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Codes for It Came From The Desert

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OVERVIEW

A spin-off of the "giant bug" sci-fi films of the50's and 60's, It Came Fromthe Desert takes place in the desert town of Lizard Breath,California, aCommunity populated with the typical mixture of town folks miredin thebackwater of cultural development. As the story evolves, you willbecomeacquainted with characters like the sheriff, the garage mechanic,the hardboiled newspaper reporter, and an eerie gypsy fortune teller. Allthesepeople have one thing in common - they can panic with the best ofthem whenthe creatures show up.

You, Dr. Greg Bradley, are a relative newcomer in town, ageologist who hascome to study the mineral content of meteorite fragments in thesurroundingdesert. However, more than rock collections await in the desertas yourwildest nightmares become scientific realities - giant ants whomust bediscovered and destroyed.

The story begins at your small ranch house. You are beingassisted in yourstudies by a local college student named Biff. You have alsoenlisted thehelp of a local prospector in gathering of meteorite samples.

Recently back from a much needed vacation, you are anxious tosurvey theremains of a large meteor that crashed into a remote section ofthe nearbymountains the week before. The town folks are abuzz withspeculation aboutthe event.

OBJECT OF THE GAME

Your goal is to stop the ants before they destroy the town.You accomplishyour mission by visiting locations, talking with people,obtaininginformation, collecting physical evidence, and surviving directconfrontations with the creatures while trying to develop astrategy forthe town's survival. Ultimately, you must destroy the queen antand thenest to bring rest to...

LIZARD BREATH

Life in Lizard Breath is like that of any dusty little deserttown of thefifties. The townsfolk rise early, labor hard until the sun sets,andretire to bed early in the evening. Most places of business areclosedafter dark, so you must conduct your business during normalworking hours.You are most likely to encounter townspeople at their workplaces,althoughit is not unusual to run into folks running around townconduction othermatters of business. As in real life, you can interact withpeople bydirect conversation or by telephone. You are also free to travelanywherein town you wish.

Your life will be affected by the actions of others as thestory builds.Choose your allies carefully; it's not easy knowing who to trust.

You are susceptible to all mortal weaknesses, such as injuryand the needto sleep. Get plenty of rest each day, and always be on the alertfordanger.

TIME

The story begins on June 1, 1951. With only 15 days remainingbeforedisaster strikes, you must utilize every second available toprove theexistence of the creatures to the townspeople, locate their nestanddestroy the queen.

Since the story takes place in a time-based environment, theclock startsticking as soon as you begin the game. Approximately one minuteof gametime passes for each second of real time. To keep from losingprecioustime, plan each day's schedule carefully, making long trips onlywhennecessary. Avoid travelling aimlessly from one end of town toanother.

CHARACTER INTERACTION

The story uses a text-based character interface which allowsyou to think,act and react to a situations as if you are the leading man in amotionpicture. The other characters in the story also act and react totheirsurroundings, and each character has his or her own humandilemmas toresolve as the plot thickens.

As you character reacts to the situations taking place, histhoughts aredisplayed in a thought box. If a decision needs to be made, youravailablechoices appear on a menu box. To make a decision, use thejoystick tohighlight the desired selection and press the button.

Sometimes one of your choices will flash on screen. A flashingchoice is atemporary situation that can be acted quickly. Examples oftemporarysituations include: phone calls, people knocking on your door,etc.Conversations takes place each time you encounter one of thegame'scharacters. Your thoughts are displayed in the thought box. Theothercharacter's dialogue is displayed in a black conversation box atthebottom of the screen. Click the button as you finish reading thetextdisplayed to move through conversations.

TRAVEL

Select GO TO MAP from the menu to see a large overhead map ofLizardBreath. All locations you can travel to are located on this map.You canscroll the map horizontally and vertically with the joystick tolocate theplace you wish to go. As you scan the map you see icon windowsdepictingeach locale and the amount of time it takes to travel there fromyourcurrent position. Once the desired location is highlighted,simply pressthe button to travel there. The clock automatically skips forwardtoreflect your travel time.

