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	<title>Gamexperts &#187; PC Walkthroughs</title>
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		<title>Mad Dog McCree Walkthrough</title>
		<link>http://www.gamexperts.com/pc/mad-dog-mccree-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/mad-dog-mccree-walkthrough.php#comments</comments>
		<pubDate>Wed, 21 Nov 2001 15:31:26 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[Mad Dog McCree]]></category>
		<category><![CDATA[shooting]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=430</guid>
		<description><![CDATA[Quick continue cheat:
If your character gets shot, quickly press P before the Mortician appears. Choose &#8220;Continue&#8221; and the game will resume from where your opponent began to shoot, rather than the beginning of that scene.
Hints:
Shoot cow skulls or spittoons whenever possible to get three extra shots. Never shoot a cow skull or spittoon when it [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Quick continue cheat:</strong><br />
If your character gets shot, quickly press P before the Mortician appears. Choose &#8220;Continue&#8221; and the game will resume from where your opponent began to shoot, rather than the beginning of that scene.</p>
<p><strong>Hints:</strong><br />
Shoot cow skulls or spittoons whenever possible to get three extra shots. Never shoot a cow skull or spittoon when it will endanger your chances of shooting a gunman.</p>
<p><strong>Target Practice </strong><br />
This scene is used to familiarize the player with the game and the light gun or d-pad. Points can be scored, but overall performance has no effect on the game. The scene has one screen that shows two fences meeting at right angles to each other. Green glass bottles appear for the player to shoot. Each bottle is worth 50 points.</p>
<p>To introduce the scene the Prospector says:</p>
<p>&#8220;Let&#8217;s see what kind of a shot you are. Take a crack at that bottle.&#8221;</p>
<p>There is a total of five bottles that appear in the different places, but allowing the player plenty of time to aim and fire. There is no limit to the number of shots used. There are only five places that the bottle will appear in (on top of the nearest fence post on the left, on the left hand side of the bottom beam of the nearest fence, on the right hand side of the same beam, on the middle post of the furthest fence and on the furthest post of the furthest fence).</p>
<p>After each bottle has been hit the Prospector will say either:</p>
<p>&#8220;Nice shooting, try another one.&#8221;, or &#8220;Try another one.&#8221;</p>
<p>If the bottle was missed, the Prospector will say:</p>
<p>&#8220;You missed.&#8221;</p>
<p><strong>Entrance To Town </strong><br />
This level starts with the Prospector running up and saying:</p>
<p>&#8220;Stranger! Howdy stranger. We need your help, Mad Dog McCree&#8217;s gang have taken over the town. The Mayor and his daughter have been taken hostage up at Mad Dog&#8217;s hideout and the Sheriff&#8217;s been locked up in jail, we&#8217;re gonna have to get him out to help with the gang. Can you help? Good. Just one more important thing&#8230;&#8221;</p>
<p>Shoot the cow skull above the wagon wheel on the left side of the screen to get extra bullets as the Prospector talks. The Prospector will be interrupted by one of Mad Dog&#8217;s gang who appears on the right side of the screen saying:</p>
<p>&#8220;Hey, old codger! Don&#8217;t tell him a thing.&#8221;</p>
<p>The gunman tries to shoot the Prospector. Shoot him before he can fire. Immediately after he dies, another gunman will appear in roughly the same location. After both gunmen are killed the view will shift back to the Prospector. He will get up, dust himself off, and say:</p>
<p>&#8220;That&#8217;s good shooting stranger. As I was saying, you gotta get the Sheriff out of jail. The keys are with One-Eyed Jack and he&#8217;s drinking over at the Saloon. Go get him.&#8221;</p>
<p>At this point four small pictures of various locations in the town will appear. Each one is a separate scene. All of them must be completed in order to progress in the game. You are free to choose any scene to play; however the Saloon must be completed in order to get the keys to the Sheriff&#8217;s Office. Shoot a location to select it. Once a location has been completed, it will be dimmed and can not be selected again.</p>
<p><strong>Corral </strong><br />
This is the most difficult location in town due to the number of possible random gunmen. The scene begins outside the Corral with two men walking towards you on the right side of the screen. The man on the left says:</p>
<p>&#8220;You looking for trouble stranger?&#8221;</p>
<p>Aim at him as he walks towards you. Fire as he starts to speak. When he dies, his companion will try to shoot you. Immediately open fire on him. When he falls, quickly reload and start shooting at the dark window on the far left. An unseen gunman is behind this window.</p>
<p>You will enter the barn that has an upper and lower level. Shoot the skull hanging on the wall for additional bullets. The following targets will appear in random order:</p>
<p>There are two gunmen that will appear behind the hay bales on the upper level on the left. These are the hardest to hit because they are the smallest targets and are difficult to see.</p>
<p>There is another gunman on the upper level on the right behind the hay bales.</p>
<p>On the lower level there is a man in black who steps out from behind the wall just off center on the left, and a man who appears crouching under the ladder just to the right of the center of the screen.</p>
<p>Another gunman will appear on the far right, next to the lantern at the edge of the screen.</p>
<p>Once sufficient targets have been hit, the final gunman will appear. He starts on the upper level behind the hay in the center. He will stand up and shoot. Wound him when he stands and he will fall to the lower level where he will slowly roll over and try to shoot a second time. Shoot him in the back as he rolls over.</p>
<p>The scene will switch to the main street in town. A single gunman will ride in from the right side of the screen. Begin shooting when he appears and track him across the screen. Aim carefully to avoid hitting his horse.</p>
<p><strong>Saloon </strong><br />
The scene begins the Saloon is approached from across the town. A gunman is in a small room that is off center to the top-left of the screen. Open fire on him when the scene begins. If he is hit, a close up view of him falling of the roof will appear. If you miss, he will shoot and miss. A closer view of him will appear, at which point he must be killed.</p>
<p>You will approach the Saloon. Shoot the cow skull that is hanging on a barrel for additional bullets. Once inside you will walk up to the bartender who says:</p>
<p>&#8220;&#8230;that&#8217;s Mad Dog&#8217;s boys over there&#8230;&#8221;</p>
<p>The view switches to that of the entire Saloon, with the bar on the right. One-Eyed Jack is leaning on the bar, with his gang behind him at the table. One-Eyed Jack will say:</p>
<p>&#8220;You looking at my keys, stranger? You wouldn&#8217;t be trying to get the Sheriff out of jail would you? Jacky, show him what we mean.&#8221;</p>
<p>The man sitting at the left of the table will get up and try to shoot the bartender. Shoot him first. When he goes down shoot at One-Eyed Jack, then reload and get shoot the man at the table on the left (he will not get up, but simply draw his gun). When he is dead, shoot the man at the table next to him, and finally the man at the back on the stairs. When all the gunmen are dead you will talk to the bartender again, who says:</p>
<p>&#8220;&#8230;Mad Dog wears a bullet proof vest&#8230; Here&#8217;s the keys&#8230;&#8221;</p>
<p>It is possible to finish this scene without saving the bartender (One-Eyed Jack will shoot him, then you will shoot One-Eyed Jack). If this is happens, the showgirl that is first seen when entering the Saloon will give you the keys without mentioning the bullet proof vest.</p>
<p><strong>Sheriff&#8217;s Office </strong><br />
This scene begins with you approaching the Sheriff&#8217;s Office. A woman and child will pass in front of the Office. Shoot the cow skull on the left side of the building before they get in the way or after they leave. Shoot the man that steps out from the behind the right side of the building. If you miss there will be another chance to kill him from a closer position. You will enter the Office. The door to the cells will swing shut and the Sheriff will shout:</p>
<p>&#8220;Behind the door, he&#8217;s got a gun.&#8221;</p>
<p>Shoot the gunman that will look through the window in the door before he can fire. When he falls you will open the door and enter. The Sheriff will get up and cross the cell towards you saying:</p>
<p>&#8220;Thank God you&#8217;re here with the keys. I gotta get out of here.&#8221;</p>
<p>The scene switches to the Sheriff walking out of the Office and turning right, immediately saying:</p>
<p>&#8220;Mad Dog! You don&#8217;t stand a chance.&#8221;</p>
<p>You follow him out in to the street. A gunman will stand behind two barrels in the center of the screen. The Sheriff will shoot the gunman and say:</p>
<p>&#8220;I got him.&#8221;</p>
<p>Another gunman will stand up on the end of the balcony across the street. The Sheriff will shoot him but will be shot in the process. Shoot the gunman on the balcony. When he has falls, the view closes on the dying Sheriff, who says:</p>
<p>&#8220;The map to Mad Dog&#8217;s hideout is in the mine, but you&#8217;ve got to talk to the Prospector first.&#8221;</p>
<p>It is impossible to get into the mine without talking to the Prospector.</p>
<p><strong>Bank </strong><br />
The scene begins with a view of the front of the bank. The door on the right will burst open and a man will run out. Do not shoot him, he is not a gunman. Shoot the man in the red shirt that follows him out. Then, quickly shoot the man that steps partially into view.</p>
<p>The view will change to a close up of a barrel. A young man will appear and say:</p>
<p>&#8220;There&#8217;s more inside.&#8221;</p>
<p>Inside the bank is a counter running across the middle from side to side, and a smaller counter against the back wall. Shoot the spittoon for extra bullets. Gunmen will appear randomly:</p>
<p>Two gunmen will appear behind the left hand section of the main counter (one close to the edge of the screen) and three will appear behind the right hand section.</p>
<p>Another gunman will roll from behind the right hand section to behind the left hand section, pausing to shoot you in the middle.</p>
<p>The main gunman will appear from behind the smaller counter. Do not shoot at him if he appears with a hostage. Shoot him when he appears by himself to complete this sequence.</p>
<p>The young man behind the barrel will appear again. Listen to him to determine which direction to approach Mad Dog&#8217;s hideout:</p>
<p>&#8220;Mad Dog will get me for telling you this, but if you get to the hideout don&#8217;t approach from the (front/rear).&#8221;</p>
<p><strong>Showdown </strong><br />
After completing one of the town scenes, one of three possible gunmen may appear in a showdown. Your gun will not be loaded until he draws his weapon. Aim at the man and continuously pull the trigger until your gun reloads and a shot is fired. The gunman that appears in front of the Corral (with a wagon and hay bales) must be wounded and shot a second time.</p>
<p><strong>Intersection </strong><br />
A sign post with three signs nailed to it will appear. The top one reads &#8220;Prospector&#8221;, the middle reads &#8220;Mine&#8221;, and the bottom reads &#8220;Hideout&#8221;. Each location must be completed in the order displayed (from top to bottom). Once the &#8220;Prospector&#8221; and &#8220;Mine&#8221; portions of the game have been completed, a map to the Hideout will appear.</p>
<p><strong><br />
Prospector </strong><br />
Save the Prospector to learn how to avoid the booby trap when entering the mine. He has been tied to a keg of gunpowder and is begging Mad Dog not to light the fuse. Mad Dog will light the fuse, which must be shot to save him. Wait for the close up view of Mad Dog to disappear and for the Prospector to appear again. Shoot at the fuse at the bottom of the screen. Do not shoot the keg or it will detonate immediately. The prospector will tell you how to get into the mine safely after he is rescued.</p>
<p><strong>Mine </strong><br />
Shoot the lantern and (on the right side of the screen) the other item instructed to by the Prospector. The other item will be the gold mining pan (on the left), &#8220;Shaft No 1&#8243; sign (above the mine shaft), pitch fork (on the right), or pick axe (to the right of the mine shaft). A map to Mad Dog&#8217;s hideout will appear. It is marked with a large &#8220;X&#8221; to represent the hideout (which is placed randomly). Memorize the series of left and right turns to reach to the hideout. There are only two or three junctions on the map.</p>
<p><strong>Shooting Practice </strong><br />
The Prospector will throw bottles up in the air in front of the mine that may be shot for points.</p>
<p><strong>Hideout Trail </strong><br />
A sign post with an arrow pointing left and another pointing right will appear. This is the first junction of the map. Shoot in the direction that you wish to travel. A similar sign will appear at the remaining junctions on the map. If the wrong direction is chosen, a large group of gunmen will all open fire at once resulting in the loss of a life.</p>
<p><strong>First Shoot-out </strong><br />
After the first junction, a small pool of water with a rocky background will appear. A man with his back to you will be standing directly in front of you. Start shooting at his back when he starts to turn. The remainder of the scene consists of random gunmen appearing one at a time from the rocky section of hillside. After all the gunmen are killed, another sign will appear. Shoot in the next direction (left or right) to be traveled.</p>
<p><strong>Second Shoot-out </strong><br />
A scene similar to the previous scene will appear. It is more difficult to do an increased number of targets and smaller target size. After all the gunmen are killed, another sign may appear (depending on the number of junctions on the map). Shoot in the next direction (left or right) to be traveled.</p>
<p><strong>Third Shoot-out </strong><br />
This scene may be skipped depending on the number of junctions on the map. There are only three targets in this scene. However, the gunmen are more distant and will open fire sooner. The gunmen will appear on the middle-left above the grassy area, the middle-right above the rocky area and on the far right around the side of the rock. This last gunman is the hardest to hit because he is the smallest target.</p>
<p><strong><br />
Hideout Approach </strong><br />
At the hideout, shoot to choose to enter from the front or the rear. Select the option that was given by the young man at the bank.</p>
<p><strong>Hideout Exterior </strong><br />
A small building with a low wall in front will appear. The first gunman will appear from behind the wall to the left and fire very quickly. The second gunman will pop up just to the right of the first man, where the top of the wall rises slightly, and will also fire quickly. The scene scrolls around to the actual hideout. There is A gunman will appear from behind the barrel on the left side of the screen. After he falls, a long view of the hideout will be displayed. Shoot the cow skull hanging from the chimney to get additional bullets. The door to the hideout will burst open and four gunmen will flood out. Each man must be hit with only one or two shots since there is no time to reload. Do not shoot the Mayor, who will be the last man to leave.</p>
<p><strong>Hideout Interior </strong><br />
You will enter the hideout, that is densely filled with smoke. There is one gunman that can not be seen just to the left side of the center of the screen. Shoot at him when the door opens. Inside the hideout is a note from Mad Dog that reads: &#8220;Meet me in town, Mad Dog.&#8221;</p>
<p><strong>Town </strong><br />
A three story building with five open windows will appear. Shoot the cow skull hanging next to the door for additional bullets. Carefully shoot the gunmen that will appear in these windows one at a time.</p>
<p><strong>Mad Dog </strong><br />
Mad Dog McCree will walk in from the right side and stand facing you in the center of the screen. You gun will be empty. Quickly reload the gun when allowed and shoot at his head to force him to drop a gun. Shoot him in the head a second time to finish him off.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Discworld Walkthrough</title>
		<link>http://www.gamexperts.com/pc/discworld-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/discworld-walkthrough.php#comments</comments>
		<pubDate>Sat, 17 Nov 2001 01:36:41 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[discworld]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=1025</guid>
		<description><![CDATA[ACT I:
First get your pouch out of the wardrobe. After a visit at the arch chancellor we have to fetch the dragon-lair-compendium. But first we wake up the luggage with the broom we found in the closet. Then we are giving the banana we found inside the luggage to the librarian and are off to [...]]]></description>
			<content:encoded><![CDATA[<p>ACT I:</p>
<p>First get your pouch out of the wardrobe. After a visit at the arch chancellor we have to fetch the dragon-lair-compendium. But first we wake up the luggage with the broom we found in the closet. Then we are giving the banana we found inside the luggage to the librarian and are off to show the arch chancellor the book. Now we have to find the five ingredients of a dragon-locator.</p>
<p>- Staff:<br />
Just exchange the broom with the magical staff from Windle Poons. Be sure to wait for the moment he reaches over to fetch some food, so that the staff is left unguarded.</p>
<p>- Imp:<br />
Now talk to the apprentice wizard outside, he shows you now how to open the gate. (Take the frog with you, btw.) Then head to the Livery Stable and take some corn out of the sack. Next go to the Alley and visit the alchemist. (Walk around the jumping floorplate) There use the corn on the flask and you can get the imp out of that camera. But its much too fast for you, so we need some help. Lets go to the market square, where we take a tomato. We throw this tomato at the tax collector. If we take then another tomato, we are able to catch a worm. Now take the string at the Toymaker&#8217;s, tie the worm to it and use it at the hole where the imp is in.</p>
<p>- Dragon Breath:<br />
First enter the Palace. To bypass the guards just talk with them. Inside get the mirror from the fools room. Be sure to put the mirror in Rincewinds inventory. (Not in the luggage) Then enter the Alley again, step on the jumping plate, and climb up to the tower. There hang the mirror on the tip of the flagpole and use it to annoy the dragon. On your way back to the alley, kick the ladder down.</p>
<p>- Magic Coil:<br />
Back at the square talk to the street urchin/starfish. He teaches you how to pickpocket. Now go to the barber and look at the hair roller the woman got in her hair. Talk with her about it. Then talk with the barber and when he thinks about his milkmaid use your pickpocket-skill on his pocket.</p>
<p>- Metal Container:<br />
Next visit the psychiatrickerist. If you do this two times, you can get the butterfly net of the wall. Now go to the backside of the university and use the ladder on the window. First put the butterfly net in your private inventory. Then fetch the pancake with the net. If you go back to the kitchen you can take the frying pan now.</p>
<p>Give the five items to the arch chancellor and then use the detector to find the hidden dragon lair. It&#8217;s somewhere in the lower-left corner of the city.</p>
<p>ACT II:</p>
<p>Our task is now to reveal the secret brotherhood, and to take a golden trinket from each member.</p>
<p>With all gold of the kingdom in our pockets we are visiting the library again. There we talk with the sleazy guy about the golden banana in his ear. In exchange to the gold, he gives us the banana. We give the banana to the librarian and are able now to enter the L-space. After we arrived about 12h ago, we are watching the theft of the dragon summoning book. Leave the university like the thief and if you were fast enough you see where the thief is going! Congrats, you&#8217;ve found the secret hide-out. Now go in the park, and put the frog in the mouth of the drunken Rincewind. Then you are able to catch that butterfly with the net. Use this butterfly on the lamp in the street-corner (where the monk usually stands). You may also take there the pot with you. We travel now back in the present again, and we will find a black robe on the clothesline near the toilet. Next we go in the Broken Drum and order something to drink. Take the tankard with you.</p>
<p>Behind the barman we see a bottle with counterwise wine. Talk with the barman about this. Also take the glass with you. Travel now in the past again. There go immediately!! to the hide-out. Turn the left drainpipe in the direction of the door. Then wait until the thief arrives. Using the glass as reception-device on the right drainpipe you are able to hear the secret password. Now disguise yourself with the robe and join the ceremony!</p>
<p>You should know now the members of the brotherhood and the next thing is to get their golden items.</p>
<p>- Mason:<br />
First we need the gatepass. So go in the present in the Broken Drum and talk with the scared guy. Then visit the Inn and take the sheet from the bed. Walk to the Inn in the past and disguise yourself as Ghost (with the sheet) and make it like the scared guy told you before. Hmmm..It seems he forgot to tell us all, so back in the present and talk with him again. Ah! Ok..back in past and do it again. Now we have the gatepass. Show this to the gate-guards in the present and walk to the Edge of World. There look at the coconuts and shake the tree. With the butterfly net you can fetch the coconut. On your way back to the city stop at the mountain-pass. There get the egg and the feather. Next go to the Barn and get the screwdriver. Use it to poke a hole in the coconut.</p>
<p>Visit the market square again and talk with the street starfish. He will tell you the secret handshake if you prove you are a man. Next we go to the psychiatrickerist. After a short while of waiting we are allowed to go upstairs. There we got some pictures which are useful to come past the palace-guards. Talk with the peasant inside the palace. Now you are allowed to enter the shades. On your way back to the past stop at the kitchen and get the cornflour. Then, in the past, go to the toilet and read the graffiti on the inner side of the door. Next head to the shades and find the House of Negotiable Affection. There talk to Big Sally and give her the egg, the flour and the coconut. The new acquired bloomers are given to the street starfish (in the present), who shows us the handshake now. We have now a new skill and a bra. Now we are ready to visit the mason in the shades. Use your new skill on him and be happy about your new golden trowel.</p>
<p>- Thief:<br />
