key. He'll tell
you that you need permission. Talk to Inspector Gregson. Go to Scotland Yard.
You won't be able to go in; go back to the Morgue. Talk to Gregson AGAIN.He'll
fix things for you. Go in and talk to Duty Officer.He'll tell you to get lost.
Go outside and talk to apparently blind vendor. Tell him that you need some
advice on getting pass the Duty Officer or else you will turn him in. Go in
and talk to the Duty Officer again. Ask for Inspector Lestrade; tell him that
you need his permission to get at Sarah's effects. Talk to Duty Officer to
obtain permission slip. Go back to the Morgue. Show permission slip to the
coroner. Now get large key.
Go to Alley.
Open stagedoor with large key. Go inside; open drawer with brass key. Look at
top drawer and get the opera tickets.
Go to Chancery Opera House.
Show tickets to usher on the left. Talk to the manager. Tell him you want to
see Anna Carroways dressing room. He'll say no. Don't worry. Go right and show
tickets to usher on the right. Go upstairs. Show your tickets to the elderly
woman. Follow the dialogue and she'll give you a note saying you can have
access to Anna Carroway's dressing room. Pump the elderly woman for ALL
the information you can; it's crucial she tells you that Sarah's boyfriend
(the one who HATES Sarah's pendant) name's is JAMES. Go down and show the
note to the manager.
You need to open up the drawer inside the dressing room. Talk to Watson so
he can distract the manager by going into the closet searching for something.
Open the drawer and look at the middle one. Get the ring of keys. Leave the
opera and ...
Go to 221b Baker Street.
Wiggins should be back by now. If not just wander around other locations until
he is. He'll tell you that he's located the flower seller in Covent Gardens.
Go to Covent Gardens.
Talk to the young girl selling flowers. Buy a flower from her first and then
pump her for all the info she's got! Pick up the flower bouquet in the barrel.
Use the wire basket in the barrel to get the cuff-links. Go into the Moongate
pub.
Ask the bartender (publican) about the cuff links. Then ask him about the
guy who came into the bar. You'll have to beat him at darts before he gives
you this bit of info. Challenge the other three drunks. Beat them and then
challenge the bartender.
Go to Hattington Street Chemist.
Buy any potion from the chemist first. Then talk to the stockboy. Pump him
for all he's got.
Go to South Kensington Field.
Now the guy you're looking for his named James. You need these three pieces
of info. in order to find him. What he smokes (from the cleaning lady in
Belle's Perfumerie), his name (from the elderly woman in the opera), and
his physical appearance (from Belle of Belle's Perfumerie). If you have
all that then talk to the coach & James will come running out from the field.
Talk to him about Sarah Carroway. Then lower the boom by showing him the
perfume bottle!
Go to the Dormitory.
Talk to James; in the end he won't believe his beloved Sarah's dead until
you bring him PROOF ... like a death certificate. If anyone managed to snag
the certificate from the Morgue let me know! I can't do it. Instead let's
bring James something else ... like a NEWSPAPER!
Go to 221b Baker Street.
Talk to Jonas the newspaper seller. Tell him that you want last week's paper.
Then talk to Wiggins as he can get it for you. (Actually he HAS it.)
Go to the Dormitory.
Show the newspaper to James. Now while he's all depressed fire those questions
away!
Go to St. Bernard's Publick House.
Talk to the billiard players and the spectator. You won't get much from them
initially. The player in the yellow sweater (Jack Mahoney) has the info. you
need. After talking to the trio, talk to the bartender. Ask him about the
marriage status of Jack Mahoney. Then talk to Jack again. He'll probably
tell you to bug off at first, but then he'll listen when you threaten to
tell his wife about his mistress. He'll give in and tell you where Antonio
Caruso's flat is.
Go to Antonio Caruso's flat.
Talk to Antonio.Ask him all the questions you can. He'll tell you the location
of Anna Carroway's flat and a little boy who's attached to Anna and how he
likes to play with a gyroscope.
Go to Anna Carroway's flat.
Ring the doorbell or pull the knocker a couple of times first. Then you can
just use the ring of keys to open up the door and go on in. Look at the silver
salver and get the calling cards. Be sure to grab the calling card of
Jacob Farthington, Barrister. You can ignore the calling card of Antonio
Caruso. Now MOVE the left plant pot to spill over some dirt. Go upstairs and
talk to the cleaning lady. Tell her you spilled some dirt downstairs. When
she's gone move the statue and get the book. Look at the book.
Go to The Law Officer of Jacob Farthington.
Talk to him and he'll tell you the whole sob story of the Carroway's family.
Go to 221b Baker Street.
Talk to Wiggins and get his gyroscope.
Go to Picnic Site and Playground.
Use gyroscope on solitary boy. Talk to him and then GIVE him the gyroscope.
He's going to leave his cap. Take it and LOOK at his cap.
Go to Eddington's Equestrian Shop.
Talk to the counterman. He won't tell you who purchased the cap. Not yet at
least. Look at the coat of arms. Some of them are FAKE! Cry fraud and watch
the two customers depart! Talk to Watson and see what he thinks and then
talk to the counterman again. Now he's singing a different tune!
Go to Bradley's Tobacco Shop.
Talk to the young man behind the counter. Then start moving those crates. When
he says you can't just talk to him again. Move all three crates so they form
a step under the moose head. Step up and look at the head. Then MOVE it.
Go to Oxford Taxidermy.
Get the knife (right next to the carcass on the table) and the smock. Look at
both item. Talk to Watson. Talk to Lars. Tell him that if he doesn't tell you
where Blackwood is then he's a whole mess of trouble. Then talk to Watson so
you can get Toby the wonder dog to sniff out Blackwood in the Surrey.
Go to Sherman's Place.
Talk to Sherman. Get the leash. Use the leash on Toby (he's under the store's
two front windows) and you'll be transported to the docks.
Open shed door and get hammer. Move barrel so it's in front of the right door.
Step up on barrel and get pail. Get rag. Use pail on Thames River. Use rag on
pail. Use wet rag on window. LOOK in window. Use hammer on door.
Now you're back at 221b Baker Street.
Go to Scotland Yard.
Talk to Duty Officer and tell him you need a pass to visit the prisoner in
Row Street Police Court.
Go to Row Street Police Court.
Show pass to guard. Open gate and talk to Blackwood.
Go to Jaimeson Buying and Selling.
Talk to Nigel Jaimeson. Just try all the different dialogue and Nigel will
cave in eventually.
Go to Moorehead and Gardner Detective Agency.
Talk to the receptionist. Try all the different dialogue here, too.
Go to London Zoological Gardens.
Talk to Officer Dugan. Open the gates. Go right. Look at corpse, its broken
leg, etc. Talk to Inspector Gregson and his constable. Go into Head Keeper
office. Talk to Hollington. You just need to get the name of lion keeper
from Hollington: Simon Kingsley.
Exit Hollington's office. Go right to where the elephant is. Go right again.
Look at the shiny object in the lion's den. Try to get it. Exit zoo.
Go to Simon Kingsley's flat.
Talk to Simon. Look at his boots. Talk to him again. Look at the picture
of Felix the lion. Talk to him. Look at his books about animals.Now you should
be able to ask him to hold down Felix while you go into the lion's den to
retrieve the shiny object.
Go to London Zoological Gardens.
Go to lion's den and retrieve shiny object. Look at it. It's a pocket watch
with a piece of paper inside.
Go to Moorehead and Gardner Detective Agency.
Try to open the door. Talk to Watson. Talk to the receptionist. Pick up
typewriter and throw it through the door!
Watch the scene between Robert Hunt and Moorehead and Holmes and Watson. Like
those English accent (if you have a SB or PAS-16)!
You'll be back at 221b Baker Street.
Go to Moorehead and Gardner Detective Agency.
(What a ROYAL receptionist! Both her bosses are DEAD and she's still here!)
Go into office. Move comfy chair. Move the false shelf of book. Use safe
combination (the piece of paper) on safe. Open safe and get pendant. Look at
pendant. Read letter.
Go to Lord Brumwell's Manor.
Ring bell. Go in and talk to Lady Brumwell. Open door and confront Lord
Brumwell. He's going to leave and lock you in the room. Move left Persian
sword. Move painting and open safe. Get key and use key on door to open it.
Follow Lord Brumwell outside. Watch the bridge jumping scene.
Go to Robert Hunt's flat.
Open small book (on the night stand next to the bed) and get bookmark.
Go to Jaimeson Buying and Selling.
Give bookmark to Nigel. Look at Tarot cards.
Go to Covent Garden.
Go into the Palmist place. Use key on desk drawer. Open it and get silver key.
Move the candle that's on the left column. Use silver key on strong box. Open
it and get parchment. Look at parchment.
Go to Savoy Street Pier.
(save your game here, because the next move is the LAST move.)
Use iron bar on door. Sit back and watch the ending.
/~~~~~~~~~~\
[SKD] Soccer Kid
\__________/
Color Change At the title screen, press Up and Down to change the color of
------------ his shirt, and Left and Right to change the color of his shorts.
Level Select At the intro screen where Soccer Kid is standing there... Press
------------ U D U D L U D U D R and you'll hear a voice "Hey that's the cheat
mode..." Now bring up the options menu and you'll see a level select at the
bottom. Once you are at the options menu, use Ls and Rs to select a level to
play.
/~~~~~~~~~\
[SHW] Shockwave
\_________/
[xxx] [Note the following special codes work with Shockwave: Operation
Jumpgate. The rest of this cheat info is for original Shockwave. - Ed.]
Special Codes While shooting your lasers, pause the game and enter this code
------------- B A B A A A B A B A C [Barbapapa Barbatruc] Then press X and
the game should not quit, but allow you to do loops: hold Ls and Down and
spin: hold Ls and Up And will allow you to enter more codes [See below]
NOTE: Make sure one of your lasers is visible when you pause!
----
After entering this code, you will be able to enter the following codes:
Finish Mission (1): B A C C A A A [Baccalaureat]
Boost Mission Number (2): C A A A C A [Calamar Armoricaine]
Extra Life: C A C A B A A [Copacabana]
Nuke 'em Missles: C A A B A [Carambar]
Powered-up Lasers: C A A B A C A [Casablanca]
Smart Bomb: A C A B A A C A A A [Macabaneau Canada]
Invincible: A B A C A A B A [Abracadabra]
Display Player Name: B A B [Babe]
Display Programmer's Message: B A C A C A [Bah... Caca]
Refuel & Rearm (3) SW:OJ ONLY: B A A A A B A [Bankok, Jakarta, Bali]
(1) This will end the current mission with all objectivies filled so you
can start the next mission (and see its cool video)
(2) This will increase the mission number you are on. For example, if you
are on level 3 and enter this code 4 times when you quit the mission
you will begin mission 7 next.
(3) CODE ONLY WORKS WITH SHOCKWAVE: OPERATION JUMPGATE
Words in brakets [] represent what EA was thinking when they made up
the codes. Makes it easy to remember, I suppose. :)
There is another 'Loops and Spins' code: B A C C A A [Baccarat] This code
does not work with Shockwave: Operation Jumpgate and limits a few codes.
(Smart Bomb can only be done once per mission, and Invincibility can only be
done once per player) It also does not work with the Finish Mission or Boost
Mission Number codes.
Rolls It's not in the book, but you can hold Ls and press L or R to roll.
-----
Milk Run For a hilarious diversion, load a saved game that has beaten
-------- mission 10. You'll notice the mission is #11, Milk Run. ICE is
now a few beans short of a burrito, if you'll pardon the expression!
Explanation of the funny lights in the cockpit
----------------------------------------------
By Philippe Tarbouriech <ptarbouriech@ea.com> from Electronic Arts,
one of the Shockwave designers:
- The green light going up and down on the left of the cockpit
represents the number of pieces being loaded from the CD-ROM.
- The little colored dot on the lower right that changes color is an
indication of memory fragmentation.
- The graph on the left is the frame rate : number of VBL per frame.
- The graph on the right is the number of actors in the simulation/8,
every 8 frames.
Elvis is in Shockwave [Info from Oliver Wade <owade@ea.com>]
--------------------- You have to blow up the octagonal shaped moon base at
the beginning of level 10. If you fly back over it you'll see a very small
Elvis jumping up and down, trying to get rescued (you can't rescue him). This
was my only (very small) contribution to Shockwave and I just wondered if
anyone had seen it.
Shockwave : Official Solution to All the Levels
-----------------------------------------------
Mission 1 - Egypt
3 Objectives:
1 - Valley of the Kings:
Destroy all aliens here in order to get your first objective
done. You have 18 aliens to destroy there. (10 walker (tripods)
and 8 flying aliens (Scout)). Be careful here because one tripod
slowly tries to escape on the left of the path. If you are really
slow, you may not be able to destroy it.
2 - Giza:
Destroy all aliens here in order to get your second objective
done. You have 15 aliens to destroy there. (10 regular tripods +
2 strong tripods + 3 Scouts ).
3 - Cairo:
Destroy all aliens here in order to get your third objective
done. You have 20 aliens to destroy there + 1 Big Boss. (4
regular tripods + 8 stronger tripods + 8 Scouts + 1 fortress)..
To destroy the Boss, use the missile you have. Avoid absolutely
to be too close. Launch 1 or 2 missiles from far and then Make a
U-Turn and redo the approach.
Hints:
* To accomplish this mission you don't have to destroy any other
aliens than the ones present on these three sites. But, you may
want to destroy the 3 tripods present on the refinery site in the
middle of some fuel tanks. If you destroy these 3 tripods but
destroy nothing from the refinery than you find later on the left
of the path a bonus Refueler.
* You have in this mission 4 possible Refueler. The second is
conditioned by your performance in the refinery and the fourth is
there only if you made the 2 first objectives.
* lways check that the last Refueler you saw is not turning
anymore before having it out of your path. You may sometime
refuel twice. Basically, when you see a Refueler, do a first
refueling, then destroy the aliens after this Refueler and then
return to this Refueler.
* On an objective place, it's generally better to destroy the
flying aliens and then the ground aliens. Try to keep your
missile for the flying aliens.
* Except if you want to make a high score, don't waste your time
and energy destroying all the aliens on your way. Stay focused on
your objectives.
Mission 2 - Peru
2 Objectives:
You only have 2 objectives here in the Peru Mission. Destroy all the
Aliens in the 2 towns and you will have achieved your objectives
Hints:
* Shoot all the air alien forces then attack ground forces.
* Use refueler in the Andes and fly directly to Lima to shoot your
way to the end.
* Very easy mission.
Mission 3 - Las vegas -Los Angeles
5 Objectives:
Las Vegas:
Destroy all aliens here in order to get your first objective
done. You have 20 aliens to destroy there. (3 Tripods - 5
Collectors - 7 Scouts - 5 Interceptors).
Riverside:
Destroy all aliens here in order to get your second objective
done. You have 25 aliens to destroy there. (4 Tripods - 7
Collectors - 3 Scouts - 5 Interceptors - 3 MobileAA -1 HeatSeeker
- 2 Swarms). You must also destroy the 4 powerCells but NOT the
prison.
Pasadena:
Destroy all aliens here in order to get your third objective
done. You have 19 aliens to destroy there. (3 Tripods - 3 strong
Tripods - 2 Collectors - 3 Interceptors - 2 MobileAA -5
HeatSeeker s- 1 Swarm). You must also destroy the 4 powerCells
but NOT the prison.
BurBank:
Destroy all aliens here in order to get your fourth objective
done. You have 20 aliens to destroy there. (6 strong Tripods - 3
Collectors - 3 Interceptors - 4 MobileAA - 3 HeatSeekers - 1
Scout). Be careful here because 2 MobileAA quickly try to escape
on the left of the path. If you are not fast enough in the
beginning of this objective, you may not be able to destroy them.
Los Angeles:
Destroy all aliens here in order to get your fifth objective
done. You have 15 aliens to destroy there(5 Scouts - 4 strong
Tripods - 6 Swarms). You also have to destroy a fast moving new
craft called Cobras (their number depends on your performance on
the first objectives). You have to destroy 12 PowerCells in order
to free 3 prisons. Finally, you have to be careful with the
satellite dishes. Don't destroy more than 1.
Hints:
* On Las Vegas, if you don't destroy any civil building, then you
get two bonuses:
o Your first Refueler is going to be full, else it's going to
be partial. This first Refueler is not visible on your radar
because a tripod is exactly at the same position.
o An extra Refueler in Riverside, far on the left of the
path, invisible on the radar.
* You need to protect the Atomic Power Plant form the Collectors
walking towards it (else you're probably dead) and also save the
6 close towers from the tripods. If you save them, then you get
an extra Refueler far on the left of the path in Los Angeles.
* After Pasadena, in the Refinery region, you have a partial
Refueler (invisible on your radar) on the right of the path.
* To destroy a Swarm, just shoot the immobile one.
Mission 4 - England
4 Objectives:
* Destroy all transport vehicles and aliens in the first section.
ICE will tell you when you have completed this stage.
* Destroy all transports in the next section. This means all alien
ships and transport units.
* This one is a little tricky. ICE tells you that you might be OK
to ust fly by this cluster of aliens. However, this is a mission
obective so you must destroy everything in this region. The
aliens also will leave the screen so you have to be very careful
not to let anything get past you.
* There is a construction sight that ICE tells you to destroy. It
is a line of alien ground-to-air "directors" that can cause
extreme damage to the shields of the craft.
Hints:
* At the end of of mission, there is a line of alien ground-to-air
"Directors" that fire at you. Destroy the center one and use your
thrusters to move past them. This will complete the obective.