PHONE CALLS

If you are in a location where a telephone is available, youcan make phonecalls by selecting MAKE A CALL from the menu. After you selectthischoice, a directory of phone numbers appears. Move the arrowusing yourjoystick to the desired number and press the button to select it.Theoperator appears and tells you if she can connect your call.(Note: Theoperator is also an excellent source of gossip!) If a person canbe reachedat that number, his or her face replaces that of the operator inthe upperleft window.

SLEEP

Everybody needs sleep - even you! In fact, you must sleep aminimum of 7hours for each 24 hour period in the game to have full control ofyoursenses. To get some sleep, return to your home. Select the SLEEPoptionfrom the menu. To choose the number of hours you wish to sleep,move thejoystick left or right until the desired number appears and pressthebutton. You may sleep up to 24 hours at a time; however, choosingto sleepthat much is unadvisable unless you intentionally want to advancetime.

In the event you fail to get your required amount of sleep,the chances ofmisfortune (falling asleep at the wheel, etc.) greatly increase.

INJURY

Lizard Breath has become increasingly edgy ever since themeteor hit justoutside of town. Tempers flare more easily than usual, andparanoia runsat a fever pitch. With all this tension in the air there is agreat chanceyou will encounter peril along the way. Luckily, there's a goodhospitalin town. If you should lose consciousness due to injury, one ofLizardBreath's Good Samaritans will drop you off at the local hospital.Unfortunately, while you're lying on your back you're not gettinganycloser to saving the town from monster-sized damnation. Whichleads usto...

HOSPITAL ESCAPE!

Your stay in this hospital depends on the extent of yourinjuries.However, time is of the essence, and even minor wounds can putyou out ofcommission for at least a day. Nevertheless, there is a way out.If youare stealthy and fleet of foot, you may be able to escape thehospitalunnoticed (or at least unscathed).

Your room is on the second floor of the hospital. To get outof bed, pressthe button. Use the joystick to move your character throughoutthelabyrinthine corridors of the hospital. Don't let anyone captureyou - ifyou are grabbed by the hospital personnel or have your exit froma roomblocked, you are strapped to your hospital bed and forced toaccepttreatment (jello for lunch, jello for dinner) for the duration ofyourstay. Avoid on-duty candystripers, doctors, and securitypersonnel bywalking out of their view. Duck into rooms when you see hospitalstaffapproaching. If you've in a jam, hide under desks or operatingtables bywalking up to the hiding place. If you enter a room with anunoccupiedbed, walk up to the bed and press the button. When the coast isclear,press the button to get out of bed and continue your escape.

You may get to the ground floor by using either the elevatoror the stairs.To open the elevator, approach the doors and wait for theelevator bell toring. The elevator automatically drops you off on the firstfloor.

To use the stairs, simply walk down them (there is nowait...just a littleextra strain on the calf muscles).

The action gets more intense on the first floor, as morehospitalpersonnel learn of your escape plans and attempt to stop you.Look for themain entrance - it's your only way out of this medical madhouse.

If you choose not to escape, but want to get out of thehospital, chooseACCEPT TREATMENT from the menu and the game will advance to theappropriateday.

ESCAPE HINTS

Wheelchairs allow you to move through the hospital corridorsat a muchfaster rate than by foot. Locate a wheelchair by searching thehospitalcorridors during escape. There's bound to be one somewhere. Tosit downin the wheelchair, simply touch it. Press the fire button toresumestanding. Remember, you cannot go down the stairs while in thewheelchair,your health insurance policy doesn't cover suicide attempts.

Beware of security personnel blocking exits to the hospital.You must usequickness and a little finesse to edge your way past these surlysecuritystuds.

CREATURE STOPPINGPart 1: Collecting Evidence

To succeed in gaining support from the townspeople, the mayor,and thenational guard, you must collect evidence in order to establishthe natureof the creatures and their whereabouts. This information can bebrokendown into Background Information/Sightings and Direct Evidence.Withenough information, you may be able to track down a creature partand getfirst-hand information.

BACKGROUND INFORMATION/SIGHTINGS

Initially, the evidence you collect comes by second-handaccounts ofstrange occurrences or unusual sightings. This information can beclassified in three ways:

1. Sightings. Gather information from townspeople's stories ofcontactwith the creatures.

2. Information on people with whom you come into contact.Learn thereputations of those you meet. Discover who is trustworthy andwhoisn't.

