Editor:dgick@sun1.iusb.edu __ 7-18-95 v2.5 ---------------------/\--- / \ paranoid on IRC #3DO/ \ / \ / \ \/ \__/ ____ C H E A T __ | | | \ | | | ) |____| |__/ NEWS:Samurai Shodown __ L I S T __ Quarantine / \ / \ Hell ( ) ( ) Wing Commander 3 \__/ \__/ Slam n Jam This list is available by FTP, courtesy of GamePro magazine's Andy Eddy. Just FTP to ftp.netcom.com and cd /pub/vi/vidgames/faqs. It can also be found at ftp.mindspring.com in /users/chrisc/3do thanks to Chris Curry. If you don't have access to ftp, I will e-mail you a copy if you want, but remember, it is over 320k so be sure your mailer can handle it. I will also e-mail just the latest additions to you, if you want. Finger my account to see which version I'm up to and for a list of what's new. You can search for [Japanese import] for the rare import info. These are marked with a '*' below. There are only six at the moment, but I will add more as I get them TABLE OF CONTENTS ----------------- [ATD] Alone in the Dark Walkthru [BRS] Burning Soldier Seven options including 4-player mode. [CPU] CPU Bach Debug mode [CNB] Crash 'n Burn Market list, $2000 trick, infinite continues, Complete Deathdrone message [DMN] Demolition Man Blood code, level select [DRH] Doctor Hauzer * Controls/Translated documentation, walkthru [DRL] Dragon's Lair Infinite lives, walkthru [DDR] D's Diner * Plot translation [FIF] FIFA Soccer Codes given after winning a tournament [FBK] Flashback Most of the passwords, walkthru [GEX] Gex Secret level, saving, speed-up, invincibility, electricity, super jump [GRD] Gridders Extra levels, and two unknown: BARX PARALLAX, pause cheat [GWR] Guardian War Debug mode [HLL] Hell Fast code, night vision code, walkthru [HOR] The Horde Hints, codes [JAM] Jammit Continue/level passwords [JMF] John Madden Football Referee size, player size, see computer's play [KNS] Kakinoki Shogi * Basic translation and rules [MDM] Mad Dog McCree Cheat to continue [MST] Myst Quick finish, walkthru [NFS] Need for Speed Horn test, replay tilt, new view, programmers picture, no traffic, black ice, more torque, traffic bomb, X-Man scooter, view all FMV [NTR] Night Trap List of captures and code change times, tips [xxx] Operation Jumpgate Codes - see: Shockwave [OWI] Off World Interceptor Money code [OOW] Out of this World Continue/level passwords, hidden game, walkthru [PAA] Pataank Tester's cheat, unlim fuel, camera, flip, under the table, bird's eye, high score, top view trick, FMV trick, Buick Pataank [PHT] Pharoah's Tomb Controls/translated documentation, item list [PDW] Plumber's Don't Wear... ...Ties. Removes censorship icons [POD] PO'ed (Sampler Version) Rejuvinate, exploration mode [QTN] Quarantine Level codes, money/weapons code [RBL] Rebel Assault Level select code, level codes [RTF] Return Fire Hints from the company, level codes, debug mode, invincibility, handicap [ROR] Rise of the Robots Play as the supervisor [RDR] Road Rash Clowns and cows [SMS] Sailor Moon S * Play as Super Sailor Moon [SSH] Samurai Shodown Stage select, change to player 2's color, same colored compupter opponant, moves list [SHM] Sherlock Holmes Walkthru [SKD] Soccer Kid Change color of the Kid's clothes, level select [SHW] Shockwave Codes (works with SW:OJ too), milkrun, rolls Elvis, walkthru [SHD] Shadow Warriors Moves list [SNJ] Slam n Jam Small players, big heads, percent chance, super slams, speed-up, unlimited fouls, finding NBA teams, 93-94 NBA roster [SLR] Slayer Save game explination, undocumented slow move [STB] Starblade Unlimited continues, rapid fire [SC2] Star Control 2 Mini-walkthru, walkthru and lists out the wazoo [ST7] Stellar 7 Cheater code, level warp, cruise control [SF2] Super SF2 Turbo Play as Akuma, super characters, moves list [SWC] Super Wing Commander Debug mode [SWR] Supreme Warrior Stealing dirty tricks [TEC] Total Eclipse Round select, free flight zone, 99 ships [ULP] Ultraman Powered * Moves list, playing as a monster and Baltan II [VRS] VR Stalker Fly every mission with all ships [WOW] Way of the Warrior Moves, fatalities, magic, 4-player game, extra characters, extra locations [WC3] Wing Commander III Debug menu, Finger of Death explained, bug warning/fix [YUY] Yu Yu Hakusho * In-game moves list [ZZZ] Appendix List of save game names, FZ-1 sound effects, Flightstick controls, Stealth IR turbo instructions, controller compatibility ............................................................................. KEY GUIDE Key presses are [usually] noted as follows: U = Up on D-pad D = Down on D-pad L = Left on D-pad R = Right on D-pad A = A button B = B button P = Play/Pause (P) button C = C button X = Stop (X) button Ls= Left Shift Rs= Right Shift Multiples of the same keypress will sometimes be represented with a multiplication symbol "x". Example: Ax9 = press the "A" button 9 times. ............................................................................. /~~~~~~~~~~~~~~~~~\ [ATD] Alone in the Dark \_________________/ [Note: A few corrections have been added, and are marked with a '*' You may need to read the ending note a little bit ahead of time, from the way it looks, but I'm not exactly sure where. - Ed.] This represents all the actions needed to beat the game, in chronological order. Some of this may be done in a different order, so this is listed by area. ATTIC 1. PUSH the wardrobe closet in front of the window. 2. PUSH the chest on top of the trapdoor in the floor near the piano. 3. OPEN the chest to get the RIFLE. 4. OPEN the wardrobe closet to get the OLD INDIAN COVER. 5. Walk over to the table and get the OIL LAMP. STOREROOM 1. Take the BOW from the corner near the door. 2. SEARCH the shelves on the right side to get the OIL CAN. 3. USE the OIL CAN to refill the OIL LAMP. 4. Exit room. UPSTAIRS HALLWAY 1. Walk to the first door on the right and enter. 2. Do not walk down the hall as it will collapse and cause death. ROOM 1. SEARCH the rolltop desk in the corner to get the KEY TO THE CHEST. 2. USE the KEY to open the chest in the corner next to the door to get the OLD CAVELRY SABER. 3. Open the door and fight the Zombie that will walk in. 4. The OLD CAVALRY SABER will break after limited use. 5. Exit the room and open the door directly across the hall. DRESSING ROOM 1. Walk into the room, turn around and FIGHT or SHOOT the Zombie that will walk in the room from the hallway. 2. Exit the room through the door near the window. BEDROOM 1. Go to the nightstand on the left side of the bed(side opposite the window), and get the VASE. 2. FIGHT or SHOOT the monster that will jump into the room through the window. 3. THROW the VASE and get the KEY TO THE DRESSER hidden inside. 4. USE the KEY to open the dresser with the teddybear on top of it and get two SMALL MIRRORS. 5. Exit the room through the door near the bed. 6. Walk to and enter the door directly across the hall. BATHROOM 1. OPEN the cabinet to get the FIRST AID KIT. 2. OPEN the FIRST AID KIT to get the FLASK. 3. DRINK the FLASK to gain more health points. 4. THROW or DROP unecessary items: first aid kit, empty flask, chest's key, dresser's key, empty oil can. 5. Exit the room and open the door at the end of the hall. UPPER LOBBY 1. PUT one SMALL MIRROR on each small statue at both ends of the room. 2. Avoid any contact with the winged monsters by staying close to the wall. 3. Walk Downstairs. LOWER LOBBY 1. Do not touch the suit of armor. 2. When you get the VERY HEAVY STATUETTE", stand directly in front of the armor and THROW the STATUETTE to destroy the armor and get the SWORD. 3. The STATUETTE is in room #13. 4. Walk to the door on the right side of the stairs and enter. SITTING ROOM 1. Do not touch the ghost figure in the chair. 2. Get the GRAMOPHONE on the table. 3. SEARCH the cabinet to get the CARTRIDGES. 4. USE the CARTRIDGES to reload the RIFLE. 5. Get the MATCHBOX from the fireplace mantle. 6. Exit the room and go to the door straight ahead on the other side of the stairs. HALLWAY 1. Follow the hall around and enter the second door you come to. 2. The first door is directly across from the door you entered the hall through. BATHROOM 1. RUN into the room and get the JUG next to the cabinet. 2. Ignore the monster in the bathtub as it cannot be killed-it will hit you. 3. OPEN the cabinet and get the FIRST AID KIT. 4. OPEN the KIT and get the FLASK. 5. DRINK the FLASK to gain more health points. 6. Exit the room and continue down the hall to the next door. DARK BEDROOM 1. USE the MATCHBOX to light the OIL LAMP. 2. Get the VERY HEAVY STATUETTE from the table. 3. Exit the room and OPEN/SEARCH to put the lamp away. 4. Go back to the lower lobby and destroy the suit of armor as in room #9. 5. Leave the VERY HEAVY STATUETTE there. 6. Walk to either side of the stairs and enter the dark opening. FRONT LOBBY 1. DROP the GRAMOPHONE here until it is needed later. 2. Turn left and enter the right door of two in the corner next to the stairs. The left one will be locked. ENCLOSED PORCH 1. SEARCH the back side of the statue to get three ARROWS. 2. Leave the room quickly to avoid the falling spiders. They will not leave the room. 3. Walk to the door on the other side of the stairs next to a narrow hallway. KITCHEN 1. Enter the smaller dark brown door nearest the door just entered. 2. Get the KEY TO THE CELLAR hanging on the wall. 3. SEARCH the shelf to get the BOX OF BISCUITS. 4. EAT the BISCUITS to gain more health points. 5. DROP or THROW uneeded items: empty box, first aid kit, empty flask. 6. SEARCH the large cabinet near the table to get the KNIFE. 7. Enter a second smaller dark brown door next to a normal sized door. 8. After entering the small closet, quickly back out and USE the KNIFE to kill the zombie that enters as soon as you enter the closet. 9. Re-enter the closet and SEARCH the pile of coal in the corner to get a BOX OF SHOES. 10. OPEN the BOX and get the REVOLVER. 11. Get the OIL CAN in the other corner. 12. USE the OIL CAN to refill the LAMP. 13. USE the JUG next to the barrel of water to fill the jug. 14. DROP or THROW uneeded items: empty oil can, empty box, knife. 15. Exit closet into kitchen and get the POT OF SOUP from the fireplace. 16. Exit the kitchen through the normal door next to the closet. 17. Open the door across the small hall. DINING ROOM 1. Walk to the right side of the table and PUT the POT OF SOUP on the table. 2. Avoid the walking zombie and wait until it sits down. 3. Exit the room through the door next to the large cabinet. SMOKING ROOM 1. RUN to the other side of the table and stand next to the chair. 2. Get the LIGHTER from the table. 3. USE the WATER JUG to douse the smoking ashtray on the table. 4. You will take some damage from the smoke. 5. Open the double doors that are not locked and go in to the hall. 6. Walk back to the white stairs in the front lobby and climb them. 7. Go back to the hallway that led to the dark room where you got the STATUETTE. 8. Continue down the hall to the end and open the door. HALLWAY WITH PAINTINGS 1. Walk up to the first painting (a man with an axe) and PUT the OLD INDIAN COVER on it. 2. Walk halfway down the middle of the hall and USE the BOW tofire an arrow at the painting at the far end. Once the arrow has hit the painting, purple smoke will appear. 3. Enter the door at the far end of the hall. JEREMY'S BEDROOM 1. Get the FALSE BOOK from the table. 2. PUSH the grandfather clock aside and SEARCH the hole behind it to get the KEY to Jeremy's Study. 3. Exit room and enter the double doors located halfway down the hall. LIBRARY 1. USE the OIL LAMP. 2. PUT the LAMP down in the middle of the floor. 3. Quickly RUN down the corridor at the upper left of the screen. 4. Follow it around to the right until you see an indentation in the wall of books. 5. Go a little ways past this and SEARCH the books next to the indentation to find a mechanism. 6. USE the FALSE BOOK to open the secret room behind the indentation and enter it quickly. A monster will be chasing you and can only be killed by a certain dagger that is found inside the secret room. SECRET ROOM 1. Get the TALISMAN from the shelf. 2. SEARCH the bookshelves to ge the DAGGER with the curved blade. 3. USE the DAGGER to kill the monster in the library. 4. Get the OIL LAMP from the floor and open the closed double doors. You are now in the lower lobby. 5. Go through the dark opening, down the stairs, and get the GRAMOPHONE. 6. USE the silver KEY to open the locked door next to the door to the enclosed porch. 7. Continue down the big hall and re-enter the smoking room #18. 8. USE the KEY to open the locked double doors. JEREMY'S STUDY 1. PUT the OLD CAVALRY SABER in the coat of arms on the wall. If the saber was broken, put both halves in the coat of arms. 2. SEARCH the bookcase in the corner to get the RECORD. 3. Exit the room and go back through the smoking room, into the hall. Not the ones at the end of the hall. PIRATE'S ROOM 1. USE the SWORD to kill the pirate. You cannot shoot the pirate. 2. Get the KEY TO THE DANCEHALL from the dead pirate. 3. USE the KEY to open the double doors. DANCE HALL 1. Walk to a corner and USE the RECORD (dance of death). You must have the GRAMOPHONE. 2. The ghosts will dance. Do not let the ghosts touch you. 3. Get the KEY TO THE PIRATE'S CHEST from the fireplace mantle. 4. Exit the room and go back to Jeremy's Study. 5. Walk down the stairs in the floor. BOTTOMLESS CHASM 1. RUN across the collapsing bridge. 2. Follow the tunnels until you see a giant worm behind you. 3. RUN away from the worm until you can turn right into another tunnel. CAVE 1. FIGHT or SHOOT the monster that waits for you to enter this cave. 2. Continue down this tunnel until you see the worm again. 3. Then RUN back to the place in the tunnel where you turned right and fought the monster. 4. Turn right down the tunnel created by the worm. If the worm is still there, repeat steps 2 and 3 until the worm moves out of the tunnel. UNDERGROUND 1. Step down onto the wooden dock and walk around to the right until you come to a lighter shaded brown section of the wood. 2. JUMP over this section as it will collapse if stepped on. 3. Avoid the monster in the water or kill it. If you kill it, more will appear. 4. Climb up the ledge to the opening. TUNNEL 1. FIGHT or SHOOT the spider monster. 2. Continue down the tunnel. ROCK PILLAR CAVERN 1. Stand in the opening and shoot the flying monster. 2. JUMP from rock pillar to rock pillar. Use the left ones. 3. When the screen view changes, go to the opening on the right. 4. Follow the tunnel until it forks-go right. LARGE CAVERN WITH PLANKS 1. Walk to the right side of the rock plateau. 2. JUMP over the light colored wooden planks onto the darker ones. * Actually, if you follow the marked path (swords and sticks with skulls), you should be safe from falling planks. The only problem is the area where the flying thing is buzzing, since it involves a jump. 3. JUMP and climb up rock pillars until you reach the far side of the room. 4. Shoot or avoid the flying creature in the middle of the cavern. 5. Go to the chest. PIRATE'S CHEST 1. USE the KEY to open the chest and get the GEM. 2. PUSH the rock behind the chest to one side. 3. Enter the dark opening and follow the rock corridor. 4. Step down the ledge and continue forward until it goes black. DARK MAZE 1. USE the OIL LAMP. 2. Walk to the left and try to wind around to the left until you cannot go that direction any further. 3. Turn downwards and go down until it is no longer possible to go further. 4. Turn to the right of the screen and walk until you come to a stone door with a hole in it. 5. USE the GEM to open the door. 6. Enter the room and OPEN/SEARCH to put the OIL LAMP away. END CAVERN 1. RUN and jump off of the rock steps. 2. RUN to the stone altar in front of the tree while dodging the fireballs and the monster in the water. 3. Get the HOOK. 4. While in front of the altar, PUT the TALISMAN on the altar. The fireballs will stop. 5. USE the LIGHTER to re-light the OIL LAMP. 6.THROW the OIL LAMP at the tree. * THIS IS NOT WORKING!!! I put the talisman, light the lamp, throw the lamp, but nothing happens! 7. RUN to the right of the cavern and climb onto a different rock plateau. 8. Climb up to the rock door and USE the HOOK to open the door. 9. Turn left and go back into the maze. It will now be light. 10. Turn right and USE the HOOK to open the door. 11. Turn left and you are now back in the underground # 28. 12. Walk along the wooden docks and climb to the opening on the other side. 13. Turn right and follow the tunnel straight ahead until you come to a small black opening. 14. Enter the opening. BASEMENT 1. Walk around the wine racks to the other side of the room and climb the stairs. * But you can't enter the opening in the basement until you get the wine casks out of the way, and you had to do that from the other side, before you entered the underground. Having a player go all the way then get stuck here is more evil than anything Pickford (or whoever he really is) could have devised. ^o^ 2. You are now back in the front lobby. Walk down the large hall and open the double doors at the end. /~~~~~~~~~~~~~~~\ [BRS] Burning Soldier \_______________/ Special Options First connect second control pad, choose option at menu --------------- screen. Push Ls+Rs+C+X+Right at the same time on the second control pad. Now you can select seven different kinds of options including 4-player mode. /~~~~~~~~\ [CPU] CPU Bach \________/ Debug Mode: Select Classics, then move up/down to any slot. Holding either shift while pressing right or left brings up a 12 digit alpha-numeric display. This "code" represents the piece of music in that slot and allows you to edit your saved piece. Here's a partial list of what they do, listed from left to right. 0 0-4 Determines name of piece (Imperial, Aspen, etc.) 0 0-F " " 0 0-F Determines 'style' of play (smooth, syncopated, etc.)? 0 0-F " " ? 0 0-F " " ? 0 0-F " " ? A A-X Melody seed A A-X Key (A#, C, etc.) A A-X Music Type (Fugue, Adagio, etc.) A A-X ? A A-L Instrument (Piano - Trumpet) A A-G ? /~~~~~~~~~~~~~\ [CNB] Crash 'N Burn \_____________/ [Note: It has been told to me that this game might destroy all your saved games if you reset the machine during a race. It may be a fluke rumor, or whatever -- but to be safe you may want to be sure to pause and quit your game before ejecting the CD. - Ed.] Black Market Goods ------------------ Stealth Generator: Makes you somewhat invisible, but the drivers will still shoot at you. When you take enough damage it wears off. ($11k) Polarity Inverter: Blocks projectiles most of the time. ($10K) Targeting Computer: Helps in targeting enemy drivers faster and more accurately. ($9k) Doomsday Missile: Does Awesome damage, but you just get one per reload. It won't blow up an undamaged driver, but you'll seriously hurt him or her. ($19k) 120mm Gauss Gun: Does heavy damage like the Vulcan cannon, but shoots much slower - 5 sec. reload, ammo 1000. ($16k) Dragon Laser: Blows everything away with relative ease. If you can't blow everybody away on the first lap, stop, wait and let the other racers lap you (or catch up if you're ahead) and let them know who's boss. ($25k) Grim Reaper: A great car. You see it when some of the other illegal goods are offered to you. Speed: 305 / Acc: Awesome / Armor: Fair / Cost $20k Backlash: The closest you'll get to a batmobile. Speed: 330 / Acc: Fair / Armor: Great / Cost: $25k Dragon Car: Watch out track records. This cars really moves. You can see this car in the C'N'B Intro getting blown off the track by Drugger. Speed: 355 / Acc: Good / Armor: Awesome / Cost: $30k The black market cyborg will only appear (at random) and offer things that you have enough money to buy. $2,000 trick If you finish a track but don't get the record time, you may ------------ still get $2,000 if the next track's record time is higher than the time you got. Just reset the game and you'll receive the record time bonus. Example--on track 3 the record time is 1:04, and you finish in 1:10. No record. But track 4's record time is 1:21, and your track 3 time of 1:10 was below that. Reset and you'll be at the money screen after track 3, but you'll receive the $2,000 record time bonus. Note that this trick can work against you, taking away your legitimate record time bonus if you reset on a track with a lower time. Infinite Continues This is simple--never continue. The game saves after ------------------ every race automatically, so just reset the machine (or hit pause and choose quit) whenever you die. Just load the saved game and keep racing. Deathdrome Message The message in the sideline of Deathdrome track 4 reads: ------------------ Once upon a time a genius, a spiritual overlord and a visionary racing criminal became "sotally tober" and decided they would create a legend. Mark said, "Future shock on wheels. Sex, drugs, and rock 'n roll at 100MPH! And with more guns than the LAPD. It's what America's all about!" Madeline raised the toast, "And make sure it is done before September or we'll swing by our heels." And thus it was decided But they needed some help. Little did they know that a hedgehog trainer named Bill would arrive in a few weeks all set to kick some asphalt. "Don't tell me the odds," said Bill, "and I won't tell you to get the h#ll out of my office. "Bill put the 'I' in Artificial Intelligence, and a little A, too, just to keep me from going insane (again). Cyrus creater a killer two million dollar demo, and then put together the best art teams ever legally assembled. "Programming doesn't have to be ugly," he said. "Programmers, maybe, but this thing will shine when me and Steve get done with it." Steve shrugged. "Say what you like, 'cause I'm not listening." Steve listens to only Rocker, Twix, Druger and Klaw (NOT!). "This thing will shine when me and Cyrus get done with it," says Steve. And so it began, at first a train wreck waiting to happen. But later the prize of the show was winning the blue bundle ribbon. Another Bill joined (you can never have to many Bills) and glued the whole thing together with Steve after setting all the cars on fire. The other Bill says mysteriously, "And wait until you see the other tunnels, too." As always, a few stunt programmers were needed. Troy, feeling like Godot as he waited for OS (should have been called the SOS) tried to make the Fat Lady sing, but when asked to play a tune, Troy sez "Bite me!" and stumbles home to bed at 130MPH. In the end, both the ground and the grunge behaved, and much sleep was had by all. A final thank-you to Frankie Goes to Hollywood (just like 3DO) for their musical inspiration! "The Ballad of Crash 'N Burn" was written by Jon "nakasete miyou" Horseley /~~~~~~~~~~~~~~\ [DMN] Demolition Man \______________/ Code Description [These are rather pathetic and incomplete - Ed.] --------------------------- ZH#NC2FSP (Cyro Chamber) MRWDC2BY9 (Underground) V8DN12Q2M (Car Chase) BR7NG2FP3 (Car Fight) Blood Code Go to main screen (start, password, option), press and release ---------- Rs, rotate the direction pad clockwise a few times, blood will drip down the screen. Level Select Pause the game. Press Ls, A, Up, Down, Rs, Up to activate the ------------ level select mode. To select the hidden levels, press B + Up or B + Down to scroll through the levels, which will appear in the password box. VRGN 1 through VRGN 5 are five Doom-like levels that are modeled after the interior of Virgin Studios. /~~~~~~~~~~~~~\ [DRH] Doctor Hauzer \_____________/ Control Translation [Japanese import] ------------------- THE CONTROLS GO SOMETHING LIKE THIS: + The d-pad controls the movements: o d-left: rotate left. o d-right: rotate right. o d-up: walk forward. o d-down: walk backward. + A: action - search, take, use, whatever. + B: + C: run - a little faster than walk. + L-SHIFT: change views. Toggle between three viewing modes: 1. 3rd person cinema view; author has selected camera angle. 2. 1st person out-the-eyeball view (ala Doom). 3. Overhead map view. + R-SHIFT is the "rotate" mode: While the r-shift button is depressed, you can turn your head, look up/down without changing your position/facing. In the 3rd person view, you watch the characters head move around. In the 1st person "eyeball" view, you can use this feature to look up/down. + Play/Pause: Brings up inventory/menu. Unfortunately, all of the text is in Japanese, but you can still get the basic idea. o Up/down to move through inventory items. o left/right to look at a textual (katakana) description of the selected item. o A: use pictured item. Hint: the book that you start out with is where you can save/restore games. o d-left and d-right: Switch between inventory / text description of items. o d-up and d-down: Scroll through inventory items. BTW, the view switching is IMO one of the best features of the game. Certain camera angles that are selected for you can be somewhat limiting; changing views allows you to see as much of each room as possible. SPOILER FOLLOWS: Hint: in the second (living?) room, there is a key located inside of the grandfather clock. When you take the key out, the room shakes a bit and there is some strange animation that shows the camera zooming away from the room. I have no idea what the hell this means, but the key is necessary to go on. I have not solved this one yet, so don't go asking for more hints because I probably will not know the answer. Good luck, and happy adventuring! Walkthru -------- 1. Wait 5 seconds for SHANDALIER to drop 2. Exit room 3. Collect `WHITE KEY' from Grandfather Clock 4. Open directly opposite door over other side of room with `WHITE KEY' 5. Enter second door 6. Remove `FLOWERS' from Varse 1 7. Plant `FLOWERS' in Varse 2 8. Collect `WHITE KEY' from Bed 9. Enter next room through the Flower Picture 10. Collect `GREEN BOOK' from Desk near door 11. Collect `RED KEY' from Dressing Table up room 12. Collect `FLOOR MAP' from 3rd Wardrobe 13. Exit room via Door 14. Run to end of Corridor and press `A' on Red Machine 15. Exit via running over old floor and Door 16. Enter Double Doors near GrandFather Clock using `RED KEY' 17. Push Table (End First) towards other wall (!! This sets a switch and allows back doors to be opened !!) 18. Pull Cubboard down side of the room and exit through Door 19. Run up Passage as soon as you can and enter the Side Entrance 20. Enter Front facing Door to get into Kitchen 2 21. Collect `ORANGE KEY' from 3rd Cubboard 22. Collect `KNIFE' from 3rd Cubboard on other Wall 23. Collect `PETROL CAN' from off the floor by the Red Table 24. Exit Room 25. Enter Door to get into Kitchen 1 26. Push Table up room towards Cubboard 4 Squares then across Hole 27. Walk across Table, and collect `AXE' from Side Facing cubboard door 28. Exit room 29. Go back down Corridor to the next Door on the opposite side, and Enter the Door using the `ORANGE KEY' to get to Dining Room 30. Collect `CANDLE STICKS' off Giant Table 31. Collect `WOOD' from off the FirePlace (!! This makes holes and floor in parts disappear !!) 32. Jump over all holes and then Exit the room 33. Enter next Door up on same side as Exit Door (StairCase's) (!! 3 Giant Spikes will come from under the Floor to block you !!) 34. Enter Door on the Left 1/3, And go to very Bottom Bookshelves 35. Collect `CIGARETTE LIGHTER' from 1st Bookshelf 36. Collect `CROW BAR' from next Bookselve's bottom Bookshelf 37. Walk up to First Bookshelves, Collect `SHOTGUN' from 1st Bookshelf 38. Enter opposite Bookshelf (!! You now go down a underground hole using a Ladder !!) 39. Collect `RED BOOK' from 5th Bookcase round 40. Collect `RED BOOK' from 1st Bookcase over other side (Back/Middle) 41. Collect `GREEN BOOK' from Desk near Air Vent 42. Collect `AIR VENT' off Wall, Collect `PAPER' off Table 43. Exit room via First Bookshelf on other side of Red Book one! (!! You now go up a underground hole using a Ladder !!) 44. Remove boards off Entrance up Top Left Corner using `CROWBAR' 45. Use `CANDLESTICKS', use `CIGARETTE LIGHTER' 46. Go down Corridor and open boarded style Door 47. Collect `GREEN BOOK' from 1st Bookshelf 48. Stand by Bed looking towards the Green Light and use `SHOTGUN' 49. Enter Door back into Hallway behind the Spikes now! 50. Press `A' at Dead Body on the ground and collect `RED KEY' 51. Now enter next Door using `RED KEY' and dodge the big cutters 52. Open the Brown Box and collect the `WOODEN KEY' and Exit room 53. Use `WOODEN KEY' and enter Door round corner 54. Look at the Picture on the wall by pressing `A' activating the switch 55. Walk (DONT RUN) across Hole in Floor along Picture side 56. Open Door, Collect `ORANGE KEY' from 2nd bottom Bookself 57. Collect `GREEN BOOK' off bottom table, now Exit 58. Walk along opposite side of Hole and enter Door using `ORANGE KEY' 59. Open First Cubboard near Painting (!! This fires the deadly GrandFather clock Dart into wall !!) 60. Go back to Dart Clock Room and use `AXE' on the Orange Hook 61. Open Painting on wall, and collect `PAINTING' from Cubboard 62. Open 2nd door away from Painting, Collect `DYNAMITE' 63. Exit Room, walk to side of Fireplace (top) and press `A' twice (!! You now go down a underground hole using a Ladder !!) (!! You then fall off the bottom of the Ladder into a !!)(!! New area with *WOW* new creepier music !!) 64. Open Doors on Right, Collect `WHITE KEY' off Bodie, Exit Room 65. Enter other Door, Plant Dynamite at far Front Wall, Use `CIGARETTE LIGHTER' upon the `DYNAMITE' and !!QUICKLY!! Exit the room. 66. Enter Same Room Again, and go up to Wagon and press `A' (!! Watch yet more great graphics as you enter the tunnels !!) 67. Use `WHITE KEY' the one next to `PAINTING' in inventory on Door (!! Marvel at some really nice graphics !!) 68. As soon as intro has finished, Select `PAINTING' and then EyE ViEw and run forwardly (not 100%) towards the Face in Blue Beam. Once Close enough, the character you control will throw the PAINTING automatically into the bosses mouth. /~~~~~~~~~~~~~\ [DRL] Dragon's Lair \_____________/ Infinite Lives Enter U D L R U D L R at the title screen and press Start. -------------- Walkthru Here are the keypresses for each scene in Dragon's Lair. These are -------- the standard appearace of each scene...some will flip left/right (mirror) occasionally. The rough timing should become obvious (ie, whenever Dirk's in danger), but the exact timing is up to you to find out. Bracketed [] items are grouped together because they relate to the same danger. entry bridge: B U three doors: R tentacle room: B R D L U striped snake room: B B R "round" room [vague]: L U R U L U B U floor trapdoor room: B R U B U staircase that turns to ramp: L B L L furnace room: B B B L B two turning paddles: U B D U chest & bed room: U ceiling trapdoor room: R D U L L mechanical horse: [R L R L] L huge knight tiled room: [R L U L R L R] [B B] corridor with 6 doors: U B U B L B wooden bridge & bats: U U D B R R spiral staircase & big bat: B L L [B L] frog king: L [R R R R R] U B [L R D B] drink me: R small tiled room: D U L throne room: [R U R] R caverns with ooze: [U U U U] [R L R L] R lava room: B [U x7] skeleton room: L L R R colored balls: [D x6] U yellow liquid & pot room: U B B R fire/ice exits room: U U L treasure room: U L L D [D D L] U D R B B L B /~~~~~~~~~\ [DDR] D's Diner \_________/ Plot Translation [Japanese import] ---------------- 1997. Los Angeles. Midnight. A multiple murder has occurred at a General Hospital just on the outskirts of downtown. The culprit is the chief of that same hospital, Dr. Rictor Harris. And now, he is holding several patients hostage, so the police are unable to make a move. Rictor's only daughter, Laura Harris, knowing her father's circumstances, drives from San Francisco in her sportscar, and heads into the hospital, the scene of the tragedy, alone. So now, can Laura put an end to the riddle surrounding her transformed father? That's the best I can translate the instructions without consulting a dictionary. Sorry if the English doesn't read so well. That is the only explanation of the story. Throughout the game, Laura's father appears and tells her to leave (*now!