Wasteland(Apple IIe, PC) FAQ
version 1.5.0
by Andrew Schultz [email protected]

Please do not reproduce this FAQ for profit without my prior consent. However,
if you write a polite e-mail to me referring to me(and this FAQ) by name, then
I will probably say OK. But if I ignore you that means no--and I am bad about
answering e-mail. Sorry.

**** AD SPACE: ****
My home page: http://www.geocities.com/SoHo/Exhibit/2762

================================

           OUTLINE

 1. INTRODUCTION

   1-1. MY TAKE

   1-2. RESOURCES

 2. CONTROLS

   2-1. BASICS

   2-2. EXPEDITING EMULATION

   2-3. COMBAT MANEUVERS

 3. GETTING STARTED

 4. LOCATION AND MONSTER DETAIL

 5. NO-CHEATING WALKTHROUGH

   5-1. OK, A LITTLE FORESIGHT

   5-2. LOGICAL FLOW

 6. QUICK WALKTHROUGH

 7. OFFHAND COOL STUFF

   7-1. IN THE GAME

   7-2. FAKE PARAGRAPHS

 8. VERSIONS

 9. CREDITS

================================

 1. INTRODUCTION

   1-1. MY TAKE

 This isn't the only Wasteland guide out there, but I intended to make it the
most get-your-hands-dirty. I wanted to win without cheating(although I use a
little foreknowledge) and still cover all the important details, skipping
unimportant side quests in the walkthrough proper while still giving advice on
the side. I also wanted to

   1-2. RESOURCES

 Wasteland frequently tells you to read paragraph X when you talk to someone.
This document will make it so you don't need them, but they add a good deal to
the game. To read all the paragraphs, go to:
http://www.math.ttu.edu/~kesinger/wasteland/wstpara.html

 For a great resource site, try:
http://wasteland.rockdud.net/

 To see all the ranks, go to:
http://wasteland.rockdud.net/uground-con.html

 There's also a Yahoo! group, snake-squeezins, that discusses the game.

 2. CONTROLS

   2-1. BASICS

 Stand outside and hit ESCAPE a lot to heal up. It's cheaper than the doctor.

   2-2. EXPEDITING EMULATION

 Running through Wasteland isn't too bad if you know which side quests to
skip. Even building up your characters is expedient. If you're using an
emulator, then I recommend you crank it up to as fast as possible, as that
makes combats fly by.

 One of the major tricks you need to know, to play through dishonestly(or if
you play through and goof up a bit,) is how to switch/backup disks. If you want
to revisit a certain part of the game, have your disks for playing:

w1.dsk
w2.dsk
w3.dsk
w4.dsk

 Back them up to:

w1b.dsk
w2b.dsk
w3b.dsk
w4b.dsk

 The boot disk doesn't need to be backed up. You can get these Apple disk
images at ftp://ftp.apple.asimov.net and an Apple emulator at zophar.net.

 Replace the regular disks with the backups just before entering a new area,
when it says "insert disk X.' That will reset the area. Then put the originals
back in. You may also want to have a w1c.dsk with Base Cochise exposed although
you can just reset everything and go back through the sewers. I tend to bungle
this up every once in a while, so a good idea is to have GZIPped copies of
these disks that you can repeatedly de-extract.

   2-3. COMBAT MANEUVERS

 3. GETTING STARTED

 As it was something I discovered by accident, I wasn't surprised to find the
trick of creating characters, taking their guns, and ditching them to pile up
cash when I looked through other websites. Doing this a bit should help you get
an engine quickly--which is your first job.

 As for creating the characters you ultimately want, some attributes matter
more than others. I recommend first of all getting everyone's IQ at or over 15.
The talents should be spent as follows:

medic level 1
swim level 1
brawling level 1
pugilism level 1
perception level 1

 One person probably needs lockpick, but many other skills are one- or two-
offs. These others can be divided up later with one character taking each
remaining skill--although the way I play the game you don't need to worry about
weaponry. If you really want to push the envelope you can anticipate NPC's and
not worry about their skills(i.e. Metal Maniac has metallurgy.) But for
convenience--and if you want to break the bank--your first character should
have gambling.

 As for other attributes, the first character should have good luck. Strength
is also relatively important. Eventually improving agility/dexterity/speed will
help you against the very tough monsters, but right now it's best to build up
strength for quick knockouts of early monsters.

 4. LOCATION AND MONSTER DETAIL


 * LEGEND *


EXP = experience you get for shooting a monster. For beating it up, you get
double.
HP  = the monster's hit points.
RAN = the monester's range coefficient. The greater it is, the farther they can
attack you from. <10 means melee only, but otherwise multiply by 2 to see their
guns' approximate range.
AC  = monsters' armor class
MAX = maximum you'll find in random combat. This doesn't always jibe with fixed
combats, which I'll mention below the experience tables.
FLG = apparent bit flags I haven't figured out yet
OUT = outside icon(how they look before combat starts)
 1 = monster w/paws up
 2 = hunched over stick figure
 3 = standard NPC
 4 = robot with weird spacesuit
 5 = beefy chest oval head wiry arm/leg robot

 This was all reverse engineered through save states. I can't step through
assembly so I had to use experimental procedures. The monster info is stored in
8 bytes which as far as I can tell runs as follows:

HP = bytes 0 and 1 (lo/hi)
Range = byte 2
AC = byte 3
Max = hi nibble of byte 4)
EXP = (1 + lo nibble of byte 4) * HP
FLG = byte 5
OUT = byte 6
PIC = byte 7

 I suspect experience is doled out to your players as follows: 1000 for the
first level, 2000 for the next, etc.

                   Finster's Brain| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                      Night Terror|32000|32000|  1| 5|  1|  1|  2| 70|
                        Lie Spider|  700|  100|  1| 4|  1|  1|  1| 71|
                           Android|  120|   30| 25| 6|  1| 18|  4| 33|
              Psychopathic Android|  225|   45| 25| 8|  1| 18|  4| 33|
                Irwin John Finster|    6|    3|  1| 2|  1| 17|  5| 65|
                  Finster Sinister|  200|   40| 40| 6|  1| 22|  5| 65|
                    Finster Dexter|  200|   40| 40| 6|  1| 22|  5| 65|
                 Finster Leviathan| 1200| 1200|  1| 5|  1| 17|  5| 72|

 There aren't any random encounters in Finster's Brain, but the big one, the
Night Terror, can get you nearly unlimited levels-up if you switch disks, beat
him, radio in, switch disks before returning, etc. It takes some great brawling
and pugilism though. If you can beat the Night Terror(which you actually don't
have to) then you can take care of everyone else. You'll wind up fighting many
solitary monsters from Finster's psyche, and they're close enough to brawl to
death. Except Finster Sinister and Dexter--rest a bit before running at them.
If you get knocked unconscious, have your other party step outisde and rest a
good long while.

              Vegas Mushroom Cloud| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                         Meditator|   22|   22|  2| 1|  3|129|  3| 26|
                   Radiation Angel|  132|   33|  2| 2|  4|161|  3| 27|
                           Acolyte|   15|   15|  2| 1| 10| 97|  3| 23|
                   Temple Guardian|  330|   55| 15| 5|  2| 82|  3| 23|
                    Nuclear Techie|   15|   15|  1| 0|  2| 49|  3| 15|
                            Doctor|  450|   75|  2| 1|  1| 97|  3| 15|
                          Follower|    5|    5|  1| 1|  1| 97|  3| 26|
                        Worshipper|   20|   10|  1| 1|  1| 81|  3| 26|
                         Charmaine| 1524|  254| 30| 5|  1|  2|  3| 24|

 There are no random combats in the Temple of the Mushroom Cloud, but there's
a huge pile of enemies if you annoy Charmaine. You can also blow up the entry
door to fight a whole pile of Temple Guardians. You might want rather good
agility and strength and luck all around--and all seven character slots filled-
-before attempting this. They are nasty at close range even if you have a
Kevlar Vest. But the fight is worth ~33000 experience.

                           Spade's| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                             Drunk|   10|   10|  1| 1|  1|145|  3| 22|
                              Lady|   10|   10|  5| 2|  3|  2|  3| 57|
                               Man|   15|   15|  5| 2|  1|  2|  3| 22|
                        Card Shark|  225|   75| 50| 3|  1|  2|  3| 22|
                        Rich Dandy|  100|   50|  2| 2|  1| 65|  3| 22|
                      Roving Guard|  150|   75| 30| 4|  1|  6|  3| 20|
                       Casino Thug|   75|   75| 25| 5|  2|  6|  3| 20|
                      Guard Leader|  400|  100| 45| 5|  1|  6|  3| 20|
                         Young Man|   50|   50|  2| 1|  1| 49|  3| 12|
                       Young Woman|   40|   40|  2| 1|  1| 49|  3| 57|
                     Casino Worker|   55|   55|  2| 3|  1|113|  3| 20|
                           Barkeep|  325|   65| 35|15|  1|115|  3| 20|
                             Kutie|   50|   50| 65| 5|  1|  6|  3| 57|
                                Al|  400|  100| 45| 3|  1|  2|  3| 20|

 Spade's Casino is a great place to build up experience, and you can even pick
up a laser pistol in a back room or in the upper left in not so tough combats.
The monsters don't attack you back, except for the barkeep. The slot machines
are a ripoff, but you can slaughter all the enemies and there will still be
room for just one more player. Try to be in touch with several NPC's at once,
though, so your brawling rips them all.


                      Finster's L1| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                        Spawn Wolf|  150|   50|  2| 5|  6|161|  1| 61|
                    Rodento Grosso|   30|   30|  2| 5|  7| 97|  1| 61|
                    Spineback Puma|  350|   70|  3| 5|  4|  1|  1| 61|
                    Shadow Panther|  560|   80|  3| 9|  5| 65|  1| 61|
                  Carapaced Coyote|  360|   45|  2| 4|  9|129|  1| 61|
                  Humongous Coyote| 1800|  200|  4|10|  2|225|  1| 61|
                       Spawnmaster|  420|   60| 25| 6|  5| 38|  5| 77|
                Irwin John Finster|  900|  150| 30| 8|  0|  6|  5| 65|

 Finster is the only monster you'll see in the process of walking around the
modernized part. All the monsters appear in his fantasy version of the world.
What seem to be three levels with the elevator are glopped onto one map.


                         Ag Center| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                             Bunny|   20|   10|  1| 1|  4|  1|  1| 16|
                     Desert Lizard|   60|   30|  1| 1|  4|  1|  1| 54|
                               Rat|   30|   30|  1| 1|  4|  1|  1| 16|
                           Opossum|   32|   32|  1| 1|  4|  1|  1| 16|
                       Prairie Dog|   80|   40|  1| 1|  5|  1|  1| 16|
                             Harry|  240|   80|  1| 6|  1|  1|  1| 55|
                   Deranged Farmer|   10|   10| 15| 2|  1|  3|  3| 44|

 Low level characters with leather jackets can whip these by hand. You might
get knocked unconscious for a bit, but you can just break down doors with a
crowbard to leave the area, heal up and return.

              Ag Caves/Root Cellar| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                             Bunny|   40|   10|  1| 1|  4|  1|  1| 16|
                               Rat|   30|   30|  1| 1|  4|  1|  1| 16|
                            Possum|   64|   32|  1| 1|  4|  1|  1| 16|
                       Prairie Dog|   46|   23|  1| 1|  2|  1|  1| 16|



             Fat Freddy's/Jail/Axe| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                         Hired Gun|   90|   18| 18| 3|  0| 18|  3| 40|
                            Sniper|   80|   20| 15| 6|  0|  3|  3| 40|
                         Mercenary|   75|   25| 25| 4|  0| 19|  3| 40|
                         Bodyguard|  180|   30| 25| 4|  0| 50|  3| 40|
                      Casino Guard|   60|   20| 15| 3|  0|  2|  3| 20|
                           Gambler|   24|   12|  1| 1|  0| 33|  3| 22|
     Servant of the Mushroom Cloud|   45|   15|  1| 1|  1| 49|  3| 15|
                       Slicerdicer|  150|   30|  1| 3|  0| 81|  5| 39|
                            Insect|    1|    1|  1| 1|  0| 17|  1| 21|
                        Prostitute|   10|   10|  2| 2|  5|129|  3| 18|
                              Thug|   45|   15| 15| 3| 10|  2|  3| 20|
                        Fat Freddy|  320|   40| 25| 6|  0| 18|  3| 19|
                             Woman|   10|   10|  1| 1|  0|129|  3| 57|
                     Combat Hacker|  200|   50|  1| 5|  8|129|  5| 39|
                   Kesa the Beggar|  160|   40| 15| 5|  8|  6|  3| 26|
                          Covenant|   30|   30|  1| 1|  0|129|  3| 12|

 If you can beat Brygo, you can beat Freddy. In fact you'll have to since
Freddy double crosses you. Pretty much all the monsters here are easily
beatable. This is a conglomeration of the various small special buildings.


                           Brygo's| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                             Guard|  160|   40| 25| 3|  3|  6|  3| 40|
                           Lunatic|   15|   15|  1| 1| 10|161|  3| 26|
                       Faran Brygo|  400|   80| 30| 3|  1|166|  3| 28|

 If you aren't nice to Brygo, you're forced to run a gauntlet of sorts. I
haven't found any random combats here. You basically pick off guards one by one
as you loop around, and eventually Brygo is waiting for you near a far exit(you
can cop out and take an earlier one.)


                  Needles Downtown| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
1&2                            Jerk|   50|   25|  2| 2|  5| 49|  3| 38|
1&2                    Leather Jerk|   66|   33|  2| 4|  4| 81|  3| 38|
1&2                      Brass Jerk|   90|   45| 12| 4|  3|  2|  3| 60|
                       Jerk Leader|  150|   50| 12| 4|  1|  3|  3| 60|
                           Gambler|   34|   17|  3| 4|  1| 65|  3| 12|
 2                           Woman|  146|   73| 17| 6|  1|102|  3| 78|

 Jerks, Leather and Brass, are big here. I assume the gamblers are in the
Acapulco Club but I don't know how to get them cheesed off at you. I haven't
been able to find any Jerk Leaders.


                         Waste Pit| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                       Desert Tube|    1|    1|  1| 1| 10|  1|  1| 42|
                   Trash Slitherer|   10|    5|  5| 2|  5| 17|  1| 42|
                      Death Angler|   70|   35|  1| 3|  5| 49|  1| 42|
                        Waste Worm|   10|   10|  2| 1| 10|  1|  1| 42|
                         Pit Ghoul| 1020|  255|  3| 5|  1|129|  2|  7|

 Only the Pit Ghoul will give any sort of trouble. And it gives a lot. This is
a rare instance where one might want to use guns--going full auto for a bit is
a good idea.

