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	<title>Gamexperts &#187; walkthrough</title>
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		<title>Legend of Zelda: Spirit Tracks Heart Container Guide</title>
		<link>http://www.gamexperts.com/ds/legend-of-zelda-spirit-tracks-heart-container-guide.php</link>
		<comments>http://www.gamexperts.com/ds/legend-of-zelda-spirit-tracks-heart-container-guide.php#comments</comments>
		<pubDate>Wed, 03 Feb 2010 15:27:36 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[DS]]></category>
		<category><![CDATA[DS Cheats]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[cheats]]></category>
		<category><![CDATA[guide]]></category>
		<category><![CDATA[heart containers]]></category>
		<category><![CDATA[Legend of Zelda: Spirit Tracks]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=1384</guid>
		<description><![CDATA[If you&#8217;re familiar with previous titles in the Legend of Zelda series then no doubt you know all about heart containers and how tricky some of them are to come by. If you&#8217;re new to the Legend of Zelda franchise then basically the idea is that Link starts off with 3 hearts and as you [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re familiar with previous titles in the Legend of Zelda series then no doubt you know all about heart containers and how tricky some of them are to come by. If you&#8217;re new to the Legend of Zelda franchise then basically the idea is that Link starts off with 3 hearts and as you progress through the game you can increase your number of hearts (health) by defeating bosses, buying of winning hearts and finding well hidden hearts. There are a total of 13 extra heart pieces to collect in the Legend of Zelda: Spirit Tracks and heres how to get them all.</p>
<h4>Heart piece 1</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Forest Temple.</li>
<li><strong>What do i need?</strong> &#8211; The Whirlwind.</li>
<li><strong>When can i get it?</strong> &#8211; At the end of the Forest Temple.</li>
</ul>
<p>The first heart piece is easy to find and you have no chance of missing it, just beat Stagnox Armored Colossus to get the heart piece as your reward.</p>
<h4>Heart piece 2</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Castle Town</li>
<li><strong>What do i need?</strong> &#8211; The Whirlwind, minimum 50 rupees</li>
<li><strong>When can i get it?</strong> &#8211; After finishing the Forest Temple</li>
</ul>
<p>Once you&#8217;ve beaten the Forest Temple head to Castle Town. There is a building in the south-east area of town that is run by an old lady where you can pay 50 rupees a time to play the mini-game, The mini-game is essentially an arena with 10 floors, to get the heart piece you need to clear all 10 floors without dying. After doing so the precious heart piece is your reward.</p>
<h4>Heart piece 3</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Snow Temple</li>
<li><strong>What do i need?</strong> &#8211; The Boomerang</li>
<li><strong>When can i get it?</strong> &#8211; Towards the end of the temple</li>
</ul>
<p>After you beat the Snow Temple boss Frazz the third heart piece is located in a treasure chest not far from Frazz.</p>
<h4>Heart piece 4</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Rabbitland Rescue</li>
<li><strong>What do i need?</strong> &#8211; The Rabbit Net</li>
<li><strong>When can i get it?</strong> &#8211; After finishing the Snow Temple</li>
</ul>
<p>After finishing the Snow Temple and defeating Frazz head to Rabbitland Rescue. You may already have the Rabbit Net, if not make sure to obtain it. Once your ready to catch some rabbits make sure you catch at least 5 rabbits and then talk to the owner, that will net you your 4th heart piece.</p>
<h4>Heart piece 5</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Snow Sanctuary</li>
<li><strong>What do i need?</strong> &#8211; 2000 rupees</li>
<li><strong>When can i get it?</strong> &#8211; Upon discovering the Snow Sanctuary</li>
</ul>
<p>You&#8217;ll need 2000 rupees to get your 5th heart piece. Once you&#8217;ve got enough rupees head to the Anouki shop, it may be wise to make sure you still have some rupess left over after buying this heart piece as you don&#8217;t want to end up at a loss with no rupees.</p>
<h4>Heart piece 6</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Hyrule Castle</li>
<li><strong>What do i need?</strong> &#8211; Minimum 50 rupees</li>
<li><strong>When can i get it?</strong> &#8211; Anytime after completing the Snow Temple</li>
</ul>
<p>After finishing the Snow Temple you will receive a letter from Russel the sword trainer at Hyrule Castle. Once you go and see Russel he challenges you to fight his 3 guards and hit them 60 times in the time limit, if you complete this challenge you will be rewarded with your 6th heart piece.</p>
<h4>Heart piece 7</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Ocean Temple</li>
<li><strong>What do i need?</strong> &#8211; The Whip</li>
<li><strong>When can i get it?</strong> &#8211; After defeating the Ocean Temple boss</li>
</ul>
<p>The Ocean Temple boss is Phytops who is essentially a quite menacing giant plant. After defeating Phytops you will obtain your 7th heart piece as the reward.</p>
<h4>Heart piece 8</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Whittleton Village</li>
<li><strong>What do i need?</strong> &#8211; The Whip</li>
<li><strong>When can i get it?</strong> &#8211; After beating the Ocean Temple</li>
</ul>
<p>After obtaining the whip and finishing the Ocean Temple head to Whittleton Village. There is a whip race challenge you can take part in in Whittleton Village and if you manage to complete the race in under 1min 15secs&#8217; you will get your 8th heart piece as the reward.</p>
<h4>Heart piece 9</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Fire Temple</li>
<li><strong>What do i need?</strong> &#8211; The Bow &amp; Arrow</li>
<li><strong>When can i get it?</strong> &#8211; After defeating Cragma, the Fire Temple boss</li>
</ul>
<p>After obtaining the Bow &amp; Arrow and defeating Cragma the Lava Lord you will find the heart piece in a chest after the battle.</p>
<h4>Heart piece 10</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Pirate Hideout</li>
<li><strong>What do i need?</strong> &#8211; N/A</li>
<li><strong>When can i get it?</strong> &#8211; After finishing the Fire Temple</li>
</ul>
<p>After collecting your 16th force gem the spirit tracks from Papuchia Village will appear and lead you to the Pirate Hideout. Once you have successfully rescued the prisoner you will need to play the pirate mini-game and score over 4000 points to get your hands on the 10th heart piece.</p>
<h4>Heart piece 11</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Sand Temple</li>
<li><strong>What do i need?</strong> &#8211; The Sand Wand</li>
<li><strong>When can i get it?</strong> &#8211; After defeating the Sand Temple boss</li>
</ul>
<p>After beating the Sand Temple boss you will find the 11th heart piece in a nearby chest.</p>
<h4>Heart piece 12</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Beedle&#8217;s Air Shop</li>
<li><strong>What do i need?</strong> &#8211; 5000 rupees</li>
<li><strong>When can i get it?</strong> &#8211; Later on in the game once Beedle&#8217;s Air Shop has opened</li>
</ul>
<p>To get hold of the 12th heart piece you will need to amass 500 points from Beedle, this works out at spending 5000 rupees in his shop. Once you have spent 5000 rupees you will become a gold member and Beedle will give you the heart piece as a reward.</p>
<h4>Heart piece 13</h4>
<ul>
<li><strong>Where is it?</strong> &#8211; Ends of the Earth Station</li>
<li><strong>What do i need?</strong> &#8211; The Sand Wand</li>
<li><strong>When can i get it?</strong> &#8211; In the Earth Station</li>
</ul>
<p>The 13th and final heart piece is obtained in the Earth Station. You will need to have collected all 20 force gems for the spirit tracks leading to the Earth Station to appear, once inside finish the 3 puzzles and after the third and final puzzle your hard work will be rewarded will a heart piece!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Digimon World 2 Cheats</title>
		<link>http://www.gamexperts.com/playstation/digimon-world-2-cheats.php</link>
		<comments>http://www.gamexperts.com/playstation/digimon-world-2-cheats.php#comments</comments>
		<pubDate>Fri, 16 Aug 2002 16:50:43 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[anime]]></category>
		<category><![CDATA[digimon world 2]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=460</guid>
		<description><![CDATA[Trading
During the game you will be able to trade one Digimon for another. The digimon you get is usually better than the one you trade.
