725 lines
33 KiB
Plaintext
725 lines
33 KiB
Plaintext
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r8;r5
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NEUROMANCER Solution by Siamak
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The following is just one way of going through the game. Of course there are
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many variations on the theme.
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Start| When you wake up in Ratz restaurant use the PAX. Read the messages. They
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will give you some useful info to start with. Download all your credits.
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(Always carry all your money with you. I will tell you why later).
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Pay your bill, you don't want to get arrested right at the start.
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Getting money| You saw a message on PAX from a certain General Armitage. Send
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him a message with your ID # (Type:BAMA ID 056306118).
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If you check your account, you will find 10000 credits, courtesy of Armitage.
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(Remember to download them all)
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He also left a message to meet him outside Matrix Restaurant. Go there.
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You will never get to meet Armitage but you get arrested when you go to the
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rendezvous point.
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NOTE: Whenever you get arrested and brought to court do this:
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1) Never pay the lawyer fee.
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2) Always plea guilty and throw yourself on the mercy of the court. This way
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you never get death penalty. You only get fined.
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Whenever you get fined (and it goes up with each additional offense) it will
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be deducted from your bank account (on PAX), not from what you are carrying.
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That's why I said carry all of your cash with you. Each time you upload credits
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to PAX and you have fines outstanding, they will be deducted from your account.
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The only danger in carrying your money is that if you die by some misfortune
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and get revived at the Body Shop, you will lose all your money. But with usual
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precautions (saving game before trying something new) that shouldn't happen.
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Later you will find a safe place to put your money.
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Do Armitage trick as many times as you can. I don't know how many times you can
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do it. I did it twice and that was enough to complete the game. You will find
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more money as you go on.
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By the way, try not to sell your body parts. If you have to sell to raise cash,
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buy them back as soon as you can afford it. You will need all your strength in
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Cyberspace.
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(In case you are very desperate for money, you can edit your disk to get it. I
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will give the necessary info at the end. But try not to use it. It spoils the
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game.)
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Next go to Shin's Pawn Shop and get your UXB deck. You can start calling
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databases using your deck and Comlink 1.0 software and a few link codes you got
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from the messages on PAX.
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Calling databases is an important part of the game. You will get all kinds of
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information off them. You need link codes and passwords to call.
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Some of them you get off other DBs, some from the people you meet. By the way
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some boards let you get on the first level. It's the higher levels you have to
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find passwords for. And there are some levels (DBs as well) you can get to only
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in Cyberspace. There are no passwords (or link codes) for them.
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Some words you have to decode. If you are unable to decode a word, you need to
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upgrade your Cryptology skill.
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Some DBs require higher versions of the Comlink for connection.
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You also need a Cyberspace jack. They are located at different places. For the
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moment use the one at Gentleman Loser or Cheap Hotel.
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Later I will give a complete list of DBs and passwords.
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Skills: You will need to buy skill chips and then upgrade them.
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I figured you will need about 25000 credits to get all the skills and upgrade
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them to limit. But you don't have to get them all at once. For the early stage
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of the game in Chiba City you only need Cryptology, Coptalk, Musiancianship,
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Bargaining, Software analysis and maybe Debug and Hardware repair.
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Now let's explore Chiba City. I will tell you what to ask people and what you
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can get at each location. The things you can ask a character you will find at
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different places. The game doesn't necessarily proceed in the order given.
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Massage Parlor: Tell the girl you want to buy info. You can buy five of them.
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(You will get arrested and fined each time, but be persistent)
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Microsofts: Ask Larry Moe about SEA, Matrix, Cyberspace, ROM, ROM Constructs,
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Coptalk, Skill, Chip, Fuji, Police, Comlink, Code.
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Some answers will be repetitive. Buy Coptalk skill. Implant it.
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At the back room of Microsofts is the Panther Moderns HQ. You can't get to it
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yet.
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Donut World (near Body Shop): Use Coptalk skill to imitate a cop. You will get
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a few link codes and passwords (some coded). Later when you get your Coptalk
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skill upgraded visit again. You will get some more bits of info.
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Gentleman Loser: Ask Shiva about Cryptology (a message on PAX told you to pick
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it up here, remember?), Chip, Skill, Bargaining, Pshycoanalysis, Phenomenology,
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Philosophy, Teach, Upgrade, Train, Instruct, ROM, ROM Construct, Software, AI,
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Neuromancer, Loser, Wilson, Hitachi, Copenhagen, University, Matrix, Guest,
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Pass, Norton, Emperor.
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Again some answers are repetitive.
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Get Cryptology chip. Buy hardware repair if you can afford it. Get guest pass
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for Matrix restaurant.
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Julius Dean (across from Maas Biolabs): Ask Julius about: most of what you ask
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Shiva at Gentleman Loser,plus these: Screaming Fist, Fuji, IRS, Hosaka, Tozoku,
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Musabori, Hitachi, Exotic/Hardware, Wintermute, Tessier-Ashpool.
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You will get link codes and passwords. Buy and upgrade skills as much as you
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can afford. Buy gas mask.
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Now call a few databases. Use the jack in Gentleman Loser. You can't use the
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Cheap Hotel until you pay your bill.
