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Herbert's Dummy Run
Mikro-Gen Ltd
Download from World Of Spectrum

Number of entries found: 23

Tips
1. Get the light bulb, and then the torch to allow you to see in the darkroom to the right of the swimming pool.

    2. Get the cork, then the popgun to allow you past the soldiers.

    3. Get box key and honey pot, return to first screen and stand on the Jack-in-a-Box; you're then able to get the teddy bear.

    4. Use the Teddy to help unlock the door in the dalek room.

    5. In the dalek room you will see a short rope. Jump at this with the rope and it will lengthen.

    6. The duck in the swimming pool is now accessible, although difficult.

    7. Try using the duck to get stones from the castle, they might help with the catapult. (Paul Robinson, Darren Robinson in Your Spectrum issue 20 , Page 72) 1718

To get to Lost and Found, get the tennis racket and go into the room on the 4th Floor. You must play like Breakout and get all the blocks away then the Glove will drop. Then go to the 1st Floora dn get to the Glove room, jump at the middle of the door and you're in Lost and Found! (Matthew Davies in Your Sinclair issue 01 , Page 46) 3947

Need help getting past the robots?
    Get the pop gun and the cork (the screen will say POP GUN IS LOADED), then go to the screen with the robots, which will then let you past.
    Need help with the sandcastle?
    Go into the castle and get the flag, then take the rubber duck and the flag to the sandcastle, and swop the flag for the pebbles. (Barry Allen in Your Sinclair issue 30 , Page 29) 4357

To get the honey pot, go to the room on the right of the sports one (or on the left of the fort), jump on the third chain from the left, then on the table. Then just walk through it, and., you've got it! (Nicholas Juliard in Your Sinclair issue 40 , Page 34) 4615

Q: How do you get the rubber duck?
    A: Get the money pot from the room right of the sports department and the box key from the room with all the vacuum cleaners and go back to the start room.
    Jump on the Jack-in-the-box and you'll be sprung to the top of the screen. Now get the teddy to the right of you. Swop the box key for the rope, which is in the entrance in the first floor and go to the room with all the daleks in. Now keep shooting the daleks until the teddy reaches the far right of the screen and disappears.
    Now walk right and jump at the rope in the next room and it should extend to the bottom of the screen. Now go to the swimming pool on the first floor, and you'll find that the duck is within your reach so you can get it.
    As for what it does, use the cork and the pop-gun to get past the soldiers in the castle to get a flag, and use this flag with the rubber duck to get the pebbles in the room with the sandcastle. (Richard Swann in Your Sinclair issue 67 , Page 28) 5086

Take the brick and the chocolate 10p to the room with lots of tennis balls. Drop the brick to the right of the cash desk, jump onto the brick, jump left onto the counter and walk across it. As you pass the cash desk, the chocolate 10p turns into a real one. Get the bomb and go to the door with the slot, and if will open. (Richard Swann, Leigh Loveday, Toby Powell, Dave The Rave, Dominic Rackstraw, Gavin Smith in Your Sinclair issue 85 , Page 26) 5335

Places where energy appears
1st) 4 Doors [4th floor] | Music equipment [4th floor] (*)
2nd) Ropes [4th floor] | Exit [1st floor]
3rd) Sports [2nd floor] | Lamps [1st floor]
4th) Restaurant [2nd floor] | Library [3rd floor/4th floor]
[after this, the energy items appear again in the 1st place]

(*) = The '|' indicates that energy item appears in two places at once; but when you pick an item, the other disappears. And appears the next items in the list.

(Mike_Myers - brand new tip!) 13510
Maps
(Originally published, uncredited, in C+VG's Map Special. Scanned by Aonghus de Barra)



http://www.worldofspectrum.org/pub/sinclair/games-maps/h/HerbertsDummyRun_2.jpg
(Uncredited, Aonghus De Barra in World Of Spectrum) 11377

http://www.worldofspectrum.org/pub/sinclair/games-maps/h/HerbertsDummyRun.png
(Colin Attle - brand new tip!) 11420
Game bugs
- You can load the pop gun only in sports room (2nd floor) or the wine cellar (1st floor).
- You can repair the torch only in bedroom (1st floor) or the lamps room (1st floor).
- You can load the catapult only in exit (1st floor) or the beach (4th floor).

