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Unlimited Charges (Frodo)
While idle during the game (not moving or attacking)press Y, B, A, B, Y, X.
Submitted by Brian Griffin
Unlockable: Infinite Spirit
You must beat the game once, and find at least 12 secrets.
Submitted by Burning Crusade
Get the Fish
Just before you get to the second campfire with the two trolls and the wolves, look for a fallen tree. Follow it to the top of the hill and you will meet Gollum. After a brief cutscene, the vile creature will throw you a fish -- which, for the rest of the game, replaces Aragorn's sword and proves to be a mighty weapon indeed.
Infinite Magic For Gandalf
During gameplay, quickly press X, Y, A, X, B, X.
Submitted by brandon
Infinite Ammo
To cheat your way to infinite ammo, press these buttons quickly during gameplay: X, B, Y, A, X, B.
Infinite Ring Power
To have infinite ring power, quickly press Y, B, A, B, Y, X during gameplay (Frodo only).
Unlimited Health
During gameplay, press Y, A, X, B, A, Y quickly to get inifinite health.
Last saved: 07/12/2007
Links: /fun/games / fellowship.txt
Now go on down the log. Hey! Well that was a long way to get around the river
wasn't it? Anywho, drop down and start collectin'. Or not. There's a TON of
those Necromancer minions here! Wow! What a fight! There are exploding rocks
that you can gather to help yourself along, but for the main part just dodge
and jump attack, slash and hack and for heaven's sake, keep out of their way! I
had to use a health potion (or rather I wanted to) but you might not have to if
you do it right.
Open the chest up and then go to that green vine. It carries you up to a little
cave in the tree that has a stack of SP. Nice. Then go up the steps and drop
down on the other side. Great. More minions. Oh well. One method is to stand
like a chicken on the steps you just dropped down from and throw stones at the
poor minions, or you can fight it out like a ma.....a hobbit. Excuse me. I
would just say watch out especially for those guys who shoot the bows, they can
cause REAL damage if they hit you with one of their explosions. Again, there
are exploding rocks that may aid you. Open the chest. Luckily they give you
plenty of health potions in this game!
There are some SP and pods down by the water, then I suggest you save because
you don't want to have to go through all that again do you? You DO! Fine, don't
save, see if I care! :)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Checkpoint!
- Silver Pennies, 2294 Courage Points, 12 Chests
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
There's lots of ways to do this area. Here's just one of them.
Hop onto that raft and when it comes around and past the save station again,
jump onto that little bit of land with a vine going up (it's next to the save
station). You'll know you're on the right one when you climb up and it looks
like you're on a huge stump from an ancient tree. Pole jump across, then onto
the vine, and then hey! It's the red pot! What's it for you ask? Well, just
wait and find out. You can drop down now.
Now get onto the raft again and this time jump onto that little island that has
the vine hanging down by it. Climb up and hop onto the branch that has a SP and
red CP on it. Walk along the branch and you'll come to a green vine, if you
jump on it it will drop so you can get up again if you fall. Convenient. Turn
around towards the tree that you just came from and you'll see a rotting vine
that leads to a brown chest. Go get the chest!
Now back, and through the hole in the tree ahead to the blue chest. Nice. See
that tiny vine next to that tree that the blue chest is in? It's a rotting one.
Yeah, that one. Pole jump to it and quickly go around and get the stack of SP
in that little niche. Now go back to the blue chest. If you fall, don't sweat
it, you can get back via that vine that dropped earlier.
Hanging from the tree with the tunnel in it there is another vine. This one's
safe so get on it. Jump to the next branch and to your right, hey! It's the
blue urn! You can pole jump from here to the last branch in this area with
goodies on it, alternately, you could have gone to this branch when you got the
red urn.....
Now go to the save station and save again.
Back on the raft and get that green CP on that island if you haven't. Then ride
the raft over to those two vines, from here you can jump across to get the last
urn, the yellow one. Now set the urns on the pedastal.
To place the Urns (apparently they are in alphabetical order) you need to
select them in the right order. Of course, red is first, then blue, then
yellow. Just press B on the pedastal and then scroll down using the d-pad to
get the proper Urn. Simple as that.
