31 октября 1995


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*  PART 2  - PLAYING TIPS  *
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FINDERS KEEPERS
We'll  begin this month with some tips for
the  classic  Magic  Knight  Game, Finders
Keepers.  Heres a complete list of all the
objects   you  can  find  in  the  castle,
complete  with  their  location  and their
value. At the end is a small list of items
you can combine to form other items. To do
so, just hold both items at the same time.
The  Gunpowder and the Torch allows you to
blow  up the Big Puss in Boots, completing
the game.

A White Gold Ring  THE TREASURY    @255.99
A Pewter Tankard   DR WOMBATS BEDROOM
                                   @255.99
A SMB Hard Disk    THE BLOOD BATH ROOM
                                   @250.00
Gordons Foot       GORDON THE TRADERS ROOM
                                   @245.95
A Gold Bar         COMBINATION     @200.00
Exaclibur          COMBINATION     @200.00
The Trans Mat Key  GORT THE TRADERS ROOM
                                   @200.00
Tube Of Glue       THE ASTROLOGERS STUDY
                                   @200.00
A Pair of Skis     THE BEER CELLAR @192.82
A Dragons Egg      THE ICE CREAM FACTORY
                                   @172.42
A Sticky Bun       ANNA THE TRADERS ROOM
                                   @150.00
A Leather Saddle   THE TRANS MAT ROOM
                                   @138.11
Diamond Dust       CASTLE TELEPORT ROOM
                                   @114.49
The Mud Monster    COMBINATION     @100.00
Silver Goblet      THE INNER CHAMBER
                                   @100.00
A Plastic Fleece   THE KINGS FUN ROOM
                                   @ 87.49
A Silver Sundial   COLD HUPER MAZE @ 75.50
A Moon Rock       CRAZY WIZARDS STORE ROOM
                                   @ 75.00
The Iron Mace      GORDON THE TRADERS ROOM
                                   @ 70.00
The Magic Flame    THE TREASURY    @ 68.01
A Golden Hare      DR WOMBATS BEDROOM
                                   @ 60.21
A Bird of Paradise GORT THE TRADERS ROOM
                                   @ 51.97
A Glass Shoe       COLD UPPER MAZE @ 50.87
Ship in a Bottle   COMBINATION     @ 50.00
A large Hairy Dog  GORDON THE TRADERS ROOM
                                   @ 48.67
A Silk Cloak       THE TRANS MAT ROOM
                                   @ 33.62
A Spark Of Life    COLD UPPER MAZE @ 30.00
A Bar Of Lead      SLIMEY LOWER MAZE
                                   @ 27.52
A Top Hat         CRAZY WIZARDS STORE ROOM
                                   @ 26.26
Sulphur            ANNA THE TRADERS ROOM
                                   @ 23.95
A Blacksmith       ROOM WITH A VIEW
                                   @ 20.00
A Model Cutty Sark THE KINGS FUN ROOM
                                   @ 20.00
A Jesters Hat      COLD UPPER MAZE @ 18.62
Philosophers Stone SLIMEY LOWER MAZE
                                   @ 18.35
A Burning Torch    COLD UPPER MAZE @ 15.00
A Red Dress        THE COLDEST     @ 14.95
An Unlit Candle     ROOM IN CASTLE @ 14.90
Charcol            GORT THE TRADERS ROOM
                                   @ 11.86
A Communicator     DR WOMBATS LABORATORY
                                   @ 10.00
A Servants Tray THE BIG PUSS WITHOUT BOOTS
                                   @  6.30
A Broken Sword     SLIMEY LOWER MAZE
                                   @  5.18
A Birthday Card    THE KINGS ART ROOM
                                   @  5.00
A Crystal Ball     THE NEEDLEWORK ROOM
                                   @  4.87
A Bowl Of Milk     THE KINGS ART ROOM
                                   @  4.44
A Clowns Nose   THE BIG PUSS WITHOUT BOOTS
                                   @  2.95
A Tin Of Soup      THE BEER CELLAR @  2.50
A Carving Knife    THE ASTROLOGERS STUDY
                                   @  1.50
A Rock Python      DR WOMBATS LABORATORY
                                   @  1.50
An Empty Bottle    THE BLOOD BATH ROOM
                                   @  1.08
A Pile Of Mud      SLIMEY LOWER MAZE
                                   @  0.62
A Z80A Chip        THE NEEDLEWORK ROOM
                                   @  0.50
A Small Coconut    ANNA QUAYS BEDROOM
                                   @  0.16
Saltpetre       THE BIG PUSS WITHOUT BOOTS
                                   @  0.00
Gunpowder       THE BIG PUSS WITHOUT BOOTS
                                   @  0.00

