433 lines
21 KiB
Solidity
433 lines
21 KiB
Solidity
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BUCK ROGERS: COUNTDOWN TO DOOMSDAY
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1 Basic Training, Party, Arms,
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Equipment, Skills, Tactics
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2 Tour of Duty, Missions, Side
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Missions, Endgame
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3 Intelligence Reports, Clues
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BUCK ROGERS: COUNTDOWN TO DOOMSDAY
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Part 1
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BASIC TRAINING
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This walkthru of BUCK ROGERS: COUNTDOWN TO DOOMSDAY is divided into three
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parts. Part one, Basic Training, contains basic game mechanics and game universe
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information that the player should know before starting the game. Part two, TOUR
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OF DUTY, contains game hints. Part three, INTELLIGENCE REPORTS, contains
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detailed information on how to complete the game.
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PARTY COMPOSITION
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The Logbook indicates that a medic, rocketjock, and engineer are required;
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having two medics is highly recommended, and a rogue is desirable. Otherwise,
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the skill system allows for a variety of party compositions. Tinkers are best
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created as engineers. There are no other obviously good or bad matches between
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races and careers.
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It is worthwhile to use the Modify command to maximize the various attributes
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(such as Strength) after you add a character to the party.
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SMALL ARMS
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All guns come with a set of reloadable clips; reloading is done automatically.
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As a result, there are no reloads to put in the Gear inventory. A gun with all
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its clips filled has 250 rounds, which is quite adequate for most missions. For
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the occasional longer missions, two guns or 500 rounds is sufficient. However,
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battles are won by having the right weapon for the occasion. This means carrying
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from four to six different weapons.
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Needle guns are the best weapons. Nothing stops them, nobody is immune to them,
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and only a few opponents have partial immunity to them. Partial immunity means
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some rounds will hit for 0 hit points. The only disadvantage of needle guns is
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their short range. Having two needle guns per character is highly recommended.
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Laser rifles are good long-range backups for needle guns. Aerosol clouds will
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stop laser beams and combat robots have partial immunity to lasers. For that
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reason, some characters should carry rocket rifles in place of, or in addition
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to, laser rifles. Chaff clouds will stop rockets. ECM packages protect against
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rockets. Combat robots have ECM packages built into them.
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Bolt guns are as good as needle guns, but have an even shorter range. Microwave
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guns are very effective against unarmored opponents, but useless against anyone
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wearing armor. For these reasons, these weapons should not be carried unless the
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party finds ones that improve THAC0 (e.g., a Lunarian bolt gun will improve the
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THAC0 by 4!). All other guns are not worth carrying unless they also improve
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THAC0.
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Melee weapons (swords, axes, etc.) are not worth carrying with one exception:
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Characters with high strength (18 or above) get hit bonuses when they attack
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with melee weapons. It is worthwhile to equip your strong characters with melee
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weapons for close combat.
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GRENADES
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All grenades have a 3x3 square blast area. Chaff grenades are extremely useful
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for fighting heavy combat robots.
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Since you will be outnumbered in most of the battles, stun grenades are very
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useful for evening the odds by knocking some opponents out while you fight the
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rest.
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All explosive grenades are very useful. The remaining grenades are of limited
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use for various reasons, the main one being that most of your opponents are
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immune to their effects.
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HEAVY WEAPONS
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All characters should have a grenade launcher because they extend the range a
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grenade can be thrown. This is very useful for throwing chaff grenades at heavy
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combat robots. Like all heavy weapons, loading takes one combat turn.
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Fortunately, the game regards the grenade as a regular weapon, so you can have
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grenade launchers ready at the same time as another weapon.
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Rocket launchers have a blast area of 5x5 squares. Grab all you find. Plasma
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Throwers have a blast area of 7x7 squares. Get as many as you can. Grenades,
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rockets, and plasma balls can all be stopped by chaff clouds. Make sure there is
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no chaff in the way when you fire these weapons.
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MISCELLANEOUS EQUIPMENT
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Protective goggles protect against dazzle grenades, ECM packages protect
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against rockets, and poison antidotes are extremely useful.
