James Bond:The Stealth Affair
Scene 1 : The Airport
Room 1 (Airport Customs)
1. Examine NEWSPAPER BOX
2. Examine COIN RETURN SLOT
3. Use COIN in COIN SLOT
4. Examine NEWSPAPER (Remember Country)
5. Go thru door on upper left.
Room 2 (Bathroom)
1. Go thru first door on top of screen
2. Operate BRIEFCASE
3. Operate CALCULATOR
4. Take UNUSED PASSPORT
5. Use UNUSED PASSPORT on OPENING
6. Operate DOWN BUTTON until the name of the country appears
7. Operate ENTER BUTTON
8. Operate FALSE BOTTOM
9. Take PEN
10. Take AMERICAN PASSPORT
11. Examine AMERICAN PASSPORT
12. Operate BRIEFCASE
13. Exit thru door
14. Go back to room 1
Room 1 (Again)
1. Use Newspaper Country's PASSPORT on CUSTOM OFFICIAL
2. Speak to WELCOME HOSTESS
3. Examine TELEGRAM
4. Exit left
Room 3 (More customs)
1. Use AIRLINE TICKET on GUARD
2. Exit middle left (by 'Salida' sign)
Room 4 (Baggage)
1. Examine BAGGAGE
2. Take Mr. MARTINEZ's BAGGAGE
3. Exit right
Room 3 (Again)
1. Exit thru door on upper right
Room 5 (Other Bathroom)
1. Enter 1st stall
2. Operate BAGGAGE
3. Exit stall
4. Examine ELECTRIC PLUG
5. Examine ELECTRIC RAZOR
6. Use ELECTRIC CABLE on ELECTRIC PLUG
7. Exit left
Room 3 (Again)
1. Use Newspaper Country's PASSPORT on CUSTOM OFFICIAL
2. Exit to lower left
Room 6 (Airport Entrance)
1. Go thru glass doors
2. Wait for taxi
3. Walk up to taxi
Scene 2 : Flowers of Death
Room 1 (Outside Flower Shop)
1. Exit to the upper left
Room 2 (Outside Bank)
1. Enter bank thru door
Room 3 (Inside Bank)
1. Use BENCH OF NOTES on BANK TELLER
2. Exit right
Room 2 (Again)
1. Exit right (Go back to the flower shop)
Room 1 (Again)
1. Use COINS on FLORIST
2. Take RED CARNATIONS
3. Exit upper left
Room 2 (Again)
1. Exit upper left (up and behind the bank)
Room 4 (Park)
1. Move to PARK BENCH
2. Use RED CARNATION on JOHN
3. Quickly leave screen to the lower right
(After animation sequence)
Room 2 (Again)
1. Enter bank
Room 3 (Again)
1. Use BENCH OF NOTES on BANK TELLER
2. Use CARD AND KEY on BANK TELLER
3. Go downstairs (Bottom of screen)
Room 5 (Bank saferoom)
1. Use KEY on lower right SAFE
2. Take LITTLE BOX
3. Take ENVELOPE
SCENE 3 : Cave in!
Room 1 (The cave)
1. Examine GROUND by John
2. Operate GROUND
3. Examine PIECE OF METAL
4. Use CORDS on PIECE OF METAL
5. Operate PIECE OF METAL
6. Operate PICKAXE three (3) times
(Stand facing the rock wall on the right side of screen)
7. Exit thru hole in the wall
SCENE 4 : At the Hotel
Room 1 (Seawall by Flower Shop)
1. Exit to upper left
Room 2 (By the bank)
1. Exit to lower left
Room 3 (Seawall by hotel)
1. Walk down stairs to beach
2. Speak MAN
3. Use COINS on MAN
4. Go up to the hotal
Room 4 (In front of Hotel)
1. Go thru turning glass doors
Room 5 (Lobby)
1. Speak to RECEPTIONIST
2. Operate ELEVATOR BUTTON
3. Get in ELEVATOR
4. Operate 2 BUTTON
Room 6 (2nd Floor)
1. Exit ELEVATOR
2. Operate DOOR on the left
Room 7 (Stairwell)
1. Go up first staircase
Room 8 (Top of staircase)
1. Exit bottom of screen
Room 9 (By elevator door)
1. Go right to last room
Room 10 (In from of room door)
1. Operate DOOR
SCENE 5 : On the Boat & In the water
After 'THROW THEM IN THE WATER but before you are tied up, Operate BRACELET
After hitting bottom, quickly Operate BRACELET the Operate GIRL then swim
for the surface
SCENE 6 : MAZES & The Bad Guy's Mansion
After the long animation sequence : Arcade Sequence
Room 1 (Hallway)
1. Operate DOOR
2. Go thru doors
Room 2 (Mansion Study)
1. Examine STATUE
2. Operate STATUE'S ARM
3. Use LITTLE BOX on SAFE DOOR
4. Operate VALIDATION SWITCH
5. While watching the first four lights on the little box, click on the up
and down BUTTON s. When the first light on the little box lites up, that
is the first number. Click the round BUTTON next to the up and down arrows
(the LOCK COMBINATION). Click on the up and down BUTTON s again, when the
2nd light on the little box lites up, click the round BUTTON and so on.
