This is part 4 of 4 of the 3DO Cheat List v4.0, compiled by Alzarius (alzarius@geocities.com). If "[END Part 4]" is not at the end of this file, parts are missing, go to http://www.3dotoday.com for a new copy. TABLE OF CONTENTS: PART 4 of 4 (St-Z) ------------------------------------- [STB] Starblade Unlimited continues, rapid fire [SC2] Star Control 2 Mini-walkthru, walkthru and lists out the wazoo [STF] Starfighter Additional lives, saving, 14 crystal-combos [ST7] Stellar 7: Draxon's Cheater code, level warp, cruise control Revenge [SF2] Super Street Fighter Play as Akuma in standard, super, and vs. mode, II Turbo moves [SWC] Super Wing Commander Debug mode [SWR] Supreme Warrior Stealing dirty tricks [SYN] Syndicate Money code, equipment info, mission info, easy money cheat [TPK] Theme Park Money code [TEC] Total Eclipse Round select, free flight zone, 99 ships [ULP] Ultraman Powered * Moves list, playing as a monster and Baltan II [VRS] VR Stalker X2 Superplane, god mode, 99,000 missles, 99 planes, level and pre-flight passwords [WOW] Way of the Warrior Moves, fatalities, magic, 4-player game, extra characters (as and against), extra levels [WC3] Wing Commander III Debug menu, Finger of Death explained, bug warning/fix, mission tree [W3D] Wolfenstein 3D Fast map, ammo, invincibility, secret doors, "GREG", keys, all weapons [YUY] Yu Yu Hakusho * In-game moves list [ZAD] Zhadnost: The Disclaimer People's Party [ZZZ] Appendix List of save game names, FZ-1 sound effects, Flightstick controls, Stealth IR turbo instructions, controller compatibility ............................................................................. KEY GUIDE Key presses are [usually] noted as follows: U = Up on D-pad D = Down on D-pad L = Left on D-pad R = Right on D-pad A = A button B = B button P = Play/Pause (P) button C = C button X = Stop (X) button Ls= Left Shift Rs= Right Shift Multiples of the same keypress will sometimes be represented with a multiplication symbol "x". Example: Ax9 = press the "A" button 9 times. ............................................................................. /~~~~~~~~~\ [STB] Starblade \_________/ Unlimited Continues At the title screen, after the word (StarBlade) forms and ------------------- then freezes. Enter the following: U,R,D,L,A,B,C,U,L,D,R This is for "FreePlay" or endless continues. Rapid Fire For constant rapid shooting, enter the following: ---------- U,U,D,D,L,R,A,A,B,B,C,C /~~~~~~~~~~~~~~\ [SC2] Star Control 2 \______________/ Alien Home Worlds Perhaps the most useful item in the walkthru is below. This ----------------- is a list of each alien homeworld, minus the Kzer-Za or the Kohr-Ah. Arilou QuasiSpace (see map) Spathi Epsilon Gruis Ia Chenjesu & Mmrnmhrm Procyon II Supox Beta Librae I Druuge Trading World Zeta Persei I Syreen Betelgeuse I Ilwrath Alpha Tauri I Thraddash Delta Draconis I Mycon Epsilon Scorpii I Umgah Beta Orionis I Orz Vulpeculae system Utwig Beta Aquarii I Pkunk Gamma Kreugar I VUX Beta Luyten I Shofixti Female Delta Gorno system Yehat Gamma Serpantis I Slylandro Beta Corvi IV Zoq-Foz-Pik Alpha Tucanae I A note about the Melnorme: They are located where ever there is a supergiant star. So somewhere in that system they will be around. Of course if you have either caster, then you can call them. We liked to use the Melnorme as "in-flight" refueling. A note about the Ur-Quan: This is the collective title for both the Kohr-Ah and the Kzer-Za. The Kohr-Ah are the black ships that want to kill everyone in this part of the galaxy. The Kzer-Za just want to enslave everyone. They are the green ships. Star Control II Mini Walkthru ----------------------------- When you start, you go into the Solar System (Sol). o Go to Mercury or Jupiter-B to get some Radioactive elements. o Go to Pluto to greet a Spathi ship. Get him to join if you wish. o Go to Earth and get yourself some fuel. o Go to Epsilon Gruis (241;368) {Spathiwa} and convince the Spathi to join you. o Wait until they encase themselves in a red shield. Go do something else. o Go to Spathiwa and get the Umgha Castor o Go to Beta Copernicous I (600.8;263.1) {Mycon} and get the egg case. o Talk with the Mycon and get them to talk about the Deep Children. You might have to go to Epsilon Scorpii (629.1;220.8). o Go to Beetleguese (412;377) {Syreen} and talk until they tell you to go get their Penetrator Ships behind a door. o Go to Epselon Camelopardalis I-A (593.7;393.7) {Ur-Quan} and investigate the door. They will tell you to go to Beetleguese. o Go to Beetleguese until Talana tells you to go to Mycons and tell them about Organon. o While the Mycons are away, go to Beta Brahe (639.5;231.2) and get the Sun Device. o Go to Gama Krueger I (52;52) {Pkunk} to get the Clear Spindle. o Go to the area of Delta Draconis (253.5;835.8) {Thraddash} and convince them to goin you: ie. keep on attacking, but not let them go attack the Kohr-Ah. o Go to Zeta Draconis I (277.6;867.3) and get the Aqua Helix o Go to Zeta Persei I (946.9;280.6) {Druuge} and trade the Rosy Red Sphere with the Mycon egg case. o Go to the area of Beta Librae {Supox} and get the broken Ultron. Use the Clear Spindle, Aqua Helix, and Rosy Red Sphere to fix the Ultron. o Go to the area of Beta Aquarii I (863.0;869.3) {Utwig} to give them the Ultron. o All this section was so you can get the Bomb at Zeta Hyades VI-B (85 0.0;937.2). o Go to Ilwrath Homeworld Alpha Tauri (229;366.6). Use the Umgha Castor. Make the Ilwrath go attack to Thraddash. o Go to Eta Vulpeculae II (358.7;256.6) {Orz} to get and alliance. o Go to Delta Vulpeculae II-C to get the Taalo Device. o Go to Alpha Pavonis VII (56.2;800) and investigate the Ur-Quan crash site. o Go to the Quasi-Portal (36.8;633.2) and wait for the Quasi-Space Portal (Bright starlike object on Starmap, green hole on Hyperspace screen.) [Comes around the 17th of each month for sure, could come at other times (I was there on the 20th once)] o Go to the outer star and meet the Ariloulaleelay. Get the Portal Spawner. Talk about the Talking Pet. o Go to Beta Orionis (197.8;596.8) {Umgha} and get the Talking Pet. Go again to get your reward. o When you are ready to finish the game, go to Procyon II and use the Sun Device. You free The Chmmr and they tell you what you need to finish the game. They also give you unlimited RU (resource units). I guess the designers wanted you get unlimited money right before you finished so you can't really use it. o You are transported back to Earth. Buy lots of good ships and prepare for the final battle against the Sa-Matra. o Go to Delta Craterius V (620.0;593.5), the one with lots of ships surrounding it. When you get in, you will see the Ur-Quan battle platform - the Sa-Matra. Before you confront the Sa-Matra, use the Talking Pet. o Attack the Sa-Matra. [You might want to save so you can play this part again and again.] Throught the game, you will need to do the following: o Get money!!! you can't buy the fuel unless you have money. Get money by blowing up ships or mining minerals and bringing them back to Earth. o Prevent the Pkunk from going to the Yehat. The Yehat will destroy them. You can tell they are moving by their Circle of Influence slowly moving right on the Starmap. o Save the Zoq-Fot-Pik [homeworld Alpha Tucanae (400;543.7)] from the Ur-Quan and Kohr-Ah forces. o Find the Melnorme and trade with them. You can get biological data by killing life on planets and moons. I have found all ten of the Rainbow Planets; they appear brownish in the star system screen. Beta Pegasei I (39.5;745.8) Epsilon Draconis I (283.6;785.7) Epsilon Lipi I (543.7;827.0) Beta Leporis I (766.6;866.6) Gamma Aquarii I (853.4;879.7) Groombridge I (996.0;904.2) Alpha Andromedae I (862.5;700.0) Gama Reticuli I (741.6;508.3) Gamma Kepler I (602.0;297.9) Zeta Sextantis I (468.1;91.6) Complete Walkthru ----------------- Tasks in UPPER CASE are essential to complete; the ones in lower case will add more enjoyment to your game. REPAIRING THE ULTRON: Crystal Spindle The Pkunk have this item and will give it to you willingly if you visit their homeworld. Aqua Helix The Thraddash have this item. You need to gain the trust of the Thraddash before you go to get the item which is on Zeta Draconis I. You gain the respect of the Thraddash by killing several of them (try about 20) and then visiting the homeworld. Don't go to the Homeworld first, as the kills you make there will not count for anything. After you steal the Aqua-Helix, the Thraddash will be mad about this. BUG OUT OF THE SYSTEM...It saves a lot of time and trouble. Rosy Sphere The Druuge have this item on their trade planet. Unfortunately, the Druuge only trade in slaves. The price for the Rosy Sphere is 100 crew members, so be sure to have more than that on hand in the other ships you carry. Hans Lie (g9hansl@cdf.toronto.edu) told us that you can also trade a Mycon Egg Case to the Druuge for the Rosy Sphere. (There is an extra one on Gamma Brahe I). Ultron The Supox have the Ultron on Beta Librae. Put all of the other parts into the Ultron by 'use'ing them from the Device Manifest. Take the Ultron to the Utwig on their homeworld. They will provide you with the bomb to destroy the Sa-Matra. The bomb is on Zeta Hyades VI (2nd moon). When you arrive there will be 5 Druuge ships. They should be relatively easily to kill if you have the Hellbore cannons and the ATS systems. (The best way to kill Druuge ships is with the Earthling Cruiser. As long as you are able to keep your distance (not too difficult, since the Druuge Mauler also has pretty poor acceleration), you should be able to take it out with a few nukes.) If you do this in a timely manner, the Utwig and the Supox will attack the Kohr-Ah, providing you with additional time to defeat the Ur-Quan. (Between 9-12 months.) SYREEN TASKS: Prove that the Mycons destroyed Syra by going to the former Syreen homeworld at Beta Copernicus I and getting an "egg husk" of the Mycon Deep Child. Get the Syreen ships out of the vault at Epsilon Camelopardalis Ia. Travel to the Mycon homeworld and tell them of the new planet to take the Deep Child. Travel to Beta Brahe I when the bulk of the Mycon fleet is gone. You will still have to fight 5 Mycon ships though. Obtain the Sun Device from the planet surface. To tell the Syreen about Syra you must do one of two things: a) buy the information from the Melnorme, or b) you can visit a shattered world and ask the Mycon why shattered worlds are only in their system. (Gamma Brahe has a shattered world -- for example) Spathi Tasks: Clear the Spathi homeworld of the biological life forms that feed on the Spathi. Tell them about your deed by traveling to the moon of the homeworld. Force them to send their ships to Earth. Eventually they will construct thier own slave shield, but on the moon they leave behind the Umgah Mind Caster. Be sure to pick that up. Use the Caster for three things. 1) You can call the Melnorme in HyperSpace to come to your ship. 2) You can comminicate with the Chenjesu and the Mmmmhrmmr. 3) You can fool the Ilwrath into thinking that Dogar and Kazon are speaking directly to them. If you don't want to wait for the Umgah Caster, you can get the Burvixese Caster which is located at Arcturus Ia. We only recommend this if you have the Portal Spawner though, because of the time involved getting it otherwise. Arilou Tasks: In Alpha Pavonis on a blue planet there is a wreck of an Ur-Quan Dreadnought. Salvage the wreck and pick up the Ur-Quan warp pod. Later, in Columbae a portal to QuasiSpace opens every month on the 17th and stays open for a few days. Visit the Arilou homeworld in the far upper right hand corner of QuasiSpace. Provided that you have the Ur-Quan warp pod, they will fit your ship with a Quasi-Space Portal Spawner, which will save you much time and fuel. Since there are 15 "holes" back to HyperSpace, it is a little daunting to find which hole leads where. This is an important device to have because of the time you will save. SHOFIXTI TASKS: The important thing to remember here is: DON'T KILL HIM!! Go to Delta Gorno. Converse with him -- actually -- insult him. It's the fastest way. He thinks that you are Ur-Quan and will attack. Continue to converse with him by using your emergency warp. After he realizes who you are, he will become quite happy to help you in anyway possible. In order to bring the Yehat back from the Queens clutches, you need to repopulate the Shofixti race. Of course, you need to have females to do this. A VUX admiral named ZEX (ha ha) on Alpha Cerekov I has several Shofixti women. But in order to get them, you need to find this creature he wants. It is located on Delta Lyncis I. It is easily found by the fact that it's huge and is very aggressive. Return the creature to Admiral ZEX. He will want to capture you, but the creature will escape, killing him and allowing you to go to the planet surface and get the Shofixti women. Travel back to Delta Gorno and give them to Tanaka. Two months later, you can get a Shofixti ship. Another benefit is that crew cost is lowered to 3 instead of 5 due to the Shofixti volunteers. Buy one and carry it with you to Yehat space. Show the Shofixti to the Yehat. Unfortunately, you will start a civil war, but it can't be avoided. Later the Yehat can give you some ships if you need them. Zot-Fot-Pik Tasks: Visit thier homeworld. They will eagerly join up with you and provide you with the designs for their ships. These guys will also provide you with some important reconaissence information, such as the location of the Sa-Matra, and also information about who is winning the Ur-Quan and Kohr-Ah war. We liked these guys the best (except for the Umgah -- har har har). Both of us want to know about Frungy... Slylandro Tasks: Have you noticed how annoying those Slylandro probes are? If you visit their homeworld, they will provide you with a self-destruct sequence code for the exploration probes. Later, the Slylandro reprogram a probe which has returned to their world to broadcast the destruct sequence; this will dramatically lower the population of probes. The Slylandro give you information about the Precursors. Apparently the Rainbow Worlds have some great role in relating the fate of that ancient race. The rainbow world align into an arrow formation pointing toward the galatic core. (Hmmm, setting up for a sequel maybe??!) :) Beta Pegasi I Epsilon Draconis I Epsilon Lipi I Beta Leporis I Gamma Aquarii I Groombridge I Alpha Andromedae I Gamma Reticuli I Gamma Kepler I Zeta Sextantis I But other than the fact they're worth 500 credits from the Melnorme, there is nothing else to them. UMGAH TASKS: The Umgah have an Ur-Quan "talking pet" which is actually a Dryanni. You need to get the Taalo Pyshic Shield device on Delta Vulpeculae IIc. (Be nice to the Orz!) If you travel to the homeworld and ask about secrets, the Umgah will tell you that it is undergoing surgery. If you leave and come back, the creature has taken over the minds of the Umgah. The creature will try to send you to your death by making you attack an Ur-Quan armada; if you have the Taalo physic shield device, it will protect you from the tricks of the Dryanni. After you are attacked by 10 Umgah commanders, the Dryanni will surrender. Return to the planet. The Umgah will give you some important information about the Mycon; and also 500 units of biological data that you can sell to the Melnorme; as well as four ships. Being great joke lovers they will proceed to attack you...just warp out and leave the system. (PS: For a good laugh sometime, come back...maybe you can be Honorary King!) Ilwrath Tasks When you enter the Ilwrath home system, use the Caster to trick the Ilwrath into choosing a new target. It will be the Thraddash, so be sure that you have the Aqua Helix before you send them off on their rampage. They will pack up and leave Pkunk space. CHMMR TASKS: After the war was over, the Chenjesu and the Mmrnmhrm decided to be enclosed on one planet. Use the Sun Device from to accellerate the "process" of the combination. The Chmmr will do three important things for you. You will recieve unlimited RUs; they supply the designs for the Chmmr Avatar -- easily the best overall alien ship (other than your own.); and finally, they enhance the bomb with their crystal technology. ASSAULT ON THE SA-MATRA: The Chmmr transport you back to Earth, two weeks later...the bomb has been loaded into your flagship. We recommend the following configuration (since you only have six open slots due to the bomb mechanism): * Hi-Effiecency Fuel System * 5 Crew Pods. We also recommend that you buy 10 Chmmr Avatars and save two Pkunk ships. The Avatar is definitely NOT the best ship to fight the Ur-Quan and Kohr-Ah. The Utwig Jugger is far better at this -- an Ur-Quan ship has absolutely no chance against a Jugger, and a Kohr-Ah ship is only a small challenge. An Chmmr Avatar has only a slight advantage over either of these baddies. An Avatar can take out one, maybe two Ur-Quan/Kohr-Ah ships before biting it, but a decent Utwig pilot can hold out almost indefinitely.) Use your portal spawner to put you near the Crateris constellation, and proceed to Delta Crateris V. Around the planet is the biggest group of nasties we've ever seen. Use your Dryanni to distract the orbiting fleet. Once you're able to enter the "planet" screen (the blowup of just the planet and the Sa-Matra), save your game!! Proceed to the Sa-Matra, where you will be attacked by 3 Kzer-Za and 3 Kohr-Ah ships. Take them out with the Chmmr Avatars (or don't). But don't worry, the ships you lose here will be replaced with Yehat Terminators and Pkunk Furies. After the Ur-Quan toadies are destroyed, the Dryanni will tell you about the configuration of the Sa-Matra. It has been our experience that Pkunk ships -- surprisingly -- do rather well against the shield generators. This is due to thier speed and broadside capabilities. Once the shield is down, concentrate your attacks on the green blotches and the fireballs. Once you kill them, then fly your flagship into the opening, and win. Star Control II - List of Coordinates ------------------------------------- ****************************** RAINBOW WORLDS *********************** Zeta Sextantis X: 468.1 Y: 91.6 [2A] Gamma Kepler X: 602.0 Y: 297.9 [2A] Gamma Reticuli X: 741.6 Y: 508.3 [2A] Alpha Andromedae X: 862.5 Y: 700.0 [2A] Beta Pegasi X: 39.5 Y: 745.8 [2A] Epsilon Draconis X: 283.6 Y: 785.7 [2A] Epsilon Lipi X: 543.7 Y: 827.0 [2A] Beta Leporis X: 766.6 