3. Information concerning natural events, weather conditions,etc.

DIRECT EVIDENCE

To convince the mayor into calling out the national guard, youmust collectall four samples of direct evidence, Samples include:

1. A creature's track(s); example Plaster Cast

2. A recording of creature sounds

3. Creature fluids

4. A creature part

If you are at a site where direct evidence is present, youwill be promptedto decide whether you wish to collect the evidence. If yourespond YES youautomatically acquire that piece of evidence. After acquiringdirectevidence, take it to the University Lab for analysis. Analysisproceduresusually take one day, after which time the results can bereceived.Analysis results can be used to convince the mayor of thenecessity to bringin troops.

FALSE EVIDENCE

Some events you hear about are real - others are imagined orfabricated.It is your job to sift through the evidence and decide whichleads tofollow. Some sightings could be staged events by those withulteriormotives. Other happenings may be coincidental or dead ends withlogicalexplanations.

CONCLUSIVE EVIDENCE

If the evidence you collect is conclusive, you will convicethe mayor tocall a general alert. Based on your expertise in creaturetracking (andhis fear for his life), the mayor will appoint you in charge of alocaltask force designed to clear the community of the huger-crazedcreatures.

Using the police station as your headquarters, you must planhow to use yourhuman resources (army, police, construction workers andtownspeople) tofend off the attacking insects. The actual locations where youwill sendforces is depicted on a situation map you keep in the policestation.

THE SITUATION MAP

Go to the police station and select SITUATION MAP from themenu (available

only during general alert). An overhead map appears which showseachlocation in town. Ant icons appear at each location where thecreaturesare attacking. A red "X" marks appears at eachlocations where the antshave destroyed. A menu bar at the bottom of the screen displaysyour humanresources. Move across the map using the joystick until you seethe windowfor the desired location. Press the button down and move thejoystick leftor right across the bottom menu to select which category offorces you wishto utilize. Once on the desired icon, move the joystick up ordown totransfer troops to and from the location. Icons representing armytroops,policemen, construction workers and ordinary townsfolk appear atthelocation on the map, and the number of units sent is displayed inthelocation window. In order to commit tanks to a location you mustassign atleast two units of troops to the site. To exit the situation mapandreturn to the police station, highlight the EXIT icon, releasethe buttonand press it once.

If you choose to let your forces fight the ants without beingpresent, thecomputer will determine who wins the battle based on how may antswerethere and how many and what kind of forces you sent to the site.Thecomputer tallies your gains and losses at the end of each day anddisplaysthe results the next day.

CREATURE STOPPINGPart 2: Confrontation!

Sooner or later you must meet the creatures face-to-face. Incase ofsurprise attack, you always carry a loaded hand gun. However,withadequate preparation and support of the community, you mayacquireadditional weaponry and military support to assist you in theenemy'sdestruction.

FACE-TO-FACE CONFRONTATION

If you encounter a lone creature face-to-face, prove yourprowess atsharpshooting. You are equipped with a specially designed.45-calibermagnum exterminator.

USING YOUR SIDEARM - Move the joystick horizontally orvertically to aimyour trusty peacemaker, and press the button to fire.

Hints:

1. Watch where the bullets strikes and adjust your aimaccordingly.

2. Attack the creature where it is most vulnerable. Remember -allmonsters have an Achilles heel!

3. Learn to become a good marksman. Your ammo supply goes downwith eachcreature encounter.

If you engage in battle and are successful at killing thefirst creature,the scene cuts from point-of-view to an aerial map view of thatlocation.The map view presents the features of the location, includingmountains,building and vegetation. Various weapons may be available basedon thecurrent state of community alert. Press and hold down thejoystick buttonto view your available resources for the battle. A resource menuappearsat the bottom of the screen.

THE OVERHEAD BATTLE RESOURCE MENU

A number of icons are represented on the resource menu,including handgrenades, dynamite, tanks, and jets. Listed next to each icon isthenumber of units of that resource available. For example: If thebox tothe right of hand grenades show 10, you have 10 usable handgrenades.

To select an item, move the joystick left or right until thedesiredselections is highlighted.

