Something, the sound of metal on metal, grinds in the darkness...What is Wasteland anyway? It's a post-apocalyptic computer role-playing game (in the sense that you batter lots of monsters into oblivion and take their stuff) which was released in 1987 and is still considered by many to be one of the best computer games ever created. It's a strangely satisfying mixture of exploration, item hoarding, frantic combat, certified cyborgs and toaster repair.
A green star marks reliable information or advice.
A red star is used for speculation or trivia.
Four foot tall pears, pleasingly plump, perfectly prepared possibly, to plummet perilously from their precarious perches and pummel any passing pedestrian to a pasty, putrid, pulp.The first thing you have to do is get hold of a copy of the game. There are a few ways of doing this:
There has been talk of two different PC versions which differ only in minute details. I can say with certainty that this is not the case. For one thing, I cannot really imagine why any publisher would want to make minor and inconsequential alterations to a re-release (heaven knows they never do it to fix bugs). For another thing, the perceived differences can usually be explained; for instance the supposed non-existence of the Onyx ring in the Citadel, reported by players who have as a rule been looking for it in the wrong place.
You did it! Gee you are good at that. Maybe you should go adventuring with a skill like that.OK, first of all delete those pre-defined characters. They've got lousy stats and you don't want to go through the game with characters made by someone else anyway. Here's some stuff to think about:
There's a way to get more guns and ammo at the start of the game, but it's something of a cheat. Just trade all equipment to one of your characters, enter the Ranger Center, delete the others and create new ones. They'll have new weapons, and you can then repeat the process. If you're playing the PC version you can even set up a macro to this effect.
|SOMEBODY||SET UP||US THE||BOMB|
|Brawling 2||Brawling 2||Brawling 2||Brawling 2|
|Climb 1||Climb 1||Climb 1||Climb 1|
|Swim 1||Swim 1||Swim 1||Swim 1|
|Perception 1||Perception 1||Perception 1||Perception 1|
|Assault rifle 2||Assault rifle 2||Assault rifle 2||Assault rifle 2|
|AT weapon 1||AT weapon 1||AT weapon 1||AT weapon 1|
|Acrobat 1||Acrobat 1||Acrobat 1||Acrobat 1|
|Picklock 1||Bureaucracy 1||Bomb disarm 2||Medic 1|
|Silent move 1||Medic 1||Safecrack 1|
|Sleight of hand 1||Cryptology 1||Metallurgy 1|
|= 15 SKP||= 16 SKP||= 17 SKP||= 17 SKP|
|Brawling 2||Assault rifle 1||Brawling 2||Assault rifle 1|
|Climb 1||AT weapon 1||Climb 1||AT weapon 1|
|Swim 1||Medic 1||Swim 1||Medic 1|
|Perception 1||Perception 1|
|Acrobat 1||Sleight of hand 1||Demolitions 1||Cryptology 1|
|Picklock 1||Safecrack 1||Bomb disarm 1||Metallurgy 1|
|Silent move 1|
|= 16 SKP||= 17 SKP|
From the depths of the wasteland appears a hostile adversary.General notes:
A slightly edited Ken Stone on macros: "'Invalid' keystrokes in a macro are ignored. For example, when setting up a combat macro I set the second party member to attack '21', i.e. attack the second batch of enemies, and if they don't exist, the first batch of enemies. Likewise the third party member is set to attack '31' and the fourth to attack '421'. Also I set the macros to 'AS': attack, single shot. If I am using mêlée weapons, the S is ignored." Consequently a basic combat macro for two characters might look like this: "A1SA21SY".
A tumbleweed bounces past you. You hear the distant laughter of children.This is visible just to the west of the Ranger Center. In the largest building you'll find a shop. Open the door with Strength, a Crowbar or Picklock and you can go in and read a few notes. This will also make a couple of Juvies appear, and you can kill them with no repercussions (they'll have a Mangler, which is a kind of rocket). You can open the door without angering anyone by using IQ or Perception, but what good is that?
In the Apple II version only, you may receive a lesser reward for installing the Engine: 3 Leather jackets and minor cash. The trigger for this is that your first character carries a Mangler, indicating that you killed and plundered the Juvies.The bottom right building has a doctor, but it's just not worth it to purchase healing (especially if you have a resting macro). Use doctors in the rare event that you get an affliction.
Before climbing the first heap of boulders, you can shed some light by using a Match on any of the squares that yield the message "Even here the cave is very dark"; this will have the effect of replacing the Rabid Dog with a weaker Spiked Mut (sic).When you feel you're finished with Highpool (do the Engine thing first), step in the creek south of the bridge. There are two "slippery" squares which will make kids appear. Killing both groups makes two more appear, kill them too. Eventually a Chubby Kid appears. When you've killed him and taken his stuff, you'll face the Red Ryder (a 40s western hero). He can be pretty tough for a low-ranked party. Once he's taken care of, the creek will dry up and you can't enter any of the buildings any more.
The valley doesn't change until you empty the Red Ryder's loot bag, so if you resist the temptation to grab that clip you can kill the kids and still retain access to the doctor. But it doesn't matter much. I actually like the descriptions of the empty valley a lot.
You can kill the dog and trigger Bobby's appearance after you kill the Red Ryder, and emptying Highpool does not remove Bobby if he's already spawned nor any remaining Brats. If you have characters inside any of the houses they can still do the stuff there - like enrage the Juvies or fix the pump - except that the store disappears. If the Juvies take that party segment out, however, it'll be lost to you.
A large farmer is walking around among the green leaves of this carrot patch. Sensing your approach, he stops moving and watches you with his ominous eyes, filled with hatred for you and your kind.When you enter and step in front of the (closed) shop you'll meet some troubled people. If you decline to help you may be pelted for 1 hit point by a kid, and you can then press Esc and change your mind about helping. Once you offer to help you're transported into the garden. You can pick or smash the doors to get out again if you want. If you walk in the middle passage you'll be exposed to pretty harmless catapult fire, which can raise Perception providing you already earned a rank or two.
Two loot bags, containing a Fruit and a Grenade respectively, can be found in the caves if you carry a Match as you enter the map.
The guard looks at you sternly and replies that the Atchison clan has no time for small talk.Follow the mountains to the north, skipping by the Guardian Citadel, until you get to the square with the tents, and enter. Go to the caboose at the east end of the train and accept the Brakeman's mission (you won't get a second chance). Beware that the random encounters can be quite difficult at low ranks (the experience values are higher than most monsters before the Temple of Blood in Needles), so don't linger.
