No code sheet required
To make any combination work on the code entry screen:
Alternatively, to bypass the code entry screen altogether:
Start in any room
For a list of all the rooms and their numbers, see the
Rooms page.
The default start location, (13,20), may not be suitable, depending on the room chosen; to change Willy's start location to (y,x):
POKE
34800,32*(y-8*INT(y/8))+x
For example, to start at (6,28) in room 25 (
Cold Store):
POKE 34795,25
POKE 34790,96
POKE 34800,220
POKE 34801,92
Deal with Maria
To get rid of Maria entirely, leaving the bedroom free to enter without collecting any items:
Or if that makes things a little too easy, try the following POKE that gets rid of Maria after N items have been collected:
POKE
41983,256-N (1<=N<=83)
Exactly which N items need to be collected is determined by the item table at
41984. When N=1, the only item that needs to be collected is the one in
The Bathroom.
More lives
To start the game with N lives remaining (0<=N<=255; normally N=7):
Note that the routine at
35211 tries to draw all remaining lives at the bottom of the screen, which means that for large N, there is screen corruption and the game slows down considerably; to avoid this, disable the routine:
The official Software Projects POKEs
When it became clear that the
Attic bug was actually a bug and not a feature, Software Projects published some POKEs to fix it and some other problems with the game:
 |
|
Before |
After POKE 60231,0 |
The third POKE (
59901,82) fixes the misplaced arrow in
The Attic by setting its pixel y-coordinate to 41.
 |
|
Before |
After POKE 56876,4 |