The Adventures of Tintin
Prisoners of the Sun
Table of Contents
1) Introduction
2) Opening Story
3) Controls
4) Walkthrough
4a. The Museum
4b. Tarragon's Mansion
4c. The Car
4d. The Docks
4e. The Ship
4f. The Swim
4g. The Train
4h. The Market
4i. The Cliff
4j. The Condor
4k. The Avalanche
4l. The Jungle
4m. The Canoe
4n. The Waterfall
4o. The Caves
4p. The Newspaper
4q. The Run
5) Pro Action Replay Codes
6) Legal Things
7) Contact Information
1) Introduction
This is a walkthrough for the SNES game of Prisoners of the Sun
(Adventures of Tintin). It is me and my sister's first walkthrough, as
you may notice, but bear with us. If you want to find a certain thing,
just push CTRL and F, and type in whatever it is you want. Example: if
you want to find The Newspaper, just type in 4p.
2) Opening Story
Deep in the heart of Peru, the Sanders-Hardima expedition finds
what it was looking for: mummified remains of Rascar Capac! But, no
mummy likes its tomb unearthed, so an illness hits all concerned. The
curse . . .
3) Controls
Directional Pad: moves Tintin around, and helps push objects, and
climbs ledges.
A: throws things like rocks, sticks, and bottles; also uses the
higher paddle in the canoe, and presses switches.
B: jumps, shoots bullets (in one place only) also uses the lower
paddle of the canoe, and also chooses the paper in The Newspaper level.
Y: makes Tintin move faster, plus throws crates or boxes.
X: pushes things (used along with the directional pad) and dodges
punches (in one area) and changes between characters (also in one
area).
Start: pauses the game
4) Walkthrough
4a) The Museum
At the beginning, before you start the game, there is, if you wait
quite a while at the title screen, a demo of gameplay. If you need to
watch that, go ahead, but it's not a big help.
So, let's get started. Go ahead and push start, and after a brief
introduction, you'll be in some kind of museum, and Professor
Cantonneau has been attacked! Gasp! Oh, the horror. You need to tell
Doctor Midge!
Push up to enter the door you're right in front of, and then head
to the right. You are blocked by a huge case! No, you can't just climb
on top of it or smash it away (sigh), but what you can do is go around
it. Genius!
Push up to be in the background of the screen. Right here, at
least, you are safe from the wandering man in blue. If he hits you, you
lose health: the little scroll on the left upper side of the screen
rolls up. So, avoid him!
Right after him will be a man, in the background, that is in
white. He will hurt you, too! Why? Don't ask. Just hitting these toxic
people will make you die. So, quickly push down when you can. Remember,
you have limited time, so hurry! You can run (and have a bigger jump)
with Y.
The next thing you have to avoid is the person with a child, and,
yes, that red toy she has can hurt you, so keep your distance.
Just keep progressing right, avoiding the people by moving up and
down the screen. After the second person and child, there is a gold
statue. It cures you of one hit.
Make sure you time it right to avoid being hit by the child's toy,
and head right more.
There is a door at the end of the passageway: go through it. You
will find yourself in a dark room. On the wall is a flashing switch.
Hit it with the A button, and the room lights up, but only for a
limited time, so run! Avoid the spikes poking out of the boxes. There
are two boxes that kind of stick out from the rest of the background.
Always keep an eye out for items like these.
The first box, you will need to place on the spikes, or you'll
never get across, so push down next to it and pick it up. You can
either throw it with Y or place it gently down with down. The second
box is needed to get up to the tall box, so put it down next to it and
run and jump (press Y in case you forgot.) Make your progress by
jumping over boxes and more spikes, finally getting to a door and
leaving the storage area.
There is a man in black who tells you where the good doctor's
office is, so make your way to the right, dodging more people by moving
up and down the screen. Go through the door.
Yeah, we've found Doctor Midge! Unfortunately, he's fallen asleep.
The plot thickens! He's caught the illness as well. Leave and head back
the way you've come, dodging the many people again.
You'll find two men in black (they're everywhere!) at the door
that you came through to get to this area. You tell them about Midge,
and then you, the ever faithful errand boy, have to tell Tarragon.
Travel through the left, as you can't go back through the door,
dodging two guys this time. It's a bit difficult but all about timing.
Hopefully, you'll make it through the door without getting hit. In
Tarragon's office is a man in green telling you he'll introduce you to
him, and that's the end of the first level.