6. Operate VALIDATION SWITCH
7. Take LITTLE BOX
8. Operate LOCK COMBINATION
9. Take ENVELOPE
Arcade Sequences : Hint - Watch carefully for patterns
SCENE 7 : Shark Attack
A hint about the large sharks - when they move across the screen either make
sure you are high (or low) enough -or- swim straight through the middl of
them.
(www.gamesupport.dk)
Room 1 (Water)
1. Swim left
Room 2 (More water)
1. Swim down
Room 3 (Bottom)
1. Examine SEAWEED (The one on the far left)
You must find the ELASTIC BAND
2. Swim right until you can no longer continue right
Room 4 (Sea bottom w/ Palm trees)
1. Examine PALM TREE
2. Operate BUTTON
3. Exit to the right (Hole in cliff)
SCENE 8 : Captured, Pirhanas & Rats
Room 1 (Over fish tank)
1. Use PEN on LOCK
2. Use WATCH on left WALL
3. Use WATCH on right WALL
4. Move to the right
5. Operate GRILL
Arcade Sequence : Hint - the way is never simple
SCENE 9 : In the ENEMY HQ
Room 1 (Bathroom)
1. Operate SOLDIER
2. Take CLOTHES
3. Take ARMY BOOTS
4. Take LACES
5. Use LACES on SOLDIER
6. Take NAPKIN
7. Use NAPKIN on SOLDIER
8. Take GLASS
9. Exit to the bottom of the screen
Room 2 (Corridor)
1. Exit to the bottom of the screen
Room 3 (Corridor w/ 3 doors)
1. Go thru 1st door at top
Room 4 (Drawer room)
1. Operate lower right hand DRAWER
2. Examine same DRAWER
3. Take BLANK STAMP
4. Operate DRAWER (1 up from bottom left)
5. Examine DRAWER (1 up from bottom left)
6. Take LACES
7. Use LACES on JOHN
8. Exit bottom of screen
Room 3 (Again)
1. Go up to room 2
Room 2 (Again)
1. Go right
Room 5 (Corridor Junction)
1. Wait for information, then go up
Room 6 (Corridor w/ 1 door)
1. Go thru door
Room 7 (Control room)
1. Use GLASS on WATER FOUNTAIN
2. Operate GARBAGE DUMP
3. Take LIFERAFT
4. Examine CLOTHES
5. Take MISSION INSTRUCTIONS
6. Exit to room 6
Room 6 (Again)
1. Take upper right hand corridor
Room 5 (Again)
1. Go left
Room 2 (Again)
1. Go thru right hand door
Room 8 (Officers room)
1. Use FULL GLASS on OFFICER
2. While OFFICER is drinking, Take STAMP
3. Exit bottom of screen
Room 2 (Again)
1. Go right
Room 5 (Again)
1. Operate CIGARETTE CASE
2. Examine all CIGARETTEs
3. Operate BLUE RING CIGARETTE
4. Use CIGARETTE PAPER on GLASS
5. Exit bottom of screen
Room 6 (Again)
1. Go thru door
Room 7 (Again)
1. Use STAMP on INK PAD
2. Use INK PAD on MISSION INSTRUCTIONS
3. Exit bottom of screen
Room 6 (Again)
1. Exit upper left hand corridor
Room 5 (Again)
1. Use FINGERPRINT on FINGERPRINT ID
2. Exit thru open door
Room 9 (Security corridor)
1. Go right
Room 10 (Security Room)
1. Use AUTH MISSION on MAILBOX
2. Exit thru open door on top of screen
Room 11 (Another Corridor)
1. Use ELECTRIC CABLE on ELECTRIC PLUG
2. Make sure RAZOR is on, Use RAZOR on TRASHCAN
3. Exit to the right
Room 12 (Master Control Room)
1. Wait until RAZOR voice starts
2. Quickly Use RED CIGARETTE on COMPUTER
3. After COMPUTER blows up, Quickly Operate Otto
4. Quickly Use COMPACT DISK on CD PLAYER
5. Quickly exit thru door in upper left hand corner
6. Walk along window to right
(This whole room must be done VERY QUICKLY)
SCENE 10 : End Game
1. On the helicopter, Use ELASTIC BAND on BOMB
2. When falling, Operate LIFEBOAT.
Victory!!!
