******************************************************************************
American Mcgee Presents Scrapland
Faq/Walkthrough
Version 1.1
Author: MysticWeirdo
******************************************************************************

******************************************************************************
CONTENTS
******************************************************************************
 1. Introduction
 2. Version History
 3. Controls
 4. Game Areas
 5. Great Database Robots
 6. Other Robots
 7. Money and Items
 8. Activites
 9. Crime
10. Basic Strategy
11. Main Story Walkthrough (yellow logbook pages)
12. Crazy Bets (red logbook pages)
13. Ship Plans (blue logbook pages)
14. Jail (special yellow logbook page if you run out of lives)
15. Ship Building Database
16. LEGAL
17. Contact Information
18. Credits

******************************************************************************
1. Introduction
******************************************************************************
I am MysticWeirdo also known by my real name Warren Grieder.

Scrapland is a world of robots, where viscous begins such as humans are not 
allowed.  You take on the role of D-Tritus, a newly arrived robot, as he 
embarks on a career as a journalist which will lead him through multiple 
murder investigations.  

The game feature combat both on foot and in ships.  There are also several 
other challenges, such as races and capture the flag type competitions to 
participate in.

Scrapland is available on both the PC and Xbox.  I've played the PC version so 
this guide will focus on that version.  I expect Xbox player will have an 
easier time navigation the vehicles in the game as using a mouse on the PC to 
steer can produce erratic control.

This guide focus on the single player mode of the game.  The game also 
supports a multiplayer option that is not covered in this guide. 

WANTED: A listing of the Xbox controls would be appriciated.

******************************************************************************
2. Version History
******************************************************************************

Version 1.1: August 1, 2005 Xbox Controls added.
Version 1.0: July 2, 2005   Initial Version of this Guide.

******************************************************************************
3. Controls
******************************************************************************

===============
3.1 PC Controls
===============

-------------
3.1.1 On Foot
-------------

W                                   Move forward
S                                   Move back
A                                   Move left
D                                   Move right
Move Mouse left                     Turn left
Move Mouse right                    Turn right
Move Mouse up                       Look up
Move Mouse down                     Look down
left Shift                          Walk/Run
Caps lock                           Block Strafe
Click Left Mouse Button             Use/Talk
Space or Click Middle Mouse Button  Special Action
Click Right Mouse Button            Overwrite other robot
Q or Mouse wheel down               Next Conversation Option
E or Mouse wheel up                 Previous Conversation Option

-------------
3.1.2 Vehicle
-------------

W                                   Move forward
S                                   Move back
A                                   Move left
D                                   Move right
Move Mouse left                     Turn left
Move Mouse right                    Turn right
Move Mouse up                       Turn up
Move Mouse down                     Turn down
Click Right Mouse Button            Boost
R                                   Up
F                                   Down
left Shift                          Block Strafe
click left mouse button             Fire Weapon
Space or click center mouse button  Use Counter Measures
Mouse wheel down                    Next Weapon
Mouse wheel up                      Previous Weapon
1
2
3
4
5
6
7
E                                   Lock onto nears enemy
Q                                   Unlock enemy
T                                   Chat in Multiplayer Mode
TAB                                 Show Scorer in Multiplayer Mode

--------------
3.1.2 Anywhere
--------------

F1  Access Logbook
ESC Skip Cutscenes and Conversations or access in game menu

=================
3.2 Xbox Controls
=================

Thanks to delljr for providing this listing of controls for the Xbox version.


ON FOOT

R Button                   (Block\Strafe)
L Button                    (Lock)
Left Joystick              (Move)
Back Button              (Mission Info)
Start Button              (Main Menu)
Movement Pad          (Conversation Options)
Right Joystick           (Move Camera)
Y Button                   (Overwright)
X Button                   (Action)
B Button                   (Next Option)
A Button                   (Use\Talk)


ON VIEHICLE

R Button                  (Forward)
L Button                  (Lock)
Right Joystick          (Turn Ship Around)
Left Joystick            (Slide Up/Down)
                            (Slide Left/Right)
Click Right Thumbstick (To change camera View)
Movement Pad        (Cycle Enemies)
                            (Cycle Weapons)
Back Button            (Mission Info)
Start Button           (Main Menu)
Y Button                (Countermeasure)
X Button                (Boost)
B Button                (Next Weapon)
A Button                (Fire)
Black Button          (Next Target)
White Button          (Backward)

=============
3.3 Main Menu
=============

The Main Menu has the following options: Continue, Single Player, Multiplayer, 
Options, Exit Game

Continue will resume the previous autosaved gamed. Note a manual save 
overwrites the autosave file.

Single Player presents the options "New Game" where the player will select 
Easy, Normal, or Hard skill level and start a new game, and "Load Game" where 
any of the save games or the autosave can be loaded.

Multiplayer allow the setup of a multiplayer network game.

Options goes to the options submenu. The choices on the PC are "Video" for 
setting various video settings such are resolution, texture settings, and 
toggles for various effects, "Audio" for setting the effect, voice, and music 
volume, "Control" for setting mouse sensitivity and inverse, or remapping 
keyboard commands, and "Credits" which runs the credit for the game.

Exit Game on the PC quit the game to return to Windows.


================
3.5 In Game Menu
================

There are five option in this menu:

"Return to Game" resume the game.

"Load" loads a saved game or the autosave.

"Save" save you current progress in one of six slots. If a mission is only 
partially completed the progress will only be save to the latter end of the 
last completed mission or last area transition.  Saving overwrites the 
autosave as well.  Autosaves happen during missions when you first enter an 
area where the objective for the current mission is.

"Options" has the same stuff as the main menu except the credits aren't 
available.  However the Skill Level can be reset from what you selected to 
begin with.

"Abort" exits the game to the main menu.

=======
3.6 HUD
=======

The are 5 areas of interest in the Heads Up Display: Each of the four corners 
and in the center of the bottom of the screen.

---------------------
3.6.1 Top Left Corner
---------------------

The top left corner will vary signification depending on where you're on foot 
or in a ship.

When your on foot, the large circle will indicate the status of your special 
ability, red for charging and white for ready.  The box to the lower right of 
the circles indicates your display of batteries that provide instant recharge 
if the energy indicator above it drops to zero, by using a special ability or 
overwriting a character.  If your in the form of a banker, the amount of money 
the target robot has left will appear above the energy bar.

When your on a ship the large circle will display the currently selected 
weapon.  A small circle to the top right of the circle indicates the current 
ammo type being used.  The box to the lower right of the larger circle 
indicates the remaining amount of the current ammo, if lasers are the current 
weapon there will be a temperate gauge about this.

Occassion a progress bar will appear under the circle with shows the process 
of some task for the current mission.


----------------------
3.6.2 Top Right Corner
----------------------

The circle in the upper right is only significant if you're on a ship. It 
represents the status of your boost, blue inidicates ready and red inidicates 
recharging.

The box to the upper left shows how much money you have.  

The box to the upper right show the number of extra lives you have.

The box to the lower right show your remaining health if your on foot, or the 
remain hull if your on a ship.


------------------------
3.6.3 Bottom Left Corner
------------------------

The big circle is the radar display.  The meter to its left is the crime 
suspicion level.  If it goes fully red you'll be attack by armed cops until it 
drops to zero.

Items of interest on the radar display.  Yellow and blue arrows and crosshairs 
indicate the location of mission objects.  Yellow are primary objects and blue 
generally indicate miscellaneous challenges.

The wrench indicates the location of Rusty's Junkyard where you change go to 
build ships.  If it's flashing, you've accumulated some plans since your last 
visit.  Rusty's junkyard appears in all four main sectors of Chimera.

The ace of diamonds indicates to location of the Gambling Joint.  If its 
flashing you can go there to talk to the Crazy Gambler for a super crazy bet.
If you're in the Downtown or Commercial District, this will lead you to a one 
of the other sectors (Industrial District or Scrapyard) with an entrance to 
the Gambling Joint.

The diamond logo indicates the location of the transit pad.  There one of 
these in all four main sectors of Chimera.

The blue "P"'s indicate places where you can land you ship.  There might be 
communication platforms or buildings (Town Hall, Temple, Police Station, Band, 
and Press Building)

Green circles indicate non hostile robots or ships. (Traffic ships won't be 
marked).  Red circles indicate hostile robots or ships.  The small line on 
each circle indicate the direction the robot or ship is facing.  Beholders 
will all have there scanning range indicated on the map, if its red they're 
highly suspicious of some robot.

A circle with fout dots indicates a Great Database Terminal.

A circle with a small circle inside indicates a teleporter.

An indicator appears above the radar whenever a logbook entry gets updated.

-------------------
3.6.4 Bottom Center
-------------------

The text box in in this area.  You see text related to object and character 
you can interact with here as well as the text version of any spoken dialog.

-------------------------
3.6.5 Bottom Right Corner
-------------------------

This area display the current target character if your on foot, or the current 
enemy vessel if your in a ship.


******************************************************************************
4. Game Areas
******************************************************************************

=================
4.1 Outside Areas
=================

There are four main sector that you can fly around in a ship: Downtown, The 
Scrapyard, The Commercial District, and The Industrial District.  Each of the 
four sectors has a transit tube station.

Downtown is the home to Town Hall and Press Building. 

The Scrapyard is infest with two kinds of hostile robots, Mosquitos and Mad 
Hunters. It has the transit pad closest to Rusty's Junkyard and the Gambling 
Den which can cut down on your travel time.

The Commerical District is home to the Temple.

The Industrial District is home to the Bank and Police Station.  It also as an 
entrance to the Gambling Den.

There is addition area in a virtual world access from inside the temple: The 
Great Data Base.  Destroying a wave of eight bishops here will earn 8 extra 
lives.

================
4.2 Inside Areas
=================

There are several areas where you must travel on foot.

The Orbital Station is where you start to game, it become inaccesible after 
you teleport down to the Town Hall

The Town Hall is located in the Downtown area.  You find the Mayor here.  
There is also a transit tube station here.

The Temple is located in the Commercial district.  Extra lives are sitting out 
if the open, vulnerable to any unscrupulous robot who might want to steal one.
The Virtual World of the Great Database can be found here as well. There is 
also a transit tube station here.

The Press Building is located in the Downtown area.  Your bosses office is 
located here, as well as a restricted areas containing his library. There is 
also a transit tube station here.

The Police Station is located in the Industrial District.  You'll find the 
prison here as well as a lot of armored cops undergoing training combat, a 
good source of batteries. There is also a transit tube station here.

The Bank is located in the Industrial District.  You'll find the Chief of 
Bankers here. The are also treasure chests hidden throughout the bank. There 
is also a transit tube station here.

The Gambling Joint has entrances from both the Industrial District and the 
Scrapyard.  A hangout of the Chief of Police.  The Crazy Gambler can be found 
here offering to let you participate in supercrazy bets.

Rusty's Junkyard can be found in all four of the main sections.  Go here to 
build gunships.

=====================
4.3 Super Crazy Areas
=====================

These area area access during competitions arange by the Crazy Gambler.


The Forbidden Zone features batons races and capture the flag competions.

The Old Mine features domination competitions and the occassional capture the 
flag competions.  The area four main outlying sections connected to a central 
area.

Chimera Foundations is a favorite setting for team battle.  Look for the long 
tubes with hull pickups to give your team an extra edge.

The Crazy Arena is a small arena for combat competitions and the occassion 
team battle.  Look for pickups in the center and around the perimeters.

The Asteroid Belt / Happy End is the setting for the final battle.

******************************************************************************
5. Great Database Robots
******************************************************************************

After being given the ability to do so by Sebastian, you will be able to take 
on the form of these fifteen robots, either at a Great database terminal or by 
walking up to one of them and overwriting them.  Some of the characters may 
not be available due to game events or location.


D-Tritus
--------

Special Ability: He cuts through any robot. Press the special activity 
button/key to fire (consumes energy).

This is the main characters default form.


Berto
-----

Special Ability: He emits a blinding light. Hold the special activity 
button/key (consumes energy).

If your matrix is missing from the Great Database you'll use Berto's instead.

Cop
---

Special Ability: He demands money. When you see someone on your viewer press 
the special activity button/key.

Cops may demand money from you.  The suspicion level will rise if you don't.

You can ask a cop directions to the destination.  If they agree their start 
walking towards it and will stop when they have a line of sight to the target 
destination.

You can try to get money using the cops special ability.


Stapler
-------

Special Ability: He jumps. Press the special activity button/key. At the peak 
of your jump press the special activity button/key again and you'll jump 
higher.

The stapler can be used to get into small spaces and to jump up items.

Nurse
-----

Special Ability: He stuns by bashing heads with his hammer. When you see 
someone on your viewer press the special activity button/key.

These robots fly so you can go up and down when moving as one.

NOTE: Staplers are killed when a nurse bashes them.

Banker
------

Special Ability: He steals. When you see someone on your viewer, press the 
special activity button/key.

Be wary of the bankers, they'll steal money from you.

You can steal money from other character as the banker.  Do it from behind or 
you may get attacked.

Beholder
--------

Special Ability: He accuses. When you see someone on your viewer press the 
special activity button/key.

Beholders will scan you if you're not D-Tritus and their suspicion level will 
rise.  Get out of their sight before it fills up or you'll be labelled a 
criminal.  The same applies if you transfore into D-Tritus at a great database 
terminal when one is watching.

You can use the special ability when transformed to accuse another robot of 
being a criminal, useful if you need to the robot to go away.

These robots fly so you can go up and down when moving as one.

Armed cop
---------

Special Ability: His attack destroys lawbreakers. Press the special activity 
button/key to fire (consumes energy).

When an armed cop is destroyed it drops a battery that provides a full charge 
of energy if you run out.  You can carry up to four batteries.

Mayor
-----

Special Ability: His speeches put listeners to sleep. Hold the special 
activity button/key.

Bishop
------

Special Ability: His attack destroys others. Press the special activity 
button/key to fire (consumes energy).

You can talk to bishops to buy 3 extra lives for $1000.

Messenger
---------

Special Ability: He emits blinding rays.  Press the special activity 
button/key to fire (consumes energy).

When transformed into one of these you can play a minigame.  Look for a 
flashing blue arrow or crosshair and head towards it, it indicates the 
location of a data tube.  Pick up the tube an take it to the desk or data tube 
station indicated by the flashing blue marker.  Complicating matters will be 
two other messengers, who will be trying to steal the tube from your with 
their special abilities.  The blue marker will switch to the one with the tube 
if this happens.  Chase after it and you your special ability on it to try to 
get the tube back and start heading for your original destination. 


These robots fly so you can go up and down when moving as one.


Functionary
-----------

Special Ability: He distorts time. Hold the special activity button/key to 
activate (consumes energy).

You can slow down time as a functionary allowing you to track down a fast 
moving character like another functionary, or to get extra time to complete 
some of the treasure minigames in the bank.

Betty
-----

Special Ability: She unleashes destructive power. Press the special activity 
button/key to fire (consumes energy).


Chief of Police
---------------

Special Ability: He burps. Press the special activity button/key.

Chief of Bankers
----------------

Special Ability: He steals from more than one robot at a time. Press the 
special activity button/key (consumes energy).

You can use the Chief of Bankers special ability to get money. 