4b) Tarragon's Mansion
A strange crack of lightning hits the house, and you have to avoid
a yellow ball of it. Avoid it by crawling (push down and right at the
same time), as it messes up the house, Tarragon's jacket, and flies
around a man in a chair, picking him up and blocking the top way.
There's only one way to go: under the table, crawling. Watch out for
falling lamps and books, shaken loose by the ball of light. Go slowly
to see them coming. Jump over a fallen bookshelf, and head towards the
end, exiting the door. There is another fallen bookshelf to the right
and another gold statue to replenish your health. Keep crawling slowly
but quickly. The timer is still going. Exit the door at the end.
Crawl again to avoid the light, going towards the left, and still
keep a watch out for falling materials. Once you get to the door, go
through it, and then the ball of light will take the mummified body of
Rascar Capac.
A warning is spoken that the desecrators will be punished. Ooh,
scary.
Outside the mansion, Calculus decides he wants to wander around
and picks up a bracelet. Head to the right. Under the tree, on the
second branch, push up to climb on to it. Jump to the left branch, and
then carefully run and jump to the one right above that. Do not bother
with the thin branches as they will break and fall right out under you.
Jump from that branch (running) to one on the right and then pull
yourself up by pushing up. (Note: not every part of the tree can be
used to pull yourself up, just one section.)
You will see a bloody handprint, and then you will see Calculus'
umbrella on the ground. Do not jump from there as it will hurt. Jump
back to the other branch and down to the ground.
Jump over the branch on the ground, because, for some reason, that
hurts you. Must have tangled your foot or something and broke it.
Bypass the bush by pushing up, and then once you get to the umbrella,
you will see the captain, telling him that Calculus has been attacked
and urging him to go after them. Right after that, quickly run to the
right and push up, as bullets will fly. Push X to switch between you
and the captain, and make your way to the right by doing that.
Either jump over the bullets or dodge them by going up to the top
screen. Make sure you don't switch to the captain when you are in the
line of fire. Head to the right, jumping over the branches. Make sure
you pick up the stray branch (press down) on the ground. It won't hurt
you.
After a while, the captain says to go without him, unless you fire
his bullets by pushing B, stopping the bullets from flying. Use them
too much, and he says he's out of ammunition, and you're free of him a
lot earlier.
Then you say you want to disarm the gunman, so run to the right,
making sure you dodge the bullets quickly. When you get to the
building, run up to the door and press A, ending the level.
Note: if you get rid of the captain, it makes it a lot easier to
dodge the bullets, without him pulling you back.
4c) The Car
You have to get to the docks, so in a high-speed drive (not very
safe), you are driving. Avoid the cars and motorists. It's as simple as
that. If you see one on the right side, most of the time they'll stay
there, and vice versa. The trucks go slow, though, so watch out.
4d) The Docks
On this stage, there will be a foreground as well as a background,
so use that accordingly. At the beginning, is a group of barrels with
spikes on them. Jump on the first one, and then push Y to jump over the
spikes. Avoid the man carrying a plank, and go to the background and
jump or avoid the parcels being thrown at you.
Jump over the broken barrel, and quickly avoid the background guy
carrying a bag and the next guy carrying a plank. A lot of work is
being done here, and no one cares if you get hurt. That's a good law to
remember in life, too.
At the end, jump on the crate right before the train. Push up to
climb to the top of the train. To the right is a gap with more spikes.
Run and jump past. If you need health, there is a gold statue to the
left. Otherwise, run and jump again over the second gap with spikes.
Behind the crates in the background, to the left of the man
working on the train (keep him in mind), hidden, is an extra life. Come
to the front ground right under that man and walk past. There will be
two more men to avoid. After them head right, and there will be steps
of sorts made from crates. Head up there, jumping, unless you need
health, then go underneath. Watch out for the man throwing barrels!
To the right, on top of the crates, there will be a man who
operates the crane. He says his crane is broken, and he needs his
tools.
Remember the guy working on the train? That's where you need to go
next, so head left. Just hurry, as time is still ticking. There are
more steps in the background. At the top, run and jump to the train
cars. Watch out for the coal dropping crane, and then jump over the
spikes. Also, watch out for the gaps between train cars, as it will
send you back to the middle-ground, and then you'll waste too much time
getting back. The man will give you tools at the end. Head back to the
right, until you reach the same place where the man who operates the
crane is.
He'll lift the crane's end so you can run past to the right. There
is your dog, Snowy, and he has found Calculus' hat.
He will run, and you have to follow, fast, or else you will die.