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SKILLS REQUIREMENTS
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The following skills are extremely important:
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Zero-gravity maneuvering should be at least 40. Everyone, except for the
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medics, should have First Aid. At the higher levels, First Aid also gives a
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low-level Treat Light Wound capability. In this game, you have to be next to a
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character to Bandage him.
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One character should have Bypass Security and Open Lock at the highest possible
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levels. (You do a lot of breaking and entering.)
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Programming at a high level (20+) is recommended for one character. The
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rocketjock should have Pilot Rocket at the highest possible level and Navigation
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skill of at least 20.
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Besides the engineer, at least one other character should have Juryrig skill of
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at least 20; having two characters with this skill is preferred.
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The engineer should have all the repair skills. Repair Weapons can be spread
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around to the other characters. It is a good idea to have at least one other
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character who can make repairs.
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The medic should strive for the highest possible level at Treat Critical Wounds
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first, then Treat Serious Wounds, and then Treat Light Wounds. If some one else
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has a high First Aid, then Treat Light Wounds may be neglected to increase the
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other medical skills. Diagnose and Treat Poisoning need only be at least 15.
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Treat Stun enables a medic to unstun someone who has been stunned. To do this,
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move the medic next to the character and the Aid command should appear in the
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combat menu. Select Aid and the character will be unstunned if the medic has a
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high enough skill level (about 15+).
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You should have the following skills spread among your party:
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Leadership at the highest possible level
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Battle Tactics at the highest possible level
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Library Search of at least 20
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Notice at the highest possible level
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Climb of at least 20
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Demolition of at least 15
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Planetary Survival of at least 20
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Sensor Operations of at least 20
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The following skills are used in the game but are not absolutely needed: Move
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Silently (only a rogue needs this skill, and it is for Backstabbing), Pick
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Pocket, Use Jet Pack, Commo Operation, Disguise, Befriend Animal, Etiquette,
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Fast Talk, and Intimidate.
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BATTLE TACTICS
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Most of the time the tactics needed to win are easy to figure out. The one
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exception is fighting the heavy combat robots. They have rocket launchers,
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plasma throwers, high AC, and high hit points. In a toe-to-toe slug-out, you
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will lose. The best tactic to use against them is to _immediately_ throw a chaff
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grenade (to prevent them from firing their heavy weapons), then scatter. They
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won't use their heavy weapons unless they can blast two or more of your
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characters at once. If your party is scattered, they will use only their needle
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guns. This gives your party a fighting chance. If your party cannot scatter,
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then keep throwing chaff grenades.
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BUCK ROGERS: COUNTDOWN TO DOOMSDAY
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Part 2
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TOUR OF DUTY
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The main missions are linear because they are driven by the game story. There
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is some freedom to deviate, but only at the cost of making it harder. The side
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missions can be done in any order, but their difficulty is variable. Some can
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only be done later in the game, when your characters have high levels and really
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good equipment.
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Except for Ceres Base (which is approximately 50x50), all the mazes are 16x16
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at the largest, despite the coordinates given. The other large mazes in the game
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are actually broken into smaller sub-mazes that you explore one at a time.
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As soon as you can, explore the asteroids and locate the shops. There is some
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very useful equipment to be bought out in these shops.
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You must engage in privateering. Prize money from captured ships is needed to
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play the game. To capture a ship, you must destroy or take over the engineering
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and control/bridge sections of the ship. It is easier to destroy them, but you
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get more money for capturing them. To capture a ship, you must defeat the crew
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manning those sections mentioned above, find all the controls, and shut them
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down. While pirates and RAM ships are the obvious targets of privateering,
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Mercurian ships have the best loot, some of which you will need.
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You can transfer your personal money to the NEO account using the Bank of
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Lunar. This may be necessary in the beginning, as it is very difficult to
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successfully capture ships until your party is more experienced.
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The asteroids -- in clockwise order from Ceres -- are: Vesta, Fortuna, Pallas,
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Psyche, Juno, Hygeia, Aurora, and Thule.
