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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
ELF








 CHEAT MODE:





 On the first level go up to the sage and type 'CHEAT', then enter


 what he replies, which is 'CHOROPOO'. This gives you 99 pets and


 enables these keys:





 [W] - Wolf potion.


 [H] - Hardman potion.


	           


                 


                  THE ULTIMATE PLAYERS GUIDE TO: ELF





LEVEL ONE


---------


Find the uncooked chicken and the bowl of bird seed in the first area. Give


the seed to the bird who will drop a feather down to you in retern. Take


the feather to the Indian and give it to him for his headress - in retern


he'll give you a piece of old paper. Now take this to the man in the


toilet, who has been stranded after a puppy ran off with his loo roll! Take


the matches that he gives you and light the fire. Cook the chicken and then


bribe the old sage near the door. This will allow you to pass into the next


stage.


  Go to the far right, collecting the apple pip and blunt axe on the way.


Shoot down the magical book and give this, along with the pip, to the old


wizard. He'll turn the pip into an apple.


Take this to the ferocious guard and use it to pass by him into the third


stage.     


  Go down and collect the cash. Go up and give this to the tool


sharpener, together with the blunt axe. Give the newly-sharpend axe to the


queer-looking lumberjack. He'll give you a magical spell in retern. Atack


the smiling monster with this, and steel his teeth while he's stunned. Give


the gnashers to the old granny, who'll will give you a clothes peg in


retern. Where this on your nose and you can pass the smelly troll into the


last area. This is your final chance to buy some goodies before battling


the evil spider Belbob. Allways keep away from the side of the screen that


she is on, and make sure that you kill the little monsters she releases


when she touches the ground.





CUDDLY STATUS


Wandering around the landscape are truly cuddly characters. Shooting one of


these harmless creatures will result ot words like these BOO, HISS and


SHAME floating up the screen, plus and increase in your "nasty" rating.


This will aventually effect the three end sequences you see. If you do not


shoot all the cogs in Level Eight, and you have a rating of PLEASENT or


nicer, then you'll see a scene of stomatch-churning loveliness. Otherwise,


the end result is not quite so pretty!





LEVEL TWO


---------


This level is longer than the last and is inhabited by a fearsome set of


guards. Get the small key and window handle from the first set of


underground cave. Unlock the steel cage in the top right hand corner and


take the cog. Fit the cog and the handle to the window mechanism and wind


the magic bridge out. Cross over and pick up the boots. Take these and give


them to the prisoner, who'll will reward you for saving his neck with a


sliver flute. Give the flute to the jester BEFORE you open the cage with a


larger key which is found outside, on the right. He'll kill the deadly rats


so you can travel to the oil well and fill up the oil can lying on the left


of the map. On the way, make sure you kill the jester when you see him


again, as you'll need the flute for Level Five. Now use the oil on the


stiff handle for the chain bridge. You can now pull the lever and hope


across the gap. Go down and enter the final Guard Captain's room. This is a


highly intelligent opponent who'll dodge your shots if you're slow onthe


trigger. He also as a nasty habit of jumping on your head if you stay


still. The trick is to fire rapidly and pressure him into a corner. Get


ready to move sharly if he begins to jump!





LEVEL THREE


-----------


A nice gentel sroll from one side of the lake to the other - or so it may


seem! The trick is to flick the platform switches in the correct sequence


after FIRST turning on the power in the first room. 


Here's the seqquence:


   Switch Action





 1 Flick   2 Flick  


 3 Flick   4 Flick


 5 Leave   6 Flick


 7 Leave   8 Flick


 9 Flick  10 Flick


11 Leave





Make sure you jump over all the monsters that spring out of the water, and


watch out for the killer plants!





SECRET ROOMS


Each level has at least two secret rooms and you'll know when your in them


because they'll be full of goodies like herbs, pets and extra lives, and


the screen will turn into a lovely set of grays. If you want to find them,


remember that not all walls are solid, and you might be able to stand on


some clouds.





LEVEL FOUR


----------


The lake now turns into a marsh which is patrolled by the swamp indians


under there great leader. Collect the dagger from out of the dead


explorer's back, together with the boxing glove. You should pass a single


switch on the way - DO NOT flick this one or later you'll come to a an


abrupt halt.


  Bop the first guard on the nose with the glove and take the piece of


paper with the password written on it. Cute the rope holding the cage on


the air. Go down and collect the gold icon that has fallen out of it. Give


the password to the second guard and then battle your way to the indian


chief at the far end of the map, if you give him the icon, you can pass


into the temple to meet the indian god.


  The monster has a long tentacle arm that spits fire, plus a large mouth


that shoots ball of power. Remember to keep fireing while the mouth is


opening, and to jump or duck all incoming shots. A useful tip (If you can


aford it) is to buy the force shield and rush the monster - but if you


choose the tactic, make sure you get him!





LEVEL FIVE


----------


The twisting labyrinth of dwarf caves will realy tax your maping tips to


the full. Thirty interconnected zones with multiple entrances and exits


will have you in serious trouble if your map isan't accurate - you have


been warned. Make sure you kill all the pesky dwarves, as there are highly


intelligent and will come straight for you give half a chance, jumping gaps


and climbing ladders to do so.