(Mike_Myers - brand new tip!) 14031
Cheat modes
Pop into the room with the ropes to the left of the starting room and make sure Herb is facing left. Hold down the keys 'C', 'H', 'E', 'A' and 'T' (wonder why they picked those keys?) and you can watch the magic happen. You've now got infinite Herberts. (Chris Wood in Your Spectrum issue 21 , Page 6) 1728

Go to the rope room, and start climbing the rope. Then hold down the letters C, H, E, A and T to get infinite lives. (Richard Swann in Your Sinclair issue 67 , Page 28) 5087

(Reproduced in Crash issue 91 - uncredited)

Go onto the rope screen, climb up the rope and hold down the keys which spell out CHEAT.
There's a buzz and hey presto! - you've got infinite lives. Good eh?

(Paul Jukes in Crash issue 40 , Page 85) 6796

When on the ropes press C, H, E, A and T which spell out cheat (never!) and you should get that just reward of infinite lives.

(Sarah Sandell in Crash issue 63 , Page 35) 9506
Multiface pokesHow to enter these
Download full POKE database
(English version)

DESCRIPTION POKE(s)
Lives = x36739,x (x= 1-255)
Infinite Lives39696,0:39698,58


Change x to whatever value you wish, using the POKE option on the ZXAM GUI
The Lives=x POKE makes a bit of a mess of the lives and score counters, but it works OK..


(Gerard Sweeney in Hack Attack III) 2421

English version

Pokes used for energy:
POKE 50468,38 ... Energy items appear at 1st place
POKE 50468,41 ... Energy items appear at 2nd place
POKE 50468,44 ... Energy items appear at 3rd place
POKE 50468,47 ... Energy items appear at 4th place

Pokes used for items:
POKE 51880,1 .... The 'chocolate ten pence' transforms in 'real ten pence'
POKE 51893,1 .... The torch is working
POKE 51894,1 .... The pop gun is loaded
POKE 51897,1 .... The catapult is loaded
POKE 51876,x ..... 1st item [x=0-29]
POKE 51877,x .... 2nd item [x=0-29]
POKE 33329,x .... Which item is available at library [x=0-29]
POKE 33308,x .... Which item is available at music equipment room [x=0-29]
POKE 33311,x ..... Which item is available at 4 doors' room [x=0-29]
POKE 33365,x .... Which item is available at door with hand's room [x=0-29]


Example (from English version):
POKE 51876,3 ... Your 1st item is the bouncy space hopper
POKE 51877,4 ... Your 2nd item is the glove
POKE 33329,3 ... Bouncy space hopper appears at library.
POKE 33365,4 ... Glove appears at door with hand's room

Spanish version

Energy pokes
POKE 50387,213 .... Energy items appear at 1st place
POKE 50387,216 .... Energy items appear at 2nd place
POKE 50387,219 .... Energy items appear at 3rd place
POKE 50387,222 .... Energy items appear at 4th place

Item pokes
POKE 51795,x ....... 1st item [x=0-29]
POKE 51796,x ...... 2nd item [x=0-29]

POKE 33329,x .... Which item is available at library [x=0-29]
POKE 33308,x ..... Which item is available at music equipment's room [x=0-29]
POKE 33311,x .... Which item is available at 4 doors' room [x=0-29]
POKE 33365,x .... Which item is available at door with hand's room [x=0-29]

POKE 51799,1 .... The Chocolate ten pence transforms in Real ten pence
POKE 51812,1 .... The Torch is working
POKE 51813,1 .... The Pop Gun is loaded
POKE 51816,1 .... The Catapult is loaded

Example (from Spanish version):
POKE 51795,0 ....... 1st item is the bomb
POKE 33311,7 ...... Cannon Ball appears at 4 doors' room


