
Editor: Damian Gick (dgick@sun1.iusb.edu)           __             9-6-95 v2.6
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paranoid on IRC #3DO/  \                              /
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                   |    |                          |   )
                   |____|                          |__/ NEWS:Gex
                     __           L I S T           __       Immercenary
                    /  \                           /  \      Panzer General
                   (    )                         (    )     Ballz
                    \__/                           \__/      Demolition Man

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.

(As soon as it is fixed...) You can find it on the World Wide Web at:
http://www.anime.net/~gurupub   Thanks to Brian Goss!

If you don't have access to ftp, I will e-mail you a copy if you want, but
remember, it is almost 340k 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.

For more information on Gex, Super Street Fighter II, Samurai Shodown,
Wing Commander III, and Way of the Warrior please seek out the FAQs. They
contain a lot more information (Gex level tips, WC3 plot summarizations,
and character backgrounds for the fighting games [to name just a few]) Many
can be found on Andy Eddy's ftp site mentioned above.

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 <hint hint>

59 games featured!          TABLE OF CONTENTS        Approxamately 167 cheats!
                            -----------------

[20C] 20th Century Almanac    Speed selecting
[ATD] Alone in the Dark       Walkthru
[BLZ] Ballz                   Morphs, big balls, transluscent balls
[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, music test Virgin
                              Studio levels, virtual sex
[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, debug mode, scaling
                              Gex, fireballs
[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, save game bug
[IMM] Immercenary             Increase DOA levels, multplying Switchyas, bug
[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
[PZR] Panzer General          Scenerio flow table, save game bug
[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, team ratings
[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 (as and against), extra levels
[WC3] Wing Commander III      Debug menu, Finger of Death explained, bug
                              warning/fix
[YUY] Yu Yu Hakusho         * In-game moves list
[ZAD] Zhadnost                Disclaimer
[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.
.............................................................................

                           /~~~~~~~~~~~~~~~~~~~~\
[20C]                       20th Century Almanac
                           \____________________/

Speed selecting When flipping pages to select a date, you can hold down
--------------- the button and the dates will go much faster. The page
pictures won't be updated, just the date will change until you release.

                             /~~~~~~~~~~~~~~~~~\
[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.

                                  /~~~~~\
[BLZ]                              Ballz
                                  \_____/

Codes Enter the codes during a fight. They can also be done at the same
----- time. R L are Right and Left on the dir pad.

BALL LARD BALL        Huge balls.
BALL BLUR BALL        Transluscent balls.

Morphs          Left, Left, A+C               Kronk
------          Right , Right, A+C            Turbo
                Up, Right, A+C                Divine
                Down, Down, A+C               Zombie
                Up, Left, A+C                 Yoko
                Left, Right, A+C              Tsunami
                Right, Left, A+C              Boomer
                Up, Left, Down, Right, A+C    Crusher
                Up, Right, Down, Left, A+C    Bruiser

[Note: No matter which side of your opponant you are on, it is still 'Right'
and 'Left'. The moves are NOT 'Away' and 'Toward'.  - Ed.]

                              /~~~~~~~~~~~~~~~\
[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
                              \______________/

Codes The codes for this game spell out words, using the direction pad
----- as (N)orth (E)ast (S)outh (W)est. L and R are Ls and Rs and there
is also (U)p and (D)own on the direction pad.

If you can finish the game with only one life it will tell you the codes.

Blood Code Go to main screen (start, password, option), and enter:
---------- Rs, Up, Down, Right, Down, Up, Down, Right. Blood will drip
down the screen to verify. Code word:  RUDEDUDE

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. Code word:  LANDRU

VRGN 1 through VRGN 5 are five Doom-like levels that are modeled after the
interior of Virgin Studios.

LSTNG#BTH (for 'Listening Booth') is a music test code to hear the songs.

Virtual Sex Game If you enter the blood code and then get a million points
---------------- on medium or hard you will get a special Virtual Sex Game
with Sandra Bullock when you finish the game.  It is worth seeing.

"The team suggests that you use the joypad to get a million points because
your aiming will be more accurate and to get a million points you need to
do very well at the shooting galleries early in the game.  If you never
miss you can get Super Bonus and Perfect Bonus scoring which will give you
tons of points.  Also, you can shooting things you already blew up (like
crates) and still get more points."

An easier way is to also use the level select and go through the VRGN bonus
levels. If you are short on health, simply pause and select a different
level. If you are short on health when fighting Wesley Snipes in the final
level, you can also pause and reselect that level.

                               /~~~~~~~~~~~~~\
[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 REDBALLD        Fireballs
LCD RUBBER          Super Jump
LCD NUCLEAR         Invincibility (not whirlwind -- removes sprite collision)
LCD WEASEL          Debug Mode (See below)
LCD CDSCALE         Play as scaled Gex (See below)

Debug mode Pause the game and enter the LCD WEASEL code. Now you can use the
---------- X button to freeze Gex and move him anywhere. Note: This might
cause the game to crash if you take Gex too far or place him in a bad spot.
You can kill yourself at any time with X + P

The second controller also has a few functions:

C       Cycles through power-ups
Rs      Cycles through different debug information. When you have contours
        displayed, Ls will cycle through different sizes of the contours.
B       Scale the screen. While holding B press the direction pad.
B + C   Rotate the screen. While holding B and C press the guru:direction pad.
Ls      Scale Gex. (See below) Hold Ls and move the direction pad.

Scaling Gex Enter the debug code LCD WEASEL and on the second controller,
----------- hold Ls and move the direction pad to scale Gex in any of the
four directions. When you try to move Gex with controller one he will
return to normal. To play as the scaled Gex, pause the game before moving
and enter LCD CDSCALE. Gex will remain scaled until you enter awarp.

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. To tell which version it is -- look for "RCB" above the
UPC symbol.. If there is a sticker that says RCB, it is the fixed updated
version. Crystal Dynamics will also exchange the bugged version.  - 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.

                               /~~~~~~~~~~~\
[IMM]                           Immercenary
                               \___________/

[Note: This game has a known bug in it that occasionally your save game
can become corrupted and cause the game to freeze. One way to try and
avoid this is to use all the save game slots available. If one should
happen to have this freeze-up problem, go back to an earlier save and
maybe that one will work.  - Ed.]

Rejuvinate DOA During the game press:  Rs Rs Ls A C B Right Left Ls
---------- While holding Stop press A to increase Defense, B to increase
Offense, and C to increase Agility.

