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. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | : : |T: | | + +-+-+-+-+:+:+-+ +-+-+-+-+-+ +-+ | : | | | | | | :H | | | | : | + +-+:+-+:+-+:+ + +-+-+:+:+ + + + | | | | : : | | | + + + +-+-+-+ +-+ +-+ +-+ +-+ +-+ | | | | | | | | : | | | : : | + +:+ + +-+ + + + +-+ +:+ +-+ +-+ | : | | | : : | : | : | | | : | | + +-+ + +:+ +-+-+ +-+ +:+ +-+ +-+ | | : | |S| |Q| : : | : | | + +-+ + +-+ +:+-+ +-+ +-+ + + +-+ | | | | | | : | : : | | : | | + + + +-+-+-+ +-+ +-+ +-+ +-+ +-+ | | : :B| : | | : : | : | + +-+ +-+-+-+ +:+ + + +-+ +-+ +-+ | : | : | : | | | | | : | : | | | + +-+ +-+-+ +:+-+ +-+ +-+ +-+ +-+ | | : | : : |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. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | | | | | | | +:+:+ +:+-+ + +-+ + +-+ +-+-+ + + | | | : | | | : | : : | | | | +-+ + +-+ + + + + +-+ +-+ +:+ +:+ | | | | P| | | +-+ +-+ + +:+ +-+ +-+ + +-+ + +:+ | : |v| | |1| | | | |2: | | | +-+ + + +-+-+ +-+ + + +:+-+-+ +-+ | | | | : | |3| | +-+ +-+-+-+ +-+ + +-+ +-+ +-+ +-+ | | : | | | | : | | | +:+ +-+-+ +-+ + +-+-+-+-+-+-+ +:+ | : : | | | | +-+ +-+ + +-+-+ +-+ +-+-+ +-+ +-+ | | | | | | | | | | | | | +:+ + +:+ + +-+ + + +-+ + +:+ +:+ | | P | : |P| | | | | | +-+ +-+ +-+ +-+ +:+ +:+ +-+ + + + | : | : | | | | | | | | +-+ +-+ +-+ +:+ +-+ +-+ +:+ + + + | : |4| : | | | | +-+ +-+ +-+ +-+ +-+ +-+ + +-+ + + | : | : | : | | |5 | | +-+ +-+ +-+ +-+-+-+-+-+ + +-+-+ + | | | | | 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. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ |m: | | |H H H| +-+-+-+-+-+ + +-+-+-+-+ + + +-+ + | l | | > n> | |H|1|H| + +-+-+-+ + + +-+-+-+-+ + + +-+ + | |M: : | | | O | | o | + +-+ +-+ + +-+-+-+-+-+-+ +-+ +-+ | | | | |i :J| ^ | : | + +-+ +-+ + +-+-+-+-+-+-+ +-+ +-+ | | : : | | | | | | + +-+ +-+ + + +-+-+-+-+ + + +-+ + | | | > N> | | | | | +-+-+-+-+-+ + +-+-+-+-+ + + +:+ + | L | | | |H H H| + +-+-+-+ + +^+-+-+-+-+-+ + +:+ + | | : : | | | : | | | | | | + +-+ +-+ + +:+-+:+-+:+ + + +-+ + | | | | | | : | | |H H| + +-+ +-+ + +-+-+-+-+-+:+ + +-+ + | |k: : | | | | | | | | + +-+ +-+ + + +-+-+-+-+ + + +:+ + | | | > > | |H H| +-+-+-+-+-+ + +-+-+-+-+ + + +:+ + | | | | | | | | + +-+-+-+ + +^+-+-+-+-+-+ +-+-+ + | | : :j| | | |I : | H| + +-+ +-+ + +:+-+-+-+-+-+ +-+:+ + | | | | | | |2| | | + +-+ +-+ + + +-+-+-+-+ + +:+-+ + | |K: : | | | > > | |P|3: | + +-+ +-+ + + +-+-+-+-+ + + +-+ + | | > | |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| + +-+:+ + + + +-+-+ + +-+ +-+ + + | | : : | | | : | : : : : | | + +-+:+ + +:+ +-+-+ + +-+ +-+ + + | | | | : | | : | : | |P| + +:+-+ +-+-+ +-+-+ + +-+ +-+ + + | | >i: : : | | + +-+-+ +-+-+ +-+-+ + +-+ +-+ + + | | : | : |I: | | | | + +:+ + + +-+ +-+:+ + +-+ +-+ + + | |1| | | | | | | | | : : :2: | | + +-+ + +-+:+ + +:+ + +-+ +-+ + + | | | | : | : : | | |P| + +-+-+ +-+:+ +-+-+ + +-+ +-+ + + | | : : : : | | + +-+-+ +-+-+ +:+:+ + +-+ +-+ + + | : | : | : | | | | | | | + + +-+ + +-+ + +-+ + +-+ +-+ + + | | | | | | | | :3: : : | | + + + + + +:+ +-+ + + +-+ +-+ + + | | | | | | | : | | | |P| + +-+:+ +-+:+ +-+-+ + +-+ +^+ + + | | : : >J< | | + +-+-+ +-+-+ +-+-+ + +-+ +-+ + + | | : : | : | | | | | + + +:+ + +-+ +-+ + + +-+ +-+ + + | | | | | | | | | | | : : :4: | | + + +-+ + +:+ + + + + +-+ +-+ + + | | : | | | : | : | | |P| + +-+-+ +-+-+ +-+:+ + +-+ +-+ +:+ |^ | : : : : |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 | + +-+-+-+-+-+-+-+-+-+-+-+ +-+-+ + |P| | | | + + +-+-+-+-+-+-+-+-+-+ + + +-+-+ |P| | | | | | + + + +-+-+-+-+-+-+-+ + + +-+-+ + |P| | :1| | | | | + + +-+-+-+-+-+-+-+-+ + + + +-+-+ |P| | | | | + + +-+-+-+-+-+-+-+-+-+ + +-+-+ + |P| | : : : : | | |j| | | | | + + +:+:+-+-+:+:+:+:+ + + + +-+-+ |P| | | : | | : | : | | | | | + + +-+:+-+:+-+:+-+:+ + + +-+-+ + |P| | : | : : | : : | | | | | + + +-+:+-+:+-+:+-+-+ + + + +-+-+ |P| | : : : | : : : | | | | | + + +:+:+-+-+-+:+:+-+ + + +-+-+ + |P| | | | | | : : |J| | | | | + + +:+:+:+:+-+:+-+:+ + + + +-+-+ |P|L| | : | : : : : | | | | | + +-+:+:+-+:+-+:+:+:+ + + +-+-+ + |P:I| |K| : : |k| | | | | | | + +-+:+-+:+-+-+-+-+:+ + + + +-+-+ |P| : > | | | | | + +:+-+-+:+ +-+-+-+-+-+ + +-+-+ + |P| | : | | | | + + + +-+-+-+-+-+-+-+-+-+ + +-+-+ |P| | | | 2| + +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| + +:+-+-+ +-+ +-+-+ +-+-+ +-+-+-+ | |1| | | | | |2 | +v+-+ + +-+ +-+-+ +-+ + + +-+ + + |3| | | | | | | | | + + +-+-+ +-+ + +-+ +-+ +-+ +-+ + | | | | | | | | | : | +-+ +-+ +-+ +-+ +-+ +-+ +:+ +-+-+ | | | | | | | | | | + + +-+-+ +-+-+ + +-+ + + + +-+ + | | | | | : | | | | +-+-+ +-+ +-+ +-+ + +-+-+ +-+ +-+ | | | | | | | | | | | +-+-+ +:+ + +-+ +-+ +-+-+ +-+ +-+ | | | | | | | | | | +-+-+ +-+-+ +-+-+-+ +-+-+-+ +-+ + | | | | | | | | | +-+ +-+ +-+-+ +-+ +-+-+ +:+ + + + | | | | | | | | | | | | + +-+-+ + +-+-+ +-+ +-+ +-+ + +-+ | | | | | | | + +-+ +-+ +-+-+-+ +-+ +-+ +-+ + + | | | | | | | | | | | | + +-+ +:+ + +-+ +-+ + +-+-+-+ + + | | :4: | | | | | : | |5| +-+ + +:+ +-+ + + + +-+ +-+ + + + | | | | | | | | | + +-+ +-+ +-+ +-+ +-+ + +-+-+ + + | | | | | | | | | | | | | | | + +-+ + + + +-+ +-+-+ +-+ +-+ + + |^ | | | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 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. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | ^| + +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | H | + + +-+-+-+-+-+-+-+-+-+-+-+-+-+ + | | | : | | | | | | : : | | + +:+:+-+-+ +:+ +-+:+:+-+-+ +-+ + | | : : : | | : : : | | | | + +-+:+-+-+ +-+ +-+-+:+:+:+-+ + + | | : : | | : | : | : : | | | + +:+:+-+ + +-+ +^+:+-+:+-+:+ + + | | | : : | : | | : | | | : |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: : | : : | | + +:+-+:+-+ +-+ +:+ +-+ + +-+:+ + | | | : | | : : | | | : : | + +-+-+-+-+ +-+-+:+-+-+ +-+-+-+-+ | | + +-+-+-+-+ +-+-+-+-+-+ +:+-+:+:+ | | : | : | : :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. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | : | : | > | > | | < | + + + + + +-+ +-+ +-+ +-+ + + +-+ | | | | | | | | | | | | | | | + + + + + +-+ +-+^+-+^+ +-+ +-+ + | | | | |I | | : :?|?| + + + + + +-+ +-+v+-+ + +-+ +-+ + | | | | | | | | | | | | | | | + + + + + +-+ +-+ +-+ +-+ + + +-+ | | | | | < < | > | | < | + + + + + +-+ +-+ +-+ +-+ + + +-+ | | | | | | | | | | |O| | | | + + + + + +-+ +-+^+-+ + +-+ +-+ + | | | | |i < N| |?:o:?|?| + + + + + +-+v+-+ +-+ + +-+ +-+ + | | | | | | | | | | |K| | | | + + + + + +-+ +-+ +-+ +-+ + + +-+ | | | | | < > | > | | < | + + + + + +-+ +-+ +-+ +-+ + + +-+ | | | | | | | | | | | | | | | + + + + + +-+ +-+ +-+ + +-+ +-+ + | | | | | < L | |?: : | | + + + + + +-+ +-+v+-+ + +-+ +-+ + | | | | | | |M| | | | | | | | + + + + + +-+ +-+ +-+ +-+ + + +-+ | | | | | l > j | > | | < | + + + + + +-+ +-+ +-+ +-+ + + +-+ | | | | | | | | | | |k| | | | + + + + + +-+ +-+ +-+ + +-+ +-+ + |!| | | | J n| |?: :?|?| + + + + +-+^+ +-+ +-+ + +-+ +-+ + |^| : | > | | |m| | |z v| |Z | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 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| | +^+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ + | | | + +:+:+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | + +-+-+-+-+-+-+-+-+-+-+-+-+-+:+:+ | | | +^+ +-+-+-+-+-+-+-+-+-+-+-+-+-+ + | | | | | + +-+ + +-+-+-+-+-+-+-+-+-+ + +-+ | | | >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