Centauri Alliance FAQ/Walkthrough version 1.2.0
by Andrew Schultz
schultza@earthlink.net
This document is copyright 2000-2003 Andrew Schultz except where
indicated(largely, the PSI STUFF has been transcribed from the manual),
and if anyone wishes me to take it down, I will.
Centauri Alliance is copyright 1988 Michael Cranford and Broderbund as
is all game text reproduced in the document. This FAQ is in no way
associated with Michael Cranford and Broderbund. It's largely an
attempt to save the memory of an underrated classic Apple game.
My page at http://www.geocities.com/SoHo/Exhibit/2762/centauri/main.htm
has more visual information on Centauri Alliance, with lots of cool
graphics as well.
The maps are at maps.htm in the same directory.
The file tmphtm.htm in the same directory has maps of all the areas.
If you are interested in other Apple games, check out:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm and other.htm
in the same directory. Perhaps they will bring back some memories.
================================
**** OUTLINE ****
1. INTRODUCTION
1-1. GAME INTRO
1-2. WHAT TO DO?
1-3. HOW BIG IS IT?
2. WHAT CHARACTERS CAN/SHOULD DO
2-1. CREATION
2-2. BABY STEPS
2-3. PSI AND STUFF
2-3-1. MIND PSI
2-3-2. BODY PSI
2-3-3. MATTER PSI
2-3-4. ENERGY PSI
2-3-5. METAMORPH PSI
2-3-6. SO WHAT ARE THE BEST SPELLS TO USE?
3. BIG PICTURE MAPPING
3-1. WHICH SPACEPORTS ACCESS WHICH OTHERS?
3-2. WHAT ARE THE DISTANCES[in flights]?
4. MONSTERS IN THE GAME
5. ITEMS IN THE GAME
6. SPECIAL ITEMS
7. BRIEF WALKTHROUGH
[subsection titles for 7-X hidden from view]
8. DETAIL WORK
8-1. GAME SCRIPT(COMPUTERS AND STUFF)
8-2. CINEMA SCENES
8-3. COMBAT ZONES
9. CHEATING ON THE APPLE
10. WAYS TO IMPROVE QUICKLY AND SAFELY
11. VERSIONS
12. CREDITS
================================
1. INTRODUCTION
1-1. GAME INTRO
Let's start with the messages you see on boot-up. I'll get into what
this means you need to do later.
* In the year AD 2214, in the system Alpha Centauri, six races formed a
historic alliance.
* Their dream: Peace throughout the galaxy.
* Today, less than three decades later, that dream has become a living
reality.
[credits]
* Mysterious events are occurring on the far fringes of Alliance space.
* Rumors filter back of a mutinous Donsai officer gathering a force of
renegades... an Alliance armory is looted... a border patrol vanishes...
* Most disturbing, arms dealers report uneasily that components of the
legendary Fractyr Fist have surfaced in the black-market.
* In the hands of Alliance enemies, the Fist would pose an incalculable
danger.
* Whatever the cost, you must quell the rebellion and prevent any part
of the Fist from falling into hostile hands.
1-2. WHAT TO DO?
You will have to wander among the twelve populated space bases and
find and explore side dungeons to locate pieces of the Fractyr Fist or
clues leading up to it. Eventually you will be able to land on Keppa
Var, which is currently off limits, and get to the bottom of what's
going on. In the meantime there's the standard character buildup,
although absolute levels are replaced by various skills that you can
increase from 1 to 10. Your hit and magic points are capped so that
monsters with powerful spells can blow you away, and they get frequent
in later areas.
You'll also encounter some classic puzzles and even a sort of medieval
world. Not surprising since Michael Cranford, who brought us this game,
was the man behind Bard's Tale and Bard's Tale II.
There are areas you can attack immediately and others that are
impossible to win fights in consistently. But your object is to find
items and not necessarily build up--there's a great part near the end
where you even have to wear certain uniforms to get by.
1-3. HOW BIG IS IT?
Centauri Alliance is not very big compared to other RPG's in its era
or even before. Each 'town' or space station is 16x16 as is each
dungeon. There are 38 dungeons and 12 towns so that's 50*16*16=12800
locations. Bard's Tale II on the other hand had 50x50 for the outerworld
+ 22x22x7 for towns and 22x22x21 for the dungeons, and on fewer disks.
CA tries to give a lot of items and a hexagonal combat and rough FMV's
as compensation for other things it may be missing.
1-4. EMULATION
You'll need the boot, roster and four scenario disks to get through
this one. I prefer Apple for this; Commodore doesn't have an equivalent
of Apple's nice CTRL-S save menu even if it does have some purty colors.
Be sure to back up your roster disk and note you can push "2" to get the
computer to search for a disk image you put in drive 2.
Hyperwarps between friendly bases are also very boring and if you use
AppleWin use the F8 context menu to warp-speed your hyperwarp or for
ApplePC(less recommended for this game) set the wait to zero. The game
allows you to save frequently and in this regard AppleWin's ability to
zap disk-load times is a huge blessing.
2. WHAT CHARACTERS CAN/SHOULD DO
2-1. CREATION
At the beginning there's a brief dialog to bring up what your
characters can do. Agility is probably the most important trait as it
helps your characters avoid being attacked, and that is good early on.
You'll probably find yourself filling out maximum life and Psi in the
flow of the game, and there's a way to be pretty much invulnerable early
on, so I'd worry about intelligence and agility; it's easy enough to
cycle through characters. I believe the totals listed below, which
indicate what trainees' stats can be, are maximums as well, except for
Life and Psi.
|Strength|Vitality| Life | Intel.|Agility| PSI
---------+--------+--------+-------+-------+-------+-------
Human | 10-17 | 9-16 | 10-17 | 8-15 | 11-18 | 3-10
Praktor | 8-15 | 10-17 | 12-19 | 10-17 | 9-16 | 6-13
Arcturan | 9-16 | 9-16 | 9-16 | 11-18 | 10-17 | 9-16
Valkyryn | 6-13 | 6-13 | 8-15 | 12-19 | 10-17 | 11-18
Donsai | 10-17 | 11-18 | 11-18 | 9-16 | 11-18 | 3-10
Manstrak | 12-19 | 12-19 | 14-21 | 9-16 | 7-14 | 2-9
Max stats here |
Max LIFE max PSI | Combat Tech Psionics Metamorph
Human 100 50 | Yes Yes No No
Valkyryn 75 200 | No Yes Yes No
Praktor 75 150 | No No Yes Yes
Donsai 100 70 | Yes No No No
Manstrak 150 30 | Yes Yes No No
Arcturian 90 100 | Yes No Yes No
Combat consists of THROWN, SIDEARM, MELEE. Without it you cannot use
certain weapons.
The three abilities below cost PSI points:
Tech consists of HARDWARE(droids and armor), WEAPONRY(fix jammed
weapons), BIO(healing), ANCIENT(more sophisticated than WEAPONRY).
Psionics consists of MIND, BODY, MATTER, and ENERGY. It's the space-age
equivalent of spellcasting.
Metamorph is only available to Praktors--allows them to change forms and
back. There's also something after Metamorph.
Now you're going to need six or fewer final party members to win the
game. One will need to be a Praktor. You won't need to develop the
Praktor right away, actually, and so you can play fast and loose by
throwing in an extra Human or Arcturan. Donsai and Manstrak are useless.
For the rest of your party(5 slots,) you'll probably want 2 Humans and
3 Arcturans, although if you don't mind a bumpy start 2 Humans, Praktors
and Arcturans each are quite good. Valkyryn are nice and start out with
great Psi, you can place one in the back rank to avoid combat, and the
tech skills help them to improve quickly early, so maybe you can put one
in. Valkyryns would be great if the game ultimately revolved more around
spells in combat, but the game is a bit imbalanced and Praktors trump
them with metamorphosis. Humans start out nice and can make early hit
point bunkers(lots of cheap skills to gain early on,) and you'll need
their tech skills, but their max PSI is very low. One Arcturan can learn
level 10 of body/matter, and the other can learn mind/energy. The third
can learn melee quickly. Humans should learn bio level 2 early as you go
around beating people up in Lunabase. That will reduce the need to buy
healing and save good money in the long run. But after that only one
should learn Bio to level ten; the other should learn Hardware up to
level 10. Recharging certain types of armor is quite useful to get a
shield spell boost.
For best combat success you'll want your Arcturans to get up to level
2 melee ASAP and then to level 4 later; every four melee levels gets you
an additional attack.
I've found having more than six people in your party distributes the
experience a bit more and makes it harder to get levels, and in fact
it's tough to figure out what to do with the extras as the game evolves.
Too early in the game, they're overkill as combats are easy enough. Too
late, they are helpless anyway.
You may want to create backups just in case--and also because each one
will get you a thousand extra credits to start out, so you can pool
money and then dump the two extras. For most of your early level
building you won't be facing anyone terribly tough. If you find later
that you just need that extra person, it won't be much of a problem to
keep a player in the background and let him osmose experience points.
And leveling him up will be a break from the tedium of getting
exorbitant points for a different discipline.
Now you'll note that many races have maximum statistics(you reach your
maximum in statistics well before learning everything,) but you also
should see how your party's a bit weak to start out. No problems there;
the experience needed to increase a level in any one discipline goes up
with your level. So you can just create a few jacks of all trades,
letting them learn level 1 stuff. Later on you can focus them on more
important things, but you want to be able to survive first. Also having
1 sidearm and melee is useful because then you can fight as you wish.
Keep an eye on where the training center is, and once you're able to
cream the bad guys, do so.
If you're really feeling daring you can take only five characters
around(2/2/1) and get a slightly quicker start that way. Later on you
can always duplicate any party member by saving while a party is out and
then renaming one at Lunabase before returning them to the save game.
You need only 1000 experience for your first level. The second is then
hard-coded to the thousands but later if you run over the game will keep
track of your extra experience points. One key thing to remember is that
after advancement you will have at least 1000 experience; however, if
you've gained a lot of experience since hitting zero you may want to go
in for a tougher skill. For instance a character with 7100 extra points
and 7 hardware skill and 0 biology skill would do better to gain
hardware(starting with 1900 to go) and pick up biology after his next
few encounters than pick up biology and waste the 6100 he'd have gotten.
\level|
Discipline\ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |Total
---------------+----+----+----+----+----+----+----+----+----+----+-----
Melee | 2 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 20 | 30 | 90
Thrown | 2 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 20 | 30 | 90
Sidearm | 2 | 2 | 3 | 4 | 5 | 7 | 9 | 10 | 20 | 30 | 92
Master | 5 | 8 | 10 | 10 | 20 | 40 | 80 |100 |100 |200 | 773
---------------+----+----+----+----+----+----+----+----+----+----+-----
Hardware | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 10 | 20 | 88
Weaponry | 2 | 2 | 3 | 4 | 5 | 6 | 7 | 9 | 10 | 20 | 88
Bio | 2 | 3 | 3 | 5 | 6 | 7 | 8 | 10 | 20 | 30 | 103
Ancient | 2 | 3 | 3 | 5 | 6 | 7 | 8 | 10 | 20 | 30 | 103
---------------+----+----+----+----+----+----+----+----+----+----+-----
Mind | 2 | 2 | 3 | 5 | 7 | 8 | 9 | 10 | 20 | 30 | 105
Body | 2 | 2 | 3 | 5 | 7 | 8 | 9 | 10 | 20 | 30 | 105
Morph | 2 | 2 | 3 | 4 | 6 | 7 | 9 | 10 | 20 | 30 | 103
---------------+----+----+----+----+----+----+----+----+----+----+-----
Matter | 5 | 8 | 10 | 10 | 20 | 40 | 80 |100 |100 |200 | 573
Energy | 8 | 10 | 10 | 20 | 40 | 80 |100 |200 |200 |300 | 968
Hardware is pretty useful; weaponry is less so as you will be able to
get by with a lot of melee. Bio is very useful but of course harder to
get. Ancient isn't good for much even though it can fix up powerful
weapons.
[can grenades get extra charges this way?]
Characters gain 1-4 hit points and 1-4 PSI points a level up to the
racial maximum. Also every other level they seem to gain an attribute
point; the maximum is twenty across the board for all races but humans
P.S. Constructs are useless, illusions doubly so. Unless you set about
disbelieving them for experience when your opponents call them up.
[metrics for PSI use and effect later i.e. Bio and healing]
2-2. BABY STEPS
To start out, go with shieldbelts and broadswords for your front line.
They should be able to pulverize anyone in their way. For this you may
need to win a few fights first or hire and delete some characters. Buy
the best shieldbelts.
1300 for shieldbelt RL4 * 6 = 7800
100 for broadsword * 4 = 400(front line)
----------------------------------
8200
Activate the shieldbelts five times on each person to get the maximum
shield of 100. This will render you invincible against physical attacks
for a while. Don't forget to use their other three charges before you
sell them back--although you can also tinker with them if a player has
acquired hardware skill as well.
You should be able to chop opponents up with little trouble here.
Putting someone with SIDEARM in back will maximize effectiveness, and
you can have your praktor morphed for fun. Perhaps for the very start
you can put the Praktor in front and two SIDEARM people in back. Oh, and
don't let any bad guys join up, even the ones that hit you for annoying
damage occasionally. They just suck experience and rarely do anything
for you.
Best fights early are with Skarvarks. Run at them and disbelieve what
they summon for big experience; watch out, though, as they run if you
get next to them. Also take note of enemies that engage in melee combat,
as you should have no problem with them. Early on in the towns there are
a lot of 10-point monsters(i.e. 6 of them give 10 experience) which is a
nuisance but you should still be able to run at them.
You'll want to start off by promoting your Mind and Body Arcturans to
level 2 for the first one gained. Your humans should probably go to
level 2 on tech skills and then learn melee to level 4 after that, and
your other Arcturan can become a spell generalist, even getting to level
4 melee early. The Praktor can get to morph 2 and then cover mind and
body to gain quick all around skills. After clearing up to level 2 in
pretty much everything, which gives a nice boost to hit points and psi
your characters can concentrate on one skill. Then when spellcasters get
to 7-8 they can concentrate on the other mind/body, and when fighters
get to 7-8 they can concentrate on melee to get an extra attack.
Other things you'll want to note are that you don't want to stay on a
drain square--not even to turn around. Go forward a square and then turn
around. It makes a big difference.
2-3. PSI AND STUFF
<>
As stated, psionics involve a focusing of alien brainwaves to achieve
results both mental and physical. The four skill areas contain many
individual psionic abilities, each causing a temporary drain on the PSI
points of the one using them (the actual amount is in parentheses).
Listed (along with the name of the ability and its description) is a 5-
letter code word which must be typed in at the time the ability is used.
There is also a length of duration for the ability, as well as a maximum
range of effect.
Some psionic abilities produce effects that can be maintained as long as
there are PSI points being expended (illusions and constructs). To
maintain these abilities, no PSI points can be regained through rest.
The psionic character can terminate these abilities at his own
discretion. They are listed herein with a duration of FOCUS.
"Constructs" are creations of matter or energy which the psionic
controls. They resemble robots without a computer brain or power
source; the psionic and his ability substitutes for these. If the
psionic is killed or stunned, any constructs under his control are
immediately destroyed as well (since they owe their existence to the
psionic's concentration).
"Illusions" are audio/visual phenomena which can only do damage to
someone if he believes the illusion is real. Similar in operation to a
construct, an illusion's existence is contingent on the psionic's
consciousness. Your party (and your enemies) will automatically undergo
a "reality test" at the end of every combat round to see if you can
disbelieve any illusions that oppose you. A successful reality test will
make the illusion vanish.
2-3-1. MIND PSI
[Formatted differently. In the book, Name and Description are in
different columns]
Lvl Name Description
1 Spatial Sense SPSEN(2) Instant N/A
Determines your location and direction in a particular labyrinth,
base, or city
Psi Assault PSIAS (4) Instant 1 Foe, 1 Hex
Does 1-4 points of PSI damage for every level of ability the
psionic has in this discipline.
Mind Shield MINDS (4) Combat Self
Cuts mind attack on the psionic in half, and only half damage from
illusions.
Invisibility INVIS (3) Combat Self
Makes all attacking groups have trouble seeing the psionic (he
always seems to be in their blind spot!). He is therefore protected
from many attacks.
2 Psi-Mask PMASK (4) Combat Party
This illusion makes your group look more ferocious. Your enemies
are more likely to run away from you.
Sixth Sense SIXSE (4) Brief 3 Moves
Makes the psionic sensitive to the proximity (3 points away) of
high-energy phenomena
Slow Foes SLOFO (5) Round Group
Causes a group of your enemies to slow down so much that they miss
a round of attack!
Psi Transfer PSITR (16) Instant Char
Allows the psionic to transfer 10 of his psi points to another
character. The ability cost includes the points transferred.
3 Brain Drain BRNDR (6) Instant Group (2 Hex)
This ability will do 5 to 20 points of PSI damage to all the foes
in a group.
Lesser Illusion LESIL (7) Focus Party
Creates a temporary creature, maintained at the psionic's will,
and subject to his control (basically, a puppet). The illusion is only
effective to those enemies who believe it is real. Reality checks are
done each round.
Confusion CONFU (7) Combat All foes
This ability slows your opponents down, reducing their attack
quickness and making them easier to run from.
4 Seventh Sense SEVSN (7) Medium 3 Moves
An increased SIXTH SENSE ability, this one also detects the
presence of dangerous radiation, neutron fields, and map-wipe zones.
Aura Shield ASHLD (8) Combat Party
Similar to MIND SHIELD, this ability shields every member of your
party.
Vanisher VANSH (8) Combat Party
This ability functions like INVISIBILITY, but works for your
entire party, and at greater strength.
5 Mind Block MIBLK (1) Combat Self
The psionic with a Mind Block cannot be attacked mentally.
Speed SPEED (9) Combat Char
Accelerates the reflexes of a character by twice normal
speed...allowing him to attack twice as many times in combat(no, it does
not allow twice the
normal use of psionic abilities).
6 Illusion ILLUS (12) Focus Party
A primary illusion spell, this one is more believable and
dangerous than LESSER ILLUSION.
Berserker Rage BERRG (10) Combat Party
Makes those fighting in your party go absolutely crazy, allowing
them to hit more accurately and for increased damage.
7 Psi Capture PSCAP (16) N/A 1 foe
Allows the psionic to subdue an enemy mind and make him your
permanent friend, willing to join your group.
Paralyze PARAL(12) Round All foes
Causes every alien group to suffer extreme confusion, and to miss
the combat round entirely.
8 Greater Illusion GRILL (20) Focus Party
Creates an illusion as per previous abilities, but tougher to
disbelieve and far more deadly.
Aura Speed AUSPD (18) Combat Party
Like the SPEED ability, this one affects every member of your
party.
9 Psi Stun PSIST (24) Instant Group (3 Hex)
Instantly stuns an entire group (drops them to 0 PSI points)
10 Aura Block AUBLK (30) Combat Party
Like the MIND BLOCK ability, this one protects every member of
your party. In addition, the party will make future reality tests during
this combat session with total success.
2-3-2. BODY PSI
Lvl Name Description
1 Insta-heal INSHL (4) Instant Char
Causes healing of 1 to 4 points of damage of LIFE for every level
of the psionic in this discipline.
Jolt JOLT!(5) Permanent Self
The body of the psionic takes on a natural electro-magnetic
shield, which gives him a natural shield rating of 10. Only works if he
has a rating below 10.
Exo-skeleton EXOSK (3) Combat Char
The skin of one character becomes hardened like leather,
protecting him from casual damage.
Meta-Fist METFI (4) Instant 1 Foe, 1 Hex
Disrupts the metabolism of one foe, causing him physical distress
on the level of 1 to 4 of LIFE damage for every discipline level of the
psionic.
2 Psi Strength PSIST (6) Combat Char
Increases the physical strength of one of your characters
tremendously.
Intangibility INTNG (7) Combat Party
Makes your group members semi-solid, and thus extremely difficult
to hit, but also reduces your own ability to hit.
Night-Sight NITST (6) Brief Party
Alters the vision of your party members, allowing them to see far
into the red spectrum, which precludes the necessity for "visual" light.
Fire Proof FIRPR (6) Combat Party
Makes your party members half-immune to fire or heat related
attacks that stem from psionic powers.
3 Blade-fist BLFST (9) Combat Party
In melee combat, allows your fighters to do an additional 10 to 40
points of damage to their enemies.
Slow-Regrow SLORE (8) Long Party
Causes incremental healing to take place, at the same rate PSI
points are normally regained.
Blindness BLIND (8) Combat Group
Disrupts the normal functioning vision of a group of your enemies.
They miss an attack round totally, and afterward will have difficulty
avoiding your party's attacks.
4 Chitinous CHITN (10) Combat Party
Creates the EXO-SKELETON effect for your entire party.
Meta-Strike METAS (9) Instant Group (2 Hex)
Like the META-FIST ability, this one affects an entire group of
enemies.
Far-Sight FARST (10) Combat Party
Allows all characters using sidearms to shoot with increased
vision and accuracy.
5 Psi Power PSPOW (12) Combat Party
Like the PSI STRENGTH ability, this one functions with increased
power for the entire party.
Regeneration REGEN (9) Instant Party
Heals every character in your party a total of 2 to 8 points for
every level the psionic has in this discipline.
6 Metal Man METMN (13) Combat Char
Turns a character to organic steel, making him virtually
invulnerable to normal attack.
Agility AGILT (12) Combat Party
Increases the natural agility and response of your party, giving
them automatic initiative in combat.
7 Super Jolt SPJLT (15) Permanent Party
Your whole party gets the Jolt effect (natural shield rating of
10).
Astral Sight ASTSI (11) Enduring Party
An increased NIGHT SIGHT ability.
8 Meta-War METAW (15) Instant All foes (3 Hex)
Like META-STRIKE, this ability affects every alien group attacking
you.
Anti-Morph ANTMO (18) Instant Party
Will convert any metamorphed members of your party back into their
normal state.
9 Fastclone FSTCL (82) Instant Char
Reclones your dead character at high speed, leaving him alive but
in a severely weakened condition. This ability is not operational in
combat, due to the intensity of concentration necessary to use it.
10 Restoration RESTR (30) Instant Party
Heals every living member of your group entirely.
2-3-3. MATTER PSI
Lvl Name Description
1 Earthquake ERTHQ (10) Instant/Combat Group (2 Hex)
Causes the terrain under a group of your enemies to shake, split,
and convulse. They will receive 10 to 40 points of damage.
Air Barricade AIRBR (12) Combat All foes
The air (under the psionic's control) buffets against all your
enemies, reducing the level of their attacks against you.
2 Scatter Blast SCABL (8) Instant 1 Foe, 3 Hex
Disrupts the molecular structure of a foe, doing 15 to 60 points
of damage to him.
Astral Armor ASTAR (14) Combat Char
Creates a shield around a character that cannot be penetrated
physically (nor can he attack out of it!).
3 Vacuum Sphere VACSP (8) Combat Group (3 Hex)
Removes most of the air from the hex containing a group of your
enemies, lowering their ability to defend dramatically.
Genie GENIE (14) Focus Party
This ability creates an air "creature" which, like an illusion, is
actually a pet under the control of the psionic. It cannot be
disbelieved,
however.
4 Pyrokinesis PYROK (16) Instant Group (1 Hex)
causes a group of your enemies to instantly combust, burning for
25 to 100 points of damage.
Wall of Stone WALST (15) Combat All foes
Encases your enemies in a shifting sheet of rubble, lowering their
ability to attack, and making them easier to run away from.
5 Will-o-Wisp WILOW (20) Focus Party
Like the GENIE ability, this one creates a "fire" creature under
the psionic's control.
Hail Storm HAILS (31) Instant Group (3 Hex)
The psionic turns plain air into large, deadly hail stones, which
batter your enemies for 26 to 104 points of damage.
6 Disruption DISRP (34) Instant Group (1 Hex)
Causes molecular disruption in the bodies of a group of your
enemies, doing 30 to 120 points of damage.
Passwall PASSW (22) 1 Move N/A
The molecules of a wall pull back like a curtain, allowing your
party to pass through. You must be directly in front of a wall for this
to work, and step directly forward once the way is open. Some walls are
immune to this ability, so be forewarned.
7 Stoneman STNMN (30) Focus Party
Like the GENIE and WILL-O-WISP abilities, this one creates a
large, mobile stone construct.
Basilisk BASIL (37) Instant Group (2 Hex)
Turns a group of your enemies into stone, killing them instantly.
8 Implosion Force IMPFO (35) Instant 1 Foe (3 Hex)
Causes a piece of matter (e.g., a body or mechanoid) to suffer
molecular collapse, receiving 40 to 160 points of damage.
Continuum CONTN (38) Combat Grid (2 Hex)
Will instantly vaporize an empty, nearby hex, making it impossible
to travel on.
9 Teleport TELEP (40) Instant Party
Instantaneous apportation of your group. You specify a positive
(north and east) or negative (south and west) direction and the number
of points you
wish to move (if you move beyond the bounds of the map you will come in
on the opposite side). In combat, this ability will cause a random
traveling[sic] to another free hex on the combat grid.
10 Chaos CHAOS (80) Instant All Foes
Complete DISRUPTION ability (30 to 120 points of damage) to all
enemies on the grid.
2-3-4. ENERGY PSI
Lvl Name Description
1 Ectoplasmic Arm ECTAR (21) Instant 1 Foe (2 Hex)
Causes a limb constructed of raw energy to lash out at a select
foe, for 25 to 100 points of damage.
Force Field FOFLD (18) Combat Self
This ability helps protect the psionic from most forms of attack:
physical, psionic, and energy.
2 Fireball FIRBL (40) Instant Group (4 Hex)
Causes a mass of searing energy to fly at any group in range and
explode on reaching it, doing 25 to 100 points of damage.
Light LIGHT(10) Medium Party
This ability creates a roving globe of light, which accompanies
the party on its travels and illuminates surroundings with amazing
clarity.
3 Mind Bolt MIBLT (50) Instant Group (2 Hex)
Causes a psionic shock to hit an entire group, doing 25 to 100
points of LIFE and PSI damage.
Darkness DARKN (20) Combat All foes
Creating a specially polarized darkness which affects only your
enemies, this ability allows you to attack easily and avoid most of your
enemies'
counterattacks.
4 Psi Furnace PSFUR (54) Instant Group (5 Hex)
Channels all available heat to a particular hex of your choice,
doing 32 to 128 points of damage to all within it.
Overload OVRLD (30) Instant Group (3 Hex)
Causes any mechanoids opposing you to suffer a potential burn-out.
5 Electro-Spheres ELSPH (60) Instant Group (2 Hex)
These flying globes of energy will envelop a group of your
enemies, doing 40 to 160 points of damage.
Elemental ELEMN (50) Focus Party
This ability will create a "creature" of pure energy which is
controllable by the psionic.
6 Force Barrier FORBA (40) Combat Party
Like the FORCE FIELD ability, [but] this one covers the whole
party.
Greater Light GRLIT (18) Enduring Party
Similar to the LIGHT ability, this ability creates the finest and
most enduring psionically created light possible.
7 Absorption ABSRB (50) Combat Party
This ability creates a null energy field around your party, which
makes energy attacks and weapons totally ineffective against you.
Psi Nova PNOVA (68) Instant Group (5 Hex)
Causes a gathering of available heat and light about a group of
your enemies, doing 44 to 176 points of damage.