                   Temple of Blood| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                    Silicon Sniper|  125|   25| 30| 3|  4| 38|  5|  9|
                            Hunter|  150|   30| 30| 5|  4|  6|  5|  9|
                            Killer|  200|   40| 30| 5|  4| 38|  5|  9|
                             Guard|   60|   20| 20| 3|  2| 18|  3| 60|
                       Executioner|   60|   20|  4| 2|  2| 17|  3|  5|
                              Hobo|   20|   20|  1| 2|  2|  1|  3| 46|

 Ralf the Hobo is an NPC and not really worth going after. He's guarded by
Executioners. Guards at the front carry some treasure, and you can avoid
combats in the hall up to the checkerboard by wearing robes.

             Under Temple of Blood| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                     Glowing Slime|   30|   10|  1| 1| 10| 97|  1| 42|
                            Sniper|  120|   30| 40| 4|  1| 36|  3| 60|
                             Guard|  120|   30| 12| 3| 10|  2|  3| 60|
                 Auto Laser Turret|  220|   20| 20| 6|  1|107|  5|  9|
                        Bloodbeast|  160|   40|  2| 2| 10| 97|  1| 49|
                      Blood Priest|  150|   30| 40| 3| 10|  6|  3| 43|

 You won't have to face the Auto Laser Turret unless you set its trap off--and
that would be nearly on purpose. I haven't fought a glowing slime but assume
it's in the pool area. Snipers guard the outer wall of the building, and
guard/bloodbeast groups are inside. The Blood Priest features in the final
battle with many guards/bloodbeasts.

                    Ugly's Hideout| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                          Marksman|   32|   16| 16| 3|  1|  3|  3| 44|
                            Gunman|   12|   12| 10| 2|  3| 50|  3| 44|
                           Bouncer|   28|   14|  1| 2|  4| 17|  3| 38|
                         Pistolero|   10|   10| 15| 2|  4|  2|  3| 44|
                             Guard|   40|   20| 20| 3|  4|  2|  3| 44|
                            Coydog|   20|   20|  1| 3|  4|  1|  1| 49|
                        Widowmaker|   32|   16| 14| 3|  1|  2|  3| 60|
                         Ugly John|   90|   30| 18| 3|  1|  2|  3| 48|
                           Felicia|    6|    6|  1| 1|  1|  1|  3| 58|
                               Ace|   15|   15|  1| 2|  1|  1|  3| 12|

 Lots of shooters guard the hideout, but you can avoid most of them by running
straight down to the three doors where the action is. Ace is hidden downstairs,
but if you let the bomb explode on Felicia you won't even get to see her as an
NPC. Ugly's a minor nuisance but you can get rid of him with a bargain if you
want.


                        Courthouse| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                           Marksma|   32|   16| 16| 3|  1|  3|  3| 60|
                             Gunma|   12|   12| 10| 2|  3| 50|  3| 60|
                            Knifer|   28|   14|  1| 2|  4| 17|  3|  5|
                         Pistolero|   10|   10| 15| 2|  4|  2|  3| 44|
                            Coydog|   20|   20|  1| 3|  4|  1|  1| 49|
                              Huey|   32|   16| 14| 3|  1|  2|  3| 47|
                             Dewey|   32|   16| 14| 3|  1|  2|  3| 47|
                             Louie|   32|   16| 14| 3|  1|  2|  3| 47|
                      Mayor Pedros|   28|   14|  1| 2|  4| 17|  3| 12|
                           Citrine|   28|   14|  1| 2|  4| 17|  3| 12|
                    Wacko Prisoner|   40|   20|  1| 2|  4| 17|  3|  5|

 You shouldn't have to fight Louie if you're stealthy. Huey and Dewey are in a
room in back of him. Citrine is actually 'Dan Citrine' and the Wacko Prisoner
is off in a cell. No-one particularly tough here.


                    Stagecoach Inn| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                             Gunma|   32|   16| 16| 3|  1|  2|  3| 44|
                         Outlander|   12|   12| 15| 2|  3| 50|  3| 50|
                         Cutthroat|   28|   14|  1| 2|  4| 17|  3| 38|
                            Spiker|   10|   10|  1| 2|  4|  1|  3|  5|
                        Rottweiler|   20|   20|  1| 3|  4|  1|  1| 49|
                            Squint|   40|   20| 16| 2|  1| 34|  3| 50|
                             Clerk|   10|   10| 14| 2|  1|  2|  3| 12|
                           Mongrel|   17|   17|  1| 2|  4|  1|  1| 49|
                          Mulefoot|   45|   15|  1| 2|  1|  1|  3| 38|
                            Laurie|   20|   10| 16| 3|  1|  2|  3| 58|
                       Housekeeper|   16|   16|  1| 1|  3| 33|  3| 58|
                               Bum|   15|   15|  1| 2|  4|  1|  3| 46|
                            Madman|   32|   16| 14| 3|  1|  3|  3| 50|

 I was able to pummel everyone here pretty quickly. There are no random
combats here, but if you start breaking into rooms you'll find that the
residents don't like you for that. It's not really worth the experience, and
few rooms are worth the treasure...except housecleaning in back. You have to
provoke the clerk by climbing over the counter.

                       Scott's Bar| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                            Ozoner|   32|   16| 16| 2|  1|  2|  3| 50|
                            Outlaw|   12|   12| 15| 2|  4| 50|  3| 50|
                         New Waver|   28|   14|  1| 2|  2| 17|  3|  5|
                            Punker|   10|   10|  1| 2|  4|  1|  3|  5|
                           Bouncer|   40|   20|  1| 2|  2|  1|  3| 38|

 No-one here is particularly tough--not even the bouncers, who only confront
you if you try to climb onto the stage.


                           Needles| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                          Sand Bum|   10|   10|  1| 1|  4| 49|  3| 46|
                      Desert Nomad|   11|   11|  1| 1|  4| 49|  3| 38|
                         Lost Soul|   25|   25|  1| 1|  1| 49|  2|  7|
                              Jerk|   50|   25|  1| 2|  1| 49|  3| 38|
                      Leather Jerk|   66|   33|  1| 4|  1| 49|  3| 38|
                        Brass Jerk|   90|   45| 12| 4|  1|  2|  3| 60|

 Jerks and Leather Jerks actually are tougher than Brass Jerks. You will
probably need Bullet Proof Shirts to deal with them.

                         Rail Camp| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                       Dire Coyote|   45|   15|  2| 2|  5|  1|  1| 10|
                        Nuke Pooch|  200|   50|  1| 2|  3|  1|  1| 10|
                      Gila Monitor|  240|   60|  1| 1|  3|  1|  1| 54|
                       Rail Raider|   75|   25|  1| 3|  5|  1|  3| 44|
                       Rail Raider|   75|   25| 18| 3|  3|  2|  3|  6|
                        Rail Thief|   60|   20|  1| 1|  5|  1|  3| 44|
                       Topekan Man|   60|   20|  1| 2|  5|  1|  3| 44|
                     Topekan Woman|   15|   15|  1| 1|  5|  1|  3| 13|
                     Topekan Child|   10|   10|  1| 1|  5|  1|  3| 56|
                     Topekan Elder|   15|   15|  1| 1|  5|  1|  3| 44|
                       Baby Topeka|    5|    5| 25| 1|  1| 18|  3| 56|

 You'll need some armor and good weapons(crowbar definitely) to hang with the
Nuke Pooches and Gila Monitors, which are good value for their experiences.
Note the two types of Rail Raiders--one actually shoots.

 The Topekans don't randomly appear anywhere except in the fixed combat in the
tent. An interesting finesse there is to run over the bags of loot to give
yourself an extra turn. The game will ask who wants loot and you can just pass
it off.

                    Savage Village| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                               Dog|   10|    5|  1| 1|  6|209|  1| 10|
                          Pack Rat|   15|   15|  1| 2| 10|161|  1| 16|
                       Desert Scav|   20|   20| 23| 3| 10| 50|  3| 44|
                         Reclaimer|   90|   30| 24| 4|  5|  6|  3|  6|
                             Woman|    7|    7|  1| 1|  3|161|  3| 13|
                               Kid|    3|    3|  1| 0|  5|193|  3| 56|
                       Junk Master|  250|   50| 27| 5|  1| 86|  3|  6|
                            Lizard|    1|    1|  1| 0|  5|193|  3| 54|

*******************************
* MAP OF SLEEPER BASE LEVEL 1 *
*******************************

XXXXXXXXXXXXX,,,XXXXXXXXXXXXXXXX
X.;;.;..;...X...X.#....X;......X
X..;.;.;....X...X......X.;.....X
X..;........X...X......X.......X
X;;.........X...X......X.....;.X
X...........X...X......P.......X
X...........X...X......X.......X
X...........X...X......X.......X
X...........X...X......X.......X
X...........X...X......X.......X
XXXXXPXXXXXXX...X$XXXXXXXXXPXXXX
X..............................X
X..............................X
X...XX.XX.XX.XX.XX.XX.XX.XX.XX.X
X...X...X..X..X..X..X..X..X..X.X
X...X...X..X..X..X.;X..X..X..X.X
X...XXXXXXXXXXXXXXXXXXXXXXXXXX.X
X..............................X
X..............................X
X...X.XX.XX.XX.XX.XX.XX.XXX.XX.X
X...X..X..X..X..X..X..X..X...X.X
X...X.;X..X..X..X.;X..X.;X...X.X
X...XXXXXXXXXXXXXXXXXXXXXXXXXX.X
X..............................X
XXXXXXXX.XXXXXXXXXXXXXXXXXXPXXXX
XXXXXXXX.XXX..............X.XXXX
X..........X.......XXXXXXXX.XXXX
XXX........X.......X.;.........X
XHX........XX......X....;......X
X.X.........X......X...........X
X..........XX......X.=.........X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

*******************************
* MAP OF SLEEPER BASE LEVEL 2 *
*******************************

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X......X......$..X.h=....#X&&&&X
X......X.........X#......#X&&&&X
X......Xh........X#......#X...%X
X......X#.......#X........X....X
X......X#.......#X........X....X
X......X#......##X##......X....X
X......XXXXXXPXXXXXXPXXXXXXXPXXX
X......X.......................X
X......P.......................X
XXXXXXXX.XXXXXXXXX..XXXXXXX.XPXX
X..XXXXX.X.......X..X.....X.X.#X
X.hX###X.X.......X..X.....X.X..X
X+XX...X.X.......X..X**...X.X..X
X......P.........X..P.*...X.X..X
X......X.X.......!..X**...X.X.#X
X......X.X.......X..X.....X.X..X
XXXXXXXX.XXXXXXXXX..XXXXXXX.X.#X
XXXX.X.X.X.--.--.X..X.....X.X#.X
X##X...X.X.......X..X.....X.XXXX
X..XX+XX.X.--.--.X..P.....X....X
X......P.P.......X..X...%&X....X
X......X.X.--.--.X..X...&&X....X
XXXXXXXX.XXXXXXXXXXXXXXXXXXXXXPX
X......X.X.........XXXXXXXXXXX.X
XXXXXXXXPXX........X...........X
X.........X........X...........X
XXX.......X........X.%..%..%..%X
XHX.......X........XvXXvXXvXXvXX
X.X.......X........X.XX.XX.XX.XX
X.........X........X@XX@XX@XX@XX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

*******************************
* MAP OF SLEEPER BASE LEVEL 2 *
*******************************

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X%......X......X.X.....X&&&*...X
X.......X......X.X.....X&&&*...X
X.......X......X.X.....X&&&*...X
XXXPXXXXX......X.X.....X****...X
X.......X......X.X.....X...%...X
X.......X......X.X.....X.......X
X.......X......XXX.....XXXXXX.XX
X.......X...................XPXX
X.......XXXXXXXXXXXXXXXXXXXXX.XX
X.......P......................X
XXXXXXXXX......................X
X.......X..XXXXXXXXXXXXXXXXXX..X
X.......P..X................X..X
X.......X..X................X..X
X.......X..XXXXXXXXXXXXXXXXXX..X
XXXXXXXXX......................X
X......X.......................X
X......P........XXXXXPXXXXXPXXXX
X......X........X.........X....X
X#.....X........X..X......XXoX.X
X......X.XXXXXXXXh=X......XXvX.X
X......X.X......XXXXXXXXXXXXvX.X
XXXXXXXX.X.............X X.XXXXX
X......X.X.............X X.....X
XXXXXXXXPX.........XXXXX XXXXXXX
X........X.........X=P.X////// X
XXX......X.........XXX.XXXXXXXPX
XHX......X.........X...X.....X X
X.X......X.........X...X.....X/X
X........X.........X.........P X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

                        Sleeper B1| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                       Mailed Wolf|  200|   40|  2| 5|  5|129|  1| 61|
                         Iron Wolf|  200|  100|  3| 7|  3|193|  1| 61|
                            Warbot|  160|   80| 20| 5|  1|  2|  5| 62|
                 Large Scorparundi|  200|  100|  4| 5|  5|145|  1| 71|

 The combats here are pretty set; burst into a room and the bad guys attack
you. Nothing tough about any of these, but find one and you know they're
guarding something valuable.

                        Sleeper B3| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                Turbo Meson Cannon| 1600|  200| 30| 8|  1|  7|  5| 73|
                   Master Cylinder|  500|  100| 20| 6|  3|  6|  5| 77|
                   Titanium Clawer|  280|   70|  7| 8|  5|209|  5| 14|

 These three monsters are all lumped together past an annoying sequence where
you need one player to depart and turn energy fields on/off as the rest of your
party walks through a corridor. The Turbo Meson Cannon will 'see' you once you
get through the final door. Flee up and move left and then down to get close
without being damaged. Then run in. Kill it and flee up to hack at the other
monsters. You're probably healed up, but just be sure about it...or better yet,
get the Secpass B to get the pseudo-chitin armor before tackling this.