The Settlers 7: Map Pack 1 Trailer HD
Billiards
Mario Game: Mario and the Sunken Ship
Super Street Fighter IV Captivate 10 Trailer #3 HD
Also see ...
Gangsters: Strategy Guide
amn Cops I. Intro Gangsters is a game of city wide domination. It varies from giving orders, running business, dealing with other gangs and cops, committing crimes, and doing whatever it takes to gain income. It may sound hard trying to all this, but it's not... well, it won't be if you read this damn strategy guide I wrote up. Mainly, I learned these things either by myself, or by flipping through the Gangsters manual. Heck, a lot of it was taken from the manual.. but that's how I learned how to play the game. Everything else is original, nothing was stolen.. hell, to my knowledge, this is the first Gangsters FAQ out there. I haven't been playing the game that long, so I'm sure there are some things I haven't figured out yet. Look for an update of this strategy guide in about two weeks or so.. if I feel like it =) Go on, and let me teach you now. II. Getting Started a) First Orders You first orders should be to extort and recruit. Those two things should be all you're doing in the first week. In the second, you should add Money Collection to your priorities. Hence, the main three things to think of at start are: collecting money, getting more territory (by extorting) and recruiting new hoods. Protecting your area is something you could consider, but it isn't necessary since in the first weeks nobody will be starting a war.. not yet. b) The Hoods Your boys, your gang, your men. You need to use these guys in the right way, or your orders will fail time and time again. The gang leaders are called Lieutenants, and should always be high in two things: intelligence and organization. Along with that should be a high rating in the skill needed for his team's task (ex. the Lieutenant of an extortion team should have a high intimidation factor). At start, you should build four teams. One for protection, extortion, money collection and another for recruiting. The protection is the team that will guard businesses and patrol your territory. The hoods in this group should have high rating in firearms (at least four stars), and a good rating in fists would help as well. The extortion team will get more territory, and each hood in it should have at least four stars in intimidation. The recruiting team should include gangsters with high ratings in intelligence. As for the collectors team, it doesn't really matter since anyone can collect cash. Equipping your Lieutenants is important, and you should consider whether they actually need guns or vehicles. Give weapons to those who really might need it- patrol teams and gangs that are going in to commit a crime. Give guns to the people who have a rating in firearms of at least four stars- they'll know how to use it best. As for vehicles, give them only to the people who you are sending far away. Cars don't come cheap- use them wisely. III. Moving On In The Game a) Buying Businesses Once you have some dough, think about buying a business. This brings in legal money. Since the business are legal, the FBI won't raid them as they would your illegal businesses. Legal cash will hide the amount of illegal money you have, somewhat. If you're making too much illegal money, the FBI will get suspicious- not something you want. However, if you have a good accountant, you don't have to worry about this- a good accountant can cover up the amount of illegal money you pull in. Buying a legal business it pretty simple, and you don't need to worry about sending someone to run it- it's automatically done for you. b) Illegal Businesses Once you feel like it, set up some of these. However, as with normal businesses, you have to place them correctly (ex. a casino would go in a wealthy area, prizefights go in poor areas). Want to know more? Hell, I'm a nice guy... Card Games: put these only in the poor areas. Best location for card games is a pool hall or a book store. Counterfeit: these won't bring in any profit, but will be spread out throughout your legal businesses. The best location for this is the Printer, however the Bank is fine as well. Casinos: put these in wealthy areas and you'll get tons of cash. The Main Bank is the best location. Gambling Den: let's just call this "the casino for the poor." The best location is the pool hall. Dice Games: these go in the real poor areas of town. The best location is either a pool hall or a hotel. Insider Trading: these belong in the commercial centre. Good locations are finance companies, banks and real estate. Loan Sharks: these can be anywhere in the city, but do best in banks, real estate and finance companies. Grifters: also known as pickpockets. They belong in the poor areas of the city, and the best locations are poll halls. Moonshine Stills: no profit comes from these, but they are essential for your speakeasies. Best places to put them are drug stores. Speakeasy: probably the best illegal businesses. It gets its liquor either from the moonshine stills, or you can steal it from other places. These can be easily hid in breakfast bars, cafes, milk bars and restaurants. Teamsters: can only be set up behind the Union Building. This will let you control the strike of the industrial area and can also call on the block vote during an election. Prizefights: boxing and gambling make a good couple. Doesn't matter what part of town they go in, as long as they are located in a gym or pool hall. Numbers Racket: the lottery with one catch- it's fixed so that nobody ever wins. They do best in poorer areas and should be located in general stores, cafes or printers. Whorehouses: these can go anywhere in the city, since everyone wants to get laid =) Good locations are dance studios, massage parlors and hotels. Offices: no profit here, but they are important. Your hoods will depart for their jobs from the local office, so having more then