Beruflich Dokumente
Kultur Dokumente
(Playing Guide)
NOTE:For the purpose of this guide, the whole ship is classed as Level 1.
You begin in the cockpit of the 'MOMBASSA OAK'. Behind you is a maintenance
panel. OPEN THE PANEL and (making a note of where you got them from) REMOVE
the SIX CIRCUIT BOARDS. As you remove them, EXAMINE them and you will see
that one or more CPU's are burnt out on each one.
Making notes again, WITHDRAW all the defunct CPU's and DROP them. Juggle
the remaining three CPU's until you have three full boards, one board with
one CPU and two empty boards. Put the three full boards back in the
maintenance unit and, as long as you have made notes, then it doesn't
matter if you mix them.
During your explorations you can get the replacement CPU's from the
maintenance units on levels 3, 5, 6 (Hospital Level), 7 (Laboratory Level)
and 9. Put them on the empty boards and leave them - when full - near a
ladder to pick up on the way back. You can then install them in the correct
manner back in the maintenance unit on the 'MOMBASSA OAK'.
The ANTI-MATTER FUEL for the three DRIVE UNITS on the ship can be found on
Levels 3, 5 and 9 - you need the POD to carrying them, though, as they are
highly radioactive!
Your INVENTORY at the start consists of 1 CREDIT CARD and 1 PAIR OF RED
SPOTTED BOXER SHORTS (worn!). You have no food or liquid. The CARD is good
for FIFTY CREDITS only and you will not find another until Level 9, so use
it to BUY COFFEE ONLY and use the FREE ISSUE FOOD on board the ship. Credit
Cards are used in KOPEK COFFEE MACINES, SNACK-O-MATS and DRINK-O-MATS.
ID CARDS are used in FIRST AID machines and in MAGAZINE/POWER MODULE
RECHARGE UNITS. Do not throw away discharged POWER MODULES or empty
MAGAZINE CLIPS as there are RECHARGE UNITS on Levels 3, 5, 7 & 9.
FIRST AID UNITS are operated by ID CARDS and offer HYPODERMICS or BOTTLES
of PILLS, COLOUR-CODED to match your STATS WINDOW. HYPODERMICS increase the
relevant STAT by about 25%, PILLS by 12.5%. Each FIRST AID KIT will supply
any combination of items, but your ID CARD will cover ONLY TEN PURCHASES.
It will, however, still give you UNLIMITED RECHARGE FACILITIES. Like the
CREDIT CARD, the next one will not be until Level 9 so use it WISELY!
CODE FOR KEYPAD ON FIRST MACHINE
0......YELLOW HYPODERMIC 5......YELLOW PILLS
1......WHITE HYPODERMIC
6......WHITE PILLS
2......RED HYPODERMIC
7......RED PILLS
3......BLUE HYPODERMIC
8......BLUE PILLS
4......GREEN PILLS
9......GREEN HYPODERMIC
Where possible, leave surplus equipment near ladders and remember or note
it's position as you may need it later.
A system of progressive SECURITY PASSES operates on the earlier levels and
each one must be found to open SECURITY DOORS on the next level. They can
be found on Levels 3, 4 (The ventilation system), 6 (the Hospital Level)
and 9.
TYPE
Found
Tin of Tuna
Found
Tin of Spam
Found
Tin of Sardines
Found
Tin of Beans
Kopek Coffee
Machine
Coffee
Drink-O-Mat
Beer
Drink-O-Mat
Cola
Drink-O-Mat
Mineral Water
Snack-O-Mat
Pizza
Snack-O-Mat
Burger
Snack-O-Mat
Banana
Snack-O-Mat
Ham Sandwich
Snack-O-Mat Cheese Sandwich
Snack-O-Mat
Choc Bar
40%
40%
33%
20%
20%
30%
15%
40%
30%
20%
2
5
4
1
5
4
1
3
2
2
they take far less shots to kill and are virtually impossable to miss.
The Air Analyser and Personal Communicator are of no use to you.
Kill all the Sand-Spiders withn the Magnum and/or Hand Laser.
An example of dealing with a Tank Monster is:
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'A'
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|:::::| 'C' |::::::::::::::::
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|DISCS
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Thee are no really hard puzzles in this game. Once you have collected the 3
Anti-Matter Rods to power your ship, enough Microchips to replace the
faulty ones and two Master Discs to re-programme the ship's computer, you
should make your way back out. Don't forget to collect the White Pills from
the First Aid machines to combat the radioactive effect of the Anti-Matter
Rods!
When you return safely to the ship, put one Anti-Matter Rod in EACH of the
Drives, replace ALL the Faulty Chips and insert the TWO DISCS into the
Computer............then BLAST OFF!!!!!
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