Y: 866.6 [2A] Gamma Aquarii X: 853.4 Y: 879.7 [2A] Groombridge X: 996.0 Y: 904.2 [2A] ***************************** HOMEWORLDS **************************** Gamma Serpentis X: 492.3 Y: 29.4 [26] Yehat Gamma Krueger X: 52.2 Y: 52.5 [23] Pkunks SOL X: 175.2 Y: 145.0 [01] Solary system (Earth) Beta Luyten X: 433.3 Y: 168.7 [27] VUX Vela X: 334.5 Y: 193.1 [04] Your homeworld Epsilon Scorpii X: 629.1 Y: 220.8 [1F] Mycon Procyon X: 74.2 Y: 226.8 [11] Mmmrnm & Chenesu Gamma Vulpeculae X: 371.3 Y: 253.7 [28] Orz Zeta Persei X: 946.9 Y: 280.6 [15] Druuge Alpha Tauri X: 22.9 Y: 366.6 [2B] Ilwrath Epsilon Gruis X: 241.6 Y: 368.7 [05] Spathi Betelgeuse X: 412.5 Y: 377.0 [12] Syreen Alpha Tucanae X: 400.0 Y: 543.7 [06] Zot-Pit-Poq Beta Orionis X: 197.8 Y: 596.8 [10] Umgah & Talking Pet Delta Draconis X: 253.5 Y: 835.8 [29] Thraddash Beta Aquarii X: 863.0 Y: 869.3 [24] Utwig Beta Librae X: 741.4 Y: 912.4 [25] Supox Beta Corvi X: 33.3 Y: 981.2 [14] Gas race **************************** TRADERS ******************************** Beta Arae X: 933.3 Y: 93.7 [07] Alpha Centauri X: 155.9 Y: 99.3 [08] Zeeman X: 335.2 Y: 194.0 [09] Alpha Vulpeculae X: 365.4 Y: 258.7 [0A] Alpha Illuminati X: 235.4 Y: 329.1 [0B] Alpha Octantis X: 157.8 Y: 666.8 [0C] Alpha Eridani X: 587.5 Y: 772.9 [0D] Alpha Apodis X: 258.2 Y: 850.7 [0E] Alpha Aquilae X: 915.9 Y: 974.5 [0F] ************************ OTHER EVENTS ******************************* Delta Crateris X: 620.0 Y: 593.5 [1D] Ur-Quan`s Sa-Matra Alpha Pavonis X: 56.2 Y: 800.0 [1B] Ur-Quan`s ship Delta Gorno X: 290.8 Y: 26.9 [02] Shofixti male Alpha Cerenkov X: 422.1 Y: 198.6 [03] ZUX & Femal Shofixti Delta Lyncis X: 570.4 Y: 979.5 [1C] Beast for ZUX Organon X: 685.8 Y: 57.7 [2D] Mycon`s death Beta Brahe X: 639.5 Y: 231.2 [18] Mycon`s (Sun device!!) Gamma Scorpii X: 647.9 Y: 206.2 [21] Mycon`s egg Beta Copernicus X: 600.8 Y: 263.1 [20] Mycon`s Egg Gamma Brahe X: 635.4 Y: 272.9 [22] Mycon`s egg Rigel X: 210.4 Y: 208.3 [1E] Meet with Zot-Pit-Poq Eta Vulpeculae X: 358.7 Y: 256.6 [2C] Androsynth`s rests Delta Vulpeculae X: 372.1 Y: 261.9 [19] Taalo device (II-C) Epsilon Camelopardalis X: 593.7 Y: 393.7 [1A] Syreen`s ships (locked) Arcturus X: 964.5 Y: 579.1 [13] Burvix`s `Caster (I-A) Zeta Draconis X: 277.6 Y: 867.3 [17] Aqua Helix Zeta Hyades X: 850.0 Y: 937.2 [16] Utwig`s Bomb (VI-B) Zeta Serpentis X: 500.7 Y: 3.5 Eta Giclas X: 70.8 Y: 4.1 Eta Serpentis X: 471.4 Y: 7.8 Deneb X: 218.7 Y: 8.3 Beta Gorno X: 281.4 Y: 8.9 Capella X: 424.4 Y: 9.1 Pollux X: 565.2 Y: 9.8 Gamma Gorno X: 293.9 Y: 11.6 Alpha Gorno X: 277.1 Y: 14.6 Zeta Scuti X: 531.3 Y: 15.0 Epsilon Krueger X: 26.5 Y: 15.6 Theta Serpentis X: 452.9 Y: 16.9 Alpha Serpentis X: 491.1 Y: 18.0 Delta Serpentis X: 474.7 Y: 22.1 Alcor X: 970.8 Y: 25.0 Beta Serpentis X: 486.1 Y: 26.2 Delta Gorno X: 290.8 Y: 26.9 [02] Shofixti male Epsilon Ptolemae X: 185.5 Y: 27.0 Beta Trianguli X: 795.8 Y: 27.0 Delta Scuti X: 516.0 Y: 28.0 Delta Krueger X: 57.0 Y: 28.9 Gamma Serpentis X: 492.3 Y: 29.4 [26] HW of Yehat Epsilon Gorno X: 282.0 Y: 30.1 Alpha Trianguli X: 793.4 Y: 31.8 Gamma Trianguli X: 806.2 Y: 31.8 Zeta Giclas X: 111.6 Y: 33.4 Gamma Giclas X: 80.3 Y: 33.7 Zeta Ptolemae X: 178.7 Y: 33.8 Delta Giclas X: 87.7 Y: 34.0 Epsilon Scuti X: 533.8 Y: 35.5 Alpha Scuti X: 503.9 Y: 37.3 Alpha Giclas X: 84.3 Y: 38.0 Epsilon Serpentis X: 487.2 Y: 40.8 Eta Ptolemae X: 174.0 Y: 42.3 Iota Serpentis X: 459.6 Y: 42.9 Beta Giclas X: 84.3 Y: 43.1 Delta Ptolemae X: 215.6 Y: 44.0 Alpha Ptolemae X: 200.4 Y: 44.1 Beta Krueger X: 53.0 Y: 44.2 Epsilon Giclas X: 95.8 Y: 46.8 Beta Ptolemae X: 205.8 Y: 47.5 Alpha Krueger X: 30.4 Y: 47.7 Gamma Krueger X: 52.2 Y: 52.5 [23] HW of Pkunks Gamma Ptolemae X: 210.0 Y: 55.4 Zeta Krueger X: 13.4 Y: 56.5 Organon X: 685.8 Y: 57.7 [2D] Mycon`s death Beta Scuti X: 501.4 Y: 58.4 Gamma Scuti X: 525.6 Y: 60.8 Alpha Caeli X: 241.1 Y: 71.8 Beta Caeli X: 258.9 Y: 74.1 Theta Giclas X: 67.5 Y: 74.2 Delta Arae X: 929.2 Y: 75.0 Zeta Centauri X: 146.3 Y: 77.9 Delta Caeli X: 308.9 Y: 78.2 Gamma Caeli X: 285.4 Y: 78.7 Epsilon Caeli X: 333.3 Y: 80.1 Epsilon Arae X: 923.7 Y: 82.1 Alpha Arae X: 933.9 Y: 84.3 Gamma Lacaille X: 24.2 Y: 85.7 Epsilon Centauri X: 151.5 Y: 86.6 Epsilon Sextantis X: 477.0 Y: 89.5 Beta Centauri X: 141.2 Y: 90.5 Zeta Sextantis X: 468.1 Y: 91.6 [2A] Rainbow world Beta Arae X: 933.3 Y: 93.7 [07] Trader Gamma Arae X: 941.9 Y: 94.2 Beta Lacaille X: 23.0 Y: 95.2 Alpha Lacaille X: 14.6 Y: 95.5 Delta Sextantis X: 487.3 Y: 96.8 Alpha Centauri X: 155.9 Y: 99.3 [08] Trader Beta Lyrae X: 189.5 Y: 104.1 Alpha Sextantis X: 433.7 Y: 106.6 Regulus X: 373.2 Y: 106.7 Gamma Centauri X: 157.9 Y: 111.5 Gamma Sextantis X: 487.5 Y: 114.5 Beta Sextantis X: 460.4 Y: 118.7 Delta Sculptoris X: 581.2 Y: 120.8 Delta Centauri X: 131.2 Y: 126.0 Alpha Lyrae X: 191.6 Y: 127.0 Hyperion X: 656.2 Y: 127.0 Mizar X: 41.6 Y: 130.1 Beta Indi X: 395.8 Y: 135.4 Alpha Indi X: 400.0 Y: 136.3 SOL X: 175.2 Y: 145.0 [01] Solary system (Earth) Canopus X: 218.7 Y: 150.0 Sirius X: 180.6 Y: 150.7 Epsilon Sculptoris X: 570.8 Y: 152.0 Beta Arietis X: 946.9 Y: 154.8 Gamma Luyten X: 433.3 Y: 156.2 Alpha Sculptoris X: 604.1 Y: 156.2 Alpha Arietis X: 937.5 Y: 158.3 Beta Raynet X: 288.1 Y: 161.4 Gamma Sculptoris X: 608.3 Y: 162.5 Alpha Luyten X: 425.0 Y: 164.5 Eta Volantis X: 65.0 Y: 164.6 Gamma Arietis X: 947.7 Y: 167.0 Alpha Raynet X: 284.0 Y: 167.6 Delta Arietis X: 954.1 Y: 168.7 Gamma Arianni X: 739.5 Y: 168.7 Beta Luyten X: 433.3 Y: 168.7 [27] HW of VUX Epsilon Arietis X: 955.9 Y: 173.5 Zeta Volantis X: 73.6 Y: 173.7 Alpha Wolf X: 160.1 Y: 174.6 Alpha Arianni X: 739.5 Y: 175.0 Alpha Volantis X: 95.1 Y: 177.0 Beta Wolf X: 166.6 Y: 181.2 Beta Arianni X: 718.7 Y: 183.3 Epsilon Volantis X: 70.5 Y: 183.8 Beta Volantis X: 114.0 Y: 184.7 Alpha Scorpii X: 646.7 Y: 187.8 Gamma Raynet X: 279.1 Y: 189.5 Beta Scorpii X: 650.0 Y: 191.6 Bellatrix X: 545.8 Y: 191.6 Gamma Volantis X: 104.8 Y: 191.9 Beta Mira X: 367.8 Y: 192.6 Vela X: 334.5 Y: 193.1 [04] Your homeworld Delta Aurigae X: 818.7 Y: 193.7 Zeeman X: 335.2 Y: 194.0 [09] Trader Delta Volantis X: 97.7 Y: 195.3 Alpha Cerenkov X: 422.1 Y: 198.6 [03] ZUX & Femal Shofixti Beta Cerenkov X: 450.0 Y: 200.0 Alpha Sagittarii X: 683.3 Y: 200.0 Gamma Aurigae X: 816.3 Y: 200.9 Beta Aurigae X: 808.0 Y: 201.1 Delta Scorpii X: 603.6 Y: 203.5 Gamma Scorpii X: 647.9 Y: 206.2 [21] Mycon`s egg Rigel X: 210.4 Y: 208.3 [1E] Here you`ll meet with Zot-Pit-.. Alpha Aurigae X: 806.2 Y: 208.3 Alpha Olber X: 27.0 Y: 218.7 Zeta Scorpii X: 650.0 Y: 220.8 Epsilon Scorpii X: 629.1 Y: 220.8 [1F] HW of Mycon Beta Olber X: 12.5 Y: 222.9 Gamma Olber X: 31.2 Y: 225.0 Gamma Mira X: 388.4 Y: 226.2 Procyon X: 74.2 Y: 226.8 [11] HW of Mmmrnm & Chenesu Alpha Saurus X: 230.6 Y: 228.5 Beta Saurus X: 240.2 Y: 230.9 Beta Brahe X: 639.5 Y: 231.2 [18] Mycon`s (Sun device!!) Iota Persei X: 887.5 Y: 231.2 Alpha Mira X: 355.1 Y: 232.0 Alpha Brahe X: 620.8 Y: 233.3 Delta Mira X: 335.4 Y: 235.4 Almagest X: 990.9 Y: 235.9 Gamma Saurus X: 229.8 Y: 238.5 Beta Sagittarii X: 702.0 Y: 239.5 Epsilon Persei X: 903.8 Y: 240.7 Theta Persei X: 937.5 Y: 241.6 Zeta Brahe X: 650.0 Y: 245.8 Delta Bootis X: 21.7 Y: 250.9 Beta Vulpeculae X: 364.1 Y: 251.2 Gamma Copernicus X: 562.5 Y: 252.0 Gamma Vulpeculae X: 371.3 Y: 253.7 [28] HW of Orz Eta Vulpeculae X: 358.7 Y: 256.6 [2C] Androsynth`s rests Alpha Persei X: 929.1 Y: 258.3 Alpha Vulpeculae X: 365.4 Y: 258.7 [0A] Trader Delta Vulpeculae X: 372.1 Y: 261.9 [19] Taalo device (II-C) Alpha Copernicus X: 579.1 Y: 262.5 Epsilon Brahe X: 641.6 Y: 262.5 Beta Copernicus X: 600.8 Y: 263.1 [20] Mycon`s Egg Zeta Vulpeculae X: 360.8 Y: 263.7 Alpha Lalande X: 349.9 Y: 264.8 Beta Persei X: 947.9 Y: 266.6 Epsilon Vulpeculae X: 366.8 Y: 266.6 Alpha Bootis X: 22.9 Y: 266.6 Eta Persei X: 889.5 Y: 268.7 Epsilon Bootis X: 13.8 Y: 269.6 Achernar X: 537.5 Y: 272.9 Gamma Brahe X: 635.4 Y: 272.9 [22] Mycon`s egg Delta Brahe X: 645.8 Y: 275.0 Zeta Illuminati X: 245.8 Y: 275.0 Beta Bootis X: 35.1 Y: 275.8 Gamma Sagittarii X: 708.3 Y: 277.0 Delta Lalande X: 375.9 Y: 277.8 Gamma Persei X: 933.3 Y: 279.1 Beta Lalande X: 340.0 Y: 280.4 Zeta Persei X: 946.9 Y: 280.6 [15] HW of Druuge Gamma Lalande X: 361.9 Y: 283.0 Eta Illuminati X: 220.8 Y: 285.4 Delta Persei X: 925.0 Y: 285.4 Eta Bootis X: 67.2 Y: 286.3 Zeta Bootis X: 16.7 Y: 287.5 Beta Mensae X: 403.0 Y: 288.7 Gamma Bootis X: 38.4 Y: 290.0 Epsilon Illuminati X: 272.7 Y: 295.1 Gamma Mensae X: 464.5 Y: 295.8 Beta Kepler X: 562.5 Y: 295.8 Gamma Puppis X: 827.0 Y: 295.8 Beta Puppis X: 829.1 Y: 297.9 Gamma Kepler X: 602.0 Y: 297.9 [2A] Rainbow world Delta Sagittarii X: 656.2 Y: 302.0 Theta Illuminati X: 201.1 Y: 304.3 Alpha Puppis X: 812.5 Y: 308.3 Delta Illuminati X: 235.4 Y: 316.6 Alpha Mensae X: 383.3 Y: 318.7 Alpha Kepler X: 581.2 Y: 320.8 Algol X: 900.0 Y: 325.0 Alpha Virginis X: 29.1 Y: 325.0 Beta Virginis X: 50.1 Y: 325.9 Gamma Virginis X: 79.1 Y: 327.0 Alpha Illuminati X: 235.4 Y: 329.1 [0B] Trader Delta Virginis X: 110.4 Y: 333.3 Gamma Illuminati X: 268.7 Y: 333.3 Beta Vitalis X: 318.7 Y: 337.5 Beta Herculis X: 175.8 Y: 341.8 Beta Illuminati X: 252.0 Y: 343.7 Alpha Piscium X: 843.7 Y: 345.8 Delta Piscium X: 877.0 Y: 345.8 Alpha Vitalis X: 300.0 Y: 350.0 Epsilon Tauri X: 14.9 Y: 351.9 Beta Piscium X: 879.1 Y: 354.1 Beta Gruis X: 214.8 Y: 355.1 Aldebaran X: 737.5 Y: 356.2 Beta Pictoris X: 931.2 Y: 356.2 Delta Pictoris X: 959.9 Y: 358.3 Gamma Pictoris X: 937.5 Y: 360.4 Zeta Tauri X: 9.0 Y: 361.4 Delta Vitalis X: 277.0 Y: 362.5 Gamma Piscium X: 870.8 Y: 362.5 Gamma Tauri X: 26.7 Y: 364.5 Alpha Herculis X: 160.4 Y: 364.5 Alpha Gruis X: 227.4 Y: 366.3 Alpha Tauri X: 22.9 Y: 366.6 [2B] HW of Ilwrath Gamma Vitalis X: 308.3 Y: 367.4 Epsilon Gruis X: 241.6 Y: 368.7 [05] HW of Spathi Alpha Pictoris X: 933.3 Y: 370.8 Gamma Gruis X: 225.0 Y: 370.8 Beta Tauri X: 28.8 Y: 373.5 Delta Gruis X: 235.4 Y: 374.1 Zeta Gruis X: 258.3 Y: 375.0 Betelgeuse X: 412.5 Y: 377.0 [12] HW of Syreen Delta Tauri X: 16.6 Y: 377.0 Delta Camelopardalis X: 627.0 Y: 383.3 Alpha Squidi X: 214.5 Y: 391.6 Gamma Camelopardalis X: 612.5 Y: 393.7 Iota Camelopardalis X: 629.1 Y: 393.7 Epsilon Camelopardalis X: 593.7 Y: 393.7 [1A] Syreen`s ships (locked) Eta Gruis X: 247.9 Y: 395.8 Beta Velorum X: 92.6 Y: 397.2 Beta Squidi X: 206.2 Y: 399.1 Theta Camelopardalis X: 589.5 Y: 402.0 Alpha Telescopii X: 28.5 Y: 402.0 Alpha Camelopardalis X: 606.2 Y: 404.1 Beta Ceti X: 287.5 Y: 404.1 Beta Hyginus X: 864.5 Y: 406.2 Alpha Velorum X: 86.0 Y: 406.5 Beta Camelopardalis X: 595.8 Y: 408.3 Gamma Ceti X: 303.8 Y: 408.3 Beta Telescopii X: 29.1 Y: 410.4 Zeta Camelopardalis X: 616.6 Y: 412.5 Gamma Phoenicis X: 981.2 Y: 414.5 Alpha Hyginus X: 852.0 Y: 416.6 Beta Phoenicis X: 957.3 Y: 418.2 Gamma Telescopii X: 50.0 Y: 418.7 Gamma Squidi X: 214.5 Y: 420.8 Eta Camelopardalis X: 620.8 Y: 422.9 Eta Ceti X: 281.2 Y: 425.0 Delta Ceti X: 293.7 Y: 430.6 Alpha Phoenicis X: 941.6 Y: 439.5 Alpha Ceti X: 287.5 Y: 447.9 Epsilon Cygnus X: 25.0 Y: 458.3 Delta Reticuli X: 725.0 Y: 458.3 Alpha Cygnus X: 47.9 Y: 458.3 Metis X: 570.8 Y: 460.4 Beta Cygnus X: 47.9 Y: 464.5 Zeta Ceti X: 289.5 Y: 468.7 Epsilon Ceti X: 270.8 Y: 470.8 Gamma Cygnus X: 56.2 Y: 470.8 Delta Cygnus X: 41.6 Y: 471.7 Delta Cancri X: 509.4 Y: 493.1 Beta Pyxidis X: 900.0 Y: 500.0 Alpha Pyxidis X: 895.8 Y: 500.0 Gamma Cancri X: 500.6 Y: 501.1 Alpha Reticuli X: 731.2 Y: 506.2 Gamma Cassiopeiae X: 367.9 Y: 506.8 Gamma Pyxidis X: 906.2 Y: 508.3 Gamma Reticuli X: 741.6 Y: 508.3 [2A] Rainbow world Beta Cancri X: 515.5 Y: 512.2 Delta Cassiopeiae X: 387.5 Y: 514.5 Alpha Cancri X: 493.7 Y: 514.5 Alpha Capricorni X: 297.9 Y: 516.6 Beta Capricorni X: 303.5 Y: 517.8 Epsilon Cassiopeiae X: 399.4 Y: 518.5 Alpha Cassiopeiae X: 354.1 Y: 518.7 Alpha Maksutov X: 597.7 Y: 524.6 Beta Cassiopeiae X: 377.0 Y: 525.0 Gamma Normae X: 152.0 Y: 526.1 Delta Normae X: 161.3 Y: 527.9 Beta Reticuli X: 702.0 Y: 529.1 Beta Normae X: 141.6 Y: 531.5 Gamma Capricorni X: 299.3 Y: 531.8 Alpha Normae X: 142.5 Y: 540.4 Epsilon Normae X: 185.4 Y: 541.6 Alpha Carinae X: 362.5 Y: 543.7 Beta Carinae X: 341.6 Y: 543.7 Alpha Tucanae X: 400.0 Y: 543.7 [06] HW of Zot-Pit-Poq Beta Maksutov X: 627.0 Y: 547.9 Gamma Carinae X: 358.3 Y: 547.9 Gamma Tucanae X: 408.3 Y: 551.3 Zeta Normae X: 215.9 Y: 561.4 Beta Tucanae X: 393.7 Y: 562.5 Alpha Crateris X: 601.4 Y: 563.2 Alpha Sagittae X: 25.0 Y: 568.7 Beta Cephei X: 362.5 Y: 575.0 Beta Sagittae X: 37.1 Y: 577.2 Beta Crateris X: 610.7 Y: 578.5 Arcturus X: 964.5 Y: 579.1 [13] Burvix`s `Caster (I-A) Epsilon Orionis X: 154.5 Y: 581.8 Alpha Cephei X: 375.0 Y: 583.3 Epsilon Crateris X: 630.1 Y: 587.5 Gamma Orionis X: 192.3 Y: 587.8 Beta Lentelis X: 462.5 Y: 589.5 Gamma Sagittae X: 15.2 Y: 590.0 Delta Crucis X: 543.7 Y: 591.6 Delta Orionis X: 171.4 Y: 592.6 Delta Crateris X: 620.0 Y: 593.5 [1D] Ur-Quan`s Sa-Matra Eta Crateris X: 642.9 Y: 595.8 Delta Lentelis X: 472.9 Y: 595.8 Beta Orionis X: 197.8 Y: 596.8 [10] HW of Umgah & Talking Pet Alpha Circini X: 39.5 Y: 597.9 Epsilon Circini X: 56.3 Y: 598.0 Zeta Circini X: 45.6 Y: 598.9 Alpha Lentelis X: 462.5 Y: 600.0 Gamma Crateris X: 616.6 Y: 600.0 Zeta Crateris X: 649.6 Y: 603.2 Mu Orionis X: 222.8 Y: 603.8 Gamma Lentelis X: 458.3 Y: 604.1 Zeta Orionis X: 155.8 Y: 605.8 Alpha Orionis X: 190.2 Y: 606.5 Lambda Orionis X: 215.9 Y: 607.3 Beta Circini X: 36.5 Y: 609.3 Delta Circini X: 54.1 Y: 614.5 Kappa Orionis X: 220.0 Y: 617.6 Gamma Columbae X: 72.9 Y: 620.8 Gamma Crucis X: 525.0 Y: 622.9 Gamma Hydrae X: 816.6 Y: 625.0 Theta Crateris X: 621.5 Y: 625.5 Gamma Circini X: 43.7 Y: 627.0 Alpha Crucis X: 558.3 Y: 629.1 Theta Orionis X: 188.1 Y: 630.8 Eta Orionis X: 179.5 Y: 632.9 Iota Orionis X: 211.8 Y: 637.9 Alpha Columbae X: 75.0 Y: 645.8 Alpha Delphini X: 371.6 Y: 645.8 Beta Octantis X: 136.0 Y: 648.9 Alpha Hydrae X: 733.3 Y: 650.0 Beta Delphini X: 377.0 Y: 650.0 Altair X: 450.0 Y: 650.0 Delta Chandrasekhar X: 18.7 Y: 652.0 Alpha Chandrasekhar X: 12.5 Y: 654.1 Beta Hydrae X: 781.2 Y: 656.2 Beta Columbae X: 77.0 Y: 660.2 Alpha Equulei X: 591.0 Y: 662.4 Gamma Chandrasekhar X: 20.8 Y: 662.5 Alpha Mersenne X: 260.4 Y: 664.5 Alpha Octantis X: 157.8 Y: 666.8 [0C] Trader Beta Crucis X: 547.9 Y: 668.7 Beta Chandrasekhar X: 37.5 Y: 671.6 Epsilon Chandrasekhar X: 31.2 Y: 672.8 Beta Equulei X: 602.0 Y: 672.9 Kappa Chamaeleonis X: 506.2 Y: 675.0 Alpha Doradus X: 420.8 Y: 685.4 Iota Chamaeleonis X: 514.5 Y: 687.5 Beta Doradus X: 429.1 Y: 693.7 Theta Chamaeleonis X: 514.5 Y: 695.8 Gamma Horologii X: 720.8 Y: 700.0 Alpha Andromedae X: 862.5 Y: 700.0 [2A] Rainbow world Beta Chamaeleonis X: 495.5 Y: 703.4 Gamma Chamaeleonis X: 489.5 Y: 704.1 Alpha Chamaeleonis X: 497.1 Y: 710.4 Beta Andromedae X: 866.6 Y: 710.4 Delta Chamaeleonis X: 485.4 Y: 712.5 Eta Chamaeleonis X: 508.3 Y: 714.5 Delta Horologii X: 736.0 Y: 718.4 Gamma Muscae X: 102.0 Y: 718.7 Alpha Monocerotis X: 387.5 Y: 718.7 Epsilon Chamaeleonis X: 487.9 Y: 720.1 Zeta Chamaeleonis X: 495.8 Y: 722.9 Beta Horologii X: 712.5 Y: 725.0 Epsilon Horologii X: 753.2 Y: 725.8 Beta Mersenne X: 241.6 Y: 729.1 Beta Monocerotis X: 385.4 Y: 729.1 Gamma Leonis X: 968.7 Y: 733.3 Beta Pegasi X: 39.5 Y: 745.8 [2A] Rainbow world Gamma Geminorum X: 489.5 Y: 745.8 Delta Geminorum X: 464.5 Y: 747.9 Lambda Horologii X: 694.0 Y: 751.4 Zeta Horologii X: 744.3 Y: 753.8 Antares X: 647.9 Y: 754.1 Alpha Horologii X: 720.8 Y: 754.1 Gamma Eridani X: 579.1 Y: 758.3 Alpha Pegasi X: 33.3 Y: 762.5 Beta Eridani X: 595.8 Y: 764.5 Beta Muscae X: 104.1 Y: 770.8 Alpha Eridani X: 587.5 Y: 772.9 [0D] Trader Alpha Muscae X: 112.5 Y: 779.1 Beta Geminorum X: 497.9 Y: 779.1 Alpha Geminorum X: 495.8 Y: 779.1 Kappa Horologii X: 688.9 Y: 780.3 Theta Horologii X: 720.0 Y: 784.9 Eta Horologii X: 739.5 Y: 785.4 Beta Leonis X: 943.7 Y: 785.4 Epsilon Draconis X: 283.6 Y: 785.7 [2A] Rainbow world Alpha Fornacis X: 537.5 Y: 787.5 Eta Fornacis X: 618.7 Y: 787.5 Epsilon Fornacis X: 604.1 Y: 791.6 Delta Fornacis X: 597.9 Y: 797.9 Iota Horologii X: 708.3 Y: 799.3 Theta Draconis X: 327.0 Y: 800.0 Zeta Fornacis X: 610.4 Y: 800.0 Beta Pavonis X: 68.7 Y: 800.0 Alpha Pavonis X: 56.2 Y: 800.0 [1B] Ur-Quan`s ship Beta Fornacis X: 564.5 Y: 802.0 Delta Muscae X: 139.5 Y: 804.1 Beta Lacertae X: 822.9 Y: 804.1 Gamma Draconis X: 251.8 Y: 805.6 Gamma Fornacis X: 587.5 Y: 806.2 Alpha Lacertae X: 841.6 Y: 808.3 Alpha Leonis X: 900.0 Y: 822.9 Iota Draconis X: 356.2 Y: 825.0 Epsilon Lipi X: 543.7 Y: 827.0 [2A] Rainbow world Epsilon Muscae X: 152.0 Y: 833.3 Alpha Draconis X: 277.1 Y: 835.1 Delta Draconis X: 253.5 Y: 835.8 [29] HW of Thraddash Eta Draconis X: 315.1 Y: 839.0 Lambda Draconis X: 236.2 Y: 839.5 Beta Draconis X: 282.2 Y: 839.5 Beta Lipi X: 550.0 Y: 839.5 Delta Apodis X: 253.6 Y: 850.4 Alpha Apodis X: 258.2 Y: 850.7 [0E] Trader Zeta Aquarii X: 862.5 Y: 856.2 Fomalhaut X: 437.5 Y: 856.2 Beta Apodis X: 259.3 Y: 856.9 Gamma Apodis X: 256.2 Y: 857.2 Eta Aquarii X: 849.2 Y: 857.8 Zeta Muscae X: 112.5 Y: 858.3 Alpha Leporis X: 807.3 Y: 858.8 Alpha Aquarii X: 856.0 Y: 863.8 Epsilon Aquarii X: 875.0 Y: 864.5 Alpha Lipi X: 556.2 Y: 864.5 Xi Draconis X: 258.8 Y: 865.3 Kappa Draconis X: 245.8 Y: 866.6 Beta Leporis X: 766.6 Y: 866.6 [2A] Rainbow world Zeta Draconis X: 277.6 Y: 867.3 [17] Aqua Helix Beta Aquarii X: 863.0 Y: 869.3 [24] HW of Utwig Mu Draconis X: 231.0 Y: 870.2 Alpha Ophiuchi X: 43.7 Y: 877.0 Gamma Aquarii X: 853.4 Y: 879.7 [2A] Rainbow world Delta Aquarii X: 858.8 Y: 881.2 Gamma Leporis X: 718.7 Y: 881.2 Gamma Lipi X: 547.5 Y: 882.3 Delta Antliae X: 305.0 Y: 883.3 Gamma Antliae X: 283.1 Y: 885.4 Nu Draconis X: 230.0 Y: 886.1 Beta Ophiuchi X: 47.9 Y: 887.5 Beta Antliae X: 270.6 Y: 891.0 Gamma Ophiuchi X: 33.3 Y: 891.6 Epsilon Antliae X: 253.5 Y: 891.7 Alpha Hyades X: 832.2 Y: 893.4 Delta Hyades X: 824.9 Y: 895.8 Beta Hyades X: 837.5 Y: 895.8 Delta Lipi X: 564.5 Y: 897.9 Alpha Antliae X: 268.7 Y: 900.0 Gamma Hyades X: 837.5 Y: 904.1 Groombridge X: 996.0 Y: 904.2 [2A] Rainbow world Alpha Librae X: 735.4 Y: 906.2 Zeta Librae X: 783.3 Y: 908.3 Zeta Antliae X: 258.1 Y: 910.5 Gamma Librae X: 754.5 Y: 910.7 Beta Librae X: 741.4 Y: 912.4 [25] HW of Supox Epsilon Hyades X: 850.0 Y: 912.5 Epsilon Corvi X: 10.4 Y: 912.5 Eta Librae X: 788.9 Y: 918.1 Delta Librae X: 779.1 Y: 918.7 Epsilon Librae X: 779.1 Y: 922.9 Menkar X: 481.2 Y: 927.0 Zeta Hyades X: 850.0 Y: 937.2 [16] Utwig`s Bomb (VI-B) Lambda Hyades X: 725.5 Y: 937.4 Eta Hyades X: 845.8 Y: 939.3 Delta Corvi X: 100.0 Y: 939.5 Beta Lyncis X: 571.1 Y: 947.5 Gamma Corvi X: 6.2 Y: 947.9 Eta Lyncis X: 598.9 Y: 949.6 Iota Hyades X: 800.0 Y: 950.5 Epsilon Lyncis X: 532.9 Y: 953.8 Beta Klystron X: 291.6 Y: 954.1 