List of items
------------------
00 .... The Bomb
01 .... The Red Whale [useless]
02 .... The Teddy
03 .... The Bouncy Space Hopper
04 .... The Glove
05 .... The Radio [useless]
06 .... The Brick
07 ..... The Cannon Ball
08 .... [no item]
09 .... The Camera [useless]
10 ..... The Chocolate/Real Ten Pence
11 .... The Box Key
12 .... Pete's Book [useless]
13 .... [no item]
14 .... The Pop Gun is Empty/Loaded
15 .... The Pebbles
16 .... The Tennis Racquet
17 .... [no item]
18 ..... The Flag
19 .... The Torch is Broken/Working
20 .... [no item]
21 ..... The Cork
22 .... [no item]
23 .... The Honey Pot
24 .... The Coat of Arms [useless]
25 .... The Catapult is Empty/Loaded
26 .... The Rope
27 .... The Toy Caps
28 .... The Light Bulb
29 .... The Rubber Duck

POKE 36990,201 ......... Infinite Time
POKE 36934,x : 36936,x : 36937,x .... Set Time [x=48-57]

Example:
POKE 36934,49 : 36936,50 : 36937,51 .... Time = 1:23

(Spanish version)

POKE 40356,n .... Number of lifes (max 255)
POKE 39656,201 ; 39688,201 ... Infinite Lives (use both pokes)
POKE 36950,201 ......... Infinite Time
POKE 36932,x : 36934,x : 36935,x .... Set Time [x=48-57]

Example:
POKE 36932,48 : 36934,49 : 36935,51 .... Time = 0:13

(Mike_Myers - brand new tip!) 15193

POKE 33110, 201 = Partial Immunity
POKE 42403, 201 = Remove moving enemies

The immunity poke is more or less complete immunity for normal purposes, but I've called it partial as some of the "special" game screens are still effected but most moving objects are now safe.

The remove enemies also makes the game impossible, although it does kind of wreck the completion element of the game as you cannot get the "glove" (for instance) as there's nothing in that screen to play.

(Andy Ford - brand new tip!) 18781
Type-in hacks
10 CLEAR 65535
20 PRINT AT 9,3; "PLAY IN THE HERBERT MASTER TAPE"; AT 11,10; "FROM THE START"
30 RESTORE
40 FOR N = 23296 TO 23321: READ A: POKE N,A: NEXT N
50 DATA 221,033,000,000,017
60 DATA 017,000,175,055,205
70 DATA 086,005,221,033,224
80 DATA 252,017,063,002,062
90 DATA 255,055,206,086,005
100 DATA 201
110 RANDOMIZE USR 23296
120 POKE 65093,243: POKE 65100,190
130 FOR N = 65271 TO 65299: READ A: POKE N,A: NEXT N
140 DATA 017,128,091,033,254
150 DATA 083,026,174,203,164
160 DATA 174,203,228,018,043
170 DATA 019,123,254,154,032
180 DATA 241,062,048,050,213
190 DATA 202,195,148,091
200 RANDOMIZE USR 65093



Download this type-in hack in TAP format HERE (Keith Walker in Crash issue 19 , Page 68) 7847
Partial solutions
First of all get the box key and get the honey pot. Now go to the room that you
start off in and jump up on to the box. This will spring you up to where you can
exchange the honey pot for the teddy. Get the rope. Now with the rope and the teddy
go to the arcade room with the daleks in it. The teddy will go and open the right
hand side door; you can now go through this. Jump at the rope in the next room and
it should extend into a room with a rubber duck; collect this. Load the pop gun
(with the cork and the pop gun) and go to the castle. Exchange the pop gun for the
flag and with the rubber duck go to the seaside screen. You can now collect the
pebbles to load the catapult....

