Thursday, July 1, 2010
This one is kinda buggy one, so I don't guarantee you will
get to final.
Move Buck (the killed man).
Talk to Friar Bacon (when I mean talk I mean you should talk all topics).
This one is kinda buggy one, so I don't guarantee you will get to final.
He will notice Buck is missing.
Pick up pickaxe (twice because you pick up pick and picket, not a whole pickaxe).
Use picket with Friar Bacon. You will knock him out.
Pick up his cassock.
Use donkey. Select left arrow.
Talk with French army soldier.
Return back to canyon and use don- key to select right arrow now and get to Big Town.
Enter door. Look into wooden bucket (you get a screw).
Go up the ladder. Move 'P' sign and go downstairs to collect it. Exit house.
Go left to the well.
Talk with the man, who fell into well.
Go to Big Town Station (BTS since this point).
Enter it and talk to telegraphist. Look at the teleprinter. Exit BTS.
Go left. Open a box near entrance to General Store.
Look into the box (you will collect logs). Enter local jail.
Talk with Mortimer Pettyboom. Exit jail.
Go to the saloon.
Talk to layabout. To enter saloon you need to tell him you learnt in the
same school with him and tell him that that M.Pettyboom was the 'super-sucker'
in your school. Then he should let you in. Once inside talk to sheriff and
barman (you will need to get an empty whisky bottle from latter).
Once you got it, examine it to see the location of the whisky plant.
Talk with thug.
Go upstairs and open right door.
Talk with dancer - you need her to tell you where her girlfriend keeps her money.
Look into the keyhole of the left door. Exit saloon.
Talk to young lady about guy called Dickson - when she begins to ask about his
appearance use the following pattern of res- ponses: CEBD.
Then talk to old lady on the roc- king chair.
Then go to General Store and tell the shopkeeper that his mother calls him.
He will leave and you can fetch some stuff: sugar, bis- cuits, cigars, coffee, carrots.
Now return to stable.
Give carrot to your donkey and pick up hat from donkey's head.
Go to church and talk to parish.
Open a door to the right and try to pick up a ticket on the table (you can't now).
Go to jail again and tell him that a coffee maker doesn't belong to jail and he will
let you pick it up (tell him because it belongs to saloon when he asks why he should do it).
Now use coffee on coffee pot.
Go to the entrance to BTS and use water tank with coffee maker.
Use screw on trolley.
Now go to bank (a door near jail's door).
Talk to cashier and borrow some money from him; also try to open bank account.
Now ride back to monastery and buy tobacco light from French soldier.
Now go back to BTS and use trolley - you can drive to following locations: waterfall,
Indian village, Fort and a cemetary. When you have visited one of these locations you
can get there clicking on the 'map' icon at the bottom of the screen and choosing a
location to go to.
Drive to cemetary.
Pick up a rope.
Talk to parrot.
Give biscuits to parrot and pick parrot up after you do.
Use pickaxe (to assemble it just use pick on picket at your inventory) on
the plot of land - the one which is the 'most fertile' when you examine it.
Look furrows.
Now leave and drive to Indian village.
Pick up knife.
Enter the closest tent via rip on its side.
Pick up bottles (you get a magic cloud).
Pick up candle.
Exit tent.
Talk to apache near totem pole.
Talk to apache, guarding meeting in the leftmost tent - he will ask you to bring him an item.
Now drive to 'Forest' location on map - there pick up fabric, hanging on tree (twice).
Use knife on the gum on other tree.
Enter cabin.
Pick up the fishing rod.
Talk with Tom about whisky ingredi- ents.
Exit cabin.
Use fishing rod with river to get a horn.
Drive to Fort Apache now.
Talk with engine driver.
Enter fort.
Talk to Lieutinant.
Open kitchen door.
Open cupboard, pick up tabasco.
Open a trap door on the roof.
Use fishing rod on trap door to fetch some dynamite.
Talk to look-out guard to learn which musical instrument needs to be played in order
to lower the flag (answer:bugle).
So use horn and pick up lowered flag.
Now look at the window in the center of the fort and talk to Colonel Leconte.
Next time you look in window give him a flag.
Exit fort.
Now drive to Indian village.
Give chewing gum to the apache, guarding meeting.
Go inside.
Agree to smoke a pipe of peace.
When it will be your turn just use tobacco light with pipe.
After scene enter other tent - the one you wasn't before (in the distance).
Look into the basket and pick up a box of matches.
Return to tent where you have smoken a pipe of peace and look into cauldron -
you will get barley seeds.
Now go back to fort and enter colonel's room.
Move barrel to kick it to your trolley.
Pick up french uniform and a sponge.
Use sponge on alarm above door to the left.
Go to fort's jail and talk with sleepy jailer.
Exit jail and enter a laundry which is run by a Chinese.
Talk with him and give him french uniform for cleaning.
Pick up a bowl of rice here and reenter laundry to collect clean uniform.
Examine uniform to find a key in pocket.
Go to colonel's room and unlock door with a key you have found.
Examine safe.
Go to kitchen and use logs on oven, matches on oven, coffee maker on hotplate and
finally pick up the coffee maker.
Use rice on empty bowl on another hotplate.
Now head to monastery and use coffee maker on sleeping Mexican.
You need to call him an impostor and ask him about revolutionary hideout whereabouts.
Now go to cemetary and use barley seeds with furrows and then use magic cloud.
Collect barley.
Now go to BTS and use water tank with barrel.
Use sugar with barrel and then barley with barrel.
Finally use 'P' sign on barrel and deliver the barrel to whisky maker.
At Indian village use empty bottle with barrel and try to pick up a golden skull.
After movie go back to Big Town and give balloon to old lady - she will mend it for you.
Go to church.
Use candle with can- delabra and use matches with candle.
Use parrot on confession box.
Talk to parish and ask him to call Friar Anselmo.
Then you can enter Anselmo's room and pick up a ticket.
Open trunk and look inside - you will get a gun belt.
Exit church and go into the bank.
Use cassock and talk to cashier.
Try to retrieve golden skull from bank and when you are told the safe is jammed tell
him that you will tell other customers to retrieve their money from bank.
Then put off cassock and tell the cashier that you want to retrieve your money
because Anselmo told you to - cashier will ask you to try unlocking a strong-box.
In the vault use dynamite with handle and use matches with dynamite. BANG!
Now go to saloon, go upstairs and use magic cloud.
Go down and pick up a bucket.
Now go to well and use buc- ket with well.
Use handle.
You will get a golden skull.
Examine it to pick a stethoscope from it.
Now go into church, go to belfry (its in the upper left corner) and there click
on Dickson's balcony to jump there.
Open right drawer and look inside (you get a manual).
Read manual.
Exit room.
Open another door.
Pick up pillows and rip them using a knife (one of them contains a fake $100 bill).
Now go to canyon and talk to general.
Give him a hat and gun belt.
Enter a cave (its just above his head).
Pick up cards.
Exit cave.
Now drive to waterfall.
Climb up and use rope with rock to get to the hidden cave.
Click on bars to discover a hidden entrance to monastery.
Drive to fort.
Enter sergeant's room - its in the bottom right corner.
Talk with sergeant and ladies.
Give a bottle to sergeant.
Reenter room and tell ladies that sergeant is drinking whisky.
Then you can pick up a 'Star Of Free Mexico' medallion from a board.
Look at it to get a cork- screw.
Use corkscrew and tabasco bottle to open it.
Now go back to general and give him medal.
Also tell him where the hideout is and join him there.
Ask him about his plan and items you need to succeed.
Give him a balloon.
Exit cave.
Go to saloon and talk to sheriff.
Ask him to join the game and tell him you've got dollars.
Then use chair.
When the cards are dealt click on 'OK' and then choose 'C' option and use cards
with fake bill in your inventory.
You will be arrested.
Pick up a rock (just near your leg) and use it on
Pettyboom.
Pick up a dart from Dickson's ass.
Use dart on the ring at the ceiling.
Go to town.
Go to BTS and open station door and try to enter.
Now close/open/close etc door about 10 times (I know its ridiculous but it
freaking works...) keeping the door closed at the end.
Next go to signal and move handle.
If you did all correctly stationmaster will die, if not, then try again a trick
with door.
Enter station and pick up a book from shelves.
Look at it. Use equipment.
Exit door.
After movie go to the fort.
Talk with warden about prisoners' malnut- rition and he'll ask you about food.
Now go to kit- chen and use bottle of tabasco on bowl with rice.
Exit kitchen and use triangle (just above the door of kitchen).
This should trick the warden.
Now go and unlock jail door with jail key.
Talk to Bull about stethoscopes and he'll tell you he could try unlocking the safe.
Now go to the patio and talk to soldiers.
This should help Bull to sneak into the room.
Now go to colonel's door and go to safe.
After movie go to saloon and talk with Anselmo and Leconte.
Tell them general's plan for attack.
Tell Anselmo about hidden cave in waterfall and give uniform to Leconte.
Now go to the hideout and go to the tower to talk to general.
Tell him you have 1nd and 2nd tasks he gave you and then go downstairs and just
'use fabric' to complete 3rd task.
Now go back to general and tell him you have done everything.
After movie click 'open door' in the distance.
Once inside, open 1st door on your left and enter.
Use wheel.
Pick up a ball from John Nodoffsky's leg.
Go back to general and use rope on cannon.
Move cannon.
Use ball with cannon.
Move cannon.
Use rope on cannon to get back to general.
Again enter monastery.
Walk a bit to the right and open the most distant door.
Enter it.
Open all 4 drawers and go to hose.
Use hose and tap of barrel.
Go through window.
Use hose and another window - the one above main entrance.
Use hose on gunmen and then use matches on books near them.
Enter main entrance.
Pick up green book and look at it.
Go up the stairway and use a key on the door.
After movie move carpet and look at the drawing.
Go left and move sun symbol. Now go to the very right and enter cave.
