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    FAQ/Walkthrough by ASchultz

    Version: 1.7.0 | Updated: 11/20/03 | Search Guide | Bookmark Guide

    Wasteland(Apple IIe, PC) FAQ
    version 1.5.0
    by Andrew Schultz schultza@earthlink.net
    
    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
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    X...........X...X......X.......X
    X...........X...X......X.......X
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    X..............................X
    X..............................X
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    X...X...X..X..X..X..X..X..X..X.X
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    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
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    X..XXXXX.X.......X..X.....X.X.#X
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    X......X.X.--.--.X..X...&&X....X
    XXXXXXXX.XXXXXXXXXXXXXXXXXXXXXPX
    X......X.X.........XXXXXXXXXXX.X
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    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
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    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 *
    **************
    
    ..........#########.............
    ..||.....,#^##^##^#||.....*.###.
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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
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    ...| |###<.....||.XX.XX.XX| |XXX
    XXX| |####.....||.XX.XX...| |...
    XXX|  ---------+ ---------+ |...
    XXX| +--------- +---------  |XXX
    ...| |#v###....||.....##v#| |XXX
    ...| |#####....||.....####| |XXX
    ---+ |XXX.....*  *........|  ---
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    ...| |......***  ***..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
    XXXXXXXX*****XX**.....***......* XX.XXXXXO.....XOX...X......o...X
    XXXXXXXXXX***XX**.......*......X X..X...XX.....X.....X......X...X
    X.....X!...*..XX*.......*~~X...X X..X..........X............X.X.X
    X.....XXX*..........!*~~X..**XXX X.XXXXXXXXXXXXXXXXXXXXXXXXXXXX.X
    X.....X....*XXXXXX*..*.....*!..X
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    X...X* ~ XXXXXXXX*****XXX***XXXX X...X.......X.....X..X....X....X
    X...X* ~ *X.X****~~~~*******XXXX X...X...XXX.X.....X.......X....X
    *...XX   X..XX~***~~~~~*****XXXX X......XX...X.....XXX.....X....X
    *...........XX*XX******X******XX XXX.....X...XXXXX.o....XXXX....X
    X*****..XXXXX.............X..... ....XOX...X.X.....X............X
    X.......*...X.....!*......X..*XX XXXXX.XXXXX;X.....X....X...XXXXX
    X...........X...*..*......X....X X..........XXXXXDXXXX..X.......X
    XXX*.*XXXO**XXXXX..**XXX*O*....X X.....X....X.....#.#X......X...X
    X..*...X..*.....X..X......X....X X..XXXX....X.......#XXXX.XXX...X
    X......X..*.....*..X....**X....X X....X.....X.......#X......X...X
    X......X!.*........X...........X X..........X.....#.#X..........X
    XXXXXXXX****XXXXX**XXXXXXXXXX*** XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
    
                        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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    ##.../  /.....!####..###..!......| |.X.........X.| |><  airport|
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    --  ,----------------------------  ,-------------  ,------------
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    --  ,----------------------------  ,-------------  ,------------
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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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                             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
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    X..........X..XXXX%.~~~~~~~~.%%X
    X..........X%.XXXX%........~..~X
    X........XXXXXXX^XXXXXX....~~~~X
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    X...X.X..X............X..X.X...X
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    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 *
    ******************
    
    ..................... ,,,,,,,,,,,,,,,,,,,,,,         .......^.  
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    .........................~~.###..^^^..^^.....  ,,      ,,,,,,,,,
    ..........................~~.......^^..........,,,, ,,,,,,,,,,,,
    ..........................~~..^^^^.^^. ....#..,,,,,,,,,,,,,,,,,,
    ...........................~...^^^..^^^ ..,,,,,,,,,,,,,,,,,,,,,,
    ...........................~...^^^^.#   ,,,,,,,,,,,,,,,,,,,,,,,,
    ...........................~..^^^^^^   ,,,,,,,,,,,,,,,,,,,,,,,,,
    ...........................=....^^^^.  ,,,,,,,,,,,,,,,,,,,,,,,,,
    ...........................~....^^^^^.  ,,,,,,,,,,,,,,,,,,,,,,,,
    ...........................~..^^#^^....   ,,,,,,,,,,,,,,,,,,,,,,
    ...........................~.....^^^...      ,,,,,,,,,,,,,,,,,,,
    ...........................~....^^^^^^^^..   ,,,,,,,,,,,,,,,,,,,
    ..........................~~...^^^^##...........,,,,,,,,,,,,,,, 
    ...............  ........~~~~....^^^^^...........  ,,,,,,,,,  ..
    .............   .........~~~~~.....^^^^^^ . .......   ,,    ....
    ..   .... .  #  ........~~~~~~~.........  , ^^^.^^^^..    ......
    ,,,,,  ..      ........~~~~~~~~~.......  ,,^^^-#--^^^...........
    ,,,,,,       .........~~~~~~~~~~~......,,,^^^^^^^^^^^^...^^^^^..
    ,,,,,,,,,,, ........~~~~~~~~~~~~~......,,,,,,,  ........^^^^^^..
    ^^,,,,,,,, .........~~~~~~~~~~~~~.......,,,,,,,,....^^^#..^^^^..
    ^^^,,,,,,, .............................,,,,,,,,................
    
                                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. 
    

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