Level Select:
Enter Garfield, Monster, Mouse
and Cheese as a password. At the top of the screen press Enter and click
on the Levels option that appears.
Level - Password
2 - Garfield, Odie, Granny
3 - Chicken, Jon, Bear
4 - Monster, Arlene, Mouse
5 - Odie, Bear, Arlene
6 - Jon, Granny, Garfield
7 - Mouse, Chicken, Monster
Enter these codes at the main menu.
Code - Effect
WOOWOO Havoc Sirens
SUPACAM Enemy FallCam
BENIHILL Benny Hill Cars
PANTALON All Secret Missions (in
Training menu)
DOOBIES Infinite Sheilds *
MRTICKY Infinite Weapons *
STATTOE In-game Info
* You can't progress past the current
mission ehen this code is enabled.
Passwords:
Level - Password
2 DOLMAN
3 SONAGAV
4 ACEDUF
5 JOJOGUN
6 WENSKI
7 SAEGGY
8 MAZMAN
9 DAZMAN
10 DELUCS
11 ANDOOOO
12 KIMBCHS
13 ANDYMAC
14 YERMAN
15 OLLIEB
16 THEYOLK
17 TONYMASH
18 ANDYCROW
19 BIONIC
20 TSLATER
21 IAINTHOD
22 JONRITZ
23 CLAIREC
24 STEVEBOT
25 ANGUSF
26 EUANLAC
27 EDFIRE
28 STUBOMB
29 THONBOY
30 JIMMAC
31 PUGGER
32 ROSSCO
33 CAKEBOY
34 NIKNAK
35 SAGLORD
At the character select screen enter these codes as your name.
itstantrum- Unlimited lives
6031769 - Unlimited lives
suckmyrocket - All weapons, all
armor and a Get Out Of Jail Free card
buckfast - All weapons (press the
* on the NUMPAD)
itsgallus - All levels and cities
nineinarow - All levels and cities
super well - All levels and cities
iamthelaw - No police
stevesmates - No police
itcouldbeyou - 999999999 Points
hate machine - Point values raised
porkcharsui - Diagnostic Mode
Submitted by: [email protected]
To turn off time is hold Z and do
the folloing, downC, upC, upC,downC.
W\hen u explode this code will
leave u in the same place where exlpoded {but if u expolde two times the
game will take u some where } so here is the code.
Hold Z while u do this leftC,rightC,rightC,leftC.
to get big wheels on any car is
{this is for the front wheels} leftC,rightC,rightC, leftC. {The back wheels
are} rightC, leftC,leftC,rightC.
Enter your name as hangthedj, and you will get 99 lives all levels all weapons with infinite ammo.
Cheat Mode:
Enter one of the codes below to
activate the it's cheat function.
Function – Code
Unlimited lives; press Asterisk
for all weapons - tourettes
Unlimited lives; press Asterisk
for all - weapons - ohmatron
Unlimited lives; press Asterisk
for all weapons - pieandmash
Unlimited lives; press Asterisk
for all weapons - asawindow
Unlimited lives; press Asterisk
for all weapons - notourettes
Unlimited lives; press Asterisk
for all weapons - deathtoall
Level select - flashmotor
Level select - super well
Level select and unlimited lives
- travelcard
Unlimited lives - 6661970
Unlimited lives - iamfilth
Unlimited lives - tithead
10x multiplier, unlimited lives,
press Asterisk for all weapons - iamgod
999999999 points – averyrichman
999999999 points, press Asterisk
for all weapons, and all items - uaintnuffin
999999999 points, press Asterisk
for all weapons, all items - psychadelic
999999999 points, press Asterisk
for all weapons, all items - silence
999999999 points, press Asterisk
for all weapons, all items - driveby
999999999 points, press Asterisk
for all weapons, all items - herc
Debug mode – rommel
Cheat Mode:
Enter one of the codes below to
activate the it's cheat function.
