Dilbert's Desktop Games
                        Techno Raiders FAQ v1.2
                             Dec. 12, 2003
                 by James Faulconbridge(aka OffTheWall)
This FAQ is:
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no more than 79 characters wide, and is best viewed in fixedsys at size 10,
with 800x600 resolution
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Table of Contents
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To quickly find information, just hit Ctrl+F and enter the corresponding
number.

1) Introduction
2) Disclaimer/Copyright Notice
3) Revision History
4) The Basics
5) Power-ups
6) Enemies
7) Walkthrough
8) Codes
9) Closing
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1) Introduction
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Welcome! This is my FAQ for the PC game Dilbert's Desktop Games. I know that
it's highly unlikely that many people still play this 5- to 6-year-old game,
let alone ones that will read this FAQ. However, I needed something to do this
summer, and this seemed like a good time-waster. This FAQ only covers Techno
Raiders, as the other games are far too simple to deserve an FAQ. Having said
that, I give you the FAQ.

NOTE-Version 1.2: I do not plan to make any further changes to the guide. I've
proofread the entire document and fixed as many errors as I can. As you can
see, updates to this guide are not very frequent, and I'd rather just get the
weight off my shoulders.
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2) Disclaimer/Copyright Notice
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This FAQ is copyright 2003 by James Faulconbridge(aka OffTheWall).
Dilbert, Dogbert, Wally, and any other related trademarks are copyrighted by
Scott Adams and United Feature Syndicate.

Only one website is authorized to host this FAQ, and that is
http://www.gamefaqs.com/
All others are strictly prohibited.
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3) Revision History
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v1.2: Dec. 12, 2003
-Made a few more grammatical changes
-Double-checked every part of the guide
-Added the date o_O

v1.1: Sept. 15, 2003
-Replaced 'The Boss' with PHB, to avoid confusion with Techno Bill
-Added ASCII map of Focus Testing level
-Added Codes and FAQ Statistics sections
-Corrected some errors and rewrote some awkward sentences

v1.00 July 6, 2003:
-The guide is finished, and ready to be uploaded to GameFAQs.com

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4) The Basics
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Finally, I can start the guide.

Controls:

Dilbert
Up                   Enter elevator/door, hide in cubicle
Left/Right           Move
Down                 Enter elevator
Enter                Fire stun gun
'(Apostrophe)        Use power-up

Techno Bill(2 player)
W                    Enter elevator/door, hide in cubicle
A/D                  Move
S                    Enter elevator
Caps Lock            Fire stun gun
Tab                  Use power-up


Gameplay Strategies
The object of the game is to navigate Dilbert through the 33 departments of his
company. Each department has 4 floors, making for 132 floors in total. In each
department, you must collect all the donuts before you can move on to the next
department. However, you must also avoid your unscrupulous co-workers. Whenever
you bump into someone, they steal a gadget from you. If you run out of gadgets,
the game is over. The solution? Use Dilbert's trusty stun gun to zap them,
allowing you to pass by unperturbed. There are four ways to move from floor to
floor in a department:

Elevators
Each department has an elevator shaft. Just stand in front of the elevator
doors and press up to go up and down to go down. Simple, no?

Doors
There are some parts of each department inaccessible by elevator. For them,
you'll need to go through a door. Each door leads to another door somewhere
else in the department. Some doors, however, are "duds", which, for no
apparent reason, lead to themselves.

Falling
Some departments have gaps in the floor, allowing you to fall down to the room
below. Falling won't hurt you, unless you land on a co-worker...

Warping/Anti-gravity
These will be explained in detail in the next section.

Also note that you can hide in cubicles. Enemies can't hurt you, but you'll
gradually find less and less cubicles as levels move on.
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5) Power-ups
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Next to your score meter is a column of stacked donuts. Once this total reaches
15, you receive a random power-up from one of the following:

Stealth Business Suit
Once activated, this renders you invisible to your co-workers for a few
seconds. Oddly enough, they still say things when you get close, and some
enemies will still launch projectiles ; you won't lose any gadgets, however.
Useful for entering a crowded elevator.

Time-Space Warp
Creates a small black hole floating around shoulder level. It lies dormant for
a few seconds, after which anyone who passes by is randomly teleported to
another part of the department. Works on Dilbert and any of his co-workers.