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The following are the main missions in the order in which they should be done.
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The numbers are references to explicit details in the INTELLIGENCE REPORTS
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section of this walkthru.
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CHICAGORG: The prime mission is to activate the missile defenses. This is an
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easy mission designed to acquaint beginners with the basics of the game. Search
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the big building to the south. Hint: Someone should make the big sacrifice, or
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you will not succeed (1). Dazzle grenades you pick here can be used in the next
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two missions.
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DR. WILLIAMS'S DERELICT SHIP: Basically, you have to regain control of the ship
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from the ECG's. In the process you will learn what the game's plot is all about.
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First, you need to cure your party of a parasitic infection. Clues and the means
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to do so are on decks 4 and 6 (2). Hint: Remember the sigma codes you find. You
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find out how to regain control on Deck 9, but you will need something from Deck
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6 (3). You will have to thoroughly explore the ship, as the steps needed to
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regain control require you to find certain key places in the ship.
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CERES BASE: Fast Talk makes this mission much easier. The first order of
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business is to rescue the children (4). Then, explore the base from the bottom
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up with the children, because they'll tell you things about the base. You are
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given three key locations you have to visit to complete this mission (5). All
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the other locations are optional, but give valuable experience points and loot.
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TALON'S SHIP: Surrender and let yourself be imprisoned. This is where Bypass
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Security and Pick Lock are extremely important. Once you escape, Buck Rogers
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himself will join your party. The first order of business is to find Talon's
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quarters (6). There is a very well-stocked armory next to the quarters. Follow
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Buck's suggestions about which decks _not_ to explore. Once you find Talon's
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quarters, the next steps are given to you by the game. This is also where
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Demolition skill is very important (7).
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MARS: This is a two-part mission. First, help the Desert Runner village due
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east of where you land. You will meet your first heavy-combat robot here. The
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key to helping the Desert Runners is GLIDERS (8). Once you have shown your
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courage and fighting ability, the Desert Runners will take your party to the
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secret RAM base. The rendezvous is due north and slightly west of the village,
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near the north edge of the map. Hint: Check around mountain peaks.
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The RAM base is a long and complicated scenario. Basically, you need to get to
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Level 4 (9). You cannot do this without a blue security pass. You cannot get a
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blue pass card without a white pass card. Hint: The two cards are on the same
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floor (10). You should have gotten (one way or another) red and green passcards
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at the village. Hint: Use the green card. Green squads are made up of eight men.
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Since this is a spy mission, the best plan is to pretend to be a green squad.
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Check all computer terminals for information. Bypass Security and Library Search
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are especially important here.
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Warning: Once you find Level 4, there is a series of unavoidable combats and
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very little opportunity to save in between them (11). The final battle is
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extremely tough at this point in the game.
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VENUS: Like Mars, this is a two-part mission. The first part is to investigate
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the Lowland village at the extreme northwest part of the map. Avoid the acid
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lake north of your ship, unless a character has a very high Befriend Animal
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skill. You will meet various Lowlander groups. Show your friendship by helping
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them.
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The party needs to get a set of keys (12) and a Lowlander child (13) from the
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village. Helping the villagers out is optional but very much worth the trouble
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(14). It is very important to keep the child alive.
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Due south of the village is the ruin of a space elevator. Explore it carefully,
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but do _not_ blow it up (15), at least not yet. It is useless to explore this
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place first, as the game will hint to you if you try. Explore all the squares to
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find needed hidden items.
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Once you find the secret RAM base, the mission is to help some Lowlanders
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escape from the base. In return, you will get something you need to complete the
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game. The escape sequence is rather complicated. You need to find the
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Lowlanders, find their leader, help the leader by finding the secret exit, bring
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the Lowlanders to their leader, and get the location of the thing from the
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leader (16). Only then can you leave the base. Upon completing this part of the
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mission, you can blow up the elevator ruin.