Function – Code
Unlimited lives; press Asterisk
for all weapons - tourettes
Unlimited lives; press Asterisk
for all - weapons - ohmatron
Unlimited lives; press Asterisk
for all weapons - pieandmash
Unlimited lives; press Asterisk
for all weapons - asawindow
Unlimited lives; press Asterisk
for all weapons - notourettes
Unlimited lives; press Asterisk
for all weapons - deathtoall
Level select - flashmotor
Level select - super well
Level select and unlimited lives
- travelcard
Unlimited lives - 6661970
Unlimited lives - iamfilth
Unlimited lives - tithead
10x multiplier, unlimited lives,
press Asterisk for all weapons - iamgod
999999999 points – averyrichman
999999999 points, press Asterisk
for all weapons, and all items - uaintnuffin
999999999 points, press Asterisk
for all weapons, all items - psychadelic
999999999 points, press Asterisk
for all weapons, all items - silence
999999999 points, press Asterisk
for all weapons, all items - driveby
999999999 points, press Asterisk
for all weapons, all items - herc
Debug mode – rommel
During gameplay, hold CRTL + ALT
+ SHIFT and type in these codes:
BEDOUINPRINCE - Invincibility
HESBACKANDHESGOTAGUN - Unlimited ammo
CHECKMATEIN2 - Win mission
DEPLIKESPUDDING - Free eye mode (use CTRL+
arrow keys to navigate)
During gameplay, press "~" to bring
up the prompt. Then, enter one of the codes listed below and press Enter.
set camti - Makes you invincibile.
set mission - Completes the current mission.
Ctrl click on the globe and then type "Pippin" to choose the red country and you will get all resources. (But you have to mine first.)
Win Battle:
When you get attacked (and you
will), click on the cancel button when your minister asks you if you want
him to deploy the troops. Then click end deployment without placing any
units. Then click cancel to the minister again and click end deployment
again but this time you will get a message saying that you have beaten
back the enemy.
Note: This only works in provinces
without a fort in them so if you have a fort, you should fortify it.
Move to Next Scenario:
Type GETDOWN while holding down
CTRL and SHIFT.
This will cause all of the cars
in the scenario to attack you.
You will die.
So, make sure you load your car
with things you can afford to lose.
After you die, you continue to
the next scenario, with all the things
on you car (except armor and chassis)
blown up.
STRATEGY GUIDE AND CHEAT FILES
INTRODUCTION:
Jagged Alliance is a combination Strategy, Role-Playing game with a touch of Adventure added in. It features turn based combat at the squad level much along the lines of XCOM. Its most endearing feature is the interaction between its characters. There are over 4,000 lines of spoken dialogue, much of which is highly entertaining. The dialogue skillfully blends into the game, and the voice acting is terrific. One publication called it "XCOM with personality". Well, put! The combat is often a bit slow-paced and less "edge of the seat" than XCOM, but the personality part of the game adds something special that other combat games lack. Strategy Plus called it "addictive alliance" and applauded its innovation. PC Gamer awarded it an Editors' Choice award. Computer Gaming World gave it 4 1/2 of 5 possible stars and described it as 'truly a genre-busting product........must buy."On the down side there are some frustrating and un-realistic aspects to portions of the game play. The save game scheme needs shipping out to sea. Version 1.0 is prone to crashes. You need to get the Version 1.1 patch ASAP and do not use smartdrv under any circumstances. Glitches aside, this is one heckuvva good game. Since it's a "first try" it will hopefully evolve into a much better one in subsequent incarnations. (A Head To Head offspring is already in the works.)
The primary purpose of this Strategy Guide is to help beginning players get started and shorten the learning curve. It is not intended to be a detailed and all encompassing FAQ. This is not a replacement for your manual. If you don't have a manual, I suggest you buy the game. Enjoying the game right off the bat is the goal, and of course ultimately winning. Short and sweet. Good games have more than one strategy approach that can prove successful. If there was only one correct way it would be a very boring game. There are lots of ways to skin a cat. This is just one of them. If you have a better way, go for it. This guide is for those who don't.
