PDF at http://www.the-tipshop.co.uk/tips/b/BackpackersGuideToTheUniverse/Backpackers-Fanzix2.0BPENG.pdf

Bug #1 - The MAIN bug 

The goal of the game is to collect 12 creatures in the labyrinth and carry them out to the START positon. After pick up a creature, it has only short life-time. All creature has one object what is important to keep them alive. These items extend the energy of creatures. 

The best way would be to collect object(s) before pick up a creature but unfortunately the program overwrites the energy at pick up point and loses the previous collected energy. That's why many creatures are absolutely uncollectable and the challenge is impossible. 

$9287,$7E 
$9288,$2E 
$9289,$4C 
$928A,$09 
$928B,$B6 
$928C,$77 ; main BUG repaired <<<<<< APPLIED

Bug #2 - the Backpack Retrieved bug 

If any creature is in the backpack after go back to START position (using purple EXIT key or pressing BREAK), all collected objects energy loose, the program overwrites theirs value to 0. It is a real problem, because if any object losts, the creature will die and the game is impoosible to finish. 

Repair this bug is complex and not necessary, just keep in mind to collect only those objects what are useful for the chosen creatures. 

Bug #3 - the GAME OVER bug 

The manual is declared the game is over if Ziggy uses more than 12 hours for the challenge or retrieves his backpack with living creatures 5 times. It is not true, the GAME OVER is only depends on time. The program checks the counter to 5 but that never achieve this concrete value due to some higher bits are used other signs. 

Repair this bug is not necessary. 

Bug #4 - the 256th visited room 

The visited rooms are counted between 2 runnings from START position. All 256 rooms visiting in one time will be printed "000". 

Repair this bug is not necessary, the visited rooms counter is a red herring. 

Bug #5 - the WELL DONE bug 

When the game is finished in 100 %, the labirint stays in open and there is no any congratulation. The manual refers to saving state is needed for the planned but never made Part 2 but it is not fair for players. 

Load these bytes from address $B183 

$CD,$FF,$B3,$3A,$DE,$9B,$FE,$64 
$C0,$21,$97,$B1,$CD,$FF,$B3,$AF 
$32,$7C,$79,$C9,$01,$05,$00,$30 
$40,$57,$45,$4C,$4C,$3C,$44,$4F 
$4E,$45,$FF 

and modify 

$9C3B, $83 
$9C3C, $B1 ; the game has perfect end <<<<< APPLIED

Bug #6 - the Spectrum 128K bug 

The code sheet is not working on 128K Spectrum. <<<<<< Code is already decrypted on 48K machine.

The game is decoded the entry algorithm with the first 908 bytes of ROM. Unfortunately the ROM is different in only 2 bytes on 128K machine both mode (128K or 48K) than the original 48K. It changes the program code but lucky in the accident it counts only different value than what can be found in code sheet. 

This can be solved by a little BASIC knowledge: 

MERGE "" and load the BASIC part 

Stop the tape 

Edit line 2: 
2 FOR x=0 TO 32: READ c: POKE 53724+x,c: NEXT x 

Edit line 4: 
4 CLEAR 65535: RANDOMIZE USR 53724 

Edit line 5: 
after the first "5" value data insert 175,50,120,92,50,121,92, 

5 DATA 17,119,28,221,33,0,64,55,62,255,205,86,5,175,50,120,92,50,121,92,17,134,163,221,33,122,92,55,62,255,205,86,5

then RUN 

and start the tape. 

After loading the correct enrty code is always 0A on all Spectrum machine (which has same ROM with original 48 or 128 machine, for example Spectrum +2). 

Bug #7 - a graphics bug 

After teleporting if the left button is pressed, looks Ziggy lost his backpack. Don't worry, it is only a small graphics bug. 

Bug #8 - Room colour bug 

The N10 room is cyan. It is not correct due to the door can open by green key. 

There are two choices: 

1; Look at the map, the correct colour is green. 

6575, $F5 and the room is good <<<<< APPLIED

2; Cyan colour is good, the key is wrong 

$7F39, $15 
$7F3D, $15 and the door can be opened by cyan key 

Some other rooms have colour bug but those are not important. 

Bug #9 - The red TNT position 

The red TNT is accessible only using the teleport with yellow crystal. 

This is a closed area with one way in (using yellow crystal) and one way out (using yellow zig-zag key). The door can be opened only inside. 

See the problem: 
Standing in the yellow teleport area. 
<--- before must be collected the yellow zig-zag key (A1) using cyan TNT 
<--- before must be collected cyan TNT (G8) using yellow cross key 
<--- before must be collected yellow cross key (G11) using red TNT 
<--- before must be collected red TNT (C3) but it is in the yellow teleport area. 

So going for the red TNT into the yellow teleport is a stuck point, just escape only by pressing BREAK what is add 1 hour punishment. 

Very rare time the red TNT jumped out from its place to the start point, just see later the Trick #4 (in the PDF. GS)f. 

Follows the Trick #2 (In the PDF. GS), the purple TNT is looks good instead of red TNT. Unfortunately due a complex problem finally must be BREAK at the first talisman, there is no way out (stuck point). 

On all ways (red TNT or purple TNT) the final step is pressing BREAK and loosing one hour. No chance to avoid it. 

(Pgyuri, Mzx - brand new tip!) 19987 