Fountain of Dreams(PC) FAQ/Walkthrough
version 1.0.0 by
[email protected](anti spam spoonerism)
Please do not reproduce this FAQ for profit without my prior consent. 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.
This game has corresponding maps at gamefaqs.com. In many ways they are more
helpful than the walkthrough. The walkthrough relies on them, so give them a
look.
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OUTLINE
1. INTRODUCTION
2. CONTROLS
3. STRATEGIES, ITEMS, ETC.
4. WALKTHROUGH
5. CHEATS
6. VERSIONS/CREDITS
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1. INTRODUCTION
FoD is a sequel to Wasteland with a few added perks--but not quite enough for
it to really fly. You're trapped in a small section of Florida, by Miami. A
big wall, Kermit's Wall, keeps the enemies out. You are looking for the
Fountain of Dreams, which cures mutations. Pretty much everyone left was
affected by the nuclear fallout. But before you do that you need to make
peace among some warring factions in Miami, gather evidence, etc.
FoD is much smaller than Wasteland and doesn't have its humor or depth of
weapons. It's more of the same but not really the same, and the new perks
aren't worth it. Add the difficulty level(there are WAY more random combats
than necessary) and the possible dead ends and the difficulty of resetting
the game, and you have a game I can't highly recommend.
2. CONTROLS
To reset a game, you need all the original *MAP and DISK* files. They are
available in a zip file from the-underdogs.info. The original game has a
pretty messed up collection of characters. I recommend you download the
original from underdogs, then copy the zip file there over it. Even that is
not quite enough if you got pretty far into the game. The RMAP file can get
modified, too.
The number pad is for moving around and F1-F5 let you look at someone. Then
the arrows choose between items, active skills and passive skills.
Using an item/attribute involves highlighting it and selecting a square
adjacent to your party.
3. STRATEGIES, ITEMS, ETC.
Evasion is probably your single most important skill, and it is developed
best by avoiding lots of enemies you know you can. Examples are given below.
But OhOh Cultists and Beachcombers are the big ones. Near the end you may
wish to avoid DS Soldados for about 20 rounds in a row just to pump up your
evasion to the maximum (Aptitude - 15). Some things you can't avoid, like
lobbed explosives, but if you are within 10', enemies won't try that.
Bad inexperienced NPCs can be helped by giving them an assault rifle and
letting them blast enemies. You can use the first few levels to improve them
as you wish.
4. WALKTHROUGH
Create characters. Push (1) til you have the maximum HP. The manual even
suggests this, so it's not really cheating. Let IQ=20, DX=20, AP=20 and
ST=the rest, or up to 16. Put the rest, if any, in luck. Push [esc] to save.
Talk to Ignatz and Junior if you want. Doc is in the west and you can store
characters in the right, though I don't recommend it. You can't pull the old
trick of creating characters and wiping them out. So just equip a machete and
leather vest for everyone before exiting.
Enter Miami from the left center. Go just below Guns N Clutter to the police
station. Say yes and yes. Then go right to the hideout(facing east) and say
556. You could go talk to TomTom up north first, but that's a waste of time.
Talk to the Bahia Mafia gang about Ochoa. They'll give you a quest. Take it.
Go south to Ochoa, who is at the next house below. You may have to go 2W of
the SW, then 1W, then step into the house. Don't worry about his warnings.
Say the Bahia Mafia did NOT send you. Then talk to him again right away and
say RIFLE. He'll give you the rifle. Return to the Bahia Mafia and you'll get
$2000.
Return to Ochoa's and allow him to go play a trick on the Mafia. So he will
join your party. One thing to note--don't sell his leather vest. There's a
bug that doesn't recognize it as a vest, giving you an extra AC point.
Don't go back to the Bahia hideout yet. Instead, take part in some side
quests. You will want to go SW to the OhOh Temple. Use Ochoa to lockpick the
door to the south. Then open the crates. If you can't, open the doors to the
south to try to improve lockpick to 3, after which they are a snap. The top
crate has a leather suit and a leather vest. The other crates have Voodoo
Elixir and such, which is useful at the altar just west to raise your
statistics. Give Ochoa the Voodoo Tonic and have him use it at the center of
the altar.
Now you will want to go to the General Store both before 4 AM and after 4 AM.
