704 lines
36 KiB
Solidity
704 lines
36 KiB
Solidity
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NEUROMANCER
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1 Introduction, Getting Around
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Chiba City
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2 Gathering Skills, Cracking Banks
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3 Zones 0, 1, 2, 3
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4 Zones 4, 5, 6, 7, Endgame
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5 Database Links, Passwords
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6 Skills, Software, Materials,
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Key Numbers
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7 Database Information
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NEUROMANCER
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Part 1
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You know you've had a hard night when you find yourself face down in a plate of
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synthetic pasta with a ringing in your ears. Wake up, cowboy! You've got a tough
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job ahead of you and not much in the way of resources. People are disappearing,
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and you have to find out where they've gone. Only you can do this job.
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NEUROMANCER is a unique game experience, and a conventional walkthru (as for a
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text, text-graphic, or role-playing game) won't help much here. There is very
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little to map, and the ability to take notes is your greatest asset. You never
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know what will be important. This walkthru lets you know in what order you
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should do certain things and what may be valuable. Before you do anything else,
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however, read the instructions. There are several hints there. And as usual,
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save often! It might be worthwhile making a separate copy of side 1 just for
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saves (the disks are not copy-protected). On the Commodore 64, your "save" side
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may differ depending on your system.
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The first thing you have to do is get information. Information is the most
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important commodity in the cyberpunk world you're inhabiting, and you can get it
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one of two ways: talking to people, and reading it in computer message bases.
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Right now you have no computer, so getting yours out of hock might not be a bad
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idea.
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In the Chatsubo bar, check the PAX service; read all the messages on the
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bulletin board and the Night City News. This will give you some basic ComLink
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codes and let you know where your deck is. It will also tell you someone has
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your cryptology skill chip and someone else will trade software for caviar.
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Withdraw all your money from the bank, and pay Ratz the money you owe him.
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Before leaving, send a message on the PAX to Armitage with your BAMA number.
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This will soon get you enough operating capital to get you through the early
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stages of the game.
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Once you leave the Chatsubo, head east (the top of the screen is north). You'll
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come to the Body Shop where you can sell a few parts of your anatomy if you get
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really broke, but judicious use of the Save/Restore functions of the game should
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make that unnecessary. Across the street from there is the Donut World where
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cops hang out. You're not a cop, so don't hang out there...yet. Further east is
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Larry Moe's Microsofts Store. It will be important later, but for now you can't
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get much out of Larry without a search warrant, a pickax, and laxative, so don't
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waste much time there. Instead, try the Massage Parlor on the corner. But you
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don't want sex -- you want information. And the young lady there must have heard
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some interesting pillow talk.
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There are two ways to play this -- straight and crooked. I'm crooked, I admit,
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and what I did was save the game before I asked her anything. You see, every
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time she gives you a tip, you get arrested, found guilty and sentenced to a fine
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(from $500 to $10,000) or death. (By the way, if you get arrested and are
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offered the services of a compu-lawyer, don't buy them!) She has five bits of
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information, and you're bound to die somewhere along the line, and the Body Shop
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takes all your cash to restart your brain. I just kept returning to the massage
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parlor and asking questions until I was killed, sold some body parts, went back
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and asked the rest of the questions, then restored to my earlier saved position.
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This is admittedly cheating. But NEUROMANCER ain't a game for Boy Scouts. If you
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want to play it straight, what are you reading a walkthru for? The lady will
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tell you the link code and password for the Panther Moderns; the link code for
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Bank of Zurich -- Orbital; give you some advice about banking and whom to trust;
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and let you in on something Maas Biolabs is cooking up.
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Next to the Massage Parlor (just head to the bottom of the screen), is Shin's
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Pawnshop, where you can redeem your pawn ticket and get your UXB deck back. (You
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don't even have to pay for it! If you decline to pay, Shin will shove it into
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your hands!) This is a pretty lousy deck, so you'll want to replace it later,
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but for now it's all you can really afford. Across from Shin's is the Cheap
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Hotel, where you owe money and you'll have to settle your bill before you get
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back in. South of the Cheap Hotel is the Gentleman Loser, where a lady named
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Shiva is waiting to talk to you. Be nice, and ask her about CRYPTOLOGY. She'll
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give you a chip. Implant it in your skull and you can decode a few basic
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database passwords.
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Check back on the PAX, and by now Armitage will have transferred some cash into
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your BAMA account. Now is good time to start checking some databases, and you
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have a few uplink codes courtesy of Matt Shaw. First, however, buy the Hardware
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Repair from Shiva; the UXB is notoriously unreliable. The first database you
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should visit is the Regular Fellows. Their BBS will give you the valuable Level
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2 passwords for the Cheap Hotel and Asano Computing, and will also tell you whom
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to contact regarding Japanese companies. You can download BattleChess 2.0 and
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Scout 1.0 from their data library. Next, link onto Cheap Hotel and use the Level
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2 password; this will allow you to edit your bill and wipe out your balance due.