COMBINATIONS
Philosophers  Stone  +  Bar of Lead = Gold
Bar @200.00
Spark  Of  Life  +  Pile  Of Mud = The Mud
Monster @100.00
A  Broken Sword + A Blacksmith = Excalibur
@200.00
A  Mouse + Lump of Cheese = Very Fat Mouse
Bottle + Model Cutty Sark = Ship in Bottle
@ 50.00
Saltpetre + Sulphur + Charcol = Gunpowder
Gunpowder + Burning Torch = Blow Up Cat

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SPELLBOUND

This   following  solution  was  typed  by
Willis  Nelson  and posted to the Sinclair
newsgroup.  For anyone you may have missed
it,  here it is again as part of our Magic
Knight guide:

Get  the  glowing bottle from the L-Shaped
Room,  go  to the Roof Garden, and get the
wand  of  command (it's in the room at the
extreme  right).  Also  get  the bottle of
liquid.  Go  to  the second floor, and get
the elf horn from Samsun, and Miolnir from
Elrand.  Summon  Thor  and Florin (you may
have  to  go  back and wake him up) to the
lift.  Give  Miolnir  to Thor, and command
him  to help. He'll fix the lift. Give the
bottle  of  liquid  to Florin. Command him
and  Thor  to  sleep.  When your energy is
getting  low,  simply  take  the bottle of
liquid  from Florin and hand it back. This
will  replenish your strength. Move to the
ground  floor,  then  stand on the pool of
liquid.  Cast Armouris Photonicus. You can
now  drop  the  glowing  bottle  and  free
Banshee.  Take  the  shield and the candle
(from  the  Зrd floor) and go to the first
room  in  the  Roof Garden - the room with
the  four  leaf  clover.  Cast  Candellium
Illuminatum   (make   sure  you  have  the
shield!).  You'll  need  the candle if you
read  the  ancient  scroll.  Get  the  red
herring  from  the  third  floor,  and the
power-pong  plant  from  the basement. You
can now cast Fumaticus Protectium - and be
able  to  pass through the gas room on the
1st floor. Get the trumpet, and give it to
Elrand.  Go  to  the Tower (Чth floor) and
summon  Thor.  Command  him  to  help. His
thunderbolt  will  weaken  the wall on the
2nd  floor.  Go  to  the  wall  on the 2nd
floor,  summon  Elrand, and command him to
help.  He'll  blow  the wall down with his
trumpet.  Take the two pieces of brickwork
left over from this, and use them to build
a  way  to get over the Tower (Чth floor).
Get  the  javelin  from the Чth floor, and
give  it  to  Samsum. Summon Rosmar to the
Secret   Tunnel  Entrance,  give  her  the
pocket  laser,  and  ask her to help. This
will open up the tunnel. Go through as far
as  the  Pit. Summon Samsun and ask him to
help.  He'll  throw  his platform into the
middle  of  the pit, enabling Magic Knight
to  get  across.  (To make things slightly
easier,  the  pieces of brickwork can also
be used here - but first get both coloured
crystals  from  the Чth floor). The broken
talisman can be fixed by giving it and the
tube of glue to Florin, and commanding him
to help. You can now cast Project Physical
Body  by  holding  the  talisman  and  the
crystal  ball. The idea now is to keep the
various characters well-fed, happy, and to
make sure they have plenty of sleep (don't
worry  about  Banshee).  Do this until you
have   36   hours   left   on   the  clock
(Crystallium Spectralis only works with 36
hours  or  less to go). Now go to the Most
Magic  Room.  Hold  the  white  gold ring.
Summon  Orik  the Clerik, and give him the
crystal ball and the book of Shadows. Cast
Crystallium  Spectralis,  then  throw  the
three  coloured  crystals at Gimbal. He'll
now  be  free.  Cast  the Release Spell by
holding  the white gold ring and the magic
talisman.  Now  go to the last room on the
second  floor  (that is. the room furthest
to the right). Working your way from right
to  left  along the second floor, blow the
elf-horn  and summon the characters in the
order  you  see  them  in their portraits.
Once  you've  summoned  the last character
(Gimbal) you'll have successfully sent all
the  characters  home, and hence completed
the game.