*) before it's too late. I haven't heard anything else very significant so far in the story. /~~~~~~~~~~~\ [FIF] FIFA Soccer \___________/ Simply pause the game and enter these codes. If done right, there will be a tone and confirmation message at the top of the screen. Enter the code again to turn it off. Hot Potato: C R A B B R L A B A B B R Invisible Walls: A B B A C A B A B B A Laser Ball: L A C R B A L L Giant Player: B A B A R B A B B A R Big Ball: B C B A L L A B A L L Metallic Men: B A R C L B A B B A Beefcake: R A L B A C L A B A Radical curve: C A R C A B R A B B L Brute mode: R A B B A C L L B A C L Crazy bounce: L A B A R R A C C A /~~~~~~~~~\ [FBK] Flashback \_________/ Level Codes EASY: GATORS NORMAL: LEAGUE HARD: LASSO ----------- DIABLO ANIMAL STRIKE PMBRTN QUASI KNOCK EXPO BANG POKER PATROL TIMERS KNUCKL BOOGIE STALIO SHKSPR LEVEL 1 >From Start, Pick Up The HOLOCUBE Located 1 Screen Below Move To Right And Dispose Of The First OGRE Go Left And Pick Up The Rock And The 10 CREDITS Move Right, Let The Door Slide Open And Incinerate The Second Ogre Pick Up PILE Go Down ( Making Sure You Don't Plunge And Die ) Then Move Right Avoiding The Force Field And Curent Running Through Ground Recharge Shield And PILE Move All The Way Left And Place PILE Into Console ( This Opens The Bridge ) Once You Cross, Take The LIFT Up And Go Left Throw Rock At Sensor So That The LIFT Stays Down Pick Up TELEPORTER And The 2 Rocks Take The Bottom LIFT Down You Must Now Go Back Right ( CAUTION: There Is A Deep Drop Down, Avoid It ) CLIMB Down, Then Again CLIMB Down, Jump Down To The 2 Ogres And Hopefully They Will Kill Each Other, If Not Dispose Of The Remaining One Go Right And Disable The Force Field Pick Up Rock Kill Another Ogre Pick Up 100 CREDITS Pick Up KEY Pick Up 100 CREDITS To The Right You'll Face Another Ogre ( Make Sure To Have Your GUN Ready ) Pick Up 500 CREDITS Go All The Way Left ( CAUTION ) Insert KEY Into Console ( This Opens A Door ) Now You Must Go Back Over The Bridge Again All The Way To The Right Where You Recharged All Those Items On Top Go Left, Kill Ogre, Go Up And Play With The Sensors Until You Get To The Top Go Right And Talk To The Injured Traveler Give Him The Teleporter And Pick Up I.D. Card Now Go Back All The Way Left Over The Bridge ( CAUTION ) Go All The Way Left, Down And And Pass The I.D. Card Through The Console CLIMB Down ( CAUTION, LOOOOOONG Drop ) There's 2 More Ogres Here CLIMB Down And See If They Obliterate Each Other, If Not Dispose Of The Remaining One There Is A Sensor On The Right And If You Try To Walk It Sets Of A Laser Beam... Duck Down And ROLL Into The Next Screen There Is An Old Hermit On The Right Who Will Sell You The Anti-G Belt For Your CREDITS Then J U M P Down To The Next LEVEL... **** LEVEL 2 Go All The Way Right And Climb Down To Bring Up The LIFT >From Middle Platform, Run And Jump To Get On Top There You'll Find 2 COPS, Which Will Shoot You So You Must Dispose Of Them After That, Talk To IAN And Activate The Chair You'll See A Long Animation After Which You Must Talk To Ian Again He'll Open The Door Go Through And CLIMB Down To Kill The Ogre On The Bottom Pick Up FUSIBLE And Return Up To Insert It Into The Console Again Activate The Console To Bring Down The Lift Take The Lift Up Snd Go Left You Must Talk To MAN, After Which You Must Open The Door, Bring Up The Lift And Go Down To The Train Activate Map To Get Familiar With The Subway System Take The Train To The BAR ( AMERICA ) Talk To The BARMAN, Go All The Way Right And Talk To FAUSSAIRE Go Back To The Train And Take It To The COUNCIL ( AFRICA ) Talk To Each Moron And Give Your I.D. Card To The GOUVERNEUR He'll Give You Working Papers Take The Train To The JOB CENTER ( EUROPA ) Talk To MAN And Insert The WORKING PAPERS To Acccept Misison 1 You May Also Review What The Mission Is About Take The Ttrain Tto ASIA And Collect A PACKET From WOMAN Take This PACKET To AFRICA And Give It To MAN Here He Will Pay You Take Train To JOB CENTER And Accept Mission 2 SAVE Here You May Also Recharge Your Shield Take Train To RESTRICTED AREA 2 ( AFRICA ) Pick Up V.I.P Go All The Way Right Shoot OGRE Pick Up And Insert KEY Into Console Go Left And Kill OGRE Go Left Again And Dispose Of The 2 Floating Balls On The Top Platform Collect KEY Go Right And Insert KEY To Open Door Get V.I.P. And Proceed Down Here He Will Pay You And Teleport You To The Mission Room Recharge SAVE Here Insert Working Papers To Accept Mission 3 Take Train To The BAR ( AMERICA ) Talk To Customer Go Down To Talk To COP Go Back Behind Bar And Shoot OGRE Then Talk To MAN And Go Back Down To Shoot The COP He'll Leave A KEY Pick It Up And Go Back Behind BAR To Open Floor Trap Jump In SAVE Here Go Right And Shoot The 2 TERMINATORS You'll Get Paid And Teleported Back To Mission Room Recharge SAVE Here Insert WORKING PAPERS To Accept Mission 4 Now This Level Is Not Tough But It's FAST Step Into Teleporter RUN To The Right, Open Floor Trap And RUN All The Way Left Take LIFT Down, Run Right, And Jump On Tp Platform To Activate LIFT Take LIFT Down And Go Right In The Right Place, Insert The Correct Card You'll Get Paid And Teleported To Mission Room Recharge SAVE Here Insert WORKING PAPERS To Accept Mission 5 This Level Is Not That Easy, Make Sure You Take Your Time And Be Patient Proceed To RESTRICTED AREA 3 ( EUROPA, Same Station ) SAVE Here Shoot OGRE And Go Down Shoot Second OGRE And Get KEY Go Down And Shoot Third OGRE Go Left And Insert KEY Go Left, Pick Up The ROCK And Throw It Shoot OGRE RUN Left And Jump Down To Shoot Another OGRE Go To Top Platform And Activate Sensor To Open Door CLIMB Down And ROLL Right Pick Up KEY And The CREDITS Go Back Left, Down, Right, And Down Dispose Of The COP, Open The Door And Incinerate The Flying Ball Here You'll Get Paid And Teleported Back To Mission Room Recharge SAVE Here Go To The BAR ( AMERICA ) And Talk To FAUSSAIRE Give Him CREDITS And Collect I.D. Proceed To The DEATH TOWER And Give I.D. To MAN Go In And Fond Yourself In The NEXT LEVEL... *** LEVEL 3 8: Go Right And Kill TERMINATOR Open Door, Go Back Right, And Recharge Go Left, Kill TERMINATOR, And Proceed Left open door and lift UP 7: Jump Up And Proceed Left Open Floor Trap, Go Left, And Kill TERMINATOR Activate Doors And Kill TERMINATOR Go Left And Kill TERMINATOR Go Left, CLIMB Up, Go Left And Kill TERMINATOR And The 2 Floating Balls Proceed Left And SAVE Here Go Left And Take LIFT Up 6: Go Right And Open Door ROLL Left, CLIMB Up And Go Left Watch Out For Trap Door And Recharge Go Left And Kill TERMINATORS Proceed Left And Watch Out For Floor Mines Take LIFT Up 5: ROLL Left And Kill TERMINATOR CLIMB Up, ROLL Right And SAVE Here Go Left, CLIMB Down >From Center Platform Run Left And Jump Up To Proceed Left Jump Over Pits And Continue Left Take LIFT Up 4: Go Right, Release TERMINATOR, And Kill Him Open Door And Go Right Recharge And Kill TERMINATOR On Bottom Platform Go Right And Open Door On Middle Platform Go Right And Open Floor Trap On Bottom Platform Go Right And Take LIFT Up 3: Kill TERMINATOR And Go Right Kill Middle Floating Ball, Kill TERMINATOR, And SAVE Here Kill Remaining 3 Balls And Take LIFT Up 2: Kill TERMINATOR, Open Door, And Kill The Other TERMINATOR Take LIFT Up 1: Kill TERMINATOR You'll See And Animation Of A TV Studio You'll Receive Money And Launch On A Space Crusade To The Next LEVEL... **** LEVEL 4 Talk To HOMME And Give Him I.D. Card Go Left, Kill Cop, And Go Left Here Kill Socond Cop ( Use The FORCE FIELD, It Really Works ) Go Down, Kill Cop And Floating Ball >From Middle Platform Go Right And Recharge Go Right And Kill Cop Proceed Right And Dispose Of All The Cops That Show Their Face Go Back Left And Recharge If Necessary Go Right And Inside Kill 2 Cops And Floating Ball Move Right And Call Taxi SAVE Here Climb To Top Platform Run And Jump All The Way Right And Crack The Crystal Proceed Inside And Right Here Dispose Of The TERMINATOR, Take LIFT Up, Crack Crystal, And Get Key Go All The Way Right, Jump To Middle Platform, Right Again And Recharge Step Left And Incinerate The Robot ( CAUTION: He Explodes ) Activate Console, Go Right, Oped Door With Key, And LIFT Down SAVE Here Climb Up And The Wall Will Slide Away Take LIFT Down And Go Up On The Right Kill TERMINATOR, Pick Up Key, And Proceed Left Get Rid Of The 2 Floating Balls And Climb Up Move Right And Activate Console So That The Wall Slides Out Of The Way Then Left And Climb Down Go Right And Deactivate The Force Field Proceed Down, Open Door, And Recharge Take The LIFT Up And Go Right There Are 2 Floor Traps That I Couldn't Figure Out They Might Be Useful To Recharge And To SAVE, But I Didn't Bother Go Right And LIFT Down On Left Run And Jump To Top Platform So You Can Open Door Go Right, Pick Up Key, LIFT Up, Open Door And Step Inside Kill Floating Ball, Jump Mine, And Run Like HELL - A Force Field Will Follow You Dispose Of The Floating Ball And Proceed Right To The Next LEVEL... **** Level 5 TERMINATOR Will Open The Door, However You Can't Kill Him Since You Don't Have The GUN Run Right And Pick Up The Gun Kill TERMINATOR And Pick Up Key SAVE Here, Go Right, And Open Both Doors Proceed Up ( CAUTION: Force Fields All Over ) And Left Go Down To Recharge Dispose Of The Bottom TERMINATOR And Pick Up Both TELEPORT Parts Kill Upper TERMINATOR, RUN And JUMP To Right Screen Avoiding Force Fields Open Door And Throw Teleport Receiver Teleport Here Kill Floating Ball And Pick Up Teleport Receiver Jump Down And Dispose Of SLIME CREATURE Go Right And Kill Second SLIME Proceed Left SAVE Here Go Left And Fall Into Pit Kill The Floating Ball In The Next Pit And Proceed Left CLIMB Down And Enter The Teleport Beam For The Next LEVEL... **** LEVEL 6 Go Right And Kill The Slime Open Door, Recharge, Go Back Left And Take The LIFT Down Go Down, Kill Slime, Pick Up Rock, And Go Left Throw Rock At The Sensor To Open Door And Go Left Activate Switchg To Open Floor On Bottom Platform Shoot The Door, Operate Switch And Dispose Of The Slime Collect Atomic Charge And Proceed Left Check Out The Journal Go Down, Open Floor, And Proceed Down Recharge And Kill Slime Throw Teleport Receiver Into The Pit And Teleport Down Kill Slime And Go Down SAVE here Kill Mutant Dog And Proceed Left Open Door And Kill Slime Go Right, Pick Up KEY, And Step Right Into The Teleporter Go Right And Up Take The LIFT Up, Go Right, And Place The KEY... Next LEVEL... **** LEVEL 7 Jump Up And Take LIFT Up Be Ready To Kill The Slime And Then Collect The 2 Exposive Mice Proceed Up Run And Jump To Avoid The Falling Bombs Throw The Teleport Receiver To The Left And Take The LIFT Up Activate Switch So That The LIFT Goes Back Down Move All The Way Left And Recharge Go Right And Get The Teleporter Ready Jump Into The Pit With The Slime And Activate Switch Then Immediately Teleport Be Ready To Kill The Slime At The Bottom Pick Up The Teleport Receiver Move Right, Pick Up KEY, And Open Door Take LIFT Up SAVE Here ROLL Right Avoiding The Force Fields LIFT Down And Insert KEY Using LIFT, Blow Up The Floor Mines Throw Teleport Receiver Into The Pit And Teleport Down At The Bottom Kill Slime Then Carefully Timing Dispose Of The Organic GUTS Inside The Half-Sphere Pick Up Teleport Receiver Follow These Instructions Carefully: STEP TO THE RIGHT OF THE FLOOR PIT JUMP LEFT ( KEEP THE BUTTON DEPRESSED ) TO HANG FROM THE FLOOR MOVE JOYSTIC DOWN AND YOU SHOULD FALL DOWN AND HANG FROM THE BOTTOM ONCE YOU JUMP ALL THE WAY DOWN PROCEED... Move all the way Right And Leave The Teleport Receiver (In front of the door) Go All The Way Left And Recharge Take LIFT Down SAVE Here Move Right And Shoot 2 Slimes you Must Dispose Of The GUTS Hanging Down From The Ceiling To Do That, Shoot Them From The Left Side, Then From The Right Repeat Until No More Slime-BAGS Come Out Go Left Take LIFT Up And Recharge Take LIFT Back Down SAVE Here Go Back Right Take LIFT Up And Go Right Pick Up Mouse And Kill Slime Pick Up KEY, Open Door, And Go Back To Recharge Also SAVE If Necessary ( RECOMMENDED! ) Return To The Door And Take LIFT Down Go Right And Dispose Of The 2 Slimes ( You Might Want To Use The Exploding Mice Here) (To use exploding mice, hit down arrow to kneel, and then hit the use item key) Go Right And ROLL Through The Force Field Leave Atomic Charge (as far right as you can go) And Hit The Switch Teleport Back Go Right And Take Lift Up (It's not obvious there is an elevator here; you need to hit shift and the up arrow to reach the ship). Here You Will See The Final Animation... /~~~\ [GEX] Gex \___/ Codes All the codes spell something using the following key. Only a few ----- are known (so far) so happy hunting. U - Up N - Up (North) A - A button D - Down S - Down (South) B - B button L - Left E - Right (East) C - C button R - Right W - Left (West) P - Pause button (i.e. For LCD RUNNER hold Right Shift, and press Left, C, Down, Right, Up, Up, Up, Right, Right) Left shift is never used. Hold right shift while entering the code. The game will unpause itself after you enter the last letter if you entered it correctly and give you the power-up or activate the code. LCD RUNNER Speed Up LCD EEL Electricity LCD RUBBER Super Jump LCD NUCLEAR Invincibility (not whirlwind -- removes sprite collision) Saving The game DOES NOT save after completing a boss character! You can, ------ however, go through a completed level with a VCR under it and save there. A good strategy would be to go through a VCR level (Like the third level in Graveyard) before you are done for the night. Secret Level To get to Planet X you must get perfects on each of the ------------ bonus games [i.e. the Skull/Frankie game in Graveyard] When you get a perfect a small portion of a remote control will flicker on the screen. You don't have to complete the level -- you can get the portion of the remote and just die. The portions will not save, however, you must get perfects in all the games to get the whole remote in one sitting. Once you get the whole remote and use it at the world select map it will save. /~~~~~~~~\ [GRD] Gridders \________/ Cheat To prevent being sent back, you can cheat by going to the pause menu, do ----- a save and quit, then resume. Only do this if your life is RED and hopeless of course. You will be restarted over with everything reset! Including no loss of lives, like what happens when you 'give-up'. Secret Level Go to the options screen and highlight "Exit". Hold down the ------------ stop button and type "LAX". (Yes you must let go of the stop button once it comes time to type the X). You will hear a bad buddy say "HEY!". In the US version of Gridders, this code will allow you to play secret level 25. In the Japanese version of Gridders, this code will allow you to play the 12 secret levels, including the on from the US verison. FYI - the other published cheat codes are "BARX" and "PARALLAX". [I have no clue what these do, or any idea what he's talking about... - Ed.] /~~~~~~~~~~~~\ [GWR] Guardian War \____________/ Debug menu During the Map Mode, press and hold LS, RS, & C. All movement ---------- will pause. While holding them, press U, D, L, R on the D-pad. This menu will appear in Japanese: 1. Data Load: Load a saved game. 2. Install Mode: Equip your characters with new bodies and equipment. 3. Shop Mode: Buy anything in the game. 4. $$$+10,000: Press A button to recieve 10,000 gems. 5. No Battle: Walk through hostile locations unharmed. 6. Show Grid: Shows some Japanese chart during combat. 7. Move Anywhere: Move anywhere on the map during combat. 8. Combat Skill: During combat, select an attack from a menu of all attacks found in the game. 9. HP-MP: Highlight this option and you won't take any damage or lose magic points. 10: Map Parts: A Japanese interpretation of the map during combat mode. 11: Map parts continued. 12: SE: Produces a blipping sound effect. 13: Basic Level +1: Raises Basic level by one. 14: Class Level +1: Raises Class level by one. /~~~~\ [HLL] Hell \____/ Codes At the game screen pull down the main menu (press C), then press Pause ----- to enter a code. Fast mode Up, Left Shift, Left Shift, C, Right Shift, Up, Down --------- Night Vision Up, B, C, Up, B ------------ Walkthru Note: This is the solve for the PC -- I assume they are the same. -------- Anyone played this game knows there are more than one ways to arrive at the ending. The one I present here is only one of the many possibilities. Althrough I spent a lot of time to make the story line as linear and logic as possible, readers might still find it rather dis-orienated. Remember, examine each and every item you pick up. At some point, game progress relie on this. As in my previous creations, I had excluded un-necessary informations. So if you come across one during game play, feel free to explore on your own. Also, each character in your party carries his/her own inventory. Make sure you examine them. Be prepare to spend hours if you want to play this one from square one. Union Station :: Dante's Apartment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Dante, then take the spare key from the computer table. Georgetown :: Captain Jersey's Kitchen ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Take the Scrub List on the table and talk to Jersey. Go through all the questions and listen to all the informations. Foggy Bottom :: Entrance To Interface ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ talk to Karl (the man behind the door) and note the writtings on the sign. By combining the 1st letter of each word, you'll have to password. When being asked for the password, enter SESAME. Then go through the manhole to enter Interface. Now you are inside Interface, to your far right is the exit and the door to the left lead to Mr. Beautiful's Office. For now, talk to the people here. You can skip the bartender since he got no informations you can use. Talk to Scub Stevens (the one who sits in the bar) and recruit him into your party. Then talk to Mindrunner (the one next to Stevens). After that, talk to Sophia Bene (the girl sitting at the far side) and recruit her. Now, talk to Kween Chaos (the one sitting on the staircase) and note what he said. Enter Mr. Beautiful's Office and talk to Abonides (the little status). When being ask the password, enter CONDEMNATION. At this point, you'll go through a lengthy movie section, feel free to fast forward it. When Mr. Beautiful offers you a job, accept it. When you arrive at Hell, take everything that's in your sight. You can skip talking to the POW for they process no informations. Go to the next room and talk to the demon Sanguinarius. The Mall :: Voice Of God Radio ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Nick Cannon. He won't tell you much now, but knowing he's an audio expert will help you solve one of the puzzles later. Judiciary Square :: Phreakbeats Hangout ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll notice you can take the fire extinguisher but since it serve no purpose in the entire game, I suggest you leave it alone. Talk to the two people there. Union Station :: Oscar Drexler's Apartment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Oscar Drexler. McPherson Square :: Gang Alley ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the Gang Alley. To your left is the Clean Club House and to your right is Deadly 7 Club House. Upon arrival, you'll hold a conversation with Chistopher Modesta automatically. Talk to the other people here and note any information you can find. Go inside Clean Club House and talk to Gracie Lovell. Gallery Place/Chinatown :: Pap Pap John's Comix Shop ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Anna Mae and learn about her problem, then activate the computer. You'll need a pasword to shut down Locust, pay attention to the 2nd last alphabet of each word. Press enter to clear the screen and enter the password IMPERATOR. Tell Anna you solved her little problem and she'll give you the comic. McPherson Square :: Gang Alley ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go inside the Clean Club House. On the lower right of your screen you will see an exit, go there to enter the Clean Meeting Room. Talk to Temprance Lector (the one on the right) and Phrachie (on the left). When Phrachie ask you whether she should run a RAP or not, answer YES. Go back to the Club House and deliver the news to Gracie. After that, proceed to the Deadly Club House. Talk to Electric Sex -- she who lies on the couch, twice then go into the Deadly Meeting Room. Talk to Barbara Bacchus and Languo. Feel free to go thro the door in front of you, that's Dolph Van Ittey's room ~~ althrough you won't have anything to do here at the moment. McPherson Square :: Cybershop ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pick up the copper tubings on the floor and talk to Dr. Clean. Accept her picklock implant offer. Gallery Place/Chinatown :: Aldous Xenon's Loft ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Aldous Xenon and get the homing device. The Pentagon :: Pentagon Garage Office ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Have Sophia Bene forge you a level~4 pass (select Forger Skill in Sophia's inventory and right click it on the pass template). Talk to the guard by the door and offer him your security pass. Go inside the garage and take the mechanic's creeper. Examine the lunch box lying next to the car and note the name. Go back into the office and talk to the Dispatcher. During conversation, tell him to page JO BOYLE for you. Now, go back in the garage and plant the homing device in car. Gallery Place/Chinatown :: Aldous Xenon's Loft ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Aldous Xenon. Dupont Circle :: British Embassy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll see two doorways here, to your right is the control center and the left one leads to Senator Burr's Office. Talk to Derek Literati, who is reading a report by the door. Talk to Senator Burr. The Pentagon :: Pentagon Reception Area ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to the receptionist and have she direct you to GEN. MANGINI'S PENTAGON OFFICE. Use the lockpick implant to unlock the large metal door and stand onto the automatic walkway, then enter the entrance -- note that you access different parts of Pentagon in the same manner. Talk to Sanguinarius and accept the trip to Hell. After you arrive in Hell, use the hell blade on Krystal Getty (the hostage). Federal Triangle :: Trangressions Entrance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlock door with lockpick implant and enter Jean Saint Mouchoir's office. Take the pencil next to the computer and use it on the notepad. Activate computer by entering access code GOD'S JUSTICE. Informations inside this computer is locked by password. At this point, you still can't access a few of those areas. At an later stage, you'll come back here and learn about them. For the time being, the areas you can access are: Demons - Unholy Trinity Pazuzu and Asmodeus Mr. Beautiful Dean Sterling Citizens Freedom Front - Senator Erin Burr (code: FOGGY BOTTOM) CFF CFF History Government Operations - Night Of The Titans (code: HELL PIT) - Randal Singh Townson Elders Brett Carew Eddy Commerce Artificial Reality Containment Gideon Eshanti & Rachel Braque Fringe Operations - Gneo-Gnostics (code: DEAN STERLING) Psionic League Eschatology Incorporated Meats Solene Solux Acti-Deck - Acti-Deck Parallex Code Capitol South :: Gnostic's Office ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Professor Coronary and go to the next room to talk to Wickersham Dodge and Daniel. Georgetown :: Psionic League Headquarters ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go inside the door in front of you and talk to Suzy Toast. Watergate :: Eschatology, Inc. Offices ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Hercule Rue Des Couers and Christy Abraxis. Arlington :: Recurrection Unlimited ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to the technician there and go through the door. Here you'll face a stupid arcade sequence. By use the mechanic's creeper, your objective is to reach the other end of the corridor by avoiding those security beams. It's not a easy job, so make sure you save your game before you try. Also, be prepare to spend a lot of time on this one. If you manage to get through, examine those recurrection untis. You'll find a body with a latin phase on his chest. Federal Center SW :: New Corporeal Biologics ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are lot's of stuffs here, but you'll only need the electro magnet, the large beaker and the small beaker. After you got theses items, use the Rig Skill on the copper tubings and you'll got your own still. Talk to Brewer for informations. Capitol South :: Menial's World Headquarters ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Take a bottle of beer from the refrigator and use the dream powder in Stevens' inventory on it. Talk to Mick for information, then return the beer to the refrigator. Wait a few seconds and Mick will fall asleep. Take the collector unit. McPherson Square :: Gang Alley ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go to Deadly 7 Meeting Room and give the still to Languo. Ask him for informations you need. Go back to the Deadly 7 Club House and talk to Electric Sex, then give her the key to Dante's apartment. Note the word she tells you. Go into Dolph Van Ittey's room and activate his computer. The access code is BLOODNET. Read through all his personal files. Go back to the alley and tell Christopher about Dolph's idenity, then talk to Chastity Bene. Georgetown :: Psionic League Headquarter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Deliver the collector unit to Suzy Toast and she'll moderify it for you. Foggy Bottom :: Asylum Waiting Area ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to the two people here and note any informations you can find, then go to the next room. Talk to the two groups if you like, your mission is to use the collector unit to fry them. L'Enfant Plaza :: Fitzgerald's Speakeasy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Take a bottle of beer from the bar, then talk to Milwaukee Jack -- he is sitting by his own in the corner. Then talk to Splits Magnola who is sitting by the bar. When asked to create a diversion, throw the bottle of beer to the TV above the bar. Talk to Splits again to recruit him, dismiss Scub Stevens. Georgetown :: Psionic League Headquarters ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Suzy Toast. Farragut North :: Dean Sterling's Office ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Dean Sterling. Union Station :: Asmodeus' Porn Studio ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Grinda Dove (the girl sitting on the desk), Rutterkind (the small demon at Dove's feet) and Asmodeus. After you arrive at the setting, talk to Asmodeus again. After you are back to reality, talk to Dean Sterling and take the Psychopomp unit on the floor. Union Station :: Dante's Apartment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Dante. Use psychopomp unit on yourself and enter address: GARAGE. Talk to Deepthroat. L'Enfant Plaza :: The Collector's Room ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Use electro magnet on the parchment located at the corner of the room. Capitol South :: Gnostic's Office ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Professor Coronary, then go to the next room and talk to Daniel. Take that piece of note on the computer and examine it. The information on that note is critical. Go back and talk to Coronary again, note the word Gesticulate. Dupont Circle :: British Embassy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go to the control room and talk to Senator Burr and her assistance Katerina Goertz. Use the psychopomp on yourself and enter address CHARON. Talk to the ferryman when you arrive. * Beautiful's Hostage Hellpit Take the steel cover and the beer mug on table. Use the mug on the acid pool. * The Hell Zoo Take the staff, jar of food, floating beast, bucket of Styx water and zoo key. Talk to both characters. Use the jar of food on Machalus follow by using the key on the animal cage (NOT the one holding those floating beast). * The Wall Of Flame Hellpit Talk to Prudence Alala, then put the steel cover onto the vent shaft -- the hole with steam blowing up. Stand onto the cover and wait. * The Hell Ice Field Use the floating beast on yourself to go near the ice block. Use the bucket of Styx water on the ice block. * The Hell Music Room Talk to Alice Trenton to learn clue on this one. By right clicking on a white square, you can learn what note will it emit. To free Alice, you'll need to find all silent letters in the verse: Murder the dumb, Torture the meek with the scent of death and the gnashing of teeth The answer is: B E C A G. Left click on the correspond white squares. * The Hell Dentist Office Talk to the demon and note what he's doing. Use nerve gas cartridge on the NO2 tank. Take the NO2 cartridge and dentist drill. * The Ratroom Talk to Dingo Tucker and use the NO2 cartridge on the tubes. Foggy Bottom :: Entrance To Interface ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go to Mr. Beautiful's office and talk to the gangster there. Talk to Mr. Beautiful if you want, but DON'T take his head with you. Take the cue stick instead. Puzzle: First, you need to translate those numbers into letters. Since R=23 ==> A=6, U=26, V=1. Now, look for a song's name or singer's name that correspond to the encrypted word. Then key in the code of that song. Answer: E3 D9 E8 The Mall :: Voice Of God ~~~~~~~~~~~~~~~~~~~~~~~~ Give Mr. Beautiful's DAT to Nick Cannon, he'll play it out for you. Note what it said. Union Station :: Dante's Apartment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Dante. Use Psychopomp on yourself and enter address GARAGE. Talk to Deepthroat. Federal Triangle :: Bureau Of Records ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Mr. Calcutta and Ms. Stinson. Pay attention to what Ms. Stinson said for it is clue to an computer access code. Federal Triangle :: Trangressions Entrance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlock the door with lockpick implant and enter the office. Activate computer. Look up the topic Government Operations / Massimo Eddy. When ask to enter access code, use TRIANGLE. Use Bene's forger Skill on the credentials template. Federal Triangle :: Bureau Of Records ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Mr. Calcutta. Arlington :: Lee Mansion Guard Room ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Use Splits' psionic skill on the guards, then enter the next room. Use the cue stick onto the lamp beside the phanter. Go through the doorway and talk to Massimo Eddy. Examine the notes he give you. Dupont Circle :: British Embassy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Katerina Goertz, she should tell you more about the hostages. If she doesn't, just wonder around town for a while and check back to her. Use the psuchopomp on yourself and enter address CHARON. * The Belly Of The Beast Talk to Thelma Bay Chesapeake. Take the stone and femur bone, then apply stone to bone. * The Abyss Talk to Jeremy Verdi and Gack. Then use mug of acid on hell blade. Give mug of acid to Gack and take the backet of tar. Federal Triangle :: Trangressions Entrance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlock door with picklock implant and enter office. Activate computer and look up topic Government Operations / Night Of Re~Entombment. Access code are JEREMY VERDI and GESTICULATE. Don't forget to read the memo. Union Station :: Dante's Apartment ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Dante and use psychopomp on yourself, enter address GARAGE. Talk to Deepthroat. The Pentagon :: Pentagon Reception Area ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to the receptionist and have her direct you to Thomas Meaculp's Office. Once inside, active the computer. To gain access, answers are: Shudder is to fear as Crying is to Sorrow ~~~~~~ Fan is to air conditioner as Keyboard is to Decking Unit ~~~~~~~~~~~~ Suicide is to death as Embezzlement is to Wealth ~~~~~~ Charon is to perdition as Freeways is to Los Angeles ~~~~~~~~~~~ Once you learn the whereabout of Thomas, go back to the reception area and have her direct you to Pentagon Jail. Once inside, use the EMP grenade on the guard follow by using mini bombs on the cell. Dupont Circle :: British Embassy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Talk to Senator Burr and Jeremy Verdi. Give the note Massimo gave you (the one with mathematical symbols) to Jeremy, then talk to him. Talk to Katerina Goertz, she'll tell you the locations of the remaining hostage. If she doesn't, just wonder around town for a while and check back to her. * The Hell Steel Mill Talk to Brett Carew and use the staff on the gears. * Hell's Desert Talk to Walker Dash and Atroxias, then use the dentist's drill on water jar. * The Hell Schoolroom Talk to Randal Singh and Mr. Maledictum. Puzzle: To solve this, you'll first need to establish a base letter. Any +ve number means counting towards Z, ~ve numbers means counting the other way. For example, in question 1 the codes are: 1 +1 +15 +9 +11 +5 +10 +1 +15 +5 +11 +19 ~3 By choosing "D" as you base which correspond to "1", the codes translate into: Des Moines Iowa The other answers are: Little Rock Arkansas Helena Montana * Mephisto's Throne Room Talk to Mephisto and fight him. Take his hand after you defeated him. * Beelzebub's Throne Room Use the bucket of tar on the floor then fight him. Take his wing after you defeated him. * Belial's Throne Room Use explosive charge on the floor (near the glowing section), fight him and take his medal after you defeated him. * Cerberus's Lair Go through the doorway in front of you. When you arrive, wait for the demon to leave and take the brush on the floor. Use it on Satan's Gate to paint the words GOD IS DEAD. Enter and kill Satan. Go back to reality and talk to Katerina Goertz and Senator Burr to learn about their progress. Use psychopomp on Rachel and enter the address SPAWNER. The Pentagon :: Pentagon Reception Area ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll arrive here automatically after you completed the above section. Have the receptionist direct you to The Pneumatic Delivery Room. After you arrive, take one of the pneumation tubes on the floor and put a gas bomb inside. Talk to Jate then give your bomb~tube to her. Enter address MIRACULUM SEPULCRUM. Exit back to reception area and have the receptionist direct you to Pentagon Chapel. When you arrive, take the taper on the floor and light candles #6, 3, 1, 4, 7, 2, 5, 10, 8, 9 (counting from the left). After you defeated Solene Solux, enter the hole where Solux appears. Use the Hell bug disk on Hell computer. *** END *** ADDITIONAL INFORMATION: I know I'll receive truck-load of e-mail if I exclude the gambling sequence, so here it is. Find some time to talk to Laura Prophet in Deadly 7 Club House AFTER you got some cash and she'll tell you where the racetrack results room is. Wait until you got the notes from Maissmo Eddy, examine the one painted with colors and note which color is "P", which is "S" and which is "T". Check the betting machine in racetrack results room. If you see the Solux Stake is on, bet all your money. Otherwise, don't bother. To select the horse that will WIN, choose the one with a symbol containing 2 of the 3 "P" colors. To choose the PLACE horse, choose the one with a symbol containing 2 of the 3 "S" colors. To choose the SHOW horse, choose the one with a symbol containing 2 of the 6 "T" colors. /~~~~~~~~~\ [HOR] The Horde \_________/ [Note: There are two versions of this game. The first release had an unfortunate bug that deleted all your saved games to make room for its own saves. This was corrected by Crystal Dynamics and recent packages include the updated game. There is no way to tell which version is you have without trying it. Crystal Dynamics (I think) will exchange your old one. - Ed.] Cheat and option codes Before entering codes--start the game as normal. ---------------------- Hold Up, A & B, and press Pause. Enter the code and unpause. The word associated with the code substitutes T for B button and O for A button. [i.e. The word TOT would translate to the code BAB - Ed.] View Cinemas: ROLLOUT (Right, A, Left, Left, A, Up, B). All the video cinemas will play--press Stop to skip to the next video clip. Finish Level: DOLLDOOR (Down, A Left, Left, Down, A, A, Right) Get 30,000 crowns: LOOTLORD (Left, A, A, B, Left, A, Right, Down) You can do this whenever you are low on cash, but you'll never get more than 30,000 from it. Show whole map: LOUDTOOT (Left, A, Up, Down, B, A, A, B) Keep playing: ODDROB (A, Down, Down, Right, A, Down) Lets you keep on playing even if the entire village is destroyed by the Horde, Rosco or you with the flame thrower! Make Magic Items Available: TROLLDROOL (B, Right, A, Left, Left, Down, Right, A, A, Left) Makes all magic items available in the purchase item screen. Speed up Chauncy: TROT (B, Right, A, B) Makes Sir Chauncy run 2X as fast. Combined with the Boots of Boogie he moves 4X! Invincible: TURDODOR (B, Up, Right, Down, A, Down, Right) Chauncey is invincible. He'll still say ouch, but it won't hurt a bit when he's hit. Strategy Guide One of the most common mistakes that causes players financial -------------- trouble is NOT selling back items before moving on to the next land. When you dig up a cow, fence, pit, soldier, or whatever, you get back money equal to what it costs to place that object down in the first place. So in the Shimto Plains at the winter of year 3, make sure you sell all your cows and stuff. The Tree Realms goes to year 4, so sell your stuff in the winter of that year. Each "land" lasts one year longer than the previous one. Shimto Plains: No hidden items. Start off by chopping down trees and planting as many saplings as you can. Repeat this for a few seasons until you have enough to buy a cow. Place cows in the south of your town, as hordlings come mostly from the north. Keep making cows and saplings so that you have 10 or more cows by the end of year 3. Don't forget to pick them all back up in the winter before you go to the Tree Realms of Alburga! Tree Realms of Alburga: Plant as many saplings as you possibly can. Keep planting until it says "at max" in your inventory box. After the hordlings come, plant more to replace the ones they destroy. After a few rounds of this, the Dryad will give you the Boots of Boogie. Fetid Swamps of Buuzal: Around the third year or so, your map will become large enough to show two "arrows" made of stones (apparent on the overview map). Dig at the intersection of these two invisible lines to find the magic flute. This is probably the most useful (and annoying sounding) items in the game. Kar-Nyar Desert: Keep making those waterways! A tree will grow when you get water to an odd-looking bush, which grows in a random spot. The tree frog wants the three foods you can find scattered around the desert--the Blue Fruit, Green Meat, and Purple Seeds. Just set them down next to the tree and he'll give you his Trident. Frozen Wastes of Vesh: Use bombs to blow away the snow in the preparation stage (this is the only land where you can use bombs during this stage), or summon Roscoe to melt away huge strips during the battle stages. Be careful with Roscoe, though--he levels houses really quickly. Here are the hordes to expect each season for the first 10 years... <------------> <-----------------> <------------- Yr 1 Yr 2 Yr 3 Yr 1 Yr 2 Yr 3 Yr 4 Yr 1 Yr 2 Yr 3 #1 5678 6864 7345 666x 7x-8 8--- xx-- 78-5 85-- x--- #2 24 12 4 8 --36 3 #3 12 354 x 335 #4 122 3-1 6 --1- --1- #5 ---1 --1- -1-- -1-- #6 --23 -368 -577 'x' means 10, so basically the 2nd land, year 2 is a bitch... #1-6 are the six different hordling types. 