8 Equilibrium EQUIL (20) Brief Party
Makes your party "Invisible" to detection by another psionic.
There are also traps and alarms which are psionic in nature, and which
can be avoided by maintaining psionic equilibrium.
Short Circuit SHCIR (60) Instant All foes
Like the OVERLOAD ability, this one will work on all groups of
your enemies.
9 Guardian GUARD (90) Focus Party
This ability will create a number of guardian elementals, under
the psionic's control, to protect the party.
10 Photon Fury PHFUR (120) Instant All foes
This ability covers the combat grid with a destructive hurricane
of energy, delivering 50 to 200 points of damage to all enemies upon it.
2-3-5. METAMORPH PSI
Shape changing can be a very useful skill in the universe of CENTAURI
ALLIANCE. Characters with this ability can essentially change their
physical structure to become one of ten completely different creatures,
and also acquire any special abilities that creature may have. They
also can use any technical or psionic abilities they possess without
hindrance. Typically, a metamorphed character cannot make use of a
firearm or specialized equipment (designed for humanoids) but can throw
explosive, use protective artifacts, etc. Be aware that metamorphed
characters can only carry six items at a time: if they attempt to carry
more when using their skill, the last two items will be ruined in the
conversion process.
To metamorph, a character should select as if he was going to use a
psionic ability, but instead type in one of the following 11 codes
(META0 to META?). A character may only change shape beginning with his
normal form (i.e. you can't change shape when you are already
metamorphed; you must first use META0 to return to your original form).
Metamorphed characters desiring to use native creaturely abilities
should attack MELEE style in combat. Their animal nature will then take
over as per their creature type. When a metamorphed character returns to
his normal form, he will have the exact same amount of LIFE points that
he had before he metamorphed.
METAMORPH SKILLS:
1 META0 (4) This ability returns the metamorphed character to his
original
form.
META1 (8) Metamorph form number 1: Stonewalker
2 META2 (12) Metamorph form number 2: Andromedan
3 META3 (16) Metamorph form number 3: Gorn Warrior
4 META4 (24) Metamorph form number 4: Gamma Goblin
5 META5 (32) Metamorph form number 5: Beta Wolf
6 META6 (48) Metamorph form number 6: Zon Dragon
7 META7 (64) Metamorph form number 7: Drak
8 META8 (80) Metamorph form number 8: Far Spectre
9 META9 (96) Metamorph form number 9: Atomic Ant
10 META? (112) Metamorph form number 10: Devastator
[My comment:]
Many of these are utterly useless as their special abilities are
lousy. The best thing to do with a Praktor is to turn it into an animal
with long-range capability. I find the Zon Dragon to be the best one to
get without too much exertion. The main problem with Praktors is that it
is tough to get them up to a level where they even have 112 PSI points.
They start at 10 and get +1-4 PSI per level. For 50 levels that makes a
total expected value of 135 maximum--and that's AFTER getting through
the killer energy and matter improvements.
Zon Dragons have a range of 4 squares and do about 60 damage, and that
is good enough. They have around 90 hit points(in general you get 15X HP
for casting METAx.) MELEE in combat causes the Zorn Dragon to breathe at
a random group; this seems heavily biased in favor of the first group
listed, and they don't play smart(i.e. if four people attack a group of
four they'll go somewhere else.) They have a degree of chance, but
seeing as how they can continually bomb one group, they can often cut
down the ranks of troublesome spellcasters very quickly and are even
more effective and reliable than guns or running at an enemy. Until then
META4 is desirable, and you should quickly build your Praktor up to
level 4 metamorphosis. The Gamma Goblin occasionally shoots down enemies
at a distance.
Once you get pretty good having two Praktors may be incredibly
effective. You can maybe take out two long-range groups at once or be
very assured of taking out one. However you can't really coordinate them
to attack exactly WHO you want. Note that your Praktors can also cast
spells when metamorphosed, taking some of the load for lesser spells to
leave your regulars to cast the biggies.
2-3-6. SO WHAT ARE THE BEST SPELLS TO USE?
Some are absolute clunkers. Others are just marginally lame. Still
others are completely necessary.
BO=body, MI=mind, MA=matter, EN=energy
Spells necessary for explorations are:
--BO-1: JOLT!(provides spellcaster with instant shield even outside of
combat. Spellcasters are most important to protect early on because they
get to cast...)
--BO-1: INSHL(per-level healing, so this is a good reason to have spell
specialization early on.)
--MI-1: SPSEN(provides a compass)
--BO-2: NITST(lights dungeons)
--MI-2: SIXSE(which becomes SEVSN later)
--BO-3: SLORE isn't strictly necessary but helps save PSI points long
term especially when your Bio isn't at 10
--MI-4: SEVSN(better than SIXSE, 'something odd'=teleport, manual
mentions map wipe zones but there aren't any...)
--BO-5: REGEN is a per-level spell which turns out to be more efficient
than level-10 RESTR(at level 10 you get 20-80 hit points for 9 PSI but
assuming no manstraks/donsai and max human hit points of 100, REGEN
gives <100 for 30, which is 40% less.)
** interestingly casting REGEN on your Praktor who is in META6(Zon
Dragon) mode causes him to do 128/256 damage to anyone he hits while
breathing.
--BO-7: ASTSI lasts a bit longer than NITST, less of a nuisance to
remember to cast it.
--EN-6: GRLIT is nice if you've got it.
--EN-8: EQUIL is probably the big one and the main reason to build
characters throughout the game.
--MA-6: PASSW is nice and MA-9: TELEP is too but they are more just
conveniences so you can get out. They're almost never useful where you
most need them...until...suffice it to say TELEP will come in handy
after you're convinced it's useless!
These aren't exploration spells per se but should be cast before
starting:
--META4 is good at the beginning.
--META6 should be cast after leaving training.
As for combat, you'll probably want to use the group-oriented spells
the most, at least for casting offensive stuff. Strength spells aren't
too useful as that only affects melee and, geez, you should be able to
clobber bad guys anyway.
--MI-2: SLOFO is good to use on shooting enemies far away while cleaning
up hand-to-hand.
--MI-3: BRNDR is good if there's nothing else.
--BO-4: METAS has good range.
--MI-7: PARAL is worth a roll of the dice.
--BO-8: METAW has even better range. Great against more than one group.
--MI-9: PSIST
Some matter spells are quite good.
--MA-4: PYROK is good against close in monsters who shoot
--MA-5: HAILS has more range.
--MA-6: BASIL nice idea, never seems to work.
--MA-10: CHAOS is quite amusing.
--almost all energy spells(except the summons) are quite fun. ABSRB is
really a good spell later on as you will face some nasty crazy PSI
attacks. You'll need to tailor the spell to the occasion but I note
quickly--
--EN-1: ECTAR great on one foe.
--EN-7: PNOVA is long ranging and devastating.
--EN-7: ABSRB is great protection.
--EN-10: PHFUR sadly you won't get a chance to cast this probably.
--EN-2 FIRBL EN-3 MIBLT EN-4 PSFUR EN-5 ELSPH are quite good with EN-4
OVRLD EN-8 SHCIR handy for when you face robots.
3. BIG PICTURE MAPPING
3-1. WHICH SPACEPORTS ACCESS WHICH OTHERS?
0.Andrini Cluster Gamma Base Omicron 7 Kevner's World
1.Chronum Lunabase Omicron 7 Kevner's World
2.Epsilon Indi Lunabase Omicron 7 Tau Eridani
3.Gamma Base Andrini Cluster Kasdran Keppa Var
4.Kasdran Gamma Base Port Minkar Kevner's World
5.Keppa Var Tau Eridani Port Minkar Gamma Base
6.Kevner's World Chronum Andrini Cluster Kasdran
7.Lunabase Chronum Epsilon Indi Veladron II
8.Omicron VII Epsilon Indi Chronum Andrini Cluster
9.Port Minkar Veladron II Kasdran Keppa Var
a.Tau Eridani Epsilon Indi Keppa Var Veladron II
b.Veladron II Tau Eridani Port Minkar Lunabase
(I know the hex is geeky, but it makes the table below more concise...)
3-2. WHAT ARE THE DISTANCES[in flights]?
See the codes above. This was done by computer, so it's right :).
0 1 2 3 4 5 6 7 8 9 a b
0 0 2 2 1 2 2 1 3 1 3 3 4
1 2 0 2 3 2 4 1 1 1 3 3 2
2 2 2 0 3 4 2 3 1 1 3 1 2
3 1 3 3 0 1 1 2 4 2 2 2 3
4 2 2 4 1 0 2 1 3 3 1 3 2
5 2 4 2 1 2 0 3 3 3 1 1 2
6 1 1 3 2 1 3 0 2 2 2 4 3
7 3 1 1 4 3 3 2 0 2 2 2 1
8 1 1 1 2 3 3 2 2 0 4 2 3
9 3 3 3 2 1 1 2 2 4 0 2 1
a 3 3 1 2 3 1 4 2 2 2 0 1
b 4 2 2 3 2 2 3 1 3 1 1 0
Note no more than four flights are needed to travel between any two
places.
4. MONSTERS IN THE GAME
I haven't extracted the info for what the items do. However, here are
all the
monsters.
Monsters for Lunabase
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Epsilon Indi
Vaqa Thief/ves
Dirty Trader/s
Keldraft/s
Betelgeusian/s
Smuggler/s
Sarg Rat/s
Hydraen/s
Melkon Osk/s
Phasuran/s
Fog Driveur/s
Shadowhag/s
Deathman/en
Mercenary/ies
Mentelite/s
Android/s
Benvor Frag/s
Monsters for Omicron VII
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Drokal Org/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Veladron II
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Port Minkar
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Kasdran
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Kevner's World
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Tyndeam/s
Android/s
Metrak Scum/s
Monsters for Chronum
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Andrini Cluster
Vaqa Knight/s
Denab Pirate/s
Sandralk/s
Braktalian/s
Smuggler/s
Slaver/s
Hydraen/s
Megra Falk/s
Minduran/s
Rakalian/s
Sturbeast/s
Scavenger/s
Mercenary/ies
Skarvak/s
Android/s
Gasher Dreg/s
Monsters for Gamma Base
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Keppa Var
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Tau Eridani
Vaqa Warrior/s
Denab Pirate/s
Sandralk/s
Trantirian/s
Smuggler/s
Slaver/s
Hydraen/s
Vesta Marg/s
Minduran/s
Far Dractor/s
Sturbeast/s
Deathman/en
Mercenary/ies
Skarvak/s
Android/s
Metrak Scum/s
Monsters for Andrini level 1
Guard/s
Man Hunter/s
Trekram/s
Mind Singer/s
Smuggler/s
Dirt Rat/s
Kepra Dog/s
Trog/s
Cave Dweller/s
Slaver/s
Green Guard/s
Head Hunter/s
Mercenary/ies
Psi Mind/s
Death Droid/s
Mendar Tyg/s
Monsters for Andrini level 2
Scavenger/s
Daynab Fighter/
Vanquird/s
Martian/s
Vadearn/s
Slime Rat/s
Hydraen/s
Star Skull/s
Blue Guard/s
Assassin/s
Shadowman/en
Jelloman/en
Mercenary/ies
Psi Guard/s
Combat Droid/s
Guardian Mech/
Monsters for Zentek level 1
Wolf/ves
Orc/s
Black Mage/s
Hobbit/s
Conjurer/s
Axeman/en
Dwarf/ves
Paladin/s
Hunter/s
Green Mage/s
Wraith/s
Zombie/s
Bard/s
Pirate/s
Killer Kang/
Giant/s
Monsters for Zentek level 2
Gas Dragon/s
Half-Orc/s
Vampire/s
Spectre/s
Wizard/s
Stone Giant/s
Super-Toad/s
Dark-dweller/s
Blue Dragon/s
Brown Mage/s
Cloud Giant/s
Ghoul/s
Sorcerer/s
Soul Sucker/s
Goblin/s
Gremlin/s
Monsters for Zentek level 3
Lich/es
Beholder/s
Grey Dragon/s
Ghost/s
Ninja/s
Basilisk/s
Balrog/s
Ogre Lord/s
Shadow/s
Fire Giant/s
Wight/s
Samurai/s
Swordsman/en
Ogre Magi/
Werewolf/ves
Zentek/
Monsters for Tonka's level 1
Master Sorcerer
Beholder/s
Red Dragon/s
Maze Master/s
Ninja King/s
Basilisk/s
Balrog/s
Ogre Lord/s
Xorn/s
Ice Giant/s
Undead/s
Bladesman/en
Swordsman/en
Ogre Master/s
Jackalwere/s
Gremlin Lord/s
Monsters for Tonka's level 2
Master Conjurer
Mesmerizer/s
Black Dragon/s
Mind Mimic/s
Stealth Ninja/
Cockatrice/s
Balrog King/s
Xorn Lord/s
Vader Knight/s
War Giant/s
Head Hunter/s
Bladesman/en
Archer/s
Crazy Fred/s
Ernest/
Tonka/
Monsters for Ancient world surface
Rockman/en
Stoner/s
Stone Cat/s
Vacuum Slug/s
Vapor Mech/s
Space Rat/s
Rock Scrag/s
Dirt Squirm/s
Rock Hound/s
Space Eel/s
Moon Bat/s
Scanner Mech/s
Fapa Floater/s
Land Shark/s
Scrapper/s
Tracer Droid/s
Monsters for blank
Monsters for blank
Monsters for Trader Drake level 1
Vaqa Thief/ves
Ugly Trader/s
Elko Guard/s
Cyntrolock/s
Smuggler/s
Sarg Rat/s
Smuggler Erg/s
Trafdu Fed/s
Kolosk/s
Mahart Thug/s
Shadowscum/
Red Guard/s
Mercenary/ies
Mentelite/s
Android/s
Patrol Droid/s
Monsters for Trader Drake level 2
Grey Thief/ves
Filthy Trader/
Skarsden/
Centaurian/s
Smuggler/s
Drek Rat/s
Rogue/s
Vinderpawn/s
Molpharg/s
Visuraek/s
Shadowfist/s
Micro Mech/
Macro Mech/
Master Mech/
Mental Mech/
Masher Mech/
No monsters for knaves' Guild levels 1, 2
Monsters for Chronum Reactor
Sabateur/s
Crazy Man/en
Enemy Agent/s
Sabateur/s
Smuggler/s
Corp Thief/ves
Daynab Scout/s
Panicker/s
Maniac/s
Daynab Guard/s
Raider/s
Deathman/en
Mercenary/ies
Pirate/s
Protecto-Droid/
Mean Dude/s
Monsters for Earth
Bureaucrat/s
Paper-pusher/s
Attorney/s
Red-taper/s
Chairperson/s
Evil Soldier/s
Renfrew's Buddy
guy named Joe/
Bodyguard/s
Mercenary/ies
Lobbyist/s
Rock Star/s
Guardian Mech/
Experimech/s
Janitor Robot/
Assassin/s
Monsters for Daynab level 1
Minstra Mech/s
Patrol Droid/s
Morbid Droid/s
Disastermech/s
Decodroid/s
Sinistar/s
Renegade/s
Traitor/s
Bandit/s
Cave Murk/s
Sloth/s
Burrow Hen/s
Missle Mech/s
Guard Dog/s
Guard Pup/s
DAYNAB Guard/s
Monsters for Daynab level 2
Monster Mech/s
Patrol Droid/s
Morbid Droid/s
Disastermech/s
Decodroid/s
Sinistar/s
Renegade/s
Traitor/s
Bandit/s
Dirt Wraith/s
Cave Dweller/s
Dark Denizen/s
Missle Mech/s
Guard Dog/s
Guard Wolf/ves
DAYNAB Guard/s
Monsters for Daynab level 3
Monster Mech/s
Patrol Droid/s
Morbid Droid/s
Disastermech/s
Machinist/s
Low Leech/es
Renegade/s
Traitor/s
Bandit/s
Dirt Wraith/s
Troglodytes/s
Dark Denizen/s
Missle Mech/s
Guard Dog/s
Guard Wolf/ves
DAYNAB Guard/s
Monsters for Daynab level 4
Massacremech/s
Drok Droid/s
Supply Droid/s
Destructmech/s
Machinist/s
Dough Boy/s
Renegade/s
Traitor/s
Bandit/s
Dirt Wraith/s
Troglodytes/s
Dark Denizen/s
Missle Mech/s
Guard Dog/s
Guard Wolf/ves
DAYNAB Guard/s
Monsters for Veladron ship I
Bilge Rat/s
Denebian Rat/s
Stanless Rat/s
Strog Rat/s
Scavenger/s
Bilge Rat/s
Hydraen Rat/s
Stupid Rat/s
Steel Rat/s
Scavenger/s
Scum Rat/s
Denebian Rat/s
Strange Rat/s
Green Rat/s
Scavenger/s
Guard Droid/s
Monsters for Veladron ship II
Bilge Rat/s
Denebian Rat/s
Stanless Rat/s
Strog Rat/s
Scavenger/s
Bilge Rat/s
Hydraen Rat/s
Stupid Rat/s
Steel Rat/s
Scavenger/s
Scum Rat/s
Denebian Rat/s
Strange Rat/s
Green Rat/s
Scavenger/s
Guard Droid/s
Monsters for Veladron ship III
Bilge Rat/s
Denebian Rat/s
Stanless Rat/s
Strog Rat/s
Scavenger/s
Bilge Rat/s
Hydraen Rat/s
Stupid Rat/s
Steel Rat/s
Scavenger/s
Scum Rat/s
Denebian Rat/s
Strange Rat/s
Green Rat/s
Scavenger/s
Guard Droid/s
Monsters for Pirate Ship level 1
Scurvy Knave/s
Technician/s
Blackguard/s
Pirate/s
Pirate Mech/s
Metramech/s
Cyborg/s
Gneurian/s
Grinch/s
Kasla Slave/s
Patrol Droid/s
Mind Mech/s
Slaver/s
Smuggler/s
Guard/s
Red Guard/s
Monsters for Pirate Ship level 2
Scurvy Knave/s
Technician/s
Blackguard/s
Green Guard/s
Pirate Mech/s
Bristlemech/s
Cyborg/s
Swashbuckler/s
High Guard/s
Kasla Slave/s
Patrol Droid/s
Mind Mech/s
Slaver/s
Smuggler/s
Medic/s
Pezda Pek/s
Monsters for Pirate ship level 3
Slimer/s
Technician/s
Blackguard/s
Amazon/s
Cargo Mech/s
Gingamech/s
Cyborg/s
Commandeer/s
Pillager/s
Kasla Slave/s
Patrol Droid/s
Mind Mech/s
Plunderer/s
Smuggler/s
Zangdrom/
Blue Guard/s
Monsters for Pirate ship level 4
Vindicator/s
Technician/s
Blackguard/s
Swashbuckler/s
Cargo Mech/s
Madmech/s
Cyborg/s
Commander/s
Weasler/s
Kasla Slave/s
Patrol Droid/s
Mind Mech/s
Torturer/s
Smuggler/s
Zangdrom/
Yellow Guard/s
Monsters for Starbase VI level 1
Mainten-mech/s
Patrol Droid/s
Lab Mech/s
Testermech/s
Autodroid/s
Powermech/s
Daynab Guard/s
Specimen/s
Lab Rat/s
Infiltrator/s
Kismet Kahn/s
Captor/s
Kurgerock/s
Daynab Droid/s
Kestrael/s
Hek Trooper/s
Monsters for Starbase VI level 2
Maskermech/s
Patrol Droid/s
Dismal Droid/s
Testermech/s
Autodroid/s
Scanmech/s
Daynab Guard/s
Vandank/s
Trooper/s
Recon Man/en
Advance Gard/s
Captor/s
Commander/s
Enemy Erg/s
Hacker/s
Hek Trooper/s
Monsters for Starbase VI level 3
Mangymech/s
Patrol Droid/s
Destiny Droid/
Testermech/s
Autodroid/s
Scanmech/s
Daynab Guard/s
Vorpal Blader/
Trooper/s
Recon Man/en
Advance Gard/s
Captor/s
Commander/s
Jabberwock/s
Hacker/s
Hek Trooper/s
Monsters for Ancient World level 1
Patrol Mech/s
Guarder Mech/s
Ginsu Droid/s
Mondrak Mech/s
Vacuum Cleaner/
Armed Kill Unit
Denor Spider/s
Phantamech/s
Ugly Slime/s
Air Eel/s
Energy Ghost/s
Radio Wraith/s
Toaster Mech/s
Termite/s
Energy Ghost/s
Radio Wraith/s
Monsters for Ancient World level 2
Greeter Mech/s
Groaner Mech/s
Greater Mech/s
Darkrom Mech/s
Vanguarder/s
Dazzlebot/s
Police Droid/s
Scan Spectre/s
Ancient Orb/s
All-seeing Eye/
Wind Walker/s
Vapor Guard/s
Multiplier/s
Mobile Furnace/
Utility Robot/
Racker Droid/s
Monsters for Ancient World level 3
Fractyr Mech/s
Ancient Mech/s
Gendrom Mech/s
Galker Droid/s
Metal Man/en
Patrolbot/s
Tin Woodsman/
Neuro Wraith/s
Fractyr Rat/s
Space Fungus/i
Gas Ghoul/s
Neuro Guard/s
Dust Drakon/s
Roving Reaper/
Battery Robot/
Coiler Droid/s
Monsters for Ancient World level 4
Docile Droid/s
Rendrak Mech/s
Mechmaster/s
Killermech/s
Vandalguard/s
Masterbot/s
Lone Rangermech
Mind Spook/s
Germ Growth/s
Space Virus/es
Mind's Eye/s
War Spectre/s
Crystallion/s
Deathscanner/s
Janitor Robot/
Sniper Droid/s
Monsters for Shrine level 1
Triangloid/s
Cornerstone/s
Spherical/s
Pyramid/s
Cylindarian/s
Transient/s
Mysterion/s
Mind Mitra/s
Dwindle-mech/s
Inversion Ak/s
Mind's Eye/s
Apparition/s
Criterion/s
Planer/s
Tweedle/s
Raster Droid/s
Monsters for Shrine level 2
Triangloid/s
Cornerstone/s
Spherical/s
Pyramid/s
Cylindarian/s
Transient/s
Mysterion/s
Mind Mitra/s
Dwindle-mech/s
Inversion Ak/s
Mind's Eye/s
Apparition/s
Criterion/s
Planer/s
Tweedle/s
Big Jim/
Monsters for Shrine level 3
Triangloid/s
Cornerstone/s
Spherical/s
Pyramid/s
Cylindarian/s
Transient/s
Mysterion/s
Mind Mitra/s
Dwindle-mech/s
Inversion Ak/s
Mind's Eye/s
Apparition/s
Criterion/s
Planer/s
Tweedle/s
Gingerbread Man
Monsters for Shrine level 4
Triangloid/s
Cornerstone/s
Spherical/s
Pyramid/s
Cylindarian/s
Transient/s
Mysterion/s
Mind Mitra/s
Dwindle-mech/s
Inversion Ak/s
Mind's Eye/s
Apparition/s
Criterion/s
Planer/s
Tweedle/s
Blizzard/
Monsters for Fractyr World level 1
Dragon Dog/s
Pillarian Or/s
Tactful Ted/s
Mortar-mech/s
Autoguard/s
Phase Spider/s
Longway Ace/s
Mind Grind/s
Pneum Virus/es
Fractyr Bengal/
Slider Droid/s
Tachion Tahr/s
Melkastrion/s
Lumniscanner/s
Frazzle Fred/s
Saderr Droid/s
Monsters for Fractyr World level 2
Dragon Dog/s
Pillarian Or/s
Tactful Ted/s
Mortar-mech/s
Autoguard/s
Phase Spider/s
Longway Ace/s
Mind Grind/s
Pneum Virus/es
Fractyr Bengal/
Slider Droid/s
Tachion Tahr/s
Melkastrion/s
Lumniscanner/s
Frazzle Fred/s
Saderr Droid/s
5. ITEMS IN THE GAME
Centauri Alliance had a lot of cool items, but unfortunately you won't
be able to see a lot of them :X. You'll get one cool sounding item but
won't have inventory room for another.
Below is my first try at extracting info about all the items--the
least I want to do is let people see some of the funny stuff they'll
probably miss in the game.
To the very right is the cost.
SHIELD tells you how well the item adds to your shield when you use it.
HEX RNG = the item's range if used. 6=the whole grid.
DAMAGE+BONUS: the first number, x, means you do x-4x damage, plus a
bonus of y.
So a Trancersword, at 12+5, would do 12+5-48+5, or 17-53, damage. Some
items,
when equipped(like combat armor) give an additional bonus.
AMMO TYPE tells you what the gun requires, or what sort of ammo you
have.
AC+ gives you the armor class bonus
PSI(use) tells you what PSI the item casts on using.
TYPE tells you the type of item. G, A, and V refer to group, all, and
vacuum
protection.