Anti-Gravity
Rather useful. By holding down the power-up button and pressing left and right
to steer, you can effectively move Dilbert throughout the department.
Oddly enough,  you can float through walls. Just be sure not to collide with a
co-worker. :)

Faulty Products
Man, is this ever useful! You deploy it wherever you want, say, in front of an
elevator door. Then, the next person to walk by sets it off like a trip mine
Anyone caught in the explosion is gone for the remainder of the level.
However, make sure you don't set it off yourself, or you'll lose a gadget.

Cloning
Man, is this ever useless! Creates a clone of Dilbert that proceeds to walk
around on one floor. It dies as soon as it bumps into a co-worker, or if you
accidentally hit it with your stun gun. It's only practical use would be to
collect some donuts while you move on to the next floor.
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6) Enemies
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Wally
"If I keep walkin' the hall, everyone'll think I'm reeeally busy."
This guy's easy to avoid. Just stun him and walk by. He's the slowest enemy in
the whole game.

Alice
"My objective: No matter how stupid my co-workers are, I will not PUNCH a hole
in anyone's TORSO!"
Again, a rather simple enemy. She occasionally uses doors and is marginally
faster than Wally. Stun her and walk by.

PHB(Pointy-Haired Boss)
"Did I mention that your project was cancelled?"
Faster than Wally and Alice, although not as fast as Dilbert. I guess he's
taking big, important-looking strides. Oddly enough, he seems to be the
smartest of the three, and has a tendency to follow you.

Techno Bill
"Looks like somebody just had a fax."
This guy is a major pain. He usually takes the elevator to your floor right at
the start of the level. He also has his own stun gun, so watch out. A useful
trick is to stun him right when the elevator door opens, then enter before he
recovers.

Cubicle Cop
"Attention all troops! Red alert!"
Slower than Techno Bill, and with no gun, these guys aren't too hard to avoid.
However, they usually appear in packs, and since they tie up the elevator, it
can be hard to get around. When several of them come out of the elevator, you
can get by with one well-timed zap. Along with a faulty product, if you feel so
inclined. ;)

Phil
"Come to the dark side, Dilbert. Renounce engineering and become a manager!
Take the easy path."
Phil, the Prince of Insufficient Light and eternal ruler of Heck. Basically,
another elevator hog. Although he's faster than the Cubicle Police, he
doesn't have a weapon like Techno Bill. All three of them can be snuck by if
you use a Stealth Business Suit, or if you stun them as they leave the
elevator.

Secretary
"Copy THIS!"
Yes, I know her name's Carol, but since there are up to four of her in some
levels, I figured a generic term would be more appropriate. She's the only
stationary enemy in the game, and is immune to faulty products and
time-space warps. Although you can safely walk past her, she still has her
trusty crossbow, so watch out.

Accounting Trolls
"Audit! Audit! Audit!"
In contrast to the previous enemy, these guys are ONLY vulnerable to faulty
products and time-space warps. Why? Simple-they're too short to shoot. You can
also use a stealth business suit to walk by, or anti-gravity to avoid them
altogether. They come in both green and red varieties, but they're all the
same.

Dogbert
"I hereby declare myself the patron saint of technology."
This is the hardest enemy in the game; the accounting trolls didn't even use
doors! Dogbert is just as short, will hunt you down like Phil, and is faster
than anyone else in the game, including Dilbert. Fortunately, he only appears
in a few levels, but a faulty product used on him is never wasted.
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7) Walkthrough
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i.Product Design
Enemies: Wally, PHB
Make a trip 'round the first floor to pick up the two donuts. Enter the
elevator and hold the up button until the light goes on next to the second
floor door. This will take you to the third floor. There, pick up the donut,
enter the light blue door, grab the last two donuts, and exit the level,
stunning PHB if necessary.

ii.Palmtop Multimedia
Enemies: Alice, Wally
Head left, pick up the two donuts, and enter the purple door. Then, head left
again, stun Alice, collect the donuts, and return to the purple door, stunning
Alice again if you need to. Re-enter the purple door, collect the donut on
floor 7, go through the purple door when Wally isn't near its twin on floor 8,
grab the four remaining donuts and leave.

iii.Consumer Products
Enemies: Alice, PHB
Grab the two donuts on floor 9, then take the elevator to floor 10 and grab the
donut there. Enter the rightmost door to reach floor 11, grab the five donuts
there and take the elevator to floor 12. Grab the donut and leave.