Trade: ToyAgumon
Receive: SnowAgumon
Trade: Crabmon
Receive: Wizardmon
Trade: Numemon
Receive: Megadramon
Trade: Garurumon
Receive: MangaAngemon
Trade: Nise Drimogemon
Receive: Metal Mamemon
Trade: Dark Tyrannomon
Receive: Myotismon
Get DP DNA Digivolve With Another Digimon
To get Devimon, you DNA digivolve icedevimon 3 times with [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Trading</strong><br />
During the game you will be able to trade one Digimon for another. The digimon you get is usually better than the one you trade.</p>
<p>Trade: ToyAgumon<br />
Receive: SnowAgumon</p>
<p>Trade: Crabmon<br />
Receive: Wizardmon</p>
<p>Trade: Numemon<br />
Receive: Megadramon</p>
<p>Trade: Garurumon<br />
Receive: MangaAngemon</p>
<p>Trade: Nise Drimogemon<br />
Receive: Metal Mamemon</p>
<p>Trade: Dark Tyrannomon<br />
Receive: Myotismon</p>
<p><strong>Get DP DNA Digivolve With Another Digimon</strong><br />
To get Devimon, you DNA digivolve icedevimon 3 times with another digimon. To get Angemon you DNA digivolve patamon in his champions 8 times he will first be Ninjamon then Starmon then Wizardmon and finally Angemon. For Gatomon you DNA digivolve Leomon with Orgemon three times then digivolve Toyagumon to Gatomon.</p>
<p><strong>How to get Metal Trannomon</strong><br />
First get a Betamon with 6 DP to get Tuskmon at level 11. Then get him to ultimate at level 21 to get Metal Trannomon. Levels of digivolving- 11 champion, 21 ultimate, 31 mega.</p>
<p><strong>How to get Metalgreymon</strong><br />
Go to bios domain &amp; you will see Metalgreymon, he will run away. You will see him again on the boss floor if you go left instead of right. Use the Toy Plane you received earlier. Make sure you have at least one, or two champion digimon because he is at EL 21.</p>
<p><strong>How to Get Wargreymon</strong><br />
When you get megadramon at digimon center and metalgrey at BIOS domain get them to level 27 and Dna digivole them to Greymon then metalgreymon then wargreymon. It will have a maxium level of 33.</p>
<p><strong>Omnimon and Baiuhmon and Kimeramon</strong><br />
To get omnimon dna digivole 20 times to get 20 Dp or pass the game and get him in Tera Domain. Bauihmon get two digimon to get gotsumon 20 times For 20 DP. Kimeramon he&#8217;s in trea domain a data type. He Appears randomly 1 out of 666 of a chance.</p>
<p><strong>Alternate Ending Seqeunce</strong><br />
View the opening sequence twice to see Blackwargreymon instead of Wargreymon in the animation at the beginning of the game. Note: This does not unlock him during the game.</p>
<p><strong>Buy All Items to Catch Digimon</strong><br />
Once you get the generator parts in the first room in the dome, talk the man on the top right. He will sell all the items that you can buy when you join a club.</p>
<p><strong>Alternate opening sequence </strong><br />
View the opening sequence twice to see Blackwargreymon instead of Wargreymon in the animation at the beginning of the game. Note: This does not unlock him during the game.</p>
<p><strong>Buy all items to catch Digimons </strong><br />
Once you get the generator parts in the first room in the dome, talk the man on the top right. He will sell all the items that you can buy when you join a club.</p>
<p><strong>Level up quicker </strong><br />
Do not run away from battles and you will earn experience points. Also, fight stronger Digimons for more experience points. After you defeat Leomon in the first dungeon, you can return and fight a level 5 Gazimon and a level 5 Gizamon. After defeating these, you gain 39 experience points and 260 bits. Note: Only use this trick when you have at least one or two champion Digimon, as they are quite difficult to defeat.</p>
<p><strong>Digivolution points </strong><br />
Digivolution Points determine what Digimon you will get when you digivolve in the future. The only way to get DP is through DP Up item or the old fashion DNA Digivolution. DNA Digivolving is better and makes your Digimon stronger.</p>
<p><strong>Digivolving </strong><br />
All Digimon digivolve at 11, 21, 31.</p>
<p><strong>DNA Digvolving </strong></p>
<ul> 2 Champions = Rookie<br />
2 Ultimates = Champion<br />
2 Megas = Ultimate<br />
Champion + Ultimate = Rookie<br />
Champion + Mega = Rookie<br />
Ultmate + Mega = Champion</ul>
<p>The DNA digivolved Digimon&#8217;s form is always one below the lowest Digimon form in the pair of the two Digimon.</p>
<p><strong>DNA Digivolving Formula </strong><br />
There is a formula to figuring out the maximum level of your Digimon when you DNA Digivolve:</p>
<ul> X = Larger level of two Digimon<br />
Y = Lower level of two Digimon<br />
Maximum level = X + Y/5</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>MediEvil Walkthrough</title>
		<link>http://www.gamexperts.com/playstation/medievil-walkthrough.php</link>
		<comments>http://www.gamexperts.com/playstation/medievil-walkthrough.php#comments</comments>
		<pubDate>Thu, 07 Mar 2002 15:32:24 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[adventure]]></category>
		<category><![CDATA[medievil]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=80</guid>
		<description><![CDATA[Compiled by Iain and Ann Noble (71154.3234@compuserve.com) with help from Micah (zeade@stanford.edu)
General points:
Kill all the enemies you find. Talk to the gargoyles for information. Not all the minor pickup items are mentioned, so keep your eyes open.
Dan&#8217;s Crypt:
Introducing our Hero &#8211; the luckless, and dead, Sir Dan. Don&#8217;t be put off by his appearance cos [...]]]></description>
			<content:encoded><![CDATA[<p>Compiled by Iain and Ann Noble (71154.3234@compuserve.com) with help from Micah (zeade@stanford.edu)</p>
<p><strong>General points</strong>:<br />
Kill all the enemies you find. Talk to the gargoyles for information. Not all the minor pickup items are mentioned, so keep your eyes open.</p>
<p><strong>Dan&#8217;s Crypt</strong>:<br />
Introducing our Hero &#8211; the luckless, and dead, Sir Dan. Don&#8217;t be put off by his appearance cos by the end of the game you will be really fond of him. Explore, pick up clues from the books and collect the small sword, throwing daggers and the life bottle. Go down the left corridor for the Star Rune which you need for the hand gate. Pop over the stream and open the chest for a copper shield and get the coins. Note the cracked wall which you will be able to smash later, then go back to the gate and head up the stairs.</p>
<p><strong>The Graveyard</strong>:<br />
Wend your way along the path, killing your first enemies, the zombies. Collect the Earth Rune on the right and use it to open the gate further along the path. Despatch more zombies, get the Chaos Rune and coins, then head back through the gate. Go up the steps to open the Chaos Rune doors and head towards the angel statue. Hitting the statue once will open the gates on the right for the Chalice but you won&#8217;t have enough yet to collect it so continue down the path, past the Skull Gate, until you&#8217;re told that the Chalice is available. Go back and collect it. Hit the angel twice to open the gates on the other side and get a Life Bottle. Drop down the other side and head towards the health fountain. Splash through the water and get open the chest for a copper shield. Walk over the bridge to avoid drowning in the deep water and make your first visit to the Hall of Heroes. Ignore the sounds of merrymaking from upstairs, as you can&#8217;t get up there yet, and find your first old friend. (Crossbow). Exit.</p>
<p><strong>Cemetery Hill</strong>:<br />
Head left to hit the skull chest (surprise). Then head up towards the pesky boulders &#8211; your first major challenge in keeping our hero alive. Dodge and/or jump them and go up the first steps for a chest with a copper shield. Drop into the compound and then get the club from the chest. Use it to smash one of the rocks (remember it is limited use) in the doorway and then go forward (past the start) through the opposite doorway. Use the club to smash to rock and enter the cave. Bit of nifty footwork coming up &#8211; kill enemies, then put the club in the fire outside in order to light it. Rush back in, up the stairs and slam the club into the fire to light it. Quickly switch weapons and kill the released zombies. Collect all the goodies, most importantly the Chalice and the Witch Talisman. Go back outside and then up the path past the boulders (ignore the items for now). At the top, get the coins and heal if necessary. Before you exit, go back down the path and pick up the items. Hall of Heroes &#8211; Life Bottle.</p>
<p><strong>The Hilltop Mausoleum</strong>:<br />
Walk along the aisle and kill the imps. Get the club from the chest at the far end (not easy to see), use it to smash the coffins and jump into them. Do the one at the upper right last as you will drop down into a tunnel. Smash through the glass and kill imps (don&#8217;t get too close to them as they steal and you may find yourself without a weapon in your hand). Then break the left red window, smash the spikes (don&#8217;t get too close) and go down the slope. When you collect the Earth Rune the floor will start to collapse so rush back into the centre area as fast as possible. Now break the purple glass and head up to open the Earth Rune gate. Drop in, kill the imps, collect the coins and then go up the stairs. More imps and a fountain. Go right to get the Moon Rune and then right again for the Chaos Rune. Ignore the organist for the moment. Return left and jump down the smashed coffin again. This time break the right red glass, smash the spikes and open the Moon Rune gate. Spikes again, grab the sheet music. Collapsing floor so return to the centre again. Go back to the organist and stand in front of the organ to give him the sheet music. The new tune will reveal the Chalice. Return left, through the room and down the stairs to open the Chaos Rune gate. Push the block along the path until it gets to the heart. (Note: if you do this before you give the sheet music to the organist, you won&#8217;t get the Chalice). Go back up the stairs to the large stained glas window which turns into your first boss &#8211; the Stained Glass Master. His only vulnerable part is the heart, so avoid his attacks and then use the crossbow on the beating heart. After you defeat him, collect the Skull Key. Hall of Heroes &#8211; Hammer. After you get this go back to Dan&#8217;s crypt and smash the wall to get the Life Bottle, and regenerating chests of coins.</p>