# USE = the number of uses.
At the Lunabase armory:
Item Name | # | Type | PSI |AC+| AMMO|DAMAGE|HEX|SHI|
|USE| |(use)| | TYPE|+BONUS|RNG|ELD|
---------------+---+---------+-----+---+-------+------+---+---+
Dagger | 1|THR/MEL | N/A | 0| X| 1+ 0| 2| 0| 40
Broadsword | NO| MELEE | N/A | 0| X| 3+ 0| 0| 0| 100
Battleaxe | 1|THR/MEL | N/A | 0| X| 2+ 1| 1| 0| 100
Shuriken | 6| THROWN | N/A | 0| X| 2+ 0| 5| 0| 50
Beretta |UNL|PROJECT | N/A | 0| 9 mm| 2+ 0| 4| 0| 200
Colt .45 |UNL|PROJECT | N/A | 0| .45| 3+ 0| 3| 0| 240
Plasma Pistol |UNL|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0| 300
Veer-lt Pistol |UNL| ENERGY | N/A | 0|f8 pack| 2+ 0| 4| 0| 310
UZI 9mm |UNL|PROJECT-G| N/A | 0| 9 mm| 4+ 0| 2| 0| 360
M-18 Stormer |UNL|PROJECT-G| N/A | 0| .45| 5+ 0| 2| 0| 400
Dezran Riotgun |UNL|PROJECT-G| N/A | 0| 18x60| 6+ 0| 1| 0| 500
Vr-Lt Carbine |UNL| ENERGY-G| N/A | 0|f9 pack| 3+ 0| 3| 0| 450
Photon Blaster |UNL|PROJECT-G| N/A | 0|f9 pack| 4+ 0| 1| 0| 500
Grenade | 1| THROWN-G| N/A | 0| X| 6+ 0| 1| 0| 80
Napalm Grenade | 1| THROWN-G| N/A | 0| X| 4+ 0| 2| 0| 100
Disrupterbomb | 1| THROWN-A| N/A | 0| X| 4+ 0| 6| 0| 200
Duro-fab 2.1 | NO| ARMOR | N/A | 2| X| 0+ 0| 0| 0| 70
Duro-fab 2.2 | NO| ARMOR | N/A | 3| X| 0+ 0| 0| 0| 150
Duro-fab 2.5 | NO| ARMOR | N/A | 4| X| 0+ 0| 0| 0| 240
Vacuum Suit | NO| ARMOR-V| N/A | 5| X| 0+ 0| 0| 0| 340
Environ-Suit | NO| ARMOR-V| N/A | 7| X| 0+ 0| 0| 0| 420
Combat Armor | NO| ARMOR-V| N/A | 9| X| 0+ 4| 0| 0| 600
Shieldbelt RL1 | 4| ARMOR | N/A | 4| X| 0+ 0| 0| 2| 500
Shieldbelt RL2 | 6| ARMOR | N/A | 6| X| 0+ 0| 0| 3| 700
Shieldbelt RL3 | 8| ARMOR | N/A | 7| X| 0+ 0| 0| 4|1000
Shieldbelt RL4 | 8| ARMOR | N/A | 8| X| 0+ 0| 0| 5|1300
Auto-Flare | 1| THROWN |NITST| 0| X| 0+ 0| 0| 0| 25
9mm Ammo | 8| AMMO | N/A | 0| 9 mm| 0+ 0| 0| 0| 20
.45 Ammo | 6| AMMO | N/A | 0| .45| 0+ 0| 0| 0| 30
18x60 Buckshot | 4| AMMO | N/A | 0| 18x60| 0+ 0| 0| 0| 24
f8 Power Pack | 4| AMMO | N/A | 0|f8 pack| 0+ 0| 0| 0| 70
f9 Power Pack | 6| AMMO | N/A | 0|f9 pack| 0+ 0| 0| 0| 110
f10 Power Pack | 8| AMMO | N/A | 0| f10| 0+ 0| 0| 0| 160
f12 Power Pack | 10| AMMO | N/A | 0| f12| 0+ 0| 0| 0| 210
At Trader Drake's:
Item Name | # | Type | PSI |AC+| AMMO|DAMAGE|HEX|SHI|
|USE| |(use)| | TYPE|+BONUS|RNG|ELD|
---------------+---+---------+-----+---+-------+------+---+---+
Nunchucks | NO| MELEE | N/A | 0| X| 2+ 6| 0| 0| 50
Balrog Blade | NO| MELEE | N/A | 0| X| 7+ 3| 0| 0| 150
Red Javelin | 1|THR/MEL | N/A | 0| X| 5+ 4| 5| 0| 165
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0| 80
Walther P1 |UNL|PROJECT | N/A | 0| 9 mm| 5+ 0| 4| 0| 250
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0| 300
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0| 425
Daynab Lasgun |UNL| ENERGY | N/A | 0|f9 pack| 7+ 3| 4| 0| 450
Viking 9mm |UNL|PROJECT-G| N/A | 0| 9 mm| 7+ 1| 2| 0| 400
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0| 400
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0| 500
Laser Lance |UNL| ENERGY-G| N/A | 0| f10| 8+ 1| 3| 0| 450
Parbeam Rifle |UNL|PROJECT-G| N/A | 0| f12| 10+ 0| 1| 0| 500
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0| 80
Ion Grenade | 1| THROWN-G| N/A | 0| X| 12+ 0| 2| 0| 100
Plasma Grenade | 1| THROWN-G| N/A | 0| X| 11+ 0| 3| 0| 200
Durplate Armor | NO| ARMOR | N/A | 7| X| 0+ 0| 0| 0| 300
Riot Helmet | NO| HELM | N/A | 5| X| 0+ 0| 0| 0| 210
Combat Armor | NO| ARMOR-V| N/A | 9| X| 0+ 4| 0| 0| 600
Battle Frame | 6| ARMOR-V| N/A | a| X| 0+ 6| 0| 1| 730
Berserkr Frame | 6| ARMOR-V| N/A | b| X| 0+ 8| 0| 1| 880
Shieldbelt RL3 | 8| ARMOR | N/A | 7| X| 0+ 0| 0| 4|1000
Shieldbelt RL4 | 8| ARMOR | N/A | 8| X| 0+ 0| 0| 5|1300
Shieldbelt RL5 | 10| ARMOR | N/A | 9| X| 0+ 0| 0| 6|1300
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0| 50
9mm Ammo | 8| AMMO | N/A | 0| 9 mm| 0+ 0| 0| 0| 20
.45 Ammo | 6| AMMO | N/A | 0| .45| 0+ 0| 0| 0| 30
18x60 Buckshot | 4| AMMO | N/A | 0| 18x60| 0+ 0| 0| 0| 24
Arrows | 10| AMMO | N/A | 0| arrows| 0+ 0| 0| 0| 75
f9 Power Pack | 6| AMMO | N/A | 0|f9 pack| 0+ 0| 0| 0| 100
f10 Power Pack | 8| AMMO | N/A | 0| f10| 0+ 0| 0| 0| 150
f12 Power Pack | 10| AMMO | N/A | 0| f12| 0+ 0| 0| 0| 200
Found after encounters:
Item Name | # | Type | PSI |AC+| AMMO|DAMAGE|HEX|SHI|
|USE| |(use)| | TYPE|+BONUS|RNG|ELD|
---------------+---+---------+-----+---+-------+------+---+---+
****Items found on Andrini[1]
Nerve Grenade | 1| THROWN-G| N/A | 0| X| 7+ 0| 1| 0|
Sniper Bow | 5|PROJECT | N/A | 0| arrows| 7+ 4| 5| 0|
Tefflon Gloves | NO| MELEE | N/A | 0| X| 5+ 5| 0| 0|
Matter Mace | 1| MELEE |?????| 0| X| 5+ 3| 0| 0|
Daynb Shield 2 | 4| ARMOR | N/A | 9| X| 0+ 0| 0| 6|
Dazzle Gem | NO|SPECIAL |?????| 0| X| 3+ 0| 0| 0|
Veer-lt Rifle | 8| ENERGY-G| N/A | 0| f10| 8+ 3| 3| 0|
Krenn 1 Lasgun | 4| ENERGY | N/A | 0|f8 pack| 7+ 2| 2| 0|
.9 mm Big Clip | 12| AMMO | N/A | 0| 9 mm| 0+ 0| 0| 0|
Dazzle Gem | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Dezran Phaser | 6| ENERGY-G| N/A | 0|f9 pack| 6+ 3| 6| 0|
Healing Pill | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Yellow Badge | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Andrini[2]
Dragoon Stick | 1|THR/MEL | N/A | 0| X| 6+ 5| 0| 0|
Scimitar | NO| MELEE | N/A | 0| X| 7+ 5| 0| 0|
Energy Axe | 1|THR/MEL | N/A | 0| X| 7+ 4| 0| 0|
Bolo | 1| THROWN-G| N/A | 0| X| 8+ 5| 2| 0|
Boomerang | NO| THROWN | N/A | 0| X| 3+ 3| 3| 0|
Quiver | 20| AMMO | N/A | 0| arrows| 0+ 0| 0| 0|
Plasma Rifle | 6| ENERGY-G| N/A | 0|f9 pack| 8+ 3| 2| 0|
Healing Pills | 3|SPECIAL |?????| 0| X| 4+ 0| 0| 0|
Frag Grenade | 1| THROWN-A| N/A | 0| X| 6+ 0| 4| 0|
Mag Revolver | 5|PROJECT | N/A | 0| .45| 9+ 3| 2| 0|
Daynab Riotgun | 3|PROJECT-G| N/A | 0| 18x60| 8+ 5| 1| 0|
Fractyr Palm | 1| THROWN |NITST| 0| X| 0+ 0| 0| 0|
Fractyr Palm | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Zentek[1]
Club | 1|THR/MEL | N/A | 0| X| 7+ 0| 0| 0|
Dragonsword | NO| MELEE | N/A | 0| X| 8+ 4| 0| 0|
Blackaxe | 1|THR/MEL | N/A | 0| X| 6+ 5| 3| 0|
Ninja Stars | 8| THROWN | N/A | 0| X| 6+ 0| 5| 0|
Healing Potion | 2|SPECIAL |?????| 0| X| 6+ 0| 0| 0|
Mind Wand | 7|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Stone of Speed | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Fine Jewels | NO|SPECIAL |?????| 0| X| 3+ 0| 0| 0|
Crossbow | 4|PROJECT | N/A | 0| arrows| 8+ 3| 5| 0|
Scale Armor | NO| ARMOR | N/A | b| X| 0+ 0| 0| 0|
Erik's Hammer | 8|THR/MEL-G| N/A | 0| X| 6+ 4| 4| 0|
Flaming Oil | 1| THROWN-G| N/A | 0| X| 9+ 4| 1| 0|
Spear | 1| THROWN | N/A | 0| X| 5+ 5| 5| 0|
****Items found on Zentek[2]
Bag of Gold | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Main Gauche | NO| MELEE | N/A | 2| X| 7+ 4| 0| 0|
Plate Mail | NO| ARMOR | N/A | c| X| 0+ 0| 0| 0|
Genie Bottle | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
All-Seeing Eye | 7|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Draught of Zur | 1|SPECIAL |?????| 0| X| 7+ 0| 0| 0|
Dokyu Bow | 5|PROJECT-G| N/A | 0| arrows| 7+ 3| 5| 0|
Book of Life | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Grey Figurine | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Axe of Kaibar | 1|THR/MEL-G| N/A | 0| X| 8+ 5| 5| 0|
Staff of Seltz | 10| MELEE |?????| 0| X| 6+ 2| 0| 0|
Helm of Seltz | NO| HELM | N/A | 4| X| 0+ 0| 0| 0|
Sword of Power | 2| MELEE |?????| 0| X| 7+ 3| 0| 0|
****Items found on Zentek[3]
Firesword | NO| MELEE | N/A | 0| X| 8+ 5| 0| 0|
Bag of Gems | NO|SPECIAL |?????| 0| X| 4+ 0| 0| 0|
Bag of Zircon | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Staff of Kesel | 8| MELEE |?????| 0| X| 8+ 0| 0| 0|
Foeflee Ring | 17|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Airtight Plate | NO| ARMOR-V| N/A | c| X| 0+ 0| 0| 0|
Abyss Wand | 9|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Darts | 10| THROWN | N/A | 0| X| 8+ 3| 4| 0|
Poison Dart | 1| THROWN | N/A | 0| X| 1+ 3| 4| 1|
Axe of Return | NO|THR/MEL | N/A | 0| X| 7+ 3| 3| 0|
Fire Figurine | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Farsight Bow | 6|PROJECT | N/A | 0| arrows| 6+ 6| 7| 0|
Fractyr Suit | NO| ARMOR-V| N/A | f| X| 0+12| 0| 1|
****Items found on Tonka[1]
Old Coins | NO|SPECIAL |?????| 0| X| 2+ 0| 0| 0|
Spectresword | 33| MELEE |?????| 0| X| 8+ 4| 0| 0|
Thief's Dagger | 20|THR/MEL-G| N/A | 0| X| 5+ 5| 6| 0|
Poison Stars | 4| THROWN | N/A | 0| X| 1+ 2| 5| 1|
Battle Plate | 4| ARMOR | N/A | c| X| 0+ 3| 0| 1|
Morningstar | 3| MELEE |?????| 0| X| 9+ 4| 0| 0|
Ring of Health | 6|SPECIAL |?????| 0| X| 7+ 0| 0| 0|
Rusty Plate | NO| ARMOR | N/A | 1| X| 0+ 0| 0| 0|
Keenedge Sword | 18|THR/MEL-G| N/A | 0| X| 10+ 3| 0| 0|
Voyager Coin | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Protecto-Ring | 10| ARMOR |?????| a| X| 0+ 0| 0| 0|
Auramaker Ring | 5|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Wand of Mentek | 7|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
****Items found on Tonka[2]
Cask of Ale | 1|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Staff of Death | 5| MELEE |?????| 0| X| 10+ 4| 0| 0|
Reversion Ring | 8|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Runaway Ring | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Mindset Sword | 8| MELEE |?????| 0| X| 11+ 5| 0| 0|
Fractir Helm | NO| HELM | N/A | 1| X| 0+ 0| 0| 0|
Skullsong Bow | 2|PROJECT-G| N/A | 0| arrows| 9+ 5| 5| 0|
Unholy Water | 1| THROWN-G| N/A | 0| X| 11+ 3| 4| 0|
Seltzer's Suit | 4| ARMOR-V| N/A | d| X| 0+ 4| 0| 7|
Hawkeye Helm | 10| HELM |?????| 4| X| 0+ 0| 0| 0|
Big Quiver | 30| AMMO | N/A | 0| arrows| 0+ 0| 0| 0|
Stunstaff | 4| MELEE |?????| 0| X| 10+ 3| 0| 0|
Fractyr Helm | NO| HELM | N/A | 4| X| 0+ 0| 0| 0|
****Items found on Barren[1]
Old Rock | 1| THROWN | N/A | 0| X| 1+ 0| 2| 0|
Old Rock | 1| THROWN | N/A | 0| X| 1+ 0| 2| 0|
Old Rock | 1| THROWN | N/A | 0| X| 1+ 0| 2| 0|
Old Rock | 1| THROWN-G| N/A | 0| X| 11+ 0| 2| 0|
Compass | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Deepspace Suit | NO| ARMOR-V| N/A | 9| X| 0+ 0| 0| 6|
Odd Rock | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
f10 Superpack | 16|SPECIAL | N/A | 0| f10| 0+ 0| 0| 0|
f12 Superpack | 20|SPECIAL | N/A | 0| f12| 0+ 0| 0| 0|
Durotorch | 12|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Fractyr Lasgun | 7| ENERGY-G| N/A | 0| f24| 13+ 3| 4| 0|
Rare Crystal | NO|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Space Debris | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Drake[1]
Dare Dagger | 1|THR/MEL | N/A | 0| X| 3+ 0| 3| 0|
Cobalt Staff | NO| MELEE | N/A | 0| X| 4+ 0| 0| 0|
Battleaxe | 1|THR/MEL | N/A | 0| X| 2+ 1| 1| 0|
Throwing Knife | 1|THR/MEL | N/A | 0| X| 3+ 0| 5| 0|
Kruger .45 | 3|PROJECT | N/A | 0| .45| 4+ 0| 3| 0|
Colt .45 | 3|PROJECT | N/A | 0| .45| 3+ 0| 3| 0|
Flawed Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Ruby | NO|SPECIAL |?????| 0| X| 2+ 0| 0| 0|
UZI 9mm | 4|PROJECT-G| N/A | 0| 9 mm| 4+ 0| 2| 0|
Rapidfirer 45 | 5|PROJECT-G| N/A | 0| .45| 6+ 0| 2| 0|
Healing Drink | 1|SPECIAL |?????| 0| X| 3+ 0| 0| 0|
Tension Bow | 8|PROJECT-G| N/A | 0| arrows| 4+ 0| 5| 0|
Photon Blaster | 2|PROJECT-G| N/A | 0|f9 pack| 4+ 0| 1| 0|
****Items found on Drake[2]
Flawed Jewel | NO|SPECIAL |?????| 0| X| 3+ 0| 0| 0|
Tefflon Sword | NO| MELEE | N/A | 0| X| 5+ 2| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 4+ 0| 0| 0|
Sniper Rifle | 4|PROJECT | N/A | 0| 9 mm| 7+ 0| 7| 0|
Phasgun 9 | 6| ENERGY | N/A | 0|f9 pack| 6+ 0| 4| 0|
Multi-hit Bow | 5|PROJECT-G| N/A | 0| arrows| 5+ 0| 4| 0|
Tefflon Armor | NO| ARMOR | N/A | 9| X| 0+ 0| 0| 0|
Tefflon Helm | NO| HELM | N/A | 3| X| 0+ 0| 0| 0|
Fractyr Thumb | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Fractyr Finger1| NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Fractyr Finger2| NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Fractyr Finger3| NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Fractyr Pinky | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Knaves[1]
Dagger | 1|THR/MEL | N/A | 0| X| 1+ 0| 2| 0|
Broadsword | NO| MELEE | N/A | 0| X| 3+ 0| 0| 0|
Battleaxe | 1|THR/MEL | N/A | 0| X| 2+ 1| 1| 0|
Shuriken | 1| THROWN | N/A | 0| X| 2+ 0| 5| 0|
Beretta | 4|PROJECT | N/A | 0| 9 mm| 2+ 0| 4| 0|
Colt .45 | 3|PROJECT | N/A | 0| .45| 3+ 0| 3| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Veer-lt Pistol | 3| ENERGY | N/A | 0|f8 pack| 2+ 0| 4| 0|
UZI 9mm | 4|PROJECT-G| N/A | 0| 9 mm| 4+ 0| 2| 0|
M-18 Stormer | 5|PROJECT-G| N/A | 0| .45| 5+ 0| 2| 0|
Dezran Riotgun | 1|PROJECT-G| N/A | 0| 18x60| 5+ 0| 1| 0|
Veer-lt Carbin | 2| ENERGY-G| N/A | 0|f9 pack| 3+ 0| 3| 0|
Fractyr Helm | NO| HELM | N/A | 4| X| 0+ 0| 0| 0|
****Items found on Knaves[2]
Dagger | 1|THR/MEL | N/A | 0| X| 1+ 0| 2| 0|
Broadsword | NO| MELEE | N/A | 0| X| 3+ 0| 0| 0|
Battleaxe | 1|THR/MEL | N/A | 0| X| 2+ 1| 1| 0|
Shuriken | 1| THROWN | N/A | 0| X| 2+ 0| 5| 0|
Beretta | 4|PROJECT | N/A | 0| 9 mm| 2+ 0| 4| 0|
Colt .45 | 3|PROJECT | N/A | 0| .45| 3+ 0| 3| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Veer-lt Pistol | 3| ENERGY | N/A | 0|f8 pack| 2+ 0| 4| 0|
UZI 9mm | 4|PROJECT-G| N/A | 0| 9 mm| 4+ 0| 2| 0|
M-18 Stormer | 5|PROJECT-G| N/A | 0| .45| 5+ 0| 2| 0|
Dezran Riotgun | 1|PROJECT-G| N/A | 0| 18x60| 5+ 0| 1| 0|
Veer-lt Carbin | 2| ENERGY-G| N/A | 0|f9 pack| 3+ 0| 3| 0|
Fractyr Helm | NO| HELM | N/A | 4| X| 0+ 0| 0| 0|
****Items found on Chronum-U
Chemical Z410 | 1|SPECIAL |?????| 0| X| 6+ 0| 0| 0|
Crowbar | 1|THR/MEL | N/A | 0| X| 6+ 2| 0| 0|
Monkey Wrench | 1|THR/MEL | N/A | 0| X| 4+ 2| 5| 0|
Vial of Nitro | 1| THROWN-G| N/A | 0| X| 9+ 0| 5| 0|
Rare Isotope | NO|SPECIAL |?????| 0| X| 4+ 0| 0| 0|
.45 Automatic | 4|PROJECT | N/A | 0| .45| 7+ 3| 4| 0|
.45 Big Clip | 10| AMMO | N/A | 0| .45| 0+ 0| 0| 0|
Rusty Shldbelt | 3| ARMOR | N/A | a| X| 0+ 0| 0| 7|
Vial of Acid | 1| THROWN-G| N/A | 0| X| 10+ 0| 1| 0|
#2 Pencil | 1| THROWN | N/A | 0| X| 1+ 0| 0| 0|
Stack of Paper | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Zippo Lighter | 8|SPECIAL |NITST| 0| X| 0+ 0| 0| 0|
Black Box | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Earth
Pencil & Paper | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Cancelled Check| NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Bowling Ball | 1| THROWN | N/A | 0| X| 54+ 0| 1| 0|
Ballet Tickets | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Roll of Stamps | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Eyeglasses | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Zippo Lighter | 4|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Memo | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Waste paper | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Kitchen Sink | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Seer's Catalog | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Bundle of Wire | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Cat food | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Daynab[1]
Cazlite Pike | NO| MELEE | N/A | 0| X| 22+10| 0| 0|
Plastique | 1| THROWN-A| N/A | 0| X| 37+ 8| 3| 0|
Warhammer-auto | 6|THR/MEL | N/A | 0| X| 21+ 9| 0| 0|
Napalm Grenade | 1| THROWN-A| N/A | 0| X| 30+ 5| 4| 0|
Cazlite Mace | NO| MELEE | N/A | 0| X| 23+ 6| 0| 0|
f16 Power Pack | 4| AMMO | N/A | 0| f16| 0+ 0| 0| 0|
12 Gag Beretta | 4|PROJECT-G| N/A | 0| 18x60| 31+ 5| 4| 0|
Cazlite Laz 10 | 3| ENERGY-G| N/A | 0| f16| 34+ 6| 3| 0|
18x60 Buckshot | 4| AMMO | N/A | 0| 18x60| 0+ 0| 0| 0|
Riot Suit 3.6 | 8| ARMOR-G| N/A | d| X| 0+ 0| 0| 10|
Corbomite | NO|SPECIAL |?????| 0| X| 64+ 0| 0| 0|
Stone Sphere | 9|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Driftwood | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Daynab[2]
Melee Baton | NO| MELEE | N/A | 0| X| 23+ 9| 0| 0|
Plastique | 1| THROWN-A| N/A | 0| X| 37+ 8| 3| 0|
Warhammer-auto | 6|THR/MEL | N/A | 0| X| 21+ 9| 5| 0|
Napalm Grenade | 1| THROWN-A| N/A | 0| X| 30+ 5| 4| 0|
Bec de Corbin | NO| MELEE | N/A | 0| X| 24+ 4| 0| 0|
Petrol-cartrig | 4| AMMO | N/A | 0|flameth| 0+ 0| 0| 0|
Flame Thrower | 4| ENERGY-G| N/A | 0|flameth| 36+ 7| 3| 0|
Grenade Throwr | 3|PROJECT-G| N/A | 0|grenade| 39+ 6| 2| 0|
Grenadettes | 4| AMMO | N/A | 0|grenade| 0+ 0| 0| 0|
Riot Suit 3.6 | 8| ARMOR-G| N/A | d| X| 0+ 0| 0| 10|
White Globe | 4|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Stone Sphere | 9|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Party Favor | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Daynab[3]
Spear -auto | 8|THR/MEL | N/A | 0| X| 25+ 9| 5| 0|
Plastique | 1| THROWN-A| N/A | 0| X| 37+ 8| 3| 0|
Warhammer-auto | 6|THR/MEL | N/A | 0| X| 21+ 9| 5| 0|
Frag Grenade | 1| THROWN-A| N/A | 0| X| 31+ 5| 4| 0|
Flying Sword | NO|THR/MEL | N/A | 0| X| 24+ 4| 3| 0|
Petrol-cartrig | 4| AMMO | N/A | 0|flameth| 0+ 0| 0| 0|
Flame Thrower | 4| ENERGY-G| N/A | 0|flameth| 36+ 7| 3| 0|
Grenade Throwr | 3|PROJECT-G| N/A | 0|grenade| 39+ 6| 2| 0|
Grenadettes | 4| AMMO | N/A | 0|grenade| 0+ 0| 0| 0|
Riot Suit 4.2 | 8| ARMOR-G| N/A | e| X| 0+ 0| 0| 10|
Secret Serum | 4|SPECIAL |?????| 0| X| 32+ 0| 0| 0|
Blue Globe | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Tennis Ball | 1| THROWN | N/A | 0| X| 0+ 0| 1| 0|
****Items found on Daynab[4]
Spear -auto | 8|THR/MEL | N/A | 0| X| 25+ 9| 5| 0|
Plastique | 1| THROWN-A| N/A | 0| X| 37+ 8| 3| 0|
Warhammer-auto | 6|THR/MEL | N/A | 0| X| 21+ 9| 5| 0|
.30 Brwng Mach | 2|PROJECT-A| N/A | 0|7.62 mm| 44+ 8| 4| 0|
.30 M1 Ammo | 5| AMMO | N/A | 0| X| 64+ 0| 0| 0|
Petrol-cartrig | 4| AMMO | N/A | 0|flameth| 0+ 0| 0| 0|
Armed Torch | 4| ENERGY-G| N/A | 0|flameth| 40+ 9| 3| 0|
Grenade Projct | 2|PROJECT-G| N/A | 0|grenade| 48+ 6| 2| 0|
Grenadettes | 4| AMMO | N/A | 0|grenade| 0+ 0| 0| 0|
Riot Suit 4.2 | 8| ARMOR-G| N/A | e| X| 0+ 0| 0| 10|
Secret Serum | 4|SPECIAL |?????| 0| X| 32+ 0| 0| 0|
Pandora's Box | 2|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
f24 Power Pack |UNL| AMMO | N/A | 0| f24| 0+ 0| 0| 0|
****Items found on Veladron human ship
Rusty Bucket | 1| THROWN | N/A | 0| X| 1+ 0| 1| 0|
Med Kit | 4|SPECIAL |?????| 0| X| 7+ 0| 0| 0|
Steel Bar | NO| MELEE | N/A | 0| X| 5+ 0| 0| 0|
Blunt Object | NO| MELEE | N/A | 0| X| 9+ 0| 0| 0|
Tech Tool Set | NO|SPECIAL |?????| 0| X| 4+ 0| 0| 0|
Old Crash Helm | NO| HELM | N/A | 5| X| 0+ 0| 0| 0|
Scrap of Steel | 1|THR/MEL | N/A | 0| X| 4+ 0| 2| 0|
Dagger | 1|THR/MEL | N/A | 0| X| 1+ 0| 2| 0|
Welder's Torch | 9| ENERGY-G| N/A | 0| f24| 8+ 2| 1| 0|
Pile of Trash | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Blacker Blade | NO| MELEE | N/A | 1| X| 10+ 4| 0| 0|
Nuts and Bolts | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Box of Tissues | 20|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Veladron Manstrak ship
Rusty Bucket | 1| THROWN | N/A | 0| X| 1+ 0| 1| 0|
Med Kit | 4|SPECIAL |?????| 0| X| 7+ 0| 0| 0|
Steel Bar | NO| MELEE | N/A | 0| X| 5+ 0| 0| 0|
Blunt Object | NO| MELEE | N/A | 0| X| 9+ 0| 0| 0|
Tech Tool Set | NO|SPECIAL |?????| 0| X| 4+ 0| 0| 0|
Old Crash Helm | NO| HELM | N/A | 5| X| 0+ 0| 0| 0|
Scrap of Steel | 1|THR/MEL | N/A | 0| X| 4+ 0| 2| 0|
Dagger | 1|THR/MEL | N/A | 0| X| 1+ 0| 2| 0|
Welder's Torch | 9| ENERGY-G| N/A | 0| f24| 8+ 2| 1| 0|
Pile of Trash | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Castler Armor | NO| ARMOR-V| N/A | c| X| 0+ 4| 0| 1|
Nuts and Bolts | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Box of Tissues | 20|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Veladron Arcturan ship
Rusty Bucket | 1| THROWN | N/A | 0| X| 1+ 0| 1| 0|
Med Kit | 4|SPECIAL |?????| 0| X| 7+ 0| 0| 0|
Steel Bar | NO| MELEE | N/A | 0| X| 5+ 0| 0| 0|
Blunt Object | NO| MELEE | N/A | 0| X| 9+ 0| 0| 0|
Tech Tool Set | NO|SPECIAL |?????| 0| X| 4+ 0| 0| 0|
Old Crash Helm | NO| HELM | N/A | 5| X| 0+ 0| 0| 0|
Scrap of Steel | 1|THR/MEL | N/A | 0| X| 4+ 0| 2| 0|
Dagger | 1|THR/MEL | N/A | 0| X| 1+ 0| 2| 0|
Welder's Torch | 9| ENERGY-G| N/A | 0| f24| 8+ 2| 1| 0|
Pile of Trash | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Helm of Might | NO| HELM | N/A | 5| X| 0+ 2| 0| 0|
Nuts and Bolts | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Box of Tissues | 20|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Pirate[1]
Cutlass | NO| MELEE | N/A | 0| X| 13+ 5| 0| 0|
Scimitar | NO| MELEE | N/A | 0| X| 12+ 7| 0| 0|
Scir Dagger | 1|THR/MEL | N/A | 0| X| 9+ 6| 4| 0|
Throwing Knife | 1| THROWN | N/A | 0| X| 13+ 4| 5| 0|
Brass Knuckles | NO| MELEE | N/A | 0| X| 12+ 6| 0| 0|
Random .45 | 3|PROJECT | N/A | 0| .45| 15+ 7| 3| 0|
Jetpro Pistol | 3|PROJECT | N/A | 0| jetpro| 17+ 5| 4| 0|
Cazlite Laz 01 | 3| ENERGY | N/A | 0| f10| 16+ 7| 4| 0|
Pieces of 8 | NO|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Pirate Helm | 8| HELM |?????| 6| X| 0+ 0| 0| 0|
Starship Belt | 2| ARMOR | N/A | 6| X| 0+ 0| 0| 6|
Wet Napkin | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Soda Pop | 1| THROWN | N/A | 0| X| 0+ 0| 1| 0|
****Items found on Pirate[2]
Cutlass | NO| MELEE | N/A | 0| X| 13+ 5| 0| 0|
Dokkerblade | NO| MELEE | N/A | 0| X| 13+ 8| 0| 0|
Scir Dagger | 1|THR/MEL | N/A | 0| X| 9+ 6| 4| 0|
Baton | 1|THR/MEL | N/A | 0| X| 14+ 5| 5| 0|
Balisong | NO| MELEE | N/A | 0| X| 14+ 6| 0| 0|
Random .45 | 3|PROJECT | N/A | 0| .45| 15+ 7| 3| 0|
Jetpro Carbine | 2|PROJECT-G| N/A | 0| jetpro| 19+ 4| 5| 0|
Cazlite Laz 03 | 3| ENERGY-G| N/A | 0| f12| 18+ 7| 4| 0|
Pieces of 8 | NO|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Pirate Plate | 6| ARMOR-G| N/A | c| X| 0+ 0| 0| 7|
Starship Belt | 2| ARMOR | N/A | 6| X| 0+ 0| 0| 6|
Jetpro .50 | 4| AMMO | N/A | 0| jetpro| 0+ 0| 0| 0|
Piece of Pizza | 1| THROWN | N/A | 0| X| 0+ 0| 1| 0|
****Items found on Pirate[3]
Cutlass Suprem | NO| MELEE | N/A | 0| X| 15+ 3| 0| 0|
Dokkerblade | NO| MELEE | N/A | 0| X| 13+ 8| 0| 0|
Nunchucks | NO| MELEE | N/A | 0| X| 12+ 9| 0| 0|
Acid Grenade | 1| THROWN-G| N/A | 0| X| 25+ 5| 4| 0|
Balisong | NO| MELEE | N/A | 0| X| 14+ 6| 0| 0|
f12 Power Pack | 7| AMMO | N/A | 0| f12| 0+ 0| 0| 0|
Jetpro Sniper | 3|PROJECT | N/A | 0| jetpro| 21+ 8| 7| 0|