Multplying Switchyas With at least one Switchya in your inventory, go to
-------------------- the lake where Silva is. From the eastern side (to
hopefully avoid Silva pestering you) head towards the fountain and shoot
the Switchya toward the plume of the fountain. It should rebound back at
you without being used, and increase your total Switchyas by 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<do not press a button>. the Augurs will then shift their
position slightly and the trap meter will light up again.  Now press the
button!  The trap will catch the Augur instead and Megan will be free.  This
technique is also used at another point in the game.  If you do everything
right, you will get the perfect ending in which you are given a chance to
trap Dana Plato (Kelly?). In order to get a perfect ending, follow these
instructions:
   (1) Trap every single Augur.  You will hear a beep when you
       miss the opportunity to activate a trap.  This doesn't
       always mean you've missed an Augur (i.e. weird Eddie
       walks into the house at one point dressed as an Agur-
       don't trap him!)
   (2) Make sure the girls don't get trapped or killed
   (3) Don't trap anyone good (this includes the girls, the SCAT
       team members, and ,yes, even Weird Eddie)
   (4) Trap all bad characters (Augurs, Vampire family members)

                          /~~~~~~~~~~~~~~~~~~~~~\
[OWI]                      Off World Interceptor
                          \_____________________/

Money Code Go to the Options Screen and press
---------- A B C A B C A B C A B C A B C A B C Ls
You will hear an engine sound and you 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.

                              /~~~~~~~~~~~~~~\
[PZR]                          Panzer General
                              \______________/

[Note: This game has a very unfortunate save game bug. A save game from
Panzer can only exist with three other game saves. In other words, you
can only have three other games saved in order to save one game of Panzer.
SSI has announced no plans to fix this, and contends that because the
save game will become very big as you progress through the scenerios you
won't have room for any other games.  - Ed.]

Panzer General Scenario Flow Table
----------------------------------

Tu Scenario           Major                Minor                 Loss
-- ------------------ -------------------- --------------------- -------------
 7 Poland             Warsaw               Warsaw                LOSE
13 Warsaw             Norway               Low_Countries         LOSE
20 Norway             Low_Countries        Low_Countries         Low_Countries
25 Low_Countries      France_I             France_II             France_II
14 France_I           Sealion_Plus/40      North_Africa/Balkans  LOSE
14 France_II          North_Africa/Balkans North_Africa/Balkans  LOSE
13 Sealion_40         Barbarossa[NoW]      North_Africa/Balkans  LOSE
20 North_Africa       Middle_East          El_Alamein/Kiev       Torch
21 Middle_East        Sealion_43/Caucasus  Caucasus              El_Alamein
26 El_Alamein         Sealion_43           Torch                 Torch
18 Caucasus           Moscow_42            Kharkov               Kharkov
13 Sealion_43         Moscow_43[NoW]       Moscow_43             Anzio
13 Sealion_43(NoE)    Washington           Anzio                 Anzio
 D Torch              Husky/Kursk          Husky                 Husky
*D Torch(NoE)         Husky                Husky                 Husky
?D Husky              Moscow_43            Moscow_43             Moscow_43
*D Husky(NoE)         Anzio                Anzio                 Anzio
 D Anzio              D-Day/Byelorussia    D-Day                 MAJOR_DEFEAT
 D Anzio(NoE)         D-Day                D-Day                 MINOR_DEFEAT
 D D-Day              Anvil                Cobra                 Cobra
 D Anvil              Ardennes             Market_Garden         Market
NA Ardennes           Budapest[NoW]        Berlin                Berlin
NA Ardennes(NoE)      MINOR_VICTORY        Berlin_West           Berlin_West
 D Cobra              Ardennes             Market_Garden         Market_Garden
 D Market_Garden      Ardennes             Ardennes              Berlin
 D Market_Garden(NoE) Ardennes             Ardennes              Berlin_West
 D Berlin_West        MINOR_VICTORY        DRAW                  MAJOR_DEFEAT
22 Balkans            Crete                Barbarossa            Barbarossa
11 Crete              Barbarossa           Barbarossa            Barbarossa
18 Barbarossa         Early_Moscow/Kiev    Kiev                  LOSE
20 Kiev               Moscow_41            Moscow_41             Sevastopol
18 Moscow_41          Sealion_43[NoE]      El_Alamein/Sevastopol Sevastopol
18 Moscow_41(NoW)     Washington           Sevastopol            Sevastopol
14 Sevastopol         Stalingrad           Stalingrad            LOSE
14 Sevastopol(NoW)    Stalingrad           Stalingrad            MINOR_DEFEAT
17 Moscow_42          Sealion_43[NoE]      Kharkov               Kharkov
17 Moscow_42(NoW)     Washington           Kharkov               Kharkov
18 Stalingrad         Moscow_42            Husky/Kharkov         Kharkov
18 Stalingrad(NoW)    Moscow_42            Kharkov               Kharkov
15 Kharkov            Moscow_43            Kursk                 Byelorussia
 D Kursk              Moscow_43            Byelorussia/Anzio     Byelorussia
 D Kursk(NoW)         Moscow_43            Byelorussia           Byelorussia
16 Moscow_43          D-Day[NoE]           Byelorussia/D-Day     Byelorussia
16 Moscow_43(NoW)     Washington           Byelorussia           Byelorussia
 D Byelorussia        Ardennes             Ardennes              Berlin
 D Byelorussia(NoW)   Budapest             Budapest              Berlin_East
15 Budapest           Berlin_West[NoE]     Berlin                Berlin
15 Budapest(NoW)      MINOR_VICTORY        Berlin_East           Berlin_East
 D Berlin_East        MINOR_VICTORY        DRAW                  MAJOR_DEFEAT
 D Berlin             DRAW                 MINOR_DEFEAT          MAJOR_DEFEAT
15 Washington         MAJOR_VICTORY        MINOR_VICTORY         MINOR_DEFEAT
19 Early_Moscow       Sealion_43[NoE]      El_Alamein/Sevastopol Sevastopol
19 Early_Moscow(NoW)  Washington           Sevastopol            Sevastopol
13 Sealion_Plus       Barbarossa           North_Africa/Balkans  LOSE

"Tu" column lists the turn that a major victory can be accomplished by
    when on the offensive except for the following codes:
"D"  - axis are on the defensive, objectives must be held.
"NA" - is for Ardennes which is an offensive scenario with special
    victory conditions.
"*"  - seemingly impossible state to be in.
"?"  - not sure about path for minor and loss.
"??" - not sure about turn for major.

"[NoW]" means war is over in the west: use scenarios which include the
line "(NoE)" from now on.

"[NoE]" means war is over in the east: use scenarios which include the
line "(NoW)" from now on.

A result listed as "scenario1/scenario2" means the player can choose
between the two scenarios to play.

All other results, like "LOSE" for example, end the game.

                                 /~~~~~~~\
[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: ???
          + <secret>: <secret>
* Other denizens:
          + Pink scorpion: ???
          + Weeping snake: ???
          + Starfish: ???
          + Blue/red globe Ramses III

                                  NOTES
* The more you practice with a weapon, the better you get with it and the more
  damage you can cause.
* The pink scorpion and the snake always want something, either trade or
  something else. For those of you who are Japanese animation fans, Chisa
  Yokoyama (voice of "Sasami" in Tenchi Muyo!) plays the weeping snake.
* Ramses and the starfish help you. DON'T HURT THEM!
* Sometimes, just talking to a starfish will open a secret passage to explore.
  After you encounter one of them, doublecheck parts of the dungeon which may
  show up on the map, but which were previously blocked.
* The game is automatically saved every time you beat a boss monster.