<p><strong>Return to the Graveyard</strong>:<br />
On the world map go south and then southeast to this area. RUN over the bridge (otherwise it disappears beneath your feet) and follow the path to collect goodies. Up the stone steps, turn left at the pillar and creep along the grass ledge to get to the fountain, drop down to the path and then open the gate using the Skull Key. New enemies &#8211; wolves. Follow the path to the gate, go to the right for coins and then up the slope opposite the bridge for the Star Rune. Go back to the front of the gate to open it and head down the tunnel. Go along the passage to the right of the Chalice (jump up at the end) for items and a merchant gargoyle (on the lower ledge), then push the block along the the ledge and into the water. Jump, don&#8217;t drop, onto the block and return to the Star Rune gate. Down the tunnel again, head left along the passage, and then collect the Chalice &#8211; you should have killed enough enemies by now. Go back into the left passage, jump up at the end and push the block into the water. Jump down to it and use the healing fountain as you have a boss battle upcoming. The main tactic against the Graveyard Guardians is defense. Then when they appear in front of you, hit them. When the gates open, exit. Hall of Heroes &#8211; chests of coins.</p>
<p>At this point there is a choice of destinations: Enchanted Earth or Scarecrow Fields. They&#8217;re both equally tricksy so just take your pick but you will get the broad sword after the Enchanted Earth which should make the Scarecrow Fields a bit easier.</p>
<p><strong>Enchanted Earth: Ant Caves</strong>:<br />
Kill the frogs from a distance, turn left and destroy the plants by the witch&#8217;s cauldron. Use the witch talisman to summon the witch and she will give you a quest. Accept and she will send you into the ant&#8217;s nest. Head down the slope, then right, breaking the glass to free the firefly who will ask you to release the other fireflies. Head back and right at the fork. Get the club from the chest and go to the portal. The firefly will open it for you. Enter, go down and then left. Unfortunately you&#8217;re on your own now cos we can&#8217;t remember how we got to the Queen Ant. Just explore, killing ants and larvae, collecting amber and freeing fireflies. The patterns on the floors of the open chambers should help you to navigate but you can&#8217;t get out until you kill the Queen Ant. When you&#8217;ve collected the amber and freed all the fireflies, break the glass in the central chamber and get into one of the more difficult boss battles. Destroy the soldier ants with the hammer and then shoot the queen with the crossbow. When she&#8217;s dead, exit through the passage where her head was and you will return to the witch&#8217;s cauldron. She will reward you with the chicken drumsticks; hold onto them as you will need them much later in the game and they are not renewable. If you rescued all the fireflies, you will go to the Hall of Heroes &#8211; Broad Sword.</p>
<p><strong>Scarecrow Fields</strong>:<br />
Kill scarecrows, including the spinning ones which are very destructive, for your Chalice count. Go forwards to the pen and move the cart from the right side to get into the area with items and a merchant gargoyle. Back up the path and go through the left gap towards the windmill. Take out the mechanical giant by first shooting his head, and then shoot the man in his back who&#8217;s controlling him. Pick up the Moon Rune that the giant leaves behind. Head round to the Moon Rune gate, go through and pick up the club and the Earth Rune. Go back up by the windmill and through the Earth Rune gate. Avoid the windmill blades and use the healing fountain; you&#8217;ll probably need it. Avoid the scarecrows and pick up the silver shield from the chest. Go on and defeat another mechanical giant to get the Chaos Rune and open the gate. Get rid of the 2 scarecrows and read the book by the barn. Go left round the back of the building and hit the skull chest. The serpent will get rid of the spinning scarecrows for you, although they are credited to your enemy count. Explore the paths in the fields for items; don&#8217;t go into the corn or it will burn you up. Head up to the other windmill and dash through it under the broken blade. Now you have to make your way through all the machinery &#8211; watch each one carefully and work out your tactics before you go in. In the fifth one take the path at the top and collect the Harvester Cog. Of course you have to get all the way back, past the windmill and to the barn. In the barn push the bale to the left so you can get onto the ledge at the back, walk round and flick the switch to lower the harvester. Use the Cog and then follow the harvester&#8217;s path to the Chalice. If you haven&#8217;t killed enough enemies, go and kill some more. After collecting the Chalice, make your way back through all the machinery circles and take the exit on the right of the final one. Hall of Heroes &#8211; chests of coins.</p>
<p><strong>Another choice of destinations here</strong>:</p>
<p><strong>Pumpkin Gorge</strong>:<br />
Follow the path a short way and then head into the tunnel on the right by the branches. Slash at the roots/tentacles above and follow the path down to get the Moon Rune. Then go up the tunnel to return to the path outside. Smash the rocks and go along the path to a clearing. Open the Moon Rune door and run clockwise round the wheel to raise it sufficiently to get the Chaos Rune. Go through the Chaos Rune gates and continue round to the first door which will open. Jump up via the rising and falling mushrooms to reach the right stony path. Follow it to find the Earth Rune and then exit through the door. Head left to open the Earth Rune door and make your way up the spiral ramp. Defeat the pumpkin man at the top to get the Star Rune. Smash the boulder to exit. Now make your way back to the mushrooms and this time jump to the dirt path at the top to enter the Star Rune gates. The Time Rune will be on top of a trunk, so destroy the tentacles to lower the trunk and grab the rune. Open the Time Gates and head left, collecting items and killing enemies. When you have enough for the Chalice, make your way back to the path you first started on. Go into the right hand tunnel again and smash the wall next to the merchant gargoyle. This will reveal another tunnel leading to the Chalice. Then go all the way back again to the Time Rune gates and head left to the fork. Go left and up on the mushroom to the exit. Hall of Heroes (upstairs) &#8211; Spear.</p>
<p><strong>The Pumpkin Serpent</strong>:<br />
Make your way left to the witch&#8217;s cauldron and talk to the witch. You have to destroy 9 of the pods to wake the serpent so: 1. by the right house, 2. by the arch, 3. go through the arch and take the first path left, 4. back to the main path, by the tentacles, 5. right along the next offshoot, 6 and 7. around the Pumpkin Serpent, 8 and 9. past the Pumpkin Serpent (all this time you will be fighting pumpkin men). Now the Serpent has woken up go and fight it. Hit the skull chests to cause explosions and use your Spear from a distance. Then kill enough pumpkin men to get the Chalice. Go back to the witch and receive the first Dragon Gem. Then jump down the well and go up the tunnel to collect the Chalice. Follow the tunnel to get outside and go past the serpent to find the exit. Hall of Heroes (upstairs) &#8211; Longbow.</p>
<p><strong>The Sleeping Village</strong>:<br />
DON&#8217;T KILL THE VILLAGERS however annoying they are cos it puts your Chalice count down. Anyone you meet before the first guards appear will be a villager. Walk down the central street to the fountain &#8211; the Chaos Rune is on top of it. Head into the left house and avoid the woman while grabbing the Moon rune. Exit and head into the house ahead to find the Moon Rune gate. Before going through it, push a barrel onto the switch to open the hatch behind the fence. Go through the gate and down the hatch to get the club, then exit right to find the Earth Rune gate. Go upstairs and use the hammer to open the cage with the Earth Rune, and then return downstairs and go through the gate. Flick the switch there and return upstairs where the pedestal has been lowered. Grab the Landlord&#8217;s Bust. Then downstairs, left, upstairs and back outside. Now the guards appear so you can go on a killing spree, remembering not to kill the villagers. Then go down the steps by the water (near the Moon Rune gate house) and flick the switch to change the water level in the fountain. Go and get the Chaos Rune. Use it to open the library. Read the various books (dodging the annoying villager) and then hammer through the middle bookcase to find the Crucifix Cast. Exit the library and go to the smithy. Put the Crucifix Cast in the hot forge, then the Landlord&#8217;s Bust and jump up and down on the bellows (just to the left of the forge) to heat it up. Eventually the gold Crucufix will appear. Collect it and return to the church. Use the Crucifix at the back of the church to open a secret panel. Get the Safe Key and go to the garden with the pool to go through the newly opened gate. Jump up onto the roofs and drop down the chimney of the main house. Use the Safe Key to open the blue safe and get the Shadow Artefact. Flick the switch to open the gates to the fortress, then exit the garden and head right. After disposing of the four guards, you should have enough points to collect the Chalice so go back to the garden. Hall of Heroes (upstairs) &#8211; Gold Shield.</p>