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MERCURY: This is the final mission. The first part is easy. You have to find
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the entrance to the core. Hint: Join the parade (17). Once you enter the core,
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carefully explore the first three floors before continuing (18). Each floor has
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something you need. At Level 4, go directly to the Sun King (Hint: Go
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northeast), and pretend to ally with him (19). Now you can safely proceed up to
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the top of the core.
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At this point, things get complicated. First, you must abort the firing of the
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weapon by shutting down the power. There is a time limit to this sequence, so
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have a saved game you can go back to if you cannot shut the power down in time.
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Hint: The game tells you to use the stairs to get to the floor with the power
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controls (20); this is a good idea. The stairs are to the northwest. You want to
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go all the way to the top of the stairs. The power control floor is also the
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floor with the doomsday weapon (21). The battle for the weapon is a two-parter,
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but you will have a chance to save between battles.
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The end of the second battle starts another time-limited sequence. You have to
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get out of the tower before it blows. The game suggests that you should use
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escape pods. Hint: It is the next floor down (22). Have a saved position you can
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go back to if you fail to make it out in time.
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After the victory sequence, you can continue to play the game.
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SIDE MISSIONS
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TALON'S SECRET BASE: The knowledge of the base is automatically given to you
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after you escape from Talon's ship, along with a clue as to whom to see. Once
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you talk to Garrity, it's a simple matter of searching the asteroid belt for the
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base. Hint: Try the bars. This mission is moderately tough (23).
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JUSTIN ROBENO: You will see Robeno's ship fleeing Mars after you complete the
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Mars mission. The object is to find Robeno and help him retrieve some RAM
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secrets for NEO. This mission is easy, but be prepared for a series of running
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battles, including one in space (24).
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JASON DUPARE'S RESCUE: This mission is given to you by NEO. Hint: Programming
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skill is very useful for shutting down the security computer. There is also a
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second "spear carrier" prisoner in the prison to be rescued. This mission is
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tough (25).
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WILMA DEERING: After Venus, you will get a call from NEO to meet Wilma Deering.
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Since the location is on Tycho, there is no reason not to do this mission
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immediately. It is moderately difficult, and there is a very nice reward.
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ATHA'S RESCUE: NEO will tell you the news of Atha's capture. You get only one
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chance to do this mission; fortunately, the chance only comes when you go to
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Juno. As is typical in these games, there is no real time limit for taking on
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the mission. This is one of the toughest missions in the game. You must fight a
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set number of encounters before you find Atha. She will then be in the last
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unexplored place, wherever that is. Hint: You need to explore all the rooms and
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intersections, but not every square in the maze.
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TALON'S TREASURE TROVE: You stumble on this mission by exploring the asteroids.
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It should be easy, and there is a lot of very good loot. Hint: Check every
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square.
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RAM COMMUNICATION SPY POST: You stumble upon this moderately difficult mission
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by exploring the asteroid belt. The base is small; explore all rooms and smash
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all communications gear. There is one minor loot stash (26).
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BUCK ROGERS: COUNTDOWN TO DOOMSDAY is published by Strategic Simulations, Inc.
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and distributed by Electronic Arts.
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BUCK ROGERS: COUNTDOWN TO DOOMSDAY
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Part 3
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INTELLIGENCE REPORTS
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1. The controls are in the room at 13,9.
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2. You find out what has sickened your party at 42,44 on Deck 4. The autodoc to
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cure your party is reached through the door at 63,64 on Deck 6. Use Dr.
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Williams's sigma number.
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3. Scot.dos tells you how to kill the ECG's if you have the computer you found
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at 63,64 on Deck 6. Scot.dos is at 91,92 on Deck 9. The argon gas is on Level 0,
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but you will not find it until Scot.dos tells you that you need it. The door at
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34,33 leads to the air supply controls. Head for the first console you see on
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Deck 1 (Engineering) for the manual override. If your party notices the air
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shaft opening, that is the quickest way up to Deck 10; otherwise, the race to
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Deck 10 will be close.
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4. The elevator down to the children is at 12,42. It is better to explore the
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first level after you have rescued the children. The children are at 25,42.