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Then you can order some caviar from room service and finally edit your bill to
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"pay" for the fish eggs, too. Next, sign up for a full membership at the World
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Chess Confederation. You'll be able to play a couple of games in the tournament
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with your BattleChess 2.0 before being outclassed, which will add slightly to
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your bankroll. You can also check into level 2 of Asano Computing (after you use
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your cryptology skill on the encoded password), which will give you some more
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link codes. At this point, you could also log into the Consumer Review (but
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don't -- it will cost you money), and the Psychologist (ditto). I wouldn't
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bother. You have to do some business on the street and must upgrade your
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software before you can go any further.
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Leave the Gentleman Loser and head north to the Cheap Hotel to pick up your
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caviar. Now head east on the street across the way. You'll pass one of Lonny
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Zone's working girls -- she really can't help you, so ignore her. East of Metro
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Holografix you'll see a cul-de-sac to the north. The doorway to the south is
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Crazy Edo's. Trade the caviar for the software and exit. Go all the way north to
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the House of Pong. If you are deferential to the head Monk, Nolan, he will give
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you a quest for the Holy Joystick, which you can later trade for skill chips.
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Return to the Cheap Hotel.
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Your UXB can't hold much software, so erase your lower levels of ComLink as you
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upgrade and get rid of BattleChess 2.0, too. Log onto the Panther Moderns'
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database and read the messages on the BBS. This will give you a lot of
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information! It will tell you how to get a paycheck without working; who to talk
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to about Cryptology, Coptalk, Evasion, and skill chips; who knows about the
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SENSE/NET; who has valuable uplink codes; where you should begin when you're
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ready for cyberspace; and where you can find EasyRider 1.0, an invaluable aid
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for crossing zones in cyberspace. Send a message to Modern Bob asking about the
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SEA and Hitachi Biotech codes, then read the messages again -- he answers
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immediately. Finally, stop by the software library and download ComLink 3.0.
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Next stop is the Microsofts store. Ask Larry Moe about Coptalk, and buy the
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chip. Implant it and you can now visit Donut World. When you walk in, operate
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your chip before talking to the cop. He'll give you the link code for the Chiba
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Tactical Police and the coded passwords for the SEA and Fuji. Your present
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Cryptology skill is inadequate to decode these right now, however. Your next job
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is to upgrade your skills and get some more money. You have to buy a
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cyberspace-capable deck, and that ain't cheap!
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NEUROMANCER
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Part 2
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Before you leave the Cheap Hotel, check the PAX again. It should tell you that
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Shiva (at the Gentleman Loser) has a pass for the Matrix Restaurant for you. PAX
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should also give you codes for the IRS and Citizens for a Free Matrix (neither
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of which has anything you need or want). Go south from the hotel, into the
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Loser, and ask Shiva about the Pass. Then leave and head south again. On the
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east side of the street is the door to Julius Deane's establishment. Ask him
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about hardware and buy the gas mask (although you won't need it unti much
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later).
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Now, ask Julius about Skill. He has Bargaining (helpful but not necessary),
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Philosophy, Phenomenology and Psychoanalysis. The last three are needed for
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cyberspace, but wait till you have more money. Ask him about Cryptology, and he
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will offer to upgrade your skills. Upgrade to level 2, and then you can decode
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the passwords the cop in Donut World gave you. Finally, ask him about Fuji,
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Hosaka, Musabori, and Hitachi. He will give you passwords, but some of them are
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coded beyond your Cryptology skill level, so if you have the money, you can
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upgrade to level 3, but you can also wait for that until you have more cash on
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hand. Return to the Cheap Hotel.
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Log onto the SEA. There you can download ComLink 4.0 and Sequencer 1.0, and
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upgrade your Coptalk to level 2. Sequencer 1.0 will allow you to enter the
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ground floor of any database even if you don't have the password. Try it with
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Fuji Electric. Log onto FUJI, click on your inventory icon, and click on
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Sequencer 1.0. This will give you the level 1 password ROMCARDS. Log back on,
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and use the decoded second level password. Check the new personnel lists; you
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will find that Larry Moe has got himself a consulting job there. Write down his
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BAMA number for future reference. If you read the last memo, you'll learn that
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Tozoku has taken over Fuji by criminal means. Tozoku is a new name to you, so
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when you log off, go back to Julius Deane and ask him about Tozoku. He'll give
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you the link code.
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Go back to the Donut World and operate your Coptalk chip. If the cop calls you
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the same name as he did when you first met, go out and re-enter and try a
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different introductory phrase. You should now be able to ask him where the
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cowboys go for black market software and what the level 2 password is for the
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Chiba Tactical Police. Decode the password (I don't remember if Cryptology 2 can
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handle this, so if it can't, go back to Julius Deane and upgrade to Cryptology
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3), then go back to the Cheap Hotel. Log onto the Chiba Tactical Police, use the
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Level 2 password, and choose Edit Warrants from the menu. Click on "edit" then
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click on a name. You'll be prompted for a new name; enter "LARRY MOE." Then
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enter his BAMA number.