                         /~~~~~~~~~~~~~~~~~~~~~~~~\
[PDW]                     Plumbers Don't Wear Ties
                         \________________________/

While the girl is talking in the beginning intro press up, down, right, left,
down, right, stop   It seems that sometimes it doesn't work if you hit A
to abort the video clip, but sometimes it does...
Note: There is no confirmation that you've entered the code, so good luck.
I have verified it to work! Although it doesn't make this shitty game any
better... Enter the code a few times to be sure you got it right the first
time.
                             /~~~~~~~~~~~~~~~~~\
[POD]                         PO'ed (Sampler 3)
                             \_________________/

* Press A, B, and C at the same time for all your health, laser power, and
maximum missiles (100).

* Press Pause and A at the same time for an overhead view. Ls and Rs zoom.
Press Pause and C at the same time to return to normal.

                                /~~~~~~~~~~\
[QTN]                            Quarantine
                                \__________/

Level Codes            The Park:       98645782
-----------            Old Kemo:       89962254
                       The Projects:   54185654
                       The Wharf:      92146125
                       "Last Level?":  33289642

$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...

                                 /~~~~~~~~~\
[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 <ptarbouriech@ea.com> from Electronic Arts,
one of the Shockwave designers:

- The green light going up and down on the left of the cockpit
  represents the number of pieces being loaded from the CD-ROM.
- The little colored dot on the lower right that changes color is an
  indication of memory fragmentation.
- The graph on the left is the frame rate : number of VBL per frame.
- The graph on the right is the number of actors in the simulation/8,
  every 8 frames.

Elvis is in Shockwave [Info from Oliver Wade <owade@ea.com>]
--------------------- You have to blow up the octagonal shaped moon base at
the beginning of level 10. If you fly back over it you'll see a very small
Elvis jumping up and down, trying to get rescued (you can't rescue him). This
was my only (very small) contribution to Shockwave and I just wondered if
anyone had seen it.

Shockwave : Official Solution to All the Levels
-----------------------------------------------

Mission 1 - Egypt

3 Objectives:
 1 - Valley of the Kings:
     Destroy all aliens here in order to get your first objective
     done. You have 18 aliens to destroy there. (10 walker (tripods)
     and 8 flying aliens (Scout)). Be careful here because one tripod
     slowly tries to escape on the left of the path. If you are really
     slow, you may not be able to destroy it.
 2 - Giza:
     Destroy all aliens here in order to get your second objective
     done. You have 15 aliens to destroy there. (10 regular tripods +
     2 strong tripods + 3 Scouts ).
 3 - Cairo:
     Destroy all aliens here in order to get your third objective
     done. You have 20 aliens to destroy there + 1 Big Boss. (4
     regular tripods + 8 stronger tripods + 8 Scouts + 1 fortress)..
     To destroy the Boss, use the missile you have. Avoid absolutely
     to be too close. Launch 1 or 2 missiles from far and then Make a
     U-Turn and redo the approach.

Hints:
  *  To accomplish this mission you don't have to destroy any other
     aliens than the ones present on these three sites. But, you may
     want to destroy the 3 tripods present on the refinery site in the
     middle of some fuel tanks. If you destroy these 3 tripods but
     destroy nothing from the refinery than you find later on the left
     of the path a bonus Refueler.
  *  You have in this mission 4 possible Refueler. The second is
     conditioned by your performance in the refinery and the fourth is
     there only if you made the 2 first objectives.
  *  lways check that the last Refueler you saw is not turning
     anymore before having it out of your path. You may sometime
     refuel twice. Basically, when you see a Refueler, do a first
     refueling, then destroy the aliens after this Refueler and then
     return to this Refueler.
  *  On an objective place, it's generally better to destroy the
     flying aliens and then the ground aliens. Try to keep your
     missile for the flying aliens.
  *  Except if you want to make a high score, don't waste your time
     and energy destroying all the aliens on your way. Stay focused on
     your objectives.

Mission 2 - Peru

2 Objectives:
    You only have 2 objectives here in the Peru Mission. Destroy all the
    Aliens in the 2 towns and you will have achieved your objectives

Hints:
  *  Shoot all the air alien forces then attack ground forces.
  *  Use refueler in the Andes and fly directly to Lima to shoot your
     way to the end.
  *  Very easy mission.

Mission 3 - Las vegas -Los Angeles

5 Objectives:
Las Vegas:
     Destroy all aliens here in order to get your first objective
     done. You have 20 aliens to destroy there. (3 Tripods - 5
     Collectors - 7 Scouts - 5 Interceptors).
Riverside:
     Destroy all aliens here in order to get your second objective
     done. You have 25 aliens to destroy there. (4 Tripods - 7
     Collectors - 3 Scouts - 5 Interceptors - 3 MobileAA -1 HeatSeeker
     - 2 Swarms). You must also destroy the 4 powerCells but NOT the
     prison.
Pasadena:
     Destroy all aliens here in order to get your third objective
     done. You have 19 aliens to destroy there. (3 Tripods - 3 strong
     Tripods - 2 Collectors - 3 Interceptors - 2 MobileAA -5
     HeatSeeker s- 1 Swarm). You must also destroy the 4 powerCells
     but NOT the prison.
BurBank:
     Destroy all aliens here in order to get your fourth objective
     done. You have 20 aliens to destroy there. (6 strong Tripods - 3
     Collectors - 3 Interceptors - 4 MobileAA - 3 HeatSeekers - 1
     Scout). Be careful here because 2 MobileAA quickly try to escape
     on the left of the path. If you are not fast enough in the
     beginning of this objective, you may not be able to destroy them.
Los Angeles:
     Destroy all aliens here in order to get your fifth objective
     done. You have 15 aliens to destroy there(5 Scouts - 4 strong
     Tripods - 6 Swarms). You also have to destroy a fast moving new
     craft called Cobras (their number depends on your performance on
     the first objectives). You have to destroy 12 PowerCells in order
     to free 3 prisons. Finally, you have to be careful with the
     satellite dishes. Don't destroy more than 1.

Hints:
  *  On Las Vegas, if you don't destroy any civil building, then you
     get two bonuses:
       o  Your first Refueler is going to be full, else it's going to
          be partial. This first Refueler is not visible on your radar
          because a tripod is exactly at the same position.
       o  An extra Refueler in Riverside, far on the left of the
          path, invisible on the radar.
  *  You need to protect the Atomic Power Plant form the Collectors
     walking towards it (else you're probably dead) and also save the
     6 close towers from the tripods. If you save them, then you get
     an extra Refueler far on the left of the path in Los Angeles.
  *  After Pasadena, in the Refinery region, you have a partial
     Refueler (invisible on your radar) on the right of the path.
  *  To destroy a Swarm, just shoot the immobile one.

