@database "Playstation Cheats Bible" @author "Craig Daines" @(c) "1996/1997/1998 Craig Daines - all rights reserved" @$VER: Playstation Cheats Bible V1.3 @Node Main "Playstation Cheats Bible V1.3" Playstaion Cheats Bible (version 1.3) @{fg shine}- Giftware evaluation copy -@{fg text} @{b}(C) Craig Daines 1996/97/98 - All rights reserved. @{B} @{UB} @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LI NK lq}@{"R" LINK lr}@{"S" LINK ls}@{"T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num}@{"?" LINK Address} @{B}|@{UB} @{" Why a cheat database for PSX games? " LINK Why_a_cheat_database_for_PSX_games?} @{" Requirements " LINK Requirements} @{" Giftware " LINK Giftware} @{" How to obtain the latest version " LINK How_to_obtain_the_latest_version} @{" Disclaimer " LINK Disclaimer} @{" Copyright - please read it! " LINK Copyright} @{" Playstation Action Replay Database " LINK "Action_Replay.guide/Main"@} @{fg shine}Statistics:@{fg text} @{b} TOTAL NUMBER OF GAMES IN THIS DATABASE = 200@{ub} @{b}TOTAL NUMBER OF PSX ACTION REPLAY CODES=148 (24 GAMES)@{ub} @endNode @Node Why_a_cheat_database_for_PSX_games? "Why a database for PSX games?" @{b}Why a Cheat Database For Playstation Games?@{ub} Many Amiga owners (including myself) have a Playstation. Playstation's are without a doubt the worlds best selling console. Sony have made more money out of the Playstation than when they originally designed and released the first portable walkman. I have seen similar attempts at Amiga guide type databases containing Playstation cheats - some of which were badly written, (some of the links to the pages didn't work properly), and most of the one's I've seen did not include full solutions for adventure games. @{b}I wanted to produce my own which not only included cheats, but full solutions as well.@{ub} @{fg shine}So here it is...@{fg text} @endnode @node Requirements "Requirements" To run this program, you will require: 1) Workbench 3 2) Multiview (this program is part of the Workbench 3 operating system). 3) Amigaguide.library (this library is part of the Workbench 3 operating system also). It should be in your SYS:Libs/ path of your Workbench partition. 4) Plenty of memory - When writing this program, I opted to have all the cheats loaded into memory as one big file, rather than loading in the different cheats individually, as I see this as a much neater option. 5) Future versions of this program will be packed with LZX and will need to be extracted to hard disk. I also plan to write a hard disk installer to make installing it to your hard drive much easier in the near future. @{fg shine}If you are using Workbench 2.04, you can still use my program. To do this, ensure you have Amigaguide installed on your machine, and click once on the icon and change the default tool to Amigaguide.@{fg text} @endNode @Node Giftware "Giftware" @{b}Please Support The Giftware Concept:@{ub} This program is Public Domain Giftware. I do not expect you to send me a shareware fee, but instead I ask you to send me any Playstation cheats I have not already featured. This will enable me to update this program with new cheats, meaning I can release newer versions. It's only fair, considering the hard work I've put into his. Any tips or cheats you send me can either be on Amiga or PC DSDD disks, handwritten or photocopies. I've just purchased a Datel Action Replay Cartidge for my Playstation, if anyone can send me some new codes for it, I would be entirely greatful - Whatsmore, any codes you send me will featured in the next update of this program: I'll also credit you also. I may be contact via snail mail: Mr C. Daines 21 Canal Road Yapton Near Arundel West Sussex BN18 OHD ENGLAND @endnode @Node How_to_obtain_the_latest_Version "How to obtain the latest version" @{b}How To Get The Latest Version:@{ub} I have released this program as Public Domain giftware. This means if you like and use this program then you must send the author some cheats for Playstation games I haven't already covered. In doing this you encourage the author to release future versions. @{b}To get the latest version, you must send me:@{ub} 1) Some playstation cheats for games I have not already covered. Any tips or cheats you send me can either be on Amiga or PC DSDD disks, handwritten or photocopies. 2) A formatted blank disk - make sure their are no errors on it, this is so I can copy you the latest version. 3) A 1st or 2nd class stamp. This is so I can return your disk. Once you have done this, pop it in a padded jiffy bag, and post it to the author: @{b}Mr C. Daines 21 Canal Road Yapton Near Arundel West Sussex BN18 OHD ENGLAND@{ub} @{fg shine}Remember - if you want the next updated release of this program, you must enclose all of the above, otherwise I shall not reply.@{fg text} I will then send you to latest version. Please allow me ample time to update this program, as it will be updated every 2-3 months. Future versions of this program will feature a hard disk installer and will require you to install the program to hard disk, since already it's getting rather big. @{b}Wanted Dead or Alive:@{ub} I've just purchased a Datel Action Replay Cartidge for my Playstation, if anyone can send me some new codes for it, I would be entirely greatful - Whatsmore, any codes you send me will featured in the next update of this program: I'll also credit you also. @endnode @Node Disclaimer "Disclaimer" @{b}Playstation Cheats Bible is © 1997 by Craig Daines. All Rights Reserved.@{ub} This guide is Public Domain Giftware. Meaning if you use this program on a regular basis, you are obliged to send me some cheats for game's I haven't already covered. Read "How To Get The Latest Version" on the title page for more information. @{b}Liscence Agreement:@{ub} 1) You are using this program "as is" and at your own risk. 2) The author (Craig Daines) is not responsible for any damanges, including (but not limited to) hardware or software damages or data loss as a direct result of using this program. 3) The author is not responsible for any cheats in this program that do not work, or any typing discrepencies introduced while I transcribed them. @{b}You may not use this program if you do not agree with this liscence agreement.@{ub} @endNode @Node Copyright "Copyright" @{b}This program is the © of the author (Craig Daines). All rights reserved.@{ub} @{fg shine}Amigaguide programming and all cheats were transcibed by myself.@{fg text} @{b}It is forbidden to:@{ub} 1) Add, delete or alter the program. 2) Use the cheats in similar program(s). 3) Delete my copyright from this program. @{b}If you use my program, you MUST:@{ub} Send some further cheats for games I have not already covered. In doing this you will enable the author to release future versions - please refer to "How to obtain the latest version" on the title page for further information. @{b}Playstation Cheats Bible was produced on:@{ub} Eyetech A1200T 040/25Mhz 18 megs (2 megs chip, 16 megs of fast ram), Seagate 540MB hard disk, Imoega Zip Drive, Sony 4 speed CD-ROM, Squirrel SCSI controller, Eyetech 4 way buffered IDE interface. @endnode @Node la "-== A ==-" A@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Actua Ice Hockey " LINK "Actua_Ice_Hockey"} @{" Actua Soccer " LINK "Actua_Soccer"} @{" Actua Soccer 2 " LINK "Actua_Soccer2"} @{" Abes Oddysee " LINK "Abes_Oddysee"} @{" Adidas Power Soccer " LINK "Adidas_Power_Soccer"} @{" Adventures of Lomax Lem " LINK "AdventureLomaxLem"} @{" Agile Warrior " LINK "AgileWarrior"} @{" Air Combat " LINK "Air_Combat"} @{" Air Combat 2 " LINK "Air_Combat2"} @{" Alien Trilogy " LINK "Alien_Trilogy"} @{" Andretti Racing " LINK "AndrettiRacing"} @{" Area 51 " LINK "Area_51"} @{" Assault Rigs " LINK "Assault_Rigs"} @{" Auto Destruct " LINK "Auto_Destruct"} @EndNode @Node lb "-== B ==-" @{"A" LINK la}B@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Ballblazer Champions " LINK "BallblazerChampions"} @{" Bases Loaded '96 " LINK "Bases_Loaded_96"} @{" Battle Arena Toshinden " LINK "Battle_Arena_Toshinden"} @{" Battle Arena Toshinden 2" LINK "Battle_Arena_Toshinden_2"} @{" Battle Areba Toshinden 3" LINK "Battle_Arena_Toshinden_3"} @{" Black Dawn " LINK "Black_Dawn} @{" Blam Machinehead " LINK "Blam_Machinehead"} @{" Blast Chamber " LINK "Blast_Chamber"} @{" Blazing Dragons " LINK "Blazing_Dragons"} @{" Blood Omen Legacy Kain " LINK "Blood_Omen-Legacy_of_Kain"} @{" Bloody Roar " LINK "Bloody_Roar"} @{" Brahma Force " LINK "Brahma_Force"} @{" Bogey Dead 6 " LINK "Bogey_Dead6"} @{" Bubble Bobble " LINK "Bubble_Bobble"} @{" Bubsy 3D " LINK "Bubsy3D" @{" Burning Road " LINK "Burning_Road"} @{" Bushido Blade " LINK "Bushido_Blade"} @{" Busta Move 2 " LINK "Busta_Move_2"} @EndNode @Node lc "-== C ==-" @{"A" LINK la}@{"B" LINK lb}C@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Castlevania Symphony Nt." LINK "Castlevania_Symphony_Night"} @{" Castlevania X " LINK "CastlevaniaX"} @{" Casper " LINK "Casper"} @{" Cheesy " LINK "Cheesy"} @{" Colony Wars " LINK "Colony_Wars} @{" Command and Conquer " LINK "Command_and_Conquer"} @{" Command & Conquer Red A." LINK "Command_and_Conquer_RA"} @{" Contra " LINK "Contra"} @{" Cool Boarders " LINK "Cool_Boarders"} @{" Cool Boarders 2 " LINK "Cool_Boarders2"} @{" Crash Bandicoot " LINK "Crash_Bandicoot"} @{" Crash Bandicoot 2 " LINK "Crash_Bandicoot_2"} @{" Crime Crackers " LINK "Crime_Crackers"} @{" Critical Depth " LINK "Critical_Depth"} @{" Criticom " LINK "Criticom"} @{" The Crow: City of Angels" LINK "TheCrowCityAngels"} @{" Croc " LINK "Croc"} @{" Crusader: No Remorse " LINK "Crusade_No_Remorse"} @{" Cyberia " LINK "Cyberia"} @{" Cybersled " LINK "Cybersled"} @endnode @Node ld "-== D ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}D@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" D " LINK "D"} @{" Darkstalkers " LINK "Darkstalkers"} @{" Dark Conflict " LINK "Dark_Conflict"} @{" Dark Light Conflict " LINK "Dark_Light_Conflict"} @{" Dark Forces " LINK "Dark_Forces"} @{" Deathtrap Dungeon " LINK "DeathtrapD"} @{" Defcon 5 " LINK "Defcon5"} @{" Descent " LINK "Descent"} @{" Descent 2 " LINK "Descent_2"} @{" Descent Maximum " LINK "Descent_Maximum"} @{" Destruction Derby " LINK "Destruction_Derby"} @{" Destruction Derby 2 " LINK "Destruction_Derby_2"} @{" Die Hard 2 " LINK "Die_Hard_2"} @{" Die Hard 3 " LINK "Die_Hard_3"} @{" Die Hard Trilogy " LINK "Die_Hard_Trilogy"} @{" Disruptor " LINK "Disruptor"} @{" Doom " LINK "Doom"} @{" Double Dragon " LINK "Double_Dragon"} @{" Dynasty Warriors " LINK "Dynasty_Warriors"} @endnode @Node le "-== E ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}E@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" ESPN Extreme Games " LINK "ESPN_Extreme_Games"} @{" Excalibur 2555 AD " LINK "Excalibur255AD"} @endnode @Node lf "-== F ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}F@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Fade To Black " LINK "Fade_To_Black"} @{" Fifa '96 " LINK "Fifa96"} @{" Fifa '97 " LINK "Fifa97"} @{" Fifa '98 " LINK "Fifa98"} @{" Fifa Road To World Cup98" LINK "Fifa_Road2WorldCup98"} @{" Fighters' Impact " LINK "Fighters_Impact"} @{" Fighting Force " LINK "Fighting_Force"} @{" Final Doom " LINK "Final_Doom"} @{" Final Fantasy VII " LINK "Final_Fantasy_VII"} @{" Final Fantasy VII (FAQs)" LINK "Final_Fantasy_VII(FAQs)"} @{" Firo And Klawd " LINK "Firo_And_Klawd"} @{" Formular 1 " LINK "Formular_1"} @{" Formular 1 '97 " LINK "Formular_1_'97"} @{" Frogger " LINK "Frogger"} @EndNode @Node lg "-== G ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}G@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Gex " LINK "Gex"} @{" Goal Storm " LINK "Goal_Storm"} @{" G-Police " LINK "G-Police"} @{" Grand Theft Auto " LINK "Grand_Theft_Auto"} @{" Gundam 0079-The War For " LINK "Gundam0079-The_War_For_Earth"} @{" Gunship " LINK "Gunship"} @endnode @Node lh "-== H ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}H@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Hardcore 4x4 " LINK "Hardcore4x4"} @{" Hercules " LINK "Hercules"} @{" Hexen " LINK "Hexen"} @{" The Hive " LINK "The_Hive"} @endnode @Node li "-== I ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}I@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Impact Racing " LINK "Impact_Racing"} @{" Incredible Hulk " LINK "Incredible_Hulk"} @{" Independence Day " LINK "Independence_Day"} @{" Indy 500 " LINK "Indy_500"} @{" International S.S Deluxe" LINK "International_Superstar_Soccer_Deluxe"} @{" In The Hunt " LINK "In_The_Hunt"} @{" Iron & Blood " LINK "Iron_&_Blood"} @{" Iron Man X-O Manowar I.H" LINK "Ironman_X-O_Manowar_IHM"} @EndNode @Node lj "-== J ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}J@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Jet Rider " LINK "Jet_Rider"} @{" Johnny Bazookatone " LINK "Johnny_Bazookatone"} @{" Jumping Flash " LINK "Jumping_Flash"} @{" Jumping Flash 2 " LINK "Jumping_Flash_2"} @endnode @Node lk "-== K ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}K@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Kileak The Blood " LINK "Kileak_The_Blood"} @{" King of Fighters " LINK "King_of_Fighters"} @{" King of Fighters '96 " LINK "King_of_Fighters_96"} @endnode @Node ll "-== L ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}L@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Lifeforce Tenka " LINK "Lifeforce_Tenka"} @{" Loaded " LINK "Loaded"} @{" Lone Soldier " LINK "Lone_Soldier"} @{" Lost Vikings 2 " LINK "Lost_Vikings2"} @{" Lost World " LINK "Lost_World"} @endnode @Node lm "-== M ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}M@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Machine Hunter " LINK "Machine_Hunter"} @{" Magic Carpet " LINK "Magic_Carpet"} @{" MDK " LINK "MDK"} @{" Mech Warrior 2 " LINK "Mech_Warrior_2"} @{" Micro Machines " LINK "Micro_Machines"} @{" Micro Machines V3 " LINK "Micro_Machines_V3"} @{" Monster Trucks " LINK "Monster_Trucks"} @{" Mortal Kombat 3 " LINK "Mortal_Kombat_3"} @{" Motor Toon Grand Prix 2 " LINK "Motor_Toon_Grand_Prix_2"} @EndNode @Node ln "-== N ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}N@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" NBA Jam " LINK "NBA_Jam"} @{" Need For Speed " LINK "Need_For_Speed"} @{" Need For Speed 2 " LINK "Need_For_Speed_2"} @{" NFL Gameplay '98 " LINK "NFL_Gameplay98"} @{" NHL '98 " LINK "NHL98"} @{" NHL Faceoff '98 " LINK "NHL_Faceoff98"} @{" Nuclear Strike " LINK "Nuclear_Strike"} @EndNode @Node lo "-== O ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}O@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Olympic Games " LINK "Olympic_Games"} @{" Olympic Soccer " LINK "Olympic_Soccer"} @{" Overblood " LINK "Overblood"} @EndNode @Node lp "-== P ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}P@{"Q" LINK lq}@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Pandemonium " LINK "Pandemonium"} @{" Perfect Weapon " LINK "Perfect_Weapon"} @{" Porche Challenge " LINK "Porche_Challenge"} @{" Powermove Pro Wrestling " LINK "Powermove_Pro_Wrestling"} @{" Project Overkill " LINK "Project_Overkill"} @EndNode @Node lq "-== Q ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}Q@{"R" LINK lr}@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} Sorry - there are no games in this section yet! @EndNode @Node lr "-== R ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}R@{"S" LINK ls}@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Rage Racer " LINK "Rage_Racer"} @{" Raging Skies " LINK "Raging_Skies"} @{" Rally Cross " LINK "Rally_Cross"} @{" Rapid Racer " Link "Rapid_Racer"} @{" Rayman " LINK "Rayman"} @{" Ray Tracers " LINK "RayTracers"} @{" Rebel Assault 2 " LINK "Rebel_Assault_2"} @{" Resident Evil " LINK "Resident_Evil"} @{" Resident Evil (FAQ) " LINK "Resident_Evil_(FAQ)"} @{" Return Fire " LINK "Return_Fire"} @{" Ridge Racer Revolution " LINK "Ridge_Racer_Revolution"} @{" Robotron X " LINK "Robotron_X"} @EndNode @Node ls "-== S ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}S@{ "T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Shell Shock " LINK "Shell_Shock"} @{" Sim City 2000 " LINK "Sim_City_2000"} @{" Skull Monkeys " LINK "Skull_Monkeys"} @{" Soul Blade " LINK "Soul_Blade"} @{" Soul Edge " LINK "Soul_Edge"} @{" Soviet Strike " LINK "Soviet_Strike"} @{" Space Hulk " LINK "Space_Hulk"} @{" Speedster " LINK "Speedster"} @{" Starblade Alpha " LINK "Starblade_Alpha"} @{" Star Gladiator " LINK "Star_Gladiator"} @{" Steel Reign " LINK "Steel_Reign"} @{" Street Fighter Alpha " LINK "Street_Fighter_Alpha"} @{" Street Fighter EX+ Alpha" LINK "Street_Fighter_EX_Plus_Alpha"} @{" Street Fighter The Movie" LINK "Street_Fighter_The_Movie"} @{" Suikoden " LINK "Suikoden"} @{" Super Puzzle Fighter2 T " LINK "Super_Puzzle_Fighter_II_Turbo"} @{" Swagman " LINK "Swagman"} @EndNode @Node lt "-== T ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{" S" LINK ls}T@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Tekken 2 " LINK "Tekken_2"} @{" Tempest X " LINK "Tempest_X"} @{" Test Drive Offroad " LINK "Testdrive_Offroad"} @{" Theme Park " LINK "Theme_Park"} @{" Thunderhawk 2 " LINK "Thunderhawk_2"} @{" Tigershark " LINK "Tigershark"} @{" Time Crisis " LINK "Time_Crisis"} @{" Tobal No 1 " LINK "Tobal_No_1"} @{" TOCA Touring Car Champ " LINK "TOCA_Touring_Car_Champ"} @{" Tomb Raider " LINK "Tomb_Raider"} @{" Total Drivin' " LINK "Total_Drivin"} @{" Track and Field " LINK "Track_and_Field"} @{" Twisted Metal 2 " LINK "Twisted_Metal_2"} @EndNode @Node lu "-== U ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{" S" LINK ls}@{"T" LINK lt}U@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} Sorry - there are no games in this section yet! @EndNode @Node lv "-== V ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{" S" LINK ls}@{"T" LINK lt}@{"U" LINK lu}V@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Victory Boxing " LINK "Victory_Boxing"} @{" V Rally " LINK "V-Rally"} @{" VR Baseball 97 " LINK "VR_Baseball_97"} @{" V Tennis " LINK "V_Tennis"} @EndNode @Node lw "-== W ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{" S" LINK ls}@{"T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}W@{"X" LINK lx}@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" Warcraft II " LINK "Warcraft_II"} @{" War Gods " LINK "War_Gods"} @{" WCW Vs The World " LINK "WCW_Vs_The_World"} @{" Wing Commander 3 " LINK "Wing_Commander_3"} @{" Wing Commander IV " LINK "Wing_Commander_IV"} @{" WipEout " LINK "Wipeout"} @{" WipEout 2097 " LINK "Wipeout_2097"} @{" Worms " LINK "Worms"} @{" WWF In Your House " LINK "WWF_In_Your_House"} @EndNode @Node lx "-== X ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{" S" LINK ls}@{"T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}X@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{" X-Com-Terror From T Deep" LINK "X-Com_Terror_From_The_Deep"} @{" Xevious 3D+G " LINK "Xevious_3D+G"} @EndNode @Node ly "-== Y ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{" S" LINK ls}@{"T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}Y@{"Z" LINK lz}@{"#" LINK numbers} Sorry - there are no games in this section yet! @EndNode @Node lz "-== Z ==-" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{" S" LINK ls}@{"T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}@{"X" LINK lx}@{"Y" LINK ly}Z@{"#" LINK num} @{" Zero Divide " LINK "Zero_Divide"} @EndNode @Node num "Numbers" @{"A" LINK la}@{"B" LINK lb}@{"C" LINK lc}@{"D" LINK ld}@{"E" LINK le}@{"F" LINK lf}@{"G" LINK lg}@{"H" LINK lh}@{"I" LINK li}@{"J" LINK lj}@{"K" LINK lk}@{"L" LINK ll}@{"M" LINK lm}@{"N" LINK ln}@{"O" LINK lo}@{"P" LINK lp}@{"Q" LINK lq}@{"R" LINK lr}@{" S" LINK ls}@{"T" LINK lt}@{"U" LINK lu}@{"V" LINK lv}@{"W" LINK lw}X@{"Y" LINK ly}@{"Z" LINK lz}@{"#" LINK num} @{"2 Extreme " LINK "2_Extreme"} @{"3D Lemmings " LINK "3DLemmings"} @endnode @endnode @node address I have released this program as Public Domain giftware. This means if you like and use this program then you must send the author some cheats for Playstation games I haven't already covered. In doing this you encourage the author to release future versions. To get the latest version, you must send me: 1) Some playstation cheats for games I have not already covered. 2) A formatted blank disk - make sure their are no errors on it, this is so I can copy you the latest version. 3) A 1st or 2nd class stamp. This is so I can return your disk. Once you have done this, pop it in a padded jiffy bag, and post it to the author: Mr C. Daines 21 Canal Road Yapton Near Arundel West Sussex BN18 OHD ENGLAND I will then send you to latest version. Please allow me ample time to update this program, as it will be updated every 2-3 months. Future version of this program will need to be installed to hard disk, since already it's getting rather big. Remember - if you want the next updated release of this program, you must enclose all of the above, otherwise I shall not reply. @endnode @node "Abes_Oddysee" "Abe's Oddysee" @{b}ABE'S ODDYSEE@{ub} Voice Cheat: Hold down R1 and press: TRIANGLE, UP, CIRCLE, LEFT, X, DOWN, SQUARE RIGHT during a game. Abe will now be able to mimic passwords without uttering a sound. Level Select: On the main menu hold R1 then press: DOWN, RIGHT, LEFT, RIGHT, SQUARE, O, SQUARE, TRIANGLE, O, SQUARE, RIGHT, LEFT. A level select menu will then appear. View All FMV: On the main menu hold down R1 then press: UP, LEFT, RIGHT, SQUARE, O, TRIANGLE, SQUARE, RIGHT, LEFT, UP, RIGHT. @endnode @node Adidas_Power_Soccer "Adidas Power Soccer" @{b}ADIDAS POWER SOCCER@{ub} Here are some special moves: Back Flick: Triangle and O while in possession. Backheel: Square and X while in possession. Megashot: Triangle and X while in possession. Running: Square and O while in possession. Shirt Pull: Triangle and O while in defence. High Kick: Square and X while in defence. Push: Triangle and X while in defence: Cheat: For female commentary(!), during the game, press SELECT and then go to audio. Select commentary and press O and SQUARE - the commentary will now be by two rather rowdy females! @endnode @node Air_Combat "Air Combat" @{b}AIR COMBAT@{ub} Here are some cheats: @{b}Changing The colour of your plane:@{ub} Cheat as far as I'm concerned are infinitely better when they are completely pointless - and what can be more pointless than ensuring your jet fighter has a stunning paint job rather than being an invincible weapon of war? Air Combat's creatos choose, for some reason known only to themselves to include an option to customise your plane. Although I doubt you can plaster it in 'Oakley Thermonuclear Protection' rear window stickers and pink paint splats, you can paint both your and your wingman's plane as you see fit. To do this do the following: When the bird logo appears before the loading screen, hold down R1 and O on your joypad, and a bouncing CD icon will appear. Then press the following on your joypad: UP, DOWN, LEFT, RIGHT, UP, DOWN, LEFT, RIGHT and R1 to change the plane's paint job. By hold RIGHT and START on your joypad, you'll be able to modify your wingman's plane. @{b}Infinite Planes:@{ub} If you complete the game on the Normal difficulty setting, when you play again you'll be rewarded with an infinite stash of every aeroplane. This comes in especially handy for attempting to play on the Difficult setting. @{b}Loading Game:@{ub} When on the jumping CD screen, press: UP, LEFT, DOWN, RIGHT. If this has been done correctly, a small green monster will appear in the bottom left hand corner of the screen. Now the next time the game loads, you'll be able to play a very strange bonus game. Allegedly, if you complete the bonus game, you can emply wing-men in the actual game for nowt. @{b}Colour Of Wingmen:@{ub} On the jumping CD screen, press: START 10 times followed by R1. You will now have the added bonus of seeing your wingmen fly around in jazzed-up planes. Pointless, but fun. @{b}Different Paint in Two Player:@{ub} You can also alter the colour of your planes in two player mode (if you're both petty). Input the following code on the jumping CD screen: LEFT, RIGHT, LEFT, RIGHT, DOWN, UP, DOWN, UP, O, O, TRIANGLE, TRIANGLE, TRIANGLE. @endnode @node Alien_Trilogy "Alien Trilogy" @{b}ALIEN TRILOGY@{ub} Three neat cheats: 1. Level Skip: At the password screen, enter GOLVL, followed by the number of the level you want to go to, e.g. GOLVL10. You should find yourself starting up at the level of your choice. 2. Unlimited Ammo: If that isn't enough, you can really punish thoses xenomorphs with this little number: at the password screen, type: 1G0TP1NK8CIDB00TS0N. This should not only allow you to start at the level of your choice, but should give you invulnerability and infinite ammo on all weapons. Watch 'em die! 3. To view the end sequence, at the password screen, type: QZBPSBBYRCPBZXBBBVBMNBBMBVW49DLK. @endnode @node Bases_Loaded_96 "Bases Loaded '96" @{b}BASES LOADED '96@{ub} Here are some codes and cheats: Cheat mode: During a normal game, press: TRIANGLE, SQUARE, X and O three times on controller 2, and you will hear a piano noise. This brings up a cheat mode. You can then activate any of the following: Select Your Inning: Press X once - the words "Lets go inning" appear in the upper left-hand corner of the screen. Press X for the desired inning (ie, twice to get to the second inning, 3 times to get to the third, etc). Hitting For Home: Press L1 on your joypad - you will now hit a home run every time! Automated Play: If you want the computer to literally take control, press L2 on your joypad. @endnode @node Battle_Arena_Toshinden "Battle Arena Toshinden" @{b}Battle Arena Toshinden@{ub} Key: UP, DOWN, LEFT AND RIGHT, DIAGONAL UP LEFT, DIAGONAL UP RIGHT, DIAGONAL DOWN LEFT & DIAGONAL DOWN RIGHT refer to the directional control on your Playstation's joypad. TRIANGLE, SQUARE, X and O refers to the four front joypad buttons. Simple? It sure is. --------------------------------------------------------------------------- Special & secret moves for EIJI SHINJO: SECRET MOVE: UP, DOWN, UP, DOWN, RIGHT, LEFT, RIGHT, LEFT, TRIANGLE O DEATH MOVE: RIGHT, DIAGONAL UP RIGHT, UP, O, LEFT, O, DOWN, DIAGONAL UP RIGHT, RIGHT, TRIANGLE --------------------------------------------------------------------------- Special & secret moves for MONDO: SECRET MOVE: RIGHT, DIAGONAL UP RIGHT, UP, DIAGONAL UP LEFT, LEFTM RIGHT, O, DOWN, O, TRIANGLE DEATH MOVE: DOWN, DIAGONAL UP RIGHT, RIGHT, DOWN, DIAGONAL UP RIGHT, RIGHT, LEFT, O, TRIANGLE --------------------------------------------------------------------------- Special & secret moves for FO FAI: SECRET MOVE: X, SQUARE, TRIANGLE, O, LEFT, RIGHT, LEFT, RIGHT, O, TRIANGLE DEATH MOVE: RIGHT, LEFT, O, DOWN, DIAGONAL UP RIGHT, LEFT, TRIANGLE --------------------------------------------------------------------------- Special & secret moves for RUN GO IRON: SECRET MOVE: DIAGONAL UP RIGHT, UP, DIAGONAL UP LEFT, LEFT, O, RIGHT, LEFT, DOWN, O, TRIANGLE DEATH MOVE: LEFT, O, DOWN, DIAGONAL UP RIGHT, RIGHT, DIAGONAL UP RIGHT, DOWN, O, LEFT, TRIANGLE --------------------------------------------------------------------------- Special & secret moves for KAYIN AMOH: SECRET MOVE: LEFT, DIAGONAL UP RIGHT, O, O, LEFT, RIGHT, LEFT, O, X DEATH MOVE: RIGHT, DIAGONAL UP RIGHT, DOWN, O, O, DOWN, DIAGONAL UP RIGHT, RIGHT --------------------------------------------------------------------------- Special & secret moves for SOFIA: SECRET MOVE: DIAGONAL UP RIGHT, DOWN, O, DOWN, DIAGONAL UP RIGHT, LEFT, RIGHT, DOWN, DIAGONAL UP RIGHT DEATH MOVE: RIGHT, LEFT, RIGHT, LEFT, TRIANGLE --------------------------------------------------------------------------- Special & secret moves for DUKE B RAMBERT: SECRET MOVE: DIAGONAL UP RIGHT, DOWN, O, DOWN, DIAGONAL UP RIGHT, DOWN, LEFT, RIGHT, O, SQUARE DEATH MOVE: DIAGONAL DOWN LEFT, DOWN, DIAGONAL UP RIGHT, RIGHT, LEFT, TRIANGLE --------------------------------------------------------------------------- Special & secret moves for ELLIS: SECRET MOVE: DIAGONAL UP RIGHT, DOWN, O, DOWN, DIAGONAL UP RIGHT, LEFT, RIGHT, DOWN, TRIANGLE, O DEATH MOVE: RIGHT, LEFT, RIGHT, LEFT, TRIANGLE --------------------------------------------------------------------------- Special & secret moves for GAIA: SECRET MOVE: DIAGONAL UP RIGHT, DOWN, O, DOWN, DIAGONAL UP RIGHT, LEFT, DOWN, TRIANGLE, O DEATH MOVE: RIGHT, DIAGONAL UP RIGHT, DOWN, O, LEFT, O, DOWN, DIAGONAL UP RIGHT, RIGHT --------------------------------------------------------------------------- Right, that's the special and secret moves outta da way. Now for some cheats... Gaja ---- To play as this big bugger, press START to whizz past the intro sequence and the various playing modes should come into view. As they do, press this combination: Down, Down left, left, Weak Slash. If you did it correctly, the word "Fight!" should appear on-screen, and if that's the case move on down to the character select screen and pick Eiji by holding UP and pressing and of your attack buttons. Sho --- In order to enable the Sho cheat, you must do the Gala one above first. Once done, go back to that bit where all the playing modes go past, leave it running fir a while and wait for the demo to start. When it does press START on joypad one. You'll now be back on the title screen, and where you need to use joypad number two to enter the following: Left, Right, Left, Right, Left, Weak Slash. "Fight!" will appear again, so you need to pick Kayin by holding down and hit an attack button. Super Sho --------- To fight this enhanced version of Sho you need to complete the one player game on either Hard or Very Hard modes. Now that may seem simple enough for some, but here's the catch - you need to do it without having to use any continues, which is tricky. If you do though, you an now attempt to whoop Super Sho's ass. Instant Special Moves --------------------- Sit back and watch the intro sequence play. As it does, hit START on joypad two. When the options start to appear again use joypad number one an enter: Down, Left, Weak Kick. Hopefully you'll hear the word "Fantastic!". If you don't you've done it wrong. If you do, well done! Now go to the option screen and reset your attack buttons so that R1, L1, R2 and L2 are all now instant special move buttons and start the game as normal. Now everytime you hit L1, L2, R1, R2 and SELECT your on-screen alter ego will unleash their ultimate special moves onto your opponent. Good eh? @endnode @node Battle_Arena_Toshinden_2 "Battle Arena Toshinden 2" @{b}Battle Arena Toshinden 2@{ub} To select the final boss character of the game, simply go to the title screen and press the following buttons in order: UP, DOWN, UP, DOWN, UP, TRIANGLE. The big bad boss should now be accessible. Here are some more cheats: Play as Uranus or Master: To access Uranus and Master, you must first complete the game on level four, or above. The easiest way to do this is to set the number of rounds to just one. When you've finished the game the ending credits will scroll down the screen. Wait until they've finished and then look at the colour of the cursor that highlights the options. Hopefully it'll be blue (normally it's yellow). Now go to the character selection screen and move the cursor over the random selection icon. Holding down the SELECT button will slow the characters scrolling past and you should now be able to choose Uranus, or Master. However, should you favour the easy life and have considerable code-entering skills, ignore the above and go to the title screen and when the menu items fly in from the left, enter L1, L2, TRIANGLE, R1, R2 and SQUARE on your joypad. Play as Sho or Vermillion: This cheat runs along the same lines as the one above, but you must complete the game using Master, the game must also be set to level 6 or above and you cannot use a continue. Not easy, is it? If you manage to complete the game, the cursor that highlights the options should now be red. Go to the character selection screen and if you highlight the random character box, you'll see Sho and Vermillion. Again, should you prefer a little less effort in your search for a scrap with a new character, then ignore this, and instead go to the options screen. Once more, while the options zoom from the left, enter the following sequence on controller two... SQUARE, R2, R1, TRIANGLE, L2, L1 General Cheats: 1: If you're fond of great camera-work, try setting R1, R2, L1 and L2 to NOT USED and then set the camera option to CONTROL. Cycle through the R1, R2, L1 and L2 to until they're all set to CAMERA. You can now rotate the game camera by pressing the top buttons. 2: If you like being totally oblivious to both yours and your opponent's health and overdrive status, you can disable both bars by pausing the game and pressing: SQUARE, TRIANGLE, CIRCLE, X and SELECT on controller one to make the option menu disappear. Press them again and both gauges will become invisible. Magic, eh? It also has the added benefit of allowing you to control vertical scrolling and zooming with the top left and right buttons. 3: When the game is paused you can advance the action frame by frame by tapping SELECT on controller two. Press and hold it for slow-mo. 4: If you beat the game on a high level and Sho and Vermillion are available, the menu box should be a rather fetching green. This signifies that the immediate special moves feature is activated. You can now super-move your way through the rounds with ease. Out of Fashion: Upon completing the game, two extra colour schemes for the characters colours become available. To choose them, go to the random character select icon and press the SELECT button to slow the scrolling down. Now, when the character you want to change appears, press the weak kick, or punch button and the colours should change. Overdrive Moves: Each character has an Overdrive move, these can only be performed when the bar at the bottom of the screen goes red and starts to flash. To pull-off these Overdrive moves, simply press all four joypad buttons at the same time. From the moment the bar starts to flash, it'll go down - if you don't use the move before this time runs out, you'll no longer be able to do it. Special and Secret Moves: The Special and Secret moves list for all the characters now follows. Note: these moves (listed below in the boxes below) can only be performed when your characters energy bar starts to flash. They will not work at any other time. Please refer to the abbreviations listed below when refering to a particular special move: Abbreviations: D = Down F = Forward/Towards/Right B = Back/Away/Left U = Up DF = Down and Forward Diagonal DB = Down and Back Diagonal UF = Up and Forward Diagonal UB = Up and Back Diagonal X = Weak Kick/Cross O = Hard Kick/Circle S = Weak Slash/Square T = Hard Slash/Triangle , = Denotes an individual press + = Buttons must be pressed simultaneously General Moves: Run: F, F Run Back: B, B Pounce: T + O (whilst opponent is on the ground) Stomp: S + X (whilst opponent is on the ground, close to you) Quick Roll: F, hold F and a Roll button Running Moves: Press any button whilst running Throw: B + O --------------------------------------------------------------------------- Special and secret moves for: FO FAI: Special Moves: Forward Energy Spear: F, DF, D, DB, B, S or T Upward Energy Spear: D, BD, B, S or T Downward Energy Spear: F, DF, D, DB, B, S Downward Air Energy Spear: F, DF, D, DB, B, T Charging Claw: B, F, T Diagonal Flaming Air Kick: D, DB, B, X or O Secret Moves: Mega Air Energy Spear: D, DF, F, B, DB, D, DF, B, S + O Lingering Stinker: B, UB, U, UF, F, S + O Giant Fart: O, S, X, T + F Desperation Move: Projectile Energy Spear: F, B, DB, B, DF, F, B, T --------------------------------------------------------------------------- Special and secret moves for: TRACY: Special Moves: Giant Taser: D, F, DF, S or T Club Jab: B, DB, D, DF, F, S or T (For Taser jolt) Flip Kick: F, D, DF, X or O Side Step/Club Uppercut: F, D, DF, S or T Rolling Jump Attack: D, DB, B, X or O Rolling Air Dive Attack: F, DF, D, DB, B, X or O (Whilst in the air) Jumping Club Attack: B, D, DB, S or T Secret Moves: Right To Remain Silent: F, DF, D, DB, B, DB, B, F, B, O Elbow Smash: B, F, F, S + X Desperation Move: Police Brutality: F, B, F, B, T --------------------------------------------------------------------------- Special and secret moves for: CHAOS: Special Moves: Poison Breath: D, DF, F, S or T Sonic Rings: D, DF, F, S Air Sonic Rings: D, DF, F, T Spinning Death: F, DF, D, DB, B, S or T Diving Sickle Attack: B, DB, D, DF, F, X or O Horizonal Light O (whilst in the air) Crab Attack: F, D, DF, X or O Secret Moves: Flaming Palm Shot: F, DF, D, DB, B, F, B, F, S + O Flaming Ground Strike: F, DF, D, DB, B, D, DF, F, S + O Travelling Ground Flame: F, DF, D, DB, B, DB, D, DF, S + O Flaming Sickle Uppercut: F, DF, D, DB, B, F, D, DF, S + O Flaming Shield Swipe: D, DF, D, DB, B, D, DB, S + O Desperation Moves: Charging Flame Sickle: B, DB, D, DF, F, DF, D, DB, B, T --------------------------------------------------------------------------- Special and secret moves for: RUNGO: Special Moves: Firewave: D, DF, F, S or T Spinning Club Attack: F, D, DF, X or O Rising Battering Ram: F, D, DF, S or T Batter Up: F, DF, D, DB, B, S or T Flaming Kicks: D, DB, B, X or O Secret Move: 7 Flaming Kicks: U, UB, B, DB, D, DF, F, O Desperation Move: Hail Storm: B, DB, D, DF, F, DF, D, DB, B, T --------------------------------------------------------------------------- Special and secret moves for: EIJI SHINJO: Special Moves: Fireball: D, DF, D, S or T Vital Sword Uppercut: F, D, DF, S or T Charging Overhead Strike: B, D, DB, S or T Downward Air Thrust Kick: D, DB, B, X or O (whilst in the air) Sliding Ground Thrust Kick: DF + X or O Secret Move: Double Fireball Swing: F, D, DF, F, D, DF, T Desperation Move: Charging Sword Pummel: F, DF, D, DB, B, DB, D, DF, F, T --------------------------------------------------------------------------- Special and secret moves for: KAYIN AMOH: Special Moves: Fireball: D, DF, F, S or T Diagonal Sword Uppercut: F, D, DF, S or T Double Sword Pierce: DF + T Flip Kick: D, DB, B, X or O Air Flip Kick: D, DB, B, X or O (whilst in the air) Secret Move: Triple Flip Kick: F, DF, D, DB, B, DB, B, F, B, O Desperation Move: Charging Sword Pummel: F, DF, D, DB, B, DB, D, DF, F, T --------------------------------------------------------------------------- Special and secret moves for: SOFIA: Special Moves: Forward Thunder Ring: D, DB, D, S Upward Thunder Ring: D, DB, D, T Air Downward Thunder Ring: D, DB, D, S (whilst in the air) Air Forward Thunder Ring: D, DB, D, T (whilst in the air) Aurora Revolution: F, DF, D, DB, B, S or T Air Aurora Revolution: F, DF, D, DB, B, S or T (whilst in the air) Glowing Flip Attack: B, DB, B, DF, F, X or O Rattle Snake: D, DF, F, S or T Secret Move: Flaming Rattle Snake: F, DF, D, B, DB, B, F, B, T Desperation Move: Call Me Queen: F, B, F, B, T --------------------------------------------------------------------------- Special and secret moves for: ELLIS: Special Moves: Spin Shield: D, DB, B, S or T Charging Knife Uppercut: F, D, DF, S or T Teleport Roll: D, DB, B, X or O Air Dive Attack: D, DB, B, S or T (whilst in the air) Air Flip Kick: D, DB, B, X or O (whilst in the air) Diving Knife Combo: DF, D, DB, D, DF, B, F, T Desperation Move: French Kiss Combo: F, B, F, B, T --------------------------------------------------------------------------- Special and secret moves for: GAJA: Special Moves: Upward Fire Steam: B, DB, D, DF, F, S or T Mystic Sword Strike: D, DB, B, S or T Running Sword Charge: F, D, DF, S or T Air Roll: D, DB, B, X or O Overhead Strike: B, F, T Mystic Quad Sword Strike: U, UB, B, DB, D, DF, F, T Mystic Face Step: U, UB, B, DB, D, DF, F, O Desperation Move: Flaming Mystic Palm: F, DF, D, DB, B, DB, D, DF, F, T --------------------------------------------------------------------------- Special and secret moves for: DUKE B RAMPART: Special Moves: Southern Cross Flip Attack: B, F, DF, D, S or T Sword Swing Lunge: D, DF, F, S or T Slicer Combo: F, D, DF, S or T Piercing Charge: D, DF, F, X or O Calming Finger: T + O (whilst enemy on the ground) Flying Ground Strike: D, DF, F, S or T (whilst in the air) Secret Moves: Excalibur Swing: F, DF, D, DB, B, F, D, DF, T Desperation Move: Flaming Swing Lunge: DB, D, DF, F, B, T --------------------------------------------------------------------------- Special and secret moves for: MONDO: Special Moves: Half Staff: D, DF, F, S (for short), or T (for long) Low Staff: D, DB, B, S (for short), or T (for long) Upward Staff: B, D, DB, S (for short), or T (for long) Spinning Staff Charge: B, DB, D, DF, F, S or T Staff Uppercut: F, D, DF, S or T Air Fireball (whilst in the air): D, DF, F, S (for one) or T (for two) Secret Move: Flaming Staff: F, UF, U, UB, B, F, DF, D, O Desperation Move: Air Fireball Spread: D, DF, F, D, DF, F, B, T --------------------------------------------------------------------------- Special and secret moves for: URANUS: Special Moves: Green Arrow: D, DF, F, S Double Green Arrow: D, DF, F, T Low Green Arrow: D, DF, F, X Low Double Green Arrow: D, DF, F, O Flying Lunge (whilst in the air): O Secret Moves: Flame Ball: B, DB, D, DF, F, B, DB, D, DF, F, O Low Flaming Lunge: F, DF, D, DB, B, F, DF, D, DB, B, S or T Desperation Move: Heavenly Arrow: B, DB, D, DF, F, B, DB, D, DF, F, T --------------------------------------------------------------------------- Special and secret moves for: SHO: Special Moves: Uppercut: F, D, DF, F, S or T Glowing Kick: D, DB, B, X or O Flaming Kick: D, DB, B, X Air Flaming Kick: D, DB, B, O Flip Kick: D, U, X, or O (also works in the air) Fake Flip: D, DF, F, X Flaming Fake Flip Kick: D, DF, F, O Sword Flip: D, DB, B, S or T Secret Moves: Plasma Vortex: F, DF, D, DB, B, DB, B, F, O Suicide Impale: B, DB, D, DF, F, DF, D, DB, B, T + X Desperation Move: Charging Sword: F, DF, D, DB, B, DB, D, DF, F, T --------------------------------------------------------------------------- Special and secret moves for: MASTER: Special Moves: Slashing Sword: B, DB, D, DF, F, S or T Forward Sword: D, DB, B, S or T Sword Attack: D, DF, F, S or T Rising Sword: F, D, DF, S or T Sword Burst: F, F, X or O Secret Move: Sword Combo: F, DF, D, DB, B, F, DF, D, DB, B, S or T Desperation Move: Flash Shield: B, DB, D, DF, F, B, DB, D, DF, F, T --------------------------------------------------------------------------- Special and secret moves for: VERMILLION: Shotgun: T Pistol: S Shoot Out: D, DB, B, S or T Energy Attack: F, D, DF @endnode @node Blam_Machinehead "Blam Machinehead" @{b}BLAM MACHINEHEAD@{ub} Here are some level codes: 1.2 SQDZFO5TJJ 1.3 HYM7GODECM 1.4 WFHIHOPOJC 2.1 154FHOD5BF 2.2 E94FHOLLKJ 2.3 MHLGHODTCM 2.4 ALLFHOXGPV 2.5 GXH1HOPOJQ 3.1 8JG1HO9B4V 3.2 E9GGHOJIQH 3.3 LNG1HO5SBT 3.4 SKAGHO9P40 4.1 8SG1HOTBON 4.2 CUG1HOT7BF 4.3 JQNFHOT7BF 4.4 F6G1HOTBON Now for the a quick cheat: Ammo Code: On either the title screen or main menu, enter this code: Ox4, L1, O, L1x2, O, L1, O, L1x2, O, L1, O, L1x4 An 'infinite ammo engaged' message will scroll across if you've done it correctly. @endnode @node Burning_Road "Burning Road" @{b}BURNING ROAD@{ub} Now here's an easy cheat. Are you bored with Burning Road and desperately want to drive around some new tracks? In that case just do a U-turn at the start of any race and every other car in the game will do the same. Hey presto - instant mirror mode! @endnode @node Busta_Move_2 "Busta Move 2" @{b}BUST-A-MOVE 2@{ub} Here are some cheats: To access 27 hidden levels: When the title screen appears, press R1, UP, L2, DOWN. A wizard should then appear to the bottom right of the screen to indicate the cheat has been accepted. Now go to the game options screen and a new option called 'Another World' will have appeared. This gives you an extra 27 levels to play, which are simular to the standard ones, but more challenging. To get 29 extra credits: On the options screen, press in sequence: LEFT, RIGHT, R1, R2, L2, L1, UP and DOWN. Now highlight 'credits' and press X as quickly as possible which, if you've done it right, will allow you to boost your number of credits up to 29. Character building: To select new characters to play, choose the puzzle game and then on the map screen enter the following: RIGHT, RIGHT, UP, DOWN, then press all the shoulder buttons simultaneously. Get it right and you'll be transported to a nifty new character select screen where you can choose who you want to play as normal. @endnode @node "Castlevania_Symphony_Night" "Castlevania: Symphony Of The Night" @{b}CASTLEVANIA: SYMPHONY OF THE NIGHT@{ub} Here are some cheats: Get even more vamped up with these cheats: on the name entry screen, enter RICHTER to play as Richter Belmont. Enter AXEARMOR to play with the axe lord armour. Or if these aren't to your taste, try X-X!V"Q to punch your luck up more than a truckload of white heather and rabbit's feet. @endnode @node Command_and_Conquer "Command and Conquer" @{b}COMMAND AND CONQUER@{ub} Here are some cheats... pause the game and select from below what you'd like and press the appropriate buttons: @{fg shine}For the Neon Cannon:@{fg text} LEFT, DOWN, LEFT, LEFT, DOWN, RIGHT, RIGHT, DOWN, LEFT, X @{fg shine}For the full map:@{fg text} O, O, O, UP, O, SQUARE, R1, O, O, O @{fg shine}For Air strike:@{fg text} RIGHT, DOWN, LEFT, LEFT, DOWN, RIGHT, RIGHT, LEFT, X, SQUARE @{fg shine}For £5000:@{fg text} RIGHT, DOWN, DOWN, LEFT, L1, LEFT, RIGHT, DOWN, LEFT @{fg shine}Nuclear Strike:@{fg text} RIGHT, DOWN, LEFT, LEFT, DOWN, RIGHT, RIGHT, DOWN, LEFT, X, UP, X @{b}Even More Cheats:@{ub} To get to the covert missions on either discs just enter the password: COVERTOPS. To get to a secret mission on the GDI disc, enter the password as PATSUX. @{fg shine}Japanese Troops:@{fg text} Enter the password GODZILLA and when you play a game your troops will be speaking in Japanese! @{b}Now for all the level codes....@{ub} @{fg shine}All Passwords GDI:@{fg text} 2 Estonia IY2E4RGPK 3 Latvia VMNMUJFZP 4A Poland 1NXZDC3MK 4B Poland LHGHL19AI 4C Belarus LHY8GYVDS 5A Germany W1N457LJ4 5B Ukraine OXL3NYNNO 6 Czech Rep 1MVDCPIIM 7 Czech Rep OX3CS3D4G 8A Austria WMJ8FPOQH 8B Slovakia AAY1YZS9J 9 Hungary CSGU0J7AQ 10A Slovenia Z6H3CUD9V 10B Romania W5741QXPJ 11 Greece PZBVQGKQK 12A Albania 0M86O28IO 12B Bulgaria LWO3SMF6F 13 Yugoslavia YM3XI0625 14 Yugoslavia WMJQ8C0HG 15A Bosnia GTJ2PV460 15B Bosnia 4QLR9NRLA 15C Bosnia C9RO0JST0 @{fg shine}GDI Special Ops:@{fg text} 1 8PHJTYIP1 2 SZ4VH22RY 3 878FR0G1M @{fg shine}GDI Covert Ops:@{fg text} Blackout GT1BEQHY8 Hell's Fury 8PH1RPW9W Infiltrated! SHDZUI8ID Elemental Imperative 8PZAIF13P Ground Zero GT1TAEXF9 Twist Fate C9RO8NZGU Blindsided W15VEC3SQ @{fg shine}NOD:@{fg text} 2A Egypt C99FAXKW8 2B Egypt KDTPX9WPE 3A Sudan EDT4LLS9D 3B Sudan JFBS8WWVM 4A Chad JY2RPNB0L 4B Chad 4QHTTEY4B 5 Mauritania W15DASRS8 6A Ivory Coast 9QYUCB63B 6B Benin 208F7432R 6C Nigeria Q0WRYGFWX 7A Gabon GTJKWOJDK 7B Cameroon OX3UJ0V6Q 7C Central Aft Rep C9R67C70W 8A Zaire OH1Y3FSC2 8B Zaire GTJKE8W7B 9A Egypt Y4UMW1NWE 9B Egypt 3NJDSOKII 10A Angola BBK5ONRL4 10B Tanzania MILZJC113 11A Nambia OX3UKOP94 11B Mozambique GTJ26Z72A 12A Botswana A9G1KD5FJ 12B Botswana CSZZGEJ8H 13A South Africa W3C6NH4OV 13B South Africa AJ5CEQE7I 13C South Africa 25UJG3YHZ @{fg shine}NOD Special Ops:@{fg text} 1 0LXRXJOY5 2 03O5MO802 @{fg shine}NOD Covert Ops:@{fg text} Bad Neighbourhood C99X6L0D9 Deceit SHVQLLFOX The Tiberium Strain W1N4V4TK8 Cloak & Dagger C99FJ8DM5 Hostile Takeover C99F1A8VH NOD Death Squad OLF0D3T25 Under Seige: C&C 457E1D682 @endnode @node Cool_Boarders "Cool Boarders" @{b}COOL BOARDERS@{ub} Here is a cheat: For a superslick snowboard, pause the game and enter: L1, L2, R2, R1, TRIANGLE, SQUARE, X, O, R1, R2, L2, L1. Prepare to head down the slopes at some speed... Here are some hints 'n' tips for COOL BOARDERS: Boards ------ As with all sports used to impress members of the opposite sex, snow boarding requires some fancy kit. The various boards on offer all fall into one of the following categories; Free Style ---------- These boards are primarly for pulling stunts - they'll get you from A to B but it'll take a bit longer. Ideal for the beginner who seems to be spending more time in the snow than on the board, these provide a bit of stability and an opportunity to practice all your fancy tricks. Alpine ------ The quickest of the lot - use these to beat record times. If you can master a few high scoring tricks on one of these boards, then you should also try using it when you go after the combined trick and time score. When performing stunts on these boards, try to land with your best foot forward - these boards have square backs, that will slow you down if you attempt to ride fakie. Allround -------- The 'Jack of all trades and master of none' of the snowboard world, these combine stability with speed and can also be used for fakies, like the freestyle board. Not quite as fast as the Alpine boards, but a lot easier to stay upright on. Grabs ----- There are five main types of grab, executed by pushing the buttons indicated in Mid Air: Tail Grab R1 Indy Grab UP + R1 Mute Grab DOWN + R1 Stale Fish Grab UP, UP + R1 Melancholy Grab DOWN, DOWN + R1 Spins ----- Once in flight it's possible to spin around horizontally, making any grabs you're performing at the time look much more spectacular. Use the hard turn button to spin more quickly and get more points, watch the landing though! Points ------ The points you get at the end of a course are based on three things; your time, your trick points, and the number of ladybirds you've got yourself lumbered with on the way down the slopes. To stand any chance at all of making a quick time, you really need to be on an Alpine board. This makes some of the tricks difficult to perform but if you stick to less fancy manoeyvres, you should still be able to accumulate enough trick points to earn your extras. How many points you get for a particular trick can vary a great deal every time you perform it. This isn't because you've wasted your time in front of a lame judge, but because the scores are based on a number of things; Speed ----- Learn to take routes that don't require much use of the hard turn button, that way you'll still be at maximum speed when you reach the ramp. Speed is important because it also affects your scores in all the other areas. Jump ---- How high did you get? If it was a height that would usually require the use of a parachute or safety net, then you can expect to get a few extra points for your trouble. Get up as mych speed as you can and leave your jump to the very last minute to increase your air time. Fakie ----- By riding your board 'backwards' you increase the difficulty of any trick performed (in real life) - in Cool Boarders it doesn't seem to make that much difference but you're awarded points for it anyway. As long as you're not on an Alpine board, you might as well ride the whole course leading with the wrong foot. Hold ---- Whilst in the air performing your various spins and flips, earn yourself some extra points by grabbing your board. See the 'Grab' section above for details on how to perform the more rewarding holds. Easy points galore - as long as you remember to let go before you land and don't crash land... Landing ------- Don't attempt any stunts that you don't have (air) time to complete - failure to land feet first will lose you most of the points you've just earned in the air. Spin ---- Hold down the hard turn button for as long as possible before and during your jump, to increase the speed of your spin. For every 180 you complete, you'll get points. Try to only do 360's if you're using an Alpine board - if you land riding fakie, it'll slow you down. Flip ---- These are very high scoring and fairly easy to pull off. The difficulty comes when you try to land on your feet! To do a flip, hold down the jump button and push down on the directional pad for as long as possible, before you actually reach the ramp. Then release the jump button, but keep pushing down. For really high scores, try to combine this flip with the spin technique to create stunning tricks. Length ------ You don't have an angle indicator like in Track & Field, so my best guess is that this is based almost intirely on your speed at the time of jumping. Maybe taking off the bobble hat and greasing your hair back would help boost up your aerodynamics! Extra Cool Boards ----------------- There is a bonus board in it, for anyone who can beat the combined trick and time scores in one run. For beating the Novice track, you'll be given a Freestyle board, Advanced gives you an Allrounder and if you manage to beat the Expert course, you'll be the proud owner of a super fast Alpine board. I'm not 100% certain if that's how you earn them - because I managed to get new boards before ever beating the times - but the bonuses are definitely there. High Announcer -------------- To give the commentator a high pitched voice, enter the options menu and press the SELECT button until you hear a sound (probably after 40+ pushes). This serves no purpose other than to make him sound even more annoying than he did beforehand. Of Course... ------------ There are two secret tracks to be found in Cool Boarders, but like all good bonuses, they take a bit of earning. To try the 'Special' course, you'll need to beat the first place times on all three courses. For a go at the 'Extra' track, you have to beat the three top trick scores. Howl at the Moon ---------------- On the expert course, you'll hear a wolf howling when you pass between certain trees in the forest area. By hitting all 6 of these, you'll enable a couple of extras. The easiest way to complete the wolf howl slalom is to use an Alpine board and ride it backwards so that it slows you down. Once you've done this, go back to the main menu and select your course and board as normal. As soon as you've chosen your outfit, hold down L1 + R2 and keep them pressed until the game begins. Now you can use the left shoulder buttons to turn on/off a points breakdown list on the left hand side of the screen. Every time you perform a trick now, you'll be shown which aspects of it have earned you points. Also, at the same time that you press L1 + R2 to activate this cheat, pressing R1 + R2 on controller two will enable the trick name bar at the bottom of the screen. Novice Track ------------ Unsurprisingly, this is the easiest course of the three though there are a few tricky sections. There aren't any majority huge ramps to jump off, but a couple of them should see you gaining a bit of airtime, as long as you keep your speed up on the approach. Make sure you pulla stunt off the roof of the cabin, because this is the only opportunity you get to score points without it being at a checkpoint. Advanced Track -------------- Some larger ramps and much harder sections make this course a lot more challenging than the last. You'll need to work out a route through the pillar-filled tunnel which not only gets you through quickly but also give you some chance of not falling off the cliff at the end. About half way down the course, you'll need to decide which route to take at the fork. If you're after trick points or an easier route, you should definitely go left. This route will take you past the castle and over two checkpoint ramps. The route to the right is on the edge of a cliff and is faster - but a lot more difficult. Look out for the 'Get Loose' signs which let you know when a ramp is approaching. Expert Track ------------ If you think the other two courses are difficult, then I wouldn't even bother attempting this beast. It's got some truly massive jumps, which are great for pulling tricks - but before you can do that you need to reach the ramp at speed. This is made exceedingly difficult by the fact that all of the corners are incredibly shar and require frequent use of the hard turn button. If you're a person who gets frustrated easily, leave this one well alone until you've had a bit of a practice. @endnode @node Crash_Bandicoot "Crash Bandicoot" @{b}CRASH BANDICOOT@{ub} Super Password Cheat: At the main menu enter the Password screen. You'll notice that there is only one line: don't fret, because as soon as you enter the first two triangles it will expand to three lines. It gives access to any level, 100% complete score, both keys and all gems: TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE TRIANGLE, TRIANGLE, SQUARE, X, TRIANGLE, O, TRIANGLE, TRIANGLE TRIANGLE, O, SQUARE, TRIANGLE, X, X, X, X Now here's a players guide to ALL the levels: Level 1 - Sanity Beach - White Gem: There are boxes to collect all of which are easy to obtain bar from those at the exclamation switch. These can be found down the right path where the route splits. Spin into the exclamation box and then walk onto the first box that appears. Jump in the air and keep your finger on the jump button. When Crash lands on the box it will break and he will bounce back up into the air. Nudge Crash forward onto the next box keeping an eye on his shadow to know where he will land. Repeat this technique for all of the boxes across the hole. When the path rejoins back track down the left side to collect the two boxes. Then continue towards the exit. Level 2 - Jungle Rollers - White Gem: (Requires Green Gem from The Lost City). The Green Gem that appears in the distance can only be activated once it has been collected from The Lost City on island number 2. Once the Green Gem has been collected the three extra boxes are found at the top of the tower. Jump on the box to the right of the gem to access them. To collect the box between the two dynamite crates stand next to it and jump in the air. On the way back down spin next to the box and then stand away from the dynamite crates when the countdown begins. The first bonus level is accessed on this level. Level 3 - The Great Gate - White Gem: (Requires Yellow Gem from The Lab). On the metal jumping boxes it's best to keep your finger on the jump button to make Crash jump higher. This gives you more time to adjust landing onto the next box. Above the question mark box found between the two metal boxes is an extra life. When spinning into the box, jump as well so that you land on top of the metal box before it bounces up in the air. Crash will then be catapulted above the screen where the extra life is collected. The second bonus round is found on this level. The Yellow Gems that appear around the exit cannot be activated until the gem has been found in The Lab on island number 3. Level 4 - Boulders - White Gem: To collect the boxes in this level use the spin move especially when running from the giant boulder. Jumping only leads to trouble. Be prepared to jump over the small wooden fences as soon as they appear as it only takes one delay to spell disaster. Level 5 - Upstream - White Gem: (Requires Gold Gem from The Generator Room). The Yellow Gems that appear on this level can only be activated once the gem has been discovered in The Generator room on island number 3. Behind the log leading up the first water fall is an extra life. This can only be accessed once the Yellow Gem has been collected. Not all of the boxes can be collected on this level until the Yellow Gem has been collected. The final two boxes are found at the end of the second gem path. Bonus world three can be accessed in this level. Boss Level - Papu Papu: The trick to defeating Papu Papu is jump on his head when he raises his staff behind him. Initially he will spin his staff around once and then raise it to strike. At this point jump upon his head. Papu will then spin his staff twice before he strikes and finally he will spin it three times before attacking. Level 6 - Rolling Stones - White Gem: (Requires Blue Gem from The High Road). To destroy the boxes mixed with the crates of TNT, jump on one of the TNT crates and then run away leaving the explosion to do the job. Bonus world 4 can be accessed on this level as can boss bonus level 1. A Blue Gem can be seen in front of one of the later rolling stones. This can be accessed once the Blue Gem has been collected on The High Road on island 3. The gem path reveals the hidden boxes and three extra lives. Level 7 - Hog Wild - White Gem: Jump the first three pits and collect the box to the left and then the one to the right. Jump the spiked log and collect the box to the right whilst jumping the second spiked log. Go left to dodge the next spiked log and then right and remain there to get the next box. On collecting the next box go left to pass the next two spiked logs and then go right. After the spiked log to the left get the box to the left and then the one to the right. Jump the pit and then collect the box to the left before dodging the native by dashing to the right. Go left to dodge the spiked log and then go right to dodge the next two. Quickly go left to avoid the native and collect the box. Jump onto the drum and then collect the boxes first to the right and then to the left. Dodge the native by going right and then jump onto the next drum. Collect the box to the left and then the one to the right whilst jumping the spiked log. Go right to dodge the two spiked logs and the native and collect the box ahead. Quickly go left to dodge the native and then collect the following series of boxes dodging the spiked logs and native. Jump the hog on the spit and then collect the box to the left whilst avoiding the spiked logs. Duck underneath the next hog on a spit and then dodge the following spiked logs collecting the box to the right. Jump the third and final hog on a spit and jump the spiked log immediately behind. Go right to avoid the native and reach the end. Level 8 - Native Fortress - White Gem: (Requires Pink Gem from Slippery Climb). Bonus World 5 can be accessed on this level. On the platform level with the top of the fence and the sky background there are several areas where you can jump over the fence to find hidden extras. Look at the top of the fence behind the platform with a turtle, plant and a box and jump over the gap. It is then possible to run and jump along to collect the hidden extras. The hidden platform can be exited over the fence above a fire ledge. The Pink Gems can only be accessed once the gem has been found on Slippery climb on island number 3. Once the gem has been found the final boxes can be found. Level 9 - Up The Creek - White Gem: On activating the exclamation box at the end of the lily pad path, backtrack down the path once it reappears to discover a path underneath to log over the waterfall. Jump onto the lily pads to collect the extra life and then go left and jump on the TNT. Once activated, jump onto the arrow box to catapult you back onto the log above the waterfall. This way the arrow box gets destroyed. Boss Level - Ripper Roo: The technique to killing Ripper Roo is to detonate the TNT crates when they are next to where he is stood. Examine his jumping pattern and then detonate the crate where you think he will land next. After three hits he's no more. Level 10 - The Lost City - Green Gem: Bonus world 7 can be accessed on this level as can boss bonus world 2. To destroy the two boxes behind the metal wall to the left at the beginning break them using the spin and then jump out of the ledge and land back on the platform on the other side. Inside the forth hole set back into the background is an exclamation box. To access it, jump onto the box at the back and keep the jump button held down. Then further along the level you will be able to get an extra life and a Boss World Bonus. The second exclamation box can be found on the left of the screen just past the checkpoint as you proceed upwards. Activating this will reveal six boxes in the background at the top of the climb. Level 11 - Temple Ruins - White Gem: After the second checkpoint surrounded by the pillars there will be a mango to the left of a platform. Jump to the left to get it and leap into the void keeping the jump button pressed. Hidden boxes will appear creating a path to some hidden boxes. Level 12 - Road to Nowhere - White Gem: (Requires Red Gem from Slippery Climb). Bonus world 8 can be accessed on this level. At the third checkpoint jump onto the red gem to the left which will take you to a hidden area. Proceed to the far right and jump up to the TNT crate. Step away when the countdown begins and go left over to the far left exclamation box. Use the box to activate it and then use the next box that appears to the right to activate the middle exclamation in the centre of the metal boxes. Four boxes will then appear in the background. Level 13 - Boulder Dash - Key and White Gem: (Requires Red Gem from Slippery Climb). Collecting all of the boxes gives access to the key that opens the bonus level on island 2. Smashing all of the boxes on the bonus level called Whole Hog gives the White Gem for Boulder Dash. Level 14 - Sunset Vista - White Gem: Bonus world 9 can be accessed on this level as is boss bonus world three. On the top level follow the stairs made of boxes and jump onto the moving wall to collect the super bonus icon. The exclamation box that appears to be out of reach can be reached by using the native. When the native comes towards you jump on his head to reach the box. The boxes revealed are directly behind in the background. Boss Level - Koala Kong: Every boulder bar the fourth should be dodged. The fourth can be span back which needs to be repeated four times before he's defeated. Level 15 - Heavy Machinery - White Gem: Bonus world 10 can be accessed on this level as can boss bonus world 4. Jump down the gap after the two steam pipes and the two ice pipes right next to one another to find the hidden boxes and the bonus boss icon. Level 16 - Cortex Power - White Gem: (Requires Blue Gam from The High Road). When the path splits take the one to the right. At the second junction take the path to the right and hit the exclamation box at the end. Backtrack to the second junction and take the path to the left (Checkpoint) collecting the boxes on your way. Once you reach the next junction (Arrow Box) return back down the right path and return back to the first junction you came to. Take the left path this time and follow the blue gem path until you reach the arrow box. Continue from here to the end. Level 17 - Generator Room - Gold Gem: Bonus world eleven can be accessed on this level. Activate the exclamation box above the second unstable platform and then proceed to the right to collect the hidden boxes. Each box needs to be jumped on individually to stop the floor from dropping away. Don't break the boxes on the bridge until returning to the main path. Level 18 - Toxic Waste - White Gem: Bonus world 12 is accessed on this level. The main problem on this level is the bouncing barrels which cannot be jumped over. The trick is to jump around them whilst running forwards. Boss Level - Pinstripe: Hide behind the chairs until Pinstripe finishes his round of firing and then spin into him. The pause between his rounds is very brief so it's important only to attack him when he's nearby. Level 19 - The High Road - Blue Gem: At the start walk down and you will see a single mango floating in the air. Walk off the ledge and two boards will appear stopping you from falling. Take a few steps back and jump off the boards whilst running. Two more boards will stop your fall and then two more will appear when you jump off them. Eventually you will reach a solid platform with several lovely hidden boxes. Level 20 - Slippery Climb - Red Gem: Boss bonus world 5 is accessed on this level. Level 21 - Lights Out - Key and Purple Gem: (Requires Yellow Gem from The Lab). A different end of level appears once the Yellow Gem has been discovered in The Lab on island 3. This will give you the key to the islands bonus level, Fumbling in th Dark. On completeing Fumbling in the Dark the Purple Gem is revealed. Level 22 - Jaws of Darkness - White Gem: (Requires Blue Gem from The High Road). Bonus world 13 is accessed on this level. The Blue Gem appears after the first checkpoint and needs to be accessed to collect all the boxes. Level 23 - Castle Machinery - White Gem: (Requires Green Gem from The Lost City). The Green Gem gives access to twenty five lives but there are no actual hidden boxes on this level. Boss Level - Nitrus Brio: Initially avoid all of the projectiles he fires until he throws those crazy jumping green blobs. Jump on these and they will fly back in his face. When he turns into the mad monster jump on his head using the rock that falls from the ceiling as a platform. Level 24 - The Lab - Yellow Gem: The Yellow Gem can be accessed when all of the boxes have been collected without losing a single life. Level 25 - The Great Hall - Bonus Ending: (Requires all White Gems). If you haven't collected all of the White Gems, take the nearest exit. Otherwise, continue along the path made by the gems to see the bonus ending. Boss Level - Dr. Neo Cortex: Dodge all of his projectiles bar the green ones which should be span back into his face. Watch out for the blue missiles which bounce along the screen but apart from that he's easy. @endnode @node Crash_Bandicoot_2 "Crash Bandicoot 2" @{b}CRASH BANDICOOT 2@{ub} Here are some cheats: To get all the gems, access to all levels and both keys, try tapping in this as a password: TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, SQUARE, X, TRIANGLE, O, TRIANGLE, TRIANGLE, TRIANGLE, O, SQUARE, TRIANGLE, X, X, X, X Extra Shield: When Crash buys the farm, press: UP+O. When he reappears he will be equipped with a mask. Return Bouts: If you wish to fight the boses again (?!) stand on the relevant pad and press L1 + R1 + L2 + R2 + TRIANGLE and then tap: UP. Bonus Lives: In the second warp room (6-10), jump on the baby polar bear's head to collect ten extra lives. @endnode @node D "D" @{b}'D'@{ub} The full solution in 29 easy-to-follow steps... 1. Dining Room: On entering the Dining Room walk to the left side of the table. Turn right to face the table and walk forwards to look into the bowl. Once the bowl of water has turned to blood exit the Dining Room through the door to the left of the fireplace. 2. First Floor Hallway: Turn to the left and examine the mirror and a hand will reach out and try to grab Laura. Turn around and enter the Barrel Room opposite to the mirror. 3. Barrel Room: Turn right and walk towards the spiked wall which will in turn speed towards Laura stopping just inches away from her. Return back to the First Floor Hallway, turn right and proceed up the stairs. 4. Second Floor Hallway: After Laura has walked up the flight of steps, turn left and open the door ahead. Inside you will see a small reminder of what the spikes downstairs may do if you're not too careful. Laura will then close the door and you should turn right and enter the door directly ahead. 5. 2nd Floor Sitting Room: Proceed over to the chest of drawers and open the drawer marked with the Roman numeral I. Inside the drawer Laura will find a piece ofpaper. If you have yet to meet a Beetle then this may appear initially and you will have to re-open the drawer. Once she has pick up the paper turn right and proceed over to the fireplace. Look in the fireplace and pick up the Silver Key lying with the sticks. Exit the room and return back down the steps entering the Dining Room directly ahead. 6. Dining Room: Turn right and walk over to the bowl of water on the table. Place the paper found in the 2nd Floor Sitting Room in the bowl of water to reveal the numerals IV - II. Leave the table and return back up the steps in the First Floor Hallway entering the 2nd Floor Sitting Room. 7. 2nd Floor Sitting Room: Return back over to the chest of drawers and open the drawer marked IV. Then open the drawer marked II and Laura will take the wrench found inside. Exit the room and return back down the steps. Turn left and enter the Barrel Room. 8. Barrel Room: Use the wrench you found in the chest of drawers on the barrel. This will make the spikes in the wall recede giving access to the door nearby. Enter this newly accessible doorway and proceed down the steps towards the door marked with the number 78. Examine the door. Exit the Barrel Room and turn left to enter into the Dining Room. 9. Dining Room: Proceed over to the door situated on the right side of the fireplace. Use the Silver Key found in the Sitting Room fireplace on the door. 10. First Floor Bedroom: Turn left and enter the bedroom and continue to walk forwards over to the wooden safe. Pull the handle on the safe and release it to get the number 78. The reels continue to spin when you try to stop them so for the number 7, try to begin the stop on number 2 or 1. Inside the safe is the right hand of the man shackled to the wall. Laura will take the ring from the hands finger. Once she has taken the ring return back to the Barrel Room. 11. Barrel Room: Proceed back down to the room marked with the number 78 and place the ring found in the bedroom into the slot. The door will open and Laura will proceed down the passage closely followed by a giant ball of stone. The ball then blocks Laura from returning back up the passage. 12. Downstairs Bedroom: Once in the bedroom, walk over to the painting of a child and examine it. The child will smile and then warp into four animals around a fire but only for a brief second. The four animals are: a Chicken, a Horse, a Rabbit and a Deer. Step away from the painting and proceed over to the desk in the centre of the room. A beetle symbol may appear here but don't worry if it doesn't. Walk over to the night stand situated to the right of the bed. Turn the tray until the Chicken is at the top. Then go over to the double doors to the right and open them. 13. Library: Go over to the four busts on the right and examine them. A beetle symbol may appear here but don't worry if it doesn't. Step back from the four busts and turn to the left. Proceed over to the bookshelf and examine the books. A beetle symbol will be found here if not already found and Laura will have her second flashback. Once the flashback is over enter the door to the left of the bookshelf. 14. Prison: Walk up to the prisoners and examine the. Laura will then take a Golden Key from one of the dead prisoners hands. Exit the prison and pass through the library to the bedroom. 15. Downstairs Bedroom: Go over to the desk in the middle of the room and use the Golden Key to open the locked drawer. Inside the drawer is a book which Laura takes. Once she has taken the book return back to the library and walk over to the bookshelf. 16. Library: After her fathers ramblings go over to the bookshelf and place the book found in the desk in the gao. This gives access to a secret room. 17. Rotating Room: The wheel in the centre of the room can be turned. Turning the wheel rotates the room to reveal a different room behind her where she entered. Unfortunately, these rooms appear randomly making the effort of seeking for a specific room quite laborious. Each door that appears has to be checked as there is no knowing what lies behind. The Hall of Knights is at the bottom of some steps and can be recognised by the suits of armour at the bottom. The Circular Pool is at the bottom of some steps with a wall at the end. The Garden is found at the top of some steps leading upwards. The Library is blocked by an iron gate and the Stained Glass Window appears directly behind the door. The room to enter is the Hall of Knights. 18. Hall of Knights: Once Laura has entered the Hall of Knights she walks up to a circular pit only to be attacked by a Knight. Defeating the Knight requires lightening reactions so as soon as the symbols at the bottom appear make your move. They appear in the following sequence: Left, Right, Left, Circle. If Laura gets knocked into the pit, she has to climb out and begin the fighting sequence again. Once the Knight has been pushed into the pit, Laura will then take its sword. Then return back to the Rotating Room. 19. Rotating Room: Continue to rotate the wheel until the Garden becomes accessible. 20. Garden: Once Laura has climbed the steps and opened the trap door, continue around the tower until she reaches the fountain. Looking into the fountain may reveal a Beetle Symbol. Turn left and examine the statue with the bow taking note of its name. Then turn around and examine the statue pouring water and take note of its name. Once you have got the two names, Sagittarius and Aquarius, proceed over to the tower door and push the sword into it. Once the door ioens, enter the tower. 21. Tower: Once Laura has reached the top of the steps, walk over to the telescope and use the lever to the right of it. Push the lever to the Aquarius symbol (two parallel squiggles) and then look through the telescope to reveal Light Blue constellation. Next, move the lever to the Sagittarius symbol (a line with an arrow through it) and then look through the telescope to reveal the Green constellation. Return back down the steps to the Garden. 22. Garden: Walk over to the Sagittarius statue and press the Green button. Then walk over to the Aquarius statue and press the Light Blue button. The water in the fountain will then drain away into the Circular Pool below. The Chest in the middle of the circular pool with then float over to the pools edge making it accessible. Once the cut sequence has ended, return back to the Rotating Room. 23. Rotating Room: Keep rotating the wheel until the Circular Pool becomes accessible. 24. Circular Pool: Open the Chest floating at the pools edge to reveal the Pistol and then return to the Rotating Room. 25. Rotating Room: Rotate the wheel until the Stained Glass Window becomes accessible. 26. Stained Glass Window: Use the Pistol to smash the Stained Glass Window. Once the window has shattered, Laura walks through it and climbs up the outside of the tower towards the attic. 27. Attic: Once Laura has climbed through the Attic window the shutters close behind her sealing off any escape. Thus, the only direction is forwards to the end of the tunnel. Laura has another encounter with her father. Return to the middle of the hallway and examine both walls to the left and right. The hallway will begin to shake and the wall opens up to reveal the Gear Room. Enter the Gear Room. 28. Gear Room: The two gears need to be aligned so that you can view the Red Sphere of one cog through the hole in the other. Set the left lever so that it is positioned in the middle and the right lever to the front, or nearest to yourself position. Press the Red Button until the Red Sphere is in between both of the gears. Then set both levers to the front position and press the Red Button until the hole overlaps the Red Sphere. The machine will then slide backwards into the wall. A flight of white steps appears and Laura floats up into the spire. 29. Spire: At the top of the stairs is a painting of Laura's mother. Examine the painting and a collection of images will appear. The scene changes to a room with Laura's father and he explains to her the meaning of 'D'. Her father then begins to transform and beckons Laura to come to him. Use the pistol to shoot Laura's father. @endnode @node Dark_Conflict "Dark Conflict" @{b}DARK CONFLICT@{ub} Here's a little cheat menu to get your teeth into: at the options menu, punch in: DOWN, DOWN, UP, SQUARE, LEFT, LEFT, L1, R1 and O. @endnode @node Darkstalkers "Darkstalkers" @{b}Darkstalkers@{ub} Here is a complete Players guide, and a list of all the moves and specials for ALL the characters... Special Moves: These moves can only be activated when the special bar has reached maximum. There is then a short period when the special move can be activated. To power up the special bar it is essential to keep moving and keep activating moves whether they're aimed at your opponent or not. Standing still causes the special bar to increase encouraging you to fight. Up In The Air: It is quite possible to block attacks even when in the air. To do this, move the directional pad in the opposite direction to the attacking opponent. The only time you cannot block an attack is when the opponents feet are firmly on the ground. Attacks in the air is an entirely new ball field to the days when a punch here or a flying kick was all that was available. Combo's can now be activated in the air meaning that more than one move can be activated during one jump. These moves take a fair bit of experimentation and practice before perfected, but are well worth the effort and introduce a new field of play to the game. Attacks can also be activated in the air as long as the character is only jumping and not doing anything else. Missile Combat: Missiles no longer cancel one another out as in previous fighting games. Now missiles are judged by both their size and distance travelled as to whether or not they will cancel each other out on impact. For example, when a fireball that has travelled the length of the screen collides with a newly launched projectile, the priority goes to the stronger which in this case is the later. But, collisions still weaken the fireballs momentum so the stronger projectile will still loose a lot of its strength causing it to fade out seconds later. Blocking and Counter Attacks: Due to the pause of a character after blocking an attack generally prevents an immediate counter attack, there are occassions when these are possible. The following list of moves can be activated during the block pause. The best time to activate them is when the opponent is trying to take advantage of the block pause: Demitri: Demon Cradle, Bat Spin, Air Chaos Flare Jon Talbain: Rising Beast, Rush, Air Beast Rush Victor: Giga-Bum Lord Raptor: Death Hurricane, Air Death Hurricane, Air Death Voltage Morrigan: Shadow Blade, Shell Kick, Air Soul Fist Anakaris: Royal Judgement Felicia: Sand Splash Rikua: Sonic Wave Sasquatch: Big Typhoon Grand Masters Advice: When your character is thrown quickly pressing Hard Punch will soften the impact on the ground. This reduces the amount of damage inflicted and also makes your character get up more quickly. It is possible to dodge a throw or slam if timed to perfection. As the opponents throw or slam animation begins, leaping away leaves them grabbing at thin air. Also, Dashing (Forward, Forward) is an effective way of springing an attack on the opponent and can be combined with some moves. --------------------------------------------------------------------------- Moves and specials for: Demitri Maximoff: Throws: Pile Driver: Forward or Back, Punch Moves: Chaos Flare: Down, DownForward, Forward, Punch Demon Cradle: Forward, Down, DownForward, Punch Bat Spin: Back, DownBack, Down, Kick Midnight Pleasure: Down, Forward, DownForward, All Punches Special Moves: Chaos Flare: Down, DownForward, Forward, Punch Demon Cradle: Forward, Down, DownForward, Punch Bat Spin: Down, DownBack, Back, Kick Notes: 1. The Chaos Flare can be activated in the air as well as on the ground. 2. Activating the Demon Cradle whilst dashing towards an opponent will cause the uppercut to move diagonal across the screen. --------------------------------------------------------------------------- Moves and specials for: John Talbain: Throws: Bite and Toss: Back or Forward, Punch Roll and Toss: Back or Forward, Kick Wild Circular: Forward, DownForward, Down, DownBack, Back, Kick Moves: Horizonal Beast Rush: Down, DownForward, Forward, Punch Air-to-Ground Beast Rush: Jump, Forward, DownForward, Down Rising Beast Rush: Forward, Down, DownForward, Punch Climb Laser: Down, Up, Kick Horizonal Beast Cannon: Back, DownBack, Down, DownForward, Forward, Punch Special Moves: Horizonal Beast Rush: Can inflict multiple hits Air-to-Ground Beast Rush: Can inflict multiple hits Rising Beast Rush: Can inflict multiple hits Climb Laser: Extra hits Horizonal Beast Cannon: Back, DownBack, Down, DownForward, Forward, Punch Air-to-Ground Beast Cannon: Jump, Up, Back, DownBack, Down, DownForward, - Punch Rising. Beast Cannon: Down, DownBack, UpForward, Punch Notes: 1. During the Horizonal Beast Cannon, hold the joystick diagonally up and press punch in mid rush to veer of in a different direction. 2. During the Air-to-Ground Beast Cannon, hold the joystick diagonally up and press punch in mid rush to veer of in a different direction. 3. During the Punch Rising Beast Cannon, hold the joystick diagonally up and press punch in mid rush to veer off in a different direction. --------------------------------------------------------------------------- Moves and specials for: Victor Von Gerdenheim: Throws: Chin Basher: Back or Forward, Punch Two-Janded Squeeze: Back or Forward, Kick Moves: Giga-Hammer: Charge, Back, Forward, Punch Giga-Buster: Charge, Back, Forward, Kick Hop Kick: DownBack, UpForward, Kick Gyro Crush: Down, DownBack, Back, Forward, Punch Giga-Bum: Down, DownBack, Back, Kick Special Moves: Giga-Hammer: Charge, Back, Forward, Punch Giga-Brood: Charge, Back, Forward, All Punches Giga-Buster: Charge, Back, Forward, Kick Hop Kick: DownBack, UpForward, Kick Gyro Crush: Down, DownBack, Back, Forward, Punch Thunder Break: Charge, Down, Up, Punch Notes: 1. The Giga-Brood is highly effective as a floating combo move. 2. For the Thunder Break using all three punch buttons combined instead of just the single covers both the ground in front and behind. 3. Pressing Down, Up, Punch before making contact during the Chin Basher and Victor will do a more powerful throw. 4. During the early stages of the Gyro Crush, Victor is invulnerable to projectiles. 5. The Giga Hammer and Giga Buser during the dashing section make Victor invulnerable for a short period. 6. Holding down the button during the Hard Punches and Kicks makes the move turn electric. --------------------------------------------------------------------------- Moves and specials for: Lord Raptor: Throws: Knife Thrust: Back or Forward, Punch Toss-Flip: Back or Forward, Kick Skull Punish: Down, DownForward, Forward, UpForward, Punch Air Throw: Jump + Any direction except Up Moves: Death Hurricane: Down, DownBack, Back, Kick Hell's Gate: Back, DownBack, Down, DownForward, Forward, Kick Air Walk: Jump, Back, Back or Forward, Forward Soul Javelin: Down, Up, Kick Special Moves: Death Hurricane: Down, DownBack, Back, Kick Death Voltage: Forward, DownForward, Down, DownBack, Back, Kick Evil Scream: Forward, Back, All Punches Notes: 1. During the Hell's Gate move, the strength of the Kick button determines where Raptor will appear on the screen. 2. The Soul Javelin can only be used on opponents who are lying on the ground after being hit by a special move. 3. Holding down during Raptor's jumping attack makes hit manoeuvre damage. 4. Holding Forwards whilst activating standing attacks makes the move strike at longer distances. --------------------------------------------------------------------------- Moves and specials for: Morrigan Arnsland: Throws: Ground Slam: Back or Forward, Punch Hell Ride: Forward, DownForward, Down, DownBack, Back, Punch Moves: Soul Fist: Down, DownForward, Forward, Punch Air Soul Fist: Jump, Up, UpForward, Forward, Punch Shell Kick: Jump, Down, DownBack, Back, Kick Shadow Blade: Forward, Down, DownForward, Punch Special Moves: Soul Fist: Down, DownForward, Forward, Punch Air Soul Fist: Jump, Up, UpForward, Forward, Punch Valkyrie Turn: Forward, DownForward, Down, DownBack, Back, Kick Shadow Blade: Forward, Down, DownForward, Punch Darkness Illusion: Jab, Jab, Forward, Short, Fierce Notes: 1. Varying the power of the Kick during the Valkyrie Turn will alter the height of the move. 2. Using the Roundhouse at close quarters gives the ability to use it in quick succession up to four times. 3. On landing after the Valkyrie Turn it is possible to continue the combo with a number of the normal moves. --------------------------------------------------------------------------- Moves and specials for: Anakaris: Moves: Mirror Door Pull: Down, DownForward, Forward, Punch Near Coffin Dance: All Punches Far Coffin Dance: All Kicks Echo Back Step (Swallow Projectile): Forward, DownForward, Down, Downback,- Back, Punch. Echo Back Step (Spit Projectile): Down, DownForward, Forward, Kick Royal Judgement: Jump, Forward, DownBack, Down, DownForward, Punch Cobra Blow: Forward, Back, Forward, Punch Special Moves: Mirror Door Pull: Down, DownForward, Forward, Punch Near Coffin Dance: All Punches Far Coffin Dance: All Kicks Royal Judgement: Jump, Forward, DownBack, Down, DownForward, Punch Cobra Blow: Forward, Back, Forward, Punch Pharoah Magic: Midkick, LightPunch, Down, LightKick, MidPunch Notes: 1. Pressing Up once makes Anakaris Float and pressing Up again makes him float higher. 2. During Floating Anakaris can also be moved left and right. 3. When jumping towards or away from an opponent, it is possible to rise a little higher by pressing the diagonal move once again. This can be repeated up to three times before dropping back down to the ground. 4. Whilst in the air, pressing Down and Hard Kick will activate the Pyramid Crush move. --------------------------------------------------------------------------- Moves and specials for: Felicia: Throws: Face Scratcher: Back or Forward, Punch Tumble Toss: Back or Forward, Kick Hell Cat: Forward, DownForward, Down, DownBack, Back, Kick Air Throw: Jump + Any direction except Up Moves: Rolling Buckler: Back, DownBack, Down, DownForward, Punch Rolling Scratch: Forward, DownForward, Down, DownBack, Punch Delta Kick: Back, Down, DownBack, Kick Sand Splash: Down, DownForward, Forward, Kikck Special Moves: Rolling Buckler: Back, DownBack, Down, DownForward, Punch Rolling Scratch: Forward, DownForward, Down, DownBack, Punch Delta Kick: Back, Down, DownBack, Kick Sand Splash: Down, DownForward, Forward, Kick Rolling Flash: Down, DownForward, Forward, Back, DownBack, Down, All - Punches. Notes: 1. During the Rolling Buckler, pressing Punch in mid roll will activate a rising claw slash. 2. During the Rolling Scratch, pressing Punch repeatedly during mid roll will activate multiple claw slashes. --------------------------------------------------------------------------- Moves and specials for: Bishamon: Throws: Simple Toss: Back or Forward, Punch The Skinner: Down, DownBack, Down, DownForward, Forward, Punch Moves: Snap Sword: Back, DownBack, Down, DownForward, Forward, Punch Storm Wind: Down, DownForward, Forward, Punch Flip Sword: Down, DownBack, Back, Punch Rising Slash: Forward, Down, DownForward, Punch High Quick Slash: Charge, Back, Forward, Punch Low Quick Slash: Chargem Back, Forward, Kick Seal of Death: Jump, Up, UpForward, Forward, Punch Special Moves: Storm Wind: Down, DownForward, Forward, Punch Rising Slash: Forward, Down, DownForward, Punch High Quick Slash: Charge, Back, Forward, Punch Low Quick Slash: Charge, Back, Forward, Kick High Triple Slash: Charge, Back, Forward, Back, Forward, Punch Low Triple Slash: Charge, Back, Forward, Back, Forward, Kick The Bushido Crush: Forward, DownForward, Down, DownBack, Punch Notes: 1. After a successful Sword Throw, follow up with the Storm Wind or Flip Sword is an ideal way of inflicting extra damage. 2. The Rising Slash is an ideal follow up to the Sword Flip. 3. Both the High and Low Quick Slash cancel out Fireballs. 4. The flames from the Seal of Death can stun an opponent. --------------------------------------------------------------------------- Moves and specials for: Rikuo: Throws: Tongue Grab-Bash: Back or Forward, Punch Tongue Grab-Multi-Bash: Back or Forward, Punch, Back, Forward, Back, Forward... Tongue Grab-Air Hits-Toss: Forward, DownForward, Down, DownBack, Back, Punch. Frenzy: Forward, DownForward, Down, DownBack, Back, Kick Moves: Sonic Wave: Down, DownForward, Forward, Punch Poison Breath: Back, DownBack, Down, DownForward, Forward, Kick Screw Jet: Back, Forward, Punch Multi-Hit Mollusk: Forward, Forward, HardPunch Trick Fish: Back, Back, Kick Special Moves: Poison Breath: Back, DownBack, Down, DownForward, Forward, Kick Screw Jet: Back, Forward, Punch Aqua Splash: Forward, DownForward, Down, All Punches Notes: 1. The Sonic Wave can block normal projectiles. 