1 is the basic type, 2 is the walking mouth, 3 is the plumber, 4 is the lumbering one, 5 is the wizard one, 6 is the crocodile one. /~~~~~~\ [JAM] Jammit \______/ These codes are all for ROXY (she seemed to be the best). * DKRBNSN - 2 Hot * STPKRNR - Poison * SSNHYDN - Frenzy * JNFRBCN - In 2 It * LRNCHLS - Sweat * PLWRHDS - Slams Only * STWSPKN - Cutthroat * BBSKNNR - Boss /~~~~~~~~~~~~~~~~~~~~\ [JMF] John Madden Football \____________________/ * To make the referee larger, pause the game and press the four directions in a clockwise order (you can start on any direction). [i.e. R D L U R D] * To make the referee smaller, pause the game and press the four directions in a counterclockwise order (you can start on any direction). [i.e. L D R U L D R] After either of these are entered corectly, a whistle will sound. * Bigger players: Rs A P You will hear a crowd cheer. * Smaller players: X X X X X You hear a crowd cheer. * See what play the computer called: B Ls A B You hear a grunt. * To reset back to normal (works with all codes): A X You hear a gunshot. /~~~~~~~~~~~~~~\ [KNS] Kakinoki Shogi \______________/ [Japanese import] Produced by ASCII, distributed (in Japan) by Panasonic MSRP 7800 yen Joystick is not supported Shogi is basically the Japanese version of chess, and the modern form was developed in the sixteenth century. It is played on a 9x9 square board, and each player starts with 20 pieces: 1 King, 2 Gold Generals, 2 Silver Generals, 2 Horses (Knights), 2 Incense Chariots, 1 Diagonal Mover (Bishop), 1 Flying Chariot (Rook), and 9 Foot Soldiers (Pawns). The pieces look like flattened obelisks pointing toward the enemy, with their names written on them in Japanese characters. Many pieces' moves are somewhat similar to chess, but there are several differences. Golds move like a King, but not diagonally backward. Silvers move into one of the forward three squares or two diagonally backward ones. Incense Chariots move like Rooks, but only straight forward. Knights move as in chess, but only to one of the two possible forward squares. Pawns move and capture one square directly ahead. There are two additional rules not found in chess. The first is promotion, sindicated by flipping a piece over. Pawns, Incense Chariots, Knights, and Silvers can be promoted to Golds any time they enter, move in, or leave enemy territory (the back three ranks). Bishops and Rooks can also be promoted, and gain the ability to move one square in the directions they normally can't move (orthagonally for Bishops, diagonally for Rooks). The other rule is that you own the enemy pieces that you capture and can put them back in the game to fight for you. Instead of making a normal move, you can drop a captured piece on the board. Pieces drop unpromoted. Pawns, Knights, and Incense Chariots can't be dropped toward the back of the board where they couldn't make any further moves. Also, you can't drop a Pawn on a file that has another of your unpromoted Pawns on it, and you can't drop a Pawn to give checkmate. ASCII's Kakinoki Shogi is a good 3DO implementation of the game (Kakinoki is the last name of the game's director). You can play against another human, against an adjustable AI, or watch two AI's. There are several game options, including spoken comments, displaying what moves the AI is considering, and time-limited play. You can save your game to resume later and display the moves backward and forward. Computer hints are available, and you can set up the board any way you want, or solve checkmating problems. The graphics are simple, but effective, including three nice woodgrain boards. Kakinoki Shogi needs 16% of your SRAM (~5K) to save configuration and game information. If you don't have enough free upon first loading the game, you will have an opportunity to use the built-in (Japanese) memory manager. If you ever want or need to delete the file, its name is ASCII_KAKINOKIJ. I've included a menu/command translation sheet below; you should be able to understand my format without too much trouble (my thanks to Atsushi Nishikawa for translation help). ====================================================================== D-Pad = move cursor A= Select, put +-----------+ R-Shift = Change sides/ B= Cancel, back up | MAIN MENU | promotion (Edit Mode) C= Menu +-----------+-----------+-------------------------+-------------------------+ | Play | New Game | [Plyr 1 Human/AI level] | C=In-play Menu: | | | | [Plyr 2 Human/AI level] | Cancel game (Save Y/N) | | | | [Handicap] | Cancel move | | | | Continue | Hint | | | | | Quit (Y/N), (Save Y/N) | | | | | Flip board upside-down | | | | | Change players | | | | | Edit Mode (Save Y/N) | | +-----------+-------------------------+-------------------------+ | | Old Game | Load Y/N | C=In-play Menu | | +-----------+-------------------------+-------------------------+ | | Challenge | [Human time limit] | Quit (Y/N) | | | | [AI level] | | | | | [Time warning] | | | | | Continue | | +-----------+-----------+-------------------------+-------------------------+ | Solve | Edit Mode | C=Edit Menu: | | Tsumeshogi| | Quit | | | | Starting setup | | | | Tsumeshogi setup | | | | All pieces to box | | | | Change players | | | | Changes whose turn | | | | Find # moves to mate (if previously on Main Menu) | | | | Resume play (if previously on In-play Menu) | +-----------+-----------+-------------------------+-------------------------+ | Review | Load Y/N | Control Pad Right=fwd | C=Main menu Y/N | | Game | | Control Pad Left=back | | +-----------+-----------+-------------------------+-------------------------+ | Options | Play | [AI Jouseki = an offense & defense pattern] | | | Options | [AI Random (No/Jouseki/Random/Jouseki & Random)] | | | | [Allow Cancel Move] | | | | [Level of hint told] | | | | [Allow illegal moves] | | | | [AI time limit (None/Short/Medium/Long)] | | | | Continue | | +-----------+---------------------------------------------------+ | | Display | [Mark last-moved piece] | | | Options | [Show possible piece moves] | | | | [Show AI's thoughts] | | | | [1=Show promoted piece names in red, 2=Don't] | | | | [Board graphics 1-3] | | | | Continue | | +-----------+---------------------------------------------------+ | | Sound | [Sound on/off] | | | Options | [Move voice on/off] | | | | [Message voice on/off] | | | | [Background Music on/off] | | | | Continue | +-----------+-----------+---------------------------------------------------+ | Quit | Eject CD, or press B to return to Main Menu, | | | or press Stop to replay intro (haltingly) | +-----------+---------------------------------------------------------------+ /~~~~~~~~~~~~~~\ [MDM] Mad Dog McCree \______________/ Quick Continue If you get shot, quickly press P before the Mortician shows -------------- up. Choose "continue" and you will start off from the enemy that shot you, rather than the beginning of that scene. /~~~~\ [MST] Myst \____/ Quick finish These steps will allow you to beat the game in about 30 ------------ minutes, without exploring or solving the worlds. [Note: SPOILERS! The quick finish will give away hints on solving the game, not just only showing the endings. - Ed.] 1. Turn on all markers (up switches, green symbols). At clock tower, rotate small wheel twice; large wheel 8 times (2:40). Cross bridge and turn on switch. 2. Go back and turn off dock switch. Get white page. 3. Enter this sequence in the door of the fireplace opening: XXOOOOXX OXXOXOXX XOXOOOXX XOOXOOXX XXOOXXOO XXXXXOXO (it is from page 158 of the far right book in the Library) 4. Save your game and decide which ending you would like to see and deliver the appropriate page. Disreguard the red/blue pages by the brothers' books only use the two next to the green book. Complete walkthru ----------------- MAIN ISLAND Pick up the note in front of the planetarium. As you explore the island, you'll find that there are 8 marker switches in total: Pier - Giant gears - Planetarium - Spaceship - Mall with small pool and pillars - Brick building - Wooden shack - Clock tower Turn each marker switch on (up) as you get to it. (Worry about the clock tower marker later.) In the pier, there is an entrance to an underground room. Go to the projector, and turn it off by pressing the big button at the bottom. Turn around. You'll notice a piece of paper on the wall to the left. Press the green button on the upper left corner, which will reveal a hidden control panel. Enter the number of switches "08", and press the button to close the panel. Turn back to the projector, push the button, and watch the man's message to Catherine. In the library, each wall contains interesting items. Give the blue and red pages to the corresponding books. Each brother wants more pages. Read the 4 legible books in the book-case. You can ignore the book with the wierd squares in it, you'll deal with it later. Jot down any interesting diagrams from the others on your notebook. Look at the map next to the entrance. Each of the marker switches in the island lights one specific group of buildings in the map. Grab the tower and rotate it until it flashes red, then stop. There are 4 "red" positions, each one of them corresponding to where one of the 4 available link books is hidden (ship, giant tree, gears, spaceship). The paintings next to the book-case open and close the secret passageway behind it. Go to the elevator, close the door, and press the button to go into the tower. If you rotated the tower correctly, the ladder with the "book" on it should show you where the book is hidden, while the ladder with the "key" should lead you to the clue to the puzzle that lets you get the book. Ship: Go to the planetarium, turn the lights off (the switch is next to the door), sit down on the chair, and click on the control panel. Set each of the dates from the clue (Oct 11, 1984 10:04AM, Jan 17, 1207 5:46AM , and Nov 23, 9791 6:57 PM), and map the constellation shown to one of the constellations in the Stoneship book. Go to the pillars at the mall, and click on the appropiate symbols (leaf, snake, and bug). The book is in the now resurfaced ship. Tree: Go to the wooden house, and enter the combination for the safe next to the door (7,2,4). Open the safe, get the match, and light it with the matchbox. Turn around and light the pilot light below the boiler. Turn the gas wheel all the way up (green icon). Wait until the thumping sound stops, then turn the wheel all the way down (red icon), and QUICKLY get out of the house and into the tree to the right of it (see library map for location) before the "elevator" in the tree goes underground. If you can't do it that quickly, don't turn the gas quite all the way off. The book is down beneath the tree. If you went up in the elevator, press the white button to your left. That releases the steam and drops the tree down to the underground level. Gears: Go to the clockhouse, enter 2:40 into the clock using the wheels, then press the button. Go into the clock, and use the levers to set the wheels to 2,2,1. HOLD either front lever down to rotate the middle wheel only. Click on the vertical lever to your right to reset the puzzle. The book is in the giant gears close to the pier. Spaceship: Go to the brick building, set the generators to send exactly 59 volts out (buttons 1,2,3,6,7,8 and 10 should do nicely. The numbering order is on the wall as you leave the control room. In order to figure out which button has which voltage, just hit them one at a time). If you go over 59 volts, you will blow a fuse. There are two electric towers to climb, one next to the brick building, one clearly visible close to the spaceship, click down the breaker switches. Then enter the spaceship. Play the notes from the Selenitic Age book in the organ, and set the same notes in the controls of the ship. If you're tone deaf, just count number of notes from the bottom. (8, 20, 23, 13, and 6, respectively, including the bottom as one). Press the button and the book will appear before you. STONESHIP AGE Go to the other half of the ship, up the stairs and look through the telescope. Find where the lighthouse is. (135 degrees) Go to the umbrella and push the rightmost button to drain the lighthouse. Go to the basement and drain the chest by opening and closing the valve at the bottom. Go back to the umbrella and let the lighthouse fill up again. Unlock the now floating chest, get the key, and open the lighthouse. Crank up the generator and power the battery. Note that the battery is slightly discharging, so move quickly! (If the lights go out, go to the generator and crank it up some more.) Go to the umbrella, press the middle button to drain the rock and go inside. Go all the way down the tunnel, find the page for either of the brothers, and explore a bit. You should find half of an important note in the map drawer in Achenar's room (that's the messy room). The entire note is given below. Go back to the red-lined "panel" in one of the walls. Inside, you'll find a compass rose, just like in the Stoneship book. Push the "SE" button (the clue is 135 degrees, found with the telescope). This will turn on the submersible's lights. Drain the ship with the leftmost button and go in. Click on the desk in the lower level, and the book leading back to Myst will pop up. SELENITIC AGE Find the 5 microphones (Water, Fire(thunder), Clock, Crystal (flute), Wind), and turn each on. You'll also find the red and blue pages at the "Crystal" and "Water" microphones, respectively. Go to the microwave tower through the Wind tunnel, and aim each of the five dishes in the right direction (use sounds, icons, and places as a guide. The coordinate numbers are: Water:153.4, Fire: 130.3, Clock: 55.6, Crystal: 15.0, and Wind: 212.2). Push the sigma button. This will give you the sound sequence to open the door near the spaceship. (Crystal, Water, Wind, Fire, Clock) Go on in, get in the underground craft and press forward. At each station, listen for a sound which will indicate direction. If you miss it, press the button on the speaker. The sounds are "plink" for north, "Bloooop" for W, "Plonk" for S, and "Shhhh" for E (these sound names are approximations, so give us a break) Combinations of these sounds indicate NE, SW, etc. The sequence of directions to get to the Myst book is: N,W,N,E,E,S,S,W,SW,W,NW,NE,N,SE. Get out, and find the Myst book. MECHANICAL AGE The pages for the brothers are in secret rooms accesible from their chambers. Explore next to the "throne" in each room. Go to the "tube", and press the button in the hallway. The floor will reveal a lower room. Go down there, and rotate the tube until the red icon shows. Careful not to let the tube rotate past the red icon! Go back out, and you'll see that the tube held an elevator. Press the wall button again to close the floor, and enter the elevator. Press the up button, then press the "middle" button and exit the lift before it goes down. The building rotation controls are above the elevator. Enter the rotation controls and rotate the tower to the other two islands. They have the symbols for the control next to where you entered the Age. (symbols below) Use the simulator in Achenar's room to practice how to rotate the tower. The method we used was: Put the left lever up one notch. Hold the right lever all the way up for about 7 seconds. Let go of the right lever, then quickly put the left lever back down. Practice on the simulator until you get the timing right, because you won't be able to see the orientation of the tower, just some motion in the gears. Once the tower stops, it'll make a sound for each of the four compass directions, the same sounds as for the selenetic age, above. The control panel next to where you entered opens the room where the Myst link book is. The symbols are: 1) an O with the bottom cut out. 2) point down triangle, rectangle, point up triangle. 3) circle over three triangles 4) left half circle, filled in. (These are easier to spot than it sounds.) CHANNELWOOD AGE Go to the windmill and turn the water on with the faucet on the floor. The pulldown lever is a red herring. Go back down and use the "switches" in the pipeline to control the water flow to the first elevator. (Not the one next to the staircase!) Climb in, close the door, and use the lever to go up. Up there, find the control to open/close the staircase. Go to the staircase, climb down, open the door, and use the pipeline switches to send water to the generator next to it. Climb back up the stairs, and use the elevator there. Find the rooms for both brothers (and Achenar's "temple"), their pages are there. In Sirrus' room (the nice room), find the other half of that note you found in the Stoneship Age. Use the switches to turn on the lonely-looking generator close to where you entered the world. Turn it on, and watch the catwalk appear from the waters. Walk to the other side, down the other walkway, and find the crank to extend the pipeline back to the main line. Use the switches to turn on the elevator there, and climb up to find the Myst book. (If you're having some trouble figuring out where the water is going in the pipelines, listen as you walk past them. If you can't hear the noise of water, this section of the pipeline has no water. Also, you could just trace the water from the windmill, checking every Y junction as you pass.) ENDGAME / DUNNY AGE When you return four pages to either brother, he'll give you the same info: go to the library, pick the right-end book in the center shelf, and look up diagram 158. Go to the chimney, press the button, enter the diagram below on the plate, press the button again. You'll see the green book (the Dunny Age), the blue page, and the red page. Diagram 158 (click where there are Xes): XXOOOOXX OXXOXOXX XOXOOOXX XOOXOOXX XXOOXXOO XXXXXOXO There are 4 endings: - give the last blue page (Achenar traps you) - give the last red page (Sirrus traps you) - go to Dunny without the white page (your own stupidity traps you) - go to Dunny with the white page (Dad goes back, destroys both books, congratulates you, and asks you to stick around for further adventures) The white page is in the vault. To get to the vault, follow the directions in the two halves of the note ("|" is the note break, the first half is in Stoneship, the second half is in Channelwood) Marker Switch | Vault Access Island | of Myst The vault is loc | ated in very plain view on the island of M | yst and access can be achieved very | easily if the simple instructions are f | ollowed. First locate each of the marker | switches on the island. Turn every one of | these switches to the "on" position. Th | en go to the dock, and, as a final step, tu | rn the marker switch there to th | e "off" position. Good luck, and Happy Mysting /~~~~~~~~~~~~~~~~~~\ [NFS] The Need For Speed \__________________/ Traffic Bomb Start the game and during the loading screen press and hold ------------ Ls Rs Left Quit the game, start the game, press and hold Ls Rs Up Quit, start, press and hold Ls Rs Right Quit, start, press and hold Ls Rs Down Don't quit! :) The X button will now zap traffic!!! Practice Mode (No traffic or cops) Go to the options menu and select ------------- Skill Level. Press X Rs A Ls VERY quickly and perhaps even one after another. If done correctly the menu line will change from yellow to pink. Some people think the code is actually X Rs Ls A so if you have trouble try it instead. Race against a scooter Play the game for at least 10 seconds. Pause and ---------------------- instant replay. Rewind to the beginning and press Rs Down B Exit the game and the rest of your races will be against a scooter. Black Ice Play the game for 10 seconds, instant replay, and rewind. Press --------- B on controller 1 AND X P C on controller 2. You will see 'Car crashed.. Cars left: 4' flash for a second. Exit the game and race the Alpine track against the clock. The third leg will be covered with black ice. Extra Torque As soon as the camera zooms in on your car as the race begins, ------------ press Ls Rs Up on controller 2 AND Ls Rs A C on controller 3 at the SAME time. Nearly impossible, but verified by me (paranoid :) 'Car Crashed...' will flash on the screen for a second. Hood Ornament Code Start the game and be sure it is on 'In car' view. On ------------------ a second controller (Flightstick users need two regular pads plugged in) hold Ls Up and press A You can cycle through Tach, Tach/Mirror or nothing displayed at the bottom. View All Videos Go to options and highlight 'Opponant video On' Press --------------- X Rs Ls A It should boot up and show you all the videos. * At the main menu select the car(s) (above Mr. X / Stopwatch) and hit stop to try out the horn in the car you have selected. There is no horn during the game that I know of. * During the credits you can press Ls to view the programmers picture and Rs to put it back to the original background picture. * During a replay, in any camera but in-car, Ls and Rs will tilt the camera left and right. (undocumented feature) /~~~~~~~~~~\ [NTR] Night Trap \__________/ Here's where to be at what time, the number of enemies there will be there, a running tab of Augurs, and everything else you need to get a perfect game: Number Cumulative Time Augurs Augurs Room _____________________________________ 0:12 2 2 Hall 1 0:27 2 4 Living Room 0:36 1 5 Bedroom 0:43 1 6 Bathroom 0:49 1 7 Bathroom 1:06 1 8 Living Room 1:24 1 9 Kitchen 1:39 1 10 Entry Way 2:58 2 12 Entry Way 3:15 1 13 Hall 1 3:26 1 14 Bedroom 3:32 1 15 Living Room 3:42 2 17 Hall 1 3:47 1 18 Driveway 4:11 1 19 Hall 2 4:22 1 20 Bathroom 4:38 1 21 Bedroom 4:55 1 22 Living Room 5:04 1 23 Living Room 5:32 1 24 Bedroom 5:36 1 25 Driveway 5:40 Code Change Entry Way 5:53 1 26 Living Room (code still blue) 6:10 1 27 Hall 1 (code has changed) 6:19 2 29 Hall 2 6:50 2 31 Hall 2 7:05 1 32 Kitchen 7:27 2 34 Bedroom 7:41 1 35 Driveway 7:51 2 37 Hall 1 8:02 1 38 Bedroom 8:14 2 40 Hall 2 8:27 1 41 Hall 1 8:40 2 43 Bedroom 9:00 Code Change Living Room 9:11 1 44 Living Room 9:22 1 45 Entry Way 10:48 1 46 Hall 2 10:54 1 47 Driveway 10:58 1 48 Driveway 11:31 1 49 Hall 1 12:04 1 50 Living Room 12:37 1 51 Bathroom (1) (save Lisa) 13:15 1 52 Hall 1 13:37 Code Change Entry Way 13:50 CD Change 13:57 2 54 Living Room 14:15 Code Change Living Room 14:41 2 56 Hall 2 15:04 2 58 Entry Way 15:30 Eddie (Neighbor) Hall 1 (2) 16:28 1 59 Driveway 16:38 2 61 Hall 2 16:45 1 62 Living Room 16:59 1 63 Hall 1 17:13 1 64 Bedroom (1) (save Ashley) 17:26 1 65 Living Room 17:38 1 66 Hall 2 17:47 1 67 Living Room 17:56 1 68 Bathroom 18:00 2 70 Hall 2 18:13 1 71 Driveway 18:17 1 72 Driveway 18:27 2 74 Entry Way 18:34 1 75 Living Room (3) (save Cindy) 19:07 Megan Hall 1 (4) (kill Megan) 19:09 1 76 Hall 1 (1) (save Megan) 19:21 2 78 Living Room 19:56 Tony Entry Way (5) (save Kelley) 20:12 2 80 Living Room 21:03 Charlie (SCAT) Hall 2 (2) 21:19 2 82 Bedroom 21:31 1 83 Driveway 21:45 1 84 Kitchen 21:53 2 86 Hall 2 22:11 2 88 Bedroom 22:24 2 90 Hall 1 23:06 1 91 Hall 2 23:18 1 92 Hall 1 23:34 Jeff Martin Living Room (2) (with SCAT Swanson) 23:37 Jeff Martin Living Room 23:54 1 93 Driveway 24:04 1 94 Living Room 24:28 1 95 Hall 1 24:30 Sheila Martin Bedroom (6) (save kelley) 24:54 Victor Martin Bathroom (7) (save Kelley) 25:10 Sarah Martin Hall 2 (8) (save Kelley) 25:38 Kelley Hall 2 (9) (1) : if you miss immediate disconnect by Simms (2) : if you trap you won't get a perfect game (3) : if you miss disconnect by Jeff a few minutes later (4) : if you trap immediate disconnect by Simms (5) : if you miss disconnect by Sheila and Victor a few minutes later (6) : if you miss Sheila bites Kelley after you trap Victor and Sarah (7) : if you miss Victor bites Kelley after you trap Sarah (8) : if you miss Sarah bites Kelley (9) : only in a perfect game There are multiple endings to this game (about 7-8) depending on which girl you let die, which vampire you let live etc. The trick to saving Megan(why would you want to anyway, she's annoying), is patience. The Augurs are holding her over a trap. If you press the button immediately, the trap will open and they will drop her in. Instead, wait for the trap meter to fill up once and ignore it. the Augurs will then shift their position slightly and the trap meter will light up again. Now press the button! The trap will catch the Augur instead and Megan will be free. This technique is also used at another point in the game. If you do everything right, you will get the perfect ending in which you are given a chance to trap Dana Plato (Kelly?). In order to get a perfect ending, follow these instructions: (1) Trap every single Augur. You will hear a beep when you miss the opportunity to activate a trap. This doesn't always mean you've missed an Augur (i.e. weird Eddie walks into the house at one point dressed as an Agur- don't trap him!) (2) Make sure the girls don't get trapped or killed (3) Don't trap anyone good (this includes the girls, the SCAT team members, and ,yes, even Weird Eddie) (4) Trap all bad characters (Augurs, Vampire family members) /~~~~~~~~~~~~~~~~~~~~~\ [OWI] Off World Interceptor \_____________________/ Money Code Go to the Options Screen and press ---------- A B C A B C A B C A B C A B C A B C Ls You will hear an engine sound and you start the game with LOADS of money. /~~~~~~~~~~~~~~~~~\ [OOW] Out of This World \_________________/ Section Codes LDKD KLFB ------------- HTDC TTCT CLLD DDRX FXLC TBHK KRFK BRTD XDDJ CKJL LBKG LFCK * To access a hidden game called "Stalactites," enter the code BRGR. The object of this game is to avoid the balls and falling stalactites and to survive as long as possible. [May not work on all 3DOs! - Ed.] THE BEGINNING Watch the introductory movie. After you get zapped, you'll reappear underwater. Go up immediately or else the tentacles will get you. Once on the surface, go right. Don't worry about the great hulking beast in the background for the moment. In the next area, slugs with stingers fall from the ceiling then crawl across the ground to kill you. Crouch (down) and kick (button or space) them. Make sure you kill ALL of them. Don't let any of them get close to you or they'll sting you and you'll die. If any get by you, leave left and return. Once you've killed all of them, go right again and kill the slugs in that area. Then go right once more. In this area, walk toward the right side. Before you reach the right side, the beast will leap into your path and growl. Run left and don't stop for anything. The beast will follow you. When the beast gets close on your heels, leap left and keep running. After you pass the area with the water, the next area will have a ledge with a vine hanging past it. Keep running then leap from the ledge to the vine. You'll grab the vine and hang there until the vine snaps, swinging you back to the water area. Run right and don't stop. Soon you'll reach the area where you first ran into the beast. Keep running right. As you run off the right side, an alien will stop you, then shoot the beast. You'll stand, wave, and grin. Then the alien will shoot you. THE PRISON You wake up in a cage with another alien who becomes your friend. After you come to consciousness, you'll see the cage hanging from the ceiling. Start swinging side to side. Soon, the guard below will notice what you're doing and fire a few warning shots. Keep swinging until the cage falls on the guard. After you land on the guard, your friend says something alien and runs right. Step right a little then crouch to pick up the gun that the guard dropped, then run right. Keep running through the next area. In the area after that, your friend sees a guard and starts running left again. Shoot (button or space) the guard immediately then wait a few seconds for your friend to catch up, then run right. In the next area, let your friend stay near you. He'll have to get the doors open and you'll have to fight off a few guards to buy him some time. Now's a good time to explain. . . HOW THE GUN WORKS The gun has three functions. You can fire quickly, shooting a red beam that will kill aliens. If you hold the trigger for a few seconds until a blue-white blob appears barrel of the gun, when you release the trigger, a shield appears in front of you. This shield will stop any red beams from passing through but you can still walk through it. If you hold the trigger even longer until you hear a loud thrum then release the trigger, you'll fire a super-blast that will demolish a shield, a door, a wall, pretty much anything. While holding off the guards, don't use the super-blast because your gun's energy is already low and you'll need the super-blast later. Just create a shield, then wait for the guard's shield to expire, then shoot him. Don't let your own shield expire or you'll be toasted. When your friend gets the door open, follow him out to the right. You come to a platform in a shaft. Stand on the platform with your friend, then go up. When you reach the top, go over to the window on the right. You'll see a view of the city. Actually, this part isn't necessary to complete the game but it helps set the mood and seems a shame to skip it. Get back on the platform and go two floors down (one floor past the one you started on). Go to the left and you'll be blocked by a door that you can't open. Below you is a guard behind some doors. Below his feet is a little blue power line leading down. Go back to the right and hop on the platform. Go down to the bottom of the shaft. Run to the left and, as soon as you reach the next room, fire the gun quickly. In fact, start firing as soon as the computer pauses to swap views between rooms. After you've successfully toasted the guard lying in wait for you, wait for his bones to crumble, then fire into the left wall, disarming the power line leading up. Now go back up the floor immediately above you. Let your friend catch up with you, then use a super-blast to destroy the door. Then run to the left and stand on that gap in the floor. The gap