Knightmare
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Knightmare

Disponible en

ATARI ST / STE ATARI ST / STE AMIGA AMIGA

Descripción

Todavía no hay descripción para este juego.

Carátulas (PAL / USA / JAP)

Capturas de pantalla

Sin capturas subidas todavía.

Mapas

Sin mapas subidos todavía.

Manual

Sin manual disponible todavía.

Trucos y secretos

Commodore 64
Justsend in your letter, marking your envelope with
C64
To get the ladder in the door and now you must throw ore at the lamp (e.g. the tin opener). The clockmaker will then run off for help because his shop is on fire. Enter the shop and go East and you're in the tower!
Amiga
Look around until you find a wall with bearings on the bottom. Next, face the wall and hold the right hand button with the pointer over the forward arrow. The wall should then move out of your way, but you still have to watch for the mad wizard! On the left should be a Help Oracle.
Amstrad CPC
At the start of the game, TAKE FOOD, GIVE FOOD, GIVE WATER, ASK OLD MAN. GET SPADE, OPEN DOOR. Move through the door to the next screen and DIG GROUND. When you reappear, run down, through to the next room.
Amstrad CPC
1. Give the old man the food and water, then ask him and he'll give you a spade.
2. Solve the puzzle, get everything, go north and then west.
3. Give the maid three spheres of gold and nick her locket.
4. Get the fat from the kitchen and go to the dungeons.
5. Dig around the ground to find the pitch.
6. If its not on one screen look in another, you will find it.
💡 Enviar un truco o secreto

Cargadores (POKEs y líneas BASIC)

CARGADOR: En primer lugar, deberéis tener el listado 1 y salvarlo en cinta. Tras esto y utilizando el Cargador Universal de Código Máquina, teclear el listado 2, realizando el Dump en la dirección indicada y con el número de bytes correspondientes. El cargador concede la posibilidad de que la vela no baje, con lo que nuestro nivel de energía será infinito.
POKE 37372,0

Disponible en

Ficha técnica

Año1991