DOS=spC>p%NJg "@"NbCNJg @ hpNupNudos.libraryexpansion.librarysl (flick joystick down) Fireball: Down - Forward - High Punch Ground Stomp: Back - Down - Back - High Kick Fatality 1: Forward - Down - Down - Forward - Low Punch [close] Forward - Forward - Forward - Low Punch [close] (Sheeva pounds her victim into the ground with all four arms) Fatality 2: Hold High Kick - Forward - Back - Forward - sm M Forward - Release High Kick [close] Hold High Kick - Forward - Forward - Forward - Rel. High Kick [next to opp.] (Sheeva rips the skin off of her victim, leaving a bloody mess...ever seen Hellraiser? Yuck!) Animality: Run - Block - Block - Block - Block [close] (Sheeva turns into a scorpion and stings away) Friendship: sne[ Forward - Forward - Down - Forward - Pause for 1/2 second - High Punch (Sheeva turns around and spins plates) Babality: Down - Down - Down - Back - High Kick Stage: Down - Forward - Down - Forward - Low Punch Combos: High Punch - High Punch - Low Punch - High Kick - High Kick - Low Kick - Roundhouse Kick (7 hit 37%) High Punch - High Punch - Low Punch - Forward & High Punch (4 soX8hit 22%) Low Kick - High Kick - High Kick - Leg Sweep (4 hit 19%) Oh No More Lemmings: TAME CRAZY WILD WICKED 1 VNLBAHTFBK CEHPUDIJCS UFMCAHTNDN GAIPTFLBFS 2 IHRTDLCCAR FLCIHTTGBK IIPWLICKCS NICMHVUODQ MHPTFLGCFO 3 LRTDLCADAO LCALVTFHBJ LPUDMCELCM MCALVUFPDF LPTFLGADFH 4 PTDLCIMEAG CILTTFLIBQ PUDMCIMMCS CILVUFMQDO RTFLGILEFS 5 TDLCAHTFAO CAHRUFLJspV BE UDMCAHVNCM CAIRTDHBEN TFLGAHVFFL 6 DLCIHVTGAJ IHRUFLCKBN LICMIVUOCO IHRTDLGCEJ FLGIHVTGFE 7 LBALTVLHAN LRUFLCALBK MCALVUDPCS MRVDLFEDEM LGALVTFHFR 8 CIMVVDHIAO RUFLCILMDB CILVUDMQCL PVLHGMMEEI GILTTNHIFM 9 BAHRWLLJAK WNHCEIVNBH CAHRTFMBDO VLHGAHVFEO GAIPUFLJFL 10 IIPUDLCKAJ FLCIHVUOBF IHRTFMCCDH DLGIHTTGEP IHRUFLGKFF 11 MPUDLCALAG LCAMTUFPBR MPTFMCADDD LGALTTDHEsq.`UM MRWFHFALFQ 12 RUDLCILMAQ BIMTUNLQBR PTFMCIMEDM GIMTVLHIEM RUFLGILMFL 13 ULLBAHVNAQ CEHPTDMBCN VNICAHVFDM GEHPUDLJEL UFLGAHVNFE 14 LLBIIVUOAK IIPVLICCCJ NICMHVVGDJ MHPUDLGKEE FLGMHTUOFP 15 LACLVUDPAP LRVLICADCH MCELTTFHDO MPUDLGALEO LGALVUFPKF 16 CILVUDLQAI RVLICIMECR CIMVTNIIDK PULHGIMMEL GILTUNFQFF 17 CAIPVNHBBQ TDMCAHVFCD CAHRUFMJDH ULHGEITNEI GAIPTDMBGS 18 IHPTFHCCBOsr  DMCIITTGCL IHRUFMCKDQ DLGIHTUOEI MHPTDMGCGO 19 LPTNHCADBD ICAMVVLHCQ MPUNICALDQ LGALTUDPEF LPTDMGEDGL 20 RTNLBILEBR CIMTVLIICH PUFMCIMMDF GIMTUDLQEP RTMDGILEGS One Must Fall 2097: Type this at the dos prompt: DEBUG [SAVEGAME.CHR] L (This must always be typed first) E 128 FF FF FF (For the big money cheat) E 11C C1 E8 C3 EA E 204 34 71 A2 (For max MECH power, speed, armor, stun rss BQes) E 210 54 30 AC E 214 64 50 D0 E 120 D4 C1 D6 (For max PILOT power, agility, endurance E 11B C0 (To use Flail) E 11B C1 (To use Shredder) E 11B C2 (To use Katana) E 11B C3 (To use Electra) E 11B C4 (To use Pyros) E 11B C5 (To use Thorne) E 11B C6 (To use Shadow) E 11B C7 (To use Jaguar) E 11B CD (To use Nova) E 11B CE st 'm (To use Chronos) E 11B CF (To use Gargoyle) To exit debug and save your changes enter: W Q Special moves: JAGUAR: JAGUAR LEAP: DOWN - FORWARD + PUNCH SHADOW LEAP: BACK - DOWN - FORWARD + PUNCH CONCUSSION CANNON: DOWN - BACK + PUNCH OVERHEAD THROW: JUMP - BACK - DOWN + PUNCH SCRAP MOVE: DOWN - DOWN - UP - PUNCH DESTRUCTION MOVE: DOWN - DOWN - UP + KICK THORNE: SPEED KICK: DOWN - FORWARD + KICK OFF WALL ATTACK: JUMP - DOWN + FORWARD + KIsu WCK SPIKE CHARGE: FORWARD - FORWARD + PUNCH SHADOW SPEED KICK: BACK - DOWN - FORWARD + KICK SCRAP MOVE: BACK - BACK - FORWARD + PUNCH DESTRUCTION MOVE: UP - DOWN - UP - DOWN + PUNCH SHADOW: SHADOW PUNCH: DOWN - BACK + PUNCH SHADOW KICK: DOWN - BACK + KICK SHADOW DIVE: JUMP - DOWN - FORWARD + PUNCH SHADOW PUNCH: DOWN - BACK + PUNCH SHADOW GRAB: DOWN - DOWN - PUNCH SCRAP MOVE: FORWARD - UP - BACK - FORWARD - UP - BACK + PUNCH DESTRUCTION MOVE: DOWN - DOWN - DOWN + PUNCH sv ܦn PYROS: FIRE SPIN: DOWN - PUNCH SUPER THRUST ATTACK: FORWARD - FORWARD + PUNCH JET SWOOP: JUMP - DOWN + KICK SCRAP MOVE: FORWARD - FORWARD - DOWN - DOWN + PUNCH ELECTRA: BALL LIGHTNING: DOWN - BACK + PUNCH ROLLING THUNDER: FORWARD - FORWARD + PUNCH SHADOW ROLLING THUNDER: BACK - DOWN - FORWARD + PUNCH ELECTRIC SHARDS: DOWN - FORWARD + PUNCH SCRAP MOVE: BACK - DOWN - FORWARD + PUNCH DESTRUCTION MOVE: FORWARD - BACK - DOWN - UP - FORWARD + PUNCH KATANA: RISING BALDE: Dsw KOWN - FORWARD + PUNCH SHADOW RISING BALDE: BACK - DOWN - FORWARD + PUNCH HEAD STOMP: JUMP - DOWN + KICK FORWARD RAZOR SPIN: DOWN - FORWARD + KICK BACKWARD RAZOR SPIN: DOWN - BACK + KICK SCRAP MOVE: FORWARD - DOWN - BACK + PUNCH DESTRUCTION: BACK - DOWN - FORWARD + PUNCH SHREDDER: HEAD-BUTT: DOWN - FORWARD + PUNCH SHADOW HEAD-BUTT: BACK - DOWN - FORWARD + PUNCH FLIP KICK: DOWN - DOWN + KICK FLYING HANDS: DOWN - BACK + PUNCH SCRAP MOVE: DOWN - DOWN - FORWARD + PUNCH DESTsxmARUCTION MOVE: DOWN - UP - UP + PUNCH FLAIL: SPINNING THROW: FORWARD - FORWARD + KICK CHARGING PUNCH: BACK - BACK + PUNCH SWINGING CHAINS: DOWN - PUNCH SLOW SWINGING CHAINS: DOWN - KICK SCRAP MOVE: FORWARD - FORWARD - FORWARD + PUNCH DESTRUCTION MOVE: FORWARD - BACK + PUNCH GARGOYLE: DIVING CLAW: JUMP - DOWN + KICK FLYING TALLON: DOWN - FORWARD + PUNCH SHADOW TALLON: BACK - DOWN - FORWARD + PUNCH WING CHARGE: FORWARD - FORWARD + PUNCH SCRAP MOVE: BACK - DOWN - FORWARDsy|+ + PUNCH DESTRUCTION MOVE: DOWN - UP - UP - UP + PUNCH CHRONOS: TELEPORTATION: DOWN - PUNCH MATTER PHASING: DOWN - BACK + PUNCH STATIS ACTIVATOR: DOWN - BACK + PUNCH SCRAP MOVE: BACK - BACK - DOWN - FORWARD + PUNCH NOVA: EARTHQUAKE SMASH: DOWN - DOWN + PUNCH MISSILE: DOWN - FORWARD + PUNCH AIR MISSILE: JUMP - DOWN - FORWARD + PUNCH MINI GRENADE: DOWN - BACK + PUNCH CHEST SLAM: JUMP - DOWN + PUNCH SCRAP MOVE: DOWN - BACK - FORWARD + PUNCH Power Drive: Game Wizard sz~codes: 0000:B906 Time Prince of Persia 2: Start the game with PRINCE MAKINIT Then use the following keys: K = KILL ALL ENEMIES ON SCREEN + = INCREASE TIME - = DECREASE TIME SHIFT-W = FALL SLOW SHIFT-R = SHOWS ROOM NUMBER SHIFT-T = EXTRA ENERGY SHIFT-I = UPSIDE DOWN SHIFT-K = KILL YOURSELF SHIFT-B = BLACK SCREEN (YOU AND THE ENEMIES ARE THE ONLY VISIBLE THINGS) ALT-Q = QUIT ALT-R = RESTART GAME ALT-O = OPTIONS ALT-A = RESTART LEVEL ALT-S = SOUND ON/OFF ALT-D = MAKs{`dHES A DUMP?.TXT FILE ALG-G = SAVE GAME ALT-H = HALL OF FAME ALT-J = JOYSTICK MODE ALT-K = KEYBOARD MODE ALT-L = LOAD GAME ALT-V = SHOWS "PRINCE OF PERSIA 2" ALT-N = NEXT LEVEL ALT-M = MUSIC ON/OFF Quarantine: Passwords: OMNICORP IS ALL KNOWING KEEP THE OPRESSOR OPRESSING THE MEEK SHALL INHERIT ZILCH HAVE YOU HAD YOUR HYDERGINE TODAY KEMO CITY IS A NICE PLACE TO VISIT Rise Of The Robots: On the options screen press the LEFT and RIGHT curs|܎-sor keys repeatedly, you can pit the Military Robot against the Military Robot(In two player game) If you want to fight with the Supervisor then to this: LEFT, LEFT, RIGHT, RIGHT (Only in training mode) Supervisor's secret moves are: DOWN, LEFT, UP, RIGHT (Horrible insect-type move) RIGHT, UP, LEFT (Melt) Rise of the Triad: Set your computer date to: 12-25-1995 Christmas 07-04-1995 US Flag Codes: DIPSTICK - CHEATS ENABLED/DISABs}LED REEN - START OVER CURRENT LEVEL GOOBERS - START OVER CURRENT EPISODE GOARCH - LEVEL COMPLETED WHERE - HUD ON/OFF PANIC - BACK TO NORMAL MODE SIXTOYS - FREE ITEMS GOGATES - EXIT TO DOS RECORD - RECORD DEMO PLAY - PLAYBACK DEMO SEEYA - HAND OF GOD TOOSAD - GOD MODE VANILLA - BAZOOKA BONES - FLAME WALL BOOZE - DRUNK MISSILE HOTTIMES - HEATSEEKER JOHNWOO - DOUBLE PISTOLS FIREBOMB - FIREBOMB BURNME - ASTBESTOS ARMOUR SHOOTME - BUs~mLLET-PROOF ARMOUR LUNGDUNG - GAS MASK FLYBOY - MERCURY MODE BOING - JUMPING GOTO - LEVEL SELECT CHOJIN - GOD MODE AND ALL WEAPONS UNLIMITED DIMON - LIGHT EFFECT ON DIMOFF - LIGHT EFFECT OFF 86ME - YOU ARE DEAD LONDON - FOG ON NODNOL - FOG OFF SHINEON - LIGHT EFFECT ON SHINEOFF - LIGHT EFFECT OFF RIDE - MISSILE VIEW WHACK - ONE POINT LESS HEALTH BADTRIP - SHROOMS MODE SPEED - AUTORUN ON/OFF PANIC - RESETS EVERYTHING BACK TO NORMAsZ;L HUNTPACK - OUTFITS PLAYER WITH EVERYTHING PLUGME - MACHINE GUN GOTA386 - LOW DETAIL GOTA486 - HIGH DETAIL MEASTRO - JUKE BOX WOOF - DOG MODE SLACKER - SLACKER PACK \BUM Roger Rabbit: Hold SHIFT+CTRL+ALT+F5 to go to the next level. SimCity: Hold and type FUND Now you get $10,000 Sim City 2000: Save your game as HACKER.SC2 Run the debug program and type this NHACKER.SC2 L E 0127 7F EsxX 012C 7F W Q Now you have 2 billion dollars!!!!! Spear of Destiny: Start the game with SPEAR DEBUGMODE Now in the game hold + + Then you get a message "Debugging keys are now available" Now you can do the following combinations: TAB+B - BORDER COLOR (0-15) TAB+C - TOTAL STATICS TAB+E - FLOOR COMPLETED TAB+F - CO-ORDINATS X,Y AND A TAB+G - GOD MODE ON/OFF TAB+H - KILLS YOURSELF TAB+I - FREE ITEMS TAB+N - NO CLIPPIs^y3NG MODE TAB+P - PAUSE TAB+Q - EXIT TAB+S - SLOW MOTION ON/OFF TAB+T - TIPS TAB+V - EXTRA VBL'S (0-8) TAB+W - WARP TO LEVEL (1-10) TAB+X - EXTRA STUFF Street Fighter 2: Facing Right : [UB] [U] [UF] [1] [2] [3] 0 0 0 Jab Strong Fierce \ | / 0 0 0 [B] 0-- --0 [F] / | \ 0 0 0 0 0 0 Short Forward RoundsHouse [4] [5] [6] [DB] [D] [DF] Note: "%" indicates HF mode only. "*" indicates SSF2 mode only. RYU/KEN Fireball [D] [F] + [1|2|3] * Red Fireball (Ryu only) [B] [D] [F] + [1|2|3] Dragon Punch [F] [D] [F] + [1|2|3] Cyclone Kick [D] [B] + [4|5|6] Throw Opponent Close [B|F] + [2|3|5|6] E.HONDA Hundred Hand Slap [1111|222sQ:922|333333] Sumo Head Butt [B] [F] + [1|2|3] Sumo Butt Crush [D] [U] + [4|5|6] Throw/Grab Opponent Close [B|F] + [2|3|6] Double Knee Close [B|F] + [5] CHUN LI % Kikkoken [B] [D] [F] + [1|2|3] * Kikkoken [B] [F] + [1|2|3] Lightning Kick [4444|55555|666666] Spinning Bird Kick [D] [U] + [4|5|6] Throw Opponent Close [B|F]Vh the ivory key; Farli Mallestone will join you. Now head south to the wall. Turn west and go two squares west. Mark this spot on your map as, say "SECRET PLACE." Now go west to the wall, then turn north. Go to the wall, turn west. Walk to the wall, turn north. Go up to the (illusory) wall, and turn east. Walk to the wall. Turn south, and walk to the wall. Turn east, and unlock the door with the ivory key, but don't go through. This may seem like a fool's errVοݯand, but it comes in handy later. Head all the way back to the spot you just marked as "SECRET PLACE" on your map. Then turn south (facing the wall) and walk through (illusion again) Kill the two Shargas and get the iron key. Turn east and walk to the wall. Turn south and proceed to the fountain; drinking from it heals you. I suggest, if you have my UGE module, save your game here and exit to get the location. When you are hurt, you can teleport back here for an insVN&tant heal, then teleport back to wherever you were. VERY useful trick.
7. Now head back to the illusory wall. Turn south, and go through the door. Keep going south, turn west. Go west, and take the corridor to the south to the wall. Turn right, and go through the door. Whack the Sharga guard, then keep going west. At the square between door #2 and door #3 to your right, check the north wall for a scroll with a Meta Rune, which will enhance yoVv<ur runecaster's runes...when you find the runecaster, that is. Keep going west. Turn north, then wesr again. Go north, east, north, west. Push the button on the wall (seals the pit to your north). Go north to the wall, then east to the wall. Turn south and head to the wall (there should be a lock in front of you, but no door in sight). Whack the Sharga that guards it. Unlock the lock with the ivory key; a wall opens up to your right. Go through it. Head south, bVut stop short of the circular stone in the floor. Drop a skull on it. Three arrows shoot out. Now pick up the skull, then drop it on there again. Three more shoot out. Pick up the skull, and pick up the six arrows. Continue along the corridor, and do the same process with the other three circular floor stones...by the end, you'll have 24 arrows. Not a bad deal! Keep following the passage to a door. Unlock it with the ivory key, and go through. Waste the two slimeV )7s; one will drop your first runecaster. Pick it up.

Read the three scrolls on the shelf. Now inscribe your runecaster with the two runes. I suggest you also use the "2x power" Meta Rune on both of them as well. Now, head north. You will see a "Mana Circle." If you DON'T have my UGE module, this is a great place to build up magic ability. Just blast a wall with firebolts till the 'caster goes dead, then step into the circle-instant recharge! Repeat as neceV!Sssary. When you're done, head back through the circular stones, out the secret door, and continue east. Head north; waste the two Shargas. Head north, and turn east, then north. Walk through the illusionary wall. Go east to the wall, then south, then take the east passage. Follow it to one past the south turn and face south. Yep, you've been here before. Go through the wall, then turn east. Walk to the wall and turn north. Wahooka will talk to you. Keep going nortV"-$h. Walk up to the door, and unlock it with the ivory key. Keep going north, and go through to door...to the wonderful world of the Sewers beneath Stonekeep. Joy. Oh yeah, make sure you've got a bunch o'skulls with you. Why? You'll find out... Be expecting snakes (Snakes...why did it have to be snakes?). Go north, turn west. Slog west, and take your second turn south. Go south till you hit your first right turn. Take it, and slog west, through probably about aV #Xw gazillion snakes. Go one north at the wall, then keep going west to the wall. Go north to the wall. Turn west again. Go west, and take your first left. Follow that to the wall, and turn right. Follow that passage west, south, west, south (through a slime) to the wall, then west, and south again until Drake screams "OW! My foot!" He just kicked a control cylinder. Grab it. Go all the way back to the stairs up and climb back up to the lower ruins of Stonekeep. YV!$ou might want to go visit the fountain to heal up now. Assuming you do, go north from the fountain to the intersection, then turn west. Go to the wall, and turn south. Go to and through the door. Go south to the wall, and turn west. Walk up to that funny looking thing in the wall. Use the cylinder on it. You've just opened a few floodgates below, which you needed to do to get the other cylinder.

Go back to the sewer (SHEESH!) and go as follows: North, west, V"%5l second corridor south, first left, second left (through the now-open floodgate) and proceed south. Turn west, go 1 square, head south. STOP one square before the south wall (there should be a passage on your right). Trust me; you do NOT want to go one more square south. Just trust me. Go west, north, take your west turn, to the wall, south to the wall, west one square, and south. Proceed south. When you come to the little room, turn right (west) and deal with the SV#&"harga captain. He's pretty tough. Once you finish him off, go south to the wall. Turn west, and go that way. Waste the two Sharga guards, then turn south. Go to the wall, turn east. Go to the wall, and turn south. Right ahead is the other cylinder. Okay, now then-head back north, west, north, then turn east. Walk down and waste the two Shargas. Go to the wall, and turn south. Go to the wall, and turn east again. Waste the two other Shargas. Go one square south, V$'ѽ$then march east fourteen squares. Turn north immediately and deal with the Shagras. Then proceed north and take out the "backup" Shagra. Keep going north. Then turn west and start walking. Wahooka puts in an appearance and asks for three "heads of men long dead." Now turn around, and plod back to the east wall. Head south all the way to the wall (this'll reset Wahooka). Go back north to the wall, and turn west again. At the same spot, Wahooka will reappear, demandV%(\?ing his payment. Give 'em three skulls. He'll give you a triangle key. If you keep going west, and climb the stairs, you'll be back in Lower Ruins o'Stonekeep...if you performed that "fool's errand" I mentioned before, this'll be a shortcut. If you didn't, you'll be on the wrong side of a locked door. Follow your map back to the "SECRET PLACE." Go through the illusory wall, and go south through the door to the south wall. Turn west, then go south along the passageV&)yX three squares. Turn right, and there should be another of those cylinder thingys. Put your second cylinder in it; this will drain the sewers (and make a certain beast a LOT less difficult to deal with). Now trudge all the way back to the entrance to the sewers you just came through (I know the other way's shorter, but saving Sewer trip time is certainly better than saving Lower Ruins trip time). Head back east, then north, then east to the wall, then south to the walV'*&l, then west five squares. You should hear some wind. Turn north and walk through the secret passage. There's a chest here. Use the triangle key on it. You'll find a firedagger, oil bombs, and a rune scroll. Inscribe this new rune (a shrink rune) over your cure rune.

Okay, here we go...head west to the wall, north one square, west to the wall, north two squares, west two squares, north to the wall, east one square, north through the floodgate to the wall, east V(+Cone square, north one square, east to the wall, south one square, east to the wall. Clever adventurers will remember this is where is told you NOT to take that one step south. Guess what. Get your runecaster up and ready, then take that one step south. Turn left IMMEDIATELY, and fire the shrink rune at that...thing. I even think that's what it's called. A "thing." Well, that'll chop it down to size slightly. Do NOT attempt to engage it in hand-to-tentacle. Keep V),Zeyour distance and fire power enhanced (with that meta rune) firebolts at it. Eventually, it'll keel over. When it does, it drops a dragon statuette. Grab that. Now head back to where you first saw the Thing, walk to the east wall, turn south, and take your first left. Walk through the secret passage in front of you. Follow it down; you'll wind up at a stairwell eventually. Take it up to yet another part of the lower ruins. After all that, a locked door. FortunateV*-qPAly, FARLI has the key (gee, it's a good thing you rescued him, isn't it?) He'll open it and you just bravely march on through. Head south to the wall, and follow the passage to the east. Turn south at the wall, and go to the south wall. Turn west and march two squares west. Turn north and put the dragon statuette on the altar. It opens a passage to the south. Go south through the passage, and you'll be transported to Level 4: The Sharga Mines. Yeah. This has beenV+.hD the EASY part so far. Now that you're on Level 4, keep this in mind: Not ALL the Shargas on this level are to be slaughtered. Matter of fact, there's some downright good ones on this level. Go west. Do NOT attack the wasp; it's just checking you out. You don't attack it, and the swarm of 100 wasps doesn't attack you. Get the picture? Good. Now turn north to the wall, west to the wall, north again, turn east and walk one square. Kill the Shargas. Check the rubblV,/ime to find a Silence Rune (very useful, all things considered). All right, now head back west to the wall, south three steps, west three steps (kill the Sharga if you want, or if he charges you), then south to the wall, west to the wall, and south to the wall again. Turn east. See that fungus thingy? If you take a step closer to it, it'll sound an alarm that summons some Sharga guards. If you don't think this is a big deal, go ahead and walk up to it. Otherwise, blastV-0y' it with Firebolts. Walk to where it was, and turn south. Go two steps, and check the west wall. Press the button, and turn around. In the room that opens, you'll find a Mana Circle and a "Lesser Aerial Magick" rune. Go back to where you saw the toadstool. You might want to mark "GO BACK HERE" on your map; I'll be referring to this point again. Now head west, north, east, north to the wall-this puts you in line with another of those toadstools. Waste it and the SV.1aѿhargas. Then follow the passage around until you meet the two Shargas-kill them, and head north, then east one square, north again (you'll note once you get to a certain point, the ceiling collapses behind you. No problem.

Whack away at it with a weapon to clear it away) to the wall, west to the wall, south to the wall, east one square, south (waste the two MORE Shargas...these guys are everywhere) to the wall, one square west, south to the wall, east to the wallV/2p&, south to the wall, one square west, south through the door to the wall, east (take out the Shargas) to the wall, north one square, east to the wall, south to the wall, west two squares, north one square-open the chest and take the money bag and two coins. Go west (kill the three Shargas) to the wall. Go north, east, north (kill the exploding fungus), west one square, north to the wall, west one square, north (do NOT attack the wasp nest) to the wall, east (kill the V03|exploding fungus) to the wall, north to the door. Push the button on the west wall to unlock the door. Go through & kill the Sharga. Now go north one square, mark this spot with a "DOOR DOWN" on your map, and turn west. Go through the door. Go west to the wall, then due south. Ignore the first right for the time being...you'll be back soon enough. Walk south to the wall, then west one square, south one square. Go west, and take your first left. Go south (kill the V14$vIShargas and smash through the cave-in) to the wall. Turn west & walk to the wall (kill the Sharga). Mark this spot with an "X" on your map. Now go north, then turn west. Waste the Sharga guards, then go west into the room. Pick everything up, including (important) the skull key. Now walk back to that turn I told you to ignore before. Go down that western passage and free the dwarf with the skull key. This is Karzak Hardstone. He's in bad shape-heal him up before yV25`ou go any further, and arm him...he's a tough bastard. He joins your party immediately. Now walk back to the "X" on your map. Go to the southern turn, and walk south to the wall. Turn west, and go through the door. Go north one square, west to the wall, north one square, west to the wall (kill the fungus thing), and north to the ladder. Follow the passage to the end. Pick up the runescepter and the two rune scrolls...one is a Cure (which you already have) and theV36*V other is a Language rune. Inscribe the Language rune and the Silence rune on the new Runescepter. Walk back and climb up the ladder. Now then...go back to the spot you marked as "GO BACK HERE." Now head west to the wall, north to the wall, east to the wall, two steps north, three steps east, south to the wall, east to the wall, south to the wall, west to the wall, south to the wall, east one step, south to the wall, and one step west. Note the bolt on the floor. PicV47%k it up. Hear that giggling sound? RUN west to the wall. Smash the barrel. Push the button. Whip around, and head back to steps east, then turn north and obliterate the Sharga sniper. Take his crossbow and bolts. Head back west to the wall, go one south, then head west through the door, and take your second turn north. Walk north to the wall. Now listen up VERY closely. Do NOT smash skeletons or anything around here. Do not do ANYTHING to make ANY noise. You're cV58(b!lose to the Ettin, and you do NOT want to wake him up, because he's invulnerable. GOT IT? Good. Walk due east to the wall. Turn south. Use the silence rune on the barrel in the middle. Smash the nearest barrel. Now step up to the chest. Open it up to find gems, a Throg gate key, and Aquila's Orb. Now turn north. Walk one pace north. Turn west. Follow it west to the wall. You've got orb #2, but there's still some stuff to do on this level. Walk back to the "DOOV69 R DOWN"-marked spot on your map. Go through the door to the north to find the passage down to the lower Sharga Mines. As soon as you walk through the door, you'll be attacked-waste the Sharga. Go north to the wall, then east to the wall. Turn north and waste the Sharga. Then go east to the wall, south one square, east to the wall, north to the wall, east to the wall, north one square, east to the wall, south to the wall, east to the wall, north to the wall, east to thV7:0b>e wall, north through the door, then north to the wall (kill the fungi), west one square (smash the bones to find red mushrooms), then west one more square, north one square, west twao squares (kill the patrol), north one square, west two squares, north to the wall, turn east and kill the patrol. Walk east to the wall, north one square, east one square, and look through the crack in the wall, to get an interesting thought...the Shargas are getting beaten by the Throgs V8; ^and won't fight back. Hmmm. Now go west 1, south 1, west 1, south to the wall, west to the wall, north to the wall, west to the wall, north 1, west to the door (check the bone pile to the north for more red mushrooms), through the door and west to the wall, turn north & whack the snake, go 1 north, west to the wall (smash through the cave-in and kill the snake), north 1 square, 1 west, turn north & grab the balista bolt, then turn back west, go 1 west, then south to theV9Mll tell you not to open the door. Open the door anyway. See the BIG Sharga? Well, whack the little guy anyway. (This is only for humor value) Go walk up to the big Sharga and kill him. Take his six coins, blue and green gems, and check the barrels-you'll find some more red mushrooms in one. Go back into the east-west corridor and keep going west. Go north, west to the wall, north, west to the wall, north to the wall, and west to the door. Use the key you got fromV<?. the Ettin's chest on this one, and go through...into the Throg Temple, also known as Level 5. Fun, fun, fun! Level 5. Another guy to rescue, another orb to get. Sigh. Okay, head south and waste the fungus. When you get to the wall, go west three, and turn south. Go through the door. Wahooka shows up. Hand him any item except an orb. Offer him another item (anything but an orb). Now hand him any weapon or armor item (one of those eighty billion Sharga swords yoV=@du have by now will do). He'll give you some not-so-free advice. Go back to the corridor. Go west to the wall, north one square, west to the wall, and north to the wall. Turn right and smash the two barrels. You'll find a dead Dwarf, and a short conversation. Then pick up his stuff-a blue gem, battle axe, armor ring (equip Drake with this) and two scrolls. Turn around, walk west to the wall, south four squares, west to the wall. Now you're in a little trapped maze,V>Awa so follow this: Turn north & walk to the wall, turn west & walk two squares, turn south & walk four squares, turn west & walk two squares, turn north & walk two squares, turn west & walk to the wall, turn south & walk one square, then turn west out of the maze. Follow the passage west to the little room. Search the refuse for Dombur's Helm. Exit back to the east and take your first left. Walk north to the wall. Turn west & walk all the way to the wall (ignore everytV?Bȷhing unless it attacks you). Now turn south, go through the door, and down into the Temple of Throggi (note: there's one rune I'm skipping in this walkthrough, but you've already got it , also because you'd have to kill THREE of those tentacle...things you met in the sewers. Not fun.) Head south. Three Throgs are wandering around the passage. Kill 'em all as you get to the wall, then turn west to the wall, then south 12 squares, then east. IgnoreV@Ck the southern passage for now. Time to go get another rune; walk east & take your first left. Walk north to the wall, west to the wall, north to the wall, east and take your first left. Decimate the Throg & pick up the dowel he drops. Now go back south, west to the wall, south two squares, and east one square. Don't open the door yet; turn to face the north wall & find the hole. Put the wooden dowel in it; then go in. You'll find super heal roots & a "flame column" VADrune scroll. Now exit the room, walk west back to the corridor, and south to the wall, east one square, south four squares, then turn east & walk to the wall. Turn north and walk to the wall. Then turn east again. Some Throgs will ALMOST attack you, but then run off...waiting in ambush. Big plan. Anyway, keep going east; when they attack you, take 'em out. Take your second left and walk north. Watch out for the two tough Throgs that come at you. After getting by tVBE=heir little alcove, take your first right. Go through the door & waste the bodyguard. Now exit back to the north-south passage and continue north four squares. Turn east, go through the door & waste the second bodyguard. Now exit back to the north-south corridor again and go two squares south. Turn east & go through the door. Walk all the way into the room, then IMMEDIATELY get in the sub-shaman's face and waste him. Don't let him get time to start casting spells! VCFPick up his dagger, and check the rubble to find a shield scroll. Now exit back to the corridor; walk north to the wall, then turn east & go through the door. Follow the twisting little room in, and, once again, get RIGHT IN THE GUY'S FACE. This is the head honcho shaman, and he is NOT nice. Kill him and pickup his pendant and runecaster (yep, now you've got 3 of 'em). Check the rubble piles to find an Energy Bolt rune scroll. Now exit back to the corridor and heaVDG#d south. Stop one square before you reach the south wall; note the BIG Throg standing around the corner? I suggest you get ready; he's tough. Take the south step, turn quick, and go in, all guns blazing (so to speak). (He, by the way, was summoned when you walked into the sub-shaman's room, but if you hadn't done that, you'd have to deal with both the shaman AND the sub-shaman at the same time!) Once he's dead, head west and take your first right. Now that you're at VEHgAlthis nice door, use the pendant on it to open it. Head through to the north, straight up the middle (waste the two Throg guards that are patrolling). By the way, since they ARE tough, if you aren't using my UGE module to set your characters to some insane number of hit points, this would probably be a good time to use Aquilla's Orb-if used on your party, twice per region (i.e. unexplored map) it can completely heal them. So waste the guards, then continue north to kill VFIʜ9the last guard. Walk all the way north to the statue. Take the RED eye of the statue (ha, ha, very funny Wahooka...keep an "eye" out for the god of the temple); it's the Orb of Azrael. The other orb will release a poison gas, so do NOT touch it. You can take any ONE of the four weapons (you might want to take the spear & give it to another NPC you'll find on a later level, since he uses it quite well). If you try to take a second, the weapons go bye-bye, and the staVGJЁ2tue proceeds to whack the hell out of you. Now head south, through the door, and to the wall. One more thing ya gotta do on this level; walk west four steps, and turn north. Walk north three squares, then west one square. Turn until you see the handles. Pull 'em all. Then walk one square east, eight squares north, and turn west. Go talk to the dwarf; it's Dombur. Give him his helmet, and heal him up (he's in bad shape!). Now walk back out to the corridor, and go VHL1south to the wall, west to the wall, south three squares, west down the corridor, and take your first left. Walk south five squares, east all the way to the wall, north to the wall, east to the wall, south two squares (kill the Throgs if they charge you) then west through the door. Open the chest to find three gold coins, a heal root, and two rune scrolls-one is a Strength enhancer, the other is "Spoilspell," which can cancel the effetcs of other spells. Now go back KH:PONMLVVIM\out east to the wall, north to the wall, west to the wall, south to the wall, west to the wall, north five squares, go west, and take your first left. Walk up to the porticullis. If you have the Orb of Azrael, the porticullis will open. Walk south to the wall, east to the wall, then south down and through the door...into the Dragon Feeding Grounds. Oh dear. Doesn't sound too comforting, does it? Well, do things right, and the dragon will be on your side. Really. As VJN_soon as you open the door, kill the Sharga. Then walk two squares west, turn south, kill the Shargas, and continue south to the wall. Go east to the wall, south to the wall, and west one square. Open the chest & take the Circle scroll. Now go east one, north to the wall, west seven squares, turn and look north. Mark this spot with a "COME BACK HERE" on your map. Now walk six squares east, north to the wall, west to the wall, north to the wall, east to the wall, nortVKOh two squares, east to the wall, south 1, east to the wall. Turn south to find a helm, plate armor, and a dagger. Now walk north and take your left turn through the door. Kill the Shargas, open the chest, and get the Stoneshooter piece. Walk back OUT the door to the corridor, south three squares, west to the wall, north 1, west to the wall, north 1, wet to the wall, south 1, west 1, south to the wall, west 1, south 2 squares, west 2 squares (kill the ants), north toVLP" the wall, turn west, and open the chest to get the second Stoneshooter piece. NOW, walk back to the "COME BACK HERE" point. Now walk south six squares, then IMMEDIATELY turn left or right, and the boulder (which was just shot from the north wall) streaks by you at amazing speed...and misses you. If you turned fast enough. Now continue south two squares, then go east to the wall. Turn south; blow away the toadstool with some fire magic. Then go south two squares, eaVMLfst one square, and turn south to face the Throgs. Kill 'em, then go south to th ewall. Go east to the wall, south one, then turn east & hack the Throg guard. Take his guard key. Walk back to where the toadstool was. Mark this spot with an "X" on your map...you'll be back. Now go north to the wall, west to the wall, north-and take your left turn, west to the wall, north (and kill the exploding fungus) to the wall, west to the wall, south one square, west to the wallsRi5 + [2|3] Air Slam Close in Air [none|B|F|UB|UF] + [3] Flip Kick Close [B|F] + [5] Flipping Neck Breaker Close [B|F] + [6] BLANKA Electricity [1111|22222|333333] Horizontal Roll [B] [F] + [1|2|3] Vertical Roll [D] [U] + [4|5|6] * Arching Roll [B] [F] + [4|5|6] Bite Close [B|F] + [3] Double Head Butt ClossS1Ye [B|F] + [2] ZANGIEF Lariat [2] + [3] Super Lariat [5] + [6] Spinning PileDriver Close [U] + [3] Throw/Grab Opponent Close [B|F|DB|DF] + [2|3|5|6] GUILE Sonic Boom [B] [F] + [1|2|3] Blade Kick [D] [U] + [4|5|6] Knee Hop [B|F] + [5] Throw Opponent Close [B|F] + [2|3] Upside-down Kick Close [B|F] + [sTh6] Air Slam Close in Air + [3] Back Breaker Close in Air + [3] DHALSIM Yoga Fire [D] [F] + [1|2|3] Yoga Flame [B] [D] [F] + [1|2|3] Yoga Spear [D] [U] + [3] Yoga Mummy [D] [U] + [6] Teleport [F] [D] [F] + [3|6] or [B] [D] [B] + [3|6] Throw/Grab Opponent Close [B|F] + [2|3] BALROG Dashing Straight sU+ [B] [F] + [1|2|3] Dashing Upper [B] [F] + [4|5|6] * Buffalo Headbutt [D] [U] + [1|2|3] Level 1 TAP [2] + [3] Level 2 TAP [4] + [5] + [6] Level 3 TAP [Charge Down] [B] [F] + [3] Grab Opponent (Head Butt) Close [B|F] + [2|3] VEGA Rolling Crystal Flash [B] [F] + [1|2|3] Flying Barcelona [D] [U] + [4|5|6] * Air Torpedo [D] [sV!U] + [1|2|3] Flip Backwards [2] + [3] * Quick Flip Backwards [5] + [6] Throw Opponent Close [B|F] + [2|3] Air Slam Close in Air [none|B|F|UB|UF] + [3] SAGAT High Fireball [D] [F] + [1|2|3] Low Fireball [D] [F] + [4|5|6] Tiger Uppercut [F] [D] [F] + [1|2|3] Tiger Knee [B] [F] + [4|5|6] Throw Opponent Close [B|F] +sWj [2|3] M.BISON Psycho Crusher [B] [F] + [1|2|3] Scissor Kick [B] [F] + [4|5|6] Head Stomp [D] [U] + [4|5|6] * Devil's Reverse [D] [U] + [1|2|3] Throw Opponent Close [B|F] + [2|3] SYNDICATE: MONEY ------- 2 BILLION DOLLARS ADDRESS: CHANGE TO: 0014 FF-FF-FF-7F BODY V3 --------- ADDRESS: CHANGE TO: AGENT: 0134 FF-FF sX 1 015C FF-FF 2 0184 FF-FF 3 01AC FF-FF 4 01D0 FF-FF 5 01FC FF-FF 6 0224 FF-FF 7 024C FF-FF 8 WEAPONS --------- ADDRESS: CHANGE TO: AGENT: 0139 FF-7F-02-00-FF-7F-03-00-FF-7F-04-FF-7F- 1 05-00-FF-7F-06-00-FF-7F-07-00-FF-7sY F-08- 00-FF-7F-09 0161 FF-7F-02-00-FF-7F-03-00-FF-7F-04-FF-7F- 2 05-00-FF-7F-06-00-FF-7F-07-00-FF-7F-08- 00-FF-7F-09 0189 FF-7F-02-00-FF-7F-03-00-FF-7F-04-FF-7F- 3 05-00-FF-7F-06-00-FF-7F-07-00-FF-7F-08- 00-FF-7F-09 01B1 FF-7F-02-00-FF-7F-03-00-FF-7F-04-FF-7F- 4 05-00-FF-7F-06-00-FF-7F-07-00-FF-7F-08- sZ=00-FF-7F-09 GUNS ------ 02 = PISTOL 03 = GAUSS GUN 04 = SHOTGUN 05 = UZI 06 = MINI-GUN 07 = LASER 08 = FLAMER 09 = LONG RANGE HEALTH -------- ADDRESS: CHANGE TO: AGENT: 0132 FF-7F 1 015A FF-7F 2 0189 FF-7F 3 01B0 FF-7F 4 Ens[8Rter this company names for some special results: COOPER TEAM This awards you with a full Cryo chamber, complete with all modifications, weapons and equipment. Additionally you get 100 million cash! NUK TEAM Dead agents are immediately resurrected. ROB A BANK Awards 100 billion dollars instantly. WATCH THE CLOCK Accelerates time. TO THE TOP Select any mission. DO IT AGAIN Having entered the code, press and s\ simultaneously to complete a level. Terminal Velocity: When playing type these codes: TRIGODS - INVINCIBLE TRISHLD - SHIELD TRINEXT - NEXT LEVEL TRIBURN - TERMINAL VELOCITY! TRIFIR1 - PAC TRIFIR2 - ION TRIFIR3 - RTL TRIFIR4 - MAM TRIFIR5 - SAD TRIFIR6 - SWT TRIFIR7 - DAM TRIFIR8 - AFTERBURNER TRIFIR9 - INVISIBLE TRIFIR0 - INVINCIBLE TRIHOVR - HOVER POD MANIACS - AFTERBURNER TRSCOPE - OSCILLOSCOPE TRFRAME - FRAME COUNTER 3DREALM - SMOKING Ths]9e Incredible Machine (TIM): Passwords 2 SIERRA 81 LYRIC 3 DYNAMIX 82 NEEDLE 4 MACHINE 83 THEORY 5 DISK 84 LOBSTER 6 SHUTTLE 85 SAMURAI 7 SATURN 86 SPLICE 8 KING 87 GULF 9 DRAGON 88 RHOMBUS 10 KING 89 OLIVE 11 BASEBALL 90 POLYNOMIALS 12 BEAR 91 PARAMETRIC 13 FISH 92 SOLAR SYSTEM 14 DALE s_ 93 MARBLE 15 CHESTERTON 94 HEAVY 16 SIZE 95 REPUBLIC 17 IRELAND 96 QUATRAIN 18 WORD 97 TYRANNOSAUR 19 BRIEF 98 SULFURIS 20 HOT DOG 99 DOPA 21 COUNTDOWN 100 MINARET 22 PSALMS 101 DOVETAIL 23 TANK 102 JASMINE 24 NIGHT 103 WRANGLE 25 GAMES 104 KUDOS 26 WESTERN 105 CULDESAC 27 LOG HOME 106^H~}|{zyxwvutsrqponmlkjihgfedcba`_ss` YODEL 28 GRAPHICS 107 XYLOPHONE 29 KNUTH 108 MONKEY 30 DONALD 109 HEIST 31 COMPACT DISK 110 CAPTURE 32 SHAVER LAKE 111 PURSE 33 RHEUMATISM 112 HOBBY 34 HARPSICORD 113 DEIFY 35 MARKET 114 MERGANSER 36 DESK 115 SEAK 37 MYRTLE 116 CONTRAPTION 38 QUATERNION 117 FLAX 39 AQUARIUM 118 PRIMORDIAL 40 SHOE 119 RAVE 41 FLOsaWER 120 HYACINTH 42 STONE 121 SPIDER 43 CLARE 122 YAMMER 44 KERRY 123 NERVE 45 FLANGE 124 GRATE 46 SEASON 125 EMULSION 47 TRIOLOGY 126 INPUT 48 ABRASIVE 127 PARADISE 49 DEFORMATION 128 SAMURAI 50 ELASTIC 129 CHAOS 51 ADHESION 130 BRAWL 52 SPECTRA 131 ASIDE 53 INDUCTION 132 AXIS 54 POLARIZATION 133sb OFFBEAT 55 OVERJOY 134 QUIP 56 DISCURSIVE 135 NEWMAN 57 CROSS 136 SLOPE 58 CHOCOLATE 137 TENON 59 PLATO 138 CROSSCUT 60 WELLSPRIJG 139 NORM 61 HYDROPLANE 140 HOUSE 62 PALM 141 MACARONI 63 SOMBRERO 142 TALON 64 JOIST 143 BEAK 65 ASTRONAUT 144 BIRETTA 66 MARIONETTE 145 FREQUENT 67 OSMIUM 146 STREAM 68 ASSURANCE sc\y 147 UMIAK 69 CALCULATOR 148 HIATUS 70 SUPERIOR 149 CREEK 71 PHILHARMONIC 150 CROQUET 72 ANGULAR 151 ACID 73 ZIPPER 152 BABY 74 UMPIRE 153 SEAN 75 RECOVER 154 QUALM 76 SHADOW 155 THIAMINE 77 IONIZE 156 TURN 78 QUAKE 157 KANGEROO 79 OCTOBER 158 CONTENT 80 BILATERAL 159 BELLOC 160 PASSWORD Ultima 7: sdJdStart the game with ultima7 ABCD, now you can use the function keys for cheat options If you want to see the end than type this on the dos prompt endgame ereiamjh Ultima 7 Items (by item number) Items 0 - 149 ================================ No Description No Description No Description ---- ----------------- ---- ----------------- ---- ------------ 0 carpet 50 cavefloor see{u 100 muddy bank 1 sidewalk 51 cavefloor 101 muddy bank 2 52 cavefloor 102 muddy bank 3 lightning 53 cavefloor 103 muddy bank 4 grass 54 cavefloor 104 muddy bank 5 cavefloor 55 cavefloor 105 muddy bank 6 arrow 56 cavefloor 106 muddy bank 7 spring sf5 57 cavefloor 107 muddy bank 8 water 58 cavefloor 108 muddy bank 9 fireball 59 cavefloor 109 muddy bank 10 sand 60 cavefloor 110 11 ether 61 cavefloor 111 sandy ground 12 void 62 cavefloor 112 ford 13 spring 63 cavefloor 113 swamp 14 ford 64sg9= 114 swamp 15 ford 65 115 swamp 16 rut 66 grass 116 swamp 17 planking 67 muck 117 swamp 18 tile 68 enchant missiles 118 sandy grass 19 69 heal 119 sandy grass 20 70 light 120 sandy grass 21 stone floor 71 sh? destroy trap 121 sandy grass 22 swamp 72 sleep 122 sandy grass 23 dirt 73 unlock magic 123 sandy grass 24 cobblestone 74 light 124 sandy grass 25 rut 75 dispel field 125 sandy grass 26 76 heal 126 sandy grass 27 carpet 77 seance 127 sandy grass 28 sansiRdy grass 78 explosion 128 sandy grass 29 muddy bank 79 reveal 129 sandy grass 30 80 charm 130 sandy grass 31 grass 81 flamestrike 131 sandy grass 32 grass 82 delayed explosion 132 sandy grass 33 grass 83 133 sandy grass 34 grass 84 ford 134 sj9e grassy mud 35 grass 85 muddy bank 135 grassy mud 36 grass 86 muddy bank 136 grassy mud 37 grass 87 muddy bank 137 grassy mud 38 grass 88 muddy bank 138 grassy mud 39 grass 89 muddy bank 139 grassy mud 40 grass 90 muddy bank 140 grassy mud 41 grass 91 muddy banksk[JW 141 grassy mud 42 grass 92 muddy bank 142 grassy mud 43 grass 93 muddy bank 143 grassy mud 44 grass 94 muddy bank 144 grassy mud 45 grass 95 muddy bank 145 grassy mud 46 rocky grass 96 muddy bank 146 grass 47 carpet 97 muddy bank 147 grass 48 ethereal void 98 muddsly bank 148 grass 49 cavefloor 99 muddy bank 149 mud Ultima 7 Items (by item number) Items 150 - 249 ================================ No Description No Description ---- --------------------- ---- --------------------- 150 gangplank 200 trap 151 wall 201 debris 152 wall smNH 202 debris 153 oppressor 203 small rocks 154 mage 204 scorch mark 155 The Ferryman 205 wall 156 tile roof 206 wall 157 Moongate 207 scorch mark 158 stand 208 broken door 159 pocketwatch 209 dust 160 greer plant 210 chicken coop 161 sn8O8 211 broken door 162 212 bridge 163 rock outcropping 213 bridge 164 slate roof 214 bridge 165 slate roof 215 bridge 166 slate roof 216 broken wall 167 slate roof 217 broken wall 168 beam of light 218 wall 169 slate roof 219 wall 170soթ wood roof 220 wall 171 wood roof 221 wall 172 wood roof 222 blue flag 173 wood roof 223 broken roof 174 wood roof 224 dust 175 wood roof 225 Abbey door 176 wood roof 226 flying Gargoyle 177 alchemist device 227 Alagner 178 cloth map 228spģZ^ Papa 179 lightning 229 Mama 180 mountain 230 ethereal monster 181 tree 231 blinker 182 mountain 232 red flag 183 mountain 233 platform 184 Caddelite meteor 234 Sphere Generator 185 dead tree 235 Sphere Generator 186 carpet 236 Sphere Generator 187 sqh carpet 237 Sphere Generator 188 rug 238 Cube Generator 189 floor 239 Cube Generator 190 carpet 240 Cube Generator 191 fortress 241 Cube Generator 192 fortress 242 Tetrahedron Generator 193 floor 243 Tetrahedron Generator 194 Knight's Bridge piece 24srYs4 Tetrahedron Generator 195 mountain 245 Tetrahedron Generator 196 mountain 246 Abbey door 197 mountain 247 paladin 198 light 248 green flag 199 mast 249 top Ultima 7 Items (by item number) Items 250 - 399 ================================ No Description No Description ssYNo Description --- ----------------------- --- ---------------- --- ------------------ 250 Abbey door 300 cooking utensils 350 wall 251 sails 301 cart 351 wall 252 grandfather clock 302 pumpkin 352 fortress 253 wall 303 metal wall 353 greaves 254 wall 304 blacksmith 354 liche 255 broken wall 305 The Black Gate 355 wall st (4\256 delta 306 evergreen 356 broken wall 257 fortress gateway 307 laboratory burner 357 wall 258 keg 308 wall 358 wall 259 fighter 309 fallen tree 359 wall 260 fortress 310 tree 360 sign 261 loom 311 trophy 361 sign 262 Go away! 312 gargoyle futon 362 wall 263 fortress 313su] stump 363 gargoyle futon 264 iron bars 314 weeds 364 platform 265 townsman 315 fallen tree 365 wall 266 wall 316 large rock 366 wall 267 mysterious craft 317 ghost 367 floor 268 mirror 318 sage 368 floor 269 carpet 319 peasant 369 floor 270 door 320 brambles 370sv floor 271 portcullis 321 reeds 371 wall 272 portcullis 322 open shutters 372 open shutters 273 wall 323 cattails 373 glass wall 274 Gargoyle warrior 324 mountain 374 wall 275 Egg 325 dead tree 375 Unicorn 276 crossbeam 326 tropical plant 376 door 277 crossbeam 327 cypress tree 377 food item 278 musswIiket 328 baobab tree 378 fence 279 cavern 329 kite 379 sign 280 ignite 330 Virtue Stone 380 cyclops 281 curse 331 rock 381 three headed hydra 282 painting 332 tree 382 Kissme 283 desk 333 table 383 magic helm 284 sundial 334 bubbles 384 waves 285 cloak sx늃: 335 bubbles 385 stairs 286 banner 336 light source 386 stairs 287 swordstrike 337 ghost 387 stairs 288 slime attack 338 lit light source 388 eating utensils 289 The Passion Play Theatre 339 dispel magic 389 cavern 290 closed shutters 340 potion 390 cavern 291 closed shutters 341 rock 391 cavern 292 seat 342 bousyÈlder 392 Abbey door 293 tapestry 343 boulder 393 wall 294 carpet 344 wall 394 guard 295 wedding ring 345 wall 395 mountain 296 ring of invisibility 346 wall 396 mountain 297 ring of protection 347 broken wall 397 298 ring of regeneration 348 wall 398 299 ghost 349 wall 399 energy mist UlszwD>tima 7 Items (by item number) Items 400 - 549 ================================ No Description No Description No Description --- ------------------- --- ---------------- --- --------------------- 400 body 450 beggar 500 cow 401 pirate 451 noble 501 cyclops 402 ferry 452 peasant 502 deer 403 Batlin 453 tree s{հ 503 puppet show 404 honeycomb 454 shopkeeper 504 dragon 405 ship's hold 455 shopkeeper 505 drake 406 nightstand 456 noble 506 Hook 407 desk 457 gypsy 507 corpse 408 paralyze 458 pirate 508 stained glass window 409 trophy 459 wench 509 fish 410 mining machine 460 ranger 510 fox 411 conveyer belt 461s|CRi ranger 511 gazer 412 The Black Gate Dais 462 fighter 512 stained glass window 413 carpet 463 fighter 513 gremlin 414 body 464 paladin 514 headless 415 garbage 465 Iolo 515 closed drawbridge 416 drawers 466 Lord British 516 delta 417 magic bolt 467 jester 517 insects 418 giant bones 468 entertainer 518 gls}C9Cass counter tops 419 delta 469 entertainer 519 liche 420 fence 470 well 520 Virtue Roulette Table 421 fence 471 child 521 mouse 422 fence 472 child 522 locked chest 423 crops 473 Gargoyle noble 523 rat 424 poison 474 sling 524 reaper 425 wall 475 Gargoyle worker 525 sea serpent 426 stairs s~>& 476 Smith the Horse 526 lit lamp 427 stairs 477 Frank the Fox 527 death bolt 428 stairs 478 Sherry the Mouse 528 skeleton 429 stairs 479 emp 529 slime 430 stairs 480 Draxinusom 530 snake 431 bellows 481 sconce 531 cavern 432 door 482 Batlin 532 harpie 433 door 483 rug 533 troll 43s4 cask 484 bars 534 wisp 435 lit sconce 485 highwayman 535 spent sconce 436 wagon floor 486 statue 536 tentacles 437 wagon wheel 487 Shamino 537 wolf 438 window 488 Dupre 538 fence 439 chimney 489 Spark 539 chain coif 440 light 490 Jaana 540 douse 441 floor 491 acid slug sGC7541 great helm 442 fireplace 492 alligator 542 crested helm 443 telekinesis 493 bat 543 buckler 444 hood 494 bee 544 broken columns 445 mage 495 cat 545 curved heater 446 mage 496 dog 546 broken dish 447 wounded man 497 wall 547 magic sword 448 sage 498 chicken 548 Hoe of Destrusction 449 beggar 499 corpser 549 lightning whip Ultima 7 Items (by item number) Items 550 - 699 ================================ No Description No Description No Description --- ----------------- --- ----------------- --- ----------------- 550 magic boomerang 600 two-handed hammer 650 sextant 551 fire sword 601 two handed axe 651 spinning wheel 55sHA2 magic axe 602 two-handed sword 652 cart 553 firedoom staff 603 halberd 653 bale of wool 554 burst arrow 604 Glass Sword 654 spindle of thread 555 hawk 605 boomerang 655 topiary 556 magic arrow 606 magic bow 656 wine press 557 juggernaut hammer 607 path 657 curtain 558 lucky arrow 608 decorative sword 658 dough 559 Magebane s 609 kite shield 659 mace 560 love arrow 610 delta 660 cart 561 great dagger 611 lily pads 661 mongbat 562 The Death Scythe 612 surf 662 fishing rod 563 blowgun 613 surf 663 magic shield 564 poison dagger 614 cleaver 664 stove 565 starburst 615 knife 665 prow 566 glimmer 616 bottle sD 666 magic armor 567 sword of defense 617 The Time Lord 667 cobwebs 568 Tseramed Arrow 618 scythe 668 sword blank 569 leather armour 619 fern 669 cactus 570 scale armour 620 rake 670 maple tree 571 chain armour 621 delayed explosion 671 mushrooms 572 wooden shield 622 whip 672 shrubbery 573 plate armour 623 hammer 673s>;9 plant 574 leather leggings 624 pick 674 silverleaf tree 575 chain leggings 625 shovel 675 desk item 576 plate leggings 626 hoe 676 577 pedestal 627 lockpick 677 sack of wheat 578 spiked shield 628 cup 678 curtain 579 leather gloves 629 lightning wand 679 drawers 580 gauntlets 630 fire wand 680 deck 581 ammunitision 631 tree 681 jar 582 leather collar 632 surf 682 glass item 583 bed roll 633 table 683 tree 584 kidney belt 634 standing stone 684 trellis 585 shoes 635 custom sword 685 mechanism 586 gorget 636 serpentine dagger 686 magic leggings 587 boots 637 serpentine sword 687 pillar 588 swamp boots 638 Caddsellite Helmet 688 blank type 589 pitchfork 639 death vortex 689 harpsichord 590 club 640 ring 690 xylophone 591 main gauche 641 key 691 lyre 592 spear 642 book 692 lute 593 throwing axe 643 tree 693 whistle 594 dagger 644 gold coin 694 cave door 595 torch 645 gold nugget 695 sC[U grandfather clock 596 morning star 646 gold bar 696 bed 597 bow 647 triple crossbow 697 podium 598 crossbow 648 sleeping powder 698 shears 599 sword 649 venom 699 surf Ultima 7 Items (by item number) Items 700 - 849 ================================ No Description No Description No Description --- -------------------s/- --- ------------------- --- ------------------ 700 deck 750 carpet 800 chest 701 lit torch 751 surf 801 backpack 702 cannon 752 music box 802 bag 703 cannon ball 753 stone harpie 803 basket 704 powder keg 754 vial 804 crate 705 rope ladder 755 orrery paths 805 Forskis 706 scorpion 756 caltropss 806 guard 707 757 cart 807 lightning 708 Stocks 758 carpet 808 surf 709 guillotine 759 ethereal ring 809 The Triples Game 710 log saw 760 gem 810 bucket 711 mill stone 761 spellbook 811 rabbit 712 stove 762 body 812 Iron Maiden 713 post 763 The Rat Race Game sB_ 813 The Rack 714 rope ladder 764 The Rat Race Game 814 The Triples Game 715 tombstone 765 The Planet Britannia 815 stone chips 716 bird 766 The Moon Trammel 816 nest 717 plate 767 small orrery 817 cactus 718 pedestal 768 energy field 818 The Triples Game 719 water trough 769 smokebomb 819 barrel 720 guard 770 orrery viewer sO r 820 plaque 721 Avatar 771 Rudyom's Wand 821 painting 722 arrow 772 honey 822 diaper 723 bolt 773 cart 823 artist's equipment 724 Fellowship Icon 774 cart 824 pitcher 725 Virtue Roulette Wheel 775 ship rails 825 campfire 726 lens 776 moongate 826 tree top 727 horse 777 moongate 827 bszxandage 728 Caddellite chunks 778 body 828 wall 729 crystal ball 779 Moongate 829 floor 730 baby 780 bubbles 830 gear 731 781 gang plank 831 baking hearth 732 window 782 flaming oil 832 glass wall 733 carpet 783 tree 833 glass wall 734 guillotine 784 emp 834 surf 735 arches؁-ry target 785 Orb of the Moons 835 magic gauntlets 736 surf 786 The Vortex Cube 836 antique armor 737 surf 787 lever 837 easel 738 pants 788 switch 838 Avatar Costume 739 firepit 789 sword in a stone 839 hourglass 740 well 790 invisibility dust 840 flying carpet 741 water trough 791 ship 841 glass wall s]5 742 stuffed toy 792 Magician's Wand 842 reagent 743 strength tester 793 843 magic gorget 744 telescope 794 water 844 sea serpent 745 harp 795 mantle 845 wall 746 The Orrery Crystal 796 draft horse 846 mantle 747 Soul Cage 797 scroll 847 table 748 Well of Souls 798 sealed box 848 mirror 749 alchemist as"paratus 799 unsealed box 849 tapestry Ultima 7 Items (by item number) Items 850 - 949 ================================ No Description No Description ---- ----------------- --- ------------------ 850 carpet 900 poison field 851 cloth 901 crenellations 852 crenellations 902 sleep field 853 greenhouse roofsZ 903 crenellations 854 statue 904 wall 855 Rats Face Cage 905 cavern 856 fire bolt 906 Statue 857 dragon breath 907 surf 858 bookshelf 908 tile roof 859 casting frames 909 wall 860 fencing dummy 910 wall 861 troll 911 surf 862 shaft 912 blood slq 863 kitchen items 913 pillar 864 toddler 914 blackrock 865 spider 915 chunks of lead 866 Thumbscrews 916 chunks of iron ore 867 victim 917 shaft 868 wall mount 918 surf 869 wall 919 bookshelf 870 drawbridge 920 pillar 871 wall 921 betting markersP 872 stove 922 small bush 873 chair 923 piece of wood 874 924 cavern 875 surf 925 cavern 876 metal wall 926 delta 877 Rune 927 delta 878 crenellations 928 cavern 879 wall 929 Fellowship member 880 shaft 930 delta 881 Elsizabeth 931 mountain 882 Abraham 932 tree 883 wingless Gargoyle 933 millsaw 884 Fellowship member 934 water wheel 885 Fellowship Staff 935 portcullis door 886 anchor 936 portcullis door 887 test tubes 937 Gargoyle jewelry 888 horn 938 delta 889 lamp post 939 wall 890 sY1table 940 wall 891 wood roof 941 water wheel 892 body 942 water wheel 893 pool of water 943 wall 894 monolith 944 pot 895 fire field 945 Guardian Statue 896 crenellations 946 guard 897 seat 947 bee stinger 898 altar 948 bolt 899 wall ss 949 winch Ultima 7 Items (by item number) Items 950 - 1023 ================================ No Description No Description ---- ------------------ ---- ------------------ 950 winch 1000 table 951 water wheel 1001 table 952 The Ferryman 1002 table 953 wall 1003 table 954 greenhousesG roof 1004 leather helm 955 amulet 1005 glass wall 956 wood roof 1006 broken wall 957 barkeep 1007 glass wall 958 The Moon Felucca 1008 waves 959 mountain 1009 waves 960 mushroom 1010 prism 961 barge 1011 bed 962 slate roof 1012 surf 963 slate roof s 1013 rocking horse 964 table 1014 floor 965 child 1015 966 tile roof 1016 floor 967 broken wall 1017 ship 968 Enclosed Prism 1018 table 969 mountain 1019 glass wall 970 sheep 1020 surf 971 table 1021 time barrier 972 wall 1022 sW surf 973 stairs 1023 haystack 974 stairs 975 wagon door 976 wagon 977 wagon 978 wagon 979 wagon roof 980 wall 981 Prism 982 chimney 983 mountain 984 piece of wood 985 waves 986 stove top 987 baby in a cradle 988 planet 989 Avatar 990 991 anvil 992 cradle 993 mushroom 994 tongs 995 cauldron 996 glass wall 997 spent light source 998 horseshoe 999 plant Ultima 7 NPCs (by NPC numsjRber) NPCs 0 - 149 ============================= No. Name No. Name No. Name --- --------------- --- --------------- --- --------------- 0 Avatar 50 Fred 100 Tavenor 1 Iolo 51 Kelly 101 Salamon 2 Spark 52 Willy 102 Nicodemus 3 Shamino 53 Gaye 103 Thad 4 Dupre s 54 Coop 104 Bradman 5 Jaana 55 Grayson 105 Sir_Jeff 6 Trellek 56 Diane 106 Tiery 7 Sentri 57 Clint 107 Iskander 8 Julia 58 Gordon 108 Reyna 9 Katrina 59 Sean 109 Wayne 10 Tseramed 60 Brownie 110 Garok 11 Petre 61 Mack 111 Gharl sWD 12 Finnigan 62 Snaz 112 D_Rel 13 Gilberto 63 Millie 113 Smith 14 Johnson 64 Geoffrey 114 Aimi 15 Eiko 65 Wislem 115 Penni 16 Klog 66 Sherry 116 Ben 17 Chantu 67 Boots 117 Goth 18 Dell 68 Bennie 118 Carlyn 19 Apollonia 69 Weston 119 Des_Snel 20 Markus 70 Miranda 120 Joseph 21 Gargan 71 Inwisloklem 121 Kliftin 22 Caroline 72 Nell 122 Ophelia 23 Lord_British 73 Charles 123 Daphne 24 Nystul 74 Rudyom 124 Sprellic 25 Chuckles 75 Nastassia 125 Vokes 26 Batlin 76 Rayburt 126 Syria 27 Raymundo 77 Lord_Heasther 127 Timmons 28 Jesse 78 Pamela 128 Iriale 29 Stuart 79 Zinaida 129 Russell 30 Amber 80 De_Maria 130 Boris 31 Kristy 81 Elynor 131 Magenta 32 Max 82 Gregor 132 Henry 33 Nicholas 83 Margareta 133 Constance 34 Nanna 84 Sasha 134 Robin 35 Csil s`^ 85 Gladstone 135 Battles 36 Zella 86 Xanthia 136 Leavell 37 Lucy 87 Zorn 137 Sam 38 Greg 88 Seara 138 Gorn 39 Neno 89 Karl 139 Ferryman 40 Judith 90 Owen 140 Markham 41 Candice 91 Burnside 141 Horance 42 Cynthia 92 Rutherford 142 Trent 43sU Patterson 93 William 143 Mordra 44 Carrocio 94 Karenna 144 Rowena 45 Figg 95 Jakher 145 Paulette 46 James 96 Jergi 146 Quenton 47 Jeanette 97 Mikos 147 Forsythe 48 Amanda 98 Saralek 148 Time_Lord 49 Denby 99 Fodus 149 Brothers Ultima 7 NPCs (by NPC number) sؠM NPCs 150 - 301 ============================= No. Description No. Description No. Description --- ------------ --- ------------ --- ------------ 150 Penumbra 200 Tory 250 Rankin 151 Kissme 201 Leigh 251 Danag 152 Zelda 202 Ian 252 Kallibrus 153 Mariah 203 Cador 253 Cosmo 154 Grod 20s 4 Mara 254 Lasher 155 Cubolt 205 Zaksam 255 Mama 156 Balayna 206 Eldroth 256 Xorinia 157 Tolemac 207 Yongi 257 Doug 158 Morz 208 Blorn 258 Bob 159 Jillian 209 Auston 259 The Juggernaut 160 Effrem 210 Lian 260 Kali 161 Chad 211 Laplem 261 Stone Harpie 162 s UElad 212 Yvella 262 Rodric 163 Phearcy 213 Catherine 263 Stanley 164 Addom 214 Forlem 264 Micael 165 Frank 215 Ansikart 265 John 166 Thurston 216 Wis_Sur 266 Brennon 167 Feridwyn 217 Anmanivas 267 Leonardo 168 Brita 218 Foranamo 268 Toth 169 Alina 219 Aurvidlem 26sWY9 Daniel 170 Merrick 220 Sullivan 270 Clone_Alagner 171 Garritt 221 Wench 271 Regal 172 Morfin 222 Glenno 272 Clone2_Alagner 173 Beverlea 223 Martine 273 Hook_Clone 174 Komor 224 Roberto 274 Clone_Forskis 175 Fenn 225 Sintag 275 Clone_Elizabeth 176 Andrew 226 Blacktooth 276 Clone_Abrasxham 177 Camille 227 Mole 277 Uuungh 178 Tobias 228 Lucky 278 Davros Illomen 179 Polly 229 Budo 279 180 Draxinusom 230 Gordy 280 One-eyed Marl 181 Inforlem 231 Mandy 281 182 Inmanilem 232 Smithy 282 183 Teregus 233 Paul 283 Mr. Ed 184 Runeb 234 Meryl 2s"84 185 Quan 235 Dustin 285 Aaargh 186 Quaeven 236 Ellen 286 Wilbur 187 Silamo 237 Kessler 287 Epimetrius 188 Sarplin 238 Perrin 288 Brax 189 Forbrak 239 Owings 289 Corwin 190 Betra 240 Anton 290 Fransisco 191 Martingo 241 Papa 291 Hook 192 Menion 242 Taylor s˸ 292 Korryn 193 Pendaran 243 Malloy 293 194 Jehanne 244 Cairbre 294 195 John_Paul 245 Kreg 295 196 Richter 246 Alagner 296 197 Horffe 247 Caine 297 198 Jordan 248 Brion 298 Forskis 199 Denton 249 Nelson 299 Abraham 300 Lizbethssn> 301 Batlin_Monster Ultima 7 Spells (by spell number) ================================== No Spell Name No Spell Name -- ---------------- -- ---------------- 0 An Zu 40 An Xen Ex 1 Rel Hur 41 Por Xen 2 An Flam 42 An Grav 3 Bet Ort s.