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The cop did not give you the Gentleman Loser database link code, but you should
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be able to figure it out easily enough. Don't ignore the obvious! Use Sequencer
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1.0 to get into Level 1, and check out the BBS. This will give you the uplink
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codes for the Eastern Seaboard Fission Authority and Bank Gemeinschaft. Log onto
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EASTSEABOD and use Sequencer 1.0 again. Check out the BBS. This will give you
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the Level 2 password for the Gentleman Loser, let you know where you can find a
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joystick, and warn you away from the Citizens for a Free Matrix. The software
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library will give you ComLink 5.0. Log back onto th Gentleman Loser database
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using the Level 2 password, and check out the Sorcerer BBS. It will warn you
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against a certain piece of software, and give you the coded Level 2 password for
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Bank Gemeinschaft. (You will definitely need Cryptology 3 to decode this one, so
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get upgraded if you haven't already done so.) Visit the software library. It has
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BlowTorch 1.0, Hammer 1.0, and Probe 3.0, none of which you need until you get
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to cyberspace, so don't download them until you get a better deck.
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Next, check out Tozoku Imports, using Sequencer 1.0 to get the level 1
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password. In their library you will find ComLink 6.0, BlowTorch 1.0 and Decoder
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1.0. Download ComLink 6.0 now. Next, log onto Hosaka Corporation, and use the
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Level 2 password you wrote down when you read it on the Panther Moderns' BBS.
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Check out the "New Employee Listings," and click on a name. You can edit it by
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using your own game name and BAMA number. Before you leave, be sure to upload a
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copy of ComLink 6.0 for them. They'll give you a bonus. Finally, log onto Bank
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of Zurich -- Orbital, use Sequencer, and open an account. Write down your new
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account number.
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Time to hit the bricks. Leave the hotel and go north to Larry Moe's. Seems that
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the proprietor is "helping the police with their inquiries," so you can waltz
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through the back door and into the Panther Moderns' meeting room. Lupus
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Yonderboy may be a funny looking dweeb, but don't call him that to his face. Ask
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for his help politely. Then ask about SENSE/NET. Buy the pass. Ask about SKILL.
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Buy the chip. Ask him about Cyberspace, AI, and Neuromancer. Finally, ask him
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about BANKGEMEIN. It seems he's been skimming from a certain account for years,
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and he will give you the number. Write it down, then leave and go back to the
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hotel. Log onto BANKGEMEIN, use the decoded Level 2 password, and choose
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Transfer Operations. Enter the account number Lupus gave you, then give them the
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destination: BOZOBANK and your account number there. Congratulations! You have
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committed grand larceny! (And this is small time stuff compared to what you'll
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pull later.) Log onto BOZOBANK, use Sequencer 1.0, and download 30,000 to your
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chip.
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It's time for one big shopping spree before you tackle cyberspace. Leave the
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Hotel and go visit Julius Deane. Buy the Psychoanalysis, Philosophy, and
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Phenomenology chips. Stop by Metro Holografix, and ask him about the Joystick.
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Buy it, then ask about Skill. He'll sell you Icebreaking and Debug. Ask about
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software and buy Drill 1.0 (the others you can download for free). Go to the
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House of Pong and trade the joystick for the Zen and Sophistry chips. Go back to
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the main street and save the game here! Then continue east. The lawbot will
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arrest you (this you can't avoid) but you should only get a 500 fine. Return to
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where you were arrested and enter the south door into the Matrix Restaurant.
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Listen to the conversation. It will tell you that "every AI ever built has an
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electronic shotgun wired to its forehead." Words to live by later on! Ask about
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Skill, and buy Logic, Software Analysis, and Musicianship. Install all your
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chips, then ask about Upgrades. You can upgrade Debug to level 4, and Zen,
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Evasion, Software Analysis, and Hardware Repair to level 2. Do so.
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When you leave, head west and north and visit Asano Computing. Use Bargaining
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if you have it, and ask Asano why Crazy Edo calls him a pig? If you really
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insult Edo in front of Asano, he'll lower his prices drastically. I suggest you
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buy the Ninja 4000 cyberdeck (don't buy the Ono-Sendai VII yet); it is
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cyberspace-ready and has 20 slots for software. Then return to the Cheap Hotel.
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Log onto Tozoku and download BlowTorch 1.0 and Decoder 1.0. Log onto the
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Gentleman Loser and download Hammer 1.0 and Probe 3.0. You are now ready to
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enter cyberspace!