iv.Hardware Engineering
Enemies: PHB, Alice
Grab the device, then head left and get the donut. The doors are no good, so
take the elevator to floor 14, avoid PHB, grab the two donuts, and return
to the elevator. On floor 15, stun Alice, grab the donut box, and enter the
door. Grab the donut and the box, then leave.

v.Software Engineering
Enemies: Wally, Alice, PHB
Grab the two donuts on floor 17, then enter the door. There's nothing on floor
18, so enter the door again to reach floor 19. Stun Alice and Wally, then go
through the door again. On floor 20, as usual, collect all the donuts, then
leave.

vi.Engineering Storage
Enemies: PHB, Wally, Alice
Grab the two donuts on floor 21, then take the elevator to floor 22. Stun PHB
if necessary, then get the box and enter the door. Hopefully you won't run into
Wally, but if you do, it's no big deal. Just enter the door again, grab the
donut box, and re-enter the door to return to floor 22(Note: Sometimes Alice
is in the room with the donut box, others she's on floor 22. It differs every
time you play). Take the elevator to floor 24, get everything, then leave.

vii.Hardware Testing
Enemies: Techno Bill, PHB
Yep, Techno Bill. He comes for you right at the start of the level, so quickly
grab the donut and escape through the nearby door. Collect the donuts, then
enter the door again. Grab the donut, take the elevator to floor 27, get the
donut there, and re-enter the elevator. Get the last donut and leave.

viii.Software Testing
Enemies: Techno Bill, Alice, Wally
Grab the two donuts, stunning Alice and Bill as necessary. Take the elevator to
floor 31, enter the door, stun Wally, grab the donuts, stun Wally again,
re-enter the door, stun Bill, who will have followed you, and return to the
elevator. On floor 32, enter the door, get the donut, and return to the
elevator, stunning TB if he follows.

ix.Firmware Testing
Enemies: Techno Bill, PHB, Alice, Wally
Collect the donut box and take the door to floor 34. Stun any enemies there,
grab the donuts and take the elevator to floor 35. Enter the door, stun Wally,
collect the donuts and the spare gadget, stun Wally again, and enter the door.
You'll be on floor 36 now, so enter the door again, take the donuts, and enter
the door, which leads to floor 34. From there, enter the elevator to end the
level.

x.Focus Testing
Enemies: Alice, PHB, Wally

|1||2||3|==   @@@@ ==|4||5|        Take the doors in this order:
| || || |==   @@@@ ==| || |        H, 4, F, 6, B, 8, A, 7, 9, I, 2
---------------------------        and pick up any donuts along the way.
|6||7|==|8|== @@@@  ==
| || |==| |== @@@@  ==             @@@@ is an elevator
---------------------------        = is a wall
|9|==|A||B|== @@@@ ==|C||D|        - is a floor
| |==| || |== @@@@ ==| || |
---------------------------
|E||F||G|==|H|@@@@ ==|I||J|
| || || |==| |@@@@ ==| || |
---------------------------
xi.Cubicle Police
Enemies: Cubicle Cop x 3
Collect the two donuts, then hide in a cubicle until you can safely reach the
elevator. Repeat for all four floors. You can also wait by the elevator, let
some Cubicle Cops come, then stun them as they exit.

xii.Area 51
Enemies: Cubicle Cop x 3
Stun the cop and grab the donut on floor 45. Take the elevator up, grab the
donuts, and repeat. Don't forget the gadget on floor 48.

xiii.Facility Operations
Enemies: Cubicle Cop x 4
This level's a bit more complex. First, head right, stun the cop, and grab the
donut. Then enter the door, grab the donuts, enter the door on the right, stun
the cop, collect the donuts, and enter the door on your right. Collect
everything, then head left to the elevator and leave.

xiv.Employee Benefits
Enemies: None
"I can just feel the love that the company has for us."-Dilbert.
I threw in that quote because it seemed to fit the mood. Just grab the donuts
on floor 55 and leave.

xv.General Admin
Enemies: Wally, Alice, Secretary, PHB
Grab the donut box and take the door on the right to reach floor 60. Grab all
the donuts there, and re-enter the door. On floor 59, grab all the donuts and,
again, re-enter the door. Take the elevator to floor 58, go left, stun the
secretary, grab the donut, and if Alice isn't in the small room on floor 60,
enter the door, get the gadget and re-enter the door. From wherever you are,
exit.