                             Mines| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                           Rad Rat|    5|    5|  1| 1| 10|  1|  1| 16|
                      Cave Critter|    2|    2|  1| 0| 10| 33|  1| 16|
                 Slithering Lizard|   25|   25|  2| 2| 10|  1|  1| 54|
                     Naked Molerat|   10|   10|  2| 1| 10| 17|  1| 16|
                 Blind Minecrawler|   20|   20|  1| 2|  5| 49|  1| 54|
                     Tunnel Lizard|  120|   40|  1| 4|  3| 33|  1| 54|
                      Shaft Slider|  120|   60|  1| 5|  2| 49|  1| 54|
                        Shadowclaw|  400|  100|  2| 6|  1|  1|  1| 54|
                     Rubble Fanger|   60|   30|  1| 3|  6| 17|  1| 54|
                        Dark Viper|   16|    8|  1| 2|  3|  1|  1| 54|
                     Little Person|   15|   15| 15| 2| 10|  2|  1| 56|
                     Undergrounder|   20|   20| 20| 3|  5|  2|  1| 56|
                             Drool|   30|   10|  2| 2|  5|  1|  1| 17|
                             Gecko|  200|   50|  2| 4|  5| 17|  1| 54|
                             Skink|  300|   75|  2| 4|  4| 17|  1| 54|
                      Shell Cougar|  750|  150|  2| 5|  2| 17|  1| 10|
                              Scav|   45|   15| 15| 1|  1| 50|  3| 44|
                         Glowviper|   50|   50|  2| 3|  2| 65|  1| 54|

**************
* QUARTZ MAP *
**************

.........#########.............
.||.....,#^##^##^#||.....*.###.
##|+---------------O|,......#^#.
#<|O-------+ ------+|...!...++..
##||.......||####v#||.......||..
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,||,...!.........!.............
...............................

                    Quartz outside| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                        Biker Scum|   10|   10|  1| 1|  4|  1|  3| 38|
                       Rib Cracker|   11|   11|  1| 1|  4|  1|  3| 38|
                         Cutthroat|   13|   13|  1| 1|  4|  1|  3| 38|
                      Leather Thug|   20|   10|  1| 1|  4|  1|  3| 38|
                          Deserter|   20|   10| 10| 1|  4|  2|  3| 50|
                            Gunsel|   26|   13| 12| 1|  3|  2|  3| 44|
                            Gunman|   45|   15| 14| 1|  3|  2|  3| 44|
                    Shambler Ghoul|   40|   20|  1| 1|  2|  1|  2|  7|

 Quartz isn't a particularly rough place, and none of these monsters are
really tough. Shambler Ghouls appear only in the lower right graveyard.


*****************
* MAP OF DARWIN *
*****************

..| |..........................
---+  --------------------------
---  +--------- +---------  +---
###| |......#v#||XX...##v#| |XXX
##<| |......>##||XX...####| |XXX
###| |####..###||.......XX| |XXX
..| |###<.....||.XX.XX.XX| |XXX
XXX| |####.....||.XX.XX...| |...
XXX|  ---------+ ---------+ |...
XXX| +--------- +---------  |XXX
..| |#v###....||.....##v#| |XXX
..| |#####....||.....####| |XXX
---+ |XXX.....*  *........|  ---
---  |XXX.....*  *....XXXX| +---
..| |......***  ***..XXXX| |...

                            Darwin| EXP |  HP |RAN|AC|MAX|FLG|OUT|COM|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                   Spineless Ghoul|  150|   30|  2| 5| 10|  1|  2| 70|
                    Night Screamer|  175|   35|  1| 4| 10| 49|  2| 70|
                       Desert Scum|  100|   25| 30| 5| 10| 54|  3| 68|
                            Bandit|   90|   30| 15| 5| 10|  6|  3| 68|
                        Biker Thug|   99|   33| 25| 4| 10| 50|  3| 68|
                    Base Policeman|  258|   43| 35| 4| 10| 54|  3| 45|
                             Towny|   10|   10|  8| 2| 10| 54|  3| 69|
                     Mad Dog Fargo|   10|   10|  8| 2| 10| 54|  3| 69|
                      Metal Maniac|   10|   10|  8| 2| 10| 54|  3| 69|

 Darwin is a good place to rest up to pick up experience. Many of the monsters
like to appear from 30 to 42 feet, but you can be judicious and hide in a
corner so that they'll never be more than two away. The night screamers and
spineless ghouls are particularly attractive opponents, as they appear at 10'.
Base Policemen give the best experience especially once your armor is 6. But
for new players the long range attackers(biker thugs, bandits and desert scum)
can be very damaging. They'll mow you down if you've got rad suits and chip
away at Kevlar suits. So before buying great new armor there, heal up all the
way first.

*****************
* MAP OF SEWERS *
*****************

XXXXXXXX*XXXXXXXXXXXDXXX******XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X       **XXXXXXX.X......X.....X X..........X...........~.~.....X
*       *XXXXXXXX.O....*.*.....X X..........X......X....~~X.....X
*  ~~~  XXXXXXXXX.*....*.*.X...X XXXXX......O......X......X.....X
*  ~~~  XXXXXXXXX.X....X...X...X X.....XXXXXX......X......XXXXXXX
*  ~~~  XXXXXXXXX.*X*.*XXXXX.*XX X.....XXXXXXXXXXXXX..XXXXXXXXXXX
*  ~~~  **XXXXXXXX*.....X......X ~~~~~~~~~~XXXXXXXXX~~~~~~~~~~~~~
X  ~~~  **XXXXXXX...X.....*....X ~~~~~~~~~~XXXXXXXXX~~~~~~~XXXXXX
X  ~~~  XXXXXXXXX~~!X!~~X***XXXX ~~~~~~~~~~XXXXXXXXX~~~~~~~XXXXXX
X       XXXXXXXXX~~~X~~~XXXXXXX~ XXXXXXXXXXXXXXXXXXXXXXXX..XXXXXX
X       *XXXXXXXX~~~~~~~~~~~~~~~ X........X.............X...O...X
*XXXXXX***X*XXXXX~~~X~~~*XX****~ X........X.......XX.X..X...XXXXX
*XXXXXX*****XXXXX...*...*XXXXX** X........XXXX...XXXXX..X.......X
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                   Sewers part 1&2| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
1&2                       Tronodile|  350|   50|  1| 8|  4| 49|  4|  4|
1&2                           Tazel|   75|   15| 20| 3|  1| 54|  4| 35|
1                  Turbo Cybertrike|  245|   35| 20| 5|  1| 34|  4| 35|
1                        Cybertrike|  100|   20| 20| 4|  6| 50|  4| 35|
2                     Clawer Leader|  245|   35| 20| 5|  1| 34|  4| 35|
1&2                   Clawer Leader|  280|   35|  2| 7|  1| 49|  4|  4|
2                           Clawman|  100|   20| 20| 4|  6| 50|  4| 35|
1&2                         Clawman|  210|   30|  2| 6|  6| 49|  4|  4|
1&2                          Cyclon|  350|   50|  3| 7|  6| 33|  4|  4|
                           Centron|  455|   65|  2| 8|  3| 33|  4|  4|
1              Centron Deluxe Model|  455|   65| 20| 8|  3| 38|  4| 35|
2          New and Improved Centron|  455|   65| 20| 8|  3| 38|  4| 35|
1&2                    Tronnosaurus| 1400|  200|  6|10|  1|193|  4| 34|
1&2                          Cyborg|  700|  100| 20| 6|  3| 38|  4| 34|
1&2                         Hexborg| 1050|  150| 25|10|  1| 22|  4| 34|
1&2                Boa Tronstrictor|  560|   80|  1| 8|  1| 17|  4|  4|

 You should be able to beat all the random monsters in hand to hand combat.
However, there are a couple of nasty Tronnosaurus and Hexborg fights.
Thankfully there's only one of each, but cyborgs are a different matter.
Centron Deluxe Models are also tough fixed fights but everything else is more
manageable. Tazels are annoying to run at. Note the slightly weaker monsters
with the same titles in area 2, and the Centrons that change name from 1 to 2.


                    Citadel part 1| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                   Brother Raphael|  120|   20| 30| 7|  1|  6|  3| 31|
                 Brother Donatello|  120|   20| 30| 7|  1|  6|  3| 31|
                   Brother Phillip|  420|   30| 30|11|  1|  6|  3| 32|
                   Brother Juaquin|  175|   25| 30| 8|  1|  6|  3| 32|
                    Brother Thomas|  175|   25| 30| 8|  1|  6|  3| 32|
                     Brother Lucas|  360|   30| 30|10|  1|  6|  3| 32|
                   Brother Goliath|  588|   42|  7| 6|  1|209|  3| 31|
                  Sister Theodosia|  180|   20| 30|10|  1| 38|  3| 29|
                   Sister Lucretia|  180|   20| 30|10|  1| 38|  3| 30|
                     Sister Ursula|  270|   30| 30|10|  1|  6|  3| 29|
                   Brother Anthony|  180|   20| 30| 6|  1|  6|  3| 31|
                     Brother Boris|  225|   25| 30| 8|  1| 54|  3| 32|
                    Brother Nathan|  270|   30| 30|10|  1|  6|  3| 31|
                     Brother David|  360|   40| 30|10|  1| 54|  3| 31|
                     Brother Akira|  360|   40| 30|10|  1| 38|  3| 32|
                       Sister Jade|  180|   20| 30|10|  1|  6|  3| 30|
                     Sister Isolde|  270|   30| 30| 8|  1| 70|  3| 30|
                     Brother Diego|  650|   50| 40|10|  1| 38|  3| 31|
                    Brother Donald|  220|   20| 30|10|  1|  6|  3| 31|
                      Sister Marie|  250|   25| 30|10|  1|  6|  3| 30|
                    Brother George|  360|   60| 30|10|  1|  6|  3| 31|
                      Sister Grace|  165|   15| 30| 8|  1|  6|  3| 29|
                      Sister Wrath| 1300|  100|  3|12|  1|161|  3| 25|
                    Brother Austin|  840|   60|  3|14|  1|161|  3| 31|
                 Brother Frederick|  330|   30| 30|10|  1|  6|  3| 31|
                 Brother Broderick|  330|   30| 30|10|  1|  6|  3| 32|
                   Brother Dominic|  330|   30| 30|10|  1|  6|  3| 31|
                      Brother Greg|  330|   30| 30|10|  1|  6|  3| 32|
                      Brother Weez|  300|   30| 30| 8|  1|  6|  3| 32|
                    Brother Joseph|  385|   35| 30|10|  1|  6|  3| 31|
                     Brother James|  840|   60| 30|11|  1| 70|  3| 31|
                   Brother Kenneth|  440|   40| 30|12|  1|  6|  3| 32|
                    Brother Robert|  220|   20| 30|10|  1| 38|  3| 32|
                      Brother Carl|  275|   25| 30|10|  1| 38|  3| 32|
                   Brother Richard|  240|   20| 30|11|  1| 54|  3| 31|
                       Sister June|  405|   45| 30|10|  1|  6|  3| 29|
                        Sister May|  405|   45| 30|11|  1| 38|  3| 30|
                      Sister April|  405|   45| 30|10|  1| 70|  3| 29|


                    Citadel part 2| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                   Warden Nicholas|  400|   40| 30|11|  1|  6|  3| 23|
                    Jailer Corbett|  350|   35| 30|11|  1|  6|  3| 23|
                    Jailer Patrick|  350|   35| 30|11|  1|  6|  3| 23|
                    Brother Andrew|  400|   40| 30|10|  1|  6|  3| 32|
                      Brother Mark|  420|   35| 30|11|  1|  6|  3| 32|
                   Brother Matthew|  420|   35| 30|11|  1|  6|  3| 31|
                     Warden Jethro|  980|   70|  2|12|  1|113|  3| 23|
                      Master Bruce|   20|   20|  2| 3|  1|129|  3| 23|
                 Mistress Jennifer|   20|   20|  2| 4|  1|129|  3| 25|
                       Monk Petall| 1040|   80|  3|12|  1|113|  3| 15|
                        Monk Johan|  520|   40|  2|12|  1|129|  3| 15|
                     Mistress Krys|  770|   70| 30|12|  1| 54|  3| 25|
                         Monk Russ|  390|   30| 30|12|  1|  6|  3| 15|
                      Master Imaro|  520|   40| 30|11|  1| 38|  3| 23|
                    Mistress Kerin|  440|   40| 30|11|  1| 38|  3| 25|
                     Adept Roxanne|  385|   35| 30|10|  1|  6|  3| 25|
                     Adept Mandisa|  440|   40| 30|12|  1|  6|  3| 25|
                   Priestess Elexa|  550|   50| 40| 8|  1|  6|  3| 25|
                      Sister Faith|  150|   30| 30| 9|  1| 34|  3| 30|
                    Cardinal Scott|  840|   60| 40|13|  1|  6|  3| 23|
                       Master Ciro|  550|   50| 30|12|  1|  6|  3| 23|
                        Adept Kate|  330|   30| 30|10|  1|  6|  3| 25|
                     Brother Nuris|  385|   35|  3|10|  1|161|  3| 31|
                    Master Griffin|  660|   55| 30|12|  1|214|  3| 23|
                      Sister Tracy|  440|   40| 30|11|  1|  6|  3| 29|
                       Adept Alina|  330|   30| 30|11|  1|  6|  3| 25|
                      Master Tomas|  480|   60| 30|14|  1|  6|  3| 23|
                      Brother Dick|  240|   30| 30|10|  1|  6|  3| 32|
                    Brother Harold|  180|   30| 30|10|  1|  6|  3| 32|
                        Master Paz|  480|   60| 30|12|  1|  6|  3| 23|
                   Brother Jackson|  180|   30| 30|10|  1| 66|  3| 31|
                     Brother Nobel|  180|   30| 30|10|  1|  2|  3| 31|
                           Redhawk|  180|   30| 30|10|  1|  2|  3| 26|


                    Citadel part 3| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                      Master Dalis|  480|   40| 30|12|  1|  6|  3| 23|
                       Adept Flora|  400|   40| 30|12|  1| 38|  3| 25|
                      Adept Nadine|  520|   40| 30|12|  1|  6|  3| 25|
                    Sister Phaedra|  520|   40| 30|12|  1|  6|  3| 30|
                        Adept Tara|  600|   50| 30|13|  1|  6|  3| 25|
                     Sister Violet|  480|   40| 30|12|  1| 86|  3| 29|
                   Mistress Ginger|  560|   40| 30|12|  1| 54|  3| 25|
                  Mistress Zenobia|  440|   40| 30|13|  1|  6|  3| 25|
                    Cardinal Chano|  520|   40| 30|12|  1| 38|  3| 23|
                    Brother Darren|  650|   50| 30|12|  1| 54|  3| 32|
                    Brother Harper|  520|   40| 30|12|  1| 38|  3| 31|
                      Brother Jude|  630|   45| 30|12|  1| 54|  3| 32|
                              Weez|  520|   40| 30|12|  1| 54|  3| 15|
                        Adept Dale|  520|   40| 30|13|  1| 38|  3| 25|

 The bad guys here are very tough, with some appearing 90 feet away, and
you'll want to use only characters with 14 armor(ie make sure you unlocked the
vault) to run at them. Leave the others behind as they'll get seriously injured
and their conditions will slip during battle.