isn't really a hole in the floor but a teleporter. Immediately teleport down and run left. Be quick because when the guard behind the doors discovers that his doors won't open for him, he starts super-blasting them to dust to follow you. In the next area, teleport up and run to the left. A guard appears beyond the left door and starts trying to open the door. Your friend catches up to you and opens a floor panel. Step into the floor panel and you'll land in a pipe of some kind. Above you, your friend is too big to fit in the pipe; you'll just have to go on without him. Don't worry, he can take care of himself. Just roll to the left and drop down the pipe. THE PIPES In the pipes, roll a little ways to the left until you're next to the deadly poison steam jet. Wait for a break in the steam, then roll through. Roll to the left, drop down, then roll to the right. There's another steam jet at the second blue line in the pipe. Wait for a break then roll past it and drop down the next pipe. Now there are steam jets immediately on either side of you. Wait for a break and roll past the steam jet on the right. Keep rolling right, drop down, roll left, drop down. THE RE-CHARGER You land in a large room. A door opens to your left, enter the chamber and energy courses out of the left wall. It's a nice effect and it recharges your gun. Now walk back out to the right and you're stopped by several doors that won't open, super-blast each door, go back and recharge your gun, then run out the right. Run through the tunnel to the right. Outside, you find another guard. Kill him quickly. In the foreground, you see your friend running, pursued by guards. Run to the right. You come a bridge that has been blasted in half. Get a running start and leap for the other side. You miss the jump but land on a cliff below. Turn to the wall on the right and super-blast a hole in it. Enter the hole. IN THE CAVERNS Now you're in the caverns below the next building. Go to the right and drop down the first hole. You fall and land on an oddly colored piece of rock wedged in a hole. Go the right and drop down through that next hole. You land on a large, T-shaped rock formation. Drop off the right side of the formation and run out to the right. You come to an ledge overlooking some stalagmites (pointing up from the floor). Get a running start and leap over them. Then go right. In the next room, rocks fall from above. Find a pattern to the falling rocks and get past them to the next room the the right. More falling rocks. Get past them and watch out for the tentacles above you. Run past the tentacles because they can't get you if you keep running. In the next room, run past the tentacles and leap over the jaws on the ground. More jaws ahead. You can do a standing jump over these. Go right. More tentacles and floor jaws. Use super-blasts to destroy all the tentacles. A red beam will make them retract for a few moments but you can just hold the super-blast until they come back down. After you finish off the tentacles, you'll have to get past the floor jaws. The middle and rightmost floor jaws are so close together that you can only get past them with a running jump. This means you'll have to use a running jump past the leftmost floor jaw so that you can keep jumping past the other two. Tricky to time but it can be done. Get past the floor jaws and go right. Use a standing jump to over the hole in the floor, then another standing jump over the floor jaws. Then go right. Here the caverns meet up with an empty well. Later in the game, you'll be at the top of the well and need to get across. Use a super-blast to open the well into the caverns for now. MORE CAVERNS Go left back past the floor jaws and tentacles until you reach the first falling rocks area you came to. Now you're on a higher path while the rocks fall harmlessly on the lower path. When you see the red dragonlet hanging from the ceiling, fire a red beam at him. He'll get spooked and fly off to the left. Follow him but be careful not to fall off the ledge. Watch as the dragonlet gets eaten by the tentacles. This keeps the tentacles occupied as you leap from the ledge to the stalactite (hanging down). Climb up the stalactite as high as you can and leap to the next stalactite to the left. Keep doing this until you leap off the left side of screen. This lands you on top of that T-shaped rock formation. Now step of the left side of the formation and super-blast the support from under the formation. It falls over on it's side, becoming a handy exit ramp back up to the caverns above you. Go up the ramp and head to the right. Keep going to the right, being careful to jump over those holes in the floor, until you are under a reservoir. From the leftmost edge of the screen, use a super-blast to destroy the bit of rock below the reservoir and start running left. You've unleashed a torrent of water. Keep running to the left, leaping over all the holes. In the room with two holes, you can make running jumps over both if you time it right but you can make a standing jump over the second if you've run fast enough and still make it across. Jump over the hole in the last one and get onto the oddly colored wegde. The rushing water blasts the wedge, with you on it, to the cavern above. Now head over to the right until you reach a wall. Super-blast the wall and head right. Go up the stairs in the next area, then go to the right again. You pass by an algae covered area. This used to be a waterfall until you let the water out of the reservoir. Keep going to the right. ANOTHER BUILDING As you enter the top floor of the building, your friend pops out into a pipe beneath the floor. Watch for a few moments as he crawls forward and is stuck behind a metal thing in the pipe. Now go left back to the stairs and head down. Then go right, cross the ex-waterfall, and arrive in a room with chandeliers. Go down the stairs and when you're about 3/4 of the way across the room, a guard steps in from the right. If you time this right, you can zap him before he has a chance to react. Kill the guard, and head right. The next room has a teleporter at the base of some stairs about halfway up. Ignore the teleporter for now and go right. As you leave the room, a guard punches you in the face, knocking you down and sending your gun flying from your hand. The guard picks you up from the floor and starts talking at you. When your head comes up, kick him (button or space), then run to your gun, crouch to grab it, and come up firing at him. Do it without pausing and you'll fry him before he gets a clear shot at you. After you kill the guard, go right once more. This room is really hard. You're in a corridor, as you reach the point about halfway between the first and second pillars, guards approach from both sides. My technique is to go a 1/3 past the first pillar, erect a shield to the right, turn around, crouch, erect a shield to the left, then turn back to the right and walk just far enough to make the guards enter. Make another shield to the right, turn left, make a right shield, super-blast the left guard's shield, then shoot him. Turn right, make a shield, super-blast the right guard's shield, then shoot him. You gotta be quick to do this part. If you get killed, you start back where you see you friend in the tunnel. You don't actually have to kill these guards right at this point. You _could_ do other things first and kill them last but I prefer to go after them first since the rest of the stuff is easy compared to these two. Now go back to the left to the room with the chandeliers. Stand at the top of the stairs and shoot the middle chandelier. This loosens the thing blocking the tunnel where your friend is. Now head left past the ex-waterfall, go up the stairs, then head right to where you friend is no longer trapped. Make a shield about 2/3 along towards the right side of the room then head into the room to the right. As you enter, you see your friend slide past in the lower left corner and a guard enters on the right. Go back to the left past your shield, turn and wait for the guard behind the safety of your shield. Shoot the guard as he enters. Then go right. Continue right through the next room. In the next room, you see a fleeing guard. If you shoot at him, you'll just miss. Don't go down the stairs yet. Follow the guard into the next room to the right. In this room, the guard is hiding behind three doors and a shield. If you step through the door, he'll shoot you. If you make a shield before opening the door, he'll drop little bombs on the floor that can roll right under your shield and kill you. The trick is to make a shield, then open the door and, when he drops a bomb, back up so that the door closes. The bomb bounces off the door and kills the guard. After the guard is thoroughly dead and there are no bombs on the floor, go through the door and super-blast the door behind the dead guard's shield. Then go right. Above you is a re-charger. You can use it but it doesn't seem to really matter because you never run out of gun energy after the first re-charger. But do it anyway because the animation is really nice. Now go right to the next area. This area overlooks a domed area with some green spheres hanging from the ceiling. Look at the spheres and you'll see a tan dot reflected on them moving back and forth. This is a guard who you can hear pacing in the room below you. Crouch and wait patiently for the guard to stop pacing directly below the sphere, then fire, causing the sphere to fall on him. Do not fire until he has actually stopped beneath the sphere. Then go left to the staircase where the fleeing guard was and go down. Use the teleporter to get to the floor and head right until you reach some water. This water was the empty well whose wall you shot out earlier and which is now filled from the water in the reservoir you emptied. Jump into the water and swim down. THE GROTTO (BFLX) When you reach the tunnel at the bottom, swim left into the tunnel and keep swimming through the next room. Do not pause because you'll run out of air quickly if you dilly-dally. In the next room there is a shaft leading down and two shafts leading up. Swim up the leftmost shaft leading up. At the top of the shaft is an air pocket where you can catch your breath. After you dog paddle in the air pocket for a few moments, swim down again to the room with the shafts. Now swim down the shaft leading down. In the lower chamber, swim over to the ledge and climb out into the underground grotto. Do a standing jump to the right which just barely clears the floor jaws. Then walk to the right and shoot the power line in the wall. Then go back to the left. I've always used a running jump to get back into the water but a standing jump might be alright. Once back in the water, swim up to the air pocket for more air, then swim down and back up the well to the surface. Then swim to the right side of the well and climb out. Walk to the right and you'll see the dead guard who the green sphere fell on. Continue walking to the next room where there's a shaft in the floor leading down. HOT PURSUIT Drop down through the hole in the floor and immediately use a super-blast to shoot out the down on your right. Since you managed to shoot out that power line in the grotto, the left door is jammed which slows down the guards since they have to super-blast it open. As soon as you have the right door blasted, start running to the right. There will be more doors but these will open for you without trouble. Don't stop to repel the shooting guards, just keep running. The doors close behind you as you run but the guards super-blast them open again. Above you, your friend crawls along a tunnel. When you reach the end of the tunnel, get beneath the panel in the ceiling, then turn and fight off the guards. You'll have to kill probably between three and five guards to buy enough time. Soon, the panel will open and your friend will poke his head down. When he reaches an arm down, make sure you have a shield constructed for safety then stand beneath his arm and he'll pull you to safety. SNEAK ATTACK Back in the open air, your friend sets you down beside the hole. Below, the guards shoot up, loosening rocks above to fall through the hole onto them. Your friend runs off to the right. Run to the left side of the screen, then run right. Gunshots come from inside the building to the right where your friend went. By running left first, you are now on a back ledge that takes you around the building instead of through it. Run to the right and you'll pass behind the building, visible in the windows. Inside, the guards have your friend at gunpoint. When you pass the building, run left inside and kill the right guard. If you're fast enough, you can use the guard's own shield for defense and blast him before he has time to erect another shield. Meanwhile, your attack has given your friend the distraction to attack the left guard in a fist fight. You MUST kill the right guard before your friend finishes off the left guard or else the right guard will kill your friend and you can't finish the game without him. When both guards are dead, run with your friend to the right until you reach the ledge. Wait a few moments until your friend beckons you to the edge. Walk to the edge and he'll throw you over to bounce off the awning on the right side, landing on the opposite ledge. You have to let him throw you across because you can't make the jump on your own. Next your friend tries to jump across but he's too heavy for the awning and winds up hanging precariously from the end of it. Make a standing jump to the left and you'll grab onto the edge of a lower awning and swing down to a passage to the left. In this passage, two guards will run out to shoot you. They're tough to beat. My technique is as soon as I land in the passage, I run a few steps back to the right, then turn, crouch, and make a shield. Then I super-blast the first guard's shield then shoot the guard. At this point, the second guard takes a few steps forward and erects a second shield. If I hadn't taken those first steps to the right, he'd be able to reach right past my shield and shoot me. Now make a new shield, super-blast his shield, then shoot him dead. When you've finished off both guards, run to the left and keep going through the next room. DOORS, BOMBS, AND A HOLE IN THE FLOOR (TXHF) Keep running to the left. In the room with the staircase, keep running or the hidden guards will shoot you. Don't go up the staircase yet. Keep going to the left. In the next area, three unarmed guards run away from you. Don't shoot them. Stop for a second and you'll see one of the guards get trapped behind a door and a gate. Walk up to the door until it opens, then crouch and point your gun at the guard. He'll raises his hands in surrender, then reach up and push a blinking red button which is apparently the emergency shut for the doors in this room. Now go back to the stairs and head up. At the top of the stairs is a guard behind a door. Leap over to the right, turn around, make a shield, then super-blast his door. Since you have a shield up, he'll drop some bombs but these will slide harmlessly down the stairs. As they go down the stairs, you'll hear some explosions. After he's dropped four bombs, shoot him. Now run past his rapidly decaying skeleton, stand on the teleporter, turn to face right, then teleport down. Immediately crouch and make two shields to your right. The guard on the right will super-blast the door between you and start revving up another super-blast to take out your shield. Make a super-blast to take out his shield and then shoot him. This may be a close thing so don't waste any time. Now run over to the teleporter on the right and zip down. You appear in small room with a powerline on the right. Shoot the powerline and teleport back out. Use the other teleporter to teleport up again and then run down the stairs and fall through the hole in the floor made by the bombs. In the underground corridor, run to the right. The next room is pitch dark thanks to that powerline you shot out. Keep running non-stop to the right. You pass over a grating on the floor where the guards shoot blindly up, missing you because of the darkness. As you enter the next room, stop immediately. The light will return and you'll see a hole in the floor that looks like a teleporter but it really just a hole in the floor. If you drop through the hole, you'll be in a courtyard with several of those huge beasts (like the one that chased you back in the beginning) inside cages where, running to either side would drop you into a pack of guards. Instead of just heading down the hole right away, jump over the hole to the right and pull down the lever sticking out of the right wall. This opens the cages below you as you can hear by the roars of the beasts and screams of the guards. Now drop through the hole and start running to the right. In all the chaos, the guards won't be able to stop you. Keep running to the right and soon you'll reach a long teleporter above you at the end of the hall. Go up the teleporter and then head to the left. You'll come out just below your friend, still hanging onto that awning. Step up to the edge and you'll release a bridge that your friend can drop down onto. Now follow your friend to the right where you'll ride another teleporter up. At the top of the teleporter, follow your friend down the ramp to the right and into the juggernaut. THE JUGGERNAUT As you get situated in the juggernaut, it rolls out into the middle of an arena where thousands of aliens cheer to the slaughter of the alien gladiators. After a few moments, a cutaway view will appear in the upper left corner of the screen. Use the arrows keys to position your hand above a button, which will light up to let you know which button you're pointing at, and the fire button or space bar to hit a button. Some buttons are weapons, some buttons make new buttons appear. Some just turn colors when you press them. Eventually, after hitting the two buttons that turn green and the two buttons that turn red, a long white button will appear. Press it and you and your friend will be shot out of the juggernaut in escape pods. THE ESCAPE Your escape pod lands in the middle of an alien bathhouse where lots of naked alien women are lounging. As you land, they scream and swim away. Guards rush in. Run out of the bathhouse and to the right. As you come onto the bridge leading away, guards approach from the right. Use the shield-super-blast-fire technique to kill the guards. There will be at least four guards. When no more guards approach, run to the right and keep going. In the next area, your friend breaks through a stained glass window and starts running beside you. Keep going right. In the next area, your friend is a few steps ahead of you when a blast from the foreground takes out the floor beneath you. Jumping won't help. You fall from the bridge as your friend looks around in confusion. As you fall, an arm reaches out to grab you, pulling you up onto a lower ledge. This alien is a real meanie (you can tell by his red eyes). The bad alien slams you against the wall and then punts you off to the right. As he walks towards you, he doesn't see your friend drop down onto the ledge behind him. Start crawling to the right and keep crawling. Behind you, your friend gets the jump on the bad alien and they start fighting. Crawl, crawl like you've never crawled before, to the set of levers on the right side. Soon, the bad alien throws your friend over the ledge and starts towards you. Below, your friend hangs onto the ledge by his fingertips. As the bad alien reaches the middle of the purple thing on the left, use the fire button or space bar to pull that lever. A huge super-super-blast zaps the bad alien into charcoal. Now pull another lever, opening the super-teleporter above you and immediately start crawling left. Don't stop crawling because the guards are catching up. The first two shots will miss you but, if you stop, the third shot will kill you. When you crawl under the teleporter, you'll be transported up to the roof. Congratulations. You won. Now sit back and watch the closing film. /~~~~~~~\ [PAA] Pataank \_______/ Things to remember: 1 - All of the cheats can only be activated from WITHIN the OPTIONS menu. (IE: Enter the Options menu FIRST, the try the codes...) 2 - All of the cheats are entered holding either the Ls or Rs, then pressing in sequence the other keys (while still holding the Ls or Rs) 3 - After the cheat is entered, you should see a number pop up at the top of the screen confirming the code. Tester's Cheat (solve to the METAGAME): This enables the player to solve -------------- rooms and warp to the NEXUS to beat the METAGAME. * Press and hold the RS button, then press A,B,B,UP,C,C,B,A * While in the game, press P to pause and then press B to warp to the NEXUS. You can attack ANY tables in ANY order from here. Solve: In the Carnival of Luv, press P and RIGHT to beat the level, Go into the Tunnel of Luv to set the heart on fire. Next, do the same in the Surf level (Press P then RIGHT). Ride the Wave to become the Big Kahuna. In Disaster Central, Press P then RIGHT. Hit three green panels and then hit the Panic Button. Go in and defeat the Core (cool part!). Unlimited Fuel/No Tilts Press and hold the Rs button, then press ----------------------- C B C Up B B C A Camera Cheat This will allow you to enable the "High Zoom" and "Free ------------ Camera" in the game. * Press and hold the Ls button, then press C B A A C B A A * While playing the game, press and hold the X button when you are on a Magneto for a new view (you can press X anytime after to get the top view). *NOTE* Anyone who can get the Free Camera to work, let me know. I can only get the High Zoom to work. Flip Pataank This will give you an upside-down view! (I almost puked!) ------------ Press and hold the Rs button, then press A,C,B,RIGHT,B,C,B,A Under the Pinball Table View You'll think your playing under the pinball ---------------------------- machine looking through a glass bottom! * Press and hold the RS button, then press A,C,A,RIGHT,B,B,C,B Bird's Eye View You'll get a ... bird's eye view of the Table :) --------------- Press and hold the LS button, then press B,C,C,LEFT,A,C,B,A Buick Pataank This code will let you move anywhere in the playfield with ------------- the control pad. You'll also be able to turn 360 degrees. Press and hold LS and press B,B,C,UP,C,C,B,A Enable Name entry cheat - only for lamers :) This allows players to jump ----------------------- to the High Score Entry and Hall of Fame screens automatically. * Press and hold the LS button, then press A,P,A,P,B,B * Let go the LS button * Press P (start) * Press and hold the RS button, then C,C (one C was good for me...) to jump to the High Score Entry Screen * Press and hold the LS button, then C,C (again, one C did the trick) to jump to the Hall of Fame Entry Screen Full Field Overview of Board I actually peaked open the manual to see if the ---------------------------- X button trick was mentioned, and Huh-NNnnooooo! (said with phony French accent) This one is really cool. While you're on the magneto, hold X, and you'll zoom way back and up, and the arrow pad will rotate the field. Choose Your Prize In Surf's Up When you earn your "tickets", and the left ------------------------------ board is activated, watch the FMV clips, and hit the one you want (sharks, curl, etc.) /~~~~~~~~~~~~~\ [PHT] Pharoh's Tomb \_____________/ GAME CONTROLS Movement * L - Toggle weapon and shield display in lower right corner on or off. * R - Toggle health display on top on or off. The white bars at top left indicate your health, the pink indicator at the right the enemy's health. * Use the directional pad to move. * Pick up items by pressing A when the item appears. * The same square may contain several items or monsters, each one visible depending on which facing your character is looking into. Items * B - Access item list * A - Use item * C - Discard item * Use directional pad to switch from one item to the next. * You can carry up to 15 (16?) items. The game won't let you pick additional items once you've hit the maximum. Combat * A - Attack with current weapon. * Turn to the left or right to escape combat. * You can access items anytime during combat. ITEM LIST * Page 14, first row: + Wooden stick: Starting equipment + Iron knife: Stronger than the stick + Silver axe: Can be used to cancel traps + Golden battleaxe: Strongest weapon + Dad's Notebook: The secrets of the dungeon... * Second row: + Wooden shield: Starting equipment + Iron Shield: Defense power up + Silver Shield: Stronger than the iron shield + Golden Shield: Strongest defensive item + Door key: Opens specific door * Third row: + Holy water: Throw at enemy + Healing potion: Restores HP. Can also be used to transact... + Bag of money: Transaction item. Can only carry 1 at a time + Jewels: Transaction item. Can only carry 1 at a time + Lamp: Weapon which weakens enemy with fire * Page 15, first row: + Pleasure mist: Use to remove cursed mask + Wise man's hand: Use to cancel traps + Demonbane flute: Use to repel monsters + Quartz Sickle: Needed for ??? + Rope: Throw at enemy * Second row: + Regeneration ring: Restores HP + Water jug: Weaken enemy with water + Pharaoh's ring: Use to cancel traps + Blue statue: Use to cancel traps + Map: Floor plan for each level * Page 16, first row + Water of Immortality + Hardening Drop + Hellfire Gem + Acid Sword * Page 16, second row + Sun bow + Pyramid Unit MONSTERS * Dungeon creatures: + Pink slime: Nur Dafut + Blue/green bug; Gi Doruk + Wasp: Zeruk Zek + Wooden toy: Talisman + Dog: Terukel + 4-legged machine: Scarab Machina + Skull on legs: Necro Ak + Blue skull on legs: Necropolit + Mummy: Moomia + Armored mummy: ??? * Bosses: + Gun machine: Machina Machina + Three pillar machine: ??? + Wooden creature: ??? + Blue knight: ??? + : * Other denizens: + Pink scorpion: ??? + Weeping snake: ??? + Starfish: ??? + Blue/red globe Ramses III NOTES * The more you practice with a weapon, the better you get with it and the more damage you can cause. * The pink scorpion and the snake always want something, either trade or something else. For those of you who are Japanese animation fans, Chisa Yokoyama (voice of "Sasami" in Tenchi Muyo!) plays the weeping snake. * Ramses and the starfish help you. DON'T HURT THEM! * Sometimes, just talking to a starfish will open a secret passage to explore. After you encounter one of them, doublecheck parts of the dungeon which may show up on the map, but which were previously blocked. * The game is automatically saved every time you beat a boss monster. /~~~~~~~~~~~~~~~~~~~~~~~~\ [PDW] Plumbers Don't Wear Ties \________________________/ While the girl is talking in the beginning intro press up, down, right, left, down, right, stop It seems that sometimes it doesn't work if you hit A to abort the video clip, but sometimes it does... Note: There is no confirmation that you've entered the code, so good luck. I have verified it to work! Although it doesn't make this shitty game any better... Enter the code a few times to be sure you got it right the first time. /~~~~~~~~~~~~~~~~~\ [POD] PO'ed (Sampler 3) \_________________/ * Press A, B, and C at the same time for all your health, laser power, and maximum missiles (100). * Press Pause and A at the same time for an overhead view. Ls and Rs zoom. Press Pause and C at the same time to return to normal. /~~~~~~~~~~\ [QTN] Quarantine \__________/ Level Codes The Park: 98645782 ----------- Old Kemo: 89962254 The Projects: 54185654 The Wharf: 92146125 "Last Level?": 33289642 $10,000 code Press B, C, B, A, at the language select screen and you get ------------ $10,000 and the ability to select all weapons from the start. /~~~~~~~~~~~~~\ [RBL] Rebel Assault \_____________/ Level Select At the screen when you see the Lucas Arts logo being scaled and ------------ rotated in front of the Death Star do this with your joypad: Up+A, Down+A, Left+A, Right+A.. you will hear what sounds like a telephone ringing and then a strange sounding voice say "Lucas Arts"... This will let you skip any mission by pressing the C button during that mission.. the code may do something more.. (I think the PC version of the code allowed for some kind of invulnerability option) but it will definately help you get through those tough spots. Level Codes EASY NORMAL HARD ----------- ---- ------ ---- BOSSK BOTHAN BORDOK ENGRET HERGLIC SKYNX RALRRA LEENI DEFEL FRIJA THRAWN JEDGAR LARFRA LWYLL MADINE DERLIN MAZZIC TARKIN MOLTOK JULPA MOTHMA MORAG MORRT GLAYYD TANTISS MUFTAK OTTEGA OSWAFL RASKAR RISHI KLAATU JHOFF IZRINA IRENEZ ITHOR KARRDE LIANNA UMWAK VONZEL PAKKA ORLOK OSSUS NORVAL NKLLON ??? /~~~~~~~~~~~\ [RTF] Return Fire \___________/ Level Passwords TITL Shows opening animations. --------------- ZZZZ Locks all levels WOLF Unlocks all levels and allows debug mode (See below). Level Codes TNOD YALP HTIW LAER SNUG TSUJ SIHT EMAG ----------- Backwards this spells: DONT PLAY WITH REAL GUNS JUST THIS GAME Invincibility On the vehicle select screen, highlight which vehicle you want ------------- invincible and press C to bring up the feul/ammo info for that vehicle. Press and hold Ls + Rs + B + C Hold these down the entire time you preform this lengthy code. Next press and release X (Stop) and bring up the exit menu. Keep the do-not-exit icon highlighted and hold Down + A (While still holding down Ls + Rs + B + C) You should hear the vehicle select sound twice if it is done correctly. This can be done for all vehicles and in two-player mode. You can still sink your vehicles, but the code will still remain in effect for that type of vehicle. Debug Mode Enter the code WOLF and hold both right and left shift buttons ---------- and press pause. You can turn on a frame rate indicator, play with the sounds in the game, or put the flag in the first tower destroyed. The sounds you change will still be active during the game [Excellent!] Change Zoom A + B (Undocumented feature) ----------- Handicap This trick makes it so that your "control window" for your selected -------- vehicle is not displayed on the screen, so you dont know how much damage is done, how much gas you have left, how many weapons, and NO MAP! [Note: This sounds very much like a quirk or bug, not an intentional code. You may have unexpected results... - Ed.] Select your vehicle. Right when it moves onto the ramp, hit the P button. If you do this quick enough the "control window" will just have started coming onto the screen, but not enough of it that you can see any of the information on it. Now you should be on the "ARMY: BE ALL YOU CAN BE" screen. Now hit any one of these: A, B, C, P, LEFT or RIGHT. This will unpause you and return you to the game - but without your "control window" for the vehicle you are using. Hint Sheet I just got a disk in the mail from Prolific Publishing/Silent ---------- Software. They sent it to me cuz I picked up a review copy from them at the WCES. It has a few screenshots, which aren't that well done, and a hint sheet. I thought I'd post it here to you guys. I. GENERIC HINTS A. Bring your vehicles back to your bunker before they are completely destroyed. The Bunker will repair all damage. B. You can self-destruct by pressing [A]+[B]+[C]. You will sacrifice the vehicle, but it's a quick way to get back to your bunker. C. Never cross bridges with Drones on your tail. Drones will continue to fire at you as you move and will destroy the bridge behind you. D. Keep moving to avoid enemy Drones. Drones are launched when you stop moving. E. The submarine is deadly and cannot be destroyed. Once it fires a heat seeking missile at you, you're dust.... unless something else is closer to the missile. The missile really is heat-seeking and if something else - say a drone or even your enemy - is closer to the missile, it will be taken out and not you (even if you're the one that caused the sub to surface!)! With a bit of practice, the heat-seeking missile can be used quite creatively. F. Always check the map when you're in the bunker. It is constantly updated and will show you how the terrain has changed. It will also show your enemy's position on the map as he moves around. II. TWO PLAYER HINTS A. Learn to play very well. B. If your enemy finds your flag, take your Jeep and go retrieve your own flag. Then, either: 1. Hide it behind a building near turrets. 2. Move it to the farthest location on the map. 3. Bring it back to your own Bunker. (It will be randomly placed in a new Flag Tower.) - or - 4. You can take it out to sea, and it will slowly float back to shore. (Let your enemy have fun trying to find a moving flag!) C. Lay mines on: 1. The enemy's useful bridges instead of destroying the bridge. When your enemy hits the mine you will have taken out an enemy's vehicle and destroyed a useful bridge. 2. On or near your flag. 3. On or near your enemy's Bunker. 4. The Helicopter can remove mines by firing rockets (and only rockets) directly at the mines. D. Use radar screens to: 1. Keep track of where you are located. 2. See your enemy. 3. Prepare to fight an approaching Drone. 