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Call REGFELLOW. Get passwords. Dowload BattleChess 2.0, Scout 1.0.
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Scout lets you find out how many levels a DB has. Otherwise it's not very
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useful. To use it, when you connect to a DB and opening screen appears hit "I"
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and choose Scout 1.0.
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Call ASANOCOMP. Get a few link codes.
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Call CHEAPO. Edit your bill on second level or pay it if you prefer.
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Order caviar. Edit bill. Go to Cheap Hotel to pick it up.
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Call WORLDCHESS. You can play in chess tournament using BattleChess 2.0 and
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win a few hundred. Otherwise don't bother.
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Call CONSUMEREV only if you have money to burn. It gives a review of all decks.
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A very long list.
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Now hit the streets again. If you meet Lonny Zone's girl along the way ask her
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about: Lonny Zone, Microsofts, Hardware, Software, Hitachi, Justice, Law,
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Lawyer, Judge, Cyberspace, Matrix, Massage. Not all of her answers are helpful.
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Metro Holographix: Ask Finn about Chip, Skill, Debug, Ice breaking, ROM, ROM
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Construct, Holy/Joystick, Software, Neuromancer, Wintermute, Tessier-Ashpool,
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AI, Screaming Fist, Pong.
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Buy skill chips and joystick. Don't buy any software as you can download all
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of the software he has off DBs.
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Crazy Edo's: Trade caviar for Comlink 2.0 software. Delete Comlink 1.0. (When
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you get a higher version of Comlink delete the old one. You don't need it).
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Don't buy any decks here. You get them cheaper at Asano Computing.
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Asano Computing: Here you can buy better decks or ask about different decks.
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He will tell you which ones are Cyberspace capable. You don't need a Cyberspace
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deck yet.
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If you bad mouth Crazy Edo you will get some discount.
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The best non-Cyberspace decks are Ninja 3000 and Edokko, the best Cyberspace
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ones are Ninja 5000, Samurai Seven and Cyberspace VII. Any one of them will do.
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House of Pong: Listen to the ramblings of the monk and you will find what he
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wants. Give him joystick and get Zen and Sophistry chips in return.
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Matrix Restaurant (need guest pass to enter): Ask Norton about Anonymous/Bosch,
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Matt Shaw, ROM/Construct, Dixie, Skill, Chip, Upgrade, Teach, Train, any skill
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by name, Password, Loser, ESFA, NASA, AI.
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Buy and upgrade skills as much as you can or come back later. Note all the
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passwords you get.
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Now go back to Cheap Hotel and call databases.
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Call CHAOS. Get Comlink 3.0. Read messages. You will get quite a few hints.
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Call FUJI. You will find Larry Moe is a consultant. Note his ID number.
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Call HITACHIBIO, PSYCHO, IRS if you like. Not much of interest here.
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Call BRAINSTORM. Read messages. You will find out which ICE breakers are best.
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Call SOFTEN. Get Comlink 4.0. Upgrade Coptalk skill. Get Sequenser 1.0.
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Sequencer 1.0 is used to find password of any DB (first level only). Use it
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the same way as Scout 1.0. Use it on any board you don't have password for.
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On some bases this is the only way to get in.
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(After upgrading Coptalk visit Donut World again).
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Call KEISATSU (Tactical Police). On second level edit the warrant list and put
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in Larry Moe's name and ID. He vanishes (presumably arrested) and you can get
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to Panther Moderns in the back room of his shop.
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Panther Moderns: Ask Lupus about Sense/Net, Security/Pass, ROM/Construct, Chip,
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Skill, Evasion, Bank, GemeinSchaft, Tozoku, any skill by name, Upgrade etc.,
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Software, Easy Rider, Wilson, Hitachi, AI, Fuji, Hosaka, Musabori, Matrix,
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Guest pass, Restaurant, Cyberspace.
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He will give you a bank account number to get money from. Buy evasion chip and
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security pass if you can afford it or wait until later.
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Back to Cheap Hotel and calling databases.
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Call LOSER. Read messages. You get a code for cracking bank. Download software:
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Probe 3.0 and Hammer 1.0 on level 2.
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Call FREEMATRIX if you like. You can't download any software. They are phony.
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And don't bother with Blammo 1.0. (A message on LOSER warned you about this).
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It's a Trojan horse. When you fire Blammo at ICE in Cyberspace, it rebounds and
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hits you.
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Call EASTSEABOD. Get Comlink 5.0. Read messages.
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Call YAKUZA. Get Comlink 6.0, Blowtorch 1.0 and Decoder 1.0.
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Call MUSABORIND and VOYAGER. Nothing of interest here.
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Call JUSTTICE. You have to use Sequencer to get on. Nothing of interest anyway.
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If you have survived by now, it's time to get some more money.
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Call HOSAKACORP. Upload Comlink 6.0 to their library and you will get 7500
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credits. (Can do this only once).
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On level 2 edit the employee list and add your name and ID number. Then you can
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go to Hosaka office and collect weekly paycheck of 10000.
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You can do this every 7 days by game clock, which is about 6 hours of real
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time. (If you don't pause the game).