If you tell the guard "ladybug" or "lizard", the two fake passwords from the paragraph book, you're instructed to read the fake paragraph 42... which however refers to a completely different place in the game. 67 is the correct number of the fake Atchison reward paragraph. You can also say "chat" here to little effect.At the middle tent you can say "chat", "atchisons" or "caterpillar", whereupon you're invited into the tent (actually, you can just go in). Enter and dispatch the Topekans and take their stuff. That ought to teach them. You can let the Broken toaster lie there until later, unless you want to carry it around for most of the game. Finally, at the tent on the right you can drop the same three words to provoke a reaction, but you can't do anything there.
Some pre-holocaust miner has hewn a tunnel into the living rock of the mountain. Now the smell tells you it is home for many desert creatures.Beginning with the chamber to the right, there are four groups in there which only appear if you fail a Luck check when you step on their square: some Scavs by the door (who turn up automatically if you blow open the door with TNT), a pack of Rad Rats two squares below that, a Glowviper by the wall, and a lot of Cave Critters in the corner heap (usually you get a Rope instead). The chance of getting the first three encounters is greater if you keep your party together, and all four can be triggered by using, say, ST on their square. Pick or pry open the chest to get the Gas masks.
Lizards are everywhere.The place of the Junkyard Village in the order of areas is a little tricky. On the one hand, you're really only supposed to be able to figure out the password ("redhawk" or "red hawk") after you've been to Needles at least. On the other hand, if you finished the game already you'll know the password, and you can blast the gates with TNT anyway. Alternative ways of breaking down the gates include using a Spear or a Flamethrower (which costs one charge).
There are several ways of turning the villagers hostile, including emptying any loot bag dropped by a group (though you can kill any number of them as long as you don't take all their stuff). Refusing to lay down your weapons is special in the way that it results in one extra group of huddling villagers, while also reducing loot very slightly.Kill the Reclaimers and other sentries to the northwest, enter the stores and take their stuff. When you open the chest you may be inflicted with Desert dust, which is a potent poison (Bomb disarm, high Picklock or a Crowbar helps you avoid it). In that case, go straight to a doctor (using Medic along the way if necessary), or the poisoned character will die. In the upper left corner of the map there's a hidden door which must be spotted with Perception and opened with TNT or a Proton ax but just goes to the world map.
A cheap trick to get good weapons straight away in a game is to go here first of all, give the password at the gate, then go pick the door to the room with 1-2 assault rifles and 1-2 LAW rockets. The Scavs will be upset, but you now have the means to show them you don't really care. Sell the rockets in Quartz to buy clips. This is a bit more efficient than fiddling with pistols, rifles and SMGs at the start of the game.The chieftain lives in one of the buildings at the top. Tell him "redhawk" (or "red hawk") or that you bring a gift, and you can enter. He doesn't care that you butchered his people (bit of a primitive game engine). Bring him Redhawk (who will stay in your party) or the Grazer bat fetish and he'll tell you where Base Cochise is (but not actually make it appear on the world map - only Max does that). If you don't value what the Junk Master has to offer, you can instead take him out; to do this you must break down the door while it's still there (Sledge hammer, Proton ax, TNT). His wife can be found hiding in a corner, and the villagers will not be amused.
As you step next to a pile of laundry... two super ninja coydogs surprise you.There are six manholes, arranged in a three-by-two pattern, which will "teleport" you across town. This is good if you want to avoid random encounters. There's nothing in most buildings except snakes and the like which will bite and poison you unless you make Luck or Perception rolls: tarantulas (Bug byte), rats, snapping turtles, flying scorpions (Bug byte), a snake (Desert dust), scorpions, black widows, yellow spiders, more rats (Rabies), and a transparent snake. For some reason, disturbing vermin and not getting bitten leeches 5 experience points each time!
If you ask the bum about money and find the bag under the chair, you can leave the room and go down to the fence, then step on the third square from the east wall. You'll find a loot bag which is a duplicate of the one from the chair. In the PC version you can use this bug to cheat (see Addenda).In room #12, step on the green guy by the table and the others will become available for slaughter. There's nothing more you can do with the writer. In #14 there's a lone survival nut. He's not visible at first, run into the room and he'll appear. There's a cache under the chair in the corner. In #15 there are some thugs and dogs. Use Perception successfully on the table for another bottle of Snake squeezin.
There's a small Easter egg just outside the inn. From Ben Morgan's walkthrough: "If you walk north and stand on the tree just outside the entrance and walk into the wall of the building directly north of you, it gives you a message."
Strictly speaking that would be two things: he's also good at wrecking the game, although it's debatable whether this is good for you. See the cheats subsection in Addenda for more details.There's not much to do on level 3. The Knifers by the atrium most often take off when you approach, though they can also fight and in that case leave behind a Sonic key (which you'll find later anyway). You can trigger the fight by using an irrelevant skill or item on them, or you can try to raise Confidence or Bureaucracy by using it on them. In the jail, the three cell doors can be opened with Safecrack. The one on the upper right sets off an alarm if you blow it up which may increase the frequency of random encounters; consequently it can also be opened with Alarm disarm. Recruit Mayor Pedros if you like. In the cell to the southeast, if you step on the bed without Dan Citrine in your party, a guy runs out the door. If you have Dan with you, you earn $1000 instead.
If your group has five or more members when you sneak into the alley, you automatically get the "success" result, and if it has one or two members you always get the "fail" result. Presumably these have been switched around, as it would make more sense if reversed.If you enter by the front door you can give the password ("kaput") and not be attacked. If you say "thanatos", the old password, they ask for the name of your section leader, the correct answer to which is "stinger" or "pigface" (two names shouted by some goons in the Courthouse), or "madwolf", "skulker" or "grunt" (three names not mentioned in the game at all). You can then kill anyone you like without turning the Pistoleros hostile, including Ugly, as long as you don't empty any of the loot bags. Make sure you kill everyone anyway (they're utter wimps) and you get quite a lot of clips. Finally, giving the wrong password on the way out lets you fight an extra enemy providing you didn't already turn everyone hostile.
If you type in "mors" or "azrael" from the fake paragraphs you'll still get to enter unmolested... but at the same time the game surreptitiously changes the gender of all your characters! You can just say "mors" again to reverse this effect, though.Use Climb on the fence to enter the kennels. Go behind the curved counter to find a secret staircase. Go down there and use TNT on the left door (Picklock works if you're really patient) to find Ace, who's actually a half-decent NPC. The other cell is empty, so don't bother.