4. See mines (You can't see them on the map). E. Use the Jeep Beacon light: 1. The beacon lights green and chimes when you are headed towards your enemy's exposed flag. 2. The beacon lights bright red when you are facing your bunker. F. Learn to play very well. /~~~~~~~~~~~~~~~~~~\ [ROR] Rise of the Robots \__________________/ [This cheat is from the PC version, and perhaps may not work for the 3DO version. The game is so poor I don't expect confirmation, but include it just in case you unfortunate enough to have it. - Ed.] Supervisor At the main screen, press LEFT LEFT RIGHT RIGHT over and over ---------- again. When the screen flashes blue, you should be able to choose the Supervisor as player 2 in 1- or 2-player mode. /~~~~~~~~~~~~~\ [SMS] Sailor Moon S \_____________/ [Japanese import] > Also, not being very good at Japanese, I was wondering if anyone could > translate for the the message from Super Sailor Moon when you finish the > game. The message which talks about the L, R, and X buttons... These two paragrahps are related. Here's a hint: go to the chara selection screen in VS mode, move the cursor ovet to Sailor Moon, then press L+R+X simultaneously. You'll have to figure out her special moves yourself... [Anyone got 'em? Post them to Usenet, or e-mail dgick@sun1.iusb.edu - Ed.] /~~~~~~~~~\ [RDR] Road Rash \_________/ Clowns and Cows On the Pennisula track there are a couple business men with --------------- very odd shoes wielding peculiar objects. Be sure to try and kill one (punch or run over -- punching is the best, it's easier to see). Also -- on the other side of the guard rail on the right are some bashful cows for you to punch. /~~~~~~~~~~~~~~~\ [SSH] Samurai Shodown \_______________/ Stage select First play a game and lose. Don't continue. Go back to the ------------ Menu Screen and pick "Resume" When you're in this screen, press in this order: LEFT, X, DOWN, UP, RIGHT, LEFT, UP, X. To use it, highlight your player's name, and use the top L and R buttons to choose your starting stage. Note: You cannot get rid of this trick by turning off the 3DO. You have to erase your saved game. Change to Player 2's Color Hold down Rs and press C at the same time when -------------------------- you select your character. Same colored computer opponant Start one-player game. Then join in with ------------------------------ player two and pick the player the computer was using. Kill player one. Do not continue and you will start with one player game again. Join in with controller one, and again pick the same character the computer was using. Kill player two. Now when new one player game starts, you will be the same character and color as the computer. Moves These are ripped from the Neo Geo Samurai Shodown FAQ, Power Moves ----- have been deleted because they are only descriptive and are all normal attack buttons (i.e. no joystick combos) [Note: The Neo has four buttons that are A and B being short and medium punches, C and D are short and medium kicks. A + B is a strong punch C + D is a strong kick. The 3DO has strong buttons mapped directy to C (A + B) and Shift + C (C + D) - Ed.] _Charlotte_ ,_ Special Moves ____________________________________________________, I / | \ Slash Power Gradation I I O O O Rising epee-wave wall I I--------------------------------------------------------------------I I Tap Slash Repeatedly Splash Fount I I Charging rapid epee thrusts I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -O AB or B or D "Fall back" toss I I____________________________________________________________________I _Earthquake_ ,_ Special Moves ____________________________________________________, I (jump) | + CD Repeatedly Fat Bound I I O Bouncing butt attack I I--------------------------------------------------------------------I I Tap Slash Repeatedly Fat Chainsaw I I Spinning blade attack I I--------------------------------------------------------------------I I (jump against the edge of the screen) I I then push joystick away from edge I I O- or -O Triangle Jump I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B or D Overhead Toss I I--------------------------------------------------------------------I I -- O CD He farts in your face (look at I I the relief on his face afterwards)I I____________________________________________________________________I _Galford_ ,_ Special Moves ____________________________________________________, I | \ -O Slash Plasma Blade I I O O Twin blades of lightning I I--------------------------------------------------------------------I I | / O- Slash Rush Dog I I O O Rush Dog can be counter-acted by I I simply running towards the dog I I (Yes, I tried it. Run, not walk) I I--------------------------------------------------------------------I I | / O- Kick Mad Dog I I O O C - throat bite Can Not be counter-acted by I I D - knocks down running toward the dog!!! I I--------------------------------------------------------------------I I -O O- / | \ -O A/B/C/D Mirror Images I I O O O Uses button to determine position I I of acutal body, "A" being extreme I I left, "D" being extreme right. I I Until you make a move, all images I I will appear as solid as your I I actual body. I I--------------------------------------------------------------------I I BCD All three buttons Fake wood I I When you are struck by opponent I I and not knocked down, just press I I BCD and you will disappear I I--------------------------------------------------------------------I I -O \ | / O- BCD Ninja Twirl I I O O O Disappear even when you are not I I hit by your opponent I I--------------------------------------------------------------------I I Triangle Jump, please refer to Earthquake section. I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I When in air | AB or B Throw opponent when in air I I O I I--------------------------------------------------------------------I I When in air | CD or D Throw opponent when in air with a I I O knife in your opponent. I I--------------------------------------------------------------------I I -- O AB or B Throw onto ground I I--------------------------------------------------------------------I I -- O CD or D Use leg to grab and throw onto I I ground and slash I I--------------------------------------------------------------------I I -O | \ Kick Strike Hez I I O O This is like Zangief in SF2, you I I grab your opponent and then go I I up and come spinning back down I I____________________________________________________________________I ** When you are far away, pressing AB will perform a somersault ** ** slash. This is not some kind of special move. But in close ** ** range, pressing AB will do a different move. O-- --O AB, will ** ** cause Galford or Hanzo to do the somersault in close range. ** _Gen-An Shiranui_ ,_ Special Moves ____________________________________________________, I | \ -O Slash Poison Blizzard I I O O Blow a poison cloud I I--------------------------------------------------------------------I I -O | \ Slash Buzz Saw I I O O Roll forward with blade I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B Your opponent will be pushed onto I I the ground and you will spin on I I top of him with your weapon I I twisting in his stomach I I--------------------------------------------------------------------I I -- O D Knee Bash I I____________________________________________________________________I _Hanzo Hattori_ ,_ Special Moves ____________________________________________________, I | \ -O Slash Reppu Shuriken I I O O Throws a shuriken (throwing star) I I--------------------------------------------------------------------I I O- -O Slash Bakuen Ryuu (Burning Snake) I I 1 to 2 seconds charge time I I--------------------------------------------------------------------I I -O O- / | \ -O A/B/C/D Mirror Images I I O O O Use buttons to determine position I I of actual body, A being extreme I I left, D to the extreme right. I I--------------------------------------------------------------------I I BCD All three buttons Fake wood I I When you are struck by opponent I I and not knocked down, just press I I BCD and you will disappear I I--------------------------------------------------------------------I I -O \ | / O- BCD Ninja Twirl I I O O O Disappear even when you are not I I hit by your opponent I I--------------------------------------------------------------------I I Triangle Jump, please refer in Earthquake section. I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I When in air | AB or B Throw opponent when in air I I O I I--------------------------------------------------------------------I I When in air | CD or D Throw opponent when in air with a I I O knife in your opponent. I I--------------------------------------------------------------------I I -O | \ Kick Bullhead Blast I I O O This is like Zangief in SF2. You I I do more damage, comparitively, I I than Galford's Strike Hez. I I--------------------------------------------------------------------I I -- O AB or B Grab and throw onto ground I I--------------------------------------------------------------------I I -- O CD or D Use leg to grab and throw onto I I ground and slash I I____________________________________________________________________I ** In fact, moves of Hanzo can be performed by Galford, and vice ** ** versa. Except for the dog attack of Galford and burning snake ** ** of Hanzo. Also read note in Galford for additional information. ** _Haohmaru_ ,_ Special Moves ____________________________________________________, I -O / | \ Slash KogetsuZan I I O O O Crescent moon uppercut slash I I--------------------------------------------------------------------I I | \ -O Slash Senpuretsuzan I I O O Launch a small hurricane I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B or AB Throw onto ground I I--------------------------------------------------------------------I I -- O D or CD Back flip throw I I____________________________________________________________________I _Jubei Yagyu_ ,_ Special Moves ____________________________________________________, I | \ -O Slash Suigetsu Toh I I O O Ground Wave I I--------------------------------------------------------------------I I Tap Slash Repeatedly Hasso Happa I I 100-Sword Strikes I I--------------------------------------------------------------------I I -O | \ Slash Nikkaku Ratoh I I O O Charge forward and then execute I I a rising slash I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B or AB Throw I I--------------------------------------------------------------------I I -- O D or CD Ground throw I I____________________________________________________________________I _Kyoshiro Senryo_ ,_ Special Moves ____________________________________________________, I | \ -O Slash Flame Fandango I I O O Flame Breath I I--------------------------------------------------------------------I I -O \ | / O- Kick Chobi Jishi I I O O O Pole valut kick on sword I I--------------------------------------------------------------------I I -O | \ Slash Vertical Rotating Slash (rising) I I O O spin around as you rise I I--------------------------------------------------------------------I I (jump) | + AB (at top of jump) Vertical Rotating Slash (falling) I I O spin as you fall I I--------------------------------------------------------------------I I | / O- Slash Fire fan I I O O I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B or AB Stab and throw I I--------------------------------------------------------------------I I -- O D Hair Toss I I--------------------------------------------------------------------I I -- O CD Hair Strangle I I____________________________________________________________________I _Nakoruru_ ,_ Special Moves ____________________________________________________, I O- / | Slash Annu Mutsube I I O O the low flying attack I I--------------------------------------------------------------------I I | \ -O Slash Leyla Mutsube I I O O the up-to-the-sky attack I I--------------------------------------------------------------------I I -O \ | / O- Slash Amube Yatoro I I O O O Summon the bird to attack I I--------------------------------------------------------------------I I | / O- C Hawk Carry I I O O When without weapon, this move I I will also summon the bird back I I--------------------------------------------------------------------I I (Hawk Carry) Yatoro Poku I I / or | or \ Slash or Kick Rolling Down Attack, direction I I O O O controlled by joystick. I I--------------------------------------------------------------------I I (Hawk Carry) I I Any other directions, except Kamui Mutsube I I above + Slash or Kick Diagonal Down Arrow Attack I I--------------------------------------------------------------------I I Triangle Jump, please refer in Earthquake section. I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B Normal throw I I--------------------------------------------------------------------I I -- O AB Trip, sit and stab I I--------------------------------------------------------------------I I -- O AB (Without Weapon) Jump onto opponent, hold onto the I I chest, and slap them. Tap AB to I I slap faster. I I--------------------------------------------------------------------I I -- O D Grab and triple kicks I I____________________________________________________________________I ** You can move in all directions while on the bird. If you move up ** ** you can increase the range of your Kamui Mutsube. Also note you ** ** can be hit, and are most likely to take more damage. ** ** To get off from bird, just push the joystick down. You will also ** ** drop from the bird if you do not do anything for a while. ** _Tam Tam_ ,_ Special Moves __________________________________________________, I | \ -O Slash Mura Gaburu I I O O The Skull throw I I--------------------------------------------------------------------I I | / O- Kick Paguna Deos I I O O Under turning blade I I--------------------------------------------------------------------I I O-. -O Slash Paguna Paguna I I 1 sec charge time Sideways turning blade; can I I slowly move back and forth. I I--------------------------------------------------------------------I I -O \ | / O- Slash Ahau Gabara I I O O O Jump up and blow a fireball down I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B or D Head Butt I I--------------------------------------------------------------------I I -- O AB Pick up and stab with sword I I____________________________________________________________________I _Ukyo Tachibana_ ,_ Special Moves ____________________________________________________, I | / O- Slash Sasame Yuki I I O O The thousand sword cutting apple I I--------------------------------------------------------------------I I jump in any direction, then: Tsubame Gaeshi (from the air) I I / | \ -O Slash Circular slash and launch a I I O O O flaming bird I I--------------------------------------------------------------------I I / | \ -O (then jump in Tsubame Gaeshi (from the ground) I I O O O any direction Executes immediately when Ukyo I I and Slash) leaves the ground, causing a low I I slash-and-firebird. The motions I I must be executed very quickly. I I--------------------------------------------------------------------I I / | \ -O O- O- Slash Tsubame Gaeshi (while retreating) I I O O O Executed while Ukyo hops back. I I An AB firebird will travel below I I the ground, hitting an opponent I I crouching or standing. Extremely I I hard to do, though. I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B Scabbard Slap I I--------------------------------------------------------------------I I -- O AB Throw, and slash the flying I I opponent I I--------------------------------------------------------------------I I -- O CD or D Trip & Stab I I____________________________________________________________________I _Wan Fu_ ,_ Special Moves ____________________________________________________, I | / O- Slash Exploding Wave I I O O Leaps up and throws his sword I I--------------------------------------------------------------------I I -O | \ Slash Slicing Gust I I O O Rising uppercut slash I I____________________________________________________________________I ,_ Throws ___________________________________________________________, I -- O B (without weapon) Throw opponent against the wall I I--------------------------------------------------------------------I I -- O B (with weapon) Grab then leap up and slash head I I--------------------------------------------------------------------I I -- O AB (without weapon) Smash opponent's head into ground I I--------------------------------------------------------------------I I -- O AB (with weapon) Leap up and sit on opponent, I I stab several times and then kick I I--------------------------------------------------------------------I I -- O D Smash opponent's back onto knee I I--------------------------------------------------------------------I I -- O CD Grab then leap up and sit on your I I opponent I I____________________________________________________________________I /~~~~~~~~~~~~~~~\ [SHM] Sherlock Holmes \_______________/ [Note: This is the walkthru for the PC version. I hope it is the same. - Ed.] Game notes: 1. Talk to EVERYONE, including your pal Dr. Watson! 2. Try ALL the replies you see on screen. 3. Look at EVERY OBJECT. Especially those you picked up. They usually lead to a new location on the map. Go to Alley. Get cigs butts, battered piece of paper, white powdery residue, and iron pipe. Look at EVERYTHING! Like the corpse, abrasions, scratches, etc. Anything you can point at: LOOK AT IT. Likewise, LOOK AT EVERY OBJECT you pick up. Talk to Inspector Lestrade. Exhaustively use up all your reply option. It's also a good idea to talk to Dr. Watson or anyone else. Just use all the reply option. You never know what sort of information you can get from them. Open stagedoor and go into the dressing room. Get perfume bottle, spring (under the wardrobe), flower, and handwritten note. (REMEMBER TO LOOK AT EVERY OBJECT YOU GET!) Talk to Henry Cattruthers. Give him the spring. Talk to Shelia Parker. Tell Watson to give her a sedative to calm her down. Question Shelia again. Go to Sarah Carroway's Flat; it should be on the map now. Open umbrella; get brass key. Look at laundry basket; pick up sweater; look at rugby sweater. Go to Belle's Perfumerie (this will appear on the map once you look at the perfume bottle). Talk to Belle about the man who purchased the perfume bottle. Just exhaustively ask/answer her questions. Buy perfume number 4: Cote D'Azur. Belle will go into the storage room to get it this is your chance to talk to the cleaning woman. Again, ask her about the man who purchased the perfume bottle. Go to 221b Baker Street and go inside your house. Use flower on lab table; use flower on microscope. Use oil-wicker burner. Use flower on flask. Use powdery residue on lab table. Use residue on flask. Use oil-wicker burner. Use reside on test tube. Go outside and give flower to Wiggins (the boy next to the newspaper stand). Tell him to locate the person who sells this artificially dyed flower. Go to Southwark Morgue. Ask the coroner for the effects of Sarah. Try to get the large key. He'll tell you that you need permission. Talk to Inspector Gregson. Go to Scotland Yard. You won't be able to go in; go back to the Morgue. Talk to Gregson AGAIN.He'll fix things for you. Go in and talk to Duty Officer.He'll tell you to get lost. Go outside and talk to apparently blind vendor. Tell him that you need some advice on getting pass the Duty Officer or else you will turn him in. Go in and talk to the Duty Officer again. Ask for Inspector Lestrade; tell him that you need his permission to get at Sarah's effects. Talk to Duty Officer to obtain permission slip. Go back to the Morgue. Show permission slip to the coroner. Now get large key. Go to Alley. Open stagedoor with large key. Go inside; open drawer with brass key. Look at top drawer and get the opera tickets. Go to Chancery Opera House. Show tickets to usher on the left. Talk to the manager. Tell him you want to see Anna Carroways dressing room. He'll say no. Don't worry. Go right and show tickets to usher on the right. Go upstairs. Show your tickets to the elderly woman. Follow the dialogue and she'll give you a note saying you can have access to Anna Carroway's dressing room. Pump the elderly woman for ALL the information you can; it's crucial she tells you that Sarah's boyfriend (the one who HATES Sarah's pendant) name's is JAMES. Go down and show the note to the manager. You need to open up the drawer inside the dressing room. Talk to Watson so he can distract the manager by going into the closet searching for something. Open the drawer and look at the middle one. Get the ring of keys. Leave the opera and ... Go to 221b Baker Street. Wiggins should be back by now. If not just wander around other locations until he is. He'll tell you that he's located the flower seller in Covent Gardens. Go to Covent Gardens. Talk to the young girl selling flowers. Buy a flower from her first and then pump her for all the info she's got! Pick up the flower bouquet in the barrel. Use the wire basket in the barrel to get the cuff-links. Go into the Moongate pub. Ask the bartender (publican) about the cuff links. Then ask him about the guy who came into the bar. You'll have to beat him at darts before he gives you this bit of info. Challenge the other three drunks. Beat them and then challenge the bartender. Go to Hattington Street Chemist. Buy any potion from the chemist first. Then talk to the stockboy. Pump him for all he's got. Go to South Kensington Field. Now the guy you're looking for his named James. You need these three pieces of info. in order to find him. What he smokes (from the cleaning lady in Belle's Perfumerie), his name (from the elderly woman in the opera), and his physical appearance (from Belle of Belle's Perfumerie). If you have all that then talk to the coach & James will come running out from the field. Talk to him about Sarah Carroway. Then lower the boom by showing him the perfume bottle! Go to the Dormitory. Talk to James; in the end he won't believe his beloved Sarah's dead until you bring him PROOF ... like a death certificate. If anyone managed to snag the certificate from the Morgue let me know! I can't do it. Instead let's bring James something else ... like a NEWSPAPER! Go to 221b Baker Street. Talk to Jonas the newspaper seller. Tell him that you want last week's paper. Then talk to Wiggins as he can get it for you. (Actually he HAS it.) Go to the Dormitory. Show the newspaper to James. Now while he's all depressed fire those questions away! Go to St. Bernard's Publick House. Talk to the billiard players and the spectator. You won't get much from them initially. The player in the yellow sweater (Jack Mahoney) has the info. you need. After talking to the trio, talk to the bartender. Ask him about the marriage status of Jack Mahoney. Then talk to Jack again. He'll probably tell you to bug off at first, but then he'll listen when you threaten to tell his wife about his mistress. He'll give in and tell you where Antonio Caruso's flat is. Go to Antonio Caruso's flat. Talk to Antonio.Ask him all the questions you can. He'll tell you the location of Anna Carroway's flat and a little boy who's attached to Anna and how he likes to play with a gyroscope. Go to Anna Carroway's flat. Ring the doorbell or pull the knocker a couple of times first. Then you can just use the ring of keys to open up the door and go on in. Look at the silver salver and get the calling cards. Be sure to grab the calling card of Jacob Farthington, Barrister. You can ignore the calling card of Antonio Caruso. Now MOVE the left plant pot to spill over some dirt. Go upstairs and talk to the cleaning lady. Tell her you spilled some dirt downstairs. When she's gone move the statue and get the book. Look at the book. Go to The Law Officer of Jacob Farthington. Talk to him and he'll tell you the whole sob story of the Carroway's family. Go to 221b Baker Street. Talk to Wiggins and get his gyroscope. Go to Picnic Site and Playground. Use gyroscope on solitary boy. Talk to him and then GIVE him the gyroscope. He's going to leave his cap. Take it and LOOK at his cap. Go to Eddington's Equestrian Shop. Talk to the counterman. He won't tell you who purchased the cap. Not yet at least. Look at the coat of arms. Some of them are FAKE! Cry fraud and watch the two customers depart! Talk to Watson and see what he thinks and then talk to the counterman again. Now he's singing a different tune! Go to Bradley's Tobacco Shop. Talk to the young man behind the counter. Then start moving those crates. When he says you can't just talk to him again. Move all three crates so they form a step under the moose head. Step up and look at the head. Then MOVE it. Go to Oxford Taxidermy. Get the knife (right next to the carcass on the table) and the smock. Look at both item. Talk to Watson. Talk to Lars. Tell him that if he doesn't tell you where Blackwood is then he's a whole mess of trouble. Then talk to Watson so you can get Toby the wonder dog to sniff out Blackwood in the Surrey. Go to Sherman's Place. Talk to Sherman. Get the leash. Use the leash on Toby (he's under the store's two front windows) and you'll be transported to the docks. Open shed door and get hammer. Move barrel so it's in front of the right door. Step up on barrel and get pail. Get rag. Use pail on Thames River. Use rag on pail. Use wet rag on window. LOOK in window. Use hammer on door. Now you're back at 221b Baker Street. Go to Scotland Yard. Talk to Duty Officer and tell him you need a pass to visit the prisoner in Row Street Police Court. Go to Row Street Police Court. Show pass to guard. Open gate and talk to Blackwood. Go to Jaimeson Buying and Selling. Talk to Nigel Jaimeson. Just try all the different dialogue and Nigel will cave in eventually. Go to Moorehead and Gardner Detective Agency. Talk to the receptionist. Try all the different dialogue here, too. Go to London Zoological Gardens. Talk to Officer Dugan. Open the gates. Go right. Look at corpse, its broken leg, etc. Talk to Inspector Gregson and his constable. Go into Head Keeper office. Talk to Hollington. You just need to get the name of lion keeper from Hollington: Simon Kingsley. Exit Hollington's office. Go right to where the elephant is. Go right again. Look at the shiny object in the lion's den. Try to get it. Exit zoo. Go to Simon Kingsley's flat. Talk to Simon. Look at his boots. Talk to him again. Look at the picture of Felix the lion. Talk to him. Look at his books about animals.Now you should be able to ask him to hold down Felix while you go into the lion's den to retrieve the shiny object. Go to London Zoological Gardens. Go to lion's den and retrieve shiny object. Look at it. It's a pocket watch with a piece of paper inside. Go to Moorehead and Gardner Detective Agency. Try to open the door. Talk to Watson. Talk to the receptionist. Pick up typewriter and throw it through the door! Watch the scene between Robert Hunt and Moorehead and Holmes and Watson. Like those English accent (if you have a SB or PAS-16)! You'll be back at 221b Baker Street. Go to Moorehead and Gardner Detective Agency. (What a ROYAL receptionist! Both her bosses are DEAD and she's still here!) Go into office. Move comfy chair. Move the false shelf of book. Use safe combination (the piece of paper) on safe. Open safe and get pendant. Look at pendant. Read letter. Go to Lord Brumwell's Manor. Ring bell. Go in and talk to Lady Brumwell. Open door and confront Lord Brumwell. He's going to leave and lock you in the room. Move left Persian sword. Move painting and open safe. Get key and use key on door to open it. Follow Lord Brumwell outside. Watch the bridge jumping scene. Go to Robert Hunt's flat. Open small book (on the night stand next to the bed) and get bookmark. Go to Jaimeson Buying and Selling. Give bookmark to Nigel. Look at Tarot cards. Go to Covent Garden. Go into the Palmist place. Use key on desk drawer. Open it and get silver key. Move the candle that's on the left column. Use silver key on strong box. Open it and get parchment. Look at parchment. Go to Savoy Street Pier. (save your game here, because the next move is the LAST move.) Use iron bar on door. Sit back and watch the ending. /~~~~~~~~~~\ [SKD] Soccer Kid \__________/ Color Change At the title screen, press Up and Down to change the color of ------------ his shirt, and Left and Right to change the color of his shorts. Level Select At the intro screen where Soccer Kid is standing there... Press ------------ U D U D L U D U D R and you'll hear a voice "Hey that's the cheat mode..." Now bring up the options menu and you'll see a level select at the bottom. Once you are at the options menu, use Ls and Rs to select a level to play. /~~~~~~~~~\ [SHW] Shockwave \_________/ [xxx] [Note the following special codes work with Shockwave: Operation Jumpgate. The rest of this cheat info is for original Shockwave. - Ed.] Special Codes While shooting your lasers, pause the game and enter this code ------------- B A B A A A B A B A C [Barbapapa Barbatruc] Then press X and the game should not quit, but allow you to do loops: hold Ls and Down and spin: hold Ls and Up And will allow you to enter more codes [See below] NOTE: Make sure one of your lasers is visible when you pause! ---- After entering this code, you will be able to enter the following codes: Finish Mission (1): B A C C A A A [Baccalaureat] Boost Mission Number (2): C A A A C A [Calamar Armoricaine] Extra Life: C A C A B A A [Copacabana] Nuke 'em Missles: C A A B A [Carambar] Powered-up Lasers: C A A B A C A [Casablanca] Smart Bomb: A C A B A A C A A A [Macabaneau Canada] Invincible: A B A C A A B A [Abracadabra] Display Player Name: B A B [Babe] Display Programmer's Message: B A C A C A [Bah... Caca] Refuel & Rearm (3) SW:OJ ONLY: B A A A A B A [Bankok, Jakarta, Bali] (1) This will end the current mission with all objectivies filled so you can start the next mission (and see its cool video) (2) This will increase the mission number you are on. For example, if you are on level 3 and enter this code 4 times when you quit the mission you will begin mission 7 next. (3) CODE ONLY WORKS WITH SHOCKWAVE: OPERATION JUMPGATE Words in brakets [] represent what EA was thinking when they made up the codes. Makes it easy to remember, I suppose. :) There is another 'Loops and Spins' code: B A C C A A [Baccarat] This code does not work with Shockwave: Operation Jumpgate and limits a few codes. (Smart Bomb can only be done once per mission, and Invincibility can only be done once per player) It also does not work with the Finish Mission or Boost Mission Number codes. Rolls It's not in the book, but you can hold Ls and press L or R to roll. ----- Milk Run For a hilarious diversion, load a saved game that has beaten -------- mission 10. You'll notice the mission is #11, Milk Run. ICE is now a few beans short of a burrito, if you'll pardon the expression! Explanation of the funny lights in the cockpit ---------------------------------------------- By Philippe Tarbouriech from Electronic Arts, one of the Shockwave designers: - The green light going up and down on the left of the cockpit represents the number of pieces being loaded from the CD-ROM. - The little colored dot on the lower right that changes color is an indication of memory fragmentation. - The graph on the left is the frame rate : number of VBL per frame. - The graph on the right is the number of actors in the simulation/8, every 8 frames. Elvis is in Shockwave [Info from Oliver Wade ] --------------------- You have to blow up the octagonal shaped moon base at the beginning of level 10. If you fly back over it you'll see a very small Elvis jumping up and down, trying to get rescued (you can't rescue him). This was my only (very small) contribution to Shockwave and I just wondered if anyone had seen it. Shockwave : Official Solution to All the Levels ----------------------------------------------- Mission 1 - Egypt 3 Objectives: 1 - Valley of the Kings: Destroy all aliens here in order to get your first objective done. You have 18 aliens to destroy there. (10 walker (tripods) and 8 flying aliens (Scout)). Be careful here because one tripod slowly tries to escape on the left of the path. If you are really slow, you may not be able to destroy it. 2 - Giza: Destroy all aliens here in order to get your second objective done. You have 15 aliens to destroy there. (10 regular tripods + 2 strong tripods + 3 Scouts ). 