To get to the sleeping thief in the hovel, use the bra with the ladder. Now you can drop the ladder silently on the hovel. If you try to get the key from the thief, he turns away&#8230;good that we&#8217;ve got a feather. Now its easy to get the golden key. (Don&#8217;t forget your ladder!)</p>
<p>- Dunnyman:<br />
Get from Dibbler a donut, and give it to the dunnyman. Next visit the milkmaid again and get from her a note for the barber. After you have given the note to him, you are free to use the apperatus on the poor Dunnyman. We&#8217;ve got the gold tooth now.</p>
<p>- Fishmonger:<br />
We have to go to the past again. There we go in the Drum and start a bar-fight. To do this just look at the picture behind the little guy and when he doesn&#8217;t watch turn his glass around. After the troll joined the fun, use the ladder on the shingle outside and get the drumstick. Use it in the present to ring the gong in the dinning-hall. Yet you are able to get the prunes outside the university. Now walk to Nanny Ogg&#8217;s house in the Dark Woods. There arrived, fill your pot with the custard of the cauldron. Then go to the fishmonger, tie there the octopus with the string, pour the custard in the toilet and put the octopus in it. Send the fishmonger to the toilet by putting prunes in his caviar. Now you can get his golden belt.</p>
<p>- Fool:<br />
First get a garbage can from the backside of the university. Then get the bubble bath from the inn. Next go to the Palace. If you havn&#8217;t done already show the second ink blot picture to the other guard. Inside use the garbage can on the fool. To get his cap use the bubble bath on his bath-tub. Now you&#8217;ve got the cap with the golden bell.</p>
<p>- Chimney Sweep:<br />
Get the hogfather-doll from the Toymaker, the fireworks and gunpowder keg from the crate at the city-gate and the matches from the Broken Drum. Put the doll in Rincewind&#8217;s inventory and go the roofs of the alley again. There stuff the doll in the chimney of the alchemist. Go down in his house, put the powder keg in the fireplace, use the string on it and light the fuse (outside, in the drainpipe) with the matches. You&#8217;ve got the golden brush now.</p>
<p>Give all six golden items to the dragon. After a little talk with it go the market square again. There buy the carpet from Nanny and when she wants a kiss just steal her custard book. Now time-travel for the last time and get the dragon-summoning book before the thief got it. Exchange the covers of the dragon book with the custard book and put the false dragon book back in the empty place. Then the thief will come and steal the book. Enjoy..8)</p>
<p>ACT III:</p>
<p>We have to find now the items that make a hero. The Old Timers suggest that heros need a posing pouch, the Amazone Warrior that we need a moustache and a magic sword, the wizards favour a magic talisman and Big Sally advised camel-flage. Now we get back to Nobby and solve his what-do-you-need-to-be-hero riddle by doing a little math. We know now that we need a talisman, a moustache, a birthmark, a magic spell, camel-flage and a magic sword.</p>
<p>- Magic Talisman:<br />
First lets go to the Hide-out again and after knocking on the door we are having a custard tart. Next we visit the alchemist. There we are telling him where to get more corn. After he is gone we are taking the camera. And we go now to the Livery Stable to read the bumper sticker on the donkey cart. We have now a new spot on the map to visit. At the dragon sanctuary we knock on the door and talk with Lady Ramkin. After we had been behind her house we knock at the front door again. When she opens we just walk behind her house and take the rosette, the leash and the nail. Next we are thirsty again and go buying a glass of Cactus Juice from the barman of the Drum. Then we are the owner of a new worm. Now we are buying the paper bag of leeches from Dibbler. A double-click on the paper bag reveals the leeches. Use the bag or the leeches to knock-out the palace-guards. Inside the palace we will find the dungeons. There use the worm on the mousehole. Undisguise the rat to get a new imp. Put this imp in your camera. To continue we need also the octupus-picture that is in the shop of the fishmonger.</p>
<p>Next station is the house of Nanny Ogg, there we are talking with her about that truth potion behind her. To get it we have to eat a bit from the custard tart when she waits for a kiss. After this we follow her wool to finally find a sheep. We stick the rosette on the sheep and make a nice photo. Don&#8217;t forget the mallet when you leave. Then head your steps in the Drum again, use the nail with the beam in it and hang the picture of the sheep on it. You have to frame it before by joining with the octopus-picture. Now talk with Braggart and be sure to mix his beer with the truth potion before you give it to him. Now should know how to find the Temple of Offler.</p>
<p>There you will meet that dreaded monk again..using the carpet on the bridge should solve that problem. In the temple take the blindfold, tie the leash on the luggage and wear the blindfold. Then you should be at the Eye of Offler. To take it fill your pouch with the sand and exchange it with the Eye. (Hiya Indy! <img src='http://www.gamexperts.com/wp-includes/images/smilies/icon_cool.gif' alt='8)' class='wp-smiley' /> Congrats, you got your first hero-item.</p>
<p>- Moustache:<br />
Fill the pot with the water of the well of wishing. The well is in the woods. Next use the pot with the soap on tap in the inn. Now go to the palace. Use the paper bag or the leeches to enter again. There take the brush out of the bathtub. Use the brush on the pot with frothy water. Next visit the Livery Stable. There we use the wet brush on the bumper bar of the donkey cart. Look at the clean number plate (really look at it, right click!). Next enter the shades. Look in that hovel and get the knife out of it. Put the knife in Rincewinds inventory. Now go back to the roofs and use the knife on the ladder of the assassin training track.</p>
<p>Soon we will met an assassin. He wants to know the number of that donkey cart&#8230;well, we know it and say it to him. The responsible donkey will be arrested and you can found it at the market square. But first go and take the scissors from the barber-shop. Use them on the donkey-tail. You&#8217;ve got a moustache now!</p>
<p>- Birthmark:<br />
Go in the palace-dungeons and fetch a bone from the skeleton. Use the bone with the glue-pot from the Toymaker. Next visit the inn and give the dog the glued bone. Look at the taatoo from the sailor and then talk to him. If he asks for a glass of milk, ask the innkeeper for one. If all went ok, you will get a parrot-whistle.</p>
<p>Next go to the market square and try to get an egg. You will get a snake instead. Head for the University and get the fertiliser from the backside, then enter the closet and light the lamp (You see it as &#8220;Shape&#8221;) with the matches. Get the starch. Use the starch and the fertiliser on the snake and exchange it again with Windle Poons staff. With the broomhandle enlarge the butterfly net. Now go to the room of the arch chancellor and get the hat.</p>
<p>With these items walk to the Edge of World again. There blow the whistle and throw a lit firecracker at the parrot. Catch the parrot with the enlarged butterfly net. Then go back to the sailor. There we are told to fetch the whistle also, so we go back to the Edge, get the lamp of the fork and put the magic hat on it. (If it don&#8217;t work look closer at the hat). Climb down the world and get that &#8220;glint&#8221;. Give the whistle the sailor, who tells you then to ask the barber about taatoos.</p>
<p>At the barber-shop get the appointment book and show it to the milkmaid. (You must have been about three times in the &#8220;casting-agency&#8221; to get this work) Walk out to the woods and show the appointment book with the ottograph to the barber. Afterwards visit the barber in his shop and talk with him about taatoos. He sends you to the street starfish. Talk with the starfish and to get the taatoo you need to do some things. First use the knife on the rubber band of the Dunny/Custard-King machine. Next put that rubber band in your pocket and climb up the tower again. There tie the band to flagpole tip and jump! You have now a birthmark-taatoo.</p>
<p>- Magic Spell:<br />
Go back in the library. There can you now get a magic book, it&#8217;s well hidden so look in that edge where the sleazy guy used to stand.</p>
<p>- Camel-flage:<br />
Get the spatula from the kitchen and walk to the shades again. There use the spatula on the mural. You have now soot, which is a perfect substitute for camel-flage.</p>
<p>- Magic Sword:<br />
Go the woods and use the screwdriver on the crank of the well. Use the crank on the racks in the dungeon and you will get a sword-that-goes-ploink. Talk with carrot from the city-guard about it and he will send you to the dwarves. (A new spot on the world-map) The dwarves want a glass of elderberry wine, so the next thing we do is going to the Drum. The barman tells us that the wine-cellar is full of foxes. With this knowledge we walk to the inn. In the inn we notice a person behind the door, after a little talking with it we use the screwdriver on the door. Now talk again with the bogeyman and he will go and scare the foxes. Go also in the wine-cellar and fill your tankard with elderberry wine. Put that tankard in your personal inventory, and give it later to the dwarfen smith. Then give him your sword and he will enhance it. Leave the mine and find yourself in&#8230;.</p>
<p>ACT IV:</p>
<p>Notice: This Act was a little buggy for me, so I am not quite sure if I done it like the programmers expected. If you have installed a patch, this solution perhaps won&#8217;t fit quite. Try it.</p>
<p>First get the key from the tied-up Lady Ramkin and visit her estate. There unlock the dragon-cage and go in it. When you step in that molten pile, don&#8217;t let Rincewind turn around&#8230; just click a few times forward and he will go through. Take the little Mambo with you back to the market square. There (really there, it won&#8217;t work elsewhere) put him a lit firecracker in the throat. When you now leave the square and come back, the showdown starts. Because our firing is not successful, we throw the tart with the love custard at the dragon.</p>
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		<title>Dinotopia Walkthrough</title>
		<link>http://www.gamexperts.com/pc/dinotopia-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/dinotopia-walkthrough.php#comments</comments>
		<pubDate>Wed, 17 Oct 2001 18:49:15 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[dinosaurs]]></category>
		<category><![CDATA[dinotopia]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=924</guid>
		<description><![CDATA[1 &#8211; Search beach thoroughly and pick up any items (important to get conveyor belt (looks like a towel &#38; found to left of path through jungle). Enter ship &#38; get crowbar &#38; candlestick. Click crowbar on clam shell (to open clam the mouse click must be on exactly the right spot on the clam [...]]]></description>
			<content:encoded><![CDATA[<p>1 &#8211; Search beach thoroughly and pick up any items (important to get conveyor belt (looks like a towel &amp; found to left of path through jungle). Enter ship &amp; get crowbar &amp; candlestick. Click crowbar on clam shell (to open clam the mouse click must be on exactly the right spot on the clam &#8211; very frustrating).</p>
<p>2 &#8211; Head up path to first village (Hatchery) and click on door near where 2 children are standing. Talk (click) to old woman &amp; get dinosaur ABC. Open it and use it to decipher all letters of the alphabet (write them down to translate messages later). You will now be able to click on people &amp; dinos &amp; understand them. Go to first house (windmill) and use conveyor belt on gears. Show people your sister&#8217;s picture &amp; be told to go to next town &#8211; Pumicetown. Talk to dinosaurs attached to carriage (they will mention a gramaphone) and get transported to Pumicetown.</p>
<p>3 &#8211; Pumicetown &#8211; Play cards with dino in the fairbooth (put an object in the offer box eg. candlestick). If you win you get a metal item. Find stairway to smithy and melt metal item. Pour metal item into key mould, cool &amp; get key (you will get verbal instructions if you forget to use gloves, tongs, etc). Talk to everyone &amp; show picture of your sister &amp; you will be told to go to Waterfall City. Go back to Hatchery first via dino carriage &amp; then walk to beach.</p>
<p>4 &#8211; Beach again &#8211; click key on trunk to open it &amp; get time-piece. Then back to carriage to go to Waterfall City.</p>
<p>5 &#8211; Waterfall City &#8211; You can waste a lot of time here wandering around so look for areas where blue octagonal squares are part of the pavement (indicates a place you can enter). First find museum after meeting dino friend. It is across the bridge (S) and then far right. Talk to curator &amp; enter slide room. Clean slides &amp; look at them in projector. Talk to curator again about the gramaphone &#8211; he will mention a gear, a trumpet &amp; a recording device. He gives you the base model. Find building across bridge (N) you can enter. Dino outside window will sing a series of musical notes. Repeat first note on xylophone and then each additional note. If you succeed you get the recording device &amp; a nice fanfare on exiting the building. Head back across bridge (S) and then West to find glasshouse. Enter &amp; talk to dino then water flower with can. Cut large trumpet flower with shears. Head back to carriage &amp; go to Pumicetown.</p>
<p>6 &#8211; Pumicetown again &#8211; Back to smithy &amp; melt key. Then pour into gear mould, cool as before. Click on all components of gramaphone &#8211; base, recording device, gear &amp; trumpet. Give gramaphone to dinos pulling carriage &amp; a new location appears on the map &#8211; Old Ruins. Go there.</p>
<p>7 &#8211; Old Ruins &#8211; find big dino &amp; talk to him. He will give you his insignia (looks like tusks) &amp; ask you to find his nephew in the World Beneath. Enter ruins and find hole in wall near back &amp; to the East. Follow path to stairs going down. Enter. After walking underground you come out on mountain plateau. Talk to woman &amp; stand on carpet. Wait until flags stay still for just a moment (in downward position) &amp; then walk off cliff. Never fear if you have timed it right you will end up on the back of a flying dino (your next method of transportation). Fly to Savannah.</p>
<p>8 &#8211; Savannah &#8211; talk to dino at entrance to factory. Walk on metal paths inside factory or just slog across the muck to find entrance to machine room at rear near far left. Enter &amp; pull levers to get the same sequence of musical notes as previously done at Waterfall City. You will head downwards &amp; get a scroll. Exit factory. Fly to Treetown</p>
<p>9 &#8211; Treetown &#8211; To save time wander around &amp; find Fireweed (near canal &#8211; approx. center). Then find moss on tree &#8211; it has a yellow cloud of bees on it. Go to next tree (in front) and click on sap collecting cup &#8211; sap pours out &amp; cloud of bees moves from moss to cup. Now get moss. Climb ladder into tree and wander around (to the right) to find big dino. Talk to him &amp; show him all pictures. He has a cough &amp; sore throat. In front of him is a flask. Click on moss then on flask (now you can pick it up). Then click fireweed on flask &#8211; cough &amp; sore throat medicine. Clicking the potion on the big dino then didn&#8217;t work for me but clicking it on my dino friend did (weird!!!). The big dino will give you a prism. (Note: to find out about the description &amp; use of important items like the prism click them on your little dino friend). Exit &amp; fly to Alpine.</p>
<p>10 &#8211; Alpine &#8211; It is not necessary but you can go to the nearby hut and trade any unimportant item for a pick. Climb the mountain but take care to cross the mountain slides by the ice bridges. Enter monastery and talk to monk. He will give you a red sunstone. Exit and for fun slide down the mountain. Fly to desert.</p>
<p>11 &#8211; Desert &#8211; Talk to old dino at oasis or far NW of desert where there are buildings. He wants you to find another dino &amp; bring him home. Go to far NE to find him and then he will follw you back NW. Enter building, climb ladder, go E, descend ladder to another beach. Examine sundial. Put prism on central column of stones. Now click scroll on you to read it &amp; arrange central stones of sundial according to the scroll. Click also on SW and SE outer stones to light them. Decipher wording on scroll &#8216;give your time to another&#8217;. Give timepiece from trunk to old dino and suudenly a hole appears in the sundial. Descend ladder and enter submarine.</p>
<p>12 &#8211; Sub &#8211; remove old used sunstone and replace with new one from monk. Click on levers to right of sub &#8211; cutscene. Interface changes to arcade sequence now. Hold mouse button down and drag to descend in sub. Go to left of screen and follow underwater passages continuously to the W across several screens as far as possible. May need to move fish, sharks &amp; jellyfish with lever to far left (electricity) or next lever (smoke). Then ascend in sub (don&#8217;t ever exit as you will find yourself back at sundial and will need to repeat sub sequence again) until you reach surface &amp; a new temple. Move sub near open doorway &amp; click on doorway. Cutscene follows with sister &amp; dino&#8217;s nephew in World Beneath. Then you click on one of two choices to return to the normal world or stay in Dinotopia. The latter seems the obvious choice leading to a final cutscene.</p>
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		<item>
		<title>Ecstatica Walkthrough</title>
		<link>http://www.gamexperts.com/pc/ecstatica-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/ecstatica-walkthrough.php#comments</comments>
		<pubDate>Sun, 12 Aug 2001 01:13:33 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[Ecstatica]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=275</guid>
		<description><![CDATA[Tip.
* Don&#8217;t try to kill the warewolf. You can&#8217;t
* Save often since various creatures tend to sneak up on you and kill you in one sec.
START.
Enter the shop and back out as soon as the warewolf has spotted you. When outside let him hit you once (that enables you to run) then run into the [...]]]></description>
			<content:encoded><![CDATA[<p>Tip.<br />
* Don&#8217;t try to kill the warewolf. You can&#8217;t<br />
* Save often since various creatures tend to sneak up on you and kill you in one sec.</p>
<p><strong>START.</strong><br />
Enter the shop and back out as soon as the warewolf has spotted you. When outside let him hit you once (that enables you to run) then run into the ally behind the shop. Turn left (where else) and run until you see a door to the left. Enter and pick up the sword NOT THE ARMOUR! Kill the piggys (or the red dragon) and get out of there.</p>
<p><strong>MAKE POTION.</strong><br />
Now get back to the church and pick up the little woodo doll lyin under the dead priest. Walk out of the church and turn left, run into the other alley. There in the corner you will find a closed door. Open it and kill the bear inside, then run up the stairs two floors. There you will find a fromula, read it then put the doll into the cooking pot.</p>
<p>Go down one floor and read the book. Then pick up the teddy and run to the stable (where the little girl is seen in the beginning). Give her the teddy and follow her to the church. Pick up the bible and follow her down the stairs. When you have been down the dungeons.</p>
<p>Now go back to the second alley, don&#8217;t enter the door but turn right and go into the garden. Turn right at the cross and run up to the monestary. Knock on the door, when the door is open go back and pick up the flower. Put it in the pot aswell. Now go back to the first alley (behind the shop) there there is a closed door, open it and enter. Rescue the man.</p>
<p><strong>SHOP.</strong><br />
Listen to the man then walk towards the door, the warewolf will kick it down, to avoid being killed jump into the barrel! When he has left go to the shelf and pick up the thingy there (only one is needed). Put it inte pot!</p>
<p><strong>POTION IS READY.</strong><br />
Drink the potion then go to the church down the stairs and enter the hole. Walk along until you get big again. Then just run up the stairs take the scared knights sword and go out the door.</p>
<p>Now go back to the cross and go right this time. Kill the minotaur (if you haven&#8217;t alredy) and keep on walking. When you get to the lake walk to the flat stone and wait&#8230;..</p>
<p><strong>BECOME A KNIGHT.</strong><br />
Turn back the same way you came and run straight on to the castle, Talk to the old man. Enter the tower and run up the stairs, read the book.</p>
<p><strong>DOWN IN THE TOWER.</strong><br />
Walk down the stairs ALL the way down. Sneak by the guard and walk on, kill the two ghost fighters. Walk along to the stairs leading down. Take the stairs to the LEFT on the screen. This part of the game is really tricky. Save the game here befor you go down the stairs. When you go down the stairs there are two traps on the way down and to avoid them I simply walked backwards at the first and truned around at the second facing forward again. Got it?</p>
<p><strong>PASSED THE STAIRS.</strong><br />
Down here you simply cant die so try everything. But there are a few things you should do</p>
<p>1. Talk to the king. (skeletton in trone)<br />
2. Get the magic book (at the entrance to the demon)<br />
3. Get the arour (in one of the mummy coffins)</p>
<p>when this is done get out of here, now run to the stone henge.</p>
<p><strong>STONE HENGE.</strong><br />
Leave the book here and run back to the monestary. There you should take the holy relic and run out thru the underground paths. Go back to the stone henge put down your sword and pick up the magic book. Place your self in the middle and pray <img src='http://www.gamexperts.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> .</p>
<p>Now you&#8217;ve got a real powerful relic to beat up the demon with.</p>
<p><strong>FINAL FIGHT.</strong><br />
Go down the tower and enter the room with the demon (where you got the magic book). Now go down the stairs and talk with the demon by the table. Then when he&#8217;s finished you could either:</p>
<p>A. Give him the relic. Happy ending for you<br />
B. Kill him. Happy ending for all&#8230;</p>
<p>by Sven (Svena@Oslonett.no)</p>
]]></content:encoded>
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		<item>
		<title>Grim Fandango Walkthrough</title>
		<link>http://www.gamexperts.com/pc/grim-fandango-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/grim-fandango-walkthrough.php#comments</comments>
		<pubDate>Mon, 02 Jul 2001 16:26:31 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[grim fandango]]></category>
		<category><![CDATA[point and click]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=97</guid>
		<description><![CDATA[GRIM FANDANGO &#8211; Walkthru (version 1.0)
Written by Tim Wuyts (January 7th-21st, 1999)           E-mail: tim.wuyts@planetinternet.be
The author is also the webmaster of The Cheat Empire:
http://home.planetinternet.be/~twuyts
Where you can always find the latest cheats &#38; walkthroughs for PC Games.