Yikes! It's the Wight Lord! The mushrooms regenerate in this area so if you
don't want to use health potions you can keep running around the room until
they reappear. Three minions appear to help the Wight Lord, one just has a
sword and two have those nasty bows. Take those two out and leave the sword
weilding one, if you kill him then three more will appear and we don't want
that do we? When you get the opportunity, jump attack the Necromancer and then
whack him several times, jump to avoid his attacks when you retreat. It's a
game of cat and mouse.
An alternate method, and one that I use myself is to rush the Wight Lord as
soon as you can before he can summon his minions, just stick close to him and
keep whacking him and jump attacking when you meter is full, you can get his
health all the way down to the red before he even calls his minions and you
don't lose much health!
Finally he is dead! Or banished, whatever, and you can easily take out that
last knight minion. Then head out the opposite exit. Open the chest and then
you should save. At this point you should have
Last saved: 06/02/2007
Links: /fun/games / hobbit.txt
Settler's of Catan pieces list
# 37 hexagonal region tiles
- 19 land hexes
(4 wool, 4 grain, 4 wood, 3 brick, 3 ore, 1 desert)
- 18 ocean hexes
(9 harbor, 9 open ocean)
# 20 settlement pieces
# 16 city pieces
# 60 road pieces
# 95 resource cards
# 25 development cards
# 4 building cost cards
# 2 special bonus cards
# 18 die cut counters
# 2 six sided dice
# 1 wooden pawn
Last saved: 04/18/2006
Links: /fun/games / settlers-pieces.txt
The Dark Wood
The last 5 years have reshaped the countryside, but nowhere but the dark forest has the change been so evil. Quikbutt dood will feel the change soon after leaving the desmesne of Dunwich. The trees, growing along the banks of the Wash, have been altered by the foul water. Something evil has spawned here, and it is not going to be pleased with intruders. Most of the trees are actually sentient (more so as they near the banks of the river). They will wait until the adventurers near Canon's Kill (or along the South Road) to act. The trees are like Treants but evil [AC-0, HP-80 (10HD)]. They attack twice per round (4d6). There will never be more than 5 in the range of the party, but they can move slowly, and will attempt to close off any escape (fire attacks are at +4, saving at -4). They cannot rouse normal trees, but good Treants can paralyze them by touch. The trees have no lair, and despise all living things, sometimes attacking each other particularly when crowded.
Last saved: 08/21/2005
Links: /fun/games/roleplaying / ADandD-1.txt
Written by Ned for a gaming session now lost to memory.
pg1. Cabinet members under my influence will be told that a band of Rogues and Thieves have been ravaging the countryside to the North. Destroying farms, burning fields, robbing and killing many peasants, etc. They are told to find a talented and capable band of adventurers, like Rob, Morgan, etc. to crush and stop this marauding horde. "It is rumoured," the cabinet members say, "that they are led by a powerful warrior who seeks the destruction of all that is good. It is said he heads at this very moment for the Druidic forest to reak havoc and death."
pg2. Ramses is starting to become a little perturbed. The mayor's {scns}(illegible) will be at the meeting place, in pieces contained in a small box. A note is attached to the box, "Do not tempt my wrath any further or your fate will lie in such a snall box as this..." An attempt on Bennie's life will be made when the group has left him alone, if possible (assassins, poison darts, etc.). The mayor shall be destoyed later on. I am always watching, if I can.
Last saved: 08/21/2005
Links: /fun/games/roleplaying / warhammer-nednotes.txt
Karak and Kroven
(based on the events of a game that began in Aug, 1990)
It all began along the shores of the river Delb. North of the imperial city of Altdorf 100 years ago this year. A traveling group of entertainers happened into adventure and this is their tale. It is a tale of Dwarves and Men, their trials and tribulations and of a friendship thicker than blood... At least human blood, anyway.