<p><strong>The Asylum Grounds</strong>:<br />
Four puzzles to solve here as well as fighting enemies. Head right through the gate and then right at the crossroads to talk to Jack of the Green. The answer to the first riddle is stars. Return to the crossroads and go left to hit the first star by the Chaos Rune gate, then go over the crossroads to hit the second star. Back at the crossroads, turn right to enter the maze. Head right to find the third star. Return past the maze entrance (not through it), then left at the next junction for the fourth star. Exit and go down the steps for the last star. Return to Jack for the next riddle. Go back into the maze, head left and then left above the steps. Follow the path to find the five sad masks. You have to hit them to alter their positions but they affect one another. So get them all one turn from happy, then quickly hit the top right, bottom left, top left, bottom right, top to make the clown laugh. (This may be the most challenging/irritating puzzle in the whole game). Go back to Jack to hear the next riddle, then back to the maze, left and through the right gap before the steps. Get the Chaos Rune and take it back to the gate near the start. Use it and then head over the crossroads to the opened gates. Follow the path to reach the elephant. Then go back to the gate and get the white mouse to follow you, avoiding the grey cats, to the elephant in order to frighten it. Back to Jack for the final riddle, then back to the elephant and the smashed wall behind it. Drop down the hole and then exit the room. Push the three blocks next to the stained glass windows. Go back into the room and stand in the light to be raised out of the maze. Return to Jack and then to the elephant for the Chalice. Enter the maze there and turn right at the junction, shooting the hedge man. Hit the chess pieces to move them onto their coloured squares. The exit appears in the centre of the board, so drop down it. Hall of Heroes (upstairs) &#8211; Flaming Longbow.</p>
<p><strong>Inside the Asylum</strong>:<br />
You will probably die here more than anywhere else in the game if our experience is anything to go by. (Try using the chicken drumsticks on groups of enemies). Kill all the zombies to open the hatch and then drop down it. Kill more zombies (use broad sword and power move), while avoiding bombs, to open the exit door. Kill the zombies, then the tougher large ones. Drop down the hatch. Destroy the madmen in straitjackets, heal, buy ammo and get your sword enchanted. Exit. Jump right over the lava stream and hit the skull chest, but jump back across the lava to avoid being knocked into it. Exit through the right gold door and collect the Chalice and the Earth Rune. Free the Mayor and get the second Dragon Gem. Heal up and exit. Hall of Heroes (upstairs) &#8211; Axe.</p>
<p><strong>Enchanted Earth: Shadow Demons</strong>:<br />
Follow the left path past the cauldron and then turn right at the pool crossroads (slightly difficult to see). Get on the lift, ride it up and then get on the next lift. Jump up the platforms round the tree to reach the nest. Using the shield to defend against the bird&#8217;s attacks, roll the 3 eggs out of the nest to break them. Pick up the Earth Rune and take the lifts back down again.Go back to the pool crossroads, take a left, then left again at the fork to open the Earth Rune gates. Jump across the stones in the water and use the Shadow Artefact to open the hatch. Enter and step on the floor switches in this order, Fire, Earth , Water, Wind. Get the Shadow Talisman. Exit through the teleport and head through the gates. Go back to the pool and place the Shadow Talisman in the socket just below the fire-breathing demons. Go up the steps and fight the demons. Use spear or longbow but watch out for the platform tilting which can throw you off, and the falling rocks. Heal up and walk along the bridge, then drop down the hole. Kill enough enemies to collect the Chalice, then jump back over the water to the prison to get it. teleport out and open the Star Rune gate to exit. Hall of Heroes (upstairs) &#8211; chests of coins.</p>
<p><strong>Pools of the Ancient Dead</strong>:<br />
This level will test your jumping skills to the limit. Head left, jump over and talk to the boatman. Jump back, cross the bridge and follow the path. You can&#8217;t kill the fat knights but you can push them into the water. Jump right to the stone bridge and fight your way to the fountain. Then jump left to the first Helmet. Jump back to the fountain and go round to the left. Hit the skull chest to release the serpent. Head over the first small bridge, then left. Jump to the Helmet. Head round to the Chaos Rune and then onwards to the tree for another Helmet. Jump over the small gap and continue round to the find to find another Helmet. Jump to the leftmost land and head back past the stone bridge. Go straight over the junction and get the Helmet to the right. Jump via the small rock (by the Helmet) to the next land (the bridges have been destroyed). Get the Helmet and then go through the Chaos Rune gates. Get the Helmet on the right and then run down the hill and dodge the chasing chariots. Go up the ramp for the last Helmet. Go back to the gates and kill enough enemies to collect the Chalice (you saw it earlier). Get the Chalice and then head all the way back to the boatman and give him the Helmets. Hall of Heroes (upstairs) &#8211; Magic Sword.</p>
<p><strong>The Lake</strong>:<br />
The chicken drumsticks, if you have any left, work well on the frogmen. Disembark, head up the steps and along the walkway. You can alter the alignment of the crosroads by shooting the switch but for now turn left for dry land. Go over the right walkway for the Earth Rune. Head into either of the opposite doorways, then through the next doorway. Run to the far left to collect the Chaos Rune in the boat. Then go all the way back to the crossroads. Rotate the junction and go straight over. Follow the winding path carefully until you get to the whirlpool. Head left and heal and then continue round and take the 2nd left path. Activate the Earth Rune machine and return to the walkway. Head left and go down the next path to collect the Time Rune. Then down the next path to activate the Chaos Rune machine. Continue round back to the fountain and heal. Then take the next path to the Time Rune machine and activate that. Jump into the frozen whirlpool. Follow the path (notice the wildlife) and exit from the Chalice room. Go right for coins and then over the bridge. Enter the doorway in the building and then go left through the arch to collect the Star Rune. Go back outside and head forward, round the left of the fence. Then right through a doorway and hit the switch which raises the gate to the path leading back to the crossroads. Fight until you can collect the Chalice and then go back to the crossroads and turn right. Make your way back to the Star Rune gate (which you saw earlier when collecting the Chaos Rune) and exit. Hall of Heroes (upstairs) &#8211; Magic Longbow.</p>
<p><strong>The Crystal Caves</strong>:<br />
And this is the level you were saving the Dragon Gems for. Cross the bridge, head right at the junction and talk to the gargoyle. Go through and smash the crystals. Go right at the junction and smash the clear crystal at the crossroads. Head left and collect the Earth Rune (mind the beams), then back to the crossroads and right into the next chamber. Kill enemies, collect items and then continue through the next passage. Heal and then head up the zigzag path. Enter the Earth Rune gate and head through the waterfall. Jump the gap to collect the Star Rune. Insert the Dragon Gems into the carved dragon&#8217;s head on the wall to wake up the dragon. You can&#8217;t damage him directly so use the hammer on the ground to make rocks fall onto him. If he sets you alight, jump into the waterfall. After he concedes, he&#8217;ll give you the Dragon Armour. From the waterfall head right into the large room. Make your way carefully round the pool, jumping the gaps and falling rocks, and exit at the back. Then drop down the tunnel at the back to return to the earlier junction. Head left to the Star Rune lock to raise the platform. Head over it but don&#8217;t exit until you have killed enough enemies to collect the Chalice, which of course is near the beginning. Then exit. Hall of Heroes (door on the landing) &#8211; Lightning.</p>
<p><strong>The Gallows Gauntle</strong>t:<br />
Read the book and then go down the passage. Head through the archway and then put on your Dragon Armour and go through the portal of fire. Kill enemies, step on all the floor switches and avoid the serpent. Put your Dragon Armour back on and exit through the fire, running down the passage to avoid the serpent. Collect all the items from behind the newly opened gates, including the Star Rune. Through one of the gates (opposite the dead dragon) is another floor switch. Step on it to raise the gate in front of the Chalice. Now go through the Star Rune gate and kill enough enemies to collect the Chalice. Get the Chalice and use the green slime exit. Hall of Heroes &#8211; Life Bottle.</p>