2. Holding down all of the Punch buttons during the Aqua Splash can give control over the location of the blast. Using the Kick buttons delays the start of the blast. --------------------------------------------------------------------------- Moves and specials for: Sasquatch: Throws: Ground Slam: Back or Forward, Punch Big Shake: Forward, DownForward, Down, Punch Big Brunch: Down, DownBack, Back, Kick Big Toss: Back, DownBack, Down, DownForward, Forward, UpBack, Up, Kick Moves: Big Snow: Back, DownBack, Down, DownForward, Forward, Punch Big Typhoon: Forward, Down, DownForward, Kick Big Towers: Down, Down, All Punches Special Moves: Big Typhoon: Forward, Down, DownForward, Kick Big Towers: Down, Down, All Punches Big Freezer: Back, DownBack, Down, DownForward, Forward, All Punches Notes: Because the opponent is frozen for a short period of time after the Big Brunch, this should be considered an ideal time to follow up with another attack. --------------------------------------------------------------------------- @endnode @node Descent "Descent" @{b}DESCENT@{ub} To access the cheats, press the following on your joypad: For all level access: TRIANGLE, SQUARE, SQUARE, TRIANGLE, O, O, SQUARE, TRIANGLE, O, SQUARE, SQUARE For mega weapons, try: TRIANGLE, SQUARE, CIRCLE, X, TRIANGLE, SQUARE, X, TRIANGLE, SQUARE, X, O, LEFT For invulnerability, use this: SQUARE, TRIANGLE, O, SQUARE, SQUARE, TRIANGLE, O, O, SQUARE, X For a bit of gratyutous surrealism, bash this in: SQUARE, TRIANGLE, O, SQUARE, SQUARE, TRIANGLE, O, O, SQUARE, TRIANGLE, SQUARE, X, TRIANGLE, X, SQUARE, TRIANGLE. (All the colours should go, like, really weird. Man). Turbo Mode (on/off): SQUARE, TRIANGLE, O, SQUARE, O, X, SQUARE, X, O, TRIANGLE, SQUARE X. This makes the gameplay faster. To deactivate, re-enter the cheat. @{b}Now here is a players guide:@{ub} Level 1: To gain access to the Red key from the start position, take the right tunnel and then the first left. Follow the tunnel that rises upwards and continue forwards until you reach the Red key. Several enemy ships surround the key so be prepared for a little battle. Once leaving the lava filled room proceed to take the lower tunnel. Dropping into a hole situated in the tunnel should reveal a laser power-up, but beware of enemy ships guarding it. Continue back up and return to the Red door near the Start position. Open the Red door and continue along and down the tunnel until you reach the main reactor which should be destroyed. The exit lies on the opposite side of the room. Level 2: To obtain the Blue key continue directly ahead into the large room and proceed towards the upper door directly ahead. Continue through this door and keep moving forward until you reach the room containing the Blue key. Once the key has been obtained and your in a nice and generous mood, taking the lower tunnel will take you to a prison where you can save some fellow soldiers. Return to the room that contained the Blue key and take the upper tunnel. When the tunnel splits, take the one on the left and continue ahead until you reach the large room encountered earlier. Enter the lower door directly ahead and be prepared for the two enemies hiding on either side. Then enter the Blue door and battle your way down the chute and keep heading forwards until you reach a room with red and grey walls. Inside is a well protected Red key. Return back up the chute and into the large room. Then enter the Red door and remember to take notice of the Exit on the ceiling. Then continue forwards and destroy the main reactor before making a quick getaway. Level 3: On entering the first room, move into the tunnel in the ceiling and follow it until the end, where you should find the Blue key. Then take the tunnel to the right and descend into the fray. This should then take you into the first room you entered. Take the tunnel on the far left wall and then head right. This should then lead you to the Blue door which is hidden behind a pillar. Beware of any invisible ships, they can be a real pain in the ass! Before entering the next door, look at the ceil;ing just before it and take the ascending tunnel. This will lead you to the room containing the Yellow Key. Then exit back out of the Blue door and use the refuelling tunnel if necessary. Return to the first room encountered on the level and take the door on the right. Continue down the tunnel until you reach a room containing a fan. This room also contains the Yellow door which is hidden around a corner. This will lead to a heavily guarded room containing the Red key. Exit by the Yellow door and take the tunnel directly ahead. Take note of the Exit overhead as this will need to be returned to with great haste. Head down and take either the left, or the right tunnel as they both lead to the Red door which is heavily guarded. Once the Red door has been entered, proceed to destroy the core and then make a quick exit. Level 4: The Blue key can be found by taking the left lower tunnel with no door in the first room from the start. Taking the right tunnel with the green walls should reveal the Blue key, but be prepared for the trap. Return to the first room and then take the door on the far right. Following the tunnel should lead you to the Blue door. The Yellow key can be found within this area. It is then best to return to the first room. Taking one of the two central doors and proceeding to travel down and straight ahead until a lava pit is reached should reveal the Red key. The Red door is behind the wall where the Red key is situated. Once the core is destroyed return to the Lava Pit and head up the tunnel and in the ceiling of the second room is the exit. Level 5: From the start position try to travel as far ahead and to the right as possible until you reach a lit door. Pass through the door and look for the tunnel on the left slightly up from the floor of the path. Enter this tunnel and ascend the next tunnel in the roof. The next room encountered should contain the Blue key. Return to the door slightly raised from the floor encountered previously and turn right and backtrack the way you came. Take the first right encountered and then proceed directly ahead until you reach a lava pit, turn left just before entering the lava pit and follow the tunnel until the Blue door is reached. The entrance to the room containing the Yellow key can be found concealed in one of the ceilings. Exit by the Blue door and proceed past the lava pit entrance and continue until you find the Yellow door which is at the top left at the end of the tunnel. Enter the Yellow door and quickly take the Red key and exit as fast as possible because of the trap which can cause alot of damage. Re-enter the room and enter the pit below the door and take the invulnerability power-up. Then proceed to kill all the enemy ships. Return to the lava pit and enter it this time and pass through the red door. Take note of the exit directly ahead and then proceed to destroy the central core. Level 6: Proceed up the ramp directly ahead and then take the door on the left. Look at the roof and move up onto the bridge and turn around and go down the flat tunnel which is well lit. Take the first tunnel that appears to your right after passing through several doors and the Blue key should be directly ahead. Backtrack to the bridge and go down and take the passage to the right. Go through the door to the left and proceed to head downward until the lava is reached. Enter the only door available and continue down the tunnel until you reach a large room. Enter the door on the far side of the orb and a Blue door should be found slightly raised to the right. Pass through the Blue and continue until the Yellow key is reached. Then backtrack to the starting position at the beginning of the level and enter the Yellow door. Enter the second Yellow door and proceed up the wall directly opposite which will lead to the Red key. Return back to the starting position and go up the ramp and take the left door. When a huge room is reached instead of moving straight on turn right and follow the tunnel to the red door. Once the guardian has been destroyed the exit will open. Level 7: Things get complicated from here on, so here's just a few pointers to help you through. The blue key is well guarded so make sure you're prepared for the battle ahead. It's very important to ensure that you slide from side to side, not only to avoid enemy fire, but to spread your own gunfire as well. There are very few energy power-ups on this level so ensure to conserve energy whenever possible (which means avoiding unneccessary gunfire, such as opening doors with a bullet). This level is quite long, but is not too difficult overall, so it shouldn't be a problem for anyone who has completed the incredibly hard previous level. Level 8: Another complex level which would take far too many pages to explain and would probably just add to the confusion. It's very important to refer to both the in-game map and the map provided to ensure there's no getting lost. The best weapon to use is the spreadfire cannon because of the large clusters of enemy ships. Once again it is important to avoid enemy gunfire by sliding from side to side and this will also help to fire over a greater area. Keeping an eye on the roof of each room is also necessary because there are several essential items to be found in some well concealed rooms. It may also be a good idea to familarise yourself with a certain area so that you can return to plan your next approach. @endnode @node Destruction_Derby "Destruction Derby" @{b}Destruction Derby@{ub} Here's a cheat for this cool game: To avoid damage, go to any race except stock cars and then type in !WRECKED! as your name. @endnode @node Die_Hard_2 "Die Hard 2" @{b}DIE HARD 2 - DIE HARDER@{ub} Some tips... Die Hard Trilogy's second section is a Virtua Cop clone that, astonishingly, both looks and plays better than its inspiration. As it's an almost entirely reaction-based shoot-'em-up there aren't a huge amount of tips I can provide, but here are a few guide-lines to help you create more successful slaughters: Dir Hard 2: Die Harder is far easier to play with a mouse, but, should you not have that luxury, your joypad is a sufficient - if tricky - alternative. Generally it's important to remember that a number of targets require more than one hit to kill. In certain instances, you don't actually have to dispatch of every single terrorist - should the screen start to move, start to find your next target. The previous one has 'disappeared'. As you'll well know, almost everything in Die Harder can be shot or blown up. While blasting scenery gives a new aesthetic feel to the areas, it also reveals a number of weapon and health bonuses. As a rule, it's best to risk losing energy in order to collect health pick-ups - more often than not there'll be more than one. Coke machines are the best places to look - or, indeed, blow up - in order to find these. Weapon pick-ups don't last for long, and are best regarded as a moment's worth of extra firepower. By all means grab them if you have the time, but loosing health in order to collect them is a wasteful business. Each gun acquired comes supplied with one ammunition clip - once this has been exhausted, it's back to your pistol. It's not the most powerful of weapons, but its relatively fast fire rate is more than adequate for dispatching terrorists. Try to re-load your gun before you need to - many a life can be lost helplessly clicking the trigger of an empty gun. @endnode @node Die_Hard_3 "Die Hard 3" @{b}DIE HARD 3 - DIE WITH A VENGENCE@{ub} Here are some tips: Die Hard's third section is not just the looker of the trilogy. At a glance it appears to be a basic arcade driving game with tight time limits and the opportunity to run over as many pedestrians as your poor driving will allow. This is actually not the case. Each level, as you'll have noticed, is split into several mad dashes through different areas in order to achieve a specific objective. There are three different level types in all - city, underground and park - with each of these requiring forward planning and, of course, a little luck to complete. City Levels: Mastering city levels is essentially a matter of grasping elementary cornering techniques. Most of the time lost during these section is through clattering into lamp-posts and street corners - the over-sensivity of the top car rotation buttons makes them all-but-useless to all those other than the light of finger. Try to keep your finger on accelerate at all times and, if you don't mind the incessant noise, try to use your horn/siren button as much as you can. I'm uncertain as to whether it actually helps that much in making cars and people get out of the way, but I think it does - and that's good enough for me. One object certain to make other road users move is an ambulance. At certain points you'll find one tearing away in front of you - this is a sure-fire way of avoiding the huge pile-ups that you otherwise have to navigate unaided. Make a point of memorising the positions of extra time pick-ups. These are almost pre-requisites in order to deactivate the various bombs; at very least they allow you the luxury of a few seconds you can fritter on the expedience that is the acquiring of a new automobile. As a rule, the different vehicles available are something you'll try for once you've completed Die Hard With A Vengeance at least once. Before that - as I found - you'll find the lure of completing a section with a full complement of lives to save onto cart far outweighs the minimal benefits of a new motor. There's also the fact that you can't actually see the damed thing unless you're using one of the external views, but I found these to be as much use as a book on fidelity bought for the Royal Family library. Another interesting thing about the positions of the time pick-ups is that they're often positioned in streets that, while no slower than the obvious route towards the next bomb, aren't the choice you'd make in the heat of the moment, so to speak. Try to locate these seconds stashes - they're more than handy to have. Another useful collectable is the turbo boost. While this may seem like a fantastic bonus to have in a race against time, they can prove to be more trouble than they're worth. This is largely due to their inflexibility. Use them on short stretches before a turn and they'll almost certainly cause you to overshoot your junction by a fair distance, loosing you a considerable amount of time in the process. Try to remember where long stretches of straight chase are located, and use them accordingly. Subway Levels: The Subway section is the shortest and, arguably, easiest of the three different level types. Like the other two it's a race against time, but against a moving vehicle. Moving along the twisted tunnel, it's vitually important not to get stuck in the pillar-covered areas at its side; getting out can prove to be a nightmare. The best method to beat your opponent is to crash into him, slowing him down considerably and allowing you to gain a lead. When he catches you, simply repeat the process. An extra life usually adorns the track in this section - be sure to run over it. Park Levels: The most difficult part of Die Hard With A Vengeance, the park section isn't as linear as its companion levels. There are roads sprawling everywhere, but as a rule you'll find yourself skidding off them and onto cross-country jaunts most of the time. The basic idea is much the same as the City section, but the uneven terrain and other added hazards make it far more engaging. For a start, there are large stretches of water - drive into one of those and a life is lost. There are certain areas with small bridges over rivers that aren't exactly suited to high-speed pursuit, too - the best way to cope is to simply is to mess up your approach constantly, until, despite sheer frustration, you master the art of anticipating such troubles. Another addition to this level is the Launch collectable. Running over one of these causes your vehicle to, amazingly enough, launch itself into the air - and, if you've judged the approach right, over an otherwise unavoidable area, such as a stretch of water. Indeed, one such launch is found by following an ambulance - much as you did in the City section - through a set route, saving a huge amount of time by doing so. Probably the most important thing to consider while playing this level is that the direction arrow can often lead you straight to a watery grave. During certain bomb chases it's essential to take a detour from the direct route, following the obstruction's perimeter. Should you still find yourself consistently running out of time, try looking for a Launch you may have missed. Car Chases: At certain points in the Park and City areas, you'll find yourself in high-speed pursuit of a 'Bomb car'. A damage meter for your newly-acquired target will appear at the bottom of the screen - this can be reduced by crashing into the back of your opponent. Don't try to ram it from the side - this invariably results in no damage being inflicted whatsoever. It's also advisable to avoid using any turbos you may have spare - more often than not the bomb car will take a turn, leaving you speeding off in the wrong direction. In the Park section, it's advisable to have a good idea of your whereabouts, as some bomb cars have a tendency to hug the edge of lakes, luring you towards an untimely liquid-orientated demise. Try to memorise their general movements and you'll find their trickery fairly easy to counter. @endnode @node Die_Hard_Trilogy "Die Hard Trilogy" @{b}DIE HARD TRILOGY@{ub} Cheats: @{fg shine}To activate any of the following cheats below, pause the relevent game and hold R2 while entering the code. Pressing the final button in the sequence should automatically unpause the game, so you'll know it's worked. Do this, then enter any of the cheats below:@{fg text} @{b}Die Hard 1 Cheats:@{ub} Level Skip: DOWN, O, RIGHT, SQUARE, UP, SQUARE, LEFT. Now press START on controller 2 to access a level skip: press RIGHT to cycle through the levels. @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Invincibility Mode:@{fg text} RIGHT, UP, DOWN, SQUARE. It doesn't matter how many times your shot! @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Unlimited Ammo:@{fg text} RIGHT, UP, DOWN, DOWN, SQUARE, RIGHT. When first entered, this gives you a shotgun with infinite shells. Re-enter this code again to switch to the other weapons, with unlimited ammo! @{b}Die Hard 1 Cheats:@{ub} @{fg shine}50 Grenades:@{fg text} RIGHT, SQUARE, DOWN, O. Gives you 50 standard grenades to throw around. @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Skeleton Mode:@{fg text} TRIANGLEx10, RIGHTx4. This turns all the baddies into skeletons, while the hostages appear blue (!). @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Reverse Controls:@{fg text} RIGHT, SQUARE, TRIANGLE, RIGHT. This reverses your controls, although why you'd want to do this is questionable. @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Silly Mode:@{fg text} DOWN, O, O, DOWN, TRIANGLE, DOWN. The baddies now bend over to fire between their legs! @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Fat Mode:@{fg text} RIGHT, SQUARE, SQUARE, DOWN. Puts pounds on Bruce and all the hostages! @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Coordinates:@{fg text} LEFT, O, DOWN, SQUARE. Puts coordinates on-screen, plus strange wireframe objects. @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Speech Speed:@{fg text} DOWN, SQUARE, SQUARE, RIGHT. Repeat to alter speed of speech, from ultra-slow to helium high! @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Screaming Plants:@{fg text} O, O, SQUARE, SQUARE, RIGHT. The plants will scream in pain when you shoot them! @{b}Die Hard 1 Cheats:@{ub} @{fg shine}Floating Dead:@{fg text} DOWN, SQUARE, TRIANGLE, DOWN. Dead enemies will now float to heaven. @{b}Die Hard 2 Cheats:@{ub} @{fg shine}Invincible Mode:@{fg text} DOWN, TRIANGLE, RIGHT, SQUARE. Although you still get hurt, you won't die when you lose all your lives. To turn off invincibility, re-enter the cheat. @{b}Die Hard 2 Cheats@{ub} @{fg shine}Select Weapon/Map Editor:@{fg text} RIGHT, UP, DOWN, SQUARE. Now press TRIANGLE during play to change your current weapon. Press START again to access the Map Editor. You can now scroll around a map of the current level with your and the baddies' movements shown by coloured lines. You can even move stuff around. Press SELECT to move around freely in 3D, using UP/DOWN to zoom in and out, and L1/R2 to look up and down. @{b}Die Hard 2 Cheats@{ub} @{fg shine}Maximum Specials:@{fg text} RIGHT, SQUARE, LEFT, O, TRIANGLE, DOWN. Gives you 99 grenades and 99 rockets to cause total devastatation! @{b}Die Hard 2 Cheats:@{ub} @{fg shine}Fergus Mode:@{fg text} O, DOWN, DOWN, SQUARE, X, SQUARE. This makes all the people look like Probe Entertainment boss, Fergus McGovern - even the woman! @{b}Die Hard 2 Cheats:@{ub} @{fg shine}Odd-Shaped People:@{fg text} LEFT, TRIANGLE, RIGHT, DOWN. The people are now either extremely tall or short and fat! @{b}Die Hard 2 Cheats:@{ub} @{fg shine}Skeleton Mode:@{fg text} DOWN, SQUARE, TRIANGLE, DOWN. To return them to normal, enter the cheat again. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}No Clock/Level Skip:@{fg text} RIGHT, UP, DOWN, SQUARE. Various letters and numbers should appear on-screen. On the second controller, press START and some cheat options will appear. Press TRIANGLE to toggle the clock on/off. Move RIGHT on the D-pad to advance through the levels. Also, while playing in this mode, pressing O on the second controller will advance to the next bomb. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Infinite Lives:@{fg text} LEFT, O, UP, DOWN, SQUARE, RIGHT. Take as many attempts as you like to defuse the bombs. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Infinite Turbos:@{fg text} O, O, SQUARE, SQUARE, DOWN, DOWN, X, X. Speed around town to reach the bombs with ease. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Infinite Super-Turbos:@{fg text} O, RIGHT, DOWN, SQUARE, TRIANGLE, LEFT. Even better, keep jumping right over the traffic at high speed. @{b}Die Hard 3 Cheats@{ub} @{fg shine}Giant Cars:@{fg text} LEFT, TRIANGLE, RIGHT, DOWN. All the cars are gigantic! @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Extra View:@{fg text} DOWN, O, DOWN, O. You can now select a new car chase view. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Flat Shade Mode:@{fg text} DOWN, UP, LEFT, RIGHT, DOWN, UP, LEFT, LEFT, DOWN, UP, LEFT, LEFT. Turns off the texture-mapping for flat-shaded polygon graphics. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Fergus Mode:@{fg text} O, DOWN, DOWN, TRIANGLE, X, SQUARE. Not only do all the people look like the Probe boss, but hundreds of Fergus faces float around like balloons! @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Slow Motion:@{fg text} LEFT, UP, LEFT, LEFT, SQUARE, DOWN. Slows the action down to a snail's pace. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Odd Mode:@{fg text} O, DOWN, DOWN, SQUARE, RIGHT. Repeat the code to witch between three very strange views: flattened, stretched, and extreme closeup. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Weird Buildings:@{fg text} RIGHT, SQUARE, LEFT, TRIANGLE, X, SQUARE, DOWN. Causes strange slumps in some of the buildings. @{b}Die Hard Cheats:@{ub} @{fg shine}Car Hanger:@{fg text} RIGHT, O, LEFT, LEFT, SQUARE, DOWN. A toy car hangs above the windscreen on Inside view. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Cloudy Sky:@{fg text} DOWN, SQUARE, TRIANGLE, DOWN, SQUARE, SQUARE, TRIANGLE. The sky goes all dark and cloudy. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}X-Files Mode:@{fg text} This cheat only works properly in Central Park 1 level, so use Level Skip to get there. Once in Central Park, pause the game and highlight 'Quit'. Hold R2 on controller 1 and press RIGHT, SQUARE, TRIANGLE, DOWN, X, X, X an a 'Roswell' screen should appear. @{b}Die Hard 3 Cheats:@{ub} @{fg shine}Blue Pram:@{fg text} On Die Hard 3, you can get a new car that looks like a bright blue pram! To get it, go to level 12 (you can use the level skip if you want - see cheat above). Now pause the game, hold R2, and press RIGHT, UP, DOWN, SQUARE (the first part of the level skip cheat) to bring up the letters and numbers. If you hadn't worked it out already, the red and white numbers in the middle of the screen are coordinates which go up or down depending on which direction you travel: east moves the first number up; west moves the first number down; south moves the second number up; north moves the second number down, so you know where you are. To find the pram, go to the coordinates: 45, 122. So that's first right from the start, then straight on until the next right, then straight on until the second set of numbers reaches 121 or 122 and the car park is on your right. In it, your brand-new pram should be waiting! Now players guide and solution follows: General Tips: 1. Hiding inside a small room with only one entrance can give control over a localised situation. Any terrorists within the area will be attracted to the gunfire and you can pick them off easily. 2. As there is no time limit you can take as much time as you please over killing the terrorists and saving the hostages. There is little point in dashing into a group of terrorists as you will lose the advantage. 3. Use the cover available as much as you can. This will give you the opportunity to dart into the open only when there is a terrorist to shot thus taking the advantage during the confrontation. 4. Keep an eye on the map at all times. The best map to use is the fourth that gives you the greatest area to view. 5. If you are using the targets keep an eye on them and as soon as you are targeted, either roll or jump toward the nearest cover. 6. Maintain as much distance between yourself and the enemy as this reduces the amount of damage they can inflict upon you. 7. If you suspect that a terrorist may be hiding behind a wall, going up close to the wall will mean you can see through it. Use the transparent walls to your advantage. 8. Because the terrorists are attracted towards the sound of your gunfire, isolating yourself in a room with only the one door can make killing hordes much easier as they can only approach you in a single file. Bonus Levels: During your adventures in the Nakatomi Plaza there will be times when you are whisked away to the roof top to rescue hostages as a bonus. Rescued hostages means points and this is the ideal opportunity to get on the scoreboard but success in these levels is not essential. 01 Garage: A very simple level layout with plenty of large open spaces can be more of a problem than you might expect. With very little cover available and being out numbered it is all to easy to lose your health. Using cars for cover is also unadvisable as they explode causing severe damage, but this can be used to your advantage. By attracting a group of terrorists in amongst parked cars, you can kill them all in only a few shots. Take note that shooting one car can cause a chain reaction blowing up any other cars parked close by. The only real bonuses found within the level are hidden inside a truck in one corner of map. There is also a health pack to be found here. When the bomb is triggered it is found towards the centre of the map and with no obstacles blocking your way it can be reached without any need for panic. 02 Reception: The reception made by the terrorists is less than welcoming but can be overcome with a few well placed bullets. There are plenty of pillars and small rooms to use for cover but you must remain cautious. It's very easy to be caught by surprise if you're not keeping an eye on the map so refer to it frequently. 03 Construction 1: Although there is plenty of cover to be found within this level it must be used with caution. The prefabricated walls collapse with just one shot and if they fall upon you they can inflict a great deal of damage, but, as with the cars this can be used to your advantage. It is also very easy to become surrounded by the terrorists because of the open layout of the level. Another hazardous area within the level is near the centre surrounded by high walls with the only escape route being some narrow ramps. When the bomb is triggered try not to get caught up in this area as you will lose precious time. 04 Std. Office 1: Although the narrow corridors may give the sense that you are safe, most of the walls are made of glass meaning that you can be seen and shot from a distance. There are several secure areas where you can take control of the situation and let the terrorists come to you. Once you have picked off a large majority of the enemies you can then chase down the others without much danger. When the bomb is triggered it is best to stick to the main corridors and look at the map. This way you won't become trapped trying to leap through panes of glass only to find yourself having to back-track. 05 Maintenance 1: This level provides plenty of areas that can be used for cover, but this not only works to your advantage but to the enemies as well. Initially the terrorists remain grouped giving you the opportunity to use grenades wiping out several at once. Once they begin to disperse you can then hunt them down individually. Keep a close eye on the map to ensure that you don't get caught between several of the enemy. There are several rooms where this can happen, where one level is higher than another. If the terrorists are above you will need to make a quick dash to safety. When the bomb is triggered it can be quite difficult to reach if you are far away. Stick to the main paths to avoid any mis-haps during any shortcuts. 06 Computers 1: The glass offices provide very little in the way of cover and can act like death traps if you're not careful. The terrorists are generally well dispersed and can be picked off at your leisure but ensure that you don't become surrounded. Keeping an eye on the map should keep you orientated and in control. When the bomb is triggered it should be no problem to reach it in time because of the straightforward layout. 07 Executive 1: Taking refuge in a secure office is perhaps the best strategy initially as there are a great deal of terrorists roaming around. When a terrorist passes by the ddorway they can be simply done away with. Some of the rooms contain walls which can be shot down which can be used to your advantage as when they crash down upon the enemy it spells instant death. Beware not to stand by them when you are taking cover during a shoot out as you can end up suffering hefty damage. The boss and his minions should be drawn into a room where grenades can be used to dispose of them. 08 Construction 2: Much like the first construction room, there is a wealth of cover available but care should be taken in what is utilised. The prefabricated walls which can be knocked down with only one shot should be avoided during confrontations but are ideal for surprise attacks. When the bomb is triggered it is best to avoid the central area because it's a bit of an obstacle course. Don't hesitate to shoot down any walls that you feel may be obstructing your hastily made path. 09 Std. Office 2: As with the previous office enviroment, there is little in the way of cover in the areas surrounded in glass. It is best to stick to the walled areas that you can attract the terrorists towards. Then in your secure area you can kill the enemy as they approach you in single file. When the bomb is finally triggered don't smash through the offices thinking that a shortcut is the best way. Use the map and stick to the set corridors as these generally prove quicker in the long run. 10 Ballroom: The main part of the ballroom containing the majority of the hostages should be avoided as much as possible as it contains no cover at all. If you are caught in the open you can expect to lose a large portion of your energy. Stick to the outskirts and shoot into the ballroom thus ensuring your safety whilst inflicting damage upon the enemy. 11 Maintence 2: Although there is a lot of cover to be found it doesn't always work out as beneficial. The cover can make it difficult to shoot terrorists at a distance which encourages close combat. Going up close to walls can give the advantage over the enemy and you can plan surprise attacks to perfection. Attracting enemies through doorways in single file can also make your life much easier. When all of the terrorists have been killed and the bomb is triggered, stick to the most obvious pathways. Also keep referring to the map to ensure you remain orientated. It is all too easy to get lost during the panic. 12 Std. Office 3: As in the previous offices, take care not to be seen through the glass walls. Remain in the better protected areas and attract the terrorists towards you. This way you can keep control of the situation as it unfolds. If you see a terrorist on the other side of a glass office don't hesitate to fire a rally of shots in their direction but keep an eye out for other enemies investigating the commotion. As in the other levels when the bomb is triggered remain on the straight and narrow and don't attempt too many shortcuts. 13 Construction 3: The same precautions should be taken as on the other construction sites where the cover utilised should be used with care. The only serious problem arises when the bomb is triggered as you have to be incredibly wary of your position. There are so many hazards that it is all to easy to be delayed and fail to reach the bomb in time. 14 Vault: There are plenty of rooms with solid walls to provide cover and narrow corridors ensure terrorists attack in single file. The level contains two areas which can leave you exposed and unfortunately this is where most of the terrorists can be found. Attracting them away from these areas is the best tactic. You should avoid the open areas as much as possible. 15 Computers 2: The same methods as those applied to the previous Computer level remain effective on this level. The increased number of terrorists roaming around means that you have to be extra vigilant. Try to avoid being caught in shoot outs where you have to defend several fronts as it's all too easy to end up being shot in the back. The best and most successful method is to secure a small well covered area and defend it until there are only a few terrorists left within the level. 16 Executive 2: As in the previous Executive level, it is essential to secure a safe area as soon as possible otherwise it is quite likely that you will be overrun by the sheer number of terrorists. Once the area is secured it is then possible to expand and mop up the remaining enemies. On encountering the boss and his bodyguards it is best to attract them into an area that makes it easy for yourself to kill them. 17 Std. Office 4: The strategies remain the same as in the other office levels but because of the ever increasing number of terrorists it is more important than ever before that you are thorough and precise in whatever actions you take. Securing a room or area and then defending it until the number of terrorists has decreased is the most effective method. 18 Maintenance 3: Unlike the other Maintenance levels this one is laid out in a more orderly fashion. Plenty of solid walls and narrow corridors make it easy to remain in control of the situation. The only problem arises from the massive number of terrorists who continue to be reinforced by those using the elevator. Thus it is a good idea to remain local to the central elevators so that you can kill the enemy as soon as they appear. @endnode @node Doom "Doom" @{b}DOOM@{ub} All Weapons & Ammo: Pause game, press: X, TRIANGLE, L1, UP, DOWN, R2, LEFT, LEFT Level Warp: Pause Game, press: RIGHT, LEFT, R2, R1, TRIANGLE, L1, O, X @{b}Ultimate Doom@{ub} @{fg shine}Level: Health: Armour: Weapons:@{fg text} 02 125% 200% All 03 200% 200% All 04 200% 200% All 05 200% 200% All 06 200% 200% All 07 125% 200% All 08 200% 200% All 09 200% 200% All 10 100% 200% All 11 200% 200% All 12 200% 200% All 13 350% 150% 12346 14 100% 200% 123456 15 300% 175% 1236 16 50% 75% 1234567 17 100% 125% 1234567 18 100% 125% 1234567 19 100% 200% All 20 100% 200% All 21 200% 200% All 22 200% 200% All 23 200% 200% All 24 200% 200% All 25 200% 200% All 26 200% 200% All 27 200% 200% All 28 200% 200% All 29 200% 200% All 30 200% 200% All @{fg shine}X-Ray Vision:@{fg text} Pause Game, press L1m R2, L2, R1, RIGHT, TRIANGLE, X, RIGHT @{fg shine}All Map Plus Objects:@{fg text} Pause Game, press TRIANGLE, TRIANGLE, L2, R2, L2, R2, R1, O @{fg shine}All Map:@{fg text} Pause Game, press TRIANGLE, TRIANGLE, L2, R2, L2, R2, R1, SQUARE @{b}Ultimate Doom Passwords@{ub} @{fg shine}Password: Title:@{fg text} CR!3WDD3DB Plant 3JJCMK8W64 Toxin Refinery 03LTJ0Y!02 Command Control H33!1HFTHK Phobos Lab 04MSKZX9Z1 Central Processing YTTLCXXLXV Computer Station 09SMBY04YW Phobos Anomaly 7KKBLD7V53 Diemos Anomaly FM4217GSGJ Containment Area H!!3WDGLDB Refinery 07QPDW26WY Deimos Lab WTXQ9C3W12 Command Centre RBR4G!LDLN Halls of the Damned WTXQ9C3W11 Spawning Vats 548C7DFWYX Hell Gate JOC89DZPQS Hell Keep JGB9CT0NRT Pandemonium 9QLTKR0!02 House of Pain 78M63QX921 Unholy Cathedral S!61FHVOJG Mt Erebus 33QHFTT6WY Limbo VBGQPJ!Y46 Tower of Babel ZYKTLW7V53 Hell Beneath 0DJSM4HW64 Perfect Hatred LS5YPTCRKH Sever The Wicked ZDJSMVRW64 Unruly Evil 1YKTX4QV53 Unto The Cruel XKF6R8LZ97 Twilight Descends DJX07Q4HTR Threshold of Pain @{b}Doom 2@{ub} @{fg shine}Level: Health: Armour: Weapons:@{fg text} 31 200% 200% All 32 125% 200% All 33 150% 200% All 34 150% 200% All 35 175% 200% All 36 200% 200% All 37 200% 200% All 38 200% 200% All 39 100% 200% All 40 200% 200% All 41 200% 200% All 42 200% 200% All 43 200% 200% All 44 100% 200% All 45 200% 200% All 46 200% 200% All 47 200% 200% All 48 200% 200% All 49 200% 200% All 50 200% 200% All 51 200% 200% All 52 200% 200% All 53 200% 200% All 54 200% 125% All @{fg shine}Bonus Stages: @{fg shine}Level Health Armour Weapons@{fg text} 55 150% 0% All 56 200% 200% All 57 100% 0% 1235678 58 250% 25% All 59 150% 25% All @{b}Doom 2@{ub} @{fg shinePassword: Title:@{fg text} C0W1!QNJQS Entryway VM!3V1D3DB Underhalls W394W2DMFC The Gauntlet ZQ58ZKJRKH The Focus Z758ZKJ8KH The Waste Tunnels 5C2V3DQBNL The Crusher NCKBLX7V53 Dead Simple 1Q580FCRKH Tricks and Traps HTMSKZZ9Z1 The Pit WS58ZKCRKH Refueling Base CSNRG2W820 O of Destruction! WT670JBOJG The Factory DQLTJ1Y!02 The Inmost Dens 2N94VFFMFC The Suburbs CQLTJ0Y!02 Tenements WR492GDSGJ The Courtyard PFFGXH3777 The Citadel JWCJV2X479 Nirvana CJJTM35964 The Catacombs M!T174XZXV Barrels of Fun 5770MX2CDF Bloodfalls YJLW3PPCPM The Abandoned Mines DKKBLM58J3 Monster Condo 7L3!266DJK Redemption Denied @endnode @node Fade_To_Black "Fade To Black" @{b}FADE TO BLACK@{ub} Cheats, full solution and level codes transcribed by Craig Daines. Brief Note: In my view it's too bloddy difficult to get anywhere on this game! Since dying is a regular occurence, I have provided the cheats, level codes and full solution. Note: You should save the game to your memory card at regular intervals as you progress through this solution (it uses 4 blocks on your card to save the game - so make sure you've got some spare blocks handy on your memory card beforehand): Cheats: Type these codes into the password screen. Ignore all 'Invalid Code' messages when using them. First you need to enter the cheat activation code, so enter SQUARE, TRIANGLE, O, X, O, TRIANGLE. Now leave the password screen and re-enter it. Enter any of these codes to produce the desired effect: Play All Movies: SQUARE, X, O, TRIANGLE, O, X. Infinite Shield Code: SQUARE, O, O, SQUARE, TRIANGLE, X Invincibility Code: TRIANGLE, X, TRIANGLE, TRIANGLE, SQUARE, O Level Select: O, O, TRIANGLE, X, SQUARE, SQUARE Right, that's all the cheats for the game, now onto the solution, which is listed below: Level 1 (Level Code: SOTXOS): Proceed over to the locker in the cell and open it up to obtain the bouncing mine. Step out into the doorway and remain there with your gun ready to shoot the security drone when it comes into view. Then run onto the square in the middle of the floor and remain standing on it for a short moment. Run to the other end of the corridor and pass through the doorway. Whilst facing the wall, draw your gun and side-step to the right and shoot the droid to prevent it from firing back. Run to the left and stand upon the green square. This will deactivate the green lasers allowing the droid to pass through. Once the droid is through run back to the green lasers and keep running into them until the droid passes over the green square. This will cause the lasers to deactivate a second time allowing you to pass through. Take the door to the right around the first corner and run to the end of the passage. Shoot the morph and the yellow camera to the right. Then enter and use the lift. Use the energy re-charger if you have to and then enter the door at the end of the passage with the red cross to its left. Shoot the three barrels which will explode if you stand too near and then shoot the spider droid before it gets too close. Run to the end of the passageway and open the locker to obtain the info scanner and hint #1. Activate the switch to the left which will give access to the south corridor passageway. Then exit back to the passageway containing the energy re-charger. Enter the passageway to the left with the knife and fork symbol and be prepared to shoot the morph to the right. Then enter the dooor at the end of the corridor and stay to the left of the next room. Do not open the two lockers to the right as these will activate the security gun in the corridor. Continue around the passageway to the left and shoot the morph in the next room. Then enter the door at the other end of the room but don't shoot the cook. Take the door he suggests to the left but don't expect it to be safe like he says. Once you have entered the room run left to the far wall and then turn around and shoot the two morphs who appear. Then activate the switch in the wall which provides access to the cafeteria passageway. Then exit the room and return to the corridor which contains the re-charger but be prepared to shoot the morph to the left. Enter the door to the right which has the red cross symbol and enter the door at the end of the passageway to the left. It may be a good idea to save your game just before you enter this room because it contains several morphs which are instantly replaced as soon as you kill them. Once you have entered the room it is best to try and avoid the enemy fire and activate the switch next to the door at the other end of the room. Once you have activated it the door to the left will open which you should exit through as quickly as possible. Once through the door run to the left and activate the switch in the corner of the next room. This will make a mechanical arm move which you should shoot when it passes the door guarded by the lasers. Then enter the door and shoot the morph hiding behind the cases to the left. Then open the lockers both to the left and the right to obtain the key and the medi-kit. Run to the end of the room and exit through the door but be prepared for the security drones on the other side which will come from both the left and the right. Then turn right and return to the passageway containing the re-charger. Shoot the morph and then take the door to the right which is opposite the knife and fork symbol. Walk straight ahead and take the doorway to the left which leads to what looks like a control room. Take the door to the left and shoot the morph and activate the switch on the opposite wall. Then exit and enter the door on the opposite side of the control. Shoot the morph to the right and then take the door to the left but be sure to jump the electrified floor panels just before it. Shoot the morphs to the left and then take one of the lifts. Run to the wall on the left and press the red switch and then proceed down the corridor. Shoot the morph and then enter the door at the end. Shoot the two security drones and run to the end of the room and open the locker to the left. Then return to the lifts and take the one to the right. Shoot the droid and then run to the left and enter the door on that same side. To shoot the morph sat at the desk to the right, draw your gun and side step to the right until he comes into the gun sights. Then fire as quickly as possible because one shot from his gun will kill you. Then kill the morph that appears behind you and take the diamond that he leaves behind. This will unlock the locker which contains the hanger code. Then leave the room and turn right and go to the other end of the corridor. Enter the door to the right and activate the switch inside the room. Then exit by the same door and return back up the lift. Then take the lift to the left. Then turn right and run to the end of the corridor. Pass through the door and activate the switch to the right. Then exit by the door opposite which will return you to the passageway which contains the energy re-charger. Take the first lift to the right. Then turn right and shoot the two security drones and the morph in the room. Activate the switch next to what looks like a small hover craft and then follow the craft through the door it passes through. Once through the door press the red switch to the right and then run to the end of the corridor and use the lift to the left. Immediately shoot the two security drones and then run over to the ship's door. Level 2 (Level Code: TOXOSX): From your starting position take the door furthest away and run straight through the corridor and enter the door opposite. This will lead to what looks like a laboratory. Shoot the security drone and then pass through the door at the top right of the room. Run straight through the next passageway and you will then enter the teleport room. Take the door on the opposite side of the room and shoot the morph in the next passageway. Take the second door to the left and shoot the securoty drone inside but be sure to try and not hit the glass as this will cause the room to depressure, killing you instantly. Open the locker to the left and then follow the corridor around the corner. Destroy the second drone ensuring once again not to shoot the glass and then open the second locker which will provide a key to the machine room. Then exit by the door you entered through and then take the door to the right. Run to the end of the passageway avoiding the mines. On entering the room containing the generator, shoot the morphs both to the left and to the right and de-activate the generator. Exit the room and run back through the door at the end of the corridor. Enter the door to the left again and this time exit through the door at the other end of the passageway. Run straight through the next room ensuring to stand on the square. Shoot the two morphs in the next room and then activate the switch to the left which will give access to the cells. Use the energy re-charger if required and then exit by the other door. Shoot the morph hiding to the left of the door and then shoot the security drone at the end of the corridor. Enter the door to the left and shoot the two morphs hiding behind the cases and also shoot the droid. Then enter the door at the opposite side of the room. Pass through the next small room and then shoot the security drone behind the next door. Run to the end of the room and activate the switch next to the professors cell. Once the professor is free slowly guide him through the first room on the right which has the red cross symbol next to it. Shoot the morph and then take the door on the left. Shoot the morph behind the door and then guide the professor to the teleport room behind the door at the end of the passageway. Shoot the security drone in the teleport room and then guide the professor onto the teleportation unit. Run through the door opposite the one you just entered and take the first door to the left. Enter the door at the end of the passageway and place the cube into the computer. This will activate the auto-destruct sequence which means there is only a short time to get to the teleporter. Run back down the corridor and take the door to the left on the opposite wall. On entering the next room shoot the two security drones as quickly as possible and then re-charge your energy to maximum. Then exit by the other door, run straight across the passageway and pass through the door opposite. Run through the door at the top left of the room and ignore the security drone. In the next passageway avoid the mines by staying close to the left wall and then enter the teleport room and activate the teleporter. Level 3 (Level Code: XOXOTX): Step through the door ahead and turn to right. Shoot the security droid and then turn around and proceed to the T-junction with your gun drawn. Move up to the junction and shoot the morph to the left. Then turn right and shoot the morph ahead. Do this as quickly as possible and then turn around 180 degrees and shoot the armoured morph that charges towards you. This just clears the corridor for later. Next walk back past the door that you started behind and walk right around the corner. Go up to the switch next to the four small craft and press it four times to start the crafts moving. These craft will then provide access to several doors as they pass through them. Follow the four craft and shoot the armoured morph that is trapped by them. Then wait at the large door directly ahead that the first craft entered. When the craft comes back out you can enter the room. Once you have entered the room run up to the three lockers at the end and take the two keys that are hidden inside them. Then exit the room and turn left and head towards the end of the corridor. At the end take the large door to the left, accessing it using the small craft, and activate the computer console inside. Also take the energy re-charger from the locker. Then enter the double doors further ahead and shoot the morph that appears to the left. Open the five lockers inside and then exit the room and take the door to the left. Inside this radioactive area run asd quickly as you can to the left and get inside the safe room. Turn around with your gun drawn and move towards the doors until they open. Shoot the armoured morph that comes charging towards you and then open the locker inside the room you just entered. Ignore the creature hanging from the ceiling as you cannot kill it just yet. Leave the room and take the second right in the radioactive zone. This will lead you back to the corridor. Take a left and run to the end of the corridor and enter the door to the left at the end. Shoot the two morphs inside and then open the locker and re-charge if neccessary. Exit the room and turn right and take the next corridor to the left. Take the next door to the left and shoot the two security drones inside. Open the locker to the left inside the passageway to obtain the armour piercing bullet clip. Then follow the passage around and exit by the door ahead. Continue straight down the corridor until you reach the end and then turn right and take the large doors at the end which lead to where the large creature was hanging from the ceiling. Take the door to the right to enter the radioactive zone and then take the door to the left. Load your gun with the armour piercing bullets and shoot the creature hanging from the ceiling. Once it has died, open the locker that lay behind it to retrieve the documents. Read the second message and then wait for a couple of seconds. Read the third message that appears and then you will be beamed away. Level 4 (Level Code: XSTOOT): As soon as you appear take the door to the left to avoid the infinitely re-appearing morphs. Run right and take the second door to the left. Shoot the two security drones and then exit the radioactive room by the large door to the right. Turn right and shoot the morph at the computer controls. Activate the switch the morph was stood at. Turn around and head towards the end of the passageway and follow it around to the right. Continue forwards and follow it to the right. Before coming to the door take the passage to the left and run through it as quickly as possible trying to avoid the morphs that drop from the ceiling. In the next room run straight ahead, avoiding the bouncing mine, shoot the morph to the right, and follow the passageway around. Open the two lockers and then return back past the second bouncing mine you encountered. Take the door ahead and then side-step to the left, hugging the wall to avoid the mine, then pass through the door ahead and enter the corridor with the three electric panels to the left. Turn left and pass through the large doors at the end which will return you back to the energy re-charger. Turn left and run to the end of the passageway and follow it to the right. Run to the end of the room and turn right. Stand on the teleporter, a pink device with spiky bits, and activate it. Turn right and enter the room containing the mine. Take the door to the right and remaiin in the doorway. Shoot the two armoured morphs that come charging towards you. Avoid standing on the two squares and proceed up the tunnel and take the door to the right. Run through the door ahead and then turn right. Avoiding the bouncing mines, proceed to the end of the passage and open the locker to the right. Then shoot the two morphs that appear behind you. Return back past the bouncing mines and take the door to the left. Run through the door straight ahead and then turn left and pass through the door at the end of the corridor. Then take the door to the left and use the teleporter. Once you have teleported, run straight ahead and take the first door to the left which leads to the upper bridge. Before proceeding across the bridge, activate the field map. Then walk across the bridge, avoiding the moving yellow squares as these spell instant death. Once you are safely across the bridge, turn off the field map as this drains you're energy quite quickly. Release the golden head to the left by throwing bouncing mines at the red lasers until they are destroyed. Then follow the head through the large doors and shoot the two security drones that lie within the next room. Remain close behind the golden head through the next door and then run up to the ship where the head stands, trying to avoid any morph gunfire. The ship, controlled by the head will then transport you away. Level 5 (Level Code: SSTXXT): Take the door to the right and run across the bridge avoiding the blue columns. Run past the stone golem and shoot the securoty drone guarding the second bridge. Run across the bridge and turn right and go up to the locker. Turn around and then draw the golem away from the lockers. When it is far enough away, return to the lockers and take their contents. Then go back over the two bridges and return to the place where you began. Take the elevator to the right and then open the two lockers in the room you arrive at. Then pass through the only door that will open. Run across the bridge and pass through the next room. Shoot the morph to the left and then turn right and press in the figure embedded into the wall next to the door you just passed through. Then press in the figure opposite the one you have just activiated which will release the golem. Take the door opposite from where the golem appears from, ensure that it follows you through, and shoot the security droid ahead. Run past the bouncing mines and leap over the electric panels, also avoiding the red beam which spells instant death. Then turn around and wait for the golem to get caught in the beam. Once the golem has died it will leave behind an item which should be picked up. Jump back over the electric floor panels and open the locker to the left. Then jump back over the panels for a third time and follow the passageway to the end. Pass through the door at the end and then take the door to the right. Run across the bridge and when you reach the place with the two figures turn left and head towards the end of the passage shooting any morphs that may stand in your way. When you reach the pool of water, shoot the morphs that are surrounding it and then walk behind it. A hand will then rise out of the water. Place the eye of the golem in its palm. Next, take the door to the right and shoot the security drone behind it. Open the locker to the left first and then the one on the right. Then exit the room as quickly as possible to avoid the gunfire. Return back to the elevator, use it, and then take the elevator next to it. Shoot the morph hiding behind the block and then take the door directly ahead. Shoot the two morphs behind the door and then take the door to the left. Run across the bridge trying to avoid as many of the bouncing mines as possible and pass through the door at the end. Run forwards until you reach the glass and then turn to the right and walk until you reach the flying birds. Shoot the morph to the right and then stand on one of the squares in the floor. Then side step onto the square next to it and keep alternating between the two. This will eventually cause one of the birds to become paralysed. Once one has fallen to the floor pick it up and then study the painting on the wall of the morphs development. Then leave the room with the birds and take the next door to the left, not the one that you entered by. Turn left and shoot the armoured morph and then head down the passageway shooting any other morphs that you may encounter. Enter the door at the end and shoot the morphs inside the room. Turn right and go up to the part of the wall that has the development of the morphs painted on it. Press the picture to the left until the largest picture of the morph appears. Then go to the picture on the far right and press it once to change it to a picture of cells. Turn right and take the door ahead. Shoot the mechanised spider and then open the locker. Then follow the passageway to the end, exit through the door and then take the next door to the left and use the elevator in the room. Go over to the door on the left and run across the bridge, past the golem, and over the second bridge. Then take the first door to the left. Take a note of the four pictures in the floor and the order in which they appear. Then use the elevator. Jump across the electric panels, avoiding the red beam and then enter the door ahead. Walk upon the tiles in the same sequence that you saw on the pictures upon the floor and you should eventually reach the edge of the floor. Give the bird to the figure that appears and he will give you a code. Exit the room and return to the elevator. Pass over the four pictures in the floor and exit via the door ahead. Turn left to face the four symbols on the wall. Look at the second code you picked up and alter the symbols on the wall to look the same as the ones in the code. Pass through the door to the right and continue down the passageway until you come to a large room with a low wall to the right. Look at the first code you found and place the gem in order along the wall. Then exit by the door to the left and turn right and keep running. Avoid the large creature by running past him and continue down the tunnel until you reach the elevator. Use the elevator and continue down to the end of the passageway. Level 6 (Level Code: TXXXXTC): Shoot the morph to the left and then go up to the ship with the highlighted square in front of it. Stand on the square and activate the ship. Level 7 (Level Code: OOTXTX): The best way to navigate through the maze is to look at the map as often as possible because the changing views of the ship can be very disorientating. When you reach the junction with three choices, take the tunnel to the left which goes down. You should then eventually reach a tunnel that drops two levels. You should then reach a brown door which is the end of the level. Level 8 (Level Code: SSXTSS): Shoot the morph to the left and also the security drone to the right. Then take the door at the far right of the room. Shoot the two morphs in the next room and then take the central elevator. Walk forwards onto the highlighted square in front of you and then take the door to the right. Shoot the security drone to the left and also kill the armoured morph. Take the door to the right and shoot the morph inside the room. Walk up to the two squares with the squid like creature behind and shoot the creature. Then jump over the squares and open the locker. Then exit the room and take the door to the right. Shoot the two security drones and follow the tunnel to the left. Once through the door turn right and proceed up the tunnel avoiding any of the highlighted squares on the floor. When you reach the end of the passage, turn left and shoot the morph hiding behind the container. Turn right and walk to the end of the passage. This will de-activate the lasers that block your path. Continue down the tunnel ignoring the door that opens to the right for now and instead take the door that opens to the left. Shoot the morph and then press the switch on the left side of the wall. Then jump over the electric floor panels. Continue around the passageway and take the next door on the right. Go down to the locker on the left and then turn around and shoot the two morphs that appear. Open the locker and then exit, turn right and take the next door to the left. Once inside the room turn left and shoot the two morphs hiding behind the crates. Then go over to the locker and take the key. Then exit the room and follow the passage to the left and keep going around until you arrive back to the passage with the highlighted squares. Continue past them once again and turn left at the end of the passage and then take the door to the right. As soon as the nearest yellow beam leaves the far left side, run over the two highlighted squares and then run and jump your way along the left hand side. In the next room shoot all of the morphs and then take the door on the right. Shoot the two armoured morphs and then proceed through the doorway ahead and walk up to the glass. After the video sequence, turn to the left and shoot the morph. Run through the door the morph came from and run as quickly as you can to the transporter and activate it. Level 9 (Level Code: TXXTOT): As soon as you start, run to the right for protection and then pick off the morphs one by one. Then take the door to the right a little way down the passage. Shoot the morph to the right inside the room and then use the re-charger if necessary. Then run out of the room, turn right and continue down the passageway. Don't bother trying to kill the ED209 like machine, instead just out run it. On entering the room at the end of the passageway, shoot the security droid to the right and then pass on through. Talk to the wounded soldier around the left corner of the next room and then use the elevator. Run straight through the shoot-out and kill the morph in the next passageway. Continue to the end of the passageway and shoot the morph around the right corner. Then exit through the door ahead. Shoot the two morphs in the corridor and then take the door to the right that matches the colour of the walls. Shoot the morph at the end of the corridor and then pass through the door at the end. Shoot the three morphs in the room and then run up to the man in the corner. Take the door behind and return to the elevator. Take the door to the left and then enter the door between the two guards. Find the commander and then use the re-charger if you need to. Take the door nearest to the commander and use the teleport. Level 10 (Level Code: XTSOTX): Draw your gun and walk towards the guard. Once he has changed into a morph shoot him. Take the door to the right and follow the passage until you reach the next room. Kill the morphs and then take the second door to the right. Kill the morphs in this room and then run up to the soldier on the right. Take the door ahead and then take the door to the right. Shoot the morph disguised as a soldier and then take the door to the right. Shoot the three morphs in the bathroom and then take the door at the far end to the left. Shoot the morph and then run up to the woman. Take the door ahead and then go through the door to the left and follow the passage to the room you first began in. Pass through the other door and turn to the right. Shoot the armoured morph that charges towards you and then proceed to the end of the passage. Pass through the door and then take the door to the left. Shoot the invisible morph and continue to the end of the passage. Go through the door and then use the elevator to the left. Level 11 (Level Code: OSXXSX): Proceed through the door ahead and run past the ED209 to the end of the passageway. Pass through the door at the end, turn right and shoot the security droid. Jump over the red arrows on the floor, navigate past the mines and then pass through the door at the end of the passage. Turn to the right and then run down the passage and take the first door to the right. Shoot the security droid inside the room and then take the door to the left. Run between the red beams of light and jump into the square of red floor panels. Jump back out of the floor panels to avoid the mine and gain access to the door in the top right of the room. To navigate the floor puzzle, jump on the moving triangle when it is pointing towards the empty space. Jump onto the second moving panel when it is also pointing at an empty space. You can then jump next to the control panel to gain access to the generator. Jump back into the empty space and then jump towards the wall ahead. This will return you to your starting point and you can exit the room. Take the door to the left and shoot the security droid. Then take the next door on the left and shoot the security droids within. Run upon the three squares on the floor and then run over to the door that opens to the left. Level 12 (Level Code: XTXSOX): Shoot the security droid as quickly as possible and then take the elevator ahead. To avoid death on the electric panels it is best to jump them all down the left hand side. This way you get more time to avoid the red beams. On entering the next room run to the right to avoid the enemy gunfire. Then whilst remaining close to the right wall, shoot the several morphs that you come across. Then take the door that appears first on the right. This will lead you to a room containing several bouncing mines. Navigate past them and proceed into the room ahead. Shoot the invisible morph and the security drone and then head towards the top right of the room. Shoot the other two invisible morphs and if necessary, use the blue beam on the right to restore your energy. Then exit through the door ahead. Turn left and stand on the square to deactivate the lasers and then jump between the several red beams that move across the passageway. Do this as quickly as you can because the lasers will reactivate quite quickly. Once across then jump into the various spaces between the arrows on the floor to gain access to the door on the left. To navigate the maze, try to make your way to the right hand side of the maze as this is the only way to get to the door.Once through the door, shoot the security drone and then run for cover on the left hand side of the room. Then shoot the morphs using the tables for cover and pass through the door at the end of the room. Shoot the security droid to the right and then go through the door directly ahead. In the next room to avoid any mishap, walk around the central square containing the blue beams unless you are in need of energy. If you do need energy, try to avoid standing on the highlighted floor panels. In the next room run to the door on the left but beware not to go charging into the next passage as you will have to navigate through some moving red beams. Once you have passed by the red beams stand on the teleporter and activate it. Run through the door ahead and shoot all of the morphs. It is best to stand behind a block and use it for cover during this small skirmish. Then use the transporter at the end of the room. After the video sequence, turn around and exit by the door to the right. In the next room, run into the right hand corner to force the large creature to run through the mines. This leaves the way clear for you to run past the creature and keep running down the tunnels until you reach your ship. Level 13: This level requires no solution, just good reactions and a little bit of trial and error. Try to maintain the ship in the centre of the passage to avoid any unnecessary collisions with walls. Keep shooting, not only to remove the ships obscuring your vision, but to highlight any obstructions that you may be heading towards. There are several sections where the passageway splits into two with one of the choices leading to a dead end so memorise your path. Eventually you should escape from the master brains lair and the game will conclude. @endnode @node Final_Fantasy_VII "Final Fantasy VII" @{b}FINAL FANTASY VII@{ub} Cheats and solution transcribed by Craig Daines. Cheats: For easy Chocobo Races, hold down L1+L2+R1+R2 for an easy victor. Barret Lucky Sevens Cheat: Get Barret to level 70 and equip him with the Missing Score and Wizard Bracelet, then give him the following materia: 5x HP plus (1 star) Summon Phoenix (2 stars) Time (2 stars) Barrier (2 stars) Full-Cure (2 stars) Destruct (3 stars) You may then equip Barret with as much yellow materia as you wish as this doesn't effect his hit points. Using this combination, Barret will get a HP score of 7777, which will allow him to inflict 7777 damage as a strike. Produce 99 Items Cheat: To use this cheat you must have W-Item materia and at least two of the item you wish to produce. When you are in battle, highlight the item you wish to produce and press the following button combination: O, O, X, then continue to press O, X repeatedly. You can use this method to increase you cash. Simply go to the chocobo sage's house and buy two sylkis greens. Use the method above to give yourself 99 of them, then sell them all for 2,500 gil apiece! Complete solution (listed below) now follows:- The biggest challenge on the Playstation, and some claim, the greatest game of all time. Bold words indeed, but the very fact such things could be suggested gives an indication of how good Final Fantasy VII really is. If you're among the hundreds of thousands who've bought the game there's a chance you'll find yourself getting stuck somewhere along the way. Possibly the biggest game to hit the Playstation so far, it has arrived in the PAL territories, and is every bit as good as you've heard. This game is so big it would need a whole magazine to cover it all in any sort of depth, therefore the guide that follows is just enough to get you through the game. Anyway, half the fun of the game is exploring, so do this and you will be rewarded with a longer lasting, totally original gaming experience. Okay on with the general tips + solution: General Tips: 1) Talk to everyone you meet - Sometimes you will need to talk to people a couple of times to get new and different information. 2) Explore Everywhere - Many good items are hidden so search thoroughly. 3) Save as often as possible - you never know when the next save point will be. 4) Battles are totally random and cannot be avoided, but they are essential for gaining money and experience. 5) Materia is an essential part of the game, especially later on, so experiment with it to find the best combinations. 6) Armour and weapons can be found on your journey and also bought at the various shops along the way. When you find a new piece of armour or a new weapon - and assuming it is better than the one you have currently got - equip it and sell the old ones at any shop. THE SOLUTION:- Beginning: You start the game as a spiky-haired bloke called Cloud, an ex-soldier turned Vigilante. At this point you know very little about him, but as the game goes on his past is revealed. Follow the gang off the train and you will encounter your first enemies. At this point it is not necessary to use your magic, only your sword. Follow the others into the reactor and talk to Jesse and Biggs to open the doors. To your right is a chest containing a Phoenix Down, collect this and continue following Jessie over the gaps and down the ladders. Save at the save point before running along the walkway. Pick up the Materia, which cannot be used yet, and plant the bomb on the reactor. Now get ready for your first battle with a boss. Boss 1: Guard Scorpion: The best method for defeating this boss is to have Barret attacking with his gun and Cloud using Bolt Magic. However, if the scorpion raises its tail do not attack, or it will attack with its tail laser which does major damage - if you do get low on HP use potions to recover. After defeating the boss, equip Barret with the Assault Gun and get moving as you have ten minutes to escape before the bomb explodes. Return the same way you entered, saving Jessie on the way. Go To Sector 7: Follow Barret up the steps and you will meet Aeris. Buy a flower off of her and continue, collect the potion in the train station and continue south. You can now either fight all the guards, or retreat, either way you will end up jumping on to a moving train (cool). Once you are on the train, talk to everyone a couple of times. Sector 7 Slums: When you get off of the train, follow the others to the village and go to the hideout. Give Marlene the flower you bought from Aeris and then try to leave, Barret will come in and the gang will go to the secret room. Follow them and talk to Tifa, then go back up to the bar, talk to Tifa again and Barret will give you your cut from the job. Go to the second floor of the weapon shop and learn anything you need to know, collect the Ether and Materia and go back down to the ground floor. Buy some iron bangles and equip them, then sell your old bronze ones. Now go to the Materia shop and buy some fire and ice and give them to whoever you see fit. Now you need to go back to the train, making sure you save on the way. Train To Sector 5: Make sure you move up the train within the time limits and then jump out of the door onto the track, run up the tunnel until you come to a barrier. Here you must go down the chute to your left, follow the path and talk to Wedge and go up the ladder killing any enemies that get in your way. Talk to Jessie and go down the lower-left ladder, collect the tent and talk to Biggs then go up the short ladder and slide down the chute. From now on this level is basically the same as the first reactor level. On your way to the reactor, don't forget to save at the save point. When you reach the reactor a flashback will take place explaining why Tifa hates Sephiroth so much. When this is over, set the bomb and escape by the same route as for Reactor 1. At the top you have got to go into the left room and press the three buttons all at the same time, this might take you a couple of attempts, but it is the only way to get out, so keep at it. When you succeed, save and get your party ready for a big battle (i.e. heal/check Materia is equipped), now simply follow the path to the second boss. Boss 2: Air Buster After a short chat to president Shinra, you are pitted against this metal monstrosity, which is actually not that hard to beat - bolt magic and the odd limit break mixed in with standard attacks will do the job no problem. When it is destroyed you may think you have time for a breather, but disaster strikes and Cloud falls foul of a large crack - there is no way to save Cloud so don't worry when he plummets to the ground. Sector 5 Church: When you wake up you are lying in a flowerbed in the middle of a church - 'stange' you may think, but you now get to talk to the lovely Aeris again. You are soon interrupted by Reno and his gang. Talk to Reno and leave by the back exit, go up the stairs and jump over the gap. Here Aeris will fall and slide down the slope. As Cloud, run up to the top and tell Aeris to fight the first two guards, but tell her to run on the third. When she reaches you on the beams go to the hole in the roof and jump out. Now go west and save. Sector 5 Slums: In the village, visit some shops and buy some Materia and Titan bangles, equip and sell everything you don't need, then go to Aeris' house by the north west exit, collect the Materia and potion from the garden and enter the house, talk to Aeris' mum and she will tell you to leave in the night so you don't upset Aeris. You must do this, so go to bed and wait until Aeris is asleep then sneak out avoiding the squeaky floorboards. Head south through the town and then head west, only to bump into Aeris who is waiting for you... and she isn't very happy. Sector 6 Slums: Kill any houses on the way with magic and proceed to the town, talk to everyone in the town and buy any supplies then go north to Don Corneo's mansion where you are told it is girls only. Never fear, Aeris has an idea; go to the clothes shop and talk to the girl behind the counter about her dad, then go to the bar and persuade the dressmaker to make you a dress. Now back to the clothes shop to try it on... but wait - you need a wig (of course). So head for the gym and talk to the girl who will set up a squat match with the black guy - win or lose you still get the wig - then it's back to the clothes shop to try on the whole outfit. After Aeris has chosen her dress, go north again to Don Corneo's mansion. Don Corneo's Mansion: Talk to the receptionist and then go and look for Tifa, she can be found down a long staircase. Collect the ether and go to Corneo's room where he will choose Tifa as his girl for the night. While you are left for his lackeys in the staff room, run around for a while and then talk to the guy at the top of the room. You will then reveal you are really a man and have to fight them all, but they are not very hard. When this is done go to Corneo's room and rescue Tifa, then get all the info you can out of him. As you go to leave Corneo pulls a lever and you fall through a secret trapdoor into the sewers. Boss 3 Mutant: Almost as soon as you stand up, the mutant will attack, so be ready with some fire magic and any limits attacks, especially Cloud's Cross Slash and Aeris' Healing Wind. When it is dead, proceed out of the sewer collecting any items on your way and fighting anyone who gets in your way. Climb up the ladder and into the Train Graveyard. Train Graveyard: Make your way through the Train Graveyard, collecting any items on the way until you come to some trains that are still on the tracks. Jump into the first train and drive it backwards into the carriage to push this out of the way and then get in the train behind them and move this backwards as well. Now climb up the ladder and jump from train to train until you are on the other side and you can run along the station to Sector 7. Sector 7: As you will already know by now, Shinra wants to destroy Sector 7 to flush Avalanche out, so they are going to destroy one of the pillars that holds the plate. When you reach the bottom of the plate, save and give Tifa all of Aeris' Materia, as she won't be needing it for much longer. Get to the top as fast as possible, killing any guards on the way by using magic on them until their rotors break and then use normal attacks to finish them off. When you do reach the top you will meet and fight Reno. Boss 4 Reno: Attack Reno with fire magic, as he is vulnerable to it more than anything else. If he casts a pyramid on one of your party you can break it by attacking them. When Reno runs off, grab the wire and swing to safety. Pick up the Materia from the pyramid and head for Aeris' house where you need to talk to her mother. Here you will find out a little bit about Aeris and her past, then go upstairs and talk to Barret, then get some rest. Head for Shinra's Headquarters: To get to Shinra's Headquarters, you need to go to the market near Don Norneo's mansion. Stock up on anything you might need, but save about 300 gil, then talk to the owner of the weapon shop and he will offer you some Batteries. Buy them and go north where some kids will want to show you something. Follow them and you will see a wire leading upwards. Climb up and put the batteries in the correct places then climb to the top. Shinra Headquarters: There are two ways into the Shinra building - the first being straight in the front door, the second being around the side and up the fire escape. They both take you to the same place, but going in the front way involves a few easy battles, whereas going in the side entrance just involves a very, very long staircase. Whichever way you go you must make your way to floor 60, where you need to go in the room on the left and follow Barret's instructions. When your party are all safely past the guards, go on up to floor 61, talk to everyone and get Keycard 62. On floor 62 talk to the Mayor and take a guess at the password, which is random. He will then give you Keycard 63. On this floor go into the only open room and examine the machine to be told that you can open three doors. By using the air ducts it is possible to collect all of the coupons which can then be exchanged for items at the machine. When this is done go to floor 64, save your game and check all of the lockers for items then go to floor 65. Floor 65: Check all of the boxes to find one that is open. Inside you will find a piece of the Midgar model in the centre of the room - put it in place and another chest will unlock. Inside is another piece of the model, carry on collecting and placing all of the pieces and the last chest in the stairway will open revealing Keycard 66. On floor 66 go into the toilet and climb into the air vent and along to the next one to witness an executive meeting. Now follow Hojo to floor 67 and collect the Materia, save and go up the lift at the back of the room. Boss 5 Jenova Specimen: After a bit of a chat to Hojo you will come face to face with the Jenova Specimen. Use fire attacks to kill it fairly quickly then get the Keycard 68 from the assistant and go to the elevator where you will be apprehended by Tseng and Rude and taken to the President. After a chat to the President you will be locked up. Talk to everybody and then sleep. When you awake you will find that the door is open and the guard is dead - let the others out and check it out. Head for the Presiden't office and you will find that he has been topped, apparently by Sephiroth. Go out onto the balcony and talk to Rufus and your party will split, leaving Cloud behind with the new President. Leave Cloud's Materia as it is and the equip bolt to someone in the other party, then go to the elevator on the floor below. Boss 6: Hundred Gunner and Heli-Gunner: The first of the two robots is vulnerable to bolt magic, so use this as much as possible as well as any limits you reach. Also try to keep your health as high as possible with potions and Aeris' healing wind. The second robot is also weak against bolt and should be no problem as long as you keep attacking hard. If this robot sends one of your party to sleep, hit that person to wake them up. When they are dead the story returns to the roof and Cloud's fight with Rufus. Make sure Cloud has bolt and cure and attack hard, you will not be able to kill Rufus so when he runs away, go down and meet Tifa. Now things start hotting up big time. Road Rage: Protect your party by attacking any bikers that try to get at them - this bit is fairly easy but fun nonetheless. Boss 7 Armoured Tank: Again attack hard and fast with bolt and any limits you get, as this boss is fairly easy. When it has been destroyed, the first part of the story is complete. You now need to leave Midgar and venture out into the big, wide world, so choose your party of three and equip for the long journey ahead (Note: On the world map you can save at any time, so do this regularly). Part 2 - The Search For Sephiroth: Save straight away and then head north west to a town called Kalm. When you arrive, go to the inn and meet up with the others - there now follows a story about Cloud, Sephiroth, Tifa and Soldier that lasts a good thirty minutes so sit back and enjoy it. You do, however, appear in parts, but not very much, so just use it to learn about your past. Buy any materia and weapons you can afford, but save 2000 gil for later. Now travel to the Chocobo farm to the east and talk to the Chocobo nearest to the fence, who will 'wark' at you. Do this back and it will give you a cool summom Materia. Now go into the house and talk to Chocobo Bill and rest if you need to, then go to the barn and talk to the boy - he will offer you a Chocobo lure. Buy this and read his instructions on how to catch a Chocobo, then buy some greens and go and get into a fight on the Chocobo tracks on the plains. When a Chocobo appears throw it some greens and kill the monsters that are with it, as long as you kill the monsters before it finishes the greens you will catch it. Now you can cross the swap to the south west without being eaten by the large serpent that lives there. When you are safely across the swamp, save and enter the cave (you will need to get off of the Chocobo). Caverns: Make your way through the caverns, collecting any treasure on the way and leave by the way Rude shows you after Elena tells you where Sephiroth is heading. Fort Condor: Head south to Fort Condor and agree to help them - you won't be able to, but get into the village and buy any supplies you need then save and rest before leaving (you can come back later). Junor Harbour: Make your way north west to Junon Harbour and then down to the beach. When you arrive, talk to the girl and get ready for boss 8. Boss 8 - Bottomswell: This strange flying sea serpent is only vulnerable to the elements and limits, so use these before other attacks. Some of the monster's attacks are very damaging, so make sure you have a healer in your party. If it casts a white sphere around one of your party, just attack that person and it will go. When you have destroyed it, give Priscilla the kiss of life and go see her dad. Stay the night at his house. When you awaken, go outside and talk to Priscilla, equip the Shiva Materia and then use the dolphin to get up onto the beam. Use the shadows to help line yourself up. Shinra Base: At the top of the ladder you will see a huge airship, ignore this and run onto the large section sticking out, push the button and this section will lower allowing you to get into the guard room. In the guard room put on a uniform and follow the others. Once back in the locker room learn and practice the new moves and then make your way to the dock. On your way don't forget to visit the shops as some of them sell good items. Save at the save point and visit the basement of one of the shops and you will be given the chance to learn some advanced fighting techniques which are very useful later on in the game. Now head for the docks and perform for Rufus - the better you perform, the better the item he gives you will be; below 80 will get you a minor potion, 80-150 will get you a new sword and above 150 will earn you HP plus Materia. When this is done get on the boat and sail away. Ocean Village: Collect the Materia and any other items, talk to all of the people to discover their true identities. Once you have found all of your friends apart from Barret, go below deck and talk to Aeris again and she will say something about Barret. Now go back up on deck and go to where the soldier was standing. He will be gone, so you can go past and talk to Barret. After a while an alarm will sound, now choose your party and go downstairs and through the door that was previously guarded. Boss 9 - Jenova-Birth: When attacking Jenova remember that standard attacks will do the same damage as magic attacks (except summon magic) so just attack as fast as possible with summons and limits then standard attacks. Jenova has 4000hp so be prepared for a big battle. When it is dead collect the summon Materia and look in the chest, then go and hide with the others. A New Continent: When you arrive at the resort buy some carbon bangles from the guy in the corner of the bar and then go down onto the beach to find Hojo. Talk to him and learn all you can - he will then tell you to go west. Stay at the inn if you need to and buy any supplies you might need, then go out of the town and save. Follow the path and you will come across a reactor. Ignore this and continue along the train tracks, save at the save point and continue. If you fall through the tracks, hold left/right and tap O to collect the treasure (wizard staff and star pendant), the chest at the top holds a new gun for Barret and on the other side is a turbo ether and Transform Materia. Go along the top track off the screen and run along to the signal box, press the switch inside and the lower bridge will shut. Now climb up the wall next to the box and take the treasure from the nest. Now go back and take the lower track and meet up with your friends, collecting anu items on the way. Cross the suspension bridge and carry on to North Corel. North Corel: Get any new weapons and items you might need and talk to all of the people, then head west towards the gold saucer. Gold Saucer: You will need 3000 gil to get in the gold saucer, so if you don't have enough, get into a couple of flights before you go. Once you are in go to the wonder square and have a go on the various arcade machines. This will allow you to win gp which you need to save to go on the other rides. When you have some go to the battle square, only to discover that a man with a gun arm went mad and killed everyone. Could it be? You are then thrown out into the desert prison. Here you must find Barret and talk to him about what's going on, then form a party and head north out into the desert. Once in the desert, head north east and you will eventually come to a small scrap yard where Dyne can be found. Confront him and get ready for a one-on-one battle between Barret and Dyne. Boss 10 - Dyne: Equip Barret with restore and go to it, use any limits you get and any summons you have. This fight should be over fairly quickly. Go back to the prison and go to the trailer with the two guards outside. Inside here is Mr Coates - talk to him and tell him you want to enter a Chocobo race. Go up the elevator with Ester and she will go off to sort you out a Chocobo. While she is gone collect the Materia, then when she returns go with her to the race track. Leave the Chocobo on auto and you will eventually win a race and your freedom. You also get given a cool buggy to travel the world map in. You will also be told where Sephiroth is heading. Gongaga: Go south across the river and you will come to a ruined reactor surrounded by trees - get out of your buggy and investigate. As soon as you arrive you will meet Reno and Rude, these guys will take quite a battering before they retreat. When they do finally retreat go up the right path and get the Titan Materia and talk to scarlet. When scarlet has gone, go back down the path and take the other one, then turn up, into the village. Buy any supplies you might need, rest at the inn and then leave. Cosmo Canyon: Continue south in the buggy and you will come to a mountain area, and a settlement called Cosmo Canyon - Red X111's home town. Explore well as there are some good weapons and Materia hidden away in small shops, also go to the inn if you need to. Now go and see red X111 and his grandfather Buganhagan and you will be shown the observatory (which is cool). When that is finished go to the fire in the middle of the village and talk to red X111. Buganhagan will come and take you to a sealed door and then proceed to take you through it. Underground, explore everywhere and fight everybody, loads of cash and items can be found here so keep at it, eventually you will come to a face on the wall which turns out to be boss 11. Boss 11 - Gi Attack: Do not attack this boss with fire, because it loves it. Use any other magic as well as summons and limits. Ignore the two flames and just go all-out attack on the Gi. When it is dead collect the Materia and stock up at Cosmo Canyon before moving on. There's no place like home: From Cosmo Canyon head north towards your home town of Nibelheim. When you arrive look around and stock up on supplies you might need, talk to everyone and then go to the big mansion at the back of the village. Shinra Mansion: The first thing to do is look around and find all of the treasure, then go to the room on the left of the front door. Here you will find a note - read it and follow the instruction to get the combination for the safe. If you have trouble the solutions are as follows: 1) On the lid of the chest in the plant room, near the room with the safe. 2) Behind the piano in the tea room with the sun coming in the window. 3) In the room with the door leading to the basement there is a chair, next to this is a squeaky floorboard. From here move left and then up a bit and press the confirm button (O) to find the number written on another squeaky floorboard. 4) This clue is written in invisible ink, so just move the cursor down to where it should be and press O. This means the combination is: 1) R to 36 2) L to 10 3) R to 59 4) R to 97 Before you open the safe, make sure that you have restore and all linked up and use this person as a healer. Boss 12 - Lost Number: This freak fears nothing and only limits and summons will do any real damage, so use these as quickly as possible. This fight may take some time so be ready to heal if anyone gets hit badly. Vincent Valentine: When the monster is dead get the Summon Materia and the key and go down to the basement where Sephiroth is waiting - don't worry you don't have to fight him yet. Instead he throws some Materia at you and flies off. Go out into the corridor and then into the room halfway along, stand in front of the coffin and talk to Vincent. Keep talking until he says nothing but "let me sleep" then leave, once you get into the corridor he will follow. Mount Nibel: Explore all of the paths to find a new sword for Cloud and a weapon for Red X111, eventually you will come to a room with five pipes and a large insect at the bottom. Slide down the second pipe to get a weapon for Tifa and then jump down and save at the save point, also check your health and use a tent or potions to refill it (you will need it all). When this is done go to the insect. Boss 13 - Materia Keeper: With 8000 hp, this boss is by far the toughest you have met and may seem impossible to beat, but stay calm and you can be victorious. Use all of your most powerful magic, unless it is a fire attack, in which case most definitely don't use it, Odin is good and will take over 1000 hp off, also if enemy skill is equipped you should learn Trine quite quickly and this will take 500 every time, even with powerful magic you will need to be using restore and potions regularly. Be patient and you can win. Mako Fountain: Explore the caves to find a Mako Fountain and some Elemental Materia. Take this and go through the exit the insect was guarding. Follow the path to the Rocket Launch Site that is around the corner. Rocket Village: Talk to all of the people and buy some armour, then go and see the plane in the back garden of one of the houses, now go to the rocket and talk to Cid. Ask to borrow the tiny bronco, now go back to the plane and Cid will follow. Rufus will now turn up so go outside and see him, then go out into the back garden and fight Palmer. Boss 14 - Palmer: Throw some summons and limits at this guy and he will meet his maker pretty quickly. The Keystone: After escaping in the tiny bronco and crashing into the sea, you need to follow the shoreline down until you see a house on its own. The guy inside will tell you that Dio at the Gold Saucer has got the keystone, which is the key to the Temple of Ancients. Go and get your buggy which should be parked outside Nibelheim and drive to North Corel. Gold Saucer: Go up to the gold saucer and go to Dio's battle square and then into his museum. After a short battle Dio will give you the Keystone, then go outside and save. Once you have done this go to the cable car and try to get in - you will be told that it is out of order and you will have to stay at the hotel. After a date with Tifa you will notice Cait Sith acting oddly, follow him and you will discover he is a Shinra spy and he has stolen the Keystone. The Sleeping Forest: Travel back to your plane and go to the far Northen island to a place called the Bone Village. Buy some diamond bangles and talk to all of the people, then go into the sleeping forest through the entrance at the top of the screen and run into the screen a couple of times - eventually you will see a red dot. Go across the screen, grab it and you will receive a new summon Materia. Leave the forest and get back in the plane. Yuffie: Head back to Nibelhiem and drive the plane up the river and all the way through to the other side of the continent, then head south east to a large island with a pyramid in the middle of a forest. Walk through the forest and hopefully you will get into a fight with a little Ninja girl called Yuffie. To get her to join your party you must beat her and then tell her the following things: 1) You are not interested in fighting again. 2) She petrifies you. 3) Wait a second. 4. You have to hurry on. Yuffie will then follow you and join your party. The Temple of the Ancients: Go into the pyramid in the centre of the forest and put the Keystone in the altar. Once inside, follow the guys in the blue robes. When you catch them, rest and save. Eventually you will come to a clock, use the triangle button to select a time period and investigate the room beyond - most contain treasure, but one contains a room with lots of caves and a wizard. Catch the wizard by learning his pattern and then go into the door at the top of the room. Face Sephiroth and learn all you can from him. Boss 15 - Red Dragon: Use Trine, summons and limit attacks on the Red Dragon, use these resentlessly along with restore all. When it is dead equip the summon Materia and go out into the corridor. Ideally you want your limits ready for the next boss, so fight until they are flashing and then use magic to finish the battle. Now head to the clock and go through the twelve door. Boss 16 - Demon Gate: This boss may seem impossible to start with as his demon rush will almost kill you in one go - but keep ait it, and throw all you have at it. You will need to heal almost constantly and it will still take a long time. Black Materia: Once Cait Sith has done his bit, you can get the Black Materia. However Sephiroth will intervene. Lunar Harp: When you wake up you will be in Gongaga Village. Leave and get the tiny bronco then head back to the Bone Village. When you get there hire some men to dig for the Harp, place the men in the upper part of the village and get them to dig where the smoke drifts across and you will soon have the harp. Now you can pass through the Sleeping Forest. The Forgotten Capital: Explore all of the paths, rest and save at the save point. If you have them, equip Cloud with the water ring and Comet Materia, now go to the main building and alk along the see-through walkway to reach Aeris. Sephiroth will again butt in. Boss 17 - Jenova: If Cloud dosen't have the water ring forget it, as Jenova's water attack will kill everyone. But if he does have it then the attack will up his health and he can carry on to kill Jenova with Bahamut and Comet summon magic. North Limit: Follow the path that Sephiroth took, climb up the spiny shell and into the cave, negotiate the cracks in the wall and get all of the treasures. At the bottom of the ladder is a useful MP+ Materia. Back on the world map head west to the small village, buy any equipment you think you might need along with the map and the snowboard, then go snowboarding. Use the map to identify landmarks and get to the area with the red tick on it. Once you reach the red tick, talk to the mountain climber. Gaea's Cliff: Explore well and collect any treasure and fight any fights until you reach the top. Boss 18 - Schizo Twins: Equip Cloud with an Aurora amulet and the water ring and use Comet, Bahamut and Odin as well as any good limits. Don't worry when the other members of the party die vecause Cloud will gain HP with every attack. When they are dead go back to the area near the save point and restore your energy, save and then continue. Whirlwind Maze: Get the Neo-Bahamut Materia and equip it, then cross the chasm using the wall of wind, as soon as it slows down go for it. Boss 19 - Jenova Death: Kill this incarnation of Jenova using the same method as previous bosses, but this time equip cure-all so the rest of your team can survive the battle, with some powerful magic being used this fight can be over fairly quickly. Collect the Reflect ring and save, now move on to Sephiroth. The flashback that follows is very long and includes some brilliant cut scenes that answer some of the many questions that need answering. But it also turns the whole story upside down and adds some more, as yet unanswered questions. Death Row: Make your way to the main hall and then when Cait Sith appears, equip him. Then go to the airport, getting Yuffie on the way. As Tifa, use the appropriate buttons to grab the key and get out of the chair, run all of the way down to the end of the gun. On The Highwind: Once you have had a chat to all of the people on the bridge go to operations and sort out your team then save. Now head for the Chocobo ranch and catch some Chocobos, breed them and talk to the young boy at the stables for some important info. It will take you quite a while and cost a lot of money to breed the Chocobos but you should be rich by now so don't worry. Mideel: Head for the southern most continent, and then go to the village in the middle of the forest, this is Mideel. Scratch the white Chocobo behind the ears to receive a contain Materia, then stock up on any equipment you need. Coral Reactor: Get a team ready and head for the coral reactor. Here you must beat all of the enemies within the time limit and stop the train. The young boy will now give you Ultima Materia, which should be equipped. Now head for Fort Condor and defeat the troops, collect the Phoenix Materia and talk to the old man to receive the Huge Materia. Now go to see Tifa and Cloud. Weapon: Weapon will now attack Mideel, so use your most powerful magic to scare it off. Unfortunately the Lifestream has been made unstable and Tifa and Cloud fall in when a massive earthquake hits. After Cloud has found himself you will understand a lot more about what's been going on. Yuffie, Master Thief: Travel to Wutai in the north west of the map. When you arrive Yuffie will steal all of your Materia. Go into town and look everywhere for her, you will eventually corner her but she will trick you and escape again. Now head for the large tower and look for a gong on a structure to the left. Hit the gong and a secret door will appear. Inside is Corneo, chase him into the mountain. Boss 20 - Corneo's Pet: As you have no Materia, normal attacks and any good items must be used to defeat this boss - it shouldnt take too long with a couple of limits. Underwater Reactor: Re-equip your Materia and head back to Junon. When you arrive, run down the runway and past the shops, head for the lift and go to the underwater tunnel. After a bit of a look around you will find Reno. Boss 21 - Dock Loader: The best advice for this boss is to go for the body and cure often. His only really powerful attack is his laser, so cure as soon as he uses it - limits and summons will finish it off. Get all of the items from the chests, destroy the enemy submarines and head for where the highwind was once kept. As you arrive you will see the cargo plane disappear, now get in the sub and locate the red leader sub. Get the Huge Materia and go to the rocket launch pad. Last Hope: Go to the rocket and kill Rude, and once the rocket is in space, make your way to the Huge Materia. The combination for the security system is: 1) Circle button. 