HAND GRENADES/DYNAMITE - To throw a hand grenade or stick ofdynamite, facethe creature by moving the joystick and press the button. Timeyour throwsright and you can destroy more than one creature at a time.

TANKS - (available only during general alert) To enter a tank,move yourcharacter next to the desired tank and touch it. Ounce you haveenteredthe tank, drive by pushing the joystick in the desired direction.Pressthe button to fire. Your shots will go in the direction yourturret isfacing. Rotate the turret by pressing the button down and pushthejoystick forward or back. Tanks have unlimited firepower, and arefunctional until they are either destroyed or the tank getoverrun. Tanksnot under your control will autofire at the creatures. Be carefulnot torun into a tank's field of fire. Shell shock is a sure way to wina tripto the hospital.

EXIT TANK^|Turret Fire TurretLeft <-----Button-----> RightDOWN|VExit Tank

JETS - (available only during general alert) When the jet iconisselected, a crosshair cursor will appear at the left side of thescreen.Use the joystick to move the cursor around the edge of the screentoposition the jets' flight pattern. Jets will fly a straightpattern fromthe point you place the cursor to the opposite side of thescreen.However, if you place the cursor in an upper or lower corner, thejets willfly a diagonal pattern from that corner to the corner oppositeside of thescreen. When the jets appear onscreen, press the button to dropbombs.You have unlimited firepower as long as the jets remain onscreen. Sinceyou have a limited number of strafing runs allowed to you jetsquadron (aslisted in the window next to the jet icon), you will want to usethisresource only extreme circumstances. Be careful when calling anairstrikethat you are not in the jets line of fire - it's hard to fight awar fromyour hospital bed.

FLIGHT GAME (The Airborne Exterminator)

It may be necessary to get a bird's eye view of thesurrounding countrysidein order to locate the creatures and their center of activity. Totrackthe creatures by plane, select TAKE A FLIGHT when offered atHilbersAirfield. An overhead aerial map view appears. Move yourcharacter (thelittle guy with arms) into the plane.

TAKE OFF - Push forward on the stick until the plane start tomove. Usethe joystick to maneuver your aircraft, being careful to stay ontherunway. Accelerate down the runway by pushing forward on thejoystick andyour aircraft will lift off when sufficient speed has beenreached.

FLYING - Once you are airborne, move the joystick forward toincreasealtitude and accelerate. Pull back on the joystick to loweraltitude anddecrease speed.

FUEL GAGE - A bar gauge on screen displays your fuelconsumption. Althoughyou fly faster at higher altitudes, you consumer fuel at a fasterrate aswell. Monitor you aircraft's fuel usage and fly back to theairport whenfuel runs low. If you stay airborn too long and cannot make itback to theairport on remaining fuel, you must try to crash land the planeelsewhere.

LANDING - Before landing, decrease the altitude of youraircraft by pullingback on the joystick. Look for a smooth landing surface(preferably theairport runway) and ease the plane down gently by slowly pullingback onthe joystick until the aircraft touches down. Once the plane hascome to acomplete stop, push the button to climb out. Failure to safelyland theplane (crash! bang!) can get you an all-expense paid trip(courtesy of yourinsurance company) to the local hospital or a long walk back totown.

CHEMICAL SPRAY - There is a strong possibility of sighting thedeadlycreatures from the air. Fortunately, your plane has a limitedsupply of alethal chemical spray which may be used as a weapon againstcertain giantcreatures (namely, the ones in this game!). Press the buttonwhile flyingover the targeted creature to release a short burst of poisonousgas. Befrugal with your use of the spray, however, for the chemicaltanks areeasily depleted.

CREATURE STOPPINGPart 3: Elimination!

To stop the creatures from overtaking the city, you mustlocate and destroythe queen ant, who is responsible for the reproducing thesecrawlingcreatures of doom. Using information you have gathered on thewhereaboutsof the creatures nest, find its hidden entrance and prepare toengage in abattle-to-the-death with the ferocious beasts below.

INTO THE MONSTERS LAIR (The Nest Game)

Once you have located the nest opening, you may proceed downinto its murkydepths. Equipped with a single load of timed explosives, a rope,and aflame thrower, you must defend yourself against giant guardianants as youexplore the netherdepths of the nest. Proceed carefully, as thenest is alabyrinth of twists and turns. If you lose your way, you willbecome antfood, and nobody will hear your screams as they echo through thedeep anddeadly tunnels far below the earth's surface.

