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16-BIT. 100 % HERZ // KICKSTART 3.1 // WORKBENCH LOADED

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Main Content - Cheats
_
68%
CPU Usage
512KB
Chip RAM
42
Processes
                         ALIEN BREED 2 CHEAT

                         -------------------



 CHEAT MODE:



 Try any of these cheat passwords. Once entered they'll register in the

 computer leaving you free to enter any of the level passwords.



 Code     Effect

 ~~~~     ~~~~~~

 098654 - Start with 10 lives.

 736353 - Start with 50000 credits.

 243433 - Enables [N] during play to skip to the next level.

 378829 - Start with 50 keys.

      

========================================================================

             ALIEN BREED II - LEVEL CODES + HINTS `N` TIPS

              ---------------------------------------------





     Code     Starting Place

     ~~~~     ~~~~~~~~~~~~~~

 01: 000000 - Landing Pad

 02: 353828 - Civilian Zone 1

 03: 108383 - Civilian Zone 2

 04: 370101 - Civilian Zone 3

 05: 982822 - Civilian Zone 4

 06: 847464 - Security Passage

 07: 737373 - Science Zone 1

 08: 928112 - Science Zone 2

 09: 267364 - Science Zone 3

 10: 193831 - Science Zone 4

 11: 090921 - Security Passage

 12: 309383 - Military Zone 1

 13: 101221 - Military Zone 2

 14: 103992 - Military Zone 3

 15: 998112 - Military Zone 4

 16: 125332 - Planet Surface

 17: 091233 - Underground Shaft      



Taking sides

------------



Before commencing gameplay you must choose from the four available space

cadets. Two of these are humans, ordinary to you and me, but famously

battle hardened from previous encouters. Their names are Officer Johnson

and Officer Stone. Like us they`re just good all rounders but with no

outstanding attributes, a bit on the boring side really. The remaining

choices are one robot that has amazing destructive capabilities, but

obviously not as quick on the old reflexes as the humans. A small prices to

pay in situations like this. And lastly there`s Ruffertoo, an extremely

intelligent lizard-lifeform who is quick and resourceful. However he is let

down by his stamina in hauling large armaments for a long period of time.

So the best choice in the end would have to be the near invincilble

android.



Clear up

--------



Now that you have chosen your character you may begin. There are three main

buildings that need to be cleared of all alien presence: the main civilian

building, the science laboratories and the military barracks. Sounds a bit

silly I know, but squads of trained soldiers require the help of one

individual. Huh, squaddies eh?



GAMING TACTICS AND RULES TO BE OBSERVED

---------------------------------------



Keys are perhaps the most sought after item throughout the course of your

campaign. Without them you`ll get nowhere in any of the three buildings.

Whenever you find a key or a multiple set, try to hold onto them until you

have seen the full map from the computer consoles. Closely study the map to

find the exits and areas of mission importance. To assist your craving for

these items you should retain a large sum of money to purchase extra keys.

After all, it`s no good if you have millions of weapons and you`re stuck

behind one of the building`s pressure doors, is it?



Money

-----



Money or credits are the next important things. Without these invaluable

sources of collateral you`ll not be able to buy extra weapons that you may

require for certain missions. Like keys, they should be used with extreme

caution. Only purchase something from the Intex 400 console if you

desperately need it.



The Intex 400 computer link-up console is your only form of contact with

the outside world. It`s main function is to supply you with detailed maps

and extra ammunition for your blood thirsty weapons. Also mission briefings

can be sought around these electrical marvels. Without knowing the location

of these computers, your progress will be very difficult indeed, impossible

if anything. So as soon as you start playing, seek out the nearest one to

you and find out what your current mission status is.



Unfortunately for you, all weapons and information require payment. Even to

take a peek at the structural blueprint will cost a couple of creds. So

before you go and blow all of your hard found cash, I`ll take you through

each weapon in turn and tell you their true value and importance.



First on the agenda we have the flame thrower. A basic and crude implement

that has been in existence for many years. To use it, point it down any of

the long narrow corridors and burn the enemies out of their hiding places.

Don`t rush out and buy one just yet because they`re extremely thirsty in

the fuel department.



Next we have the trusty and reliable machine gun. A quick firing rate with

medium damage factor. This will probably be your sole weapon throughout the

course of your game. And as a bonus, the ammo is cheap.



Laser phaser

------------



A new weapon which has recently been developed is the three-way laser.

Rigorously tested on the firing ranges the three-way gun has proven to be

the most effective way of disposing of large groups of any encountered

enemy. However, due to it`s rapid firing rate it is very expensive to run

and should only be considered for missions that have large numbers of

aliens in open spaces to be wiped out. Good fun though!



Guns that repeatedly launch homing in missiles are adept at dealing with

hordes of aliens whilst retreating down long corridors. A character may

withdraw from a heavy conflict and still return fire with these homing in

missiles. They`re not very damaging to the aliens but they do hold them

back until you`re in a safer posistion. You should keep one of these

weapons in reserve at all times if you can.



Grenade launchers are definitely the worst available weapons. A slow rate

of fire that produces a single projectile capable of a mini explosion Their

only use is to reduce large packs of charging aliens before engaging in

close combat with machine guns. Not very effective when solely used by a

singular warrior.



One of the latest discoveries from our team of military scientists is the

amazing rebounding bullet. Taking the concept from ancient cowboy films,

researchers have made an actual bullet that is able to ricochet off walls

and explode on impact when striking a living creature. But at the end of

the day it`s just fancy equipment that you could do without.



ENGAGING COMBAT

---------------



When wading into crowds of blood thirsty aliens it`s handy to know what

weaknesses they possess. Since the first orignal encounter nine years ago

the aliens have learnt how to use guns. This makes the course of battle

much tougher. So when you see normal baby aliens get stuck in, they`re

practically harmless. But when you come across big yellow adults you`ll

need to use long range weapons and keep your distance.



VARIOUS HANDY HINTS FOR THE UNWORTHY

------------------------------------



There are numerous traps and devious puzzles to overcome. Too many for me

to mention. The main rule to live by is to keep going, you can`t afford to

rest for more than a few seconds or you`ll have waves of aliens crashing

down on you. Also keep your shots well aimed and controlled. If you lose

your head in the heat of a small battle you`ll realize that you`ve wasted

valuable ammo on a few baby aliens, then when it comes to the adults you`ll

only have a small fruit knife to defend yourself with. Not good.



Finally and most importantly, wall mounted guns which have been placed

around the buildings as a defence system. These laser turrets have

unfortunately malfunctioned and all they can do is fire at anything that

moves, including you. The only good news is that due to this malfunction

they have become slower than normal. Therefore they now require a larger

amount of time to lock in on a target, giving you time to escape their

wrath.


---
ADDITIONAL CHEATS (from Amiga Future):

Terminal Codes (enter at any Intex 4000 terminal):
"PPEAB" - Jump to Level 10
"PPPEAB" - Jump to Level 10 + 5 million credits

Freezer Addresses:
Player 1:
  Lives: $C01605
  Keys: $C01679
  Alienbuster Ammo: $C01672 (set to 7F), $C01673 (set to FF)
  Money: $C01682 to $C01685 (set all to FF)
Player 2:
  Lives: $C01805
  Keys: $C01879
  Alienbuster Ammo: $C01872 (set to 7F), $C01873 (set to FF)
  Money: $C01882 to $C01885 (set all to FF)