It's slightly more difficult to notice the safe in the PC version, which has led some to believe that it's not there. It is, however; you just need Safecrack or very good Clip pistol to spot it, whereas in the first two versions low Perception will do (the Clip pistol check is a Perception check mutated by a bug). It also seems other skills may be randomly used for this; it has been known to raise Picklock and Bureaucracy in addition to the aforementioned skills.Enter the room on the right. It appears Ugly set up Felicia the bomb and she has no chance to survive make her time. You can let him go, in which case you get the bomb disarm code ("11-27-57-04-30"), or you can easily waste him (Uzi SMG Mark 27 and Bullet proof shirt). If you didn't get the code, use Bomb disarm or Demolitions twice to save Felicia, who will join you as an NPC. Or you could fail and check out the "Felicia parts". Then open the door to the vault (Picklock works fine) for some major cash. If you made the deal with Ugly, there's a third loot bag in the vault containing an Uzi and a Quasar key you don't need. After you're done carrying all the loot to the shop, I suggest you get rid of Mayor Pedros, Felicia and/or Dan Citrine if you picked them up as mules.
Yes, you can make Mayor Pedros kill his wife with his bare fists. Primitive game engine and all that.
The girl behind the counter, writhing and bleeding, gasps, "Would you like... fries with your... order?" She dies.If you recruit Ace and go to the broken-down jeep north of Quartz, he'll fix it and you'll automatically drive to Needles and the gas station. The jeep will remain there until you get an Engine, talk to the mechanic (hope you saved $100 for this occasion) and step on the car with Ace still in your party. This whole jeep thing is rather superfluous, but it serves as a sort of link between areas.
You'll find several fake Bloodstaffs throughout Needles. They can be dropped at once. When you find the real one it will be sort of obvious.In the police station you can talk to a detective who'll give you some superficial info on the Bloodstaff mystery. Fighting the police robots in the barracks doesn't alert anyone. You can also pick the cell doors with impunity and recruit Mort if you like. If you pick the door to the room with the carrier pigeons you will find a couple of buttons if you pass a Perception or Picklock check. Pressing 0 opens the armoury and turns off the alarm (pressing either button after that does nothing). I wouldn't do that, however, since you miss out on killing an Auto rifle. Pick the door to the armoury (difficult) and step inside. This doesn't turn anyone else hostile, either. The real police fight only starts when you kill the guy by the counter, then step on the square where he was. The most convenient way to take out these goons is probably to fire full auto at each group.
Developer Easter Eggs Dept.: Tell the clerk that "todd" did it and you get a message.In the southeast corner of Needles, enter the Servants of the Mushroom Cloud church. Use the Ruby ring from the ammo bunker in front of the bishop. He'll tell you to retrieve the Bloodstaff (whatever that is). If you bring a fake one, he'll break it and throw you out. When you give him the real one you get a big loot bag including an Engine (for the jeep), several assault rifles (as if you didn't have enough by now) and a Kevlar suit. You can also talk to him; when you learn the codeword from Charmaine you can return and tell him "dipstick" to get the Bloodstaff back from him. You can do it now if you want to save yourself the trip.
If you tell him "pastel" or "buzzard" from the fake paragraphs, you get a correspondingly fake Bloodstaff (and you cannot pick up the real one afterwards). Charmaine will not be pleased.Enter the waste dump, preferably during nighttime. On the second level you can make it to the stairs without using explosives; going into the room on the right is pointless. On the third level you have to blow up two doors before you can get anywhere. The Pit Ghoul is a fearsome opponent, but a full round of assault rifle auto-fire will probably get rid of it (and is much cheaper than pelting it with rockets). Watch out for the contaminated square with the barrel. If you blast into the lower room you find 2 Rad suits, some weapons and ammo, but there's nothing in the other.
You can get a super loot bag in the restaurant (see note below).Once you have some Howitzer shells (there's one or more in the ammo dump, and more in the temple), use them on the howitzer to the northeast. This may improve everyone's AT weapon as well as Demolitions, and unless you manage to blow the howitzer up you'll get to select a firing trajectory. Each one will make a crater, smash a wall or something (high and low west are basically the same). Having party members stand around where the shell lands triggers a message but does no damage. The only trajectory that really changes anything is the high southwest, which will hit the hobo dog stand. Go talk to the girl behind the counter for a laugh. Ah, the world would be safer without nameless scum.
You can rest safely in Leroy's. Less useful in the C64 version, but nice if you have unconscious party members who can't sell their stuff, anyway. If the shop bugs out, random encounters can appear on the vacant shop square.
The Acapulco club is one of the places where you can encounter the "super loot bag" bug, or as it ought to be known in the C64 and Apple II versions, the "empty loot bag" bug. The reason why this happens is that the club only has one loot bag associated with it. So if you play in one seat, leave the winnings then play in the other seat and win, you have two bags which point to the same contents. If you loot one, the other will be empty, but will still remain on the map. In the PC version you can get weird stuff from the remaining bag; see Addenda for more information.If you disband a male character to go with the three-legged (!) prostitute you get Wasteland Herpes. In the room to the northeast with a dead body, walk around the junk for a while and you should find two minor treasures. You can raise Perception if you're lucky. Use 2 TNTs (or a high Strength, 20 will do it) on the rubble in front of the enclosed alley to interrupt a gang meeting. The leader has an AK 97 assault rifle which I suppose would be a good weapon if you didn't go to the Savage Village yet.
If each party member carries a Robe in their inventory (you don't have to wear them), you won't have to fight two guards in the hallway. You still have to fight random encounters, though. And you want to kill those guards anyway. So don't bring Robes (and I doubt you'll have found that many anyway, unless you got lucky in the downtown basement). There are squares in the temple which raise or lower the frequency of encounters depending on whether you have Robes, but the difference will hardly be noticeable, and there's little to stay around for.Go into the room full of people and sit on a chair to find a word you'd better remember. You can also find this in one of the rooms to the left. North of there you can torture yourself in several ways: step on the electric floor, sit in the electric chair, or walk into the laser beam over the bed. Turn off the laser instead and you can recruit Ralf the bum.
For every time after the first that you step on the wrong square on the chessboard, everyone will be zapped for 5 points of damage irrespective of their armour. If you want to run quickly across the board you can take "only" 10 points of damage by going north once, west once, then north to the exit.The way out is right behind you, but first let's do what we came here for. As you traverse the lake you can raise Swim to 2 and take damage from the water and from fish (they don't bite through Kevlar vests, though). Using the Swim skill actively helps. In the northwest corner there's the important password if you didn't find it already. Also if you go around the walls you'll find five groups of Glowing Slimes, I like those. There are two in the southwest, two in the southeast, one in the northeast, walk one step in from the wall to find all of them.