Theta Hyades X: 829.6 Y: 954.8 Alpha Lyncis X: 560.0 Y: 955.2 Kappa Hyades X: 766.4 Y: 958.9 Theta Lyncis X: 612.5 Y: 960.4 Delta Aquilae X: 914.4 Y: 968.6 Gamma Lyncis X: 578.1 Y: 971.1 Zeta Lyncis X: 522.9 Y: 972.9 Gamma Aquilae X: 912.0 Y: 974.1 Beta Aquilae X: 918.6 Y: 974.1 Alpha Aquilae X: 915.9 Y: 974.5 [0F] Trader Vega X: 33.3 Y: 975.0 Epsilon Aquilae X: 914.7 Y: 979.0 Delta Lyncis X: 570.4 Y: 979.5 [1C] Beast for ZUX Beta Corvi X: 33.3 Y: 981.2 [14] HW of Gas race Eta Corvi X: 102.0 Y: 993.7 Zeta Corvi X: 8.3 Y: 997.9 Alpha Klystron X: 193.7 Y: 997.9 Microscopii X: 439.5 Y: 997.9 /~~~~~~~~~~~\ [STF] Starfighter \___________/ Additional lives When down to a one or two lives, press X while in the Stats ---------------- screen. Leave the game in the Main Menu and allow the credits and high scores to be displayed. Let the demo mode start and cycle several times. Save the game and start a new mission. The game will continue with several more lives. Saving the game To save a game after completing a level, press X when the --------------- Mission Select screen is displayed. The Options screen will appear, allowing the game to be saved. Crystal combinations Crystals must be picked up in the indicated order to -------------------- get the corresponding power-up. Group of random upgrades Green Star, Green Star, Green Star, Green Star Megafighter Green Star, Green Star, Green Star, Red Pod Green Square, Yellow, Green Square Laser upgrade Red, Red Control upgrade Red, Yellow Engine upgrade Blue, Yellow Shield upgrade Yellow, Yellow Shield downgrade Purple, Yellow, Purple Air-to-ground missiles Blue, Blue Air-to-air missiles Magenta, Magenta 10 Air-to-air missiles Purple, Purple 3 Multi-Missles Light Blue, Yellow 10 Mega-bombs Red, Purple, Red 5 ECM flares Blue, Green Square /~~~~~~~~~\ [ST7] Steller 7 \_________/ Cheater Code At the main menu: Ls, Rs, Rs, Ls, Rs, Ls x9, Rs, Ls x6, Rs, ------------ Ls x4, Rs Gir Draxon's eyes will glow red, the word "CHEATER" will appear, and you'll find that the boss pops up right after the first wave of monsters is destroyed. Not quite a boss code, but hey. Also during the game pressing left shift restores shields. Level Warp Shoot the lower-left obstacle (not the guiser) to warp forward ---------- three levels. This will take a lot of shots, and works even with the difficulty on "Practice." Cruise Control Keeping Left or Right Shift pressed will keep the Raven at -------------- whatever speed you set with Up and Down, even in reverse. You'll stop if you run into something, but just set your speed again. /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ [SF2] Super Street Fighter II Turbo \_____________________________/ Play as Akuma in the Standard game In the Standard game, choose speed 3 with ---------------------------------- Fierce Punch, then wait 2 seconds on Ryu, move right to T. Hawk and wait 2 seconds, move left to Guile and wait 2 seconds, move down then right to Cammy and wait 2 seconds, move left to Ken (don't wait) and up to Ryu and then wait 2 more seconds, then press all three Punch buttons and X at the same time. Play as Akuma in Versus mode Choose Versus mode from the Options Screen and ---------------------------- then select the game speed with the Fierce Punch button. Go on top of Ryu and press every button, except the directional buttons, simultaneously. If you picked your character first, keep holding these buttons until the second player makes their choice. If the second player also wants to be Akuma they will also have to hold all six buttons. Play as Akuma in Super Battle mode Choose the Super Battle mode from the Title ---------------------------------- Screen and select the game speed with the Fierce Punch button. Pause the cursor on Ryu for two seconds, then move directly to T. Hawk. Pause on him for two seconds, then move directly to Guile and wait for two seconds. From Guile, move to Cammy by passing through Dhalsim (go down one then right). After waiting on Cammy for two seconds, go to Ryu by moving directly to Ken and then up onto Ryu. Pause the cursor on Ryu for 2 seconds and then press all three of your Punch buttons and X simultaneously. [I'm no SF2 expert, but it seems these moves assume knowing the regular moves which are in the manual I think. Many/most of these are in the manual as well, but like most move lists are here for completeness. Find the SSF2T FAQ for lots more info and tips. - Ed. ] ----------- ** AKUMA ** ----------- * Super Combo: None * Fireball | \ -O + punch O O * Red Multi-hit fireball O- / | \ -O + punch. Jab hits once, strong hits twice, O O O fierce hits 3 times. * Hurricane Kick | / O- + kick. Slightly invulnerable at start, hits on the O O way up (like ken's), slow as Ryu's, taps into VE. * Uppercut -O | \ -O + punch. All his uppercuts can hit up to 3 times. O O Taps into the VE as well. * Air fireball (jump) + | \ -O + punch. Shoots an aerial fireball, but CPU O O Akuma shoots two at a time. How? Dunno. * Gliding Teleport -O | \ -O + ALL punch or kick or O- | / O- + ALL punch or kick O O O O Using kicks makes you travel about a half-screen. Using punches makes you travel a full screen across. --------- ** RYU ** --------- * Super Combo: "Vacuum Fireball" "Shinkuu Hadouken" | \ --O | \ --O + any punch O O O O A fireball that hits up to FIVE times, even if target is airborne * Rushing Punch (1): --O + STRONG (stand to block) * Rushing Punch (2): --O + FIERCE (block in any position) * 2-Hit Air Punch: + STRONG --------- ** KEN ** --------- * Super Combo: "Violent Dragon Punch" "Double Dragon" "Shyoryureppa" --O | \ --O | \ + any punch O O O O JAB dragon punch followed by a FIERCE dragon punch * New Roundhouse Kick 1: | \ --O + tap any kick O O animation resembles his old roundhouse (far). * New Roundhouse Kick 2: --O \ | + tap any kick O O swings foot across at chest level, can be used in combos. * New Roundhouse Kick 3: O-- / | \ --O + tap any kick O O O * New Axe Kick 1: | \ --O + hold down kick button O O * New Axe Kick 2: --O \ | + hold down kick button O O * New Axe Kick 3: O-- / | \ --O + hold down kick button O O O * Air Throw: --O O-- + FORWARD ROUNDHOUSE * Knee Bash: --O O-- + FORWARD Ken will grab his opponent and hit'em with his knee repeatedly. Tap button & shake stick to increase bash speed. -------------- ** E. Honda ** -------------- * Super Combo: "Super Killer Head Ram" "Double Torpedo" O-- --O O-- --O + any punch Does 2 Torpedos that hit multiple times You can do the motions for it, but instead of immediately tapping punch just keep the stick in a forward direction (jumping forward, walking forward, crouching forward, whatever). When you tap a punch button, the Super Combo will automatically begin. You loose the charge if you reverse the direction of your stick or tap a kick button. * Uchio Throw | / O-- + FIERCE O O * Hundred Hand Slap Tap punch repeatedly ------------ ** BLANKA ** ------------ * Super Combo: "Grand Shave Roll" O-- --O O-- --O + any punch Rolls into ball, bounces up for a moment, and then rolls along ground for multiple hits. Can dive under "narrow" fireballs. (i.e. Sonic Boom, Air Slasher, High Tiger Shot, Yoga Fire, etc...) The ball can hit even as it's bounding upwards. Hold the punch button down to spin in place for a while. * Hop: O-- --O + all 3 kick * Sliding Punch: \ + FIERCE O ----------- ** GUILE ** ----------- * Super Combo: "Double Summersault Kick" "Double Flash..." "Double Slash..." / \ / O + any kick O O O | SHORT flash kick followed by a ROUNDHOUSE flash kick * New forward kick: O-- --O + FORWARD * Old knee hop: O-- --O + SHORT * Old backfist: --O + FIERCE ------------- ** CHUN LI ** ------------- * Super Combo: "Thousand Burst Kick" "Lightning Strike" O-- --O O-- --O + any kick Does a charging SHORT kick followed by a Lightning Kick barrage Chun can do the same trick with her SC that Honda has (in other words, for more info See Honda) * Spinning Bird Kick: O-- --O + any kick * Jumping Lightning Kick: | O + any kick O | * Parabolic Spinning Bird Kick is possible, but I'm not 100% sure of it's execution. It's probably O O-- / + kick * Neck Flip: \ + ROUNDHOUSE O * Back Flip: \ + FORWARD O can be done even if opponent is far away. ------------- ** Zangief ** ------------- * Super Combo: "Final Atomic Buster" 720 degree motion + any punch Does a German Double Suplex followed by a SPD has done up to 70% damage! The Super Meter will NOT lose it's charge until you actually succeed in grabbing your target. * Green Hand or "Banishing Hand" "Vanishing Flat" --O \ | + FIERCE O O Can follow with a SPD * Hopping Gut Crunch O-- --O + STRONG or FIERCE ------------- ** Dhalsim ** ------------- * Super Combo: "Yoga Inferno" O-- / | \ --O O-- / | \ --O + any punch O O O O O O Super-charged Yoga Flame that hits multiple times. * Vertical Yoga Flame: "Yoga Blast" O-- / | \ --O + any kick O O O ----------- ** Cammy ** ----------- * Super Combo: "Spin Dive Smasher" | \ --O | \ + any kick O O O O Does a Cannondrill followed by a Thrust Kick * Cannonball Jump: / | \ --O O + strong/fierce O O O / She'll spin up in a ball, and the next part is up to you: (NOTE: nobody's 100% sure about this yet) -------------- ** Fei Long ** -------------- * Super Combo: "Grand Blazing-Flame Punch" "Rekkuukyaku" | \ --O | \ --O + any punch O O O O Fei does 5 Rekka Punches in a row. * Triple Axe Jump: "Rekkuukyaky" / | \ --O O + any kick O O O / * New Forward Kick: --O + FORWARD ------------- ** DEE JAY ** ------------- * Super Combo: "Carnival Hook Kick" "Quadruple Rolling Sabot Kick" O-- --O, O-- --O + any kick He'll do 2 Double Dred Kicks. * Double Axe Jump: "Jack Knife Maximum" | O + any kick O | He does a spin kick in the air. The stronger the kick, the more spins you do. Looks sweet, and is fairly effective. ------------- ** T. HAWK ** ------------- * Super Combo: "Double Mexican Typhoon" "Double Dunk" <720 degree motion> + any punch One fierce Mega-Dunk followed by a jab Mega-Dunk. He only loses the charge when the throw is done. Missed attempts do not empty the power meter. One person has managed to do the stick motions first, then walk forward a bit and tap the button to do the SC. * All you need to do to execute a Dive is to hit all 3 punch buttons. No stick movement required. ------------ ** BALROG ** ------------ * Super Combo: "Dashing Upper Cuts" "Frenzy" "Mad Dash" "Crazy Buffalo" O-- --O, O-- --O + any punch or kick He does 5 rushing punches in a row. * Two New Ducking Rushing punches: O-- \ + any punch or kick O ---------- ** VEGA ** ---------- * Super Combo: "Rolling Izuna Backdrop" / \ / O O + any kick O O O \ / This executes a normal wall dive. However, if you connect with the bodyslam, you will get 3 bodyslams instead of one. The SUPER METER _ONLY_ goes down when you get the 3 bodyslams off. You will NOT see Vega leaving a trail of shadows UNTIL you actually grab your target, otherwise, it looks like a normal dive and you can make opponents nervous like this. * Forward Flip: / --O + any kick O ----------- ** SAGAT ** ----------- * Super Combo: "Tiger Genocide" --O | \ --O | \ + any punch O O O O A Tiger Knee followed by a Tiger Uppercut. -------------- ** M. BISON ** -------------- * Super Combo: "Knee Press Nightmare" O-- --O O-- --O + any kick Does 2 Scissor Kicks in a row * "Devil's reverse": | O O O + any punch O \ | / It is now controllable. He'll fly where you send him and fake a headstomp. If you press punch AGAIN, he will dive down, and you can control his descent. Don't press it and you'll fly off, maybe to a safe distance. Has less priority than in SUPER (credits to Stiltman) /~~~~~~~~~~~~~~~~~~~~\ [SWC] Super Wing Commander \____________________/ Debug Mode In the lounge while holding X press the sequence B, B, C, C, A, A. ---------- You should hear a sound effect. Release X. Press Ls + Rs + P together. You should enter the Debug Mode main menu. There are a bunch of nifty goodies in the Debug mode, so I'll just point out some of the best ones: * Play all the background music of the game. * Play all the cinema clips, plus some that didn't make it into the final version. (Anyone know who is the *live actor* in FILM.MOV and UID.MOV? * Set various system flags: + Killable = Set to False and you can't die. + Bangable = Set to False and you can't crash against other ships or asteroids. + Picker = Set to True, return to the Lounge, and keep cycling options until you hear "Choose Campaign" or "Choose Mission". With these, you can access every possible mission in each of the three campaigns. THE "FINGER OF DEATH" CODE Basically it's like the Alt-Del sequence on the IBM-PC except that you hit either Rs or Ls and B together, and whatever you have targeted will be instantly destroyed. Watch out though as I have killed my Wingman accidentally about 5 times now. I've got a better one. Set Killable and Bangable to False, then zoom through the Tiger's Claw. Your wingman will dutifully try and follow you... WHAM! /~~~~~~~~~~~~~~~\ [SWR] Supreme Warrior \_______________/ [This is based, in part, on guesswork. :) -Ed. ] To steal a fireball use the Iron Lotus Shield as the warlord throws it. I think the Longevity Turtle will steal the Earthquake. Chances are to steal the Air Warlord's trick you will need to use Pearl of Vitality. /~~~~~~~~~\ [SYN] Syndicate \_________/ Money code Enter "NGOR MAT" (note: space between the "R" and "M") as the name ---------- of your corporation to get 100 million credits and immediate access to all countries. Easy money Begin a mission and select a territory. Accept the mission brief. ---------- On the Team Selection Screen, highlight the Equip command and press A. Buy a Pistol (no cost) for all eight slots on all four agents. Press B to return to the to Equip command. Press B again to enter the inventory box of the current agent. Press A. Instead of selling the weapon, use the cancel command. On the equipment list, press Up and highlight any item except for the Pistol. Press A. Choose the Sell option to get the amount of money that item would cost if purchased, while one pistol is deleted from the agent's inventory. Repeat this process to accumulate a large amount of money. To get the most cash return from each pistol, select the Gauss Gun as the item on the equipment list. This allows $50,000 to be obtained per pistol. In order for the Gauss Gun to appear on the equipment list, it must first be researched under the Heavy category. Equipment stats Item Cost Range Ammo Reload --------------- Access Card 1000 256 n/a n/a Energy Shield 8000 768 200 15 Flamer 1500 512 1000 1 Gauss Gun 50000 5120 3 15000 Laser 35000 4096 5 2000 Long Ranger 1000 6144 30 2 Medikit 500 0 1 1 Mini-Gun 10000 2304 500 10 Persuadetron 5000 256 n/a n/a Pistol 0 1280 12 0 Scanner 500 4096 n/a n/a Shotgun 250 1024 12 2 Time Bomb 25000 1000 n/a n/a Uzi 750 1792 50 2 Mission information ------------------- wESTERN eUROPE (mERCENARY cAMP/aSSASSINATION) Intelligence reports have indicated that an army colonel is stealing resources from your weapons division and using them to equip his mercenaries. His base has been set up just outside one of our cities and the populace have reported disturbances caused by his troops. Your squad will be deployed near the entrance to the camp. Their objective is to eliminate the colonel. Defence update: Surveillance reports show that the camp is guarded by about five militia armed with both shotguns and pistols. Target update: The colonel is believed to stay in the northern-most building of the camp. If he becomes aware of your presence he may decide to withdraw. He must not be allowed to escape. Tactics: A single agent could infiltrate the camp and assassinate the target quite easily. It is important to note that while a shotgun is devastating as a close in weapon it is seriously outranged by the pistol and so provision should be made for both of these weapons to be used to their best potential. It is also advised that a similarly equipped agent be kept outside the camp for backup if needed. eASTERN eUROPE (rAIDERS/aSSASSINATION) An enemy syndicate has brainwashed a notable scientist who now works for them. He has improved their equipment a tremendous amount and is a serious asset. Unfortunately they have inserted a small chip in his brain which detects the activity of the persuadertron and blocks the signal making him immune to . He cannot be allowed to continue his research for the enemy and so he must be eliminated. City update: The city is quite small and relatively undefended. A small squad should have no problems in reaching the installation in the south west sector and achieving the mission objective. Tactics: Resistance is expected to be quite light so heavy weapons will not be needed. Indeed it would be risky allowing such technology to possibly fall into enemy hands. Proceed with all speed to the installation ignoring all other aspects of the city. Keep it tight and you should have no problems. cENTRAL eUROPE (uRBAN aSSAULT/cOMBAT sWEEP) A small town is holding out against all our advertising campaigns thanks to enemy syndicate influence. This is having a detrimental effect on our profits and so we have decided to step up the campaign. An assault squad should enter the town and eliminate all enemy syndicate activity in the area. This will leave the town open for our marketing boys. City update: The town is very small and the main entrance is only accessible by vehicle. The transport division has provided a ground car for this mission. Please try to bring it back. Defense update: There is little or no police influence in the town and the enemy syndicate forces are seriously under strength. Now is the ideal time to strike. Tactics: A well equipped squad should have no problems with this one. Stick together and the enemy squad should fall before you. Shotguns and a few medikits just in case are all that is really needed. sCANDINAVIA (tHE mILK rUN/pERSONNEL aCQUISITION) Two notable scientists are both staying in a small hamlet close to one of our research complexes. They would obviously be a great help to our R and D boys. Your squad has instructions to both the scientists to join our reputable organization. City update: There is a sewer system that runs from the research complex to the river and it has inlets in the hamlet itself. Your squad will be transported by sewer raft to a drop off point in the town itself. The sewers are very dangerous however and without the proper equipment it is inadvisable to enter them. Defense update: There is a very