225 lines
13 KiB
Plaintext
225 lines
13 KiB
Plaintext
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Walk-through for 2400 A.D.
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2400 A. D. Walkthrough version 1.0.0
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Copyright 1999-2000 by Andrew Schultz schultza@earthlink.net
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My 2400 A. D. homepage is at:
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http://www.geocities.com/SoHo/Exhibit/2762/2400/main.htm
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2400 A.D. is copyright Chuck Bueche "Chuckles," Origin Systems, 1987.
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This walkthrough copyright 1999-2000 by Andrew Schultz may not be
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redistributed for profit in any way without my prior consent. <Soapbox>
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I look over old Apple games for fun and don't really think there should be
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profit in it. I'm not looking for profit, so I don't expect others should
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profit unfairly off my work. </Soapbox> Especially since there wasn't much
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real _WORK_. This was fun to write and, I hope, fun to read too.
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Any mistakes, corrections, etc., even of blatant typos, can be mailed to me at
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schultza@earthlink.net.
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The year is 2400 A. D. and the Tzorg Empire has enslaved the city of Metropolis
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for a while in its quest for galactic domination. But wait! There's hope!
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You, with the help of the Underground, a covert resistance movement, can stop
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them.
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I have asterisked out quests where you just need to find information. They are
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not strictly necessary, but they are neat puzzles. Also alternative solutions
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are labeled with "+." They may require knowledge found elsewhere in the game.
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First, start with intelligence=agility=endurance=30, and affinity=9. If you
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really need to improve affinity just talk to someone, cut off the conversation,
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and talk again. That's one affinity point. For endurance, run or climb stairs-
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-
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lowers it short-term, raises the maximum long-term. Agility comes from fixing
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or
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using weapons, and intelligence comes from fixing or using items. NEVER, NEVER
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use a booster pill. They're not worth it. Boost labs are too hard to get to
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although they are a neat puzzle. Look for Fritz in the underground if you
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really want to know.
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The first thing to do is to go to Joe's Bar. It's a building north and two to
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the east of where you start the game. Spider is in back, behind the bar. He's
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lying down. Now, he'll ask you to go to Johnnie's Corner to see Reggie, who
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will
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tell you a password. It isn't necessary to get the password, but if you don't,
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you'll need to get a loan off Brehm's Bank at loan-shark rates. Even Brehm
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tells you the way you should be making money is by killing robots. Searching
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for
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and finding energy cells and selling them at 5 credits is another, but it's a
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little more tedious. However, if you're out of credits and guns, this is
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viable. If you're out of ammo, just reload, get killed, and pick up your gun
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again in the authority center.
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**At Johnnie's Corner: It's in the east sector. Run all the way east(to avoid
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the checker robot and social demerits) and Johnnie's corner is to the south of
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the end of the walkway. Johnnie's at the bar. He'll tell you Reggie's
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upstairs
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if you ask about REGGIE. Go upstairs and ask Reggie the PASSWORD. By the way,
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the stairs up/down are a great way to improve your endurance. Most of the
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places have tubes.
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++An alternative way to get there is to enter the transporter just outside of
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the check-in center and type "LETSGO" and then "01" which sends you to the
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transporter just outside Johnnie's Corner.
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Back chez Spider you'll get Plastiform(healing) and a hand blaster and a
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passcard, which opens the door in the Novue Apartments, behind which you can
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get
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to the underground. Don't worry about getting energy, or that you can't load
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from an energy node without attracting attention. In the underground there is
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a
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place with unlimited energy cells. There's also another place in the Megatech
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warehouse that has lots of energy cells. Rudy tells you about them.
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++If you don't have a weapon, Spider will give you another. This may be a
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cheap
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cheaty way to get credits. Talk to Spider, drop a weapon, talk to Spider, etc.
