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Навигация

Читы для Spud!

Чит-файл для Spud!

Spud!

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Charybdis
Издатель:Charybdis
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1995 г.

Solution [ENG]

Информация актуальна для
Inside Grandfather's house.

If you have not guessed from the intro, Spud's grandfather is Santa Clause. In
the hall, turn right and open the door. Go down the steps. This leads you to the
toy workshop in the basement. Take a look around at the damage wrecked by Doctor
Chilblain. On your left, take the gnome and the bellows from the side of the
furnace. Advance into the middle of the room, and turn right. Go to the hole in
the wall and pick the gnome up from inside. Turn around and go through the door
opposite. This is the gnome's dormitory; there are three gnomes between the
beds. Return to the main room. Go through the door on the left of the far wall
and turn left. Go through the next door and pick up the gnome and the wrench.
Return to the main room and go through the last door on the right of the far
wall. Pick up the gnome from the corner and return to the entrance hall. Go
through the door on the left wall, next to the grandfather clock. Go down the
corridor on the left and through the door into the kitchen. Pick up the two
bunnies seated at the table and exit back into the corridor. Go left and through
the door. Pick up the bunny hiding behind the sofa and the CD on the table. Exit
to the corridor. Turn left again and go through the last door. Use the box under
the bed twice and the pick up Prancer, the inflatable reindeer. Pick up the
bunny by the table behind you, then go through the other door in this room, to
the ensuite bathroom. Pick up the bunny in the bath and return to the entrance
hall. Go through the door between the two vases and through the door straight
ahead, use the wrench on the red valves to turn the shower to cold and attract
Donner's attention. Talk to her and she will meet you at the sleigh. Go back out
into the corridor and through the door on the left. Rudolph says he will be with
you in a minute, but look left and pull the plug. This turns off the computer
and Rudolph now goes to the sleigh. Go back into the corridor and across to the
last door, straight ahead. Blitzen is asleep on his bed. Look left and use the
stereo system to open it, then use the CD in it, this wakes Blitzen up, so you
can talk to him and get him to go to the sleigh. Now you need to get to the
sleigh. Go back to the entrance hall and open the door with the large ring by
"using" the ring. This will let you outside. Look right and walk to the shed. Go
inside. Three reindeer stand harnessed to the sleigh, but the gnome on the left
will tell you that you need four reindeer. Go into the inventory and use
Prancer, the inflatable on the table, then with the bellows. Use the inflated
reindeer with the other harnessed reindeer; now you can use the sleigh and leave
to rescue your grandfather.






The Tropical Island.

	After Dr Chilblain has destroyed your sleigh and you have survived an
impossibly long fall, Walk forward along the aisle made by the trees. Up ahead
is "Island Oddities" if you go inside, Bluebeak will tell you he will swap a
look at his treasure map for a bottle of rum. Return to the aisle and go forward
one, then left, go straight on, then right. Pick up the unicycle from the bottom
of the tree, the return to the track and continue right. Go forward to the house
and talk twice to Jerome Bunny; he wants $10 for the pedalo. Go up into the
house and get the tool chest. Exit the house and take the track ahead, go right
when you find the tollbooth, then right again. Pick up Prancer and re-inflate
him before returning to the track and continue right. Take the next right and
you will find Indiana Penguin in front of a suspicious looking cave. Take
Indiana's bag of sand and enter the cave. Continue down the passage until you
find the spikes on the right hand side of the wall. When the beam of white light
is broken, (usually by Spud's head), the spikes shoot out and impale any object
in the passage. The bunnies and Gnomes are too small to break the beam, so they
must be raised up somehow. In the inventory, use a gnome on the table, then with
the unicycle. Sacrifice this gnome by using him on the corridor. When spikes hit
him, this booby trap is neutralised. Continue down the passage. The next
obstacle is a bottomless pit that needs bridging. Use a gnome with the toolkit
via the table, the use him on the pit. After some busy industry, a bridge is
built. Over the bridge, and to the left, are eight flagstones on the floor. Use
the bunnies to test the for booby traps. The correct route is; right flagstone,
right flagstone, left flagstone, right flagstone. This takes you across to the
altar. With the sand in hand, pick up the trumpet, the run for it back the way
you came and out of the cave. The exit is to the right at the end of the
passage, the light pattern is different on it. Go back to Jerome bunnies' home.
Go forward one scene along the track back to Island oddities, then look left and
go down this track until you meet the orang-utans, (notice the banana they are
holding). Listen to their argument, then talk to them. They want to be
entertained, use the golden trumpet with a gnome, then use him on the
orang-utans. Pick up the banana when they drop it. Return to the tollbridge and
use the banana in the slot. You can now go across the bridge to the island. Go
left between the two palm trees and pick up the pneumatic drill, then go left to
the hammock in which Cheeky monkey is sleeping. Pinch the bottle of rum from
Cheeky then return to Island Oddities. Give Bluebeak the rum, then look at the
map. The "X" is at the end of the aisle leading off right from the tollbridge.
Go to the bridge and go down the aisle on the right until the beach is reached.
The "X" is on the left by the clump of rocks. Use a gnome armed with the
pneumatic drill on the "X" to dig up the chest on take the IOU from inside it.
Jerome will not accept the IOU so swap it for cash with Cheeky. Jerome will
accept the cash but insists that Spud has an inflatable as a safety precaution.
Use the inflated Prancer on him. Go right to reach the pedalo by the beach and
use it. Watch as Spud, with co-pilot Prancer, leave the island.
                                        

