A.P.B. To skip level: Hold Option 1 + Option 2 while running into a donut or through the Donut shop. This will fill your quota and return you to the Police Station. Level 99: Complete the quota, then hold Option 1 + Option 2 at Officer Bob's parking space. Game play will resume at level 99 with random quotas each time it is completed. Fast refuel: Locate the double gasoline pumps on Highway 12. Park exactly between both pumps and refuel at double the normal rate. Awesome Golf Hole-in-one: Enter LANDLORD as a name. Press Option 2 to tee off, then press Option 2 again when the ball is in flight. Basketbrawl Michael Jordan: Enter MJ23 as a password. A player with Michael Jordan's attributes will be your partner. Edit pause message: Pause game play, hold Option 1, and press Option 2. Passwords: Enter one of the following passwords to begin game play at the corresponding level. Level Password 1-1 AAAA 1-2 BBBB 1-3 CCCC 2-1 DDDD 2-2 EEEE 2-3 FFFF 3-1 GGGG 3-2 HHHH 3-3 IIII 4-1 JJJJ 4-2 KKKK 4-3 LLLL 5-1 MMMM 5-2 NNNN 5-3 OOOO Super passwords: Enter one of the following passwords to begin game play at the corresponding level with maximum power-ups and shooting ability. Level Password 1-1 999Q 1-2 P99R 1-3 9P9S 2-1 PP9T 2-2 99PU 2-3 P9PV 3-1 9PPW 3-2 PPPX 3-3 999I 4-1 P99J 4-2 9P9K 4-3 PP9L 5-1 99PM 5-2 P9PN 5-3 9PPO Batman Returns Cheat mode: Press Up(8 times), Down(12), Left(15), Right(19), Option 1(27), A at the title screen when the Batman logo appears. The following cheat functions are now available. Level skip Pause game play and press Option 1. Invincibility Pause game play and press Option 2. Note: He is still killed when he falls of a building . Once the cheatmode is activated, it is cancelled if you press the jpoypad or option 1 on the title screen. That includes pressing restart during a game, so let the game return to the title screen in its own when a game ends. There is no indication that cheatmode is on. If it doesn`t work, turn off the power, then try it again. You are probably hitting a diagonal on the joypad, which would count as a press for each direction. Bonus energy and batarangs: Locate the large red box with a bow on level one. Stand on the right edge of the top of the box. Motorcycles will break of the right side of the box. Jump down and enter the box to receive ten batarangs and extra energy. *How to kill the Penguin Duck Combo? The goal at the end of level 1 is to hit the duck head, not the penguin. Watch what happens when you hit the duck in the face. Just get on the platform, bend down, and throw those batrangs. Don`t miss the energy at the right edge of screen after you kill the duck. The duck must be hit in the head several times. When a hit registers, the duck closes its eye. 10 or 11 hits will do. Protecting yourself from exploding mirrors: When standing in front of Shreck`s store before it`s windown explode, look around. There is one thing in particular that would block flying glass. Batman Returns strategy 1st.level: 1. Most important is keep moving. Don't sit still in one place or you will be pounded. Do not use your baterangs or acid vials in the first stage when you fight the clowns, goons, machine gun weirdos, etc. They can be destroyed by either jumping over them and/or punching them. This is most important. When you reach the duck, you should have 70 batarangs and about 13 acid vials. 2. To defeat the duck, stand on the top ledge and TIME your shots. This is most important. Do NOT jump off or down the ledge you are on otherwise the penguins bombs wil hit you and take off a lot of life. The most important thing to defeat the duck is watching the ducks pattern and timing your shots. 3. After you defeat the duck, walk to the right and get your life vial. *You have a much better punching range when you duck down and punch. *After getting past the first sewer cover where you encounter the fat clowns, go past the second street lamp and find a power up there. Also there are power ups behind the first two street lamp(posts) as you encounter the knife women. Also 2 powerups inside the Gift Box. (enter it from the right). 2ND level: The idea here is to keep moving , but be very cautious. Your worst enemy is the shotgun cops. Because their bullets will make you fall to your death if the bullets hit you while jumping. (Look and shoot before you leap.Watch out for the boxes when crouching to shoot cops. It is better to take a few bullets than to be blown up by a box.) 1. Grab all power ups. 2. When you are about to jump from a ledge, fire a batarang to the right. If you hear someone dying, fire another. This will stop the shotgun cops from blowing you out of the air. Note that this must be done quickly. If you stand in one place to long, another shot gun cop will come from behind you. Don't worry about the normal police shooting you. Their bullets don't take off much. 3. Don't shoot like a wild man. Don`t shoot at every goon either. Shoot the shotgun cops. You can punch or jump over the rest. However, if you are about to jump off a ledge, then shoot the bad guys to the left or right of you. 4. Beware the yellow crates on the ground for they explode. What you do is jump on one and then jump to safety. In about 2 seconds it will explode. 5. When you fight catwoman, you will need at least 30 batarangs and 10 vials. Again timing is important. What you should do is jump a lot as this will not let her whip hit you. All the way to the right, you will find a life power up. Get it if you are low in health. 3rd level: Run! Shoot the big penguins as quickly as possible. You can avoid the other enemy shots. Use the vials at the end of the level. (the glowing stuff is toxic waste. Touching it gives Batman a sizzling sensation.) *The total of penguins you have to kill at the end of the level is about 50. Make sure you pass the open pipe facing to the right so the penguin counter will start. There are a few semi-safe spots, and the vials are very useful there. You can also kill penguins behind the pipes. 4th level: *Look for mr. Shreck in this level. He is going for a dip in the toxic waste. 1. Your first order of business should be to avoid the penguin and head for the power generator at the end of the stage. You must duck and punch the little box on the ground (the one with the lightning bolt on it) until the generator blows up; this will stop the cage from lowering the Ice Princess into the murky depths. 2. The Penguin will slide and attack you while you're doing this, but you should shrug him off by jumping over him and hitting him with a Batarang or acid vial to send him momentarily into the pool. The Penguin will not die until you've destroyed the power generator, so don't waste too much time attacking him at first. Once the generator explodes, send him a few well-placed acid vials or Batarangs. Battlewheels Invisible car: Select the female driver with short blond hair at the character selection screen. Select the green car, and keep this vehicle highlighted. Hold Option 1 and press A and the car will turn black. This car will be invisible to radar and normal vision during game play. Unlimited ammunition, rapid fire: Select the male driver with blonde hair at the character selection screen. Select the tan car, and keep this vehicle highlighted. Hold Option 1 and press A and the car will turn red with a black top. Unlimited ammunition and rapid fire weapons will be available during game play. Paint sprayer: Press Option 1 + Option 2 while on foot. Locked view: Hold B while selecting an alternate view, hold Option 2, then release B. Your view will be locked in this position until B is pressed again. Battlezone 2000 3D version: Press Option 1(2) at the tank customization screen with the red flashing bars, then hold Option 1 and press Pause. A 3D version of the game with 2000 levels may now be played. Getting Started: First off: how to get to the easter egg game: Go to the tank customization screen, press OPTION 1 twice, then press and hold it, and also press the PAUSE button, which will do the reset. This is best done right when turning the unit on... if it didn't work, turn it off and try again. WHAT YOU SEE ~~ The Map Screen: ~~ This is a HUGE game. There are different kinds of terrain, spread out among 2000 squares (50x40). Also, every one of these seems to have a different layout of walls and enemies and power-ups and other stuff. On the map screen, these items are shown: >> Terrain Type >> Tanks to Destroy >> Fuel Canisters >> Other Canisters >> Radiation Level ["Z-Rate"] There is also a multi-colored bar just under the radiation-level. That seems to be a chart of different radiation-amounts for each color, increasing to the right. ~~ Tank template screen: ~~ Here you choose your tank type (A-F), or restore a previous tank. >> ZT.Restore - Input password of previous game >> ZT.Build - Creates standard tank (can adjust after built) >> ZT.New - Select parts yourself to create tank You have the same parts available to you whether you use ZT.Build (which places the parts for you) or ZT.New (where you do it yourself). Watch out that three of the tanks (A-Shanker, D-Sprick, F-Gigan) have an OVER capacity of either detectors or scanners. Unless they are hiding something from us, there can be only 12 spaces of scanners and 10 spaces of detectors used. This is wasted space on the tanks, then. But, they might have lots of what you want... ~~ Tank build screen: ~~ Even if you choose ZT.Build, all of the items available to you are not placed. Be sure to go back through the list, adding/upgrading where possible. >> Engines >> >> A MOTIVE UNIT MaxPw: 0400 Eff: 0.75 Wader Class 2h >> B MOTIVE UNIT MaxPw: 0400 Eff: 1.0 Ellel Class 4s >> C MOTIVE UNIT MaxPw: 0500 Eff: 0.75 Zorbach Class 4s >> D MOTIVE UNIT MaxPw: 0500 Eff: 1.0 Azra Class 6h >> DriveTrain >> >> A JO-KA DRIVE Accel: 1.0 Flat Terrain 2h >> B STERIUM DRIVE Accel: 2.0 Hilly Terrain 4s >> C EPICYCLIC DRIVE Accel: 4.0 All Terrain 6h >> Fuel >> A FUEL CELL Standard Core 90J Cpcty Disposable 2v val 9 >> (a standard level will need a few of these) >> B FUEL CELL Daru Core 200J Cpcty Slow Charge 4s val 20 >> (this one seldom drains completely in one level) Fuel is moderately interesting. If you have lots of fuel space, and you have a B cell available, you should certainly put it in. But watch out -- you don't often find these, so if you run out of gas, you will have to replenish it with a 9-pack (A). Just try to leave a 2v space open for a replacement, so you don't lose a 20-pack. >> Missile >> A BTX MISSILE Cursor Aim 400 Impact 1000 Range 2v qty 9 >> B RADX MISSILE Radar Track 600 Impact 1500 Range 4s qty 30 >> C LZX MISSILE Laser Guided 800 Impact 2000 Range ?? qty ?? >> D CAMX MISSILE Camera Guided 1000 Impact 2500 Range 6h qty 30 >> Razer >> A ZAPP RAZER Range: 1000 400 Impact Drain: 100 4s qty: 70 >> B PULSE RAZER Range: 1500 600 Impact Drain: 175 4s qty: 70 >> C ION RAZER Range: 2000 800 Impact Drain: 250 4s qty: 70 >> D GAMMA RAZER Range: 2500 1000 Impact Drain: 300 4s qty: 70 >> Shield >> A MIN SHIELD 9k Protect Quart Defense Low Drain 2v val 9 >> B WIDE SHIELD 9k Protect Half Defense High Drain 2h val 9 >> Dials >> A BEARING MONX Relational 360 Reliability.99 Drain: 252 4s >> B ABS CO-ORD Acc: +/- 20 ISO Calibrtd Drain: 200 6h >> >> C EXPOSURE CNT Optimsd X-Ray Auto De-Flux Drain: 100 4s >> The A (Bearing Monx) measures angles in degrees just as in trigonometry, with 0 degrees pointing to the East (that is, to the right) and proceeding counter-clockwise (90 degrees is North, 180 is West, 270 is South). The B (ABS CO-ORD) measures location in Cartesian terms, with the origin (0,0) at the lower-left. The range of positions is 0-200 on either axis. >> Detector >> A FUEL DETECT One Point RO Display Drain: 150 2v >> B PICKINZ DETECT All Types RO Display Drain: 200 2v >> C TANK DETECT Zone Limited RO Display Drain: 300 2v >> D ZEEK DETECT One Point RO Display Drain: 200 2v >> E MAP DETECT Detect All RO Display Drain: 150 2v A (F)uel - displays all fuel canisters within a given range B (P)ickinz - displays all 'other' canisters within a given range C (T)ank - displays all tanks within a given range D (Z)eek - displays all zeeks (see below, Enemies) within a given range E (M)ap - puts a pop-up overhead map of the entire level (including walls!), with your tank as a filled-in square, and other tanks as empty squares. Tank positions are not updated automatically, but you can keep the cursor over the M-icon and repeatedly double-click. >> Scanner >> A DATA SCAN 5 Terrabyte Auto Translat Range: 30 4s Drain: 1000 >> B PICKINZ SCAN Icon Gen Mount Advice Range: 30 4s Drain: 1000 >> C TANK SCAN Multi id 90% Accurate Range: 50 4s Drain: 200 >> Control >> A CONTROL -- Activate by A Cursor Pod 8h L/R=Direction U/D=Gear ~~ Game screen: ~~ After selecting 'OK', you are dropped into the seat of a powerful tank. On the right side of the Lynx display is your button assignments. By default, OPTION 1 switches between Select mode and Move mode, and 'a' and 'b' are assigned to weapons systems that you have installed. OPTION 2 is the pick-up/put-down/ place button. All but OPTION 2 can be reconfigured Scattered across the edges of the rest of the display are all the items you placed earlier, with the current quantity loaded, if applicable. Tips: ~~ On enemies: ~~ To begin with, there are four types of enemies that I have dealt with: TANKS: No surprise here, I hope. 3D, polygonal. I have so far only seen them shoot missiles. Not too bright, as I have often found them facing a wall or in a corner. ZEEK: These are the annoying little bouncy-guys on each level. (I found the name when a couple of those guys chewed up my armor, and the end-level display said "zilled be zeek.") 2D, bitmapped. The pictures are different on every kind of terrain type, but they are all nasty and hard to kill. After five minutes in a level, you will often find a little group following you. MISSILE-BOMBERS (for lack of a better name (they may actually fall under "Zeek," but I don't know)): 2D, bitmapped. These meanies fly around, and when they are near, launch missiles at you. They can even fly across walls and stuff. UNA-BOMBERS 2D, bitmapped.I don't know where they come from, but they come directly at you and blow up. They must lead rather depressing lives. Best way to get rid of these guys? Missiles, usually, will do the best job. But, you often have a small supply of those, and they are kind of hard to aim. You have a greater quantity of razers, and can aim them fairly well, but they will "bounce off" often, it seems. Watch out that you don't back into an enemy, particularly a zeek. From what I have experienced, that's the end for your armor! It also seems that you can blow up oncoming missiles, when you use the razer. I am not sure if missiles will do this. ~~ On better control: ~~ First, here are some tips on entering passwords: Even though passwords can reach over 15 sets, it could be much worse. Putting the code in, the order of characters is "A...Za...z0...9A..." Yes, there are a lot of characters! However, there are some things in the coder's favor: * The code is retained from the last code you put in. You can edit/ fix a bad code, or recover a partial one if you hit the wrong key. * The 'B' button -- this flips case! a->A, R->r, etc. This is also good for getting to/from numbers quick, (e.g., if you are at 'a', you're super-far from any numbers. But hit 'b,' then back up, and you are in the numbers. * Every time you add a letter, it is copied from the last one. (e.g., if your code currently is rC, and you hit right at the C, which adds a char, the string will be rCC. Thus, for a code of rC2C-eWC, do the r, hit over, find a C, then replicate this until the last repeat of C, then go back and fix the rest...) * The OPTION 2 button -- goes to end-of-input. So, if you accidentally hit the accept 'a' button, you can jump back to the end of the password, to finish it. Don't forget the OPTION 1 button, acts like a delete key. Level passwords are comprised of only CAPS. Hit 'a' to finish... There are two modes of operation during the game: Select mode and Move mode. To switch between the two modes, use the key currently assigned to 'CONTROL' (OPTION 1 is default). 'PAUSE' is the only way to stop the action in either mode, regardless of what is activated, like a scanner or even the map detector. You start out in Select Mode, the more complicated of the two, so I'll cover that first. ~~ Select mode controls: ~~ JOYPAD MOVES CURSOR. If the cursor is on an item in your inventory, its name will display. Also, if this item can be linked to a button (see below), the word "key" will display with the cursor. 