Cazlite Laz 03 | 3| ENERGY-G| N/A | 0| f12| 18+ 7| 4| 0|
Pieces of 9 | NO|SPECIAL |?????| 0| X| 6+ 0| 0| 0|
Stormer Suit | 5| ARMOR-G| N/A | c| X| 0+ 0| 0| 8|
Regen Pills | 2|SPECIAL |?????| 0| X| 24+ 0| 0| 0|
Jetpro .50 | 4| AMMO | N/A | 0| jetpro| 0+ 0| 0| 0|
Old Tools | 1| THROWN | N/A | 0| X| 0+ 0| 1| 0|
****Items found on Pirate[4]
Cutlass Suprem | NO| MELEE | N/A | 0| X| 15+ 3| 0| 0|
Clusterbomb | 3| THROWN-A| N/A | 0| X| 21+ 8| 4| 0|
Nunchucks | NO| MELEE | N/A | 0| X| 12+ 9| 0| 0|
Acid Grenade | 1| THROWN-G| N/A | 0| X| 25+ 5| 4| 0|
Balisong | NO| MELEE | N/A | 0| X| 14+ 6| 0| 0|
f12 Super Pack | 24| AMMO | N/A | 0| f12| 0+ 0| 0| 0|
Jetpro Submach | 4|PROJECT-G| N/A | 0| jetpro| 22+ 7| 6| 0|
Cazlite Laz 04 | 5| ENERGY-G| N/A | 0| f12| 23+ 9| 4| 0|
Pieces of 10 | NO|SPECIAL |?????| 0| X| 3+ 0| 0| 0|
Stormer Suit | 5| ARMOR-G| N/A | c| X| 0+ 0| 0| 8|
Regen Pills | 3|SPECIAL |?????| 0| X| 24+ 0| 0| 0|
Jetpro .50x2 | 8| AMMO | N/A | 0| jetpro| 0+ 0| 0| 0|
Pirate Flag | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on Starbase6[1]
PSI Sword | 20| MELEE |?????| 0| X| 18+ 5| 0| 0|
Clusterbomb | 3| THROWN-A| N/A | 0| X| 21+ 8| 4| 0|
Bolo | 1| THROWN | N/A | 0| X| 22+ 9| 0| 0|
Nerve Gas Gren | 1| THROWN-A| N/A | 0| X| 26+ 5| 4| 0|
Mallet | NO| MELEE | N/A | 0| X| 20+ 6| 0| 0|
f12 Power Pack | 6| AMMO | N/A | 0| f12| 0+ 0| 0| 0|
Galil Aslt Rif | 4|PROJECT-G| N/A | 0|7.62 mm| 25+ 8| 3| 0|
Cazlite Laz 05 | 5| ENERGY-G| N/A | 0| f12| 24+10| 4| 0|
7.62mm Ammo | 8| AMMO | N/A | 0|7.62 mm| 0+ 0| 0| 0|
Stormer Suit | 5| ARMOR-G| N/A | c| X| 0+ 0| 0| 8|
Regen Fluid | 1|SPECIAL |?????| 0| X| 32+ 0| 0| 0|
Yellow Globe | 8|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Turkey Leg | 1| THROWN | N/A | 0| X| 0+ 0| 1| 0|
****Items found on Starbase6[2]
PSI Sword | 20| MELEE |?????| 0| X| 18+ 5| 0| 0|
Dangerflare | 3| THROWN-G| N/A | 0| X| 34+ 8| 4| 0|
M3 Electroprod | 3| MELEE |?????| 0| X| 20+ 9| 0| 0|
Nerve Gas Gren | 1| THROWN-A| N/A | 0| X| 26+ 5| 4| 0|
Mallet | NO| MELEE | N/A | 0| X| 20+ 6| 0| 0|
f12 Power Pack | 6| AMMO | N/A | 0| f12| 0+ 0| 0| 0|
.45 M3 Automat | 4|PROJECT-G| N/A | 0| .45| 26+ 9| 4| 0|
Cazlite Laz 07 | 5| ENERGY-G| N/A | 0| f16| 28+ 7| 4| 0|
7.62mm Ammo | 8| AMMO | N/A | 0|7.62 mm| 0+ 0| 0| 0|
Riot Suit 1.3 | 5| ARMOR-G| N/A | c| X| 0+ 0| 0| 9|
Regen Fluid | 1|SPECIAL |?????| 0| X| 32+ 0| 0| 0|
Red Globe | 9|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Garbage Can | 1| THROWN | N/A | 0| X| 0+ 0| 1| 0|
****Items found on Starbase6[3]
Cazlite Gloves | NO| MELEE | N/A | 0| X| 21+10| 0| 0|
Dangerflare | 3| THROWN-G| N/A | 0| X| 34+ 8| 4| 0|
M3 Electroprod | 3| MELEE |?????| 0| X| 20+ 9| 0| 0|
Nerve Gas Gren | 1| THROWN-A| N/A | 0| X| 26+ 5| 4| 0|
Starsabre | NO| MELEE | N/A | 0| X| 22+ 6| 0| 0|
f16 Power Pack | 4| AMMO | N/A | 0| f16| 0+ 0| 0| 0|
9mm Sterling M | 4|PROJECT-G| N/A | 0| 9 mm| 27+ 8| 5| 0|
Cazlite Laz 08 | 3| ENERGY-G| N/A | 0| f16| 31+ 8| 3| 0|
f16 Power Pack | 4| AMMO | N/A | 0| f16| 0+ 0| 0| 0|
Riot Suit 1.7 | 5| ARMOR-G| N/A | d| X| 0+ 0| 0| 10|
Regen Fluid | 1|SPECIAL |?????| 0| X| 32+ 0| 0| 0|
Red Globe | 9|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Box of Tissue | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
****Items found on AncientU[1]
Trancersword | NO| MELEE | N/A | 0| X| 12+ 5| 0| 0|
Biosphere | 3|SPECIAL |?????| 0| X| 10+ 0| 0| 0|
Blackout Ring | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Kadurian Ingot | NO|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Fastflee Key | 4|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Kwikmove Belt | 8| ARMOR |?????| b| X| 0+ 0| 0| 0|
Zeta Phaser | 1| ENERGY-G| N/A | 0| f10| 14+ 4| 4| 0|
Zeta Er-Bomb | 1| THROWN-G| N/A | 0| X| 18+ 2| 3| 0|
Kor Shieldbelt | 4| ARMOR | N/A | c| X| 0+ 0| 0| 7|
Hunter Seeker | NO| THROWN | N/A | 0| X| 9+ 6| 3| 0|
Stone Statue | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Stonesight Eye | 6|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Firesphere | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
****Items found on AncientU[2]
Scrambler Box | 6|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Sceder's Spear | NO|THR/MEL | N/A | 0| X| 10+ 3| 2| 0|
Power Globe | 4|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Map Maker | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Ruby Slippers | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Plasma Grenade | 1| THROWN-A| N/A | 0| X| 13+ 4| 3| 0|
Gauss Rifle | 6|PROJECT | N/A | 0|flechet| 19+ 7| 5| 0|
Flechettes | 10| AMMO | N/A | 0|flechet| 0+ 0| 0| 0|
Static Helm | 4| HELM |?????| 5| X| 0+ 0| 0| 0|
Bintu Litegun | 7| ENERGY-G| N/A | 0| f10| 16+ 3| 3| 0|
Neuro-Grenade | 1| THROWN-A| N/A | 0| X| 21+ 2| 2| 0|
Piece of Stone | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Old Crown | NO| HELM | N/A | 1| X| 0+ 0| 0| 0|
****Items found on AncientU[3]
Map Maker | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Black Stone | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Vial of Liquid | 1|SPECIAL |?????| 0| X| 22+ 0| 0| 0|
PSI Battery | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Jolt Helm | 8| HELM |?????| 5| X| 0+ 0| 0| 0|
Zack's Axe | 25|THR/MEL | N/A | 0| X| 13+ 5| 5| 0|
Gauss Carbine | 3|PROJECT-G| N/A | 0|flechet| 10+ 7| 4| 0|
Wondersword | 9| MELEE |?????| 0| X| 11+ 3| 0| 0|
Death Gauntlet | 3| MELEE |?????| 0| X| 9+ 3| 0| 0|
f12 Superpack | 20| AMMO | N/A | 0| f12| 0+ 0| 0| 0|
Detonator | 1| THROWN-A| N/A | 0| X| 24+ 3| 2| 0|
Cobwebs | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Etyr Crystal | NO|SPECIAL |?????| 0| X| 4+ 0| 0| 0|
****Items found on AncientU[4]
Gauss Bazooka | 2|PROJECT-A| N/A | 0|flechet| 11+ 6| 5| 0|
Flechettes | 10| AMMO | N/A | 0|flechet| 0+ 0| 0| 0|
Cryllian Armor | 4| ARMOR-V| N/A | c| X| 0+ 0| 0| 7|
Small Candle | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
PSI Battery | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
PSI Buffer | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Vaporizer Ring | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Restore Stone | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Red Stick | 22|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Crowd Figurine | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Meteor Mace | NO| MELEE | N/A | 0| X| 12+ 5| 0| 0|
Frizzbee | 1| THROWN | N/A | 0| X| 1+ 0| 0| 0|
Pot Holders | NO| MELEE | N/A | 0| X| 1+ 0| 0| 0|
****Items found on Shrine[1]
Bentablade | 8| MELEE |?????| 1| X| 23+ 9| 0| 0|
Darkon Dirk | 1|THR/MEL-A| N/A | 1| X| 21+ 8| 5| 0|
X-Warp Pistol | 6|PROJECT-G| N/A | 0| f16| 37+10| 5| 0|
PSIPro Helm | 9| HELM |?????| 6| X| 0+ 0| 0| 0|
Speed Stick | 5|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Magic Glasses | 19|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
NoMorph Orf | 16|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Purple Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Map Maker | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Fastflee Key | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Ruby Slippers | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
PSI Battery | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Restore Stone | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
****Items found on Shrine[2]
Krelslayer | 12| MELEE |?????| 2| X| 24+ 7| 0| 0|
Darkon Dirk | 1|THR/MEL-A| N/A | 1| X| 21+ 8| 5| 0|
Ion X-Warper | 5|PROJECT-A| N/A | 0| f16| 39+ 8| 4| 0|
PSIPro Helm | 9| HELM |?????| 6| X| 0+ 0| 0| 0|
PSI Glove | 20| MELEE |?????| 2| X| 37+ 6| 0| 0|
Pale Sphere | 21|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Small Brick | 16|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Mauve Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Map Maker | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Fastflee Key | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Ruby Slippers | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Newlife Tablet | 3|SPECIAL |?????| 0| X| 48+ 0| 0| 0|
Restore Stone | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
****Items found on Shrine[3]
Krelslayer | 12| MELEE |?????| 2| X| 24+ 7| 0| 0|
Cherry Bomb | 1| THROWN-A| N/A | 0| X| 48+ 8| 5| 0|
Ion X-Warper | 5|PROJECT-A| N/A | 0| f16| 39+ 8| 4| 0|
Powerhelm | 10| HELM |?????| 7| X| 0+ 0| 0| 0|
PSI Glove | 20| MELEE |?????| 2| X| 37+ 6| 0| 0|
Grey Sphere | 17|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Small Brick | 16|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Smokey Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
f16 Super Pack | 8| AMMO | N/A | 0| f16| 0+ 0| 0| 0|
Black Stone | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Vaporizer Ring | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Newlife Tablet | 3|SPECIAL |?????| 0| X| 48+ 0| 0| 0|
Restore Stone | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
****Items found on Shrine[4]
Battering Ram | NO| MELEE | N/A | 0| X| 32+ 1| 0| 0|
Cherry Bombs | 3| THROWN-A| N/A | 0| X| 48+ 8| 5| 0|
Makon Blaster | 10|PROJECT-A| N/A | 0| f24| 50+ 8| 4| 0|
Powersuit | 10| ARMOR-G|?????| f| X| 0+ 0| 0| 11|
PSI Battery | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Grey Sphere | 17|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Small Brick | 16|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Smokey Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
f16 Super Pack | 8| AMMO | N/A | 0| f16| 0+ 0| 0| 0|
Black Stone | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Vaporizer Ring | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Newlife Tablet | 3|SPECIAL |?????| 0| X| 48+ 0| 0| 0|
Restore Stone | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
****Items found on Fractyr[1]
Small Talisman | 5|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Crystal Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Diamond Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Green Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
PSI Battery | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Black Sphere | 6|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Olive Sphere | 16|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Smokey Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Fastflee Key | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Black Stone | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Vaporizer Ring | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Newlife Tablet | 3|SPECIAL |?????| 0| X| 48+ 0| 0| 0|
Restore Stone | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
****Items found on Fractyr[2]
Megabelt | 5| ARMOR | N/A | 0| X| 0+13| 0| 11|
Crystal Sphere | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
No-Wall Wand | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
No-Wall Wand | 10|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
PSI Battery | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Fractyr Belt | 6| ARMOR | N/A | 0| X| 0+15| 0| 10|
Fractyr Scarf | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Ruby Slippers | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Fastflee Key | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Black Stone | 1|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Vaporizer Ring | 3|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
Newlife Tablet | 3|SPECIAL |?????| 0| X| 48+ 0| 0| 0|
Restore Stone | NO|SPECIAL |?????| 0| X| 0+ 0| 0| 0|
****Items found on Lunabase
Sader Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Cigarette Butt | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Epsilon Indi
Sader Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Cigarette Butt | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Omicron 7
Sader Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Cigarette Butt | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Veladron 2
Glimmering Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Ashtray | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Port Minkar
Merchant's Gem | NO|SPECIAL |?????| 0| X| 2+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Ashtray | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Kasdran
Kris | 1|THR/MEL | N/A | 0| X| 2+ 0| 2| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Juffer Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Pile of ashes | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Kevner's
Gorgon Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Shamsheer | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Bullova | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
War Bola | 1| THROWN | N/A | 0| X| 5+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Flamberge | NO| MELEE | N/A | 0| X| 4+ 2| 0| 0|
Poleaxe | NO| MELEE | N/A | 0| X| 4+ 0| 0| 0|
Scythe | NO| MELEE | N/A | 0| X| 4+ 2| 0| 0|
Misericorde | NO|THR/MEL | N/A | 0| X| 3+ 3| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Crossbow | 9|PROJECT | N/A | 0| arrows| 8+ 0| 2| 0|
Scale Armor | NO| ARMOR | N/A | 5| X| 0+ 0| 0| 0|
Steel Cap | NO| HELM | N/A | 1| X| 0+ 0| 0| 0|
****Items found on Chronum
Frangiir Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Cigarette Butt | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Andrini
Sader Gem | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Cigarette Butt | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Gamma Base
Greed Stone | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Cigarette Butt | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Keppa Var
Poniard | 1|THR/MEL | N/A | 0| X| 2+ 0| 2| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Pile of ashes | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items found on Tau Eridani
Crusader Stone | NO|SPECIAL |?????| 0| X| 1+ 0| 0| 0|
Great Sword | NO| MELEE | N/A | 0| X| 3+ 2| 0| 0|
Great Axe | 1|THR/MEL | N/A | 0| X| 2+ 4| 1| 0|
Hunting Bola | 1| THROWN | N/A | 0| X| 4+ 2| 5| 0|
Darts | 10| THROWN | N/A | 0| X| 2+ 2| 5| 0|
Ingram 45 Auto |UNL|PROJECT-G| N/A | 0| .45| 7+ 2| 2| 0|
Plasma Pistol | 2|PROJECT | N/A | 0|f8 pack| 2+ 0| 4| 0|
Ion Blaster |UNL| ENERGY | N/A | 0|f8 pack| 8+ 2| 3| 0|
Cigarette Butt | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Healing Tablet | 1|SPECIAL |?????| 0| X| 5+ 0| 0| 0|
Ithaca Shotgun |UNL|PROJECT-G| N/A | 0| 18x60| 8+ 0| 2| 0|
Frag Grenade | 1| THROWN-G| N/A | 0| X| 13+ 0| 1| 0|
Automag .45 |UNL|PROJECT | N/A | 0| .45| 6+ 0| 3| 0|
****Items not found in the course of battle
Technocard | 1| THROWN | N/A | 0| X| 1+ 0| 1| 0|
Piece of Junk | 1|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Piece of Junk | 1| THROWN | N/A | 0| X| 1+ 0| 1| 0|
Piece of Junk | 1| THROWN | N/A | 0| X| 1+ 0| 1| 0|
Piece of Junk | 1| THROWN | N/A | 0| X| 1+ 0| 1| 0|
Sonic Key | 1| THROWN | N/A | 0| X| 1+ 0| 1| 0|
Orange Globe | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Plenadium | 83|SPECIAL |?????| 5| f12|241+14| 7| 23|
Plenocarbon | NO|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Mattermit Pass | 1|SPECIAL | N/A | 0| X| 0+ 0| 0| 0|
Fractyr Fist | NO| MELEE |?????| 4| X| 16+ 8| 0| 0|
6. SPECIAL ITEMS (NON-COMBAT):
Fractyr Fist: On 3rd level of Ancient Ruined World, put all Fractyr
items together to create it.
Mattermit pass: found on 4th level of the Ancient Ruined World.
Plenocarbon: found on 3rd level of Dreadnought Cruiser.
Plenadium: changed from Plenocarbon when you enter the Engine Room.
Orange Globe: found at (8,8) on Starbase VI level 2. It allows you
to access the escape pod.
Sonic Key: allows you to access the elevator so you can leave the
Daynab
Fortress with Varion. Created by picking up the right "garbage."
Technocard: Varion opens the vault and finds this.
7. BRIEF WALKTHROUGH
Note: for when I plaster in text maps I have a ledger below. You may
however wish instead to open up another browser page, go to my map page
http://www.geocities.com/SoHo/Exhibit/2762/centauri/main.htm and ALT-TAB
between this document and the maps for more clarity. I have decided to
exclude some text maps from here because they're relatively useless.
Mostly towns--each one has all the facilities except Veladron(armory,)
Kasdran(nothing except a spaceport,) and Andrini(no bio lab.)
0-9 = special event
! = message for you
? = puzzle
A = armory
B = biotech(healing) facility
H = hit point drain
I-O, Z: teleports to lower case
i-o, z: teleports from upper case
P = psi drain
Q = Alliance HQ
S = shuttle port(transport to 3 other worlds)
7-1. LUNABASE
In the beginning you will want to hang around Lunabase a lot. Buy
shieldbelts a lot and use them--it is probably worth it to sell them and
buy them back to build your shields, cheaper than paying the
regenerators. Train a bunch and get some decent PSI skills before you
head to Omicron VII. You should never be too far away from the BIO lab
if you need it, but whatever you do don't visit the square that drains
your HP. You'll hear a THUNK if you do, and you'll want to go forward
and turn around before leaving, which takes less damage.
As for combats a lot of monsters will attack hand-to-hand. You'll want
to be careful around those that can fire; with any melee skill
whatsoever(be sure your front line has this) you shouldn't get hit by
the lightweights. Be prepared to run at monsters, too. You may need a
few levels of beefing up before you can face the monsters on the ships
in Veladron II but in the meantime you just want to gain maximum LIFE
and PSI points. The charts in 2-1 should help you decide what to build
up next. Your backbenchers may want to improve their fighting skills at
first just to gain PSI but eventually you'll want one to split off into
MIND specialization and the other to BODY. I found that I didn't need
the higher-level ENERGY or MATTER psi to survive, but it was nice to
have some basic stuff. I also advise trying to learn something VERY hard
before starting your quests. That way you won't lose as much experience
when promoted.
You'll need to get BODY at least to two before going anywhere to solve
puzzles. That will get you the NITST(equivalent of magic light) spell.
Obviously the bigger the spell, the better you are.
Watch out for the hit point drain below the training center, but other
than that you can just enter headquarters and leave again when you
aren't getting enough fights. Monsters tend to appear more when you're
re-mapping a level out.
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| : | : | : | | | | | : | : | | |
+ +-+ +-+-+ +:+-+ +-+ +-+ +-+ +-+
| | : | : : |A| : | : : | | : : |
+ +-+ +-+ +-+-+-+ +-+ +-+ + + +-+
| | | : | | : | : : | | | | |
+ + + +-+ + +-+-+ + + +-+ +-+ +-+
| | : : | | : | : : | : | : | | |
+ +-+ +-+ +:+-+-+ +-+ +-+ +-+ +-+
| | : : | : | | : | | | : : | | |
+ +-+ +-+ +-+:+-+ + + +-+ +-+ +-+
| | : | : | : | : | : | | | : : |
+ +-+ +-+ +:+:+-+ +-+ + + +-+ +-+
| | : : | | | | : : | | | | | | |
+ +-+ +-+ +-+ +-+ +-+ +:+ +:+ +:+
| |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
7-2. OMICRON VII
You are told to go first to Omicron by Lunabase headquarters. It's
not necessary to go immediately--explore around first to get a feel for
the game and
maybe improve your characters a few levels--but it is by far the easiest
of the quests. Although it is not too tough a place to complete, you
will want to be on your toes and have a decent grasp of combat. In
addition, any time you wish to improve your characters, the ships in
Veladron II(don't worry about activating the engines yet!) are great
places to pick up experience. Most monsters attack hand-to-hand, and as
you improve they can't hit you much. Plus, Veladron is very close to
Lunabase, so you don't have to put up with space travel[the most
negative "feature" of this game!]
7-2-1. LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | : : : | : | |
+ + + + +:+:+ +-+ +-+:+:+ +-+ +-+
| : | | | | | : | : | | : |
+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+
| : | | v|
+:+-+-+-+-+:+-+:+ +-+-+-+-+-+-+-+
| : : |1| : : |
+ +-+-+-+-+-+-+-+:+-+-+-+-+-+-+ +
| | | | : |
+-+-+-+-+-+ +-+-+ + +-+-+-+-+-+-+
| | | : | | |
+:+:+-+ +-+-+ +-+-+ +:+-+ +:+ +:+
| | | : : | : | :2| | | : | | |
+-+:+-+ +-+-+ + +-+ +-+-+ +-+-+-+
| | : | :3: | | : | | | |
+ +:+-+ +-+:+ +:+-+-+ +-+:+ +:+-+
| | | | | | | : : | : | | | |
+:+-+-+ +:+-+-+-+:+-+ +-+-+ +:+ +
| | | : | | | |
+-+ +-+ +:+ +:+:+-+ +-+ +-+-+-+ +
| : : | | | | | | |4| |
+-+-+ +-+-+ +-+-+-+ +-+ +-+ +:+ +
| | | |
+ +-+ +-+ +-+ +-+ +-+-+-+ +-+ +-+
| | | | : : | | : | | | |
+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
| | : | : : |
+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+
|5| | | : : | | : | | |
+ +-+ +-+ +-+ +-+ +-+-+-+ +-+ +-+
| 5 | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = 'Daynab clearance is VINDICATE'(?)
2 = DAYNAB and ALLIANCE and FRACTYR info
3 = empty jail.
4 = Trader Drake's(buy armor)
5 = 'INTRUDER ALERT!'
Trader Drake's armory, in the southeast, is the first stop. In fact,
you can nip in there and bolt right back to Lunabase right off the bat
to get riot helmets and balrog blades; just save the game before
entering. Berserker frames are more expensive(yet still cheaper than
shieldbelts) and you'll want to have a good chunk of money, preferably
gained through level advancement.
880 * 6 = 5280 for Berserker Frames for everyone(best AC and even + to
attack)
150 * 5 = 750 for Balrog Blades for all except your Praktor--even if
some Arcturans don't have 2 melee needed for this
310 * 6 = 1860 for Riot Helmets for everyone(5 AC)
Total gold needed = 7890.
You still may want to buy the occasional shieldbelt and sell it before
your hardware skill gets really good, but this improvement makes you
unhittable in melee against all but the best. You might even want to
strong arm new recruits into forking over more dough.