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The first thing you'll want to concentrate on is buying a light shield. It is
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500 credits and can be found in the underground. I'd advise picking off robots
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guarding the borders first. To sneak behind them, either run on the walkways
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or
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use the transporters(type LETSGO and then at the second prompt type 01, 02, 03,
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04 to send you to the restricted zones, and 00 sends you to the Public Tracking
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Office!) The checker will follow you, and you will probably want to sucker him
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into a corner. Then attack him. A recurring strategy for fighting robots is
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to
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arrange things so you take on one at a time instead of several.
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By the way, if you get "killed," just search for the loose panel in the west of
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your cell. Climb down to the first level underground, then go west and climb
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back up. You'll be in administration(the west side!) Then go back to the
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correctional center. That's the first building after you leave the western
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zone, on your north. Your items are in a box in the southwest corner of the
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first level. Items are put there whenever you go to jail, so this happens if
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you Z(urrender) too! It's convenient and makes the game easier, but you can't
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help wondering that security's a little lax. (Also, confiscated items go
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here!)
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After you get the light shield you can attack robots with a little more
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abandon.
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I'd wait until you have 1000 credits to buy stuff from Wes(i.e. a Laser
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Cutter).
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In fact, you might want to buy a lot from Wes and sell it back to Tim so that
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he
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will give(that's right, give!) you the plasma rifle. Of course, the rifle will
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be broke, but we'll get to that later. Your next priority should be the
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blueprints. If you've been "working out" your energy by climbing stairs at
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Jonnie's Corner(or other stairs) it will be pretty high by now. Once it's over
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50, you can break into the orange handled "heavy" door in Megatech. Behind it
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is the blueprint room--there are some strange blueprints you should give to
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Les.
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Ask him to BUILD the blueprints, and he will charge the modest fee of 3500.
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It's worth it. The field disperser is great armor(you can ignore attacks from
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level 2 robots!) and will get you through force fields if you keep it charged.
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It won't break, either! With the field disperser the robots can't bug you any
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more above ground, unless you poke around in the upper levels of the
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correctional facility. After this, you should concentrate on getting the very
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best weapons with your credits. There's not that much else to buy, anyhow.
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But what about puzzles? Stop off in the south subway to find the transporter
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guidance device. Make sure you don't get hit by a train! There are some tough
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level 4 monsters there so you may be best off to wait until they lose their
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"charge." This is a surprisingly effective strategy at any point. Robots have
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to recharge a lot, and they die out. Just walk past them then. Behind them in
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the second room, you find the TGD. Don in the hospital gives you the
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transporter
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combination, 18-09-12-15. I'll tell you what this means later.
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**Off to the west there's another part of the underground. For a superquick
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walkthrough you don't need to do this, just copy the deactivization codes, but
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the puzzles are rather fun, and I recommend trying them before "copping out."
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There are access terminals that give deactivization codes so you can win the
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game. Asking around at administration tells you they're behind Marion's
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office.
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It's one of those doors you need 50 endurance to break down, but don't worry.
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There are no robots in this part of the underground, so you'll get your
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endurance back with no trouble. Once you follow the hall and go downstairs,
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you'll have to climb over some pipes to get down to the second level. Again
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climb over some pipes to get to the first access terminal. As Jimmy told you
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in
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the west underground, "ACCTRM"(level minus 2) gives "ACCTRM0" as access code.
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Type CODES to avoid the humorous error messages, giving you the first
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deactivization code, CHLOBU. The tube to the second level reveals a bunch of
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conveyor belts. If you don't feel like mapping them out, here's the shortcut.
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Take the one to the east and follow it until it turns south. When you branch to
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the south and west, go west and then take the next turn to the north. Beyond
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the belt is an access terminal. Type ACCTRM1 and then CODES to get the second
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code, PERABR. For the third terminal go south and then east. You will find
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transporter 05(read when you're around the transporter!) A wild guess, or
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"seeing" the transporters beneath the garbage dump on the north side, might
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make
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you try LETSGO and 06. Voila! Level 4. Now there are a bunch of bins you
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need
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to push around. Basically, you can only push a bin onto an empty space. You'll
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want to get to a 2x2 room over on the west side, and on top of it, if you go
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over there, the disk may re-load and re-shuffle the bins to their original
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position, leaving you trapped. Don't worry about being trapped--you can push
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your way back out or even Z(urrender) if you must. The pattern to get to the
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third terminal is below("go W" means go all the way west):
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2W, 3S of terminal 6. Push W 2x.