* When you are past the construction site you will come across a
lot of aliens and a helicopter. The helicopter is used to pick up
Howser, so if you accidentally blow up the helicopter , you have
failed the mission.
Mission 5 Hawaii
Introduction:
Your main goal is to destroy the communication systems (Radar) and
then to save the Kennedy.
5 Objectives:
1st Radar Site: (ground)
Find and destroy the first group of 5 Radar. (Listen to ICE).
Prisoners Rescue Operation: (sea)
You have to free 2 groups of 2 barges of prisoners. For that,
destroy the two leading alien boats without destroying the 4
barges and the Love Boat.
2nd Radar Site: (sea)
Find and destroy the second group of 7 Radar. (Listen to ICE).
3rd Radar Site: (sea)
Find and destroy the third group of 5 Radar. (Listen to ICE).
Kennedy Rescue Operation: (sea)
Destroy all the aliens surrounding the Kennedy and avoid the
Kennedy to be destroyed. You will have to destroy 15 to 19 aliens
(or less if you succeed in your first objectives). They are: 2
Skeeters, 5 Skimmers, 4 Submarines, 3 Scouts, 1 to 5 Cobras
(depending on your previous performances).
To end this final objective, you have to destroy the final Boss,
named "Morphing Tower". Don't get to close of it to avoid to
start the morphing operation.
Hints:
* In the middle of the volcano, you have to destroy a 'Pumper'
that provide the energy of the Energy fence located on the land
between objective 4 and 5. If you destroy this pumper, the fence
will be inactive, else the fence will be active and very
dangerous.
* On the Prisioner rescue operation (Objective 2) you have to be
very careful on what vessels you destroy. The lead vessels you
have destroy are actually the last ones when you are flying
towards them. They are going in the same direction as your flight
path. There are two sets of ships so destroy them both. Be very
careful on the second one because there is a ship right next to
it. If you destroy the ship, you won't be able to pick up the
prisoners and won't complete the objective.
* Between the objective 4 and 5, you'll find 3 giant alien boats.
Destroy them and you'll get a bonus Refueler on the right of the
Path after the Kennedy location.
* Between the objectives 3 and 4 (two radar location), you can
find on the left of the path a extra Refueler not displayed on
your radar.
* Avoid to get to close of the Kennedy, you may collide with it
and with the "Special Force Shield arming your aircraft, you may
destroy the Kennedy already fragile.
Mission 6 - Utah
6 Objectives:
* Destroy the three escavators just past the wall of AA's.
* Destroy the four escavators past another wall of AA's
* Destroy the first egg sight. It is guarded by a lot of alien
units so once you have destroyed it, use your thrusters and get
past them.
* Destroy another four escavators. ICE will tell you once you've
completed that there are no egg sights left.
* Destroy another egg sight. Use the same tatical strategy as you
did with destroying the first egg sight.
* Destroy the giant alien in the city of Dubway.
Hints:
* To destroy the escavators you need to hit them with two nuke
missiles and some random laser fire.
* There are two ways to destroy the egg sight:
o Destroy the egg itself by using your missiles and lasers on
it.
o Destroy the surrounding alien units and thte egg will
automatically be destroyed.
* When you confront the giant alien in Dubway don't worry about
destroying the building because all you need to do is to destroy
the alien to pass the objective.
* There are a lot of aliens in this mission that you don't need to
kill. Don't waste your time with them because all they do is
drain your missiles and lasers. Use your thrusters and get past
them.
* There is a hidden fuel drone in the canyon that is not on the
radar.
Mission 7 - Mexico
4 Objectives:
* Destroy the two escavators and the first egg sight. Remember
that they are both heavily guarded so you must be precise when
attacking them.
* Destroy the second egg sight. Use the same technique that you
used in mission 6.
* Destroy the third egg sight.
* Destroy the robotic type aliens. There are three and they are
heavily armored so you will have to use both missiles and lasers
to destroy them.
Hints:
* The two escavators in the first objective need to be hit with
three missiles and some random laser fire to be destroyed.
* Destroy the fortress and receive a better fuel drone later in
the mission.
* Destroy the four flying alien units "Hunters" or they will
follow you throughout each section.
Mission 8 - Congo
4 Objectives:
* Destroy the landing pads and everything inside the first two
silos.
* Destroy everything in the next two silos. It is very important
that all the eggs are destroyed in order to complete the
objective.
* Destroy all the landing pads. ICE will tell you that this is
very important!
* Destroy the spider alien.
Hints:
* The first fuel drone is guarded by mines. To disable the mines
and create a clear path to the fuel drone you must take out the
magnetic field underneath the fuel drone. Then take out the two
radar stations just over the hill. There is also a tri-pod alien
that must be destroyed.
* There is a giant alien directly after a fuel drone near the end
of objective one. You need to fly through really fast and fire
your missiles immediately. The continious fire from the missiles
will destroy the alien. After completing this, fly slowly back
through the fuel drone and regain the missiles you lost.
* The third silo that you have to destroy is really tricky! After
you have destroyed all the eggs you will have to manuever your
craft past a set of steel fangs. If your ship gets hit in any way
by the steel fangs, you will be destroyed. You must use your
thrusters time your exit out of that silo just right to go onto
the next objective.
* In the last objective, you will be confronted by a giant
spider-type alien. You should destroy the magnetic field first
then start using your missiles on the alien. Once you have
depleated your ammo, there is a fuel drone directly to the west
side of the screen that will enhance your shields and missiles.
Mission 9 - Paris (Clouds)
7 Objectives:
* Destroy the first communication tower.
* Destroy the second communication tower
* Destroy the third communication tower
* Destroy the fourth communication tower
* Destroy the fifth and sixth communication towers
* Destroy the giant snake alien. You might have to double back and
hit it a few times with missiles lasers in order to destroy it.
Hints:
* When destroying any of the communication towers, you want to
destroy the big unit first. After it is destroyed, you can pick
off the little communication devices that surround it. Make sure
that you make good use out of your fuel drones because there are
a lot of swarming alien units that guard these communication
devices.
* After you pick up the first two 02 generators you will be
confronted by a giant snake like alien. Make sure that you don't
get too close to it because the damage it gives out is deadly.
Also make sure that you don't destroy the third 02 generator when
trying to destroy the alien. If the third 02 generator is
destroyed you will not be able to complete the mission.
Mission 10 - Moon(Mothership)
1 Objective:
* Reach the mother brain and destroy it. It will take a while to
reach it because it is located in the back of the mother ship.
Hints:
* Use your thrusters a lot to bypass many of the aliens. Since
there is only one objective, it would be wise not to waste much
time on alien units firing at you.
* When you reach the mother ship there will be a fuel drone
directly above it. Don't use it, destroy it. It will start firing
at you if you get too close to it.
* Watch the surface of the moon for magnetic fields. They can be
quite annoying if you are stuck in one.
* Scattered throughout the mother ship are "Pumpers" . They don't
fire at you, but take out as many as possible because it makes
killing the mother brain easier.
* When you approach the mother brain try to destroy the aliens
surrounding it first instead of hitting it straight on.. This
might make the final objective a little easier.
/~~~~~~~~~~~~~~~\
[SHD] Shadow Warriors
\_______________/
Anvil Stiles -
*slide - toward toward c
*knife toss - down towards a
*dissapearance - away towards right-shift
*grenade - down away c
Sasha Romanoff -
*stealth: away down c
*knife - down toward a
*slide - toward toward c
*knife 2 - down away right-shift
Gabrielle St. John -
*fireball - toward toward c
*cannonball - toward down away
*hypnotizer - toward toward away away
Viper -
*earthquake - down toward away right-shift
*disappear - away toward right-shift
*grenade - down away c
*knife - down toward a
*slide - toward toward c
Carlos Cortez -
*bomb - away toward c
*gun shot - toward toward c
*earthquake - down toward away right-shift
Riggs Riddick -
*hellfire - away toward a
*roll - toward down away
*disappear - away toward right-shift
*posession - toward toward c
Erika Storm -
*katana - away toward c
*disappear - away toward right-shift
*ground fire - down toward away right-shift
*spinner - right-shift toward away
/~~~~~~~~~~\
[SNJ] Slam n Jam
\__________/
Codes Enter the following three codes during the fade-to-black screen
----- before the tip-off. (further explination: after you pick your
starting lineup and hit start to continue it fades to a black screen,
enter the code then, right before the court appears.)
Shot percentage To see what your chances are to make a certain jump
--------------- shot, hold left shift during the black screen.
Small players Tap right shift during the black screen, then once the
------------- game has started, pause and unpause.
Big heads (Well, big heads on small players) Tap left shift and right
--------- shift during the black screen, and pause and unpause after the
game has started. The tapping may need to be done until the tip-off occurs.
Small people and shot percentage combo Tap Ls and Rs, but press Ls last.
-------------------------------------- Pause and unpause as before.
Your players will remain midgets for the next game -- pause and unpause
to bring them back to normal.
NBA Teams Although there is no NBA license, Crystal Dynamics did include
--------- some close (not perfect) renditions of real '93-'94 teams. To
find your team, just select it and then move right one. So if you want
the Chicago Bulls, move to the right one and select Cleveland instead.
The names have changed (and some people are missing) but nearly all the
players are there it seems.
NBA '93-'94 Roster List To better pick out your favorite players, try
----------------------- and match up thier numbers from this list.
[This list probably has some glaring flaws (notice how many team names I
don't know :) so any help is appreciated. - Ed.]
Atlanta Hawks
augmon,stacey 1 6-3 180 wilkins,dominique 21 6-8 215
blaylock,mookie 10 6-1 185 ferrell,duane 33 6-7 215
graham,paul 25 6-6 200 hinson,roy 6 6-9 215
keefe,adam 31 6-9 241 koncak,jon 32 7-0 250
rasmussen,blair 41 7-0 240 willis,kevin 42 7-0 240
whatley,ennis 1 6-3 180 ehlo,craig 3 6-7 205
lang,andrew 28 6-11 250 edwards,doug 34 6-7 235
mundt,todd 51 7-0 250 bagley,john 6-0
grace,ricky
Boston Celtics
abdelnaby,alaa 4 6-10 brown,dee 7 6-1
corchiani,chris 12 6-1 douglas,sherman 20 6-1
earl,acie 55 6-10 fox,rick 44 6-7
gamble,kevin 34 6-5 mcdaniel,xavier 31 6-7
oliver,jimmy 27 6-5 parish,robert 00 7-0
pinckney,ed 54 6-9 radja,dino 40 6-11
wenstrom,matt 50 7-1
Charlotte Hornets
johnson,larry 2 6-7 257 bogues,muggsy 1 5-3 144
gattison,kenny 44 6-8 255 gminski,mike 42 6-11 257
lynch,kevin 9 6-5 198 mourning,alonzo 33 6-10 244
robinson,rumeal 20 6-2 195 newman,johnny 22 6-7 198
curry,dell 30 6-5 210 bennett,tony 25 6-0 179
wingate,david 55 6-5 190 johnson,eddie 8 6-7 215
burrell,scott 24 6-7 218 hawkins,hersey 32 6-3 190
ellis,leron 43 6-10 240 henson,steve ?? 6-4 ???
williams,lorenzo conlon,marty
Chicago Bulls
paxson,john 5 6-2 185 pippen,scottie 33 6-8 225
grant,horace 54 6-10 235 cartwright,bill 24 7-1 245
perdue,will 32 7-0 240 williams,scott 42 6-10 230
king,stacey 21 6-11 250 armstrong,b.j. 10 6-2 185
kukoc,toni 7 6-11 230 kerr,steve 25 6-3 180
wennington,bill 34 7-0 245 english,jojo 3 6-4 180
blount,corey 44 6-10 242 myers,pete 20 6-6 180
johnson,dave 4 6-7 210
Cleveland
battle,john 10 6-2 190 brandon,terrell 11 5-11 180
daugherty,brad 43 7-0 263 ferry,danny 35 6-10 245
guidinger,jay 54 6-10 255 higgins,rod
hill,tyrone 32 6-9 247 nance,larry 22 6-10 235
phills,bobby 14 6-5 217 price,mark 25 6-0 178
wilkins,gerald 21 6-6 210 williams,hotrod 18 6-11 245
mills,chris 24 6-6 216 madkins,gerald 12 6-4 209
Dallas
davis,terry 43 6-10 250 dreiling,greg 40 7-1 250
harper,derek 12 6-4 206 harris,lucious 30 6-5 190
hodge,donald 35 7-0 239 jackson,jimmy 24 6-6 220
jones,popeye 54 6-8 250 legler,tim 23 6-4 200
lever,fat 21 6-3 180 mashburn,jamal 32 6-8 240
morningstar,darren 50 6-10 235 rooks,sean 45 6-10 260
smith,doug 34 6-10 238 white,randy 33 6-8 240
brown,chucky 6 6-8 214 campbell,tony 6-7 215
Denver
abdul-rauf,mahmoud 3 6-1 162 brooks,kevin 43 6-8 200
ellis,laphonso 20 6-8 240 hammonds,tom 21 6-9 225
marble,roy 5 6-5 mee,darnell 4 6-5 175
mutombo,dikembe 55 7-2 250 pack,robert 14 6-2 180
rogers,rodney 54 6-7 225 stith,bryant 23 6-5 208
williams,brian 8 6-11 242 williams,reggie 34 6-7 195
randall,mark 45 6-9 jordan,adonis 1 6-2
robertson,alvin 6-4 liberty,marcus 30 6-8 225
macon,mark 12 6-5 185
Detroit Pistons
polynice,olden 0 6-11 dumars,joe 4 6-3
thomas,isiah 11 6-1 laimbeer,bill 40 6-10
robertson,alvin 3 6-4 mills,terry 6 6-10
hunter,lindsey 1 6-2 houston,allan 20 6-6
moore,tracy 23 6-4 elliott,sean 32 6-8
anderson,cadillac 33 6-10 wood,david 12 6-9
o'sullivan,dan 45 6-10 liberty,marcus 6-8 225
macon,mark 6-5 185 murphy,tod
coleman,ben jones,charles 6-9 225
Golden State Warriors
hardaway,tim 10 6-0 195 sprewell,latrell 15 6-5 190
mullin,chris 17 6-7 215 owens,billy 30 6-9 225
jennings,keith 2 5-7 170 buechler,jud 35 6-6 220
houston,byron 21 6-5 250 grayer,jeff 44 6-5 213
gatling,chris 25 6-10 235 alexander,victor 52 6-9 275
marciulionis,sarunas 13 6-5 215 johnson,avery 1 5-11 175
webber,chris 4 6-10 260 grant,josh 11 6-10 225
spencer,andre 12 6-6 210 murphy,tod
demps,dell
Houston Rockets
brooks,scott 1 5-11 165 bullard,matt 50 6-10 235
herrera,carl 7 6-9 225 horry,robert 25 6-10 220
maxwell,vernon 11 6-4 190 olajuwon,hakeem 34 7-0 255
smith,kenny 30 6-3 170 thorpe,otis 33 6-10 246
petruska,richard 3 6-10 260 cassell,sam 10 6-3 185
elie,mario 17 6-5 210 riley,eric 42 7-0 245
Indiana Pacers
davis,antonio 33 6-9 230 davis,dale 32 6-11 230
fleming,vern 10 6-5 185 haskin,scott 43 6-11 250
mckey,derrick 9 6-10 225 miller,reggie 31 6-7 185
mitchell,sam 5 6-7 210 paddio,gerald 14 6-7 205
richardson,pooh 24 6-1 180 sealy,malik 21 6-8 190
smits,rik 45 7-4 265 thompson,lasalle 41 6-10 260
williams,kenny 44 6-9 205 workman,haywoode 42 6-3 180
scott,byron 9 6-4 193
LA Clippers
aguirre,mark 6-6 232 dehere,terry 6-4 190
grant,gary 6-3 195 harper,ron 6-6 198
jackson,mark 6-3 192 james,henry 6-8 220
manning,danny 6-10 234 martin,bob 7-0 255
roberts,stanley 7-0 290 spencer,elmore 7-0 270
tolbert,tom 6-7 240 vaught,loy 6-9 240
williams,john 6-9 295 woods,randy 6-0 185
ellis,harold
LA Lakers
peeler,anthony 6-4 212 threatt,sedale 6-2 185
wilson,trevor 6-8 215 christie,doug 6-6 205
vanexel,nick 6-1 170 divac,vlade 7-1 250
