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- JAMES POND HINTS
-
- Typed by SIDEWINDER of LSD.
-
-
- HIDDEN BONUS POINT BLOCKS
- Some missions contain invisible blocks hovering above the surface of the
- water. James can reveal them by head-butting them. Once found, a red brick
- will appear and a bonus item will pop out of the top and fall to the bottom
- of the sea. The brick can then be used as a normal platform.
-
- SPECIAL SCORES
- At various points through the game there are special items, some of which are
- hidden, but they can dramatically bump up your score.
-
- SUPER BONUS ITEMS
- These are pieces of treasure which give hefty bonuses:
- THE GOLDEN COIN - 5,000 points.
- THE GOLDEN TROPHY - 10,000 points.
- THE GOLDEN CHEST - 20,000 points.
-
- HIDDEN BONUS LIFE BLOCKS
- These will act much the same as Hidden Score Blocks, with the exception that
- they reveal a heart. This gives you an extra life when they are collected.
-
- HIDDEN SUPER MEGA BONUSES
- These are totally invisible and usually well hidden. If James picks one up
- then he recieves a 500,000 point bonus.
-
- HIDDEN COMPLETED MISSION WARPS
- Once you have completed a mission, invisible secret warps become activated.
- Moving onto one of these secret warps will cause James to be transported to
- an advanced mission. However, these missions can't be completed unless James
- has certain special gadgetry. To get to see the mermaids, James must find
- the warp to Mission 11. This can be found by jumping up and down on the
- block at the same level as the sea. But try to look out for Mad Scientists!
-
- EXTRA LIVES
- Extra Lives are gained every 100,000 points until you reach 500,000. From
- this point they are awarded every half-a-million until 30,500,000.
-
- SECRET ROOMS
- There are sometimes holes in the seabed, which when entered give access to
- secret rooms. There are three types of these:
-
- BAD ROOMS - Contain monsters and a bonus letter (see Collecting Letters).
-
- GOOD ROOMS - These contain a whole host of bonus items along with starfish
- for extra energy. Bonus rooms in later levels may contain super-bonus items
- such as Whisky bottles - but James will will have to get really rather drunk
- before he can get the bonus.
-
- NEUTRAL ROOMS - Contain treasure chests which contain good and bad items.
-
- COLLECTING LETTERS
- All the bad rooms have a letter at their centre. James recieves 50 points
- for collecting each one of them, but if he manages to collect them all to
- spell JAMES POND and returns home to find the letters glowing, then he
- recieves a colossal 10,000,000 points. This can be done up to three times
- for a massive 30,000,000!
-
- MUSHROOM PORTALS
- Mushrooms act as teleports, transporting you to another place in the section.
- All James has to do to use a portal is to swim onto it, except for those out
- of the water. To use these, he must push up while hopping on one.
- There are two types of mushrooms - those which transport James to another
- mushroom and those which transport to the location where a mission object was
- successfully dropped.
-
- WALLS
- There are special sections of walls with different effect:
-
- SWITCHED WALLS - Most switched walls have a twin. When one wall is switched
- off, another one will appear somewhere in the section.
-
- ALTERNATING WALLS - These are similar to switched walls, except they toggle
- at regular-timed intervals.
-
- DISAPPEARING WALLS - These are only found above water and vanish when James
- jumps on them. Watch out for anything nasty under platforms - this usually
- signifies a trap!
-
- APPEARING WALLS - These walls too are only found above water and appear when
- they are walked upon.
-
- UNDERWATER CREATURES
- Not all the creatures James comes across are deadly - some may be helpful.
- Here is a guide to some of the most common creatures in JAMES POND.
-
- OYSTERS - When touched, oysters will follow James around the section killing
- up to eight enemies.
-
- EXTRA ENERGY GRUBS - These bounce up and down. More energy will be gained if
- a grub is caught as it bounces upwards.
-
- PELICANS - These can be found on Missions 2 and 5, crossing the pelican
- crossing! If James stays rather too close to the surface as they pass, they
- will swoop down and try to grab him out of the water.
-
- JELLYFISH - These are found on Missions 4, 6 and 10. They can only be seen
- with the special X-ray sunglasses.
-
- PUFFA FISH - These appear when you are on Mission 5 and they try to run off
- with the toxic waste to stop James from dropping them on land.
-
- SQUID - These appear in Missions 3 and 11. If James comes in contact with
- them, everything will black out for a few seconds.
-
- MAD SCIENTISTS - These teleport out of thin air to wherever you where a few
- seconds ago, so keep on the move. Luckily they only appear on Missions 11
- and 12.
-
- EXPLODING RUBBER DUCKS - There are four of these in Mission 6. If James
- touches them they explode and kill him.
-
- SPECIAL HARDWARE
-
- HELMET - Allows you to breathe above water for longer periods.
-
- SHADES - These allow you to see the usually invisible jellyfish.
-
- TOP HAT - Reduces the damage you take from enemies.
-
- RAY GUN - Firstly, when underwater it saves you having to bubble-up enemies
- and pop them because they pop instantly when hit. Secondly, it allows you to
- kill land-based animals.
-
- EXTRA DYNAMITE - This can be obtained fron James' home pipe. It is only for
- Mission 3, where he can get extra bonus for planting it at the bottom of the
- legs of the oil platform.
-
- PASSWORDS
- Right, for those impatient people who want to cheat, then try this:
- Type in JUNKYARD and hit Return while playing the game. You can now use the
- following keys:
-
- RETURN - Toggles the cheat on and off. This gives you a protective floating
- fairy.
-
- D - Makes the locks disappear off the next mission pipes.
-
- End.
-