<p><strong>The Haunted Ruins</strong>:<br />
Gently guide the chickens to the pile of grain closest to the castle entrance. When they&#8217;ve eaten it all the floor switch will rise up, which lowers the drawbridge. Enter the castle and jump up the steps on the left to the walkway. Run and jump left (gaps in the battlements) to collect the Earth Rune, then return right. Kill the flying demon and then run and jump right to reach the courtyard. Equip the Magic Longbow and shoot all the demons before they can get to the floor switch which lowers the captives into the fire. Then use the hammer on the fires to put them out BEFORE you stand on the floor switch. (If you don&#8217;t save all the farmers, you cannot make your Chalice count). Return right and go through the gate. Run left past the cannons and go up the steps to the walkway; follow it to the left and go down the steps into the courtyard. Kill the knights, collect items and enter the Chaos Rune gate on the other side of the courtyard. Through the gate put on the Dragon Armour to walk past the flames. Enter the doorway to find the throne room. Walk right towards to fall through a trap door and land on a ledge. Carefully walk along it and enter the left doorway. Collect the Crown and then leave that room and enter the right doorway. Heal up and then exit left and return to the throne room. Use the Crown near the throne to summon King Peregrine who&#8217;ll transport you to the floodgate lever. As soon as you hit the switch, a timer will start so get the Earth Rune first. Hit the switch (timer starts), put on your Dragon Armour and push the stone golems over the far ledge (the only way to kill them). Equip your weapon again and run right through the gate. Kill enemies and head back past the cannons to the main courtyard. Enter the doorway at the back to find the Earth Rune lock. Once it&#8217;s activated, exit and continue left through the gate and up the zigzag path to get the Chalice on the left. Back at the bottom of the path, go past the books and hit the switch to drop a boulder onto the catapult. Then step onto the catapult to be thrown out of the level. (The time is tightish so you might want to explore before you use the Crown so that you know where to go and what the hazards are). Hall of Heroes &#8211; Energy Vials.</p>
<p><strong>The Ghost Ship</strong>:<br />
This level is particularly testing for two reasons. The jumps are tricky because of the perspective; and you have to go for the blue-jacketed officers when fighting. Head right to the deck to fight the skeletons; if you kill the officers the others will explode. Go up the ramps to the mast to collect the Moon Rune. Then go back to the start to open the Moon Rune gate. Kill enemies and collect the Star Rune. Go to the right of the deck and try to traverse the opening trap doors; if you fall through, just kill the skeletons, avoid the barrels and exit right. Run past the barrels to the fountain. Jump up left to go through the Star Rune door. Drop off by the mast and fight skeletons. Go down the right ramp and run past the cannons to get the Chaos Rune. Return left and open the Chaos Rune doors to the right of the deck. You now have to jump across the springy rope trampolines; but first drop down a hole to kill more enemies, then head left past the cannons to get back to the deck. (Back at the trampolines, press and hold Circle to jump higher). From the right of the trampolines, come down screen and time a series of jumps across the hinged platforms &#8211; watch for the pattern first otherwise you will die. Heal and then jump to a long blade on a rotating wheel and jump to the right steps. Go up and then up the stairs to kill enemies. Return left to the rotating blade and jump left into the small cage to ride up. Jump right at the top to kill more enemies and then jump back to the cage. It will drop so jump straight up to raise it again. Then jump left at the top to collect the Chalice. Jump back to the cage and via a rotating blade to the steps on the right again. Up the stairs and enter the right doorway to find the Captain up at the top. Now comes a challenging boss battle. You need to set the club alight to fire the cannons at the Captain to knock him overboard; while also battling the skeletons with your sword &#8211; some fast weapon changes are required. After defeating him, use the slime exit. Hall of Heroes (upstairs) &#8211; chests of coins.</p>
<p><strong>The Entrance Hall</strong>:<br />
After all the excitement of the Ghost Ship, here&#8217;s a nice simple level with no puzzles just a lot of walking and killing enemies. Kill the imps with the Magic Sword and search the orrery for more imps. Head down the tunnel and then left at the junction. Down the stairs and heal, then down the spiral staircase and through the doorway. Head back to the junction, go straight over and down the stairs. Down the next stairs and use the Flaming Longbow on the thieving imps. Get the Chalice and make your way back to the slime exit. Hall of Heroes (upstairs) &#8211; Life Bottle.</p>
<p><strong>The Time Device</strong>:<br />
The last level may have lulled you into a false sense of security but this level will really challenge you. Flick the switch and kill the guard. Head round to the left and kill the eye, but ignore the flying clocks. Jump past the wrench and kill the guards and the eye and then head left down the narrow ramp. Jump to the green clock face (avoiding the hands) and then jump to the next platform. Go over the bridge, past the pendulum, to another clock face. Again avoid the hands and head over to the next one. Over another short bridge, collect the Time Rune. Flick the switch to open the gate and go through. Return to the entrance and round the other side to kill the guards and the eye. Memorise the time shown on the descending clock when you approach the butterfly gate &#8211; this is what you have to duplicate on the large clock face. Use the springy pads to bounce up to it and then use the two buttons to set the right time. Drop off and go through the opened gate &#8211; heal. Use a springy pad again to jump up to the clock face and go over the bridge. Go through the Time Rune gate. run past the pendulum and note the time shown as you approach the butterfly gate. Wait for the low blade to pass and then run clockwise to the back to ride up the platform. Head right around the circular platform, jumping the blades, to take the path left. Run past the pendulums and rolling shields to get the Chaos Rune. Return to the circular walkway. Return to the rising platform and straight over it, then up the next right path. Jump into the pipe to go up. Hit the switch (the face) to start a 3 second time limit and hit one of the electric field junctions round to disable the field. Collect the Earth Rune. Return through the pipe and to the circular walkway. Head left to the rising platform and take the path left to the Chaos Rune gate. Enter and open the Earth Rune gate. Then push the arrow to rotate the train towards it. Jump onto the wagon behind the train and ride along the tracks. At the end, bounce up and shoot the guards. Collect the Moon Rune and return to the truntable room on the train. Open the Moon Rune gate and rotate the train to face it. Ride the train along the tracks again. At the end, walk along both sides of the track and hit the switches. Take the train back to the turntable room. (If you want to collect the Chalice, you have to change the alignment of the four electric junctions so that they will shatter the glass). Go back to the large clock face. Set the time to open the right butterfly gate. Go through and collect the Life Bottle that was under the force field. Then go back to the train and take it to the exit.</p>
<p><strong>Zarok&#8217;s Lair</strong>:<br />
This level consists of three battles, during the first of which you cannot damage the enemies. Enter and collect the Good Lightning and the shield from the chests. Equip the Good Lightning and place the Chalice on the grey circle in the centre. His skeletons will fight yours. You have to keep your skeletons alive so use the Good Lightning on them although this depletes you. Each of your skeletons left standing at the end of the battle will give you an energy vial. Collect the vials to heal and then face the knight on his horse. Use distance weapons on him and avoid his various attacks. Then Zarok appears as a giant lizard. You can only hit him when he rears up so avoid his attacks and the forcefield. Use the Magic Sword on him when possible, otherwise run in circles. Eventually you will defeat him.</p>
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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>
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		<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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		<item>
		<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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		<title>Echo Night Walkthrough</title>
		<link>http://www.gamexperts.com/playstation/echo-night-walkthrough.php</link>
		<comments>http://www.gamexperts.com/playstation/echo-night-walkthrough.php#comments</comments>
		<pubDate>Sat, 06 Oct 2001 02:41:59 +0000</pubDate>
		<dc:creator>Lonewunk</dc:creator>
				<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Walkthroughs]]></category>