lynch,george 6-8 223 rambis,kurt 6-8 215
bowie,sam 7-1 263 smith,tony 6-4 205
harvey,antonio 6-11 225 campbell,elden 6-11 250
worthy,james 6-9 225 edwards,james 7-1 252
jordan,reggie
Miami Heat
alexander,gary 35 6-7 240 askins,keith 2 6-8 223
bol,manute 10 7-7 225 burton,willie 34 6-8 219
coles,bimbo 12 6-2 180 geiger,matt 52 7-0 245
kessler,alec 33 6-11 240 long,grant 43 6-9 248
miner,harold 32 6-5 215 rice,glen 41 6-8 220
salley,john 22 6-11 250 seikaly,rony 4 6-11 252
shaw,brian 20 6-6 194 smith,steve 3 6-8 213
Milwaukee
avent,anthony 00 6-10 235 barry,jon 17
brickowski,frank 40 6-10 248 cook,anthony 6-9 240
day,todd 10 6-8 200 edwards,blue 30 6-4 228
lohaus,brad 54 6-11 238 mayberry,lee 11 6-1 175
murdock,eric 5 6-1 190 strong,derek 20 6-8 220
norman,ken 3 6-9 238 schayes,dan 24 6-11 268
baker,vin 42 6-10 250 foster,greg
Minneapolis
bailey,thurl 41 6-11 247 laettner,christian 32 6-11 245
longley,luc 13 7-2 265 maxey,marlon 25 6-8 250
person,chuck 45 6-8 225 rider,isaiah 34 6-5 215
smith,chris 3 6-3 191 west,doug 5 6-6 200
williams,micheal 24 6-2 175 brown,mike 40 6-10 260
davis,brian 23 6-7 215 frank,tellis 30 6-10 225
jackson,stanley 7 6-3 185
New Jersey
coleman,derrick 44 6-10 258 morris,chris 34 6-8 220
benjamin,benoit 00 7-0 265 edwards,kevin 21 6-3 210
anderson,kenny 7 6-1 168 mahorn,rick 4 6-10 260
newman,johnny 22 robinson,rumeal 20 6-2 195
schintzius,dwayne 33 7-2 285 gilliam,armon 43 6-9 245
brown,p.j. 42 6-11 240 walters,rex 2 6-4 190
wesley,david 1 6-0 190 williams,jayson 55 6-10 245
anderson,ron
New York Knicks
anthony,greg 6-2 185 blackman,rolando 6-6 206
bonner,anthony 6-8 225 campbell,tony 6-7 215
harper,derek 6-4 206 davis,hubert 6-5 183
ewing,patrick 7-0 240 mason,anthony 6-7 250
oakley,charles 6-9 245 rivers,doc 6-4 185
rivers,glenn 6-4 185 smith,charles 6-10 244
starks,john 6-5 185 williams,herb 6-11 260
mccormick,tim 7-0 240 anderson,eric 6-9 230
gaines,corey 6-3 paddio,gerald 6- 7 205
Orlando Magic
anderson,nick 25 6-6 220 bowie,anthony 14 6-6 200
avent,anthony 92 6-10 235 green,litterial 11 6-1 185
hardaway,anfernee 1 6-7 195 kite,greg 34 6-11 263
krystkowiak,larry 42 6-9 240 lichti,todd 24 6-4 205
o'neal,shaquille 32 7-1 301 royal,donald 5 6-8 214
scott,dennis 3 6-8 229 skiles,scott 4 6-1 180
tower,keith 55 6-11 250 turner,jeff 31 6-9 244
rollins,tree williams,lorenzo
cook,anthony 6-9 240
Philidelphia
bradley,shawn 76 7-6 248 perry,tim 23 6-9 220
weatherspoon,clarence 30 6-7 240 dawkins,johnny 12 6-2 170
hornacek,jeff 14 6-4 190 barros,dana 3 5-11 163
malone,moses 2 6-10 255 graham,greg 11 6-4 215
jordan,thomas ford,alphonso
green,sean 7 6-5 210 leckner,eric 45 6-11 265
kidd,warren 43 6-9 235 woolridge,orlando 0 6-9 215
anderson,ron curry,michael
Phoenix Suns
ainge,danny 22 6-5 185 barkley,charles 34 6-6 252
ceballos,cedric 23 6-6 210 dumas,richard 21 6-7 204
johnson,frank 3 6-1 185 johnson,kevin 7 6-1 190
kempton,tim 8 6-10 255 majerle,dan 9 6-6 220
miller,oliver 25 6-9 287 mustaf,jerrod 0 6-10 245
west,mark 41 6-10 246 mackey,malcolm 27 6-10 248
kleine,joe 35 7-0 271 courtney,joe 40 6-9 235
green,a.c. 45 6-9 225 cooper,duane
perry,elliot 6-0 160 knight,negele 6-1 182
Portland Trailblazers
bryant,mark 2 6-9 245 drexler,clyde 22 6-7 222
dudley,chris 24 6-11 240 grant,harvey 44 6-9 235
kersey,jerome 25 6-7 225 murray,tracy 31 6-7 228
porter,terry 30 6-3 195 robinson,clifford 3 6-10 225
robinson,james 26 6-2 180 smith,reggie 54 6-10 251
strickland,rod 1 6-3 185 thompson,kevin 35 6-11 260
williams,buck 52 6-8 225 ackles,george 10 6-9 218
english,a.j. hoppen,dave 42 6-11 240
johnson,dave 4 6-7 210 mcqueen,cozell 46 6-11 235
perry,elliott 34 6-0 160 jackson,jaren 6-6
Sacramento
brown,randy 3 6-3 190 causwell,duane 31 7-0 240
chilcutt,pete 32 6-10 232 les,jim 33 5-11 175
richmond,mitch 2 6-5 215 simmons,lionel 22 6-7 210
tisdale,wayman 23 6-9 260 webb,spud 4 5-7 135
williams,walt 42 6-8 230 hurley,bobby 7 6-0 165
peplowski,mike 51 6-10 270 burns,evers 53 6-8 260
smith,labradford 2 6-3 200 breuer,randy
wilson,trevor 6-8 215
San Antonio Spurs
anderson,willie 40 6-8 202 carr,antoine 35 6-9 265
cummings,terry 34 6-9 235 daniels,lloyd 24 6-7 210
delnegro,vinnie 15 6-4 195 ellis,dale 3 6-7 215
knight,negele 32 6-1 182 reid,j.r. 7 6-9 260
robinson,david 50 7-1 235 rodman,dennis 10 6-8 210
whitney,chris 20 6-0 170 floyd,sleepy 21 6-3 185
nevitt,chuck 52 7-5 250 haley,jack
Seattle Supersonics
kemp,shawn 40 6-10 245 schrempf,detlef 11 6-10 235
perkins,sam 14 6-9 255 gill,kendall 13 6-5 200
payton,gary 20 6-4 190 mcmillan,nate 10 6-5 200
cage,michael 44 6-9 240 pierce,ricky 22 6-4 215
askew,vincent 17 6-6 235 johnson,ervin 50 6-11 245
king,rich 45 7-2 265 scheffler,steve 55 6-9 250
king,chris 35 6-8 215
Utah
humphries,jay 6 6-3 185 stockton,john 12 6-1 175
bond,walter 20 6-5 200 benoit,david 21 6-8 225
corbin,tyrone 23 6-6 222 malone,jeff 24 6-4 205
crotty,john 25 6-1 180 malone,karl 32 6-9 256
russell,bryon 34 6-7 225 chambers,tom 42 6-10 230
eaton,mark 53 7-4 290 spencer,felton 50 7-0 265
wright,luther 44 7-2 285 gallagher,chad 6-10 255
jamerson,dave 6-5 williams,aaron 6-9 225
Washington
chapman,rex 3 6-4 205 adams,michael 10 5-10 175
overton,doug 14 6-3 190 price,brent 20 6-1 175
smith,labradford 22 6-3 200 gugliotta,tom 24 6-10 240
stewart,larry 33 6-8 220 maclean,don 34 6-10 235
ellison,pervis 43 6-10 235 duckworth,kevin 00 7-0 275
walker,kenny 15 6-8 220 butler,mitchell 32 6-5 210
cheaney,calbert 40 6-7 215 horford,tito 42 7-1 245
johnson,buck muresan,gheorghe 77 7-7 333
paddio,gerald 14 6- 7 205
/~~~~~~\
[SLR] Slayer
\______/
>From the main menu you can "Choose" your saved character just as you would
a pre-rolled character. This may help if you encounter a problem where
the game will load fine, but not save. You can choose your old character
and put him in another dungeon -- losing progress in that dungeon but
keeping your high level character. You can also do this after completing
a dungeon and take a single character through many dungeons.
Using left shift with the movement keys is 1/2 movement and is excellent for
lining up arrows/spells.
/~~~~~~~~~\
[STB] Starblade
\_________/
Unlimited Continues At the title screen, after the word (StarBlade) forms and
------------------- then freezes. Enter the following: U,R,D,L,A,B,C,U,L,D,R
This is for "FreePlay" or endless continues.
Rapid Fire For constant rapid shooting, enter the following:
---------- U,U,D,D,L,R,A,A,B,B,C,C
/~~~~~~~~~~~~~~\
[SC2] Star Control 2
\______________/
Alien Home Worlds Perhaps the most useful item in the walkthru is below. This
----------------- is a list of each alien homeworld, minus the Kzer-Za or the
Kohr-Ah.
Arilou QuasiSpace (see map) Spathi Epsilon Gruis Ia
Chenjesu & Mmrnmhrm Procyon II Supox Beta Librae I
Druuge Trading World Zeta Persei I Syreen Betelgeuse I
Ilwrath Alpha Tauri I Thraddash Delta Draconis I
Mycon Epsilon Scorpii I Umgah Beta Orionis I
Orz Vulpeculae system Utwig Beta Aquarii I
Pkunk Gamma Kreugar I VUX Beta Luyten I
Shofixti Delta Gorno system Yehat Gamma Serpantis I
Slylandro Beta Corvi IV Zot-Fot-Pik Alpha Tucanae I
[That was a guess as to where the spaces are supposed to be. - Ed.]
A note about the Melnorme: They are located where ever there is a
supergiant star. So somewhere in that system they will be around. Of
course if you have either caster, then you can call them. We liked to use
the Melnorme as "in-flight" refueling.
A note about the Ur-Quan: This is the collective title for both the Kohr-Ah
and the Kzer-Za. The Kohr-Ah are the black ships that want to kill
everyone in this part of the galaxy. The Kzer-Za just want to enslave
everyone. They are the green ships.
Star Control II Mini Walkthru
-----------------------------
When you start, you go into the Solar System (Sol).
o Go to Mercury or Jupiter-B to get some Radioactive elements.
o Go to Pluto to greet a Spathi ship. Get him to join if you wish.
o Go to Earth and get yourself some fuel.
o Go to Epsilon Gruis (241;368) {Spathiwa} and convince the Spathi to
join you.
o Wait until they encase themselves in a red shield. Go do something
else.
o Go to Spathiwa and get the Umgha Castor
o Go to Beta Copernicous I (600.8;263.1) {Mycon} and get the egg case.
o Talk with the Mycon and get them to talk about the Deep Children.
You might have to go to Epsilon Scorpii (629.1;220.8).
o Go to Beetleguese (412;377) {Syreen} and talk until they tell you to
go get their Penetrator Ships behind a door.
o Go to Epselon Camelopardalis I-A (593.7;393.7) {Ur-Quan} and
investigate the door. They will tell you to go to Beetleguese.
o Go to Beetleguese until Talana tells you to go to Mycons and tell
them about Organon.
o While the Mycons are away, go to Beta Brahe (639.5;231.2) and get
the Sun Device.
o Go to Gama Krueger I (52;52) {Pkunk} to get the Clear Spindle.
o Go to the area of Delta Draconis (253.5;835.8) {Thraddash} and
convince them to goin you: ie. keep on attacking, but not let them go
attack the Kohr-Ah.
o Go to Zeta Draconis I (277.6;867.3) and get the Aqua Helix
o Go to Zeta Persei I (946.9;280.6) {Druuge} and trade the Rosy Red
Sphere with the Mycon egg case.
o Go to the area of Beta Librae {Supox} and get the broken Ultron. Use
the Clear Spindle, Aqua Helix, and Rosy Red Sphere to fix the Ultron.
o Go to the area of Beta Aquarii I (863.0;869.3) {Utwig} to give them
the Ultron.
o All this section was so you can get the Bomb at Zeta Hyades VI-B (85
0.0;937.2).
o Go to Ilwrath Homeworld Alpha Tauri (229;366.6). Use the Umgha
Castor. Make the Ilwrath go attack to Thraddash.
o Go to Eta Vulpeculae II (358.7;256.6) {Orz} to get and alliance.
o Go to Delta Vulpeculae II-C to get the Taalo Device.
o Go to Alpha Pavonis VII (56.2;800) and investigate the Ur-Quan crash
site.
o Go to the Quasi-Portal (36.8;633.2) and wait for the Quasi-Space
Portal (Bright starlike object on Starmap, green hole on Hyperspace
screen.) [Comes around the 17th of each month for sure, could come at
other times (I was there on the 20th once)]
o Go to the outer star and meet the Ariloulaleelay. Get the Portal
Spawner. Talk about the Talking Pet.
o Go to Beta Orionis (197.8;596.8) {Umgha} and get the Talking Pet. Go
again to get your reward.
o When you are ready to finish the game, go to Procyon II and use the
Sun Device. You free The Chmmr and they tell you what you need to
finish the game. They also give you unlimited RU (resource units).
I guess the designers wanted you get unlimited money right before you
finished so you can't really use it.
o You are transported back to Earth. Buy lots of good ships and
prepare for the final battle against the Sa-Matra.
o Go to Delta Craterius V (620.0;593.5), the one with lots of ships
surrounding it. When you get in, you will see the Ur-Quan battle
platform - the Sa-Matra. Before you confront the Sa-Matra, use the
Talking Pet.
o Attack the Sa-Matra. [You might want to save so you can play this
part again and again.]
Throught the game, you will need to do the following:
o Get money!!! you can't buy the fuel unless you have money. Get money
by blowing up ships or mining minerals and bringing them back to
Earth.
o Prevent the Pkunk from going to the Yehat. The Yehat will destroy
them. You can tell they are moving by their Circle of Influence
slowly moving right on the Starmap.
o Save the Zoq-Fot-Pik [homeworld Alpha Tucanae (400;543.7)] from the
Ur-Quan and Kohr-Ah forces.
o Find the Melnorme and trade with them. You can get biological data
by killing life on planets and moons. I have found all ten of the
Rainbow Planets; they appear brownish in the star system screen.
Beta Pegasei I (39.5;745.8)
Epsilon Draconis I (283.6;785.7)
Epsilon Lipi I (543.7;827.0)
Beta Leporis I (766.6;866.6)
Gamma Aquarii I (853.4;879.7)
Groombridge I (996.0;904.2)
Alpha Andromedae I (862.5;700.0)
Gama Reticuli I (741.6;508.3)
Gamma Kepler I (602.0;297.9)
Zeta Sextantis I (468.1;91.6)
Complete Walkthru
-----------------
Tasks in UPPER CASE are essential to complete; the ones in lower case will
add more enjoyment to your game.
REPAIRING THE ULTRON:
Crystal Spindle
The Pkunk have this item and will give it to you willingly if you visit
their homeworld.
Aqua Helix
The Thraddash have this item. You need to gain the trust of the Thraddash
before you go to get the item which is on Zeta Draconis I. You gain the
respect of the Thraddash by killing several of them (try about 20) and then
visiting the homeworld. Don't go to the Homeworld first, as the kills you
make there will not count for anything. After you steal the Aqua-Helix,
the Thraddash will be mad about this. BUG OUT OF THE SYSTEM...It saves a
lot of time and trouble.
Rosy Sphere
The Druuge have this item on their trade planet. Unfortunately, the Druuge
only trade in slaves. The price for the Rosy Sphere is 100 crew members,
so be sure to have more than that on hand in the other ships you carry.
Hans Lie (g9hansl@cdf.toronto.edu) told us that you can also trade a Mycon
Egg Case to the Druuge for the Rosy Sphere. (There is an extra one on
Gamma Brahe I).
Ultron
The Supox have the Ultron on Beta Librae. Put all of the other parts into
the Ultron by 'use'ing them from the Device Manifest. Take the Ultron to
the Utwig on their homeworld. They will provide you with the bomb to
destroy the Sa-Matra. The bomb is on Zeta Hyades VI (2nd moon). When you
arrive there will be 5 Druuge ships. They should be relatively easily to
kill if you have the Hellbore cannons and the ATS systems.
(The best way to kill Druuge ships is with the Earthling Cruiser. As long
as you are able to keep your distance (not too difficult, since the Druuge
Mauler also has pretty poor acceleration), you should be able to take it
out with a few nukes.)
If you do this in a timely manner, the Utwig and the Supox will attack the
Kohr-Ah, providing you with additional time to defeat the Ur-Quan. (Between
9-12 months.)
SYREEN TASKS:
Prove that the Mycons destroyed Syra by going to the former Syreen homeworld
at Beta Copernicus I and getting an "egg husk" of the Mycon Deep Child. Get
the Syreen ships out of the vault at Epsilon Camelopardalis Ia. Travel to
the Mycon homeworld and tell them of the new planet to take the Deep Child.
Travel to Beta Brahe I when the bulk of the Mycon fleet is gone. You will
still have to fight 5 Mycon ships though. Obtain the Sun Device from the
planet surface. To tell the Syreen about Syra you must do one of two
things: a) buy the information from the Melnorme, or b) you can visit a
shattered world and ask the Mycon why shattered worlds are only in their
system. (Gamma Brahe has a shattered world -- for example)
Spathi Tasks:
Clear the Spathi homeworld of the biological life forms that feed on the
Spathi. Tell them about your deed by traveling to the moon of the
homeworld. Force them to send their ships to Earth. Eventually they will
construct thier own slave shield, but on the moon they leave behind the
Umgah Mind Caster. Be sure to pick that up. Use the Caster for three
things. 1) You can call the Melnorme in HyperSpace to come to your ship.
2) You can comminicate with the Chenjesu and the Mmmmhrmmr. 3) You can fool
the Ilwrath into thinking that Dogar and Kazon are speaking directly to
them.
If you don't want to wait for the Umgah Caster, you can get the Burvixese
Caster which is located at Arcturus Ia. We only recommend this if you have
the Portal Spawner though, because of the time involved getting it
otherwise.