8E N 2E N 2E N 2E 2N (Trader Drake's)
S E 2N 5W 2N W 3N 6E N 7W N 7E D
7-2-2. LEVEL 2
Here the plot thickens. There are Some Items Important to Game
Progress down here! You also have a computer that tells you a bit about
the Alliance and Daynab, but not too much, and also there are
radioactive squares at intersections that good mappers will be able to
avoid. That bump-tone means you've walked into it, by the way.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | | | | : :1|
+:+:+:+ +:+:+ +:+:+ +-+-+ +:+-+-+
| | : | | | |
+:+ +-+-+-+ +:+-+ +-+:+-+-+ +:+:+
| | : | : | : | : :5| | |^|
+-+ + + +-+ +-+-+ +-+:+:+-+ +:+-+
| : | | : | : | : | | : | | |
+-+ +:+:+ +-+:+-+ +:+-+-+-+ +-+:+
| | | | | : | | | : |
+-+ +-+-+ +:+-+ +:+ + +:+:+ +-+ +
| | H | | | : | | | : |
+:+ +-+ +-+ +-+ +-+ +-+-+ + +-+ +
| : | : | | | | |
+-+ +-+ +-+ +:+-+-+ +:+ +-+-+-+ +
| : : : : : | : | | | | |
+-+ +-+ +-+ +-+-+ + +-+ +-+ +:+ +
| : | |3| | : : : | | |
+ +-+-+ +-+ +-+ +-+ +-+ +-+-+-+ +
| : | | : | H |
+ +-+-+:+:+ +-+:+-+:+-+ +:+-+:+:+
| | : : | | : | | : | | | | : | |
+ +-+:+-+:+ +-+-+:+ +:+ +-+-+-+-+
| : | | : | | : : | : | |
+ +-+:+ +-+ +-+:+-+-+-+ + +-+:+:+
| |!| | | : |4| : | | : | |5: : |
+ +:+:+ +-+ +:+-+:+:+-+ + +-+-+-+
| | | | | : | : | | | : |
+ +:+:+ +-+ +-+-+:+-+:+ + +:+-+:+
| | : | | : : : | | : : | | : | |
+ +-+-+ +-+ +-+-+ +-+-+ +-+-+:+:+
| | : |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1=
2=
3=
4=
5=
!=computer. Try typing FRACTYR, ALLIANCE and DAYNAB.
On the second level you will find five mechanoids--each one asks you a
mathematical pattern. It's pretty easy to figure out if it is
a)arithmetic, b)geometric, or c)squares(2-4-16-256)--even if you don't,
you should be able to defeat the Guardian Mech that will attack you as
the combat is hand-to-hand. Each one gets you a Fractyr Finger. You
should find Pinky, Finger1, Finger2, Finger3, and the Thumb. Also there
is a computer in the southwest(see level 1).
A new message now back at Headquarters: "Rumors of the Fractyr Palm
are widespread. Exercise extreme caution." Extreme caution isn't
necessary yet, but you probably should save your game after a few fights
while going on critical quests from now on. We'll go to Kevner's World
first. It's got a really cool Bard's Tale theme and two dungeons/items.
Andrini only has one. And it has a Plot Twist that forces you somewhere
even harder right away. Be sure to be fully equipped before heading to
Kevner's.
N 2W N 2E (1st)
2W 4S W 2S 3W 3N E N 2E (2nd)
2W S W 4S W S (3rd)
N E 4S 2E 4S 4E 2N 3W 2N 2E S W (4th)
E N 2S 2S E S E S 6W 2N 2W N (5th)
The computer's neat but gives no necessary info.
7-3. KEVNER'S WORLD
The two dungeons here are Zentek's and Tonka's. As the clue to
entering Tonka's place is in Zentek's that does not leave me much of an
option when I tell you the logical "right" way to go through. The
friendly locations are all lumped in the NW so no need for a map here,
but Tonka's in the northeast and Zentek's in the far southwest.
Having a Praktor with level 6 metamorphosis helps here. As a Zon
Dragon, he's especially useful against Zentek, although if you can build
up shields beforehand you can run up and clobber Zentek too. Zentek's
spells(30 a pop) are nasty. But lest I spoil the puzzles...
7-3-1. ZENTEK'S LEVEL 1
You'll find a skeleton here who talks about the "penultimate words"
and the "device by which answers come." Looking up "penultimate" in the
dictionary could prove valuable. The device is a computer in the middle
of the spiral on the first level, and the "penultimate words" are given
to you by the magic mouths. Their poems are below--as are the magic
mouths.
There are some good fights here that you should be able to win. Bards
and Giants and Dwarves shouldn't hit you much, and you can take them
out. Sadly corridors don't lend themselves to fights, but if you go down
the stairs to level 2 and back up there are some fighting areas close
around there.
From the upper left take the right passage down to get to the stairs
and combats or the left one to get to the computer.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| : | |
+ + +-+-+-+-+-+-+-+-+-+-+-+ + + +
| | | | | |
+:+-+-+-+-+-+-+-+-+-+-+-+ + + + +
| | | | | |
+-+-+-+-+-+-+-+-+-+-+-+ + + + + +
| :v| | | | | | |
+ +:+-+ +-+-+-+-+-+-+ + + + + + +
| | : | | | | | | | | |
+ +-+-+ + +-+-+-+-+ + + + + + + +
| | : | | | | | | | | | | |
+ +-+:+ + + +-+-+ + + + + + + + +
| | : : | | |1: | | | | | | | |
+ +:+-+ + + +-+-+-+ + + + + + + +
| | : | | | | | | | | | |
+ +-+:+ + +-+-+-+-+-+ + + + + + +
| | : | | | | | | | |
+ +:+:+ +-+-+-+-+-+-+-+ + + + + +
| | | | | | | | |
+ +-+-+-+-+-+-+-+-+-+-+-+ + + + +
| | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+ +:+ +
| |2| |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
| | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+ +:+ +
| | : : : : : : : : : : : : | | |
+:+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +
| | |
+ +-+-+-+-+-+ +-+-+ +-+-+-+-+-+-+
|^ |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = computer(hums when you type in the right word, no penalty for mis-
typing, shows password after all 3 right)
2 = skeleton with message about device/penultimate words
6E N 6E 2N 12W N 12E 11N 11W S 10E 9S 11W 7N 2E D but you can tinker in
the side rooms for experience before heading down.
7-3-2. ZENTEK'S LEVEL 2
There are some neutron fields that drain you PSI here, probably the
first you've seen, but there are also some magic mouths that help along
with a puzzle. They give poems as clues.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | | |
+:+:+ +:+-+ + +-+ + +-+ +-+-+ + +
| | | : | | | : | : : | | | |
+-+ + +-+ + + + + +-+ +-+ +:+ +:+
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+-+ +-+ + +:+ +-+ +-+ + +-+ + +:+
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+-+ +-+ + +-+-+ +-+ +-+-+ +-+ +-+
| | | | | | | | | | | | |
+:+ + +:+ + +-+ + + +-+ + +:+ +:+
| | P | : |P| | | | | |
+-+ +-+ +-+ +-+ +:+ +:+ +-+ + + +
| : | : | | | | | | | |
+-+ +-+ +-+ +:+ +-+ +-+ +:+ + + +
| : |4| : | | | |
+-+ +-+ +-+ +-+ +-+ +-+ + +-+ + +
| : | : | : | | |5 | |
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| | | | | P | :6| |
+:+ +-+ +-+-+ +-+ +-+-+ +-+ +-+:+
| : | : | | | : | | : | |
+-+ +-+ +-+ +:+ +:+ +-+ +-+-+ +-+
| | | : | | | | | |
+:+ + + +-+-+-+ +-+ + +-+ +:+ +-+
| | | | : | | : |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1=I smell a rat/Behind the place where Zentek sat
2=stairs down appear
3=magic mouth for stairs down
4=A foe so far/That never could we ever spar
5=something big is indicated here but nothing appears.
6=The game's the thing/Wherein you'll feel the deadly sting
Look up penultimate in the dictionary if you need to(it means second-
to-last,) and you may need to go back up a level to find the computer in
the spiral. ZENTEK/EVER/DEADLY(order is not important) gives NAVATH as
the password. Then go from where the magic mouth asking for the password
is to the stairs. Hint: "search for the stairs" doesn't mean you have to
search hard. Also note that if you mess up you have to climb back up the
stairs and down again.
S W 2N 2E 2S 3E N 2E 2S 2E 4N(neutron field hurts a bit, on well) 2E S W
2S 2N 2E S W D
7-3-3. ZENTEK'S LEVEL 3
Now this is a real nuisance. There are a lot of teleport squares, and
the thing to remember is that you can't leave until you get to the right
side of the map. At the top, you have a teleport to the surface. At
the bottom, Zentek is waiting for combat. If you win, you get the
Fractyr Suit, which is a nice piece of armor. Less scrupulous people
can find a way to duplicate the item(disk-swap, or give it to a
character outside the party and return.) It can recharge your shield
very nicely.
Some of the combats are nasty, with some monsters even able to cast
spells that reduce your Praktor from the metamorphosed state. You can
also speed things up by noticing when something odd is ahead. Basically
you'll jump between compartments until you're kicked to the east edge,
and then make sure you're healed before running past the radiation and
neutrons. Also be sure you have an inventory slot free before you fight
Zentek. Just before that fight, you will also receive the clue about
Tonka's middle name.
Once you defeat Zentek, a door will appear to the north. If you've
walked by there, then you'll see where it is.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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+ +-+ +-+ + +:+-+-+-+-+-+ +-+:+ +
| | | | | | |2| | |
+ +-+ +-+ + + +-+-+-+-+ + +:+-+ +
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+ +-+ +-+ + + +-+-+-+-+ + + +-+ +
| | > | |P P P|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = teleport to 1st level, 2 squares north of stairs. Door appears on
the north side after you beat Zentek.
2 = combat with Zentek(742 for 6)
3 = Tonka's middle name is bunt...
9S 5W (teleport) 4E (teleport) W 2S W (teleport) E S 2E 4N W (teleport)
E 4S 2W 3N W (teleport) 5E 15S 1E 6N 5E 2N W S 2W N 2W 2N 4E (teleport)
E S 3W (teleport) 2S E 11S (pause on a safe square and face east to heal
up or wait. Drop an item if inventory's full) 2W 2N (defeat Zentek, rest
up) 2S 2E 11N W 2N E 2N W S (teleport 2N of stairs on level 1)
The fight with Zentek yields the Fractyr Fist.
7-3-4. TONKA'S LEVEL 1
To enter Tonka's, state his full name TONKA BUNT OG. The first level
is divided into three areas, the west half, a narrow center part, and
the east strip. You must visit three parts of a poem in a certain order
to spring the teleporter to the next level. Finding the teleporter from
the west to the center is the toughest bit, and you can probably get the
poem's order right by accident. The main risk is that you may get
bottled up on level 2 for a bit as travel is largely one-way.
+-+:+:+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | : : | | |j|
+ +-+:+ + + + +-+-+ + +-+ +-+ + +
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+ + +:+ + +-+ +-+ + + +-+ +-+ + +
| | | | | | | | | | | : : :4: | |
+ + +-+ + +:+ + + + + +-+ +-+ + +
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+ +-+-+ +-+-+ +-+:+ + +-+ +-+ +:+
|^ | : : : : |v|
+-+:+:+-+-+-+-+-+-+-+-+-+-+-+-+-+
2 = poem
3 = poem
4 = poem
J does not activate until you solved the poem puzzle.
You must teleport into the right area from (7,11). Then there are three
poems which need to be read in the following order: (13,2) then (11,6)
then (13,10). The teleport square at (13,4) which with its one way
directions sticks out like a sore thumb will lead you to a corridor
which will take you to level 2.
Note that the map actually scrolls over the edge for more than one
square here.
7-3-5. TONKA'S LEVEL 2
A pretty annoying maze, but there aren't any traps, so map your way
through it, although you can also slightly cheat your way through. You
can wimp out at (1,4) but the real objective is to fight Tonka. There's
a message about the oracle in a spiral but it's only good for a discount
on item ID's and not any actual information.
The fight with Tonka is a bit tougher than Zentek, as Tonka can summon
elementals AND cast spells, but it will net you the Fractyr Helm. The
Helm isn't as cool as the Fractyr Suit, but it doesn't clash as badly as
a Riot Helmet(and indeed what DOESN'T a Riot Helmet clash with?)
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|P P P P P P P P P P P P |
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+ + +-+-+-+-+-+-+-+-+ + + + +-+-+
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+ + +-+-+-+-+-+-+-+-+-+ + +-+-+ +
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+ + +:+:+-+-+:+:+:+:+ + + + +-+-+
|P| | | : | | : | : | | | | |
+ + +-+:+-+:+-+:+-+:+ + + +-+-+ +
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+ + +-+:+-+:+-+:+-+-+ + + + +-+-+
|P| | : : : | : : : | | | | |
+ + +:+:+-+-+-+:+:+-+ + + +-+-+ +
|P| | | | | | : : |J| | | | |
+ + +:+:+:+:+-+:+-+:+ + + + +-+-+
|P|L| | : | : : : : | | | | |
+ +-+:+:+-+:+-+:+:+:+ + + +-+-+ +
|P:I| |K| : : |k| | | | | | |
+ +-+:+-+:+-+-+-+-+:+ + + + +-+-+
|P| : > | | | | |
+ +:+-+-+:+ +-+-+-+-+-+ + +-+-+ +
|P| | : | | | |
+ + + +-+-+-+-+-+-+-+-+-+ + +-+-+
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+ +v+-+-+-+-+-+-+-+-+-+-+-+ + +:+
|P P P P P P :3|l |^|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = tell the oracle KNLAKRA
2 = the usual U R DED FOOLZ sentiments
3 = Tonka.
7-4. ANDRINI CLUSTER
Enough Bard's Tale stuff. Back to the REAL WORLD, errm, REAL
UNIVERSE. There's a dungeon here, in the southeast. (12, 1) to be
precise. It's a bit tricky to get to, but before you go through with it
you'll want to have gotten most everyone over 60 hit points--at the very
minimum over 50. That is because you'll be headed for another quest once
this is over. In fact the next quest can be so tough, in addition to
saving outside I recommend you leave your party in the Lunabase in case
things are undoable. You should be pretty good by now and in fact if you
want to get a few more levels at Veladron and Kevner that's cool; make
sure at least two spellcasters are level 5 in Body spells before coming.
You're going to need REGEN a bit down the road.
You may want to try to learn something very tough before coming here
as the whole ride should be worth a good chunk of experience. Oh yeah.
Have a couple of spots in your inventory open for items, too.
7-4-1. LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | v|
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| | | | | | | | | | | | | | |
+ +-+ + + + +-+ +-+-+ +-+ +-+ + +
|^ | | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1=oracle
2=door north opens if you have Yellow Badge
3=write note to the oracle
4=7 Man Hunters, Yellow Badge
5=fall to level below
There's not much to challenge you here, although it's a good idea to
wipe out the guards at (3,3), who aren't too tough, fortunately--7 Man
Hunters for 373 experience--wipe your feet first before you go in and
drop an item if you're full. They'll cough up a YELLOW BADGE which is
needed to open up a door at (13,14). Also at (15,3) there is a
mineshaft down to an area that can't be entered via the stairs at
(15,15) although there is a one-way door out and back to level 1. In the
northwest you will find the Oracle. The password from Tonka's is
"KNLAKRA" for a discount, which isn't too useful, but it can be
interesting. I'd just save, get the item ID'd, and restore. So how do
you get in? Well, if you play it all honestly, you could write "ORACLE"
when you get the chance after first falling down the mine-shaft!
This is a good level to putz around in for experience. Lots of
illusion summoners such as Mind Singers and Psi Minds--easy to get 2000
a fight or so. It's also not very cavernous although that doesn't seem
to affect the fight frequency adversely.
7-4-1. LEVEL 2
There are two ways to enter this level and in fact to get through it
smoothly you'd need to go in both ways and exit and come back. It's a
bit arduous, especially the zigzagging corridor in the southwest, but
hopefully you can stick with it. And don't worry about the possible one-
way door above. You're not trapped if you fell through the floor.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| ^|
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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+ + +-+-+-+-+-+-+-+-+-+-+-+-+-+ +
| | | : | | | | | | : : | |
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+ +-+:+-+-+ +-+ +-+-+:+:+:+-+ + +
| | : : | | : | : | : : | | |
+ +:+:+-+ + +-+ +^+:+-+:+-+:+ + +
| | | : : | : | | : | | | : |P| |
+ +-+:+-+ + +-+ +-+-+:+:+:+-+ + +
| | : | | |1| : | : | | |
+ + +-+ +:+:+ +-+ +:+:+:+:+-+ + +
| | | : | : | | : | : | | |
+ +-+ +-+-+:+ +-+ +-+-+:+-+ +-+ +
| | | | : | |2| : | |
+ + +-+ +:+-+ +:+:+:+ +-+ +-+-+ +
| | | : | | | | | : | | |
+ +:+ +-+ +-+ +-+-+-+-+-+-+-+ + +
| | | | | | | | | | |
+ + +-+ +-+ + +:+:+:+ +-+-+-+ + +
| | | | | | | | | |
+ +-+ +-+ +-+ + + + +-+ +-+ + + +
| | |P | | |H| | : : | | | |
+ + +-+ +-+ +-+ + + + +-+-+ + + +
| | | | | | 3|4 | | |
+ +:+ +-+ +-+ +-+ +-+-+-+-+-+ + +
| |5| : | : E | |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
| |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = where you fall through from above
2 = tells you who's in NW of level 1
3 = fight for the Fractyr Palm(?)
4 = fight for the Fractyr Palm(?)
5 = switch to turn off energy field
E = energy field for nasty damage
There's a force-field that you need to de-activate in (1,1) that will
allow you to pick up the Fractyr Palm. But wait! There are two Fractyr
Palms! Remember the Oracle's clue says "the real one is behind the
impostor--" so go to (12,2) and you won't have to win the fight at
(11,2). Be sure not to confuse your Fractyr Palms later. The false one
casts NITST, I think, and the real one doesn't even have (0). I think
it's cheaper, too.
From the stairs:
WW SS EE NN WW 2S E 2S 2E S W S W S E S E S E S E S E S E S 2W N W etc.
2S E S etc. 2W N W S, flip lever
Get out of the zigzags, EE, 4N 4W S W 2S E N E N 2E 2S W
From the cave-in:
S E N E 3N W S W S W N(1-way) W 2S W 6S (as before)
7-5. CHRONUM
7-5-1. ABOVE GROUND
About now you should be told to head immediately to Chronum. Do so but
be sure to cast protective spells and heal PSI points first. Chronum's a
nice little place, except for that reactor that's about to blow up. You
get to go into a dungeon and disarm it. The reactor is fairly easy to
shut down within the time limit. There are no puzzles, just a few
switches to flip. The time seems to start ticking once you enter
Chronum, but you can loaf around on other worlds as long as you like
until then.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | : | : : | | : | : | : | |
+ +-+:+-+-+ +-+:+:+-+-+ +:+-+-+:+
| |
+ +-+-+-+-+ +-+-+-+-+-+ +:+-+:+:+
| | | | | | | : : | | | | | |
+ +:+:+ +:+ +-+:+:+-+:+ +-+-+-+:+
| | : : : : | : : : | | | |
+ +:+-+-+ + +:+-+:+-+:+ +-+ +:+ +
| | | | | : | | : | | | | |
+ +-+-+-+-+ +-+-+-+-+-+ +:+-+:+-+
| |
+ +-+-+-+-+ +:+-+:+-+-+ +-+-+:+-+
| | | : | | | : | | : |
+ +:+-+:+-+ +:+ +:+ +-+ +:+-+:+-+
| : : : : | | :v: : | : : | |
+ +:+-+:+-+ +-+ +:+ +-+ + +-+:+ +
| | | : | | : : | | | : : |
+ +-+-+-+-+ +-+-+:+-+-+ +-+-+-+-+
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+ +-+-+-+-+ +-+-+-+-+-+ +:+-+:+:+
| | : | : | : :B| | | | | | |
+ +:+-+:+:+ +-+ +-+-+ + +:+:+-+-+
| | | : | | |S: |Q| | | |
+ +:+:+:+:+ +-+ +-+:+ + + +-+ +-+
| | : | | | | |A| : : | : | |
+ +-+:+-+-+ +-+-+:+-+-+ +-+-+:+:+
| |
+ +-+-+-+-+ +-+:+:+:+:+ +:+:+-+-+
| | : | | : | | | | | | | : : |
+ + +-+ + + +-+ + +-+-+ +-+ +-+:+
| | | : : : : | | | : : | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
If you forgot to stop in at the bio technicians before, do so now.
Heal EVERYBODY. Be sure to have shields up as high as they'll go. From
the spaceport, E-N-E-3W or E-N-2W leads out and then N-3E-2N leads into
the center and the reactor.
7-5-2. THE REACTOR CORE
Here's where the action gets tough. You'll go straight forward to see
how much time you have left. It's very similar to Tau Eridani in that it
doesn't start too bad, but soon you zigzag all over the place. The last
bit is nasty, too.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+:+
| |
+:+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+:+
| |
+:+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | |1| : : |
+ +:+ + +:+ +-+-+-+-+ +-+ +-+ +-+
| | : : : |H:H| : | | | | : |
+ +:+ +:+-+ +-+ + +-+ +-+ +-+ +-+
| | | | | | |H|H| |
+ +-+ +-+ +-+-+ + +-+ +-+ +-+ +-+
| | | : |H|H| : | | | | : |
+ +:+-+-+:+-+-+ + +-+ +-+ +-+ +-+
| | : : : : |H H:H H| |
+ +-+-+-+:+-+ +-+-+ +-+-+-+-+-+-+
3 | |H H|? ?|H H|
+ +-+-+-+:+-+ +-+-+ +-+-+-+-+-+-+
| | | : |H H:H H| | : :4|4|
+ +:+ + +-+:+-+ + +-+ + +-+ +-+ +
| | | | | < | |H|H| : : |
+ +-+ +-+ +:+:+ + + +-+-+-+-+-+-+
| | : | : |H|H| : |
+ +:+ +-+ +^+:+ + +-+ +-+ +-+ +-+
| | | | | | |5:H| : : | | : : |
+ + +-+ +-+ + +-+-+-+ +-+ +-+ +-+
| | | | : : |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+:+
| | |
+ +:+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|^| |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+:+
Don't waste spell points in encounters; save along the way(possibly on
a backup disk) to avoid encounters if necessary.
12N-15E-N-15W-N-15E-N-14W-N-15E-N-9W-2N-W-2N-W-2N-3W-N-E-2N-4E-N-9E-3S-E
Pull the switch here.
W-S-4W (that door wasn't there before.)
Here's where you have the big challenge, though. Note that every move
or turn you make subtracts 10 hit points from everyone. You can probably
die and go back to base and have your players resurrected but first you
have to make it to the switch(flipping it costs 10 hit points as well.)
So in fact it's necessary to have some serious REGEN to get there. Look
at your spellcasters who have REGEN and find the lowest hit points of
that person. Subtract 1 and divide by 10. Subtract 1 again. That is how
many moves you can go without getting killed. The reason you have to
subtract 1 is because, if you cast a spell in the radioactive area, you
still lose 10 points immediately after--it counts as a move! In fact
even pushing 0 counts as a move so you will probably have to
count/memorize hit points in your head. Just remember that two REGENs
act pretty much as a full heal spell.
Fortunately there's a sneaky way around this. As you leave, you can
just sit and wait, which doesn't count as a move, for your PSI to
recharge. That way even if you're very low on hit points you can still
escape. This doesn't work so well on the way in, but fortunately it's
less of a task to get in than out.
From just above the entrance:
FWD-RIGHT-FWD-LEFT-FWD-RIGHT-FWD-FWD-LEFT-FWD-FWD-FWD gets you to the
switch. In the meantime you'll need to cast 3 REGEN's which you should
have. Flip it.
With time no longer a factor, feel free to wait around to cast REGEN
if you think you need to.
LEFT-FWD-LEFT-FWD-FWD-FWD-RIGHT-FWD-LEFT-FWD-RIGHT-FWD-FWD gets you
out. However, if a couple of characters get killed in this, don't worry-
-no need for perfectionism, and with all those levels you should have
enough cash. This is the special emergency occasion you save up for.
7-6. TAU ERIDANI AND THE THIEVES' GUILD
Getting to the thieves' guild is not trivial, but once you're in there
it's a dungeon where no monsters go to attack you. It's a timed sequence
of logic and mazes(including a nasty set of one-way doors that will
leave you trapped) that you can repeat if you fail at it earlier.
You can probably bring party members through one at a time and give
everyone a skill but you only need to do this once.
7-6-1. LEVEL 1
One square forward describes your task. There's more than enough time
to get through all this.
The first part is no problem, but after it is a maze with no way out
in the upper right. Avoid this at all costs; if you use the overhead
view(V) it will actually tip you off that there are walls, and if you
take a pixel-perfect view you'll notice the wall is only half there. The
key is to find a certain teleporter that will kick you to the right.
Then you can enter a side room and solve a puzzle. Since many are
multiple choice, and you get 6 tries, you may be able to get through
with luck, although enough are of the moderate sort it won't take long
to solve. They do not count against your time to get through, either.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| : | : | > | > | | < |
+ + + + + +-+ +-+ +-+ +-+ + + +-+
| | | | | | | | | | | | | | |
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+ + + + + +-+ +-+ +-+ +-+ + + +-+
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+ + + + + +-+ +-+^+-+ + +-+ +-+ +
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+ + + + + +-+ +-+ +-+ +-+ + + +-+
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+ + + + + +-+ +-+ +-+ +-+ + + +-+
| | | | | | | | | | | | | | |
+ + + + + +-+ +-+ +-+ + +-+ +-+ +
| | | | | < L | |?: : | |
+ + + + + +-+ +-+v+-+ + +-+ +-+ +
| | | | | | |M| | | | | | | |
+ + + + + +-+ +-+ +-+ +-+ + + +-+
| | | | | l > j | > | | < |
+ + + + + +-+ +-+ +-+ +-+ + + +-+
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+ + + + + +-+ +-+ +-+ + +-+ +-+ +
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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
The path through:
NN-E-SS-E-NN-E-SS-2E-N into maze
W, 6N, 2E, 2S, 2E, 6N, 2W, 2N, 4E, 3S hits the teleporter. Now you'll
want to try the puzzles on the left side, which kick you to the one-way
rooms left of the corridors if you answer correctly--otherwise you have
to head south and take the teleporter. Head south and go down the
stairs.
I detailed the puzzles below for the curious.
** PUZZLE 1 **
The Alliance prison has six cells, numbered 1 to 6.
* Each cell is built of Adamantium bars, and they are all connected in a
row.
* Each cell holds 1 alien (aliens are non-psionic unless specified
otherwise).
* The Brawler must be in cell 5, since it is the only cell large enough
to hold him.
* The Shifter is a psionic.
* The Gnute and the Vandark are psionically bonded, and must have
adjacent cells.
* The Dragon, Gnute, and Lizadron are all reptilian. The Brawler is
allergic to reptiles, and cannot be in a cell adjacent to one.
* The Lizadron will die if placed in a cell next to a psionic creature.
* Enter the names of the aliens in cells 1 to 6, one at a time.
