Spellbreaker
ATARI XE
To get t h e cube i n t h e hermit's hut, cashly the hut so the cube is n o longer needed a n d the h e r m i t lets you take it.
Códigos, pokes, contraseñas y atajos de los clásicos para ATARI XE
Recopilación de trucos y códigos publicados en revistas especializadas y enviados por lectores. Se extrae la información (el código, la contraseña, el atajo) y se cita de dónde salió; no se reproducen las páginas ni el material gráfico original.
ATARI XE
To get t h e cube i n t h e hermit's hut, cashly the hut so the cube is n o longer needed a n d the h e r m i t lets you take it.
ATARI XE
The blue carpet can be bought for 500 zorkmids or the opa. if you bargain.
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Cashly the moldy book so you can read a n d copy the spell.
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Write different names on the cubes so you can tell them apart.
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Cast the knives spell at the overhanging ropes.
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Cast the slow spell at the raouse The dragon hates micc!
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Find anthill, cast eye spell and c o m m a n d the eye t o kill the ants, t h e n start killing t h e m yourself u n t i l you can take the disk.
ATARI XE
Give the rat. pie to Grok to get the map.
ATARI XE
Find the a p p l e tree, c o m m a n d the eye to w a i t 1 a n d catch the apple, then type 'shake tree'.
ATARI XE
The china pot is under one of the beds.
ATARI XE
To get the cylinder needed to open the pyramid, dive into the lagoon. There is a spade under the bushes.
ATARI XE
Si está viendo a la izquierda, salta y atácalo por la espalda con 3 golpes seguidos y salta hacia el otro lado y así consecutivamente
ATARI XE
El lugar más fácil donde puedes encontrar el ancla es en el mundo 2-2. Es un poco complicado pero con práctica lo lograrás
ATARI XE
Lo primero que debes hacer es agarrar todas las moneditas que están a la vista, recordando no romper ningún bloque, luego regrésate a la balsa que va por arriba del agua donde está el P Switch, písalo y agarra todas la moneditas que antes eran bloques
ATARI XE
Ya que hayas derrotado a Flash Man y llegues a Quick Man, ocupa el poder de Flash Man y cuando se acabe el poder, dispárale con tu arma normal
ATARI XE
Para hacerlo necesitas haber derrotado antes a Air Man. Con su poder es muy fácil eliminarlo si calculas cuando él brinque y sueltas un disparo de aire; mantente en movimiento siempre para evitar que te dé la bomba
ATARI XE
hay un par de trucos para superar más fácilmente esta fase
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hidden cheat mode
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Pause the game then press Fl F 1 0 and then press fire on your joystick to skip levels. If you want to get out of a particular level press the Escape key.
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Step 5 Stand under the stars which are slowly moving up the screen, when they get near enough jump on them (this takes a bit of practice). Step 6 Go and get the magnet and jump up the final stairs. Step 7 Go to the room with Sir Rustalot standing in it
ATARI XE
Necesitas la pluma más pesada. Entrega el talismán al niño pescador para que pesque una báscula. En la Isla de las Plumas, coloca el icono de piedra en la cara y la báscula en el gancho de la columna. Pesa las plumas de dos en dos, y quédate siempre con la más pesada, hasta que hayas pesado todas.
ATARI XE
test completo y pistas para avanzar
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la llanura, en la colina de la tortuga; la tortuga nada hacia la montaña; a la derecha, la pagoda, y a la izquierda, el río. Gira el borde de la vasija según la pista del anciano: “la llanura, en la colina de la tortuga; la tortuga nada hacia la montaña; a la derecha, la pagoda, y a la izquierda, el río”. La siguiente pista es: “avanzar en la dirección de la montaña, hasta un cruce de caminos”
ATARI XE
To open the large double doors, put a bead of orichalcum in the eel's mouth to get rid of the water. Now put a bead in the fish's mouth and... open sesame! To use the rafts you first need to catch yourself a crustacean from the crab room. Put some food in the rib cage (if you haven't picked any up along the way, you'll have to beat up a guard to get some), drop it into a pool and Bob's your uncle. Give the crab to the octopus and it'll let you pass. To power the rafts use orichalcum and use the stones to open the gates, as per normal. Don't forget to recollect after all them later! Now you've got to free Sophia.
ATARI XE
MPXFS SPOF, E.
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HBRA DBC
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To get the Handaxe and Letter opener try — 6,2,11,14,17,21,7
ATARI XE
To open the Rosemary chest: 23,3,12,23,4
ATARI XE
To find the Vial: 24,5,13,3
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If you don't have a ticket, you can still board an old train by getting on at the last second.