[ 43 Vas Flam Hur 4 Bet Lor 44 Vas Mani 5 Kal Lor 45 Sanct Lor 6 In Flam 46 In Flam Grav 7 Vas Kal 47 Vas Zu 8 In Mani Ylem 48 Quas Wis 9 An Nox 49 In Quas Xen 10 Wis Jux 50 Kal Flam Grav 11 sOg5 Vas An Flam 51 Vas In Flam Grav 12 Vas In Flam 52 Vas Oort Hur 13 In Lor 53 In Nox Grav 14 In Wis 54 In Zu Grav 15 Vas An Zu 55 Vas Por Ylem 16 An Jux 56 Rel Ylem 17 Ort Ylem 57 Corp Por 18 Vas Flam 58 Tym Vas`s Flam 19 Vas Lor 59 In Sanct Grav 20 Vas An Nox 60 In Hur Grav Ylem 21 Uus Sanct 61 Vas An Xen Ex 22 Ort Por Ylem 62 In Vas Por 23 Por Ort Wis 63 Vas Mani 24 Des Sanct 64 Vas Kal An Mani 25 Mani 65 In Corp Hur Tym 26 Kal Bet Xen sи.S 66 Vas Corp Hur 27 Vas Uus Sanct 67 Vas Corp 28 An Por 68 Vas Sact Lor 29 Vas Wis 69 In Mani Corp 30 In Nox 70 In Jux Por Ylem 31 In Zu 71 An Tym 32 Kal Xen 72 33 Ort Grav 73 34 Kal Por Ylem s4n 74 35 Vas Des Sanct 75 36 Kal Ort Por 76 37 Wis Quas 77 38 Kal Wis Corp 78 39 Ex Por 79 Ultima Underworld 2: Spells: The 1st Circle The 2nd Circle [IN MANI YLEM] Create Food sy[QUAS CORP] Cause Fear [IN LOR] Light [WIS MANI] Detect Monster [ORT JUX] Magic Arrow [IN BET MANI] Lesser Heal [BET IN SANCT] Resit blows [IN JUX] Rune of Warding [SANCT HUR] Stealth [REL DES POR] Slow Fall The 3rd Circle The 4th Circle [BET SANCT LOR] Conceal [IN MANI] Heal [ORT GRAV] Lightning [HUR POR]s]`{ Levitate [QUAS LOR] Night Vision [NOX MANI] Poison [REL TYM POR] Speed [AN JUX] Remove Trap [SANCT JUX] Strengthen Door [SANCT FLAM] Resist Fire The 5th Circle The 6th Circle [AN NOX] Cure Poison [VAS IN LOR] Daylight [POR FLAM] Fireball [VAS REL POR] Gate Travel [GRAV SANCT POR] Missle Protection [VAS IN MANI] GreatesRr Heal [ORT WIS YLEM] Name Enchantment [AN EX POR] Paralyze [EX YLEM] Open [ORT POR YLEM] Telekinesis The 7th Circle The 8th Circle [IN MANI REL] Ally [FLAM HUR] Flame Wind [VAS AN WIS] Confusion [AN TYM] Freeze Time [VAS HUR POR] Fly [IN VAS SANCT] Iron Flesh [VAS SANCT LOR] Invisibility [ORT POR WIS] Roaming Sight [s-ORT AN QUAS] Reveal [VAS POR YLEM] Tremor Names of Runes: \ AN \ BET CORP \/ DES \ Negate / Small \ Death /\ Down \ \ / \/ EX / / FLAM \ / GRAV \ HUR Freedom -/ Flame / \ Energy / Wind IN /\ JUX KAL \ LOR Cause \/ Harm \ Summon Light sw \ \/ MANI NOX \/ ORT / POR /\ Life \ Poison \/ Magic - Movement \ \ / QUAS \ REL SANCT /\ TYM - Illusion / Change / Protection Time \ \ UUS /\ VAS \ WIS --\ YLEM \ Raise / \ Great \\ Knowledge --\ Matter / \ \\ Vis&Ikings: Levelcodes for the lost Vikings =============================== 1. STRT 19. PLNG 2. GR8T 20. BTRY 3. TLPT 21. JNKR 4. GRND 22. CBLT 5. LLM0 23. H0PP 6. FL0T 24. SMRT 7. TRSS 25. V8TR 8. PRHS 26. NFL8 9. CVRN 27. WKYY 10. BBLS 28. CMB0 s 11. VLCN 29. 8BLL 12. QCKS 30. TRDR 13. PHR0 31. FNTM 14. C1R0 32. WRLR 15. SPKS 33. TRPD 16. JMNN 34. TFFF 17. TTRS 35. FRGT 18. JLLY 36. 4RN4 37. MSTR Warcraft: Hit enter first to type a cheat!!!! CORWIN OF AMBER - ACTIVATE CHEAT MODE POT OF GOLD - AWARDS YOU LOADS OF CASH sǂQEYE OF NEWT - GIVES YOU ALL THE SPELLS IRON FORGE - GIVES YOU HIGHEST SPEC WEAPONS AND ARMOUR SALLY SHEARS - REVEALS THE WHOLE MAP THERE CAN BE ONLY ONE - TURNS YOUR UNITS INTO SUPER TROOPERS YOURS TRULY - LEVEL COMPLETED IDES OF MARCH - YOU HAVE WON THE GAME HURRY UP GUYS - BUILD VERY FAST CRUSHING DEFEAT - RESTART THE LEVEL Wing Commander: Start the game with: WC Origin -k Now you've got the maximum shield s6And if you lock on a target hold + to destroy the target Wing Commander2: Start the game with: WC2 Origin -k Now you've got the maximum shield And if you lock on a target hold + to destroy the target Witchaven: DEMO CHEAT: If you're playing the DEMO version, type RSVP. This will give you health, spells, weapons, and experience points up to 7th level--at least, all of those items released with the demo. COMMERICAL RELEASE CHEATS: WH.EXE mens, type the code you want to (ahem) "cast", and then hit . Here's are the helpful codes and what they do: MOMMY ----- Gives you nine of each potion. SCOOTER --- Gives you all weapons. WANGO ----- Gives you 10 scrolls of each spell, 200 hit points, 200 armor, and enough experience points to rseach seventh level. (Note: this will also take you down to seventh level if you're higher than that when you type the code.) The other three are for players of "other" 3D action games and--as with some of the other games--they have adverse affects in this one. These are: IDKFA ----- Kills you. // For you Doom addicts RAMBO ----- Kills you. // Heretics beware RSVP ------ Kills you. // Thought you were supposed to lears$n something from demos? Guess again, bunky! Wolfestein 3D: Start the game with WOLF3D -goobers. Now in the game hold + + Then you get a message "Debugging keys are now available" Now you can do the following combinations: TAB+B - BORDER COLOR (0-15) TAB+C - TOTAL STATICS TAB+E - FLOOR COMPLETED TAB+F - CO-ORDINATS X,Y AND A TAB+G - GOD MODE ON/OFF TAB+H - KILLS YOURSELF TAB+I - FREE ITEMS TAB+Q - EXIT TAB+S - SsxLOW MOTION ON/OFF TAB+T - TIPS TAB+V - EXTRA VBL'S (0-8) TAB+W - WARP TO LEVEL (1-10) TAB+X - EXTRA STUFF I+L+M - FULL AMMO + ALL KEYS + FULL HEALTH + ALL WEAPONS X-Mas Lemmings: Level 2 IKHNLHCCCQ Level 3 NJLDHCADCU Level 4 HLDLCINECP u can do the following combinations: TAB+B - BORDER COLOR (0-15) TAB+C - TOTAL STATICS TAB+E - FLOOR COMPLETED TAB+F - CO-ORDINATS X,Y AND A TAB+G - GOD MODE ON/OFF TAB+H - KILLS YOURSELF TAB+I - FREE ITEMS TAB+Q - EXIT TAB+S - S3$`22p This Walkthru has been written based on the *UNCENSORED* version of "Phantasmagoria" and is intended only as a guide to enable you to finish the game. If you follow it "verbatum", you will miss out on a lot of the small details and subtle changes that take place and add to your enjoyment of the game. It also assumes you have read the manual that comes with the game. Every effort was made to ensure the accuracy of the instructions contained in this Walk5a9thru, but errors do occur. Please let me know if you find any so I can correct them at the earliest opportunity. There are certain things you should do every day, and which are not included in this Walkthru. You will notice a fortune-telling machine in the Reception Hall. Check it every day and notice that it becomes more sinister as the game progresses. You might also want to periodically check behind the bar to see if anyone has been nipping at the absinth]XUe! There are two paintings in the Conservatory on the third floor. If you periodically look at the large one, you will begin to notice subtle changes. And if you regularly inspect the rooms in the house, you will notice things appearing and disappearing. Directions to the various rooms in the house will only be given the first time you visit them, so you may want to draw yourself a floorplan so you don't get lost. The same goes for the various locations ong8 the grounds. "Phantasmagoria" uses an interactive cursor, which basically takes the guesswork out of things because you no longer have the option to examine or pick up objects. Run your cursor across the screen until it either highlights or becomes a direction arrow. If it highlights, click on your left mouse button and Adrienne will do whatever is necessary for that action. If the item is necessary to progress in the game, it will appear in one of your iKnventory boxes. If not, Adrienne will put it back down. If your cursor becomes a direction arrow, click on your left mouse button and Adrienne will move in that direction. If you are told to "examine" "use" or *open* an item, simply run your cursor across it until it highlights. Whenever you want to use an item in your inventory, click on the item to remove it and it will become your cursor. When you are finished with the item, you must return it to your i${Inventory before proceeding. If you are able to talk to a character in the game, your cursor will highlight when you run it over that character and will remain highlighted until that person runs out of things to say. CHAPTER 1 (Sunday, October 16 - 9:00 a.m.) Watch the opening video of Don and Adrienne. When you assume control of the game, click cursor on floor and Adrienne will stand up. Click cursor on kitchen cupboard against RIGHT wall and vilew open drawer. Click on matches and Adrienne will take them. You will now see the book of matches in one of your inventory windows. Walk NORTHWEST and Adrienne will open the Pantry door. Turn on light just above Adrienne's head. Examine rug to reveal trap door. Try to open trap door, without success. Perhaps you can find something later that will help you to pry the trap door open. Exit Pantry. Walk SOUTH TO leave Kitchen and then walk NORTHWEST to entS)er Dining Room. Examine fireplace and take poker. Walk SOUTH and examine mirror. Walk SOUTH to reposition Adrienne. Walk NORTH and enter Kitchen. Open door to Pantry and turn on light. Use poker on trap door to open door. Attempt to walk downstairs, but Adrienne will remark that she can't see a thing. Use matches on Adrienne to provide light. She will automatically walk down the basement stairs and light lantern. Take hammer laying on floor and explore 5. basement. Walk back upstairs and exit Pantry. Exit Kitchen and return to Dining Room. Walk EAST to enter Reception Hall and watch video. Zoom in on fireplace and take newspaper laying on floor. Walk EAST and then NORTHEAST. Try to open door and discover it's locked. Walk SOUTH back to Reception Hall. Walk EAST and play piano. Click on bar and examine bottles until Adrienne picks one up. Try to open the door to the right of the bar, but it's locked as  Ƭwell. Walk EAST. Walk upstairs and go EAST to enter Marie's bedroom. Take tarot cards sitting on dresser against RIGHT wall. Walk WEST and open drawer of dressing table. Take the letter and read about Marie's affair with Gaston. Click on "EXIT" and Adrienne will close drawer. Exit Marie's bedroom. Walk WEST and enter Carno's bedroom. Walk SOUTHWEST and examine box sitting on table. Open box and examine ring. Open dresser drawer and examine  fcigarette case. You will notice that there are 3 cigarettes. Lay on bed and see video of hands grabbing Adrienne followed by video of Don coming to her rescue. Exit Carno's bedroom. Walk NORTH *twice* and enter Trophy Room. Examine mirror. Touch chair. Try to work gramophone. Exit Trophy Room. Walk WEST and enter Dark Room where you'll find Don. After discussion with Don, leave Dark Room. Walk EAST and Adrienne will climb stairs leading up to thir dڲd floor. Examine door just to the RIGHT of where Adrienne is standing to discover key is stuck in lock. Go WEST to enter Nursery. Pick up teddy bear sitting on top of dresser and head will fall off. Walk SOUTH and touch strange bubble floating above crib. Exit Nursery. Walk SOUTH down hallway and then turn WEST. Walk EAST to enter Adrienne's bedroom. Examine dresser against LEFT wall to open drawer and take $5 bill. Walk SOUTH and examine computer. U Exit Adrienne's bedroom. Walk WEST and enter Conservatory. Locate and examine *dragon statue*. Walk WEST until you find two paintings. Examine both paintings. Exit Conservatory and return Dark Room to see what Don is up to. Walk back downstairs to the main floor. Leave the house by the front door to RIGHT of stairs and walk SOUTH to car. Click on car and Adrienne will automatically get in and drive into town. After arriving in town, walk NORTHWESTV~[ to old house. Open mailbox and read letter to see who lives there. Pat dog. Perhaps you should look for something the dog might like. Leave house and return to car. Walk NORTHEAST into town. Observe that the Antique Store is closed. Perhaps you can try again tomorrow. Enter Real Estate Office. Keep talking to agent until he tells Adrienne to look for keys. Open file cabinet drawer and Adrienne will take key. Leave and walk WEST to General Store and v]sobserve that it's closed as well. Walk SOUTH to car and return home. Enter house by front door. Walk SOUTHWEST and try key from Real Estate Office on large double doors. No luck!! Walk SOUTHWEST and then NORTHEAST. Try key on Library door. Bingo!! Click on magazine sitting on table. Examine desk in RIGHT corner, then examine statue on desk to take statue. Click on drawer to read letter from Carno. Walk NORTH and examine fireplace. Take a closer look and Adrienne will accidentally remove a loose brick. Look through hole in bricks to see hidden room. Try to remove bricks with poker and hammer, but nothing happens. Examine statue in your inventory to reveal letter opener. Use letter opener on fireplace and Adrienne will remove enough bricks for her to fit through. Enter Chapel. Walk WEST and examine book on altar to read about Carno's family tree. Open box and see evil escape. Video shows evil travellinga upstairs and into the Dark Room. Adrienne ends up in Dark Room with Don and Chapter 1 ends. CHAPTER 2 (Monday, October 17 - 10:00 a.m.) Inventory Items: $5 Bill, Hammer, Newspaper, Key, Poker, and Tarot Cards. Watch video of Adrienne having a confrontation with Don. Walk down to main floor and hear music playing. Return to second floor and enter Trophy Room to discover gramophone is playing. Leave Trophy Room and return to main floor. od Leave house by front door and walk to car. Drive into town. Walk to Antique Store and discover it's open. Enter Antique Store and listen to Lou talk on the phone about cameos. Examine glass case to see crucifix. Talk to Lou until she runs out of things to say and then leave store. (NOTE: Lou may or may not give Adrienne some old newspaper articles to read during this visit. If not, she will later in the game). Enter Real Estate Office, watch vid8l bedroom through secret panel. Walk NORTH and use second elevator (to LEFT). Walk NORTHEAST and find chasm. Walk SOUTHEAST and click on switch straight ahead to enter Theatre. Take note of location of secret panel Adrienne just entered through. Walk SOUTH and enter Make-Up Room to LEFT of chair. Open cupboard and find picture of Carno and Malcolm on top shelf. Examine poster behind dressing table. Exit Make-Up Room. Examine chair and see video of Adrienne in$7D; chair. Exit Theatre through double doors and find Don passed out in Reception Hall. This ends Chapter 5. CHAPTER 6 (Saturday, October 22 - 9:20 a.m.) Inventory Items: Cameo, Hammer, 2 Keys, Picture, Poker Watch opening video of Adrienne finding Don hung over, discovering Spaz' collar followed by Mike's arrival. Walk to Library and enter Chapel through fireplace. Open box where evil escaped from in Chapter 1 and read book. Instead of e%7Zxiting the Chapel through the fireplace, notice a new path is now available. Walk SOUTHEAST and then enter secret passage just to RIGHT of where Adrienne is standing. Follow the passage and Adrienne will find herself in the Crypt. Examine the name plates on both tombs to discover this is Carno's and Marie's final resting place. Use poker on left tomb to reveal Marie's body. (Note the crucifix entwined in her hand. This may be important during Chapte&Ǒr 7 if you are in need of a holy item). Use poker on right tomb to reveal Carno's body (or so you think ). Walk NORTHWEST and examine coffins to discover two other wives are buried there. Exit the Crypt and return to the Chapel. Exit Chapel through fireplace and return to Reception Hall. Walk upstairs to Marie's bedroom and look at mirror over dressing table to see video of Carno's burned face, followed by Marie & Gaston in Marie's bedroom and Carno sn'abeaking up on Gaston and dragging him into secret passage. When Adrienne exits bedroom, she hears Marie calling for Gaston ("my angel"). Do you remember seeing "my angel" somewhere else in the game? Walk to the front door and talk to Mike. Then leave house by front door and enter the barn. Walk SOUTH and you will see video of Harriett and Cyrus packing to leave. Talk to each of them until they have nothing more to say and then leave the barn. Get(DR into the car and drive to town. Go to Malcolm's house. Open gate and knock on door. When Ethel answers, give her picture of Malcolm and Carno to gain entrance. Watch video of Malcolm and Adrienne and pay close attention to *everything* Malcolm has to say. It could save your life in Chapter 7 ! Adrienne will automatically leave Malcolm's and end up back at her car. Walk to the Antique Store and give cameo to Lou to trade for crucifix. Leave Antique S)Rdtore and return to car. Drive back home. Enter house through front door and watch video of Mike, followed by video of a possessed Don killing Mike. This ends Chapter 6. CHAPTER 7 (Saturday, October 22 - 3:30 p.m.) Inventory Items: Crucifix, Hammer, 2 Keys, Poker There is more than one way to play Chapter 7, all of which will enable you to finish the game. This is the *EASY* path and assumes you have traded in the cameo for the crucifix at *|Sthe Antique Store. Watch opening video and then examine computer to discover that Don has destroyed it. Walk down the hall to nursery and pick up glass shard laying on floor. Leave nursery and go downstairs to main floor. Enter Theatre and examine video machine to RIGHT of chair. Watch video of Carno being burned. Enter Make-Up Room to LEFT of chair. Examine vest laying on floor to find snowman. As the Hintkeeper would say, "the open+r Dark Room beckons"!! Take a deep breath and enter the Dark Room. This is where the movie sequence begins, and complete instructions are contained in the README file contained in your game directory. If you are killed at any point during this sequence, the movie will review itself up to the point where you made a bad choice. You then have the opportunity to try something different. Enter the Dark Room and watch video. When you are able to once again take ,kcontrol of the game, reach for the acid to the RIGHT of where Adrienne is standing and she will throw it in Don's face. Take the book sitting on the table and Don will catch Adrienne in her attempt to flee the room. Watch video of Don strapping Adrienne into "The Throne of Terror". Once you have taken the book, there is no way to escape this fate. At the first opportunity, give Don the snowman to distract him, and then pull the lever on the RIGHT side of t-he chair (or Adrienne's LEFT side) to kill him. After the demon rises from Don's body, escape the Theatre through the secret passage to the RIGHT of the double doors. When you regain control of the game, go EAST and, when you come to the chasm, grab the overhead water pipe. Adrienne will cross the chasm, run through the passage and enter the room at the end. When you get to this part of the game, time is of the essence so you have to be quick with.. i your actions. *Immediately* bolt the door (the bolt is on the LEFT side of the door). Run SOUTHWEST and you will see a table within a circle. Click on the table to position Adrienne inside circle. Place the book on the table and Adrienne will begin to translate. When you are asked to place the talisman on the open book page, search the body laying on the other side of the table and Adrienne will get the talisman. Immediately place it on the book, rememberin/뫮~g that you have to remove it from your inventory first. When you are asked to drip blood of a living person over the talisman, use the glass shard on Adrienne and she will cut her finger and drip the blood. When you are asked to hold a blessed item over the talisman, take the crucifix and place it on the book. Adrienne will continue with her incantation and the demon will rise behind her and then disappear. The story ends with a shell-shocked Adri0}enne slowly walking away from the house. When you have finished, you might want to go back and replay Chapter 7 without any of the *necessary* items in your inventory before entering the Dark Room, and you will have the opportunity to race through the secret passages while tripping over dead bodies with Don in hot pursuit ! You'll find Mike's body in the secret passages when you pull the lever to open the secret entrance to Marie's bedroom. You'll find Cyrus1*L' body on the way to the Crypt, and Harriett's remains are in the Theatre. Unfortunately, the sleezy Real Estate agent is still alive ! DID YOU NOTICE ... That if you look closely at the mirror in the Dining Room, the portrait over the fireplace is of a different person. That if you examine the large painting in the Conservatory in Chapter 4, the paint is still wet. That if you open the dresser drawer in Carno's bedroom in Chapter 5 and e2xamine the cigarette case, one cigarette is missing. That if you look in the jewellery box on the table in Carno's bedroom in Chapter 7, the ring is missing. That if you open the box sitting on the altar of the Chapel in Chapter 7, the book is missing. That if Adrienne tries to leave the house by the front door in Chapter 7, she will discover that an evil force is preventing her from opening it. She will automatically run to the side door and, when sh3LV,e discovers it won't open either, she will take the hammer and try to break the windows. At that point, she realizes that she's trapped and you *know* you're in trouble ! ou open the box sitting on the altar of the Chapel in Chapter 7, the book is missing. That if Adrienne tries to leave the house by the front door in Chapter 7, she will discover that an evil force is preventing her from opening it. She will automatically run to the side door and, when sh͠)23pj DOOM PLAYSTATION **************** 01 HANGAR | 02 PLANT | BRF2WCFMFC 03 TOXIN REFINERY | B9F4MHRJFC 56 THE MILITARY BASE | 6LC!2FYTHK 04 COMMAND CONTROL | Z4VSJ9QYZ1 05 PHOBOS LAB | G4B9QTNSGJ 06 CENTRAL PROCESSING | NJT9KG6RLM 07 COMPUTER STATION | 8C3RSQ7P79 08 PHOBOS ANOMALY | Z!1LBJZ0XV 09 DEIMOS ANOMALY | XMVSJFN9Z1 10 CONTAINMENT AREA | !0ZSZFB!35 11 REFINERY | J7R6BCKPCF 12J DEIMOS LAB | CL41GHFCHK 13 COMMAND CENTER | 5FDRXCB387 14 HALLS OF THE DAMNED | 4WBNY!G179 15 SPAWNING VATS | S126DL6RLM 16 HELL GATE | 76NKY0J71Z 17 HELL KEEP | 6QRF3X46WY 18 PANDEMONIUM | FHZ3QYF9LN 19 HOUSE OF PAIN | 2CBQZTZN!9 20 UNHOLY CATHEDRAL | TN62FV!CGH 21 MT.EREBUS | 1FDGQH3!87 22 LIMBO | 37RPDX22XY 23 TOWER OF BABEL | L780XDLHCF 24 HELL BENEATH | 45PBHBSZ20 25 PERFECߜT HATRED | 6LMF6H0G12 26 SEVER THE WICKED | XVCSS8889! 27 UNRULY EVIL | 7STMBYVGYW 28 UNTO THE CRUEL | 43MF70ZF02 29 TWILIGHT DESCENDS | M34X1HFTHK 30 TRESHOLD OF PAIN | !!SCB4FGWV 31 ENTRYWAY | GZ08CDCYMP (DOOM II) 32 UNDERHALLS | H5PRW79820 33 THE GANTLET | CSSJC361YW 34 THE FOCUS | 6H09569DLN 35 THE WASTE TUNNELS | NGGS2NNN46 36 THE CRUSHER | N2KS9RF953 37 DEAD SIMPLE | KNNJ9ZSX20 38 TR%ןICKS AND TRAPS | WR85X23JBD 39 THE PIT | BQQPF8V2XY 40 REFUELING BASE | 3FY!BC2TSQ 41 O OF DESTRUCTION! | LFFN5N3Z97 42 THE FACTORY | MYFMQD3397 43 THE INMOST DENS | 822530NLLL 44 SUBURBS | WL31NJQXHK 45 TENEMENTS | JTTFBBGYXV 46 THE COURTYARD | VL3Y25G!HK 47 THE CITADEL | JSSDBV84VW 48 NIRVANA | WJ17DL8CPM 49 THE CATACOMBS | LTTL5MXYXV 50 BARRELS OF FUN | 8P6YZWSVHG 51 BLOODFALL0 S | 3990WYHMFC 52 THE ABANDONED MINES | 5T!2WDGLDB 53 MONSTER CONDO | KDDPRBK4!8 54 REDEMPTION DENIED | GVBK59F!!! 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Down to the right. Use Bomb to blow the stone rings up, open Chest, get bowl of cream. Left and down. Use a bomb again. Down and right,use bomb again, press switch on. Go back to where you came in but do not exit, go left as far as yo= :tu can. You will see another switch. Throw the dagger at the switch and a brige will appear. Cross bridge, Use bomb and open chest. Right a bit and up. There is a secret door there, go in and open chest and get SHATTER SWORD. Exit, down, right, down right, use bomb open chest for 5 X bombs. Notice what looks like a shadow on the wall ? thats a secret door too which you will have to come back to later. Down bridge, open chest, use bomb to blow up stone rings, down, left, slash flowers > s*hwith sword, blow away stone rings, enter and open chests. back out and left, talk to statue. the statue GORLOC tells you he will give you his secret f you can give him a riddle he does not know. Go left and open all chests. Now go right, right past GORLOC. Open chest. there is a passageway in this blue rock on the left side at top, where the skeleton is walking up and down, Enter it and get to other side. Just follow your nose and go round opening the chests etc.. You will get to the?m part where you see fire. Blow up the rings, then go right, down, left, hack the flowers, up the steps, down the steps into the pool, now quickly go back and walk through the fire into the buliding. Follow your nose again and you get to a portal. Teleport to a place where you see a baby TAENITH WARRIOR. Kill the baddy :) Blow away the rings and pick him up. Now you have to go all the way back to GILLIARDS RHINE. RETURN TO GILLIHARDS RHINE @2˧ ^^^^^^^^^^^^^^^^^^^^^^^^^^ Go Find the cat and give him the cream. Now he will meet you in various places during the game and for a price, will give you a hint, only one purr location. Pun intended ;) Go to Rupert, give him the baby TAENITH. He will re-age him back tohis former glory, chat to him and he will reward you with a pair of cutters. Now search and find the barrels scattered around. Use thee Shatter sword to smash the barrels, and find 3 missing pages to the book of riA ddles. Once you have found all three nissing pages, return to the OUTLAWS CAVES and go to the statue, and give him the book of Riddles. A Portal will appear and you are teleported to the exit, where you journey onto COW TREE ISLAND. COW TREE ISLAND ^^^^^^^^^^^^^^^ You have to find and activate four switches in four rooms on this level, but as I go on, I do these :) Right, on entering COW TREE ISLAND, you arrive on the beechB2. You see a Starfish and in his think bubble, you see a spade and HEAD Stone. You have to locate the spade, and then the head stone. Ok from the beech, go right, up steps, up and left. Enter building, teleport and activate switch. Teleport back and Exit building, Right and up. enter shop, Chat to TOMSKI, buy spade. Wait til he starts to read newspaper, then quickly nip into the back room. Go to Chest and get Love letter. Chat to Old man in bed, ZEEASH. Exit Shop, right and up. EnterCb building. A guy stands in a door way, he wont let you pass. Exit, let pig shoot you with smeely stuff :) Go back in building and chat to the guy, he faints, go to chest and get suit. Exit and go down. Before you drop onto beech, go right. Enter house, make sure you have the red potion selected, push the square stone left to right, you are teleported, activate switch, teleport back and exit. Go right, meet and chat to Outlaws. Enter building and chat to barman MAX. Exit, right, up ovD2er bridge, left and up over bridge. Enter building and chat to ENYA. Exit, right, bomb da stones :) go all the way round and into the pool to clean yerself up. At the back of the building, is a secret room, enter the room and get the KEY from the chest. Back to front of building, down and left. Use spade to dig sand and find MAGICAL TOOL. Left and enter building and activate switch. Exit, right up, over bridge, left, down steps, stand on blue square and use the MAGICAL TOOL. A bridheE3 appears. Cross bridge. Chat to DICKSON on the bridge. Up, right. Enter building, activate switch, nice jingle means all four switches are on. Exit, right, chat to O'gret. Left, chat to old woman on far side of tree. Back to the Head stones place. Left, past building to VENUS LAKE. Bomb the entrance, use suit and walk to centre of lake and you are teleported. Right, hit wood stumps with MALLET, hack plants til you find the TITAN GLOVE. Back into lake. Teleport back to VENUS LAKE. ExiF t lake, down, use MALLET on wood stumps and get JOKE BOOK. Right as far as you can in front of Outlaws, down, jump onto beach and chat to a fish called WONDER hahahaha Ok now back to Dickson and chat to him, then give joke book to ENYA. Back to DICKSON and chat. Now back to the Outlaws, left, ENTER building, smash glass case with ICE MALLET and remove Compass. down onto beach, and keep going down and exit back to Outlaws caves. Remember the shadow on the wall, a door ? To the right oGf where you have teleported back to. Go there and use Glove to punch wall and enter, open chest and get cloak of invisibility, then back to GILLIARDS RHINE. GILLIARDS RHINE REVISITED ;) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Go to shop and buy gems. Back to COW TREE ISLAND. Go to the TREE up and left of DICKSON, Enter Tree and procede to Exit. Once there left, over bridge. There is a room in the tunnel as you go into it on the right. Enter room aHZnd get Key from Chest. Exit, down and left open chest for another key. Right and down, enter building and open chest and get another key, exit, down, open chest for another key. You can see a lazer barrier and a white robot, I used a bomb to blow him up as he stood next to the barrier, this kills the varrier, go in and use the green triangle key to open gate and then activate the switch. Out, back up and right, blow stones away and enter, exit and go right. There is a hidden entrance I[ߵ on the wall, hit this with glove, enter. Chat to Dythan. Use cutters to free him, he rewards you with a bag of miracle grow. Right, up and left, onto th prtal, you are teleported to another switch. Activate switch and teleport back. Back to entrance and right. Use round key, enter and go through and activate switch. Exit and left. Find the Scientist and chat to TUSKUS. He will tell you that you have 10 minutes to find and defuse the bomb. Down, right, across bridge, enter room, get !Jw"bomb, exit, right, use blue key, enter, activate switch, exit, give bomb to GOLD robot and he defuses it. Left, down, left, onto blue portal and you are teleported. Up, use jagged key, activate switch, open chest and get pills. Down, theought the tunnel maze, go chat to the guard, ARYTON. Enter building and give the guard in bed, the pills. Exit go back through the maze a bit, then return and the guard, should be gone, if not, go back into maze for a bit then return. Do this until h"K>e has gone. Go through door and Exit to MAKIAH GARDEN OF O'TALIA. There is a building to the left in the garden go there if you want a hint from the cat ;) Else go straight up, you will see a stalk in the hedge, use bag of miracle grow on this :) Up, take BLUE cloth off line, Chat to TANYO. Go round the back of house, use spade and dig up plants to find RED cloth. Up and right, get Green cloth off bench. Back to front of house and left, chat to BEEVIS the BEAVER. Down and left. Keep#L  going til you meet MONKIAN KING OF MAGIC. Chat to him, walk away, wear cloke and return, when he asks, give him the cloak and he in return gives you the FLOATING SPELL. Up, Enter church, chat to BROTHER YAN, use floating spell to make him float over to you, chat and exit, enter again and go to chest and get CARAMEL. EXIT, Right, you will see a well and THREE stones, look at stones put RED Cloth on Stone with R, BLUE on stone with B and GREEN on stone with G. Get puppy from well, Go $M0+7to BEAVER and give him Caramel. Walk away for a shor time, return and chat to TANYO. she goves you a SHARPENING STONE, go to back of house, find FOLLICK. If he is asleep on bench, walk to front of house then back. Do this until he has gone and is cutting grass behind the glass house. Give him the Stone, walk away to house and return to pick up GREEN KEY. Enter glass house, activate switch, Exit glass house, front of house, down and left as far as you can, up and around church, left, %Nrstand on portal and teleport to otherside, up and EXIT to THE SANDOON DESERT. THE SANDOON DESERT ^^^^^^^^^^^^^^^^^^ Youhave to navigate yer way across the desert ;) Eventually you will come across a bunker, enter that :) Read sign, O'GERT will be summoned and she reads the sign, Go into room next to it and open chests, same on the pther side of buildeing, then Enter the middle room and kill the big baddy :) When you have done &Od@this, Exit and enter the Door on the left. SPERIS CASTLE ^^^^^^^^^^^^^ UP all the way, then left and open Chest and get 1 note. You will have to locate 10 of them! Make sure you have the red potion selected again, and push the cupboard left to right, use a bomb, ENTER, open chest, get Sleeping Potion, Give to the Guard, he falls asleep :) Now go find the other 9 notes! If you get locked in a room cos you owe taxes, then 'P}@huse the puppy, he will let you out, make sure that you pick up the puppy before you exit. There is one JACOON that is real, he is the one in the room with a door at the back, use the floating spell on him, and he will make himself known and open the door :) Enter and open 6 Chests. You will also come across a RAT that os blocking an entrance, use puppy to scare rat, pick up puppy, enter, open chest to get Poison.Once you have 10 notes, find the spot where the guy is asleep and bloc(QrYxking an entrance to Kitchen, and play the notes, chat to him, enter kitchen, chat to Cook, Top left of room, use a bomb to reveal a passage into the Kitchen, use poison on the food, go back to where the GUARD is asleep. Then carry on Right, down, first exit right, Up through arches, when you go through the 6th arch, keep to right and go through hidden door, into the bedrooms. Work your way down and enter dors to get objects out of chests. Eventually you will find a door with a plat)U#e of food outside. Enter, CHAT to GALLUS, you then have to enter room behind him and DEFEAT the BIG BAD GUY! Once killed, the game is ended and you get the END SCROLLY TEXT. PHEW!! thats how I did it, you may find quicker ways :) but at least you know now how to go about it. :) hes, when you go through the 6th arch, keep to right and go through hidden door, into the bedrooms. Work your way down and enter dors to get objects out of chests. Eventually you will find a door with a platRSxVUTSHygnusEdTempA.584pRTAG> M.W.B. DOXDISK #62 1996  ****************************************** P 01 3D LEMMINGS CODES P 20 NO MOUTH SOLUTION P 02 AIRBUS II REF P 21 PC CHEATS P 03 ALIENBREED 3D CODES P 22 PHANTASMAGORIA SOLUTION P 04 ALIEN FISHFINGER P 23 PLAYSTATION -DOOM CODES P 05 BC 3000AD SOLUTION P 24 PLAYSTATION -CHEATS P 06 CATCOMP MANUAL P 25 PRAWO KRWI PASSWORDS P 07 CHEWY P 26 PRISONER OF ICE SORUL~LUTION P 08 CLUB & COUNTRY P 27 STONEKEEPERS SOLUTION P 09 COMMAND & C. EDITOR P 28 SUPER LOOPZ DOX P 10 DAL'X CODES P 29 THE DIG SOLUTION P 11 DESCENT II CODES P 30 TOUCHE SOLUTION P 12 DRACULA-X SOLITION P 31 TRACKSUIT MANAGER II MAN. P 13 DUKE 3D CHEATS P 32 WARCRAFT II CODES P 14 FANTASY EMPIRES DOX P 33 XTREME RACING BONUS P 15 FIFA 96 KEYS P 34 XTREME RACING FAQ R! P 16 FUTURE SHOCK CODES P 35 ZEEWOLF II CODES P 17 MAGIC CARPET II DOX P 36 SPERIS LEGACY SOLUTION P 18 MORTAL KOMBAT 3 CODES P 37 VALHALLA I+II SOLUTION P 19 NBA LIVE'96 DOX SOLITION P 31 TRACKSUIT MANAGER II MAN. P 13 DUKE 3D CHEATS P 32 WARCRAFT II CODES P 14 FANTASY EMPIRES DOX P 33 XTREME RACING BONUS P 15 FIFA 96 KEYS P 34 XTREME RACING FAQ `W'1ep Kick], [Uppercut]: F + RK, [D + RK], [LP] Unblockable Attack: Running Uppercut: B, B, B(hold till her left leg rises) Tap LP as her leg is in the air to run/uppercut Hard Pounce: Hopback Stomp: UF + LK + RK LEE CHOW LANG (derivative of Law) Throws: Neck Takedown: LP + LK Face Smash: RP + RK Knee Bash: F, F + LK + RK Moves: Punch, Backhand: RP, RP Punch, Elbow, [Backhand]: F(hold) + RP, RP, [RP] Punch, Punch, ElbowaX, [Backhand]: F(hold) + LP, RP, RP, [RP] Machine Gun Punch, [Punch], [Punch], [Punch], [Punch], [Backhand]: LP, LP, [LP], [LP], [LP], [RP], [RP] (This could be the first 7-hits of the 10-hitter) Head Kick, Head Kick, [Head Kick]: LK, LK, [LK] Jump Kick: F, F, F + LK (Stuns Blocking/Standing) Flipkick: D(crouch), U/UF/UB + RK Power Flipkick: D(crouch), U/UF/UB + LK + RK Lightning Flip: D(crouch), (tap)U/UF/UB(not an attack move) Lightning Kickflip: D(crouch), (tap)UbY/(/UF/UB + RK High Kick, Lightning Kickflip: RK, U + LK Roundhouse, Roundhouse, [Roundhouse]: RK, LK, [RK] Low Kick, [Head Kick], [Head Kick], [Head Kick]: D + LK, [LK], [LK], [LK] Low Kick, [Head Kick], [Body Kick]: D + LK, [F(hold) + LK], [LK] Non Law Moves: Backflip: B, B, B (no attack move) Axe Kick: F, F + LK Double Axe Kick: (crouch)D, (release)D, LK, LK Low Heel Kick, [Low Heel Kick], [Low Heel Kick], [Mid Heel Kick]: D(hold) + RK, [RK], [RK], [RKcZOj] Low Heel Kick, [High Kick], [Roundhouse], [Roundhouse]: D + RK, [RK], [LK], [RK] Lunging Jump Kick, [Jump Kick], [Roundhouse]: F, F, LK, [RK], [RK] Lunging Jump Kick, [Jump Kick, Sweep]: F, F, LK, [D(hold) RK, RK] Spinning Slide: F, F, LK + RK Multikicks: (crouch)D, (release)D, LK, D + LK, LK....(repeat pressing) As long as you keep pressing LK, Lee will continue to kick, and You can do the following attacks: - High Attack: hold U (Axe kick, Chest Kicd[!k, Head Kick) - Mid Attack: Release D-Pad or F (Chest Kick, Head Kick) - Low Attack: hold D (Low Kick, Chest Kick, Head Kick) Unblockable Attack: Dashing Fist: DB + LP + RP (tap U, U to abort attack) KUMA (derivative of Jack) Throws: Blanket: LP + LK (Still does damage if the opponent isn't grabbed) Bear Hug: RP + RK Headbutt: F + RP + RK Moves: Sandwich Clap: F, F + LP + RP Power Punch: B, DB, D, DF + RP Punch, Elbow Rue\RҔsh: RP, LP Double Hammer: DF + LP + RP Double Slap, [Hammer]: LP, LP, [LP] Sitting Uppercut, [Uppercut], [Uppercut], [Uppercut]: (crouch)D, DF + LP, [RP], [LP], [RP] Sitting Uppercut, [Uppercut], [Uppercut], [Uppercut] (crouch)D, DF + RP, [LP], [RP], [LP] Crouching Double Slap, [Uppercut], [Uppercut], [Uppercut] (crouch)D + LP, LP, [LP], [RP], [LP] Windmill Swing, [Swing], [Swing]: (crouch)D, F + LP, [RP], [LP] Cop a Squat: D + LK + RK (can be followed with sittf]abing punches) Sitting Punches: LP, RP, LP, RP Upwards Hammer, [Down Hammer], (crouch)D, B + LP + RP, [LP + RP] WANG GIN LEI: (derivative of Michelle) Throws: Spin Toss: LP + LK Backlash: RP + RK Reverse Check: RP, B (RP must hit opponent), LP + RP Sky Uppercut: DF + RP (RP must hit opponent), LP Moves: Chi Release: F, F + LP + RP Uppercut, [Hammer], [Uppercut]: (crouch)D, (release)D + RP, [LP], [LP] Hammer, [Uppercut]: DF + LP, [Lg^dH^P] Flying Kick: F, F, F + LK (Stuns Blocking/Standing) Power Snap Kick: (crouch)D, (release)D + RK Sleep Sweep, [Flying Jump Kick]: (crouch)D, DF + RK, [LK] Sweep Kick, [Low Kick]:D(hold) + RK, [RK] Sweep Kick, [High Kick]:D + RK, [RK] Sweep Kick, [Uppercut]:D + RK, [LP] High Kick, [Sweep Kick], [Low Kick]: F + RK, [D(hold) + RK], [RK] High Kick, [Sweep Kick], [High Kick]: F + RK, [D + RK], [RK] High Kick, [Sweep Kick], [Uppercut]: F + RK, [D + RK], [LP] Non Mich_rhelle Moves: Power Punch: D, DF, F + RP Palm Rush: F + RP Bowler Smash: DF + LP + RP Hard Pounce: Hopback Stomp: UF + LK + RK ANNA WILLIAMS (derivative of Nina) Throws: Arm Throw: LP + LK Reverse Toss: RP + RK Handstand Toss: F, F + LP + LK Elbow Smash: DF, DF + LP + RP Chin Bash: D, DF, F + LP + RP -During Chin Bash: a) Leg Scissors Arm Snap - LK, RK, LK, LP + RP b) Sidestep Arm Snap - LP, LK, RP, LP -During Sidestep Arm Snap: i`q; a) Falling Arm Snap - RP, LP, LK, RK, LP + RP b) Double Arm Snap - LK, LP, RK, LP + RP, LP + RP Moves: Chi Release: F, F + LP + RP Punch, Roundhouse: RP, RK Punch, High Kick: RP, LK Flip Tumble: F, F + RK (Stuns Blocking/Standing) Double Punch, Roundhouse: LP, RP, RK Double Punch, High Kick: LP, RP, LK Double Punch, Low Sweep: LP, RP, D + LK Mid Kick, Roundhouse: DF + LK, RK Triple Kick, [Roundhouse]: DF + LK, LK, LK, [RK] Mid Kick, Spinning Chop,ja~[ [Double Punch]: DF + LK, LP, [RP] Triple Kick, [Spinning Chop]: DF + LK, LK, LK, [LP] Mid Kick, Punch, [Roundhouse]: DF + LK, RP, [RK] Mid Kick, Punch, [Punch]: DF + LK, RP, [LP] Mid Kick, Punch, [High Kick]: DF + LK, RP, [LK] Mid Kick, Punch, [Low Sweep]: DF + LK, RP, [D + LK] Triple Kick, [Punch]: DF + LK, LK, LK, [RP] Flying Kick: F, F, F + LK (Stuns Blocking/Standing) Hop Kick, Low Sweep, [High Kick]: UF + RK, LK, [RK] Non Nina Moves: Knife Strike: (crouch)D,kb F + LP Side Knife Strike: (crouch)D, F + RP Flipkick: D(crouch), U/UF/UB + RK Hand Sweep: (crouch)D, DF + RP Slap, [Slap], [Slap]: B + LP, [LP], [LP] Lightning Kickflip: D(crouch), (tap)U/UF/UB + RK Unblockable Attack: Crane Chop: DB, LP + RP (tap U, U to abort attack) P. JACK (derivative of Jack) Throws: Blanket: LP + LK One Arm Lifter: RP + RK Moves: Sandwich Clap: F, F + LP + RP Power Punch: B, DB, D, DF + RP Punch, Elbow Rush: RlcLP, LP Double Hammer: DF + LP + RP Double Slap, [Hammer]: LP, LP, [LP] Sitting Uppercut, [Uppercut], [Uppercut], [Uppercut]: (crouch)D, DF + LP, [RP], [LP], [RP] Sitting Uppercut, [Uppercut], [Uppercut], [Uppercut] (crouch)D, DF + RP, [LP], [RP], [LP] Crouching Double Slap, [Uppercut], [Uppercut], [Uppercut] (crouch)D + LP, LP, [LP], [RP], [LP] Windmill Swing, [Swing], [Swing]: (crouch)D, F + LP, [RP], [LP] Cop a Squat: D + LK + RK (can be followed with sitting pmdYunches) Sitting Punches: LP, RP, LP, RP Upwards Hammer, [Down Hammer], (crouch)D, B + LP + RP, [LP + RP] Triple Drill Punch, [Power Punch]: DB + LP, LP, LP, [B, DB, D, DF + RP] Non Jack Moves: Lightning Hammer, Power Punch: D + LP, [F + RP] Winding Uppercut: B, DB, D, DF + LP Unblockable Attack: Windup Punch: Rotate controller counterclockwise, starting with B until P. Jack reaches the count of 5, then tap LP. - if the count is at nezh1 the punch can be blocked - if count is at 2, 3 or 4, the punch can't be blocked - if count reaches 5, it's an instant 1-hit kill Hard Pounce: Cannonball: UF + LK + RK (can be followed with sitting punches) ARMOR KING (derivative of King) Throws: Knee Bash: LP + LK Suplex: RP + RK Piledriver: D, DF, F + LP Whirlwind Toss: F, B, DB, D, DF, F + LP Scissor Flip: DF + LK + RK DDT: DB(tap), DB + LP + RP Moves: Kidney Punch: Dof6F, RP Hammer Elbow: DF, LP (Stuns Blocking/Standing) Punch, Uppercut: RP, LP Jumping Hammer: UF + LP + RP Forward Dive: F, F + LP + RP High Uppercut: F, F + RP Low Uppercut: F, F, RP Crouching Uppercut: D, F + RP Punt: F, F + RK Drop Kick: F, F + LK + RK (Stuns Blocking/Standing) Spinning Drop Kick: F, F, F + LK + RK (Stuns Blocking/Standing) Triple Slide Kick: (crouch)D, DF + RK, RK, RK (Stuns Unblocking/Standing) Non King Moves: pg—n Dragon Punch: F, D, DF + LP Power Uppercut: F, D, DF + RP Crouching Uppercut: D, F + RP Hard Pounce: Elbow Drop: U/UF/UB + RP + RK Knee Drop: U/UF/UB + LK + RK GANRYU (derivative of Jack) Throws: Crescent Throw: LP + LK Shoulder Throw: RP + RK Reverse Toss: B + RP + RK Moves: Sandwich Clap: F, F + LP + RP Power Palm: B, DB, D, DF + RP Punch, Elbow Rush: RP, LP Double Hammer: DF + LP + RP Double Slap, [Hammer]: LP, LP, [LP]qhV Sitting Uppercut, [Uppercut], [Uppercut], [Uppercut]: (crouch)D, DF + LP, [RP], [LP], [RP] Sitting Uppercut, [Uppercut], [Uppercut], [Uppercut] (crouch)D, DF + RP, [LP], [RP], [LP] Crouching Double Slap, [Uppercut], [Uppercut], [Uppercut] (crouch)D + LP, LP, [LP], [RP], [LP] Windmill Swing, [Swing], [Swing]: (crouch)D, F + LP, [RP], [LP] Upwards Hammer, [Down Hammer], (crouch)D, B + LP + RP, [LP + RP] Non Jack Moves: Sumo Palm Rush: D + RP Double Palm Rush: DriNy: + RP, RP Rising Palm: DF + RP Hundred Hand Slap: LP, RP, [LP], [RP], [LP], [RP], [LP], [RP] Sumo Foot Stomp: D + RK Hard Pounce: Cannonball: UF + LK + RK KUNIMITSU (derivative of Yoshimitsu) Throws: Flying 69 Slam: LP + LK Trip Smash: RP + RK Moves: Tornado Spin, [Spin], [Spin], [Spin], [Spin]: B + LP, [LP], [LP], [LP], [LP] (If done 5 times, Yoshimitsu will collapse) Tornado Sweep, [Sweep], [Sweep], [Sweep], [Sweep]: DB + LK, [LK],sj [LK], [LK], [LK] (If done 5 times, Yoshimitsu will collapse) Tornado Spin, Spin, Sweep, [Sweep], [Sweep] B + LP, LP, DB + LK, [LK], [LK] (If done 5 times, Yoshimitsu will collapse) Twist Hit: F + RP Knee Rush: F, F + RK Punch, High Kick: RP, LK Punch, Low Sweep: RP, D + LK Roundhouse, Sneaky Mid Kick: LK, RK Kick, Roundhouse, [Roundhouse]: RK, RK, [RK] Forward Cartwheel, [Diving Corkscrew]: F, F + LK + RK, [LP + RP] Hard Pounce: Hopbactk) /k Stomp: UF + LK + RK HEIHACHI MISHIMA (derivative of Kazua, his dad actually) Throws: Noogie Cracker: LP + LK Piledriver: RP + RK Headbutt: F, F + LP + RP Moves: Dragon Punch: F, D, DF + LP Lunging Uppercut: F, D, DF + RP Spinning Backhand: F + RP Double Punch, Spinning Backhand: LP, RP, RP Double Jab, Power Punch: LP, LP, RP Double Walking Uppercut: DF + LP, RP Somersault: (hold)UF + RK, LK Heavy Axe Kick: F, F + LK Double AxulrR*e Kick: (crouch)D, (release)D, RK, RK Axe Kick: F, RK Jump Kick: F, F, F + LK (Stuns Blocking/Standing) Flying Roundhouse, Low Sweep: (tap)UF + RK, RK Non Kazua Moves: Hammer Fist, [Power Punch]: D + LP, [F + RP] Power Punch: D, DF, F + RP Super Uppercut: F, F + RP Back Sidestep Jog: B, B, B (always counterclockwise) Flying Kick, Power Roundhouse: (tap)UF + LK (LK must hit opponent), RK Power Mid Kick F, D, DF + LK Powvm2aer Low Kick: F, D, DF(hold) + LK Sweep, [Sweep], [Sweep], [Sweep], [Kick], [Axe Kick]: F, D, DF(hold) + RK, [RK], [RK], [(release)DF + RK], [RK] (You don't have to do 3 sweeps to do the last two kicks) Hard Pounce: Hopback Punch - UF + RP + RK Controlling the bosses: Semi-bosses: Complete the game on ultra-hard without changing character and using continues. Best played on Time-Attack setting Heihachi: After getting all the S-B, complete the game on easy witwn hout loosing a single round. Best played on T-A setting Super Kazua: You can meet him by playing a Heihachi, and to control him you have to complete the Galaga bit without using a single continue. This is best done by completing the first stage in under some 18 odd sec. coz then you will receive an extra ship to make it easier. Since I'm useless at Galaga I haven't got him yet, so this is unconfirmed. There is now an easier way to get two ships, just press and hold on joypadxo뀅h 2: Up on the D-pad, RP(Triangle), LK(Cross) and L1(first shoulder button). Do this while the Playstation is booting, and keep holding untill Galaga starts, and you now have two ships. But you cannot use this cheat to get Devil Kazua. Note: Kazua can only be controlled in arcade mode, by selecting Kazua and pressing start instead of a punch/kick button. THIS CONTAINS THE BASIC MOVES...FOR MORE COMPLETE NFO GET THE FAQ. [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ [TOTAL ECLIPSE ypK(c) Crystal Dynamics [ [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ WATCH THE CRYSTAL DYNAMICS COMMERCIAL: Unknown to some there is a Crystal Dynamics commerial on the Total Eclipse cd. Just let the intro play once, then title screen comes up again. After that the Commercial will play. Watch as they beat the hell out of that guy with a ball..haha (PASSWORDS): Don't bother...get a memory card ;) [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ [TWINBEE TAISEN PAZURUDAMA (Jazqvpanese) (c) Komani [ [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ STAGE SELECT: ------------- After making a highscore of 573,000 wait until you're at the demo screen with princess Merora, then hold R1, L1, and you can use the arrow keys to select the stages. If you score 1,000,000 or higher, you can repeat this trick twice. You can have fun and do it at the easiest setting with 9 stocks, then save your game. [[[[[[[[[[[[[[[[[[[[[[[[[ [TWISTED METAL (c) Sony [ {r[[[[[[[[[[[[[[[[[[[[[[[[[ (LEVEL PASSWORDS): ================== 1. Warehouse District Warfare: CIR, TRI, SQ, CIR, CIR ------------------------------ 2. Freeway Free For All: X, SQ, SQ, CIR, TRI ------------------------ 3. River Park Rumble: X, TRI, SQ, CIR, SQ --------------------- 4. Assult On Cyburbia: X, SQ, TRI, TRI, TRI ---------------------- 5. Rooftop Combat: SQ, TRI, X, CIR, X ------------------ (TRICKS): ========= ARENA LEVEL W/ MORE ENEMIES: SQ, TRI, CIR,|s¨~ SQ, SQ ---------------------------- HELICOPTER VIEW IN ARENA LEVEL: CIR, CIR, TRI, X, blank ------------------------------- INVULNERABLE: SQ, TRI, X, blank, CIR ------------- INFINITE WEAPONS: TRI, blank, SQ, CIR, CIR ----------------- FIGHT MINION: TRI, X, CIR, SQ, TRI ------------- UNKNOWN: TRI, X, TRI, TRI, CIR -------- [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ [V-Tennis (Japanese) (c) Tonkin House [ [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ SECRET CHARACTERS: M}tfR. TONKIN: Use normal mode, move the cursor to any player, then press L2, L2, R1, R1, R1, Down, TRI x 4, CIR. MRS. TONKIN: Hold L1, R2, Up, SQ, then press CIR. [[[[[[[[[[[[[[[[[[[ [WARHAWK (c) Sony [ [[[[[[[[[[[[[[[[[[[ (TRICKS): OOO XTXX = Warhawk A-La Mode (Infinate Weapons, Invincible) TTOTSTTX = Infinate Weapons (Non-Invincible) SOSSTXTT = Thor Mode (9999 Flash-Bombs) XOOSXTOT = Kali Mode (Super Swarmers, Ultra-Lockons) Everything SS OSXST = Preview Epilog Tex~upNt S OSTXXS = Check Special Upgrades Text TX OOXTS = Preview Movies (LEVEL PASSWORDS): TSXTXXSS = Desert Level TSXTOSOX = Pyramid Has Risen TOXTOOXS = Desert All But Done OTTXOOSO = Canyon Level OSOSXOOT = In Canyon with Amber OTXSOOTT = In Canyon with Belle OSTSTTTS = In Canyon with Crystal OOOSTTST = Approaching Uma XTXSSTST = Airship Level XOTTOOOX = Post Transformation Airship XSTOXTSS = Airship Rear Hanger Open STXXXTOS = Volcano Level SSXOTOST = Volcano Boss v(sis Active TOTOTXSS = Gauntlet Level TOXTOXTS = East Gauntlet Boss TOOSTOOX = West Gauntlet Boss TOOTTXST = In with the Gatekeeper TXTSOXOO = Stormland TXXSOSOX = Above 1st Force Field TXTTTXOT = Above 2nd Force Field TXSOTXTS = Above 3rd Force Field TXSTOSXX = Kreel's Door is Open TXTSSSXT = Face to Face with Kreel T = Triangle S = Square X = X O = O = Space [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ [WINNING 11 SOCCER (Japanese) (c) Konami [ [[[[[[[[[[[[[[[[[w [[[[[[[[[[[[[[[[[[[[[[[[[ EXTRA TEAMS: When selecting teams, go to the right most teams. If you press L1, L2, R1 and R2 at the same time and press right, you'll have another team to choose from. Works with both right-most teams. [[[[[[[[[[[[[[[[[[[[[[[[ [WIPEOUT (c) Psygnosis [ [[[[[[[[[[[[[[[[[[[[[[[[ (TRICKS): ACCESS HIDDEN TRACK "FIRESTAR" Highlight 'one player' Press and Hold L1,R1,Right,Start,SQ and CIR. Press X to select option. Then tell the octopus to gix뺔ve you the pad back. Firestar should be at the bottom of the track list. ACCESS RAPIIER CLASS: Highlight 'one player' Press and Hold L2,R2,Left, Start and Select. Press X to pick the option. EXTRA LAPS: As you cross the finish line hit one of the air brakes and steer the same way to do a 180, the game will ignore that lap and let you do another one! The trick is for your ship to be facing backwards when crossing the line. TURBO START: accelerate as the light turny_s orange (possibly slightly different depending on the vehicle) or as the announcer says "one". *tip: Vehicles/Drivers setup: The best overall vehicle/driver set-up for all tracks looks to be the Feisar Team, using Paul Jackson as the driver. Next best seems to be AG Systems, using John Dekka as the driver. [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ [WIPEOUT (DEMO DISC) (c) Psygnosis [ [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ PLAY THE DEMO OVER AND OVER AGAIN WITH NO LOzeAD TIME: Play the track as normal, when you almost get to the end slow down and stop, don't touch any of the buttons, after about 5-10 sec the computer takes over. You'll see the the ship from different angles. Just hit a button, Tada your playing the level again. No load time. [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ [WRESTLEMANIA: The Arcade Game (c) Acclaim [ [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ (TRICKS): REFILLING COMBO METER: (starts full and refills {ϣ2^seconds after emptying): At character select screen: Hold L1 & R2, then press SQ, X, CIR, TRI. (CONTROLS): Punch=SQ Super Punch=TRI Kick=X Super Kick=CIR Block=L1 or L2 U=Up D=Down B=Back F=Forward QCT=Quarter circle forward starting at the down position on the control pad. HCT=Half circle forward starting from the Back position on the control pad. ..................................BAsic MOves................................ HIP TOSS -> B,B,SQ ROPE TOSS -> B,B,|{+TRI THROW -> B+SQ *Perform when an opponent is running at you* SHOVE-> L1+SQ START RUNNING -> SQ+X HAIR GRAB -> TRI *Must be near a knocked-down opponents head* GRAB -> F,F,TRI TURNBUCKLE -> U,U *Must be close to turnbuckle* FLYING DROP KICK -> TRI+X, then CIR *While running hit the Super Kick* FLYING BODY SLAM -> TRI+X, then SQ *While running hit the Super Punch* POWER UP -> Do two 360's away from the opponent. *You will get 4x damage* SPEED UP -> Do two 360's toward th}he opponent. *Lasts 5 seconds or so* COMBOS -> Perform during a grab when your combo meter is flashing <<..........................................................................>> ----------------- |Doink the Clown| ----------------- SPECIAL MOVES: The Clapper: HCT SQ. Press SQ repeatedly to get four hits. Joybuzzer: Hold SQ for three seconds then release it. Happy Hammer: F,F,CIR. Press X repeatedly to get up to four hits. Boxing Glove: SQ rapidly. GRAB MOVES: Head ~}.Slam: F,F,TRI. Face Smash: D,D,CIR. Press X repeatedly for up to four hits. Backbreaker: D,D,CIR. Slam: F,F,TRI. COMBO LINKS: (grab): F+SQ. Initiators:TRI,CIR. COMBOS: Mini Combo: F,F,SQ, hold forward and tap SQ 4 times, then hit TRI. 18 Hit: F,F,TRI,CIR,X,SQ,TRI,CIR. 16 Hit: F,F,TRI,CIR,SQ,X. 16 Hit: F,F,CIR,TRI,X,SQ. 16 Hit: F,F,CIR,TRI,X,SQ,TRI. ------------- |Razor Ramon| ------------- SPECIAL MOVES: Quick Slice: QCT,SQ. Dashing Slice: Hold SQ for three sR1econds then release it. Quad Slam: F,F,X. Tap X repeatedly for up to four hits. GRAB MOVES: Razors Edge: F,F,TRI. Slam: D,D,CIR. Uppercut: D,D,TRI. Quad Slam: D,D,TRI COMBO LINKS: (grab): U+SQ. (grab): D+SQ. Initiators:TRI,X. COMBOS: Mini Combo: Hold D and press SQ 5 times, then TRI. 24 Hit: F,F,TRI,SQ,X,CIR,TRI. ------------ |UnderTaker| ------------ SPECIAL MOVES: Neck Choke: QCT SQ. Neck Breaker: Hold SQ for three seconds then release it. Shadow Neckbrz eaker: Hold SQ, run at opponent and release TRI when near them. Dark Ghosts: QCT X. Light Ghosts: QCB X. Tombstone Smash: F,F,CIR. Press X repeatedly to get up to four hits. GRAB MOVES: Uppercut: D,D,TRI. Mystic Glove: D,D,CIR. Neck Twist: F,F,TRI. Shadow Slam: D,D,X. Press SQ repeatedly for up to four hits. Fiery Mystic Glove: (neck choke) then press D+CIR. COMBO LINKS: (grab): F+SQ. Initiators: X,CIR. Mini Combo: Hold F and tap SQ 5 times then press D+CIR. 21 Hit:l F,F,CIR,X,SQ,TRI,CIR. ---------- |Yokozuna| ---------- SPECIAL MOVES: Quick Jabs: QCT SQ. Salt Throw: Hold SQ for three seconds then release. Belly Rush: F,F,SQ. Head Knocker: SQ (when close) Body Slam: F,F,CIR (when close) GRAB MOVES: Power Grab: TRI+CIR. Leg Spin Throw: (power grab) D+CIR. Body Slam: F,F,TRI. Piledriver: D,D,CIR. Salt Throw: QCT SQ. COMBO LINKS: Initiators:SQ,TRI. COMBOS: Mini Combo: Hold F and tap SQ. 14 Hit: F,F,TRI,SQ,CIR,X,SQ,TRI. 13@ Hit: F,F,SQ,TRI,CIR,X,SQ,TRI. ---------------- |Shawn Michaels| ---------------- SPECIAL MOVES: Flying Snap Kick: B,B,CIR. Back Suplex: Hold SQ for three seconds then release. Flying Drop Kick: Charge CIR for three seconds then release. Frankensteiner: F,F,CIR. Sliding Kick Toss: F,F,X. Sunset Flip: F,F,TRI. Quad Speed Kick: Press HCT X. Press X repeatedly for four hits. Quad Stomp: Run, and press X repeatedly when your next to the opponents body. GRAB MOVES: Face 3Smash: F,F,CIR. Press CIR repeatedly for up to four hits. Arm Breaker: F,F,SQ. Back Suplex: D,D,CIR. Slam: F,F,TRI. Kick Toss: F,F,X. COMBO LINKS: (grab): F+CIR. (grab): F+X. Initiators: SQ,X. Combos: Mini Combo: (grab) Hold F, press TRI 5 times. 20 Hit: F,F,X,CIR,TRI,SQ,L1. 