For the LATEST VERSION of this Guide, check his website!
-
[TABLE OF [...]]]></description>
			<content:encoded><![CDATA[<p>GRIM FANDANGO &#8211; Walkthru (version 1.0)</p>
<p>Written by Tim Wuyts (January 7th-21st, 1999)           E-mail: tim.wuyts@planetinternet.be</p>
<p>The author is also the webmaster of The Cheat Empire:</p>
<p>http://home.planetinternet.be/~twuyts</p>
<p>Where you can always find the latest cheats &amp; walkthroughs for PC Games.<br />
For the LATEST VERSION of this Guide, check his website!</p>
<p>-</p>
<p>[TABLE OF CONTENTS]</p>
<p>* Introduction<br />
* Year One<br />
- The Poisoning<br />
- So you need a saint?<br />
- Viva la revolution<br />
- R.I.P.<br />
- Need some springs?<br />
- Rubacava? Where?<br />
- Hot, hot, hot<br />
- Rubacava<br />
* Year Two<br />
- Meche? Is that you?<br />
- Let&#8217;s join the union<br />
- Seabees to the rescue &#8230; or is it the other way around?<br />
- Naranja &#8230; dead?<br />
- Glottis&#8217; gambling addiction<br />
* Year Three<br />
- Rippin&#8217;<br />
- Blup Blup<br />
- The Pearl<br />
- The Edge of the World<br />
- How do we get out of here?<br />
- Manny to the rescue<br />
- Crunchy<br />
* Year Four<br />
- The Bonewagon is dominoed<br />
- Getting a disguise<br />
- Getting my own sprouter<br />
- The confrontation<br />
- Let&#8217;s go to the playground<br />
- Perfecting your gardening skills<br />
* Version Information<br />
* Legal Information</p>
<p>-</p>
<p><strong>Introduction</strong><br />
============</p>
<p>This is a no-nonsense walkthrough, which means that, if you follow it strictly you won&#8217;t encounter<br />
any troubles, playing it from the beginning to the end without any interruption.  However, I<br />
suggest you try it on your own first, it&#8217;s much more fun (trust me on this one).</p>
<p>Whenever I got really stuck myself, I used the walkthrough of Jeff &#8220;CJayC&#8221; Veasey (Grim Fandango,<br />
FAQ/Walkthrough Version 1.7) Copyright 1998. I usually replayed these sections and adapted my<br />
walkthrough in a way that Manny has to walk the least distance possible.  Therefore, I tend to do<br />
certain things before they are needed, hence saving time.  The best to way to use it, is by looking<br />
at it one year at a time.</p>
<p><strong>Year One</strong><br />
========</p>
<p><strong>The Poisoning</strong><br />
&#8212;&#8212;&#8212;&#8212;-<br />
1. Get the message in Manny&#8217;s Office<br />
2. Go to the other side of the room (with the books on the table) and take the playing cards<br />
3. Head down to the garage (elevator on the left)</p>
<p>You see the last car leave for the poisoning.</p>
<p>4. Head to the back of the garage, knock on the door and meet Glottis.  Say:<br />
&#8220;Hey, you a driver?&#8221;<br />
&#8220;I&#8217;m Calavera.&#8221;<br />
&#8220;Looks like I need a new driver.&#8221;<br />
&#8220;You want to be my replacement driver?&#8221;<br />
&#8220;Come on, Glottis.&#8221;<br />
&#8220;You&#8217;re not too big.  The cars are just to small.&#8221;<br />
5. Glottis will give you a work order which has to be signed. Go to Eva (the secretary) and use the<br />
workorder on her.<br />
(Your boss won&#8217;t sign it)<br />
6. Go outside (elevator in front) and go to the clown at the festival. Talk to him and say:<br />
&#8220;Practing What?&#8221;<br />
&#8220;Twist me up one of them, eh fella?&#8221;<br />
&#8220;Bet ya can&#8217;t do a cat.&#8221;<br />
&#8220;A dead worm&#8221;<br />
7. Talk to him again and say:<br />
&#8220;My kid wants another balloon animal&#8221;<br />
&#8220;Do you have any more dead worms back there?&#8221;<br />
8. Talk to him again and say:<br />
&#8220;My kid wants another balloon animal&#8221;<br />
&#8220;A cat.&#8221;<br />
9. Now take a piece of bread from the stand in the middle.<br />
10. On your way back, you can see an alley to the left, go in it<br />
11. Go to the back of the alley and you&#8217;ll see a bunch of ties tied together. Climb up them.<br />
12. Go into Don&#8217;s Office and use his computer. Change the computer intercom reply to:<br />
&#8220;Ah, cripes Eva! Just sign it yourself, will ya? I&#8217;m busy!&#8221;<br />
13. Go back to Eva and use the workorder on her.</p>
<p>To the land of the living</p>
<p>14. Use your scythe on the package</p>
<p>I bet you didn&#8217;t want to have this low life as a customer, huh?</p>
<p><strong>So you need a saint?</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Use the red hose with one of the deflated balloons<br />
2. Use the blue hose with the other deflated balloon<br />
3. Go to the room opposite of the packaging room, a demon will come out complaining about the tube<br />
delivery system<br />
4. Go up to Eva and use the playing cards with the stapler<br />
5. Go to your office and use the 2 balloons which are filled with chemicals with your tube system</p>
<p>The tube system will break down</p>
<p>6. Go back to the communications room and take the fire extinguisher next to the door<br />
7. Turn the deadbolt so the lock will block the door when they try to close it<br />
8. Talk to the demon and say:<br />
&#8220;Who would do a terrible thing like this?&#8221;<br />
&#8220;Well, I gotta split&#8221;<br />
9. Leave the communications room and head back in<br />
10. Use the perforated playing card on the red tube (Domino&#8217;s tube)</p>
<p>You have your saint now and you&#8217;ll pick her up with Glottis&#8217; new matchbox improved car.</p>
<p>11. There is something wrong with the record of this little angel, say:<br />
&#8220;Excuse me, but I have to go straighten this mess out&#8221;<br />
12. Go to the Don Corpal&#8217;s office (your boss)</p>
<p>Oops</p>
<p><strong>Viva la revolution</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
1. In Glottis&#8217; office say:<br />
&#8220;I&#8217;m thinking about getting out and getting even.  That&#8217;s it.&#8221;<br />
&#8220;The DOD runs a crooked game, and I intend to prove it.&#8221;<br />
&#8220;I&#8217;m gonna blow the lid off this place.&#8221;<br />
2. In LSA headquarters say:<br />
&#8220;Okay, I&#8217;m in.  What do I have to do?&#8221;<br />
&#8220;You want me to be your messenger?&#8221;<br />
&#8220;If I grab some pigeons from the roof, will you let me go?&#8221;<br />
&#8220;I&#8217;m off&#8221;<br />
3. Climb up the ties in the alley<br />
4. Go around the corner, open the window to Domino&#8217;s office and get inside<br />
5. Open his desk drawer and take the green coral<br />
6. Go to the punching bag and hit it a few times until the mouthpiece falls off<br />
7. Go back to the ledge look at the OTHER end of the tie rope and pull it up<br />
8. Use the coral with this end of the rope<br />
9. Swing the rope to the other side and use it to head up the roof<br />
10. To scare away the killer pigeons, use the balloon of the cat in the dish<br />
11. Now use the bread on the dish too<br />
12. Take the eggs and go back down<br />
13. Go into the garage (open gate in the alley)<br />
14. Go to Glottis&#8217; office and use the mouthpiece with the Fill-A-Dent machine<br />
15. Use the mouthpiece on yourself<br />
16. Use the blue eye in the alley to get back in LSA headquarters<br />
14. Give the eggs to Salvador<br />
15. Give the mouthpiece with your dental impression to Eva</p>
<p>You&#8217;re on your way out of this hellhole</p>
<p><strong>R.I.P.</strong><br />
&#8212;&#8212;<br />
1. Walk to the other screen and talk to Glottis (he will rip his heart out and toss it away, oops)<br />
2. Go to the place where Glottis threw his heart<br />
3. Pick up one of the bones in the pile on the right hand side of the web<br />
4. Throw the bone in the web and use your scythe on it<br />
5. Go back to Glottis, pick up the heart and put it back in</p>
<p>Hmmm, Glottis is happy &#8230; I&#8217;m happy.</p>
<p><strong>Need some springs?</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
1. Drive to the right to the strange machine<br />
2. Use the wheelbarrow and use it to synchronize the pumps on each side of the tree marrow<br />
extractor.<br />
(You have to synchronize the pumps on the right side and the pumps on the left side in a different<br />
rythm so the tree<br />
starts rocking back and forth)<br />
3. Now shut down the machine by pulling the lever, Glottis will climb up the machine<br />
4. Turn the machine back on when Glottis is on top</p>
<p>Let&#8217;s flyyyyyyyyyy (don&#8217;t want to be Glottis though)</p>
<p><strong>Rubacava? Where?</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
1. Get out of the bonewagon pick up the road sign and go to the screen in the NW<br />
2. Go to the middle of the screen and put the road sign into the ground.  Watch to where it&#8217;s<br />
pointing, pick it up, go in<br />
that direction and put in back into the ground.  Repeat this until the secret cave opens.<br />
3. Get the key<br />
4. Head back to the Bonewagon and drive to the N</p>
<p><strong>Hot, hot, hot</strong><br />
&#8212;&#8212;&#8212;&#8212;-<br />
1. Open the door and go to the dam (if you get chased out, just go back)<br />
2. Pick up at least 3 bones near the green thing at the beginning of the dam<br />
3. Go to the left and down the path<br />
4. You are now under an overhead rock on which the beavers will sit<br />
5. Throw the bone into the tar pit<br />
6. Get your fire extinguisher and use it just before the beaver jumps<br />
7. Repeat these 2 steps until all 3 beavers are extinguished (if you miss, go get some more bones)<br />
8. Go back to the Bonecar and open the padlock with the key</p>
<p>I wish Glottis would increase his speed (would be cool)</p>
<p><strong>Rubacava</strong><br />
&#8212;&#8212;&#8211;<br />
1. Go up the stairs and enter the cafeteria<br />
2. Talk to Celso and say:<br />
&#8220;What are you doing here?&#8221;<br />
&#8220;You must love her very much, Celso&#8221;<br />
&#8220;How do you know your wife hasn&#8217;t gone ahead of you?&#8221;<br />
&#8220;I&#8217;ll help you find your wife.  What did she look like?&#8221;<br />
&#8220;Well, I&#8217;d better go see how my other clients are doing&#8230;&#8221;<br />
3. After you get the photo, go down the stairs (once, do not take the stairs to Glottis) and walk<br />
into the fog</p>
<p>Let&#8217;s go swimming in the water, let&#8217;s go swimming in the &#8230; eeuh sea.</p>
<p>4. Head down to Glottis and talk to Captain Velasco:<br />
&#8220;Well, don&#8217;t let me interrupt your car talk&#8221;<br />
5. Use the photograph you got from Celso on the captain and say:<br />
&#8220;How do you know she sailed out of here?  I don&#8217;t believe it!&#8221;<br />
&#8220;Well, don&#8217;t let me interrupt your car talk&#8221;<br />
6. Head back to Celso and show him the port log</p>
<p>Aaah, a succesfull businessman, what more could you wish for?</p>
<p><strong>Year Two</strong><br />
========</p>
<p><strong>Meche? Is that you?</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
1. Walk into the room and to the right of the green screen.<br />
2. Pick up the letter of Salvador<br />
3. Head downstairs and walk outside<br />
(if you are interrupted by Lupe just say &#8220;Okay, back to work&#8221;)</p>
<p>Meche isn&#8217;t quite what she used to be huh!</p>
<p>4. Talk to captain Valesco:<br />
&#8220;Alright, I&#8217;m ready to sail!&#8221;<br />
&#8220;I&#8217;ll work!&#8221;<br />
&#8220;Okay, if I get Glottis some tools, can we board?&#8221;<br />
&#8220;Who&#8217;s the one guy who hasn&#8217;t boarded yet?&#8221;<br />
&#8220;What if Naranja doesn&#8217;t show up?  I can fill his spot, right?&#8221;<br />
&#8220;So let me get this straight&#8230;&#8221;<br />
&#8220;I&#8217;d better go finish packing&#8221;</p>
<p><strong>Let&#8217;s join the union</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Walk to the right and at the crossroads head N<br />
2. Enter the blue casket<br />
3. Walk to the back and meet Lola and Olivia</p>
<p>Who says that lawyers weren&#8217;t dirty little scumbags (hehe)</p>
<p>4. End the conversation with Olivia by saying:<br />
&#8220;Well, catch ya later, hep chick&#8221;<br />
5. Go one screen back and use Salvador&#8217;s letters on the 3 guys sitting in the right bottom corner<br />
6. Look at the book on the table and take it<br />
7. Head outside and go to the right, use the book on the bees</p>
<p>Communism prevails, mmm the afterlife is strange</p>
<p>8. Head outside and take the elevator to the right<br />
9. Head up the stairs and enter the Calavera Cafe<br />
10. Go down and pick up the gold flake liqueur behind the bar<br />
11. Enter the roulette room and sit down with Charlie, say:<br />
&#8220;Right. So what are you doing in it?&#8221;<br />
&#8220;How did you print fake betting stubs?&#8221;<br />
&#8220;What else can you counterfeit?&#8221;<br />
&#8220;Can you make reasonable union cards?&#8221;<br />
12. You now have the ticket printer and VIP pass<br />
13. Go to Glottis and use the VIP card on him<br />
14. Go to the cat track (to the room with the large cat) and enter the litter box room (to the<br />
left)<br />
15. Pick up the can opener<br />
16. Head up the stairs and then take the stairs to the right of the main stairs<br />
17. Take the elevator to the VIP lounge<br />
19. First head to the right and head for Nick sitting at the table, say:<br />
&#8220;Nick, I need a lawyer.&#8221;<br />
&#8220;Friend of mine is in the slammer.&#8221;<br />
&#8220;An excellent lawyer.&#8221;<br />
&#8220;The very best is good enough for me.&#8221;<br />
&#8220;You are, Nick.&#8221;<br />
20. Talk to Nick again:<br />
&#8220;Virago, I REALLY need a lawyer.&#8221;<br />
&#8220;I could tell Max about you and Olivia.&#8221;<br />
21. He&#8217;ll leave, now take his cigarette holder<br />
22. Go to the kitchen of the VIP room and take the Turkey baster (bottom left)<br />
23. Wait until the waiter comes in and enters the pantry.<br />
24. Close the pantry doors and use your scythe on them</p>
<p>Glottis will empty the barrel of wine</p>
<p>25. Walk up the ladder and open the barrel with the can opener<br />
26. Get in the barrel</p>
<p>27. Use the forklift and drive into the elevator<br />
28. Turn the forklift around and place it in front of one the holes at the bottom of the gate<br />
29. Get off the forklift and push the elevator button. Get back on the forklift<br />
30. You&#8217;ll pass a dark spot in the wall, once you see it drive forward with the forklift, blocking<br />
the elevator<br />
31. Get off the forklift, walk to the other side and use the lever, thus opening the gate<br />
32. Walk through the hallway and get the briefcase</p>
<p>Charlie will give you your Union Card but not as you thought he would</p>
<p><strong>Seabees to the rescue &#8230; or is it the other way around?</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Go down and head up the main stairs, take the green stairs up to Carla<br />
2. Use the cigarette box on her, say:<br />
&#8220;I don&#8217;t know.  I found it under your desk.&#8221;<br />
&#8220;Yes&#8221;<br />
3. You now have a key to the lighthouse. Head back up to Carla<br />
4. Drink the gold falke liqueur and pass through the metal detector<br />
5. After a thorough search you find yourself alone with Carla, say:<br />
&#8220;Hey, Carla, that&#8217;s an awfully nice metal detector you have.&#8221;<br />
&#8220;Yes&#8221;<br />
6. Head back down to the litter box room (where you got the can opener)<br />
7. Walk near the end of the &#8220;spring-board&#8221; and use your scythe on the litter box, you now have a<br />
metal detector<br />
8. Head back to the blue casket<br />
9. Use the turkey baster on the dirty dishwater<br />
10. Head for the lighthouse (go outside the blue casket to the left and go past the bees)<br />
11. Use the key on the lighthouse door</p>
<p>Lola is sprouted, isn&#8217;t it a shame?</p>
<p>12. Head to Calavera cafe (up in the elevator &#8230;) and give the card that Lola left behind to Lupe<br />
(coats)<br />
13. She&#8217;ll give you a jacket, search it and you&#8217;ll find a piece of paper<br />
10. Head to Toto&#8217;s Tattoo shop (follow the rail in front of the cat race track)<br />
11. Go to the back open the fridge and then open a compartment of the fridge<br />
12. Now go to Naranja&#8217;s bottle and use the Turkey baster filled with dirty dishwater on it (you&#8217;ll<br />
have to be quick)<br />
13. After Naranja passes out, search him, you get his dog tags.<br />
14. Give Toto the piece of paper you found in Lola&#8217;s jacket<br />
15. Go to the photo finish boot of the cat track and use the ticket printer<br />
16. Make a ticket with the following digits: Week 02, Tuesday, Race 06<br />
17. Use the ticket on the photo finish boot, you now have the photograph of Nick kissing Olivia<br />
18. Go to the VIP room and show the photograph to Nick</p>
<p>mmm, Manny has more guts than I thought</p>
<p><strong>Naranja &#8230; dead?</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
(This part is merely a formality if you exactly followed my walkthrough, you&#8217;ve done most parts<br />
already)<br />
1. You&#8217;ll be standing in front of the morgue, enter it<br />
2. Use Naranja&#8217;s dog tags on one of the corpses<br />
3. Give the metal detector to Membrillo<br />
4. Naranja is now officially dead</p>
<p><strong>Glottis&#8217; gambling addiction</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
(You can do this earlier on in the game also, but if you see the cutscene, playing it in this order<br />
makes more sense)<br />
1. Go to Calavera Cafe, to your office<br />
2. Use your desk, you&#8217;ll open up the roulette control panel<br />
3. Make sure the red light is burning on the right side (=Bogan&#8217;s table)<br />
4. Make sure that you select an other number than 2 (=Bogan&#8217;s lucky number)</p>
<p>Bogan will now close the cafe and Glottis will be kicked out of the cat track (BTW Nice<br />
boat huh!)</p>
<p><strong>Year Three</strong><br />
==========</p>
<p><strong>Rippin&#8217;</strong><br />
&#8212;&#8212;-<br />
(You have to rip the ship in half by using the anchors)<br />
1. Raise the anchor to the right (press right red button)<br />
2. Use the controls and push to the right (you&#8217;ll go to the left)<br />
3. Lower the anchor to the right and raise it again (the other anchor will be pulled up too)<br />
4. Use your scythe on the anchor, lifting it onto the porthole<br />
5. Raise the anchor on the left (the ship will be shredded in half)<br />
6. Use the controls and push back</p>
<p>I still wonder how Titanic could sink so fast</p>
<p><strong>Blup Blup</strong><br />
&#8212;&#8212;&#8212;<br />
1. Walk to the edge of the light and press the use button if Chepito walks by, say:<br />
&#8220;Well, I don&#8217;t wanna break your stride there&#8221;<br />
2. Now press the use button again and you&#8217;ll grab his light<br />
3. Turn towards Glottis, he is able to control this &#8220;flashlight&#8221;</p>
<p>Did you ever eat squid? I promise you won&#8217;t eat this one!</p>
<p><strong>The Pearl</strong><br />
&#8212;&#8212;&#8212;<br />
4. Now walk to the other side of the ridge (to the right/up)<br />
5. Walk counterclockwise around the rock with the red sticky things on it</p>
<p>I know it&#8217;s cruel but at least we have some free transportation</p>
<p><strong>The Edge of the World</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
1. Walk to the elevator, once up go to the right and keep on walking until you meet Meche</p>
<p>Haaaa, finally &#8230; Meche &#8230; and Domino (D&#8217;oh) (snif snif, Glottis gets wacked too)</p>
<p>2. Talk to the kids in the cage and say:<br />
&#8220;Why do you want to bite me?&#8221;<br />
&#8220;What are you two doing in this cage?&#8221;<br />
&#8220;Listen, children, I&#8217;m here to help.&#8221;<br />
&#8220;I&#8217;m here to help you get out of this cage.&#8221;<br />
&#8220;My hand are not to big to make light bulbs.&#8221;<br />
&#8220;I just don&#8217;t have any of those little, tiny tools, that&#8217;s all.&#8221;<br />
&#8220;Okay, back to work.&#8221;<br />
3. Pick up the tiny hammer one of the kids threw at you<br />
4. Go back to Meche&#8217;s office and use the ashtray right before she ashes her cigarette</p>
<p>Wow, it&#8217;s getting spicy</p>
<p>5. Pick up the silk stockings out of the trash can<br />
6. Go back to the elevator<br />
7. Walk to the left (at the bottom) and walk up to Chepito<br />
8. Give the hammer to Chepito and you&#8217;ll get the Bust-All<br />
9. Use the stockings on him and he&#8217;ll give you your own sprout gun</p>
<p><strong>How do we get out of here?</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Walk back to the elevator (don&#8217;t use it) and walk to the right<br />
2. Pull the handle to make the conveyor belt go down<br />
3. Climb onto the conveyor belt and walk up (I wonder how he does that)<br />
4. Get into the crane and move it to the other side of the island<br />
5. Drop the chain (push down) and get out of the crane<br />