Winning at Jagged Alliance revolves primarily around Strategic Thinking, Combat Skills, Cash Flow & Resource Management. Now let's get to the meat of the matter.
SECTION 1 GAME OBJECTIVES:
Your primary objective is to recapture
the Island of Metavira and regain control of its Fallow trees, whose sap
can cure diseases the world over . You must "save the sap" from the evil
clutches of Lucas Santino and his red-shirted thugs. To achieve this you
must eliminate the enemy in all of the 60 sectors on the map of Metavira.
You start the game with only one sector "in hand" #60. "Milestone" objectives
along the way are as follows:
Day # 1 Find the "micropurifier".
You will find this in the 1st sector
you capture. I recommend Sector 59.
You must find the micropurifier
to be able to resume Fallow Tree production.
Day # 3 Secure the "Water Source."
Capture Sector 29 to accomplish
this.
Capture Sector 30 to complete the
re-taking of the entire water source.
Day # 4 Capture "Brenda's Lab"
Capture Sector 28
note: The enemy will attempt to
re-capture Brenda's Lab and kidnap Brenda. This may or may not happen and
is dependent on certain variables (some of which may be beyond your control).
There are two paths to the game that diverge here depending on the outcome
of the above. You continue to capture sectors regardless of which occurs.
However, if Brenda is kidnapped. You will want to find & rescue her
along the way.
Day # 5 or later Capture the 2nd
Factory
This allows you to increase your
Fallow Tree production as by now your first factory in Sector 60 is probably
running at or near capacity.
Later on: You must find the "Pomillia
Flowers" and return them to Brenda.
They exist in only one sector &
they can be vital in your attempt to win the game.
Also later on you need to:
Capture the 3rd Factory
Capture the Natives' "Sacred Burial
Grounds"
Capture the 4th Factory
Find "Brenda's Journal"
Find the Natives' "Sacred Headstone"
& Ultimately
Get Rid of Santino (and possibly
save the sapling)
SECTION 2 - HIRING,FIRING & DEALING WITH MERCS & NATIVES
To accomplish all of the game's
objectives, you will need to hire (and sometimes fire) Mercs. They are
your only means of dealing with Santino and his thugs. This takes money.
You start with a set amount of capital depending on the difficulty level
you are playing. Starting amounts are as follows:
Easy Level: $25,000
Normal Level: $20,000
Hard Level: $15,000
Mercs are paid a daily salary,Natives are also paid daily to act as "Guards" or tree "Tappers".
You will find that your starting capital will quickly erode without a source of income. That source is the production from Fallow Trees captured in ensuing sectors. Money and personnel management are vital to your success in the game.
Natives must feel secure that their lives are not in danger, and that they are being treated and paid properly.
Mercs in addition to wanting money
all have distinct personalities that can come into play. Some of these
personality traits can be quite trying to you the "master of mercs".
You are their employer, and like all employer\employee relationships, things are not just cut and dried. Some mercs don't want to work with other mercs, some will quit or demand more money if you fire one of their buddies. Personality conflicts are just as prevalent on Metavira as in the ordinary,everyday outside world. You may also find that firing mercs early in the game can have some very negative bearings on the proceedings. (For example: if you fire "Tex" he will bad-mouth you to all the other mercs.) You may also find that it is often better to "let" a merc be killed rather than firing him or her early in the game. However, if too many mercs get killed early in the game, other mercs may turn down your offer of employment on the grounds that they would have to be crazy to hire on with someone who keeps getting his mercs killed off in short order. Firing Mercs in the early part of the game is a potenitally hazardous experience. Later in the game, it seems to take on a more realistic bent.
The majority of the best Mercs are too expensive to hire at the games onset, and many of the best ones won't work for you anyway, until you "prove" yourself.