After performing for the good people of Delberz in what would be their last public performance, the FLYING PYTHONS summarily disbanded. Amoung the swelling ranks of street people were then Karak and Kroven, Dwarven twins who had decided to leave the glitzy show biz world of tight-ropes and clowns for more lofty aims and they decided to take along two humans for luck. Karak had been what was known as a strong-man, but he never had had much fondness for the title, being a Dwarf and not related to men in any way! Karak's twin brother Kroven was a fighter in the pits and quite good. Both (obviously) were 70 years of age and quite in the prime of their dwarven lives, and both were restless for gold and glory, eager for the ancient strongholds of their ancestors and hungry for greenskins. Maesltrom, of human lineage, had been the hypnotist in their merry troupe, dazzling audiences with his wit and wisdom (more former than latter), and Rexor, also unfortunately human (as Karak often reminded him) was the erstwhile druggist for their act, concocting all manner of potions to sell as legitimate and sometimes dubiously legitimate herbal cures.
This unlikely band of four would create legend. Songs recounting their countless deeds were sung and
Last saved: 08/14/2005
Links: /fun/games/roleplaying / karakandkroven.txt
Otherspace Character, 2002
when I originally petitioned to get in the game.
Nekrundian(#16195PenAC)
--o--o--o--o--o--o--o--o--o-- o--o--
Nekrundian is tall, with an olive complexion and deep-set piercing eyes. His long, straight silver hair is usually tied back in a pony tail, but when he is alone with friends he's more likely to be found with it loosely splayed about his shoulders. His loose garments only barely conceal his nearly skeletal frame, which is given away from time to time through the generally dark grey cloth of his long robes when he bends of turns quickly. Nekrundian carries himself with the aire of a learn'ed academic and with an aloofness common to those of his race. He rarely speaks aloud, but his facial expressions betray his incessant otherwordly conversations.
--o--o--o--o--o--o--o--o--o-- o--o--
Feature Character
Childhood: The first of many sons, Nekrundian (or Nek as he is known by friends) was troubled by powerfully morbid thoughts during most of his youth. The dark dreams would wake him and he could find no solace even in the embrace of his loving family, who, for the most part seemed generally well adjusted. He was drawn ever to places where some evil had been done and he could not draw himself away from these places without a great effort. Death, disease and dismay were ever in his thoughts and through time found an outward expression through physical neglect in his gaunt frame, even by a Mystic's standards.
Significant Event:
It wasn't until Vol Shohob was restored and the truth behind his prescience was learned that the obsessive visions ended. Nekrundian's catharsis is that of many Mystics since the restoration, a realization of his own mortality... and relative insignifigance.
Values:
Nekrundian is forthright and upfront. He values truth, honesty, sincerity, personal honor and integrity in others and strives to employ them himself in every situation.
Goal: The dark visions no longer torment Nekrundian, but the memory of them lingers and he feels a need to nurture and heal his fractured society back to some semblance of normalcy. He has dedicated himself to this end, devouring any and all medical knowledge he can forage from dusty bookshelves or coax from anyone with a healing talent.
Background Story:
Approaching maturity, Nekrundian endeavored to hone his healing talents. A Sanctuary Mystic, he is strongly pacifist and is driven by a desire to aid his people in any way that is required of him. During the great voyage, Nekrundian's visions troubled him less and less and he was able to concentrate ever more diligently as he strove to learn all he could of the healing arts, hoping that whatever good he might do his people in this fashion might somehow hold back the terrible blackness that always threatened to return. Once, as he assisted an elder healer in mending the accidental wound of a small child, he felt the morbid tide rise within and he saw floating before him, almost obscuring the good deeds of the healing being performed directly before him, an apparation appear and command him to look into the child's future. He thought he could see, as if through a mist, the child, then a grown man, wandering paths flanked by the dead who grabbed at him futily as he passed them, laughing. The look in the child-now-man's eyes was the epitomy of evil, he knew that the child would someday participate in the murder, nay, annihilation of an entire race. It was then, in this moment of prescience, that he plead with the healer to put the child immediately to death to avoid this eventual catastrophe. The healer, familiar with Nekrundian's troubled past would not yield up the patient. The child, now young man, yet lives and is a source of eternal worry, and yet fascination to Nekrundian.