'a' or 'b' or OPTION 1 -- double-clicking any of these on a "key" item will make that button activate the item (these are: Control, Missiles, Razers, Scanners). If the cursor is over a Pickinz or a Fuel, it will activate that item (i.e., it will bring up that HUD or use that fuel tank), leaving button assignment the same. (Does this go for shields, too?) If one of these buttons is pressed while the cursor is over the viewscreen, it will activate its associated function. OPTION 2 while on your inventory will drop a canister in front of your tank, and change the cursor to the item you chose. You can move the item somewhere else in the highlighted region, or drop it by pressing OPTION 2 again while in the viewscreen. If the cursor is over a canister on the viewscreen, this button will pick up the item inside, giving you an icon for it, as well as a highlight area where it is allowed to be placed. Here's a little hint: You can drop anything in inventory, just not if there is a canister already right in front of you. If one of your banks of missiles or razers runs out, you will need to reassign you keys to non-empty ones, as it will not be done for you. Fuel and shields do this automatically. ~~ Move mode controls: ~~ Joypad -- control direction of the tank. Up -- accelerate forward. Down -- accelerate backward. Right -- turn right Left -- turn left 'a' or 'b' or opt.1 -- activate its associated function (Be sure to double-click to activate a scanner on something.) OPTION 2 -- the original sheet says this "toggles music on/off"(not tested yet) >> Do the controls seem a bit sluggish? Double-press any direction on the joypad, and see the results. Your tank really starts to fly around! ~~ "double"-joypad -- speedy control. ~~ UP -- if speed is over 20, go to turbo (speed 99) for duration of keypress. A 'T' replaces the '+' in the control panel. DOWN -- immediate full-stop, regardless of current direction or speed RIGHT -- turn quickly to the right LEFT -- turn quickly to the left Always pick up the tank "droppings" -- left by dead tanks. It's usually at least a used missile bank, but sometimes it's better, like a new drive-train and stuff. And, lastly, here is an unexpected way to get stuff: When you input a code, you still get the choice of equip that you would have had you chosen ZT.Build or ZT.New. That means you have all your stuff, plus MORE that is allocated. Bug? Maybe, but it makes for powerful tanks!! Bill And Ted's Excellent Adventure Level Password Egypt 1700 B.C. C68K BD02 W1T1 0G0D Egypt 1500 B.C. B87C RXDF X1EY 0ERE Rome 60 B.C. 4000 0002 ZF6P 0H1S Europe 1700 A.D. Y1YS FJDG 8GBX OMKP Rome 70 B.C. 4A33 7L03 I4C5 6WZ1 Texas 1880 A.D. 4000 00DD Z43L 6WNA San Dimas 2691 A.D. C8S9 AG07 7HH9 71D2 Hints: *To get past creatures, run. *Keep the scare stone on at all times while in Egypt 1500. *The ankh is helpful for water travel. *In Egypt 1500 BC, in two player mode, both of the characters have to be in the boat when you travel to the Great Pyramid. *Lions of stone may stay of stone with the sound of a harp. *Egypt's Paradox deals with the pillar in Egypt 1700 BC. *Don't try to talk to any of the walking guards in Rome. They have a very bad temper. *Get a boost from the fountain. *The lion of the dungeon is fond of a certain Roman instrument. *The guards in the sanctuary building dislike a certain European musical instrument. *Due to a glitch in the games, it's best to collect the notes in Rome 60 BC in the pattern of FOREST / SANCTUARY / CITY. If they are collected in another order, you will end up with 79 notes, instead of 80. The game automatically thinks that you have already picked up the 80th note, thus making the needed note disappear and never to be found. *Something black will get you past Rome's Paradox. *In Europe, hesitating will be the death of you. *Dracula's tomb holds something of magical importance for you. *The axes in Europe can only be crossed when they swing and temporarily stop in your direction. *Texas' Paradox deals with gold and time forgot. *Check the skulls. *In Texas, the train ticket is used for a ride on the tracks. *Dynamite and Billy the Kid are a pair made for escape. *'HELL' is a perfect name for this extremely frustrating level. Wait for the path stones to flash twice before moving to another one. Bill And Ted's Excellent Adventure solution First of all, collect all the notes you can get and find the gold nugget. Now go to the guarded building and give the nugget to the guard. Enter and find the man that tells you about the staff. Return to the telephone booth and travel to 15OO BC. Use the scare stone. Find all the notes you can get (remember to count by sixteens!). Enter the valley and find the paper note about the fake staff. Travel back in time and put the note at the pillar. Go to the South-East of Egypt and find the royal ankh (You must wade through shallow water). Travel to 15OO again and find the boat at the South-West part of Egypt. Use the royal ankh. Find your way through the water (it's like an invisible maze). First go to the place where you found the ankh in 17OO BC. Enter the temple and find the secret passage which leads to the harp. Return to your boat and go to the pyramid. Go into the pyramid and open the door by walking over the red spots on the ground. Then, when past the wall/door, walk over the four other red spots and take the staff. Find the two keys and open the corresponding doors. To get rid of the two creatures guarding the room, just lure them out of there and then run away. When you return to the room they will be gone. To take the staff, use the harp. Return the staff to the man to get the flute. Use this flute in 17OO BC at the North-East to scare the animals over there. Then find all the notes that are hidden under the trees to find a phonebook-page. Travel to Rome. First, enter the dungeon. Find all the notes and the two keys: Blue and black. Remember to visit Caesar at the north of the arena when you have enough notes. Outside the arena you must once again find notes. When you think you have all of them, go to the statue. Push the four pieces around the statue in place and the push the statue. Now do this again and then go stand in the middle yourself. After you get launched, find all the notes around the house, but don't enter it. When you got all the notes, walk into a roman to get kicked out of the garden. You are now outside. Go West, to where a roman is guarding the entrance of the city. Now go down and find your way through the forest. Somewhere in the forest there is the next page of the phonebook. You must collect all the notes in the forest and you must also find the little building. Enter it and find the way through the maze until you find an apple. Leave the building and go to the guard. Give him the apple and enter the city. If everything is right you now have 8O notes. Travel to Europe. In Europe, enter the mansion. To avoid the furniture, stay on the green dots on the floor. This may take some practise! Find the white key and then find your way to the backyard. Use the black key to open the gate. Go to the North-West of the screen to find a red key. Use it to enter the small house nearby. Avoid dracula and take the magic wand next to his coffin. Return to the mansion and find the organ. Use the wand to shrink it down so you can carry it. Return to the phonebooth (The wand causes the furniture to stop). Travel back to Rome. Do the trick with the statue and this time enter the house while using the organ pipes. You can now safely walk thru the house to the backyard to take the lyre. Return the lyre to Ceasar and you will get another lyre. Enter the dungeon and use the lyre to scare away the lion that guards the white lock. Use the white key to open the lock and take the page of the phonebook. Travel to Rome 7O BC and enter the dungeon. Use the black key and put it back where you found it (Bottom-right). Now travel to Texas. Collect all the notes you can get. Somewhere, hidden under a skull, there's a golden coin. Go to the station and buy a ticket. Walk to the train and use the ticket. Now use the train to find the remaining notes. You must also find the golden nugget, hidden under yet another skull. Travel back to Egypt and replace the golden nugget at the place where you first found it. Now travel to San Dimas 2691 AD! Yeah, most radical, dude! Be careful on the step-stones as you can only jump from one to another if they are in the middle-position. Again find as many notes as you can and find the dynamite. Return to Texas. Use the dynamite to release Billy the Kid. Return to San Dimas. Go to the place where you usually get overwhelmed by enemies and use the harmonica. You can now safely enter the next part of San Dimas. Every time you pick up a note in this part, a block will disappear somewhere else, thus letting you reach other notes after which you will be rewarded with a golden key. Return to Europe. Collect 16 notes. Use the golden key to enter the previously unaccessable house at the swamp. Here you will find a mandolin. You can use this to enter the previously locked part of San Dimas. The Grim Reaper welcomes you, and you're now ready to play his game. As the exact route isn't easy to explain in a solution like this, I'll just tell you what to do. The objective of this part is to collect yet another 16 notes. Sometimes it is necessary to shove blocks over the lava in such a way that you can go to other parts of the playing field. The princesses have got the last note. If you succeed in rescuing them you should have 144 notes by that time. To get back to the entrance of the playing field, go east from the place where your rescued the babes. The go south and walk clockwise (ie: south, west, north). When you are standing against the north wall, walk west to the corner and go counter-clockwise. Once in the northeast corner you must go west, south, west and north to the exit. You'll have to find the correct tiles to jump on all the way yourself. Now you must return to the phone booth. The Grim Reaper is guarding it, but when you play your guitar he suddenly realizes that he has LOST! Enter the booth and travel through time to finish the game! Blue Lightning Landing upside down: Upside down landings are allowed on level 6. Pressing Option 2 + Left or Right to perform a barrel-roll. Keep the plane upside-down and press Up while over an airstrip to land. After landing, the cockpit will open from the fuel tank and you may take off again by flying backwards. If you fly as high as possible in level 7, you will see a Runway in the sky at about the middle of the level. Bonus points: Activate the afterburners as you enter the canyons on level 4 (BELL)to receive a "Gutsy" bonus of 30,000 points.(“you`ve got guts!”) Activate the afterburners again immediately before entering the second set of canyons to receive a "Lunatic" bonus of 65,000 points. (“You`re Crazy!”)The bonus points are added to your score after landing. If you do both, it will only display the Lunatic Bonus. (points for both) Level Password 1 AAAA 2 PLAN 3 ALFA 4 BELL 5 NINE 6 LOCK 7 HAND 8 FLEA 9 LIFE BLUE LIGHTNING - CODES & DESCRIPTIONS Level 1 -- AAAA You fly through enemy lines destroying as many planes a spossible. Level 2 -- PLAN: It is your job to fly through hostile territory and make low-level bombing runs against ground targets, pouncing on tanks and convoys with your guns and missiles. Level 3 -- ALFA: You must engage and destroy convoys as they move through dangerous snow-covered mountains, farmlands, and other terrain. Level 4 -- BELL: Fly your plane through dangerously narrow desert canyons and take out tanks while avoiding hitting the canyon wall and other mesas. Level 5 -- NINE: You are to fly over an island chain where enemy radar installations are hidden and destroy them. Also, take out battleships, subs, aircraft carriers, tanks, etc. Level 6 -- LOCK: It's your duty to deliver secret documents to airstrips deep in the enemy territory. Destroy anything you can and land at airfields to deliver documents. While flying, look out for missiles, tanks and spy planes. Flying Trick: When landing at the airstrips, turn the jet upside down and push the nose down. The jet will then land upside-down and the cockpit will open up through the gas tank. The jet will also takeoff from this position, but levels out when airborne. Level 7 -- HAND: Once again, you must fly deep into enemy territory and take out some hidden radar installations. While flying, bomb railroads, sink ships and destroy planes. The Mysterious Sky Runways: There are two strange runways in the sky at about the middle of this level. To find them, take your jet up to it's highest possible altitude, after take-off, and fly there until you come to an area where the clouds part and the sky is clear. Now, move your jet down just a little and sooner or later, two floating runways will appear. There is no way of landing on these, they`re just for looking at. They are a glitch that was accidentally left in the game. Level 8 -- FLEA: Fly over enemy cities and mountains in the dark of night without being detected and without firing a shot at anything and bomb the last of the remaining radar installations. Watch out for enemy planes, as they will be firing missiles randomly through the skies to shoot you down. Level 9 -- LIFE: For the last time, you are to fly over the battlefields and destroy enemy tanks,without accidentally destroying friendly tanks. All the friendly tanks are colored blue, but your computer is color blind and will lock-on to them anyway. So, be careful when firing missiles. California Games Four player mode: Use the Comlynx connection to link up to four Lynx systems together. Several attempts may be needed for a successful connection, and game play will be slow. Clear BMX path: Position your bike approximately one pixel above the location where the grass meets the dirt to avoid all obstacles including the hay bales. Crashing BMX: If you`re going really fast when you cross the finish line and jump just a little after crossing it, you will end up crashing into something you can`t see way to the right. Pelican ride: Run your last surfer towards the bottom of the screen during the final few seconds of the surfing event. Your surfer will land on the pelican that flies across the screen until time expires. It is possible to do an UREAL 360 (5*360`s) for 1200 points (as opposed to 600 for a quadruple 360) Faster footbag spins: Jump, hit the footbag with your head, then immediately spin to spin faster than normal. Rescale screen: Press Option 2 while skating in the Half-pipe event to rescale the screen. Casino / PEOPLE CONVERSATIONS (In order of conversational logic) FAKE ELVIS: Say there son, move back a bit. Get offa me, the crowd can't see! I'd like to do one for my fans... Viva Las Vegas!!! Big Love, Big Heartache. I'm a hunka' hunka' burnin' love. Blue, Blue, Blue Suede Shoes... Aaaaain't nuthin' but a hownd dog! Wanna be in my next movie?? I like to shop in Michigan malls. Fast cars and fast food... This is my real hair? Is someone calling me? Time to return to my spaceship. DRUNK AT TABLE: Do I look very depressed? Have you been winning here?? It's just not fair.... Pat Quinn told me not to... ... I thought I hadda' ... All I needed was one more seven... Maybe If I'd taken one more card? You call this having fun? Steve Szpytek warned me about this. Next time I'll set a budget. This table understands me... I should have stayed home. Maybe my luck has changed.. Oooohhh, I need aspirin. SHRINER: This is the greatest!!! Better than Moose Lodge 101. Best convention ever!!! Much better than McCormick Place. Have you seen the Atari booth? Wanna see my secret handshake? Where is your hat??? What did your barber do to ya? Where is the waitress??? They don't like counters here. Steve Ryno can sure play slots! Can you always win? Always?? Can you lend me some dough? Can't seem to find a taxi... Isn't bungee jumpin' hazardous? JAPANESE TOURIST: So many games, so little time. Where can I convert some yen? Have you photo'd the volcano yet? Very picturesque... I'm going to need some film. Do you like the Mariners??? Godzilla vs. Mothra is the best! Bambi meets Godzilla was good. Are you interested in HDTV?? Is George Bush feeling better??? Does sushi mean 'dead fish'?? Do you own a Harley-Davidson? Who is Sergio Leone??? Atari, Atari, Atari Forever!! How do you get to Caesers?? WOMAN IN RED: Casinos are sooo exciting! I'm just naturally friendly. Yes, I do come here often. These shoes are killing me! Aren't you a bit young to be here? Are there pit bulss in here? I can't decide what to play next. I'd like to try some slots. Roulette is the game for me. Who is this Robb Mariani? Louis is just wonderful! Cliff Falls has the best voice! I just love Scrapyard Dog! Do you see a clock anywhere? COWBOY: Howdy pardner! Whhooo doggy! I love casinos!! Darn right I'm from Texas!!! I been lookin' for a new Eastwood. Hang 'Em High, son!!! Jumpin' Jehosafat, A Blackjack! Keep an eye on these shifty dealers. Home, Home on the range... I'd vote for Schwartzkopf!!! What a Ren & Stimpey look like? Excuse me, are you the Wadester? Oil ain't everything, son. What say we round up some fillies? Let's go get some prime rib. Can ya' steer me toward the circus? OLD WOMAN: Can I help you young man? Ehhh??? What's that??? Speak up!! You really ought to speak up. Hmmmmm... Hmmmmm... Hmmmmm... What's that you say??? Are you Larry Siegel??? Where is Craig Erickson? Where is Robert Urich now? Do I hear Elvis singing? My joints tell me it's going to rain. How fast can a Jaguar go? Which is faster, Viper or SR1 Turbo? Such a nice young man. Which way to Bally's??? Championship Rally Multi-player mode: Use a ComLynx cable to network with one to three other Lynx systems. Select versus mode to play the game in a hidden multi-player mode. Checkered Flag Strategy: Top speeds when using manual transmissions: Gear: (7-speed) top speed: 1 29 2 55 3 83 4 107 5 148 6 179 7 219 Gear (4-speed) top speed: 1 49 2 106 3 172 4 219 Course information: RIDGEWAY Odo Side SHANGHAI 0.3 Right PORTFOLIO(w/pic.) 0.7 Right CYBERBALL 1.0 Left ATARI CORP. 1.2 Right [atari logo] 2.1 Left ST (w/picture) 2.7 Left Total lap dist. 2.9 miles GRIZZLY FLATS Odo Side ATARI CORP. 0.8 Right SLIME WORLD 1.3 Left SHANGHAI 3.2 Left [atari logo] 3.7 Left Total lap dist. 3.7 miles SKULL VALLEY Odo Side WARBIRDS 0.2 Right RAMPAGE 0.9 Left AWESOME GOLF 1.5 Left PORTFOLIO(w/pic.) 2.3 Right Total lap dist. 2.7 miles GREAT BEND Odo Side SHANGHAI 0.5 Right AWESOME GOLF 1.4 Left SLIME WORLD 2.3 Right ATARI CORP. 3.0 Left RAMPAGE 3.5 Right Total lap distance: 3.8 miles PALM SPRINGS Odo Side ATARI CORP. 1.0 Right PORTFOLIO(w/pic.) 1.2 Right ST (w/picture) 2.0 Right TT (w/picture) 2.4 Right [atari logo] 3.3 Right Total lap distance: 3.7 miles DEATH VALLEY Odo Side KLAX 0.2 Left STUN RUNNER 0.6 Left ST (w/picture) 0.8 Left RAMPAGE 1.1 Left CYBERBALL 1.4 Right MS. PAC MAN 1.9 Right [atari symbol] 2.7 Left ATARI CORP. 2.8 Left SHANGHAI 3.3 Right PORTFOLIO (w/pic.)4.1 Left Total lap distance: 4.2 miles REED POINT Odo Side LYNX (w/picture) 1.0 Right CYBERBALL 2.2 Left Total lap distance: 3.1 miles LOGAN SPEED Odo Side GEO DUEL 1.0 Right MS PAC MAN 2.3 Left STUN RUNNER 3.5 Left Total lap distance: 4.7 miles WOODLAND Odo Side KLAX 0.2 Left BASEBALL HEROES 0.6 Right STUN RUNNER 1.0 Left PORTFOLIO (w/pic.)1.2 Left MS PAC MAN 1.4 Left Total lap distance: 1.7 miles EAGLE BEND Odo Side KLAX 1.1 Right CYBERBALL 1.8 Left AWESOME GOLF 2.3 Right TT (w/picture) 2.9 Right [atari logo] 3.8 Right Total lap distance: 4.0 miles VICTORVILLE Odo Side CYBERBALL 0.5 Right SHANGHAI 1.3 Left BASEBALL HEROES 1.8 Right MS PACMAN 2.4 Left KLAX 2.8 Left GEO DUEL 3.7 Right ATARI CORP. 3.9 Left Total lap distance: 4.0 miles PHOENIX Odo Side STUN RUNNER 0.9 Left RAMPAGE 1.1 Left ST (w/picture) 1.6 Right LYNX (w/picture) 2.2 Right [atari logo] 2.5 Right ST (w/picture) 2.7 Right ATARI CORP. 3.0 Left TT (w/picture) 3.1 Left AWESOME GOLF 3.6 Right SLIME WORLD 4.2 Right Total lap distance: 4.4 miles FARMINGTON Odo Side WARBIRDS 0.9 Right RAMPAGE 1.8 Right LYNX (w/picture) 2.8 Left Total lap distance: 2.8 miles MIAMI Odo Side TT (w/picture) 0.3 Left LYNX (w/picture) 0.6 Left BASEBALL HEROES 1.0 Right GEO DUEL 2.0 Right AWESOME GOLF 2.5 Right WARBIRDS 2.9 Left Total lap distance: 3.1 miles BLACK CANYON Odo Side RAMPAGE 0.3 Right ATARI CORP. 0.7 Right BASEBALL HEROES 1.3 Right CYBERBALL 2.2 Right Total lap distance: 3.0 miles MOUNTAIN VIEW Odo Side LYNX (w/picture) 0.1 Right TT (w/picture) 0.4 Right GEO DUEL 0.8 Left (atari logo) 1.6 Left CYBERBALL 2.4 Left ST (w/picture) 2.7 Right Total lap distance: 3.2 miles COLDWATER PASS Odo Side WARBIRDS 0.4 Left LYNX (w/picture) 1.0 Left PORTFOLIO 1.4 Left AWESOME GOLF 2.1 Right SLIME WORLD 2.8 Right TT (w/picture) 3.0 Right Total lap distance: 3.2 miles DARLINGTON Odo Side BASEBALL HEROES 0.9 Left MS PACMAN 1.9 Right STUN RUNNER 3.1 Right ST (w/picture) 3.6 Right Total lap distance: 3.7 miles Chip's Challenge Fractal: The code for entering the program is MAND. After entering, a picture will start to form on the screen. DON`T touch the buttons until the picture is done! When it is done, you can move around and zoom in. (takes time) Controls: B button: It will create a box outline on the screen which you can move around. When pushed again, the image will zoom away. A Button: Willl also create a box outline. Pressed again, it will zoom away. Option 1: Create and vanish the box outline.