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NEUROMANCER
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Part 3
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Before you enter cyberspace, make sure you have a cyberspace-capable deck (like
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the Ninja 4000), loaded with ComLink 6.0, Drill 1.0, Hammer 1.0, Decoder 1.0,
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BlowTorch 1.0, Probe 3.0, and Sequencer 1.0. You also need the following skills:
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ICEbreaking, Psychoanalysis, Logic, Philosophy, Phenomenology, Sophistry, Zen 2,
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Evasion 2, Software Analysis 2, and Debug 4. Save just before you enter
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cyberspace. When you get out, always debug your software (a "-" before the
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program name indicates that it has crashed), and wait until your health is back
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to 2000 before you save again prior to returning to cyberspace.
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You will enter cyberspace in Zone 0 if you jack in from the Cheap Hotel using
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ComLink 6.0. The ICE protecting the databases there is pretty thin, and it can't
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do you much damage if you're smart and quick. The first database you should
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crack is the Panther Moderns. You can identify any database by entering it and
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using Probe 3.0. To make it easy, the Panther Moderns database is located at
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x=224 y=112 (look at the bottom of your screen for your location's coordinates).
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Click on the Skill icon and use ICEbreaking, then click on your inventory. You
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have four ICEbreaking programs; Drill 1.0 is the best of them, so choose that
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first. As soon as you lose a volley, move your selector back to the inventory
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icon and click on it _quickly_! This will allow you to "load" another ICEbreaker
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before the first one wears off. (You may even prefer to use keyboard commands
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here; check your manual and do whatever seems most comfortable.) After Drill
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1.0, use Hammer 1.0, Blowtorch 1.0, and Decoder 1.0, then return to Drill 1.0,
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and keep using it until the ICE breaks. You will be able to raid the software
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library for Blowtorch 3.0, Decoder 2.0, and Thunderhead 1.0. The last one is a
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virus program. Viruses are one-shots which cannot be reused, so pick up a few.
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Then exit the database and cyberspace to debug, rest up, and save.
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A word about ICEbreakers. As you will learn, there are three levels of
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ICEbreaking software: Good (Hammer, Blowtorch, Decoder), Better (DoorStop,
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Drill) and Best (Concrete, DepthCharge, LogicBomb). Best is twice as good as
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Better, which is twice as good as Good, if you catch my drift. Put another way,
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Concrete 1.0 is roughly equal to Drill 2.0 and Hammer 4.0. But every time you
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use one against a particular patch of ICE, it becomes weaker as the ICE educates
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itself about it. If you use Blowtorch 3.0, then the next time you use it, it
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really becomes Blowtorch 2.0. Use it again, it's Blowtorch 1.0, and after that
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it's pretty useless. So start off with your best ICEbreaker, then use your
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second best, third best, and rotate among them.
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The rest of Zone 0 is pretty useless, but two of the databases have AIs whom
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you must defeat: World Chess and Psychologist. I would start with Psychologist
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(x=96 y=32). First, you must crack the ICE as above, but now you have better
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ICEbreakers, and several virus programs. After using your ICEbreaking skill, use
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Thunderhead 1.0, which will weaken the ICE (it will change color while the virus
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is operational) until it wears off. Then use Blowtorch 3.0, Drill 1.0, and
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Decoder 2.0. This should handle the ICE in short order.
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The AI (Chrome) appears. You fight an AI using Skills, and you have to be
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quick. First, use Psychoanalysis to identify the AI's weakness (if any).
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Chrome's weakness is Philosophy. So hit him with that first, then rotate among
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the other skills (e.g., (1) Philosophy, (2) Logic, (3) Philosophy, (4)
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Phenomenology, (5) Philosophy, etc.). You will be hit as you use your skills.
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You can't defend yourself, but you can use Zen to "heal," and -- in a worst-case
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scenario -- Evasion to bug out. It may take some practice, but you should be
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able to polish off Chrome. Nothing much to do here but read a few files, but you
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can download another Thunderhead 1.0 to replace the one you used. Then jack out
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to lick your wounds and save.
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If you check your skills, you'll see Phenomenology, Logic, Philosophy, and
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Sophistry have all gone up to level 2. Each time you defeat an AI, those four
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skills increase. Go back in and try your luck against Morphy, the AI at the
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World Chess database (x=160 y=80). Inside, you will find BattleChess 4.0, which
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will come in handy later.
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(There is a quicker way to boost your skills. If you avoid the AIs entirely for
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now, and work your way through the zones to Zone 3, you will find the Turing
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Registry. There you will find "tutorials" which will upgrade your Psychoanalysis
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to Level 4, and your Sophistry, Philosophy, Logic and Phenomenology to 5. By the
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time I reached Turing, though, I had already achieved those levels by polishing
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off four AIs. If you want to profit by this "insider" knowledge, feel free.)