1st clue: 4th clue: 3rd clue: 3rd clue:
123456 123456 123456 123456
B----*- ----*- ----*- ----*-
D - --- ----
G - --- --*---
L - --- ----
S - --- - ---
V - --- - ---*--
1st clue tells where brawler is, 4th partitions Shifter/Vandark and
Dragon/Gnute/Lizadron. 3rd clue shows only way Gnute/Vandark can be left
together(note Shifter can only be in 6 now) and then shows Lizadron
can't be at 2, next to Gnute. This leaves the Dragon in cell 2. We don't
even need the second clue, in fact.
Answer:
LIZADRON
DRAGON
GNUTE
VANDARK
BRAWLER
SHIFTER
Be sure to double check your spelling!
** PUZZLE 2 **
None of the Alliance merchants who knew Renfrew and supported his
Expansion Policy voted for the merger with Daynab, though some of them
were also Daynab merchants.
If this is true, each of the following may be true with 1 exception:
[1] Some of the Daynab merchants knew Renfrew
[some who knew, didn't vote were Daynab]
[2] None of the Alliance merchants voted for the merger
[mb none who didn't know him voted for Merger, i.e. it got no votes]
[3] No Daynab merchant supported Renfrew's Policy
[some Alliance merchants who knew Renfrew and supported his policy
were Daynab merchants]
[4] Everyone who voted for the merger was a Daynab merchant
[only alliance who didn't know renfrew could have voted]
[5] Some of the Alliance merchants who opposed Renfrew's Policy knew
Renfrew
[obviously doable]
Which of these MUST be false? [1-5]
[answer = 3.]
** PUZZLE 3 **
If you have a pass, then you may enter the Teleporter. If this is true,
which of the following MUST also be true:
[1] If you do not have a pass, you may not enter the Teleporter
[2] If you enter the teleporter, then you must have a pass
[3] If you may not enter the teleporter, then you did not have a pass
[This allows for multiple answers but in fact only 3 is correct. 1
and 2 are equivalent to each other.]
** PUZZLE 4 **
There are 3 ways of travelling between Lunabase and Kevner's World. By
Passenger Carrier the trip takes 20 hours and costs 750 credits. A
Charter flight takes 10 hours and costs 1000 credits plus 10 credits per
passenger. Alliance Starships are free, but take 30 hours to get from
Lunabase to Chronum, and 15 more hours from there to Kevner's World. If
you are in a hurry to get to CHRONUM, your best bet is to begin your
trip on[1] Passenger Carrier[2] Charter flight[3] Alliance Starship
[dumb one without time=money. Charter flight.]
You must assemble a team for space patrol.
* Your team must contain 2 fighters, one technician, and two psionics.
* A,B, and C are possible fighters
* C,D, and E are possible technicians
* F,G, and H are possible psionics.
* A and C will only work together.
* E will only join you if F does.
Which choice of personnel is impossible if the above preferences are
maintained:
[1] G and H as psionics
[A-C-D-G-H]
[2] A and B as fighters, C as technician
[A-B-C-G-H]
[3] Either D or E as technician, with F as psionic
[A-C-D-F-G]
[4] A and C as fighters, F and H as psionics
[A-C-E-F-H]
[5] B and C as fighters
[A-B-C make 3 fighters]
Which combination is impossible?
[answer: 5]
** PUZZLE 5 **
*a* All agents who pass the Test carry lasers.
*b* None of the agents in the Alliance carries a laser or works for
Daynab.
*c* If Renfrew passed the Test, Jack works for Daynab.
If these are true, one of the following MUST also be true:
[1] None of the Alliance agents have passed the Test
[TRUE. if they did, they'd have a laser]
[2] If Renfrew carries a laser, he passed the Test
[*a* only implies the other way]
[3] If Renfrew passed the Test, Jack does not carry a laser
[*b* doesn't restrict lasers for Daynab]
[4] Either Renfrew or Jack carries a laser
[clearly not, Renfrew can fail and Jack work for Alliance]
[5] If Jack works for Daynab, Renfrew is not in the Alliance
[*c* doesn't imply Renfrew passed, but if it did a says he has a
laser.]
[answer: 1]
7-6-2. LEVEL 2
Here you have a maze of one way doors as the main impediment and even
a mild word puzzle. If you take the wrong path, you're always forced to
move back around to portal J, but the rest of the level is simple
walking back and forth. Past the maze you get the choice of three
skills; use starship piloting.
The best time I've managed to get through is with 18 units.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| : | : |k| > > > < < > < | : < |
+ + + + +v+:+:+-+-+-+-+-+:+-+-+:+
| | | | | | | | | > < < | < | | |
+ + + + +v+^+^+v+^+v+-+-+^+^+v+^+
| | | | | | | | | >J< | < | | | |
+ + + + +v+^+^+v+^+^+^+v+^+^+v+^+
| | | | | > | | | | | | | | | | |
+ + + + +v+-+^+v+^+^+^+v+^+^+v+^+
| | | | | > > | > | | | | | | | |
+ + + + +v+-+v+^+^+^+^+v+^+^+v+^+
| | | | | > | | | | | | | | | | |
+ + + + +v+v+v+^+^+^+^+v+^+^+v+^+
| | | | | | < > | | | | | | | | |
+ + + + +v+v+^+-+^+^+^+v+^+^+v+^+
| | | | | | | > > | | | | > < | |
+ + + + +v+v+^+^+^+^+^+v+^+-+-+^+
| | | | | | | | > > | | | < | > |
+ + + + +v+v+^+^+-+-+^+v+-+^+^+-+
| | | | : | > | < |K| < > | | < |
+ + + +-+-+-+^+-+^+^+-+^+v+^+-+^+
| | : | | | | < | | < | < | < | |
+:+-+-+ +-+ +-+^+^+-+^+-+-+-+^+^+
|0|! I| < < | | > > > | |
+-+^+-+ +-+ +-+-+^+^+^+^+-+-+-+^+
| | | >i| |?|j> > > > > > > > > |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+:+
| |
+:+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| !< < < |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
0: where you get to choose your skill
"REMEMBER: turn at the third, and keep on the straight and narrow after.
Also, give the ancient his numeric request."
Poems:
Beyond the one
Of venture's gate
Respect the lie
And doubt the straight
What's past is done
Like sudden hate
You'd best be off
Before you're late!
The hand of death
And sudden fate
Upon your head
Rests like a weight
A package dear
Is never freight
When giver's love
Is oh so great
In each case the "Terminal rhyme" is EIGHT but you can just type 8 too.
Getting through the maze is shockingly easy if you remember the initial
advice.
As for what you should choose, don't go with Alien Biology(even if it
sounds cool) or even Battle Logic(i.e. run at 'em if you have hand
weapons, but flee most of the time.) Ask for the Starship Pilot skill.
Yup--instead of public transportation, you'll have your own vehicle for
the next part.
I don't think you can use more than one skill, but if you want, you
can go through two characters at a time. The game doesn't seem to
cooperate if you double-dip; nothing happens for you.
Path through: WW-N-EE-N-WW-N-E-N-4E-S-5E-2N-W-N-SS-W-NN-W-SS-W-NN-W-SS
7-7. VELADRON II AND BELOW
Make sure you have all pieces of the Fractyr Fist along with Starship
Pilot ability before setting out here. Also make sure your players are
decently improved, or you'll be getting killed a lot--it's possible to
hack through here, but you'll need to later, so why start earlier than
you have to? Hang around in the ships before setting one off. Also learn
something tough after your latest level advancement before entering
here. You'll get a nice bonus for it.
Turns out, the three spaceships sitting there aren't just props. Err,
well, two aren't. It's the Arcturan Space Ship that's still in working
order. Go to the north of the ship and have your Starship Pilot work on
it. As long as everyone is wearing Berserker Armor or Vacuum
suits(Trader Drake's,) no-one will be affected. You may want to have a
backup disk/image before you start your trek just in case--this part
gets rather involved and there is no way back.
It's also helpful to have GRLIT or ASTSI as you'll encounter your
first psionically-limiting areas. Without light, if you save down in the
dungeon area, you're toast, since there isn't even a good easy way back
out.
For the first part, no maps; just head north and use Spaceship Pilot
to get things started. You should long since have gotten a Berserker
Frame and a Riot Helmet, which will help you survive the crash onto
Veladron's moon.
This may be a bit of a spoiler but you'll also want to have all pieces
of the Fractyr Fist(Palm and 5 fingers) before proceeding.
7-7-1. MOON SURFACE
Find the entrance to the ancient structure at (7,11). It's not hard
and the monsters can still be clubbed conventionally. You'll also notice
it's behind the only door. Still...NN EE N E N E NN E 2N E S E (y)
7-7-2. UNDERGROUND, LEVEL 1
Around here, the monsters, formerly tolerable and perhaps a bit soft,
start getting VERY tough to beat. Very frequent saves are recommended,
especially since psionics are blocked on the lower levels for fighting
purposes(HINT: cast all your spells before climbing down to level 2, and
RUN THROUGH THE MAZES. Or at the very least slow down your emulator
speed or pause game play by invoking an option menu--F3/F4 on AppleWin.)
On this level, though, you're sucked down into the stairs to level 2
and there's no way to go wrong. Stay around and fight a bit if you want,
but be sure you have GRLIT or at least ASTSI cast before continuing.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| : |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
| j| |
+^+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
| | |
+ +:+:+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+:+:+
| | |
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| | | | |
+ +-+ + +-+-+-+-+-+-+-+-+-+ + +-+
| | | >i v| | | |
+ +-+ + +-+-+-+-+-+-+-+-+-+ + +:+
| | | | |
+^+ +-+-+-+-+-+-+-+^+-+-+-+-+-+ +
| | |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | : |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+:+
| | |
+^+ +-+-+-+-+-+-+-+-+-+-+-+-+-+ +
| | | | |
+ +-+ + +-+-+-+-+-+-+-+-+-+ + +-+
| > | |I j< | : |
+ +-+ + +-+-+-+-+-+-+-+-+-+ + +-+
| | | | |
+^+ +-+-+-+-+-+-+-+^+-+-+-+-+-+ +
|!| |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+^+:+
|^ !> | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
! = the only place where Ancient ability is used. One character blabs
about great oxygen to inert gas ratio.
7-7-3. UNDERGROUND, LEVEL 2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | : : |
+-+-+ + + + + +-+-+-+-+-+-+-+-+-+
| | | |P| | | |
+-+ + + + + + + +-+-+-+-+:+-+-+-+
| | | | | | | | | |
+ + + + + + + + + +-+-+-+-+-+-+-+
| | | | |P| | | | | |
+ + + + + + + + + + +-+-+:+-+-+ +
| | | | | | | | | | | | |
+ + + + + + + + + + + +-+-+-+ + +
| | | | |P| | | | | | | 1 | | |
+ + + + + + + + + + + + +:+ + + +
| | | | |2| | | | | | | |!| | | |
+ + + + + + + + + + + + +-+ + + +
| | | | |P| | | | | | | | | |
+ + + + + + + + + + + +-+:+-+ + +
| | | | | | | | | | | | |
+ + + + + + + + + + +-+-+-+-+-+ +
| | | | |P| | | | | |
+ + + + + + + + + +-+-+-+:+-+-+-+
| | | | | | | | | |
+ + + + + + + + +-+-+-+-+-+-+-+-+
| | | |P| | | |
+ +-+ + + + + +-+-+-+-+-+:+-+-+-+
| | | | | |
+ +-+-+ + + +-+-+-+-+-+-+-+-+-+-+
| |P| |
+ +-+-+-+ +-+-+-+-+-+-+-+:+-+-+-+
| P P v P P P P P P|
+ +-+-+-+ +-+-+-+-+-+-+-+:+-+-+-+
| |P| |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = commentary that disappears quickly due to SEVSN kicking in too
quickly
"An alarm goes off all around you. The chamber vibrates with a
resonation that is as strong psionically as it is audible. 'I don't like
this very much,' [random person] mutters, growing silent as the warning
siren fades away.
Watch out for the PSI drainers. There's not much here--you just have
to
walk around lot in widening circles, so there may be a lot of
encounters. Once at the stairs, take them.
N W SS E S WW NN 2E N WW SS 3E S WW NN 4E N WW SS 5E S WW NN W SS 7E S
(check for PSI > 20) 8W D
7-7-4. UNDERGROUND, LEVEL 3
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| : | |1| | | | | |
+ +-+ +:+ + + + + +-+ +-+ +-+ +-+
| : | | : : | | | | : | : | : : |
+ +-+ +:+ +-+ + + +-+ +-+ +-+ +-+
| : | | | | | |
+ +-+ +:+-+-+-+ +-+ +:+ +-+ +:+ +
| : | | | : | : | | : | | | |
+ +-+ +-+-+-+-+ +-+-+-+-+-+ +-+ +
| : | | : | |
+ +-+ +:+-+ +-+ +:+ +-+-+ +-+ +-+
| : | | : | : |2| : | : : |
+ +-+ +-+ + +-+ +-+ +-+-+ +-+ +-+
| : | | | | | | : |
+ +-+ + +:+ +-+-+-+-+-+-+ + +:+-+
| | | | |P P P| | | | |
+:+-+ + +-+-+ + +:+ + +-+ + +-+:+
| | : : | |P:3:P> : | | | |
+-+-+-+-+-+-+ + +:+ + +-+:+:+ +-+
| |P P P| | : | | |
+ +-+-+-+-+-+:+-+-+-+ +-+-+-+-+ +
| |v: | | |
+ +-+-+-+-+-+-+ +:+ +-+-+-+-+-+-+
| | :+: |
+:+ +-+-+-+-+-+ +:+ +-+-+-+-+-+ +
| | | | | |
+-+-+ +-+-+-+ +-+-+-+ +-+-+-+ + +
| | | | | | |
+ +-+-+ +:+ +-+-+-+-+-+ +:+ + + +
| :^: :+: | |
+ +-+-+ +:+ +:+-+-+-+:+ +:+ +:+:+
| | | : |4: | | | |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Enough ambience--there's action on this level! There are even places
that will heal you.
WW N EE N EE S EE N EE S E NN WW(through the healing ray--you can go
back and continue to get +5 PSI/HP too) S W NN EE NN W NN 3E S (flip
switch) N E SS W and now transfer all Fractyr fist pieces to one person,
preferably a fighter. He may have to transfer a helm to someone else but
once he gets the fist he will have five inventory spots free and you can
give him the Fractyr Helm(and suit even if necessary,) no problem.
But first we need to go 2S and say (Y). Check inventory and then exit
2E(one way doors) before N EE NN WW SS E SS W D.
Sadly the Fractyr Fist doesn't do missile or range damage, only
greater volume. But it's still nice to have.
7-7-5. UNDERGROUND, LEVEL 4
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| : : | | : | : | : | : | : |
+ +:+ +-+:+:+:+-+:+:+ + + + + + +
| |m| | : : : | : | | | | | | | |
+ + + +-+:+:+-+:+:+-+ + + + + + +
| | | | : : | : | : | | | | | | |
+ + + +:+-+:+:+-+-+:+ + + + + + +
| | | | | : : |M| : | | | | | | |
+ + + +:+-+:+-+:+-+:+ + + + + + +
| | | | : | : | : : | | | | | | |
+ + + +-+-+:+:+:+:+-+ + + + + + +
| |I| | : : | | | : | | | | | | |
+ +-+ +:+-+-+-+-+-+:+ + + + + + +
| | | |L| | | | | | |
+ +-+ +^+ +-+:+-+ +-+ + + + + + +
| |i| | | | | | | | | | |
+ + + + +-+ +-+ +-+ + + + + + + +
| | | | | |1: | | | | | | | |
+ + + +-+ +-+-+-+ +-+ + + + + + +
| |J| |n: |l| | | | | | |
+ +-+ +-+-+-+-+-+-+:+ + + + + + +
| ^ | 2 | | | | | | |
+ +-+ +:+-+-+-+-+-+-+ + + + + + +
| |j| | | | | | | | |
+ + + +-+-+-+-+-+-+ + + + + + + +
| | | | | | | | | | | |
+ + + + + +-+-+-+-+-+ + + + + + +
| |3| | | | | | | | | |
+ + + + +-+-+-+-+-+ + + + + + + +
| |K| | < | | | | | | |
+ +-+ + +-+-+-+-+-+-+ + + + + +:+
| k | : | : | : |N|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
Here's where you get out. E NN W SS (teleport) SS (teleport--make sure
you have an inventory space free. Your Fractyr Fist person should.) 2S
(listen to recording, get Mattermit pass) S (teleport) E NN 2E 2S E S E
N E N E S E 2S W S E S (teleport)
S WW(don't worry about the alarm) S EE S WW S EE S WW S EE NN E SS E NN
E SS E NN E SS and another message and a teleport.
E N W N E N 2E S E S W onto the transporter. You don't want to back
off it or you'll need a new pass(there's a one way door back for that)
but I recommend using BLUE just to see what Keppa Var is like. YELLOW
goes to Epsilon Indi, RED to Kasdran. Wherever you go there's a deserted
platform you may otherwise have been wondering about.
7-8. DREADNOUGHT SHIP
Now the plot starts to roll. Pirates will shortly intercept your ship
after a few more space travels! You are able to escape, but you must
navigate four levels and leave safely. The Control Room is inaccessible
and seems like a nasty, unnecessary trick. But the rest of the ship is
rather interesting.
The point of this whole thing is to get your Mattermit Pass recharged.
The game detects if its charges are at zero and so you can actually
visit the ship a few times. There are still some random monsters that
will blow you away no matter what, but if you can get back to Lunabase
after visiting the Martian Underground(you should have some people with
levels) then you can go for broke by trying a discipline that will
require a lot of experience. Again ~40K is the norm if you poke through
the ship. Just METAW and Zon Dragon should do it, but beware, lots of
close-range monsters can fire for 64/128 damage. Save every few moves;
the map is truncated into the shape of a ship so there's not much to
explore.
Walkthrough at the end past the maps. A weird bug here to beware of is
that you can't recharge your mattermit pass with Daynab uniforms. In
fact I think my Fractyr person didn't get it recharged either. If you do
things right you'll get 5 charges--way more than enough. The puzzle here
is rather interesting.
7-8-1. DREADNOUGHT SHIP, LEVEL 1
+ + + + + + +-+-+-+-+
| :1|
+ + + + +-+-+ +-+-+-+-+-+
| | : < : |
+ + + +-+-+-+ + +:+-+ +-+-+
| | : : | | | | : |
+ + +-+ +-+:+-+ +-+ +-+-+ +-+
| : | : | | : | |
+ + +-+ +-+ +-+ +-+:+-+-+ +:+
| : : | | : | | : |
+ +-+:+ +-+ +:+ +:+ +:+-+ +-+-+
| : | | | | | | | | | |
+ + +-+ +-+-+-+ +-+ +-+ + +:+ +
| | : : | | : | : : |
+ +:+-+:+ +:+ + +-+:+ +:+-+ +-+
|2| : | | | : | | | : | : |
+ +-+ +-+ +-+ + +-+-+-+ +-+ +-+
| | | : | | : |
+ +-+-+-+ +-+-+ +:+ +-+ +:+^+-+
| : : : | | | | | |
+ + +-+-+-+-+^+-+-+-+-+-+-+-+ +
| | : 3 | |
+ + +-+ + + + + + + + + + + + +
| | : | | | | | | | | | | | |
+ + +-+ + + + + + + + + + + + +
| | : | | | | | | | | | | | |
+ + +-+ + + + + + + + + + + + +
| | : | | | | | | | | | | | |
+ + +-+ + + + + + + + + + + + +
| | : | | | | | | | | | | | |
+-+ +-+-+-+-+-+-+-+-+-+-+-+-+ +-+
|! | | e|
+-+-+ + + + + + + + + + + + +-+-+
2 = open doors 1-3
3 = meaningless babble
Door #1 is below (1).
Door #2 is above (3).
Door #3 guards the elevator. There's no side effect from opening all
three.
Oh--for the elevator--the control room is a bit of a hoax, I'm afraid.
No such location.
7-8-2. DREADNOUGHT SHIP, LEVEL 2
+ + + + + + +-+-+-+-+
| |
+ + + + +-+-+ +-+-+ +-+-+
| | | | |
+ + + +-+ +-+ +:+:+ +-+ +-+
| | | : | | | | | : |
+ + +-+:+ +:+ +:+ + +:+ + +-+
| | | | | | | | | : |
+ + +:+:+ + + +:+ + + + + +-+
| | | | | | : : | | : |
+ +-+-+-+ +:+ + +:+ +:+ + +-+-+
| | | | | | | | | | | | : | |
+ +:+:+:+ +-+ +-+-+ +-+ + +-+:+
| | : | |
+ +:+:+:+ +:+:+:+:+:+:+ + +-+:+
| | | | | | | | | | | | : : |
+ +-+-+-+ +-+-+-+-+-+-+ + +-+-+
| | | | | | : |
+ +-+:+:+ + +-+-+-+-+ + + +-+-+
| | |P P P P| | | : |
+ +:+:+:+ + + +-+-+ + + + +-+ +
| | | | | |P|H H|P| | | : | |
+ +-+-+-+ + + + + + + + + +-+ +
| | | | | |P|H H|P| | | : | |
+ +:+:+:+ + + +-+-+ + + + +-+ +
| | |P P|P P| | | : | |
+ +:+:+:+ + +-+ + +-+ + + +-+ +
| | | | | |P|P| | | : | |
+ +-+-+-+ + +-+ + +-+ + +-+-+ +
| : : : | :1:P P| :2: : | |
+-+:+-+-+-+-+-+-+-+-+-+-+-+-+ +-+
| : | | e|
+-+-+ + + + + + + + + + + + +-+-+
1 = warning sign # 1
2 = warning sign # 2
The radioactive squares are important beyond explaining "You don't
feel too good."
7-8-3. DREADNOUGHT SHIP, LEVEL 3
+-+-+ + + + +-+-+-+-+
| |
+ + + + +-+-+ +:+-+ +-+-+
| | | | | | |1|
+ + + +-+ + + +-+ + + + +-+
| | | | | : | | | | |
+ + +-+ + + + + +-+ + + + +-+
| | | | | | | | | | | |
+ + + + + + + + +-+ + + + + +
| | | | | | | | | | | | |
+ +-+ + + + + +:+ + + + + + +-+
| | | | | | | | | | | | | |
+ +:+ + + + + + +:+ + + + + + +
| | | | | | | | | | | | | | |
+ + + + + + + + +-+ + + + + + +
| : : : : | | : : : : |
+ +-+ + + + + +-+:+ + + + + +-+
|2> | | | | | : | | | | | |
+ +-+ + + + + + +-+ + + + + +-+
| : | | | | | : | | | | |3: |
+ + + + + + + +-+ + + + + + + +
| | | | | | | | | | | | | |
+ + +-+-+:+-+ + +:+ +:+-+-+-+ +
| | | | : | | | | | : | : | |
+ + +:+:+-+:+ +-+ + +-+:+:+:+ +
| | : : : | | : | | | : | | |
+ + +-+:+-+-+ +-+ + +:+:+:+:+ +
| | : | : | | | | : | | | |
+ + +-+:+:+:+ +-+-+ +:+:+-+-+ +
| | : : |4| | | : : | |
+-+ +-+-+-+-+-+-+-+-+-+-+-+-+ +-+
| | | e|
+-+-+ + + + + + + + + + + + +-+-+
1 = plenocarbon(must leave level and return to pick it up if your hands
were full)
2 = escape pod(leave ship)
3 = "cargo level"
4 = computer
7-8-4. DREADNOUGHT SHIP, LEVEL 4
+ + + + + + +-+-+-+-+
| | | | |
+ + + + +-+-+:+:+:+:+-+-+
| : | | |
+ + + +-+-+ +:+:+:+:+ +:+-+
| : : | : : | | :1|
+ + +-+-+-+:+-+-+ +-+:+-+-+-+
| | | |
+ + + +-+-+-+ + +-+ +-+-+-+ +
| | | | | | | |
+ +-+ +-+-+:+ +-+ + +:+-+-+ +-+
| | | | |
+ + +:+-+-+:+-+ +-+-+-+-+-+-+ +
| | | : | : :2| |
+ + +-+ +-+ +-+ +-+-+-+-+-+-+ +
| : : | | | : | |
+ +-+-+-+-+-+-+-+ +-+ +-+ + +-+
|3 : | | | |
+ +-+-+-+-+-+-+-+ + +-+ +:+ +-+
| | | | | | : |
+ + +-+-+ +-+-+ +-+ +:+-+-+ +-+
| | : | | : | | | : : | |
+ + +:+:+ +:+:+-+ + +:+-+:+ +:+
| |4| | | | | | : | |
+ + +-+-+ +:+:+ +-+ +-+ +-+ +-+
| | : | : | | | |
+ + +-+ +-+ +-+:+:+-+:+ +-+ +:+
| | | : | | | : | |
+ +-+-+-+-+-+-+:+:+-+-+-+-+-+-+
| |
+-+ +-+-+-+-+-+-+-+-+-+-+-+-+ +-+
| | | e|
+-+-+ + + + + + + + + + + + +-+-+
1 = a book about the ESCAPE POD(hmm, why is it capitalized?)
2 = pick a mechanoid(useless)
3 = by escape hatch, locked
4 = guy who fixes items(needs Plenadium, you found Plenocarbon--close,
but...)
7-8-5. WALKTHROUGH
E NN 3E NN W N WW SS and flip switches 1 and 3. NN 2E S E S E N E 2S E
NN 3E S W 4S 2E4E SS E SS E
Go to floor #3. W NN W 2N WW NN 6S 2E 2S E SS E(check inventory to
make sure you have plenocarbon--if hands were full, type in 3 at the
elevator and return.)
Go to floor #2. W NN WW NN W SS W NN WW SS 2E (here the neutrons cause
a reaction that changes Plenocarbon to Plenadium) WW NN EE SS E NN(-1) E
7S EE SS E
Go to floor #4. W N 7W 3N W 2N W 2S W 3N 3W 2S E N E (be sure to have
someone with Plenadium and Mattermit pass in his inventory--but not
Fractyr stuff--and drop Daynab uniforms too) and now to get out. N W S W
NN 3E SS E NN E SS E SS EE S E
Go to floor #3. W NN W 2N WW NN WWW 7S 2W SS E S 2W 2S E N E S (type
ESCAPE POD then OFF) N W S W 2N 2E N W 4N 2W S W and say Y to exit.
At the end, you are dumped out on (0,0) of Port Minkar, a place with
no other significance or use in the game. The promised experience bonus
is fake but the Mattermit recharge isn't. Next, your orders should be go
to Starbase VI on Epsilon Indi if you haven't already.
7-9. STARBASE VI
Starbase VI holds unimaginably tough monsters and is the only place
left(besides Keppa Var, where you're asked for a password you don't have
yet) you have to visit. Save the game at Alliance headquarters and then
accept the offer to smuggle you up to there and also if you're advancing
a level soon, go for the toughest thing you can learn before entering.
It's actually not strictly necessary as it contains only information(in
this case, a password) and no critical items. But it's a nice part of
the story.
