452 lines
23 KiB
Plaintext
452 lines
23 KiB
Plaintext
SUNDOG HINTS.
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Original author unknown.
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* marks comments by Alex Leavans
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** marks remarks by Bruce Webster, author of the original Sundog
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Edited into shape from BIX messages by Neil Harris.
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1. Character Generation
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If you are going to make a try for solving Sundog, it's best to create a new
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character. When buying abilities, take a lot of Charisma and Luck...it helps
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when avoiding the 'nasties' who plague the game.
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** Actually, I prefer a high Dexterity--it'll help you with both space and
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ground combat. I usually set it at 70-75, Charisma at 60-65, and the rest in
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the 50-60 range.
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2. Use of Shunts
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To conserve as many of your hard-earned credits as possible, replace all the
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missing or broken pieces in your ship as possible with shunts. Certain pieces
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are un-shuntable, so some purchasing is necessary.
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* I have to disagree. To get maximum performance, you want all the parts in
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your ship to be of the highest quality. If you make do with shunts, you're
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going to be in a much tougher situation if you need to run or fight.
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** Use shunts. (Snicker) Do it. I dare you to. It's a great way to commit
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suicide. Point 1: each system has functions that disappear as it takes
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damage and the overall level of the system drops. Using shunts pushes you
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towards those lower levels. Point 2: shunts are less than stable. Want to
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see something interesting? Take a particular system (such as ship's guns) and
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load it up entirely with shunts (except, of course, for the control nodes).
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Buy some cargo (so you'll be attacked), lift off, start a sub-light move to
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the opposite side of the solar system, then run back to the guns repair bay
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and wait for a pirate attack. Then watch what happens. _That'll_ cure you of
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overusing shunts.
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3. Auxiliary fuel
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Now, fill up on fuel and repair your ship, but don't buy auxiliary fuel, as
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this will take up space in your cargo hold.
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** On the contrary, if you're a novice and not good at defending yourself
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against pirates, you should _always_ buy aux fuel. It cuts into your profits,
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true, but it beats the heck out of losing several thousand credits' worth of
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ship's parts or just plain losing. _I_ still buy aux fuel a lot, _especially_
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if I'm going into dangerous territory, such as Woremed (see below).
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4. Money in the bank
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Take out all your money from the Bank.
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* I disagree. Take MOST of your money out of the bank (at least on Jondd, but
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leave a couple of credits in the bank.
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** I disagree. If you're going to a specific system, use the Transfer
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function to move lots of cash there. But avoid carrying large sums of cash
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any longer than you have to. Few things more aggravating than withdrawing 50K
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credits from the bank and immediately running into muggers who don't buy the
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"Claim no cash" ploy. Buy a lot of extra food (don't over-do it though) and
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store it throughout the numerous lockers aboard your ship.
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5. Weaponry
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* One of the first purchases you should make is a shield and a scattergun.
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And, like it says in the ad, "Don't leave home without them".
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** Better yet--at least, at first--buy two or three shields (since you can get
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them most anywhere) and forget the scattergun. Two shields in good shape will
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let you outrun just about any group of attackers. Be aware that each shield
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can only take so many hits, just as a scattergun has only so many shots. A
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stinger is harder to use, but it never runs out of shots.
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6. Fly to Woromed
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Now you should Warp over to Woremed, where they have the best illegal
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equipment credits can buy. If you don't know how to warp yet, then don't use
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these hints...get familiar with the game first.
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** Actually, the best system to do wheeling and dealing in is Glory, since (1)
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it has three planets to work with, and (2) it has a high law level, so pirate
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attacks are less common than in other systems.
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** A simple hints: if you're going to Woremed, *don't* carry cargo. It's one
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of the nastier system around. Just take (or transfer) some cash, go there,
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buy what you need, and leave.
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7. What to buy on Woromed
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Once on Woremed, peek in the Bank and see if there is any more dough stashed
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there...a litle more money couldn't hurt. Find a bar, and ask the bartender
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for Information about Buying a Cloaker and then a Ground Scanner. Replace a
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Cryofuse in the force shield with the Cloaker, and replace a Scanner in
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Pilotage with the Ground Scanner. The Ground scanner lets you see a few
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cities missing from your maps as well as land directly at them (rather than
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having to drive around in your little land cruiser, ne' pod), and the Cloaker
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makes you invisible when the cloaker is activated.
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** I seldom buy a cloaker; I prefer concentrators and autoslews, so that I can
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entertain myself with blowing the pirates away. Better use of fuel, though
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you do run the risk of damage.
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* Another device that you will want to have is a DeCloaker. This negates the
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effects of other people's (namely pirates) cloakers. This device is available
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in a bar in the city of Banville (which is the religious colony that you are
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supplying.) You'll have to wait until the colony gets sufficiently developed
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for the bar to appear (it's the purple building that looks kinda like a moldy
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moon pie...), but once it does, buy that DeCloaker! The DeCloaker replaces a
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j-junc module in the tactical display.