Labels: PC-WALK
INTRODUCTION
The year is 2400 A.D. The place is Metropolis, a city on the remote planet
XK-120, or Nova Athens as it's known by its human inhabitants. Established
more than a century ago, it flourished as a center for learning, research,
and the arts. The Tzorgs, an alien race friendly to mankind, contributed to
the prosperity of Nova Athens. All seemed to be going well...perhaps too
well.
The Tzorgs suddenly withdrew their ambassador in 2291, followed by attacks
on the outlying planets. The Tzorg Empire and the United Stellar Council go
to war after a failed summit meeting, and Nova Athens soon falls to the
Tzorg attacks. Martial law is imposed, and the Tzorgs continue to wage war
against mankind throughout the galaxy. Soon, they are forced to shift their
forces from Nova Athens to the outlying sectors, and they leave Metropolis
in the iron grip of their robot police force, with long jail sentences
imposed for those who break their strict laws.
A growing underground movement is established to find a way to defeat the
robot force, and they achieve limited success in creating a network of
information, and in supplying high-tech devices. Most of the underground
members are soon captured or forced into hiding, due to increased robot
enforcement, but not before they've completed a tunnel to the Tzorg
Authority Complex, and discovered the means for someone with the proper
skills and daring to deactivate the entire robot police force. This would
free Nova Athens and allow the USC forces access to a strategic base -- a
major advantage in the raging war.
You are a computer specialist who arrives with the latest shipment of
off-world workers imported by the Tzorgs. Having the advantage of no prior
police record, you are free to roam the central city, gathering information
and items with the help of the underground. You must find a way into the
Tzorg Authority Complex, reach the main control console, and end the robot
rule. If you can accomplish your mission, Nova Athens will be free, and the
citizens will walk the streets without fear.
CHARACTER CREATION
When you create your character, you are given 99 points to distribute
among four attributes: Energy, Agility, Intelligence, and Affinity. These
stats can be raised in various ways as the game progresses, but a good
initial mix is important to surviving the first parts of the game. I
suggest allocating 30-35 points each to energy and agility, and dividing
the remainder equally between intelligence and affinity.
IMPORTANT INFORMATION
All your stats temporarily decrease when you're hit by robot forces. Your
energy will also dip when running, climbing ladders, pushing objects, or
breaking doors open. The doors marked with a "!" will sap 20 points of
energy, while the ones marked with red tags require 30-50 points. Later,
doors can be opened with the proper Passcard, or just blown open with the
plasma rifle.
If your energy drops below about 5 for whatever reason, you will pass out
and awaken in the Social Rehabilitation Center with all your possessions
confiscated. If you pass out with no contraband and sufficient funds,
you'll be taken to Metropolis hospital, instead, and charged a fee. Being
hit by a subway train costs you 2,000 credits, so be careful down there! If
you end up in the SRC, fear not: Your inventory can be recovered.
You will need to destroy many robots for two reasons: to earn credits by
searching the dead hulks, and to increase your attributes. For almost every
kill, a random attribute will be increased. Energy and intelligence may
also be increased for a stiff price in the booster labs located
underground. Affinity increases after almost every conversation with an
NPC. Booster pills will hike all your stats up to 99 temporarily; the
penalty is your normal stats will drop by a few points after the effect is
over.
The game is action-oriented, and quick responses are needed at times. You
are required to report to the Public Tracking Office every 2,000 ticks.
Failure to do so earns you a Social Demerit. Being caught by a Checker
robot with contraband or in a zone that you don't have the proper ZAC (Zone
Access Card) for also gets you an SD. If you accumulate five SDs, you will
be targeted for capture by the robots, and sent to the SRC if you're
caught. If you fail to surrender to a robot or turn over contraband, you
will have to fight and run. If you lose the fight or surrender voluntarily,
you're off to SRC.
GETTING OUT OF JAIL
There are advantages (especially in the early game) to surrendering at any
time to earn a free trip to the SRC. It clears your SD counter and resets
your check-in timer, and also provides an easy access to the underground.
The escape tunnel is located right behind your bed: Just climb over it and
walk through the wall. The ladder will take you all the way down to the
first level of the underground. Your cell is on Level 3 of the SRC. In a
rubbish pile on Level 2 are booster pills. Through the east wall on Level 1
Guido is sitting out his sentence. Mention STUFF to him and he'll tell you
where the robots put your possessions.
From Level 1 of the underground, go all the way west past Virgil (he'll
tell you about Guido). At the far west end, a ladder leads up to Level 0 of
the Administration Building. Climb east over the computer there and head
out of the building. Walk east past the sentries (there shouldn't be
trouble; there are usually no Checker robots) into the Central Zone. You
can walk right through the front door of the SRC, past the robots, and turn
right at the end of the entrance hall. To the south is a storage room; on
the south wall is an open box containing your stuff. Walk out the back door
to the north, and you're back in business (until next time).
The ladder goes down one more level where you meet Tony. He and Horace
used to work in the Power Center in the Authority Complex. Horace is in a
room on the same level, amidst a mess of pipes you climb over. He tells you
the code for getting through the Power Center binary maze is DDDUD.
THE PERSONAL TRANSPORTERS
WARNING: In the IBM version, using the transporters occasionally messes
things up! If after a transport, things just don't look right, you should
reboot the system and reload the game. If you don't end up in a small
booth, that's a sure sign something's wrong. Don't yell at me: Talk to the
folks at Origin!
There are five "normal" transporters around the city. They can take you
into each of the zones a safe distance from the border checkpoints, where
the Checker robots are usually stationed. The access code is LETSGO
(obtained from Sid in the underground). The destination codes are 00 to 04,
and here's where they take you:
00 - Right next to the Public Tracking Office (Central Zone)
01 - Just south of Novue Apartments (Eastern Zone)
02 - University Main Building (Southern Zone)
03 - Administration Building (Western Zone)
04 - Megatech Building "B" (Northern Zone)
In addition, there is a booth in the underground that will take you to any
of the five above-ground locations. This is useful for getting back to the
Tracking Office in a hurry.
GETTING STARTED
You begin the game in the Public Tracking Office, with a Gridread (legal)
and a Hand Phaser (illegal) in your inventory. Sitting to the east is
Eddie. Talk to him about SPIDER (Spider is the leader of the underground),
and Eddie will give you directions to Joe's bar where Spider hangs out. On
the way, charge your weapon and Gridread at the power node in the back
alley. In Joe's bar, climb over the counter, go through the door to the
northeast, then through the door to the southeast.
Spider is in the corner. As soon as you talk to him, he'll tell you to get
a password from Reggie who is on the second floor of Johnnie's Corner. You
can risk going there (it's in the Eastern Zone, and you don't have the
proper ZAC yet); the password is MADEIT. Talk to Spider again, and he'll
welcome you to the underground and direct you to Harvey in the Novue
Apartments. If you want to go there (it's also in the Eastern Zone), he's
on Level 2. Talk to him about UNDERGROUND, and he will tell you that there
is an entrance behind the lift tubes on Level 0. Spider will also give you
a Hand Blaster and Passcard FR74, which opens the door to the underground
in the Novue Apartments.
ROBOT-BASHING STRATEGY
Now that you have a better weapon than that dinky Hand Phaser, it's time
to try your hand at some combat. You need to increase your stats and get
some credits. You have no shield whatsoever, so you'll be lucky to take out
one or two robots, maybe more, before you get busted. Get used to the SRC:
You'll probably be going there a lot until you get some cash.
Your first target should be the isolated sentry robot outside the Tracking
Office. Charge your Hand Blaster at an isolated power node, then walk up
right next to the robot (your dexterity is kind of low, but you want to get
close). Blast away and ignore the alarms. If you kill it, immediately
search it, then run into the back alleys to recover. Wander around and look
for other easy prey. Your only realistic targets at this point are sentries
and police robots. If you are caught, read GETTING OUT OF JAIL. If you
manage to get at least 500 (preferably 875) credits, head for the
underground. After buying better armor and perhaps some devices (whatever
you can afford/carry), head back up and take on the tougher robots. You'll
just have to keep at it to build up your stats and credits.
If anything breaks, try several times to fix it yourself. If you succeed,
it will raise your IQ. If you can't do it, take it to Hugo's Fix-It Shop.
You will need 3,500 credits for Les to build the field disperser armor,
1,000 credits for a jet pack, plus credits to buy the parts to fix the
plasma rifle, and pay Hugo to fix it. More on this later; for this part of
the game, blast robots! Talk to everyone, because it raises your affinity;
in some cases, it also raises your IQ.
THE UNDERGROUND
There are several entrances to the underground. The first one you are
likely to find is in the Social Rehabilitation Center (See GETTING OUT OF
JAIL). Head west from the ladder and turn south where the corridor
branches. Following this corridor, you will meet Fritz, who can tell you
how to get through the maze to the boost labs. Also, there's Jimmy, who
knows the access code for the terminals under the Administration Building.
These terminals give you the deactivation codes for the main control
console in the Tzorg Authority Complex.
Continue to follow the corridor, and just before it narrows, you'll find
Verne. Verne sells Plastiform, Booster Pills, Time Bombs, Detonators, Video
Scramblers, Disrupters, Scanners, and Heavy Shields. The door (nearby in
the red brick wall) leads to the maze of rooms where the boost labs are.
Another entrance to the underground is located in the Novue Apartments
(behind the door by the lift tubes). Either break the door or use the
passcard FR74 you got from Spider. On the first level down you'll find
Carlos, who tells you (in general terms) where Wes (weapons dealer), Verne,
and Nguyen (another gadget seller) hang out. Also on this level, in the
southern room, is Jeff. Jeff forges Passcards for 50 credits and ZACs for
150 credits.
Take the ladder down to the next level and head west to find a red brick
structure. The corridor on the east side leads through this structure. The
second door on the north is where Sid stays. He has the access code for the
transporters, LETSGO. At the end of the corridor there's a lab where Sybil
and Elroy are working. Sybil works with Hugo, and Elroy will tell you about
the Transporter Guidance Device he's working on. You need one in the
Authority Complex, but you'll need to get it elsewhere.