xvi.Meeting Rooms
Enemies: Techno Bill, Cubicle Cop x 2, Alice, Secretary
Grab the two donuts and enter the door. Be sure to watch out for Bill. Collect
the donuts, and go back to floor 61. Take the elevator to floor 61, grab the
donuts and the gadget, and enter the door. Go through the three doors in the
top-right corner, collecting everything. Once you get back to the elevator, go
to floor 63, get the donut, and leave.

xvii.Executive Lounge
Enemies: Secretary x 4, Phil, PHB
Head left, get the donut by the secretary, stun Phil as he exits the elevator,
and go to floor 66. This level is pretty straightforward. Don't bother with the
doors, none of them go anywhere.

xviii.Accounting
Enemies: Troll x 5
Take the elevator to floor 71, grab the donuts, drop down, get the gadget, drop
again and go to either the elevator or the door. On floor 72, collect the donuts
and exit.

xix.Budgeting
Enemies: Troll x 6
It can be very easy to get lost here, so read carefully. Take the elevator up
one floor, head left, and grab the donut. Enter the door and collect the donut.
Without leaving the platform, re-enter the door, and when you emerge on floor
73, re-enter right away. Take the donut, drop to the platform below, take the
donut, and enter the door. Take the elevator to floor 75, go left and take the
donut. Get back to floor 73, pick up the donut by the door on the far right,
then return to the elevator. go to floor 74, head left and enter the door. From
the high platform, drop to the right, pick up the donut, enter the door, and
pick up the next donut. Make your way back to the elevator and leave.

Note: I know there's probably a faster way to do all this, but I'm too lazy to
figure it out right now.

xx.Billing
Enemies: Troll x 7
Get the donut near the centre of the level, then take the elevator up one
level. Enter the door nearby, then re-enter the door when you emerge. Quickly
grab all the gadgets and the donut box, then re-enter the door and leave
through the elevator.

xxi.Sales
Enemies: Techno Bill, Wally, Alice, PHB
Take the elevator up to floor 83, retrieve the gadget, and go to floor 84. Get
the donuts and enter the door. Grab the donut, enter the door, stun Wally, get
the donuts, enter the door, stun Alice, get the donut, enter the door, then
leave.

xxii.Sales Training
Enemies: Phil, Wally, Alice, PHB
At the start, go right and grab the donut. Then, take the elevator up a floor,
grab the three donuts there, and go up another floor. Stun the secretary, grab
the two donuts, and enter the door. Stun Wally if necessary, collect
everything, and re-enter the door. Stun any enemies, collect any donuts, and
take the door to floor 88. Take the donut, stun Alice if she's there, pick up
the gadget, and leave.

xxiii.Team Rooms
Enemies: Phil, Cubicle Cop, Alice, PHB
Go right and grab the three donuts. If Phil's in the elevator, stun him as he
exits, then go to floor 90. Stun the secretary, grab the donut, and enter the
door. Stun PHB and the cop, collect the two donuts. Go back through the
door, collect the donuts, head right and drop down. stun Alice, grab the gadget
and the donut, enter the door, and leave.

xxiv.Visionarium
Enemies: PHB, Dogbert, Alice, Wally
Go left, stun PHB, collect all the donuts, and enter the door. Stun Alice,
grab the donuts, and re-enter the door. Grab the donuts on floor 94, go through
the door to floor 96 and grab the donuts, stunning Wally if necessary. Re-enter
the door, and take the elevator to the next department.

xxv.Dream Tank
Enemies: Wally, Phil, Dogbert, PHB
Grab the donuts on floor 97 and enter the door. Pick up the two donuts and
re-enter the door. Take the donut, re-enter the door, stun PHB, collect
the donuts, go through the door back to floor 97, and leave.

xxvi.Vaporware
Enemies: Dogbert, Techno Bill, Wally, PHB, Alice
Grab the gadget to your left if you want, then enter the door. Collect the
donuts, stun Wally, then enter the other door. Stun Alice, collect the donuts,
and again, enter the other door. You'll most likely find Dogbert in this room,
so unless you have a power-up you can use, you'll have to sacrifice a gadget to
collect the donuts and escape to floor 101. Leave when you get to the elevator.