This is the end of the first CD. Make a note of the password; "jxfe", and then
run the second CD.

The South Pole.

	Go left to the submarine. Open the hatch on top by using the wheel.
Inside is a door that has rusted shut, and an open door, go through this and
pick up the Christmas pudding and cracker from the table behind you. Exit the
sub. Go to the hill on the right hand side. On one side you can see a slope
leading down from where the railing has broken, and a ramp leading up to the
summit. Go up this ramp and the left the reach the sign, "Penguin Heights". Pick
up the tennis racquets from the left of the sign, the use the Christmas pudding
where the railings have broken. This creates a huge snowball, bowling over the
two polar bears blocking the bridge. Go down to the deep snow sign, the across
the deep snow, (making sure you have picked up the tennis racquets), to the
bridge. Go across the bridge to the arch into the penguin village. The instant
Spud enters the village, the penguins sound the alarm; so get ready to run!  Run
forward, forward, left, right, right, left. Pick up the hard hat on the left and
wait. The penguins surround Spud and hit him on the head, but as he is wearing
the hard hat, they decide to throw him into their jail. Use a gnome, armed with
the trumpet, on the Walrus; then when he wakes up, talk to him. When you have
taken the key, a penguin guard comes and takes you to the Emperor penguin. Go
forward, then right, then forward and talk to the Emperor twice. When he has
finished, turn around and go forward, then right and keep going straight on
until you reach the Pixie mines. The penguins get out your way,  so go in.

The Pixie mines.

	Use a gnome with the pneumatic drill on the pile of rubble. This will
uncover a door. Go down the passage and pick up the oil can, then return to the
first room. Go through the other door, and follow the tracks, use the oil can
with the rusted lever, then pull it to switch the tracks. Return to the cart.
Look at the cart, the use a gnome with the toolkit on the cart to fix it. Use
the cart to go over the gap. Either go straight on, go left quickly, there is a
pixie behind you! Or go right, the left. Use the gnome and drill on the rubble
and descend the stair that are uncovered. The machine to the right needs to be
passed when the pickaxe is down. Keep trying until the time is right. Go up the
steps and talk to the drunk guard. As he wants a party, use the cracker with
him. Pick up the paper party hat, and down the stairs behind you. Keep going
straight on, and down until Spud reaches a chasm. To the right is a sleeping
guard with the key to the Emperor's son's cell which you passed on the way here.
The guard wakes up if Spud or a gnome tries to take the key because he hears
them. Use a gnome with the paper hat, and then try to take the key with this
gnome. The original gnome's hat had a bell that tinkled and woke the guard, but
now the gnome can get the key. Go back and up the first set of stairs until you
find the cell on the right. Open the cell with your new key, and go in. The
guards are busy discussing how they want to eat the Emperor's son, but they will
see Spud if he goes straight past them. Go round behind the barrels on the right
to the egg, pick him up then exit the way you came. Return to the end of the
mine tracks, and use the cell door key with the locked door. Then go all the way
down this new passage to get past the chasm, then down the passage on the left,
then up the stairs on the right to exit the Pixie mine and return to Penguin
village. Return to the Emperor to give him back his son.  Then talk to him to
gain complete freedom of the village. Exit the village, and return across the
bridge to the hut on the shore. The key from the walrus will open the door. Pick
up the fishing net from inside. The go to the submarine. The oil can will open
the rusty door inside, pick up the mistletoe from the right of the door, and the
dynamite on the table. Now go to the bridge to the penguin village. Go across,
then go forward and left to the pond. Use the net on the fish. Go to Captain
Oat's Restaurant in the Penguins' village, (it's the igloo with the large red
sign over the door to the left of the penguins' palace). Talk to the penguin
inside, then give him the fish. Talk to him again. Follow the penguin outside,
the go into the igloo on the left, (the door is open) and pick up the alarm
clock. Go to the blue tower, (you can see it over the walls of the village, it's
by the other exit from the penguin village). Go to the drawbridge. A huge
serpent rears up out of the moat and snaps at you; it will eat anything that
crosses the bridge. In the inventory use a bunny on the table. Stuff it with the
dynamite, then attach the clock to it to create a time bomb, then gnome will
tell you when you have done it. Use this walking time bomb on the bridge to
cause a case of terminal indigestion in the serpent. Go across. Go up to the
reindeer guarding the door, the run right and up the steps. Use the mistletoe on
the hook to distract the guards; now you can enter Doctor Chilblain's fortress.