Arilou Tasks:
In Alpha Pavonis on a blue planet there is a wreck of an Ur-Quan
Dreadnought. Salvage the wreck and pick up the Ur-Quan warp pod. Later, in
Columbae a portal to QuasiSpace opens every month on the 17th and stays
open for a few days. Visit the Arilou homeworld in the far upper right
hand corner of QuasiSpace. Provided that you have the Ur-Quan warp pod,
they will fit your ship with a Quasi-Space Portal Spawner, which will save
you much time and fuel. Since there are 15 "holes" back to HyperSpace, it
is a little daunting to find which hole leads where. This is an important
device to have because of the time you will save.
SHOFIXTI TASKS:
The important thing to remember here is: DON'T KILL HIM!! Go to Delta
Gorno. Converse with him -- actually -- insult him. It's the fastest way.
He thinks that you are Ur-Quan and will attack. Continue to converse with
him by using your emergency warp. After he realizes who you are, he will
become quite happy to help you in anyway possible.
In order to bring the Yehat back from the Queens clutches, you need to
repopulate the Shofixti race. Of course, you need to have females to do
this. A VUX admiral named ZEX (ha ha) on Alpha Cerekov I has several
Shofixti women. But in order to get them, you need to find this creature
he wants. It is located on Delta Lyncis I. It is easily found by the fact
that it's huge and is very aggressive.
Return the creature to Admiral ZEX. He will want to capture you, but the
creature will escape, killing him and allowing you to go to the planet
surface and get the Shofixti women. Travel back to Delta Gorno and give
them to Tanaka. Two months later, you can get a Shofixti ship. Another
benefit is that crew cost is lowered to 3 instead of 5 due to the Shofixti
volunteers. Buy one and carry it with you to Yehat space. Show the
Shofixti to the Yehat. Unfortunately, you will start a civil war, but it
can't be avoided. Later the Yehat can give you some ships if you need them.
Zot-Fot-Pik Tasks:
Visit thier homeworld. They will eagerly join up with you and provide you
with the designs for their ships. These guys will also provide you with
some important reconaissence information, such as the location of the
Sa-Matra, and also information about who is winning the Ur-Quan and Kohr-Ah
war. We liked these guys the best (except for the Umgah -- har har har).
Both of us want to know about Frungy...
Slylandro Tasks:
Have you noticed how annoying those Slylandro probes are? If you visit
their homeworld, they will provide you with a self-destruct sequence code
for the exploration probes. Later, the Slylandro reprogram a probe which
has returned to their world to broadcast the destruct sequence; this will
dramatically lower the population of probes. The Slylandro give you
information about the Precursors. Apparently the Rainbow Worlds have some
great role in relating the fate of that ancient race. The rainbow world
align into an arrow formation pointing toward the galatic core. (Hmmm,
setting up for a sequel maybe??!) :)
Beta Pegasi I Epsilon Draconis I
Epsilon Lipi I Beta Leporis I
Gamma Aquarii I Groombridge I
Alpha Andromedae I Gamma Reticuli I
Gamma Kepler I Zeta Sextantis I
But other than the fact they're worth 500 credits from the Melnorme, there
is nothing else to them.
UMGAH TASKS:
The Umgah have an Ur-Quan "talking pet" which is actually a Dryanni. You
need to get the Taalo Pyshic Shield device on Delta Vulpeculae IIc. (Be
nice to the Orz!) If you travel to the homeworld and ask about secrets, the
Umgah will tell you that it is undergoing surgery. If you leave and come
back, the creature has taken over the minds of the Umgah. The creature
will try to send you to your death by making you attack an Ur-Quan armada;
if you have the Taalo physic shield device, it will protect you from the
tricks of the Dryanni. After you are attacked by 10 Umgah commanders, the
Dryanni will surrender. Return to the planet. The Umgah will give you
some important information about the Mycon; and also 500 units of
biological data that you can sell to the Melnorme; as well as four ships.
Being great joke lovers they will proceed to attack you...just warp out and
leave the system. (PS: For a good laugh sometime, come back...maybe you
can be Honorary King!)
Ilwrath Tasks
When you enter the Ilwrath home system, use the Caster to trick the Ilwrath
into choosing a new target. It will be the Thraddash, so be sure that you
have the Aqua Helix before you send them off on their rampage. They will
pack up and leave Pkunk space.
CHMMR TASKS:
After the war was over, the Chenjesu and the Mmrnmhrm decided to be enclosed
on one planet. Use the Sun Device from to accellerate the "process" of
the combination. The Chmmr will do three important things for you. You
will recieve unlimited RUs; they supply the designs for the Chmmr Avatar --
easily the best overall alien ship (other than your own.); and finally,
they enhance the bomb with their crystal technology.
ASSAULT ON THE SA-MATRA:
The Chmmr transport you back to Earth, two weeks later...the bomb has been
loaded into your flagship. We recommend the following configuration (since
you only have six open slots due to the bomb mechanism):
* Hi-Effiecency Fuel System
* 5 Crew Pods.
We also recommend that you buy 10 Chmmr Avatars and save two Pkunk ships.
The Avatar is definitely NOT the best ship to fight the Ur-Quan and Kohr-Ah.
The Utwig Jugger is far better at this -- an Ur-Quan ship has absolutely no
chance against a Jugger, and a Kohr-Ah ship is only a small challenge. An
Chmmr Avatar has only a slight advantage over either of these baddies. An
Avatar can take out one, maybe two Ur-Quan/Kohr-Ah ships before biting it,
but a decent Utwig pilot can hold out almost indefinitely.)
Use your portal spawner to put you near the Crateris constellation, and
proceed to Delta Crateris V. Around the planet is the biggest group of
nasties we've ever seen. Use your Dryanni to distract the orbiting fleet.
Once you're able to enter the "planet" screen (the blowup of just the
planet and the Sa-Matra), save your game!! Proceed to the Sa-Matra, where
you will be attacked by 3 Kzer-Za and 3 Kohr-Ah ships. Take them out with
the Chmmr Avatars (or don't). But don't worry, the ships you lose here
will be replaced with Yehat Terminators and Pkunk Furies. After the
Ur-Quan toadies are destroyed, the Dryanni will tell you about the
configuration of the Sa-Matra. It has been our experience that Pkunk ships
-- surprisingly -- do rather well against the shield generators. This is
due to thier speed and broadside capabilities. Once the shield is down,
concentrate your attacks on the green blotches and the fireballs. Once you
kill them, then fly your flagship into the opening, and win.
Star Control II - List of Coordinates
-------------------------------------
****************************** RAINBOW WORLDS ***********************
Zeta Sextantis X: 468.1 Y: 91.6 [2A]
Gamma Kepler X: 602.0 Y: 297.9 [2A]
Gamma Reticuli X: 741.6 Y: 508.3 [2A]
Alpha Andromedae X: 862.5 Y: 700.0 [2A]
Beta Pegasi X: 39.5 Y: 745.8 [2A]
Epsilon Draconis X: 283.6 Y: 785.7 [2A]
Epsilon Lipi X: 543.7 Y: 827.0 [2A]
Beta Leporis X: 766.6 Y: 866.6 [2A]
Gamma Aquarii X: 853.4 Y: 879.7 [2A]
Groombridge X: 996.0 Y: 904.2 [2A]
***************************** HOMEWORLDS ****************************
Gamma Serpentis X: 492.3 Y: 29.4 [26] Yehat
Gamma Krueger X: 52.2 Y: 52.5 [23] Pkunks
SOL X: 175.2 Y: 145.0 [01] Solary system (Earth)
Beta Luyten X: 433.3 Y: 168.7 [27] VUX
Vela X: 334.5 Y: 193.1 [04] Your homeworld
Epsilon Scorpii X: 629.1 Y: 220.8 [1F] Mycon
Procyon X: 74.2 Y: 226.8 [11] Mmmrnm & Chenesu
Gamma Vulpeculae X: 371.3 Y: 253.7 [28] Orz
Zeta Persei X: 946.9 Y: 280.6 [15] Druuge
Alpha Tauri X: 22.9 Y: 366.6 [2B] Ilwrath
Epsilon Gruis X: 241.6 Y: 368.7 [05] Spathi
Betelgeuse X: 412.5 Y: 377.0 [12] Syreen
Alpha Tucanae X: 400.0 Y: 543.7 [06] Zot-Pit-Poq
Beta Orionis X: 197.8 Y: 596.8 [10] Umgah & Talking Pet
Delta Draconis X: 253.5 Y: 835.8 [29] Thraddash
Beta Aquarii X: 863.0 Y: 869.3 [24] Utwig
Beta Librae X: 741.4 Y: 912.4 [25] Supox
Beta Corvi X: 33.3 Y: 981.2 [14] Gas race
**************************** TRADERS ********************************
Beta Arae X: 933.3 Y: 93.7 [07]
Alpha Centauri X: 155.9 Y: 99.3 [08]
Zeeman X: 335.2 Y: 194.0 [09]
Alpha Vulpeculae X: 365.4 Y: 258.7 [0A]
Alpha Illuminati X: 235.4 Y: 329.1 [0B]
Alpha Octantis X: 157.8 Y: 666.8 [0C]
Alpha Eridani X: 587.5 Y: 772.9 [0D]
Alpha Apodis X: 258.2 Y: 850.7 [0E]
Alpha Aquilae X: 915.9 Y: 974.5 [0F]
************************ OTHER EVENTS *******************************
Delta Crateris X: 620.0 Y: 593.5 [1D] Ur-Quan`s Sa-Matra
Alpha Pavonis X: 56.2 Y: 800.0 [1B] Ur-Quan`s ship
Delta Gorno X: 290.8 Y: 26.9 [02] Shofixti male
Alpha Cerenkov X: 422.1 Y: 198.6 [03] ZUX & Femal Shofixti
Delta Lyncis X: 570.4 Y: 979.5 [1C] Beast for ZUX
Organon X: 685.8 Y: 57.7 [2D] Mycon`s death
Beta Brahe X: 639.5 Y: 231.2 [18] Mycon`s (Sun device!!)
Gamma Scorpii X: 647.9 Y: 206.2 [21] Mycon`s egg
Beta Copernicus X: 600.8 Y: 263.1 [20] Mycon`s Egg
Gamma Brahe X: 635.4 Y: 272.9 [22] Mycon`s egg
Rigel X: 210.4 Y: 208.3 [1E] Meet with Zot-Pit-Poq
Eta Vulpeculae X: 358.7 Y: 256.6 [2C] Androsynth`s rests
Delta Vulpeculae X: 372.1 Y: 261.9 [19] Taalo device (II-C)
Epsilon Camelopardalis X: 593.7 Y: 393.7 [1A] Syreen`s ships (locked)
Arcturus X: 964.5 Y: 579.1 [13] Burvix`s `Caster (I-A)
Zeta Draconis X: 277.6 Y: 867.3 [17] Aqua Helix
Zeta Hyades X: 850.0 Y: 937.2 [16] Utwig`s Bomb (VI-B)
Zeta Serpentis X: 500.7 Y: 3.5
Eta Giclas X: 70.8 Y: 4.1
Eta Serpentis X: 471.4 Y: 7.8
Deneb X: 218.7 Y: 8.3
Beta Gorno X: 281.4 Y: 8.9
Capella X: 424.4 Y: 9.1
Pollux X: 565.2 Y: 9.8
Gamma Gorno X: 293.9 Y: 11.6
Alpha Gorno X: 277.1 Y: 14.6
Zeta Scuti X: 531.3 Y: 15.0
Epsilon Krueger X: 26.5 Y: 15.6
Theta Serpentis X: 452.9 Y: 16.9
Alpha Serpentis X: 491.1 Y: 18.0
Delta Serpentis X: 474.7 Y: 22.1
Alcor X: 970.8 Y: 25.0
Beta Serpentis X: 486.1 Y: 26.2
Delta Gorno X: 290.8 Y: 26.9 [02] Shofixti male
Epsilon Ptolemae X: 185.5 Y: 27.0
Beta Trianguli X: 795.8 Y: 27.0
Delta Scuti X: 516.0 Y: 28.0
Delta Krueger X: 57.0 Y: 28.9
Gamma Serpentis X: 492.3 Y: 29.4 [26] HW of Yehat
Epsilon Gorno X: 282.0 Y: 30.1
Alpha Trianguli X: 793.4 Y: 31.8
Gamma Trianguli X: 806.2 Y: 31.8
Zeta Giclas X: 111.6 Y: 33.4
Gamma Giclas X: 80.3 Y: 33.7
Zeta Ptolemae X: 178.7 Y: 33.8
Delta Giclas X: 87.7 Y: 34.0
Epsilon Scuti X: 533.8 Y: 35.5
Alpha Scuti X: 503.9 Y: 37.3
Alpha Giclas X: 84.3 Y: 38.0
Epsilon Serpentis X: 487.2 Y: 40.8
Eta Ptolemae X: 174.0 Y: 42.3
Iota Serpentis X: 459.6 Y: 42.9
Beta Giclas X: 84.3 Y: 43.1
Delta Ptolemae X: 215.6 Y: 44.0
Alpha Ptolemae X: 200.4 Y: 44.1
Beta Krueger X: 53.0 Y: 44.2
Epsilon Giclas X: 95.8 Y: 46.8
Beta Ptolemae X: 205.8 Y: 47.5
Alpha Krueger X: 30.4 Y: 47.7
Gamma Krueger X: 52.2 Y: 52.5 [23] HW of Pkunks
Gamma Ptolemae X: 210.0 Y: 55.4
Zeta Krueger X: 13.4 Y: 56.5
Organon X: 685.8 Y: 57.7 [2D] Mycon`s death
Beta Scuti X: 501.4 Y: 58.4
Gamma Scuti X: 525.6 Y: 60.8
Alpha Caeli X: 241.1 Y: 71.8
Beta Caeli X: 258.9 Y: 74.1
Theta Giclas X: 67.5 Y: 74.2
Delta Arae X: 929.2 Y: 75.0
Zeta Centauri X: 146.3 Y: 77.9
Delta Caeli X: 308.9 Y: 78.2
Gamma Caeli X: 285.4 Y: 78.7
Epsilon Caeli X: 333.3 Y: 80.1
Epsilon Arae X: 923.7 Y: 82.1
Alpha Arae X: 933.9 Y: 84.3
Gamma Lacaille X: 24.2 Y: 85.7
Epsilon Centauri X: 151.5 Y: 86.6
Epsilon Sextantis X: 477.0 Y: 89.5
Beta Centauri X: 141.2 Y: 90.5
Zeta Sextantis X: 468.1 Y: 91.6 [2A] Rainbow world
Beta Arae X: 933.3 Y: 93.7 [07] Trader
Gamma Arae X: 941.9 Y: 94.2
Beta Lacaille X: 23.0 Y: 95.2
Alpha Lacaille X: 14.6 Y: 95.5
Delta Sextantis X: 487.3 Y: 96.8
Alpha Centauri X: 155.9 Y: 99.3 [08] Trader
Beta Lyrae X: 189.5 Y: 104.1
Alpha Sextantis X: 433.7 Y: 106.6
Regulus X: 373.2 Y: 106.7
Gamma Centauri X: 157.9 Y: 111.5
Gamma Sextantis X: 487.5 Y: 114.5
Beta Sextantis X: 460.4 Y: 118.7
Delta Sculptoris X: 581.2 Y: 120.8
Delta Centauri X: 131.2 Y: 126.0
Alpha Lyrae X: 191.6 Y: 127.0
Hyperion X: 656.2 Y: 127.0
Mizar X: 41.6 Y: 130.1
Beta Indi X: 395.8 Y: 135.4
Alpha Indi X: 400.0 Y: 136.3
SOL X: 175.2 Y: 145.0 [01] Solary system (Earth)
Canopus X: 218.7 Y: 150.0
Sirius X: 180.6 Y: 150.7
Epsilon Sculptoris X: 570.8 Y: 152.0
Beta Arietis X: 946.9 Y: 154.8
Gamma Luyten X: 433.3 Y: 156.2
Alpha Sculptoris X: 604.1 Y: 156.2
Alpha Arietis X: 937.5 Y: 158.3
Beta Raynet X: 288.1 Y: 161.4
Gamma Sculptoris X: 608.3 Y: 162.5
Alpha Luyten X: 425.0 Y: 164.5
Eta Volantis X: 65.0 Y: 164.6
Gamma Arietis X: 947.7 Y: 167.0
Alpha Raynet X: 284.0 Y: 167.6
Delta Arietis X: 954.1 Y: 168.7
Gamma Arianni X: 739.5 Y: 168.7
Beta Luyten X: 433.3 Y: 168.7 [27] HW of VUX
Epsilon Arietis X: 955.9 Y: 173.5
Zeta Volantis X: 73.6 Y: 173.7
Alpha Wolf X: 160.1 Y: 174.6
Alpha Arianni X: 739.5 Y: 175.0
Alpha Volantis X: 95.1 Y: 177.0
Beta Wolf X: 166.6 Y: 181.2
Beta Arianni X: 718.7 Y: 183.3
Epsilon Volantis X: 70.5 Y: 183.8
Beta Volantis X: 114.0 Y: 184.7
Alpha Scorpii X: 646.7 Y: 187.8
Gamma Raynet X: 279.1 Y: 189.5
Beta Scorpii X: 650.0 Y: 191.6
Bellatrix X: 545.8 Y: 191.6
Gamma Volantis X: 104.8 Y: 191.9
Beta Mira X: 367.8 Y: 192.6
Vela X: 334.5 Y: 193.1 [04] Your homeworld
Delta Aurigae X: 818.7 Y: 193.7
Zeeman X: 335.2 Y: 194.0 [09] Trader
Delta Volantis X: 97.7 Y: 195.3
Alpha Cerenkov X: 422.1 Y: 198.6 [03] ZUX & Femal Shofixti
Beta Cerenkov X: 450.0 Y: 200.0
Alpha Sagittarii X: 683.3 Y: 200.0
Gamma Aurigae X: 816.3 Y: 200.9
Beta Aurigae X: 808.0 Y: 201.1
Delta Scorpii X: 603.6 Y: 203.5
Gamma Scorpii X: 647.9 Y: 206.2 [21] Mycon`s egg
Rigel X: 210.4 Y: 208.3 [1E] Here you`ll meet with Zot-Pit-..