If you follow the north side of the structure, then head south, you should
find the other gadget seller, Nguyen. He sells Plastiform, Booster Pills,
Disrupters, Video Scramblers, Direct Overrides, Holo Projectors, Scanners,
and Light Shields (buy this if you only have 500 credits instead of 875 for
the heavy shield sold by Verne).
Proceed past the building to the north and you should meet Pinkie, the
resistance organizer. He'll direct you to four other people stationed
around the city who provide information: Mark at Administration, Robert at
Megatech, Sasha at Novue Apartments, and Richard at the University.
Continue west along the corridor to meet Alfonso, who will tell you where
some energy cells are. Further along the corridor, a pipe enters the wall
to the north. Climb along this pipe to find the room he told you about.
Search the cabinet for energy cells for recharging devices (although I
never used one). They can be sold to a dealer in the underground, but only
for 5 or 6 credits -- not worth the time or trouble.
Still further along the corridor, there's a ladder down to where Tony and
Horace are (mentioned in GETTING OUT OF JAIL), and still further along
you'll meet Harvey who will talk about the plasma rifle. He should be
standing very near the room where Wes sets up shop. Wes sells Hand Phasers,
Hand Blasters, Mini Cutters, Laser Cutters, Blaster Rifles, Pulse Lasers,
and Stun Guns. It is important to be a loyal customer, because after a few
purchases, Wes will give you the broken Plasma Rifle!
Yet another entrance is located in the Administration Building in the room
north of the entrance. There's a row of cabinets against the west wall.
Climb over the center one to reach the ladder down. Heading east, you'll
come to the junction that leads south to Fritz, Jimmy, Verne, and the boost
labs.
The last entrance to the underground (that I'm aware of) is reached from
the back room of Larry's Electronics shop. There are two 20-strength doors
that you can either break down or open with Passcards coded 9C59 and 9D63.
The ladder takes you down to a spot just west of where Tim has a shop. Tim
is the only person who will buy your used weapons and devices (say SELL).
East of Tim's shop and down a level you can go east to Wes's shop.
Heading west from Tim's you will come to a junction and some more NPCs.
Leroy will talk about the plasma rifle, and Melvin tells you about Tim. If
you take the south branch, you will meet Vince, who talks about energy
boost treatments. The south corridor eventually leads to Verne and the
boost labs. Taking the west branch leads to a dealer in energy cells, and
finally to a one-way transport booth -- handy for a quick return to the
Tracking Office.
Whew! That completes our tour of the underground. It's confusing, but you
need to know where to find the dealers -- especially Wes -- to equip
yourself for the assault on the Tzorg Authority Complex.
THE BOOST LABS
By the time you collect enough credits for the field disperser and to fix
the plasma rifle (as well as buy other goodies), your stats should be high
enough for the battle in the Tzorg Authority Complex. However, if you
really want to increase your energy or IQ and you have enough credits
(1,000 for IQ, 1,500 for energy), the scientists in the boost labs can do
the job. They will increase the stat by 15, and you automatically earn 1
Social Demerit. In addition, it takes 1,000 ticks for an IQ boost; 2,000
for an energy boost. This almost assures you another SD when you check in
at the Tracking Office. Not really worth it, but this is a walkthru.
The route is pretty simple, especially if you follow Fritz's instructions.
Enter the underground by either the Administration Building or the SRC (see
THE UNDERGROUND). Head either east or west (depending on which entrance you
took) and head south at the branch, past Fritz and Jimmy. Enter the door in
the red wall to the south and climb the ladder. Go through any door UNLESS
there is a door in a corner: Choose it over any other in that room. You
will come to a room with two corner doors. Take the one in the west wall
and keep taking corner doors to reach the IQ boost lab; the south door
leads to the energy boost lab. If you only open the doors along the way and
don't close them, the route back (after the treatment) is easy.
THE PLASMA RIFLE
The plasma rifle is the most powerful weapon in the game. I think it can
blast open any door with ease, and in my experience it never needed fixing
after the initial repair. You will need almost 2,000 credits to buy the
parts and to pay Hugo to fix it. Wes, the underground arms dealer, will
give you the broken rifle after you deal with him two or three times.
Go to Larry's Electronics and buy the Micro Stat and HV Oscillator. Then,
go to Gilbert's Electronic's and trade the Micro Stat for a Regulator.
Climb over the counter, break the door, and head out the south door to the
trash pile. Search there and take the Multitube. If you have to drop
something, don't worry: It usually stays put. Now, just head for Hugo's
with 550 credits and have him fix the plasma rifle. After charging it, you
can walk the streets of the city virtually without fear!
THE FIELD DISPERSER
The field disperser is the best armor available. It allows you to walk
through force fields with ease, and shrug off all but the toughest robots'
attacks. It must be charged, but the charge is only depleted when you walk
through force fields, or when hit by the most powerful robots. I believe it
can break, although it never happened to me.
First, you need the blueprints, located on the second level of Megatech
Building "B." Enter the building, climb over the counter where Mickey is,
and go up the transport tube. Either blast the 40-strength door open with
the plasma rifle (if you have it), break it, or open it with Passcard code
6534. Search the cabinets on the east wall to get the blueprints.
Now, go to Les (the fabricator) at Megatech Building "F." He will build
the field disperser (say PLANS) for a measly 3,500 credits. With the
disperser charged and the plasma rifle repaired, you have free reign of
Metropolis!
TRANSPORTER GUIDANCE DEVICE
I'm told that the guidance device isn't really necessary if you assault
the Tzorg Authority Complex through the front doors. However, if you follow
the story line faithfully, you are going to take the tunnel entrance hidden
in the city dump. There is a set of four transporters there (not the maze
of transporters in the rooms that you explore first). The "funny"
transporters will just shuffle you around among themselves unless you have
the Guidance Device in your possession.
To get the device, you need the field disperser, and you will need the
plasma rifle (unless you have a time bomb or two). There are force fields
and four tough robots that can cause you some damage, even with the
disperser.
Take the south transport tube down to the subway at the South Station.
Walk west along the south rail. Watch out for trains! If you see one
coming, climb onto the pipe in the center. Continue until you find the
40-strength door in the south wall, get through however you can, and go
through the door to the south. Head east, down the ladder, and stride
through the force fields to the south. After disposing of the robots, go to
the last door to the east and break it. The device is on the counter on the
south wall.
THE TERMINAL MAZES
To deactivate the Tzorg robots, you must reach the main control console on
the fifth floor of the Authority Complex and input the three deactivation
codes. If you don't feel like negotiating the mazes located beneath the
Administration Building to reach the terminals and get the codes, skip
ahead to THE AUTHORITY COMPLEX AND ENDGAME: I'll give you all the codes.
The first terminal is located on the second level under the Administration
Building. Turn south at the entrance, enter the office, then follow the
hall at the south side of the room to the 20-strength door. Go through it
to the transport tube and take it down. On this level, the tube up takes
you back to a booth just inside the entrance to the Administration
Building. Don't take it: Break the 40-strength door to the east and
continue east to the tube down.
In the southeast corner of the room on this level, climb east along the
pipe, and the terminal is in that room. Talk to it and enter ACCTRM0 (Jimmy
in the underground tells you the code is "ACCTRM plus the number of levels
below ground minus 2"). Then, enter CODE, and it will respond with the
primary deactivation code.
Take the transport tube located next to the terminal down. Wow, a maze of
slidewalks! Here's where a jetpack and quick reflexes come in handy since,
generally, the slidewalks won't take you where you want to go. This maze
can be navigated without a jetpack, although the slidewalk maze in the
Tzorg Authority Complex cannot. The terminal is located in the far
northwest corner of this level.
Start by taking the east slidewalk. Switch to running mode, and ride until
the slidewalk branches north and west: Take the north branch. You usually
have to make your move slightly before the intersection, and try to stay in
running mode.
Ride west, around the little loop, then south. Take the first west branch,
then the first north branch after that. Now, just ride west and you should
be dumped off right by the terminal. Talk to it and enter ACCTRM1, then
CODE, to get the secondary deactivation code. To get back afterwards, just
step on the slidewalk in the southwest corner, and you can coast all the
way back to the transport tube, except for one loop that you need to run
south to get past to reach the exit.
Next, climb south over the terminal and cabinet, then head all the way
south and east to the personal transporter. The access code is LETSGO, and
the destination code to the next level is 06 (to return, 05). This maze is
navigated by pushing the large cabinets around. The route to follow is:
West twice, south three times, push west twice, north six, west twice,
south nine times, and push west five times. Then, north five times, east
once, push east once, north four times, and west eight times. Go south
twice, west four times, push west once, and go south twice. Now, go east
four times, push east once, go south three times, west once, south once,
west once, and, finally, push north once.
This should put you right at the door to the third terminal. If you made a
mistake just retrace your steps back to the transporter, transport back to
level B3 (slidewalk maze), transport down again, and the maze will be
reset. At the terminal, enter ACCTRM2, then CODE, to receive the tertiary
deactivation code.
Now that you've got all three codes the honest way, head back out to the
surface. The only tricky part is the slidewalk maze (see above).
THE AUTHORITY COMPLEX AND ENDGAME
So you're ready to fight your way to Level 4 of the Tzorg Authority
Complex, reach the main control console to input the deactivation codes,
end the robot menace, and free Metropolis? Let's review your equipment:
Plasma Rifle, Field Disperser, Transporter Guidance Device, Jetpack? These
items are required (except the Guidance Device, if you choose a frontal
assault). Maybe a Scanner and a Time Bomb? Direct Override or other fun
goodies? Are your stats (especially Energy and Agility) at least 80? Then,
let's go: The robots are waiting!