xxvii.After Hours
Enemies: Wally, Cubicle Cop x 2, Dogbert, Alice, Phil
Depending on the quality of your monitor, this level can be particularly hard
to see. Anyway, head right and pick up the donuts. Then go left, stun Wally,
collect more donuts, and enter the door. Stun Phil, collect the gadgets, and
re-enter the door. Take the elevator up to floor 106, collect the donuts, and
hide in the cubicle until you get an opening. When the coast is clear, head to
107, stun Alice, grab the donut on the far right and go to floor 108. Collect
all the donuts and leave.

xxviii.Budget Enforcement
Enemies: Troll x 4, Cubicle Cop x 2
Head left, use the cubicles to slip past the troll, and grab the donut. Enter
the door and hide in a cubicle until you can safely collect the donuts. Re-enter
the door to go to floor 112. Again, hide in a cubicle and collect the donuts.
Enter the door and do the same on floor 111. From there, sneak past the
accounting troll, return to the elevator, and leave.

xxix.Under Construction
Enemies: Phil, Troll x 2, Cubicle Cop x 2
Grab the donut in the centre of floor 113, then take the elevator to 114. Grab
the donuts and enter the door, which leads to floor 116. After you get the
donut, drop down, grab the gadget, and go to the far left for the donut. Then
enter the door, stun the cubicle cop, pick up the donuts, and re-enter the door.
Collect the gadget and the last donut, then leave.

xxx.Executive Suites
Enemies: Dogbert, PHB, Cubicle Cop, Secretary
Head right at the start, collecting the gadget and donuts. Enter the door,
collect the donuts on floor 118 then go back to 117. Take the elevator up to
floor 119, stun the secretary, and collect the nearby donuts. Enter the door to
go to the isolated section of 117. Stun any enemies there, grab the donut, and
re-enter the door. Take the elevator to floor 120, collect everything there,
then leave.

xxxi.Executive Support
Enemies: Secretary x2, Cubicle Cop x3, Alice, PHB
Head right and grab the donut near the secretary. Take the elevator to floor
123, grab all the donuts there, and head for 124. Pick up the lone donut and
leave.

xxxii.Almost There
Enemies: Alice, Secretary x2, Techno Bill, PHB, Wally
As the name implies, you're almost there. Head left, collect the gadget, and
enter the door on the right. Stun PHB, grab the donuts, and continue left,
stunning enemies as you go. Take the elevator to 127, grab the gadget, and head
right for more donuts. enter the door, then, on 126, enter the door on the
right to go to 128. Collect the donuts and the gadget there, drop twice, stun
anyone you need to, and leave.

xxxiii.Finish
Enemies: Dogbert
Pretty straightforward. Grab all the donuts on floor 129, enter the elevator,
and enjoy the ending. If this is your first time beating the game, you'll find
a component for the game machine on floor 132. Congratulations! You've just
finished Techno Raiders!
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8) Codes
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Oddly, I didn't even know about these codes when I made the first edition of
this; I went through the whole game the hard way.
Alt+N: Toggle Invincibility On/Off.
Alt+L: Gives Dilbert an extra gadget.
Alt+I: Gives Dilbert a power-up, or changes the one he has.
Alt+P: Advance one level.
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9) Closing
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If at least one person finds this FAQ helpful, all my effort will be worth it.
Heck, if one person even READS this, it'll be worthwhile. Anyway, if you notice
any spelling, grammatical, or gameplay errors in this FAQ, have a faster
strategy for Budgeting(or any level, for that matter), or just want to praise
me on what a good job I did, feel free to e-mail me at:
[email protected]
Oh, and please don't tell me that I spelled centre wrong several times. I'm
Canadian, and that's how I spell it.
As far as future plans for this FAQ go, I don't have any ideas in particular,
although I may refine the walkthrough a bit.

Special thanks go to...

Myself, for writing this FAQ, motivating myself to write this FAQ, and allowing
myself time in my busy schedule to write this FAQ.

CJayC, because if you're reading this FAQ, then he obviously posted it on
GameFAQs.com.

My parents, who bought me this computer 5 years ago, which now hardly plays
anything except Dilbert's Desktop Games.

My friend Kiel, for telling me where I can get Dilbert's Desktop Games

And finally, you, for reading this piece of art that took about 3
non-consecutive hours out of my summer!
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10) FAQ Statistics
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Words : 3,927
Characters(not including spaces): 19,838
Spaces: 3,719
Lines: 523