2) Square button. 3) Cross button. 4) Cross button. When you collect this Materia you should have three Huge Materia - now go to the escape pod. Fly to Cosmo Canyon and give the Huge Materia to Buganhagan to put in his Observatory. Look at all of the Materia, and you should receive Zero Bahamut from the Blue Materia. Now return to Junon and talk to the Guard, who will tell you that the cannon is aimed at the northern limit and that Shinra is getting an army together in Midgar. To get to Midgar you will need to get a key, this can be found in the same place as the Lunar Harp (near Whispering Forest). In Midgar go to the wall market and go into the weapon shop, buy a Sneak Glove and leave. Head for Junon and the sub. Once in the sub, avoid Weapon and head for the island where the Bone Village is. Around here is a small gap where the Key to the Ancients can be found, once you have it head back to the Highwind and then to the forgotten city and the crystal that lies within. Here you will find out about holy magic and how to use it. As you leave Weapon will appear - avoid this and go to Midgar, save and get ready for a battle. When Weapon comes ashore fight it. Boss 22 - Weapon: With about 25,000 hp the weapon is pretty hard so try to keep your hp as high as possible. It also has some mighty strong attacks so hit it hard and fast with all of the most powerful magic and limits. When it is dead you will get loads of money and hit points. Go to the northern limit and watch the enemies' plans, then go back to Midgar. Sector 8: Have a look around and get into a few fights, also get all of the treasure. When you meet up with the Turks avoid a battle and carry on to where Yuffie is, here you must take the left path and go up the ladder. Boss 23 - Proud Clod: This beast is just as big as Weapon and even stronger with 80,000 hp. The same technique as the one used for Weapon can be applied and you should be able to do it with a bit of luck. Hojo: Get all of the treasure and go to Hojo via the stairway. Boss 24 - Hojo: Hojo is extremely easy compared to some of the bosses you have come up against - he only has 13,000 hp so you should nearly be able to kill him in one round. Boss 25 - Helletic Hojo: Again fairly easy, use the same technique as you used for Proud Clod. Boss 26 - Whipping Boy: Make sure you have plenty of anti-poison magic as you will be poisoned a lot - apart from that just attack as usual. Now is the time to have a look around for anything that you haven't seen yet. Chocobo Sage: Up near the northern limit lives the Chocobo Sage, you can get a enemy skill Materia from his Chocobo. Gelnika: The Shinra cargo plane can be found by searching around in the subs. Inside is a new summon and some other cool stuff. Look around every location at least twice as some things can only be found the second time around. Before sliding down into the north cave, it may be a good idea to spend some time looking around the world as there are sure to be things you have missed. Is This The End? At the northen cave pick up the Save Crystal and keep it until you defeat Jenova. Make your way down into the mountain, avoiding the moles and the purple dragons as they can kill you in one hit. Now, when you need to split up, choose a powerful party and go left - after the second split you will face some very tough enemies so try to run away if you can. However, when you see the skeletons fight them and you will get Pandora's magic. Boss 27 - Jenova: Fairly easy as it rarely attacks. When it is dead equip your party with White Capes and set your limits at maximum, then save with the crystal. Boss 28 - Sephiroth Combo One: Go for the head first and then the main core. Warning: the head may revive so be ready to kill it again. Ultimate Sephiroth: Are you ready? This is by far the hardest battle you will have in the game - well, it is nearly the end. To destroy Sephiroth just throw everything you have at him and cure constantly - as soon as he casts wall, cast debarrier. Save your Megalixirs for after he has used Supernova. This guy has 50,000 hp so be prepared for a long battle. This is the final battle that will save the planet and it's Cloud Vs Sephiroth. All you have to do is hammer the O button until your limit break fills, then let rip with the omni-slash and finish him with a mighty braver. Now the magic can do its work and the world will be safe again. @endnode @node Final_Fantasy_VII(FAQs) "Final Fantasy VII (FAQs) @{b}FINAL FANTASY VII@{ub} FAQ (Frequently Asked Questions): Q1: WHERE DO I FIND ALL OF THE SUMMON MATERIAS IN FINAL FANTASY VII? A2: Here is a list of the summons, where they arem and how to get them: Shiva: Element: Ice Overall Rating: 2/10 Average damage: 800 HP Where found: Junon Coast How to get it: Save Priscilla, and she'll give you the Materia. Chocobo Mog: Element: Wind Overall Rating: 1/10 Average damage: 800 HP Where found: On the Chocobo Farm How to get it: Talk to the front Chocobo in the paddock. Ifrit: Element: Fire Overall Rating: 3/10 Average damage: 1,100 HP Where found: On the ocean boat. How to get it: Defeat Jenova Birth. Ramuh: Element: Lightning Overall Rating: 5/10 Average damage: 1,300 HP Where found: In the Chocobo Racing Waiting Room at the Gold Saucer. How to get it: Just pick it up. Titan: Element: Earth Overall Rating: 5/10 Average damage: 1,300 HP Where found: In the scrap pile in Gongaga. How to get it: Examine wrecked reactor, and when it asks you if you want to reach in, say 'yes'. Odin: Element: N/A Overall Rating: 6/10 Average damage: 2,000 HP Where found: In the safe in the Shinra Mansion. How to get it: Open the safe using combination: Right 36, Left 10, Right 59, Right 97. Go to these numbers without going past them, and the safe will open. Leviathon: Element: Water Overall Rating: 6/10 Average damage: 4,000 HP Where found: On the top floor of the tall pagoda in Wutai. How to get it: First, you must have Yuffie in your party. Then try to go up the stairs behind the old man. You will have to fight five people to get it. Kjata: Element: Lighning, Ice, Fire, and Earth Overall Rating 7/10 (do not use against enemies that absorb fire) Average damage: 5,000 HP Where found: In the Sleeping Forest. How to get it: From the Bone Village, run up about 4-5 screens, and the Materia is bouncing around on the left. It may be hidden by the trees. Alexander: Element: Holy Overall Rating: 7/10 Average damage: 5,500 HP Where found: In a cave on the northern continent after the snowboarding. How to get it: After you have been snowboarding, head to the north east of the map. Eventually you will come to a hot spring. Go right down to it and touch it. Now go to the area where you can leave markers, and find the hut in the middle. Now when you exit, with the door facing down, head straight right for a while and you come to a cave. Enter, talk to the man in purple clothes, beat the boss, and the Alexander Materia will fall down. Bahamut: Element: N/A Overall Rating: 7/10 Average damage: 6,000 HP Where found: City of the Ancients. How to get it: Defeat the Red Dragon at the Cetra Shrine. Neo Bahamut: Element: N/A Overall Rating: 8/10 Average damage: 7,000 HP Where found: Near Gaea's cliff. How to get it: Just pick it up. Bahamut ZERO: Element: N/A Overall Rating: 9/10 Average damage: 8,000 HP Where found: In Budenhagen's observatory, Cosmo Canyon. How to get it: Collect the four pieces of huge Materia, the hardest one being in the spaceship which launches. The code to get it out is: O, S, X, X. Once you have all four pieces, go to Bergenhagen's observatory, and examine the large blue Materia. Typhoon: Element: N/A Average damage: 6,000 HP Where found: In the Ancient Forest. How to get it: After defeating Ultimate Weapon a few times, it will hover above Cosmo Canyon. Defeat it again here, and it will fall on the Canyon, allowing you to get to the jelly-shaped object with a flower on it. Go in, and make your way to the top right of the forest, and Typhoon is in the bag at the very end. Phoenix: Element: Fire (also revives fallen allies) Overall Rating: 9/10 Average damage: 5,000 HP Where found: Mount Condor. How to get it: Defeat the oncoming enemies, and head out to where the condor egg was. Pick it up off the floor. Hades: Element: N/A (Also causes status change) Overall Rating: 8/10 Average damage: 5,000 HP Where found: In the junk on the sunken cargo plane. How to get it: Use the submarine to get to the plane, and go through the door at the far end. Examine the junk pile. Knights Of The Round: Element: N/A Average damage: 70,000 HP Overall Rating: 10+/10 Where found: In the cave on Round Isle, which is in the top-right hand corner of the world map, but it is uncharted. How to get it: You have to have a Gold Chocobo. Enter the cave and touch the red light. If you get all of these to MASTER level, you get a new one called Master Summon, which allows you to summon any one of the above from just one red Materia. Q2: HOW DO I GET A GOLD CHOCOBO? A2: There are two ways, both are hard. The quickest way, but also the far harder way, is to defeat Ruby Weapon and take the Desert Rose to the man in Kalm, who'll give you a Gold Chocobo for it. Or, the most popular way, is to breed one. To do this, get a Great Chocobo from the southern continent and a good one from the Gold Saucer area and breed them with a Carub nut, which you get from killing the Red Dragons on the northen continent's green patches. This will give you a Blue Chocobo. Now, get your Great and Good Chocobos up to A class by racing them in the Chocobo-Races. Go back and breed them again with a Carub nut, and you will get a Green Chocobo. Now get the blue and green ones up to A class, and breed them with a Carub nut. This gives you a Black Chocobo. Make a note of its gender, and go to the northern continent. This bit takes time and patience, as you have to catch a wonderful Chocobo which is the opposite sex to your black one. When you get one, get it and the black one up to A class, and breed them with a Zeio nut. Hey Presto! A Gold Chocobo! That wasn't so hard now was it!? Go get that Knights of the Round Materia! @endnode @node Formular_1 "Formular 1" @{b}FORMULA 1@{ub} Here are some cheats: Secret Track: Once you win the series, you can get to the Secret Track, however, there's also a more easier way to reach it. Go to the Practice/Qualify/Race option screen, hold down the SELECT button and then quickly press the following: LEFT, O, O, O, TRIANGLE, O, UP, RIGHT. You will now be able to access the bonus track just like any other track. Mini Buggy Mode: Go back to the Practice/Qualify/Race screen, hold SELECT and then press the following in rapid succession: RIGHT, UP, TRIANGLE, LEFT, UP, SQUARE, TRIANGLE. Mini Bike Mode: Go back to the Practice/Qualify/Race option screen, hold SELECT and then press the following in rapid succession: DOWN, UP, O, TRIANGLE, RIGHT, UP, SQUARE, TRIANGLE. Gibberish Mode: On the Qualifying screen, in a Single Race, hold SELECT and press DOWN, UP, LEFT, LEFT, SQUARE, O, X. Instead of Murray's scintillating race commentary, you get some German geezer pratting away monotonously as if it were bowls or something - don't get too excited mate! Lava Mode: On the Race Qualify screen in a Single Race, hold down SELECT and press: SQUARE, O, UP, RIGHT, RIGHT, O, X. A message will appear to indicate that Lava Mode is activated. When you start the race, the track will now be made out of red-hot lava (well, it's coloured red anyway!), while bright orange flames stream from your rear tires (achived via a clever colour chamge for the usual smoke effect). Meanwhile, the rest of the scenery has been burnt to a cinder. To leave Lava Mode, simply re-enter the code on the Race Qualify screen - a message will indicate it's been deactivated. Mode Mixing: Most of the cheat modes can be combined. For instance, you can have bikes or buggies racing in the fiery Lava Mode, as long as you enter the latter code last. @endnode @node Formular_1_'97 "Formular 1 '97" @{b}FORMULA ONE 97@{ub} Here are some cheats: 1) On the driver edit screen, bang in the name "billy bonus" for four extra tracks, including a black and white version of Silverstone set in the sixties with genuine sixties Formular One cars. 2) If that doesn't tickle your fancy, change your name to "piman". You should find yourself wizzing round the track ina WipEout type vehicle. 3) Or try this one: Type in "box chatter" as your drivers name to get two little boxes on screen with the amazing Martain and Murray crammed in 'em delivering their commentating gems. 'You're right there, Murray!' as the great man says. All the bloody time... @{fg shine}Some other cheats you can also try:@{fg text} To activate th cheats, simply select 'Grand Prix' from the main menu. Then choose 'Select Driver'. Now edit that drivers name and enter the following name for the desired effect: @{b}For Virual Reality Style Graphics:@{ub} VIRTUALLY VIRTUAL @{b}Background Music & New Sound Effects:@{ub} SWAP SHOP @{b}Over Inflated Tires:@{ub} LITTLE WEELZ @{b}Wipeout 2097 Mode:@{ub} PI MAN @{b}Helicopter Viewpoint:@{ub} ZOOM LENSE @{b}Murray & Martin Sprite Commentators:@{ub} BOX CHATTER @{b}Four Extra Tracks:@{ub} BILLY BONUS @{b}Frogs Instead of Raindrops:@{ub} CATS DOGS @{b}Round 16 in Championship:@{ub} OEAN ALESI (200 Points, 2nd Place) NEAN ALESI (0 Points, Last Place) PEAN ALESI (200 Points, 3rd Place) QEAN ALESI (200 Points, 4th Place) @endnode @node G-Police "G-Police" @{b}G-POLICE@{ub} @{fg shine}Cheats, passwords, hints 'n' tips and mission guide.@{fg text} @{b}Invincibility:@{ub} During the 'Mission Briefing Screen' hold: L1 + L2 + R1 + R2 + O + TRIANGLE + SQUARE and press: LEFT. A sound should follow, confirming that the code was entered correctly. The only drawback to this cheat is that the game will not progress past the current mission when it's active. @{b}All Weapons, Unlimited Ammunition:@{ub} During the 'Weapons Loadout Screen' hold: L1 + L2 + R1 + R2 + O + TRIANGLE + SQUARE and press: RIGHT. A sound should follow, confirming that the code was entered correctly. Again, the only drawback is that the game won't progress past the current mission when this cheat is active. @{b}Secret Missions:@{ub} To reveal all six secret mission, simply enter PANTALON on the password screen. The word 'Cheat' will appear in the bottom right corner of the screen to confirm that the code was entered correctly. The secret mision can then be found within the 'Training Missions' menu. @{b}Unknown Effects:@{ub} The following codes are also entered on the password screen. The game recognises them as cheats, but their effects are still a mystery: BENIHILL, SUPACAM and WOOWOO. @{b}Passwords@:@{ub} Level 1: MADGAV Level 13: ANDYMAC Level 25: ANGUSF Level 2: DOLMAN Level 14: YERMAN Level 26: EUANLEC Level 3: SONAGAV Level 15: OLLIEB Level 27: EDFIRE Level 4: ACEDUF Level 16: THEYOLK Level 28: STUBOMB Level 5: JOJOGUN Level 17: TONYMASH Level 29: THONBOY Level 6: WENSKI Level 18: ANDYCROW Level 30: JIMMAC Level 7: SAEGGY Level 19: BIONIC Level 31: PUGGER Level 8: MAZMAN Level 20: TSLATER Level 32: ROSSCO Level 9: DAZMAN Level 21: IAINTHOD Level 33: CAKEBOY Level 10: DEFUCS Level 22: JONRITZ Level 34: NIKNAK Level 11: ANDOOOO Level 23: CLAIREC Level 35: SAGLORD Level 12: KIMBCHS Level 24: STEVEBOT @{b}Here are the hints 'n' tips and full solution to the game:@{ub} Basic Pilot skills: The G-Police 'death craft' allows you to perform some shit hot moves! It can be a real nightmare to control from the off, so we suggest, well, we demand, the first-time flyers use the nifty training outings to sort out the fiddly craft control. It's fun! Give it 30 mins, and you'll be a flight demon, we promise. Afterburn: The 'double tap and hold' afterburner is what ya need for air-based killing (sorry, 'police work'). If you tap accelerate then tap it again and hold it down the Havoc will move faster than a fat boy in a choccy factory! Pretty ueful. Reverse: Do the same thing to slow down! If you tap decelerate then tap and hold down decelerate the Havoc will kick into reverse, like the Millennium Falcon going into light soeed! Useful for avoiding buildings, and stayin' out of the morgue. Back and Forth: When forward thrust is pressed, the Havoc speeds up, fast like. If you take your finger off the acceleration button the Havoc keeps going at the same speed. Clever little craft. When the reverse button is pressed the Havoc receives a short kick in of reverse thrust (making the poor pilot rather airsick). To continue reversing you press and hold down the reverse thrust button (confused yet?). Like in the game Wipeout, use the air brake to make turns sharper than a comedian's wit. Useful for tailing the enemy. The weapons... Laser: High energy pulse weapon that gets real hot real quickly. Be careful with this, and make each shot count, or it'll overheat and leave you up shit creek in the middle of a dogfight. Leave it to cool after several shots, and you should have no problems. Firestreak Missile The opposite of the IR Missile: fast, sleek and inflicts less damage. Again, ya need a lock, but firing 'blind' is also possible. Once you fire this baby, you've got a good chance of blowing the crap out of the enemy. A real fire 'n' forget! Best fired at moving fighters and bombers. We'll share a little secret with you: Lock one target with Firestreaks, whilst shooting the bejeesus out of another with a cannon! The firestreak rarely misses, and both enemies are wasted. Cannons: Good-for-anything weapon, best used with other weapons to finish off the helpless, begging enemy. Rocket: General purpose, ass whippin' rocket. Does more damage than the Cannon, and looks lovely. IR Missiles: Cool to fire against ground and crappy, slow moving air targets. Best fired from behind the enemy, so a good missile for cowards and evil gits! EPP: Knocks ships out cold. Then they hang in there, until you frag 'em. Sadly, this only works on smaller craft, but it's still fun, especially against innocent ships. Starburst Missiles: Even if you ain't got a target in sight, just fire this off, quickly find one and the eight missiles will do the rest! A lifesaver when you've got enemies on yer ass! Hyper Velocity Missiles: This bugger is fast. The moment you fire it, it gets to the target and frags 'em. These pack a real wallop, so save 'em for the real-tough muthas! 500Kg, 1000Kg Bomb: Mega-damage. This beast of a bomb is laser targeted, so you know where you drop this monster. Massive damage to a certain area. Flare: It's a signal not a weapon. Basically you find the enemy hideout in your copter, mark it with a flare and before you can say 'you're nicked' the cop cars arrive. Sky Scrapping: The time's got to come when you clamber in that copter and go perp hunting. Here's what you need to know for when you meet your first bad guy... Posh Folk Call It 'Aerial Combat': One of the best tricks in midair scraps is the reversing technique. Get the attacking enemy in your sights and it should fly right at you. What ya do here is a reverse afterburn thrust. Make sure you gave a tough shield and enough weaponry to waste 'em, and you'll trash the enemy quickly. This cripples your shield but wins aerial fights quickly. Also, if they break off the attack, you can give chase as they are already in your sights. They won't mess with you again, 'cos they'll be dead. Gunboats: Gunboats have a shitload of firepower and can be a real problem. There are various ways to take 'em down though, so cheer up! We like the 'chicken' way, which goes like this: Get a lock on and make a speedy fly-past the Gunboat. From a safe distance, launch IR missiles. These hardly ever miss, so the gunboat is history, and nobody need know what a scaredy-cat you are. Check the target details box to make sure you hit. Wingmen: Wingmen can play a vital part in G-Police, nd you can end them in to fight for you. If you target an enemy craft and press fire when you have the wingman selected, they will send you a radio message, confirming your order. Naturally, it's them or you, so end 'em into the fight to sacrifice their lives to save yours. Mission Guide now follows... --------------------------------------------------------------------------- Mission 1: Illegal arms: Follow the waypoints to Egdir Dome. A fighter will go for you, so take it out with an IR missile. Fly to Mitsina Dome (the spaceport). Ignore any aircraft you see, if you attack 'em, you'll probably die. Fly to the north west corner and you will see some crates. Scan the one at the back and you will see it is illegal. Ground Team Epsilon will then turn up. Zip back across to Devorr Dome (Where you started) and can the four trucks there. A fighter will attack you, but don't bother returning fire. The first three trucks are civilian and hold no surprises. The fourth one is different. When you scan this lorry the top back will open and a gun will start shooting at you. Dodge the bullets, elect the rockets and blow the bastard up. Congrats, rookie, you've finished the first mission. --------------------------------------------------------------------------- Mission 2: Warehouse raid: Stay close to the Ground Team and kill any fighters that attack them. Lock 'em and kill 'em with a well-placed IR missile. After killing all six fighters, follow the Ground Team to Egdir Dome. Shoot the turrets quickly and the two cars in the warehouse leg it, use the EPP to stun 'em. Two fighters will attack the EPP'd cars; so stop them. With the fighters dead, the Ground Team will pull up near to the EPP'd cars and you'll finish the mission. To complete the non-essential second part, take out all fighters and turrets. --------------------------------------------------------------------------- Mission 3: Surveillance work: Follow Rogan's craft at a safe distance; Get too close and he'll se you, stuffing the mission there and then. When you fly into Adal Dome, you will be attacked by two fighters. You can avoid them, but you won't be able to finish the secondary objective. If you hear 'maintain contact with suspect', keep Rogain in sight. Lose him for more than 30 seconds, and the mission is failed, you fool! When Rogan lands at the first stop-off, fire a beacon at the floor, and the Ground Crew head for it. On the way, they'll be attacked by two fighters. Take 'em out, but keep 'em peeled on Rogan: Don't lose him. With the fighters wasted, Rogan should have landed and three more fighters will appear and attack you. Destroy them and Rogan will take off again. Follow Rogan to the third stop-off.. After he lands, the crates in the warehouse will explode and a bunch of fighters come at ya, so kill 'em all. Rogan will take off again and then you can kill him. When the fighters are gone, the Ground Team moves in. When Rogan's dead, the mission is complete, and if all the fighters are dead, so's the 2nd part. --------------------------------------------------------------------------- Mission 4: Clear the way: Follow the waypoints to Egdir Dome, killing any fighters on the way. When you meet up with Tachikawa, kill and the fighters in range. With these dead, go to the spaceport and look for four trucks. Tachikawa will take care of the aircraft. Kill the trucks and when they're dead, go to waypoint two. The shuttle will land and the missions complete. If you can't find the trucks, follow the Shuttle and head for any shots fired in its direction. --------------------------------------------------------------------------- Mission 5: Escort the President: Fly to the Fortified Bunker and meet the Limo. Stick with it and quickly kill the three fighters that attack it. Use homing missiles if you are stuck. With these dead, fly to the first roadblock and destroy all the turrets and vehicles. Rockets are pretty handy for this, although the cannon is fine for bagging the tanks. When the roadblock is gone, a fighter will appear and have a go at Tachikawa. Kill it, and Tachikawa's Havoc will go haywire. No matter what you do you can't save him, but watch him crash! Wow! Then you're on your own, son. Find the Limo again and stay close to it. When you reach the Finnr Dome, two more fighters will attack the Limo. Again, fly up to their level, switch to homers and take 'em down. Get back down to ground level and find the limo, quick, before it disappears into the Hoenir Dome. There's another bloody roadblock. Blow it up, and surprise surprise, more fighters will appear and gun for the limo. Guess what? Yeah, you've gotta kill 'em and escort the President's Limo to the Krakov HQ where the mission will be completed. You hero! --------------------------------------------------------------------------- Mission 6: Robot rampage: Follow the waypoint indicator to the first Robot. Kill it. Dodging up and down whilst shooting at them works well. After the first Robot, go for the 2nd one on the skyroad near to the first one (follow the waypoint). The third robot is going mad in Nar dome: follow waypoint. Destroy this and the fighters before they wreck the Nanosoft compound. With them dead, they'll be a com-message telling you there's 3 Robots at GPHQ, some real action! First, use the re-arm platform nearby. Don't go for all 3 Robots at once, and let other Havocs do some work. Dead Robots=Complete mission! --------------------------------------------------------------------------- Mission 7: Disable and protect Krakov shuttle: Follow the waypoints to the 3 shuttles. Dig out the EEP weapon to stun the shuttles before they crash. They'll get attacked by fighters and bikes, which you can waste. The shuttles also have Krakov escort craft, disabling and protecting of all of these will complete the secondary objective. Now get to Nar dome where three more shuttles need disabling and protecting. Lose more than 2 and you fail the mission, so watch it! --------------------------------------------------------------------------- Mission 8: Protect Krakov assembly yard: Make your way to the Krakov yard in Nama dome. When there, use the waypoint indicator to seek and destroy the bikes. Kill 'em quick, before they blow up the yard. After that, make sure you protect the yard from any more attacks by fighters and gang ground units. If you run low on aamo, flee to GPHQ in Tindr dome for rearming. Once the gang forces have been dealt with, track down the gang base in Modi dome and kill any gang units you find. --------------------------------------------------------------------------- Mission 9: Land train carrying explosives: Go to a warehouse in Nama dome, where a GP Ground Team is getting a kicking! Fight 'till the train breaks out. The train has three bomb and gun carriages. Destory the guns but don't shoot the train or you'll detonate the whole thing! Then collect the bombs by hovering above the carriages. You can carry one at a time to the safe zone. Follow the waypoints. In Fadir dome, dump the bombs off the cliff into the low area. One bomb can miss, any more fails the mission. Careful, now. --------------------------------------------------------------------------- Mission 10: Krakov President under attack: Get to the president's gaff in Nar dome. Stop the Gunboat before it makes rubble of the President's home. Waste the gunboat patrol craft before you attack the gunboat itself. When you do, assign your wingmen to it. Gang up on the Gunboat! the firepower of the gunboat will be all over the shop, making it safer for you! Fire homing missiles whilst hiding behind buildings. Don't take too long tough, or the President will end up homeless, selling The Big Issue! --------------------------------------------------------------------------- Mission 11: Intercept the cruise missiles: Follow the waypoints to Juno Dome and destroy the cruise missile with hyper velocity rockets. A Bomber team will appear. Protect them using Firestreak missiles and you'll have the 2nd bit all tied up. Go to the missil launcher and use the Starburst missiles to kill the enemy ground vehicles. If you saved the Bomber team, they'll have a go too! Help 'em. If the Bomber team died, let rip with all you've got! Either way you finish. --------------------------------------------------------------------------- Mission 12: Krakov Attack: Fly to the first set of buildings and blow the enemy aircraft to smithereens. Stick to Firestreak to save demolishing buildings, tempting tough it may be. With that done, follow the waypoints to the next set of buildings and take out the Mining Robot. Kill the fighters and then follow the waypoints to the next set of buildings. Finish the mission by killing the last lot of fighters. If no buildings were totalled, you get the secondary objective as well, you smug git. --------------------------------------------------------------------------- Mission 13: Follow the waypoints to the icy Hodr Dome. Make mincemeat of all Siege guns. You'll then be told one of the buildings has been blown up, but you can't save it, so sod it. Get to Rigr Dome and kill the Gunboat with loads of rockets. When the Gunboat is dead, two more Siege Guns will try their luck with you. Keep 'em peeled for the Rocket APC escort. Head back to Skoll Dome, re-arm and fly back to Rigr dome to deal with any more Siege Guns. That should sort of mission. For the secondary objective, keep building damage to a minimum, or you'll be for it. --------------------------------------------------------------------------- Mission 14: Ammo dump attack: Get real close to the Ground Team and kill any fighters that attack them: best with Firestreak miisiles. With four fighters pushing up daisies, fly to the South Tunnel of Nori dome and kill the Gunboat using Starburst missiles, Hyper Velocity rockets and normal Rockets. When the Gunboat is dead, escort the Ground Team until they attack fighters on the ground. Kill all the fighters and then follow the waypoints to a group of Bombers. Save them for a pasting from the two fighters. Then follow the waypoints back to Freki Dome, where the Ground Team are getting a whippin' from fighters, so kill 'em, save your pals! Follow the waypoints to a load of Krakov craft on the ground. Help the bombers take out the craft. When the Krakov craft are destroyed, the bombers will start to bomb the walls of the Krakov compound, so help 'em again! With the walls gone, they'll move in. Use your bombs to take out any remaining Krakov hardware, but don't kill the Ground Team, it's not nice! Mission Complete! --------------------------------------------------------------------------- Mission 15: Krakov HQ Raid: Stick with the Ground Team, and kill any fighters that attack them, with Firestreak missiles. Fly to the West Tunnel in Freki Dome and destroy the turrets with Starbursts. The Ground Team will enter Freki Dome and a Droid will appear to attack 'em, so pummel it, and get your ass to Hoenir Dome. Find the Krakov HQ and take out the Turrets. All hell breaks loose as two Droids attack the team, and fighters appear. Don't sweat it, waste the scum! The Ground Team will pull up outside the Krakov HQ and the download will start. EPP the officials to complete the secondary objective. When the download is complete, it all goes mad again when Nanosoft fighters appear to take out the Ground Team, and the Nanosoft HQ will be destroyed. You can't stop this, so enjoy the destruction! Kill all Nanosoft units to complete da mission. --------------------------------------------------------------------------- Mission 16: Protect the residents and barracks: This is a toughie, but you get a Wingman! Follow waypoint to Residents, Destroy Titan Gunboat, and some fighters attacking civilian buildings. Be a coward, let the Wingman do the work! Hopefully, when you get told to defend the barracks, you'll have wasted all the fighters, if not, sort it out and kill 'em quick! This is tricky, 'cos if you arse about with the fighters, the barracks will be wasted, but you can't let the residents die. Choices, choices! On the way to the barracks, scram past any craft, you can come back to waste 'em later, when they least expect it! At the barracks, there'll be two Gunboats giving it some, so use your hardest missiles to turn 'em to scrap. GPHQ may want you to defend the residents at this point, the moaning gits, so balance the two tasks as best as you can, which ain't easy! On your way to the residents, re-arm at GPHQ, and take out the Bombers attacking the Residents. Re-arm on your way back, and destroy the Auto-Tank you come across. There are 2 more Auto-Tanks at the barracks (Do they never stop?) so draw their fire and send 'em to hell! The trick here is balancing the two defence parts, so this bitch of a mission may take a few goes. Stick with it, Calisto needs you! --------------------------------------------------------------------------- Mission 17: Protect the uplink towers: Start at GPHQ with another cannon-fodder wingman. Follow the waypoint to Bavorr Uplink and defend. Go for the siege guns first, then the bombers. When you're told to protect Dia Uplink quickly finish off Bavorr attackers, and follow waypoints to Dia. Take out the baddest mutha ships first, the ones with lasers and rockets. You will be sent off to Goll Uplink to provide defence. Then they'll send you to Kari. A massive bomb is at the base, and you have 30 seconds to get rid of it! Hover above, then chuck it, but away from the tower! During your fight from Dia to Goll, you'll pass through Fulla. Destroying the Nanosoft patrol is yer secondary objective, as it destroying the Nanosoft patrol in the adjoining dome Buga. Got that? Good? The missions get harder yet! --------------------------------------------------------------------------- Mission 18: Protect the patrol: Follow the waypoint, and re-arm your ass with tasty weapons, then follow your new waypoint to the standed GP patrol. Give 'em the goods, and waste the attacking Nanosoft craft. A heavy air transport will meet the GP lot. Once the Patrol is rearmed, defend their way back to GPHQ. Proceed back to Durrin Dome, and look about to find a secret fighter base. Take out as much ground defence as you can and destroy the remaining defences. Then the lazy GP bomber lads will finally turn up and bomb the hanger. --------------------------------------------------------------------------- Mission 19: Recapture the power station: Escort Ground Team Gamma to Durrin Dome and save their skin from attack, the wimps! They'll hang about for you to deploy them when you reach the power station in Oski. They'll help destroy the turrets. With the turrets gone, they will park up, and attempt to re-take the power station. You must protect ground team gamma and the air transport while they are recapturing the main building. Your best bet is to take on the Nonosoft fighters as early as poss, to make life easier. --------------------------------------------------------------------------- Mission 20: Destroy the retreating units: Follow the waypoint to the fleeting Nanosoft air convoy, and kill 'em in cold blood! Help GP bomber group destroy Oski Bridges, to prevent ground units legging it out that way. After blowing up both bridges, follow the waypoint to Pekko Dome, and destroy the escaping Nanosoft truck. The bridges are guarded by a bastard hard Titan gunboat, and several turrets. Take a deep breath, plunge in and kill, kill, kill! A GP ground convoy will enter the dome, slowing down a Nanosoft ground convoy. Save the GP lot, and destroy the Nanosoft convoy. What I find works is to take out the bridge with the Nanosoft convoy on it. Easy kill, man! Another Nanosoft air convoy will try to escape, followed by another Nanosoft ground convoy. Kill them all, and head back to base for a rest. You need it, soldier! --------------------------------------------------------------------------- Mission 21: Escort command post: Follow the waypoint to three power nodes which need to be destroyed. When taken out, each will give you access to the next one. Shortly after attacking the first power node, the ground team will get a kicking! Protect it, or the mission is a failure. After the third power node is destroyed Sarrakka dome is accessible. Clear Sarrakka dome of Nanosoft scum and dump a beacon to activate the ground team. Make sure the ground team travel safely to Sarrakka dome and protect the command truck until it is safely in position. All done. Go home, Slater. --------------------------------------------------------------------------- Mission 22: Air patrol: Zip between Grimr and Mera dome, destroying all Nanosoft groupies you encounter. Clear out Grimr dome and Mera dome twice, and Danr dome at least once to establish your patch. Once the dome has been cleared out you will be told to get to the next one, leaving the dome before destroying all Nanosoft units in it will not count towards mission completion, you lazy git! The command post in Sarrakka dome also comes under attack and must be protected. You know how. If it flies, kill it. A freighter convoy will fly between the domes, destroy it for the secondary objective, and for the hell of it! --------------------------------------------------------------------------- Mission 23: GPHQ recapture: Escort ground team delta to the GPHQ in Juno dome. Take down the fighters in Mera dome, destroy the turrets on the bridge sections in Jumo dome - keep the ground team alive. When they all arrive at the HQ, waste the ground tank double-quick like, or it'll destroy the ground team. Fend off the Nanosoft forces and then escort GP air transport to the HQ. When this has landed safely on the landing pads it will snatch the base and GP turrets will be positioned on the HQ. Feeling proud yet? --------------------------------------------------------------------------- Mission 24: Destroy communication links: There is one comm link in each one of Jumo, Gipul, Lgaluk and Vali domes. These are the small black towers and must be destroyed. If you can be bothered, you can take out the guarding units for the secondary objective. After all four comm links have been destroyed, you will be given the position of the main communication tower in Nuada dome. After destroying the main comm tower either clear up all Nanosoft units or leave the dome to complete the mission. You might just as well skedaddle and make life easy. --------------------------------------------------------------------------- Mission 25: Attack on Nanosoft compound: Your main objective is to get the ground team safely into the Nanosoft compound. Take off from the HQ in Jumo dome, fly south to Gipul dome and destroy the Nanosoft fighters there. Fly south to the dome and lay into the Nanosoft compound, with all guns blazin'. Once the base's defences have been severely decreased, shoot a beacon to get the ground team into action. Concentrate on saving the ground team. Ignore the bombers, they ain't necessary. There is a seige gun waiting to destroy the bridge that the ground team will use to reach the compound - kill it before da bridge goes 'BOOM'. Escort the ground team into the compound, destroying anyone who so much as looks at 'em. They must survive! Once they arrive and Nanosoft forces in the dome are dealt with, the base is captured and the re-arm platform will become active. Tool up, as one tuff muthaship will appear for a piece of the action. Frag it, take out the other Nanosoft units before taking out their base. Mission complete. --------------------------------------------------------------------------- Mission 26: Establish forward base: Begin with wingman, and Command Team Gamma. Follow waypoint to Power Node, and destroy it to open entrance to Frodi dome. When the Power Node is destroyed, follow your waypoint and enter Frodi Dome. There'll be a mobile base waiting for you, James Bond Style. Destroy it, clearing the way for the command team. You'll be told when to dump the beacon. Once the command team have entered the dome, watch their assess until they are in position, and all base defences are active and online. Take out Nanosoft ships as soon as possible, but listen out to HQ in case any ships make it through. --------------------------------------------------------------------------- Mission 27: Defensive patrol: Begin at Mobile Base, with wingman. Patrol the waypoints you are given, and meet any Nanosoft ships with 'extreme prejudice' - posh talk for 'waste 'em'. Take out any threats until Base inform you that your replacements have arrived. Take out threats as soon as you can, but concentrate on the big fish first, like laser ships: They burn! --------------------------------------------------------------------------- Mission 28: Destroy main power station: Begin at Mobile Base, with wingman. Escort Gamma Team to Fulla Dome entrance, where they will wait until you deploy them. Follow your waypoint to the power station, deploy the ground team, and then deal with the Nanosoft resistance. With most of 'em destroyed, a heavy air transport will arrive and deploy a bomb on the power station, dig the explosion! Finish off the weakened buildings and clear up the remaining resisance. You may want to wait a bit before deploying the ground units, as you'll have less hassle defending them. --------------------------------------------------------------------------- Mission 29: Reconnaissance: Begin at the entrance to Valhalla Dome. Enter Valhalla dome, follow waypoints, scanning unidentified targets as you go. Do not get too close to any units or radar. Also, remember to fly low, to avoid radar detection. Take it slow to ensure success. --------------------------------------------------------------------------- Mission 30: Final attack: Begin at Mobile Base, with wingman. Meet up with other units at the entrance to Valhalla, and begin the main assault. With all Nanosoft defences destroyed, you must follow your waypoint to the rendezvous point. Re-arm with a Fuel-Air bomb, and dump it on the main building (you have three, in case you're a crap shot). Don't rush into the scrap, wait for the other GP lads to turn up. Deploy the ground team with care, and use the new Venom for all its speed and nifty handling. Just don't crash it when trying to impress female GP pilots. --------------------------------------------------------------------------- Mission 31: Back on the streets: You start at your G-Police base. A report comes in of a crime at your waypoint. Follow the waypoint indicator until you see two motocycles legging it some. They don't deserve life - kill 'em! Once the two bikers are dealt with you must follow the waypoint indicator to a stationary vehicle. When you find it, scan it. When the vehicle has been scanned, follow your waypoint indicator to the next waypoint. When you reach the third waypoint you must stop the scrap by wasting any aggressive targets. When there are no aggressive targets left, follow the waypoint indicator. Once you've reached the next waypoint you must perform a scan on the transport vessel. Once the transport vehicle has been identified, track it to where it goes. When you enter the Agricultural dome you will be ganged up on by three fighters. Send 'em to hell. While you're attacking them a radio message will instruct you to destroy the transport vehicle. Do this pronto, before it escapes, otherwise you fail. --------------------------------------------------------------------------- Mission 32: Nanosoft's return: Follow the waypoint indicator to the warehouse and deploy a beacon for your ground team, who can never be arsed to get there themselves. Inside the warehouse are two boxes. Scan 'em before the ground boyz arrive, to prevent a 'surprise'. Once the ground team have arrived, keep an eye out for exploding crates. When the search vehicle enters the warehouse you will come under attack by two Nanosoft fighters and a bomber. Gun for the bomber first, as it will waste the ground team, poor beggars! Once the attack force have been destroyed, Nanosoft ground units will be making their way to the warehouse. Your waypoint indicator don't tell you where it is, so use the map, for once. You must destroy these before they reach the warehouse as they will destroy your ground team. Be careful when you leave the ground team alone, there are still mighty surprises while you are away. And not the birthday kind. More the bloody death sort. Once the Nanosoft ground units have been dealt with, a security droid will launch a surprise attack on you. The search vehicle will leave the warehouse and park near the landing G-Police helicopter to transfer the information acquired. At this point a Nanosoft squadron will be launched and will go for the G-Police helicopter. Make sure it remains in one piece. Once the information has been supplied to the helicopter, the helicopter will cowardly flee back to the G-Police HQ. Make sure it gets there! There might still be a surprise when the helicopter makes its way back. --------------------------------------------------------------------------- Mission 33: Explore the abandoned mines: Follow the waypoint indicator to yourwaypoint. On the way, you will be attack by Nanosoft fighters, you can waste these blindfolded now, so get to it. You might come across laser turrets and an early warning system (radar) on your way to the waypoint. Stay well away! Follow your waypoint indicator to the next waypoint. Once you enter the dome you will have discovered the Nanosoft weapons factory. Try to take out early warning units. Remember ammunition storage is vulnerable to your weapons. Don't fire explosives, you fool. You will come uner attack by Nanosoft forces. Have a tea party with them. Sod it, destroy 'em instead! You will receive a message that a power source has been located, your waypoint indicator will tell you the way. Once the two power sources have been located, destroy them. This will give you access to the dome. Your waypoint indicator will show ya. Once in the final dome your waypoint indicator will take you to a tunnel entrance, shut tight - no way through. From this tunnel a number of Nanosoft fighters will appear. Kill 'em to finish. Almost done now. --------------------------------------------------------------------------- Mission 34: Open the tunnel: Keep the ground teams alive, so they an take out the power nodes. Initially a Nanosoft attack force try it on with you and the ground team, once these are destroyed the ground team will make their way to the sealed tunnel entrance. The team need to cross a bridge, rigged with explosives. Steady! As the ground team go on their way, a Nanosoft attack force will try to destroy them, by directly attaking the weak bridge. The cads. Make sure the tunnel entrance is clear of turrets before the ground team's arrival. Once the ground team are in position they will begin attacking the power nodes. When they go 'boom' you can enter the tunnel. In the dome a shedload of ships attack you. Remember you must save the hides of the ground team, so destroy craft and turrets that are a direct threat to them. Watch out for the Venom that attacks you. This is a tough bastard, needing all your skill to take down. Good luck! Once the ground team have eliminated the final power nodes the mission is complete. Phew! --------------------------------------------------------------------------- Mission 35: Final Mission: We begin with a massive air scrap between Nanosoft units and G-Police units. After a short period of time, G-Police control will tell you what to do. You must pick up the drop bomb before you enter the ship. Once you are in the ship you cannot leave until it is destroyed. You can only blow it to hell with the bomb, get it? Once the bomb has been picked up enter the ship. When you're inside the ship, use the map to hunt out all power nodes, and blow 'em away. With them gone, you can go for the central core! The centre core is protected by teeth, so watch it. When dropping the drop bomb, think of Star Wars. It must go in the centre core. Be careful as it may cause you to be blown to hell as well. Which is no real fun. You're done. --------------------------------------------------------------------------- @endnode @node Impact_Racing "Impact Racing" @{b}Impact Racing@{ub} Here are some cheats and codes for the top high speed car chase type game, Impact Racing: @{fg shine}Disco Fever:@{fg text} After completing the game, you're rewarded with a clever extra feature: the Virtual Dukebox! This lets you take out the CD and replace the game disc with any music CD and watch a load of coloured patterns on screen, reacting in time to the beat. Press SELECT to see the music info and LEFT/RIGHT to change tracks. To go to the jukebox from the start input the cheatcode: 'JOURNEYS.END' on the password screen. Extra special passwords can be found by completing the game on each of the skill levels. @{fg shine}Level Passwords:@{fg text} As passwords are only given upon completing bonus levels, they're extremely precious. Here are a few to get you started: 00OG4KBOMO4Q Level 2, AR12 Double Laser 1MAT6XCE3OIL Level 4, AR12, Missiles 0ZMAQKDS0OHG Level 8, AR12, Quad Laser 00OG73BK26XK Level 2, Destroyer, Double Laser 01F96MBWA79K Level 3, Destroyer, Missiles 02MO4CCLQ84A Level 5, Destroyer, Quad Laser O3HAV2DCMDU2 Level 7, Destroyer, Fireball Enter the cheats below on the password screen: For: Enter Password: ----------------------------------------------- Invincibilty................... I.M. IMMORTAL Infinite Weapons............... LOADSOFSTUFF All Weapons.................... ALL.TOOLEDUP Six Bonus Tracks............... BONUS.LEVELS Final Level.................... ENDGAMELEVEL Level Select................... RABBITBADGER Trippy Music................... JOURNEYS.END All the gear and gadgets....... LOADS OF STUFF @endnode @node Independence_Day "Independence Day" @{b}INDEPENDENCE DAY@{ub} Here are some level codes: Washington: DBKMO New York: GBKMX Paris: LLSMX Moscow: NL9MX Oahu: T59MX Las Vegas: Z99MX Mothership:399MH and the cheats: Plane Select: Enter your name as MR HAPPY. Then pop to the game selection screen and enter: LEFT, RIGHT, S, O, T, T, DOWN Invincibility: Enter your name as LIVE FREE then go to the game selection screen and tap: LEFT, RIGHT, S, O, T, T, DOWN Cheat Menu: Enter your name as DAB DAB then go to the game selection screen and press: LEFT, RIGHT, S, O, T, T, DOWN City Select: Enter your name as FOX ROX. Fast Reload, Damage Bonus & Weapons: Enter GO POSTAL as a player name. Kill Civilians & Wingman Options: Enter GODZILLA as a player name. Extra Options: Enter DAB DAB as a player name. @endnode @node Iron_&_Blood "Iron & Blood" @{b}Iron & Blood@{ub} SECRET CHARACTERS: Yep, even more hidden blokes to play about with. This time, enter these codes onto the character select screen: Lord of Chaos: UP, DOWN, UP, LEFT, LEFT/DOWN, TRIANGLE, X Minion Of Chaos: L1, L2, R1, R2, UP, X (All at the same time) Strahd: UP, RIGHT/DOWN, LEFT, R1, R2, L1, L2 Play as Avatar: Hold: LEFT and press SQUARE. Release, then press RIGHT + O. The cursor will finish up in the bottom-left corner and you'll now play as the baddie Avatar. @endnode @node Jumping_Flash_2 "Jumping Flash 2" @{b}JUMPING FLASH 2@{ub} Here is a players guide: Jumping: Being a platformer, jumping is the most essential skill to master. Not only can the jumps be used to move from one platform to another, but can be used offensively. Jumping on creatures reduces their energy and the higher the jump, the more damage is causes. For the tougher creatures including the bosses the best technique is to jump and shoot down together to increase the amount of damage done in one manoeuvre. Shooting: Shooting, although less important than jumping, still needs to be made optimum use of. Its most important role is to clear the path especially when about to jump. Combine the shooting with the look button to move the target in all directions. Looking: Absolutely essential because without it it's impossible to judge distances. Before making large jumps, even to platforms straight ahead, it is ideal to check what lies above to ensure there are no obstacles which will prevent the jump. Okay, that's the basics covered, now time for a guide to all the levels: World 1-2: Proceed directly ahead (North) and jump onto the large building at the end of the mainland. Leap onto the floating green island with the blue parasol and then jump onto the spinning turtle to collect the first muu muu. Return back to the mainland (South) by the way you came and jump from the building onto the green platform ahead with the fast forward pannel. Walk onto the fast forward panel which will catapult you to the second muu muu. Whilst on the island wait for the whale with the third muu muu upon its back. When the whole passes by jump onto it and collect the third muu muu. Jump onto the zeppelin and continue to the far side of the mainland (West). Collect the final muu muu from the green floating island and then turn right (North) and using the available platform proceed to the exit platform. World 1-3: Remain on the green platform and keep shooting at the shark using whatever weapons are available. When the shark turns to face you is the only time to worry. Double jump into the air to avoid the sharks charge and then begin shooting again. Repeat this pattern until the boss has been defeated. World 2-1: Proceed forwards (North) over to the paving stones and turn left (NorthWest) just before them. Jump up to the red ladder above and proceed up the one following to reach the platform next to the kite. Jump past the kite (North) to the platform below and then proceed over to the muu muu to the right (NorthEast). On collecting the muu muu turn right (SouthEast) and collect the muu muu inside the red fence. Turn left (NorthEast) and jump down to the platform below with the third muu muu. Once the muu muu has been collected turn left (NorthWest) and jump over to collect the final muu muu. Jump onto the drum behind the muu muu to get catapulted up to the exit platform above. World 2-2: Proceed forwards and turn left (East) to go down the steps. Collect the muu muu and then proceed back up the steps (West) continuing up to the top. Turn left (South) at the top and proceed down the steps to the big room. Enter the first door to the left (North) and collect the second muu muu. Exit the room and continue onwards (South) jumping into the pool of water at the end of the passage. Proceed down the passage and on entering the whirlpool room go towards the exit on the right. Hug the walls so that the whirlpool doesn't catch you within its grip. Once out of the water proceed up the steps (West) and continue around until reaching a T-Junction. Turn right and continue around the passage until collecting the third muu muu. Proceed up the steps (West) and turn right (North) passing over the red bridge to collect the final muu muu. The exit is found below the red bridge. World 2-3: The most effective technique to defeat this boss is to jump on its head whilst firing down upon it. Use all the weapons available to kill the boss as quickly as possible. The only danger comes from the spinning fireball which rises up into the air and proves hard to dodge. Avoid this and you shouldn't lose. World 3-1: Proceed up to the large tower and turn left (West). Go over the wooden bridge to collect the first muu muu from inside the stone circle. Turn right (North) and walk along the rail track to get to the small square tower. Go past the tower and walk along the second rail track (East) to get the second muu muu found on top of the circular tower. Return back to the square tower and climb up the small platforms to the right (East). Once up to the large path circling turn right (West) and proceed up. At the end turn left (NorthEast) and jump across to the top of the tower where the third muu muu is situated. Jump off the tower towards the crane (NorthEast) to collect the final muu muu. Jump back over the crane (SouthWest) towards the exit. World 3-2: Walk onto the water chute and let it catapult you towards the first muu muu. Jump off the lily where the muu muu was situated and continue forwards (North). Enter the anti-gravity column and go to the left (West) when reaching the top. Jump over to the island with the second muu muu (NorthEast) and then leap over to the island with the exit platform (SouthEast). Jump to the platform with the large grey building (SouthWest) and continue across over to the rainbow. Turn left (SouthEast) and jump across to the platform containing a pool of water. Jump up alongside the waterfall and then continue forwards (East) over to the third muu muu. Return back to the rainbow and jump over to the platform ahead (NorthWest) with the small grey building. Continue jumping across to collect the final muu muu and then return to the exit platform. World 3-3: The most effective way to defeat the boss plant is to double jump on it whilst firing down using any weapons available. The only time when you can't jump on it is when it has its mouth closed. It is also important not to let it push you off the edge of the platform. World 4-1: Turn right (West) and jump onto the red buoy and then jump onto the grey platform (SouthWest) to collect the first muu muu stuck on the conveyor belt. From the grey platform jump up to the exit platform (South) and then up to the brown platform above (SouthEast) to collect the second muu muu. Turn right after collecting the second muu muu (West) and continue forwards to collect the third muu muu trapped above the fan. From the platform next to the fan turn left (East) and continue forwards until reaching the far side of the island. Jump up the cranes to the left and then leap across to the rotating crane. From the rotating crane jump over to the rig (SouthEast) to collect the fourth muu muu. Once the muu muu has been collected stand on the catapult on the southern side of the rig. Climb off the fan and turn right (West) and proceed past the bridge to the right. Jump onto the building to the left at the corner of the piece of land and leap up to the platform above. Turn right (North) and proceed to the exit platform. World 4-2: Proceed forward (South) until reaching the conveyor belts. Turn left (East) and take the corridor to the right (South) at the end. Enter the elevator at the end of the corridor. On exiting the elevator collect the muu muu at the end of the coridor and then go to the right (East). Follow the corridor to the left (North) and jump over the grills entering the room at the end to collect the second muu muu. Exit the room and turn to the right (West) proceeding up the steps to the pool of water. Jump into the pool and enter the hole at the bottom (West). Jump out of the second part of the pool and proceed up the air vent (South). Enter the air vent to the right (West) and follow it to the wind tunnel. Enter the next air vent to the right (North) and collect the third muu muu in the passage to the right (East). Turn around (West) and proceed down the corridor entering the elevator at the end. On exiting the elevator continue forwards (North) rescuing the final muu muu from the lava room. Exit the lava room and proceed to the left (East) to find the exit platform at the end. World 5-1: Proceed forward (North) using the appropriate platforms to reach the water tower. Jump up to the conveyor belt above and then immediately jump again onto the star shaped platform containing the first muu muu. Turn around (North) and jump onto one of the top hats waiting for the flying carpet to pass with the second muu muu. Collect the second muu muu and then return to the water tower. Turn left (East) and continue to the edge of the land next to the red and blue buggy. Turn right (South) and continue to the end. Turn around (North) and jump onto the brown platform above. Proceed up the steps and stand on the conveyor belt at the end. Once conveyed collect the third muu muu and then jump onto the conveyor belt ahead (North). Go to the water tower and jump onto the conveyor belt above (South). Continue on from where the conveyor belt leaves you (West) and collect the muu muu found between the two red chequered tunnels. Once collected go to the exit found below (East) World 5-2: Jump onto the cannon ahead and step back onto the square when it appears underneath you. Turn right (East) and head over to sparkly green and white tower. Use the playing card platforms to climb the tower and collect the muu muu at the top. Return back to the orange square above the cannon and continue ahead (West) following the purple path. Jump onto the spinning wooden platform and then jump onto the orange platform in front of the trapeze (West). Jump onto the trapeze to rescue the muu muu and then leave via the opposite platform. Turn right (East) and jump along the playing cards and continuing along to the end of the purple platform. Turn right (South) and jump down to the orange platform below to collect the third muu muu. Turn eight (South) and return back to the cannon to catapult you back to the orange square. Once on the square, turn around (North) and proceed across the tight rope on the rocket. Once reaching the platform with the knife turn right (East) and proceed over to the fourth muu muu amongst the spinning knives. Once collected jump down to the exit below (West). World 5-3: These two clowns can be defeated in much the same way as those who preceded them. Jumping on and shooting them is the best technique but can't be done when they begin to spin around quickly. World 6-1: Proceed forwards (North) and jump off the end of the rail track onto the green hill. Jump onto the rotating platform above to collect the first muu muu. Step back down to the track below and wait for the trailer carrying the second muu muu. Once the second muu muu has been collected return to the green hill and turn around (West) and jump onto the blue tube. Continue forwards whilst climbing the platforms until reaching the yellow tube at the furthest point. Turn right (North) and proceed ahead to collect the third muu muu found between the knife and fork. Turn around (South) and travel to the edge of the map onto the white plate. Turn left (East) and continue in this direction until collecting the final muu muu. Turn left (NorthWest) and jump down to the circular train track below. Once on the track proceed over to the exit platform. World 6-2: This boss can prove a little tougher than those found previously but the same fighting technique applies. Both jump on and shoot the boss but beware for the tentacles and fire which can both be aimed upwards. World 6-3: The big boss goes through three different stages. The first stage sees him in his normal humanoid shape. Jumping on and shooting his head is the best technique to use but beware of the pink hearts that shoot from his chest. The second stage sees him turn into a small tank which can be treated in much the same way as the previous incarnation. The final stage sees him turn into a spinning blade that causes big explosions. The best technique to use is to double jump over him and fire down but ensure not to land on him as this loses energy. Extra 1-1: Turn around (South) and jump onto the island behind the skyscraper to collect the first muu muu. Turn around (North) and proceed forwards climbing onto the water tower. Turn left (West) and jump up to the platform with the second muu muu. Turn right (NorthEast) and jump onto the water chute to collect the third muu muu and then turn left (NorthWest). Jump over to the circular pyramid to collect the final muu muu. Turn left (West) and jump onto the exit platform below. Extra 1-2: Proceed forward (North) and stand on the green mound. Turn right (East) and leap onto the floating turtle. Jump onto the second floating turtle and then leap onto the exit platform. Drop down from the platform (SouthEast) and collect the muu muu from the square wooden posts. Turn left (East) and continue along the bridge jumping onto the platform at the end. Turn around (NorthWest) and jump up to the platform with the second muu muu. Turn left (West) and return to the green mound. Jump onto the fans to reach the platform with the third muu muu. Turn right (East) and jump across the bridge to the green platform on the other side. Wait for the whale to pass and leap onto it to collect the second muu muu. Once it has been collected jump over to the exit platform. Extra 1-3: The return of the shark but this time the platform is smaller and the shark fires rockets from its back. The original technique used on the first shark applies exactly the same for this one. Beware of the charge it makes when it faces you. Extra 2-1: Turn right (East) and jump over the red fence onto the L-shaped platform. Turn left (NorthEast) and collect the first muu muu from the platform above. Turn right (South) and continue ahead along the tight rope to collect the second muu muu found within a square. Turn right (West) and leap down to the exit platform. Turn right (NorthWest) and jump up to the platform with the red ladder. Climb up the ladder and walk along the platform to collect the third muu muu at the end. Jump up onto the bongo's to reach the green platform. Once on the platorm turn right (East) and proceed along the tight rope. Once at the end turn right (South) and leap over to building ahead. Jump over the central building and shoot the back door down to gain access to the final muu muu. Leave the building and continue straight ahead (South) to get to the exit platform. Extra 2-2: Proceed forward (South) and turn left (East) at the first junction and walk down the steps. Pass through the following room and continue forwards (East) until you enter the room containing the first muu muu. Collect the muu muu and then exit the room taking the first left (South) up the stairs. Continue to the top of the stairs and jump through the top right (SouthWest) part of the ceiling in the room. In the attic follow the path around down back into the main building. On dropping down from the attic turn right (West) and jump onto the red bridge ahead. Turn right (North) and enter the building shooting open the first door to the right to collect the second muu muu. Return back to the bridge and continue across it (South) proceed up to the flight of steps to the left (East). Collect the third muu muu down the opposite flight of steps and then return up the steps going down the ones to the left. Proceed down the corridor entering the water at the end. Continue down the water passage (East) and take the passage to the left (North) in the whirlpool room. Remain close to the walls so as not to be drawn into the current. Proceed up the passage to the left (North) and on exiting the water walk into the wooden room ahead. Turn right (East) and follow the corridor round to the red bridge. Jump off the right side (East) of the red bridge and collect the final muu muu below. Turn around (West) and walk over to the exit platform on the other side. Extra 2-3: The robot boss once again and little has changed from before. Use the original technique discussed for the first encounter to ensure a win. Extra 3-1: Continue forwards (North) using the appropriate platforms until reaching the cart with ride on written on it. Do not stand on the cart but turn right (East) and jump onto the green circular platform. Turn left (North) and jump onto the top of the large tower to collect the first muu muu. Jump back to the platform with the cart (West) and continue down the path (North). Continue along until a platform to the left (NorthEast) appears with the second muu muu upon it. Leap over and retrieve the muu muu and then return back to the path (SouthWest). Turn left (South) where the path suddenly drops away and jump across to the platform below where the third muu muu can be found. Turn around (North) and leap down to the platform below at ground level. Stand off the platform onto the mainland and turn to the right (NorthEast) and head towards the rail track. Collect the final muu muu off the rail cart and then return to the mainland (SouthWest). Turn right (West) and go to the exit platform. Extra 3-2: Head down the water chute (North) and let it catapult you on the exit platform. Continue ahead (North) and collect the first muu muu from underneath the anti-grav column. Jump onto the grey building ahead and leap up the anti-grav column balancing in its rings to climb higher. Jump onto the platform to the left (West) and then turn to the right (North). Leap up to the platform above and collect the second muu. Turn left (SouthWest) and jump onto the rainbow. From the rainbow jump directly ahead to the platform with the third muu muu. Once the muu muu has been collected turn left (East) and go straight ahead until there are no more grey platforms to jump onto. Turn right (SouthEast) and jump onto the rainbow. Cross over the rainbow and then turn right (SouthEast) and jump onto the platform at the bottom of the waterfall. Jump onto the small platform above the pool and turn left (North). Jump onto the platform ahead and then turn right (East) and jump over to the platform containing the final muu muu. Once the muu muu has been collected turn around (West) and jump back to the platform you last leapt off. Turn right (NorthWest) and jump over to the exit platform. Extra 3-3: The boss plant returns but this time with far more aggression. The same technique applies to killing it but beware of its mouth when it starts snapping. Also, beware of its habit to try and push you off the platform. Extra 4-1: Use the catapult on the left side of the rig to safely make your way to the mainland. Once on land turn left (SouthWest) and proceed over to the copper boiler with the white X. Jump up to the exit platform above and turn right (North). Continue ahead towards the rig using the fans to keep the height. Once on the rig collect the first muu muu and then turn around (East) and return the way you came. Return to the exit platform and turn to the left (North). Jump up the conveyor belt to collect the second muu muu and then turn left (West). Jump past the crane onto the cargo containers and then turn to the right (North). Continue forwards to collect the third muu muu on the brown platform. Turn left (NorthWest) and leap off the platform down to the final muu muu down below. Once collected turn around (South) and jump down to the small grey platform below. Turn left (SouthEast) and jump onto the brown platform surrounded by the four red lights. Turn right (South) and make your way up the green platforms up to the crane above. Once on the crane turn left (East) and jump onto the large green platform. Turn right (South) and jump down to the exit platform below. Extra 4-2: From the start position proceed straight ahead to the room with the big head. Turn right (West) and continue down the conveyor belt to the first passageway to the right (North). Walk down the passageway and collect the first muu muu at the end. Exit the room and go straight ahead (South) over the conveyor belts. Keep going straight ahead until the first elevator is entered. On exiting the elevator follow the corridor around entering the air vent to the right (South). Once through the air vent turn left (East) and enter the second air vent close to the giant fan. Once through the second air vent turn left (North) and proceed down the third air vent. At the bottom of the vent collect the muu muu on the brown platform and then jump into the water. Once at the bottom of the pool turn right (East) and follow the passage to the second pool. Walk up the pole and jump onto the grey platform to the left. Turn right (East) and leap out of the pool onto the fourth air vent. Proceed down the corridor and take the first corridor to the right (South). Jump over the grills and at the junction turn left (East). Shoot open the door and collect the muu muu from behind. Turn around (West) and continue down the corridor turning left at the junction and entering the elevator. On exiting the elevator proceed straight down the corridor (North) jumping over the grills. At the junction turn right (East) and then take the next right jumping up into the raised room to collect the final muu muu. Once collected turn around (North) and proceed directly ahead to the exit platform. Extra 4-3: The spider returns again and hasn't learned anything from the previous encounter. Jump and shoot on its back until it prepares to pounce and then step away and shoot it on the ceiling. Extra 5-1: Proceed directly ahead (North) through the tunnel and continue using the ship as a platform towards the tower containing water. Jump into the water surrounding the tower just left of where the water enters. Once in the water face towards the tower and enter underneath through the gap to collect the muu muu. Return back to the top of the tower and turn right (South) and jump onto the conveyor belt situated just below the star shaped platform. Immediately jump off the platform and leap onto the star shaped platform above to collect the second muu muu. Then turn left (East) and jump to the end of the conveyor belt. Turn left (NorthEast) and jump down to the green platform encircled by the conveyor belt. Collect the third muu muu and then turn left (South) and jump onto the clear green platform. Let the platform turn you to the right (West) and then jump onto the conveyor belt ahead. At the end of the conveyor belt turn right (NorthWest) and jump onto the green and white stall. Turn right (North) and jump to the brown platform close to the edge of the landscape. Turn left (West) and use the conveyor belt. On the second jump step back a bit to collect the final muu muu. Turn left (North) and head towards the exit platform. Extra 5-2: Go straight ahead and enter the cannon. The cannon will shoot you to yet another cannon and you will be sent rising up to the square platform above. Once on the square platform turn right (East) and jump onto the spinning wooden beam. Make your way onto the second beam and jump off it onto the purple platform to the right (South). Proceed along the platform jumping over the playing cards until it turns to the right. At this point turn to the left (SouthEast) and jump up to the orange part of the green and white tower to collect the first muu muu. Turn left (West) and jump over to the hand rippling the cards. Continue along the waving cards and at the end turn right (NorthWest) and jump onto the orange platform. Turn right (North) and jump onto the trapeze. Continue forwards and collect the second muu muu off the second trapeze. Jump off the trapeze onto the orange platform ahead and then leap onto the spinning cards. Facing outward, jump off the cards when the third muu muu comes into view in the centre of the spinning knives (NorthEast). Once the third muu muu has been collected turn right (East) and jump onto the purple platform. Continue to head forwards (East) using the appropriate platforms until you reach the end of the purple platform. Turn right (SouthEast) and jump down to collect the final muu muu on the platform below. Once collected turn right (South) and jump onto the horn and then turn right again (West). Jump up to the orange platform above with the assistance of the horn and then turn left (SouthWest). Head towards the exit platform using the appropriate platforms. Extra 5-3: The clowns return and the technique to destroy them is exactly the same as before. Keep combining the jump and shoot until they begin to spin around violently. Extra 6-1: Proceed directly ahead (North) and jump off the train track onto the green hill. Proceed over the hill and jump onto the exit platform. Once on the exit platform turn to face the muu muu to the left (NorthWest) and proceed towards it to collect it. On collecting the first muu muu turn right (North) and leap onto the block candle. The second muu muu should then be visible ahead in the plate underneath the giant spoon. Once the second muu muu is collected turn right (East) and continue in that direction using whatever platforms are available. Once the cube of florescent lights has been reached turn to the right once again (South) and continue in that direction once again using any platforms available. The third muu muu can be found in the South East corner of the map on a plate inside a square of fluorescent tubes. Once the muu muu is collected turn around 180 degrees (North) and head back in the direction you came. Go past the column of stars and leap onto the first green flurescent tube to the left (NorthWest). Once on the tube turn left (West) and leap onto what looks like a blue upside down top hat. Continue straight ahead using suitable platforms until you reach a horizonal blue fluorescent light. Once on this turn left (SouthWest) and leap over to the muu muu that's bouncing up and down inside a column of stars. Once the muu muu is collected return in the direction you came (NorthEast) and jump down to the circular train track below. Once on the track proceed right along the track and go towards the exit platform. Extra 6-2: The octopus returns but is now within his own element underwater. The same technique as before applies with there being little to worry about except the tentacles which punch upwards. Extra 6-3: The big boss returns for the final battle with only one new trick up his sleeve. During the humandoid stage the Captain now flies making it very difficult to jump upon his head. Remaining on the floor is not advisable because you become an easy target so its essential to get back up into the air. @endnode @node King_of_Fighters "King of Fighters" @{b}KING OF FIGHTERS@{ub} Here are some cheats: Boss Cheat: Choose Team Edit "Yes", then hold START and press UP and O, RIGHT and SQUARE, LEFT and X, and DOWN and TRIANGLE on your joypad. Extra Characters: When you are in the character selection screen, select TEAM EDIT and enter this code: UP, SQUARE, RIGHT, O, LEFT, TRIANGLE, DOWN, X. Omega Rugal and Saisyu Kusanagi should appear. The Escape Code: You can get out of the game at any time by holding down: O, SQUARE, X and TRIANGLE and then pressing SELECT on your joypad. Win Demo Code: This code lets you turn off the end-of-battle Victory Picture. Go to options and then to Configuration screen. Press: L1 + L2 + R1 + R2 simultaneously. You should hear a beep (sounds like entering options) and the Win Demo Menu will pop up. @endnode @node Loaded "Loaded" @{b}LOADED@{ub} Here are some cheat codes for Loaded. Press start (while in the game), and hold down L1 and L2 for 10 seconds. After this, press the following on your joypad: For extra lives: LEFT, DOWN, RIGHT, TRIANGLE, SQUARE, X, O To skip levels: X, R1, TRIANGLE, R1, SQUARE, O, R2, R2, X, SQUARE, TRIANGLE, X If you want to skip loads of levels and not just the one you're playing: DOWN, DOWN, TRIANGLE, O, X, SQUARE, X, TRIANGLE, SQUARE, O (then quit and go to the main menu for level select). @endnode @node Lone_Soldier "Lone_Soldier" @{b}Lone Soldier@{ub} Some cheats for Lone Soldier. LEFT, RIGHT, UP, DOWN, DIAGONAL UP LEFT, DIAGONAL UP RIGHT, DIAGONAL DOWN LEFT, DIAGONAL DOWN RIGHT refer to the directional control on your joypad. X, O, TRIANGLE, SQUARE refer to the four fire buttons on your joypad. Understand? Firstly, Start the game, and pause it. God Mode: --------- By entering UP, RIGHT, O, TRIANGLE, UP and restart you should be able to attain an untouchable hardness of being. (Another source say press: UP, LEFT, O, TRIANGLE, UP, DOWN RIGHT - try this if the aforementioned joystick combination doesn't work). Level Skip: ----------- Bottle out of whatever mission your currently doing. To activate this, press: DOWN, RIGHT, O, TRIANGLE, DOWN, RIGHT and hey presto, you'll skip straight onto the next level, no questions asked. Weapon Claim: ------------- If you want to pick up all the weapons in the vicinity without actually going to the bother of going around and picking them up, use this simple little cheat: RIGHT, DOWN, O, TRIANGLE, UP, RIGHT @endnode @node Lost_World "Lost World" @{b}Lost World@{ub} Coming a cropper on EA's dinosaur feast? Stuck as a measly raptor when you really want to chew people's heads off as a Tyrannosaurus Rex? Then use these cheats. SQUARE, X, O, TRIANGLE refer to the four button's on your Playstation's joypad. @{fg shine}To Play as Hunter:@{fg text} Enter the password: SQUARE, X, O, TRIANGLE, X, O SQUARE, TRIANGLE, SQUARE, X, O, X The game will start but you'll find that there are no sound effects. Exit the game and turn the sounds on in Options. Now re-enter the code and you'll be able to play as the hunter. @{fg shine}To Play as a Human:@{fg text} Enter the password: O, O, X, X, TRIANGLE, SQUARE, SQUARE, SQUARE, O, O, SQUARE, TRIANGLE and, hey presto, you'll be a card carrying member of the human race. @{fg shine}To Play as a Male Human:@{fg text} If just being human isn't enough and you want to play as one of the blokey variety enter this code: O, O, X, X, TRIANGLE, SQUARE, SQUARE, SQUARE, O, O, SQUARE, TRIANGLE @{fg shin}To Play as The Raptor:@{fg text} Enter the password: TRIANGLE, SQUARE, O, SQUARE, X, TRIANGLE, TRIANGLE, O, SQUARE, TRIANGLE, TRIANGLE, X Once you've done this the game will start but without sound effects. Exit the game, select options and then re-enter the code and you'll be the biggest, meanest dinosaur on the island, and you'll make every other dinosaur on the island look like the supremely annoying Dino from the Flintstones. @{fg shine}View T-Rex Gallery:@{fg text} Enter the password: TRIANGLE, TRIANGLE, O, SQUARE, TRIANGLE, X, TRIANGLE, SQUARE, SQUARE, X, TRIANGLE, O @{fg shine}View Prey Gallery:@{fg text} Enter the password: TRIANGLE, SQUARE, O, SQUARE, X, TRIANGLE, TRIANGLE, O, X, SQUARE, TRIANGLE, TRIANGLE @{fg shine}View Raptor Gallery:@{fg text} Enter the password: O, SQUARE, TRIANGLE, X, O, TRIANGLE, SQUARE, X, O, SQUARE, X, TRIANGLE @{fg shine}View Hunter Gallery:@{fg text} Enter the password: TRIANGLE, X, SQUARE, TRIANGLE, O, X, SQUARE, O, TRIANGLE, SQUARE, X, O @{fg shine}If Your Still Crap at The Game:@{fg text} If you're still crap even after all this help, there is one last ditch attempt you can try. At the start screen press: TRIANGLE, X, SQUARE, TRIANGLE, O, X, SQUARE, O, SQUARE, TRIANGLE, X, O Like some of the other aforementioned cheats, the game will start but the sound effects will be disabled. Exit the game and re-enter the code and you'll be given 59 lives. If this doesn't improve your gameplay, take up knitting because you're probably incapable of doing anything more demanding. @endnode @node Magic_Carpet "Magic Carpet" @{b}Magic Carpet@{ub} Cheats, tips, and solution! Cheat: If all these skills and strategies seem a little too much to learn and you just want to get down to kicking wizard butt, then the following cheat might just help. Go to the options screen and press TRIANGLE, TRIANGLE, O, SQUARE, TRIANGLE, O, TRIANGLE, SQUARE. This will add a level select to the options menu. Then during the game pressing START to pause and then press SQUARE for extra Mana, TRIANGLE to access all the Spells and CIRCLE to restore the world. Players guide now follows... Carpet Control: With the carpet being the main implement throughout the game, it is vital to learn all of it capabilities. The following list of manoeuvres and techniques must be practiced throughly to ensure competent carpet flying: 1. Circling an opponent is one of the most important and most used manoeuvres during the game. Circling whilst keeping the enemy in your sights means that they are unable to hit you with their projectiles. So it is possible to fire upon the enemy and still avoid their missiles. 2. Using the Slide buttons when attacking castles reduces the risk of being hit by any of the archers arrows. 3. To travel as fast as possible across the landscape, turn 45 degress to the left from the direction you wish to travel and then hold down Forwards and the Right Slide key. This will make the carpet travel at an angle but at a much greater speed. This can also be reversed to turning 45 degress to the right and then pressing Forwards and the Left Slide button. 4. Using Right Slide and Back is the fastest way to turn around and is especially useful when fighting the wizards. 5. When an enemy is hot on your heels the best technique to escape their onslaught is to reverse as quickly as possible. This is much more effective than trying to turn around as you leave yourself open to attack. Reversing using the Accelerate spell is the best possible manoeuvre but is not always available. Once you have reversed it is then much easier to attack the enemy as they will be straight in front of you. 6. Optimum usage of the terrain can make a useful ally especially when attacking a wizards castle that is built at the foot of a hill. Using the hill for cover, it is possible to attack the castle with some kind of projectile whilst avoiding any damage to yourself. 7. The easiest and quickest way to reach spells in craters is to spiral around the outside and gradually make your way down. 8. The deep and narrow pits that sometimes appear after some kind of magic spell can be entered but you have to use the Left and Right Slide buttons to wedge yourself down. Remember to not use Forwards or Back as the carpet may jump back to the top of the pit. 9. Possess as many of the civilian buildings as possible as these add to your mana giving you the advantage over the opponent wizards. The other wizards also tend to ignore this precious supply of mana so take advantage of them. 10. Choosing the place to build your castle is extremely important as it acts as the foundation for your entire campaign. As the castle needs continual expansion don't build it near any rocky areas which will prevent its growth. The castle expands up to six times so give it plenty of room. 11. The castle spell can also be used not only as a creative spell but a destructive one. Casting the spell amongst a group of enemies causes many of them to die and any mana released can be quickly collected by the balloon. Building the castle amongst a large group of creatures such as bees means that you can remain within the group for longer periods of time. This is because the castles healing properties cure any wounds you may receive. If the castle is destroyed in the overwhelming numbers it is very easy to rebuild and eventually you will have killed all of the creatures and will have earned a great deal of mana. 12. Fighting over pools of mana with other wizards can become difficult and laborious because of the endless reclamation of mama. An effective distraction is to fly away from the pool and kill any creature far away from the pool. The mana released by the dying creature will attract the wizards no matter how small the amount is and then you can quickly collect the mana contained within the pool. 13. During the later levels it is quite common to discover that the enemy wizards may already be well established. This leaves you at a great disadvantage and with so little strength when you begin it is neccessary to gain help from other creatures. Attack powerful creatures such as the Griffins and then attract them over an opponents castle. During their frenzied attack upon yourself they will also destroy the wizards castle leaving you to mop the mana. 14. Any swarms discovered amongst the trees can be easily destroyed by setting the foliage alight. The flames then engulf the enemy doing your job for you. 15. The Teleport spell can make for great assistance in destroying an opponents castle. By casting the spell next to an enemy wizards castle it is then possible to fire upon the enemy until you run out of energy. A quick teleport back to base will restore your energy in no time and then the enemy can be attacked again slowly wearing down their powers. 