Mission 4 - England

4 Objectives:
  *  Destroy all transport vehicles and aliens in the first section.
     ICE will tell you when you have completed this stage.
  *  Destroy all transports in the next section. This means all alien
     ships and transport units.
  *  This one is a little tricky. ICE tells you that you might be OK
     to ust fly by this cluster of aliens. However, this is a mission
     obective so you must destroy everything in this region. The
     aliens also will leave the screen so you have to be very careful
     not to let anything get past you.
  *  There is a construction sight that ICE tells you to destroy. It
     is a line of alien ground-to-air "directors" that can cause
     extreme damage to the shields of the craft.

Hints:
  *  At the end of of mission, there is a line of alien ground-to-air
     "Directors" that fire at you. Destroy the center one and use your
     thrusters to move past them. This will complete the obective.
  *  When you are past the construction site you will come across a
     lot of aliens and a helicopter. The helicopter is used to pick up
     Howser, so if you accidentally blow up the helicopter , you have
     failed the mission.

Mission 5 Hawaii

Introduction:
Your main goal is to destroy the communication systems (Radar) and
then to save the Kennedy.

5 Objectives:
1st Radar Site: (ground)
     Find and destroy the first group of 5 Radar. (Listen to ICE).
Prisoners Rescue Operation: (sea)
     You have to free 2 groups of 2 barges of prisoners. For that,
     destroy the two leading alien boats without destroying the 4
     barges and the Love Boat.
2nd Radar Site: (sea)
     Find and destroy the second group of 7 Radar. (Listen to ICE).
3rd Radar Site: (sea)
     Find and destroy the third group of 5 Radar. (Listen to ICE).
Kennedy Rescue Operation: (sea)
     Destroy all the aliens surrounding the Kennedy and avoid the
     Kennedy to be destroyed. You will have to destroy 15 to 19 aliens
     (or less if you succeed in your first objectives). They are: 2
     Skeeters, 5 Skimmers, 4 Submarines, 3 Scouts, 1 to 5 Cobras
     (depending on your previous performances).
To end this final objective, you have to destroy the final Boss,
     named "Morphing Tower". Don't get to close of it to avoid to
     start the morphing operation.

Hints:
  *  In the middle of the volcano, you have to destroy a 'Pumper'
     that provide the energy of the Energy fence located on the land
     between objective 4 and 5. If you destroy this pumper, the fence
     will be inactive, else the fence will be active and very
     dangerous.
  *  On the Prisioner rescue operation (Objective 2) you have to be
     very careful on what vessels you destroy. The lead vessels you
     have destroy are actually the last ones when you are flying
     towards them. They are going in the same direction as your flight
     path. There are two sets of ships so destroy them both. Be very
     careful on the second one because there is a ship right next to
     it. If you destroy the ship, you won't be able to pick up the
     prisoners and won't complete the objective.
  *  Between the objective 4 and 5, you'll find 3 giant alien boats.
     Destroy them and you'll get a bonus Refueler on the right of the
     Path after the Kennedy location.
  *  Between the objectives 3 and 4 (two radar location), you can
     find on the left of the path a extra Refueler not displayed on
     your radar.
  *  Avoid to get to close of the Kennedy, you may collide with it
     and with the "Special Force Shield arming your aircraft, you may
     destroy the Kennedy already fragile.

Mission 6 - Utah

6 Objectives:
  *  Destroy the three escavators just past the wall of AA's.
  *  Destroy the four escavators past another wall of AA's
  *  Destroy the first egg sight. It is guarded by a lot of alien
     units so once you have destroyed it, use your thrusters and get
     past them.
  *  Destroy another four escavators. ICE will tell you once you've
     completed that there are no egg sights left.
  *  Destroy another egg sight. Use the same tatical strategy as you
     did with destroying the first egg sight.
  *  Destroy the giant alien in the city of Dubway.

Hints:
  *  To destroy the escavators you need to hit them with two nuke
     missiles and some random laser fire.
  *  There are two ways to destroy the egg sight:
       o  Destroy the egg itself by using your missiles and lasers on
          it.
       o  Destroy the surrounding alien units and thte egg will
          automatically be destroyed.
  *  When you confront the giant alien in Dubway don't worry about
     destroying the building because all you need to do is to destroy
     the alien to pass the objective.
  *  There are a lot of aliens in this mission that you don't need to
     kill. Don't waste your time with them because all they do is
     drain your missiles and lasers. Use your thrusters and get past
     them.
  *  There is a hidden fuel drone in the canyon that is not on the
     radar.

Mission 7 - Mexico

4 Objectives:
  *  Destroy the two escavators and the first egg sight. Remember
     that they are both heavily guarded so you must be precise when
     attacking them.
  *  Destroy the second egg sight. Use the same technique that you
     used in mission 6.
  *  Destroy the third egg sight.
  *  Destroy the robotic type aliens. There are three and they are
     heavily armored so you will have to use both missiles and lasers
     to destroy them.

Hints:
  *  The two escavators in the first objective need to be hit with
     three missiles and some random laser fire to be destroyed.
  *  Destroy the fortress and receive a better fuel drone later in
     the mission.
  *  Destroy the four flying alien units "Hunters" or they will
     follow you throughout each section.

Mission 8 - Congo

4 Objectives:
  *  Destroy the landing pads and everything inside the first two
     silos.
  *  Destroy everything in the next two silos. It is very important
     that all the eggs are destroyed in order to complete the
     objective.
  *  Destroy all the landing pads. ICE will tell you that this is
     very important!
  *  Destroy the spider alien.

Hints:
  *  The first fuel drone is guarded by mines. To disable the mines
     and create a clear path to the fuel drone you must take out the
     magnetic field underneath the fuel drone. Then take out the two
     radar stations just over the hill. There is also a tri-pod alien
     that must be destroyed.
  *  There is a giant alien directly after a fuel drone near the end
     of objective one. You need to fly through really fast and fire
     your missiles immediately. The continious fire from the missiles
     will destroy the alien. After completing this, fly slowly back
     through the fuel drone and regain the missiles you lost.
  *  The third silo that you have to destroy is really tricky! After
     you have destroyed all the eggs you will have to manuever your
     craft past a set of steel fangs. If your ship gets hit in any way
     by the steel fangs, you will be destroyed. You must use your
     thrusters time your exit out of that silo just right to go onto
     the next objective.
  *  In the last objective, you will be confronted by a giant
     spider-type alien. You should destroy the magnetic field first
     then start using your missiles on the alien. Once you have
     depleated your ammo, there is a fuel drone directly to the west
     side of the screen that will enhance your shields and missiles.

Mission 9 - Paris (Clouds)

7 Objectives:
  *  Destroy the first communication tower.
  *  Destroy the second communication tower
  *  Destroy the third communication tower
  *  Destroy the fourth communication tower
  *  Destroy the fifth and sixth communication towers
  *  Destroy the giant snake alien. You might have to double back and
     hit it a few times with missiles lasers in order to destroy it.

