Arabian Nights CHEAT MODE: On the title screen, type in 'SIMEON'. The bottom half of the screen will flash red to acknowledge that the cheat mode has been activated. This enables you to press and hold the left [Amiga] key during play for invinciblity. You can also press and hold down [K] on the cart section to maintain top speed. It also enables these in-game keys: [F1] - Power sword. [F10] - Toggle PAL/NSTC screen mode. [Tab] - Level skip. [H] - Slow mode. [E] - English text. [F] - Francais text. [D] - Deutsch text. [I] - Italiano text. WALK-THROUGH: Level 1: The Dungeon ~~~~~~~~~~~~~~~~~~~~ There are only a few puzzles to solve on this level, as you would expect. The first thing you'll need to do is find a replacement crank handle for the wheel holding the prisoner to the wall. A few screens above the prisoner you'll find a snake charmer who offers you his snake for 50 gems. So, race around the level collecting the gems and then return. He'll give you a fully stiffened snake, perfect for use as a winding mechanism! To get through the Magic Pot maze, you'll need the Maze Djinni, which is found in the guard's room. If you don't want to risk taking on the guard, then follow this solution to get through the maze. Go through the pot on the right, then the second one from the right, and finally the second on the left. If you have the Maze Djinni, these pots will be marked with an arrow. There lie your only two puzzles. However, this level does have a lot more than just puzzles to it. There are loads of secret rooms to be found - and secret rooms mean a larger bonus at the end. A few of the rooms are hidden in the drainage holes on the backdrop - pull down in front of them and tap the firebutton - as well as through more obvious locations such as the doors. In the room with the prisoner, run to the right-hand wall and hack at the stones at the top of the stairs - this will let you into a room full of gems. This will make a much easier job of collecting the 50 needed for the snake! Level 2: The Forest ~~~~~~~~~~~~~~~~~~~ This level also has its fair share of secret rooms and bonus areas. Some of them are hidden in the trees themselves. For example, from the start, walk right up the hill until you reach the second tree. Jump as high as you can to the left and you'll find yourself standing in the branches. Walk left and you'll find a bunch of coins. Other secret areas are found in the tree stumps themselves. Stand on top of them and pull down while tapping fire to get some more points and gems. Talk to the bear and he'll start crying. Walk all the way past - jump over the collapsing bridges and pay the turtle to dig the path for you. Follow him and you'll find yourself at three wells. Go into the one on the left and the granny you'll meet will give you a thimble. Go all the way back to the bear and collect the tears in the thimble. Note: The tears always fall on the opposite side to you, so stand on the left and when he cries, run quickly to the right. When the thimble is full, go to the thirsty plant and water it. It'll grow and you can climb on it to get the spool of thread. Take this to the granny, and take the carpet when she explodes. Climb into the box in the treetops and then the one you find underground. Now you are ready to face the rock guardian. To kill him you have to hit the rocks he throws back at him, as your sword will have no effect on him at all. The easiest way to do this is to leap towards him and swing your sword as soon as he leans out of the holes, hitting the boulders while he is still holding them. Level 3: Flying Level ~~~~~~~~~~~~~~~~~~~~~ This is quite a simple shoot'em-up with one or two things to watch out for. Firstly the Arab Copters are the only things that track you. The balloon bombers and the Arrow Men travel from right to left across the screen and are easy enough to avoid. The Arab Copters will continue to swing around you until you hit them or they hit you, so take them out as quickly as possible. Watch out for the sheep that launch at you. You can tell when one is about to fly by the loud bleating sound. Remember that they come down as well as go up, so either fly at the top of the screen when they leap or stick to the left of the screen. The only other things to watch out for are the Galleons that aim at you as you fly over. There are only two things you can do with these - either shoot out the guns as they appear on the screen or, if you're low on energy, fly under them as they pass across the screen. Level 4: The Galleon ~~~~~~~~~~~~~~~~~~~~ This is a very large level, with quite an intricate map. There are however, two main and distinct routes through the ship - the first offers you more points but the second is an easier route. Both routes begin