(always take the outline off the screen after you`re done with it. Option 2: This will create the box outline and starts the color cycling on the screen.(one push: forward, another push: backwards, third: stop cycling.To change the color of the cycling go to the Index) Pause button: This will cause the MANDLEBROT / JULIA SET EXPLORER INDEX to appear on the screen. Here you can change depth, color and cycle rate of the fractals and create own pictures. Index: MANDELBROT EXPLORER X: FE0000000000 Y: FE0000000000 STEP : 00.0800000000 DEPTH : 0100 PALETTE: 00 CYCLE RATE: 04 XJUL: 00.0000000000 YJUL: 00.0000000000 You can change anything you want. It will not hurt game. But before you change any of the X,Y,XJUL,YJUL settings, look at all the different images that can be found in the pictures on the screen. You can change the palette and cycle rate without messing up the programmed images. Note: There are two different programs to play with in this game. To see the other images other than MANDELBROT: go to the index and push OPTION 2. It will change from MANDELBROT EXPLORER to JULIA SET EXPLORER. CODES: 1 EDHP LESSON 1 2 JXMJ LESSON 2 3 ECMQ LESSON 3 4 YMCJ LESSON 4 5 TQKB LESSON 5 6 WNLP LESSON 6 7 FXQO LESSON 7 8 NHAG LESSON 8 9 KCRE NUTS & BOLTS 10 VUWS BRUSHFIRE 11 CNPE TRINITY 12 WVHI HUNT 13 OCKS SOUTHPOLE 14 BTDY TELEBLOCK 15 COZQ ELEMENTARY 16 SKKK CELLBLOCKED 17 AJMG NICE DAY 18 HMJL CASTLE MOAT 19 MRHR DIGGER 20 KGFP TOSSED SALAD 21 UGRW ICEBERG 22 WZIN FORCED ENTRY 23 HUVE BLOBNET 24 UNIZ OORTO GELD 25 PQGV BLINK 26 YVYJ CHCHCHIPS 27 IGGZ GO WITH THE FLOW 28 UJDD PING PONG 29 QGOL ARCTICFLOW 30 BQPZ MISH MESH 31 RYMS KNOT 32 PEFS SCAVENGER HUNT 33 BQSN ON THE ROCKS 34 NQFI CYPHER 35 VDTM LEMMINGS 36 NXIS LADDER 37 VQNK SEEING STARS 38 BIFA SAMPLER 39 ICXY GLUT 40 YWFH FLOORGASBORG 41 GKWD I.C. YOU 42 LMFU BEWARE OF BUG 43 UJDP LOCK BLOCK 44 TXHL REFRACTION 45 OVPZ MONSTER LAB 46 HDQJ THREE DOORS 47 LXPP PIER SEVEN 48 JYSF MUGGER SQUARE 49 PPXI PROBLEMS 50 QBDH DIGDIRT 51 IGGJ I SLIDE 52 PPHT THE LAST LAUGH 53 CGNX TRAFFIC COP 54 ZMGC GRAIL 55 SJES POTPOURRI 56 FCJE DEEPFREEZE 57 UBXU STRANGE MAZE 58 YBLT LOOP AROUND 59 BLDM HIDDEN DANGER 60 ZYVI SCOUNDREL 61 RMOW RINK 62 TIGW SLO MO 63 GOHX BLOCK FACTORY 64 IJPQ SPOOKS 65 UPUN AMSTERDAM 66 ZIKZ VICTIM 67 GGJA CHIPMINE 68 RTDI EENY-MINY-MOE 69 NLLY BOUNCE CITY 70 GCCG NIGHTMARE 71 LAJM CORRIDOR 72 EKFT REVERSE ALLEY 73 QCCR MORTON 74 MKNH PLAYTIME 75 MJDV STEAM 76 NMRH FOUR PLEX 77 FHIC INVINCIBLE CHAMPION 78 GRMO FORCE SQUARE 79 JINU DRAWN & QUARTERED 80 EVUG VANISHING ASCT 81 SCWF WRITERS BLOCK 82 LLIO SOCIALIST BLOCK 83 OVPJ UP THE BLOCK 84 UVEO WARS 85 LEBX TELENET 86 FLHH SUICIDE 87 YJYS CITYBLOCK 88 WZYV SPIRALS 89 VCZO BLOCK BUSTER 90 OLLM PLAYHOUSE 91 JPQG JUMPING SWARM 92 DTMI VORTEX 93 REKF ROADSIGN 94 EWCS NOW YOU SEE IT 95 BIFQ FOUR SQUARE 96 WVHY PARANOIA 97 IOCS METASTABLE TO CHAOS 98 TKWD SHRINKING 99 XUVU CATACOMBS 100 QJXR COLONY 101 APIR APARTMENT 102 VDDU ICEHOUSE 103 PTAC MEMORY 104 KWNL JAILER 105 YNEG SHORT CIRCUIT 106 NXYB KABLAM 107 ECRE BALLS -O- FIRE 108 LIOC BLOCKOUT 109 KZQR TORTURE CHAMBER 110 XBAO CHILLER 111 KRQJ TIME LAPSE 112 NJLA FORTUNE FAVORS THE… 113 PTAS OPEN QUESTION 114 JWNL DECEPTION 115 ERGW OVERSEA DELIVERY 116 HXMF BLOCK BUSTER II 117 FPZT THE MARSH 118 OSCW MISS DIRECTION 119 PHTY SLIDE STEP 120 FLXP ALPHABET SOUP 121 BPYS PERFECT MATCH 122 SJUM TOTALLY FAIR 123 YKZE THE PRISONER 124 TASX FIRETRAP 125 MYRT MIXED NUTS 126 QRLD BLOCK`N` ROLL 127 JWWZ SKELZIE 128 FTLA ALL FULL 129 HEAN LOBSTER TRAP 130 HXIZ ICE CUBE 131 FIRD TOTALLY UNFAIR 132 ZYRA MIX UP 133 TIGG BLOBDANCE 134 XPPH PAIN 135 LYWO TRUST ME 136 LUZL DOUBLEMAZE 137 HPPX GOLDKEY 138 LUJT PARTIAL POST 139 VLHH YORKHOUSE 140 SJUK ICEDEATH 141 MCJE UNDERGROUND 142 UCRY PENTAGRAM 143 OKOR STRIPES? 144 GVXQ FIREFLIES 145 ? …. 146 JHEN CAKEWALK 147 COZA FORCEFIELD 148 RGSK MIND BLOCK 149 DIGW SPECIAL Crystal Mines 2 Level select: Enter KIMI as a password, hold Option 1 + Option 2, and press B. The sound of a machine gun will confirm correct code entry. Level 1 will appear on screen. Press A to display the next level or B to display the previous level. Press the D-pad to begin game play at the selected level. One million bonus points: Successfully complete level 28. Standard level passwords: Level Name Password 1 Down In The Dirt TSLA 2 Logan's Run UEPT 3 Blocks And Bombs MTFQ 4 Wren's Nest IRTR 5 Out With A Bang ZCXP 6 Tanya's Tangram DPRX 7 Monster Go Boom OIGT 8 Dan's Deadly Maze YHYR 9 Rocky Horror VYHK 10 It Grows On You ITCU 11 Easy Trap Of Doom QCFK 12 Rock And Roll BXNG 13 Bombs A' Plenty MOXA 14 Catacombs IDWJ 15 Red Herring RFVC 16 Behind The Lines GHSI 17 Impervections SKHU 18 Blasting Zone TRFN 19 A Wrinkle In Time LQRE 20 Bolder Dash AURV 21 Mud Wrestling TYGU 22 Buried Alive FUIX 23 Crystal "Mines" QFXV 24 Can't Touch This XVXU 25 Felony Arson KYPO 26 Sandbox Bullies HBTR 27 Stake Your Claim SFEB 28 Dry Vein HXRE 29 Quiver TRVJ 30 Boulder Mania FQCS 31 Pipe Hype ZOIH 32 Stuck In The Mud LHJV 33 Rat Race GVYU 34 Split Infinity EMTV 35 Switch Swatch OHXY 36 Minefield GSTB 37 Chimney Sweep UXRC 38 What A Blast! PWYH 39 Hardrock Headache XQCE 40 Nuke Zone PNGU 41 Down Is Up DZDI 42 Lucky Number PIPH 43 Of Gravity... PKAV 44 Shape Up TBUM 45 Gravity Wise CXRI 46 Slime Pit QIPZ 47 Candlestick HBJP 48 Bouncing Boulders NXKU 49 Cloudbuster IGPY 50 Whirlwind INUK 51 Block Mania LPHD 52 I Get Around NEBX 53 Hot Pursuit JVNL 54 Runny Stocking CAQS 55 Cakewalk KEHL 56 The Sewers EMSE 57 Crystal Factory ZLAE 58 Drop A Rock MSXV 59 Magic Mirror JXTD 60 Cache SOVS 61 Rock Concert GHGV 62 Crystal Tomb QVOZ 63 Make My Maze ZCEL 64 Pardon Me COYH 65 Take Control HJHT 66 Castle Mania DONQ 67 Rad Drops VBHF 68 Crystal Cannon JSMJ 69 Tick Tock HTRA 70 Crossroads WBHD 71 Rain Dance MVJX 72 Jungle Gem ANZI 73 Zero Gravity EDLA 74 Boulder Exchange PCMN 75 Monster Mania YJKJ 76 Which Way? RAIQ 77 Mud Boggin' ZRWH 78 Safe Cracker ECMO 79 The Howling AOTP 80 Trial -N- Error SVWK 81 Squeeze Play VRBO 82 Jailhouse Rock SVYA 83 Dodge Ball KRFH 84 Sidewinder CNQR 85 Ghost Of A Chance YNXR 86 Plumber's Helper CWQU 87 Change Machine YXFJ 88 Triple Threat SRDW 89 Out Of Order PDSQ 90 Robo Rooter QKOA 91 Riddle Me This CKLQ 92 Cheque It Out KHBA 93 Joel's Conniption MZKM 94 Saturn V DYDO 95 To Boldly Go IDIC 96 Who Knows? WVOM 97 Pipe Dream NJCU 98 Volcano Vacation WUQR 99 Pipeline Puzzle BSZB 100 Asylum RERF 101 Slime Jar WNON 102 Around The World IVLC 103 Crystal Trap PJOL 104 Central Square RGEI 105 Down The Drain WCEF 106 Creature ComfortsDSGY 107 Swamp Things PHUF 108 Gravity Ball NCDS 109 Herringbone KOMZ 110 Water Closet LFXQ 111 Xenophobe Zoo WAET 112 Conveyor Belt YJNV 113 Mutation TAUJ 114 Towering Inferno IMOZ 115 Take Your Pick NBFD 116 Shopping Spree ZAPR 117 Elevator Muzak BXFT 118 Kaleidoscope GEFA 119 Gemnastics QIKD 120 Death Zone GMWJ 121 Don't Be Greedy MKIH 122 Multi-abuser ULEL 123 Bombs Away KBDW 124 Sound And Fury QEFP 125 Make 'Em YourselfSFJX 126 The Four Seasons LQXW 127 Lobotomy INMQ 128 Hell And Back NMAD 129 Pipe Organ RHEM 130 Newton's Nightmare YHVR 131 Jail Break FSHF 132 Quantum Quarry EIKJ 133 Running On MT CQCR 134 Haunted House AIYA 135 Arrow Phlegm SXOE 136 Bohemian RhapsodyEKDR 137 Lift Lackeys DRVY 138 Spacin' Vaders RGUM 139 Avalanche! FEDC 140 Evil Twins PRKL 141 Leftright ONKO 142 Meltdown QXPL 143 Girls Best FriendJRXP 144 Phase Shift PADJ 145 Spiral Of Doom KGLI 146 Mouse Trap FDXR 147 Zen BLKS 148 Freeze Frame TJGB 149 Check Mate QKBT 150 Terminus AUEC Bonus level passwords: Bonus level Name From level Password 0 Secret Vault (None) ZERO 1 Deja View 9 KQVW 2 No Time To Think 18 QATR 3 Bonanza! 27 DBFQ 4 Nimbus 34 LEJM 5 Monty Haul 39 ODJY 6 Pinball Wiz 43 BVOS 7 Ping Pong 48 SKLR 8 Twist And Shout 52 JPGR 9 Time's Up 55 BIOH 10 Time Bomb 59 BNRY 11 Time To Spare 61 UJIL 12 Lava Slide 66 NMXS 13 Slam City 70 LKBI 14 No Way Jose' 73 RNSK 15 Hide-N-Seek 78 STRA 16 Snake's Belly 84 YTST 17 Flood Gate 89 HBJO 18 Killing Time 96 CHRN 19 Way Out 100 WIFC 20 Hermit Crab 106 ESBD 21 Menagerie 111 TMCB 22 Yuchsville 114 GCSQ 23 Mine Shaft 119 PNZS 24 Surrounded 125 KDVI 25 Pool Queue 130 DHZY 26 Pit Of Lost Souls134 IVRQ 27 Shoot The Moon 138 OSNY 28 Tarmaze 143 LOTL 29 Safety Dance 146 MWOH 30 Downtime 149 JCXZ Desert Strike Level Password 2 KKAPMIGLICUG 3 PKAPMIGMIFUP 4 KKAPMIGNGJZC Dinolympics Level Name Password 1 Let's get the spear LYNX 5 Let's get our friend KRIS 9 Feed the god CAVA 13 Let's go hunting DBBS 17 Feed me TINA 21 Go home for tea KITI Note: Passwords are only used for every fourth level in the game. Dracula The Undead solution First, get the notebook from the chest of drawers. Go into the bedroom and get the tinder box from the table and the crucifix from the bed. Use the crucifix. Go to the dining room, get the oil from the table. Talk to Dracula, and immediately afterwards, use the notebook. Go to the antechamber, open the window and look out of it. Use the notebook. Climb out of the window and go to the next window on the right. This room should be the bedroom. Open the window and climb out of it. Make your way to the top right window (it should be a big window like the one you climbed out of initially). Examine the table, then use the notebook. Get the lantern, fill it with oil and light it with the tinderbox. Go through the door on the right into Dracula's money room. Get some money, get the box, then open the box. Use the iron key you find in it on the door. Go into the crypt. Turn the lantern so that it says "The lantern has been turned down". Go down, right. Get the twine. Go right, down, down. Get the crowbar, examine the coffin, use the notebook. Find your way back to Dracula's study. Climb out of the window, and go back to the top left hand window. Go to the south wing landing and use the crowbar on the door. Enter the sewing room. Wait to be returned to the bedroom and then use the notebook. Climb out of the window and go to the top left hand one. Go to the dining room, get the sugar from the table. Go back to Dracula's study and get the lantern. Light the lantern with the tinderbox and enter the catacombs again. Go down, right, right, down, down. Get the small brass key from the coffin. Return to the south hallway and use the small brass key to open the clock. Get the small key. Return to Dracula's study, examine the desk and then use the notebook. Get the hook from the drawer. Go to the money room and turn the lever on the bottom wall. Enter the library through the door which opens and examine the books. Examine the book you get, then tie the twine to the hook. Enter the catacombs and go down, right, up, up. Climb the ladder and then use the sugar on the horse. Get the spade and use it on the well. The fishing line on the well, then climb down the well. Electrocop Level select: Disable the sound at the title screen. Hold Up/Left and repeatedly tap A + B until "Level 1" appears in the place of the "Now Teleporing To Level 1" text. Use the D-pad to select a new starting level. Mini-games: Breakout, Pong or Tetris mini-games can be played at some computer terminals. Electrocop strategy Door codes and what is revealed. Level 1 D1 = 2473 -> Level 2 Level 7 D1 = 6021 -> Level 4 D2 = 9874 -> Level 2 D2 = 5824 -> Level 9 D3 = 8743 -> Weapons Level 8 D1 = 7698 -> Level 6 Level 2 D1 = 3287 -> Lvl 7 (Right) Lvl 3 (Left) Level 9 D1 = 0170 -> Pla.Cannon D2 = 5409 -> Empty D2 = 1092 -> Empty D3 = 7102 -> TriLaser Level 3 D1 = 9284 -> Level 4 D4 = 4726 -> Empty D2 = 7210 -> Level 4 D5 = 1375 -> Level 11 D3 = 3936 -> Smart Bomb D6 = 2857 -> Bi-Laser D4 = 7395 -> Plasma Cannon D7 = 6998 -> Tri-Laser D5 = 8294 D8 = 1798 -> Tri-Laser D9 = 4321 -> Level 1 Level 4 D1 = 0394 -> Weapons Level 10 Left Exit -> Level 11 Level 5 D1 = 8658 -> Weapons Middle Exit -> Level 9 D2 = 5462 -> Door 7 Right Exit -> Level 2 D3 = 9973 -> End of Game D4 = 7642 -> Door 1 Level 11 D1 = 0293 -> Bi-Laser D5 = 0912 -> Door 2 Left Exit -> Level 3 D6 = 0974 -> Door 3 Right Exit -> Level 12 D7 = 7865 -> Door 4 D8 = 4285 -> Door 5 Level 12 D1 = 2987 -> Pl.Cannon Stingrays -> Level 10 D2 = 6473 -> Pl.Cannon Open/Closing Doors -> Level 1 Level 6 D1 = 9722 -> Level 5 D2 = 8765 -> Level 12 Gates Of Zendocon Level Password 1 BASE 2 ZYBX 3 XRXS 4 ANEX 5 NEAT 6 YARR 7 EYES 8 NYXX 9 ZYRB 10 SRYX 11 BARE 12 STAX 13 SZZZ 14 RAZE 15 TRYX 16 STYX 17 YARB 18 BREX 19 SEBB 20 SNEX 21 ZAXX 22 BROT 23 STOB 24 XTNT 25 BOTZ 26 SNAX 27 TRAX 28 ZEBA 29 ROXY 30 NEXA 31 NEST 32 EBYX 33 ZEST 34 ZORT 35 ROXX 36 NERB 37 TREY 38 STAB 39 SSSS 40 RATT 41 NYET 42 BRAN 43 XRAY 44 TERA 45 BYTE 46 BETA 48 STAB 49 BOXX 50 TENT 51 NEAR 52 ZETA Gates Of Zendocon strategy General Strategies The monsters are completely predictable: Every time you play a level, they will appear in the same places, in the same sequence. In addition, the "alien helpers" and other objects in the level appear in the same places. So, the key to mastering a level is to first explore the level. Move your ship up and down, up and down, as you proceed through the level, so you can see everything that's there. You might have to sacrificing your ship lots of times before you manage to get the whole level explored. After you know what's there, you can develop the best strategy for getting through the level. This might involve moving your ship as little as possible to reduce risk, or it might involve moving it as much as possible so as to blow away more aliens. The Levels In the listing for each level, the gate(s) which exist on that level are indicated with a letter, an arrow "->", and the name of the level which that gate leads to. Different letters indicate different possible positions of the gate, as shown in this diagram: +--------------------------+ | B | | A D E | | C | +--------------------------+ This is meant to be a schematic representation of the level; your ship starts out at the left and proceeds towards the right. For example, in the first level ("BASE"), it says "A -> ZYBX, E -> RAZE". This means that there are two gates: one at position "A", and another at position "E". You have to go through two "waves" of alien attack to get to a gate at position "E". Each level's entry also tells which "friendly aliens" can be found on that level, and where. The symbols used are as follows: @: "Floating Eye". Hovers below your ship and shoots a fireball horizontally. *: "Plasma Ball". Hovers above and behind your ship, until you fire, at which point it wanders off (usually towards the closest enemy) and attempts to destroy enemies by touching them. ^: "Death Arising". Hovers above your ship and shoots a red "laser beam" straight up. >: "Sonic Dart". Hovers above and slightly ahead of your ship and shoots a vertical white "sonic pulse", which moves to the right and enlarges as it moves away. The result is a continuous triangular wave of pulses which "sweeps out" virtually everthing in front of your ship. The description also tells where the alien is found. Note: You won't find the alien if your ship is already accompanied by an alien of the same type. The levels are numbered in such a way that the gates always lead you to a higher-numbered evel. Also, whenever possible consecutive levels have been given consecutive numbers. (Most levels only have one gate.) 1. BASE: A -> ZYBX, E -> RAZE 2. ZYBX: B -> NYXX, C -> XRXS, D -> NEAT 3. XRXS: A -> ANEX 4. ANEX: A -> NEAT, E -> BARE 5. NEAT: A -> YARR 6. YARR: B -> EYES. *: Near bottom, at end. 7. EYES: A -> NYXX, D -> BARE 8. NYXX: C -> ZYRB. @: Near top of screen. 9. ZYRB: A -> SRYX 10. SRYX: A -> BARE 11. BARE: A -> STAX, D -> XRAY As soon as possible, move the ship straight up to the top of the playfield. Do *not* move left or right. The dragon will fly into your tailjets and get killed instantly. A description of the "real" strategy for killing the dragon is given below under level "NERB". 12. XRAY: A -> RATT. *: Near top of screen. 13. RATT: A -> NYET 14. NYET: A -> RAZE One easy way to get through this level is to stay on the bottom and never shoot. Of course, you don't get many points this way! 15. STAX: A -> SZZZ 16. SZZZ: A -> RAZE. *: Middle of screen, at beginning. 17. RAZE: A -> TRYX, B -> ROXX, C -> TRAX, D -> TERA 18. ROXX: A -> NERB 19. NERB: A -> TREY. @: Stay above partition, after dragon. The dragon in this level is like the one in "BARE": It can be killed only by having its "head" contact your tailjets. None of the alien helpers affects the dragon. To slay the dragon, note that it travels on a grid of circles. It will always stay in this grid. Here's a rough sketch: : : : : '. .' '. .' '. .' .'''. .'''. .'''. .' '.' '.' '. : :xxx : : '. .'. .'. .' '...' '...' '...' .' '. .' '. .' '. : : : : The dots, quotes, and colons represent the path of the dragon. The key is to get your ship into the position marked "xxx" in the center of one of the circles. Avoid the dragon until you can see where the "center of the circle" is, and then put your ship there when the dragon is out of the way. Once in the center of the circle, your ship is entirely safe. After a while, the dragon's path repeats; when it comes round the circle again, it will fly through your tailjets and die. (Actually, this doesn't always happen. Sometimes your ship is a little too far to the right and the dragon will just "chirp" a little as it goes by. If this happens, move your ship to the left a *tiny* bit and wait for him to come around again. Note: This strategy has to be modified somewhat in "SSSS", where you get more than one dragon at a time. 20. TREY: A -> STAR. >: Third set of partitions, top. 21. STAR: D -> SSSS, C ->BYTE. @: First set of partitions, bottom. The "B" gate is under the second partition. It's also sort of hard to enter. 