small police presence in the town that should provide no problem at all. The scientists however have brought along bodyguards. These have to be eliminated carefully so as not to damage the target. Tactics: Small arms are all that is really necessary for this mission. Do not use shotguns for dealing with the bodyguards or anyone who happens to be close to the target. Only one agent is required although you may want to take in another as backup. fAR eAST (1ST rECON sQUAD/rECONNAISSANCE) As a primary step to the taking of a city you are to land a recon patrol to investigate the target area. Your squad will be landed at the docks in the southwest of the city and you are to secure a beach head and conduct a sweep of the surrounding area. Any enemy syndicate forces you encounter must be eliminated. Once this is achieved then return to the docks for retrieval. Defense update: Enemy squads are believed to be spread throughout the city and sophisticated surveillance equipment will detect the landing craft long before you reach the docks. You should be prepared for very stiff opposition. Tactics: The full squad should be deployed for the sweep. As long as you keep them together and juiced up there should be no real problem. Uzis backed up with longer range support are all that is necessary but you should not overlook medikits. mONGOLIA (sNATCH aND gRAB/pERSONNEL aCQUISITION) The notable professor Valken is attending a conference in the research labs of a nearby city. He is believed to be the world's leading authority on cybernetics and so would make an ideal ally for our research and design department. The research labs are in a separate complex in the southern sector of the city. Your squad will be deployed in a cooperative chemical plant to the north. Their mission is to the professor to join us. Once he has been persuaded a drop ship will come to pick up the squad. Ensure that all agents are within the pick up zone. City update: The city itself is split into two distinct levels. The lower ground level is a slum while the upper apartments are quite plush. A monorail runs through the middle of the city and it is believed to be quite reliable. Target update: Reports seem to indicate that the research complex is only accessible from the higher street level so finding a way up to the walkways is a very high priority. Tactics: A small squad will attract less attention to itself that a larger one. Shotguns should be adequate for dealing with the slums but when you enter the research complex we cant have any firing in there. iNDIA (rANSOM/aSSAULT) A team of bandits has taken over a small research complex in the area and they are holding the city to ransom and terrifying the people. Their leader is an ex army corporal who has trained his own men and uses them to guard the area. He must be taken out. Defense update: As far as we know their weapons consist mainly of light machine guns with an occasional mini gun. It is believed that there are a lot of guards and reports indicate that they are quite well trained as a group. Tactics: As there is only one entrance to the actual complex caution must be used in the assault. Long range weapons should be deployed to take out any perimeter guards while heavy weapons are used to take out concentrated guard formations. With any luck he may have underestimated our weapons technology and you may be able to pick him off without entering the camp. If you are forced to enter the camp try to take the guards on one at a time and not let them rush you as a group. kAZAKHSTAN (sCUM pATROL/cOMBAT sWEEP) A nearby city has just fallen into anarchy with the untimely death of the mayor. Even though this was nothing to do with us we feel that the good citizens of the city require our support and understanding at this terrible time. Other syndicates also seem to have the same idea however. Your squad is to perform a sweep through the city to clear out any of the enemy syndicate slime. Syndicate update: At least three enemy squads have been sighted in the area. With any luck they will all be gunning for each other as well so you wont have much to worry about them. Tactics: Let them fight it out amongst themselves. Keep your squad together and just try to avoid getting caught in the crossfire. Bide your time and just defend yourselves until most of the enemy has died before mopping up the rest of the opposition. Automatics with a few long range support weapons are called for in this one. As it could be a long mission you would be well advised to take a few medikits as well. kAMCHATKA (wATERWORKS/aSSASSINATION) One of our politician friends has started to refuse us our normal and courteous requests. This is extremely bad form and is just not tolerable. In order to restore the status quo and make an example of him we have decided to kill his good lady wife. Your squad will be deployed in the docks of a floating city where it is believed she spends most of her time. We have been unable to find her location but we do know the whereabouts of a likely informer. He may require some to reveal her location however. Defense update: The local police force is all that really stands between you and the mission objective. They are poorly equipped and badly trained so they should not be a problem. Syndicate update: There is no reason to expect any enemy syndicate forces as this doesnt have any direct influence on their business. Nevertheless you should still keep an eye out for any enemy scout squads in the area. Target update: It is believed that the target has bodyguards. No further information is available on them however. Tactics: A single assassin could walk right up to the house almost undetected by the local authorities. When you arrive at the house pick your time well before striking. If the building is guarded it would be advisable to wait for the target to leave and pick her off with a long range shot. uRALS (cLEAN sWEEP/cOMBAT sWEEP) An enemy syndicate has been experiencing problems with the population of a nearby city. This is mainly due to subversive techniques from our espionage department. As a result of this the enemy syndicate has pulled out most of its forces from the surrounding area and the city has fallen open for us to take. Your squad is to conduct a reconnaissance sweep of the area to clear out any enemy syndicate agents remaining inside city limits before returning to the pick up point. Syndicate update: The enemy squad is seriously under strength and poorly equipped. The police force is almost non existent and shouldnt provide any more problem for you than it does for them. Tactics: Small arms with automatics for support are all that are really needed for this mission. A squad of two agents could cover the city in almost no time at all. Either keep both agents tight to each other and concentrate firepower on individual targets or drag one agent further behind with longer ranged equipment to provide cover for the first. sIBERIA (sPRING CLEANING/cOMBAT SWEEP) An up and coming town has just attracted the attention of head office as being a very promising base for our marketing boys to experiment with. It is occupied and defended by several syndicate squads and obviously we cannot move in until they are removed. Your squad must sweep through the city and wipe out all trace of the enemy scum. City update: The city itself is divided in two by a rail line. The only way to cross between the two is by a shuttle train that is very quick and efficient. Syndicate update: The latest reports seem to indicate that there are at least three enemy defense squads. We also believe that their spy network knows that we are coming. They will therefore be ready for you and you should expect stiff resistance. Tactics: The full squad should be deployed for this one. One or two of the agents should be equipped with support weaponry and drag behind the others when they move. This will allow them to provide cover fire for the front line men. Try to clear the first side of agents before moving the whole squad over to the other side. Do not split your squad between the two halves as they will then be easy pickings for the enemy. iNDONESIA (sTIR cRAZY/rAID aND rESCUE) One of our informers has been foolish enough to get arrested by the police. News of this arrived too late for us to influence his trial and he is currently incarcerated in the local penitentiary. He is believed to have useful information regarding local syndicate activity but we are seriously restricted in the amount we can gain while he is inside. We have tried leaning on the prison authorities but they are protected by a rival syndicate. Your squad is to break into the prison and rescue the informer. He has been briefed on the plan and he is waiting for you. Defense update: Being a prison the defenses are more concerned with keeping people in than keeping people out. The exercise yard where the prisoners are is accessible by a large gate. Most of the security personnel patrol the courtyard on catwalks raised above ground level and there are two more guards on the watch tower above the gate. The remainder of the security forces are in a building to the east of the main prison. We believe them to be quite well equipped. Informer update: The last message he managed to get to us concerned an assault weapon that he managed to hide prior to entering the city but unfortunately most of the message was garbled. Tactics: Fast in fast out is the order of the day. The transport division has provided a car for this mission. Look after it well as it is the only way you can get access to the courtyard. When you enter the yard our man will be waiting next to the lights in the centre of the yard. Pull up next to him and wait for him to get into the car before returning to the pickup point as quickly as possible. It only takes one agent to drive a car but passengers could provide cover fire and take out any guards that get in the way. pACIFIC rIM (wALK oN tHE wILD sIDE/ cOMBAT sWEEP) The local populace is being terrorised by several rampaging enemy syndicates. As this town is on our expansion list we have decided to step in and offer our support. Your squad will conduct a sweep to remove all enemy syndicate activity from the area. Tactics: Keep your squad tight and perform the sweep in a methodical fashion. Light automatics should make short work of enemy agents but the occasional long range or support weapon could be employed for cover fire. cHINA (pURGE/cOMBAT SWEEP) The nearby city is infested with enemy syndicate scum. Their presence is deemed unseemly and your squad is to wipe them from the face of the world. Tactics: No subtlety with this one. Kit out your lads with automatics and kick some butt. Sweep through the city in a methodical way so that you do not miss any agents. iRAN (gRAND oPENING/aSSASSINATION) A member of the civic council that used to be on our payroll is opening a shopping centre soon. He was quite well trusted and had access to some information that could be dangerous and embarrassing. He must be assassinated before he has a chance to divulge this information to anybody. City update: There is a canal which splits the city in two. The shopping centre is on the north bank. As there are only a few crossing places your first objective is to secure a crossing point. Defense update: Reports show an interest from at least three enemy syndicates all after the information that the councillor holds. It is also possible that he has hired his own bodyguards to look after him. Tactics: Secure the nearest bridge before crossing to the north bank. Uzis should take care of most enemy agents but if there are any bodyguards it would be wise to employ long range weaponry against them. iRAQ (bUSINESS iNITIATIVE/aSSASSINATION) One of our former employees has taken it upon himself to leave and start his own business. He is using technology stolen from our labs to aid his research program and obviously he cannot be allowed to get away with this. Your mission is to infiltrate his premises and terminate him with extreme prejudice. City update: The city itself has a warren of underground passages and access tunnels and it is rumoured that one of these tunnels leads into the target complex. If you could locate this you have a nice and sneaky way into the camp without attracting the attention of the authorities. Target update: The target complex lies in the south western corner of the city just off the train run and we believe it is guarded by a number of lightly armed guards. Tactics: A lone assassin stands a fairly good chance of infiltrating the area and eliminating the target with the minimum of fuss but it is always wise to keep and extra couple of agents as backup. For the tunnels it is advisable to take weapons such as shotguns as a lot of the encounters will be very close up indeed. If you choose to go the surface way try to make use of the rail system to get closer to the camp without running into trouble with the police. lYBIA (tHE pAYOFF/aSSASSINATION) The corrupt mayor of the nearby city has been sponging from the good citizens for months now. The people are getting fed up with him and now is an ideal time for them to be shown the light of our syndicate and glory of our leadership. But first the mayor must be eliminated. That is where your squad comes in. Target update: The target is currently in a conference with his chiefs of staff and so now is the best time to strike. The meeting is taking place in a large building in the middle of the city. Syndicate update: Several other syndicates have also noticed this great opportunity and have sent squads to interfere with our cause. The latest intelligence reports indicate that at least three syndicates have shown an interest and sent combat squads. Tactics: The biggest problem will be actually reaching the target without running into an enemy squad. For this reason the whole squad should be deployed with standard combat patrol equipment. Your best bet is to deal with the enemy syndicates before turning your undivided attention on the mayor. Once you reach the target building split your squad and send men in both entrances taking care of the guards from long range first. After that its a cakewalk. aRABIA (iNFORMATION sTUDIES/pERSONNEL aCQUISITION) Two noted reporters are both staying in a nearby city. With their journalist connections they could provide a valuable source of information. They will of course require the right preparation and motivation. Your squad will be deployed to the reporters to join our worthwhile cause. Syndicate update: Reports show that there is also an enemy tactical squad active in the area. While they would have no reason to interfere with the targets they may pose a problem if they become aware of our presence. Tactics: Its a cakewalk really. One agent with a persuadertron should be deployed for each of the targets and a third could keep an eye on the enemy squad. No attempt should be made to engage the enemy and you should only fire if fired upon. Ensure that the targets are safe from any crossfire if a melee ensues. wESTERN aUSTRAILIA (cAPTURE/eQUIPMENT aCQUISTION) Rumour has it that a rival syndicate has developed a personal protection field generator capable of resisting bullets while still being small enough to be carried by an agent. You dont need me to tell you the effect this will have in future confrontations and obviously we cant let this happen. Your squad is to penetrate the enemy complex and acquire the prototype. Syndicate update: As this is such a revolutionary device expect resistance to be fierce. As far as the latest intelligence reports go we are looking at several enemy squads armed with uzis and mini guns. These squads roam the city attempting to intercept and eliminate enemy actions before the complex comes under threat. Defense update: The security network of the city is fairly lax but the security forces around the target complex itself are a force to be reckoned with. We anticipate several guard units with light weaponry supported by almost inaccessible heavy weapon squads. Tactics: Group together for maximum defense against the enemy syndicate squads. Once these are dispatched then you can concentrate on advancing to the complex. Attack the building itself from two sides forcing the defenders to split their firepower. Long range weaponry should pick off guards before they are in close range. nORTHERN tERRITORIES (tWIN cITIES/aSSASSINATION) A couple of rebel activists have been spotted stirring up trouble in the nearby double city. The local police force seem to be reluctant to deal with them and so your squad is to be deployed to take care of them both. City update: The city is split by a large expanse of water which is spanned by two road bridges. Access to these bridges is restricted so you will have to find transport to cross. Tactics: A low key assassin squad of one maybe two agents would stand the best chance of eliminating the targets without annoying the police. Long range rifles are the prime weapons for pinpoint assassinations and should be used to their best advantage. One agent could enter the house to flush out the rebels while the other lies in wait with a sniper rifle. Keep an eye on your transport as it may be required to reach your pickup point. nEW sOUTH wALES (i sHOT tHE sHERIFF/cOMBAT sWEEP) The police force in the local city has become increasingly corrupt and dangerous to our advertising efforts. After meetings with the local civic council we have decided to help out the hapless citizens by removing their corrupt and useless police force and replacing it with one of our own. Your squad is to head the clean up operation by eliminating all police officers from the city. Syndicate update: One of the reasons for the amount of corruption was the fact that at least three enemy syndicates have got interests in the police. If they get wind of our plan then you can expect defense squads to be deployed. Tactics: Deploy the whole squad and equip them with light automatics. If ammo starts to run low then use the equipment dropped by the policemen. The trick to this one is to make a methodical sweep through the city and not just blaze through any which way. Clear each house before moving on to the next. mOZAMBIQUE (tHE aLLEYWAY/eQUIPMENT aQUISTION) One of our army contacts has just informed us of a major weapon project that the army has been working on. The RLX 240 is an experimental portable rocket launcher and it is being developed in a science base in the