****************
* MAP OF VEGAS *
****************

...!....!..../  /...!!.....\  \!............!.....!!..!........
--------------  ,------------  ,--------------------------------
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 * LEGEND *

(completed later)
1-3 = level of warriod patrols
0   = droids(chopter/slicerdicer/sniperdroid)
4   = cyborg commandos
5   = scorpitron
6   = gundroids
7   = warroids 1-3
8   = warroids 1-2
:   = humans
$   = treasure on old golf course
@   = land mine
HOS = hospital
^v<>= entry
!   = cactus
@   = bomb
~   = water
r   = RadAngel
BRY = Brygo's
lower case=can walk through it


                         Las Vegas| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                       Slicerdicer|  150|   30|  3| 3| 10| 81|  5| 39|
                              Thug|   45|   15| 15| 3|  4|  2|  3| 40|
                         Scavenger|   16|    8|  8| 1|  4| 82|  3| 40|
                           Chopter|   20|   10|  2| 2|  8| 81|  5| 39|
                       Sniperdroid|   60|   20| 15| 3|  8| 34|  5| 41|
                    Warroid Mark 1|  200|   50| 15| 5|  8|  3|  5| 41|
                    Warroid Mark 2|  450|   75| 18| 7|  4|  3|  5| 41|
                    Warroid Mark 3|  960|  120| 25| 8|  2|  3|  5| 41|
                        Scorpitron| 2200|  200| 35| 9|  1|  6|  5| 36|
                          Gundroid|  300|   50| 25| 3|  5| 38|  4| 35|
                   Cyborg Commando|  200|   50| 30| 6|  5| 38|  4| 35|
                          RadAngel|  120|   40| 20| 6|  0|  3|  3| 27|

 Slicerdicer/Chopter/Sniperdroid patrols are the norm as are Warroids of
various marks. The Scorpitron is at an intersection of three streets, and
Gundroids and Cyborg Commandos are tucked away. RadAngel guards the Church of
the Mushroom Cloud. Random encounters are mostly thugs and scavengers, but any
one brand of warroid or the three machines mentioned above may appear as an
individual group. Slicerdicers are nasty for AC<6 as they have many attacks and
can put you down forever. But otherwise they're easy. The combat frequency is
not great, though, and there are too many cheap battles to use Vegas as a
stomping ground to build experience.

****************************
* BASE COCHISE LEVEL 1 MAP *
****************************

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  ....x......XXDDXX..,xXX,..
 . ..........T...*.....X,...
  .............*.......x...
    ...................,...
  ...........................
 ..T......  ...........xXXx,,.
  ......     .................
 ........    ..... ..........
  ......      ...    .......
   ...         .       ....

                        Cochise L1| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                   Titanium Clawer|  630|   70|  3|12| 10|129|  5| 64|
                  Vanadium Vulture|  720|   80|  2|17| 10| 65|  5| 74|
                           Chopter|  540|   60|  0|12| 10|  6|  5| 67|
                      Steel Reaver| 1600|  160| 30|12|  7|  6|  5| 67|
                    Silicon Sniper|  750|   75| 30|13|  7| 38|  5| 67|
                  Silver Strangler|  750|   75|  1|13|  7|193|  5| 14|
              VTOL Auto-fire Robot| 1080|  135| 30|13| 10| 86|  5| 62|
                 Threshing Crawler| 1880|  235|  3|17|  1| 81|  5| 64|
                 Laser Pod Blaster| 2200|  200| 40|15|  1| 38|  5| 77|
                Plasma Constrictor| 2750|  250|  3|18|  4| 65|  5| 64|
                 Laser Hypermortar| 3850|  350| 30|10|  1| 86|  5| 77|
   Stainless Steel Flechette rifle| 1500|  150| 30|10|  7| 38|  5| 62|
          Mk 10 Turbo Meson Cannon| 1500|  150| 30|12|  3| 54|  5| 73|
                 7mm Vulcan Cannon| 1000|  100| 30|14|  3| 54|  5| 73|
         Life-seeking Flamethrower|  800|   80| 30|15|  3| 86|  5| 73|
    Sonar-targetted Proton Carbine|  900|   90| 30|12|  3| 86|  5| 73|
              Xray Laser Projector| 2900|  290| 30|16|  3|118|  5| 67|
 Wire-guided Anti-personel Missile|  900|   90| 30|13|  3|  6|  5| 67|
            Gauss Needle Projector| 3900|  390| 30|13|  3|  6|  5| 67|


                        Cochise L2| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                      Steel Reaver| 1760|  160| 30|12|  4|  6|  5| 67|
                    Silicon Sniper|  825|   75| 30|13|  5| 38|  5| 67|
                  Silver Strangler|  825|   75|  1|13|  3|193|  5| 14|
              VTOL Auto-fire Robot| 1080|  135| 30|13|  3| 86|  5| 62|
                 Threshing Crawler| 1880|  235|  3|17|  1| 81|  5| 64|
                 Laser Pod Blaster|  650|   50| 30|10|  1| 86|  5| 77|


                        Cochise L3| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                   Titanium Clawer|  630|   70|  3|12|  5|193|  5| 14|
                      Steel Reaver| 1760|  160| 30|12|  5|  6|  5| 67|
                            Killer|  900|  100| 30|13|  4| 38|  5| 77|
                            Hunter|  720|   80| 30|12|  5|  6|  5| 77|
                    Silicon Sniper|  825|   75| 30|13|  5| 38|  5| 67|
                  Silver Strangler|  825|   75|  1|13|  5|193|  5| 14|
              VTOL Auto-fire Robot| 1080|  135| 30|13|  5| 86|  5| 62|
                 Threshing Crawler| 1880|  235|  3|17|  1| 81|  5| 64|
                Xenon Laser Cannon| 3250|  250| 30|14|  1|  6|  5| 73|
                          Octotron| 1100|  100| 30|11|  3|166|  5| 66|
                               Vax|  825|   75| 30|13|  7| 38|  5| 76|


                        Cochise L4| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                   Titanium Clawer|  630|   70|  3|12|  5|193|  5| 14|
                      Steel Reaver| 1760|  160| 30|12|  5|  6|  5| 67|
                            Killer|  900|  100| 30|13|  4| 38|  5| 77|
                            Hunter|  720|   80| 30|12|  5|  6|  5| 77|
                    Silicon Sniper|  825|   75| 30|13|  5| 38|  5| 67|
                  Silver Strangler|  825|   75|  1|13|  5|193|  5| 14|
              VTOL Auto-fire Robot| 1080|  135| 30|13|  5| 86|  5| 62|
                 Threshing Crawler| 1880|  235|  3|17|  1| 81|  5| 64|
                Xenon Laser Cannon| 3250|  250| 30|14|  1|  6|  5| 73|
                          Octotron| 1100|  100| 30|11|  3|166|  5| 66|

****************************
* BASE COCHISE LEVEL 5 MAP *
****************************

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
X%.X..........XXXX.%~~~~~~~.X.%X
X..X..........XXXX..~.%%%.~.X..X
XXXX..........XXXX..~.....~.XXXX
X.............XXXX..~%....~....X
X.............XXXX..~%....~~~%~X
X..........X==XXXX%.~%.......%%X
X..........X..XXXX%.~~~~~~~~.%%X
X..........X%.XXXX%........~..~X
X........XXXXXXX^XXXXXX....~~~~X
X........X............X........X
X...X.X..X............X..X.X...X
X...X.X..X............X..X.X...X
X...X.X..X...XXXDXX...X..X.X...X
XXXXXDXXXX...X    X...XXXXDXXXXX
X...X........X  H X........X...X
X...X........X    X........X...X
XXXXXDXXXX...X    X...XXXXDXXXXX
X...X.X..X...XXXXXX...X..X.X...X
X...X.X..X............X..X.X.%.X
X...X.X..X............X..X.X.%.X
X........X............X........X
X........XXXXXXXXXXXXXX..%%%%..X
X.............X..X.............X
X.............X..X...%%%%...%..X
X.............X..X........%.%..X
X.............X..X.....%..%.%%.X
X.............X..X..%..%.......X
XXXX..........X..X..%..%..%.XXXX
X..XO.........X..X..%..%..%.X..X
X%.X..........X..X..%.......X.%X
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

                        Cochise L5| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                 Laser Pod Blaster|  650|   50| 30|10|  2| 86|  5| 77|
                   Titanium Clawer|  630|   70|  3|14|  5|193|  5| 14|
                  Silver Strangler|  825|   75|  1|11|  5|193|  5| 67|
                    Silicon Sniper|  825|   75| 30|11|  5| 38|  5| 67|
                            Hunter|  810|   90| 30|13|  5|  6|  5| 77|
                            Killer|  900|  100| 30|13|  4| 70|  5| 77|
              VTOL Auto-fire Robot| 1080|  135| 30|14|  5| 86|  5| 62|
                 Threshing Crawler| 2080|  260|  3|17|  1| 81|  5| 64|
                      Steel Reaver| 1760|  160| 30|15|  5|  6|  5| 67|
                Xenon Laser Cannon| 3250|  250| 30|16|  1|  6|  5| 73|
                   Fusion Octotron| 4290|  390| 30|19|  3| 54|  5| 66|
             Particle Beam Gattlin| 1650|  150| 60|17|  1| 86|  5| 73|


                          Highpool| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                              Brat|    4|    4| 20| 2|  3|  2|  3| 56|
                        Chubby Kid|    4|    4|  1| 2|  1|  1|  3| 56|
                         Red Ryder|   72|   24| 40| 6|  1|  3|  3|  6|
                         Rabid Dog|  135|   45|  1| 4|  1|  1|  1| 10|
                        Spiked Mut|   45|   45|  1| 4|  1|  1|  1| 10|
                             Bobby|   20|   10|  1| 4|  1|  1|  3| 56|
                          Juvenile|   10|   10|  1| 3|  3|  1|  3|  0|

 Nothing here is tough(except the Rabid Dog, which you need to take out to get
to Jackie--the juvenile) but if you attack the brats that laugh at you as you
fall in the creek, you can depopulate Highpool.

******************
* MAP OF OUTSIDE *
******************

.................... ,,,,,,,,,,,,,,,,,,,,,,         .......^.
.^^^^^^............  ,,,,,,,,,,,,,,,,,,,,,,,        ......~~.
.^^^^^^^^^.......... ,,,,,,,,,,,,,,,,,,,,           .....~~.
.#^^^^^^^..........  ,,,,,,,,,,,,,,,,,,,,        ........=..
.^^^^^^..........  ,,,,,,,,,,,,,,,,,,,,        ......^^^.~.
................  ,,,,,,,,,,,,,,,,,,,,         ......^^^^~^^
...............   ,,,,,,,,,,,,,,,,,          ........^^^^~^^...
..............  ,,,,,,,,,,,,,,,,,,  .................^^^^~#....
.....   ....      ,,,,,,,,,,,,     ..................^^^^~^^^..
. .. .            ,,,,,,,,,    .........................~~^^^..
                ,  ,,,,,,   ...........................~~...
  ,, ,        ,,,,,,,,,    ...........................~~...
,,,,,,,,     , ,,,,,,,,    .................~~~~~~~~~~~~...   ..
,,,,,,,,,,,,,,,,,,,,,,,,  .................~~.............   ...
,,,,,,,,,,,,,,,,,,,,,,,   ................~~....................
,,,,,,,,,,,,,,,,,,,,,,  ............~~~~~~~.........  ...  .....
,,,,,,,,,,,,,,,,,,,,,### ....~~~~~~~~............           ....
,,,,,,,,,,,,,,,,,,,, ###   .~~~................  ,,,,,,,,    ...
,,,,,,,,,,,,,,,,,,,,,###  ..~~................. ,,,,,,,,,,   ...
,,,,,,,,,,,,,,,,,,,, .... .~~..................,,,,,,,,,,,,   ..
,,,,,,,,,,,,,,,,,,,,, .....~................  ,,,,,,,,,,,,,,, ..
,,,,,,,,,,,,,,,,,,,,, .....~................,,,,,,,,,,,,,,,,,,..
,,,,,,,,,,,,,,,,,,,,   ....~~............  ,,,,,,,,,,,,,,,,,,,..
,,,,,,,,,,,,,,,,,,, ........~..........   ,,,,,,,,,,,,,,,,,,,,..
,,,,,,,,,,,,,,,,,  .........~.......... ,,,,,,,,,,,,,,,,,,,,,,..
,,,,,,,,,,,,,,,,,, .........~...........,,,,,,,,,,,,,,,,,,,,,...
,,,,,,,,,,,,,,,,,,,  .......~........... ,,,,,,,,,,,,,,,^^^^....
,,,,,,,,,,,,,,,,,,,,,.......~~..........,,,,,,,,,,^^^^^,,^^^^...
,,,,,,,,,,,,,,,,,,,, .......~~........  ,,,,,,,,,,,^^^,,^^^^^.^^
,,,,,,,,,,,,,,,,,,,,   ....~~........  ,,,,,,,,,,,^^,,,^^^^^^.^^
,,,,,,,,,,,,,,,,,,    ..##.~......... ,,,,,,,,,,,,,,,,,^^^^^^...
,,,,,,,,,,,,,,,,,,,,,...##.=.......  ,,,,,,,,,,,,,,,,,,^^^^^..^^
,,,,,,,,,,,,,,,,,,,  ......~....... ,,,,,,,,,,,,,,,,,,,,,^^...^^
,,,,,,,,,,,,,,,,,,,  .....~~...... ,,,,,,,,,,,,,,,,,,,,,.^^.^^^.
,,,,,,,,,,,,,,,,,,,, .....~~......,,,,,,,,,,,,,,,,,,,  ^^^..^^^^
,,,,,,,,,,,,,,,,,,.......~~...... ,,,,,,,,,,,,,,,,,,  ......^^^^
,,,,,,,,,,,,,,,,,,.......~~...... ,,,,,,,,,,,,,,,,,,  ...##.^...
,,  ,,,,   ,,, ,,  .......~......  ,,,,,,,,,,,,,,,, .....##.....
                  .......~......   ,,^^^^,,,,,,,  .............
............       ......~.......  ,^^^^,,,,,,,  .........  ...
..............     ......~........ ^^^^^,,,,,,, ........
...............    ......~..#....^^^^^,,,,,,,   ......    ,,,
.................   ....~~......^^^^.   ,,,,,    .....    ,,,,,
................... ....~..###.^^^^^^^^...          ..,,,,,,,,,
........................~~.###..^^^..^^.....  ,,      ,,,,,,,,,
.........................~~.......^^..........,,,, ,,,,,,,,,,,,
.........................~~..^^^^.^^. ....#..,,,,,,,,,,,,,,,,,,
..........................~...^^^..^^^ ..,,,,,,,,,,,,,,,,,,,,,,
..........................~...^^^^.#   ,,,,,,,,,,,,,,,,,,,,,,,,
..........................~..^^^^^^   ,,,,,,,,,,,,,,,,,,,,,,,,,
..........................=....^^^^.  ,,,,,,,,,,,,,,,,,,,,,,,,,
..........................~....^^^^^.  ,,,,,,,,,,,,,,,,,,,,,,,,
..........................~..^^#^^....   ,,,,,,,,,,,,,,,,,,,,,,
..........................~.....^^^...      ,,,,,,,,,,,,,,,,,,,
..........................~....^^^^^^^^..   ,,,,,,,,,,,,,,,,,,,
.........................~~...^^^^##...........,,,,,,,,,,,,,,,
..............  ........~~~~....^^^^^...........  ,,,,,,,,,  ..
............   .........~~~~~.....^^^^^^ . .......   ,,    ....
.   .... .  #  ........~~~~~~~.........  , ^^^.^^^^..    ......
,,,,,  ..      ........~~~~~~~~~.......  ,,^^^-#--^^^...........
,,,,,,       .........~~~~~~~~~~~......,,,^^^^^^^^^^^^...^^^^^..
,,,,,,,,,,, ........~~~~~~~~~~~~~......,,,,,,,  ........^^^^^^..
^^,,,,,,,, .........~~~~~~~~~~~~~.......,,,,,,,,....^^^#..^^^^..
^^^,,,,,,, .............................,,,,,,,,................