6. Walk down to the beach and use the Bust All on the claw (you&#8217;re even more destructive than<br />
Rambo)<br />
7. Get back into the crane and lower the chain again<br />
8. Now that it is stuck, raise the chain<br />
9. Move the crane back to the other side of the island and lower the chain<br />
10. Get out of the crane and go down on the conveyor belt &#8230; hop off when you reach the lever<br />
11. Pull the lever to change the direction of the conveyor belt and do it again<br />
12. Go back up to the crane and raise the chain</p>
<p>I like this scene (guess why)</p>
<p>13. Go back to Meche&#8217;s office (you know the way)<br />
14. Use the gun on her</p>
<p>Mmm, what&#8217;s the lesson we learned here: &#8220;Never give a gun to a woman!&#8221;</p>
<p><strong>Manny to the rescue</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
1. Go to the vault door (between Meche&#8217;s office and the elevator)<br />
2. Use the Bust All on the door, now you can see the tumblers of the door<br />
3. Use the weel to rotate the tumblers (the flat side of the tumblers have to point to the right<br />
side)<br />
4. Use your scythe on the tumblers<br />
5. Pull the door handle<br />
6. Close the door<br />
7. Use your scythe on the electric wiring above the door<br />
8. Pick up the axe in this room and drag it to the secret room<br />
9. Drop it somewhere and use your scythe with the sprinklers<br />
10. Turn the weel of the pipe on the right (look at the tile where the last water disappears)<br />
11. Pick up the axe and drop it on that tile</p>
<p>Romance at last &#8230; Why does Domino always have to ruin everything</p>
<p><strong>Crunchy</strong><br />
&#8212;&#8212;-<br />
1. Use your scythe on the octopus&#8217; eye</p>
<p>Don&#8217;t watch this, it&#8217;s ugly</p>
<p><strong>Year Four</strong><br />
=========</p>
<p><strong>What&#8217;s wrong with Glottis?</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Go down and open the coffin (damn it&#8217;s that pesky little Bruno), you will get the mug you gave<br />
him before &#8230;<br />
2. Head back up</p>
<p>Aaah, sweet justice &#8230;</p>
<p>3. Leave (you&#8217;ll first get a note from the Gate dude)<br />
4. Enter the room under the track (where the cable is coming out of)<br />
5. Talk to Glottis (snif), say:<br />
&#8220;What can I get you?  Will anything help?&#8221;<br />
&#8220;Can&#8217;t we make a new hot rod?&#8221;<br />
6. Go down to the kitchen<br />
7. Use your mug on the golden cup rack<br />
8. Open the drawer under the rack and pick up a rag<br />
9. Head out of the kitchen and use the rag on the oil barrels next to it<br />
10. Go back into the kitchen and use the rag on the toaster &#8230; let the magic begin</p>
<p>Glottis &#8230; is ALIVE!</p>
<p><strong>The Bonewagon is dominoed</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
(This must have been Domino&#8217;s idea)<br />
1. Follow the track to Toto&#8217;s tattoo shop<br />
2. Once inside use the medicine cabinet (behind the tattoo books on the right)<br />
3. Head to the docks (back to the bonewagon, bottom left and then to the right) and Valesco will<br />
talk to you<br />
4. Pick up his ship-in-a-bottle<br />
5. Go to the blue casket (left and up) and enter the kitchen<br />
6. Use the bottle on the keg<br />
7. Go back to the bonewagon and use the bottle on Glottis (he still likes to drink)<br />
8. Talk to him, he&#8217;ll puke warm gelatine on the dominos<br />
9. Use the liquid nitrogen you got from Toto on the gelatine to freeze it<br />
10. Head to the back of the bonawagon and use the dynamite</p>
<p>Back to where we started four years ago</p>
<p><strong>Getting a disguise</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
1. Use the sprouted body of the soldier to get his arm<br />
2. Use the trash can to pick up the photo<br />
3. Use the note you got from Hector on the pigeon, then show it the photo</p>
<p>Bowlsley gets the message and heads out of Hector&#8217;s tower</p>
<p>4. Talk to Meche and head out of the headquarters yourself<br />
5. Once you arrive at the bonewagon you&#8217;ll take the remote from Glottis<br />
6. Head up the ladder to the right and then use the ladder in the back<br />
7. Pick up the pot of coffee<br />
8. Use the ladder behind the Thunderboys<br />
9. Use the coffee pot on the Thunderboys<br />
10. Go down, put the coffee pot back and enter the door to the right<br />
11. Head back up the ladder and use the arm on the grinder<br />
12. Get the grinder</p>
<p>(You can&#8217;t do 11 and 12 earlier, if you do it after step 9 the games starts acting up, crashing,<br />
the inventory acts strange, &#8230;  So don&#8217;t do it!)</p>
<p>13. Go down (2x) and enter the casino (staircase to the right)<br />
14. Go down to the casino area and talk to the guy in the trench coat (2x)<br />
15. Talk to Meche (2x)<br />
16. Put the sheet over Charlie&#8217;s head and talk to the guy in the trench coat<br />
17. Enter the bathroom</p>
<p><strong>Getting my own sprouter</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Go back to the bonewagon and enter the tunnel to the right<br />
2. Use the grinder with the arm in it (use it a few times) in this room, leaving a trail right up<br />
to the tunnel to the right<br />
3. Use the remote so that the bonewagon raises itself<br />
4. Drive forward and let Manny get out of the bonewagon onto the ledge<br />
5. Run down the ledge and climb down the stairs (make sure you got the remote in your hand)<br />
6. Use the remote (the alligator is now stuck)<br />
7. Enter the florist<br />
8. Use your scythe on the ball of tape above the door<br />
9. Enter the florist again (you&#8217;ll get a gun and a bottle of Sproutella)</p>
<p><strong>The confrontation</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Go back to the casino and talk to the Pink demon (watch the keno board above your head and keep<br />
the last number that<br />
appears in mind)<br />
2. The answer to the question is the last number that appeared on the keno board<br />
3. Talk to Celso and his lady, say:<br />
&#8220;Actually, I work for Hector.  He sent me to answer your questions.&#8221;<br />
&#8220;The real question is, don&#8217;t you feel that you are worth it.&#8221;<br />
&#8220;What exactly are you saving your money for?  A rainy day?&#8221;<br />
&#8220;Well, enough about you guys, let me tell you about my problems.&#8221;<br />
&#8220;I just got back from the worst vacation I&#8217;ve ever had!&#8221;</p>
<p>Manny is a though boy, isn&#8217;t he?</p>
<p><strong>Let&#8217;s go to the playground</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Head to the other end of the ledge, you&#8217;ll end up on the roof<br />
2. Walk over to the bottom of the screen (where the hand of the neon lady is) and hop onto the<br />
border<br />
3. Use the grinder on the cracked gothic statue and then use the Sproutella on it<br />
4. Climb up the ladder</p>
<p>Let&#8217;s slllllllllllide (BTW isn&#8217;t Olivia a bitch)</p>
<p><strong>Perfecting your gardening skills</strong><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
1. Go to the Greenhouse and enter it</p>
<p>Is our hero going to die?</p>
<p>2. Use the liquide nitrogen<br />
3. Head down to the car and talk to Salvador&#8217;s head in the backseat<br />
4. Open the suitcase and a ticket will fly over to Salvador<br />
5. Pick up the ticket and go behind greenhouse<br />
6. Walk around a bit, the ticket will fall on the ground and you&#8217;ll find Salvador&#8217;s body</p>
<p>Manny would make a great gardener</p>
<p>7. Search the body, you&#8217;ll get a key<br />
8. Go back to the car and open the trunk with the key, you now have the gun<br />
9. Go to the water tower (at the bottom of the greenhouse hill)<br />
10. Shoot the gun at the water tower<br />
11. Head up to the greenhouse and open the door</p>
<p>I guess all adventures need to have a good ending, too bad Glottis can&#8217;t come to the<br />
other world</p>
<p>~~~~~~ THE END ~~~~~~</p>
<p>Version Information<br />
===================</p>
<p>Version 1.0:<br />
- First works</p>
<p>Version 1.01:<br />
- Added Version Information section<br />
- Changed Legal Information</p>
<p>Legal Information<br />
=================</p>
<p>This document is © Copyright to Tim &#8220;PhoenixT&#8221; Wuyts. If you are unsure as to whether or not you<br />
may distribute this document, contact the author (tim.wuyts@pi.be).</p>
<p>7.1 Terms of Use<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
<p>It may be printed or copied for PERSONAL, PRIVATE use only, and it may NOT be placed on a CD, typed<br />
up in a magazine, included in cheat databases or any other medium without the express permission of<br />
the author.  If any of these rules are broken, you are in direct violation of the international<br />
copyright laws.</p>
<p>7.2 Webmasters<br />
&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>You can put this guide on your website without explicit permission under the following conditions:</p>
<p>* The guide is NOT to be altered<br />
* No fee is to be charged for viewing this document<br />
* Proper credit has to be given</p>
<p>There&#8217;s one exception to this: CNET is NOT ALLOWED to post this FAQ</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;EOF&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
]]></content:encoded>
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		<item>
		<title>FireFight Walkthrough</title>
		<link>http://www.gamexperts.com/pc/firefight-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/firefight-walkthrough.php#comments</comments>
		<pubDate>Tue, 05 Jun 2001 15:16:28 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[firefight]]></category>
		<category><![CDATA[strategy]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=73</guid>
		<description><![CDATA[Level 1: Static
Secrets:
1. Fly south east direct below the trees at the start. You will find a lot of ammo.
2. Destroy the first target and then fly north west along the rocks. You will get to a kind of canyon. Enter it and you will find lots of missiles.
3. Now fly to the landing place. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Level 1: Static</strong></p>
<p>Secrets:</p>
<p>1. Fly south east direct below the trees at the start. You will find a lot of ammo.</p>
<p>2. Destroy the first target and then fly north west along the rocks. You will get to a kind of canyon. Enter it and you will find lots of missiles.</p>
<p>3. Now fly to the landing place. From there fly south east. Behind a group of palms you will find a bassin of the valley with a shield restore.</p>
<p>Tip: After you have destroyed the second target, fly to the west. Below the trees you will find some hidden shield recharges.</p>
<p><strong>Level 2: Hot Cargo</strong></p>
<p>Secret:</p>
<p>After you have unloaded the containers three times, fly back to the pipeline, beam back to the other sector and fly the way back to the starting point. You will now find a new farcaster. Use it and pick up all people in this secret area. One guy has to be bombed free in one of the power towers. Beware of the glider.</p>
<p>Tip: Shot the ventilator tower to get another three container places.</p>
<p><strong>Level 3: New Order</strong></p>
<p>Secret:</p>
<p>1. After you have completed the mission, say you have found the last three crashed guys, fly to the final landing place and then fly south and search the rocks for an entry to the secret place. You find a double shield.</p>
<p>2. The second secret place is right north form the landing place. It is just a steel plattform guarded by a naughty glider.</p>
<p>Tip: One of the temple look-alikes near to the final tower stores a shield restore.</p>
<p><strong>Level 4: Frost Bite (1 secret missing)</strong></p>
<p>Secrets:</p>
<p>1. After you have completed the mission, fly back to the second sector, a new farcaster has been installed. It will beam you to a secret place.</p>
<p><strong>Level 5: Thin Air</strong></p>
<p>Secrets:</p>
<p>1. Fly south along the rocks after you have destroyed the last target.</p>
<p>2. After you have destroyed the large ship fly west up till the end of the corridor. First you will find a ring with goodies, behind that there now is a secret niche.</p>
<p>Tip: After you have picked up the first guy, fly to the rocks next to the landing place. Some air mines will now crash into the rocks. Activate the turbo before you let your passenger get out. Fly as fast as you can to the upper right end of this sector.</p>
<p><strong>Level 6: Insurance<br />
</strong></p>
<p>1. Clear the second sector then fly back to the first sector. You will find a new farcaster that will send you to a secret place with lots of swarmer ammo.</p>
<p>2. Destroy all buildings in the last sector, fly back one sector, and now you will find one wall craked down between two towers. Besides some air mines attacking you you will find missile ammo and a shield restore.</p>
<p>3. After you have cleared both secret areas and have destroyed all buildings in all sectors, fly back to the mission end landing zone. Now fly exactely in the wrong direction, this means the arrow must be in your back. A new corridor has opend up with a large ship and lots of goodies.</p>
<p><strong>Level 7: Fire and Ice (1 secret missing)</strong></p>
<p>Secrets:</p>
<p>1. Blow up the two building complexes that look like a octopus and fly to the south. Now there is a new open area with a secret place.</p>
<p><strong>Level 8: Jump the Gun (1 secret missing)</strong></p>
<p>Secrets:</p>
<p>1. Before entering the third sector search in the west for a passage to a secret place. Lots of ammo there.</p>
<p><strong>Level 9: No Escape</strong></p>
<p>Secrets:</p>
<p>1. If you follow the escaping glider down the corridor, turn right and then turn right at the next possibility again. This is a secret place with some gliders and some ammo in it.</p>
<p>2. Right at the end of the course that the escaping glider takes there is a secret place on the right. Here you will find the &#8220;Chaos Works&#8221; power up.</p>
<p><strong>Tip:</strong></p>
<p>The escaping glider takes the same course every time. Learn it and follow him with turbo on. The best weapons here are the missiles and the swarmers. Use the missiles first.</p>
<p><strong>Level 10: Cool surface (1 secret missing)</strong></p>
<p>Secrets:</p>
<p>1. After you have beamed the second person on board, he will update your map. Fly as far as possible to the north, where there is a secret snow plateau with lots of goodies on it.</p>
<p>2. After you brought the guy with the bomb to his desired pplace, fly to the west and fly along the &#8216;gras&#8217; uo to the top untill you get to a new installed farcaster. Shoot all bubbling plants and a well armed area will open up on the bottom.</p>
<p><strong>Tip:</strong></p>
<p>After you have rescued the last guy (the one behind the air mine field) he will tell you that the bomb he is carrying has already been activated. Fly in tubo speed to the south west, land the glider and take off immedeately and fly in turbo mode to the right and land again. Now be carefull when taking off, because there is a cannon right next to the place on the left.</p>
<p><strong>Level 11: AKA Future Strike</strong></p>
<p>Secrets:</p>
<p>1. Before you use the now unlocked farcaster and fly long the rocks as far as possible to the south. He a secret place is located.</p>
<p>2. The second secret area is about north west of the farcaster with the three turrets and is guarded by some gliders.</p>
<p><strong>Level 12: Mudskipper</strong></p>
<p>Secrets:</p>
<p>1. After you have killed the second large ship fly all the way back to the south. A secret area is now accessable and you can find the Chaos Works power up here. Attention: This place is well guarded by another large ship and an air mine field.</p>
<p>2. Destroy the last target and the fly left and you will be in a battle with a black large ship. Fly into the area behind the pipeline and here is another secret place.</p>
<p>3. Collect all containers, but before returning to base fly all the way up to the north on the right side of the river. You will find a new farcaster. Use it and pick up the guy in the secret area. Fly down south in that place and bring the man to the ship. But be carefull. After he has entered the black ship, he will begin to attack you. After the fight another ammo field is available.</p>
<p><strong>Level 13: Melttown</strong></p>
<p>Secrets: (these are hardly to describe, since there are no usefull orientation points)</p>
<p>1. After you have survived the first air mine field and have picked up Lt. Stark, don&#8217;t follow the arrow now, but fly on to the north west. You will get to a turret. No fly along the brown rocks to the south west untill you reach a steel platform with three temples. Blow up these temples and now search for a forcaster, that will bring you to a secret place. (I know, quite unpractable, but how should I describe it?)</p>
<p>2. After the rescue of Dr. Welby fly along the rocks on the left.</p>
<p>3. After you have killed the very large ship, discover the whole area. In the south west you will find a secret canyon.</p>
<p><strong>Level 14: Mission X (1 secret missing)</strong></p>
<p>Secrets:</p>
<p>Well, I am not sure, if you have the time to search for the secret places, but they are packed with shield restore and energy power ups.</p>
<p>1. After you have beaten the first large ship, a farcaster will be installed two sections before that.</p>
<p>2. Perhaps you have seen the second door in the section before all the sabotage trouble begins. This one opens after you have cleared three sections of the sabotage area.</p>
<p>3. Didn&#8217;t find it, but I am quite sure that it will open up, after you have destroyed the second large ship.</p>
<p><strong>Tip:</strong></p>
<p>Well, the most important fact in this level is the loss of energy. First I lost my head an flew around like a crazy fly. But also in the sabotage sectores you first have to clear the entire sector or use the switch to go on in the game. So stay cool, there are enough power ups and shield restores placed in these sectors. Only use effective heavy weapons, because you do not have both the time and the energy for long battles.</p>
<p><strong>Level 15: Watchdog</strong></p>
<p>Secrets:</p>
<p>1. Clear the third sector anf fly to the entrance of the fourth sector. Nor turn right into the opposite direction of the arrow and fly with the arrow in your back. You will get to an air mine field. Behind that you will discover a secret area.</p>
<p>2. After you have destroyed all ground and air weapons in sector four, go back one sector, where you will find a new farcaster.</p>
<p><strong>Tip:</strong></p>
<p>Be careful: When you get the order to go on to the next sector, it does not mean that you have cleared the sector !</p>
<p>Level 16: Runaway (1 secret missing)</p>
<p>Secrets:</p>
<p>1. Guide the brabe to the end of the river, on the left side there is a secret area with some goodies.</p>
<p><strong>Level 17: One way out</strong></p>
<p>Secrets:</p>
<p>1. There is a room that closes the door behind you and you have to destroy all enemies to open the door up again. Return to this place after you have pressed the switch in the next sector.</p>
<p>2. Destroy the first large ship and shoot the walls right to the tower with the purple points on it. Fly into the new hole and you will get to an secret area. Shoot the bunkers in there.</p>
<p><strong>Tip:</strong></p>
<p>Be careful after you have found the second secret place. You will fly into an air mine field that did not exist on the way there.</p>
<p><strong>Level 18: Tool of War (1 secret missing)</strong></p>
<p>Secrets:</p>
<p>1. The first secret place is right south from the beginning, but you will have to win the first air-land-battle before it will open up.</p>
<p>Well, this is the result of my first confrontation with Fire Fight and the secrets that I found by chance. No, that&#8217;s a lie: I tried hard to find all secrets, but I didn&#8217;t manage it. If someone has found the one or the other secret that is not in my list, feel invited to send them to the DIRTY LITTLE HELPER to complete the list above.</p>
<p>Bernd Wolffgramm, editor of DLH, uzs691@uni-bonn.de</p>
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		<item>
		<title>X-Files: The Game Walkthrough</title>
		<link>http://www.gamexperts.com/pc/x-files-the-game-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/x-files-the-game-walkthrough.php#comments</comments>
		<pubDate>Mon, 04 Jun 2001 18:15:07 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[walkthrough]]></category>
		<category><![CDATA[X-Files: The Game]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=1135</guid>
		<description><![CDATA[So you just couldn&#8217;t stand it, could you? You had to know exactly how to get through it, huh? Well here, ya go. This way works. Many things can be done in different order. Good luck &#8230;Spender.