one can improve your gang efficiency. To set up an illegal business, you'll need a front and an empty lot in the center of a block. Pretty simple. c) Accountants and Lawyers You should get both of these early in the game. The accountant covers up your illegal money, preventing an FBI raid. The more stars an accountant has, the better he is at this. A good lawyer is also a necessity. He helps keep your men out of prison and bribe officials. d) The Election If you decide to enter an election once it comes around, you'll need three things: an excellent lawyer, lots of cash and lots of land. Something to try is reducing the protection money, which will make the people happy and get more votes for you. As said before, the Teamster building helps you in the election. It will automatically give you at most 10% of the votes. IV. Your Opposition a) Other Gangs If they're bothering you, you'll have to take care of them- at one point or another. First off, try locating their office. Explore, and do it often. Try exploring areas in which you often see the opposing hoods, and sends a lot of people at once. Kidnapping is another way of finding the enemy base. To do this, you must find a building in which you often see the opposing hoods. Pulling this off will require a group of hoods that have high ratings in intelligence, intimidation, stealth, firearms, and organization. Succeed, and you will gain a list of businesses owned by the enemy. Investigate these buildings. Once you find the office, decide what you really want to do. You can try to get the leader arrested. Destroying that gang's legal business will increase the suspicion of the police towards that gang. If the suspicion gets real high, the leader will get arrested. You can also take the hard way to it- kill the leader. If you decide to do just that, make sure you send a lot of hoods, make sure they have vehicles and guns, and make sure you have a lot of cash to get new hoods since many of yours will get killed. Send every hood that you can, and hit 'em with all you got. b) Those Damn Cops There's no way around this- the cops will be after you. They patrol the city every week looking for crimes, or those who are accused of it. Watch out for FBI agents near your businesses. If you see a group of them, you better get ready 'cause they're about to raid your illegal business. You can either attack them, or let them go forth with their actions if you have enough money to bribe the Judge to get yourself out of trouble. If you see an agent who is solo, it means that the FBI has some suspicion towards you. Either kill him, or close down the illegal business. If one of your men gets arrested, bribe the judge. OR, you can bribe the District Attorney. By doing this, you'll get the names of the witnesses and jurors. You can either bribe them, or intimidate them... and if they don't work with you, you can kill them. If you copy this strategy guide and try to take credit for it, I will rip your heart out, and feed it to a mad goat who will then proceed to wildly rape you. Got it? Good.
amn Cops I. Intro Gangsters is a game of city wide domination. It varies from giving orders, running business, dealing with other gangs and cops, committing crimes, and doing whatever it takes to gain income. It may sound hard trying to all this, but it's not... well, it won't be if you read this damn strategy guide I wrote up. Mainly, I learned these things either by myself, or by flipping through the Gangsters manual. Heck, a lot of it was taken from the manual.. but that's how I learned how to play the game. Everything else is original, nothing was stolen.. hell, to my knowledge, this is the first Gangsters FAQ out there. I haven't been playing the game that long, so I'm sure there are some things I haven't figured out yet. Look for an update of this strategy guide in about two weeks or so.. if I feel like it =) Go on, and let me teach you now. II. Getting Started a) First Orders You first orders should be to extort and recruit. Those two things should be all you're doing in the first week. In the second, you should add Money Collection to your priorities. Hence, the main three things to think of at start are: collecting money, getting more territory (by extorting) and recruiting new hoods. Protecting your area is something you could consider, but it isn't necessary since in the first weeks nobody will be starting a war.. not yet. b) The Hoods Your boys, your gang, your men. You need to use these guys in the right way, or your orders will fail time and time again. The gang leaders are called Lieutenants, and should always be high in two things: intelligence and organization. Along with that should be a high rating in the skill needed for his team's task (ex. the Lieutenant of an extortion team should have a high intimidation factor). At start, you should build four teams. One for protection, extortion, money collection and another for recruiting. The protection is the team that will guard businesses and patrol your territory. The hoods in this group should have high rating in firearms (at least four stars), and a good rating in fists would help as well. The extortion team will get more territory, and each hood in it should have at least four stars in intimidation. The recruiting team should include gangsters with high ratings in intelligence. As for the collectors team, it doesn't really matter since anyone can collect cash. Equipping your Lieutenants is important, and you should consider whether they actually need guns or vehicles. Give weapons to those who really might need it- patrol teams and gangs that are going in to commit a crime. Give guns to the people who have a rating in firearms of at least four stars- they'll know how to use it best. As for vehicles, give them only to the people who you are sending far away. Cars don't come cheap- use them wisely. III. Moving On In The Game a) Buying Businesses Once you have some dough, think