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Call BOZOBANK. Use Sequencer to get in. Open an account. Account number will be
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712345450134.
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Call BANKGEMEIN. On second level transfer fund from account 646328356481 to the
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acount you opened at BOZOBANK. You get 30000 this way.
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Call BOZOBANK and get money if you need. By the way this is the safe place to
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keep all your dough, immune from court fines and the butcher at Body Shop.
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These are all the databases you can call. Now go to Asano Computing and buy the
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best Cyberspace deck you can and also buy/upgrade all remaining skills.
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You should still have a few thousands credits left.
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A few other places you can visit. You have already been to company offices in
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the High Tech part of Chiba City when you collected your paycheck. Tell the
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security computer you work for Hosaka to get in. You can't get into the offices
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if you enter as a volunteer to sell yourlungs (and you don't want to do that
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anyway).
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There is a Cyberspace jack in each office. Also in Sense/Net office you can get
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a ROM. (You have to have a security pass). You get ROM numbers from a DB in
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Cyberspace. So come back for it later.
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Maas Biolabs: You can't get in there until late in the game. When you unlocked
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the door and turned off the alarm from Cyberspace, put on the gas mask and
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enter. You can have a CyberEyes chip implanted. It functions the same as a
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Cyberspace capable deck. It has more RAM so you can store up to 32 softwares
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compared to 25 for best decks.
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Zion Cluster and Freeside: From Chiba City airport you can ride a shuttle to
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either Zion Cluster or Freeside.
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Zion Cluster: Ask the man about Bank/Banking, Wintermute, Gemeinschaft, Music,
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Dub, Freeside, Zion and Maelcum.
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You get the code for vault in Gemeinschaft bank. Use Musicianship skill and
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play music. Play Dub and you will get a free ride to Freeside aboard Maelcum's
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spaceship. Keep playing other music and he will pay for your return to Chiba
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City.
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Ask Maelcum the same questions, but you get pretty much the same answers.
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Freeside: Here are the offices of Bank of Bern and Gemeinschaft and Villa
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Straylight. Each has a Cyberspace jack. The code to enter vault is BG1066.
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Stay away from Villa Straylight as it drains your constitution. You only need
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to use the jack in manager's office at bank of Bern. About that later.
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Well, That's about all you can do in Chiba City and suburbs. Now it's time to
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hit Cyberspace where real fun begins!
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But first here is a complete list of databases. They are listed by name, link
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code, number of levels ,passwords for each level and the lowest version of
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Comlink needed for connection. If password for a level is not given, you can
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reach that level through Cyberspace only.
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Database name Link code Lvls Password(s) Comlink version
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------------------------------------------------------------------------------
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Regular Fellows REGFELLOW 2 VISITOR 1.0
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Cheap Hotel CHEAPO 2 GUEST, COCKROACH 1.0
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Asano Computing ASANOCOMP 3 COSTUMER, VENDORS 1.0
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World Chess Federation WORLDCHESS 3 NOVICE, MEMBER 1.0
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Consumer Review CONSUMEREV 2 REVIEW 1.0
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Panther Moderns CHAOS 2 MAINLINE 2.0
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Psychologist PSYCHO 3 NEW MO, BABYLON 2.0
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Gentleman Loser LOSER 3 WILSON, LOSER 4.0
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Copenhagen University BRAINSTORM 2 PERILOUS 3.0
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Internal Revenue Service IRS 3 TAXINFO, AUDIT 2.0
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Tozoku YAKUZA 2 YAK 5.0
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Tactical Police KEISATSU 2 WARRANTS, SUPERTAC 3.0
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SEA SOFTEN 2 PERMAFROST 3.0
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Central Justice System JUSTICE 2 (Use Sequencer) 6.0
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FreeMatix FREEMATRIX 2 CFM 4.0
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Eastern Seaboard EASTSEABOD 2 LONGISLAND 4.0
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NASA VOYAGER 2 APOLLO 6.0
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Fuji Eectric FUJI 2 ROMCARDS, UCHIKATSU 2.0
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Hosaka Corporation HOSAKACORP 3 BIOSOFT, FUNGEKI 5.0
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Hitachi BioTech HITACHIBIO 2 GENESPLICE, BIOTECH 3.0
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Musabori Industries MUSABORIND 2 SUBARU 5.0
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Bank of Zurich BOZOBANK 1 (Use Sequencer) 6.0
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Gemeinschaft Bank BANKGEMEIN 2 EINTRITT, VERBOTEN 5.0
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-------------------------------------------------------------------------------
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Cyberspace
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Cyberspace consists of 8 Zones, 0 to 7. Each zone has a number of databases
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protected by ICE. Some of them have a resident AI. You enter a database, break
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the ICE and kill the AI if any. You should start at Zone 0 which has weakest
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ICE and AI and go on in order. After each Zone your skills go up, which you need
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to tackle the higher Zone.
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Each Zone can be entered at a different Cyberspace jack. You need a Cyberspace
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deck (or CyberEyes) and Comlink 6.0 or Cyberspace 1.0 (found later).
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The location of jack for each Zone:
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Zone 0 - Cheap Hotel
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Zone 1 - Gentleman Loser
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Zone 2 - Fuji, Hitachi, Hosaka and Musabori offices.