desert. Reports show that it has just reached the prototype stage. Naturally our tech boys want this weapon and its down to you to get it. Defense update: The base itself consists of a long alley from the entrance down to the main building at the far end. It is guarded by several security units with some quite heavy weaponry. We also believe that there are bunkers with heavy weapon emplacements in the main building itself. If this is the case then they would have an incredible field of fire and be able to take out anything that moved down the main alley. Target update: The weapon itself is believed to be housed in a secure room on the roof of the far building. Tactics: As resistance is going to be tough you should take in the most powerful squad you can muster. You will be attacked from both sides as you walk along the road so try to stick to one side. It may be worth while sending a lone agent around the side and try to reach the building that way. As nothing is known about the internal structure of the main building you are very much on your own when you enter it. zAIRE (tHE pOLICEMANS bALL/pERSONNEL aCQUISITION) The captain of the local police force is planning to retire after a long and glorious career in which he rarely strayed from the path of justice unless we asked him to. His replacement is reputed to be in the pocket of another syndicate and will obviously not be as helpful. Your squad is to the new captain and bring him back to the landing zone so he can be taken to headquarters for a chat. Syndicate update: The enemy syndicate has gotten wind of this plan and has despatched a defense squad for the protection of the captain. Target update: The target is in the complex in the northwest sector of the city. He may be considerably harder to than a normal civilian due to his police background. We also believe him to be armed. Tactics: One or two agents with light automatics and at least one persuadertron should have no trouble with the captain. The enemy squad should take more consideration. If you deploy a few agents then keep them together for the best defense and let them watch each others backs. If you deploy a larger amount then try to lure the enemy squad into an ambush situation. Do not engage anybody near the target zone as this may endanger the target. aLGERIA (rAMPAGE/cOMBAT pATROL) The latest potential retail and advertising outlet has been overrun by enemy agents. Your squad is to land in the city and remove every last trace of the enemy. City update: The city is split in two by a large expanse of water. As there is only one route across the bridge must be secured as soon as possible. As it is a road bridge it is inaccessible to pedestrians. Some form of transport will be required to reach the other side. Syndicate update: There are at least five different syndicate squads present in the city. Tactics: The full squad should be used. Keep it tight and maximise your firepower on individual targets. As we believe there to be quite a number of enemy squads you should be aware of your ammunition level. Be prepared to steal weaponry from fallen enemy agents and dont forget to take plenty of medikits. sOUTH aFRICA (eVERY fORMATION a pARADE/aSSASSINATION) A severe information leak from a mole in our intelligence department has found its way to a local official in charge of the military activities in the area. Since then the mole has been dealt with but that still leaves the problem of this information floating around. We have learned that the same official is to attend an inspection at the local barracks. Security around the barracks is too high for us to drop you into the complex itself so your squad will be deployed somewhere around the perimeter and you will have to find your own way inside. Once inside the official must be assassinated. Target update: The target is being greeted by the base commander at the north side transport deck. As he has just arrived by car he may attempt to leave if he sees you. Defense update: Being a military installation you can expect heavy defenses. Most of the foot soldiers are equipped with light automatics but there are also some heavy weapons specialists. It is not known exactly how many men are present at this time but the figure is definitely in the thirties. Tactics: The first task will be getting into the complex itself. Some form of transport is definitely required. Once there keep your team tight and keep your eyes open for ambushes. Concentrate fire on the heavy weapons specialists as they will provide the most danger to the squad. Once the target is eliminated an armoured transport will arrive to take you to the pickup point. It will not hang around so you have to be on your toes. sUDAN (vENGEANCE/aSSASSINATION) Two street punks from the nearby city have been acting as informer against us for an enemy syndicate. They have been passing on information regarding our training and scout activities in the area. This is obviously detrimental to our scope of operations in this area and so we have decided to take action against them. Your squad is to enforce a strict no information policy on the two people in question. Preferably with a lot of ammo. Syndicate update: We believe that they know we are after them and that they have passed this information on to their contacts. You can expect to meet resistance from several enemy strike squads. Target update: The targets have split up in an attempt to make your job harder. We suspect that they are holed up in individual buildings in the east and the south of the city. Tactics: Try to deal with the enemy squads first as they will be too much of a distraction when it comes to the targets. When the enemy agents are destroyed then its up to you whether you persue the targets one at a time or both at once. We only know the location of the first target at this time so its probably better to do it one after the other. kENYA (rEDS rUN/eSCORT) One of our undercover agents has had her cover blown by a mole in the department. At this time she is in a nearby city and several enemy syndicate acquisition squads have been dispatched to retrieve her. They must not get their hands on her as she has had access to some confidential information. Your squad will be dropped nearby and you must escort her to the rendezvous point. Syndicate update: At the last count our scanners showed three drop ships heading towards the city. Previous information leads us to believe that each ship carries four agents for a total of twelve enemy agents in the city. Tactics: Keep the enemy pinned at long range. Do not allow them to get close otherwise a stray shot could hit our agent. She is very resourceful and will find her own way out but she needs a fire support team to keep the enemy off her back. Two or three agents should be deployed with light automatics and long range weapons. Support and area of effect weapons should not be used as these too could endanger our agent. mAURITANIA (uNDER gUARD/pERSONNEL aCQUISITION) A renowned research scientist is working for the military weapons program in the area although she has no idea of the importance of her work. The military are anxious that she completes her research as soon as possible and consequently she is under heavy guard. Our research and design boys would dearly like to have a chat with her and find out what she knows. Your squad must the notable scientist to come and see the R and D lads. Defense update: While she is working in the research building there is a very strong security presence. These guards are well equipped and very well trained although obviously not to our standards. Target update: Rather than keep her locked away for all hours the target is occasionally allowed out for a walk now and again. This is definitely when she is at her most vulnerable. Even so there are still guards along the way. Tactics: If ever there was a job for a sniper then this is it. Two agents should be deployed. One with a persuadertron and the other with a long range rifle. Make a detailed study of the area and specifically the guard points along the way before making your move. The agent with the long range rifle should pick off the guards from maximum range while the other agent moves in and the target. Take care not to alert the guards as they may accidentally catch the scientist with a stray shot. nIGERIA (bODY sNATCHERS/pERSONNEL aCQUISITION) An activist is staying in the nearby city. She has already proved that she has great leadership abilities but better still is her network of underground communications. If we could her to join our cause then she would be a valuable ally. Your squad will be deployed somewhere in the vicinity. Tactics: A single agent stands the best chance of getting in quick with the minimum of fuss. If enemy syndicates are present and reports indicate that this is likely then you would be well advised to take in one or two further agents as backup. They can then provide cover fire as the first locates the target and her. pERU (tHE rUNNER/aSSASSINATION) A military adviser to an enemy syndicate is holed up in a bunker in the city. He is a valued asset to the enemy but wouldn't be much use to us and so he must be terminated. The enemy syndicate has seen fit to deploy a number of defense squads in the city so your strike team will be deployed just outside the area close to a transport system. You must infiltrate the bunker and assassinate the target before he can leave. City update: The city itself is raised above the vegetation level on a series of supports. There are only a few access ways to the lower level so anybody falling off the main level will have a hard time trying to get back up again. Target update: The bunker itself is accessible by vehicle or a long tunnel. As we cannot provide a vehicle for this mission your squad will have to proceed on foot to the tunnel entrance. We believe the entrance to the tunnel is located near the docks area to the south of the city. Tactics: The adviser isn't stupid and if he sees you coming he will either mobilise further enemy intercept squads or attempt to get away. You should post a guard at the rear entrance in case he tries to make a break for it. aRGENTINA (hELPING hAND/eSCORT) One of our undercover spies has been ambushed while en route to his drop off point. The APC he was riding in has been wrecked and he is now stranded in the middle of a hostile city. Your squad will be dropped in around his location and you are to ensure that he reaches his drop off point safely. Target update: We have contacted the target and warned him of your arrival. He is under orders to wait for your squad before continuing on to the safe house. Syndicate update: Several syndicates would be all too pleased if they could get their grubby little hands on our man. We believe that at least three enemy squads have been dispatched and are in the area. You must make sure that they do not harm our man. Tactics: The full squad should be deployed to provide the maximum amount of cover for the target. Try to get on a direct line between the enemy agents and our man. Try not to stay too close to him as stray shots from the enemy may get lucky. One agent should sweep a path in front of him to the safe house. vENEZUALA (bEHIND tHE wALL/aSSASSINATION) One of our early model agents has turned renegade after too much adrenaline abuse. She has been picked up by the police force and is currently undergoing interrogation in a safe house. As she used to work for us she has vital information on our tactics and weapons research programs. Obviously this would be disastrous. She must be terminated before she is able to divulge this information. Target update: The safe house is located in the middle sector of the city. Our preliminary scout reports show that it is flanked by two larger buildings and that the only way into the entrance courtyard is by traveling over the rooftops and down the access ramp. Defense update: As a captured syndicate agent is not an everyday happening you can expect there to be several well equipped guards stationed around the target. Even so they should still be no match for a well equipped assault squad. Syndicate update: Without any doubt this agent will also be of great value to enemy syndicates and you can expect several enemy squads to be active in the surrounding area. They must not be allowed to get their hands on the target. You must not allow them close enough to the target as they will then have access to her higher memory functions. Tactics: A small squad of one or two agents should proceed with all haste to the safe house and secure the roof tops. When this is achieved then another agent can enter the courtyard and safe house to carry out the mission. The other two agents should provide cover fire where necessary and above all prevent the enemy syndicate squads from reaching the house. Long range weaponry should be employed by the rooftop defenders and light automatics should take care of the guards and target. cOLUMBIA (cARRY oN dOCTOR/eSCORT) One of our executives is in need of medical attention. Unfortunately the doctor is out of supplies. We need somebody to steal some supplies for the doctor and then run an escort to protect him long enough to get to the exec. Target update: Civilian medical vehicles carry enough supplies for field surgery and one of these would be ideal. If you can locate one and get it to the doctor then all you have to do is keep enemy agents away. Tactics: Find and retrieve the ambulance before you get to the doctor. Only one agent is necessary to drive although another should be deployed to guard the doc while the ambulance is en route. When you get to the doc then leave the ambulance and let him drive. You should then adopt an escort role to see that he gets to his destination successfully. bRAZIL (dEEP sTRIKE/sABOTAGE) An enemy syndicate has established a supply base in a nearby city. They are using it to provide a stopping off point for their forces. As preparation for an assault strike your team is to enter the base and destroy all vehicles present therein. No trace must be left of the attack. City update: The base is located over to the west of the city and we believe that it is only accessible by road. Defense update: The base is currently understaffed and so now is the ideal time to strike. We believe that only one enemy squad is in the area to provide defense and oversee the final stages of the project. Tactics: Obviously you will have to locate a means of transport to gain access to the base. Heavy or close assault weapons will be required to destroy the vehicles while agents with support or long range weapons can pick off guards and keep agents at bay. The vehicle that you use to infiltrate the base also has to be destroyed. uRUGUAY (pICK aND cHOOSE/sABOTAGE) An enemy convoy is stopping off for supplies nearby. One of the APCs contains potential agents before their outfitting process and the other contains documents and surveilance reports. Your squad is to break into the compound where the vehicles are and destroy the troop transport. Once this is done then steal the surveillance apc and return to the pickup point. Syndicate update: The enemy who owns the apcs is not going to be impressed when he finds out that you are about. Expect several defense squads to be in the area. Tactics: One agent is enough to infiltrate the complex and destroy the target. As long as you get the correct vehicle then you should be fine. Either support weaponry or close assault flamethrowers should be used. Explosives if available would also be very handy. pARAGUAY (dATABASE/pERSONNEL aCQUISITION) An enemy undercover agent has malfunctioned and is obviously not responding to any of its control commands. Intelligence believes that he had access to high level information which would be of great use to our intelligence boys. Your squad has been issued with a remote portable uplink device which attaches onto the persuadertron. When the subject is then any relevant information is immediately beamed by satellite to head office. You must direct your squad in to the enemy agent before anybody else gets to him. Syndicate update: At least three enemy squads are en route to deal with the target. If they reach him before you they will probably kill him and we will have lost the chance for that information. Tactics: A single agent with a persuadertron would be able to get through the city with the minimum of fuss and the target. Once the uplink is achieved then the mission will end as head office will have all the information they need. gREENLAND (sUPPLY lINE/pERSONNEL aCQUISITION) A small weapons supplier of ours is being leaned on by the military and we are now experiencing difficulty with our hardware supplies. We believe the reason behind this is a mr carson who has been divulging classified information to the military. He has been under surveillance for some time now and he has just confirmed our suspicions by visiting a military training camp. Although it would be far simpler just to kill him he may have information that we could use about the military and so your squad is to assault the camp and mr carson. Once he has been persuaded proceed to the landing strip in the camp for dust off. Transport update: The camp is only accessible through the main gate and the transport division has provided a ground car for this mission. Defense update: Obviously there is a very strong military presence in the area although we believe them to be armed mainly with light automatics. There are also a series of guard towers that line the perimeter fence. It is unknown what sort of firepower these have but they should be taken out at any opportunity. Tactics: Long range sniping should take care of the tower guards but be sure to do it at maximum range otherwise you could be in for some serious return fire. One agent should drag behind the others to provide cover fire with long range weaponry. Heavy weapons or area of effect weapons should not be used due to the proximity of the enemy and possible damage to the target. As soon as you enter the camp expect the soldiers to come at you thick and fast. cALIFORNIA (cHEM cORP pLANT/pERSONNEL aCQUISITION) Doctor Cauldwell has made significant advances in the field of chemical warfare and would therefore be an immense asset to the company. However his current workplace has come under scrutiny from enemy syndicates who are anxious to grab him for their own needs. Obviously we cannot allow this to happen. Your