Almost all of the cheaper Mercs will be only too happy to work for you. But as in real life you generally get what you pay for, and in the case of "El Cheapo" mercs this is often the same. Some of these people are real misfits. Most of them can't shoot worth a hoot. Mercs that can shoot are critical to your chances of survival on Metavira.
There are some "cheap" Mercs that will prove to be good team members with a little experience. There are also some medium priced Mercs that worth vastly more than their salaries would indicate. Below are some ideas to keep in mind when hiring Mercs and some reccomendations of specific ones to consider.
Don't load your boat with Mercs the first day. Hire 4 or 5 at most to begin with. Most of the first sectors you will go after are not difficult enough to justify a full boat's worth of overhead.
As you assemble your team, you will ideally want a final early game group that has 2 Mercs with good skills in each of the main skill classes. These skills are Marksmanship, Mechanics, Medical, & Explosives. (I prefer all of these to be decent shots or have high wisdom so that training will resolve the deficiency. I also want high Agility ratings so that they can move and act as a team with no laggards).
Other important traits are high ratings in Agility, Dexterity, & Wisdom.
Agility seems directly related to
Action Points. You want all high agility types in the field. If a merc
has low agility, forget him or her for field duty. Low agility types will
always be lagging far behind everyone else in traversing the terrain. Agility
also relates to reaction abilities.
Dexterity seems to play into several
equations. Hand precision in particular, which can be very important for
Doctors performing surgery.
Wisdom means smart Mercs pick up
points fast when trained and learn quickly from their experiences.
Experience Class as the manual will tell you is the most important trait in the game. "it reflects the sum of their abilities" < see pg. 6 of the manual. However, in the beginning this is not an option that you can do a lot about. Merc "Kills" seems to be directly related to gains in experience class. Ivan is a 2, but when I finished the game he was a 5 with 90 kills under his belt going into the final day.
You want at least one of the following in your employment by day # 4:
Category Recommendation Comments
Marksman Ivan $1,500 but worth every
penny.
a "must have." Cheap at twice the
price. Only speaks
Russian, but it would be okay with
me if he could only speak Swahili the way he shoots.
Mechanic Vinny a good mechanic at a good price $385. needs a couple of canteens at all times. Those Brooklyn types can't hack the humidity.
Medic Fox good $ value with high wisdom. She won't work the first day, but will arrive on day 2 if asked. $515
Explosives Fidel expensive at $1,550,
but highest rated explosives guy in the game & good marksman. I would
wait until Day 4 to hire him. He should be another canteen carrier.
Jack of all trades
Grunty good $ value & much
better than his stats would indicate. Start with him. $490
Wolf a good mid-game choice --
a bit expensive at the start.
$1,850
Budget Marksman
Hector good $ value and learns
fast. $410
Native Guides Elio is offered to
you on Day #2. all are free but of limited value.
They do however give you some interesting
information on the history of each sector.
Accept ELIO when offered to you,
but allow him to be "killed off" the same day and a few days later you
will be offered HAMOUS,who is a 74 mksman compared to Elio's 28
"Stay at Home"
Medic, Mechanic
Eli Can alternate between being
an in house Medic and Mechanic. Can also alternate in the field if needed.
I would not hire him until Day
#4. $1,400
2nd premium Marksman
Ice 2nd only to Ivan in this price
range $1,300
add him when cash flow allows
Other Possibilities
Speck excellent in house only mechanic-budget
price $365
Sparky in house mechanic - very
cheap. $205
Jimmy very good in\out mechanic.
mediocre shot $800.
Hurl budget medic. decent shot.
low agility $400
I'm sure there are probably other
good possibilities in addition to the ones above. Those mentioned herein
are ones that I have either personally used or come recommended by a number
of other players.
Mid Game Possibilities when you have a big positive cash flow
Dr. "Needle" Kranhium Top Medic
and can shoot $1,900
"Doc" Koolhan Very good Medic and
can shoot $1,750
Rudy "Lynx" Roberts marksman supreme
$3,300
Victoria Waters multiple talents
$2,850
Mid-Late Game it only takes money, and lots of it
"Magic" multi talented super star
at a price $5,600
Leo Kelly $4,700 excellent marksman.
good mech.