22. SSSS: A -> BREX The dragons in this level come in groups of two or three. This makes things more difficult, because they don't always travel on the same "grid". The strategy is the same, but since the dragons travel on different grids, you'll have to keep moving your ship. If you can't move fast enough, use your shields -- they will get you out of the way much more quickly. (However, you'll be dead if you're caught between two dragons or caught between a dragon and the edge of the playfield.) Dodge the dragons repeatedly until you see what pattern they follow. Each one follows a repeating path. Then, kill them off one-by-one, using the method described in "NERB". 23. TERA: A -> BYTE 24. BYTE: A -> BETA. >: Near bottom of screen. 25. BETA: B -> TRAX, E -> NEST 26. TRAX: A -> ZEBA 27. ZEBA: A -> TRYX, E -> ROXY. @: Near top. 28. TRYX: B -> STYX In this level, the "floor" restricts the ship to the top half of the play-field. However, there is a "hidden feature" or "easter-egg" which allows you to access another gate "below the floor". Here's how you find it: Immediately put on your shields and move the ship down, to kill the alien tanks. Then, start dropping bombs (using your shields when necessary to kill newly-appearing aliens). You will notice at one point the bombs appear to go through the floor. At this locationis an invisible "hole" through which you can fly your ship. It will probably take a few tries before you get through, because the hole is rather small. Once you get through, you maneuver through a couple of minor obstacles and then find the gate. It leads you to the "easter-egg level", whose name is " ". (Four blank spaces: this level, therefore, can't be accessed directly as the others can because its name cannot be entered.) The easter-egg level is fun. It also gives you all four alien helpers: @, *, >, and ^. 29. STYX: A -> YARB 30. YARB: A -> BREX 31. ROXY: A -> NEXA 32. NEXA: A -> NEST 33. NEST: A -> EBYX 34. EBYX: A -> BREX. *: Middle of screen (can't miss it). 35. " ": A -> NERB. *, @, ^, >: all near bottom, near beginning. This is the easter-egg level. Description of level "TRYX" above tells you how to get here. Since this level leads back to an "earlier level", it is possible to loop, and thus (in theory) to play Gates of Zendocon forever: NERB->TREY->STAR->BYTE->BETA->TRAX->ZEBA->TRYX->here->back to NERB. 36. BREX: B -> ZEST, C -> SEBB, D -> STAB. ^: Near bottom, after a long sequence of towers with yellow-and-gray pyramid-shaped tops. 37. ZEST: A -> ZORT. *: Bottom of screen, under stalactite. 38. ZORT: B -> STAB, E -> BRAN 39. BRAN: A -> BROT 40. STAB: A -> BOXX. @: Middle of screen, at beginning. 41. BOXX: C -> SEBB, E -> TENT Here's a map of this level. "[]" represents a box which is hard to shoot, "<>" represents one which is easy. "C" and "E" show the locations of the gates. (left half:) +--------------------------------------------------------/ | <><> [] <> [] [] <> [] <> [] <> / | [][] [] [] [] <> [] [] [] [] [] \ | <> <> <> [] <> [] [] [] [] [] \ | [][] [] [] <> <> [] [] [] <> [] / | [] [] [] [] [] [] <> [] [] [] / +-------------------------------------------------------\ (right half:) /------------------------------------------------------+ / <><><><> <> <><><><><><><><>[][][][] [] | \ [][][][] [][][][][][][] <>[][][][][][] [] | \ [][][][] <>[][][][][][][] <>[][][][][][] [] E | / [][][][] [][][][][][] <>[][][] [][] | / [][][][] C [][][][][][][] <><><><><><> | \--------------------------------------------------------+ 42. TENT: A -> BROT. *: Near middle. 43. SEBB: A -> SNEX. ^: Near bottom. 44. SNEX: C -> ZAXX Yes, the "tank/truck" objects can be destroyed! However, it's a very complex operation. 1: Wait until the first tank is about halfway across the screen. 2: Move behind its cannon, then down behind it after the 2-legged walker isout of the way. 3: Follow it closely, and simultaneously maneuver the ship so that it's 3 pixels off the floor. Move almost all the way to the edge of the screen. 4: Keep the lasers on continuously. This should kill additional walkers as they approach. 5: As each additional tank piles up behind you, the score increments by increasing amounts. When the score is incrementing 10 at a time, the one's digit will be constant. Shortly after this happens, you will kill a walker. Just after the walker is killed, move up slightly, wait for a missile to fly just under you, then move back down into position. 6: Continue to the end. When the screen stops scrolling, leave your ship still for a bit; the tanks will all simultaneously be destroyed. 45. ZAXX: A -> BROT 46. BROT: A -> STOB. >: Near bottom. So-named because of the Mandelbrot Sets used in the background? 47. STOB: A -> XTNT 48. XTNT: A -> BOTZ 49. BOTZ: A -> SNAX 50. SNAX: A -> ZETA, D -> NEAR 51. NEAR: A -> ZETA. *: Near bottom. @: Near top, immediately after *. >: Near bottom, shortly after @. 52. ZETA This is the "penultimate level", as it were. The object is to shoot at the object which slowly moves up and down along the right edge of the screen. Every now and then, this object will "open its eye"; this is the only time when it's vulnerable. The second time you successfully hit it when its eye is open, everything on the screen blows up and you are sent to the endgame. NOTE: If you have alien companions, they will be destroyed along with everything else! (However, they still help you get through this level.) The consequence of this is that when you face Zendocon, you always face it alone. 53. Endgame In the final screen, you fight it out with Zendocon itself, the evil spider-monster which rules all the other aliens you've been fighting. To make it through this level, use the following procedure: Zendocon appears on the right edge of the screen and moves horizontally towards you. While firing the lasers continuously, move your ship down slowly. You will eventually find a point at which your lazer-fire makes "explosions" appear on the monster. When Zendocon is getting close, move your ship to the left and *up* out of the way. It can touch your ship without hurting you, but you want to avoid having it cover your ship entirely. Use your shields if it's a close call. When it starts heading back towards the right, move your ship back down to fire at Zendocon's "soft spot" again. Use your shields when necessary to keep the "eyeballs" from hitting you. After the first couple of left-right "cycles" of Zendocon's movement, you'll be able to position your ship so that you can hit the soft spot and also avoid touching the eyeballs (because Zendocon slowly drifts up as it moves back and forth.) Using this technique, you should be able to hit Zendocon enough so that it dies after five or six repetitions of its left-right path. If you don't, it will start moving around the screen diagonally. This means it's probably too late -- but in a last-ditch effort, put on your shields and fly into its "mouth". This might do it in. If you kill Zendocon and then "commit suicide" by crashing your ship into the floating eyes, you're given another ship and have to kill Zendocon again. If you lose your last ship in this way, you lose the game. Killing Zendocon multiple times doesn't increase your score all that much, but it's something to do if you have lots of extra ships at the end of the game. Shortest Route From Start to Finish ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fifteen screens, plus Zendocon. There are three equally short paths from BREX to BROT: ,->ZEST->ZORT->BRAN-. BASE->RAZE->TRYX->STYX->YARB->BREX--->STAB->BOXX->TENT--->BROT-. `->SEBB->SNEX->ZAXX-' | ,---------------------------------' `->STOB->XTNT->BOTZ->SNAX->ZETA->endgame At BASE, take the second gate. At RAZE, take the first. At TRYX, STYX, and YARB you have no choice (disregarding the easter-egg in TRYX). At BREX, choose whichever path you like best (if you choose the upper path, take the second gate at ZORT; if you choose the middle path, take the second gate at BOXX.) From BROT to SNAX you have no choice; at SNAX take the first gate. A typical final score for the "shortest route" is around 100,000. (Or 10,000,000 in the "hard" mode -- good luck!) Gates of Zendocon Map: Each level's gates are numbered left to right, top to bottom, as the terrain scrolls from left to right. Start AAAA -->BASE 1 2/ `--. / ZYBX 2 / 1/|3 `--. / / | XRXS / / | | / / | 1 ANEX / / | .--' |2 / / NEAT | / / | | | | YARR | | | | | | | 1 EYES | | | .--' /2 / | NYXX / / | / / / | ZYRB / / | | /______/ | SRYX / | \ / | BARE 2 | 1| `--. | | XRAY | STAX `--. | | RATT | | | \ SZZZ NYET \ `--. .--' `----------->RAZE___ 2 1/|3\4 `--------ROXX / | \ `--. / | \ NERB / | \_ | / | TERA TREY / | | .--' / | | 2 STAR / | | .--' |1 | | BYTE SSSS | | | | | | 1 BETA | | | .--' |2 | | TRAX | | | | | | | 1 ZEBA | | | .--' |2 | | TRYX ROXY | | | | | | STYX NEXA 1 | | | |2 `--. | | YARB | NEST | \ | | | \____ | EBYX | \ | .--'-------<-' 1 BREX .---'2| 3\___ ZEST | \ / | \ / | STAB / | | ZORT | | | | | | | 1 BOXX | | .--' |2 | SEBB | | .--' TENT | SNEX / | | / BRAN ZAXX / `--------`--. / BROT | STOB | XTNT | BOTZ | SNAX 2 1| `--. | NEAR | .--' ZETA Gauntlet Level select: Select a character, begin the game, but do not move from the starting location. Press Option 1 to jump to level 5. Pressing Option 1 additional times will start five more levels into the game, with a maximum starting level of level 20. Gauntlet * I found merlin but he keeps asking me for clues..! and I always end up dying!! -: there are eight clues (letters or numbers) you have to find in order. to beat the game. If you miss a clue you have to go back to that clue's room and go get it. * which rooms have the clues? -: 16, 26, 46, 54, 66, 70, 81, and 90. The clues are the big symbols; you usually have to do odd things like opening locked chests and shooting or moving walls to get to them. Some passwords: All of these start you with 1400-1500 points, ten keys, ten bombs and all special abilities. The clue letters for these codes are: XRTW98Y7 warrior: 43C BBI HZZ elf: 43C BBI HYY valkyrie: 43C BBI HYZ wizard: 43C BBI HZY Hockey Super team: Enter BATSXPEB as a password. The "X" will turn into a heart to confirm correct code entry. Select the "OK" option to display a comic of a bat. Enter the "Play Game" screen and select "The Bats" team from Group D. This team has perfect statistics. Re-enter BATSXPEB again as a password to view a different bat comic. Klax Level skip: Create a "Big X" on level 6 to jump to level 51 with a 60,000 point bonus. Create a "Big X" on level 11 to jump to level 56 with a 60,000 point bonus. Strategy Guide: In order to excel at KLAX, in addition to improving your reflexes and anticipation, you need to understand the scoring rules. It is possible to get more than 2,000,000 if you know the tricks ;-) ! There are three basic areas of scoring to be considered: 1. Basic scores for KLAXs 2. The score multiplier 3. End-of-level and warp bonuses This will deal primarily with the first two, since there is relatively little the player can do about the last. The basic KLAX scoring matrix is shown below: vertical horizontal diagonal 3-KLAX 50 1,000 5,000 4-KLAX 10,000 5,000 10,000 5-KLAX 15,000 10,000 20,000 How to get a vertical 4-KLAX? Doesn't it go away when you put the 3rd tile on top? *no, not always. There are two basic ways to get a vertical 4-KLAX. The easiest is to use the scoring delay. If you have the following setup: [b] What you want to do is drop the [b] tile [a] on the center column in the bin, and while [a] it is scoring, move over and drop both [a] === tiles on top of the [a] column. The two [a] tiles will just sit there until the | | [b] column finishes scoring, then all of | | the [a]'s will score as a vertical 4-KLAX. | | | [b][a] | | [b][a] | +---------------+ The second way to get a vertical 4-KLAX is to set up chain-reaction techniqes: [b] When you drop the [b] down, it will score === a diagonal 3-KLAX. When the [b]'s all disappear, voil`a, a vertical 4-KLAX | [a] | of [a]'s! | [a] | | [b] | | [b][a] | | [x][a] | +---------------+ These examples also introduce the score multiplier effect. Whenever you score, the score mutliplier is the number of KLAXs scored. This multiplier doesn't reset but keeps increasing until there's nothing left to score and play has resumed. So in the above examples, the [b] KLAXs had a multipler of 1, but the [a] KLAXs had a multipler of 2 and were worth 20,000 points! For a more complex example (capital letters indicate scoring KLAXs): [b] [a] === | [a] [a] | | [a] [a] | | | | [a] [a] | | [a][a][a] | | [A] [A] | | [b] [b] | --> | [B][B][B] | --> | [A][A][A] | | [a][x][a] | | [a][x][a] | | [A][x][A] | | [a][x][a] | | [a][x][a] | | [A][x][A] | +---------------+ +---------------+ +---------------+ The [b]'s score as a horizontal 3-KLAX with mutiplier of 1, but the [a]'s will score as 2 vertical 4-KLAXs, 2 diagonal 3-KLAXs, and a horizontal 3-KLAX with a total multiplier of 6 (1 for the [b]'s and 5 for the [a]'s) !!! So the total score for this would be: (mult * hor [b]) + (mult * (hor [a] + (2 * diag [a]) + (2 * vert [a]))) = ( 1 * 1000 ) + ( 6 * ( 1,000 + (2 * 5,000) + (2 * 10,000))) = 1000 + ( 6 * ( 31,000 )) = 187,000 points !!!! As you can see, the multiplier can have a dramatic effect on your score. The maximum multiplier is 9 (athough it's quite difficult to get that high). * You may have noticed during play that if you push forward on the joystick, the top tile on your paddle will be thrown half way back up the ramp. You can use this to rearrange the tiles on the paddle or to get back to a lower tile without dropping the upper tiles. This "push-back" technique is fun. It's addictive. It's also the quickest way to get into deep doo-doo. There is a built-in difficulty advance feature which makes the game play faster depending on how long you have been playing on the current quarter. (This is a not-very-well-kept secret of arcade game design used to balance game play so a the designer doesn't have to screw typical players to keep a really good player from playing forever). Anyway, the point is that you should play as quickly as possible so that the game difficulty doesn't ramp up on you. One way you do this by pulling back on the joystick to speed the tiles down the ramp and (hopefully) onto your paddle. Don't wait for them to come to you. Suck 'em down! This feature can also be abused (although not as badly as the push-back technique), but it can be useful. The basic strategy is going top be to start at level 1, play through level 5, warp to level 11, and take a "secret warp" to level 56… LEVEL 1 Here is a cosmic paradox. Level 1 is the easiest level in the game. It is also the hardest level to do well. Don't get discouraged by the complexity of the patterns (KLAXgrams) shown below. This is as bad as it gets, and you can work up to it slowly. If you wish,use the "Tengen Stax" method shown below. It's worth fewer points, but it is *lots* easier. There are only 4 colors of tiles in the first level. The patterns shown will get you about 370,000 to 565,000 points on level 1. The highest theoretical score for level 1 that we have found is about 720,000 (but I wouldn't waste my time trying for it. In building these patterns, you may complete at most ONE KLAX to get rid of "junk"; if you complete 2 KLAXs, the game will not let you drop extra tiles on the paddle after the first, because the 1st tile will complete the level. And you must be quick to drop all the tiles on the paddle into the center column. If the top [c] finishes scoring before you get the remaining tiles in place, things won't work right. You must be prepared to settle for less and bail out earlier if necessary. These are "best case" patterns. They are very similar: notice that the only difference in the first 2 is an extra [a] at the bottom of the paddle stack, but it's surprisingly MUCH more difficult to achieve! An [x] is a don't care: use the fourth color or just make sure you don't complete a KLAX with them. [c] [c] [c] [b] [b] [b] [a] [a] [a] [a] [b] === === === |[a][a] [a][a]| |[a][a] [a][a]| |[a][a] [a][a]| |[b][b] [b][b]| |[b][b] [b][b]| |[b][b] [b][b]| |[x][a] [c][x]| |[x][a] [c][x]| |[x][a] [c][x]| |[x][b] [a][x]| |[x][b] [a][x]| |[b][b] [a][b]| |[a][c][b][b][a]| |[a][c][b][b][a]| |[a][c][b][b][a]| +---------------+ +---------------+ +---------------+ ~370K ~435K ~565K "Rains' Revenge" LEVEL 2 This pattern is known as "Tengen Stax," because the guys over at Tengen discovered it. It makes use of the high value of vertical 4-KLAXs. It's also easy to remember and is recommended for the entire family. There are many minor variations possible with higher and lower scores. These are left as an exercise to the reader. [e] === |[a][b] [c][d]| |[a][b] [c][d]| |[e][e] [e][e]| |[a][b][e][c][d]| |[a][b][e][c][d]| +---------------+ "Tengen Stax" LEVEL 3 Level 3 is a "diagonal wave". Try to complete as much of a BIG X as possible but bail out as soon as possible to keep the game difficulty down. You need at least 3 diagonals to complete the level. You should have been using the pull-down feature to save time so far. Also, between levels keep tapping the button to speed up the scoring (again, reducing time). Again, many variations are possible. [a] === |[a] [a]| |[x][a] [a][x]| |[x][x] [x][x]| |[x][a][x][a][x]| |[a][x][x][x][a]| +---------------+ "BIG X" LEVEL 4 Level 4 should be played the same as level 2. There are more colors on level 4 than level 2, so it is harder. But it is also more important to do well on level 4 because it is a "points wave". Any points that you score over the 10,000 needed to complete the level will be doubled as a bonus. So a 200,000 set of "Tengen Stax" will get you 390,000 points including the bonus. Did I mention that furiously tapping through the scoring at the end of level sometimes reveals a "feature" in which mysterious white tiles appear in the bin and give you extra points? LEVEL 5 Just survive it any way you can. The difficulty will be ramping up pretty well by this time, so I just build simple vertical stacks to get rid of tiles as easily as possible. I often have over 1,000,000 by this time, and survival is the most important thing. DO NOT TAP THE BUTTON AT THE END OF THIS LEVEL TO SPEED THE SCORE -- you may inadvertently get to the select screen and select the default level 6. When you get to the select screen, warp to level 11. LEVELS 11 and 56 Go for a "Super Star" pattern which includes an "X". The "X" on level 11 (and on level 6, too) will cause an immediate warp to level 56 (or 51), plus mucho bonus points. This pattern