******************************************************************************
6. Other Robots
******************************************************************************

=================
6.1 Indoor Robots
=================

Spoot-Nick
----------

Spoot-Nick is a small robot that joins you after building your first ship.  
Talking to Spoot-Nick allows your to change your ship with any you have stored 
in the 9 hangers at Rusty's

Rusty
-----

Rusty is a retired mercenary who runs a junkyard where you can build need 
ships.  As a former mercenary, Rusty's matrix will not be in the Great 
Database so you can't take his form.


The Boss
--------

You boss runs the local news stations and is a highly influential robot.  His 
matrix is encrypted so you can't take his form.


Humprey
-------

Humphrey is one of your coworkers, and your bosses right hand robot.  His 
matrix is encrypted so you can't take his form.


Sebastian
---------

Sebastian is an old camera that will give you the ability to take pictures and 
hack the Great Database.


The Archbishop
--------------

The leader of the Bishops in charge of the Great Database.

Doorkeepers
-----------

These wall mounted robots will tell you the requirements for entering various 
doors and teleporters.


Crazy Gambler
-------------

The Crazy Gambler hangs out at the Gambling Joint. You can talk to him to 
arrange super crazy bets if you've met the requirements.

Mercanaries
-----------

The Mercenaries hang out at the Gambling Joint.  The bishops have denied them 
the right to have there matrices stored in the Great Database so you can't 
take their form.  You can hire them in exchange for 3 lives lives each to fly 
support for you, they won't participate in several of the missions.

============================
6.2 Outdoor Robots and Ships
============================

Mosquitoes
-----------

Mosquitoes attack your ship in the Scrapyard when you fly too close to one of 
there nests.  They a generally territorial and will break off when you move 
away.

Mad Hunters
-----------

Mad Hunters are unnamed vessels the attack occassionally in the Scrapyard.  
They typically attack in pairs.


Traffic Ships
-------------

Civilan traffic ships are unarmed and come in a variety of sizes and colors.  
Destroying one of these will trigger an alarm.




******************************************************************************
7. Money and Items
******************************************************************************

=========
7.1 Money
=========

These pickups can appear after destroying ships when outside, or other robots 
when inside.

Purple Triangle: Random amount $1-$100 (also appear when a nurse stuns another 
character)
Green Octagon: Random amount $100-$1000
Purple Circle: Random amount $1000-2000

These pickups appear in the bank.

$ sign: $1, found in the Bank
Red Triangle: $2 (appears after pickup us the dollar sign.)
Treasure Chest: Random multple of $500, appears after getting all the red 
triangles for a $ sign.

Besides pickup these are several other ways to earn money including:
Stealing money as a banker or as the Chief of Bankers.
Demanding a bribe as a cop.
Challenging other characters to combat or races and winning.
Taking nutty photos
Stealing a ship and landing at Rusty's
Destroying a wave of cops.
Depositing a data tube on a desk as a messenger.

===========
7.2 Pickups
===========

Batteries
---------

When an armed cop is destroyed it leaves a battery behind.  Walk across it to 
pick it up.

Batteries power special moves for several of the robots.  You can carry up to 
four of them.

Extra Lifes
-----------

Extra live can be purchange from the Bishop at 3 live for $1000. 
 
You can also get some for free by getting the glowing purple pickup in the 
Temple although doing so will sound an alarm.

Mercenaries can be challenge to races and combat for extra lives as the 
stakes.

Destroying a wave of Bishops in the Great database will earn 5 extra lives.

Hull Pickup
-----------

Flying across the purple hull pickup restores 50 points to your ship's hull up 
to your ship's maximum hull.  The hull pickup is the only way to repair damage 
above your base hull without landing.  Spoot-Nick will automatical repair hull 
up to the base after a few second following the last damage taken.

Standard Ammo
-------------

The default amount when you take off after being inside is 125.

Fly across a white bullet pickup adds 250 standard at your reserves up to a 
max of 1000.

Energy Ammo
-----------

The default amount when you take off after being inside is 187.

Fly across a yellow atomic symbol pickup adds 375 standard at your reserves up 
to a max of 1500.


Explosive Ammo
--------------

The default amount when you take off after being inside is 125.

Flying across a red missle pickup add 200 explosive ammo charges to your 
reserves up to a max of 500.



******************************************************************************
8. Activites
******************************************************************************

====================
8.1 Races Challenges
====================

This note on races appears the first time you need to race, most likely the 
intial race against Humphrey: "To win a race you have to collect a number of 
buoys before your rivals do. The buoys' position is indicated by a BLUE arrow 
or square brackets on the HUD. If the alarm goes off, the race is cancelled 
and you lose."

Walk up to a character and challenge them to a race.  Choose the amount of the 
bet.  The higher the stakes the more difficult the race will be.

The following characters can be challenged with bets in the amounts indicated.

The Mayor: $5000, $18000, $30000
Chief of Police: $2000, $7200, $12000
Humphrey: $3000, $10800
Berto: $3000, $10800
Betty: $3000, $10800
Crazy Gambler: $4000, $14400, $24000
Bishop: $1000, $3600, $6000
Functionary: $5000, $18000, $30000
Banker: $4000, $14400, $24000
Cop: $2000, $7200, $12000
Chief of Bankers: $4000, $14400, $24000
Smart, Brutal, or Stupid Mercenary: 2 Lives, 3 Lives

Win or lose you can arrange a rematch from the communicator marked by the blue 
arrow.  No addition money is lost for sequential loss, but you win back your 
money if you win.  If you won the previous match make sure you stay by the 
communicator to place a bet.


=====================
8.2 Combat Challenges
=====================

This note appear the first time you challenge someone to combat: "To win a 
combat you have to destroy your rival before he destroys you. The rival's 
position is indicated by YELLOW and RED arrows or square brackets on the HUD."

Walk up to a character and challenge them to combat.  Choose the amount of the 
bet.  The hight the stakes the more opponents you'll faces.  The lowest amount 
will just be the one challenged, the second lowest there will be two extra 
opponents, the highest (except for Betty, Berto, Humphrey, and the mercenaries 
which only have two choices) will have a total of five opponents.

The following characters can be challenged with bets in the amounts indicated.


The Mayor: $1000, $3600, $6000
Chief of Police: $4000, $14400, $24000
Humphrey: $3000, $10800
Berto: $3000, $10800
Betty: $3000, $10800
Crazy Gambler: $2000, $7200, $12000
Bishop: $5000, $18000, $30000
Functionary: $1000, $3600, $6000
Banker: $2000, $7200, $12000
Cop: $4000, $14400, $2400
Chief of Bankers: $1600, $5760, $9600
Smart, Brutal, or Stupid Mercenary: 2 Lives, 3 Lives

Losing costs you an extra life and your ship, leaving you with the Emergency 
gunship.  Spoot-Nick can rebuild it for the same cost as building it at 
Rusty's.  If you win you can arrange a rematch from the communicator marked by 
the blue arrow, make sure you stay by the communicator to place a bet.


========================
8.3 Messenger Deliveries
========================

Use a Great Database terminal to turn into a messenger in the Press Building, 
Police station, Town hall, or Bank.

Look for a flashing blue arrow or crosshair and head towards it, it indicates 
the location of a data tube.  If the tube is sitting on a desk or at the 
datatube station you can pick it up and start taking it towards the desk or 
data tube station indicated by the flashing blue marker.

Complicating matters will be two other messengers, who will be trying to steal 
the tube from your with their special abilities.  The blue marker will switch 
to the one with the tube if this happens.  Chase after it and you your special 
ability on it to try to get the tube back and start heading for the desk or 
station.  Use the special ability on both messengers to buy yourself some 
extra time when trying to get the tube away from them.

The destination alternates between the desks and the data tube station.  You 
receive $500 for successfully delivering it to a desk, there's no reward for 
returning it to the data tube station.


=================
8.4 Bank Treasure
=================

Go up to a dollar sign in the bank.  When you pick in up several red traingle 
tokens will appear for a short time.  The one on the verge of disappearing 
will start to flash.  Pick it up and move on to the next flashing triangle.  A 
treasure chest will appear if you get them all.

The special ability of the functionary can be useful in getting some of these. 
Others will require a flying robot, like the nurse, beholder, or messenger.
Still others need the staple to jump up and into open bank vaults.


================
8.5 Nutty Photos
================

Infrequently a character will do something unusual that you can photograph for 
money.

Examples the I've seen:

#1 Crazy Gambler: Bouncing

#2 Chief of Police: Flailing his arms when he's at the bankers table in the 
Gambling Joint.

#3 Bishop: Spinning like a top

#4 Beholder: Waves hand with finger pointing up.

#5 Cop: Flexing muscles

#6 Mayor: Rasing hand in a wave with arm stretched at an angle, alternates 
between hands. (The mayor can still be found in the town hall after his 
murder)

#7 Stapler: Singing


I also took a nutty photo of an armed cop, but I didn't see what he was doing 
as I was in the middle of a "characters killed as" crazy bet. I imagine all 
characters have a nutty pose.  

Repeat photos are worth less money.


******************************************************************************
9. Crime
******************************************************************************

There are many crimes in Scrapland that will result in cops attacking you:

Overwriting another character if there is a witness.

Staying in a beholders scan while in another robots form.

Staying in a beholder scan after using a Great Database access terminal.

Stealing from a beholder.

Taking an extra life in the Temple.

Entering the Restricted Area in Press Building and not heading the warnings to 
leave.

Letting the Mayor, the Chief of Police, Berto, Betty, or the Chief of Bankers 
see you when you're transformed into then.

Destroying another robot.

Stunning a cop as a nurse.

Walking away from a cop soliciting a bribe.  You need to do this several time 
to raise an alarm.

Destroying a ship that isn't attacking you.

Destroying a parked ship.

Being seen during the jail break.


******************************************************************************
10. Strategy TIps
******************************************************************************

Landing a ship: You can land a ship on the landing pads that are indicated by 
"P"'s both in the radar and in the main view area.  Slowly maneuver you're 
ship into the "P" to land it.  You can escape a combat doing this although the 
enemies will be waiting for you when you board your ship again.

Escaping from the cops in your ship:  The crime guage will drop if you're out 
of line of sight will the cops.  Destroy all but one of the current squad and 
damage the remaining one enough to cause it to go look for a hull pickup, 
which results in the crime meter droping.

Escaping from the cops on foot: Overwrite all robots in the immediate vicinity 
or find an elevator and use it and stand still until the meter drops.

Races: Hold down boost and forward during the startup sequence to get a jump 
on the competiton.  Use a light weight ship with no extra hull or weapons.  
The Crazy Lemon is ideal once it becomes available.  Before that use the 
fastest ship at your disposal.  Add devastators or vulcan guns for baton races 
and capture the flag competitions.

Combat:  Use the most heavily armed ship available. My recommendations in the 
order they appear in Bumblebee, Apocalypse, Goliath, Predator, Inquisitor
I've found the Devastor gun to be the most effective weapon.  The are special 
cases where other weapons are better suited.


******************************************************************************
11. Main Story Walkthrough (yellow logbook pages)
******************************************************************************

The game starts with a cut scene of D-Tritus' arrival at the Chimera Orbital 
Station.


====================
11.1 Decontamination
====================

Logbook Entry:  The voice says to go to the Decontamination Chamber. Well, 
I'll follow the yellow arrow on my radar and see where it leads me.

You start the game staning by the space bike that D-Tritus just arrived on.  
Turn left until the yellow marker is straight ahead.  Walk up to the 
gatekeeper that the yellow arrow is pointing to and talk to it.  You can ask 
it several questions about scrapland.  When fished select "I have no more 
question. Open the Door."  

The door out of the landing bay is now open.  Go through it and turn right.  
Head towards the yellow arrow on the teleporter.  Use the teleporter to be 
taken to another part of the station.

Head down the hall and through the door.  Turn left in the hall past the door  
and go down the hall and around a corner to the left.

Go down this hall and through a door into the decontamination chamber.  Co up 
to the yellow arrow and "Start Decontamination" to begin the process of 
decontamination.

================
11.2 Checking In
================

Logbook Entry:  Looks like I need to check in at Reception. I'll follow the 
yellow arrow on my radar.

Now its time to check in.  Leave the decontamination chamber through the open 
door and go down the hall, going arough a corner to the right.

As you go down this hall, you can talk to a Beholder who can explain how the 
crime guage works.

Go around another corner to the right and go through a door where two bishops 
will scan you, copying your matrix into the Great Database.

You can ask the bishops about the Great Database and extra lives (which you 
can't purchase yet) before going between them and across the room to a 
functionary at a desk.

Talk to the functionary to check in and receive a job as a reporter.


===================================
11.3 Meet coworker at the Town Hall
===================================

Logbook Entry:  Someone's waiting for me at the Town Hall. I have to find him 
and he'll take me to my new job. I must use the geostationary elevator.

You can ask some generic questions of the functionary before turning around a 
nd going to the geostationary elevator in the center of the room.  Use it to 
go to the town hall.

You'll be greeted by Berto, one of your new coworkers.  He'll talk about the 
Crazy Gambler's death bets and the Great Database as you walk with him to his 
ship.  He'll then procede to give you a ride to Rusty's Junkyard, where he'll 
introduce you to Spoot-Nick and Rusty.

==================
11.4 Talk To Rusty
==================

Logbook Entry:  I have to talk to Rusty so he builds a ship for me.

Walk up to Rusty, who's indicated by the yellow arrow.  Talk to him and he'll 
tell you to use his ship buiding machine to make yourship a gunship.

==========================
11.5 Build Your First Ship
==========================

Logbook Entry:  I must build my own ship and then go to the city with it.

Head over to the nearby machine thats indicated by the yellow arrow and use it 
to "Build a Gunship".  You can say "yes" to the tutorial prompt, which will 
automatically build a ship for you using the Flea ship design, Flea engine, a 
Vulcan Gun, and increase the hull to 95 using up all of the $1100 you started 
with.  If you say "No" you'll need to build the same ship.

The newly built ship will appear on the launch pad here.  You can talk to 
Rusty about himself, the mercanaries, and the Great Database before walking up 
to the ship and using it to go to the Industrial District.  Rusty will inform 
you that Spoot-Nick will be going with you.  He'll also warn you that he'll 
turn any stolen vehicle that you show up at the Junkyard with into scrap to 
avoid trouble with the police.


=========================================
11.6 First Meeting with the Crazy Gambler
=========================================

Logbook Entry:  I have to go to the joint of some Crazy Gambler.

The Crazy Gambler will send you a message asking you to come see him.  Fly 
your ship towards the yellow arrow which is indicating the locations.  When 
you get ther land your ship by flying slowly into one of the "P"'s in hexagons 
that indicate vacant parking spots.

Go into the elevator in the landing area and use it to enter the Gambling 
Joint.  You'll be in the Crazy Gambler's room facing him.  Talk to him and 
he'll explain the concept of Crazy Bets.


=========================================
11.7 Destroy Police for the Crazy Gambler
=========================================

Logbook Entry:  I must destroy 2 police ships to make the Crazy Gambler happy.