mission is to the good doctor to move offices. City update: The chemical plant that the doctor is working at is located in the southeastern corner of the city. Defense update: It is believed that the doctor has been aware of a lot of syndicate activity and interest for a long time. It is therefore reasonable to assume that he will have hired bodyguards. If this is the case then you can expect the complex to be well defended. Tactics: Due to the proximity and aggression of enemy syndicates you would be well advised to deploy a full squad with automatic weapons. If the chemical plant is defended then long range weaponry should be used to accurately pick off any guards that happen to be around without endangering the doctor. nORTHEAST tERRITORIES (ex750 cAPTURE/eQUIPMENT aCQUISITION) The army have developed a new anti tank weapon and our research boys want it. It has been designed and built in the saracen military base in the south east of the city and we believe it is still stored on the base. General update: The first task is to reach the base. This is harder than it sounds as the army received some backing from a rival syndicate. As the syndicate doesnt want its investment to be lost be on the look out for enemy agents. Defense update: Being a military establishment the base is obviously well defended. The defenders are believed to have access to all the latest military hardware so expect some serious resistance. Target update: We believe the weapon itself is held in a locked building in the south of the base. Tactics: A whole squad should be deployed. Split the squad into 2 groups for the move on the camp. That way if one of them is wiped out you will still have a chance with the second. Long range guns or heavy weapons should be used to take out the perimeter guards and mini guns should take care of the rest. aLASKA (aSSAULT tHE fORTRESS/aSSAULT) The military has constructed a small fortress close to one of our production plants. Reports indicate that an enemy syndicate is also using it as a stop off point for raids into the plant. An assault force is being dispatched to destroy the fortress. Your assault squad is to launch a preliminary attack and take out much of the defenses as possible before withdrawing to allow the main strike force to attack. The primary target is the base commander who must not be allowed to leave the base. It is believed that there are two armoured personnel carriers in the complex and these must also be destroyed. Finally there is a medical rescue vehicle with some very interesting equipment on board. You must steal this and return to the drop zone for retrieval. Transport has been provided for this mission. City update: There are two entrances to the fortress. The main gate is quite well defended and is only accessible by car. There is also believed to be a side entrance leading to the roof area. This is very heavily guarded as most of the guards are on the roof. Tactics: A frontal attack using the vehicle provided to get through the blast doors would get you into the base with the minimum of fuss and exposure. All agents should be deployed and equipped with close and area of effect weapons. At least one should carry some support firepower and explosives for dealing with the APCs. The ambulance is your best bet for escaping so do not destroy it with the APCs. yUKON (tHE lADY iS a tRAMP/pERSONNEL aCQUISITION) Miss Westwood has been threatening one of our execs with a scandal unless he conforms to her demands. He has found her persistence annoying and we have been asked to change her point of view. Your squad must Miss Westwood to come round to our way of thinking and bring her back to the landing zone for a pickup. Syndicate update: At least two enemy syndicates have expressed an interest in Miss Westwood's well being and have dispatched squads accordingly. These may pose problems to the mission and you are quite free to deal with them as you see fit. Target update: The target is believed to live in a small house in the southeast of the city. We think she may have employed a bodyguard although this has yet to be confirmed. Tactics: The main problem with this mission will be the enemy syndicate squads who may pose a significant threat. With this in mind you should deploy the full squad with the best available weaponry and a few medikits. At least one should carry the persuadotron for the target. While this agent proceeds with the mission the others can concentrate on keeping the enemy away from the target and your agent. rOCKIES (oLD mACDONALD/rAID aND rESCUE) One of our corporate friends has just had his farm taken over by the military. They seem to be using it as a forward observation post as part of their operations in this area. We believe a military strike is planned soon and it will be coordinated from the farmhouse. Our friend and his wife are being held against their will in one of the out houses. Your team is to disrupt the enemy activity while at the same time rescuing our friend and his wife. You will need to both of them. Defense update: As it is a military operation you can expect a well planned defense with plenty of backup. They will probably be equipped with light automatics but will no doubt have the support of heavier guns. Target update: Their main communications bundle is housed in the rear of an APC, which is parked in the courtyard. You must destroy the APC to successfully disrupt their comms network. Target update: The prisoners are kept in one of the out houses. As far as we can tell we believe that it is located to the south of the main complex. They are believed to be under guard and very frightened. They may need to leave the area. Tactics: The squad should be split in two for this mission. One section should proceed to the courtyard. Once there the apc should be destroyed with anti tank weaponry and any guards should be taken care of with automatics or assault weapons. By this time the second section should have reached the out house and as soon as the APC is destroyed the out house guards should be killed and the prisoners rescued. We believe that there is also a ground car on the premises. This would be a valuable aid to the escape. sOUTHERN sTATES (sNIPER/aSSASSINATION) The wealthy widow of an enemy syndicate executive has bought control of a small city near here. She has set up her home on a small island in the west of the city and she has also provided some serious financial aid to the police force. Consequently our underground connections in the city have been jeopardised by this influx of authority and we are having problems intercepting enemy syndicate information. Your squad is to assassinate the dear lady as quickly and quietly as possible. Syndicate update: The last message that we got before our links were cut was that an enemy syndicate assault squad was on its way to ensure that the widow managed the city effectively. Since then we believe that another squad has been deployed as a bodyguard. This information is not entirely reliable. Target update: there is no means of getting on to the targets private island on foot and her team of guards patrol the perimeter twenty four hours a day. Tactics: The only way to kill the target is by a long range sniper shot from a neighbouring roof top. If done properly she will be dead before the guards know what is happening. A single agent will attract considerably less attention than a whole squad and the enemy syndicates are less likely to detect your arrival. mEXICO (dEEP zONE/eQUIPMENT rECOVERY) One of our underground agents has been intercepted behind enemy lines and he has now gone missing. He was scouting out potential territories when he was attacked. The information would have been stored in a scanner unit that was on his person. Your squad will be dropped into his last known location and you are to recover the scanner and bring it back to the landing zone. Target update: The scanner emits a signal that shows up on your standard scanning unit. Our intelligence reports show that this is in the southwest of the city. Syndicate update: The scanner and its information has created a large interest amongst our rivals and we believe that several enemy squads are on their way to attempt to retrieve it. They are exceptionally well equipped. Tactics: Get in there and get the scanner as fast as possible. If at all possible dont engage the enemy forces and just concentrate on getting the equipment out of there. If you are caught in a firefight then try to edge back into an ambush position and attack the enemy on numerous sides. Split your squad so that the enemy have multiple targets and they will split there firepower. nEW eNGLAND (aNARCHY/pERSONNEL aCQUISITION) The nearby city has just undergone a rebellion against the local government. As a result the whole city is in a state of anarchy. Amongst this turmoil are three political candidates who may be of some use when it comes to patching the city back together again. Your squad will be dropped into the centre of the city and you must all of the candidates before returning to the drop zone. Police update: As a result of the chaos the police force is non existent. You can therefore act with impunity during your stay inside city limits. Syndicate update: Obviously a situation such as this attracts all sorts of unwanted attention. We believe several enemy squads to be en route to the city. With any luck they will be so busy fighting amongst themselves that they won't bother you with the mission. Tactics: To be on the safe side a large squad should be deployed not forgetting the persuadertron. Whatever you do try to avoid direct contact with the enemy squads. Definitely do not get in the line of fire between two opposing groups. At the end of the mission you can feel free to move around the city and mop up any surviving enemy agents however. cOLORADO (cONVOY/aSSASSINATION) A distinguished government minister is preparing to leave the country. We believe that he has some confidential information about us that could prove dangerous as well as embarrassing. He is being escorted from the station to the heliport in an armed convoy. Your agents are to intercept this convoy and kill him before he can reach the heliport. Security update: The whole route is lined with police officers as well as civvies. They are all armed and ready for trouble. The main part of the convoy consists of two apcs and the police car in which the target is riding. Tactics: A single agent would stand just as much of a chance as several. The hard hitting approach involves hot footing it over to the convoy route and destroying the police car with heavy weapons. A more subtle but risky manoeuvre would be to steal a car and follow the convoy. When the target leaves his car and starts towards the heliport then open up with a burst of automatic fire. Timing is everything on this one. mIDWEST (tHE fAMILIES/aSSASSINATION) The nearby city is riddled with organised crime. It is divided up by several crime families of little note and the citizens are getting really fed up with the whole affair. It is time for us to do our good samaritan act and step in to show these crime families what real power entails. Your mission is to assassinate the heads of the families as they attend their monthly meeting. Defense update: Crime families do not normally trust each other and this is apparent in the fact that each family has brought along a host of armed bodyguards. Further guards look after the building entrance and even more cover the grounds. The police force is in the pocket of all of them so you cannot expect any help from them. In fact if you start shooting up the guards the police are more likely to intervene on their side. Tactics: Fast in fast out is the order of the day. Light automatics should be more than enough to take care of the guards and a close assault weapon or shot gun should be used to clear out the house in one fell swoop. You should only need one or two agents for this one although a third could come in handy when keeping the police at bay while the others get on with the guards. nORTHWEST tERRITORIES (awol/pERSONNEL aCQUISITION) A squad of early model agents has gone haywire in the local city. Their chips have been damaged and they will not respond to their control codes. Your squad must enter the city and them to return to base for reprogramming. Syndicate update: At least two other syndicates have been showing an interest in getting their hands on our cyborgs and intelligence reports show that several squads are on their way to the city. They must not be allowed near the old agents. Target update: With their chips going haywire the signals from the persuadertron may appear garbled and you may have difficulty them otherwise. Tactics: The hardest part about this mission will be identifying the friendly agents and distinguishing them from the enemy ones. Check your scanner as your targets will not appear as threats. Accurate weapons are required for this as area of effect or spray fire weaponry increases the chance of damage to one of the targets. nEWFOUNDLAND (dRAGON'S bREATH/cOMBAT sWEEP) Our intelligence reports lead us to believe that an enemy syndicate is about to test its prototype new weapon on the unsuspecting populace of a nearby settlement. Your squad will be deployed to ensure that the test firing does not go as planned and also to steal anything that you think is of any interest to our research and design boys. Syndicate update: Four enemy squads have all been deployed and they are all equipped with this new weapon. The weapon itself is reported to be some form of flamethrower. Tactics: We have learned that while the flamethrower is lethal up close its range is sadly lacking. Your best bet is to keep the enemy pinned with the use of long or medium range automatics. Even so the full squad should be deployed due to the amount of enemy present. aTLANTIC aCCELERATOR (tHE bIG bLACK/cOMBAT sWEEP) The Atlantic Ocean after decades of misuse has become one of the most polluted seas of the world. The sea bed while still being mineral rich is rapidly declining and with the world water and energy shortages growing more and more severe there are an increasing number of syndicates and countries looking to the sea for answers. The Atlantic Accelerator is a huge water and mineral research station that floats on the polluted surface. Science probes and exploration craft are lowered into the murky depths for research in a vain attempt to solve the worlds water and energy problems. Our intelligence shows that the scientists on board are extremely close to making the great discovery which may save the planet. The syndicate that has this discovery can surely rule the whole world. Your squad has been airlifted to the accelerator and your mission is to sweep all other enemy agents from the platform to claim this station for our advancement and conquest. Syndicate update: The enemy syndicates have realised that we are the most significant threat to their survival and as such have bonded together in an awesome alliance of resource and manpower. The strike and assault teams of seven other syndicates have also been deployed on the station but instead of fighting amongst themselves they are acting together as a team. Their weaponry reserves and technology have been pooled to equip this fearsome fighting machine. Defense update: You are totally outgunned and outnumbered on this one. In addition to the enemy syndicate squads there are also the resident guard posts manned by the efficient and well equipped security forces. They too realise the major threat that we pose to them and so expect them to side with the enemy syndicate coalition. We believe that gauss guns and mini guns are the standard guard post equipment. Tactics: The whole squad must be deployed for this one. All team members will have to be modified to stand a chance. As you are completely outnumbered try to lure the enemy agents and guards into ambush situations where you can direct maximum firepower towards smaller groups. Keep on the move as eventually they will overwhelm your position if you dig in. At least two team members should carry heavy or support weaponry and consequently their arms must be modified to allow them to operate efficiently. Do not allow your squad to get split up otherwise there is a danger of them becoming cut off and wiped out. Medikits and energy shields should be carried as standard. Due to the number of the enemy ammunition levels may become strained. Take every opportunity to replenish weapon supplies from fallen comrades or enemy. Above all keep it tight people and watch each others backs. Good luck... Message ends. /~~~~~~~~~~\ [TPK] Theme Park \__________/ Money code When it asks you to enter nickname you enter BOVINE then to ---------- everything else as a normal game. When you are playing the game, hold down ABC for money. You can hold down ABC any time during the game and the longer you hold it down the more money you will have. /~~~~~~~~~~~~~\ [TEC] Total Eclipse \_____________/ Round Select At the "Quit/Previews" option on the option menu, hold the X ------------ button and press B, Ls, and A. Then let go of the X button and press B, Ls, A, B, Ls, A. You'll hear a confirmation sound and the window will display a round select. Free Flight Zone To access an endless zone free of enemies to practice flying ---------------- around, start the game, and pause it with the P button. With Play Game highlighted, press B, A, C, A, B, A, Ls. Press the Ls and Rs buttons simultaneously, and X, X. A skull should appear in the window to the right. Then press Ls, A, B, Ls, A, B, X, X, X. 99 Ship Code Proceed through the Free Flight Zone code until the skull ------------ appears in the window. Press P. A much bigger skull should show. Press A, A, B, B, C, C, Ls, Ls, Rs, Rs, P. This should restart the game from the beginning with 99 ships. /~~~~~~~~~~~~~~~~\ [ULP] Ultraman Powered \________________/ [Japanese import] Playing Monsters From the main menu, enter VS MODE. Move the cursor to ---------------- 1P VS COM, and press Ls+left+A. Select the monster you want to play. At the battle, you should be able to play the monster against a computer-controlled Ultraman. Playing Powered Baltan (Baltan II) Use the "Playing Monsters" code. Move the ---------------------------------- cursor to Baltan. Press Ls+up+A You should be playing Powered Baltan (Baltan II) against a computer-controlled Ultraman. All The Moves ------------- ULTRAMAN