16. After destroying part of an enemy wizards castle don't think that it is not worth the bother to pick up the mana. Just because it lands right next to the opponents castle doesn't mean he will be able to collect it any quicker than you can. Rush around the castle using the accelerate spell and claim as much as you can. Continue claiming and re-claiming if you have to until your balloon has collected it all. Here's a low down on all the creatures you'll encounter in the game... Apes: These guys really like to sling boulders at your castle so keep an eye out for their presence. Remember to use the slide left and right to avoid any boulders they may throw in your direction as they can cause a great deal of damage. Bees: Swarms of bee's can be extremely dangerous and if the situation gets out of control they can soon make an end to your existence. The best way to deal with them is to fly backwards and shoot them whilst they follow. Crabs: Crabs can take a great deal of damage before they eventually fall to your attack. They don't move particularly fast so the best way to kill them is to circle them using the slide left and right buttons. This way you will avoid their fireballs. Dragons: These are very much like the worms but fly through the air so they can attack you and your castle on both land and sea. The best way to kill them is to use the circle tactic described in the strategies section. This way they can't hit you as much with their fireballs. Emu Riders: These can be a right pain because of the speed that they move over land. Fortunately they don't do a great deal of damage and can be chased and killed in no time at all. Genie: These guys can be extremely annoying because of their habit to teleport away from a fight when they are just about to be killed, only to turn up with their health restored back to maximum. They will also steal your mana so try to destroy them as quickly as possible by attacking them relentlessly. Griffin: A very powerful creature which usually roams the land with a few chums. It is best not to upset them unless absolutely necessary. They can also be utilised to destroy an opponents castle with the method described above in the strategy guide. Kraken: With most castles being built in the sea to guarantee enough space for expansion, these creatures should be considered very dangerous. Using lightning bolts and the Dual spell they can soon turn you to ashes. They can also turn your castle to rubble in no time. The best way to defeat them is to keep just out of range of their lightning and shoot them from afar. If you do get caught in their Dual spell, use the Accelerate spell to escape. Skeletons: These are not really a problem individually but unfortunately they come in great hordes and can soon surround your castle if you decide to build it on land. They will also kill any villagers under your flag so it is best to do away with them as quick as possible. Trolls: Trolls can take a great deal of damage and can also give out a fair bit themselves. Their weakness is their slowness and they are an easy target, but, they can re-generate their energy so ensure they are dead first time. Vultures: These can come in great swarms and can attack you on land or sea. The best way to deal with them is the same way as with the bees. Fly backwards and shoot into the swarm. This way they can't get near enough to do any damage. Worms: These land creatures use fireballs but are not really a great threat. The best way to kill them is to use the circle tactic so that they can't do you any damage. Wyvern: These are the toughest creatures of the game but are fortunately rare. The problem is that they are quite happy to attack both you and your castle so their is no avoiding them if they are on the level. By the time you encounter one you should have plenty of spells but they will still prove a problem. They can also re-generate their health so make sure you kill them first time if you can. Tactics for all the levels now follows... Worlds: The initial ten levels of Magic Carpet are designed as a training ground and should be treated as such. These are the levels where all of the moves and skills should be practiced until you are satisfied that you can proceed to the much more taxing levels that will be encountered later. Replay levels if you are not entirely happy with your skills until you can complete them completely. (The following world guides are not a solution but are designed to complement the guide given in the Magic Carpet manual so remember to read them as well). Rannaxior: It is very important to escape from the walled area as quickly as possible and if you have the Accelerate spell this would be a good time to use it. The main island is booby trapped with swarms of bees all over the place but don't fire at them randomly because their are also griffins on the roam. Try to get all of the spells as quickly as possible as well and then build your castle out to sea. The seas are also Kraken infested so keep guard of your castle well. Once you are well established this world is no problem at all. Zanzandria: With only a limited area of water to build your castle in it is very difficult to establish a base because of the Kraken infestation. Once the Kraken have been dealt with, the best way to gain mana quickly is to attract the swarms of Vultures and Bees towards your castle. Stand on your castle and shoot them down as quickly as you can. This way your balloon can collect mana quite quickly. If your castle is destroyed re-build it immediately so that your life force is re-charged as you fight. Once you are established the world is yours. Mehkhel: Ignore the pool of Mana and immediately make your escape of the walled enclosure by using the mirror at the centre of the pool. Once outside of the enclosure you can build your castle in a suitable place. It is then a simple matter of fighting for mana. When you wish to re-enter the enclosure go to the purple wizards castle and the returning mirror can be activated in the centre of a circle of trees. Dullighir: To escape the maze keep checking the main map and head towards the trees which fill the exit. The best place to build your castle is in the large area of sea. There are a few Kraken but once they are destroyed the world is more or less yours. Nazzajahn: The best place to build your castle in this world is in the sea near the red wizard but remember to give yourself enough room to expand. The swarms of bees are the main problem but keep an eye out for the Genie which can steal your mana. There are also several booby traps in the sea which release yet more swarms of bees so be prepared because they cannot be avoided. Destroy the wizards as soon as possible because if they become too strong they can become quite a threat as they will gang up on you. Al Saumam: With there being very little water to build your castle in it is inevitable that land based creatures might be able to attack your castle. In particular the army of skeletons which should be your first priority to destroy. A few crabs and some swarms of bees are the only other real threat but can be easily killed. Also ensure that you destroy the two other rival wizards because if they become too powerful they can become a threat. Aflahkstahn: Once passing through any of the mirrors it is then best to build your castle on land due to the enormous numbers of Kraken in the water. The only one rival wizard of the level is automatically well established and will attack your castle again and again so ensure to guard it well. At first it is best to let creatures come to you rather than you go to them until you are well established. The main problem of this world is the wizards castle which you cannot destroy on your own and you have to hire the help of some griffins by shooting at them whilst standing in your enemies castle. Once the rival wizard is destroyed only the puzzle of the fortress remains. The mirror to the fortress can be found at one end of the ravine. Jan Tabar: This world contains the first encounter with a Wyvern which has to be destroyed before it destroys you. Try to develop a strong castle as quickly as possible by building on the land away from the Kraken. Then fight the swarms of vultures and bees nearby to gain mana but watch for the annoying genie which will steal what you have earned. Once you are strong enough you can then find the Wyvern to the south if it hasn't already found you. Ar Vilim: Quite a difficult world with many deadly booby traps so be prepared for battle at any moment. The rival wizard is also very aggressive and very deadly and this level requires some amazing fighting skills to succeed. Build your castle in the water as far away from the wizard as possible so that when you have injured him it takes him a long time to return to his castle to re-charge his energy. Jondd Warr: The major threat in this world are the two wizards who are automatically well established and will attack you and your castle without hesitation. With so many dragons around there is plenty of access to mana but the trick is to get the mana whilst competing and defeating against the two other wizards. Khaghabal: Loads of transport mirrors to navigate to get to the mana locked away within the fortress'. The only real pain apart from the two wizards are the three genies which will constantly pester and steal at any given opportunity. It should be your priority to get rid of them first which will take several attempts before they finally disappear. The best place to build your castle is in the grassy area with the small pools of water. Use the transport mirrors to quickly dash from one fortress to another and claim as much of the mana as possible. Ul Ramin. The wizards become even more tricky in this level but by now you should be able to cope with their tactics. The main threat of the world is the Wyvern which appears when you cross the pool of mana so it may be a good idea to avoid this until you feel you are strong enough for such intense combat. Try to avoid all temptation until you are ready to deal with some major confrontations. Naqual: Wyverns and Genies are unavoidable in this world but your first priority is to drive away the genie because they prevent you from establishing a strong castle because of their mana theft. Booby traps provide hordes of skeletons and swarms of bees and these are the best source of mana so get blasting. Quaddimar: Setting up a castle is all very easy but maintaining it is another because of the hordes of menacing creatures. Genies will pester you, dragons will attack you as will just about everything else including the wizard who is all too well established for your own good. A tough battle level but no annoying puzzles. Ottommia: Not as easy and peaceful as it first appears with there being some very nasty booby traps and four intensely competitive wizards to compete for limited resources. Build your castle in the sea near the green wizard so that you can then concentrate your initial efforts on destroying him first. The rest of the battle is then up to you and your combat skills. Xikhypt: Starting right next to a Kraken it is important to make a quick dash to escape any injury. Go to the large pool of water and build your castle there and then gain some mana outside of the enclosed area before attempting to enter inside. Inside the enclosure are a great deal of adversaries including several Wyverns so take the enclosure slowly and destroy everything enountered. If you take it carefully and systematically there should be few problems. Shebbahn: Starting with virtually all of your spells stolen you must initially make a dash for where they are lying in the forest to the South East. The four wizards will try and stop you from reclaming your spells with everything they have got and you may find it will take a few attempts before you can gain them all and establish yourself. On entering the forest a booby trap is activated which provides plenty of creatures to destroy for mana. The main problem of the world is the ever increasingly powerful wizards which take ever greater skills to destroy. Drawing creatures into the forest and then setting the trees alight should help in gaining mana quickly. Kazzanjahn: Using the mirrors may initially seem like a good idea to regain your spells but some of them transport you straight into trouble so you should firstly destroy the swarms of creatures around the islands and then experiment with the mirrors. The wizards will also cause hardships and are unfortunately well established to it means plenty of offense and defence to stay in the game. Banahstur: Establishing yourself quickly is difficult but essential because your only adversary soon becomes very powerful and it then becomes impossible to restore the world. Destroying the small swarms of creatures is initially the best way of gaining mana but watch for the swarm of bees in the large mass of water because they hide a Wyvern or two. Idirya: There is no choice but to build your castle in this water infested world and there being more than a few Kraken roaming around it is particularly hard to defend your castle as well as yourself. Use the accelerate spell to claim as much of the mana lying around before the three other wizards manage to claim it. There is a lot of mana lying around and if you don't kill the rival wizards quickly it may become too hard to destroy them later. Thammon: Four well established wizards and thousands of swarming creatures make this an extraordinarily hard level which requires stunning combat skills. Waters are also infested with Kraken and it is likely that you are going to be killed more than once. Establish a castle and remain nearby it so that you can re-charge after each fight which you should keep small and controlled. Progress slowly further outward until you are strong enough to make an impact on the enviroment. Khatoud: Establishing a castle as quickly as possible should now be a priority on nearly every world encountered because the rival wizards by now have become masters as building enormous fortress' in a matter of minutes. The three wizards will more or less initially ignore you and battle between themselves and this is your chance to gather up the mana lying around and grasp a foothold on the world. Shai Yulim: It is very important to firstly drive away the genie and then to collect the spells lying around the enclosure. Then you must try and find a space to build your castle which isn't easy because of the crowded landscape. The citizens are being attacked by a Wyvern so there is little point in trying to possess their buildings because they are being systematically destroyed. The best thing to do is to kill the citizens and take their mana to give yourself some strength. Once you are strong enough it is then time to destroy the Wyvern if it hasn't already attacked you first. Moorrok: A very hard world to gain a foot-hold on because as soon as you attempt to regain any of your spells you are automatically attacked by several Wyvern. There are also four particularly aggressive wizards to contend with. The best thing to do is to gain some mana before attempting to regain your spells so you can destroy all of the rings of Vultures including the one that initially surrounds you. Once you are strong enough you can try to reclaim what was once yours and can maybe restore the world while you're at it. Quahahn: The first thing to do is to take the two spells kept within the star shaped area and then you must make a run for it away from the Wyvern that guarded them. Then create a castle and take the mana from the surrounding swarms of bees and vultures. Destroying or at least handicapping the other four wizards it also important if you wish to maintain control of the world. Each of the three stars and the maze require visiting before you can proceed to the next world. Yoggohr: Head towards the pool surrounded by trees and pick up the two essential spells and then build a castle. Then it's a quick dash to possess as much of the mana lying around as possible before the three other wizards claim it for themselves. Ensure your castle is strong before you take on the rival wizards and the Wyvern which is flying around the stones. The Wyvern should initially be avoided at all costs as no spell will protect you from its onslaught. Ar Zaljan: The first thing to do is to claim as much mana as possible and may be possess some of the surrounding buildings. This should give you enough mana to enter the maze to get the spell. Remember to wait for the burning trees to finish before trying to pick up the spell because otherwise you will burn to death. You must then establish a castle outside of the maze where there is more room for you to expand so that you can defend yourself against the other three wizards. Use the swarms of Vultures to supply the mana to build up your powers. Ooramesa: Spells are no longer the problem but genies are of which there are at least six who will steal your mana in no time. The four wizards are also well established so it is very important to try and catch up as quickly as possible. Build your castle near a swarm of vultures if you can as they provide easy access to mana unlike the bees which can be too much to handle. On entering the enclosed area it's Wyverns galore so ensure you are well prepared before entering. Chabbaladan: You are the centre of attention as far as the other wizards are concerned so it s essential to collect the spells as quickly as possible. The wizards also have a head start so developing a castle is an important move before beginning mana shopping. Tekumir: There are no wizards to worry about but there are plenty of creatures to give you a hard time. Genie's and spells are also a problem with you beginning with only two spells and very little mana. Collecting the four spells of the world is not easy because each is guarded by either a swarm of bees or vultures. Caution is the order of the day or restoration will never occur. Zantor: Hordes of nasty creatures and three extremely well established wizards make this world a hard one to conquer but at least you don't have to worry about finding any spells. Building a castle on the spot where you begin is as good as anywhere and it is going to require a great deal of defending. Let everything come to you and mana will be served to you on a plate as long as you don't let the genie steal it. Dubbahn: Being cooped up in an inclosure with several Wyvern just isn't much fun so make a dash for the transporter mirror to give yourself a little freedom. The next best thing to do is to build a castle preferably as far away from any Kraken as possible and to then take on the wizards who have had a slight head start and are not keen on letting you live any longer than you have to. Ephieria: Wizards are a serious problem in this world with there being seven already well established and ready to turn you into toast. Building a castle near the group of vultures will give you a good chance to catch up and then it's time to attack them one by one by any means necessary. Innixxia: Less wizards but a whole lot more maze which means that it is essential that you build your castle in the perfect place or you will have no room for expansion. The large swarms of bees are quite dangerous to engage but it is necessary to use them to gain enough mana to attack the other two wizards and the hordes of other nasty creatures. Meebir: Things may look nice and easy at first but take a look at your spell selection menu and you know you've been short changed. The trick to restoring this world is to pick up each spell one at a time and deal with each booby trap individually. That way you won't suffer too much with the hands of death which may come more than once because of the sheer scale of each trap. If the foe you trigger is airborne you might like to think about drawing them over to the rival wizards residence which looks too big for its own good. Shal Kazan: The first thing to do on entering this world is to scale down the size of your rival wizards castle. To do this take a few pot shots at a neighbouring flock of Griffins and then draw them over his castle. It's then time to run away and let them turn it into rubble so that you both start on equal terms. All that's left then is to beat some seriously tough creatures. Volcania: The final battle and all the wizards are here to greet you as is everything else. Setting down a castle and playing defensive for a while until enough spells become available is the only way to survive this inhospitable landscape. Once you are quite powerful and have removed the eternally annoying genie's it's time to wipe out your opponents one last time any way you please. @endnode @node Micro_Machines "Micro Machines" @{b}MICRO MACHINES@{ub} A cheat... Pause the game, and bash in O, X, O, TRIANGLE, SQUARE, X, O, TRIANGLE and then press SQUARE and O at the same time. You should find the other cars have slowed down to a snail's pace and you'll romp to victory with ease. @endnode @node Micro_Machines_V3 "Micro Machines V3" @{b}MICRO MACHINES V3@{ub} 1) For nine lives, type in your name on the name entry screen as CATLIVES. 2) If you want to be able to race on all the tracks on multiplayer without all the hassle of honestly winning your way to the point where you can, just tap in GIMMEALL. 3) If you can't get enough of tanked-up shooting type action, bang in TANKS4ME, and then you can race with a tank on every track. 4) To get your car to do big bounces, pause the game and enter: SQUARE, RIGHT, RIGHT, DOWN, UP, DOWN, LEFT, LEFT, DOWN. 5) To get your car to go at double speed, pause the game and enter: SQUARE, X, O, SQUARE, TRIANGLE, X, X, X, X. 6) To get to see a behind car view, pause the game and enter: LEFT, RIGHT, SQUARE, O, LEFT, RIGHT, SQUARE, O. @endnode @node Mortal_Kombat_3 "Mortal Kombat 3" @{b}Mortal Kombat 3@{ub} As a special treat, here are some cheats for Mortal Kombat 3: At the 'Prepare For Kombat' screen, insert the following code: TRIANGLE, SQUARE, O, X, L1, L2, R1, R2. Then at the cube press up. Or, during the opening demo, hit the following buttons: X, O, TRIANGLE, R1, R1, R2, R2, R1, R1. You should hear a voice saying 'You'll Never Win!". When the stone appears with the word eKombati in red, press up to access a secret cheat menu. Now follows some other helpful stuff for Mortal Kombat 3... Kitana's Moves: --------------- Fan Lift: Back, Back, Back, High Punch Fan Throw: Forward, Forward, High Punch and Low Punch Square Punch: Down, Dowm and Back, Back, High Punch Kitana's Fatalities: -------------------- Kiss of Death: Run, Run, Block, Block, Low Kick Head Swipe: Back, Down, Down, Low Kick Stage Fatal: Forward, Down, Down, Low Kick Kitana's Friendships: --------------------- Bubbles: Down, Back, Forward, Forward, Low Punch Babality: Forward, Forward, Down, Forward, High Kick Animality: Rabbit from hell (one step away): Down, Down, Down, Run Kitana's Kombo's: ----------------- 4-hit (23%): High Kick, High Kick, Low Kick, Back and High Kick 4-hit (22%): High Punch, High Punch, Back and Low Punch, Forward and High - Punch (all fan combo) Reptile's Moves: ---------------- Acid Spit: Forward, Forward, High Punch Slow Force Ball: Back, Back, High Punch & Low Punch Fast Force Ball: Forward, Forward, High Punch & Low Punch Slide: Back & Low Punch & Block & Low Kick Invisibility: Up, down, High Kick Reptile's Fatalities: --------------------- Body Snack: Back, Forward, Down, Block Stage Fatal: Block, Run, Block, Block Reptile's Friendships: ---------------------- Babality: Forward, Forward, Back, Down, Low Kick Animality: Down, Down, Down, Up, High Kick Reptile's Kombo's: ------------------ 4-hit (23%): High Punch, High Punch, High Kick, Back, High Kick 5-hit (32%): High Punch, High Punch, Dowb, Low Punch, Fast Force Ball, - Uppercut or Roundhouse. 6-hit (34%): High Punch, High Punch, Down, Low Punch, Fast Force Ball, - High Punch, High Kick 7-hit (36%): High Punch, High Punch, Down, Low Punch, Fast Force Ball, High - Punch, High Punch, Acid Spit Jade's Moves: ------------- Boomerang High: Back, Forward, High Punch Boomerang Middle: Back, Forward, Low Punch Boomerang Low: Back, Forward, High Kick Projectile Invincibility: Back, Forward, High Kick Glow Kick: Down, Down, Forward, Forward, Low Kick Jade's Fatalites: ----------------- Stomach Shaker: Up, Up, Down, Forward, High Punch Uppercut/Bo-stab: Run, Run, Run, Block, Run Jade's Friendship's: -------------------- Pogo Stick: Back, Down, Back, Back, High Kick Jade's Kombo's: --------------- 4-hit (23%): High Kick, High Kick, Low Kick, Back, High Kick 7-hit (32%): High Punch, High Punch, Down, Low Punch, Low Kick, High Kick, - Back, Low Kick, Back, High Kick Scorpion's Moves: ----------------- Spear: Back, Back, Low Punch Teleport Punch: Down, Down, Back, Back, High Punch Air Throw: Tap Block when next to opponent Scorpion's Fatalities: ---------------------- Original Toasty: Down, Down, Up, High Kick Hell Raiser: Forward, Forward, Down, Up, Run Scorption's Friendships: ------------------------ Babality: Down, Back, Back, Forward, High Punch Animality: Penguin Egg-Bomb: Forward, Up, Up, High Kick Scorpion's Kombo's: ------------------- 3-hit (18): High Punch, High Punch, Up, Low Punch 4-hit (23%): High Kick, Hih Kick, Low Kick, Low Kick 5-hit (26%): Spear - High Punch, High Punch, High Kick, Back, High Kick 7-hot (29%): Crossover Kick - Teleport Punch, Spear, High Punch, High Punch, - High Kick, Back, High Kick Mileena's Moves: ---------------- Sai's Hold High Punch for 2 seconds, release Teleport Kick, Forward, Forward, Low Kick Ground Roll: Back, Back, Down, High Kick Mileena's Fatalities: --------------------- Nail Shooter: Back, Back, Back, Forward, Low Kick Eat 'Em-Up: Down, Forward, Down, Forward, Low Punch Stage Fatal: Down, Down, Down, Low Punch Mileena's Friendships: ---------------------- Mirror Break: Down, Dopwn, Back, Forward, High Punch Mileena's Kombo's: ------------------ 4-hit: High Punch, High Punch, Up, Low Punch, Down, High Punch 6-hit: High Punch, High Punch, Back, High Kick, Back, High Kick, Up, Low - Kick, Up, High Kick Ermac's Moves: -------------- Fireball: Down, Back, Low Punch Exploding Teleport Punch: Down, Back, High Punch Telekinetic Slam: Back, Down, Back, High Kick Ermac's Fatalities: ------------------- Telekinetic Massacre: Down, Up, Down, Down, Down, Block Johnny Cage Wannabe: Run, Block, Run, Run, High Kick Stage Fatal: Run, Run, Run, Run, Low Kick Ermac's Kombo's: ---------------- 4 hit: High Kic, High Kick, Low Kick, Back, High Kick 5 hit: High Punch, High Punch, Back, Low Punch, High Kick, Back, Low Kick New Moves For Old Characters: ----------------------------- Stryker: B, F, HP (gun) Kano: Forward, Down, Forward, High Kick (45 degree ball) Kitana: Forward, Down, Forward, Run Reptile: Run, Block, Block, High Kick Scorpion: Down, Down, Forward, Low Punch Jade: Forward, Forward, Down, Down, Block Ermac: Down, Down, Up Vs Screen Codes: ---------------- * 100100 - Throwing is disabled * 010010 - Throwing is encouraged * 079035 - Kombat Zone: Street * 880220 - Kombat Zone: Kahn's Tower * 123901 - Kombat Zone: Soul Chamber * 091190 - Kombat Zone: Bell Tower * 880088 - Kombat Zone: Subway * 600040 - Kombat Zone: Kombat Temple * 077022 - Kombat Zone: The Bridge * 666333 - Kombat Zone: The Graveyard * 343343 - Kombat Zone: Rooftop * 820028 - Kombat Zone: The Pit 3 * 666444 - Kombat Zone: Scorpion's Lair (hell) * 002003 - Kombat Zone: River Kombat * 004700 - Kombat Zone: Kahn's Cave * 330033 - Kombat Zone: Jade's Desert * 933933 - Kombat Zone: SCISLAC BUSOREZ (Classic Sub Zero) * 050050 - Kombat Zone: NOOB SAIBOT DORFEN * 205205 - Winner of This Round Battles Human Smoke * 033564 - Winner of This Round Battles Shao Kahn * 969141 - Winner of This Roun Battles Motaro * 769342 - Winner of This Round Battles Noob Saibot * 448844 - Don't Jump at Me - MXV * 033000 - Player 1 Has 1/2 Power Meter * 000033 - Player 2 Has 1/2 Power Meter * 707000 - Player 1 Has 1/4 Power Meter * 000707 - Player 2 Has 1/4 Power Meter * 688422 - Dark Fighting * 985125 - Psycho Kombat * 466466 - Unlimited Run * 642468 - Galaga * 550550 - See The Mortal Kombat Live Tour @endnode @node Motor_Toon_Grand_Prix_2 "Motor Toon Grand Prix 2" @{b}Motor Toon Grand-Prix 2@{ub} Here are some cool cheats... Get dem extra 4 free: Hold down all the shoulder buttons when selecting the options screen for even more options. Each time you win the championship you'll receive various bonuses to keep you playing. However if you're too busy, too lazy, or just too damn crap to get 'em, here's a cunning little cheat for you: If you go to the goodies screen from the main menu then hold down one of the shoulder buttons and press SELECT you'll see a number appear at the bottom left of the screen. Numbers appear as follows - L1=4, L2=8, R1=1 and R2=2. Additional numbers can be gained by pressing more than one shoulder button. For example five can be obtained by holding L1 and R1 (4+1) when you press SELECT. Letters can also be gained with multiple buttons being held down - L2=R2=a, R1+R2+L1=b, L1+L2=c, L1+L2+R1=d, L1+L2+R2=e, L1+L2+R1+R2=e. Use these shoulder button combinations to enter any of the cheats below: Extra Characters: 4e43 Give you three nutty new characters to play with. Vanity is a rough, tough motorcycle babe who'd send most blokes running for cover. Billy the Tough's clearly got a few screws loose as he's entered the high speed tournament in a train (!?) and Ching Tong Shang, well, put it this way - he wouldn't look uncomfortable with a dog named Mutley at his side! Extra Tracks: 4154 Five new tracks become available for you to use: Snow Village, Night Island, Gulliver Night, Heavenly Castle and my favourite - the stomach churning Galaxy Coaster - not to be tackled on a full belly! Tank Combat: 5443 Get ready for a Toon version of the ancient Atari arcade clasic Battlezone. Strange but true. Submarine X: 5358 The old pen 'n' paper game Battleships is brought to life in this play-against-the-computer test of random square selection skills. Motor Toon R: 4631 Drive time attacks on a special version of the Toon Island course with a choice of F1 or Daytona-style Nascar motor. @endnode @node NBA_Jam "NBA Jam" @{b}NBA JAM @{ub} Here's a cheat: To access all teams, type in JBP as your initials. @endnode @node Need_For_Speed "Need For Speed" @{b}Need For Speed@{ub} Firstly, here are all the passwords for the different tracks: Track 1: WRDRTY Track 2: ZDPBWN Track 3: MTQRZP Track 4: JVPZLL Track 5: ZYMNLH Track 6: WMRPGZ Track 7: YXGSJJ Track 8: KJPQND Track 9: SDQWCG Track 10: SLZXDH Track 11: SPZDFX Track 12: ZVGRGX Track 13: XJHVCK Now for some amusing cheats: Buggy Mode: When you switch on the Playstation, hold: L1, R1, SELECT, DOWN and TRIANGLE. During the Galaga game, you'll have a super-powered laser beam, meaning you can score 100% on the game with no problems, giving you all the cars as buggies during the racing part. Vanishing Mirrors: To clear the rear screen mirror, pause the game, press and hold: TRIANGLE and then press: L1 to clear the mirror. Pressing R1 makes it reappear. Use This Code For a New Course That Is On The Moon: Access the tournament, enter the password: SPKSHC. Go back and choose another mode. Then hold: L1, R1 and TRIANGLE on Rusty Springs. @endnode @node Need_For_Speed_2 "Need For Speed 2" @{b}The Need for Speed@{ub} Here are some cheats which have some hilarious effects: To Drive The News Stand: At the password screen, stick in the following: STDCME To Drive The People Of The Temple Stand: At the password screen, stick in the following: STDBME To Drive The Product Stand: At the password screen, stick in the following: STDAME @endnode @node Nuclear_Strike "Nuclear Strike" @{b}NUCLEAR STRIKE@{ub} Here are the level codes: Delta Strike - password is: Junglewar Island Strike - password is: Cutthroats Peace Strike - password is: Countdown Peace Strike 2 - password is: Plutonium DMZ Strike - Pusan Fortress Strike - password is: Armageddon @endnode @node Olympic_Games "Olympic Games" @{b}Olympic Games@{ub} Here is a players guide: 100M Sprint: Nothing but a frenzy of button-bashing, the 100M sprint is best suited for those who don't mind cheating - by this, I mean those who've no qualms about using the thumb-under-the-shirt cheat. Purists who like to play the game as it was intended (tapping alternately on the two run buttons with two index fingers) will struggle to get past the qualifying stages, let alone challenge for the gold medal and the world record. A good start is an important key to success, so listen for the starter's pistol and let rip on those buttons as soon as you hear it. Other than this, this event comes down to who's got the fastest fingers. Discus: The discus, like all throwing events, it split into two parts; building up speed and the throw itself. Speed is built up, as usual, by simply tapping away on the run buttons. The throw, however, is slightly trickier. Under the red speed bar is a green bar with a yellow patch in the middle. This yellow patch represents the direction of the throw, with the red bar in the centre indicating a straight throw. It's important to get as straight a throw as possible. After building up speed, a little green block moves along the green bar and players must stop it as close to the red bar as possible. Then, hold down the throw button until you get to an angle of about 40°. High Jump: By building up speed (the red bar at the side of the screen) and then pressing the jump button when the blue bar rises up level with it, players shouldn't find anything below 2.40 metres difficult. Anything higher than this and players must first make sure they get a real fast-run-up and then make sure they stop the blue bar dead-level with the red one - only a perfect jump will succeed. Pole Vault: As with the high jump, the pole vault requires a fast run-up, which is then followed by stopping the white bar half way through its descent. Next, the grey bar starts to fall and should be stopped at exactly the same point. Each of these three steps is essential to a successful vault. Long Jump: The key to success on the long jump lies in the runup, the take off and the angle. As much speed as possible should be built up during the run-up, followed by a take-off as close to the board as possible. The static red bar at the bottom of the screen represents the board, whilst the one that skims along the bottom represents the player approaching. Take-off when the bars are as close to each other as possible. As for the angle of jump, anywhere between 35 and 45 degress should result in a descent leap, but for the best result, 35° is what you want to aim for. Javelin: A 45° angle of throw and an extremely fast run-up can reward players with a magnificent hurl of over 100 metres. If everyone's getting good throws though, and you need just a few extra inches, then, by watching the red bar at the bottom of the screen and throwing as close to that as possible, you can do just that. 400 Metre: The 400 metre race is unlike all the other track and field events in that bashing away on the buttons is not the best way to succeed. Players have stamina bars which do run down in time with how fast the players run. When this stamina bar runs out, the player will run out of steam and slow down to a crawl. It's important therefore, to pace yourself. Start off nice and easy, finding a steady rhythm that keeps you just behind the other athletes. Then, when you get to the sart of the second bend, you should have enough left in reserve to ease up a gear and scream past all the others to take the finishing tape. Triple Jump: The triple jump plays a lot like the long jump, but there's no angle of jump and there's three steps (hop, skip, jump) instead of just the one. When the red bar comes across the bottom of the screen, press the jump button as close to the static red line as possible. Then, when the bar comes zipping across the screen again, press the jump button again and follow this up for the third jump. The run-up and the timing of each of the jumps is the key to success in this event. Hammer: The Hammer is played just like the discus, with players simply building up speed and then releasing the hammer down the middle of the track at the optimum angle. Okay, so maybe it's not as easy as it sounds. The trick on this event is to make sure you throw the hammer as close to the middle as possible. This entails hitting the red dash in the middle of the bottom bar. This requires a lot of skill, but with practice it shouldn't be too hard. As for the optimum angle, about 45° should ensure maximum length from each throw. 100M Freestyle: The 100 metre freestyle is like the 400 metre race in that each character has a stamina bar as well as a speed one. This stamina bar goes down in line with how fast players are swimming - the faster they go, the faster the bar goes down. Unlike the 400 metres though, players don't have to pace themselves in this event. Diving in and going as fast as possible, players should be able to get to the end of the first lap a metre or so ahead of everyone else, now ease off the gas, let the stamina bar build up again and then swim like mad once more. This is good enough for the first place and a new world record almost every time. Speed Shooting: This event is all about skillful reflexes and timing. After taking a shot, the aiming cursor will randomly jump to a point around the target area (a result of recoil). Once this has happened, it's important to move the cursor back to the middle of the screen before the targets change. If you don't, you'll find you don't have time to aim properly and will lose valuable points. Weight Lifting: The weight lifting is split into three different sections; the lift, the jerk and then keep the bar up in the air. The lift and jerk basically require building up strength by tapping away at the buttons before timing the execution of each move. Then, players must keep the bar in the air by moving the joypad left and right. Skeet: The cursor flies across the screen with even the slightest tough of the joypad on this event, so be extra careful when positioning the cursor. After each shot, the cursor remains where you left it, so try to move it back to the middle before the next round of clay pigeons are released. Fencing: Initially one of the hardest events to master, the fencing is, actually relatively easy. Simply pull back on the joy-pad to defend your opponent's advances and then push up and square to launch an assault your opposition will find hard to parry. Although by no means a guarantee of victory, this is the best way of winning I could find. Archery: The archery is one of the easiest events in the game, largely because there's no button bashing, and no timing or reflexes are needed. All players have to do is gauge what effect the wind will have on each shot and therefore work out where to aim. What I found is that if you imagine the point of the wind gauge to be in the middle of the centre circle and then move the aimer out the same distance and direction as the wind gauge, you should be able to hit maximum points almost all the time. Take care with side winds though, they seem to have twice as much effect on shots, left-right or right-left swing. @endnode @node Olympic_Soccer "Olympic Soccer" @{b}Olympic Soccer@{ub} Here is a players guide... Get a-head: There's a trick to intercepting almost every goal kick or drop kick that the opposition keeper makes. When the goalie's about to take the kick place one of your players next to the player the keeper is going to kick the ball to (where the ball cursor is placed) and start running away from him in the opposite direction when he does actually kick it. Now just as the ball starts to drop to the ground run back and towards the player you were standing next to and jump as if to head the ball. If you get your timing right you should meet the ball before the opposition player and head it back towards their goal. Out On A Wing: One of the best ways of creating scoring opportunities is to play the ball onto the wings. As well as just passing the ball fast and cleverly between your players until you get a clear space on the wing, the 'shoot' kick can also be used to leave the defenders for dead. Basically if you're deep in your own half just shoot the ball at medium to maximum power and height (depending on how deep you are) down the field and star running towards it. Because the shot is fast it will usually take time for the opposition players to realise what's happened and start running back so you'll find you have time to either line up a shot or cross into the box. You can also use the pass to do a similar thing which is probably a little more accurate than the shot method. If you are already on the wing and running down the line just tap the pass button to send the ball rolling fast and hard along the ground where it should stop roughly around the opposition corner area. If you have the ball in midfield and want to send a player down the wing just pass the ball diagonally forward onto the wings where it will usually stop automatically just short of the sideline. Pass The Buck: You won't get too far in this game by acting like Maradona and going on full-length-of-the-pitch solo runs. Even the weaker teams are capable of making half-decent ball-winning tackles so you'll have to learn to pass the ball around in order to progress down the field. Also every player has different attributes so you may actually try to do too much with one player who could turn out to be very slow or weak on the ball. You don't have to know exactly where your players are on the pitch - just a quick glance at the scanner then tapping the pass button whilst facing in roughly the direction of the player will send the ball straight along the ground to the team mate you're aiming at. When passing the ball around it's advisable that you don't wait for the ball to reach you but instead run your intended target player into the ball. This is because the opposition players act realistically and stay tight with your own men and will usually be able to rob you of the ball if you wait around. Also you're marker may make a sliding tackle when you receive the ball so make a sharp turn either left or right as soon as you receive the pass. If the opposition does make a challenge you should be able to turn right around and lose your man completely. Check 1-2: The fanciest and most attack way of passing is the one-two and chip one-two. If you pass the ball along the ground to a team mate and then tap the pass button again before it reaches him he will return the ball to the player who made the original pass (you regain control of the original passer as soon as the button is pressed to activate the one-two). If you press the chip button before the pass reaches a team-mate he will actually lob the ball over you for you to run onto and go for the goal. It's best not to try one-twos with players anywhere in front of you as the return pass will not be effective. Instead try to play the ball to players standing in line. The return pass is always brilliant from this position and you can even try running into the ball and hitting it on the volley. Scoring a volley from a chip one-two looks completely amazing! The Heel Deal: Try to use the back-heel move as much as possible. It's a very good way of getting out of a tight spot if surrounded by opposition players. Even if you don't always see a player to backheel to, a player will usually appear from off screen to collect the ball. Also it's a good way of creating space. For example if you want to create some space around the box so that you can get a shot in lure the defender out towards the sidelines and then back heel the ball toward the area that's now clear of the defender where hopefully one of your team-mates will be waiting to receive the ball. Tackle Out: Tackling is a major part of the game and it needs to be fully mastered if you intend to win. A lot of the time you'll be able to just run into the player and barge him off the ball. However, if the player in possession is a lot stronger than your own or is too far away you'll have to perform a sliding tackle. The problem with this is if you time the challenge wrong or go in too hard the ref won't hesitate to show the yellow or even dreaded red card. It's highly advisable you don't go sliding into the back of a player as this will almost certainly result in a foul and more often than not a booking too. If you do try it try to get as close to the player as possible before sliding into the back of him. This is usually safe and will result in you winning the ball. However the best way to do it is to get alongside the player and slide into the ball or slide in from the front. Against the faster, more skillful teams like Germany and Brazil you may have to pass the ball to a team mate as soon as you've won it as they're very quick to recover and win the ball back. It's A Long Shot: The goalkeepers are pretty good so you'll have to work hard to score goals - especially the spectacular ones. But like real football it's always worth having the occasional pot shot from a long way out. Usually the keepers won't react to these type of shots until very late so the best way of scoring a screamer is by bending the ball away from him and putting it as close to the top corner as possible. Against some of the less skillful teams you can get away with putting the ball just close to the post regardless of height. Postal Strike: The keepers are a little susceptible to near post shots so you're well advised to try and get into the corner area of the box and shoot as close to the near post as possible. Even some of the best goalies will have trouble with these. Try not to get too near to the goal though as the keeper will come out and give you little chance of scoring. Round The Keeper: One of the most difficult ways of scoring is taking the ball round the keeper and slotting it into an empty net. It is possible though! When the keeper runs towards you as you approach the six yard area just turn completely away from him as he dives towards your feet and run past him at the same time. Don't take too much of a long route around the goalie though as it doesn't take him long to recover and take up his normal position. Sometimes another of your players will follow you into the box and when the keeper meets you simply pass the ball square to give the other striker an open goal. Throwing The Game: It's possible to score almost directly from a throw in. If you get a throw near the box throw it long and high and try to get a player underneath it. Now if you hold down the header button and aim the Direction pad towards the goal you should bullet header the ball past the keeper. The goalkeepers seem to have big problems with close-in bullet headers but it is very tricky positioning a player under or near the moving ball in the first place. A Walk On The Wild Side: Since both crosses and corners are very similar most of the goals scored from one can be scored from the other. Easily the biggest factor in scoring from crosses and corners is being able to get on the end of the ball to give yourself a chance of shooting. If you cross the ball in using the pass or chip move you'll have to use skill and timing to get your player into position but if you're taking a corner using the auto cross function (top right shoulder button) you can use the 'chest' move. Although this move is primarily designed to trap the ball and control italso automatically lines up your player to collect the ball before it actually reaches him. This means you don't have to line your player up yourself as the ball flies through the air and you can just concentrate on hitting it. Of course you can let the ball drop onto your chest if you want for extra control but by the time you actually get a chance to hit it, a defender will usually have taken the ball off you. As soon as you've taken a corner or crossed the ball in using the auto-cross button press the chest button to line up your player and when the ball has almost reached him hold down the shoot button until he hits it. There are basically three types of shot which will now be outlined... On Me 'Ead Son: Heading is probably the safest bet for scoring from a cross or corner because you have lots of control over where the ball goes. If you do decide to use the header, make sure you hold down the power button so you bullet the ball for maximum power and speed. Also, trt to aim the ball into the corners away from the keeper. On The Volley: If you want to use the volley, keep the shot button held down for maximum power, turn to face the goal as you hit it and keep the directional pad in that direction. If you don't do this the ball might go anywhere. One of the most spectacular volleys you can score is from a corner. When the ball cursor appears move it a couple of inches over so it's positioned in the small semi-circle on the edge of the box. One of your players will then walk to this spot. Now take the corner by pressing the circle button then immediately press the sqiare button to line a player up to meet the ball. When the ball is roughly an inch away from your player press and hold down the square button and press the directional pad in the direction of the goal. If you time it correctly you will unleash a wicked volley that should curl into the bottom corner and leave the keeper with no chance. You can actually try positioning your player anywhere in or around the box but this gives the most deadly and accurate shot. That's Over Me: Finally, if you're feeling particularly brave, you can try the overhead kick. This is definitely the hardest way of scoring and requires a lot of concentration and pratice. As the ball floats in you have to face your player in the opposite direction to the way you actually want to hit the ball. Make sure you don't try to get the correct direction too early though or you'll probably run your player too far away from where the ball is heading. As with headers and volleys, holding down the button will cause the ball to go fast and low. Although the auto-cross is a great easy to use function you don't have any control over where in the box the ball is going to go and the player who gets on the end of it isn't neccessarily the best one, depending on the type of shot you select to attempt. When you feel you're quite good at controlling the ball's height, speed and direction you should start chipping the ball into the box yourself so you can place the ball exactly where you want it to go. Unfortunately the 'chest' method for automatically lining your player up with the ball (detailed earlier) doesn't work for this type of passing. You'll just have to learn to position players yourself and also to time your connection with the ball. Kicks For Free: Free kicks employ the normal game controls where you can either chip, shoot or pass the ball into the path of one of your players using the standard buttons. If you get a free kick anywhere near the box your players will take up their positions in the box and will automatically stand in the most ideal places to get in a shot. If you decide to shoot the ball don't even try to shoot through the wall as it'll always bounce back. Players can bend the ball quite a lot from free kicks so move the cursor quite wide of the ball and bend it round as much as you need to. If you want, also try lifting the ball ever so lightly as you bend it so you can attempt to place the ball in the top corner of the net (not too much though as any sort of aftertouch when shooting is very sensitive). If you're a little out you can even try shooting the ball over the wall but you may have trouble keeping it low enough to go under the crossbar. @endnode @node Overblood "Overblood" @{b}Overblood@{ub} Complete walkthrough! LEVEL B-4F: 1. Walking from cryogenic sleep, you have until the blue bar turns red to avoid freezing to death. Go to the auxiliary power generator between cryo-pods 3 and 4. Kneel to inspect it to turn the heat up to 0° (wow, no wonder you're still chilly). 2. Inspect the door with the small wheel attached: Raz will push it forward and go through. 3. Enter the room beyond and kneel to open the case on the floor in the back-right corner. Take the voice recorder inside (for saving your game). 4. Go to the back-left corner and open the case there to find a jacket (which stops you freezing) and computer chip. 5. Go to the robot in the front corner of the room and use the computer chip to bring it to life. 6. Return to the room with the cryogenic sleep chambers. Switch control to the robot and interface with the computer between cryopods 1 and 2. This gives you some information and unlocks one of the two main doors in the room. 7. Inspect the now-unlocked door in front of pod 2 and go through it. 8. Using the robot, go to the broken section of the hallway and inspect the wreckage to find a security card. Switch to Raz and inspect the wreckage to crawl over it (the robot follows). Go through the door at the end of the hall. 9. You have entered the glass bridge over the computer control centre. Proceed through the door at the other end. 10. You're in a T-shapped hallway. Go through the centre door, straight across the hall. 11. Go through the door at the end of the small hallway. 12. You've reached the elevator room. Use the terminal between the two round doors. This opens the door on the right and a dead mutant falls out. Kneel down and inspect him to find a slip of paper with some numbers on it, then return to the T-shapped hallway. 13. Turn to your right and go through the door at the end of the hall. 14. You're in a short curved hallway. Inspect the door at the end and you'll find a keypad lock. Enter 61891 (as on the paper slip) and press the large orange button to open it. Go through. 15. You're now in the main hallway, with a giant hole in the floor at the end of it. Enter the door to the left of the keypad door (facing). 16A. You're in the orange lab. Push the boxes around so you can reach the back-left corner of the room. 16B. Once there, switch to the robot and inspect the small box with the broken glass. This shuts the power off, enabling the next step. 16C. Switch to Raz and go to the cabinet to the right of the power box. Use the security card on the slot there to open the cabinet. Get the last knife inside, then return to the main hallway. 17. Proceed down the main hallway and head right before the hole to enter the door there. 18. You're in the lounge. Stand in front of the floating statue and push it over. Now kneel in front of the pedestal it was on and inspect it to find the anti-gravity device. 19. Go to the hole in the floor of the main hallway and stand near the edge. Use the anti-gravity device to jump over to the other side (the robot stays behind). 20A. You're in the computer control centre. Go to the terminals to your left and inspect them to see a cinematic sequence which tells you how to position switches to open a door (off, on, off). 20B. Go to the terminals on the opposite side and inspect them to find the switches for lighting, doors and air conditioning. Switch the left one, then (after the cinematic sequence) the right one to align them 'off, on, off' to open a couple of door. 20C. Go to the back of the control centre and inspect the computer to get information about a malfunction in the main generator. Leave the room and use the anti-gravity device to jump back over the hole. Proceed to the now-unblocked door to the right of the keypad door (facing) and enter it. 21A. You're in a long hallway. Halfway down it you come to a grating in the wall emitting a humming sound. Kneel and use the laser knife on the grating to cut it open. 21B. Switch to the robot and enter the open grating. Proceed to the back of the shaft and interface with the generator there. Exit and switch back to Raz. 22. Exit the hall through the door you came in, turn right and go through the keypad door into the curved hallway. Go through into the T-shaped hall, walk straight down it and through the door. 23. You're now in a hall with a flashing red emergency light. Continue onward, turn the corner, and exit through the door at the other end. 24. You are in a stairway. Head left along the balcony and you'll come to a broken section of railing. Stand at the edge and use the anti-gravity device to leap over to the opposite ledge, via the girder (the robot will follow. 25A. Inspect the door and it'll rise a bit before falling. Use the anti-gravity device on it to raise it halfway. Kneel and crawl under the door. 25B. The anti-gravity device will conk out and Raz will have to hold the (extremely heavy) door up. The blue health bar returns and, using the robot, you must find a way to raise the door before it crushes Raz. 26. Just to the left of the door are three levers. Inspect them and pull levers 1 and 3 so that the sequence is 'down, up, dowm'. This raises the door enough for Raz (and the robot) to escape to the other side. 27A. You're now on a walkway above a large drop. An open section of railing leads to a wide girder. Walk onto it and proceed towards the other end. Halfway across, the robot gets the jitters, then the whole complex begins to shake violently. The girder starts to break off in sections and the blue health bar returns. Simply run forward to reach the end of the girder before it crumbles altogether. 27B. Now drop onto the white pipe just to the right of the central platform and go through the dark opening. 28A. You're now in a tunnel heading towards the main generator. As soon as you emerge the other side, Raz will notice the controls for the generator. Jump down onto the section of the generator to your right and hop across the gaps until you reach the section underneath the controls. 28B. Go to the edge and jump straight up to reach the controls. Inspect them to turn the generator on, which rotates the sections for a few seconds. Once they've stopped, drop back down and proceed anticlockwise until you reach the section with the robot above. Jump straight up to rejoin him and exit through the door at the back of the catwalk. 29. You're now in a dark hallway. Go through the door at the end to reach the hall where you cut the grating open. Exit through the opposite door, then head right through the curved hallway back to the T-shaped hall. Take the door on the left, through the small hallway, to re-enter the elevator room. 30. Upon entering, Raz will notice the mouldy infection on his arm. Then he and the robot will get in the elevator and go up to Level B-3F. Level B-3F: 31. Upon leaving the elevator, exit through the door in front of you. 32. You're now in a long hallway. Switch to the robot and interface with the control box on the wall to your right. This raises the door at the end of the hall. Control automatically reverts to Raz, so get him to walk through the door. It then reshuts and control switches to the robot. Have the robot use the control box again to reopen the door: control switches automatically to Raz, so quickly switch it back to the robot and dash through the slowly closing door. 33. You're in another T-shaped hall. Head up the right passage and through the door. 34. You're in an S-shaped room with dead mutants on the floor (don't turn that red valve on the wall!). Towards the end of a cinematic sequence, you hear a woman scream. Proceed to the other end of the hall: as you approach the third body, a mutant will jump down from the ceiling and attack. This fight scene is automatic, with Raz getting knocked down the hall, then the robot grabbing the mutant by the neck before being smashed against the wall. Raz uses the laser knife to stab the creature, then removes the memory chip from his dead robot pal (sob!). The door at the end of the hall is locked, so return by the door you came in and proceed down the hall through the opposite door. 35. You're now in the chemical storage area. There's an open air vent on the wall to your right: stand under it and jump up to climb in. Proceed along the vent to the other end (at one point you'll have to jump down into a lower section). Before the final turn, you'll hear a woman scream again. Proceed to the light to drop into the room below. 36A. Another mutated creature is terrorising a woman (called Milly). Your blue health bar reappears and you must fight hand-to-hand with the mutant -just hold the 5 button to throw punches, then turn to face the mutant when he jumps around. 36B. After defeating the mutant, kneel and inspect the woman (steady on). She'll regain consciousness and hand you a virus sample. Look on the shelf next to the fire extinguisher to find a silver key. 36C. Go to the back of the room and look on the desk to find a broken thermostat. Exit the room by the door (it unlocks upon inspection). Proceed through the S-and-T-shapped halls to re-enter the chemical storage area. 37A. Have both characters stand on the lift, which then lowers them shakily to the bottom section of the room. Go to the back-left corner and use the silver key to open the grey box on top of the two other boxes. Take the chemical explosives that are inside. Kneel and inspect the brown tarpaulin to find a can of oil. Kneel and inspect the white tarpaulin (behind the large glass container) to find a first-aid spray. 37B. Now walk to the controls to the right of the lift and inspect them. The lift will rise: go over to the exposed hydraulics and use the oil to stop the lift shaking (and detonating your explosives!). Return to the controls and lower the lift. Get both characters on the lift to ride back up, then exit through the door on the wall with the vent. 38A. You emerge in the underground subway. Jump down onto the empty tracks to one side and proceed along them towards the crashed subway car. There's a hole in the wall above the ledge to your right: place the broken thermostat (deronator) on the ground by it, then put the chemical explosives into it. The blue health bar reappears and you only have 9 seconds to run back along the tracks and onto the original platform before the blast (inspect the platform to climb it). 38B. Drop back onto the tracks and proceed through the large hole you created. Jump down onto the tracks the other side and walk away from the subway car parked there. At a certain point, the car will rush towards you, so hit the 5 button to dive to the floor. The car will pass overhead and crash into the far wall, opening its back door on impact. 38C. Enter the car and inspect the box on the right wall to find a hand gun and red security card. Exit the car through the front, climb onto the platform, and enter the door there. 39. You're now in the control room for the ventilation system. Get Raz to use the computer to see a map of the air vents. Use the red security card to unlock the door opposite the one you entered by, then go through. 40. You are in a Y-shaped hallway. Proceed to the door to the left (the right one's locked) and enter. 41. This room has a grated floor, banks of lights, and a large window. Attempt to open the door at the back of the room. This triggers a cinematic sequence in which the characters decide to split up. 42A. Controlling Raz, leave the room and return to the ventilation control room. Stand under the vent and jump to climb in. When the passage splits, head left and inspect the locked door - the door before the split will now close, trapping him. 42B. Switch to Milly and move her to the ventilation control room. Use the computer to bring up a mag of the system. Switch the left of the three lower doors, then the middle one to open all three. 42C. Exit the computer screen and switch back to Raz. Crawl through the now-opened door and along until you reach the bright light at the end (if the way is blocked by a jet of steam, you need to move Milly back to the S-shaped hall and turn the red valve there - see, we told you not to touch it!). 43A. You drop down into two giant fans, blowing/sucking you towards the rear of the room. Immediately kneel and crawl forward to the front of the room. Inspect the control panel to turn off the two fans in this room and another elsewhere. 43B. Go back to the ladder and climb up into the vent. Crawl along until you reach the other exit (you have to stand and jump up at one point). There will be a giant fan in the floor here (which you just shut off). Walk over it and inspect the vent on the other side to proceed towards the end. 44. You drop into the research lab. Kneel in front of the red tank to find a first-aid spray. Use the virus sample in the testing device to the left of the desk by the large window. A cinematic sequence culminates in Milly being attacked by another creature. Raz smashes through the window to save her, but is hurt in the fight. Milly drags him through the back door. 45A. The pair emerge in an atrium filled with tress and Raz recovers. Push the red button on the steel panel to drain the small pool of water in the centre of the room. 45B. Inspect the machinery on the wall to the left of the doorway (facing) to find a clip of bullets. Now inspect the pool to climb down into it. 46. You are now in a water-filled passage. Walk to the opposite end, then kneel and inspect the broken gate to crawl under it. 47. You're in a room with a broken water pipe. Go to the valve behind the pouring water and attempt to turn it. Use your oil can on it, then try turning again. This raises a door to the rear of the room: go through. 48. Proceed along the passage. Just after the bend you'll hear a rumbling and a giant object will rush towards you. As soon as you regain control, jump to climb through the grating above. 49. They pull themselves into a short hall. As you approach the exit door, another mutant attacks. Beat him up, then go through the door. 50. You've reached the elevator room. Use the controls to start a cinematic sequence showing the characters getting in and going up. LEVEL B-2F: 51. Exit the elevator room to arrive in a T-shaped hallway. Turn left (to hear rushing water) and through the door into a lounge with a large window overlooking a large cave. Kneel and inspect one of the coffee tables to find another gun clip. 52. Return to the hallway and inspect the control box next to the lasers. Enter the number 91861 to switch them off. 53. Now proceed down the hallway and enter the door at the end. 54. You emerge on a short bridge with a broken section in its middle. Get Raz to do a running jump over it: he'll start to fall but grab the other edge and haul himself up. Milly says she can't make it and so stays behind - you'll have to make a bridge somehow. Get Raz to enter the door at the other side. 55. He's now in the hallways of the personnel quarters. A mutant will attack here: after defeating it, go round the right-hand passage and enter the first door (room R38-2). 56. In this room is a laptop computer: inspect it to view the research project report written (shock, horror!) by Milly. Kneel and grab the metal rods on the floor. Then kneel and inspect the filing cabinet to find a stun gun. Exit the room. 57. Go into the room across the hallway (R38-6). Kneel by the bed to find another gun clip. Exit the room. 58. Go down the hall and enter room R38-5. Pick up the metal grating on the floor at the rear of the room, then return through the door. 59. Return to the broken bridge and lay the two metal rods across the gap. Lay the grating on top to form a bridge for Milly to cross. A cinematic sequence shows your characters talking about the report in room R38-2. When it finishes, exit this room. 60. Go to the kitchen (at the end of the hall, opposite the door to the bridge) and check the strawberry drinks dispenser on the left side of the room a few times to find a first-aid spray. Exit the room. 61. Go back to room R38-5 and drop down the hole where you found the grating. 62. You're in a dark set of tunnels with two more ceiling gratings, a sealed vent on a wall, and a broken section of floor with a pipe sticking out. Go straight down the hallway and jump up to the ceiling grating there to climb up into the room above (R38-1). 63. Use the stun gun to open the steel box on the wooden shelf here, then get the burner from the box. Unlock the door, then drop back down into the tunnels. 64. Jump up the other ceiling grating (to the right of the pipe) to emerge in room R38-7. Go through the door to the adjoining smaller room (not the hallway) and inspect the laptop computer a few times to get the CD ROM. Return to room R38-7 and exit into the hallway. 65. Return all the way back to the hallway with the elevator room door (via the bridge) and head right up the passage with the rushing water sound. Kneel and inspect the grated floor to see a card beneath it. While still kneeling, use the burner on the floor to cut a hole. 66. Drop into the hole, then kneel and retrieve the yellow key card. There's also a clip on the rock to the right of the water (facing): kneel to get it. Jump back up through the hole. 67. Proceed towards the passage opposite from where you cut the grating. Raz will mutate into a creature. A cinematic sequence shows Milly using the yellow key card to unlock the door and enter the next room. The mutated Raz follows, but she uses the stun gun to knock him out, then uses the lab equipment to extract the virus from him. 68. Go through into the lab control room (through the automatic sliding door). Look on the white box to find the Allen wrench. Return to the hallway by the elevator room. 69. Go down the long hall and over the bridge again, then into the tunnels under the personnel quarters via one of the floor gratings. 70. Use the Allen wrench on the vent on the side wall of one of the tunnels, enabling you to enter the hole. 71. You emerge on the girders below the broken bridge. Walk forward, take the first right, then the next right (making a large U turn). Enter the hole in the wall at the end of that girder. 72. You are now in room R38-3. Enter the door on the side of his room. 73. Now push the cabinet to the left so it falls into the hole by the other doorway. Walk across the top of the cabinet to enter the door. 74. You're now in a control room. Kneel in front of the machine to your left to find a gun clip. Kneel in front of the panel at the back-right corner to find a first-aid spray. Walk up the steps to the main computer and use the CD-ROM at the centre of it. 75. After a cinematic sequence, leave the control room and enter the previously locked door at the end of the hallway, next to room R38-5. 76. In the suit hanar, inspect the suit near the box on the wall to find another gun clip. Go through the door with the round windows at the back of the room. 77. You enter a cavernous tunnel. Inspect the machine there to find yet another gun clip. Continue to the end of the tunnel and step into the darkness. 78. You emerge at the skimmer launching area. Walk onto the platform and inspect the water skimmer there (#03) to remove the dead battery. Proceed down the tunnel and enter the door at the end. 79, As soon as you enter the skimmer storage area, another mutant will attack. After defeating it, kneel and inspect skimmer #01 to find the live battery. Exit the way you came. 80. Go back to the platform with skimmer #03 and use the live battery on it. The characters then climb into the skimmer and launch. 81. You're now given control of the skimmer and must dodge the rocks - too many hits and you've had it. There's not much need to jump, just steer left/right to avoid the rocks along the bottom. After a while, a cinematic sequence shows the skimmer crash-landing and the characters diving for safety. 82. They're safe and sound on the skimmer landing pad. Exit through the door to the next room. 83. You emerge on a walkway above some giant cables. As you enter, you're attacked by another mutant. Duff him up, then proceed round the corner towards the elevator door. When Raz inspects the door, a cinematic sequence shows the mutant coming back to grab Milly. Then the baddie comes out of the elevator and knocks Raz unconscious. When he wakes up, Milly's gone. Enter the elevator and ride up to the next level LEVEL B-1F: 84. Proceed down the hall in front of you and enter the door in the dome-shaped structure. 85. You're in a large cryogenic chamber. Proceed straight to the exit at the other side. 86. You come to another hallway. Enter the door on your left side. 87. There are two dead men in the briefing room. Inspect the one hunched over by the left-hand wall twice to find a gun clip. There's also a first-aid spray under the table. Inspect the other dead man to find the ID passcard (with your picture on it). Go back out into the hallway. 88. Go to the door at the end of the hallway. Show the red robots the ID passcard and they'll move aside. It's a good idea to save your game here (as you can't from now on), then try to equip your hand gun (for easy selection later). 89A. You enter the room where Milly's being held. In a cinematic sequence, the evil scientist reveals that you are a clone - and so is Milly. 89B. The baddie then mutates and you take control of Raz for a fight sequence. At this point a countdown begins for the self-destruction of the centre - so you've got to move fast from here on. Quickly equip the hand gun and hold R1 to draw it and 5 to shoot. Aim carefully and keep shooting the mutant until he changes position (try not to waste too much ammo). A good tactic is to get round the other side of the couch, so he can't reach you. 89C. Once you've defeated him, inspect the computer at the back of the room, then use the robot's memory chip on it, enabling him to unlock the exit door for you. Before going through it, try to equip your hand gun again (you're going to need it). 90. As you ride up in the freight elevator, the mutant baddie shows up to shake things up in a cinematic sequence, but falls back down. 91A. You emerge in the hanger bay with an aircraft. Go to the left side of the cockpit and inspect it. 91B. This triggers a reappearance from the mutant scientist and you have to fight him again! Keep firing the gun at him, as before. However, you may well run out of ammo and have to finish the job off by hand. Once you've defeated him, he gets up for another go (wouldn't ya know it?). This time, you need to lure him to the back of the aircraft (just run over there), so Milly can turn the engines on and engulf the mutant menace in flames. @endnode @node Pandemonium "Pandemonium" @{b}Pandemonium@{ub} Some useful cheats. At the password screen enter: HARDBOY for invulnerability VITAMINS for extra lives BORNFREE for the ability to go to any world at will TOMMYBOY for the exciting opportunity to play pinball between levels There's also a cheat to make all the enemies in the game invincible. If you're feeling particularly tough or stupid, type EVILDEAD and watch them make mincemeat of you. @endnode @node Perfect_Weapon "Perfect Weapon" @{b}Perfect Weapon@{ub} Use your joypad to enter these level passwords at the password screen to skip to: Ice Moon: X, SQUARE, X, SQUARE, SQUARE, O, SQUARE, O Garden Moon: O, X, X, TRIANGLE, O, O, X, TRIANGLE Forest Moon: O, TRIANGLE, SQUARE, O, SQUARE, SQUARE, TRIANGLE, TRIANGLE Desert Moon: O, X, X, X, TRIANGLE, CIRCLE, TRIANGLE, TRIANGLE Proteus Moon: X, X, SQUARE, X, SQUARE, SQUARE, TRIANGLE, O @endnode @node Porche_Challenge "Porche Challenge" @{b}Porche Challenge@{ub} These cheats will not make the game any easier, but are very amusing. These cheats are only acessible via the main menu. For a fish eye view of the race: Hold down SQUARE, TRIANGLE and O, then press L1, L2, R2, R1 Making the commentry sound like Mickey mouse on hillium: UP, TRIANGLE, UP, TRIANGLE For a mad car: Hold down SELECT and SQUARE, SELECT and CIRCLE and then SELECT, SQUARE and O. For an invisible car: Hold down SQUARE and O then L2 and R2, SQAURE and O, L1 and R1 and finally SQUARE and O. To make your opponents behave like boy racers: UP, RIGHT and the hold down RIGHT and SELECT. @endnode @node Powermove_Pro_Wrestling "Powermove Pro Wrestling" @{b}Powermove Pro Wrestling@{ub} Note: X, TRIANGLE, O refer to the fire buttons on your Playstation's joypad. The "+" symbol (I believe) refers to the square fire button on your joypad. Got that? Okey dokey, here's the moves and special moves... --------------------------------------------------------------------------- Moves and special moves for LANCE: When facing: ------------ Headlock - TRIANGLE Arm Stretch - TRIANGLE + Body Slam - O Suplex - O + Slap - X Chop - X + Armbar near head - TRIANGLE Stomp X (When stationary): ------------------ Armbar Takedown - TRIANGLE Armbar Takedown - O Press Slam - X When opponent is groggy: ------------------------ Power Bomb - O + Kick - X Sleeper Hold - TRIANGLE Armbar Takedown - TRIANGLE + Bull Dog - O Back Suplex - O + Clothesline - X When face-up on mat: -------------------- Scorpion Deathlock - TRIANGLE Stomp - X Running opponent: ----------------- Sleeper Hold - TRIANGLE Back Body Drop - O Drop Kick - X Toe Rope Turnbuckle: -------------------- Flying Clothesline when opponent is standing - X Flying Elbow Drop when opponent is on mat - X Suplex when opponent is groggy, facing forward - X Top Rope when opponent is standing in corner groggy - X --------------------------------------------------------------------------- Moves and special moves for EGYPTIAN CONNIPTION: When facing: ----------- Headlock - TRIANGLE Swinging Neckbreaker - TRIANGLE + Bodyslam - O Suplex - O + Slap - X Chop - X + When stationary: ---------------- Armstretch - TRIANGLE Armbar Takedown - TRIANGLE + Power Bomb - O + Kick/Drop kick - X When opponent is groggy: ------------------------ Sleeper hold - TRIANGLE Armbar Takedown - TRIANGLE + Bulldog - O Dragon Suplex - O + Clothesline - X When face-down on mat: ---------------------- Hammerlock whn near opponent's head - TRIANGLE Boston Crab when near opponents feet - TRIANGLE Stomp - X When face-up on mat: -------------------- Armlock when near opponents head - TRIANGLE Boston Crab when near opponent's feet - TRIANGLE Stomp - X Running opponent: ----------------- Sleeper Hold - TRIANGLE Back Body Drop - O Drop Kick X Toe Rope Turnbuckle: -------------------- Flying Butt Smash when opponent is standing - X Flying Stomp when oppoent is on mat - X Superplex when facing standing, groggy opponent in corner - X Top Rope Back Suplex when behind standing groggy opponent in the corner - X --------------------------------------------------------------------------- Moves and special moves for AREA 51: When facing: ------------ Headlock - TRIANGLE Swinging Neckbreaker - TRIANGLE + Suplex - O Tombstone Piledriver - O + Slap - X Punch - X When opponent is groggy: ------------------------ Arm Stretch - TRIANGLE Armbar Takedown - TRIANGLE + Frankensteiner - O Power Bomb - O + Slap - X When face-down on mat: ---------------------- Camel Clutch when near opponent's head - TRIANGLE Bow an arrow when near opponents feet - TRIANGLE Elbow Drop - X When face-up on mat: -------------------- Armlock when near opponents head - TRIANGLE Running opponent: ----------------- Sleeper Hold - TRIANGLE Tilt a Whirl Suplex - O Punch - X Running opponent from a stationary position: -------------------------------------------- Frankensteiner - TRIANGLE Frankersteiner - O Slap - X Toe rope Turnbuckle: -------------------- Flying Drop Kick when opponent is standing - X Shoot Star Press when opponent is on mat - X Standing Top Rope Fisherman Buster Suplex when facing standing, groggy - opponent in corner - X Tope Rope Back Drop when behin standing, groggy opponent in the corner - X Flying Back Drop when opponent is outside the ring - X Running moves: -------------- Drop Kick Rolling Kick when opponent in ring - X Drop Kick Rolling kick opponent in corner - X Slide Kick opponent outside ring - X Clothesline - X --------------------------------------------------------------------------- Moves and special moves for AGENT ORANGE: When facing: ------------ Headlock - TRIANGLE Armstretch - TRIANGLE + Bodyslam - O Suplex - O + Slap - X Chop X + Face standing opponent when they're groggy: ------------------------------------------- Bear Hug - TRIANGLE Press Slam - O Inverted Slam - O + Kick - X Face behind opponent when they're groggy: ----------------------------------------- Sleeper Hold - TRIANGLE Back Suplex - O German Suplex - O + Forearm Smash - X When face-down on mat: ---------------------- Camel Clutch when near opponent's head - TRIANGLE Boston Crab when near opponent's feet - TRIANGLE Stomp - X When face-up on mat: -------------------- Eye Gouge when near opponent's head - TRIANGLE Bodton Crab Chop when near opponent's feet - TRIANGLE Running opponent: ----------------- Sleeper Hold - TRIANGLE Fireman's Carry Drop - O Chop - X Toe rope turnbuckle: -------------------- Double Axehandle when opponent is standing - X Flying Head Butt when opponent is on mat - X Top Rope Fireman's Carry Drop when facing standing, groggy opponent in corner - X Tope Rope Back Suplex when behind standing, groggy opponent in the corner - X Running moves: -------------- Spinning Wheel Kick when opponent in ring - X Spinning Wheel kick when opponent in corner - X Clothesline when opponent is outside ring - X Clothesline when opponent is groggy - X --------------------------------------------------------------------------- Moves an special moves for EL TREMBLOR: When facing: ------------ Headlock - TRIANGLE Neckbreaker - TRIANGLE + Snap Mare - O Body Slam - O + Slap - X Kick - X + Face standing opponent when they're groggy: ------------------------------------------- Armbar Takedown - TRIANGLE Frankensteiner - TRIANGLE + Suplex - O Backbreaker - O + Drop kick - X Face behind opponent when they're groggy: ----------------------------------------- Armbar Takedown - TRIANGLE Cross Facer - TRIANGLE + German Suplex - O Tiger Suplex - O + Forearm Smash - X When face-down on mat: ---------------------- Armlock when near opponent's head - TRIANGLE @endnode @node Project_Overkill "Project Overkill" Project Overkill Maximum Health: Press START at any point during a mission and highlight the review mission option. After you've done this, enter the following: SQUARE, CIRCLE, SQUARE, X, SQUARE, TRIANGLE, CIRCLE, SQUARE, CIRCLE, X, CIRCLE, TRIANGLE. You should see your health rocket up to 200 and the word 'cheater' across the top of the screen. Use this cheat whenever you like. @endnode @node Raging_Skies "Raging Skies" @{b}Raging Skies@{ub} For Extra Time: While you waiting for the game to load, hold down R1, R2, L1 and L2. Release these buttons on your joypad when the game has loaded up. You should find that when you start a mission, you'll now have 999 on the counter as opposed to the usual 357. @endnode @node Rally_Cross "Rally Cross" @{b}Rally Cross@{ub} Here are a few codes for Rally Cross that, while they might not actually help you in the game, will add a little fun into the proceedings. These codes will change the physics settings in the game so that important aspects in the game can be chopped and changed about. Enter the codes at the New Season login: To make the cars heavy, type in: STONE To make the cars ultra lightweight, type in: FEATHER For low gravity, type in: FLOAT To lower the friction, type in: SPINNER @endnode @node Rayman "Rayman" @{b}Rayman@{ub} A cheat for 99 lives is to pause the game and then press and hold: L2, R1, L1, R2 on your joypad. Then release them in this order: L1, R1, L1, R2. Now press and let go of the TRIANGLE button on your joypad. Now press and hold: RIGHT, O, SQUARE, X together and release them in this order: RIGHT, SQUARE, O. Unfortunately, doing this is probably more difficult than doing the game itself. How about entering your starting code as: XNB9FM!!z2? for invulnerability or entering UP, DOWN, RIGHT, LEFT on your joypad after you've asked for a continue which will give you 10 more continues? @endnode @node Rebel_Assault_2 "Rebel Assault 2" @{b}Rebel Assault 2@{ub} Cheats and level guide: Passcodes: Level 2 X, TRIANGLE, X, O, O, O Level 3 TRIANGLE, SQUARE, X, O, O, X Level 4 TRIANGLE, O, X, O, O, TRIANGLE Level 5 TRIANGLE, X, X, O, SQUARE, SQUARE Level 6 TRIANGLE, TRIANGLE, X, SQUARE, O, O Level 7 SQUARE, SQUARE, X, O, SQUARE, X Level 8 SQUARE, O, X, O, SQUARE, TRIANGLE Level 9 SQUARE, X, X, CIRCLE, TRIANGLE, SQUARE Level 10 SQUARE, TRIANGLE, X, O, TRIANGLE, O Level 11 CIRCLE, SQUARE, X, O, TRIANGLE, X Level 12 O, O, X, O, TRIANGLE, TRIANGLE Level 13 O, X, X, O, X, SQUARE Level 14 O, TRIANGLE, X, O, X, O Level 15 X, SQUARE, X, O, X, X Password Cheats: Go to the options screen and choose 'Enter Passcode'. Now enter one of the following codes for The Force to be with you: Invulnerability TRIANGLE, O, O, TRIANGLE, SQUARE, X Level Skip TRIANGLE, TRIANGLE, O, TRIANGLE, SQUARE, SQUARE Movie Mode TRIANGLE, SQUARE, O, TRIANGLE, O, O Access All Levels Easy Level X, O, X, O, X, TRIANGLE Medium Level X, TRIANGLE, TRIANGLE, SQUARE, X, TRIANGLE (PAL version) X, SQUARE, TRIANGLE, TRIANGLE, X, TRIANGLE (NTSC version) Hard Level TRIANGLE, SQUARE, SQUARE, SQUARE, X, TRIANGLE (PAL version) X, O, SQUARE, TRIANGLE, X, TRIANGLE (NTSC version) Level Guide now follows... Level 1: The Dreighton Triangle: Try to shoot the fighters as soon as possible and particularly when they are in bunches. Shoot constantly and target the closest fighters first. Try not to let any fighters slip past you since that is about the only time they will cause you damage. Level 2: The Corellia Star: Shoot constantly. Aim low until you are always hitting the closest enemy. Don't change your position, just duck and fire when you see the enemy, then duck again after hitting them. On more advanced levels use the holes your blaster creates in the walls to tell where you are aiming. When you've shot all enemies (they stop appearing) in one area, aim at another enemy. You can also use the ship in the third section for cover and to cut damage (pop up while it goes past) and you can try to hit the target on it. To see objects explode, shoot the switch at the end of the hall in the first stage, then shoot the light on the right in the second stage. These extra targets help increase your accuracy. Level 3: Mining Tunnels: In general, try to fly your ship near the middle of the screen. When you get to the section where the pipes twist across your path, start low, then go up, down, and then up again. On the second section, flip the Y axis and shoot the enemies ASAP. Flight errors: how many times your ship hits obstacles. Level 4: The Asteroid Field: Shoot constantly. Follow and aim near the ship in front of you (when going around blind spots). Shoot all blue objects ASAP. The red objects just remain stationary, but your target accuracy is lowered if you miss them. Level 5: Interceptor Attack: As on Level 1, try to shoot the fighters as soon as possible and when in bunches. Shoot constantly and target the closest fighters first. Try not to let any figters slip past you since that is about the only time they will cause you damage. Level 6: The Mining Facility: Shoot constantly. Follow the ship in front of you. Don't shoot the running stormtroopers (if you do, they'll shoot you and cause you lots of damage). You only need to shoot all shield generators on one exchange junction to get to the section section. Level 7: Tie Training: First section: flip the Y axis, keep low, follow ship in front of you, and memorise the course. Second section: stay as high as possible and make small movements. Level 8: Flight to Imdaar: Flip Y axis, then try to shoot the fighters ASAP and when in bunches. Shoot constantly and target the closest fighters first. Try not to let any fighters slip past you since that is about the only time they will cause you damage. Level 9: The Mine Field: This is possibly the easiest level. Shoot the guns ASAP. Shoot holes through the force fields and fly through them. Level 10: Speeder Bikes: Flip Y axis, shoot constantly, stay low, protect Ru (from the minocks), and follow her. Kill the minocks ASAP. Do not believe Ru when she says, "...almost there". You still have about a minute left of flying. Level 11: Aboard The Terror: Flip Y axis, then use the same hints as Level 2: The Corellia Star for the first two sections. On the third section, wait until the ship appears, then shoot the three targets on the bridge above you. The bridge will fall and crush one ship (although this may make your accuracy go down lower than if you had shot all the targets). You can also have the bridge fall and splatter a stormtrooper. Level 12: The Sewer: Shoot constantly and aim low (on stormtrooper's body). Watch the burn patterns your blaster leaves on the wall to control your aim. Shoot at the area the trooper will move into (when they come out of cover). Shoot flying balls ASAP. By the elevator, try to keep your aim at a height that will hit all three troopers. Level 13: Escaping The Star Destroyer: Stay low, take out shield generators ASAP, follow arrows, and shoot the electric ball thing inside the reactor ASAP. Level 14: Tie Attack: As on Level 1, try to shoot the fighters as soon as possible and when in bunches. Shoot constantly and target the closest fighters first. Try not to let any fighters slip past you since that is about the only time they will cause you damage. Level 15: Imdaar Alpha: Follow arrows and memorise the movements of the wing-like things (usually they alternate: up, down, up, down). Aim at a high corner to avoid fan blades, shoot blue and white ships ASAP, and shoot targets on side of the huge laser ASAP (closest ones first). @endnode @node Resident_Evil "Resident Evil" @{b}Resident Evil@{ub} The complete solution: To save space and endless repetition there may be occassions when you will have to take the initiative and return to the Save/Storage Rooms or refer to the map but on the whole following this simple guide should be no problem. Right, on with the solution! COMPLETEING THE GAME WITH CHRIS: Proceed through the dining room and take the door at the far end to the right. In the hallway turn left and proceed to the end until you meet the zombie. Once the cut sequence has ended return back to the main entrance. Pick up Jill's Berreta Pistol and also take the Ink Ribbon situated to the left of the stairs. Return back to the place where you first encountered the zombie and attract it away from the dead body. Once it is far away from the body, examine the corpse and you will discover two clips for the Berreta. Then go back to the main entrance. Go through the Blue double door and push the steps up against the statue so that you can retrieve the map held within it's grasp. Push the chest towards the corner to give yourself access to the room behind. Enter the room and walk around the corner. Walk up to the shelves, avoiding to stand on the zombie lying on the floor, and pick up the Ink Ribbon. Return back to the main entrance and go up the stairs. Take the second flight of stairs to the right and then take the second door to the left, situated above the Blue door you entered below. Once you have passed through the door, take the small key to the right and then proceed to the end of the hallway. Take the door to the right and then go to the end of the Terrace. Take the clip from the corpse and then quickly leave avoiding the crows. Return back to the landing at the top of the stairs and enter the door on the opposite side. Kill the two zombies with the Berreta. Then push the statue towards the gap in the banisters and push it over the edge to the dining room below. Take the door at the end of the upper level to the dining room and run past the three zombies. Try to remain as far away from them as possible and take the stairs that lead down. Take the first room to the left behind the stairs where you will meet Rebecca. Take the key lying on the bed and then place your knife and small key inside of the chest. Then exit the room leaving Rebecca behind. Return back to the dining room and take the blue jewel from the now broken statue. Then return to the room where you met Rebecca and save your game position on the typewritter. If necessary you may want to get heald by Rebecca. Exit the room and follow the hallway, taking the door at the end. On entering the next room shoot the two zombies facing you and then take the corridor to the characters right. Shoot the zombie and then take the short corridor to the left. Enter the door at the end and then use the blue jewel on the tiger. Pick up the Wind Crest. Exit the room and then enter the door opposite to the short hallway. Inside the bedroom pick up the clip lying on the bed and then go over to the desk and examine it. Shoot the zombie that leaps out of the closet and then re-examine the desk. Exit the room and take the door to the right at the end of the corridor. Turn left and proceed to the end of the corridor and enter the red door next to the double doors. Walk around the piano in the next room and push the bookshelf towards the corner. Pick up the Music Notes and use them upon the piano. Rebecca will enter the room and will try and play the piano. Let her practice when she asks. Exit the Bar Room, turn right and take the next door to the left that leads back to the dining room. Pick up the Emblem embedded in the wall to the right and then return to the main entrance. Save your game position and then pass through the blue double doors. Unlock the door to the right and then discard the Mansion key. Return to the Bar Room where Rebecca will have learned how to play the piano. Enter the secret room and take the Gold Emblem, replacing it with the emblem found in the dining room. Go back to the dining room and place the Gold emblem in the place where you found the other. Then take the Shield Key from behind the grandfather clock. Return to the main entrance and pass through the blue double doors. Go to the main entrance and pass through the double blue doors. Pass through the door to the right that you unlocked and run to the end of the hallway as quickly as possible avoiding the dogs. On entering the next room take the green herb to the characters left and use it if your health is particularly poor. Then return back to the hallway and shoot the two dogs. Push the chest and take the clip that lies beneath it. Go back to the winding corridor where you found the green herb. Walk down the corridor and enter the second door that comes to the characters right. In the bathroom drain the tub and take the small key. Then exit the bathroom and continue down to the end of the winding corridor and enter the double doors. Shoot the two zombies and then go to the end of the hall and take the door to the left. Press the switches on the pictures in the following order: Newborn babdy, Infant, Lively Boy, Young Man, Middle-aged Man, Old Man. Then press the switch on the picture at the end of the gallery. Pick up the Star Crest and then exit the gallery. Turn the character right and proceed down the corridor taking the grey door to the left. Run past the zombie and then take the door to the right by the stairs. Use the chest to store any unwanted items and then save your game position. Exit back through the grey door, turn the character right and proceed towards the end of the hall taking the very last door to the left. This leads out to the roofed passage. Kill the dog and then place the Wind and Star Crests into the panel at the end of the passage. Return back to the storeroom where you made your last save and pick up the bag of chemicals. Go to the corridor where the Tiger room is located and take the door at the end of the L-Shaped part. This will lead to the greenhouse which contains a rather aggressive plant. Place the chemicals in the pump and this will kill the plant allowing you to pass and pick up the armour key. Exit the green house and take the first door that appears ahead of you and then enter the door to the characters left. Pick up the Broken Shotgun, the clip, and use the Small Key to unlock the desk to obtain the shells. If you find you have not got enough inventory space exit the room and enter the room where you first met Rebecca. Here you can store any items necessary at the present. Ensure you have the Broken Shotgun and one spare inventory slot and then return to the winding passage. Enter the door opposite to the double doors and pass through the next room. In the Living Room pick up the shotgun mounted on the wall and replace it with the broken shotgun. Return back to the Main Entrance and enter the door next to the blue double doors. Kill the zombie down the left passage. Open up the desk using a small key to get the shells and then proceed down the hallway and enter the mirror room. It is not necessary to kill the crawling zombie and it is best to conserve your ammo. Pick up the herb and ink ribbon and then return to the main entrance. Go up the stairs taking the right side. On the landing take the first door to the characters left and shoot the two zombies encountered in the U-Shaped Hallway. Enter the double green doors to the characters left and push the statues over the circle grates in the floor. Then press the switch in the middle of the floor to open the showcase. Then take the Sun Crest from the showcase and exit the room. Go to the end of the U-Shapped Hallway and enter the door to the right at the end. In the small library pick up the Botany Book to file and then exit through the opposite door. Avoiding the zombies or killing them if you have to, run down the hallway and take the first door to the right. Avoiding the zombie inside the room, enter the door to the characters left. Inside the Small Office examine the insect display and hit the switch to drain the aquarium. Push the aquarium towards the right hand corner and then push back the cabinet into the left hand corner. Pick up the shells and then pick up the researchers will on the desk. Then exit the room. Run across the room avoiding the zombie and enter the door opposite. In the bedroom pick up the lighter and also pick up the shells and red herb if you can. Exit the room and return to the hallway. Turn right and run to the end of the hallway entering the blue door. Use the lighter on the fireplace to reveal a map of the second floor. Leave the room back to the hall and go down the stairs and enter the storeroom. Replenish your energy and stock up on shells. Also save your game if you feel it's necessary. Return back up the stairs ensuring you have the lighter and proceed back to the U-Shaped hallway. Go past the green double doors and enter the door you have yet to use to the characters left. Proceed down the hallway and examine Richard. Pick up the clip and then exit through the other door. Kill the zombie and then proceed up the stairs and unlock the door at the top but do not enter. Discard the key when prompted. Go back down the stairs and proceed down the narrow hallway to the characters right. In the next room use the lighter on the candles to reveal the secret room behind the case. Move the case and pick up the shells behind . A clip can also be found in the main part of the room. Return back up the stairs and this time enter the door that you unlocked. On entering the room you will encounter a snake who you should blast with the shotgun until it retreats. Examine the hole where it came from and you will find the Moon Crest which you should pick up. Also pick up the shells that are found within the attic. On exiting the room you will soon collapse from poisoning and will awake in the Rebecca Room. Store everythging but the two crests and the guns and ammo. Then return to the roofed passage and add the crests to the panel containing the other two. Enter the now open door and push the steps up to the shelf. Climb the steps and pick up the square crank. A small key can also be found on one of the barrels. Pass through the double doors and kill the three dogs and then pick up the map of the garden found on the wall next to the useless elevator. Then go through the gate at the far end of the courtyard. Walk around the pool and use the crank on the square hole. The water will then drain out of the pool revealing a passage. Go across the passage and run as fast as possible to the elevator to avoid the snakes venomous bite. Go down the elevator and prepare to encounter three more dogs. Pass through the gates and proceed towards the guard house. In the guard house push the statue down the hall to cover up the hole. Enter the first floor you passed on the right and store the crank in the chest, then save your game position if you wish. Exit the save room and enter the door opposite avoiding the two zombies inside if possible. Enter the first door you encounter and drain the tub inside. Take the Control Room key from the tub and then re-enter the bedroom. Explore the bedroom and take the Red Book and the Shells. Also pick up the small key if you have enough inventory space. Return back to the save room and store the red book and small key. Return to where you moved the statue and enter the door ahead. Proceed down the hallway and take the first door to the characters right. Move down the passage to the left by the bees and pick up Domitory Key 002. Exit the room as quickly as possible by the door you entered through. Continue further down the hallway and take the next door to the characters right. Discard the key when prompted and then enter room 002. Enter the bathroom to the characters left and kill the zombie inside. Return back to the other room and pick up the Domitory Map, Plant 42 Report but leave the shells. Push the cabinet to reveal the ladder and go down it. Push the three boxes into the water to create a bridge. Then pass through the double doors at the end of the passageway. On entering the next room, run left and try to avoid the big fish. Continue around the room until you encounter the first door to the characters left. Enter the door discarding the control room key when prompted. Inside the control room use the lever to drain all of the rooms and then press the button next to the door to open the weapons storage room next door. Exit the control room and enter the room to the characters left. Pick up the Dormitory Key 003 and also pick up the clip and shells but only if it ensures you still have one spare inventory slot because you need the small key found in the corner of the room. Exit the room and return back up the ladder. Pick up the ammo you left in Room 002 and also in the bathroom. Return back to the hallway connected to the save room and containing the statue. Take the double red doors to the characters right. Kill the two giant spiders inside using the shotgun. If you are poisoned use the blue herb situated near the entrance to the guard house. Once the spiders are dead, take the Ink Ribbon and the Clip and also examine the pool table. Return to the save room and take the red book. Also ensure you have plenty of shotgun ammo and a small key. Then return to the room containing the bee hive and enter room 003. Discard key 003 when prompted and then enter the bathroom to the left. Kill the zombie inside and pick up the clip from the floor. Then return to the bathroom and open the desk using the small key to gain access to the ink ribbon inside. Go over to the bookcase and replace the V-Jolt Report with the red book. This will activate the cabinet to move and reveal a hidden door. Enter the door and be prepared to meet plant 42. Stay to the sides of the room and run to avoid the falling acid. A white trail appears when it is just about to drop upon you so keep your eyes peeled. You should be able to fire a couple of shots with the shotgun before you have to move. Plant 42 requires at least 20 shots before it will die. Once you have killed the plant take the Helmet Key from the fireplace. Then return to the mansion saving your game in the guardhouse and stocking up on ammo if you need to. On entering the mansion you will find the place has been infested with hunters which take several hits even with the shotgun so be very careful around them. Once you have left the roofed passage take the first door encountered to the characters left. The door needs to be unlocked using the Helmet Key. Inside the room go over to the desk and turn on the light using the switch. Pick up the Colt Rounds. Pick up the DOOM book only if you have the space. Exit the room and enter the grey door and proceed to the storeroom. Store the Colt rounds and replenish your health if necessary. Exit the storeroom and read the note on the stairs and then return to the hallway through the grey door. Pass through the double doors and continue down to the end of the hall killing any Hunters you may encounter. Pass through the wooden door at the end and enter the hallway that once contained the two dogs. In their place are now two giant spiders which can be avoided if you run. Once you have passed the giant spiders make your way to the main entrance. Go up the stairs and enter the room above the dining room. To avoid having to kill both hunters in this room, and therefore saving precious ammo, kill one of them as quickly as possible and then proceed down that side of the room. Enter the door at the end of the room and kill the hunters in the following corridor. Walk around the staircase and enter the first door to the left. Inside the library pick up the orders and shells, but leave the Colt rounds if they will fill up your inventory. Press the switch next to the door and then turn and examine the head above the fireplace. Push the steps in front of the head and climb them to obtain the Red Jewel. Then exit the room and head down the staircase and assist Rebecca. Enter the Rebecca Room and save your game position. Exit the Rebecca room and go back to the room containing the head of a tiger. Place the Red Jewel in the tigers eye and you will receive a Colt Python. Make your way back to the store room by taking a left outside of the tiger room, passing through the dining room, main entrance, blue double doors, grey door, etc. Enter the storeroom and stock up on the colt ammo you stored. Go up the staircase outside the storeroom and kill the Hunter at the top using the Colt. Go to the end of the hallway and enter the room containing the fireplace. Run straight through the fireplace room and enter the other room connected to it. Discard the Helmet Key when prompted. On entering the next room you will encounter a Snake which has to be killed. Using the Colt as your main weapon, take shots at the creature when it remains still but as soon as it prepares to attack move as quickly as possible to another location. Once you have killed the Snake, make sure you have the shotgun to hand and then drop down the hole. Once you are down the hole, go over to the gravestone and press the switch to activate the trap door. Go down the ladder and proceed around the corner killing the zombie using the shotgun. Pick up the shells and then go over to the door on the far side. The two zombies feasting can be avoided unless you desperately need health. If you do need health, don't kill the zombies until they stand up. Once they are dead there are two Green Herbs which can be used. Go down to the door which leads to the kitchen. Inside the kitchen you will find a small key lying on the counter. The best way to kill the zombie lying in the corner of the kitchen is to let him bite your ankle so that you crush his