Alpha Aurigae X: 806.2 Y: 208.3
Alpha Olber X: 27.0 Y: 218.7
Zeta Scorpii X: 650.0 Y: 220.8
Epsilon Scorpii X: 629.1 Y: 220.8 [1F] HW of Mycon
Beta Olber X: 12.5 Y: 222.9
Gamma Olber X: 31.2 Y: 225.0
Gamma Mira X: 388.4 Y: 226.2
Procyon X: 74.2 Y: 226.8 [11] HW of Mmmrnm & Chenesu
Alpha Saurus X: 230.6 Y: 228.5
Beta Saurus X: 240.2 Y: 230.9
Beta Brahe X: 639.5 Y: 231.2 [18] Mycon`s (Sun device!!)
Iota Persei X: 887.5 Y: 231.2
Alpha Mira X: 355.1 Y: 232.0
Alpha Brahe X: 620.8 Y: 233.3
Delta Mira X: 335.4 Y: 235.4
Almagest X: 990.9 Y: 235.9
Gamma Saurus X: 229.8 Y: 238.5
Beta Sagittarii X: 702.0 Y: 239.5
Epsilon Persei X: 903.8 Y: 240.7
Theta Persei X: 937.5 Y: 241.6
Zeta Brahe X: 650.0 Y: 245.8
Delta Bootis X: 21.7 Y: 250.9
Beta Vulpeculae X: 364.1 Y: 251.2
Gamma Copernicus X: 562.5 Y: 252.0
Gamma Vulpeculae X: 371.3 Y: 253.7 [28] HW of Orz
Eta Vulpeculae X: 358.7 Y: 256.6 [2C] Androsynth`s rests
Alpha Persei X: 929.1 Y: 258.3
Alpha Vulpeculae X: 365.4 Y: 258.7 [0A] Trader
Delta Vulpeculae X: 372.1 Y: 261.9 [19] Taalo device (II-C)
Alpha Copernicus X: 579.1 Y: 262.5
Epsilon Brahe X: 641.6 Y: 262.5
Beta Copernicus X: 600.8 Y: 263.1 [20] Mycon`s Egg
Zeta Vulpeculae X: 360.8 Y: 263.7
Alpha Lalande X: 349.9 Y: 264.8
Beta Persei X: 947.9 Y: 266.6
Epsilon Vulpeculae X: 366.8 Y: 266.6
Alpha Bootis X: 22.9 Y: 266.6
Eta Persei X: 889.5 Y: 268.7
Epsilon Bootis X: 13.8 Y: 269.6
Achernar X: 537.5 Y: 272.9
Gamma Brahe X: 635.4 Y: 272.9 [22] Mycon`s egg
Delta Brahe X: 645.8 Y: 275.0
Zeta Illuminati X: 245.8 Y: 275.0
Beta Bootis X: 35.1 Y: 275.8
Gamma Sagittarii X: 708.3 Y: 277.0
Delta Lalande X: 375.9 Y: 277.8
Gamma Persei X: 933.3 Y: 279.1
Beta Lalande X: 340.0 Y: 280.4
Zeta Persei X: 946.9 Y: 280.6 [15] HW of Druuge
Gamma Lalande X: 361.9 Y: 283.0
Eta Illuminati X: 220.8 Y: 285.4
Delta Persei X: 925.0 Y: 285.4
Eta Bootis X: 67.2 Y: 286.3
Zeta Bootis X: 16.7 Y: 287.5
Beta Mensae X: 403.0 Y: 288.7
Gamma Bootis X: 38.4 Y: 290.0
Epsilon Illuminati X: 272.7 Y: 295.1
Gamma Mensae X: 464.5 Y: 295.8
Beta Kepler X: 562.5 Y: 295.8
Gamma Puppis X: 827.0 Y: 295.8
Beta Puppis X: 829.1 Y: 297.9
Gamma Kepler X: 602.0 Y: 297.9 [2A] Rainbow world
Delta Sagittarii X: 656.2 Y: 302.0
Theta Illuminati X: 201.1 Y: 304.3
Alpha Puppis X: 812.5 Y: 308.3
Delta Illuminati X: 235.4 Y: 316.6
Alpha Mensae X: 383.3 Y: 318.7
Alpha Kepler X: 581.2 Y: 320.8
Algol X: 900.0 Y: 325.0
Alpha Virginis X: 29.1 Y: 325.0
Beta Virginis X: 50.1 Y: 325.9
Gamma Virginis X: 79.1 Y: 327.0
Alpha Illuminati X: 235.4 Y: 329.1 [0B] Trader
Delta Virginis X: 110.4 Y: 333.3
Gamma Illuminati X: 268.7 Y: 333.3
Beta Vitalis X: 318.7 Y: 337.5
Beta Herculis X: 175.8 Y: 341.8
Beta Illuminati X: 252.0 Y: 343.7
Alpha Piscium X: 843.7 Y: 345.8
Delta Piscium X: 877.0 Y: 345.8
Alpha Vitalis X: 300.0 Y: 350.0
Epsilon Tauri X: 14.9 Y: 351.9
Beta Piscium X: 879.1 Y: 354.1
Beta Gruis X: 214.8 Y: 355.1
Aldebaran X: 737.5 Y: 356.2
Beta Pictoris X: 931.2 Y: 356.2
Delta Pictoris X: 959.9 Y: 358.3
Gamma Pictoris X: 937.5 Y: 360.4
Zeta Tauri X: 9.0 Y: 361.4
Delta Vitalis X: 277.0 Y: 362.5
Gamma Piscium X: 870.8 Y: 362.5
Gamma Tauri X: 26.7 Y: 364.5
Alpha Herculis X: 160.4 Y: 364.5
Alpha Gruis X: 227.4 Y: 366.3
Alpha Tauri X: 22.9 Y: 366.6 [2B] HW of Ilwrath
Gamma Vitalis X: 308.3 Y: 367.4
Epsilon Gruis X: 241.6 Y: 368.7 [05] HW of Spathi
Alpha Pictoris X: 933.3 Y: 370.8
Gamma Gruis X: 225.0 Y: 370.8
Beta Tauri X: 28.8 Y: 373.5
Delta Gruis X: 235.4 Y: 374.1
Zeta Gruis X: 258.3 Y: 375.0
Betelgeuse X: 412.5 Y: 377.0 [12] HW of Syreen
Delta Tauri X: 16.6 Y: 377.0
Delta Camelopardalis X: 627.0 Y: 383.3
Alpha Squidi X: 214.5 Y: 391.6
Gamma Camelopardalis X: 612.5 Y: 393.7
Iota Camelopardalis X: 629.1 Y: 393.7
Epsilon Camelopardalis X: 593.7 Y: 393.7 [1A] Syreen`s ships (locked)
Eta Gruis X: 247.9 Y: 395.8
Beta Velorum X: 92.6 Y: 397.2
Beta Squidi X: 206.2 Y: 399.1
Theta Camelopardalis X: 589.5 Y: 402.0
Alpha Telescopii X: 28.5 Y: 402.0
Alpha Camelopardalis X: 606.2 Y: 404.1
Beta Ceti X: 287.5 Y: 404.1
Beta Hyginus X: 864.5 Y: 406.2
Alpha Velorum X: 86.0 Y: 406.5
Beta Camelopardalis X: 595.8 Y: 408.3
Gamma Ceti X: 303.8 Y: 408.3
Beta Telescopii X: 29.1 Y: 410.4
Zeta Camelopardalis X: 616.6 Y: 412.5
Gamma Phoenicis X: 981.2 Y: 414.5
Alpha Hyginus X: 852.0 Y: 416.6
Beta Phoenicis X: 957.3 Y: 418.2
Gamma Telescopii X: 50.0 Y: 418.7
Gamma Squidi X: 214.5 Y: 420.8
Eta Camelopardalis X: 620.8 Y: 422.9
Eta Ceti X: 281.2 Y: 425.0
Delta Ceti X: 293.7 Y: 430.6
Alpha Phoenicis X: 941.6 Y: 439.5
Alpha Ceti X: 287.5 Y: 447.9
Epsilon Cygnus X: 25.0 Y: 458.3
Delta Reticuli X: 725.0 Y: 458.3
Alpha Cygnus X: 47.9 Y: 458.3
Metis X: 570.8 Y: 460.4
Beta Cygnus X: 47.9 Y: 464.5
Zeta Ceti X: 289.5 Y: 468.7
Epsilon Ceti X: 270.8 Y: 470.8
Gamma Cygnus X: 56.2 Y: 470.8
Delta Cygnus X: 41.6 Y: 471.7
Delta Cancri X: 509.4 Y: 493.1
Beta Pyxidis X: 900.0 Y: 500.0
Alpha Pyxidis X: 895.8 Y: 500.0
Gamma Cancri X: 500.6 Y: 501.1
Alpha Reticuli X: 731.2 Y: 506.2
Gamma Cassiopeiae X: 367.9 Y: 506.8
Gamma Pyxidis X: 906.2 Y: 508.3
Gamma Reticuli X: 741.6 Y: 508.3 [2A] Rainbow world
Beta Cancri X: 515.5 Y: 512.2
Delta Cassiopeiae X: 387.5 Y: 514.5
Alpha Cancri X: 493.7 Y: 514.5
Alpha Capricorni X: 297.9 Y: 516.6
Beta Capricorni X: 303.5 Y: 517.8
Epsilon Cassiopeiae X: 399.4 Y: 518.5
Alpha Cassiopeiae X: 354.1 Y: 518.7
Alpha Maksutov X: 597.7 Y: 524.6
Beta Cassiopeiae X: 377.0 Y: 525.0
Gamma Normae X: 152.0 Y: 526.1
Delta Normae X: 161.3 Y: 527.9
Beta Reticuli X: 702.0 Y: 529.1
Beta Normae X: 141.6 Y: 531.5
Gamma Capricorni X: 299.3 Y: 531.8
Alpha Normae X: 142.5 Y: 540.4
Epsilon Normae X: 185.4 Y: 541.6
Alpha Carinae X: 362.5 Y: 543.7
Beta Carinae X: 341.6 Y: 543.7
Alpha Tucanae X: 400.0 Y: 543.7 [06] HW of Zot-Pit-Poq
Beta Maksutov X: 627.0 Y: 547.9
Gamma Carinae X: 358.3 Y: 547.9
Gamma Tucanae X: 408.3 Y: 551.3
Zeta Normae X: 215.9 Y: 561.4
Beta Tucanae X: 393.7 Y: 562.5
Alpha Crateris X: 601.4 Y: 563.2
Alpha Sagittae X: 25.0 Y: 568.7
Beta Cephei X: 362.5 Y: 575.0
Beta Sagittae X: 37.1 Y: 577.2
Beta Crateris X: 610.7 Y: 578.5
Arcturus X: 964.5 Y: 579.1 [13] Burvix`s `Caster (I-A)
Epsilon Orionis X: 154.5 Y: 581.8
Alpha Cephei X: 375.0 Y: 583.3
Epsilon Crateris X: 630.1 Y: 587.5
Gamma Orionis X: 192.3 Y: 587.8
Beta Lentelis X: 462.5 Y: 589.5
Gamma Sagittae X: 15.2 Y: 590.0
Delta Crucis X: 543.7 Y: 591.6
Delta Orionis X: 171.4 Y: 592.6
Delta Crateris X: 620.0 Y: 593.5 [1D] Ur-Quan`s Sa-Matra
Eta Crateris X: 642.9 Y: 595.8
Delta Lentelis X: 472.9 Y: 595.8
Beta Orionis X: 197.8 Y: 596.8 [10] HW of Umgah & Talking Pet
Alpha Circini X: 39.5 Y: 597.9
Epsilon Circini X: 56.3 Y: 598.0
Zeta Circini X: 45.6 Y: 598.9
Alpha Lentelis X: 462.5 Y: 600.0
Gamma Crateris X: 616.6 Y: 600.0
Zeta Crateris X: 649.6 Y: 603.2
Mu Orionis X: 222.8 Y: 603.8
Gamma Lentelis X: 458.3 Y: 604.1
Zeta Orionis X: 155.8 Y: 605.8
Alpha Orionis X: 190.2 Y: 606.5
Lambda Orionis X: 215.9 Y: 607.3
Beta Circini X: 36.5 Y: 609.3
Delta Circini X: 54.1 Y: 614.5
Kappa Orionis X: 220.0 Y: 617.6
Gamma Columbae X: 72.9 Y: 620.8
Gamma Crucis X: 525.0 Y: 622.9
Gamma Hydrae X: 816.6 Y: 625.0
Theta Crateris X: 621.5 Y: 625.5
Gamma Circini X: 43.7 Y: 627.0
Alpha Crucis X: 558.3 Y: 629.1
Theta Orionis X: 188.1 Y: 630.8
Eta Orionis X: 179.5 Y: 632.9
Iota Orionis X: 211.8 Y: 637.9
Alpha Columbae X: 75.0 Y: 645.8
Alpha Delphini X: 371.6 Y: 645.8
Beta Octantis X: 136.0 Y: 648.9
Alpha Hydrae X: 733.3 Y: 650.0
Beta Delphini X: 377.0 Y: 650.0
Altair X: 450.0 Y: 650.0
Delta Chandrasekhar X: 18.7 Y: 652.0
Alpha Chandrasekhar X: 12.5 Y: 654.1
Beta Hydrae X: 781.2 Y: 656.2
Beta Columbae X: 77.0 Y: 660.2
Alpha Equulei X: 591.0 Y: 662.4
Gamma Chandrasekhar X: 20.8 Y: 662.5
Alpha Mersenne X: 260.4 Y: 664.5
Alpha Octantis X: 157.8 Y: 666.8 [0C] Trader
Beta Crucis X: 547.9 Y: 668.7
Beta Chandrasekhar X: 37.5 Y: 671.6
Epsilon Chandrasekhar X: 31.2 Y: 672.8
Beta Equulei X: 602.0 Y: 672.9
Kappa Chamaeleonis X: 506.2 Y: 675.0
Alpha Doradus X: 420.8 Y: 685.4
Iota Chamaeleonis X: 514.5 Y: 687.5
Beta Doradus X: 429.1 Y: 693.7
Theta Chamaeleonis X: 514.5 Y: 695.8
Gamma Horologii X: 720.8 Y: 700.0
Alpha Andromedae X: 862.5 Y: 700.0 [2A] Rainbow world
Beta Chamaeleonis X: 495.5 Y: 703.4
Gamma Chamaeleonis X: 489.5 Y: 704.1
Alpha Chamaeleonis X: 497.1 Y: 710.4
Beta Andromedae X: 866.6 Y: 710.4
Delta Chamaeleonis X: 485.4 Y: 712.5
Eta Chamaeleonis X: 508.3 Y: 714.5
Delta Horologii X: 736.0 Y: 718.4
Gamma Muscae X: 102.0 Y: 718.7
Alpha Monocerotis X: 387.5 Y: 718.7
Epsilon Chamaeleonis X: 487.9 Y: 720.1
Zeta Chamaeleonis X: 495.8 Y: 722.9
Beta Horologii X: 712.5 Y: 725.0
Epsilon Horologii X: 753.2 Y: 725.8
Beta Mersenne X: 241.6 Y: 729.1
Beta Monocerotis X: 385.4 Y: 729.1
Gamma Leonis X: 968.7 Y: 733.3
Beta Pegasi X: 39.5 Y: 745.8 [2A] Rainbow world
Gamma Geminorum X: 489.5 Y: 745.8
Delta Geminorum X: 464.5 Y: 747.9
Lambda Horologii X: 694.0 Y: 751.4
Zeta Horologii X: 744.3 Y: 753.8
Antares X: 647.9 Y: 754.1
Alpha Horologii X: 720.8 Y: 754.1
Gamma Eridani X: 579.1 Y: 758.3
Alpha Pegasi X: 33.3 Y: 762.5
Beta Eridani X: 595.8 Y: 764.5
Beta Muscae X: 104.1 Y: 770.8
Alpha Eridani X: 587.5 Y: 772.9 [0D] Trader
Alpha Muscae X: 112.5 Y: 779.1
Beta Geminorum X: 497.9 Y: 779.1
Alpha Geminorum X: 495.8 Y: 779.1
Kappa Horologii X: 688.9 Y: 780.3
Theta Horologii X: 720.0 Y: 784.9
Eta Horologii X: 739.5 Y: 785.4
Beta Leonis X: 943.7 Y: 785.4
Epsilon Draconis X: 283.6 Y: 785.7 [2A] Rainbow world
Alpha Fornacis X: 537.5 Y: 787.5
Eta Fornacis X: 618.7 Y: 787.5
Epsilon Fornacis X: 604.1 Y: 791.6
Delta Fornacis X: 597.9 Y: 797.9
Iota Horologii X: 708.3 Y: 799.3
Theta Draconis X: 327.0 Y: 800.0
Zeta Fornacis X: 610.4 Y: 800.0
Beta Pavonis X: 68.7 Y: 800.0
Alpha Pavonis X: 56.2 Y: 800.0 [1B] Ur-Quan`s ship
Beta Fornacis X: 564.5 Y: 802.0
Delta Muscae X: 139.5 Y: 804.1
Beta Lacertae X: 822.9 Y: 804.1
Gamma Draconis X: 251.8 Y: 805.6
Gamma Fornacis X: 587.5 Y: 806.2
Alpha Lacertae X: 841.6 Y: 808.3
Alpha Leonis X: 900.0 Y: 822.9
Iota Draconis X: 356.2 Y: 825.0
Epsilon Lipi X: 543.7 Y: 827.0 [2A] Rainbow world
Epsilon Muscae X: 152.0 Y: 833.3
Alpha Draconis X: 277.1 Y: 835.1
Delta Draconis X: 253.5 Y: 835.8 [29] HW of Thraddash
Eta Draconis X: 315.1 Y: 839.0
Lambda Draconis X: 236.2 Y: 839.5
Beta Draconis X: 282.2 Y: 839.5
Beta Lipi X: 550.0 Y: 839.5
Delta Apodis X: 253.6 Y: 850.4
Alpha Apodis X: 258.2 Y: 850.7 [0E] Trader
Zeta Aquarii X: 862.5 Y: 856.2
Fomalhaut X: 437.5 Y: 856.2
Beta Apodis X: 259.3 Y: 856.9
Gamma Apodis X: 256.2 Y: 857.2
Eta Aquarii X: 849.2 Y: 857.8
Zeta Muscae X: 112.5 Y: 858.3
Alpha Leporis X: 807.3 Y: 858.8
Alpha Aquarii X: 856.0 Y: 863.8
Epsilon Aquarii X: 875.0 Y: 864.5
Alpha Lipi X: 556.2 Y: 864.5
Xi Draconis X: 258.8 Y: 865.3
Kappa Draconis X: 245.8 Y: 866.6
Beta Leporis X: 766.6 Y: 866.6 [2A] Rainbow world
Zeta Draconis X: 277.6 Y: 867.3 [17] Aqua Helix
Beta Aquarii X: 863.0 Y: 869.3 [24] HW of Utwig
Mu Draconis X: 231.0 Y: 870.2
Alpha Ophiuchi X: 43.7 Y: 877.0
Gamma Aquarii X: 853.4 Y: 879.7 [2A] Rainbow world
Delta Aquarii X: 858.8 Y: 881.2
Gamma Leporis X: 718.7 Y: 881.2
Gamma Lipi X: 547.5 Y: 882.3
Delta Antliae X: 305.0 Y: 883.3
Gamma Antliae X: 283.1 Y: 885.4
Nu Draconis X: 230.0 Y: 886.1
Beta Ophiuchi X: 47.9 Y: 887.5
Beta Antliae X: 270.6 Y: 891.0
Gamma Ophiuchi X: 33.3 Y: 891.6
Epsilon Antliae X: 253.5 Y: 891.7
Alpha Hyades X: 832.2 Y: 893.4
Delta Hyades X: 824.9 Y: 895.8
Beta Hyades X: 837.5 Y: 895.8
Delta Lipi X: 564.5 Y: 897.9
Alpha Antliae X: 268.7 Y: 900.0
Gamma Hyades X: 837.5 Y: 904.1
Groombridge X: 996.0 Y: 904.2 [2A] Rainbow world
Alpha Librae X: 735.4 Y: 906.2
Zeta Librae X: 783.3 Y: 908.3
Zeta Antliae X: 258.1 Y: 910.5
Gamma Librae X: 754.5 Y: 910.7
Beta Librae X: 741.4 Y: 912.4 [25] HW of Supox
Epsilon Hyades X: 850.0 Y: 912.5
Epsilon Corvi X: 10.4 Y: 912.5
Eta Librae X: 788.9 Y: 918.1
Delta Librae X: 779.1 Y: 918.7
Epsilon Librae X: 779.1 Y: 922.9
Menkar X: 481.2 Y: 927.0