                           Outside| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                    Desert Dweller|   14|   14|  2| 3|  4| 49|  2| 17|
                 Wasteland Warrior|   54|   18| 17| 2|  2|  2|  3|  6|
                Radioactive Vermin|    5|    5|  1| 1|  5| 17|  1| 16|
                       Wild Canine|   14|   14|  2| 2|  4| 33|  1| 10|
                 Slithering Iguana|   14|    7|  2| 2|  3| 65|  1| 54|

 Wasteland warriors can shoot you, and all the others can potentially
seriously damage you. But with canteens you can just rest on a 'hot' square and
gain experience and avoid monsters while healing up.


            Needles Police Station| EXP |  HP |RAN|AC|MAX|FLG|OUT|PIC|
-----------------------------------+-----+-----+---+--+---+---+---+---+
                            Vandal|   18|    9|  2| 1|  2| 65|  3|  5|
                         Policeman|   40|   20| 20| 4|  3|  2|  3| 45|
                        Auto rifle|  450|   75| 16| 6|  1| 22|  5|  9|
                      City Slicker|   77|   77| 13| 2|  1|  2|  3| 12|

 You can mow these down pretty easily(except the Auto Rifle, which gets you
after you've clumsily set off the alarm in the vault) with AC 6 although
policemen will dent you for a bit. They don't give proportionally enough
experience, though, as you frequently fight one or two at once. To get a vandal
you must blow up cell doors in the NE. It's not worth it. Robbery is better
here; turn off the alarm behind the locked door and walk in for a decent amount
of treasure.


 5. NO-CHEATING WALKTHROUGH

   5-1. OK, A LITTLE FORESIGHT

 Note that this walkthrough will generally assume you want to skip over some
informational side quests. I've noted them with *INFO*. The Quick Walkthrough
has condensed a lot of side quests and relies on heavy disk refreshing so you
can pick up an item more than once.

 Equip your crowbars. The first place to stop off is Highpool. You can look in
one of the dorms at the bottom to find a pump. It needs an engine to get it
running again, and you'll find one in Quartz. Just follow the purple river up.
Enter the lower left sector of Quartz and the weapon store is on the left edge
as far down as possible. Sell ammo and guns along with the knife, match and
hand mirror. Now head to the nomads' camp--the unusually green thing on the
other side of the monsters. You'll find the engine in the third car from the
left(trading car.) Enter the right edge and buy the engine.

 Now you can just find a huge hunk of treasure with a side quest. Go to the
left of the three tents and say CATERPILLAR. They'll give you a shovel. Go two
paces left and eleven down. Dig underneath, i.e. U-1-I-[shovel]-[space.] Before
taking everything, be sure you're prepared for a fight. There will be three
rail thieves. So leave some ammo and come back later if necessary. They have
crowbars as loot--better than nothing.

 Treasure: cash, pistols, jewels, grenades. Sell every item but the
explosives.

 Tent map:

 ATCHISON  TOPEKA   SANTA FE
         (big fight)

 Wait on the fight, which has marginal treasure, until later.

 Go back to Highpool, to the dorm at the bottom you can enter, and use the
engine. If you can't find the pump, keep using perception until you do. It's in
a garbage pile. Once it's working you get a nice reward--leather jackets are
good temporary armor, and the cash is handy for buying the real stuff
eventually.

[reward:
Mangler
4 Leather Jackets
ammo/jewelry to sell
~$400]

 Equip the leather jackets to get AC1 across the board. This is very important
as it protects you enough from fights outside so no-one gets seriously injured
in combat and in fact you often won't take damage. This allows you to hit 'esc'
and be confident you'll recharge hit points. Sell everything else. Check out
the Highpool store first as the non-towns give you 75% of cost on certain
nonviolent items as opposed to 50% in towns.

 Also you'll want to be saving up for your first Kevlar Suit. It shouldn't be
too bad as there are many ways to solve quests and get cash, but you'll want to
have $1750 total per suit, which can include your armor's selling price. You'll
find these in Darwin, and the best way to get there is to go east when the
river turns that way and, at the right edge, go south in the mountain path.
Circle around Darwin very carefully as two squares away you'll touch radiation.

 Before entering Darwin, push ESC and sit around to heal up in case you hit a
chance encounter. Enter the bottom left, then take the street to the right. The
first building to the south is the Black Market. You can give the password
CRETIN and enter--or if you're healed, confident and have a few levels, give
the wrong one, fight some Desert Scum, and get a couple of SMG's out of it. Do
save first though.

 There are also chainsaws in the Black Market, but I like to put safety first.
My general plan for buildup is:

1. take care of original 4's armor
2. get their chainsaws
3. get NPC's along with armor then weapons

 If you don't want to get into too many tough combats early on, stay outdoors
to recharge yourself. You can even jump in the river and be buoyed downstream
but you might want to have armor before that as Desert Dwellers can hit you for
some damage. For the next bits you may need marginally strong players so you
can just wait outside a lot.

 Seventeen should be enough for the Agricultural Center. That allowed me(with
the original characters especially Thrasher) to open all doors with strength.
Just go in, talk to the person at the booth, and offer to help(nothing else has
any real effect.) Go back east and south and you'll find a treasure room--sell
the fruits in Highpool as the Ag Center booth isn't open to sell stuff yet. The
monsters here are pretty mickey mouse(I mean, they're 'bunnies'--oh never mind)
but it's nice to have a safety valve where you can heal up.

 You may even want to bash around a bit and pile up experience in this lower
garden although you can bust open other doors with strength on top. You don't
have to solve this, but it's pretty straightforward--you can even go down the
middle strip to increase everyone's perception a bit. Harry, who's in the
northwest corner of the lower field(well, 2E2S) is worth waiting around to heal
up for, but if you're really trapped, just go to the bottom left and through
the cave--lots of critters and such, leaving behind fruits and jugs, with an
exit outdoors at the end. They aren't particularly harmful.

 If you'd like, you can detour into the mines. Some planned and random combats
are rather tough(be on particular alert for Shadowclaws,) so be sure you're
rested. You'll need to use a crowbar on that door you see, but do be rested.
Down and right is an encounter with three Scavs. They leave a Pick Ax you may
not want to sell right away. The better treasure is in the NE corner though.
Gas masks can be sold for a nice fee. However, there's not much else here, so
you may want to avoid the shadowclaw in the NE in particular.

 Your next foray will be into Needles. You might want to heal up and then be
expedient entering/exiting. Enter eastern downtown Needles from the south,
between the two buildings, and go into the alley. The person at the south of
the alley is Christina. E)ncounter and then H)ire her. After going up the alley
to encounter a few jerks(her gun comes in handy here,) take her stuff(that rad
suit will help one player survive quite nicely) and gold and ditch her(disband-
-yes, forever.) Sell the geiger counter--if any area you need to get to is
irradiated, just come back to it between 18:00 and 6:00 and you can find the
way.

 By now you should have money for a Kevlar suit but Darwin is a tough place to
crack. A random encounter may do for you unless you're fully healed. But there
are more places to pick away at. Enter Quartz from the south. Enter the blue
building with two exits from the bottom. This will surprise some thugs you can
beat in a melee--if they decide to flee, chase after them. Pick off the outlaw
in the corner too for good measure and good treasure. This can all be sold--but
first you might want to drop by the graveyard, use a crowbar on the gates, and
beat the Shambler Ghoul. The toaster will be handy later, but right now the
cash works well.

 Still want more cash? Walk into Scott's again. Disband one member and have
him sit at the lower part of the bar proper(bar stools, west edge.) Ellen will
come but. Say "URABUTLN." (You are a beauty, Ellen.) Get the room key.

 Outside the bar, go north but cut through to the west onto another street. Go
north and at the dead end, enter east. This is the Stagecoach Inn. Run straight
east for a straightforward encounter with cash. Then hit the east wall, go
north, and go west. From the NW corner, go east until you see room #18. Use the
key Ellen gave you. Once again say "URABUTLN" when prompted. Nice haul, huh?
Without a key Laurie would've attacked you, and you'd never get the treasure.

 Go to the east and use a crowbar on the door to the north. Go to the north
and use strength to the left for a Servo Motor. Go south two and use perception
west until chemicals turn up. Later you can dispatch the bums in the alley with
Snake Squeezins but right now you might want to sell stuff off. You can also
bust into other rooms for minor treasure if you want.

 Now you can go back to Needles. When you're fully healed up, enter the west
side and note the humanoids blocking a building. Encounter when under them and
take them out. Then take the stairs and get the robes below. There should be
enough for the whole party. Get out of Needles, heal, enter the northwest part,
and be ready for a tough fight inside. Guards are first--once they're taken
out, there are silicon snipers. Just flee and return if you're too damaged.
You'll lean heavily on your rad suit wearer for this, and if he's gotten his
med skill up to 2 he's especially valuable. Once you've defeated everyone, get
the nice treasure and go west and north through the door.

 Before leaving the other door, have everyone put on robes. If you forget to
do this you'll have some nasty combats. Otherwise, it's a nice free walk with
two bullet proof shirts and a kevlar vest at the end. Armor classes go from 5-
1-1-1 to 5-4-2-2 after this raid--re-equip when you reenter the dirt floor
room. We'll clear the checkerboard later.

 As things are you're more than strong enough for the Ag Center and you may
even have enough money for four Kevlar Suits in Darwin. The password is CRETIN
on the Apple but apparently it's CRETIAN on the PC in one of the more famous
bugs. Even if you have enough money for two, it's a good bet now--especially
with change left over for a chainsaw. Using them on enemies here will help
brawling.

 With everyone at six armor class and at least one chainsaw, you can finally
goof up the password--giving the bad guys guarding Black Market impetus to
attack you. Chainsaw man should run rampant, and the treasure should let you
but another chainsaw--or two.

 Darwin's pretty tough, and it would be a perfect place, but fights with Base
Policemen are pretty tough(never fatal though if everyone has Kevlar Suits) and
there's a lot of running back and forth in cramped quarters. Las Vegas may be a
better fishing ground for experience. In the meantime, wherever you go, work
everyone's agility up to 15. They'll be able to avoid a lot more attacks that
way. I usually try to pump up speed and dexterity too but that's superstition--
dexterity affects aiming and speed, well, the point is that you'll get so good
you won't need the first blow. It seems that luck is better, especially for
your gambler.

 Hmm, I've forgotten about the mines now. If you're sick of the usual
opponents, stop in there. But you can also roll the dice in Vegas. Warroids are
good opponents although you may have to retreat, wait and return for your next
attack.

 To get a nice treat, enter from the middle west. Go south until you see the
purple lake. Then go east and enter the orange building--oh, wait. A trivial
fight first. Enjoy the treasure. Enter the building and give 'BIRD' as the
word. Fat Freddy will give you $1000. You can use it to raise your gambling
skills and eventually make money off everything. Waste the gamblers and
prostitutes standing around too if you want.

 Go southwest and south--Spade's Casino is the building with the exit facing
south, where the road turns. Enter it for some yucks. There's a locked door
right of the bar--unlock it and Encounter. The guards are easy to beat, but
they have a laser pistol! There's also a Kevlar suit in the whole mix, and this
is a great excuse to add to your party without having to go back to Darwin.

 Exit Vegas to the west and go to the southeast. If no-one has picklock, enter
Vegas there and have someone learn. Come back to the northeast. Recharge. Enter
Vegas in the northeast and then go into the first building you see. It's the
jail. Go to the lower door and push O)pen. Then use lockpick spell on the
person. It may take a few times to grow into something you can encounter. When
it does, E)ncounter and H)ire Covenant. He's quite good. Give him the Kevlar.
Get him the assault rifle you got from Spade's too. There's going to be a fight
ahead, and you might as well make it easier.

 Use a mangler on the upper door. Then go back and win the fight--less to deal
with later. Now get out of Vegas and heal up.

 Go to Darwin to get Covenant his very own chainsaw. At the general store in
Darwin(NW) pick up two pieces of fruit, and from the black market, buy an extra
Kevlar suit and a chainsaw for another person soon to join you. Buy a couple
extras if you have the money though you can only use one right away--selling
the laser pistol should help your cash stash enough for that.

 East of the general store, there's a laboratory(only exit east.) Go to the
workbench/table and use the fruit on it. Then use the chemical from the Quartz
Stagecoach Inn. Get the antitoxin and hit the building to the east. The guy on
the bottom is slightly better but I like both of them, and the second piece of
fruit is for coming back for the other. Be sure to pick up canteens from the
Darwin General Store before you leave.

 Next is Ugly's hideout in Quartz; enter from the northeast and go south.
There's a blue building at the far east. Enter it and don't worry about
passwords. Combats are more of an annoyance than anything as bad guys tend to
run away. There's not even much treasure in it for you. You can just go down,
right, enter the door above, and use lockpick on the cabinets for treasure--but
the chemical is in the upper right. Dispatch the monsters for the inconvenience
they caused and then get out. Return to Darwin for your seventh player. You now
will get to improve yourself a bit. The first place is at a library; give all
NPC's brawling, pugilism, medic and swim. (Give all of them climb for a
particularly interesting cheat later...oops, other walkthrough maybe.)