I'll deal with the sneak attack via the secret tunnel first because it is
the intended way to proceed. Enter the City Dump and follow the wide center
path east all the way to the end. Blast the two robots along the way (don't
pat yourself on the back; that's just a warm-up). Follow the garbage trail,
going due west whenever possible, until you come to a branch south that
meets a long east-west path. Now, follow either the east or west path (they
both lead to the same ladder down). Go down the ladder and all the way west
to a door that leads to the maze of transporters. Blast the door open and
enter the transporter in the first room to the south.
Inside the first transporter, enter LETSGO and destination code 18. That
takes you to another transporter completely enclosed. Then, enter LETSGO
and codes 09, 12, and 15 (respectively) at the other transporters. The last
transport should put you right next to a ladder that goes down to the
slidewalk maze -- also known as the "binary maze," for which Horace gave
you the code (DDDUD). I didn't recognize it as a binary maze at first,
until I realized that there were two slidewalks exiting each room: one in
the upper part of the room, one in the lower! So, step onto the southern
slidewalk (D), follow it to the next room, and step onto the south
slidewalk again (D). Ride it to the next room and again choose the
southmost path (D), switching to the one on the north side after entering
the next room (U). Finally, step on the south slidewalk (D) and just coast
into the next room. D-D-D-U-D!
Now, you're in a room with the four "funny" transporters. Without the
Transporter Guidance Device, you'll just flick around the four corners of
the room, never reaching the other side of the south wall. However, since
you do have the device (right?), just step into any transporter and enter
LETSGO to get to the other side of the wall. Go east, south between the
power plants to the wall, then west all the way to the 40-strength door.
Along the way you'll encounter three robots (more target practice). Catch
your breath and make sure your stats are at full strength: You're in for a
tough fight.
Blast the door and take out the two robots: They're not too tough, but the
worst is yet to come! The next room to the west is probably empty. Blast
the door and head west to the next door. Now's the time for strategy: No
more easy kills. In the areas behind this door are six of the toughest
robots the Tzorgs make. If you have any gadgets, turn them on, and blast
the door. Stay behind the doorway. That way, only one robot can get a shot
at you, and once he's dead his hulk makes a screen for you to fall back
behind and rest. The hall beyond runs north-south and is only one square
wide. If you climb over the hulk into the hall, it's very defensible.
It's important to get into the hall directly west from the door (you can
climb east behind your shield to rest). If you can't get in, retreat and
wait: The robots constantly move around and head back to the power nodes to
charge. Only two robots can attack in the hall, and once you take out one,
that side is defended. If you're lucky, some of the robots will run out of
juice before they reach the nodes. After you finish all the robots,
recharge your stuff and rest before going on.
Blast the west door and head west, follow the hall to the south, around
the corner to the west, then north along the west wall to an unsecured
door. Take another rest because there's eight of those same robots behind
this door. Walk up and down the hall a few times while the robots run
around. With luck, several will expire. After you clear this room, follow
the wall north, then go east to the 40-strength door.
Compared to your previous battles, this last one is a breeze: just two
cyborgs and a medium robot. Blast the door, dispose of the guards, head
east into the next room, then climb over the middle cabinet against the
north wall to the ladder. Just keep climbing up to Level 4 and go north
through the force fields to the Master Robot Recall Console. Talk to it and
enter the three deactivation codes. Don't make a mistake or you'll go
straight to SRC!
Primary code: CHLOBU
Secondary code: PERABR
Tertiary code: EDDONE
Now, just sit back and watch the action, read the epilogue, and receive
your congratulations. The fireworks will continue until you reboot.
Briefly, the frontal assault proceeds as follows:
Slaughter robots. Take the up transport tube on each level until you get
to Level 2 (third floor). Use the Jetpack to go against the conveyor belt
flow, then west to the up ladder, and all the way up to Level 4. Go north
to the terminal and input the codes. Explore Level 3 and Level 4 via the
transport tubes if you wish; there are down tubes. You cannot reach the
terminal from the room on Level 4. The door is blocked by trash and that
room has an ARMY of robots!
2400 A.D. is published and distributed by Origin Systems.
This walkthru is copyright (c) 1991 by Venger
Labels: PC-WALK
WALKTHROUGH FOR THE 11TH HOUR
THE SEQUEL TO THE 7TH GUEST
Game Facts:
Few people know that you can move from room to room in the 11th hour by
clicking on available rooms from your Map in the Game Book. This saves time
traveling around the house. You can also use your right mouse button to
eliminate transitions (i.e. moving from one spot to another).
Once you finish the game you will be awarded with an "Open House" file which
will allow you access to all rooms, puzzles, videos etc. the next time you
start the game (same as with the 7th Guest).
Walkthrough:
At the start of the game your cursor will be blinking. This indicates that
you should look at your Game Book. Do this by clicking at the top of the
screen. Your Goal is to try to save Robin (your female companion) and, if
possible, to destroy the evil house. In order to do this you must solve
puzzles and find the solutions to many riddles. Puzzles are 3D games which
you can virtually manipulate. Riddles are given to you to solve by Stauf
through your Game Book.
- Open your Game Book. Your first riddle is "Winter coat worn for a mixer."
To solve this riddle, go to the Library and click on the bottle of tonic
water which is on top of the fireplace. You will get to watch a video clip.
- Your next riddle is "Rolling rock, bottle cap." You must solve a puzzle
before you can solve this riddle. Go to Brian Dutton's room (see your map)
and click on the Cash Register Puzzle at the back, right side of the room.
The object of the puzzle is to make both sides of the display equal one
another. Since you start with 162, both sides must equal 81. To solve the
puzzle do the following: In the top row, depress the number 25, and the last
three keys (5,10,10). In the bottom row depress the last four keys
(10,10,1,10). In this room you will notice a champagne bottle on the floor
close to the TV - click on it. Now click on the cork to solve the riddle
(Video Clip).
- Your next riddle is "Artsy, excited, lecher." Your must first solve a
Chess Puzzle before you can solve this riddle. The chess puzzle is in the
main foyer on a table near the grandfather clock. Click on the puzzle.
To solve it, switch the positions of the white and black knights.
To solve the riddle you must go to the Art Gallery. To get there you must
click on the middle of the grandfather clock. You travel through a secret
passage into the gallery (Stauf will say "Ohh bad move). Click on the
painting above the statue on the floor (directly in front of you). To solve
the riddle click directly on the Man-Beast thing in the center of the
painting. (Video Clip).
- Your next riddle is "A heart attack could put you in the ground." You must
solve a puzzle before you can solve this riddle. Go to the Library. You
will see a series of books on a shelf between two skulls. Click on these
books. The object of the Book Puzzle is to put all of the green books on the
left and all of the red books on the right. Two books are moved at a time.
There are ten spaces between the skulls and only eight books. In my solution
I tell you to count books. Count only the books and imagine that the two
free spaces don't exist. Count from left to right. Use these four moves to
solve the puzzle:
Move the 2nd and 3rd books. Next move the 3rd and 4th books. Next move the
6th and 7th books and finally the 1st and 2nd books. You will notice a Globe
of the earth in this room. click on it to solve the riddle. (Video Clip).
- Your next riddle is "Battleground." Go to Brian Dutton's room and go
through the door on the right side of the bed. This is the passage into the
Chapel. Go through the wooden door into the Lab. You must solve another
puzzle before you can solve the riddle. The puzzle is on the counter beside
a large green bottle. You play this Mouse Trap Puzzle against Stauf! The
object of the puzzle is to create a path for the mouse to travel into the
orange door (the one on the right of your screen). Playing a maze piece
causes the other pieces in the row to slide over or in a column to slide up
and down. This puzzle is tough and there is no absolute solution (sorry).
Once you solve the puzzle, you can then solve the riddle by clicking on the
RX pill box which is on the counter in front of the green bottle.
(Video Clip).
- Your next riddle is "Bars deter cuckoo bird." Click on the picture of
birds opposite the grandfather clock in the main foyer. Now click on the
Robin. (Video Clip)
- Your next riddle is "Modern art flourishes under the sun." Go through the
clock into the gallery. There is a picture on the wall of a young girl in a
blue dress. There is a picture of modern art on the floor under this
painting. Click on this modern art. It is another puzzle you play against
Stauf. The object is to choose the last possible spot. It may take a few
attempts to get the hang of this one. You get a video clip after you solve
it.
- Your next riddle is "Skedaddled." Go to the Library and click on the desk
to solve this riddle.
- Your next riddle is "Part of the body examined in doctors office." Go to
the art gallery and click on the torso of the white statue on the floor to
solve this riddle. (Video Clip).
- Your next riddle "...Sounder..."can be solved by going back to Brian
Dutton's room and clicking on the bottle of champagne on the floor (the same
one as before).
- Your next riddle is "Animal Sullied Street." You must solve a puzzle
before you can solve this riddle. Go to the games room and click on the
white Pool Balls. There are nine balls. Choose them in this order:
7
6 8
5 4 9
2 1
3
To solve the riddle, click on the picture of dogs in this room and then on
the Irish Setter. (Video Clip).
- Your next riddle is "JFCR VX QCTF..." To solve the riddle go to the main
foyer and click on the FACE of the grandfather clock. (Video Clip).
- Your next riddle is "ZV GOTDY OD MPY..." You must solve a puzzle before
you can solve this riddle. Go to the bathroom upstairs and click on the
Spider Puzzle which is on the floor at the end of the bathtub.
Think of this puzzle as points on a compass where N=north, E=east, S=south,
W=west etc. Do the following moves in order:
NE to S
SE to W
W to NE
SW to N
N to SE
SE to W
NW to E
E to SW
SW to N
N to SE
S to NW
NW to E
E to SW
NE to S
S to NW
W to NE
To solve the riddle, click on the straight razor on the bathtub.
(Video Clip).
- Your next riddle is "Fruit Loop on Stove." Go to the dinning room and
click on the picture of fruit. Now click on the orange to solve the riddle.