depends on getting a wild tile ([*]) to complete the star. [*] === |[a] [b]| |[x][a] [b][x]| |[c][c] [d][d]| |[x][b][e][a][x]| |[b][x][e][x][a]| +---------------+ "Super Star" ******************************************************* Another Tip: One thing to realize about making the big X, is that you don't need to make it all one color. For example, the method I usually use is: |[A] [B]| |[x][A] [B][x]| |[x][x][*][x][x]| |[x][C][x][D][x]| |[C][x][x][x][D]| +---------------+ Where the "*" is a wildcard. This is so easy to make that I can always do it on level 6. Lemmings Level Fun Tricky Taxing Mayhem 1 (NONE) KELLIESEYE SEEITTONON NEARLYGONE 2 DINKIEDOOS SINGLEDUCK JUSTFORYOU LEMMINGOUE 3 WHENYOUSEE LOOKANDSEE RUNANDFLEE SPENDSPREE 4 OPENSADOOR MANYANMORE DOORTODOOR ONTHEFLOOR 5 LEMMSALIVE CANSURVIVE STILLALIVE UNCLECLIVE 6 ONESINAFIX LEMSBRICKS FIXEDMYFIX CLOGCLICKS 7 LUCKYSEVEN WALKINGSTK ANUREBEVAN DIFFERENCE 8 ONEFATLADY DONTBELATE HELPMEMATE WAITANWAIT 9 WASHINLINE DOINITFINE DRINKNWINE EATANDDINE 10 JMAJORSDEN LEMMSAGAIN TENPERCENT TENTONTESS 11 LOVELYLEGS LEMMINLEGS STICKUPTWO BINISTHREE 12 JUSTADOZEN ONTHESHELF DIGINDELVE TWOTIMESIX 13 UNLUCKYYOU YOURINLUCK HISBADLUCK RETURNTOME 14 ATENANFOUR FOURTEENIE TEENSFORTH TWICELUCKY 15 THREEFIVES FIVETEENIE TEENSFIFTH NINEANDSIX 16 VERYSWEETY SUGARLEVEL NOTSOSWEET CHARITYNUM 17 SEVENANTEN YEARTOWAIT DRIVEUKCAR STILLYOUNG 18 KEYOFADOOR AGECANVOTE VOTESFORME COMESOFAGE 19 LASTEENAGE LESSTWENTY TENSTONINE OLDERSTILL 20 SECONDSCOR TOTIMESTEN DOUBLESTEN NUMBTWENTY 21 TODAYTODAY HALFANSWER LOCKANDKEY OLDERLEMMS 22 DOUBLEDUCK DUCKSTWICE TWOELEVENS LEMMINDUCK 23 TWOANTHREE ONEISFORME JUSTFOREME SOONBEFREE 24 SENTRYDOOR PLAYINMORE LEMMINMORE LEMMSSTORE 25 QUARTERTON LEMSSTRIVE JIVEANJIVE LEMMSDRIVE 26 THISISAFIX CHOPSTICKS LEMSINAFIX YOURINAFIX 27 LOWENDEVON ALUCKYDUCK LEMSHEAVON LEMTODEVON 28 SELLBYDATE SHUTMYGATE GARDENGATE TWOSTOPLAY 29 GOLDENLINE WOTSMYLINE STARTOWINE ONEAFTERME 30 DIRTYGIRTY HURTYHURTY FIVEXSIXIS LEMMGFINAL General Lemmings solutions: PATHFINDER LEMMING Use one Lemming to blaze a trail across the screen, and then release the others once the route has been completed. DON'T DROP THAT BOMB ON ME To release a Blocker in a non-destructive manner, use a Miner to dig away the ground underneath it. ZIG ZAG STAIRS LEMMINGS If Lemmings are stuck in a pit, they can be freed by numerous Builders planting stairs in a zig-zag pattern upward. Each Builder starts building to the left from the top of a right slanted staircase (which has run into a wall), and vice versa. ANTI-LEMMING It may be necessary to reverse a Lemming's direction without the benefit of a convenient obstruction or a Blocker. This can be done by using a Basher, Miner, or Digger, depending upon the terrain, and then, when the hole is sufficiently deep, changing it into a Builder; after a few blocks the Builder will collide with the wall of the excavation, stop building and turn around. If the ground is metal, then a Miner on its own will do, as it will give up after one whack with its pick at the impenetrable metal, and then turn around. THE PIT AND THE LEMMING Similar to the above tactic, you can stop and trap a whole horde of stampeding Lemmings without a Blocker by digging a pit straight down. Use a Digger to make the hole, and then stop it by turning it into a Builder (Anti-Lemming). When you later want to release the Lemmings, use Builders to allow them to climb out. The pit created should be just deep enough to hold the Lemmings you want to trap, for you don't want to waste too many Builders in releasing them. STOP THAT LEMMING Another method for turning around a suicidal stampede of Lemmings when you don't have any Blockers is to use a Basher or Miner to make a horizontal or diagonal hole, then change it to a Builder to make it stop bashing or mining (Anti-Lemming). A much more difficult method can be performed without any excavation Lemmings. One can block Lemmings by using Builders to build a four deep layer of steps, with the starting edge of each layer in line, making a high vertical face, off which the Lemmings will bounce. This is much easier to describe than to achieve. HIT THE CEILING LEMMING You can turn around a single Lemming if there is some solid material directly above it by making it into a Builder. It will build until it hits its head on the ceiling and then turn around. However, other Lemmings can get by if there is just one pixel between the stairs and the terra-firma above. But they will turn around if you turn each of them into Builders at the top of the previously laid steps. After laying one step, they too will hit their heads on the ceiling and turn around. IF NOT A USEFUL BUILDER LEMMING THAN A STALLER BE If some Lemmings are heading for a cliff at which a Builder is not quite done creating a bridge, the Lemmings can be stalled by turning them into Builders. For this maneuver it is of course important to have a lot of extra Builders. It is smart to do this at an adequate distance before the initial Builder, so that the bridges do not accidentally overlap. HOLY STAIRCASE On screens where you need to release one or two Lemmings from within a walled off horde, but do not have a setup where a Blocker or two can conveniently hold the remainder, try this. Build a staircase up, on which the Lemmings will all swarm As the Builder climbs, pick one of the other Lemmings and turn it into a Digger when it is some distance up the staircase, above the ground. This will let one Lemming, the Builder, out, and the others will fall through the hole and stay merrily trapped. When it's time to free them all, turn one into a Builder as they approach the hole in the steps. ONE IN A MILLION LEMMING If you have a Blocker holding in your Lemmings, and want to get just one Lemming past it without blowing it up, build a bridge that would go over the Blocker's head. Then watch the Lemmings falling off the end of the bridge. As soon as one falls past the Blocker, make the Builder a Digger. This stops the rest from getting past. SPIRAL STAIRCASE LEMMING To reverse the direction of a staircase in midair, first place a Blocker where you want the steps to turn. As the next Lemming approaches, turn it into a Builder a short distance from the Blocker. When the steps hit the Blocker, the Builder will turn around and keep building. Tricky to work just right, but quite possible. GIANT STEPS LEMMING If a group of Lemmings need to fall down from a high structure, and you don't have enough Floaters, you can use a Digger Lemming to create a step for them. If the drop is twice as far as the Lemmings can fall, or thereabouts, have the Digger tunnel down right at the edge of the cliff, and then stop half way. You can stop it by turning it into a Builder. Then the Lemmings will fall twice, once to the step the Digger made, and then to the ground below. If the drop is farther than that, you can use multiple Diggers, staggering them creating a series of steps. BUT I WANT TO MINE THE OTHER WAY If you have a Builder, a Digger, and a Miner, and you want your Lemming to mine down and to the opposite direction of that which it is facing, try this trick. Turn it into a Digger momentarily, and after it's down four pixels or so, turn it into a Builder. It will attempt to build its way out of the pit, but then turn around after two or three steps. Now you can have it mine in the opposite direction. BASHING THROUGH STEEL If you wait until a Lemming hits a steel surface and turns around, then make it a Basher (while facing away from the steel) and it will remove one to three pixels from the steel. After a little experimentation when a Lemming got stuck vertically in a steel column, it was decided that steel acts like one-way columns with arrows all pointing out from the center. If you can reverse-bash your way to the center, you can bash the rest of the way through the column normally. Ms. Pac-Man Five extra lives: Pause game play, press Option 1, B(2times), A(2times), Option 1 and then Unpause. Note: This code may only be enabled one time per game. Level skip: Pause game play and press Option 1, B(3), Option 1 and then unpause game play. Press Option 1 to jump to the next level. Unlimited lightning bolts: Pause game play, press Option 1, A, Option 1, and unpause game play. Repeat this code as needed. Instant lightning bolt: Pause game play, hold Option 1, press A, B, A, the release Option 1. Press Option 1, B to display and activate the lightning bolt. Pac-Land Extra lives: Achieve the highest score and enter 330NE as a name on the high score screen. Ten extra lives will be available for game play. To achieve maximum speed, push joypad twice in direction required. Hold joypad in position to maintain that speed. Jumping on top of objects (such as fire hydrants) can generate fruit that gives you more points. Jumping from the spring board with repeated movement of the joypad (tapping button) will keep Pac in the air. At the end of each round you reach 'Break Time'. By jumping at the end of the house you can receive a maximum of a 7650 point bonus. Also available are 10 points, 100 points, 300 points and 1000 points. How To Play - General playoptions for all systems: Trip 1 Round Two - The Forest. The first 'cheat' is achieved by pushing the second cactus back giving you 80,000 points and transporting you to your house at the end of level two (this only works if you haven't died and have at least 30,000 points). However, it is often worth not using this as continuing throughout the game without using the warps will enable you to collect more lives. If this doesn't work then try the second, third and fourth logs in the woods. The machine randomly chooses one of these (pushing the logs only work if you haven't died and you have 15,000 points). Get the cherry that appears as it turns into another three. Round Three - The mountains. These have no cheats - but watch out for the plane that always flies over the first mountain (a flower sometimes grows here and in many other places, I am sure that this means nothing). After completing the mountains you pass two cacti. Pushing the first one back, on earlier versions, makes you invisible and invincible to everything except the water (which just happens to be the next obstacle!) To jump over the water - run at full speed over the spring board and at the edge press jump and keep on whacking the joystick to the right - you should glide over the pool! You have then reached Fairyland! Here the Queen gives you a gift of magic boots that enable you to fly. You then start Round 4 going back the opposite way. Round Four - You first encounter cacti that you must jump over. If at any point you see the letter 'S' in a Pac bubble flying about - get it - it's an extra life. There is also another letter in a Pac bubble that flies around the screen - the letter 'L' - this can be achieved after getting a Pac-Pill, getting four ghosts and then Doris fifth (Doris is the one that chases you and the only one that has no hat after eating a Pac-Pill). The last cactus that you jump over is very tall. Try pushing the lower section of it backwards as this generates 7 balloons. Six of which are worth 100 points but one is worth 7650 points. Get this and don't bother with the others. Continue going home once you reach the town, jump on all fire hydrants as this always generates cherries. If pushing the cactus back didn't do anything then try pushing the second to last fire hydrant back - this will generate the balloons. When you arrive home you can still jump to get 7650 points. Trip 2 Round Five - The Town. Jump on the fire hydrants to generate cherries. Push the third hydrant back to give you the hat. If you pass two fire hydrants on top of each other then jump on top of these. The blue things that push you along (water jets) can also push you on top of the houses. This is advisable as it keeps you away from any double decker buses! If the second fire hydrant didn't give the helmet then the fourth fire hydrant along will. Round Six - The water pool area. You have two short(ish) pools to clear, followed by more ghosts on pogo sticks (here appears another floating cherry). The last pool is the longest of these and must be judged carefully to clear. Round Seven - The water jets. You have three different platforms to jump on (always try to stay on the highest one). If a flying water jet happens to hit you then whack the joystick everywhere and press fire as it is possible to escape. Not much on this round, just collect loads of strawberries. After this you reach fairyland again, you receive the boots again, and have to return home. Round Eight - The trip home. Firstly, you have to cross the long pool - backwards. Jump to the top of the screen straight away to get the cherries and clear the planes. There are stumps sticking out that you can land on and get cherries. After this there is the forest to complete. The first or second to last log will give the balloons. Trip 3 Round Nine - The Water Pool Area. You leave your house and go straight into the water pool area. There are three cacti on this round. Pushing either the first (before the pool), second (before the skeleton) or third (before the Pac-pill) back will give you the helmet. The pool is slightly different as it has a stump sticking out of the water that has an extra spring board you can land on. After this there is a skeleton (that drags you down into the ground) and must be jumped over. Round Ten - The forest. Pushing one of the logs back will make you invincible to the ghosts. This works even if you have died. When you start flashing, the invincibility is about to ware off. Round eleven - The logs and clouds. Much like the one on Trip 1 except after jumping the logs, you have to jump onto clouds (although not essential as Pac can clear all the cloud jumps in one). After this you reach fairyland yet again and you receive the boots. Round twelve - The trip home. First collect the three cherries. Then you have to jump backwards over a large pool - with no stumps. After this you reach the town. One of the few fire hydrants gives the balloon's. Trip 4 Round 13 - The Town. This level has many double hydrants. Jump on these and wait for the water jet to push you up onto the houses. Walking along the houses gives you some cherries. On many versions there is no helmet on this round. Round 14 - The cavern. You have to collect the keys to open the doors. The first key is on the top layer. Jump up there to get it. Keep going right and fall down the hole. Keep going right and fall down the next one too (you should now be on the bottom layer). Keep going right (staying on this level) and open the door. Keep going right. Jump up through the next hole and get the apples. Continue right, fall down the hole and get the key. Use this immediately to open the door. Keep going right, do not jump through the first hole and stay on the lowest level. You can then get two apples, jump through the hole and get a key, and then fall through another hole to get another two apples. Continue right and after opening the door, jump through the holes to get from the bottom level to the top. Open the door you reach and go through. Fall through the next two holes (so that you are back on the lowest level). Open the door you reach and get the two apples. Return through the door you've just come through, jump to the middle layer and continue right. You will now be out of the cavern and have reached 'break time'. So long as you don't waste time and keys it is actually easy. Round 15 - The water jets. I think that pushing one of these fire hydrants may give the helmet, but I'm not too sure. Watch out for the planes at the very end of the level. Try to jump on them. Round 16 - The trip home. The first gives the balloon's. Next it's the mountains. The is normally an extra life lurking around the second mountain so go backwards once for it if it doesn't come (an 'S' in a Pac). Then is the forest. The first log encountered gives the balloon's if the cactus didn't. Trip 5 Round 17 - A forest level. On some versions of the machine the very first cactus will give the helmet. Just before the water is a Pac-Pill and it is quite easy to get the time bonus. After the pool, there is a short forest, following that is a spring board that must be used to clear a second pool that cannot be seen from that point. Round 18 is the cavern, but you only have limited sight. The first key is on the lower level. Go right, then jump up to the middle level, then jump up to the top layer. Keep going right and fall down a hole to the middle layer (you'll be in between two doors). Jump back up to the top level (making sure you don't open either of these. Once back on the top level, keep going right and you'll reach a door. Open it and get the key directly behind. Keep going right, fall down to the middle layer, get the key, fall down to the lower level, collect the fruit. Open the door you come across. Don't jump through the next hole, but through the one after that. Jump to get the key (fall straight back down again). Keep going right. Jump up through the next hole, go right, and fall down the next. Open the next door (you're still on the bottom level) and jump through the next hole. Then jump up to the top level, open the door and get the fruit. Go through on the top and open the end door. Fall through the holes and go to the bottom level. Go right and collect the fruit there. finally, go to the middle level and exit to 'Break Time'. Round 19 - The mountains. Clear these and the clouds as usual, but watch out for the planes at the end (over the part with three sets of moving logs). Enter fairyland. Round 20 - The return home. This is very easy. Keep on going left, You first hit a forest. Watch out for the ghost near the end. This is followed by a pool, get all the cherries on the way, but _don't_ stop for anything. Then you reach another forest, then another pool, then the last forest (watch out for another ghost here) and then the town. By the time you reach the town you will be out of time and must run full speed from Doris. Try to get the Pac-Pill but if you miss it, don't go back for it! Trip 6 Round 21 - The town. This is hard as there are so many ghosts. It is pointless jumping onto the double hydrants as getting on top of the houses may involve hitting a plane. Try to stay on the top of the double-decker busses, jumping from one to another. This will stop you needing a run up. The Pac-Pill at the end can only be got by first jumping onto a ghost. Don't bother with it unless you are already on a ghost. Go straight for 'Break Time'. Round 