Walk up to any of the cave walls and bump into it repeatedly, and you get a secret message. The funny thing about this is that the game keeps track of where in this message you are for every square of wall around the lake!On the island there are four Snipers to be killed. Use TNT on the gates to blow them down, or high Picklock. Using explosives is better, since it spawns two more groups of enemies inside. With good Perception you'll notice a pair of pressure plates and be asked if you want to jump over them. Don't do it at first if you want to pick off the dogs from a distance. If you do step on the plates, it brings out an Auto Laser Turret which will fry your whole party at the same time. Ouch! You can pointlessly destroy the inactive turret with TNT. Fight through the patrols until you get to the priest, then kill him and take the real Bloodstaff.
If you have save state available, use it before taking any loot bag inside the walls - they are extremely random. You could get 2 LAW rockets and 7 Power packs, or 1 LAW rocket and 1 9mm clip. In fact, these are the only loot bags in the game which contain not just random amounts but also random items; the variable content can be any of the four ammo types or Howitzer shells.
You may want to trigger the appearance of the turret sooner or later, because you can raise Assault rifle to 6 just by sniping it with single shots. If you have NPCs they may start firing full auto and actually kill the thing, though. The experience is sucky. This little exercise is not recommended in the C64 version where you can't rest up without having to go all the way to the world map.Return across the moat and ascend the stairs. You'll arrive at an old hollow missile with an acid bath (don't step in it) and a guy who's been trapped for months (apparently the cultists have been as well. Just don't ask me why they designed their secret base this way). Tell him "motekim" and the way will open to an electric field which teleports you outside the temple. Now all you have to do is deliver the staff to the bishop.
You can get down to the lake again by going back to the chessboard.
If you tell the guy in the missile "atom" or "mortar" from the fake paragraphs, those standing by the console will take lots and lots of damage in an explosion, and any surviving party members will be stuck forever since there's no way to get out.
A cool breeze sweeps silently through the blackness and chills you to the bone. A lupine howl echoes through the darkness and comes at you from all sides. You feel surrounded and uneasy.If you got here using the jeep, it'll disappear and you'll be deposited in the southeast part of Las Vegas (you can dump Ace now). The library is the blue building at the bottom right of the map.
You can get super loot bags here using the same routine as in the Acapulco club in Needles.If you decline Fat Freddy's offer you'll be gassed. Unless someone in the current party is carrying a Gas mask you'll be transported to the jail (with all of your equipment, conveniently enough). Use Dexterity to free yourself, then Picklock to free Covenant if you didn't already do that. You must recruit him to be able to open the cell door from the inside. You can then return to Freddy and kick his butt. If however you do have at least one Gas mask, those who do not will be temporarily rendered unconscious and Freddy will attack. Anyone who is disabled by the gas, whether you end up in jail or not, also lose half of their current CON.
If you visited the jail earlier and killed Covenant, or recruited him and dropped him off, you'll be stuck forever if your entire party is imprisoned. (Disk swapping may help.)
If the cell door was open before your people were stuffed in there, then someone trying to save them from outside must "close" the door before it can be opened. Such a rescuer will also automatically untie the ropes when approaching the prisoners.
There's a bug here in all versions of the game that can be exploited to resurrect dead party members. Just make sure they're not carrying a Gas mask when you refuse the job, and they'll go to UNC no matter if they were dead or wounded before.If you accept the mission you get $1000 and are sent away to kill Faran Brygo and return with the Onyx ring. When you do so, Freddy will attack and you get to kill more people.
If you didn't get the ring from Faran Brygo there's one in the Guardian Citadel.
If you tell the doorman either of the fake passwords "phoenix" or "clover", you'll get in, but all your characters regardless of location will be afflicted with Wasteland Herpes!If however you tell him what he can do for you, or attack, Brygo runs and you get to kill a couple of Guards. Go behind the desk and enter the passage. Kill the Lunatic. You can examine the room with the computers if you want (I think 50% is a closer estimate, but what the heck). Go into the next room on the left and pull the lever to open a passage further ahead. Then go into the dead end on the right and a way will open. The way you came from originally has been blocked off, so keep moving right. An exit is at the top, but instead go down and blow open the door to the bathroom (very high Picklock also works).
You can also find a camera to the left of the door and use Plastic explosives or Electronics on it... but this just causes the guards to attack you in a more vulnerable position, and you still have to open the doors with TNT (they'll close if you had already opened them).If a door is described as "locked", use Picklock. You can raid one store for several Rad suits, another for lots of 7.62mm clips (good thing since you used up yours by the entrance). In the room with the suits there's a hidden door to the right. Further in you can take damage from electricity, heat or cold if you so choose. Using Electronics on the panel in the cooling chamber is bad, since it will fill the central hall with radiation (disintegrating the surrounding doors) unless you turn the pumps on again before leaving the room. There's nothing in the room with radioactive sludge, so don't go in there.
It's safe to rest (preferably using a macro) while standing on a rope or inside a dug tunnel.
You can wade reasonably safely through the water in the first section (not the second) if your whole party has decent Swim. A trick is to throw a Rope across the river as far to the right as possible, walk onto it and step repeatedly into the current to the left; this will eventually raise your Swim to 4 (perhaps not very useful, but satisfying). You can raise it to 5 by stepping into the swift current in the tunnel and crossing over to the other sewer map, but then you will get Sewer rot. You cannot get back the same way.
It's possible in the PC version to miss out on the Rom board from the ambush if the entire party fail their Perception checks. This triggers a bug where a "river" tile is created on your current square, sweeping you "downstream" and shuffling you into the wall to the right. This doesn't seem to happen in the other two versions.Use another Rope by the chasm, this time on the square where you're standing (if you do it from the south side you must use the Rope on the middle square, or it is wasted). Should you fall down you have to disband your party to climb up one character at a time (you must use the Climb skill actively to scale the south wall). When you meet the Centron Deluxe Models, fire full auto a lot. Pick up another Servo motor. Beware that Tronnosaurus; it has six attacks and hits hard. As you progress through the sewers, also pick up laser weapons and use them to fire single shots at cyborgs (providing you raised Energy weapon to 1 in the library first) and you can easily go up a couple of skill levels. The wall to the southeast in this part of the sewers can be dug through. Leave the map to the far right.
You may want to save before rebuilding the android, since there's a bug which causes the last unit to reset if you select "Prep for assembly" after applying only one Servo motor, effectively gobbling up a part without recording any progress. If this happens you can use the disk/file switching cheat to go and get more (here or in Quartz), but remember to back up your original files.You must finish the last three stations before completing the assembly at the head. Max will awaken and reveal the location of the Sleeper Base as well as Base Cochise. The door you came from closes permanently shut, while an exit opens which will take you outside Las Vegas.