  First, find the bone and give this to large plapping monster. Walk to the


edge of the chasm in front of the HALT sign and stand still. The monster


will fly over, pick you up and drop you on the other side. Go throgh the


door and collect the belt. Come back by waiting at the other HALT sign.


Give the belt and the flute to the blacksmith who'll turn the flust into a


cross, with this you can pass the deadly bats who would otherwise kill you.


Collect the machine part lying on th other side. Collect all the other five


machine parts and give them to the machine machanic whois building his time


machine. He'll give you a piese of paper to give to the dwarf guard, who'll


then let you in to see the King. To get past the King you'll need to find


the three jewels. Once done you can do battle with Henry.


  Henry is very good at blocking your shots with his shield so wait forhim


to make his move before attacking. Try to keep Henry away from you by


keeping him under pressure, because otherwise he'll make a charge straight


for you. Under no cercumstances let him start firing, as you'll end up


having to jump the balls he rolls on the ground insted of trying to kill


him!


  


PICKUPS


Dotted around the landscape are verious items that can be of use. Health


can be found aswell as the autofire potion - very useful, that. Watch out


though, for the negative health spell and the stun potion. Both should be


ovioded.


  Keep an eye out for the green chests, as once shot these will release a


1UP bottle. The monster holding cards with 1X, 2X, 3X, 4X, 5X and 10X are


worth 1000, 2000, 3000, 4000, 5000 and 10,000 points respectivley.





LEVEL SEVEN


-----------


Your objective is in sight - you've entered Necrilous' castle! It's


unhabited by a weird collection of servants who are bent on killing you.


Make sure you time your jumps well as there are many floating platforms


hovering over boiling pits of green slime. Keep an eye on the faces in the


wall who spit fireballs, and also the rotating ball spikes. Collect the


pork pie after shooting the glass container behind it. Give this to Teedle


Dee (the one in the red and green shell suit). He'll give you his smelly


socks, which turns out to be a useful weapon against the old mother. After


fainting from the smell, take her stick and insert it into the wheel of the


bike the reptiliant cyclist is riding. This will eject him over the handle


bars and stop him generating the power that surrounds the control panel


later on in the level. You can now press the large red button that starts


the rotatig platform moving. Time your jump well and head for the door.


     


HERBS AND PETS


Herbs can usally be found in great abundance but it pays not to waste the


pets that you find, epecially on frivlous items like advice! The five pets


are snails, bees, red jumpies, egg-heads and bobbers!





LEVEL EIGHT


-----------


This is it - the last lap. You've got a big decision here - are you


actually going to save Elisa or get the hell out as quickly as possible.


If you want to save her, you have to find the ten parts to the window


mechanism and destroy them before entering the final door where Necrilous


lurks. You do this by inserting the green crystal (which you will


automatically have after killing all the previous guardians) into the slot


next door.


  Necrilous will now descend to attack you. As he hurtles around on the


magic carpet, make sure you keep moving as he will throw shot down at you


when he is above your head. Kill him with rapid shots and sit back to watch


the end sequence - but which one of the three will it be?





THE SHOP


It pays to know which items to buy. The WOLF SPELL alows you to fall any


height and is particularly useful on levels Two and Five. However, for the


best all-round protection, go for the HERO SPELL with cool sunglasses and


watch those shots bounce of your musculra chest!





EXTRA LIVES should only be bought when the cash can be spared, and the


FLYING CONTRAPTION is a definite buy on Levels One and six as it saves a


lot of time. SHOT POWERS are also very useful - the best all-round


combination is the three-way split with shot speed three. The BOMB cando


more damage but only within a confined space. HEALTH is always readily


available, often quite cheaply, while the FORCE SHIELD - through expensive


- is very helpful for talking on the level guardians. The ANTIFREEZE is a


must on the subzero Level Six, as the magic ring is inaccurate without it.


Also, the CHAIN MAIL on Level Five should be bought, as it cuts body damage


in half. If you've got any pets left over after all that lot, buy some


ADVICE - it won't do you any good by at least you'll get a laugh out of it.





End.



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

ADDITIONAL CHEATS (from OLLIVision)



Freezer:

24C - Lives

237 - Pets

240 - Health

21C-223 - Spices


ADDITIONAL ACTION REPLAY POKES (Source: AR Codelist):
Lives = 24c
Energy = 240
Pets = 237 TFD 237
HERBS: Stinking Toadflax=21C, Dripping Marshdrake=21D, Spiney Nutwert=21E, Purple Berry Grump=21F, Wispering Bulbglove=220, Oozing Shumroom=221, Snapping Pitcher=222, Brown Horse Floot=223
Pockets for items: 22b + 22d + 22f + 231 + 233
Items: 23=Autofire bottle, 24=Drinkme bottle, 25=Plain container, 26=Magic silver flute, 7d=False teeth, 7e=Old book, 7f=Matches, 80=Bag gold coins, 81=Blunt axe, 82=Sharpened axe, 84=Bird seed, 85=Green apple, 86=Feather, 87=Cloths peg, 88=Uncooked chicken, 89=Cooked chicken, 8a=Old newspaper, 8b=Apple seed, 8c=Badly written spell, 8d=Apple