"Scully" Very good all around (with
an M16 rifle to boot)
$7,500
End Game Mike when money is no object
and you need the very best
(and you might, as the final sector
has more red-shirts than you can shake a stick at) $12,000
SUGGESTED MERC HIRING SCHEDULE
DAY # EASY or NORMAL LEVEL NORMAL or HARD LEVEL
1 Ivan,Grunty,Vinny,& Hector Ivan, Grunty, & Vinny
2 Fox Fox
3 ----------- ---------
4 Fidel & Eli Fidel
Later as cash flow permits Ice Eli, Ice, & Wolf or "Doc"
Mid Game if needed see Other Possibilities
see Other Possibilities
below below
note: if Ivan,Ice,& Fidel survive
to the late game, they will be just as experienced as many of the "Heavy
Hitters"
note: The Easy or Normal Merc hiring scenario makes your personnel handling simpler, earlier in the game than the more difficult Normal or Hard approach.
By having Hector you can train him
in marksmanship,and he is available as a replacement for a wounded Merc
that might require a day as a patient. You acquire Eli sooner, and with
him on board, you no longer need to have Vinny take days off to repair
items, as Eli can do this on days wehn there are no wounded to tend to.
This also frees up Fox to speed up her marksmanship training and to be
available for missions as a replacement along with Hector. So generally,
though it costs more per day in the early game, it's much easier to get
started with Easy or Normal team. The other scenario is much more difficult
but is affordable even at the Hard level (which is really the only reason
to use it if you are a beginner).
SUGGESTED MERCS - SALARIES &
STATS
NAME Salary Hlth Agil Dext Wisd Medic Explos Mech Marks Exp. Cls
Ivan Dolvich $1,500 94 90 95 83
5 40 10 91 2
Helmut "Grunty" Gunther 490 82
79 76 72 14 25 40 69 1
"Vinny" Massimo 385 73 75 74 65
0 4 87 65 1
Hector Alvarez 410 79 84 88 72
6 17 38 61 1
Cynthia "Fox" Guzzman 515 77 85
100 76 60 8 15 54 1
Fidel Dahan 1,550 88 83 64 71 3
97 6 85 2
Dr. Eli Summers 1,400 81 73 58
77 70 0 65 49 2
"Ice" Williams 1,300 90 88 87 71
0 0 35 86 2
OTHER POSSIBILITIES
"Wolf" Sanderson 1,850 87 73 84
74 44 32 48 74 2
Dr. Ahmad "Doc" Koolhan 1,750 74
77 61 83 83 0 3 66 2
Rudy "Lynx" Roberts 3,300 81 79
86 71 23 50 19 99 3
Victoria Waters 2,850 79 85 72
85 16 28 90 80 3
Col. Leo Kelly 4,700 95 87 91 81
13 0 67 94 4
Earl "Magic" Walker 5,600 90 99
88 80 14 22 91 93 4
Robert "Scully" Sullivan 7,500
90 90 96 93 36 58 61 91 5
Mike 12,000 97 95 94 96 67 97 98
99 8
SECTION 3 -- GAME TIPS:
The following should help you get "rid of the red-shirts" (and hopefully some of the game's frustrations)
CAPTURING SECTORS
Capture 3 sectors every day possible.