All around you, set off behind thick crystalline walls, are the blurred outlines of monstrous suits of armor.You will find this base in the northeastern corner of the world map, scenically placed between the river and the mountains. Don't load up your inventories before going here, such as restocking clips after the sewers; there's quite a lot of stuff to carry away from the base. Go into the room on the left for a Secpass 1 and some clips. One cubicle in the lower row has a Secpass 3 in it. Go to the northeast room, use first the Secpass 1 and then the Secpass 3 to open the doors. Use Picklock on the cabinet. Then disband a character with high AGL or DEX as well as LK (if that wouldn't happen to be your lead character) and step into the bottom left corner of the room. If things go well you end up with 1-5 Power packs and maybe a Laser pistol. By the way, you can drop the Secpass 1 already.
From Andrew Schultz' walkthrough: "In level 2 of Sleeper Base, in the room above the morgue, on the east wall, one up from the bottom: 'Wanted for crimes against computer software, Nishan Hossepian, $5000 Dead or Alive.' (He drew up a lot of the graphics for this game.)" This message can be found in three more places around the map.Skip by one door. Open the next using Secpass 3, then use Perception on the desk to retrieve a Secpass A (this is getting complicated). This card opens two doors on this level, to the computer console and to the clone laboratory, but for the moment you can do nothing there.
Unless you're slightly deranged I wouldn't recommend going back and forth to a shop and selling off all the loot in the store. It's a lot of work and you simply don't need the cash. But if you're deranged I won't hold it against you. You see, I do it myself.Enter the room to the northeast, use the Power converter on the console. Go to the room with the previously inoperable terminal and determine that the chemical levels need rebalancing. Use Clone tech on it, then choose "install manual outflow device". Use a Jug on the terminal and you get a Clone fluid in exchange. Take this to the room below, put it on the character you wish to clone, then disband that character and let him or her walk into one of the incubation chambers. Conveniently you get your Jug back. Since there are four chambers you can grow four clones at a time. After 2 days have passed you can return and recruit the clones providing you have room in your party (you get to enter a new name for them, too). A clone has the exact same rank, skills and attributes (even SKP) as the original at the time of incubation. It also inherits its behaviour from the original, i.e. you have no more control over a clone of an NPC than over the NPC itself.
You can get a pretty powerful party by fleshing it out with clones of your best character, but it seems a bit iffy to me. Another interesting prospect involves playing with a solo character and creating six clones once you get to Sleeper; the rest of the game would be laughably easy.The only place you (probably) cannot enter when you first get here is the armoury; for that you need a Secpass B from Darwin or the Citadel. To destroy the crystalline wall, use 4 TNTs in the same spot. Inside the room you will find:
A steel balcony stops you. Beyond is Finster's mad vision of Earth transformed.Darwin should be approached from the north, because of the radiation, desert and all. It's not that big. There's a library, a doctor, and a general store where you can pick up one or two Fruits (hint hint).
Brian the Fist is one of the default characters in The Bard's Tale and yet another name derived from producer Brian Fargo. Presumably it was used as a placeholder while deciding on a name for Mad Dog and then somehow never switched out.If you walk into the room with people you can tell that they've been poisoned if you pass a Medic or Doctor check. Enter the building southwest of here, use a Chemical and a Fruit on the workbench (in whichever order, but nothing else in between or you lose what you already used) and you end up with an Antitoxin. Go back and use one Antitoxin on each poisoned guy to revive them. They're Mad Dog Fargo and Metal Maniac and they make worthy additions to your party. Since this is the only time you use Antitoxin, you only have to bring one of the Chemicals from Quartz if you got the Antitoxin in Vegas.
If for some reason you use the Android head from the sewers instead of Finster's head it blows up. You wouldn't ordinarily be carrying that at this point. If necessary, you can assemble Max using the head you get in the next part.
If you need to rest your champion up in the C64 version you can switch to your other party and have them walk around outdoors for a while. Should your character die in the mind maze, there's no way of getting them out, so you may want to quit right away. If you're playing the PC version, or if you didn't save to disk 1 before dying, close the program before the game can switch back to your other group and save the dead character. If you must, disk/file switching can be used to enter the maze with another character and retrieve the corpse (see the cheats section).The next answer is "20" (see note below). Tricky, but if you get it wrong you'll be told the correct answer. In the room below you'll be teleported around. You need to visit three corners in succession - bottom left, top right, top left - after which Finster starts harassing you. Then use IQ, DEX or Acrobat on your current square repeatedly until you end up in the lower left corner (Acrobat doesn't work in one square on the right). Walk over to the exit. Type "finster" or "irwin finster" or "irwin j finster" or "irwin j. finster" to proceed. Kill a spider. Use ST, IQ, Confidence, Forgery or a Knife on the web to make it disappear (why not Bureaucracy?). The next answer is "nothing", "0" or "zero".
Brian Hoyt cracked the mystery of the "20" question: "I realized that the numbers are the same as the dice used for D&D. The mathematical justification could be that those are the increasing progression of numbers that can construct a regular 3D polygon. I'm not sure that this is the justification for the series, but it fits." Seeing that several of the game designers wrote RPG products as well I have little doubt that this is it.Next, baseball. I don't pretend to know how the hell baseball works. Apparently it involves DEX and ST. You can hit a home run, which means you skip to the next part of the virtual challenge. You can strike out, in which case you end up in the showers. You can hit a single, in which case you can just step back and try again (seemingly a bug). Or you can hit a double or triple, in which case you move on to the next challenge if you make a Silent move check, or are gunned down and go to the showers if you don't. In the latter case, use Luck, Charisma, Confidence or Bureaucracy until the coach lets you out and you're transported across the chasm.
This is a workbench that looks perfect for fixing all sorts of broken appliances, like toasters!This is one of the first places you come across, but probably one of the last areas you'll tackle in the game. As you move close to the Citadel there will be hostiles on the battlements. If you're low-ranked, you can't hurt them and they can hurt you (the game even tells you as much). If you're high-ranked they'll probably run away instead, and you can happily shoot them down with rockets; one LAW rocket should be enough for each and you should have lots and lots even if you haven't been to Sleeper One. Luckily there are no random encounters in here.
The weapons and armour warnings actually look for specific items: Pseudo-chitin armor, Power armor and the five energy weapons. Having even one of these items in your inventory, whether equipped or not, will cause the corresponding message not to be displayed. If you're toting Red Ryders and wearing the "NAME AC" for armour you'll get both.Brother Goliath is another of those stationary critters that are excellent for target practice. You can raise Assault rifle and Energy weapon to 7 just by taking single shots at him from two squares' distance. For some reason I found it difficult to raise Brawling by pummelling him with things (and he hits back!), but a trick is to buy lots of Spears in Quartz and toss them at him, which will eventually raise Brawling to 7 as well. Kill him and take his Pulsar key when you're done.