about buying a business. This brings in legal money. Since the business are legal, the FBI won't raid them as they would your illegal businesses. Legal cash will hide the amount of illegal money you have, somewhat. If you're making too much illegal money, the FBI will get suspicious- not something you want. However, if you have a good accountant, you don't have to worry about this- a good accountant can cover up the amount of illegal money you pull in. Buying a legal business it pretty simple, and you don't need to worry about sending someone to run it- it's automatically done for you. b) Illegal Businesses Once you feel like it, set up some of these. However, as with normal businesses, you have to place them correctly (ex. a casino would go in a wealthy area, prizefights go in poor areas). Want to know more? Hell, I'm a nice guy... Card Games: put these only in the poor areas. Best location for card games is a pool hall or a book store. Counterfeit: these won't bring in any profit, but will be spread out throughout your legal businesses. The best location for this is the Printer, however the Bank is fine as well. Casinos: put these in wealthy areas and you'll get tons of cash. The Main Bank is the best location. Gambling Den: let's just call this "the casino for the poor." The best location is the pool hall. Dice Games: these go in the real poor areas of town. The best location is either a pool hall or a hotel. Insider Trading: these belong in the commercial centre. Good locations are finance companies, banks and real estate. Loan Sharks: these can be anywhere in the city, but do best in banks, real estate and finance companies. Grifters: also known as pickpockets. They belong in the poor areas of the city, and the best locations are poll halls. Moonshine Stills: no profit comes from these, but they are essential for your speakeasies. Best places to put them are drug stores. Speakeasy: probably the best illegal businesses. It gets its liquor either from the moonshine stills, or you can steal it from other places. These can be easily hid in breakfast bars, cafes, milk bars and restaurants. Teamsters: can only be set up behind the Union Building. This will let you control the strike of the industrial area and can also call on the block vote during an election. Prizefights: boxing and gambling make a good couple. Doesn't matter what part of town they go in, as long as they are located in a gym or pool hall. Numbers Racket: the lottery with one catch- it's fixed so that nobody ever wins. They do best in poorer areas and should be located in general stores, cafes or printers. Whorehouses: these can go anywhere in the city, since everyone wants to get laid =) Good locations are dance studios, massage parlors and hotels. Offices: no profit here, but they are important. Your hoods will depart for their jobs from the local office, so having more then one can improve your gang efficiency. To set up an illegal business, you'll need a front and an empty lot in the center of a block. Pretty simple. c) Accountants and Lawyers You should get both of these early in the game. The accountant covers up your illegal money, preventing an FBI raid. The more stars an accountant has, the better he is at this. A good lawyer is also a necessity. He helps keep your men out of prison and bribe officials. d) The Election If you decide to enter an election once it comes around, you'll need three things: an excellent lawyer, lots of cash and lots of land. Something to try is reducing the protection money, which will make the people happy and get more votes for you. As said before, the Teamster building helps you in the election. It will automatically give you at most 10% of the votes. IV. Your Opposition a) Other Gangs If they're bothering you, you'll have to take care of them- at one point or another. First off, try locating their office. Explore, and do it often. Try exploring areas in which you often see the opposing hoods, and sends a lot of people at once. Kidnapping is another way of finding the enemy base. To do this, you must find a building in which you often see the opposing hoods. Pulling this off will require a group of hoods that have high ratings in intelligence, intimidation, stealth, firearms, and organization. Succeed, and you will gain a list of businesses owned by the enemy. Investigate these buildings. Once you find the office, decide what you really want to do. You can try to get the leader arrested. Destroying that gang's legal business will increase the suspicion of the police towards that gang. If the suspicion gets real high, the leader will get arrested. You can also take the hard way to it- kill the leader. If you decide to do just that, make sure you send a lot of hoods, make sure they have vehicles and guns, and make sure you have a lot of cash to get new hoods since many of yours will get killed. Send every hood that you can, and hit 'em with all you got. b) Those Damn Cops There's no way around this- the cops will be after you. They patrol the city every week looking for crimes, or those who are accused of it. Watch out for FBI agents near your businesses. If you see a group of them, you better get ready 'cause they're about to raid your illegal business. You can either attack them, or let them go forth with their actions if you have enough money to bribe the Judge to get yourself out of trouble. If you see an agent who is solo, it means that the FBI has some suspicion towards you. Either kill him, or close down the illegal business. If one of your men gets arrested, bribe the judge. OR, you can bribe the District Attorney. By doing this, you'll get the names of the witnesses and jurors. You can either bribe them, or intimidate them... and if they don't work with you, you can kill them. If you copy this strategy guide and try to take credit for it, I will rip your heart out, and feed it to a mad goat who will then proceed to wildly rape you. Got it? Good.