- Your next riddle is "Dreams abound of arming the rebels..." You must solve
a puzzle before you can solve this riddle. Go to Ed Knox bedroom. Click on
the full length mirror next to the door. This Mirror Puzzle is simply a
sliding tile game. You must rearrange the tiles to form a consistent
picture. If you click at the bottom of your screen to restart the puzzle,
you will see what the end result should look like. Once you solve this
puzzle, click on the picture above the fireplace in this room to solve the
riddle. (Video Clip).
- Your next riddle can be solved by going to the Library and clicking on the
picture near the telescope. (Video Clip).
- Next, go to the Chapel and click on the concrete slab with the picture of a
triangle in the middle next to the wooden door. The object of the puzzle is
to create an unbroken path of your color (red) which touches all three sides
of the triangle. You play this one against Stauf. Although there is no
absolute solution, this one is fairly simple to win. I suggest you start in
the middle of the second to bottom row and work to the sides and down one.
You get a video clip after you solve it.
- Your next riddle is "Put an olive in a stein..." Go to Brian Dutton's room
and click on the TV to solve this riddle. (Video Clip).
- Your next riddle is "A vital instrumental part." Go to the chapel and
click on the organ to solve this riddle.
- Your next riddle is "22233642-736846873." You must first solve a puzzle
before you can solve this riddle. Go to the attic. There is a model train
set on the floor. Click on the Train Puzzle. To solve the puzzle you must
spell the word STAUF. Use the switcher to move the train between the tracks.
This one is fairly easy although it may take a long time. Once you solve
this riddle, look for the table with chess pieces on it in this room. Click
on the table. Now click on the white rook to solve the riddle.
- Your next riddle is "Light piece from great orchestra." Go to the chapel
and click on the torch which is on top of the alter to solve this riddle.
(Video Clip).
- Your next riddle is "Cheesy gadget that sounds larger." You must solve a
puzzle before you can solve this riddle. Go to the kitchen and click on the
Plate Puzzle which is on the wooden block table. The object of the puzzle is
to stack two plates at each of the points on the star. To solve the puzzle I
suggest you do the following. Draw a rough picture of the star on a piece of
paper and then number all of the positions of the plates from 1 to 10
starting at the top and working clockwise (to the right). Now move your
plate in the following manner:
Move the plate at position 6 to position 9
Move the plate at position 4 to position 1
Move the plate at position 2 to position 7
Move the plate at position 8 to position 5
Move the plate at position 10 to position 3
Now click on the grater on the stove to solve the riddle.
-Your next riddle is "500=100=0." To solve this riddle go to the lab. There
is a cart with a bottle and some trays on it. Beside the bottle on this tray
is a 7th Guest CD-ROM disk (not the box). Click on this disk. (Video Clip).
- Your next riddle is "...Pearlies won't rot..." To solve this riddle go to
the bathroom and click on the toothpaste which is on the sink.
- Your next riddle is "Slyness holding shipment in choppe." You must solve a
puzzle before you can solve this riddle. Go to Ham. Temple's room and click
on the cube which is on the bottom shelf of the night stand. To solve this
Cube Puzzle do the following:
Select the #4 to the right of the starting point
then select the #1 to the right
then the #3 to the upper right
then the #1 to the lower right (the #4 and #6 will appear automatically)
next select the #2 to the upper left of the #6
then the #1 directly above. That's it.
In the same room click on the guillotine to solve the riddle. (Video Clip).
- Your next riddle is "...Rise..." Go to Mrtn. Burden's room and click on the
Pyramid Puzzle on the small table. To solve to puzzle you must unscramble
two 15 letter words. The first word is "Unintentionally" and the second word
is "straightforward." Now click on the red (living) rose in the vase on the
nightstand to solve your riddle.
- Your next riddle is "What kind of jewelry is angrier." You must solve a
puzzle before you can solve this riddle. Go to Jul. Heine's room and click
on the jewelry box. The object of this Jewel Puzzle is to match the colors
of the touching sides of the gems. Double click the jewels to make them
turn. You can move the positions of the jewels by single clicking the one
you want to move and then single clicking the position you want to move to.
Once you solve this puzzle, click on the mirror vanity and then on the small
earring in the center to solve the riddle.
- Your next riddle is "You might hear a well mannered cockney..." Go to the
attic. Now go through the wooden door. On the ground in front of you is a
Beehive Puzzle. Click on it. Once again you are playing against Stauf.
This is the same type of puzzle as the microscope puzzle in the 7th guest.
There is no absolute solution. Keep trying. Count on losing at least 3
times before you win.
- Your next riddle is "Instrument is sharp but is missing its head." Go to
the music room. You must solve another puzzle before you can solve the
riddle. The Furniture Puzzle is on top of the fireplace mantel. This is
probably the toughest puzzle in the game. It should take you at least 90
move to solve it. Once you solve this puzzle, click on the harp in this room
to solve the riddle.
- Your next riddle is "A defective truck with a crane..." Go up the stairs.
Click on the Nutcracker figure which is just outside the Game Room door in
the hallway. This solves the riddle. (Video Clip).
- Your next riddle is "Look at key missing first..." Go into the games room
and click on the eyeball on the pool table to solve the riddle.
- Your next riddle is "Disabled cutting edge." Go to Ham. Temple's room and
click on the dagger in the headboard to solve the riddle.
- Your next riddle is "unreasonable reason." Go to the attic and click on
the train to solve the riddle.
- Your next riddle is "Paper used in unusual thesis." Go to Mrtn. Burden's
room and click on the bed sheets to solve the riddle. (Video Clip).
- Your next riddle is "Adroit holding a sharp instrument." Go to the kitchen
and click on the clever in the wall to solve the riddle. (Video Clip).
- Your next riddle is "A deserted arthropod." Go to the dinning room and
click on the dessert on the table. This is another puzzle you must play
against Stauf. The object is to get 4 of your candies in a row
(horizontally, vertically or diagonally) to win.
- Your next riddle is "6632646254626455466." Click on the white lion state
at the top of the stairs to solve the riddle. (Video Clip).
- Your next riddle is "Drink left at sea." Go to Ed Knox's room and click on
the glass of wine (port) to solve the riddle. (Video Clip).
- Your next riddle is "Snake, baby, trap." You must solve a puzzle before
you can solve this riddle. Go to the Doll Room. Click on the Bishops Puzzle
located on the dresser. The object of this puzzle is to swap the positions
of the white and black bishops. It will take you at least 18 moves. This
one is fairly simple. Once you solve it, click on the floor boards under the
shelf with the ballerina statue on it. You will go through the floor. Now
click on the big, pink rattle to solve the riddle. (Video Clip).
- Your next riddle is "A letter from Greece..." Go to the grandfather clock
and click on the number 11 on the face of the clock.(Video Clip)
*** SAVE YOUR GAME HERE***
- Your next riddle is "This eight letter word has kst in the..." Go to the
library and click on the desk. Now click on the pen and ink holder to solve
the riddle.
Go to the doll room and then through the floor boards again. Now click on
the toy doll house on the floor. This is the final puzzle of the game and,
of course, you play against Stauf. To win you must get five of your "stones"
in a row (any direction) or capture five pairs of Stauf's stones. To improve
your odds, I suggest you leave a space between your first few stones. I also
find it easier to capture Stauf's stones than to form a line of five.
Once you solve this puzzle, you will be faced with an 11th hour decision.
Only one of the choices is truly correct.
Labels: PC-WALK
9,999,999 dollars:
------------------
jordan783, Submitted the following Information:
Email: jordan783@hotmail.com
in 4x4 evo 2 change the
\"cash=(some random letters and #\'s)\"
\"cash=cuTgdfNCLa9o!BJk(ekVUqymC(2\"
omit the brackets
Get Money:
----------
Submitted by: nightraider
Start a race, then type "goldfinger". A horn will sound.
Next, type "givememoneyordie" to receive one million
dollars.
Cheat Method:
-------------
First, you must own a vehicle in Career mode. Sell it
and exit the game. Then, open the "metal.ini" file in
the System folder of the game directory (default is
C:\Program Files\Terminal Reality\4x4 Evo2\system).
You can use Notepad to open the file. Scroll to the
bottom of the text and within the final 20 lines or so,
you will see the lines "careerTruckCount=0" and
"curTruckType=0". Change the "0" to a "1" in each line
and save the file. Now restart the game and go to the
Garage in Career mode. You will have the vehicle back
AND the money you sold it for before! Do this whole
process as often as you want and watch the cash add up!
Easy color change:
------------------
Use the following trick to change your truck's color without
selling and buying it again. Enter multi-player menu and start
a LAN game, with your PC as the host. At the multi-player game
setup screen, go to the menu bar at the top of the screen and
select the player profile that contains the vehicle to have the
new color. Select that vehicle and a color select menu will appear.
Select the desired color and exit multi-player mode. When you start
career mode again, the color you selected will be on the vehicle.
$1 million:
-----------
Type goldfinger during game play. A sound will confirm this portion of the
code.
Then, type givememoneyordie. A sound will confirm correct code entry. Exit
the
race and you will have $1 million. Repeating the code will set your current
amount
to $1 million -- you cannot get more than that amount.
Extra money:
------------
Note: This procedure involves editing a game file; create a backup copy of
the file before
proceeding. Sell a truck in career mode, then quit the game. Use a text
editor to edit the
"metal.ini" file in the "\4x4 evo2\system" folder. Locate the following
lines at the bottom of the file.
careerTruckCount=0
curTruckType=0
Change the "0" to a "1" on both lines, then save the file. Restart the game
and you will still have
your truck plus the money that you previously sold it for. Repeat this as
needed for more money.
Change team association:
------------------------
Note: This procedure involves editing a game file; create a backup copy of
the file before proceeding.
Sell a truck in career mode, then quit the game. Use a text editor to edit
the "metal.ini" file in the
"\4x4 evo2\system" folder. Locate the ''Team='' line and replace that entry
with any team name of your
choice to access their trucks.
Arctic Wasteland: Treasure chest:
---------------------------------
From the start, head north until you almost reach water. Then, head east.