Hints:
  *  When destroying any of the communication towers, you want to
     destroy the big unit first. After it is destroyed, you can pick
     off the little communication devices that surround it. Make sure
     that you make good use out of your fuel drones because there are
     a lot of swarming alien units that guard these communication
     devices.
  *  After you pick up the first two 02 generators you will be
     confronted by a giant snake like alien. Make sure that you don't
     get too close to it because the damage it gives out is deadly.
     Also make sure that you don't destroy the third 02 generator when
     trying to destroy the alien. If the third 02 generator is
     destroyed you will not be able to complete the mission.

Mission 10 - Moon(Mothership)
1 Objective:
  *  Reach the mother brain and destroy it. It will take a while to
     reach it because it is located in the back of the mother ship.

Hints:
  *  Use your thrusters a lot to bypass many of the aliens. Since
     there is only one objective, it would be wise not to waste much
     time on alien units firing at you.
  *  When you reach the mother ship there will be a fuel drone
     directly above it. Don't use it, destroy it. It will start firing
     at you if you get too close to it.
  *  Watch the surface of the moon for magnetic fields. They can be
     quite annoying if you are stuck in one.
  *  Scattered throughout the mother ship are "Pumpers" . They don't
     fire at you, but take out as many as possible because it makes
     killing the mother brain easier.
  *  When you approach the mother brain try to destroy the aliens
     surrounding it first instead of hitting it straight on.. This
     might make the final objective a little easier.

                              /~~~~~~~~~~~~~~~\
[SHD]                          Shadow Warriors
                              \_______________/
Anvil Stiles -
*slide - toward toward c
*knife toss - down towards a
*dissapearance - away towards right-shift
*grenade - down away c

Sasha Romanoff -
*stealth: away down c
*knife - down toward a
*slide - toward toward c
*knife 2 - down away right-shift

Gabrielle St. John -
*fireball - toward toward c
*cannonball - toward down away
*hypnotizer - toward toward away away

Viper -
*earthquake - down toward away right-shift
*disappear - away toward right-shift
*grenade - down away c
*knife - down toward a
*slide - toward toward c

Carlos Cortez -
*bomb - away toward c
*gun shot - toward toward c
*earthquake - down toward away right-shift

Riggs Riddick -
*hellfire - away toward a
*roll - toward down away
*disappear - away toward right-shift
*posession - toward toward c

Erika Storm -
*katana - away toward c
*disappear - away toward right-shift
*ground fire - down toward away right-shift
*spinner - right-shift toward away

                                /~~~~~~~~~~\
[SNJ]                            Slam n Jam
                                \__________/

Codes Enter the following 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.

Team Ratings To help you quick scan teams' streanghts and weaknesses.
------------ [Note: These are Slam n Jam teams, not NBA teams. For more
on NBA team selection, see below.]

Atlantic East  |  In | Out | Spd | Hnd | Def |Overall
---------------+-----+-----+-----+-----+-----+--------
Boston         |   4 |  21 |   4 |   8 |   3 |   6
Miami          |  17 |  20 |  14 |   8 |  18 |  16
New Jersey     |  17 |   5 |  25 |  18 |  24 |  16
New York       |  24 |   5 |   9 |  15 |   3 |   6
Orlando        |   9 |   3 |   9 |  10 |   7 |   3
Philadelphia   |   9 |  15 |  20 |  18 |  12 |  16
Washington     |  17 |   8 |  20 |  21 |  21 |  16

Central East   |  In | Out | Spd | Hnd | Def |Overall
---------------+-----+-----+-----+-----+-----+--------
Atlanta        |   9 |   8 |  25 |  18 |  22 |  16
Charlotte      |  21 |  27 |   4 |   4 |   1 |  13
Chicago        |   4 |  18 |   4 |   2 |  12 |   3
Cleveland      |   4 |  12 |   9 |   6 |  18 |   6
Detroit        |  14 |   2 |   1 |   3 |  10 |   1
Indiana        |  21 |   3 |  25 |  26 |  24 |  22
Milwaukee      |   3 |   8 |  14 |  15 |  10 |   6

Pacific West   |  In | Out | Spd | Hnd | Def |Overall
---------------+-----+-----+-----+-----+-----+--------
Oakland        |   9 |   7 |   4 |   4 |  12 |   3
Los Angeles    |   1 |  21 |   2 |  15 |   2 |   6
Phoenix        |  21 |  18 |   2 |   1 |  15 |   6
Portland       |   1 |  21 |   4 |  10 |   5 |   6
Sacramento     |  17 |  21 |  13 |  12 |  18 |  22
San Diego      |   9 |   8 |  20 |  14 |  24 |  13
Seattle        |   4 |  15 |  14 |  21 |   7 |  13

Midwest West   |  In | Out | Spd | Hnd | Def |Overall
---------------+-----+-----+-----+-----+-----+--------
Dallas         |  27 |  12 |  14 |  21 |   7 |  22
Denver         |  24 |  14 |  23 |  26 |  15 |  22
Houston        |  14 |  21 |  14 |  25 |   5 |  22
Minesotta      |   4 |   1 |   9 |   6 |  15 |   1
San Antonio    |  24 |  26 |  23 |  21 |  23 |  27
Utah           |  14 |  15 |  14 |  12 |  24 |  16

NBA Teams Although there is no NBA license, Crystal Dynamics did include
--------- some close (not perfect) renditions of real '93-'94 teams. To
find your team, just select it and then move right one. So if you want
the Chicago Bulls, move to the right one and select Cleveland instead.
The names have changed (and some people are missing) but nearly all the
players are there it seems.

NBA '93-'94 Roster List To better pick out your favorite players, try
----------------------- and match up thier numbers from this list.

[This list is a little incomplete. I need player numbers for the Clippers,
Lakers, and the Knicks very badly and am missing some player weights. Any
help is greatly 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 Cavs
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 Mavericks
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 Nuggets
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 Bucks
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

Minnasota Timberwolves
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 Nets
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 76ers
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 Kings
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 Jazz
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 Bullets
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 Female         Delta Gorno system      Yehat       Gamma Serpantis I
Slylandro               Beta Corvi IV           Zoq-Foz-Pik Alpha Tucanae I