3 - Cairo: Destroy all aliens here in order to get your third objective done. You have 20 aliens to destroy there + 1 Big Boss. (4 regular tripods + 8 stronger tripods + 8 Scouts + 1 fortress).. To destroy the Boss, use the missile you have. Avoid absolutely to be too close. Launch 1 or 2 missiles from far and then Make a U-Turn and redo the approach. Hints: * To accomplish this mission you don't have to destroy any other aliens than the ones present on these three sites. But, you may want to destroy the 3 tripods present on the refinery site in the middle of some fuel tanks. If you destroy these 3 tripods but destroy nothing from the refinery than you find later on the left of the path a bonus Refueler. * You have in this mission 4 possible Refueler. The second is conditioned by your performance in the refinery and the fourth is there only if you made the 2 first objectives. * lways check that the last Refueler you saw is not turning anymore before having it out of your path. You may sometime refuel twice. Basically, when you see a Refueler, do a first refueling, then destroy the aliens after this Refueler and then return to this Refueler. * On an objective place, it's generally better to destroy the flying aliens and then the ground aliens. Try to keep your missile for the flying aliens. * Except if you want to make a high score, don't waste your time and energy destroying all the aliens on your way. Stay focused on your objectives. Mission 2 - Peru 2 Objectives: You only have 2 objectives here in the Peru Mission. Destroy all the Aliens in the 2 towns and you will have achieved your objectives Hints: * Shoot all the air alien forces then attack ground forces. * Use refueler in the Andes and fly directly to Lima to shoot your way to the end. * Very easy mission. Mission 3 - Las vegas -Los Angeles 5 Objectives: Las Vegas: Destroy all aliens here in order to get your first objective done. You have 20 aliens to destroy there. (3 Tripods - 5 Collectors - 7 Scouts - 5 Interceptors). Riverside: Destroy all aliens here in order to get your second objective done. You have 25 aliens to destroy there. (4 Tripods - 7 Collectors - 3 Scouts - 5 Interceptors - 3 MobileAA -1 HeatSeeker - 2 Swarms). You must also destroy the 4 powerCells but NOT the prison. Pasadena: Destroy all aliens here in order to get your third objective done. You have 19 aliens to destroy there. (3 Tripods - 3 strong Tripods - 2 Collectors - 3 Interceptors - 2 MobileAA -5 HeatSeeker s- 1 Swarm). You must also destroy the 4 powerCells but NOT the prison. BurBank: Destroy all aliens here in order to get your fourth objective done. You have 20 aliens to destroy there. (6 strong Tripods - 3 Collectors - 3 Interceptors - 4 MobileAA - 3 HeatSeekers - 1 Scout). Be careful here because 2 MobileAA quickly try to escape on the left of the path. If you are not fast enough in the beginning of this objective, you may not be able to destroy them. Los Angeles: Destroy all aliens here in order to get your fifth objective done. You have 15 aliens to destroy there(5 Scouts - 4 strong Tripods - 6 Swarms). You also have to destroy a fast moving new craft called Cobras (their number depends on your performance on the first objectives). You have to destroy 12 PowerCells in order to free 3 prisons. Finally, you have to be careful with the satellite dishes. Don't destroy more than 1. Hints: * On Las Vegas, if you don't destroy any civil building, then you get two bonuses: o Your first Refueler is going to be full, else it's going to be partial. This first Refueler is not visible on your radar because a tripod is exactly at the same position. o An extra Refueler in Riverside, far on the left of the path, invisible on the radar. * You need to protect the Atomic Power Plant form the Collectors walking towards it (else you're probably dead) and also save the 6 close towers from the tripods. If you save them, then you get an extra Refueler far on the left of the path in Los Angeles. * After Pasadena, in the Refinery region, you have a partial Refueler (invisible on your radar) on the right of the path. * To destroy a Swarm, just shoot the immobile one. Mission 4 - England 4 Objectives: * Destroy all transport vehicles and aliens in the first section. ICE will tell you when you have completed this stage. * Destroy all transports in the next section. This means all alien ships and transport units. * This one is a little tricky. ICE tells you that you might be OK to ust fly by this cluster of aliens. However, this is a mission obective so you must destroy everything in this region. The aliens also will leave the screen so you have to be very careful not to let anything get past you. * There is a construction sight that ICE tells you to destroy. It is a line of alien ground-to-air "directors" that can cause extreme damage to the shields of the craft. Hints: * At the end of of mission, there is a line of alien ground-to-air "Directors" that fire at you. Destroy the center one and use your thrusters to move past them. This will complete the obective. * When you are past the construction site you will come across a lot of aliens and a helicopter. The helicopter is used to pick up Howser, so if you accidentally blow up the helicopter , you have failed the mission. Mission 5 Hawaii Introduction: Your main goal is to destroy the communication systems (Radar) and then to save the Kennedy. 5 Objectives: 1st Radar Site: (ground) Find and destroy the first group of 5 Radar. (Listen to ICE). Prisoners Rescue Operation: (sea) You have to free 2 groups of 2 barges of prisoners. For that, destroy the two leading alien boats without destroying the 4 barges and the Love Boat. 2nd Radar Site: (sea) Find and destroy the second group of 7 Radar. (Listen to ICE). 3rd Radar Site: (sea) Find and destroy the third group of 5 Radar. (Listen to ICE). Kennedy Rescue Operation: (sea) Destroy all the aliens surrounding the Kennedy and avoid the Kennedy to be destroyed. You will have to destroy 15 to 19 aliens (or less if you succeed in your first objectives). They are: 2 Skeeters, 5 Skimmers, 4 Submarines, 3 Scouts, 1 to 5 Cobras (depending on your previous performances). To end this final objective, you have to destroy the final Boss, named "Morphing Tower". Don't get to close of it to avoid to start the morphing operation. Hints: * In the middle of the volcano, you have to destroy a 'Pumper' that provide the energy of the Energy fence located on the land between objective 4 and 5. If you destroy this pumper, the fence will be inactive, else the fence will be active and very dangerous. * On the Prisioner rescue operation (Objective 2) you have to be very careful on what vessels you destroy. The lead vessels you have destroy are actually the last ones when you are flying towards them. They are going in the same direction as your flight path. There are two sets of ships so destroy them both. Be very careful on the second one because there is a ship right next to it. If you destroy the ship, you won't be able to pick up the prisoners and won't complete the objective. * Between the objective 4 and 5, you'll find 3 giant alien boats. Destroy them and you'll get a bonus Refueler on the right of the Path after the Kennedy location. * Between the objectives 3 and 4 (two radar location), you can find on the left of the path a extra Refueler not displayed on your radar. * Avoid to get to close of the Kennedy, you may collide with it and with the "Special Force Shield arming your aircraft, you may destroy the Kennedy already fragile. Mission 6 - Utah 6 Objectives: * Destroy the three escavators just past the wall of AA's. * Destroy the four escavators past another wall of AA's * Destroy the first egg sight. It is guarded by a lot of alien units so once you have destroyed it, use your thrusters and get past them. * Destroy another four escavators. ICE will tell you once you've completed that there are no egg sights left. * Destroy another egg sight. Use the same tatical strategy as you did with destroying the first egg sight. * Destroy the giant alien in the city of Dubway. Hints: * To destroy the escavators you need to hit them with two nuke missiles and some random laser fire. * There are two ways to destroy the egg sight: o Destroy the egg itself by using your missiles and lasers on it. o Destroy the surrounding alien units and thte egg will automatically be destroyed. * When you confront the giant alien in Dubway don't worry about destroying the building because all you need to do is to destroy the alien to pass the objective. * There are a lot of aliens in this mission that you don't need to kill. Don't waste your time with them because all they do is drain your missiles and lasers. Use your thrusters and get past them. * There is a hidden fuel drone in the canyon that is not on the radar. Mission 7 - Mexico 4 Objectives: * Destroy the two escavators and the first egg sight. Remember that they are both heavily guarded so you must be precise when attacking them. * Destroy the second egg sight. Use the same technique that you used in mission 6. * Destroy the third egg sight. * Destroy the robotic type aliens. There are three and they are heavily armored so you will have to use both missiles and lasers to destroy them. Hints: * The two escavators in the first objective need to be hit with three missiles and some random laser fire to be destroyed. * Destroy the fortress and receive a better fuel drone later in the mission. * Destroy the four flying alien units "Hunters" or they will follow you throughout each section. Mission 8 - Congo 4 Objectives: * Destroy the landing pads and everything inside the first two silos. * Destroy everything in the next two silos. It is very important that all the eggs are destroyed in order to complete the objective. * Destroy all the landing pads. ICE will tell you that this is very important! * Destroy the spider alien. Hints: * The first fuel drone is guarded by mines. To disable the mines and create a clear path to the fuel drone you must take out the magnetic field underneath the fuel drone. Then take out the two radar stations just over the hill. There is also a tri-pod alien that must be destroyed. * There is a giant alien directly after a fuel drone near the end of objective one. You need to fly through really fast and fire your missiles immediately. The continious fire from the missiles will destroy the alien. After completing this, fly slowly back through the fuel drone and regain the missiles you lost. * The third silo that you have to destroy is really tricky! After you have destroyed all the eggs you will have to manuever your craft past a set of steel fangs. If your ship gets hit in any way by the steel fangs, you will be destroyed. You must use your thrusters time your exit out of that silo just right to go onto the next objective. * In the last objective, you will be confronted by a giant spider-type alien. You should destroy the magnetic field first then start using your missiles on the alien. Once you have depleated your ammo, there is a fuel drone directly to the west side of the screen that will enhance your shields and missiles. Mission 9 - Paris (Clouds) 7 Objectives: * Destroy the first communication tower. * Destroy the second communication tower * Destroy the third communication tower * Destroy the fourth communication tower * Destroy the fifth and sixth communication towers * Destroy the giant snake alien. You might have to double back and hit it a few times with missiles lasers in order to destroy it. Hints: * When destroying any of the communication towers, you want to destroy the big unit first. After it is destroyed, you can pick off the little communication devices that surround it. Make sure that you make good use out of your fuel drones because there are a lot of swarming alien units that guard these communication devices. * After you pick up the first two 02 generators you will be confronted by a giant snake like alien. Make sure that you don't get too close to it because the damage it gives out is deadly. Also make sure that you don't destroy the third 02 generator when trying to destroy the alien. If the third 02 generator is destroyed you will not be able to complete the mission. Mission 10 - Moon(Mothership) 1 Objective: * Reach the mother brain and destroy it. It will take a while to reach it because it is located in the back of the mother ship. Hints: * Use your thrusters a lot to bypass many of the aliens. Since there is only one objective, it would be wise not to waste much time on alien units firing at you. * When you reach the mother ship there will be a fuel drone directly above it. Don't use it, destroy it. It will start firing at you if you get too close to it. * Watch the surface of the moon for magnetic fields. They can be quite annoying if you are stuck in one. * Scattered throughout the mother ship are "Pumpers" . They don't fire at you, but take out as many as possible because it makes killing the mother brain easier. * When you approach the mother brain try to destroy the aliens surrounding it first instead of hitting it straight on.. This might make the final objective a little easier. /~~~~~~~~~~~~~~~\ [SHD] Shadow Warriors \_______________/ Anvil Stiles - *slide - toward toward c *knife toss - down towards a *dissapearance - away towards right-shift *grenade - down away c Sasha Romanoff - *stealth: away down c *knife - down toward a *slide - toward toward c *knife 2 - down away right-shift Gabrielle St. John - *fireball - toward toward c *cannonball - toward down away *hypnotizer - toward toward away away Viper - *earthquake - down toward away right-shift *disappear - away toward right-shift *grenade - down away c *knife - down toward a *slide - toward toward c Carlos Cortez - *bomb - away toward c *gun shot - toward toward c *earthquake - down toward away right-shift Riggs Riddick - *hellfire - away toward a *roll - toward down away *disappear - away toward right-shift *posession - toward toward c Erika Storm - *katana - away toward c *disappear - away toward right-shift *ground fire - down toward away right-shift *spinner - right-shift toward away /~~~~~~~~~~\ [SNJ] Slam n Jam \__________/ Codes Enter the following codes during the fade-to-black screen before the ----- tip-off. (further explination: after you pick your starting lineup and hit start to continue team two it fades to a black screen, enter the code then, right before the court appears.) These codes can be done in conjunction with one another. For instance, to have small players, shot percentage, and super slams, hold Ls + A + C while tapping right shift. (Ls = Shot 5, A + C = slams, Tap Rs = small players) If the code requires Ls (like Big Heads/Small Players) hold Ls for a tiny bit at the end of entering the code (while the screen is still black. It takes a lot of timing, but it can be done! :) Shot percentage To see what your chances are to make a certain jump --------------- shot, hold left shift during the black screen. [This will only last until for the first half, unfortunately.] Small players Tap right shift during the black screen, then once the ------------- game has started, pause and unpause. Big heads (normal sized players) Alternate Left shift and C during the --------- black screen. Big heads/small players Tap left shift and right shift during the black ----------------------- screen, and pause and unpause after the tip-off. Super slams Press and hold A + C during the black screen. Your players ----------- will get way way way above the rim now. Speed up Hold A + B + C during the black screen for slightly faster -------- players. Hardly noticeable, if you ask me. The players' size codes will remain for the next game -- pause and unpause to bring it back to normal. Unlimited fouls If you commit a foul, press the pause button JUST BEFORE the --------------- computer can attribute that foul to someone. Substitute your player for a crappy one, and unpause. The new (crappy) player will now be attributed with the foul that you committed. I like to play in franchise mode, and this is great for such a setup, because it allows you almost unlimited fouls. NBA Teams Although there is no NBA license, Crystal Dynamics did include --------- some close (not perfect) renditions of real '93-'94 teams. To find your team, just select it and then move right one. So if you want the Chicago Bulls, move to the right one and select Cleveland instead. The names have changed (and some people are missing) but nearly all the players are there it seems. NBA '93-'94 Roster List To better pick out your favorite players, try ----------------------- and match up thier numbers from this list. Number 34 on Atlanta may not actually be Don Maclean of Washington. He looks suspiciously like President Clinton. [This list probably has some glaring flaws (notice how many team names I don't know :) so any help is appreciated. - Ed.] Atlanta Hawks augmon,stacey 1 6-3 180 wilkins,dominique 21 6-8 215 blaylock,mookie 10 6-1 185 ferrell,duane 33 6-7 215 graham,paul 25 6-6 200 hinson,roy 6 6-9 215 keefe,adam 31 6-9 241 koncak,jon 32 7-0 250 rasmussen,blair 41 7-0 240 willis,kevin 42 7-0 240 whatley,ennis 1 6-3 180 ehlo,craig 3 6-7 205 lang,andrew 28 6-11 250 edwards,doug 34 6-7 235 mundt,todd 51 7-0 250 bagley,john 6-0 grace,ricky Boston Celtics abdelnaby,alaa 4 6-10 brown,dee 7 6-1 corchiani,chris 12 6-1 douglas,sherman 20 6-1 earl,acie 55 6-10 fox,rick 44 6-7 gamble,kevin 34 6-5 mcdaniel,xavier 31 6-7 oliver,jimmy 27 6-5 parish,robert 00 7-0 pinckney,ed 54 6-9 radja,dino 40 6-11 wenstrom,matt 50 7-1 Charlotte Hornets johnson,larry 2 6-7 257 bogues,muggsy 1 5-3 144 gattison,kenny 44 6-8 255 gminski,mike 42 6-11 257 lynch,kevin 9 6-5 198 mourning,alonzo 33 6-10 244 robinson,rumeal 20 6-2 195 newman,johnny 22 6-7 198 curry,dell 30 6-5 210 bennett,tony 25 6-0 179 wingate,david 55 6-5 190 johnson,eddie 8 6-7 215 burrell,scott 24 6-7 218 hawkins,hersey 32 6-3 190 ellis,leron 43 6-10 240 henson,steve ?? 6-4 ??? williams,lorenzo conlon,marty Chicago Bulls paxson,john 5 6-2 185 pippen,scottie 33 6-8 225 grant,horace 54 6-10 235 cartwright,bill 24 7-1 245 perdue,will 32 7-0 240 williams,scott 42 6-10 230 king,stacey 21 6-11 250 armstrong,b.j. 10 6-2 185 kukoc,toni 7 6-11 230 kerr,steve 25 6-3 180 wennington,bill 34 7-0 245 english,jojo 3 6-4 180 blount,corey 44 6-10 242 myers,pete 20 6-6 180 johnson,dave 4 6-7 210 Cleveland battle,john 10 6-2 190 brandon,terrell 11 5-11 180 daugherty,brad 43 7-0 263 ferry,danny 35 6-10 245 guidinger,jay 54 6-10 255 higgins,rod hill,tyrone 32 6-9 247 nance,larry 22 6-10 235 phills,bobby 14 6-5 217 price,mark 25 6-0 178 wilkins,gerald 21 6-6 210 williams,hotrod 18 6-11 245 mills,chris 24 6-6 216 madkins,gerald 12 6-4 209 Dallas davis,terry 43 6-10 250 dreiling,greg 40 7-1 250 harper,derek 12 6-4 206 harris,lucious 30 6-5 190 hodge,donald 35 7-0 239 jackson,jimmy 24 6-6 220 jones,popeye 54 6-8 250 legler,tim 23 6-4 200 lever,fat 21 6-3 180 mashburn,jamal 32 6-8 240 morningstar,darren 50 6-10 235 rooks,sean 45 6-10 260 smith,doug 34 6-10 238 white,randy 33 6-8 240 brown,chucky 6 6-8 214 campbell,tony 6-7 215 Denver abdul-rauf,mahmoud 3 6-1 162 brooks,kevin 43 6-8 200 ellis,laphonso 20 6-8 240 hammonds,tom 21 6-9 225 marble,roy 5 6-5 mee,darnell 4 6-5 175 mutombo,dikembe 55 7-2 250 pack,robert 14 6-2 180 rogers,rodney 54 6-7 225 stith,bryant 23 6-5 208 williams,brian 8 6-11 242 williams,reggie 34 6-7 195 randall,mark 45 6-9 jordan,adonis 1 6-2 robertson,alvin 6-4 liberty,marcus 30 6-8 225 macon,mark 12 6-5 185 Detroit Pistons polynice,olden 0 6-11 dumars,joe 4 6-3 thomas,isiah 11 6-1 laimbeer,bill 40 6-10 robertson,alvin 3 6-4 mills,terry 6 6-10 hunter,lindsey 1 6-2 houston,allan 20 6-6 moore,tracy 23 6-4 elliott,sean 32 6-8 anderson,cadillac 33 6-10 wood,david 12 6-9 o'sullivan,dan 45 6-10 liberty,marcus 6-8 225 macon,mark 6-5 185 murphy,tod coleman,ben jones,charles 6-9 225 Golden State Warriors hardaway,tim 10 6-0 195 sprewell,latrell 15 6-5 190 mullin,chris 17 6-7 215 owens,billy 30 6-9 225 jennings,keith 2 5-7 170 buechler,jud 35 6-6 220 houston,byron 21 6-5 250 grayer,jeff 44 6-5 213 gatling,chris 25 6-10 235 alexander,victor 52 6-9 275 marciulionis,sarunas 13 6-5 215 johnson,avery 1 5-11 175 webber,chris 4 6-10 260 grant,josh 11 6-10 225 spencer,andre 12 6-6 210 murphy,tod demps,dell Houston Rockets brooks,scott 1 5-11 165 bullard,matt 50 6-10 235 herrera,carl 7 6-9 225 horry,robert 25 6-10 220 maxwell,vernon 11 6-4 190 olajuwon,hakeem 34 7-0 255 smith,kenny 30 6-3 170 thorpe,otis 33 6-10 246 petruska,richard 3 6-10 260 cassell,sam 10 6-3 185 elie,mario 17 6-5 210 riley,eric 42 7-0 245 Indiana Pacers davis,antonio 33 6-9 230 davis,dale 32 6-11 230 fleming,vern 10 6-5 185 haskin,scott 43 6-11 250 mckey,derrick 9 6-10 225 miller,reggie 31 6-7 185 mitchell,sam 5 6-7 210 paddio,gerald 14 6-7 205 richardson,pooh 24 6-1 180 sealy,malik 21 6-8 190 smits,rik 45 7-4 265 thompson,lasalle 41 6-10 260 williams,kenny 44 6-9 205 workman,haywoode 42 6-3 180 scott,byron 9 6-4 193 LA Clippers aguirre,mark 6-6 232 dehere,terry 6-4 190 grant,gary 6-3 195 harper,ron 6-6 198 jackson,mark 6-3 192 james,henry 6-8 220 manning,danny 6-10 234 martin,bob 7-0 255 roberts,stanley 7-0 290 spencer,elmore 7-0 270 tolbert,tom 6-7 240 vaught,loy 6-9 240 williams,john 6-9 295 woods,randy 6-0 185 ellis,harold LA Lakers peeler,anthony 6-4 212 threatt,sedale 6-2 185 wilson,trevor 6-8 215 christie,doug 6-6 205 vanexel,nick 6-1 170 divac,vlade 7-1 250 lynch,george 6-8 223 rambis,kurt 6-8 215 bowie,sam 7-1 263 smith,tony 6-4 205 harvey,antonio 6-11 225 campbell,elden 6-11 250 worthy,james 6-9 225 edwards,james 7-1 252 jordan,reggie Miami Heat alexander,gary 35 6-7 240 askins,keith 2 6-8 223 bol,manute 10 7-7 225 burton,willie 34 6-8 219 coles,bimbo 12 6-2 180 geiger,matt 52 7-0 245 kessler,alec 33 6-11 240 long,grant 43 6-9 248 miner,harold 32 6-5 215 rice,glen 41 6-8 220 salley,john 22 6-11 250 seikaly,rony 4 6-11 252 shaw,brian 20 6-6 194 smith,steve 3 6-8 213 Milwaukee avent,anthony 00 6-10 235 barry,jon 17 brickowski,frank 40 6-10 248 cook,anthony 6-9 240 day,todd 10 6-8 200 edwards,blue 30 6-4 228 lohaus,brad 54 6-11 238 mayberry,lee 11 6-1 175 murdock,eric 5 6-1 190 strong,derek 20 6-8 220 norman,ken 3 6-9 238 schayes,dan 24 6-11 268 baker,vin 42 6-10 250 foster,greg Minneapolis bailey,thurl 41 6-11 247 laettner,christian 32 6-11 245 longley,luc 13 7-2 265 maxey,marlon 25 6-8 250 person,chuck 45 6-8 225 rider,isaiah 34 6-5 215 smith,chris 3 6-3 191 west,doug 5 6-6 200 williams,micheal 24 6-2 175 brown,mike 40 6-10 260 davis,brian 23 6-7 215 frank,tellis 30 6-10 225 jackson,stanley 7 6-3 185 New Jersey coleman,derrick 44 6-10 258 morris,chris 34 6-8 220 benjamin,benoit 00 7-0 265 edwards,kevin 21 6-3 210 anderson,kenny 7 6-1 168 mahorn,rick 4 6-10 260 newman,johnny 22 robinson,rumeal 20 6-2 195 schintzius,dwayne 33 7-2 285 gilliam,armon 43 6-9 245 brown,p.j. 42 6-11 240 walters,rex 2 6-4 190 wesley,david 1 6-0 190 williams,jayson 55 6-10 245 anderson,ron New York Knicks anthony,greg 6-2 185 blackman,rolando 6-6 206 bonner,anthony 6-8 225 campbell,tony 6-7 215 harper,derek 6-4 206 davis,hubert 6-5 183 ewing,patrick 7-0 240 mason,anthony 6-7 250 oakley,charles 6-9 245 rivers,doc 6-4 185 rivers,glenn 6-4 185 smith,charles 6-10 244 starks,john 6-5 185 williams,herb 6-11 260 mccormick,tim 7-0 240 anderson,eric 6-9 230 gaines,corey 6-3 paddio,gerald 6- 7 205 Orlando Magic anderson,nick 25 6-6 220 bowie,anthony 14 6-6 200 avent,anthony 92 6-10 235 green,litterial 11 6-1 185 hardaway,anfernee 1 6-7 195 kite,greg 34 6-11 263 krystkowiak,larry 42 6-9 240 lichti,todd 24 6-4 205 o'neal,shaquille 32 7-1 301 royal,donald 5 6-8 214 scott,dennis 3 6-8 229 skiles,scott 4 6-1 180 tower,keith 55 6-11 250 turner,jeff 31 6-9 244 rollins,tree williams,lorenzo cook,anthony 6-9 240 Philidelphia bradley,shawn 76 7-6 248 perry,tim 23 6-9 220 weatherspoon,clarence 30 6-7 240 dawkins,johnny 12 6-2 170 hornacek,jeff 14 6-4 190 barros,dana 3 5-11 163 malone,moses 2 6-10 255 graham,greg 11 6-4 215 jordan,thomas ford,alphonso green,sean 7 6-5 210 leckner,eric 45 6-11 265 kidd,warren 43 6-9 235 woolridge,orlando 0 6-9 215 anderson,ron curry,michael Phoenix Suns ainge,danny 22 6-5 185 barkley,charles 34 6-6 252 ceballos,cedric 23 6-6 210 dumas,richard 21 6-7 204 johnson,frank 3 6-1 185 johnson,kevin 7 6-1 190 kempton,tim 8 6-10 255 majerle,dan 9 6-6 220 miller,oliver 25 6-9 287 mustaf,jerrod 0 6-10 245 west,mark 41 6-10 246 mackey,malcolm 27 6-10 248 kleine,joe 35 7-0 271 courtney,joe 40 6-9 235 green,a.c. 45 6-9 225 cooper,duane perry,elliot 6-0 160 knight,negele 6-1 182 Portland Trailblazers bryant,mark 2 6-9 245 drexler,clyde 22 6-7 222 dudley,chris 24 6-11 240 grant,harvey 44 6-9 235 kersey,jerome 25 6-7 225 murray,tracy 31 6-7 228 porter,terry 30 6-3 195 robinson,clifford 3 6-10 225 robinson,james 26 6-2 180 smith,reggie 54 6-10 251 strickland,rod 1 6-3 185 thompson,kevin 35 6-11 260 williams,buck 52 6-8 225 ackles,george 10 6-9 218 english,a.j. hoppen,dave 42 6-11 240 johnson,dave 4 6-7 210 mcqueen,cozell 46 6-11 235 perry,elliott 34 6-0 160 jackson,jaren 6-6 Sacramento brown,randy 3 6-3 190 causwell,duane 31 7-0 240 chilcutt,pete 32 6-10 232 les,jim 33 5-11 175 richmond,mitch 2 6-5 215 simmons,lionel 22 6-7 210 tisdale,wayman 23 6-9 260 webb,spud 4 5-7 135 williams,walt 42 6-8 230 hurley,bobby 7 6-0 165 peplowski,mike 51 6-10 270 burns,evers 53 6-8 260 smith,labradford 2 6-3 200 breuer,randy wilson,trevor 6-8 215 San Antonio Spurs anderson,willie 40 6-8 202 carr,antoine 35 6-9 265 cummings,terry 34 6-9 235 daniels,lloyd 24 6-7 210 delnegro,vinnie 15 6-4 195 ellis,dale 3 6-7 215 knight,negele 32 6-1 182 reid,j.r. 7 6-9 260 robinson,david 50 7-1 235 rodman,dennis 10 6-8 210 whitney,chris 20 6-0 170 floyd,sleepy 21 6-3 185 nevitt,chuck 52 7-5 250 haley,jack Seattle Supersonics kemp,shawn 40 6-10 245 schrempf,detlef 11 6-10 235 perkins,sam 14 6-9 255 gill,kendall 13 6-5 200 payton,gary 20 6-4 190 mcmillan,nate 10 6-5 200 cage,michael 44 6-9 240 pierce,ricky 22 6-4 215 askew,vincent 17 6-6 235 johnson,ervin 50 6-11 245 king,rich 45 7-2 265 scheffler,steve 55 6-9 250 king,chris 35 6-8 215 Utah humphries,jay 6 6-3 185 stockton,john 12 6-1 175 bond,walter 20 6-5 200 benoit,david 21 6-8 225 corbin,tyrone 23 6-6 222 malone,jeff 24 6-4 205 crotty,john 25 6-1 180 malone,karl 32 6-9 256 russell,bryon 34 6-7 225 chambers,tom 42 6-10 230 eaton,mark 53 7-4 290 spencer,felton 50 7-0 265 wright,luther 44 7-2 285 gallagher,chad 6-10 255 jamerson,dave 6-5 williams,aaron 6-9 225 Washington chapman,rex 3 6-4 205 adams,michael 10 5-10 175 overton,doug 14 6-3 190 price,brent 20 6-1 175 smith,labradford 22 6-3 200 gugliotta,tom 24 6-10 240 stewart,larry 33 6-8 220 maclean,don 34 6-10 235 ellison,pervis 43 6-10 235 duckworth,kevin 00 7-0 275 walker,kenny 15 6-8 220 butler,mitchell 32 6-5 210 cheaney,calbert 40 6-7 215 horford,tito 42 7-1 245 johnson,buck muresan,gheorghe 77 7-7 333 paddio,gerald 14 6- 7 205 /~~~~~~\ [SLR] Slayer \______/ >From the main menu you can "Choose" your saved character just as you would a pre-rolled character. This may help if you encounter a problem where the game will load fine, but not save. You can choose your old character and put him in another dungeon -- losing progress in that dungeon but keeping your high level character. You can also do this after completing a dungeon and take a single character through many dungeons. Using left shift with the movement keys is 1/2 movement and is excellent for lining up arrows/spells. /~~~~~~~~~\ [STB] Starblade \_________/ Unlimited Continues At the title screen, after the word (StarBlade) forms and ------------------- then freezes. Enter the following: U,R,D,L,A,B,C,U,L,D,R This is for "FreePlay" or endless continues. Rapid Fire For constant rapid shooting, enter the following: ---------- U,U,D,D,L,R,A,A,B,B,C,C /~~~~~~~~~~~~~~\ [SC2] Star Control 2 \______________/ Alien Home Worlds Perhaps the most useful item in the walkthru is below. This ----------------- is a list of each alien homeworld, minus the Kzer-Za or the Kohr-Ah. Arilou QuasiSpace (see map) Spathi Epsilon Gruis Ia Chenjesu & Mmrnmhrm Procyon II Supox Beta Librae I Druuge Trading World Zeta Persei I Syreen Betelgeuse I Ilwrath Alpha Tauri I Thraddash Delta Draconis I Mycon Epsilon Scorpii I Umgah Beta Orionis I Orz Vulpeculae system Utwig Beta Aquarii I Pkunk Gamma Kreugar I VUX Beta Luyten I Shofixti Delta Gorno system Yehat Gamma Serpantis I Slylandro Beta Corvi IV Zot-Fot-Pik Alpha Tucanae I [That was a guess as to where the spaces are supposed to be. - Ed.] A note about the Melnorme: They are located where ever there is a supergiant star. So somewhere in that system they will be around. Of course if you have either caster, then you can call them. We liked to use the Melnorme as "in-flight" refueling. A note about the Ur-Quan: This is the collective title for both the Kohr-Ah and the Kzer-Za. The Kohr-Ah are the black ships that want to kill everyone in this part of the galaxy. The Kzer-Za just want to enslave everyone. They are the green ships. Star Control II Mini Walkthru ----------------------------- When you start, you go into the Solar System (Sol). o Go to Mercury or Jupiter-B to get some Radioactive elements. o Go to Pluto to greet a Spathi ship. Get him to join if you wish. o Go to Earth and get yourself some fuel. o Go to Epsilon Gruis (241;368) {Spathiwa} and convince the Spathi to join you. o Wait until they encase themselves in a red shield. Go do something else. o Go to Spathiwa and get the Umgha Castor o Go to Beta Copernicous I (600.8;263.1) {Mycon} and get the egg case. o Talk with the Mycon and get them to talk about the Deep Children. You might have to go to Epsilon Scorpii (629.1;220.8). o Go to Beetleguese (412;377) {Syreen} and talk until they tell you to go get their Penetrator Ships behind a door. o Go to Epselon Camelopardalis I-A (593.7;393.7) {Ur-Quan} and investigate the door. They will tell you to go to Beetleguese. o Go to Beetleguese until Talana tells you to go to Mycons and tell them about Organon. o While the Mycons are away, go to Beta Brahe (639.5;231.2) and get the Sun Device. o Go to Gama Krueger I (52;52) {Pkunk} to get the Clear Spindle. o Go to the area of Delta Draconis (253.5;835.8) {Thraddash} and convince them to goin you: ie. keep on attacking, but not let them go attack the Kohr-Ah. o Go to Zeta Draconis I (277.6;867.3) and get the Aqua Helix o Go to Zeta Persei I (946.9;280.6) {Druuge} and trade the Rosy Red Sphere with the Mycon egg case. o Go to the area of Beta Librae {Supox} and get the broken Ultron. Use the Clear Spindle, Aqua Helix, and Rosy Red Sphere to fix the Ultron. o Go to the area of Beta Aquarii I (863.0;869.3) {Utwig} to give them the Ultron. o All this section was so you can get the Bomb at Zeta Hyades VI-B (85 0.0;937.2). o Go to Ilwrath Homeworld Alpha Tauri (229;366.6). Use the Umgha Castor. Make the Ilwrath go attack to Thraddash. o Go to Eta Vulpeculae II (358.7;256.6) {Orz} to get and alliance. o Go to Delta Vulpeculae II-C to get the Taalo Device. o Go to Alpha Pavonis VII (56.2;800) and investigate the Ur-Quan crash site. o Go to the Quasi-Portal (36.8;633.2) and wait for the Quasi-Space Portal (Bright starlike object on Starmap, green hole on Hyperspace screen.) [Comes around the 17th of each month for sure, could come at other times (I was there on the 20th once)] o Go to the outer star and meet the Ariloulaleelay. Get the Portal Spawner. Talk about the Talking Pet. o Go to Beta Orionis (197.8;596.8) {Umgha} and get the Talking Pet. Go again to get your reward. o When you are ready to finish the game, go to Procyon II and use the Sun Device. You free The Chmmr and they tell you what you need to finish the game. They also give you unlimited RU (resource units). I guess the designers wanted you get unlimited money right before you finished so you can't really use it. o You are transported back to Earth. Buy lots of good ships and prepare for the final battle against the Sa-Matra. o Go to Delta Craterius V (620.0;593.5), the one with lots of ships surrounding it. When you get in, you will see the Ur-Quan battle platform - the Sa-Matra. Before you confront the Sa-Matra, use the Talking Pet. o Attack the Sa-Matra. [You might want to save so you can play this part again and again.] Throught the game, you will need to do the following: o Get money!!! you can't buy the fuel unless you have money. Get money by blowing up ships or mining minerals and bringing them back to Earth. o Prevent the Pkunk from going to the Yehat. The Yehat will destroy them. You can tell they are moving by their Circle of Influence slowly moving right on the Starmap. o Save the Zoq-Fot-Pik [homeworld Alpha Tucanae (400;543.7)] from the Ur-Quan and Kohr-Ah forces. o Find the Melnorme and trade with them. You can get biological data by killing life on planets and moons. I have found all ten of the Rainbow Planets; they appear brownish in the star system screen. Beta Pegasei I (39.5;745.8) Epsilon Draconis I (283.6;785.7) Epsilon Lipi I (543.7;827.0) Beta Leporis I (766.6;866.6) Gamma Aquarii I (853.4;879.7) Groombridge I (996.0;904.2) Alpha Andromedae I (862.5;700.0) Gama Reticuli I (741.6;508.3) Gamma Kepler I (602.0;297.9) Zeta Sextantis I (468.1;91.6) Complete Walkthru ----------------- Tasks in UPPER CASE are essential to complete; the ones in lower case will add more enjoyment to your game. REPAIRING THE ULTRON: Crystal Spindle The Pkunk have this item and will give it to you willingly if you visit their homeworld. Aqua Helix The Thraddash have this item. You need to gain the trust of the Thraddash before you go to get the item which is on Zeta Draconis I. You gain the respect of the Thraddash by killing several of them (try about 20) and then visiting the homeworld. Don't go to the Homeworld first, as the kills you make there will not count for anything. After you steal the Aqua-Helix, the Thraddash will be mad about this. BUG OUT OF THE SYSTEM...It saves a lot of time and trouble. Rosy Sphere The Druuge have this item on their trade planet. Unfortunately, the Druuge only trade in slaves. The price for the Rosy Sphere is 100 crew members, so be sure to have more than that on hand in the other ships you carry. Hans Lie (g9hansl@cdf.toronto.edu) told us that you can also trade a Mycon Egg Case to the Druuge for the Rosy Sphere. (There is an extra one on Gamma Brahe I). Ultron The Supox have the Ultron on Beta Librae. Put all of the other parts into the Ultron by 'use'ing them from the Device Manifest. Take the Ultron to the Utwig on their homeworld. They will provide you with the bomb to destroy the Sa-Matra. The bomb is on Zeta Hyades VI (2nd moon). When you arrive there will be 5 Druuge ships. They should be relatively easily to kill if you have the Hellbore cannons and the ATS systems. (The best way to kill Druuge ships is with the Earthling Cruiser. As long as you are able to keep your distance (not too difficult, since the Druuge Mauler also has pretty poor acceleration), you should be able to take it out with a few nukes.) If you do this in a timely manner, the Utwig and the Supox will attack the Kohr-Ah, providing you with additional time to defeat the Ur-Quan. (Between 9-12 months.) SYREEN TASKS: Prove that the Mycons destroyed Syra by going to the former Syreen homeworld at Beta Copernicus I and getting an "egg husk" of the Mycon Deep Child. Get the Syreen ships out of the vault at Epsilon Camelopardalis Ia. Travel to the Mycon homeworld and tell them of the new planet to take the Deep Child. Travel to Beta Brahe I when the bulk of the Mycon fleet is gone. You will still have to fight 5 Mycon ships though. Obtain the Sun Device from the planet surface. To tell the Syreen about Syra you must do one of two things: a) buy the information from the Melnorme, or b) you can visit a shattered world and ask the Mycon why shattered worlds are only in their system. (Gamma Brahe has a shattered world -- for example) Spathi Tasks: Clear the Spathi homeworld of the biological life forms that feed on the Spathi. Tell them about your deed by traveling to the moon of the homeworld. Force them to send their ships to Earth. Eventually they will construct thier own slave shield, but on the moon they leave behind the Umgah Mind Caster. Be sure to pick that up. Use the Caster for three things. 