Disc One
Field Office
Meet your partner, Agent Cook. Follow him to his office and ask him questions. Go into your [...]]]></description>
			<content:encoded><![CDATA[<p>So you just couldn&#8217;t stand it, could you? You had to know exactly how to get through it, huh? Well here, ya go. This way works. Many things can be done in different order. Good luck &#8230;Spender.</p>
<p>Disc One</p>
<p>Field Office</p>
<p>Meet your partner, Agent Cook. Follow him to his office and ask him questions. Go into your office and look at your artwork. Pay special attention to your bulletin board. Sit at your desk. Your phone will ring. Answer it. Go to your bosses office. Ask Skinner and Shanks all the questions. Go out of his office. Be casual to your partner. Go to your office. Log on to your computer. Your name is Craig Willmore. Password was on bulletin board: Shiloh. Read your email. Delete it if you like. Click APB. Click send. Click quit. Practice with your cell phone by opening Mulder and Scully’s file in your inventory and dialing their cell numbers. Sure enough, they don’t answer. Open your desk drawer and get your gun, badge, and cuffs. Play with your tape dispenser. Pick up case files on your desk and go into Cook’s office. Talk to him. Click on the case files in your inventory and drag them to his face. Click again. He has to take them. Heh heh. Go out of his office. Talk to Skinner. Go into conference room and get all the cool stuff out of the cabinet thingy. Use your PDA in your inventory. Click on Everett. Click on Comity Inn. Wheeee!!!</p>
<p>Disc Two</p>
<p>Comity Inn</p>
<p>Show your badge to the girl with the ‘tude. Ask her all the questions. Go to the rooms. Look at all the stuff. Mulder’s room: sunflower seeds, Magic Bullet, case file (read), book beside Mulder’s bed (read), restaurant brochure, beverages. Scully’s room: Talk to Skinner, bible, TV, laptop. You can try some passwords, ask Skinner, but I don’t think we’ll ever know what it is. Doesn’t matter. We don’t keep it long. If you’ve thoroughly searched Mulder’s room, there is a phone icon in the top left. Drag it to Skinner’s face. Go out to the girl with tude and ask her more questions. Drag the phone to her face. Go to the car. Skinner is still in Scully’s room. Who cares. Leave him. He gets back on his own. Go to Seattle/ Field Office</p>
<p>Field Office</p>
<p>Go to your office. Bye bye laptop. Why do you set it down there? Who knows. Sit at your desk. In your PDA click your field notes icon. Get phone numbers and license number of car. Log onto your computer. Use ING to check out the numbers. Ooo. An address. Log off. Call the numbers using your cell phone. Call computer crimes using menu on phone. Oooo. Bummer. Check out your coffee mug. Play with the tape some more. Go to conference room and talk to Skinner. Use PDA to go to Dockside Warehouse.</p>
<p>Dockside Warehouse</p>
<p>Walk around to the dock in back. Get warehouse phone number. Walk back to where Skinner is waiting. Use your lockpick to open the padlock. Find blood stain on floor, bullet in post just above, Moreley butt on floor to the right, and some crates near the door. Use your evidence kit to collect stuff. What nice crates. Too bad I can&#8217;t open them. Look in the barrels. Booooooring. Go to the office where Skinner is and go upstairs. Ooo. Dark. Use your flashlight. Find the crowbar. Open one of the crates with the crowbar. Use evidence kit again. Go out the back door of the warehouse. Oooo. A boat. Go show your badge and talk to the guy. Ask all the questions. Drag the icons from the top of the screen to his face. If you don&#8217;t have all the evidence when you interview this guy, you&#8217;ll have to come back for a second interview when you do get it all. Go back and talk to Skinner. Don&#8217;t forget the icons in top left corner! You need to get him to talk about those! Go out the front door. Talk to Skinner again. Ooo. A black Sedan. Go toward the black sedan. Have your camera ready. Take a pic of the license plate. Was that an Intrigue? Go to Crime Lab.</p>
<p>Crime Lab</p>
<p>Talk to the guy. Give him the evidence you’ve collected. Go to field office.</p>
<p>Field Office</p>
<p>Log onto computer. Download photos and get license number. Run a check on the license and the phone number. Run a check on Wong. Oooo. Use PDA to forward latest field notes to Skinner and Shanks, if you like. Go talk to Skinner. He gets a call. Bye bye, Skinner. Go back to your office. Cook comes in. Talk to him. I prefer not to tell him too much or take help. Leave your office. Night, night laptop. Use PDA and go to the warehouse. Warehouse, night Go around to the back door and pick the lock. Put on your night vision goggles and watch the show.. Go look in the hatch in the floor. PDA notes to Skinner and Shanks. Go to your apartment.</p>
<p>Apartment</p>
<p>Cool stuff. When you’ve finished exploring (&#8220;F….B….I!!!&#8221;) Go to bed. Wake up. Go to warehouse. (Or to the Field Office.)</p>
<p>Disc 3 (Going to the Field office first also works, but this is a little faster.)</p>
<p>Warehouse</p>
<p>Oooo. Crime scene. Show badge. Talk to guard. Talk to coroner and male detective. Talk to female detective. Oooo. The love interest? No, this is XFiles. Cooperate with her, or the game will end abruptly. Kind of fun, though. She takes you on boat. Talk to her on boat. Look at stuff. Find yellow slicker and pills in cabinet. Talk to her about all that. Talk to Harbor Master about everything. Go to the Tarakan.</p>
<p>Terakan</p>
<p>Look at hull closely. Go on board. Go downstairs look at some crates with a symbol then find the crate with the sphere thingy in it. Go back to the deck then up one flight. Find two log books in Russian. Go outside on middle deck and look at burned hull. Top floor. Find fingerprints. Talk to Astadourian. Let her handle the log books. Call John Amis (Crime Lab) Go to Crime Lab.</p>
<p>Crime Lab</p>
<p>Drop off sphere. Talk to him. Go to Field Office</p>
<p>Field Office</p>
<p>Find Cook. Poor Cook. Look in cabinet. Bye bye laptop. Answer phone. Talk to Cook. Log on and look up Media-Tarakan. PDA mail notes to Skinner and Shanks. Go back to Tarakan Tarakan (If you&#8217;ve already looked at everything, you can go on to Coroners.) Talk to Asta. Look at burned section of hull with her. Guy comes to talk to you. Go to Coroner’s office Coroner’s office Ask all questions. Get bullet. Talk to Asta. Go to Crime Lab.</p>
<p>Crime Lab</p>
<p>Give him the new bullet. Go to apartment.</p>
<p>Disc 4</p>
<p>Apartment.</p>
<p>Log on computer. Check email. Check fingerprints that Amis sent you. Oooo. Look who it is. Log off. Knock at door. Let Cook in. Be nice. Tell him what he wants to hear. Ask him about fingerprints. Go to warehouse. Warehouse, night. Get in drivers side, then out passenger side. Look at side of truck. Gordon’s Hauling. Get back in truck. Look in sun visor then glove box. Get paper RR#1121 and 82434 Get back out the passenger door quickly. Go to apartment.</p>
<p>Apartment</p>
<p>Log on. Run checks on numbers from Harbor Master. Bummer. Go to bed. Wake up. Let Asta in. Talk to her. Watch video tape. Get 2 separate faxes and hand them to her. Talk some more. Go to the Coroner again with her. I take a shower. Coroner’s Office Ask all the questions and icon questions. Go to Charno and Gordon’s Hauling. Gordon’s Hauling Talk to Asta. Go in building. Find Shovel FIRST (don’t worry about the pliers) then the paper on the floor. Oooo. Ow. Quickly use the shovel to beat out the vent panel near the floor and escape. Talk to her. PDA mail notes to Skinner and Shanks. Go to apartment.</p>
<p>Apartment.</p>
<p>Go to bed. Get up. Go to the field office.</p>
<p>Disc 5</p>
<p>Field Office</p>
<p>Find Cook in the conference room. Talk to him, then go on the raid with him to the new warehouse. Smol&#8217;s Warehouse Kill three guys on the first floor, and two more upstairs. Go to the top floor and find the spiral stairs going up. Go down right beside them. Talk to Smol. Talk to your pard. Go to first floor and find gun and log book. Look at crates with symbol. Go back and talk to both of them about the gun and logbook. Go to Crime Lab.</p>
<p>Crime Lab</p>
<p>Poor John. Test the gun. Go back to Smol’s warehouse Smol&#8217;s Warehouse Talk to Smol about the gun again. Cook will take him away. John Amis calls. He is mad at you. Go to Apartment.</p>
<p>Apartment</p>
<p>Asta arrives. She is madder at you. Feel like Mulder yet? Talk to her. Listen to phone message. Check email. Run fingerprints. Bummer. Go to bed. Get up. Go to Sand Point.</p>
<p>Sand Point</p>
<p>DON’T MESS WITH X!!! He doesn’t play around and you will die if you don’t pay attention. He leaves. Asta shows up. Talk to her. Go to Hospital in Goldbar.</p>
<p>Disc 6</p>
<p>Hospital</p>
<p>Be nice to this slimy woman or get fired. Show your badge. Tell her Scully’s name and that Skinner is her boss. Then you can ask all the other questions. Personally, I like to shoot her. Go into the room. Scully!!!! Unfortunately, she is not overjoyed to see you. Be honest and most important, SHOW HER THE PLAM. Then ask her all the questions. Go to RR1121</p>
<p>RR 1121 Train yard.</p>
<p>Go climb telephone pole and use your binoculars to look at top of train car. Talk to Asta, then go find and explore the inside of that car. Go out of car and find homeless guy. Play his game, but if you get bored, it’s a videotape. PDA check mail, read about the bomb, then send notes to Skinner and Shanks. Go to field office.</p>
<p>Field Office</p>
<p>Put tape in and watch it. Run ING on the pic of the doctor. Connect with video conference. Go to Alaska</p>
<p>Disc 7</p>
<p>Alaska</p>
<p>Col Rauch’s house. Go inside upstairs. Look at the body. Talk to it. Nothing. Pull the little skeleton hanging from the ceiling. Go up. Mulder!!! Talk to him. He’s nicer than Scully. After he leaves, deal with the NSA guys. I just shoot them. Autumn is nicer: She was able to run You can run from the NSA guys. You get a use icon on the landing. You then get followed in the dark in the woods. Gotta run right then straight ahead twice and then hide in a tree. It’s hard. If you go with them …. well no need to read further. Go to the base.</p>
<p>Base</p>
<p>Meet up with Scully in the base. Start looking for Mulder. Shoot anyone who is not Mulder or Scully. I don’t think you can get the password for the computer. You don’t need it though for the map. Check out the map. Don’t go looking at the shelves too closely. Scully gets mean and you die. Find the room with the cattle prod. Cook will attack you. Listen to what he has to say then zap him. If you shoot him you are on your own, because I haven’t been able to win after shooting him! Zap him, repeat, zap him. Find Mulder. Oooo, Spooky!Mulder. Don’t try to talk to him. Tell Scully to run. Turn right when you can and shoot the guy. Go back to the room where you zapped Cook. Beside it is a big room with a glass freestanding room inside it. Go to the very back of the big room and find Scully. Go to the central room that has some electrical problems (zzitt zzitt room) and push the button. Go back to the room where you left Scully and push another button that powers up the glass room. Open the door at each end of the glass room. Go through the door next to the little room and find Scully again. Go either way. Shoot the guard. Get the key off his dead body. When Mulder comes at you run back to the big room and lure him through the glass room and close the door. Mulder has a bad time. Scully watches Mulder have a bad time. Sad Scully. Cook beats you up, and makes you turn the key. BIG SPOILER!!! You can’t plam him. Throw the plam to Scully.</p>
<p>YOU WIN!!!</p>
<p>by CarrieKendl@aol.com &#8211; http://inimation.com/xfilesgame/</p>
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		<item>
		<title>Magic Carpet Walkthrough</title>
		<link>http://www.gamexperts.com/pc/magic-carpet-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/magic-carpet-walkthrough.php#comments</comments>
		<pubDate>Wed, 28 Feb 2001 16:19:11 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[flying]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[magic carpet]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=117</guid>
		<description><![CDATA[Player’s Guide
Those Magnificent Men
Flying isn’t easy, but then you already know that. There isn’t any real secret to it, and a few enthusiastic words from us aren’t going to make the task in hand less painful, but a lot can be gained from practice! Levels 1-10 are specifically designed as practice levels, no matter how [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Player’s Guide</strong></p>
<p>Those Magnificent Men<br />
Flying isn’t easy, but then you already know that. There isn’t any real secret to it, and a few enthusiastic words from us aren’t going to make the task in hand less painful, but a lot can be gained from practice! Levels 1-10 are specifically designed as practice levels, no matter how difficult they seem at first. Focusing on various skills and features, these initial levels allow you to adapt to the enemies, casting spells, handling your carpet and other wizards without too much opposition, in readiness for the major onslaught facing you from level 11 onwards. Make use of the precious time. There are a few tactics you should be honing during these levels:</p>
<p><strong>1) </strong>With the mouse acting as your general ‘rudder’ it is all too easy to forget about using the keyboard for direction change as well &#8211; don’t! The left and right cursor keys are not only ideal for dodging incoming attacks, they are an excellent addition to turning ‘on a dime’. This follows the same rules as reversing in a car; to turn quickly to the left press the right cursor key and backwards simultaneously or to turn right press the left cursor key and backwards &#8211; the results are extremely advantageous.</p>
<p><strong>2) </strong>When attacking an opponent’s castle, to avoid getting hit by the archers use the left and right cursor keys to fly sideways around the castle walls, thus avoiding the archers arrows.</p>
<p><strong>3)</strong> If you don’t have the Acceleration spell and you are in need of some extra ‘Oompf’ to get you out of a jam, quickly turn 45 degrees to the left and then press the right cursor key and forward together. This manoeuvre will swing you back round to the direction in which you were originally facing and catapult you out of the jam quicker than if you flew in a straight line. (Note: you can reverse the manoeuvre by turning 45 degrees to the right and then pressing the left cursor key together with forward &#8211; this has the same effect.)</p>
<p><strong>4)</strong> If you are being chased or circumvented by some creature or another, press backwards, and your adversary will appear in front of you as you scream into reverse!</p>
<p><strong>5)</strong> Sometimes your opponent will build his castle at the foot of a mountain, which gives you a major advantage. To avoid his Archers use the mountain as cover, emerging at regular intervals to take pot-shots at the castle &#8211; this tactic will also cover you from your opponent’s spells if he is shooting at you from within the confines of his castle.</p>
<p><strong>6)</strong> If you find that you can’t reach a spell because it is located at the bottom of a steep crater that has too drastic an incline to fly down, you should use the walls of the crater like a ‘Wall of Death’ and spiral gently downwards until you reach the bottom and whatever it was you’re trying to reach. Some craters or chasms, however, are too small to fly down with these or standard tactics. Therefore come to a perfect halt and hover over the opening of the pit, or whatever, and gravity will do its thing by pulling you slowly down to the bottom &#8211; to get out, simply fly into one of the walls.</p>
<p><strong>Fly, Be Free!</strong><br />
There is no right or wrong way to play Magic Carpet, you’ve just got to get in there and work out what your carpet is capable of and how the various creatures react to attack (See ‘Dirty Dozen’ section). However, we can point you in the right direction, so here’s a few things to take into consideration:</p>
<p><strong>Collecting Personal Mana</strong><br />
If you’re running low on the old mana front, try possessing as many of the buildings in the townships as you can. The mana collected doesn’t get transported back to your castle but it does bump up your personal count. Surprisingly enough, other wizards tend to ignore collecting mana in this way.</p>
<p><strong>Collecting Mana</strong><br />
Here are a couple more tips for collecting mana:<br />
<strong>1)</strong> This tip only applies to the levels where there is more than one wizard competing for the level. Sometimes you will reach an impasse where you and other wizards are fighting for one particular pool of mana, constantly clicking on your Acquire spell to turn the mana back to silver. Forget it, you’ll be there all day! Instead let the other wizards get on with it and find yourself another creature to destroy, nothing too fancy mind. As soon as this smaller pool of mana becomes available steam it back to the large pool of mana and start reclaiming &#8211; what invariably happens is that the other wizards automatically home in on the new pool, leaving you to claim the big bucks as your own.</p>
<p><strong>2)</strong> Sometimes you will find that after collecting an impressive bounty of mana an opposing wizard will hover above his loot waiting for his balloons to arrive. As soon as you start claiming it he automatically claims it back as his own, thus giving your balloons little opportunity to get to the pool. Therefore move out to the edge of the pool and concentrate on claiming just one ball, the other wizard will move and turn it straight back to his own colour. Keep doing this until your balloon arrives and then as he claims it back dash around and acquire all the mana, firing every which way. This way, even though the other wizard is repossessing the mana, your balloon is in the area collecting balls one by one.</p>
<p><strong>Building Castles</strong><br />
Build your castle out in the open, away from walls and mountains and most importantly away from your opponent’s lair. You need space to expand as you get more and more powerful, so think big! Also, remember that you’re a wizard and can build wherever you damn-well please &#8211; the Ocean proves to be a good location as you have plenty of room to expand, plus land-based enemies such as riders, skeletons and worms can’t travel over the water and ultimately attack your castle.</p>
<p><strong>Using Your Castle As A Weapon</strong><br />
Bees are real buggers, and no matter how powerful you are, a full scale bee attack is going to cause you numerous problems. However, the construction of your castle can be used as an effective and often devastating defense. Building your castle in the midst of a giant swarm will wipe out many of the blighters in one fell swoop, reaping oodles of mana for you in the process. Your castle may get destroyed if the swarm is particularly huge, but you can always build again and take out yet more of them. This tactic not only works on bees but most creatures, especially those that move in groups. The stronger they are, of course, the more likely the need for you to build a castle time and time again. This tactic also enables your balloons to swoop out of the castle and collect escaping mana extremely quickly, making you powerful very quickly.</p>
<p><strong>Spells</strong><br />
You can’t use a new spell immediately, so you’re going to have to remember what you’ve collected. The best way to do this is to assign your new spells to a specific key position on the keyboard (1-10) as you never know when you’re going to need it and there’s nothing more destructive to your well-being than having to faff around selecting spells in the height of battle!</p>
<p><strong>Attacking Powerful Castles</strong><br />
You will find that, during the latter stages of the game, your opponents build large and extremely powerful castles very quickly. If this is the case, you can confuse creatures and lure them into your opposition’s base and let them destroy it for you. Creatures such as Griffins are good for this purpose. Find a reasonably large group near your enemy’s castle and wade into the group. As soon as you fire they will home in on you, following you wherever you move. Now retreat into the center of the enemy castle firing some more and, thinking the castle’s yours, the Griffins will attack, leaving you free to make a hasty escape. Now, in theory, the Griffins will blast away until the castle crumbles into ruin and once the creatures have dispersed you can return and collect the mana.</p>