Before, you want to go behind the bar and mow down the bartender. That gets
you a Shagreen Vest. Then come back after 4 AM. Unlock the door to the
General Store and enter the room behind the bar. Bump into the punk and say
DIZ sent you. You'll have to return to the Bahia Mafia hideout after midnight
next Tuesday. But for now, you can wander around.
If it's night, go find places to fight The best places are as follows: the
SW, move up and down at the OhOh entrance. OhOhs will attack you, and they
are easy experience with machetes. They leave treasure too.
You can also go to the east road and move U/D near the top along the dividing
line. That gets big experience and money. When Ochoa gains a level(you may
want to have him auto-shoot some enemies) give him +2 strength first, but any
other time, increase AP and IQ.
In the daytime, pick up stuff at the clothing store. Buy up 3 leather caps,
no leather vests, and the rest of anything. Equip your party. You're nearly
indestructible now, at least in Miami. You may wish to pull Ignatz from home
and pump him up a bit. He has blades skill, which is useful, and you can give
him your spare armor.
Keep beating enemies up til Tuesday 0:00 AM. One thing you will want to do is
evade several rounds when there are several monsters. That will help raise
Evasion. Then go to the Bahia Mafia and win the fight there. It may take a
while, but you won't get hit, because your Evasion should be 6+. If you are
really having trouble with the fight, give Ochoa the plastic explosives.
That'll be a quick win, and it will help him with experience too. He is a
good candidate for it anyway, as he is weaker than your regular players to
start.
Once you win this fight, you can go back to the police station. You have a
choice here--you can choose not to bring the weapons by and just beat up the
informers outside. This fight regenerates. You may struggle the first few
times with them, but the better your evasion gets, the easier they will be.
Once you deliver the Bahia weapons to the police, they give you a new quest,
and the informer fights are gone. While they are riskier than the regular
Beachcomber/OhOh fights, they pile up experience more quickly, so if you want
to go to the DeSotos, you don't need to learn the password from the police.
But before taking on the DeSotos, you want to return the weapons.
You can tell the DeSoto watchtower(in the SE) DESOTO to get through. Go
straight north and take a turn to the left where there is an opening to see
the compound there. You have a few buildings here.
SE building: not much, just a fight with 5 enemies. You can run at the ones
in the background. You have treasure in the cabinets--ammo clips.
S building: go down the stairs. There's a kid to the left, and you can use
Mechanics skill on the wheel in the center to stop the works. Be careful--you
take 25 damage per character. The reward is some plastics and TNT which will
be useful for fights with a lot of guards.
NE building: 2 desks with locked drawers in the NW and NE. There is a big
fight in the SW if you don't give the password, and I would approach from the
north. That is because you have a fight with someone called a Bailey. And he
is lumped in with other enemies if you enter from the east. Answering with
the right password does nothing. But giving the wrong password gives the sort
of fight you need to win. You also get a riot helmet there.
SW building: fight to the left with DS Soldados. Fight in the DL room with
Sergeants, who are a bit tougher. It gets you a riot helmet. SE is an
exercise room. Have everyone lift a barbell--3 strength points free. NE, DS
Teniente and another riot helmet. Same in the room to the left.
NW building: Capt Garcia in NE. Get the Garcia Sunday Vest in the closet. But
be prepared for a big fight. You get a leather suit from it. Another big
fight in the SE. This is not so critical, since it only has more riot
helmets, but again it is good practice. $1000 and a password are in the NW.
Let's go to the NE compound.
Imelda Irwin
Mario Lurleen
In Mario's, go to the SW and open the door north to the closet. The NE of the
building has a book on pharmaceuticals.
In Lurleen's, throw rum in the fountain and wade around til the vault key
turns up.
In Irwin's, the SW room has a pedestal with alarm disarm, then a book with
lockpicking 3R. The SE has something under the mattress, west side. You need
to find Irwin, who is in one of the rooms, SW, NE or SE. You can fight
Lurleen, but you need to say YES to Irwin and then say YES and accept the
$5000. You can beat him up in a fight later, but you need to make a deal with
him to get the first of three amulets.
Imelda's brooch is in the right scrubs, 3E1N of the SW. Use the machete to
hack through from the bottom to avoid radiated monster fights. You don't need
to talk to her, but her place has some useful books as well.