Powered Punch: A Powered Chop: B Low Kick: C Powered Kick: R Mega Special Beam: Ls with full power/ blinking Incitement: Ls Throw: near enemy B Jump: up, up right, up left Jump Chop: Up & A Jump Hard Chop: Up & B Knee Drop: Up & C Jump Kick: Up & R Duck: Down Duck Chop: Down & A Powered Upper: Down & B Duck Kick: Down & C Duck Hard Kick: Down & R Powered Barrier: Down (automatic) Block: hold Back Back Retreat: Back Twice Arm Lazer: Down, Toward & A or B Powered Slash: Down, Away & A or B Thrust Down Kick: While Jumping, press Down and C or R BALTAN Chop: A Butt: B Kick: C Strong Kick: R Nova Blaster: Ls "when powered up" Incitement: Ls Throw: Near Enemy, Toward, B Jump: Up, Up diagonals Jump Chop: Up & A Jump Butt: Up & B Jump Kick: Up & C Up Strong Kick: Up & R Duck Chop: Down & A Duck Butt: Down & B Straight Kick: Down & C Straight Hard Kick: Down & R Back Teleport: Tap BACK twice Virus Beam: Down, Toward, & A or B Flying Scissor Attack: Back, Back, & A or B Diving Attack: Down, Down, & R or C Poison Ball: Down, Back, & A, B, C. or R Block: Hold Back KEMULAR Tongue Whip: A Strong Whip: B Tail Whip: C Strong Tail Whip: R Poison Gas: Ls (w/ full power) Incitement: Ls Diagonal Tongue Streach: Up & A Ram: Up & R Rushing Strike: Up & R Retreat: Back, Back Gas Spray: Down, Back, & C or R Dash Attack: Down, Down, & C or A Block: Hold Back RED KING Ram: A Head Butt: B Kick: C Tail Whip: R Boulder Throw: Ls (w/full power) Incitement: Ls Throw: Near Enemy, Toward, B Body Press: Up & A Strong Body Press: Up & B Ducking Attack: Down & A, B, C, or R Retreat: Back, Back Rushing Attack: Hold A or B for 2 seconds and let go Combo Hit: Down, Back & A or B Block: Hold Back TELESDON Punch: A Head Butt: B Kick: C Tail Whip: R Fire Ball: L (w/full power) Incitement: Ls Throw: Near Enemy, Toward, B Body Press: Up & A Low Fire: Down & B or R Retreat: Back, Back Fire Ball: Hold Down A or B for 2 seconds & let go Bury Attack: Down, Down & A or B Block: Hold Back DA DA Chop: A Lightning Chop: B Kick: C Lightning Kick: R Da Da's Fireball: Ls (w/Full power) Incitement: Ls Throw: Near Enemy, Toward, B Bolt Hold: Near Enemy, Toward & B Jump Chop: Up & A Jump Lightning Chop: Up & B Jump Kick: Up & C Jump Lightning Kick: Up & R Duck Chop: Down & A Duck Lightning Chop: Down & B Duck Kick: Down & C Duck Lightning Kick: Down & R Retreat: Back, Back DA DA Lightning: Toward, Toward, & A or B Horizontal Fireball: In air, press Forward twice & A or B Lightning Zap: Down, Back & A or B Lightning Cutter: Down, Toward & A or B Block: Hold Back JAMIRA Punch: A Crane Punch: B Kick: C Strong Kick: R Rushing Combo Hit: Ls (w/full power) Incitement: Ls Throw: Near Enemy, Toward, B Jump Claw: Up & A Jump Strong Claw: Up & B Head Pull: Up & C Jump Kick: Up & R Duck Punch: Down & A Sliding: Down & R Retreat: Back, Back Rolling Claw: Hold A or B for 2 seconds and let go Mid Air Throw: While Jumping press Right & A or B Rush Attack: Forward, Forward & A or B Block: Hold Back GOMORA Punch: A Ram: B Kick: C Tail Whip: R Rush Attack: Ls (w/full power) Incitement: Ls Body Press: Up & A, B, C, or R Ducking Punch: Down & A Ducking Hard Punch: Down & B Ducking Tail Whip: Down & R Retreat: Back, Back Horn Throw: Back, Down, Toward & A or B Horn Thrust: Down, Down & C or R Tail Combo: Hold C or R for 2 seconds then let go Block: Hold Back /~~~~~~~~~~\ [VRS] VR Stalker \__________/ Programmer's credits Start the game and press P. Highlight the Map -------------------- selection and press C, B, A, C, B, A, C, B, A. Debug screen Highlight the Objective Menu and press LS, A, C, A, C, B, B, B ------------ All the following codes must be entered from this screen. X2 Superplane A, A, C, B, RS, LS, B, A God Mode C, LS, RS, C, RS, X, LS, A. 99,000 Missles B, B, B, LS, C, A, C, LS. 99 Planes RS, X, LS, X, C, B, A, X (Extra planes are removed when the current level is won.) Level passwords PREFLIGHT Mission Password --------------- 111-9PH-Y0Q Utah M79-LQG-77K 117-9PH-Y0Q Arizona 5KK-LQG-77K 1K1-9PH-Y0Q Texas M37-LQG-77K 1K7-9PH-Y0Q Gulf of Mexico 1AD-LQG-77K 151-9PH-Y0Q Colorado 15O-LQG-77K 157-9PH-Y0Q Nevada 5U1-LQG-77K 1M1-9PH-Y0Q Tennessee 1QO-LQG-77K 1M7-9PH-Y0Q Arkansas CCT-LQG-77K C11-9PH-Y0Q Virginia CC7-LQG-77K C17-9PH-Y0Q Indiana EW3-LQG-77K CK1-9PH-Y0Q California ESO-LQG-77K CK7-9PH-Y0Q Pacific Ocean EAT-LQG-77K C51-9PH-Y0Q Washington D.C. SAH-LQG-77K C57-9PH-Y0Q Florida Keys CUD-LQG-77K /~~~~~~~~~~~~~~~~~~\ [WOW] Way of the Warrior \__________________/ [Ripped from the FAQ -- find it for lots of info and tips. I got all the secret stuff from it, though (hopefully :) - Ed.] 4 player Game Select 2 player vs.mode. The right player selects a ------------- character then he holds "down right",a,b,c,and the start button,The left player holds "up left"and both shift keys then hits start.This will work with up to 4 players. Secret characters ----------------- o Boss codes: o To play as KULL: Enter a name of "A Gavin", date of Jun 11 1970 o To play as HIGH ABBOT: Use a name of "J Rubin", date Jan 6 1970 Then go to VS mode, and move your character box to the right of Crimson Glory. It will move over and you'll be able to play as that boss. It doesn't matter which player you enter the name for, both will work. You can also enter both names, move the box right again to move from High Abbot to Kull (or vice versa). o Other characters: o To play as BLACK DRAGON: Use a name of "Wyvern", date 3/9/1927 o To play as SWAMI: Use a name of "Gulab", date 2/29/1900 o To play as MAJOR TROUBE: Use a name of "Bad Boy", date 2/4/1908 o To play as VOODOO: Use a name of "Evil", date 6/6/1966 To play agaisnt BLACK DRAGON, MAJOR TROUBLE, and VOODOO o The secret characters form a ladder. You must beat each one in order to be able to fight the next. o To get to BDRAGON, you need to play a perfect second match (second fight). You definitely must finish with a 2nd wind, and Andy may have put other requirements in as well, judging from comments made on the net. o To get to MTROUBLE, you have to do the same with the 4th match, AND you must have beaten BLACK DRAGON. o Same applies for VOODOO. o And there is another totally different secret character (not just a color and attitude change) which comes last. Secret backgrounds These new levels will be available at the select screen. ------------------ "TUGAWAR" date 4/16/64 2-player only "PARANOID" date May 5 1975 "SPEED" date 8/8/80 "Taj Mahal" date 1/1/1 Dragon's Goofy picture and David Liu's message to Internet users ---------------------------------------------------------------- David Liu: To get to Dragon's goofy picture and hear me make fun of all of us ("Internet people have NO life"), I think you have to finish the match using only A and C in the last round. Magic ----- Heal (A) - 140 pts (10%?) } BACK + A or B or C Heal (B) - 300 pts (20%?) } Heal (C) - 800 pts? (100%?) } Untouchable(Gaines, Nikki) - 440 pts - LS+RS Power Up(Nobunaga,Nikki) - 380 pt A+B+C Shrink (almost all) - 340 Down+B Super Power Up (Nob., Drag.)-about 2,400 Fwd Sweep + RS (?) +Speed Up - (Kon, Dragon) - 340 A rapidly No jump - (Dragon, others)- DF + C +Confusion - (Fox, others) - 420 Up + A + B General Info About the Moves and the fatalities: ================================================ o "Sweep forward" means a fireball type motion, D,DF,F. o For the cliffs fatality, you have to kick your opponent toward the middle of the screen. o Bridge Fatality - This is easy - just do the move listed and off they go: Make an uppercut into the grave. o Pit fatality - This is easy too - if you make it to the 3rd round, the bridges connecting the floating platform to the walls go away. If you step off or are pushed, you're instantly dead. Be careful, you can jump or walk off by accident. o Roof fatality - Do the listed move (uppercut) FROM BEHIND the other character. (jump over them if you have to). <-- Jason Cross. Try the listed magics for all characters - I only listed them under characters I positively checked, or saw the computer use, and since you need a ton of skull points to do some it's not easy to check. o For fatalities with a taunt, do the taunt, wait for it to finish THEN do the fatality motion. o For MAGIC, do the motion WHILE THE TAUNT IS HAPPENING. o Defensive bonus - According to David Liu, this an anti-cheese feature. When someone tries to cheese you with Turbo punch, or any other rapid move, KEEP blocking. After you see 15 hits, you'll hear "Defensive Bonus" or something similar, get skull points, and the blue stars will appear more quickly and in the same place. This is the time to counter-attack. Konotori ======== Normal Moves: o Fan Throw - sweep forward + LS for fast, A for slow. o Low fan throw - DF, LS + A o Torpedo - Charge back, forward + RS for fast, C for slow. HOLD BUTTON FOR LONGER RANGE - IF YOU LET GO YOU WON'T GO ANYWHERE. o Spin attack - Back + LS. (Note - timing on these types of moves is hard) o Invisibilty (no skull cost) - Back + LS + A o Spinning wheel attack - from at least 1 body length away, sweep back + RS o Fly - JUMP, then B rapidly o Diving Torpedo - Jump,then DF + LS o Swan Dive - Jump, then D+RS o Bounce - Jump, then DOWN + C Fatalities: o HAT'S OFF - TAUNT, sweep forward, LS+A. o YOU'RE GROUNDED - Jump at opponent, then D + RS + C when you're right over him. o DOJO/ROOF/BRIDGE - Use close, F+RS attack. (unblockable instead of throw) o CLIFFS - Use air torpedo. Magic: o Make Opponents bleed - TAUNT, Down + B (300-400 skull points) o Instant death (removes all opponent's energy) - TAUNT, sweep forward + C (1200 skull points) The Ninja ========== Normal Moves: o Storm Attack: Sweep forward, LS for quick, A for slow. o Head Butt - You get close and push toward + C. He grabs the back of the other guy's head and butts it. Blood comes out and the enemy gets dizzy. o Teleport: DOWN, A + B + C o Hurricane Kick - Sweep back, RS o Spin kick - Back + RS o Flying Spin kick - Jump, Back + RS o Slide - DF + C o Mid-air diving kick - Jump back, DF + C o Uppercut - DB + LS o Knife Attack - A + C o Forward leaping kick - F + RS (<-- BIG DAMAGE if you can get it off) o Auto Dizzy - Close, forward + C o Reptile style inviso: Hop back, LS+RS while hopping. This costs no skull points, and lasts until the Ninja is hit - it doesn't seem to wear off. Fatalities: o REVERSE HARA-KIRI: Okay, ya gotta be REAL close, like right next to the dude. Sweep Forward, then A+C. Remember that like most special moves with sweeps, you finish the sweep BEFORE hitting the buttons. o STORM FATALITY: Sweep forward, LS+A o DOJO/ROOF/BRIDGE - Uppercut or knife attack. o CLIFFS - Mid-air diving kick. Magics: o Heal 1 : - TAUNT, Back + A o Heal FULL: TAUNT, Back + C o Shrink+ - TAUNT, DOWN + B o Blues Sparkles fall off ennemy and his controls are screwed up: Taunt, then up + A + B + C cost = 340. Dragon ====== Normal Moves: o Fireball - Sweep forward then A for slow, LS for fast. o Shadow Kick - Charge back, then F + RS (HOLD RS for distance) o Split Kick - B+C (can be done in air, jump straight up first) o Groin punch - A+B o Triple Kick - Sweep back, RS o Hop back or forward - Back,Back or F,F o Forward hop kick - F, F +RS (2nd F and RS at the SAME TIME) o Liu Kang shadow/flying kick: Hop Forward, U+RS during hop. (Thanks David!) o Turbo Hands: A rapidly o Turbo Kick: C rapidly o Upwards air swipe - Jump, then U + LS o Diagonal Downard kick - DF,C after doing any air attack(Looks good for combos!) o Spin around auto dizzy - Close, F + LS Fatalities: o NO SEQUEL FOR YOU Kick: Taunt, Sweep back, C+RS o Spin around and decap: Taunt, CHARGE BACK (while taunting), F+LS o BRIDGE/DOJO/ROOF - Strong kick (C+RS) o CLIFFS - Diagonal downward kick. Magics: o Heal - TAUNT, and Back + A, B, or C , from least to most healing/skull pts. o SHRINK - TAUNT, Down + B o NO JUMP - TAUNT, DB + C o SUPER POWER-UP (1 hit to kill opponent!): TAUNT, forward sweep, LS=RS This is awesome, but takes at about 3,000 magic points! Nobunaga ======== Normal Moves: o Shiruken: Sweep forward, A for slow, LS for fast. o Super Shiruken (much larger and flashes): Tap A rapidly, forward sweep, contiune tapping A rapidly o Mid air shiruken: Jump forwrad, or back, and sweep forward + A o Slide kick - DF + C. o Jumping diagonal kick - Jump back, DF+C o Sword uppercut - Sweep back, LS o Long sword slice - Sweep forward, RS o Running charge - Charge Back, F + RS o Fast forward flying kick - F, F +RS (HOLD RS for distance) o Turbo sword - Back + A rapidly o Super slice - Sweep forward, center pad, hold RS. o Sword bounce - Jump, D + LS Fatalities: o Spin decap: Taunt, sweep back, LS +RS You need to be at least an inch away. o Slice in half: Charge back for 2 secs, then F + LS o BRIDGE/DOJO/ROOF: Sword uppercut (Sweep Back, LS) o CLIFFS: Downward diagonal kick (Jump back, DF+C) Magics: o Heal - TAUNT, Back + A, B, or C. o Shrink - TAUNT, D+B o Inviso - TAUNT, Sweep Back (NO BUTTON) o SUPER POWER-UP (1 hit to kill opponent!): TAUNT, forward sweep, LS=RS This is awesome, but takes at about 3,000 magic points! Major Gaines ============ Normal Moves: o Grenade - Sweep Forward + (A for line drive, SL for lob) o Low Rolling ball - DF + RS o High rolling ball - Charge Back, F + RS o Mid-air splash - Jump forward, then U + LS o Uppercut - DB + LS o Flying ball attack - F,F + RS o Bounce attack - Jump, Down + C o STEROID BOOST - A + B + C WHILE BOOSTED: o De-Boost: A + B +C o Ground lightning - A+B (also called the EARTHQUAKE move) o Sidewinder kick - F, F + RS Fatalities: o Back Breaker - BOOSTED: TAUNT, Close Forward + RS o Suplex throw - BOOSTED: TAUNT, Close Forward + LS + A o DOJO/BRIDGE/ROOF: Uppercut o CLIFFS: Splash attack Magics: o Heal - TAUNT, Back + A, B, or C Untouchable - TAUNT, LS + RS (about 600 mp) o Untouchable - TAUNT, LS + RS (about 600 mp) o Confusion spell: - TAUNT, B + C o Make opponents bleed - TAUNT - down + B (300-400 skull points) Fox ==== Normal Moves: o Voodo Dust(Instant Dizzy) - Sweep Forward, A o Sai Throw - Sweep forward, LS o Teleport - Down, A + B + C o Ball attack - DF + A or LS o Charging Knee - Charge Back, Forward + RS (HOLD RS for distance) o Downward diagonal kick - Jump back, DF + C o Backwards jumping kick - Jump, D + C o Uppercut kick - DB + RS o Spin Kick - Sweep Back, RS o Mid-air split throw: In-mid air, Right+LS Fatalities: o Floor Slam - TAUNT, Close Forward, LS + A o Grab and Lift - TAUNT, Close, sweep forward + A + B + C o DOJO/BRIDGE/ROOF - Uppercut kick (DB + RS) o CLIFFS - Diagonal kick (DF + C) Magics: o Heal - TAUNT + Back and A, B, or C o Shrink - TAUNT, Down + B o Inviso - TAUNT, Backwards Sweep o Confusion - TAUNT, Up + A+B o Speed Up - TAUNT, A rapidly Shaky Jake =========== Normal Moves: o Knife throw - Sweep forward, LS o Torpedo - Charge back, forward + RS (HOLD RS FOR DISTANCE) o Air Torpedo - Jump back, DF + RS o Spin attack - BACK + LS o Wheel attack - sweep back, RS o Whiskey Flame - Sweep forward, RS o Stick Uppercut - Sweep Back, LS o Stick throw - Close, DF, LS o Teleport - Down, A + B +C o Stick pogo - Jump, D + C Fatalities: o Whiskey Char - TAUNT, Sweep forward, C + RS o "Hang around" - Charge back, F+LS o DOJO/BRIDGE/ROOF - Stick upercut o CLIFFS - Air Torpedo Magics: o Heal - TAUNT ,Back, + A, B, or C o Shrink - TAUNT, Down + B o Inviso - TAUNT, Sweep back o No Jump - TAUNT, DF + C Nikki Chan =========== Normal Moves: o Torpedo - Charge back, forward + LS o Hair whip - Sweep forward, A (for slow) or LS (for fast). o Hair twirl - Hold Block, then hold LS o Spin kick - Sweep back, RS o Flip Kick - up + C (or up + RS, or up + RS + C ?) o Head stomp - Jump, then down + C o Straight up ball - DB, RS o Diving Punch - Jump straight up, DF+LS o Flip - F,F or B,B, THEN FROM FLIP: o Throw from flip - close + RS o Ball attack - LS from forward flip (when she's straight upside-down) o Flying kick - Up + RS from flip. Other version says: If you hit t he right shift and C button, she will do a handstand and split kick upside down. o Defensive ball - Backflip to edge of screen, UP o Split attack - RS+C from flip, upside down o Very Short slide at opponent - Forwarddown + C. Holding down C makes ythe slide move as long as you want. o Spins hair around head - Hold B then LS Fatalities: o "Your heart is mine!": Close, forward + A + B + C o Blown away: Taunt, charge back, Forward + RS + C o BRIDGE/DOJO/ROOF: Strong kick (C+RS) o CLIFFS: Flying Punch Magics: o Heal - TAUNT ,Back, + A, B, or C o Shrink - TAUNT, Down + B o Power Up - TAUNT, A + B + C o Untouchable - TAUNT, LS+RS Crimson Glory ============== Normal Moves: o Throw Bottle - Sweep forward, A (turns opponent green) o Mid air bottle throw - Jump, sweep forward + A o Throw match - Sweep forward, LS (must be done after opponent is green, unblockable and BIG DAMAGE!) o Clothesline - Jump, DF + A o Head Butt - You get close and push toward + C. He grabs the back of the other guy's head and butts it. Some blood comes out and the enemy gets dizzy. o Flying kick - Forward, Forward + RS o Grab and punch - Close forward, LS + A <--- Will Allen o Block and grab - Hold BLOCK, then push Forward or Up/Forward when opponent tries to attack you. (Takes timing) o Throw Projectile on the ground while in the air - Just do the forward sweep while airborne and either A or RS (can't remember which right now). Fatalities o "Sorry to burst your bubble" - Taunt, Sweep back, A+B+C (<-- "Kay Kay") o "You don't have the stomach for this: TAUNT, Close Forward + RS (_not_ RS+C as posted by many) o DOJO/BRIDGE/ROOF - Uppercut o CLIFFS - Clothesline attack Kull the Despoiler: =================== Normal Moves: Note that Kull can not jump or duck. He doesn't appear to have strong attacks (LS+A or RS+C) either. o Throw Hammer - Sweep forward, A for slow, LS for fast. o Slide - DF + C o Flying Knee - Charge back, forward + RS o Uppercut - DB + LS Fatalities: o Grind and maim - TAUNT, close, forward + A + B +C (<-Patrick Horio) o Head Explode - (Close) Sweep Backwards, then A+B+C o BRIDGE/ROOF/DOJO - Uppercut. (getting behind the guy on the roof is tricky, walk past while he's down). o CLIFFS - ??? (may not be possible, he can't jump) Magics: o Heal - TAUNT + Back and A, B, or C o Shrink - TAUNT, Down + B o Inviso - TAUNT, Backwards Sweep o Confusion - TAUNT, Up + A+B o Speed Up - TAUNT, A rapidly o Untouchable - TAUNT, LS+RS o Inviso - TAUNT, Sweep back o No Jump - TAUNT, DF + C o Power Up - TAUNT, A + B + C High Abbot: =========== Normal Moves: Abbot can't jump straight up, duck, or do regular air attacks. o Air Kick - jump back ,DF + C o