head. This may take off a tiny bit of energy but the ammo is well worth saving for later. Enter the elevator next to where the zombie is lying. Once the elevator has reached the top kill the zombie immediately in front with the shotgun. Continue forwards and enter the closet directly ahead. Inside you will find two boxes of shells and a battery. Take the shells and also the battery but only if it still leaves you with a spare inventory slot. Exit the closet and run back towards the elevator looking for a zombie directly ahead at the end of the hall. Take the green herb found within a small nook if necessary and then pass through the blue double doors. Once you have passed through the doors kill the zombie and then go over to the desk in the corner to the right. Use the small key to open the desk to get the Colt ammo. Go to the door in the opposite corner and beware of the zombie hidden behind the bookcase. Pick up the scrapbook and then pass through the door and carry on straight ahead. Once you have reached a statue push aside just enough to pass it and then continue on to the statue with a red switch. Activate the switch and it will illuminate a small area of the room. Push the statue over to the illuminated area and the secret office will open. Take the MO Disk and then exit. Go over to the other side of the room and push the bookcase over to the top of the screen and away from the blue doors. Enter the secret observatory and take the ink ribbon and the clip but only if you have the space. Look out of the window and return to the closet to pick up the Battery. Return back to the elevator and proceed back to the kitchen. Go over to the door on the opposite side of the kitchen. After the cut scene and the extra zombie to kill proceed up the stairs next to the door. Walk around the elevator and unlock the double doors. Pass through the doors and kill the two hunters if you have plenty of ammo to spare or otherwise try to dodge past them. Go back to the storeroom near the grey door to re-arrange your inventory. Ensure you have the DOOM book in the chest. If you left it in the room around the corner this is a good time to retrieve it and place it in the chest. Take the Square Crank, Battery and as much ammo as you can carry and then go to the roofed passage. Kill the hunter but only if you really find it impossible to run past. Run across the courtyard and across the waterpath, past the snakes, and down the elevator to the Lower Courtyard. Go to the useless elevator and use the battery. Then use the elevator to go up. Proceed over to the large pool and use the square crank to stop the water. It may be now a good idea to get rid of the crank in one of the storerooms as it will no longer be needed and will take up precious inventory space. Return back to the lower courtyard and go down the ladder that was hidden behind the waterfall. Ensure you have plenty of ammo before you descend. Save your position on the typewritter found below but only if you have not saved your position for a long time. Then go through the door next to the bottom of the ladder. Take the flame thrower from the wall if you wish but it is not totally necessary and can use up inventory space. Proceed to the left and enter the door. Take the first aid spray and the box of shells and then continue down the passage towards the Enricho Malini door. Pass through the door and go to the end of the hall to see the Enricho cut scene. Take the clip from Enricho but only if it won't take up any inventory space. Exit the room and proceed down the dark passage. Kill the two hunters that attack you and use the first aid spray if necessary. Pick up the crank and be prepared to kill two more hunters in the next area. Pass through the door and kill yet another hunter. Return to the area next to the type writer and use the hex crank on the panel to move through the door. Pick up the flamethrower if you have not already done so and then run down and trigger the rock. Run out of the entrance and go over to the area where the rock rolled and kill the hunter hidden there. At the end of the passage is some Flamethrower fuel but picking it up triggers another hunter to appear so the choice is yours. Pass through the double doors and run around the spider and then kill it from behind using the Colt. Leave the room and then re-enter and kill the small spiders. Use the knife to cut through the web door and then take the room to the left. In the save room use the blue herb found there if you were poisoned during the spider encounter. Also take the first aid spray and use that if your health is looking particularly poor. Save your position and remember to take the hex crank and flame thrower with you. Proceed to the opposite end of the hallway running to avoid the snakes on the ceiling and replace the flamethrower to open the door. In the passage use the Hex crank three times to access the small passageway. Run down and trigger the boulder and slip into the small passage to avoid the rolling rock. Take the map and the MO disk where the boulder lay. Go to the secret room and move the statue down the wall to line up with the highlighted area. Use the hex crank twice in the panel to move the statue away and then push the statue over to the highlighted trigger. Take the Doom Book 2 and then return to the store room and store the crank in the chest. Pick up the first Doom Book you found and ensure you have at least three inventory slots available. Proceed back to the other end of the passage and pass through the door. Go left and take the elevator back up to the fountain area. In the fountain area look at both of the Doom Books in the inventory menu. Examine them from all angles and the books will eventually open to reveal both an Eagle and a Wolf Medal. Place the medals in the appropriate ends of the fountain and secret stairs will appear. Before you descend into the fray ensure that you have both Blue and Green herbs which you can combine if you have not got the inventory space. Proceed down the fountain passage via the stairs and the elevator. Once down walk around the corner and proceed down the ladder. At the bottom of the ladder there is a storage box where you should stock up on ammo. Walk through the next door where you will encounter several zombies. If you are short on ammo then it is best to try and run around them. Run around the stairs and pick up the MO Disk found on the desk next to the double doors. There is also some green herbs to be found a little further down the passage. There will be a Storage Box here so grab the pistol, and any other useful weapons with ammo. Proceed through the door and be ready for the 3 Zombies. If you have limited ammo run directly around to the stairs and down. Otherwise take them out and get the MO Disk from the Desk in nook next to the double doors. There is also Green Herbs in this passage. Enter the double doors at the bottom of the stairs and then through the first door after that. Press the red switch to light up the room and then take the researchers letter and read it to get the Passwords. Push the bookshelf away to access the blue switch behind which will decipher the words upon the painting. Take the clip found in the box by the sink if you have room to spare and also take the green herb. Then exit the room. Run back out through the double doors and run straight ahead taking the door to the characters left. Use the computer in the small lab and enter the codes found in the other room. JOHN ADA MOLE. Take the slide off of the floor and then exit and go back up the stairs. Enter the Conference room to the left which has the double doors. Use the slides you picked up off the floor in the projector and take the Security System File. Open the panel and hit the switch to activate the secret panel. Take the Lab key and return back downstairs. Once downstairs, proceed to the door in the opposite corner of the room avoiding the Lab Monsters. Use the Lab Key on the door marked with a red emblem and then the key can be discarded. Go through the door and run straight ahead into the Save Room opposite avoiding the monsters if possible. Take the Ink Ribbon, Magnum Rounds and the Herb and store them if you do not have much personal inventory space. Ensuring you have both the Shotgun and the Colt, plus one MO Disk. Then exit the room and return to the Operating Room. Take the shells and red herb and then move the boxes and steps to gain access to the air duct. Enter the Mortuary through the air duct and use the MO Disk to get Passcode 02. Take the Magnum Rounds from the shelf and then exit the room and return back to the save room. In the save room ensure you have plenty of herbs and a MO Disk in your personal inventory. Then exit and proceed to the characters left down the corridor. Enter the door at the end of the corridor and then run over to the terminal in the corner opposite to the door to activate the power panel. Proceed around to the next door and pass through it. Get Passcode 03 from the terminal situated straight ahead and then proceed on and enter the generator room avoiding the monsters. Activate the terminal on the left hand side and then exit. Kill the hunters or avoid them but make your way back to the save room. Ensure you take another MO Disk and have plenty of weaponry and then head back to the stairs. At the bottom of the stairs enter the double doors and then enter the door to the right halfway down the corridor. Kill the four zombies and then take the Fax File. Use the MO Disk on the output machine to get Passcode 01. Exit the room and then continue to the end of the corridor. Use the Passcode machine to enter the codes and then proceed around to the cell. You will be re-united with Jill but her cell is locked. Return back to the Save room and ensure that you have plenty of ammo in your personal inventory. Then exit and turn right down to the end of the corridor and use the elevator. Rebecca will join you at this time and once you are at the top Wesker will introdice you to his evil plan. Tyrant will turn on Wesker and then will turn on you. The trick to stop him is to shoot him and then retreat back a few steps. Once he collapses, use the computer terminal to unlock Jill's cell door and then return back to her avoiding the monsters on the way. Return back up the stairs ensuring you have one inventory slot left, and return back to the ladder. Go up the ladder and then enter the emergency door to the right of you. Proceed down the passage and pick up the Battery and then use it on the elevator. Go up the elevator and then take the flare and use it in the middle of the heliport. When Tyrant returns, keep your distance from him at all times and do not bother to shoot him until Brad drops the rocket launcher. One rocket is all it takes to kill Tyrant and then you can all be rescued. COMPLETEING THE GAME WITH JILL: After the opening sequence where both yourself and Barry run into the Dining Room, take the Emblem found at the far end of the room and the enter the door to the right. Turn left and proceed down the corridor going around the corner at the end. After the Zombie cut sequence, return back to the Dining Room and let Barry kill the zombie following you. Then return back to where you first met the zombie and check the corpse that it was eating. Take the two Clips lying at its side and then return once again to the Dining Room and then go back to the Main Entrance. After the cut sequence, run around the room once and then pick up the lock-pick and proceed through the blue double doors. Push the steps up to the statue and take the Map found at the top. Then proceed through the door to the right and run through the following corridor as fast as possible to avoid the mad dogs. Continue down the winding corridor until you reach the first floor that appears to the characters left. Enter the door and pass through the room. In the following room take the Shotgun off the wall and then return back to the square room. When the ceiling begins to drop don't panic as Barry will save you right at the last minute. Proceed through the double doors and then enter the first door to the left. The crow upon the railing won't attack you unless you make a mistake so take note of the pictures and press the appropriate switches in the following order: New Born Baby, Infant, Young Boy, Young Man, Middle Aged Man and Bold Old Looking Man. Once you have pressed all of the switches, go to the painting at the end of the room and press the switch upon the painting there. Take the medallion and then exit the room. Go back towards the double doors and enter the grey door just before them. Then enter the door around the corner next to the stairs. Store the medallion in the chest and then pick up the bag of chemicals found in the corner. Exit the storage room and proceed up the stairs. Because the hallway is so narrow it is best to kill the zombies. Run to the characters right and enter the C shaped hallway. Continue to the end of this and you will come out onto the landing above the main entrance. Take the door to the characters left and then continue to the end of the next hallway. Go through the door at the end and then take the bazooka lying next to the dead corpse. Return to the landing and proceed through the door opposite that leads to the area above the dining room. Inside the area above the dining room you will encounter two zombies who you should kill. Push the statue on the left through the gap in the bannisters so that it falls to the level below. Exit through the door at the far end of the room and run through the hall avoiding the vomit spewing zombies. Run down the stairs to the characters right and enter the nearest door at the bottom. Take the Ink Ribbon off the bed and save your game position and then leave the room ensuring you have the Chemicals, Wooden Emblem and whatever weapon you like best. Continue to the end of the corridor and after exiting through the door at the end, continue straight ahead down the next corridor until you arrive at a door right at the end. Pass through the door and you should be inside the greenhouse. Put the chemicals into the pump around the corner and then walk past the plant taking the key in the wall. Also take the red and green plants and combine them. If you don't have at least three spaces available which is quite unlikely, return to the nearest storeroom at the bottom of the stairs. Exit the storeroom and return to the corridor connected to the greenhouse. Once through the door instead of continuing straight ahead, turn to the characters left and enter the first door to the characters right. Take the clip and then open the desk in the corner. Shoot the zombie that leaps out from the closet and then read the diary. Also pick up the shells found within the corner of the closet. Ensure that you still have at least two inventory slots and then exit the room. Turn right and exit through the door at the end of the corridor. Turn to the characters left and go to the end of the corridor taking the red door to the left. Inside the bar room, walk around the piano and push the bookcase towards the corner to reveal the sheet music behind. Take the sheet music and place it upon the piano. When the secret door opens enter the room and take the gold emblem. To re-open the secret door, place the wooden emblem where the gold one once stood. Return back to the dining room and place the gold emblem in the place where you found the wooden one. The grandfather clock will slide to one side and you will be able to take the armour key. Also take the blue gem that was held by the statue that you pushed over. Return back to the hallway with the red door, turn right and take the first door to the left. Then take the first short corridor to the right and enter the door at the end. Place the blue gem into the tiger statue's eye socket and take the medallion. Exit the tiger room and return back to the corridor containing the storage room. On entering the corridor take the first door to the characters left. Inside, pick up both the clip and shells but don't take the shotgun hung on the wall as it is broken. Return to the storage room and ensure that you have the armour key in your personal inventory. Then return to the dining room. Once in the dining room, pass through and go to the main entrance entering the door to the left of the blue double doors. Take the clip from the desk and the shells from inside of the locked part. Then exit the room and proceed up the stairs going up the right hand side. Enter the first door to the characters left and then inside the corridor, take the double doors to the characters left. Inside the armour room, push the statues over the holes in the floor and then press the switch to open the glass case. Take the medallion and then exit the room. Go back in the direction towards the landing but take the last door to the characters left. Talk to Richard and then exit the corridor. Go back to the storage room where you found the bag of chemicals. Stock up on healing products, including the ones for poisoning and also take plenty of ammo and the Shield Key found behind the grandfather clock. Save your game position and then return back to the corridor where you just met Richard. Pass through the corridor and proceed up the steps leading to the attic. Use the Shield Key to unlock the door at the top and then enter the Attic. There are two ways to deal with the snake found inside. One is to kill it or the second is just to try and avoid it. The main object is to get to the hole where it came from and take the medallion from inside. On exiting the room the chances are you will have been poisoned. Fortunately, Barry will be there to save you and you will wake up in the storage room containing the bed. Ensure you have all four of the medallions in your personal inventory and proceed to the dining room and out into the main entrance. Go through the blue double doors and continue through right to the end of the winding corridor. Pass through the double doors and take the second door to the left of the character. This will take you to the Roofed Passage and at the end is a panel on the left hand side. Examine it and then place the four medallions on it. This will unlock the door ahead. Enter the door and push the steps over to the shelf and pick up the crank. Then pass through the double doors and enter the garden. Kill the dogs and then take the red and green plants and combine them together. Then exit through the gate and use the crank on the mechanism to the characters left to lower the water level. Cross the path over the water and then run under the trees and use the elevator at the end. Run past the dogs and enter the Guardhouse at the end of the passage. Once inside, push the statue over the hole in the floor to prevent the plant from grabbing you. Enter the storage room which was the first door to the characters right when entering the Guardhouse, pick up the ammo and First Aid Spray and then save your game position on the typewriter. Arrange your personal inventory so that you only have weapons and ammo and then exit the storage room. Enter the door opposite the storage room and kill the zombies inside. Take the Red Book and then enter the bathroom. Drain the Tub and take the C-Room Key. Exit the Dormitory and then walk past the statue and enter the corridor beyond. Enter the first room to the right and run over to the bees nest and take the key lying on the floor. Return to the previous corridor and continue down to its end and enter the door at the end. Discard the key when prompted and once inside Dormitory 002 push the bookcase to one side to reveal the ladder behind. Proceed down the ladder and push the crates into the water to act as a bridge. On entering the room filled with water, run around to the opposite side and avoid the sharks. Enter the door on the left and push the lever inside to drain the water level. Push the button next to the door and then enter the room next door. Take the two boxes of clips and shells and also take the key for Dormitory 003. Return back up the ladder to Dormitory 002. Return back to the storage room and save your game position and also stock up on healing herbs. Return to the room containing the killer bees and enter Dormitory Room 003 on the far side. Go to the bookcase and exchange the book with the red one in your inventory. This will reveal a secret door which you should enter. Kill the big plant by remaining at the outer edges of the room and dodging the acid from the ceiling. Although you will kill the plant it will come back to life and throw you to the floor. Once again Barry will save you just at the last minute. Go to the fireplace and take the key. Return to the mansion. Once inside the mansion kill the hunter that follows you and then enter the first room to the characters left. Take the Doom Book 1 and then return to the storage room behind the grey door. Save your game position and ensure you have plenty of ammo, herbs, and the Helmet Key. Exit the storage room and proceed up the stairs. Continue down the right part of the corridor until you reach the end. Enter the door and pass through the room into the one containing the second snake. Once you are in the room, examine the piano in the corner. This will draw the snake from its hiding place. This time you have no choice but to kill the snake, and once it begins to die, Barry will join in. Look at the hole that it makes in the floor and then jump down it. Push the switch on the grave to reveal a ladder. Go down the ladder under the grave ensuring that you have personal inventory slots for both the elevator battery and some explosive rounds. Kill the zombies and take the shotgun ammo to the left. Run down the hall to the door and proceed down the next hallway avoiding the zombies eating the corpses. Enter the kitchen and go right towards the elevator. Kill the zombie lying on the ground and then proceed up the elevator. Kill the zombie waiting at the top and then enter the closet taking both the battery and explosive rounds inside. Return back to the ladder and then climb back up to the room where you met the second snake. Return back to the storage room downstairs and arrange your personal inventory so that you have the battery, crank, weapons (including the bazooka) which will come in handy very soon. Return over to the garden and cross over the pond taking the elevator at the end. In the lower courtyard, proceed over to the useless elevator and use the battery. Return back up over the flood gate using the other elevator, then use the crank to close the gate and then finally go down the newly powered elevator. Then proceed down the ladder situated behind the waterfall. Go into the door on the right where you will meet Barry. Let him join you and then let him lead you until he kills a Hunter. Then it is up to you to lead. Run into the back room and take the First Aid Spray and the Ammo, ensuring that you have at least one space left in your personal inventory. Proceed down towards the Enrico Room and once inside and after the cut scene, take the Hexagonal Crank and the Clip if you have room. Exit the room and run past the hunters to save on ammo. Run back to the first hallway and use the typewriter to save your game, if you feel it is neccessary. Use the crank on the hole nearby and then proceed down the hall past the door. Turn right and run up to the boulder until it begins to roll towards you. Turn around and run to safety and once the danger has passed, return and take the flame rounds. Watch out for the hunters that are prone to following you through the doors. Return back from the boulder and enter the far door that leads to the Spider Boss Room. The best weapon to use to kill the Spider is the Flame Thrower which you will have seen nearby. If you had room to pick this up then a couple of shots aimed into the Spiders body should do the trick. This way you save ammo on other weapons because the flamethrower is useless otherwise. Once it is dead, pick up the knife off the floor and use it to unblock the webbed doorway. If you are bitten by any baby spiders just use the herb to restore your energy. Pass through the now open doorway and proceed to the characters left and enter the door at the end of the hallway. Take the herbs if you have space and save your game if you feel it is necessary. Then exit ensuring you have the Hexagonal Crank and proceed to the other end of the corridor. Enter the door at the end and then walk to the boulder area. Use the Hexagonal Crank to activate it and then enter the door that was blocked. Take the second Doom book and examine it. Also if you have not already done so, examine the first Doom Book. On examining the two books you will discover two medallions of an Eagle and a Wolf. Return back up the elevator to the fountain area. Place the medallions in the corresponding places in the fountain area which will reveal the secret ladder. Go down the fountain and enter the elevator. Proceed further down the ladder and enter the room with the storage box. Re-arrange your personal inventory so that you have plenty of ammo and then exit the room. Run around the zombies and take the steps down to the characters right. Once downstairs proceed to the left and enter the lab room at the end. Use the computer and use the name John to log in, use ADA as the password, and to unlock the door upstairs use MOLE as the password. Then exit the room and proceed back upstairs to the Conference Room you just unlocked. Once you have entered the room upstairs, go over to the panel and open it. Push the button and then take the Lab Key. Return back downstairs and use the Lab Key on the locked door in the opposite corner. Enter the room directly ahead and save your game position. Ensuring you have plenty of ammo, exit the room and run to the left entering the door at the end. Activate the panel opposite to provide power to the elevator. Look at the map, enter the next part of the maze and activate the panel directly ahead. Then proceed down the corridor to the right and enter the room with the triggering computer and the circuit computer. Activate the elevator and then exit the Power Room. Proceed past the Save Room and run over to the now operational elevator and Barry will once again join you. After the story update, kill Tyrant by just shooting and then running repeatedly and then Barry and yourself will escape. After the elevator ride, exit the Laboratory and return back up the ladder. Run over to the emergency elevator killing the two Lab Monsters and the three zombies as quickly as possible. Run out of the emergency door where Barry will be waiting for you. On your way across go to the storage room and re-arrange your personal inventory to contain nothing but weapons and herbs but ensure that you leave at least one space left. Run over to the Battery where the radio will go off and you will have to listen to it this time. Pick up the battery and use it on the elevator and then go up it. Exit the elevator and pick up the flare. Use it immediately and as soon as you have done that, Tyrant will appear on the scene for the second time. Unfortunately none of your weapons will be effective and you will have to keep running around avoiding his advances until the helicopter drops the Rocket Launcher. Pick up the rocket launcher and use it upon Tyrant. It will only take a single shot to kill him and once that is done you have completed the game. @endnode @node Resident_Evil_(FAQ) "Resident Evil (FAQ)" @{b}Resident Evil@{ub} Note: this is NOT a the full solution to the game, it only merely answers some of the most common problems that most people have with the game. Frequently asked questions. Q1: 'Where's the Bazooka?' A1: On the terrace, on the mansion second floor. Going there, you'll find a dead bloke, pecked to death! Examine the corpse and you'll find the Bazooka. That's if you don't puke first! Q2: 'How so I arrange the pictures in the hall?' A2: First watch the birds! These beasties can give you a right pecking if you make a racket. Then you'll die. So no firing guns, all right! Push the pictures in this order: New-born Babe, Infant, Lively Boy, Young Man, Middle Aged Man and Old Man. Then push the switch to reveal the Star Crest. Easy! Q3: 'Where's Doom Book 2?' A3: In the underground section, use the square crank on the small hole in the left hand wall. Rotate it three times, so a section on the left wall opens right up. Now walk foward to trigger the boulder, and dodge it in the new opening. Risky, eh? Through the opening is a secret room. Push the statue in front of the highlighted part of wall, and use the crank on the wall to push the statue out. Then push the statue onto the highlighted part of the floor to reveal Doom Book 2! Phew! Found it! Q4: 'How do I kill the plant in the mansion greenhouse room?' A4: On your travels through the mansion, you should've found some chemicals. They're not hidden, so are easy to come across. In the greenhouse is a sprinkler. Put the chemicals in that to make the plant wither and die. Then you can stock up on herbs. Q5: 'How do I get the red and blue jewels? And whadda I do with them?' A5: To get the blue gem, first go to the balcony above the dining room. Line up the statue with the gap in the banisters. Now push it through and listen out for the satisfying smash from down below. Get on there and investigate the wreckage to get the jewel. Stick it in the tiger head to reveal another of them crests! The red jewel is in the trophy room, second mansion floor. Push the ladder up to the moose head to find it inside. Put this in the tiger statue for the powerful Colt! Q6: 'How do I solve the combination lock, in the room with the bees?' A6: The lock seals the room with the V-JOLT stuff in. The idea is toget all the lights on. To be honest, the best way is just to press random numbers 'till it opens the door. Should take you a couple of minutes of faffing about with it. Q7: 'How do I kill Plant 42?' A7: You need the V-JOLT formular (not available in any shops!). In the chemical room, in the outhouse section, mix the following chemicals: 1+2=3, 3+4=7, 2+4=6, 6+7=13, 1+2=3, 3+13=V-JOLT! You need to use the formular on the plant's roots. This won't actually kill the plant but it does it re-growing when you hit it with the flamethrower. When you go back upstairs, if you're playing Chris you'll resume control of him. Now just kill the plant once and for all and pick up a key from the fireplace. Q8: 'What do I do at the fountain, with the holes in?' A8: You've got the two Doom Books, right? Examine thrm when the front of the book is facing you in the inventory screen. It'll open up to reveal a medal. Do this with both books to get the Wolf and Eagle crests. Put these in the holes in the fountain, and it'll open up to reveal a stairway to hell! Q9: 'How do I log onto the 'Umbrella' computer?' A9: You could spend hours searching for the Report with the password on, but can you be arsed? Nah, I'll tell you! Log on to the computer as JOHN. The first password is ADA. Select floor B2 then enter the final password: MOLE. now open B3 and leave the machine. Grab some slides and get out of the room. Q10: 'Any tips on dealing with Hunters?' A10: These nasty-looking sods appear towards the end of the game. They're scaly bastards, and they're fast and incredibly tough. They also have sharp claws which can make kitty litter out of you very quickly indeed. There's no ideal way to waste them, but try this: To stop them pouncing at you, wait 'till they get up close and personal before you raise your weapon. They won't jump up at you, and you can take 'em out with only a couple of quick blasts. Enjoy their screams of agony! Q11: 'What do I do with the MO disks?' A11: You need these to open the locked door in the Umbrella labs. The locked door has three lights on the wall, one for each MO disk. When you have the three disks, take them to the generator room, with the Lab Creatures on the ceiling. Use the disks with the computers there to upload the passwords. This is real tricky, as the Lab Creatures attack from the ceiling, best to run around them. Q12: 'How do I waste the Tyrant?' A12: The tyrant is one tough git; 'ard as nails, in fact! When he shows his ugly, freakish mush for the first time, empty shotgun shells into him, and step back a few paces. You'll probably find yourself running round and round the lab as you pick the right moment to take a pop at him. Once he seems to be dead you can go to the computer terminal. The second encounter, at the helipad, is much, much tougher! Here there's no point in trying to attack the tyrant, you just have to keep running away. You'll find he's a lot faster than he used to be and the best way to avoid him is to run in straight lines then make a sudden change of direction at the last moment. Keep running like hell until the rocket launcher is dropped from the helicopter. Grab it and waste his punny ass! Q13: 'Are there any cheats for Resident Evil?' A13: 'Nope, your on your own here. The only way to complete the game is to play it all the way through. @endnode @node Return_Fire "Return Fire" @{b}Return Fire@{ub} Here are some level codes: Key: BF=Butterfly B=Bird HT=Heart NE=Bear TP=Tea Pot C=Clover R=Rabbit U=Umbrella S=Smiley Face F=Flower 1-Player Game: 2-Player Game: Level 2: U-B-BF-F Level 2: BF-U-BE-HT Level 3: S-TP-R-U Level 3: BE-R-F-C Level 4: R-U-B-B Level 4: U-HT-C-F Level 5: F-U-R-TP Level 5: U-BE-R-HT Level 6: B-TP-BF-BF Level 6: TP-B-BF-F Level 7: BE-BE-C-B Level 7: HT-F-C-R Level 8: R-TP-U-HT Level 8: HT-BE-R-HT Level 9: C-BF-B-HT Level 9: BE-R-C-F Level 10: HT-BF-TP-HT Level 10: BF-S-U-C Level 11: U-U-B-F Level 11: BE-F-S-F Level 12: F-TP-C-BF Level 12: TP-BE-F-U Level 13: HT-U-C-HT Level 13: HT-B-F-C Level 14: R-S-F-C Level 14: S-B-C-TP Level 15: R-S-BE-B Level 15: TP-B-C-BE Level 16: F-U-B-R Level 16: U-TP-B-F Level 17: F-BE-HT-U Level 17: S-BE-R-F Level 18: S-B-HT-C Level 18: C-C-C-C @endnode @node Ridge_Racer_Revolution "Ridge Racer Revolution" @{b}Ridge Racer Revolution@{ub} Cheats and updated guide! Buggy Boy: Hold down, SELECT, L1, R1 and TRIANGLE and turn on the Playstation. Wait until the game boots up and all the cars will be squished into little buggies! Zoom Mode: Start the game and pause, then press L1 to zoom in and R1 to zoom away from your motor (external view only). In a Spin: Choose a time trial, then select thart by holding cross and square. You can now score points for spinning the car when the 'spinning point' message appears. F/A Racing Back We Go: Win on all three tracks in the full 12 car race and you'll get the 'race extra' message. Three new tracks will then appear in the course select section which the keener eyes amongst you will recognise as the original tracks backwards! Win on all these to earn the accolade of the Real Ridge Racer. Time Trial Treats: There are still three hidden cars to add to the twelve you already have if you've completed Galaga '88. However, they're a bit tougher to get. When you've won the full race on all three courses (the 'winner' logo appears) on the select screen, choose time trial. Instead of two cars, the position indicator will say there are three. One of these is a secret car. On the novice track it's the 13th Racing, on the intermediate the 13th Racing Kid and on the expert get ready for the awesome White Racer - the car on the cover of the box. To get the secret cars you need to come first in the time trial but this is easier said than done. The hidden cars are so much faster than the standard ones. The only way to beat them is to block them out as they try to pass you. If they get past on the second or third laps they can't be caught so don't even bother. Mirror Mirror: As you start a race in either Time Trial or Race mode look in the rear view mirror and you'll see a temporary barrier. If you turn round and hit it with enough speed you can smash through it and drive a mirror version of the current track. However you need a bit of a run up to gain the speed required. Useless Corner: Hold down L1 on the title screen and you can now move the spotlight around via the direction pad on your joypad. The brightness can also be adjusted using the cross and square buttons. Cor! Tracks Novice: As you doubt already aware, the tracks in Ridge Racer are all derived around the same course with new sections opening up for the more advanced circuits. The opening stretch is the same for each of the three courses. As you go into the first tunnel get ready to steer hard right as soon as you exit. The next be bend however, must be taken in a powerslide. The biggest challenge on the novice course comes just after you go under the mountain cutting. There's a jump and as soon as the car land you need to steer hard left and straight into a powerslide just before you hit the barriers. If you time your corrective steer correctly you can go straight through the chicane but pin-point accuracy is required. Swing round the next long left then a powerslide once more is needed to get through the dog-leg right-hander. You're almost home now. There's a shortish gentle bend which is easy enough when you get back into the city followed by a very long sweeping right-hander. Steer into it with only minor corrections required to avoid hitting the inside barrier. Most of the cars can take this cleanly though the faster, less responsive ones, Yellow Solvalou for example, tend to drift out to the left barrier. If you're forced to release the accelerate to compensate you need to straighten up before re-applying the gas or you'll slide. In this situation less time will be lost by clipping the barrier. The final bend seems sharp but a perfect line should enable you to get round without having to slide which is quicker. Pull over to the right then hard left into the apex and the track should open up for you, just wide enough to get on the straight but it's all down to practice. Intermediate: Choose the intermediate track and all starts as before until you get to the first jump. Just before you go over the hump and through the rock cutting you'll see this section barriered off and a new road bearing off to the left. It's pretty straightforward until you get across the first bridge (where the Tekken billboards are). There's an extremely nasty hairpin which needs pixel-perfect timing to take cleanly. Applying a little brake is the only way to go into a slide quickly enough but the correction must be spot on. Across the second bridge there's a simple left-hander before the hardest turn in the game. However once you've got the haang of it it's not too bad. Steer hard right and as you turn just tap the break button to throw the car straight into a slide. A fraction of a second after hitting break (and that's a very small fraction) steer hard into the skid then release. If you get it right you'll be perfectly lined up on the next straight. It's a tough one to master but important as a lot of time can be lost here. The climbing right-hander which follows is awkward but add a little break halfway through to slide through the sharpest part and you'll be okay. The long, sweeping mountain pass is tricky but keep an eye on the wall and keep tapping right to get round. Once in the tunnel there's a left-hand hairpin. Slide right in but oversteer as you correct. Careful control of the counter-slide allows you to zip through the chicane but timing and a little luck is crucial. It's then a case of negotiating a tight little tunnel section before rejoining the novice track just before the last big bend. Expert: The expert section begins just before the mountainside pass on the intermediate section. However there aren't any real tricks to it. It's just a lot of windy bits where control of the acceleration is the key to success. Practice and experience are the only friends you have here I'm afraid. @endnode @node Street_Fighter_Alpha "Street Fighter Alpha" @{b}Street Fighter Alpha@{ub} To select AKUMA/GOUKI or M.BISON/VEGA, get to the Random Select question mark on your side. Now press and hold L2 before performing the following sequence: If you are Player One: ---------------------- Akuma - Left, Left, Down, Down, Down. Bison - Left, Left, Down, Down, Left, Down, Down. Then press triangle and square or X and circle. If you are Player Two: ---------------------- Akuma - Right, Right, Down, Down, Right, Down, Down. Bison - Right, Right, Down, Down, Right, Down, Down. Then press triangle and square or X and circle. To select Dan: -------------- Move the cursor to the Random Select quesrion mark on your side of the screen. Hold L2 and R2 then press the following buttons quickly; TRIANGLE, SQUARE, X, O, TRIANGLE. This should work in either one or two-player mode. For the second colour, press: TRIANGLE, O, X, SQUARE, TRIANGLE. To fight Akuma -------------- Akuma: Start a one-player game with the goal being to get to the last fight without losing a round. Remember, winning every match isn't enough - you must win every match in two rounds without a loss. Also, try and finish every round with a Super Combo. If you win a total of 10 rounds with Super Combo finishes before you get to the last fight, Akuma will appear in place of the final boss you are supposed to fight. To fight Dan: ------------- Start a one-player game and make sure you don't lose a match. It's okay to lose a round, though. As you win each match, choose the same winning quote. For example, after every match hold Down, triangle and square before the winning quote appears, so that you choose the same one every time. After you win your fifth match you will fight Dan in place of whoever was supposed to be your sixth opponent. After the match against Dan, the game will continue in normal fashion. You should find Dan pretty easy to defeat, because, unlike Akuma, the computer controls Dan appallingly badly. @endnode @node Street_Fighter_EX_Plus_Alpha "Street Fighter EX Plus Alpha" @{b}Street Fighter EX Plus Alpha@{ub} Here are some hints 'n' tips, and some interesting additional information you should read... I've also listed some of the special moves and combo also near the end: Some silly-ish tips to start: To view your hit counts in Survival mode, push SELECT. Hmmm, useful. Even more useful is this one: in Team Battle, when selecting your blokes, first hold down L2 then hold down SELECT. Your people should be replaced with ?s instead of faces. Just what you always wanted, I bet. Slightly more useful: for a bonus Street Fighter 2 barrel game, highlight practice mode, press START then UP, RIGHT, UP, RIGHT, UP, and START. A message should appear, and there'll be a new bonus option in there under practice mode. If you ever tire of the barrels, here's a step by step guide to picking up those hidden fighters in the tantalising boxes you can't get at. And then some more fighters. In Expert mode, when you complete certain tasks you get points. When you've got enough of these points in the bag, hidden fighters will be at your command. More points, more fighters simple really: Evil Ryu: 100 points Evil Hokuto: 200 points Gamma: 300 points Beta: 400 points Once you've got ridiculously large amounts of points, you can get new resprays of other characters - basically you can get yer hands on the ones you fight during Arcade mode, so they take less damage and give out more. To select these beefed up characters, just highlight 'em and hold START. The green bar will vanish in Arcade mode or in other modes the selection box will turn yellow. Now push any button to pick them. 2nd Bison: 600 points 2nd Garuda: 800 points 2nd Gouki: 1000 points Later on, there is a little barrel that will appear to keep track of your missions. When you clock up 220 (!), an Option Plus menu will appear. Keep at it and complete the game in various ways, and you'll get more and more options. It that enough for you? No?! Try this then: To fight as the computer controlled Akuma, follow these 'simple' steps. Once you've got the Option Plus menu up (as described above), and you've played enough to get the Enemies Plus option, bang that on, and limber up those joypad fingers. You've got to battle up to Bison without losing a round. During the fight, Akuma will appear. Once you've canned Akuma, a new option will appear on that Options Plus menu. You want more! okay, try this one... To fight a computer controlled Garuda, you've got to have that Options Plus menu up. Then you've got to (deep breath) get two perfects and four super combo finishes before battle ten, plus you have to perform a level 3 Super Combo finish. Also, each character has at least once got to perform a combo with a set number of hits: basically most of them have got to do a seven hit combo. But (and of course there's a but) if you're using one of the bonus characters, you're probably going to have to do a 13-hit combo. I'd advise starting on those Yogic finger exercises... Now for the special moves. Please refer to the key for a description of what the symbols and abbrieviations mean: Key: ---- P Any Punch K Any Kick Jab S Short X Strong T Forward O Fierce R1 Roundhouse R2 Punch x3 L1 Kick x 3 L2 U, T, D, B Up, towards, down, back on the directional pad QCT Quarter Circle Towards (d,d/t,t) QCB Quarter Circle Back (d, d/b, b) N Neutral the pad % Pause slightly ~ Means that the commands following this symbol must be done VERY quickly afterwards - This means "Or" e.g. T_B+Fierce Strong translates to 'press towards or back, and press fierce or strong' chB Charge in that direction Okay, now here's the moves: --------------------------------------------------------------------------- RYU: Ryu is the classic Street Fighter hero, and still the most commonly picked character. A Street Fighter game without Ryu is like Mortal Kombat without Sub Zero. Even after all this time he is still one of the strongest characters. OVERALL RATING: 9/10 Grappling Techniques: T_B+Strong_Fierce - Shoulder Throw T_B+Forward+Roundhouse - Kick Throw Special Moves: QCT+P - Fireball F, D, D/F+P - Dragon Punch QCB+K (repeat two times) - Modern Hurricane Kick Super Arts: QCT, QCT+P - Super Hadoken QCB, QCB+K - Super Hurricane Kick Jump, QCB, QCB+K - Air Super Hurricane Kick Arron's Combo: 16 hit - U/F, Roundhouse, D+Forward, QCT+Fierce~QCT, QCT+P, QCB, QCB+K --------------------------------------------------------------------------- KEN: Arch rival and best friend of Ryu, Ken is another popular choice among SF veterans and newbies alike. The Flaming Dragon Punch, first seen in Super Street Fighter II, is still his most used move. Still on the same level as Ryu, always a wise choice for victory. OVERALL RATING: 9/10 Grappling Techniques: T_B+Strong_Fierce - Shoulder Throw T_B+Forward_Roundhouse - Rolling Kick Throw D_T_B+P - Rolling Air Throw Special Moves: QCT+P - Fireball F, D, D/F+P - Dragon Punch QCB+K (repeat three times - Modern Hurricane Kick QCB+P - Ground Roll Super Arts: QCT, D, D/F+P - Super Rushing Dragon Punch QCT, D, D/F+K - Super Rising Dragon Punch Arron's Combo: 11 hit - U/F, Fierce, Strong, QCT+Fierce~QCT, D, D/F+P, QCT, D, D/F+K --------------------------------------------------------------------------- CHUN LI: Returning to her original outfit, Chunners is back. No fireball again, but a couple of new flip kicks adds to her strengths. With one of the highest combo counts in the game, she will take a lot of practice to master, but the results are worth it! OVERALL RATING: 6/10 Grappling Techniques: T_B+Strong_Fierce - Punch Flurry D_T_B+P - Flying Air Press Special Moves: Press Kick Repeatedly - Thousand Foot Kick Jump, D+Forward - Head Stomp QCT+K - Spinning Bird Kick QCB+K - Flip Kick Super Arts: QCT, QCT+K - Super Lighning Kick QCT, QCT+P - Super Ying Yang Arron's Combo: 24 hit - strong~QCT, QCT+K, QCT, QCT+P. QCT, QCT+K --------------------------------------------------------------------------- GUILE: Arguably the strongest character in the original SFII, Guile is now considerably weaker than Ryu and Ken but he can still pack a mean combo. Most of his moves are close up moves, and the drop of his Super Sonic Boom is a major letdown. However, his sweep now hits twice and is fast enough to use after a Sonic. Still a good choice. OVERALL RATING: 7/10 Grappling Techniques: T_B+Strong_Fierce - Shoulder Throw T_B+Forward_Roundhouse - German Suplex D_T_B+P - Backbreaker Special Moves: chB, T+P - Sonic Kaboom chD, U+K - Flash Kick Super Arts: chB, T, B, T+P - Super Punch Rush chD/B, D/T, D/B, U/B+K - Super Flash Kicks Arron's SUper Combo: 12 hit - U/T, Fierce, chD/B+Strong, T+Fierce~B~T+Fierce~chD/B, D/T, D/B, U/B+K - Modern Hurricane Kick Super Arts: QCB, QCB+P - Super Power Fireball QCT, d, d/t - Super Dragon Punch Jump, QCT, QCT+P - Super Air Fireball Jab, Jab, Towards, Short, Fierce - Raging Demon Arron's Combo: 18 hit - u/f, roundhouse, d+Forward, QCF+P-QCB-QCB+P, QCF, d, d/f+P, QCF, QCF+P --------------------------------------------------------------------------- ZANGIEF: Yes, he's still around. Just as useless as ever! He is far too slow to compete with most characters and it takes him way too long to build up his super power. Howeverm his Ultra Spinning Piledriver is up there with the best moves in the game! Still, use him at your peril! OVERALL RATING: 3/10 Grappling Techniques: T_B+Strong_Fierce - Neck Snap T_B+Forward_Roundhouse - German Suplex Rotate Pad 360 degree +P - Spinning Piledriver Rotate Pad 360 degree + K - Bellt-to-Belly Suplex Special Moves: All three punches - Spinning Lariat All three kicks - Fast Lariat jump, D+Fierce - Chest Drop Super Arts: QCT, QCT+K - Super Ground Stomp Rotate Pad 360 degree twice+P - Super Spinning Piledriver Rotate Pad 360 degree twice + All three punch - Ultra Spinning Piledriver --------------------------------------------------------------------------- SAKURA: Still idolising Ryu, Sakura makes an appearance. A very good character originally in SFA, her new Super and combo ability make her a great choice. She has a Raging Demon move that is weaker than Akuma's, but only takes one block of Super Power. Be warned, however, that a lot of her moves leave her exposed to a counter attack. Definitely worth using. OVERALL RATING: 8/10 Grappling Techniques: T_B+Strong_Fierce - Sleeper Hold T_B+Forward_Roundhouse - Chest Kick Special Moves: QCT, QCT+P - Super Fireball QCT, d, d/t+K - Super Running Dragon QCB, QCB+K - Sper Low Hurricane Kick Jab, Jab, Towards, Short, Fierce - Mini Raging Demon Arron's Combo: 13 hit - u/f, Fierce, d+strong, QCB, QCB+K, QCT, QCT+P, QCT, d, d/t+P --------------------------------------------------------------------------- BLAIR: My own favourite character from the new batch, Blair totally lives up to the 'women in beat-'em ups' bracket in that she is impossible attractive, wears very little and has large breasts. The blue hair is a novelty, but her fighting prowess, especially her Super combo potential, is very high. Mixing high, low, and mid attacks, her special moves are very potent in the right hands. OVERALL RATING: 9/10 Grappling Techniques: T_B+Strong_Fierce - Shoulder Throw T_B+Forward_Roundhouse - Knee Smash QCT+K - Leg Trip Special Moves: t, d, d/t+K - Rising Double Kick QCB+K (repeat twice) - Kick Combo (extended) t, d, d/t+P - Double Uppercut Super Arts: QCT, QCT+P - Super Punch Flurry QCT, QCT + K - Super Kick Flurry Arron's Combo: 17 hit - u/f, Roundhouse, d+forward-QCT, QCT+K, QCT, QCT+P, QCT, QCT+K --------------------------------------------------------------------------- GARUDA: Arguably the best of the new bunch, Garuda is Gouki's and Evil Ryu's boss. He has tons of special spiking moves, most of which allow normal combos of over 10 hits. His Supers are nothing special, but his speed and all-round oddness makes Garuda a good pick to learn him before the rest of the new crowd. OVERALL RATING: 9/10 Grappling Techniques: T-B+Strong_Fierce - Body Spike T_B+Forward_Roundhouse - Flying Belly to Belly Suplex d_t_b+P - Flying Air Press Special Moves: t+P - Double Smash t+K - Triple Kick t, d, d/t+ All three punches - Teleport t, d, d/t+P - Dragon Swirl b, d, d/b - Head Spike QCT+P - Chest Spiking t, d, d/t+K - Shoulder Spike HCT+K - Flying Spike Super Arts: (jump) QCB, QCB+P - Super Spinning Spikes QCT, d, d/t+P - Super Rising Spike Arron's Combo: 15 hits - u/f, Roundhouse, d+Forward~QCB, QCB+P, F, QCF, d, D/f+P, QCB, QCB+P --------------------------------------------------------------------------- PULLUM: Another strange character, Pullum borrows moves from Cammy and Guile. She can be very strong if used correctly, but most people will find her a little too weird and will leave her to last when it comes to mastering characters. Her supers are OK, but nothing special. Use with caution. OVERALL RATING: 5/10 Grappling Techniques: T_B+Strong_Fierce - Boot Kick T_B+Forward_Roundhouse - Modified Frankensteiner Special Moves: Jump, u - Double jump jump, d+Strong - Frog Hop d_t_b+P Flying Giant Swing t, d, d/t+K - Dragon Flip QCT+K - Low Drill QCB+K - Flip Kick Super Arts: QCT, QCT+K - Super Flip Kicks QCB, QCB+K_(in air) - Super Twirl (in air) Arron's Combo: 12 hit - QCT+K, QCT, QCT+K, %, QCB, QCB+K --------------------------------------------------------------------------- C.JACK: My least favourite character in the game, C. Jack is just so limited he cannot be used in a serious bout. His special moves are so bland and ineffective he falls below Zangief as he has no real potential. That said, his Super Pummel is very satisfying when you do it! OVERALL RATING: 1/10 Grappling Techniques: T_B+Strong_Fierce - Pummel T_B+Forward_Roundhouse - Aeroplane Spin Special Moves: chB, T+P - Dashing Punch chB, T+K - Dashing Uppercut HCT+P - Baseball Smash HCT+K - Field Goal Kick Super Arts: QCB, QCB+P - Super Uppercut chB, t, b, t+P - Super Dashing Punches (press kick to change each blow to uppercut) chB, t-b-t+K - Super Pummel Arron's Combo: 7-hit - u/f, Roundhouse, chd/b+strong-f-b-f+P. If they block any of this, go straight into the Super Pummel. --------------------------------------------------------------------------- ALLEN: Another Ken/Ryu clone, Allen is obviously a strong character. All of Ken/Ryu's combos will work, but his super combos can be very hard to pull off. Definitely worth a look, but don't expect too many new moves! OVERALL RATING: 8/10 Grappling Techniques: T_B+Strong_Fierce - Hip Toss to Chest Punch HCB+K - Flying Kick Flurry Special Moves: QCT+P - Fireball t, d, d/t+P - Dragon Punch b, d, d/b+P - Power Punch (Neutralises Super Fireballs) Super Arts: QCT, QCT+P - Super Fireball QCT, QCT+K - Super Kick Juggle Starter Arron's Combo: 16 hit - u/f, Roundhouse, d+Forward, QCT+P - QCT - QCT+P - QCT - QCT+K, QCT, QCT+P (Warning! This is arguably the hardest combo in the game. I have only ever done it once so it is possible. The hard part is the timing between each special) --------------------------------------------------------------------------- SKULLOMANIA: What at first seems like a joke character, Skullomania has a massive arsenal of special moves. If you have the patience to learn him, you will be very well rewarded. His Raging Demon is much better in appearance than Akuma's, and only needs one block of super power, but it does for less damage. A good character to master. OVERALL RATING: 7/10 Grappling Techniques: T_B+Strong_Fierce - Chest Push b, d, d/b+K - Butt Smash Special Moves: f,f - Head Charge b,b - Back Flip QCT+P - Head Dive QCT+K - Floor Slide t, d, d/t+P - Rising Head b, d, d/b+P - Chest Dive Super Arts: QCT, QCT+P - Super Head Dive QCT, QCT+K - Super Floor Slide Jab, Jab, Towards, Short, Fierce - Raging Demon Arron's Combo: 14 hit - u/f, roudhouse, d+forward, QCT, QCT+K, QCT, QCT+P --------------------------------------------------------------------------- D. DARK: Another weak character, D. Dark only has one really cool move and that is the Knife Flurry into bomb, which is such a pleasing move to do. The rest of his game, however, is very weak and he will rarely win you a match in a serious competition. OVERALL RATING: 3/10 Grappling Techniques: T_B+Strong_Fierce - Body Bomb T_B+Forward_Roundhouse - Shoulder Throw Special Moves: t, d, d/t+P - Dragon Knife QCT+P, P_b+P - Rope into bomb_pull close QCT+K - Bomb Super Arts: QCT, d, d/t+P - Super Dragon Knife QCT, d, d/t+K - Knife Flurry into bomb Arron's Combo: 11 hit - u/f, roundhouse, d+Fierce~QCT~QCT+K --------------------------------------------------------------------------- DARUN: Keeping Zangief company, Darun is another very strong, but very slow, character. His specials are even weaker than Zangief's, but he has good juggle potential and a reversal to stop jumping people in their tracks! Nevertheless, try to avoid him in matches. OVERALL RATING: 2/10 Grappling Techniques: T_B+Strong_Fierce - Suplex T_B+Forward_Roundhouse - German Suplex d_t_b+P - Flying DDT t, d, d/t+K - Swinging DDT Rotate pad 360 degree+P - Sky High Powerbomb Rotate pad 360 degree+K - Groin Press b, d, d/b+P - Jumping Reversal Special Moves: t, d, d/t+P - Double Arm Smash Super Arts: QCT, QCT+P - Super Double Arm Smash QCB, QCB+K - Super Groin Press (Juggle Starter) Rotate pad 360 degree twice+P - Atmosphere Power Bomb Arron's Combo: 9 hit - u/f+roundhouse, d+forward~QCT, QCT+P, %, QCB, QCB+K, %, QCB, QCB+K, %, b, d, d/b+hold punch --------------------------------------------------------------------------- KAIRI: Yet another Ryu/Ken clone, Kairi is a very strong fighter with great combo potential. All of his supers look very neat and appealing and his Raging Demon perhaps shows what goes on in Akuma's and Sakura's Raging Demon moves. Well worth choosing. OVERALL RATING: 9/10 Grappling Techniques: T_B+Strong_Fierce - Head Smash T_B+Forward_Roundhouse - Reverse Ground Roll Kick Special Moves: QCT+P - Fireball QCB+K (repeat twice) - Modern Hurricane Kick t, d, d/t+P - Dragon Punch Super Arts: QCB, QCB+P - Super Punch Jungle jump, QCT, QCT+P - Super Air Fireball jump, QCT, QCT+K - Super Down Kick Jab, Jab, Towards, Short, Fierce - Raging Demon Arron's Combo: 19 hit - u/f, roundhouse, d+forward, QCT+P, QCB, QCB+P, QCT, QCT+K, QCT, QCT+K --------------------------------------------------------------------------- EVIL HOKUTO: Although not far removed for her alter ego, Evil Hokuto is much stronger. Mainly due to the fact that she is a lot faster, and has a nifty little palm push she can tag onto the end of most moves. Now given Kairi's Raging Demon, she also has another Super, which is a good juggle starter. Still weak compared to the likes of Evil Ryu and Akuma though. Grappling Techniques: T_B+Strong_Fierce - Arm Toss T_B+Forward_Roundhouse - Arm Snap Rotate pad 360 degree - Irish Whip Special Moves: QCB+P - Rushing Palm QCT+P (QCB+P) - Dashing Elbow (Rushing Palm) QCB+K (QCB+P) - Turn Around Low Kick (Rushing Palm) Super Arts: QCB, QCB+P (hold punch) - Super Fireball (Make the fireball grow) QCB, QCB+K - Super Fan Flurry QCT, QCT+P - Super Uppercuts Jab, Jab, Forward, Short, Roundhouse - Raging Demon Arron's Combo: 12 hit - u/t, Roundhouse~QCB~QCB+K,QCB,QCB+P-QCB~QCB+K --------------------------------------------------------------------------- EVIL RYU: The second of Garuda's henchmen, Evil Ryu is just what his name suggests. Fighting-wise, he is like a weak Akuma, or a strong Ryu. He has Akuma's teleport and Raging Demon, but Ryu's Super Cyclone Kick. Definitely a strong character. Grappling Techniques: T_B+Strong_Fierce - Shoulder Throw T_B+Forward_Roundhouse - Kick Throw Special Moves: QCT+P - Fireball t, d, d/t+P - Dragon Punch t, d, d/t_b, d, d/b + All kicks - Long Teleport t, d, d/t_b, d, d/b + All punches - Short Teleport QCB+K (repeat three times) - Modern Hurricane Kick Super Arts: QCT, QCT+P - Super Hadoken QCB, QCB+K - Super Hurricane Kick Jump, QCB, QCB+K - Air Super Hurricane Kick QCT, d, d/t+K - Super Dragon Punch Jab, Jab, Towards, Short, Fierce - Raging Demon Arron's Combos: 18 hit - u/t, roundhouse, d+forward~QCT+P~QCT, QCT+P, QCT~QCT+K, QCB, QCB+K --------------------------------------------------------------------------- CYCLOID B: Cycloid Beta is just like Pullum, Chun Li, Blair, Ryu and D. Dark mixed together. Quite a strange mixture, but the results are a very strong character. As opposed Cycloid Gamma all of Beta's moves are motions, as opposed to charging. A very wise choice for Vs mode. Grappling Techniques: T_B+Strong_Fierce - Head Smash T_B+Forward_Roundhouse - Knee Smash Special Moves: QCB+P - Ground Roll t, d, d/t+P - Double Uppercut b, d, d/b+P - Power Punch t,d, d/t+K - Pullum Flip Kick QCB+K - Chun Li Flip Kick QCT+K - Modified Hurricane Kick Super Arts: QCT, t, d/t+P - Super Dragon Knife jump, QCT, QCT+K - Super Down Kick QCT, d, d/t+K - Super Rising Dragon Punch QCB, QCB+K - Super Hurricane Kick Arron's Combo: 19 hit - u/t, Roundhouse, d+jab~QCT~QCT+P,QCT,QCT+K,QCT,QCT+K --------------------------------------------------------------------------- CYCLOID GAMMA: Nemesis of Cycloid Beta, Gamma's moves are mostly charging, with no motion moves in sight. He is like a mix of Skullomania, Chun Li, Guile, Blair, Akuma and Darunm with a bit of Vega (Bison) thrown in for good measure. He is harder to use than his counterpart, but can be much more rewarding. Grappling Techniques: T_B+Strong_Fierce - Shoulder Throw T_B+Forward_Roundhouse - Kick Slam D_T_B+P - Flying Air Press D_T_B+K - Backbreaker Special Moves: jump, d+K - Diving Kick Tap K repeatedly - Lightning Kick chB, t+P - Head Dive chB, t+K - Ground Sliding Kick chD, u+P - Head Stomp chD, u+K - Flash Kick Super Arts: chD/B, d/f, d/b, u/b+K - Super Flash Kick chD/B, d/f, d/b, u/b+P - Super Flip Kick chB, t, b,t+P - Super Head Dive chB, t, b, t+K - Super Knee Press Arron's Combo: 17 hit - u/t, roundhouse, chD/B+K, d/t, d/b, u/b+P, chB, t, b, t+K, chB, t, b, t+P --------------------------------------------------------------------------- @endnode @node Street_Fighter_The_Movie "Street Fighter The Movie" @{b}Street Fighter - The Movie@{ub} Here is a cheat to access a new character. To access Gould (Akuma), go to the character select screen and press: UP, R1, DOWN, L2, RIGHT, L1, LEFT, R2. Note: you will need to do this combination in under two seconds to get it to work. @endnode @node Shell_Shock "Shell Shock" @{b}Shell Shock@{ub} Here's a cheat: When the Shellshock screen appears with the Core copyright notice, press: UP, DOWN, RIGHT, DOWN, DOWN, RIGHT, RIGHT, and the press: TRIANGLE. A test menu will then be displayed allowing you to play with maximum power and on any level. @endnode @node Sim_City_2000 "Sim City 2000" @{b}Sim City 2000@{ub} Here is a players guide. Demolition Man: You don't have to bulldoze abandoned buildings as the people will happily build over them. However abandoned buildings do lower property values. Likewise don't worry about rubble as the sims will happily build over it. Larger area can be levelled using the raise terrain tool which is often more effective than using the bulldozer. Water World: You can make waterfalls by placing water on a slope. It might sound obvious but you'd be surprised how dopey some people are. The water tool can be used at any elevation above sea level but it will only create water to a depth of 50 feet. Water pumps will supply the surrounding 36 tiles of land with water however if the pump is situated directly next to a water source, e.g. a river, a further 12 tiles approximately can be supplied. Individual tiles require about 600 gallons of water each. Water towers can hold up to 40,000 gallons and are filled with a surplus is available. However it's more effective to build four pumps which take up the same amount of space as one tower. Building treatment plants will help reduce the city's pollution levels but don't expect a noticeable increase in water supplies. You only need one treatment plant so don't waste money building any more as no further gain can be made. Desalination plants are useful for converting seawater for the sims to use. Each plant will service anything between 200 and 500 tiles depending on the proximity of the supply but remember they also have an effective radius so be careful where you build them. As I mentioned before, the proximity of a fresh water to a pump will increase the output of water pumps but salt water is no good. The 'query' tool let's you know whether water is salty or not. Pumps will be even more effective still if situated next to a waterfall. Pipes, like powerlines, are automatically laid under buildings but they must be laid manually under roads. Try laying them under powerlines to save space. Power To The People: The people need power and to give it to them you need to build them a power station. If you have plenty of money go for a fusion plant which has no nasty emissions and no chance of meltdown as with other nuclear plants. Otherwise make use of hydro-electric power. Not only is it cheaper, but you'll also get the support of the sim's green party people - well, maybe. The best part is they don't need replacing every 50 years as the others do. To create an effective hydro station create a hill using the land raising tool then put loads of waterfalls round it and a station on each one. Failing that you can even simply surround a station with water pumps which works just fine. A word of warning - if disasters are turned off the computer will automatically replace plants when they come to the end of their 50 year life spans. So that might explain huge wads of cash suddenly going missing from your coffers. If you have a small community isolated from the main metropolis it might be worth building them their own little wind power plant as it saves trailing cables all across the countryside. Planes, Trains and Automobiles: Any zone-type, be it residential, industrial or commercial, must not be more than three tiles away from a road for it to grow. To save money, and if you don't mind things looking a bit odd you can drop isolated road sections in, then build all around them. It doesn't matter that they're not connected as long as you don't build more than three tiles away before dropping another bit in. It's even possible to get away with no roads whatsoever. Just drop in a subway station every three tiles so the people can get around and watch things grow with no nasty traffic problems. You don't have to build the subways themselves, just the stations, but they are expensive. Railways are cheaper to build than subways and have the advantage that they also encourage industry growth so always have one running past your industrial zones. Buses are also useful and bus stations positioned at busy road junctions will help to alleviate traffic congestion. Remember when building bridges that highway bridges don't raise to allow ships through. For this you'll need a suspension bridge or a raising bridge. Raising bridges are cheaper than suspension bridges though they can only be a maximum of 11 tiles in length. However if it's not necessary to let ships pass, highway bridges are cheaper still. For residential areas to grow they must be connected to a commercial or industrial zone in order for the sims to work and vice versa. Roads offer the quickest growth prospects as long as you can effectively control traffic. When you build a sea or airport remember always to build a pier or runway respectively. Otherwise it upsets the sims. Also note when building an airport that it must measure at least five tiles long or you won't be able to fit the runway in. Try and build your airport out of town as not only will the sims be happier, but tall buildings can have a detrimental effect on low flying aircraft. Bright Lights, Big City: The positioning of the different zones within a city will have a big effect on the way the place develops, or not if you don't put any thought into it. For example, positioning dense industrial zones next to power stations leads to large scale pollution. Also sims don't take kindly to industrial sites being plonked right next door to their residential zones. An effective way to build up a city quickly is to build a power station and straight strip of road. Then place a 3x12 residential area, next to that a 7x3 commercial zone and then a 10x3 industrial site. Make sure everything's connect to the power and water then sit back and watch it flourish. Repeat this to form a big if rather boring city nice and quickly. As your city increases in size bear in mind potential disasters. Always dot power stations, fire stations, hospitals, etc all over the place so if the unthinkable does happen you don't find all your emergency services getting wiped out before they can react! @endnode @node Soul_Blade "Soul Blade" @{b}Soul Blade@{ub} (A Beginners Guide): If you want to fight as Soul Edge, you must finish the game with all the players and you'll have him. Another extra character is available when you finish the Time Attack Mode twice, first with a normal weapon and the second with a special weapon. To access the secret boss, at the title screen press UP, DOWN, DOWN, DOWN, LEFT, RIGHT then START and SELECT at the same time. KEY: ---- A = Weak Weapon B = Strong Weapon G = Guard K = Kick F = Forward All Lower-Case = Tap All Capital = Hold Down U = Up D = Down Playing Tips ------------ Beat 'em-ups are normally packed to the gills with special moves and Soul Blade is no different. Each character has theirown Critical Edge move, which when done correctly produces a devastating attack on their opponent. To do this you need to hit A + B + K and then hammer in your character's personal combination. Performing a Critical Edge move, however, results in the evaporation of a third of your weapon energy, so use it sparingly. Ground Attacks -------------- If and when you manage to knock your opponent to the floor, you can carry on the punishment by simply pressing Up + B. Handy eh? Guard Impact ------------ By pressing f + G when your opponent is on the warpath you can block the would-be attacker's blows, stun them and then plough in for a counter attack. Be careful though, the Guard Impact technique doesn't work with kicks. --------------------------------------------------------------------------- Moves and special moves for HEISHIRO (Refer to the KEY above for description of the letters): Stinger - B, B, A, B Front Kick - f + K Thunder Strike - f, F + B Phoenix - f, F + A + B Jump Kick - f + K Disembowel - df + A Unblockable - f, df, d, db, b + B Critical Edge - b, db, d, df, f + A + K Double Slash - A, A No Mercy - A, A, A Mixer - A, A, d + A Storm - A, A, B Slash Spin - f + A, d + A Slash Uppercut - f + A, B Sword Breaker - B, B Cutter - B, B, A Obliteration - B, B, A, B Silent Attack - B, B, A, d + A The Woodsman - b + K, B Leg Sweep - d + K, B Mitsurugi Swing - f + A, d + A --------------------------------------------------------------------------- Moves and special moves for HWANG SUNG (Refer to the KEY above for description of the letters): Phoenix - f, F + A + B Divider - df + A Thunder Strike - f, F + B Lunge - f + A, B Silent Stab - d, df, f + B Kick - b, f + K Unblockable - b + B + K Critical Edge - f + A + B Samurai Fury - A, A, d + A Below The Belt - df + A, B Samurai Slash - A, A Storm - A, A, B Earth Crusher - f, F + K, K Slice & Dice - df + A, A Triple Death - df + A, A, B Cutter - B, B Triangle Cutter - B, B, A Wipe Out - B, B, A, B Wind Slash - B, B, A, d + A Harpoon Attack - K, K The Snake d + K, B Star Crusher - f, F + K, K, K --------------------------------------------------------------------------- Moves and special moves for LI LONG (Refer to the KEY above for description of the letters): Windmill Swing - A + B Gut Stab - df + A Swing - db + B Foot Sweep - df + K Ankle Nunchaku - d, df, f + B Elbow Thrust - d, db, b + B Unblockable - db + B + K Critical Edge - f, F + A + B Chest Gauge - f + B, B Angel Foot Sweep - A, A, d + K Double Strike - A, A Silent Attack - A, A, d + A Angel Kick - A, A, K Slasher - B, B Flying Strike - B, B, B Dragon Combo - A, B, K Power Strike - B, B, A, B Axe Kick - K, K Orbital - df + B Punt - B, K Drum Roll - b + B, B Drum Finale - b + B, B, B High Strike Fakey - db + B, A Splinter - K, d + K Attack From Below - K, d + A Dragon Tail - f + A, B --------------------------------------------------------------------------- Moves and special moves for VOLDO (Refer to the KEY above for description of the letters): Top To Toe - df + B Roundhouse - b, f + K Berserker - A + K Lunge - d + A + B Sledgehammer - A + B Mantis Slammer - f, F + B Unblockable - d, df, f + A Critical Edge - u, d + A + B Driller - d + A, A Slash 'N Kick - A + K Crab Slice - A, A Ally Oop - d + B, B Hacker A, A, B Fierce Attack - A, B Knockout - A, B, A Gut Stab - b + A, A Manic Driller - d + A, A, A Ring Out - d + A, A, A, K Foot Kisser - d + A, K Double Slice - B, B Triple Slice - B, B, B Quadruple Slice - B, B, B, B Manic Dice - B, B, B, B, B --------------------------------------------------------------------------- Moves and special moves for ROCK (Refer to the KEY for description of the letters): Knee Thrust - f + K Global - db + A Lumerjack - f, F + A Reacher - df + B Hello Mr Axe - f, F + B Headbutt - f, F + K Unblockable - f + B + K Critical Edge - b + A + G Belly Up - df + K, A Jackhammer - B, B, B Double Slash A, A Hack & Slash - A, A, A Brutal Slash - A, B Axe Kick - A, K Cut To Ribbons - f + A, A Timber - f + A, A, A Chopper - f + A, A, B Tornado Wave - f + F + A, B Rocky River - B, B The Dentist - B, A --------------------------------------------------------------------------- Moves and special moves for SEUNG (Refer to the KEY for description of the letters): Total Confusion - A + B Spinning Kick - B + K Retreat Strike - db + A Sky Dance - U + A + B Roundhouse - df + A Hop Kick - f, F + K Unblockable - u, f + A + B Critical Edge - b, b + A + B Sheep Chaser - B, B Triangle Attack - A, A Flying Flip - A, K The Destroyer - A + B, f + A, B Phoenix - A, A, A, K Burning Phoenix - A, A, A, d + K Decapitator - A, f + A, A Dancing Glaive - A, f + A, A, K Dance Smash - f + A, K Slash Fury - B, B, B Triple Shin Slice - B, B, d + A Mixer - B, d + A Stab & Slash - f + B, B 360 Spin - f + B, A Ground Phoenix - b + B, d + A Star Crusher - f, F + K, K Orion - A + B, f + A Spinning Confusion - A + B, A + B --------------------------------------------------------------------------- Moves and special moves for SEIGFRIED (Refer to the KEY for description of the letters): Ankle Slicer - db + A Crosscutter - B, d + A Manslaughter - db + B Jump Kick f, F + K Bully - f + B + K Slice & Dice - A, A Face Buster - df + K, K, B Spinning Spiral - A, A, B Ankle Slicer Combo - A, d + A Moon Slash - f, F + A + B Tomahawk - B, B Knight Smash - B, B, B Downer - B, B, K Crosscut - B, d + A Chop & Spin - B, K Double Headbutt - b + B, A Triple Headbutt - b + B, A, B Total Homicide - db + B, b + B Head Over Heels - b, b + B, B Double Kick Spin - df + K, K Shoulder Rush - f + B + K Fancy Footwork - A + K --------------------------------------------------------------------------- Moves and special moves for TAKI (Refer to the KEY for description of the letters): Throat Slice - f, F + A Spinning Bird Kick - A + K Death Roll - d, df, f + B Hop Kick - f, F + K Gut Stab - f, F + B Unblockable - f, df, d, db, b + B Critical Edge - d, u + B + K Manic Stab - f + A, B, B, B Lightning Slash - B, B, B Slice & Dice - B, B, A Total Punishment - B, B, A, K Semi Combo 1 - B, A, f + K Semi Combo 2 - B, A, d + K Kicker - B, K Shadow Slice - A, A Slash Fury - A, A, A Shadow Fury - A, A, B Shadow Kick - A, A, d + K Double Crosser - A, B Spinning Stab - f + A, B Triple Kick - K, K, K Low Triple Kick - K, K, d + K Shadow Combo - K, K, A Ninja - df + K, K, K Orbital - d, df, f + B, K --------------------------------------------------------------------------- SOPHITA (Refer to the KEY for description of the letters): Star Finder - df + B Shin Whack - db + K Acrobat Kick - uf + K Cresent Kick - A + K Disembowlment - d, df, f + B Orbital - f, d, df + A Unblockable - b, bb + A, B Critical Edge - b + A + G Triple slash - A, A Buzz Cutter - A, A, A Shadow Blade - A, A, d + A Total Punishment - A, A, A, K Knockdown - A, A, B Head Over Heels - A, A, K Sweeping Combo - A, A, d + K Up & Down - B, B No Mercy - B, B, B Smasher - B, B, A Below The Belt - B, B, d + A Reverse Combo - B, B, d + K Crucial Attack - B, B, A, B Double Side Kick - K, K Triple Kick - K, K, d + K Knockdown - uf + K, A Rough Diver - uf + K, B Double Flip Kick - uf, K, K --------------------------------------------------------------------------- CERVANTES (Refer to the KEY for description of the letters): Bombs Away - f + A + B The Blade - A, A, d + A Blade Sweep - B, B, d + A Divider - f + B, B, B Monkey Magic - K, df + K Pirate Blast - K, b + K Low Blow - df + A + B Sallor Boy - f + B Windy Miller - b, b + B The Boot - df + K Low Strike - db + A + K Drop Down = f, F + B + K Pirate Attack - f, F + B Double Slice - A + B Switchblade - DF + A --------------------------------------------------------------------------- @endnode @node Soul_Edge "Soul Edge" @{b}Soul Edge@{ub} Here's a quickie: Cheat: On the title screen, press: UP, DOWN, DOWN, DOWN, LEFT, RIGHT, then START & SELECT simultaneously to get the secret boss. @endnode @node Soviet_Strike "Soviet Strike" @{b}Soviet Strike@{ub} Here are some level cheats for Soviet Strike! Level 1..................................... WORSTCASE Level 2..................................... GRANDTHEFT Level 3..................................... GROZNEY Level 4..................................... CHERNOBYL Level 5..................................... CIVIL WAR More Power Weapons.......................... DAVEDITHER Endless Fuel................................ MOUNTAINDEW Fuel lasts twice as long.................... VULTURE Invincible.................................. IAMAWOMAN Infinite Ammo............................... STRANGELUV Double Destruction.......................... DRBENWAY Seven Lives................................. NOSFERATU Get the locals to worship the chopper....... GHANDI Get the locals to lynch the chopper......... ANGRYLOCAL @endnode @node Space_Hulk "Space Hulk" @{b}Space Hulk@{ub} Here is a players guide: Dispersal: On some missions, especially those involving alot of terminators, you don't have alot of time to get everyone motivated. As the mission briefing actually eats into your initial allocation of freeze time it's sometimes worth listening to it then quitting and replaying the mission. This way you get the max possible time to issue the troops with their first set of orders. Check out the maps and make sure you don't send anyone off too far at first. Movement: The secret to moving about the hulk is to make sure everyone is covering each other. Don't just order people to the exit point and let them get on with it. Move from corridor to corridor, clearing the way as you go. Also remember terminators equipped with flamers can't defend themselves so make sure there's always a bolter around to cover the others. Establishing a Perimeter: The genestealers start puring in as soon as play begins so the first thing to do is to secure a safe area. This gives you a chance to study the level layout and formulate a startegy accordingly as we as protecting terminators carrying special equipment. The key is to cover every possible entry point. However, don't make the area too large and don't overstretch your resources. Never have one man covering two possible directions unless absolutely necessary. It's hard to defend themselves with baddies coming from both sides at once. If one section is breached, the genestealers are on you so quickly you don't have an awful lot of time to come up with a contingency plan. Level 1: Incision: A nice and relatively simeple level to get you started. At this point, you're a simple grunt who takes orders rather than giving them. A red line on the map points to where you have to go but listen for any special instructions like close a particular door. You'll also be required to cover your commrades so if no further order are given when you reach a waypoint just wait and pick off any genestealers as they appear. The ultimate aim is to find an archived record which is located in the room just above the cross-hatched area. Level 2: Decipher: Having found the archived record the next job is to find a viewer capable of reading it. Again, you're following orders so just potter around where your superiors direct you until one of the other terminators located the viewer. When you're ordered, simply head to the exit area (there's a corridor just above and to the left which looks like a short cut but the doors locked, so you'll have to go the long way round) and drop the record. Level 3: Hold: This is nice and simple even though it looks complicated with about ten terminators coming in from two different entry points. Just keep your finger on the trigger as your job is to cover the others as they search for powerfield generators. However you need eyes in the back of your head when making your escape and listen to the warnings from your comrades. Level 4: Locate: Your job is to close the doors to the south-west of the entry point. However, doors aren't indestructable and you'll be required to hold a covering position. Stay alert as the door soon gives way! Level 5: Breakthrough: The task at hand here is to pick up a set of explosives indicated on the map then drop them at the specified point. The thing to be careful of is that you be sure to take the exact explosives you are told. There are three packs side by side and you should take the one to the left. If you take someone else's they won't pick up yours and you'll have to go back and place them yourself making things twice as difficult. Level 6: Gas: Two switches must be flipped before heading for the exit point. They look like little coffee tables so walk up to them and click the operate button. Follow the directions ordered and keep an eye out for genestealers. Success in this mission will lead to promotion to the rank of sergeant. Level 7: Plunder: Your first mission in command of the squad requires you to find and retrieve three relics. You don't have to get your hands dirty here as you have a squad of four other terminators at your disposal. The relics themselves aren't particularly well hidden, but beware of long corridors as chaos marines are on the prowl. When you return to the exit, however, don't drop the relics or the mission won't register as complete. Level 8: Initiative: A simple get-to-the-exit mission brief is easy enough to carry out if you keep everyone together sand take a route via the easterly corridor. This at least keeps you away from the genestealer's entry points (indicated by the red triangles). A couple of terminators may be lost but safety in numbers is the watchword in this tight sector. Level 9: Killing Ground: This is the first level to really test your mettle as a leader. Position a covering terminator in the north corridor to take out genestealer's from the top right entry point. Then two terminators can then be sent to the big chamber to systematically dispose of the myriad genestealers. Open the door and take them out as they come into view. The second big chamber contains too many entry points to cover, so just keep to the north wall and leg it, firing as you go. A little bit of luck should see you through, then leave one terminator as a rear guard as you lead the others to the exit. Level 10: Barren: This is possibly the hardest mission in the campaign. Genestealers come thick and fast from all directions but the easiest route to the exit is via the long corridor at the bottom of the map. Establish a secure area in the open section to the right of the entry point so you can funnel the others down into the lower corridor then use flamers to keep the genestealers temporarily at bay from the back. It's then a case of pumping your bolter as they attack resentlessly. Flaming behind you as you go is vital as there are too many possible ambush points to have any hope of covering them all with bolters. Level 11: Reinforce: The gridded layout of this level makes securing a safe route impossible. Keep the team together so they can cover each other and move from waypoint to waypoint. Losses are inevitable and the long distance involved means success will take time but patience is the key. Level 12: Conquer: There are alot of open spaces which leave terminators vulnerable. For this reason, try to pair them off so they can cover on another. The Magus who guards the exit isn't so tough as the genestealers and hybrids who pour from the walls to guard him but if you've got enough men left when you get there a full frontal assault should see you through. Level 13: Assault: After the last one this is a piece of poo. By now you'll be well drilled in the ark of quick, covered movement and as there aren't as many nasties around as some other missions, reaching the exit with minimal casualties should be a formality. Level 14: Regroup: Move terminators into all the corridors and travel across the sector in a wave. This gives you the widest possible covering radius and minimises the risk of genestealers catching your men in a pincer. The Magnus will disappear after a while so send a man in to keep him busy while you concentrate on flicking the switch in the exit room yourself. Level 16: Operatus: Make your way down the western side of the map as there's only one genestealer entry point. However you still need to position men in covering positions so the bad guys can't sneek up and pick you off from the rear. Level 15: Fail Safe: The two generators shown by yellow blobs on the map need to be retrieved and placed on the crosshatched areas shown in the briefing. You can send other terminators after them (with cover, of course) but sometimes they can't open the green doors, so you'll have to go and blast them open yourself. Level 16: Operatus: Make your way down the western side of the map as there's only one genestealer entry point. However you still need to position men in covering positions so the bad guys can't sneek up and pick you off from the rear. Level 17-20: The final four missions of the campaign are played out in the same sector so the map layout stays the same although some of the details change. Generally, the area you have to watch out for is the big open section in the middle. As always, the terminators are generally quite capable of looking after themselves in corridors but in open spaces the speed of the genestealers can prove fatal. Level 17 pits you against the evil Patriarch. Flick the switch in his chamber then stand in front of him and keep blasting to blow him away. Have two terminators as back up to deal with any genestealers emerging from the two entry points to the right and left of the chamber. The next mission, 'Revenge', has the squad awaiting a vital component to be teleported in. The best thing to do is get to the exit area and wait. You need to hold out for ten minutes before the component arrives and the exit is the easiest room to defend, as there's only one way in. Next comes 'Repair'. The component will appear in the corner of the room. It's best to pick it up yourself and use the others to cover you as you take it to the Patriarch's chamber and place it where he was sitting in level 17. The Final Conflict is upon you. Make it to the exit room and the campaign is complete. Good luck! @endnode @node Starblade_Alpha "Starblade Alpha" @{b}Starblade Alpha@{ub} Use the following cheats on the title screen. For Rapid Fire: UP, UP, DOWN, DOWN, O, TRIANGLE, SQUARE To Have Infinite Continues: UP, RIGHT, DOWN, LEFT, X, X @endnode @node Star_Gladiator "Star Gladiator" @{b}Star Gladiator@{ub} Hidden characters: Fight Super Bilstein: --------------------- Yes, the evil Doctor has an even bigger and badder alter ego waiting in the wings to do battle with your good self upon completion of the Arcade Mode. All you have to do to face up to this powerful cyber-beast is finish the game in under six minutes. It's a touch challenge alright, but if you succeed, you'll go on to fight the ultimate star gladiator in the galaxy - Super Bilstein! Scrap In The Dark: ------------------ To do this, simply follow these easy instructions... Once you've selected your character and the game has started to load, hold down L1, R1 and select on joypad number one. If you did it at the right time, you'll be rewarded by playing the next round of bouts in the dark, with only the excellent contact light-sourcing effects to help you see your opponent. Cool eh? Hidden Characters ----------------- The cheats I have listed below will access hidden characters within the game. You will need to do all three of these cheats in the order they are listed. After you have carried out all the cheats below to access the hidden characters, you can save them to your memory card for future use: Play as Dr Bilstein: -------------------- To play as the good Doctor you have to enter the Arcade Mode, whilst holding down SELECT and move the selector across to the far right and choose Gore. Then you need to hit X, O, X, O, SQUARE, SQUARE, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE and then press X and O together. If you did it correctly, you'll now be able to select and control the Doc! Play as Hidden Bloke Kappah: ---------------------------- Wayhey, it's a hidden bloke surprise! Simply enter Arcade mode again, go to Gore, press SELECT and keep it held down just like you did with the "Bilstein" cheat. Now go to Hayato and press O, SQUARE, TRIANGLE, SQUARE, X, SQUARE, TRIANGLE, SQUARE, O, SQUARE, then press X and TRIANGLE together. Now you should have Kappah as an extra character. Play as Other Hidden Bloke, Blood: ---------------------------------- Just like before, enter the Arcade Mode and press SELECT and hold it down. Now go to Bilstein and press X, SQUARE, X, SQUARE, X, SQUARE. Now go over the Kappah and press O, TRIANGLE, O, TRIANGLE, O, TRIANGLE. Then you need to press L1 and R1 together and let go of SELECT. With a bit of luck, you'll now have hidden bloke number two available for combat. @endnode @node Suikoden "Suikoden" @{b}Suikoden@{ub} The Complete Walkthrough! Gregminster Castle: As the story begins, you and your father, Teo, are called upon by Emperor Barbarosa for a special mission in the ongoing war. As your character stands forward, you are given first choice. Assuming that you agreed to the Emperor's request (top choice), he'll praise you for your courage. You'll then get control of your character. Proceed downstairs. As you head down the hall on the first floor, Teo will top you to tell you that Kraze will be your mentor while he's gone. Go and talk to Kraze (left room) and he'll tell you to come back first thing in the morning for a little mission. Your House: Upon entering your house, Gremio, one of your servants, will be waiting for you and Teo. Gremio is also one of your protectorates and one of the key characters in the game. Explore the rooms. Go upstairs and meet Ted. He asks you to tell him what happened at your castle. Go to your room (first on left). He'll then ask you a favour. He wants to join your party. Assuming you chose to let him, you then proceed to explain what happened at the castle. Take your seat at the dinning table. A conversational sequence will take place. In the morning, Gremio will wake you up, reminding you to go to Kraze's chambers at the castle. He'll join your party. Go downstairs and Pahn and Cleo will join you. Head towards the door and Ted will also join you. Gregminster: Explore the town and its shops. Go up over the drawbridge and into the castle to Kraze's chambers. Kraze will tell you that there is an island where you must obtain the Astral Conclusions from the sorceress, Leknaat. He will test if you were listening carefully. Pick the top choice (Northeast of Gregminster). Kraze will then go on to explain that a dragon rider will be waiting for you in the castle's courtyard to take you to the island. Go outside and to the courtyard (right side of the castle). Talk to Futch, the dragon knight, and he will take you to the island. Magician's Island: Make your way through the forest, where you'll encounter your first battles. Look out for treasure chests. At the end, you'll meet Luc. who will test your fighting abilities by summoning a Rock Golem. Once it's defeated, he'll take you to see Leknatt, the mystic sorceress. Make your way up the castle and meet her. Follow Leknatt to her chamber, where she will give you the Astral Conclusions and a fire crystal. Leave her chamber and talk to your friends. Leknatt will reappear and have Luc teleport you back to Futch and the dragon. You'll then head back to Gregminster to deliver the Astral Conclusions to Kraze. Gregminster: Report back to Kraze. He will then give you instructions for the second mission. This entails going to the village of Rockland (located east of Gregminster) to obtain tax revenue from the head village official. Kraze will have the cowardly Kanaan go with you to oversee the mission. Before heading to Rockland, consider saving the game at the hotel in town. Rockland: Explore the town. You'll meet Marco who asks you to play a gambling game. By guessing which cup the coin is under, you can win some easy cash by betting 1,000 bits a time. Go to the house located at the top right of the village. There, the head official (Grady) will tell you the taxes have been stolen by bandits hiding out in Mount Seifu. Bring the two rebels back to the head official and you will be given the money. Head to the mountains located to the east of Rockland. Mount Seifu: Make your way through the mountain. Look out for treasure chests and fight every battle to gain as much experience as you can. Deep inside the caves, a Queen Ant will block your way. After a few rounds of fighting, the party will step back and Ted will cast a spell to kill it (so don't waste your magic). Continue on and save at the blue globe. Proceed outside where you'll find the two bandits, Varkas and Sydonia. You'll have to fight them. After defeating them, take them back to Rockland. Rockland: Return to Grady's house (you can kill the guards beating up the little boy on the way, if you like). Grady will take the bandits into custody and give you 10,000 gps - which Kanaan will take from you. Now head back to Gregminster. Gregminster: Kanaan will tell you to return to your house, as he will report to Kraze himself (and take all the credit). He also tells Ted to come with him to see Kraze. Visit any stores you want to, then head back to your house. After leaving the dining room, head downstairs to find the badly wounded Ted lying on the ground. Choose to help him and he'll explain what went on at the castle. He'll then ask you to keep hold of his soul gem, known as the Soul Eater - which bestows you with its magical energy. You will suddenly hear the door being broken down. Head downstairs to meet Kraze and Pahn - who has turned traitor! Ted then comes out to surrender himself. Upon escaping, go to the hotel, where you will find shelter for the night. Hotel: Go downstairs to the bottom main floor. This may be a good spot to save the game (talk to the receptionist). Go to the dining tables and talk to Viktor. Now head towards the door. A little sequence will follow. After bumping into the two guards, Viktor will help you escape if you choose to trust him. Outside, follow him and he'll join your party. He'll ask you to meet a friend of his in Lenankamp, located south of Gregminster, so head there. Lenankamp: Explore the town. Consider upgrading your weapons at the black smith's. Now head towards the hotel and spend the night there. There will be a little sequence. It doesn't matter whether you chose to fight the guards or not (you won't). A secret passage will be revealed under the clock and you'll meet Odessa, who takes you through to an underground hideout. Sewers: Follow Odessa to meet a group of rebels: Viktor, Flik, Humphery and Sanchez. You can't decide whether to join their Liberation Army, so head back the way you came. You will find a injured rebel lying on the ground. He requests Odessa's help in rescuring two captured rebels, Varkas and Sydonia! You'll have to admit it was all your fault and go on a rescue mission (accompanied by Viktor). Leave the sewers via the hotel. You may want to better equip Viktor before heading for Rockland. Rockland: Head towards the house of the village official. Viktor will set a decoy fire to enable you to enter. Make your way through the house (check every room for treasure) and outside to rescue Varkas and Sydonia. Talk to Varkas, then go back through the house and you'll confront Grady. Once outside, Varkas and Sydonia go their own way. Head back to Lenankamp. Go back to the underground hideout via the hotel room and talk to Odessa. She will ask you to undergo another mission: to take the blueprints of the Fire Spears to the secret factory. She'll then join your party. Head north from Lenankamp and west. About halfway between Lenankamp and Gregminster there's a bridge. Go over and then up onto Mount Tigerwolf. Mount Tigerwolf: Make your way along the mountain pathway. You will encounter Ledon, who will insist that you rest at his hotel. You will then be offered some tea: this bloke is worse than Mrs Doyle, so you have to drink it! Of course, it's drugged so you all collapse. Kessler enters and, recognising Odessa, gets Ledon to administer an antidote. Leave the hotel and continue over the mountain. Head toward the village of Sarady. Sarady: Go to the hotel and save, then spend the night there. A sequence will follow. Talk to Odessa (it diesnt matter what answers you give). You will also meet the ninja, Kage, who will deliver the blue prints. Go back to sleep. Now head back to the underground hideout in Lenankamp to meet with the others. Lenankamp: Go to the hotel. Something is wrong. The Gregminster guards have found the secret underground headquarters! Follow Odessa and fight the