17 Hit: F,F,SQ,TRI,CIR,X,L1. ----------------- |Bam Bam Bigelow| ----------------- SPECIAL MOVES: Fiery Fists: Hold SQ for three seconds then release. Throw: Hold TRI for three seconds th9nen release. Fire Throw: Hold TRI, run at opponent and release TRI. Flying Kick: B,B,CIR. GRAB MOVES: Power Grab: TRI+CIR. Piledriver: D,D,CIR. Press TRI repeatedly for up to four hits. Backbreaker: (power grab) then press D+CIR. COMBO LINKS: (grab): F+CIR. Initiators: SQ,TRI. COMBOS: Mini Combo: Hold F, and tap CIR 4 times then tap TRI once, then press DD CIR. 19 Hit: F,F,SQ,TRI,CIR,X,SQ. 20 Hit: F,F,TRI,SQ,X,CIR,TRI. 22 Hit: F,F,SQ,TRI,X,CIR,TRI. -----------c? |Bret Hart| ----------- SPECIAL MOVES: Rolling Uppercut: QCT TRI. Eye Raker: QCT SQ. SharpShooter: Hit TRI next to fallen opponents feet. Dashing Uppercut: D,D,SQ. Lunging Kick: B,B,CIR. DDT: Run and press TRI. GRAB MOVES: Face Slam: HCT SQ. Press SQ repeatedly for up to four hits. Backbreaker: D,D,CIR. Slam: F,F,TRI. COMBO LINKS: (grab): F+SQ. (grab): F+X. Initiators: SQ,CIR. COMBOS: Mini Combo: (grab) hold F and tap SQ 5 times, then press CIR. 16 Hit: F,^ F,CIR,TRI,SQ,X,CIR. 13 Hit: F,F,SQ,TRI,SQ,X,CIR. ----------- |Lex Luger| ----------- SPECIAL MOVES: Fist Smash: Hold SQ for three seconds then release it. Fun Flail: F,F,CIR. Press X repeatedly for up to four hits. Elbow Girder: F,F,SQ. GRAB MOVES: Power Grab: TRI,CIR. Suplex: F,F,TRI. Throw: D,D,CIR. Backbreaker: (power grab) then press U+CIR. COMBO LINKS: Initiators: CIR,X. COMBOS: Mini Combo: (grab) hold F and press CIR 4 times, then press TRI once. 17 HiP,K t: F,F,X,CIR,TRI,SQ,CIR. 19 Hit: F,F,CIR,X,SQ,TRI,CIR,L1. (TRICKS): Play as Adam Bomb-> ?????? [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ [ZERO DIVIDE (c) Zoom -Japanese: [ [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ (TRICKS): Hidden game: There's full game of Phalanx hidden in this game to access it: Turn on the system, then hold down the Select and Start buttons on controller 2. You will see a screen come up called bonus game. Enjoy... <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<( %<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< R,X,SQ,TRI,CIR,L1. (TRICKS): Play as Adam Bomb-> ?????? [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ [ZERO DIVIDE (c) Zoom -Japanese: [ [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[ (TRICKS): Hidden game: There's full game of Phalanx hidden in this game to access it: Turn on the system, then hold down the Select and Start buttons on controller 2. You will see a screen come up called bonus game. Enjoy... <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<VNQ=, north, west, north (hack through the cave-in) to the wall, west, north to the wall, west, north to the wall, west to the wall, two squares north, east to the door. Unlock the door with the key you got from the Throg. Go through & waste the Throgs (pick up their coins when they're dead). Now turn north and go through the door to the upper level of the feeding grounds. Walk south to the wall, west through the door and then take your right, north to the wall, east (kilVO:͗l the exploding fungus), north, west to the wall (hack the cave-in and the fungus), south 1, west 1, south to the Shaman (watch for the Energy bolt)-he'll take off, but leave some feathers behind. You need 'em, so take 'em. Now go north to the wall, east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east to the wall, north to the wall, east to the wall, south to the wall, west 1 (note the glowing thing but don't attack it), south to the wVP$all (another glowing thing), east 1, south 1, then mark this spot as "Fairy Realm Entrance," then continue south to the wall, west 1 (another glow), south to the wall, east, south, east to the wall, south 2, west to the flowers. Grab all 7 flowers. Do NOT give these away! Now go back to the north-south corridor, and continue south. Then go west 1, south to the wall, turn west & waste the Shargas, then go through the door and open the chest to find an Armor scroll and hVQ/&alf of a key. Now for some REAL fun. Walk back through the door, east to the wall, north to the wall, east, north to the wall, west to the wall, north, west, north three squares, west through the door and to the wall, then turn south. Uh...hmm. Funny, that kinda looks like a...yup. Walk ONE south. The dragon will wake up. Do not even THINK of attacking the dragon. In the words of Egon Spengler, "it would be bad." Now walk ALL the way back to the "X" on your map oVR:rf the lower level of the feeding grounds. Walk east to the door with the symbol on it. Now that you have the feathers, you can go through without the symbol (glyph) killing you off. Go in, turn right, and whack the holy living spit out of the shaman. Take the feathers, the scare rune, and the other half of the dragon key. Hey, you've got both halves! Too bad that won't help...unless you reforge it. And that can only be done in the Dwarven fortress. This is going tVSrj;o get more annoying... Okay, time to go to the Dwarven Fortress. Go out the door, west two squares, north to the wall, west to the wall, north six squares, west to the wall, north to the wall, west to the wall, south 1, west 1. Spin around and look for a button. Press it to disarm an arrow trap. Go south to the wall, west one, south to the wall, turn east & waste the Throg guard, go east to the wall, south 1, east 1, south through the door (the feathers will let you VTS{ through, again), and just beyond the door, look around for a button. Press it to disarm a trap. Walk south 1, west 1, south 1, west to the door... Karzak will now take off, "preparing the guards for your arrival." How nice. Go through the door after he's gone...and welcome to Level 7, the Dwarven Fortress. Time to relax a little...do NOT attack ANY dwarves here. That turns all the dwarves in your party against you, and every other one also comes after you. That wouVUƨIld also not be good. Go south and through the door. Take your left, and through the door. Talk to the Dwarf guard. Now, take everything out of Dombur's inventory and give it to yourself...he leaves in a second. Walk east to the wall, south to the wall, west two squares (at which point Dombur takes off), west two more squares, south to the wall, then east over to Dombur. Just wait while he paces around. When he asks for a piece of a "device," give him one of the StonVVueshooter pieces. He'll pace some more. Wait till he asks you for another piece. Give him the second piece you found. Now, there's one more piece...on the other side of the dragon. We'll worry about that later. For now, check the scrollcase to get a silly scroll and a Language Rune scroll. Also, take the heal potion. The scroll on the table is worthless; it's blank. Now walk back out west, then north to the corridor. Walk west two squares, south-and take your sVW(iecond right. Walk up to the Dwarf elder (Torin). Farli'll take off, apparently banished, after a discussion amongst the guys there. Now walk back east to the wall, north (and take your second left), west to the wall, north to the Blacksmith dwarf. Talk to him, but don't walk past him. Oh great, he needs magickal flint. Mark this spot as "Forge" on your map. Now...ready for this? Walk all the way back to the spot you marked "Fairy Realm Entrance" on your Dragon FeediVX'?/ng Grounds Lower Level map. Now walk south three squares, east to the wall (hack through the cave-in), north to the wall, turn east, and use the chisel the Blacksmith just gave you on the Magickal Flint Rock. Now, walk BACK to the "Forge" (see how useful that little teleport feature in my UGE module is?) and hand the guy the piece of flint. He'll go light the forge, then come back. Hand him both pieces of the dragon key. He'll go re-forge 'em. By the way, turn righVYWit. See that big rock thing? It's the Glorystone. If you need to improve your weapons skills, put a weapon in each hand, stand next to it, tape down both mouse buttons, and walk away for about twenty minutes. When you come back, the Glorystone will still be uninjured, but your stats in the weapons you used will be quite improved! Now head back south down the corridor to the wall, east three squares, north through the door and go talk to Geldor. He'll hand you a price sVZLUcroll. Hmmm. Good equipment, for the money you've gotten in past levels. But, the prices seem awfully steep, don't they? Sure wish there was some way you could get 'em for free...yup. Give him the Throg Shaman's feathers; you won't need them any more. He gets all emotional about his family being killed by a Throg Shaman, then tells you to take whatever the hell you'd like. GOOD DEAL! Grab whatever you want, then go back to see the Dwarf elder (Torin). You might V[ )want to mark this spot on your map, by the way. He'll tell you about an undead beast you could slay to get some real benefit. So go east to the wall, north and take your second right, walk east to the wall, north, east 2, north, east, north, east to the wall, south to the wall, east 2, south 1, east 1, south to the wall, west 1, south 1, west to the wall, south to the wall, east 1, south 1, east to the wall, north to the wall, east 2, south to the wall, east 1, south 1, eV\Iast to the wall, north...and get the picks and iron spike, then south to the wall, west to the wall, north 1, west 1, north to the wall, east to the wall, north to the wall, west 1, north to the wall, east to the wall, south to the wall, east to the wall, north four squares, then west through the porticullis, which opens automatically. Turn north and walk to the sarcophagous. Get a charged runecaster ready (one with a fire spell, preferably), and click on the sarcophaV]$gous. WELL, here's that undead warrior you were warned about! It takes full damage from fire attacks and piercing attacks. Arm yourself with the Dagger of Penetration, and blast away with Firebolts (preferably with the power enhancement). Go ahead and back away from him, blasting away. It takes 600 points of damage to kill him REALLY dead, so be a coward and back off while firing. If you get stuck (kinda tough, as the corridor all around his little tomb back out pastV^P} that porticullis is a loop), use the Dagger of Penetration. Watch out though...his attack can poison you! Once he's permanently dead, head back through the whole maze until you reach the spot just outside Dombur's room (where he first took off). Turn back east and take your first left, then go north to the wall. Go 1 east, 1 north, east to the wall, north 1, east 2, then turn south and go "talk" to the dwarf. Bit unfriendly, isn't he? Hang around till he says "have V_ΈOit your way." Then turn and walk north, and IMMEDIATELY spin around and kill him when he attacks you! Yeah, I know-I said don't kill Dwarves. But THIS one isn't a Dwarf-it's a Throg is disguise, and turns back as such when it's dead. Now walk through the south wall and pick up the Meta Rune scrolls-they are for the Ball, Power x2, Power x3, Duration, and Potency runes! Excellent! Now, go back to Torin. Talk to him; a chest will appear behind him. Take the magic sV`3Ƴhield and the Homing Rune scroll-ah, now, with the Circle rune, you can teleport! I suggest you go cast a Circle rune outside Dombur's place, then walk all the way back to the entrance to the Upper Level of the Dragon Feeding Grounds (this requires you to go through the Lower Level). Now go south to the wall, west through the door and take your first right, north to the wall, east 1, north 1, east to the wall, south 1, east 1, south 5 squares, west to the wall, south 1.VadZ Note the LARGE leg sitting there. Mark this spot as "REAR LEG." Unlock the lock on it with the dragon key. Now go north to the wall, east to the wall, north to the wall, east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east and take your first right, south to the wall (watch for the exploding fungus) east 1, south to the wall, west to the wall, north 1, west 1...see the OTHER big leg? Unlock it with the Dragon Key. Now walk to the spoVb+t marked "Fairy Realm Entrance." Go south 1, west 1, south 3, west through the door and to the wall, and south to the dragon. When she wakes up, unlock the neck chain. The dragon will go free, and you'll finally be able to get to the other half of this level! Walk west to the wall, south two, west to the wall, north and pick up everything in sight-green and red and blue gems, 18 gold coins, and a heal potion. Open the chest to find another heal potion, another blue VcY%gem, two more coins, and three scrolls-one with Healing (VERY useful, especially if you've been poisoned or diseased!), another Shrink rune, and a Tornado spell. Now walk all the way back to the spot that says "REAR LEG" on your map. Go south to the wall, east 1, south to the wall, west 1, south 1, west 1, south two, west through the door and down the stairs. Walk east to the wall, south to the wall, turn west and kill the fungi, then open the chest to find all sortsa gVd8C(ood stuff, including the third Stone Shooter piece. Now go back through the passage to the upper level, and back out to the north-south corridor. Continue south to the wall. Turn west and go to the wall, go 1 south, 1 west, then turn south and walk up to the Sharga...but don't attack him. This is Skuz the Sharga, and he'll join your party. Remember that spear you took from Throggi? Give it to him; he uses it quite well. Mark this spot as "ICE." Now, head back thVe rough the passage to the Dwarven Fortress to Dombur's lab. Note Skuz won't go with you, but he'll be there when you go back to the grounds later. Give the third Stoneshooter piece to Dombur, who then gives you the completed Stoneshooter and instructions. Use as you please (aren't you glad you've been picking up rocks all along?) Now head back to the passage to the Dwarven Fortress (Skuz'll rejoin you). Walk to the "Fairy Realm Passage" square. Walk east two squares. Vf΢+ Place five of those primroses you picked up a while ago on the ground and the passage to the Fairy Realm opens up. Go on through... Welcome to Level 8, land of the Fairies and things of insufferable cuteness. Note: While you could've picked up Karzak Hardstone again back in the Dwarven Fortress, he weakens on this level a lot...he doesn't like cute things at all. We'll go back for him later. For the time being, you can tough it out with just Skuz. Head due south, anVgZGd prepare for a meeting with...Snort. Pick up all the flowers as you go along here; you may need them later. Actually, you WILL need them later. Take the left, go west to the wall, north to the wall, east 1, north to the wall, west (and get greeted by the Fairy Players), continue West to the wall, south to the wall, west 3 squares, south four squares, east to the wall, south 1, east to the wall, north to the wall, east to the wall-pick the mushrooms and grab the bookVhyco. Then go west to the wall, south to the wall, west to the wall, north 1, west to the wall. Mark this spot as "COME BACK HERE!" Then go north, take your first left (mark the intersection with an "X"), west to the wall, south 1, west 1, south to the wall, west to the wall, north 1, west to the wall. Pause here a moment. When the Fairy Players show up, hand 'em a mushroom. You'll get a scroll with a rune that looks sort of like a duck. You'll need it much later. NowVi>ɷV-north 1, west two squares, and turn north to grab the flowers and the moss. Head back to the "X." Then go north to the wall (and get an opportunity to buy a song if you wait here too long), west to the wall, south 1, west to the wall, south 1, west 1, south 1, west to the wall, north 1, west to the wall, north to the wall, west to the wall, north to the wall, west to the wall (you'll get a scroll from Murph that gives you the "Slow" Rune), south 1, west to the wall andVj^g grab the Cake and Fiddle. Now go east 1, south to the wall, west 1, south 1...give Binkle the fiddle to get the Faerie Pants. Put 'em on Drake. Yeah, he looks silly. So why do you do it? Because...every Fairy clothing piece you put on him gives him 20% protection against Troll attacks, cumulative. There are five pieces you can get. So, guess what all five gives you? Bingo! Invulner- ability versus Trolls! Now go south 1 more, and grab the decanter. Keep pickiVkng flowers, by the way. You'll need five primroses eventually. Now go 1 west, south to the wall, east to the wall, south 1, east 1, south and take your second right. Go talk to Snort. Give him that decanter, the wild thyme you found, and the Brownie moss. Pick up the decanter with red brew he drops. DO NOT DRINK IT!!! Now go back east five squares (should be at a crossroads), head south, and take your next right. Go into the room to talk to Winkle. Mark this spotVlU& as "WINKLE." Exit & then re-enter. You'll get an iron spike (useful in stopping Trolls) Now walk back out to the corridor, and go south to the wall, then west to the wall and pick up the spike, flowers, and jester cap. Put the cap on Drake (yeah, now he looks REALLY silly. But he's up to 40%...) Head back to the north-south corridor, turn north, and take your right. Walk two squares east, turn north, & grab all the primroses. Then walk one more east, turn south to VmEthe wall, east to the wall, and turn south to talk to Surly, the...well...surly fairy. When she asks for the cake, give her the Faerie cake. She'll give you a silver key. Now exit back west to the wall, north to the wall, east to the wall, 1 north, east to the wall, north to the wall (getting another cake from Sweetie), then west to the flower patch. Take 'em all, especially the daisy chain. Walk back to where Sweetie was and give her the chain. She'll give you a Vn?Rchoice-a prize or a kiss. Well, take the prize. Really. It's a four-leaf clover, and while you have it, Trolls are visible. Otherwise, they're not. How convenient. BUT...you still have more stuff to do. Mark this spot as "QUEEN" on your map. Go back to the spot marked "COME BACK HERE!" on your map. Go south 1, west 1, south 1, west 1, south to the wall, east three squares, turn north and grab the parchment, then continue east to the wall, then go south 3, west toVoE the wall, north 1 (another song & dance), west to the wall, and south to the wall. Mark this square as "TROLLS". Now go west to the wall (get the flowers & berries), north 1, west to the wall, north 1, west to the wall (yet another song & dance), north 1, west 1, north two squares, east to the wall, give Chuckie the red decanter for another jester's cap (hey, put it on Skuz! He'll love you for it! Really!), then go back west to the wall, north to the wall, east 1, anVpz7!d north two squares to talk to Giggle. Give Giggle the book you picked up a while ago to get NOW it's time to go deal with the Trolls for a little while. Not long. Go back to the spot marked "TROLLS" and go north two, east to the wall, north 1, east to the wall, south through the porticullis (after the silly conversation) to the wall, west to the wall-smash the bones & get the book. You COULD pick up a Fairy party member now, but why bother? Turn around and head back VqFDeast to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east and take your SECOND right, kill off Mr. Wasp (get in close-he has ranged attack!), then south to the wall, west 1, south to the wall, west to the wall, turn south, and be prepared to whack some trolls. Use the iron spike to keep 'em from teleporting too much. After you kill them (assuming they show up here), go south to the wall, and look around for some flowers (pick 'em) and a stick Vrtgof drawing charcoal. They should be just to your east. Turn around so you face west. See that toadstool? Blast it into oblivion from a distance. Now walk west to the wall, north 1, west to the wall, south to the wall, and west until you find a drum on the ground. Grab it, then backtrack all the way to where the map says "TROLLS." Now walk to where the map says "QUEEN." Go north 1, west to the wall, south 1, west up to Chuckle again. Give him the charcoal stick and Vs +zHthe parchment you found much earlier. He'll hand you a portrait and a Fairy Shirt. Yep. Put the shirt on Drake. 60%, but looks REALLY dumb now. Then go north 1. The gate is locked. Look around the walls for a keyhole. Use first the gold key, then the silver key on it. The porticullis unlocks. Go north, then around to the right. Check that alcove on the right; touching it recharges all your runecasters. Now continue north and then west 1, then north 1. The dooVtr is locked. You've probably heard a fairy or two say "Roses down, twice around" before. Put a primrose down, then back up one and walk around the 3 by 3 square (west, south, east, north) twice. The door will open. Go on through and walk up to the altar-to meet the Queen of Fairies, who heals all your wounds. When she mentions the portrait, hand her the one Chuckle just did to get a Luckstone ring. Then listen to her first story. She's tired now, so it's time to goVuhw do more good deeds...Go back to the spot marked "Winkle." Walk in and give him the book. Let's see...you now have jester's caps, fairy shirt, fairy pants, luckstone ring. You're up to 80%. And the LAST Troll-defense item is right next to the one Troll you HAVE to kill...so, let's go get him! Walk back through the porticullis into the Troll realm south to the wall, then east to the wall, south 1, east to the wall, north 1, east to the wall, south 1, east 1, south (waVvste the trolls and REMEMBER THE SPIKE TRICK! Pound it into the ground to keep them from teleporting!) to the wall, west 1, south 1, west 1, south 1, west (when you become "paralyzed," use the Spoilspell rune to cancel it) to the wall, north 1, west to the wall, north 1, west 1, turn north & root through the flowers to grab the horseshoe. Put it on Drake...he is now immune to Troll damage! Turn around, walk back out of the alcove, and face west to fight THE TERRIBLE TVwROLL. This could take a while; he's not very nice. When you finally kill him, he drops The Orb of Yoth-Soggoth (okay, who's the wiseass who ripped off H.P.Lovecraft? Sort of, that is. Lovecraft's god name is Yog-Sothoth). Now continue west to the wall, go south to the wall, west to the wall, south 1, west to the wall (take the decanter if you want), south 1 (ignore the will o'wisp), west to the wall (take the mushrooms along the way), then north to the wall to find a Vx߻Dxbunch of flowers, red mushrooms, and another runecaster-the Elfwand. Cool. You'll need it, believe me. You're done here, so walk all the way back (ignore Will O' Wisps) to the Queen of Fairies. She'll tell you another story. Walk out and return in 30 seconds for a third story. Walk out and return in 30 seconds for a fourth story...and a magical pendant which you'll need later. Take it, of course, and put it on. Thank whoever, that is the END of the Fairy Realm! RVyfLemove the fairy stuff & put your real armor back on again (yes, this includes the Jester's cap you stuck on Skuz's head) Go back to where you started this crazy level to warp back to the Dragon Feeding Grounds, Upper Level. NOW, we go get Karzak again. Go to that passage to the Dwarven Fortress on the Lower Level. There? Good. From the entrance, go south through the door, take your left through the gates, east to the wall, south to the wall, east and take your first rVzٱ6ight, south to the wall, east 1, south three, west into the room, then go talk to the dwarf-it's Karzak, who'll rejoin the party. Exit back out to the Feeding Grounds. (Skuz will rejoin you once more). Now go to the Upper Level of the Dragon Feeding Grounds, and walk up to that spot marked "ICE" on the map. Turn east and go through the door...into the Ice Caverns. Also known as Level 9. Now, DO NOT KILL ANY SHARGAS ON THIS LEVEL! They're the Ice Shargas, and, believV{F4e it or not, they're good guys. So when you walk through the door, walk up to-but don't attack-the Sharga. (POINT OF NOTE: The Ice Caverns are frigid, and do 1-2 points of damage to party members every 30 seconds or so. You'll need magical protection-which unfortunately, requires you to get something first. Wonderful. Just keep an eye on your health meters & heal up when things look bad) Follow the Sharga when he finishes talking. Turn north up the corridor and go V|Pҝtalk to Kandoc, the Ice Sharga King. After he finishes, turn west & go three spaces (do NOT walk up to the Sharga ahead-he's a healer, and will heal all damage, but he only does it once an hour, so unless you're in bad shape, don't do it), then turn north and go talk to the Advisor. He tells you about "different fire." Great. Now back out, take 2 steps east, and turn north to talk to Gorza. Hmmm. He needs scrolls. No problem...yeah, right. You're getting cold, so leV} at's move out. Back out, go 1 east, south to the wall, east to the wall, south 2, west to the wall, south to the wall, west 2, north 1, west 2 (kill the Ice Witches with Firebolts), south to the wall, east 1, south to the wall, west to the wall, south to the wall, east to the wall, north 1, east to the wall, north 1, east 2 (mark this spot with an "X"), south 2, east (and don't attack the Sharga. He's gone nuts. Use the curing rune on him to heal his insanity, and he'V~dll tell you about an ice hammer). Keep going east to the wall, then north 1, east to the wall, turn north & kill the Ice Witches, north to the wall, west to the wall, north three squares, turn west. Hammer the wall a couple times to break it and clear the debris. Punch the snowpile a couple times to find a magic chain-mail skirt, an ice hammer, and a rune scroll with a Circleward spell on it. Hmmm-a fire trap. Might be useful. Now turn back north and continue north tVJo the wall, east 1, north four squares, and turn east. Punch the snow pile to find the parchment. Okay, RACE back to that guy who wanted the scroll. Give the parchment to him, and you'll get an Ice Bolt scroll AND a Warming Rune Scroll! FINALLY! Inscribe it on a runecaster, then inscribe the Duration Metarune over it. Cast it, and you're immune to the Cold damage for 15 minutes. Great! Oh yeah, you get a couple others, too, but you already have those (Armor rune, VTCBall Meta- rune). Now head back to that spot marked "X" on the map. Continue east to the wall this time, then go north to the wall, and west to the wall. Note the frozen Dwarf. Use the warming rune to thaw him out. It's Nigel Hardstone, Karzak's clan brother. Note he knows your name...without you ever telling him what it is!! (That's not important, just a silly plot hole). Follow the Dwarf west to the alcove. After his little spiel (and when he takes off), bash Vfopen the north wall of the alcove. Go on through to the north wall, turn west 1, then north-uh-oh. A skeleton. When you step up to him to fight, however, since you have that magic pendant from the Fairy Queen (you DID save that, didn't you???), the skeleton collapses into a pile of bones. Cool. Now go east 1, north 2, west 1, pick up the Magic Armor Rings and the Magic Chainmail Shirt, then look north. Hmm. Blue fire? Grab it. And listen closely. Don't put it dowVG*n. Inventory is okay, but don't put it down. It'll melt! This is called Coldfire, and it's the only thing that can make the Ice Queen vulnerable. Excellent! Okay, now back all the way out of this secret chamber to that place that Nigel just showed you. Head west 2, south 1, west to the wall, north 3, east to the wall, north to the wall, west 1, north to the wall, east to the wall, south to the wall, east to the wall (Karzak will give a warning, then three cave-ins wVg"ill happen behind you so keep moving), north 1, and east up to the frozen elf. Thaw him out. A conversation takes place; Karzak gets warped back home, and Enigma the Elflord (who recognizes the Fairy Queen's Pendant) joins your party. Elf or no elf, this guy is one cool customer. Now turn around, go back west, 1 south, west (hack through the cave-ins) to the wall, north 2, east 2, north to the wall, east to the wall, north 2, west 3, north to the Ice Sharga king. HeV"_L sees the Coldfire and goes nuts, telling you you can now kill the Ice Queen. Great. Now he shows you a secret passage-bash at it a couple times (that ice hammer you found works great), then go north to the wall, east to the wall, 2 north, east to the wall, 2 north, 2 east, 1 north, then east to the wall-and bash IT with the hammer to break through! Turn north & kill the Ice Witch. Now go north 1, east 2, south 1, east 1. Stop right here. If you look up ahead around tVyd,She corner to the left, you can see what looks like an aerobics babe. This is the Ice Queen. Here's a nasty method of dealing with her problem. Grab a runecaster with a high charge. Inscribe the Warming rune on it, then inscribe the Ball, Power x3, and Duration Metarunes on it. Cast the spell (it'll cost about 8 Mana Points, but it's worth it!) and your entire party is now immune to all Cold damage for 15 minutes, which is all the Ice Queen uses. Kinda mean to thesVe bad guys, aren't I? Take one step east, and walk one north. She'll go through her little speech. Then use the Coldfire on her. Boy, does that make her mad! She starts teleporting around and attacking...and your entire party is immune to it! (Insert mad scientist's laughter here) Just keep hacking or blasting away whenever she's in front of you, preferably with a fire spell. When she finally goes down, pick up Helion's Orb. Once you pick it up, you're completelyVf immune to cold attacks. Nice, huh? Go one north and blast the chair with a firebolt. Drink the remains (no, seriously. It'll heal you). Pick up the scroll and read it. Now turn around and head due south. Waste any ice witches that attack you-they can't hurt you any more anyway. A secret door has opened here-walk on through it...to the Gate Of The Ancients. As my time-travelling friend Sam used to say, "Oh boy..." Welcome to the Gate of the Ancients. Guess what!V0N There are NO monsters on this level at ALL! So put all your weapons away. Really. I'm not kidding. There ARE, however, some of the most ridiculous puzzles in the game on this level. There is also Safrinni's Orb, the last and most powerful runecaster, and...well, you'll find out. Occasionally, you'll see signs. Click the "Look" icon on 'em. If Enigma says "Sorry, I can't read it," it's meaningless-don't waste a Language rune on it. Exceptions will be noted (ifVʼn there are any). And yes, you'll finally get to use that Duck Rune. Here we go. Note that a lot of this is unnecessary, but helpful (gets you some very useful armor & stuff) Excuse me if I degenerate into ogre-language; there's a lot to cover, and this file is already over 60K of text. North to wall. West, take right, mark spot as "BACK 1," north, take first left, 1 square west. Look north, push button. 1 west, 1 south, push button, 1 north, 2 west, 1 north, pull VXDhandle down. Mark spot as "TELEPORT SWITCHER." Return to "BACK 1." West to wall, north 1, west 4, south to bodies. Punch bodies, take arrows. North 2, east 2, south to campfire, use icebolt on fire. Take scare rune scroll. North, take 1st left, west to wall, north to wall, west 1, north to wall, east 1, north to wall, east 1, north to body. Punch body, take stone, Poison Resist Ring, Throg Shaman feathers. South to wall, east, take next left, north 4, west througV h door. Take Life Restore potion, Vampyre Rune Scroll. East to wall, north to wall, 1 west, 1 north, west to wall, 1 north, west to wall, south 2, west 1, south 6 onto the clickplate. North 1, turn east. Note porticullis timing. Run through when all the way open (timing is crucial, else SPEAR TIME). Take Life Restore Potion and Dagger Of Penetration. Time exit west to wall. Walk through west wall (illusion), then 1 more west. 1 north to recharge runecasters. 1 VKg!south, 1 west. Cast Feather Fall (Lesser Aerial Magic) on party. South (jump into pit). Take super heal potion. South to wall, west to wall, north to wall, east to wall, south 1, east 1, south 1, mark spot as "BACK 2," east to ladder, climb ladder. East 3, south & jump in pit. 4 West, 1 North, 3 West, 1 south. Face east wall, push button. Face west wall, push button. North 1, west 1. Push button to restore Vitality. East 1, south 2, east 1. Push button to heal Vparty. West to ladder, climb up. South 2, east 2, south 2, west 2-jump in pit. 1 east. Face north. Push button. East 1, read sign on North wall. East through door. Take wolf key. West through door, then 2 west, north through door. Search & take Poison Resist Ring. South through door and through south door as well. Take Magic Shield. North back through door (all three now lock!), north 1, west 2, north to wall, then 1 more through 1-way door. 1 West, climb laddV,er. Return to spot marked "TELEPORT SWITCHER." Push handle up. Follow annoying pit route back to "BACK 2." East to ladder, climb ladder. East to wall, north 1, east to wall, south & jump in pit. South to wall, west 1, south 2, west 1, south 2, east to wall, south 3, check corpse for warhammer, helm, chain shirt, chain skirt, heal potion. East 1, 2 south, 5 west. Mark spot as "BACK 3." South through 1-way door. Go to ladder & climb it. West to wall, south & jump iVLn pit. East to wall, south 2, west to wall, south 1, west 2, face north. Use Fairy Duck Rune on Duck statue. North through passage that opens-take Horn of Fear, magic quiver for arrows, life restore potion, Ring of Ducking, Language & Sphere Rune scrolls, and two message scrolls. South to wall. West to wall, north to ladder. Climb ladder. West to wall, south to wall, east to wall, 1 south, east...time porticullis again (careful!) and go through (but not through sVuGecond porticullis). North to wall; push button. Porticulli shut off. South 3, east to wall, 1 north, 1 east, 1 north, push button. South 1, west 1, south 1, west 3, north 2, east 1, north 1, east 1, north 1, east 1, north through door (unlocks it) then north to wall, west 2, north 2, east 1, north 2, east 1, north 3, west 2, north to wall, east to door. Unlock door with wolf key. East 2, north 2, east 1, north to campfire-use icebolt & take Eagle Key. South to wall'     VVΰon , west 1, south 2, east 1, south to wall, east to wall, north 2, east & pick up hammer, chain shirt, chain skirt, Dwarf helm, and message scroll. West, south to wall, west to wall, north to wall, west to wall, south 2, west to wall, north & take first right, east to wall, south to sign. Read it. Joy. 4 North, 2 west, 1 north, 1 west, 1 north, 2 west, 6 north, east to wall, north 1, east to door. Unlock it with Eagle Key, continue east to wall, south 1, east to wall, Vϣ?south to wall, east 1, south...another timed porticullis...to wall, east 1. Pick up Orb Key ("very sturdy key") and Stoptrack Rune. West 1, north to wall (through porticullis again), west 1, north to wall, west to wall, north 1, west through door to wall, south 1, west to wall, south 3, west through illusionary wall to real wall, south and jump in pit. Walk to spot marked "BACK 2," east to ladder, climb ladder. East 3, north to wall, west 1. DEACTIVATE Featherfall ruV+_ne, if still in effect (cast Spoilspell on party to do so) and jump in pit. You take damage, but a door opens to the north. Go north 2, west 1 to recharge runecasters. East 1, north 2, east 1 and pick up Safrinni's Orb. Examine signs on walls using Language rune. Scourge, huh? Hmmm. You'll meet HIM on the next level...heh heh heh. Now go back to the square where you picked up the orb. Turn to face west. Click the new orb on Drake. As soon as you reach the top V of the pit, step forward. North 1, west to wall, south through 1-way door to wall, west to wall, south 3, west through illusionary wall to real wall, south & jump in pit (no need for Feather Fall any more; the Orb does it for you!) Walk to spot marked "BACK 2," east to ladder, climb ladder. East 3, north 1, east 2, south to pit and jump in. Walk to spot marked "BACK 3." West to wall, face south. Click Safrinni's Orb on Drake. When you reach the top walk forward throuVYrSgh illusionary wall. East 1, north 2, west 1, north 6 (clickplate does nothing), east 1 (take ancient, magical armor helm breastplate, leggings). West 1, north to door. Use orb key (sturdy key) to unlock it. Go through...but do NOT step into that gate thing yet. East 1 through illusionary wall, north 1, west 1 through illusionary wall, north through door. Pick up silver runestaff, three super heal potions. South 1, east 1 through illusionary wall, south 1, west thV-Frough illusionary wall, face north...and step through the Gate to the Palace Of Shadows. See, that wasn't so hard, now was it? Yeah, right. Oh yeah...and NOW, you're in trouble. Yes, we've only got two "levels" to go. No, it's not going to be easy...at ALL! A word about the Palace of Shadows...it's divided in halves, east and west. Creatures in the western half are "real," while creatures in the eastern half will be shadowy reflections of their opposites. Therefore, V watch out on BOTH sides. Okay. Ready? Good. Walk all the way north to the north wall; notice the walls start closing behind you. Hope you're not claustrophobic. Walk all the way to the north wall, then go one step east. You'll get a warning from Thera. Take one more step east, turn north, and walk through the illusory wall. Take the four heal potions. Go back south 1, then west 4, turn north, and go through another illusory wall for more heal potions. Arm as mVԋany party members as you can with Daggers of Penetration. Take 1 step south, 2 west, 1 south. Walls close behind you, and a couple floating skulls come after you. Kill 'em if you want, but if you wait too long, more show up...and these are NOT nice creatures. Use magic at long range and the Daggers of Penetration (or a magic throwing axe) for up-close & personal combat. Head 2 south, then 1 east. Look around for a Yin symbol on the wall. Take it. Now go 1 west, 2 V贮south, 1 east, 4 south. Turn and face the dark mirror on the wall. You can step through it to teleport, but you'll lose some Strength temporarily (so don't OVER use it!). Step through it now. Go north 4 (watch out for Shadowskulls that may be flying around here), east 1, north 2, west 1. Look for the Yang symbol. Place the Yin symbol on it. That opens up two secret doorways. Go west to the wall, then head south. Actually, heal your party a bit first...once you getV׀ to a certain square, the Shadowking shows up and blasts the hell out of you for about 60-80 points of damage. OW! Fortunately enough, he only does this once. Walk down south again so you have a short passage off to your left. Turn right and push the button to open the passage's other end. Do not go through; continue south to the wall, east 1, south to the wall, west 2, south 1. Note the REALLY big orb. This is Marif's Orb. Use the Shrink rune on it to get it to a VؕKsize you can manage, then take it. Walk south to the wall, then east over to the Dwarf. It's Farli! He's back! YAY! (I think) Once he joins the party, walk west & take your right. North 2, east 1. Look around for a button. Push it, then go east to the wall, south three. Turn to face the Dark Mirror and smash the hell out of it FAST (it'll start throwing Firebolts if you wait too long). Then grab a shard of the mirror and go north 3, west four, look for a button, aVٻ|qnd push it. Then go west to the wall, north 1, west to the wall, and south to take on the lesser and greater skeletons. Now, as SOON as one collapses, grab either his sword, helm, or skull IMMEDIATELY, or he'll re-form and attack again! Do this with both of 'em. Nasty, huh? Take one step west, go south and take your first left. Take one step (and ONLY one step) east. Wahooka, after all this time, shows up again-and this time, he joins your party. Take one step wesV>t. Go south through the door to the wall. Go east three squares, and north 1. Open the chest to find a heal potion and super heal potion. East to the wall, south two squares (through the one-way passageway). Go west through the door. Kill off the skeletons (remember the trick), then go west all the way through the second door and to the wall, then south to the chest to find another heal, super heal, and poison cure potion. Ready a weapon. Turn around and walk 2 eaVust (through the illusory wall). You'll be attacked by a couple floating skulls. Kill 'em off, then go east 7 squares, turn south, and walk through the illusory wall. Pick up the thing on the floor; part of the Shadow Weapon. VERY cool...but only part of it. Now walk two north, 1 east, 1 south, 1 east. Prepare for battle again, then walk through the dark mirror. You'll be beset by a set of Shadow Skulls. After they're toast, take two steps east through (yep, you guVl{Ressed it) another illusory wall. Take one step south. Before you do the next thing, check your stats to determine what your best weapon skill is. Then put the part you just found onto the base-the top will morph from weapon to weapon...sword, hammer, dagger, ax, spear...every few seconds. When it becomes the one you're best at, GRAB IT! You now have the most powerful weapon in the game. Feel safe? No? Good. Go north 1, west 2 to the mirror, through the mirror, 1(Q@S]7 -EMERALD.MWBplY0EMERALD MINE. FIXER. FOR 2.0/3.0. DIVERSE .DMS CD-EM. EMERALD MINE. FIX. -MINEFIX.EXE CD-EM. EMERALD MINE. ARMIMINER.01.(Amiga 2.0) ARMIM-20.DMS CD-EM. BOULDERDASH. BLUE DIAMOND. 04. B-BL-DI4.DMS CD-EM. BOULDERDASH. COLL. 01. B-COLL-1.DMS CD-EM. BOULDERDASH. COLL. 02. B-COLL-2.DMS CD-EM. BOULDERDASH. COLL. 03. B-COLL-3.DMS CD-EM. BOULDERDASH. CONSTR.KIT. B-CONKIeT.DMS CD-EM. BOULDERDASH. 01. B-DASH-1.DMS CD-EM. BOULDERDASH. 02. B-DASH-2.DMS CD-EM. BOULDERDASH. 03. B-DASH-3.DMS CD-EM. BOULDERDASH. ENEMY MINES. ONLY 1.3 B-ENY-13.DMS CD-EM. BOULDERDASH. MARATHON. 01. B-MARA-1.DMS CD-EM. BOULDERDASH. MARATHON. 02. B-MARA-2.DMS CD-EM. BOULDERDASH. MARATHON. 03. B-MARA-3.DMS CD-EM. BOULDERDASH. MINI. 02. H B-MINI-2.DMS CD-EM. BOULDERDASH. MK.01. B-MK--O1.DMS CD-EM. BOULDERDASH. PROF. 01. B-PROF-1.DMS CD-EM. BOULDERDASH. PROF. 02. B-PROF-2.DMS CD-EM. BOULDERDASH. PROF. 03. B-PROF-3.DMS CD-EM. BOULDERDASH. PROF. 04. B-PROF-4.DMS CD-EM. BOULDERDASH. ROYAL. 01. B-ROYAL1.DMS CD-EM. BOULDERDASH. WILLY. B-WILLY1.DMS CD-EM. BOULDERDASH. REOVENGE YAM YAMS. 02. B-YAMS-2.DMS CD-EM. EMERALD MINE. BALGROVE. 01. BALGROVE.DMS CD-EM. BOULDERDASH-EMERALD. 01. BD-EME-1.DMS CD-EM. EMERALD MINE. BEER MINE. 01. BEERM-01.DMS CD-EM. BOULDERDASH. BLUE DIAMOND. 04. BLUED-04.DMS CD-EM. BOND MINE. 01. BONDM-01.DMS CD-EM. BOND MINE. 02. BONDM-02.DMS CD-EM. BOND MINE. 03. BONDM-03.DMS CD-EM. "4 BOND MINE. 04. BONDM-04.DMS CD-EM. BOND MINE. 05. BONDM-05.DMS CD-EM. BOND MINE. 06. BONDM-06.DMS CD-EM. BOND MINE. 08. BONDM-08.DMS CD-EM. BOND MINE. 09. (KERST VERSION I) BONDM-09.DMS CD-EM. BOND MINE. 10. BONDM-10.DMS CD-EM. BOND MINE. 11. BONDM-11.DMS CD-EM. BOND MINE. 12. BONDM-y12.DMS CD-EM. BOND MINE. 13. BONDM-13.DMS CD-EM. BOND MINE. 14. BONDM-14.DMS CD-EM. BOND MINE. 15. BONDM-15.DMS CD-EM. BOND MINE. 16. BONDM-16.DMS CD-EM. BOND MINE. 07. (7.5) BONDM-75.DMS CD-EM. BOND MINE. 17. (KERST VERSION II) BONDM-17.DMS CD-EM. BOND MINE. 18. BONDM-18.DMS CD-EM. BOND MINE. 19. (KERST VERSION -III) BONDM-19.DMS CD-EM. BOULDERDASH. AMI 100% BOUL-AMI.DMS CD-EM. BOULDERDASH. 1/4. C64. BOUL-C64.DMS CD-EM. BOULDERDASH. 1ST.CLASS. BOUL-CLA.DMS CD-EM. BOULDERDASH. BOBBY. 01. BOULBO-1.DMS CD-EM. BOULDERDASH. FOR 2.0. BOULD-20.DMS CD-EM. EMERALD MINE. ALADDIN CAVE #1 ALADMIN1.DMS CD-11. EMERALD MINE. ALADDIN CAVE #2 ALADMIN2.DMS CD-11. EMERALD MINE.  OALADDIN CAVE #3 ALADMIN3.DMS CD-11. EMERALD MINE. ALADDIN CAVE #4 ALADMIN4.DMS CD-11. EMERALD MINE. BUGMINE. 01. BUGMI-01.DMS CD-EM. EMERALD MINE. BUGMINE. 02. BUGMI-02.DMS CD-EM. EMERALD MINE. BUGMINE. 03. BUGMI-03.DMS CD-EM. EMERALD MINE. CHAOS CAVES. 01. CHAOSC-1.DMS CD-EM. EMERALD MINE. CHAOS CAVES. 02. CHAOSC-2.DMS CD-EM. EMERALD MINE. CHAOS CAVES. 03. CHAOSC-3.DMS CD-EM. N EMERALD MINE. CHAOS CAVES. 04. CHAOSC-4.DMS CD-EM. EMERALD MINE. CHAOS CAVES. 05. CHAOSC-5.DMS CD-11. EMERALD MINE. CHAOS CAVES. 07. CHAOSC-7.DMS CD-11. EMERALD MINE. COLD CAVES. (LAZ) COLD-LAZ.DMS CD-EM. EMERALD MINE. COLD CAVES. 01. COLDC-01.DMS CD-EM. EMERALD MINE. COSMO MINE. 01. COSMO-01.DMS CD-EM. EMERALD MINE. COSMO MINE. 02. COSMO-02.DMS CD-EM. EMERALD MINE. COSMO MINE. 03. COS JMO-03.DMS CD-EM. EMERALD MINE. COSMO MINE. 04. COSMO-04.DMS CD-EM. EMERALD MINE. COSMO MINE. 05. COSMO-05.DMS CD-EM. EMERALD MINE. COSMO MINE. 06. COSMO-06.DMS CD-EM. EMERALD MINE. COSMO MINE. 07. COSMO-07.DMS CD-EM. EMERALD MINE. COSMO MINE. 08. COSMO-08.DMS CD-EM. EMERALD MINE. COSMO MINE. 09. COSMO-09.DMS CD-EM. EMERALD MINE. COSMO MINE. 10. COSMO-10.DMS CD-EM. EMERALD MINE. CRUNCHER. 01. w% CRUNMI-1.DMS CD-EM. EMERALD MINE. CRUNCHER. 02. CRUNMI-2.DMS CD-EM. EMERALD MINE. CRYSTAL CAVERNS. 04. CRYSTM-4.DMS CD-EM. EMERALD MINE. CRYSTAL CAVERNS. 01. CRYSTM-1.DMS CD-EM. EMERALD MINE. CRYSTAL CAVERNS. 02. CRYSTM-2.DMS CD-EM. EMERALD MINE. CRYSTAL CAVERNS. 03. CRYSTM-3.DMS CD-EM. EMERALD MINE. DANMARK. 01. DANMI-01.DMS CD-EM. EMERALD MINE. DANMARK. 02. DANMI-02.DMS CD-EM. EMERALD MIN tQE. DIAMOND DIGGER. 01. DDIGGER1.DMS CD-EM. EMERALD MINE. DENMINE. 01. DENMI-01.DMS CD-EM. EMERALD MINE. DENMINE. 02. DENMI-02.DMS CD-EM. EMERALD MINE. DENMINE. 03. DENMI-03.DMS CD-EM. EMERALD MINE. DENMINE. 04. DENMI-04.DMS CD-EM. EMERALD MINE. DENMINE. 05. DENMI-05.DMS CD-EM. EMERALD MINE. DENMINE. 06. DENMI-06.DMS CD-EM. EMERALD MINE. DENMINE. 07. DENMI-07.DMS CD- q{EM. EMERALD MINE. DENMINE. 08. DENMI-08.DMS CD-EM. EMERALD MINE. DENMINE. 09. DENMI-09.DMS CD-EM. EMERALD MINE. DENMINE. 10. DENMI-10.DMS CD-EM. EMERALD MINE. DENMINE. 11. DENMI-11.DMS CD-EM. EMERALD MINE. DENMINE. 12. DENMI-12.DMS CD-EM. EMERALD MINE. DENMINE. 13. DENMI-13.DMS CD-08. EMERALD MINE. DENMINE. 14. DENMI-14.DMS CD-EM. EMERALD MINE. DENMINE. 15. DE8NMI-15.DMS CD-11. EMERALD MINE. DIAMONDS. 01. DIAMO-01.DMS CD-EM. EMERALD MINE. DOWNUNDER. 01. DOWNU-01.DMS CD-EM. EMERALD MINE. DOWNUNDER. 02. DOWNU-02.DMS CD-EM. EMERALD MINE. DOWNUNDER. 03. DOWNU-03.DMS CD-EM. EMERALD MINE. DOWNUNDER. 04. DOWNU-04.DMS CD-EM. EMERALD MINE. DOWNUNDER. 05. DOWNU-05.DMS CD-EM. EMERALD MINE. DOWNUNDER. 06. DOWNU-06.DMS CD-EM. EMERALD MINE. DOWNUNDER. 0rB7. DOWNU-07.DMS CD-EM. EMERALD MINE. DOWNUNDER. 08. DOWNU-08.DMS CD-EM. EMERALD MINE. DOWNUNDER. 09. DOWNU-09.DMS CD-EM. EMERALD MINE. DOWNUNDER. 10. DOWNU-10.DMS CD-EM. EMERALD MINE. DOWNUNDER. 11. DOWNU-11.DMS CD-EM. EMERALD MINE. DOWNUNDER. 12. DOWNU-12.DMS CD-EM. EMERALD MINE. DOWNUNDER. 13. DOWNU-13.DMS CD-EM. EMERALD MINE. DOWNUNDER. 14. DOWNU-14.DMS CD-EM. EMERALD MISENE. DOWNUNDER. 15. DOWNU-15.DMS CD-EM. EMERALD MINE. DOWNUNDER. 16. DOWNU-16.DMS CD-EM. EMERALD MINE. DOWNUNDER. 17. DOWNU-17.DMS CD-EM. EMERALD MINE. DOWNUNDER. 18. DOWNU-18.DMS CD-EM. EMERALD MINE. DOWNUNDER. 19. DOWNU-19.DMS CD-EM. EMERALD MINE. DOWNUNDER. 20. DOWNU-20.DMS CD-EM. EMERALD MINE. DOWNUNDER. 21. DOWNU-21.DMS CD-11. EMERALD MINE. ACE. 01. E-ACE-01.DMS C`D-EM. EMERALD MINE. ACE. 02. E-ACE-02.DMS CD-EM. EMERALD MINE. BABY GHOST. 01. E-BGH-01.DMS CD-EM. EMERALD MINE. E.M.C. 01. E-M-C-01.DMS CD-EM. EMERALD MINE. Mr.B. 01. E-MR-B-1.DMS CD-EM. EMERALD MINE. Mr.B. 02. E-MR-B-2.DMS CD-EM. EMERALD MINE. MWB + EDITOR. E-MWB-ED.DMS CD-EM. EMERALD MINE. ORG. 40X. E-ORG40X.DMS CD-EM. EMERALD MINE. POOH. 01. 6dE-POOH-1.DMS CD-EM. EMERALD MINE. 01. PROF. E-PRO-01.DMS CD-EM. EMERALD MINE. 02. PROF. E-PRO-02.DMS CD-EM. EMERALD MINE. 03. PROF. E-PRO-03.DMS CD-EM. EMERALD MINE. 04. PROF. E-PRO-04.DMS CD-EM. EMERALD MINE. EATER. 01. EATER-01.DMS CD-EM. EMERALD MINE. EATER. 02. EATER-02.DMS CD-EM. EMERALD MINE. EAT. 01. EATMI-01.DMS CD-EM. EMERALD MINE. EAT. 02. h EATMI-02.DMS CD-EM. EMERALD MINE. EAT. 03. EATMI-03.DMS CD-EM. EMERALD MINE. ELVIS MINE. 01. ELVISM-1.DMS CD-EM. EMERALD MINE. ELVIS MINE. 02. ELVISM-2.DMS CD-EM. EMERALD MINE. ELVIS MINE. 03. ELVISM-3.DMS CD-EM. EMERALD MINE. DASH. 01. EM-DASH1.DMS CD-EM. EMERALD MINE. DASH. 02. EM-DASH2.DMS CD-EM. EMERALD MINE. DASH. 03. EM-DASH3.DMS CD-EM. EMERALD |uMINE. DASH. 04. EM-DASH4.DMS CD-11. EMERALD MINE. DASH. 05. EM-DASH5.DMS CD-10. EMERALD MINE. DASH. 06. EM-DASH6.DMS CD-10. EMERALD MINE. DASH. 07. EM-DASH7.DMS CD-11. EMERALD MINE. DASH. 08. EM-DASH8.DMS CD-11. EMERALD MINE. EMPTY. EM-EMPTY.DMS CD-EM. EMERALD MINE. II. EME-II-1.DMS CD-EM. EMERALD MINE. II. DATA. EME-II-2.DMS %3DCD-EM. EMERALD MINE. EMERALD MINE 1. FOR 1200. EMERALD1.DMS CD-EM. EMERALD MINE. 01. EMERM-01.DMS CD-EM. EMERALD MINE. 02. EMERM-02.DMS CD-EM. EMERALD MINE. 03. EMERM-03.DMS CD-EM. EMERALD MINE. 04. EMERM-04.DMS CD-EM. EMERALD MINE. 05. EMERM-05.DMS CD-EM. EMERALD MINE. 06. EMERM-06.DMS CD-EM. EMERALD MINE. 07. X`J EMERM-07.DMS CD-EM. EMERALD MINE. 08. EMERM-08.DMS CD-EM. EMERALD MINE. 09. EMERM-09.DMS CD-EM. EMERALD MINE. 10. EMERM-10.DMS CD-EM. EMERALD MINE. 11. EMERM-11.DMS CD-EM. EMERALD MINE. 12. EMERM-12.DMS CD-EM. EMERALD MINE. 13. EMERM-13.DMS CD-EM. EMERALD MINE. 14. EMERM-14.DMS CD-EM. EMERALD MINE. 15. w EMERM-15.DMS CD-EM. EMERALD MINE. 16. EMERM-16.DMS CD-EM. EMERALD MINE. 17. EMERM-17.DMS CD-EM. EMERALD MINE. 18. EMERM-18.DMS CD-EM. EMERALD MINE. 19. EMERM-19.DMS CD-EM. EMERALD MINE. 20. EMERM-20.DMS CD-EM. EMERALD MINE. 21. EMERM-21.DMS CD-EM. EMERALD MINE. 22. EMERM-22.DMS CD-EM. EMERALD \U MINE. EDITOR. EMERM-ED.DMS CD-EM. EMERALD MINE. EVE CAVES. 01. EVECA-01.DMS CD-EM. EMERALD MINE. EXCEPTION. 01. EXCEP-01.DMS CD-EM. EMERALD MINE. EXCEPTION. 02. EXCEP-02.DMS CD-EM. EMERALD MINE. EXPERT. 01. EXPMI-01.DMS CD-EM. EMERALD MINE. EXPERT. 02. EXPMI-02.DMS CD-EM. EMERALD MINE. EXPERT. 03. EXPMI-03.DMS CD-EM. EMERALD MINE. FIRE. 01. FIREM-01.DMS rQB CD-EM. EMERALD MINE. FIRE. 02. FIREM-02.DMS CD-EM. EMERALD MINE. FREAK. 01. FREAK-01.DMS CD-EM. EMERALD MINE. FREAK. 02. FREAK-02.DMS CD-EM. EMERALD MINE. FREAKMINE. 02. EASY FREAKE-2.DMS CD-EM. EMERALD MINE. FREAKMINE. 02. HARD FREAKH-2.DMS CD-EM. EMERALD MINE. FREAKMINE. JUNIOR. 01. FREAKJR1.DMS CD-EM. EMERALD MINE. FREAKMINE. 01. FREAKM-1.DMS CD-EM. EMERALD MINE. FRUSTY. 01.  FRUSTM-1.DMS CD-EM. EMERALD MINE. FUN. 01. FUNMI-01.DMS CD-EM. EMERALD MINE. FUN. 02. FUNMI-02.DMS CD-EM. EMERALD MINE. FUTURE FIELDS. 01. FUTFM-01.DMS CD-EM. EMERALD MINE. GAZZA MINE. 01. GAZZA-1 .DMS CD-EM. EMERALD MINE. GHOST MINE. 01. GHOST-01.DMS CD-EM. EMERALD MINE. GROTTO. 01. GROTTO-1.DMS CD-EM. EMERALD MINE. GROTTO. 02. GROTTO-2.DMS CD-EM. EMERALD MINE. HAUNTED.,V 01. HAUNT-01.DMS CD-EM. EMERALD MINE. HAUNTED. 02. HAUNT-02.DMS CD-EM. EMERALD MINE. HAUNTED. 03. HAUNT-03.DMS CD-EM. EMERALD MINE. HAUNTED. 04. HAUNT-04.DMS CD-EM. EMERALD MINE. HAUNTED. 05. HAUNT-05.DMS CD-EM. EMERALD MINE. HEAD. 01. HEADM-01.DMS CD-EM. EMERALD MINE. HIGHLANDER. 01. HIGHL-01.DMS CD-EM. EMERALD MINE. HISTORY HOLES. 01. HIS-H-01.DMS CD-EM. EMERALnD MINE. CHAOS CAVES JUNIOR. 01. CHAOSJR1.DMS CD-EM. EMERALD MINE. JUNIOR ICE. 01. JUNIM-01.DMS CD-EM. EMERALD MINE. JUNIOR ICE. 02. JUNIM-02.DMS CD-EM. EMERALD MINE. JUNIOR ICE. 03. JUNIM-03.DMS CD-EM. EMERALD MINE. JUNIOR ICE. 04. JUNIM-04.DMS CD-EM. EMERALD MINE. KEVIN MINE. 01. KEVIN-01.DMS CD-EM. EMERALD MINE. KEVIN MINE. 02. KEVIN-02.DMS CD-EM. EMERALD MINE. KEVIN MINE. 03. KEVIN-03.DMS  CD-EM. EMERALD MINE. KIDS FUN. 01. KIDSF-01.DMS CD-EM. EMERALD MINE. LABAN MINE. 01. LABAN-01.DMS CD-EM. EMERALD MINE. LADY BIRDS. 01. LADYB-01.DMS CD-EM. EMERALD MINE. LAW MINE. 01. LAWMINE1.DMS CD-EM. EMERALD MINE. MANTRONIX. 01. (MWB.) MANTR-01.DMS CD-EM. EMERALD MINE. MIKE. 01. MIKEMINE.DMS CD-11. BOULDERDASH. MR.BOULDER. 01. MR-BOULD.DMS CD-EM. EMERALD MINE. NOI. 01. ka_ N-ONE-01.DMS CD-EM. EMERALD MINE. NOI. 02. N-ONE-02.DMS CD-EM. EMERALD MINE. NOI. 03. N-ONE-03.DMS CD-EM. EMERALD MINE. NOI. 04. N-ONE-04.DMS CD-EM. EMERALD MINE. NOI. 05. N-ONE-05.DMS CD-EM. EMERALD MINE. NOI. 06. N-ONE-06.DMS CD-EM. EMERALD MINE. NOI. 07. N-ONE-07.DMS CD-EM. EMERALD MINE. NOI. 08. N-ONE-08.DMS CD-EM. EMERALD MINE. NOI. 09 . N-ONE-09.DMS CD-EM. EMERALD MINE. NOI. 10. N-ONE-10.DMS CD-EM. EMERALD MINE. NOI. 11. N-ONE-11.DMS CD-EM. EMERALD MINE. NOI. 12. N-ONE-12.DMS CD-EM. EMERALD MINE. NOI. 13. N-ONE-13.DMS CD-EM. EMERALD MINE. NOI. 14. N-ONE-14.DMS CD-EM. EMERALD MINE. NOI. 15. N-ONE-15.DMS CD-EM. EMERALD MINE. NOI. 16. N-ONE-16.DMS CD-EM. EMERA k&LD MINE. NOI. 17. N-ONE-17.DMS CD-EM. EMERALD MINE. NOI. 18. N-ONE-18.DMS CD-EM. EMERALD MINE. NOI. 19. ONLY AGA!!! N-ONE-19.DMS CD-11. EMERALD MINE. NEW. 01. NEWMINE1.DMS CD-EM. EMERALD MINE. NEW. 02. NEWMINE2.DMS CD-10. EMERALD MINE. NORDLIGHT. 01. NORDL-01.DMS CD-EM. EMERALD MINE. NORMAL MINE. 01. NORMALM1.DMS CD-EM. EMERALD MINE. NORMAL MINE. 02. NORMALM2.DMS!pX CD-EM. EMERALD MINE. NORMAL MINE. 03. NORNALM3.DMS CD-EM. EMERALD MINE. NORMAL MINE. 04. NORMALM4.DMS CD-10. EMERALD MINE. NIRMAL MINE. 05. NORMALM5.DMS CD-11. EMERALD MINE. NORMAL MINE. 05 AGA NORMALM5.DMS CD-11. EMERALD MINE. OH NO MORE YAMS. 01. NOYAMS-1.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 02. NOYAMS-2.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 03. NOYAMS-3.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 04. "` NOYAMS-4.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 05. NOYAMS-5.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 06. NOYAMS-6.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 07. NOYAMS-7.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 08. NOYAMS-8.DMS CD-EM. EMERALD MINE. OH NO MORE YAMS. 09. NOYAMS-9.DMS CD-EM. EMERALD MINE. NUGGET. 01. NUGGET-1.DMS CD-EM. EMERALD MINE. NUGGET. 02. NUGGET-2.DMS CD-EM. EMERALD MINE. OZ. 01#%bC. OZMIN-01.DMS CD-EM. EMERALD MINE. OZ. 02. OZMIN-02.DMS CD-EM. EMERALD MINE. OZ. 03. OZMIN-03.DMS CD-EM. EMERALD MINE. OZ. 04. OZMIN-04.DMS CD-EM. EMERALD MINE. OZ. 05. OZMIN-05.DMS CD-EM. EMERALD MINE. PAC MINIA. 01. PACMI-01.DMS CD-EM. EMERALD MINE. PAC MINIA. 02. PACMI-02.DMS CD-EM. EMERALD MIME. PAC MINIA. 03. PACMI-03.DMS CD-EM. EMER$ALD MINE. PAC MINIA. 04. PACMI-04.DMS CD-EM. EMERALD MINE. PAC MINIA. 05. PACMI-05.DMS CD-EM. EMERALD MINE. PAC MINIA. 06. PACMI-06.DMS CD-EM. MINE. PAC MINIA. 07. PACMI-07.DMS CD-EM. MINE. PAC MINIA. 08. PACMI-08.DMS CD-EM. EMERALD MINE. PAC MINIA. 09. PACMI-09.DMS CD-11. EMERALD MINE. PAC MINIA. 10. PACMI-10.DMS CD-11. EMERALD MINE. PAC MINIA. 11. PACMI-11.DM%¸'S CD-11. EMERALD MINE. PAC MINIA. 12. PACMI-12.DMS CD-11. EMERALD MINE. PAC MINE DELUXE. 01. PACMINE1.DMS CD-EM. EMERALD MINE. PAC MINE DELUXE. 02. PACMINE2.DMS CD-EM. EMERALD MINE. PAC MINE DELUXE. 03. PACMINE3.DMS CD-EM. EMERALD MINE. PAC MINE DELUXE. 04. PACMINE4.DMS CD-EM. EMERALD MINE. PORNO MINE. 01. PORNO-01.DMS CD-EM. EMERALD MINE. PORNO MINE. 02. PORNO-02.DMS CD-EM. EMERALD MINE. PROFESIONAL. 03. &D PROFES-3.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 01. PROFI-01.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 02. PROFI-02.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 03. PROFI-03.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 04. PROFI-04.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 05. PROFI-05.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 06. PROFI-06.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 07. PROFI-07.DMS CD-EM. EMERALD MINE. PROF Vla^one more west, north 1, west all the way to and through the illusionary wall, then north 1, east through the door, further east through the door and to the wall, then south through the door and waste the two skeletons. South to the wall, west 1, south 1, west to and through the door, west through the second door, north two (watch for floating skulls), west 2, north through the door, north through the second door, north through another door, kill the floating skulls, nortVh more (check the chest to the east for more super heal potions) to the next door, through that and north MORE through the next door, to the wall. Then east to the wall, north 2, east through two doors, waste the small skeletons, then through the door-and to the wall. You're back almost where you started. Now for some real fun...Mark this spot as "X." South to the wall. East 1, south 4, west 1. North 2 through illusion- ary wall, west 2 through illusionary wall, 2 soVIuth. You're teleported. Kill skeleton, then touch the green thing in the wall to heal you and Farli (the others'll have to suffer, I guess). Now go north through the one-way passage, then follow it north all the way back to the spot marked "X." Go south to the wall, east 1, south 4, east through the mirror. North to the wall, east 1, north 2, west 3, south to the wall, east 1, south 2, west 2, south 2, west 3, north 1, west to the wall, south 8, 1 west, south and takeVgtR your left. Get that shadow-weapon ready NOW! March on down the hallway east to meet...Scourge. Three floating skulls...may not seem like much. Yeah, right. Each skull can do a different kind of damage, and only the Shadow-Weapon can hurt him so BASH HIM. This is a good place to save the game, by the way...he's tough! Once you manage to defeat him, walk north to the wall, east to the wall, and south 2. Turn east & step through the dark mirror to teleport to the oVhther side of the palace. Go south to the wall, then east to the wall. Push the button. Go 4 north, then through the now-open door. You're back in the Temple of Throggi! Why? You'll see. Grab the heal roots & scarf 'em. Then stand in the square where you found the heal roots for at least 10 seconds. Turn left twice, then turn right four times. The whole party is poisoned with an unusual sort of poison...as in, it actually heals 3 points of damage up to your maximuV Qym every 15 seconds for the next 90 minutes! Nice, huh? Now go back through the dark mirror, and west to the wall, then 2 south, and 1 east. A little conversation will come up. Use the Dark mirror shard on Drake to reveal a skull door. Open it, then climb the stairs...and welcome to the tower of the Shadowking. Oh boy, are YOU in trouble now... Walk up to the Gatekeeper Gargoyle. He asks you two questions..."Do you want to enter the Shadows?" Answer "NO" by pressinV 4uKg the Red button. (Would you really WANT to enter the Shadows? I don't think so...) Then he'll ask "Do you NEED to enter the Shadows?" Answer "YES" by pressing the green button. If you whine because you're colorblind, the triangle is YES and the square is NO. Set up one runecaster with the Shield rune, as well as a x3 Power Metarune on it. You'll be needing it. 2 steps north, east through the door to the wall. Open the panel. A puzzle. Joy. Now, the solution V -/you could get by freeing the ensorcelled Dwarves on the basement level, but hey, if you wanted to do that, you wouldn't have bothered with this walkthrough. So here's the solution...there's a grid of 16 tiles in the puzzle. Click on the ones marked "X" below: Column: 1 2 3 4 Row: 1 X X 2 X 3 X 4 X V @` X Now go west 4, north 2, west through the door. Note the floating spikers that attack you. Kill 'em with a piercing weapon, but watch out! They explode (jump back!). Continue west to the wall, north to the wall, east to the wall, north to the wall, 1 more north (illusory wall), 1 east, north through another illusory wall to the wall. Turn east and walk up to the porticullis. There's a button on the north wall. Push it to open the porticullis. Take onV 3)Ie step east and kill the floating spiker that comes through the illusory wall. Now then...read the next section VERY CAREFULLY! Back west, where you have to go, is a nearly invincible giant spiker, who can turn your whole party to mincemeat, no matter how well armored you are. So, here's how to deal with him. And don't screw this up! Turn around and march west to the spiker's location. He'll start coming after you. Back up rapidly away from it (still facing it) untilV! you get to the square beyond the porticullis. Turn right and back up three squares. Wait for the spiker to come into the room. When it's right in the same square as you are, turn left or right twice quickly (so you're now facing south). The spiker should spin with you. Back up three steps rapidly, turn left, back up one space, turn left again and whack that button! The porticullis will close, and if you did it fast enough, the spiker will be trapped behind it. NicV!e! NOW, march west down the corridor to the wall, go 1 south, then 1 west through the illusory wall. Pick up the silver ankh you find on the ground. Now go east through the wall again, to the real wall, north 1, east 5, south 5 (through another illusory wall), west 1, south 1 through the illusory wall and south 2 more, then west to the wall, south 2, east 6 (through the door), south 2, west 2 through the door, kill the floating skull, and continue west to the other dooV#Hr. Open it to go to the second floor of the tower. Use that Shield rune (w/Power x3 and Ball enhancements). Arm up a cutting weapon. Go 2 east, 1 south, then head east down the corridor. Note the fire elemental. If you didn't put that Shield rune up, you're toast. Literally. But with it, you'll kick butt. Do so. Take your second left (should be where the elemental appeared). North 6, east 2, kill elemental. East to wall, south 1 to teleport. Ignore the scroll oV n the ground unless you want to read a silly inside joke from the designers. Go 1 north, then east to the wall (kill the elemental). When you get to the wall, take 1 step north. Set up a "Circle" Rune here. Wait; notice the energy bolt slamming into the wall? Hmmm. Time for some timing. Wait until one slams in, then RUN north to the wall immediately after it hits. Now go 2 east, and 1 south. Once again, wait until an energy bolt flies past (NOT when it hits) anVOd QUICKLY go 1 south, 2 east, 1 south. PHEW. Grab the silver crescent. Now you've gotta go back! You can repeat this process in reverse to get out, or, if you took my advice, just cast the return rune to warp back to the spot just south of the energybolts. Anyway, once you get to that spot, go 1 south, east to the wall, south 1 through the teleporter. Go 1 north, west to the wall, south to the wall, east to the wall, north 1, east 1, north 1, east 1, north to the ankV+Wh on the wall. Step into the wall to teleport (you need that silver ankh from the first floor for it to work). Go 2 west, north to the wall (kill the elementals...you ARE checking that Shield rune occasionally, right?), east 1, north 1, east 1, north 1, east to the wall, south to the wall, west 1, south through the door and to the wall, west 1 and pick up the silver cross, then east 1, north through the door and to the wall, east 1, north 4 squares, west through the dooV)r to teleport again. Walk east through the door & kill the elemental, then east to the wall, south to the wall, west 1. Face the south wall and step through it to teleport to the third floor of the Shadowking's tower. Fire up that Shield rune again...or else! Go south 1, west all the way to the wall, north 2, turn east & kill the elemental, north to the wall, and pick up the silver circle. Go east to the wall, south 3, east 3, north to the wall, west 1. Welcome to HeV}hll. Go 2 squares north, then I suggest you retreat one square-there's 4 elementals in that hall, and they'll hit you from both sides! Sure hope you got that shield active! Anyway, once they're all dead, go north to the wall, west to the wall, north 2, and then east 2. Note the flashing icons. Ready? Step on through to the top floor of the Tower of the Shadowking. Go east to the wall, south to the wall, 1 west, 1 south, 1 west, then north 1 through a 1-way door. Go Vr wnorth 1, east 1, north 2, west 1. Enigma mentions this must be the room where the Gods were trapped. Hmmmm....the Shadowking is a god, isn't he? Hmmmm. Take ONE more step forward (west). Note the four sunken pillars (one's in front of you) surrounding a center square. If you step onto that center square, the Shadowking will appear and blow you to hell, so DO NOT DO THAT! Instead, put one of your silver items down on the sunken pillar in front of you. It'll rise uVkqp from the floor. Now go 2 east, 2 south, west 1, south 1, west 2, north 2. Place a second silver item on the sunken pillar in front of you. Go south two, west 2, north 1, west 1, north 2, east 2. Place the third silver item on the sunken pillar in front of you. Now go west 2, north 3, east three through the one-way door. Save your game!! Take two steps south. Take a deep breath, and READ THIS NEXT SEGMENT CAREFULLY FIRST! Take one more step south into that square.VhG' The Shadowking appears, along with Thera's Orb and Kor-soggoth's Orb. He goes through his little spiel, then tells you to take the last 2 orbs. Do so. He then tries to cast a spell on you. It won't work. He THEN tells you to give him the orbs. Yeah, right. Take one step backwards, IMMEDIATELY open your inventory, grab the last silver item and put it on the last sunken pedestal in front of you. It rises up, and the Shadowking is trapped! You can grab his Orb ifVy%P you want, it doesn't matter. Go south to the flashing silver icons on the wall. Step through the wall; all your buddies disappear, and you're alone in the temple of Thera. Note the pillars. One should be glowing. This is the last puzzle. Place the orbs on the pedestal in the proper order. The orbs correspond to the planets of the solar system and their relative distance to the sun is the order to place them in. For those of you who are confused, or just plain don'Veot remember Astronomy 101, follow this: Place each orb in order on the GLOWING pillar. As you place an orb, another pillar starts glowing to let you know that's the next one to place an orb on. The correct order of orbs is: Helion (Mercury), Aquila (Venus), Thera (Earth), Azrael (Mars), Marif (Jupiter), Afri (Saturn), Safrinni (Uranus). The last two (since their orbits alternately are closer to the sun) can be in either order-Yoth-Soggoth (Neptune) or Kor-Soggoth (PlutoViCM). Once all nine are placed, the game goes into endgame sequence and you've won. GAME OVER, MAN!!! orb, another pillar starts glowing to let you know that's the next one to place an orb on. The correct order of orbs is: Helion (Mercury), Aquila (Venus), Thera (Earth), Azrael (Mars), Marif (Jupiter), Afri (Saturn), Safrinni (Uranus). The last two (since their orbits alternately are closer to the sun) can be in either order-Yoth-Soggoth (Neptune) or Kor-Soggoth (PlutoU/.