If you want to use Brother Goliath for early target practice, the closest you can get without being shot at is two paces east and two paces north from the top left flag. Note that you must earn a few ranks before you can raise your skills, and that you may be about as likely to jam your weapons as to actually hit him.You can use TNT on the "weak" walls in the center, and get away with using only one charge if you blast a hole just west or south of the gates (bump the wall before exploding it), but use two TNTs on the gates instead to prompt the arrival of three more groups of monks. Go around and clean out the place. In the museum, use Picklock or a Crowbar on the display cases for a Quasar key, a Grazer bat fetish and a Broken toaster plus a bit of junk; using explosives, a Sledge hammer, an Ax or a Pick ax on a case destroys the contents except for the key. There are some monks skulking in the dining hall, and you get the Ion beamer from Brother Austin on the left. Safecrack will open the door to the armoury with guns and ammo. If you empty the bag with 2 Laser rifles, 1 Meson cannon and 12 Power packs you'll trigger a trap which will demolish the room when you move (destroying the other bag if it's still there). If you are very lucky you can prevent this with Bomb disarm for a couple of Plastic explosives, but it's better if it goes off since this causes more monks to show up.
Unused code strongly suggests that a fourth Broken toaster was meant to be found on some monster in the Las Vegas sewers, but it never made it into the game. This would seem to solve the old mystery of the missing toaster. Previous theories have included the idea that the mismatch was a nod to players who had figured out the disk switching cheat, or that it was simply a result of miscommunication between area designers.Open a hole in the fence with TNT or any kind of axe. You need someone with the Helicopter pilot skill to get anywhere. Use the skill on the chopper to unlock the pilot seat, then you can take off (pressing Esc if you don't want to go). Going to Savage Village, Quartz, Needles, Las Vegas or Sleeper Base will just deposit you on the world map next to these places. Going to Cochise, however, will fly you into the location and may actually have an effect on the place. This is continued in that section.
The helicopter can only be used once, after that it will be gone. There's also a slim chance you'll fail your skill check and crash the helicopter, in which case you don't get to go anywhere (save before trying). If you want to fight the Cochise perimeter bots for fun and experience, I suppose the best use for the helicopter is to fly to Quartz or something to unload stuff in the shop.
As pointed out by Ken Stone, if you take the helicopter to Base Cochise after winning the game, it will be as if the base had never been destroyed; this will also open the base up on the world map so you can leave and re-enter at will.
If Sleeper and Cochise are not on your world map (which could be the case if you've been using the disk swapping cheat or the restart function), you can still choose these destinations. Going to Sleeper will not put your destination on the map, but going to Base Cochise will.
If the helicopter is already at Cochise, flying there again (which requires extensive file/disk swapping) will just deposit you on the world map next to the base.
My mission? To repopulate the Earth with pure life once my minions have exterminated all other life. I will win.This place is located at the top left corner of the world map and doesn't appear until you talk to Max. The only items you really must bring are the four keys from the Citadel plus either a Secpass B or a Rope. You may want to bring a Rad suit, but it's not strictly necessary.
If you want to earn experience, you can equip your party with Chainsaws/Proton axes, open one of the inner doors on the outside map and stand behind the other. You can then wait for random encounters which will pop up within whupping range. Beware however that the Chopters on this map cannot be hit with mêlée weapons, so keep some backup weaponry handy. This is related to a bug in their creature definition which leaves them unable to attack unless they are at 10' distance - if they're at 14' they'll just stand there trying to enter the square you're in.
There will never be more than three groups of random monsters on the outside map at the same time. If you lead such groups to one side of the map, hop into the desert and repeat until you have three groups standing around where they can't see you, you'll effectively be free of random encounters entirely on this map.Go north and talk to the computer: "chat", "finster", "mission", "base cochise" are valid topics. After you pick the last one, there'll be new messages for "mission" and "base cochise". If you type "break" you'll fall down a chute and may be in trouble if you didn't bring a Rad suit, so don't do that (yet). Instead locate one of the hollow panels at either end of the gallery, force open the hollow wall with a Crowbar and slide down (both exits take you to the same place).
Stepping into the moat without wearing a Rad suit will have different effects depending on where you do it. Crossing the retracted bridge or walking on the edge of the contaminated area incurs little or no damage if you're wearing Power armor. The rows exactly one pace in from the edges, however, deal about 20 points of damage per step regardless of armour.In the room with machinery, go to the nearest terminal on the left and type "run". You'll get to choose a robot type. The first two will just attack you, but the admin type is actually an NPC named Vax, and a good one (comes fully equipped as well). You can use Picklock or a Sledge hammer and then a Crowbar, Sledge hammer or Pick ax on all the other terminals to open and smash them. Four of them will decrease the number of robot varieties that appear in random encounters on this level (though they aren't removed strictly in order from hardest to weakest). Or you can take a Crowbar, Sledge hammer or Pick ax to the security cameras; the ones facing upwards, of which there are five, instead add encounter types (potentially attracting random Octotrons and Xenon Laser Cannons). The corridor is initially free of encounters, but smashing a camera enables random encounters in the squares around it.
You can rest safely in any of the first three challenge rooms, and in the ladder room on the next level.In the third room you'll need high Luck to avoid taking quite a lot of damage. The fourth room is the toughest, a "combat simulator" (what's so simulated about it?) with twelve Xenon Laser Cannons. Burn those Power packs, they don't get much tougher than this. If you're not looking for trouble you can get away with fighting only two groups by hugging either wall on your way to the console. Take the ladder down.
Uranium hurts for about 7 points of damage each step, wastelandium twice as much. The plutonium dust deals no damage to characters wearing any decent armour.The northeast room holds manufacturing facilities designed to pump out robots faster than a party of adventurers can kill them, which is pretty fast. Use a Crowbar or just about anything else on the machinery at the top to stop the conveyor belt from shuffling you around (if you get grabbed, Acrobat helps you jump off and can increase to 4). This also turns off random encounters on this level entirely. Use the Nova key on the cylinder.
How to figure this out? Well, you were given a number for each cylinder when you activated them (the keys can only be used in one order). When you've used all the keys the message "#1342-666" pops up. The first four digits represent the order in which each cylinder must be used. The colours simply go in the order they're presented.