guards. When you find Odessa, she's fatally wounded. Hankies at the ready for her death scene. She asks you to take an earring to Mathiu in Seika, and also to put her body into the water so that no-one knows she is dead. Head towards the Fortress at Kwaba, located south of Lenankamp. Fortress At Kwaba: There will be a little sequence here, where you must select a fake name to disguise your identity from the guards (it doesn't matter which you choose). Forgive Gremio for being rude, then talk to the merchant Chandler - remember to come back for him later. The village of Seika is located south of the Fortress At Kwaba. You can't miss it. Seika: Explore the village. If you go to the hotel, you'll meet Marie (from Gregminster) and Antonio. You'll also find Onil in one of the houses. Remember to come back here later to recruit them. Talk to the guy standing in front of the temple (he is Mathiu). Go up the stairs and into the house. Talk to the three children. Go back and talk to Mathiu again. Follow him and talk to him, then leave the house. Follow the guards which arrive. Help Mathiu and fight the guards. Go into the house and talk to Mathiu. Select the top choice and he'll give you the earring back - it't the Liberation Army leader's ring. Choose to become the new leader and he'll tell you about the abandoned castle by the lake. He'll tell you to go to a town called Kaku, located southwest of Seika, by the water. Kaku: Explore the town. If you haven't upgraded your weapons yet, do so now - you'll need it. There are several characters in this town that will join you. Some require that you do something for them first. Save the game at the hotel. Go to the pub, located at the bottom right of the town. Talk to Camille (the red-headed lady). There will be a little sequence between Camille and Gremio (he owes her money), before she's recruited. Go down the stairs in the pub. There you will find the fishermen Tai Ho and Yam Koo, who can provide you with the transportation for your soon-to-be castle. But first you must beat Tai Ho at the dice game. Once you have, he'll meet you by the docks. (However, before going there you're recommended to return to Seika to buy and attach a water crystal, and sharpen Camille's weapon). You can then sail to the island castle. Castle Of Toran: Tai Ho and Camille will accompany you into the castle. Get the Mega Medicine from outside (bottom right) before going in. Make your way through the caves, populated by tough enemies (save your magic for later). Save at the blue orb. Upon reaching the dragon's lair, unleash all the power attacks and spells you've got (healing your characters when necessary): the dragon has about 5,000 HP. After defeating the dragon, you will have the privilege of naming your castle. As you meet with all your current party, Leknatt will appear, advising that you should now start gathering new recruits for your army (she will give you the stone tablet). Luc will appear and join you. Your Castle: Three months later... Explore your castle and get accustomed to its structure. Find Luc and learn to use the stone tablet as a guide for your cast of characters. Talk to Mathiu. He advises you to go to the town of Kouan and find a guy named Lepant. Cleo, Viktor, and Gremio will accompany you on this mission: choose two other characters. However, before proceeding, it's worth stopping off to collect a few more recruits... Kaku: Go to the pub and talk to Sergei. Let him join your army and he'll go and install a lift at your castle! If you go down the stairs in the pub, you'll find Gaspar. For now, he is inaccessible, but remember to come back to him later. In front of the hotel, you'll meet Meg - she won't join until you have Juppo in your party. Head back to the village of Seika. Seika: Go to the hotel and talk to Marie. Now you have a castle, she will join your army and set up a hotel there. You will also find the chef Antonio, but he won't join yet. Go to the house of Onil and she'll join. Now return to the Fortress At Kwaba. Fortress At Kwaba: Talk to Chandler and he will join your army (and set up a hardware shop in your castle). Now you can head towards the village of Kouan, located in the southwestern area from Kaku. Kouan: Explore the town - check out the excellent weapons shop. In the hotel, you will find Lorelai and Krin. Lorelai won't join you until you are at a fairly high level. Talk to Giovanni, who is standing in front of the large house on the left - he won't let you in. Go back to the hotel and talk to Jrin. He will offer to help you meet Lepant. Listen to his plan (stealing Lepant's sword) and then meet him by the side of Lepant's house. Talk to him. Make your way through the house. You will find Rock in the room with two treasure chests. Talk to him and he will offer to join you (he'll open a handy vault at your castle). You'll come across a room with five guards, which is the first puzzle. Make your way through it by not walking in front of guards: so go right past the first two, then left, up, right to go round the back of the third. Then go up past the back of the forth, then right and down behind the last guard. You will also meet the trickster Juppo, who'll join you. Around the corner there's a room with a roulette wheel. You just have to keep riding it until you can reach the other side (the '?' gives you fragon seal incense and fortune rune pieces, so you may want to keep riding). Get the sword. Leave the house. A sequence will follow. You will finally meet Lepant, who demands his sword back. Explain your situation to him, then return his sword. Another sequence will reveal that Lepant's wife has been captured by Imperial guards. Follow Lepant and help him fight the guards (if you have six characters, you'll need to take one out). Proceed through the house. It's Kraze: fight his guards. You can then choose to kill Kraze or let him go (it doesn't matter, since he's not a recruitable character). Talk to Lepant: he and Eileen will join your army (Giovanni, Krin, and Juppo will have also gone to your castle). Talk to Pahn and forgive him. Now's a good time to drop by the village of the Great Forest (in the southeast) to pick up some more recruits. Great Forest: Go to the blacksmith's and talk to Maas. He will offer to join your army. Go to the house, left of the blacksmith's. Talk to Sansuke and recruit him (he'll build some baths at your castle). Now head back to your castle. Your Castle: Go to the 1st floor. Varkas and Sydonia will join your army. Mathiu will come in and suggest that you celebrate the first gathering of your recruits, so throw a banquet. Leave the dinning room and you'll be attacked by an assassin. He doesn't do much damage. Go to sleep. Explore your castle. Note that you can now save your game here by talking to Marie on the 1st floor. Go outside and you'll find Kirkis, an elf, lying on the ground. He will ask you to help save his elven village. Agree to help and he'll join your party. Talk to Mathiu and choose three other characters to take along. Drop any items you don't need at the vault, and buy medicine, etc from Chandler. Leave the castle and go to the town of Kaku. Go to the pub. Go downstairs. Gaspar will now be accessible. To have him join your army, you must win at least 5,000 gps at the dice game - he's hopeless, so you can hardly lose. Head towards the village of the Great Forest (you may want to stop off at Seika to buy more armour and crystals). Great Forest: Go to the passage located on the right side of the village. Make your way through the forest. Upon crossing the log bridge, you'll meet Viki. She will offer to join your army (she'll run the teleport in your castle dungeon). Kobold Village: Upon entering the Kobold village, you will encounter Kuromimi. Leave and head southeast to the Elven Village Tree. Elven Village Tree: Use the save point here. Climb the ladder. A sequence will follow. Go into the main elven house, located at the northern end of the village. Talk to the elf leader - he'll have you all imprisoned! In the dungeon cell, talk to Valeria (the red-headed woman). She will tell you about the powerful 'dark mirror' that could destroy the village with a single blast. Check the cell gate on the right. Sylvina will free you. Valeria will meet you outside and join you. (you'll need to drop a member). Head northeast to the Dwarf Village to obtain help from the dwarf general. You must first pass through the mountains. Dwarf Trail: Make your way through the mountain and open the treasure chests. You will meet Kuromimi again. Head towards the Dwarf Village. Dwarf Village: Explore the town. Go to blacksmith's and talk to Meese (in the green suit). He will join your army. Upgrade your weapons and buy better armour (you'll need to for the upcoming boss in the dwarf underground). Go to the house at the top right and talk to the dwarf leader. He will challenge you to try to steal an artefact from the Dwarves' Vault. Take up the challenge and head for the Vault, located north of the village. Dwarves' Vault: Make your way through the underground passage. You will come across a lever puzzle. Starting from the right, flip them all and go and get the treasure. Now flip them all back and then flip the right and left ones to get through. Next you have a pretty simple maze: just go through and get the treasures, then exit by the other door. The second puzzle has sliding platforms. Simply use trial and error to solve this easy one. The third puzzle involves two floor switches. Step on them in this order to turn on all the lights: L,R,R,L,L,L,R,R. Now go right and down the long corridor and down the steps, then right and up the narrow corridor. The two-side Gigantes boss will be waiting for you in the very last room. Just take your time and remember to heal. Get the Running Water Root and head back to the Dwarf Village. Dwarf Village: Go and talk to the Dwarf leader. He'll now agree to help you. Head back to the Elven Village Tree (via Dwarf Trail). Elvern Village Tree: The whole village has been burnt to a cinder. Watch the sequence. Leave the village and re-enter it. You will find Templeton, who will join your army and give you the Suiko map (a sort of radar scanner which helps you navigate). Save your game and head back to the Kobold Village. Kobold Village: You will meet Kuromimi once more. A bunch of Imperial guards surround you. Valeria will offer to surrender if the guards let the others go unharmed. Whatever you choose, Valeria will be captured. After she's taken away, Kuromimi will join your party. You then have to fight the guards. Mathiu will rescue you: watch the sequence. He tells you that you must attack the castle of Kwanda Rossman, one of Barbarosa's generals. Whatever you choose, you'll end up returning to the castle to engage in battle. Fight General Kwanda's army (see Army Battle tips). Pannu Yakuta: Once you've won the battle, watch the sequence. Head into the castle and make your way up to the roof, defeating a dragon en route - take your time and heal when needed. On the roof, you will meet general Kwanda Rossman. He will challenge you to a duel (see Duel tips). After defeating him, a sequence will follow. You will soon learn that General Kwanda was acting under the influence of Windy's evil black rune. You can either kill him or spare his life - do the latter and you can then recruit him. Watch the little sequence. Kuromimi, Valeria, Stallion, Kirkis, and Sylvina will officially join your army. You can now either return to your castle or stay back. Do the latter as you'll want to pick up some more recruits in the Kobold Village. Kobold Village: Go to the bottom house. Gon, another Kobold warrior, will be there. Talk to him. As Kuromimi is with you, he will be recruited. Go to the top-right house. Talk to Fu Su Lu (the tiger man). He will join you only if you pay 10,000 gps for his dinner! You will also find Rubi (the elf) there, but she won't join you unless Kirkis, Stallion, and Sylvina are in your party and at level 30+. Before heading back to your castle, stop by the town of Kouan to pick up Lorelai at the hotel. By now, you should be at around level 30, so she'll join you. Now head back to your castle. Your Castle: After a little sequence, you will appear in your room. Head down to the 3rd floor. Go to the main meeting hall. Everyone will be waiting for you. Mathiu will come in. He will later ask you if he may tell everyone of Odessa'd death. When you agree, Flik will object to you being the new leader of the Liberation Army and go off in a huff to Kaku. Sanchez and Humphrey will join your army (although Sanchez is not one of the 108 stars). Add Lepant and Juppo to your party, then go to Kaku. Kaku: Go to the house on the left, where the two guards are standing. Talk to Flik. He still won't acknowledge you as the leader, but he will ask to join to help the Liberation Army. Let him and he will head back to your castle. Pick up Meg outside the hotel (as you have Juppo with you). Before you head back to your castle, go to the village of Seika for some more recruits. Seika: In the hotel you'll see Antonio again. If he won't join, try again later (when the cooking at the castle becomes too much for Marie). You will also find Sheena, who is sitting at the table, chatting up a girl. Talk to Sheena. You will find out that he is Lepant's son. As Lepant is with you, he'll join up. Go to the house at the top right, where Mathiu used to live. Apple, the young girl with the glasses, will be there waiting for you. Talk to her and she will join your army (she is a strategist during major battles). Now head back to your castle. Your Castle: Go to the meeting room on the 3rd floor. Talk to Flik, who has a battle plan. Assuming you choose to battle, you will be facing an enemy army of 6,000 troops. After defeating the army, a little sequence will follow. You will be facing Milich's army next. No matter what you do, you can't win this one as Milich's 'flower power' magic is too strong (you'll need Liukan to counter it). Garan: After losing the battle, another sequence will follow on the Garan bridge. Viktor and Flik will accompany you, while Gremio will insist on coming along too. Talk to Mathiu to choose two more characters. Leave the bridge and return immediately to meet Quincy (a blond geezer - honest, he is). He won't join you until you have 80+ characters in your castle. However, you can recruit Kai (your old martial arts teacher). Now leave by the left side to explore the new area. Head towards the town of Teien, located just to the west. Teien: Go to the hotel. Talk to Hellion and she'll join your army. Open the two treasure chests: the one on the right contains a special mirror that will let you teleport to and from any location (very handy). Go to the first house at the top left. You will meet Gen. He won't be recruited until later. Explore the town. Talk to the people in the town and they'll tell you where Liukan is. You will also find Eikei (bald guy with the moustache). He won't join you until you are at a fairly high level (50+). Leave the town. Try out your new blinking mirror to teleport back to your castle. Your Castle: Explore your (now enlarged) castle. Assemble the party of your choice (you'll only need four members). Now head back to the town of Teien (to save time, you can ask Viki in the basement dungeon to teleport you there). Teien: After teleporting (or walking) to the town of Teien, head south to the village of Rikon. Rikon: Go to the hotel and save your game. Go up the stairs (on the right) and you'll find Lotte. She won't join you until you find her pet cat (remember the cat that was wandering around the town of Kaku?). You'll have to come back to see her later, when you've got it. Go to the pawn shop (with the sign of the magnifying glass). Jabba, the shopkeeper, won't join you unless you find an item that he can't identify. The 'Nameless Urn' is randomly obtainable by fighting the enemies around that area. Once you give him the urn, he will go to your castle and appraise any antiques you find. (If you can't find the Nameless Urn yet, try again later in the game. Go to the hotel. You can randomly find Clive there and recruit him. If you do happen to find him, consider yourself lucky. (If not, regularly come back here until you do - you may have to wait till latter in the game). Go to the boat and sail to the southern area. Go to the spot where the whirlpool is. Touch it and then return to Rikon. Now head back to the town of Teien. Teien Go to the top-left house and talk to Gen. Ask him for a special boat to cross the rapids. He will then join your party. Go to the house next door and watch the little sequence. You will meet Kamandol. Follow him inside the house. Talk to him and he'll join your party. Now that you have a new engine for your boat, go back to the Rikon. Rikon: Watch the sequence. Leave the hotel and sail the boat south. You can now cross the rapids and get to Liukan's Hermitage. Liukan's Hermitage: Talk to Liukan and watch the sequence as he is captured by Milch. Go into the house to pick up the treasure (black paint). Now teleport back to your castle. Your Castle: Go to the 4th floor and talk to Mathiu. He will tell you to go to a town called Antei and find his two forger friends. Kimerly and Tesla. Teleport to Teien, then head west to Antei. Antei: Go to the hotel and talk to Mina, the dancer. She will join you if you will dance with her. To dance, you'll need toe shoes which can be bought from the local armoury. So go there and you'll recruit Chapman (who sets up an armoury at your castle). Buy the shoes, equip them, and return to the hotel to dance with Mina. Upstairs you'll meet Esmeralda who won't join until you bring her an opal ring. Leave the hotel and talk to Qlon, the little boy - he won't join you until later. Go to the house right above the hotel. You will find the seductive Kimberly there. Talk to her and she will join your party. Watch the sequence as she insists on taking Flik to dinner! Now go to the house right above it and talk to Tesla (he'll give you a false name at first) to recruit him. Go to the rune shop and talk to the lovely Jeane (the shopkeeper). She will join your army and set up shop back at your castle - now head back there. Your Castle: Go to the 4th floor and talk to Mathiu. You will receive a forged letter to gain entry to Soniere Prison, where Liukan is being held. Assemble a good fighting party, including Pahn (you'll need to beef up his experience level for later). Go to the Soniere Prison, located south of Antei (you may meet some nasty monsters on the way). Soniere Prison: Make your way through the building (up and round to left) to the dungeon cells, fighting many enemies en route (the opal which Esmeralda requires is gained randomly here - if you don't find it this time, come back later and try again). Fight the guards and free Liukan. If you want, you can fight your way into the other two cells for: Sound Setting o (give it Melodye when she joins your castle) and half helmet. Leave the castle dungeon. (Note: if you have Gremio equipped with anything valuable, take it off of him before you reach the main floor). Watch the sequence as Milich unleashes man-eating spores. Gremio will stay behind to pull the lever to close the door and save you - whatever you chooser, he will die (hankies at the ready). Mathiu eventually comes to the rescue and you return to your castle. Your Castle: Talk to Mathiu. Liukan will join your army. You will now fight Milich's army of 12,000 troops. After winning the battle, you will proceed to Milich's mansion (Scarleticia). Scarleticia: Viktor and Flik will accompany you: pick four other characters for your fighting party. Make your way through the house. You will come across Ivanov (on the bottom floor) and Kasios (on the top floor). On the balcony, you'll find Milich. You can choose to kill him or forgive him - do the latter and them let him join you. Now return to your castle. Your Castle: Save your game, then go to the 4th floor. Mathiu and some other characters are gathered in the meeting room. However, before talking to them, make sure that Pahn is at least level 32. Sharpen his weapon as much as possible and give him the best armour and items for defence (bump it up with any defensive runes you have). When Pahn is ready, talk to Kasumi (the ninja in the red suit), who will join your army. The day has come for you to finally confront your father, General Teo. You have to fight Teo's army of 14,000 enemy troops. Note: This battle is set up so that you will lose, so just get it over with. Watch the little sequence. Pahn will ask you to escape with the others, as he stays back to hold off Teo. You will have to let him do it. Pahn will then challenge Teo to a duel (hence the need to beef him up earlier). To win, simply defend every turn: you will take minimal damage from normal attacks, while Teo will be seriously hurt if he tries a desperate attack. (If Pahn does die, best reload from the last save point). Back at your castle, save the game. Go to the 4th floor meeting room and talk to Mathiu. He will tell you to take a rest for a while. Go to your room, located to the far left of the 4th floor. There will be a sequence as Leknaat comes to see you. Go back to the meeting room and talk to Flik, who has a plan. He will suggest that you use the Fire Spears to beat Teo's army. You'll thus need to visit the Secret Factory to get them. Get Tai Ho in your party, then go outside and talk to Gen. Sail the boat north to the seaport of Kirov. Kirov: Explore the town. Go to the hotel, where you will find Georges. Talk to him. He will join you if you can win a game of matching cards. Keep trying until you beat his record time. Leave the hotel. You will find Sarah, who is washing the clothes. She won't join you unless you get her a soap bar. This is a convoluted process. Directly north of her is a man that has soap, but needs soy sauce. The guy a little south and west of this one, has soy sauce, but needs salt. The one to the right of Kun To's house has salt, but needs a yardstick. There's a guy at the inn in a room that has a yardstick, but needs sugar. Luckily you can buy some sugar at the store here. Go get it and make the rounds once more and give Sarah her soap. You will also find Melodye, who is standing in the bottom-left corner of the town. She won't join until you give her a sound crystal. Come back for her later. Leave the town and head north to the dead town of Kalekka. Kalekka: Emter the first house. You will find Leon Silverburg (Mathiu's brother) there. He won't join your party yet, so you'll need to come back later. Make your way through the town, collecting all the treasure - the house on the right contains the sound crystal for Melodye. Towards the northern edge you'll find Blackman, the farmer. As long as you don't step on his plants he will join your army (if you do, leave and return). Leave the dead town and head north to the secret Factory. Secret Factory: Watch the sequence. Talk to Kessler and Ledon to recruit them. Head into the factory. You will find Kage standing in the top-left corner. Talk to him and he'll agree to join you if you pay him 20,000 gps. Pay him the money. Now talk to Mose (in the red suit) to receive the Fire Spears. Head back to the seaport of Kirov. Kirov: Go to the large house located on the front of the seaport. You will meet the (unfortunately named) Kun To. Talk to him to recruit him. Watch the sequence. Mose And Ronnie Bell will join you. Before leaving, go to the little houses either side of the washing line (where Sarah was). Enter them both and taste the two stews. Go back into the large house on the front of the seaport. You will now find the chef Lester and recruit him. Also, don't forget to see Melodye at the bottom-left corner of the town. Give her the sound crystal you found in Kalekka to recruit her. Now head back to your castle. Your Castle: After resting, go to the main meeting room and talk to Mathiu. You'll be facing Teo's army once again. This time, use the strategists to power up your attack, then just keep charging (anything else is useless). After winning the battle, Teo will come and challenge you to a duel you'll have to accept. He should attack every time, so use the desperate attack to beat him. After defeating Teo, watch the death sequence. He will ask his two best guards, Alen and Grenseal to join your party. Your Soul Eater spell will also be raised to level 3. Back at your castle, go to the 4th floor meeting room and talk to Lepant. He will suggest that you attack the fortress of Lorimar. Assuming you choose to proceed with the plan, a sequence will follow. Lorimar: Viktor And Cleo will accompany you - pick three other characters. Lorimar has been abandoned, so leave, then re-enter. You will now find Kirke there. Talk to him to recruit him. Leave Lorimar at the bottom and head south to the Warrior's Village. Warriors Village: Watch the sequence. You will meet Hix, Tengaar, and Zorak. Follow them to their house. Talk to Zorak and watch the sequence. Talk to Viktor, then go to sleep. Leave the house and watch the sequence as the vampire Neclord turns up: you will then fight him. (Note: This is set up so that you will lose - you can't do any damage to Neclord yet). Watch the sequence as Neclord takes Tengaar away to be his 70th bride! When you wake up, talk to Zorak. He will tell you to go to the temple of Qlon. Before leaving, visit the local armoury for some top gear. You will find Marco, the little gambler, in the village. She will offer to join your army if you can win at least 5,000 gps. Go to the house where Marco was standing. You will meet the Blacksmith, Moose. He will only join your party only if you bring Mace, Maas, and Mose - so come back for him later. Leave the village and head west to the temple of Qlon. Qlon: Enter the temple and talk to the priest, Fukien (blimey, I thought 'Kun To' was a dodgy moniker!), to recruit him. He will then tell you to search for a mystic sword in the nearby caves that holds the power to repel Neclord's spells. Enter the caves. (Note: This is the one of the best places to push up your characters' experience levels. You'll also find a war scroll in one of the chests, which is needed to recruit Hugo). Go to the right and save. Go up to the next room, then down the stairs. Go around to the next set of stairs and go up and get the treasure chest. Equip the crimson cape. Go back down and go to the right. Go up and get the two treasure chests in there. Go back out and go down. When you enter this room, go straight ahead to the wall. You'll see a flat part: this is the entrance to one of two secret passages. This one has the window crystal that you need to recruit Window. Now go back out and continue to the right. Go up the stairs and get the treasure chest there. Go down the stairs and continue right. Go up through the door and get the chest in there. Go out and continue down. Go to the left to get the chest then go up the stairs and through the door. Get the chest and then go down the stairs there. Go down through this short hall and into the next room. Go straight ahead to the wall and look for the flat area on it. This second secret passage isn't straight, so you'll have to move left and right a bit, it leads to Crowley, who won't join you yet, but at least now you know where he is. Go back out and continue all the way to the right. Go through the door there and get the war scroll from the chest (needed to recruit Hugo). Go back out and take that passage down. Go through the door to the right and get the two chests in there. Go out and take the passage upwards. Go down the stairs and through the door and get the chests. Go out and continue to the right. Enter that door and then go down the stairs. Follow this passage around till you reach the platform. Go up the stairs to it. Here's the item you've been looking for: the Star Dragon Sword. It'll talk to you and send you back in time to a village. You will meet Ted (remember him?) when he was young. He will ask you if you came to steal their village treasures. Say no and follow him and talk to the village chief. Follow them into the house and talk to the chief. After the scene here, walk around the path and you meet up with Yuber and Neclord. Before leaving the burnt out village, go back into the chief's house and leave by the back door to the path again to reach the treasure chest, then go back. Pop into the next house to get another chest, then leave the village at the top. No matter what you decide about Ted, he won't be with you on the other side. Go to the Star Dragon Sword. Viktor will take it. Leave the caves. Upon leaving the cave, you will find Zen (the farmer). He (or is it a she? - there's no telling in this game!) will only join you if you bring three lots of seeds: red, blue, and yellow (these are sold at various hardware shops). Come back later with them. Enter the temple. Talk to Hugo (standing in front of the book shelves). Talk to him and give him the war scroll you found in the caves. Hugo will now join your army (and open a library at your castle). You will also find the blind Morgan. Talk to him to recruit him. Leave the temple and head back to the Warrior's Village. Warriors' Village: Talk to Zorak and watch the little sequence. Go to the hardware shop, where you'll find Window. Give him the window crystal you found in the Qlon caves to recruit him. Talk to the shopkeeper and buy a red seed. Now, before heading out to Neclord's castle, let's pick up some more recruits (you can leave them till later if you prefer). Teleport back to your castle. Your Castle: Go to the 4th floor and talk to Sanchez/Mathiu. Remove three members of your party and replace them with the three blacksmiths: Mose, Mass, and Meese. Return to the Warriors' Village. Warriors' Village: Talk to Moose to recruit him (since you have the other blacksmiths with you). Return to your castle. Your Castle: Go to the 4th floor and talk to Sanchez/Mathiu. Remove the three blacksmiths from your group and replace them with the three elves: Kirkis, Stallion, and Sylvina. Note: You must get them above level 30 in order to recruit Rubi, so fight enemies until you do so (a good place is in the Qlon caves), then go to the Kobold Village. Kobold Village: Go to the hotel and talk to Rubi to recruit her. Now teleport (via your castle) to Kaku. Kaku: It's time to catch Lotte's cat (as long as you've already talked to her once). Push it into the corner, then press the 5 button. Now go to Rikon. Rikon: Go upstairs at the hotel and talk to Lotte. As you've returned her cat, she will join your army. Return to your castle. Your Castle: Go to the 4th floor and talk to Sanchez/Mathiu. Remove the three elves from your party and replace them with Milich and two other characters. Teleport to Scarleticia. Scarleticia: Find the painter Ivanov (on the 1st floor). Talk to him to recruit him. Find the singer Kasios (on the 2nd floor). Talk to he and she'll join your army. Leave the mansion and head east to the town of Antei. Antei: Talk to Qlon (the little boy) to recruit him (all he does back at your castle is tell you the name of it!). Go to the hotel and up the stairs. Give the opal (found by fighting the enemies in Soniere Prison) to her to recruit her. Now go to the town of Teien. Teien: Find Eikei (the bald guy in the top-right corner) and talk to him. Since you should be around level 40 to 50 by now, he will join yoin your party. Before leaving town, go to the hotel/hardware shop and buy a yellow seed (you can also buy yellow paint here to give to Ivanov). Return to your castle. Your Castle: Go to the 4th floor and talk to Sanchez/Mathiu to restore your favourite fighters to your party. Since you now have both the yellow and red seeds, all you need is the blue seed. This is sold at the village of Rikon, so go there and buy one. Then go to the temple of Qlon. Qlon: Go to the top-right and talk to Zen. After giving him the three seeds, he'll join you. Return to your castle. Your Castle: After that little diversion, it's time to visit Neclord's Castle, so select a party of five (Hix will join you there), including some high-level magic users (preferably with three different elemental runes). Stock up with mega medicine, and take some extra armour, etc for Hix. Neclord's Castle: Watch the little sequence. Hix will insist on accompanying you - equip him with the extra items you bought. Once inside, go through the first door on the left and down the stairs to save the game. Make your way through the castle, fighting lots of tough enemies and opening all the chests. You will come across a room with four paintings. Click on them paintings in this order (numbered left to right): 3,2,4,1. A secret passage will appear on the left. Upon reaching Neclord's chambers, watch the sequence. Make sure you're ready: Neclord is one of the tougher bosses. Use mucho magic (apart from your own which is ineffective) once Viktor's got a hit in. Don't let any character get too low on HP, or they'll be knocked out by Neclord's bat attack - after this, use antitoxin and mega medicine on victim. After defeating Neclord, there will be another sequence. Leave the castle. Viktor will tell you that he needs to visit his home village for a while, so let him go. Tengaar and Hix will then join you. Return to your own castle. Your Castle: Go to the main meeting room on the 4th floor. Talk to Mathiu, who had a plan. Once you choose to act on it, Humphrey and Flik will accompany you. Your mission is to go to the Dragon's Den located to the northwest of Scarleticia. Make sure you put Liukan in your venturing party, as you'll need him later. Dragons's Den: The dragon guard will not let anyone into the cave. So go to the town of Antei, located in the southeast area. Antei: You will meet Vincent de Boule. Watch the little sequence. You'll be given a choice - select either. Now head back to the Drafon's Den. Talk to Vincent. He will join your army and tell you about a secret passage. Go to the stone statue and choose to enter the secret passage. Make your way through the dragon cave. You will meet Milia and Futch (remember him?). Follow them, then head west to the Dragon Castle. Dragon Castle: Before entering, you will find Fuma (the ninja) hiding beside the castle on the right. Talk to him to recruit him. Enter the castle. You'll find Kreutz at the top left. Talk to him and he'll join your army. (You can rest and save the game by talking to the girl at the top right). Go upstairs and watch the sequence. (There's a chest at the rear left of this room containing a window setting. Go to the bookcase behind the table to the right and look there to find Old Book Vol 4). Select either response and watch the sequence. Liukan will examine the dragons, who have been poisoned with sleeping potion. Your mission is to get the ingredients Liukan needs to create a healing potion: moonlight weed, black dragon orchid and... a mystery ingredient. Milia will join your party (you may wish to teleport to your castle to better equip her). Return to the Dragon Castle, where a red dragon will take you to your destination. Seek Valley: Make your way through the mountain. At the path fork, the left road leads to a chest, while the right leads to the house of Mace (he won't join you until you return with the four other blacksmiths). At the end of the central path, a Crystal Core will block your way. Fight and defeat it - it's far deadlier when it goes small! You will then meet Windy and Ted by the moonlight weed. Ted will ask you to give back the soul gem (either response will have the same result). There will be a little sequence (again, choose either response). Ted will sacrifice himself and give the last energy of his soul power to you. Your Sould Eater spell is raised to level 4. Watch Ted's final scene (sob!). Leave the mountain. With the moonlight weed collected, head back to the Dragon Castle. Dragon Castle: Enter castle and go upstairs. Talk to Joshua. You will learn that Futch went off alone to obtain the second ingredient. In the following scene, you'll control Futch in the Imperial garden. Get the lilac plant on the right side. Watch the sequence. Back at the Dragon Castle, go upstairs and talk to Joshua, who will join your army. He will then ask you to take care of Futch as well. Milia will offer to take you back to your castle by dragon (take a ride if you like). Your Castle: Go inside and there will be a sequence with Kasumi and Krin. Krin suspects there's a traitor in your army. Go to the 4th floor and watch the sequence with Taggart, explaining that his master Warren and Viktor have been captured. Agree to Mathiu's suggestion of a military training programme. Before continuing, let's pick up some more recruits (you can leave them till later if you prefer). Put Tai Ho and Yam Koo into your venturing group, along with three other strong fighters. Get on the boat and sail to Pirates' Fortress on an island located far west from your castle. Pirates' Fortress: You will meet Anji, Kanak, and Leonardo. Talk to Anji (the one in the middle). He will join your army if you beat them in a fight, so accept the challenge and kick their pirate butts. Return to your castle. Your Castle: Go to the 4th floor. Remove Tai Ho and Yam Koo and replace them with your usual venturing characters. Now go to the Garan bridge, where you first met Kai. Garan: Quincy (remember him?) will still be there. By now you should have enough members in your army to persuade him to join. Now go to Neclord's castle. Neclord's Castle: Go up through the castle to Neclord's chamber. Pesmerga will be there. Talk to him and he'll join your army. Leave the castle and head for Qlon. Qlon: Enter the caves and go to the secret passage (after going down through the short hall) where Crowley is. Talk to him to recruit him. Go back to your castle. Your Castle: Go to the 4th floor and put Mose, Maas, Meese, and Moose into your venturing group. Now go to the Dragon Castle and ride the dragon to Seek Valley. Seek Valley: Go to the house where Mace lives. As you have the four blacksmith's with you, he will now join your army (enabling you to sharpen your weapons to a higher standard). Leave the mountain and head back to your castle. Your Castle: Go to the 4th floor and restore your party to your usual fighting characters. Now go to the dead town of Kalekka. Kalekka: Go to the house where Leon is. Talk to him, then return to your castle. Your Castle: Go to the 4th floor and talk to Mathiu. He will give you a letter for Leon. Go back to Kalekka. Kalekka: Talk to Leon. Mathiu will turn up and persuade his brother to join your army. Head back to your castle. Your Castle: Go to the 4th floor, to your own quarters. Watch the sequence. (You will be given a question: select the bottom choice). Go to Mathiu and talk to him. Watch the sequence. Instead of the planned training exercise, you'll be mounting a surprise attack on 3,700 enemy troops - easy peasy. After defeating Griffith's army, spare his life and recruit him. You will then return to your castle. Griffith will now help you get into Moravia castle by pretending to have captured Mathiu. Kasumi and Krin will accompany you: choose three other good fighters. Moravia: Watch the sequence. Inside the castle, go to the right first and get the treasure chest. Now go to the left and just follow the way, going through the windows and across the rooftops when necessary. Upon reaching the prison cell, you'll free Viktor and Warren (who joins up). Back upstairs, Kasim will also agree to join your army. After the sequence, go back up round to the prison cell to free Vincent, who then joins. Head back south to the checkpoint where you met Griffith's army. Northern Checkpoint: You will neet Max and Sancho, who will join your army. (Get Old Book Vol 7 from the chest). Head back to your castle. Your Castle: Go to the 4th floor meeting room and talk to Mathiu (select the bottom choice). Sit back and watch the long sequence (including Viktor giving you Gremio's hatchet). Go outside the castle, where your army boats are ready. Mathiu will ask if you are ready to battle. Assuming you say 'yes', you'll be facing 17,000 enemy troops. After defeating Sonya's army, you will proceed to her castle (Shasarazade). Shasarazade: Use the save point (leave and teleport to castle to equip Viktor and four others with armour, sacrificial buddhas, mega medicine, etc). Viktor will accompany you: pick four other characters to join you (the ones you just equipped in the castle!). Head into the castle and go down the stairs. Make your way round, opening the chests and fighting battles. You'll eventually face a giant clam. Yes, I know it sounds daft, but it's got some really powerful magic and thus takes some beating. However, don't use all your best spells yet - there's another fight to come. Upon defeating the giant clam, watch the sequence as Viktor closes the floodgates. Before exiting, you will meet Sonya who will question your actions (select any choices) and then attack you - she's well 'ard, too. After defeating Sonya, go back outside and you will find Mathiu injured. You find out that Saqnchez was the traitor. Your Castle: Go to the basement dungeon and listen to the conversation, then talk to Sonya. Ask her to join your army. Save the game and take a look at the stone tablet to make sure you have all 108 stars (apart from the blacked-out Gremio). Go to the 4th floor meeting room and talk to Mathiu. He will suggest that now is the time to battle Gregminster's army. Assuming you agree, watch the sequence. During the great gathering, Leknatt will appear, if you've recruited all 108 stars, she will revive Gremio. Talk to Mathiu and choose to get ready for battle. You will face 20,000 enemy troops (once Leknaat and Joshua have done their magic) - keep using your ninjas to find out their next move. After defeating the army, head into the town of Gregminster. Flik and Viktor will come with you - pick three more then teleport back to castle to equip them well. Gregminster: At the castle drawbridge you will be confronted by Ain Gide - who boasts powerful magic, so use everything you've got to defeat him. Then return to your castle to rest and stock up (it's a good idea to have at least three different types of elemental magic and a good healer, plus give them all mega medicine and sacrificial buddhas). Return to Gregminster and make your way through the Imperial castle, fighting tons of guards (don't waste too many high-level spells on them, although you may as well use your Soul Eater ones). Look out for save point in the top-left room before the final long corridor. Finally, in the Imperial Garden, you will find Emperor Barbarosa. Watch the sequence and fight his three-headed dragon form. Note: that the head on the left is immune to wind spells, the middle one to lightning, and the right head to fire. Concentrate on the left and right heads with high-level spells (your Soul Eater ones are ineffective, though). They will regenerate if you're not quick enough, so watch to see which attacks do the most damage and use them as much as you can. Combining different elements (eg earth, wind, and fire) is particularly effective, inflicting extra damage. Always heal your characters when below 200 HP - Crowley's Rising Wind spell proves very handy. Once the left and right heads are gone, finish off the middle one to defeat the dragon. Watch the Windy and Barbarosa sequence. The evil Windy tries to take your soul gem, but it rejects her. Barbarosa then reveals that he was not under the power of Windy's evil black rune after all, but merely blinded by love. Realising his terrible mistake he grabs Windy and they both plunge to their deaths. Walk back through the crumbling castle, fighting the remaining guards - Viktor and Flik stay behind to fend some off. Then sit back and watch the ending sequence (including a special part if you collected all 108 stars). Game Over: Everyone assembled acclaims your glorious victory. Upon learning of it, the wounded Mathiu finally rests in peace. If you successfully collected all 108 stars, a special sequence shows what happened to the characters afterwards, accompanied by some top choral music. Following a long list of programmer credits, you'll see the hero and Germio going outside to watch the sunset. @endnode @node Tekken_2 "Tekken 2" @{b}Tekken 2@{ub} You all know about the basic moves and combos by now, but have you heard about the secrets? No? Well feast your eyes on these little beauties... COLOUR CHANGE: An easy one this, simply hammer either your punch or kick buttons when you select your fighter and their standard two colour wardrobe will now include all the colours of the rainbow. THE THINKERS: Select practice mode and start a bout. Now just stand still for a while and your character will start to ponder over a wide variety of mad subjects. Weird and wacky I'm sure you'll agree. WIREFRAMES: Those of you who remember Super Punch Out may get all nostalgic over this secret cheat. To put yourself in a first person perspective mode fight, hold down L1 and L2 as you choose your character. Now you'll be only visible via the weird green wireframe of your former self. One thing to point out though, you need to have all 25 characters saved on your Memory Card before this cheat and the following ones will work. COMEDY HEADS: Yeah, yeah, we don't want loads of technical data on combos and string-hits, what we want is a bloody good laugh. So with that in mind, here's the huge bonce cheat for ya... Hold SELECT as you pick which character you want and keep it held down right until the fight starts. Now you'll have a head bigger than Buster Gonad's plums to amuse yourself with. Now follows a list of all moves and special attacks for all the characters. Please see the abbreviations (below) when refering to a particular move: Tekken 2 Moves and Special Attacks: Abbreviations: LK - Left Kick LP - Left Punch RK - Right Kick RP - Right Punch --------------------------------------------------------------------------- Moves and special attacks for: BAEK: Throws: Throlling Throw: LP + LK Alternative Rolling Throw: RP + RK Rolling Smash: Tap Forward + RP + RK Moves: Backfist: Tap Forward + RP Butterfly Kicks: LK, LK, LK, RK Black Widow: LK, LK, RK, RK Rush (whilst crouching): RK, LK, LK, LK Hunting Hawk: Tap Up/Forward + LK, RK, LK Three Leg Kicks: Down + LK, LK, LK Triple Threat: Forward + RK, RK, LK Attack String: RK, LK, LK, RK, LK, LK, RK, LK, RK, LK --------------------------------------------------------------------------- Moves and special attacks for: HEIHACHI MISHIMA: Throws: Neck Breaker: LP + LK Powerbomb: RP + RK Head Butt: Tap Forward, Tap Forward + LP + RP Shining Fists: LP, LP, RP Devil Fists: LP, RP, RP Double Uppercut: Top Down/Forward + LP, RP Hell Sweeps: Top Forward, To Down, Down/Forward + RK, RK, RK, RK, RK Right Axe Kick: Top Forward + RK Crushing KickL Tap Forward, Tap Up/Forward + RK, LK Death Fist: Down, Down/Forward, Forward + RP Tile Splitter Death Fist (whilst crouching): LP, RP Demon Godfist: Tap Forward, Tap Forward + RP Shadow Foot: Tap Back, Tap Back, Tap Back Attack Strings: Down/Forward + LK, RP, RP, RK, RK, LP, RK, LP, RP, RK Down/Forward + RP, RP, RK, RK, LP, RP, LP, RP, LP --------------------------------------------------------------------------- Moves and special attacks for: JACK: Throws: Hell Press Face Pusher: LP + LK, LP + RP Gorilla Press: RP + RK Piledriver: Tap Down/Back, Top Forward + LP + RP Catapult: Tap Down/Forward + RP + RK Moves: Hammer Combo: LP, LP, LP Elbow Punch: RP, LP Bravo Knuckle: Tap Down + LP + RP Power Scissors: Tap Forward, Tap Forward + LP + RP Double Uppercut: LP + RP, LP + RP Meltdown: Down + LP + RP Scissors, Meltdown: Tap Forward + LP + RP, LP + RP Creeping Punches: Down/Forward + LP, RP, LP Machine Gun Knuckle: Tap Down/Back + LP, LP, LP, LP, LP, RP Megaton Strike: Down + LP, RP Gigaton Punch: Back, Back/Down, Down, Down/Forward, Forward (up to x5) + LP Sit Down (whilst crouching): LK + RK Blade Fab (whilst sitting): LP, RP, LP, RP Wild Swing, Backfist: Down, Tap Forward + LP, RP, LP, LP Uppercut Series: Tap Down/Forward, RP, LP, RP, LP Attack Strings: Down + RP, LP, LP, LP, RP, LP, RP, LP, LP + RP, LP + RP Tap Up/Forward + LP, LP, RK, LK, RK, LP, RP, LP, Down + LP + RP, LP + RP --------------------------------------------------------------------------- Moves and special attacks for: JUN: Moves: Middle Screw Punch: Forward + LP Cartwheel Kick: LK + RK Punch Kick Combo: LP, LK Turning Punch: LP + RK, RP, RK Can-Can Kick: Down + LK + RK Leg Sweeps: LK, RK Leg Sweep, Cartwheel: LK, RK, RK, RK, RK, LK Spinning Super Kick: Forward + LK Attac Reversal: Back + LP + LK Attack Strings: RP, LP, LP, LP, RP, LP, RK, LK, LK + RK RP, LP, LP, LK RP, LP, LP, LP, RP, LP + RK --------------------------------------------------------------------------- Moves and special attacks for: KING: Throws: Coconut Crush: LP + LK Brain Buster: RP + RK Tombstone Piledriver: Tap Down/Back, Tap Forward + LP + RP Jaguar Driver: Back, Back/Down, Down, Down/Forward, Forward + LP Flying Press: Back, Back/Down, Down, Down/Forward, Forward + LP, LP + RP Boston Crab: Back, Back/Down, Down, Down/Forward, Forward + LP,, LP + RP, LK, RK, LK + RK Giant Swing: Tap Down/Back, Back, Back/Down, Down, Down/Forward, Forward+LP Backdrop: RP, LP, LP + RP Moves: Uppercut: LP, RP, LP Ali Kick: Down, Tap Down/Forward + RK (up to x5) Flying Cross Chop: Tap Forward, Tap Forward + LP + RP Drop Kick: LK + RK Knuckle Bomb: Tap Up/Forward + LP + RP Short Elbow Drop: Tap Down + LP + RP Jaguar Lariat: Forward + LP + RP Double Knee Drop: Up/Forward + LK + RK Punch, Uppercut: RP, LP Attack Strings: LP, RP, LP, LP, RP, RK, RK, RK, LP, RK LP, RP, LP, LP, LK, LK, RK, LK, RP, LK + RP LP, RP, LP, LP, LK, LK, RK, RK, RP, RK, LK or RP --------------------------------------------------------------------------- Moves and special attacks for: LEI: Throws: Jumping Bird: LP + LK Sleeper: RP + RK Tai Trip: Tap Forward, Tap Forward + LP + RP Moves: Punch, Turning Fist: LP, RP High Crescent: LK, LK Quick Turn: Tap Back + LK + RK Quick Drop: Down + LK + RK Step-in: Forward + RK, LP, RP, LK, RK Flying Wheel Kick: RK, LK Dropping Ankle Kick: RK, RK, LK, LK, LK Phoenix Kicks: Back + LP + RK, RK Step-in Sidekicks: LK, LK, LK, LK, LK Charging Punches: Tap Forward, LP + RP, LP, RP, LP Charging Crescent: Tap Forward + LK, RK Attack Strings: LP, RP, LP, LK + RK, RP, LP, RK, LP, RP, LK LP, RP, LP, LK + RK, RP, LP, RK, LP, RK, RK LP, RP, LP, LK + RK, LK + RK, LK + RK, LP, LP, RP --------------------------------------------------------------------------- Moves and special attacks for: MARSHALL LAW: Throws: Dragon Dive: LP + LK Chastisement Punch: RP + RK Dragon Fall: RP + RK, LP, RP, LP + RP Dragon Knee: Tap Forward, Tap Forward + LK + RK Moves: Punch: LP, RP Left Fist Fury: LP, LP, LP, LP, LP Dragon Knuckle Combo: RP, RP Step-in Middle Kick: Tap Down/Forward + LK High Kicks: LK, LK, LK Dragon Slash: Tap Forward, Tap Forward, Tap Forward Low Kick, Flipkick: Down + LK, RK Flipkicks: LK + RK, LK Flip Drop: Down, Tap Up, + LK + RK Dragon Slide: Down, Tap Down/Forward, Down, Tap Down/Forward + LK Dragon Fang: Tap Down/Back + LP + RP Attack Strings: Tap Down/Forward + LP, RP, RP, LP, LK, LK, LK, RK, LK, RK Tap Down/Forward + LP, LK, RP, RP, LK, Down + LK, LK, RK, RK, RK Tap Down/Forward + LP, RP, RP, LP, LK, LK, Down + LK, RK, RK, RK Tap Down/Forward + LP, LK, RP, RP, LK, LK, LK, RK, LK, RK --------------------------------------------------------------------------- Moves and special attacks for: MICHELLE CHAN: Throws: Front Suplex: LP + LK Fisherman Suplex: RP + RK German Suplex (whilst going behind): LP + RP Melson Suplex: Tap Down/Forward + LP + RP Moves: Rushing Uppercut: Tap Forward + LP Charging Punches: LP, LP, LP Side Spin, Kick: LK + RK, RK Punch Combo: Tap Down/Forward + LP, LP Death Push: Tap Down/Forward + RP, LP Double Strike: LP + RP Dashing Left Elbow: Tap Forward, Tap Forward + LP Dashing Punch: Tap Down, Down/Forward + LP Club Fist, Sweep: LP + RK, LK Death Push, Punt Kick: RP + LK, LP Punches, Sweep: LP, LP, RK, LK Eathquake Stomp: Up/Forward + LK + RK Back Leg Sweep: Down, Tap Down/Forward + RK Penetrating Bow Leg: Down, Tap Down/Forward + RK, LK Attack Strings: RP, LP, LP, RP, LK, LK, LK, RK, RK, LP RP, LP, LP, RP, LK, LK, RP, LK, RP, LP RP, LP, LP, RP, LK, LK, RP, LP, RK, LK --------------------------------------------------------------------------- Moves and special attacks for: NINA WILLIAMS: Throws: Arm Turn: LP + LK Lifting Toss: RP + RK Falling Elbow: RP + RK, LP, RP, LP Neck Throw: Forward + LP + RP Embracing Elbow Strike: Tap Down/Forward, Down/Forward + LP Scissor Leg Takedown: Down, Down/Forward, Forward + LK + RK Moves: Double Palm: Tap Forward, Forward + LP + RP Punches, Double Palm: LP, RP, Tap Forward + LP + RP Kneeling Kick: Tap Forward, Forward + RK Downward Chop: Back + LP Forearm Chop: Down, Down/Back, Back + RP Triple Smash: LP, RP, LK or RK High Kick, Low Kick, Uppercut: RK, LK, RP Lifting Back Kick: Tap Down/Back + LK Double Smash: RP, RK Low Kick, Uppercut Down + LK, RP Head Ringer: Tap Down/Forward + LK, RK Rapid Kick Combo: Tap Down/Forward + LK, LK, LK, LK Hunting Kicks: Tap Up/Forward + RK, LK, RK Hunting Swan: Tap Down/Back + LP, RP Attack Strings: Tap Down/Forward + LP, RP, LP, RP, LK, LK, RP, LP, RP, RK Tap Down/Forward + LP, RP, LP, RP, LK, LK, RP, LP, RK, LK Tap Down/Forward + LP, RP, LP, RP, RK, LK, RK, RP, RK, LK --------------------------------------------------------------------------- Moves and special attacks for: PAUL PHOENIX: Throws: Shoulder Throw: LP + LK Shoulder Popper: RP + RK Stomach Throw: LP + LK + Back Shoulder Ram: Tap Forward, Forward + LP + RP Running Tackle: Tap Down/Back + LP + RP Moves: Mini Combo: RP, LK Double Jump Kick: Tap Up/Forward + LK, RK Somersault Kick: Tap Forward, Forward + RK Triple Kick: Tap Forward, Forward + LK, RK, RK Tile Splitter, Death Fist (whilst crouching): LP, Tap Forward + RP Falling Leaf Combo (whilst crouching): RK + RP Elbow Strike: Down, Tap Forward + RP Stone Splitter (whilst crouching): RP Flash Elbow: Tap Forward, Forward + RP Unblockable Death Fist: Tap Back + LP + RP Elbow Strike, Death Fist: Down, Tap Down/Forward + RP, LP Attack Reversal: Tap Back + LP + LK Attack Strings: LP, RP, LK, RP, LP, RP, LP, RK, RP, LP LP, RP, LK, LP, RK, RP, LP, RK, RP, LP LP, RP, LK, LP, RP --------------------------------------------------------------------------- Moves and special attacks for: YOSHIMITSU: Throws: Jawcrusher: RP + LK Flying Body Press: LP + LK MX Missile: Down, Down/Back, Back + LP + RP Moves: Mini Combo: LP, LK Alternate Mini Combo: LP, Down + LK Lightning Kicks: LK, RK Jumping Knee: Tap Forward, Tap Forward + RK Flipping Stomp: Tap Up/Forward + LK + RK Spiral Launch: Tap Forward, Forward + LK + RK Spiral Dive (during Spiral Launch): LP + RP Kangaroo Kick (during Spiral Dive): LK + RK Spinning Hilt Strikes: Back + LP (up to x6) Spinning Leg Strikes: Tap Down/Back + LK (up to x5) Spinning Fist Strikes: Tap Down/Back + RP Spinning Sweep: Down, Tap Down/Forward + LK Samurai Cutter: Down, Tap Down/Back, Tap Back + LP Teleport: Back + LK + RK (up to x6) Kangaroo Kick: RK, LK Shoulder Cut: Tap Down/Back + LP Sword Thrust: Tap Back, Tap Back + LP, LP High Kicks: RK, RK, RK Fake Suicide: Tap Forward, Forward + LP + RK Standing Suicide (whilst crouching): LP + RK Attack Strings: LP, RP, LP, RK, RK, RK, LP, LP, LP, LP LP, RP, LP, RK, RP, RP, RP, RK, LP, LP RK, RK, RP, RP, LP RK, RK, RP, RP, RK, RK, LP, LP, LP, LP RK, RK, RP, RP, RK, RK, LP, LK + LK LP, RP, LP, RK, RK, RK, LP, LK + RK --------------------------------------------------------------------------- @endnode @node Theme_Park "Theme Park" @{b}Theme Park@{ub} A business sim is a little pointless if you actually start off with skips loads of moneny, but what the hell - if your a mad crazy crap tycoon sort of a person try this cheat: At the nickname screen type in the word 'BOVINE' and then hold down O and X on your joypad together. Now start a new game whilst pressing down O, X, and START on the joypad. You'll find whenever you hold down this combination of keys you'll get more dosh. @endnode @node Thunderhawk_2 "Thunderhawk 2" @{b}Thunderhawk 2@{ub} Here are some codes. To enter the codes, select load game from the main menu. @{fg shine}South America 1: Arms Running:@{fg text} 1 PVH7CVEVEBDU44I 2 DRHVSV93EFDQ5LQ 3 3BH3SV6QEJD24UA @{fg shine}South America 2: Stealth Down:@{fg text} 1 63G1SU4AAVTE5DQ 2 SFGTSU96AVTA4R1 3 U7GTSU96AVTM5M2 @{fg shine}Cen America: Recapture Town:@{fg text} 1 BFGPS1JUI7QE51Q 2 DRGPS1MQI7QA4L2 3 SFGPS1IMJBQMS6I @{fg shine}Middle East: Recapture Territory:@{fg text} 1 4VHVS7TEQNDE4OA 2 77HBS6N6QNDA51A 3 23G1S69QQRDM4H2 @{fg shine}Middle East 2: Oil Dispute:@{fg text} 1 BFF9S1FU7HUE49Q 2 CJF1S1667LUA5DI 3 FFF0S16P7PUM47A 4 HRF0512L7TUISIQ @{fg shine}South China Sea:@{fg text} 1 URGPS1IA3BUE5QA 2 M3F9S1LQ3FUA4NA 3 ONF9S1FU3FUM4JA @{fg shine}Panama:@{fg text} 1 93G5SD9UNGGE4OA 2 VVG5SHUENGGA4SQ 3 JNGH4CPUNKGM5TI @{fg shine}Eastern Europe:@{fg text} 1 L3GG4406VOEE5R1 2 F7GK5S2QV0EA41A 3 27GK50UMV4EM58Q @{fg shine}Final Password:@{fg text} This code lets you watch the end-of-game sequence: 1N0K20T5326M4MA @endnode @node Tigershark "Tigershark" @{b}Tiger Shark@{ub} Here are some cheats... Bonus Game: Get yourself to the Resume Mission screen and enter in the password SNEEG. Bonus Preview: At the Resume Mission screen, enter BUGGY. Lower The Gravity: Should you wish to lower the gravity (which doesn't make a great deal of difference underwater), go to the Rescue Mission screen and enter SOYUZ as the password More Firepower: Go to the Rescue Mission screen and enter RUBLE as the password. View The Cinemas: Go to the Rescue Mission screen and enter KIEV as the password. @endnode @node Time_Crisis "Time Crisis" @{b}Time Crisis@{ub} Some helpful hints... When you're chosing which enemies to plug, forget the blue blokes. They're so innacurate that they basically always miss. Save 'em for a leisurely massacre once you've gunned down all the red blokes. When you're chosing which red geezer to drill, go for the light brown ones, since they are especially lethal, and have a hit rate of nearly 100%. After that, move on to guys with really large firearms. Keep on moving down till you hit the penknives and popguns level. Hitting the yellow enemies will get you a little tim bonus, but plug one of the tiny people mooching around in the far background, and you'll get a man-sized two second bonus. If you fancy yourself as a bit of a Deadeye Dick, then try and hit forty enemies in succession and you'll get a free life. Be warned - if just one of your bullets fails to find flesh, you'll have to do the whole forty again. Ouch. When you give a bad guy his first taste of hot lead, don't wait around to follow up with main course and dessert. Rapid fire is the order of the day, and if you let them bounce back, you'll be losing precious seconds. Toe tappin' fun: altough Namco recommend a set of steering wheel pedals plugged into the second joupad socket as a good substitute for arcade's duck pedal, we reckon you can do just as well, and a lot cheaper, with a second joypad. This of course means that you have to take off a sock to tap those tiny buttons, so make sure you've washed within the last couple of weeks. Alternatively, just wait till there's no one else around! @endnode @node Tobal_No_1 "Tobal No. 1" @{b}Tobal No.1@{ub} Firstly, here's a cheat for the game: Defeating Hom: The big robot boss can take some beating, especially as he's armed with a series of unstoppable combos, but help is at hand! Simply press DOWN, R1, L1 during a bout and the fat metal death-bringer will shut himself down, allowing you to pummel him into oblivion. Now, here are all the moves and special moves for the main characters. The KEY below describes what the letters and symbols stand for: KEY: u - Up d - Down f - Forward b - Back / - or - - quick G - Guard J - Jump T - High attack S - Mid attack X - Low attack CG - hold d+G (Crouch Guard) WS - While standing --------------------------------------------------------------------------- CHUJI-WU: The old cliche, a good all-rounder. Probably the best fighter to begin with. Heralds from the good old planet Earth. T,T,T Punch, Punch, Kick T,T,S Punch, Punch, Punch T,T,X Punch, Punch, Sweep(WS) T,S,X Punch, Kick, Sweep(WS) T,X Punch, Low Crescent(WS) X,X Low Kick, Sweep(WS) X,S,S Low Kick, Kick, Kick X,S,X Low Kick, Kick, Sweep(WS) b+T Spinning Backhand b+S Backflip b+X Monkeysweep(WS) f+S Power Punch f+X Lunging Sweep b,b+S Shower Kick f,f+S Donkey Kick G+T,T High Kick, Spinning High Kick G+X Sweep CG+T,S,S High Crescent, Scissor Kick CG+X Low Crescent WS+S,S Scissor Kick RUN+S Spinning Kick RUN+X Slide Turning Attack: --------------- S Donkey Kick Frontal Grapple: ---------------- f+G+S Forward Toss b+G+S Shoulder Toss PULL,f+G+S TFT PULL,b+G+S Hip Toss PUSH,f+G+S Trip Down PUSH,b+G+S Kubi Nage --------------------------------------------------------------------------- EPON: Sexy Chinese looking chick, with a bit of an attitude problem, very fast though. Hails from the well known Planet Kittaik. T,T,T Punch, Punch, Kick T,T,S,S Punch, Punch, Punch, Cartwheel Kick T,S,S Punch, Kick, Kick T,S,X Punch, Kick, Sweep X,S,S Low Kick, Side Hook Kick, Slide Hook Kick X,S,T Low Kick, Side Hook Kick, Roundhouse X,S,X Low Kick, Side Hook Kick, Sweep b+T Knee b+S Flipkick f+T Flying Kick f+S Spinning Back Kick f+X Low Spinning Back Kick b,b+T Jumping Roundhouse b,b+S Spinning Uppercut f,f+T Flying Kick f,f+S Cartwheel Kick f,f+X,T Lunging Sweep, Cartwheel Kick G+T,S,S Roundhouse, Uppercut, Cartwheel G+T,S,X Roundhouse, Uppercut, Sweep G+T,X Roundhouse, Sweep G+S Sweep RUN+S Flying Kick Turning Attack: --------------- S Overhead Punch X Low Spinning Backhand Frontal Grapple: ---------------- f+G+S Toss Forward b+G+S Toss Backward PULL,f+G+S TFT PULL,b+G+S Toss Backward PUSH,f+G+S Trip Down PUSH,b+G+S Leg Spring --------------------------------------------------------------------------- OLIEMS: Rather nice chap with a big heart. Yeah right, tell that to the guy whose face he's standing on. A powerful big brute but still pretty slick. A Kientak boy. T,T,T Punch, Punch, Punch T,T,S Punch, Punch, Mid Crescent T,S Punch, Mid Crescent b+T-T,T,T,T,S,S Blur Punches(4x), Palm Blow, Rising Kick (7 Hitter) b+T-T,T,T,X Blur Punches (4x), Sweep b+S,S,S,S Triple Uppercut, Hammer f+T Left Hook f+S,S Palm Blow, Rising Kick b,b+T Spinning Backhand b,b+S Beat Knuckle f,f+T,T,T Triple Spinning Backhand f,f+T,S,S High Spinning Backhand, Mid Spinning Backhand, Power Punch f,f+T,S,X High Spinning Backhand, Mid Spinning Backhand, Low Spinning-Backhand f,f+T,X High Spinning Backhand, Low Spinning Backhand f,f+S,S Uppercut, Hammer G+T,X High Spinning Backhand, Low Spinning Backhand Turning Attack: --------------- S Shower Kick Frontal Grapple: ---------------- f+G+S Powerbomb b+G+S Jumping Backbreaker PULL,f+G+S TFT PULL,b+G+S DDT PUSH,f+G+S Trip Down PUSH,b+G+S Giant Swing --------------------------------------------------------------------------- HOM: Labour robot who learned Martial Arts. Add any robot cliche you want right here - yes, he's fast and strong. An all round hard-nut! T,T,T Punch, Punch, Kick T,T,S,S Punch, Punch, Punch, Uppercut T,S,S Punch, Punch, Punch T,S,X Punch, Punch, Sweep S,T Axe Kick, Wind-up Punch b+S,S Split Kick, Rising Uppercut b+S,X Split Kick, Low Crescent f_S,S,T... Infinite Kick (Tap T or S anytime but not three consecutive- times eg. f+S,S,t,T,S,T,S,S,T,T,S...) f+X,X Low Kick, Low Kick f+X,S Low Kick, Punt Kick f,f+T Spinning Punch G+T,S,S,S... High Crescent, Infinite Spinning Mid Punches G+L Low Crescent(WS) WS+S Backflip d+G+J Self Termination. Turning Attack: --------------- S Turning Kick Frontal Grapple: ---------------- f+G+S Powerbomb b+G+S Powerbomb PULL,f+G+S TFT PULL,b+G+S DDT PUSH,f+G+S Piledriver PUSH,b+G+S Shoulder Toss --------------------------------------------------------------------------- FEI-PUSU: Old Chinese kung-fu master, who actually taught HOM martial arts. Suprisingly agile and very powerful. An Earth boy. T,T,T Punch, Punch, Kick (if kick hits, tap b to turn then- press M) T,T,S Punch, Punch, Backflip T,S,X Punch, Kick, Sweep(WS) b+T,S Jumping Roundhouse, Punch b+S-S Crawling Uppercut b+X,X Double Breakdance Sweep(WS) f+T,S,S Triple Backhands f+S Roll Kick f+X,X Low Kick, Low Kick(WS) f+X,S Low Kick, Spinning Kick b,b+S,X,X Backflip, Double Breakdance Sweep(WS) f,f+T Roundhouse f,f+S,S,S Scissor Kick, Mid Punch f,f+S,S,X Scissor Kick Sweep(WS) f,f+X,S Sweep, Roll Kick f,f+X-S Roll Kick G+T,S-S Jumping Roundhouse, Crawling Uppercut G+X Sweep(WS) CG+T Roundhouse CG+X,S Sweep, Roll Kick CG+X-S Roll Kick CG,f+S Overhead Kick RUN+S Spinning Kick RUN+X Sweep Turning Attack: --------------- S Backflip Frontal Grapple: ---------------- f+G+S Double Spin Toss b+G+S Double Spin Toss PULL,f+G+S Rolling Wheel Throw PULL,b+G+S Hiptoss PUSH,f+G+S Rip Down PUSH,b+G+S Spin Toss --------------------------------------------------------------------------- ILL-GOGA: Bizarre alien creature, who has a bit of a thang for the ladies... Slow but he can do some damage. Hometown of Wakoibayai. T,T,T Punch, Punch, Punch T,S,X Punch, Double Arm Punch, Low Kick T,S-T,S Punch, Roundhouse, Tailswipe T,S-T,X Punch, Roundhouse, Low Kick T,X,X,X,T Punch, Low Kicks(3x), Punch T,X,X,T Punch, Low Kicks(2x), Punch T,X,T Punch, Low Kick, Punch b+T High Tailswipe b+S,X Double Arm Punch, Low Kick b+S-T Roundhouse (Feint Attack) f+S,S Overhead Punch, Power Punch f+S,X,X Overhead Punch, Low Punch, Low Backhands(WS) f+S,X,S,S Overhead Punch, Low Punch, Mid Backhand, Power Punch f+S,X,T,S Overhead Punch, Low Punch, Overhead Punch, Uppercut f+X,X Low Punch, Low Backhand(WS) f+X,S,S Low Punch, Mid Backhand, Power Punch f+X,T,S Low Punch, Overhead Punch, Uppercut b,b+S Uppercut f,f+T,T,T Triple Headbutt G+T,T,S Beat Knuckle, Overhead Punch, Uppercut G+T,S,S Beat Knuckle, Mid Backhand, Power Punch G+T,X Beat Knuckle, Sweep G+X Low Tailswipe(WS) G+X-S,S,S Low Tailswipe, Tail Lashing(3x) WS+S,S Headbutt, Overhead Kick Turning Attack: --------------- S Tailswipe Frontal Grapple: ---------------- f+G+S Powerbomb b+G+S Powerbomb PULL,f+G+S TFT PULL,b+G+S DDT PUSH,f+G+S Trip Down PUSH,b+G+S Giant Swing --------------------------------------------------------------------------- GREN KUTS: A British boy that looks like a polygon version of Zelda. Quick, Powerful and strong. Another Earth boy. T,T,T,S Punch, Punch, Kick, Kick T,T,S Punch, Punch, Mid Jab T,T,X Punch, Punch, Sweep T,S,S Punch, Punch, Mid Jab T,S,X Punch, Mid Jab, Sweep(WS) b+S,S Mid Jab, Mid Jab b+S,X Mid Jab, Sweep(WS) b+S-f Power Punch (Brutal damage but slow) b+X Lunging Sweep B+X-f,S Crouch Dashing, Jumping Uppercut f+T Spinning Kick f+S Uppercut f+X Sweep b,b+S,S Crescent, Crescent b,b+S,X,S Crescent Sweep, Shower Kick f,f+S Spinning Kick f,f+X,S Lunging Sweep, Shower Kick G+T,T,T Shaolin Kick G+T,T,S,S Double Spinning Kick, Punch, Punch G+T,T,S,X Double Spinning Kick, Punch, Sweep(WS) G+X,S Sweep, Shower Kick CG+S Roundhouse CG+X Sweep(WS) CG,f+S Jumping Uppercut CG,b+S Flashkick WS+S Rising Uppercut b+X-f Crouch Dashing Frontal Grapple: ---------------- f+G+S Hiptoss b+G+S Brainbuster PULL,f+G+S DDT PULL,b+G+S Backward Trip Down PUSH,f+G+S Forward Trip Down PUSH,b+G+S TFT --------------------------------------------------------------------------- MARIE-IVONSKAYA Busty Russian female wrestler. I'll bet she doesn't shave her pits! Rather sluggish but has some great throws. An Earth girl. T,T,T Punch, Punch, Punch T,S,X Punch, Kick, Sweep(WS) b+T,S Side Hook Punch, Spinning Hook Punch b+T,X Side Hook Punch, Low Crescent(WS) b+S Beat Knuckle f+S Knuckle Bomb f+X,X,X Ali Kicks(WS) f+X,S,S Ali Kick, Double Midkick f+X,S,T Ali Kick, Midkick, Roundhouse b,b+S Left Hook Punch f,f+T Drop Kick f,f+S Jumping Punt Kick G+T Roundhouse G+X,S Low Crescent, Overhead Punch WS+S Gut Punch RUN+S Spinning Overhead Punch Turning Attack: --------------- S Spinning Overhead Punch Frontal Grapple: ---------------- f+G+S Powerbomb b+G+S Backfall Suplex PULL,f+G+S TFT PULL,b+G+S DDT PUSH,f+G+S Powerbomb Slam PUSH,b+G+S Giant Swing --------------------------------------------------------------------------- EMPEROR UDAN: The main boss. Not much to look at but he's a hard little chap, who prides himself on being upstopable. Yeah mate - so did Chris Eubank! T,T Punch T,S Punch, Mid Jab b+T Roundhouse b+S Flashkick b+X Sweep(WS) f+T Spinning Highkick f+T-T Longer Spinning Highkick f+S Backhand Uppercut f+X Lunging Sweep(WS) b,b+T Spinning Highkick b,b+T-T Longer Spinning Highkick b,b+S Headbutt b,b+S,S Drop Kick b,b+X Low Headbutt f,f+S,S Overhead Flipkick, Kickflip f,f+X Low Dropkick d,d/u,u+S Side Cartwheel, Headbutt d,d/u,u+S-S Side Cartwheel, Jumping Stomp d,d/u,u+S-X Side Cartwheel, Low Dropkick G+T,T,S Spinning Highkick (2x), Rising Kick G+T,T,X Spinning Highkick (2x), Sweep G+T,T,X-S Spinning Highkick (2x), Sweep, Backflip G+X Sweep(WS) CG,f+S Flashkick CG,f+S-S Flashkick, Backflip CG,f+X Forward Sweep(WS) CG,b+S Jumping Stomp WS+S Flashkick FD,S,S Kickflip, Backflip RUN+S Dropkick RUN+X Low Dropkick b+G+S Reversal (Armlock) --------------------------------------------------------------------------- MUFU: No, it's not short for something! A mystery man - doesn't speak any English and has no real reason for being on Tobal. Spooky! T,T,T Punch, Punch, Punch S,S,S Kick, Kick, Kick b+T Scorpion Kick b+S,S,S Crab Kicks f+T,T,T,T Scissor Punch, Hammer, Hammer, Backhand f+S Armstretch f+X,X,X Crawl Kicks (3x) f+X,S Crawl Kick, Rising Kick b,b+S Backhand Uppercut G+T Roundhouse G+X Low Crescent Turning Attack: --------------- S Donkey Kick Frontal Grapple: ---------------- f+G+S Jumping Piledriver b+G+S Jumping Piledriver PULL,f+G+S TFT PUSH,b+G+S DDT PUSH,f+G+S Trip Down PUSH,b+G+S Giant Swing --------------------------------------------------------------------------- SNORK: A not-quite-so-huge alien creature that only wears one shoe. He's the Emperor's right hand man's little brother. Not quite as strong but far more sprightly than the big chap. T,T Punch b+T Right Hook b+S Spinning Uppercut f+S,S-S... Sit & Slam. Infinite Hammer f+X,X Low Punch, Low Backhand(WS) f+X,S Low Punch, Uppercut f+X,T,T Low - Overhead - Spinning Overhead Punches b,b+S Uppercut G+T,T,S Beat Knuckle - Overhead - Spinning Overhead Punches G+X Sweep(WS) WS+S Reverse Hammer Frontal Grapple: ---------------- t+G+S Powerbomb b+G+S Powerbomb PULL,f+G+S TFT PULL,b+G+S DDT PUSH,f+G+S Trip Down PUSH,b+G+S Giant Swing --------------------------------------------------------------------------- @endnode @node TOCA_Touring_Car_Champ "TOCA Touring Car Champ" @{b}TOCA Touring Car Championship@{ub} On the screen where you are asked to enter your name, instead of entering your name, enter one of these cheats instead: CMGARAGE - Gives you a turbo charged tank, with a cannon for blasting other cars with. You also get a pukey pink cadillac as well to race in. Note: You cannot use either of these in a championship. CMDISCO - Rainbow fog. After entering this cheat, go to the weather conditions menu, and select foggy to get cool multicoloured fog. CMMIRCRO - Allows you to race as micro machines (the course is viewed from above). CMSTARS - Enter this for a starlight backdrop! CMNOHITS - Allows you to race as the ghost car. You can simply 'drive' through other cars if they're in your way! CJHAMMO - Access all tracks. XBOOSTME - Speed boost! CMMAYHEM - Maniac drivers. CMLOGRAV - Low gravity. CMCHUN - Karting mode. CMRAINUP - Rising rain. CMHANDY - Larger hands (in car view). CMCATDOG - Raining cats & dogs!? CMUPSIDE - Upside down view. CMFOLLOW - Following camera. CMCOPTER - Helicopter view. CMTOON - Cartoon background. CONGOGO - Seems to do the same as CMGARAGE (ie gives you all the vehicles). CODIES - Mystery cheat. CMIMPOSS - Mystery cheat. @endnode @node Track_and_Field "Track and Field" @{b}Track and Field@{ub} I've included some cheats for the game + players guide: Cheats: Obviously hacked off at having to write a game about some of the dullest sports in existence, the creators of Track and Field seem to have spiced things up a little by including all manner of weird stuff in the game. If you're the sort of pervy bloke who ogles computer generated women, Track and Field holds a priceless added extra for you. By holding: DOWN, UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, X, O you'll be able to get the women swimmers to ditch their regular swimwear and adopt skimpy bikinis. Likewise, make the high jump a touch more interesting by clearing your first jump and then upping it by 40cm or more and clearing it again. Now you should see an airship floating by. In the pole-vault event do the same, adding 40cm to you original jump and learing it again and none other than the Space Shuttle will cruise past. If it's flying machines of another planet you want, go to the javelin event and throw your javelin at maximum strength at an angle greater than 60 degress and you'll spear a UFO. If you are bored of watching the skies, try attaining a score where the last three digits are the same in the Long and Triple jump. A mole should appear in the sandpit. Finally, summon up that manky old star of crap Japanese B-movies Godzila, by scoring a distance of 11.11, 22.22 or 33.33 in the shot putt. Now for a players guide... 100 Metre Sprint: Using the old thumb-in-shirt cheat, it's easy to get a good time on this. Just put your head down and wait for the gun. As soon as you here it, rub from side to side as quickly as possible. As there's no jumps, you don't have to worry about hitting the other buttons, so really go for it! You need to have a good grip on the joypad so make sure it's laid down flat on a table and hold it tight with your spare hand. If you slip, you can loose valuable seconds as the joypad flies across the room. Long Jump: The hardest part of the long jump is timing your take-off. The camera starts off behind you and then pans around to a side on view as you get close to the board. When the camera gets close to panning a full 90 degrees, that's when you want to jump. Try to ensure your take-off is as close to the board as possible, ensuring you get as much length as possible. As the jump button is used on this event, it's impossible to use the thumb trick as described earlier, so just build up a steady rhythm and pick up as much speed as possible. Shot Putt: Not an easy event, the shot-putt requires a steady build up of speed and a good eye. Building up the speed is just a matter of getting a nice rhythm going, but watching when to throw the putt and then making sure you get the angle right is a tad difficult. This is because you have to do the two both at the same time. Watch your character spin around and around and also watch the spinning arrow just in front of him. This is the direction the Putt will go when you let go of it. This changes colour as you pick up speed and get closer to throwing. When it goes orange/red, press down the throw button and wait until the indicator reaches about 45%. Now let go and, hopefully, if you've timed it right, the putt will go flying down the middle. 100M Freestyle: No Track and Field game is complete without a real arm-acher and this is it. There's no real timing, or reflexes needed here just some good ol' muscle tearing, finger-aching button bashing. From the word 'go' just get tapping away and no matter how much it hurts, don't stop. Unlike previous Track and Field games, you don't have to breathe when prompted to, so just bash away on those buttons. 100M Hurdles: The 100m hurdles is deceptively easy to complete inside the qualifying time, but for a real good time, you need some fast fingers and good timing. The easy way to finish the race, is to run using the finger-under-shirt 'rubbing' technique and go straight through all the hurdles. This will get you across the line inside the qualifying time, but you'll never get a record. The hard, but more rewarding method to succeed in this event, is to run as fast as you can using the proper ,ethod and try to make all the jumps. If you do, a good time is there for the taking. To jump the hurdles successfully, make sure you take-off some way in front of the hurdle. If you get too close, you'll just clatter into it and lose valuable time. High Jump: Steadily build up speed during the run up and then jump just as you reach the foot of the mat. If you've got it right (and alot of it depends on luck, rather than judgement), you'll sail over the pole. As you've only got three jumps, this is one of the rare events where you have to be quite tactical. Unless you're supremely confident of your skill, the first jump you should try is the 1.85m qualifying height. Once you've got this safely tucked under your belt, you can afford to be slightly more risky. Remember though, a clear jump of 1.95 say, is infinitely better than a failure on 2.20m. Hammer: Like the Shot Putt (although a lot harder), the hammer requires a build up of speed through some rapd button pressing, followed by a well-timed and angled throw. To execute the throw correctly and make sure it stays in bounds, the throw has to be started about 90 degrees before the direction you want to chuck. This allows you time to press and hold the angle button and get it up to about 45 degrees. Triple Jump: Speed is needed for the run up and subsequent leap, while timing is required for the take-off and the skip and jump. On the run up, build up as much speed as possible, before taking a massive hop just as you reach the board. Don't worry about the angle yet, that only comes into play on the final leap into the sand, just make sure you hit the jump button again when the character lands from his hop and goes into the skip. Next time he lands, hold and press the jump button until you get an angled jump of around 45 degrees. This should, hopefully, be good enough to get you beyond the qualifying distance. Javelin: Speed is the most important key to success in the Javelin, although the timing and angle of each throw also plays a part in the overall distance you achieve. Use the rubbing technique to get up some real speed, but be careful not to hit either of the throw buttons, or you could end up with the embarrassing distance of two feet! Timing the throw is difficult, but if you start it as the camera pans around to the side, about halfway through your run up, you should have enough time to get the angle of the throw up to around 40 to 50 degrees. Pole Vault: As with the high jump, this event is about getting a descent approach speed before timing your jump to perfection. Tap away on the run buttons as quick as you can, before plumping the pole into the hole at the base of the mat by pressing the Cross, or Triangle button. As you soar through the air, press the same button again to release and flip over the pole. Discus: Spinning around and around, timing the throw is extremely hard to do. The icon turns yellow to indicate when to throw. Start your throw more or less as soon as this turns yellow, aiming for about 41 degrees. @endnode @node Twisted_Metal_2 "Twisted Metal 2" @{b}Twisted Metal 2@{ub} To access the secret stages on Twisted Metal 2, press the following on your joypad. To play the Jet Moto level: Go to the track selection screen for a two-player challenge match, and enter: UP, DOWN, RIGHT and R1. To play the Rooftops level: Go to the track selection screen for a two-player challenge match, and enter: DOWN, LEFT, R1, and DOWN. To play the Cuburbia level: Go to the track selection screen for a two-player challenge match, and enter: DOWN, UP, L1 and R1. @endnode @node V-Rally "V-Rally" @{b}V-Rally@{ub} When the Infogrames logo appears, on the white intro-screen, quickly press: UP, DOWN, TRIANGLE and O on your joypad. The words 'Lock Off' should appear. After that, enter any of the following codes listed below, holding the final button, whatever it happens to be, until you've select your language, release and you should be playing with these add-ons: LEFT+L1 No time limit LEFT+L2 18 extra narrow tracks LEFT+R1 Your Peugeot is replaced with a jeep LEFT+R2 Let's you restart the race in Arcade mode @endnode @node Victory_Boxing "Victory Boxing" @{b}Victory Boxing@{ub} Extra boxers are on offer as a reward fo succeeding in different classes. But did you know you can get more characters by defending your title? Well you can, and here is how: Open Style: Fight your way up to champ to obtain a JACK IN THE BOX bloke. Defend your title 5 times and get SNAKE. Peek-A-Boo: Fight your way up to champ to obtain KIKI & MIMI. Defend your title 5 times and get EDWARD KING, your promoter. @endnode @node War_Gods "War Gods" @{b}War Gods@{ub} Here are some cool cheats for War Gods... Invincibility For Player 1: Enter 2358 as Cheat Code. Enter 8532 to disable invincibility for player 1. Invincibility For Player 2: Enter 1224 as Cheat Code. Enter 4221 as to disable invincibility for player 2. Power-Up Player 1: Enter 7879 as Cheat Code for player 1 to cause more damage. Enter 9787 to disable extra damage fir player 1. Power-Up Player 2: Enter 3961 as Cheat Code for player 2 to cause more damage. Enter 1693 to disable extra damage for player 2. Unlimited Credits: Enter 0705 as Cheat Code to enable the 'free play' selection on the options screen. Enter 5070 to disable free play mode. Quick Game: Enter 4258 as cheat Code to end the game after one CPU fighter has been defeated. Enter 8524 to disable this mode. Easy Fatalities: Enter 0322 as Cheat Code. When 'Prove Yourself' appears (after winning your second round), pressing HP + LK (default=SQUARE+CIRCLE) will execute a fatality. Enter 2230 to disable easy fatalities. Fight As Grox: Enter 6969 as Cheat Code to allow player 1 to fight as Grox. To select him, just press CIRCLE on th fighter select screen, without moving the cursor (otherwise you'll lose him). Enter 9696 to disable this mode. Fight as Exor: Enter 2791 as Cheat Code to allow player 1 to fight as Exor. To select him, just press CIRCLE on the fighter select screen, without moving the cursor (otherwise you'll lose him). Enter 1972 to disable this mode. Random Character Select: Press UP and START at the character selection screen. Arena Codes: Enter the following as the Cheat Code. Note: Select the last number first for the later ones (otherwise it will reser as soon as you get to 5550): 1. 5550 2. 5551 3. 5552 4. 5553 5. 5554 6. 5555 Secret: 5557 @endnode @node WCW_Vs_The_World "WCW Vs The World" @{b}WCW Vs. The World@{ub} Enter League Challenge and defeat each league. At the end of each league there's a boss, defeat him and you'll be able to play as him in most modes. Defeat all the leagues and you'll see a new league appear. Then defeat these new leagues and get two more hidden wrestlers. @endnode @node Wing_Commander_3 "Wing Commander 3" @{b}Wing Commander 3@{ub} Here is a players guide... The Wigmen: Hobbes: Hobbes is one of the best pilots to have by your side with a level of skill unsurpassed. He has strengths in all aspects of combat, both defensive and offensive and will remain by your side both through the thick and thin. Vagabond: As his name suggests, he has the tendency to let you down when the going gets tough but for the less intense patrols he is an ideal candidate. Vaquero: This pilot is as solid as a rock when it comes to reliability and faithfulness but his skills let him down. No matter how intense the action becomes he will stick by your side, but is unable to perform in extreme situations. Best suited to the easier missions. Maniac: A very aggressive fighter who adores a good dog fight. His skills match his aggression making him an ideal partner for the missions containing swarms of enemy Kilrathi. But, his big head attitude may leave you isolated during a battle, making him a poor team player. Cobra: A highly skilled pilot with superior skills during dogfight situations. Unfortunately, her strong dislike of Hobbes can lead to upsets, meaning they are unable to work together. She is at her best during the defensive and escort missions. Flash: Flash it not one of the most confident pilots and needs encouragement during missions to ensure he keeps his cool. He has good pilot skills, but can lose himself during a fight, so it is best to keep him to the more simple missions. Flint: A superb pilot who insists on strong teamwork. Both her offensive and defensive skills are good, but she prefers to play the defensive role during combat. Pilot Skills: Offensive: 1. One particular enemy tactic is for one of the ships to draw you in one direction whilst another attacks from the side. To bend this tactic to your advantage chase one of the ships until it begins to swerve away as it enters your targets. As soon as it swerves, change direction and face the side attacking ship head on. This makes it an easy target and has little chance of escape. 2. The best way to attack enemy ships with rear gun turrets is to attack them from the side. This is not easy, but it avoids unnecessary damage to your ship. 3. Attacking enemies head-on at full speed is one of the most effective methods of attack. Once the enemy are behind you it is simply a case of turning around and repeating the attack pattern. 4. It is possible to ram into some of the smaller enemy ships when their shields are down. This should only be done with the bigger and better armoured Thunderbolt or Longbow. 5. Never fire your gens for long periods of time. Fire in short accurate bursts as this prevents your guns from overheating. 6. Always attack the enemies that prove the greatest threat to your mission. This applies in particular to the escort or defensive missions. 7. Use the radar as much as possible so that you can assess the situation quickly and choose your next target. 8. Save your missiles for the extremely intense situations, where the odds seem against you. There is little point on wasting them on the easy kills. 9. Tricking the enemies into colliding with one another is a very fancy and effective method, but takes alot of practice and a little luck. During the more intense and overcrowded engagements, this becomes a more viable option. Evasion: 1. If a Kilrathi enemy is hot on your heels, by far the best way to avoid him, so to hit the afterburners and swerve from side to side. This makes you a very difficult target indeed. 2. To avoid incoming missiles, face into them and at the last moment, launch a decoy and turn 45 degrees. Never release the decoy before you have assessed the situation fully, as it may be a waste of time. 3. Always be on the lookout for possible collision situations. When attacking the larger enemy ships, it's important to match your speed with theirs, so that you can concentrate on firing, not colliding. Assess your surroundings at all times. 4. Use your wingmen for both defensive and offensive measures. If there are two waves of enemy ships, order your wingmen to attack one of them to provide yourself with fewer problems. Taunting: This is not necessarily just a gimmick and can be very effective in certain situations if used properly. The best situations to use it in are the defence and escort missions. Taunting ships several times can attract them away from their main objective to persue you. Thus, your ships remain safe for that bit longer. With the enemy also rushing in to attack you, they are prone to making mistakes which makes them a much easier target. Mission guide now follows:- Mission 1 - Routine Patrol - Wingman: Hobbes: After speaking to Rachel go to your ship to fly the mission. Once the uneventful mission is over proceed over to flight control. Then take the elevator to the Living Area, talking to Rollins om the way. Use the top questions when speaking to him and then enter the Recreation Room. Speak to both Vagabond and Vaquero using the top lines of questioning and then take a look at the Killboard. Enter the Berths to the right and talk to Cobra. Open your locker and look at what's inside. Take the elevator up to the bridge and talk to Maniac. Go to the Gunnery and then return back down the elevator to Flight Control. Enter the briefing room and then fly the 2nd mission. Mission 2 - Routine Patrol - Wingman: Maniac: Speak to Rachel and then fly the mission. Once the mission is complete and you have returned back to base, go straight to the Briefing Room to learn of the next mission. Mission 3 - Escort Transport - Wingman: Maniac: Discus your craft setup with Rachel and then fly the mission. On your return go to the Living Area and take a look at the Killboard. Talk to Rachel at the Bar and then enter the Berths. Take a look in your locker and then take the elevator to the bridge. Walk over to Gunner Control and talk to Flint. Use the top questions and then return back to Flight Control for the next mission. Mission 4 - Escort Transport - Wingman: Flint: To make the transport ship fly with you, you have to initially fly close to it so that it registers you. Once the mission has been completed and the TCS Victory makes the jump to the Tamayo system, return to the Flight Deck and speak to Flash. Using the bottom selection of questions and responses, he will reveal that he is testing the prototype fighter, Excalibur. Take the elevator to the bridge and proceed over to Gunner Control to talk to Maniac and Flint. Use the top choices when talking to them and then return to the Bridge to talk to Captain Eisen and Hobbes. After the conversation an alarm sounds warning of a Kilrathi attack. After the battle to defend the TCS Victory, go to the Berths and wake up Flash. Return to the Recreation Room and talk to Rachel. After the brief conversation agree to fly the Excalibur and then go to the Briefing Room for your next mission. Mission 5 - Kilrathi Attack - Wingman: Maniac: Choose the Excalibur for this mission and when you return Flash will challenge you to a dual on the simulator which you should accept. Before fighting Flash in the simulator, go to Flight Control and talk to Captain Eisen. Once you have won the duel talk to Flash and proceed up to the Berths to talk to Cobra. Use the top choices for the conversation and then go to the next mission briefing. Mission 6 - Kilrathi Raiders - Wingman: Maniac: Once the mission is over and you have returned to the TCS Victory, speak to Vagabond using the last options in the conversation. Go to the Gunnery Control and talk to Hobbes and then go to the briefing room to learn of your next mission. Mission 7 - Destroy Bio Weapon - Wingman: Maniac: Once the mission has been completed talk to Flint because she disobeyed her orders. Talk the left to the bridge and talk to Officer Rollins as you ascend. Once at the top, talk to the Captain and then leave for your next mission. Mission 8 - Guard Jump Points - Wingman: Flash: After the mission, go straight to the briefing room to learn about the next mission. Mission 9 - Escort Transports - Wingman: Flint: Once you have saved two transport ships and returned to the TCS Victory, go to the Gunnery Control and talk to Flint. Then go back to the briefing room for the next mission. Mission 10 - Escort Weapon Convoy - Wingman: Flash: Once the mission is over, talk to Cobra at Flight Control using the top options as questions and replies. Then go to the Living Area and speak to Vagabond using the top dialogue options. Once you have finished your conversation, go to the Bridge and talk to Rollins. Return to the briefing room for the next mission. Mission 11 - Destroy Kilrathi Garrision - Wingman: Vaquero: After the mission, go to the Berths and speak to Vaquero using the top selection. Go to the Gunnery Control and talk to Hobbes and then return for your next mission briefing. Mission 12 - Kilrathi Nebula Attack - Wingman: Maniac: On completing your mission, talk to Flint and then attend the next mission briefing. Mission 13 - Escort Carrier - Wingman: Maniac: After the mission, talk to both Cobra and Hobbes on the flight deck and then listen to the message from Prince Thrakhath. Then go to the Berths to talk to Flash before returning to the briefing room. Mission 14 - Leaving Ariel System - Wingman: Flint: Once the mission is over, go straight to the briefing room to learn of your next mission. Mission 15 - Kilrathi Attack - Wingman: Hobbes: After the mission, go straight to the briefing room for your next mission. Mission 16 - Escort Carrier - Wingman: Vagabond: On receiving a communication from Admiral Tolwyn reply using the bottom selection of sentences. Go to the Gunnery Control and talk to Flint and then attend the next mission briefing. Mission 17 - Defend the Behemoth - Wingman: Flint: On returning back to the TCS Victory, take the elevator to the Bridge and talk to Rollins on the way. Once on the Bridge, talk to Admiral Tolwyn listening to his orders and then fly the next mission. Mission 18 - Booby Trap - Wingman: Cobra: At the end of this mission, talk to Rachel and then prepare for the next offense. Mission 19 - Refuel the Behemoth - Wingman: Flash: After the mission, go to the Berths and talk to Vaquero. Then go to the briefing room to learn of your next mission. Mission 20 - Raid Loki VI - Wingman: Flint: On the Flight Deck, talk to Rachel and then go to the Living Quarters. Talk to Maniac who is resting and then go to the Berths to talk to Cobra. Then go to the Gunnery control to talk to Captain Eisen and then to the Flight Control to talk to Admiral Tolwyn. Mission 21 - Protect the Behemoth - Wingman: Flint: After the mission, go to the Gunnery Control to speak to Hobbes. Mission 22 - Kilrah Strike Force - Wingman: Flash: During the mission, do not accept the duel with Prince Thrakhath. Instead, call the TCS Victory and return to the carrier instead. Once on board, go to the bar to talk to Rachel. Use the upper selection during the conversation and then return to the briefing room. Mission 23 - Wingman Under Attack - Wingman: Flash: Once you have successfully defended the TCS Victory, talk to Flint at the Flight Control. Then proceed to the Living Area and talk to Cobra. Also, talk to Rollins using the upper conversation choices and then go to the Gunnery Control. When General Taggart interrupts, answer him using the bottom conversation replies. Once the conversation is over, return to the briefing room to discover the next mission. Mission 24 - Asteroid Field - Wingman: Maniac: On returning from the mansion, talk to Rachel and then go to the Living Area. Talk to Vagabond using the top conversation options. After the emergency message, you will find Cobra lying dead, killed by Hobbes. Talk to Hobbes using the bottom conversation options, but don't follow him when he runs away. Go to the funeral service on the flight deck, and then speak to Captain Eisen in the Berths. Mission 25 - Rescue Doctor Severin: Once you have rescued the Doctor and returned to the TCS Victory, talk to Rollins using the top conversation options. Go to the Recreation Room and talk to Maniac using the bottom conversation options. Mission 26 - Eliminate Kilrathi - Wingman: Flint: On returning to the TCS Victory, take the elevator to the Berths where you will meet Flint. Once you have finished talking to her, go to the Bridge and speak to Captain Eisen using the bottom conversation options. Then return to the briefing room to learn of your next mission. Mission 27 - Ground Assault: Once the mission has been completed, go straight to the briefing room to discover what your next mission will be. Mission 28 - Guard Jump Point - Wingman: Flint: Once you have completed your mission, go to the bar where both Flint and Rachel will be waiting for you. Use the top conversation option with Rachel and the bottom with Flint and then you can pick the girl of your choice. Or if you choose you can leave them both. Whatever choice you make, proceed to the briefing room for the next mission. Mission 29 - Testing Templar Bomb: After the mission, go to the Berths to talk to Flash. Use the top conversation options and then go to the Bridge to talk to Vaquero. Then go to the Gunnery Control to talk to Vagabond and use the top conversation options. Once the conversation is over, return to the briefing room for the next mission. Mission 30 - Fleet Escort - Wingman: Flint: Change the ship and it's ordinance before flying the mission and once it's complete, return to the briefing room. Mission 31 - Guard Jump Point - Wingman: Flint: Once the mission is complete, return to the briefing room to learn about your final mission. Mission 32 - The Final Assault - Wingmen: Maniac, Flash, Vagabond: The final mission is to destroy Kilrah, the Kilrathi home planet, using the Templar Bomb. Arming the Excalibur to the max leave the Victory and make your way to the Refueling Station. After destroying the next wave of enemy ships, re-arm once again and this time ensure that you have the Templar Bomb. Destroy the next two waves of fighters and then send your wingmen home. Activate the cloaking device and set the auto pilot towards the next waypoint. Two targets will appear on your scope and both of these must be destroyed before you fly down to the planet surface. Once on the planet surface the Templar Bomb must be accurately dropped upon the faultline to destroy the planet. @endnode @node Wipeout "WipEout" @{b}Wipeout@{ub} Some cheats for this all-time classic racer... When you're counting down to a race, just pause the game and change the CD track to 'WipEout'. When the game starts up, it should be going at half speed. Hey presto! Your scorching sci-fi racer should have slowed down to a really dull sluggish pace. If that doesn't appeal, why not try this - to access the hidden circuit 'Firestar', go to the 'Select number of players' screen and highlight One Player. Press and hold L1, R1, RIGHT, START, SQUARE, and CIRCLE, and then press X (you might need some else to help you hold all the buttons down). Also, if you're not good enoug to get to the Rapier Class races the honest way, go to the same 'number of players' screen and press and hold L2, R2, LEFT, START and SELECT and press X. @endnode @node Wipeout_2097 "WipEout 2097" @{b}Wipeout 2097@{ub} Cheats: Here are some cheats. You may need an extra pair of hands to hold all the buttons down: 1) To race as animals(?!), hold down L1, L2, START and SELECT on your joypad whilst the game is loading. 