Turn to the right and go through the door behind the Chief of Police who you 
can talk to if you want.  Go down the stairs ad turn left where you'll see the 
door to the industrial sector pas two bishops.  Before you go out you can have 
some generic conversations with the Bishops, Bankers, the Mayor, the Stupid 
Mercenary, the Brutal Mercenary, and the Smart Mercenary.  Use the elevator to 
return to the industrial district.

Board you ship that should be on the center pad (it will have a license plate 
that reads D-Tritus) or steal one of the other here.

Switch your weapon to the vulcan gun.  Make sure to grab the ammo just ahead 
to stock up.  If you sit for a while at the pickup spot it respawns allowing 
you to max out the ammo.

There are two ships marked by yellow arrows on your radar.  There are both 
Fleas with 55 Hull.  Track down one of them, and get it in your sights and 
open fire.  When you hit it your crime guage will max on and both of the 
marked vehicles will attack.  Keep firing at them and track them if they use 
evasive maneuvers.  Their ships won't put up much resistance in this 
introduction to combat.

One they've been destroy the Crazy Gambler will give you the plans for the 
Swarm Missile which will be available the next time you go to Rusty's which 
you can find by heading towards the Wrench icon on your map which flashes when 
there are plans there that you haven't seen yet. Unless the two fleas you just 
destroy dropped money you won't have any yet so there's no point in going 
there now.

Berto appears shortly after this and tells you to use the transit tubes marked 
by the yellow arrow on your radar.


=============================
11.8 First Contact with Press
=============================

Logbook Entry:  I have to go to the newspaper to meet my boss. How exciting!

Fly to the transit tube and go down the stairs so you can use the Tubalar 
Transport which will automatically take you the the Press Building.

Walk up to the nearby cop and talk to him, you can ask him for directions and 
he'll lead you to you're destination if he agrees to.  If you want to find 
your way without his help, go down the hall to the left, turning right at the 
first room and going along the wall.  Go up the stairs to the right and turn 
right at the top.

Go as far as you can, taking a couple of steps to the left along the way when 
the path shift.  Turn left at a corner and then turn right to go up some 
stairs.

The stairs spiral up in a clockwise direction.  When you reach the top, go 
straing as far as you can and turn righ.  You'll see Berto marked by a yellow 
arrow.

Go up to him and talk to him and he'll take yo0u to the Boss.  Betty will meet 
you and lead you the rest of the way.  The boss will tell you and Betty to go 
to the warehouse where she is to give you a camera.

You'll go to the warehouse automatically.  The camera, Sebastian will transfer 
his photgraphy program to you as well as teaching you how to hack the Great 
Database and overwrite other character.  He'll also tell you to pick up a 
battery to give you energy for these functions.

================
11.9 Get Battery
================

Logbook Entry:  I must get the nuclear battery indicated by the yellow arrow 
on my radar.

If you talk to Sebastian he'll tell you more about overwriting and the Great 
Database.

Go up the stairs to the right of Sebastian and go throught the security gates.  
Turn left after the gate and walk up to the yellow arrow.  Walk through the 
battery to get it.  Sebastian will tell you that it energy will allow you to 
access the Great Database and overwrite characters once its finished 
character.

The Crazy Gambler will tell you that the first Crazy Bet is ready and will ask 
you to go the the press room communicator.

============================
11.10 Call the Crazy Gambler
============================

Logbook Entry:  I have to call the Crazy Gambler. He has the first crazy bet 
ready for me!

Go out the opening to the right and turn left.  Turn left again when you reach 
the Great Database terminal, the blue station with a green arrow above a semi-
transparent blue orb.  Go throught the door into the press room where Berto 
and Mumphrey are.  Use the communicator market by the yellow arrow.

The Crazy Gambler will assign you the first set of crazy bets.  

=====================
11.11 First Crazy Bet
=====================

Logbook Entry:  I must complete the Crazy Gambler's first bet...That guy's 
crazy, so I'd better do what he says. I can check the status of the crazy bets 
on THE RED PAGE of my logbook whenever I want. Every time I fulfill my goals, 
I'll gain access to a super crazy bet.

The three crazy bets in this mission are the only crazy bets that are part of 
the mail plot, the rest are optional.

The first bet is to "Overwrite Berto's Matrix".  Berto is in the press room 
with you.  Walk up to him and overwrite him. The following warning message 
appears: "You've just overwritten a character, which is ILLEGAL since it 
implies that character's destruction. Police know who and where yu are, so 
look out.  Bear in mind that every overwrite consumes energy and it will take 
a while to recover it."

The crime meter will be filled and Police will come into the room through one 
of the two doors.  If you leave via the other door the meter should fall, 
otherwise try to find a place to with few robots and overwritted any persuing 
cops and robots that are screaming to get the meter to drop.  Humprey can't be 
overwritten so make sure he's no it the area.

The nearest Great Database terminal will be marked with a yellow arrow after 
the alarm ends.  Go to it and use it.  You'll be presented with a selection of 
15 robots.  Select D-Tritus in the upper left to complete the second crazy bet 
in the set "Use a Great DataBase terminal to turn into D-Tritus".

Now return to the press room and talk to Humphrey who should be there.  This 
will challenge him to a race and you'll be take outside to the Downtown map.

Get on your ship or steal one, and make your way to the starting point for the 
race, which is marked by both the yellow and blue arrows.  Start the race by 
by maneuvering your ship into the bouy outlines by a blue box.

The objective of this race is to collect 15 bouys before Humprey does.  Get 
the jump on him by holding both the forrow movement and bosst buttons or keys.  
The race course goes around a square in a clockwise direction.  Each bouy has 
a light yellow arrow pointing the way to the next bouy.  Go around the course 
getting the bouys, boosting whenever it recharges and you have a long enough 
stretch in front of you.  You can also get more speed by going under the 
arches on the roads.

If you lose the race you'll be told to call Humpress from the nearest 
comminicator.  Fly up (or down) to it and landing in a parking spot.  Walk up 
to the comminicator and use it to talk to Humprey to arrange a rematch. Go 
back to your ship and board it and fly back to the starting line.  The course 
will be the same for this rematch.

When you win the Crazy gambler will ask you fto call him and a bishop will 
warn you that they will need to be paid for extra lives from now on.  Head to 
the landing area marked with a yellow arrow.  Land your ship there and use the 
communicator.  This gambler will invite you to his place for a super crazy bet 
(optional) and give you the plans for the BadGuy Ship and Engine. 

The Boss will tell you to head to the temple to interview the Archbishop.


==============================
11.12 Interview the Archbishop
==============================

Logbook Entry:  I have to go to the Temple to interview the Archbishop. I can 
cross the city with my ship or I can take public transportation right to the 
Temple.

Since you're in the downtown area and the temple is in the Commericial 
District the Transit tube pad is marked with a yellw arrow. (If you were in 
the Commericial District the temple would be marked instead.)

Fly to the transit pad and land on it.  Go down the stairs and use the Tubular 
Transport.  This time a map of the transit system appears.  Select the 
location indicated by the yellow arrow, which is the temple.

Go straight across the room from the tube exit and go down this hall into a 
room with a floorwith tiles that appear when a robot aprroaches.

NOTE: The glowing purple pickup in the center of the room is an extra life but 
taking it will trigger an alarm and set the cops on you.

Go straight through the room and turn left in the hall on the other side.  
Follow the hall around a turn to the right and turn to the left at the 
junction at the end.  turn left at the next junction.

Go up the stairs at the end of this hall, going up counter clockwise.  Go 
straight from the top of the stairs and turn right on the other side of a 
portal.  Turn left after a few steps and use the teleporter.

You'll talk to the Archbishop who demands that you leave.

Watch the cutscene of the Archbishop's murder and the following broadcast by 
Betty on this late breaking story.  Humphrey will tell you that the boss wants 
you to take picture of the murder scene.


=====================================
11.13 Investigate Archbishop's Murder
=====================================

Logbook Entry:  I must go to the temple and take pictures of the Archbishop's 
murder. The police have taken the temple. I'd better turn into a cop so they 
don't chase me.

You'll be in the press room at the Press Building.  Face the yellow arrow on 
the radar and go out the door on that side of the room and turn left.  Take 
the next right and go down the stairs at the next right.

Turn left at the bottom of the stiars.  Turn right at the corner and go as far 
forward as you can stepping right and left as you go around some obstacles.  
Go down the stairs to your left and follow the left hand wall in the room at 
the bottom of the stair to the hall to the transit tube.  Use the Great 
Database terminal in the room outside of the tube to changing into the cop 
which is second from the left in the top row.

If you haven't used the Great Database to turn into someone yet you'll see 
this warning: "You are impersonating another robot and that's illegal.  Nobody 
will recognize you, but beholder's will suspect as soon as they see you.  If 
you left a beholder examine you, sooner or later he'll sound the alarm and 
armed cops will pounce on you."

Go into the transit tube and use the Tubular Transport to go to the Temple 
which is marked by the yellow arrow.

The temple is currently a restricted area. If you haven't taked the form of a 
cop you set of the alarm.

Follow the same path to the teleporter as you did when you attempted the 
interview.  After teleporting, go straight ahead to the crime scene.  There 
are three pieces of evidence to photgraph here.  One is directly opposite the 
entrance on the other side of the Archbishop's bath.  The other two are to the 
left and right of the entrance.  Walk up to the yellow arrows marking the 
evidence and use the action button to photograph them.

After taking the photos, Humphrey will tell you they will be published riight 
away.  A mysterious voice will tell you to look for a hidden message.


====================================
11.14 First Meeting with Deep Throat
====================================

Logbook Entry:  I must find the message from that mysterious speaker.

Go back to the telport and use it.  Go straight ahead and yuse the elevator 
hther to go to the commercial district.  

Use you ship and fly to the communication platform thats marked with a yellow 
arrow and land there.  Walk to the communicator and use in to speak to Deep 
Throat.

You will ask you to speak to a cop named "Ficus" at the press building.


===================
11.15 Talk To Ficus
===================

Logbook Entry:  I need to talk to the cop Ficus. I must go as D-Tritus, since 
he is waiting for me at the Press Building.

Get back on your ship and fly to the transit tube pad marked with a yellow 
arrow. Land there and go down the stairs and use the tubular transport to go 
to the press building which is marked with a yellow arrow.

Ficus is straight across the room from the tube exit.  You'll need to use the 
Great Database terminal beside him to change back to D-Tritus if you haven't 
already done so.  

Talk to Ficus as D-Tritus.  He'll ask you to do some jobs for him.  Ask him 
"What's my first job" to be assigned the task of eliminating the banker, 
Scrapus and retrieve a check.

==================
11.16 Kill Scrapus
==================

Logbook Entry:  I have to eliminate the banker Scrapus and get a check.

Scrapus is in the room before the stairs leading up to the level with the 
press room.  Overwrite or kill him with a special move and pick up the check 
he leaves behind.

=========================
11.17 Talk To Ficus Again
=========================

Logbook Entry:  I have to talk to the cop Ficus again. I must go as D-Tritus, 
since he is waiting for me.

After evading the cops after setting of the alarm by killing Scrapus, go back 
to Ficus and talk to him again as D-Tritus.  You'll find out that he's signed 
you up for a race against the cop, Multiplus.

================================
11.18 Win Race against Multiplus
================================

Logbook Entry:  I have to beat cop Multiplus in a race.


Head down the hall away from the tranits tube and use the elevator just ahead 
and to the left to go to the down town map.  You have 1 minute to get on your 
hip or you'll need to call Ficus from the nearest communicator to set the race 
up again.

If you haven't already, detour to Rusty's to upgrade your engines to the 
BadGuy as you'll need the extra spped for this race..  You may also want to 
build a BadGuy ship.  Consider going out with a minimum hull and no weapons 
for a steeper accelatration curve.

This course goes counterclockwise around a block.  You'll be using the same 
basic strategy as the race against Humphrey, hold both the forward movement 
and the boost during the startup sequence to get a jump.  You'll need to vary 
your altitude more in this race which makes it easier to miss a buoy.  If this 
happens go on to when the next one will appear after Multiplus gets the one 
you missed and continue from there.

If you lose the race you'll need to go to the nearest communication platform 
and call Ficus to set up a rematch.

When you win Ficus will ask you to call him.

================================
11.19 Talk To Ficus a third time
================================

Logbook Entry:  I have to call the cop Ficus from the communicator indicated 
with a yellow arrow on my radar.

The nearest communication platform will be marked with a yellow arrow.  Fly to 
it and land.  go to the communicator and use it to talk to Ficus.  He'll ask 
you to kill functionary Stupidus who owes him money.

===================
11.20 Kill Stupidus
===================

Logbook Entry:  I have to destroy Stupidus until he runs out of extra lives.

If you used a weaponless ship in the race. go back to Rusty's (or talk to 
Spoot-Nick to change ships, if you've already built both a racing type ship 
without weapons and another ship with weapons.) to add the Vulcan Gun and 
Swarm Missiles.

Stupid is flying a piranha with 50 hull.  He has 8 lives to elimatinate before 
he's sent to prison for Ficus.

Track down his ship marked by the yellow arrow.  Get his attention by firing 
on him.  Track him when he goes for a hull pick up after taking damage and use 
boost to keep him in firing range.  After destroying his first three lives two 
more functionaries will join him.  The also use Pirahna's with 50 hull, and 
respawn when destroyed.  Focus your attention on Stupidus.

Once you've used up all of his 8 lives Ficus will tell you to go to the police 
station.


==================================
11.21 Talk To Ficus at Fourth Time
==================================

Logbook Entry:  I have to go to the Police and talk to the cop Ficus. He'll 
tell me what finally happened with the missing clues.

Fly to the transit pad marked by the yellow arrow and land there.  Go down the 
stairs and use the tubular transport and select the police station that is 
marked by the yellow arrow.

Go throught the exit on the opposite side of the room from the transit tube.  
Be careful as there are several battles going on in the station.

Take the passage to the right of a teleporter room adn turn right into a room 
with the elevator to the Industrial District. Go through the glass doors to 
the left of the elevator and go down the stairs to the left.  Turn left and 
finish going down the stiars.

Use the Great Database terminal on the left to turn into the cop again.  
Proceed to the teleported on the other side of the boiler on the ledge by the 
terminal.  You need to be in the form of the small cop to use this teleporter.

Head right to where a yellow arrow points at t a crate thats fallen onto a 
cop. It's Ficus, when you try to talk to him Deep Throat whill send you a 
message asking you to call.


======================
11.22 Call Deep Throat
======================

Logbook Entry:  I have to talk to my mysterious helper.

Go back to the teleporter and use it.  Head right and go up the stiars.  Go in 
the glass doors to your right and go up the stairs in the center of the room.  
Turn right when you reach the hall and head up the stairs ahead of you.  

Go into the office to the right at the top of the stairs and use the 
communicator inside to talk to Deep Throat.  He'll ask you to impersonate 
Ficus and attend a meeting in his place.


=========================
11.23 Functionary Hunting
=========================

Logbook Entry:  I have to steal a police ship and occupy Ficus' place in the 
meeting.


Leave the office the way you came in and go down the stiars to the left.  Turn 
left at the first opportunity after the bottom of the stairs and use the 
elevator in that rom to go to the Industrial district (Make sure you're still 
a small cop).  You must steal one of the ships here, you have a choice of a 
Fly or a Flea. 

Once on the ship, follow the yellow arrow to a yellow beacon indicating the 
meeting point.