 Vegas will be the site of your next foray. You can wander around for a while
picking up levels and beating up Warroids. Get someone to 24 IQ--by now one
player will make a great strongman and be pilling up levels. He'll get this new
item in Vegas later, and you should try to get him to evade as often as
possible to spread the talent.

 Explore all around Vegas and you'll find some neat fixed encounters, often
with explosives as treasure. But there are a few to isolate and take out first.
They are tough but important for the game.

 First, heal up and enter from the top center. Walk on the triangle below that
doesn't contain a street sign. Run down and slug it out with the Warroid Mark
3's. Run back up north, heal, and go back where you were--but one square down--
to take out the Scorpitron.

 This is a tough fight and you may want to dally around Vegas or Darwin a
while before getting into it. If you are badly injured, north and west leads to
the hospital(exits north and south.) By the way, here there's something you
should know about the Scorpitron. It's great not just for experience but also
for increasing brawling skills. So if you want to build up one character's
brawling skills, just have him attack the Scorpitron--but with a chainsaw or
even a crowbar. Use his hands to build up pugilism. Later after you get the
power armor he can pretty much go in alone, and the skills you get are even
more valuable than the experience. You can also improve shooting skills on the
Scorpitron but I'm being very anti gun in this walkthrough here.

 The treasure the Scorpitron leaves should tide you over for the rest of the
game money-wise but the real treasure is off to the east--second building to
the south, the long slim one. It's got a proton axe. Just go left and down. The
Combat Hacker holds it. Wipe out the rest of the building if you want.

 There's a tough fight south of the jail that can tell about how good you are,
and it has an important item. Go six west from the entrance and three down,
then two east to sneak up close, but be healed before. Good treasure too--the
Sonic Key will be useful. If you're feeling less adventurous then just go back
to the proton axe building, crawl around the right side, and run at the
gundroids who also have a Sonic Key.

 Bash around Vegas a bit--or you can go back to the temple in Needles and run
through it. You just need a mangler for one door below, that there are 30 steps
in the True Path, and that the real bloodstaff is in a small room inside the
structure north of the pier and lake when you go down the stairs(entrance at
the north.) and MOTEKIM is the launch word. You can step on the pressure
sensitive plates if you want, but have everything cleared first and heal a bit.
It's a good fight to raise brawling actually. The treasure(LAW rockets) is very
worth picking up. And the REAL bloodstaff is the one the priest has.

 One other thing to do before entering the southeast building; the northeast
enclosure has a stairway in it. Climb on it. Look at the person to get the ruby
ring. Take it, but not the fake bloodstaff. Then there is--surprise--ammo up
north. Metal Maniac has the bomb disarm skill, which you can use on the second-
right cabinet. There's ammunition everywhere except the far left.

 You can also stop at the police station and attack the visible 'monster' and
go into the training rooms. It's a bit of a hassle for the experience, though.
The police station is the squat orange building--use picklock on a door to get
to the room with the rubbish. Set the alarm to zero and go to the bottom right-
-free treasure! But not too much. You've probably outgrown this by now.

 There's also something in the southwest--the waste pit. Use strength or a
crowbar to open a door but failing that explosives are a cinch. After facing
the pit ghoul, go west and south. There's some armor in there you can sell for
good money.

 Or you can skip this and just go to the southeast building. Stand below the
person and use the ruby ring on your own square. Then use the real bloodstaff
there. Nice treasure eh? I wouldn't advise selling it, because you don't need
to. The 'fresh' AK rifles have a few shots in them. They're good in a pinch for
a few combats later. You might even splurge on a clip or two as you can even
sell them afterwards for the same price!

 After all this looting it's time for real fights, and the Las Vegas sewers
are next. It's a bit of a bop-and-gather mission, so be sure to sell everything
except a few explosives at Leroy's downtown or in Quartz before continuing. But
chainsaws and the like should be sufficient, and you can always escape.

 In Vegas there is the Temple of the Mushroom Cloud. Go north from the east
center adn then go west when you see a road through the grass. A RadAngel is
guarding the big purple building. Take it out, enter, and say NRC for the name
of the holy one. Say you have a gift when you get to the door--the BLOODSTAFF
will do.

 Use a mangler on the door straight to the north, then to the door in the west
of the diamond room. In the lower left corner you should discover a keyhole.
Use the Sonic Key to the left. It'll open to a hidden passage. Enter it.

 The sewers are tough, but only certain fixed fights(Hexborgs, Centron Deluxe)
will seriously damage you. They're tough enough that you'll want to save your
game after each fight where you find treasure, though. Also, don't be scared to
backtrack to the temple. The random fights aren't taxing(though Tazels make you
run around a bit) and back in the temple each waiting move gets you two
minutes, which is pretty fast. The downside of this is that if you can't heal
with 'medic' in the sewers, you may be stuck.

 In the sewers you will want to find:

4 servomotors(3 if you found one in Quartz)
2 ROM boards(you could find 3 with perception)
1 fusion cell
1 power converter
1 android head

 You'll have to win all the designated treasure fights for these, but it can
be a help to know which fights are worth it.

 Just left across the trap(which doesn't damage you in your Kevlar suit) is a
Servo Motor. The Tazel shouldn't be too tough. Then go back to the entrance and
east around the bend. Run right in combat to take out the Cybertrikes. They'll
hold a Power Converter.

 South and west and you'll get to the water--and fight a Boa Tronstrictor. Run
west and clock it, then around the bend west to the edge of the water. Head
south--here's where 'swim' comes in handy. The current may pull you east, and
if you get sucked down too much the water can give you sewer rot and pull you
into a tougher section.

 Off to the left you can use a rope but you also get ambushed from behind--run
back right and use perception on the weird square that pops up to get an extra
ROM board.

 Across the water, there are two small pools to wade across--keep to the east
walls and past the second one. Run at the tronodiles around the corner and
dispose of them for a Fusion Cell. Then go back south through the puddle and
run into a wall. The square SW of the trap is hollow; use strength on it.  Then
use strength S, W, S, and S to make it to a new area(you can also circle around
and use a rope on the square just before the pit.)

 There'll be a big fight once you crush the remaining walls but I recommend
you flee south so that you only have one group of monsters to face at a time.
There's also an ambush in the narrow hall leading south(after you went west.)
When you healed up a bit, go south along the west wall and run west once the
Hexborg encounters you. You can bust up the wall to the west although it
doesn't do much good as there's a very hard fight with bad guys that can shoot
from a distance. It is one of the toughest fights you'll get in the game, and
the only reason I recommend not skipping it is because there's a potentially
tougher one a bit later. And you only get one Servo Motor from the Quartz Inn
to supplement what you find in the sewers.

 This fight may come in a few stages if you want to be anti-gun. First of all,
spend a lot of time in Darwin, fighting, or in rivers, getting experience for
trying to swim. Once you've taken care of that, be fully healed and prepare to
run at the monsters. In particular, retreat into the corner to the east and run
back at them when they're 60' away. That won't leave them too far away if you
come back to fight them. And you can come back a different way after you've
healed--from the entrance, go through the pool, left, and use the rope on the
square before the chasm. You'll drop in close to the monsters, who'll have
fewer turns to rake you as you move down. Be sure to give your strongest guy a
proton axe and it might not be a bad idea to send a few weapons screaming full
auto. You can probably even fire full auto, retreat, heal, reload, and try
again. Eventually you'll get something.

 Whether or not you ignore these monsters, the only other way to go is south
from the first wall you knocked in. There's another hexborg beyond the trap so
you may want to heal up and come back. To the east is an easy combat with an
awesome payoff, and to the north you'll find a tunnel to a new area after
another combat. The monsters are a bit tougher, but there's not much that's
critical here(tough fight in the NE.) Head to the NW edge and enter a new area
north and the fun stuff starts.

 You'll be heading in an easterly direction, and past the first trap there's a
room to the north. The wall there is weak--you can use strength N, N, W, N, N,
E, N, N and you'll make it to the other side. You'll want to use this secret
passage because the water will give you sewer rot otherwise, and you won't be
able to heal. The fight for the android's head is to the left, and there's also
a decent money making fight to the right.

 After returning through the busted wall, keep heading east even as the
corridor turns south. Run into the enemy cyborg and kill it to get another
Servo Motor. Go south through the exit, and save before fighting the
Tronosaurus. If your best brawler has the Proton Axe, use it on him, but weak
brawlers may be better off full-auto-ing with an energy weapon or AK97. The
reward for victory is another ROM board.

 The last fights are to the west; you could heal up, go south from the
Tronosaurus, and run east during the fight to pick up another Servo Motor, but
these monsters are very tough. When you see orange furniture below, you're
close to a fork that leads to two combats. Take the south road and beat up the
enemies there. At the door, use the sonic key.

 There's a hexborg to the south so make sure you're well healed before
entering. After it's defeated, you'll get another ROM board. Now you just need
to fiddle with the stuff by the east wall. To use one of the items you found,
push 2) at the menu so the computer tells you what's wrong. Only then can you
use the items effectively. They're as follows:

top: Android head, ROM board
2nd top: fusion cell, power converter, servo motor, ROM board
3rd top: servo motor
bottom: servo motor, servo motor

 With this the android Max pops to life. You can leave via a back door, and
even better, you'll be able to see Base Cochise and (yawn) Sleeper Base. The
yawn wasn't a pun--it's really not that useful in solving the game.

 But first you'll need to hit up the Guardians' Citadel. Here's a great place
to ready those laser items you found in the Sewers. You can clear the rest of
the sewers out now to grab all the power packs you can find. There will be some
intensive battles at first. Often you will want to heal, save the game, and run
past the flags that delineate where you can safely go. One move can mean the
difference between a clean win and everybody getting serious injuries, so if
you are need to run north towards monsters in combat, be sure you don't have to
run east/west as well.

 I also found that you don't have to beat up everyone before running forward.
If you find certain holes in the defense then you can just make a bolt for the
Inner Sanctum, get the cool armor, and bash everyone easily as you run back
out.

 There are three groups to take out: Sister Jade/Isolde on the left, Goliath
in the center, and David on the right. If you have LAW rockets you don't seem
to need skill to fire them, but shooting a M1989 or AK97 at the Guardians seems
to mow them down eventually. If you saved them, great, but you're probably
flush enough to buy new ones. Or you can build up luck and gamble in Freddy's
to get the money for ammo, etc. It's the only time you'll need it to any
degree.

 In this case you can go to the flags and, two east of the upper left, you can
go north and sneak in to 30' away. Then blast them. You'll also "encounter"
Goliath, who won't move. Run away and heal up and come back to attack the right
side. Brother David should be approached from two west of the right flag.

  Jade/
 Isolde  David


 *  ^   *  ^ *

*               *

 The big guardian to take out is Goliath. He seems intimidating but he's also
the only one who doesn't have a missile weapon. It's his armor class that can
get to you as he doesn't seem to have that many hit points--20+ strength with a
Proton Axe should do it. You'll want to equip less brawly party members(don't
use NPC's--they won't go full auto) with the laser stuff you found in the
sewers just to be sure you blast him. You can even leave them behind at 40' so
they can go full auto while the melee people run up--just to be sure--but I
find that you want to save power packs for the next fight. Once you win, get
the Pulsar Key.

 Retreat, heal, come back, and make sure you have lots of explosives.
TNT/Plastics should work. Run through where Goliath was and, after equipping a
few people with laser guns, bomb one of the doors to the north. Boom--encounter
with Brother Diego. Nail him in a crossfire. Now heal again before taking out
the doors with more TNT. Take out the left door and immediately retreat. I've
found the guardians may do the same, and if so, that makes the path to the left
clearer. But in any case you'll want to go to the left for some nice items
before continuing up.

 Once you've cracked the main doors, you might want to rest up for what will
be a run for cover. Raphael, Donatello and Philip will be shooting at you.
They're not so bad, and you can run west past them to a haven. Heal up there.
To the left is another big fight, which guards the treasure vault. There are
two locations for monster groups, and you can run at the bad guys or, as
before, keep a party in back as they full-auto(try to take out the far enemies
with guns.) The next fight--the room to the north--is Sister Wrath, who has
very nasty melee attacks. Again, leaving weakies behind is recommended(split up
the party for your big hitters to go north through the doorway,) but first you
will really want to check out the vault to the left--use Safecracking on it and
take the meson cannon(a very nice weapon) and all but one of the power packs in
the lower corner. Why? Let's just say that if you waited outside, healed up,
and ran in, you'd have to go back outside to heal up some more.

 Behind Sister Wrath, you have Brother Austin in a back room. You don't have
to heal up to attack him, as mysteriously he runs at you despite having a long
range gun. In fact, aside from that meson cannon, you can't do better than his
ion beamer you'll get after you clobber him in melee. Now retreat and heal.

 Your next task is to take out the three brothers in the left of the main
room: Raphael, Donatello and Philip. Don't worry about the guys in the upper
right. They'll get theirs later. I find that if you run up and left, these guys
can even run away for some reason. 'Irregardless,' save before you try it, and
come in with 1) energy weapons a blazin' or 2) a healed party that can run
quickly up to melee the brothers on the left and shoot the ones on the right,
if need be.

 Once this is clear, you can blow up the door to the left of the now-mangled
entrance and follow the path to get Diego's laser carbine and power packs.
There are better weapons than the laser carbine, but you might want to use its
de facto free clip.

 In the next new area, go east all the way and north. Shoot Adept Roxanne with
full auto. Retreat and heal up. Then, at the left center square, go north. You
should be able to melee successfully against some nasty enemies(Ciro et all are
wimpy melee enemies,) although you can also try firing away with a couple party
members hanging back. The Ion beamer/Meson Cannon full auto should do for just
about anything.

 There's a door to the north, left of the stairs. Heal and reload before you
enter it, and let the guardians behind have it. They'll drop some power packs
as a bonus. Behind the next door(use strength or lockpick,) have your best
party member use strength to bring down the north wall that blocked the stairs
earlier. You'll want to go up those stairs.

 Type 'ROSEBUD' at the terminal. Give players 1-5 power armor(the other two
will get it later.) Now you can go to the left with these players and take out
the guardians--but a word of warning. They'll be 90 feet away and have lots of
free shots. It's best to have 10+ hit points each, first. No problem--just wait
a bit. Leave 6-7 behind because they'll get massacred by the heavy firepower.