22 - The mountains. As well as the clouds, you meet a new section - four logs in water that must be jumped onto and crossed. Careful judgement is needed here. Get the Pac-Pill afterwards as you'll need it. Time is short so don't stop for anything. Round 23 - The water jets. This gets hard towards the end as there are many ghosts around. Try to stay on the planes. You then reach fairyland. Round 24 - The trip home. First are the water jets to cross. This is quite easy as there aren't many ghosts and enables you to collect a lot of fruit. Then you enter the town. The last part of this is very hard. Just jump for the Pac-Pill when you see it and hope you get it before you are killed! Don't wait around. Trip 7 Round 25 - The woods. There are two woods split up by a load of skeletons. Don't use the spring board or you will hit one of the planes. All of the skeletons are fake apart from the first and last. So don't worry about touching them. When you enter the first wood, look for the helmet at the fourth log. I think it is hidden in there. Round 26 - The mountains - again! This time you don't have many logs to jump on and there are very few clouds. Most of the mountains have to be jumped without any clouds. This level also contains the logs in water. Ponx Multi-ball mode: Pause game play, then hold Option 2 and press Up. An extra ball will appear when game play is resumed. Up to three balls may be entered into play at once. Evil mode: Press Option 1 + Option 2 at the options screen, then begin game play. Power Factor Invincibility: Press Option 2 during game play to display the "Bomb Parts" screen while not standing next to a monitor. Press Up, Right, Up, Left, Down. A sound will confirm correct code entry. Note: Repeat this code to return to normal. Weapon power-up: Press Option 2 during game play to display the "Bomb Parts" screen while not standing next to a monitor. Press Down(4), Right, Up, Option 2 to set all weapons to full. Note: This code may be repeated as needed. Level select: Press Option 2 during game play while standing next to a monitor. Press Down, Up(5), Right. A sound will confirm correct code entry. Press Up or Down to change the level number that is displayed in the lower right corner of the screen. Pressing Up or Down will also toggle the score from "00000" to "00128" to indicate where the starting location within the level will be the beginning or the end. Press Option 2 to start game play at the indicated level. Qix Lvl:Password: 0 BFBFLM 1 (None) 2 GFGHEF 3 GFGGEN 4 HAHEHF 5 HAHFNJ 6 HAHGOI 7 HFHCPI 8 HFHNGF 9 HFHMIJ 10 IAIKCJ 11 IAILLE 12 IAIMAN 13 IFIIJE 14 IFILHJ 15 IFIKBJ 16 IFJFBF 17 IFJEHI 18 IFJHCM 19 IFJGIE 20 IFJBAI 21 IFJABE 22 IFJDHJ 23 IFJCBJ 24 IFJNBE 25 IFJMHI 26 IFJPCI 27 IFJOBH 28 IFJJHJ 29 BFAIFP 30 IFJLDF 31 IFJKHC 32 IFKFBJ 33 IFKEBF 34 IFKHHI 35 IFKGCM 36 IFKBOD 37 IFKAAI 38 IFKDCE 39 IFKCLG 40 IFKNBJ 41 IFKMKI 42 IFKPIC 43 IFKOBJ 44 IFKJKL 45 DFBIDC 46 IFKLBJ 47 IFKKPF 48 IFLFLF 49 IFLEBJ 50 IFLHPE 51 IFLGLF 52 IFLBBJ 53 IFLAPH 54 IFLDLF 55 IFLCBJ 56 IFLNPG 57 IFLMLF 58 IFLPBJ 59 IFLOPB 60 IFLJLF 61 BFCIIJ 62 IFLLPA 63 IFLKLF 64 IFMFCM 65 IFMEIK 66 IFMHAI 67 IFMGKJ 68 IFMBIC 69 IFMACM 70 IFMDAF 71 IFMCJJ 72 IFMNJA 73 IFMMJK 74 IFMPKJ 75 IFMOJA 76 IFMJJK 77 DFHIMF 78 IFMLHO 79 IFMKEL 80 IFNFKJ 81 IFNEIC 82 IFNHJF 83 IFNGIM 84 IFNBCM 85 IFNAIK 86 IFNDAI 87 IFNCKJ 88 IFNNIC 89 IFNMCM 90 IFNPHF 91 IFNOJB 92 IFNJJP 93 BFEIDF 94 IFNLFN 95 IFNKJP 96 IFOFCA 97 IFOEJJ 98 IFOHHF 99 IFOGPK 100 IFOBAM 101 IFOAIG 102 IFODHF 103 IFOCIG 104 IFONMJ 105 IFOMDI 106 IFOPID 107 IFOOAM 108 IFOJJF 109 DFFIMF 110 IFOLJD 111 IFOKCM 112 IFPFIK 113 IFPEAI 114 IFPHKJ 115 IFPGIC 116 IFPBEL 117 IFPAKL 118 IFPDIC 119 IFPCJF 120 IFPNIA 121 IFPMBJ 122 IFPPKL 123 IFPOIC 124 IFPJAF 125 BFGIHA 126 IFPLCH 127 IFPKII 128 IFAFKF 129 IFAEOB 130 IFAHJJ 131 IFAGAF 132 IFABNL 133 IFAAAM 134 IFADKF 135 IFACHF 136 IFANJI 137 IFAMCM 138 IFAPIK 139 IFAOAI 140 IFAJKJ 141 DFLIDC 142 IFALGL 143 IFAKKL 144 IFBFIC 145 IFBECI 146 IFBHKL 147 IFBGIC 148 IFBBEM 149 IFBAID 150 IFBDFF 151 IFBCIC 152 IFBNCM 153 IFBMIA 154 IFBPAI 155 IFBOKL 156 IFBJIC 157 BFIIJF 158 IFBLMB 159 IFBKCH 160 IFCFII 161 IFCEKF 162 IFCHOB 163 IFCGJJ 164 IFCBAF 165 IFCALI 166 IFCDAM 167 IFCCMF 168 IFCNHF 169 IFCMJJ 170 IFCPCH 171 IFCOIJ 172 IFCJKF 173 DFJIFB 174 IFCLJJ 175 IFCKCM 176 IFDFIK 177 IFDEAI 178 IFDHKJ 179 IFDGIC 180 IFDBCL 181 IFDAKL 182 IFDDIC 183 IFDCHL 184 IFDNPF 185 IFDMLF 186 IFDPDI 187 IFDOPF 188 IFDJLF 189 BFKINM 190 IFDLJF 191 IFDKFF 192 IFEFKH 193 IFEEBL 194 IFEHPF 195 IFEGLF 196 IFEBAF 197 IFEAJI 198 IFEDAM 199 IFECAF 200 IFENHF 201 IFEMJM 202 IFEPCH 203 IFEOIJ 204 IFEJKF 205 BFNIHB 206 IFELJJ 207 IFEKCM 208 IFFFIK 209 IFFEAI 210 IFFHKJ 211 IFFGIC 212 IFFBCL 213 IFFAKL 214 IFFDIC 215 IFFCFL 216 IFFNPF 217 IFFMLF 218 IFFPJF 219 IFFOIC 220 IFFJCM 221 FFIIFK 222 IFFLBI 223 IFFKPF 224 IFGFLF 225 IFGEAF 226 IFGHIF 227 IFGGCL 228 IFGBKI 229 IFGAIC 230 IFGDCM 231 IFGCLH 232 IFGNAI 233 IFGMCO 234 IFGPLG 235 IFGOAI 236 IFGJBC 237 BFPICG 238 IFGLCH 239 IFGKIA 240 IFHFGJ 241 IFHEKL 242 IFHHIC 243 IFHGHF 244 IFHBIC 245 IFHACM 246 IFHDIB 247 IFHCAI 248 IFHNDA 249 IFHMLG 250 IFHPAF 251 IFHOIA 252 IFHJCM 253 BFOIBK 254 IFHLAI 255 IFHKDA The game restarts at level 0 after level 255. There is no known code for level 1 . Rampage Level select: Select a character, then press Pause(2times) at the character selection screen. Hold Option 1 and press the D-pad at the "Headlines" screen to select a level. View programmer picture: Enable the "Level select" code. Highlight "San Francisco" at the newspaper screen and press Pause(2). Highlight "Albuquerque" and press Pause(2). Then, press Option 2 + B to display the "Final Top Score" screen. Press A to display the "Grand Champion" screen. Press A again, to reveal a digitized picture of Peter Wierzbicki, the head programmer, behind the score boxes. Press Pause to freeze the picture as it appears. Rempart: A couple of thing that are really helpful to know are: 1) The ships with the red deck (it's easier to see which ones are red in the 2-D mode while your re-building you castle) will fire red connon balls that leave a flaming hole in the ground. The hole takes 3 rounds to clear and you can't build over it so it's important to destroy these ships as soon as possible. I think it takes 4 or 5 hits to get rid of them. 2) The ships with the double sails are the only ones that can launch landers (the little roming tanks). Be sure to take out any of these that are closing in on your shores as soon as you can. 3) The last ships to take out are the little single sail jobs. 4) A good strategy to use once you have let landers come ashore is to wall them in and cut them off as soon as you can and then re-build your castle. Take them out at the beginning of your next turn and then fire on the ships. 5) Another good strategy point to remember is that you don't HAVE to place every cannon that you are given. If you can't find a good place for it, don't use it. The best places to place them is as close as possible to your castle and as far as possible from your walls. And by all means, don't place them next to a wall that's at the edge of a map. If a single section of this wall is blown away, it's almost impossible to repair. 6) Practice turning and placing pieces as much as possible until you know which button is turn and which one is place without thinking. This makes building bigger castles alot easier. Also, single width walls are preferable to double or triple walls. They are easier to seal up when destroyed. 7) Finally, it is a good idea to place decoys if you have time. Put walls where you don't need them and the ships will fire on them (hopefully the red ones). 8) The dark ships only drop troops off on beach corners. Don't waste cannonballs on dark ships which are on straight edges of beach. 8a) Build walls along the beach corners. Not only does this prevent the armies from landing, but sometimes the red ships will make burning squares (which armies can't land on either) when they shoot at the walls. 9) On the lower levels, it may help to build a huge fortress, then shrink it as holes are made it. After your fortress is really small, you can make a big one again. 10) Shoot your own walls if you're afraid that the red ships will clog your wall building attempts. Your own walls won't be set on fire if you level them yourself. 11) On the lower levels, it helps to surround one castle with four cannon so that the armies can't demolish it. Build three cannon around the other castles (to keep them compact 6x6 fortresses), and place "field artillery" in empty areas of the map. Field artillery keeps extra cannon available if necessary, and helps decoy shots from your fortresses. 12) On the fourth level, the right isthmus is harder than the left isthmus, but it's a lot more fun, too. 13) The easiest path to go on Veteran is (IMO) NE/SE, NW, SW/NE, left isthmus, island. If NW is the first level on Veteran, pick Beginner and do NW as the second level. If you follow this path, castles are a bit farther away from the beaches and the screen edge. For a challenge, do the NW corner as the 3rd Veteran level/4th Beginner level. ---------------------------------------------------------------------------------------------------------------------------- General tips: When firing, go for the ships closest to the shore first. You want to try and stop them from unloading ground forces if at all possible. You have a short time to aim before you can start firing, so if you start at one end of the ships before firing starts, you can get more shots in.You need to use the B button to accelerate the joystick, or you can`t get anywhere at all. If a large group of ships is clumping together, put your cross-hair in the middle of it all and keep shooting. If a lot of debris makes surrounding your castle difficult, make a tight wall (very little free space) around an as-yet-unsurroundable castle. Then work on saving your home. You may lose some cannons, but it usually saves you the game. When you first pick your home castle, look for the "tight spots"or the places which are going to cause problems when trying to surround the castle. Try to avoid placing cannons in those areas as long as you can. This will give you extra room to place wall sections if you get into a bind. If you finish surrounding your castle(s) and you have some time left, try to surround another area just big enough to hold another cannon. You can always use more of those, and even if you don`t fill the area, the ships will waste some fire on the extra wall segment. You can be greedy in the early levels and get lots of points. A level might end depending on how well you are doing, so play well enough to survive but not well enough to end the level. Surround lots of castles with no room for cannons and keep one castle with cannons around it. Only worry about the ships that might get near the shore and launch ground cannons. Later in the game, if you are having trouble surrounding your main castle, give it up and surround another one before time runs out. Most people lose their game by letting time run out when trying to surround a castle when they could have easily have surrounded a different castle with no debris around it. General two-player tips: Make it hard for the other plkayer to rebuild by leaving single wall pieces everywhere. For example, in the first battle, bomb every other wall section around his/her castle. It takes a lot of pieces to fill up all of those holes. If the other player has castles near the edge of the screen with cannons around them, bomb the walls at the edge so the only piece that will close the hole is the single square. If you gain a little bit of a power advantage, destroy some of the other players cannons. Don`t surround your main castle with so many cannons that you can`t fix all of the holes after a battle. Always try to have a castle with little stuff around it so you can save it quickly in an emergency. Start with a castle close to the other player and with a lot of open area around it. As a defense measure, if you notice your opponent blasting every other brick in your wall, there`s nothing stoppiung you from blasting sections of your OWN wall to make rebuilding easier. Massive bombing attacks aren`t necessarily the best thing to do. Don`t be greedy. It only takes one castle to stay alive. You get one cannonball per cannon. If you have cannons at the dge of the screen you will have to wait longer between shots. Higher levels: This is the most useful hint for the later levels in Rampart. (the 2 levels on the bottom of the map and the island level) Surround one of the more useless castles and put a cannon above it, below it, left of it, and right of it. It may take a couple of battles to get it surrounded. The cannons will keep the castles from being destroyed by the ground cannons. Now let all of the ground cannons try to attack the castle surrounded by the cannons. If a ship is unloading ground cannons near that castle, leave the ship alone. Once all of the ground cannons (about 30) are trying to attack the protected castle, they won`t bother you any more. Something else you can do if you have extra time while building walls is put pieces far away from your surrounded castle to attract cannon fire from the ships. Try to destroy the walls around your castle before they can get hit by fireballs. The unknown land in Rampart: Select beginner mode, then conquer the first battle. When you go to the selection screen to choose next battle there are four shown! The top left one you have just beat. The bottom left will be highlighted, DO NOT pick this one! Choose the top right land. After defeating this one, choose the bottom right land. To activate Rampart cheat mode: Pause during the game and press the following buttons: Option 1 (17times) Option 2 (9) A button (11) then press the joypad to do one of the following things: Right-You will conquer the next battle Left - You will conquer the next battle and get the victory screen. Up - set the timer to 30 seconds Down - Give yourself seven cannons to place in the "place cannons" mode Remnant Kill all opponents: Press Pause, Option 1. Repair hull: Press Pause, A. Road Blasters Level skip: Select the Rookie starting area and begin game play. Hold B and accelerate until your speed is between 25 to 50 mph. Keep B held and position the car over the shoulder on the left side of the road. Your car will hit a tree, and a picture of a programmer with a message will appear. The level number will be displayed in the top right corner of the screen. Press Option 1 or Option 2 to change the level number, and press A to resume game play. Note: The level number selected should be one less that the level you wish to jump to. Complete the current level to start at the new level. See picture of programmers: *Start on level 1 *Drive on either the left or right (each side different programmer) edge of the road (on the grass) *Drive as fast as you can into the tree. Rygar Floating shield: Activate a forward shield, then press Option 1 + Pause to restart the game. The shield will be floating in front when game play resumes. Note: The shield will turn to normal after you fire a weapon. Level 19 bird: Wait until a bird to appear from the left side on level 19. Jump on the bird as it approaches and ride it across the screen to pass the difficult sections of the level. Jump to the right with each bounce to stay above the same bird. Kill the bat when it appears. How to kill the final boss in Rygar: You need to jump up and shoot him in the head. It takes a few hits, but he will die. Just don`t let him touch you! Scrapyard Dog Extra shield: Move Louie half way across the screen when starting any level. Pause game play and press right on the joypad and button B at the same time. If Louie is in the correct position, an extra shield will be added. The text "Shield Awarded" will appear at the bottom of the screen to confirm correct code entry. This only works at the beginning of each level. Extra shield (alternate): Wait until "299" appears on the clock, pause game play, and press B. Note: This method may not work in higher game levels. Unlimited money and extra items: Locate a shop that has a red $5 money bag on the same screen. Collect the money, enter the shop, then exit. The money bag will appear again. Collect the money and repeat this procedure increase your funds. Buy extra lives for $35 each if time runs out during this trick. Up to nine shields at $10 each may also be collected with this procedure. Scrapyard Dog strategy WARP to FOREST To perform the warp, you must be on JUNKYARD Level 2. Move right through the level to the stack of tires. Jump onto tires and press down. The can room will appear. The following table show where the arrow starts and where the prize ends up: Start Finish 1 5 2 1 3 4 4 2 5 3 You are now small in size. This allows you to knock on the WARP door and warp.As you move to the right, press up in front of the tree to get an extra life. Keep moving to the right and avoid being hit by bullets, dogs, mice, and bird dropings. Jump up where the hub caps are hanging on a line to get invincibility. Also pressing down while on top of the third brown can (the one to the left of the mouse caught between cans) will give you a shield. When you get to the toilet just before the office, jump up on the toilet. Face left and hold down. A red warp door will appear to the right of the office. Move over to the door and hold up to open door and warp. WARP to DESERT To perform the warp, you must be on CITY Level 1. Move to the right until you get to the black cat up in the window above the mail box. Throw a can to get rid of the cat. Jump up to window where cat was and press up. You will now be small. Move back to the left to door by mail box. Jump up steps to get level with door. Hold up while in front of door to get red warp door to appear above the door. Now quickly jump onto mail box, jump to the left edge of the screen while holding the jump button (to achieve a higher jump). This will put you at the red warp door. Press/hold up in front of door to warp.WARP to MOUNTAIN When small, look in the base of the tree near the second white cat. The red door will appear at the top of the Screen, on a cloud, almost out of sight.WARP to ARTIC You must be in the FOREST level 1. At the start of the level, move to the right to the log when the rabbit comes out. When you jump on the log over the hole where the rabbit came out, press down on the joypad. You are know small. If you go to the right, you will encounter a tree with two snakes. Enter the door to enter