<p><strong>Forest Fires</strong><br />
Some creatures, such as worms, like to hide in forests and instead of posing a problem this actually makes your life a lot easier. Simply set fire to the forest and let nature take its course, more often than not wiping out the creatures leaving nothing but mana ready for the taking. Very effective on Skeletons and Archers.</p>
<p><strong>Defending Your Castle</strong><br />
There will come a time when nothing you do is going to save your castle, the enemy hoards are just too strong for you to handle. Drastic situations call for drastic measures and there’s often nothing more you can do than press SHIFT and L together to level your castle altogether! This not only ceases the attack but if you’re quick enough, you can rebuild and trap your enemies in the construction (See ‘Using Your Castle As A Weapon’ section) allowing you to reap the ensuing mana.</p>
<p><strong>The Dirty (Baker’s) Dozen</strong><br />
You’ll meet all manner of unfavorable creatures in Magic Carpet, and it’s not always that easy to defeat them. Here are a few pointers for all you rug-rats&#8230;</p>
<p><strong>Apes</strong><br />
These creatures are cumbersome, so you will have enough time to pick them out one by one as they are slow to home in on your position and they attack with great inaccuracy at first. Don’t steam into a group with all guns blazing, keep moving and pick out the stragglers first.</p>
<p><strong>Archers</strong><br />
These guys only attack you if you attack them first, but don’t be too worried because they are slow in responding and have very little resistance to your missiles.</p>
<p><strong>Crabs</strong><br />
Crabs are a real pain in the butt. Although they yield little mana and take an inordinate amount of hits to kill, they can turn into the most malicious creature in the game, spitting more than just fireballs if left to roam. Kill on sight! When they are small, a few, well-aimed fireballs will suffice. However, as they grow you’ll need a combination of fireballs and lightning (remember to attack from behind). When they are full size, though, you’ll need at least a meteor to get rid of them!</p>
<p><strong>Dragons</strong><br />
Dragons are very easy to kill. Approach them and when they home in on you keep slightly in front of them and then slam your carpet into reverse, keeping a constant but safe distance away from them. They will continue to follow you and when they fire, use your left and right cursor keys to dodge their attacks. Emu Riders Again, like the Archers these guys only attack when provoked and have very little resistance but they do move fairly fast.</p>
<p><strong>Genies</strong><br />
Don’t bother with Genies unless you have the Meteor spell, whereby you can blow them out of the sky (if you have a good aim) or at least create a good sized crater beneath them. Try destroying your castle if they’re proving to be a real pain (See ‘Using Your Castle As A Weapon’ section), then rebuild it to collect a completely stupid amount of mana.</p>
<p><strong>Griffins</strong><br />
Griffins won’t attack first but when they do enter into combat, they prove to be very dangerous. Lightning works very well on Griffins as they manage to dodge most missile attacks, but only attack when you have the means to destroy them &#8211; Griffins bear major grudges!</p>
<p><strong>Krakens</strong><br />
Krakens are very powerful but they are extremely susceptible to fireballs. If you get caught in a Kraken’s Duel Spell, launch a barrage of fireballs when you get pulled close.</p>
<p><strong>Skeletons</strong><br />
Skeletons are very good at demolishing your castle as this is their only aim in ‘life’, but if you take our advice and build in the ocean, you will save yourself a lot of aggro! Skeletons multiply if they come into contact with humans, creating a formidable army.</p>
<p><strong>Trolls</strong><br />
Much the same as Apes, attack them one by one rather than wading into a group firing aimlessly. Trolls regenerate far quicker than Apes and are extremely dangerous when in groups.</p>
<p><strong>Vultures</strong><br />
Vultures are extremely easy to kill and you can simply wade into a large group and fire randomly without too much opposition. However, they can be difficult to target, so as an effective tactic lure them back to your castle and let them attack the castle instead of you. They do very little damage but they rather blindly swoop in formation around your flag-pole, leaving themselves easy for the taking.</p>
<p><strong>Worms</strong><br />
These react in much the same way as the Dragons and can be killed in the same way. Approach them and when they home in on you keep slightly in front of them and then slam your carpet into reverse, keeping a constant but safe distance away from them. They will continue to follow you and when they fire, use your left and right cursor keys to dodge their attacks. One extra thing though; they can’t travel over water, so lure them on to the shore and if you are having particular problems with a group of them, you can at least use the open ocean as a retreat.</p>
<p><strong>Wyverns</strong><br />
These are the big, bad nasties of Magic Carpet. Only approach them if you have the means to destroy them, which you’ll fine involves possessing the Meteor spell &#8211; launch about ten meteors one after the other to kill them or just blast a few craters beneath them.</p>
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		<title>Ark of Time Walkthrough</title>
		<link>http://www.gamexperts.com/pc/ark-of-time-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/ark-of-time-walkthrough.php#comments</comments>
		<pubDate>Tue, 09 Jan 2001 02:57:26 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[ark of time]]></category>
		<category><![CDATA[point and click]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=30</guid>
		<description><![CDATA[Caribbean
After talking to editor, leave office and (map screen) go to Carib Island. Talk to painter and get cup. Go Right to museum. Try to use cup with fountain, tap can&#8217;t be used without knob.
Enter museum. In Gallery, notice the Pirates wall hangings and the compass set on East (with message about South wind). Go [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Caribbean</strong></p>
<p>After talking to editor, leave office and (map screen) go to Carib Island. Talk to painter and get cup. Go Right to museum. Try to use cup with fountain, tap can&#8217;t be used without knob.</p>
<p>Enter museum. In Gallery, notice the Pirates wall hangings and the compass set on East (with message about South wind). Go up stair&#8217;s to gunnery. Notice cloth in wall and the shield on wall that seems like it should turn. Go thru alcove to library. Open window (see car below) look at ancient book and read letter in it. Return to painter and ask about Pirate.</p>
<p>Go to Beach: See flat rock in lower left of screen, with crack in it and crab crawling around. Open bungalow door and examine jacket (piece of cloth missing). Take the dirty mug and Mexican corn. Read Prof&#8217;s note&#8230;.about ancient tomb and church.</p>
<p>Return to museum. Use corn with fountain tap. Use cup with fountain. Take clear water to Painter (she &#8220;owes you one.&#8221;). Take dirty pot back.</p>
<p>Go to boat pier: Talk to sailor (learn about brother Tobias and his hunt for pirate&#8217;s treasure). Get professor&#8217;s magnet. Return to museum. and go to open library window. Use dirty water out window. Then use magnet on pirate compass (south) then go to gunnery. Turn shield on wall. Pick up piece of cloth and then enter passage to hidden room.</p>
<p>Hidden room: Pick up dagger. Take and read Columbus Manuscript. Open trunk with rags sticking out. Take Pirate&#8217;s parchment.</p>
<p>Go to pier and talk to sailor again. Show him manuscript and find out about his good luck crab. Bargain for trip.</p>
<p>Go outside museum. Use dagger on gum tree. Use bungalow mug on resin. And get fresh water again for painter.</p>
<p>Go to beach. Use resin on flat rock and then use crab bait. Walk away. (crab emerges and gets stuck). Pick up crab.</p>
<p>Go to painter: use crab. Use pot of clean water. Use crab again. Give rum and get crab.</p>
<p>Go to pier: Give crab to sailor and go diving.</p>
<p><strong>The Dive</strong></p>
<p>Go screen Left to &#8220;sub/ship&#8221;. in lower right corner of ship, discover compartment. Take the black box.</p>
<p>Go all the way to screen Right to see gate, portal and &#8220;machine&#8221; with slot for entry.</p>
<p>Return to mooring rope. Use mooring rope to return to map. (You won&#8217;t be coming back here until almost at the end of the game.)</p>
<p><strong>London</strong></p>
<p>Return to London and use black box with your editor. Listen to the recording. Map now has church on it. Go to church.</p>
<p>Go all the way to screen Right to find the cat and ladder and girl. Talk to her. Go back left and take leaky bucket.</p>
<p>Go around behind church corner to Farm. Use cloth with resin cup. use sticky cloth with bucket. Use bucket with cow to get milk. Return to cat and use milk on cat. Pick of cat. Use cat on broken window in church. (automatic scene) Use ladder.</p>
<p><strong>Inside Church</strong></p>
<p>Take urn with ashes. Unbolt door. Take bolt. Look at confessional booth. &#8220;use&#8221; confessional booth. Use bolt on booth to pry it away from wall. Enter secret passage.</p>
<p>Notice rat that&#8217;s lurking under stairway, near iron bars.</p>
<p>Walk into the archeological dig &#8220;tunnel&#8221;. Look at hieroglyphics on wall. Use urn/ashes on hieroglyphics (you may have to use a paper first). Look at sculpted picture of Stonehenge. Look at sculpted head, like Easter Island. Look at alcove ..see bones, take medallion.</p>
<p>Exit. Exit church (automatic scene of weather). return inside church and pick up &#8220;strange object&#8221; from window rubble.</p>
<p>Exit to map.</p>
<p><strong>London</strong></p>
<p>Map should now have Eastern Island and Stonehenge on it. But go back to your editor and give him the ash rubbings. He&#8217;ll recognize dialect and talk about Prince from Algiers. (puts it on map).</p>
<p>Exit and go to Algier Desert.</p>
<p><strong>Desert Fort</strong></p>
<p>Talk to woman outside tent. Go to other, larger tent. Try talking to him (get kicked out). Go to fort. Talk to guard. Talk to prisoner. In this conversation, you should find out abut Holy Man of mountain who could translate your hieroglyphics (puts cave on map) and he should also give you a ring for his wife so she will help you.</p>
<p>Go into Bazaar and talk to merchant (can&#8217;t do much now). Go back to L (wife) and hive her ring. Enter the tent.</p>
<p>Look at broken pot on floor. See hole in tent wall (caused by bullet). Exit and talk to L. She should tell you that a crash awoke her. Re-enter tent and look at base of pole &amp; &#8220;take&#8221; this hotspot to see bullet (should be able to line trajectory up with top of fort)</p>
<p>Go back to other tent and try to talk to the guy. Exit and talk to wife again. Get food for prisoner,</p>
<p>Re-enter fort. Notice locked door directly behind guard in the far wall. Give bread to prisoner. ask him how food was. He should give you lock pick.</p>
<p><strong>Desert Mountain/Village</strong></p>
<p>Look at jeep tire marks. Enter building. Talk to holy man (find out that man with eye patch stole gem that protects tribe &#8212; and that jeep took off toward &#8220;village&#8221;) Ask him to translate rubbings.</p>
<p>This should tell you about &#8220;strange object&#8221; from church. Go to the door in the cave, Lev. locator works. Ask holy man about door. (He&#8217;ll tell you about sacred word to open door to cave of mysteries.)</p>
<p>Exit cave and &#8220;use&#8221; tire tracks to follow thief to village. See jeep. Notice rusty hole in jeep, above front tire.</p>
<p>Enter butcher shop. Notice little bottle and rat bait. Talk to shopkeeper .</p>
<p>Go behind building to square and talk to one-eyed man. You can play the game as often as you want, but there is no reason to play until you have ability to rig game in your favor.</p>
<p>Return to butcher shop. Ask shop keeper about rat bait. He should let you take a croquette.</p>
<p>Return to cave area and exit to map and select Easter Island.</p>
<p><strong>Easter Island</strong></p>
<p>Talk to petty thief. It&#8217;s Tobias, the sailor&#8217;s brother. Ask about island. Then exit screen right to statues. Take shell necklace from the first statue. go screen right (lower corner) to get to lighthouse. Take glass jar off milestone. Enter lighthouse. You can&#8217;t do anything with broken light right now. Return to statues and then take screen right path (higher up than lighthouse) to take path to Tobias&#8217;s shack.</p>
<p>Talk to Tobias. Get the island picture from him. Take rubber tubing near the petrol can. Show the &#8220;m&#8221; parchment to Tobias. Show him rubbings paper&#8230;he&#8217;ll tell you about batcave at end of path (off screen left). Go to path and cave.</p>
<p>At cave, see termite hill and try to enter cave (too dark). Use rat croquette with empty jar (in inventory). Use bait/jar with termites. Take jar of termites.</p>
<p>Make way all the way back to airport and exit to map. Go to Stonehenge.</p>
<p><strong>Stonehenge</strong></p>
<p>See standing rocks and notice central rock. Nothing to do here now. Go To (upper screen left) to worker&#8217;s hut. Talk to worker. Use lockpick on hut door and enter. Take metal file from table and take plumb line from boxes in right corner. Exit back to map and return to Desert.</p>
<p><strong>Desert</strong></p>
<p>Talk to wife and ask her if she knows magic word for cave door. (royalty knows it.)</p>
<p>Ask guard why turret is closed. (locked door). Talk to prisoner and ask him if he knows the magic word for the cave of Mystery. He does, and makes a deal to tell you if you save him.</p>
<p>Create a snake by combining the rubber tubing, the plumb line and the shell necklace. use this fake snake on camel. Go into first tent and tell man that his camel, bolted. he send you to Bazaar merchant. Go to Bazaar and deliver message. He leaves (but you still can&#8217;t get past dog).</p>
<p>Leave Bazaar and take dish of dog food from open cell &#8212; do NOT feed this to dog until you can put drug in it.</p>
<p>Go to (now) empty tent of man and take shoe. Notice rifle. Leave and go back to cave.</p>
<p>Use metal file on &#8220;strange door&#8221; to get filings of the lev. metal.</p>
<p>Exit to map and go to Carib Island.</p>
<p><strong>Carib Island</strong></p>
<p>Talk to painter two times. Give her photo of Easter Island. Give her &#8220;M&#8221; parchment to use as canvass. Go to pier and tell sailor that you&#8217;ve found Tobias. Exit and go back to Desert Cave</p>
<p><strong>Desert</strong></p>
<p>Go to Village beyond the cave. Enter butcher shop. There should now be a piece of meat on dish on counter. Talk to butcher. You should find out that this is a camel carcass. Use jar of termites on the hunk of meat. After shopkeeper faints, take narcotic powder and the rat bait.</p>
<p>Go to Fort and use narcotic on dish of dog food. use on dog. Take small safe. Enter door and notice large safe. use chest &#8212; it moves to reveal a passage. Enter.</p>
<p>Take the silencer from floor. Use wall-steps to go to roof. Take cartridge case. Take telescope lens. Use shoe from tent with footprints in the corner.</p>
<p>Return to fort area and talk to guard. You should be starting to tell him about evidence. But he still needs more proof. Exit to map.</p>
<p><strong>English Church</strong></p>
<p>Return to the archeological dig below church and find rat &#8212; either below stairs or all the way at the iron bars at right end of dirt floor. Use rat bait on rat. Take the sleeping rat. (you won&#8217;t need him for quite awhile!). Return to map and go to Easter Island.</p>
<p><strong>Easter Island</strong></p>
<p>Go to Tobias&#8217; hut and give small safe to him &#8220;to crack&#8221; He tell you combo is 517. &#8220;use&#8221; safe and it should open. Get key inside. Return to Desert Fort.</p>
<p><strong>Desert</strong></p>
<p>Go to fort and use duplicate key on jeep which is once again parked by jail cells. Take contents of jeep &#8212; drive belt and flares. With back hatch open, you can now see license plate 517 &#8211; 462. (First number should be familiar). Enter Bazaar and hear two conspirators talking. Listen to tale of death of cursed camel. Follow them to back door and &#8220;use&#8221; door to observe them and hear their plot and about their contract &#8212; which is in large safe. When they go down passage, go to large safe and use combo (462) to open. Just set each number by using dials. Take contract.</p>
<p>Go talk to guard. this conversation &#8220;gives&#8221; the guard the rifle (you can&#8217;t do it directly). Then give him silencer. Then talk to him about plot and then show him contract. You get key to free Prince (automatic scene). You get magic words of Open Sesame.</p>
<p>Return to cave. and tell him sacred command. Go to inner cave and hear bout myth of gods fallen from sky. Notice mechanism, compartment and hole. Exit and return to map. Go to Stonehenge.</p>
<p><strong>Stonehenge</strong></p>
<p>Go to construction yard (worker shack). Use drive belt (from jeep) with worker. (automatic scene) Once he&#8217;s on the phone, you can click anytime, while he&#8217;s talking, which &#8220;releases&#8221; you to leave shack. You lever on tractor to lift stone. Enter underground room.</p>
<p>Take strange green object off pedestal and take thin bronze tube and take cracked crystal from center altar . You can now combine tube with cartridge case to create a make-shift blow pipe. Return to yard and then to map. Go to Easter Island</p>
<p><strong>Easter Island</strong></p>
<p>Go to lighthouse and enter. Use flares (from jeep) in lamp holder. Turn handle to shine light on cave. &#8212; but now air balloon block light from reaching cave. Exit back to map and go to Carib Island.</p>
<p><strong>Carib Island</strong></p>
<p>Get completed picture from painter. Take this fake treasure map back to Tobias at his shack.</p>
<p><strong>Easter Island</strong></p>
<p>Give fake treasure map to Tobias (automatic scene). Enter hut. Take chrome paint can and car jack and shard of glass that&#8217;s in broken window over washing machine. Leave hut and use gas burner on balloon to deflate it. Go to bat cave.</p>
<p>Enter bat cave (now lit by lighthouse). See graffiti, fountain and stone head carved in cave. Notice small hole inside mouth of head.</p>
<p>Use rubber tube with fountain, to divert stream of water, and enter secret passage. Pick up ancient parchment, use car jack with tombstone. Take medallion.</p>
<p>Return to head statues and talk to digging Tobias. Exit to map and go to Desert</p>
<p><strong>Desert</strong></p>
<p>Return to the inner cave and use Magnetium object (from Stonehenge underground) on hole in mechanism. Doesn&#8217;t power up. Holy man should tell you about sacred gem that was stolen, again.</p>
<p>Go to Village</p>
<p>Use telescope lens on rusty hole in jeep to start burn-through to tire. Go around to square and start to play game with crook. (automatic scene). Take mother-of-pearl snuff box under middle cup &#8212; you can&#8217;t take the wooden boxes under other cups. With box in inventory, use lev. filings with it. use this with dirty cup on table to return it to position. Crook should return.</p>
<p>Ask to play (automatic scene&#8230;.keep playing) He gives you gem.</p>
<p>Return to inner cave and give gem to holy man (automatic scene) Mechanism is now powered up. &#8220;use&#8221; helmet to see transmission from medallion that is *already* in the compartment. (don&#8217;t worry about instructions for reading other medallions, all you&#8217;ll have to do is insert them and use the helmet).</p>
<p>Open compartment and remove the medallion (that was already there, that you just heard) and insert medallion from Batcave. Use helmet. After this transmission, use parchment from her tomb and you should &#8220;see&#8221; coordinates that put Yucatan on map.</p>
<p>Open compartment and remove this medallion and insert medallion from Church. This gives you instructions on how to recharge to Lev. finder at Stonehenge&#8211; (Lev finder on center stone, put crystal cube on finder and when Red color, it&#8217;s charged&#8230;take finder away.) Exit to map and go to Yucatan.</p>
<p><strong>Yucatan</strong></p>
