Cheatcodes Of Alone in the Dark 4

Unlimited saves:
----------------
When leaving the manor's lobby as Carnby, a FMV
sequence will play when you meet Edenshaw. In the
sequence, he will give you a charm of saving.
Immediately save the game when the FMV sequence
completes. Keep saving the game repeatedly to get
four save uses each time.

GameTip:
--------
Submitted by: BILL XAN
BILLXAN@HOTMAIL.COM
WHEN YOU SEE INGELSO TAKE CHARM OF SAVING SAVE AND RELOAD
THE GAME AGAIN AFTER THE VIDEO SCENE WILL BE REPETED AND
AFTER THE END OF THE SCENE YOU WILL RECIVE AGAIN MORE
CHARMS OF SAVE AND SO ON AS MANY YOU WANT!!!

DONT FORGET TO TAKE THE CHARMS OF SAVE AND THE LIGHTING
PISTOL AND THE BATTERY BEFORE YOU ENTER THE CAVE WHERE
MORTON IS MAKING HIS SUMMONS TO THE CRETURES OF NIGHT!!!
THE GOODIES ARE UNDER A WOODEN TRAPDOOR IN YOUR RIGHT
WHEN YOU ENTER IN SOMETHING THAT LOOKS LIKE A FAKE ENTRANCE!!!

THE WATER IN THE CAVES IS GLOWING AND IT HAS THE POWER TO
REFIL YOUR HEALTH USE THE ARMY FLASK(CARNBY) OR THE INDIAN
FLASK (ALINE)!!!

THE GRENADE LAUNCHER IS ALINES WEAPON

THE ROCKET LAUNCHER IS CARNBY'S

SO YOU FIND AMMO ONLY FOR THE ONE OF THEM!!


Cheat mode enabling:
--------------------
Submitted by: nightraider
To enable cheat mode in a game you should start it
(ALONE4.EXE) with 'wizardmaster' or 'WIZARDMASTER'
(no quotes) option in command line.
Then when you enter the inventory, you will see the
cheat menu there.

Bug Exploitation: "Infinite Saves":
-----------------------------------
As Carnby, when you leave the lobby of the manor, a
cutscene begins and you meet Edenshaw. At the end of
the cutscene he gives you a charm of saving.
If you save immediately after the cutscene ends,
then reload, the cutscene will begin again. Repeat.
You will gain 4 saves each time.

Hex Cheat:
----------
Open the savegame _alone4_.XXX.sav with a hexeditor.
Remember to have written down how much ammo you have
in the game. As this far, it seems, that (unlike
Resident Evil) each item has a special place, so you
cant find the items by their code, but only by
searching for the number of ammo. Each item has four
spaces. You should start searching for them from
address 0160 to address 01A0 (and maybe further).
You can only hex ammo-packages, charms of saving and
med packs (not weapons or their ammo ... so if you
havent picked up any extra ammo for a weapon, you wont
be able to cheat it...).

For example, you have 15 charms of saving, search
for 0f00 in the adresses listed above ... its really
easy. when you have found what you think to be the
item you want to cheat, enter a number as you wish
(for example ff00 for about 250, or the ultimate fun
number for ammo 3e70).

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Cheatcodes Of Alone in the Dark 3

For invulnerability, edit AITD3.EXE,
search for 26 29 07 E9 3F 02 C4 1E
change to 90 90 90 E9 3F 02 C4 1E

Play the game as usual and create a save game in
slot 1, quit to DOS
and type the following at the DOS prompt :-
DEBUG
NSAVE0.ITD
L
EAE64 00 40 For maximum health
EB0CE 00 40 For the 38 Special
EB0C6 00 40 For the Winchester
EB1C0 00 40 For the Gatling Gun
EB16A 00 40 For the Shot Gun
EAE7A 00 40 Health after returning from the dead
EB1EA 00 40 For the Colt
W
Q

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Cheatcodes Of Alone in the Dark 2

How to get 32,000 body points:
------------------------------
Right from where you start in the house, collect the poison
in the kitchen by the dumb waiter, and from the work surface
in the kitchen. Make the poisoned wine and drink it, then hold
the Enter button until it is back onto the inventory and actions
list.