		<category><![CDATA[echo night]]></category>
		<category><![CDATA[horror]]></category>
		<category><![CDATA[walkthrough]]></category>

		<guid isPermaLink="false">http://www.gamexperts.com/?p=310</guid>
		<description><![CDATA[Contents 
Introductions
Walkthrough
Chapter 1 : Henry&#8217;s House
Chapter 2 : Orpheus Upper Deck
Chapter 3 : The Drunks, the Twins and the Deep Dark Hole
Chapter 4 : A Doctor&#8217;s Guilt and a Mother&#8217;s Love
Chapter 5 : The Story of the Stones
Chapter 6 : Crea and the Crewmates
Chapter 7 : It Ends
Acknowledgements
Introductions:
ECHO NIGHT is definitely not your ordinary game. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Contents </strong></p>
<p>Introductions<br />
Walkthrough<br />
Chapter 1 : Henry&#8217;s House<br />
Chapter 2 : Orpheus Upper Deck<br />
Chapter 3 : The Drunks, the Twins and the Deep Dark Hole<br />
Chapter 4 : A Doctor&#8217;s Guilt and a Mother&#8217;s Love<br />
Chapter 5 : The Story of the Stones<br />
Chapter 6 : Crea and the Crewmates<br />
Chapter 7 : It Ends<br />
Acknowledgements</p>
<p><strong>Introductions:</strong><br />
ECHO NIGHT is definitely not your ordinary game. Rather than focusing on action (which every other game seems to be doing lately), this one focuses on puzzle solving, a type of game that hasn&#8217;t really existed since the old days of the PC gaming (which was, what, last year?).</p>
<p>The game itself has it&#8217;s charms. The graphics are really good, and the entire environment of the haunted ship is very well done. The sound isn&#8217;t spectacular, but there&#8217;s some bits where the audio can really spook you out. Speaking of spooking, this game unfortunately doesn&#8217;t have much scares for a horror game &#8211; it has it&#8217;s moments, though.</p>
<p>But the problem with the game is that it&#8217;s extremely short and somewhat easy. Other than a few really hard puzzles, most can breeze through this game in under five hours.</p>
<p>Overall, this game is not really a keeper, more like a good rental. But it is fun while it lasted, and that&#8217;s all that really matters, right?</p>
<p>Alright, lets get on with it!</p>
<p>Walkthough:</p>
<p><strong>Chapter 1:</strong><br />
<strong>Henry&#8217;s House </strong></p>
<p>Your adventure begins! There&#8217;s nothing dangerous here at all, so you should take the opportunity to practice the controls of the game. Once you&#8217;ve done enough practicing, leave the room you&#8217;re in. Look around the ruined hallway; in one junction there&#8217;s a winding key on the floor. Now enter the only other door available, then go to the grandfather clock. Use the key you began with and then use the winding key. A passageway will open. Hold down the circle button for awhile to crouch. Then crawl into the little space and you&#8217;ll automatically look at the book on the floor. After that, you&#8217;ll get spirited (literally) off into the pass.</p>
<p>Once you regain control, chat with the guard and the youth sitting down. Now leave the cabin and enter the next one. By the way, note the ladder on the side. Chat with the old man and the young girl. Then, leave the cabin through the way you came in from &#8211; you&#8217;ll bump into the youth you spoke early to. Go back to the cabin you began in, and take the winch on the floor near the guard. Now you can take the ladder you saw before up; then head to the trapdoor and use your winch. Watch the long scene that unfolds, then go back down and enter the cabin with the girl again &#8211; this time no one is around. Now go to the end of the train through the other door, watch another scene, and then you&#8217;ll leave the past.</p>
<p>Back to the burnt house. Take the red book, then proceed down the staircase into the little room. Look at the artwork and you&#8217;ll figure out what to do next, right?</p>
<p>[Solution] Easy. Take the chair and put it somewhere else, then position the statue of the boy so that he faces the statue of the woman.</p>
<p>After this, you&#8217;ll get spirited off again, this time into the doomed ocean liner Orpheus.</p>
<p><strong>Chapter 2:</strong><br />
<strong>Orpheus Upper Deck </strong></p>
<p>You&#8217;ll meet you&#8217;re first ghost, the captain of the liner, the moment you arrive. He&#8217;ll lead you into the captain&#8217;s room and tells you not to leave the room. Look around the room (check the drawers for a cure potion, remember to move the chair first), then go to the next room (bedroom) and the room after that (toilet). Nothing much you can do here, so ignore the captain&#8217;s warning and leave the rooms. Either way you exit, you&#8217;ll be attacked by a ghost girl; you&#8217;ll be saved by a mysterious voice who will tell you that these ghost girls are afraid of light. So, from now on, whenever you enter a room, look for a light switch first!</p>
<p>First, go upstairs and look around. You&#8217;ll find a the ship control room &#8211; look around for two cure potions, and note the sun plaque. then check under the table for a metal handle. With it, you can open the hatch (duck down first) and get the important Ship Map. Outside, a lonely ghost looking out by the sea, and another ghost is in a in the dark room. Also in the dark room, you can find a telephone to save the game.</p>
<p>The lonely ghost &#8211; in his past, you&#8217;ll meet his fiancee who has lost her engagement ring. You&#8217;ll have to look for it!</p>
<p>[Solution] Go to the merry-go-round and take a ride. The entire area will light up; look at the corners and you&#8217;ll spot a bright light on the floor. Once the ride is over, go to that spot to pick up the hard-to-see ring.</p>
<p>Return the ring to the girl and watch what happens. You&#8217;ll get the ring back and return to the Orpheus. Give the engagement ring to the ghost and he&#8217;ll leave; claim the astral sphere.</p>
<p>The ghost who&#8217;s afraid of the dark &#8211; To help him out, talk to him first and you&#8217;ll jump to his past and find out the reason for his phobia. Get the glove to exit the past.</p>
<p>Once you&#8217;re done, go back down to the lower floor and enter the other doors &#8211; you&#8217;ll be in a hallway with two staircases going down, a door and a fuse box. Here comes the scary bit &#8211; enter the door opposite the fuse box. You&#8217;ll spot a girl ghost in the corner &#8211; don&#8217;t reach for the lights, they don&#8217;t work! Instead, rush to the left and pick up the wire cutters, then get the hell out of there! If you get injured, use a cure potion.</p>
<p>With the wire cutters, go back to the captain&#8217;s bedroom and cut the wires tying up the cupboard. You&#8217;ll find the comet book. Take it and you&#8217;ll zoom off into the past.</p>
<p>The medium &#8211; You&#8217;ll be in an observation tower. Go up the lift (press the button in on the side) then look at the picture on the chalkboard. Figured it out?</p>
<p>[Solution] Comet on the sun? Use your comet book on the sun plaque.</p>
<p>You&#8217;ll encounter the medium; from now on, you can visit him every time you see a sun plaque. He exchanges your astral spheres for holy water, which prevents possessions and heal you slightly. Also, in your first encounter, he&#8217;ll give you a blue, incomplete crystal. Remember the scene on the train?</p>
<p>Once you&#8217;re done, you&#8217;ll return to the Orpheus. Pick up the wire on the floor, then go back to the fuse box you saw a couple of doors away. Equip you glove, then put in the wire one the empty fuse, then go back to the ghost who fears darkness, and show him the light. He&#8217;ll gratefully donate another astral sphere before he goes, and you can pick up the key he was sitting on. Once you leave, you&#8217;ll meet the captain again, and he&#8217;ll give up the ghost too and you&#8217;ll net another astral sphere. You can trade them for more holy water if you want &#8211; remember that there is a sun plaque in the ship control room.</p>
<p>Now, return to the room with the fuse box. Of the two doors below, one is blocked, and one is locked. With now key, unlock the locked door and proceed.</p>
<p>ON THE LIGHTS! They are on your right. There&#8217;s two doors here (forget about the staircases for the moment) &#8211; one door leads to a steward ghost who will refuse to let you pass &#8211; it&#8217;s a dead end here. The other door leads to a corridor with a drunk ghost on the floor. That&#8217;s where your next major hurdle begins.</p>
<p><strong>Chapter 3:</strong><br />
<strong>The Drunks, the Twins and the Deep Dark Hole </strong></p>
<p>There are six rooms here and one locked one on the other side of the corridor. Chat with the drunk ghost to fins out about his artist friend. His request is to drink his old friend&#8217;s concoction for the last time. Take the glass next to him. Now, explore the rooms &#8211; the directions are assuming that you are looking down the corridor facing the locked door on the other end.</p>
<p>First door on the left &#8211; Notice the four sailor dolls? Make a note of them, then look carefully at the vent up on one of the walls. You can use the step ladder to climb up onto the shorter cupboard, then from there you can reach the vent. Go inside and crawl all th way to the end of the shaft, and pick up the sailor medal. Exit the doorway and the room.</p>
<p>Second door on the left &#8211; This one is a cabin belonging to the artist Ed Mooring. Read the writings on the table. First door on the right &#8211; leads to a bar. Look at the artworks on the wall. Crawl behind the bar counter and open the sliding doors to find a claim ticket and four alcohol bottles with the pictures of a man, an axe, a snake and a sword. Come on, this one is easy! Try figuring out how to how to concoct Ed&#8217;s drink.</p>