-,+*)('&%$#"! %28p? SUPER LOOPZ (c) 1995 Audiogenic Software Limited INTRODUCTION Super Loopz is a highly addictive puzzle game for one or two players with many different options. However the basic principle is very simple: you place pieces on the playfield (one by one) to create continuous loops - or loopz. There is a limited time for you to place each piece - on higher difficulty levels there is less time. If you fail to place a piece within the time allowed then y9"Ρou lose a life. GETTING STARTED To load the game place the disk in the drive and reset the machine. You can play the game using a standard joystick, a joystick with two independant fire buttons (such as a Megadrive controller), a CD32 controller, or a mouse. Select the control method you want to use in the options menu. Note: you cannot use a mouse in the options menu; use the arrow keys instead. Also you won`t be able to enter your name in the high score table - sorry ( I just t1(hought I would put a little note in here: Audiogenic seem to just make money by rehashing old games.. remeber impact 95 claiming to have extra levels when it was 100% identicle to the original - this version just has the graphix updated to AGA but the code remains exactly the same and so there is a high score table which does not work... L A M E!) GAME OPTIONS When you press the fire button an option screen appears. The word ARCADE, STANDARD, CHALLENGE (two player only) and PUZZLE  8Or(one player only). The ARCADE and STANDARD games can be played by one or two players. If you choose to play either of these games select either a one player or a two player game. The STANDARD and CHALLENGE games allow you to choose the difficulty level. If two are playing, then each player can select his or her difficulty level independently. Highlight the DIFFICULTY option, then adjust the timer bar - the shorter the bar the less time you`ll have to place each piece. The ARCADE a!׃6nd PUZZLE games are divided into levels. Each level in the PUZZLE game has passwords which are displayed when you complete each level. In ARCADE game a password is given every three levels. To enter a password highlight the PASSWORD option, then use Up and Down to step through the alphabet. Press right to move to the next letter, or left to move to the previous letter. Press fire when you have entered your password, or if you have selected this option by mistake. Use the joystick o"j!r other controller to change the options as necesary, then press fire to start the game. HOW TO PLAY Let`s suppose you have chosen to play the STANDARD game which is the simplest, and also the easiest to play. The game is played on a playfield divided into squares, rather like a checker board. At the beginning of the game the playfield is empty - but when the `player one - Get Ready` message dissapears your first piece will appear. Pieces come in different shapes and sizes. Using a#$r two button controller, or a mouse, one button allows you to rotate a piece, and the other allows you to place it in position. Using a 1 button joystick, hold down the fire button and press Right to rotate, or Left to place the piece. If the piece that appears won`t fit in the loop you`re making, you can start a new loop. In fact you can start a new loop at any time, so long as there is free space on the playfield. Once you have put a piece down it is held in place - so make sure $\it is in the right place BEFORE you put it down! But don`t spend too much time thinking about it, otherwsie you`ll run out of time and lose a life. Note: you cannot put a piece down on top of another piece, and it must be fully within the playfield, not hanging over the edge. Also, you are not allowed to place a piece so that it is at the edge of the playfield and pointing off the edge (because you could never complete the loop). If you fail to place a piece before the timer runs o %rut, even if there is no space large enough on the playfield, then you will lose a life. At the start of the game you have 5 lives, indicated by the heart symbols shown above your timer. When you complete a loop you recieve points (big loopz score lots more points), and it is removed from the playing area (except during bonus game 1). You have 5 lives. If you fail to place a piece before the timer expires then you lose a life. You can pause a game by pressing the start button. Pres &s the start button again to restart, or press the select button while paused to quit the game you are playing. RULES ARCADE GAME (one or two players) The arcade game has 21 standard levels, and 21 challenge levels, divided into sets of three. The challenge levels are similar to the standard levels, but with a new set of pieces (you`ll be surprised how much you need to change your style of play). After every three levels a password is displayed - don`t forget to write it down! To  '~progress from one level to next you must complete ten loopz (in a two player game the loopz completed by both players are counted). At the end of each level the playfield is cleared of incomplete loopz, and you start the next level with a blank playfield - except that some of your playfields have blocks that get in your way. You will have to change your strategy slightly for each different level. As you progress through the levels the time allowed to place each piece gradually reduc (${ es. There are three bonus games to play if you are clever enough. To enter Bonus Game 1 you must totally clear the playing area. The bonus score you can acheive by playing this bonus game depends on the bonus multiplier - it ranges from x1 to x10. For example, if the multiplier is x4 any points you score in the bonus game are multiplied by 4! The Bonus Multiplier increases as the playfield fills up - after all, its going to be more difficult to clear the screen. Bonus Game 2 is onl )y played in a One player game. To reach this bonus game for the first time you must make a loop with at least 14 corners; the second time there must be at least 15 corners in the loop, and so on. To play Bonus Game 3 the first time there must be more than 50 tiles left on the screen when you complete the loop which takes you to the next level. To reach it a second time you need 8 more tiles, that is 58, and so on. If you successfully complete Bonus Game 3 you will earn an extra life*,3. If you choose a two player game then it really gets exciting, because you`re both playing on the same playing area - so theres nothing to stop your opponent finishing off a loop that you started (of course you can do the same to him or her!0. Player 1`s piece is highlighted in green, Player 2`s piece in red, but once you place a piece it looks just the same as the rest. Each player has a seperate timer. If one player loses all of his or hers lives, the other player can continue a+slone. STANDARD (one or two players) You can choose the difficulty level before the game starts, and this remains the same throughout the game. In a two playe game each player can choose a different level. There are no bonus games in a two player game, but in a one player game you can reach Bonus Game 1 by clearing the screen. However, once you`ve cleared the screen you must complete ten loopz before you`ll be allowed to enter the bonus game again. CHALLENGE (two players only) This ,|xis a head to head confrontation betwen one of the world`s Super Loopz players (you, of course), and your opponent. There are two seperate playfields, one for each player, and the object of the game is quite simple - make loopz and score more points than your opponent! The game is played over 3 rounds, and you have 3 lives in each round. Whoever wins the most rounds is the Champion! PUZZLE (one player only) This game is a really tough challenge. You`ll be shown a complete loop, then-bG before your eyes pieces will be removed one by one. Did you watch carefully? Lets hope so, because now you`ve got to replce the pieces and recreate the loop! You have just 3 lives in this game. HOW TO PLAY THE BONUS GAMES In each of the bonus games you have just 1 life. Game 1 - at first it appears like a normal game of Super Loopz - but it isn`t, because when you complete a loop, instead of disappearing it just stays there! Your job is to score as many points as possible by maki.4/ng loopz before you run out of space, or lose your life. Game 2 - is a level selected at random from a puzzle game. Complete the puzzle to score a bonus of 5000 points. Game 3 - is even more tricky. place the pieces to create loopz that cover the fruit scattered on the playing area. GOPHERS `Gophers` are special pieces that allow you to remove partly completed loopz. Place the gopher on any part of the loop you wish to remove. Note: If you`re clever you may be able to place the g/PQopher over several incomplete loopz. Gophers appear usually when the playfield is very congested - in other words, just when you need them. There`s no penalty if you decide not to use your gopher. HINTS AND TIPS Remember that long loopz score many more points than short loopz; it is easier to make long loopz at the start of a new level when the playfield is clear. If you make mistakes when playing the ARCADE game, so that you have partly completed loopz which are impossible to joyWL?in up, try to make short loopz so that you get to the next level quickly, when the playfield will be cleared. Do not be too ambitious on the levels with obstructions. Always try to leave room for unexpected large pieces. Unless you manage to slow down the timer (by completing Bonus Game 2), you`ll find it extremely difficult to proceed beyond level 21 of the ARCADE game. make mistakes when playing the ARCADE game, so that you have partly completed loopz which are impossible to jo001`_^]\[ZYXWVUTSRQPONMLKJIHGFEDCBA@?>=<;:987654321[u29p02 The Dig: Complete Walk-Thru completed by: Beowulf [RAZOR] WALK = Click the crosshair on the specified location to make Boston go there. TALK = Click on the target person, or USE the PenUltimate to communicate with them. USE = Select the specifed object in your inventory by clicking on it, then click that on the target item. TAKE = Click on the specified object, then place it in your inventory by eit03ֹlher right clicking, or clicking the object on the little "I" at the bottom left of the screen. GOTO = Click on the appropriate location on the screen to go there. For instance, if the walkthru says "GOTO statue", move the cursor around the screen until the word "statue" appears, then click there. EXAMINE = USE the magnifying glass in your inventory on the specified item. HOW TO ACTIVATE A LIGHT BRIDGE: 04d You'll find several light bridge generators in Cocytus and you'll need to know how to fix them in order to complete the game (and make travelling less tiring). A light bridge generator is labelled as a "strange device" and each one has a panel and a lens associated with it. The game randomly "misaligns" the light bridge lenses and you'll have to repair one light bridge internally. You'll know which light bridge you have to internally repair because its the only one whose pan05zel you can open (you can't open the panel on operational ones). If the light bridge is operational, try clicking the button on it. If it makes a high-pitched sound, the lens is properly aligned. If it makes a low-pitched hum, then lens needs to be moved. USE the lens to move it, and test it again by pressing the button on the device. After you have properly aligned the lens, click and HOLD DOWN the button on the device. A line will be drawn on the display from the spire you are067 surrently at to the center light hub. After the line is complete, release the button and the light bridge is complete. If all three lens positions don't work, you'll need to repair the generator first. USE the panel to open it. USE the panel again to look at the control prisms. The goal is to have the light source in the center touch each prism and finally split off to its appropriate target color gems (i.e. red light to red gem, blue light to blue gem, green light to gr07Leen gem). Aim the source at the bottom left hand prism, then spin it (by clicking on it) until it directs the light to the three other prisms. Spin the three other prisms until they focus their light beams on the appropriate colors. After you've properly aligned them, Boston will annouce how impressed he is with himself. Leave the panel, and then follow the steps above to enable the light bridge. And now for something completely different... PART 1: ATTILA THE ASTEROID 08 --------------------------- TALK to Miles about the Flying Pig (tool chest) to get her to release it. USE the Pig. Boston will bring the chest down to the surface of the asteroid. USE the Pig to open the hatch. USE it again to look inside. TAKE Explosive Unit Alpha and Beta, the Zero-G digger and the shovel. GOTO asteroid. GOTO space. GOTO quadrant 2. USE Zero-G digger with target surface. USE Explosive Unit Alpha with dirt. USE arming key with Explosive Unit Alpha. GOTO sp09fYace. GOTO quadrant 3. USE shovel with boulder. USE Explosive Unit Beta with surface. USE arming key with Explosive Unit Beta. GOTO space. GOTO shuttle. TALK to Borden about nuclear explosive. Borden will detonate the explosives, then you'll return to the asteroid and venture inside. USE the Zero-G digger on the three odd projections to uncover three metallic plates. USE all four plates, one by one. After pushing in all four plates, GOTO the dark tunnel uncovered by the largest0 :} metallic plate. After emerging inside the hollow asteroid, GOTO the pedestal. TAKE all four plates. GOTO the square indentation. USE all four plates, one by one, on the appropriate locations in the indentation. Sit back and watch the fireworks. After your little space ride, you'll end up on the surface of an alien planet: Cocytus. PART 2: WELCOME TO COCYTUS -------------------------- GOTO clearing. GOTO the far left "?" (it's an alien ship). Walk to the left a bit, then 0 ;[GOTO wreck. USE chest to open it. TAKE device. USE hanging wire. An alien ghost will appear briefly and leave an engraved rod behind. TAKE the wire. TAKE the engraved rod. GOTO outside. Walk back to the right, then GOTO clearing. GOTO the top "?" (an alien graveyard). USE shovel with grave. TAKE the tusk and the jaw bone. GOTO clearing. GOTO the far right "?" (a dirt slope). USE the device. USE the shovel on the small mound you detect. TAKE the bracelet that you uncover. GOTO c0 <_;y_pentering in this code on the control panel, GOTO exit. USE the triangular button to activate the maintenance robot. He'll pick up the lens, replace it, and the power grid will be restored to the city. USE the loose plate. TAKE the blue crystal. GOTO nexus. Walk to the left until you see a purple engraved rod lying on the ground. TAKE the rod. Walk back to the right a bit to the door that is directly to the left of the ramp (there's a large boulder to the left of it). USE the 0?' panel by the door. EXAMINE the purple engraved rod. Remember the key code on the rod, and set the panel lock to match the code on the rod (Click on the panel's symbols to make them change). The door will then open. GOTO the open door. PART 4: THE MUSEUM ------------------ USE the blue glowing button marked "?". This will call the tram to the station. GOTO tram. After a quick ride, you'll be depostited at the museum station. Walk down the stairs and to the right. GOTO out0@side. GOTO up. USE the strange device (a light bridge generator). Activate the lightbridge (see the section above titled "How to Activate a Light Bridge"). GOTO door. TAKE the glowing crystals. TAKE the tablet. GOTO each of the four displays and watch them. TAKE the red engraved rod. GOTO the left hand door. After speaking with Maggie in the library, GOTO the museum. GOTO outside. GOTO down. GOTO water. After watching the turtle creature being eaten, GOTO path. GOTO tram to 0A@,Rreturn to the tram station. GOTO tram. PART 5: THE LIFE CRYSTALS ------------------------- After returning to the main station, GOTO nexus. Walk to where Brink's body is lying. TAKE the plate that is lying next to him. USE the glowing crystals on Brink's body to resurrect him. Walk with Brink back to the left and GOTO the museum tram. GOTO the tram. After arriving at the museum tram station, USE the weakened door. Brink will help you pull the door open. USE the open door0BM to enter the life crystal chamber. TAKE the cannister. TAKE some life cystals. GOTO door. GOTO outside. GOTO fossil. Remember the bone structure for the creature (or try to!) and then GOTO exit. GOTO water. Brink will take off on you, and you'll see the sea creature eat another turtle. This time he'll spit the bones back out. GOTO the loose bones. Now the fun part: You have to re-arrange the bones in the shell so they match those of the fossil you saw earlier. To pick up a bon0Ce, click on it. To spin it around, right click. To place it, click where you want it to go. When you think you have completed the skeleton, GOTO exit. If you arranged everything right, the loose bones will now read "dead creature". Otherwise, GOTO the loose bones and double-check. When you're done, USE the canister on the dead creature, the USE a life crystal on it. The sea creature will swallow the alien bomb and blow up. GOTO water to dive in. You'll surface in an undergro0D~\und cavern. GOTO chamber. TAKE plate. TAKE orange engraved rod. GOTO cavern. GOTO water. GOTO path. GOTO tram to return to the museum tram station. GOTO tram. After returning to the main station, GOTO nexus. PART 6: THE PLANETARIUM ----------------------- Walk to the door directly to the right of the ramp and GOTO the panel by the door. EXAMINE the orange engraved rod and remember its code sequence. Set the shapes on the panel to match those on the rod to unlock the door 0Eto the planetarium tram. USE the open door. USE the tram call. GOTO the tram. GOTO outside. GOTO up. Walk to the edge of the chasm where the water rises into. Click on the point marked "far side" just before the water rises into the chasm (this make take a few tries) and you'll do the "wave" over to the other side. USE the shovel with the boulder to make a rock bridge for later travelling. GOTO up. USE the lens. USE the strange device (another light bridge generator). Activat0Fhu9e it (see above). GOTO exit. Walk to the right a bit then GOTO crevice. TAKE the blue rod. GOTO outside. GOTO plateau. A "critter" will rip an important part out of the planetarium door lock. Walk to the right to the door. TAKE the cover, dowel, rib cage and rod. USE the dowel on the hole in the metal "wheel". USE the pole to move it into place. USE the pole to pick it up again, then USE it on the pin (dowel). USE the rib cage on the hook. USE the rod on the rib cage to make a 0G;Xdtrap. Time to play sheepdog...USE the bottom hole directly to the left of the door to make the critter come out. He'll wander over to the left of your trap. Walk carefully to the bottom of the screen, then walk below the metal wheel to the other side. Walk back to the right through the metal wheel and you'll scare the critter into your trap. USE the bracelet on the critter. USE the trap to let the critter go. TAKE the rod. USE shovel on the cave. GOTO cave. USE the blue device0H~ (a tracker) and Boston will walk to the spot it points at. USE the shovel on the tracker spot. TAKE the machine part. GOTO opening. USE the machine part on the panel. USE the cover on the panel. USE panel to open the door. GOTO door. TAKE the twin scepters. TAKE the green engraved rod. TAKE plate. USE gold scepter on faint light. The planetarium screen will appear: the goal here is to align the moons with the planet into an eclipse of the smaller moon (as seen in the museum). 0Iv- USE the gold scepter on the brightest point of the planet (top right'esh) to move the large moon into position. USE the silver scepter on the darkest point of the large moon to move the smaller moon into an eclipse. A small cutscene will show the eclipse of the smaller moon through a rock spire. The critter will take the machine part from the door and lock you inside. USE the button by the door to open it. GOTO outside. Walk to the left, then GOTO clearing. WALK to the left0J}K, then GOTO overlook. GOTO down. GOTO tram. GOTO tram to enter the tram and return to the main station. GOTO nexus. PART 7: TRAM CENTRAL -------------------- Walk to the right until you come to the alcove to the right of the where you entered from the canyon. GOTO alcove. USE each of the three plates you've collected on their appropriate place in the alcove. GOTO nexus. Walk to the left until you come to the ramp. GOTO the dark tunnel. Walk to the left and USE the button 0KΌon the outside of the airlock. Walk into the airlock and USE the button inside there. USE the button again to open the left hand airlock door. GOTO the left-hand airlock door and you'll enter the tram control center. GOTO the glowing panel. USE the blue rod you found with one of the three holes on the right hand side. Three sliding crystals will appear. Click on the "dead" crystal to select it as the active one (the very top of the crystal will illuminate to show that it is sel0Lected). Slide the sliding crystals up one by one and watch as the "dead" crystal lights up. The goal here is to light the crystal up as much as possible until it becomes "alive" (lights up completely blue). The combination I found to work was with the left hand sliding crystal slightly up, the middle sliding crystal all the way up, and the right hand crystal all the way down. Once the "dead" crystal is re-lit, GOTO exit. You'l see a quick animation of a tram rolling by on the 0M[X left hand side (this is the tram you just enabled). GOTO airlock. USE airlock button. USE it again to open the right hand door. Walk to the right and GOTO dark tunnel to return to the nexus. PART 8: THE MAP ROOM -------------------- Walk to the door directly to the right of the glowing column. USE the tusk on the panel to pry it open. USE the wire on the panel. USE the wire on the sparks to power up the lock. USE the panel. EXAMINE the green engraved rod and remember the 0NWXcode sequence. Set the panel design to match that of the rod and the door will open. GOTO open door. USE tram call. GOTO tram. The tram will take you to the map room station. GOTO ledge. GOTO cavern. Walk to the right, then GOTO pit. GOTO opening. GOTO opening to find another lightbridge generator. Activate it. GOTO map room. USE panel (the map generator). EXAMINE each of the four colored rods you have found and enter each one of their codes into the generator panel. As you ent0Ohuer each code, a "map" will appear and show you a picture of that area. After viewing all of the map displays, GOTO pit. GOTO chamber. GOTO ledge. GOTO tram. GOTO tram to return to the main station. GOTO nexus. PART 9: THE TOMB ---------------- Walk to door directly to the left of the glowing column. GOTO panel. EXAMINE the red engraved rod, and enter in its code on the panel to open the door to the tomb tram. GOTO open door. USE the tram call (This is the tram that you e0PHnabled in the tram control room). GOTO tram. The tram will transport you to the tomb spire. GOTO spire. GOTO plateau. GOTO path. GOTO strange device. (Yes, another lightbridge generator). Activate it. GOTO engraving. (This engraving depicts the method used to open the crypt). GOTO exit. GOTO cave interior. GOTO platform. You'll meet up with Brink here again. He'll tell you to go away, so just GOTO cavern. GOTO out. GOTO edge. USE shovel with stone plate to uncover the entrance 0 Qgto the tomb. GOTO hole. USE blue crystal with hole to light up the tomb. Walk over on top of the stone marked with the two moons in the bottom left hand side on the tomb. The stone will sink down opening the shutter above you. USE rod on loose stone to lock the shutter in place. GOTO outside. Since the shutter is now open, you'll be able to see it to the left now, although it's covered in dirt. USE dirt to uncover the lens. This will focus the light from the now eclipsed moons 0!REonto the floor, and open the crypt. After Boston returns to the tomb, USE statue. The statue will crumble. USE crypt. The crypt "elevator" will lower you down into the tomb. Walk to the left and USE broken bones. A life crystal will fall onto the bones and create a "guard dog". USE a life crystal (glowing crystals) on the other set of broken bones. The two guard dogs will scrap it out and both end up dead. USE the engraved rod you found in the spaceship wreck on the slot. GOTO0"Sϔ door. GOTO pyramid. USE engraved rod on panel. USE life crystal on alien corpse. The alien king will attempt to talk to you. Just stop talking to him and Boston will attempt to contact Maggie to tell her about the alien language. Maggie will get attacked by an alien spider. Time to play hero... PART 10: FREE MAGGIE -------------------- GOTO walkway. GOTO door. Walk to the right and GOTO up to return to the tomb entrance. GOTO outside. GOTO path. GOTO cave interior. GOTO 0#TK@platform. Brink will be acting a bit strange and will refuse to help you. but you'll need his help. GOTO cavern. USE flashlight on bat creatures to distract Brink. GOTO platform. TAKE crystal stash. Brink will return and you'll make a deal with him to help Maggie. GOTO cavern. GOTO out. GOTO bright light to take a lightbridge shortcut. GOTO map spire. GOTO map room. GOTO out. GOTO pit. GOTO chamber. Walk to the left a bit, then GOTO nest. You'll see Maggie trapped by the spide0$U ~r monster. TALK to Brink. Ask him about the monster. He'll suggest a diversion, and leave you free to figure out a way to save Maggie. You'll end up by a waterfall. GOTO falls source. USE grate to see how to divert the water flow to the grate near Maggie. USE rock to hold the water gate in place. GOTO down. GOTO nest. TALK to Brink. Ask him about the grate. He'll lead the monster in front of the grate, and Maggie will unplug the grate sending the monster flying. After freeing M0%VlV[aggie, Brink will take all of Boston's life crystals and take off again. GOTO the top door. GOTO ledge. GOTO opening. USE tablet on Robbins (she'll take the tablet and decipher it). After Maggie reveals the hidden island, GOTO the opening on it. TAKE plate. GOTO door to return to the island. GOTO opening. GOTO cavern. Brink should call you sometime around now asking for help. Walk to the right, then GOTO pit. GOTO opening. GOTO opening to reach the lightbridge generator. GOTO 0&Ws6nbright light to take the light bridge. GOTO planetarium spire. Walk to the right and GOTO crevice. USE jaw bone with Brink to saw off his hand. He'll agree to test the final metal plate with you, and you'll all return to the alcove by the canyon entrance. USE plate on the empty slot to open the door. Brink will give up on you and take off yet again. GOTO open door. USE tram call. GOTO tram. You'll be deposited outside an alien laboratory. GOTO door. PART 11: THE LABORATORY 0'XOmE----------------------- GOTO console (the glowing green one at the bottom). You'll notice that a part is missing from it...perhaps on purpose. GOTO exit. Climb up the ramp to the top and GOTO outside. Walk to the left. USE nest to brush it off the lightbridge lens. Activate the fifth and final lightbridge. GOTO light bridge. GOTO museum spire. GOTO down. GOTO tram. GOTO broken door. TAKE a few more life crystals. GOTO door. GOTO outside. GOTO up. GOTO bright light. GOTO tomb0(Y(ϒ spire. GOTO edge. GOTO tomb. GOTO crypt. Walk to the left, then GOTO door. GOTO pyramid. USE engraved rod on panel. USE a life crystal (glowing crystals) on the alien corpse to bring him to life. This time Maggie will take over and speak to the alien. Ask him about everything you can, until every option turns blue (This isn't absolutely necessary, as you only need to know about the lab, but it will fill in many blanks for the storyline). After you ask him about the alien devic0)ZLje enough, he'll agree to let you know where to find the missing "eye part" for the lab machine. Ask him about the eye part until he gives you an engraved rod and tells you to check it in the map room. Stop talking to him. TAKE the Creator's engraving. GOTO walkway. GOTO door. Walk to the right and GOTO up. GOTO outside. GOTO path. GOTO light bridge. GOTO map spire. GOTO map room. GOTO panel. Enter in the code from the Creator's engraving, and the map will reveal the location0*[ 2 of the hidden piece: a small beach. GOTO pit. GOTO chamber. Walk to the left, then GOTO nest. Walk to the right, then GOTO door. GOTO beach. TAKE eye part to reveal the glowing eye part. (It's hidden in a rock cairn by the beach). TAKE the glowing eye part. GOTO falls. GOTO nest. Walk to the left and GOTO door. Walk to the right, then GOTO pit. GOTO opening. GOTO opening to return to the light bridge. GOTO light bridge. GOTO cathedral spire. Walk to the right, then GOTO lab.0+\*FQ PART 12: OPENING THE EYE ------------------------ Boston and Maggie will walk down to the green console to try out the final eye part. Brink will appear and take all of Boston's crystals, but he forgets to check Maggie. GOTO console. USE eye part with gap in machinery. Boston realizes that there is still something missing with the machine. GOTO exit. TALK to Maggie, and ask her about the alien device. She'll whip out her only life crystal, and give it to Bo0,][B jston. Maggie will move into position, and Boston will attempt to activate the machine. Unfortunately, one life crystal is not enough, so you'll have to talk to Brink about getting more. GOTO console. TAKE machine part. Walk up the ramp to the top, then GOTO outside. Walk to the left, then GOTO light bridge. GOTO tomb spire. GOTO cave interior. GOTO platform. Brink will talk to you and mention he has built a life crystal machine, but it is missing a part. TALK to Brink. Ask him0-^/ about the eye part. He'll agree to let you generate life crystals in a 50/50 split. Stop talking to Brink. USE eye part with slot. The machine will generate two life crystals, and Boston will take them both, despite Brink's complaints. TAKE eye part. Brink will try to kill Boston, but will end up falling off the cliff. GOTO cavern. GOTO out. GOTO light bridge. GOTO cathedral spire. Walk to the right and GOTO lab. Walk down the ramp to the green console. GOTO console. USE eye p0._elart on gap in machinery. USE a life crystal with each of the empty slots in the console. GOTO exit. TALK to Maggie. Ask her about the alien device. She'll offer to control the machine, and will activate it, opening The Eye in the center of the light bridges but killing herself in the process. Walk to the top of the ramp, then GOTO outside. Walk to the left. GOTO light bridge. A monster will appear from inside The Eye and chase you back to the light bridge generator. As soon as0/` the monster leaves, USE the strange device (the generator). USE switch. The light bridge will disappear and the monster will fall to his death. Activate the light bridge again. GOTO light bridge. GOTO The Eye. GOTO portal. Sit back and watch the endgame! NOTE: For a slightly different end-game, try getting another life crystal and resurrecting Maggie (hence, breaking your promise to her) after she kills herself while activating the machine. T00Y@T H E E N D A great game...truly worth actually buying (I did). The cel animations and cut scenes are incredible and really add to the games atmosphere. The games puzzles were good (except that annoying HOLD-down-the-light-bridge- switch one), and make it fairly challenging. Awesome soundtrack too...the CD music really set the mood for the game, although I'm not sure about buying the soundtrack. ;) - Beowulf [RAZOR] Tabnponmlkjihgfedcb30pacghest Attendance b) THE PLAYER PICTURE ICON Select this to access the following information :- CLUB DETAILS ------------ Here you can access all the information about your chosen club or similar details for all the league clubs. Fixtures Staff Transfers Finance League Status General information Goalscorers Discipline Ratings Previous results Penalties TEAM SELECTION -------------- Additionally you can accqzHess your squad of players and select your team for the next match. to view detils on any player, click players name. Here you can access Historical details of the player by selecting the HISTORY ICON or transfer list, fine and treat injuries by selecting the TRANSFER/LIST ICON. To view and compare the abilliti9es of your squad select "ATTRIBUTES". The abbreviations on the ATTRIBUTES SCREEN are POS = Position HD = Heading ABL = Ability TA = Tackling AVE = Average q {[;Rating PA = Passing HA = Handling ST = Stamina SH = Shooting SP = Speed FIR = Fitness To select the players and substitutes for your team click on the number from 01 - GK then click on the square to the left handside of the players name. Should you wish to select a player from the RESERVES" and select player as above. FRIENDLY MATCHES. ================= Here you can arrange to play pre-season friendly matches. This will enable you toguage the strength of youq |Lr squad and improve macth fitness of your players. First select which week you wish to play by clicking on the week numbers to the right of "CHOOSE OPPONENT". Select either the HOME or AWAY ICONS and from the list of teams select which teams you wish to play. you will then be informed wheteher the friendly match has been arranged or not, and you can either select further friendlies or exit to play the match. PLAYER NEGOTIATIONS. ==================== TRANSFER/LIST/FINE When this icq }^ 4Non is selected on your player's detail screen you will have the options to :- Place the player on the Transfer market. Make the player available for loan. Fine him for misconduct. Re-value a player. Increase his wages. Remove a player from Transfer Market. Treat injuries. APPROACH BY ANOTHER CLUB. When another club approaches you to buy one of your players the PLAYER APPROACH screen appears first. To view the player details cq ~TClick on the player's name. Select either to allow or reject the approach dependant on the comments in the APPROACHES box. Should you permit the approach and the player is interested it will move to the TRANSFER NEGOTIATIONS screen. TRANSFER NEGOTIATIONS. ---------------------- This screen appears when another club wishes to buy one of your players and also whenn you wish to buy a layer from another club. To view the player details click on the player's name. Next adjust the value yq 6ypou either want for the player or you wish to pay for the player by increasing or reducing the value. Follow the comments or bids in the NEGOTIATION box until a successful or unsuccessful conclusion. CONTRACT NEGOTIATIONS --------------------- You will access this screen when one of your player's contracts expires or to negotiate a contract for a new player. The operation of the screen is similar to the TRANSFER NEGOTIATION screen. C) FILING CABINET ICON Here you can access detailqjW[s of past matches and future fixtures. You can also access details of the 'end of season' Playoffs and the pre-season Charity Shield. To view details of a past match click on the relevant match. D) TROPHY ICON. Here you can access the fixtures, previous matches, seedings and past winners of the major ENGLISH and EUROPEAN Cup Competitions. To access a particular Cup Competition click on the relevant cup icon and to view the details of a particular result click on the relevant match.qX E) MANAGER DESK ICON. Here you can access details on all the league Managers and compare your performance against theirs on the following :- POINTS RANKING JOB NEWS SALARIES F) TELEPHONE ICON Here you can access the following :- SCOUTS TRANSFER MARKET CHAIRMAN SCOUTS ====== Here you can allocate one of your scouts to find players whofit the criteria set by you. You will first select the Scout you wish to complete the search and then you willqJ select the specific criteriaand qualities you require. The Scoout will then present you with a list of players who fit your requirements. To view details of any player on the list, click on their name and should you wish to buy, follow the procedure detailed in TRANSFER NEGOTIATIONS under "PLAYER NEGOTIATIONS" REPORTS. ======== Here you can view any reprts prepared by your scouts and on designated players. To view a report select REPORTS and then you will be presented with a screeqǫn listing your Scouts and whether they are watching a player or not, and the name of the player being watched. To view a report click on the Scout's name and to view details of the player click on his name. TARGETED PLAYERS ================ Here will be listed the players you have shown an interest in buying by selecting "ENQUIRE TO BUY" on a player's detail screen. TRANSFER MARKET. ================ Here you can view the following lists :_ TRANSFER MARKET - A list of players wqQXho have been put on the transfer list either by their club or by their request. OVERSEAS PLAYERS - A list of overseas players who want to play for an English Club. LATEST TRANSFERS - A list of players who have recently transferred from one club to another. NOTE: Should you wish to buy any of the players on the TRANSFER MARKET or OVERSEAS PLAYERS lists, follow the procedure detailed in TRANSFER NEGOTIATIONS under PLAYEqasVR NEGOTIATIONS. CHAIRMAN ======== Here you can view any comments on the team's and your performance from the chairman and the board. G) DATE ICON Click on this icon to advance date. When you reach a date when there are no matches arranged, a screen will appear informing you of such. H) PLAYING A MATCH - FOOTBALL ICON To play a match you must first advance the DATE ICON to a date when matches are available and then click on the BALL ICON on the COUCH in the office. If uou selectq#r the BALL ICON when there are no matches on that date a screen will appear informing you of this. If you select the BALL ICON and there are matches available that date and your team are involved the PRE-MATCH TACTICS SELECTION screen will appear automatically. Here you can make final adjustments to your team, select the tactics and view details of opponents, before you exit to play the match. FINAL ADJUSTMENTS. ------------------ To change the positions of any of the players :- FirqRq)st select the player you wish to move by clicking on his number box. Next select the REPLACE/SUB ICON. Then select the player you wish to replace by clicking on his number box. CHANGE INFORMATION. ------------------- To select or change the information of your team :- Forst select the CHANGE FORMATION ICON. Next form the formation screen select the FORMATION FOOTBALL ICON of your choice and type of PASSING ICON. These icons will be highlighted until you next change them. These chanq'`ages to the formation will be reflected in the positions of the players on the field on the screen. MANUAL ADJUSTMENTS TO FORMATION. -------------------------------- You can also make further adjustmanets to your teams formation by selecting the following icons after forst selecting a particular players number box. DEF SUPPORT - This player will play a supporting role just behind the defence. MID SUPPORT - This player will play a supporting role just behind the q midfield. ATT SUPPORT - This player will play a supporting role just behind the attack. NORMAL - This player will play in the position selected by your choice of formation and number, and will nt move in to play in a more attacking or defensive position. ATTACKING - This player will play in the position selected by your choice of formation and number but will also move forward to play in a more qSattacking position. DEFENDING - This player will play in the position selected by your choice of formation and number but will also move back to play in a more defensive position. CHANGE STYLE. ============= To select or chamge the playing style of your team :- First select CHANGE STYLE ICON Next from the style screen select the STYLE FOOTBALL ICON of your choice and the type of TACKLING ICON and MARKING ICON. These icons will be highlighted until qfƈyou next change them. CAPTAIN. ======== To select or change your choice of Captain first select the player you wish to be captain then the CAPTAIN ICON. I) INTERCOM ICON. ***************** You select this icont to save or exit the game and to switch the music on or off. To save a game select the SAVE GAME ICON and follow the on screen instructions. J) NEWSPAPER ICON. ****************** Here you can view headlines and media comments on your team. Also you will see details of anyqSLtw news regarding your team or players. COPYRIGHT (C) ALTERNATIVE SOFTWARE LTD 1995 n first select the player you wish to be captain then the CAPTAIN ICON. I) INTERCOM ICON. ***************** You select this icont to save or exit the game and to switch the music on or off. To save a game select the SAVE GAME ICON and follow the on screen instructions. J) NEWSPAPER ICON. ****************** Here you can view headlines and media comments on your team. Also you will see details of any̛T32p{g WARCRAFT 2: TIDES OF DARKNESS - 99.44% COMPLETE INTERNAL CHEAT CODES Enter the same code twice to enable/disable a code, if applicable. These were tested on the Hybrid 10 disk rip of Warcraft 2, the ? indicate unconfirmed cheat codes, but we have seen to be rather popular. But, these are probably the more important ones. These are the true internal cheat codes, NOT with any TSR trainers or anything else. ~ NOGLUES - Turns off traps (Runes Protection) ~ SHOWPATH - See entire map, but shaded if a unit isn't in range ~ ON SCREEN - Sees the entire map COMPLETELY ~ UCLA - Prints "Go Bruins!".. kinda stupid ~ MAKE IT SO - Builds units/structures faster (like HURRY UP GUYS in wc1) ~ ECSTASY - Victory ~ GLITTERING PRIZES - 10000 Gold, 5000 Lumber, 5000 Oil ~ KRYAL CASTLE - 10000 Gold, 5000 Oil, 5000 Lumber ~ VALDEZ - 5000 Oil ~ SPYCOB - 5000 Oil ~ HATCHET - Cuts Lumber in two chops ~O FASTDEMO - Makes the demo fight scenes pop up faster ~ THERE CAN BE ONLY ONE - Takes you to the endgame ~ DAY - Turns the whole map to daylight? And what is FEIF? ~ TITLE - Enables/Disables Cheat Mode while in game ~ NETPROF - Some red crap flickering in the background, aka migraine ~ ALLOWSYNC - Unknown ? ~ TEXAS - 5000 Oil ? ~ YOU OWE ME - Finish the game ? ~ END THE PAIN - Defeat ? ~ VERY COSMIC - Units gain extra attack/defend ?Jv" ~ GO BERZERK - Invulnerability ? ~ TOMBSTONE - Stops Orcs Traps ONLY ONE - Takes you to the endgame ~ DAY - Turns the whole map to daylight? And what is FEIF? ~ TITLE - Enables/Disables Cheat Mode while in game ~ NETPROF - Some red crap flickering in the background, aka migraine ~ ALLOWSYNC - Unknown ? ~ TEXAS - 5000 Oil ? ~ YOU OWE ME - Finish the game ? ~ END THE PAIN - Defeat ? ~ VERY COSMIC - Units gain extra attack/defend ?̢/433p\4: | how to get the hidden tracks in | | EXTREME RACING regular installed! | `------------------------------------------' INFO ON HOW TO GET THE HIDDEN TRACKS IN EXTREME RACING REGULAR INSTALLED! Just take a look into the directories TRACKS and LAYOUTS and u can find these files: Tracks/Road_Circuit_1B.Trk Volcanic_Badlands_1B.Trk Volcanic_Badlands_2B.Trk Layouts/Road_Circuit_1B.raw Volcanic_BadlaL2Unds_1B.raw Volcanic_Badlands_2B.raw rename `em into: Tracks/Road_Circuit_3.Trk Volcanic_Badlands_1.Trk Volcanic_Badlands_2.Trk Layouts/Road_Circuit_3.raw Volcanic_Badlands_1.raw Volcanic_Badlands_2.raw and enjoy finally 3 nice bonus tracks. They are now visible in the Track select menu! these files: Tracks/Road_Circuit_1B.Trk Volcanic_Badlands_1B.Trk Volcanic_Badlands_2B.Trk Layouts/Road_Circuit_1B.raw Volcanic_Badlay:34p绾 The XTreme Racing FAQ ----------------------- Version : 1.0amiga Maintained by : Alex Amsel (Silltunna Software) What Is XTreme Racing ----------------------- XTreme Racing is a superb racing game from Silltunna Software/Black Magic for all AGA Amigas. Here are some of its features according to the cool game box : Fast & frantic racing action from Black Magic (the creators of Gloom) and Silltunna Software. Experience up to d䍋8-PLAYER mayhem - win the race by whatever means fair or foul. Out-race, out-gun & out-think your opponents, pick-up the cash bonuses & upgrade your car. XTreme Racing is the funniest, fastest and most intense 3D racing game to hit the Amiga - Get ready for an XTreme Racing experience!!! Features ======== o High-speed 3D texture mapped graphics, surpassing anything seen on the Amiga before! o 300 plus colours on-screen from a 24-bit palette o Multiple screen sizes & resolutionds - up to full screen, 1x1 pixels o Enhanced for Fast RAM/Accelerators (020/030/040) o Up to 8-Player split-screen, null modem & modem play o Over 20 different tracks o Several distinct racing venues, each with a different graphical style o Extra track features include Jumps, curbs and the ability to squash cars! o 8 different vehicles to drive, like the Ferrari F40, Lotus, Pick-up, etc... o Varied game-play modes - including Cup games, Grand Prix, Death-Match, Head-to-Head WS2 o Multiple weapon pick-ups & vehicle enhancements, including homing missiles, mines, grenades, time-delay bombs, banana skins, sheep!!, etc... o Several secret features & levels, including Lemming splat & Sheep Racing! o Extra Camera - can be placed anywhere, including on other cars and on the back of your car, and on the track etc.... Includes Zoom modes, rotate modes, Tracking modes o Choice of in-game soundtracks o Fully saveable set-up & screen preferances & lap/race times o Hard drive installable o Full support for CD32 joypad and 2 button joysticks. All controls redefinable to suit your tastes! o Run from WB, quit back to WB (if enough ram available) o No really annoying protection schemes. We are trusting you to make sure everyone buys this game. Not everyone will, but pressurise your friends if they like it and have a pirate version/your version. At the very least they could send us a small financial donation. What is the Purpose of this FAQ ? ----------------------------------- This FAQ contains the latest news, hints and tips. Hopefully it will answer any of your questions about XTR (as we call it). What have the magazines thought of the game ? ----------------------------------------------- The response has been overwhelming with magazines worldwide playing it over and over again. Even some non-Amiga magazines have shown interest. Here are some comments thus far : 'XTreme Racing has c6Daptured all the best elements of realism and action and turned them into an extremely attractive and playable game. Publishers take note : this is what games should be like.' - Jason Compton, Amiga Report 'Hot dang if this ain't one cool game! Its Mario Kart meets Mad Max so lets squash some Lemmings and toast some Volkswagens!' 'Christmas? Oh that. I'll miss it for playing XTR' 'More exciting that a forehead mains socket' - Mat Bettinson, CU Amiga 'The car that you choose QUhandles like a dream. Its slides wonderfully round corners and you will soon find yourself in a position where you are slipping and sliding round the course with the consummate ease of Gilles Villeneuve.' 'So are there any bad points in the preview copy that might need fine-tuning? No, not really, and it's rare you can say that about any preview game.....' 'This is a game that when polished is potentially a classic game' - The One Amiga All this from an early preview which didn  e't even have weapons, or dust, or any track variety, and dodgy difficulty settings to say the least!! Try out the full demo for yourselves....Or just ask someone what they think. We have got so many great comments (and virtually no negative ones at all!!!) that we simply recommend you ask someone less biast than ourselves. Is there a Demo available ? ----------------------------- CU Amiga will have a coverdisk on their February issue. There is also an Internet/BBS demo already a %cqvailable on Aminet/game/demos or from our BBS site. The internet version is similar to the CU Amiga version, but uses a different track. Owners of the full game should also grab a copy of the demo as it uses a new 'winter' graphics set which we will use for a few future freebie tracks. Owners of the full game can also use the demo tracks within the full version. Demo Site : Aminet game/demo/xtrndemo.lha Where can I get the Full Version from ? -------------------------------------- ],g--- The usual shops or mail order directly from us. We would appreciate it if as many people as possible ordered directly from Guildhall since that way more money goes to funding new games rather than going to the middle-men. Price : 23.99 + 1.00 UK Sterling including P&P Deliveries are worldwide. Simply ask your local bank to write out a cheque for 24.99 Pounds Sterling. Order from : Guildhall Leisure : +44 (0)1302 890000 (all major credit cards) Or write a cheque payable to G  Q@Fuildhall Leisure Services at : Unit 15 Guildhall Industrial Estate Kirk Sandall Doncaster South Yorkshire England DN3 1QR *** Please buy and don't pirate this game *** I have an enhanced machine, will XTR work on it ? --------------------------------------------------- In almost all cases, yes. Here is a list of machines XTR is known to work 100% on : A1200 - no HD, no extra Ram A1200 - no extra ram A1200 - fast ram (2-4 megs suffices) A1200 - All Blizzard 020/030 accelerators  ُ(we recommend the 1230-50 IV card) A1200 - GVP 030-40 accelerator A1200 - MBX1230 accelerators (may require the patch from Aminet/Guildhall) A4000 030 A4000 040 060 accelerators If your accelerator isn't on here then don't worry, it'll almost certainly work. We currently know of a problem on some Warp Engine 040 systems, and if you do have a problem then contact us as we should hopefully have fixed that problem by the time you read this. Please don't run Enforcer or Cyberguard. Enthanced machines are used to full effect in XTR, and there is also special 040/060 enhanced code. We strongly recommend buying an accelerator, the Blizzard 1230-50 Mark IV boards are well priced and very fast. 1x1 mode is fine (at varying screen sizes, but all sensible!) on any 030, though we recommend 2x1 as this works much faster than 1x1 and there isn't really much difference visually. Will it work on ECS machines ? -------------------------------- This game is AGA only. Gfx ca$XDrd owners see below. Will it use a Graphics Card ? ------------------------------- We haven't ruled out a 'quick and dirty' gfx card version, possibly also for ECS owners. This would require owners to have the full game, and a patch will be available on our BBS and on the Internet. XTR runs perfectly well without one anyway, but gfx card support would be a nice addition. The full game includes a registration card that asks the buyers to answer 5 simple questions, including whatȗ'' machine they have and if they have accelerators & Gfx Cards. No-one else has asked these questions in the right places, so once and for all we will have some idea of how many A4000 / accelerated Miggy owners actually buy games. Watch this space :) Is there a CD32 version ? --------------------------- The CD32 version will probably be released late January. There will also be options to do a partial or full install to HD for CDROM owners out there. Extra Tracks -----------/"--- Probably around Easter time we shall be published a new set of tracks which feature totally new graphics. They shall be on the very silly side, mostly because we feel the need to make them worth buying. So they won't be just more of the same, or at least they will be as different as we can make them. We will also most likely release a few tracks between now and then, on magazine disks and on the internet. If anyone has some ideas for good Deathmatch tracks (once they play the f ull game) then they only need tell us what they would like, and we will do the track for everyone if we like the idea. Track Editor -------------- Along with the extra tracks will be the Track Editor. It is fully OS3.0 compliant, very easy to use, features on-line help, and so on. It enables us to produce tracks very quickly, and after some hours of experience you to can do the same. The editor is fully multitasking, mode promotes, and should run very nicely on graphics cards. w Secret Features ----------------- Several tracks contain some secret paths that allow you to get around them a lot quicker. We won't say which ones of course. There are 3 bonus tracks, but you had better be good to reach them, let alone win on them. There are also 3 secret passwords. Here are some hints.... 1 - Calling for an animal that we like. Welshmen like them as well, allegedly. 