446 lines
22 KiB
Plaintext
446 lines
22 KiB
Plaintext
BUCK ROGERS: COUNTDOWN TO DOOMSDAY
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1 Basic Training, Party, Arms, Equipment, Skills, Tactics
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2 Tour of Duty, Missions, Side 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
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universe information that the player should know before starting the game.
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Part two, TOUR OF DUTY, contains game hints. Part three, INTELLIGENCE
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REPORTS, contains 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
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between races and careers.
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It is worthwhile to use the Modify command to maximize the various
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attributes (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
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automatically. As a result, there are no reloads to put in the Gear
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inventory. A gun with all its clips filled has 250 rounds, which is quite
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adequate for most missions. For the occasional longer missions, two guns or
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500 rounds is sufficient. However, battles are won by having the right
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weapon for the occasion. This means carrying from four to six different
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weapons.
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Needle guns are the best weapons. Nothing stops them, nobody is immune to
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them, and only a few opponents have partial immunity to them. Partial
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immunity means some rounds will hit for 0 hit points. The only disadvantage
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of needle guns is their short range. Having two needle guns per character is
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highly recommended.
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Laser rifles are good long-range backups for needle guns. Aerosol clouds
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will stop laser beams and combat robots have partial immunity to lasers. For
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that reason, some characters should carry rocket rifles in place of, or in
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addition to, laser rifles. Chaff clouds will stop rockets. ECM packages
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protect against 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.
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Microwave guns are very effective against unarmored opponents, but useless
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against anyone wearing armor. For these reasons, these weapons should not be
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carried unless the party finds ones that improve THAC0 (e.g., a Lunarian bolt
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gun will improve the THAC0 by 4!). All other guns are not worth carrying
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unless they also improve THAC0.
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Melee weapons (swords, axes, etc.) are not worth carrying with one
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exception: Characters with high strength (18 or above) get hit bonuses when
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they attack with melee weapons. It is worthwhile to equip your strong
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characters with melee 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
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useful 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
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the rest.
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All explosive grenades are very useful. The remaining grenades are of
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limited use for various reasons, the main one being that most of your
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opponents are 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
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a grenade can be thrown. This is very useful for throwing chaff grenades at
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heavy 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
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have 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.
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Plasma Throwers have a blast area of 7x7 squares. Get as many as you can.
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Grenades, rockets, and plasma balls can all be stopped by chaff clouds. Make
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sure there is 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
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a character to Bandage him.
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One character should have Bypass Security and Open Lock at the highest
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possible 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
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Navigation skill of at least 20.
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Besides the engineer, at least one other character should have Juryrig skill
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of 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
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Wounds first, then Treat Serious Wounds, and then Treat Light Wounds. If some
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one else has a high First Aid, then Treat Light Wounds may be neglected to
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increase the other medical skills. Diagnose and Treat Poisoning need only be
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at least 15. Treat Stun enables a medic to unstun someone who has been
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stunned. To do this, move the medic next to the character and the Aid command
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should appear in the combat menu. Select Aid and the character will be
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unstunned if the medic has a 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:
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Move Silently (only a rogue needs this skill, and it is for Backstabbing),
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Pick Pocket, Use Jet Pack, Commo Operation, Disguise, Befriend Animal,
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Etiquette, 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
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chaff grenade (to prevent them from firing their heavy weapons), then
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scatter. They 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
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needle guns. This gives your party a fighting chance. If your party cannot
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scatter, 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.
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There is some freedom to deviate, but only at the cost of making it harder.
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The side missions can be done in any order, but their difficulty is variable.
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Some can only be done later in the game, when your characters have high
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levels and really good equipment.
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Except for Ceres Base (which is approximately 50x50), all the mazes are
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16x16 at the largest, despite the coordinates given. The other large mazes
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in the game are actually broken into smaller sub-mazes that you explore one
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at a time.
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As soon as you can, explore the asteroids and locate the shops. There is
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some 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
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to 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
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you get more money for capturing them. To capture a ship, you must defeat the
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crew manning those sections mentioned above, find all the controls, and shut
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them down. While pirates and RAM ships are the obvious targets of
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privateering, Mercurian ships have the best loot, some of which you will
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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,
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Pallas, Psyche, Juno, Hygeia, Aurora, and Thule.
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The following are the main missions in the order in which they should be
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done. The numbers are references to explicit details in the INTELLIGENCE
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REPORTS 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.
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Search the big building to the south. Hint: Someone should make the big
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sacrifice, or you will not succeed (1). Dazzle grenades you pick here can be
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used in the next two missions.
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DR. WILLIAMS'S DERELICT SHIP: Basically, you have to regain control of the
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ship from the ECG's. In the process you will learn what the game's plot is
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all about. First, you need to cure your party of a parasitic infection.
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Clues and the means to do so are on decks 4 and 6 (2). Hint: Remember the
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sigma codes you find. You find out how to regain control on Deck 9, but you
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will need something from Deck 6 (3). You will have to thoroughly explore the
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ship, as the steps needed to regain control require you to find certain key
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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
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bottom up with the children, because they'll tell you things about the base.
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You are given three key locations you have to visit to complete this mission
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(5). All the other locations are optional, but give valuable experience
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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.
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Follow Buck's suggestions about which decks _not_ to explore. Once you find
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Talon's quarters, the next steps are given to you by the game. This is also
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where 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
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to Level 4 (9). You cannot do this without a blue security pass. You cannot
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get a blue pass card without a white pass card. Hint: The two cards are on
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the same floor (10). You should have gotten (one way or another) red and
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green passcards at the village. Hint: Use the green card. Green squads are
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made up of eight men. Since this is a spy mission, the best plan is to
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pretend to be a green squad. Check all computer terminals for information.