Follow the water for a short
distance until it ends, then head north. Go north until you see the American
flag and a building inside a
fenced in area. The treasure chest is in there.
Arizona: Treasure chest:
------------------------
At the start of the level in roaming or racing mode, go in reverse until you
pass the train tracks. Then,
go to the right until you see a derailed train. Stop at the front of the
train then go right until you reach a
canyon with a piece of road and two hills in the middle. In between the two
hills are two small houses.
The treasure chest is located in between the houses.
Autumn Leaves: Treasure chest:
------------------------------
At the start of the level, follow the road until you get to a church. Behind
it is a treasure chest.
Castle Rock: Treasure chest:
----------------------------
Go back about 100 feet from where you start. There should be a skeleton
guarding a treasure chest.
Costa Rica Rally: Treasure chest:
---------------------------------
From the start, head east until you reach a temple. That is where you can
find a treasure chest. If you
cannot find the temple, go to the contour map and look for a small light
gray area.
Crazy 2001: Treasure chest
Go to the southwest corner of the lake near the start to find a treasure
chest with money.
Egypt: Treasure chest:
----------------------
Go through the first check point and drive northwest until you find the
lake. There is a hill on
the northwest shore. The chest is on top.
Farm Road 109: Shortcut:
------------------------
When trying to use the shortcut across the railroad tracks, use the Jeep
Liberty Sport. It can
almost always get across before the train crosses if you approach from the
right side of the tracks.
Farm Road 109: Treasure chest:
------------------------------
The treasure chest is located at the center of the lake.
Laguna del Sol: Treasure chest:
-------------------------------
After Checkpoint 3, drive onto the large island straight ahead of the
checkpoint to find a treasure
chest.
Pikes Peak: Treasure chest:
---------------------------
Go to the lake that is the furthest from the end of the track. The treasure
chest can be found on the
land between the lakes.
Restricted Area: Treasure chest:
--------------------------------
Find the hanger with the UFO inside then go to one of the corners to find a
treasure chest with
money.
Thailand Rally: Treasure chest:
-------------------------------
Pause game play and go to the contour map. Go to the bottom right corner of
the map and press
R until the map stops. Just to the left of the island is a brown spot. That
is the Temple Of The Dancing
Buddha, which is where a treasure chest is located.
Treasure Bay: Treasure chest:
-----------------------------
From the start, follow the road until you see a ship on the beach. Go to the
side of the ship where the
sign is on the beach. The treasure chest is on that side of the ship. Note:
You can only get the treasure
chest by driving your truck alongside the ship. Start towards the back of
the ship, facing towards the front.
Drive slow to get the treasure chest.
Tri Baja 250: Treasure Chest:
-----------------------------
From the start, follow the track in the same direction as if you were racing
until you reach the bridge you
drive on. The treasure chest is underneath that bridge.
Unlock All Missions:
--------------------
Submitted by: Jonathan
Start a race and type in GOLDFINGERMISSIONIMPOSSIBLE then a horn
will sound and it will give you all the missions and you can do
over and over. peace out.
Cheatmode:
----------
arun prakash, Submitted the following Information:
Email: arun4444@hotmail.com
While in the game, push [ENTER] + [SHIFT] + [ALT] + E,
then type any of the codes below:
Code Result
--------------
4x4 - Big Tires
5x5 - Big Truck
99x99 - No Game Over
Hidden money:
-------------
Submitted by: rickHH
On Farm Road level, go under the train
trestle in the middle of the pond to find
$1500. Note: This works only one time.
On the Restricted Area track, go straight when you pass
through gate 5. After a little driving you will reach an
aircraft hanger with a jet inside. In the corner of the
hanger is a chest of cash.
On the Laguna Del Ray track, off on the right is a small
island just offshore. On top the island is a chest of cash.
Between gate 6 and 7 on the Black Gold track is a fenced-in
area that contains another box of cash. There is an oil truck
nearby it.
When starting on the Treasure Bay track, go over to the beached
tanker boat to the right, and drive around on the water side.
You can find a chest in the side hull, with $666.
On the Truck Stop 101 track, go to the "hidden" highway and
drive alongside the right side of the road. You will eventually
find a chest of cash.
Hints:
------
Nothing in the Evolution rulebook says you can't forcefully
"aid" a competitor off a bridge, over a cliff, or into
oncoming traffic. Do so as frequently as possible.
This is 4x4 racing, baby, and as such is generally
conducted on surfaces of loose gravel, sand, and dirt.
Drive accordingly; slowing much earlier for corners than
you would in a road racing game and taking turns from the
inside to allow plenty of run-off room.
Until such time as your bank account is absolutely bursting
at the seams and you can afford one of the outrageously
high-priced made for racing machines, don't sweat your choice
of vehicles. Parts upgrades are far more important.
Use the overhead map as a general guide only. Faster routes
are always available, though you shouldn't rely on the AI
drivers to find the best ones.
Edit Cash:
----------
First go into the game and play a bit to earn a little
extra cash, at least $10,000.00 or so.
Now sell your truck. Your should have somewhere
near $40,000.00.
Look in your directory for the following file:
C:\programs\Terminal Reality\4x4 Evolution\system\metal.ini
..open the (metal.ini) file using notepad listed in your
accessories folder in Windows. Now save the file in a
temporary folder or on your desktop. Go back into the game
and buy a vehicle and some of the parts you want.
When your cash is low, do the following:
Exit the game and go back into your temporary folder and
open the file named metal.ini and look for a line that says:
Cash=(followed by a series of numbers and letters)
I think the string is specific to the your player profile.
Select the line and copy it. (now this is important only
select the line that says Cash=(and the string of characters
following the equal sign) not the entire file).
Now open the metal.ini file in your:
C:\programs\Terminal Reality\4x4 Evolution\system\metal.ini
and look for a line that says:
Cash=(followed by a series of numbers and letters)
Select that line and paste over it the line you copied from
the previous file.
Now save the file and exit notepad. Go back into the game
and like magic you just padded your wallet again. If you
want more cash, like say enough to buy one of race trucks,
just sell your truck again and repeat all of the steps above.
Remember every time you save the current:
C:\programs\Terminal Reality\4x4 Evolution\system\metal.ini
...your increasing the amount of cash you have. You can just
keep doubling the amount of money you have by buying several
trucks, pasting a new line in and then selling the trucks you
bought. Saving that current file into your temporary folder and
then buy more trucks and parts and on and on and on until you
have the amount of cash you want.
If you would like to get instant cash without doing this trick,
try putting in: "re25ykP*g*bCbqRqz*zb1xPz1P+" behind the cash=
line to get $2.5 million. (omit the quotes)
$1,000,000:
-----------
E-mail: eminem3847@aol.com
this is from eminem3847(ben)
when u start a career start the race and when the
race has started dont push anything, just type
"goldfinger" and u will hear a sound that tells
u that u put it in right, then type "givememoneyordie"
and u will hear anothing sound to tell u did it right.
then quit the race and u will have $1,000,000.
u can do this as many times as u want but u cant
have more than $1,000,000 at a time with the code.
Flight
------
Keep pressing H and you will fly.
Arctic Wasteland: Hidden money
----------------------------------
Go through checkpoint 2, but continue straight instead of following the
track.
Pass between two hangars and continue straight across a small lake. Ahead of
you will be an American flag. At the base of this is another hangar. A money
box is next to the hangar.
Arizona: Hidden money
------------------------
Go to checkpoint 6 -- it is easiest to do a 180 at the start line. Go
straight out over
the tracks over the mountains and find the little town that is out a bit.
Bayou Flats: Hidden money
----------------------------
Go through the checkpoint 2. Just before the checkpoint 3 is a canoe.
Go in the water by the canoe to find $1110.
Black Gold: Hidden money
---------------------------
Immediately after you go through checkpoint 6, keep following the trail. You
will
see a bridge once you go down the hill. Go over the bridge. To the right is
a fenced
in area with a oil tanker truck in front of the entrance. This is
immediately before you
go through checkpoint 7. The cash box is over to the right side of the
fenced in area.
Crazy 2000: Hidden money
----------------------------
In the last turn before finish line run, go straight into water. A box of
money containing
$1495 is under water by the back edge of the pond.
Farm Road: Hidden money
---------------------------
Go under the train trestle in the middle of the pond to find $1500.
Note: This works only one time.
Final Destination: Hidden money
--------------------------------
Go through checkpoint 1 and go left around the airplane. Drive straight
until you see a
pack of airplanes. The money chest is next to the far-left. It contains
about $1,345.
Laguna Del Ray: Hidden money
--------------------------------
Off on the right is a small island just offshore. On top the island is a
chest.
MotorCross: Hidden money
----------------------------
Look inside a Porta-Pot up on a hill on left between gates 5 and 6, next to
the
tents to get $653.
MotoCross: Hidden track
--------------------------
When you get to checkpoint 11, drive straight over the hill in front of it.
Once over
it, you will find a small circle track.
Off the start, turn around and drive on the track. If you go fast enough,
you will be
able to stay on the course but be going backwards on it.
Restricted Area: Hidden money
-------------------------------
Go straight when you pass through checkpoint 5. After a little driving you
will reach an
aircraft hanger with a jet inside. In the corner of the hanger is a box of
cash.
Salvage Wasteland: Hidden money
-----------------------------------
After checkpoint 2, make the jump. Instead of making the right turn to
checkpoint 3, turn
left. You will enter another fenced in area with dirt mounds. A box
containing $2242 is in
this area besides a mound of dirt.
Savage Wasteland: Hidden track
---------------------------------
Select the Salvage Wasteland track on quick race mode. Once the race starts,
go through
the starting line, but stop immediately after it. Turn around and face the
part of the wall that
looks different than the sheet metal. Drive through this section of wall,
and follow the power
line poles until you reach a hidden track. The track is shaped like a big
rectangle.
On one section of pavement, there is a set of ramps.