There are the normal things to dodge and jump over, but this time you
have a bit of a time limit, so keep a close eye on what's coming.
Remember, you can pause it if everything is going too fast. At the end,
there is a girl with the hat, and she tells you where she found it. End
of level.
4e) The Ship
Don't worry about the black cat walking around. It's harmless. The
first thing you should do here is head left, dodging the poncho wearing
man by staying in the front-ground. Go into the door under the
staircase (it's in the middle-ground). Head left and hit the red
switch, and the engines will be running.
Go back the way you came until you get to the staircase. Go up it,
but watch out for the man in blue, as he will arrest you and that will
mean instant death. Avoid him by waiting until he passes to the left,
and go behind him, and then push up again, letting him pass again.
Quickly run in the left door. There will be another switch inside. Push
it with A, and leave, avoiding the man in blue again. Then head
downstairs, and look! The crates blocking the door have moved up. Go in
that door.
Inside is another dark room, with two piled up crates. You can
push these. Push X, and lean against them, but watch out for the poncho
wearing man: he can hit you even up here. There is another crate that
blocks your way hidden behind the green bar; push it as well, then head
more right, entering the door, still watching out for that guy who is
still walking back and forth.
Go up the stairs to the right. You'll come out in the bunk room,
but there is a bottle of . . . something. Grab it (push down), and head
to the right, hiding between the bunks to avoid another poncho wearing
man.
Go in the door at the end, then head immediately left to get an
extra life. Then avoid another poncho wearing man by getting in the
foreground. Go out the door, and head up the stairs right above you.
There will be the ship cabin, and a blue man inside it. Go near and
press A to throw the bottle into the cabin, bringing the man out.
Before he gets all the way, press up and wait for him to pass, then
getting inside the cabin. Press the switch, and then avoid him again.
Down to the right is a golden statue, by going into the foreground and
then back again. If you don't need it, good job, and so go towards the
left. The door was once blocked by crates, but now it's not, so go in.
To the left are two areas, one guarded by poncho guy and the other
by blue guy, both avoided by hiding in the foreground. Getting past all
this, you will finally reach a room with Calculus asleep in bed. But .
. . despite all your precautions you are still caught. End of level.
4f) The Swim
This part is pretty straight forward. Just avoid the bullets and
wait for him to swim to the boat. That's it. You can get a small clue
on where the bullets will end up by the shine before they land.
4g) The Train
The train's coupling is broken, so now you're on a runaway train.
Jump over the luggage as it slides from left to right, and keep an eye
out for glints on either side of the train, as they are extra time, and
you need it. That's about all you have to do for this-easier said than
done, we know. Always stay inside when tunnels come or they'll knock
you clean off. Also avoid cactuses and signs. Get every single time
addition, or you will run out!
4h) The Market
Watch out for the camels in the area, as their spit hurts. Run
left, and jump over a bag with sticks. Run under the falling pot, and
it shouldn't hit you. Push up twice to enter the background and then
enter a new area. Push up again when you enter, to be in the background
of this new place. Then go left, jumping over a broken pot. When you
hit the foreground, dodging the man, Tintin will ask if the lady has
seen Calculus. She has not. Either follow the guy and dodge him, by
staying in front of a break in the gates to the left, or wait for him
to come back, and go in front. Ignore that break in the gates and still
go left. Jump over the dog, and then jump up the hay bales. Go into the
background to avoid the guy, and continue left.
Avoid the pot by running under it again, and then jump over the
dog. When you get to the end, go up twice to enter a new area. In the
mid-ground, grab the hay (press down). Get to the far end as possible
before the spikes and throw it (press Y) to jump onto and get across.
Then turn around, push down to grab that same bale and head right,
putting it down in front of the huge block to jump on top of it.
Grab the next bale, and fall down, putting it at the base of the
next one. Jump up to the right. Jump over the spikes and the dog. Then,
be very careful here. You do not want to fall down and be at the
beginning again. This is a very large jump, and you have to push the
jump right before the end or you won't make it, and then jump across
spikes after that. Then there are more spikes. Be careful! Push up
twice at the end to exit.
A man is hitting a child, and then when Tintin intervenes, he
tries to hit him. This is the only way he can hurt you, as you can run
right through him. Dodge his punches while facing him with the X
button, and the man will instead hit the wall, whining in pain
afterwards. Do this four times, and he will run away. Follow to the
right. The kid will then tell you he knows where your friend is. End of
level. If you need a golden statue, there is one at the end.