(J. Wankling in Crash issue 18 , Page 78) 7815

Now get the torch and the bulb; the torch is mended. Goto the dark room, and you
should now be able to see in this room. Shoot all the ducks and a couple of rolls of
caps should be dropped. Put these somewhere convenient. Get the A brick and the
chocolate lop and go to the screen with the till. Climb on top of the brick and walk
past the till with the chocolate 10p, this should now be exchanged for a real lOp.
With the 10p and the bomb go to the room with the 10p slot and jump at it. You will
now be in a Blitz game, and when this is completed you will receive a cannonball.
With this and the rolls of caps go to the room with the cannon and walk through it.
The cannonball will be launched and a hole in the wall will be made. Pass through
this hole and get the space hopper. Then go back up to get the tennis racket and put
the space hopper in a convenient place. Next go into the Breakout room and complete
the game.

Once the Breakout game is completed you should receive a glove. Get the space hopper
and with the glove go to Level 1 to the room with the hand guarding a door. You must
now jump into the room behind the hand (the hand will no longer harm you because you
have the glove). You will be in a room with Wally and Wilma at the top of an
escalator. As you have the space hopper you will be able to jump very high.This
means that you can now jump up and switch the escalator on and be reunited with Wally
and Wilma.

(Andrew Turner in Crash issue 20 , Page 68) 7876
Complete solutions
01) First of all get the box key and get the honey pot.

02) Now go to the room that the game starts in and jump up on to the box. This will spring you up
to where you can exchange the honey pot for the teddy.

03) Get the rope. Now with the rope and the teddy go to the arcade room with the daleks in it.

04) The teddy will go and open the right hand side door; you can now go through this. Jump at the
rope in the next room and it should extend into a room with a rubber duck; collect this.

05) Load the pop gun (with the cork) and goto the castle.

06) Exchange the pop gun for the flag and with the rubber duck go to the seaside screen. You can
now collect the pebbles to load the catapult.

07) Now get the torch and the bulb; this will mend the torch.

08) Go to the dark room with the bulb and this will enable you to see. Shoot all the ducks and a
couple of rolls of caps should be dropped. Put these somewhere convenient.

08) Get the A brick and the chocolate lOp and go to the screen with the till.

11) Climb on top of the brick and walk past the till with the chocolate 10p, this should now be
exchanged for a real 10p.

12) Take the 10p and the bomb and then go to the room with the 10p slot on the door and jump at it.
You will now be in a Blitz game, and when this is completed you will receive a cannonball.

13) With this and the rolls of caps go to the room with the cannon and walk through it. The
cannonball will be launched and a hole in the wall will be made.

14) Pass through this hole and get the space hopper.

15) Then go back upto get the tennis racket, put the space hopper in a convenient place.

16) Next go into the Breakout room and complete the game. Once the Breakout game is completed you
should receive a

17) Get the space hopper and with the glove to Level i where there is a room with a and guarding a
door. You must now jump into the room behind the hand (the hand will no longer harm you because you
have the glove).

18) You will be in a room with Wally and Wilma at the top of an escalator. As you have the space ho
p per you will be able to jump very high. This means that you can now jump up and switch the
escalator on and be reunited with Wally and Wilma to complete the game.


(Yes, I do know it jumps from 2 sets of 8 to 11. That's how it was in Crash. Gerard)

(J. Wankling in Crash Tips Special issue 27 , Page 21) 6030

Click HERE to download a recording of this game being completed,
viewable on an RZX-capable emulator.

Courtesy of the RZX Archive.



(Keith Rundle on the RZX Archive) 9864

Go to right [enter 4 doors' room].
Use shelf to reach door easier.
Enter breakout room and complete the game.
Change racquet by glove and get brick.
Go to lift (by planes' or worms' room), select 2nd floor and right door.

[you're on the 2nd floor]
Change brick by pop gun.
Jump to climb brick and pass through till to change the chocolate coin by a real coin.
Return to elevator.
Select 1st floor and right door.

[you're on 1st floor]
Go cellar and load gun.
Drop gun (you carry coin and cork).
Return to elevator.

[you're on 1st floor]
Go to left door.
Exit building.
Change cork by rope and enter (do this fast!) - (you carry rope and coin).
Return to elevator.
Select 3th floor and right door.

[you're in 3th floor]
Get box key (you drop coin) and return to elevator.
Select 1st floor and right door.