Silverton Pass: Hidden money
------------------------------
Just before you reach checkpoint 7, stop in the water. Turn left and stay in
water. Keep to the
left at the fork. After this, there is a small rock jetty to your left. In
the small pool beside it is a
box of money with a little over $1400.
Treasure Bay: Hidden money
-----------------------------
When starting, go over to the beached tanker boat to the right, and drive
around on the water
side. You can find another chest in the side hull, with $666.
Truck Stop 101: Hidden money
--------------------------------
From the starting line, turn left off the track and drive straight until you
reach a highway. Turn
right, stay off the road about 40 yards, but just below the hill that runs
along the highway.
There should be a big dip next to the road within a few hundred yards. Down
in the lowest
part of the dip is a box with $907. If you are just flying down the side of
the road you will
miss the box.
Truck Stop 101: Drive over 200 mph
--------------------------------------
Enable the goldfinger code then buy the Ford F-150 Race Truck. Purchase the
turbocharger
and all other compatible applications in the engine category and the drive
train accessories.
You can reach 218 mph on the hidden track on Truck Stop 101.
Hidden money amounts
------------------------
All hidden money amounts vary depending on how much the race is worth.
Night racing
------------
If you cannot see well when racing at night, just turn up the brightness on
your monitor.
Recommended trucks
----------------------
The Chevrolet Silverado (4WD) is a good truck to use in the game.
Use the Chevy Trailblazer Race Truck, give it a turbocharger, and convert it
to 4x4,
It will go to 140mph in 6 seconds.
The Dodge Dakota Club Cab (4WD) is a good truck to use in the game.
Use the Ford F-150 Race Truck equipped with sport fly wheel, turbo charger,
dyno
tune levels 1-4, forced induction exhaust and a high capacity fuel pump.
If you like to offroad, put in the "$1 million" code and get the Ford
Excursion. The F-250
has the same amount of power but the rear wheels spin a lot.
Use the Ford F-250 Supercab 4x4 with race fly wheel, race clutch, race gear
box ,race
ignition system, dyno tune 1, race exhaust, and race headers. It will do 0
to 120 in six seconds
and is an excellent jumper.
Voices:
-------
If you drive long enough, you will start hearing voices saying phrases such
as "I have a dream"
or "You go faster in reverse".
Terrain editor:
---------------
Press Shift + [F1] while in the track editor.
Water, hills, and elevations may now be modified.
Hex Cheat:
----------
To change attributes of a character, type in at DOS prompt:
debug
-nbcdata1.dat
-l
-e 0121 ff (power)
-e 0122 ff (stamina)
-e 0123 ff (overall)
-e 0190 ff ff ff (money)
-w
-q
Submitted by: Lawrence
lawsham@usa.net
Use a car:
----------
At the bottom of the menu wich says things like memory card,
press right on the memory button and it says "Code"
Then type other "Redcar" or "blucar". Warning the red car
is the fastest i advise you to to use the red car.
Cheat:
------
Submitted by: Pro X-Treme
If u want to unlock a mummy press the cheats and type:
tp, redcar, bluecar
3DO Games has 3 special characters - enter in the
character name to receive certain attributes:
Dingus - For the ultimate Strength
Joeman - For the extreme Stamina
JLnice - For the most Speed
Tic-Tac-Toe mini-game:
----------------------
Run the "Result Browser". Then, click on "Help"
and select the "About Result Browser" option.
Double click on the empty space below the icon
to start a Tic-Tac-Toe mini-game.
heats:
-------
To use these cheat codes, type them in during a race.
If you pause the game by hitting P, you can type in the
cheats while the game is paused. Typing SLIPPERY will
unpause and then pause the game again, so try to type it
fast. Another good time to enter a code is after the loading
screen, just before the track announcer shouts, "Go!"
Code Result
-------------------
BOUNCY - extra-springy vehicles and track boundaries
STICKY - increased traction for all cars (works well with the
MOON cheat)
SLIPPERY - loss of traction, like driving on ice
TURBO - double your normal car speed (works well with the
HEAVY cheat)
WAR - unlimited Bottle Rockets for everyone (Ghost power-ups
are invaluable in this mode)
GHOST - all "ghosted" vehicles (no collisions)
HITME - aggressive computer drivers who ram you when you are in
their way
MOON - reduced gravity
HEAVY - increased gravity
Extra $200:
-----------
Enter your name as i cheat, then type the cheat code MONEY
in the Upgrade menu.
--------
GameTips
-------
Haunted
-------
Difficulty: Insane
------------------
This used to be a great place to race... but recently it's become a
little creepy. Maybe it has something to do with the nearby graveyard.
Drivers must avoid the mausoleum slime ghost, dodge the skeleton hands,
and avoid the swarm of bats on their way from the belfry.
Watch out for:
--------------
The mausoleum's resident ghost will fly out and dive onto the track,
leaving behind a slimy trail of ectoplasm. Most unpleasant to drive
through. Bats fly out of the tree when its roots are struck. Watch
out for this distraction.
Track Tips:
-----------
An unstable vortex on the track will try to suck cars into another
dimension if they get too close. By forcing your opponents into it,
you can put some serious distance between you and them. Just be careful
not to get stuck in the vortex yourself.
--------------
Hillbilly Hill
--------------
Difficulty: Medium
------------------
With jugs of moonshine and a still, wild animals crossing
the racetrack, and a variety of traps, this tack can unnerve
with the best drivers.
Watch out for:
--------------
Wallace the meandering turtle will act like a speed bump if
your racer hits him.
Don't let the curious raccoon, who'll pop his head out of
his burrow to get a closer look at the radio controlled ruckus,
get in your way.
A runaway chicken will pounce on and hold back your car if you
let it get too close.
Track Tips:
-----------
On this track is a moving tire swing, which will whack your
racer if it hits it. If you can force your opponent into the
path of the tire swing, they'll be knocked off course, allowing
you to zoom ahead.
--------
Backyard
---------
Difficulty: Medium
------------------
The ultimate in backyard RC entertainment! This track makes
use of every item that can be found in the back yard.
Hazards are abundant on this track, so drive with caution!
Watch out for:
--------------
Fish swim around the small fishpond and spit water at the cars
at random intervals.
The resident gopher will pop out of his hole when he is disturbed.
Hitting him will cause cars to go spinning out of control.
Those nasty Lawn Gnomes want revenge! The Gnomes throw bombs at
the passing cars, and giggle when the bombs go off.
Track Tips:
-----------
Watch out for the dog house! Get too close to the dog's bone,
and he'll chew on your car until he feels his bone is safe.
You can use this to your advantage by forcing your opponents
into his range when rounding the turn.
-----------
Power Ups :
Give Yourself The Edge
----------------------
Power Ups can be disabled at any time for no-nonsense racing!
Turbo Boost
-----------
When a Turbo Boost power up is activated, your racer is given
a short burst of additional speed. Although this acceleration
is brief, in a close race it might be just enough to send you
over the finish line ahead of your opponents.
Bottle Rocket
-------------
Your racer launches a Bottle Rocket that "homes in" on the
lead racer. Racers hit by a Bottle Rocket become momentarily
uncontrollable. Because the Bottle Rocket cannot make sharp
turns, skillful drivers can sometimes elude them.
Electro Shock
-------------
When an Electro Shock power up is activated, your racer is
engulfed in an arching ball of electricity that strikes any
opponents that attempt to pass. Racers that are zapped by
this electricity slow down for a short period of time.
Firecracker
-----------
A firecracker is released behind your car with a three-second
fuse. A racer that hits the firecracker instantly triggers
an explosion as well. When it explodes, racers that are caught
in its blast radius are knocked over.
Ghost Drive
-----------
Your racer becomes "Ghosted" (transparent) and is no
longer affected by your opponent's power ups. Ghost
Drive also lets your racer drive through water hazards
such as ponds, lakes, rivers, or sprinklers without
slowing down.
Oil Slick
---------
A pool of oil is released from the rear of your racer.
Racers that drive over an oil slick lose traction and
become uncontrollable for a short period of time.
Submitted by: rickHH
Hints:
------
Learn how to nudge the table with the three keys (Z, /,
and the spacebar). With careful timing and savoir faire,
you can control the ol' silver ball like a true pinball
wizard.
Once in a Multiball event, keep plugging the side ramps
for further ball saves; additional balls will be released.
You need to collect ten snacks in the Chocolate World Snack
Shop in order to get to the final Lights Out event.
If you get all 50, there's a surprise in there for ya!
CheatMode:
----------
To activate the cheats; Select a table and start a
new game. Having done that,press ESC and type kermit
Then, during gameplay, press ESC and type in one of
the following
Code Result
---------------------
aloadofballs - Player receives 98 balls
extraball - Player gets 1 extra ball
joshuajein - Disable Tilt
kickback - The ball is always knocked back into play
pickupball - lets the player pick up the ball and move
it with the mouse
Hints:
------
Bumpers advance the flashing challenge lights, so
keep an eye on which challenge is currently flashing
to obtain the most points.
Take note of the markings on the flippers; these can
be employed to line up difficult shots.
Cheatmode:
----------
Type "KNEELBEFOREME" at any time during
the game. If done correctly a sound will
confirm it.
Now press F11 and enter any of the following
codes. Then press F11 again to activate the
code.
Code Effect
------------------
-g Lots of Gold
-0103 For a man or woman
-0110 For a cow
-c Duplicate last object created
-Ctrl-F6 Remove fog of war
Cheats:
-------
Submitted by:Jonnyo
what i do is:
Edit the CONFIG.CFG file in the My Documents\18 WoS pedal to the metal
2. Open the CONFIG.CFG file.
(you may have a dialog box that asks what to open the file with, uses note pad).
3. In the CONFIG file,
look for the line "uset g_console" and change the 0 to a 1.
Note: Always create a backup when editing game files.
This enables the game console.
------------------------------
To enter cheats: Start your game. Click on the tilde key (~).
The console will open. Type the word cheat (a space)
and the cheat you would like to use. If you want to enter all, press the
Enter key after each cheat has been entered.