Your body points display will be at least minus 1000 Repeat this
process until the minus disappears and you'll be left with approximately
32,000 body points. To enhance this, and to stop yourself from getting
drunk at the end of the process, collect the frying pan
beforehand and when you have 32000 body points, use it!

To bump up your life points to a healthy 200, edit your
savegame file (called SAV?.ITD) were ? is the save game
number: at sector 0047, byte 0056, change the value to FF.

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Cheatcodes Of Alone in the Dark 1

Solution:
---------
Attic
Push the wardrobe closet in front of the window.
Push the chest on top of the trapdoor in the floor
near the piano. Open the chest to get the rifle.

Open the wardrobe closet to get the old Indian cover.

Walk over to the table and get the oil lamp.

Storeroom
Take the bow from the corner near the door.
Search the shelves on the right side to get the oil
can. Use the oil can to refill the oil lamp. Exit the room.

Upstairs Hallway
Walk to the first door on the right and enter. Do not walk
down the hall as it will collapse and kill your character.

Room
Search the rolltop desk in the corner to get the key to the
chest. Use the key to open the chest in the corner next to
the door to get the old cavalry saber.
Open the door and fight the Zombie that will walk inside the
room. The old cavalry saber will break after a short amount
of use. Exit the room and open the door directly across the hall.


Dressing Room
Walk into the room, turn around and fight or shoot the Zombie
that will walk in the room from the hallway. Exit the room
through the door near the window.

Bedroom
Go to the night stand on the left side of the bed (the side
opposite the window), and get the vase.
Fight or shoot the monster that will jump into the room through
the window.

Throw the vase and get the key to the dresser that was hidden
inside. Use the key to open the dresser with the teddy bear
on top of it. Take the two small mirrors.

Exit the room through the door near the bed. Walk to and
enter the door directly across the hall.

Bathroom
Open the cabinet and take the first aid kit. Open the first
aid kit and take the flask. Drink the contents of the flask
to gain more health points.
Throw or drop unnecessary items: first aid kit, empty flask,
chest's key, dresser's key, and empty oil can. Exit the room
and open the door at the end of the hall.

Upper Lobby
Put one small mirror on each small statue at both ends of
the room. Avoid any contact with the winged monsters by
staying close to the wall. Walk downstairs.

Lower Lobby
Do not touch the suit of armor.
If the very heavy statuette (found in the Dark Bedroom)
is in the inventory, stand directly in front of the armor
and throw the statuette to destroy the armor. Take the sword.

If the statuette is not in the inventory, walk to the door
on the right side of the stairs and enter.

Sitting Room
Do not touch the ghost figure in the chair.
Get the gramophone on the table.

Search the cabinet to get the cartridges. Use the cartridges
to reload the rifle.

Get the matchbox from the fireplace mantle. Exit the room
and go to the door straight ahead on the other side of the
stairs.

Hallway
Follow the hall around and enter the second door that your
character sees. The first door is directly across from the
door from which your character entered the hall.

Bathroom
Run into the room and get the jug next to the cabinet.
Ignore the monster in the bathtub as it cannot be killed;
it will harm your character.

Open the cabinet and get the first aid kit. Open the kit
and get the flask. Drink the contents of the flask to gain
more health points. Exit the room and continue down the hall
to the next door.

Dark Bedroom
Use the matchbox to light the oil lamp.
Get the very heavy statuette from the table.

Exit the room and use the open/search command to put the
lamp away.

Go back to the Lower Lobby and destroy the suit of armor.
Leave the very heavy statuette there. Walk to either side
of the stairs and enter the dark opening.

Front Lobby
Drop the gramophone here. It will be used later in the game.
Turn left and enter the right door of two in the corner
next to the stairs. The left door will be locked.

Enclosed Porch
Search the back side of the statue to get three arrows.
Leave the room quickly to avoid the falling spiders.
They will not leave the room. Walk to the door on the
other side of the stairs next to a narrow hallway.

Kitchen
Enter the smaller dark brown door nearest to the door
that was just entered.
Get the key to the cellar hanging on the wall.