 There'll be some guardians beyond the first room, and they won't be so bad.
The back room holds several treasures, but you need to use perception on
certain table squares. Secpass B, an important item, is on the left table, and
'ROSEBUD' is scrawled on the right one.

 You can also go off to the right, but there's nothing I found critical there.
Although it is cool to take the helicopter to Cochise. Your work is pretty much
done here, although I do recommend you explore everywhere you left out. With
the power armor, you're close to invincible. To the right of the center area
back down the stairs you can go north along a narrow hallway. At the top, bust
through a door(strength) and go right. You'll get another proton axe as the
fights go. There's even an NPC in the cells, but you've already got a good
lineup.

 The only two doors to be careful about opening are the top left one(a trap in
the corridor beyond Sister Faith) and the one door in the center left that says
'Disturb me at your peril.' Each will get you for 30-40 damage for each Ranger.
So rest up beforehand if you have a desire to see it all.

 Apart from general exploration, you'll also want to get three important keys
in the Guardians' Citadel. You've already got the Quasar Key.

 The Blackstar Key is the room on the bottom right of the open area south of
the stairs. You need to use perception on the altar at the south end. There are
a few fights to get there, but you can just run at people now.

 Master Imaro in the upper left(the bunks that checkerboard the place in a
way) has the Nova Key if you beat him in a fight.

 From the orange/purple area, go to the east corridor and south--you may want
to leave #6/7 behind for this. You can just run south to mow down the Guardians
and continue through to the museum(blue slabs.) You won't be able to see
Brother Kenneth, but just run right and you will. Use strength(preferably >=25)
or a crowbar on the display cases. One will have the Quasar Key.

 You've ripped off the Guardian Citadel and are ready for Base Cochise now.
It's in the far northwest. You'll want to run to the left and then up--you'll
run into some Steel Reavers. They'll have a Plasma Coupler you'll need on the
final level. Run at them and then off the left edge. This is one of the final
rushes--be sure to have three LAW rockets handy. Base Cochise doesn't always
let you open a door with just TNT or plastics.

 Return when healed up. Go straight north--be rigorous in taking out all the
monsters hanging around, or they'll hold you up when you're trying to leave.
Blast through one of the first doors and use the Secpass B on one of the second
set. Go down the stairs and up the right walkway. Go right to the wall. Hit the
second-highest square. Eventually you'll find a panel. Use your strength to get
through it. It'll work in time. You'll go down a slide. Blast the door to the
north and then go west. Save before heading south into the opening there, as
you have a tough fight with Xenon Laser Cannons, which you should concentrate
on one at a time. Run to where they were and E)xtend the bridge for later, but
now you can just go to the door you blew up.

 You can make minimal progress going down here, but you'll probably prefer
taking the force field leads you back up the slide. But you may need to heal up
by now for the big fight--it's past the bridge. Just go down the twisty
corridors past the computer room, and there'll be a nasty big door to the north
eventually. Load the meson cannon and ion beamer and have your party burst
through with a LAW rocket. The Octotrons are not easy, and you'll need all the
help your armor and teamwork can give.

 Keep your two shooters behind but move your five others in. Split up your two
fighters with proton axes, and have them chase after the Octotrons on the side.
You can't split the party evenly(2 one way, 3 the other) but your proton axe
people will do the heavy work. The shooters can clean up the bad guys in the
center. Go full auto here because you will be reimbursed handsomely once you
win the fight.

 At the north of the room are two pairs of power armor and plenty explosives.
Hog them all. Now you can probably get away with going down a level. There'll
be a room to the right--just walk across the pipes and get to the computer.
O)pen the first door. You can then go back left and down, but you can also wait
in this room--and the next two--to heal back up.

 Going down leads you to a new area with a hidden mine field. You can probably
run over everything with negligible damage, but it'll also improve your
perception if you shuffle up/down before the mines are revealed and you can go
left. Open the next door. Right, down, right.

 You can probably take the damage in this next area with no problem too, but
make sure nobody gets seriously injured. It happens occasionally. You have to
pass through lightning, fire, cold and ??. Then you can open the next door.

 This next area is a bit tricky. You'll want to rest up five or so hit points
before entering. Two fights with Xenon Laser Cannons are necessary, and it's
best if you take the way down and to the left. If you see some weird terminal
in the wall, that means XLC's will come out of it. You'll want to get as close
to it as possible and start whaling away. You can also use lasers here(stock up
from the Octotron room) with a free conscience as this game is almost over.

 Once you won the first fight and healed back to ~5 hit points(leave the room
if you're worried--these regularly injure you seriously,) run left and take out
the second. Then, at the left wall, go up and open the final door. Retreat as
you came unless you're enjoying the challenge--it's a quick level builder if
you're powerful enough.

 The next floor is very tough, and I recommend a full recharge. You'll also
want to take seven LAW rockets/RPG7's/etc. as the doors are very stubborn. It's
also a good idea to wait 'til after 18:00 to finish one part.

*ENDGAME*

 Once you take the ladder, blow open the door in front of you. Beware that
when you step out, some nasty monsters will start shooting. You can run right
and use the two back/five forward strategy that usually works well, but only
when you're out of range of the left Particle Beam Gatlin. You should have the
melee skills to win, but if not, increase your agility and luck by beating bad
guys in Darwin or Vegas for a bit.

 Off to the left, take the passage that leads to two doors--up and down. Blow
them both up. Go above but don't get stuck on the conveyor belt--head to the
left and blow up the computer next to the belt. There's no fully safe place to
rest, but you can try for some peace and quiet in a corner where computer
equipment is cluttered. That will put bad guys that appear in melee range.

 Once you're reasonably healed you can take out the machine left of as you
entered. Remember to touch the top wall to make one less square to run past,
and save the game before going in. Again, you can use a front group as cover
once you're within ~50 feet. Even if they go unconscious, you'll have an extra
turn to fire away.

 After beating this guy, go to the left and blow up the doors up/down. The
door down is easier--just scour the area and you should improve your brawling
skill. The Fusion Octotron may nail one character, but with two proton axes you
can mow it down in a couple of turns. Now go back up. Here's the toughest part-
-some of the floor is radioactive. I suggest waiting until 1800 to perform
maneuvers here. Then the radiation shows up.

 However if you want to do it 'blind' then here is how you must step. When you
come out of the hallway, 2E 4N E N 4E(LLIIIILILLLL.) Use a LAW on the glass,
and use the plasma coupler on the machine behind it. That opens up doors to the
corner rooms.

 Retreat: 4W S W 4S 2W(JJJJKJKKKKJJJ)--and now make sure the Blackstar,
Quasar, Pulsar and Nova keys are all with different characters. The person with
the Blackstar Key should go to the small room in the upper left. From the entry
to the big NW room, that's 3W(to the wall--assuming you disbanded to the west)
2N 3E 2N 3W 2N E 3N(JJJJIILLLIIJJJIILIII.)

 Now put the person with the Quasar Key in the lower left and the person with
the Nova Key in the upper right. The last group can go in the lower right. No-
one will be attacked in these compartments, but it's awkward to shuffle around.
You'll often think you'll get one party next when you turn up with another.
Just be patient, and when the self-destruct sequence starts, be relieved that
this doesn't take time off the game clock.

 Wait a bit before starting the final sequence, as a random fight may throw
your timing for a loop if you can't run away quickly. If you can run away you
should be OK though. And save of course--maybe even make a backup of your Disk
1 and Disk 4. If things go wrong and you blow up in the base, you have to reset
the disks to see the ending.

 Here is the order to use the keys:

 Blackstar(NW, 1st)           Nova(NE, 2nd)

 Quasar(SW, 4th)              Pulsar(SE, 3rd)

 I suppose trial and error is the way to figure all this out. It isn't
documented anywhere in the game.

 Now you are given four buttons to push. They need to be in a certain order
and at certain stations--again trial and error will work although the first
time may be the most annoying as there are 16 possibilities(4 colors * 4
locations.) But then despite there being a lot to redo the possibilities cut
down drastically, so it's not as illogical as I thought the first time I solved
it.

 Red(push 1st)           Blue(push 4th)

 Green(push 3rd)         Yellow(push 2nd)

 Before pushing the blue button, be sure your emulator's not running super
fast, or you'll wind up passing a bunch of turns. Not good.

 My picture hosted at

http://db.gamefaqs.com/computer/apple2/file/wasteland_cochise_l5.png

 Illustrates the way to get out, but just in case...

 NE person: W to the conveyor belt, S past the blown up door

 SE people: N to the computer, E, N 6, W 4 and then N to meet the other party.

 NW person: 3S(so you're just back in the big room) W 2S 3E 2S 3W 2S 4E S past
the door. In keyboardese,

KKKJKKLLLKKJJJKKLLLLKKKKK.

 SW person: N, 4E, N up to join with the other party.

 Now bring the two parties together just above the ladder where you entered
the level. Hit the escape pod and enter the new area. Nudge left and go down
the walkway. Take the ladders. Walk out to the south.

   5-2. LOGICAL FLOW

 There actually is a way they seem to want you to do things and I tried to
diagram it here.

** go to Highpool. Explore the Nomads' Camp and get the engine. Go back to
Highpool and fix the pump.
** Get the VISA from the brakeman and go to Scott's Bar in Quartz. Use the VISA
card at the seat across from Head Crusher. Return and use the password he gave
to learn about the treasure. Use the shovel there.
** In Quartz, talk to the barmaid in Scott's Bar. Go to the Stagecoach Inn room
# 18 to get the treasure.
** Trash the courthouse. Get the password to Ugly's. Rescue Mayor Pedros, as
well as Dan Citrine(3rd floor first,) whom you can ditch just afterwards.
** Trash Ugly's Hideout. Rescue Felicia. Loot Ugly's safe. Dump the Pedroses
and get Ace in the cellar.
** Go to Needles. Pick up Christina in downtown. Find the Ruby Ring in the Ammo
Dump. Walk through the Temple of Blood. Win the big fight underground for the
'real' Bloodstaff. Exit the missile.
** Visit the SE building. Show the Ruby Ring. Show the real Bloodstaff. Get the
treasure. Go to Vegas.
** Go to the southeast--visit the bum for a password.
** Go to the northeast--visit the jail. Push O)pen on the lower door. Lockpick
on Covenant and let him join you.
** Visit Spade's Casino and Fat Freddy's on the West Side. Then from the north,
come down and beat the Warroid mark 3's and the Scorpitron.
** Visit Brygo's east of the Scorpitron. You don't have to be nice to Brygo.
Just learn about the temple.
** Visit the Temple of the Mushroom Cloud. NRC is the chosen one. Your gift is
the Bloodstaff. Use a few explosives to get through two north doors. FARAN
BRYGO sent you.
** Raid the sewers and reconstruct Max with all the pieces you got.
** clear out Finster's in Project Darwin for Secpass B
** get to Sleeper Base and get the armor and plasma coupler
** clear the Guardians' Citadel for power armor and the 4 keys
** go to Base Cochise and win

 6. QUICK WALKTHROUGH

 This walkthrough may be more suitable to people who have played the game
before. The same caveats apply as before; make sure you heal before entering a
bit area and save after a big fight. If you want to build levels early, stand
out in the sun and hold down ESCAPE. On separate occasions I used a can of
leather shoe spray and the head of a hammer--something not too big but weighty.

 But that's only part of the equation of winning games quickly. A variation on
the item duplication *ahem* procedure works best to make you a well-rounded
cheater.. Just have a master copy of the one disk (image/file) on hand and be
sure to back it up before you use it. You can make a run for Needles and then
go to where Christina is(southeast side of downtown, between the two orange
buildings.) Invite her and take her rad suit and other items. I think she has
$200, too, so be sure to pool that gold. Then drop her, radio in, and after
your last person is evaluated, don't hit the space bar just yet--swap with a
disk that still has Christina on it. Get her rad suit, radio in, etc. With an
Uzi worth $375 and Geiger Counter at $150 as well, she'll get you off to a
great start. Nearly no-one will be able to hit you.

 In fact, simple math shows that, at $1400 per person(counting Rad Suits at
$675 resale,) you need to rip Christina off five times to get money for four
Kevlar suits. Once more for good measure, and with your original haul, you can
buy a bunch of chainsaws. With the protection you can even run from a chance
combat. The only hook is that you'll probably need to give the password--
CRETIN--right away. But it is so fun to equip weapons, 'slip up,' and blast the
guards on re-entry!

 You may even want to think ahead to buy seven Kevlar suits, but actually
there's a cute cheat to recycle treasure after fetching the "real" Bloodstaff.
It might take a bit longer, but it feels like adventure and with little risk,
so I include it here. Nothing wrong with hiring Christina and dumping her ten
times, though.

******

The treasure for returning the Bloodstaff in Needles contains a Kevlar suit,
and with four people in the party it should not be too bad to wipe out that
area. You can maybe skimp and wear rad suits to take out the Temple of Blood,
but if you are diligent in your cheating, you'll soon have all the money you'll
need anyway, so what's a few thousand at most?

 The Temple of Blood isn't too bad--just remember that there are 30 steps in
the True Path--and if you've gotten your swim skills up you'll take even less
damage. There's a lot of running in the fights(the snipers that attack you are
wimps) but nothing random, so you can wait outside the final square room for
quite a while. And you get to laugh at your dummy opponents for not using the
LAW rockets they dropped as treasure. Oh, be sure to give the Bloodstaff to
someone who doesn't have a fake one unless you want to see an amusing sequence.

 To get a big payout, you'll also need the Ruby Ring, which you can find in
the ammo dump to the northeast. It's on the dead body. Once inside the building
in SE Needles, be sure you have the disk (image/file) backed up, stand below
the person, and use the ruby ring on your square. Do the same for the
Bloodstaff. Take the treasure--well, don't worry so much about the ammo. Exit,
replace the disk, back it up, and re-enter. Quite a haul, isn't it? You should
easily get the money for chainsaws now too with what you can sell.

******

 At this point you will want to find companions(n.b. get them canteens right
away and have a Kevlar Suit/chainsaw or at least a crowbar prepared.) You can
raid Ugly's hideout in Quartz for chemicals. Quartz is easier than Needles, and
Ugly's thugs will probably run from you. They're in the blue building in the
far east; go south and east and north through the door, taking the chemicals on
the table to the right. Find the extreme NE building in Vegas to pick up
Covenant, who is quite good--all you have to do is open the big scary door in
the SW and use lockpick on him(don't go for the loot until he's got a Kevlar
suit.) Then go off to Darwin and use chemicals and fruit on the
workbench(between general store and bar, in NW) to get the antitoxins--and the
two NPC's. Metal Maniac is slightly better, but Mad Dog is no slouch. If you're
bored of disk swapping and want to find another way for easy cash, buy an
engine from the rail nomads' camp and go south to Highpool and fix the pump in
the bottom dorm. Free treasure, yay.