4i) The Cliff
Zorrino is kidnapped, and you have to find him. This part is
tricky, so keep on your toes. The cactuses can hurt you, but not all of
them, so just take it slow but quick. The dark green solitary ones
can't hurt you, but most of the others can. When in doubt, crawl past
them. Jump to the right cliff protrusion, and then jump over the cactus
and the sharp rock. If you want to go through a lot of trouble for an
extra life, head down and left, but as it is a lot of perfect jumps and
falls, it's not really worth it, but it's your call.
Otherwise head to the right. Fall down right below the end, and
then jump to the left, ignoring the one to the right, as it falls right
down onto a cactus. Once you're to the left, jump to the right cliff,
and down to a boulder. Jump on top of that, and it will go rolling.
Avalanche! Okay, not really. It just protects you from the sharp rocks.
From there, small jump (don't hold the Y) to the right, so you
won't go back up. Go to the right, being careful of the sharp rocks
(these cactuses will only hurt if you jump, so walk past). At the end
will be another boulder; send it flying as well. This time, however, do
not jump at all: just run off the side, and you'll pass the sharp stuff
easily.
You see a gold statue: get it if you need to. Fall down. Now, this
part is a bit tricky, so easy going. There is a man who will capture
you and end this life, so watch out. He will come all the way to the
green cactus but not further, so you're safe enough there. What you
need to do is draw him over to it, and then carefully jump onto the
ledge before he heads back, and jump over his head, QUICKLY pulling
yourself up the bottom ledge of the next cliff.
Then there is a rock to jump on and block him off, if you do it
fast enough. Otherwise, you'll have to avoid him on the next part, too.
Jump from that cliff, to the next, and then push (X with right) the
rock down the cliff. From the top, jump on its top, and then carefully
run and jump to the top of the next cliff. If you miss, you'll have to
do it again.
Jump up to the right, avoiding the rock and then the cactus. To
the right is a big cactus that, once again, only hurts if you jump, so
walk off the cliff side gently to fall right below onto another. If you
want an extra life, jump to the left, lightly holding left, to fall on
a boulder that smashes a floor out to the extra life, and then push up
and climb the left cliff. Jump to the left and jump to the right where
the group of cactuses are. Careful in that jump, because if you overdo
it you will hit the cactuses. Crawl past, and then jump to the right.
If you need a statue, get it, and then fall down right below the other
cliff (watch the cactuses below). It's not too big of height, so it
won't hurt you.
To the right you will pass rocks and cactuses. On the second
cliff, make sure you don't fall, because there's another guy who will
end your life instantly. Jump from that cliff to the next, up again to
the rock. You can knock it off if you wish, but we find it easier to
just jump as high as you can to the right, then quickly pulling
yourself up the nearby ledge (push up). Climb up again, and head left a
bit.
Run and jump twice to the boulder, and jump on it to send it to
block a bunch of sharp rocks. Use it as a stepping stone to the right
small cliff. Right above it is another small cliff. Push up to climb it
and then carefully jump to the right, aiming to land right on that
small cliff. Keep moving with a big jump, as below you is another guy
who will take you prisoner. Push up to get to the cliff right past him,
and then run and jump to the boulder, so you can stop the Indian. Jump
high to the right, to land next to a llama with Zorrino on his back.
End of level.
4j) The Condor
Your ever faithful dog has led you into another fine mess. You're
now being carried around by a condor. Use the directional buttons up
and down and right and left to avoid being hit by the cliffs and
branches. Keep an eye for the golden statues on the way and an extra
life as you go down to the ground. End of level.
4k) The Avalanche
I guess we should have stopped pushing those boulders . . . a
giant snowfall is after you. Run, and jump over rocks and icy spots.
The latter will make you slip into rocks. Near the end you'll have to
avoid giant snowballs rolling after you. That's about it.
4l) The Jungle
You have to help Zorrino to cross, as he can't jump by himself . .
. or really do anything by himself. The first step is to jump across
the two logs (don't fall in the mud), and grab the branch lying on the
ground (push down). Bring it back to the left, and place it in the gap,
so Zorrino can cross. He'll wait for you to do this, at least here he
will.
The next mud has a stump to the right. Jump to it, and then get on
the right side, pushing it back to the left (X and left). Once it's
gone far enough to cover the mud, Zorrino will cross.
This next part is a little tougher. There is a seesaw branch
across a rock. Get to the end of it, letting it fall, and the other end
allows Zorrino to cross. Time it right, and get to the other end, so he
can walk up the raised side to cross. Otherwise, he will fall into the
mud, and end of turn.