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press the H key
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By saving the position just prior to loosing energy, then again just after, and comparing the files, any differences can be pinpointed to the reduction process. It is then possible to create a new file, with vastly increased energy reserves.
ATARI XE
control at the bottom of the screen. At first there is only or.c tall but ev;ry 30 seconds a new cne is added to a mcximum o f five. You ge: p a n t s for however many seconds ycu keep
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logon by moving into it then return to the menu and select READ and read the file Hacker. Move Hacker across RADARPRG. This program gives you radar for spotting buildings and other robots.
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If you have a track and sector editor, you can find all of the filing cabinet codes and the vault combination by looking on track 15, sector 19.
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00987 TITLE DEMO COVER PAM WAMI 30 PRINT CHRS (147) 40 FOR A=304 TO 317: READ B: POKE A,B: NEXT 50 FOR A=32768 TO 32855: READ B: POKE A,B: NEXT 60 POKE 53280,0 70 SYS 32768 100 DATA 169,173,141,143,12,234,234 110 DATA 234,234,234,76,223,65,0 120 DATA 169,128,133,157,160,1,152 130 DATA 170,32,186,255,169,0,133 140 DATA 183,32,213,265,169,31,141 150 DATA 150,3,169,128,141,151,1 160 DATA 76,99,3,32,76,128,169 170 DATA 54,173,225,65,162,0,189 180 DATA 55,128,189,228,65,232,224 190 DATA 32,208,245,76,0,64,173 200 DATA 0,64,141,0,160,169,11 210 DATA 141,17,208,76,84,164,84 220 DATA 82,79,76,76,89,33,169 230 DATA 48,141,60,65,169,1,141 240 DATA 61,65,96,234,234,234,234
ATARI XE
cheating
ATARI XE
Swear Shout
ATARI XE
Open the cat food tin with the tin opener, and give it to the sabre-toothed tiger.
ATARI XE
Exchange the coat with the viking for a lur.
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To be able to carry more, wear the rucksack.
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Fill the drinking horn with water and drink it in the hypocaust to stop yourself from dying.
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Give the sweetmeats to the dogs.
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• Pull out the tiger's bad tooth, and give it to the tooth fairy. Accept her second offer. • Give pearl in the room of wisdom. • Drop key in the room of bewilderment (everything is backwards so you have to drop to get!)
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To CAST ZAP you must have a jewelled dagger. You cannot cast a spell if you have iron on or near you.
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26,30,34,18
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22,7
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Which door?
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beat Level 84
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2: Get fuae in 46 an :t credit in 32 and pay tele- porter in 47. leport from 47 to 34. 5: Got radiation canister from 34 deposit in 44 (do telsport!!). 6: Te leport from 47 and gat 4 pasH from room 37. 7; Go to room 43. 8: Proceed to level 4.
ATARI XE
undo moves and peeking ahead
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cheat mode in Psycastria and that if you held I,L,T,D and N down on the title page, the game crashed.
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password for the next
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Give the hermit something, and when he turns to put it all blame, and help him away, bop him one!
ATARI XE
In the second zone on the west side of the old city there is a small patch of woods populated by some very mean white rabbits. This woodland is called the field of bones. After defeating the rabbits, save the game and exit camp. Searching the area will now turn up a number of items.
ATARI XE
Pressing the "F" key circumvents this feature by pausing the game.
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iixamine the rubble in the civic centre rums. Give the snowstorm to Daryl. Break the cobweb in the building to find a hidden object. Don't drink the water. Use the wrench and chisel to break the stairs in the ruined building. Wear the gas mask in the industrial waste lands. The ship arrives in the docks at 3 p.m. on Wednesday. Give t h e dead dog to the rabid foxes. To get into a trance, INHALE, HOLD, EXHALE. Tc metamorphose you need to be in a trance, then METAMORPHOSE. To destroy the ship, empty the petrol, burr, the rag with the lighter, and run off the ship. After finishing your tasks in part one, go to the fence and metamorphose to fly across it.
ATARI XE
Spend the night with Merlin. Throw wood to pass Phelot. When Morgon captures you, get the glass from Morgan and give it to the Maiden. She will drink the love potion and release you. Close the Panel so the Magical Knight can't get back into it..Close shutters inside Garlon's Turret to fight on equal terras with him.
ATARI XE
THROW WATER ON FIRE (as many times as the buffer allows) and LANCELOT, FILL CHALICE. THROW WATER ON FIRE so that both charac- ters are throwing water at the same time.
ATARI XE
Rub eyebnght into eyes to see in the dark. Cast SEE in the study to reveal a hidden exit. Cast SEE at the al
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