You'll need to help the other cops at the meeting point to destroy 15 
functionary ships.  The functionaries fly Piranhas with 75 hull.  Several of 
them attack immediately so there will be no need to look for them.  All you 
need to do is soften them up a bit for the other cops to finish off, or you 
can track them whenever they try to go for hull upgrade to finish them off 
yourself.

Once 15 functionaries have been destroyed you'll be asked to return to the 
station by a friend of Ficus.  Rust will tip you off to some plans being 
hidden at the police station.

===========================
11.24 Talk To Ficus' Friend
===========================

Logbook Entry:  A friend of Ficus wants to meet me. I must turn into a cop and 
go to the station.

Fly back to the police station which is marked with a yellow arrow, land, and 
take the elevator to go back inside. (If the transit pad that is marked with a 
diamond logo is closed you might want to land there instead and get back to 
the station using the Tubular transport.)

Go out the glass door by the elevator and turn left.  Go down the stairs to a 
cop marked with an arrow.  Talk to him to learn that the Chief of Police has 
the clues to the Archbishops murder and you can blackmail him into giving them 
to your by taking picture of him cheating at cards.


=========================================
11.25 Photograph the Police Boss Cheating
=========================================

Logbook Entry:  I have to catch the Chief of Police cheating. To get into the 
game I must turn into a cop.

Turn left and head to the teleporter and use it (as a small cop) to get back 
to the area that you found Ficus' body.  The game Ficus' friend mentioned is 
being held in the far corner.  Go up to the Chief of Police indicated by the 
yellow arrow and take his picture when he points and throwws his cards over 
his shoulder.

After the blackmail attempt painfully backfires and you learn the Crazy 
gambler wants the clues as well, you be changed back to D-Tritus at the Great 
Database Terminal near tohe teleporter to the area with the game and Ficus' 
Body.

(This is a good point to go looking for the plans that Rusty mentioned 
earlier)


============================================
11.26 Call the Crazy Gambler about the Clues
============================================

Logbook Entry:  I have to call the Crazy Gambler and ask him about the missing 
clues of the murder.

Go up the stairs by the terminal and go through the glass doors to the right. 
Go up the stairs in the room and turn right.

Go up the stairs ahead of you and turn right into the office at the top of the 
stairs.  Use the communicator to call the Crazy Gambler.  He suggest two ways 
to get the clues from the Chief.

========================================
11.27 Get Clues from the Chief of Police
========================================

Logbook Entry:  I have to get the Chief of Police to give me the clues. I can 
buy them for 50,000 $craps. But if I transform myself into the Mayor, I only 
have to ask him and thus I'll save my money.

Leave the office the way you came in and go down the stairs to your left.  
Head straight from the bottom of the stairs all the way to the trainsit tube.  
Use it to go to the Town Hall indicated by a yellow arrow.

Go straight across the room from the transit exit.  When you reach a hall go 
up the stairs ahead and to the right a bit.

Turn left up some more stairs.  Follow the curved hall until you reach a 
teleporter on the left.  Use the teleporter.

Go left from the teleporter exit and go around a corner to the left.  Thay 
Mayor and the Chief of Police are straight ahead.

If you have $50,000 and care to spend it just talk to the Chief to get the 
information on the location of the first clue of four clues.  Otherwise, use 
the Great Database terminal in this room to switch into a beholderl.  Use its 
special ability to accuse the mayor. Go back to the Great Database terminal 
and switch into the mayor.

While the real Mayor is preoccupied with the false accusation, talk to the 
chief of police to get the location of the first clue for free.  Note: If the 
mayor see you before you're able to talk to the Chief, he'll sound the alarm 
and you'll need to evade the armed cop before making another attempt.

========================
11.28 Get The First Clue
========================

Logbook Entry:  I have to go to the scrapyard and get the first clue. Some 
Mosquito may have eaten it, so I'll be careful.

Head back to the telporter and use it.  Follow the hallway to the right to the 
end and turn right down some stairs.  Head forward and a bit to the right into 
the room outside the transit tube.  Use the Tubular Transport to go the the 
Scrapyard indicated by the yellow area.

Board you ship at the transit pad in the junkyard.  Follow the yellow arrow to 
a mosquito nest.  A swarm of m osquitos will emergy from the nest.  There are 
at lease 20 mosquitos in the swarm, each having a hull of 25. A single swarm 
missile shot can take out a mosquito, which aren't good at dodging.  Since 
there are a lot of them, take out one or two at a time and boost away from the 
rest to give Spoot-Nick time to repair your hull.  After you've destroyed all 
the mosquitos in the swarm, the Chief of Police will teel you that the clue 
isn't there.

Repeat the process, following the yellow arrow to another nest and eliminate a 
second swarm.  The clue isn't there either.

Repeat the process once more.  This time the last mosquito drops a clue.  Fly 
across it to pick it up.

==================================
11.29 Get The Second Clue Location
==================================

Logbook Entry:  I have to talk to the Chief of Police to find the location of 
the second clue.

Fly to the communication pad marked by the yellow arrow and land.  Walk up to 
the communicator and use it to talk to the Chief about the second clue.

=======================
11.30 Challenge Rudolph
=======================

Logbook Entry:  I have to catch Rudolph and make him leave the city with his 
ship.

Fly to the transit pad mark with the yellow arrow and land.  Go down the 
stairs and use the Tubular Transport to go to the Bank, which is indicated by 
the yellow arrow.

Use the Great Database terminal outside the tube exit in the Bank to turn into 
a fuctionary.

Track the yellow arrow the Rudolphs poistion as he moves about the bank.  Use 
the functionary's special ability to keep up to Rudolf as he tries to get away 
and talk to him when he stops to challenge him to a race.


==================
11.31 Kill Rudolph
==================

Logbook Entry:  I have to destroy Rudolph and get the clue.

You'll be taken to the industrial sector the for the race.  fly to the 
starting line indicated by the yellow arrow.  Cross the bouy outlined in blue 
to start the race. The race itself is unimportant, don't worry about winning 
or losing.  Rudolph's ship is faster that anything you have available so a 
victory is unlikely.

After the race track down rudolf and open fire on his Pirahna which has 300 
hull.  Handle this like previous combats and track him when he goes for hull 
pickups trying to keep him in firing range using boost.  Constant fire from 
the Vulcan gun is more effective that the Swarm missiles when tracking him, 
although the missiles can be use to soften him up before he runs for the 
pickup.

Pick up the second clue that he drops when you destroy him.

=================================
11.32 Get The Third Clue Location
=================================

Logbook Entry:  I have to talk to the Chief of Police to find the location of 
the third clue.

fly to the marked communication pad and land.  Walk up to the communicator and 
use it to talk to the chief about the third clue.

====================
11.33 Speak to Trurl
====================

Logbook Entry:  I have to go to the Town Hall and speak to messenger Trurl

Fly to the transport pad marked by the yellow arrow and land.  Go down the 
stair and use the Tubular Trasport to go the the Town Hall which is marked 
with a yellow arrow.

Track Trurl, who is marked ith a yellow arrow on your radar, as he moves 
around the town hall.  Change into a functionary at a Great Database terminal 
and use its special ability to slow him down when he's near the floor.  Talk 
to him when you're close enough and he's ask you to get the plans for the 
Mayor's ship.

====================================
11.34 Get Plans for the Mayor's Ship
====================================

Logbook Entry:  I have to photograph the plans of the Mayor's new ship. Before 
that, I have to destroy the 3 functionaries who guard the plans. Then they'll 
drop them.

There are three functionaries moving about the town hall that are marked with 
yellow arrows.  As D-Tritus, line them up at a distance and use your special 
ability to kill them.  Take a photograph of the plans that each one drops: 
Privateer ship, Privateer engine, and Devestator gun.

=============
11.35 GetTrurlAgain
=============

Logbook Entry:  I have to talk to messenger Trurl again.

After evading the police, you'll need to track Trurl again. Follow the yellow 
arrow on your radar that marks his position, as he moves around the town hall.  
Change into a functionary at a Great Database terminal and use its special 
ability to slow him down when he's near the floor.  Talk to him when you're 
close enough and he'll ask you to steal a prototype of the Mayor's ship for 
him.

=============================
11.36 Test Drive Mayor's Ship
=============================

Logbook Entry:  I have to steal the Mayor's ship and destroy 20 cops.

Follow the yellow arrow to the elevator to Downtown and use it.  Board your 
ship and fly to the landing pad indicated by the yellow arrow.  Land and board 
thePrivateer maked with the yellow arrow.

Track down the cops indicated by the yellow arrow.  Shoot down innocent 
traffic vessels to get their attention if you need to.  The cop will attack in 
a variety of ships include, beetles, flys, and bumblebees.  The devastor gun 
can be use for a quicker kill when tracking a vessel fleeing for a hull pickup 
as it does more damage than the Vulcan gun.

Once you've destroy 20 cop, Trurl will ask you to lose the police and call 
him.

=======================
11.37 Park Mayor's Ship
=======================

Logbook Entry:  I have to park the Mayor's gunship in the place indicated by 
the yellow arrow on my radar.

Fly to the landing pad marked with the yellow arrow and land there.

=================================
11.38 Call Trurl about third clue
=================================

Logbook Entry:  I have to call messenger Trurl. Now he's finally going to tell 
me where the third clue is.

Walk up to the communicator and use it.  Trurl will tell you the third clue in 
on an indestructable frieghter.  Deep Throat will tell you to ask the 
mercenary for the plans to their APTC weapon which is capable of destroying 
the frieghter.

=======================================
11.39 Get Weapon Plans from Mercenaries
=======================================

Logbook Entry:  I have to get the mercenaries to tell me where they hide the 
plans of their new weapon.

You're not allow to take the Mayor ship anymore so walk up to Spoot-Nick and 
get him to Change Ship to retrieve you ship from a hanger.

Ignore the yellow arrow marking the exit to the Industrial Section and instead 
fly to the transit pad marked by the diamond logo. Land and go down the stair.

Use the Tubular Transport to go to the Scrapyard in the bottom right corner as 
its the closed to the Gambling Joint.  You may want to fly to Rusty's which is 
also nearby to add the Devastator to your ship.

Fly to the Gambling Joint and land.  Use the elevator to go inside.

Walk up to the mercearies all of who are marked by yellow arrow.  Talk to the 
Stupid Mercenaries as the other two won't help you.  Say "I'm a big fan of 
mercenaries", "I don't mean to trick you." and "Actually, it's a contest"

He'll agree to lead you to the plans.

=============================
11.40 Follow Stupid Mercenary
=============================

Logbook Entry:  I've to go outside and follow the mercenary to the place where 
the plans are hidden.

The exit to the Scrapyard is marked with a yellow rrow.  Use it to go to the 
Scrapyard.

Go up to your ship and get on it.

Follow the Stupid Mercenary's ship which is marked with a yellow arrow.  
Defect him and yourself against the mosquitoes with 25 hull and mad hunters 
with 75 hull that will attack on the way.

Land on the pad he eventual leads you to and go up to the yellow arrow and 
take a picture of the plan for the ATPC gun.


============================
11.41 Invulnerable Transport
============================

Logbook Entry:  I have to destroy the mercury transport ship with the ATPC and 
then pick up the clue it will drop. Since I have the plans of this new weapon, 
I can build it onto one of my ships.

Fly to Rusty's and put the ATPC gun on to your ship.  Once its mounted leave 
Rusty's and fly through the exit to the industrial District which is marked 
with a yellow arrow.

The ship you need to destroy is marked with a yellow arrow.  It's a traffic 
vessel with 1000 hull.  Each direct hit from a Bumblebee with a full 
complement of ATPC's will do 50 damage so be prepared to hit it at least 20 
times.  It moves fairly slowly so there isn't much trouble lining up your 
shots, except that the police will start attacking after the first shot o 
you'll want to track down a hull pickup every few shots.

After you've destroyed the freighter, fly across the third clue when it drops 
it.  The Chief will tell you to lose the cops and call him.

==============================
11.42 Get Fourth Clue Location
==============================

Logbook Entry:  I have to talk to the Chief of Police and he'll tell me where 
the fourth clue is located.

After losing the police, fly to the marked communication pad and land there.  
Walk up to the communicator and use it.  He'll tell you to talk to the Crazy 
Gambler about gaining reputation to fight Bishop Igor.

====================
11.43 Get Reputation
====================

Logbook Entry:  I have to ask the Crazy Gambler how I can improve my 
reputation in combat.

Get back on your ship and fly to the Gambling Joint and land there.  Use the 
elevator to go inside.

Go to the crazy gambler and talk to him.  He'll tell you to introduce yourself 
to Bishop who has just entered the Gambling joint.

==================
11.44 Talk To Igor
==================

Logbook Entry:  I have to talk with bishop Igor at the Gambling Joint.

Leave the Gambler's room and talk to Igor who is in the corner of the dance 
floor beside the door to the Crazy Gambler's room.  Tell him "I want to fight 
against you"

He'll want the plans to the Mercenaries' ship.

==============================
11.45 Get Mercenary Ship Plans
==============================

Logbook Entry:  I have to photograph the plans of the mercenaries' heavy ship. 
I'll try to trick the stupid mercenary once again.

Talk to the Stupid Mercanary again using the same option you did for the 
weapon to get him to lead you to the ship plans.  

=============================================================
11.46 Follow the Stupid Mercenary to the Mercenary Ship Plans
=============================================================

Logbook Entry:  I have to follow the stupid mercenary through the scrapyard 
and photograph the plans of the mercenaries' heavy ship.

Use the elevator to go to the Scrapyard.  

Get on you ship and follow the stupid mercenary like before, this time you'll 
need to fen off the Smart and Brutal Mercenaries in addition to the Mad 
Hunters and Mosquitos.

Land on the pad you'lre lead to.  Go up to the two yellow arrows to take 
picture of the plans for the Armegeddon Ship and Engine.  Igore will tell you 
to get rid of the mercenraties and call him.


========================
11.47 Talk To Igor Again
========================

Logbook Entry:  I have to get rid of the mercenaries and then call bishop 
Igor.

Get back on your ship and fight the Smart Mercenary and the Crutal Mercenary.  
They fly Armegoddon Ships with 150 hull.  Like previous fights you nay need to 
track them when they fly away for hull pickup but the Devastator gun makes if 
less likely for them to have the chance to.

After they're destroyed land at the marked communication platform.  Walk up to 
the communicator and talk to Bishop Igor, who want you to conduct a massacre 
in his honor.

=======================
11.48 Massacre for Igor
=======================

Logbook Entry:  I have to go to the city and slaughter anything that moves. 
Igor will tell me when he's had enough. I'll have to kill someone every 20 
seconds to make him happy.

Fly to the eexit to downtown whic is marked with a yellow arrow.  For the 
massacre you'll need to fill up a keter by destroying a ship every 20 seconds.

Try to find an arrow with a lot of smaller ships and open fire on them with 
either the Vulcan Gun or the swarm missile.  Switch to the other weapon when 
one runs out of ammo.  Keep moving as the cops will be chasing you and keep 
your eye open for hul and ammo pickup.  

If you run out of smaller ships to destroying in the immediate area, 
concentrate on a single larger ship to destroy it with the time limit.  If the 
meter runs out you'll need to start over.