After the cylinders close, you can open them up again by tampering with the cylinder closing system in the computer room. Successful use of Electronics causes all four cylinders to open without aborting the code sequence, so you can enter the full code using the same group (meaning you can beat the game using only two characters). Starting over with the code closes the cylinders again, but you can use the system repeatedly until you fail your skill check; when this happens the squares go black and the terminal can't be used again (which is a bug), though you do get another chance at raising Perception and Cryptology (which is a corollary bug).Enter the code correctly and the cylinders will open. You have exactly one hour before the place blows, with one minute passing for every four steps taken. Move your parties together as quickly as you can, since time passes for everyone while one group moves. It is possible to make it by taking the long way back, but you'll notice an escape pod appearing above the place where you entered this level. Use it and you end up beside the big mean computer. You can then leave through the main gate, or climb the rope if there is one. (There's something that looks like a chute on the right side of the computer room, but it just acts as a regular wall if bumped and cannot be opened.) If you run into opposition, be aware that time will pass during combat, each round equalling one step.
Be careful when leaving the base. Remember that the game is saved every time you move to a new map, so if you take too long you may end up in a situation where you cannot possibly make it out in time. Using save state or making a backup at an early stage may be prudent. If you lose your entire party this way you won't get to keep playing from your last save after rebooting, your characters will simply be gone. (In the C64 version I'd recommend you refuse to insert disk 1 when the game innocently asks you to.)If you make it out, you get to read a few messages and see some nice graphics. You can now keep playing the game if you like. Radio Ranger Center and you'll get 10 character points and 10 MAXCON in addition to any ranks you may have gained normally. And if you didn't make it out... well, you still get to see some graphics. :)
The woman spits on the ground but joins you.Information and hints on NPCs include:
|ST 8||IQ 10||LK 8|
|SP 8||AGL 8||DEX 8|
|CHR 12||SKP 3||MAXCON 10|
|ST 11||IQ 12||LK 11|
|SP 13||AGL 10||DEX 12|
|CHR 12||SKP 4||MAXCON 16|
|ST 16||IQ 14||LK 12|
|SP 10||AGL 12||DEX 12|
|CHR 13||SKP 4||MAXCON 18|
|ST 17||IQ 18||LK 20|
|SP 13||AGL 14||DEX 15|
|CHR 13||SKP 6||MAXCON 30|
|ST 12||IQ 13||LK 13|
|SP 10||AGL 9||DEX 11|
|CHR 13||SKP 3||MAXCON 16|
|ST 17||IQ 15||LK 17|
|SP 13||AGL 14||DEX 17|
|CHR 13||SKP 3||MAXCON 30|
|ST 14||IQ 15||LK 18|
|SP 12||AGL 13||DEX 14|
|CHR 19||SKP 5||MAXCON 31|
|ST 12||IQ 8||LK 14|
|SP 9||AGL 16||DEX 12|
|CHR 6||SKP 2||MAXCON 18|
|ST 20||IQ 18||LK 15|
|SP 15||AGL 17||DEX 20|
|CHR 14||SKP 4||MAXCON 40|
|ST 16||IQ 21||LK 13|
|SP 9||AGL 10||DEX 14|
|CHR 12||SKP 2||MAXCON 35|
|ST 18||IQ 19||LK 19|
|SP 16||AGL 19||DEX 20|
|CHR 18||SKP 4||MAXCON 38|
|ST 19||IQ 20||LK 18|
|SP 17||AGL 19||DEX 20|
|CHR 18||SKP 4||MAXCON 40|
|ST 12||IQ 18||LK 12|
|SP 12||AGL 12||DEX 20|
|CHR 15||SKP 0||MAXCON 60|
|ST 30||IQ 30||LK 40|
|SP 20||AGL 24||DEX 25|
|CHR 20||SKP 0||MAXCON 60|
Farmers cheer nearby. Murdering the cute little animals has rescued their major food supply.
Who wants loot?Armour:
|Bullet proof shirt||Mine||2|
|Kevlar suit||Needles, Vegas||6|
|Pseudo-chitin armor||Sleeper, Darwin||10|
|Power armor||Citadel, Cochise||14|
The Rad suit protects you from being irradiated or damaged when you step on a contaminated square.Weapons (listed by type and approximate order of badness):
|Throwing knife||Mine||2||Knife throw|
|Knife||Ranger Center||3||Knife fight|
|Proton ax||Vegas, Citadel||14||Brawling|
|Plastic explosives||Ag. Center||10||Demolitions|
|Sabot rocket||Quartz||7||AT weapon|
|LAW rocket||Savage||10||AT weapon|
|M1911A1 45 pistol||Ranger Center||4/2||45||7||Clip pistol|
|VP91Z 9mm pistol||Ranger Center||3/2||9mm||18||Clip pistol|
|Mac 17 SMG||Savage||4/5||45||30||SMG|
|Uzi SMG Mark 27||Savage||4/5||9mm||40||SMG|
|AK 97 assault rifle||Needles||6/5||7.62mm||30||Assault rifle|
|M1989A1 Nato assault rifle||Savage||6/5||7.62mm||35||Assault rifle|
|Laser pistol||Vegas||6/5||Power||40||Energy weapon|
|Laser carbine||Vegas||8/7||Power||30||Energy weapon|
|Laser rifle||Sleeper, Darwin||12/7||Power||20||Energy weapon|
|Ion beamer||Citadel||14/7||Power||20||Energy weapon|
|Meson cannon||Sleeper, Citadel||19/7||Power||10||Energy weapon|
The damage value represents the number of dice thrown. For guns, the value after the slash is used when fighting with an unloaded weapon.Ammo:
|45 clip||Ranger Center|
|9mm clip||Ranger Center|
|Canteen||Ranger Center||Prevents dehydration|
|Shovel||Highpool||Used in Nomads and Vegas|
|Crowbar||Ranger Center||Smashing and opening things|
|Sledge hammer||Highpool||Smashing and opening things|
|Pick ax||Highpool||Mining, smashing and opening things|
|Rope||Ranger Center||Used in Highpool, Quartz, Vegas, Cochise|
|Geiger counter||Highpool||Radiation warning|
|Snake squeezin||Highpool||Used in Nomads, Quartz, Needles|
The standard advice is to keep a Canteen on each character to prevent heatstroke. However, you never really have to go out in the desert except when going to Base Cochise, and even then you can take the helicopter. By selling off your Canteens in Highpool you free up 4 inventory spaces, and you can always buy them back if you ever want to walk to or from Base Cochise.