Search the shelf to and take the box of biscuits.
Eat the biscuits to gain more health points.

Drop or throw unneeded items: empty box, first aid kit,
and the empty flask.

Search the large cabinet near the table to get the knife.

Enter the second smaller dark brown door next to a normal
sized door. After entering the small closet, quickly back
out. Use the knife to kill the zombie that entered the
room when your character entered the closet.

Re-enter the closet and search the pile of coal in the
corner to get a shoe box. Open the box and get the revolver.

Get the oil can in the other corner. Use the oil can to
refill the lamp.

Use the jug next to the barrel of water to fill the jug.

Drop or throw unneeded items: empty oil can, empty box,
and knife.

Exit the closet and return to the kitchen. Get the pot
of soup from the fireplace.

Exit the kitchen through the normal door that is next
to the closet. Open the door across the small hall.

Dining Room
Walk to the right side of the table and put the pot of
soup on the table.
Avoid the walking zombie and wait until it sits. Exit
the room through the door next to the large cabinet.

Smoking Room
Run to the other side of the table and stand next to the
chair. Get the lighter from the table.
Use the water jug to douse the smoking ashtray on the
table. Your character will take some damage from the smoke.

Open the double doors that are not locked and go in to
the hall. Walk back to the white stairs in the front
lobby and climb them. Go back to the hallway that led
to the Dark Bedroom. Continue down the hall to the end
and open the door.

Hallway With Paintings
Walk up to the first painting (a man with an axe) and
put the old Indian cover over it.
Walk halfway down the middle of the hall and use the bow
to fire an arrow at the painting at the far end. Once the
arrow has hit the painting, purple smoke will appear.
Enter the door at the far end of the hall.

Jeremy's Bedroom
Get the false book from the table.
Push the grandfather clock aside and search the hole behind
it to get the key to Jeremy's Study. Exit the room and enter
the double doors located halfway down the hall.

Library
Use the oil lamp. Put the lamp down in the middle of the floor.
Quickly run down the corridor at the upper left of the
screen. Follow it around to the right until an indentation
is seen in the wall of books. Go slightly past this and
search the books next to the indentation to find a
mechanism. Use the false book to open the Secret Room
behind the indentation and quickly enter it. The monster
chasing your character can only be killed by a certain
dagger that is found inside the Secret Room

Secret Room
Get the talisman from the shelf.
Search the bookshelves to get the dagger with the curved
blade. Use the dagger to kill the monster in the Library.

Get the oil lamp from the floor and open the closed double
doors. Your character is now in the lower lobby.

Go through the dark opening, go down the stairs, and
get the gramophone.

Use the silver key to open the locked door next to the
door to the enclosed porch.

Continue down the big hall and re-enter the Smoking Room.
Use the key to open the locked double doors.

Jeremy's Study
Put the old cavalry saber in the coat of arms on the wall.
If the saber was broken, put both halves in the coat of arms.
Search the bookcase in the corner to get the record.

Exit the room and go back through the Smoking Room, into
the hall. Enter the doors to the side of the hall (not
the ones at the end of the hall).

Pirate's Room
Use the sword to kill the pirate. The pirate can not be shot.
Get the key to the Dance Hall from the dead pirate.
Use the key to open the double doors.

Dance Hall
Walk to a corner and use the dance of death record on the
gramophone. The ghosts will dance. Do not let them touch
your character.
Get the key to the pirate's chest from the fireplace mantle.

Exit the room and go back to Jeremy's Study.
Walk down the stairs in the floor.

Bottomless Chasm
Run across the collapsing bridge.
Follow the tunnels until a giant worm is seen behind
your character.

Run away from the worm until your character can turn
right into another tunnel.

Cave
Fight or shoot the monster that waits for your character
to enter.
Continue down this tunnel until the worm is seen again.
Run back to the place in the tunnel where your character
turned right and fought the monster.

Turn right down the tunnel created by the worm. If
the worm is still there, repeat the previous step
until the worm moves out of the tunnel.