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You enter Zone 1 through the cyberjack in the Gentleman Loser, right in front
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of the Loser database (x=416 y=64), so you might as well go after that first
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Inside you'll find Slow 1.0, a "corrupter" which will slow down the ICE's
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reaction to your attacks, as well as another virus. Other helpful goodies can be
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found at Copenhagen University (x=320 y=32) including Jammies 1.0 (corrupter)
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and DoorStop 1.0; Tozoku Imports (x=480 y=80) another virus and better
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ICEbreakers; I.R.S. (x=272 y=64); S.E.A (x=352 y=64); and Eastern Seaboard
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Fission Authority (x=384 y=32). Whichever you choose first, once you defeat it,
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your ICEbreaking skill will go up to 2. From now on, after you've cracked the
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ICE in a new zone, it will lift your ICEbreaking skill a notch.
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The AIs in Zone 1 can be found in N.A.S.A. (x=448 y=32) and Citizens for a Free
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Matrix (x=352 y=112). N.A.S.A. has Python 2.0 (Acid), BlowTorch 4.0, and Decoder
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4.0. The only program you can download from C.F.M. is Blammo 1.0. You don't want
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it. It's a trap. Central Justice and the Chiba Tactical Police don't contain any
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software at all, and not much information.
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Corrupters should be used before viruses and ICEbreakers. The order of use
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should be Jammies first, followed by Slow, then a virus and your best
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ICEbreaker.
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Zone 2 can be entered through the cyberjacks found at Fuji, Hosaka, and
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Musabori. The only software to be found there is at Hosaka (x=144 y=160), which
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has Hammer 4.0, Concrete 1.0, Slow 2.0, Injector 2.0, and Mimic 2.0. The only AI
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in Zone 2 is at Musabori. This is Greystoke, and he is much too tough for you at
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the present time, so leave him be until later. Neither Fuji Electric nor Hitachi
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Biotech offers much help or information.
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To reach Zone 3, you must take a little trip. From the Cheap Hotel, head all
|
|
the way south to the Spaceport on the western side of the street. From there you
|
|
can fly to either Zion Cluster or Freeside. Buy a ticket for Zion. When you
|
|
arrive, use your Musicianship to play Dub, and you will be put on board the good
|
|
ship Marcus Garvey bound for Freeside. Ask Maelcum about banks. On Freeside,
|
|
avoid the Villa Straylight, which is a deathtrap, and the Bank Gemeinschaft,
|
|
which has security you can't circumvent. Instead, go to the Bank of Berne, and
|
|
ask to open an account. While the teller is looking for the form, you can slip
|
|
inside the empty manager's office and use the cyberjack there.
|
|
|
|
The easiest database to handle in Zone 3 is the Free Sex Union (x=288 y=208)
|
|
which also has an AI. After that, go for Screaming Fist (x=464 y=160), which has
|
|
a lot of good software, including the indispensable EasyRider 1.0 which allows
|
|
you free access to all zones. Screaming Fist also has ArmorAll 1.0, which you
|
|
can use once to replenish your cyberdeck's shielding. (Later on, you will find
|
|
ArmorAll 2.0, 3.0, and 4.0. If you have room in your deck, hold on to them.
|
|
They'll give you a maximum of ten shield renewals.) Turing Registry (x=432
|
|
y=240) offers some skill upgrades and information, and D.A.R.P.O. (x=336 y=240)
|
|
has some good software. Finally, Bank of Berne (x=336 y=160) has an AI you must
|
|
face and finish off, too. Once you get to it, read the message board. It will
|
|
give you an account number and a security code that you can use to loot the Bank
|
|
of Berne to the tune of 500,000! Just remember to transfer it to your Bank of
|
|
Zurich account. Not only that, the Bank of Berne has software, too: a truly
|
|
full-service financial institution!
|
|
|
|
With your newfound wealth, go over to Asano Computing and buy yourself an
|
|
Ono-Sendai Cyberspace VII. You deserve it! And from here on, it gets tough!
|
|
|
|
|
|
NEUROMANCER
|
|
Part 4
|
|
|
|
Once you're back on earth, you can do your jacking in from almost anywhere, and
|
|
I found the Cheap Hotel to be most centrally located. There are only two
|
|
databases in Zone 4. Go after Gridpoint (x=160 y=320) first. Read the messages.
|
|
The data library contains some very powerful software.
|
|
|
|
The other database in Zone 4 is SENSE/NET. This will give you the number of the
|
|
only available ROM construct, the legendary Dixie Flatline. After you finish
|
|
with SENSE/NET, jack out and go all the way east to the High-Tech Area;
|
|
SENSE/NET is the southern door. Give them your pass, and when asked for a code
|
|
number, enter the one you were given in cyberspace. A ROM construct can be
|
|
helpful trying to debug or analyze software while still in cyberspace, and can
|
|
smell an AI. It also monitors ICE activity and your health level for you.
|
|
Definitely worth the effort.
|
|
|
|
Return to the Cheap Hotel and, using EasyRider, find your way to Zone 5. The
|
|
ICE is less feisty at Bank of Zurich (x=336 y=368) and Bank Gemeinschaft (x=304
|
|
y=320), although the pickings are slim. Useful software can be found at Bell
|
|
Europa (x=384 y=288), I.N.S.A. (x=448 y=320), and Nihilist (x=416 y=368).