Press the tilde key (~) to exit the console.
money -for $100,000
dealers - for all truck dealers
drivers -for all free drivers
stars -for all stars
Note: you need to install the patch 1.03 to have access to these cheat codes.
Submitted by: conner54
Cheatmode:
----------
In your "My Documents" folder, open your 18 Wheels of Steel folder.
Use Notepad to open the config file. Change the line:
uset g_console "0"
to
uset g_console "1"
While playing, press [~] (tilde) to bring up the console, then type
any of the following codes:
cheat money
cheat dealers
cheat drivers
cheat stars
NOTE: To open the console, you need to download patch 1.10.
GameTip:
--------
Email: barzeuss@hotmail.com
Submitted by: Matthew Blackall
To put army men on to your ships, you need to select
them and hold your finger down on the (Ctrl) key then
select a ship. But remember keep your finger on the
(Ctrl) until they are on.
CheatMode:
----------
Hold [Ctrl] + [Shift] + [Alt] + W during game play.
A prompt will appear at the bottom left corner of the
screen. Type 2061 and press [Enter] at the prompt.
Then, press A then press [Enter] to enable cheat mode.
Code Result
------------------
Shift + M - Money
Shift + Z - Bricks
Shift + K - Cannon
Shift + H - Wood
Shift + T - Tools
gold - Gold
fastgame - All Building
First enable the cheat mode:
----------------------------
Then type in Ctrl + Alt + Shift + W again and
then type in a number from 02 to 24. Then press
Enter and A. Each time you press A, you will get
5 tons of the number. If you want another item,
just type in another number and press enter and A.
Code Result
------------
02 Iron-ore
03 Gold
04 Wool
05 Sugar Cane
06 Tobacco
07 Cows
08 Corn
09 Flour
10 Iron
11 Swords
12 Guns
13 Cannons
14 Food
15 Cigars
16 Spices
17 Cocoa
18 Alcohol
19 Fabric
20 Clothing
21 Jewelry
22 Tools
23 Wood
24 Bricks
All campaigns:
--------------
Note: This procedure involves editing a game file; create a
backup copy of the file before proceeding. Use a text editor
to edit the "game.dat" file in the game directory. Locate the
line "Volume: -750, 0, -5??" and change it to "Volume: -750, 0, -581".
Note: The "750" value may vary from game to game.
$10,000:
--------
Enter Columbus and give yourself a yellow flag for $10,000.
Information in this section was contributed by ckaiser1.
Free items:
-----------
When you buy something and your income is red or low, save
the game. Load it again and you will have your money back.
Hints:
------
Submitted by: nightraider
Free traders will bring you tools, which are necessary for
early growth, so set your warehouse to buy tools when the
game starts.
You can save valuable farmland by relying almost entirely
on fishing huts to feed your people; build lots of them and
make sure you can spare the carts to transport building
materials.
You can crank your tax rate up to the maximum as long as
you keep your citizens supplied with the luxuries they want.
GameTip:
--------
Email: vinkkova@inet.hr
Submitted by: Kiki
To put army men on to your ships, you need to select
them and hold your finger down on the (Ctrl) key then
select a ship. But remember keep your finger on the
(Ctrl) until they are on.
Submitted by: conner54
Easy money:
-----------
Note: This procedure involves editing a game file; create a
backup copy of the file before proceeding. Use a text editor
to edit the "bgruppen.dat" file in the "\1503 ad\data" folder.
Look for the following entries in the file, about one fifth of
the way down.
Id: ALKOHOL
BauFirst: INFRA_STUFE_1C
Preis: 900
Bonus: 5, STEPPE|PRAERIE|DSCHUNGEL
PreisLevel: 0,5,10
Change the price ("preis"), as already done, to "900" and your
people will pay it. Obviously, other prices can be changed
("Salz" is salt, etc.), but be careful. Do not mark up something
that you plan on importing.
Hint:
-----
Submitted by: K.S.Govind Rao
while your opponent computer is playing go on pressing Alt+F4
it will become a foul and a miss.
NOTE:dont press while u are playing it will quit.
Hint:
-----
Submitted by: Piyush
STOP THE CUE BALL WHNEVER AND WHEREVER U WANT :!!!!
when ur playing the game just press the close button, this wont close
the game but it will stop the cue ball when u press the close button
thus stopping ur opponent to score.
Hints
-----
As the Allies, you should watch from which airfields
enemy interceptors are launching, then bomb and fighter
-sweep those fields the next day to pound the enemy
fighters on the ground.
As the Axis, do not overcommit to the first raid that
you pick up, because it can often be a feint. Plot your
intercepts to harass a bomber stream over the length of
its route, instead of doing one large cluster attack,
which leaves you without any follow-up ability for quite
some time.
As far as fighter combat goes, escorts should always have
at least one group flying high cover at 3,000 to 5,000
feet above the main group, and interceptors should be set
to take this high cover into account.
Cheat:
------
This cheat allows you to either watch the entire video of the game (except
the
ending), or to access any part of the house (but the puzzles are not solved
for you). During the starting screen (the screen with the four skulls), type
"Zaphod Beeblebrox", followed by "Eleventh Hour" (or possibly the other way
around ;). If you don't hear a bell, try pressing F12 first, then retyping
the above.
Here is a list of treasure hunt items, including the order to find them, and
the location of each.
ITEM
SEARCH
ORDER ITEM LOCATION
--------------------------
1 Tonic Water Library
2 Cock Dutton's room
3 Satyr Picture gallery
4 Globe Library
5 Tablet Lab
6 Redbreast(Robin) Foyer
7 Desk Library
8 Torso Picture gallery
9 Liquor Dutton's room
10 Irish setter Games room
11 Grandfather clock Foyer
12 Straight razor Bathroom
13 Orange Dining room
14 Nightmare Knox's room
15 Great dane Library
16 Televison Dutton's room
17 Organ Chapel
18 Ivory Tower(rook) Attic
19 Torch Chapel
20 Grater Kitchen
21 Disc Lab
22 Toothpaste Bathroom
23 Guillotine Temple's room
24 Gardenia 2nd floor hall
25 Rose Burden's room
26 Earring Heine's room
27 Harp Music room
28 Nutcracker Hallway
29 Eyeball Games room
30 Blade Temple's room
31 Locomotive Attic
32 Sheets Burden's room
33 Cleaver Kitchen
34 Lion Hallway
35 Port Knox's room
36 Rattle Nursery
37 XI (on clock) Foyer(on the clock)
38 Inkstand Library
If you hit P twice during the skull "monitor adjust" screen,
then you can right-click to skip all the title stuff.
Skip introductory sequence:
---------------------------
Type PP during the monitor adjustment screen that displays a skull.
Right-click at the title screen to bypass the introductory sequence.
Advance in game:
----------------
Go to the skull load-in screen. Type the following case-sensitive text, with
spaces as noted: Roberto Dan R Zaphod B [Space]
After you type Roberto, Stauf will say, " Duh.... that's not it Karl!".
Ignore him, he
is trying to trick you. After the B, type [Space], then any of the following
letters to
get to that point in the game:
A: End of disc one.
S: End of disc two.
D: End of disc three.
F: End of disc four.
E: The "Olive In Stein" riddle, good for using the Kellyn code.
G: The very end, at the "Let's Make A Real Deal" intermission sequence.
Ending bonus:
-------------
Successfully complete the game to unlock the "Open House" file.
Load it to be able to play any puzzle an unlimited number of times.
Kaleidoscope screensaver:
-------------------------
Start the game and go anywhere in the mansion. Remain idle and eventually
the colors
on the screen at that time will blend together as a screensaver. It is
different from every
viewpoint in the mansion.
Hidden video:
-------------
Go to the television In Dutton's room at a point where you can see the
close-up view.
Type Kellyn to see a hidden video.
Mocking cheaters:
-----------------
In The 7th Guest, typing Zaphod Beeblebrox gave you open house access. Doing
this in
The 11th Hour will only cause Stuaf to mock you.
Myst reference:
---------------
Get to a point in the game where you have access to the altar room. On the
side here, is a bowl
you can click. There is a page sticking out among the bones that says
"Missed". This is an obvious
reference to Myst and pages, the game that the 7th Guest was accused of
trying to mimic.
Warp Without a Teleport Matrix:
-------------------------------
When you start, build your Nerve Center. Then walk
to the very edge of your boundry. The green teleport
light should light up. When you get to the edge,
press backspace. This will warp you to an adamin
where you can teleport for free to anywhere on
planet visitor!
Submitted by: rickHH
Ice Boarder:
------------
To play as Ice Man, win Match Race mode on the Expert
level and top all the EAD scores in Trick Attack and Time
Attack modes. Press the left C Button and then the A Button
while choosing Akari Hayami.
Gold Ice Boarder:
-----------------
Go on Kensuke Kimachi then press top C then A button.
(Note: You must beat the match race on expert while you
use the ordinary Metal Boarder)
Penguin Boarder:
----------------
Go to the training mode and complete all of the 24 stunts.
Then go back out to the board selection screen and highlight
the Tahoe 151 board and press the down-C button, then the A
button.
Panda Boarder:
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In order to race as the Panda boarder you must first
complete all of the attack modes with a first place ranking.
Once this has been accomplished head into the character
select screen and highlight Rob and press the right-C button
followed by the A button.
The Pandas tricks are below:
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Back Flip:
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When in the air, press R and down on the analog stick.
Panda will now perform a back flip in the air, worth 100
points. You can also perform this move close to the ground.
Front Flip:
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When in the air, press R and up on the analog stick.
Panda will now perform a front flip in the air, worth 100
points. You can also perform this move close to the ground.
One Foot:
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When in the air, press R and down on the analog stick. Your
Panda will now do a one-foot trick in the air, worth 400 points.
Panda Tweak:
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When in the air, press R and move the analog stick in a
counterclockwise circle, then press R and left (reverse
these controls to do a Panda Tweak in the opposite direction).
This trick earns you 300 points.
