Sentinel Worlds I: Future Magic Walkthrough :
This walkthrough for Sentinel Worlds I: Future Magic [PC] has been posted at 02 Oct 2010 by marco and is called "Save Game Hacking Guide". If walkthrough is usable don't forgot thumbs up marco and share this with your freinds. And most important we have 2 other walkthroughs for Sentinel Worlds I: Future Magic, read them all!
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marco |
Walkthrough - Save Game Hacking GuideSentinel Worlds I: Future Magic Hex editing list for savegames Typed up in a fit of nostalgic boredom by Pokerface (pokerface@houston.rr.com) Version: 1.0 Date: 1.Sept.2002 God, is this a great game, or what? My dad picked this game up for me in 1989, when I was eleven, back in the day when our PC had two full-height floppy drives and the Big Red Switch. SW1 burst onto my screen in full 3-color CGA glory, and I was immediately hooked. Oh, man, and when we upgraded to EGA, I about wet my pants. Here's a deconstruction of the hex locations in the GAMEx.FM (where X is a, b, c, etc...) so that you can edit your crew to have whatever stuff you want. It's pretty comprehensive--about the only thing I didn't put in here is experience, which you can get around by just changing your rank. I hope that everyone enjoys this--nothing's cooler than sweeping through Malcolm's Battlestation with a crew fully equipped with Neutron Guns! Drop me a line if you want to reminisce about Sentinel Worlds. Happy editing! LOCATIONS OF STUFF IN GAMEx.FM: (Note: 1,2,3,4 and 5 refer to crew- members in position 1, position 2, and so on) Rank: 1=00023B 2=0002FB 3=0003BB 4=00047B 5=00053B --15 for Fleet Captain Characteristics: 1=000230-4 2=0002F0-4 3=0003B0-4 4=000470-4 5=000530-4 --For all 20s, set each to 14 --Max is FF --Characteristics: Strength Stamina Dexterity Comprehend Charisma Abilities: 1=0001D0-9, C and D 2=000290-9, C and D 3=000350-9, C and D 4=000410-9, C and D 5=0004D0-9, C and D --Range is 00-B-something...I set to 50 --Abilities are, in order: Contact Edged Projectile Blaster Tactics Recon Gunnery ATV Repair Mining Athletics Observation Bribery Light Energy: 002358 HP's: 1=000235-7 2=0002F5-7 3=0003B5-7 4=000475-7 5=000353-7 --Max allowable HP = 60 7D 7D (125) Armor: 1=000262 2=000322 3=0003E2 4=0004A2 5=000562 --Recommended armors: Special (2F) Ancient (06) Mysterious (04) Carbon Armor (2D) Eqipped Weapon: 1=000263 2=000323 3=0003E3 4=0004A3 5=000563 --Recommended weapons: Neutron Gun (1B) Neuron Flail (0C) Edge Spinner (11) Thermocaster (17) On-Hand weapons (leave first as 08): 1=000264-7 2=000324-7 3=0003E4-7 4=0004A4-7 5=000564-7 Inventory: 1=000220-7 2=0002E0-7 3=0003A0-7 4=000460-7 5=000520-7 --Quick reference: Crysprism = 36 Therm Pak = 35 Items: FF = empty spot 00 = burbulator 01 = EA passcard 02 = trinoculars 03 = arisian lens 04 = mysterious 05 = energy ball 06 = ancient 07 = book 08 = hands 09 = powerfist 0A = sonic mace 0B = gyro pike 0C = neuron flail 0D = dagger 0E = cryo cutlas 0F = power axe 10 = energy blade 11 = edge spinner 12 = auto pistol 13 = shotgun 14 = hyperuzi 15 = AK-4700 16 = gauss rifle 17 = thermocaster 18 = hand laser 19 = LR laser 1A = plasma gun 1B = neutron gun 1C = claws 1D = teeth 1E = thrasher 1F = acid breath 20 = tesselator 21 = nanobot 22 = mark V teng 23 = vadroxon 24 = uniform 25 = flight jacket 26 = steel mesh 27 = flak jacket 28 = laser reflec 29 = combat armor 2A = thick skin 2B = rough skin 2C = thick fur 2D = carbon armor 2E = civilian clothes 2F = special 30 = auto clip 31 = shotgun pack 32 = hyperuzi mag 33 = gauss rifle mag 34 = AK-4700 mag 35 = therm pak 36 = crysprism 37 = nerf cannon 38 = kevlar suit 39 = holophones 3A = vax grapher 3B = antique yoyo 3C = cryoscope 3D = cyberdisk 3E = szart needle 3F = knarlybar 40 = (nothing) 41 = (nothing) 42 = (nothing) 43 = (nothing) 44 = (nothing) 45 = (nothing) 46 = (nothing) 47 = (nothing) 48 = hands (abbrev) 49 = pwrfst (abbrev) 4A = snmace (a) 4B = gypike (a) 4C = nflail (a) 4D = dagger (a) 4E = crycut (a) 4F = powaxe (a) 50 = enrbld (a) 51 = edgspn (a) 52 = apistl (a) 53 = shtgun (a) 54 = hypuzi (a) 55 = ak4700 (a) 56 = grifle (a) 57 = thermo (a) 58 = hlaser (a) 59 = lrlasr (a) 5A = plasgn (a) 5B = neutgn (a) 5C = cl (?) 5D = te (?) 5E = th (?) 5F = br (?) 60 = (nothing) 61 = (nothing) 62 = (nothing) 63 = (nothing) 64 = uniform (a) 65 = flt jak (a) 66 = st mesh (a) 67 = flk jak (a) 68 = lreflct (a) 69 = cbt arm (a) 6A = (nothing) 6B = (nothing) 6C = (nothing) 6D = (nothing) 6E = (nothing) 6F = (nothing) 70 = (nothing) 71 = (nothing) 72 = (nothing) 73 = (nothing) 74 = (nothing) 75 = (nothing) 76 = (nothing) 77 = (nothing) 78 = kevlar (a) >78 = locks up game if loaded The text of this document is copyright (C) 2002 Lee Hutchinson (pokerface@houston.rr.com). Copy it, publish it, hand it out to your friends, tape it up on your wall, use it to paper your birdcage, whatever--just don't change it or tell other people that you wrote it. And please don't remove this notice, either. Note that "Sentinel Worlds 1: Future Magic" is the property of its copyright holder, whom I think is Electronic Arts, but is definitely not me. |
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