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Zone 3 - Bank of Bern
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Zone 4 - Sense/Net office.
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Zone 5 - Gemeinschaft Bank vault.
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Zone 6 - None.
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Zone 7 - Villa Straylight
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You can get to Zone 6 through Cyberspace only. You will find KGB and Easy Rider
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softwares in Zone 3. KGB takes you from any Zone to KGB database in Zone 6.
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Easy Rider lets you cross Zone boundaries. After you find it just use the jack
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at Cheap Hotel to get to Zone 0 and then use Easy Rider to go to other Zones.
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The following are ICE cracking wares:
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ICE breakers - Good : Decoder, Blowtorch, Hammer
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Better: Doorstop, Drill
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Best : Concrete, DepthCharge, LogicBomb
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Interface Corruptors - Slow and Jammies. They jam and slow the firing of the
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ICE. Slow is the better one.
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Viruses - Injector, Acid, Python, ThunderHead. Unlike other wares they get used
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up and you have to get new supplies. Also they have a limited lifetime. If
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the effect of a virus runs out (the ICE turns blue) fire another virus.
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Injectors are the best.
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Shielding - Armorall. Whenever your shield is about to run out, use Armorall to
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raise your shield. Armorall 1.0 can be use once, Armorall 2.0 twice and so on.
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Carry a few versions.
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You start with some basic wares which are enough for Zone 0. As you go on you
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will find more powerful wares. Always get rid of lower version when you find
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higher version of a program (except for Armorall) or your deck will become
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full. Carry six different ICE breakers at any time. Not that you need that many
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, but because some might crash during combat.
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ICE breaking techniques: When you enter a base just keep hitting "I" so you can
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get the maximum number of shots in. Fire in the following sequence:
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1) Slow or Jammies (if you have them). Only once.
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2) A Virus (if you have them). Fire virus as needed whenever ICE turns blue.
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3) Cycle through your ICE breakers from strongest to weakest.
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4) Use Armorall as needed to raise shield (if you have them).
|
|||
|
|
|||
|
You can use Probe to get some info about a DB, but it might cost you one round
|
|||
|
of battle. The best way to use it is to fire when you first enter a DB, and
|
|||
|
when you get the info exit and then reenter for combat. By the way, always save
|
|||
|
the game before entering a new base.
|
|||
|
|
|||
|
Watch ICE strength bar at right at all times. If it's close to zero and you are
|
|||
|
about to be flatlined, don't panic. Continue fighting. Chances are the ICE will
|
|||
|
crack before you do.
|
|||
|
|
|||
|
AI combat: If a base has an AI you have to fight and kill it. AI killing skills
|
|||
|
are Logic, Phenomenology, Philosophy and Sophistry.
|
|||
|
First use Psychoanalysis to find out what the AI's weakness is.
|
|||
|
Then following sequence:
|
|||
|
|
|||
|
1) Use weakness skill.
|
|||
|
2) Rotate among other three skills in a fixed order.
|
|||
|
3) Go to step 1.
|
|||
|
|
|||
|
Whenever you are about to be flatlined (life indicator turns red) use Zen skill
|
|||
|
to raise your constitution and then resume battle from where you left it.
|
|||
|
Use Evasion skill to get out if situation becomes too hot to handle.
|
|||
|
|
|||
|
If Psychoanalysis says unknown weakness, try it again. A couple of AIs you can
|
|||
|
kill in a special manner explained later.
|
|||
|
|
|||
|
After finishing one base always exit Cyberspace to repair damage, debug crashed
|
|||
|
programs and let your constitution reach maximum again before going on to the
|
|||
|
next base. Specially early bases when you don't have powerful wares yet.
|
|||
|
|
|||
|
The following are complete list of databases found in each Zone. They include
|
|||
|
coordinates, name, AI (if any) and what software or item of interest they might
|
|||
|
contain. For each base there is also a list of wares in parenthesis which can
|
|||
|
be used for cracking the ICE in that base. These are for the first time you
|
|||
|
enter a base. Later when you find more powerful wares in higher Zones, you will
|
|||
|
find it much easier to crack ICE in lower Zones. I do not claim that these are
|
|||
|
the best combinations, they are just the ones I found effective. Experiment
|
|||
|
with different combinations to find the best. I recommend going to bases in the
|
|||
|
order given, at least in lower Zones.
|
|||
|
|
|||
|
Zone 0 - 7 bases
|
|||
|
|
|||
|
[16,112] Asano Computing
|
|||
|
(Drill 1.0, Blowtorch 1.0, Hammer 1.0, Decoder 1.0)
|
|||
|
|
|||
|
[32,64] Consumer Review
|
|||
|
(Same as above)
|
|||
|
|
|||
|
[96,32] Psychologist
|
|||
|
(Same as above)
|
|||
|
AI: Chrome. Weakness: Philosophy.
|
|||
|
Software: ThunderHead 1.0
|
|||
|
|
|||
|
[112,112] Cheap Hotel
|
|||
|
(ThunderHead 1.0, Drill 1.0, Blowtorch 1.0, Hammer 1.0, Decoder 1.0)
|
|||
|
|
|||
|
[160,80] World Chess
|
|||
|
(Same as above)
|
|||
|
AI: Morphy. Weakness: Logic.