The Fortress.

	Go forward and through the door on the right. Go forward to the next
room. Open the door on the left and go in. Pick up the fire extinguisher from
the bar, and return to the lobby. Go through the main door by the painting, (to
the right). Use Prancer with the helium cylinder to the left, then go to the
pillar in the right corner. Use the lamp. Go through the secret passage opened
up. Go to the robot, then, while it is targeting its guns, use the fire
extinguisher on it to short circuit it. Go up the stairs ahead and pick up the
Game-Pixie. Go back down and through the secret passage. Go down the stairs on
the left. Talk to the Santa Impersonator, then give him the Game-Pixie. Talk to
him again to get the key to the Pixie Mines. Return to the lobby and go through
the door on your left; the door you first went through. Use the key on the door
on the right. Go through it, and Spud ends up on the other side of the chasm by
the ogre guard. Take the TNT, and return to the fortress. Go back through the
secret passage, and along the corridor lit by torches on the left. Up the stair
is a large icicle that can just be seen above the guard in the ice room off the
room with the helium. Use the TNT with the icicle to shatter it and impale the
guard. Go through the secret passage and through the door on the right to the
icy room. Skirt past the deceased guard to the control room, flick the switch on
the left to turn off the robot sentries. Then return to the lobby and go through
the other door on the left. The automatic guns have been deactivated, so open
the door ahead. This is the Pixie dormitory! The Pixie dormitory is hell! As
soon as Spud enters, someone turns off the lights and you can only see one bed
ahead. The Pixies loom out of the darkness and surround Spud, before kicking him
in. Spud must move VERY QUICKLY!!! The object Spud must collect is on the table
on the far end of the dorm. It's a little kitten (aahh). The correct route
through the door is; right, left, right, left, left, right, left, right, and
grab the kitten from the table. Then go; left, left, left, right, forward, left,
right, right, left and out. Go out into the lobby, and through the door straight
ahead, and straight again, open the door ahead and go in. Use the kitten on the
dogs to dispose of them, and go through the door. Pick up the ID card from the
table on the right and return to the room with the short-circuited robot. Go
through the door to the right to a room with a delivery chute. Use the Helium
inflated Prancer to distract the guard upstairs. Then return to the other room,
and go upstairs to the storage room where the Game-Pixie was, through the door
on the right and past the guard who is busy chatting up Prancer. The robotic
sentries have been turned off here as well so go to the door and use the ID card
with the slot on the left of the door.

Dr. Chilblain.

Dr Chilblain rants for while about how he is going to take over the world with
his mutant toy army, before challenging Spud to a duel. If you can defeat all
his toys, he will let Spud's Grandfather go free if not, he'll explode you! (A
preferable fate than watching him dance!)





When Dr. Chilblain plays; You play;


Mutant Teddy Bear Slinky Jet Plane Tank Tank Doll Action Man Aeroplane Slinky
Toy Soldier

The controls for the toy machine are on the console behind you.

When you have defeated all of his toys, you win! Just sit back and watch the
ending. The complete solution to SPUD!                           James Ibbotson

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