1) You can call the Melnorme in HyperSpace to come to your ship. 2) You can comminicate with the Chenjesu and the Mmmmhrmmr. 3) You can fool the Ilwrath into thinking that Dogar and Kazon are speaking directly to them. If you don't want to wait for the Umgah Caster, you can get the Burvixese Caster which is located at Arcturus Ia. We only recommend this if you have the Portal Spawner though, because of the time involved getting it otherwise. Arilou Tasks: In Alpha Pavonis on a blue planet there is a wreck of an Ur-Quan Dreadnought. Salvage the wreck and pick up the Ur-Quan warp pod. Later, in Columbae a portal to QuasiSpace opens every month on the 17th and stays open for a few days. Visit the Arilou homeworld in the far upper right hand corner of QuasiSpace. Provided that you have the Ur-Quan warp pod, they will fit your ship with a Quasi-Space Portal Spawner, which will save you much time and fuel. Since there are 15 "holes" back to HyperSpace, it is a little daunting to find which hole leads where. This is an important device to have because of the time you will save. SHOFIXTI TASKS: The important thing to remember here is: DON'T KILL HIM!! Go to Delta Gorno. Converse with him -- actually -- insult him. It's the fastest way. He thinks that you are Ur-Quan and will attack. Continue to converse with him by using your emergency warp. After he realizes who you are, he will become quite happy to help you in anyway possible. In order to bring the Yehat back from the Queens clutches, you need to repopulate the Shofixti race. Of course, you need to have females to do this. A VUX admiral named ZEX (ha ha) on Alpha Cerekov I has several Shofixti women. But in order to get them, you need to find this creature he wants. It is located on Delta Lyncis I. It is easily found by the fact that it's huge and is very aggressive. Return the creature to Admiral ZEX. He will want to capture you, but the creature will escape, killing him and allowing you to go to the planet surface and get the Shofixti women. Travel back to Delta Gorno and give them to Tanaka. Two months later, you can get a Shofixti ship. Another benefit is that crew cost is lowered to 3 instead of 5 due to the Shofixti volunteers. Buy one and carry it with you to Yehat space. Show the Shofixti to the Yehat. Unfortunately, you will start a civil war, but it can't be avoided. Later the Yehat can give you some ships if you need them. Zot-Fot-Pik Tasks: Visit thier homeworld. They will eagerly join up with you and provide you with the designs for their ships. These guys will also provide you with some important reconaissence information, such as the location of the Sa-Matra, and also information about who is winning the Ur-Quan and Kohr-Ah war. We liked these guys the best (except for the Umgah -- har har har). Both of us want to know about Frungy... Slylandro Tasks: Have you noticed how annoying those Slylandro probes are? If you visit their homeworld, they will provide you with a self-destruct sequence code for the exploration probes. Later, the Slylandro reprogram a probe which has returned to their world to broadcast the destruct sequence; this will dramatically lower the population of probes. The Slylandro give you information about the Precursors. Apparently the Rainbow Worlds have some great role in relating the fate of that ancient race. The rainbow world align into an arrow formation pointing toward the galatic core. (Hmmm, setting up for a sequel maybe??!) :) Beta Pegasi I Epsilon Draconis I Epsilon Lipi I Beta Leporis I Gamma Aquarii I Groombridge I Alpha Andromedae I Gamma Reticuli I Gamma Kepler I Zeta Sextantis I But other than the fact they're worth 500 credits from the Melnorme, there is nothing else to them. UMGAH TASKS: The Umgah have an Ur-Quan "talking pet" which is actually a Dryanni. You need to get the Taalo Pyshic Shield device on Delta Vulpeculae IIc. (Be nice to the Orz!) If you travel to the homeworld and ask about secrets, the Umgah will tell you that it is undergoing surgery. If you leave and come back, the creature has taken over the minds of the Umgah. The creature will try to send you to your death by making you attack an Ur-Quan armada; if you have the Taalo physic shield device, it will protect you from the tricks of the Dryanni. After you are attacked by 10 Umgah commanders, the Dryanni will surrender. Return to the planet. The Umgah will give you some important information about the Mycon; and also 500 units of biological data that you can sell to the Melnorme; as well as four ships. Being great joke lovers they will proceed to attack you...just warp out and leave the system. (PS: For a good laugh sometime, come back...maybe you can be Honorary King!) Ilwrath Tasks When you enter the Ilwrath home system, use the Caster to trick the Ilwrath into choosing a new target. It will be the Thraddash, so be sure that you have the Aqua Helix before you send them off on their rampage. They will pack up and leave Pkunk space. CHMMR TASKS: After the war was over, the Chenjesu and the Mmrnmhrm decided to be enclosed on one planet. Use the Sun Device from to accellerate the "process" of the combination. The Chmmr will do three important things for you. You will recieve unlimited RUs; they supply the designs for the Chmmr Avatar -- easily the best overall alien ship (other than your own.); and finally, they enhance the bomb with their crystal technology. ASSAULT ON THE SA-MATRA: The Chmmr transport you back to Earth, two weeks later...the bomb has been loaded into your flagship. We recommend the following configuration (since you only have six open slots due to the bomb mechanism): * Hi-Effiecency Fuel System * 5 Crew Pods. We also recommend that you buy 10 Chmmr Avatars and save two Pkunk ships. The Avatar is definitely NOT the best ship to fight the Ur-Quan and Kohr-Ah. The Utwig Jugger is far better at this -- an Ur-Quan ship has absolutely no chance against a Jugger, and a Kohr-Ah ship is only a small challenge. An Chmmr Avatar has only a slight advantage over either of these baddies. An Avatar can take out one, maybe two Ur-Quan/Kohr-Ah ships before biting it, but a decent Utwig pilot can hold out almost indefinitely.) Use your portal spawner to put you near the Crateris constellation, and proceed to Delta Crateris V. Around the planet is the biggest group of nasties we've ever seen. Use your Dryanni to distract the orbiting fleet. Once you're able to enter the "planet" screen (the blowup of just the planet and the Sa-Matra), save your game!! Proceed to the Sa-Matra, where you will be attacked by 3 Kzer-Za and 3 Kohr-Ah ships. Take them out with the Chmmr Avatars (or don't). But don't worry, the ships you lose here will be replaced with Yehat Terminators and Pkunk Furies. After the Ur-Quan toadies are destroyed, the Dryanni will tell you about the configuration of the Sa-Matra. It has been our experience that Pkunk ships -- surprisingly -- do rather well against the shield generators. This is due to thier speed and broadside capabilities. Once the shield is down, concentrate your attacks on the green blotches and the fireballs. Once you kill them, then fly your flagship into the opening, and win. Star Control II - List of Coordinates ------------------------------------- ****************************** RAINBOW WORLDS *********************** Zeta Sextantis X: 468.1 Y: 91.6 [2A] Gamma Kepler X: 602.0 Y: 297.9 [2A] Gamma Reticuli X: 741.6 Y: 508.3 [2A] Alpha Andromedae X: 862.5 Y: 700.0 [2A] Beta Pegasi X: 39.5 Y: 745.8 [2A] Epsilon Draconis X: 283.6 Y: 785.7 [2A] Epsilon Lipi X: 543.7 Y: 827.0 [2A] Beta Leporis X: 766.6 Y: 866.6 [2A] Gamma Aquarii X: 853.4 Y: 879.7 [2A] Groombridge X: 996.0 Y: 904.2 [2A] ***************************** HOMEWORLDS **************************** Gamma Serpentis X: 492.3 Y: 29.4 [26] Yehat Gamma Krueger X: 52.2 Y: 52.5 [23] Pkunks SOL X: 175.2 Y: 145.0 [01] Solary system (Earth) Beta Luyten X: 433.3 Y: 168.7 [27] VUX Vela X: 334.5 Y: 193.1 [04] Your homeworld Epsilon Scorpii X: 629.1 Y: 220.8 [1F] Mycon Procyon X: 74.2 Y: 226.8 [11] Mmmrnm & Chenesu Gamma Vulpeculae X: 371.3 Y: 253.7 [28] Orz Zeta Persei X: 946.9 Y: 280.6 [15] Druuge Alpha Tauri X: 22.9 Y: 366.6 [2B] Ilwrath Epsilon Gruis X: 241.6 Y: 368.7 [05] Spathi Betelgeuse X: 412.5 Y: 377.0 [12] Syreen Alpha Tucanae X: 400.0 Y: 543.7 [06] Zot-Pit-Poq Beta Orionis X: 197.8 Y: 596.8 [10] Umgah & Talking Pet Delta Draconis X: 253.5 Y: 835.8 [29] Thraddash Beta Aquarii X: 863.0 Y: 869.3 [24] Utwig Beta Librae X: 741.4 Y: 912.4 [25] Supox Beta Corvi X: 33.3 Y: 981.2 [14] Gas race **************************** TRADERS ******************************** Beta Arae X: 933.3 Y: 93.7 [07] Alpha Centauri X: 155.9 Y: 99.3 [08] Zeeman X: 335.2 Y: 194.0 [09] Alpha Vulpeculae X: 365.4 Y: 258.7 [0A] Alpha Illuminati X: 235.4 Y: 329.1 [0B] Alpha Octantis X: 157.8 Y: 666.8 [0C] Alpha Eridani X: 587.5 Y: 772.9 [0D] Alpha Apodis X: 258.2 Y: 850.7 [0E] Alpha Aquilae X: 915.9 Y: 974.5 [0F] ************************ OTHER EVENTS ******************************* Delta Crateris X: 620.0 Y: 593.5 [1D] Ur-Quan`s Sa-Matra Alpha Pavonis X: 56.2 Y: 800.0 [1B] Ur-Quan`s ship Delta Gorno X: 290.8 Y: 26.9 [02] Shofixti male Alpha Cerenkov X: 422.1 Y: 198.6 [03] ZUX & Femal Shofixti Delta Lyncis X: 570.4 Y: 979.5 [1C] Beast for ZUX Organon X: 685.8 Y: 57.7 [2D] Mycon`s death Beta Brahe X: 639.5 Y: 231.2 [18] Mycon`s (Sun device!!) Gamma Scorpii X: 647.9 Y: 206.2 [21] Mycon`s egg Beta Copernicus X: 600.8 Y: 263.1 [20] Mycon`s Egg Gamma Brahe X: 635.4 Y: 272.9 [22] Mycon`s egg Rigel X: 210.4 Y: 208.3 [1E] Meet with Zot-Pit-Poq Eta Vulpeculae X: 358.7 Y: 256.6 [2C] Androsynth`s rests Delta Vulpeculae X: 372.1 Y: 261.9 [19] Taalo device (II-C) Epsilon Camelopardalis X: 593.7 Y: 393.7 [1A] Syreen`s ships (locked) Arcturus X: 964.5 Y: 579.1 [13] Burvix`s `Caster (I-A) Zeta Draconis X: 277.6 Y: 867.3 [17] Aqua Helix Zeta Hyades X: 850.0 Y: 937.2 [16] Utwig`s Bomb (VI-B) Zeta Serpentis X: 500.7 Y: 3.5 Eta Giclas X: 70.8 Y: 4.1 Eta Serpentis X: 471.4 Y: 7.8 Deneb X: 218.7 Y: 8.3 Beta Gorno X: 281.4 Y: 8.9 Capella X: 424.4 Y: 9.1 Pollux X: 565.2 Y: 9.8 Gamma Gorno X: 293.9 Y: 11.6 Alpha Gorno X: 277.1 Y: 14.6 Zeta Scuti X: 531.3 Y: 15.0 Epsilon Krueger X: 26.5 Y: 15.6 Theta Serpentis X: 452.9 Y: 16.9 Alpha Serpentis X: 491.1 Y: 18.0 Delta Serpentis X: 474.7 Y: 22.1 Alcor X: 970.8 Y: 25.0 Beta Serpentis X: 486.1 Y: 26.2 Delta Gorno X: 290.8 Y: 26.9 [02] Shofixti male Epsilon Ptolemae X: 185.5 Y: 27.0 Beta Trianguli X: 795.8 Y: 27.0 Delta Scuti X: 516.0 Y: 28.0 Delta Krueger X: 57.0 Y: 28.9 Gamma Serpentis X: 492.3 Y: 29.4 [26] HW of Yehat Epsilon Gorno X: 282.0 Y: 30.1 Alpha Trianguli X: 793.4 Y: 31.8 Gamma Trianguli X: 806.2 Y: 31.8 Zeta Giclas X: 111.6 Y: 33.4 Gamma Giclas X: 80.3 Y: 33.7 Zeta Ptolemae X: 178.7 Y: 33.8 Delta Giclas X: 87.7 Y: 34.0 Epsilon Scuti X: 533.8 Y: 35.5 Alpha Scuti X: 503.9 Y: 37.3 Alpha Giclas X: 84.3 Y: 38.0 Epsilon Serpentis X: 487.2 Y: 40.8 Eta Ptolemae X: 174.0 Y: 42.3 Iota Serpentis X: 459.6 Y: 42.9 Beta Giclas X: 84.3 Y: 43.1 Delta Ptolemae X: 215.6 Y: 44.0 Alpha Ptolemae X: 200.4 Y: 44.1 Beta Krueger X: 53.0 Y: 44.2 Epsilon Giclas X: 95.8 Y: 46.8 Beta Ptolemae X: 205.8 Y: 47.5 Alpha Krueger X: 30.4 Y: 47.7 Gamma Krueger X: 52.2 Y: 52.5 [23] HW of Pkunks Gamma Ptolemae X: 210.0 Y: 55.4 Zeta Krueger X: 13.4 Y: 56.5 Organon X: 685.8 Y: 57.7 [2D] Mycon`s death Beta Scuti X: 501.4 Y: 58.4 Gamma Scuti X: 525.6 Y: 60.8 Alpha Caeli X: 241.1 Y: 71.8 Beta Caeli X: 258.9 Y: 74.1 Theta Giclas X: 67.5 Y: 74.2 Delta Arae X: 929.2 Y: 75.0 Zeta Centauri X: 146.3 Y: 77.9 Delta Caeli X: 308.9 Y: 78.2 Gamma Caeli X: 285.4 Y: 78.7 Epsilon Caeli X: 333.3 Y: 80.1 Epsilon Arae X: 923.7 Y: 82.1 Alpha Arae X: 933.9 Y: 84.3 Gamma Lacaille X: 24.2 Y: 85.7 Epsilon Centauri X: 151.5 Y: 86.6 Epsilon Sextantis X: 477.0 Y: 89.5 Beta Centauri X: 141.2 Y: 90.5 Zeta Sextantis X: 468.1 Y: 91.6 [2A] Rainbow world Beta Arae X: 933.3 Y: 93.7 [07] Trader Gamma Arae X: 941.9 Y: 94.2 Beta Lacaille X: 23.0 Y: 95.2 Alpha Lacaille X: 14.6 Y: 95.5 Delta Sextantis X: 487.3 Y: 96.8 Alpha Centauri X: 155.9 Y: 99.3 [08] Trader Beta Lyrae X: 189.5 Y: 104.1 Alpha Sextantis X: 433.7 Y: 106.6 Regulus X: 373.2 Y: 106.7 Gamma Centauri X: 157.9 Y: 111.5 Gamma Sextantis X: 487.5 Y: 114.5 Beta Sextantis X: 460.4 Y: 118.7 Delta Sculptoris X: 581.2 Y: 120.8 Delta Centauri X: 131.2 Y: 126.0 Alpha Lyrae X: 191.6 Y: 127.0 Hyperion X: 656.2 Y: 127.0 Mizar X: 41.6 Y: 130.1 Beta Indi X: 395.8 Y: 135.4 Alpha Indi X: 400.0 Y: 136.3 SOL X: 175.2 Y: 145.0 [01] Solary system (Earth) Canopus X: 218.7 Y: 150.0 Sirius X: 180.6 Y: 150.7 Epsilon Sculptoris X: 570.8 Y: 152.0 Beta Arietis X: 946.9 Y: 154.8 Gamma Luyten X: 433.3 Y: 156.2 Alpha Sculptoris X: 604.1 Y: 156.2 Alpha Arietis X: 937.5 Y: 158.3 Beta Raynet X: 288.1 Y: 161.4 Gamma Sculptoris X: 608.3 Y: 162.5 Alpha Luyten X: 425.0 Y: 164.5 Eta Volantis X: 65.0 Y: 164.6 Gamma Arietis X: 947.7 Y: 167.0 Alpha Raynet X: 284.0 Y: 167.6 Delta Arietis X: 954.1 Y: 168.7 Gamma Arianni X: 739.5 Y: 168.7 Beta Luyten X: 433.3 Y: 168.7 [27] HW of VUX Epsilon Arietis X: 955.9 Y: 173.5 Zeta Volantis X: 73.6 Y: 173.7 Alpha Wolf X: 160.1 Y: 174.6 Alpha Arianni X: 739.5 Y: 175.0 Alpha Volantis X: 95.1 Y: 177.0 Beta Wolf X: 166.6 Y: 181.2 Beta Arianni X: 718.7 Y: 183.3 Epsilon Volantis X: 70.5 Y: 183.8 Beta Volantis X: 114.0 Y: 184.7 Alpha Scorpii X: 646.7 Y: 187.8 Gamma Raynet X: 279.1 Y: 189.5 Beta Scorpii X: 650.0 Y: 191.6 Bellatrix X: 545.8 Y: 191.6 Gamma Volantis X: 104.8 Y: 191.9 Beta Mira X: 367.8 Y: 192.6 Vela X: 334.5 Y: 193.1 [04] Your homeworld Delta Aurigae X: 818.7 Y: 193.7 Zeeman X: 335.2 Y: 194.0 [09] Trader Delta Volantis X: 97.7 Y: 195.3 Alpha Cerenkov X: 422.1 Y: 198.6 [03] ZUX & Femal Shofixti Beta Cerenkov X: 450.0 Y: 200.0 Alpha Sagittarii X: 683.3 Y: 200.0 Gamma Aurigae X: 816.3 Y: 200.9 Beta Aurigae X: 808.0 Y: 201.1 Delta Scorpii X: 603.6 Y: 203.5 Gamma Scorpii X: 647.9 Y: 206.2 [21] Mycon`s egg Rigel X: 210.4 Y: 208.3 [1E] Here you`ll meet with Zot-Pit-.. Alpha Aurigae X: 806.2 Y: 208.3 Alpha Olber X: 27.0 Y: 218.7 Zeta Scorpii X: 650.0 Y: 220.8 Epsilon Scorpii X: 629.1 Y: 220.8 [1F] HW of Mycon Beta Olber X: 12.5 Y: 222.9 Gamma Olber X: 31.2 Y: 225.0 Gamma Mira X: 388.4 Y: 226.2 Procyon X: 74.2 Y: 226.8 [11] HW of Mmmrnm & Chenesu Alpha Saurus X: 230.6 Y: 228.5 Beta Saurus X: 240.2 Y: 230.9 Beta Brahe X: 639.5 Y: 231.2 [18] Mycon`s (Sun device!!) Iota Persei X: 887.5 Y: 231.2 Alpha Mira X: 355.1 Y: 232.0 Alpha Brahe X: 620.8 Y: 233.3 Delta Mira X: 335.4 Y: 235.4 Almagest X: 990.9 Y: 235.9 Gamma Saurus X: 229.8 Y: 238.5 Beta Sagittarii X: 702.0 Y: 239.5 Epsilon Persei X: 903.8 Y: 240.7 Theta Persei X: 937.5 Y: 241.6 Zeta Brahe X: 650.0 Y: 245.8 Delta Bootis X: 21.7 Y: 250.9 Beta Vulpeculae X: 364.1 Y: 251.2 Gamma Copernicus X: 562.5 Y: 252.0 Gamma Vulpeculae X: 371.3 Y: 253.7 [28] HW of Orz Eta Vulpeculae X: 358.7 Y: 256.6 [2C] Androsynth`s rests Alpha Persei X: 929.1 Y: 258.3 Alpha Vulpeculae X: 365.4 Y: 258.7 [0A] Trader Delta Vulpeculae X: 372.1 Y: 261.9 [19] Taalo device (II-C) Alpha Copernicus X: 579.1 Y: 262.5 Epsilon Brahe X: 641.6 Y: 262.5 Beta Copernicus X: 600.8 Y: 263.1 [20] Mycon`s Egg Zeta Vulpeculae X: 360.8 Y: 263.7 Alpha Lalande X: 349.9 Y: 264.8 Beta Persei X: 947.9 Y: 266.6 Epsilon Vulpeculae X: 366.8 Y: 266.6 Alpha Bootis X: 22.9 Y: 266.6 Eta Persei X: 889.5 Y: 268.7 Epsilon Bootis X: 13.8 Y: 269.6 Achernar X: 537.5 Y: 272.9 Gamma Brahe X: 635.4 Y: 272.9 [22] Mycon`s egg Delta Brahe X: 645.8 Y: 275.0 Zeta Illuminati X: 245.8 Y: 275.0 Beta Bootis X: 35.1 Y: 275.8 Gamma Sagittarii X: 708.3 Y: 277.0 Delta Lalande X: 375.9 Y: 277.8 Gamma Persei X: 933.3 Y: 279.1 Beta Lalande X: 340.0 Y: 280.4 Zeta Persei X: 946.9 Y: 280.6 [15] HW of Druuge Gamma Lalande X: 361.9 Y: 283.0 Eta Illuminati X: 220.8 Y: 285.4 Delta Persei X: 925.0 Y: 285.4 Eta Bootis X: 67.2 Y: 286.3 Zeta Bootis X: 16.7 Y: 287.5 Beta Mensae X: 403.0 Y: 288.7 Gamma Bootis X: 38.4 Y: 290.0 Epsilon Illuminati X: 272.7 Y: 295.1 Gamma Mensae X: 464.5 Y: 295.8 Beta Kepler X: 562.5 Y: 295.8 Gamma Puppis X: 827.0 Y: 295.8 Beta Puppis X: 829.1 Y: 297.9 Gamma Kepler X: 602.0 Y: 297.9 [2A] Rainbow world Delta Sagittarii X: 656.2 Y: 302.0 Theta Illuminati X: 201.1 Y: 304.3 Alpha Puppis X: 812.5 Y: 308.3 Delta Illuminati X: 235.4 Y: 316.6 Alpha Mensae X: 383.3 Y: 318.7 Alpha Kepler X: 581.2 Y: 320.8 Algol X: 900.0 Y: 325.0 Alpha Virginis X: 29.1 Y: 325.0 Beta Virginis X: 50.1 Y: 325.9 Gamma Virginis X: 79.1 Y: 327.0 Alpha Illuminati X: 235.4 Y: 329.1 [0B] Trader Delta Virginis X: 110.4 Y: 333.3 Gamma Illuminati X: 268.7 Y: 333.3 Beta Vitalis X: 318.7 Y: 337.5 Beta Herculis X: 175.8 Y: 341.8 Beta Illuminati X: 252.0 Y: 343.7 Alpha Piscium X: 843.7 Y: 345.8 Delta Piscium X: 877.0 Y: 345.8 Alpha Vitalis X: 300.0 Y: 350.0 Epsilon Tauri X: 14.9 Y: 351.9 Beta Piscium X: 879.1 Y: 354.1 Beta Gruis X: 214.8 Y: 355.1 Aldebaran X: 737.5 Y: 356.2 Beta Pictoris X: 931.2 Y: 356.2 Delta Pictoris X: 959.9 Y: 358.3 Gamma Pictoris X: 937.5 Y: 360.4 Zeta Tauri X: 9.0 Y: 361.4 Delta Vitalis X: 277.0 Y: 362.5 Gamma Piscium X: 870.8 Y: 362.5 Gamma Tauri X: 26.7 Y: 364.5 Alpha Herculis X: 160.4 Y: 364.5 Alpha Gruis X: 227.4 Y: 366.3 Alpha Tauri X: 22.9 Y: 366.6 [2B] HW of Ilwrath Gamma Vitalis X: 308.3 Y: 367.4 Epsilon Gruis X: 241.6 Y: 368.7 [05] HW of Spathi Alpha Pictoris X: 933.3 Y: 370.8 Gamma Gruis X: 225.0 Y: 370.8 Beta Tauri X: 28.8 Y: 373.5 Delta Gruis X: 235.4 Y: 374.1 Zeta Gruis X: 258.3 Y: 375.0 Betelgeuse X: 412.5 Y: 377.0 [12] HW of Syreen Delta Tauri X: 16.6 Y: 377.0 Delta Camelopardalis X: 627.0 Y: 383.3 Alpha Squidi X: 214.5 Y: 391.6 Gamma Camelopardalis X: 612.5 Y: 393.7 Iota Camelopardalis X: 629.1 Y: 393.7 Epsilon Camelopardalis X: 593.7 Y: 393.7 [1A] Syreen`s ships (locked) Eta Gruis X: 247.9 Y: 395.8 Beta Velorum X: 92.6 Y: 397.2 Beta Squidi X: 206.2 Y: 399.1 Theta Camelopardalis X: 589.5 Y: 402.0 Alpha Telescopii X: 28.5 Y: 402.0 Alpha Camelopardalis X: 606.2 Y: 404.1 Beta Ceti X: 287.5 Y: 404.1 Beta Hyginus X: 864.5 Y: 406.2 Alpha Velorum X: 86.0 Y: 406.5 Beta Camelopardalis X: 595.8 Y: 408.3 Gamma Ceti X: 303.8 Y: 408.3 Beta Telescopii X: 29.1 Y: 410.4 Zeta Camelopardalis X: 616.6 Y: 412.5 Gamma Phoenicis X: 981.2 Y: 414.5 Alpha Hyginus X: 852.0 Y: 416.6 Beta Phoenicis X: 957.3 Y: 418.2 Gamma Telescopii X: 50.0 Y: 418.7 Gamma Squidi X: 214.5 Y: 420.8 Eta Camelopardalis X: 620.8 Y: 422.9 Eta Ceti X: 281.2 Y: 425.0 Delta Ceti X: 293.7 Y: 430.6 Alpha Phoenicis X: 941.6 Y: 439.5 Alpha Ceti X: 287.5 Y: 447.9 Epsilon Cygnus X: 25.0 Y: 458.3 Delta Reticuli X: 725.0 Y: 458.3 Alpha Cygnus X: 47.9 Y: 458.3 Metis X: 570.8 Y: 460.4 Beta Cygnus X: 47.9 Y: 464.5 Zeta Ceti X: 289.5 Y: 468.7 Epsilon Ceti X: 270.8 Y: 470.8 Gamma Cygnus X: 56.2 Y: 470.8 Delta Cygnus X: 41.6 Y: 471.7 Delta Cancri X: 509.4 Y: 493.1 Beta Pyxidis X: 900.0 Y: 500.0 Alpha Pyxidis X: 895.8 Y: 500.0 Gamma Cancri X: 500.6 Y: 501.1 Alpha Reticuli X: 731.2 Y: 506.2 Gamma Cassiopeiae X: 367.9 Y: 506.8 Gamma Pyxidis X: 906.2 Y: 508.3 Gamma Reticuli X: 741.6 Y: 508.3 [2A] Rainbow world Beta Cancri X: 515.5 Y: 512.2 Delta Cassiopeiae X: 387.5 Y: 514.5 Alpha Cancri X: 493.7 Y: 514.5 Alpha Capricorni X: 297.9 Y: 516.6 Beta Capricorni X: 303.5 Y: 517.8 Epsilon Cassiopeiae X: 399.4 Y: 518.5 Alpha Cassiopeiae X: 354.1 Y: 518.7 Alpha Maksutov X: 597.7 Y: 524.6 Beta Cassiopeiae X: 377.0 Y: 525.0 Gamma Normae X: 152.0 Y: 526.1 Delta Normae X: 161.3 Y: 527.9 Beta Reticuli X: 702.0 Y: 529.1 Beta Normae X: 141.6 Y: 531.5 Gamma Capricorni X: 299.3 Y: 531.8 Alpha Normae X: 142.5 Y: 540.4 Epsilon Normae X: 185.4 Y: 541.6 Alpha Carinae X: 362.5 Y: 543.7 Beta Carinae X: 341.6 Y: 543.7 Alpha Tucanae X: 400.0 Y: 543.7 [06] HW of Zot-Pit-Poq Beta Maksutov X: 627.0 Y: 547.9 Gamma Carinae X: 358.3 Y: 547.9 Gamma Tucanae X: 408.3 Y: 551.3 Zeta Normae X: 215.9 Y: 561.4 Beta Tucanae X: 393.7 Y: 562.5 Alpha Crateris X: 601.4 Y: 563.2 Alpha Sagittae X: 25.0 Y: 568.7 Beta Cephei X: 362.5 Y: 575.0 Beta Sagittae X: 37.1 Y: 577.2 Beta Crateris X: 610.7 Y: 578.5 Arcturus X: 964.5 Y: 579.1 [13] Burvix`s `Caster (I-A) Epsilon Orionis X: 154.5 Y: 581.8 Alpha Cephei X: 375.0 Y: 583.3 Epsilon Crateris X: 630.1 Y: 587.5 Gamma Orionis X: 192.3 Y: 587.8 Beta Lentelis X: 462.5 Y: 589.5 Gamma Sagittae X: 15.2 Y: 590.0 Delta Crucis X: 543.7 Y: 591.6 Delta Orionis X: 171.4 Y: 592.6 Delta Crateris X: 620.0 Y: 593.5 [1D] Ur-Quan`s Sa-Matra Eta Crateris X: 642.9 Y: 595.8 Delta Lentelis X: 472.9 Y: 595.8 Beta Orionis X: 197.8 Y: 596.8 [10] HW of Umgah & Talking Pet Alpha Circini X: 39.5 Y: 597.9 Epsilon Circini X: 56.3 Y: 598.0 Zeta Circini X: 45.6 Y: 598.9 Alpha Lentelis X: 462.5 Y: 600.0 Gamma Crateris X: 616.6 Y: 600.0 Zeta Crateris X: 649.6 Y: 603.2 Mu Orionis X: 222.8 Y: 603.8 Gamma Lentelis X: 458.3 Y: 604.1 Zeta Orionis X: 155.8 Y: 605.8 Alpha Orionis X: 190.2 Y: 606.5 Lambda Orionis X: 215.9 Y: 607.3 Beta Circini X: 36.5 Y: 609.3 Delta Circini X: 54.1 Y: 614.5 Kappa Orionis X: 220.0 Y: 617.6 Gamma Columbae X: 72.9 Y: 620.8 Gamma Crucis X: 525.0 Y: 622.9 Gamma Hydrae X: 816.6 Y: 625.0 Theta Crateris X: 621.5 Y: 625.5 Gamma Circini X: 43.7 Y: 627.0 Alpha Crucis X: 558.3 Y: 629.1 Theta Orionis X: 188.1 Y: 630.8 Eta Orionis X: 179.5 Y: 632.9 Iota Orionis X: 211.8 Y: 637.9 Alpha Columbae X: 75.0 Y: 645.8 Alpha Delphini X: 371.6 Y: 645.8 Beta Octantis X: 136.0 Y: 648.9 Alpha Hydrae X: 733.3 Y: 650.0 Beta Delphini X: 377.0 Y: 650.0 Altair X: 450.0 Y: 650.0 Delta Chandrasekhar X: 18.7 Y: 652.0 Alpha Chandrasekhar X: 12.5 Y: 654.1 Beta Hydrae X: 781.2 Y: 656.2 Beta Columbae X: 77.0 Y: 660.2 Alpha Equulei X: 591.0 Y: 662.4 Gamma Chandrasekhar X: 20.8 Y: 662.5 Alpha Mersenne X: 260.4 Y: 664.5 Alpha Octantis X: 157.8 Y: 666.8 [0C] Trader Beta Crucis X: 547.9 Y: 668.7 Beta Chandrasekhar X: 37.5 Y: 671.6 Epsilon Chandrasekhar X: 31.2 Y: 672.8 Beta Equulei X: 602.0 Y: 672.9 Kappa Chamaeleonis X: 506.2 Y: 675.0 Alpha Doradus X: 420.8 Y: 685.4 Iota Chamaeleonis X: 514.5 Y: 687.5 Beta Doradus X: 429.1 Y: 693.7 Theta Chamaeleonis X: 514.5 Y: 695.8 Gamma Horologii X: 720.8 Y: 700.0 Alpha Andromedae X: 862.5 Y: 700.0 [2A] Rainbow world Beta Chamaeleonis X: 495.5 Y: 703.4 Gamma Chamaeleonis X: 489.5 Y: 704.1 Alpha Chamaeleonis X: 497.1 Y: 710.4 Beta Andromedae X: 866.6 Y: 710.4 Delta Chamaeleonis X: 485.4 Y: 712.5 Eta Chamaeleonis X: 508.3 Y: 714.5 Delta Horologii X: 736.0 Y: 718.4 Gamma Muscae X: 102.0 Y: 718.7 Alpha Monocerotis X: 387.5 Y: 718.7 Epsilon Chamaeleonis X: 487.9 Y: 720.1 Zeta Chamaeleonis X: 495.8 Y: 722.9 Beta Horologii X: 712.5 Y: 725.0 Epsilon Horologii X: 753.2 Y: 725.8 Beta Mersenne X: 241.6 Y: 729.1 Beta Monocerotis X: 385.4 Y: 729.1 Gamma Leonis X: 968.7 Y: 733.3 Beta Pegasi X: 39.5 Y: 745.8 [2A] Rainbow world Gamma Geminorum X: 489.5 Y: 745.8 Delta Geminorum X: 464.5 Y: 747.9 Lambda Horologii X: 694.0 Y: 751.4 Zeta Horologii X: 744.3 Y: 753.8 Antares X: 647.9 Y: 754.1 Alpha Horologii X: 720.8 Y: 754.1 Gamma Eridani X: 579.1 Y: 758.3 Alpha Pegasi X: 33.3 Y: 762.5 Beta Eridani X: 595.8 Y: 764.5 Beta Muscae X: 104.1 Y: 770.8 Alpha Eridani X: 587.5 Y: 772.9 [0D] Trader Alpha Muscae X: 112.5 Y: 779.1 Beta Geminorum X: 497.9 Y: 779.1 Alpha Geminorum X: 495.8 Y: 779.1 Kappa Horologii X: 688.9 Y: 780.3 Theta Horologii X: 720.0 Y: 784.9 Eta Horologii X: 739.5 Y: 785.4 Beta Leonis X: 943.7 Y: 785.4 Epsilon Draconis X: 283.6 Y: 785.7 [2A] Rainbow world Alpha Fornacis X: 537.5 Y: 787.5 Eta Fornacis X: 618.7 Y: 787.5 Epsilon Fornacis X: 604.1 Y: 791.6 Delta Fornacis X: 597.9 Y: 797.9 Iota Horologii X: 708.3 Y: 799.3 Theta Draconis X: 327.0 Y: 800.0 Zeta Fornacis X: 610.4 Y: 800.0 Beta Pavonis X: 68.7 Y: 800.0 Alpha Pavonis X: 56.2 Y: 800.0 [1B] Ur-Quan`s ship Beta Fornacis X: 564.5 Y: 802.0 Delta Muscae X: 139.5 Y: 804.1 Beta Lacertae X: 822.9 Y: 804.1 Gamma Draconis X: 251.8 Y: 805.6 Gamma Fornacis X: 587.5 Y: 806.2 Alpha Lacertae X: 841.6 Y: 808.3 Alpha Leonis X: 900.0 Y: 822.9 Iota Draconis X: 356.2 Y: 825.0 Epsilon Lipi X: 543.7 Y: 827.0 [2A] Rainbow world Epsilon Muscae X: 152.0 Y: 833.3 Alpha Draconis X: 277.1 Y: 835.1 Delta Draconis X: 253.5 Y: 835.8 [29] HW of Thraddash Eta Draconis X: 315.1 Y: 839.0 Lambda Draconis X: 236.2 Y: 839.5 Beta Draconis X: 282.2 Y: 839.5 Beta Lipi X: 550.0 Y: 839.5 Delta Apodis X: 253.6 Y: 850.4 Alpha Apodis X: 258.2 Y: 850.7 [0E] Trader Zeta Aquarii X: 862.5 Y: 856.2 Fomalhaut X: 437.5 Y: 856.2 Beta Apodis X: 259.3 Y: 856.9 Gamma Apodis X: 256.2 Y: 857.2 Eta Aquarii X: 849.2 Y: 857.8 Zeta Muscae X: 112.5 Y: 858.3 Alpha Leporis X: 807.3 Y: 858.8 Alpha Aquarii X: 856.0 Y: 863.8 Epsilon Aquarii X: 875.0 Y: 864.5 Alpha Lipi X: 556.2 Y: 864.5 Xi Draconis X: 258.8 Y: 865.3 Kappa Draconis X: 245.8 Y: 866.6 Beta Leporis X: 766.6 Y: 866.6 [2A] Rainbow world Zeta Draconis X: 277.6 Y: 867.3 [17] Aqua Helix Beta Aquarii X: 863.0 Y: 869.3 [24] HW of Utwig Mu Draconis X: 231.0 Y: 870.2 Alpha Ophiuchi X: 43.7 Y: 877.0 Gamma Aquarii X: 853.4 Y: 879.7 [2A] Rainbow world Delta Aquarii X: 858.8 Y: 881.2 Gamma Leporis X: 718.7 Y: 881.2 Gamma Lipi X: 547.5 Y: 882.3 Delta Antliae X: 305.0 Y: 883.3 Gamma Antliae X: 283.1 Y: 885.4 Nu Draconis X: 230.0 Y: 886.1 Beta Ophiuchi X: 47.9 Y: 887.5 Beta Antliae X: 270.6 Y: 891.0 Gamma Ophiuchi X: 33.3 Y: 891.6 Epsilon Antliae X: 253.5 Y: 891.7 Alpha Hyades X: 832.2 Y: 893.4 Delta Hyades X: 824.9 Y: 895.8 Beta Hyades X: 837.5 Y: 895.8 Delta Lipi X: 564.5 Y: 897.9 Alpha Antliae X: 268.7 Y: 900.0 Gamma Hyades X: 837.5 Y: 904.1 Groombridge X: 996.0 Y: 904.2 [2A] Rainbow world Alpha Librae X: 735.4 Y: 906.2 Zeta Librae X: 783.3 Y: 908.3 Zeta Antliae X: 258.1 Y: 910.5 Gamma Librae X: 754.5 Y: 910.7 Beta Librae X: 741.4 Y: 912.4 [25] HW of Supox Epsilon Hyades X: 850.0 Y: 912.5 Epsilon Corvi X: 10.4 Y: 912.5 Eta Librae X: 788.9 Y: 918.1 Delta Librae X: 779.1 Y: 918.7 Epsilon Librae X: 779.1 Y: 922.9 Menkar X: 481.2 Y: 927.0 Zeta Hyades X: 850.0 Y: 937.2 [16] Utwig`s Bomb (VI-B) Lambda Hyades X: 725.5 Y: 937.4 Eta Hyades X: 845.8 Y: 939.3 Delta Corvi X: 100.0 Y: 939.5 Beta Lyncis X: 571.1 Y: 947.5 Gamma Corvi X: 6.2 Y: 947.9 Eta Lyncis X: 598.9 Y: 949.6 Iota Hyades X: 800.0 Y: 950.5 Epsilon Lyncis X: 532.9 Y: 953.8 Beta Klystron X: 291.6 Y: 954.1 Theta Hyades X: 829.6 Y: 954.8 Alpha Lyncis X: 560.0 Y: 955.2 Kappa Hyades X: 766.4 Y: 958.9 Theta Lyncis X: 612.5 Y: 960.4 Delta Aquilae X: 914.4 Y: 968.6 Gamma Lyncis X: 578.1 Y: 971.1 Zeta Lyncis X: 522.9 Y: 972.9 Gamma Aquilae X: 912.0 Y: 974.1 Beta Aquilae X: 918.6 Y: 974.1 Alpha Aquilae X: 915.9 Y: 974.5 [0F] Trader Vega X: 33.3 Y: 975.0 Epsilon Aquilae X: 914.7 Y: 979.0 Delta Lyncis X: 570.4 Y: 979.5 [1C] Beast for ZUX Beta Corvi X: 33.3 Y: 981.2 [14] HW of Gas race Eta Corvi X: 102.0 Y: 993.7 Zeta Corvi X: 8.3 Y: 997.9 Alpha Klystron X: 193.7 Y: 997.9 Microscopii X: 439.5 Y: 997.9 /~~~~~~~~~\ [ST7] Steller 7 \_________/ Cheater Code At the main menu: Ls, Rs, Rs, Ls, Rs, Ls x9, Rs, Ls x6, Rs, ------------ Ls x4, Rs Gir Draxon's eyes will glow red, the word "CHEATER" will appear, and you'll find that the boss pops up right after the first wave of monsters is destroyed. Not quite a boss code, but hey. Also during the game pressing left shift restores shields. Level Warp Shoot the lower-left obstacle (not the guiser) to warp forward ---------- three levels. This will take a lot of shots, and works even with the difficulty on "Practice." Cruise Control Keeping Left or Right Shift pressed will keep the Raven at -------------- whatever speed you set with Up and Down, even in reverse. You'll stop if you run into something, but just set your speed again. /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ [SF2] Super Street Fighter II Turbo \_____________________________/ Play as Akuma In the standard game, you must choose speed 3 with Fierce Punch, ------------- then wait 2 seconds on Ryu, move right to T. Hawk and wait 2 seconds, move left to Guile and wait 2 seconds, move down then right to Cammy and wait 2 seconds, move left to Ken (don't wait!) and up to Ryu and then wait 2 more seconds, then press all three Punch buttons and start (X) at the same time. In VS. mode, it's much easier. Just press all 3 Punch buttons and all 3 Kick buttons and hold them down until both people have selected their character. Both players can do this. Super Characters (maybe) Select your character with the jab button, while the ---------------- plane is flying to the top of the screen, tab the jab button rapidly while moving the joystick left/right or up/down, depending on the character. Left/right: Balrog, Blanka, Fei Long, Ken, Ryu, T.Hawk, Vega, Zangief Up/Down: Cammy, Chun Li, Dee Jay, Dhalsim, E.Honda, Guile, M.Bison [Note: I've tried to get verification of this, to no avail. I've been told it doesn't work -- if you get it to work, drop me a line. - Ed.] [I'm no SF2 expert, but it seems these moves assume knowing the regular moves which are in the manual I think. Many/most of these are in the manual as well, but like most move lists are here for completeness. Ripped from the SSF2T FAQ -- find that for lots more info and tips. - Ed. ] ----------- ** AKUMA ** ----------- * Super Combo: None * Fireball | \ -O + punch O O * Red Multi-hit fireball O- / | \ -O + punch. Jab hits once, strong hits twice, O O O fierce hits 3 times. * Hurricane Kick | / O- + kick. Slightly invulnerable at start, hits on the O O way up (like ken's), slow as Ryu's, taps into VE. * Uppercut -O | \ -O + punch. All his uppercuts can hit up to 3 times. O O Taps into the VE as well. * Air fireball (jump) + | \ -O + punch. Shoots an aerial fireball, but CPU O O Akuma shoots two at a time. How? Dunno. * Gliding Teleport -O | \ -O + ALL punch or kick or O- | / O- + ALL punch or kick O O O O Using kicks makes you travel about a half-screen. Using punches makes you travel a full screen across. --------- ** RYU ** --------- * Super Combo: "Vacuum Fireball" "Shinkuu Hadouken" | \ --O | \ --O + any punch O O O O A fireball that hits up to FIVE times, even if target is airborne * Rushing Punch (1): --O + STRONG (stand to block) * Rushing Punch (2): --O + FIERCE (block in any position) * 2-Hit Air Punch: + STRONG --------- ** KEN ** --------- * Super Combo: "Violent Dragon Punch" "Double Dragon" "Shyoryureppa" --O | \ --O | \ + any punch O O O O JAB dragon punch followed by a FIERCE dragon punch * New Roundhouse Kick 1: | \ --O + tap any kick O O animation resembles his old roundhouse (far). * New Roundhouse Kick 2: --O \ | + tap any kick O O swings foot across at chest level, can be used in combos. * New Roundhouse Kick 3: O-- / | \ --O + tap any kick O O O * New Axe Kick 1: | \ --O + hold down kick button O O * New Axe Kick 2: --O \ | + hold down kick button O O * New Axe Kick 3: O-- / | \ --O + hold down kick button O O O * Air Throw: --O O-- + FORWARD ROUNDHOUSE * Knee Bash: --O O-- + FORWARD Ken will grab his opponent and hit'em with his knee repeatedly. Tap button & shake stick to increase bash speed. -------------- ** E. Honda ** -------------- * Super Combo: "Super Killer Head Ram" "Double Torpedo" O-- --O O-- --O + any punch Does 2 Torpedos that hit multiple times You can do the motions for it, but instead of immediately tapping punch just keep the stick in a forward direction (jumping forward, walking forward, crouching forward, whatever). When you tap a punch button, the Super Combo will automatically begin. You loose the charge if you reverse the direction of your stick or tap a kick button. * Uchio Throw | / O-- + FIERCE O O * Hundred Hand Slap Tap punch repeatedly ------------ ** BLANKA ** ------------ * Super Combo: "Grand Shave Roll" O-- --O O-- --O + any punch Rolls into ball, bounces up for a moment, and then rolls along ground for multiple hits. Can dive under "narrow" fireballs. (i.e. Sonic Boom, Air Slasher, High Tiger Shot, Yoga Fire, etc...) The ball can hit even as it's bounding upwards. Hold the punch button down to spin in place for a while. * Hop: O-- --O + all 3 kick * Sliding Punch: \ + FIERCE O ----------- ** GUILE ** ----------- * Super Combo: "Double Summersault Kick" "Double Flash..." "Double Slash..." / \ / O + any kick O O O | SHORT flash kick followed by a ROUNDHOUSE flash kick * New forward kick: O-- --O + FORWARD * Old knee hop: O-- --O + SHORT * Old backfist: --O + FIERCE ------------- ** CHUN LI ** ------------- * Super Combo: "Thousand Burst Kick" "Lightning Strike" O-- --O O-- --O + any kick Does a charging SHORT kick followed by a Lightning Kick barrage Chun can do the same trick with her SC that Honda has (in other words, for more info See Honda) * Spinning Bird Kick: O-- --O + any kick * Jumping Lightning Kick: | O + any kick O | * Parabolic Spinning Bird Kick is possible, but I'm not 100% sure of it's execution. It's probably O O-- / + kick * Neck Flip: \ + ROUNDHOUSE O * Back Flip: \ + FORWARD O can be done even if opponent is far away. ------------- ** Zangief ** ------------- * Super Combo: "Final Atomic Buster" 720 degree motion + any punch Does a German Double Suplex followed by a SPD has done up to 70% damage! The Super Meter will NOT lose it's charge until you actually succeed in grabbing your target. * Green Hand or "Banishing Hand" "Vanishing Flat" --O \ | + FIERCE O O Can follow with a SPD * Hopping Gut Crunch O-- --O + STRONG or FIERCE ------------- ** Dhalsim ** ------------- * Super Combo: "Yoga Inferno" O-- / | \ --O O-- / | \ --O + any punch O O O O O O Super-charged Yoga Flame that hits multiple times. * Vertical Yoga Flame: "Yoga Blast" O-- / | \ --O + any kick O O O ----------- ** Cammy ** ----------- * Super Combo: "Spin Dive Smasher" | \ --O | \ + any kick O O O O Does a Cannondrill followed by a Thrust Kick * Cannonball Jump: / | \ --O O + strong/fierce O O O / She'll spin up in a ball, and the next part is up to you: (NOTE: nobody's 100% sure about this yet) -------------- ** Fei Long ** -------------- * Super Combo: "Grand Blazing-Flame Punch" "Rekkuukyaku" | \ --O | \ --O + any punch O O O O Fei does 5 Rekka Punches in a row. * Triple