<p>[Solution] Notice that one of the artwork belongs to Ed (initials E.M.). The picture Ed drew had a man carrying an axe fighting two snakes. Thus, to make his drink, put one portion of the alcohol from the bottle with the picture of a man, one portion from the bottle with the picture of an axe, and two portions from the bottle with the picture of a snake. You may do this in any order.</p>
<p>Once you have Ed&#8217;s drink, give it to the drunk and he&#8217;ll leave &#8211; take his Astral Sphere and the sailor medal he holds.</p>
<p>Second door on the right &#8211; Nothing here. Really.</p>
<p>Third door on the left and right &#8211; These pair of doors are part of a puzzle you have to solve. Talk to the twin girls to find out just how well they know each other &#8211; in the right door a demon ghost will come out of the bathroom door &#8211; don&#8217;t come any closer or you&#8217;ll end up as dead as both sisters.</p>
<p>[Solution] Notice that both the rooms are mirror images of each other? And that whenever you open one door, the other door opens? In the room without the demon, put the heater in front of the bathroom door. Now go to the room with the demon and tadda! She&#8217;s blocked too!</p>
<p>With that problem solved, talk to both sisters and you&#8217;ll get two astral spheres and two sailor medals. Also, there&#8217;s a cure potion in each of their rooms.</p>
<p>Now return to the room with the sailor dolls. Look at the sailor medals carefully and put them in the proper slots. The cupboard slides open and you can enter the secret room. Talk to Ed and gain his Astral Sphere as well as a brass key for the locked door. Well, what are you waiting for?</p>
<p>Upon entering, you&#8217;ll see a familiar girl ghost again. Can&#8217;t do much now &#8211; walk any closer to her and you&#8217;ll end up with a face-full of furniture. Just leave and a boy ghost appears, and before you know it, you&#8217;re whisked off into a mine.</p>
<p>First up, you&#8217;ll find yourself blocked. Go backwards to find a mine cart and a lever. Hit the lever to break the blockage. From here, you&#8217;ll find an empty mine cart and two levers, one stick lever and one pull lever. The stick lever changes the tracks while the pull lever sends the cart moving.</p>
<p>First, enter the cart, then hit the stick lever, then the pull lever. Enjoy the ride! At the end, climb onto the other mine cart and hit the pull lever. Once you&#8217;ve reached the end, get out of the mine cart. The puzzle here is to break the gate using the mine cart.</p>
<p>[Solution] Hit the stick lever while standing outside the cart. Now, hit the pull lever, and after one second, hit the stick lever. If you did it right, the mine cart will be sent crashing through a wooden gate on the other end.</p>
<p>Proceed past the broken gate, climb past the cart and go down the hole. You&#8217;ll spot a digger digging. Talk to the man, then try and take the doll. Talk to the man again, and he&#8217;ll break the rock and find his daughter. Now take the doll and you&#8217;ll return to Orpheus. Return to the girl ghost and use it the doll, then&#8230;</p>
<p><strong>Chapter 4:</strong><br />
<strong>A Doctor&#8217;s Guilt and a Mother&#8217;s Love </strong></p>
<p>First up, head pass the left door into a bathroom and then a toilet &#8211; check the floor here for a claim ticket. Then, return to the formerly haunted room and take the other door. Pick up the suit and&#8230;</p>
<p>You&#8217;re now in the medical office. Save if you want, then leave and talk to the ghost doc. Check the drawers for some curing bottles, then open the cupboard to zoom off into the doc&#8217;s past. Here, look around at all the stuff &#8211; you&#8217;ll irritate the (then living) doc if you touch the drawers on his desk. He&#8217;ll proceed to push you out. Now, you&#8217;ll be back in the medical office. Wait a while, then the doc will say &#8220;it&#8217;s time&#8230;&#8221; and leave the room, and lock the door behind him. Now go back to the past again and check the drawers, he won&#8217;t be around anymore. Take the prescription and you&#8217;ll be back again. Read the prescription, then use it and the doc will run out screaming. Now you can leave the doc&#8217;s office. By the way, you will be injured by now; remember the gulp down a cure potion before going out &#8211; you&#8217;ll see why.</p>
<p>Go right and right again into the theater. Ring the bell if you want. Open the counter and get inside (there&#8217;s a sun plaque, if you need to use it), climb up to the projector area and take the record from the shelf. in the next room talk to the doc and pick up the claim ticket on one of the sofas. Leave the theater. The door directly facing you is a casino &#8211; you can use your claim tickets for some games by giving it to the manager. By the way, there&#8217;s another claim ticket on the floor near the roulette machine. Now go to the nursery (the one other door you can go to) and chat with the mother, who is looking for her kid. Know how?</p>
<p>[Solution] Leave the room and look carefully at the lighted wall panels near the theater door to find a light switch. Then, head back to that ghost in the hallway and you&#8217;ll find the kid. Now that you&#8217;ve freed the kid, you need to unite him with his mother. Use the record on the phonograph in the nursery.</p>
<p>Once you&#8217;ve united mother and child, take back the record if you want. take the crown and use it on the chest in the room to get a roll of film and a gear. Now go back to the projection room and give the film to the projectionist &#8211; he&#8217;ll give up the ghost; go back down and talk to the doctor in the film room and you&#8217;ll get to watch the film&#8230;</p>
<p>Now that the doctor is satisfied, take his astral sphere and the cabinet key. Use the cabinet key on the only locked cabinet in the doctor&#8217;s office to get the antidote; use the antidote on the pool of poison.</p>
<p><strong>Chapter 5:</strong><br />
<strong>The Story of the Stones </strong></p>
<p>Now that you have a formal dress, equip it and go back to the stubborn steward &#8211; he&#8217;ll let you through, and then you&#8217;ll meet with Arthur and Hilda Rockwell. After that scene, you&#8217;ll be sent to an ancient castle to witness the story of the red stone.</p>
<p>Once you come back, Arthur and Hilda will ask you to find three plates similar to the one on the their table. Take the plate, then leave and go to the door behind where the steward used to stand. Switch on the lights, then look at the crow&#8217;s back. Use your gear to make the crow divert the woman&#8217;s attention, then switch on the lights behind her. You should then take back the gear you put into the crow. Now, behind the woman are two doors. Go through the right one if you need a sun plaque, otherwise go through the left door, and then again through the next door you find.</p>
<p>In this new corridor, you can save the game. Here, the middle door is a dead end, but the other two doors lead to male and female locker rooms which in turn lead into a common swimming pool area. Check the male lockers for a claim ticket and the female lockers for a cure potion, then head to the swimming pool area. Enter either doors on the other end (doesn&#8217;t matter which, both lead to the same place) and talk to the boy. Take the eye on the floor next to him. Now open the hatch nearby and descend down to the floor below. First enter the door on the left to meet the worried servant; fit your gear in the parrot to relieve her stress. Now, look at the broken plate below the parrot.</p>
<p>Graveyard &#8211; Look at tombstones here &#8211; particularly the three nearest to you when you appear. Look at the wordings and the symbols on the back. Now enter the fenced area and look at the plaques. Got the puzzle yet?</p>
<p>[Solution] Hit the plaques in this order assuming you count from left to right &#8211; 2nd, 1st, 3rd.</p>
<p>Once you&#8217;ve opened the grave, climb down the staircase and follow the path down. Here&#8217;s the fun part &#8211; once you&#8217;ve reached the junction, go left. You&#8217;ll meet old William, and he&#8217;ll show you how to open the gate. Follow his &#8216;exit&#8217; and you&#8217;ll reach a familiar-looking dead body. Examine it to get the pendant. Now William will try to kill you. Run past him and take the plate off the wall, then go back to the junction and go the other way (don&#8217;t try to get back to where you came in from). When you reach a gate, remember how to open it &#8211; insert the plate, then press the button. The next gate is a little different though&#8230;</p>
<p>[Solution] Forward becomes backward? Try pressing the button first, then put in the plate. Remember to take the plate out when you&#8217;re done!</p>
<p>Now that you&#8217;re back on Orpheus, leave the room you&#8217;re in and try the other door. When the woman appears, use the pendant to finally be rid of her. Now you&#8217;ve got to solve the water pump puzzle &#8211; look at the inscription&#8230;</p>
<p>[Solution] This is what the inscription should say:<br />
1. Turn small valve<br />
2. Turn large valve<br />
3. Press button<br />
4. Pull large crank</p>
<p>Each time you do the right action you&#8217;ll hear a loud sound signifying that you&#8217;ve done it right.</p>
<p>Once you&#8217;re done, return to the pool and wait for night time. Once the entire area turns red, put the fish eye into the picture on the base of the pool.</p>