7-9-1. LEVEL 1
+ + + + + +-+-+-+ + + + +-+
| | | |
+ +-+-+-+-+-+-+ + + +-+-+ +-+
| | | | | |
+ + +-+-+-+ + + + + + +-+-+ +
| | | | | | | |
+ + + +-+-+-+-+:+-+-+ + +-+ +
| | | > : | | |
+ + + + +-+-+-+:+-+-+ + +-+-+
| | | | | | | |
+ + + + + + +-+ +-+ + +-+-+-+-+
| | | | | | | |
+ + +-+ +-+ + +-+ + + +-+ +-+ +
| | | | | | | | | |
+ + +-+-+ + +-+ +-+ + + + + + +
| | | | | | | | |1| | |
+ + + + + + + + +-+ + + +-+-+ +
| | | | | | | | | |
+ + + +-+-+ + +-+ + + + +-+-+-+
| | | | | | | |
+ + +-+ +-+-+-+ + + + + + +-+
| | | | | | | |
+ +-+-+-+:+-+-+ + + + +-+-+ +-+
| | | | | |
+ + +-+-+:+ + + + + +-+ +-+ +-+
|v: : | | | | | | |
+ + +-+-+-+ + + + + + + + +-+
| | | |
+-+-+-+-+-+-+-+-+ + + + +-+-+
| | | :2|
+ +-+-+-+-+-+-+-+-+ + +-+-+-+
| |
+-+
1 = computer terminal
2 = book
Don't be fooled by the lack of monsters. It gets, er, "more
challenging." Also be sure to read the manual first(12,7) before
logging in. The Apple version seems to have a bug where you can't log
off. Specifically, read the manual's title page(1,) and 217-219 and,
for later reference, 1220. Type JOHN SARK, SYSON, then SBON. From there
PASS-W will lead up to level 2 through a newly created door at (7,12).
Note that you have to read the computer terminal to get info on what
pages to type, but you can't log off until you know what to type. So you
may get stuck there playing it honestly.
For fun try pushing RETRO-A. Doing so may zap all monster encounters
on the level(all monsters)...a bit more useful later but fun now.
There's no way to find this from playing the game, it seems.
N EE NN W 2N E N W 2N 3E 2S 2E 2S (use computer) 2N 2W 2N 7W 3S 2W 4S 3E
2S 2W D.
7-9-2. LEVEL 2
Find the orange globe at (6,9) with N E S E 3N 4E N E 3N and then S W
2N W N E 2N 2E S E SS W SS E SS E NN E SS to level 3. You'll want to
save along the way as you move between rooms as even down hallways you
can get nasty encounters.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | | | | | | : |
+ + +:+:+ +-+ +-+ +:+ +:+-+-+ + +
| | : : | : | : | : | | |
+ +-+-+-+ +-+ +-+ +:+ +-+ +-+ + +
| | | : | | | | | : | | |
+ + +-+ +-+-+:+-+:+-+-+ + +-+ + +
| | | | | : | | | | : | | |
+ + + +:+ +:+:+:+-+:+ + + +-+ + +
| | | |!| | : | : | | : | | |
+ + + +-+ +-+-+:+ +-+ + + +-+ + +
| | | | | |1| | | : | | |
+ + +-+-+-+ +-+ + +:+ + + +-+ + +
| | | | |!: | | | : | | |
+ + + +-+ + +-+ +-+ +-+ + +-+ + +
| | | | | | | | | : | | |
+ + + +:+ +-+ +-+-+:+ +-+ +-+ + +
| | | | | | : : | | | | |
+ + +-+ +-+ +-+-+:+:+ + +-+ + + +
| | | : | : : | : | |!: | | |
+ + +-+:+ +:+ +:+-+-+ + +-+ + + +
| | | | | : | | | | | |
+ +-+-+-+ +-+ +-+:+:+ +-+ +-+ + +
| | | : : | | : | | |
+ + +:+ +:+-+-+-+-+ +-+ + +-+ + +
| | |^| | | | | : | | |
+ + +-+ +:+ +-+ + +-+ + + +-+ + +
| | | | :!| | |!: | | : | | |
+ + +-+-+:+ +-+ + +-+ + + +-+ + +
| | | : : | | | | | | |
+ +-+:+:+-+:+ +:+ +-+-+ +-+-+ + +
| : : | : | | | : | : |v|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
! = looted area
1 = where you find the sphere
7-9-3. LEVEL 3
At (11,10) there is a computer. After logging on as before, type
everything except the launch code(LIFT7 and LIFT8) and go all the way
back. Try the south door. It will lead on a long passage where, at the
end, you'll find a person who gives you a clue--the word to the fortress
on Keppa Var! It is CASTLE-FIST. Then GET OUT by typing LIFT6 at the
computer. Note that if you leave without the clue, you can't get back
in--which means if you just type everything in the terminal right away
you'll miss out on the point of this.
The game also doesn't seem to give you the big experience bonus it
claims to--tsk tsk. But I managed to get 40000 on a run through here.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| |
+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +
| | | |
+ + +-+-+-+-+-+-+-+-+-+-+-+-+ + +
| | | | | |
+ + + +-+-+-+-+-+-+-+-+-+-+ + + +
| | | | | : : | | | | |
+ + + + +-+ +-+ +-+ +-+ +:+ + + +
| | | | | : | : | | | | |
+ + + + +-+-+-+-+-+-+-+-+ + + + +
| | | | | :1| | | | |
+ + + + + +-+-+-+-+-+-+-+ + + + +
| | | | | | : : : : : : | | | | |
+ + + + + +-+-+-+-+-+-+ +:+ + + +
| | | | | | : : : : : : | | | |
+ + + + + +-+-+-+-+-+-+-+-+ + + +
| | | | | | | |
+ + + + +-+-+-+-+-+-+-+-+-+-+ + +
| | | | | | | | | |
+ + + + +:+:+ +-+-+ +-+-+-+-+-+ +
| | | | > : | |
+:+ + +-+-+-+-+-+ +-+-+-+-+-+-+ +
|2| | : | : |
+-+ +-+-+-+-+-+-+ +-+-+-+-+ +-+ +
| | > : | | | : |
+ +-+ +-+-+ +:+-+-+:+-+-+-+ +-+ +
| : | | : | : : | : : : | | |
+ + + +-+ + +-+:+:+:+-+:+-+ +-+ +
| | | | : | : : : : | : : | | : |
+ +-+ +-+-+ +:+:+:+:+:+-+-+ +-+-+
| | | | | : : : | ^|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
To computer:
2W 4N WW NN EE SS WW NN EE (LIFT7 LIFT8 and RETRO-A to get rid of
monsters) WW SS EE NN WW SS 6E S 2W S E S 2W 2N 4W NN EE SS WW S EE NN
WW SS and then retreat to the computer.
7-10. KEPPA VAR
Keppa Var is the most complex of all the worlds you can land on. Be
prepared for some serious exploring, and also be prepared to get a lot
done in each trip. Don't worry too much about level building as long as
you have the basic spells down. You'll need to find a Mattermission
Platform(on Gamma Base or Kasdran) and activate Blue. Note again if you
find a platform and have a working pass but do not activate it, the pass
loses a charge. So you'll need to conserve charges carefully!
There are two dungeons on Keppa Var: Daynab Fortress and the Fractyr
Shrine. Say CASTLE-FIST at the entrance at (15,10) and you are inside
the Fortress. Once done with the Daynab Fortress, you can head directly
to the Shrine(on Keppa Var as well) just after finishing this--the
object here is to get out alive with the Technocard. But your party has
certain requirements for finishing--and after the Fractyr Shrine you'll
be kicked directly to the final parts and Keppa Var will be the last
standard location you'll see. You'll want to have someone with 8 Energy
and another with 9 Matter before beginning and of course be sure you
still have the Fist, Helm and Suit.
This whole world's puzzles are tough but very fun. I have level
descriptions at the end of each dungeon because you move up-and-down
between levels so much.
As for how good your party should be, having a level 10 metamorph
Praktor will actually allow you to win some battles. But no matter how
good you are I still recommend saving every ten steps or so.
7-10-1. DAYNAB FORTRESS
First: ! means Daynab guards. They will attack you on sight if you are
not wearing Daynab uniforms--EVERYONE, including your possible morphed
Praktor(for mild amusement I imagine a mechanoid looking thing or a
dragon wearing one.) Check your characters' armor classes to make sure.
You'll only need to wear the uniforms once and the rest of the time it's
actually fun to beat up the guards and probably about as taxing as going
through inventories and changing uniforms. Plus random encounters won't
be as tough for you if you still have the Berserker Frame.
To be extra careful, back your game up before entering. This part is
tricky.
7-10-1-1. LEVEL 1
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | : |
+ +-+-+-+-+-+-+ + +-+ +-+ +-+-+ +
| | | | | | | | |
+ + +-+-+:+-+ + + +:+ +-+ +:+ + +
| | | | | | | : | | | | |
+ + + +:+-+ + + + +-+-+ + +-+:+ +
| | | | | | | | | | | |
+ + + +:+:+ + + + +:+-+-+ +:+-+ +
| | | | : : | | | : | | | : |
+ + +-+-+-+ + + + +-+-+ +-+-+-+:+
| | |v: : | | | | | : | : | |
+ + +-+-+-+-+ + + +:+-+ +-+:+-+ +
| | | ! | | | | | |
+ + + +-+ +-+-+ +-+ +-+ +-+ +:+-+
| | | | | | : | | | | |
+ + + +:+ + +-+-+ +-+ +-+ +-+ +-+
| | | : | | |1: :! | | | | | |
+ + + +-+ + +-+-+ +-+ +:+ +-+ +:+
| | | | | | | | |
+ + + +-+ +-+-+ +-+ +-+ +-+:+ +-+
| | | | | | : : | : | | | |
+ + +-+ +-+ +-+ +-+ +-+-+-+-+ +:+
| | | : | |
+ +-+ +-+ +-+:+ +-+ +-+-+-+ +-+ +
| | : | | | | | | : | : | |
+ +-+ +:+ +:+ + +-+-+-+ +-+ +-+ +
| | | | | : : | : |
+ + +-+ +-+ + + + +:+-+ +:+ +-+ +
| | | : : | | | |v| | | | | |2>3|
+ + +-+ +-+-+ +-+-+ +-+ +-+ +-+ +
|^| |
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = DAYNAB uniforms. Note you have to kill guards to get there.
2 = inside the elevator between L1, L2.
3 = plate bars entry unless you have the right item
7-10-1-2. LEVEL 2
+-+-+-+-+-+ + +-+-+-+
| | | | | :1| |
+ +-+ +:+:+ + + +-+:+ + + +-+-+-+
| | : | | : | | | |
+ +-+ +-+ + + +:+-+ + + + + +:+ +
| : | | | : | | | |v| |
+ +-+ +-+ + + +-+ + + + + + +-+ +
| | : | | : : | | |
+ +-+ +-+ + + +-+:+-+ + + +-+:+-+
| : | | | | : | | |
+-+-+ +-+-+ + + +:+-+ + + + +-+ +
| | : : | | | : : | | | | |
+ +-+ +-+ + + +-+-+ + + + + +:+ +
| | | | :!: | | |
+ +-+:+ +:+ + +:+-+-+ + + +-+:+-+
| | : | | | : | | | |
+ +-+ +-+ + + +-+ + + + + + +:+ +
| | | | | | : : | | | | |
+ + +-+ + + + +-+-+:+ + + + +-+ +
| : | | | : : | | |
+ +-+ +-+ + + + +-+ + + + +-+:+-+
| | | | | | : | | |
+-+ +-+ +-+ + +:+:+-+ + + + +:+ +
| : | | | : : | | | | |
+:+ +-+ +:+ + +-+-+ + + + + +-+ +
| |v| | | | | | | | |
+ +-+ + +-+ + +:+:+ + + + +-+:+-+
| : | | | | | : : | | |
+ +-+ +-+ + + + +:+-+ + + + +-+ +
| | | |^| | | |2>3|
+ +-+ +-+ + + +-+:+ + + + + +-+ +
| | : | : | | : : | | |
+-+-+-+-+-+ + +-+-+-+ + + +-+-+-+
1 = Vault(need NPC to open it)
2 = inside the elevator between L1, L2.
3 = plate bars entry unless you have the right item
7-10-1-3. LEVEL 3, WEST SIDE
+-+-+-+-+-+-+-+ + + +-+-+-+-+-+-+
| : | : : : | | : : | : |
+ +-+:+ +:+-+:+ + + + +-+:+ +:+ +
| | | |v| | | | | | | |
+-+ +-+ +-+:+-+ + + +:+ +-+ +:+-+
| :1| | | |2| | |^| |
+-+ +-+ +:+-+ + + + +-+-+-+ + +:+
| : | : | | : | : |
+-+ +:+-+-+-+-+ + + + +-+-+-+-+ +
| | | : | | | | |
+-+ +-+-+ +:+ + + + +:+ +:+ +-+ +
| | | | | | | | |v| | : |
+ +-+ + +:+-+:+ + + +-+ +-+ +-+:+
| | : : | | | | | |
+ +-+ +-+-+-+-+ + + + +-+-+ + +:+
| | : | | | | | : : :!| |
+ +-+ + + +:+ + + + +-+-+-+-+-+-+
| | :!| : |
+ +-+ +-+-+-+-+
| | | | |
+ +:+ +:+ +:+ +
| | | | | | |
+ +-+ +-+ +-+ +
| | | |
+-+-+ +-+ +-+ +
| |^| | : | |
+ +:+ +-+ +-+ +
| | |
+ +-+ +-+-+-+-+
| | | | : : |
+ +:+ +:+:+ +:+
| | : | |
+-+-+-+-+-+-+-+
1 = commanding officer asking for parts 2, 17 and 46
2 = pile of parts
7-10-1-4. LEVEL 4
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| |
+ +-+-+-+-+-+-+-+-+ +-+-+-+-+-+ +
| | | | | |v| | : : | |
+ +:+ +:+ +:+ +-+ + +:+ +-+:+ + +
| | ! : | | | | | | : | |
+ + +-+-+-+:+ +-+ + +-+-+ +-+ + +
| | | | | | | | : | | | |
+ + + +-+ + + +-+ + + +-+ +:+ + +
| | | | | | | | : | | ! | |
+ +:+ +:+ + + +-+:+ + +-+-+ +-+ +
| |1| | | | | | | ^| | | |
+ +-+-+ +-+ +-+-+ + +-+ +-+ +:+ +
| | : : : : | | | | | |
+ + +-+-+-+-+-+ +-+ + +:+-+ +:+ +
| | : | | | | | | | | | |
+ + +-+-+-+-+-+:+ + + +-+ +:+-+ +
| |2: : : : | | | | |
+ +:+-+-+-+-+-+-+-+ +-+-+-+-+-+ +
| ! |
+-+-+-+-+-+-+-+-+^+-+-+-+-+-+-+-+
| |
+ +
| |
+ +
| |
+ +
| |
+ +
| |
+ +-+-+
| :3|
+-+-+-+
1 = lever to pull, opens passage to (3)
2 = never ending guards(3 of 7 Daynab warriors)
3 = prisoner(Donsai officer)
7-10-1-5. WALKTHROUGH
NN EE SS E S (win fight) 2W (get uniforms) 2E N WW SS EE 2S 2W N W
(put uniforms on if you want) NN EE NN 2W S E 3S WW D
S E S E 3S W S 2W S D
S E (can put on uniforms here) 5N 3N W 2N 3E N E N D
(officers just south) SS WW (must use uniforms here) SS 8E (keeping
them on avoids this) 8N 5E 3S (again) W 4S 4W 2N E N E U
N W S W 2N EE NN WW 2S (get junk pieces 2, 17, 46)
Now you'll back up and re-re-tread a bit. NN EE SS WW SS E N E S D W S
W SS 3E 4N E NN WW SS 7W NN 4E NN US W S 3W N E (trade junk for Sonic
Key) W S EE N E N D S(those guards again) WW SS (pull lever) 3N 4E SS WW
SS 7E
SS EE (say Y to get Varion. Now get rid of your Daynab uniforms for
the breakout.) WW NN and WW/NN/8E/S to avoid the patrol or E/8N and now
EE SS W SS WW N E N E U.
N E 3S (combat ahead) E N E 3N W N U
N E 2S W S E 2S W S E 2S W S E 2S W S E S (elevator door opens) W
(push 1)
One detour before you can leave. E S 6W 2N W S D
N E 2N W N E 3N W N W N 2E N W 4N W 2N (be sure one inventory item is
open) E (Varion unlocks the vault, you get Technocard) W SS E SS E S WW
S E SS E SS W S E SS W S U
You're on the home stretch now. N E SS 4E NN WW S WW NN WW NN 2E NN WW
SS.
7-10-2. FRACTYR SHRINE
You can bash around other worlds to improve for a bit before using the
Mattermit pass to get back to Keppa Var. You'll need someone with level
9 matter spells, and this may take a while. I actually might recommend
duplicating the mattermit pass illegally(i.e. with copying a disk image
and dropping a newly named player off) and running between
Lunabase/Epsilon Indi and Keppa Var to get the big experience. The
stationed Daynab guards are not bad to fight if you have a Devastator
and a couple of psionics casting METAW and still quite possible with a
Zon Dragon and METAW. You can even leave your fighters behind to
leverage your spellcasters' experience.
Note you can also leave Varion during your final experience-build but
be sure to take him when you're ready to proceed with the game!
One-way teleports make this a nuisance to navigate. You will want to
cast
EQUIL, SLORE, SEVSN, SPSEN, and GRLIT before you move **anywhere**--
otherwise,
your PSI will be blocked. And if you don't cast EQUIL, traps you
trigger will
drop your PSI and HP to 1, which is VERY bad in fights you will need to
win. There are a couple though it's not technically fatal if you're
willing to wait--you just might run out of light or a compass along the
way.
Also you'll note it's tough to find the way out. Many stairs are one-
way and marked as 'x' on my maps.
And for those of you using emulators, note being unable to cast spells
means that, if you are running quickly, the spells will wink out faster.
So keep the emulator at double speed or less, and plan where you're
going; if you need to pause, pretend like you're about to cast a spell,
or with AppleWin you can hit F3 to pause the application. Also, as in
the Daynab fortress, back up your image file before entering the shrine.
There are a lot of ways to mess up.
Also note the top row of the 16x16 grid is unused in levels 1-4 which
can cause mappers problems when they try to locate the 'focal point.'
Less is more here although there are still plenty of doors to barge
through/potential encounters. Save every four moves if necessary.
In maps below, ! = PSI and Hit Point drain.
There's also one other nuance you need to know about your person with
the Fractyr stuff. I'll spoil it in section 5, which shows the way up
and down through the levels.
7-10-2-1. LEVEL 1
Below, you'll find that the rooms in the corner are the only ones that
allow spell casting ANYWHERE in the Fractyr Shrine. If any one winks
out, you can stop at level 1; in fact, the southeast corner is a good
place to check up and rest up.
+-+ + + + + + +-+ + + + + + + +-+
|x| | | |v|
+ + + + + + +-+ +-+ + + + + + + +
|K| | | |j|
+-+ + + + +-+ +:+ +-+ + + + + +-+
| |!| |
+ + + + +-+ +-+ + + +-+
| | | | | |
+ + + +-+ + + + + +-+ +-+
| | | | | |
+ + +-+ +-+-+ + +-+ +-+ +-+
| | :J| | | | | | |
+ +-+ + + +-+ + +:+ + +-+ +-+
| | | | | | | |
+-+ +-+ +-+ +-+ +:+ +:+-+-+ +-+
| |^: | | | | | | : | |
+-+ +-+-+ +:+ + +-+ +-+ +-+ +-+
| | | : | | | | |
+ +-+ +-+:+ +-+ + +-+ +:+ +-+
| |2| | | | : | |
+ + +-+ +-+:+ + + +-+-+ +-+
| | | | | | |
+ + + +-+ +-+ + +-+ + +-+
| |k| |i: |
+ + + + +-+ +-+ +-+ +-+
| |1| |
+-+ + + + +-+ +-+ +-+ + + + + +-+
|I| | | |v|
+ + + + + + +-+ +-+ + + + + + + +
|x| | | |v|
+-+ + + + + + +-+ + + + + + + +-+
1 = "I need to talk to a shapemaster"
(once you have one, you are kicked to level 4.)
N (hit teleport) E N W 2N E 4N W 3N 2W S W 2S E 2S 2W N E (teleport) N
D.
Here, you need to fight three monsters--Big Jim, the Gingerbread Man,
and the
Blizzard, one on each level of 2(13,13), 3(13,8), and 4(14,14)--with
your person
with the Fractyr gear. Once you do, go to (13,13) on level 3 and use
the fist.
"A focal power must exist" indicates that the point you want is
somewhere between the three where you fight. It's NOT the energy nexus-
-I don't know why that's even there.
As for the fights, you can probably heal your person, build his shield
to 100
by using the Fractyr suit, have him run at the opponent, and punch the
monster
out. Save before you play it, and you should win on the first and
second fight.
7-10-2-2. LEVEL 2
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
|^| | | |x|
+ +:+-+-+-+-+-+ +-+:+-+-+-+-+-+ +
| : | |1: j| | : |2| | |
+:+-+ +-+ +-+ + + +-+ +-+ +:+ +:+
| | | | | | |
+ + +-+ +-+ + + + + +-+ +-+ +-+ +
| : : | | | | : : |
+ +-+ +-+-+-+-+-+-+-+-+-+ +-+:+ +
| |v | | | | | | |
+ +-+-+ + +:+ +:+ +:+ + +-+ +-+ +
| : | | :3: : : : : | | | |
+ +-+ + + +:+ +:+ +:+ + + +-+ + +
| | | | | | |
+-+ + + + +:+ +:+ +:+ + + + +-+ +
| | : : :v: : : | | |
+-+ + + + +:+ +:+ +:+ + + + +-+ +
| | | | | | |
+ +-+ + + +:+ +:+ +:+ + + +-+ + +
| | | | : : : : : : | | | |
+ + +-+ + +:+ +:+ +:+ + +-+ + + +
| | | | | | | | |
+ +:+ +-+-+-+-+-+-+-+-+-+ +:+ + +
| :i| | | | | | |
+ +-+-+ +-+ + + + + +-+ +:+-+ + +
| | : J| | | : | | |
+:+ +-+ +-+-+ + + +-+ +-+-+-+ +:+
| | | | | | |I: |^|
+ +:+-+-+-+:+-+ +-+:+-+-+-+-+-+-+
| | | | ! :^|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = Fractyrian writing(message corner rooms on level 1 aren't "PSI
DAMPED" i.e. you can cast spells there)
2 = Big Jim(fight) fight(vs. Fractyr Fist person)
3 = Fractyrian writing(ENERGY NEXUS)
Teleports lead you here in a cartwheel from the northeast to the
northwest. You can then retreat to level 1 and safety(one way trip) or
brave level 3.
The center area can be accessed from level 3 but has no practical
value whatsoever. So that's one less thing to worry about.
7-10-2-3. LEVEL 3
+ +-+-+-+-+ +-+-+-+-+ +-+-+-+-+
| | :I| |i| | | |
+ + +-+ +-+ +:+ +-+ + + + +-+ +
| | | | | |1: | |v| | | |
+ +:+ +:+ + +-+ +-+ + +-+ +:+:+
|o: | | | |J: | | |2: |
+ +-+ + +-+ +-+-+-+-+ +:+ +:+:+
| : | |j| |K| |
+ +:+ +-+ + +-+-+-+-+ +-+ +-+ +
|^| | | | | | | |
+ +-+-+-+-+ + +-+-+ + +-+-+-+-+
| |n: | |
+-+-+-+-+-+-+ +-+ + +-+-+-+-+-+
| !
+-+-+-+-+-+-+ + +-+ +-+-+-+-+-+
| |^:O| |
+ +-+-+-+-+ + +-+-+ + +-+-+-+-+
| | |N| | | | | |
+ + +-+ +:+ +-+-+-+-+ +-+ + +-+
| | | | : | :3|
+ + +:+ +-+ +-+-+-+-+ +-+ +:+-+
| | : | | | | : | |
+ +-+ + +-+ +-+-+ + + +-+ +-+:+
|m| | :4| | :M| | | | |
+ +:+:+ +-+ + +-+ +-+ +:+ +-+ +
| : | | | | |L| | | |
+ + +:+:+ + + +-+ +:+ +-+ + +-+
| | | | | |l: | | | :k|
+ +-+-+-+-+ +-+-+-+-+ +-+-+-+-+
1 = Gingerbread Man fight(vs. Fractyr Fist person)
**particularly easy as he's 10' away and Fractyr Fist does 200+
damage.
2 = where to use the fist after winning
3 = (Fractyrian Writing)
"Fight the three, wear the Fist/a focal power must exist/to bring you to
the point of change/--activate it in that range."
This is a clue as to what to do to get the SHAPEMASTER skill.
4 = "To press, break during takeoff"(Fractyrian Writing)
7-10-2-4. LEVEL 4
+ + + + + + + + + + + + +-+-+-+-+
| : |
+ + + + + + + + + + + + + +-+-+ +
| |1: |
+ + + + + + + + + + + +-+-+ +-+-+
|^: : : |
+ + + + + + + + + + + +-+:+-+ + +
| | : | |
+ + + + + + + + + + + +-+-+-+:+ +
| : : | |
+ + + + + + + + + + + + +-+-+:+:+
| | | | |
+ + + + + + + + + + + + + + +-+-+
| |
+ + +-+-+-+-+-+-+-+-+-+:+
|! >2|
+ + + +-+-+-+-+-+-+-+-+-+
| |
+ + + +
| |
+ + + +
| |
+ + + +
| |
+ + + +
| |
+:+ + +
|3|
+ + +-+
[bot 2 rows erased]
Not much quantity here.
When you have the shapemaster skill, metamorph with SHAP1(you learn
this from
the Fist) to create a Fractyr Warrior and then, at the holographic
message, hit
escape after the second paragraph. Now that you're on the other side,
follow the corridor to the Mattermission machine. Yet another addition
to your party. With a "Fractyrian" in your party it will transport you
to the next phase.
7-10-2-5. DIRECTION-THROUGH
Here's the quickest way to get through the Fractyr Shrine after you've
found level 2.
Killing Big Jim:
3S 2W (use fractyr suit 10x for max shield) 2N (beat Big Jim) 2S 2E SS
U (make sure EQUIL is active) S D
Getting to level 3:
6W N E N E N E N E N E 4S 3W (teleport) N E S E S E (teleport) W S 3W
S E S W D
Killing the other two:
N 2E 4N E (teleport) S E S 2E N W (fight Gingerbread Man) E S 3W
(teleport) N E 2N W S D
(detour to level 4) 2E N W N 3E S W (fight Blizzard) E N 2W S E S 2W U
N 3E 2S W (use Fractyr Fist and type SHAPEMASTER, verifying your fist
wielder has SHAPE ability) S(teleport) 2W 2N W S (teleport) E N 2W N E
(teleport) S E S E 4N E N (teleport) E S W S E (teleport) E S W S U
E N 2W 3N U
Now you're back in the zone where you can cast a spell. Your character
with the Fractyr stuff needs to check one last thing before casting
SHAP1 which costs 36 points. (For posterity, SHAP0 undoes this and costs
only 4, but you probably won't need that.)
You need to make sure the Fist, the Helm, and the Suit are all
somewhere in slots 1-6. Drop an item to free up a spot if necessary and
then have your Fractyr impersonator trade everything to himself. If any
Fractyr item is in slots 7-8, it gets DESTROYED. I speak from sad
experience. Also, you'll want to move your Fractyr to the back ranks as
he can melee from there(shoot at multiple groups) which with a
Devastator may help to win some fights.