The queen ant rests in the deepest level of the undergroundnest. Once youhave sighted the queen in her chamber, the timed explosives areautomatically set and the countdown begins. Time is of theessence, andyou must quickly escape the nest once the timer on the bombstarts ticking.If you fail to find the exit from the queen ant's level beforethe bombexplodes, you get to see fireworks as your body becomes a cascadeofcolorful flying parts (Yuck!). Unfortunately, they do notreassemble bodyparts at the hospital, so if the nest blows up while you'reinside you'rehistory. Game Over.

THE LAST DAY

If you haven't killed the queen ant before June 15, you mustdefend MainStreet from an all-out ant attack. If you choose not to defendthe town,the ants will destroy it and the game is over. If you succeed indestroying the first wave of ants it buys you more time to tryand reachthe nest and exterminate the queen. You must hurry, foreventually anotherwave of ants will attack Main Street. If you have not killed thequeen bymidnight on June 15, the game is over.

TROUBLE IN TOWN

The creatures are just part of the chaos in this crazy deserttown. Moretrouble than you can shake a stick at awaits at every turn, andeach newday promises added danger.

FIREFIGHTING (or "How Not to Get a Permanent, Deep, DarkTan")

Sometimes the desert heat gets out of control. In case offire, do notcall 911 - Lizard Breath doesn't have a fire department. To coolthingsdown, use your all-purpose fire extinguisher - excellent forquenchingovercooked pot roasts, cooling overworked feet and drowning smallapartmentfires. Move the joystick to position the nozzle horizontally andvertically over the flames. Press the fire button to send astream ofwater shooting at the rising flames. Attack the largest firesfirst,working your way down to smaller fires as time permits. If thefire getsout of control, you pass out (from smoke inhalation) and mustrecuperate atthe local hospital.

HINTS:

Extinguish one fire at a time. Rather than trying to spray theentireroom, concentrate on isolated areas, completely quenching thefire in onearea before moving on to the next.

If you spray an area and see no reduction in the flames,adjust your sprayby moving the joystick and try again. If you are on target, youshould seepositive results with each spray of the fire extinguisher.

KNIFE FIGHT (The Way of the Old West - and small forgottendesert towns)

Some of the characters you encounter are easily angered, andmay resort toviolence with little or no provocation. In case of suchincidents, youshould know how to put your multi-purpose pocket knife to use.

Stab^|

Duck Fire DuckLeft <--- Button ---> RightUP

|VBlock

Stab^|

Fire Fake <--- Button ---> SwipeDOWN

|VBlock

THE GAME OF CHICKEN (Hellraising on the Highway)

If you get caught in the right place at the wrong time, youmay be provokedinto a game of "Chicken" by the Hellcats, a trio ofpsychopathic roughneckswho rule the local roads. A modern descendant of the joust (madefamous inmedieval tournaments), "Chicken" pits two cars in aclassic confrontationof speed and courage. At a given signal, the cars (strategicallyplaced onopposite ends of a stretch of highway) accelerate towards eachother at topspeed until one car "chickens out" (thus the nameChicken) and leaves theroad.

DRIVERS - Push the joystick forward to accelerate. Move thejoystick leftor right to steer. Once you start forward, there's no slowingdown orturning back.

CHICKENS - You may press the button and steer right or left tomaneuveryour truck off the road if you sense the Hellcats aren't turningoff.You'll save yourself a fortune in body repair (both yours and thetruck's),but your vehicle will still be undriveable due to the ditches androcksoff-road (it's not a dune buggy!). It's a long walk to town, butit'sbetter than being dragged to town in a body bag.

BRAVE IDIOTS - If neither you nor your opponent leaves theroad, you're infor one heck of a headache. The gut wrenching sound of metal onmetal willfill the desert canyon as bodies of steel collide. Needless tosay,meeting your opponents in this fashion ensures you a long stay inthehospital.

HINT

There is a way to scare the Hellcats off of the road. If yousuccessfullydo so, you will be able to continue to your original destination.

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