[you're in 1st floor]
Go cellar.
Get gun - you drop box key.
Go right.
Get coat of arms [this is an useless item] and drop rope.
Return to elevator.
Select 2nd floor and go to left door.

[you're in 2nd floor]
(Soldiers can't kill you)
Go to restaurant and get honey pot.
Return elevator (by castle's room).

[you're in 1st floor]
Go cellar and drop gun. (you carry key and honey pot).
Return to elevator.
Select 4th floor and right door.

[you're in 4th floor]
Go to starting room.
When you jump on box you'll reach top shelves.
Replace honey pot by teddy bear.
Go left door (use shelves - it's safer :) ).
Return to elevator.
Select 1st floor and right door.

[you're in 1st floor]
Go room that has a door with a glove, get rope.
Return to the floor.
Select 4th floor and right door.

[you're in 4th floor]
Go 4 doors room, go ladder, go right room, you enter a 'space invaders' room.
At tbe bottom of this room, the teddy is moving to the right, when it dissapears you can pass to right room.
When you're in the split room (left side), reach the rope and jump - It'll be longer.
Return to 4 doors room, get radio and glove, and return to planes' room (on your way to that room you can find several screens where you can recharge energy).
Climb rope - To do this, jump and then use left-right buttons repeteadly (it's like when you run 400m in Decathlon).
Change radio by BOMB.
Go to elevator.
Select 1st floor and right door.

[you're in 1st floor]
Go to glove room.
Drop glove in that room.
Go to lamps room.
Get light bulb.
Return to bedroom and repair the torch.
Drop torch.
Enter cellar and get pop gun (make sure it's 1st item, not 2nd).
Return to elevator.
Select 2nd floor and left room.

[you're in 2nd floor]
Enter castle.
Jump to get flag. (a fast look at restaurant if you know there's energy).
Return to elevator - using castle's room
Select 1st floor and right room.

[you're in 1st floor]
Go to lamps room.
Get bomb - you dropped it here.
Go cellar.
Drop bomb - box key must be 2nd item.
You're in the hardest room of the game: the pool.
Get duck and return (if you fall in the pool you'll appear at right side).
Return to elevator.
Select 4th floor and right room.

[you're in 4th floor]
Go to breakout room, and continue walking to the right.
Climb sandcastle and jump to get pebbles.
Return to elevator.
Select 1st floor and left room.

[you're in 1st floor]
Get catapult and load it with pebbles.
Return to elevator.
Go right door.

[you're in 1st floor]
Drop pebbles.
Get torch (you repaired it a long time ago).
Go cellar.
Continue moving to the left - but don't drop these items. This time you can see in dark room.
Kill the birds.
When you've finished, you can get the toy caps.
Go to right.
Get bomb.
Return to elevator.
Go left door.
Drop toy caps (you'll need it later).
Return to elevator.
Select 3rd floor and right door.

[you're in 3rd floor]
Get coin and return to elevator - when you carry bomb and coin.
Select 4th floor and right door.

[you're in 4th floor]
Go to 4 doors room.
Go to door with '10p' and enter another game.
In this game you've to demolish all the buildings.
If you hit one of them, you'll lose a life.
When you complete the game, change coin by cannon ball.
Return to elevator.
Select 1st floor and left door.
Get toy caps.
Return to elevator.
Select 3rd floor and left door.
Walk through the cannon and make a hole in the wall.
Go left.
You're at the right half of split room
Get bouncy space hopper.
Return to elevator.
Select 1st floor and right door.
Go to room that has a door with a glove.
Get glove.
Enter room.
With the space hopper, you can jump higher and reach the switch to turn on escalator.
Herbert meets with Wally and Wilma. *END*

Note: If you want to finish the game with the maximum score (101 jelly babies), get all useless items and enter elevator's hole. (to do this, return to elevator using a wrong door).

(Mike_Myers - brand new tip!) 14581





Brought to you courtesy of Gerard Sweeney and Nick Humphries
plus various other good eggs.

TT: 0 NQ: 3