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:
        <jump forward/back> + STRONG
---------
** KEN **
---------
 * Super Combo: "Violent Dragon Punch" "Double Dragon" "Shyoryureppa"
        --O | \  --O | \       + any punch
            O  O     O  O
   JAB dragon punch followed by a FIERCE dragon punch
 * New Roundhouse Kick 1:
        | \  --O      + tap any kick
        O  O
    animation resembles his old roundhouse (far).
 * New Roundhouse Kick 2:
        --O \  |      + tap any kick
             O O
    swings foot across at chest level, can be used in combos.
 * New Roundhouse Kick 3:
         O-- / | \ --O  + tap any kick
            O  O  O
 * New Axe Kick 1:
        | \  --O        + hold down kick button
        O  O
 * New Axe Kick 2:
        --O \  |        + hold down kick button
             O O
 * New Axe Kick 3:
        O-- / | \ --O   + hold down kick button
           O  O  O
 * Air Throw:
        <jumping> --O <or> O--          + FORWARD <or> ROUNDHOUSE
 * Knee Bash:
        --O <or> O--                    + FORWARD
        Ken will grab his opponent and hit'em with his knee repeatedly.
        Tap button & shake stick to increase bash speed.
--------------
** E. Honda **
--------------
 * Super Combo: "Super Killer Head Ram" "Double Torpedo"
         O-- <charge> --O  O-- --O       + any punch
   Does 2 Torpedos that hit multiple times
   You can do the motions for it, but instead of immediately tapping punch
       just keep the stick in a forward direction (jumping forward,
       walking forward, crouching forward, whatever).  When you tap a
       punch button, the Super Combo will automatically begin.
       You loose the charge if you reverse the direction of your
       stick or tap a kick button.
 * Uchio Throw
        |  / O--        + FIERCE
        O O
 * Hundred Hand Slap
        Tap punch repeatedly
------------
** BLANKA **
------------
 * Super Combo: "Grand Shave Roll"
         O-- <charge> --O  O-- --O     + any punch
   Rolls into ball, bounces up for a moment, and then
   rolls along ground for multiple hits. Can dive under "narrow" fireballs.
   (i.e. Sonic Boom, Air Slasher, High Tiger Shot, Yoga Fire, etc...)
   The ball can hit even as it's bounding upwards.
   Hold the punch button down to spin in place for a while.
 * Hop:
         O-- <or> --O       + all 3 kick
 * Sliding Punch:
        \             + FIERCE
         O
-----------
** GUILE **
-----------
 * Super Combo: "Double Summersault Kick" "Double Flash..." "Double Slash..."
         / <charge> \   / <to> O        + any kick
        O            O O       |
   SHORT flash kick followed by a ROUNDHOUSE flash kick
  * New forward kick:
        O-- <or> --O         + FORWARD
   * Old knee hop:
        O-- <or> --O                    + SHORT
  * Old backfist:
        --O                             + FIERCE
-------------
** CHUN LI **
-------------
* Super Combo: "Thousand Burst Kick" "Lightning Strike"
        O-- <charge> --O  O-- --O       + any kick
    Does a charging SHORT kick followed by a Lightning Kick barrage
    Chun can do the same trick with her SC that Honda has (in other
    words, for more info See Honda)
 * Spinning Bird Kick:
        O-- <charge> --O                + any kick
 * Jumping Lightning Kick:
        | <charge> O                    + any kick
        O          |
 * Parabolic Spinning Bird Kick is possible, but I'm not 100% sure
   of it's execution.  It's probably
                       O
        O-- <charge>  /    + kick
 * Neck Flip:
        \      + ROUNDHOUSE
         O
 * Back Flip:
        \      + FORWARD
         O
               can be done even if opponent is far away.
-------------
** Zangief **
-------------
 * Super Combo: "Final Atomic Buster"
       720 degree motion     + any punch
    Does a German Double Suplex followed by a SPD has done up to 70% damage!
    The Super Meter will NOT lose it's charge until you actually succeed in
    grabbing your target.
 * Green Hand or "Banishing Hand" "Vanishing Flat"
        --O \  |      + FIERCE
             O O
   Can follow with a SPD
 * Hopping Gut Crunch
       O-- <or> --O       + STRONG or FIERCE
-------------
** Dhalsim **
-------------
 * Super Combo: "Yoga Inferno"
    O--  / | \  --O O--  / | \  --O + any punch
        O  O  O         O  O  O
   Super-charged Yoga Flame that hits multiple times.
 * Vertical Yoga Flame: "Yoga Blast"
    O--  / | \  --O     + any kick
        O  O  O
-----------
** Cammy **
-----------
 * Super Combo: "Spin Dive Smasher"
    | \  --O | \    + any kick
    O  O     O  O
   Does a Cannondrill followed by a Thrust Kick
 * Cannonball Jump:
     / | \  --O  O  + strong/fierce
    O  O  O     /
   She'll spin up in a ball, and the next part is up to you:
        (NOTE:  nobody's 100% sure about this yet)
--------------
** Fei Long **
--------------
 * Super Combo: "Grand Blazing-Flame Punch" "Rekkuukyaku"
    | \  --O | \  --O     + any punch
    O  O     O  O
   Fei does 5 Rekka Punches in a row.
 * Triple Axe Jump: "Rekkuukyaky"
     / | \  --O  O       + any kick
    O  O  O     /
 * New Forward Kick:
    --O     + FORWARD
-------------
** DEE JAY **
-------------
 * Super Combo: "Carnival Hook Kick" "Quadruple Rolling Sabot Kick"
     O-- <charge> --O, O-- --O       + any kick
   He'll do 2 Double Dred Kicks.
 * Double Axe Jump: "Jack Knife Maximum"
    | <charge> O       + any kick
    O          |
   He does a spin kick in the air. The stronger the kick, the more spins
   you do. Looks sweet, and is fairly effective.
-------------
** T. HAWK **
-------------
 * Super Combo: "Double Mexican Typhoon" "Double Dunk"
    <720 degree motion>    + any punch
   One fierce Mega-Dunk followed by a jab Mega-Dunk. He only loses the
   charge when the throw is done. Missed attempts do not empty the power
   meter.  One person has managed to do the stick motions first, then
   walk forward a bit and tap the button to do the SC.
 * All you need to do to execute a Dive is to hit all 3 punch buttons.
   No stick movement required.
------------
** BALROG **
------------
 * Super Combo:  "Dashing Upper Cuts" "Frenzy" "Mad Dash" "Crazy Buffalo"
        O-- <charge> --O, O-- --O       + any punch or kick
   He does 5 rushing punches in a row.
 * Two New Ducking Rushing punches:
        O-- <charge> \                  + any punch or kick
                      O
----------
** VEGA **
----------
 * Super Combo: "Rolling Izuna Backdrop"
         /  <charge> \   / <to> O   O           + any kick
        O             O O        \ /
    This executes a normal wall dive.  However, if you connect with the
    bodyslam, you will get 3 bodyslams instead of one. The SUPER METER
    _ONLY_ goes down when you get the 3 bodyslams off. You will NOT see Vega
    leaving a trail of shadows UNTIL you actually grab your target,
    otherwise, it looks like a normal dive and you can make opponents
    nervous like this.
 * Forward Flip:
         / <charge> --O        + any kick
        O
-----------
** SAGAT **
-----------
 * Super Combo:  "Tiger Genocide"
    --O | \  --O | \                + any punch
        O  O     O  O
   A Tiger Knee followed by a Tiger Uppercut.
--------------
** M. BISON **
--------------
 * Super Combo:  "Knee Press Nightmare"
       O-- <charge> --O O-- --O                + any kick
   Does 2 Scissor Kicks in a row <kinda like how he always did in Classic SF2>
 * "Devil's reverse":
        | <charge> <to> O  O  O  + any punch
        O                \ | /
   It is now controllable. He'll fly where you send him and fake a
   headstomp. If you press punch AGAIN, he will dive down, and you can
   control his descent. Don't press it and you'll fly off, maybe to a safe
   distance. Has less priority than in SUPER (credits to Stiltman)

                           /~~~~~~~~~~~~~~~~~~~~\
[SWC]                       Super Wing Commander
                           \____________________/

Debug Mode In the lounge while holding X press the sequence B, B, C, C, A, A.
---------- You should hear a sound effect. Release X. Press Ls + Rs + P
together. You should enter the Debug Mode main menu.