Select a : healer
-----------------------< Nekrundian () - Mystic Male >------------------------
Your organization here! http://www.otherspace.org/advert.htm
Pending Character Application Experience Points: 361
---< Attributes >-------------------------------------------< Value: 0 XP >---
Intelligence: Fair (Scale: 1) Perception: Fair
Willpower: Fair (Scale: 1) Charisma: Fair (Scale: 1)
Reaction: Fair Agility: Fair
Strength: Fair Constitution: Fair
---< Skills >---------------------------------------------< Value: 239 XP >---
Superb Shohobi Superb Terran Standard
---< Gifts, Faults, & Quirks >----------------------------< Value: 210 XP >---
Longevity Sense Of Duty
Medical School Telepathic
Psychic
Last saved: 03/20/2005
Links: /fun/games/otherspace / character.txt
---- World Otherspace ----
% Connection to Otherspace established.
. .
. ;
: - --+- -
! . !
| . .
|_ +
, | `.
--- --+-<#>-+- --- -- -
`._|_,'
T
|
! Wes Platt's
: . : OTHERSPACE
. * Interactive Science Fiction Saga
An Evolving Epic Since 1998
(c) Copyright by Wes Platt - All Rights Reserved
Themes, stories and concepts herein are the
intellectual property of Wes Platt and OtherSpace.
--------------------------------------------------------------------------
Welcome to OtherSpace MUSH, running pennmush-1.7.2p32
With Hikaru's RealSpace v. 1.0 as our incorporated Space System
BROUGHT TO YOU BY: The Ungstir Citizens Committee!
Last saved: 03/20/2005
Links: /fun/games/otherspace / welcome-screen.txt
Play Starcraft without the CD on OSX
Open up Disk Utility and insert the Starcraft CD. Click on the Starcraft CD. Click "New Image." Name the image whatever you like and set it to save wherever you like (the desktop is convenient!). Make sure it is unencrypted and read-only. Hit "Save" and close Disk Utility. Download TinkerTool here: http://www.bresink.de/osx/TinkerTool.html Open TinkerTool and go to "Applications" and make sure "Skip checksum verification when opening DMG files" is checked. Close TinkerTool, eject the Starcraft CD, open the disk image that you created, and start up Starcraft.
Last saved: 02/06/2005
Links: /fun/games / starcraft.txt
Warcraft II Cheat Codes
Hit enter and type any of the following and then enter again.
UNITE THE CLANS Takes you to the scenario's victory sequence.
YOU PITIFUL WORM Takes you to the scenario's loss sequence.
IT IS A GOOD DAY TO DIE Gives players Godlike powers.
GLITTERING PRIZES Adds gold, lumber and oil.
VALDEZ Adds oil.
HATCHET, AXE AND SAW Accelerates producion of lumber.
EVERY LITTLE THING SHE DOES Upgrades player's magic.
DECK ME OUT Upgrades units.
ON SCREEN Shows whole map. <---This one is cool
MAKE IT SO All upgrades and construction happens faster.
THERE CAN BE ONLY ONE Takes you to finale sequence.
NEVER A WINNER Makes victory impossible.
TIGERLILY Enables Scenario Jump
ORC# or HUMAN# Jumps to mission number (Put a Number in #).
Last saved: 10/11/2002
Links: /fun/games / war2cheat.txt
Here are some cheat codes for Duke Nukem 3D (shareware v1.0)
NOTE : ALL CODES ARE PRECEDED BY THE LETTERS DN
(DN)CORNHOLIO - God Mode toggle
KROZ - God Mode toggle
STUFF - max weapons, inventory, keys, armor
ITEMS - max armor, inventory, keys
SCOTTY## - warp to episode# level#
VIEW - view mode toggle (same as F7)
CASHMAN - throws money when you hit the spacebar (or open)
COSMO - says "Register Cosmo Today"
ALLEN - says "Buy Major Stryker"
RATE - displays framerate
BETA - says "Pirates Suck"
HYPER - gives steroids
SKILL# - change skill level#
MONSTERS - respawns monsters
XXXXXX - ?
Last saved: 10/11/2002
Links: /fun/games / dukecode.txt
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