<p>Look at sunbleached rock and at plants. Go off screen R to Mystic&#8217;s hut. Look at marks on stone idol outside hut &#8212; these are a musical score.</p>
<p>Talk to Mystic&#8230;&#8221;come back with precise question&#8221;</p>
<p>Go back to forest and exit screen left (&#8220;above&#8221; rock) to Pyramid. See boa constrictor by Mayan Head. Go to (chamber) door &#8220;behind&#8221; Mayan head &#8230;see 4 buttons and push them to learn that they control movement:</p>
<p>left up right down</p>
<p>Return to Mystic&#8217;s hut and talk to him about what you have discovered. He tells you secret for entering pyramid: you need a snake, a yellow flower of sun, egg of bird and bone of animal cursed by man (this last item should remind you of your desert carrying-ons)</p>
<p>Return to pyramid and approach boa. Use sleeping rat on it. Take snake. Go around behind (left corner) or pyramid and see nest us by top of pyramid. Use make-shift blow pipe (bronze tube combined with cartridge case) with nest. Examine fallen nest and take egg. Return to forest area.</p>
<p>Use chrome spray with shard of glass (from Tobias&#8217; cabin) to make mirror. Use mirror on sun-drenched rock to turn flower yellow with sun. Pick the flower. Return to mystic with snake, egg and flower. Exit to map and go to Butcher shop in Desert Village.</p>
<p><strong>Butcher Shop</strong></p>
<p>Talk to butcher. Look at thigh bone. Talk to butcher again and buy the bone. Take bone. Return to Yucatan.</p>
<p><strong>Yucatan</strong></p>
<p>Go to mystic and give him gone. (automatic). Talk to mystic when he finishes (you now have musical pipe in your inventory). use pipe with Marks on Idol to play the pipe.</p>
<p>Go to snake room in pyramid and move mechanism ..up, up, right, up, up, down, up. this opens back door of pyramid. Exit and go around to now, opened, door. See painting of medallion being thrown into water. Return and ask mystic about drawing (automatic) Exit on path to Lake that now appears. You can&#8217;t get past croc.</p>
<p>Metal Net</p>
<p>Easter Island: go back to digging Tobias and talk to him. (automatic scene).</p>
<p>Carib Island: go back to sailor on pier and tell him Tobias found treasure. He leaves. Take metal net and return to small lake in Yucatan.</p>
<p>Yucatan:</p>
<p>Use metal net with croc. Notice stone idol by lake &#8212; and the way the faces are facing. Go tell mystic that you have trapped croc. Enter his hut. Open his &#8220;coffer&#8221; trunk, see and take the 8 stone faces. Return to back of pyramid and enter inner chamber.</p>
<p>Place faces in 4-square tile openings, on either side of door, to match to stone idol.</p>
<p>1. top is two smiles, facing inward toward each other and bottom is two frowns, facing outward</p>
<p>2. top is two frowns, facing outward and bottom is two smiles, facing inward toward each other.</p>
<p>This opens door at top of stairs in the front of the pyramid. Go to it. See heads/masks along the wall. Notice that touching crystal in mouth changes its color. Nothing you can do now.</p>
<p>Return and talk to mystic. Ask him about his swim, he will give you medallion. Ask about crystals. Exit to map and go to desert cave of holy man.</p>
<p><strong>Desert Cave</strong></p>
<p>Take medallion to reader mechanism. Use in compartment. Use helmet.</p>
<p>This transmission tells you that to enter *his* tomb, you need lev finder, fully charged and you need to solve the logic problem of the colored crystals in heads on walls. After transmission, remove medallion from mechanism. If you click on it in inventory, he will repeat the logic rules.</p>
<p><strong>Pyramid</strong></p>
<p>Return to pyramid mask room and set crystals in head/masks:</p>
<p>Head Black Blue Red Green Yellow</p>
<p>Crystals Blue Red Green Black Yellow</p>
<p>Enter tomb and take (uncracked) crystal cube from altar. Exit and return to map and go to Stonehenge.</p>
<p><strong>Stonehenge</strong></p>
<p>Go to central rock. Put lev. finder on central rock. Use crystal cube on it. Click on this stuff, to pick it up, when color shown is yellow (with the delay , this will really pick it up when color is red). Inventory should say &#8220;recharged lev. finder&#8221; Return to tomb in pyramid. Use charged lev. finder with octagon-hole in tomb. Inside tomb, pick up dolphin disk. Exit and go to map and go to Carib. Island.</p>
<p><strong>Carib</strong></p>
<p>Go to pier, sailor should be back. Talk to him. After he tells you story, ask him to take you out to ocean again.</p>
<p><strong>Atlantis</strong></p>
<p>At bottom of ocean, go screen right to gate. Use dolphin disk in portal lock Enter (automatic)</p>
<p>See broken control panel near door. Try to open door &#8212; dialog with occupant.</p>
<p>Open drawers in large file cabinet. Then use file cabinet to climb to pipes. Walk to air vent on right, and use your press pass on vent. Return to door and talk to Helen.</p>
<p>Go down hall on screen left to elevator room. Read journal near skeleton. Use button to go down. Notice 3 locked doors to screen right, with colored disks above each. Also notice canister mechanism to screen left. Take elevator up and up again &#8212; to prison room. (automatic scene) He should give you key to filing cabinet that holds instruction to canister mechanism on lower floor.</p>
<p>Ask prof how to free him ..you should hear about &#8220;they have key&#8221; and &#8220;need something to knock them out from far away.&#8221; Go to air vent and Use it, to overhear their conversation.</p>
<p>Return to Helen. Use key (from prof) to open drawer in small cabinet to get instructions. Look at them. The white one is the general instructions and each color is the code for that colored/disk door. Return to mechanism on lower floor.</p>
<p>Mechanism:</p>
<p>Buttons under canister send contents of above canister to the canister of that (button&#8217;s ) color.</p>
<p>Red: White fills Red canister (only when all are empty) with 8 units</p>
<p>Green sends liquid to Green (up to 5 units)</p>
<p>Blue sends liquid to Blue (up to 3 units)</p>
<p>Green: Red sends liquid to Red</p>
<p>Black empties Green canister</p>
<p>Blue sends liquid to Blue (up to 3 units)</p>
<p>Blue: Red sends liquid to Blue</p>
<p>Green sends liquid to Green canister</p>
<p>Black empties Blue canister.</p>
<p>Blue Door: Code of Red/0 Green/3 Blue/3</p>
<p>Fill Red (white button). Send Red to Green. Send Green to Blue &amp; empty green. Send red to Green.</p>
<p>Go to room and take water. Use control to open airlock door. Exit room.</p>
<p>Red Door: Code of Red/0 Green/2 Blue/2</p>
<p>Fill Red. send red to green. Send red to blue. Send green to red. Send blue to green. Send red to blue. Send blue to green. empty blue. send green to blue. empty blue. send red to blue.</p>
<p>Go to room. See empty frig, take container of white powered lime. Take alcohol. See beaker and beaker valve and thermal heating device.</p>
<p>Green Door: Code of Red/0 Green/1 Blue/1</p>
<p>Fill red. Send Red to Green. Send Red to blue. Send green to red. send blue to green. send red to blue. Send blue to green. send green to red. send blue to green. send red to blue send blue to green, send green to blue. empty blue. send red to blue. empty blue . send red to blue.</p>
<p>Go to room. see pumps schematic and notice pipe with rubber valve. This pipe is liquid chlorine. Use empty syringe with rubber valve to get syringe full of chlorine.</p>
<p><strong>Professor</strong></p>
<p>Return to professor and show him chlorine, syringe, bottle of alcohol, lime bottle and distilled water. He tells you that you have makings of chloroform. Instructions:</p>
<p>Put water, lime and chlorine in beaker and boil. (you get salts of lime chloride)</p>
<p>Dissolve these salts in alcohol.</p>
<p><strong>Laboratory</strong></p>
<p>Use water, lime and chlorine with beaker. Use thermal device. Look at beaker. This is lime chloride. Use empty jar with beaker valve. Use valve. Use alcohol with jar of lime chloride. You now should have jar of chloroform.</p>
<p><strong>Professor</strong></p>
<p>Go back to professor and talk to him. Use jar of chloroform with air vent outside the control room (automatic) Use door lever and then enter room. Take small key on wall on right. Return to prof and use key on handcuffs. (automatic) Go back into control room and open small doors on each side of control desk. Take small weight from door on left to disable gyroscope.</p>
<p><strong>Escape</strong></p>
<p>Go to decompression chamber and discover the lever dilemma.</p>
<p>Use plumb line with water container. Go to lab room. Put container in refrig. Close door and then open door. Take frozen container back to decompression chamber. Use frozen container on control lever. Use small weight on this set-up.</p>
<p>Rest is automatic&#8230;</p>
<p>by Mary McBride</p>
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		<title>Splatterhouse 2 Walkthrough</title>
		<link>http://www.gamexperts.com/pc/splatterhouse-2-walkthrough.php</link>
		<comments>http://www.gamexperts.com/pc/splatterhouse-2-walkthrough.php#comments</comments>
		<pubDate>Fri, 01 Dec 2000 16:34:26 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[side scrolling]]></category>
		<category><![CDATA[splatterhouse 2]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=125</guid>
		<description><![CDATA[SCENARIO:
The scenario is pretty thin on the ground.. although Splatterhouse 3 goes into more detail there, the premise for 2 is that Jennifer, Rick&#8217;s (the hero) girlfriend has been kidnapped (again.. sexism lives on..   ) Rick dons the Terror Mask, an ancient kind of voodoo mask, with a thirst for violence ,which transpires [...]]]></description>
			<content:encoded><![CDATA[<p><strong>SCENARIO:</strong><br />
The scenario is pretty thin on the ground.. although Splatterhouse 3 goes into more detail there, the premise for 2 is that Jennifer, Rick&#8217;s (the hero) girlfriend has been kidnapped (again.. sexism lives on.. <img src='http://www.gamexperts.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ) Rick dons the Terror Mask, an ancient kind of voodoo mask, with a thirst for violence ,which transpires to have a little more to do with Jennifer&#8217;s predicament than expected. This is an excuse to start laying into monsters and bad guys over 8 stages of weapon packed carnage. I can hear Senator Exon foaming already. Why not join the Saturday Night Armistice&#8217;s &#8216;Let&#8217;s Kick Violence in the Teeth&#8217; campaign?</p>
<p>It&#8217;s a lot less predictable than your average beat em up, though&#8230; the graphics are pretty good, and used to maximum effect&#8230; things happen when you least expect. My only gripe is that the weapons can&#8217;t be taken from stage to stage.. I&#8217;d understand it if some twisted hand broke through the wall and stole them, but Rick just drops them lamely, and ends up bare fist fighting against a lot of monsters. It&#8217;s also particularly good to see that the monsters can fall into the traps laid for Rick as well, rather than having the ability to emerge unscathed as in many games. Anyway, that&#8217;s enough for now&#8230;..</p>
<p><strong>HINTS:</strong></p>
<p><strong>BASIC MOVES:</strong><br />
There are just a few basic moves you can use. The low kick, punch, and flying kick all do one point of damage, but the sliding kick does double damage.. you need to know when and how to use them all..</p>
<p>Movement is horizontal and vertical, but not into or away from the screen. One of the useful quirks of the game is being able to move in mid air, which is quite useful to avoid landing badly.. plus, you can vary the height of a jump depending how long you hold the jump button down for.</p>
<p>The MD/Genesis joypad setup can be altered but, the default is</p>
<p>A &#8211; JUMP<br />
B &#8211; ATTACK<br />
C &#8211; JUMP</p>
<p><strong>Basic Punch:</strong><br />
Performed by pressing the attack button once, while stationary or moving horizontally. Pretty quick. Good to use on most bad guys, but has a short range. Probably the move you&#8217;ll need to use the most. It can also be used to knock projectiles out of the air at shoulder height. Timing is important with this&#8230; just pumping the attack button won&#8217;t work too well. Does one point of damage.</p>
<p><strong>Flying Kick:</strong><br />
Do this move by pressing the jump button, then the attack button while in the air. This is useful for taking out enemies in the air, and can be used to hit them on the ground as well, but shouldn&#8217;t be used too much against ground enemies, as you risk jumping in too close, or even on top of them.</p>
<p><strong>Low Kick:</strong><br />
Do this by ducking, by pulling down on the joypad and hitting the attack button. You&#8217;ll low kick in the direction you&#8217;re facing. It&#8217;s essential to master this move, as you will come up again and again against monsters who attack low&#8230; the leeches on the first stage are an example.. and if one of those gets hold, you&#8217;ll need to low kick to get it off.</p>
<p><strong>Slide Kick:</strong><br />
A good move to use when you&#8217;re weaponless, and it shouldn&#8217;t be neglected. It does double damage, and continues to slide low for multiple hits, or hit multiple monsters. It has a long range, but it&#8217;s not a good idea to do this near spike or pit traps, as you risk dragging yourself into them. To do the slide kick, leap diagonally forward into the air, by holding down jump, as high as you can.. when you start to come down, press diagonally down and towards as you hit the ground.</p>
<p><strong>WEAPONS:</strong><br />
There are a number of weapons you can pick up.. as I&#8217;ve mentioned, each are limited to a stage.. here I&#8217;ll mention where they are found, and what use they are. Strangely, the damage they do seems to be the same.. double damage in all cases. The chainsaw does as much damage as an oar. With most of these weapons, flying kicks are replaced by a jumping swing with the weapon, but you can still low kick as normal.</p>
<p><strong>Lead Pipe:</strong><br />
Found on stage 1.1, about 1/3 of the way through the stage. Pretty good weapon, a bit slow.. just make sure you get your hits in first. Slams the monsters against the back wall, but puts your flying kicks out of action.. don&#8217;t jump too much with this one in your hands.</p>
<p><strong>Bone:</strong><br />
Found on stage 2.2, and smacks the monsters into the ground, but has a much shorter range than the pipe.. you need to get closer with this one.. but not too close.</p>
<p><strong>Chainsaw:</strong><br />
Found on stage 3.2. This a pretty good weapon for the monsters you&#8217;re up against. It has a short range, and is a little unwieldy, and hits high, but makes quick work of bad guys. Pretty useless in the air, though.</p>
<p><strong>Clippers:</strong><br />
Found on stage 3.2 as well. But they&#8217;re useless. They can only be thrown, and once you&#8217;ve thrown them, you can&#8217;t get them back. Go for the chainsaw instead. These are utterly useless.</p>
<p><strong>Oar:</strong><br />
Found on stage 4.1. It knocks monsters into the lake with one stroke, and would be an excellent weapon on any other stage. However, it is so slow to use, and almost useless when monsters are close. And when you&#8217;ve got the Lake Thing chasing you, you need all the speed you can get. Leave it.</p>
<p><strong>Shotgun:</strong><br />
Found on the back of the wall on stage 5.1.. take it by pressing up near it. It has limited bullets.. about 9, but can take out the stage monsters with just one hit, and you don&#8217;t need to be too accurate about it, either. Try and get the shots off early, though, or else you could end up with a monster on your head.</p>
<p><strong>Potassium Bomb:</strong><br />
Found at various places on stage 5.5. They create a burst of flame when thrown, and are particularly useful for taking out bad guys.</p>
<p><strong>Ghoul&#8217;s head:</strong><br />
Found at various places on stage ?.1, the basement. It can be thrown, then disappears. If it hits a ghoul, it has tendency to break them in half.. sending a legless ghoul scurrying after you.. be careful..</p>
<p><strong>Spines:</strong><br />
Lobbed at you by the Lake Thing&#8230; these have to be knocked out of the air, and thrown back&#8230; only found on stage 8.2.</p>
<p><strong>MONSTERS:</strong><br />
There are a number of monsters you&#8217;ll come up against. I&#8217;ve split these into two categories. Standard Monsters, the kind that fill all the levels, and Boss Monsters/Guardians, usually only seen once or twice in the game, but a lot harder to catch or kill.</p>
<p><strong>Standard Monsters:</strong><br />
These make up the body of the forces that are sent against you.. they&#8217;re not too strong, or bright, but their numbers make them a threat.</p>
<p><strong>Zombies:</strong><br />
These are first encountered on stage 1.1, and although they appear again later in the game, all types need only one hit to kill. They approach from all sides, and can be disposed of pretty easily.. they don&#8217;t have any real defensive attacks.. they just shuffle along. They have a nasty habit of getting up from the background, or bursting Giant Leeches in stage 1.1.</p>
<p><strong>Giant Leeches:</strong><br />
You&#8217;ll come up against these in stage 1.1 too&#8230; they&#8217;re found in pits, which you have to avoid, which is pretty easy, but they also have a nasty habit of dropping from the ceiling, or bursting from inside zombies&#8230; they can be particularly tricky when they drop from both sides, and once they&#8217;re on the ground, you can only get rid of them by low kicking them. If they get close, they grab hold, and drain energy, and you need to low kick them off quick. Again, these take one hit to kill.</p>
<p><strong>Razorfish:</strong><br />
These behave in much the same way as the Giant Leeches, but are found on level 3.2, and are just as lethal. They leap at you from the pools.</p>
<p><strong>Screaming Mimis:</strong><br />
These first appear on level 2.1, and come in three chewy flavours&#8230; sorry, colours&#8230; each have different characteristics&#8230; these are:</p>
<p><strong>Grey Mimis:</strong><br />
These are the first you&#8217;ll encounter. They only take one point of damage before dying, but hop around like crazy, and have a nasty habit of landing on top of you&#8230;</p>
<p><strong>Purple Mimis:</strong><br />
These are slightly stronger than grey mimis. They can take two points of damage. Some of them bounce around, like the grey mimis, but some others shuffle closer, and reach out with their long arms&#8230; with these types, you have to move closer, ducking their arms, then low kick them.. but as soon as they take one point of damage, they start leaping&#8230; you&#8217;ll encounter these first on stage 2.2.</p>
<p><strong>Yellow Mimis:</strong><br />
These are held in the glass tubes in stage 5.3, and can take 3 hits of damage before dying, but they jump constantly, and attack without warning..</p>
<p><strong>Ghouls:</strong><br />
These are first really encountered in stage ?.1.. the basement.. they take two hits to kill. They sometimes drop their heads when killed&#8230; which can be then picked up and thrown at the other ghouls.. but watch out.. doing this cuts them in two, and sends the upper half scurrying at you.. They also appear on stage 8.1, but can&#8217;t be killed then, just knocked back&#8230;</p>
<p><strong>Mimics:</strong><br />
These appear on stage 8.3, and float round the screen, and on hitting the ground, take on the shape of ghouls.. however, they only take one hit to disperse.. but they&#8217;ll be back..</p>
<p><strong>Wisps:</strong><br />
These creatures are also found on 8.3, and don&#8217;t directly do any damage, but reverse the horizontal controls, so left is right, and right is left&#8230; they take about 5 hits to kill by hand.. but if they get close, they get hold and change your controls.. then eventually disperse&#8230; usually at a critical moment&#8230;</p>
<p><strong>Severed Arms:</strong><br />
These appear first on stage 5.1, and crawl along the ground. They can be knocked out with 1 hit, but sometimes have a tendency to leap into the air, making them harder to hit.</p>
<p><strong>Sludge Monsters:</strong><br />
These first appear on Stage 1.2, and take one hit to flatten them, but if you don&#8217;t jump past them quickly after this, they reform. They also spit on later levels.. avoid&#8230; it&#8217;s often a good idea to stand back till they spit, then move in and take them out, or jump over them.</p>
<p><strong>Screaming Skulls:</strong><br />