2 - An idiot driving very fast in the usual car. Similar to a password on a good old DMA gp~Design Shoot-em-up. 3 - Doom fans will know this one. These should be typed when a menu is displayed. The screen will flash to show the cheat has been activated, and 'cheating' again will de-activate it. Note that some of the passwords hvae spaces in them. The 'How-To-Do' Serial Games Check List ----------------------------------------- The manual is a little unclear when it comes to playing serial games. So here is a quick and easy guide...... Modem games are no different fromm null modem games as far as these instructions go. 1 - Both machines should select a matching baud rate from the link-up menu. Always try 19200 Baud at first. We have connected at much faster baud rates also, but 9600 sometimes causes problems. 2 - Decide which machine is to be master, and which is to be slave. Modem users decide which machine will answer 3 - See the manual for initialising the connection 4 - If a successful connection is established both users will 8be returned to the 'Link-Up' menu, and the 'Hang Up' (or hand up according to the manual!) option should now be available. Both users must select Hang-Up if they want to quit the connection, and if you are informed that an error has occurred at any point you *must still* select hang up. 5 - The 'Slave' machine then selects Exit, and starts a game. When prompted for the number of players, this refers to the number of players on the 'Slave' machine, not the totgEjal number of players. 6 - Once the number of players has been selected, the screen will go blank 7 - Once this is done the 'Master' machine should do the same thing. The 'Master' machine then decides all further gameplay options. 8 - With the 'Slave' machine still blacked out, the players on the 'Master' machine select their cars. Once this is done, players on the 'Slave' machine can do the same thing. 9 - Once this is complete, the game will start. You may have to wOait for the other machine to finish loading, and this can take quite different times on different machines. 10 - The Frame rates are *independent*. This means that a fast computer can still run the game smoother than the slower computer. 11 - Sometimes the game will suddenly get slow. This is when an error has occured. After a few seconds the problem is usually sorted. Sometimes faster or slower baud rates can help reduce this problem, as can using a shoRPrter serial cable. 12 - Thats about it really :) Best Lap Times ---------------- Will appear here for all tracks, including the bonus ones. We ask people to mail us their > .laptimes < file as proof. This file can be found in whatever directory XTR was installed in, or on disk 1 for floppy users. If you EMAIL the laptime file you must send them to : alex@teeth.demon.co.uk and the subject should be : xtr laptimes Please *do not* mail the laptimes more than once every 2 weeks rYor I shall start ignoring your mail (it will clog up my mailbox). Ensure you select SAVE SETUP from the main menu if you wish to save your laptimes! The Graphics Engine is available ---------------------------------- There are several good games that could be written with this gfx engine. As such we are prepared to offer it out to other programming teams. This will involve a royalty to us but the exact details may vary upon your situation. The engine will *only* be sold to teams Z who can prove their dedication and quality. This means people working full time (or nearly) on the game and not just 1 night a week. We can help with music, graphics & testers if necessary. From spring 1996 there will also be a similar PC engine therefore games can be done for both the PC and Amiga fairly easily. Note : We can and will publish games that are of high quality. We would prefer teams who can work both on Amiga and PC than Amiga only, although we can organise conversi`-ons for good enough products. Future Products ----------------- We have other products planned, but we will also look at your products if you consider them high-quality. They may be Amiga or PC based. We are currently looking for high-quality artists, especially if you are handy with a renderer and can do *high quality* rendered graphics. Artists should contact Rich Whittall at : rich@xtreme.demon.co.uk Contact Details ----------------- To contact us : alex@teeth.demon.co.u/ 7am : Rich Whittall runs this (almost all gfx, tracks, and co-designer of XTR) This BBS is not guaranteed to be running past June, so if you don't get a reply from there then email *Rich* for the new BBS information. I can also be reached on 01295 678 173 (not mornings!) but please only use this number if you wish to ask us any business details or wish to offer us work/publishing deals. W|=Dhat are you waiting for? Go and play the game !! Don't forget to tell us what you think...... Alex Amsel Silltunna Software Credits --------- Alex Amsel : 3D Programming and Game Code Richard Whittall : Vast amounts of Graphics, and Chief of Track Designs Ltd Mark Fitt : Additional Code, Editor code, Samples, Eater of Ring Doughnuts Simon Speight & Tony Farrell : The Music Nigel Critten : Misc gfx Thomas Schwarz: Compression Routines Game Design : Alex 'Bully is Back' AmsYel and Richard 'Pounding Musical Score' Whittall Thanks to Bullfrog Productions Limited for providing samples of the Magic Carpet Soundtrack. XTreme Racing is Copyright 1995 Silltunna Software Limited. Vast amounts of Graphics, and Chief of Track Designs Ltd Mark Fitt : Additional Code, Editor code, Samples, Eater of Ring Doughnuts Simon Speight & Tony Farrell : The Music Nigel Critten : Misc gfx Thomas Schwarz: Compression Routines Game Design : Alex 'Bully is Back' Ams̟9a35paB&$ ZeeWolf II Passwords! ~~~~~~~~~~~~~~~~~~~~~ fullmoon doitnow shadow station shipdeck maxfuel gbull globoff pelpay statipause behave domino steerdart (This is the end level) I 33p'ICEMINE. 08. PROFI-08.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 09. PROFI-09.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 10. PROFI-10.DMS CD-EM. EMERALD MINE. PROF ICEMINE. 11. PROFI-11.DMS CD-EM. EMERALD MINE. RAVEN. 01. E-RAVEN1.DMS CD-19. EMERALD MINE. RECYCLED. 01. RECYC-01.DMS CD-EM. EMERALD MINE. RECYCLED. 02. RECYC-02.DMS CD-EM. EMERALD MINE. RECYCLED. 03. RECYC-03.DMS CD-EM. EME(F,RALD MINE. RECYCLED. 04. RECYC-04.DMS CD-EM. EMERALD MINE. RECYCLED. 05. RECYC-05.DMS CD-EM. EMERALD MINE. RECYCLED. 06. RECYC-06.DMS CD-EM. EMERALD MINE. RECYCLED. 07. RECYC-07.DMS CD-EM. EMERALD MINE. RECYCLED. 08. RECYC-08.DMS CD-EM. EMERALD MINE. RECYCLED. 09. RECYC-09.DMS CD-EM. EMERALD MINE. RECYCLED. 10. RECYC-10.DMS CD-EM. EMERALD MINE. RECYCLED. 11. RECYC-11.D)MS CD-EM. EMERALD MINE. RECYCLED. 12. RECYC-12.DMS CD-EM. ROCKFORD. 01. ROCKF-01.DMS CD-EM. ROCKFORD. 02. ROCKF-02.DMS CD-EM. ROCKFORD. 03. ROCKF-03.DMS CD-EM. ROCKFORD. 04. ROCKF-04.DMS CD-EM. ROCKNUTS. 01. ROCKN-01.DMS CD-EM. ROCKNUTS. 02. ROCKN-02.DMS CD-EM. EMERALD MINE. RUNNER. 01. * RUNNER-1.DMS CD-EM. EMERALD MINE. RUNNER. 02. RUNNER-2.DMS CD-EM. EMERALD MINE. RUNNER. 03. RUNNER-3.DMS CD-EM. EMERALD MINE. RUNNER. 04. RUNNER-4.DMS CD-EM. EMERALD MINE. RUNNER. 05. RUNNER-5.DMS CD-EM. EMERALD MINE. RUNNER. 06. RUNNER-6.DMS CD-EM. EMERALD MINE. RUPPEL. 01. RUPPEL-1.DMS CD-EM. EMERALD MINE. RUPPEL. 02. RUPPEL-2.DMS CD-EM. EMERALD MINE. RUPP+TEL. 03. RUPPEL-3.DMS CD-EM. EMERALD MINE. RUPPEL. 04. RUPPEL-4.DMS CD-EM. EMERALD MINE. RUPPEL. 05. RUPPEL-5.DMS CD-EM. EMERALD MINE. RUPPEL. 06. RUPPEL-6.DMS CD-EM. EMERALD MINE. RUPPEL. 01. EASY. RUPPEL1E.DMS CD-EM. EMERALD MINE. SNELMINE. 01. SNELM-01.DMS CD-EM. EMERALD MINE. SOLOMONSLOST. 01. SOLOM-01.DMS CD-EM. EMERALD MINE. SOLOMONSLOST. 02. SOLOM-02.DMS CD-EM. EM,ǖERALD MINE. SPACE MINE. 01. SPACE-01.DMS CD-EM. EMERALD MINE. SPOOKY. 01 SPOOKY01.DMS CD-11. EMERALD MINE. SUPER FREAK MINE PRO 01. S-FREAK1.DMS CD-EM. EMERALD MINE. SPRINT MINE. 01. SPRINT01.DMS CD-EM. EMERALD MINE. SPUDMINE. 01. SPUDM-01.DMS CD-EM. EMERALD MINE. SPUDMINE. 02. SPUDM-02.DMS CD-EM. EMERALD MINE. SPUDMINE. 03. SPUDM-03.DMS CD-EM. EMERALD MINE. SPUDMINE. 04. SPUDM-04-w(.DMS CD-EM. EMERALD MINE. SPUDMINE. 05. SPUDM-05.DMS CD-EM. EMERALD MINE. SPUDMINE. 06. SPUDM-06.DMS CD-EM. EMERALD MINE. SPUDMINE. 07. SPUDM-07.DMS CD-EM. EMERALD MINE. SPUDMINE. 08. SPUDM-08.DMS CD-EM. EMERALD MINE. SPUDMINE. 09. SPUDM-09.DMS CD-EM. EMERALD MINE. STOLEN MINE. 01 STOLEN-1.DMS CD-EM. EMERALD MINE. STONEHENGE. 01. 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S1MWB FOR AMIGA PC C64 SNES SEGA AND OTHER FUCKINGSmwbAp&ccondary : Cycle through Move/Attack/Look/Item Note: if the icon has a red line through it, you can't do it then. Overhead map view - Primary : View centered on that area The blue dot is you. Orange dots are other guys. One tip is that whenever you enter a screen for the first time, look at the map, then look wherever there are orange dots. You can usually figure out the places to avoid, and ݜ where the good loot is, since you can see everything. Look for chests and bags. Note: if the mouse cursor shows that you can do something, but clicking does nothing, then it means that you probably need to talk to someone or do something else before you can get that stuff. However, just looking around can get you tons of stuff. Check whenever there is a skeleton, corpse, wardrobe, or even hole in the grounͬd or wall. INVENTORY SCREEN ---------------- Primary - Select Item (it becomes cursor) Secondary - Look at Item When the cursor is an item (you've picked it up), you can drop it into another character's backpack by secondary clicking on his picture on the left. Also, identical arrows can be combined by clicking on each other. I recommend getting all the arrows you can - no weight to [ł= worry about and when you get cool bows you can do tons of damage. ITEM VIEW --------- Click on Info Button - Tells you who can use it - by name Secondary on spell effect (if there is an icon) - gives you a description of the spell/power) Primary on spell effect - use item Note:if an item says "unknown" for an effect, then try equipping or using it. if it is a scroll, then it probably  8Njust has a message. Also, to learn a spell from a scroll, just use the spell while looking at it. It will say "XXX Learned the spell". EFFECTS SCREEN -------------- Clicking on an effect will cancel it. If it's a spell, then you'll have to cast it again. If it's from an item, then simply re-equipping the item will bring it back. USE/CAST SCREEN --------------- If you're in combat, th oen only the character whose portrait is surrounded by a yellow box can cast, during peace time anyone can. When something effects a character, a gold star will flash over his portrait. Notes on psionics: when the cursor is over a power, it's name and two numbers are listed at the bottom. The first is the power check number needed (out of 20) to use the power. The second is the number of psionic strength points   S needed to use the power. This charge is one time and it'll last until you rest (i think). Primary Click will cast a spell/psionic. Some can only be used on the caster, while others can be used on anyone. If it can be used on anyone, then the cursor will change into an icon of the spell. Click on a character portrait to cast it on them, and click on the little sun icon in the bottom right to cast it o 3n someone/somewhere else in view. Note - if it's an area effect spell it will give you a circle/rectangle of dots showing the area of effect. For a wall spell, you will have to anchor one end before it will show an area of effect. Also, a white box will surround everybody who will be effected by the spell. Use this to make sure that you're getting all of the bad guys and none of yours with the firebal VNFls . Secondary Click will bring up a info box on the power. Clicking on the Mage/Priest/Psionic will toggle between the options available for that character. Level/Type Of Power will cycle through available levels for spells, or through a discipline for psionics - Metabolic/Telepathy/Kinetic. Psionics: If you use a power and it says "Power check failed", then you lose half of the psionic prYoints that were needed to run the power, the second #. You can learn new powers and increase power check #'s by going up levels. When you go up a level, there will be a list of available powers, a toggle for the discipline, and an exit button. The number between the buttons will tell you how many powers you can learn at that level. It will be either 1 or 2. When you move over an icon, it will either say \g "learn XXX" or "Increase XXX to XX." Increase will improve the power #, while learn gets you the new skill. Another way to learn a power is to get a psionic bracelet. These look like giant rings without gemstones, can only be used by a psionicist, and are used the same way as scrolls. You can only have one psionic power running at a time. If you try to use another one, the previous one is canceled, and you'll have to re-start is and spend points again. If you don't have anything better to use, do Mind Blank, which costs nothing to use, and will protect you from some mental attacks from other psionicists. Note: the clerical "turn undead" power will do 1000 points of damage to any enemy undead (zombie, shadow, anything that looks really evil). WALKTHROUGH ----------- Note: You rest by looking at the little fire pits kl(look like circle of stones.) These are scattered all over the place. Also, you regain hit points and psionic points slowly over time. The only way to regain spells is through rest, though. START: When creating characters (gender doesn't matter), make a Half-Giant gladiator, an elven Thief/Psionicist, a human cleric, and a human preserver. For the cleris's sphere, fire is good for combat, water for healing, etc. Remember to max out your guys stats and Hit points as =big as they'll go. This is necessary to survive in combat. Click on the little grey boxes by each stat. SLAVE PENS: You start out as slaves in the gladiator pits. I reccomend fighting several matches in the pits each time. Set the difficultly to Easy (in game options, click on the sun in the top corner of the screen. Leave it on easy for the whole game (all this does it make the enemies have less hit points). Remember to pick up the $$ when it's thrown into the ½ pits. You don't have to wait until the end of a combat to get $$, just click on it with to "look" icon. The same goes for looting bodies - get the stuff as you kill them. This makes it a lot easier to keep track of whose stuff you've already gotten. Anyway, keep fighting so that you get up several levels. Don't worry about casting spells or using powers too much - just go up and beat the crap out of anybody. Equip anybody who can take it with 2 weapons, plus mi;RBssile weapons as you find them. When you go back to the slave pits, first rest, then kill the two gangs. They have some partially useful stuff, at least until you escape. Talk to the chick laying on the straw mat, and make sure you ask her about escaping (she'll get a headache). Talk to trustee - the guy walking around the pens - and tell him you want to see the guy in the lower rooms (the chef). Get the pot from one of the rooms and now go to the arena and fight. )uO When you go back to the pens, go to the southern door, the trustee will open it for you. Go to the east (right) room, and use the empty water pot on the water trough to fill it. Smash (attack) the grain pots in that room, too, and get the gem (you won't really need it, but it's worth $$). Another fun thing to do in the pens is to go into the rooms that are just left and then down from the door - a zombie will come out. Just use turn undead (your cleric) on him, thefƕn search the north wall for a button to open the secret door. Loot these rooms, too. When you're ready to escape, go back to the south rooms (the chef's rooms), then go through the west doors, to the fountain room. Kill the guard here (he won't be able to sound an alarm - too much noise from the water). Now keep walking west to the leader's room. Bargain with him, but when he is walking past you to lead you out, kill him (he was going to betray you anyway). Reme.mber to loot his room. IMPORTANT TIP: Get all the bags and chests you can. Each takes up only one space, but holds six spaces each. You should be full of them by the time you are through the sewers. Since it can get complicated when you try to sort through them, i reccomend having them sorted by type - fruit in one, gems in another, etc. Continue to fight you way through the place, killing and looting as you go. Remeber to search through the wardrobes seveK-ral times each, and get all the grain from the storage room in the west center wall. Eventually work your way to the northwest corner and use your biggest guy to rip open the grate. Now you're in the sewers. SEWERS: Bully your way through the rat-men who want money. Walk north and talk to the leader there. Trade your grain for $$ (the armor is too much trouble to haul around, and not worth much more). Now kill all the rat men here (lower warrens). To open the8y^> grates, turn the wheels near them. A few open by just looking at them, a few need to be forced, and for the broken ones you need a bone crank (you can get it from the temple). Now go to the grate with the other ratmen on the other side. Tell him you want to see the leader, then agree to rescue the leader's daughter. To rescue the guy's daughter, go the the temple, break through the grate, kill the rat men, open the next grate, killI) the leader (remember to loot), then get the bone crank (looks like a leg bone, on the north wall), and open the broken door in the north. Loot the room, then untie the girl. Take the girl to the leader, then agree to defend skull temple (it's in the high warrens, on the other side of a grate with a broken wheel). After this fight you'll get the helm of contemplation (useful magic item). Now go to the skull temple (the thing that you just saved) and talk to the sk [izulls. After a little pestering, they'll give you a bunch of stuff. Now look in the little hole in the north wall of this room and get the staff and stuff in there. If you have a thief, go to the northwest corner of the sewers (there's a river of sludge in there, you'll know that you're going in the right direction when you cross it. Walk at the base of the cliff with you thief as leader. Climb up the cliff (if you don't have a thief, you'll never make it. forget t f5 it). Kill the guys and look at all the skeletons and in the holes in the wall. There should be a magic axe somewhere in this area. If you don't have a thief, don't worry about it. Instead walk along the northern path along the river, looking in all the holes. Toward the east end, one of them should have a lever in it. Pull the lever (watch for traps)(it'll open a secret passage). Now go to the northeast corner of the sewers and use the Staff of Passage (the on ̍e from the hole in the skull temple). Go in here. Dagolar's Lair. Not really complicated. Just follow that guy who agrees to help, and kill everything else. Some cool loot here, including a +3 dagger and some other stuff. Plus having killed Dagolar will be useful when you're talking to other guys later in the game. The sewers (again). This time go through that secret passage. This puts you in the slave fields. Slave Fields. Walk east till you get to the p gq'6art of the bone wall that's sticking out some. Kill the guards and then break through the wall. Now escape by walking east. You are now in the broken wagon area. If you fought through the guards at the main gate then you're at the dead messenger area. The wilderness. Here's a map of the entire wilderness. From an area there will sometime be exits to one or more of the compass directions. None of them have more than one working exit in each direction. A straig >ht line is when you can travel from place to place by simply walking off the edge of the map. It will then ask you if you want to leave the area. A diagonal line is when you need to find a special entrance, such as a cave opening, grate, etc. These are not always located at the edge of the map, so you'll just have to look around. Also, the sea of silt is located off the north edge of the map. 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DOXDISK #62 1996  ****************************************** P 01 3D LEMMINGS CODES P 20 NO MOUTH SOLUTION P 02 AIRBUS II REF P 21 PC CHEATS P 03 ALIENBREED 3D CODES P 22 PHANTASMAGORIA SOLUTION P 04 ALIEN FISHFINGER P 23 PLAYSTATION -DOOM CODES P 05 BC 3000AD SOLUTION P 24 PLAYSTATION -CHEATS P 06 CATCOMP MANUAL P 25 PRAWO KRWI PASSWORDS P 07 CHEWY P 26 PRISONER OF ICE SOvyHnLUTION P 08 CLUB & COUNTRY P 27 STONEKEEPERS SOLUTION P 09 COMMAND & C. EDITOR P 28 SUPER LOOPZ P 10 DAL'X CODES P 29 THE DIG SOLUTION P 11 DESCENT II CODES P 30 TOUCHE SOLUTION P 12 DRACULA-X SOLITION P 31 TRACKSUIT MANAGER II MAN. P 13 DUKE 3D CHEATS P 32 WARCRAFT II CODES P 14 FANTASY EMPIRES P 33 XTREME RACING BONUS P 15 FIFA 96 KEYS P 34 XTREME RACING FAQ v(X P 16 FUTURE SHOCK CODES P 35 ZEEWOLF II CODES P 17 MAGIC CARPET II P 36 SPERIS LEGACY SOLUTION P 18 MORTAL KOMBAT 3 CODES P 37 VALHALLA I+II SOLUTION P 19 NBA LIVE'96 SOLITION P 31 TRACKSUIT MANAGER II MAN. P 13 DUKE 3D CHEATS P 32 WARCRAFT II CODES P 14 FANTASY EMPIRES P 33 XTREME RACING BONUS P 15 FIFA 96 KEYS P 34 XTREME RACING FAQ r{kG5 KHUSKHUS LEVEL 37 DISPLODE LEVEL 38 RACAHOUT LEVEL 39 ORGULOUS LEVEL 40 DUNCEDOM LEVEL 41 CABOCEER LEVEL TAXING LEVEL 42 GEROPIGA LEVEL 43 BONTEBOK LEVEL 44 EMPYREAL LEVEL 45 LANGLAUF LEVEL 46 NANNYGAI LEVEL 47 SARATOGA LEVEL 48 QUINTAIN LEVEL 49 MUSQUASH LEVEL 50 ZOMBORUK LEVEL 51 SKILLING LEVEL 52 WOBEGONE LEVEL 53 BINDIEYE LEVEL 54 FRAXINUS LEVEL 55 r|d[ LINDWORM LEVEL 56 CURLICUE LEVEL 57 HANEPOOR LEVEL 58 IDEMQUOD LEVEL 59 BLANDISH LEVEL 60 MALAGASY LEVEL 61 CHORIAMB LEVEL MAYHEM LEVEL 62 GARGANEY LEVEL 63 KAOLIANG LEVEL 64 MAROCAIN LEVEL 65 OBTEMPER LEVEL 66 TASTEVIN LEVEL 67 VELLOZIA LEVEL 68 BORACHIO LEVEL 69 JACKAROO LEVEL 70 COOLAMON LEVEL 71 BANAUSIC LEVEL 72 FABURDEN LEVEL 73 RECKLING LEVEL 74rې MIRLITON LEVEL 75 OPAPANAX LEVEL 76 BIMBASHI LEVEL 77 CAATINGA LEVEL 78 PENSTOCK LEVEL 79 SPRINGAL LEVEL 80 BABIRUSA LEVEL 81 -------- END OF GAME! HYBRID (C)1995 LIANG LEVEL 64 MAROCAIN LEVEL 65 OBTEMPER LEVEL 66 TASTEVIN LEVEL 67 VELLOZIA LEVEL 68 BORACHIO LEVEL 69 JACKAROO LEVEL 70 COOLAMON LEVEL 71 BANAUSIC LEVEL 72 FABURDEN LEVEL 73 RECKLING LEVEL 74} ~y~02p}ˮ AIRPORTS OF EUROPE SORTED BY NAME (FOR A320 AIRBUS II) PLACE ICOA-CODE TRANSPONDANT ======================================== AARHUS EKAH 82 ALICANTE LEAL 142 AMSTERDAM EHAM 11 BARCELONA LEBL 10 BASTIA LFKB 26 BEAUVAIS LFOB 358 BELFAST EGAA 267 BERLIN-S EDDB 154 BERLIN-T EDDT 121 BERLIN-T EDDI 164 BILBAO LEBB}/ T{ 138 BILLUND EKBI 247 BIRMINGHAM EGBB 325 BORDEUX LFBD 161 BORNHOLM EKRN 52 BREMEN EDDW 13 BRISTOL EGAA 620 BRUSSELS EBBR 184 CARLIARY EBBR 12 CARDIFF EGFF 220 CATANIA LICC 43 CHAROUREAUX LFLX 528 COLOGNE-B EDDK 300 COPENHAGEN EKCH 17 CORK EICK 502 DRESDEN ED}DC 755 DUBLIN EIDW 242 DUSSELDORF EDDL 147 EAST MIDLN EGNX 310 EDINBURGH EGPH 135 EPINAL LFSG 1086 ERFURT EDDE 1036 ESBJERG EKEB 97 FARNBOROUGH EGUF 237 FARO LPFR 24 FILTON EGTG 226 FINKENWERDER EDHI 16 FRANKFURT EDDF 364 FRIEDRICHSHAFEN EDNY 1366 FUERTEVENTURA GCFV 72 FUNCHAL }K] LPFU 190 GENEVA LSGG 1411 GENEVA-SESTRI LIMJ 1411 GLASGOW EGPF 26 GRAN CANARIA GCLP 77 GRAZ LOWG 1115 GRENOBLE LFLS 1302 HAMBURG EDDH 53 HAMBURG-FINK EDHI 16 HANNOVER EDVV 183 INNSBRUCK LOWI 1900 KARUP EKKA 170 KLAGENFURT LOWK 1470 LAZAROTE GCRR 46 LEEDS EGNM 682 LEIP}%aGZIG ETLS 466 LEMWERDER EDWD 20 LEUCHARS EGQL 38 LIVERPOOL EGGP 81 LIEGE EBLG 659 LINZ LOWL 978 LISBON LPPT 374 LIVERPOOL EGGP 81 LONDON GAT EGKK 202 LONDON HEATH EGLL 80 LUXEMBOURG ELLX 1234 LYON LFLL 814 MAASTRICHT EHBK 375 MADRID-B LEMD 1998 MALAGA LEMG 52 M};MANCHESTER EGCC 256 MARSEILE LFML 69 MILAN-LIN LIML 353 MILAN-MAL LIMC 353 MONTDEMARSAN LFBM 204 MUNSTER EDLG 159 MUNICH EDDM 1486 NANTES LFRS 89 NAPLES-CAP LIRN 298 NEWCASTLE EGNT 266 NICE LFMN 13 NIMES-GAR LFTW 308 NOERVENICH ETNN NURNBURG EDDN 1045 OSTEND EBOS 13 PADERBOR}/BN EDLP 699 PALMA-MAL LEPA 32 PARIS ORL LFPO 292 PARIS GAULE LFPG 387 PARIS BOUR LFPB 217 PAU LFBP 617 PISA-SAN LIRP 7 RAMSTEIN EDAR REIMS LFSR 312 ROME-FIU LIRF 14 RONNE EKRN 52 ROTTERDAM EHRD 0 SAARBRUECKEN EDRS 1057 SALZBURG LOWS 1411 SEVILLE LEZL 112 SHANNON EI}ӤNN 47 SIGONELLA LICZ STUTTGART EDDS 1300 TARBES LFBT 1260 TEESIDE EGNV 120 TENERIFE GCXO 2073 TENERIFE-S GCTS 210 TORINO-CAS LIMF 989 TORREJON LETO 499 TOULOUSE-B LFBO 499 VALENCIA LEVC 226 VENICE-TES LIPZ 7 VIENNA LOWW 600 WOODFORD EGCD 298 WRIEZEN ETNZ WUNSTORF ETNW ZURICH } /J LSZH 1416 AIRPORTS OF AMERICA SORTED BY NAME (FOR A320 AIRBUS II) PLACE ICOA-CODE TRANSPONDANT ======================================== LAS VEGAS, EW KLAS 2177 LOS ANGELES 126 MONTERY 254 OAKLAND KOAK 6 SAN DIEGO KSAN 14 SAN FRANSISCO 11 BALTIMORE KBWI 146 NEWARK, NJ KEWR 18 WASHINGTON DCA 16 WUNSTORF ETNW ZURICH ϝ03pY[I've just finished AlienBreed3D with no Cheats and here are my level codes for anyone who's stuck; maybe I might have more ammo or Health on the level your stuck on?.....Enjoy..... LEVEL 1) THE GATE KLLKFFFFNFFNFFFF LEVEL 2) STORAGE BAY IOONEMFNFFFFFFFF LEVEL 3) THE SEWER GCGGACELLPEPFFFF LEVEL 4) COURTYARD KPKOAKOONNNNFFFF LEVEL 5) SYSTEM PURGE PLKKIEPOGAEHNNNN LEVEL 6) THE MINES POKKMNPOJOPNFHPN LEVEL 7) THE FURNACE KIIEJGOLHAOJNHFg\-F LEVEL 8) TEST ARENA GAMMA PPKKJOOLOPOFJBFN LEVEL 9) SURFACE ZONE LLKODFOKBMHKBCFM LEVEL 10) TRAINING AREA LOKOGNLPMCHGJLME LEVEL 11) ADMIN BLOCK HCIGHCKPAPMJMDGJ LEVEL 12) THE PIT LPKOCOKLBGOJMCPB LEVEL 13) STRATA OLKOKFLLMCHDCCHH LEVEL 14) REACTOR ZONE OOKOLIPLEBEBDAGF LEVEL 15) COOLING TOWER LKKOPHPPIPOJNEEN LEVEL 16) COMMAND CENTRE MNCGKKPPFFFFFFFF JGOLHAOJNHF v04p ALIEN FISH FINGER LOADING "ALIEN FF" From floppy disk: Insert disk into your internal disk drive df0:. Reboot the Amiga. The game shouled wofinal chance of survival. If they don't succeed the Earth is doomed. 'Lt Finger' gathers his men. He stands tall and pauses to look at all of his comrades, one by one, before saying "They've killed our families, they've destroyed our world, and they've destroyed our home. Now we will do the same to theirs!.ZX........ PLAYING THE GAME You play the role of 'Lt Frank Finger'. You will be given the task of completing a series of missions on the alien planet surface. Your only guide is from Head-Quarters, in touch with them by micro-radio. They will brief you on your mission and progres On successfully completing a mission, return back to your Space-Ship. To take off, jump into the cockpit and sit down. The door should close, and the sjip shouled take off. On the status bar, at the ?top of the screen, are the following things:- ENERGY METRE: Each life you start with, you are given 5 energy squares. Every time you get hit you will lose one. When you have lost all 5 you will loose a life. More energy final chance of survival. If they don't succeed the Earth is doomed. 'Lt Finger' gathers his men. He stands tall and pauses to look at all of his comrades, one by one, before saying "They've killed our families, they've destroyed our world, and they've destroye Fd our home. Now we will do the same to theirs!......... PLAYING THE GAME You play the role of 'Lt Frank Finger'. You will be given the task of completing a series of missions on the alien planet surface. Your only guide is from Head-Quarters, in touch with them by micro-radio. They will brief you on your mission and progres On successfully completing a mission, return back to your Space-Ship. To take off, jump into the cockpit and sit down. The door should close, and the sjip shouled take off. On the status bar, at the top of the screen, are the following things:- ENERGY METRE: Each life you start with, you are given 5 energy squares. Every time you get hit you will lose one. When you have lost all 5 you will loose a life. More energy e high score table. Type in your name if successful. Every time you lose a life, your dead body will remain in the game. So every time you play a new game of 'AFF' you will see where you died. The bodies will alsc*o be saved to disk along with your high scores. The dead bodies and high-scores can be cleare CONTROLS: < > =Run Left or Right /\ =Jump \/ =Duck / \ =Duck and lower gun FIRE =Fire Weapon Hold down fire button for 1 second to throw a grenade. Left Mouse button to Quit. GENERAL TIPS: Some levels require you to complete a mission before you can go on to the next, so read each mission briefing carefully before starting. Take your time when running around. Steep drops hgqYcan hurt 'FRANK', so take your time when running down hills or jumping from cliffs. Use grenades when ever possible, as there are plenty to go around. Grenades can be bounced of walls, so getting the angle right could kill some aliens out of reach of your normal line of fire. By jumping and then throwing a grenade we high score table. Type in your name if successful. Every time you lose a life, your dead body will remain in the game. So every time you play a new game of 'AFF' yF~beou will see where you died. The bodies will also be saved to disk along with your high scores. The dead bodies and high-scores can be cleare CONTROLS: < > =Run Left or Right /\ =Jump \/ =Duck / \ =Duck and lower gun FIRE =Fire Weapon Hold down fire button for 1 second to throw a grenade. Left Mouse button to Quit. GENERAL TIPS: Some levels require you to complete a mission before you can go on to the next, so read each mission briefing carefully before starting. T T;ake your time when running around. Steep drops can hurt 'FRANK', so take your time when running down hills or jumping from cliffs. Use grenades when ever possible, as there are plenty to go around. Grenades can be bounced of walls, so getting the angle right could kill some aliens out of reach of your normal line of fire. 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After each session of playing the game, it was saved and reloaded in the next time, to continue it. It took quite a time to play the game, but it was fun, and probably the only game  xthat I have ever played from start to end. This is not a complete walk through for the game, nope! if you want to do one then do so ;) It was bad enough playing it and solving the many puzzles within the game. Some were simple to say the least, others, not so much difficult, but confusing first time round, but it all added to the fun of the game. So this text just tells you a little bit about the puzzles, but mainly, what objects are used for etc.. Hope this is of help to you all :) QNˡ It is a good idea to chat to everyone in the game, as they can offer you hints or even give you objects for a price :) Usually Gems that you collect. You can get gems by opening chests, and rewarded for killing the enemies etc.. like robots and stuff. I used the LSD trainer on the game so I did not have to keep restarting levels. I just wanted to play it and make sure it was 100%, or at least could be completed, please bear this in mind :), So this is how I completed the game a SECOUBND TIME :) NOTE. ===== It is better if you search each house, as there maybe chests in them with Gems or Bombs etc.. SHARMA CITY ^^^^^^^^^^^ This is where you start you know :) In bed asleep. Ok once you wake up, leave the house and go left. First you meet Tytan who tells you to remember him on your journey etc.. Keepgoing left. When yer get to the edge of the screen, go up. You will then meet Sammy, who tells.O you that there maybe a sword nearby but as he is a kid, he would not know. Go into the house where yer met Sammy. In there, is a chest, in the chest, there is a KEY. To the right of Sammy is a maze and some geezer tells you to look in the chests, as you may find something. From him, go straight up. You enter a courtyard. In there you will see a Block of ice. If you look at it, he tells you it has an object in it, but cant see what it is. Go up you will find a chest, in that is a GEMG]\[ZYXWVUTSRQPONMLKJIHGFEDCBA@?>=<;:9876543210/.-,+*)('&%$#"! 106p@ $VER: CatComp_Documentation 40.4 (12.8.93) ========================================== CatComp is a program to handle the creation and maintenance of the message catalogs used by locale.library. Message catalogs are IFF files read by locale.library that contain all the text strings used by an application. By providing several of these catalog files, an application can use locale.library and transparently adapt itself to the user's preferred langua3ge. CatComp reads and processes two kinds of input files, and produces five types of output files. The first kind of file read by CatComp is a catalog description file. That file describes all the strings used by an application. There is one such file per localized application. In this file, you assign numbers to all the application strings as well as specify their minimum and maximum lengths. The second kind of file read by CatComp is a catalog translation file. That file contain\s all strings from the application translated to one language. There is one catalog translation file per language supported by a localized application. CatComp can produce several different kinds of output files. The first is an IFF catalog. These are regular IFF files. There is one catalog produced for every catalog text file successfully processed. Catalogs are read directly by locale.library whenever the OpenCatalog() call is made. The second type of file output by CatComp is anp empty translation file. This is useful when starting a translation. It lets CatComp convert a catalog description file into a ready to fill-in translation file. The third and fourth type of files output by CatComp are C and Assembly language programming source files. These are used by application writers to convert catalog description files into source files that can be directly used in their applications. The fifth and sixth type of files output by CatComp are Modula-2 language dOefinition and implementation source files, which are used by programmers in much the same way C and Assembly files are used. Finally, the last type of file output by CatComp is an AmigaDOS load file. These load files are used by application writers to include a set of strings directly inside an application. This is normally used to encode the default strings that an application uses when there are no external catalogs available. Invoking CatComp ---------------- CatComp can only R8by run from the Shell under Kickstart V37 or beyond. Its template is: DESCRIPTOR/A,TRANSLATION,CATALOG/K,CTFILE/K,CFILE/K,ASMFILE/K,M2FILE/K, OBJFILE/K,SYMBOLS/M/K,VB=VERBOSITY/N/K,NOOPTIM/S,NONUMBERS/S,NOSTRINGS/S, NOARRAY/S,NOBLOCK/S,NOCODE/S DESCRIPTOR/A Specifies the name of a catalog description file. Typically, the file extension for catalog description files is .cd TRANSLATION Specifies the name of a catalog translation file. Typically, the file extension 72&for catalog translation files is .ct CATALOG/K Specifies the name of the IFF catalog file to produce. When this option is specified, a translation file must have been given in the previous argument. CTFILE/K Specifies the name of the blank catalog translation file to produce. This option only requires a catalog descriptor file be provided, there is no need for a translation file. CFILE/K Specifies the name of the C-language source file header to produce. This - option only requires a catalog descriptor file be provided, there is no need for a translation file. ASMFILE/K Specifies the name of the Assembly-language source file header to produce. This option only requires a catalog descriptor file be provided, there is no need for a translation file. N2FILE/K Specifies the _base_ name of the Modula-2 source files to produce. Two files are actually generated. The first file has the base name with the extension .def, the sec  Qgqond has the extension .mod added. OBJFILE/K Specifies the name of the AmigaDOS binary object file to produce. This option only requires a catalog descriptor file be provided, there is no need for a translation file. SYMBOLS/M/K Specifies any number of symbols that are used to determine which section of the available strings get included within generated C, Assembly, and object files. VERBOSITY/N/K Specifies the amount of information CatComp should output while  !4% doing some processing. The lower this number, the less CatComp will output messages. Not providing this option causes CatComp to output every message it could. NOOPTIM/S When generating a catalog file, CatComp normally skips strings that are identical in the catalog descriptor file and in the catalog translation file and does not include them in the generated catalog file. This option disables this optimization. NONUMBERS/S This option is only useful when generate "k C or Assembly-language header files. It prevents the generation of the CATCOMP_NUMBERS section within the header file. NOSTRINGS/S This option is only useful when generate C or Assembly-language header files. It prevents the generation of the CATCOMP_STRINGS section within the header file. NOARRAY/S This option is only useful when generate C or Assembly-language header files. It prevents the generation of the CATCOMP_ARRAY section within the header file. NOB #XLOCK/S This option is only useful when generate C or Assembly-language header files. It prevents the generation of the CATCOMP_BLOCK section within the header file. NOCODE/S This option is only useful when generate C or Assembly-language header files. It prevents the generation of the CATCOMP_CODE section within the header file. Catalog Description Files ------------------------- Catalog description files completely describe the strings used by an application. The f $Dormat for these files is basically a series of two line entries separated by an arbitrary number of comment lines. The EBNF (Extended Backus Naur Formalism) specification for catalog description files is: {# command} {; comment line} "(" [string id] "/" [min string len] "/" [max string len] ")" [string] The first line indicates special commands that provide control over the generation of C, Assembly, and object files. See the section on C and Assembly source files bel%Tcow for further information. is the symbolic name of the string. Following the name comes three optional numbers enclosed in parenthesis and separated with slashes. The first number specifies the string's ID value. This is the ID value used to request this string when using the GetCatalogStr() call in locale.library. The second number specifies the minimum length for the string, while the third number specifies the maximum string length. The next line of an entry conta& ins the actual string. Within the catalog description file, the strings are the same as the default strings built into the application. The strings can use standard C-language backslash ("\") escape sequences. If a string ends with a backslash character, this means that the next line in the file should be considered a continuation of the current line. Finally, any string entry can be separated from other entries by comment lines. Comment lines start with a semicolon. There can be an'py number of comment lines between two entries. It is not allowed to put comment lines between the two lines of a same entry. Here's an example of two strings in a catalog description file: MSG_HELLO (0/4/50) This is a test string for the world to see ; MSG_BYE (1/14/47) This is another test string The first string is called MSG_HELLO, has 0 as ID value, can be as short as 4 characters and as long as 50. The string actually associated with the name follows on the next line. Then co(rmes a comment line. Following that is the definition of the second string called BYE_WORLD_STR that has 1 as ID value, can be as short as 14 characters and as long as 47. As mentioned above, all three numbers in an entry are optional. If the string id number is not specified, then the same id as the previous string in the file plus one is used. If the first string defined has no id value, the starting id value is 0. If the minimum string length is not specified, it is assumed to be ):0. And finally, if the maximum string length is not specified, it is assumed to be unlimited. All three numbers can be provided in hexadecimal by preceeding themby a $. For string IDs, it is also possible to specify a relative value. That is, by providing an ID value of "+1", you are telling CatComp to add one to the ID number this string was going to receive. This is useful over the course of evolution of a program, when certain strings need to be removed. An example would be: MSG*A_HELLO (0/4/50) This is a test string for the world to see ; MSG_BYE (+1/14/47) This is another test string ; MSG_WELCOME (//) This is still a test string! In this case, MSG_HELLO would have the value 0, MSG_BYE the value 2, and MSG_WELCOME the value 3. A note on style here. It is relatively important to choose descriptive symbolic names for the strings. These names will be viewed by the translators and should be as meaningful as possible. The following conventions are suggested: + - List all names in capital letters. This will make it clear they are constants as this is the convention used in all Amiga include files. - Prefix each name with the string MSG_. This will make it clear to the programmer that a given constant is in fact a string ID value. - Append the string _GAD to strings that are used for gadget labels. - Append the string _MENU to strings that are used for menu titles. For example, MSG_EDIT_MENU. - Expand the path leadi,5Kng to a menu item when specifying strings that are used for menu items. For example, for the Cut item in the Edit menu would be written as MSG_EDIT_CUT. Catalog Translation Files ------------------------- Catalog translation files contain all the strings of an application translated to a different language than the default. The files look very similar to catalog description files, except they do not include the string id, minimum string length and maximum string length spe-cifications. The EBNF specification for catalog translation files is: {# command} {; comment line} [string] The first line indicates special commands that describe attributes of the catalog file. There are currently five supported commands. "version" lets you specify a 2.0-style version string for the catalog. "language" lets you list the language that this catalog is in. This string should itself be in the given language and not in English. "codeset" lets you specify.;l which code set this catalog requires. This value should currently always be 0. "rcsid" lets you specify a version string using the standard RCS method. That way, versions of catalogs can get updated automatically by RCS. The format for the rcsid command is: ## rcsid $Date: 93/08/12 16:37:57 $ $Revision: 39.8 $ For example: ## rcsid $Date: 93/08/12 16:37:57 $ $Revision: 39.8 $ The last command supported is "name" which can be used in conjunction with the "rcsid" command to sp/y7ecify the name component of a 2.0 version string. That is: ## rcsid $Date: 93/08/12 16:37:57 $ $Revision: 39.8 $ ## name myprogram.catalog The above will embed "$VER: myprogram.catalog 39.1 (31.7.92)" inside of the message catalog. Another example: ## version $VER: myprogram.catalog 39.1 (31.7.92) ## codeset 0 ## language francais ; MSG_HELLO Ceci est une chaine test pour tre vue ; MSG_BYE Ceci est une autre chaine test The first three lines are command lines. The following line0 is a comment line as it starts with a semicolon. The following line you list the symbolic name of the string, and on the second line the translated string. If a string ends with a backslash character, this means that the next line in the file should be considered a continuation of the current line. The symbolic name is the same as the related entry in the catalog description file. CatComp uses this name to associate entries from translation files with entries in description files. 1It can then validate the strings in the translation files by ensuring they are of the correct length, etc. Escape Sequences Supported -------------------------- Regular C-language escape sequences can be specified in strings, along with a few additions: \a inserts an audible bell character (ASCII 7) \b inserts a backspace character (ASCII 8) \c inserts a control sequence introducer (ASCII 155) \e inserts an escape character (ASCII 27) \f inserts a formfeed c2]Oharacter (ASCII 12) \n inserts a newline character (ASCII 10) \r inserts a carriage return character (ASCII 13) \t inserts a tab character (ASCII 9) \v inserts a vertical tab character (ASCII 11) \xNN inserts NN, where NN specifies an ASCII code in hexadecimal \NNN inserts NNN, where NNN specifies an ASCII code in octal As well, when any string line within a description or translation file ends with a backslash ("\"), it means that the following line within3@ the file is to be considered a continuation of the current line. Formatted Output Commands ------------------------- CatComp parses strings for C-language formatting commands as used in the printf() function. It ensures that the number and type of such commands are the same in both the description file and the translation files. This guarantees that the application stack frame will not be misinterpreted due to incorrect translations of formatting commands. CatComp warns you if y4h]ou attempt to use any non-C formatting commands. The commands that CatComp does understand are: %b %c %d %e %E %f %g %G %i %o %p %s %u %x %X %N %T CatComp also knows about the ordering formatting command supported by RawDoFmt() whenever locale.library runs in the system, or by locale's FormatString() routine. The ordering command lets you specify formatting commands within a formatting string in a different order than in the original string, while still accessin5![g the stack frame correctly. CatComp validates the ordering information and ensures argument types match. See the documentation locale.library/FormatString(). Specifying the argument position lets the order of the % commands within your strings without affecting how the program performs. Given a string in a catalog description file such as: MSG_AVAIL_MEM (//) FAST: %lU, GRAPHIC: %lU This string could be translated in French as: MSG_AVAIL_MEM (//) GRAPHIQUE: %2$lU, AUTRE %1$lU Us6eing the first string, the output of the program might look like: FAST: 1234, GRAPHIC: 5678 while the translation would output: GRAPHIQUE: 5678, AUTRE: 1234 Validation ---------- CatComp enforces the syntax of catalog description files and catalog translation files very strongly. It also ensures that the same number of C-language % command appear in both the description and the translation file. This guarantees the integrity of the application stack-frame when using translated s 78tring in printf() statements. Most errors detected by CatComp are fatal and cause the program to abort. Errors are reported to the console with a descriptive error message, a filename, and if needed a line and column number. Non-fatal errors (warnings) and also sent to the console, but they do not cause the program to abort. The printing of these warning messages can be suppressed using the VERBOSITY command-line option. Possible Errors --------------- Here is a list of the error!8;5ws and warnings that CatComp can produce, along with an explanation of what went wrong. Most errors indicate the file, line and column where the error occurred to help in solving the problem. Note that when using strings with the line continuation character ("\"), the line numbers printed will refer to the last line of the strings, even though the error may be in the first line. ERROR: string line for token not found A given token was not followed by a string ERROR: token n"9?qot found No token was found on a line in a catalog description file. Comment lines must start with ";", any other line must have a valid token definition on it. ERROR: '(' expected There was no number section after a token in a catalog description file. The number section must start with a (, followed by three optional numbers separated by slashes, and terminated by a ). ERROR: ')' expected There was no ) after a number section in a catalog description file. The num#:3Mber section must start with a (, followed by three optional numbers separated by slashes, and terminated by a ). ERROR: '/' expected There was no slash found within a number section after a token in a catalog description file. The number section must start with a (, followed by three optional numbers separated by slashes, and terminated by a ). So there must always be two slashes specified. ERROR: garbage characters after token There was no number section after a$;~3L+ token in a catalog description file, and garbage characters were found instead, The number section must start with a (, followed by three optional numbers separated by slashes, and terminated by a ). ERROR: is not a valid token A token in a catalog description file was composed of invalid characters. A token must start with a letter and can be followed by letters, numbers and underscores. ERROR: token not found A token specified in a catalog description% A string in a translation file is shorter than the minimum length specified in the description file. ERROR: string too long for token A string in a translation file is shorter than the minimum length specified in the description file. ERROR: negative value for minimum length The minimum string length specified for a token must be positive. ERROR: negative value for maximum leng&=tth The maximum string length specified for a token must be positive. ERROR: non-positive value for % ordering The position information for a % formatting command must be positive and greater than 1. ERROR: % ordering value too large The position information for a % formatting command is greater than the number of formatting commands provided ERROR: % size incorrect The size specifier for a % formatting command in a translation file does not match the size in the desc'>\Owription file. ERROR: % command does not match The type specifier for a % formatting command in a translation file does not match the size in the description file. ERROR: token defined multiple times A token was defined multiple times in either a description or a translation file. ERROR: id already used for token An attempt was made to reuse an ID value twice within a description file ERROR: no command found after '#' Command lines start with # a(?`nd are followed by a command. ERROR: is not a valid command after '#' A command specified after # is invalid. ERROR: is not a valid codeset value An incorrect codeset value was specified for a #codeset command. ERROR: is not a valid rcsid value A string in an incorrect format was specified for an #rcsid command. The format expected is ## rcsid $Date: 93/08/12 16:37:57 $ $Revision: 39.8 $ ERROR: couldn't write catalog An error occurred w)@Ehile writing the catalog file WARNING: is an unknown formatting command An unknown % formatting command was specified. CatComp knows only of C-language formatting commands, anything else will be flagged with this warning. WARNING: string for token matches string in descriptor A string within a translation file matches exactly the original string from the description file. This may mean that the string was not translated. CatComp will not bother putting the*A5j string in any generated catalog when this situation occurs, unless the NOOPTIM command-line option is specified WARNING: original string for token had a trailing ellipsis (...) The original string in the catalog descriptor file had a trailing ellipsis (such as "Open..."), but the translation did not. C, Assembly, and Modula-2 Source Files -------------------------------------- CatComp has the ability to output C, Assembly and Modula-2 language source file. This le+Bưts application programmers manipulate a single catalog description file and have source files generated for them automatically so they can include the strings in their programs. To generate these files, you need to give CatComp a descriptor file, and either a C, Assembly, or Modula-2 output file name using the CFILE/K, ASMFILE/K, and M2FILE/K command-line options. The resulting files will be standard C, Assembly, and/or Modula-2 source files that can be used from application code. ,Ca vBoth C and Assembly source files contain multiple sections. You can choose which sections of these files you want in your application by using standard conditional compilation symbol definitions. Here is a list of the various symbols and the type of data they hold: CATCOMP_NUMBERS Defining this symbol causes the name of each string to be defined with the value of its id, as listed in the catalog description file. So if the .cd file contains a string such as: MSG_HELLO-D$ĥ (141//) Hello then the C file generated would have #define MSG_HELLO 141 and for Assembly: MSG_HELLO EQU 141 CATCOMP_STRINGS Defining this symbol causes each string to be defined. Using the same example as above, you would get the following for C: MSG_HELLO_STR "Hello" and for Assembly: MSG_HELLO_STR: DC.B 'Hello',$00 CATCOMP_ARRAY Causes a table of the following structures to become available: struct CatCompArrayType .EqE { LONG cca_ID; STRPTR cca_Str; }; cca_ID contains the id value of a string, and cca_Str points to the string itself. By scanning this array, you can access all of the strings defined for the application. CATCOMP_BLOCK Causes a compact table of all the strings and their id values to be generated. The format is: 1 longword of string id 1 word of string length string ..etc... This type of table is difficult to pars/Fge in C, and generally better handled in Assembly. CATCOMP_CODE This causes the generation of source code for a function called GetString(). The function takes for argument an initialized LocaleInfo structure and a string number. It returns a string pointer. The LocaleInfo structure is: struct LocaleInfo { APTR li_LocaleBase; APTR li_Catalog; } li_LocaleBase should be initialized to the return value of OpenLibrary() of locale.libr0Gmary, or NULL if the library can't be opened. li_Catalog should be initialized to the result of OpenCatalog() of the application's catalog. This value can be NULL. Command-line options are available to disable the generation of specific sections of header files. These are NONUMBERS/S, NOSTRINGS/S, NOARRAY/S, NOBLOCK/S, and NOCODE/S. Special commands can be embedded in catalog description files to provide control over the generation of header files. These commands are introduced 1HxgШby a # symbol within the catalog description file. The supported commands are: #header