After the meter is filled Igor invites your back to the Gambling Joint for 
combat against him.  Rusty has also found out that the plans for Betty and 
Berto's ships are hidden in the press buinding, consider going there before 
continuing to Igor.

=================================
11.49 Arrange Combat Against Igor
=================================

Logbook Entry:  I have to talk to the Crazy Gambler to start the combat 
against Igor.

Head for the transit pad and land there.  Take the Tubular transport to the 
Scrapyard.  Board your ship and fly to the Gambling Joint.  Land and use the 
elevator to go inside.

Go to the Crazy Gambler in his room and talk to him to start the combat agains 
Igor in the Crazy Gambler's Arena.  

=========================
11.50 Combat Against Igor
=========================

Logbook Entry:  I have to defeat bishop Igor to get the fourth clue. The first 
one to get 10 kills wins.

Walk up to your ship which should be to the left and use it.

This combat works like a Super Crazy Bet, you won't use up lives or ships 
here.

Destroy Igor 10 time before he does the same to you.  Concentrator Devestator 
Gun fire on him and track him when he tries to go for the hul pickups on the 
outside or in the center of the arena.

You'll be returned to the Gambling Joint after you've defeated Igor.  He will 
give you the final clue.  Deep Throat will ask you to call.

============================================
11.51 Call Deep Throat for Followup to Clues
============================================

Logbook Entry:  I have to call my mysterious informer.

Go into the Crazy Gambler's room and use the Communicator to talk to Deep 
Throat.  You'll be told that the evidce of a viscous being at the Archbishops 
murder scene is fake.  He'll ask you to go talk to the Chief of Police.

============================
11.52 Spy on Chief of Police
============================

Logbook Entry:  I have to keep an eye on the Chief of Police. I'll talk to him 
and offer my help.

Leave the Crazy Gamblers room and talk to the Chief of Police who is at a 
table straight ahead.  He wants you to take picture of the bankers' ship plan 
during a super crazy bet.

============================
11.53 Arrange Bankers Combat
============================

Logbook Entry:  I have to talk to the Crazy Gambler to start the combat 
against the bankers.

Go back to the Crazy Gambler and talk to him to arrange the combat against the 
bankers.

===========================
11.54 Get Banker Ship Plans
===========================

Logbook Entry:  I have to photograph the plans of the bankers' ship once the 
combat is over.

This is a team combat that puts you and the cops against the bankers in 
Chimera's Foundations  The first team to 20 kills wins.

The bankers in their Greedy ships with 100 hull are no match for the cops even 
without your help.  Help the cops eliminate the bankers until there is a 
sizeable lead.  Keep your eyes open for some landing spots on the rock at the 
bottom.  When the cops read 17 or 18 kill consider landing and letting them 
finish the challenge on there own to avoid the bankers concentrating their 
fire on you as you attempt a landing.

Go up to the two yellow arrows that appear there when the battle is over and 
take photos of the Greedy ship and engine.

Watch the cutscene of the murder of the chief of police at the hands of the 
viscous being, Betty's report on the murder, and the staff meeting where D-
Tritus presents his theory on the murders.  The Boss will tell D-Tritus to 
interview the Mayor, and Berto will warn you that the mayor intends to teach 
you a lesson.

====================
11.55 Face The Mayor
====================

Logbook Entry:  I have to defeat the Mayor before he beats me up.

You'll be in the press room at the Press Building.  Face the yellow arrow on 
the radar and go out the door on that side of the room and turn left.  Take 
the next right and go down the stairs at the next right.

Turn left at the bottom of the stairs.  Turn right at the corner and go as far 
forward as you can stepping right and left as you go around some obstacles.  
Go down the stairs to your left and go through the security gate to the 
elevator to Downtown. Use the elevator.

Get on your ship.  The Maoyor will attack you which his Privateer, which has 
200 hull, shortly after you take off.  Use the swarm missile when he is 
relatively stationary as he fires at you and switch to the devestator gun as 
when he moves away for hull pickups.

When he's destroyed the alarm will sound and Deep Throat will ask you to call 
after you lose the police.

=========================================
11.56 Talk To Deep Throat About the Mayor
=========================================

Logbook Entry:  I have to flee from the police until they lose sight of me. 
Once the alarm stops I must call Deep Throat.

After you evade the police fly to the marked communication pad and land there.  
Use the communicator to call Deep Throat who will teel you to apologize to the 
Mayor.


============================
11.57 Apologize to the Mayor
============================

Logbook Entry:  I have to go to the town hall and apologize to the Mayor. I 
better watch out because the police have orders to destroy me.

Get back on your ship and fly to the Town Hall which is marked with a yellow 
arrow.  Use the elevator to go inside.

The Town Hall is currently a restricted area.  The police will attack you if 
they see you, as D-Tritus so use a Great Database terminal to change into 
another robot, there's one around the wall to the left by a doorway.  

Go through the door and turn left at the hall and go through the first door to 
the right.  You'll see a yellow arrow pointing to the mayor in the distance as 
you go up the stiars.  Turn back into D-Tritus at the nearby Great Database 
terminal and go to the mayor and talk to him. (If the alarm sounds run around 
the crates in the opposite direction from the Mayor as the Great Database 
terminal to evade the police). The Mayor will ask a couple of favors of you to 
earn his forgiveness.

===================
11.58 Kill Staplers
===================

Logbook Entry:  I have to destroy ten staplers.

The mayor has asked you to destroy ten staplers, not just any staplers but the 
ones marked with yellow arros.  tranck the youllow arrow on your radar to find 
the stapler and use either special attacks or overwrite it to kill it.  during 
the alarm that sounds after the first stapler is killed, I've found Betty's 
special attack to be effective at killing the jumping staplers.


====================================
11.59 Talk To Mayor for Second Favor
====================================

Logbook Entry:  I have to talk to the Mayor so he can assign me the second 
task.

After the staplers are dealt with return to the Mayor by tracking the yellow 
arrow.  Talk to him as D-Tritus.  He'll ask you to provide escort for a 
transport delivering election pamplets.


===================================
11.60 Protect the Mayor's Transport
===================================

Logbook Entry:  I have to leave for the meeting point and escort the transport 
to the Town Hall.

Retrace your steps from the Mayor back to the Downtown elevator, following the 
yellow arrow.  Use the elevator to go to Downtown.

Get on your ship and follow the yellow arrow to a yellow buoy, collecting some 
ammo pickups on the way.  The buoy marks the starting point for the escort 
mission.

Follow the escort and shoot down any mercenary ships that show up.  The Stupid 
and Brutal Mercanarys are attacking in a BadGuy and Armageddon, both of which 
have 80 hull.  Two shots for the swarms missles on a bumblebee with take them 
out.  Don't target the ship with the yellow arrow, that's the transport you're 
suppose to protect.

If the transport makes it to the Town Hall you'll get a $5000 bonus.  

Regardless of whether you were successful in escorting the transport, the 
Mayor will ask you to finish off the mercenaries.

======================
11.61 Kill Mercenaries
======================

Logbook Entry:  I have to kill 10 mercenaries as a lesson to the others.

The mercenaries are still in the same ships as the escort mission and two 
swarm missle hits will finish them off.  After 10 of them are destroyed, 
you'll receive a static filled transmission from a functionary call Traitorius 
asking you to call him form the scrapyard.  Rusy will inform you that Humpry 
has hidden the plans to his ship in the Press Building, you may want to go for 
these before heading to the scrapyard.

=====================
11.62 Call Traitorius
=====================

Logbook Entry:  I have a meeting with a mysterious character on a platform at 
the ship cemetery... He seems to have some information on the murders. I 
should go.

Head to the transit pad and land there.  Go down the stairs and go to the 
scrapyard.

Go up to the communicator on the transit pad and use it. (If you flew here 
instead, land on the marked communication pad and use the communicator.)  
Traitorius urges you to drop the investigation and Deep Throat will tell you 
its a trap.

==============
11.63 Ambushed
==============

Logbook Entry:  I have to find the probes that control the crazy fighters and 
destroy them one by one.

Board you ship.  Ignore the crazy fighters following you as they'll only 
respawn.  

Follow the yellow arrow to the probe ship and destroy it with a short burst of 
Devestator fire.  Proceed to the next probe making sure to grab hull and ammo 
pickups on the way.  In all there are four probe ships to destroy.  The crazy 
fighters break off after the last one is destroys and Deep Throat ask you to 
call.

==========================================
11.64 Talk To Deep Throat about Traitorius
==========================================

Logbook Entry:  I have to call Deep Throat from the communicator indicated 
with a yellow arrow on my radar.

Fly to the marked comminuication platform and land there.  go up to the 
communicator and use it to speak to Deep Throat who will tell you to scare 
Traitorius.

=======================
11.65 Attack Traitorius
=======================

Logbook Entry:  I have to give functionary Traitorius a scare. I must attack 
him and keep him under 30 points of life for some time until he confesses who 
hired him.

Get on your ship and fly to the exit to the industrial sector, which is marked 
by a yellow arrow.

This mission is quite different from other combats in that you'll need to 
constantly track Tratorius by following the yellow arrow and using short 
bursts of Devestator fire to slowly whittle down the hull of his ship while 
avoiding destroying him, while he tries to evade you.

The first hit attracts the cops, but ignore them as they have a hard time 
tracking you as you chase Tratorius.  Tratorius, whose ship stats at 100 hull, 
need to be below 30 hull for 60 seconds, althrough not in row.

Stop firing as soomn as you get him below 30, and wait for him to get a hull 
pickup before continuing.  If you destroy him you'll need to start over, so 
make sure you only use short bursts when attacking.

Once the time has elapsed, Tratorius will ask you to call.

========================
11.66 Talk To Traitorius
========================

Logbook Entry:  I have to call Traitorius. He'll finally tell me who hired him 
to threaten me.

After losing the cops fly t the marked communication platfromand land.  go up 
to the communicator to talk to Tratorius.  He won't give you any information.  
But you and Deep Throat will come up with a plan to trick him.

=======================
11.67 Join Flower Power
=======================

Logbook Entry:  I have to pretend to be a functionary, infiltrate Traitorius' 
clan and gain his trust.

Get on your ship and fly to the police station, which is marked by the yellow 
arrow, and land there.  Use the elevator to go inside.

Go up the stairs for the elevator and down the stairs ahead and to the right 
when you reach the hall.  Go up the ramp to the left at the bottom of the 
stair and then go through the door to the right.

Go ahead and turn left in the center of the room. Use the Great Database 
terminal to chage into a functionary.  turn left and go up to Traitorius and 
speak to him.  He'll ask you to hire the Hitcops to beat up Pickus in jail.


==================
11.68 Hire Hitcops
==================

Logbook Entry:  I have to hire the Hitcops and beat up functionary Pickus. 
He's now in jail.

Turn around and go forward to the Great Database terminal.  Use the terminal 
to change back into D-Tritus.  Cross the room here and turn left on the other 
side.  Go down the ramp to the left, and cross the room.  Go through the door 
at the other end and turn right.  Turn left and go forward to the teleporters 
to Ficus' body.  Go up the stair to the right where you should find the hit 
cops, although its possible that they may move.  

Talk to the one with the yellow arrow as D-Tritus and they agree to beat up 
Pickus as its "Free Beating Day" and D-Tritus is the lucky winner.

Walking slowly so the cops can keep pace, finish going up the stairs and go in 
the glass door to the left.  Go up the stairs past the elevator.  At the hall 
go across to the stair a bit to the right and go down them.  Turn right at the 
bottom and go through the door into the prison area.

Go past the entrance to the storage area on the right and the Great Database 
terminal on the left and approach the first cell on the left after that.

Watch the Hitcops give Pickup a beating.

====================
11.69 Talk to Pickus
====================

Logbook Entry:  I have to ask Pickus -or rather what's left of him- where the 
plans of the functionaries' ship are hidden.

Talk to Pickup after the beating and he'll tell you the plans are in the 
police station.

================================
11.70 Get Functionary Ship Plans
================================

Logbook Entry:  I have to find and photograph the plans of the functionaries' 
ship. Pickus said only someone very small could reach them...

Go back to the Great Database terminal and turn into a stapler.  Go across the 
hall and jump over the partial wall.  Go through the door to the storage area  
and jump into the vent near the door inside.

Go through the vent into a cell and take a picture of the Piranha engine plans 
on the floor.  

Go back out the vent and out of the storage room.  Jump over the partail wall 
and turn right. Go past Pickus' cell and turn right and jump into the vent 
there.

Go throught the vent into another cell and take a photo of the Piranha ship 
plan on the bunk on the opposite side on the cell from the vent.  Traitorius 
will tell you to return.

==============================
11.71 Talk To Traitorius Again
==============================

Logbook Entry:  I have to turn into a functionary and talk to Traitorius 
again.

Go back out the vent.  Turn left and then right to reach the Great Database 
terminal and change into a functionary.  Leave the priso area.  Go straight 
from the door and turn right.  Turn left at the Great Database terminal and 
cross the room.  Turn left on the other side and talk to Tratorius.  He'll ask 
you to find Mickus, destroy him, and get his money.

===============================
11.72 Search and Destroy Mickus
===============================

Logbook Entry:  I have to identify and destroy the transport of the Blue Forms 
clan. Once destroyed, I have to steal the money it'll drop.

Turn around and change into D-Tritus at the Great Database Terminal.  Cross 
the room and turn right on the other side.  Turn left after going through the 
door and go down the ramp.  Go up the stair to the right.  Turn right at the 
top and go all the way to the transit tubes.  Use the Tubular Transport to go 
to the Commercial District.

If I counted correctly there are 11 transports marked with yellow arrows in 
the Commercial District.  One of them is Mickus.  To find out which one it is 
get into close proximity to one of them to scan it.  The scan needs about 6 
seconds to complete, tapping the forward movement button use a bumblebee with 
schizo engines will be enough to keep up.  If you get out of range for about 3 
seconds the scan will reset.  If the scan didn't locate Mickus, move on the 
the next ship and try again.

Once you've identified Mickus begin firing at his 900 hull ship with the 
Devastator.  Keep on his tail, ignoring the members of his faction that arrive 
to support him in their Piranhas.  Don't let him get too far from you or 
you'll need to start over with the scanning.

Grab the treasure chest that he drops when you destroy him.  Traitorius will 
ask you to go to the Gambling joint to talk to him.


==============================================
11.73 Talk To Traitorius in the Gambling Joint
==============================================

Logbook Entry:  I have to talk to Traitorius at the Gambling Joint. I can't 
forget he's waiting for a functionary.

Fly to the transit tube pad and land there.  Go down the stairs and use the 
Tubular Transport to go to the Scrapyard.

Board your ship and fly to the gambling joint and land there.  Use the 
elevator to go inside.

Use the Great Database terminal near the elevator to turn into a functionary.
Go up to Traitorius, who is marked with a yellow arrow, in the middle of the 
dance floor, and talk to him.  He'll ask you to assist in a Super Crazy Bet 
angist some bankers.


======================================================
11.74 Arrange Combat Againt the Bankers for Traitorius
======================================================

Logbook Entry:  I have to talk to the Crazy Gambler to start the combat 
against The Dividends.