2) You want machine guns? try this cheat: Pause the game, and hold down L1, R1 and select. Keep these pressed down and at the same time type in, SQUARE, O, X, SQUARE, O, X, TRIANGLE on your joypad. 3) If you want access to faster vehicles, try holding L1, R1 and SELECT on the main menu. While still holding these buttons down, press: X, X, X, X, O, TRIANGLE, SQUARE. Players guide now follows... Craft Handling, Turbo Start: Due to each craft having different engines, reaching the correct thrust point to execute the Turbo Start cannot be judged by beginning to increase thrust at a certain time. Instead thrust must be maintained at a certain point until the race begins. To activate the Turbo Start, the thrust must be maintained just over the second to last thrust marker. The Turbo Start is essential as all the other competitors use it without fail leaving you trailing behind with extra work on your hands. Air-Brake Usage: The two individual brakes are far more versatile than most people realise, providing vital elements to more than just sharper corning but for all its benefits, braking should be kept to the absolute mimimum to maintain speed. Drifting is a technique whereby one of the air brakes is used to assist the craft through the corner. For example, when turning right, using the right air brake in conjunction with the turn will swing the crafts nose in more sharply, but this can over complicate matters, especially when exiting corners, due to over steering. Drifting does not need to be used on the Feisar and AG Systems craft, because their turning abilities are capable of maneouvering around most corners without any assistance. The Auricom and Qirex craft being more cumbersome require assisted steering on most corners, making drift and momentum important factors to consider. Combining the use of both air brakes slows the craft without casing it to drift out towards the left or right thus, keeping the craft in a state of control. For the extremely sharp corners, slowing down slightly before entering using the twin air brake method is the best way of keeping the craft under control. The air brakes can also be used to correct over steering by pushing the crafts nose in the desired direction. For example, when coming out of a sharp right hander it is sometimes necessary to over-steer to prevent collision with the outside barrier. To prevent collision with the opposite barrier, a brief use of the left air brake combined with a slight turn to the left will point the craft in the right direction in the shortest possible time. Craft Angle: To maintain the fastest speed possible, it is not just a case of keeping the thurst at maximum. Collision with the track surface slows the craft down, but this can be reduced by angling the craft nose. Pointing the crafts nose upwards creates uplift which raises it up further from the track. Although the uplift slows the craft slightly, it is a worthwhile compromise when passing over the bumpy areas of the circuit. Using uplift will also carry the craft further through the air during a jump making it possible to be more selective on where to land although once again the speed is reduced whilst raising the nose. Pointing the nose down produces down-force which during jumps makes the craft's speed increase but be careful not to hit the track surface too heavily when landing as this can reduce speed dramatically. Here a low-down on using the various weapons: Mines: These are dropped from the back of the ship and can be severly devistating to any opponent who stumbles into them. The mines can be destroyed in two ways: one by coming into contact (not recommended!), or two by the shockwave of the Thunder Bomb. To ensure that at least a few of the mines come into contact with an opponent, spreading them across the track diagonally ensures the most area is covered. E-Pak: This provides a third of the energy bars power, making it a very handy item to pick up. If your energy is down, even by a small amount, it is best to use the power up there and then to leave room for the next item. Autopilot: More handy than you might imagine. This can be used effectively just about anywhere, but the best places are around the sharp corners found on most of the tracks where you have to slow down. Not only does it steer you around the corner, but it also makes the craft travel faster, making it highly useful in overtaking situations as well as cornering. Turbo Boost: This doubles the speed of the craft in a single short burst, but it has to be used with great care. Using it on the straights is where it's at it's best, as full use can be made of the extra speed, without there being any need to slow down. The Turbo Boost should not under any circumstances be used when entering corners, as it will do nothing but shoot you into the barriers, reducing both your speed and energy. Rockets: Although these fire three bolts down the track, they still require accurate aiming to get the best result. Firing when opponents are relatively close and bunched together gives the best results. Missiles: This can be fired either to the rear or ahead and once locked on to an opponent, it's very difficult to avoid. On impact the craft is both stunned to a halt, and suffers damage. The missile can be fired around easy corners once locked on, but is best used along the straights where there are fewer obstacles. Electro Bolt: This weapon locks on to the opponent and upon impact interfers with the crafts mechanics, making it difficult to drive. Whilst affected by the bolt, the attacked craft loses energy, but it's main use is to slow the opponent ahead for overtaking opportunities. Thunder Bomb: When released from the rear of the craft, this produces a shockwave which both stuns and damages any craft within the vicinity. It will also destroy mines making it a good weapon to clear the way, but the blinding explosion can be distracting, so it's best not to use it in awkward situations. Shield: This protects the craft from all types of damage, including heavy impacts with the tracks surface. When impacts occur though, the shield emits a blinding flash that obscures the view for a brief second, so it's best to use it only in extreme circumstances. Plasma Bolt: On impact this weapon permanently disables the opponent, eliminating them from the race. The only drawback lies in the fact that there is no lock-on facility, so the bolt has to be aimed manually. The best method to do this is to get close to the opponent, and then fire the bolt on a straight. Quake Disruptor: Sending a shockwave down the track causing the surface to raise, this weapon is ideal for stunning groups of crafts and knocking them off course. The impact also damages the opponent craft, making it a good all-rounder. It's only let down is that it obscures vision as it shoots down the track. It's best not to fire it around corners and especially not at high-speeds. Listed below is a run-down on the different types of craft: --------------------------------------------------------------------------- Feisar (Europe): Thrust - 6 Top Speed - 3 Turning Ability - 7 Shield Energy - 6 Aerodynamics - 7 This craft should only be used for practice, as it lacks the competitive speeds required to win races, especially during the latter Rapier class. Even if a perfect race is run, winning will be found impossible, so as suggested, this craft is best used only for beginners. Individual-Craft-Management: With such superb manoeuvreability there are few if any corners that require use of the air brakes. A low to speed unfortunately means that corners must be made maximum use of to ensure a competitive edge meaning that a minimum of air brake iseage should be applied. --------------------------------------------------------------------------- AG Systems (Japan): Thrust - 7 Top Speed - 5 Turning Ability - 6 Shield Energy - 3 Aerodynamics - 6 The easiest craft to use which can compete competently through all of the six tracks. The only problem lies within its weak shield which requires frequent recharging throughout the race. Individual-Craft-Management: Air brake usage should be kept to an absolute minimum, because of the lack of a decent top speed, meaning cornering is the main advantage. Visits to the pits should also be kept in mind whilst racing, as the shield efficiency is poor. --------------------------------------------------------------------------- Auricom (America): Thrust - 5 Top Speed - 6 Turning Ability - 5 Shield Energy - 5 Aerodynamics - 5 The best all-rounder, with good acceleration, with a high top speed and decent shielding. Only the handling leaves something left to be desired, but with practice and experience, even this can be overcome. This is the minimum spec craft for the challenge levels. Individual-Craft-Management: A clumsy turning ability means that air brakes have to be applied frequently but if used well, corners can still be taken at high speeds. A high top speed means that the crafts main strengths lie within the straights which should be made maximum use of. --------------------------------------------------------------------------- Qirex (Russia): Thrust - 4 Top Speed - 7 Turning Ability - 3 Shield Energy - 7 Aerodynamics - 5 The monster of all craft, with high shielding and the best top speed, but the handling is a nightmare. This craft should not be used until the use of air brakes is fully understood, as these have to be used frequently even around what would be considered relatively easy corners. Individual-Craft-Handling: A heavy craft with a very powerful engine makes this a nightmare to pilot, but its very high speed and tough shield ensure it can't be ignored. Air brake usage must be applied to force the craft into corners. --------------------------------------------------------------------------- @endnode @node WWF_In_Your_House "WWF In Your House" @{b}WWF In Your House@{ub} If, for some reason, you need two more characters in this dire beat 'em up, then here's the answer to your prayers: At the character select screen press R1, R2, L1, L2 within 15 seconds. Diesel and Razor Ramon will pop up and let you play with them. @endnode @node Xevious_3D+G "Xevious 3D+G" @{b}Xevious 3D+G@{ub} When it came out a couple of months ago, Xevious 3D+G got slated for being a retro, crappy looking scrolling shoot 'em up and have the most stupid sounding title in the history of video gaming. However, you might go for this sort of thing - who am I to pass judgement? So, here's a little cheat fo all you naff Namco aficionados: To Play as Heihatchi or Paul: ----------------------------- First player hold down: LEFT, X, O, START second player hold down: RIGHT, X, O, START @endnode @node Zero_Divide "Zero Divide" @{b}Zero Divide@{ub} If you paid out the dosh for this game, I feel sorry for you, 'cos it's crap. Anyhow, here are the moves and specials for all of the characters: --------------------------------------------------------------------------- Moves and special moves for ZERO: Attack Techniques ----------------- Raid Elbow: LEFT, LEFT, X Raid Slice Kick: RIGHT, RIGHT, O Raid Knee Kick: UP, O Raid Sole Butt: RIGHT, X, O Rising Palm (whilst rising from a crouch): RIGHT, X Middle Kick (Rising from a crouch): O Spinning Back kick (while Whilst rising from a crouch): LEFT, O Toe Cutter: UP, LEFT, O Hammer Kick: LEFT, RIGHT, O EXE-Breaker: DOWN, RIGHT, X Double Spin Kick: O, O Throwing and Grapplng --------------------- One-Hand Throw: SQUARE, X Brain Buster: LEFT, RIGHT, RIGHT, SQUARE, X RNB (stand behind opponent): SQUARE, X Attacking fallen opponents: --------------------------- Heel Press: DOWN, O Body Press: UP, X Megaton Body Press: Hold UP, X Combos ------ Rising Palm Combo: X, X, X, RIGHT, X Basic Pattern Combo: X, X, O Spin Kick Combo: X. X. X. X. O --------------------------------------------------------------------------- Moves and special moves for TAU: Attack Techniques ----------------- Straight Claw: RIGHT, X Side Claw: DOWN, RIGHT, X Tall Upper: LEFT, DOWN, RIGHT, O Four Feet Kick: RIGHT, RIGHT, X Side Chop: DOWN, DOWN, RIGHT, CIRCLE One Side Kick: RIGHT, RIGHT. O Buggy Roll: RIGHT, DOWN, LEFT, O Throwing and Grappling ---------------------- Needle Throw: SQUARE, X T-Swing: (Motion) LEFT, DIAGONAL DOWN LEFT, DOWN, DIAGONAL DOWN RIGHT, LEFT, X, O Attacking Fallen Opponents: --------------------------- Four Feet Press: DOWN, O Small Screw Press: UP, X Large Screw Press: Hold UP, X Combo ----- Shredder Combo: O, O, RIGHT, X, RIGHT, X --------------------------------------------------------------------------- Moves and special moves for WILD 3: Attack Techniques ----------------- Spin Punch: RIGHT, X Jack Knife: DOWN, RIGHT, X Middle Gun: RIGHT, RIGHT, X Break Gun: RIGHT, O Drop Kick: DOWN, RIGHT, O High Shot: DOWN, RIGHT, X Swing Gun: LEFT, RIGHT, X Low Kick: DOWN, RIGHT, O Knee Kick: RIGHT, O Tackle: LEFT, LEFT, RIGHT, X Elbow: RIGHT, LEFT, X Throwing and Grappling: ----------------------- W Impact: SQUARE, X Attacking Fallen Opponents -------------------------- Finishing Shot: DOWN, O Small hip Dive: UP, X Large Hip Dive: Hold UP, O Disabling Opponent's Guard: --------------------------- Unlock Bash: LEFT, SQUARE, X (Note: this works on high guard only) Combos ------ Wild A Combo: X, X, O, O Wild B Combo: RIGHT, X, X, X --------------------------------------------------------------------------- Moves and special moves for LO: Attack Techniques ----------------- Killer Chop: DOWN, RIGHT, X Nail Smash: RIGHT, RIGHT, X Priss Kick: RIGHT, RIGHT, O Heel Kick: X, O High Kick: DOWN, RIGHT, O Rewind Kick: LEFT, CIRCLE Straight Nail: RIGHT, X Replacer: UP, RIGHT, SQUARE Knee Kick: RIGHT, O Middle Kick: (When rising from a crouch): O Heel Cutter: LEFT, RIGHT, O Cross Nail: LEFT, DOWN, RIGHT, X Throwing and Grappling ---------------------- Escort Throw: SQUARE, X Priss Strangler: RIGHT, RIGHT, SQUARE, O Bloody Back: (When behind an opponent): SQUARE, X Reversal Technique ------------------ Kick Compiler: LEFT, SQUARE Attacking Fallen Opponents -------------------------- Nail Chop: DOWN, X Small Heel Press: UP, X Large Heel Press: Hold UP, X --------------------------------------------------------------------------- Moves and special moves for EOS: Attacking Techniques -------------------- Rikidou: RIGHT, RIGHT, X Oogoma: RIGHT, RIGHT, O Tatmisukuii: (Motion) DOWN, DIAGONAL DOWN RIGHT, X Ashizuril DIAGONAL DOWN, O Tatamikuzushi: RIGHT, RIGHT, RIGHT, X Uwa Uradatami: RIGHT, X Naka Uradatami: DIAGONAL DOWN RIGHT, X Tatamigaeshi: LEFT, X, RIGHT, X Throwing and Grappling ---------------------- Seoinage: SQUARE, X Totoenage: LEFT, SQUARE, O Sunearai: RIGHT, RIGHT, DIAGONAL DOWN RIGHT, O Kumagoroshi: (When behind an opponent): SQUARE, X Onigoroshi: (When opponent is crouching): DOWN, X, O Attacking Fallen Opponents -------------------------- Acho: DOWN, X Kawarawari: UP, X Oogawarawari: Hold UP, X Disabling Opponent's Guard -------------------------- Morotebari: (Motion) DOWN, DIAGONAL LEFT, SQUARE, X (Works on low guard) Karetebari: LEFT, SQUARE, X (Works on high guard) Reversal Technique ------------------ Yawaragatame: LEFT, SQUARE (This reverses high) --------------------------------------------------------------------------- Moves and special moves for NEREID: Attack Techniques ----------------- Low Stab: DIAGONAL RIGHT, X Killer Nail: RIGHT, X Drill King: RIGHT, RIGHT, X Backwards Kick: LEFT, O Heel Hammer: DOWN, O Bloody Chop: RIGHT, X, O Bad Slide: X, O Gaddem Drill: RIGHT, DOWN, X, O Cool Kick: LEFT, DIAGONAL DOWN RIGHT, O Dirty Upper: (When rising from a crouch): X Step Back: When opponent is stood behind hold SQUARE, LEFT LEFT Unfair Punch: LEFT, X (This works on opponent's low guard) Throwing and Grappling ---------------------- Crazy Drill: SQUARE. X Super Bad Throw: (When opponent is behind) SQUARE, X Attacking Fallen Opponents -------------------------- Drill Press: DOWN, O Small Hell Press: UP, X Large Hell Press: Hold UP, x Disabling Opponents Guard ------------------------- Guard Crusher: X, O, SQUARE (Works on high guard) Combos ------ Happy Nail Combo: X, X, RIGHT, RIGHT, X, X Abnormal Combo: LEFT, O, RIGHT, O, X X Crazy Machine Combo: RIGHT, X, LEFT, X, X, X --------------------------------------------------------------------------- Moves and special moves for DRACO: Attack Techniques: ------------------ Headbutt: RIGHT, X Tall Back: RIGHT, RIGHT, O Middle Kick: RIGHT, O Low Kick: DIAGONAL DOWN RIGHT, O Tall Dive: UP, O High Breaty: RIGHT, RIGHT, X Upper Breath: UP, X Low Breath: LEFT, DIAGONAL DOWN RIGHT, X Mongolian Punch: LEFT, RIGHT, X Shoulder Tail: LEFT, DOWN, RIGHT, C Throwing and Grappling ---------------------- Dragon Nip: SQUARE, X Hyper Headbutt: DIAGONAL DOWN RIGHT, X Barbecue: LEFT, RIGHT, SQUARE, X, O Attacking Fallen Opponents -------------------------- Chain Tail: DOWN, O, O, O Tail Bomb: DOWN, X , O Combos ------ Tail-Back Combo: RIGHT, RIGHT, O, O Rapid Nail Combo: X, RIGHT, X, X, X, DOWN, O --------------------------------------------------------------------------- Moves and special moves for CYGNUS: Attack Techniques ----------------- Laigiri: RIGHT, X Laizuki: RIGHT, RIGHT, X Shitaoozatou: DIAGONAL DOWN RIGHT, X Shitahayate: DIAGONAL DOWN RIGHT, O Nanahayate: RIGHT, O Ganseki: LEFT, LEFT, O Nagarezuki: (While dashing): X Jump Stab: UP, X Ninpo Yashichi: UP, RIGHT, SQUARE Seibai: LEFT, RIGHT, X, O Shinkuugiri: DOWN, LEFT, X, O Ninpo Tokeimawari: DOWN, DOWN, DOWN, X, O Throwing and Grappling ---------------------- Ninpo Ookanazuchi: SQUARE, X Ninpo Taruotoshi: (When behind opponent): SQUARE X Attacking Fallen Opponents -------------------------- Joubutsu: DOWN, X Small Hayanie: UP, X Large Hayanie: Hold UP, X Disabling Opponent's Guard -------------------------- Ninpo gozagaeshi: (Motion) UP, DIAGONAL DOWN RIGHT, SQUARE, X (Both high and low guards are defeated) --------------------------------------------------------------------------- @endnode @node Rapid_Racer "Rapid Racer" @{b}Rapid Racer@{ub} When you enter your name, use the following: _baa - Access to all the craft _quak - All craft become ducks (!) hurr - You get the new and fast Hurricane craft frac - Fractal Generator (this allows you to make your own courses) _day - Makes all the day tracks accessable _nit - Makes all of the night tracks acessable rrim - Makes all the mirror tracks accessable Winr - Whenever you quit a race, you automatically win it @endnode @node Warcraft_II "Warcraft II" @{b}Warcraft II@{ub} General Cheats - To be entered on the password screen: NTTSCLNS - Win the level YPTFLWRM - Lose the level TSGDOYTD - God mode GLTTRNG - Get more gold, timer and oil DCKMT - Allows you to build all the buildings MKTS - Both you and your opponent build ultra fast NSCRN - Reveal map @endnode @node Destruction_Derby_2 "Destruction_Derby_2" @{b}Destruction Derby 2@{ub} Enter these cheats as your name: MACSrPOO - will give you all the tracks! After you type it in though you will have to go back and start a new practice race to play the new tracks right away. CREDITZ! - Shows you some neat animated credits of the main programmers, artists and so on. ToNyPaRk - Should show you a video of all the credit and some FMV in the background. @endnode @node Tempest_X "Tempest "X" @{b}Tempest X@{ub} Level Skip: During the game, hold down the following buttons on your joypad: L1, R1, UpLeft, T, O, START and SELECT. A noise will confirm you have entered it correctly. Then hold down: L2, R1, X, T and Down to activate the second part to the cheat. Then, any time you want to advance, hold down: L1, L2, R1, R2 all together. @endnode @node X-Com_Terror_From_The_Deep "X-Com Terror From The Deep" @{b}X-Com - Terror From The Deep@{ub} Dosh Cheat: If you build a base, and name it AEIOU, you will receive tons of money, all the alien technology, and everything costs $1 other than the buildings. If you call your base JUSTLIKEME, with no spaces, and straight after buy as many soldiers as you can, they will be well 'ard with loads of armour and high ranks. @endnode @node Monster_Trucks "Monster Trucks" @{b}Monster Trucks@{ub} All to be entered on the main menu screen: Bigger Trucks: L1, R2, L2, R1, Up No Damage: Left, Left, Left, Up, Down, L1, R2 Sticky Cars: Left, L1, R2, R1, Left, R2, R2, R2 Next Checkpoint: L1, L1, R1, R1, L2, L2, R2, R2 @endnode @node Speedster "Speedster" @{b}Speedster@{ub} Enter the following codes on the title screen: For the hidden track - X, UP, T, DOWN, R1, L1 For all the High Performance cars - UP, LEFT, RIGHT, X, O, S For the Reverse Tracks - LEFT, T, R1, O, L1, DOWN For the Super Championship - RIGHT, S, LEFT, O, UP, X @endnode @node Robotron_X "Robotron X" @{b}Robotron X@{ub} To gain the extra weapons, enter these codes any time during the game. Each code must be entered quickly, but these can only be entered five times per stage: Flame thrower: DOWN, RIGHT, DOWN, RIGHT, O Four-way weapon: DOWN, DOWN, UP, O Pulse wave: UP, O, DOWN, RIGHT, S Shield: DOWN, LEFT, S, O Three-way weapon: RIGHT, RIGHT, S, X Two-way weapon: UP, T, UP, T @endnode @node Super_Puzzle_Fighter_II_Turbo "Super Puzzle Fighter II Turbo" @{b}Super Puzzle Fighter II Turbo@{ub} Play As Akuma: For Player One: Highlight Morrigan, hold SELECT and enter DOWN, DOWN, DOWN, LEFT, LEFT, LEFT, O For Player Two: Highlight Felicia, hold SELECT and enter DOWN, DOWN, DOWN, RIGHT, RIGHT, RIGHT, O Play As Anita: For Player One: Highlight Morrigan, hold SELECT, move the cursor two squares to the right and press O For Player Two: Highlight Felicia, hold SELECT, move the cursor one square to the left and press O Play As Dan: For Player One: Highlight Morrigan, hold SELECT and enter LEFT, LEFT, LEFT, DOWN, DOWN, DOWN, O For Player Two: Highlight Felicia, hold SELECT and press RIGHT, RIGHT, RIGHT, DOW, DOWN, DOWN, O @endnode @node V_Tennis "V Tennis" @{b}V Tennis@{ub} Secret Players: To Play As Adversa: At the Player Select Screen, hold the buttons: DOWN, L1, R2, UP, SQUARE, X. You should hear a ball bounce if entered correctly. To Play As Mattox: Go to the Mode Select Screen and choose Match. At the Player Select Screen enter: L2, L2, R1, R1, R1, DOWN, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, X @endnode @node Rally_Cross "Rally Cross" @{b}Rally Cross@{ub} Various Cheats: (Note: The cheats are to be entered via the high score table or the new season name input screen): stone: Heavy cars. feather: Light cars. float: Low-gravity. fat tires: Increase tyre size. no wheels: No wheels on your car. vet me: Win the rookie season. im a pro: Win the veteran season. weeoo: All cars and all tracks. @endnode @node Blood_Omen-Legacy_of_Kain "Blood Omen- Legacy of Kain" @{b}Blood Omen- Legacy of Kain@{ub} Enter these codes on the inventory screen: All FMV: Left, RIGHT, S, O, UP, DOWN, RIGHT, LEFT then SELECT Blood Refill: UP, RIGHT, S, O, UP, DOWN, RIGHT, LEFT then SELECT Full Magic: RIGHT, RIGHT, S, O, UP, DOWN, RIGHT, LEFT then SELECT Tip: Instead of going into a spirit forge in person, take over an enemy with the mind control or spirit rack spells and send them in your place. Their life will be forfeit but you will gain 99 items. @endnode @node Mech_Warrior_2 "Mech Warrior 2" @{b}Mech Warrior 2@{ub} To activate these cheats, enter the codes as passwords: Jump Jets: Enter #YXO/A>YOL in the password screen. Unlock Missions: Enter T>XO/AXA>= in the password screen. For Overweight Mechs: Enter #OXO/A>>O/ in the password screen. More Ammo: Enter TOXO/AX>TU in the password screen. Invincibility: Enter ##XO/A> @endnode @node Testdrive_Offroad "Testdrive Offroad" @{b}Testdrive Offroad@{ub} All Track Access: To race on all the tracks type on the password screeen: ALLTRACK Bonus Vehicles: Monster Truck - BEEFY Buggy - SPRINTER Stock Car - LOWRIDER Roadster - FIFTY @endnode @node Wing_Commander_IV "Wing Commander IV" @{b}Wing Commander IV@{ub} To view all the cinematic cut scenes without having to play through the entire game, press: UP, DOWN, DOWN, UP and R2 on the copyright screen. When you have entered this cheat, you will be able to destroy an enemy ship with one hit by pressing L1 + L2 + S. @endnode @node Lifeforce_Tenka "Lifeforce Tenka" @{b}Lifeforce Tenka@{ub} @{fg shine}All Weapons@{fg text} Pause the game, hold: L1 and press: TRIANGLE, R1, TRIANGLE, SQUARE, R1, O, SQUARE, SQUARE. Then release R1. @{fg shine}Level Warp:@{fg text} Pause the game hold: L2 and press: O, O, SQUARE, TRIANGLE, R1, SQUARE, TRIANGLE, O. Then release L2. @endnode @node VR_Baseball_97 "VR Baseball 97" @{b}VR Baseball 97@{ub} Move to the credits option and press: S, O, S, O, T. If successful you should end up back at the previous menu. Start the game and you'll be playing in a field of corn. @endnode @node Area_51 "Area 51" @{b}Area 51@{ub} Shotgun cheat: At the pause screen press (with controller not a gun) TRIANGLE, SQUARE, TRIANGLE, LEFT, R1 Play as an alien: To play as a alien, you must shoot one of the STARS members at least three times without firing a single shot at any other character or item. Then you will either turn into the alien automatically, or if that doesn't happen, just let yourself die and you will restart as the alien. @endnode @node Tomb_Raider "Tomb Raider" @{b}Tomb Raider@{ub} Level Skip: Enter the following code on the inventory screen: L2, R2, TRIANGLE, L1, L1, O, R2, L2 All Weapons and Ammo: Enter this code on the inventory screen and then go back to the game before checking out your new inventory: L1, TRIANGLE, L2, R2, R2, L2, O, L1 @endnode @node Swagman "Swagman" @{b}Swagman@{ub} Invincibility Cheat: Pause the game and press: O, S, X, S, O, S, O, S, T, S, O, T, O, S, T, S @endnode @node Dark_Forces "Dark Forces" @{b}Dark Forces@{ub} @{fg shine}Cheat Menu:@{fg text} Enter during play: LEFT, O, X, RIGHT, O, X, DOWN, O, X @{fg shine}Level Skip:@{fg text} When in the cheat menu (see above how to access this), toggle the 'Game Won' option to on (green). Now xit the cheat menu and pause the game. Another menu will appear with the following options: Game Paused Return To Game Next Mission Abort Mission Choose 'Next Mission' to skip to the next level. Passcodes: 2. Talay: Tak Base Y7B5T7S183 3. Anoat City !VHDBMBMXZ 4. Research Facil. 9WJHBLCN00 5. Gromas Mines 8XKGBKDPZ1 6. Detention Centre 7YBKBJFL22 7. Ramsees Head Y7C4L7Q193 8. Robotics Facility X8D3L6R2C4 9. Nar Shaddaa W9F635SZB5 10. Jabba's Ship V!Q534T0F6 11. Imperial City MVHL4LFQ1R 12. Fuel Station MYGM!KBR2S 13. The Executor LXFN4JCSZT 14. The Arc Hammer 205F6HJT0V @endnode @node Rage_Racer "Rage Racer" @{b}Rage Racer@{ub} Reversed Tracks: Select 'Race Start' and press and hold: L1 + R1 + SELECT + START @endnode @node Worms "Worms" @{b}Worms@{ub} Special Weapons: Go to the Weapons Screen. Press the Square and X buttons simultaneously eight times. Some of the standard weapons should have been replaced with Banana Bombs, Sheep Bombs, and a minigun. @endnode @node "DeathtrapD" "Deathtrap Dungeon" @{b}Deathtrap Dungeon@{ub} @{fg shine}Tips and complete walkthrough!! Transcribed By: Craig Daines.@{fg text} With undead warriors, smelly orcs, and fiery dragons after your blood, not to mention all the sneaky traps lying around, this dungeon exploring lark is a tad perilous. Don't even think about going down there without this guide, complete with full level-by-level walkthrough! CLOSE COMBAT: Mastering close combat is essential to be able to make any progress in the game. If one-on-one with a foe, hold the R1 button to parry their attack, then quickly counter with your own. However, when outnumbered you may be better off going straight for the kill or using spells to quickly even up the odds. THE HEROES: Chaindog: The rough barbarian is a combat master, inflicting powerful sword swipes on opponents and suffering slightly less damage from attacks than Red Lotus. He takes a while to reach top speed, though, and his delay in defending can result in ememy attacks not being parried. Red Lotus: The scantily clad heroine is the obvious choice for most male players, although staring at her butt can be distrating! She's quicker than Chaindog to get up to top speed and to defend, but her armour (what armour?) isn't so good and her attacks are slightly less powerful. SWORDS: Standard Sword: This is fine for most early enemies, but useless against undead or magically protected foes. So you'll need to upgrade to a better weapon before long. Type: Edged Warhammer: Swinging this results in a devastating blow, but is slower than a normal sword swipe, leaving you open to attack. Type: Blunt Red Sword: This magical weapon is needed to defeat some of the biggest bosses, such as Agrashm the Hydra, and the final red dragon. Type: Edged/Red Magic Black Spirit Sword: You only get this on the penultimate arena, where you need its black magic to defeat the purple dragon. Get ready to heal the damage inflicted on yourself when using it, though. Type: Edged/Black Magic Silver Sword: The standard weapon for dealing with undead foes such as ghosts and zombies. It also works well against skeletons. Type: Edged/White Magic Venom Sword: Good for slicing up snake women, it's essential against scaly goes such as the pit fiend and bloodbeast. Type: Edged/Poison Magic Warhammer: More powerful than your standard Warhammer, this is great against skeletons and giant spiders. Type: Blunt/Grey Magic Unarmed: You really don't want to be this! Type: Blunt THE WEAPONS: Blunderbuss: This primitive musket is good for when you need to keep your distance, but is ineffective against undead enemies such as skeletons. Type: Ballistic Bomb: They have a short fuse, so make sure you throw them far enough away. Good for lobbing off ledges at enemies below. Type: Explosives Grenade Launcher: More aimable than bombs, you can launch grenades into bunkers and group of enemies. They can also be skilfully bounced off walls. Type Explosive Rocket Launch Now we're talking. Fire rockets at only the most dangerous enemies - ammo is hard to come by. Type: Explosive Firethrower: This nifty flamethrower is great for roasting groups of enemies. Again, ammo is rare, so save it for when really needed. Type: Fire Flamelance: This fires pulses of energy which ricochet off walls. Use it against tougher foes including large robots. Type: Energy Chalk: Not a weapon, but a handy device for seeing where you've been, by marking the ground with an arrow. Save it for negotiating mazes. SPELLS: Firefly: This comes in useful for those dark corners where it's difficult to see anything, providing instant illumination. Starspell: Save these for dealing with hordes of undead enemies, such as ghosts and skeletons. Type: Energy/White Magic Fireball: The standard fiery missile works well against most standard enemies, but not undead ones. Type: Energy/Red Magic Razorspell: A shower of razor blades will work wonders against a group of mortal enemies. Type: Energy/Grey Magic Jetspell: This bombards a group of enemies with exploding rocks. Use when outnumbered and in trouble. Type: Energy/Grey Magic Great Razorspell: More powerful than the standard Razorspell, this has a devastating effect on a group of enemies. Only one can be held at a time, so save it for when really needed. Type: Energy/Grey Magic Arc Of Power: This is great for when you're up against several tough enemies. One lightning bolt will strike up to three of them. Type: Energy/Blue War Pig: No, not Saddam, but a pig with dynamite strapped to its back. Save them for groups of very tough enemies or big bosses - particularly those susceptible to Red magic. Type: Explosive/Red Magic ITEMS: Health Potion: These are bread and butter for healing wounds after tough battles. Collect any you see lying around - some may be left behind by dead foes. Antidote: You'll need these to save your lift when poisoned by demons or spiders venom, so always be on the lookout for them. Strength: When you really need extra attacking power to defeat tough enemies and bosses, a Strength potion comes in very handy. Speed: Not a dodgy drug, but a special potion to make you run like lightning - at least that's what you should tell PC Plod. Charm Of Icy Cool: As worn by LL Cool J himself, probably, this keeps you cool even when torched by dragon's breath or other flaming devices. Warding: Magically protecting you from attacks, this absorbs most of the damage. Anti-Magic Charm: This absorbs the damage from magic attacks, so use one when facing spell-casting priestesses and demon. Invisibility: Renders you invisible for a short while. However, once you engage combat with an enemy, he'll fight back. KNOWM THINE ENEMY Here's the definitive guide to the monsters and enemies encountered during your adventure... Imps: These little swines will try to slice you with throwing knives, or stab your feet with forks. They're relatively easy to defeat with the sword; just don't let yourself get overwhelmed by numbers. Orc Warriors: Large, brutish orcs, armed with a scimitar. The common soldiers of the orc hordes, warriors are fairly easy to defeat with a few sword slashes. Orc Crossbowmen: These are most dangerous in numbers. Avoid their bolts and get in close, as they're not much cop at close combat. One trick is to try and get one of them between you and the rest - and they'll shoot him in the back! Orc Sergeant: The biggest orcs, these are a bit of a handful. They can hack you up pretty badly before you can get a chance to react. Defend their blows, and wait for a chance to counterattack. Ugluk Stormfart, The Orc Shaman: The leader of the orcs, Ugluk is much more intelligent than his cronies. A master of magic, he can hurl lightning bolts from his staff. He's resistant to magic attacks, so try and get in close to make him taste your cold steel. The sneaky Stormfart will no doubt try to teleport away, so keep chasing him, using an Anti-Magic Charm or Warding to resist his magic attacks. Minotaurs: These man-bull hybrids are powerful beasts to deal with. Get in quick and assault them with a string of sword blows. You really don't want to feel those sharp horns. The Snake-Girls: A bit like the Spice Girls, but less scary, these have the torso of a woman and the body of a snake. They can attack from a distance with their maces, so defend constantly and wait for your chance to counter. If you're up against two or more, obliterate them with an Aec Of Power. Warrior Pristesses: These girls have sold their souls to evil, and apparently most of their clothes too! Their vicious 'groin strike' is feared by all, so counter quickly and deck them with a string of slashes. Warrior Priestess Knife Throwers: They are renowned for their accuracy with the throwing knife. Run sideways to avoid their projectiles and get in round the back to slice them to pieces. High Priestess: Half-Woman, half demon, these priestesses have additional magical powers to fire spells from their staves. Again, run around the back and get in close with your sword. Demonwitch: These four-armed horrors wield a sword and shield for close combat, plus a magical staff to zap you with. Use Warding or Anti-Magic Charm to protect yourself, and powerful spells to destroy them. Agrash The Necromantic Demon: The most dangerous demon of the lot, the red devil Agrash can launch fireballs from his magic trident. You may want to protect yourself with a Charm Of Icy Cool. Narurally he's immune to the effects of fire, so don't waste any fireballs on him. Get in close and use the Red Sword to slice his crimson hide. Watch out for him teleporting away, then reappearing for a surprise attack. Death-Jugglers: And you thought street jugglers were annoying! These harlequins will try and smack you with the clubs held in both hands. Defend and counter with your own sword swipes to put an end to their laughter. Hell Clowns: These clowns wield long blades, jabbing at you with great accuracy. Again, defend their blows and wait for the chance to counterattack. If there are several of them to deal with, chuck a couple of Razorspells. Hell-King's Jester: They won't make you laugh, but they may make ou double up in pain, using their jester wands. You know the score: defend and counter, or use spells if outnumbered. Greater Automaton: The largest of the robotic foes has two appendages to hurt you with. One throws out flames to roast you, while the other has steel pincers to cut you up. Spinning blades and drills make it impossible to get in close, so keep your distance and use Fireballs, Arcs Of Power, or Flamelance shots. Minor Automation: These 'flasethrowers on legs' are pretty fast, chasing you around. You can try and sneak up on them from the side or back for close combat, but it's safer to keep your distance and destroy them with projectiles, such as rockets. Scorpion Automation: These mechanical monstrosities are fast and deadly. You certainly don't want to go hand-to-hand with their powerful pincers. Instead, run away and blast them with fire or energy attacks. The 'Knackerer': These rolling robots patrol a set route, so you just have to time your movements past them to avoid being crushed by their spiky rollers. They can't be destroyed. Giant Boot: Driven by imps, these big boots will try and kick you off ledges. They're impossible to destroy, so just try to avoid them. Giant Hand: The green monstrosity will creep up on you like a giant spider. The best way to defeat it is to slice off some fingers using the Venom Sword. Blunt and ballistic weapons don't do much damage. Giant Rat: Yikes, these oversized rodents like nothing better than to chomp on humans. They are susceptible to White magic; i.e. the Silver Sword and Starspells, The best policy, however, is probably to run like hell and try to lure them into a pit trap. Giant Spider: Without any armour, their bodies are prone to blunt weapons. Fire, explosive, and Red magic are also extremely effective. Just try to avoid the poisonous venom which they spit. The Pit Fiend: This escapee from Jurassic Park will try to bite your head off with its huge sharp-toothed jaws. Take cover behind pillars and use explosive attacks from a distance. If you run out of ammmo, sneak up behind and slash its scaly hide with the venom sword. Ghosts: Don't bother fighting these with nonmagoical weapons and will successfully defend every blow. Equip a Silver Sword to slice their ethereal bodies. If outnumbered, use Starspells. Zombies: Whether armed with swords or throwing axes, these undead enemies are after your blood. Blunt weapons are no good against them, but a single swipe of the Silver Sword will slice them in two. Otherwise keep shooting them from a distance so they can't throw axes. Skeletons: There are three types of skeleton: sword-wielding soldiers, archers, and mighty warriors. Blunt weapons are more effective against them than edged, so the Magic Warhammer works well. However, they are very susceptible to White magic, so the Silver Sword soon shatters their bones. Fire, explosives, and ballistic weapons don't do much damage. They are immune to Black magic, while Red magic is of limited use. Dragonsbreath Knights: Newly initiated into the order, these are the least skilled knights. Wearing white and black armour, they wield maces and crossbows. Run around the side to avoid the latter and get in for some close combat. If outnumbered, explosives are a good option. Red Dragon Knights: These veteran warriors fight with just a mace, but are tougher in close combat than their Dragonsbreath comrades. Defend and wait for the chance to counter with one or two swipes. Black Dragon Knights: The elite of the order, they are undead warriors in suits of magical armour. Armed with sword and shield, they are skilled at close combat. However, their weakness is their armour: use a Magic Warhammer to dent it and they'll soon give up the ghost. Insect Warriors: These giant ants swarm to attack any intruder into their hive, slicing them up with razor-sharp forelimbs. Although easily defeated one-on-one in close combat, a well-aimed Firethrower comes in useful for when you're outnumbered. Flying Insect Warriors: These giant dragonflies will buzz round you, trying to sting you with their poisonous tail. Slice them up quickly before they can cause any damage. The Insect Queen: The huge egg-laying queen ant has a giant head armed with mandibles to bite a human in two, plus many limbs to attack enemies. Her obvious weakness is that she can't move. By reaching the walkway above her (see guide), you can thus drop stalactites onto her nest. If that doesn't work you'll have to go down there with the Rocket Launcher. Medusae: The Medusae are three sisters, half woman half-snake. Only one of them has the infamous icy stare, so try to lure her two sisters and slice them up first - best to use magical weapons. Use and Antidote if poisoned during combat. Then go for the green-haired one and run away from her homing stare (the Anti-Magic Charm is the only other thing that'll protect you). Either use ranged weapons and spells from a distance, or get in close and hack her head off. Ratman Swordsman: The least dangerous of the Ratmen, these can easily be defeated in close combat. The only problem is that they tend to appear in numbers, so Razorspells may be necessary. Ratman Musketeers: Watch out for these shooting you from a distance. Keep moving to avoid their shots and quickly get in close to slaughter them. Ratman Grenadiers: Now these are dangerous nutters, chucking grenades around, regardless of the consequences. Rush in quick to hack them at close range. The Rat-Ogre: These giant ratman can batter you with their clubs from a distance, so close combat is not a good idea. Best just blast them with a Blunderbuss. King Skabulus: The Rat king is the toughest of the lot, battering you with a jewelled club and accompanied by two guards. Retreat to the larger room for more space to run away and blast them from a distance. Rock Monsters: Built like a brick outhouse, this pair of rock 'ard enemies cannot be destroyed with anything but the Magic Warhammer. So if you don't have it, just run for the exit - or lure them into a pit trap if you're feeling brave. The Bloodbeast: This grotesque monster combines large pincers, a snakelike head, and a stinging tail. The main danger comes from the latter which fires lightning bolts. You also need to dodge the poisonous venom spat by its head, while attempting to get in close. The best method is to equip yourself with Warding and Strength, then use the Venom Sword to slice at its forehead. A few good blows will hack it straight off. The Hydra: This three-headed dragon can't fly, but it's pretty nippy on its legs. Keep on the move to avoid the heads biting you. In particular, watch out for the flame breath of the middle head. Use Warding (or Icy Charm) and Strength, then nip in close and use the Red Sword (collected nearby) to slash at those heads. Vilefor The Purple Dragon: Nonmagical weapons are no use against this flying foe, and he's completely resistant to Red magic. That's why you need to collect that Black Spirit Sword to have any chance. You can also fire the cannons around the middle level of the arena to shoot at Vilefor in flight. Then get in close with the Black Sword while using Warding to protect yourself. Melkor The Red Dragon: The final dragon, this massive monster fires spiky missiles which bounce and explode - even if they don't score a direct hit. If you stop in one place, he'll hover above you and roast you with flames and fireballs, so keep on the move. Use the Rocket Launcher and Flamelance to take pot-shots at Melkor from a distance. War pigs also work well, but you'll need the Red Sword to get in close and finish him off. @{b}LEVEL BY LEVEL WALKTHROUGH NOW FOLLOWS...@{ub} @{fg shine}Note: The walkthrough which I have also produced (below) is the complete solution for the game, and you will need a memory card to save your progress.@{fg text} @{b}Spire 1:@{ub} Go through doors at end of bridge. Keep running past fireballs and open doors. Walk onto crumbling floor to slide into the dungeon. @{b}Spire 2:@{ub} Open gate to room with cage and kill orc which attacks. Jump onto stone pillar on left wall and leap right to platform to get War Pig. Do same on right wall to get Razorspell. Open left gate and go down ramp to open portcullis. Go round to left or right and kill two orcs. Flick lever at far end, then enter opposite alcove to flick lever to lower lift in room above ramp. Head back up there and take lift up. Go round to left and flick grey lever. Continue round walkway to collect Arc Of Power. Go back down via lift. Return to cage room and kill orc to get Health Potion. Open opposite gate and take brickwork lift up. Head left to save game. Return right to take brickwork lift up. Do a running jump to next platform. Turn right and do a running jump to platform with lever. Flick it to form bridge and collect Fireballs at its end. Jump back across to lift and go down. Save game again, then climb rocks by arrow opposite entrance. Climb onto ledge and kill imps. Go round pit and grab Bomb Shots. Flick lever to kill orc below and raise lift. Step onto latter and go down. Enter passage and follow round to Health Potion. Retreat to entrance which closes, then return to where potion was. Go past sliding wall on right and head left to flick final lever to raise cage in main room. Follow arrow to right to open sliding wall. Kill orc and return to lift. Take it back up and drop off ledge and down rocks to save game again. Go back down brickwork lift to main room and kill orc. Flick lever in middle to create stairway by wall - and reveal gate. Go through latter to claim Flamelance. Then open wall and flick lever to open previously locked portcullis by lift. Go through latter for secret area with chest. Back in main room, climb up stairs to open upper gate and save game. Take lift up and step onto moving platform when adjacent. Ride it and step onto the next moving platform/lift etc until you reach top. Kill spiders with Flamelance. Open gate and kill two orcs. Step into teleport to exit level. @{b}Spire 3:@{ub} Dodge two-wheeled Knackerers (great name!) to open portcullis on far side of central pillar. Enter and take lift up. Jump to next lift and go up, but stand to either side to avoid flames. Jump over to ledge and go through opened portcullis. Press SQUARE to move platform over to next portcullis and open it. Go through and take lift down. Collect Bomb Shots from corner and throw one at droid before it flames you. Go round ledge and up ramp to skull to save game. Go back down ramp and turn right to see fire pit. Take lift down and drop to next block and off side. Go round back of moss-covered building and flick two switches to drop blocks onto fire pit. Climb back up low block near entrance and up new stairs. Take lift up and be careful not to fall into hole as you pull lever which raises lift with Venom Sword. When you take it, a door will unlock later on. Take lift back down to stairs and go along them to automatically raise far block so you can reach lift and exit. Go up ramp and save again. Go up next ramp and turn right in middle to find lift. Take it up to find a secret area: turn round to open chest containing Coin, Bomb Shots, and Health Potion. Flick switch to take the lift back down, then continue right up ramp to take the next lift up. There is a see-saw with two imps operating flame traps which bar your exit. They can be killed by pulling the two floor levers and activating more fire traps. You can now exit the level. @{b}Spire 4:@{ub} Save your game at the skull and open the nearby gate (don't bother dropping to either side to open gates to lower room). Watch out for any scantily clad warrior priestesses jumping up - with luck, some may get hit by swinging axes. Time your run past the latter and open far gate to save game. Go through into large chamber with crushers - don't stand on light spots. Defeat green snake women which appears from sliding doors. The best technique is to lure them into crushers! If in trouble, you can activate a teleport in any opened alcove to move quickly across the room. Once you've killed the snake women, the exit will slide open to reveal a gate. Open it and be ready to slash more priestesses. Head left and take lift up. Go round outside, killing more women, to find switch and flick it. Return to lift and go back down. Head into opposite room with lots of pillars, to be assaulted by more priestesses. Go over to far chest to find Silver Sword. Open blank blue panel to left of exit and head down torch-lit passage. Hit switch there to open third gate back in main room. Continue round passage to return there. Go through newly opened door to collect Health Potions. Flick yellow switch to exit level. @{b}Labyrinth 1:@{ub} Save at skull and go round into large room. This one's against the clock - when it's chimed six times, nasty minotaurs are released. Although it's not essential to complete the level before this (very tricky), you'll be awarded with spells and charms if you do so. Head down right ramp, but avoid the flames to open the door, then step back and time your run past the flames again to enter passage. Open first door on left and kill imps to get Warding spell. Open right portcullis and operate wheel. Open gate at end of passage and kill more imps. Grab the Razorspells, Health Potions, and Bomb Shots from the chest. Return upstairs and go down the opposite ramp, where the flame has now been turned off. Flick first switch to open the cell containing minotaur. Defeat him and flick switch in cell to open up end of passage, revealing Rocket Launcher Shot. If you want, flick other switch to open second cell, then defeat minotaur to collect Bomb Shot. Now go through opposite arch to drop into cave. Kill minotaur there, then grab Health Potion from chest. Flick switch on central pillar to raise floor in main room, then switch near where you dropped in to teleport back up. Return to main room and climb onto raised floor to get through right window. Head left to grab Health Potion and continue down passage, but get ready to jump over crumbling floor after arch. Climb up to left at end to hit switch. Return to crumbled floor and jump to left to get Blunderbuss Shot, but watch out for imp. Jump over to opposite side and hug the right wall to get past the flames. Watch out for imps when you try the door - kill them to open it and release more imps. Slaughter the little beggars and go through. Take wooden lift up and grab Health Potions. Take next lift up to find a trio of Health Potions, but watch out for more imps. Go back down and head right to find start of wooden bridge. Jump to stone lift on right and ride up. Follow ledge and hit yellow switch to swing upper ledge round. Head back to lift, killing dagger-throwing imps en route. Cross wooden bridge and take stone lift up and open bright right wall to reveal secret warhammer - watch out for crumbling floor when collecting it. At end of passage you emerge near moved ledge. Jump over to it and cross to other end, then jump carefully into alcove. Flick yellow switch to swing ledge back, so you can grab Blunderbuss. Head back to yellow switch and left past sliding wall to wooden lift to ride back down. Now head past wooden bridge and left round corner (don't touch switch or floor will fall) and into passage for Firethrower Ammo - at end is golden lock. Enter left door and activate dark wall on right to make upper wall slide up. Climb up and hit yellow switch. Drop back down and go through both grey doors, killing imp. Hit another yellow switch to open wall and slide new platform into main room. Return through doors and round switch corner. Head onto wooden bridge to do a running jump to ledge on left. Enter alcove to get Golden Key. Watch out for minotaurs coming through sliding wall. Head back to golden lock, prepared for more minotaurs appearing from nearby door. Open golden door and step onto lift to exit level. @{b}Labyrinth 2:@{ub} Kill imp to save at skull. Open chests for Blunderbuss Shot and Health Potion. Go to open left door and immediately turn round to shoot dagger-throwing imps through opened right door. Flick switch there to open left door. Kill imps behind it and flick gold door switch to raise middle door back outside. Go through it to get Golden Key, then open the gold door for Health Potions and Silver Sword. Open the door there and kill the minotaur. Open next door, but watch out for crumbling floor just beyond. Run to right passage for Health Potion and climb up to flick switch. Drop down and jump across crumbling floor to hit newly revealed switch. Turn round and jump left to grab Coin and slice imp. Flick the switch there. Enter the next large room and ruyn and jump towards the far ledge via sliding sifde platforms, thus avoiding triggering missiles fired along the central bridge. Run into the entrance and kill minotaur. Head right, ready for imps coming out of sliding panels. Once they're dead, enter the panel alcoves to collect Blunderbuss Shot and Health Potions. Climb up end of passage to flick switch. Return past entrance and take left passage. Open right chest for Fireball, then turn wheel. Open left chest to get Blunderbuss Shots and Bomb Shot. Return down passage and head left. Climb up end to flick switch to activate crumbling floor nearby. Run over it to other side, then towards edge of hole to land on platform with Health Potions and Charm Of Icy Cool. Jump to lower platform on other side, then turn round and jump to collect Red Key. Drop off and go through doorway. Open right door and turn round to kill imps. Flick switch there to open portcullis, leading to teleport room. Grab Health, Razorspell, and Fireball before teleporting back upstairs - by entrance to bridge room. Jump back over crumbling pit to return to level start and save at skull. Return to bridge room and jump across left sliding platforms to far ledge. Flick switch and head through exit to find new passage ahead. Take wooden lift up, then use teleport. Open sliding wall, then retreat to avoid spikes. Go left and open sliding wall to find treasure room. Collect coins, then right chest for Warding spell. Use it to fight zombie which arrives through doorway. Get Silver Key and Crowns from other chests. Exit and return down passage and head left out onto high bridge. When you reach the middle, four flame droids appear in the room corners, plus the far door is protected by flames. Turn round and shoot the two droids, then jump to their corners to collect Health Potions and flick switches, dropping two platforms from the ceiling. Jump back to bridge and head onto left platform to shoot/fireball droid. Open portcullis, then red key door to find secret chest for Warding, Blunderbuss Shots, and Arcs Of Power. Exit room and head along passage to room with crate. Open right wall and enter to collect Firethrower Ammo and flick switch. Return round to bridge and over to opposite platform. Shoot/fireball droid, then open portcullis and enter. Head left up passage, but watch out for zombie behind you. Kill him, then open right door and flick switch to open other door. Go through to collect Firethrower Ammo and flick switch. Return round to bridge and open last door (previously protected by flames). Go through and try portcullis, sliding left wall to reveal zombie. Kill the swine to open portcullis. Go through and step on lift to exit level. @{b}Circus 1:@{ub} Flick right switch to open left gate. Go through to collect Venom Sword and save at skull. Equip Venom Sword and turn round to kill two snake women. Return to centre of main room and left door opens to reveal Fireballs and Health Potions, so get them. Return to skull and save. Go straight ahead through door to emerge above circus tents. Head straight towards opposite door and drop down to left, where there are no spikes. Collect Health Potions and flick yellow switch, then step into teleport to get back up onto the path. Return to skull and open portcullis, then kill jesters. Head through next portcullis and round left corner to fall onto secret Firefly spells and Health - and be teleported back to the paths. Go forward and open only unlocked door. Go through and follow passage, killing jesters. Open door and kill snake women guarding Venom Sword. Kill them to get it, then open far door and kill another snake women. Turn round and head right to kill another hissing harlot, then into left passage to slaughter two more. Follow passage round to left and left door opens. Careful - the floor is crumbling, so run over to open door, then immediately run back before you fall to your death. Now leap over the gap through open door. Open next door and run straight through to avoid war pigs behind you. Quickly run round to right and open doors, then keep running through doors until you reach ones you can't open. Return through doors, jumping over crumbled pit. Open jack-in-the-box for Red Key and Starspells. Return the way you came, running past war pigs and jumping over pit. Go back to skull to save game. Return to paths above circus and open far door. Kill jester and clowns, but don't open box - it's a bomb. Open next door and use Firefly to illuminate corridor. Kill jesters and open left box for Health and Warding. Follow passage through brickwork section and get Health just to right of fork. Now go down left fork and kill snake women. Open door and go through to exit level. @{b}Circus 2:@{ub} Take lift down and go through portcullis. Head down corridor to save at skull. Continue down corridor and turn right at the end. Follow passage round to switch. Flick it to open portcullis to room with Knackerer. Dodge it to pull lever and open gate. Enter to get coins and go round to passage with another Knackerer. Follow it along and turn right opposite portcullis. Don't open box, but flick switch to open portcullis. Wait for Knackerer to pass left, then run right to room with boxes. Open right one for Antidote, Blunderbuss Shot, and Health Potions. Now follow Knackerer in corridor again, turning left into switch alcove. Wait for Knackerer to pass, then flick switch and quickly run through opposite portcullis before it closes again. Go through Knackerer room into passage where you first entered. Follow it round, past the first corridor, to kill some clowns. Remember to grab the Health Potions they leave behind. Return to skull to save, if you want, then follow clown corridor round to door. Go through and defeat more clowns, then head right to open wall, but stand to one side to avoid Knackerer. Flick switch when it's in left passage to trap it there. Then head right again and turn wheel at end. Return down passage and head right through opening portcullis. Head straight forward to open sliding wall and reveal secret jack-in-the-box, Open it for Health Potions and Fireballs. Turn round and head right past portcullis, then right to open another sliding wall for another secret box containing Health Potions and Bomb Shot. Turn around and continue along passage, killing clowns. Open door and head down corridor, through opening gate at end. Open door at end of that corridor to find two doors. The left one is the gold key lock, so open the right door and kill two more clowns. Open the next door and step aside to avoid lightning bolt fired by high priestess. Activate Warding if you have it. Use Fireballs to defeat priestess from distance - it's best to avoid close combat or you'll be poisoned and need to use Antidote. Grab the Arc Of Power, Health Potion, and Golden Key. When you approach the back of the room, another high priestess appears in the doorway, so defeat with spells then grab Arc Of Power and Health Potions. Flick switches to lift curtains and reveal Health Potions and box containing Fireballs. Flick switches again to open each curtain outside, containing secret boxes with Razorspells, Antidote, and Jetspell. Just be careful the curtain doesn't fall onto you - it's deadly! Retrace your steps and open the Golden Key door. Kill the clowns and follow the head right to the exit door. @{b}Circus 3:@{ub} Save at skull, then head right and go through door. Circle left round building with sword inside. Avoid/kill snake woman and open far right grey gate. Follow corridor up, round to right and open brown wall on next corner to get Red Key. Continue up round corridor and drop off ledge onto Venom Sword. Equip it and kill snake women which attack. Flick switch to open portcullis to find chest containing Firefly spells, Starspell, and Health Potions. Don't open doors opposite - they lead to a trap! Open near left (from original entrance) grey gate to find secret stash of Health Potions and Fireballs. Other gates just reveal more snake women, so avoid. Return to the skull and save. Head to lift by portcullis and take it up. Slaughter axe throwers, then take next lift up. Drop into hole to collect Fireballs, Jetspells, Arc Of Power, and Health Potions, landing behind opened portcullis (the switch just resets the lift). Save at skull, then head left, down to lift. Take it down and open red key door. Open chest at end of corridor for Blunderbuss, Health, and Blunderbuss Shots. Now open side gate and go through into first of four battle arenas. Did someone say "send in the clowns?". Kill all prancing pranksters, and axe throwers. Enter newly opened doorway and head right down corridor to open chest for Venom Sword, Fireballs, and Ankh Of Vitality (which adds 100 health). Equip the Venom Sword and open the gate to the next arena, populated by snake women. Kill them all to open another doorway. Head right down corridor there to get War Pigs, Bomb Shots, and Warding from chest. Open the gate to the next arena, ready to face the zombie axe throwers. Kill them all (use Blunderbuss or spells) to open another doorway. Head right down the corridor there to collect four Health Potions from chest. Open the next gate to enter the fourth arena, ready for a confrontation with the giant reptilian pit fiend. Keep your distance and use war pigs, spells, and bombs against him. When he approaches, run for it and take cover behind one of the sharp pillars. Collect the Warding while you're at it. Once you've defeated him, the level is over. @{b}Pit 1:@{ub} Open door and defeat warrior priestesses (aka bikini babes). Grab Coin, Health Potions, and Strength from sides of room. Open wall in dark alcove opposite gate for secret Antidote and Rocket Launcher Shot. Go through gate and head down left or right passage to same large room. Lure priestesses back into corridor and kill them. Then go and slaughter the high priestesses, dodging her Arcs Of Power. Collect Health Potion and Fireball left behind. If poisoned in close combat, use Antidote. Now activate the front of the altar to bring down a lift. Take it up to secret area for much-needed Ankh Of Vitality. Return down to room and exit through gate (note: save point through left window). Turn left and open left wall to find Blunderbuss and ammo. Stand back and shoot barrels there to blow hole in wall and reveal switch. Flick it to raise wall, so you can save at skull. Follow passage round to left and kill priestess near door. Go through and kill the priestesses, then grab the coin by the altar. Go through the nearby gate and kill more priestesses back outside to collect the Starspells and Antidote in the opening alcove. Return through the gate and head right through the other gate to enter the chapel. Up to the right is the wooden exit lift. However, it's not active yet, so continue forwards, killing more priestesses, to the stone lift. Collect the Health, Blunderbuss Shot on left, then the Coin and Warhammer (from behind pillar) on right. Prepare for an onslaught of priestesses when you advance forwards, Slaughter them and the four-armed demon. Then grab the Flamelance when you flick the far yellow switch to active the exit lift. Collect the Health from the right door on the way to the stone lift. Go up and climb up to the left to reach the exit lift. @{b}Pit 2:@{ub} Advance towards gold key gate and right gate opens to reveal a lift. Take it down and head right down passage to room where you're attacked by priestesses. Slaughter them, then grab Health and Fireballs. Now walk to arch alcove in corner to open wall, leading to wheel. Turn it to disable flame trap near stone lift, then kill more priestesses. Go round corner from stone lift and hit switch to raise gate back by wooden lift. Exit room and return there, ready for priestesses which attack. Get Health Potion from chest, and grab Blunderbuss. Open walls to left and right of it for Health and Anti-Magic Charms. Climb onto ledge, ring the bell on right, and kill four-armed demon, then flick switch on left. Return to wooden lift and go back up to start of level. Open opposite gate and follow passage down to right. Watch out for priestesses behind sliding corner wall, but open second corner and flick switch. Go down ramp and head straight on, climbing onto left ledge to get Coins. Open gate there and kill priestesses in room. Open the near right wall and pull lever. Go to the far right corner to collect Health Potions, Venom Sword, and Fireballs. Open the wall there for a secret Ankh Of Vitality. Kill more priestesses, then exit the room. Turn left towards now opened gate. Open right door to find Coin and chest with Health Potions. Climb ledge opposite door for secret save point. Go through gate and open door opposite silver portcullis. Kill priestesses to collect Razorspell and Coin. Open far gate and kill priestesses, then grab Health from left alcove. Enter right doorway and kill priestesses, then open wall to left of entrance for Silver Sword. Head round to the right and pull grey lever to open the silver portcullis. Return to the latter and enter, grabbing Health on left. Follow corridor round and defeat skeleton guards (best to use Silver Sword). Grab Health and save at skull, then continue round to ring bell and summon high priestess elsewhere. Continue along passage to emerge by first bell. Drop down and go looking for that high priestess. Use Anti-Magic Charm while fighting her. Grab Red Key she leaves, then go and open red portcullis. Head up ramps and jump over to platform, then back to white platform that has appeared. Flick switch there and jump back to previous platform, then over to moving platform. Ride it to right and open wall to find room with Crowns and chests with Fireball, Strength, and Bomb Shot. Ride moving platform back to other side and flick switch to open door back to start. Do a running jump to opposite ledge. From here, do a running jump back to the red save point. Grab Health and Blunderbuss Shot, then open both right walls to flick switch. Cross platforms back to other side, then turn wheel to disable flame traps. Flick yellow switch to open portcullises, then grab Golden Key and open chest for Firethrower and Fireballs. Head back to gold portcullis near start and open it to exit via stone lift. @{b}Pit 3:@{ub} Grab Strength, Bomb Shot, and Warding from alcoves, then defeat demon to open curtain and reveal skull (on corridor corner). Go through to large chamber and kill priestesses. Collect Health and Antidote. Stand on stone block in near right corner and press SQUARE to raise it, then jump over to block to collect Blunderbuss and ammo. Head down left passage (from room entrance) and open opposite wall to flick switch to disable trap. Collect Silver Sword and Health from chest. Return upstairs and head down opposite passage. Open opposite wall and flick switch to disable trap. Climb onto red slab and hit switch to unlock door upstairs. Return up passage and open door on right, ready to kill axe throwers. Grab Health and Coin, then kill skeleton. Prepare for more skeleton reinforcements. Kill all skeletons and axe throwers to bring down other corner block lift. Ride it up and flick switch to open up the end of the new passage. For secret power-ups, stand on light-coloured floor near block lift and press SQUARE to be lowered to secret area with Ankh of Vitality, Warding, and chest with Blunderbuss Shot. Head to end of passage and defeat axe throwers on left side, then go down right passage, past spear trap, to collect antidote and flick switch. Go back up and back to left side to defeat high priestess. Go down passage there to kill another high priestess. Open right wall and save at skull. Watch out for trap when collecting Silver Sword. Follow passage down and kill skeletons. Try to open left wall to reveal high priestess on right: defeat her to open left wall. Flick the switch there to activate a lift at the top of the passage. Go back up and ride it to upper level. Grab antidote from around corner, then head left round back passage, past trap on left (go back and collect Antidote). Continue round to room with pentagram and collect Health. Return to lift and do a running jump from edge over to left alcove on other side of gap. Open left wall and kill high priestess, then save at red skull. Climb up back of alcove for red key, then open wall behind it for Antidotes. Jump back across gap. Go to left and jump to other alcove across gap. Collect Silver Sword by red key gate, then open latter to find two parallel corridors. Walk down the right one, but avoid stepping on the trap-triggering skeletons. Climb up to left of next room for Antidote. Do a running jump from edge, over the gap. Defeat two high priestesses, then go round and jump across gap to alcove with switch. Flick it to lower platform from ceiling. Step on latter and press SQUARE to lower it and the nearby walls. Defeat two more high priestesses and head right to exit the level via the newly opened lift. @{b}Pit 4:@{ub} Don't walk onto side ledge or you'll be knocked to your death by the moving rocks. Instead head through the gate and kill the skeletons, then grab the Silver Sword from the end. Open chest for Health Potions, then defeat more skeletons to get Blunderbuss from opposite arches and Antidote from small alcove nearest entrance. Exit corridor and hug left wall to drop safely to next level, then kill zombie axe throwers. Watch out for the trap when opening the chest for Health and Razorspells. Flick switch there, then enter left passage and hit switch there to open portcullises, releasing skeletons and ghost. Defeat these to get Silver Sword and Red Key, then head through opened portcullises to grab Health and pull the grey lever. This activates a teleport by second switch: use it to return to top. Kill more skeletons, then use Red Key outside doorway to disable sliding rocks trap. Run past latter, then fight skeletons on way down steps to area with golden archway. Enter passage and head round to left. Collect Warhammer and open chest for Strength. Flick switch by mural to open door and release two giant spiders. Kill the later, avoiding their poisonous venom if possible, then proceed to wooden door and go round it tocollect Warding and Silver Sword from left and right, and Golden Key from far alcove. Return to room and step on lift to go down and back up. Exit to ledge, killing all axe throwers, then step into golden arch teleport to return to corridor near start. Drop down to lower floor again and save at skull. Drop off onto new step and down to ledge. Kill axe thrower and open wall in step. Go round to lift and ride it down. Kill axe throwers and emerge by pit. Jump to left ledge and flick switch to open portcullis opposite and raise lift in pit. Go across, grabbing the coin. Follow corridor to ledge and kill skeletons - watch they don't push you off. Open portcullis and grab coins, then head right. Flick the yellow switch to move platform outside - don't touch any other levers, as they're all traps. Return outside and ride platform over to other side. Save at red skull, then open wall to left of it for Health and Antidotes. From ledge, drop to next step (to left) and kill skeletons coming from corridor to open door there. Grab Health from opposite silver portcullis, but careful not to fall off edge! Go through open door and kill spider. Grab Antidote from right. Head round to left and open portcullis for Silver Sword. Then flick switch to left to open portcullis and go through. Grab the Silver Key, ready to fight the spider which appears. Go through silver portcullis, back through left door, and collect Health from far left corner before opening silver lock doors in other corner. Go through and get Red Sword, then use it to kill ghosts. Continue round to left to pull lever by door. Return the way you came, killing axe throwers, back to ledge outside to save at red skull. Then drop down left step onto stone lift and ride it down out of the level. @{b}Pit 5:@{ub} When lift stops, drop down to ledge on right and into passage. Go past hidden door on left and avoid bolts fired. Reopen it and jump away to avoid more bolts. Then enter it and flick switch to open a gate. Go through latter and hug the right side, ready to jump out of the way of spears. Open chest on right for Coins and Fireball, then flick switch opposite to open another gate. Return down passage, but watch out for fireballs. Enter newly opened gate and follow passage round, watching out for more fireballs from either end. Open chest on left to grab Health Potions. Continue to end of passage: open it and quickly enter and pull switch. Open opposite wall and flick switch there to open final gate. Enter latter and open wall at end. Flick switch to open area outside. Now exit, saving at skull en route. Drop off ledge to new area on right and defeat skeleton warrior. Grab antidote from left alcove, then go through back arches and kill skeletons. Open left wall for secret Rocket Launcher - yes! Grab Health from back alcove before going through right doorway. Open wall in left middle alcove, then flick switch to open far right portcullis. Kill spider and skeletons and head round to right up ramp to ledge. Shoot the skeleton on the platform ahead, before jumping onto it. Hrab Silver Key and use it on lock. Jump back to the ledge and drop down right step to ledge. Flick far switch first, then near one, then quickly step onto the lift and ride it across to far left ledge. Go round and follow steps down to passage with red save skull. Grab Coin, Health, Rocket Launcher Shot, and Blunderbuss Shot. Flick switch to teleport. Open right chest for Speed and Firefly, then flick left switch. Exit doorway to ledge. Enter portcullis and kill skeletons. Get Coins and Health from chest. Go through final arch onto ledge and time your run past flame traps. Drop off to the right and open end of gully for secret Arcs Of Power. Step into teleport to return up top. Run past flames again and around corner. But before entering passage to stone lift, turn right to face sandstone block and jump over to it. Open wall there - for secret chest containing Greater Razorspell and Warding. Jump back to ledge and step onto stone lift to complete level. @{b}Pit 6:@{ub} Run forward from the lift and you emerge on a network of ledges above a pit inhabited by, appropriately enough, two pit fiends. Although you could drop straight down there and lure them into a couple of traps, you may as well collect the goodies up top first. At the first crossroads, head straight on and round the passage to open a chest for Strength and Health Potions. Return to crossroads and head left towards sliding wall. Turn right and time your run past another sliding wall to grab Anti-Magic Charms, but don't go too far or you'll be pushed off by second sliding wall. Return to corner and turn right to run past sliding wall. Collect Speed and follow passage round to switch: flick it to open wall. Return past sliding wall and head straight over crossroads, through opened wall. Go round to emerge on isolated ledge. Jump over to opposite junction, then jump left into rough-floored passage to grab Crown and hit switch at end. Return and jump back to ledge. Head straight over junction into opposite passage and round to collect Bomb Shot, Arc Of Power, and Fireball. Return to junction and head right, into room with chest containing Greater Razorspell and Warding. Don't get Rocket Launcher Shots on left yet. Instead open opposite wall and avoid fireball traps. Once they've finished, you can grab Rocket Launcher Shots in safety. Now ride lift down and save at red skull. Go through portcullis, ready to face the first pit fiend. A quick way to kill him is to run forwards from the portcullis and go through the rightmost arch. Follow the passage round and flick the switch at the end to lower the following fiend into the flame traps - toasted T-Rex! Now go through opened passage end for Health Potions and save point. Go round through opening wall, back to raised trap lift. Open wall on right for secret Red Sword and Arc Of Power. Now return down passage to main area and lure second fiend into the same trap. Wait for the lift to rise, then grab the Red Key left behind. Explore arches and passages off main arena to find various spells and goodies, including secret ones behind opening wall - round corner to right of decorated passage area. Save at one of the skulls, then open the red portcullis and grab Health Potions. Go up ramps and defeat four-armed demon. Flick switch opposite portcullis to open latter. Go through and ride lift up, ready for the final battle. You have to defeat the four-armed demons which attack. Now watch out for the devilish Agrash sending fireballs and flames your way - climb up onto ledges either side and open walls for Warding and Ankh Of Vitality. When you attack Agrash with the Red Sword he'll often teleport elsewhere, so you'll need to keep chasing him around the arena, using the stone lifts to reach the higher ledges. Defeat him to complete the level. @{b}Belfry 1:@{ub} Ride lift down and pull lever by blank wall - not one marked by skulls, as it's a flame trap! Quickly go back up on the lift and over drawbridge before it falls again. Kill knights in the next room and go down on lift. You only have time to open two chests and get back on lift before flame traps activate. They contain: back left (relative to upper portcullis), Razorspells and Fireballs; back right, Silver Sword and Bomb Shots; front left, Ankh Of Vitality; front right, Magic Warhammer. However, if you use a Charm Of Icy Cool to protect yourself you can open them all and teleport back. Open the next portcullis and run across the bridge, ready to fight two knights which appear in front and behind. Try not to get pushed off the side: you have to defeat them both to open the next portcullis. Enter the room and kill more knights, then open the chest for Health Potions, Antidotes, and Golden Key. Open left portcullis and proceed across bridge, killing knight to enter next room. Kill more knights, then open far right gate. Slaughter another knight, then push block in corner to teleport to secret area for Venom Sword. Go down the lift and save at the skull. Go through gate to next room and kill more knights. Flick switch to open far portcullis and go outside. Head round to the right, killing/avoiding spiders, and enter golden portcullis to get Silver Key. Return to previous room and enter four-portcullis shaft. Ride lift up to collect Red Key. Go back across bridge, fighting more knights, then open portcullis to right of chest. Fight another knight on bridge and open red portcullis. Grab health and teleport out of level. @{b}Belfry 2:@{ub} Save at skull on left, then head right and following the to pit (with fiend in it). Press golden switch to bring down lift: jump onto it and ride up to collect secret Warding. Ride back down and jump off, then open passage end wall to reveal secret area with Coins and Strength. Now run back past pit (and risen fiend) and back round path, running and jumping over crumbling floor - through which the chasing fiend will fall to a spiky death! Resave the game, then open doors to keep. Kill knights, using Strength, then approach switch, ready for red knight which appears. Flick switch to open next doors. Exit to courtyard and kill another. Head left, watching out for another knight and war pigs being thrown from above. Collect War Pigs from behind opening walls. Don't bother opening grey gate (you can't get the Ankh Of Vitality here without falling to your death). Head round to right and open wall to reveal passage with red portcullis. Open the chest opposite, avoiding trap bolts, for the Red Key and goodies. Go through red portcullis and kill more knights, avoiding pit in middle. Open chests for Strength and Health Potions. Take chequered lift up and fight knights. Open chests for Starspells, Health Potions, and Magic Warhammer. More Health Potions can be found at the end of the passage. Open the gate to the battlement and kill another knight. Open next gate to face two knights - avoid falling down middle to lower floor (where you started). Go through opposite gate (not right one) onto another battlement and save at red skull. Now comes the tricky bit. Open the portcullis to find a room with a revolving platform in the middle. Jump onto it (just as it's returning to flat position), then left onto ledge to flick switch. The ledge will crumble if you stay on too long, so quickly jump via revolving platform to opposite ledge and flick switch. Finally, hop via revolving platform, then turn right to jump to other ledge. Head right into opened passage, go through portcullis, and exit on red lift. @{b}Belfry 3:@{ub} Save at skull, then jump right and right again across rafters, into passage. Turn corner at end to find Silver Sword. Grab it and kill the red knight which appears behind you. Return to rafters at start and cross to other side of the room, over crumbling platform. The Bomb Shots on the left are protected by flame traps. Head right, then left, then right (left it another Blunderbuss Shot if you want it). Defeat knight which arrives from behind opening wall and continue round passage, killing/avoiding the ghosts by the coffins. Grab Magic Warhammer and Firefly, then take lift down - you can hop off onto left ledge for Health on way down. Exit and get ready for giant green hand! Defeat it with Magic Warhammer - or lure it over one of the crumbling slabs. Open gate to left of red lift and save at red skull if you want. Take red lift there up and kill knights. Flick switch behind arches to open portcullis and defeat more knights. Flick switch there and grab Health Potions to right. Climb up via new step, then turn around and jump over to wheel and turn it to disable flame traps. Jump back to sandstone path and follow it up and press gold button (the first of three needed to open the end-of-level door). Return and drop through onto original lift. Back outside, open gate opposite red lift and defeat knights in octagonal room, then open right wall and kill more knights. Flick switch there, then head towards demon picture back in room to open passage behind it. Go round and hit the gold button there. Exit to courtyard and open gate just to left. Avoid spikes and go up lift to claim Ankh Of Vitality. Go back down and exit, then head left to gate. Go through and kill knights. Open wall at left end for secret Magic Warhammer. Climb up wall to right, just before secret area. Follow corridor and climb right wall again. Defeat knights - avoid falling off to right - then proceed round end of room. Press button and go down lift. Run/jump over crumbling slab outside doorway, then head right to collect revealed Health Potions and exit level via lift. @{b}Sewer 1:@{ub} Save at skull, then head right (the other two avenues are locked) and climb up to left by green gunge, into rocky passage. Follow it round and down to collect Bomb Shot, then throw latter into room below to kill orcs. Go through portcullis and kill orc to grab Health Potion in left alcove. Head into passage opposite where you came from (other portcullis leads back to start), to enter maze area. Kill orc, then grab Bomb Shots just to left. The level's only secret area is in the maze, found by falling through a crumbling slab over to the left by the wooden gates, but there's nothing down there except a teleport back up. There's an easy way of getting through the maze: from the entrance, just hug the right wall all the way. You'll arrive by a door flanked by banners. Enter room and go through doors opposite and up lift. Kill archer and grab the Red Key. Watch out for archer firing through window. Go back down lift and return through room and retrace your steps through the maze - keep wall to your left this time. Head through left portcullis in next room and climb steps back to start area. Resave at skull before heading straight over to passage. Open Red Key Door and arm yourself with Blunderbuss or spells to shoot the archers. In second room, shoot archer ahead, then drop off bridge to get Bomb Shot and Grenade Launcher. Open door and go up lift, leading to passage with two archers. Slaughter them, then jump back to bridge. Continue right to lift and go up. Follow corridor, killing orcs which emerge from right wall. Continue on, killing archer to collect Golden Key. Retrace your steps back to start and enter Golden Key gate (opposite skull) to exit level via lift. @{b}Sewer 2:@{ub} Step into octagonal room, which is actually a large lift. Take it down and climb up to left. Follow passage to save at skull. Turn around and head back to the lift. Climb up opposite side and head along the passage, ready to fight orcs and sergeant at corner. Grab Health from alcove, then continue round to left and straight on, to climb up to stone ledge. The door opens automatically: go through and kill archers, then collect Silver Sword and flick both switches to open two portcullises either side of the level exit. For some extra pick-ups upon leaving this room, head down right passage and kill orc released by twin portcullises. Collect Health from right, then Fireball from left, killing another orc. Continue along passage to kill an orc and sergrant at junction. Grab Blunderbuss Shots from right alcove, but get down quickly to avoid arrows trap. Return back along passage and climb up through arch just to left (outside switches room). Go through doors on right to enter crypt. Kill orc and open middle left coffin for Silver Sword. Use it to defeat the ghosts which attack. Open other coffins for Health Potions, Blunderbuss Shots, and Strength. Exit room and continue right along passage and down two slopes. Kill orc and sergeant at bottom and head right, then straight over next junction to portcullis. Open it and flick switch to open right wall, revealing chest and orc. Kill him, then grab the Anti-Magic Charms. Return to junction and head left into large room infested with orcs and archers. Slaughter them, then flick both switches to open end-of-level gate. Head through it and approach next gate: you'll fall through crumbling floor to complete level. Note: If you really want to visit secret area (for a Blunderbuss), climb up to right of skull and jump from end of passage to left edge. Climb up and open portcullis to enter secret area. Kill orcs which arrive from opening side walls, then grab Blunderbuss. Flick switch to activate the lift: kill orc and ride it down. Open portcullis and flick switch to open right wall, revealing chest and orc. Kill him, then grab the Anti-Magic Charms. Now follow the passage past junction and climb up to left at end. Go up slopes and follow passage round to return to the area outside the switches room. @{b}Sewer 3:@{ub} You've fallen into the incubation chamber of giant insects. So get read to slice up the insects which hatch from the pods - you can't attack the latter directly. Once they're all dead, the purple forcefield will drop. But before heading that way, open the opposite wall for a Flamethrower and ammo. Save it for when the ants start to attack in numbers. Head down the passage, killing gold ants - and watch out for poisonous red dragonflies. Slide down slope and kill red ant, then collect Health Potions, plus Antidote from left. Head right down passage, killing a gold ant behind you. Save at the skull, then slide down slopes. Kill more gold ants, then open opposite wall for Blunderbuss and ammo, and Antidotes. Head into purple cavern and kill golden ants which appear from opening walls - now's the time to use that Firethrower. Once they're dead, the exit will open. Go through and run to far side for Health, then fall through crumbling floor. Kill another of those giant spiders, then head right and push left wall. Just past it, open pods in left and right walls for Firefly, Fireballs, Blunderbuss Shots, and Rocket Launcher and ammo. Return to junction and take left fork this time to climb up block which you slid over. Collect Antidotes and kill spider in passage. Grab Blunderbuss Shots from secret area to right, then return to passage and carry straight on, killing dragonflies. Collect Rocket Launcher Shot and Razorspells en route to circular walkway. Kill more gold flies here and collect another Rocket Launcher Shot from dead fly. Now shoot the stalactites to drop them onto the insect queen below. If this doesn't kill her, go back round to secret area and drop through crumbling slab to fall into her chamber, then use the Rocket Launcher. Once the queen's dead, the sealed door will open, letting you exit the level on the lift. @{b}Sewer 4:@{ub} Save at skull, then enter the medusa chamber. Kill the two medusae which attack, trying to avoid their poisonous hits - more Antidotes can be found round to left and right from the entrance. Now venture further to find the final green-haired one, but avoid her icy glare which turns you to stone! If you see it coming, run away (it homes in on you) until it's expired. An Anti-Magic Charm is a bit of extra insurance to avoid being turned to stone. Kill her using Blunderbuss or spells - or get in behind and hack her horrible head off. Once you've killed all the medusae, two red portcullises will open, leading to treasure rooms. Return to entrance and resave, then hug left wall to find steps up to opened portcullis. Enter and open three chests for Razorspells, Health Potions, Fireball, and Bomb Shots. Exit room and head left, hugging left wall, running past double doors, to find some more steps. Climb up and enter second treasure room. Open chests for Bomb Shots, Fireball, War Pig, and Grenade Launcher with ammo. Then open back wall to find secret area. Open chest there for Ankh Of Vitality and Rocket Launcher with ammo. Exit and head back round (hugging right wall) to double doors. Go through and take lift up, ready to fight orcs up top. Follow passageway and climb steps to slaughter archers. Go round to right to open wall. Go to opposite side of pillar room and drop off to the right. Flick switches there to open portcullis back in pillar room. Don't flick switch on other side - it's a flame trap. Climb back up to room and kill orc to grab his Grenade Launcher. Enter opened portcullis, leading to antechamber. Kill orc archers and warriors to make shaman appear. Use Anti-Magic Charm if you have one and get in close to slash him with your sword, as he can deflect most of the damage from magic and missile attacks. Grab Health he leaves behind, then go through opened exit and hit gold button to complete level. @{b}Trench 1:@{ub} Go through portcullis and kill two ratmen in the first trench, then climb out. Watch out for mines as you run for the next trench - go round side. Drop in and kill the ratmen who come after you - this will deactivate the two cannons up top. Climb out again and up to the next level to one side and run for next trench. Slaughter ratmen and go down left lift. Kill club-wielding rat ogre in room, then open chest for Health Potions and Red Key. Go back up and take right lift down. Kill ratman, then open the wall opposite the lift for a secret area with a Coin and Health Potions. Head right, ready for rat ogres appearing from left alcoves. Follow passage round to portcullises. Don't open the right one - it's a flame trap. Go through the left portcullis and take the lift up, but jump out to the right before it pushes you into the spikes up top. Take the next lift up to a ledge. Fire bombs or grenades from here to kill ratmen below. Then drop onto the Silver Key. Kill ratmen in foxholes by wall, then drop into both to grab GrenadeLauncher and ammo. Climb back up and proceed forwards, killing ratmen in turrets but avoiding flame traps. Kill ratmen in trench and collect Golden Key beneath bridge, then cross to ledge with gravestones. You can't go down the lifts there, but ratmen will come up. Open final gate and ride lift up to complete the level. @{b}Trench 2:@{ub} Save at the skull, then stand on what looks like a lift and press SQUARE to be teleported to a secret ledge to collect Warding. Kill all ratmen in pillboxes, using Blunderbuss or Grenade Launcher, watching out for mines. Then take lift up into passage. Head left and follow corridor round and down ramps, ready for ratmen appearing from opening walls as you descend. Slaughter rat ogre in room, then continue into next passage and kill another shooting ratman. Ignore lift and continue round to crossroads. Kill ratman here, then save at skull. Head down corridor opposite skull, killing ratmen, to lift at end. Take it up to reach the command bunker. Press the gold switch to lower a wall outside. Now head back to the skull, save, then head left to exit the maze, but make sure you jump over the mine pit (where a lift was). Continue up the corridor to the original lift and take it down. Proceed past gold switch bunker and over dropped wall to find large control centre. Avoiding rockets fire from roof, shoot the ratmen inside, then go round the back and up the step to drop in through the hole. Open the chest for Strength, Razorspells, and Health Potions. Then take the lift (near where you dropped in) down out of the level. @{b}Trench 3:@{ub} Save at skull, then kill rat ogre. Once he's dead, pull all four levers to open exit above grey wall. Climb up there and collect four Health Potions. Follow passage either way to enter large room. If you really want to visit the level's only secret area (if you ask me, it's not worth it) head left and fall (a long way) through the crumbling floor there, then collect the Speed and quickly run into the teleport to avoid the flame trap and return up top. Emerging through either doorway, step onto the wall and it will drop you safely to the floor. However, danger lurks just around the corner, in the form of a giant rat! You need to kill it, and a second rat, to open the red portcullises. Either do this with normal weapons/spells, or run through the maze to lure them into the crumbling traps - activate by pulling the levers. To reach this room, hug the right wall through the maze and enter the right passage. Go through the exit and run past the gunfire from the ratmen up above to open the opposite wall. Save at the skull there, then head either left or right up a ramp. Open the grey gate and kill the ratman in the room to get the Red Key. You don't have to go through the sets of wooden doors, unless you feel like slaughtering a couple more ratmen. Go back down and go through the red portcullis. Grab the Warding from the near right corner. Kill all the ratmen in the room to open the gate to the rat king's chamber. The king and his two cronies appear as soon as you enter. For more room to manoeuvre retreat to the larger room. Once the king is dead, collect the Health Potions left behind, then go through the opened gate and hit the gold switch to finish the level. @{b}Inversion 1:@{ub} Go round the top, killing the ratmen to collect a Blunderbuss and ammo. Take the central lift down and save at the skull. Go through portcullis and kill ratmen - collect Coin left behind by one of them, Shoot barrels opposite entrance to reveal a chest. Open it for Fireballs, then kill the rat ogre. Open the wall to the left of the wooden door. The latter offers an easier route to the Red Key, through a secret area containing Blunderbuss Shot - open the wall at the end to reveal the Red Key. Now either quickly return through the wall before it closes, to return to the barrels room and go through the wooden door; or, for more ammo, head along the passage, killing the ratmen to collect Blunderbuss Shots - watch out for the grenadier ratmen through the door (get the Grenade Shot and Health Potions when he dies). From the area outside the wooden doors, go through the red portcullis and fight your way over bridge, watching out for grenade explosions. Go through wide portcullis, then grab Health Potions and Grenade Launcher, but don't go through portcullis for ammo - it's a deadly crumbling floor trap! Instead pull the right lever to open the wall opposite. Kill the rat musketeers and proceed down passage, slaughtering an ogre and more ratmen. Ignore the first portcullis on the right, which leads to that old crumbling trap. However, at the T-junction, pull the lever on the right to disable the trap, then go through the opening portcullis to grab the Grenade Launcher Shot. Return through same portcullis an open opposite one to exit level. @{b}Inversion 2:@{ub} Approach the first flame trap on the bridge to set it off. Wait till it's finished before going forth and repeating the process for the next two traps. Go through gate at end of bridge and save at skull. Go through doors and kill two rat