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* A second note: I've found that it's a really useful idea to buy TWO of
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each of the items-->ground scanner, cloaker, and decloaker. Install one of
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each of the devices where they belong (don't worry about putting them in
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wrong, they won't fit anywhere except where they're supposed to go). Now put
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your spares in the parts locker. This will save your buns at some future date
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when a pirate blows out one of your hard to obtain and very expensive parts.
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And believe me, it's gonna happen. It's better to spend credits NOW, when
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you're in the right spot, and can get what you need, than be stuck later,
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without what you need.
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** (Snicker) Ever noticed how often those special, illegal, expensive
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components seem to blow when you're attacked? A real shame, isn't it? I not
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only keep spares, I take the darned things out when they're not in use. Why
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risk a ground scanner during an in-system transit? You can *always* land at
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the starport, plug the GS back in, then go to the city of your choice.
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8. Explore the planet
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Start your wheelings and dealings on Woremed...might as well, since you happen
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to be there already. Buy as much as you can, and fly to another city by
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selecting Navigate and choosing City To City. Sell, everything you have,
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because this is the only way for you to get credits to finance your mission.
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(Of course, the old capitalistic creed applies--buy low and sell high!) Check
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to see if the warehouse has any Cryogens, and take note of whatever else is
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there too. Don't buy any goods now, but collect the Cryogens and take them
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back to Jondd. One of your last actions should be to to pick up all the cash
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that is left on Woremed...there are other means of banking, but direct cash
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transactions are easier and less bothersome.
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** Don't take all the cash; it's usually a good idea to leave a little on each
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system for emergencies. And the best way to get it back to Jondd is to use
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the TRANSFER function at the Uniteller.
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If you don't take your dough with you, then you won't have anything at all
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back on Jondd. REMEMBER! When you buy or sell something at the exchange, the
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cash is deposited to the bank, and NOT to you personally. So be sure and
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withdraw all your cash before you leave!
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* Be careful, though! Carrying large amounts of cash on you is a good way to
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attract muggers! If you get the little blue box that shows someone is
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approaching you, run for it! You have better than a 50% chance of getting
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away. I have never met anyone yet in those encounters that meant me any good.
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(Mind you, some of them didn't actually do me any harm, but...). If you get
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stopped by muggers, bluff. Claim no cash. About 2/3rds of the time, this
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works, and you get left alone. If they attack, run for it. That's what you
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bought your shield for. (It only takes a limited number of hits, though, so
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be careful not to get complacent). If there are only a few of them, you can
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choose to duke it out. This is where a scattergun becomes important. A
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stinger won't do much of anything. A scattergun will level your attackers
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much more easily. Search your attackers, as they will sometimes be carrying
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things of value.
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** A scattergun only has 7 shots, while a stinger has an unlimited number. If
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you want to go picking fights, the best combo is two shields, a scattergun,
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and a stinger. Keep the scattergun in your hand (upper right location); when
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it runs out, it'll automatically switch to your stinger.
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9. Back to Jondd
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Once you get back to Jondd, buy a LOT of food, which you will need while
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travelling in the wilderness. Leave Drahew, and hunt around for 'The Lost
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Colony', known as Banville Center. Once found, your Ground Scanner will store
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its position in memory, and you will be able to land there directly. Visit
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their warehouse, and find out which goods they need. Remember to store your
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cryogens there, too. From here on, it's just a matter of finding where the
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goods Banville Center needs are. Just keep flying around picking up
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credits and the needed goods.
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10. Evading Pirates
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However, a certain 'low class' element also roams the spaceways...pirates!
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When faced with pirates (you will hear the alarm, believe me) select Tactical.
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The least damaging (to you) method of dealing with the buccaneers of the
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spaceways is to wait for them to close in (your ship is moving...remember
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that) and try to Communicate. Refuse to deal with them, and Bluff. This
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usually doesn't work, so if not, select Cloaker from the menu, which will make
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you effectively invisible. When the pirates reach the center of the screen,
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they will warp off; now shut off the Cloaker as fast as possible...its a real
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gas guzzler. The pirates will leave you alone if your cargo hold is empty, or
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carrying cryogens.
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* Also, remember: while you're in sublight, from planet to warp point or vice
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versa, your warp drives can be charging. This means that once you hit the warp
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point, you can just blast off, leaving the pirates in the dust.
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** Actually, if you want to really be tricky, you can fully charge your warp
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engines while sitting on the ground--then run over to the fuel depot and "top
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off" your tanks. Also, did you know that you can warp any time after leaving
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orbit? That little number in the upper left corner of the pilotage shows you
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the probability of making a successful warp at that moment. If it works, you
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arrive at your target system, but your location will vary to either side of
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where you were at when you jumped, with a greater variation for being more
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"in-system". If it doesn't work, you have to select a destination and start
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the warp engines charging all over again.