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5. The locations you have to visit are given to you by Scot.dos. The only way
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back up is at 51,42. Once you get back up to the first level, there are three
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loot caches, the grandfather of one of the kids to be found, and some gennies to
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be rescued. The kids' rescue ship is at 46,2; your ship is at 17,2.
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6. Talon's quarters are on Deck 12.
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7. The gallery is on Deck 10, Engineering is on Deck 1, and the exit back to
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your ship is on Deck 11. There is loot on Deck 7, if you want to risk it.
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8. The set encounters in the Desert Runner village are at 3,3, 13,5, 2,11,
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3,11, 3,15, and 13,14. There is also a rescue in one of the buildings at 13,5
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after the battle. Leave the village to automatically rendezvous with the Desert
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Runners once you hear the howling.
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9. Tuskon should be with you by this time. Use the green passcard and say "One
|
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casualty." This gets you into Level 0. The elevator is at 47,59. Check for
|
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computer consoles on every floor, and try to get information from them. On Level
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1 you will be taken to the base commander. Pretend to be a green squad member
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who has had a rough time of it. Fast Talking helps here. It is best to use the
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shaft at 42,62 to get to Level 2.
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10. A white passcard can be found at 45,63 or thereabouts. The blue passcard is
|
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|
located somewhere through the door at 43,59. Use the elevator at 42,62 to get to
|
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|
Level 3. The room at 45,62 on Level 3 is actually the entrance to Level 4.
|
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11. After the battle, you are dumped at 48,59 on Level 0. The exit route leads
|
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|
through locations 53,54 and 50,50.
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12. The keys can be found at 9,14.
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13. The child is at 12,5.
|
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14. The Lowlanders are at 14,0. The medical kit they need is in the building at
|
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5,11.
|
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|
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|
15. The self-destruct key is at 8,1. The self-destruct controls are at 2,1. The
|
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|
entrance to the main base is at 8,0.
|
|||
|
|
|||
|
16. The Lowlanders are at 0,2 on the 3rd floor. Landon is at 7,4 on the 4th
|
|||
|
floor. The retinal lockpick is at 1,2 on the 1st floor, but you can find it only
|
|||
|
after Landon "tells" you its location. The hidden door is at 3,0 on the 4th
|
|||
|
floor. The elevator between floors is at 7,1 on all floors.
|
|||
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|
|||
|
17. "Two if by sea" is the password at 1,9. The parade starts at 8,4. Remember
|
|||
|
that you are innocent party-goers if stopped while you're in the parade. Again,
|
|||
|
Fast Talk is very useful. You leave the parade at 13,7; the core entrance is at
|
|||
|
15,2.
|
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|
|||
|
18. The coins are at 7,12 on Level 1; 12,13 on Level 2; and 11,12 on Level 3.
|
|||
|
|
|||
|
19. The Sun King is at 14,3. There is little else of interest on this level.
|
|||
|
Once you are allied with the king, go straight up the core to the security
|
|||
|
level.
|
|||
|
|
|||
|
20. The emergency stairs are at 0,0. Go up two flights.
|
|||
|
|
|||
|
21. The power room is at 2,4. The Doomsday Weapon is at 10,11.
|
|||
|
|
|||
|
22. The pod controls are at 4,5. Search the nearby rooms for a pod.
|
|||
|
|
|||
|
23. Until you kill the RAM commander at 14,13, you will have random RAM
|
|||
|
encounters. After you kill him (actually Talon does that), you will have random
|
|||
|
encounters with Talon's heavy combat robots.
|
|||
|
|
|||
|
24. Go to Ceres and check the bars and restaurants. You will have no problems
|
|||
|
until you go back to Pavonis. You then will have a series of running battles,
|
|||
|
including a final one in space. There is no maze. All movement is automatic.
|
|||
|
|
|||
|
25. You need to shutdown the security computer at 14,8.
|
|||
|
|
|||
|
26. The loot is at 0,6.
|
|||
|
|
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|
BUCK ROGERS: COUNTDOWN TO DOOMSDAY is published by Strategic Simulations, Inc.
|
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|
and distributed by Electronic Arts.
|
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|
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|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
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