<p>The book &#8211; To get pass the librarian, simply duck down and sneak pass her desk. In the next room, keep examining different boxes of books to make the librarian move away from his box. After he has moved away twice, you can pick up the old book. After returning, read the old book. Now return to the dining room and talk to Arthur to get the kitchen key; use it on the locked door in the same room.</p>
<p><strong>Chapter 6:</strong><br />
<strong>Crea and the Crewmates </strong></p>
<p>In the kitchen, talk to the man and use the elevator. You&#8217;ll meet your next demon, the ghost king. Stay as close to the elevator as possible; he&#8217;ll come nearer and nearer, but once he get&#8217;s way too close for comfort, your father appears and throws on the light. After some chatting, he&#8217;ll leave. Follow him. You&#8217;re now in a pretty large area with a lot of rooms to explore.</p>
<p>The crewman&#8217;s corridors &#8211; There&#8217;s a watchman wandering around the hall. Talk to him. Now go to the crewman&#8217;s quarters B (front corridor, 2nd door on the left). The replacement watchman is here. You&#8217;ll need to distract him from his notes he&#8217;s reading.</p>
<p>[Solution] Ring the alarm near the door by setting it to 12 o&#8217;clock. Quickly take his notes while he goes off to switch the alarm off. He&#8217;ll suddenly remember his duty and leave the room.</p>
<p>When you return outside, the current watchman will &#8216;take a rest&#8217;, and after that, the new watchman will complain about the lighting problem. Now, head to the door opposite to where you came out from. There&#8217;s a workman puzzling himself over the lockers. Your aim is to open the fourth locker to read the code number. Here&#8217;s a tough little puzzle to solve&#8230;</p>
<p>[Solution] Of the lockers, numbers 1 and 2 can be opened, but numbers 3 to 6 can&#8217;t be opened. The solution of this puzzle is this : Other than lockers 1 and 2, the others can only be opened if the total numbers from the open lockers equal it&#8217;s own number. For instance, to open locker 3, you need lockers 1 and 2 to be open (1+2=3). Hence, to open locker 4, first open locker 3, then close locker 2 &#8211; hence only lockers 1 and 3 are opened (1+3=4). Locker no. 4 will open up.</p>
<p>The crewman in the room will then read the code number to you and leave the room. Now follow him. When you leave the room, go left and then take the right corridor, then go through the door. Talk to him. You&#8217;ll find out that the code number doesn&#8217;t work. Can you figure this one out?</p>
<p>[Solution] The numbers 1 6 8 9 are written upside down. Turning them around gives you the true code 6 8 9 1.</p>
<p>Follow him again into the next room &#8211; he&#8217;ll fix the pipe blocking the way. Now you&#8217;ll get a nasty surprise. Exit through the nearest door and come back to avoid becoming ghost food! Once you&#8217;re back, enter the door opposite the once fallen pipe to reach the breaker room &#8211; here, switch on the only breaker that is off to return power to the crewman&#8217;s floor. Return back to the second watchman and see him off. Now you can enter the two remaining rooms in this hall &#8211; the bathroom (mistakenly labeled the shower room) has a claim ticket on the floor of the furthest stall; the shower room (mistakenly labeled the port corridors) contain a cure potion in the second furthest locker.</p>
<p>Now, go to either of the other corridors and take the doors there. Follow the corridor into another T-shaped area, this time with two doors. The left door leads to a room with a sleeping ghost who is complaining about the sounds from the radio room. Further into this room is another room; nothing here except a curing potion in a box in the corner and a sun plaque. The right door leads to a radio room. You&#8217;ll here someone tapping in morse code when you try to open the door. Once you enter, set the machines to &#8216;BA10&#8242; (it&#8217;s in the notes you picked up in the crew quarters). Now you&#8217;ll have to hit the correct message on the telegraph.</p>
<p>[Solution] Notice the words CREA etched on the side? Use the coding in the panel on the side. If you&#8217;re lazy, just input:<br />
- . &#8211; . . &#8211; . . . -</p>
<p>You&#8217;ll be handed a music box by that boy and zoom off into a large cathedral. Go up the stairs to reach the grand piano. Examine it, play the music box and repeat the tune on the piano.</p>
<p>[Solution] Numbering the white keys from left to right, 1,2,3,4,5,6,7 and lettering the black keys A,B,C,D,E, press the keys in this order: 2,3,4,6,E,6,5,4. No problem right?</p>
<p>After playing the tune, a trapdoor will open under the alter below. So what are you waiting for? Once you meet Crea, play her the music box. Then she&#8217;ll give you an earring and send you back. Now give the earring to the boy to finally free his spirit at last &#8211; you&#8217;ll get another plate as a prize. One more to go!</p>
<p>Go back to the person complaining about the sound from the radio room. He&#8217;ll finally get some rest &#8211; the eternal type. Now that all the crew mates have left, you can return to the man in the kitchen &#8211; note that the kitchen lift doesn&#8217;t work anymore, so you have to find an alternate route. In the corridor linking the two T-shaped halls (the one with a savegame telephone) there&#8217;s a door leading back up to the main passenger hallway. From there, return to the dining room, then the kitchen. Talk to the man and he&#8217;ll leave with his other mates, and leave the fourth and final plate.Now leave and note that Arthur and Hilda have both left the dining room. Go to the staircase room (the one with the crow) and they&#8217;ll be there. Insert the plates and they&#8217;ll be freed for good. Now enter the door into the private quarters.</p>
<p><strong>Chapter 7:</strong><br />
<strong>It Ends </strong></p>
<p>There are four rooms here each with it&#8217;s own theme decor. Don&#8217;t try the double doors on the other side yet or you&#8217;ll regret it.</p>
<p>Forest room &#8211; Another daughter of William is here. She tells you to meet Crea in the room opposite hers. It&#8217;s locked, so she tells you to talk to Jack (yet another son of William&#8217;s ever-growing family tree). Nothing else in this room.</p>
<p>Water room &#8211; There&#8217;s a clock key and a cure potion here if you look hard enough.</p>
<p>Fire room &#8211; Jack Rockwell, another son of William, haunts this room. There&#8217;s a claim ticket on his bed. Show him the picture and he&#8217;ll tell you how to open the door. Well, do what he says &#8211; go to the locked clock on the side of the prohibited double doors and adjust it to the bird symbol. That will allow you to open Crea&#8217;s room.</p>
<p>Sky Room &#8211; You can only get here once you&#8217;ve unlocked it with Jack&#8217;s help. Here, examine the castle drawing then use it to zoom back to the ancient castle. Go out to the castle balcony and examine the king&#8217;s body and you&#8217;ll get a cameo. You&#8217;ll get to use it real quick as soon as you leave the room!</p>
<p>Now that the final ghost is out of the way, you can enter the dangerous double doors. Here you&#8217;ll meet William Rockwell himself. He&#8217;ll tell you the truth about Crea, and you&#8217;ll zoom off into the past. Here, pick up the bullet on the table and then watch the scene. You&#8217;ll ultimately pick up the other half of the blue stone. Once you return, you&#8217;ll see that William Rockwell is dead. Go back to Emilia in the Forest room and she will go for eternal rest herself.</p>
<p>Now head back to the crew floor (down the stairs from the passenger hallway), to the corridor with the savegame telephone. The entrance to the engine room is here for your final showdown. Save the game before you go down.</p>
<p>Go down the stairs,look at the sheet on the wall and heed where the valve and the key is located, and how to overload the ship. There&#8217;s a cure potion on the floor here. Now enter the engine room.</p>
<p>First, head to the very end of the ship. You&#8217;ll witness a spectacular scene, and then after that, Crea&#8217;s voice will tell you to light up the area. It isn&#8217;t all that hard&#8230;</p>
<p>[Solution] To do that, you&#8217;ll need the valve and key. Here, William&#8217;s ghost will be chasing you all over the place &#8211; nothing quite like working under pressure, eh? Rush up to the front end of the ship (as front as you can go, anyway) and take the valve from that room (look carefully at the floor). Then go one room back and climb down the staircase. Here, use the valve on both fuel tanks. Then, from this room you can enter a door that leads you to the room with the piston key. With that, go back to the two piston rooms and use the key on either emergency piston locks.</p>
<p>Once the area lights up, go back to where the red stone is located. Use the blue stone on the red stone&#8230;</p>
<p>Ending 1 &#8211; Wait until the time ends without heading to the front of the ship. This one is a rubbish ending where you are never seen again.</p>
<p>Ending 2 &#8211; Rush to the front of the ship, back to the room where you picked up the valve. You&#8217;ll meet Crea and she&#8217;ll whisk you away. Back at the old house, you meet the police officer who tells you to leave the place. So go leave the house and watch this scene&#8230;</p>
<p>Ending 3 &#8211; ??? Anybody care to help?</p>
<p>Congratulations, you&#8217;ve won ECHO NIGHT!</p>
]]></content:encoded>
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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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