|
|||
|
Read messages. You get aquainted with Greystoke.
|
|||
|
Software: BattleChess 4.0
|
|||
|
|
|||
|
[208,32] Regular Fellows
|
|||
|
(Same as above)
|
|||
|
Software: Probe 3.0
|
|||
|
|
|||
|
[224,112] Panther Moderns
|
|||
|
(Same as above)
|
|||
|
Software: Blowtorch 3.0, Decoder 2.0, ThunderHead 1.0, Cyberspace 1.0
|
|||
|
|
|||
|
Zone 1 - 10 bases
|
|||
|
|
|||
|
[272,64] IRS
|
|||
|
(ThunderHead 1.0, Drill 1.0, Decoder 2.0, Blowtorch 3.0)
|
|||
|
Software: Jammies 1.0, Hammer 2.0, Mimic 1.0
|
|||
|
Note: Don't bother with Mimic. Not very useful.
|
|||
|
|
|||
|
[288,112] Tactical Police
|
|||
|
(Jammies 1.0, ThunderHead 1.0, Drill 1.0, Decoder 2.0, Blowtorch 3.0,
|
|||
|
Hammer 2.0)
|
|||
|
|
|||
|
[320,32] Copenhagen University
|
|||
|
(Same as above)
|
|||
|
Software: Comlink 4.0, Decoder 1.0, Probe 4.0, Jammies 1.0, Doorstop 1.0
|
|||
|
|
|||
|
[352,64] SEA
|
|||
|
(Jammies 1.0, ThunderHead 1.0, Doorstop 1.0, Decoder 2.0, Hammer 2.0)
|
|||
|
Software: ThunderHead 2.0
|
|||
|
Upgrade Coptalk skill.
|
|||
|
|
|||
|
[352,112] Free Matrix
|
|||
|
(Jammies 1.0, ThunderHead 2.0, Doorstop 1.0, Decoder 2.0, Hammer 2.0)
|
|||
|
AI: Sapphire. Weakness: Sophistry.
|
|||
|
Read messages. Don't bother with softwares, they are phony.
|
|||
|
|
|||
|
[384,32] Eastern Seaboard
|
|||
|
(Same as above)
|
|||
|
Software: ThunderHead 2.0
|
|||
|
|
|||
|
[416,64] Gentleman Loser
|
|||
|
(Same as above)
|
|||
|
Software: Slow 1.0, Injector 1.0, Drill 1.0
|
|||
|
|
|||
|
[416,112] Central Justice
|
|||
|
(Slow 1.0, ThunderHead 2.0, Doorstop 1.0, Decoder 2.0, Hammer 2.0)
|
|||
|
|
|||
|
[448,32] NASA
|
|||
|
(Same as above)
|
|||
|
AI: Hal. Weakness: Logic.
|
|||
|
Software: Probe 1.0, Python 2.0, Blowtorch 4.0, Decoder 4.0
|
|||
|
|
|||
|
[480,80] Tozoku
|
|||
|
(Slow 1.0, Python 2.0, Doorstop 1.0, Blowtorch 4.0, Decoder 4.0)
|
|||
|
|
|||
|
Zone 2 - 4 bases
|
|||
|
|
|||
|
[32,192] Hitachi Biotech
|
|||
|
(Slow 1.0, Python 2.0, Drill 2.0, Decoder 4.0, Blowtorch 4.0, Doorstop 1.0)
|
|||
|
|
|||
|
[112,240] Fuji Electric
|
|||
|
(Same as above)
|
|||
|
|
|||
|
[144,160] Hosaka Corp.
|
|||
|
(Same as above)
|
|||
|
Software: Hammer 4.0, Concrete 1.0, Injector 2.0, Slow 2.0, Mimic 2.0
|
|||
|
|
|||
|
[208,208] Musabori Industries
|
|||
|
(Slow 2.0, Injector 2.0, Drill 2.0, Decoder 4.0, Hammer 4.0, Concrete 1.0)
|
|||
|
AI: Greystoke. Weakness: Unknown.
|
|||
|
Note: You can kill it only with Hemlock 1.0 prg which you get from Zone 7. For
|
|||
|
the moment leave this alone.
|
|||
|
Software: Kuang Eleven. Used to kill Neuromancer in Zone 7.
|
|||
|
|
|||
|
Zone 3 - 5 bases
|
|||
|
|
|||
|
[288,208] Free Sex Union
|
|||
|
(Same as above)
|
|||
|
AI: Xaviera. Weakness: Phenomenology.
|
|||
|
AI messages.
|
|||
|
|
|||
|
[336,160] Bank of Bern
|
|||
|
(Same as above)
|
|||
|
AI: Gold. Weakness: Philosophy.
|
|||
|
Software: Armorall 1.0, Slow 3.0, Probe 10.0
|
|||
|
Read messages. You get an authorization code and account number. Use these to
|
|||
|
transfer 500000 (!) to your account at BOZOBANK.