This lets you indicate the base name of the header files being produced. The base name is then used as the top of header files. For example: #header TEXTTABLE would cause the following to be added at the start of the C header file: #ifndef TEXTTABLE_H #define TEXTTABLE_H #array This lets you specify the base name of the arrays g2I`Y}enerated in the header files being produced. The default is "CatCompArray" #block This lets you specify the base name of the data block generated in the header files being produced. The default is "CatCompBlock" #arrayopts This lets you specify which compiler option should be used when generating arrays of data. The default is "static const". #function This lets you specify the name of the function that is gene3J0Prated. The default is "GetString" #prototype This lets you specify the function prototype to output in generated C header files. By default, no prototype is generated. For SAS/C, you can do something like: #prototype #include \n STRPTR __asm GetString(register __a0 struct LocaleInfo *li, register __d0 ULONG id); Note that the above three lines actually have to appear on a single line in a descr4K}viptor file. They are on separate lines here just so they fit within an 80 column display. The main purpose for generating a prototype is to allow interfacing to the code generated when using the OBJFILE option. The prototype lets you define in which registers the parameters are expected in by the object code. Since the register specification mechanism is compiler-dependant, CatComp can't generate a standard prototype that covers all cases, so it requires the explicit spec5Lification of what the generated prototype should be. This command is also used when generating Modula-2 source files. It specifies the function definition used when generating a .def file. #m2prolog This is used when generating Modula-2 .mod files. It preceeds the M2 code that is generated. You can put IMPORT statements and the function definition in this command. #m2epilog This is used when generating Modula-2 .mod files. It follows the M2 code that is generat6MJFed. This is normally used to include the END line after the generated code sequence. #ifdef Causes CatComp to enclose the following identifiers within a conditional compilation block. #endif Causes CatComp to terminate the current conditional compilation block. #lengthbytes Causes CatComp to precede every following strings with 'n' bytes of length information. The default number of bytes is 0. The loc7Nnale.library/GetCatalogStr() function will then return a pointer to the length bytes, followed by the actual string. The length indicated does NOT include the length bytes themselves. Object Files ------------ CatComp is capable of generating linkable Amiga load files directly. These load files contain all the strings for an application, and a very small and fast routine to return a string pointer given a string id value. The OBJFILE/K option takes the name of an Amiga load fi8Ole to generate. This file can then be linked directly with an application. A single function is available within this load file. It is the Assembly version of the GetString() function described in the previous section. Sample Use ---------- This section presents sample uses of CatComp with example command-lines. Assume you have a catalog description file for an application called "app.cd". To test if this file is a valid .cd file, type: CatComp app.cd and CatComp will respo9Pi?nd with either some error messages, or with a message saying that 'app.cd' is a valid descriptor file. To do a translation of a .cd file, you need a .ct file. Such a file can be generated by doing: CatComp app.cd CTFILE app.ct This will create a blank translation file called app.ct. You can then load app.ct in a standard text editor and proceed to translate the strings it contains. Once a .ct file is done being translated, it must be converted in an IFF catalog file. This is d:QCdgone by doing: CatComp app.cd app.ct CATALOG app.catalog This will create a file called app.catalog. See the accompanying HelloWorld program for a complete example of a localized program using the efficient CATCOMP_CODE approach. Revision Information -------------------- CatComp 38.2 - Initial release CatComp 38.7 - No longer complains that %N and %T are unknown formatting commands (for support of BCPL strings) - Added documentation of the # commands for .cd and ;R.ct files - Added new .cd file command: #header. Lets you specify the base name of the header file being generated. The name is used in the #ifdef statements at the start of generated C and Assembly header files. CatComp 38.8 - Added new .cd file command: #lengthbytes. Lets you specify the number of length bytes to put in front of strings in locale catalogs. The default number of bytes is 0. See doc file for more info. This is needed for Installer localizat<S5ion. CatComp 38.9 - Now puts an #ifndef around the #include statements in the generated C header files to avoid nested includes CatComp 38.10 - Fixed bug with not initializing a variable on the stack upon startup. Worked fine under WShell since it allocates the stack as MEMF_CLEAR, failed under AmigaShell. - Fixed bug with processing translation files with empty strings in them CatComp 38.11 - Now supports multi-line strings using standard C line continuati=T*+on notation (\ at EOL) CatComp 38.15 - Fixed assembly source file output. It was including an extraneous character at the start of the header files CatComp 38.16 - Now reports a warning when an original string contains a trailing ... and a translated one doesn't. Output of the warning can be controlled by the VERBOSITY command-line option CatComp 38.17 - Added NOOPTIM command-line option to disable string optimization. This is needed in certain cases. >UVXw CatComp 38.18 - Typecast strings to (STRPTR) in the generated C headers in order to keep folks compiling with strict ANSI and signed characters happy. CatComp 38.19 - Added the #array command that can be specified in .cd files. This is in support of multi-catalog applications (specifically for AppShell). See CatComp.doc for details. CatComp 38.20 - Fixed incorrect handling of return value for calls to StrToLong(). This problem showed up with the latest DOS?VGM. CatComp 38.21 - Fixed another problem with the new behavior of StrToLong() CatComp 38.22 - The string ID, min length and max length values specified in .cd files can now be in hex, by putting a $ in front of them. - A string ID can now be specified as relative to the previous strings ID by putting a + in front of the number. So +1 as a string ID means to add one of the string ID. This is useful when deleting obsolete strings CatComp 38.23 - Two new comman@Wds can now be specified in a .ct file: ##rcsid Lets you embed an RCS-style version string. As the catalog is processed, the version string is converted to an AmigaDOS-style version string and inserted into the generated catalog. This eliminates the need to update version strings in catalogs by hand, since RCS can now do it for you. All the V39 catalog files have been updated to use this new feature. ##name Lets you specify the name component of a vAX~=ihgfedcba`_R#07p^`y Chewy Teil 1 Chewy ist neben Nachwuchs-Magier Simon, Sam & Max, Indiana Jones und Woodruff der neue Star im Adventure-Gewerbe. Wir prsentieren Ihnen hier den ersten Teil der Lsung dieses Blue Byte-Hits, den wir Ihnen im Review in dieser Ausgabe ausfhrlich vorstellen. Wie immer gilt: Lassen Sie Chewy mit allen Personen und Figuren reden, die ihm bei seinen Abenteuern ber den Weg laufen.Flucht vom Planeten F5 Nach dem Intro befindet sich Chewy in einer Gefn^a}Igniszelle auf dem Planeten F5. Er schnappt sich den grnen Schleim, klaut dem Skelett das Monokel und ein Notizbuch und entfernt das Kissen vom Bett. Wenn Chewy nun im Inventory das Monokel auf das Buch anwendet, bekommt er die Lsung fr das erste Puzzle frei Haus geliefert. Nach kurzer Zeit taucht aus einer Klappe an der Wand ein Kontrollauge auf, das man mit dem Schleim bewirft. Der anschlieend erscheinende Nahrungsschlauch wird mit dem Kissen auer Gefecht ^b ;gesetzt. Dadurch kommt es zu einem technischen Defekt, der die Bork- Wachposten aufmerksam macht. Sobald zwei Exemplare dieser Gattung die Zelle betreten haben, flchtet Chewy in einer Cut-Scene automatisch aus dem Raum und schliet die Tr. Er nimmt das Kabel, luft nach links und verbindet seine neue Errungenschaft mit dem Gitter, auf dem ein weiterer Bork steht. Durch den Kontakt des Kabels mit einer Wasserlache wird das Scheusal im eigenen Saft gegrillt. Da ^cO7das Bodengitter nun unter Strom steht, mu sich Chewy eine Lsung einfallen lassen, um unbehelligt auf die andere Seite zu kommen. Er luft nach rechts zurck in den vorherigen Raum und nimmt die Key Card aus dem Kartenschlitz der Zellentr sowie den klebrigen Spinat vom Boden mit. Nach rechts befindet sich ein weiterer Raum, in dem eine schwebende Sonde Wache schiebt. Legt man die Key Card in den Kartenschlitz ein, kann man diese kontrollieren. Mit dem linken S^dyymbol lt sich das Gebilde zu einem Landeanflug berreden. Chewy wird von einer Greifhand aufgenommen und schwebt an der Sonde nach links. Im nchsten Raum pappt er den Spinat an seine Fe. Sobald er im Raum mit dem unter Strom stehenden Bodengitter angelangt ist, springt er SOFORT an das Rohr, das von der Decke herunterhngt. Dank des Spinats tappt er kopfber an der Decke entlang. Nach der unsanften Landung schiebt er die Key Card in den nchsten Kartenschl^e$itz des Terminals, drckt den roten Knopf und kann die zuvor verschlossene Tr passieren. Vergessen Sie nicht, die Key Card wieder mitzunehmen! Der Boca Bola-Automat weckt Chewys Neugier: Als er an der Maschine Hand anlegt, spielt diese verrckt. Da kommt das "DEFEKT!"-Schild wie gerufen, das auf der rechten Seite herumhngt. Man nimmt es einfach ab und befestigt es am Getrnke-Automaten. Das herrenlose Stahlseil wird hingegen vorsorglich im Inventory verstaut. ^fMit der Key Card im entsprechenden Kartenschlitz gelangt man durch die mittlere der drei Tren. Chewy findet dahinter einen Hebel, den er natrlich umgehend bettigt. Auf dem Monitor kann er eine Folter-Szene beobachten und kommentiert diese entsprechend. Um in den nchsten Raum zu kommen, mu er eine bewachte Holztr berwinden. Er schnappt sich zunchst den Gips-Eimer und verbindet das Stahlseil mit den beiden Haken zu beiden Seiten der Tr - daraus ergibt sich ^g zKeine erstklassige Stolperfalle. Wenn er nun die Klingel bettigt und sich hinter dem Mauervorsprung versteckt, wird die heraustretende Wache noch nicht abgelenkt. Wird die Aktion wiederholt, lt sich Chewy blicken und bekommt einen Hamburger nachgeworfen, den er natrlich einsackt. Beim dritten Mal wird der aufsichthabende Bork Opfer der Stolperfalle und strt nicht mehr. Chewy luft durch die Tr und entdeckt die Folterkammer, in der ein "Schreiender Nimoyaner^ h" an einer komplizierten Maschinerie maltrtiert wird. Drckt man den roten Knopf, wird zumindest die wildgewordene Apparatur gestoppt und Chewy kann sich mit dem Opfer unterhalten. Den Inhalt des Gips- Eimers wirft man in Richtung des Nimoyaners, wodurch man eine erstklassige Gipsmaske erhlt. Die Zange auf dem Fuboden wird mitgenommen. Nach einem weiteren Dialog erfhrt Chewy, da sich der Ausgang hinter einem losen Stein befindet. Mit Hilfe der Zange hebel^ i)Kt man diese Bodenplatte aus (zuvor an den unteren Bildschirmrand laufen). Auch das nchste Gitter wird in Kooperation mit der Zange entfernt. Auf dem Flur entdeckt Chewy ein sogenanntes Surimy, das sich allerdings verdnnisiert, sobald sich unser kleiner Freund nhert. Den "DeePaint"-Farbtopf greift sich Chewy und marschiert nach rechts. Das Surimy hat sich in einer Mauerspalte versteckt und kann mit dem Hamburger erwischt werden. Im nchsten Raum sollte man nic^ =\,Aht versumen, den Schalter zu bettigen (wozu der Text "PUSH THIS" ja geradezu auffordert) - die Quittung folgt postwendend, und zwar in Form eines herabfallenden, tonnenschweren Gewichts. Da sich Schritte nhern, versteckt sich Chewy hinter einer Kiste und beobachtet einen herumspionierenden Bork, der allerdings nicht auf diese Falle hereinfllt. 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GP"$ApO g jfb%D/.HjNA.7b3P%H@*MNHj6N(RjT/ yHh*NP yRh(NtI6O`0/N0H @$HBjX`0H @"HBiJg /NhXJBl//N8P/.NX/.NhX/.N/.Nh$ Pgg / NX LN^NuH| Z N <f|      | \    dfr . 8ԁ Nt"FONTS:  9"o oJfNu o /`RJf//NPNu op`RJfNu"o o`Jfp`g!lp`pNu o/ ` f `RfpNuH0&/ //N @S HX` f `SlpL Nu/$/Hx//N PfHx:/N Pf`R$ $NuEH ,yL NL@. 9ʭNu/,y"/N,_NuH0,yLNL@ NuH ,yL NL@Nu/,y"/N,_NuH ,yL NL@NuH ,yL NL@Nu/,y"/N,_Nu/,yN|,_Nu/,y"/Nj,_Nu/,y"/Nd,_Nu/,y"/N.,_Nu  6Rl/,yN|,_Nu/,yNv,_Nu/,yLN:,_Nu/,y"o / N.,_Nu/,yLN ,_Nu$<T/,y . Tq oN,_Nu/,y "oN,_Nu/,y "oN ,_Nu,HnHnN Pf`Tt/HyNL-@Pf`8/.N-@t//NL-@O gHx/N-@PgHxHn/.N0t BO fp0. fp0.,B/N *Pgh///.N0O fD gHnHnN8P`BDtBC`$0C.H GHpXHnNưDPo84RC0.CbJBm/.N&/N0B.H GHpXN(. GP"$ApO g jfb%D/.HjNA:;sUp; . Beim nchsten Mal wird der Bork geplttet, und Chewy kann diesen "grnen Teppich" mitgehen lassen. Der folgende Raum enthlt drei Tren, die sich aber mit der Key Card nicht ffnen lassen. Deshalb bentzt man das Krtchen mit dem Kartenschlitz des Terminals im Vordergrund und legt anschlieend den flachen Bork auf den Scanner. Wenn man sich nun mit dem Terminal "unterhlt" und die Prioritt ndern lt, erhlt man postwendend eine "goldene Key Card", die mit s^ ?qmmtlichen Tren auf F5 funktioniert! Zunchst setzt man das Plastikteil mit dem Kartenschlitz der rechten Tr ein und gelangt in einen Raum, in dem momentan ein Bork Experimente mit einem Transformer durchfhrt. Sobald der Bork verschwindet, schnappt man sich seinen Talisman, den er dummerweise liegen lt. Den Glcksbringer legt man in die rechte Transformer-Rhre und wartet ab, bis der grne Auerirdische zurckkommt. Sobald dieser auf den Talisman zusprintet,^@[ flitzt Chewy zum Terminal und bentzt dieses, woraufhin er sich in einen Pseudo-Bork verwandelt. Als er den Raum wieder verlt, wird er von einem anderen Bork in die Mllanlage abkommandiert (mittlere der drei Tren im Gang). Dort redet man mit dem Mll-Bork, der sich aufgrund der Wachablsung verdnnisiert. Jetzt kann sich Chewy automatisch in sich selbst zurckverwandeln. An der Computeranlage drckt er so lange auf den Knopf, bis sein geliebtes Raumschiff ^n erscheint; den Hebel sollte man lieber nicht bettigen. Chewy hopst auf das Frderband und wird in den Mllraum transportiert. Dort untersucht er den Schleim und erhlt eine Sicherung. Im Schrott entdeckt man eine Original Bork-Waffe. Wenn er mit dem Eremit auf der linken Seite redet, wird er feststellen, da er diesen nicht versteht. Da hilft nur ein Translator, den er im demolierten Gleiter findet und natrlich sofort mit dem Einsiedler benutzt. Der versprichtAB͜B'25pA'=` PRAWO KRWI ( ECS ) password --------------------------- level 2 ZSYPKA. 3 only play the game !!! 4 INATAG 5 RYCERZ 6 only play the game !!! done by DRACS of BAD KARMA.  X20pCD fUTSRQPONMLKJIHGFED"M26pCE5 Prisoner of Ice Complete Walkthru Please keep in mind that talk to everyone you can until you covered all the topics. 1. Submarine Victoria Talk to Captain Lloyd. After the animation, Ryan will follow Lloyd to the hold. After Captain captured by the monster., get the extinguisher. Use it to the fire. Back to the bridge. Look at the drawer at the left. Take all the things inside. Then go to the sleeping quarters. Pick up the hatchet beside the door, and the St. ChristoCF)>Npher's medal on the table. Then talk to Wayne. After Wayne left, use medal on Hamsun. You will hyponsis him. Then use tape-recorder on him. Befroe go back to the bridge, pick up the life-jacket and crampons from the other bunk. When you back the bridge, the monster will appear use the tape-recorder on Ryan, the monster will be destroyed. Talk to Driscoll, he will give you a walkie-talkie. Use the code book on the radio. Then go to the engine room for the freguency. CGB When entering the engine room. You find Stanley is lie on the floor. Use the switch, use the walkie-talkie on Ryan. Stanley will be freed. Talk to Stanley until Ryan get the frequency. Before Ryan go back to the bridge, pick up a adjustable spanner under the engine. Use the radio, Ryan can send SOS now. Go to the hold. Use Crampons on Ryan. Use key on the chest beside the cell door. Ryan will get a flare pistol. Back to the bridge, use spanner on the metal CHk|F(wheel at the broken door, Ryan will get a drining wheel. Use hatchet on electrical box. The cables are broken. Use the switches to re-direct the electricity to unbroken cable. It is easy. After Ryan finished, go to torpedo room. In torpedo rom, pick up a distress flare. Use the drining wheel on the hole at he right hand side. Then use the metal wheel. The water will go away. Open the torpedo launcher tube, and then open the torpedo tube No. 26. Use walkie-talkie on RCI:yan. Driscoll will send Ryan to the surface. 2. Edward Base at Falkland Islands After the animation, pick up cigerattes and the ID file on the table beside the door. Open the left drawer. There is a sheet of paper contains the safe code (write it down!). wait until Quincy get Ryan duty roster. Go out. After the guard left, pick up the film from the table. Go to the briefing room. Talk to Mc Lagen. Then give him the cigerattes, he will willing to screen the film to for RyaCJMkn. Give him the film. Watch the film. Before Ryan leave the room, search the central bookshelf carefully, Ryan will find an individual white book, the second part of safe munber is inside the book. Write it down. Then go to the communication room. Talk to Shew, Ryan will get a message. Then use Ryan's file on the kettle, Ryan will get a photo. Then goto Sears' office.use the painting behind Sear's table. Use the two set of number to open the safe. Pick up all the things inside.CKL Now look at the table. Use photo and rubber stamp on the paper, Ryan get a pass. Use the lift to go to the Basement. First go to the central room. Pick up a tin from the shelf. Then go to the door at the right. Talk to Miss Trend to make a appointment. Go to see doctor. Tell him Ryan have stomach problem, show him the tin. (I never try the other two, you can try it.) When the doctor go out for drugs, pick up the assembling manual from doctor's table. Now go to the door aCL?ٸt the left. Give The manual to Finnlayson, then enter the room. Finnlayson won't let you go to the file room. Pick up the extinguisher, and then pick up the cigeratte. Use the cigeratte on the bin, then go to the dark corner beside the wooden shelf. After the guards left, use extinguisher on the burning bin. Then go to the file room. Only one drawer can be open, look at it and then left. Sears will request Ryan back to Victoria. On Victoria, pick up the C M⃷cable. Use it on the bar. Then walk to the right. Open the floor chest, pick up all the things inside. Combin two pieces of metal, Ryan will get a marine key. Use it to open the bridge. Go to sleeping quarters. Pick up the paper in the wardrobe. Go back the bridge. (Note: There is a time limit, so do it fast!) The prisoner will appear. Use the keyon the buttom beside the periscope. Use the key on the lock. Then use the ladder to leave the bridge. After a loC N"ng animation, Quincy is eaten by the prisoner. Now go to doctor's surgery. Pick up a needle on the table. Then go to Sears' office. Use the needle on the south-pole map. a hiding place appear. Get everything inside. Go back to the infirmary. Use the stone on Ryan. The prisoner will be killed. Pick up the file on the floor. 3. Library at Buenos Aires Talk to Diane, then talk to Hernandez. Then is a long animation. After it, follow Diane to the library. Pick up the bC Oooks eside the door, and stick at the corner. Now search the bookshelf very carefully. Ryan can find there is "a book" at the central. Use that book, a secret passage will appear. At the second level, use the stick on the ladder, Ryan can go to next level. Third level. There is an empty space on the second-left bookshelf. Look at it. Put the books in following order: (left)Sophocles, (central)Shakespeare, (right)Goethe. After placed the books, a stair wC PgVill appear. Forth level. Walk to the right, there is a stair going to the top level. Fifth level. Use the right-most status, a hiding box will appear. get the key from the box. Use the key on the door and then go out. Walk to the right, click on the disc in the third status's hand. Then walk to the status of Jupiter, click on the disc again. 4. Nazi base Get the spoon from the table. Use it on the wall. Listen to Parker. Wait until C Qb%the Nazi officer give you pen, paper and go out. (quick move! there is a time limit) Pick up the stool. Use paper on the water basin. When the solider open the door, use stool on him. Search him and get the key. Use the key on th door. Use the table. Use stool on the table. Then use spoon to open ventilation grill. Climb to the right. Although there are two ways, but the outcome is the same!! Use the stalagime. It opens the stone gate. Pick up the objects. Then walk CRmito the right. Use the Amethyst on the right eye, the Ruby on the left eye. An alter open, go inside. (Remember, time is passing FAST!) Walk to the right Look at the mine cart. pick up the miner's bar. Use the bar on the stone. The stone break off and lava flow out. Use the bar on the lava. The bar will become hot. Use it on the cart's wheel. Use the mine cart to open the door. (One prisoner's ice is melting) Exit the mine. Use the bar on the propeller. Get out from CS3>Uthere through the propeller. The Nazi officer will summon a prisoner. Click on the grill, use the page on Ryan. Ryan will transmit to the future. 5. Future Pick up all objects on the floor. Use the computer terminal to see Ryan's father's message. Pick up the battery from the table. Use the sanner. Put the battery into the slit. Press the red buttom. The screen begins to show something. Then use Barrel, Butt and the Middle section on the screen. RyanCTSMԛ will get the weapon(F.N.D.). Use the F.N.D. on the rock in front of the cupboard. Open the cupboard, get everything inside. Use the solar disc on Ryan. Ryan will go back the Nazi base. 6. Last Chapter Use the page on Ryan again. Then talk to Diane. They will go away. Then Ryan will go back to the library. As soon as Ryan appear, use the F.N.D. on the gunner. Then Ryan will go to the Hall of the Sorcerer Norackmous. Pull the pull-ring. A steleCU=0 appear. Ryan needs re-arrange the stone. The order is: Air water fire ice cthulhu dragon Nyarlathotcp the prisoner After that a book will appear. Use the stone on the hollow. Use the sword on the two images. Pick up the book and then go out. Get on the boat. Sears will appear. Keep talking to him until the "Great old ones" appear. Choose that topic. After the animation, use sword on the rope behind Ryan.CO The lamp will fall and Ryan get killed. Use sword on the right-most mask. Then search for the flagstone. It is located at the bottom of the screen (with some stones exposed). Then go into the head. There will have a long the animation. When the bad guys shaking their hands, use sword on Ryan. Repeat until the Nazi officer knees down. Throw the book to the center stone. There are two endings, but the almost the same. Enjoy it! an.VHW˿JIHGFEDCBA@?>=<;:9876543210/.-,+*)('&%$#"! mlkjihgfedcba`_^]\[ZYXW[Y27pKVX6 Dave's Semi-Official Walkthrough Of Stonekeep
Since that neat scroll you have can hold just about anything in the known universe, don't pass up items...you never know when another skull or stone or something will come in handy. Second note: If you have trouble beating the game and have WWW access, try out my Universal Game Editor module for Stonekeep-you can give yourself up to 999 h.p. at any time, teleport anywhere in the dungeon, increase all the skills of aVYkll your party members, and even instantly recharge all your runecasters...or make them capable of storing even more power! Point your browser to http://www.ici.net/customers/overkill/overkill.htm and choose the "UGE Page" option to find it. Hey, it's free...why not? WARNING: I started off writing down EVERYTHING, but figured that'd get boring, so after I while, I started skipping a LOT of secret stuff. This walkthrough only contains the absolute essentials to beating the game (pVZgElus a few little bonuses you might not have caught before...) (Intro) Pick up just about everything you can find in the room. Always punch rubble piles and piles of bones to see if there's anything there. You should find a skull, a healing root, and a throwing stone. Exit through the door with rock in hand. Wait for the ant to pass by. You can throw the rock at the ant (and probably kill it), or punch it a few times to kill it. That's about as far as the walkthrough the game coV[(mes with takes you... Take your first left, and read the plaque at the end of the hall. Go into the guard room. You'll find a leather breastplate in there, plus, in the chest, you'll find a scroll, heal potion, five heal roots, and a dagger. Arm & armor yourself. Wander around until you find Thera again (the glowing ball). Note the lever on the wall. Pull it; it'll unlock the door, but DON'T go through yet! Push the handle back up again, then pull it down again. NowV\D, walk south to the wall, turn east, and walk to the end of the hall. Turn north and walk two squares north. Turn left, and search the wall for a hidden stone that wasn't there before. There's a lever; pull it. A secret door opens up just to your south and behind you. Go through it, and grab the three oil bombs. Look at the north wall to find another hidden brick; there's a Dagger of Penetration there. Equip it. It's actually one of the more powerful weapons in theV]pD$m game, believe it or not... There's also a throwing rock in the rubble (yaaay) NOW go through the exit door (where Thera is). You'll run into the Shadowking. No, he won't kill you now. After he does his monologue, go into the corridor and turn right, then follow the corridor around and take your first left. Go to the door on the right. Kick the Sharga's butt and take his sword, heal root, gold coin, and brass key. Exit and go north. Use the brass key on the lock. Go insV^ide, smash the barrels. Grab and equip the wooden shield. Exit and go north to the next room. Unlock the door. Smash the left barrel. Kill the two warrior ants that come out. Smash the right barrel and take the heal roots. Continue north. There'll be an alcove on your right. Smash the barrel in it to get three heal roots. Go to the intersection. Follow the corridor around to the left. Ignore the door you'll see to the south; you can't open it. Go around the square anV_+d take the passage that heads east. Go east until you see a passage south. Go through that door. You're in a four-door room (you can't get through the south door from either direction, by the way). Go through the west door. Kick the sharga's butt. I suggest you run past the Shagra to the north wall, or else he'll try to get a super heal root that's in a hidden brick there. If you block him from that, he'll go down faster, and you'll have a super heal root. On the tV `able is your journal...grab it. Then unlock the southdoor with the brass key and go south. Waste the five Shargas that come after you. Take their heal roots (I also collect swords from these guys, for no particular reason. I think at one point I had about sixty of them). Now, move to a square on the map that is 4 south and 1 east of the door you came through from the room with the journal. Face south and check the wall. You'll find a heal root. Now go north, then V aI6)east, and turn south again. Check the hidden brick and pull the lever. Go 2 west, one north, and face west. Go in the secret room and find a blue heal potion, a green agility gain potion, and a cure potion, plus another oil bomb. Now go south until you hear a fire crackling. Turn west and proceed to the fire. Search the fire twice (you'll take a few points of fire damage, but find two Firedaggers). Now dump one of your potions you don't mind losing on the fire toV bȰM put it out. Kill the Sharga that's beyond it, and search the chest to find another agility gain potion and a strength gain potion. Exit and turn right at the corridor. Go three south, six east, and then turn north. Kill the Shargas. Keep going north to the end of the hall. Go east one square, then turn north and go into the room. There are four barrels. Smash 'em all. In one, you'll find a drunk Sharga. This guy is hillarious; he's harmless, and keeps hiccuping. V c& Kill him if you want; it's hardly necessary. Behind another barrel is a hammer you can use as a weapon. Exit the room, go back to the corridor, and go east. At the square just east of the next passage north, check the north wall to find the hidden Health potion bottle. Then keep going east to the kitchen. Whack one of the sacks; ants will start attacking. You've got to waste six of 'em. When the last one dies, check its body to find a bronze key. Head back west; V djjc ignore the passage to the north. Go to the end of the hall, turn north, walk to the wall, and turn west again. Go west, and turn south at the first intersection. Unlock that door with the bronze key. Kill the two Sharga leaders (easier said than done; they're a lot tougher than the others). One has a steel key, and the other has the Orb of Afri. This orb is pretty useful; when you put it on the ground and wait a second, it projects a map of your surroundings, incVeluding moving dots for all live monsters, and also shows all secret rooms. Just don't lose it! Take the scroll from the bookcase. There's a hidden brick in the west wall with a super heal root, and a hidden brick with a lever on the south wall. When you pull the lever, a room opens up to your immediate west. In there is a chest with a heal potion, an agility gain potion, and a strength gain potion. Exit through the north door and follow the corridor to the left. OpVf^{en the first door on the right with the bronze key, and slay the Sharga. Then go north up the corridor. Note the dead Sharga. The west wall in the square where he is has a trap; throw skulls into the square to trigger it and fire two arrows. Do this three times, then it's out of ammo. Grab the arrows, and go north. Throw something at the Sharga. Two more will jump out to help him in a moment. Check the east wall for a hidden heal potion. Take the three scrolls frVg3|Xom the bookcase. Exit the room and go south, then west to the locked door. Unlock it, then go east, through the other door into the corridor. Go five south, three east, then two south and unlock the door with the brass key. Ignore the barrel, but check the brick on the south wall for a heal potion. Exit and go south one, then west and open the door. Punch the rubble for a coin and a heal root. Exit and go three north, three east, five north, three east, then turn soVhnDuth and open the door.

There's eight ants wandering around in here; kill 'em all. You'll find a few arrows and a quarterstaff. Head south, and grab the helm near the forge. Also punch the rubble to find a throwing axe. Then go east. Check the bricks on the west wall for a heal root. Use the steel key to open the chest and take the small metal shield. Now exit back to the corridor and continue east, unlocking the south door with the bronze key. Smash the barViJ8{rels to find three oil bombs. Now weave your way all the way back to the northernmost passage. Go east along it, then turn north, and then east again. Turn south at the intersection and unlock the door with the brass key. Go through the door, and you'll wind up in another room. 5. Smash the barrel. About 50 ants will come out to attack you, so if you need weapons training and are in good shape, stick around and kill 'em all! Exit the room, head norVj{th, west, north, and west. Go through the door at the end of the hallway. Follow the corridor around to the south and open the southern door. Kill the ants, and check the east wall for a hidden switch. A secret room with a chest (locked, can open with bronze key) is to the south-it has three oil bombs. Now head back to the stairs that lead down. Proceed to the easternmost north-south corridor. Head all the way south, killing whatever gets in your way. Go around theVktT square to your left, then head south and go west. Take your first northern passage. You'll find a throwing stones bag. Go back to the corridor, and continue west a couple squares, then turn north, unlock the door with the brass key and equip the leather leggings you find. Go back to the corridor, and head west, south 1, west, north 1, west, south 1, west, north 1. Check the north wall and pull the lever. Turn west and find the secret room in the north wall just aVlfxO little ways up. Grab the heal potion and the broadsword. Now head west, north, west, north at the intersection. Take your fourth right, through the door, and unlock the door to the north with the steel key. It's the stairs down to level 2. (From here on in, I ignore secret stuff and just go for the essentials.) 6. Welcome to level 2. Go north, then east. Meet Wahooka. DO NOT ATTACK HIM! Talk to him. He wants something valuable. Go through tVmshe door, continue east. Go south. You'll probably meet your first slime now. JOY! (Slimes, by the way, are more vulnerable to cuts than crushes, so use a sword or axe. Or fire. Slimes are afraid of fire). At the corridor, turn east and go through the first door on your right. Waste the slime & pick up the gem it leaves behind. Go back to Wahooka's spot and give him the gem. Now go back to the corridor. Go east to the wall. Turn south. Walk through the south wVall-it's an illusion. Kill the Sharga, then go south to the wall (which is really another illusion, but ignore it for now). Turn left and walk to the wall. Turn south. Take your first passage left. Go to the end of the corridor. Turn left and go north to the wall. Turn left and go through the door.

Kill the slime, then check its corpse for the ivory key (useful stuff!) Go back east to the wall. Turn south and take your next door on your right. Open it wit^or ů ihm das dringend bentigte Fluxo Flex, wenn er die Feuerstelle zum Rsten der possierlichen Surimys wieder entfachen kann. Dazu mu er nur die eben gefundene Bork-Waffe mit der Feuerstelle benutzen. Zum Dank bekommt er das versprochene Fluxo Flex, das er zusammen mit dem Translator in den entsprechenden Schchten des Gleiter-Cockpits deponiert. Ein Druck auf den Startknopf lt den Gleiter abheben und entschwinden. Zu frh gefreut: Ein Sicherheitsgitter hlt ^p`bChewy davon ab, F5 sofort zu verlassen. Also ffnet er das kleine Gitter an der Wand und kommt in einem Labyrinth an. Dort befinden sich neben einigen kleinen Hindernissen (Laser-Barrieren und eine ungefhrliche Roboterspinne) drei Hebel, die man in die richtige Reihenfolge bringen mu. Stellt man sie auf die Kombination "Links-Rechts- Links" (von oben nach unten) ein, verschwindet der Laser im oberen Teil des Irrgartens. Wenn man den Tunnel entlangluft, stt m^q|(an auf ein Gitter, das mit der Zange herausgebrochen werden mu. Durch ein weiteres Gitter sieht man das Hauptquartier der Borx, samt dem Bork-Imperator. Chewy wirft das Surimy in Richtung des Ober-Borks, der aufgrund der Verdauungs-Produkte des Tiers sofort ohnmchtig wird, was auch auf seine Bewacher zutrifft. Chewy tritt den Rckzug an und stellt alle Hebel auf eine rechte Position. Dadurch kann man gefahrlos das Seil in der Kammer am unteren Ende des Komple^ryFxes an sich nehmen. Gleich daneben an der unteren Seite des Labyrinths befindet sich - wer htte das gedacht - ein Gitter, das man auf die schon hinreichend beschriebene Art und Weise herausnimmt und durch die .ffnung kriecht. Chewy befindet sich jetzt auf einem schmalen Podest und wirft das Seil auf das Gelnder, das er ber sich erblickt. Am Seil entlang kann er sich nach unten gleiten lassen und stellt sich im Raum mit den Glasrhren auf den Abtaster auf der ^s;q$linken Seite. Die Tr ffnet sich, und schon ist er im Thronraum, den er eben noch durch das Gitter betrachtet hat. Dem betubten Imperator entwendet er die Cyberkrone und setzt sie auf. Im Cyberspace bettigt er alle Cyberhebel so lange, bis smtliche Cyber- Borx von einer Hlle umschlossen sind, denn dadurch ffnet sich eine Cyber-Tr. Dann kann man den Cyberspace ruhigen Gewissens verlassen. Chewy sollte danach auf den roten Schalter drcken und bekommt auf de^tm Monitor eine wichtige Nachricht zu sehen. Links auen im Imperator-Saal befindet sich ein Terminal und ein Knopf, der freilich bettigt wird. Die Sternenkarte wird auf Cartridge (liegt im gleichen Raum auf einer der Konsolen) gebannt, indem man diese in das Einschubfach schiebt und nach dem Backup wieder mitnimmt. Durch die danebenliegende Tr gelangt man ber eine Brcke direkt zum Boca Bola-Automaten, wo der Service-Roboter seine Reparaturarbeiten abgeschlos^uUsen hat und sich aus dem Staub macht. Sobald Chewy den Automaten benutzt, fngt dieser wieder zu spinnen an: Nachdem einige Liter Cola herausgeflossen sind, folgt der Becher - nicht sonderlich logisch, aber auf diese Weise gelangt Chewy wenigstens an einen Becher. Zurck im Raum mit den neongrnen Glasrhren kann er den Behlter mit der ebenfalls grnen Flssigkeit am Sockel fllen. Das echt tzende Zeug lst den eingerosteten Hebel am Terminal auf der linken S^v`I3eite, an dem man danach krftig zieht. Diese Aktion ist ntig, um den Transformator zu deaktivieren. Jetzt saust Chewy blitzschnell zurck zu seinem Raumgleiter. An der rechten Seite findet man ein weiteres Gitter, das man mit der Zange leicht entfernen kann. Die dahinterliegende .ffnung fhrt zurck zum Frderband - eine nette Abkrzung, um beim Suchen nach einer Puzzle-Lsung lange Wege zu sparen. Beim Sicherheitsgitter stellt Chewy fest, da dieses hochgezogen^wNb wurde - der Flucht steht nun nichts mehr im Wege. Im Raumgleiter legt man die Cartridge in den Cartridgeschacht, drckt den roten Startknopf und verlt den "Todesstern". While You Were Sleeping Nach der Bruchlandung im Keller von Howards Haus steht Chewy vor seinem brennenden Gleiter, den er mglichst schnell lschen sollte. Zunchst luft er aber nach links, nimmt die Angelrute, den Trichter und den Schlauch und geht anschlieend ber die Tr ins Erdgesch^x<o. Dort klaut er eine Milchflasche aus dem Tragekorb und schaut sich anschlieend im Wohnzimmer (ganz links) um. Mit der Fernbedienung auf dem Tisch kann man smtliche Kanle des Fernsehers durchzappen; allerdings versteht Chewy von dem Kauderwelsch nicht allzuviel. Dazu bruchte er wie blich seinen Translator, doch dieser steckt ja im vor sich hinkokelnden Raumgleiter. Chewy verlt den Raum in Richtung Diele und schleicht in die Kche (Eingang am unteren Bil^yW:dschirmrand!). Der Khlschrank mit der Putenkeule wird geplndert, der Kaffee wandert ebenfalls ins Inventory und das Messer war auch die lngste Zeit in der Schublade gelegen. Jetzt wetzt Chewy ins erste Stockwerk und ffnet die rechte Tr, die in Howards Schlafzimmer fhrt. Dem Kater verabreichen wir die Putenkeule, der diese bis auf den Knochen verputzt. Die +berreste dieser Freorgie packen wir natrlich ein, ebenso den Cassettenrecorder, in dem freundliche^zJrweise bereits eine Kassette steckt. Spaeshalber knnen Sie Chewy ja mal einen Blick in das Nachtkstchen werfen lassen. Wenn wir schon mal in der 1. Etage sind, knnen wir auch noch die Treppe hinauf in den Dachboden bewltigen. Hier kann Chewy im Moment lediglich eine vertrocknete Pflanze aus dem Blumentopf rupfen. Jetzt ist es an der Zeit, zum ersten Mal das Gebude zu verlassen. Chewy luft hinter das Haus (Achtung: Dieser Ausgang trgt auch die Bezeichnung^{h "Haus") und findet dort u. a. einen Autositz, den man schon mal mit dem Messer aufschlitzen kann - die Sprungfeder brauchen wir gleich noch. Den Schlauch aus dem Keller schliet man an der Wasserpumpe an und wirft das andere Ende durch das offene Kellerfenster. Mit der Federung hpft Chewy ber den Holz-Zaun in den Nachbarsgarten, wo es sich bereits ein Wachhund gemtlich gemacht hat. Hhnerfutter und ein Krbis sind die ersten Utensilien, die es hier mitzunehm^|=Zen gilt. Den abgenagten Knochen hngt man an die Angel; die Knochenangel wirft Chewy in Richtung des Glases mit den dritten Zhnen des Kters. Sobald er den Verlust seines Gebisses registriert, verkriecht sich der Hund eingeschchtert in seiner Htte. Um sich mit dem Hahn zu unterhalten, bentigt man mal wieder den Translator - also nichts wie ran an das gute Stck. Dazu mu Chewy zurck auf das Anwesen von Howard: Er wirft das Hhnerfutter auf die Wippe, das "^}j'fette Huhn" springt ebenfalls drauf und katapultiert den federleichten Chewy ber den Zaun. Zurck im Keller benutzt man den Schlauch mit dem Gleiter und kann so das glhende Gebilde leicht lschen. In Chewys Raumschiff entnimmt man nun den Translator, mit dem man nun zum einen die Fernsehsendungen versteht (gleich ausprobieren) und andererseits mit dem Hahn plauschen kann. Letzteres fhrt dazu, da der stolze Gockel unserem Chewy gesteht, da er dem Hund liebend^~}- gern eins auswischen wrde. Kein Problem: Schenken Sie ihm das Gebi, und die beiden Viecher liefern sich einen sehenswerten Schaukampf. In der Zwischenzeit bedient sich Chewy an den Eiern im Hhnerhaus und begibt sich wieder in die Wohnung des glcklosen Schriftstellers. Wenn Sie noch nicht der Rezepte-Sendung im Fernsehen gelauscht haben, ist jetzt die beste Gelegenheit dazu. Der dort vorgestellte Muntermacher sollte auch den im Bro pennenden Howard auf Tou^  K@ren bringen. In die Kchenmaschine schttet man den Kaffee sowie die Milch und wirft ein paar Eier hinein. Mit dem Messer puhlt man das Krbisfleisch aus dem Krbis, wobei gleichzeitig auch ein paar Kerne abfallen. Das Ergebnis dieser Kchelei befindet sich nun in einem Becher und wird selbstverstndlich konfisziert. Howard kann nun wachgerttelt werden, indem man ihn mit einem Trichter versieht und ihm ein paar Tropfen des Muntermachers eintrufelt. Howard ^!d]}verlt zwar sein Bro, macht es sich aber gleich wieder im Wohnzimmer-Sessel gemtlich. Da es hier nichts mehr zu tun gibt, sollte man den ersten Abstecher nach Smalltown vorbereiten. Big Trouble in Smalltown Bevor Chewy in die Stadt gehen kann, mu er sich mit dem Krbiskopf tarnen; da in Smalltown derzeit ein Krbis-Festival stattfindet, stellt dies die perfekte Maskierung dar: Jeder hlt ihn fr einen kostmierten Knirps - beste Voraussetzungen, um sich b^"erall umschauen zu knnen. Wie immer liegt das Geld auf der Strae (Geldstck neben dem Brgermeister nicht bersehen!), das sofort fr die Showeinlage der Mr. Pumpkin-Figur draufgeht. Der Hndler in der Drogerie auf der rechten Straenseite ist immer fr ein paar ntzliche Infos gut. Auch die Damen im Tante-Emma-Laden reden gern und viel - vor allem Holly. Auf diese Weise erfhrt Chewy, da der Boca Bola-Automat Zicken macht. Ein Griff in die Innereien des Appa^#prats sorgt fr Abhilfe, und Chewy bekommt ein nagelneues Paket Schreibmaschinenpapier berreicht. Nun kann man getrost heimwrts traben, steckt die Bltter in die Schreibmaschine im Bro und setzt die Cyberkrone auf. Dadurch kann Chewy seine Gedanken beinahe im Schlaf zu Papier bringen und liefert aus dem Stegreif seinen Bestseller "Escape from F5" ab. Das Manuskript gibt man Howard, der beim Durchlesen der Story schier aus dem Huschen gert. Ein kurzes Schwt^$zchen schwrt die beiden auf eine gemeinsame Linie ein. Und schon bricht nach einer informativen Zwischensequenz der nchste Morgen an, der uns ein Surimy im Flur (einpacken!) sowie eine Zeitung beschert. Das Blttchen liefert Hintergrund-Informationen ber den nchtlichen +berfall der Pumpkin Ghost Lady; dieser Fall wird uns im folgenden beschftigen. Da das Surimy Hunger hat, berlt man dem Tier das Autowrack im Vorgarten. Sobald dieses seinen grbsten Appetit^%y! gestillt hat, fllt man im Keller mit dem Schlauch Wasser in die leere Milchflasche. Nchste Station ist mal wieder die Dachkammer: Die Krbiskerne wandern in den Blumentopf und mit dem Wasser begiet man die Saat. Dann entfaltet das Surimy seine berhmt-berchtigten Abgase - ein perfekter Dnger! Chewy verlt das Haus und hrt pltzlich ein verdchtiges Krachen: Kein Wunder, denn ein riesiger Krbis wuchert aus dem Dach des Eigenheims. Damit mte es ein leic^&?htes sein, den ausgeschriebenen Wer-hat-den-grten-Krbis-der- Stadt-Wettbewerb des Drogeristen zu gewinnen. Da sich der Herr mit Chewy nicht abgeben will, schaltet man auf Howard um ("Benutze Howard"), der den Hndler zu einer Stippvisite vor Ort berreden kann. Das Preisgeld fllt nach Abzug von Howards Schulden vergleichsweise bescheiden aus, so da man sich andere Mglichkeiten berlegen mu, um an Geld zu kommen. Lediglich die Flasche Krbisdnger wird e^'68inem gleich weiterhelfen. Im Bahnhof lt man Howard mit dem Schalterbeamten quatschen. Whrenddessen stbert Chewy im Postsack, fischt eine Briefmarke heraus und pappt diese auf den Brief mit dem Manuskript, der an einen Verleger addressiert ist. Das frankierte Schreiben wandert wieder in den Postsack. Sobald die beiden den Eingang des angestammten Domizils erreichen, war auch schon die Post da, die dem hoffnungsvollen Schriftsteller eine glatte Absage von seit^(pqb en des Verlages zustellt. Das Duo beschliet, selbst beim Verleger in Big City vorbeizuschauen. Dazu brauchen sie aber Geld, zum Beispiel die ausgesetzte Belohnung fr das Ergreifen der Pumpkin Ghost Lady. Da Mr. Pumpkin offensichtlich eine magische Anziehungskraft auf die Lady ausbt, ist dies der Ansatzpunkt fr die Lsung: Im Wohnzimmer schaltet man auf den Kanal, in dem der SNOW WHITE-Spot luft. Mit Hilfe des Cassettenrecorders kann man die Gerusche der ^)ʆSendung aufnehmen. Die Kassette wrde vorzglich in die Mr. Pumpkin-Puppe in Smalltown passen, doch der Polizist hat ein waches Auge auf Chewy. Loswerden kann man den Gesetzeshter, indem man erneut auf Howard umschaltet, der den Polizisten ablenkt. In der Zwischenzeit kann Chewy den Telefonkasten ffnen und etwas Krbisdnger in den "geistreichen" Drink des Beamten kippen. Ein krftiger Schluck aus der Pulle lt den bereifrigen Polizisten schnell das Weite und ^*^,vor allem eine Toilette suchen. Jetzt kann Chewy ohne Probleme die Kassette einschieben und wird zusammen mit Howard des Nachts Augenzeuge des zweiten Pumpkin Ghost Lady-+berfalls. Durch die ungewohnte Reaktion von Mr. Pumpkin erschreckt sich die Gute so sehr, da sie leicht eingefangen werden kann. Vom Brgermeister bekommen Chewy und Howard die versprochene Prmie: Ein Hotelgutschein fr eine Luxus-Herberge in Big City! Das Gratis-Bahnticket in die Metropole ^+spendieren aus Freude ber das Ende der Ghost Lady-Tyrannei die zwei Zwillinge des rtlichen Ldchens. Und schon sieht man den brotlosen Knstler zusammen mit seinem auerirdischen Freund an Bord eines Eisenbahn-Waggons in Richtung Big City tuckern.Was unsere beiden Helden in der Grostadt erleben und ob es Chewy doch noch gelingt, seinen Kumpel Clint zu finden und die Schreckensherrschaft der Borx ein fr allemal zu beenden, erfahren Sie im zweiten Teil unserer^,+PV Komplettlsung in der PC Games 1/96! host Lady-Tyrannei die zwei Zwillinge des rtlichen Ldchens. Und schon sieht man den brotlosen Knstler zusammen mit seinem auerirdischen Freund an Bord eines Eisenbahn-Waggons in Richtung Big City tuckern.Was unsere beiden Helden in der Grostadt erleben und ob es Chewy doch noch gelingt, seinen Kumpel Clint zu finden und die Schreckensherrschaft der Borx ein fr allemal zu beenden, erfahren Sie im zweiten Teil unserer'zAI08p+X Full Documentation to Club & Country! Typed by iGGY/HF LEADER 17/12/95 A WORD FROM THE GAME PUBLISHERS Dear player, After the success of Club Football - The Manager, we were so inundated with requests for a sequel that we decided that we would provide the gamesplaying public with a stunning follow up. Reading through the hundreds of thoughts and ideas we received from avid Club Football players, we selected the best ideas, with the intention of making the best football managemenz^t game even better. After months of blood, sweat and tears we, BOMS Computer Games Ltd, with the programming and artistic talents of the Teque London Studios, proudly present Club And Country. Yours Sincerely, Boms Computer Games Ltd INTRODUCTION To manage their favourite football club is a dream to every passionate football fan the world over. To manage the national side is something that exists beyond the wildest dreams of those same fans. Club and Country allows the player )bto simulate both these events, with the most detailed management simulation yet to appear on your computer. Complex tactical decisions, complete financial freedom to purchase players, improve the ground and invest in the youth team (tempered by the financially greedy executive board!), allow you to see if you are a hot shot supermanager or just a pea brained moron in a tracksuit. Only your grasp of tactics, and judicious spending and selling can decide your fate. Tactical supremo`s could well finf themselves eligible for the most important managerial position - international manager, whilst poor managers will find themselves dumped on the managerial scrapheap, a destitute figure wandering the streets, insisting that bad luck and injuries to key players destroyed your chance of success. International management will take the player through the rigours of the worlds biggest sporting competition, the World Cup. Can you manage to pull your team to the top of the x3league, willing the League and both Cup competitions? Have you got the tactical know-how and intelligence to take your national team to the European and World Cup? Will you be a success, for Club And Country? SYSTEM REQUIREMENTS PC 4MB RAM 2 MB Hard Drive space free. Sound blaster or Gravis Ultrasound card. 386 or higher AMIGA Kickstart 1.2 and above. 1MB RAM or more TO LOAD NOTE: If you are using an Amiga you will need to have ready a formatted blank disk for use as a save game disk in the game. PC Insert disk in drive and then type the drive letter followed by "install", e.g:- A: (return) install (return) The game will be installed to your hard drive which will need about 1.7 Mbytes of free space. You can select which drive to install from, which drive to install to and the directory you would like to install the game to. To run the game once it has been installed, type CLUB2E for the English version and CLUB2D for the German version. AMIGA Insert Disk 1 in drive A, reset the machine and follow the on-screen instructions. PREPARING FOR PLAY The first time you play, click on the NEW GAME icon. If you wish to restart a previously played game then click on the appropriate LOAD GAME icon (1-8). The game will now initialise all the team and player data. Two progress bars will show this happening. The game can be played singly or with multiple players. When requested enter the first players name (followed by return).Qz Next you will be pronpted to select a team for that player to manage - click the mouse button to see the list of teams. Select the team you wish to manage by clicking on it with the mouse pointer. The information shown for each team includes the position in the league you must finish in your first year as manager to avoid being sacked. You will then be asked for the subsequent players name. If there are no further players then press RETURN to end this section. The latest match res ults will now appear on screen. Click the mouse to continue through all the results until you reach MAIN SCREEN. This shows the current position of the team and details of the next match to play. The graphic in the bottom right hand corner shows how well you are doing. MOVING AROUND THE GAME The game is controlled entirely by using the mouse pointer to select various icons. Usually displayed in the top right corner of the screen - simply move the pointer over the appropriate icon a r2nd click left button. The icons may be scrolled by clicking on the up/down arrows next to them. For reference purposes when the mouse pointer is positioned over an icon it`s description will appear in a help window along the bottom of the screen. To change numerical figures, hold the mouse pointer over the appropriate digit of the number you wish to change. The right mouse button increases the number and the left mouse button decreases it. For example if you wish to increase a figur Q4e of 120 to 130 you would position the mouse pointer over the `2` and press the right mouse button once. Please note that you can only change certain values in the game and not every number that appears on the screen. The icons and their functions are described within this manual.. PLAY NEXT MATCH This will kick off the next game on the calender. Only use this when you are ready to play the match. MAIN SCREEN This shows the current position of the team and details of the next m ?satch to play. The graphic in the bottom right hand corner shows how well you are doing. LIST PLAYERS This displays a list of all the players in the game whose stats fall within the range set using the SEARCH REQUIREMENTS icon below. You can use the sub-icons to make more sense of the list by narrowing down what sort of player you are looking for (SEARCH REQUIRMENTS) and then sorting the list into the order of importance you want (SORT REQUIREMENTS). You can take a closer look at a  player (VIEW PLAYER DETAILS), mark him for special attention by your scout (ADD PLAYER TO WATCH LIST) and finally try to buy him (APPROACH PLAYER). Use this approach if you are looking for new blood in your team. The information displayed for each player is in the following format:- NAME AGE TYPE OF PLAYER SHIRT NUMBER MISC The Type of Player shows what position they prefer to play in, as follows:- GK Goalkeeper DEF Defender MID Mid-fielder ATT Forward The Shirt Number sh:(ows their current position (see EDIT TEAM TACTICS) including:- SG Substitute goalkeeper S1 Substitute 1 S2 Substitute 2 RES Reserves The MISC letter shows if the player is on your Watch List (W), if the player is available for Transfer (T), or if the player is the captain (C). As you move the mouse pointer over the player, you are also shown the following information at the bottom right of the screen:- NAME Name GOALS Number of goals scored this season. VALUE How .much your scout values the player PACE Speed on the pitch from 0-99 STAMINA Stamina from 0-99 PASSING, SHOOTING, CONTROL, TACKLING, SAVING AND HEADING - How well your scout rates each of these skills from 0-99 The last digit of the players stats will not be visible unless you have added this player to your watch list. Thus a player shown with a stat of 6? may be a 60 or a 69. Search Requirements Sets the maximum and minimum stats you wish to search for. When you have set th8|e values you are happy with click on DO SEARCH. Note that if a player is on the transfer market (i.e. TRANSFER LISTED) then he will be cheaper to buy. Sort Requirements Allows the player list to be sorted in a number of ways e.g. alphabetically, by skill or goals scored etc. Approach Player This takes you to the biddng screen where you can try to buy the selected player. The selling price, salary and contract length are displayed in the bottom section of the screen. These values !fluctuate as the bidding proceeds. When you are happy with the terms on offer, use the left mouse button to confirm your acceptance. If you wait too long another club may buy the player, the player may reject the terms offered or the selling manager may pull out - so you`ve got to be quick. Add Player To Watch List This action will inform your scout (to hire a scout see HIRE AND FIRE STAFF) to have a closer look at this player. When you are national team manager you will only be auble to select your squad from the players that are highlighted on this watch list. View Player Details Gives more information on the player, including any special skills and how much your Scout values him (if you have a scout). Remove Player From List Removes a player from the watch list. Note that you must have at least 15 players on your list. LIST TEAMS Lists all the teams in the game, allowing you to study the strength of the opposition before a game. Move up and down the list by clicking on the scroll bars to the right. You can click on any team name to see more details of their squad. The stats are presented in the same form as LIST PLAYERS (above). SELECT SQUAD This lists the players currently in your squad and allows you to move them around within it. Use this icon along with EDIT TEAM TACTICS to select which player plays where. The information displayed for each player is in the same format as for LIST PLAYERS. To move a player within the squ鹑4ad, select him with the mouse and then click on the position that you wish to exchange him with. To change which position each shirt number plays in use the EDIT TEAM TACTICS screen (below). Also on this screen are a further 3 sub-icons: View Player Gives a detailed stats listing as described earlier. Make Captain Allows you to appoint a player as a captain. Usually you would make the best player the Captain, in order to help weaker members of the squad play better. Add To Tran\sfer List Puts a player on the transfer list. EDIT TEAM TACTICS This is where you determine how your team will play, by editing their tactics and positions. To move a players position on he pitch click the left mouse button over his shirt number. Move to a new pitch position and click again. To edit the teams tactics use the following sub-icons:- Control Player Behaviour Here you select the players individual style e.g. pass to wingers, take penalties etc. Use the left mouse b`Putton to view the options available to each player. When happy with your choices click on END EDIT. Select Where Player Can Move You can adjust where the player moves on the pitch by clicking on this icon. Select the player as prompted and click on the top left and then bottom right corner of the players move `box`. This `box` determines the main area in which the player will operate. The larger the area you ask the player to cover the more stamina he will require. View Player InAI More Detail Gives a detailed description of your player. Select Formation You may select up to four formations, all of which can be editedusing the SELECT WHERE PLAYER CAN MOVE icon to your own tastes. These new formations can be implemented during the actual match (see DURING THE MATCH below). Click on the appropriate icon (1-4) for the formation you wish to edit. VIEW INJURY LIST Displayes current injuries and the length of the time until the player is fit to play. If a pl\MZayer is injured he may still be picked to play - but he plays at a reduced ability and can aggravate his injury. STADIUM Through this screen you can build extra seating and adjust ticket prices. When you click on this icon the left hand side of the screen changes to show a picture of your stadium. This graphic shows the number of seats and also the ticket prices for all four of the seating areas. In the bottom right of the screen you will see a BUILDER icon and a TICKET GIRL iconkL. Builder To build extra seats, click on the BUILDER icon. You will then be requested to select which stand you plan to develop - click on one of the four areas shown on the stadium picture. The BUILDER icon will now change to show the following information:- How much money you have to spend. Number of seats. Total cost of building more seats. To increse the number of seats place the mouse pointer over the digit you want to change and hold down the right mouse button. The total coZ4st figure will change to show you how much you will ave to spend to do the building work. Note that you can spend more than you have in the bank to the value of the overdraft limit (FINANCE below). When you are happy with the number of seats and the cost, click on the TICK icon (or the CROSS icon to cancel). The stadium picture will show how long the stand will be cloed for the building work (the more seats you build the longer it will be shut). Ticket Girl To adjust the ticket pri['ces, select the TICKET GIRL icon and then select one of the four stands. The current ticket price will be shown which you can adjust by using the left and right mouse buttons (whilst holding the pointer over the digits). Remember that whilst stands are closed for building you will not earn any income from them and if you put ticket prices up too much your fans will stay away. HIRE AND FIRE STAFF Use this screen to hire and fire your coach, physio and scout. Click on the graphic iػn the bottom right corner to select which job you wish to hire or fire, then choose an applicant from the list in the top left corner of the screen. At the start of the game all three of the jobs are vacant. VIEW MANAGER HISTORY Through this screen you can review your current performances and look at previous years. You can also study the managers league table. You must head this table at the time of international appointments to become national boss. Points are awarded after each match - the better your team is doing, the more points you as the manager get. The two icons at the bottom of the screen select what information you are looking at:- Next Manager This selects which manager to look at if there is more than one person playing. The up and down arrows select which year to view. View Manager Charts Click on this icon to se the manager charts. This is a list of all the manages in the game and their current points total with the players name highlightj$ ed. As you move the mouse pointer over this list, the individual managers team names are displayed below the VIEW MANAGER CHARTS icon. LEAGUE TABLES