Axe Jump: "Rekkuukyaky" / | \ --O O + any kick O O O / * New Forward Kick: --O + FORWARD ------------- ** DEE JAY ** ------------- * Super Combo: "Carnival Hook Kick" "Quadruple Rolling Sabot Kick" O-- --O, O-- --O + any kick He'll do 2 Double Dred Kicks. * Double Axe Jump: "Jack Knife Maximum" | O + any kick O | He does a spin kick in the air. The stronger the kick, the more spins you do. Looks sweet, and is fairly effective. ------------- ** T. HAWK ** ------------- * Super Combo: "Double Mexican Typhoon" "Double Dunk" <720 degree motion> + any punch One fierce Mega-Dunk followed by a jab Mega-Dunk. He only loses the charge when the throw is done. Missed attempts do not empty the power meter. One person has managed to do the stick motions first, then walk forward a bit and tap the button to do the SC. * All you need to do to execute a Dive is to hit all 3 punch buttons. No stick movement required. ------------ ** BALROG ** ------------ * Super Combo: "Dashing Upper Cuts" "Frenzy" "Mad Dash" "Crazy Buffalo" O-- --O, O-- --O + any punch or kick He does 5 rushing punches in a row. * Two New Ducking Rushing punches: O-- \ + any punch or kick O ---------- ** VEGA ** ---------- * Super Combo: "Rolling Izuna Backdrop" / \ / O O + any kick O O O \ / This executes a normal wall dive. However, if you connect with the bodyslam, you will get 3 bodyslams instead of one. The SUPER METER _ONLY_ goes down when you get the 3 bodyslams off. You will NOT see Vega leaving a trail of shadows UNTIL you actually grab your target, otherwise, it looks like a normal dive and you can make opponents nervous like this. * Forward Flip: / --O + any kick O ----------- ** SAGAT ** ----------- * Super Combo: "Tiger Genocide" --O | \ --O | \ + any punch O O O O A Tiger Knee followed by a Tiger Uppercut. -------------- ** M. BISON ** -------------- * Super Combo: "Knee Press Nightmare" O-- --O O-- --O + any kick Does 2 Scissor Kicks in a row * "Devil's reverse": | O O O + any punch O \ | / It is now controllable. He'll fly where you send him and fake a headstomp. If you press punch AGAIN, he will dive down, and you can control his descent. Don't press it and you'll fly off, maybe to a safe distance. Has less priority than in SUPER (credits to Stiltman) /~~~~~~~~~~~~~~~~~~~~\ [SWC] Super Wing Commander \____________________/ Debug Mode In the lounge while holding X press the sequence B, B, C, C, A, A. ---------- You should hear a sound effect. Release X. Press Ls + Rs + P together. You should enter the Debug Mode main menu. There are a bunch of nifty goodies in the Debug mode, so I'll just point out some of the best ones: * Play all the background music of the game. * Play all the cinema clips, plus some that didn't make it into the final version. (Anyone know who is the *live actor* in FILM.MOV and UID.MOV? * Set various system flags: + Killable = Set to False and you can't die. + Bangable = Set to False and you can't crash against other ships or asteroids. + Picker = Set to True, return to the Lounge, and keep cycling options until you hear "Choose Campaign" or "Choose Mission". With these, you can access every possible mission in each of the three campaigns. THE "FINGER OF DEATH" CODE Basically it's like the Alt-Del sequence on the IBM-PC except that you hit either Rs or Ls and B together, and whatever you have targeted will be instantly destroyed. Watch out though as I have killed my Wingman accidentally about 5 times now. I've got a better one. Set Killable and Bangable to False, then zoom through the Tiger's Claw. Your wingman will dutifully try and follow you... WHAM! /~~~~~~~~~~~~~~~\ [SWR] Supreme Warrior \_______________/ [This is based, in part, on guesswork. :) -Ed. ] To steal a fireball use the Iron Lotus Shield as the warlord throws it. I think the Longevity Turtle will steal the Earthquake. Chances are to steal the Air Warlord's trick you will need to use Pearl of Vitality. /~~~~~~~~~~~~~\ [TEC] Total Eclipse \_____________/ Round Select At the "Quit/Previews" option on the option menu, hold the X ------------ button and press B, Ls, and A. Then let go of the X button and press B, Ls, A, B, Ls, A. You'll hear a confirmation sound and the window will display a round select. Free Flight Zone To access an endless zone free of enemies to practice flying ---------------- around, start the game, and pause it with the P button. With Play Game highlighted, press B, A, C, A, B, A, Ls. Press the Ls and Rs buttons simultaneously, and X, X. A skull should appear in the window to the right. Then press Ls, A, B, Ls, A, B, X, X, X. 99 Ship Code Proceed through the Free Flight Zone code until the skull ------------ appears in the window. Press P. A much bigger skull should show. Press A, A, B, B, C, C, Ls, Ls, Rs, Rs, P. This should restart the game from the beginning with 99 ships. /~~~~~~~~~~~~~~~~\ [ULP] Ultraman Powered \________________/ [Japanese import] Playing Monsters From the main menu, enter VS MODE. Move the cursor to ---------------- 1P VS COM, and press Ls+left+A. Select the monster you want to play. At the battle, you should be able to play the monster against a computer-controlled Ultraman. Playing Powered Baltan (Baltan II) Use the "Playing Monsters" code. Move the ---------------------------------- cursor to Baltan. Press Ls+up+A You should be playing Powered Baltan (Baltan II) against a computer-controlled Ultraman. All The Moves ------------- ULTRAMAN Powered Punch: A Powered Chop: B Low Kick: C Powered Kick: R Mega Special Beam: Ls with full power/ blinking Incitement: Ls Throw: near enemy B Jump: up, up right, up left Jump Chop: Up & A Jump Hard Chop: Up & B Knee Drop: Up & C Jump Kick: Up & R Duck: Down Duck Chop: Down & A Powered Upper: Down & B Duck Kick: Down & C Duck Hard Kick: Down & R Powered Barrier: Down (automatic) Block: hold Back Back Retreat: Back Twice Arm Lazer: Down, Toward & A or B Powered Slash: Down, Away & A or B Thrust Down Kick: While Jumping, press Down and C or R BALTAN Chop: A Butt: B Kick: C Strong Kick: R Nova Blaster: Ls "when powered up" Incitement: Ls Throw: Near Enemy, Toward, B Jump: Up, Up diagonals Jump Chop: Up & A Jump Butt: Up & B Jump Kick: Up & C Up Strong Kick: Up & R Duck Chop: Down & A Duck Butt: Down & B Straight Kick: Down & C Straight Hard Kick: Down & R Back Teleport: Tap BACK twice Virus Beam: Down, Toward, & A or B Flying Scissor Attack: Back, Back, & A or B Diving Attack: Down, Down, & R or C Poison Ball: Down, Back, & A, B, C. or R Block: Hold Back KEMULAR Tongue Whip: A Strong Whip: B Tail Whip: C Strong Tail Whip: R Poison Gas: Ls (w/ full power) Incitement: Ls Diagonal Tongue Streach: Up & A Ram: Up & R Rushing Strike: Up & R Retreat: Back, Back Gas Spray: Down, Back, & C or R Dash Attack: Down, Down, & C or A Block: Hold Back RED KING Ram: A Head Butt: B Kick: C Tail Whip: R Boulder Throw: Ls (w/full power) Incitement: Ls Throw: Near Enemy, Toward, B Body Press: Up & A Strong Body Press: Up & B Ducking Attack: Down & A, B, C, or R Retreat: Back, Back Rushing Attack: Hold A or B for 2 seconds and let go Combo Hit: Down, Back & A or B Block: Hold Back TELESDON Punch: A Head Butt: B Kick: C Tail Whip: R Fire Ball: L (w/full power) Incitement: Ls Throw: Near Enemy, Toward, B Body Press: Up & A Low Fire: Down & B or R Retreat: Back, Back Fire Ball: Hold Down A or B for 2 seconds & let go Bury Attack: Down, Down & A or B Block: Hold Back DA DA Chop: A Lightning Chop: B Kick: C Lightning Kick: R Da Da's Fireball: Ls (w/Full power) Incitement: Ls Throw: Near Enemy, Toward, B Bolt Hold: Near Enemy, Toward & B Jump Chop: Up & A Jump Lightning Chop: Up & B Jump Kick: Up & C Jump Lightning Kick: Up & R Duck Chop: Down & A Duck Lightning Chop: Down & B Duck Kick: Down & C Duck Lightning Kick: Down & R Retreat: Back, Back DA DA Lightning: Toward, Toward, & A or B Horizontal Fireball: In air, press Forward twice & A or B Lightning Zap: Down, Back & A or B Lightning Cutter: Down, Toward & A or B Block: Hold Back JAMIRA Punch: A Crane Punch: B Kick: C Strong Kick: R Rushing Combo Hit: Ls (w/full power) Incitement: Ls Throw: Near Enemy, Toward, B Jump Claw: Up & A Jump Strong Claw: Up & B Head Pull: Up & C Jump Kick: Up & R Duck Punch: Down & A Sliding: Down & R Retreat: Back, Back Rolling Claw: Hold A or B for 2 seconds and let go Mid Air Throw: While Jumping press Right & A or B Rush Attack: Forward, Forward & A or B Block: Hold Back GOMORA Punch: A Ram: B Kick: C Tail Whip: R Rush Attack: Ls (w/full power) Incitement: Ls Body Press: Up & A, B, C, or R Ducking Punch: Down & A Ducking Hard Punch: Down & B Ducking Tail Whip: Down & R Retreat: Back, Back Horn Throw: Back, Down, Toward & A or B Horn Thrust: Down, Down & C or R Tail Combo: Hold C or R for 2 seconds then let go Block: Hold Back /~~~~~~~~~~\ [VRS] VR Stalker \__________/ >From the list of options, choose passcode. Enter the first three of the mission you want, then 'LQG-77k' Utah - M79 Arkansas - CCT Arizona - 5KK Virginia - CC7 Texas - M37 Indiana - EW3 Gulf of Mex. - 1AD California - ESO Colorado - 15O Pacific Ocean - EAT Nevada - 5U1 Washington D.C. - SAH Tennessee - 1QO Florida Keys - CUD /~~~~~~~~~~~~~~~~~~\ [WOW] Way of the Warrior \__________________/ [Ripped from the FAQ -- find it for lots of info and tips. I got all the secret stuff from it, though (hopefully :) - Ed.] 4 player Game Select 2 player vs.mode. The right player selects a ------------- character then he holds "down right",a,b,c,and the start button,The left player holds "up left"and both shift keys then hits start.This will work with up to 4 players. Secret characters ----------------- o Boss codes: o To play as KULL: Enter a name of "A Gavin", date of Jun 11 1970 o To play as HIGH ABBOT: Use a name of "J Rubin", date Jan 6 1970 Then go to VS mode, and move your character box to the right of Crimson Glory. It will move over and you'll be able to play as that boss. It doesn't matter which player you enter the name for, both will work. You can also enter both names, move the box right again to move from High Abbot to Kull (or vice versa). o Other characters: o To play as BLACK DRAGON: Use a name of "Wyvern", date 3/9/1927 o To play as SWAMI: Use a name of "Gulab", date 2/29/1900 o To play as MAJOR TROUBE: Use a name of "Bad Boy", date 2/4/1908 o To play as VOODOO: Use a name of "Evil", date 6/6/1966 Secret backgrounds These new levels will be available at the select screen. ------------------ "TUGAWAR" date 4/16/64 2-player only "PARANOID" date May 5 1975 "SPEED" date 8/8/80 "Taj Mahal" date 1/1/1 Dragon's Goofy picture and David Liu's message to Internet users ---------------------------------------------------------------- David Liu: To get to Dragon's goofy picture and hear me make fun of all of us ("Internet people have NO life"), I think you have to finish the match using only A and C in the last round. Magic ----- Heal (A) - 140 pts (10%?) } BACK + A or B or C Heal (B) - 300 pts (20%?) } Heal (C) - 800 pts? (100%?) } Untouchable(Gaines, Nikki) - 440 pts - LS+RS Power Up(Nobunaga,Nikki) - 380 pt A+B+C Shrink (almost all) - 340 Down+B Super Power Up (Nob., Drag.)-about 2,400 Fwd Sweep + RS (?) +Speed Up - (Kon, Dragon) - 340 A rapidly No jump - (Dragon, others)- DF + C +Confusion - (Fox, others) - 420 Up + A + B General Info About the Moves and the fatalities: ================================================ o "Sweep forward" means a fireball type motion, D,DF,F. o For the cliffs fatality, you have to kick your opponent toward the middle of the screen. o Bridge Fatality - This is easy - just do the move listed and off they go: Make an uppercut into the grave. o Pit fatality - This is easy too - if you make it to the 3rd round, the bridges connecting the floating platform to the walls go away. If you step off or are pushed, you're instantly dead. Be careful, you can jump or walk off by accident. o Roof fatality - Do the listed move (uppercut) FROM BEHIND the other character. (jump over them if you have to). <-- Jason Cross. Try the listed magics for all characters - I only listed them under characters I positively checked, or saw the computer use, and since you need a ton of skull points to do some it's not easy to check. o For fatalities with a taunt, do the taunt, wait for it to finish THEN do the fatality motion. o For MAGIC, do the motion WHILE THE TAUNT IS HAPPENING. o Defensive bonus - According to David Liu, this an anti-cheese feature. When someone tries to cheese you with Turbo punch, or any other rapid move, KEEP blocking. After you see 15 hits, you'll hear "Defensive Bonus" or something similar, get skull points, and the blue stars will appear more quickly and in the same place. This is the time to counter-attack. Konotori ======== Normal Moves: o Fan Throw - sweep forward + LS for fast, A for slow. o Low fan throw - DF, LS + A o Torpedo - Charge back, forward + RS for fast, C for slow. HOLD BUTTON FOR LONGER RANGE - IF YOU LET GO YOU WON'T GO ANYWHERE. o Spin attack - Back + LS. (Note - timing on these types of moves is hard) o Invisibilty (no skull cost) - Back + LS + A o Spinning wheel attack - from at least 1 body length away, sweep back + RS o Fly - JUMP, then B rapidly o Diving Torpedo - Jump,then DF + LS o Swan Dive - Jump, then D+RS o Bounce - Jump, then DOWN + C Fatalities: o HAT'S OFF - TAUNT, sweep forward, LS+A. o YOU'RE GROUNDED - Jump at opponent, then D + RS + C when you're right over him. o DOJO/ROOF/BRIDGE - Use close, F+RS attack. (unblockable instead of throw) o CLIFFS - Use air torpedo. Magic: o Make Opponents bleed - TAUNT, Down + B (300-400 skull points) o Instant death (removes all opponent's energy) - TAUNT, sweep forward + C (1200 skull points) The Ninja ========== Normal Moves: o Storm Attack: Sweep forward, LS for quick, A for slow. o Head Butt - You get close and push toward + C. He grabs the back of the other guy's head and butts it. Blood comes out and the enemy gets dizzy. o Teleport: DOWN, A + B + C o Hurricane Kick - Sweep back, RS o Spin kick - Back + RS o Flying Spin kick - Jump, Back + RS o Slide - DF + C o Mid-air diving kick - Jump back, DF + C o Uppercut - DB + LS o Knife Attack - A + C o Forward leaping kick - F + RS (<-- BIG DAMAGE if you can get it off) o Auto Dizzy - Close, forward + C o Reptile style inviso: Hop back, LS+RS while hopping. This costs no skull points, and lasts until the Ninja is hit - it doesn't seem to wear off. Fatalities: o REVERSE HARA-KIRI: Okay, ya gotta be REAL close, like right next to the dude. Sweep Forward, then A+C. Remember that like most special moves with sweeps, you finish the sweep BEFORE hitting the buttons. o STORM FATALITY: Sweep forward, LS+A o DOJO/ROOF/BRIDGE - Uppercut or knife attack. o CLIFFS - Mid-air diving kick. Magics: o Heal 1 : - TAUNT, Back + A o Heal FULL: TAUNT, Back + C o Shrink+ - TAUNT, DOWN + B o Blues Sparkles fall off ennemy and his controls are screwed up: Taunt, then up + A + B + C cost = 340. Dragon ====== Normal Moves: o Fireball - Sweep forward then A for slow, LS for fast. o Shadow Kick - Charge back, then F + RS (HOLD RS for distance) o Split Kick - B+C (can be done in air, jump straight up first) o Groin punch - A+B o Triple Kick - Sweep back, RS o Hop back or forward - Back,Back or F,F o Forward hop kick - F, F +RS (2nd F and RS at the SAME TIME) o Liu Kang shadow/flying kick: Hop Forward, U+RS during hop. (Thanks David!) o Turbo Hands: A rapidly o Turbo Kick: C rapidly o Upwards air swipe - Jump, then U + LS o Diagonal Downard kick - DF,C after doing any air attack(Looks good for combos!) o Spin around auto dizzy - Close, F + LS Fatalities: o NO SEQUEL FOR YOU Kick: Taunt, Sweep back, C+RS o Spin around and decap: Taunt, CHARGE BACK (while taunting), F+LS o BRIDGE/DOJO/ROOF - Strong kick (C+RS) o CLIFFS - Diagonal downward kick. Magics: o Heal - TAUNT, and Back + A, B, or C , from least to most healing/skull pts. o SHRINK - TAUNT, Down + B o NO JUMP - TAUNT, DB + C o SUPER POWER-UP (1 hit to kill opponent!): TAUNT, forward sweep, LS=RS This is awesome, but takes at about 3,000 magic points! Nobunaga ======== Normal Moves: o Shiruken: Sweep forward, A for slow, LS for fast. o Super Shiruken (much larger and flashes): Tap A rapidly, forward sweep, contiune tapping A rapidly o Mid air shiruken: Jump forwrad, or back, and sweep forward + A o Slide kick - DF + C. o Jumping diagonal kick - Jump back, DF+C o Sword uppercut - Sweep back, LS o Long sword slice - Sweep forward, RS o Running charge - Charge Back, F + RS o Fast forward flying kick - F, F +RS (HOLD RS for distance) o Turbo sword - Back + A rapidly o Super slice - Sweep forward, center pad, hold RS. o Sword bounce - Jump, D + LS Fatalities: o Spin decap: Taunt, sweep back, LS +RS You need to be at least an inch away. o Slice in half: Charge back for 2 secs, then F + LS o BRIDGE/DOJO/ROOF: Sword uppercut (Sweep Back, LS) o CLIFFS: Downward diagonal kick (Jump back, DF+C) Magics: o Heal - TAUNT, Back + A, B, or C. o Shrink - TAUNT, D+B o Inviso - TAUNT, Sweep Back (NO BUTTON) o SUPER POWER-UP (1 hit to kill opponent!): TAUNT, forward sweep, LS=RS This is awesome, but takes at about 3,000 magic points! Major Gaines ============ Normal Moves: o Grenade - Sweep Forward + (A for line drive, SL for lob) o Low Rolling ball - DF + RS o High rolling ball - Charge Back, F + RS o Mid-air splash - Jump forward, then U + LS o Uppercut - DB + LS o Flying ball attack - F,F + RS o Bounce attack - Jump, Down + C o STEROID BOOST - A + B + C WHILE BOOSTED: o De-Boost: A + B +C o Ground lightning - A+B (also called the EARTHQUAKE move) o Sidewinder kick - F, F + RS Fatalities: o Back Breaker - BOOSTED: TAUNT, Close Forward + RS o Suplex throw - BOOSTED: TAUNT, Close Forward + LS + A o DOJO/BRIDGE/ROOF: Uppercut o CLIFFS: Splash attack Magics: o Heal - TAUNT, Back + A, B, or C Untouchable - TAUNT, LS + RS (about 600 mp) o Untouchable - TAUNT, LS + RS (about 600 mp) o Confusion spell: - TAUNT, B + C o Make opponents bleed - TAUNT - down + B (300-400 skull points) Fox ==== Normal Moves: o Voodo Dust(Instant Dizzy) - Sweep Forward, A o Sai Throw - Sweep forward, LS o Teleport - Down, A + B + C o Ball attack - DF + A or LS o Charging Knee - Charge Back, Forward + RS (HOLD RS for distance) o Downward diagonal kick - Jump back, DF + C o Backwards jumping kick - Jump, D + C o Uppercut kick - DB + RS o Spin Kick - Sweep Back, RS o Mid-air split throw: In-mid air, Right+LS Fatalities: o Floor Slam - TAUNT, Close Forward, LS + A o Grab and Lift - TAUNT, Close, sweep forward + A + B + C o DOJO/BRIDGE/ROOF - Uppercut kick (DB + RS) o CLIFFS - Diagonal kick (DF + C) Magics: o Heal - TAUNT + Back and A, B, or C o Shrink - TAUNT, Down + B o Inviso - TAUNT, Backwards Sweep o Confusion - TAUNT, Up + A+B o Speed Up - TAUNT, A rapidly Shaky Jake =========== Normal Moves: o Knife throw - Sweep forward, LS o Torpedo - Charge back, forward + RS (HOLD RS FOR DISTANCE) o Air Torpedo - Jump back, DF + RS o Spin attack - BACK + LS o Wheel attack - sweep back, RS o Whiskey Flame - Sweep forward, RS o Stick Uppercut - Sweep Back, LS o Stick throw - Close, DF, LS o Teleport - Down, A + B +C o Stick pogo - Jump, D + C Fatalities: o Whiskey Char - TAUNT, Sweep forward, C + RS o "Hang around" - Charge back, F+LS o DOJO/BRIDGE/ROOF - Stick upercut o CLIFFS - Air Torpedo Magics: o Heal - TAUNT ,Back, + A, B, or C o Shrink - TAUNT, Down + B o Inviso - TAUNT, Sweep back o No Jump - TAUNT, DF + C Nikki Chan =========== Normal Moves: o Torpedo - Charge back, forward + LS o Hair whip - Sweep forward, A (for slow) or LS (for fast). o Hair twirl - Hold Block, then hold LS o Spin kick - Sweep back, RS o Flip Kick - up + C (or up + RS, or up + RS + C ?) o Head stomp - Jump, then down + C o Straight up ball - DB, RS o Diving Punch - Jump straight up, DF+LS o Flip - F,F or B,B, THEN FROM FLIP: o Throw from flip - close + RS o Ball attack - LS from forward flip (when she's straight upside-down) o Flying kick - Up + RS from flip. Other version says: If you hit t he right shift and C button, she will do a handstand and split kick upside down. o Defensive ball - Backflip to edge of screen, UP o Split attack - RS+C from flip, upside down o Very Short slide at opponent - Forwarddown + C. Holding down C makes ythe slide move as long as you want. o Spins hair around head - Hold B then LS Fatalities: o "Your heart is mine!": Close, forward + A + B + C o Blown away: Taunt, charge back, Forward + RS + C o BRIDGE/DOJO/ROOF: Strong kick (C+RS) o CLIFFS: Flying Punch Magics: o Heal - TAUNT ,Back, + A, B, or C o Shrink - TAUNT, Down + B o Power Up - TAUNT, A + B + C o Untouchable - TAUNT, LS+RS Crimson Glory ============== Normal Moves: o Throw Bottle - Sweep forward, A (turns opponent green) o Mid air bottle throw - Jump, sweep forward + A o Throw match - Sweep forward, LS (must be done after opponent is green, unblockable and BIG DAMAGE!) o Clothesline - Jump, DF + A o Head Butt - You get close and push toward + C. He grabs the back of the other guy's head and butts it. Some blood comes out and the enemy gets dizzy. o Flying kick - Forward, Forward + RS o Grab and punch - Close forward, LS + A <--- Will Allen o Block and grab - Hold BLOCK, then push Forward or Up/Forward when opponent tries to attack you. (Takes timing) o Throw Projectile on the ground while in the air - Just do the forward sweep while airborne and either A or RS (can't remember which right now). Fatalities o "Sorry to burst your bubble" - Taunt, Sweep back, A+B+C (<-- "Kay Kay") o "You don't have the stomach for this: TAUNT, Close Forward + RS (_not_ RS+C as posted by many) o DOJO/BRIDGE/ROOF - Uppercut o CLIFFS - Clothesline attack Kull the Despoiler: =================== Normal Moves: Note that Kull can not jump or duck. He doesn't appear to have strong attacks (LS+A or RS+C) either. o Throw Hammer - Sweep forward, A for slow, LS for fast. o Slide - DF + C o Flying Knee - Charge back, forward + RS o Uppercut - DB + LS Fatalities: o Grind and maim - TAUNT, close, forward + A + B +C (<-Patrick Horio) o Head Explode - (Close) Sweep Backwards, then A+B+C o BRIDGE/ROOF/DOJO - Uppercut. (getting behind the guy on the roof is tricky, walk past while he's down). o CLIFFS - ??? (may not be possible, he can't jump) Magics: o Heal - TAUNT + Back and A, B, or C o Shrink - TAUNT, Down + B o Inviso - TAUNT, Backwards Sweep o Confusion - TAUNT, Up + A+B o Speed Up - TAUNT, A rapidly o Untouchable - TAUNT, LS+RS o Inviso - TAUNT, Sweep back o No Jump - TAUNT, DF + C o Power Up - TAUNT, A + B + C High Abbot: =========== Normal Moves: Abbot can't jump straight up, duck, or do regular air attacks. o Air Kick - jump back ,DF + C o Fire - sweep foward, LS o Flaming breath - Sweep forward, LS o Ball attack 1 - DF + RS o Ball attack 2 - Charge back, F + RS o Tail Sweep - DB + LS o Bite - Close, Forward + C + RS o Diving claw attack - Jump back, DF + C Fatalities: o You're fired - TAUNT, sweep forward, LS + A o DOJO/ROOF/BRIDGE - Ball attack 1 o CLIFFS - Diving claw attack Magics: o Heal - TAUNT + Back and A, B, or C o Shrink - TAUNT, Down + B o Inviso - TAUNT, Backwards Sweep o Confusion - TAUNT, Up + A+B o Speed Up - TAUNT, A rapidly o Untouchable - TAUNT, LS+RS o Inviso - TAUNT, Sweep back o No Jump - TAUNT, DF + C o Power Up - TAUNT, A + B + C o Super power up: TAUNT, Forward Sweep + RS (2,300 pts) Swami, also known as Gulab: =========================== o Saw Blade - Sweep Forward + LS(fast) or A(slow) o Rope Teleport - Sweep Forward + B o Jumping Spin Punch - Back + LS o Low Spin Punch - DB + LS o Float - DF or D or DB o Mid-Air Diving Kick - Jump Back then DF + C o Bounce - Jump Over then Down + C o Auto Dizzy - Close Forward + A o Death Gaze - Forward + LS(long range) or A(short Range) o Slide Attack - DF + C o Quad Head Butt - Close Forward + RS o Choke Hold - Close Forward + LS + A o Knee Jab - Close Forward + C o Magic Sword 1 - Up + LS o Magic Sword 2 - Up then Down + LS o Slow Buzz Saw throw - Sweep Forward and A o Fast Buzz Saw Throw - Sweep Forward and LEFT Button o Eye daze - Forward twice and A . Also works with Left Button I think. o Flying Kick - Back Jump and Half moon(Down to Away) and C(Same as FOX) Fatalities: o Head Burst - Forward + A + B + C (From anywhere, close or far) /~~~~~~~~~~~~~~~~~~\ [WC3] Wing Commander III \__________________/ Debug menu At any 'Load Game, New Game, Continue' menu hold Ls + P and as it ---------- cycles through the selections, press and release A over Continue. If you keep holding Ls + P you will jump directly to the debug screen, or you can release shortly after releasing the A button which will bring you to the flight deck. From there you can load a save game. The cheat can be activated at any time by pressing Ls + P. [Note: Some selections of the debug menu do not work, and others (like viewing movies) will not allow you to exit the debug menu. - Ed.] With 'Finger of Death = TRUE' you can destroy anything (even friendly targets in blue) with Stop + A. Flightstick bug If you have a Flightstick, be sure to select your --------------- conversation choices with the A button , not the trigger. If you press the trigger, your choice is accepted, but the FMV is canceled. If you use the trigger by accident, you can just re-select the character, and the video will play again from the beginning, with your choice already made. /~~~~~~~~~~~~~\ [YUY] Yu Yu Hakusho \_____________/ [Japanese import] In-Game moves list When choosing your character, press the stop button for ------------------ a moves listing for that character. It's in Japanese but shouldn't be difficult to figure out. /~~~~~~~~\ [ZZZ] Appendix \________/ Console Specific On the Panasonic FZ-1 pressing the A button during the title ---------------- animation will produce a tiny bit of sound effects. Controller Compatibility ------------------------ Flightstick Pro Games: Mega Race Need For Speed Rebel Assault Return Fire SW: Operation Jumpgate VR Stalker Super Wing Commander Wing Commander 3 (tba) Flying Nightmares (tba) Doom (tba) POed (tba) Mouse: Fun 'N Games (?) Lemmings Myst Shanghai: Triple Threat World Cup Golf Game Gun: Demolition Man Corpse Killer Crime Patrol Mad Dog McCree Mad Dog McCree II Who Shot Johny Rock Drug Wars (tba) Space Pirates Doc's (MGH) Stealth IR turbo instructions In case your set didn't come with ----------------------------------------- the instruction sheet (and I mean sheet :) hold down Set while pressing A, B, C, Ls, or Rs to make that button turbo. Hold CLR and a button that is turboing to turn it off. The turbo settings will all turn off when you switch the joypad power off as well. CH FlightStick Pro controls --------------------------- Upper-left btn LS Left Shift Lower-left btn RS Right Shift Upper-right button P Play/Pause button Lower-right button X Stop button Trigger A / optional* Stick - left A A button Stick - middle B B button Stick - right C C button Stick - hat switch optional* Trim pot - left optional* Trip pot - middle Horizontal trim Trim pot - right Vertical trim *optional controls are designated only by the games which use them NVRAM Save Game Names --------------------- [Maybe eventually this will include sizes (wishful thinking) in the mean time here are some particularly large ones I've seen: Quarantine: 8.2k, Guardian War 6.3k, Slayer 5.4k, Slam n Jam 13.2k] 1025NovaStormHiScor NovaStorm aaaaa.tim Saved Game from The Incredible Machine acd.playlist Audio CD+G alone0.save Saved Game from Alone in the Dark alone1.save Saved Game from Alone in the Dark alone2.save Saved Game from Alone in the Dark alone3.save Saved Game from Alone in the Dark alone4.save Saved Game from Alone in the Dark Audio CD Programs Audio CD programs :) Balanced Team 1.mle Team 1 from Star Controller II Balanced Team 2.mle Team 2 from Star Controller II Behemoth Zenith.mle Star Controller II CHATNOIR_TENJIKU_GOKUJ Saved Game from Mahjong CNBTESTSAVE Crash and Burn Tournament Mode cpubach.dta CPU Bach Information DemolitionManHighS Demolition Man High Score Drive Over Driving (Japan) Need For Speed DriveHS Over Driving (Japan) Need For Speed EA_JMF94_Jap John Madden Football 1994 (Japan) EA_JMFB94 John Madden Football 1994 EA_JMFB94_GREATS John Madden Football 1994 EA_RR0 Saved Game from Road Rash EA_RR1 Saved Game from Road Rash EA_RR2 Saved Game from Road Rash EA_RR3 Saved Game from Road Rash EA_RR4 Saved Game from Road Rash EA_SkWv0 Saved Game from Shockwave EA_SkWv1 Saved Game from Shockwave EA_SkWv2 Saved Game from Shockwave EA_SkWv3 Saved Game from Shockwave EA_SkWv4 Saved Game from Shockwave EA_SKWvMD0 Shockwave Operation Jumpgate EA_SKWvMD1 Shockwave Operation Jumpgate EA_SKWvMD2 Shockwave Operation Jumpgate EA_SKWvMD3 Shockwave Operation Jumpgate EA_SKWvMD4 Shockwave Operation Jumpgate FIFA2.4.6.10.1.1.5 FIFA Soccer FireBall.JDW Saved Game from Fire Ball !! FP_Takeru_1J Takeru FT-WACKY-1J Saved Game from Wacky Races FT-WACKY-2J Saved Game from Wacky Races FT-WACKY-3J Saved Game from Wacky Races GEX_Videos GEX Save Games Gridders by Tetragon Saved Game from Gridders by Tetragon hand_ch1_reika_data Virtual Puppet hand_ch2_reika_data Virtual Puppet hand_ch3_reika_data Virtual Puppet hand_ch4_reika_data Virtual Puppet HBS_MASK_00J Saved Game from Ghost Hunter Series Holmes3DOGames Saved Game from Sherlock Holmes Holmes3DOSetup Pref file from Sherlock Holmes JLEAGOptions J League Soccer jpieasyhighscores Jurassic Park Interactive jpihardhighscores Jurassic Park Interactive jpimedhighscores Jurassic Park Interactive jpisavedgames Jurassic Park Interactive KE_HAODEN_1J Saved Game from Nobunaga Haouden KE_WINPOS_1J Saved Game from Winning Post LaunchOrionOffroad 3DO Interactive Title Sampler 1 maddog Mad Dod McCree MC_PKING_0 Saved Game from Guardian War MC_PKING_0J Saved Game from Powers Kingdom MC_PKING_1 Saved Game from Guardian War MC_PKING_1J Saved Game from Powers Kingdom MC_PKING_2 Saved Game from Guardian War MC_PKING_2J Saved Game from Powers Kingdom MC_PKING_3 Saved Game from Guardian War MC_PKING_3J Saved Game from Powers Kingdom MC_PKING_4 Saved Game from Guardian War MC_PKING_4J Saved Game from Powers Kingdom MC_PUPPET_J Saved Game from Puppet Tales MegaRace.1 Saved Game from MegaRace MegaRace.2 Saved Game from MegaRace MegaRace.3 Saved Game from MegaRace melee.cfg Star Controller II MonsterManorData Saved Games from Escape from Monster Manor NightTrap.02 Night Trap Disk 2 setup nitetrap.inf Night Trap Japan Disk 2 Setup OPTS.FIFA2.2 Option File from FIFA Soccer PaTaank_Hall_Of_F Hall of Fame from PaTaank PaTaank_High_Scor High Score from PaTaank PHARAOH1 Saved Game from Seal of the Pharaoh PHARAOH2 Saved Game from Seal of the Pharaoh PHARAOH3 Saved Game from Seal of the Pharaoh PIV_KURAMA1J Saved Game from Kyoto Mysteries PIV_NanKl1J Travel Mystery QUAR_SAVE_GAME Quarantine save game REALPinball.JDW Saved Game from Real Pinball Return Fire V1.0 Return Fire level code RH_HAUZERJ Saved Game from Doctor Hauzer RH_InsecterJ Insector War S3P 3DO Interactive Title Sampler 1 SamuriaShodown Samurai Shodown (YES the save is SamurIA :) SC_GORAKU_1J Saved Game from Theatre Wars SC_GORAKU_2J Saved Game from Theatre Wars Slam N Jam 95 "Data for the current season and playoffs." Slayer Game Saved Game from Slayer Game sockid.hi High Score from Soccer Kidd sockid.save Saved Game from Soccer Kidd starcon2.00 Saved Game from Star Controller II starcon2.01 Saved Game from Star Controller II starcon2.02 Saved Game from Star Controller II starcon2.03 Saved Game from Star Controller II starcon2.04 Saved Game from Star Controller II starcon2.05 Saved Game from Star Controller II starcon2.06 Saved Game from Star Controller II starcon2.07 Saved Game from Star Controller II starcon2.08 Saved Game from Star Controller II starcon2.09 Saved Game from Star Controller II stellar7.dat Stellar 7: Draxon's Revenge (Japan?) stellar7.fame Stellar 7: Draxon's Revenge (Japan?) Stellar 7 Scores US? [That's what mine says anyway - Ed.] SuprWarriorPrefs Supreme Warrior Preferences SuprWarriorScores Supreme Warrior High Scores SuprWarriorGames Supreme Warrior Save Games swc_game.0 Saved Game from Super Wing Commander swc_game.0e Saved Game from Super Wing Commander Japan swc_game.1 Saved Game from Super Wing Commander swc_game.1e Saved Game from Super Wing Commander Japan swc_game.2 Saved Game from Super Wing Commander swc_game.2e Saved Game from Super Wing Commander Japan swc_game.3 Saved Game from Super Wing Commander swc_game.3e Saved Game from Super Wing Commander Japan swc_game.4 Saved Game from Super Wing Commander swc_game.4e Saved Game from Super Wing Commander Japan swc_game.5 Saved Game from Super Wing Commander swc_game.5e Saved Game from Super Wing Commander Japan swc_game.6 Saved Game from Super Wing Commander swc_game.6e Saved Game from Super Wing Commander Japan swc_game.7 Saved Game from Super Wing Commander swc_game.7e Saved Game from Super Wing Commander Japan swc_game.8 Saved Game from Super Wing Commander swc_game.8e Saved Game from Super Wing Commander Japan swc_game.9 Saved Game from Super Wing Commander swc_game.9e Saved Game from Super Wing Commander Japan swc_highscore High Score from Super Wing Commander SY-TETSU-1J Tetsujin T&E-Pebble-#1 Saved Game from Pebble Beach Golf Links TE_Augusta_1J Saved Game from Masters (Japan) TE_Pebble_2J Saved Game from Pebble Beach Golf Links TE_PRcfg_J Pararancho Incredible Machine TE_PR_1J Pararancho Incredible Machine TE_Waialae_1 Waialae Country Club tim.cfg The Incredible Machine TR_LETTER_J Saved Game from The Letter Trial.Set Saved Game from IGO Time Trial Trial_00 Saved Game from IGO Time Trial Trial_01 Saved Game from IGO Time Trial Trial_02 Saved Game from IGO Time Trial TR_LETTER_J Saved Game from The Letter vcd.playlist Digtal Video Module (DVM) MPEG V_NONTAN_00J Nontan Volume 1 WayScores Way of the Warrior Wing_3.1.8f.0 WC3 save game 1 Wing_3.1.8f.1 WC3 save game 2 Wing_3.1.8f.2 WC3 save game 3 Wing_3.1.8f.3 WC3 save game 4 Wing_3.1.8f.4 WC3 save game 5 Wing_3.1.8f.9 WC3 continue save game Wing_3_sim_scores WC3 simulator high scores wsjr Who Shot Johnny Rock Zhadnost Record of seen commercials and trivia [END]