|
|
|
|
Zone 6 has only two databases -- both tough, and both with AIs. Try KGB (x=112
|
|
y=416) first, because it has a veritable gold mine of software, including the
|
|
awesome DepthCharge 8.0! Then you can tackle Maas Biolabs (x=112 y=480). Once
|
|
inside Maas Biolabs, you can access their security systems. This will allow you
|
|
to unlock their physical front door and send the lawbot away. When you get back
|
|
to the Cheap Hotel, you can put on your gas mask (remember that?) and waltz
|
|
right in and nab their pet CyberEyes project. In essence, CyberEyes turns you
|
|
into a deck with 32 slots for software.
|
|
|
|
Zone 7 has three databases, all extremely important. Go after Phantom (x=320
|
|
y=464) first -- he has 2000 level ICE, and an AI, but once you get through the
|
|
ICE, don't use your combat skills. Instead, play chess with him! Access your
|
|
BattleChess 4.0 program. Phantom will thank you and invite you inside. There you
|
|
will be able to download Hemlock 1.0, which is the "shotgun" program for
|
|
Musabori's AI, Greystoke. You should also beat Wintermute, the AI for
|
|
Tessier-Ashpool (x=384 y=416). Psychoanalysis won't reveal his weakness, but _I_
|
|
will: It's sophistry.
|
|
|
|
There are only two obstacles left to face, and one is a piece of cake. Go back
|
|
to Zone 2 and Musabori Industries (x=208 y=208). The ICE should give you no
|
|
headaches and neither will Greystoke. When he appears, zap him immediately with
|
|
Hemlock 1.0 and he'll melt like the witch in "The Wizard of Oz." Inside you'll
|
|
find Kuang Eleven 1.0 in the data library. This is the "shotgun" program for
|
|
Neuromancer himself.
|
|
|
|
Time for the showdown. Rest up, debug, and get back to Zone 7 and Allard
|
|
Technologies (x=432 y=464). When you crack the ICE, Neuromancer will appear and
|
|
say "About time you showed up...." He will then whisk you away to a desert
|
|
island and explain some of the game's mysteries. After that, he'll strand you
|
|
there with nowhere to go, nothing to do but watch the surf as your life force
|
|
slips away.... Hey, if I'm on a tropical island, why is my life force slipping
|
|
away? Remember what was said earlier about some AI's being able to alter
|
|
reality? You're not on some desert island -- you're still in cyberspace, bucko!
|
|
Use your logic, phenomenology, and philosophy skills, and you will jolt
|
|
Neuromancer enough that he'll return you to cyberspace for the final battle. Hit
|
|
him with Kuang Eleven 1.0, and then with everything you've got. By now, your
|
|
combat skills are all at level 10 or more, and if you are quick enough, you
|
|
should be able to take him.
|
|
|
|
Once you've blown him away, we have the obligatory uplifting ending.
|
|
Congratulations! You've made the matrix safe once again!
|
|
|
|
|
|
NEUROMANCER
|
|
Part 5
|
|
|
|
DATABASE LINK LVL PASSWORD
|
|
-------- ---- --- --------
|
|
Cheap Hotel CHEAPO 1 GUEST
|
|
2 COCKROACH
|
|
Regular Fellows REGFELLOW 1 VISITOR
|
|
World Chess WORLDCHESS 1 NOVICE
|
|
2 MEMBER
|
|
Panther Moderns CHAOS 1 MAINLINE
|
|
Asano Computing ASANOCOMP 1 CUSTOMER
|
|
2 PANCAKE (decoded=VENDORS)
|
|
Consumer Review CONSUMEREV 1 REVIEW
|
|
Psychologist PSYCHO 1 NEW MO
|
|
2 BABYLON
|
|
Gentleman Loser LOSER 1 WILSON
|
|
2 LOSER
|
|
Citizens for a Free FREEMATRIX 1 CFM
|
|
Chiba Tactical Police KEISATSU 1 WARRANTS
|
|
2 SNORSKEE (decoded=SUPERTAC)
|
|
Software Enforcement SOFTEN 1 SMEEGLDIPO (decoded=PERMAFROST)
|
|
Tozoku Imports YAKUZA 1 YAK
|
|
Fuji Electric FUJI 1 DUMBO (decoded=ROMCARDS)
|
|
2 ABURAKKOI (decoded=UCHIKATSU)
|
|
Hosaka Corp. HOSAKACORP 1 VULCAN (decoded=BIOSOFT)
|
|
2 FUNGEKI
|
|
Musabori Industries MUSABORIND 1 PLEIADES (decoded=SUBARU)
|
|
Hitachi Biotech HITACHIBIO 1 GENESPLICE
|
|
Eastern Seaboard EASTSEABOD 1 LONGISLAND
|
|
Fission Authority
|
|
Bank of Zurich -- BOZOBANK 1 no password
|
|
Orbital (need to use Sequencer 1.0)
|
|
Bank Gemeinschaft BANKGEMEIN 1 EINTRITT
|
|
2 EINHOVEN (decoded=VERBOTEN)
|
|
I.R.S. IRS 1 TAXINFO
|
|
|
|
|
|
NEUROMANCER
|
|
Part 6
|
|
|
|
SKILLS:
|
|
------
|
|
Bargaining 1 from Julius Deane
|
|
Coptalk 1 from Larry Moe
|
|
2 from S.E.A.