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Go N, Go W, Go S. Push W 5x. N. Push E 2x. N. W. Go 2S, W. Push W. S. E.
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Push E. S. W. S. W. Push N. Open door to W, go W twice. Talk W,
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"ACCTRM2"
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and "CODES" gives you EDDONE, the third and final code.
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Getting to the Tzorg complex is tricky--go to the waste dump in the north, but
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you might want to make sure you have two weapons loaded before you enter.
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Enter
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the dump from the north and go to the east. There is a maze, not too tricky,
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but you will swing around to the southwest corner where you'll find stairs
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down.
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Here's where you hit the "funny" transporters. If you don't have the
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Transporter Guidance Device, you won't be able to complete this part.
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Basically, you want to enter transporter 7. Teleport to transporter 18(type
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"LETSGO" and "18") and then 09, then 12, then 15, like Don told you in the
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hospital. Go east and take the stairs down. Then you'll encounter four
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teleporters. Doesn't matter which one you enter. They're teleporters 19-22.
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The one on the other side is, logically, 23. "LETSGO" and "23" gets you there.
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From there, don't enter any side rooms but go south. Then off to the west is a
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heavy-duty door. There are robots behind there but let the robots plug up the
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doorways, so you'll only have to take on one at a time. After opening three
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"heavy" doors there is a north-south hallway. Skip by the hallway, and don't
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go
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out until your endurance is high enough to take a few hits before you make it
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through. Most of the guard robots are stationary but they're not guarding
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anything. Just keep going west through the doors. There's only one way to go
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after that. You'll find yourself in a narrow hallway going north. Don't exit
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it--just fight the robots one at a time. There's also a possibility they'll
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need to recharge--in that case, to the east of the passage's end and the south
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is a place to recharge. If you keep going east, behind a heavy door you will
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find some much less difficult robots. Get rid of them, and then look for
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bookcases along the north wall. Behind one of them is a flight of stairs.
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Each
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time you go up, there'll be more stairs close by. Always take them. At one
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point you'll have a choice between a conveyor belt and the stairs. Take the
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stairs. The conveyor belt is a convoluted one-way ticket back to Metropolis,
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away from the secret entrance. Climb up the stairs again and note a heavy door
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to the right. If you enter the Authority Complex directly you can break that
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door open but couldn't climb over the garbage to get to where you are now. Go
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north through the force fields and save the game--just to be sure, as typos
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will
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send you to the correctional center--before you type in CHLOBU, PERABR and
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EDDONE to shut down the robots. You win. Enjoy the (primitive Apple IIe)
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fireworks!
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++-there is an alternate solution as well. If you go through the front door of
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the Tzorg Authority comlpex and get to the conveyor belt, you can cross it with
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a jetpack. Which means that the whole Transporter Guidance Device puzzle is
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actually unneccessary. Still it's fun to try this both ways.
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Credits:
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Thanks to an unknown author of the FAQ at http://games.msk.ru:8102/abc/0.htm,
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which showed me an alternate solution. Thanks to everyone who made me believe
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I *could* write a walkthrough and write the homepage. Thanks to kahei
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(www.kahei.com) for the hex editor that deciphered dialogs for me. And thanks
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to Chuck Bueche for making a fun, original game.
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Change log:
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11/7/99 re-solved 2400 on my Apple IIe emulator. Wrote up a very rough draft.
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11/8/99 Touched up rough draft and submitted version 1.0.0 to gamefaqs.com
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2/25/99 More minor cosmetic changes(1.0.1). Added alternate solution and
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homepage.
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