Go to the Crazy Gambler and speak to him to begin the Super Crazy Bet.

==========================================
11.75 Capture The Flag Against The Bankers
==========================================

Logbook Entry:  We must defeat The Dividends. The first team to get 5 flags 
wins.

The Super Crazy Bet takes place in the Old Mine.  The objective is to get 5 
flags before the bankers do.

Choose a fast ship like the Crazy Lemon.  Head for the blue arrows trying to 
beat the bankers to them.  

If your lucky your teammates will destroy the banker ship that collect flags, 
allowing you to recover any that he beat you to.

After winning Tratorius will offer to intoduce you to the robot that paid him 
to scare you off.

=======================
11.76 Meeting With Mr X
=======================

Logbook Entry:  I have to go with Traitorius... He'll introduce me to the guy 
who gave orders to scare me away. Quite possibly that guy's also behind the 
murders of the fake gooey.

Use the elevator to go to the Industrial District.  After watching Tratorius 
get killed, Deep Throat will ask you to scan the vessel that killed him.

=============================================
11.77 Identify Mercenary That Kill Traitorius
=============================================

Logbook Entry:  I have to find out who attacked Traitorius. To identify him, I 
have to stay close to him for a while.

Get on you ship. (you may need to talk to Spoot-Nick if it got destroyed in 
the attack to rebuild it.)  You'll want a fast manueverable ship with at least 
one devestator on board.

This works like the last scanning mission, but you'll need to scan the 
mercanary ship for a longer period.  His ship is faster than the transport in 
the previous mission, and he'll use evasive manuevers if your scanning him.

While it is possible, it can be quite tedious if you try to peacefully scan 
him, not letting him get out of range for more that 8 seconds resetting the 
scan.  Instead, take some potshot at his 250 hull Apocalypse, using the 
Devastator.  This will draw him in for an attack run bringing him within 
scanning range.  Keep taking potshots at him and he'll keep making attack runs 
allowing the scan to continue.

Deep Throat will ask you to call once the mercenary has been scanned.

=================================================
11.78 Talk To Deep Throat About Scan of Mercenary
=================================================

Logbook Entry:  I have to call Deep Throat from the communicator indicated 
with a yellow arrow on my radar.

fly to the marked communication platform and land there.  Walk up to the 
communicator and use it to talk to Deep Throat.  You'll learn that 
Traitorius' killer is the Lone Mercenary, and will ask you to protect Bishop 
Gus.

=================
11.79 Protect Gus
=================

Logbook Entry:  I have to protect bishop Gus. The Lone Mercenary will try to 
destroy him.

Talk to Spoot-nick to switch to an attack vessel like the Bumblebee and board 
it.  

Fly to the exit to the Commerial district which is marked by the yellow arrow.

Both Gus and the Lone Mercenary have ten lives.  Gus is hoplessly outclassed 
by the Lone Mercenary but you can save him if you keep tracking the Lone 
Mercenary, relentlessly attacking him with Devastator fire and Swarm Missiles.

In the end it doesn't matter whether or not you succeed as Deep throat will 
call you with the same mission either way and there is no extra reward for 
saving Gus.

===================================
11.80 Talk To Deep Throat About Gus
===================================

Logbook Entry:  I have to call Deep Throat from the communicator indicated 
with a yellow arrow on my radar.

Fly to the marked communication platform and land on it.  Go up to the 
communicator and use it to talk to Deep Throat, who will ask you to retrieve 
Bishop Gus' Matrix.


================================
11.81 Go Into The Great Database
================================

Logbook Entry:  I have to hack the Great DataBase and identify the bishop who 
has stolen Gus' matrix.

Board your ship and fly to the temple, with is marked by the yellow arrow and 
land there.  Use the elevator to go inside.

Head straight from the elevator and turn left at the teleportef.  Pass by the 
stairs to the left to use the Great Database terminal to turn into a bhishop.  
Go down the stairs.  Go down the hall at the end of the stairs and turn left 
at the next hall.

Go straight ahead and around a column until you get to the teleporter to the 
Great Database which only as Bishop can use.  Since you turned into a Bishop 
earlier, you can use it to go into the Great Database.

A note appears on the screen sayig that you'll get 5 extra lives for 
destroying a wave of bishops.  

Head straight ahead and get into your ship.  You'll need one with some 
weapons.

There are 8 bishops flying Wraths in here.  All of them are currently marked 
with yellow arrows.  These ships take about 5 seconds to scan completely, and 
you lose the scan progress if you're out of range for about 3 seconds.  These 
ships are fairly fast, so a heavily armed ship with need to use the 
acceleration circles to catch them.

Oces you've located the traitor open fire, a few salvos of swarm missile or a 
sustains Devastator attack will finish of his 85 hull Wrath.  The other 
bishops will begin attack when you first attack, destroying them all will gain 
your 5 extra lives but will summon a new wave of 8 bishops in 129 hull Wrath 
ships.


==========================
11.82 Reinsert Gus' Matrix
==========================

Logbook Entry:  I have to reinsert bishop Gus' matrix in its place.

Get the matrix the traitor dropped when you destroyed him.  Fly to the spired 
marked with the yellow arrow and land.

Go up to the control panel marked with the yellow arrow and use it to restore 
Gus' matrix to the Great Database.  Deep throat will tell you to return to 
thetemple to talk to Gus.

=========================
11.83 Ask Gus About Slime
=========================

Logbook Entry:  I have to go back to the Temple and talk to bishop Gus. He 
will now tell me who bought the synthetic slime.

Get back on your ship and fly to the landing pad marked with the yellow arrow.  
Head towards the teleporter and use it to to return to the temple.

Go around the right side of the column in from of the teleporter and go down 
the hall past it.  Take the second right.  

As you turn a corner to the left you'll see Gus in the distance, although he 
may move.  Go up to him and talk to him.  He'll thank you for saving him with 
the plans for the Wrath Ship and Engine.  He will also mention that the robot 
buying the fake viscous slime from him dropped one of the Mayor's badges. 

Deep Throat will ask you to call because something terrible has happened.

====================================================
11.84 Talk To Deep Throat About "Something terrible"
====================================================

Logbook Entry:  I have to call Deep Throat. Something's happened...

Go back to the when you first spotted Gus and go around the corner to the 
right.  Turn left in the hall and take the next left.

Go up the stairs at the end of this hall.  Turn right at the top of the stair 
and go straight, past the right leading to the evelator and to the next right 
into the press room.

Use the communicator here to call Deep Throat.  Apparently the Lone Mercenary 
has stolen your matrix.

===========================
11.85 Find D-Tritus' Matrix
===========================

Logbook Entry:  I have to steal the Lone Merc's ship. It's the only way to 
find out where his hideout is and park there.

Leave the pressroom and turn left, going down the stairs to the left when you 
get to them.  Head down the hall at the bottom of the stairs and turn right at 
the next hall.  Thak the next right and go around a corner to the left.  Take 
the following right and head straight to the transit tube.

Use the Tubular Transport to go to the Scrapyard, which is marked with a 
yellow arrow.

Get on you ship and fly to the Gambling Joint and land there.  Get on the 
Apocalypse ship, that is marked by the yellow arrow.

fly up to the landing pad marked with a yellow arrow and land there.  Ignore 
the Lone Mercenary's Apocalypse that will be chasing you.

There are four yellow arrow here.  Get your martix from one of them.  At the 
other three, take photos of the plans for the Apocalypse Ship, Apocalypse 
Engine, and Tesla Gun.

Deep Throat will tell you to reinsert your matrix into the Great Database.

=========================
11.86 Reinsert Own Matrix
=========================

Logbook Entry:  I have to get into the Great DataBase and reinsert my matrix. 
Since the last robberies took place, the warrior bishops are attacking 
everyone. I must be prepared.

Get on your ship and fly to the Transit platform.  Go down the stairs and go 
to the temple, which is marked with a yellow arrow.

Head forward from the transit exit, and change into a bishop at the Great 
Database terminal just ahead.  Continue down the hall and through the room 
with the exta life.

Turn left at the hall and go around a turn to the right and turn left at the 
next hall.

Go straight and around a column to the teleporter to the Gread Database.  As a 
bishop, use the teleport to go into the Great Database.

Go straight ahead and board your ship.  The 8 bishops will be be hostile this 
time, either fight them to try to get the 5 extra lives bonus or evade them.

Fly to the spire that is marked by the yellow arrow and land there.  go up to 
the console and use it to reinsert your matrix.

Deep Throat will ask you to call.


=======================================================
11.87 Talk To Deep Throat about Investigating the Mayor
=======================================================

Logbook Entry:  I have to call Deep Throat.

Board your ship, the hostile bishops will be gone. Fly to the marked landing 
pad and land there.  Go to the teleported and use it to return to the temple.

Head stright from th teleport and go around the column on its right side. Go 
down the lhall and take the first right.

Go up the stiars at the end of the hall.

Turn right just after the top of the stiars and then take the second right 
into the press room.  Use the Great Database terminal to change back to D-
Tritus. 

Use the communicator to talk to Deep Throat.  You'll be ask to investigate the 
Mayor.

==============================================
11.88 Talk To Mayor about Joining His Campaign
==============================================

Logbook Entry:  I have to meet the Mayor. He expects me to help him with his 
electoral campaign. I'll try to get some information about the viscous being 
and the fake murders out of him. I can't forget to go as D-Tritus.

Leave the press room and turn left.  Talk the second left and go down the 
stairs.  Go down the hall at the boottom of the stair and turn right.  Take 
the next right and go around a corner to the left.  Take the next right and go 
straight through the room with the extra life to the transit tube.  Use the 
Tubular Transport to go to the Town Hall, which is marked by the yellow arrow.

Go straight from the tube exit to a hall.  Go up the stairs across the hall 
and to the righ a bit.  Turn left to go up so more stairs.

Take th first right and follow the rightside wall to the mayor.  If you're not 
D-Tritus change into him at the nearby Great Database Terminal.  Talk to the 
mayor as D-Tritus to ask to take part in his campaing.  He ask you to steal 
money from functionary Corruptus as the Mayor's opponent, Bishop Porkins has 
been bribing him.

===============================
11.89 First Campaign Assignment
===============================

Logbook Entry:  I have to leave the functionary that's collaborating with the 
Mayor without a cent. I must be careful because if he realizes I'm taking his 
money, he'll ask Porkins for more.

Corruptus, who is marked with a yellow arrow, should be by the nearby Great 
Database terminal.  Use the Great Database terminal to change into a banker.

Sneak up behind corruptus and steal the $1000 he has on him.  The bankers 
special ability take $100 for him at a time.

If he sees you stealing from him, he'll go to bishop Porkins, who is also 
marked with a yellow arrow to bring himself bank up to $1000.  The bishop has 
$7000 on him, so you may want to steal that as well.

Once Corruptus is out of money the mayor will ask to see you again.

================================================
11.90 Talk To Mayor for Next Campaign Assignment
================================================

Logbook Entry:  I have to talk to the Mayor again. He's going to assign me 
another electoral mission.

Return to the Great Database Terminal and turn back into D-Tritus.  Go up to 
the Mayor and talk to him.  He'll ask you to destroy some of Bishop Porking 
propoganda ships.

Rusty will mention that the plans for the Police heavy ship are hidden in the 
police station.  Ignore these until the final batch are announced to avoid 
making an extra trip to the same two room.

==========================================================
11.91 Destroy Bishop Porkin's Campaign Ships For The Mayor 
==========================================================

Logbook Entry:  I have to destroy the propaganda ships of bishop Porkins and 
protect the Mayor's ships until his popularity increases to the maximum and 
Porkins popularity has decreased to the minimum.

Backtrack from the mayor following the wall on the left side.  Turn left at 
the hal. Go down the hall, and go down the stairs at the end.  Turn right and 
go down a second set of stairs.  Cross the hall a bit to the right to get to 
the transit tube.  Use the Tubular Transport to go to the Commercial District.

The mayor will warn you that the bishops will be attacking his transport as 
well.

Board your ship, you'll need a Crazy Lemon to be able to keep pace with the 
Propoganda ship.

The propoganda ships are maked with yellow arrow.  Each has 65 hull.  The 
devastator is the best weapon to deal with these as you trach them while they 
try to evade you.

You'll need to destroy about 10 more of Porkin's ships that the two wrath 
destroy of the Mayor's. (Any ship the Wrath's destroy when the Mayor 
popularity is a minimum don't count in this total.

The civilian vessel will like get in you way at some point during this mission 
resulting being chased by the police.

If a wrath or police vessel is targetted automatic, keep switching targets 
until a propoganda ship appears.  Don't wast valuable time attacking the other 
vessels despite the Mayor's protests.

Once you've maxed the popularity bar the mayor will give you some money and 
Deep Throat will ask you to call.

==================================================================
11.92 Talk To Deep Throat About Progress In Investigation of Mayor
==================================================================

Logbook Entry:  I have to call Deep Throat.

Fly to the marked comminication platform and land there.  Go up to the 
communication to call Deep Throat, who'll ask how the investigation is going.

Watch the cut scene of the Mayor's murder, followed by the ill-timed arrival 
of the human at Chimera, and Betty's report on the latest developments.

Humphry will tell you to interview the human who is in a high security cell at 
the police station.


=============================================
11.93 Go To Police Station To Interview Human
=============================================

Logbook Entry:  I must head to the Police Station. The human appears to be 
locked up in a security cell. I should get the human out of there. He's 
innocent, and that way we'll get the conspirators nervous.

You're in the press room of the Press Building.  go out the door in the 
direction that the yellow arrow is pointing.  Turn left and take the first 
right.

Take the next right and go down the stairs.  Turn left at the bootom of the 
stairs and then right at the corner.  Go straight as far as you can, steppng 
left when the path shifts.  Turn left and go down the stairs.  Follow the left 
wall of the room at the bottom and turn left to the transit tube.

Use the Tubular Transport to go to the Police Station, which is marked with a 
yellow arrow.  When you arrive, Deep Throat will ask you to call about 
authorization to enter the security cell.

=======================================================
11.94 Talk To Deep Throat About Access To Security Cell
=======================================================

Logbook Entry:  I have to call Deep Throat.

Go straight ahead from the tube exit, following the hall and go up the stairs 
at the end.  Turn right into the press room and the top of the stairs.  Use 
the communicator there to call Deep Throat, who'll tell you how to gain 
authorization to the Human's cell.

===================================
11.95 Get Password To Security Cell
===================================

Logbook Entry:  I must turn into a messenger, get a data tube and fill it with 
the fake authorization provided by Deep Throat. Then, I must give the tube to 
a functionary so he passes on the order and I can access the human's cell as 
D-Tritus.

Head out the door to the left and use the Great Database terminal that this 
marked with the yellow arrow.  Turn into a messenger.

Get the tube from the station nearby.  It's full so it will need to be 
emptied.

Follow the yellow arrow to a functionary's desk to deliver the tube to empty 
it.  If one of the other two messengers in the building get the tube away from 
you, chase after them to get it back by using your special ability.  The tube 
will be emptied regardless of you delivered it.

Wait at the desk for the tube to be emptied and retrieve it.  Follow the 
yellow arrow to the data tube station, where it can be filled with fake 
authorization.  Again if one of the other two messengers in the building get 
the tube away from you, chase after them to get it back by using your special 
ability.  If one of the other messengers get it back to the data tube station, 
you'll need to empty it again.