|
|
4 from S.E.A. in cyberspace
|
|
Cryptology 1 from Shiva at Gentleman Loser
|
|
2-3 from Julius Deane
|
|
4 from I.N.S.A.
|
|
Debug 1 from Metro Holografix
|
|
2-4 at Matrix Restaurant
|
|
Evasion 1 from Lupus Yonderboy
|
|
2 at Matrix Restaurant
|
|
Hardware Repair 1 from Shiva at Gentleman Loser
|
|
2 at Matrix Restaurant
|
|
ICEbreaking 1 from Metro Holografix
|
|
Logic 1 at Matrix Restaurant
|
|
5 Turing Registry
|
|
Musicianship 1 at Matrix Restaurant
|
|
Phenomenology 1 from Julius Deane
|
|
5 Turing Registry
|
|
Philosophy 1 from Julius Deane
|
|
5 Turing Registry
|
|
Psychoanalysis 1 from Julius Deane
|
|
4 Turing Registry
|
|
Software Analysis 1 at Matrix Restaurant
|
|
2 at Matrix Restaurant
|
|
Sophistry 1 House of Pong
|
|
5 Turing Registry
|
|
Zen 1 House of Pong
|
|
2 at Matrix Restaurant
|
|
|
|
SOFTWARE:
|
|
--------
|
|
("*" indicates program available only in Cyberspace)
|
|
|
|
COMMUNICATIONS
|
|
Comlink 1.0 in your UXB
|
|
Metro Holografix
|
|
2.0 Crazy Edo
|
|
3.0 Panther Moderns
|
|
4.0 S.E.A.
|
|
Copenhagen University*
|
|
5.0 Eastern Seaboard
|
|
Hosaka
|
|
6.0 Tozoku Imports
|
|
Cyberspace 1.0* Panther Moderns
|
|
Bell Europa
|
|
|
|
ICEBREAKERS
|
|
Blowtorch 1.0 Gentleman Loser
|
|
Tozoku Imports
|
|
Metro Holografix
|
|
3.0* Panther Moderns
|
|
Tozoku Imports
|
|
4.0* N.A.S.A.
|
|
Concrete 1.0* Hosaka
|
|
2.0* D.A.R.P.O.
|
|
5.0* K.G.B.
|
|
Decoder 1.0 Tozoku Imports
|
|
Bank Gemeinschaft
|
|
Metro Holografix
|
|
Copenhagen University*
|
|
2.0* Panther Moderns
|
|
4.0* N.A.S.A.
|
|
DepthCharge 3.0* Screaming Fist
|
|
8.0* K.G.B.
|
|
DoorStop 1.0* Copenhagen University
|
|
4.0* I.N.S.A.
|
|
Drill 1.0 Metro Holografix
|
|
Gentleman Loser*
|
|
2.0* Tozoku Imports
|
|
3.0* D.A.R.P.O.
|
|
Hammer 1.0 Gentleman Loser
|
|
2.0* I.R.S.
|
|
4.0* Hosaka
|
|
5.0* Gridpoint
|
|
6.0* I.N.S.A
|
|
LogicBomb 3.0* I.N.S.A.
|
|
Nihilist
|
|
6.0* K.G.B.
|
|
|
|
VIRUSES
|
|
Acid 1.0* Tokozu Imports
|
|
3.0* Nihilist
|
|
5.0* Bell Europa
|
|
Injector 1.0* Gentleman Loser
|
|
2.0* Hosaka
|
|
3.0* D.A.R.P.O.
|
|
Gridpoint
|
|
5.0* I.N.S.A.
|
|
K.G.B.
|
|
Python 2.0* N.A.S.A.
|
|
3.0* Screaming Fist
|
|
5.0* Nihilist
|
|
Thunderhead 1.0* Panther Moderns
|
|
Psychologist
|
|
2.0* Eastern Seaboard Fission Authority
|
|
S.E.A.
|
|
3.0* D.A.R.P.O.
|
|
Gridpoint
|
|
4.0* Bell Europa
|
|
|
|
CYBERSPACE CORRUPTERS
|
|
Jammies 1.0* Copenhagen University
|
|
I.R.S.
|
|
2.0* D.A.R.P.O.
|
|
3.0* Gridpoint
|
|
4.0* K.G.B.
|
|
Slow 1.0* Gentleman Loser
|
|
2.0* Hosaka
|
|
3.0* Bank of Berne
|
|
Screaming Fist
|
|
4.0* Nihilist
|
|
5.0* K.G.B.