Zeta Hyades X: 850.0 Y: 937.2 [16] Utwig`s Bomb (VI-B)
Lambda Hyades X: 725.5 Y: 937.4
Eta Hyades X: 845.8 Y: 939.3
Delta Corvi X: 100.0 Y: 939.5
Beta Lyncis X: 571.1 Y: 947.5
Gamma Corvi X: 6.2 Y: 947.9
Eta Lyncis X: 598.9 Y: 949.6
Iota Hyades X: 800.0 Y: 950.5
Epsilon Lyncis X: 532.9 Y: 953.8
Beta Klystron X: 291.6 Y: 954.1
Theta Hyades X: 829.6 Y: 954.8
Alpha Lyncis X: 560.0 Y: 955.2
Kappa Hyades X: 766.4 Y: 958.9
Theta Lyncis X: 612.5 Y: 960.4
Delta Aquilae X: 914.4 Y: 968.6
Gamma Lyncis X: 578.1 Y: 971.1
Zeta Lyncis X: 522.9 Y: 972.9
Gamma Aquilae X: 912.0 Y: 974.1
Beta Aquilae X: 918.6 Y: 974.1
Alpha Aquilae X: 915.9 Y: 974.5 [0F] Trader
Vega X: 33.3 Y: 975.0
Epsilon Aquilae X: 914.7 Y: 979.0
Delta Lyncis X: 570.4 Y: 979.5 [1C] Beast for ZUX
Beta Corvi X: 33.3 Y: 981.2 [14] HW of Gas race
Eta Corvi X: 102.0 Y: 993.7
Zeta Corvi X: 8.3 Y: 997.9
Alpha Klystron X: 193.7 Y: 997.9
Microscopii X: 439.5 Y: 997.9
/~~~~~~~~~\
[ST7] Steller 7
\_________/
Quick Boss At the main menu: Ls, Rs, Rs, Ls, Rs, Ls x9, Rs, Ls x6, Rs,
---------- Ls x4, Rs Gir Draxon's eyes will glow red, the word "CHEATER"
will appear, and you'll find that the boss pops up right after the first
wave of monsters is destroyed. Not quite a boss code, but hey.
Restore Shields Also during the game pressing left shift restores shields.
---------------
Level Warp Shoot the lower-left obstacle (not the guiser) to warp forward
---------- three levels. This will take a lot of shots, and works even with
the difficulty on "Practice."
Cruise Control Keeping Left or Right Shift pressed will keep the Raven at
-------------- whatever speed you set with Up and Down, even in reverse.
You'll stop if you run into something, but just set your speed again.
/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
[SF2] Super Street Fighter II Turbo
\_____________________________/
Play as Akuma In the standard game, you must choose speed 3 with Fierce Punch,
------------- then wait 2 seconds on Ryu, move right to T. Hawk and wait 2
seconds, move left to Guile and wait 2 seconds, move down then right to Cammy
and wait 2 seconds, move left to Ken (don't wait!) and up to Ryu and then
wait 2 more seconds, then press all three Punch buttons and start (X) at the
same time. In VS. mode, it's much easier. Just press all 3 Punch buttons and
all 3 Kick buttons and hold them down until both people have selected their
character. Both players can do this.
[I'm no SF2 expert, but it seems these moves assume knowing the regular moves
which are in the manual I think. Many/most of these are in the manual as
well, but like most move lists are here for completeness. Ripped from the
SSF2T FAQ -- find that for lots more info and tips. - Ed. ]
-----------
** AKUMA **
-----------
* Super Combo: None
* Fireball
| \ -O + punch
O O
* Red Multi-hit fireball
O- / | \ -O + punch. Jab hits once, strong hits twice,
O O O fierce hits 3 times.
* Hurricane Kick
| / O- + kick. Slightly invulnerable at start, hits on the
O O way up (like ken's), slow as Ryu's, taps into VE.
* Uppercut
-O | \ -O + punch. All his uppercuts can hit up to 3 times.
O O Taps into the VE as well.
* Air fireball
(jump) + | \ -O + punch. Shoots an aerial fireball, but CPU
O O Akuma shoots two at a time. How? Dunno.
* Gliding Teleport
-O | \ -O + ALL punch or kick or O- | / O- + ALL punch or kick
O O O O
Using kicks makes you travel about a half-screen. Using punches
makes you travel a full screen across.
---------
** RYU **
---------
* Super Combo: "Vacuum Fireball" "Shinkuu Hadouken"
| \ --O | \ --O + any punch
O O O O
A fireball that hits up to FIVE times, even if target is airborne
* Rushing Punch (1):
--O + STRONG (stand to block)
* Rushing Punch (2):
--O + FIERCE (block in any position)
* 2-Hit Air Punch:
<jump forward/back> + STRONG
---------
** KEN **
---------
* Super Combo: "Violent Dragon Punch" "Double Dragon" "Shyoryureppa"
--O | \ --O | \ + any punch
O O O O
JAB dragon punch followed by a FIERCE dragon punch
* New Roundhouse Kick 1:
| \ --O + tap any kick
O O
animation resembles his old roundhouse (far).
* New Roundhouse Kick 2:
--O \ | + tap any kick
O O
swings foot across at chest level, can be used in combos.
* New Roundhouse Kick 3:
O-- / | \ --O + tap any kick
O O O
* New Axe Kick 1:
| \ --O + hold down kick button
O O
* New Axe Kick 2:
--O \ | + hold down kick button
O O
* New Axe Kick 3:
O-- / | \ --O + hold down kick button
O O O
* Air Throw:
<jumping> --O <or> O-- + FORWARD <or> ROUNDHOUSE
* Knee Bash:
--O <or> O-- + FORWARD
Ken will grab his opponent and hit'em with his knee repeatedly.
Tap button & shake stick to increase bash speed.
--------------
** E. Honda **
--------------
* Super Combo: "Super Killer Head Ram" "Double Torpedo"
O-- <charge> --O O-- --O + any punch
Does 2 Torpedos that hit multiple times
You can do the motions for it, but instead of immediately tapping punch
just keep the stick in a forward direction (jumping forward,
walking forward, crouching forward, whatever). When you tap a
punch button, the Super Combo will automatically begin.
You loose the charge if you reverse the direction of your
stick or tap a kick button.
* Uchio Throw
| / O-- + FIERCE
O O
* Hundred Hand Slap
Tap punch repeatedly
------------
** BLANKA **
------------
* Super Combo: "Grand Shave Roll"
O-- <charge> --O O-- --O + any punch
Rolls into ball, bounces up for a moment, and then
rolls along ground for multiple hits. Can dive under "narrow" fireballs.
(i.e. Sonic Boom, Air Slasher, High Tiger Shot, Yoga Fire, etc...)
The ball can hit even as it's bounding upwards.
Hold the punch button down to spin in place for a while.
* Hop:
O-- <or> --O + all 3 kick
* Sliding Punch:
\ + FIERCE
O
-----------
** GUILE **
-----------
* Super Combo: "Double Summersault Kick" "Double Flash..." "Double Slash..."
/ <charge> \ / <to> O + any kick
O O O |
SHORT flash kick followed by a ROUNDHOUSE flash kick
* New forward kick:
O-- <or> --O + FORWARD
* Old knee hop:
O-- <or> --O + SHORT
* Old backfist:
--O + FIERCE
-------------
** CHUN LI **
-------------
* Super Combo: "Thousand Burst Kick" "Lightning Strike"
O-- <charge> --O O-- --O + any kick
Does a charging SHORT kick followed by a Lightning Kick barrage
Chun can do the same trick with her SC that Honda has (in other
words, for more info See Honda)
* Spinning Bird Kick:
O-- <charge> --O + any kick
* Jumping Lightning Kick:
| <charge> O + any kick
O |
* Parabolic Spinning Bird Kick is possible, but I'm not 100% sure
of it's execution. It's probably
O
O-- <charge> / + kick
* Neck Flip:
\ + ROUNDHOUSE
O
* Back Flip:
\ + FORWARD
O
can be done even if opponent is far away.
-------------
** Zangief **
-------------
* Super Combo: "Final Atomic Buster"
720 degree motion + any punch
Does a German Double Suplex followed by a SPD has done up to 70% damage!
The Super Meter will NOT lose it's charge until you actually succeed in
grabbing your target.
* Green Hand or "Banishing Hand" "Vanishing Flat"
--O \ | + FIERCE
O O
Can follow with a SPD
* Hopping Gut Crunch
O-- <or> --O + STRONG or FIERCE
-------------
** Dhalsim **
-------------
* Super Combo: "Yoga Inferno"
O-- / | \ --O O-- / | \ --O + any punch
O O O O O O
Super-charged Yoga Flame that hits multiple times.
* Vertical Yoga Flame: "Yoga Blast"
O-- / | \ --O + any kick
O O O
-----------
** Cammy **
-----------
* Super Combo: "Spin Dive Smasher"
| \ --O | \ + any kick
O O O O
Does a Cannondrill followed by a Thrust Kick
* Cannonball Jump:
/ | \ --O O + strong/fierce
O O O /
She'll spin up in a ball, and the next part is up to you:
(NOTE: nobody's 100% sure about this yet)
--------------
** Fei Long **
--------------
* Super Combo: "Grand Blazing-Flame Punch" "Rekkuukyaku"
| \ --O | \ --O + any punch
O O O O
Fei does 5 Rekka Punches in a row.
* Triple Axe Jump: "Rekkuukyaky"
/ | \ --O O + any kick
O O O /
* New Forward Kick:
--O + FORWARD
-------------
** DEE JAY **
-------------
* Super Combo: "Carnival Hook Kick" "Quadruple Rolling Sabot Kick"
O-- <charge> --O, O-- --O + any kick
He'll do 2 Double Dred Kicks.
* Double Axe Jump: "Jack Knife Maximum"
| <charge> O + any kick
O |
He does a spin kick in the air. The stronger the kick, the more spins
you do. Looks sweet, and is fairly effective.
-------------
** T. HAWK **
-------------
* Super Combo: "Double Mexican Typhoon" "Double Dunk"
<720 degree motion> + any punch
One fierce Mega-Dunk followed by a jab Mega-Dunk. He only loses the
charge when the throw is done. Missed attempts do not empty the power
meter. One person has managed to do the stick motions first, then
walk forward a bit and tap the button to do the SC.
* All you need to do to execute a Dive is to hit all 3 punch buttons.
No stick movement required.
------------
** BALROG **
------------
* Super Combo: "Dashing Upper Cuts" "Frenzy" "Mad Dash" "Crazy Buffalo"
O-- <charge> --O, O-- --O + any punch or kick
He does 5 rushing punches in a row.
* Two New Ducking Rushing punches:
O-- <charge> \ + any punch or kick
O
----------
** VEGA **
----------
* Super Combo: "Rolling Izuna Backdrop"
/ <charge> \ / <to> O O + any kick
O O O \ /
This executes a normal wall dive. However, if you connect with the
bodyslam, you will get 3 bodyslams instead of one. The SUPER METER
_ONLY_ goes down when you get the 3 bodyslams off. You will NOT see Vega
leaving a trail of shadows UNTIL you actually grab your target,
otherwise, it looks like a normal dive and you can make opponents
nervous like this.
* Forward Flip:
/ <charge> --O + any kick
O
-----------
** SAGAT **
-----------
* Super Combo: "Tiger Genocide"
--O | \ --O | \ + any punch
O O O O
A Tiger Knee followed by a Tiger Uppercut.
--------------
** M. BISON **
--------------
* Super Combo: "Knee Press Nightmare"
O-- <charge> --O O-- --O + any kick
Does 2 Scissor Kicks in a row <kinda like how he always did in Classic SF2>
* "Devil's reverse":
| <charge> <to> O O O + any punch
O \ | /
It is now controllable. He'll fly where you send him and fake a
headstomp. If you press punch AGAIN, he will dive down, and you can
control his descent. Don't press it and you'll fly off, maybe to a safe
distance. Has less priority than in SUPER (credits to Stiltman)
/~~~~~~~~~~~~~~~~~~~~\
[SWC] Super Wing Commander
\____________________/
Debug Mode In the lounge while holding X press the sequence B, B, C, C, A, A.
---------- You should hear a sound effect. Release X. Press Ls + Rs + P
together. You should enter the Debug Mode main menu.
There are a bunch of nifty goodies in the Debug mode, so I'll just point out
some of the best ones:
* Play all the background music of the game.
* Play all the cinema clips, plus some that didn't make it into the final
version. (Anyone know who is the *live actor* in FILM.MOV and UID.MOV?
* Set various system flags:
+ Killable = Set to False and you can't die.
+ Bangable = Set to False and you can't crash against other ships or
asteroids.
+ Picker = Set to True, return to the Lounge, and keep cycling options
until you hear "Choose Campaign" or "Choose Mission". With these,
you can access every possible mission in each of the three campaigns.
THE "FINGER OF DEATH" CODE
Basically it's like the Alt-Del sequence on the IBM-PC except that you hit
either Rs or Ls and B together, and whatever you have targeted will be
instantly destroyed. Watch out though as I have killed my Wingman accidentally
about 5 times now. I've got a better one. Set Killable and Bangable to False,
then zoom through the Tiger's Claw. Your wingman will dutifully try and follow
you... WHAM!
/~~~~~~~~~~~~~~~\
[SWR] Supreme Warrior
\_______________/
[This is based, in part, on guesswork. :) -Ed. ]
To steal a fireball use the Iron Lotus Shield as the warlord throws it.
I think the Longevity Turtle will steal the Earthquake. Chances are to
steal the Air Warlord's trick you will need to use Pearl of Vitality.