This will do more for your cash flow than anything else in the game. (example:
if your overhead per day is say $8,000 and you are able to capture 3 sectors
instead of 2 for two days. you will have 6 sectors, (and their income-producing
trees) for a overhead cost of $16,000 as opposed to 4 sectors at the same
cost of $16,000. Thus you have saved a full day's overhead of $8,000 (assuming
only 2 sectors captured per day). This adds up to big bucks as time goes
by. (note: to do this requires adequate combat skills, which is up to you
to learn and learn fast. Consider replaying perhaps the 1st 3 days worth
of sectors until you've gotten the knack. This beats plunging ahead after
getting off to a bad start. Yes, this means starting the game over, and
possibly over again. This is of course a total pain in the neck. This game
can get you far behind the eight ball in a hurry. Catching up later on
can be very difficult. Practicing & polishing your combat skills right
off the bat, will make the game much more enjoyable later on. Capturing
3 sectors in a day is actually easier early on than later, if you have
the necessary skills. Many days of course this is just not possible. You
can finish the 1st two sectors and then partially complete the 3rd sector.
Kill as many enemies as possible, and retreat before dark. You must be
back in a "friendly" sector before 7:00 p.m. or the game will wound and/or
kill some or all of your mercs "....while retreating"). The enemies killed
in the un-captured sector will not be there to harass you the next day,
thus speeding your capture of the sector. Another important thing to know
is don't waste a lot of time picking up things in sectors until after the
sector's capture. This is very time-consuming. Don't waste valuable time
after the sector's capture. Don't try to pick up every known goodie. Get
only those you really need (which will be most of them the first few days).Move
along rapidly to the next sector. If worse comes to worse you can alway
have your mercs traverse through and pick up some goodies on the way to somewhere else in later days.
Speaking of cash flow, for a moment, build a POSITIVE cash flow of $4,000 -- $5000 before making any further major expenditures. The reason for this is quite simple. The early game seems to try to lure you into the feeling that you have the cash situation well in hand, before it throws the next monkey wrench in your lap. Forewarned is Forearmed.
Where you enter a new sector FROM, is often important. Look at the sector map to get some idea of the lay of the land. You normally will want at least some nearby cover to use in your advance. Advancing across vast open spaces is often an invitation to disaster. Sometimes where you enter from can greatly affect the difficulty of the sector. Sector # 38 is classic example of this. Most of the places you can enter this sector have a lot of open space to cross, and there is a guy with a shotgun here that can do major damage to your mercs caught out in the open with little cover to protect them. This can quickly become one big nightmare. It's best to enter this sector in the NW corner coming from the SW corner of S-28. You have a small building to shield your entrance and then a line of trees to follow while moving South. The guy with the shotgun has lost his open spaces long-distance shooting advantage and the sector becomes pretty much of a quick and easy proposition.
Sector 39 that I call the "3 Bridges Sector" is another example. If you enter this one anywhere East of the river, you will have to cross at least one of the bridges to get anywhere. Bridges are a constant source of enemy "booby traps" throughout the game. This sector is no exception. Enter S-39 from the South or North West of the river, and stay far to the West side of the sector. You will probably never have to cross any of the bridges, as the enemy will likely come to you.
So look before you leap. Yes, make a conscious effort to make the enemy come play where it's advantageous to you and not vice versa. Avoid the Jungle, bushes, and bridges that the red shirts love to lure you into. This is not always possible of course, but do your best to make him play on your turf, not his.
SECTOR SCHEDULE -- A Plan for Capturing
Sectors in a Scheduled Sequence
You Begin the Game With Sector # 60
DAY # SECTOR # COMMENTS
1. 59 Find the Micropurifier. transfer
4 guards here.
50 Get your first big batch of
trees. put the other 4 guards here.
49 "Warehouse" sector. Finish the
day here. Stay in the sector until dark if completed as you won't have
enough guards to transfer any here until the next morning and by staying
you can defend it against any attacks.
2. 48 "Booby Trap" Sector. Find
the Shotgun but beware of the 2nd box. & avoid searching buildings
40 Traverse back to this sector
and find .357 Magnum & 9mm pistols.
39 enter from the South only. Stay
West of the bridges. this requires traversing. get out before 7:00 PM if
not captured by then.