There are a bunch of nifty goodies in the Debug mode, so I'll just point out
some of the best ones:
  * Play all the background music of the game.
  * Play all the cinema clips, plus some that didn't make it into the final
    version. (Anyone know who is the *live actor* in FILM.MOV and UID.MOV?
  * Set various system flags:
       + Killable = Set to False and you can't die.
       + Bangable = Set to False and you can't crash against other ships or
         asteroids.
       + Picker = Set to True, return to the Lounge, and keep cycling options
         until you hear "Choose Campaign" or "Choose Mission". With these,
         you can access every possible mission in each of the three campaigns.

                          THE "FINGER OF DEATH" CODE
Basically it's like the Alt-Del sequence on the IBM-PC except that you hit
either Rs or Ls and B together, and whatever you have targeted will be
instantly destroyed. Watch out though as I have killed my Wingman accidentally
about 5 times now. I've got a better one. Set Killable and Bangable to False,
then zoom through the Tiger's Claw. Your wingman will dutifully try and follow
you... WHAM!

                              /~~~~~~~~~~~~~~~\
[SWR]                          Supreme Warrior
                              \_______________/

[This is based, in part, on guesswork. :) -Ed. ]

To steal a fireball use the Iron Lotus Shield as the warlord throws it.
I think the Longevity Turtle will steal the Earthquake. Chances are to
steal the Air Warlord's trick you will need to use Pearl of Vitality.

                               /~~~~~~~~~~~~~\
[TEC]                           Total Eclipse
                               \_____________/

Round Select At the "Quit/Previews" option on the option menu, hold the X
------------ button and press B, Ls, and A.  Then let go of the X button and
press B, Ls, A, B, Ls, A.  You'll hear a confirmation sound and the window
will display a round select.

Free Flight Zone To access an endless zone free of enemies to practice flying
---------------- around, start the game, and pause it with the P button.
With Play Game highlighted, press B, A, C, A, B, A, Ls.  Press the Ls and Rs
buttons simultaneously, and X, X.  A skull should appear in the window to the
right. Then press Ls, A, B, Ls, A, B, X, X, X.

99 Ship Code Proceed through the Free Flight Zone code until the skull
------------ appears in the window.  Press P.  A much bigger skull should
show. Press A, A, B, B, C, C, Ls, Ls, Rs, Rs, P. This should restart the game
from the beginning with 99 ships.

                               /~~~~~~~~~~~~~~~~\
[ULP]                           Ultraman Powered
                               \________________/
[Japanese import]
Playing Monsters From the main menu, enter VS MODE. Move the cursor to
---------------- 1P VS COM, and press Ls+left+A. Select the monster you want
to play. At the battle, you should be able to play the monster against a
computer-controlled Ultraman.

Playing Powered Baltan (Baltan II) Use the "Playing Monsters" code. Move the
---------------------------------- cursor to Baltan. Press Ls+up+A  You
should be playing Powered Baltan (Baltan II) against a computer-controlled
Ultraman.

All The Moves
-------------

ULTRAMAN
Powered Punch: A
Powered Chop: B
Low Kick: C
Powered Kick: R
Mega Special Beam: Ls with full power/ blinking
Incitement: Ls
Throw: near enemy B
Jump: up, up right, up left
Jump Chop: Up & A
Jump Hard Chop: Up & B
Knee Drop: Up & C
Jump Kick: Up & R
Duck: Down
Duck Chop: Down & A
Powered Upper: Down & B
Duck Kick: Down & C
Duck Hard Kick: Down & R
Powered Barrier: Down (automatic)
Block: hold Back
Back Retreat: Back Twice
Arm Lazer: Down, Toward & A or B
Powered Slash: Down, Away & A or B
Thrust Down Kick: While Jumping, press Down and C or R

BALTAN
Chop: A
Butt: B
Kick: C
Strong Kick: R
Nova Blaster: Ls "when powered up"
Incitement: Ls
Throw: Near Enemy, Toward, B
Jump: Up, Up diagonals
Jump Chop: Up & A
Jump Butt: Up & B
Jump Kick: Up & C
Up Strong Kick: Up & R
Duck Chop: Down & A
Duck Butt: Down & B
Straight Kick: Down & C
Straight Hard Kick: Down & R
Back Teleport: Tap BACK twice
Virus Beam: Down, Toward, & A or B
Flying Scissor Attack: Back, Back, & A or B
Diving Attack: Down, Down, & R or C
Poison Ball: Down, Back, &  A, B, C. or R
Block: Hold Back

KEMULAR
Tongue Whip: A
Strong Whip: B
Tail Whip: C
Strong Tail Whip: R
Poison Gas: Ls (w/ full power)
Incitement: Ls
Diagonal Tongue Streach: Up & A
Ram: Up & R
Rushing Strike: Up & R
Retreat: Back, Back
Gas Spray: Down, Back, & C or R
Dash Attack: Down, Down, & C or A
Block: Hold Back

RED KING
Ram: A
Head Butt: B
Kick: C
Tail Whip: R
Boulder Throw: Ls (w/full power)
Incitement: Ls
Throw: Near Enemy, Toward, B
Body Press: Up & A
Strong Body Press: Up & B
Ducking Attack: Down & A, B, C, or R
Retreat: Back, Back
Rushing Attack: Hold A or B for 2 seconds and let go
Combo Hit: Down, Back & A or B
Block: Hold Back

TELESDON
Punch: A
Head Butt: B
Kick: C
Tail Whip: R
Fire Ball: L (w/full power)
Incitement: Ls
Throw: Near Enemy, Toward, B
Body Press: Up & A
Low Fire: Down & B or R
Retreat: Back, Back
Fire Ball: Hold Down A or B for 2 seconds & let go
Bury Attack: Down, Down & A or B
Block: Hold Back

DA DA
Chop:  A
Lightning Chop: B
Kick: C
Lightning Kick: R
Da Da's Fireball: Ls (w/Full power)
Incitement: Ls
Throw: Near Enemy, Toward, B
Bolt Hold: Near Enemy, Toward & B
Jump Chop: Up & A
Jump Lightning Chop: Up & B
Jump Kick: Up & C
Jump Lightning Kick: Up & R
Duck Chop: Down & A
Duck Lightning Chop: Down & B
Duck Kick: Down & C
Duck Lightning Kick: Down & R
Retreat: Back, Back
DA DA Lightning: Toward, Toward, &  A or B
Horizontal Fireball: In air, press Forward twice & A or B
Lightning Zap: Down, Back & A or B
Lightning Cutter: Down, Toward & A or B
Block: Hold Back