Underground
Step down onto the wooden dock and walk around to
the right until your character comes to a lighter
shaded brown section of the wood. Jump
over this section as it will collapse if stepped on.
Avoid the monster in the water or kill it. If it is
killed, more monsters will appear.

Climb up the ledge to the opening.

Tunnel
Fight or shoot the spider monster. Continue down the tunnel.

Rock Pillar Cavern
Stand in the opening and shoot the flying monster.
Jump from rock pillar to rock pillar. Use the pillars
to the left.

When the screen view changes, go to the opening on the
right. Follow the tunnel until it forks. Go right at the fork.

Large Cavern With Planks
Walk to the right side of the rock plateau.
Jump over the light colored wooden planks onto the
darker ones.

Jump and climb up rock pillars until your character
reaches the far side of the room.

Shoot or avoid the flying creature in the middle of the cavern.

Go to the chest.

Pirate's Chest
Use the key to open the chest and get the gem.
Push the rock behind the chest to one side.

Enter the dark opening and follow the rock corridor.

Step down the ledge and continue forward until it goes black.

Dark Maze
Use the oil lamp.
Walk to the left. Try to wind around to the left until
your character cannot go that direction any further.

Turn downwards and go down until it is no longer possible
to go further.

Turn to the right of the screen and walk until your character
comes to a stone door with a hole in it. Use the gem to open
the door.

Enter the room and use the open/search command to put the
oil lamp away.

End Cavern
Run and jump off the rock steps.
Run to the stone altar in front of the tree while dodging
the fireballs and the monster in the water. Get the hook.
While in front of the altar, put the talisman on the altar.
The fireballs will stop.

Use the lighter to re-light the oil lamp. Throw the oil lamp
at the tree.

Run to the right of the cavern and climb onto a different
rock plateau.

Climb up to the rock door and use the hook to open the door.

Turn left and go back into the maze. It will now be visible.
Turn right and use the hook to open the door.

Turn left. Your character is now back in the Underground area.
Walk along the wooden docks and climb to the opening on the
other side. Turn right and follow the tunnel straight ahead
until your character comes to a small black opening.
Enter the opening.


Basement
Walk around the wine racks to the other side of the room
and climb the stairs. Your character is now back in the
Front Lobby. Walk down the large hall and open the double
doors at the end.

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Cheatcodes Of Allods - Sealed Mystery

To enable the cheat mode press "Enter" in the
mission and type: #Chicken

"Enter" again.
After that type one of these (with "Enter" of course):

#killall - To kill all enemies
#show map - To open the map
#victory - To win the mission
#modify army god - For a God mode

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Cheatcodes Of Allods - Sealed Lands

To enable the cheat mode press "Enter"
in the mission and type #Chicken
"Enter" again. After that type one of these
(with "Enters" of course):

#killall - To kill all enemies
#show map - To open the map
#victory - To win the mission
#modify army +god - For a God mode

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Cheatcodes Of Allied General

Aiming 101:
-----------
In Allied General, as in any wargame, you have to study the
terrain, the victory requirements, and the units at your
disposal before starting. When you start a new battle in
Allied General, take time to look at the strategic map.
There are several important things to make note of: First,
white hexes are your high-value hexes, and must be
adequately defended in order to win.

More importantly, green hexes are the objectives.
Not every city is an objective, so you have to see where
the green hexes are and figure out the best way to get to
them. Roads are essential to moving troops fast, and seizing
control of important crossroads will gain you vital mobility.
Some cities must be seized because they lay astride important
crossroads, because their proximity threatens your lines, or
because they are near important objectives and will be useful
in producing and repairing units. Airfields are also important
targets to capture where possible, because controlling the
enemy's airports will limit their ability to use air power
against you and give you increased air-strike abilities.

Finally, you have to study the units you're given at the start
of a game, the units you can buy, based on the historical period,
and the possible upgrades. There are several important numbers
associated with units, the most useful being experience, strength,
and hard and soft attack. Defense ratings, initiative and - for
units pushing deep into enemy territory - spotting ability are
also important factors to consider.