3. 39 finish "3 Bridges" sector
# 39 if not done so on day
29 "Water Source" sector. enter
from the South. stay in the long N/S corridor on the West side of the sector
and "draw" the enemy out to you. The last enemy will probably require a
trip into the bush.
30 Enter from SE corner of S-29.
get the silencer & other goodies.
4. 19 9mm w/silencer,TNT,Cash to
find in this one. Takes some looking.
28 Brenda's Lab, take metal detector
and search diligently.
5. 38 enter from SW corner of S-28
stay near treeline bearing South.
find the.357 magnum pistol and
Shotgun Ammo.
37 take TNT w/detonator in case
Vinny can't pick lock,or keys not found
27 2nd Factory -- use silencers
only to capture if possible. this prevents
"sabotage" and saves lots of lost
cash flow if successful. Any enemies located must be whacked in the same
turn or they will alert the others, who will in turn start the sabotage
process.
note: there is around $4,700 in hidden or sometimes obscurely located cash in these opening sectors (that I know of). Cash finds can occur from time to time throughout the game. So keep your eyes open & go get the greenbacks.
Before each code, press "p" and
then the Backspace key.
gunhed-gives all weapons including
bombs
arjan - HAHAHA displayed
tim - AWESOME displayed
check - displays numbers on the
screen
greetz - opens an arjan greetz
window
lamer - jump to next level
mark - loose life and start over
apogee - toggles between 16 colors
and normal
gunhed - receive every weapons
w/ 100 rounds of each and 5 rounds of TNT
doom - makes it harder to destroy
enemies and collect ammo
hooker - takes you to the bonus
stage after finishing the current level
hocus - teleports you, provided
there's an enemy below or above you
bad - gives you the hip-hop bird
sable - gives you super sonic speed
cstrike - gives you the air board
bouf - temporarily invincible
ken - exits game
JJrush - Sugar rush
JJfly - Helicopter ears, type again
for hoverboard
JJk - Self destruct
JJshield - Power shield
JJnext - Level skip
JJlight - Fully light level
JJbird - Bird assistance
JJcoins - Get coins
JJgems - Get gems
JJending - Return to main menu
JJq - Quit to desktop
JJmorph - Change into Spaz, type
again to become Bird, type again to become Frog, type a fourth time to
change back to Jazz
JJgod = Godmode on/off
JJinv = Invulnerability on/off
JJammo = all weapons (least power)
JJguns = greatest power
JJmorph = You morph in spaz, bird,
frog and jazz
Level 1 (Build to Success):
Level 2 (Which Exit?):
NASTALIK
Level 3 (Alilemm's):
PADUASOY
Level 4 (Castle Lemmalot):
BRELOQUE
Level 5 (A Short Cut Through the
Woods): OCHIDORE
Level 6 (Alpine Assault Course):
CECROPIA
Level 7 (Land Ahoy):
KABELJOU
Level 8 (A Head Above the Rest!):
DOUMPALM
Level 9 (King Coders Tomb):
HABANERA
Level 10 (Across the Network):
PARERGON
To turn the Mad Monks into your slaves, use these cheats:
DOS Version:
Press Ctrl-F3 to activate monk mode
Control the monk with the T-Y-U/G-H-J/B-N-M
Keys
Press TAB to switch monks
Windows version 1.2 and 1.3:
Click on the dot in the upper left
corner of the main menu screen Type
CTHULU (v1.2) or YOG (v1.3) Listen
for a 'gong' sound. Control the
monk with the T-Y-U/G-H-J/B-N-M
Keys Press TAB to switch monks
To turn the Mad Monks into your
slaves, use these cheats.
While playing a game, press [Esc] to display the options menu, then type "glazed donut" to enable cheat mode. Then, enter one of the following codes to activate the corresponding cheat function. If you entered the code correctly, you will hear a sound.
CHEAT CODE - RESULT
[F3] - Return to previous level
[F4] - Level skip
[Alt] + 8 - Infinite bombs in single
player mode
[Alt] + [F12] - Five more lives
in single player mode