when you reach the first quadipus (an octopus with only four legs) and I'll begin with the more profitable route. Route 1: When you go down the first flight of stairs, where you'll find the first set of eels, you'll see a false wall on the right. Go through this and collect the fish bones. Now press the buttons to set the large columns moving. Now walk through them and find the large cooking pot. Enter this by pulling down and pressing fire. This will magically transport you to a rather difficult area. In front of you is a small platform. When you climb onto it, it will start moving through the large room of spikes. A word of warning - the platform does not carry you. You need to walk with it to keep up and the platform moves in all directions, so be careful. A lot of the time you can guess where the platform will go thanks to the positioning of the spikes. Before long you will reach a long strip where spikes line the floor. The spikes in the middle are fake, so jump off the platform and fall through them to reach a magic pot. Don't try to collect the fish bones here as they are surrounded by traps. Just climb into the pot and you'll be magically transported to the point where both routes meet. Route 2: This is the easy route, for all you cowards out there. Jump past the quadipus, watching out for the cannon. You'll see another two cannons, so wait until the coast is clear before moving. When you reach the ropes with the eels moving up and down, wait until they are at the very top or the very bottom of the ropes before making your move. Once past these you'll come to a pot. This will transport you to the room where both routes meet but watch out for the cannon that fires at you as soon as you materialise. Get past it and go to just above and the left of it to collect an extra life. Now both routes meet. Hit the first button you find and avoid the bomb that explodes. The second button can be found in the top left corner of the room and moves the column out of the way. The two doors revealed both lead to the same location but the second is a much harder route. However, it does earn you more cash so the risk is completely yours. Now all you need to do is find the five fish for the Crab Cook. Behind each of the five doors is a quadipus which will drop a fish when killed, so just work through all five doors. With your five fish, go back to the Crab Cook and he will help you escape. In this final room, get on the small moving platform, flick the switches to raise the column and the drop down the left hand side onto the giant plug, and you've done the level! Level 5: The Deep ~~~~~~~~~~~~~~~~~ The pipes on this level turn the whole area into a maze. Most of them are one-way, remember, so search every location fully before stepping into one. Enter the first pipe you find, and then follow the path up and round to the left. You'll find the diving boots here, which come in very handy later in the level. You'll find two pipes here - the bottom leads to a couple of bonus rooms and the top one leads to a ball and chain. Get past the ball and carry on to the right, entering the pipe you find there. Now you'll come across a group of six pipes. When you enter one, you will shoot out of another one and start cannoning from pipe to pipe, eventually shooting out into completely the wrong area. Walk back into the pipe you just left at this point to get back on the right track. Continue to the right, avoiding the ball and chain, the undersea enemies and the skull. Take no notice of the chest hidden in the hole - it's a trap. Now is the time to use the diving boots as this next set of spikes is a little tricky without them. After the spikes head for the pipes through the rock maze to get through quickly, but there are plenty of bonus points to be had. Now all you need to do is defeat the water elemental and you're onto level 6! Level 6: The Mine Cart Race ~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a level with no secret rooms and no secret tricks. Just get from start to finish as quickly as you can. You don't need to finish the race in your cart, but you'll get through a lot quicker if you're in one! As the secret is speed, here are a couple of pointers on how to shave off those vital seconds. When cornering, cut the bends by slowing down near the turn. The cart will drop, saving you from hitting the bumpers and bouncing down the next ramp. If you should slow down going up a ramp, bounce the cart up the ramp rather than trying another run - it's a lot faster this way. There's a major short-cut to take later on in the race. On your way down, you pass two walls of ice. As you approach the second, you'll see a small gap with an arrow just past it. Hop over the gap avoiding the magnet and you'll