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Bypass Security and Library Search 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
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investigate the Lowland village at the extreme northwest part of the map.
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Avoid the acid lake north of your ship, unless a character has a very high
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Befriend Animal skill. You will meet various Lowlander groups. Show your
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friendship by helping them.
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The party needs to get a set of keys (12) and a Lowlander child (13) from
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the village. Helping the villagers out is optional but very much worth the
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trouble (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
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carefully, but do _not_ blow it up (15), at least not yet. It is useless to
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explore this place first, as the game will hint to you if you try. Explore
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all the squares to 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
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the 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,
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bring the Lowlanders to their leader, and get the location of the thing from
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the leader (16). Only then can you leave the base. Upon completing this part
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of the 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
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core, carefully explore the first three floors before continuing (18). Each
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floor has something you need. At Level 4, go directly to the Sun King (Hint:
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Go northeast), and pretend to ally with him (19). Now you can safely proceed
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up to the top of the core.
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At this point, things get complicated. First, you must abort the firing of
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the weapon by shutting down the power. There is a time limit to this
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sequence, so have a saved game you can go back to if you cannot shut the
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power down in time. Hint: The game tells you to use the stairs to get to the
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floor with the power controls (20); this is a good idea. The stairs are to
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the northwest. You want to go all the way to the top of the stairs. The power
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control floor is also the floor with the doomsday weapon (21). The battle for
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the weapon is a two-parter, 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
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to get out of the tower before it blows. The game suggests that you should
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use escape pods. Hint: It is the next floor down (22). Have a saved position
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you can 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
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the 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
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the 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
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running battles, including one in space (24).
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JASON DUPARE'S RESCUE: This mission is given to you by NEO. Hint:
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Programming skill is very useful for shutting down the security computer.
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There is also a second "spear carrier" prisoner in the prison to be rescued.
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This mission is tough (25).
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WILMA DEERING: After Venus, you will get a call from NEO to meet Wilma
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Deering. Since the location is on Tycho, there is no reason not to do this
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mission immediately. It is moderately difficult, and there is a very nice
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reward.
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ATHA'S RESCUE: NEO will tell you the news of Atha's capture. You get only
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one chance to do this mission; fortunately, the chance only comes when you
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go to Juno. As is typical in these games, there is no real time limit for
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taking on the mission. This is one of the toughest missions in the game. You
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must fight a set number of encounters before you find Atha. She will then be
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in the last unexplored place, wherever that is. Hint: You need to explore all
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the rooms and intersections, but not every square in the maze.
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TALON'S TREASURE TROVE: You stumble on this mission by exploring the
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asteroids. It should be easy, and there is a lot of very good loot. Hint:
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Check every square.
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RAM COMMUNICATION SPY POST: You stumble upon this moderately difficult
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mission by exploring the asteroid belt. The base is small; explore all rooms
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and smash all communications gear. There is one minor loot stash (26).
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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
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autodoc to cure your party is reached through the door at 63,64 on Deck 6.
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Use Dr. 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
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found at 63,64 on Deck 6. Scot.dos is at 91,92 on Deck 9. The argon gas is
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on Level 0, but you will not find it until Scot.dos tells you that you need
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it. The door at 34,33 leads to the air supply controls. Head for the first
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console you see on Deck 1 (Engineering) for the manual override. If your
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party notices the air shaft opening, that is the quickest way up to Deck 10;
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otherwise, the race to 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
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the first level after you have rescued the children. The children are at
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25,42.
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5. The locations you have to visit are given to you by Scot.dos. The only
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way back up is at 51,42. Once you get back up to the first level, there are
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three loot caches, the grandfather of one of the kids to be found, and some
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gennies to be rescued. The kids' rescue ship is at 46,2; your ship is at
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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
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Desert 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
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"One casualty." This gets you into Level 0. The elevator is at 47,59. Check
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for computer consoles on every floor, and try to get information from them.
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On Level 1 you will be taken to the base commander. Pretend to be a green
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squad member who has had a rough time of it. Fast Talking helps here. It is
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best to use the 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
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is located somewhere through the door at 43,59. Use the elevator at 42,62 to
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get to Level 3. The room at 45,62 on Level 3 is actually the entrance to
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Level 4.
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11. After the battle, you are dumped at 48,59 on Level 0. The exit route
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leads 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
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at 5,11.
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15. The self-destruct key is at 8,1. The self-destruct controls are at 2,1.
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The entrance to the main base is at 8,0.
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16. The Lowlanders are at 0,2 on the 3rd floor. Landon is at 7,4 on the 4th
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floor. The retinal lockpick is at 1,2 on the 1st floor, but you can find it
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only after Landon "tells" you its location. The hidden door is at 3,0 on the
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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.
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Remember that you are innocent party-goers if stopped while you're in the
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parade. Again, Fast Talk is very useful. You leave the parade at 13,7; the
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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
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Level 3.
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19. The Sun King is at 14,3. There is little else of interest on this level.
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Once you are allied with the king, go straight up the core to the security
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level.
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20. The emergency stairs are at 0,0. Go up two flights.
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21. The power room is at 2,4. The Doomsday Weapon is at 10,11.
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22. The pod controls are at 4,5. Search the nearby rooms for a pod.
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23. Until you kill the RAM commander at 14,13, you will have random RAM
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encounters. After you kill him (actually Talon does that), you will have
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random encounters with Talon's heavy combat robots.
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24. Go to Ceres and check the bars and restaurants. You will have no
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problems until you go back to Pavonis. You then will have a series of
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running battles, including a final one in space. There is no maze. All
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movement is automatic.
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25. You need to shutdown the security computer at 14,8.
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26. The loot is at 0,6.
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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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