|
|||
|
|
|||
|
[336,240] DARPO
|
|||
|
(Slow 3.0, Injector 2.0, Armorall 1.0, Concrete 1.0, Drill 2.0, Hammer 4.0)
|
|||
|
Software: ThunderHead 3.0, Injector 3.0, Jammies 2.0, Concrete 2.0, Drill 3.0
|
|||
|
|
|||
|
[432,240] Turing Registry
|
|||
|
(Slow 3.0, Injector 3.0, Concrete 2.0, Drill 3.0, Decoder 4.0, Hammer 4.0 plus
|
|||
|
Armorall 1.0)
|
|||
|
List of AIs. Note: Colossus doesn't exist.
|
|||
|
Upgrade skills.
|
|||
|
|
|||
|
[464,160] Screaming Fist
|
|||
|
(Same as above)
|
|||
|
Software: Slow 3.0, DepthCharge 3.0, Python 3.0, KGB 1.0, Armorall 1.0, Easy
|
|||
|
Rider 1.0
|
|||
|
Note: KGB takes you to KGB in Zone 6. Easy Rider lets you go from Zone to Zone
|
|||
|
You also will find a history of Armitage.
|
|||
|
|
|||
|
Zone 4 - 2 bases
|
|||
|
|
|||
|
[48,320] Sense/Net
|
|||
|
(Slow 3.0, Injector 3.0, DepthCharge 3.0, Concrete 2.0, Drill 3.0, Armorall)
|
|||
|
You will find ROM numbers here. There are only three ROMS. The others you
|
|||
|
can't have. The number for the ones you can get are:
|
|||
|
Dixie Flatline 0467839
|
|||
|
Toshiro Mifune 6905984
|
|||
|
Rombo 5521426
|
|||
|
You can get one of them only. Go to Sense/Net lab and get the ROM. (Don't
|
|||
|
forget to get security pass from Lupus).
|
|||
|
There is no difference between ROMs except the way they talk. You can use ROM
|
|||
|
in Cyberspace to debug or analyse software. Also in monitor mode they give
|
|||
|
some info like when you are being flatlined or the ICE is about to crack etc.
|
|||
|
|
|||
|
[160,320] Gridpoint
|
|||
|
(Same as above)
|
|||
|
Software: Jammies 3.0, ThunderHead 3.0, Hammer 5.0, Injector 3.0, Armorall 2.0
|
|||
|
Cowboys message board.
|
|||
|
|
|||
|
Zone 5 - 5 bases
|
|||
|
|
|||
|
[304,320] Gemeinschaft Bank
|
|||
|
(Slow 3.0, Injector 3.0, DepthCharge 3.0, Concrete 2.0, Drill 3.0, Hammer 5.0
|
|||
|
plus Armorall 1.0 and 2.0)
|
|||
|
|
|||
|
[336,368] Bank of Zurich
|
|||
|
(Same as above)
|
|||
|
|
|||
|
[384,288] Bell Europa
|
|||
|
(Same as above)
|
|||
|
Software: ThunderHead 4.0, Acid 5.0, Cyberspace 1.0
|
|||
|
|
|||
|
[416,368] Nihilist
|
|||
|
(Slow 3.0, Acid 5.0, DepthCharge 3.0, Concrete 2.0, Drill 3.0, Hammer 5.0,
|
|||
|
plus Armorall 1.0 and 2.0)
|
|||
|
Software: Python 5.0, Slow 4.0, Acid 3.0, LogicBomb 3.0
|
|||
|
|
|||
|
[448,320] INSA
|
|||
|
(Slow 4.0, Acid 5.0, DepthCharge 3.0, LogicBomb 3.0, Concrete 2.0, Armorall)
|
|||
|
Software: Armorall 3.0, Hammer 6.0, LogicBomb 3.0, Injector 5.0, Doorstop 4.0
|
|||
|
Upgrade Cryptology skill. Has an online code breaker.
|
|||
|
|
|||
|
Zone 6 - 2 bases (Use KGB or Easy Rider prgs to get to this Zone)
|
|||
|
|
|||
|
[112,416] KGB
|
|||
|
(Slow 4.0, Injector 5.0, DepthCharge 3.0, LogicBomb 3.0, Doorstop 4.0,
|
|||
|
Concrete 2.0 and Armorall)
|
|||
|
AI: Lucifer. Weakness: Logic.
|
|||
|
Software: Slow 5.0, Armorall 4.0, LogicBomb 6.0, Concrete 5.0, DepthCharge 8.0
|
|||
|
Probe 15.0, Injector 5.0, Jammies 4.0
|
|||
|
Note: These are the most powerful softwares.
|
|||
|
|
|||
|
[112,480] Maas BioLabs
|
|||
|
(Slow 5.0, Injector 5.0, Depthcharge 8.0, LogicBomb 6.0, Concrete 5.0,
|
|||
|
Doorstop 4.0, and Armorall as needed)
|
|||
|
AI: Sangfroid. Weakness: Phenomenology
|
|||
|
You can unlock the door and turn off the alarm at Maas BioLabs here.
|
|||
|
|
|||
|
Zone 7 - 3 bases
|
|||
|
|
|||
|
[320,464] Phantom
|
|||
|
(Same as above)
|
|||
|
AI: Phantom. Weakness: Logic.