Now for the Wilfred quest. Be healed for this. Leave Junior behind at the
police station. Go to the west edge of the sawgrass and save. Go 3E from 1U
of the bottom of the border--you should discover the hut, but if you don't,
reload and try again. A brief dialogue, and get Wilfred to join you. Bring
him back to TomTom. Then go to the OhOh Temple. You get a third.
Make sure you have the rubber boots from the closet in Mario Desoto's house.
That's needed for the final area, the Killer Klown Kollege. It is north to
the edge, then west. You will need to leave Junior behind. You probably want
to have evasion at 10+ first, and it's useful to have high dexterity(25+)
too. This means, of course, that you need IQ/Aptitude high as well.
Getting in is tough as you will be attacked 3 times by shells, once 1N1E of
the entrance and twice 1N, and it's really random whether you can get through
unscathed or not. So be prepared to save and reload. Do the same inside the
compound. You'll have a lot of tough fights with Killer Klowns. You should be
able to win them, but if not, you don't want to lose your progress. Another
problem with the Kollege is that you may find traps that kick you to another
area--which can leave you stranded.
The garage to the left is worthless, but the building in the NE has treasure
and clues. The SE area of level 1 has a clown, Joey. Use picklock to release
him. Then you can go up the stairs and south and in the room to the east
there is a vault. The combination is BOZO. Now leave and take out the clown
gunners in the corner, which I think gets rid of some of the damage you have
to take to enter/leave(nice items too) then find some quicksand--the center
of the area(SE of the center building) is a good place. That leads to the
maze challenge.
Well, it's really a winding one-way passage. Use the rubber boots and walk
around. Destroy the phone and bell, then touch the eight-ball. Walk along the
west wall and lockpick the X crate. Punch out Kermit Eli and take the rad
suit(nice) then exit south. You're on the third floor, so you will fall and
take some damage. Now the 8 ball has damaged the SE building where you are,
and you can go into the SE area and rescue Granny. Do avoid the animal on the
way--Cruel Gibbon is nearly impossible. Granny is on the bed. Hire her.
Return to Miami(again, watch the mines) and show her to Gramps Astor. Check
her in to the OhOh Temple along with Ochoa. Go back to hire Gramps, then go
visit Dr. Brewhoe and Gramps will convince Dr. Brewhoe to join. Then you can
heal up go back to the hut where you found Wilfed. They'll tell you the
fountain is a few squares north, prodded by Gramps and Dr. Brewhoe, but here
I'd change back for Junior and Ochoa. They are better for the final fight. It
is worth the detour, as even though Gramps and Dr. Brewhoe are spry old
coots, they have not built the skills your characters have.
With enough evasion you should be able to win the fight just ahead. Enemies
may try to throw stuff at you if you stay back, so run at them ASAP. Beat
them and go north again and you win!
5. CHEATS
DISK1 is the file you need to manipulate to build characters up and work
through the game.
0x0a = current x coordinates from upper left
0x0c = current x coordinates from upper right
(useful if you get in a trap)
0x03a = player 1
0x186 = player 2
0x2d2 = player 3
0x41e = player 4
0x56e = player 5
+0x44 = cur hit points(2 bit)--if 1 byte is FF you are unconscious or worse,
but you can fix it to MaxHP
+0x46 = max hit points(2 bit)
If you have a hex editor, and you can adjust the width of a line, make it
37. Then 9 down, 2 left after typing in 1 byte for 1 character leads you to
the next.
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6. VERSIONS/CREDITS
1.0.0: sent to GameFAQs 4/23/2008, complete with maps but more detail would
be nice
Thanks to GameFAQs for being, well, THERE.
Thanks to the usual GameFAQs gang, current and emeritus. They know who they
are, and you should, too, because they get/got some SERIOUS writing done.
Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow
Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog,
Lagoona, Da Hui and others I forgot. OK, even Hydrophant in his current not-
yet-banned message board incarnation. I am not part of his gang, but I want
him to be part of mine.
Thanks to Shay Addams and his Quest for Clues book for the original
walkthrough. You've probably seen it(likely OCR'ed) a lot of places on the
net. It helped me through quickly.