skip a large part of the race! To gain a secret bonus, finish the race without wheels on your cart. Finally, somewhere on the level you'll find a key which speeds up your cart no end. Find this and victory is yours! Level 7: Diamond Mines ~~~~~~~~~~~~~~~~~~~~~~~ Right at the start you find a section where you leap between conveyor belts. Here you'll find a large hole. Ignore it as it merely leads to a large snake pit. Just past this you'll arrive at a long tunnel leading upwards. Instead of heading to the right hack away at a couple of the ice blocks that line the vertical tunnel and climb up. After this you'll see two buzz saws which can cause some problems. There are two secret rooms to be found here but be very careful indeed. Stand on the top of the slopes on the small hills and fall throgh the platforms using down and Fire together to get into the rooms. The next secret room to be found is on the edge of the cliff with the guard. To get into it, stand on the edge of the cliff and fall through the platform. Finally, just past the danger sign, is the tunnel leading to the fire elemental. There's a secret room hidden in the spikes on the left of the tunnel. As you fall pull left to enter the room but watch out for the real spikes. To kill the fire elemental you need to turn on the taps using the valves, each of which takes a few hits to open. Try and set them up so that each can be turned on when the elemental is directly beneath them. Level 8: The Approach ~~~~~~~~~~~~~~~~~~~~~ This section is much the same as level 3, but there are a lot more enemies filling the sky, so keep moving! At the end of the level, you'll meet the fourth guardian - the Flying Demon. He carries a magic orb which is his only weak spot. He carries out three different attacks, one after another, and the sooner you learn them, the easier it is to beat him. The first is a swoop, in which he swings around you in a clockwise move. To avoid him stay in the centre of the screen. After the swoop he shoots three magic bolts at you from the Orb. To avoid these go to the left of the screen, giving you more time to move up or down out of the way. Finally he will swoop straight at you. Wait until he gets close and then move out of the way. If you move too quickly he'll change direction to meet you. Kepp attacking him through all three attacks and he'll fall like a stone in no time. Level 9: The Ice Fortress ~~~~~~~~~~~~~~~~~~~~~~~~~ There are a variety of items you need to collect for this level. The first things you need are the crampons, to stop you sliding all over the place every time you move. Right at the start of the level you'll come across some doors which have frozen up, and you'll need to find a blowtorch to open each one. You'll find the first one to the left of the lift. Go through the first door and you'll see a bomb in the next room. Wait until it explodes, then go through the wall where it was to collect an extra life. Carry on through to the right and you'll see a room with some chandeliers. Take the crampons and the blowtorch and open the second door. Go up in the lift, and go through the first door you find, which leads to a room with the projectile sword in it, needed for later on. The next room contains bonus points only and the third leads to the next blowtorch. Get this but don't take the speed up bonus, as this makes the room too difficult to play. Now leave and go through the final door. In this room are four holes that take four separate routes to the final challenge. The fourth one is the easiest and the most fun, but you can take any of the four you wish. Work your way through the rooms and you face the Evil Vizier himself. He has control over the four elements and uses them in this order: Wind, Water, Earth and Fire. Here's how to beat each element: Wind: The Vizier appears on one side of the room and spikes appear on the other. He will now try to blow you onto the spikes. All you need to do is repeatedly jump towards him attacking all the time. Get enough hits in and he'll change into... Water: Spinning bubbles shoot across the screen. Avoid these and attack the Vizier. Then spikes will grow out of the roof and bubbles will rise from the bottom of the screen. After this, attack the Vizier again. Earth: Blocks will fly from the walls in direct line with you, so keep jumping to avoid them. Attack the Vizier as he stands in the middle of the screen. After a while the blocks will fall from the roof. Fire: The Vizier will stand in the middle of the screen surrounded by spikes while he launches fire at you. Avoid the fire for long enough and the spikes will disappear, allowing you to rush in and hack away. Destroy him now and the ground will open up and swallow him. That's all there is to it!