 The next task to repeat with disk swapping is to go to Vegas and face the
Scorpitron. Enter from the north, keep to the east in the north-south street
you see(this saves a move,) and take out the Warroid Mark 3 group--if you have
troubles then build up experience some more. Exit to heal if need be and take
out the Scorpitron. Then go east, and the second building on the south holds a
Proton Axe. Once inside, win two disgracefully easy fights before going left
and down to beat the Combat Hackers and win it. You can get everyone a proton
axe this way with disk swapping(heck, you can swap just outside the building,)
which makes killing all but one monster in one turn a slam dunk.

 After one such exploit, hug the east side of the wall, go down and run at the
gundroids to kill them. The Sonic Key will be useful. You can also get the
Sonic Key going west from the jail and down, but the Cyborg Commandos there are
much tougher customers. You can also continually beat up the Scorpitron to
raise brawling skills--use hands to build up pugilism or a crowbar to raise
brawling(less damage=more hits to die=more chances to raise a skill.)

 Go around in Vegas and perpetually loot any favorite spots that you find
where easy monsters leave explosives as treasure. The nook west of the race
track or any sitting sentries usually give up some. If everyone has perception
the robot sentries will be obvious--and worth running at. You probably don't
need the cash, but if you do, use the TNT as it's the cheapest stuff and you
may need it to blow open a door. Manglers and Plastic Explosives also work well
until the final bit at Base Cochise, which your party can't even find yet.
Everything else is lucrative. Sadly, at the Temple of Blood, you'll want to
make nice at the front door(NRC, Bloodstaff) as you may not have the agility to
avoid the temple servants' fire yet. (It's a lucrative fight otherwise.)

 The Vegas sewers are next. If you don't have everyone at a swim level of six,
get them up there by falling in the river outside and holding down [ESC].
You'll also want to work your agility up. Go to the Mushroom Cloud building in
the grass area of east Vegas, Past the front door, go straight up and blow up
one door. Go west around the radioactive bit and blow up the next one. Open the
secret panel you see in the southwest with the Sonic Key. Follow the trail, and
once in the Sewers just look everywhere. There are lots of hollow walls to use
your strength on, and the biggest trick is, when you reach the pit, to use the
rope in the square BEFORE it. Otherwise you'll fall in.

 Once you've accumulated everything you need(try to specify one person as
workhorse,) use the items you found in the lab room. Trial and error should
work here. Talking to the cyborg opens up Base Cochise. Save the energy weapons
you found here or, better yet, go through the area again. This time you can
concentrate on picking up power packs. You can also sell the weaker/cheaper
laser items you find so that when you go into the Guardians' Citadel, you can
blast your way through. You can also use the Sewers as a good way to build
experience for certain players whose IQ you want to get to 24. Their having
energy weapons will make things much easier.

 Avoid the sides; go north through the Citadel. Take out Goliath with a Proton
Axe. Guardians that shoot at you should get a taste of your energy weapons.
You'll still need to wait a bit after some tough fights, and there are some
strategic approaches that work better than any leveling up could. Don't worry
about clearing it out at first as if you can get to the Inner
Sanctum("Rosebud,") you can use the reload trick to get power armor, after
which it's very hard to hit you indeed. Just beware that there are traps on the
right side of level two behind doors.

 With all that taken care of, you can focus on the keys. Use perception at the
south of the big room to the east in level 2. Run around to nail Brother
Kenneth and use strength on the display cases for the Blackstar Key. The Nova
Key is ????. Also be sure to get the Secpass B (search in the inner sanctum.)

 You should be able to take Base Cochise now. Be sure to have ten or so LAW
rockets-you know where to get them, and TNT doesn't cut it here. First, find
the plasma coupler outside.  Use Secpass B to get inside. Take the escalator,
go right and search the east wall. Go down the chute, blast open the door to
the north, and take the stairs down-although you can also go left, extend the
bridge, and follow the twisty passage to where there's a door to the north.
Several groups of Octotrons hide explosives, and you'll get a good feel for the
tougher combats there. Run through the whole gauntlet with the puzzles, which
are not hard. Keep to the south in the combat simulator if you're really wimpy.
But it could be even better to stay there and use the radio/swap disk images
trick to recharge the Xenon Laser Cannons. It's 78000 experience per time
through, and that's a guaranteed level for one Wasteland Warrior for quite a
while. Use the level to build up agility across the board.

 Take the stairs and blow the door to the north open. But don't run through it
until you're healed.

 You might even want to leave and recharge after this as you'll have a nasty
fight on your hands. Two actually, and they can cause severe injuries. It's not
the worst place for a few players to use energy weapons and the others to run
at the enemy. But I do okay running right, taking out the one bad guy, and
healing up before going back left(if desperate you can just run back to the
green area and rest there.)

 From here, open up the four doors to the corner rooms with LAW rockets. The
southwest is the best first bet as you can improve your brawling skills there.
You can reload the area quite a bit here to get everyone's skills to 8. The
northwest is best taken from 1800 to 600 as you'll be able to see the radiation
then. Use a LAW rocket on the compartment in the lower right corner and a
plasma coupler on the machine behind. In the northeast room, take an RPG to the
computer by the conveyor belt. ?? Then you can walk across safely.

 Now you'll need to walk into the compartments that you opened and operate.
Rest up a bit here as an encounter where you're knocked unconscious is now
potentially fatal. First you'll need to put the right keys in the right very-
corner computers. Then you'll need to push four colors in the right order on
the right computer. It's really just trial and error, but you do need to split
up your party into at least four groups.

 For details search for *ENDGAME*.

 Once the destruct sequence has launched, save the game as chance encounters
may cost you time. Move your parties from the NE and SE so that they meet in
the east corridor. Move the NW and SW parties so they meet between the two
doors you blew up over there, too. Then move each party towards the center,
above the ladder. Hit the escape pod. You should be able to go south with
little impediment. Stroll around outside and watch Base Cochise go boom.

================================

 There are two ways to go about Ugly's Hideout. The 'invisible' square to the
left allows you to drop through the back(use rope,) but there's very little
problem plowing through the front door. Apparently there's a password. But the
pistoleros don't provide any great challenge. The toughest part may be to get
them to run into a corner to kill them as they tend to run away. Ace is in the
cellar. He's a decent NPC but the folks in Darwin are even better. Use bomb
disarm on Felicia, and use safe skills on Ugly.

 You can also attack the Courthouse in two ways. Again you probably won't need
much of a password to get started.

 7. OFFHAND COOL STUFF

   7-1. IN THE GAME

 Bumping into the outside bottom right corner of the Guardians' Citadel
reveals graffiti: "Soup is good food."

 In level 2 of Sleeper Base, in the room above the morgue, on the east wall,
one up from the bottom: "Wanted for crimes against computer software, Nissan
Hossepian, $5000 Dead or Alive." (He drew up a lot of the graphics for this
game.)

   7-2. FAKE PARAGRAPHS

 **WARNING SPOILERS AHEAD**

#1 is an obvious stand alone fake.
#5, #49, and #161 are all parallel fakes with nothing corresponding to a real
paragraph. The correct password, MUERTE, is crossed out twice. I guess there
are several ways to fake a reader out.
#6 is fake as there's no satellite facility.
#13 is a fake. I'm pretty sure. But it could be an in game joke.
#20 is a breathtakingly artistic fake. I think. I mean I know it's artistic
but...
#22 is another funny fake.
#25 is a clear fake.
#87 is a fake parallel to the L5 descriptions of Base Cochise--I am pretty
sure.
#93 is fake as there's no satellite facility.
#113 is a fake. There's no robbery mystery. ??
#123 is a fake.
#127 is a fake. I haven't seen any pigeons.
#144 is an amusing fake.
#145 is an amusing fake.

#2 is real. You get it on entering the nomads' rail camp.
#7 is real. Its parallel fake is #131.
#10 is real. ?? where to find it. #38 is a parallel fake. There's no Whiplash
Inn. Felicia's not in the Temple, either.
#14 is real. Visit Finster before rescuing the prisoners. #42 is a parallel
fake.
#15 is real. Piece Max the Android back together in the Vegas sewers.
#17 is real. Its parallel fake is #4.
#21 is real. Give Fat Freddy the password BIRD. #8 is a parallel fake.
#23 is real. Its parallel fake is #95. From where??
#26 is real. Let Ugly out alive, and you can approach Felicia and type the code
to disarm the bomb. #159 is a parallel fake.
#28 is real. Front of the train(west) in the nomad rail camp.
#29 is real. ?? Talk to Spam in the Needles Police Station with the Bloodstaff,
follows 158.
#30 is real. Return Redhawk to Junk Master. ??
#32 is real. #24 is a parallel fake. It is an allusion to Henry IV part 1. Sir
Harry Hotspur is a rebellious lord and John Falstaff is a comedic figure,
friend of Prince Hal(Henry V to be.) ??
#34 is equivalent to #146 according to the paragraph guide online, but only 146
seems to be referenced.
#35 is real. Get Ace to join your party. #12 is a parallel fake.
#37 is real. ?? In the Temple of Blood.
#39 is real. After you tell the Atchisons 'CATERPILLAR.' #67 is a parallel
fake.
#40 is real ??. Harrison Edsel is a pun on Harrison Ford.
#44 is real ??. Go to the Hobo's boxcar in the nomad rail camp. $43 is a
parallel fake. ?
#47 is real. NW room of L5 of Base Cochise.
$49 is real. It's in the office on level 3 of the courthouse, but since you're
in, it doesn't seem too useful--and the right password is crossed out anyway.
But wait--it's the password for the hideout! #5 and #161 are parallel fakes.
#52 is real. Access John Smith's file in NW L3 of Sleeper Base.
#54 is real. You meet with the brakeman in the west end, then go to the east.
#98 is a parallel fake.
#56 is real. Its parallel fake is #68.
#57 is real. Give Head Crusher the VISA in Scott's Bar. #92 is a parallel fake.
So is #75.
#60 is real. Get to the center of the pool/building below the Temple of Blood.
#61 is real. Introduction to Spam Shade.
#63 is real. Access Phil Thomas's file in NW L3 of Sleeper Base. #19 is a
parallel fake.
#65 is real. Read the book in the SE of the Jail. ??
#66 is real. After you leave the Bloodstaff area.
#70 is real. Access Andrea Mills's file in NW L3 of Sleeper Base. #36 is a
parallel fake.
#71 is real. It follows #83 and you can't reach the bar afterwards. #33 and
#149 are parallel fakes but 33 works all the same(may irradiate you.) ??
#76 is real. Give the Bloodstaff to Charmaine.
#77 is real. See the chessboard in the Temple of Blood. ??
#79 is real. NE corner of L5 of Base Cochise.
#80 is real. Ask the bartender in Darwin about Finster.
#83 is real. Enter Spade's Casino and take the empty seat at the bar.
#84 is real. Offer to help at the Agricultural Center--your greeting when
kicked in there. #16 is a parallel fake.
#85 is real. #31 is a parallel fake.
#90 is real. It's in an open room on level 2 of the Sleeper Base. #45 is a
parallel fake.
#91 is real. Access Franklin Beams's file in NW L3 of Sleeper Base.
#96 is real. Description if you sit in a chair in the right of Spade's Casino.
#122 is a parallel fake.
#99 is real. Enter Faran Brygo's office.
#100 is real. Access Peregrine Cite's file in NW L3 of Sleeper Base.
#101 is real. Access Russel Heller's file in NW L3 of Sleeper Base. #48 is a
parallel fake.
#103 is real. Talk to the Mushroom Bishop ??
#104 is real. pamphlet found in police station ??
#107 is real. #27 is a parallel fake. Knock off Louie.
#109 is real. The map is in Ugly's hideout, in the room before the encounter
with Ugly, on the south side.
#111 is real. Report a crime at the Police Station.
#112 is real. Enter the torture room with Ralf, past the electric room etc. in
the Temple of Blood.
#118 is real. SW room of L5 of Base Cochise.
#119 is real. Kill Brygo and return to Fat Freddy.
#124 is real. 2nd cell from bottom, west side, Temple of Blood. #50 and #154
are parallel fakes. ??
#129 is real. Talk to charmaine and say FARAN BRYGO. #18 and #73 are parallel
fakes.
#130 is real. SE room in L5 of Base Cochise.
#132 is real(Darwin.)
#136 is real. Top cell in west side of Needles Temple of Blood.
#139 is real. Description if you sit in a chair in the left side of Spade's
Casino. #51 is an amusing fake parallel.
#146 is real. Ask the bartender in Darwin about BASE.
#147 is real. Kill Huey(which is spelled Hewey in the paragraphs apparently.)
#143 is a parallel fake.
#150 is real. Use the ruby ring on the square below the bishop.
#155 is real. #9 is a parallel fake. Kill Dewey in combat.
#158 is real. If you have the bloodstaff, Spam will continue to chat.
#162 is real. Let Redhawk join you. ??

Suspected chats in the bar in Darwin:
#11, #41, #53, #137, #140, #88, #121, #114, #69

Squeezins:
The clues are confusing, but...err, I tried.
Real
#3(????--seems to go to the Fake Finster)
#46(beware Finster)
#110(guardians/cloning)
#117(??)
#128(Finster's pet project)
#141(Redhawk/mother)
#148(destroy the base and win?)
#152(Finster's brain)
#156(Max)
#160(Mayor/Felicia Pedros)

The fake Finster story is as follows:
#55 #58 #59 #62 #64 #68 #72 #74 #78 #81 #82 #89 #94 #97 #102 #105 #106 #108
#115 #116 #120 #125 #133 #134 #135 138 #142 #151 #153 #157


End of FAQ proper

================================

 8. VERSIONS

1.0.0 sent to GameFAQs 11/14/2003. The walkthrough is complete and everything
else will come later.
1.5.0 sent to GameFAQs 11/17/2003. Added quick walkthrough, most paragraph
info, and monster details.
1.7.0 sent to GameFAQs 11/20/2003. Added paragraph info largely complete. Added
text maps and location/monster summaries.

 9. CREDITS

The usual GameFAQs gang. They know who they are, and you should, too, because
they get some SERIOUS writing done. Good people too--bloomer, daremo,
falsehead, RetroFreak, Snow Dragon/Brui5ed Ego, ZoopSoul, and others I forgot.
The people who made the great site that brought memories back.
CJayC for creating GameFAQs.com so that I could post cute little time wasting
guides like this. mame.net and the cheats section for helping me replay this--
and get somewhere in it.