/~~~~~~~~~~~~~\
[TEC] Total Eclipse
\_____________/
Round Select At the "Quit/Previews" option on the option menu, hold the X
------------ button and press B, Ls, and A. Then let go of the X button and
press B, Ls, A, B, Ls, A. You'll hear a confirmation sound and the window
will display a round select.
Free Flight Zone To access an endless zone free of enemies to practice flying
---------------- around, start the game, and pause it with the P button.
With Play Game highlighted, press B, A, C, A, B, A, Ls. Press the Ls and Rs
buttons simultaneously, and X, X. A skull should appear in the window to the
right. Then press Ls, A, B, Ls, A, B, X, X, X.
99 Ship Code Proceed through the Free Flight Zone code until the skull
------------ appears in the window. Press P. A much bigger skull should
show. Press A, A, B, B, C, C, Ls, Ls, Rs, Rs, P. This should restart the game
from the beginning with 99 ships.
/~~~~~~~~~~~~~~~~\
[ULP] Ultraman Powered
\________________/
[Japanese import]
Playing Monsters From the main menu, enter VS MODE. Move the cursor to
---------------- 1P VS COM, and press Ls+left+A. Select the monster you want
to play. At the battle, you should be able to play the monster against a
computer-controlled Ultraman.
Playing Powered Baltan (Baltan II) Use the "Playing Monsters" code. Move the
---------------------------------- cursor to Baltan. Press Ls+up+A You
should be playing Powered Baltan (Baltan II) against a computer-controlled
Ultraman.
All The Moves
-------------
ULTRAMAN
Powered Punch: A
Powered Chop: B
Low Kick: C
Powered Kick: R
Mega Special Beam: Ls with full power/ blinking
Incitement: Ls
Throw: near enemy B
Jump: up, up right, up left
Jump Chop: Up & A
Jump Hard Chop: Up & B
Knee Drop: Up & C
Jump Kick: Up & R
Duck: Down
Duck Chop: Down & A
Powered Upper: Down & B
Duck Kick: Down & C
Duck Hard Kick: Down & R
Powered Barrier: Down (automatic)
Block: hold Back
Back Retreat: Back Twice
Arm Lazer: Down, Toward & A or B
Powered Slash: Down, Away & A or B
Thrust Down Kick: While Jumping, press Down and C or R
BALTAN
Chop: A
Butt: B
Kick: C
Strong Kick: R
Nova Blaster: Ls "when powered up"
Incitement: Ls
Throw: Near Enemy, Toward, B
Jump: Up, Up diagonals
Jump Chop: Up & A
Jump Butt: Up & B
Jump Kick: Up & C
Up Strong Kick: Up & R
Duck Chop: Down & A
Duck Butt: Down & B
Straight Kick: Down & C
Straight Hard Kick: Down & R
Back Teleport: Tap BACK twice
Virus Beam: Down, Toward, & A or B
Flying Scissor Attack: Back, Back, & A or B
Diving Attack: Down, Down, & R or C
Poison Ball: Down, Back, & A, B, C. or R
Block: Hold Back
KEMULAR
Tongue Whip: A
Strong Whip: B
Tail Whip: C
Strong Tail Whip: R
Poison Gas: Ls (w/ full power)
Incitement: Ls
Diagonal Tongue Streach: Up & A
Ram: Up & R
Rushing Strike: Up & R
Retreat: Back, Back
Gas Spray: Down, Back, & C or R
Dash Attack: Down, Down, & C or A
Block: Hold Back
RED KING
Ram: A
Head Butt: B
Kick: C
Tail Whip: R
Boulder Throw: Ls (w/full power)
Incitement: Ls
Throw: Near Enemy, Toward, B
Body Press: Up & A
Strong Body Press: Up & B
Ducking Attack: Down & A, B, C, or R
Retreat: Back, Back
Rushing Attack: Hold A or B for 2 seconds and let go
Combo Hit: Down, Back & A or B
Block: Hold Back
TELESDON
Punch: A
Head Butt: B
Kick: C
Tail Whip: R
Fire Ball: L (w/full power)
Incitement: Ls
Throw: Near Enemy, Toward, B
Body Press: Up & A
Low Fire: Down & B or R
Retreat: Back, Back
Fire Ball: Hold Down A or B for 2 seconds & let go
Bury Attack: Down, Down & A or B
Block: Hold Back
DA DA
Chop: A
Lightning Chop: B
Kick: C
Lightning Kick: R
Da Da's Fireball: Ls (w/Full power)
Incitement: Ls
Throw: Near Enemy, Toward, B
Bolt Hold: Near Enemy, Toward & B
Jump Chop: Up & A
Jump Lightning Chop: Up & B
Jump Kick: Up & C
Jump Lightning Kick: Up & R
Duck Chop: Down & A
Duck Lightning Chop: Down & B
Duck Kick: Down & C
Duck Lightning Kick: Down & R
Retreat: Back, Back
DA DA Lightning: Toward, Toward, & A or B
Horizontal Fireball: In air, press Forward twice & A or B
Lightning Zap: Down, Back & A or B
Lightning Cutter: Down, Toward & A or B
Block: Hold Back
JAMIRA
Punch: A
Crane Punch: B
Kick: C
Strong Kick: R
Rushing Combo Hit: Ls (w/full power)
Incitement: Ls
Throw: Near Enemy, Toward, B
Jump Claw: Up & A
Jump Strong Claw: Up & B
Head Pull: Up & C
Jump Kick: Up & R
Duck Punch: Down & A
Sliding: Down & R
Retreat: Back, Back
Rolling Claw: Hold A or B for 2 seconds and let go
Mid Air Throw: While Jumping press Right & A or B
Rush Attack: Forward, Forward & A or B
Block: Hold Back
GOMORA
Punch: A
Ram: B
Kick: C
Tail Whip: R
Rush Attack: Ls (w/full power)
Incitement: Ls
Body Press: Up & A, B, C, or R
Ducking Punch: Down & A
Ducking Hard Punch: Down & B
Ducking Tail Whip: Down & R
Retreat: Back, Back
Horn Throw: Back, Down, Toward & A or B
Horn Thrust: Down, Down & C or R
Tail Combo: Hold C or R for 2 seconds then let go
Block: Hold Back
/~~~~~~~~~~\
[VRS] VR Stalker
\__________/
>From the list of options, choose passcode. Enter the first three
of the mission you want, then 'LQG-77k'
Utah - M79 Arkansas - CCT
Arizona - 5KK Virginia - CC7
Texas - M37 Indiana - EW3
Gulf of Mex. - 1AD California - ESO
Colorado - 15O Pacific Ocean - EAT
Nevada - 5U1 Washington D.C. - SAH
Tennessee - 1QO Florida Keys - CUD
/~~~~~~~~~~~~~~~~~~\
[WOW] Way of the Warrior
\__________________/
[Ripped from the FAQ -- find it for lots of info and tips. I got all the
secret stuff from it, though (hopefully :) - Ed.]
General Info About the Moves and the fatalities:
================================================
o "Sweep forward" means a fireball type motion, D,DF,F.
o For the cliffs fatality, you have to kick your opponent toward the middle
of the screen.
o Bridge Fatality - This is easy - just do the move listed and off they go:
Make an uppercut into the grave.
o Pit fatality - This is easy too - if you make it to the 3rd round, the
bridges connecting the floating platform to the walls go away. If you step
off or are pushed, you're instantly dead. Be careful, you can jump or walk
off by accident.
o Roof fatality - Do the listed move (uppercut) FROM BEHIND the other
character. (jump over them if you have to). <-- Jason Cross. Try the
listed magics for all characters - I only listed them under characters I
positively checked, or saw the computer use, and since you need a ton of
skull points to do some it's not easy to check.
o For fatalities with a taunt, do the taunt, wait for it to finish THEN do
the fatality motion.
o For MAGIC, do the motion WHILE THE TAUNT IS HAPPENING.
o Defensive bonus - According to David Liu, this an anti-cheese feature. When
someone tries to cheese you with Turbo punch, or any other rapid move,
KEEP blocking. After you see 15 hits, you'll hear "Defensive Bonus" or
something similar, get skull points, and the blue stars will appear more
quickly and in the same place. This is the time to counter-attack.
Konotori
========
Normal Moves:
+++++++++++++
o Fan Throw - sweep forward + LS for fast, A for slow.
o Low fan throw - DF, LS + A
o Torpedo - Charge back, forward + RS for fast, C for slow. HOLD BUTTON
FOR LONGER RANGE - IF YOU LET GO YOU WON'T GO
ANYWHERE.
o Spin attack - Back + LS. (Note - timing on these types of moves is hard)
o Invisibilty (no skull cost) - Back + LS + A
o Spinning wheel attack - from at least 1 body length away, sweep back + RS
o Fly - JUMP, then B rapidly
o Diving Torpedo - Jump,then DF + LS
o Swan Dive - Jump, then D+RS
o Bounce - Jump, then DOWN + C
Fatalities:
+++++++++++
o HAT'S OFF - TAUNT, sweep forward, LS+A.
o YOU'RE GROUNDED - Jump at opponent, then D + RS + C when you're
right over him.
o DOJO/ROOF/BRIDGE - Use close, F+RS attack. (unblockable instead of
throw)
o CLIFFS - Use air torpedo.
Magic:
++++++
o Make Opponents bleed - TAUNT, Down + B (300-400 skull points)
o Instant death (removes all opponent's energy) - TAUNT, sweep forward + C
(1200 skull points)
The Ninja
==========
Normal Moves:
+++++++++++++
o Storm Attack: Sweep forward, LS for quick, A for slow.
o Head Butt - You get close and push toward + C. He grabs the back of the
other guy's head and butts it. Blood comes out and the enemy gets dizzy.
o Teleport: DOWN, A + B + C
o Hurricane Kick - Sweep back, RS
o Spin kick - Back + RS
o Flying Spin kick - Jump, Back + RS
o Slide - DF + C
o Mid-air diving kick - Jump back, DF + C
o Uppercut - DB + LS
o Knife Attack - A + C
o Forward leaping kick - F + RS (<-- BIG DAMAGE if you can get it off)
o Auto Dizzy - Close, forward + C
o Reptile style inviso: Hop back, LS+RS while hopping. This costs no skull
points, and lasts until the Ninja is hit - it doesn't seem to wear off.
Fatalities:
+++++++++++
o REVERSE HARA-KIRI: Okay, ya gotta be REAL close, like right next to
the dude. Sweep Forward, then A+C. Remember that like most special moves
with sweeps, you finish the sweep BEFORE hitting the buttons.
o STORM FATALITY: Sweep forward, LS+A
o DOJO/ROOF/BRIDGE - Uppercut or knife attack.
o CLIFFS - Mid-air diving kick.
Magics:
+++++++
o Heal 1 : - TAUNT, Back + A
o Heal FULL: TAUNT, Back + C
o Shrink+ - TAUNT, DOWN + B
o Blues Sparkles fall off ennemy and his controls are screwed up: Taunt,
then up + A + B + C cost = 340.
Dragon
======
Normal Moves:
+++++++++++++
o Fireball - Sweep forward then A for slow, LS for fast.
o Shadow Kick - Charge back, then F + RS (HOLD RS for distance)
o Split Kick - B+C (can be done in air, jump straight up first)
o Groin punch - A+B
o Triple Kick - Sweep back, RS
o Hop back or forward - Back,Back or F,F
o Forward hop kick - F, F +RS (2nd F and RS at the SAME TIME)
o Liu Kang shadow/flying kick: Hop Forward, U+RS during hop. (Thanks
David!)
o Turbo Hands: A rapidly
o Turbo Kick: C rapidly
o Upwards air swipe - Jump, then U + LS
o Diagonal Downard kick - DF,C after doing any air attack(Looks good for
combos!)
o Spin around auto dizzy - Close, F + LS
Fatalities:
+++++++++++
o NO SEQUEL FOR YOU Kick: Taunt, Sweep back, C+RS
o Spin around and decap: Taunt, CHARGE BACK (while taunting), F+LS
o BRIDGE/DOJO/ROOF - Strong kick (C+RS)
o CLIFFS - Diagonal downward kick.
Magics:
+++++++
o Heal - TAUNT, and Back + A, B, or C , from least to most healing/skull pts.
o SHRINK - TAUNT, Down + B
o NO JUMP - TAUNT, DB + C
o SUPER POWER-UP (1 hit to kill opponent!): TAUNT, forward sweep,
LS=RS This is awesome, but takes at about 3,000 magic points!
Nobunaga
========
Normal Moves:
+++++++++++++
o Shiruken: Sweep forward, A for slow, LS for fast.
o Super Shiruken (much larger and flashes): Tap A rapidly, forward sweep,
contiune tapping A rapidly
o Mid air shiruken: Jump forwrad, or back, and sweep forward + A
o Slide kick - DF + C.
o Jumping diagonal kick - Jump back, DF+C
o Sword uppercut - Sweep back, LS
o Long sword slice - Sweep forward, RS
o Running charge - Charge Back, F + RS
o Fast forward flying kick - F, F +RS (HOLD RS for distance)
o Turbo sword - Back + A rapidly
o Super slice - Sweep forward, center pad, hold RS.
o Sword bounce - Jump, D + LS
Fatalities:
+++++++++++
o Spin decap: Taunt, sweep back, LS +RS You need to be at least an inch away.
o Slice in half: Charge back for 2 secs, then F + LS
o BRIDGE/DOJO/ROOF: Sword uppercut (Sweep Back, LS)
o CLIFFS: Downward diagonal kick (Jump back, DF+C)
Magics:
+++++++
o Heal - TAUNT, Back + A, B, or C.
o Shrink - TAUNT, D+B
o Inviso - TAUNT, Sweep Back (NO BUTTON)
o SUPER POWER-UP (1 hit to kill opponent!): TAUNT, forward sweep,
LS=RS This is awesome, but takes at about 3,000 magic points!
Major Gaines
============
Normal Moves:
+++++++++++++
o Grenade - Sweep Forward + (A for line drive, SL for lob)
o Low Rolling ball - DF + RS
o High rolling ball - Charge Back, F + RS
o Mid-air splash - Jump forward, then U + LS
o Uppercut - DB + LS
o Flying ball attack - F,F + RS
o Bounce attack - Jump, Down + C
o STEROID BOOST - A + B + C
WHILE BOOSTED:
o De-Boost: A + B +C
o Ground lightning - A+B (also called the EARTHQUAKE move)
o Sidewinder kick - F, F + RS
Fatalities:
+++++++++++
o Back Breaker - BOOSTED: TAUNT, Close Forward + RS
o Suplex throw - BOOSTED: TAUNT, Close Forward + LS + A
o DOJO/BRIDGE/ROOF: Uppercut
o CLIFFS: Splash attack
Magics:
+++++++
o Heal - TAUNT, Back + A, B, or C Untouchable - TAUNT, LS + RS (about
600 mp)
o Untouchable - TAUNT, LS + RS (about 600 mp)
o Confusion spell: - TAUNT, B + C
o Make opponents bleed - TAUNT - down + B (300-400 skull points)
Fox
====
Normal Moves:
+++++++++++++
o Voodo Dust(Instant Dizzy) - Sweep Forward, A
o Sai Throw - Sweep forward, LS
o Teleport - Down, A + B + C
o Ball attack - DF + A or LS
o Charging Knee - Charge Back, Forward + RS (HOLD RS for distance)
o Downward diagonal kick - Jump back, DF + C
o Backwards jumping kick - Jump, D + C
o Uppercut kick - DB + RS
o Spin Kick - Sweep Back, RS
o Mid-air split throw: In-mid air, Right+LS
Fatalities:
+++++++++++
o Floor Slam - TAUNT, Close Forward, LS + A
o Grab and Lift - TAUNT, Close, sweep forward + A + B + C
o DOJO/BRIDGE/ROOF - Uppercut kick (DB + RS)
o CLIFFS - Diagonal kick (DF + C)
Magics:
+++++++
o Heal - TAUNT + Back and A, B, or C
o Shrink - TAUNT, Down + B
o Inviso - TAUNT, Backwards Sweep
o Confusion - TAUNT, Up + A+B
o Speed Up - TAUNT, A rapidly
Shaky Jake
===========
Normal Moves:
+++++++++++++
o Knife throw - Sweep forward, LS
o Torpedo - Charge back, forward + RS (HOLD RS FOR DISTANCE)
o Air Torpedo - Jump back, DF + RS
o Spin attack - BACK + LS
o Wheel attack - sweep back, RS
o Whiskey Flame - Sweep forward, RS
o Stick Uppercut - Sweep Back, LS
o Stick throw - Close, DF, LS
o Teleport - Down, A + B +C
o Stick pogo - Jump, D + C
Fatalities:
+++++++++++
o Whiskey Char - TAUNT, Sweep forward, C + RS
o "Hang around" - Charge back, F+LS
o DOJO/BRIDGE/ROOF - Stick upercut
o CLIFFS - Air Torpedo
Magics:
+++++++
o Heal - TAUNT ,Back, + A, B, or C
o Shrink - TAUNT, Down + B
o Inviso - TAUNT, Sweep back
o No Jump - TAUNT, DF + C
Nikki Chan
===========
Normal Moves:
+++++++++++++
o Torpedo - Charge back, forward + LS
o Hair whip - Sweep forward, A (for slow) or LS (for fast).
o Hair twirl - Hold Block, then hold LS
o Spin kick - Sweep back, RS
o Flip Kick - up + C (or up + RS, or up + RS + C ?)
o Head stomp - Jump, then down + C
o Straight up ball - DB, RS
o Diving Punch - Jump straight up, DF+LS
o Flip - F,F or B,B, THEN FROM FLIP:
o Throw from flip - close + RS
o Ball attack - LS from forward flip (when she's straight upside-down)
o Flying kick - Up + RS from flip. Other version says: If you hit t he
right shift and C button, she will do a handstand and split kick upside
down.
o Defensive ball - Backflip to edge of screen, UP
o Split attack - RS+C from flip, upside down
o Very Short slide at opponent - Forwarddown + C. Holding down C makes
ythe slide move as long as you want.
o Spins hair around head - Hold B then LS
Fatalities:
+++++++++++
o "Your heart is mine!": Close, forward + A + B + C
o Blown away: Taunt, charge back, Forward + RS + C
o BRIDGE/DOJO/ROOF: Strong kick (C+RS)
o CLIFFS: Flying Punch
Magics:
+++++++
o Heal - TAUNT ,Back, + A, B, or C
o Shrink - TAUNT, Down + B
o Power Up - TAUNT, A + B + C
o Untouchable - TAUNT, LS+RS
Crimson Glory
==============
normal Moves:
+++++++++++++
o Throw Bottle - Sweep forward, A (turns opponent green)
o Mid air bottle throw - Jump, sweep forward + A
o Throw match - Sweep forward, LS (must be done after opponent is green,
unblockable and BIG DAMAGE!)
o Clothesline - Jump, DF + A
o Head Butt - You get close and push toward + C. He grabs the back of the
other guy's head and butts it. Some blood comes out and the enemy gets
dizzy.
o Flying kick - Forward, Forward + RS
o Grab and punch - Close forward, LS + A <--- Will Allen
o Block and grab - Hold BLOCK, then push Forward or Up/Forward when
opponent tries to attack you. (Takes timing)
o Throw Projectile on the ground while in the air - Just do the forward sweep
while airborne and either A or RS (can't remember which right now).