ogres, then open chests for Bomb Shot, Health, Starspell, and Fireball. Through the next door lies big trouble in the form of a horde of ratmen. Killing the first three causes more to appear, so the best policy is to run right down the corridor (ignore left portcullis), dropping bombs, and go through the door. Kill ratmen there and open far right wall to find secret Health and Silver Key. Head through grey gate to take the chequered lift up. Go through doors and follow passage. Open wall on left to reveal Coins, Bomb Shots, and Blunderbuss Shots, but be ready for rat musketeers which appear. Once you've killed them, head round to the right, where a door opens to a coffin room ahead. Enter and open coffin to right of 'eyes' wall for Strength, Speed, and Bomb Shot. Open eyes wall and shuffle towards Silver Sword in next room to set off spears trap. Then grab it and open chests for Fireballs and Starspells - avoid stepping into the centre of the room again, which triggers more spears. Return to coffin room and kill ghosts with Silver Sword to open exit. Leave room and head right over the bridge. Open gate, ready to shoot rat musketeers in room. Step on chequered lift to go down. Open left silver portcullis and grab Flamelance - but step back quickly to avoid death by crumbling floor! Go through middle door and kill two rat ogres. Exit through left door and collect Warding and Health Potions to exit level. @{b}Inversion 3:@{ub} Cross bridge and shoot rat musketeers through door. Go through portcullis and kill more ratmen. There are four secret doors here, but the left two only reveal ratmen. Open the far right wall and kill ratman, then shoot musketeer through window. Flick switch and kill ratman behind opening wall. Exit to room and open secret door to enter room where musketeer was. Kill more ratmen who appear, then flick switch to open locked far gate. Go through it and take lift up. Save at the skull, then head left through door. Open portcullis to right and head left to open chest (for War Pig, Arc Of Power, and Health Potions) and grab Golden Key. Watch out: an imp in a boot appears behind you to kick you out of the window! Either open left wall and run back to save point; or drop onto bridge, turn around, and head through gates leading back to lift and up. Head down right corridor from skull, watching out for crumbling floor around corner - step back and do a running jump over it. Take lift up and enter large room. Head over to middle alcove to collect Starspells and Warding, but be ready for rat musketeers which appear behind you. Kill them, then the ratmen which appear to the left. Go through the gold portcullis to secret room. Open chest for Fireballs and Flamethrower Ammo, then use Silver Sword to kill ghost. Open right coffin for Jetspells and Razorspells - don't open middle coffin, as it contains another ghost. Exit to large room and go through double doors to kill more musketeers. Go through gate to bridge and blast musketeers at other end. Cross the bridge and open the gate to complete the level. @{b}Inversion 4:@{ub} Head left, ready to slaughter a horde of ratmen. Grab Flamelance, Warding, and Health Potions. Return to start and continue round other side, ready for yet more ratmen. Flick switch and ride lift down. Grab Flamethrower Ammo in room and head through opening gate onto bridge to save at skull. Drop off left of bridge onto one below to collect Rocket Launcher Shot, then teleport back up. Go through door at end of the bridge and kill more ratmen. For a chest containing Strength and Health Potions, go to end of left passage - but be ready to fight ghosts. Head back round past the entrance, but don't enter the teleport unless you particularly want an instant death! Instead, go round past lift to the two locked portcullises, slaughtering more ratmen. Open wall between them to reveal another lift, then take it up. Follow passage round to portcullis, killing ratmen. Go through portcullis and pull right lever (it matters!) to open next doors. The doors in the next room are distinguished by the number of torches above them. Open the one-torch doors and flick switch. Open the two-torch doors and flick switch, then quickly run through the opened three-tourch doors to exit and avoid falling through the crumbling floor. Go through next door and follow the passage. Step into the teleport to safely collect the Golden Key. Exit through the portcullis and open opposite one to collect Blunderbuss Shot, Starspell, and Health Potions. Go round to the lift and take it down. Enter left gold portcullis, then next one to find chest with Health Potions and Warding. Return to lift and open other gold portcullis and run left round outside, past two monsters - you can trap them using a lever to open a pit, but it's best just to leg it. Open the wooden door to complete level. @{b}Inversion 5:@{ub} See that little chalk arrow just before the bridge junction? Well drop off where it's pointing to land on a secret platform with Grenade Launcher Shot, Warding, and Invisibilty. The platform is a lift, so press SQUARE to raise it back to bridge. Carry straight on through normal portcullis (gold one is obviously locked). Use invisibility to sneak up on rat ogres in turn and slay them. Flick switch in right pillar to disable crumbling floor under Golden Key. Now open portcullis to collect it. Open wall to right of (facing entrance). Follow passage and open right gold portcullis (left one leads to nasty spears trap). Open next portcullis and turn around quickly to shoot the ratmen behind the dropping wall. When they're dead, the portcullis near them opens: go through it. Shoot more ratmen and collect the Ankh Of Vitality and Flamelance. Flick golden switch and head back to bridge. Go through gold portcullis and save at skull. Open chests for Health Potions, Fireballs and Blunderbuss Shots. Step on lift and pull lever to ascend. Get Blunderbuss ready to shoot four rat grenadiers in alcoves at top. The alcove switches are timed-based, so you have to be quick. Jump over the alcove with two torches outside and flick switch, then quickly jump back to lift and left over to the other switch. Flick it to open portcullises, then jump quickly back to lift. If you want lots of ammo, jump over to left portcullis to collect Rocket Launcher Shots and Strength. If the portcullis shuts while you're on the ledge, go to open it and you'll be teleported back to lift. Then repeat switches trick and go through other portcullis to collect Red Key. Pull lever there to disable flame trap and teleport back to lift. Now take lift back down, and resave, then open red portcullis to complete level. @{b}Inversion 6:@{ub} Walk to the end of the bridge and drop onto turtle's back - if it's already gone, wait for it to return. Ride it into the room and shoot ratmen. Jump off and open left gate, but step back to shoot released ratmen and ogre. Reopen gate to claim Fireflies on ledge. Return to room and activate banner to teleport to bottom of pit (secret area) to collect Ankh Of Vitality (the only safe way to get it from pit) and teleport back out. Now head through and follow passage and save at skull. Continue round passage and kill ratman and ogre. Go through right gate to kill two more ratmen. Collect Health Potions, Strength, and Speed off the shelf. Go through doors and activate banner to right to open secret chest for Fireball and Firefly. Go round corner to collect Bomb Shots. Go through next doors and kill two rat ogres in the passage. Open left wall at end of passage to return to original landing. Go down passage to resave at skull, then come back up and activate banner to open doors. Go through to complete the level. @{b}Inversion 7:@{ub} Drop off middle of bridge to collect Warding on lower bridge, then teleport back up. Go through gate at end up bridge and round to right to save at skull. Don't go through the gate here, as you'll fall right into the robots' arena, resulting in almost certain death. Instead flick the two switches (time-based), then quickly head round to the left to step into the teleport. Run away from window to evade flames from robot. Open gate and step onto turtle. Press SQUARE to ride it up till it stops at upper ledge with opening gate. Go through and open right wall. Follow passage round, through portcullis, to collect Bomb Shots. Open wall and head round passage to collect Grenade Launcher with ammo. Flick switch there and exit through doors, then step onto teleport. Collect Grenade Launcher Shots on ledge, then launch grenades into open doorways ahead and to right to destroy robots below. Drop down and grab Firethrower Ammo, then go through gate. Open right coffin for Rocket Launcher Shots, but be ready for ghosts. Collect Health Potions on left, then teleport. Go through gate and open right wall for secret Flamelance and Rocket Launcher Shots. Head round passage and go through wooden door to complete the level. @{b}Inversion 8:@{ub} Drop off middle of ledge and save at skull. Grab the Health and step teleport, but watch out you don't fall off the upper bridge when you return. Get ready to blast flaming robot on other end of bridge. Go through gate gate and shoot two grenadiers on ledges. Go down on the lift and blast two rat ogres as you collect all the goodies from the chests: Grenade Launcher with ammo, Rocket Launcher Shots, Fireballs, War Pig, and Ankh Of Vitality. Watch out for one or two flaming robots which appear - blast them with the Flamelance or Fireballs. When the central red lift starts to descend, go back up on the lift, then flick the switch to lower it (without you). The reason for this is that the big robot is about to make an appearance. The safestt way to defeat it is by dropping war pigs, bombs or grenades from above (bouncing the latter off the ledge walls). Once the robot's destroyed, the red lift starts to descend: run straight for it: you need to get down there quickly or the drop will be fatal. Ahead is a turtle waiting to carry youy off. To land on his back (and not the spikes beyond) do a standing jump from the edge of the lift. Press SQUARE to ride him out of the level. @{b}Inversion 9:@{ub} Save at the skull before the turtle starts moving. Ride it along, automatically collecting the Grenade Launcher and ammo. Get ready to shoot the ratman and flaming robots in the bunkers to the sides, plus a couple on other turtles. Keep looking around to spot enemies, and switch between Grenade Launcher or Flamelance accordingly. After you've shot the second turtle ride, get ready to jump over to his mount - when the words 'watch out' appear on screen. If you stay on your own turtle, you'll soon be knocked off its back as at flies under a bunker. Shoot another robot and ratmen to sides, then another turtle rider to the right. After next bunkers, watch out for two turtle riders - one each side. When turtle reaches ledge, jump off and save at skull. Now to get both secrets you'll have to be quick. Follow passage to large room and run left to drop into lift shaft for Charm Of Icy Cool and Ankh Of Vitality. As soon as you teleport up, turn right and run into second shaft to collect Rocket Launcher Shots, Grenade Launcher Shots, and Arc Of Power. Now retreat from the two flaming robots and use grenades or whatever you fancy to destroy them. If you want, grab the pick-ups (Health Potions, Grenade Launcher Shots, Bomb Shots, War Pigs) in the far right and left corner beforehand - there are tougher foes to come! Resave at the skull, if you want. The next confrontation is with two large robots, so you're best off blasting them from the safety of the corridor - they're too tall to follow you. Once they're destroyed, you'll have to re-enter the large rooms to make the final enemies appear: two scorpion robots. Again, retreat to the corridor to blast them with heavy weaponry - although these guys can actually enter the corridor if you give them a chance. Once they're destroyed, resave at the skull, then collect any missed power-ups in the arena before exiting the level on the far right corner lift. @{b}Dragon 1:@{ub} Go through into the large room and slay all the knights there - if you want to do it hand-to-hand, there's a Silver Sword just around to the right from the entrance. To the right of the passage opposite the entrance, there's a hidden door. Open it and kill a couple more knights. Then open the next wall and quickly step back to avoid the flame trap. Once it's finished its business, flick the switch and save at the skull which appears. Watch out for the left flame trap upon exiting back to main room. Kill some more knights there, then step on the central lift and take it down. See those flames? Just run through them. Although the right lever turns them off, it also activates a much nastier (ie fatal) trap when you enter the room. Collect the Fireballs, Health Potions, ans Venom Sword (save the latter for later). Onen the chests for Arc Of Power, Warding, Strength, Rocket Launcher Shots, and Speed. Go back up on the lift by pressing the right switch (as you enter it). Resave at the skull, if you want. Back in the room, open the wall to the left of the portcullis exit, but step aside to avoid the arrows fired by knights within - a couple of grenades chucked into the room will see them off. Enter and flick the golden switch, then return to the room and head through the opened exit portcullis. Go through, ready to fight three more knights in the next room. Grab the Golden Key left behind and open the gold portcullis. Take the lift up and get ready for a big battlr with the terrifying Bloodbeast. Make sure to avoid the powerful bolts it launches from its tail. The beast is invulnerable to most forms of attack, apart from the Venom Sword (the one you just collected). Use Warding and Strength, then get in close to slice its forehead and make that green blood flow. Once it's dead, use Antidote to cure poison if necessary. Enter two portcullises and open the chests for Charm Of Icy Cool, Ankh Of Vitality, Blunderbuss Shots, Grenade Launcher Shots, and Silver Sword. Head towards steps on other side of cave, but don't drop down pit. Slaughter knights in the next room - one behind right opening wall leaves behind Antidote and Jetspells. Fight your way to the lift and take it down to complete the level. @{b}Dragon 2:@{ub} Go forward through portcullis and descend on the lift. Go to the rear left pillar in large room and pull the lever (the other ones summon high priestesses), then head to the right of the room to collect Rock Launcher Shots. Flick golden switch there and return to the main room. Go up on the lift and pull the lever there to open a door. Go back down and run into passage (behind other portcullis) and go through opened door before it closes again. Now you've got trouble as a load of high priestesses are ready to zap you from the narrow walkways above the dragon arena. Use Anti-Maagic Charm or Warding, then go and slice them with the Silver Sword (using Strength if you want). Cure yourself with an Antidote if poisoned. Flick the four levers in the corners to remove the teleports around the central lever. Now go and flick the latter to open the door at the end of the arena. Drop down and head over there, flicking all six golden switches en route. Open the chests in the room for Health and Antidote, then the wall for secret area containing Speed and Strength. If you flicked all the golden switches, the portcullis will be open, enabling you to collect the Red Sword. You need the latter to slay the released Hydra dragon in the arena. Use Warding and Strength, then slash at each of its three heads, avoiding the flame breath of the middle one. Once it's dead, head back through the door and step into the teleport which appears. Back on the ledge, go through the now-opened doors and step on the lift to descend out of the level. @{b}Dragon 3:@{ub} Save at skull, then go through the passage into the large arena - keep moving to avoid the exploding missiles and flame breath of the purple dragon, Vilefor. To kill him you'll need the Black Spirit Sword - yep, the one locked in that cage in the middle of the arena. To open it, you have to flick three gold switches found around the level. Assuming the direction of entry into the arena to be north, head west (left) from the centre and open the gate. Go up twice on the lift (by pressing the 'up' gold button to reach the top walkway. Flick the switch just to the right of the lift to open a hidden door back in the lift shaft. Go there and grab the Flamelance, then flick the switch and jump left to avoid bolt trap. Turn round and flick the now-revealed gold switch. Return to the walkway and turn south (right). Open the gate and collect the Ankh Of Vitality. Flick the switch to open the way for the second gold switch. The purple floor will crumble, dropping you (safely) back to ground level. Head north and go up via lift to top level. Flick the gold switch at the back of the lift shaft and collect the Warding. Take lift back down to ground level. If you want, go to northwest corner and flick switch to open wall, then take red lift up to collect Flamelance from ledge. Go back down and over to northeast corner, then flick switch to open wall. Take red lift up to ledge to collect Ankh Of Vitality and flick the switch to open up the third gold switch. Take lift back down and exit to arena. Go through east gate and take lift up to middle level. Grab Ankh Of Vitality, then flick gold switch at the back of lift shaft to raise Black Sword out of its cage. Now take lift to top and go and collect the sword in the middle of the walkways. Now you have everything you need to slay the dragon. Use the cannons on each side of the middle level to shoot fireballs at the beast when he's near the top. To finish him off, go up to the top level and, while avoiding his fireballs, wait for him to hover above you and lean his head down. Use Warding and swipe that Black Sword to slash at his scaly head. You'll have to repeat this process a few times to defeat him. Once he's dead, return to the floor and exit through the portcullis at the back of the north lift shaft. @{b}Dragon 4:@{ub} One thing to remember in the final arena is to keep moving to avoid Melkor's lightning bolts and explodinf spiky missiles. The dragon will also try to hover near you if you stay stationary, in which case it'll breathe you in flames, fireballs, and red lightning bolts. Run forward out of the start lift and use the save point to the right. Flick the switch on the left to open the wall. Run round the upper walkway, avoiding the stone blocks which fall - spelling instant death if they land on you. Pull the lower lever (the upper one requires a Silver Key), then run back round the walkway, past the lift. Continue round to find the Silver Key. Return to the Silver Key lever and pull it. The wall to the right will open: so go through. Enter the portcullis there and take the lift down. Exit to the corridor, but beware the collapsing floor: quickly run and jump over the lighter-coloured slab to avoid a spiky death. As you enter the room, a wall will close - you need to get the Golden Key to open it. Pull the lever under the block and don't move. Two blocks will slam down, one of which stays put: climb onto it and pull the lever there to open the portcullis and gate. Carefully enter the portcullis and pull the lever to the right to disable the trap. Flick the other switch to open the wall, then enter to collect Speed. Pull the lever in there to lower several blocks back outside - watch out, they're trapped. To avoid the trap, climb up the right end of the new block in the middle of the room and immediately jump back to avoid the sliding block. Wait for the second block to slide across and return, then climb up to the high block and grab Flamelance, then pull the lever to open the other hidden door in the red room. Drop down and enter there to get a Charm Of Icy Cool and the Golden Key. Back outside, open the Golden Key wall and shuffle forwards the Anti-Magic Charm to make two slabs crumble. Do standing jumps over the pits, then go through the gate to return to the arena. The arena has four main areas: three circular walkways (you're currently on the middle one) and a platform in the centre of the chamber, where the dragon lands. The walkways and platform are linked by a series of teleporters. Use these to move between the lower two walkways and the platform. You can teleport under the platform to collect all the pick-ups. On the lower walkway, collect the Red Key and go through the Red Key door (grab the Rocket Launcher Shot near it). You'll run down a corridor and into a room with two raised sides. There's a Red Sword over a pit ahead - don't jump over there yet or you'll be hammered by lightning bolts. Climb up to the left and open the hidden door, then jump right to avoid the fireball trap. Flick the switch inside to open the next hidden door on the other end of the ledge - you have a limited time to reach it, weaving past the fireballs. Get Strength in new room and flick switch to open the next hidden door over on the other ledge. Once you enter the new room, the door closes and the flame traps begin - best to use a Charm Of Icy Cool. If you survive this, the floor lowers and you have a limited time to pull the next switch before the floor returns to its start position. You now have a time limit to run to the last door, dodging more fireballs. Once inside, pull the final lever to lower a wall, making the lightning trap safe. You can collect now the final pick-ups and the elusive Red Sword. Now you can properly fight the dragon. Go to the middle walkway and fire loads of Flamelance shots at Melkor. He should go and land on the central platform, so jump over there (grabbing midair power-ups) and activate Strength and Warding - if necessary, use another Charm Of Icy Cool and an Anti-Magic Charm. Switch to the Red Sword and keep slashing away at the dragon. You may have to repeat this process to kill him. @endnode @node "Bloody_Roar" "Bloody Roar" @{b}BLOODY ROAR@{ub} Here are some cheats for this cool game: Mekon Heads: To give the fighters heads the size of Dan Dare's arch enemy, the Mekon, play the game on a normal mode and put the cursor over a pugilist on the character selection screen, then hold L2 and press CIRCLE. Small Fighters: To give your fighters into midgets, put the cursor over a pugilist on the character selection screen, then hold R2 and press CIRCLE. Big Ring: Kick the shit out of ten or more characters on Survival mode to get the large ring option. Shrunken Ring: Finish the game with Greg on a skill setting of four or more to get the option to fight in a small ring. Open Ring: Finish the game with Mitsuko on a skill setting of four or more to get the option to fight without walls. Blind-man Walls: Finish the game with Fox on a skill setting of four or more to get the option to fight in an arena with invisible walls. Healing Mode: Finish the game with Bakuryu on a skill setting of four or more to get the option to fight with slowly returning energy. No Health: Finish the game with Yugo on a skill setting of four or more to get the option to fight without energy bars. Cameraman: Finish the game with Alice on a skill setting of four or more to get the option to control the camera position. Trippy Mode: Finish the game with all the fighters on a skill setting of four or more to get the option to fight in arenas with far-out scenery. Lightning Conductor: Finish the game with Long on a skill setting of four or more to get the option to turn lightning off. No Bandits: Finish the game with Gado on a skill setting of four or more to get the option to prevent all blocking. Monkey Men: Finish the game without continuing on a skill setting of four or more to get the option to lengthen the fighters' arms! Extra Costume: Complete Time Attack mode in under ten minutes and you will be able to choose Alice in her school uniform, you weirdos. Hooks Nice: Press SELECT as you strike the knockout blow during a fight to view the replay from different angles. Change Scenery: When you complete the game on Arcade mode you can change each character's ending screen scenery by holding LEFT or RIGHT on the D-pad. @endnode @node "Bushido_Blade" "Bushido Blade" @{b}BUSHIDO BLADE@{ub} @{fg shine}Play A Link-Up Game With Only One Disc:@{fg text} If you are shy on cash and can't afford two copies of this bloodthirsty game, don't fret: you too can have a link-up kill-fest with just one disc. Simply load up the game on one machine then select link-up mode. Take the disc out of the machine, then load it up on the other Playstation. Select link-up mode on the second Playstation, then select weapons and characters to begin the link up. The game should freeze at this point: now put the disc back in the first Playstation and the link-up game will load up! If the game freezes again, keep swapping the disc to unfreeze it. @{fg shine}Second Endings:@{fg text} To see the alternate endings, you must follow these rules stricly: 1. The Bushido Blade 'Code Of Honour' must be obeyed at all times. 2. You must not take any hits until you face the final boss. Defeat the first opponent without taking a hit, no matter how slight. When you face the second opponent, hold down L1 and run to the well at the construction site. Before jumping into the well, take out your opponent's legs - this way you won't have to face them before jumping to the fifth fight. Defeat the fifth opponent and the following four bosses without receiving a hit. You'll face one of three hidden bosses: Kindati, Hongou or Black Lotus (in bandages). Defeat them (the no-hit rule doesn't matter anymore) then use as many continues as necessary to defeat the final boss and reveal the hidden ending for that character. @{fg shine}Obtaining Katze:@{fg text} The ultimate test of your skill can be found in Slash Mode; because at the end of it lies the opportunity to control and select Katze as your character. However you must kill all 100 opponents WITHOUT getting killed - that means no continues at all. If you die, you must exit Slash Mode, then begin again from opponent number one. Once you've completed this near impossible task, you can choose Katze in Vs Mode and Practice Mode. Just move the selection box off the side of the screen next to Red Shadow or Kannuki. If done correctly, there will be no cursor or character shown. To select Katze, simply press O. @endnode @node "Bubble_Bobble" "Bubble Bobble" @{b}BUBBLE BOBBLE@{ub} @{b}Here's a cheat for this all-time classic:@{ub} On the start screen, press DOWN, UP, DOWN, UP, RIGHT, DOWN, LEFT, DOWN, UP, DOWN. A message will appear to signify that the code has been entered correctly. When the message has come up, start a game as normal then, during play, press the following buttons: R1: Skip to next level. L1: Return to previous level. R2: Bring up an options menu. L2: Confirm selections on the options menu. @endnode @node "Critical_Depth" "Critical Depth" @{b}CRITICAL DEPTH@{ub} Here are some cheats. You need to input these whilst playing the game: Make Enemies Drop Their Pods: L1, R1, L1, R1, UP, DOWN, LEFT, UP. Increased Fire Power: Press R1, R2, R1, R2, UP, DOWN, UP, DOWN. Invulnerability: L1, R1, L1, R1, UP, DOWN, LEFT, RIGHT. Infinite Weapons: Press:- L1, R1, L1, R1, UP, DOWN, LEFT, DOWN. Rub-A-Dub Sub: There are four hidden subs for you to uncover in this watery game. These are as follows:- Mr Phatt: Complete the game on the Medium difficulty setting and you will be the proud owner of Mr Phatt's nifty little submersible. Agent 326: Agent 326 becomes available when you have completed the game on the Hard level using Mr Phatt's submarine. Abadon: If you want Abadon in your inventory, completing the game on Hard using Agent 326 is the only way to do it. Oversteer: To get this rather lethal chappie to float around in, you have to complete the game with all the initial characters. More Lives: There are extra lives secreted throughout the murky depths of the ocean. These are but a few we have found, which are listed below:- Red Sea: Head into the underground passageway and look for the room with seven statues sitting on thrones. The statues at the sides can be destroyed for items, but you should head over to the statue seated on its own. Lay down a remote bomb or a couple of depth charges to demolish it and you will reveal a secret area. Destroy the statues in the new area to find the extra life, along with a few other goodies. Indian Ocean: Look for a room with two loops inside. When you find it, steer you craft through them and then head over to the starfish-covered wall. Blast the starfish with a load of explosives, then proceed to the passage you will have uncovered. Eventually, you'll discover a cave with a set of crystals inside. Fire torpedoes at the crystals until they each activate a glowing sphere. When this is done, an extra life will appear. The Mediterranean: Find the tall statue and leather it to tool yourself up with some pilot torpedoes. Steer you sub beneath the statue's feet to the darkness below. You will reach critical depth, but keep going down until you find a passageway. Go inside and head up so that you are out of danger, then look for a door. Line up in front of the door's keyhole and fire a torpedo through - make sure it goes through, then use a pilot torpedo. Steer the pilot torpedo through the tunnel until you catch sight of a bowl on a plinth. This will open the door. Go through the door and into the room where you shot the bowl and steer over to the bowl on the shelf. Shoot the bowl and pick up the key, then return to the temple above. Open the door between the statues of women and blow up the table to reveal an extra life. @endnode @node "NFL_Gameplay98" "NFL Gameplay '98" @{b}NFL GAMEPLAY '98@{ub} Here are some cheats: Password Screen: To activate the password screen, press L1+L2+R1+R2 on the main menu. Then you can input the following codes (listed below) for a laugh: AIR ATTACK - CPU always passes. CLOUD OF DUST - CPU always does run plays. INVISIBLE - only shadows. COOKIE NUTTER - players are two dimensional. AHAB - players are missing legs. FLAT LAND - players are flat. CPU DEFENCE - better computer defence. QUIET CROWD - quiet fans. CPU OFFENCE - better computer offence. CRUNCH TIME - makes hits louder. DEEP GRAY - CPU remembers more plays. HATCHET - harder to tackle runner. LOUD MOUTH - loud announcer. NYSE - juices swim move. PSYCHIC - CPU cheats on play-calling. SHOW OFF - dives, press jump in the air and keep running. @endnode @node "RayTracers" "Ray Tracers" @{b}RAY TRACERS@{ub} Some Cheats... Drive Tsumujikaze: Beat Tsumuji in Time Attack moe and you can play the game with Tsumujikaze. Drive Whit Vestal: Finish the game with each car without using any continues. Drive Black Vestal: Finish the game whilst driving the White Vestal. @endnode @node "Steel_Rein" "Steel Reign" @{b}STEEL REIGN@{ub} All the cheats below have to be entered on the main menu and with considerable speed: Invincibility: L2, L1, R2, O, SQUARE, O, O, L1, L2, L1 Secret Tanks: L1, L2, L1, O, SQUARE, O, O, L2, L1, R2 Extra Level: L1, L2, L1, L2, R2, R1, SQUARE, O, SQUARE, SQUARE @endnode @node "Fifa98" "Fifa '98" @{b}FIFA '98@{ub} Here a cheat for loadsa money: Mo' Money: From the main menu, select Customize Squad, then Team Edit. Pick the club side of your choice and press: SQUARE, X, SQUARE, L2, L1. You can now highlight the club's money and increase it to however much you want. To save time, and for really big money, hold g to reduce it past zero, so it wraps around to £999,999,999K. However, a maximum of £131,000K appears when you visit the Club Transfers screen to buy some world-class players, so it's best to customise a top team such as AC Milan. Note: Once you've altered your money, don't toggle the Shirt/Shorts/Socks or it'll return to the original amount. @endnode @node "NHL98" "NHL '98" @{b}NHL '98@{ub} Here are some cheats... Big Heads: Enter BRAINY as a password. Kid Players: Enter NHLKIDS as a password. Mutant Players: Enter PLAYTIME as a password. Play Against England: Enter GIPTEA as a password. Change Jersey: Enter 3RD as a password. Huge Players: Enter BIGBIG as a password. Play As /the EA Blades Team: Enter EAEA0 as a password. Add The Programmers To The Free Agent List: Enter FREEEA as a password. View The Stanley Cup Video: Enter STANLEY as a password. @endnode @node "Total_Drivin" "Total Drivin'" @{b}TOTAL DRIVIN'@{ub} A car boot full of cheats for Total Drivin now follows. Incredible as they sound, those rythmic cheats really do work! Scotland Level Warp: Whilst racing on the Scotland 3 track, just before you get to the woods, hit the cliff on the right so that you land on the right-hand side of the woods. Drive straight forwards into the sign and you should hit a glowing ball. If you hit it correctly, the screen will shrink and the words 'loading extra level' will appear. Switzerland Level Warp: Begin on Switzerland Level 1 and start the race. Follow the track through the village and under the cable-car. You will enter a tunnel, which you should continue through until you cross a small bridge. To your left are a number of buildings. Drive off the road, and round the back of these buildings. You will see a yellow and red spinning shape. Drive into this and you will be transported to a bonus level. Hong Kong Level Warp: Drive around the circuit on Hong Kong Level 5, until you reach a dirt track. Once on the track, you will eventually come to a small low bridge across a small stream. Get off the road and quickly try to drive under the bridge. Drive into the orange ball under the bridge in the middle of the stream to start the bonus level. Access All Switzerland Levels: Tap out the rhythm to the song "Doe, a deer, a female deer" (from the Sound Of Music!) on the main selection screen with the R1 button - use the flashing cursor on the screen to keep time. Now wait a few seconds: if you've successfully entered the code, you'll hear an engine roar, and when you go to the Course Select option, all the Switzerland levels will have the words "Track Complete" emblazoned across them. Access All Moscow Levels: As above cheat, but replace "Doe, a deer..." with "Jingle bells, jingle bells, jingle all the way". Access All Scotland Levels: As above, but replace "Doe a deer..." with "Hark, where the night is falling", from Scotland The Brave. Access 4 Player Tracks In 2 Player Mode (And Vice Versa): As above, but replace "Doe, a deer..." with "Zip-e-dee-doo-dah, zip-e-dee-ay". Now, when playing in 2 Player Split-Screen mode, you will be given access to six new tracks. Also, when playing in 4 Player Link-Up mode, you will be able to race the tracks usually reserved for 2 player racing. @endnode @node "MDK" @{b}MDK@{ub} Some cheats. Note: you need to enter these codes during play, apart from the level select one which is at the bottom of this list of cheats, which needs to be entered on the main menu screen. Invulnerability: Pause the game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: O, TRIANGLE, TRIANGLE, O, RIGHT, UP, LEFT, L1, SQUARE. Bones Air Strike: Pause the game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: TRIANGLE, RIGHT, O, LEFT, LEFT, O, TRIANGLE, TRIANGLE, L1, RIGHT. Note: This code may only be enabled during the last level of the game. Cow Strike: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: UP, DOWN, DOWN, R1, RIGHT. Faster Speed: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: RIGHT, O, TRIANGLE, O, X. Press R2 during play to activate faster speed. Extra Airstrike: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: DOWN, UP, O, DOWN, UP, DOWN, L1. World's Most Interesting Bomb Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: DOWN, RIGHT, O, O, LEFT, LEFT, UP, SQUARE, TRIANGLE. Dummy Decoy: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: X, L1, RIGHT, O, X, UP, SQUARE. Super Chain Gun: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: LEFT, L1, DOWN, SQUARE, TRIANGLE, UP, DOWN. Grenade: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: TRIANGLE, O, SQUARE, L1, RIGHT. Seal: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: O, TRIANGLE, TRIANGLE, L1, RIGHT. Note: This code may only be enabled during the last level of the game. Homing Sniper Grenade: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: LEFT, UP, X, SQUARE, L1, R1, RIGHT. Mortar: Pause the game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: LEFT, L1, TRIANGLE, SQUARE, RIGHT, O, LEFT, LEFT. World's Smallest Nuke: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: DOWN, UP, SQUARE, TRIANGLE, DOWN, O, O, RIGHT. Sniper Grenade: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: UP, SQUARE, L1, LEFT, O, TRIANGLE. Thumper Weapon: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediatelt pause the game again. Press: DOWN, UP, LEFT, LEFT, TRIANGLE, UP, RIGHT, DOWN. Twister Weapon: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: DOWN, L1, SQUARE, TRIANGLE, RIGHT, UP, X. Bones Seal: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: TRIANGLE, RIGHT, O, LEFT, LEFT. Super Gun: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: RIGHT, UP, DOWN, L1, DOWN, O, LEFT, LEFT. Homing Bullets: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: SQUARE, L1, L1, RIGHT. Full Hit Points: Pause game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: RIGHT, L1, SQUARE, TRIANGLE, L1, DOWN. Nodie: Pause the game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press, O, TRIANGLE, TRIANGLE, O, RIGHT, UP, LEFT, L1, SQUARE. Earthworm Jim Power-Up: Pause the game. Press: DOWN, L1, UP, SQUARE. Resume play and immediately pause the game again. Press: UP, DOWN, DOWN, L1, RIGHT. Level Select: On the menu screen, hold L1 + L2 + R1 + R2 and press UP, RIGHT, TRIANGLE, O, RIGHT, then quickly release the buttons so that the stage select text stays on screen. Now press SQUARE to change level; O to change arena. @endnode @node "Cool_Boarders2" "Cool Boarders 2" @{b}COOL BOARDERS 2@{ub} Here are some hidden extra's for the game, and how to access them, as well as a couple of cheats for the game: Alien Nation: To play as the Gray (alien) you have to score more than 40 on the halfpipe. Snowman: To add the Snowman to your list of characters, you have to do all 100 moves in Master mode successfully. Get The Boss: To play as the hardcore Boss, you have to come first in a championship in Mirror mode. He will then be selectable in Freestyle mode. Mirrored Tracks: To play the tracks mirrored you have to come first in Competition mode. Extra Track: To get the tenth course, Dive Into The Cave, you have to complete all 100 tricks in Big Air or Master mode. Freestyle SP Board: Complete Freestyle mode in first place for the Trick category on at least five courses. Note: The board is available in all modes except Competition. All-Around SP Board: Complete Freestyle mode in first place for the Total category on at least five courses. Note: The board is not available in Competition and Halfpipe modes. Alpine SP Board: Complete Freestyle mode in first place for the Time category on at least five courses. Note: this board is not available in Competition and Halfpipe modes. Hard Mode: Come first in the Mirror Mode championship to make the whole game tougher. Pervy Outfits! Highlight the Big Air option on the main menu and press e, R1, a, R1, e, R2, a, R2, a, a, R1, e, e, R2. Cindy will now be wearing a rather skimpy leaher outfit(!), while Irin dons a school uniform (apart from in Competition mode). You can alter the outfits by pressing 5 and moving g or c. @endnode @node "NHL_Faceoff98" "NHL Faceoff '98" @{b}NHL FACEOFF '98@{ub} Here are some cheats: Choose Roster, then Create Player. Now input any name from the list below: RAJA ALTENHOFF TOM BRASKI STEVE BRASKI DAVE BRICKHILL CRAIG BROADBROOKS PETER DILLE JOSH HASSIN JODY KELSEY TAWN KRAMER CRAIG OSTRANDER JOHN REHLING KELLY RYAN ALAN SCALES CHRIS WALEY Now press TRIANGLE to exit. Select Create Player again and press L1 to see your new super player with a 99 rating for every attribute. Note that you can change his number, weight, and height, and switch his position to a defender (D). Just don't change him into a goalie (G) or all those super stats will be wiped. Note that you create more super players with the same name. You can also create great goalies by entering any name and upping all their attributes to 90 - giving them an overall rating of 99. To add the created super players to your team, select Sign Free Agent from the Roster menu. If you have too many players, select Release Player from the Roster menu. By gradually releasing existing players from your team, you can sign a whole team of super players. You should now be able to wipe the floor with any opposing side. @endnode @node "Actua_Ice_Hockey" "Actua Ice Hockey" @{b}ACTUA ICE HOCKEY@{ub} Here are some tips: @{fg shine}Defending:@{fg text} @{b}Tackling:@{ub} Use the tackle button to scoop the puck out with your stick. This is particularly effective if you attack from the side, as you can knock the puck out before the opposing player realises, leaving him flat-footed. It's not a good idea to tackle from the front, as your guy will get barrelled over and skated on, but you can tackle from the rear with mixed success. @{b}Barging:@{ub} An equally effective method of recovering the puck is to barge the player curretly in possession to one side so that you can grab the puck from under his nose. Make sure you are controlling a strong player when trying this, as you can easily be flung to the ground with a weaker one. Barging can also be quite useful for knocking the opposing player off line with the goal yo prevent them from lining up a shot. @{b}Charging:@{ub} This is a harsher version of barging where you effectively crash into the opposing player with the intention of knocking him to the ground. Use the speed button to increase the momentum of your tackling player, then steer him straight into the guy with the puck. A successful collision will result in the opponent being floored, allowing you to skate over his face and grab the puck. Ramming a player when he's against the wall can cause them severe injury and often results in a fight, so do it often to wear down the opposing team! @{fg shine}Lowdown Sneaky Tips:@{fg text} @{b}Offside:@{ub} If caught on the breakaway with few defenders to stop a likely goal, move your men across the blue line as fast as you can so that the advancing attackers are caught in an offside trap. Even though this tactic is nonsense as far as the real sport's concerned, it seems to work about half the time in this game! @{b}Put That Puck Down:@{ub} When facing a lot of defenders with few men on an attacking run, keep pounding the puck at the poor beleaguered net-minder so that he'll eventually grab it and a 'frozen puck' violation will be called. This will allow you to get more men into goal-scoring position when the face-off is held. @{b}Hit 'Em:@{ub} If you have the timer set for a 2 or 5 minute period duration, you can foul the opposing team as much as you want. When your men get send to the sin bin for 2 minutes, they will return almost immediately. This is because a 2 minute suspension in a 6 minute game is equivalent to a full 12 real-time seconds on the bench. @{b}Team Selection:@{ub} Definitely a good way to win is to pick the best team. To help you judge which team is worth taking on the ice, follow this simple guide: @{b}Country...............Rating (%)@{ub} Canada........................85 USA...........................84 Sweden........................76 Czech Republic................74 Russia........................73 Findland......................70 Italy.........................63 Slovakia......................61 Germany.......................57 France........................53 Austria.......................51 Belorussia....................50 Kazakhstan....................47 Great Britain.................47 Norway........................43 Switzerland...................34 Poland........................19 Japan.........................16 Netherlands...................15 Denmark.......................10 @endnode @node "Brahma_Force" "Brahma_Force" @{b}Brahma Force@{ub} @{fg shine}Here's the cheats for this cool game:@{fg text} Cheats: To reduce the fighting ability of enemy drones, hold DIAGONAL-UP-RIGHT+X+SQUARE then press START on the 'press start' screen. Give it Some: If you're the kind of dude that revels in warfare and spits bullets at the opposition, press L1, R1, L2, R2, SQUARE, X, TRIANGLE, O on the title screen to play a tougher version of the game. Let's Get High: If you manage to finish the game in under an hour and a half, hold L1+L2 and press X on pad 2. Then when you start a gameyou can use (on pad 1) R2 to levitate and L1 to lower your mech. Marines We Are Leaving: To skip the level you are playing, select the memory card options from the select screen and load up the level you are currently on from your saved games. Whilst the memory card is loading, keep hitting START until the save game message appears. Select yes or no as you prefer and exit. You will now begin the next level. T Minus One: If you manage to complete the entire game in under an hour and a half, press START on the title screen to get a special menu that allows you to view all FMV, play any level and mess about with the sound options. In addition, when you complete the game you will also be able to see all the secret areas on the map. @endnode @node "Skull_Monkeys" "Skull Monkeys" @{b}Skull Monkeys@{ub} @{fg shine}Here are the passwords and some tips for this wacky game:@{fg text} @{b}Monkey Shrines:@{ub} R2, R2, SQUARE, SQUARE @{b}Hard Boiler:@{ub} R2, SQUARE, R2, R1, SQUARE, X, R1, X, X, R1, TRIANGLE @{b}Sno:@{ub} CIRCLE, TRIANGLE, SQUARE, TRIANGLE, O, R1, R1, L1, X, R1, SQUARE @{b}Elevated Structure of Terror:@{ub} L1, L1, SQUARE, L1, SQUARE, R1, SQUARE, L1, SQUARE @{b}Castle De Los Muertos:@{ub} O, L1, X, TRIANGLE, SQUARE, X, X, X, L1, R1 @{b}YNT Death Garden:@{ub} SQUARE, R1, O, L1, O, R1, O, L1, X, X, SQUARE, R2 @{b}YNT Mines:@{ub} X, SQUARE, X, TRIANGLE, X, X, SQUARE, L1, SQUARE, SQUARE @{b}YNT Weeds:@{ub} TRIANGLE, R2, TRIANGLE, TRIANGLE, SQUARE, X, O, L1, SQUARE, TRIANGLE, SQUARE, SQUARE Evil Engine 9: X, TRIANGLE, X, X, R1, SQUARE, O, X, L1, X @{b}TIPS:@{ub} General Goofing Around Tips: It's not particularly essential, but it does help you delve into the psyche of Klaymen: Waiting: If you let Klayman stand around doing so all long enough, he'll eventually do something amusing. Whether it's an exploding head, interchangeable body parts, or just plain dropping his pants, it's bound to cheer some miserable git up! Three In A Row: By landing on three enemies in a row (jumping from one head to the next) you'll earn a little "Hurrah!" from our moulded hero. @endnode @node "2_Extreme" "2 Extreme" @{b}2 Extreme@{ub} Ramp Tricks: Certain ramps give you more air, so do hard tricks to get more points. You can do more than one trick on a ramp. Skate Board: TRIANGLE, X, SQUARE, O Snow Board: TRIANGLE, SQUARE, X, O Roller Blade: O, SQUARE, X, TRIANGLE Mountain Bike: X, SQUARE, TRIANGLE, O X, O, SQUARE, TRIANGLE @endnode @node "Actua_Soccer" "Actua Soccer" @{b}Actua Soccer@{ub} @{fg shine}Here's a cheat:@{fg text} Secret Team: When the FMV title screen is displayed, press SELECT + DIAGONALLY-UP-LEFT, together and then go to Exhibition. Now by flicking through the teams, you'll see the Gremlin Showbiz XI are available in a tasy black football strip. @endnode @node "Actua_Soccer2" "Actua Soccer 2" @{b}Actua Soccer 2@{ub} @{fg shine}Enter the following cheats from the main menu:@{fg text} @{b}Gremlin 11:@{ub} LEFT, RIGHT, SQUARE, O, UP, DOWN, SQUARE, O @{b}Super Furry Animals:@{ub} LEFT, LEFT, SQUARE, RIGHT, RIGHT, O, UP, DOWN @{b}Ghost Ball:@{ub} SQUARE, SQUARE, LEFT, LEFT, RIGHT, RIGHT, O, O Beach Ball: LEFT, RIGHT, LEFT, UP, LEFT, RIGHT, SQUARE, SQUARE @{b}Dwarves:@{ub} O, DOWN, DOWN, SQUARE, UP, UP, LEFT, RIGHT @{b}Giants:@{ub} UP, DOWN, DOWN, RIGHT, SQUARE, SQUARE, O, O @{b}Floodlight Failure:@{ub} LEFT, LEFT, LEFT, O, RIGHT, RIGHT, RIGHT, SQUARE Invisible Players: SQUARE, O, DOWN, O, UP, RIGHT, SQUARE, LEFT @{b}Black & White/Colour TV Modes:@{ub} UP, DOWN, UP, SQUARE, O, UP, DOWN, UP If you have successfully activated one of the cheats above, a string of text will pop up about 75% of the way down the screen for a couple of seconds. All the above cheats have to be explicitly switched off. For example, once you have activated the giants cheat, the players will be giants until you re-enter the cheat (Active cheats are saved as part of the save game). @endnode @node "AdventureLomaxLem" "Adventures Of Lomax Lemming" @{b}Adventures Of Lomax Lemming@{ub} Here are some cheats: Level Skip: During the game press: DOWN, START, UP (hold), L1 (hold), TRIANGLE, O, X, SQUARE. A number appears left of Lomax. To skip a level press and hold: L1, Select+Start. Helicopter Mode: Note: This only works when the Level Skip cheat is activated. Select the chopper, then press: L1 + SQUARE to fly around the levels, just like Anneka Rice in Treasure Hunt. @endnode @node "Air_Combat2" "Air Combat 2" @{b}Air Combat 2@{ub} Model Display: By completing the game with a ranking of General, you'll open up this new feature on the options screen. Basically, it allows you to view every single aircraft in the game by bringing up a picture and letting you zoom in and rotate it around. It even tells you if it is an enemy or allied craft - which makes it easier for you to tell if you've found every single flyable plane in the game (there are 24 in total!). Secret Missions: Upon accessing the Free Mission mode, if you play through the familar missions, again and complete them on Easy, Normal or Hard modes, you'll be rewarded by two bonus missions that aren't in the normal game. These two can only be accessed in the Free Mission mode, so enjoy! Music Test: Complete the game with a ranking of lieutenant and a Music Player mode will appear on the options screen. All 28 music tracks can now be played: use the shoulder buttons to select the track you want and press the O button to play it. Lock Replay View: Hold down the map button during a replay to freeze the camera in its current position. Alternative Mission Map View: Highlight the Mission option on the mission select screen and press: SELECT. Three new viewing angles can now be chosen. @endnode @node "AndrettiRacing" "Andretti Racing" @{b}Andretti Racing@{ub} Car Editor: While racing, press START to pause the game, then move the cursor to Race Statistics. Now press and hold L1+ L2+ R1+ R2+ X+ O+ SELECT. This will bring up a secret car editor menum enabling you to change many settings such as downforce, fuel consumption and type wear. Note that some of them can be reduced to zero - try making the centrifugal force negative for a laugh! Different Coloured Cars: Start a new race and select the Begin Career option. At the Register screen, enter the following passwords: Go Bears ! - For stock cars Go Bruins! - Formular One cars At the car selection, you'll see cars with different paint and logos. @endnode @node "BallblazerChampions" "Ballblazer Champions" @{b}Ball Blazer Champions@{ub} Shrinking Rotofoil: On the password screen, enter: X,O,X,X,O,X,X,X,X,X,X,X,X,X,TRAINGLE,TRIANGLE,X,X,SQUARE,X,X,X,X,SQUARE,X, SQUARE,SQUARE,SQUARE,SQUARE,X Master Dome: On the password screen, enter: O,L1,L1,R1,R2,L2,X,SQUARE,SQUARE,R1,R2,R1,R2,TRIANGLE,L2,R1,L2,O,L2,R2,R1, X,L2,R2,SQUARE,L2,R1,X,R1,R1 @endnode @node "3DLemmings" "3D Lemmings" @{b}3D Lemmings@{ub} Here are the level codes to the game: Fun Level: Tricky Level: Taxing Level: Mayhem Level: LEWISAN CABOCEERGE CHORIAMB CHORIAMB BLIMBPING ROPIGA GARGANEY GARGANEY FANAGALO BONTEBOK KAOLIANG KAOLIANG DRICKSIE EMPYREAL MAROCAIN MAROCAIN KURTOSIS LANGLAUF OBTEMPER OBTEMPER GREGATIM NANNYGAI TASTEVIN TASTEVIN WALLAROO SARATOGA VELLOZIA VELLOZIA AVENTAIL QUINTAIN BORACHIO BORACHIO GAZOGENE MUSQUASH JACKAROO JACKAROO JINGBANG ZOMBORUK COOLAMON COOLAMON DIALLAGE SKILLING BANAUSIC BANAUSIC BUNODONT WOBEGONE FABURDEN FABURDEN NAINSOOK BINDIEYE RECKLING RECKLING YAKIMONA FRAXINUS MIRLITON MIRLITON FUMITORY LINDWORM OPAPANAX OPAPANAX CINGULUM CURLICUE BIMBASHI BIMBASHI BESLAYER HANEPOOR CAATINGA CAATINGA ANABLEPS IDEMQUOD PENSTOCK PENSTOCK QUINCUNX BLANDISH SPRINGAL SPRINGAL TARLATAN MALAGASY BABIRUSA BABIRUSA Now the cheats:- Animations: Enter at the password screen and end-of-game animations: SPACEAAA EGYPTAAA ARMYAAAA MAZEAAAA Level Select: LAMPWICK @endnode @node "AgileWarrior" "Agile Warrior" @{b}Agile Warrior@{ub} Here are the passwords and cheats to the game: Passwords: Level 2: 5433 Level 3: 0007 Level 4: 1213 Level 5: 1224 Level 6: 7154 Cheats: Pause the game to enter any of the following cheats below: Invincibility: LEFT, SQUAREx4, TRIANGLEx3, O, DOWN, X, TRIANGLEx3, SQUARE. Makes you invincible. Maximum Fuel & Armour: LEFT, SQUAREx4, UP, TRIANGLEx3, RIGHT, O, DOWN, X, TRIANGLEx3, O. Gives you full fuel and armour. Rather handy. Max Weapons (999): RIGHT, SQUAREx4, UP, TRIANGLEx3, RIGHT, O, DOWN, X, R1x4, L1x4, R2x4, L2x4. Gives you an unlimited supply of all the weapons. B1 Airstrike: LEFT, SQUAREx4, UP, TRIANGLEx3, RIGHT, O, DOWN, X x6. Bring on the Stealth bomber for a devastating strike. Mesh Fog Editor: LEFT, SQUAREx4, UP, TRIANGLEx3, RIGHT, O, DOWN, X, DOWNx3, TRIANGLEx3. Lets you alter the graphical shading, using SQUARE, TRIANGLE, O and X. Overhead Map Translucency: LEFT, SQUAREx4, UP, TRIANGLEx3, RIGHT, O, DOWN, X, Ox5. Lets you see through the overhead map. Mission Complete: LEFT, SQUAREx4, UP, TRIANGLEx3, RIGHT, O, DOWN, X, TRIANGLEx3, DOWN, DOWN, DOWN. Instantly completes all mission objectives. New Camera Angles: LEFT, SQUAREx4, UP, TRIANGLEx3, RIGHT, O, DOWN, X, UP, DOWN, LEFT, RIGHT. Enter this code repeatedly for various new views. Dirty Dancer: LEFT, SQUAREx4, UP, TRIANGLEx3, RIGHT, O, DOWN, X, DOWN, X,DOWN, X, DOWN, X, DOWN, X, DOWN, X. Enter this code, then complete the current mission. On the next mission briefing, you'll see sexy blonde girl dancing just for you. All Missions Available: LEFT, SQUARE, SQUARE, SQUARE, SQUARE, UP, TRIANGLE, TRIANGLE, TRIANGLE, RIGHT, O, DOWN, X, TRIANGLE, TRIANGLE, TRIANGLE, UP, UP, UP Enable Ground Crash: LEFT, SQUARE, SQUARE, SQUARE, SQUARE, UP, TRIANGLE, TRIANGLE, TRIANGLE, RIGHT, O, DOWN, X, SQUARE, X, X, SQUARE Figures On Display: LEFT, SQUARE, SQUARE, SQUARE, SQUARE, UP, TRIANGLE, TRIANGLE, TRIANGLE, RIGHT, O, DOWN, X, L1+L2 All Missions Complete: LEFT, SQUARE, SQUARE, SQUARE, SQUARE, UP, TRIANGLE, TRIANGLE, TRIANGLE, RIGHT, O, DOWN, X, SELECT, X, X, X, SELECT, TRIANGLE, TRIANGLE, TRIANGLE, SELECT, X, X, X @endnode @node "Battle_Arena_Toshinden_3" @{b}Battle Arena Toshinden 3@{ub} Random Select: Hold L1+L2+R1+R2 at the character select screen. Press SQUARE, TRIANGLE, X, or O while the selection box is moving. Remove Display: Pause a fight. Hold O+TRIANGLE+SQUARE+X and press SELECT. This removes the continue, options and reset selections. While continuing to hold all four buttons, press SELECT again. This removes the Life and Overdrive bars. To return the display to normal, repeat the code while pressing SELECT again. Play As Sub-bosses: Beat the game with each basic character at level 3 or higher to unlock his or her sub-bosses. Play As Shou: Unlock all the sub-bosses, then beat the game with Vermilion at level 3 or higher. Play As Abel: Beat the game with Shou at level 7. Play As Veil: Beat the game with Abel at level 7. Play As Naru Beat the game with Veil at level 7. Alternative Costumes: Beat the game with Naru at level 7. Use SQUARE or X to select a character. Instant Secret Moves: Beat the game with Naru, then set two or more of the shoulder buttons to special moves. Press all special move buttons at once to perform a secret move. Note: This does not work for all characters. Manual Camera Control: Enter the button configuration menu, highlight any shoulder button, and press L1+L2+R1+R2. The controls for the shoulder buttons will change to camera view controls. The view may now be rotated manually. @endnode @node "Black_Dawn" "Black Dawn" @{b}Black Dawn@{ub} Pause the game and enter: SELECt, L2, SELECT, R2 before the relevant code for each cheat: Max Fuel & Ammo - TRIANGLE, TRIANGLE, TRIANGLE, O. Max Weapons - L1, L2, R1, R2 Summon Wingman - SQUARE, SQUARE, SQAURE, O. Mission Complete - TRIANGLE, TRIANGLE, TRIANGLE, DOWN, DOWN, DOWN. Screen Mode Toggle - DOWN, R1, R2 (bypasses pause menu). Upgrade Current Weapon - L1, L1, R1, R1. @endnode @node "Blast_Chamber" "Blast Chamber" @{b}Blast Chamber@{ub} Go to the Main Menu screen and press the following: SQUARE, LEFT, SQUARE, RIGHT, O, DOWN, O, UP. Now go into Games option and choose Solo Survivor. You'll have chosen the one-player mode, but your lives will never go down. Level Passwords: Ziggurat NAEMMAAB Backstab MAGDIEAH Fall N Arch NINKPDME Fugitive MJKKAMKC Rainbow JODPIGEH Lavapalooza ICJABNA @endnode @node "Blazing_Dragons" "Blazing Dragons" @{b}Blazing Dragons@{ub} Password: If only Flicker could win the tournament and marry the princess... V?U5MK 4N6LUL OHW5CB @endnode @node "Bogey_Dead6" "Bogey Dead 6" @{b}Bogey Dead 6@{ub} Access All Fighter Jets: Go to the plane selection screen and enter the following code: LEFT, LEFT, RIGHT, DOWN, UP, DOWN, RIGHT, SELECT. You'll hear a shout to confirm that the code was entered correctly. Access All Missions: Choose Mission Select from the Game Menu and press the following buttons: UP, DOWN, DOWN, RIGHT, LEFT, DOWN, UP, TRIANGLE. Once you've entered this code you should hear a shout to confirm that it was entered correctly. @endnode @node "Auto_Destruct" "Auto Destruct" @{b}Auto Destruct@{ub} Here are all the level passwords. I've included some cheats also. Passwords: 2 sXFVgffPh 3 sXFVffhPt 4 sXBKgfhPh 5 gSKKJffsp 6 rmFJkHCrP 7 rmFJhHCrb 8 sXBVgrfPk 9 kRfxrWYPs 10 gFFVkrFVY 11 sSSPhtZNb 12 gSTBXrfmq 13 gXTCTTZmY 14 gXWBXWfrz 15 sSSFJWLNZ 16 gSTRghCfm 17 gSFXTMBKH 18 sVHtsMMKC] 19 gSFXTMBKH 20 gSBMVMFKS 21 sPCgfghggr 22 gSFMgkHZP 23 sPHgfgfgS 24 gXBTgshCM 25 gSJVIVYZN Cheats: Press pause during play, then input the Cheat Menu code (below). Now pause to enter any of the other cheats (below), which can then be activated on the cheat menu. Cheat Menu: UP, DOWN, LEFT, RIGHT, DOWN, RIGHT, L1, R1, R1 Blood Mode: L1, DOWN, R1, LEFT, L1, RIGHT, R1 Immortal: RIGHT, R1, UP, L1, UP, RIGHT, R1, DOWN, L1 Angels: UP, R1, DOWN, L1, UP, LEFT, R1, RIGHT, L1 Swarmers x5: UP, DOWN, UP, LEFT, RIGHT, R1, L1, R1, L1 Double Lasers: R1, L1, R1, L1, UP, DOWN, UP, LEFT, RIGHT Car Select: LEFT, R1, RIGHT, R1, LEFT, R1, RIGHT, R1 New York Time Trial: L1, RIGHT, DOWN, LEFT, UP, R1 Tokyo Time Trial: L1, LEFT, RIGHT, R1, LEFT, RIGHT, L1 Subway Time Trial: L1, LEFT, L1, R1, RIGHT, R1 Debug Menu: UP, RIGHT, LEFT, DOWN, O, L1, R1, R1, L1, O, DOWN, LEFT, RIGHT, UP Choose Mission: UP, DOWN, O, L1, R1, L1, O, DOWN, UP Next Mission: SQUARE, O, R1, L1, O, DOWN, L1, UP Extra Nitros: L1, O, DOWN, L1, UP, SQUARE, O, R1 All Money: L1, R1, UP, O, DOWN, SQUARE, RIGHT, R1, L1 Extra Time: DOWN, L1, L1, O, O, R1, UP, SQUARE, L1 Invulnerability: L1, L1, L1, L1, LEFT, O, O, SQUARE, L1 Infinite Fuel: L1, O, LEFT, L1, O, R1, L1, UP, R1, DOWN All Time Trials: R1, L1, O, LEFT, O, O, LEFT, L1, O Car Tune-Up Menu: L1, R1, L1, UP, DOWN, O, DOWN, RIGHT, LEFT, SQUARE, R1 @endnode @node "Assault_Rigs" "Assault Rigs" @{b}Assault Rigs@{ub} Here are the cheats and level passwords for this game: Invincibility: Fancy blasting your way around without getting hurt? If so, during play (there's no need to pause) press: LEFT, X, LEFT, X, LEFT, LEFT, X, RIGHT, X, RIGHT, X, X. If you see a message on the screen, you'll know it's worked. All Weapons: Again, input this special cheat code during play and you'll gain access to all the weapons in the game: LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, UP, DOWN, UP, UP, DOWN, UP, DOWN, DOWN. Codes: Here are the codes you'll need to get to the other levels. Just input them on the password screen... 02 SQUARE, X, SQUARE, X, TRIANGLE, SQUARE 03 TRIANGLE, SQUARE, SQUARE, O, O, TRIANGLE 04 TRIANGLE, SQUARE, TRIANGLE, TRIANGLE, O, TRIANGLE 05 SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, X, TRIANGLE 06 TRIANGLE, SQUARE, O, O, X, SQUARE 07 X, SQUARE, SQUARE, SQUARE, O, TRIANGLE 08 TRIANGLE, SQUARE, X, SQUARE, TRIANGLE, TRIANGLE 09 SQUARE, TRIANGLE, SQUARE, X, TRIANGLE, X 10 TRIANGLE, TRIANGLE, O, SQUARE, X, SQUARE 11 TRIANGLE, TRIANGLE, X, TRIANGLE, O, SQUARE 12 O, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, X 13 TRIANGLE, SQUARE, O, X, TRIANGLE, SQUARE 14 TRIANGLE, TRIANGLE, X, SQUARE, SQUARE, X 15 O, X, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE 16 O, SQUARE, O, O, O, SQUARE 17 TRIANGLE, TRIANGLE, TRIANGLE, O, TRIANGLE, SQUARE 18 SQUARE, O, SQUARE, X, SQUARE, TRIANGLE 19 X, X, SQUARE, X, TRIANGLE, O 20 X, SQUARE, X, TRIANGLE, TRIANGLE, SQUARE 21 TRIANGLE, SQUARE, TRIANGLE, SQUARE, TRIANGLE, TRIANGLE 22 SQUARE, SQUARE, TRIANGLE, O, SQUARE, TRIANGLE 23 O, X, X, X, X, TRIANGLE 24 TRIANGLE, SQUARE, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE 25 TRIANGLE, O, TRIANGLE, TRIANGLE, O, SQUARE 26 SQUARE, O, O, X, SQUARE, X 27 X, O, SQUARE, TRIANGLE, TRIANGLE, SQUARE 28 SQUARE, O, SQUARE, SQUARE, SQUARE, SQUARE 29 TRIANGLE, SQUARE, O, X, O, O 30 SQUARE, O, X, O, X, SQUARE 31 O, SQUARE, X, TRIANGLE, O, TRIANGLE 32 TRIANGLE, SQUARE, X, O, SQUARE, X 33 X, X, TRIANGLE, X, X, SQUARE 34 X, O, SQUARE, O, O, SQUARE 35 O, TRIANGLE, X, TRIANGLE, X, TRIANGLE 36 X, TRIANGLE, TRIANGLE, X, X, SQUARE 37 X, TRIANGLE, TRIANGLE, X, TRIANGLE, SQUARE 38 O, X, TRIANGLE, TRIANGLE, SQUARE, O 39 SQUARE, TRIANGLE, SQUARE, TRIANGLE, SQUARE, X 40 SQUARE, X, TRIANGLE, X, X, TRIANGLE 41 TRIANGLE, X, TRIANGLE, O, SQUARE, X 42 O, X, TRIANGLE, O, X, SQUARE @endnode @node "Bubsy3D" "Bubsy 3D" @{b}Bubsy 3D@{ub} Secret Passwords: Choose Load Game from the main menu and enter these codes as the password: XMUCHOLIFE - 99 Lives. XTOOROCKER - All rocket parts. XBNSCHTMMM - Go bonus rounds. XLVLCHTMSB - Level select. XZOOMMERKB - Level warp (during the game, press LEFT and START to warp to different bits of level). XDBUGLOCNC - Pause screen configurations. @endnode @node "Casper" @{b}Casper@{ub} Here are some cheats: @{fg shine}Drift Over Walls:@{fg text} This cheat enables Casper to glide over any walls so that you can get to unobtainable areas without having to painstakingly get the necessary keys and suchlike. To activate it, simply go to the top-left corner of any room and press the following code: DIAGONAL-UP-LEFT + L1 + R1 + START. You should now notice that instead of pausing, the game will merely freeze. Keep those buttons held down and press: TRIANGLE. The game will unfreeze and by pressing R1, you'll be able to float up over the walls. @{fg shine}Mega Secret Rooms:@{fg text} Now this is incredible! This cheat will allow Casper to stumble upon a hidden room that contains every morph icon, every item needed to defeat his uncle bosses, plus loads of keys and other useful objects. In the main entrance, activate the dift-over-walls cheat (as described above) and then go up the left-hand flight of stairs leading up to the first floor. Once on the first floor (the one with the blue doors), turn and face the staircase you just climbed and then press R1 to float upwards. The aim is to float high above and over the beam above the staircase and then keep drifting downwards until a new room comes into view. @{fg shine}Turbo:@{fg text} To make Casper travel faster than a speeding bullet, simply press TRIANGLE + X, R1, R1, R1 at any point during play to make the michievous ghost get his little white arse into gear! Please note that whilst acessing this cheat you will go into the inventory screen, so after you've finished pressing R1 for the third time, press: TRIANGLE again to return to the action. @endnode @node "Command_and_Conquer_RA" "Command & Conquer: Red Alert" @{b}Command & Conquer: Red Alert@{ub} Here are some passwords and cheats: @{fg shine}Soviet Passwords: Allied Passwords:@{fg text} Level 2: 17DUXFJ6C Level 2: LZ9SWDNVK Level 3: VMBWOQ284 Level 3: 3AH5VCCYG Level 4: XN37MCCSO Level 4 X63VC9XJI Level 5: LH06FZZQL Level 5: DV795V0EE Level 6: BUVV20LFF Level 6: 17DCPX2Z8 Level 7: AVYQ10YA8 Level 7: 90BAZDHP3 Level 8: LZRJTMQAN Level 8: 90O0DSR5H Level 9: YQX4C9GFH Level 9: SRS8OSSQT Level 10: 1QESO8LE0 Level 10: 5SOSL9GZ8 Level 11: RKP0UOXJA Level 11: HFZNFE4HS Level 12: CDLKYL7Q4 Level 12: 5RNZ2KIA4 Level 13: 8T5GGDK25 Level 13: 3ASOQJC80 Level 14: X5CDE0KN8 Level 14: 59EW5K6G1 Level 15: M31O2QMBV @{fg shine}Cheats:@{fg text} Using either a joypad or mouse, bring the side-bar up by pressing TRIANGLE or clicking on it respectively. Then using the O button or right mouse button, click on the following team icons to get the appropriate cheats: A-Bomb Launch: O, Xo, O, TRIANGLE, SQUARE, TRIANGLE Win The Battle: X, SQUARE, SQUARE, O, TRIANGLE, O Instant Cash: SQUARE, SQUARE, O, X, TRIANGLE, O Turn Ore Into Men (Link-Up Only): X, O, TRIANGLE, TRIANGLE, O, X @endnode @node "CastlevaniaX" "Castlevania X" @{b}Castlevania X@{ub} Play as Richter Belmont: Save any game with 190% or greater completion. Start a new game with the name Richter: he may now be controlled when the new game begins. After beatign the game once you can enter these passwords: New Armour: AXEARMOR Hard Game: X-X!V' Lots Of Luck: X-X!V" @endnode @node "Criticom" @{b}Criticom@{ub} Level Codes: From the options screen, select Load/Save, then enter the following codes next to each character to increase their ranking and access more moves: ZENJI: SGT EXENE DULALT: DELARA ZERAL: Level 2: Spid Level 2: Sphe Level 2: Phan Level 3: Star Level 3: Wing Level 3: King DAYTON: DEMONICA: GORM: Level 2: Sier Level 2: Gone Level 2: Charm Level 3: Eter Level 3: Worl Level 3: Marv SID: SONORK: Level 2: Odth Level 2: Play Level 3: Batm Animation Code: Use this for any character and it takes you to their end-game sequence: TTAM. @endnode @node "Cheesy" @{b}Cheesy@{ub} Level Codes: 1 WESTONMARE 2 FOUNDATION 3 PANTALOONS 4 POLYNESIA7 5 LANDSCAPES @endnode @node "Colony_Wars" "Colony Wars" @{b}Colony Wars@{ub} Cheats: Enter these on the password menu screen, and remember to use upper case letters where indicated: Tranquillex - Supercooled primary. Memo*X33RTY - Infinite secondary weapons. Commander*Jeffer - Select level & mission. Hestas*Retort - Infinite energy. All*cheats*off - Turn off all active cheats. @endnode @node "Contra" @{b}Contra@{ub} Enter all these codes at the title screen: Weapon Select: L2, R2, L1, L2, UP, DOWN, DOWN, UP Unlimited Continues: L2, R2, L1, R1, LEFT, RIGHT, RIGHT, LEFT Movie Player: L2, L1, R1, R2, UP, LEFT, DOWN, RIGHT Bamboo Arcade: R2, R1, RIGHT, LEFT, L1, L2 Bamboo Gyruss: L2, L1, LEFT, RIGHT, R1, R2 @endnode @node "TheCrowCityAngels" "The Crow: City Of Angels" @{b}The Crow: City Of Angels@{ub} @{b}Level Codes:@{ub} At the main menu, highlight the continue option to enter a password: @{fg shine}Pier:@{fg text} TRIANGLE, X, TRIANGLE, TRIANGLE, O, SQUARE, X, O @{fg shine}Boat:@{fg text} X, X, X, X, TRIANGLE, SQUARE, X, O @{fg shine}Tomb:@{fg text} TRIANGLE, O, TRIANGLE, O, SQUARE, TRIANGLE, TRIANGLE, O,X,O @{fg shine}Grave:@{fg text} X, TRIANGLE, X, TRIANGLE, SQUARE, X, X, TRIANGLE, SQUARE, O @{fg shine}Church:@{fg text} TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, O, SQUARE, TRIANGLE, SQUARE, SQUARE, O @{fg shine}Day o' Dead:@{fg text} X, TRIANGLE, X, TRIANGLE, SQUARE, O, O, X, SQUARE TRIANGLE @{fg shine}Club:@{fg text} TRIANGLE, O, TRIANGLE, O, O, TRIANGLE, X, O, SQUARE, O @{fg shine}Tower:@{fg text} X, X, O, X, SQUARE, SQUARE, X, TRIANGLE, X @{fg shine}Borderland:@{fg text} TRIANGLE, X, X, X, O, SQUARE, TRIANGLE, SQUARE @{fg shine}Finale:@{fg text} X, X, X, O, SQUARE, SQUARE, X, X, TRIANGLE, O @endnode @node "Crusade_No_Remorse" Crusader: No Remorse" @{b}Crusader: No Remorse@{ub} @{fg shine}Mission Passwords:@{fg text} Select 'Load Game', then 'Teleport To Mission' to enter the level password: 2 FWQP 3 PLRQ 4 SZNF 5 TD5S 6 J1BT 7 K2CV 8 N3DW 9 M4FX 10 N5GZ 11 C6HO 12 D7J1 13 F8K2 14 FGL3 15 JFM4 @endnode @node "Crime_Crackers" "Crime Crackers" @{b}Crime Crackers@{ub} A couple of cheats... @{fg shine}Animation Select:@{fg text} At the title screen, press: UP, UP, DOWN, DOWN, LEFT, LEFT, RIGHT, RIGHT, SELECT. The word 'Start' will turn to 'Animation. @{fg shine}Debug Mode:@{fg text} At the title screen, press: R1, R1, L1, L1, R2, R2, L2, L2, LEFT, O, RIGHT, SQUARE, SELECT, START @endnode @node "Croc" @{b}Croc@{ub} Here are all the passwords: @{fg shine}World One:@{fg text} 1-2 ULLLLDDULURDRRU 1-3 RULULUURLRURLUD 1-b1 DLURLDRLRLRRDLL 1-s1 LURURUDRLDULULD 1-4 ULDLLDDRLLRDRRU 1-5 RUDULUUULDURLUD 1-6 DLRRLDRDRURRDLL 1-b2 LDUURRDRLLURULD 1-s2 URLRULDRLDRDRRU @{fg shine}World Two:@{fg text} 2-1 RDLDURUULLURLUD 2-2 DRULULRDRRRRDLL 2-3 LURDDRDRLDULULD 2-b1 ULDRULDRLLRDRUU 2-s1 RDDDURUULDUUDUD 2-4 DRRLULRDRURULLL 2-5 LDUDDUDRDLUDRLD 2-6 ULLRDUDRDDRLURU 2-b2 RULDDDUUDLUUDUD 2-s2 DRULDULDURRURLL @{fg shine}World Three:@{fg text 3-1 LURDUDURDDUDLLD 3-2 ULDRDUURDLRLDRU 3-3 RUDDDDDUDDUUUUD 3-b1 DLRLDULDUURURLL 3-s1 LUDDULURDLUULDD 3-4 URRRURURDDRLDUU 3-5 RDRDULDUDLUUURD 3-6 DRDLURLDURRURDL 3-b2 LULDDLURDDUDLDD 3-s2 URURURULDLRLDDU @{fg shine}World Four:@{fg text} 4-1 RDUDULDDDDUUULD 4-2 DRLLURLUUURURUL 4-3 LDDDDDULLLRULUD 4-b1 UURRDDULLDULDDU 4-s1 RRRDDULDLLRUULL 4-4 DDDLDDDURRUURUD 4-5 LLLDUURLLDRDLUL 4-6 UUURDDRLLLULDDR 4-b2 RLUDDULDLDRUULL 4-s2 DDLDDDDURUUURUU @{fg shine}World Five:@{fg text} 5-1 LLDLURRLLLRULUR 5-2 UDRUULRLLDULDDL 5-3 RRRLURLDLLRUULR 5-4 DDDDULDURRUURUU 5-b1 LLLLDRRLLDRDLUR @endnode @node "Cyberia" @{b}Cyberia@{ub} Some cheats: Enter NEMROSIM as your name at the beginning of the game. This will enable three things... 1. You can select difficulty level 1 for both Arcade and Puzzle modes. 2. You can 'load' any game save point, all passwords are put in for you. 3. Blood. Not that much, but it is uncensored. The Slice-O-Matic death scene proves that. Credits: At the terminal password screen ('GENIUS'), you can enter two different passwords to get the Sony developer's credits: 1. TNRUB_SDC_NOILLIB_A ('_'=Space) 2. _REED_OROPPAS_KN_ IRD (that's a space at the front. @endnode @node "Cybersled" @{b}Cybersled@{ub} New Sleds: Once the game has loaded, on the screen saying 'Press Start Button', enter this button combination: UP, LEFT, DOWN, RIGHT, UP, TRIANGLE, UP, RIGHT, DOWN, LEFT, UP, O @endnode @node "Dark_Light_Conflict" "Dark Light Conflict" @{b}Dark Light Conflict@{ub} Cheats Menu: Go into the options menu and press the following: DOWN, DOWN, UP, SQUARE, LEFT, LEFT, L1, R1, O Now exit to the previous menu. You should now see a menu full of cheats. Go for it! @endnode @node "Defcon5" "Defcon 5" @{b}Defcon 5@{ub} Hidden Game: Hidden deep inside this game you'll find a secret game. To find it, just go to any VOS terminal in the Defence Station and enter the 'Communications' area. Go to 'Local Communications' and when you come across a message about the option being unavailable, hit the TRIANGLE button on controller 1. @endnode @node "Descent_2" "Descent 2" @{b}Descent 2@{ub} Secret Levels & Codes: Zeta, Aquilae, Level 2: LYHTK-9WDBB-4B031-HC#0R-WHKG97 Quartzon, Level 6: 58WRH-90KBB-5C0HK-6H#6R-WHKG97 Brimspark, Level 12: BDR8F-9*QBG-6FQ32-KH##R-WHKG97 Limefrost Spiral, Level 15: GWTN#-9VFBL-7GHC1-WW#98-WHKG97 Baloris Prime, Level 17: 5PK5#-9V4BB-8B*MJ-TW#98-WHKG97 Pumma Sphere, Level 22: 83Y6W-91MBL-9HHY2-0T98R-WHKG97 @endnode @node "Disruptor" @{b}Disruptor@{ub} @{fg shine}Level Codes:@{fg text} 1 SQUARE, SQUARE, TRIANGLE, X, O, O, TRIANGLE, X, X, O, X, X 2 X, TRIANGLE, O, TRIANGLE, X, X, TRIANGLE, O, O, SQUARE, O, O 3 TRIANGLE, X, O, X, TRIANGLE, SQUARE, O, O, X, TRIANGLE, TRIANGLE,SQUARE 4 O, X, O, TRIANGLE, O, X, X, X, SQUARE, TRIANGLE, SQUARE, X 5 X, SQUARE, O, O, X, TRIANGLE, TRIANGLE, SQUARE, O, X, O, SQUARE 6 X, SQUARE, O, O, X, TRIANGLE, X, O, O, X, O, SQUARE 7 X, X, TRIANGLE, O, O, X, TRIANGLE, TRIANGLE, O, SQUARE, X, O 8 TRIANGLE, O, X, O, X, TRIANGLE, O, SQUARE, TRIANGLE, X, SQUARE, X 9 O, X, X, X, O, O, TRIANGLE, SQUARE, X, O, X, TRIANGLE 10 X, SQUARE, X, TRIANGLE, O, SQUARE, TRIANGLE, X, O, O, O, X 11 TRIANGLE, O, O, TRIANGLE, X, X, O, O, X, X, TRIANGLE, O 12 X, TRIANGLE, X, TRIANGLE, O, X, O, SQUARE, TRIANGLE, O, X, SQUARE @{fg shine}Cheats:@{fg text} Go to the map by pressing SELECT and turn real time off by pressing R1, then enter the code: TRIANGLE, X, X, O, X, TRIANGLE, SQUARE, SQUARE. @{b}For Life@{ub} X, SQUARE, TRIANGLE, TRIANGLE, X, O, TRIANGLE, X. @{b}For Full Ammo@{ub} O, O, SQUARE, O, TRIANGLE, X, X, O. For @{b}Invincibility@{ub} SQUARE, TRIANGLE, SQUARE, SQUARE, O, SQUARE, O, TRIANGLE. @{b}For all weapons@{ub} @endnode @node "Double_Dragon" "Double Dragon" @{b}Double Dragon@{ub} @{fg shine}Secret Characters:@{fg text} At the character select screen, put the cursor on Billy, wait 3 seconds, move it to Marian, wait 3 seconds, move it to Chung Fu, wait 3 seconds, move it to Jimmy, wait 3 seconds. Then you have Shuko and Duke to play with. @endnode @node "Dynasty_Warriors" "Dynasty Warriors" @{b}Dynasty Warriors@{ub} @{fg shine}Reveal Bosses & Extra Character Sun Shang Xiang (Extra):@{fg text} At the title screen press the following: LEFT, LEFT, UP, DOWN, TRIANGLE, SQUARE, L1, R1. You'll hear a chime signifying correct entry. @{fg shine}Nobunaga (Extra):@{fg text} Complete the game with Lu Bu, then press the following at the title screen: SQUARE, UP, TRIANGLE, DOWN, O. You'll hear a chime signifying correct entry. @{fg shine}Toukichi (Extra):@{fg text} Complete the game with Nobunaga, then press the following at the title screen: DOWN, DOWN, RIGHT, UP, O, TRIANGLE, R1, R2. You'll hear a chime signifying correct entry. @{fg shine}Zhuge Liang (Boss):@{fg text} Complete the game with Guan Yu, Zhao Yun, and Zhang Fei. @{fg shine}Cao Cao (Boss):@{fg text} Complete the game with Xiahou Dun, Dian Wei, and Xu Zhu. @{fg shine}Lu Bu (Boss):@{fg text} Complete the game with Zhou Yu, Lu Xun, Taishi Ci, Diao Chan, Zhuge Liang, and Cao Cao. @endnode @node "Descent_Maximum" "Descent Maximum" @{b}Descent Maximum@{ub} @{fg shine}Cheat Mode:@{fg text} Enter the following information in the keys section to activate the cheat: @{fg shine}Weapons, Energy & Shields (Nickname: ACE):@{fg text} SQUARE, TRIANGLE, O, SQUARE, TRIANGLE, SQUARE, X, SQUARE, O, TRIANGLE, SQUARE X. @{fg shine}Weapons, Energy, Shields, Keys & Level Select (Nickname: $40):@{fg text} TRIANGLE, SQUARE, O, X, TRIANGLE, SQUARE, TRIANGLE, X, TRIANGLE, SQUARE, X, O. @{fg shine}All Keys (Nickname: MIK):@{fg text} SQUARE, TRIANGLE, X, TRIANGLE, O, TRIANGLE, X, TRIANGLE, X, TRIANGLE, SQUARE, X. @{fg shine}Toggle Invincibility (Nickname: DCD):@{fg text} TRIANGLE, X, TRIANGLE, O, X, TRIANGLE, SQUARE, X, TRIANGLE, X, O, TRIANGLE. @{fg shine}Full Shields (Nickname: BUG):@{fg text} TRIANGLE, X, O, SQUARE, SQUARE, X, O, TRIANGLE, SQUARE, X, O, SQUARE. @{fg shine}Toggle Clock (Nickname: Red):@{fg text} X, TRIANGLE, O, SQUARE, O, TRIANGLE, SQUARE, X, TRIANGLE, X, TRIANGLE, O. @{fg shine}All Accessories (Nickname: TOY):@{fg text} SQUARE, TRIANGLE, O, X, X, TRIANGLE, SQUARE, X, O, SQUARE, O, X. @{fg shine}Turbo (Nickname: SVT):@{fg shine} TRIANGLE, SQUARE, O, X, SQUARE, X, O, SQUARE, TRIANGLE, O, X, X. @{fg shine}Extra Life (Nickname: +1 UP):@{fg text} TRIANGLE, X, SQUARE, O, TRIANGLE, X, SQUARE, X, O, X, TRIANGLE, O @{fg shine}Toggle 'Go Wingnut' Mode (Nickname: 4AD):@{fg text} TRIANGLE, SQUARE, O, TRIANGLE, X, SQUARE, TRIANGLE, O, SQUARE, TRIANGLE, X, O. @{fg shine}Fast Robots That Fire Slowly (Nickname: JAVA):@{fg text} TRIANGLE, X, SQUARE, SQUARE, TRIANGLE, O, SQUARE, X, O, SQUARE, TRIANGLE, O @{fg shine}Colours (Nickname: LSD):@{fg text} TRIANGLE, X, O, TRIANGLE, SQUARE, O, X, TRIANGLE, X, TRIANGLE, O, X. @{fg shine}Acid Mode (Nickname: Acid):@{fg text} SQUARE, TRIANGLE, O, SQUARE, TRIANGLE, SQUARE, X, TRIANGLE, X, TRIANGLE, O, X. @{fg shine}Hello Marine Mode (Nickname: XO):@{fg text} X,O,X,O,X,O,X,O,X,O,X,O @endnode @node "ESPN_Extreme_Games" "ESPN Extreme Games" @{b}ESPN Extreme Games@{ub} @{fg shine}Money Round:@{fg text} Pass through all the gates on a course and enter the bonus Cash Course, which consists of $5 and $10 gates. @{fg shine}Extra First Race Money@{fg text} 229 013 066 016 000 000 000 000 031. After you use this password, complete the first race (Utah) to get $1,110. @{fg shine}All Vehicles:@{fg text} 237 190 190 080 000 000 176 113 219. This password gives you a super athlete, all possible vehicles and $5030, having won th first two races. @endnode @node "Excalibur255AD" "Excalibur 255 AD" @{b}Excalibur 255 AD @{ub} @{fg shine}Note: You can only enter one cheat in at a time, so pause, enter first cheat, unpause. Then pause again and enter second cheat, unpause, and so on.@{fg text} @{b}Press START to pause the game, then:@{ub} @{fg shine}For Full Health, enter:@{fg text} TRIANGLE, TRIANGLE, TRIANGLE, SQUARE, SQUARE, SQUARE, SQUARE, SQUARE. @{fg shine}For Full Sword Power, enter:@{fg text} TRIANGLE, TRIANGLE, SQUARE, SQUARE, O, O, SQUARE, SQUARE. @{fg shine}To Skip Level, enter:@{fg text} SQUARE, O, SQUARE, TRIANGLE, O, TRIANGLE, TRIANGLE, TRIANGLE. @{fg shine}To Show Collision Boxes, enter:@[fg text} O, O, O, O, SQUARE, O, O, SQUARE. Then select 'Continue' and press 'X' to active the cheat. Or press: START. @{fg shine}Special Moves:@{fg text} Spinning Slice: X, TRIANGLE, O, SQUARE Roundhouse Swing: X, SQUARE, O, TRIANGLE @endnode @node "Fifa97" "Fifa '97" @{b}Fifa '97@{ub} @{fg shine}Alter shadows:@{fg text} Start a match, then go to the instant replay mode. Hold R1 and move the D-pad UP and DOWN. This lets you change the size of your players' shadows. Now exit out of the replay and continue. @{fg shine}Motty Playing:@{fg text} To see John Motson or any of the EA crew playing football, go to a friendly match, choose the USA league and select Dallas or New York. @{fg shine}Motty Singing:@{fg text} You can also hear Motty singing by selecting track six on the audio CD player! @endnode @node "Fifa_Road2WorldCup98" "Fifa Road To World Cup '98" @{b}Fifa Road To World Cup '98@{ub} @{fg shine}Unlimited Player Attributes:@{fg text} On Player Edit Screen, press L1, L2, X, SQUARE, X for infinite points to allocate skills. @endnode @node "Fighting_Force" "Fighting Force" @{b}Fighing Force@{ub} @{fg shine}Cheat Menu:@{fg text} Hold: LEFT + SQUARE + L1 + L2 at the main menu. The words 'Cheat Mode' will appear at the bottom of the screen to confirm that it has worked. Go to the options screen and you'll now be able to select invincibility and any stage you want to play. @endnode @node "Fighters_Impact" "Fighters' Impact" @{b}Fighters' Impact@{ub} @{fg shine}Alternate Costumes:@{fg text} Highlight a fighter, then hold: O + SQUARE and press START. @{fg shine}Small Characters:@{fg text} Highlight a fighter on the character selection screen. Then hold: DOWN + X + O and press START. @{fg shine}Deformed Characters:@{fg text} Push SELECT (x10) at the title screen. A chime will confirm correct code entry. @{fg shine}Paper Cut-out Style Characters:@{fg text} Push RIGHT (x10) at the title screen. A chime will confirm correct code entry. @{fg shine}Stick Figure Characters:@{fg text} Push LEFT (x10) at the title screen. A chime will confirm correct code entry. @{fg shine}Hidden Characters:@{fg text} Complete the game four times to unlock the four hidden characters. @endnode @node "Firo_And_Klawd" "Firo and Klawd" @{b}Firo and Klawd@{ub} @{b}Passwords:@{ub} Back alley MOOMIN Back street MOONPIG Back street B MOONPINGEON Back roof SNUFFKIN Main Street LITTLE_MI Main Street B LITTLE_MO @endnode @node "Final_Doom" "Final Doom" @{b}Final Doom@{ub} @{fg shine}All Weapons & Ammo:@{fg text} Pause game, press: X, TRIANGLE, L1, UP, DOWN, R2, LEFT, LEFT @{fg shine}Invincibility:@{fg text} Pause game, press: DOWN, L2, SQUARE, R1, RIGHT, L1, LEFT, O @{fg shine}Level Warp:@{fg text} Pause game, press: RIGHT, LEFT, R2, R1, TRIANGLE, L1, O, X X-Ray Vision: Pause game, press: L1, R2, L2, R1, RIGHT, TRIANGLE, X, RIGHT Map All Objects: Pause game, press: TRIANGLE, TRIANGLE, L2, R2, L2, R2, R1, O All Map Lines: Pause game, press: TRIANGLE, TRIANGLE, L2, R2, L2, R2, R1, SQUARE @{b}Level Health Armour Weapons@{ub} 2 125% 200% All 3 200% 200% All 4 200% 200% All 5 150% 200% All 6 200% 200% All 7 200% 200% All 8 200% 200% All 9 200% 200% All 10 200% 200% All 11 200% 200% All 12 200% 200% All 13 200% 200% All @{fg shine}TNT:@{fg text} 14 200% 200% All 15 200% 200% All 16 200% 200% All 17 200% 200% All 18 200% 200% All 19 200% 200% All 20 200% 200% All 21 200% 200% All 22 200% 200% All 23 200% 200% All 24 200% 200% All @{fg shine}Plutonia:@{fg text} 25 200% 200% All 26 200% 200% All 27 200% 200% All 28 200% 200% All 29 100% 200% All 30 100% 200% All @{fg shine}Password: Title:@{fg text} LB173PPWPM Virgil ZSNDHQW820 Canyon KS5WZH4RKH Combine J!670JKQJG Catwalk 5VJTM00W64 Fistula 4FHDW39X35 Geryon W9NRG2W820 Minos C958ZKCRKH Nessus W!PQH1V71Z Paradox C!670JBQJG Subspace W7LTJOY!02 Subterra K394TB8MFC Vesperas Y8PQH1V71Z System Control F8670JBQJG Human Barbeque WXJCL68W64 Wormhole CX1W3PRCPM Crater WYKBM57V53 Nukage Processing CY2V4NQBNL Deepest Reaches WVGFN4!Y46 Processing Area CVZY5MTFMP Lunar Mining WWHDP39X35 Quarry CW0X6LSDLN Ballistyx W1DHQ!40!8 Heck !LQP7W26WY Congo W2FGR93Z97 Artec C2YZ8SLGSQ Ghost Town WZBKS8628! Baron's Lair HXZY5MMFMP The Death Domain 0YHDP33X35 Onslaught @endnode @node "Fifa96" "Fifa '96" @{b}Fifa '96@{ub} @{fg shine}Secret Options:@{fg text} First, start the game, then pause it and select the options from the menu. Then enter one of the following codes. You should hear a 'click' if the code has been entered correctly. Exit the option menu, going back to the menu with 'Resume Game'. Press SQUARE and you should get a secret options menu. You can then use LEFT/RIGHT to adjust the settings. The ghosted options will require activating with further codes. Invisible Walls: X, X, X, TRIANGLE, SQUARE, SQUARE, SQUARE, TRIANGLE Curve Ball: TRIANGLE, SQUARE, X, TRIANGLE, X, X Super Power: TRIANGLE, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE Super Goalie: SQUARE, SQUARE, SQUARE, SQUARE, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE Super Offence: SQUARE, SQUARE, SQUARE, SQUARE, SQUARE, TRIANGLE, X Super Defence: TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, X, TRIANGLE Shoot-out: SQUARE, TRIANGLE, SQUARE, X, SQUARE, TRIANGLE Stupid Team: SQUARE, TRIANGLE, X, SQUARE, TRIANGLE, X Crazy Ball: X, SQUARE, TRIANGLE, X, X, TRIANGLE, SQUARE, X Dream Team: SQUARE, SQUARE, TRIANGLE, TRIANGLE, X, X, O, O @{b}These extra codes need (below) need to be inputed the same way as before, but to access the options, quit the game and then go to the 'Options' menu. The new options appear at the bottom:@{ub} @{fg shine}Formal Wear:@{fg text} SQUARE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE, X, TRIANGLE @{fg shine}Federation (Data and Spock):@{fg text} SQUARE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE, X, X @{fg shine}Dynamic Duo (Batman & Robbin):@{fg text} SQUARE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, SQUARE @{fg shine}Default Colour Palette:@{fg text} SQUARE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, X @{fg text}Invisible Players:@{fg shine} SQUARE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE, X, SQUARE @{fg shine}Oktoberfest:@{fg text} SQUARE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE EA Custom: SQUARE, TRIANGLE, X, SQUARE, TRIANGLE, TRIANGLE, SQUARE, SQUARE @endnode @node "Frogger" @{b}Frogger@{ub} @{fg shine}Infinite Lives:@{fg text} Press pause, then tap: RIGHT, SQUARE, TRIANGLE, SQUARE, TRIANGLE, X @{fg shine}Access Any Level:@{fg text} Press pause, then tap: RIGHT, SQUARE, TRIANGLE, SQUARE, TRIANGLE, R1, L1, R1, L1, O @endnode @node "Goal_Storm" "Goal Storm" @{b}Goal Storm@{ub} @{fg shine}Special Konami Team:@{fg text} To play with a top-notch Konami team, simply do the following cheat on the 'Press Start' screen, with the two footballers on it: UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, X and O. By inputting this code on pad 1, the team will have the home strip on, and with pad 2, the players will be wearing the away strip. Now select any team and when they get on the pitch they'll have Konami strips on and look like they've got paper bags on their heads. @endnode @node "Grand_Theft_Auto" "Grand Theft Auto" @{b}Grand Theft Auto@{ub} @{fg shine}Cheat Modes:@{fg text} Enter the following player names to enable various cheat effects: Enter: BSTARD for all weapons, unlimited ammo, level select, 99 lives, armour, get out of jail, coordinate display, maximum wanted level, 5x bonus. Enter: THESHIT for all weapons, unlimited ammo, level select, 99 lives, armour, get out of jail, 5x bonus. Enter: MADEMAN for all weapons, unlimited ammo, level select, armour, get out of jail, Enter: GROOVY for all weapons, unlimited ammo, armour, get out of jail. @{fg shine}Maximum Wanted Level:@{fg text} Enter: EATTHIS as a player name to set the wanted level to four. @{fg shine}Display Coordinates:@{fg text} Enter: BLOWME as a player name. @{fg shine}No Police:@{fg text} Enter CHUFF as a player name. @{fg shine}All Cities:@{fg text} Enter: TURF as a player name. @{fg shine}All Cities (1 & 2):@{fg text} Enter: CAPRICE as a player name. @{fg shine}City Skip:@{fg text} Enter WEYHEY as a player name to instantly collect 9,999,990 points. @{fg shine}Liberty City Level (1 & 2):@{fg text} Enter: FECK as a player name. @{fg shine}Liberty City (1 & 2) & San Andreas Levels:@{fg text} Enter: TVTAN as a player name. @{fg shine}Unknown@{fg text} Entering: URGE as a players name appears to be a valid code, but has an unknown effect on the game. @endnode @node "Gundam0079-The_War_For_Earth" "Gundam 0079 - The War For Earth" @{b}Gundam 0079: The War For Earth@{ub} @{fg shine}Passwords:@{fg text} Scene 1: TRIANGLE, TRIANGLE, TRIANGLE, TRIANGLE, SQUARE, X, TRIANGLE, X Scene 2: SQUARE, SQUARE, TRIANGLE, TRIANGLE, SQUARE, X, TRIANGLE, X Scene 3: O, O, TRIANGLE, TRIANGLE, TRIANGLE, SQUARE, SQUARE, TRIANGLE Scene 4: X, X, TRIANGLE, TRIANGLE, TRIANGLE, SQUARE, SQUARE, X Scene 5: O, SQUARE, TRIANGLE, TRIANGLE, TRIANGLE, SQUARE, SQUARE, TRIANGLE @endnode @node "Gunship" @{b}Gunship@{ub} @{fg shine}Invulnerable Mode:@{fg text} 1. At the loading screen (helicopter pic) after you get your mission orders, press and hold: L1 + L2 + R1 + R2 for the entire loading time. 2. When the mission begins you'll see the word 'CHEAT' in the top-left corner. @endnode @node "Hardcore4x4" "Hardcore 4x4" @{b}Hardcore 4x4@{ub} Select Time Trial from 'Race Type' on the menu, then start time trial. Select 'Edit Details' and then 'Edit Name'. Now enter these special codewords: @{fg shine}Choose Race Class:@{fg text} Enter: 'MAINLINE' to choose the other race classes, pro and extreme. This also enables the Monster truck. @{fg shine}Raining Frogs:@{fg text} Enter: 'RAINFROG'. @{fg shine}Secret Asteroids:@{fg text} Enter 'DUTCHMAN'. Now by pressing TRIANGLE, go back until you can select Options from the first menu. Select 'Credits' to play a special game of Asteroids. The controlls are: X for fire and O to thrust. @endnode @node "Hercules" @{b}Hercules@{ub} @{b}Passwords:@{ub} @{fg shine}L2 The Hero's Gauntlet:@{fg text} Serpent, Medusa, Coin, Medusa @{fg shine}L3 Centaurs' Forest:@{fg text} Centaur, Hercules Silhouette, Minotaur, Archer @{fg shine}L4 The Big Olive:@{fg text} Centaur, Coin, Serpent, Hercules Silhouette @{fg shine}L5 Hydra Canyon:@{fg text} Coin, Gladiator Helmet, Coin, Soldier @{fg shine}L7 Cyclops Attack:@{fg text} Gladiator Helmet, Pegasus, Hercules Silhouette, Archer @{fg shine}L8 Titan flight:@{fg text} Soldier, Coin, Coin, Lightning Bolt @{fg shine}L9 Passageway Of Eternal Torment:@{fg text} Medusa, Soldier, Centaur, Pegasus @{fg shine}L10 Vortex Of Souls:@{fg text} Soldier, Lightning Bolt, Soldier, Centaur @{fg shine}View All Movie Clip:@{fg text} Pegasus, Soldier, Centaur, Soldier @endnode @node "The_Hive" "The Hive" @{b}The Hive@{ub} @{fg shine}Passwords:@{fg text} Just choose 'Load Option' from the Main Menu and when the game tells you that it can't find any files, the password screen will appear. 2: !V73 3: AMQ3 4: NGH3 5: ZN03 6: WVQ3 7: HC13 8: 1EZ3 9: UVM3 10: TZ93 11: U6Q3 12: 2OJ3 13: KLS3 14: 2XS3 15: 81H3 16: 8HU3 17: J5V3 18: VIH3 @endnode @node "Hexen" @{b}Hexen@{ub} @{fg shine}Cheat Mode:@{fg text} Enter the options screen from the main menu and select 'Pad Config'. Hold R2 and press RIGHT, DOWN, RIGHT, TRIANGLE, X at the pad config screen. A sound will confirm correct entry. Begin playing and pause. Use the 'Cheat' selection from the main menu to access God mode, etc. @endnode @node "Indy_500" "Indy 500" @{b}Indy 500@{ub} @{fg shine}Extra Menu Item:@{fg text} Press: O, X, TRIANGLE, SQUARE three times at the title screen. @{fg shine}Drag Race:@{fg text} For one-player mode, highlight the 'Qualify' option on the Indy 500 mode screen and hold: L1 + L2 + R1 + R2 + START. For a two-player mode drag race, hold: L1 + L2 + R1 + R2 + START at the handicap screen. @{fg shine}Alternate Replay Views:@{fg text} Hold SELECT and press: L1, L2, R1, R2, TRIANGLE, SQUARE, or X during the replay. @endnode @node "Gex" @{b}Gex@{ub} @{fg shine}Infinite Lives 1:@{fg text} In the first stage you can get 99 lives by going to the two secret areas over and over. First you need to run through and get all the collectables and free men. Go the the area above the camera and get the bonus area. Run through and get everything again, then go to the area that you have to crawl through and get the collectables and get the freeman by running and jumping where the portal shows up. Run and jump again above the moon: there you will find another portal, but only go there after you have gone through the level at least once, then everything will be replaced. @{fg shine}Infinite Lives 2:@{fg text} In the stage 'Rock it!' in New Toonland, right after the third camera, jump onto the rocket. There is a downwards-pointing arrow made with flies. Jump down and there should be a hole there. Once down in the hole, hit the yellow thing to the left with your tail to make it purple. Now there is an opening to the right. Inside is four extra lives and a remote control. Get them. Now jump into the spikes and die. You will start back at the camera. Jump back into the hole and repeat the above steps. Each time you die, the lives reappear so you can get as many as you want. @{fg shine}Pause Cheats:@{fg text} Hit pause, press and hold: R1, then enter the following codes: Infinite Lives: UP, O, TRIANGLE, DOWN, RIGHT, SQUARE, DOWN Fire Balls: X, UP, RIGHT, UP, RIGHT, RIGHT Ice Balls: O, O, LEFT, DOWN, O, UP, RIGHT Electricity: RIGHT, LEFT, RIGHT, O, TRIANGLE, RIGHT, O, DOWN, RIGHT Super Jump: X, O, UP, UP, DOWN, RIGHT, RIGHT Invincibility: X, SQUARE, DOWN, DOWN, UP, DOWN, RIGHT @endnode @node "King_of_Fighters_96" "King of Fighters 96" @{b}King of Fighters '96@{ub} @{fg shine}Fight As Bosses:@{fg shine} Hold START and press UP + O, RIGHT + SQUARE, LEFT + X, DOWN + TRIANGLE at the character selection screen in any mode. Chizuru Kagura will be selectable to the right of Clark, and Goenitz will be to the left of Athena. Now you can kick seven shades of brown stuff out of your enemies! @endnode @node "Incredible_Hulk" "Incredible Hulk" @{b}Incredible Hulk@{ub} @{fg shine}Level Passwords:@{fg text} World Easy Medium Hard ---------------------------------------------------------- Castle 70000F630A 60080FFB85 80100F8401 Ice A0000A352F 90080ACDAA B0100A5626 UFOs C000010759 B008019FD4 D010012850 Maestro 300006D8BD F01005616D 101005F9E8 @endnode @node "In_The_Hunt" "In The Hunt" @{b}In The Hunt@{ub} @{fg shine}Extra Continues:@{fg text} When your last ship has been destroyed, press & hold TRIANGLE + SELECT. While still holding the buttons, press START fot an extra five continues. @{fg shine}Sneaky Trick:@{fg text} If you still can't finish the game with the above cheat in one-player mode, press START on controller 2 before you die. You'll have alot more lives to finish the game with. @endnode @node "International_Superstar_Soccer_Deluxe" "International Superstar Soccer Deluxe" @{b}International Superstar Soccer Deluxe@{ub} @{fg shine}Dodgy Cheat:@{fg text} Enter the following code on the password screen: UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, X + O. If the cheat has worked, you should hear a bark. Now when you start match, the ref and linsmen will have turned into dogs! Don't expect any favours from man's best friend though - you'll still get booked for fouling on the pitch. It's a wonder the fans don't chant "The referee's a spaniel!" @endnode @node "Ironman_X-O_Manowar_IHM" "Ironman X-O Manowar In Heavy Metal" @{b}X-O Manowar In Heavy Metal@{ub} @{fg shine}Passwords:@{fg text} These passwords will let you have full armour, boost, weapons, and 99 lives! On the password screen, enter one of these codes: @{fg shine}One Player End Level:@{fg text} C04A7707777777777777777777 @{fg shine}Two Player End Level:@{fg text} C02A77X7777777777777777777 @endnode @node "Lost_Vikings2" "Lost Vikings 2" @{b}Lost Vikings 2@{ub} @{fg shine}Infinite Energy:@{fg text} Input this code on the password creen (select 'Load Game'): CH3T You can now start a new game or enter a level password to play with infinite energy. @{fg shine}Level Codes:@{fg text} 1: NTR0 2 1STS 3: 2NDS 4 TRSH 5: SW1M 6 W0LF 7: BR4T 8 K4RN 9: B0MB 10 WZRD 11: BLKS 12 TLPT 13: GYSR 14 B3SV 15: R3T0 16 DRNK 17: Y0VR 18 0V4L 19: T1N3 20 D4RK 21: H4RD 22 HRDR 23: L0ST 24 0B0Y 25: H0M3 26 SHCK 27: TNNL 28 H3LL 29: 4RGH 30 B4DD 31: D4DY @endnode @node "Johnny_Bazookatone" "Johnny Bazookatone" @{b}Johnny Bazookatone@{ub} @{fg shine}Level Select:@{fg text} On the password screen, enter 'KRISTIAN', @{fg shine}God Mode:@{fg text} On the password screen enter 'PILCHARD'. Bonus Level: At the beginning of the first level you start at the wall. Go to the right side of the wall (where it stops) and then jump up while holding the pad to the left. You will jump onto a secret walkway. Walk to the left and jump up again. You will enter a bonus level. Losing a life in the bonus level does not effect your lifes in the game, so just collect as much as you can get. When you have 1,000 music notes collected, you will get a extra life. @endnode @node "Jumping_Flash" "Jumping Flash" @{b}Jumping Flash@{ub} @{fg shine}Start On Any World:@{fg text} On the title screen, press the following buttons to enter any world/stage: UP, UP, DOWN, DOWN, X, X, LEFT, RIGHT, LEFT, RIGHT, X, TRIANGLE, X, TRIANGLE. If you've done this correctly, the screen should turn red. Now press the START button and use LEFT and RIGHT to select a level. @endnode @node "Kileak_The_Blood" "Kileak The Blood" @{b}Kileak The Blood@{ub} @{fg shine}Cheat:@{fg text} To start off the game with everything, follow these instructions. At the title screen, where the little 'sperms' are congregating, press: O six times then rotate the D-pad three times, clockwise from RIGHT. Then hit: TRIANGLE, SQUARE, SQUARE, TRIANGLE, X, START. @{fg shine}Invincibility:@{fg text} When the intro screen comes up, push this combo three times in less than five seconds: TRIANGLE, TRIANGLE, LEFT, RIGHT, SQUARE, SQUARE, SELECT, L1, L2, R1, R2. The background will turn blue. @endnode @node "Machine_Hunter" "Machine Hunter" @{b}Machine Hunter@{ub} @{fg shine}Enter on the password screen...@{fg text} Unlimited Continues - **URANUS** One Hit Kills - GRIMREAPER Demo Droids - DEMODROIDS @{fg shine}Super Cheat:@{fg text} 1. Go to the password screen. 2. Enter: ???HOST??? as a password. 3. Go to the Options screen and highlight 'Cheat'. @endnode @node "Jet_Rider" "Jet Rider" @{b}Jet Rider@{ub} @{fg shine}All Tracks Cheat:@{fg text} To enable all ten tracks straight away, rather than slugging away season after season, simply follow these instructions and all those wonderful tracks will appear as if by magic: 1. Go to the Options screen and change the Difficulty setting to Amateur. Then set the Trophy Presenter to male. Now return to the Main Title Screen by pressing START, then enter the following on the player 1 pad: UP, RIGHT, DOWN, LEFT, UP, RIGHT, DOWN, LEFT. 2. Now return to the Options screen by pressing + once, then press X to enter Options. Change the Difficulty setting to Professional. Set the Trophy Presenter back to Rider's Choice. 3. Now return to the Mainb Title Screen by pressing START and enter the following on the player 1 pad: UP, LEFT, DOWN, RIGHT, UP, LEFT, DOWN, RIGHT. If you've entered all of the above codes correctly, you should hear the usual 'Ker-ching' sound to coonfirm. Voila! All ten tracks are accessible to you, whether it be via single race, custom, or full season. @{fg shine}Special Codes:@{fg text} You gain access to these only after you've won a Full Season at Professional level on all ten tracks. Once you accomplish this, a bubble will appear on the title screen that sayes 'Codes Enabled'. Now each time you beat the game with a different team, you'll be given a code by that team. Each team has two codes, and there is a final code presented by the crew from Singletrac themselves. Fortunately, you only need to complete the game once, as you can enter any and all codes after the first time you complete the game: Super Agility: DOWN, O, LEFT, L1, LEFT, RIGHT, LEFT, RIGHT Zero Resistance: SQUARE, L1, TRIANGLE, RIGHT, L1, DOWN, R2, TRIANGLE Double Stunt Points: RIGHT, UP, O, L2, TRIANGLE, O, R1, R2 Show-Off Camera Enabled: TRIANGLE, DOWN, SQUARE, TRIANGLE, L1, L1, R1, R1 Air Brakes: R1, R2, RIGHT, L2, UP, O, UP, O Rocket Racer: TRIANGLE, UP, UP, L2, L2, UP, UP, UP Unlimited Turbos: TRIANGLE, O, RIGHT, R2, UP, SQUARE, UP, TRIANGLE Ice Racing: UP, R2, R1, RIGHT, L1, SQUARE, RIGHT, RIGHT Two-Player Computer Controlled AI Code: O, SQUARE, R2, O, TRIANGLE, L2, RIGHT, UP @endnode