#03
31 октября 1995 |
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Part 2 - Playing tips.
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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.
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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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