Fatalities
++++++++++
o "Sorry to burst your bubble" - Taunt, Sweep back, A+B+C (<-- "Kay Kay")
o "You don't have the stomach for this: TAUNT, Close Forward + RS (_not_
RS+C as posted by many)
o DOJO/BRIDGE/ROOF - Uppercut
o CLIFFS - Clothesline attack
Kull the Despoiler:
===================
Normal Moves:
+++++++++++++
Note that Kull can not jump or duck. He doesn't appear to have strong
attacks (LS+A or RS+C) either.
o Throw Hammer - Sweep forward, A for slow, LS for fast.
o Slide - DF + C
o Flying Knee - Charge back, forward + RS
o Uppercut - DB + LS
Fatalities:
+++++++++++
o Grind and maim - TAUNT, close, forward + A + B +C (<-Patrick Horio)
o Head Explode - (Close) Sweep Backwards, then A+B+C
o BRIDGE/ROOF/DOJO - Uppercut. (getting behind the guy on the roof is
tricky, walk past while he's down).
o CLIFFS - ??? (may not be possible, he can't jump)
Magics:
+++++++
MAGIC: ALL known magics
o Heal - TAUNT + Back and A, B, or C
o Shrink - TAUNT, Down + B
o Inviso - TAUNT, Backwards Sweep
o Confusion - TAUNT, Up + A+B
o Speed Up - TAUNT, A rapidly
o Untouchable - TAUNT, LS+RS
o Inviso - TAUNT, Sweep back
o No Jump - TAUNT, DF + C
o Power Up - TAUNT, A + B + C
High Abbot:
===========
Normal Moves:
+++++++++++++
Abbot can't jump straight up, duck, or do regular air attacks.
o Air Kick - jump back ,DF + C
o Fire - sweep foward, LS
o Flaming breath - Sweep forward, LS
o Ball attack 1 - DF + RS
o Ball attack 2 - Charge back, F + RS
o Tail Sweep - DB + LS
o Bite - Close, Forward + C + RS
o Diving claw attack - Jump back, DF + C
fatalities:
+++++++++++
o You're fired - TAUNT, sweep forward, LS + A
o DOJO/ROOF/BRIDGE - Ball attack 1
o CLIFFS - Diving claw attack
Magics:
+++++++
MAGIC: ALL known magics.
o Heal - TAUNT + Back and A, B, or C
o Shrink - TAUNT, Down + B
o Inviso - TAUNT, Backwards Sweep
o Confusion - TAUNT, Up + A+B
o Speed Up - TAUNT, A rapidly
o Untouchable - TAUNT, LS+RS
o Inviso - TAUNT, Sweep back
o No Jump - TAUNT, DF + C
o Power Up - TAUNT, A + B + C
o Super power up: TAUNT, Forward Sweep + RS (2,300 pts)
Swami, also known as Gulab:
===========================
o Saw Blade - Sweep Forward + LS(fast) or A(slow)
o Rope Teleport - Sweep Forward + B
o Jumping Spin Punch - Back + LS
o Low Spin Punch - DB + LS
o Float - DF or D or DB
o Mid-Air Diving Kick - Jump Back then DF + C
o Bounce - Jump Over then Down + C
o Auto Dizzy - Close Forward + A
o Death Gaze - Forward + LS(long range) or A(short Range)
o Slide Attack - DF + C
o Quad Head Butt - Close Forward + RS
o Choke Hold - Close Forward + LS + A
o Knee Jab - Close Forward + C
o Magic Sword 1 - Up + LS
o Magic Sword 2 - Up then Down + LS
o Slow Buzz Saw throw - Sweep Forward and A
o Fast Buzz Saw Throw - Sweep Forward and LEFT Button
o Eye daze - Forward twice and A . Also works with Left Button I think.
o Flying Kick - Back Jump and Half moon(Down to Away) and C(Same as FOX)
fatalities:
+++++++++++
o Head Burst - Forward + A + B + C (From anywhere, close or far)
4 player game code?
+++++++++++++++++++
Select 2 player vs.mode.The right player selects a character then he
holds "down right",a,b,c,and the start button,The left player holds
"up left"and both shift keys then hits start.This will work with up to
4 players.
Secret characters available in 2 player modes:
==============================================
o Boss codes:
o To play as KULL: Enter a name of "A Gavin", date of Jun 11 1970
o To play as HIGH ABBOT: Use a name of "J Rubin", date Jan 6 1970
Then go to VS mode, and move your character box to the right of Crimson
Glory. It will move over and you'll be able to play as that boss. It
doesn't matter which player you enter the name for, both will work.
You can also enter both names, move the box right again to move from High
Abbot to Kull (or vice versa).
o Other characters:
o To play as BLACK DRAGON: Use a name of "Wyvern", date 3/9/1927
o To play as SWAMI: Use a name of "Gulab", date 2/29/1900
o To play as MAJOR TROUBE: Use a name of "Bad Boy", date 2/4/1908
o To play as VOODOO: Use a name of "Evil", date 6/6/1966
Secret backgrounds:
===================
These new levels will be available at the menu select screen.
"TUGAWAR" date 4/16/64 2-player only
"PARANOID" date May 5 1975
"SPEED" date 8/8/80
"Taj Mahal" date 1/1/1
Dragon's Goofy picture and David Liu's message to Internet users:
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
David Liu: To get to Dragon's goofy picture and hear me make fun of
all of us ("Internet people have NO life"), I think you have to finish
the match using only A and C in the last round.
Magic:
++++++
Heal (A) - 140 pts (10%?) } BACK + A or B or C
Heal (B) - 300 pts (20%?) }
Heal (C) - 800 pts? (100%?) }
Untouchable(Gaines, Nikki) - 440 pts - LS+RS
Power Up(Nobunaga,Nikki) - 380 pt A+B+C
Shrink (almost all) - 340 Down+B
Super Power Up (Nob., Drag.)-about 2,400 Fwd Sweep + RS (?)
+Speed Up - (Kon, Dragon) - 340 A rapidly
No jump - (Dragon, others)- DF + C
+Confusion - (Fox, others) - 420 Up + A + B
/~~~~~~~~\
[ZZZ] Appendix
\________/
Console Specific On the Panasonic FZ-1 pressing the A button during the title
---------------- animation will produce a tiny bit of sound effects.
Controller Compatibility
------------------------
Flightstick Pro Games:
Mega Race Need For Speed Rebel Assault
Return Fire SW: Operation Jumpgate VR Stalker
Super Wing Commander Wing Commander 3 (tba) Flying Nightmares (tba)
Doom (tba) POed (tba)
Mouse:
Fun 'N Games (?) Lemmings Myst
World Cup Golf
Game Gun:
Demolition Man Corpse Killer Crime Patrol
Mad Dog McCree Mad Dog McCree II Who Shot Johny Rock
Drug Wars (tba) Space Pirates (tba)
CH FlightStick Pro controls
---------------------------
Upper-left btn LS Left Shift
Lower-left btn RS Right Shift
Upper-right button P Play/Pause button
Lower-right button X Stop button
Trigger A / optional*
Stick - left A A button
Stick - middle B B button
Stick - right C C button
Stick - hat switch optional*
Trim pot - left optional*
Trip pot - middle Horizontal trim
Trim pot - right Vertical trim
*optional controls are designated only by the games which use them
NVRAM Save Game Names
---------------------
[Maybe eventually this will include sizes (wishful thinking) in the mean
time here are some particularly large ones I've seen: Quarantine: 8.2k,
Guardian War 6.3k, Slayer 5.4k, Slam n Jam 13.2k]
1025NovaStormHiScor NovaStorm
aaaaa.tim Saved Game from The Incredible Machine
acd.playlist Audio CD+G
alone0.save Saved Game from Alone in the Dark
alone1.save Saved Game from Alone in the Dark
alone2.save Saved Game from Alone in the Dark
alone3.save Saved Game from Alone in the Dark
alone4.save Saved Game from Alone in the Dark
Audio CD Programs Audio CD programs :)
Balanced Team 1.mle Team 1 from Star Controller II
Balanced Team 2.mle Team 2 from Star Controller II
Behemoth Zenith.mle Star Controller II
CHATNOIR_TENJIKU_GOKUJ Saved Game from Mahjong
CNBTESTSAVE Crash and Burn Tournament Mode
cpubach.dta CPU Bach Information
DemolitionManHighS Demolition Man High Score
Drive Over Driving (Japan) Need For Speed
DriveHS Over Driving (Japan) Need For Speed
EA_JMF94_Jap John Madden Football 1994 (Japan)
EA_JMFB94 John Madden Football 1994
EA_JMFB94_GREATS John Madden Football 1994
EA_RR0 Saved Game from Road Rash
EA_RR1 Saved Game from Road Rash
EA_RR2 Saved Game from Road Rash
EA_RR3 Saved Game from Road Rash
EA_RR4 Saved Game from Road Rash
EA_SkWv0 Saved Game from Shockwave
EA_SkWv1 Saved Game from Shockwave
EA_SkWv2 Saved Game from Shockwave
EA_SkWv3 Saved Game from Shockwave
EA_SkWv4 Saved Game from Shockwave
EA_SKWvMD0 Shockwave Operation Jumpgate
EA_SKWvMD1 Shockwave Operation Jumpgate
EA_SKWvMD2 Shockwave Operation Jumpgate
EA_SKWvMD3 Shockwave Operation Jumpgate
EA_SKWvMD4 Shockwave Operation Jumpgate
FIFA2.4.6.10.1.1.5 FIFA Soccer
FireBall.JDW Saved Game from Fire Ball !!
FP_Takeru_1J Takeru
FT-WACKY-1J Saved Game from Wacky Races
FT-WACKY-2J Saved Game from Wacky Races
FT-WACKY-3J Saved Game from Wacky Races
GEX_Videos GEX Save Games
Gridders by Tetragon Saved Game from Gridders by Tetragon
hand_ch1_reika_data Virtual Puppet
hand_ch2_reika_data Virtual Puppet
hand_ch3_reika_data Virtual Puppet
hand_ch4_reika_data Virtual Puppet
HBS_MASK_00J Saved Game from Ghost Hunter Series
Holmes3DOGames Saved Game from Sherlock Holmes
Holmes3DOSetup Pref file from Sherlock Holmes
JLEAGOptions J League Soccer
jpieasyhighscores Jurassic Park Interactive
jpihardhighscores Jurassic Park Interactive
jpimedhighscores Jurassic Park Interactive
jpisavedgames Jurassic Park Interactive
KE_HAODEN_1J Saved Game from Nobunaga Haouden
KE_WINPOS_1J Saved Game from Winning Post
LaunchOrionOffroad 3DO Interactive Title Sampler 1
maddog Mad Dod McCree
MC_PKING_0 Saved Game from Guardian War
MC_PKING_0J Saved Game from Powers Kingdom
MC_PKING_1 Saved Game from Guardian War
MC_PKING_1J Saved Game from Powers Kingdom
MC_PKING_2 Saved Game from Guardian War
MC_PKING_2J Saved Game from Powers Kingdom
MC_PKING_3 Saved Game from Guardian War
MC_PKING_3J Saved Game from Powers Kingdom
MC_PKING_4 Saved Game from Guardian War
MC_PKING_4J Saved Game from Powers Kingdom
MC_PUPPET_J Saved Game from Puppet Tales
MegaRace.1 Saved Game from MegaRace
MegaRace.2 Saved Game from MegaRace
MegaRace.3 Saved Game from MegaRace
melee.cfg Star Controller II
MonsterManorData Saved Games from Escape from Monster Manor
NightTrap.02 Night Trap Disk 2 setup
nitetrap.inf Night Trap Japan Disk 2 Setup
OPTS.FIFA2.2 Option File from FIFA Soccer
PaTaank_Hall_Of_F Hall of Fame from PaTaank
PaTaank_High_Scor High Score from PaTaank
PHARAOH1 Saved Game from Seal of the Pharaoh
PHARAOH2 Saved Game from Seal of the Pharaoh
PHARAOH3 Saved Game from Seal of the Pharaoh
PIV_KURAMA1J Saved Game from Kyoto Mysteries
PIV_NanKl1J Travel Mystery
QUAR_SAVE_GAME Quarantine save game
REALPinball.JDW Saved Game from Real Pinball
Return Fire V1.0 Return Fire level code
RH_HAUZERJ Saved Game from Doctor Hauzer
RH_InsecterJ Insector War
S3P 3DO Interactive Title Sampler 1
SamuriaShodown Samurai Shodown (YES the save is SamurIA :)
SC_GORAKU_1J Saved Game from Theatre Wars
SC_GORAKU_2J Saved Game from Theatre Wars
Slam N Jam 95 "Data for the current season and playoffs."
Slayer Game Saved Game from Slayer Game
sockid.hi High Score from Soccer Kidd
sockid.save Saved Game from Soccer Kidd
starcon2.00 Saved Game from Star Controller II
starcon2.01 Saved Game from Star Controller II
starcon2.02 Saved Game from Star Controller II
starcon2.03 Saved Game from Star Controller II
starcon2.04 Saved Game from Star Controller II
starcon2.05 Saved Game from Star Controller II
starcon2.06 Saved Game from Star Controller II
starcon2.07 Saved Game from Star Controller II
starcon2.08 Saved Game from Star Controller II
starcon2.09 Saved Game from Star Controller II
stellar7.dat Stellar 7: Draxon's Revenge (Japan?)
stellar7.fame Stellar 7: Draxon's Revenge (Japan?)
Stellar 7 Scores US? [That's what mine says anyway - Ed.]
SuprWarriorPrefs Supreme Warrior Preferences
SuprWarriorScores Supreme Warrior High Scores
SuprWarriorGames Supreme Warrior Save Games
swc_game.0 Saved Game from Super Wing Commander
swc_game.0e Saved Game from Super Wing Commander Japan
swc_game.1 Saved Game from Super Wing Commander
swc_game.1e Saved Game from Super Wing Commander Japan
swc_game.2 Saved Game from Super Wing Commander
swc_game.2e Saved Game from Super Wing Commander Japan
swc_game.3 Saved Game from Super Wing Commander
swc_game.3e Saved Game from Super Wing Commander Japan
swc_game.4 Saved Game from Super Wing Commander
swc_game.4e Saved Game from Super Wing Commander Japan
swc_game.5 Saved Game from Super Wing Commander
swc_game.5e Saved Game from Super Wing Commander Japan
swc_game.6 Saved Game from Super Wing Commander
swc_game.6e Saved Game from Super Wing Commander Japan
swc_game.7 Saved Game from Super Wing Commander
swc_game.7e Saved Game from Super Wing Commander Japan
swc_game.8 Saved Game from Super Wing Commander
swc_game.8e Saved Game from Super Wing Commander Japan
swc_game.9 Saved Game from Super Wing Commander
swc_game.9e Saved Game from Super Wing Commander Japan
swc_highscore High Score from Super Wing Commander
SY-TETSU-1J Tetsujin
T&E-Pebble-#1 Saved Game from Pebble Beach Golf Links
TE_Augusta_1J Saved Game from Masters (Japan)
TE_Pebble_2J Saved Game from Pebble Beach Golf Links
TE_PRcfg_J Pararancho Incredible Machine
TE_PR_1J Pararancho Incredible Machine
TE_Waialae_1 Waialae Country Club
tim.cfg The Incredible Machine
TR_LETTER_J Saved Game from The Letter
Trial.Set Saved Game from IGO Time Trial
Trial_00 Saved Game from IGO Time Trial
Trial_01 Saved Game from IGO Time Trial
Trial_02 Saved Game from IGO Time Trial
TR_LETTER_J Saved Game from The Letter
vcd.playlist Digtal Video Module (DVM) MPEG
V_NONTAN_00J Nontan Volume 1
WayScores Way of the Warrior
wsjr Who Shot Johnny Rock
[END]