JAMIRA
Punch: A
Crane Punch: B
Kick: C
Strong Kick: R
Rushing Combo Hit: Ls (w/full power)
Incitement: Ls
Throw: Near Enemy, Toward, B
Jump Claw: Up & A
Jump Strong Claw: Up & B
Head Pull: Up & C
Jump Kick: Up & R
Duck Punch: Down & A
Sliding: Down & R
Retreat: Back, Back
Rolling Claw: Hold A or B for 2 seconds and let go
Mid Air Throw: While Jumping press Right & A or B
Rush Attack: Forward, Forward & A or B
Block: Hold Back

GOMORA
Punch: A
Ram: B
Kick: C
Tail Whip: R
Rush Attack: Ls (w/full power)
Incitement: Ls
Body Press: Up & A, B, C, or R
Ducking Punch: Down & A
Ducking Hard Punch: Down & B
Ducking Tail Whip: Down & R
Retreat: Back, Back
Horn Throw: Back, Down, Toward & A or B
Horn Thrust: Down, Down & C or R
Tail Combo: Hold C or R for 2 seconds then let go
Block: Hold Back

                                /~~~~~~~~~~\
[VRS]                            VR Stalker
                                \__________/

>From the list of options, choose passcode.  Enter the first three
of the mission you want, then 'LQG-77k'

Utah         - M79              Arkansas        - CCT
Arizona      - 5KK              Virginia        - CC7
Texas        - M37              Indiana         - EW3
Gulf of Mex. - 1AD              California      - ESO
Colorado     - 15O              Pacific Ocean   - EAT
Nevada       - 5U1              Washington D.C. - SAH
Tennessee    - 1QO              Florida Keys    - CUD

                             /~~~~~~~~~~~~~~~~~~\
[WOW]                         Way of the Warrior
                             \__________________/

[Ripped from the FAQ -- find it for lots of info and tips. I got all the
secret stuff from it, though (hopefully :) - Ed.]

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

To play agaisnt BLACK DRAGON, MAJOR TROUBLE, and VOODOO

 o The secret characters form a ladder. You must beat each one in order to be
   able to fight the next.
 o To get to BDRAGON, you need to play a perfect second match (second fight).
   You definitely must finish with a 2nd wind, and Andy may have put other
   requirements in as well, judging from comments made on the net.
 o To get to MTROUBLE, you have to do the same with the 4th match, AND
   you must have beaten BLACK DRAGON.
 o Same applies for VOODOO.
 o And there is another totally different secret character (not just a color
   and attitude change) which comes last.

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.

                                 /~~~~~~~~\
[ZAD]                             Zhadnost
                                 \________/

This is the disclaimer that cruises by very fast after Ray zips through
the rules.

Remember, the Bizarnian People's Glorious Free Food and Drug
Administration requires all holders of level two hall passes to
register their recreational animals on or before April 15, 2039.
 All persecutors will be violated by order of the All Knowing
State Commission for the Willful Suspension of Disbelief and
Disbelief Systems, in accordance with order FF-666, section 12,
paragraph 7, line 33, of Bob's Big Blue Book of Ordinances,
Volume 2, Revision 7.1.06.  All employees, family members of
employees, or any person or persons possessing knowledge of
anyone concealing the whereabouts of any employee, or indentured
lay person, or their various alter egos, along with their
families and members of Channel Zero Productions are strictly
Uninhibited.  If you need additional time to lie for any
embarrassing period or periods of prolonged silence, you will be
allowed an automatic six year extension to the standard contract
issued in your name by those other guys in the dark suits as
provided for in Bob's New Big Blue Book of Ordinances, Volume 7,
Revision 8.12.63.  Also remember that state and local taxis are
not occluded and that all forms of spiritual and economic
management or similar methods of torture are not permitted by
the trilateral commission in the quad-sector region.   All life
leases are subject to immediate suspension pending investigation
by lesser gods and immortality is strictly prohibited under the
bylaws of the current fifteen year plan.  Exposure to certain
neckwear, flashing lights, or bad grammar on a television screen
or while playing video games may induce fits of remorse in a
very small percentage of individuals.  Certain conditions may
induce previously undetected symptoms of conscience even in
persons who have no history of moral values.  If you, or anyone
in your family has a lingering episode of ennui, consult your
theologian prior to praying.  If you experience any of the
following symptoms while playing a video game--dizziness,
altered vision, eye or muscle twitches, loss of awareness,
disorientation, any involuntary movement, or
convulsions--IMMEDIATELY increase use and insult your physician.
Finally, the Bizarnian People's Glorious Free Food and Drug
Administration  requires all holders of level two hall passes to
register their recreational animals on or before April 15, 2039.
 All persecutors will be violated by order of the All Knowing
State Commission for the Willful Suspension of Disbelief and
Disbelief Systems, in accordance with order FF-666, section 12,
paragraph 7, line 33, of Bob's Big Blue Book of Ordinances,
Volume 2, Revision 7.1.06.  All employees, family members of
employees, or any person or persons possessing knowledge of
anyone concealing the whereabouts of any employee, or indentured
lay person, or their various alter egos, along with their
families and members of Channel Zero Productions are strictly
Uninhibited.  If you need additional time to lie for any
embarrassing period or periods of prolonged silence, you will be
allowed an automatic six year extension to the standard contract
issued in your name by those other guys in the dark suits as
provided for in Bob's New Big Blue Book of Ordinances, Volume 7,
Revision 8.12.63.  Also remember that state and local taxis are
not occluded and that all forms of spiritual and economic
management or similar methods of torture are not permitted by
the trilateral commission in the quad-sector region.   All life
leases are subject to immediate suspension pending investigation
by lesser gods and immortality is strictly prohibited under the
bylaws of the current fifteen year plan.

                                 /~~~~~~~~\
[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        Flying Nightmares (tba)

Mouse:
Fun 'N Games                Lemmings                Myst
Shanghai: Triple Threat     World Cup Golf          Kingdom: Far Reaches
Mad Dog McCree II           Crime Patrol

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, Wicked 18: 9.3k]

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 Kid
sockid.save                     Saved Game from Soccer Kid
starcon2.00                     Saved Game from Star Control II
starcon2.01                     Saved Game from Star Control II
starcon2.02                     Saved Game from Star Control II
starcon2.03                     Saved Game from Star Control II
starcon2.04                     Saved Game from Star Control II
starcon2.05                     Saved Game from Star Control II
starcon2.06                     Saved Game from Star Control II
starcon2.07                     Saved Game from Star Control II
starcon2.08                     Saved Game from Star Control II
starcon2.09                     Saved Game from Star Control 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_Devils_1                     Saved game from Wicked 18
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]