S (teleport) 2N W 3N E 2N W 2N E N E SS and you'll be teleported
without a word to...
7-11. FRACTYR WORLD
The Fractyr World seems heavy on story and light on dialog; at first
you get attacked as an intruder, but if you use the Fractyr Fist in the
right place, you can work things out OK. The second level is uninspired
as a puzzle, but maybe you deserve a break after the Shrine and Daynab
Fortress. Or maybe the game planners took a bit of one(release
schedules, etc.)--the buildup lets down a bit here.
7-11-1. LEVEL 1
There's a fist next to a cross. No cross is described, but look at the
map. Don't worry about the living quarters; they're not relevant.
+-+-+-+-+-+ + + + +-+-+ +-+-+ +
| 1 | | | | |
+ +-+-+-+ + + + + +-+ +-+ +-+-+
| | | | | | |
+:+ +-+ + + +-+-+-+ +-+ +-+ +-+
| |v| | | | | : | | | | |
+-+ +:+ + + + +-+:+ +-+ + + + +
| : | | | | | | | | | | | : |
+ +-+ +:+ +-+ + + +-+:+ +:+-+ +
| | | : | | !| | | | |
+-+-+-+-+ +-+-+ +-+-+-+ +-+ +:+
| | 2 :!|
+ + + +-+ +-+-+ +-+ + +-+-+-+-+
| : : | | | | |
+ + +:+-+:+ +-+ + + + +-+-+-+
| | | | | | | | | |
+ +-+:+-+ +-+ + + + + +:+:+:+-+
| : | 3 | | | | | : : |
+ +-+:+-+ +-+ + + + +-+-+ +:+-+
| | | | | | | | | | | |
+-+ +-+ +-+ +-+ + + + +:+-+-+ +-+
| | | | |!: | | |
+ +-+ +-+-+-+-+ +-+ +-+:+-+ +-+ +
| | | | | : | | | | : : |
+ +:+-+ +-+ + +-+ +-+ + +-+ +-+-+
| | : : | | |4| | | : |
+ +:+-+-+ +-+ +-+ +:+ +-+ +-+ +-+
| | | : | | | | : |
+ +:+ +-+-+-+:+ +-+-+ + +-+ +:+-+
| | | : | : | | | : |
+ +-+-+-+-+-+ +-+:+-+ +-+ +-+-+-+
|^ | : : | : |
+-+-+-+-+-+-+-+-+-+-+-+-+-+
! = living areas
1 = teleport
2 = warning message
3 = center of cross
4 = fist + cross clue
Use the Fractyr Fist at level 1 and type "TELEPORT" to turn the
teleport trap
at (2,15) off(the middle of the cross-remember the Fractyr script at
(9,3)!)
Then hit before the message at (4,10) calling you an intruder
ends. That will allow you to go north--otherwise you are kicked back to
Lunabase. The stairs are easy to find from there.
Shorthand: EE N E N 2E N (clue) S W 2N W 6N 3W (hit escape) 3S (use
fist) NN WW 2S W S 2E 2N
7-11-2. LEVEL 2
+ + +-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| < | | | | | | | | |
+ +-+ +-+-+ +:+ +:+ +:+ +:+ +:+ +
| | : :1: | | | | | | | | |
+-+ +:+ +-+ +:+ +:+ +:+ +:+ +:+ +
| :^: : | | | | | | | | |
+-+ +:+ +-+ +^+ +:+ +:+ +:+ +:+ +
| | | | | | | | | | | | |
+-+-+ +-+-+-+ +-+ + + + + + + + +
| | | | | : : : : : : | |
+ + +:+ + + +:+ +-+ +-+ +-+ +-+ +
| | | | | | :2: P P P|
+ + + + + + +:+ +-+ +-+ +-+ +-+ +
| | | | | | | : : : : : : | |
+ + + + + +-+ +-+ + + + + + + + +
| | | | | | | | | | | | | | | | |
+ + + + + + +:+ +:+ +:+ +:+ +:+ +
| | | | | | | | | | | | | | | | |
+ + + + + + +:+ +:+ +:+ +:+ +:+ +
| | |3| | | | | | | | | | | |
+ + + + + + +-+ +:+ +:+ +:+ +:+ +
| | | | | | |4| | | | | | | | | |
+ + + + + + +v+-+:+ +:+ +:+ +:+ +
| | | | | | | | | | | | | | | |
+ + + + + + +-+ +-+:+-+-+-+-+-+-+
| | | | | | | | : |
+ + + + + +-+ +:+ +-+-+-+-+-+-+ +
| | | | | | :5: : |
+ + + + + +:+ +:+ +-+-+-+-+-+-+ +
| | | | | | | | : |
+^+ + + + +-+-+ +-+-+-+-+-+-+-+-+
|6| | > |
+-+-+-+-+-+-+-+-+
1 = don't save your game after stepping in the ray. The animation's
cool, turning one of your characters into a mech isn't.
2 = ask for password
3 = gives password
4 = teleport
5 = 'local flavor'
6 = healing
From the stairs, the only real place to explore is the long hallway.
The voice along it tells you the password, LACHESIS, for the Fractyr
council. The healing in the SW is probably not worth the risk of
encounters since you can just wait around to heal anyway and fights will
either be easy or wipe you out. Use LACHESIS, you got at (3), when asked
at (2) to get to (4). If you have an empty slot, "The Fractyrian" will
join you--different from "Fractyrian" that your person with the fist has
become.
7-12. EARTH
How quaint--start at Lunabase, end on Earth. Not much to do here
except finish the game(the items you find here are entertaining, too, if
you can actually manage to WIN A FIGHT! There are lots of monsters that
summon guardians or zap you for 127 points.) In fact there are only a
few places where you can even cast spells.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
| | | |
+-+ +-+-+-+-+-+-+-+-+-+-+-+-+ +-+
| | | | | | | | | | | | | | | |
+:+ +:+:+:+:+:+:+:+:+:+:+:+ +:+ +
| | : |
+-+-+ +:+:+-+:+-+:+-+:+-+ +-+-+ +
| | | | | |1>2|3| | | | |
+:+ + +-+-+ + +-+ +-+ +-+ + +-+-+
| | | | | >2| : | : | | |
+-+ + + +:+ +-+-+ +-+ +-+ +-+:+-+
| : : | | : | | | : : |
+-+-+ + + +-+-+-+ +-+ +-+ +-+:+ +
| : | | | | | : | : | : | | |
+-+-+ + +-+ + +:+ +-+ +-+ +-+ +-+
| | | | | | | | |
+ +:+ +-+ +-+ +-+ + +-+ + + +-+ +
| | : | | : | : | | | | | | | |
+-+ + +:+-+ +-+-+ +-+:+ + +-+ +-+
| : | : | | | : | | : |
+-+ + + +:+-+-+ +:+ +:+ + +-+ +-+
| : | : | | |4| | | | | | |
+-+-+ + +:+-+ + +-+ +-+ + + +:+-+
| | | | | | | | : | : : |
+ +:+ + +-+ +:+-+-+-+:+ + + +:+-+
| : | | | | | | | | | | | |
+-+ + + +-+ +-+ +:+:+-+ + +-+-+ +
| : | | | | | | | |
+-+-+ +-+:+-+-+-+-+:+-+-+ +:+ +:+
| : | | : |
+-+ +-+-+:+-+-+-+:+-+-+-+:+-+ +:+
|x : | | | | | |5|
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
1 = message about cells to the east. You can just walk on in.
2 = cells.
3 = force field bumps you back up one square
4 = starts potential endgame sequence
5 = shuttle back to Lunabase
Fortunately you don't really need to kick down a lot of doors. And if
you don't have everyone/thing you need, you can always go back to
Lunabase and complete the looooong loop again(Lunabase->Epsilon Indi-
>Keppa Var->Shrine->Fractyr World->Earth.) Oh, and do make sure Varion
is alive when you enter.
Just go north and then east to (8,14) which is the middle of the doors
to the south. You'll notice you can't just walk south, and you can't
cast passwall anywhere it might be useful, so you'll need to cast a
teleport spell a few squares south to jump over the field. If you have
Varion and The Fractyrian in your group, great! The rest is pretty much
automatic. You'll win the game and get a nice end-screen. If not,
Renfrew will accuse you and you'll be chillin' in a jail cell for a
while--well, not forever, but until you get enough PSI for a teleport.
Which of course one of your players knows if you got to the council room
in the first place.
8. DETAIL WORK
8-1. GAME SCRIPT(COMPUTERS AND STUFF)
8-2. CINEMA SCENES
In Centauri Alliance, many important scenes are done in "cinema" form.
There is critical text below it. Here is a listing of all such "cinema
scenes." However, since they are spoilers, I wanted to put them well
away from everything else.
** Veladron II, in the Arcturan Spaceship **
The Starship shudders as power comes on. [STARSHIP PILOT SKILL]'s deft
hands move across the control panel with confidence.
Suddenly [PREVIOUS] turns, shaken. `We have no lateral thrusters. I
can't steer this thing!"
[PREVIOUS] attempts to reverse the thrust, but without success...
"We're going down!" cries [RANDOM CHARACTER].
CRASH !
[Wrong sort of armor:]
The ship loses pressure.
Your group is wiped out by explosive decompression.
[OK armor:]
Your group is protected by their pressure suits. The ship seems
completely dead.
** Under Veladron II, level 4 **
[if you do it right:]
A face suddenly appears suspended before you, mumbling in some long
forgotten
tongue. Yet, within moments, the words ring clear and distinct within
your
mind...
"Long forgotten, our civilization has only left the barest traces of a
once
mighty people. Focused inward upon ourselves, we have learned that any
true power
must come from without.
"So we have left these places, in search of a Greater Being than
ourselves. Our
legacy to lesser civilizations is such outposts as this, and the
knowledge that a
greater truth does, in fact, exist.
"Oh, by the way, you are now given an item to facilitate your exit from
this
place. Well done, friends and fellow seekers."
[you receive a Mattermit pass]
[if you do it wrong:]
A face appears in the mist before you, mumbling in some long forgotten
tongue.
Yet, within moments, the words ring clear and distinct within your
mind...
"Our greatest technology of all has been the ability to immediately
transmit
matter across vast distances of space.
"Using a special loophole in relativity theory, we have developed a
method of
instantaneous travel with little energy expenditure. While much of our
technology
has been stripped from this place, our mattermission facilities remain.
"Use them wisely; and one day, such technology will bring you to a great
appreciation for the vastness of the created cosmos."
** Dreadnought Pirate Ship **
(this happens after Veladron II, if you have a Mattermit Pass)
Prior to disembarking, a siren goes off...
You're under attack by pirates!
The Starship has been disabled. A giant pirate Dreadnought has
completely enclosed it; your ship now rests in a large hangar bay. You
will be boarded in moments.
"Let's get out of here," [RANDOM CHARACTER] yells, and your group
charges toward the rear cargo hatch, away from the sounds of the pirate
troops.
** Starbase VI, level 3 **
You enter the office of the Commander of the Daynab force that captured
this Starbase. The Commander is a bit surprised to see you.
He attempts to escape, but [RANDOM CHARACTER] stops him with a head-
punch.
"Stay still, you slime!"
The Commander, dazed and wounded, stares at your group in fear. "Don't
kill me," he pleads in a dialect you only barely understand. "I'll tell
you anything!"
[RANDOM CHARACTER] scratches [SEX] head. "Okay, where do we find the
renegade Donsai?"
"On Keppa Var, in an underground fortress. The code word 'CASTLE-FIST'
will get you in."
[RANDOM CHARACTER] draws a weapon, and the Commander faints. `Leave
him...we have work to do. We must get to Keppa Var immediately!"
** Daynab fortress, level 4 **
A Donsai male is sitting here in a cell, asleep. Will you wake him? [Y
or N]
[if yes:] You step into the doorway, and he awakens quickly.
"Wait a minute," he says, "You're not DAYNAB guards--you're Alliance
agents!" He smiles and begins to rise.
`Not so fast," [RANDOM CHARACTER] snarls, `You're a traitor to the
Alliance!"
"That's a lie," he says, "propagated by Renfrew, a member of the High
Council.
He's the real traitor; I was sent out to investigate the DAYNAB interest
in Keppa Var, and I've been a prisoner here ever since."
Your group stares at the Donsai in stunned silence.
"Why would Renfrew do such a thing?" [RANDOM CHARACTER] mutters, rubbing
[SEX] head.
"Because this world is the site of an ancient Fractyrian fortress.
Renfrew thought that, with its powers at his disposal, he could take
over the whole Alliance. DAYNAB is helping him." The Donsai looks at
your group intently. "Let me join your group. My name is Commander
Varion, and I can get you into the ancient fortress. The passcard is
kept in the vault, up on the 2nd level, which I can open. If taken to
the old shrine, it will activate a secret passage."
Will you let him join? [Y-N]
Y, group full:
Your group is already full.
N:
Varion shrugs and sits down. "Suit yourselves."
Y, spot open:
"Take caution," Varion says. "If you bring me past any guards, they'll
recognize
me immediately. And if we go through the Command Center, we're all dead
men."
** Fractyr shrine, level 4 **
[When you step on the hologram square:]
"Our quest in search of a greater Being took us far from our home
system, which
lies near the center of the galaxy. It has now been abandoned for
countless
millenia.
"The first stage of our journey took us to the far reaches of the
galaxy. While
standard propulsion served adequately for local exploration,
interstellar travel
necessitated a new technology.
"As we began our search, we noted many primitive civilations, and
purposefully
left such outposts as this one as a means to help them reach beyond
their petty
barbarities.
"The final part of our quest took us beyond the edge of the galaxy, out
to a
nearby quasar, and the system of Kindratus. It lies over 200,000 light
years from
the edge of the galaxy, yet we reached it instantly..."
** Fractyr homeworld **
a.
A holographic image appears in the air before you, speaking in a strange
language
that you somehow understand...
"You are intruders from an alien world. Your presence has been noted by
our
machinery, and security drones have been placed on alert.
"Our mattermission field is surrounding the spot where you stand, and in
moments
you will be returned to your homeworld..."
b.
A holographic image appears in the air before you, a voice narrating in
some long
forgotten tongue. Yet, in moments, the words ring clear and distinct
within your
mind...
"Forgive me, my friends. You were mistaken for unwanted intruders.
Please proceed
to us, and be wary of the automated sentries. Also, avoid the cyber
room.
"The password to gain access to our chambers is LACHESIS. Until then..."
c.
You stand before the High Citizens of Fractyr.
"Greetings, oh voyagers of the Alliance. You have come very far in
search of the
secret left behind in ancient fortresses.
"The secret is now revealed: We, the Fractyrians, still exist, and have
seeded
the galaxy with clues of our civilization.
"Your enemies have invaded Alliance space with the intention of grabbing
the
power of the Fractyr homeworld. They were unable to make the journey,
however, as
they lacked sufficient virtue.
"We would not have aided them, in any case, as we serve a higher and
more noble
cause than the mere possession of destructive power.
"Your group must confront the High Council of the Centauri Alliance, on
the
planet you call Earth. Your success in persuading them is, in our
opinion,
dubious.
[Room in your group:] "If there was room in your group, one of us would
have
accompanied you, to help you in some way with your task. Instead, you
are on your
own.
[No room in your group:] "One of our people will accompany you, to help
you in
your task.
"Prepare to leave for Earth."
** Earth **
You have burst into the meeting chambers of the High Council. The
Council is in session.
`What is the meaning of this!" the Donsai councilor cries.
"We have information concerning treachery-- from inside this very
council," shouts [CHARACTER.]
Councilor Renfrew stands and points at your group, including the
Fractyrian. "They are the traitors! They are wanted on charges of
counter-espionage and high treason. I demand that they be placed under
arrest! Guards, throw them into the Alliance prison!"
[The Fractyrian not in party:]
The guards grab you and take you away...
[The Fractyrian in party:]
"Stop," the Fractyrian commands. A stasis field envelops the room.
`These courageous adventurers have come far to plead their case."
"Renfrew is the traitor," [RANDOM CHARACTER] says.
"Where is your proof?" the Council demands.
[Varion not in party:]
Your group is silent.
"I cannot help you further," the Fractyrian states.
The stasis field vanishes...
[Varion in party:]
"Allow me to explain," Varion says, stepping forward.
"I was on a special mission to investigate rumors of a Daynab invasion
through Keppa Var, an Alliance fringe world. My reports went to
Councilor Renfrew, who urged me to secrecy.
"I found that Keppa Var was the site of a Fractyrian base, with a
potential connection to the Fractyr homeworld. The Daynab invasion was
merely a cover for a plot to exploit this base.
"I knew that the invasion had to have resulted from treachery within the
High Council; our enemies had access to all our information. All of the
sudden, my cover was blown, and I was taken captive.
"Councilor Renfrew knew of my location, and the reason for the invasion,
but told you nothing. It was HE who was supplying our enemies with
information. HE is the traitor!"
"I also bear witness to this," the Fractyrian says. `Our people can
produce evidence to substantiate a charge of treason."
The Fractyrian then points at Renfrew.
"Speak truth."
Renfrew, under truth-compulsion, nods. `It is true."
"I can help you no further," the Fractyrian says. "Glad tidings to all,
through a never-ending hope."
You, as valiant agents of the Centauri Alliance, are each awarded the
Medal of Honor, for distinguished service to the billions of individuals
in the Centauri Alliance.
This scenario is completed, but greater adventure awaits you on your
second mission...
Until then, you are on your own. Good luck, and fare well.
8-3. COMBAT ZONES
Just for fun. You should be able to figure out the strategy involved
but in case not I printed it all up.
Hexagon with center: if someone's in the middle and firing away, you
may wish to flee.
. . .
. .
. . .
. .
. . .
. .
. .
. .
. .
. . .
. .
.
. .
. . .
. .
9. CHEATING ON THE APPLE
Changing certain bytes on the Apple allows you to change various
attributes. Normally, character attributes are pretty easy to find. For
instance, if a character has strength 20, intelligence 17, and dexterity
14 as his stats, do a hex search for 14 11 0d and you will find it. You
can even search for his name, although often his name will be encrypted
as below.
First you need to know where character information is stored. It seems
jumbled when you save characters at Lunabase, but if you save
adventuring characters, it's not too bad.
1df00 = 1st character
1de00 = 2nd
1dd00 = 3rd
1dc00 = 4th
1db00 = 5th
1da00 = 6th
1d900 = 7th
1d800 = 8th
The default zero values for these, unlike the characters left at
Lunabase, don't seem to vary among characters, making your editing job
easier. Below I have tried to list the zero-value(hex) of the various
bytes. Doing the binary arithmetic is up to you.
Centauri Alliance works VERY hard to encode characters, and the stuff
below is pretty technical. Still, if you perservere in learning, it is
a valuable way to pump up your characters.
|
Offset|
Dec|Hex| =0| What it changes
-------+---+----------------
0 0 | | Your name(up to character 14/e)
1 1 | |
2 2 | |
3 3 | |
4 4 | |
5 5 | |
6 6 | |
7 7 | |
8 8 | |
9 9 | |
10 a | |
11 b | |
12 c | |
13 d | |
14 e | |
15 f | | End name[KEEP THIS INTACT]
16 10 | | Strength
17 11 | | IQ
18 12 | | Vitality
19 13 | | Agility
20 14 | | Maximum Life, low byte
21 15 | | Maximum Life, high byte***
22 16 | | Current Life, low byte
23 17 | | Current Life, high byte***
24 18 | | Maximum PSI, low byte
25 19 | | Maximum PSI, high byte***
26 1a | | Current Life, low byte
27 1b | | Current Life, high byte***
28 1c | | Race
29 1d | | Protection level
30 1e | | Your current condition
31 1f | | Shield
32 20 | | 100000's of credit(low nibble)
33 22 | | 10000's of credit(low nibble)
34 23 | | 1000's of credit(low nibble)
35 23 | | 100's of credit(low nibble)
36 24 | | 10's of credit(low nibble)
37 25 | | 1's of credit(low nibble)
38 26 | | 100000's of mcredit(low nibble)
39 27 | | 10000's of mcredit(low nibble)
40 28 | | 1000's of mcredit(low nibble)
41 29 | | 100's of mcredit(low nibble)
42 2a | | 10's of mcredit(low nibble)
43 2b | | 1's of mcredit(low nibble)
44 2c | | Melee
45 2d | | Thrown
46 2e | | Sidearm
47 2f | | Master
48 30 | | 100000's of exp(low nibble)
49 31 | | 10000's of exp(low nibble)
50 32 | | 1000's of exp(low nibble)
51 33 | | 100's of exp(low nibble)
52 34 | | 10's of exp(low nibble)
53 35 | | 1's of exp(low nibble)
54 36 | | Hardware
55 37 | | Weaponry
56 38 | | Bio
57 39 | | Ancient
58 3a | | Mind
59 3b | | Body
60 3c | | Matter
61 3d | | Energy
62 3e | | Metamorph
63 3f | | Shape
***--this is only what is shown on the screen. The low byte is what
really
counts.
The OR chart is below. Basically when you read in a hexidecimal editor
you will
see two "nibbles"(4 bits) side by side.
0 1 2 3 4 5 6 7 8 9 a b c d e f
1 0 3 2 5 4 7 6 9 8 b a d c f e
2 3 0 1 6 7 4 5 a b 8 9 e f c d
3 2 1 0 7 6 5 4 b a 9 8 f e d c
4 5 6 7 0 1 2 3 c d e f 8 9 a b
5 4 7 6 1 0 3 2 d c f e 9 8 b a
6 7 4 5 2 3 0 1 e f c d a b 8 9
7 6 5 4 3 2 1 0 f e d c b a 9 8
8 9 a b c d e f 0 1 2 3 4 5 6 7
9 8 b a d c f e 1 0 3 2 5 4 7 6
a b 8 9 e f c d 2 3 0 1 6 7 4 5
b a 9 8 f e d c 3 2 1 0 7 6 5 4
c d e f 8 9 a b 4 5 6 7 0 1 2 3
d c f e 9 8 b a 5 4 7 6 1 0 3 2
e f c d a b 8 9 6 7 4 5 2 3 0 1
f e d c b a 9 8 7 6 5 4 3 2 1 0
For instance, if your character has strength 13, and the 22nd byte is
x78,
strength zero would be (78 ^ 0x0d) which according to the chart is 75.
Thus 0x75 is the "base" and so you take its inverse(0x75 & 0xff) to get
0x8a for
a strength of 255. If you wanted a strength of, say, 166, note 166=0xa6
and so:
0x75 & 0xa6 = 0xd3, the new byte you would make.
Instead of performing these grueling calculations several times in a
row, I
recommend you do the following:
1)Create a character
2)Change his name to something that's not on the roster and return him
to
headquarters
3)Repeat 1+2.
For some reason, if you rename multiple members in a party, only one
character
will be duplicated. Still, it's enough.
NOTE: Many programs also encode the "game text" (i.e. important
messages, like
when you complete a quest) by doing exclusive or with a key byte.
Centauri
Alliance is no exception. If you XOR each byte with 0x2e on each disk,
you will
see many game-critical messages.
10. WAYS TO IMPROVE QUICKLY AND SAFELY
--the first thing to do is get a few shieldbelts. Then head to Omicron
VII and Trader Drake's.
--Get the riot helmets and balrog blades there.
--Get the berserker frames once you've got the money.
--General hints: you can sit around on a square and wait for PSI to
recharge without any threats coming at you. You can even let spells wink
out and recast them again. This can help you recharge without risk, but
it can be slow unless you've got an emulator and set it to super-
fast(i.e. AppleWin and F8.) And exit/leave a dungeon once you've mapped
it if your party is still going strong.
--Also, learn which monsters are melee types and which summon illusions.
These are your best bets. And don't be scared to save frequently in case
you get a bad encounter.
--You could have gone to Veladron II before but now the monsters on any
one ship will have less chance of hitting you and you'll nail them all
the time. Exit and re-enter to reload the ships with monsters. You need
only fear Guard Droids. For later levels you'll want more crowded
dungeons.
--Andrini Cluster's underworld is quite good if you have a Praktor who
can turn into a Zon Dragon--as you should for mostly the remainder of
the game. The encounter at the start works well, and you can fall
through the hole in the east to get in a packed number of fights.
--as you get better you'll have a basic strategy: melee on the squares 1
away, and let your Zon Dragon melee as well. Don't even bother to run at
your opponents as they often run at you whether it's even remotely good
strategy or not.
--Kevner's World level 1 is a good place to fight bad guys. In fact
switching between the door area by the stairs and level 2(which is more
Andrini-style fighting) you can get your experience points down in a
hurry.
--If you have an emulator(i.e. AppleWin) then you can hit F8 and set it
to FASTEST while you travel to where you want to go. It's almost
instantaneous and Andrini, which was three worlds away before, doesn't
take appreciably longer to get to than Veladron II.
--Although you'll get destroyed a lot in Starbase VI, fighting hackers
works quite well. Just avoid testermechs unless you can take them
out(they cast SLOFO) and do similarly for commanders. Daynab Fighters
are probably the worst of them all.
--There's nowhere else you can go back to consistently and legally,
although for big critical fights you can pass the Fractyr Suit around
and charge everybody 10 times so they all have 100 shield. Using a Zon
Dragon and an occasional meta-war should work OK in general though--
shouldn't even need to cast shields.
--near the end you can duplicate a Mattermit pass(change character names
and put remove them at Alliance headquarters and pick them up) so you
can go back to Keppa Var and Daynab Fortress where you can fight guards-
-they have specific posts--at your leisure. Just save and recharge spell
points after every victory. With Zon Dragon or especially a Devastator
you have a great chance of winning.
--run from opponents you know summon Guardians, which are well nigh
impossible. They fill up the hex so you must fight eight enemy parties.
** END OF FAQ PROPER **
================================
11. CREDITS
leep@infinet.com for that eBay auction I didn't win. Thanks for mailing
me the Quest for Clues walkthrough!
Quest for Clues--which I won later on eBay--for how to get through the
Fractyr Shrine. I groaned when I read how close I was :).
kahei@kahei.com(www.kahei.com) for the hex editor which helped me
dissect the game. Without it I'd never have known about RETRO-A...among
other things.
4jays.com for selling me a copy of the manual and Commodore 64 disks--
and the cool box.
(ftp/mirror).apple.asimov.net for having ALL the games.
The surprising number of people who've written to me about this game.
Wonderful and unexpected!
12. VERSIONS
0.0.1: 6/1/2000 sent initial version, mostly with cheating info, off to
GameFAQs
0.2.0: 6/30/2000 sent version with items/monsters and a hacked-up
walkthrough to GameFAQs
1.0.0: 2/21/2001 sent more complete walkthrough along with item info to
GameFAQs
1.0.1: 4/21/2003 noticed holes in the walkthrough and decided to touch
up/reformat this and other old guides. Added character creation/game
starting and cheating info.
1.0.2: 4/24/2003 more structures, added Lunabase and Tau Eridani areas
1.1.0: 4/30/2003 added where to get all pieces of the Fist with
appropriate walkthroughs/maps and even some general strategy too!
1.2.0: 5/02/2003 walkthrough beefed up with maps and important details,
minor editing issues still left and can probably wait