|
|
|
|
CHESS PROGRAMS
|
|
BattleChess 2.0 Regular Fellows
|
|
4.0* World Chess
|
|
K.G.B. 1.0* Screaming Fist
|
|
|
|
SHOTGUN PROGRAMS
|
|
Hemlock 1.0* Phantom
|
|
Kuang Eleven 1.0* Musabori
|
|
|
|
OTHER PROGRAMS
|
|
ArmorAll 1.0* Bank of Berne
|
|
Screaming Fist
|
|
2.0* Gridpoint
|
|
3.0* I.N.S.A.
|
|
4.0* K.G.B.
|
|
Easy Rider 1.0* Screaming Fist
|
|
Mimic 1.0* I.R.S.
|
|
2.0* Hosaka
|
|
Probe 1.0 Metro Holografix
|
|
3.0 Gentleman Loser
|
|
4.0* Copenhagen University
|
|
10.0* Bank of Berne
|
|
15.0* K.G.B.
|
|
Scout 1.0 Regular Fellows
|
|
Sequencer 1.0 S.E.A.
|
|
|
|
OTHER MATERIALS:
|
|
---------------
|
|
UXB deck (yours) Shin's Pawn
|
|
Other Cyberdecks Crazy Edo
|
|
Asano Computing
|
|
Decks w/Cyberspace Capability Asano Computing
|
|
CyberEyes Maas Biolabs
|
|
Gas Mask Julius Deane
|
|
Caviar Cheap Hotel Room Service
|
|
Holy Joystick Metro Holografix
|
|
SENSE/NET Security Pass Lupus Yonderboy
|
|
ROM Construct SENSE/NET
|
|
Matrix Restaurant Pass Shiva at Gentleman Loser
|
|
|
|
KEY NUMBERS:
|
|
-----------
|
|
Your BAMA ID 056306118
|
|
Larry Moe's BAMA ID 062788138
|
|
Your BOZOBANK Account 712345450134
|
|
BANKGEMEIN Account 646328356481
|
|
Bank of Berne Security Code LYMA1211MARZ
|
|
Bank of Berne Account 121519831200
|
|
Dixie Flatline ROM Construct 0467839
|
|
|
|
|
|
NEUROMANCER
|
|
Part 7
|
|
|
|
DATABASE ZONE X Y ICE AI
|
|
-------- ---- ---------- ---- ----------
|
|
Asano Computing 0 16 112 84
|
|
Consumer Review 0 32 64 84
|
|
Psychologist 0 96 32 84 Chrome
|
|
Cheap Hotel 0 112 112 84
|
|
World Chess 0 160 80 84 Morphy
|
|
Regular Fellows 0 208 32 84
|
|
Panther Moderns 0 224 112 84
|
|
|
|
Internal Revenue 1 272 64 150
|
|
Chiba Tac. Police 1 288 112 150
|
|
Copenhagen University 1 320 32 150
|
|
S.E.A. 1 352 64 150
|
|
Cit. for Free Matrix 1 352 112 150 Sapphire
|
|
Eastern Seaboard
|
|
Fission Authority 1 384 32 150
|
|
Gentleman Loser 1 416 64 150
|
|
Central Justice 1 416 112 150
|
|
N.A.S.A. 1 448 32 150 Hal
|
|
Tozoku Imports 1 480 80 150
|
|
|
|
Hitachi Biotech 2 32 192 260
|
|
Fuji Electric 2 112 240 260
|
|
Hosaka Corp. 2 144 160 260
|
|
Musabori Industries 2 208 208 260 Greystoke
|
|
|
|
Free Sex Union 3 288 208 400 Xaviera
|
|
Bank of Berne 3 336 160 400 Gold
|
|
D.A.R.P.O. 3 336 240 400
|
|
Turing Registry 3 432 240 400
|
|
Screaming Fist 3 464 160 400
|
|
|
|
SENSE/NET 4 48 320 800
|
|
Gridpoint 4 160 320 800
|
|
|
|
Bank Gemeinschaft 5 304 320 1000
|
|
Bank of Zurich 5 336 368 1000
|
|
Bell Europa 5 384 288 1000
|
|
Nihilist 5 416 368 1000
|
|
I.N.S.A. 5 448 320 1000
|
|
|
|
K.G.B. 6 112 416 1100 Lucifer
|
|
Maas Biolabs 6 112 480 1100 Sangfroid
|
|
|
|
Phantom 7 320 464 2000 Phantom
|
|
Tessier-Ashpool 7 384 416 2000 Wintermute
|
|
Allard Technology 7 432 464 2000 Neuromancer
|
|
|
|
NEUROMANCER is published by Interplay Productions and distributed by
|
|
Mediagenic.
|
|
|
|
This walkthru is copyright (c) 1989 by Paul J. Grant. All rights reserved.
|
|
|