Crowbars, Pick axes, Shovels and Sledge hammers can also be used as inferior mêlée weapons doing 3 dice of damage but having no associated skill. Other non-weapons have a single damage die.Items which have one-time or one-place use (unless otherwise noted):
|Engine||Nomads||Used in Highpool and Needles|
|Broken toaster||Nomads, Quartz|
|Room key #18||Quartz|
|Servo motor||Quartz||Used in Quartz and Vegas|
|Bloodstaff||Needles||Real thing, used in Needles and Vegas|
|Sonic key||Quartz, Vegas|
|Onyx ring||Vegas, Citadel|
|Power converter||Vegas, Sleeper||Used in Vegas and Sleeper|
|Rom board||Vegas||Used in Vegas and Sleeper|
|Android head||Vegas, Darwin|
|Secpass 7||Sleeper||Used in Sleeper and Darwin|
|Plasma coupler||Sleeper, Citadel|
|Secpass B||Darwin, Citadel||Used in Sleeper and Cochise|
|Grazer bat fetish||Citadel||Paragraph only|
|Quasar key||Quartz, Citadel|
|Hand mirror||Ranger Center|
She's beautiful, and she glows.These lists are known to be correct for the C64 and Apple II versions. One difference in the PC version is that the female pics from disks 2 and 3 have essentially been swapped around as concerns their looks. I haven't verified that all the experience numbers are the same, but I know of only one instance where there's a confirmed difference, the Rabid Dog in Highpool (the experience value after the slash is the PC one).
|Wild Canine||World map||14||14||1|
|Radioactive Vermin||World map||5||5||1|
|Prairie Dog||Ag. Center||46||23||1|
|Prairie Dog||Ag. Center||80||40||1|
|Slithering Iguana||World map||14||7||1|
|Desert Lizard||Ag. Center||60||30||1|
|Wasteland Warrior||World map||54||18||2|
|Deranged Farmer||Ag. Center||10||10||1|
|Desert Dweller||World map||14||14||1|
|City Slicker (Mort)||Needles||77||77||1|
|Auto Laser Turret||Needles||220||20||6|
|Warroid Mark 1||Vegas||200||50||2|
|Warroid Mark 2||Vegas||450||75||3|
|Warroid Mark 3||Vegas||960||120||4|
|Kesa the Beggar||Vegas||160||40||2|
|Centron Deluxe Model||Vegas||455||65||4|
|New and Improved Centron||Vegas||455||65||4|
|Servant of the Mushroom Cloud||Vegas||45||15||2|
|Doctor (Dr. Mike Scot)||Vegas||450||75||3|
|Mad Dog Fargo||Darwin||10||10||1|
|VTOL Auto-fire Robot||Cochise||1080||135||4|
|Stainless Steel Flechette rifle||Cochise||1500||150||5|
|Sonar-targetted Proton Carbine||Cochise||900||90||5|
|7mm Vulcan Cannon||Cochise||1000||100||5|
|Mk 10 Turbo Meson Cannon||Cochise||1500||150||5|
|Turbo Meson Cannon||Sleeper||1600||200||4|
|Particle Beam Gattlin||Cochise||1650||150||6|
|Xenon Laser Cannon||Cochise||3250||250||7|
|Laser Pod Blaster||Cochise||650||50||7|
|Laser Pod Blaster||Cochise||2200||200||6|
|Irwin John Finster||Darwin||6||3||1|
|Irwin John Finster||Darwin||900||150||3|
|Wire-guided Anti-personel Missile||Cochise||900||90||5|
|Xray Laser Projector||Cochise||2900||290||5|
|Gauss Needle Projector||Cochise||3900||390||5|
You've walked into a cactus. The spines poke holes in you.Miscellaneous stuff.
Wild Bill comments: "Probably possible in 20 to 30 minutes with the Needles super loot bag cheat for the 'NAME AC' as armour and the Red Ryder (with Rifle skill) as weapons." It is: I made it in 30 minutes using the pre-rolled characters with some room for improvement, and Chaos recorded a speed run in less than 17 minutes. Chuck Kwaske also points out that by using characters from a previous game with the Helicopter pilot skill, you can skip the sewers entirely. This wouldn't exactly count as starting a game from scratch, though.
One super loot bag item beginning with the word "NAME" (it's the text at the head of your character roster) that is found in the Acapulco club is of special interest as it may have extraordinary powers, although results will vary from time to time. It may function as a very powerful suit of armour (press N when asked if you want to unjam it, then E), which will stop any damage that does not bypass armour (the roster will only display the last two numbers of the AC value, usually 27, but it's actually above 100). If it's not wearable it can probably be used as an excellent mêlée weapon that does about 900 points of damage (255 dice!). Finally, you can occasionally sell it for around $32,000. Brendan further points out that at any one time these items all work the same when equipped, and that once equipped, they retain those properties until unequipped: "So you just have to pick it up, equip it, see if it is the armour, if it isn't, drop it. Then go to the other loot bags, come back to the Acapulco one and check again. If you get the armour, all of them are armour, so make sure to get 7 of them before leaving the club. Once you equip the armour, never unequip it or equip something else. When you re-equip the 'NAME AC' armour, it becomes the weapon so once you have it, keep it equipped for the rest of the game." Other bug items can have similar properties, but are generally much less reliable. For those in desperate need of money, Ngli found that "Russians" can be sold for $16,160 each if you take them over to Leroy's right away the first time you visit the map.
Taking items from super loot bags may mess up map data, causing other squares to behave strangely. For instance, as discovered by Wild Bill, if you grab some Throwing knives from the Quartz super loot bag, leaving the inn by the main exit will deposit you on the wrong square outside or even toss you out of Quartz entirely. Wild Bill also recalls other incidents related to this: "Once when leaving Fat Freddy's casino I arrived inside Base Cochise, rather than back in Vegas. Had not picked up the Secpass B key yet, so was hopelessly trapped inside Base Cochise by the autosave, with no way out! Once when entering Freddy's office there were no characters present there... no opportunity to accept or decline the offer or just attack. Game was locked up, restarted and tried again... same results." Meanwhile, Brendan had a spooky turn of events in the same location: "I tried to raise Gamble on a slot machine, then suddenly it turned into a doctor's office and I think it only cost $4 to examine. So I went to the next slot machine, it too worked for a while and then did the same thing. Soon all the slot machines were these stupid doctor's offices." Well, it would be spooky if it happened in real life, anyway. Effects can include pretty much anything from stumbling across freak messages or spawning groups of invisible enemies to becoming utterly stuck or crashing the game. If you want to cheat in absolute safety, don't use your regular files or disk images while taking the items, and back up your game beforehand.Negative skill point (all versions): First you must play until you have a skill which costs 192 or more SKP to raise in a library (happens at skill level 6-8). You must also be of high enough rank to buy another level, and have enough skill points to buy the first level in this skill (1-3). If you now try to raise the skill, not only will you get a new skill level, but you will also gain a skill point if the cost was 255, or 64 points if the cost was 192. This can be repeated until the skill goes as high as your rank will allow (or until you reach 127 skill points; in this rare case, spend a few points elsewhere). The two skills you are most likely to use this cheat with are Energy weapon (you'll probably get 6 late in the game) and Gambling (but in this case you won't get the huge initial SKP boost).