Wait at the data tube station for the tube to be tube to be filled and 
retrieve it. Follow the yellow arrow to a functionary's desk to deliver the 
tube to deliver the false authorizations.  Again if one of the other two 
messengers in the building get the tube away from you, chase after them to get 
it back by using your special ability.  If one of the other messengers 
delivers the tube, you'll need to fill it up with the false authorization 
again.

Once the authorization is delivered, D-Tritus will be authorized to enter the 
high security cell.

==================================
11.96 First Meeting With The Human
==================================

Logbook Entry:  I have to be D-Tritus again and access the cell where they 
keep the human. I should get the human out of there. He's innocent, and that 
way we'll get the conspirators nervous. I'll take him to the Press Building!

Follow the yellow arrow to the prison area. Use the Great Database termine 
there to turn back into D-Tritus to take advantage of the faked authorization. 

Talk to the gatekeeper across from the Great Database Termine as D-Tritus to 
endter the cell.  Watch D-Tritus' meeting with the human.  Deep Throat will 
interupt and tell you to take the human to the Press Building.

====================
11.97 Set Human Free
====================

Logbook Entry:  I must get the human out of jail and take him to the Press 
Building. I'll have to use public transportation to get there.

You'll need to go slowly so that the human can keep up.  If he complains about 
being lost, you'll need to go back for him.

Leave the prison area, an alarm will sound as the prison door opens, you may 
need to use your special attack on any armed cops that get in your way.

Go up the stairs to the left.  Turn righ at the top and go staight all the way 
to the transit tube station.  Use the Tubular Transport to automatically go to 
the Press Building.

Go through the hall to the left at the transit exit.  Turn right at the 
elevator room and follow the right wall to the stairs.

Go up the stairs and turn right.  Go as far as you can stepping left when the 
path shifts.  Turn left at the corner and then turn right and go up the 
stairs.

Take the first left at the top of the stairs and turn left at the next hall.  
Turn right to go into the press room.  Head straight ahead to hide the human 
in a cabinet.

The boss will ask to speak to you.

==================
11.98 Talk To Boss
==================

Logbook Entry:  The boss wants to see me in his office.

As the alarm is likely still sounding lose the police, you should be able to 
do it in the press room by using a special attack on any armed cops, and 
overwriting a beholder.  

Go back out of the press room through the door you entered by.  Turn left and 
take the first right.  Take the next left and go ahea around a turn to the 
right.  Go through the door made of slats and use the teleporter behind it to 
go to the Boss's office.

Use the Great Database terminal in the office to turn back into D-Tritus if 
necessary.  Go up either of the ramps on the left or right side of te room.  
Walk up to the Boos and talk to him.  He'll ask you to retrieve some data from 
the functionaries' transports.

Rusty will inform you that the plans for the Chief of Police's ship are hidden 
in the police staiton.  The next time you're near the transit tubes, consider 
going the to get them and the previous batch.


=================================
11.99 Get First Data For The Boss
=================================

Logbook Entry:  I must get data for the boss' library. I have to attack 
special transports and pick up ALL the data they release. I can't destroy 
them, because that would also destroy the data.

Go back down the ramp and use the teleporter on the other side of a door made 
of slats.  Turn right and go aruond a corner to the left.  go down the statis 
ahead.

Turn left at the bottom of the stairs and turn right at the corner.  Go as far 
as you can, stepping left when the path shifts.  Turn left down the stairs and 
use the elevator ahead to go downtown.

Track down the 100 hull Traffic ship that is marked with the yellow rrow.  Get 
it to drop some data cubewss by taking some potshots at the with the 
Devastator Gun.  Get the 6 data cubes that it drops in batches of three before 
they disappear.  Ignore the attacking pirahnas that appear after the first 
hit.

Repeat the process for the second transport, getting 6 data cubes from it that 
it drops when hit.

For the remaining transports, the pirahnas change tactics.  When the transport 
takes damage they start attacking it in an attempt to invalidate its data.  
Keep on the transport's tail to get it's six data cubes quickly.  Do this for 
the third and fourth transports.

You'll only need one batch of three from the final transport to complete the 
data collection process.  The boss will tell you to call him from the bank.


==========================================
11.100 Talk To Boss About Second Data Part
==========================================

Logbook Entry:  I have to go to the Bank and call the boss from the 
communicator indicated on my radar.

Head to the transit platform that will be marked by the yellow arrow.  Go down 
the stairs and use the Tubular Transport to go to the bank, which is indicated 
by the yellow arrow.

From the tube exit, head to the hall ahead and to the left.  Go down the hall 
into a large room.  go straight across the room and through the door. Turn 
right and keep going forward to the room with the communicator.  Use the 
communicator to call to Boss, who will ask you to download more data from the 
the functionaries.

====================================
11.101 Get Second Data Part For Boss
====================================

Logbook Entry:  I have to download more data for the boss' library. This time 
I must hack the desks of three Flower Power functionaries.

Go out of the room in the direction of the yellow arrows.  go right at the 
data tube station room and go around a turn to the left to a large room with 
three desks marked by yellow arrows ahead to your right.

Use the Great Database Terminal in this room to turn into a functionary.  go 
up to one of the desks and use it to begin the download.  Use the 
functionary's special ability to go to the next desk and start the download 
there as well.  Do the same for the third desk.  You'll need to do a few laps 
around the desks like this to complete the download.  Consider overwriting the 
functionaries that reset the downloads to gain some extra time.

The boss will ask you to call him from the commercial district when the 
download is cdomplete.

=========================================
11.102 Talk To Boss About Third Data Part
=========================================

Logbook Entry:  I must go to the Commercial District and call the boss from 
the communicator indicated on my radar.


Go between the large stair cases on one side of the room and through a door.  
Go around the hall to the right and turn right through the first door you come 
to.

Head straight across this large room, past the elevator and into the hallway 
leading to the trasit tube.  Use the Tubular Transport to go to the commercial 
district, which is marked with a yellow arrow.

Walk up to the cominicator on the transit pad. (If you decided to fly to the 
Commercial District instead, you'll need to land on the marked platform 
first).  Use the communicator to call the boss.  He'll tell you to get a third 
data part by destroying some elite functionaries.


===================================
11.103 Get Third Data Part For Boss
===================================

Logbook Entry:  I have to get the last data the boss needs. It is held by 
elite functionaries that I must destroy.

Board your ship and track down the 75 Hull Pirahna thats marked with the 
yellow arrow.  A full salvo of swarm missile from the Apocalypse with destroy 
it, you may want to attract its attention with some Devastator fire first.

The next functionary marked with a yellow arrow has an escort, destroy both of 
them with swarm missiles and get the datacube.

There will be five more squadrons of functionaries, a leader marked with the 
yellow arrow, and two escorts.  Destroy all of them with swarm missiles and 
get the leaders' data cubes.

That Boss will give you the rest of the day off and Deep throat will ask you 
to call.

==============================================
11.104 Talk To Deep Throat About Crazy Gambler
==============================================

Logbook Entry:  I have to call Deep Throat.

Fly to the marked communication platform and land there.  Go uyp to the 
communicator and use it to call Deep Throat.

He'll ask you to investigat the Crazy Gambler.  You're to begin by distracting 
Humphey long enough for Deep Throat to hack his terminal.

==========================================
11.105 Challenge Humphrey To A Competition
==========================================

Logbook Entry:  I have to call Humphrey from downtown.

Get on your ship and fly to the exit to Downtown which is marked with a yellow 
arrow.

Once you're downtown fly to the marked communication platform and land there.  
go up to the communicator and use it to call Humphrey to arrange a 
competition.


========================
11.106 Distract Humphrey
========================

Logbook Entry:  I must distract Humphrey for 5 minutes while Deep Throat hacks 
his terminal. The combat requires shooting down 10 ships before the my 
opponent. His shoot-downs take points away from me and mine subtract points 
from him. If I destroy him or leave the map, I'll lose.

Follow te yellow arrow to the yellow buoy to start the competition.

The competition continues until one of you has a 10 kill lead.  Shoot down 
traffic ships, pacing yourself to stretch the contest out for at least five 
minutes to allow Deep Throat time to hack Humphrey's terminal.  Finish the 
competition off after time elapses.

Deep Throat will ask you to call.


==============================================
11.107 Talk To Deep Throat About Boss' Library
==============================================

Logbook Entry:  I have to call Deep Throat.

Fly to the marked communication platform and land there.  Go up to the 
communicator and use it to call Deep Throat.  He'll tell you how to deactivate 
the security system on the Boss Library.

====================================================
11.108 Get Crazy Gambler Data From the Boss' Library
====================================================

Logbook Entry:  I must become an armed cop, go to the periodicals library and 
activate a number of switches for 30 seconds so Deep Throat can access the 
Crazy Gambler's record.

Fly to the landing pad for the Press Building, which is marked by the yellow 
arrow and land there.  Use the elevator to go inside.

Head straight across the room and go up the stairs.  Turn right and go as far 
as you can stepping left when the path shifts.  Turns left at the cormer and 
then turn right to go up the stairs.

Turn right at the top of the stiars and take the next right.  Go around a 
corner to the left and use the Great DataBase terminal to turn into an armed 
cop.  Go through the door into the restricted area in your armed cop disguise.

There are four switches in the room that you need to use to deactivate the 
security system so Deep Throat can extract the Crazy Gambler's information.

Head left from the extrance around a turn to the right and use the switch at 
the corner.  This is the only switch you can reach on foot for the rest you 
need to risk detection as a flying type robot.

Go left around the corner and go forward to the end.  Go down the stiars to 
the right.  There's a Great Database terminal a bit to the left, use it to 
turn into a beholder.

Fly up and get the two switch on this side of the room.  One is on a catwalk 
high above the bottom of the stairs.  The other is lower down by the stair 
well.  Fly to the Great Database terminal at the top of the stairs and use the 
Great Database terminal to turn back into an Armed Cop.

Go back towards the entrance to the restricted area that you cam in by.  go up 
the stairs by the entrance and you'll see the final switch in the distance.

Go up more stairs to the right and turn right to go up even more stairs to the 
Great Database terminal by the data tube station.  Change into a beholder and 
fly to the final switch trying to avoid the gaze of the beholder that hangs 
out there.  

Go back to the Great Database terminal and change back into an armed cop as a 
30 second timer counts down.  Don't do anything to cause an alarm during this 
time.

If you got caught anytime during the process you'll need to start over.  
Consider overwriting the nearby beholders and staying at a high altitude until 
the alarm ends.  Fly to the last switch I mentioned above and use it first.  
Go around the wall its on and use the switch on the catwalk.  Go down to the 
one by the stairs at go to the Great Database terminal at the top of the stair 
to change into an armed cop to get the last switch.  Watch the gaze of the 
beholders on your radar while you're moving.

Once time has expired, Deep Throat will tell you to go to the press room as 
the desk where the human was hiding has vanish.

=======================================================
11.109 Go To Press Room To Investigate The Missing Desk
=======================================================

Logbook Entry:  I must go to the Press Room. The desk where we hid the human 
has disappeared.

Leave the restricted area the way you came in.  Use the Great Database 
terminal outside to change back into D-Tritus.  Go around the corner to the 
right.  Turn left and go as far as you cn.  Turn left again and go into the 
press room to the right.

Walk up to the yellow arrow pointing at the empty space where the desk used to 
be.  Deep Throat will tell you to ask Humphrey about it.


=======================================================
11.110 Find Humphrey And Ask Him About the Missing Desk
=======================================================

Logbook Entry:  I have to find Humphrey and ask him if he knows something 
about the missing desk.

Go out of the press room the way you came in turning left in the hall.  Talke 
the first righ and then go down the stiars to the right.  turn left at the 
bootom and then right at the corner.  Go as fara as possilbe, stteping left 
when the path shifts.  Go down the stiars to the left.


Hug the right wall going up some stairs to Humprey.  Talk to hime and he'll 
tell you the messenger Trurl took the Desk.  deep Thraot will inform you that 
Truurl is in the building.

=================
11.110 Find Trurl
=================

Logbook Entry:  I have to find Trurl and ask him to return the desk where we 
hid the human.

Turn around hugging the wall to the left and go back up the stairs.

turn right and go as fr as your can stepping left when the path shifts.  Turn 
left at the corner and then turn right to go up the stairs.  turn left at the 
top of the stairs and then turn right to twhere Trurl is.  Talk to him when he 
stops to hover near a Great Database terminal.  If you can't find the right 
spot to Talk from switch to a beholder to talk to him in the air.

He'll want you to enter the Great Crazy Race as his son and win it for him in 
exchange for the desk.  Apparently there a weapon as a prize as well.


===================================================
11.111 Win First Qualifier For The Great Crazy Race
===================================================

Logbook Entry:  I must win the qualification round of the Great Crazy Race. 
It's a buoy race time-trial.

Turn around and go back down the hall, stepping to the right around the 
storage room.  Tur left and take the stair to the right.  Turn left at the 
bottom of the stiars and turn right at the corner.  Go as far as possible, 
stepping to the left when the path shift.  Go down the stairs to the left.  
Follow the left wall in the room at the bootom and take the next left to the 
transit tube.  Use the tubular transport to go to the Commercial District, 
which is indicated by the yellow arrow.

If you haven't take picture of the Goliath engine yet, now is the time to do 
so.  A trip to Rusty's is also in order to make sure your minimum hull, no 
weapon Crazy Lemon has them equipped. Make sure you're flying the Crazy Lemon 
for the first qualifier.

Fly to the starting buoy marked with a yellow arrow.  This is a 30 buoy race, 
just you against the clock.  You start with only six seconds on the clock.  
Each buoy adds another three seconds to the clock.

Some tips for this race:
-Hold Boost and forward during the start up to get and extra jump at the 
beginning.
-Don't miss the byous, there's no time to loop back for them.
-Use the acceleration tubes as much as possible
-For tight turns stop the forward thrust, the lost speed is better than going 
of course.
-Avoid oncoming traffic, try to be avove or below it.
-Boost often (but not as your about to go into a turn)
-Learn the course, remember where the buoys are so you don't waste time 
looking for them on subsequent attempts.

If you don't qualify, Trurl with give an annoying speech and you can fly back 
to the starting buoy.

When you win Trurl will tell you to go to the Industrial District for the 
second qualifying round.


==========================================================
11.112 Win Second Qualifying Race For The Great Crazy Race
==========================================================

Logbook Entry:  I have to win the race in the Industrial district. It's a buoy 
race against top-class opponents.

Fly to the exit tot he industrial district, which is marked with the yellow 
arrow.

Once in the industrial district, fly the the starting buoy for the race, which 
is marked with a yellow arrow.

Twenty buoys are required to win this difficult race. The key to winning this 
race is to avoid the buoys that are the most out of the way, the second (first 
lap only), fifth, and sixteenth (if I've counted correctly, the next one is 
above a road which turns left under an acceleration ship, this is the most 
criticial one to skip and there's not much opportunity to recover until well 
into the next lap, and that's far to late).  There are other corners you can 
cut if you get behind, such as at the eighth bouy you can cut left to get the 
next one before the accelation strip, or ahead and right to get the thirteenth 
if you've fallen a long ways behind.