|
|||
|
Either kill it or use BattleChess 4.0 to get him out of the way. (Recall from
|
|||
|
an earlier message that this AI is a chess master).
|
|||
|
Software: Hemlock 1.0, used to kill Greystoke at Musabori in Zone 2.
|
|||
|
|
|||
|
[384,416] Tessier-Ashpool
|
|||
|
(Same as above)
|
|||
|
AI: Wintermute. Weakness: Sophistry.
|
|||
|
|
|||
|
[432,464] Allard Technologies
|
|||
|
(Same as above)
|
|||
|
AI: Neuromancer. Weakness: Unknown.
|
|||
|
|
|||
|
This is the final battle. After you break through the ICE, Neuromancer will
|
|||
|
send you to a prison island. Cycle through your skills (Logic, Phenomenology,
|
|||
|
Philosophy and Sophistry) until you are out and back to this DB again.
|
|||
|
Fire Kuang Eleven prg at it, and then cycle through above skills in a fixed
|
|||
|
order until you kill it. I have killed it using many different combinations
|
|||
|
of skills, but this is the most straightforward. Don't forget to use Zen
|
|||
|
skill as needed.
|
|||
|
|
|||
|
Neuromancer Code Wheel
|
|||
|
|
|||
|
First, a short explanation of the evolution of code wheels. The code
|
|||
|
wheel is a form of protection against piracy of a particular game. They first
|
|||
|
appeared (to my knowledge) in the Electronic Arts game Amnesia in the form of
|
|||
|
a "street index". The next appearance was much later, in Legacy of the
|
|||
|
Ancients, also EA. The third (and most complicated one) was included in Bards
|
|||
|
Tale III. And, as you may have guessed, the latest use is in Neuromancer. The
|
|||
|
first two also included disk protection, but the companies seem to be relying
|
|||
|
on just the code wheel for their protection against piracy, as the last two
|
|||
|
have had no disk protection whatsoever. The protection comes when, at certain
|
|||
|
points in the game, you will be given a set of two, three or four (depending
|
|||
|
on the complexity of the wheel) words or locations or whatever, and, using the
|
|||
|
code wheel, you must provide the required answer, or you will not be able to
|
|||
|
proceed with that function. Without the wheel and without altering the
|
|||
|
programming of the disk, you are stuck.
|
|||
|
|
|||
|
What is a code wheel? It is two or three concentric paper circles,
|
|||
|
each one smaller than the one beneath it, so that only the outer ring of the
|
|||
|
larger one(s) shows. It is on the outer ring that one set of words are
|
|||
|
printed. On the outside edge of the smallest circle can be found the second
|
|||
|
set of words. One or several small windows are also cut out of the smallest
|
|||
|
circle (and in the case of three wheels, windows may also be cut out of the
|
|||
|
middle wheel at random points) so that the requested code numbers or words may
|
|||
|
be seen through them. If there is more than one window, each window will have
|
|||
|
its own name printed above or below it. In the most simple application, the
|
|||
|
use would be something like this: the player is given the conditions of A and
|
|||
|
B. He would rotate the code wheel until A on the outer circle lines up with B
|
|||
|
on the inner circle and observe the code through through the window. In the
|
|||
|
case of multiple windows, he would have been given A, B, and C, rotated as
|
|||
|
before to line up A and B and look through window C for the answer. Such is
|
|||
|
the case with Neuromancer.
|
|||
|
|
|||
|
The code wheel in Neuromancer is used to operate the PAX machine
|
|||
|
found at various locations throughout the game. You will be given three
|
|||
|
access codes and asked for a verification code. There are 16 possible A's,
|
|||
|
B's and C's. The codes are broken down into two tables. The first tables
|
|||
|
gives A (outer ring) and B (inner ring), to be cross referenced to each other
|
|||
|
to get a position number. This position number will be cross referenced with C
|
|||
|
(windows) to give the 3 to 6 digit verification code. The access codes you
|
|||
|
will be given are listed below with THREE LETTERS IN UPPER CASE (usually the
|
|||
|
first three, but not always, so I have tried to draw your attention to the
|
|||
|
ones that do not have the first three in caps). These will correspond to the
|
|||
|
abbreviations in the tables. Good luck!