Sims, The: Unleashed
play to display a prompt in the upper left corner of the screen. Enter one of the following codes to activate the corresponding cheat function. Note: Enter [Exclamation poin at the prompt to repeat the last cheat entered. Enter a Semi-colon between codes to enter multiple codes at the same time Result - Code 1000 Simoleons - rosebud Add new family history stat to the current family - hist_add Appends the route destination list to AllRoutes.txt every time a route is found - write_destlist Architecture tools automatically set the level as needed - auto_level Automatically import and load indicated FAM file - import Automatically load indicated house, no questions asked - house Check and fix required lot objects - prepare_lot Completely flush app to VM file when running Windows NT - flush Crash game - crash Create moat or streams - water_tool Create shrunk_text_#.bmp files - shrink_text Create-a-character mode - edit_char Display personality and interests interests Draw all animation frames disabled - draw_all_frames off Draw all animation frames enabled - draw_all_frames on Draw colored dots at each person's origin - draw_origins Dump entire memory to core_dump_[date:time].txt - core_dump Dump selected person's most recent list of scored interactions to a file - dump_happy Dump selected person's motive contribution curve to a file - dump_mc Enable debug flag to show outcome choice dialogs for social interactions - debug_social End sim logging - sim_log end Execute "file.cht" file as a list of cheats - cht Floorable grid disabled - draw_floorable off Floorable grid enabled - draw_floorable on Force an assert for testing - assert Log animations in the event log window - log_animations Map editor disabled - map_edit off Map editor enabled - map_edit on Move any object - move_objects on No tutorial object generation when tutorial house is loaded - tutorial off Prevent web browser crashes - browser_failsafe Preview animations disabled - preview_anims off Preview animations enabled - preview_anims on Programmer stats - tile_info Quit game - quit Read in behavior tuning constants from Tuning.txt - #import Rebuilds entire control panel/UCP from scratch - rebuild_cp Refresh the BMP_ resources for all people whose IFF files are writable - refresh_faces Rematch dependent textures and regenerate bitmaps for all user characters - refresh_textures Restore tutorial - restore_tut Rotate camera - rotation Routing debug balloons disabled - route_balloons off Routing debug balloons enabled - route_balloons on Run series of random operations on unhoused families - fam_test Save currently loaded house - save Save family history file - history Say "plugh" - plugh Say "porntipsguzzardo" - porntipsguzzardo Say "xyzzy" - xyzzy Selected person's path displayed - draw_routes on Selected person's path hidden - draw_routes off Set event logging mask - log_mask Set free thinking level - autonomy Set game speed - sim_speed Set grass change value - edit_grass : Set grass growth - grow_grass Set lot size - lot_size Set maximum milliseconds to allow simulator - sim_limit Set time of day (unpatched game version) - set_hour Set z offset for thought bubbles - bubble_tweak Sets the neighborhood directory to the path - Sets up the borders of the lot with non-editable flag. Requires rotation - lot_border Sets whether menu items appear for in use objects - allow_inuse Show memory view window in debug builds of the game - memview Start sim logging - sim_log begin Swap the two house files and updates families - swap_houses Ticks disabled - sweep off Ticks enabled - sweep on Tile information displayed - tile_info on Tile information hidden - tile_info off Toggle allowing visitors to be controlled using the keyboard - visitor_control Toggle assets report - report_assets Toggle automatic object reset feature - auto_reset Toggle calls to PeekMessage within sim loop - sim_peek Toggle camera mode - cam_mode Toggle display of unavailable interactions in person control menus - all_menus Toggle music - music Toggle object compression in save file - obj_comp Toggle quaternion transformations - quats Toggle sound log window - sound_log Toggle sounds - sound Toggle web page creation - html Total reload of people skeletons, animations, suits and skins - reload_people Trigger sound event - soundevent Write out an RTE file every time a route is found - write_routes Write out behavior tuning constants to Tuning.txt - #export Quick money: Enable cheat mode and enter rosebud;: as a code. Then hold [Enter] so that "No such cheat" begins to flash. Keep the key held to gain up to 99 