the shop. Exit the shop and the snakes are gone. Now jump on the stump to the right of the shop. Face left and hold down till the WARP door appears on the branch. Jump up to the door and press up. You will now warp to the ICE area. Shadow Of The Beast WALKTHRU: STAGE 1: At the start of the game, go left past the tree with "HOME" written on it and punch the rock pile to collect the key. Run back to the "HOME" tree and select the key to enter the underground domain. STAGE 2: Once inside, go right, down the ladder, left, down, right, down, left down. Travel left to collect a long jump potion from the chest. Walk down the ladder and jump left to get a secret life potion. Leap back quickly and go right, down, left and drop off the platform. Continue left, and leap over the gap to fight the guardian of the orb. Punch the blue ball he holds, avoiding the flame, until you defeat him. You'll get a plasma bolt punch. STAGE 3: Walk right a little and drop down the gap to get the round yellow key. Go right a little and collect the energy restoring potion and fall down the gap. Run right as far as possible. Go up, right, up, right, up, left (get the red potion to increase your strength), up, left, up, left and up. Walk right to confront Death Skeleton. Keep zapping him as quickly as possible. STAGE 4:Go right, up the first ladder, and left until you reach a lever. Throw the lever, go right and up the previously ignored ladder. Walk left to get the key, go right, down the ladder, down, right, down. STAGE 5: Run right, up the ladder, and right. Go all the way down, then left (jumping over the slime). Go down, right, down, right, down, right, down, left, down, left, down, left, up, left, down, left and then up. Get the green key to the right. STAGE 6: Retrace your steps left and go back down the ladder, right a bit, then down. Go right until you reach Hydrassas the Dragon. Defeat him by punching the horn on the lower head a number of times, trying to avoid the flames. Run right and use the yellow key to enter the well. STAGE 7: Climb the well to reach a position just right of the starting position. Head right, punching rocks to collect energy. (Get a torch for the upcoming castle.) Taking the coin to the well and selecting it will get you an extra life. When you reach King Gargoyle, you'll be transported to the outside of the castle. Use the square white key to enter; you'll need to find the dragon's egg for later in the game. STAGE 8: Once inside the castle, run left a bit, up, right, down, right and then up all the way. Go left, drop down (use the white invulnerability or long-jump potion). Go left, up, then all the way right to pick up a spanner. Return all the way to the left. Walk down, right, down and left to collect a round white key. Go right and fall down (be careful). Travel left, down, right, down and left to the chest marked "BLASTER." Select this and you'll have a weapon to use against the monsters. Go right to the forcefield and select the spanner to disable it; continue on. STAGE 9: Go up, left, down, left and then up. You should have returned to the point where you entered the castle. Run right, down, left and pick up the high jump potion, down, and right to fight Skarlos. Use the high jump potion and shoot him in the eye a number of times to kill him. Continue right and use the round white key to enter the caves. You MUST have the mask and jet-pack selected before you enter (these are in the chest just before the door). STAGE 10: Fly right, hitting the slime on the floor to pick up strength. You should also find the egg that the Gargoyle requested. At the far right, you'll meet Corannis. Fire at its mouths until it is destroyed. This will teleport you back to the castle. use the crucifix in the gravestone here to give King Gargoyle the signal to teleport you back. Run right to Gargoyle and he'll let you pass. Go right all the way, hitting the gravestones for extra potions. You'll reach a giant's foot and a club. Hit the foot a number of times, avoiding the club. Sit back and enjoy the ending sequence. ITEM LOCATIONS: Extra life: Drop the coin down the well (on the start of level three) to get an extra life. Jet-pack: You'll find the jet-pack and mask outside the entrance to level five. Put them on BEFORE entering the room. If you don't you'll be instantly killed. Crucifix: You'll find this handy object outside the castle. Keep it because you'll need it to summon the King Gargoyle. Round gold key: This is to be found on the platform underneath the Orb Keeper on level one. It's used to open the door at the end of level two. Round green key: This key will allow you entrance to the caves on level five. Square white key: In the top lefthand corner of level two you'll find this key. You'll need to use it on the door to the castle. Round white key: This is one of the 'red herrings' left lying around to confuse you. It has absolutely no use whatsoever, so it's best left where you find it. High-jump potion: This mixture will be needed to destroy the monster at the end of level four. (It helps if you have the gun too.) Shanghai View ending sequence: Press Pause, then hold Option 1 + Option 2 + B + Up/Right at the high score screen. Slime World Invincibility: Hold Option 2 + Option 1 (in order), and press Up/Right at the title screen after the Slime World logo falls. Release all buttons and begin game play. Note: The game may crash in multi-player mode when this code is enabled. Zit popping mini-game: Enter the screen with the green Todd that appears after the summary screens. Press Option 1 to display a zit and pop it by quickly hitting the other buttons. This game may be played in multiplayer mode. TODD'S ADVENTURES IN SLIME WORLD LEVEL CODES NOTE: All codes are in ascending order, from the beginning of the level to the end. Easy: 24CAA1, EBCA6C, EC8AA9, 118AEA, 6FCBE9, 919073, E70926, A809E3, 6B4B6C, 66CBEO, 25CBA7,114928, 12C9AA, 550894, D7C956, 19CB93, 198AD2, 9D0AD9, 45C9C5, 5DC9DD, 070946, CA090D,CCC9AF, 30C988, 4F8B09, 0B8BCD, 098BC3, 078BC1, C28A87, 870AC3, 8A0ACE, 8F0BC8. Exploration: E1DA75, 269AF3, ED9ABE, ED9BBF, E4DB71, 259BF7, EA193D, EF58F9, D199B9, E79EB4, ED1F32, EDDE7D, EE9EBF, D29EBB, E79FB5, 2F9CF2, 6CDCE3, AC5CB2, 139CFE, 159DF9, DO1A24, 559925, 5A9E23, 43DFE9, 1E1969, 1DDCA0, 1899E0, 1A1A20, 1CD8AF, 0399EB, 865591, 465F57, 4EDFDD, 75DFD8, 245947, 085F11, 4C5C52, 070997, 4FDFDD, 089ADD, 70DCDF, 75DCD8/ F1181B, 711B9B / B51FDA / 8EDA1A, F1DA45 / 745947, 749807, F659C1, B85D87, BD1DC0, B79B40, 3DDC80, B79B40, 7E5D4D, 205F09, FD180F, 7C5B49, 7F9E0C, 60DEC9, 20D988, 205F09. Competition: (Two or more players) A11AF5, A3DA37. Action: 9157B6, AB9277, 2F1176, 919073, 198AD2, 5DC9DD, 15563D, 569039, 98D638, 1796FC, 111671, 5417B2, 1DD7BB, 1993FB, D052FC, 1492F9, D91225, 5CD1E4, 5CD6E5, 011766, DC93A6, 1E1262, 43536C, 42506C, 47972D, 0D97EB, 77D1DF, B816D8, 7A575B, B610D8, 72139C, OC1654, 8916E9, 4D9115, F150D3, CA9045, 0892D5, 8F9350, B69358, 391245, FF9086, BC12C0, BD11C4, 3C5604, 3C1644, 3FD684, 215601, 211746, 3C5705, 67970D, EAD74B, 6B910B, 62920F, A610C8. Combat: (Two or more players, but can be explored by one player) 9023CD, 117A2C8, 92628E, D866C8, 5BA608, 5D278B, 9CA54B, 9AE509, 1BE48E, D767CC, D6A68F, 97E10E, 5B20BA, 9521CC, 15660D, 12A6C3, 17244D, D5A581, 6CA605, 2BA3C5, 2DE286, 2FAOC6, EFA187. Suspense: DDO114, DDC154, DC0117, DCC157, DF8197, 5DC0D4, 5D8014, 5D4057, 5C0097, 5CC0D7, 9D8154, 9C4197, 9C01D7, 9CC117, 1C81D4, 1C4117, 5C8114, 5C4157/ C641D9, C60119, C6C159, C98199, C941D8, C90118, 06C099, 0680D9, 474659, 460099, 46C0D9, 468019, 894198, 464058, 464159, 490199, 49C1D9, 498119, 494158, C9C659 / 884284, 8802C4, 88C204, 8B02C7, 0A82C7, 0A4206, 0DC286, CBO207, CBC247, 0A0246, CAC246, 8C4280, 8E4282 / BO824C / C7071C / 5C07AA, 5D476A, 5D872B, 5DC7EB, 1DC7AB, 1A076B, 1A472B / 9702EB / 10C342, 91C322, 9103E2 / 2E81E6, 2E4121, 2E0161, AE41A1, AE01E1, EE41E1, EE0121 / AEC626, AE8666, 9146A1, 9106E1, 91C621, EFC667, EE86A7, EE46E6, EE0626, EEC666, 2EC6A7, 2E86E7, 2E4626, 2E0666, 11C6A6, 1186E6, 114621, 110661/ 2B413A, 2B81FB, 2BC1BB, 28413B, 2881F8, 28C1B8, 294138, 2981F9, 29C189, 2681FE, 26C1BE, 27413E, 2781FF, 24413F, 2387F1, 23C7B1, 200771, E00731, A007F1, 6006B1, 210671, E10631, A106F1, 3EO171, 21C1B1, FEC171, BEC131, 7EC0F1, 3EC0B1, FFCO71, BFC031, BF00F1, 7C4371, 7F03B1, 3C4331, 3C0371, FC43F1, FC0331, BC03F1, 7C02B1, 3D0271/ 3A0276, FA42F6, FA0236, FAC276, BA42B6, BA02F6, BAC236, BA8276, BD42B1, BD02F1, BDC231, A48278. Logic: 9922F5, D9E275, 9C26F4, 9B62B7, 02A2FF, 9F63B0, C02032, C4E17F, C2A1B2, 032770, DF67F4, 022470, 05E7B3, 47667F, 4621BE, 8522F9, 06E3B8, 8921F8, C966F9, 8C65BB, CDE665, 71E1E1, 4C21A4, 0EE3A0, CAA3A5, 8D62A1, 8F22E3, 7527A3, 336720, CEE565, F52520, 39652C, 3CA4EB, B7E42D, B2A662, BA64A8, F162ED, 77E3E9, 796168, BBA66B, 3BE0AA, FF61D6, 60A417, 236516, E02711, A12601, 652692, E8E55F, A6E61E, 6A2798, AD25D8, 27A1DF, A7A358, 7CE2D1. Arcade: 012D7C, 016E39, 016938, 00EAA5, 002A64. Floating Todd Trick: To do this trick, find a blow away flooring somewhere in the Suspense or Arcade level. These are the only two levels with disintergrating walls and floors. When you find a floor that will disappear,stand on it. Now, aim your gun at the floor and shoot it. Todd should be floating in the air. Amazing, isn't? Todd's Invincibility: When the moving title screen appears, press diagonally up and right on the joy pad, while holding down the OPTION 1 & 2 buttons. Now, press A and pick a level to play. Invincibility Shortcut: In the Suspense level, there is a way to move closer to the ending. To do this, enter in the code (2781FF) or just travel through the level until you reach this code. Upon entering the code, jump straight up into the 'moving floor' room above you. In the room, walk down into the path of the first moving floor and start shooting into the floor to keep your place. Now, when the floor covers you over, begin pushing the joy pad diagonally left/down and forward, until you're pushed into the room's left wall. If you succeed in getting into the wall, start pressing the joy pad forward and down. If you don't get accidently trapped in the wall, you will then be dropped into another room closer to the end of the game. Hints * You can jump out of sticky slime by jumping and pressing shoot at the same time. * You can climb up slippery walls by timing jumps perfectly so that you jump at the instant you touch the wall. Pressing the button as fast as you can works to a lesser extent. * If you make two mega bombs explode in different rooms at the same time, you can create a constantly lit mega bomb room which will stay that way until some poor fool walks into it. (You can also do this using a jet pack, but it becomes somewhat more difficult. I think the easiest place to do this is probably in J-room in level five Combat.) * Somewhere near the end of level 5 Logic, there is a wall that you can walk into, and all the lights around you go out. It's not that great of a Trick, but I remember having fun with it. * It's possible to jump into almost any vertical wall and hide by moving as close to it as possible without grabbing on to it, and then jumping towards the wall, pressing jump and shooting at the same time. It takes a lot of practice but the rewards are great. It is great fun to hide in a wall where no one can see you, and then open fire on the first poor soul to walk by. The place where it comes in handy is at the bottom left of the Combat maze (right next to J-room). Sometimes you get stuck in that room when someone before you took both jet packs. Usually you would have to pop, but if you jump through the wall on the right, you can set up for a good position for a sneak attack. BE VERY CAREFUL though, if you don't jump and press towards the wall at the exact same time, it is possible to become forever imbedded in the wall. In Combat, with five lives left, this can really suck. Just remember jump, shoot,and towards the wall all at the same time. * After you get the above technique down, try going to the lower right corner of Combat (that big curved dead end next to the big room). If you jump into the wall on the right, you can jump right through and end up in level 5 Logic. * When you reach the first exit of what appears to be the end of the Adventure 6: Arcade, shoot your gun into the upper right hand corner of the wall. A part of the wall will disappear revealing the secret passage way. If you can't continue on, then try shooting at the wall some more. * When ever you find an exit in this level don't be fooled, it isn't the end of the game. There is always (except for the last exit #6) another hidden passage to the right of it! When you are in this secret area of the game you find a message (only readable from the map screen) alluding to the zip popping contest. (NOTE: The above wall phasing ability works great. You can also do it at other places, but can get stuck very easily. Another location that can be successfully phased is at the multi slimepool room in Logic . This is the room which can only be exited via jetpack from the second to last slime pool. If you stand on the ledge of the last pool and phase through the right wall, you will come out further into the Logic level.) Super Skweek Forbidden Islands: Select the normal game option. Move Skweek or Skruch over the "O" in the word "Gargouil Land" at the map screen. Scale the screen until your character can not fly lower. A snorkeling furball will appear. Carefully position your character over the furball and press Option 1. The Forbidden Islands may now be accessed, Extra lives: Scale on the small island directly to the right of the "Welcome Island" in the top right corner of the dark blue spot. Hover over the Skweek next to a palm tree and press Option 1 for two extra lives. Extra coins: Scale over the large body of water in the "Pagalagos Island". Hover over the Skweek and press Option 1 to collect 3000 extra coins. Bravo cheat: In the middle of the ocean, above the compass, and to the left of the 'G' in Gargouil'land, a creature will appear that activates the Bravo Cheat. Cheat mode: Start the game play e level until there are 2 blue tiles left wait until there are 13 seconds left. Press PAUSE Press OPTION 1 +A Press OPTION 1 +OPTION 2 (pause message should disappear) Press OPTION 2 + B Unpause (screen flickers - return to game) *on any level press OPTION 1 + OPTION 2 for cheat menu Level Name Password 1 The Very First Level 484B4C3A4B58BB 2 Practice Mode 69697968703AD9 4 And There It Goes 1E1E0E1F054DFE 5 Mission: Shoot The Monsters 4B4C4A4E4B580B 20 Every Second Counts 6969616A483AF9 24 The Solution is in the Shop 2D2C282E9D7ECD 27 Tiny But Strong D2D2DAD32E8182 32 Don't Lose Right Away 696979683A3A79 35 Bombs..Just To Try 2D2D3D2C1F7EGD 51 Very Easy 3C3C3A0F1C2FCC 52 Find The Trick F0F0F7C4D0E3E0 56 Find Your Own Way B4B4A4B6BBE634 58 Do Your Shopping 878783864AD457 67 In The Jungle F0F6F1F636A140 75 What Error This Time 787868795A2B68 81 Firebounds (Sid D'upoxlib) 3C352A3BB46C0D 87 The End Will Be Through 1E1F1E1C984DCE 88 Peace and War or Love and Hate FDF2F3F212A3C0 89 Masters of Seekers 4B4B5B49D9187B 94 Don't Leave That Past !!! 69686B6BCD3AC9 95 Be Careful, Sliding Groundddd B4B4BCB61CE644 96 Peace Islands in Craziness 8786858323D6C7 100 Attack....Turlututt B4A5B7B1E8E674 105 The Fort Attack F0F2F6F4D1A2F0 115 Don't Shoot Anywhere 5A5B595884097A 118 Effritattraction 696B686D7A3BC9 119 I'm Going To Eat A Monster C3C3D3C2E890F3 124 Heavy Metal Hamsters F0F1F5F358A120 128 Speed of Light F0F1F5F498A350 131 Q.H.S. 8786858423S5C7 134 Hungarium Waltz 69696C68D33A39 138 Which One Is The Right Shot 8787978641D4A7 140 Smiley Follower Do You Like? A5A5ADA730F625 141 Get Out Through The Door A5A7A0A6F9F695 145 Blabla Bla BlablaBlabla Blabla D2D2C2D3D981F2 149 Save Yourself A5A4A0A659F775 156 Native D2D3D7D0A48112 163 Not So Stupid B4B5B6B6A7E7B4 164 Imcas Trap 87858684ACD447 166 Big Aaaaarrrggghhhhh Wo !!! ! 69696068B33A79 170 Panic On Board 878680855ED467 175 A Warrior Without Weapons 4B48434952198B 187 Pi Alpha Mu 5A5B52583A09EA 200 Final Countdown 2D2D252C207E9D 201 Policeman's Freakly Ghost 9696869799C536 202 ? ? ? 78787FB2F86A38 203 Best I Can B4B6B0B720E704 212 A Little Trip to Croemland 0F0A0C0B875C7E 215 Do You Know The Freeze D2D7D3D1B280B2 220 Easiness in Itself! 0F0E0C0D155C3F 221 Patience & Accuracy 8784878391D5F7 231 Hay Hay Hay Speedy Gonzolas! 