Fire - sweep foward, LS o Flaming breath - Sweep forward, LS o Ball attack 1 - DF + RS o Ball attack 2 - Charge back, F + RS o Tail Sweep - DB + LS o Bite - Close, Forward + C + RS o Diving claw attack - Jump back, DF + C Fatalities: o You're fired - TAUNT, sweep forward, LS + A o DOJO/ROOF/BRIDGE - Ball attack 1 o CLIFFS - Diving claw attack Magics: o Heal - TAUNT + Back and A, B, or C o Shrink - TAUNT, Down + B o Inviso - TAUNT, Backwards Sweep o Confusion - TAUNT, Up + A+B o Speed Up - TAUNT, A rapidly o Untouchable - TAUNT, LS+RS o Inviso - TAUNT, Sweep back o No Jump - TAUNT, DF + C o Power Up - TAUNT, A + B + C o Super power up: TAUNT, Forward Sweep + RS (2,300 pts) Swami, also known as Gulab: =========================== o Saw Blade - Sweep Forward + LS(fast) or A(slow) o Rope Teleport - Sweep Forward + B o Jumping Spin Punch - Back + LS o Low Spin Punch - DB + LS o Float - DF or D or DB o Mid-Air Diving Kick - Jump Back then DF + C o Bounce - Jump Over then Down + C o Auto Dizzy - Close Forward + A o Death Gaze - Forward + LS(long range) or A(short Range) o Slide Attack - DF + C o Quad Head Butt - Close Forward + RS o Choke Hold - Close Forward + LS + A o Knee Jab - Close Forward + C o Magic Sword 1 - Up + LS o Magic Sword 2 - Up then Down + LS o Slow Buzz Saw throw - Sweep Forward and A o Fast Buzz Saw Throw - Sweep Forward and LEFT Button o Eye daze - Forward twice and A . Also works with Left Button I think. o Flying Kick - Back Jump and Half moon(Down to Away) and C(Same as FOX) Fatalities: o Head Burst - Forward + A + B + C (From anywhere, close or far) /~~~~~~~~~~~~~~~~~~\ [WC3] Wing Commander III \__________________/ Debug menu At any 'Load Game, New Game, Continue' menu hold Ls + P and as it ---------- cycles through the selections, press and release A over Continue. If you keep holding Ls + P you will jump directly to the debug screen, or you can release shortly after releasing the A button which will bring you to the flight deck. From there you can load a save game. The cheat can be activated at any time by pressing Ls + P. An alternative is to start a new game, and enter one of the following as names for your call-sign: "Origin Systems" "Skywise" You will hear the noise of a door opening. Ls+P will bring up the debug menu. [Note: Some selections of the debug menu do not work, and others (like viewing movies) will not allow you to exit the debug menu. - Ed.] With 'Finger of Death = TRUE' you can destroy anything (even friendly targets in blue) with Stop + A. Flightstick bug If you have a Flightstick, be sure to select your --------------- conversation choices with the A button , not the trigger. If you press the trigger, your choice is accepted, but the FMV is canceled. If you use the trigger by accident, you can just re-select the character, and the video will play again from the beginning, with your choice already made. Mission table The missions in WC3 are divided into groups, usually of three or ------------- four missions each. One mission in each group is designated as a "deciding mission," the success or failure of which determines whether the player will proceed among the winning path or the losing path in the mission tree. The names in the table below represent the solar systems in which a particular mission group takes place, with the corresponding number of the deciding mission in that series. System Victory Loss Orsini-4 Tamayo Tamayo-2 Tamayo Locanda-2 Locanda-2 Tamayo-2 Locanda-2 Proxima Locanda-2 Blackmane-1 Blackmane-3 Blackmane-1 Blackmane-2 Ariel-1,2,3 Blackmane-2 Blackmane-3 Blackmane-3 Blackmane-3 Ariel-1,2,3 Proxima Ariel-1,2,3 Caliban-1 Delius-1 Caliban-1 Caliban-2 Torgo Caliban-2 Caliban-3 Torgo Delius-1 Torgo Delius-2 Delius-2 Delius-3 Proxima Delius-3 Torgo Proxima Torgo Torgo-2 Torgo-2 Torgo-2 Loki-3 Loki-3 Loki-3 Alcor-4 (Stranded) Alcor-4 Freya Proxima Freya Freya-3 Freya-3 Freya-3 Hyperion Proxima Hyperion Kilrah-1 Proxima Kilrah-1 Kilrah-2 Proxima Kilrah-2 Kilrah-3 (Lose 1) Kilrah-3 Kilrah-4 (Lose 1) Kilrah-4 (Win) (Lose 2) Proxima Sol Sol Sol (Lose 1) (Lose 1) Key (Win): Kilrathi surrenders. Fly home to Earth in shuttle. (Lose1): Ejection seat. Picked up by Thrakhath. Confederation defeated. (Lose2): Ejection seat. No pick-up by Thrakhath. Confederation defeated. Note: The numbers represent the deciding missions in that series. /~~~~~~~~~~~~~~\ [W3D] Wolfenstein 3D \______________/ Codes Codes are entered by pressing X during gameplay to display the Options ----- Menu. Highlight the New Game option and press C. The Level Password Menu will appear. Enter one of the following codes and press P to continue the game. "APPLEIIGS" will also be accepted as a valid code, but has no effect on the game. Level skip CHADxx [where xx is AA (level 1), AB (level 2), etc] All keys BURGER Ammunition FENLEY [999 rounds of ammuntion will be available. All weapons KICKBUTT [All weapons will be available, with 99 rounds of ammo] Secret door LOGICWARE [Secret doors will be visible on the auto-map screen] Invincibility NOKITTY Invincibility, weapons, and keys code: Enter "GREG" for the level password. The player will be invincible, have all keys, and have all weapons with unlimited ammunition. Fast map Press C + A to display the map, and release A while keeping C -------- pressed. Press the joypad to move the map twice as fast as normal. /~~~~~~~~~~~~~\ [YUY] Yu Yu Hakusho \_____________/ [Japanese import] In-Game moves list When choosing your character, press the stop button for ------------------ a moves listing for that character. It's in Japanese but shouldn't be difficult to figure out. /~~~~~~~~\ [ZAD] Zhadnost \________/ This is the disclaimer that cruises by very fast after Ray zips through the rules. Remember, the Bizarnian People's Glorious Free Food and Drug Administration requires all holders of level two hall passes to register their recreational animals on or before April 15, 2039. All persecutors will be violated by order of the All Knowing State Commission for the Willful Suspension of Disbelief and Disbelief Systems, in accordance with order FF-666, section 12, paragraph 7, line 33, of Bob's Big Blue Book of Ordinances, Volume 2, Revision 7.1.06. All employees, family members of employees, or any person or persons possessing knowledge of anyone concealing the whereabouts of any employee, or indentured lay person, or their various alter egos, along with their families and members of Channel Zero Productions are strictly Uninhibited. If you need additional time to lie for any embarrassing period or periods of prolonged silence, you will be allowed an automatic six year extension to the standard contract issued in your name by those other guys in the dark suits as provided for in Bob's New Big Blue Book of Ordinances, Volume 7, Revision 8.12.63. Also remember that state and local taxis are not occluded and that all forms of spiritual and economic management or similar methods of torture are not permitted by the trilateral commission in the quad-sector region. All life leases are subject to immediate suspension pending investigation by lesser gods and immortality is strictly prohibited under the bylaws of the current fifteen year plan. Exposure to certain neckwear, flashing lights, or bad grammar on a television screen or while playing video games may induce fits of remorse in a very small percentage of individuals. Certain conditions may induce previously undetected symptoms of conscience even in persons who have no history of moral values. If you, or anyone in your family has a lingering episode of ennui, consult your theologian prior to praying. If you experience any of the following symptoms while playing a video game--dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions--IMMEDIATELY increase use and insult your physician. Finally, the Bizarnian People's Glorious Free Food and Drug Administration requires all holders of level two hall passes to register their recreational animals on or before April 15, 2039. All persecutors will be violated by order of the All Knowing State Commission for the Willful Suspension of Disbelief and Disbelief Systems, in accordance with order FF-666, section 12, paragraph 7, line 33, of Bob's Big Blue Book of Ordinances, Volume 2, Revision 7.1.06. All employees, family members of employees, or any person or persons possessing knowledge of anyone concealing the whereabouts of any employee, or indentured lay person, or their various alter egos, along with their families and members of Channel Zero Productions are strictly Uninhibited. If you need additional time to lie for any embarrassing period or periods of prolonged silence, you will be allowed an automatic six year extension to the standard contract issued in your name by those other guys in the dark suits as provided for in Bob's New Big Blue Book of Ordinances, Volume 7, Revision 8.12.63. Also remember that state and local taxis are not occluded and that all forms of spiritual and economic management or similar methods of torture are not permitted by the trilateral commission in the quad-sector region. All life leases are subject to immediate suspension pending investigation by lesser gods and immortality is strictly prohibited under the bylaws of the current fifteen year plan. /~~~~~~~~\ [ZZZ] Appendix \________/ Console Specific On the Panasonic FZ-1 pressing the A button during the title ---------------- animation will produce a tiny bit of sound effects. Controller Compatibility ------------------------ FlightStick Pro =============== BladeForce - Studio 3DO Flying Nightmares - Domark Return Fire - Prolific Publishing ShockWave: Operation Jumpgate - EA MegaRace - Mindscape Space Ace - ReadySoft Star Wars Rebel Assault - LucasArts The Need for Speed - EA VR Stalker - Morpheus Interactive Wing Commander III - Origin ShockWave II - EA * Killing Time - Studio 3DO * Phoenix 3 - Studio 3DO * Star Fighter - Studio 3DO * POed - Any Channel * GameGun ======= Corpse Killer - Digital Pictures Demolition Man - Virgin Crime Patrol - ALG Drug Wars - ALG Mad Dog II Arcade - ALG Mad Dog II: The Lost Gold - ALG Who Shot Johnny Rock? - ALG Fast Draw Show Down - ALG * The Last Bounty Hunter - ALG * Shoot Out at Old Tucson II - ALG * Mouse & GameGun =============== Crime Patrol - ALG Mad Dog II: The Lost Gold - ALG Space Pirates - ALG Policenaughts - Konami * Mouse ===== MYST - Panasonic Software World Cup Golf - US Gold Fun 'n Games - Panasonic Software Kingdom: The Far Reaches - Interplay Lemmings - Psygnosis Shanghai: Triple Threat - Activision The Lemmings Chronicles - Psygnosis * * indicates this title hasn't been released yet.. Doc's (MGH) Stealth IR turbo instructions In case your set didn't come with ----------------------------------------- the instruction sheet (and I mean sheet :) hold down Set while pressing A, B, C, Ls, or Rs to make that button turbo. Hold CLR and a button that is turboing to turn it off. The turbo settings will all turn off when you switch the joypad power off as well. CH FlightStick Pro controls --------------------------- Upper-left btn LS Left Shift Lower-left btn RS Right Shift Upper-right button P Play/Pause button Lower-right button X Stop button Trigger A / optional* Stick - left A A button Stick - middle B B button Stick - right C C button Stick - hat switch optional* Trim pot - left optional* Trip pot - middle Horizontal trim Trim pot - right Vertical trim *optional controls are designated only by the games which use them NVRAM Save Game Names --------------------- [Maybe eventually this will include sizes (wishful thinking) in the mean time here are some particularly large ones I've seen: Quarantine: 8.2k, Guardian War: 6.3k, Slayer: 5.4k, Slam n Jam: 13.2k, Wicked 18: 9.3k] 1025NovaStormHiScor NovaStorm aaaaa.tim Saved Game from The Incredible Machine acd.playlist Audio CD+G alone0.save Saved Game from Alone in the Dark alone1.save Saved Game from Alone in the Dark alone2.save Saved Game from Alone in the Dark alone3.save Saved Game from Alone in the Dark alone4.save Saved Game from Alone in the Dark Audio CD Programs Audio CD programs :) Balanced Team 1.mle Team 1 from Star Controller II Balanced Team 2.mle Team 2 from Star Controller II Behemoth Zenith.mle Star Controller II CHATNOIR_TENJIKU_GOKUJ Saved Game from Mahjong CNBTESTSAVE Crash and Burn Tournament Mode cpubach.dta CPU Bach Information DemolitionManHighS Demolition Man High Score Drive Over Driving (Japan) Need For Speed DriveHS Over Driving (Japan) Need For Speed EA_JMF94_Jap John Madden Football 1994 (Japan) EA_JMFB94 John Madden Football 1994 EA_JMFB94_GREATS John Madden Football 1994 EA_RR0 Saved Game from Road Rash EA_RR1 Saved Game from Road Rash EA_RR2 Saved Game from Road Rash EA_RR3 Saved Game from Road Rash EA_RR4 Saved Game from Road Rash EA_SkWv0 Saved Game from Shockwave EA_SkWv1 Saved Game from Shockwave EA_SkWv2 Saved Game from Shockwave EA_SkWv3 Saved Game from Shockwave EA_SkWv4 Saved Game from Shockwave EA_SKWvMD0 Shockwave Operation Jumpgate EA_SKWvMD1 Shockwave Operation Jumpgate EA_SKWvMD2 Shockwave Operation Jumpgate EA_SKWvMD3 Shockwave Operation Jumpgate EA_SKWvMD4 Shockwave Operation Jumpgate FIFA2.4.6.10.1.1.5 FIFA Soccer FireBall.JDW Saved Game from Fire Ball !! FP_Takeru_1J Takeru FT-WACKY-1J Saved Game from Wacky Races FT-WACKY-2J Saved Game from Wacky Races FT-WACKY-3J Saved Game from Wacky Races GEX_Videos GEX Save Games Gridders by Tetragon Saved Game from Gridders by Tetragon hand_ch1_reika_data Virtual Puppet hand_ch2_reika_data Virtual Puppet hand_ch3_reika_data Virtual Puppet hand_ch4_reika_data Virtual Puppet HBS_MASK_00J Saved Game from Ghost Hunter Series Holmes3DOGames Saved Game from Sherlock Holmes Holmes3DOSetup Pref file from Sherlock Holmes JLEAGOptions J League Soccer jpieasyhighscores Jurassic Park Interactive jpihardhighscores Jurassic Park Interactive jpimedhighscores Jurassic Park Interactive jpisavedgames Jurassic Park Interactive KE_HAODEN_1J Saved Game from Nobunaga Haouden KE_WINPOS_1J Saved Game from Winning Post LaunchOrionOffroad 3DO Interactive Title Sampler 1 maddog Mad Dod McCree MC_PKING_0 Saved Game from Guardian War MC_PKING_0J Saved Game from Powers Kingdom MC_PKING_1 Saved Game from Guardian War MC_PKING_1J Saved Game from Powers Kingdom MC_PKING_2 Saved Game from Guardian War MC_PKING_2J Saved Game from Powers Kingdom MC_PKING_3 Saved Game from Guardian War MC_PKING_3J Saved Game from Powers Kingdom MC_PKING_4 Saved Game from Guardian War MC_PKING_4J Saved Game from Powers Kingdom MC_PUPPET_J Saved Game from Puppet Tales MegaRace.1 Saved Game from MegaRace MegaRace.2 Saved Game from MegaRace MegaRace.3 Saved Game from MegaRace melee.cfg Star Controller II MonsterManorData Saved Games from Escape from Monster Manor NightTrap.02 Night Trap Disk 2 setup nitetrap.inf Night Trap Japan Disk 2 Setup OPTS.FIFA2.2 Option File from FIFA Soccer PaTaank_Hall_Of_F Hall of Fame from PaTaank PaTaank_High_Scor High Score from PaTaank PHARAOH1 Saved Game from Seal of the Pharaoh PHARAOH2 Saved Game from Seal of the Pharaoh PHARAOH3 Saved Game from Seal of the Pharaoh PIV_KURAMA1J Saved Game from Kyoto Mysteries PIV_NanKl1J Travel Mystery QUAR_SAVE_GAME Quarantine save game REALPinball.JDW Saved Game from Real Pinball Return Fire V1.0 Return Fire level code RH_HAUZERJ Saved Game from Doctor Hauzer RH_InsecterJ Insector War S3P 3DO Interactive Title Sampler 1 SamuriaShodown Samurai Shodown (YES the save is SamurIA :) SC_GORAKU_1J Saved Game from Theatre Wars SC_GORAKU_2J Saved Game from Theatre Wars Slam N Jam 95 "Data for the current season and playoffs." Slayer Game Saved Game from Slayer Game sockid.hi High Score from Soccer Kid sockid.save Saved Game from Soccer Kid starcon2.00 Saved Game from Star Control II starcon2.01 Saved Game from Star Control II starcon2.02 Saved Game from Star Control II starcon2.03 Saved Game from Star Control II starcon2.04 Saved Game from Star Control II starcon2.05 Saved Game from Star Control II starcon2.06 Saved Game from Star Control II starcon2.07 Saved Game from Star Control II starcon2.08 Saved Game from Star Control II starcon2.09 Saved Game from Star Control II stellar7.dat Stellar 7: Draxon's Revenge (Japan?) stellar7.fame Stellar 7: Draxon's Revenge (Japan?) Stellar 7 Scores US? [That's what mine says anyway - Ed.] SuprWarriorPrefs Supreme Warrior Preferences SuprWarriorScores Supreme Warrior High Scores SuprWarriorGames Supreme Warrior Save Games swc_game.0 Saved Game from Super Wing Commander swc_game.0e Saved Game from Super Wing Commander Japan swc_game.1 Saved Game from Super Wing Commander swc_game.1e Saved Game from Super Wing Commander Japan swc_game.2 Saved Game from Super Wing Commander swc_game.2e Saved Game from Super Wing Commander Japan swc_game.3 Saved Game from Super Wing Commander swc_game.3e Saved Game from Super Wing Commander Japan swc_game.4 Saved Game from Super Wing Commander swc_game.4e Saved Game from Super Wing Commander Japan swc_game.5 Saved Game from Super Wing Commander swc_game.5e Saved Game from Super Wing Commander Japan swc_game.6 Saved Game from Super Wing Commander swc_game.6e Saved Game from Super Wing Commander Japan swc_game.7 Saved Game from Super Wing Commander swc_game.7e Saved Game from Super Wing Commander Japan swc_game.8 Saved Game from Super Wing Commander swc_game.8e Saved Game from Super Wing Commander Japan swc_game.9 Saved Game from Super Wing Commander swc_game.9e Saved Game from Super Wing Commander Japan swc_highscore High Score from Super Wing Commander SY-TETSU-1J Tetsujin T&E-Pebble-#1 Saved Game from Pebble Beach Golf Links TE_Augusta_1J Saved Game from Masters (Japan) TE_Devils_1 Saved game from Wicked 18 TE_Pebble_2J Saved Game from Pebble Beach Golf Links TE_PRcfg_J Pararancho Incredible Machine TE_PR_1J Pararancho Incredible Machine TE_Waialae_1 Waialae Country Club tim.cfg The Incredible Machine TR_LETTER_J Saved Game from The Letter Trial.Set Saved Game from IGO Time Trial Trial_00 Saved Game from IGO Time Trial Trial_01 Saved Game from IGO Time Trial Trial_02 Saved Game from IGO Time Trial TR_LETTER_J Saved Game from The Letter vcd.playlist Digtal Video Module (DVM) MPEG V_NONTAN_00J Nontan Volume 1 WayScores Way of the Warrior Wing_3.1.8f.0 WC3 save game 1 Wing_3.1.8f.1 WC3 save game 2 Wing_3.1.8f.2 WC3 save game 3 Wing_3.1.8f.3 WC3 save game 4 Wing_3.1.8f.4 WC3 save game 5 Wing_3.1.8f.9 WC3 continue save game Wing_3_sim_scores WC3 simulator high scores wsjr Who Shot Johnny Rock Zhadnost Record of seen commercials and trivia [END]