million simolians. Enable cheat mode and enter rosebud as a code, then enter !;!;!;!; and so on. Every "!" results in another 1,000 simolians. Enable cheat mode and enter rosebud as a code, then enter !;!;!;!;! and so on. After your last exclamation point, type a semi colon then a colon. The end of your entry should look like !;!;!;!;: Then, hold [Enter]. The "No such cheat" message will flash. Hold [Enter] to quickly get up to 9,999,999 simoleons. Full need meters: If your Sim is very depressed or has another low attribute, enable the move_objects_on code and pause game play. Click on the Sim in buy/sell mode and click the bottom of the screen to delete him/her. Once deleted go to the live mode and double clock the person's head icon to go to where that Sim is located. Everything should be close to full. Note: Wave the game immediately before performing this cheat, or you will lose any career changes or points you have earned. Breeding animals: Unlike Sim babies, you cannot delete the parents and children. Allow the computer run for three Sim days and the kitten/puppy will grow up.
play to display a prompt in the upper left corner of the screen. Enter one of the following codes to activate the corresponding cheat function. Note: Enter [Exclamation poin at the prompt to repeat the last cheat entered. Enter a Semi-colon between codes to enter multiple codes at the same time Result - Code 1000 Simoleons - rosebud Add new family history stat to the current family - hist_add Appends the route destination list to AllRoutes.txt every time a route is found - write_destlist Architecture tools automatically set the level as needed - auto_level Automatically import and load indicated FAM file - import Automatically load indicated house, no questions asked - house Check and fix required lot objects - prepare_lot Completely flush app to VM file when running Windows NT - flush Crash game - crash Create moat or streams - water_tool Create shrunk_text_#.bmp files - shrink_text Create-a-character mode - edit_char Display personality and interests interests Draw all animation frames disabled - draw_all_frames off Draw all animation frames enabled - draw_all_frames on Draw colored dots at each person's origin - draw_origins Dump entire memory to core_dump_[date:time].txt - core_dump Dump selected person's most recent list of scored interactions to a file - dump_happy Dump selected person's motive contribution curve to a file - dump_mc Enable debug flag to show outcome choice dialogs for social interactions - debug_social End sim logging - sim_log end Execute "file.cht" file as a list of cheats - cht Floorable grid disabled - draw_floorable off Floorable grid enabled - draw_floorable on Force an assert for testing - assert Log animations in the event log window - log_animations Map editor disabled - map_edit off Map editor enabled - map_edit on Move any object - move_objects on No tutorial object generation when tutorial house is loaded - tutorial off Prevent web browser crashes - browser_failsafe Preview animations disabled - preview_anims off Preview animations enabled - preview_anims on Programmer stats - tile_info Quit game - quit Read in behavior tuning constants from Tuning.txt - #import Rebuilds entire control panel/UCP from scratch - rebuild_cp Refresh the BMP_ resources for all people whose IFF files are writable - refresh_faces Rematch dependent textures and regenerate bitmaps for all user characters - refresh_textures Restore tutorial - restore_tut Rotate camera - rotation Routing debug balloons disabled - route_balloons off Routing debug balloons enabled - route_balloons on Run series of random operations on unhoused families - fam_test Save currently loaded house - save Save family history file - history Say "plugh" - plugh Say "porntipsguzzardo" - porntipsguzzardo Say "xyzzy" - xyzzy Selected person's path displayed - draw_routes on Selected person's path hidden - draw_routes off Set event logging mask - log_mask Set free thinking level - autonomy Set game speed - sim_speed Set grass change value - edit_grass : Set grass growth - grow_grass Set lot size - lot_size Set maximum milliseconds to allow simulator - sim_limit Set time of day (unpatched game version) - set_hour Set z offset for thought bubbles - bubble_tweak Sets the neighborhood directory to the path - Sets up the borders of the lot with non-editable flag. Requires rotation - lot_border Sets whether menu items appear for in use objects - allow_inuse Show memory view window in debug builds of the game - memview Start sim logging - sim_log begin Swap the two house files and updates families - swap_houses Ticks disabled - sweep off Ticks enabled - sweep on Tile information displayed - tile_info on Tile information hidden - tile_info off Toggle allowing visitors to be controlled using the keyboard - visitor_control Toggle assets report - report_assets Toggle automatic object reset feature - auto_reset Toggle calls to PeekMessage within sim loop - sim_peek Toggle camera mode - cam_mode Toggle display of unavailable interactions in person control menus - all_menus Toggle music - music Toggle object compression in save file - obj_comp Toggle quaternion transformations - quats Toggle sound log window - sound_log Toggle sounds - sound Toggle web page creation - html Total reload of people skeletons, animations, suits and skins - reload_people Trigger sound event - soundevent Write out an RTE file every time a route is found - write_routes Write out behavior tuning constants to Tuning.txt - #export Quick money: Enable cheat mode and enter rosebud;: as a code. Then hold [Enter] so that "No such cheat" begins to flash. Keep the key held to gain up to 99 million simolians. Enable cheat mode and enter rosebud as a code, then enter !;!;!;!; and so on. Every "!" results in another 1,000 simolians. Enable cheat mode and enter rosebud as a code, then enter !;!;!;!;! and so on. After your last exclamation point, type a semi colon then a colon. The end of your entry should look like !;!;!;!;: Then, hold [Enter]. The "No such cheat" message will flash. Hold [Enter] to quickly get up to 9,999,999 simoleons. Full need meters: If your Sim is very depressed or has another low attribute, enable the move_objects_on code and pause game play. Click on the Sim in buy/sell mode and click the bottom of the screen to delete him/her. Once deleted go to the live mode and double clock the person's head icon to go to where that Sim is located. Everything should be close to full. Note: Wave the game immediately before performing this cheat, or you will lose any career changes or points you have earned. Breeding animals: Unlike Sim babies, you cannot delete the parents and children. Allow the computer run for three Sim days and the kitten/puppy will grow up.
Settlers 4, The
Win current level - !win Lose current level - !lose More resources - !incr Advance time: Press [F12] to advance time by one minute. With v2.50, press [Keypad 4], [Keypad 5], or [Keypad 6] to advance time even faster.
Win current level - !win Lose current level - !lose More resources - !incr Advance time: Press [F12] to advance time by one minute. With v2.50, press [Keypad 4], [Keypad 5], or [Keypad 6] to advance time even faster.
Desent Freespace 2
rget. SHIFT-K = Destroy targeted subsystem. ALT-K = 10% damage to yourself. I = Invulnerability. SHIFT-I = Toggle invulnerability for target. O = Toggle Descent-style physics. SHIFT-W = Infinite weapons for ALL ships, including yours. W = Infinite weapons for just YOUR ship. G = Mark all primary goals complete. SHIFT-G = Mark all secondary goals complete. ALT-G = Mark all bonus goals complete. 9 = Scroll forward through all secondary weapons. SHIFT-9 = Scroll backward through all secondary weapons. 0 = Scroll forward through all primary weapons. SHIFT-0 = Scroll backward through all secondary weapons. R = Issue a re-arm request for target. Note: You CANNOT advance the mission if you activate the cheat codes, unless you do the following trick: Go into one of the single missions and activate the unlimited ammo cheat. Leave the single mission (you don't have to finish) and return to the campaign. You will now have unlimited missiles and keep the ability to advance in the campaign.
rget. SHIFT-K = Destroy targeted subsystem. ALT-K = 10% damage to yourself. I = Invulnerability. SHIFT-I = Toggle invulnerability for target. O = Toggle Descent-style physics. SHIFT-W = Infinite weapons for ALL ships, including yours. W = Infinite weapons for just YOUR ship. G = Mark all primary goals complete. SHIFT-G = Mark all secondary goals complete. ALT-G = Mark all bonus goals complete. 9 = Scroll forward through all secondary weapons. SHIFT-9 = Scroll backward through all secondary weapons. 0 = Scroll forward through all primary weapons. SHIFT-0 = Scroll backward through all secondary weapons. R = Issue a re-arm request for target. Note: You CANNOT advance the mission if you activate the cheat codes, unless you do the following trick: Go into one of the single missions and activate the unlimited ammo cheat. Leave the single mission (you don't have to finish) and return to the campaign. You will now have unlimited missiles and keep the ability to advance in the campaign.