87858682D0D427 239 The Challenge 2D29282F0F7FFD 246 Nightmare 4B4B5B4A7F188B 250 Get A Nervous Breakdown Yet?) 4B4B5B495D18BB Steel Talons How to fire the rockets: In the manual it says Press B and option 1 together to fire them, but it also says to press B and Option 1 to change the view. This is an error. Press B and option 2 to fire your rockets. Stun Runner Start out at level 11 (Labyrinth) and complete it. On level 12 (Coat Hanger) go right and catch the boosty and continue going right. You will fly up and then continue and cross the finish line. You will be warped to level 18! Switchblade 2 Cheat mode: Continuously sweep the D-pad in a clockwise Full-Circle starting at the Up position until the screen flashes. Repeatedly tap Up until the flashing stops. The screen should have flashed a total of four times corresponding to four cheat functions. The first flash enabled level skip. Press Pause during game play and press B to jump to the next level. The second flash enabled unlimited energy. The third flash enabled unlimited ammunition. The fourth flash enabled unlimited money. Toki Going Ape Spit Freak-out mode: Wait until the first beep is heard at the continue screen. Hold Up + Option 1 while "9" appears on the countdown timer. Continue to hold the buttons at the "Game Over" and demonstration screens. Alternatively, hold Option + Up before the title screen appears. A demonstration mode with cycling colors and a new song will start. Use the D-pad to play game sounds. Repeatedly tap Down + Left to lower the pitch of the sound. Repeatedly tap Up + Right to raise the pitch of the sound. View development team: Hold Up + Option 1 when the screen fades to black before the continue screen. Continue to hold the buttons through the countdown sequence. A white dot will appear in the center of the screen after the countdown. Rapidly tap A, B repeatedly (or sweep the D-pad) to magnify the dot to a picture of the development team.Beating the big elephant looking thing at the end of level 4: Jump over the tusks (you have to learn to time it, but it doesn`t have to be too exact) Then you should know that the crystaline elephant extends his trunk 3 times. The first time, wait until the last second (on the ground) and jump. If you wait long enough for your first jump, the next time the elephant extends its trunk will be up in the air. Duck. Then just jump over the trunk for the last time. Repeat. Of course, you should be shooting the entire time. If you`ve got powered-up shots (and you should the first time) the elephant shouldn`t last for too long. One thing to concentrate on is the fact that once you learn how to kill an opponent, that method will always work. Tournament Cyberball Easy passes: In two player linked mode, move the quarterback to the opposite end of the field before throwing a super long pass. The other player will not be able to see the receivers during the play. Viking Child Levels Password Village, Castle (None) Forest, Mountain OMEGAMAN Land Bridge, Lake PATRICIA Labyrinth, Mud Flats, Volcano REDDWARF Desert, Pyramid, Island DEWSBURY Also found these ones: Don’t know which is correct: Village castler: OMEGAMAN Forest mountain: PATRICIA Land bridge lake: REDDWARF Labyrinth Mind Flat Folcano: DEWSBURY Desert Pyramid: ISLAND Warbirds View surroundings: In single player mode, press Pause. Then, press B to look and plan your flight route. View crash site: Quickly press Pause as soon as you die and the roses and skulls border appears after crashing. Press A to toggle the view to new planes until the crash site appears. Use the D-pad to move the view. Easy Red Baron kill: Select unlimited damage, 200 rounds of ammo, no collisions, unlimited men, and dueling start options. Shoot the machine guns at the Baron after take off. Intentionally empty your ammunition and land. The Baron will crash while your plane is being repaired. Xenophobe Hint: Poofer gun: The Poofer is the most powerful gun in the game. Note: It has a very short range. Xenophobe strategy Multi player game: One strategy which works well is to have two groups of two, one going left and one right (or working on separate floors). The "front" person in each group should have a higher-powered, shorter-range weapon, such as the electro-gun or Poofer gun, and the rear person should have the laser. That way the rearmost guy is "covering" the leader. You have to have non-selfish players though (with regard to goodies). Also, on the appropriate levels, the leader should have the fire extinguisher. Tips for destroying Festers: Festers are the fellows who appear on the sides of the screen. Take these guys out by being just over half a screen away from them. Fire like crazy. You better make sure you are at least half a screen away because these really hurt! You can advance on them once they retreat and expose their hand, makes killing them easier if you do. When they throw stuff, you better be facing them and firing. Getting hit by this stuffstuns you, likely costing your life on later levels. You can kill them with the puffer gun by laying low near the edge of the screen and standing up and firing as soon as they start to retreat. You can always ignore these guys by crawling along the floor, but it is good to take them out as soon as you can. They produce other aliens, and create another hazard. You can often kill festers on the adjacent screen by firing very close to the edge. This can be used to your advantage on level 22, which is almost nothing but festers. Ceiling vines: Make sure you don`t move into them while firing. Stop, then aim up and fire. Destroying Rollerbies: Rollerbies are the armadillo like things that curl into a ball. Getting hit by these balled up creatures can stun you for some time, like the festers can, which means losing your life in later levels. Continuously fire a lot at them to make them roll the other way. Don`t fire too much if there is a closed door in the way, as they will bounce back at you at high speed. They unravel once they stop moving. Fire once or twice at them to make them stop. They then unravel so you can kill them. You can also throw a grenade, and fire just enough to make them be near the grenade. These guys are what really threatens yoyr lofe at the beginning of later levels. Don`t underestimate what a mob of these can do to your game. One stuns you, then every alien and their brother beat up on you while you can`t do anything. Then you lose your gun, and losing your gun on later levels usually means the end of your life, if not your whole game! Point blank shots most often don`t work on these guys. Destroying laser firing security drones: You can make these stop firing at you by getting the disk and putting it in the security machine. You can also deal with them by killing them. You have to fire a lot, unless you have a puffer gun. Stand and fire diagonally up. Fire like crazy, and don`t change directions. They`ll move right into your fire. The laser gun does so little damage, it is questionable if you should do this with that gun. Kill the drones on every floor until you find the disk. Dealing with litlle crawling aliens: Crawl and fire a lot. Jump if they stick to you. On later levels, it often isn`t wise to jump immediately, you might jump into a fester`s xray beam and get stunned, lose your gun, your life and possibly your game. Destroying Snotterpillars: These are big, hopping, spitting aliens. While heading towards a new screen, if you hear that you are hitting something just before you enter the new screen, stopand keep firing until the sound stops. Then fire a lot as you enter the new screen. Firing at the usually stops the nasty spittle theythrow. You should have no problem taking out mobs of these fellows by firing a lot. Stop moving as soon as you are hitting one, you want to hit them as far away as you can. To take a big mob of them at once, fire very,very fast. If too many get close, or are about to, move directly away and hit jump twice (or more) in a row. Not only does it make you run away quickly, it also has the effect of dodging their spittle. Practice turning around and hopping away repeatedly when there aren`t aliens around. Make sure you are moving away before jumping, otherwise you`ll jump up instead of away. If you have the puffer gun, have no fear. If you fire fast enough you can kill a solid wall of these guys with it. The bomb-spitting machine: Jump away or over bombs that get thrown near yolu. Hit option 2 to fix the machine, then hit option 1 until you have a full load of grenades. Fire levels: You need to continually switch from the fire extinguisher to the electro gun. Put out the fire, run andgrab your gun, and clear the rooms until you hit the next fire. You can push along both guns, but it is risky. Fires count as part of the alien remaining count, so don`t leave the fires for last or you will get stuck with a fire extinguisher on yout next level. Final level: You need to be capable of killing snotterpillars, especially hopping away repeatedly when mobs get close. Grenades here can take out a wall of snotterpillers. Keep up a wall of fire to stop their spittle. Be wary of hidden ceiling vines on the edges of the screen. Fire as fast as you can when you see the mother alien. Crawl behind her while firing, when you have cleared the other aliens in the room. Fire at her head once you are behind her. (diagonally up from ground.) Killing mother Festor: Lose your weapon on the next to the last level before the Mother Festor so you can make sure you have the laser gun. Go left all the way to the end and kill the stuff hanging from the ceiling. Then fire near the top of the screen, straight across. The shots will hit her in the head. You can tell because the %points go down. Once you kill her they drop fast. (You can keep jumping and firing off shots to kill her. Kind of tough to do with the electro gun since its range is limited, which is why you want the laser. It is not as strong, but goes much farther.) Xybots * Level 1: Second exit warps to Level 4 * Level 2: Two exits, both go to Level 3 * Level 4: Second exit warps to Level 7 * Level 9: Second exit warps to Level 12 (Secret Shortcut Wall in maze. Shoot walls to find it) * Level 10: Master Xybot * Level 13: Secret Shortcut Wall in maze. Shoot walls to find it * Level 14: Secret Shortcut Wall in maze. Shoot walls to find it * Level 17: Master Xybot * Level 18: Secret Shortcut Wall in maze. Shoot walls to find it * Level 19: Secret Shortcut Wall in maze. Shoot wall to find it * Level 20: No energy pods * Level 21: There are 3 exits: the first and the exit to the left of it both go to Level 22. The exit behind the first warps to Level 25 (3 energy pods in Level 21) * Level 24: Master Xybot * Level 25: Second exit warps to Level 28 * Level 28: Second exit warps to Level 31 (No energy pods in Level 28) * Level 33: First exit warps to Level 36 (3 energy pods in Level 33) * Level 35: Master Xybot * Level 38: First exit warps to Level 41 * Level 39: 4 energy pods * Level 40: Middle exit warps to Level ? (Forgot) * Level 41: Coin Galore (No energy pods) * Level 42: Master Xybot * Level 44: Exit to the right warps to Level 48 (Secret Shortcut Wall in maze. Shoot walls to find it) * Level 47: Master Xybot * Level 51: 4 energy pods * Level 52: Master Xybot (Ending Level) HINTS * When fighting the red & green warrior robots, it's better to run past it and fire. This keeps you from being hit more. Also, circling a warrior robot and shooting it before it can turn is another good method of destroying them. * Always shoot robots that a visible at a distance. Then you won't have to fight them when they get close. * Shield robots and saucers are best shot at when facing them directly. When they fire, move to the side, then back quickly, then fire. This avoids being hit by them (most of the time.) * Wait until your energy is in the 70's before picking up an energy pod. It just keeps you from wasting it. * If you have time, kill all robots and pick up all items in a maze before leaving. You will get extra points when you do. * Remember, when in Level 30 and up, enemy shots will sometimes bounce off the walls. In other words, they will kill themselves. Ending Message: Message from Galactic Command: Congratulations, Major Hardy you've defeated the Master X and rid the planet of the X menace. Thanks to you, this is once again a secure peaceful world. Well done, Rock (Then a rocket launches in the background and flies up into the sky from the surface of a red planet.) Zarlor Mercenary All power-ups: Select the XQ49. Allow the second Boss on the third level to destroy your ship one time. Complete the level with your next ship. Purchase one of any of the following items at the shop: power shot, side shooters, back shooters, auto fire, super shields, or lasers. Everything except mega bombs and lives will filled. Life mini-game: Power on the Lynx and press A(2) to display the character selection screen. Hold Option 1 and press Up, Down, Left, Right, Up. To start with 19 lives + extras: Press Up, Down, Left, Right, Down(2), Up(2), B, A, Left(2), Right(2), Down to start with 19 lives, 20 megabombs, full inventory and refreshing energy. To start with 100 lives + extras: Press Up, Down, Left, Right, Down(2), Up(2), B, A, Left(2), Right(2), Up, Down, Left, Right, Up to start with 100 lives, 100 megabombs, full inventory and refreshing energy. View programmers: Chuck Hold Option 1 and press Up, Down, Left, Right, Down(2), Up(2), Left at the character selection screen. This will also enable full inventory and refreshing energy. Matt Hold Option 1 and press Up, Down, Left, Right, Down(2), Up(2), Down at the character selection screen. This will also enable full inventory and refreshing energy. Chris Hold Option 1 and press Up, Down, Left, Right, Down(2), Up(3) at the character selection screen. This will also enable full inventory and refreshing energy. Stephen Hold Option 1 and press Up, Down, Left, Right, Down(2), Up(2), Right at the character selection screen. This will also enable full inventory and refreshing energy. General tips and hints: The first two boards are the roughest. About half way through the second board you will pick up a supershield (a little green ball that comes down). That will allow your life to go back up as long as you`re not getting pounded by enemy fire. It is the easiest to start out with the power guy since he can explode more in one shoot. On the first board you want to get as much money as possible so you can buy more weapons. Grab the Speedups and Lasers right when you start off. Remember that when the ship you have is destroyed you loose all your weapons, so if you buy 10 Wing Cannons it does not help much. Try to get one of each weapon you use the most for each ship so you won`t end up with a bare ship in the middle of a level. Don`t buy a new ship intil you need it. Your money is better spent on weapons. In one player mode, on level 2, it is the easiest to go up the left side. How to kill the Boss at the end of the 2nd level: Easiest is to fly straight into him and shoot like crazy. Most of the time you can nail him before he even shoots! How to kill the waterdomes at the end of the Sea-level: Get them down in the corner and sit right in front of the center eye and fire away. Try to stay on the ridge that runs you to the center. Run right up to it before they have a chance to shoot you. If you do it right, you can kill them before even losing half your life. Stay away from the laser. If you have a super shield, auto fire, laser, side and back shooters, and the extra power, one other way to defeat them is to move your fighter right over the hole before it surfaces. Then keep the autofire going and keep hitting the laser even though you can`t see anything. The game of life: The game of LIFE can be accessed through the character selection screen. Turn on your Lynx with the Zarlor Mercenary game card inserted. Press the fire button twice to get to the character selection screen. At this point you must hold down OPTION 1 while moving the joypad as follows: Up, Down, Left, Right, Up. At this point your screen should say LIFE and there will be a LIFEform known as a 'glider' moving across the screen diagonally. It will go off the edge of the screen and return on the bottom, eventually running into the cells forming the word LIFE and causing the chain reaction that destroys the title screen. Before the title screen is destroyed you may try the following controls: 1. Moving the joypad or pressing either OPTION button or PAUSE will stop the current evolution of LIFE. 2. Pressing OPTION 1 to continue the evolution puts LIFE into a mode where cells that reach the edge of the screen wrap around to the other side. 3. Pressing OPTION 2 to continue the evolution puts LIFE into a mode where cells that reach the edge of the screen behave as though they have reached a solid wall. This may be useful if 'gliders' that are launched are disrupting your LIFEforms. 4. Pressing either BUTTON A or BUTTON B puts LIFE into DRAWING MODE. DRAWING MODE: Access DRAWING MODE by pressing BUTTON A or BUTTON B while LIFE is evolving or after the current LIFEform has reached a stable state. You can tell you are in DRAWING MODE because the joypad will be in control of your cursor, a set of green crosshairs. While in DRAWING MODE, your controls behave as follows: 1. Moving the joypad with BUTTON A depressed will allow you to draw. 2. Moving the joypad with BUTTON B depressed will allow you to erase. 3. Pressing OPTION 1 or OPTION 2 will allow your LIFEform to evolve, as described in 2 and 3 in the above ACCESSING LIFE section. 4. Note that the screen cannot be flipped, but attempting to RESTART the game will cause the screen to be cleared, and you will remain in the DRAWING MODE. 5. Pressing PAUSE and BUTTON A will put you in COPY MODE. 6. Pressing PAUSE and BUTTON B will put you in PASTE/ERASE MODE. 7. Pressing OPTION 2 and PAUSE will copy your current screen to a temporary buffer (see below). COPY MODE: Access COPY MODE by holding down PAUSE and pressing BUTTON A while in DRAWING MODE. You can tell you are in COPY MODE because the green crosshairs will be onscreen with the word COPY in green below and slightly to the right of the crosshairs. While in COPY MODE, your controls behave as follows: 1. Pressing either OPTION 1 or 2 will return you to drawing mode. 2. Holding down PAUSE and pressing either OPTION 1 or OPTION 2 will evolve your LIFEform frame-by-frame. Note that the OPTION button used determines whether screen wrap is on or off. 3. Pressing BUTTON A sets one corner coordinate of a box that you can draw. Pressing BUTTON A again sets the other corner coordinate of the box. Anything within the box is now in your COPY BUFFER. You are now in PASTE/ERASE MODE. 4. Holding down PAUSE and pressing BUTTON A takes you to the LIFEform library, a screen full of goodies for you to put into your COPY BUFFER. After selecting a LIFEform or group of LIFEforms, you will be in PASTE/ERASE MODE. 5. In the LIFEform library, pressing PAUSE and BUTTON A again takes you to your temporary buffer (see above). You can cut items from this buffer to the main screen. 6. Holding down PAUSE and pressing BUTTON B takes you directly to PASTE/ERASE MODE, using whatever was last put in your COPY BUFFER. If you haven't yet selected anything, you may get garbage. PASTE/ERASE MODE: Access PASTE/ERASE MODE either by holding PAUSE and pressing BUTTON B while in DRAWING MODE, or by going to COPY MODE and selecting LIFEforms from your screen or the library screen. You can tell you are in PASTE/ERASE MODE because your joypad now controls whatever you have in your COPY BUFFER. While in PASTE/ERASE MODE, your controls behave as follows: 1. Pressing either OPTION 1 or OPTION 2 will return you to DRAWING MODE. 2. Pressing BUTTON A will allow you to paste your COPY BUFFER. 3. Pressing BUTTON B will allow you to erase using your COPY BUFFER. 4. Holding PAUSE and pressing BUTTON B will flip your COPY BUFFER any one of eight possible ways. 5. Note that the screen cannot be flipped, but attempting to RESTART the game will cause the screen to be cleared, and you will remain in the PASTE/ERASE MODE. 6. Pressing PAUSE and BUTTON A will put you in COPY MODE. Advanced Lifeforms 1. Bird Bomber 2. Tri-Birds 3. Glider Bomber 4. Spark 5. Small Glider Factory 6. Mega Glider Factory 7. Growth Bomber 8. Glider Bouncers 9. Fuse Chain 10. Spark Bouncer 11. Twin Spark Bouncers 12. Diamond Chain Bomber 13. Growth Bomb 14. Birds: Small, Medium and Large Spinners 1. Generator 2. Bee 3. Max Warp 4. Big Reactor 5. Sea Urchin 6. Spinwheel 7. Wing 8. Warp 9. Beacon 10. Sparkers 11. Spinner 12. Butterfly 13. Laser Gate 14. Jumping Jack 15. Double Spinner 16. Lady Bug 17. Sun 18. Mini Reactor Growth Bombs 1. Shoe 2. Arch 3. Sandle 4. Peg