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* With the cloaker on, some pirates will wander off of your tactical display.
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A good rule of thumb is, if you can't see them, they can't see you. Some
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pirates (most notably the larger vessels) will NOT go away. They will fly
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right up to you and stay on you. AS LONG AS YOU HAVE YOUR CLOAKER ON, THEY
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WON'T FIRE. This makes for some interesting situations, when you're low on
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fuel, and coming up on a planet...
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* Because the only time you can get nailed by pirates is while moving planet
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to planet or warp point, choose your warp points with care. Use the maps, and
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figure out EXACTLY where you want to go to. Then pick the shortest route....
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** Different systems have different law levels. The lower the law level in
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the system, the greater the probability of being attacked (on the ground or in
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space). In a system with a low law level (like Woremed), you want to either
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avoid carrying cargo or choose the most direct route possible. In a system
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with a high law level (like Glory), it's not so critical to be direct. Also,
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in a multi-planet system, you can use the planets as stepping stones.
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11. Fighting Pirates
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If you are the more agressive type, and hate to see these pirates walk all
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over you, then you'll want to pick up on Woremed a Concentrator and an
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Autoslew.
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* The concentrator is available at the same bar(s) on Woremed that all the
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other stuff is. I STILL haven't found an Autoslew.
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Put the Concentrator in your gun panel, and the Autoslew in the tactical
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panel. However, pirates don't work alone as a rule, but you do...they have
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the advantage on number, so don't push your luck. If you feel like a fight
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once in a while, then go ahead, but don't make it a habit (unless you happen
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to be Buck Rogers, Luke Skywalker, or Han Solo).
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** Heck, I _like_ fighting pirates. In a number of systems, you can get
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bounties (of up to 5000 Cr) for blowing a pirate away. Better yet, cargo will
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often be detected in the wreckage, and you can use the tractor beam to bring
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it into the pod...*if* you have a free slot. If you don't, you can always
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jettison what's there, but you don't have long to make that decision, and you
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won't know 'til you bring it on board what you've got.
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** By the way, as you destroy or chase off pirates in a given system, you gain
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a "reputation" which makes them less likely to attack you.
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** If you want to fight, this is also a good time to pop a dexboost. That'll
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up your DX to 100 (temporarily) and make it easier to hit those suckers.
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Weapons preference is a matter of personal choice; I prefer lasers and have
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enough experience (I wrote the $*#&$ code) with it to defend myself.
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13. Shields
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* It also takes a couple of seconds for your shields to charge--so when
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you're flying in space with valuable cargo, first thing to do, after you've
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selected your sublight destination (and possibly warp point), is to put up
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those shields!
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** A waste of fuel. I usually don't put up my shields until I hear the alarm
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or see the attack indicator (upper left corner of the pilotage) turn red. If
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I'm feeling nervous, I'll sit in the TACTICAL display, in the SHIELDS menu,
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ready to hit the SHIELDS FULL button should I be attacked. Sometimes, though,
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I won't even put up the shields until *after* I've done a COMM with the
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pirates.
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14. Colonies & Trade Goods (see list at end of article)
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* One thing is almost certain--if you need it for the colony, then you won't
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be able to buy it on Jondd.
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** Actually, in a given game, each planet has a list of supply and demand
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values for all the trade goods--and no planet has (to my recollection) all of
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them available. Supply and demand is modelled on a city-by-city basis, but
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each city tends to recover towards the planetary levels. There are 18
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different sets of values, and they are randomly distributed among the planets
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at the start of a new game. For that matter, more often than not, you can
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complete the first phase of construction in Banville without ever leaving
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Jondd (or, at least, without leaving the system). Which, of course, is a
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great way to eat up your "seed" money.
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** Each solar system has three levels: law, tech, and wealth. Law affects
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frequency of attack (in space and on the ground) and also affects what illegal
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items are available in bars. Note, though, that it is possible to be offered,
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say, a ground scanner on Jondd by someone in the street. However, you have to
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be willing to endure beggars and muggers for quite a while to find something
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like that.
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** The tech level affects the price of tech-based trade goods (I leave it as
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an exercise to the reader to figure out which goods are tech-based). It also
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affects the range of ship's parts available in the stores.
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** The wealth level has a general impact on the price of goods but that's just
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one in a series of factors determining what the cost of a particular cargo is
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(along with supply, demand, quality, tech level, and whether or not you're in
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a starport). Want a measure of a system's wealth level? Buy a glass of ale
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and look at the price.
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** For those of you who thought you were going nuts: yes, some of the planets
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actually move during the course of the game.