==========================================

STORMBRINGER Part 1
Taken from YS Smash Tips

To  start  with, always take the bottle of
liquid  from  the  room to the left of the
start.  Drink  this  when your energy gets
low.  Get  the  chicken and if you wait it
will  lay a golden egg, a bronze egg and a
silver  one. Take the newspaper from Robin
of Shylock (he will take an egg in return)
and  read  it. Wear the right disguise, as
only  with  the  right  disguise  and  the
newspaper  will  you  get into the castle.
Walk  to  Entwood  and  drop  the  advert.
Barker   the  Ent  lives  here,  but  he's
invisible.  Take  the Brass Ankh and Magic
Talsiman  from  him  and  wear  them.  The
Talisman keeps your magic high, whilst the
Ankh  restores  your  energy to 60 when it
gets down to 0, unless you're killed by an
axe  or  the Cloud. Go into the first room
of the castle, and you'll teleport to your
pocket  and  into  limbo! Get and wear the
boots.  These  allow  you  to use the jump
chute!  So go left, picking up the advert,
and pulling any levers you may find, until
you   reach   the  jump  chute.  Drop  the
teleport and jump up the chute to the top.
Go  left  until  you  get to the big white
statue.  Pull  the  lever, then walk under
the arrow and drop the advert, but get the
arrow.  Pick  up  the advert and drop down
the   flashing   hole.   Find  Rachael  of
Amazonia,  and  command  her  to help. You
must  convert  the number she tells you in
binary.  Go  right  (pull  any  levers you
find)  until you find the jump chute. Drop
down  the hole. Drop the advert and arrow.
Pick  up  the  glow  shield  and  wear  it
straight  away as it drains your energy at
a  startling  rate  if you don't. Take the
teleport  pad  and go up one level to Main
Lever  1.  The  idea  on  this level is to
enter the binary number on the levers. For
example,  if  your number was 12, then the
binary for that would be 0001100. So you'd
pull  levers  three  and four. The room to
the  left  is  dark, so you must walk very
close  to  the  left hand side of the Main
Lever 1, take off the shield, run left and
drop it very quickly. To get past the wall
in Main Lever 4, throw the teleport pad at
Reggie  the  Rat and teleport. If you have
pulled the right levers, the security door
will  be  open and you can go through, and
the   main   teleport   will   have   been
activated.  If you make a mess, cast Magic
Fulcrum  to  return  the  levers  to their
original  positions. When you've finished,
teleport,  pick  up  the  teleport pad, go
right till you find the hole and fall down
it.  Make  sure you have the silver arrow,
and  activate the teleport. You'll go into
limbo.  Find Robin and give him the arrow.
Get  the  chicken and wait until it lays a
golden  egg.  Give  the egg to Robin. Walk
left  until  you  find  Bearwoolf. Then go
right one screen and stand in front of the
plant  with  the  red  flower.  Cast  Pass
Plant.  Quickly  go  and  pick  up the Elf
Horn,  as  this  room  drains your energy,
walk back to the plant and cast Pass Plant
again.  Walk  left  until  you are about a
centimetre  away  from  Bearwoolf's  hand.
Then   blow  the  horn  to  summon  Robin.
Command  Robin  to  help  and  he'll shoot
Bearwoolf,  who'll turn into a Teddy Bear.
Find  the  advert  and  come  back  to the
screen  where  Bearwoolf  was. Just before
you  get  to  the edge of the screen, jump
and  you'll  land on a platform. Go across
five  screens  like  this  and you'll find
Bearwoolf's  hoard.  Drop  the advert, and
pick  up  the  magic missile, stand on the
advert, and pick up the magic missile.

To be continued...