The composition of your forces is crucial, especially in campaign
games. When you start a new battle, upgrade units wherever possible
to the best currently available, and always use elite replacements.
You'll want to build elite, over-strength units through replacement
and successful battles. A tight selection of strong armor and
advanced infantry (such as bridging or paratrooper infantry)
should be the core of your group. A few 15-strength units can cut
a swath through most opposition.

Finland:
--------
OK, that's enough of the grade-school primer; it's time
to get down in the mud. Let's take a look at the
Russo-Finnish battle on the Karelian Isthmus, which can
be tough to win as the Russians. The victory requirements
are to take two southern cities (Summa and Taipale),
the northwestern city of Tali and its port at Viipuri, and
finally the northernmost city of Sortevala. The problem is
the Mannerheim line: a rigid defensive line of pillboxes
and World War One-era forts bisecting the Isthmus.

First, you'll need to understand your forces, which are a
mishmash of good and bad units. The conscripts and auxiliary
units are awful, and the best (and most historical) use for
them is to charge pillboxes and divert Finnish fire - in
effect, these troops are cannon fodder. Also useless are the
BT-5 and BT-7 tanks, which seem to be made of papier-machŽ.
If you use them, you'll lose. Upgrade as many as you can to
KV 1/39s; they're slower, but have much better defense and
attack ratings. You'll want to start with five or six of them.
You'll also want to get another engineer unit or two, which
you can do by upgrading a Regular unit.

Lay some artillery fire on Terijok, near Leningrad.
You have two cruisers and plenty of artillery, so you can
weaken it enough for the adjacent conscript unit to take it
easily. This clears the road to Summa. You'll need to organize
two battle groups (Eastern and Western) based around the KVs.
Divvy up the infantry, cavalry, and artillery between the two.
The Western group will push towards Summa, then up to Viipuri,
while the Eastern will hit Taipale and then make a dash for
Sortevala. Any extra units should go with the Western force.
Mount the bridging engineer and send him north with the
cruisers, and mount the paratroopers and send them as scouts.

Saddle Up!
----------
Move out horse cavalry first to get a feel for the area,
then send up conscripts, other infantry, armor, and artillery.
There will be a major bottleneck if you don't juggle your units
just right to keep the roads clear. This can paralyze you long
enough to cost you the battle. Speed is crucial.

Once you've pushed north a bit on both flanks, both battle
groups will instantly run smack into the solid wall of the
Mannerheim line. You're only going to pierce this at the two
cities, avoiding the center. Use conscripts to draw fire from
the pill boxes, then pour artillery on them and start to break
down the cities' defenses with stronger infantry and armor.
Each city has a 37mm anti-tank piece, which you'll need to
clear with artillery and infantry, so your tanks can maneuver
in peace. Take out enemy artillery as quickly as possible,
and keep your own artillery fire up. It should only take a
few turns to liberate both cities. You can use your
paratroopers to either harry units from behind the Mannerheim
line, or save them for the attack on Sortevala.

Keep moving up the coast with your cruisers, laying fire on
the forts while staying out of range as much as possible.
Watch out for the two subs patrolling this area: they're
not much, but they can take a bite out of you before they
go down. You're going to want to bring these ships into
the channel (which will draw shore fire), so you can begin
to pound Viipuri.

Finnish Them Off:
-----------------
Once both cities are liberated, secure the area by using
armor to track down the few artillery pieces, then push
both battle groups north toward their objectives
(Viipuri/Tali and Sortevala), leaving only a small
garrison behind. You might want to take the opportunity
to pick up some new KVs. Some Finnish infantry will slow
you down - and they are, pound for pound, much better
than the Russians. They'll put up a tough fight, but
don't get bogged down: keep moving. Get your engineers
in on the northern side of Viipuri, and lay in for the
siege. It will take heavy barrages to loosen these hexes
up, so don't commit your infantry and armor too soon.
Chip at them for a couple turns, then go in for the kill.

As with any good battle plan, the key is to stick to your
objectives. Don't try to crash the whole line, and don't
get bogged down in the forests or swamps. Properly
weakened with artillery fire and polished off with a tough
armored punch, the Finns can be beaten with a major victory
in less than ten turns.


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