A new mudpit is blocked by a solitary stick, and Zorrino can't
climb or . . . do anything for himself. Jump over it, and then run back
to the left, as a wild boar will come running into the stick, knocking
it over so Zorrino can cross. Watch out for the boar, jump over it, as
it will come back. Luckily, Zorrino is invincible.
The next pit has a branch hanging over it, so run to the right and
press up next to the lower branches to get up, jumping to the left to
make it fall. Zorrino crosses again.
There is a fallen tree. There is a stump, but don't push it from
the left. Go to the ground and go back left in order to push it from
the right. Once you do, the tree will fall, and Zorrino can cross,
because, remember, he can't climb or do anything for himself.
Run in front of him now. Don't worry, he's safe for the time
being. An anteater is after two trees with ants in between. The ants
can hurt you so jump over them. You need to get behind him on the right
and herd him towards the ants, until he eats all of them. If done
right, Zorrino will come and cross after the ants are gone. There is a
time addition and a gold statue in the background to pick up next.
When the next fallen tree comes, just jump on the lighter colored
part to make it fall, so Zorrino can have a path to walk on.
On the next tree, wait until he gets to the end, and then jump on
the tip. It will fall, giving him more of a path, because he can't fall
either, it seems. He can only walk to the right.
On the next fallen tree, there is a lighter colored spot to jump
on again. Now, come on, this is ridiculous! Why can't Zorrino just walk
past this obstacle? Okay, thanks for letting us get that out. Move on
to the right.
There is a branch covering two rocks. The first part of this is
simple enough: jump on it to make it fall, but then Zorrino will just
stand on one of the rocks, waiting. You have to run ahead and go to a
place where another boar is running back and forth. On his second run
back, he will hit the tree, or something, and a branch near the top
will fall. Grab it (push down), and use it to block the gap between the
two trees so you can get across, and then grab it again. Place it
between the two rocks where Zorrino is. Grab the stick again and put it
in the same gap you did before, so Zorrino can cross that. Onward.
Watch out for the boar by jumping over it, and then he'll run to
the right and be gone. Then Zorrino will yell, "Watch out!"
A giant snake wrapped around a tree (at least it's not on a plane)
will be trying to eat you both. There are rocks on the ground. Time
your getting them to avoid the snake's lunges, and then push A to throw
the stone, but make sure its not lunging when you do or you'll miss.
There is a golden statue to the far right if you need it. After about
eight hits, it will curl up. If you want, there is also a stick before
a giant mudpit to the right, and you can use that stick to throw at the
snake as well.
4m) The Canoe
This a straightforward and almost peaceful board, as you waft
leisurely downstream. Of course, then you have to worry about the
rocks, branches, and crocodiles! Avoid them by pushing up or down. You
can pull back to the left by pushing left, and go faster a bit by
pushing right. You can also attack with the paddle: push B to attack
lower and A to attack higher.
4n) The Waterfall
At the beginning, jump to the right cliff protrusion, but don't
jump again. Instead fall right to beneath you, and then jump over the
sharp rocks that way. Go to the right, and jump over rocks, past the
giant log, and jump over the gap. Then pull yourself up by pushing up,
the rock protrusion above you, and right before the big waterfall
basin. Note: you can swim in that water.
Jump back to the left on top of these cliffs, and watch for
falling rocks. Go carefully. Some lightly colored rocks will fall out
under your feet if you don't move off them quickly.
You'll end up on a log cliff. Climb up both log cliffs (remember
to run and jump) and then jump to the right, over gaps, then falling
down on the horizontal log to get more time. Go back to the left,
pushing up to climb up, and then jump to the left, and go that way by
jumping to the top. On the left edge of that cliff you're on now is a
big flat rock.
Push it with X and left. It will fall down on top of sharp rocks.
Use it as a stepping stone to get to the left. Be very careful here, as
any fall will send you back to the beginning. Jump, running, to the
left, to end up on the cliff edge. To the left are a gold statue and
more time. Go right, and then jump to a place where a fallen log is. It
has a really tiny little cliff that you can't see very well to jump to.
Push the log with X and right to get it far enough for you to jump to
the next place. Keep jumping right, and if you go all the way to the
bottom on the right (not anywhere else as you are too high to live if
you fall), you will get more time, and more as you climb up ledges
(push up) to the top. If you go to the top, there will be a gold
statue. Right under that statue, jump to the left and you'll see rope.