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EVERYONE'S A WALLY
As  promised  last month, heres a complete
guide to the second in the series of Wally
games,  the extremely difficult "Everyones
a  Wally"  If a characters name appears in
front  of a sentence, you must become that
character for it to work properly.

THE FIRST LETTER
WILMA  :  Get Books 1 and 2. Go to library
and  swap  Book  1  for the jump leads and
Book  2  for the Bunsen Burner. Get Book 3
and swap for the letter B

THE SECOND LETTER
WALLY  : Get Gas Mask and go into past the
shark,  into  the  sewer.  Get  the second
letter, R.
DICK  :  Get  Gas Mask and go to cave. Get
Leaking  Gas  Pipe.  Exit the cave and get
the  chewing  gum. Go to Work Shed and put
pipe  on the bench. Get the patch and walk
under  the  bench with the pipe on it. Get
Repaired  Pipe  and Gas Mask and return to
cave. Replace Pipe.

THE THIRD LETTER
WALLY : Get Super Glue and the Broken Hook
from  the  docks. Go to the shed. Put hook
on   bench  and  walk  under  bench.  Take
Repaired Hook and replace it on the crane.
WILMA  :  Get  Parcel and Stamp. Go to far
end  of  Post  Office.  Swap  the  stamped
Parcel for the letter E.

THE FOURTH LETTER
TOM  :  Get Oil can. Use it on the trolley
in the supermarket.
HARRY  :  Jump  on  trolley,  then  on the
counter the get the letter A.

THE FIFTH LETTER
WILMA  : Get Monkey Nuts, and swap for the
Monkey Wrench in the Zoo.
DICK : Get Plunger and Monkey Wrench. Jump
to top of statue in park.
WALLY  :  Get  Empty Bucket and Sand. Fill
Bucket  At  Fountain  and  swap it for the
cement  in  the  screen  with  the  cement
mixer.   Get  the  trowel,  and  with  the
cement, walk past the pile of bricks.
HARRY  : Get Fuse Wire and Blown Fuse. Get
Good  Insulator  and  screwdriver. Enter a
phone box and play the game until you hear
a  bleep.  Go  to  the  pylon and swap the
insulator for the bad one.
TOM  :  Get  Flat  Battery  from Fork Lift
Truck and the Jump Leads. Go to the Petrol
Station.  Charge Battery on Green Battery.
Replace battery in truck.
WALLY : Stand on Truck, jump onto wall and
get the letter K.

TO COMPLETE THE GAME
Each  character  must take their letter to
the  bank. Wilma should take the letter B,
Tom  takes  R, Dick takes E, Harry takes A
and  Wally  takes  K,  to  spell  the word
BREAK, which should open the safe!

Join  us  here  again  next month for some
more playing tips, including a solution to
this  months  Wally  game, Herbert's Dummy
Run.

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REBELSTAR POKES
By Matthew Pimm

I  came  across  a realy interesting thing
when   I   was  programing  the  Rebelstar
editor....     There    is    a    missing
droid !!!!!!!

Just  when  you  thought  you  had battled
against the worst Rebelstar could throw at
you  another  droid was waiting. The droid
hasn't  got  a  name  and must have been a
graphic  the  programer  Julian Gollop had
intended   to  use.  I  wrote  this  short
program so you could see this new droid.

You   can   enter  these  pokes  via  your
Spectrum  emulator,  multiface  or you can
merge  the  basic  loader  and  place  the
following program before the randomize usr
statement.

FOR f=61519to 61550:Read a:poke f,a:next f

DATA 7,207,121,205,31,23,21,55
DATA 224,243,158,179,248,248,248,252
DATA 37,39,109,77,73,255,137,255
DATA 252,124,254,126,222,255,223,255

POKE 44292,71:POKE 44293,85:POKE 44294,78:
POKE 44295,129:POKE 44358,71:
POKE 44359,85:POKE 44360,65:POKE 44361,82
POKE 44362,68:POKE 44363,129

Then  run  the  program, you will find the
old  Sentry  Droids  will  now  be the new
droids, which I have called Guard Droids.

As  for  the  Rebelstar  editor  this is a
project  inspired  by  Julian  Baird which
should  be ready for the new year and will
be in Emulate first!

Happy Raiding !
M.Pimm, Assistant Editor

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В этот день...   21 November