These first appear as projectiles from the stage 2.3 boss, but later appear as normal enemies.. usually in waves.. punch or low kick then as soon as you can&#8230; try to learn their attack patterns..</p>
<p><strong>Moose Heads:</strong><br />
These appear on stage 5.1, understandably not happy at being &#8216;bagged&#8217; by some psychotic hunter, some of them have a life of their own, and, eyes glowing, they spew acid at any passing masked wierdo.</p>
<p><strong>Boss Monsters:</strong><br />
These appear only on certain stages, and cause real problems by being either elusive, or hard to kill. Each of them has a brief mention here, but to find out how to defeat them, take a look at the level guide to the stage they appear in.</p>
<p><strong>Bellyache:</strong><br />
This guy(or gal!) is the stage 1.2 boss, and comes straight at you , spewing green stuff.. which is lethal.. don&#8217;t touch it, even after he&#8217;s dead&#8230; it takes 6 hits to K.O. Go for its belly&#8230;</p>
<p><strong>BigHead:</strong><br />
This is the stage 2.3 boss. He doesn&#8217;t move at all, but sends out screaming skulls, and then spits out a blue soul at ground level&#8230; he takes 6 hits to get rid of him&#8230; go for his eyes..</p>
<p><strong>Bloodpuppets:</strong><br />
These guard the end of stage 3.2, and drop through the ceiling on ropes.. the spit green acid, then rise back up.. they take 4 points of damage to dispose of, but there are reinforcements..</p>
<p><strong>Balloonhead:</strong><br />
This friendly bloke shows his face after the Bloodpuppets are taken out.. he damages on touch, but doesn&#8217;t move too much.. he takes 4 hit before he explodes..</p>
<p><strong>BugBrain:</strong><br />
This insect like mess awaits Rick at the end of stage 4.3. He hops around a bit, getting closer, and when he&#8217;s fairly close, he slide kicks along the floor.. he&#8217;s hard to kill, but try kicking him from behind.. when he&#8217;s gone, and only a bloodied mess remains, it&#8217;s not over.. because this mess re-emerges as..</p>
<p><strong>HellCrawler:</strong><br />
Not a happy monster, it scuttles along the floor, jumping around until hit, then waits at the edge of the screen, to start another run.. not easy to kill.. just make sure you jump in time&#8230; flying kicks and slide kicks work well here..</p>
<p><strong>Lake Thing:</strong><br />
Makes an appearance on stage 4.1, where he chases after Rick.. don&#8217;t get too close&#8230; he can&#8217;t be killed then, but re-appears on stage 8.2, throwing spines at you.. grab the spines and chuck them back into his eyes&#8230; 6 hits should do it..</p>
<p><strong>Zombie Scientist:</strong><br />
Perhaps the one-time owner of the house, Dr Mueller, but in this creature&#8217;s current state of decay, it&#8217;s difficult to tell. He has an arsenal of chemical weapons at his disposal, and some of his experiments have taken on a life of their own. Once you corner him, though, he&#8217;s a pushover.. 1 hit to flatten him&#8230; watch out for those flasks, though.</p>
<p><strong>HeadSnake:</strong><br />
The guardian of the portal to the evil dimension where Jennifer is held, this only takes one hit to kill, but stands back, and launches a barrage of hands and heads at you&#8230; keep these at bay and you may get a chance to take him out.. appears on level 6.1</p>
<p><strong>Black Crystal:</strong><br />
Jennifer&#8217;s prison, and a pretty hostile one at that, this appears on stage 7.2. It guards itself with orbiting orbs, and when hit, disappears to release vertical lightning bolts from the floor.. it takes 6 hits before releasing her..</p>
<p><strong>Walking Horror:</strong><br />
This isn&#8217;t a thing you want to meet up with, and it&#8217;s doing its best to make sure Rick and Jennifer don&#8217;t escape from the void on stage 7.3.. just run, and watch out for the orbs it hurls..</p>
<p><strong>Ultimate Evil:</strong><br />
This thing escaped into the world when the portal was opened, and isn&#8217;t going to Jennifer and Rick get in it&#8217;s way.. it hovers at either end of the screen, releasing heads and skulls, before making its way up, and around the screen, releasing projectiles all the way&#8230;</p>
<p><strong>Stages:</strong><br />
There are 8 levels in all, some longer than others, generally getting longer as the game progresses.. there&#8217;s usually one or two bosses on each level, and in this guide, I also include the ways to defeat them. Not nessecarily the best ways, but the ones that seem to work for me&#8230;</p>
<p><strong>1.1 The Ruins:</strong><br />
This is a pretty easy level, to start you off in the game. You&#8217;ll come up against zombies which are pretty easy to dispose of, and they move slowly, so just kick or punch them. There are a few pits to jump over, as well. The only real obstacles are the giant leeches, which either drop from the ceiling or burst from zombies. They need to be low kicked or jumped over before they grab hold, and watch for leeches and zombies coming from the background. The lead pipe is about half way through this stage, and grab it to make light work of the meanies.</p>
<p><strong>1.2 The Lair:</strong><br />
This is where you&#8217;ll meet BellyAche, the first boss of the game. He&#8217;s not too hard to defeat, if you get in quickly, but his acid spit has a pretty good range. To take him out, get close, just as he emergest from the dark, staying beneath the arc of his acid, then punch him 6 times in the belly till he pops his slimy clogs. Watch out, though, as he leaves a big pool of green gunk when he dies&#8230; avoid this, or lose energy&#8230;</p>
<p><strong>2.1 The Elevator&#8230; going down:</strong><br />
You&#8217;ll have to be quick here. Grey Mimi&#8217;s jump down from either side here, and can cause havoc, bouncing around out of range, unless you get them quickly. They only need 1 hit, but they keep on coming.</p>
<p><strong>2.2 The Basement:</strong><br />
Here you&#8217;ll meet the Purple Mimi&#8217;s, a little stronger than their Grey cousins, and some have a tendency to stay still, and reach out with their long arms. Jumping in will do you no good there&#8230; approach slowly, and low kick them, then hit them again while they bounce.. 2 hits will do it. You&#8217;ll also come across two types of spike traps here. The first type are stationary, sticking up from the ground, but need a good leap to get over. A way to get the jump right is to wait till Rick&#8217;s foot is just touching the spikes, then leap. The second type are more lethal, and rise from the ground, in groups of two or more. They only do damage when they&#8217;re fully extended, so the way to get past them is to step forward as soon as the farthest floor spikes are extended. You&#8217;ll find the bone near the end of the stage, which does double damage, and makes it easier to take out the meanies. You&#8217;ll also come across two sludge monsters, in a slightly less lethal form.. punch them to liquidize them, but move on quickly.</p>
<p><strong>2.3 The Dark:</strong><br />
BigHead lurks here, the boss for this level. He doesn&#8217;t move, but releases a set of blue skulls across the screen, then spits out a blue spirit through his mouth. Dispose of the skulls, then kick him in the eyes. The skulls follow 3 patterns, different each time&#8230; first they head down from the top of the screen, and go right. Then Bighead spits. The skulls come down from the top again, then go left. Bighead spits again, then the skulls come down from the top and go to both sides. Remember this and you&#8217;ll manage OK. 6 Hits, and he&#8217;s out..</p>
<p><strong>3.1 Dark River:</strong><br />
This stage is a little more hazardous. The level is dotted with pools, which are lethal. The good news is, though that the purple mimi&#8217;s that appear on this level can also be punched into these pools. The single pools aren&#8217;t much trouble, but you will frequently come across two pools adjoined. These usually hold Razorfish, ready to leap out and grab you. You can outsmart these, though, by stepping close to the edge of the pools, then leaping back.. the fish will hurl themselves out, and you can pass in safety. The only problems you might have is towards the end of the stage, where you&#8217;ll find 3 pools, with a Mimi in the middle.. you&#8217;ll need to take the Mimi out, without jumping to close, or too short, then duck to avoid a fish.. or kick it if it gets too close.</p>
<p><strong>3.2 The Abbatoir:</strong><br />
You have a choice of two weapons here. But before you can pick one up, a Bloodpuppet drops from the ceiling, and brings them to life. This is tricky. The chainsaw takes 3 hits to knock out, and the shears take two. The shears are your main priority to hit, as they fly across the screen diagonally. However, they&#8217;re not the weapon you want to be left with, and only one weapon can remain on the screen once knocked out.. for example, if you knock out the shears, and then knock out the Chainsaw, the chainsaw will disappear. The secret is to knock out the shears, then throw them away. Then duck, and when the chainsaw drops through a hole, punch it till it falls . Pick it up, and you&#8217;re ready to fight the real badguys.</p>
<p>Two puppets will drop from the holes on the left and right, then start to spit acid at the floor. Get in close, and lay into one of them. Don&#8217;t worry about the other&#8217;s spit, as it won&#8217;t reach you. The puppets will go back into the ceiling, and then re-appear. Repeat till both the puppets are gone, then duck. Quickly. Another four puppets will drop through the ceiling a few times. You can hit these if you&#8217;re positioned correctly, but it won&#8217;t do you any good. Two more puppets will eventually appear from the far left and right holes again, so hit them. They&#8217;ll both go back into the ceiling, but this time appear from the middle holes. This is now a bit trickier. You&#8217;ll have to get them both, while stepping back to avoid the other&#8217;s acid. Once you&#8217;ve got them all, Ballonhead will burst through the back wall. He doesn&#8217;t do much, so take him out, and you&#8217;ve finished the stage.</p>
<p><strong>4.1 Bridge to the Island:</strong><br />
This level is no pushover. There are a bunch of zombies to defeat, and easy task normally, but the Lake Beast is constantly snapping at your heels. The best tactic I found, was to keep jumping forward, and slide kicking to take out the zombies.. keep going, and you&#8217;ll make it to the island. There is an oar here, which you can pick up if you spot it, but I never bother, because it&#8217;s so slow to use, and no good in the air.. and speed is something you need on this level.</p>
<p><strong>4.2 Nightmare Woods:</strong><br />
This stage is ok, if you don&#8217;t rush at it. There are a few Mimics, which float down, and turn into Ghouls, but these only take one hit to dispose of. There are a bunch of Wisps, though, which reverse your controls. You can hit them, and take them out, but their numbers just keep increasing. If you drop down a hole, you&#8217;ll end up in the cellars beneath the house&#8230; see stage ?.1. If you can keep out of the holes, though, you&#8217;ll be out of the stage in no time. Back to the Wisps, though. The real problem, is not that they reverse left and right. You can get used to that. The problem is that they have a nasty habit of returning your controls to normal when you least expect it, usually when you&#8217;re right over a hole. The method I used was not to try and take the Wisps out, but to leap at them, collecting as many as I could, making sure my controls were going to stay reversed till the end of the stage.</p>
<p><strong>4.3 The Gatehouse:</strong><br />
Here you face the end of level guardian, BugBrain. He&#8217;s pretty easy to take out at first, if you get into a pattern, but even after you think you&#8217;ve defeated him, he comes back as a particularly nasty spider type monster. Both take about 8 hits to defeat. He only has one attack, which mimics Rick&#8217;s foot slide..he hops towards you, till he gets quite close, then leaps back, and slides along the ground, hitting if you&#8217;re in his way. It is possible to hit him at just the right moment as he slides towards you, but he still continues to slide, and unless your timing is dead on, you&#8217;ll be hit. A simpler way of defeating him is to let him approach, and as he slides, jump into the air, turn mid air, and give him a flying kick in the back of the head as he slides past. Then, as he turns to slide back, jump up, and repeat this.</p>
<p>Don&#8217;t jump too far, though, or you&#8217;ll land on him. Once you have ko&#8217;ed him, his remains rise up, and you&#8217;re faced with the spider-creature. This creature is a little harder to defeat, and it has a nasty habit of scuttling across the ground, jumping into the air, then running back. The simplest way I found to defeat this, was to slide kick it as it was in the corner, usually doing a few points of damage, then leaping out of the way, as it ran past. Enough hits, and it&#8217;s on to the next level.</p>
<p><strong>5.1 Welcome to the House:</strong><br />
This is a pretty standard level, not much to say. There&#8217;s purple screaming Mimi&#8217;s, and hands which crawl along the floor, much like the leeches in stage 1.1 . Some jump a little, but you should be able to take them out with a single hit. There are some unwell Moose Heads, here, which will spit at you as you head under them.. the ones with the red eyes are the ones to watch out for. You will also find the gun under one of these.. press up to take.</p>
<p><strong>5.2 The Library:</strong><br />
This level is populated only by the hands, behaving as they did in the previous stage.. watch out for ones coming from both sides. Wipe these out, and on to the next stage.</p>
<p><strong>5.3 The Containment Tubes:</strong><br />
This level is where Dr Mueller&#8217;s experiments were stored&#8230; evidently, he was trying to study the Mimi&#8217;s. Most, however, are now dead. Most.. there are a few still alive, and they&#8217;re not at all happy at being cooped up. They have a nasty tendency to leap out at you from the tubes as you approach, and to top it off, they are a new strain.. pink Mimi&#8217;s, and take 3 hits to kill. There are also a number of holes in the floor on this stage.. one false step, and you&#8217;re into the dungeons. Don&#8217;t rush this one. And is it just me, or did this stage remind any else of the bit where the facehuggers were stored in Aliens?</p>
<p><strong>5.4 The Sewers:</strong><br />
This level can get tricky. First of all, there are pools of pink gunk to avoid, although these shouldn&#8217;t pose too much problem. On top of that, however, there are the Sludge Monsters, which charge along beneath your feet, and if you avoid them, they then rise up, to spit gunk at you. I found the best way to progress was to stand back till they have finished spitting, then jump over them. Hitting them with your fists only gives you a split second to dodge them, so it&#8217;s often best to wait.</p>
<p><strong>5.5 The Lab:</strong><br />
Throughout this level, you face the Zombie Scientist, who runs on screen to hurl flasks, and then scuttle off. He throws two types of flasks at you, the first containing a sludge monster, which then attacks you, or a Potassium bomb, which bursts into flames. The sludge monsters can be dealt with as they were in the sewers, or if you manage to find an unbroken Potassium bomb, you can burn them up. To add to the chaos, Potassium bombs also fall down from above, smashing near your feet, so be on your guard. You can&#8217;t catch the Scientist till you reach the end of the level, where one hit will dispatch him.</p>
<p><strong>6.1 The Portal:</strong><br />
This stage is all that makes up level 6, and is a single screen level that pits you against the HeadSnake, who guards the portal to the realm where Jennifer is held. You don&#8217;t get a chance to fight him straight away.. in fact, he only takes one hit to kill. What he does do, is keep you at bay with a number of projectiles, heads and hands. The hands are pretty easy to deal with.. you just need to stand at the far left of the screen, and low kick the low hands, and when a hand is thrown in a high arc, punch it normally. The heads are a little harder to dispatch. You need to move around the screen, ducking and low kicking, as the heads come in from all sides. Once you&#8217;ve cleared enough, the main boss comes on.. one hit and he&#8217;s gone. Take a step forward, close those eyes (not you, player.. doh!), and enter the void.</p>
<p><strong>7.1 The Void:</strong><br />
Rick may be falling, but you still have full control of him.. this stage is a little harder, requiring you to be on your guard, to take out the blue skulls that fly in from the left and right. There&#8217;s not much more help I can give you here, except to be on your guard.. soon, you&#8217;ll hit the bottom&#8230;</p>
<p><strong>7.2 Crystal Prison:</strong><br />
Jennifer is held here, inside the Black Crystal. The Crystal guards itself with a number of glowing orbs, one of which it throws at Rick. Avoid this, and head close, punching the orbs as they go past , then hit the crystal. It disappears, sending bars of energy up from the floor, which you should stand between, then re-appears on the opposite side of the screen. Repeat the pattern till it cracks an releases Jennifer, 6 hits in all. Then run&#8230;</p>
<p><strong>7.3 Escape from the Void:</strong><br />
There&#8217;s no time for a long re-union, as a huge looming figure heads up from behind&#8230; just keep running, and don&#8217;t get to close&#8230; every so often, it will throw a ball of energy at you, which you need to avoid.. keep out of it&#8217;s way, and it&#8217;s back to the house..</p>
<p><strong>8.1 Going Up:</strong><br />
Back on the elevator, this time going the other way. There are two things you need to worry about here.. the ghouls, which approach from the right and left, which need to be beaten back. Plus, debris is constantly falling from the ceiling. It&#8217;s almost impossible to spot before it falls, and the best way to go about avoid it, is to wait till a piece drops, then head directly under where it fell. When another piece falls, go to where it was, and so on. If you want to be completely safe, wait till a single piece falls down the middle of the lift, then avoid the debris till another piece falls down the middle. Go to the middle, and you&#8217;ll be safe from debris till the end of the level.</p>
<p><strong>8.2 Retreat Across the Lake:</strong><br />
As the house shakes , Rick and Jennifer leap into a convenient motorboat (funny how there&#8217;s always one around, eh?), and head back over the lake. They&#8217;re not alone, though, and the Lake Thing is hot on their heels. While Jennifer sits in the boat (notice how none of the spikes ever hit her?), Rick gets sharp pointy objects hurled at him. You need to knock the spikes out of the air, pick them up, and jumping a little, throw them into the eye of the Lake Thing, 6 times, before it retreats, and Rick and Jennifer can make it safely to shore.</p>
<p><strong>8.3 The Final Fight:</strong><br />
I&#8217;m tempted to say nothing about this level, and leave you on your own, but I might as well give you hints on this. It&#8217;s not so much a stage, as a fight with a boss. It appears in two forms. First, as a mass of gore, which comes from the left and right, firing heads at you. Punch it when you get close, and it will retreat to the top of the screen, firing heads down diagonally, then rushing left and right.. hit it 4 times as it heads from left to right, and it bursts open, revealing a bathead. Stand in the middle of the screen, and make sure you get this guy, or he comes back as the gore monster.. hit him when he flies in front of you, and flip round when he heads behind, and hit him. You need to have fast reactions on this one. When he&#8217;s done&#8230; game over&#8230;&#8230; for now&#8230; sit back, and watch the end sequence.</p>
<p><strong>Level Codes:</strong><br />
If all else fails, you can use these level codes, to skip to the beginning of each level&#8230;</p>
<p><strong>Level 2</strong>: EDK NAI ZOL LDL</p>
<p><strong>Level 3</strong>: IDO GEM IAL LDL</p>
<p><strong>Level 4</strong>: ADE XOE ZOL OME</p>
<p><strong>Level 5</strong>: EFH VEI RAG ORD</p>
<p><strong>Level 6</strong>: ADE NAI WRA LKA</p>
<p><strong>Level 7</strong>: EFG XOE IAL LDL</p>
<p><strong>L</strong><strong>evel 8</strong>: EDK VEI IAL LDL</p>
<p>by Chris McMullen</p>
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