Displays the current league tables. Use the up and down arrows to move through the leagues. Click on the right arrow to exit. VIEW FIXTURES Displays the fixture lists. Controls as for LEAGUE TABLES. FINANCE Displays current financial report. The information shown at the botton of othe screen is:- LAST BALANCE Last weeks bank balaInce THIS BALANCE This weeks bank balance PROFIT profit or loss from previous week. Additionally you can show more information at the top of the screen by using the following icons:- View Income Displays income from last week of activity, as follows:- GATE RECEIPTS Ticket sales LOANS RECEIVED Size of bank loan. CREDIT INTEREST Interest from bank on current positive balance. PLAYER SALES Income from sales of players. View Outgoings Displays outgoings for las .Zt week of activity MANAGER SALARY Your salary STAFF WAGES Total staff wages YOUTH INVESTMENT How much money you are spending on your youth policy (see YOUTH TRAINING below) PLAYERS BOUGHT How much you have spent buying players last week. DEBIT INTEREST Interest to bank on loans. GROUND IMPROVEMENTS cost of building stands last week. LOAN REPAYMENTS Size of automatci loan repayment. LOAN PAYOFFS Any extra amount you ha!8Gcve paid this week (see BANK MANAGER). Whilst on this screen you can adjust the amount of money you are spending on YOUTH TRAINING. Use the left/right mouse button on the YOUTH INVESTMENT figure to increase/decrease expenditure in this area. The greater the amount spent the more chance there is of a star youth player joining you. Bank Manager Visit the bank manager to obtain or repay loans. Use the left/right mouse buttons over the CURRENT LOAN to decrease (i.e"$*!. repay) or increase your borrowings. Remember you cannot exceed the loan limit that has been set by your board. CURRENT LOAN How much you are currently borrowing. LOAN LIMIT Maximum th eboard will allow you to borrow. WEEKLY REPAYMENT Size of the automatic weekly loan repayments. If you take out a loan it will be repaid automatically wek by week and you will be charged interest on the outstanding amount. OPTIONS This controls various in-game options. Click on the appro#+tApriate option:- MUSIC ON/OFF PC version only MATCH PICTURES ON/OFF Controls the in-match pictures (see below). RESULTS PAUSE ON/OFF Waits for mouse click whilst showing results. VIEW WATCHED PLAYERS This works in the same way as LIST PLAYERS (above) except that you can only see the players you have marked (see LIST PLAYERS - ADD WATCH). QUIT WITHOUT SAVE Quits game but does not save it. SAVE AND THEN QUIT GAME Saves game and then quits. Remember if you are s$faving to a floppy drive (Amiga users) to have a formatted blank disk ready. Select one of the eigth save option slots on the left of the screen. You can re-load a saved game just afer starting by clicking on the appropriate LOAD GAME icon (1-8). DURING THE MATCH When you kick off a match (by using the PLAY NEXT MATCH icon) you will see a picture of the pitch showing you and your opponents formations. The box above shows the two scores and the bar above that shows the overall posse%a3ssion ratio of the two teams. During a match a commentary is displayed in the bottom box. The two boxes to the left and right of the screen show various statistics about the two squads. Information is shown on each played by the blue and yellow bars beneath their names. Different information is shown according to what function you have selected for these bars:- STAMINA Starting stamina (YELLOW) and current strength (BLUE) POSSESSION Total possession (YELLOW) and successful acti&C^ons (BLUE) SHOTS Number of shots (YELLOW) and number of goals (BLUE) To change which of the above is displayed click on the right or left mouse button (according to whether you are playing home or away). This takes you to the in-game options screen. IN-GAME OPTIONS Click on the icon in the bottom left hand corner of the screen to change the information displayed. The speed with which the match is played is shown at the top of the screen (SLOW, MEDIUM, FAST, VERY FAST). Click'u2 on the value to change it. To change the tactics in use (1-4) click on the two arrows at the bottom of the screen. To make a substitution (or swap players positions), click on the name of the player you wish to move, and then click on the player you wish to swap him with. To return to the match, click on the icon in the bottom right. Have fun and the best of luck! The speed with which the match is played is shown at the top of the screen (SLOW, MEDIUM, FAST, VERY FAST). Click]609pU/ CCEdit -- a Command and Conquer Editor CCEdit allows you to edit the following: * weapon payloads for infantry, vehicles and some structures * infantry and vehicle costs * structure costs * power needed by the structures * power produced by the structures * structure and unit hit points * vehicle armour values * tech. levels for buildings, infantry and vehicles * which side gets to build various structures and units * the vision range of infantry and vehicl4&es * the stealth capabilities of the vehicles * the number of times a vehicle fires its weapon This version of ccedit now works with the 1.08a patch. READ THESE WARNINGS! -------------------- ************************************************** *********** THIS IS REALLY IMPORTANT ************* ************************************************** * This program makes changes to the file: game.dat. This file is required to play Command and ConquQmސer. You may feel safer if you make a backup copy of this file (or be prepared to copy it off the cdrom if something goes wrong). * You use this program at your own risk. If anything happens as a result of you using this product, I am in no way accountable for any damaged caused. * I do not guarantee that this program works on your system. It works for me, that is all I can say. * If you use this program to cheat in multiplayer Command and ConquKer, you are scum. You are also a genius. So far, having different values between the copies of Command and Conquer will cause synch errors. Westwood programmed it this way. * It should be backwardly compatible with the v1.07 of Command and Conquer. However, I don't guarantee this, however. * In fact, I don't guarantee anything at all about this program. Use at your own risk. Remember This ------------- If you use ccedit to edit vehicle characterstics:H (such as stealth ability), then those changes will no affect the current vehicles if you are restoring a save game. Build new units to get the bonus. How to Start CCEdit ------------------- Put ccedit.exe into the directory where Command and Conquer is installed. Then type: ccedit to start the program. It Won't Work! -------------- If you get the message that the file was an incorrect length and hence cannot use ccedit, then it meaans you have a different version than the one this editor was programmed on. Currently it supports the English language v1.07 and v1.08a versions of Command and Conquer. I have heard that it doesn't work with the German version of C&C. I don't know when (or if) I will fix this. Please don't badger me about this. If you get the message about the file being of incorrect length, then you will NOT be able to use ccedit. As long as I support ccedit, I'll tryεy and keep it up-to-date with any released patches (for the English language version). How to Navigate in CCEdit ------------------------- At any time (except when you are being prompted to enter a new value), you can get help by pressing F1. This tells you of all the available commands for that screen. You use the up and down arrows on the keyboard to move up and down the lists. To select an item on a list, press the ENTER key. If you are on the m]ain screen, this will take you to another list showing the available units/structures available for editing. If you are in one of the sub-menus, you will then be asked to enter a value. If you pressed enter by mistake, entering a negative number (-1 for example), will make no change. When changing weapons, to exit the list of available weapons without making any changes, press ESCAPE. To accept the highlighted weapon, press ENTER. Pressing the HOME key w =aill take you to the top of any list. Pressing the END key will take you to the bottom of any list. Pressing the right arrow will take you to the next sub-menu (instead of using enter) if there is one. Pressing the right arrow will take you to the previous screen. To move from a sub-menus to the previous screen, press ESCAPE. If you have made some changes but have not saved them, you are asked whether you really want to exit. Type 'y' if you want to lo R ?se the changes (without the 's of course). To exit the program, you must be in the main screen. From there, press ESCAPE, and the program will terminate. On screens where you can toggle values (in the ownership and tech level screens), you use the SPACE bar to toggle the value. Resetting The Values -------------------- In any of the sub-menus, you may reset the value of the currently selected item (which is pointed to by a arrows on the left) by  Hap pressing 'd'. This resets the value to what originally shipped with Command and Conquer. Note that you still have to save these changes just like any others. Please note that the 1.08a patch for C&C increased the hit points of the flamethrower infantry to 70. This is reflected in the default value when editing the patched version. The default for the 1.07 version of C&C is still 50 hit points. Saving Your Work ----------------- You can save your w D8ork (in the sub-menus) by pressing 's'. You will get a message on the bottom of the screen that they have been saved. Value Limitations ----------------- The following minimum values apply: The minimum unit cost is 1. The minimum structure cost is 1. The minimum power needed is 0. The maximum power needed is 255. The minimum power produced is 0. The maximum power needed is 255. The minigunner has a maximum cost of 255. The m ǡ@aximum hit points for any 'light' unit is 127. The minimum hit point value for anything is 1. The maximum vision radius is 10. There are only 3 acceptable choices for ownership. There are only 5 levels of armour. Weapons fire either once or twice. What You Can't Edit ------------------- You cannot edit the construction yard (power output or power requirements). The only buildings which you can edit the weapons on are those that alre!hady have weapons (obelisk of light, guard tower, advanced guard tower, turret and sam site). You cannot edit the armour value of infantry (it had no effect when I tried it), or for the buildings. You cannot edit any of the civilian buildings or people (would you really like mad little civilians coming after you with flamethrowers?) Editing Weapon Payloads ----------------------- There is a general problem with putting lasers on anything other than fV obelisks: when they fire, there is no graphic (the red line) to indicate that it was fired. Sound effects are still made, however and the opponent still takes damage from the hit. Not all the possible weapon payloads work. For example, putting a laser in a turret or gun tower didn't work for me. Putting a flame thrower into an orca didn't work either. Putting lasers into sam sites doesn't create incredible air defence as lasers can only hit ground u@Ffnits. Putting the napalm weapon on anything is pretty useless. This is because the napalm bomb drops straight down onto the same square that the firing unit is in. This unit takes no damage from the napalm, but the surrounding units do. Good only for suicide attacks as you have to get right next to another unit. There is only one entry for machine guns (for humm-vee, nod buggy and APC). There may be another variable (which I haven't found) that affects+ the type of machine gun (if there is a difference). I don't know what the difference between the two types of flamethrowers is. I think that the tank version may be more powerful. The bio-weapon is apparently one and a half times stronger than the infantry flamethrower. There are a number of high explosive rockets in the weapon list. I cannot see that much of a difference between them, but it is probably to do with range and the damage done. H XEditing Hit Points ------------------ The group called 'light units' all have a maximum hit point value of 127. These units are: the orca, stealth tank, mobile artillery, rocket launcher (MLRS) and the infantry units. The other units can have as high a value as you like (up to about 32,000 or so). For example, giving a medium tank 5000 hit points requires 125 hits from a nod turret to kill it (I counted). Editing Armour Values --------------------- LjmThere are 5 available levels of armour (type 0 to type 4). These are the levels that are on the vehicles in the game (except for type 0). They each take different damage depending on what type of weapon is attacking them. Here is a brief table of some approximate results (which shows average damage per hit [these may be incorrect]): Turret Rocket Guard Cannon Infantry Tower Type 0 10 6.0 21.5 Ty|_ape 1 30 22.2 18.8 Type 2 30 22.2 13.9 Type 3 40 30.0 6.0 Type 4 20 10.7 25.0 Hopefully someone will take the time to work out a damage vs. armour type for all of the weapons. Editing Ownership (EXPERIMENTAL) ---------------------------------- Something interesting to play around with. I think that this will be of most use in multiplayer games where you can set the tech level. You use this to set limits on who can build what: either it is strictly GDI or NOD only, or can be built be either (common). However, sometimes just setting the value doesn't allow you to build it straight away (I'm talking about single player mode when reloading an old save game). Sometimes you may have to sell off a runway/barracks etc and rebuild it for this to take effect. I haven't been able to let NOD build helipads or helicopters yet. I think the .+_re there must be another variable denoting whether it is a multiplayer only unit. However, I can give GDI the apache helicopters when they have helipads. Vision Range ------------ You can extend (or decrease) the scouting range of units (for example to make helicopters show the terrain they fly over). The value you enter is the radius of vision (remember, the radius is half the diameter), so you will actually reveal twice this amount. The maximum v?isibility range is 10. Editing Tech Levels (EXPERIMENTAL) ------------------------------------ For multiplayer use only (it has no effect in single player mode that I can see), it allows you to edit the tech levels required for this unit/ building to be available. I'm not sure this works, some investigation is required. Use your brains when using this. Making chemical warriors available to tech level 4 but the temple at 7 is really pointless. Same >^with having helipads and helicopters at different levels (helipads must be at least the same tech level to get helicopters). The Stealthalizer(tm) --------------------- With the technology of the Stealthalizer(tm), stealth ability is now available to all of your vehicles. Usually only on a NOD stealth tank, the technology has been cloned and made available to both sides. Use the space bar to toggle whether that vehicle type has the Stealthalizer(tm͌) installed. Remember, they decloak when firing. And if you stealth your harvesters, your opponent's will also be stealthed. The Weapon Shop --------------- Not content with the firepower of your current vehicles? Well, double it! Now all your vehicles can fire twice - just like the flame tank and mammoth tank. Really chew up infantry by giving your guard towers twice the firepower they had before. Use the space bar to toggle how many times a unit ΊZfires (two is the maximum). Then save the choice and the mechanics will get to work. Editing the obelisk only seems to make it fire a little bit faster, not twice at once. Putting weapons on the harvester and MCV may not work quite correctly as they are normally without weapons, so they may not retaliate if attacked. This only affects the primary weapon. Any Problems ------------ If you find any bugs in this program, please email me at ϻbuggy@adam.com.au and let me know. Thanks. Do NOT tell me that it doesn't work with the German version (or French version) - I already know this. Do NOT tell me that it doesn't work with a new patch that just came out. I don't need 20-30 emails asking when the next version is coming out. I have to get the patch myself (which may be some time after it comes out) before I can fix ccedit, unless you can teach me to be psychic. Updates ------- WhRenever I release a new version of this program, it will be available at http://adam.com.au/~buggy So You Want This in Graphics??? ------------------------------- HAHAHAHAHAHAHAHAHAHAHA! Never! You don't want to pay for this editor, I don't want to do any graphics. Its as simple as that. Text is more than adequate. Actually, someone volunteered to do a windows conversion of ccedit, so we'll see how that goes. Do NOT email me about this! I couldn't carrRE7e less whether a windows version comes out. I will write you abusive email if you bug me about this! Thanks to --------- Thanks go to Westwood for producing the game in the first place. Massive thanks go to Roger Wong for his FAQ. Remember, try and finish Command and Conquer without cheats first. Using cheats may ruin your enjoyment of the game. d to do a windows conversion of ccedit, so we'll see how that goes. Do NOT email me about this! I couldn't carΗ10pQw DAL'X LEVELCODES HERE ARE THE CODES: YOU'VE GOT TO TYPE THEM IN CAPITALS BOMB X LEVEL 2 SEASEX LEVEL 3 ANDFUN LEVEL 4 STRIPX LEVEL 5 DALLIX LEVEL 6 ENCORE LEVEL 7   EROTIQ LEVEL 8 CHAUDE LEVEL 9 DETENT LEVEL 10 FICHTR LEVEL 11 PINCFS LEVEL 12 PRESQE LEVEL 13 REUSSI LEVEL 14 WINNER LEVEL 15 (LMB) 6 ENCORE LEVEL 7 Θ=11pC2 Descent 2 * ZINGERMANS - Invulnerability toggle * MOTHERLODE - Wowie Zowie Weapons * ALIFALAFEL - Accessories * EATANGELOS - Homing Weapons (every weapon will home) * CURRYGOAT - All Keys * JOSHUAAKIRA - Full Map * WHAMMAZOOM - Level Warp * ERICAANNE - Bouncing Weapons * BITTERSWEET - Psychedelic walls * PIGFARMER - Use it once and it displays "Hi John!!!" Now reduce the size of your screen. Use it twice2bP and it displays "Bye John" (?) erability toggle * MOTHERLODE - Wowie Zowie Weapons * ALIFALAFEL - Accessories * EATANGELOS - Homing Weapons (every weapon will home) * CURRYGOAT - All Keys * JOSHUAAKIRA - Full Map * WHAMMAZOOM - Level Warp * ERICAANNE - Bouncing Weapons * BITTERSWEET - Psychedelic walls * PIGFARMER - Use it once and it displays "Hi John!!!" Now reduce the size of your screen. Use it twice#912pٹ|Dracula X BUTTONS & WALKTHRU [TXT] BUTTON CONFIGURATION: Y = WHIP X = SPECIAL ATTACK/ ITEM CRASH B = JUMP A,L,R = NO USE UP+Y = SPECIAL WEAPON B TAPPED TWICE = BACK FLIP PASSWORDS ARE AS FOLLOWS: KEY : A= AX BڍL= BOTTLE F= FIRE H= HEART LEVEL 2: A B A LEVEL 3: F A B A A B F B H F B B A B B LEVEL 5: B H F LEVEL 5: A B F F B A (ALSO) F B B B H H A B B LEVEL 6: A B F LEVEL 6: A A A B A A (ALSO) B A B H F H A F )3H LEVEL 7: H A B F F H A B F STAGE 1: BURNING TOWN STRAIGHT FORWARD LEVEL. NOTHING SPECIAL, REMEMBER TO WATCH OUT FOR THE ROCKS THAT FLIP WHEN YOU JUMP ON THEM. WHEN YOU COME TO THE GIANT BEAST THAT CHASES YOU, DON'T TRY TO FIGHT HIM. RUN TO THE RIGHT UNTIL HE DESTROYS HIMSELF. LOOK FOR FOOD HIDDEN IN THE STAIRS JUST BEFORE YOU FACE THE BOSS. BOSS: KERUBEROSU USE THE AX AGAINST HIM. LEARN HIS PATTERSN OF FLAMES ON THE GROUND THEN HE LEAPS. ONCE YOU HAVE THE PATTERN DOWN, HE WILL BE A SNAP TO BEAT. STAGE 2: GATE AND ENTRANCE TO EVIL CASTLE THE BEGINNING OF THIS STAGE IS TRICKY. JUMPING FROM PLATFORM TO PLATFORM GETS DANGEROUS WHEN YOU REACH THE BLOCKS THAT LOOK LIKE BACKWARDS NUMBER 7S. AS SOON AS YOU LAND ON THEM, THE COLLAPSE. ALSO AS SOON AS YOU JUMP ONTO A BRIDGE SUPPORTED BY PILLARS, IT WILL START TO FALL. THE HARD PART IS WHEN THE FISHMEN JUMP OUT AND TRY TO STM:OP YOU. THE TRICK IS TO KEEP AHEAD OF THE CRUMBLING PARTS AND WHIP THE FISHMEN AT THE SAME TIME. DO NOT TRY TO GET ANY OF THE CANDLES ON THIS PART. WHEN YOU REACH THE END OF THE BRIDGE, DON'T JUMP TOO FAR AND WAIT AT THE TOP FOR THE DRAWBRIDGE TO DROP. ONCE YOU PULL THIS OFF THE REST OF THE LEVEL SHOULDN'T BE TOO DIFFICULT. THE NEXT PART OF THE LEVEL IS ROUTINE, JUST WATCH FOR THE BARRELS(YOU CAN BREAK THEM). THE NEXT SCREEN IS EASY, JUST BE CAUTIOUS OF THE BLUE AX KNIGHT. HE:u TAKES SEVERAL HITS TO BEAT HIM. WHEN YOU GET TO THE TOP OF THE STAIRS, BEWARE OF THE SKELETON DOG THAT ATTACKS. THE ONLY WAY TO DEFEAT HIM IS TO DUCK AND FIRE AT HIM. THE PURPLE KNIGHTS WITH SPEARS ARE A PAIN! THE CANNOT BE HARMED BY SPECIAL WEAPONS AND THEY TAKE 5 HITS TO BEAT. WHEN THEY RAISE THEIR SPEARS DO A BACK FLIP TO GET OUT OF THE WAY. THERE IS FOOD HIDDEN IN THE STEPS BEFORE THE BOSS. BOSS: MYOPIA WEAPON OF CHOICE HERE IS THE BOOMERANG. THE BOSS IS- MADE UP OF MANY SMALL BATS. WHEN THE BATS FORM ONE BIG BAT, HIT IT WITH THE WHIP UNTIL IT BREAKS UP. THEN USE THE BOOMERANG ON THE LITTLE BATS. WHEN THEY MOVE TOWARDS YOU, JUMP TO AVOID THEM. FOLLOW THIS PATTERN AND YOU SHOULD BE ABLE TO DEFEAT HIM. STAGE 3: THE GREAT HALL THE MAIN GOAL OF THE FIRST PART IS TO REACH THE TOP. THERE ARE SEVERAL DIFFERENT PATHS TO CHOOSE BUT THEY ALL END IN THE SAME PLACE. THE NEXT AREA HAS THE SPEAR KNIGHTS. SET PAST THEM AND THE LAS<7T CANDLE BEFORE THE STAIRS WILL GIVE YOU HEALTH. GO DOWN THE STAIRS AND RIDE THE MOVING PLATFORMS WHILE DODGING BATS AT FIRST THEN FISHMEN. GO UP THE STAIRS AND TO THE RIGHT. ABOVE YOU IS THE AX KNIGHT. IN THE LOWER PART OF THE WALL THERE IS A HIDDEN 1 UP. DEFEAT HIM AND GO BACK LEFT. THIS AREA HAS SPECIAL SIGNIFICANCE!! IT DETERMINES THE ENDING!! IF YOU FALL YOU WILL NOT BE ABLE TO SAVE ANNET OR MARIA. CAUTIOUSLY MOVE FORWARD, AVOIDING THE MEDUSA HEADS. BE SURE TO HAVE  9dTHE AX TO USE ON THE STACK OF FLAMING STATUES. ALSO WATCH FOR THE KEY IN A CANDLE JUST BEFORE THE BOSS. BOSS: DYURAHAN THIS BOSS IS ONE OF THE TOUGHEST BOSSES YOU HAVE TO FACE. THE BEST ADVICE IS TO USE PATIENCE AND ATTACK AFTER HE USES ONE OF HIS SPECIAL ATTACKS. THERE IS A CANDLE WITH FOOD IN THE ROOM WITH HIM, SAVE IT FOR WHEN YOU REALLY NEED IT. STAGE 4: DUNGEON THE FIRST PART OF LEVEL 4 IS FAIRLY SIMPLE. JUMP OVER THE SPIKED PLATFORMS INSTEAD OF RUNNI 'uNG UNDER THEM. GO LEFT UNTIL YOU COME TO PLATFORMS ON ROPES SPUN BY A GEAR. RIDE THEM UNTIL YOU SEE A DOOR ON THE LEFT. OPEN THE DOOR WITH A KEY AND SAVE MARIA. SAVE THE KEY FOR USE LATER. TAKE OUT THE RED SKULLS AS SOON AS YOU SEE THEM TO MAKE IT EASIER ON YOURSELF. WHEN YOU REACH THE TOP, WATCH OUT FOR THE LEAPING IGORS AND HEAD LEFT. YOU WILL COME TO A DOOR THAT WILL LEAD TO ALTERNATIVE LEVEL 5. USE THE KEY TO ENTER THE DOOR. YOU CAN ONLY ENTER THE DOOR IF YOU HAVE SAVED  i KMARIA EVEN IF YOU HAVE THE KEY. BOSS: MINOTAURUSU IF YOU DON'T RESCUE ANNET, YOU WILL FIGHT HIM. USE THE AX AGAINST HIM. STAND ON THE LEFT EDGE OF THE LOWER PLATFORM AND JUMP FIRING THE AX. THIS SHOULD TAKE HIM OUT EASILY IF YOU KEEP UP THIS PATTERN. ALTERNATIVE STAGE 4: UNDERGROUND THIS IS A VERY EASY STAGE. JUST PROCEED THROUGH THE LEVEL WATCHING OUT FOR THE MUDMEN AND BATS. WHEN YOU ENCOUNTER A LARGE RED SKELETON, KEEP YOUR DISTANCE AND TIME YOUR ATTACKS FOR AFT VER HE ATTACKS. HE TAKES SEVERAL HITS TO DESTROY. MOVE TO THE RIGHT AND WATCH OUT FOR THE SKELEDRAGONS. JUST BEFORE THE BOSS THERE IS FOOD IN A STEP ON THE FLOOR. BOSS: CLOAKED SORCERER THE WEAPON OF CHOICE HERE IS THE DAGGER. WAIT ON THE GROUND TAKING OUT HIS FIREBALLS AND SKELETONS THE JUMP AND FIRE YOUR DAGGER AT HIM. REPEAT UNTIL HE CHANGES FORMS. THEN DUCK, JUMP, AND WHIP THE HEADSTONES. KEEP YOUR DISTANCE WHEN HE FLIES HE ATTACKS YOU AGGRESSIVELY. DO THE SAME AS BE #FORE BUT BATTLE THE MUDMEN THEN USE YOUR DAGGER ON THE SORCERER. STAGE 5: COURTYARD THE FIRST PART IS PRETTY EASY, JUST WATCH OUT FOR THE RAVENS AND IGORS. BE CAREFUL CLIMBING UP TOWARDS THE MOVING PLATFORMS. SOME OF THE BLOCKS CRUMBLE WHEN YOUR ON THEM. SAVE YOURSELF BY JUMPING BACK AND FORTH BETWEEN TWO BLOCKS UNTIL YOU ARE READY TO JUMP. THE GREEN KNIGHTS ARE EASY TO DEFEAT IF YOU WATCH OUT WHEN THEY STOP MOVING. WHEN THEY DO, MOVE AWAY FROM THEM AS THEY WILL DO A POWE;RFUL ATTACK. THE REST OF THE STAGE IS MORE OF THE SAME. BOSS: LYPUSTON WATCH OUT FOR HIS GROUND ATTACKS AND AIR DIVES. WHEN HE DIVES, RUN TOWARDS THE OPPOSITE WALL. KEEP YOUR DISTANCE AND USE YOUR SPECIAL WEAPON. WHEN HIS ENERGY IS DOWN TO 1/4 HE DOES A BALL ATTACK. DODGE AND CONTINUE TO HIT HIM WITH YOUR SPECIAL WEAPON. ALTERNATIVE STAGE 5: WATERWAY SIMPLY MOVE TO THE RIGHT WATCHING OUT FOR BLUE SKULLS AND FISHMEN. WHEN YOU GO BELOW, TIME EACH JUMP CAREFULLY ($WATCHING OUT FOR THE SPIKES. THE NEXT SECTION YOU MUST MOVE FAST OR YOU WILL DROWN IN THE RISING WATER. ONCE YOU GET TO THE TOP, HEAD LEFT. THERE WILL BE DRAINS DUMPING WATER. WHIP THE DRAINS AND THE WATER LEVEL WILL GO DOWN. FOLLOW THE WATER DOWN TO THE LOWEST PLATFORM ON THE LEFT. GO LEFT TO FIND ANNET. GO BACK UP AND HEAD LEFT. THERE IS A RAVEN AO A STEP. THERE IS FOOD IN THE STEP HE IS ON. BOSS: SERPENT AVOID THE SERPENT'S COILS AND FIREBALLS. USE YOUR DAGGER OR  ‹AX WHEN IT THROWS FIREBALLS. REPEAT UNTIL IT IS DEFEATED. STAGE 6: CLOCK TOWER BEWARE THE RAVENS AND HEAD UP THE STAIRS. HOLD UP ON THE CONTROL PAD WHEN JUMPING ON THE STAIRS. LEAP UP ON THE DOWNWARD SCROLLING PLATFORMS TO GET TO THE TOP LEFT. YOU CAN GO RIGHT TO GET FOOD AND HEARTS. HEAD LEFT TO THE GEARS. THE BEST METHOD IS TO AVOID THE KNIGHTS WITH SPEARS AND HEAD UP AND TO THE RIGHT. YOU WILL HAVE TO MAKE SOME LEAPS OF FAITH AT THE TOP. BE SURE TO WATCH FOR THE MED .USA HEADS. YOU MUST NEXT HEAD UP FROM GEAR TO GEAR BATTLING MEDUSA HEADS. AT THE TOP, HEAD RIGHT AND GET A 1-UP HIDDEN IN THE UPPER RIGHT SECTION OF THE WALL. BOSS: GIANT SKULL OR GRIM REAPER IF YOU RESCUED ANNET YOU WILL FIGHT THE GRIM REAPER. IF YOU DIDN'T YOU WILL FIGHT THE GIANT SKULL. GIANT SKULL: USE THE BOOMERANG OR THE AX ON HIM. DODGE THE ATTACKS OF THE EYEBALLS THEN ATTACK. THIS IS BEST DONE BY STAYING AS FAR AWAY FROM THE EYES AS POSSIBLE. REPEAT UNTIT6zL DEFEATED. GRIM REAPER: STAY ON THE OPPOSITE SIDE AS HIM AND USE BOOMERANGS. AVOID HIS SICKLES UNTIL HE CHANGES FORMS. IF YOU HAVE AT LEAST HALF ENERGY LEFT AT THIS POINT, JUST ATTACK HIM QUICKLY. IF NOT ATTACK WITH PRECISION. STAGE 7: DRACULA BASIC LEVEL, JUST COLLECT HEARTS AND SPECIAL WEAPONS. BOSS: COUNT DRACULA TRY TO HIT DRACULA ABOVE HIS PENDANT. USE THE BOOMERANG ON HIM TRYING NOT TO GET KNOCKED OFF THE PILLARS. REPEAT AND CONTINUE TO AVOID HIM AND HI;S FIREBALLS. WHEN HIS LIFE METER GOES DOWN IT IS NOT OVER. HE COMES OUT AS A WINGED DEMON. USE THE BOOMERANG ON HIM UNTIL HE IS DEFEATED, DODGING HIS ATTACKS. CONGRATULATIONS!! YOU DEFEATED DRACULA AND HIS MINIONS OF EVIL!! N. STAGE 7: DRACULA BASIC LEVEL, JUST COLLECT HEARTS AND SPECIAL WEAPONS. BOSS: COUNT DRACULA TRY TO HIT DRACULA ABOVE HIS PENDANT. USE THE BOOMERANG ON HIM TRYING NOT TO GET KNOCKED OFF THE PILLARS. REPEAT AND CONTINUE TO AVOID HIM AND HIΔz13pE' Lightspeed Proudly Presents: Duke 3d Full Cheat Code List This is ALL of the cheat codes. Believe me, I Tore this game apart. On my end, I re-programmed the damn thing. ;) Here: To get the cheat code prompt you type DN.. then GODLY: GOD MODE ON UNGODLY: GOD MODE OFF WARP: WARPING AMMO: all ammo full VIEW: "follow" mode.. watch duke from a few feet behind WEAPONS: all available weapons.. usually 1-6 UNLOCK: when in front of a lock door.. unlocks it ITEMS: keys... items...etc. RATE: umm.. i dont understand it.. 2 numbers on top left of screen.. eh? SKILL: Re-start level with SKill # CLIP: walk-through-walls HYPER: steroids! ENDING: end's the episode UNCONFIRMED: when i tore the program apart... two others showed up..... CASHMAN MONSTERS I couldnt get them to work.. but.. they showed up as cheet codes. ONS: all available weapons.. usually 1-6 UNLOCK: when in front of a lock door.΅ 14p̭ DOC'S REQUIRED TO PLAY FANTASY EMPIRES PAGE# HEADING WORD# ANSWER 3 GAME TYPES 10 EMPIRES 4 CREATING A CHARACTER 6 CAMPAIGN 7 CONTROLLING THE GAME 5 INTUITIVE 7 CONTROLLING THE GAME 7 INTERACTION 9 REGION STATUS 5 STATISTICS 12 ASSAYING P)REGIONS 4 MOUSE 13 CONSTRUCTING BUILDINGS 1 CLICKING 14 TRAINING TROOPS 9 WITHOUT 16 MOVING TROOPS 6 OTHER 19 QUESTS 9 MILITARY 21 USING SPELLS 6 CONSTRUCTING 22 USING MAGIC ITEMS 6 ALLOWS 24 OPTIONAL EXTRAS 5 ACCESSABLE 27 MAGIC-USERS) T7 6 INTELLIGENCE 35 OVERVIEW 4 INVADES 38 ORDERS DURING BATTLE 6 PROGRESS 38 BLESS 6 PRESENT 39 JOYSTICK AND KEYBOARD CNTRL 5 DEFENSES 41 BATTLE SIMULATION 12 RESOLVED 42 EXPERIENCE FOR TROOPS 5 SURVIVE 46 LAWFULLNESS 7 VALUE 48 BALLISTA 3 ESSENHwFTIALLY 50 ALFHEIM 8 MYSTERIOUS  INVADES 38 ORDERS DURING BATTLE 6 PROGRESS 38 BLESS 6 PRESENT 39 JOYSTICK AND KEYBOARD CNTRL 5 DEFENSES 41 BATTLE SIMULATION 12 RESOLVED 42 EXPERIENCE FOR TROOPS 5 SURVIVE 46 LAWFULLNESS 7 VALUE 48 BALLISTA 3 ESSEN4#15po============================================================================= FIFA '96 SOCCER KEYS ============================================================================= This game can be played with either the Keyboard, Mouse, Joystick, Gravis Game Pad [GraGamePd], or Gravis Grips [GravGrip]. Listed below you will find all the keystrokes for Fifa '96. Damn cool game, check it out!! HOTKEY LIST ~~~~~~~~~~~ Hotkeys can be used to change DQoptions without interupting gameplay. Camera Views ============ Hotkey Camera Views Hot Key Camera Views ------ ------------ ------- ------------ F1 Tele cam F5 Stadium cam F2 Sideline cam F6 Shoulder cam F3 Cable cam F7 Ball cam F4 Endzone cam Gameplay ======== Note: Numeric hotkeysj are located on the main keyboard. The separate keypad is not active. Hotkey Function Hotkey Function ------ -------- ------ -------- 1 Controller O Options 2 Coverage R Replay 3 Formation G Score summary 4 Strategy F Foul summary 5 &e Substitution - Smaller screen 6 Game stats = Larger screen H Toggle resolution _ (underscore) Shrinks screen N Player name,numbr off C Score summary F12 Quit current game F11 Quit to Dos F8 Sound on/off Modem ===== Hokey Modem Function ----- -------------- ALT-F9 Chat mode ALwT-F10 Hang-Up GOALKEEPER ~~~~~~~~~~ Defending the Goal ================== Action Keyboard Joystick GravGrip GraGamePd ------ -------- -------- -------- --------- Dive/Tackle or B1 or B2 A,B,C,+pad R,Y,or G + Arrows + move joy + Pad In Possession Of Ball ===================== Throw/Kick Ball or 8 B1 or B2 A or C R or G or B2 Cycle Cam/Player/ B1 B Y Passback mode Position Target Box Arrow Keys Move Joy Pad Pad IN-PLAY ~~~~~~~ Alternative Keyboard Strokes ---------------------------- = = D = = A = = S For GraGamePd: R = Red Y = Yellow B = Blue K=C\ G = Green Kickoff ======= Action Keyboard Joystick GravGrip GraGamePd ------ -------- -------- -------- --------- Kick to Teammate or B1 or B2 A,B,or C R,Y,or G Offence ======= Action Keyboard Joystick GravGrip GraGamePd ------ -------- -------- -------- --------- Controll Ball/Dribble Arrows Keys  Move Joy Pad Pad Pass + Arrows B1 + Joy B Y Lob or A B1 + B2 A R Shallow Lob + N/A X R + Y Shoot or D B2 C G Drop Pass Tap Tap B1 Tap B+Pad Tap Y+Pad + Arrow Keys + Move Joy Rainbow Kick  % + N/A B + C G + Y Sprint Hold , Hold B1 Z Hold B , or W 180 degree spin + N/A Y R + G Aftertouch curve Lft/Rgt Arrow Joy Lft/Rgt Pad L/R Pad L/R Dive (if near net) B2 C G One-timer B2 C G (if away from net)  :j Defence ======= Action Keyboard Joystick GravGrip GraGamePd ------ -------- -------- -------- --------- Tackle (Elbow if B1 B + C Y near player) Push + N/A A G + Y Slide B1 + B2 A R Switch Player B1 B Y  AF Ball In The Air =============== Action Keyboard Joystick GravGrip GraGamePd ------ -------- -------- -------- --------- Header, Volley, or +Arrow Rgt B1 + B2 A R Bicycle Kick Switch to Closest B1 B Y Player OUT OF PLAY ~~~~~~~~~~~ Corner Kick/Throw-In/Free Kick ============================== Action Keyboard 6 Joystick GravGrip GraGamePd ------ -------- -------- -------- --------- Lob +Arrows B1+B2+Move Joy A + Pad R + Pad Pass +Arrows B1 + Move Joy B + Pad Y + Pad Cycle Camera/Pl/Etc B1 B Y Position Target Box Arrow Keys Move Joy Pad Pad Select set play + Arrows B2 + Move Joy  C + Pad G + Pad Hide set play selctn +Arrws+ B1+B2+Move Joy C+Pad+A G+Pad+R Execute Set Play B2 C G Lob to Passback Plyr B1 + B2 A R Pass to Passback Plyr +Arrows B1 + Move Joy B + Pad Y + Pad Passback Mode ============= Action Keyboard Joystick GravGrip GraGamePd ------ -------- --------  --------- --------- To enter passback B1 + B2 A R mode: Just after a pass To perform a passback: B1 + B2 A R Repeat Passback shot B2 C G s B1 + Move Joy B + Pad Y + Pad Passback Mode ============= Action Keyboard Joystick GravGrip GraGamePd ------ -------- -------- ΐ16pz\M Terminator: Future Shock Here are some cheat codes for Terminator: Future Shock". To activate the cheat mode you have to first press ALT and \ together while in the game (please note: this is the \ character on the US keyboard layout; on other keyboards there may be another character on this key. You usually have to press the key that's above the right shift key and directly to the left of the return key; on my swedish keyboard this key has th'e character ' on it...). You will then be prompted to "ENTER CODE:". * version - Prints version # * turbo - Turns turbo mode on * superuzi - Gives you the Super Uzi * garble - Cheat code garble on/off, allows you to see the code you're typing in * firepower - All weapons * bandaid - Refills your power/armor * nextmission - Go to next mission * icantsee - Puts a viewscreen at the top right of the screen key has th:/?>=<;:9876543210/.-,+*)('&%$#"!      nh17pm- =========================== --= PWA DOX DIVISION PRESENTS =-- =========================== -Dox by Chowdery- MAGIC CARPET 2:NETHERWORLDS (Bullfrog) -- FULL DOCUMENTATION ***************************************************************************** WINDOWS 95 USERS ---------------- [1] Make sure the CD is seated in the Cd-Rom drive (that's tough) and boot up your PC into Windows < 95. [2] Open "My Computer" icon and double-click on your Cd-Rom drive icon. [3] Adjust sound configuration by double-clicking the NWSETUP icon. Select and configure the midi driver and digital audio driver. After setting up sound, select DONE. [4] Open NETHERW by double-clicking it's icon. The title screen appears followed by the game intro sequence. RUNNING MAGIC CARPET ON NON C: LOCAL DRIVE ------------------------------------------ If your hard drive is a 8nything other than C:, MC2 must be run with the following command: NETHERW -HARDDRIVE X Where [drive_letter] represent the single character defining the local hard drive. If you wish to play the game with sound and music, make a copy of the batch file NWSETUP.BAT and edit it such that the sound files are copied from the MC2 CD SOUND direcotry to your local drive \NETHER\SOUND directory. The SETSOUND.EXE should had the -HARDDRIVE paramerter, eg.: SETSOUND -HADRDRIVE The fo )ullowing commands may be typed after NETHERW in the command line: -MUSIC2 Use alternative music from the original MC -VIO [baud rate] [port] Defines paramters for use with VIO headset -DETECT OFF Disable auto-detection of sound hardware MC2 CONTROL METHOD (for headset, joystick should be obvious) ------------------------------------------------------------ - i-Glasses (Virtual I-O) - Plug your i-Glasses into the PC as  Hper the instruction manual. Insert the MC2 CD, then at the command line type the following: - NETHERW -VIO [buad rate] [com .port] - Refer to the hardware's instructions for further info. - In game, with your i-Glasses operational, press C to calibrate the head tracking mechanism and press S to switch to stereo mode. KEY COMMAND SUMMARY ------------------- P Pause the game (not in network play) R Change screen resolution Esc  WeI Abort current mission Return Toggle between game screen and mission map O Show current objective M Adjust music volume V Adjust sound volume 1-8 Send message (netowrk play only) F1 Toggle in-game help on/off F2 Toggle flight assistance on/off F3 Toggle speed fast/normal F4 Toggle speech on/off F5 Toggle sound on/off F6 Toggl 3)e music on/off F7 Adjust gamma correction F8 Toggle plyaer names on/off LMB Fire left assigned spell (on Left Mouse Button) RMB Fire right assigned spell Cursr Arrow U Increase speed Cursr Arrow D Decrease speed Cursr Arrow L Move left Cursr Arrow R Move right L&R Cursr Arr Barrel roll Backspace Stop moving SHFT-LMB Scroll through left assigned spells (forward) SHFT-RMB Scroll throught right a#Pssigned spells (forward) SHFT-L Destroy last castle stage SHFT-F1 Toggle reflections on/off SHFT-F2 Toggle sky on/off SHFT-F3 Toggle shadows on/off SHFT-F4 Toggle light sources on/off SHFT-F5 Toggle map icons on/off SHFT-F6 Toggle panel transparency on/off SHFT-F7 Toggle flat shading on/off ALT-LMB Scroll through the left selected spells (backwards) ALT-RMB Scroll through the right assigned spe ;lls (backwards) IN-GAME MODE ------------ [ Increase screen size ] Decrease screen size I Start text input C Calibrate headset CTRL Open Spells menu SPELLS MENU MODE ---------------- SHFT-LMB Toggle left assigned spell on/off SHFT-RMB Toggle right assigned spell on/off Left Mouse Assign highlighted spell to left mouse button Right Mouse Assign highlighted spell to right mous e button MISSION MAP MODE ---------------- ALT key Display player information OPTION PANEL MODE ----------------- D Options panel LMB Toggle options forward RMB Toggle options backward FRONT END SCREENS ----------------- F1 Toggle help mode on/off NETHERWORLDS MAP SCREEN ----------------------- O Show level objective MULTIPLAYER GAMES ----------------- In multiplayer games, all 'DTk the competitors must run their own copy of Magic Carpet 2 and choose the network option independently from their own PC. The network should support NETBIOS, which you must run from the command line before you enter the game. Wizard Colours Are As Follow: You - White Belix - Blue Nyphur - Red Elyssia - Pink Rahn - Green Yragore - Brown Jark - Purple Prish - Orange  2Sending message during network play: I Start Text Entry mode SHFT-F1 Use message store 1 SHFT-F2 Use message store 2 SHFT-F3 Use message store 3 SHFT-F4 Use message store 4 SHFT-F5 Use message store 5 SHFT-F6 Use message store 6 SHFT-F7 Use message store 7 SHFT-F8 Use message store 8 F9 Toggle message target mode CTRL Accept message Esc Abort message All othe ,r keys Enter Text THE ALL-SEEING EYE ------------------ This displays the landscape of the current realm. You and your carpet are always at the center of the eye, where your position is marked by a cross. Other objects are colour-coded so that you can recognize the next objective, as well as the places where danger lurks and mana can be collected. Marker stone - Flashing blue dots Creature(ncl:night/cavrn levls) - White dot Creature(dlo:day levels YDonly) - Black dot Teleport - Large pink square Fly to a point/a sign - Flashing yellow square Unpossessed mana - Yellow dot Your Possessed man - Flashing white dot Exit point - Red X Spell - Red dot Objective creature (ncl) - White dot in flashing red square Objective creature (dlo) - Black dot in flashing red square Experience spell - Flpashing red and white dot Tree (night/day levels) - Green dot Mushroom (cavern levels only) - Green dot Possessed building - Colored flashing dot Unpossessed building - Pink dot Civilian - Blue dot Your balloon - White balloon Enemy balloon - Coloured balloon Direction to current objective - Flashing red arrow STONE OF KNOWLEDGE ------------------ The three Stones of KnowledgeX at the top the game screen are engraved with mystic runes which display your status. The white marks on the mana bars of the Castle and Sorcerer's stones display the level of your stored mana. Your stone flashes red to let you know when your mana is under threat: CASTLE STONE: The red health bar lets you know how near your castle is to destruction. On the mana bar the gray area shows the maximum amount of mana the castle can hold, and the white area is the proportion of this space currently occupied. (Going left to right, the Castle Stone is the first horizontal bar on the left). BALLOON STONE: Keep you eye on your balloon's health. (This is on the immediate right of the Castle Stone's bar.) If the balloon bursts, all the mana it's carrying is y lost; the castle then immediately dispatches another balloon. The think white line in the mana bar indicates how much precious mana your balloon is currently carrying. NOTE: The Castle and Balloon stones remain blank until you cast the Castle spell. SORCERER's STONE: This shows your status, with the red bar displaying  your health and the white bar beneath your mana. (This bar is to the immediate right of the Balloon Stone.) SPELL STONES: These are the two squares on the far right of the bar. The left stone is designated to your LMB and the right stone is designated to your RMB. These show your currently selected spells, and the mana bar mIV@ indicates whether your have the power to cast the spell and how often. CONTROLLING THE CARPET ---------------------- The skilled maneuvering of the carpet is absolutely essential to your continued survival. You control the Magic Carpet with a combination of keyboard presses and mouse movements. Controll the altitude of your magic mount and the carpet's direction with the mouse; move the mouse forward to sink to the earth and back to soar skywards. Moving the mouse left and right turns and banks the carpet. Speed and direction are controlled using the keyboard cursor keys. Press UP to fly forward; repeat presses increases your speed. Press DOWN to reverse; repeat presses can get you out of trouble even faster. Use the LEFT and RIGHT keys to dodege incoming spells by moving the carpet sharply to either side. When playing with a joystick, the keyboard cursor keys control speed and sideways movement, whilhe the joystick controlls altitude and direction. Also note, however hard you try and however badly you fly, it's impossible to crash into the ground, walls, or building. COLLECTING MANA --------------- This is the key to maintaining your health and spell casting power. A fixed amount of mana exists in each realm, hidden along with the spells and within possessed people, animals and demonic creatures. Destroying aggressors frees the mana, which is then yours to claim. Mana0 cannot be destroyed, no matter how hard you try. Mana exists in three states: yours (white), enemy (enemy colour), and neutral (gold). To change the state of mana, you must cast a Possession Spell. Mana boosts your power as soon as you've possessed it. However, to keep it safe from Vissuluth's demonic forces it needs to be transferred back to your castle, although even then it can come under threat if your fortess is attacked. PEOPLE ------ When you possess a hous %L(or tent by using the Possession Spell, the occupants' mana comes under your control (although you can't move it back to your castle). The people who live in towns come in three varieties: town people, traders, and builders. Town people like to stay put, builder construct new dwellings for the expanding population, while traders wander from town to town pedaling their wares. When a town reaches a certain size, it creates its own army of archers to protect it and if the town is i̗n your posssession they will certainly aid your cause. However, all this potential for good can be ruined if your fire on defenseless townsfolk. The occupants will attack, causing you to lose mana rather than increase your power. It might be tempting to fire off a few spells just to test the water, but resist the urge - it will cost you. SPELL CASTING ------------- You begin the game without a single spell to your name, but can pick up the spells as Kafkar locates them *`= in each realm. A hoard of mana is often hidden along with each spell, or it can be watch by some fiendish demon - so watch your back. Spells are held within urns; to collect a spell simply fly over the urn. The new spell is then added to the Spells menu. Spells are cast using the LMB and RMB in combinations withe the SHFT keys. SPELL EXPERIENCE ---------------- There are 25 basic spells, but each spell has three levels of power making 75 spells in all. The more powerf!=\ul spell levels only become available when you've gained enough experience using a particular spell. SPELLS MENU ----------- DOX NOTE: In the section below, I'm going to make a "chart" using the pattern depicted in the book. Since I cannot show the actual spell picture, I shall use numbers which will correspond to descriptions below the chart... The Spells Are: (The most Basic Spells have a * next to them) 1 2 3 4 5 6 7 8 "tX 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 To access the Spells menu during play, press and hold the CTRL key; the Spells menu opens at the bottom of the Game Screen. There's a place in the Spells menu for all the the spells available MC2. You can assign any spell in the menu by either mouse button, and also cast them in combination with the SHFT keys. 1. Fireball 14. Steal Mana 2. Possession 15. Duel 3. Castle #n16. Tremor 4. Speed Up 17. Crater 5. Metamorph 18. Earthquake 6. Heal 19. Volcano 7. Shield 20. Summon Army 8. Lightening 21. Gravity Well 9. Rebound 22. Whirlwind 10. Meteor 23. Fool's Mana 11. Teleport 24. Magic Mine 12. Invisible 25. Alliance 13. Beyond Sight 1. Fireball. * Standard fireball launches a fiery ball of dest$xuructive energy at an enemy. Rapid Fireball. - A more effective version of the fireball spell. Fire Storm. - Wraps a fiery storm of enery around its target. 2. Possession. * Take control of any free mana. Mana Magnet. - Within a set radius, thsi spell possesses and attracts all the surrounding mana. Mana Lock. - Prevents another player gaining possession of your mana, exce%Rpt with the same mana lock spell. 3. Castle. * Creates a fortress in which all your possessed mana is gathered by hot air balloon. Additional castle spells can be cast on the same site, expanding your castle and launching more balloons. Fire Tower. - Adds outside wall turrets which launch rapid fireballs at creatures and other player who might  & attack your castle. Lightning Tower. - Same as Fire Tower, except the wall turrets fire bolts of lightning and have far more destructive capabilities. 4. Speed Up. * Propel yourself out of trouble at double speed forward or backward, depending on your current direction of motion. Super Speed. - Gives your 3X your ordinar!'my rate of motion. Super Speed Plus. - This the big one! Travel at 4X your normal speed, if you can handle it. 5. Metamorph 1. * The first level of this spell turns you temporarily into a Bee (by day) or Firefly (by night). Bees are armed with stings so you must get close to infict damage. Also fly in swarms, but won't attack unless y"(s|ou make the first move. When they do, their poison stings can be fairly powerful, but fireflies are easy to destroy. Metamorph 2. - Alters your state into a Cymmerian. These are winged creatures that fly across the landscape in search of their prey. They are difficult to destroy and are armed with fireballs. However,when they die #)pǖ no mana remains but instead a group of tiny, fast moving bugs are created.These nibble at stone walls of the castle causing relentless damage. These bugs care easily destroyed with a single hit, but move so fast that very accurate spell casting needed. Metamorph 3. - Alters your state into a mighty flying Wyvern. This fly$*g4<ing nightmare makes a Dragon resemble a spring lamb. The Wyvern is armed with rapid fireballs and is immune to the Rebound Spell (see below). It attacks castles and even when beaten half to death can regerate its power in a very short time. 6. Heal. * Restoreds your health value by small increments. Aid. - Gives you AIDS. Ok, ok - it's a mo%+y.eve powerful version of the heal spell (duh), this lasts longer and adds some health points. Constitution. - Restore your health to its maximum value for a short period. 7. Shield 1. * Reduces any attack hit by 25%. Shield 2. - As above, but last twice as long. Invulnerable. - Provides complete defense against any single hit. 8. Lightning. * &,H8Launches a bolt of lightning at an enemy. Thunderbolt. - Unleashes a storm of lightning, rather than 1 bolt. Thunderstorm. - Produces a storm of twice the magnitude of the Thunderbolt spell. 9. Rebound 1. * Returns any incoming shot to the aggressor. Rebound 2. - A double-duration version of the above. Amplify. - Doubles the damage value of any rebound shot. 10. Meteor 1. * Hurl '-$a massive rock at any hapless foe. Meteor 2. - Same as above, but with 2X the destructive energy. Meteor 3. - Same as above, but even more so. 11. Teleport 1. * Cast this spell to immediately return to castle. Teleport 2. - As above, but cast it a second time and you will be back at your original location. Castle Port. - Repeatedly cast this spell to move instantly (.between your current location, your castle, and the castles of all your rival players. 12. Invisible. * Cloaks you in a mask of invisibility for a period of time. However, upon casting a spell you can be seen by other players and monsters. Possess Invisible. - You remain invisible when you use Possess Mana sp. Attack Invisible. - Lets you attack while remaining cloaked. 13. Be)/ל'yond Sight. * Allows you to see the positions of other players & any castle balloons. See Invisible. - Removes any rival player's cloak of Invisibility. True Sight. - Gives your the combined power of above two spells. 14. Steal Mana. * Cast this at a rival player to steal a portion of their possessed mana. Double Steal. - Steal 2X as much. Ransack. - Robs a tenth o*0lf the target player's castle mana, leaving unpossessed mana balls surrounding your castle ripe for your Possession spell. 15. Alliance 1. * Makes all the creatures of the same species within a given radius fight on your side for a short time. Alliance 2. - Has a wider radius of effect and longer duration. Alliance 3. - Has the widest radius and longest duration. 16+1X}3. Duel. * Casting this locks you onto the target player, so so that your position automatically tracks that of the target Mana Drain. - As above, but with the advantage of simultaneously draining mana and transferring it to you. Health Drain. - Drains target player's health and transfers it to your own health bar. 17. Tremor 1. ,2i@? * Produces an earth tremor that damages any player or creature within range. Tremor 2. - As above, with larger radius and longer duration. Tremor 3. - Produces the most violent vibrations with the largest radius and longest duration. 18. Crater 1. * Adds a big hole to the landscape, engulfing any land based foe caught in its spell. Crater 2. - Ad-3Datds a great big hole to the landscape. Crater 3. - Adds an absolutely huge hole to the landscape. 19. Earthquake 1. * More effective than Tremor, Earthquake opens a huge crevice at the feet of land-bound creatures. Earthquake 2. - Longer lasting, more powerful version of the above. Earthquake 3. - To really make things shake, rattle, and roll. 20. Volcano 1. * Creates small volcano that spits out a li.4ttle lava. Volcano 2. - Larger volcano that throws more lava into the air. Volcano 3. - Creates a towring inferno of a volcano that spews forth great rushing torrents of red hot lava. 21. Summon Army 1. * Cast the first level Summon Army spell and eight giant Bees (by day) or Fireflies (by night) will seek and attack rival players and their castles. Summon Army 2./54R - Puts four Cymmerians on your side, hunting down your opponents and damaging their castles. Summon Army 3. - You get two might Wyvrns on your side!! NOTE:> > The creatures summoned by this spell will disappear if there are no other wizards to fight in the area. 22. Gravity Well 1. * Sucks creatures and rivals alike into oblivion. Gravity Well 2. - More damaging with larger radius 06֣and duration. Gravity Well 3. - Sucks more monsters than ever down into hell. 23. Whirlwind 1. * Suck earthbound beast into a whirling vortex. Whirlwind 2. - More damaging and longer lasting version of above. Whirlwind 3. - Even more than Whirlwind 2 spell. 24. Fools Mana. * Creates a few balls of false mana that, when struck by a Possession spell from an oppponent, resonds by 17߮firing a single fireball. Rapid Fools Mana. - This next level unleashes a stream of rapid fireballs at an unwary foe instead of a single. Lightning Fools Mana- As above, but spits lightning at any deluded demon. 25. Magic Mine 1. * Launch this to deposit a Mine Node which is subsequently armed by firing an offensive spell at it (either Fireball, Lightning, Meteor, Whirlwind, 28c etc). Once armed, the mine is invisible to other players and will fire twice at any passing wizard within range. However, the node become inactive after a short period of time. Magic Mine 2. - As above,but fires four shots and is active longer. Magic Mine 3. - Delivers eight shots and has the longest life span. ASSIGNING SPELLS ---------------- When cast, a39~ spell homes in automatically on the nearest aggressive target, so the real trick is not aiming but selecting the right spell for the occasion. To assign a spell to a mouse button, open the Spells menu (as described in the SPELLS MENU section above) and highlight the desired icon with the cursor. As each spell has three levels, this opens three spell experience boxes; choose the level of spell power your require and then press either the LMB (left mouse button) or RMB. On the 4:](Game Screen the selected spell icon appears on the appropriate spell stone. But two spells are not nearly enough when all manner of terrors are closing in. To assign additional spells, highlight the rquired spell icon and hold down the SHFT key. Press the LMB or RMB now and a small triangle appears in the spell icon. When in flight, you can cycle through these (depending upon which button the spell was assigned). When the spell icon you want appears on either spell stone, re5;u MANA WORMS. - Compose of pure mana, these beasts drif with the air currents, cannot be destroyed and have no attack powers. A Mana Worm can be possessed by any player with a castle, making its way slowly to the possessor's fortress to be converted into castle mana. The longer the creatures exists the higher its mana value. MOON DWELLERS. - Existing high up in the atmosphere, the9?! se creatures seach for mana balls on land upon which they descend to consume causing their own mana value to increase. Whilst feeding, they will attack any player in range with powerful lightning shots. When mana is scarce, they descend to lower altitudes where they can be seen and attacked. Moon Dwellers are hard to kill, although they have a high mana :3 value when eventually dealt with. SENTINELS. - Composed entirely of rock, Sentinels are land-bound and slow moving. The can see over great distances and may well attack players in range with a powerful volleys of firballs. Being made of stone, they are virtually indestructable. ***************************************************************************** they have a high mana @ATSRQPONMLKJIHGFEDCBA$]18p@B^) MORTAL KOMBAT 3 (FINISHING MOVES AND CODES) KOMBAT KODES ENTER CODE SYMBOLS AT MATCH-UP SCREEN WITH THE LOW PUNCH, BLOCK AND LOW KICK BUTTONS ON BOTH SIDES OF THE MACHINES. THE NUMBERS SHOW HOW MANY TIMES EACH BUTTON SHOULD BE PRESSED, FROM ZERO TO NINE; ADVANCE THROUGH THE LIST IN REVERSE BY HOLDING THE JOYSTICK UP(i.e. INSTEAD OF PRESSING A BUTTON NINE TIMES TO GET THE SKULL SYMBOL, JUST HOLD UP@C$ AND HIT THE BUTTON ONCE.) THROWING DISABLED: 100-100 BLOCKING DISABLED: 020-020 1/2 ENERGY PLAYER 1: 033-000 1/2 ENERGY PLAYER 2: 000-033 1/4 ENERGY PLAYER 1: 707-000 1/4 ENERGY PLAYER 2: 000-707 INFINITE RUN: 466-466 REMOVE ENERGY BARS: 987-123 DARK KOMBAT: 688-422 RANDOM MORPH: 460-460 PSYCHO KOMBAT: 985-125 NO FEAR: 282-282 THEATER OF MAGIC: 987-666 KNOWLEDGE IS POWER@Du: 123-926 HIDDEN SHOOTER GAME: 642-468 FIGHT SMOKE: 205-205 FIGHT MOTARO: 969-141 FIGHT SHAO KAHN: 033-564 FIGHT NOOB SAIBOT: 769-141 and .......... THE ULTIMATE KOMBAT KODE: 10902-22234 Once entered you can play as Smoke and will never need to be entered again. THE RULES TO DOING BABALITIES,FRIENDSHIPS,ETC. and HOW TO PERFORM THEM! BABALITIES/FRIENDSHIPS: TO DO A BABAL.