Pick it up with down. Then jump carefully back to the log you pushed,
and this time head to the left, up the cliff. Jump to the left to pick
up more time, and then head right, climbing each ledge (press up),
until you reach a log. Push it with X and right, and then jump across
the gaps. At the biggest gap, you will automatically string the rope up
and start climbing across.
Unfortunately, ropes found under waterfalls aren't very sturdy and
it gives out halfway across. There isn't anything you can do about
this, and it denotes that this is the end of the waterfall. End of
level.
4o) The Caves
Push up to climb, and then jump to the right. Push the rock with X
and right, and then fall down after it. Jump over spikes to the right.
In the background, there is a rock blocked door. Push it from the
right, and enter the door. Go right, and push the rock (X plus right),
and then cross it, jumping over the spikes. Crawl under the upper
spikes. Jump over the water, staying on top. Be careful here. It might
not kill you to fall, but it will waste your precious time.
Jump to the middle column and then again to the right to get more
time. Get into the water and dive by pushing down. Go right through the
wall to the right, and climb out of the water. Push up to get to the
upper ledge, and then run and jump to get to the door. Head left,
avoiding the spikes and falling rocks. Go left, until you fall through
the floor. You can only see yourself through holes here. There are two
golden statues. Crawl to the left. Under the left statue, press up
twice, and go into the door to the left.
Go to the rock and push it (X and right). Jump high, and jump with
running to the ledge above that. Jump to the right-it may be a bit
tricky. Then to the right is a door in the background. Go through it.
Jump to the door to the right: don't fall.
To the right, push up to go into the background, bypassing the
rock wall. Head right more. Go into the foreground. Run past the bodies
that have colorful ribbons blowing around on their heads. There will be
a door that looks like the others, but it's completely gray, and it
will be right before a door that will circle you around, so don't go
past the completely gray one. Head into the background, and go near it.
Then you will see the end of level.
4p) The Newspaper
The next part is a puzzle, and we will try our best to convey how
to put it together. It shows how it's supposed to end up, but it
doesn't last long. So, there are three piles of paper at the bottom.
You can pick them up with B and move them. From the left, we will
number them down. 1, 2, 3, and so on, then going to the middle and then
to the end.
Where they are supposed to go looks like this:
A|B|C|D|E
F|G|H|I|J
K|L|M|N|O
P|Q|R|S|T
U|V|W|X
Alright, with us so far? Good.
Number 1 of the first stack goes on I.
2-J
3-F
4-G
5-H
6-E
7-A
8-B
9-L (this is the second stack now)
10-K
11-C
12-D
13-S
14-P
15-Q
16-W
17-X (starts the third stack)
18-M
19-N
20-U
21-O
22-T
23-R
24-V
4q) The Run
You are now going to die for your sacrilege. I hope you're happy.
But Tintin says when he wants to die, and the day dawns, bright and
cheery. Now, you have to run for your life . . . just to get to your
execution. Ironic. Anyway, it's not too bad of level. You just have to
avoid falling rocks, sharp spikes, and spears from the guards (they,
themselves, do not hurt you, only their pointy weapons). You can hold
back with left to see what's coming. Otherwise, it's just about jumping
and avoiding harm. There are a few paths to choose from, one holding a
golden statue (bottom) and one holding an extra life (middle), but it's
your choice.
Congratulations, you have beaten the game. Yeah! Enjoy the ending. Now,
if for any reason you want to make it easier . . .
5) Pro Action Replay Codes
Infinite Health 7E059B04
Infinite Clock 7F5B7F64
Note: we didn't create these codes, and we don't know where
they came
from.
6) Legal Things
This is our intellectual property. Do not copy it and say it's
your own, or karma will bite you on the . . . never mind. You can use
it for your own use but not for selling. Do not put it on other sites
without showing credit. It is made by Joxcall, who doesn't appreciate
plagiarism. The law doesn't like it either, so please just get your own
stuff. This may be not be reproduced under any circumstances except
for personal, private use.
It may not be placed on any web site or otherwise
distributed publicly without advance written permission.
Use of this guide on any other web site or as a part of
any public display is strictly prohibited,
and a violation of copyright. All trademarks and
copyrights contained in this document are owned by
their respective trademark and copyright holders.
7) Contact Information
You can e-mail us at detectval@wmconnect.com. Make sure you have
the subject line as this FAQ or you probably will get deleted without
us even opening it. No spam or viruses, please. See, we said please, so
you have to listen. No insults, either, as we are very fragile, and
that will probably crack us like tiny eggs. Thank-you.
Copyright 2009 Marianna and Esther Palmer.