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15. Needs and the Pod
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* Make your list of items currently needed by the colony. Fly around Jondd to
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the various cities, and if you see something at a good price, BUY IT. You
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don't know when (or if) you'll see it again. First thing to do is store it in
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the pod. If it won't fit because you've already got stuff there, store it in
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the warehouse, and come back for it after you've dropped off your current
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load. If the various cities on Jondd don't have what you need, the next
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alternative is to try Heavy. This is a local flight, but don't let that fool
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you--pirates are as ready to hassle you here as anywhere. A good strategy is
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to fly to Heavy, pick up one of the items you need, which will fill one space
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in your pod's cargo bay. Use the other space for a load of fuel. Fill up
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your ship at the spaceport, so that what you have is a full tank, and then a
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reserve tank (in the pod). (By the way, I assume you've bought a cloaker...)
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Now, fly back to Jondd. It's almost certain that a pirate is gonna bother
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you. The reason for the extra fuel, is so that when you hit 'Cloak' you don't
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have to worry about being stranded in space, out of fuel. (Which will make
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you a sitting and very dead duck). Leave your cloaker on until you hit Jondd,
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then simply go to Navigate, and land at the colony. Don't bother turning off
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your shields or cloaker--the landing sequence will do that automatically. The
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key issue is to avoid getting hit by the pirates--so leave your shields up!
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* When buying things at the exchange, don't necessarily buy something the
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first time you see it. Quite often the same item, but of varying quality,
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will be offered for sale more than once. When buying for yourself, (i.e., to
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make a profit), buy the highest quality available (I generally don't buy
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below a 'C'). When buying for the colony, buy the LOWEST grade of merchandise
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possible. [I try not buy above a 'E']. (They will accept anything, and what's
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the point of paying 10,000 credits for grade 'A' gems/crystals, when you can
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buy grade 'G' for 3500 and keep the extra 6500 yourself?). Anyway, at any
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given exchange at any given time there are only about 8 or 10 things that are
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for sale, and they cycle through the list. Don't be scared about missing
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something, and so buying it the first time you see it. Often, the same item
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(different grade) will come up a few items later, so cycle through everything
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before you make your purchases. This can often save you credits!
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16. Hints & Tips
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* The only safe places to sleep are a hotel, your ship, and your pod.
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Sleeping in a bar is a good way to get robbed of everything on you! Your pod,
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also, can be ransacked. This may happen if you park it on the street, or in
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an unguarded parking space. Guarded parking lots (the ones with spaces and a
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little white guard building) are safe.
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* There will be certain planetary systems that you can't get to, initially.
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THIS IS NOT A BUG IN THE GAME. There is a way to solve this problem. But it
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will cost you money, a lot of money. In sum, 200,000 credits. So DON'T get
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to the end of the game with a small amount of money, because you will NEED
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lots of capital to finish the game. So sharpen up those trade skills!
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** For those of you wonder how the score is calculated and what it means:
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don't ask me. That was added for the ST version, and I haven't figured it
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out, either.
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List of Cities and Trade Goods:
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(*=Starport)
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SYSTEM PLANET CITY TRADE GOODS
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Jondd Jondd Drahew* Antimatter
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Oddburg Art Objects
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Esposito Biochips
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Darvilton Cadcams
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Dramming Chronographs
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Heavy Lightning* Clothing
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Ft.Ligon Comgear
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Ft.Savon Droids
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Lafser Tcana Ifwerl/Tennow* Exotic Metals
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Storel Fruits/Vegetables
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Glory GloryI Lagosal* Furs/Silks
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Abran Gems/Crystals
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Abundan Gold
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Paran Grains/Cereals
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Corian Handweapons
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GloryII Fielno* Meats
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Gennewa Nullgravs
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Jemba/Loth Organics
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GloryIII Dark* Pharmaceuticals
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Shoot Shoot Shoothan* Radioactives
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Knuth Rare Earths
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Temlonton Seeds/Sprouts
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Waslat Spices/Herbs
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New Shoot New Shoot N'Waslat* Silichips
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New Tenal Stock Embryos
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Wildera Stimulants
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N.Shooth Sunsuns
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Tram'el Synthesizers
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Edrired Wood/Fibers
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Hell Sheol*
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KolManDaa Kala Man*
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Daa
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New Davya
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Chalne'ij
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Sosai D'helro N'ljones*
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J'behjon
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N'kander
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Woremed W'orrad Sheshco*
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Aylika
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Zadansa
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Alram
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Jadul
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Krakorus Malesti*
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Illdono
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Pelako
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D'esgid
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Ferr Ferr Ferring*
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Lonax
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Barnum
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Bantin
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Ferrwyck Industron*
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The Mines
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Snowball Icebox*
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Enlie Enliah Plepa*
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Tuie
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Hepah Hepah Arlenair*
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Velanie
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Essoit
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e your buns at some future date
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when a pirate blows out one of your hard to obtain and very expe
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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