@E)SX OR FRIEND. YOU CANNOT BLOCK DURING THE ROUND IN WHICH YOU ARE GOING TO DO THE BABAL. OR FRIEND. HAVE MERCY(FEEL SORRY FOR THEM AND GIVE THEM MORE ENERGY)! DURING THE THIRD ROUND WHEN IT SAYS "FINISH HIM",STAND FAR AWAY AND HOLD RUN, PRESS DOWN FOUR TIMES, THEN RELEASE RUN!YOUR ENEMY GETS A LITTLE MORE ENERGY! YOU MUST SHOW MERCY IN ORDER TO PERFORM AN ANIMALITY! ANIMALITIES: THE NEW MOVES THAT WERE ONCE ONLY A@F RUMOR IN MORTAL KOMBAT 1 AND 2 ARE NOW TRUE! IN ORDER TO PERFORM THEM YOU MUST SHOW MERCY(TO SHOW MERCY READ HAVE MERCY, IT IS ABOVE THIS ARTICLE)! STAGE FATALITIES: THE STAGE FATALITIES LISTED ONLY WORK IN THE PIT 3,BELL TOWER, AND SUBWAY STAGES! EACH ONE BEGINS WITH AN UPPERCUT SO STAND CLOSE BY YOUR OPPONENT! now the BEST pArT! HOW TO PERFORM EACH CHARACTERS FINISHING MOVES: CYRAX(THE YELLOW DUD@GKfnE THAT LOOKS LIKE SCORPION): FATALITY 1(SUICIDE): In Close,DOWN,DOWN,FORWARD,UP+RUN FATALITY 2(CHOPPER): DOWN,DOWN,DOWN,UP,DOWN,HIGH PUNCH STAGE FATALITY: RUN,BLOCK,RUN FRIENDSHIP: Far Away,RUN,RUN,RUN,RUN,UP BABALITY: FORWARD,FORWARD,BACK,HIGH PUNCH ANIMALITY: In Close, HOLD BLOCK,PRESS UP,UP,DOWN,DOWN JAX(THE BIG STRONG BLACK GUY WITH METAL ARMS): FATALITY 1(GIANT): Far Away,RUN,BLOCK,RUN,RUN,LOW KICK FAT@HALITY 2(SLASH): In Close,HOLD BLOCK,PRESS UP,DOWN,FORWARD,UP,RELEA- SE BLOCK,THEN TAP BLOCK AGAIN STAGE FATALITY: DOWN,FORWARD,DOWN,LOW PUNCH FRIENDSHIP: Far Away,LOW KICK,LOW KICK,RUN,RUN,LOW KICK BABALITY: DOWN,DOWN,DOWN,LOW KICK ANIMALITY:In Close,HOLD LOW PUNCH,PRESS FORWARD,FOWARD,DOWN,FORWARD, RELEASE LOW PUNCH KABAL(I DO NOT HAVE A DISCRIPTION FOR HIM): FATALITY 1(INFLATE): At Foot Sweep Distance,DOWN,DOWN,BAC@IK,FORWARD, BLOCK FATALITY 2(SHRIEK): In Close,RUN,BLOCK,BLOCK,BLOCK,HIGH KICK STAGE FATALITY: BLOCK,BLOCK,BLOCK,HIGH KICK FRIENDSHIP: RUN,LOW KICK,RUN,RUN,UP BABALITY: RUN,RUN,LOW KICK ANIMALITY: In Close,HOLD HIGH PUNCH,PRESS FORWARD,FORWARD,DOWN,FORWARD, RELEASE HIGH PUNCH KANO(RED,BLACK,AND GRAY UNIFORM OR BLUE BLACK AND GRAY,HAS A RED EYE): FATALITY 1(SKELETON): In Close, HOLD LOW PUNCH,PRESS FORWARD,DOWN@ J,DOWN, FORWARD,RELEASE LOW PUNCH FATALITY 2 (EYE BEAM): At Foot Sweep Distance,LOW PUNCH,BLOCK,BLOCK,HI- GH KICK STAGE FATALITY: UP,UP,BACK,LOW KICK FRIENDSHIP: Far Away,LOW KICK,LOW KICK,RUN,RUN,HIGH KICK BABALITY: FORWARD,FORWARD,DOWN,LOW KICK ANIMALITY: In Close,HOLD HIGH PUNCH,BLOCK,BLOCK,BLOCK,BLOCK,RELEASE HI- GH PUNCH KUNG LAO(LOOKS LIKE LIU KANG BUT HAS A POINTED,SHARP HAT): FATALITY 1(SPIN): @ K BLOCK+RUN,BLOCK+RUN,DOWN FATALITY 2(THROWS THE HAT, THE BODY SPLITS): At Foot Sweep Distance, FORWARD,FORWARD,BACK,DOWN,HIGH PUNCH STAGE FATALITY: DOWN,DOWN,FORWARD,FORWARD,LOW KICK FRIENDSHIP: RUN,LOW PUNCH,RUN,LOW KICK BABALITY: DOWN,FORWARD,FORWARD,HIGH PUNCH ANIMALITY: In Close,RUN,RUN,RUN,RUN,BLOCK LIU KANG(REMINDS ME OF BRUCE LEE,DOES NOT WEAR A SHIRT): FATALITY 1(FIRE): FORWARD,FORWARD,DOWN,DOWN,LOW KICK @ L FATALITY 2(CRUSHED BY MK ARCADE GAME): UP,DOWN,UP,UP,THEN RUN+BLOCK SIMULTANEOUSLY(SIMULTANEOUSLY MEANS RAPIDLY,QUICKLY,OR AT THE SAME TIME) STAGE FATALITY: RUN,BLOCK,BLOCK,LOW KICK FRIENDSHIP: Far Away,DOWN+RUN,DOWN+RUN,DOWN+RUN BABALITY: DOWN,DOWN,DOWN,HIGH KICK ANIMALITY: From Foot Sweep Distance,DOWN,DOWN,UP NIGHTWOLF(LOOKS LIKE T. HAWK OF SSF2,BIG INDIAN GUY): FATALITY 1(NOW THEY SEE THE LIGHT): In Close,HOLD@ M^KS BLOCK,UP,UP,BACK,FOR- WARD,RELEASE BLOCK,THEN TAP BLOCK FATALITY 2(TOMAHAWK/AXE): Far Away,BACK,BACK,BACK,DOWN,HIGH PUNCH STAGE FATALITY: RUN,RUN,RUN,BLOCK FRIENDSHIP: Far Away,DOWN+RUN,DOWN+RUN,DOWN+RUN BABALITY: FORWARD,FORWARD,FORWARD,DOWN,DOWN ANIMALITY: FORWARD,FORWARD,DOWN,DOWN SEKTOR(LOOKS LIKE CYRAX IN A RED UNIFORM): FATALITY 1(FLAME): Far Away,FORWARD,FORWARD,FORWARD,BACK,BLOCK FATALITY 2(CRUSH): A@ NTNnt Foot Sweep Distance,LOW PUNCH,RUN,RUN,BLOCK STAGE FATALITY: DOWN,DOWN,DOWN,RUN FRIENDSHIP: Far Away,RUN,RUN,RUN,DOWN BABALITY: BACK,DOWN,DOWN,DOWN,HIGH KICK ANIMALITY: FORWARD,FORWARD,DOWN,UP SHANG TSUNG(SOME GUY WITH BLACK FACE MAKE-UP AND A YELLOW UNIFORM): FATALITY 1(SOUL): In Close,HOLD LOW PUNCH,PRESS RUN,BLOCK,BLOCK,BLOCK, RELEASE LOW PUNCH FATALITY 2(SPIKES): In Close,HOLD LOW PUNCH,PRESS DOWN,FORWARD,FORWAR@OgD, DOWN,RELEASE LOW PUNCH STAGE FATALITY: HOLD BLOCK,PRESS UP,UP,BACK,LOW PUNCH FRIENDSHIP: Far Away,LOW KICK,LOW KICK,RUN,RUN,DOWN BABALITY: RUN,RUN,RUN,LOW KICK ANIMALITY: At Foot Sweep Distance,HOLD HIGH PUNCH,PRESS RUN,RUN,RUN, RELEASE HIGH PUNCH SHEEVA(LOOKS LIKE A SKINNY GORO WITH BREAST IMPLANTS,A FEMALE GORO): FATALITY 1(POUND): In Close,FORWARD,DOWN,DOWN,FORWARD,LOW PUNCH FATALITY 2(PEEL): In Close,R@PokUN,BLOCK,BLOCK,BLOCK,BLOCK STAGE FATALITY: DOWN,FOWARD,DOWN,FORWARD,LOW PUNCH FRIENDSHIP: FORWARD,FORWARD,DOWN,FORWARD,HIGH PUNCH BABALITY: DOWN,DOWN,DOWN,BACK,HIGH KICK ANIMALITY: In Close,RUN,BLOCK,BLOCK,BLOCK,BLOCK SINDEL(FEMALE WITH WHITE HAIR AND EYES,HAS A PURPLE/AQUA COSTUME): FATALITY 1(SCREAM): In Close,RUN,RUN,BLOCK,BLOCK,THEN RUN+BLOCK SIMULT- ANEOUSLY FATALITY 2(HAIR): At Foot Sweep Distance,RUN,RUN,BLOCK@QW!,RUN,BLOCK STAGE FATALITY: DOWN,DOWN,DOWN,LOW PUNCH FRIENDSHIP: UP+RUN,UP+RUN,UP+RUN BABALITY: RUN,RUN,RUN,RUN,UP ANIMALITY: FORWARD,FORWARD,UP,HIGH PUNCH SMOKE(LOOKS KINDA LIKE CYRAX AND SEKTOR): FATALITY 1(BOMB): At Foot Sweep Distance,HOLD RUN+BLOCK,PRESS DOWN,DOWN ,FORWARD,UP,THEN RELEASE RUN+BLOCK FATALITY 2(MEGA-BOMBS): Far Away,HOLD BLOCK,PRESS UP,UP,FORWARD,DOWN,R- ELEASE BLOCK STAGE FATALITY@R%: FORWARD,FORWARD,DOWN,LOW KICK FRIENDSHIP: RUN,RUN,RUN,HIGH KICK BABALITY: DOWN,DOWN,BACK,BACK,HIGH KICK ANIMALITY: Far Away,DOWN,FORWARD,FORWARD,BLOCK SONYA(GREEN/BLUE OUTFIT AND BLOND HAIR): FATALITY 1(KISS): BACK,FORWARD,DOWN,DOWN,RUN FATALITY 2(PINK): Far Away,HOLD BLOCK+RUN,PRESS UP,UP,BACK,DOWN,RELEA- SE BLOCK+RUN STAGE FATALITY: FORWARD,FORWARD,DOWN,HIGH PUNCH FRIENDSHIP: BACK,BACK,BACK,DOWN,RUN @Sbj BABALITY: DOWN,DOWN,DOWN,FORWARD,LOW KICK ANIMALITY: HOLD LOW PUNCH,PRESS BACK,FORWARD,DOWN,FORWARD,RELEASE LOW PUNCH STRYKER(I HAVE NO DESCRIPTION FOR HIM): FATALITY 1(BOMB): In Close,DOWN,FORWARD,DOWN,FORWARD,BLOCK FATALITY 2(TASER): Far Away,FORWARD,FORWARD,FORWARD,FORWARD,LOW KICK STAGE FATALITY: FORWARD,UP,UP,HIGH KICK FRIENDSHIP: Far Away,LOW PUNCH,LOW PUNCH,RUN,RUN,LOW PUNCH BABALITY: DOWN,FORWARD,FORWARD,B@T"R;ACK,HIGH PUNCH ANIMALITY: In Close,RUN,RUN,RUN,RUN,BLOCK SUB ZERO(MUST I GIVE YOU A DESCRIPTION FOR EVERYONE:)!): FATALITY 1(SHATTER): In Close,BLOCK,BLOCK,RUN,BLOCK,RUN FATALITY 2(MORNING BREATH:): At Foot Sweep Distance,BACK,BACK,DOWN,BAC- K,RUN STAGE FATALITY: BACK,DOWN,FORWARD,FORWARD,HIGH KICK FRIENDSHIP: Far Away,LOW KICK,LOW KICK,RUN,RUN,UP BABALITY: DOWN,DOWN,DOWN,BACK,BACK,HIGH KICK ANIMALITY: In Clo@%w3se,HOLD BLOCK,PRESS FORWARD,UP,UP Close,RUN,RUN,RUN,RUN,BLOCK SUB ZERO(MUST I GIVE YOU A DESCRIPTION FOR EVERYONE:)!): FATALITY 1(SHATTER): In Close,BLOCK,BLOCK,RUN,BLOCK,RUN FATALITY 2(MORNING BREATH:): At Foot Sweep Distance,BACK,BACK,DOWN,BAC- K,RUN STAGE FATALITY: BACK,DOWN,FORWARD,FORWARD,HIGH KICK FRIENDSHIP: Far Away,LOW KICK,LOW KICK,RUN,RUN,UP BABALITY: DOWN,DOWN,DOWN,BACK,BACK,HIGH KICK ANIMALITY: In CloU V:a`_^]\[ZYXWV19pUWoM============================ NBA Live '96 (SNES) FAQ v0.1 Created November 7, 1995 ============================ Contents: Introduction What's New in Live '96? "Hidden" characters Bugs ---- Introduction: Welcome to the NBA Live '96 Frequently Asked Questions List. With this list I hope to point out the special undocumenthope to point out the special undocumentwer any other important relevant information. I don't want to pad the FAQ with a lot of junk, so I'UX(Jll try to include only relevant information, and keep it short. However, the FAQ can only be as good as its users. I monitor r.g.v.n regularly, and will look for important information on the game. Please send me any additions or modifications to the FAQ as you see fit (at sstackhouse@undergrad.math.uwaterloo.ca), as you will improve the FAQ and people's enjoyas you will improve the FAQ and people's enjoy those who contribute. ---- What's New in Live '96? UY+ Well, NBA Live '95 was the most complete basketball game that I have ever palyed, and it would be hard to improve it too much. Fortunately (or unfortunately, depending on how you look at it), EA decided not to screw around with NBA Live '96 too much, so it is quite similar to NBA Live '95. The gameplay and graphics are rather similar. Major Changes: - Toronto Raptors and Vancouver Grizzlies included Changes: - Toronto Raptors and Vancouver Grizzlies included - "Hidden"UZzr} players included - New dunks and lay-ups - Much harder to block dunks and lay-ups - Can call plays on the fly - Fouls occur differently - Foul shooting changed (nice touch!) - More injuries! - Players' mug shots have been removed - Cartridge size remains unchanged at 12Mbits If you own NBA Live '95, I might suggest renting before you buy '96 since '95 might keep you satisfied as it is. ---- "Hidden" characters: In the spirit of NB you satisfied as it is. ---U[,;oE- "Hidden" characters: In the spirit of NBThese players include some new rookies for the 95-96 season, some of the best to ever play the game, some players not regularly in the game and some of the programmers. You can access these players by selecting the Edit Player choice from the Set Rosters menu. You select the hidden players by editing the current name (from "Roster PG" or whatever) to one of the names from the list below. When you enter the name correctly, U\ hatever) to one of the names from the list below. When you enter the name correctly, . Your changes will be saved to the battery. This should be all of the hidden characters you can use. I will add detail (and maybe the correct teams for the players) later on. J. Smith McDyess Stackhouse (no relation to the maintainer of the FAQ :( ) Wallace Garnett B. Reeves Stoudamire Respert O'Bannon K. Thomas Trent Parks Williamson E. Williams B. Barry Henderson U] #Sura Ratliff Childress Caffey Finley Zidek Bes Trent Parks Williamson E. Williams B. Barry Henderson Sura Ratliff Childress Caffey Finley Zidek Besith D. Marshall Whitfield Meek Boyce Snow Pelle T. Brown Banks Edney Davis Allen Lewis Bodiroga Hoiberg Popa Ilgauskas McDonald C. Carr Martin A. Reid Barkley Jordan Bird Johnson Erving Jabbar Thompson Laimbeer Chamberlain B. Russell Hayes Robertson R. Barry Gervin Baylor West I. ThomU^Jas Maravich Worthy Walton Archibald Frazier Havlicek McHale Cousy Mikan Thurmond Murphy Cowens Ted M. Rammer Norv. Barry Gervin Baylor West I. Thomas Maravich Worthy Walton Archibald Frazier Havlicek McHale Cousy Mikan Thurmond Murphy Cowens Ted M. Rammer Norvl of them. Not all of these have been tested, but many have. Please report any corrections to this list to me. If you're like me, then you may be asking "Barkley?" Barkley being in U _6lthere *really* surprised me. I believe Acclaim has his video game rights, and that's why he isn't in there regularly. This could be lawsuit potential. Hey being in there *really* surprised me. I believe Acclaim has his video game rights, and that's why he isn't in there regularly. This could be lawsuit potential. Hw why Jordan is not in the game regularly. Maybe at the time of programming, he hadn't returned to the NBA. ---- Bugs: I think I started this seU `ܟction just so I can point out one of my pet peeves. (so much for keeping irrelevant stuff out of the FAQ, eh?) Alley-oops are not tracked correctly in your User Stats. This problem was so I can point out one of my pet peeves. (so much for keeping irrelevant stuff out of the FAQ, eh?) Alley-oops are not tracked correctly in your User Stats. This problem wasbottom of it, and it's because I love to do alley-oops. After playing a quarter on Live '96 and doing one U as0 alley-oop, my team was shooting 10/11. However, my user stats showed me shooting 9/11. So although my team had only missed one shot, it claims that I as a user had missed two shots. Hmmmm.... So that's my excuse 0/11. However, my user stats showed me shooting 9/11. So although my team had only missed one shot, it claims that I as a user had missed two shots. Hmmmm.... So that's my excuse Stackhouse | "Having a smoking and non-smoking 3B AcU Ѵ~tuarial Science | section in a restaurant is like University of Waterloo | having a urinating and sstackho@undergrad.math.uwaterloo.ca | non-urinating section in a pool." ========== END OF FAQ ========== ktats showed me shooting 9/11. So although my team had only missed one shot, it claims that I as a user had missed two shots. Hmmmm.... So that's my excuse Stackhouse | "Having a smoking and non-smoking 3B Acbc!?rqponmlkjihgfedc20pbd]"I Have No Mouth And I Must Scream" - the solution by JdA / RoR Hi dudes! If this game hadn't so many bugs and dead-ends, it would have been on of the best in the history of computer adventure games. Nevertheless it's worth having a look, and if you love adult s-f, you'll gonna find yourself in the gaming paradise... The solution isn't lame step-by-step, so play on your own, and just when you get totally stuck, look here... Playing the game remember to look at everything and behotalk to everybody! This triggers the events! Garrister: ---------- Read the note and exit. Find two sheets in various rooms and tie them together. Find the gun (under the pillow). Get the fork and the knife from the kitchen. Scare the rats with the knife and take the bread (you may eat it). Use the fork on the engine. Push the lever near the cages and get the bloody key (heh heh, neither this nor the bread are necessary, but hey, what the heck). Get the milk. Go upstairs,bf\ use the knife to get outside the baloon and tie the rope to the ring. Use the rope to get your heart. Cut the rope with the knife. Cut three airbags to land near the bar. Get down through the hatchet. Enter the bar, visit every place, find the shovel near the trashcans. Get the whiskey and talk to Harry. When he gives you the hint about something in the toilet, go there. Take the magnifying glass from the urinal and get back to the Zeppelin. Check the debris in the room witbgMh poison. Hmmm... So that pig Harry was the murderer... Clean up your hands using the table cloth. Talk to Harry again and you'll get to know he only finished what Edna started. Kill the motherfucker with the knife. Talk to jackal and give him your heart. Piss three times to teleport to the freezer. Talk to Edna, promise her to help her, then talk until she drops a key. Stop talking to the bitch and get the key. Tie Edna. Get back to jackal and offer him Harry's heart. Get bbh:.ack to the ship and put Edna in what looks like the electric torture machine. Wow! Enter the locked room using Edna's key and read the log book. Get back to your girl and give her the milk. Bury her near the trashcans (use the shovel). Go back to Zeppelin and push the switch upstairs. Go to the navigation room and start up the machine. Get out and shoot Edna with the gun... Ellen: ------ Enter the pyramide and try to swallow the water. Go right and check all the monitobiCrs. Fix the wires. Push the switch on the monitor which displays the fountain, you'll see the secret passage. Get back and push the electronic bricks to reveal the passage. Use it to go down. Go right. Get the yellow scarf and the forceps. Go right. Use the forceps to pull out the gem (you have to use the scarf first). Put the gem into the left server (go right). Get back to the room with the monitors and use the scarf - you'll be able to pass the Holy Grail animal guard. Fill bjIthe cup with water and drink it up. Do it again. And again. Use the filled cup on the console god-guard and use the forceps to pull out the ROM chip. You can reprogramm the chip in the left server. Put the chip back into the guard and ask him for the access code. Use the filled Grail again and enter the code. The sarcophagus opens... Use the sarcophagus then use the keyboard. Get through all the dates. When you face your past, fight! Examine the AM room (find the wires). Exitbk  the place and launch the right server. Enter the date of the rape. Learn about the new top-secret translator. Go the the fountain and take the speaker. Use it on AM's wires. Talk to the computer image and get back. From the place where the gem was you may take the CD-ROM now. Put the disk in the middle server and see the pyramide closing. Ask Anubis for help and enter the sarcophagus. Your adventure ends there... Ben: ---- Go take the fruit. Give it to the child. Get thb lSe fruit again and give it to the mother, she'll pulverise it for you. Go to sleep. Go watch the mother being sacrificed, get back and pull the twine to get another fruit. Visit the elder then visit him again (he should be left). Steal the bag and show it to the boy. Tell him to hide and promise him you'll prepare the friend for him. Go talk to the graves, say you're sorry and show the bag. Hide it. Pull the wines to reveal the last grave, talk to it, then plant a fruit. Takeb mA0!F the wire from the wines in the cave with the cradle. Take the junk from around the altar. Get another fruit and try to give it to the food guard. Get the wood and put the fruit in one of the baskets. Give all three objects to the boy. Go to bed. When you wake up go to the altar. Offer yourself in the boy's place. There you go... Nimdok: ------- Talk to everyone. Get inside the building and talk to everyone again. Check out the 1945 poster. Get the scalpel. Go to the recob n׬very room and reveal the secret passage in the ven. Get the watch and that dentist's tool... Read the records and open the oven. Exit and give all you can to the prisoner (talk to him). Enter the building again and take the ether. Use it on the patient. Get the jar. Exit the building the secret way. Talk to the prisoners and leave the place. Read the message on the teletype. Enter the room with Golem and push the switch. You are able to find the mirror now. Examine it. Use tb oѶhe wall with screaming faces to finish your mission... Ted: ---- Enter the Dark Room. Push the monitor with the castle. BTW, this time your psych prifle gives you the real hints, not metaphors. Go to the room with bed and book. Read the diary. Go talk to Ellen. Find a piece of glass and the icon. Use the icon on the broken door then push the armour to block the entrance. Talk to the maid, sleep with her, then talk to her as long as she promises you something. Fix the oveb p\*@)n and talk to the girl again. Exit the kitchen and listen to the shadows talking. Push one of the candles to reveal the secret passage, enter it and talk to the witch. Go to the room with occult books and read all them, especially the one with the speel. Learn it, get back to the witch and put a spell on her. Pick up the chalk and finish the circle. Ask the demon to open the door to the locked maid's room (you can give him some of your blood, on the broken glass). Talk to ElbqB`len again, you should meet the devil there. Go to the opened room and look at the tapestry. Go back to the devil and talk to him again, he'll admit he took the mirror and give you a hint. Go to the library and read Dante's 'Divine Comedy' to find the mirror. Give it to Ellen. Show the mirror to the devil and he'll jump into it. Break the mirror in the demon circle and ask the big mutha to open the passage to the surface world... The End: -------- There's a lot to do here brT2and I've heard there is a possibility to finish the game using other characters than Nimdok, and for a sure there are at least three possible solutions, but I'll tell you only the shortest one. Choose Nimdok, start the computer and enter 1945. Turn the bridge on. Cross the bridge and use the Summoning. Talk to the demon, don't let him use the Enthropy, just the next metaphor. Talk to Chinese and Russian computers. Go to your Ego and wake it up. Talk to it and as soon as you gbYet the option to walk away, do it. Use the Compassion on the Ego (I'm not sure about this, but in general you have to meet Ego, Id and Superego and use things like Clarity and stuff on them to destroy them). Go back to the demons, talk a bit and use the Enthropy. I have no mouth, but I do not have to scream anymore... [ JdA / RoR ] e the Enthropy, just the next metaphor. Talk to Chinese and Russian computers. Go to your Ego and wake it up. Talk to it and as soon as you gsHt ~}|{zyxwvut 21psuR CHEATS LIST v1.93 INDEX: Bart vs. the Space Mutants Black Thorne Body Blows Body Count Budokan Civilization Comanche Dark Forces Descent Desert Strike Doom 1 & 2 Duke Nukem Flash Back Golden Axe Heretic Hexen Jazz Jack Rabbit Lemmings 3D (Demo Version) Lion King Mortal Kombat Mortal Kombat 2 Mortal Kombat 3 Oh No More Lemmings One Must Fall Power Drive Prince of Persia 2 Quarantine Rise of the Robots Rise of the Triad Rogsvker Rabbit Simcity SimCity 2000 Spear of Destiny Street Fighter 2 Syndicate Terminal Velocity The Incredible Machine (TIM) Ultima 7 Ultima Underworld 2 Vikings Warcraft Wing Commander Wing Commander 2 Witchaven Wolfestein 3D X-Mas Lemmings Bart vs. the Space Mutants: Type COWABUNGA on title screen for invulnerability Black Thorne: Mine level 2 - FBWC Sand level 2 - GSG3 Mine level 3 - QP7R Sand level 3 - BMHS Mine level 4 - WJTV Sand level 4 - Y4Dsw hJ Tree level 1 - RRYB Castle level 1 - HCKD Tree level 2 - ZS9P Castle level 2 - NRLF Tree level 3 - XJSN Castle level 3 - J6BZ Tree level 4 - CGDM Castle level 4 - MJXG Sand level 1 - TJ1f Castle level 5 - K3CH Game Wizard codes: 1000:96AA Health 1000:843C Power of Weapon(3 is strongest weapon) Body Blows: On the option screen hold down EW for a cheat menu. Body Count: Game Wizard codesx+w"s: 3000:D758 UZI AMMO 3000:D75A GALIL AMMO 3000:D75C FLAME AMMO 3000:D75E ROCKET AMMO 3000:D6EA } } - WEAPON 3000:D6EC } 3000:D6F8 INVISIBLE 3000:D6FC NUMBER OF ENEMIES KILLED Budokan: Go as far right and down as you possibly can. When you are between the Dojo and the fence press B for a breakout- style game. Civilization: Hold down SHIFT and press 123456789t for a full map view. Comanche: On the options screen hold BACKSPsy+ACE and type KYLE. Dark Forces: When playing type this codes: LAIMLAME - FULL INVINCIBILITY LAMAXOUT - EVERYTHING ADDED LABUG - INSECT MODE LAPOSTAL - WEAPONS AND AMMO ADDED LASKIP - NEXT LEVEL LACDS - MAP WITH THINGS LADATA - COORDINATES AND % SECRET LANTFH - TELEPORT TO A SAFE LAPOGO - ALLOW TO CLIMB ANY HEIGHT LARANDY - WEAPON SUPER CHARGE LAREDLITE - FREEZE ENEMIES LAUNLOCK - GET ALL KEYS LASECBASEsz$O - WARP TO MISSION 1 LATALAY - WARP TO MISSION 2 LASEWERS - WARP TO MISSION 3 LATESTBASE - WARP TO MISSION 4 LAGROMAS - WARP TO MISSION 5 LADTENTION - WARP TO MISSION 6 LARAMSHED - WARP TO MISSION 7 LAROBOTICS - WARP TO MISSION 8 LANARSHADA - WARP TO MISSION 9 LAJABSHIP - WARP TO MISSION 10 LAIMPCITY - WARP TO MISSION 11 LAFUELSTAT - WARP TO MISSION 12 LAEXECUTOR - WARP TO MISSION 13 LAARC - WARP TO MISSION 14 Descent: GABBAGABBAHEY - CHEATS ENABLED s{~3SCOURGE - ALL WEAPONS MITZI - ALL KEYS RACERX - GOD MODE GUILE - CLOAKING DEVICE TWILIGHT - FULL SHIELDS FARMERJOE - LEVEL SELECT ALT+F ON MAP FOR FULL MAP Desert Strike: Access the option screen with the [ESC] key and type WATERFALL. Once you have done that hit the [ESC] key again and hit the [F12] key to toggle invulnerability and unlimited weapons on/off. When you are flying hit the [Q] key and go back s|"rto your ship and land on it, now you have completed the level and go to the next level. Doom 1 & Doom 2: Type this codes when playing! IDDQD - GODMODE IDKFA - ALL WEAPONS AND ALL KEYS IDFA - ALL WEAPONS BUT NO KEYS (Only in DOOM 1 v1.666 & DOOM 2) IDSPISPOPD - NO CLIPPING MODE (Only in DOOM 1) IDCLIP - NO CLIPPING MODE (Only in DOOM 2) IDMYPOS - SHOWS CO-ORDINATES IDBEHOLDR - RADIATION SUIT IDBEHOLDI - INVISO POWER UP IDBEHOLDV - INVISIBLE POWEs }8mR UP IDBEHOLDA - COMPUTER MAP IDBEHOLDL - LIGHT AMPLIFICATION POWER UP IDBEHOLDS - BEZERKER POWER UP IDCHOPPERS - GET CHAINSAW, INVINCIBLE IDCLEV [1-3] [1-9] - WARP TO EPISODE 1-3, LEVEL 1-9 On map type IDDT for full map Doom 1 v1.666 & Doom 2, start doom with the parameter -TURBO 250 for more speed Duke Nukem: Hold + Now you've got all keys and all bullets Flash Back: The password PIXEL kills guards. Passwords: Easy level Normal levs ~el Hard level JAGUAR BANTHA TOHOLD COMBEL SHIVA PICOLO ANTIC KASYYK FUGU NOLAN SARLAC CAPSUL ARTHUR MAENOC ZZZAP SHIRYU SULUST MANIAC RENDER NEPTUN NOWAY Golden Axe: During "Select Player" press 1-8 to select level. Heretic: COCKADOODLEDOO - CHICKEN MODE ENGAGEXY - LEVEL SELECT, X=EPISODE, Y=LEVEL IDDQDs  - YOU ARE DEAD IDKFA - ALL YOUR WEAPONS ARE GONE KITTY - CLIPPING MODE MASSACRE - ALL ENEMIES ARE DEAD PONCE - 100% HEALTH RAVMAP - EVERYTHING IS ON MAP RAMBO - ALL WEAPONS SHAZAM - MAXIMUM POWER FOR WEAPONS SKEL - ALL KEYS QUICKEN - GOD MODE GIMME - GIVES YOU VARIOUS ITEMS/OBJECTS: A - RING OF INVINCIBILITY B - SHADOWSPHERE C -s }c QUARTZ FLASK D - MYSTIC URN E - TOME OF POWER F - TORCH G - BOMB OF THE ANCIENTS H - MORPH OVUM I - WINGS OF WRATH J - CHAOS DEVICE Hexen: for use with 4 level beta version BGOKEY - god mode CRHINEHART - all weapons SGURNO -s m|V full health BRAFFEL - all artifacts MRAYMONDJUDY - all keys TMOORE - all puzzle pieces RJOHNSON - no clipping BPELLETIERxy - level warp EBIESSMAN - pig REVEAL - automap PLIPOx - change class 0, 1, 2 CSTIKA - destroys all enemies INIT - restart level PMACARTHER - version info QUICKEN - try it RAMBO - try this tosjo JSUMWALT - x y coordinates MWAGABAZA - script KSCHILDER - sound debug (F5) - suicide for use with 41 level beta version CONAN - all weapons GATE(01-41) - warp MARTEK - god mode ZELIG(0-2) - change class ANGEL - no clipping MCCOY - full health GREEDY s] - all artifacts JANITOR - all keys PUZZLER - recieves all puzzle pieces CARNAGE - destroys all enemies REVEAL - automap DELIVERANCE - pig WHERE - x y coordinates KILLS - shows frag count (DM only) for use with the registered version NRA - all weapons SATAN sR - god mode LOCKSMITH - all keys INDIANA - 25 of each artifact CASPER - No clipping mode DELIVERANCE - pig WHERE - x y coordinates TICKER - Display your framerate Here is some hints on what the artifacts do Flechette - Green Bottle Fighter - Throwable Hand Grenades^N-like Explosive Cleric - Placeable, Explodes into a Poison Gas Cloud Mage - Time Bomb Icon of the Defender - Chess Piece Fighter - Invulnerability / Repels Attacks / Invisibility Cleric - Invulnerability / Repels Attacks / Invisibility Mage - Invulnerability / Repels Attacks / Invisibility Blue Rune Scroll - Scroll Fighter - 100% Health Cleric - Ability to Resurrect Mage - 100% Health PorkosܟFlator - Golden Pig Statue Changes all Enemies into Pigs Dark Servant - Maulator Summons Maulotaur Discs of Repulsion - Crosshairs Repluses Enemies Krater of Might - Glowing Chalace Restores both Blue and Green Mana Darchala's Chaos Device - Sheild with Red Cross (round) Immediate Teleportation / Cancels Pig Spell Banashment Device - Sheild with Red Cross (cross shaped) Banishes Monsters Boots of Speed - Running s} eboots Ability to Run fast Dragon Skin Bracers - Arm Braclets Adds 6 pts to Armor Class Inhilicon's Wings of Wrath - Golden Winged Helmet Temporary Flight Mystic Urn - Tall White Urn Full Health Quartz Flask - Blue Flask Adds 25% to Health Torch - Torch Extra Illumination Jazz Jack Rabbit: First pause the game and hit before you type a cheasB\Nt! CSTRIKE - FLYING SKATEBOARD SABLE - TURBO BOUF - GOD MODE GUNHED - ALL WEAPONS BAD - BIRD HOOKER - GEM FOR BONUS LEVEL DOOM - ENEMIES ARE FASTER AND STRONGER LAMER - NEXT LEVEL KEN - GO TO DOS MARK - DIE HOCUS - TELEPORT CHECK - CHECK ARJAN - HAHAHAHAHA GREETZ - GREETINGS TIM - AWESOME APOGEE - 16 COLOR MODE AND HALF SPEED Lemmings 3D (Demo Version): LEVEL 2 NASTALIK LEVEL 3 PADUASOY LEVsX(EL 4 BRELOQUE LEVEL 5 OCHIDORE LEVEL 6 CECROPIA LEVEL 7 KABELJOU LEVEL 8 DOUMPALM LEVEL 9 HABANERA LEVEL 10 PARERGON Lionking: On the options screen type DWARF, now the cheat mode is enabled. Now the following keys are available. H - Full health L - Next level Mortal Kombat: On the setup screen hold the shift key and type DIP. Now there are 9 dip codes available: 0 Fatalities on/off 1 Blood on/off 2 Game Music on/off 3 Comic-Boos&Zk add on/off 4 Fatalities on/off 5 Freeplay on/off 6 Announcer voice on/off 7 Unknown 8 Voice on/off **************************************************************************** ******************************* MOVES ************************************** **************************************************************************** CAGE: Fire Ball: BACK - FORWARD - LOW PUNCH Shadow Kick: BACK - FORWARD - LOW KICK Split: HOLD DOWN - LOWPUNsHCH + BLOCK Fatality (chop off head): 3 x FORWARD - HIGH PUNCH KANO: Throw knife: HOLD BLOCK - BACK - FORWARD Spin Attack: FORWARD - DOWN - BACK - UP Slow Spin Attack: HOLD BLOCK - FORWARD - DOWN - BACK - UP - RELEASE BLOCK Fatality (pulls heart out the body): BACK - DOWN - FORWARD - LOW PUNCH (CLOSE) RAIDEN: Electricity: DOWN - FORWARD - LOW PUNCH Teleport: DOWN - UP Torpedo Attack: 2 x BACK - FORWARD Fatality(chop head with electr.): 2 x FORWARD - 3 x BACK - HIGs;H PUNCH (CLOSE) LIU KANG: Fire Ball: 2 x FORWARD - HIGH PUNCH Flying Leg Kick: 2 x FORWARD - HIGH KICK Fatality(Cartwheel Attack): FORWARD - DOWN - BACK - UP - FORWARD SCORPION: Harpoon: 2 x BACK - LOW PUNCH Mirror Attack: DOWN - BACK - HIGH PUNCH Fatality(flame): HOLD BLOCK - 2 x UP SUB ZERO: Ice Ball: DOWN - FORWARD - LOW PUNCH Slide Attack: HOLD BACK - BLOCK - LOW KICK - LOW PUNCH Fatality(pull out backbone): FORWARD - DOWN - FORWARD - HIGH PUNCH (CLOSE) sR SONYA: Electricity: 2 x BACK - LOW PUNCH Flying Attack: FORWARD - BACK - HIGH PUNCH Leg move: HOLD DOWN - BLOCK - LOW KICK - LOW PUNCH Fatality(fire kiss): 2 x FORWARD - 2 x BACK - BLOCK ************************************************************************ ************************ SECRET CHARACTERS ***************************** ************************************************************************ Reptile - If you see things flying for the moon on the PIT thsen win 2 flawless rounds without blocking to fight against the Reptile Mortal Kombat 2: On the copyright screen type AICULEDSSUL Now you can hit F9 for a special option screen ============= GENERAL MOVES ============= Face Punch : HIGH PUNCH Body Punch : LOW PUNCH Face Kick : HIGH KICK Body Kick : LOW KICK Uppercut : down + HIGH PUNCH Crouch Punch: down + LOW PUNCH Crouch Kick : down + HIGH KICK Ankle Kick : down + LOW KICK Roundhous\Ise : back + HIGH KICK Sweep : back + LOW KICK Specialty : HIGH PUNCH (closest to opponent) Throw/Flip : LOW PUNCH (closest to opponent) Knee : HIGH KICK or LOW KICK (closest to opponent) Jump Kick : Jump and HIGH KICK or LOW KICK the opponent. Jump Punch: Jump and HIGH PUNCH or LOW PUNCH the opponent. Hop Kick : Jump and kick the opponent on your way up. Hop Punch : Jump and punch the opponent on your way up. Turn Around Kick: Jump over yoursY> opponent and kick them after you turn around but before you hit the ground. To block against an attack: BLOCK or down or down + BLOCK To block against the throw: down + back or down + back + BLOCK ************************************************************************* **************** Individual Moves and Fatalities **************** ************************************************************************* ======== LIU KANG ======== Doubs!gle Forearm : HIGH PUNCH (closest to opponent) Standard Fireball : two forward - HIGH PUNCH (can be done in air) Crouching Fireball: two forward - LOW PUNCH Flying Kick : two forward - HIGH KICK Bicycle Kick : hold LOW KICK (5 seconds) then release Fatality 1: down - forward - two back - HIGH KICK (Liu Kang will transform into a dragon and bite the victim in half, leaving the legs standing. Stand close.) Fatality 2: rotate jscoystick 360 degrees away from opponent (Liu Kang will do a cartwheel kick then a massive uppercut. Stand outside of sweep range.) ======== KUNG LAO ======== Headbutt : HIGH PUNCH (closest to opponent) Ground Teleport: down - up (flick joystick down) Aerial Kick : down + HIGH KICK (must be done in air) Hat Throw : back - forward - LOW PUNCH Whirlwind Spin : two up - LOW KICK (hold BLOCK) Fatality 1: three forward - HIGH PUNseFCH (Kung Lung will uppercut the victim into the pit or onto the spikes. You must be on The Pit II or Kombat Tomb stage.) Fatality 2: three forward - LOW KICK (Kung Lao removes his razor hat and slices the victim down the middle. Stand just within sweep range.) =========== JOHNNY CAGE =========== Stomach Jab : HIGH PUNCH (closest to opponent) Drop-Kick : HIGH KICK or LOW KICK (closest to opponent) Low Grs Meen Bolt : half-circle towards - LOW PUNCH High Green Bolt: half-circle away - HIGH PUNCH Shadow Uppercut: back - down - back - HIGH PUNCH Shadow Kick : back - forward - LOW KICK Ball Breaker : LOW PUNCH + BLOCK Fatality 1: two down - two forward - LOW PUNCH (Cage grabs the victim and rips their torso off, throwing it to the ground. Stand close.) Fatality 2: two forward - down - up (Cage crouches and punches off the hes!z,ad of the victim with a powerful uppercut. Stand close.) ======= REPTILE ======= Backhand : HIGH PUNCH (closest to opponent) Acid Spit : two forward - HIGH PUNCH Slide : back + LOW PUNCH + BLOCK + LOW KICK Forceball : two back - HIGH PUNCH + LOW PUNCH Invisibility: two up - down - HIGH PUNCH (hold BLOCK) Fatality 1: two back - down - LOW PUNCH (Reptile shoots his tongue towards the victims head, bringing it s"/back where he goes about eating it. Stand about a jumps length away.) ======== SUB-ZERO ======== Backhand : HIGH PUNCH (closest to opponent) Iceball : quarter-circle towards - LOW PUNCH Ground Freeze: quarter-circle away - LOW KICK Slide : back + LOW PUNCH + BLOCK + LOW KICK Fatality 1: two forward - down - HIGH KICK (Sub-Zero will ice the victim over, putting them in a deep freeze. Stand just out of sweeps#o*b range.) forward - down - two forward - HIGH PUNCH (After deep freezing the victim, Sub-Zero will shatter the top part of the body. Stand close.) Fatality 2: movement unknown (Sub-Zero will throw an ice grenade into the stomach of the victim, exploding their top half. Stand slightly less than a jumps length away.) =========== SHANG TSUNG =========== Flaming Skulls: two back - HIGH PUs$ NCH (one flaming skull) two back - forward - HIGH PUNCH (two skulls) two back - two forward - HIGH PUNCH (three skulls) Morph to Liu Kang: back - two forward - BLOCK Kung Lao: back - down - back - HIGH KICK Johnny Cage: two back - down - LOW PUNCH Reptile: up - down + HIGH PUNCH (hold BLOCK) Sub-Zero: forward - down - forward - HIGH PUNCH Kitana: tap BLOCK three times Jax: s% down - forward - back - HIGH KICK Mileena: hold HIGH PUNCH (3 seconds) then release Baraka: two down - LOW KICK Scorpion: two up (hold BLOCK) Raiden: down - back - forward - LOW KICK Fatality 1: hold HIGH KICK (3 seconds) then release (Shang Tsung turns into a mist and enters the victims body, which explodes. Stand just within sweep range.) Fatality 2: up - down - up - LOW KICK (hold BLOCK) s&& (Tsung picks up the victim with one hand, and drains their life force into his other hand. Stand close.) ====== KITANA ====== Elbow : HIGH PUNCH (closest to opponent) Fan Swipe : back + HIGH PUNCH Fan Throw : two forward - HIGH PUNCH + LOW PUNCH (can be done in air) Fan Lift : three back - HIGH PUNCH Air Attack: half-circle away - HIGH PUNCH Fatality 1: forward - down - forward - HIGH KICK (Kitana will uppercut the victim s'?Ginto the pit or onto the spikes. You must be on The Pit II or Kombat Tomb stage.) Fatality 2: hold LOW KICK (two forward - down - forward) then release (Kitana leans and kisses the victim, which then expands to unnatural proportions and explodes. Stand close.) Fatality 3: tap BLOCK three times - HIGH KICK (Kitana draws her fan and decapitates the victim with one swipe. Stand close.) ============== s(K JACKSON BRIGGS ============== Overhead Hammer: HIGH PUNCH (closest to opponent) Ground Smash : hold LOW KICK (3 seconds) then release Gotcha Grab : two forward - LOW PUNCH Quadruple Slam : throw the opponent then tap HIGH PUNCH Energy Wave : half-circle away - HIGH KICK Back Breaker : BLOCK (must be done in air) Fatality 1: hold LOW PUNCH (three forward) then release (Jax claps the victims head with a loud pop, and the skull crs)[]umbles in pieces to the ground. Stand close.) Fatality 2: movement unknown (Jax grabs the victim by the arms and rips them off the body. Stand close.) ======= MILEENA ======= Elbow : HIGH PUNCH (closest to opponent) Teleport Kick: two forward - LOW KICK Ground Roll : two back - down - HIGH KICK Sai Throw : hold HIGH PUNCH (2 seconds) then release (can be done in air) Fatality 1: forward - back - forward -s*7 LOW PUNCH (Mileena repeatedly stabs the victim, lifting them up as blood sprays everywhere. Stand close.) Fatality 2: hold HIGH KICK (3 seconds) then release (Mileena removes her mask revealing Baraka-like teeth and inhales the victim, spitting out the bones. Stand close.) ====== BARAKA ====== Backhand : HIGH PUNCH (closest to opponent) Double Kick: tap HIGH KICK twice (closest to opponent) Blade Swipe: bacs+sk + HIGH PUNCH Blade Fury : three back - LOW PUNCH Blue Bolt : quarter-circle away - HIGH PUNCH Fatality 1: four back - HIGH PUNCH (hold BLOCK) (Baraka extends his blades from his arms, then decapitates the victim with one swipe. Stand close.) Fatality 2: back - forward - down - forward - LOW PUNCH (Baraka stabs the victim and lifts them up, then they slowly slide down the blade. Stand close.) ======== SCORPs,bޯION ======== Backhand : HIGH PUNCH (closest to opponent) Spear : two back - LOW PUNCH Teleport Punch: quarter-circle away - HIGH PUNCH (can be done in air) Leg Grab : half-circle away - LOW KICK Air Throw : BLOCK (must be done in air) Fatality 1: two up - HIGH PUNCH (hold BLOCK) (Scorpion removes his mask and breathes fire at the feet of the victim, which then twitches and explodes. Stand a step or two s- out of sweep range.) Fatality 2: movement unknown (Scorpion slices the victim across the neck then cuts them in two. Stand close.) ====== RAIDEN ====== Mini Uppercut: HIGH PUNCH (closest to opponent) Body Launch : two back - forward (can be done in air) Lightning : quarter-circle towards - LOW PUNCH Teleport : down - up (flick joystick down) Electrocution: hold HIGH PUNCH (4 seconds) and release (close to oppons.9Cent) Fatality 1: three up - HIGH KICK (Raiden will uppercut the victim into the pit or onto the spikes. You must be on The Pit II or Kombat Tomb stage.) Fatality 2: hold LOW KICK (down - three forward) then release (Raiden grabs the victim and lifts them up, then proceeds to shock them. Stand close.) tap BLOCK + LOW KICK repeatedly (After a dose of the shock treatment, the victim will s/o explode into bits.) ************************************************************************ ************************ SECRET CHARACTERS ***************************** ************************************************************************ Jade - To fight against Jade you must win the round before the question mark with only the LOW-KICK key Mortal Kombat 3: Start MK3 with code e.a.: MK3 666 'To play with SMOKE 666 - SMOKE 1995 - GHOST MODE 8s0?31 - SAIBOT 9966 - SLIPX 8000 - TURBO 603015 - SLOW 888 - SAD 1111 - SKINNY 12345 - TALL 54321 - SHORT 4862222 - BLOCK WILL KILL 1000000 - PLAY WITH BOSSES IN 2-PLAYER MODE NOBLOOD - BLOOD OFF BLOOD - BLOOD ON NOVIOLENCE - VIOLENCE OFF VIOLENCE - VIOLENCE ON PS. You can use more codes at once! Animality : before doing an animality, you MUST do a MERCY at the "Finish him"! Then, kill one more time the opponent and perform the appropriate mos1Pve. MERCY : (RUN 4x DOWN) then release RUN (anywhere except close) -> You MUST lose one round! Babality : can only be done if you don't use BLOCK button on the final round. That works everywhere. Friendship : can only be done if you don't use BLOCK button on the final round. Stage : You can make these fatalities at the Pit stage, at the Shao Khan's Tower stage, and at the Subway stage. At the Subway stas2{ge, you can't do an uppercut during the two rounds! You have to be close. ---------------------------------------------------------------------------- *Sub-Zero* ---------------------------------------------------------------------------- Ice Ball: Down - Forward - Low Punch Ice Shower: Down - Forward - High Punch Ice Shower front: Down - Forward - Back - High Punch Ice Shower behind: Down - Back - Forward - High Punch s3y Ice Klones: Down - Back - Low Punch Slide: Back & Low Punch & Block & Low Kick Fatality 1: Back - Back - Down - Back - Run [outside sweep] Down - Forward - Back - High Kick [outside sweep] (Sub-Zero blows mist at his victim, which freezes the opponent, who then falls backward and crumbles) Fatality 2: Block - Block - Run - Block - Run [close] s4BA Down - Forward - Down - Forward - Low Punch [close] (Sub-Zero picks his opponent up high over his head. The victim then freezes just before Sub-Zero breaks him in half) Animality: Forward - Up - Up [close] Up - Up - Up [close] (Sub-Zero morphs into a polar bear and proceeds to mangle his50Os victim) Friendship: Low Kick - Low Kick - Run - Run - Up (Sub-Zero makes a snowman) Babality: Down - Back - Back - High Kick Stage: Back - Down - Forward - Forward - High Kick Combos: High Punch - High Punch - Low Punch - Low Kick - High Kick - Roundhouse Kick (6 hit 30% on 2.0, 23% on 2.1) High Punch - High Punch - Low Punch - Leg Sweep - Roundhouse Kick - Roundhouse Kick High Kicks6#y - High Kick - Roundhouse Kick (3 hit 19%) Run - High Punch - High Punch - Low Punch - Low Kick - High Kick - Roundhouse Kick High Punch - Low Punch - Low Kick - High Kick - Roundhouse Kick ---------------------------------------------------------------------------- *Stryker* ---------------------------------------------------------------------------- Long Grenade: Down - Back - High Punch Short Grenade: Down - Back - Low Punch Baton Throw: s7߭%- Forward - Forward - High Kick Baton Trip: Forward - Back - Low Punch Fatality 1: Down - Forward - Down - Forward - Block [close] Down - Forward - Down - Forward - Block [close] (Stryker turns his back to the players, and upon turning back around, reveals a time bomb strapped to his victim's chest and holds his ears as the s8H~ victim explodes) Fatality 2: Forward - Forward - Forward - Low Kick [screen] Forward - Forward - Forward - Low Kick [screen] (Stryker shoots an electric clamp at his opponent, electrocuting them) Animality: Run - Run - Run - Block [sweep] Run - Run - Run - Block [sweep] (Stryker turns into a dinosaur and munches9I]s away) Friendship: Low Punch - Run - Run - Low Punch (Stryker plays an unsuccessful crossing guard for the cast of MK3) Babality: Down - Forward - Forward - Back - High Punch Stage: Forward - Up - Up - High Kick Combos: Low Kick - High Punch - High Punch - Low Punch - Jump Kick - Baton Throw (6 hit 36% against some characters) Low Kick - High Punch - High Puns:ease Low Punch [close] Hold Low Punch - Down - Forward - Down - Forward - Release Low Punch [close] (A bed of nails rises behind Shang Tsung, who then throws his victim onto it) Fatality 2: Hold Low Punch - Run - Block - Run - Block - Release Low Punch [close] (Shang Tsung levitates his victim, who glows green as s?+?4 his soul is taken. The victim's skeleton then falls to the ground in a pile of dust) Animality: Hold High Punch - Run - Run - Run - Release High Punch (Shang turns into a snake and eats his opponent alive) Friendship: Low Kick - Low Kick - Run - Run - Down (Shang turns into a bird from Joust and hops away) Babality: Run - Run - Run - Low Kick Stage: s@#`A` Up - Up - Back - Low Punch Combos: Low Kick - High Punch - High Punch - Low Punch - Roundhouse Kick (5 hit 28%) High Punch - High Punch - Low Punch - High Kick (4 hit 19%) High Punch - High Punch - High Kick (3 hit 18%) High Punch - High Kick - Low Punch - Roundhouse Kick Low Kick - High Kick - Roundhouse Kick ---------------------------------------------------------------------------- *Sonya* -------------------------------------------------------------sAqU--------------- Rings: Down - Forward - Low Punch Bicycle Kick: Back - Back - Down - High Kick Square Wave Punch: Forward - Back - High Punch Leg Grab: Down & Low Punch & Block Fatality 1: Back - Forward - Down - Down - Run [any] Down - Down - Down - Forward - Low Kick [any] (Sonya blows a fatal kiss to her victim) Fatality 2: Hold Block & Run - UpsBik - Up - Back - Down - Release Block & Run [more than half screen] (Sonya turns into a purple blob and kills her opponent) Anamality: Hold Low Punch - Back - Forward - Down - Forward - Release Low Punch [close] (Sonya morphs into a hawk and mangles her opponent) Friendship: Back - Forward - Back - Down - Run sC (Sonya dances) Babality: Down - Down - Forward - Low Kick Stage: Forward - Forward - Down - High Punch Combos: High Kick - High Kick - High Punch - High Punch - Low Punch - Back & High Punch (6 hit 34%) High Punch - High Punch - Low Punch - Back & High Punch High Punch - High Punch - Low Punch - Roundhouse Kick ---------------------------------------------------------------------------- *Smoke* ------------------------------sD»;---------------------------------------------- Harpoon: Back - Back - Low Punch Teleport Uppercut: Forward - Forward - Low Kick (can be done in air) Invisibility: Up - Up - Run Air Throw: Block (in air) Fatality 1: Up - Up - Forward - Down [screen] (Smoke blows up the Earth) Fatality 2: Hold Run & Block - Down - Down - Forward - Up - Release Run & Block [ssETweep] (Smoke drops a grenade in his opponent's mouth, blowing him up) Animality: Down - Forward - Forward - Block [> jump] (Smoke turns into a bull and charges the enemy) Friendship: Run - Run - Run - High Kick [screen] (Smoke's chest opens to reveal a giant horn that HONKS you) Babality: Down - Down - Back - BacksFE9 - High Kick Stage: Forward - Forward - Down - Low Kick Combos: Harpoon - High Punch - High Punch - Low Kick - High Kick - Low Punch (5 hit 24%) High Punch - High Punch - Low Punch - Teleport - High Punch - Harpoon - Uppercut (7 hit 40%) High Punch - High Punch - Low Punch (3 hit 17%) High Punch - High Punch - High Kick (3 hit 19%) Jump Kick - Teleport - Low Kick - Air Throw (3 hit 28%) -------------------------------------------------------sGMJ--------------------- *Sindel* ---------------------------------------------------------------------------- Fireball (in air): Down - Forward - Low Kick Fireball (ground): Forward - Forward - Low Punch Scream Pull: Forward - Forward - Forward - High Punch Flight: Back - Back - Forward - High Kick Fatality 1: Run - Block - Block - Run & Block [close] Run - Run - Back - Back - Run + Back [close] sH2 (Sindel screams at her opponent, destroying most of the victim's flesh, leaving a messy pile of bones) Fatality 2: Run - Run - Block - Run - Block [sweep] Run - Run - Block - Run - Back [sweep] (Sindel's hair wraps itself around her victim. She then runs away, leaving her victim spinning helplessly as all of his limbsHE]\[ZYXWVUTSRQ s^sIyHR fly off in different directions) Animality: Forward - Forward - Up - High Punch Forward - Forward - High Punch (Sindel morphs into a purple wasp, grabs her victim, and flies off the screen as she stings her victim to death) Friendship: Run - Run - Run - Run - Run - Up (Sindel kicks a football between hsJer opponents legs and then says, "That was fun!") Babality: Run - Run - Run - Up Stage: Down - Down - Down - Low Punch Combos: High Kick - High Punch - High Punch - Uppercut - Jump Kick - Air Fireball (6 hit 40%) High Punch - High Punch - Low Punch - High Kick - Flight - Air Fireball (5 hit 31%) High Punch - High Punch - Low Punch - High Kick (4 hit 22%) High Kick - High Punch - High Punch - Low Punch - RosKBf{undhouse Kick High Kick - High Punch - Low Punch - High Kick ---------------------------------------------------------------------------- *sektor* ---------------------------------------------------------------------------- Heat Seeker: Forward - Down - Back - High Punch Straight Missile: Forward - Forward - Low Punch Teleport: Forward - Forward - Low Kick (can be done in air) Fatality 1: Low Punch - Run - Run - Block [swsL8eep] Back - Back - Back - High Kick [sweep] (Sektor's chest opens up to reveal a large crushing machine, which then smashes the victim) Fatality 2: Forward - Forward - Forward - Back - Block [half screen] (Sektor uses a flame thrower to incinerate his victim) Animality: Forward - Forward - Down - Up [close] DosM:;"wn - Down - Down - Up [close] (Sektor morphs into a bat, which flies around and cuts off the victim's head) Friendship: Run - Run - Run - Run - Down (Sektor plays some bells) Babality: Back - Down - Down - Down - High Kick Stage: Run - Run - Run - Down Combos: High Punch - High Punch - High Kick - High Kick - Roundhouse Kick (5 hit 26%) High Punch - HsNޑAigh Punch - Low Punch (3 hit 18%) High Kick - High Kick - Roundhouse Kick (3 hit 19%) Teleport - Jump Kick - Straight Missile (3 hit 22%) High Punch - High Punch - Low Kick - Low Punch High Punch - High Punch - High Kick Heat Seeker - Teleport - Run - Low Punch - Straight Missile ---------------------------------------------------------------------------- *Night Wolf* ---------------------------------------------------------------------------- Axe Uppercut: sOx Down - Forward - High Punch Shoot Arrow: Down - Back - Low Punch Shield Aura: Back - Back - Back - High Kick Shoulder Slam: Forward - Forward - Low Kick Fatality 1: Up - Up - Back - Forward - Block [close] Down - Forward - Forward - High Kick [close] (Night Wolf summons the magic of his shaman to use the light of the moon to disintegrate his victim) FsPũw4atality 2: Back - Back - Down - High Punch [far] Back - Back - Back - High Punch [jump distance] (Night Wolf raises his axe to the heavens, it is struck by lightning, and then he casts the lightning at his victim) Animality: Forward - Forward - Down - Down [close] Down - Down - Down [sweep] (Night Wolf morpsQƟhs into a wolf and attacks his victim...big surprise!) Friendship: Run - Run - Run - Down (Nightwolf turns into Raiden and an MKII machine falls from the sky) Babality: Forward - Back - Forward - Back - Low Punch Stage: Run - Run - Block Combos: Low Kick - High Punch - High Punch - Low Punch - Axe Uppercut - Axe Uppercut - High Kick (7 hit 41%) HigsRKh Punch - High Punch - Low Punch - Axe Uppercut High Punch - High Punch - Axe Uppercut - High Punch - Shoulder Smash (5 hit 34%) High Kick - High Kick - High Punch - High Punch - Low Punch - High Kick High Punch - High Punch - Low Punch - Low Punch (4 hit 21%) ---------------------------------------------------------------------------- *Liu Kang* ---------------------------------------------------------------------------- High Dragon Fire: Forward - ForwardsS1R - High Punch Low Dragon Fire: Forward - Forward - Low Punch Flying Kick: Forward - Forward - High Kick Bicycle Kick: Hold Low Kick (3 sec.) - Release Fatality 1: Forward - Forward - Down - Down - Low Kick Forward - Forward - Forward - Back - Forward - Low Kick [next to opp.] (Liu Kang disappears, sends his his soul through the victim (whosTi incinerates), and Liu reappears) Fatality 2: Up - Down - Up - Up - Block & Run [anywhere] Up - Up - Up - Run & Block [anywhere] (Liu disappears, and a Mortal Kombat (the first one) machine drops onto the victim) Animality: Down - Down - Up [sweep] (Liu turns into a dragon and bites his opponent's head off) sU Friendship: Run - Run - Run - Down & Run (Liu makes a shadow of a dragon on a movie screen) Babality: Down - Down - Down - High Kick Stage: Run - Block - Block - Low Kick Combos: High Punch - High Punch - Block - Low Kick - Low Kick - High Kick - Low Kick (7 hit 34%) High Punch - Low Kick - Low Kick - High Punch - Low Kick (5 hit 25%) High Punch - High Punch - Block - Low Kick - Low Kick - High sVw_#Kick - Low Kick Low Kick - Low Kick - High Kick - Roundhouse Kick Jump Kick - High Dragon Fire - Flying Kick (3 hit 22%) ---------------------------------------------------------------------------- *Kung Lao* ---------------------------------------------------------------------------- Hat Throw: Back - Forward - Low Punch Teleport: Down - Up (flick joystick down) Dive Kick: Up - Down - High Kick (while in air) WhirlSpin: sẆl5 Forward - Down - Forward - Run (tap Run to continue spinning) Fatality 1: Run - Block - Run -Block - Down [anywhere] Block + Run - Block + Run - Down [outside sweep] (Kung Lao begins to spin faster and faster, until his victim is pulled into the spin and explodes) Fatality 2: Forward - Forward - Back - Down - High Punch [sweep] sXL : (Kung Lao throws his hat at the victim, which hits him four times, cutting a new part off each time) Animality: Run - Run - Run - Run - Block [close] Run - Run - Run - Run - Block (Kung turns into a gut-eating cheetah) Friendship: Run - Low Punch - Run - Low Kick [over sweep] (Kung throws his hat and a poor dog goes after it) sY^ Babality: Down - Forward - Forward - High Punch Stage: Down - Down - Forward - Forward - Low Kick Combos: High Punch - Low Punch - High Punch - Low Punch - Low Kick - High Kick - Roundhouse Kick (34%) ---------------------------------------------------------------------------- *Kano* ---------------------------------------------------------------------------- Knife Throw: Down - Back - High Punch Knife Uppercut: sZHg Down - Forward - High Punch Grab & Bite: Down - Forward - Low Punch Air Throw: Block (in air) Flying Cannonball: Hold Low Kick (3 sec.) - Release Fatality 1: Hold Low Punch - Forward - Down - Down - Forward - Release Low Punch [close] Forward - Forward - Forward - Low Punch [close] (Kano pulls the victim's skeleton out through the mouth)s[УUi Fatality 2: Low Punch - Block - Block - High Kick [sweep] Forward - Forward - Forward - High Kick [over sweep] (Kano shoots a laser from his bionic eye and fries his victim) Animality: Hold High Punch - Block - Block - Block - Release High Punch [close] Hold High Punch - Forward - Forward - Forward - Res\,*lease High Punch [close] (Kano morphs into a spider and sucks the life from his victim) Friendship: Low Kick - Run - Run - High Kick (Kano chews bubble gum, blows a bubble and it pops in his face) Babality: Forward - Forward - Down - Down - Low Kick Stage: Up - Up - Back - Low Kick Combos: High Punch - High Punch - Crouch Punch -s]ҩ Uppercut - Jump Kick - Knife Slash (37%) High Punch - High Punch - High Kick - High Kick - Low Kick - High Kick - Roundhouse Kick High Punch - High Punch - High Kick - Low Kick - Roundhouse Kick (5 hit 31%) High Punch - High Punch - Crouch Punch - Jump Kick - Air Throw (5 hit 28%) Jump Kick - Flying Kannonball - Jump Kick - Knife Uppercut (4 hit 25%) High Punch - High Punch - Low Punch High Kick - High Kick - Low Kick - Roundhouse Kick High Punch - High Puncs^­h - Low Punch - Run - High Punch - Run - High Punch - Hop Kick - Air Throw Run - High Punch - High Punch - Crouch Punch - Jump Kick - Cannonball ---------------------------------------------------------------------------- *Kabal* ---------------------------------------------------------------------------- Purple Fireball: Back - Back - High Punch (may also be done in air) Tornado Spin: Back - Forward - Low Kick Ground Razor: Back - Bacs__Pk - Back - Run Fatality 1: Down - Down - Back - Forward - Block [outside sweep] Back - Back - Forward - Down - Block [outside sweep] (Kabal removes his respirator and inflates his victim's head, sending him/her floating off the screen before it bursts) Fatality 2: Run - Block - Block - Block - High Kick [close] Run - Block - Block -s`: Block - High Punch (Kabal removes his mask, revealing a monstrous face. He looks at his victim, who is then scared to death) Animality: Hold High Punch - Forward - Forward - Down - Forward - Release High Punch [close] Hold High Punch (3 sec.) - Rel. High Punch (Kabal morphs into a rhinoceros skeleton and sa7AF gores his victim) Friendship: Run - Low Kick - Run - Run - Up (Kabal roasts a marshmallow on his sword) Babality: Run - Run - Low Kick Stage: Block - Block - High Kick Combos: Low Kick - Low Kick - High Punch - High Punch - Uppercut - Hop Kick - Purple Fireball - Ground Razor (7 hit 45% without Ground Razor) Tornado Spin - Ground Razor - Low Kick - Low Kick - High Punch - Highsbm Punch - Uppercut - Jump Kick - Purple Fireball (9 hit 56%) High Punch - High Punch - High Kick - High Kick - High Kick (5 hit 25%) Jump Kick - Tornado Spin - Ground Razor - Low Kick - Low Kick - High Punch - High Punch - Uppercut - Jump Kick - Purple Fireball (10 hit 66%) High Punch - High Punch - Uppercut - Jump Kick - Purple Fireball Tornado Spin - Low Kick - Low Kick - High Punch - High Punch - Low Punch - Jump Kick - Purple Fireball Run - Low Kick - Hscثigh Punch - High Punch - Uppercut - Jump Kick (w/ Low Kick) - Purple Fireball High Punch - High Punch - Crouch Punch - Uppercut ---------------------------------------------------------------------------- *Jax* ---------------------------------------------------------------------------- Single Missile: Back - Forward - High Punch Double Missile: Forward - Forward - Back - Back - High Punch Shoulder Slam: Forward - Forward - High Kick Gotcha Punsd8.ch: Forward - Forward - Low Punch Gotcha Throw: Throw - Tap High Punch Back Breaker: Block (in air) Ground Smash: Hold Low Kick (3 sec.) - Release Fatality 1: Hold Block - Up - Forward - Down - Up - Release Block [close] Hold Block - Forward - Down - Back - Up - Forward - Rel. Block [close] (Jax's arms morph into blades ala T2 before he sem| dices and slices up his victim) Fatality 2: Run - Block - Run - Run - Low Kick [screen] Run - Run - Run - Block - Low Kick [screen distance] (Jax grows to immense proportions and then stomps on his victim) Animality: Hold Low Punch - Forward - Forward - Down - Forward - Release Low Punch [close] (Jax turns into a gut-eating lion) sfL Friendship: Low Kick - Run - Run - Low Kick (Jax jumps rope) Babality: Down - Down - Down - Low Kick Stage: Down - Forward - Down - Low Punch Combos: High Kick - High Kick - Uppercut - High Punch - Block - Low Punch - High Punch - Back + High Punch (7 hit 34%) High Punch - High Punch - Block - Low Punch - Roundhouse Kick High Punch - High Punch - Block - Back + High Punch High Punch - High Punch - Low PunchsgRI - Block - Back + High Punch ---------------------------------------------------------------------------- *Cyrax* ---------------------------------------------------------------------------- Net Kapture: Back - Back - Low Kick Exploding Teleport: Forward - Down - Block Long Grenade Throw: Hold Low Kick - Forward - Forward - High Kick Short Grenade Throw: Hold Low Kick - Back - Back - High Kick Pile Driver: Down - Forward - Bsh݃,lock, then Low Punch [close] Fatality 1: Down - Down - Up - Down - High Punch [anywhere] Up - Up - Up - Down - High Punch [anywhere] (Cyrax's head spins until he takes off like a helicopter, then he comes down on the victim's head cutting him into tiny pieces) Fatality 2: Down - Down - Forward - Up - Run [close] Hold Blocsiq7k - Down - Back - Up - Forward - Down - Rel. Block - Run [close] (Cyrax self destructs, killing his opponent in the process) Animality: Up - Up - Down - Down [close] Up - Up - Up - Down [next to opp.] (Cyrax morphs into a shark, who devours his victim from beneath the playing field) * Notesjߥ]: Cyrax is apparently unable to show mercy in Ver. 1.0, so you must morph into Cyrax after showing mercy with Shang Tsung for this to works properly. Friendship: Run - Run - Run - Up Babality: Forward - Forward - Back - High Punch Stage: Run - Block - Run Combos: High Punch - High Punch - High Kick - High Punch - High Kick - Roundhouse Kskrkick (6 hit 30%) High Punch - High Punch - Low Punch (3 hit 18%) High Kick - High Kick - Roundhouse Kick (3 hit 19%) Long Grenade - Net - Roundhouse Kick - Uppercut (3 hit 50%) High Punch - High Punch - Low Kick - Low Punch High Punch - High Punch - High Kick ---------------------------------------------------------------------------- *Sheeva* ---------------------------------------------------------------------------- Mega Stomp: Down - Up