|
|||
|
|
|||
|
|
|||
|
A B C
|
|||
|
--------------- --------------- ----------------
|
|||
|
NIGht city news EMPeror norton ASAno computing
|
|||
|
CHAtsubo CYBerjack SPAcedock
|
|||
|
CYBerspace RATz SPace Colony <--
|
|||
|
GEMeinschaft HOLografix FLAtline
|
|||
|
CRAzy edo LARry moe ZIOn cluster
|
|||
|
MICrosofts PAX MARcus garvey
|
|||
|
CHEap hotel SKIll chips CRYptology
|
|||
|
JULius deane SHIn's pawn AI (two letters)
|
|||
|
DONut world GENtleman loser BANk of berne
|
|||
|
LAWbot MAAs biolabs BAnk of Zurich <--
|
|||
|
DATabase JUStice booth CHIba city
|
|||
|
SHIva CYberDeck <-- FUJi electric
|
|||
|
FREeside COMlink HOly Joystick
|
|||
|
SOFtwarez ICEbreaker COMpu-judge
|
|||
|
MATrix ROM construct HITachi biotech
|
|||
|
MAtt Shaw <-- COWboy ONO-sendai
|
|||
|
|
|||
|
|
|||
|
Table 1
|
|||
|
|
|||
|
A
|
|||
|
------------------------------------------------------------------------------
|
|||
|
N C C G C M C J D L D S F S M M
|
|||
|
I H Y E R I H U O A A H R O A A
|
|||
|
G A B M A C E L N W T I E F T S
|
|||
|
------------------------------------------------------------------------------
|
|||
|
EMP 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
|
|||
|
CYB 16 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
|
|||
|
RAT 15 16 1 2 3 4 5 6 7 8 9 10 11 12 13 14
|
|||
|
HOL 14 15 16 1 2 3 4 5 6 7 8 9 10 11 12 13
|
|||
|
LAR 13 14 15 16 1 2 3 4 5 6 7 8 9 10 11 12
|
|||
|
PAX 12 13 14 15 16 1 2 3 4 5 6 7 8 9 10 11
|
|||
|
SKI 11 12 13 14 15 16 1 2 3 4 5 6 7 8 9 10
|
|||
|
B SHI 10 11 12 13 14 15 16 1 2 3 4 5 6 7 8 9
|
|||
|
GEN 9 10 11 12 13 14 15 16 1 2 3 4 5 6 7 8
|
|||
|
MAA 8 9 10 11 12 13 14 15 16 1 2 3 4 5 6 7
|
|||
|
JUS 7 8 9 10 11 12 13 14 15 16 1 2 3 4 5 6
|
|||
|
CYD 6 7 8 9 10 11 12 13 14 15 16 1 2 3 4 5
|
|||
|
COM 5 6 7 8 9 10 11 12 13 14 15 16 1 2 3 4
|
|||
|
ICE 4 5 6 7 8 9 10 11 12 13 14 15 16 1 2 3
|
|||
|
ROM 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1 2
|
|||
|
COW 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 1
|
|||
|
------------------------------------------------------------------------------
|
|||
|
|
|||
|
|
|||
|
Table 2
|
|||
|
|
|||
|
C
|
|||
|
------------------------------------------------------------------------------
|
|||
|
ASA SPA SPC FLA ZIO MAR CRY AI BAN BAZ CHI FUJ
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 113667:162324:152777:056201:71312:43267:61255:34755:5517:4102:1337:4327
|
|||
|
2 060734:073611:040327;054127;44321;21400;07362;23671;7107;0170;4300;0703
|
|||
|
3 131265:061254:004713;114352;76631;65110;61645;71724;4102;5116;0072;6040
|
|||
|
4 063124:127170;051435;126443;61543;61723;36112;00206;0170;6160;4120;5150
|
|||
|
5 162324:067144;157223;030654;70012;51666;50127;22372;5116;5165;1316;6162
|
|||
|
6 073611:031776;056201;014527;34770;31270;74655;42074;6160;0017;3601;2174
|
|||
|
P 7 061254:031770;054127;132077;43267;45771;67237;71226;5165;1053;3347;6124
|
|||
|
O 8 127170:121777;114352;067123;21400;41317;34755;61627;0017;5423;1777;1337
|
|||
|
S 9 067144:117372;126443;036160;65110;61456;23671;01326;1053;3173;2730;4300
|
|||
|
10 031776:011772;030654;013026;61723;44312;71724;61255;5423;0423;4327;0072
|
|||
|
11 031770:115721;014527;152336;51666;71312;00206;07362;3173;5120;0703;4120
|
|||
|
12 121777:021655;132077;152777;31270;44321;22372;61645;0423;6116;6040;1316
|
|||
|
13 117372:113667;067123;040327;45771;76631;42074;36112;5120;3121;5150;3601
|
|||
|
14 011772:060734;036160;004713;41317;61543;71226;50127;6116;0177;6162;3347
|
|||
|
15 115721:131265;013026;051435;61456;70012;61627;74655;3121;5517;2174;1777
|
|||
|
16 021655:063124;152336;157223;44312;34770;01326;67237;0177;7107;6124;2730
|
|||
|
|
|||
|
|
|||
|
Table 2 (cont'd)
|
|||
|
|
|||
|
C
|
|||
|
------------------------
|
|||
|
HOJ COM HIT ONO
|
|||
|
------------------------
|
|||
|
1 512;533;236;473
|
|||
|
2 700;673;714;614
|
|||
|
3 254;333;024;672
|
|||
|
4 017;434;424;321
|
|||
|
5 533;300;473;072
|
|||
|
6 673;410;614;507
|
|||
|
7 333;054;672;725
|
|||
|
8 434;313;321;571
|
|||
|
9 300;733;072;430
|
|||
|
10 410;616;507;775
|
|||
|
11 054;167;725;103
|
|||
|
12 313;213;571;045
|
|||
|
13 733;512;430;236
|
|||
|
14 616;700;775;714
|
|||
|
15 167;254;103;024
|
|||
|
16 213;017;045;424
|
|||
|
|