You'll need to make a few attempts (and put up with more of Trurl's annoying 
comments) to learn the course, and observe your opponents tactics.

When you manage to win Trurl will tell you to talk to the Crazy Gambler to 
arrange the finals for the Great Crazy Race, the Mortal Race.

==========================
11.113 Arrange Mortal Race
==========================

Logbook Entry:  I have to talk to the Crazy Gambler to start the mortal race.

Fly to the Gambling Joint, which is marked with the yellow arrow, and land 
there.  Use the elevator to go inside.

Go to the Crazy Gamblers and talk to him to arrange the Finals for the Great 
Crazy Race.


======================
11.114 Win Mortal Race
======================

Logbook Entry:  I must win the mortal race. It's a special buoy race: the 
first buoy is a baton. The participant in possession of the baton will be the 
only one allowed to pick up buoys. To get the baton, I must destroy the 
participant who has it and take it. The first participant to get 20 buoys 
wins.

This is a baton race in the Forbidden Zone which requires 20 buoys to win.  
You'll want to use the crazy lemon, perhaps with some extra hull, and at least 
the devastator guns, and maybe the tesla gun.

Fly to the starting buoy marked by the blue arrow.  Use forward and boost to 
get the baton so you can start picking up buoys.  If you miss a buoy, do some 
evasive manuevers through the buildings, possibly picking up some extra hull 
to repair damage.

If one of you opponents get the baton, track there ship and destroy it with 
the Devestator or Tesla guns to get the baton back when you fly across it.  
Swarm missile are too easily dodged by the opponents to be effective in this 
race.

You need to beware of opponents lying in wait for you.  While losing them 
while doing evasive maneuvers through the buildings may open up a stretch of 
several buoys with only one or two persuers, you may be ambushed later on the 
course by the rest.  You may want to divert from the course and try to shake 
them when they start to move on the radar.

Trurl will tell you that the desk has been returned after you will.  The 
inferno missile are now available to by added to your ships at Rusty's.

Deep Throat will ask you to call.

================================================================
11.115 Talk To Deep Throat About Analysis of Crazy Gamblers Data
================================================================

Logbook Entry:  I have to call Deep Throat.

Go into the Crazy Gamblers Room and use the communicator there to cal Deep 
Throat.  It seems there is some connection between the Crazy Gambler and the 
Chief of Bankers.  Deep Throat will ask you to go the the Chief of Bankers, 
who is out collection debts in the Industrial District.

============================
11.116 Meet Chief of Bankers
============================

Logbook Entry:  I must visit the Chief of Bankers. He is now collecting unpaid 
loans with his combat ship. I'll see if I can help him.

Use the elevator to the industrial district.  Go up to Spoot-Nick and switch 
to a ship with a full complement of swarm missile, either the Apolcalypse or 
the Goliath.

Board the ship and follow the yellow arrow to a yellow buoy.

The Chief of Bankers request your help in Collecting some debts.  

=================
11.117 DestroyBadDebtors
=================

Logbook Entry:  I must destroy the debtors' transports so the bankers can pick 
up the money. We have to collect 10,000 Scraps.

The debtors will be the Traffic Ships marked with yellow arrows with 100 hull.  
Open fire on the first one with the swarm missiles and destroy it with two 
salvos. It will drop a treasure chest that you must leave for the bankers to 
pick up.  Each treasure chest represents 10% of the required amount.

After destroying the first debtors, the Stupid and Smart Mercenaries will 
start attacking the banker in Armeggedons with 70 hull.  A single swarm 
missile salvo will destroy them.  Once they start showing up concentrate 
solely on destroying their ships as allowing them to destroy a banker sets you 
back 10%.  The bankers will take care of destroying the debtors traffic ships.  
Of course if one of the debtors strays into you line of fire, take the 
opportunity to help the bankers destroy it.

After collecting the required amount of debt, the Chief of Bankers will give 
you the plans for his ship, the Predator, and its engine.

Deep Throat will ask you to sneak into the Chief of Banker's room to look for 
evidence.

=======================================
11.118 Infiltrate Chief of Bankers Room
=======================================

Logbook Entry:  I have to sneak into the Chief of Bankers' room, and see what 
I can find...

Fly to the Bank's landing pad, which is marked by the yellow arrow, and land 
there.  Use the elevator to go inside.

Go straight across this large room from the elevator and go through the door 
on the other side.

Turn left and go around the lhall as if curves to the teleport to the Chief of 
Bankers room, which the gatekeeper can tell you only the Chief of Bankers can 
use.

If you go to the Great Database terminal nearby, you'll find the matrix for 
the Chief of Bankers is unavailable.  However, he's standing near the 
teleport.

It will be necessary to overwrite him, but you don't want any witnesses in the 
area.  Either wait for them to wander off or use the Great Database terminal 
to switch to a Beholder and accuse them to frighten them off.

Overwrite the Chief of Bankers and go to the teleport and use it.  Watch the 
cutscene to learn the secret of the Chief of Bankers and the Crazy Gambler.

Berto will ask to speak to you in the Scrapyard.

==============================
11.119 Meet Berto in Scrapyard
==============================

Logbook Entry:  I must meet Berto in the ship cemetery.

Use the teleport that your standing on.  Go forward a bit and turn left.  Go 
around this hall as it curves and take the first right.  

Go straight across this large room, past the elevator and into the hallway to 
the transit tube.  Use the Tubular Transport to go to the scrapyard, which is 
marked by a yellow arrow.

Go up to the communicator on the transist pad in the Scrapyard. (If you flew 
to the scrapyard, land at the marked communication platform first.)  Use the 
comunicator.  Deep Throat will talk to you instead of Berto.

Apparently, Berto has stolen your matrix and there are hundereds of Bertos on 
their way tto destroy you.  You'll need to get a positronic amplifiers from 
Functionary Stupidus' ship, which is in the commercial district.

=======================
11.120 Destroy Stupidus
=======================

Logbook Entry:  I must shoot down functionary Stupidus and take the positronic 
amplifier from his ship.

Go down the stiars, and use the Tubular Transport to go to the Commercial 
District, which is marked with the yellow arrow. (If you're not on the transit 
platform you can aslo fly to the marked exit to the Commercial District, which 
trying to evade the squadron of Crazy Lemons that will be chasing you.)

You'll want a ship with Devastator guns and 4 inferno missiles equipped.  
Board you ship.  

The sequard of crazy lemon's chasing you is going complicate matters and there 
is little point in attacking them as they'll only respawn.  

Track down Stupidus, marked by a yellow arrow and take a pot shot at his 250 
hull Piranha.  This will get him to fall in with the persuing Crazy Lemons.

Fly arround a bit to max out your explosive ammo, and make the Inferno the 
active weapon.  Now you'll need to find an acceleration tube to boost through 
to put some space between you an your persuers.  

Now you need to pull off a tricky maneuver: Stop, turn about, fire a full 
salvo of inferno missiles, turn about and get as far from the explosion as you 
can.  With any luck, Stupidus will be destroyed in the explosion.  This may 
take a few attempts, but it's a lot simpler than the alternative of trying to 
track Stupidus while being attacked by all the Crazy Lemons.

Fly through the ampliflier that Stupidus dropped when you destroyed him.  
Evade the pursuing Crazy Lemons will Deep Throat tracks down the location of 
the one with your Matrix.  After a few seconds Deep Throat will inform you 
that the Berot with your matrix is Downtown.

=====================
11.121 Go To Downtown
=====================

Logbook Entry:  I must go downtown. The Berto that stole my matrix is there.

Fly to the entrance to downtown, which is marked with a yellow arrow.  Stock 
up on ammo along the way.

When you arrive downtown, Deep Throat, will tell you to eliminate some of the 
Bertos to get a lock on the one with your matrix.

=====================
11.122 Berto Massacre
=====================

Logbook Entry:  I have to exterminate as many Bertos as possible and do it 
fast. It's the only way to get a clear signal of my matrix.

You need to destroy about six 90 hull Crazy Lemons is the space of a few 
seconds, when reinforcements arrive negative your progress.

Get a pack of them to chase you. Now you need to pull off a tricky maneuver, 
that I suggested for Stupidus: Stop, turn about, fire a full salvo of inferno 
missiles, turn about and get as far from the explosion as you can.  Destroying 
most of the pack will meet the requirements to locate your matrix.

====================
11.123 Destroy Berto
====================

Logbook Entry:  I must destroy the Berto that stole my matrix. I can now see 
him on my radar. It's the one indicated by a yellow arrow.

If you were really lucky the one with your matrix was destroyed in the 
Inferno.  Otherwise, track the Crazy Lemon marked with the yellow arrow, and 
destroy it with a couple of salvos of swarm missiles or devastator fire.

Fly through your matrix that was dropped when the ship was destroy to retreive 
it.

Deep throat will tell you to reinsert your matrix into the Great Database.


================================
11.124 Reinsert Own Matrix Again
================================


Logbook Entry:  I must go inside the Great DataBase and reinsert my matrix.

Fly to the transit terminal that should be marked by a yellow arrow.  Landing 
may be tricky with the squadron of Crazy Lemons persuing you.  Lead them away 
a bit, turn and boost toward the transit pad to buy yourself a few seconds of 
landing time.

Head forward from the transit exit, and change into a bishop at the Great 
Database terminal just ahead.  Continue down the hall and through the room 
with the exta life.

Turn left at the hall and go around a turn to the right and turn left at the 
next hall.

Go straight and around a column to the teleporter to the Gread Database.  As a 
bishop, use the teleport to go into the Great Database.

Go straight ahead and board your ship.  The 8 bishops will be be hostile this 
time, either fight them to try to get the 5 extra lives bonus or evade them.

Fly to the spire that is marked by the yellow arrow and land there.  go up to 
the console and use it to reinsert your matrix.

After reinserting your matrix Deep Throat will inform you that all Berto's 
have disappeared except the one in the Press Building, ask will ask you to go 
there.


===========================
11.125 Go To Press Building 
===========================

Logbook Entry:  I must go to the Press Building. All Bertos have disappeared, 
except the one there. I have to find out what the hell is going on...Berto was 
my friend. Why did he attack me? And where did all the other Bertos come from?

Board your ship and fly to the landing pad marked with the yellow arrow.  Land 
there and go yp to the telloprter.  Use the teleporter to return to the 
temple.

Go straight from the teleported and go around the column on its right side.  
go past the first right and use the Great Database terminal on the left side 
of the hall to change back to D-Tritus.

Take the next right, and go around a turn to the left.  Take the next right 
and go through the room with the extra life to the transit tube.

Use the Tubular Transport to go to the Press Building. 

You'll automatically go to a scene where Berto claim to have lost control of 
himself and was acting under the Crazy Gambler's orders.  The Crazy Gambler 
will taunt you, and challenge you to combat.

==================================
11.126 Defeat Crazy Gambler Part 1
==================================

Logbook Entry:  I have to go downtown and fight against the Crazy Gambler. He 
just confessed. Maybe I was wrong about him...

Take the next right and go down the stairs.  Turn left at the bootom of the 
stairs and then right at the corner.  Go straight as far as you can, steppng 
left when the path shifts.  Turn left and go down the stairs.  Go straight 
across the room and take the elevator to downtown.  Make some you have plenty 
of extra lives and money for replacement ships before you go.

Board your ship, I like the Predator for this with 4 devastor guns and 4 
infernos.  The Crazy Gamblers ship has 350 hull on this map and he has 12 
lives.

You can try fighting him normally on this map, keeping up a constant fire from 
your devastator guns and tracking him when he flees for hull pickups to finish 
him off.  However he puts up quite the fight, so a faster solution may be in 
order.

Reduce the hull of his ship to about 180 with devastator guns.  Switch to the 
infernos (you'll need to accumulate 500 ammo first) and finish him off with a 
full salvo, which has a good change of taking you out with him.  If this 
happens get Spoot-Nick to rebuild your ship.  Repeat two more times.

After destroying three of his lives, the Crazy Gambler flees to the Scrapyard.

==================================
11.127 Defeat Crazy Gambler Part 2
==================================

Logbook Entry:  I must chase the Gambler to the cemetery. He still has 9 extra 
lives.

If necessary, replenish your money and extra lives before flying to the 
transit pad and landing there.  Go down the stairs and take the Tubular 
transport to the Scrapyard, which is marked with a yellow arrow.

NOTE: Don't fly through the exit marked with the yellow arrow, as that will 
become your respawn point with the emergency gunship, which won't stand much 
of a chance of making it to a landing pad in the scrapyard.


Get on your ship.  This time the Crazy Gambler has a swarm of mosquitoes at 
his command.  His ship only has 250 hull this time.

Again reduce the gamblers ship to about 180 with devastator guns.  Switch to 
the infernos (you'll need to accumulate 500 ammo first) and finish him off 
with a full salvo, which has a good change of taking you out with him.  If 
this happens get Spoot-Nick to rebuild your ship.  Repeat two more times.

This time the gambler flees to the Commercial District .

==================================
11.128 Defeat Crazy Gambler Part 3 
==================================

Logbook Entry:  I must chase the Gambler to the Commercial district. He still 
has 6 lives left. Maybe it's time to try the INFERNO missiles I got.

Land on the transit pad and go down the stair.  Take the Tubular Transport to 
the Commercial District.

Deep throat will tell you the all six of the gamblers remaining lives at about 
to attack at once. Actual only five will. 

Fly around to max your explosive ammo to 500, while allow the five Crazy 
Gamblers to group together behind you.  When you ammo is maxed and all of the 
Gamblers are behind you turn and fire the inferno missiles.  Hopefully all of 
them will be destroy, although you might be as well.  Repeat if any survive.

Once the Gambler is down to his last life, Deep Throat will tell you that he 
has the Boss' matrix.

==================================
11.129 Defeat Crazy Gambler Part 4
==================================

Logbook Entry:  I have to destroy the last Gambler. It seems like he's 
carrying my boss' matrix in his ship. I must pick it up as soon as I destroy 
him.

NOTE:  Deep Throat comment and this logbook entry won't happen if you died in 
the attack that took out the group of five.  The mission is still in effect 
but you won't be informed about it.

Use standard attack on the last Crazy Gambler, fire with the Devestator guns, 
and track him when he flee for hull pick ups to finish him off.  He'll drop 
the boss' matrix which you can pick up by flying across it.

Deep Throat will call to say he'll reveal his identity in your boss' office.

=========================
11.130 Who Is Deep Throat
=========================

Logbook Entry:  I must go to the boss' office... I think I'll finally find out 
who Deep Throat is.

Fly to the transit pad, which is marked by the yellow arrow.  Land there and 
go down the stairs.  Use the Tubular Transport to go to the press building.

Go through the hall to the left at the transit exit.  Turn right at the 
elevator room and follow the right wall to the stairs.

Go up the stairs and turn right.  Go as far as you can stepping left when the 
path shifts.  Turn left at the corner and then turn right and go up the 
stairs.

Go straight from the top of the stairs, going around a corner to the right.  
Go through the door made of slats and use the teleporter behind it to go to 
the bosses office.

Watch the scene, where Deep Throats identity is reveal, the Boss is informed 
of the Crazy Gambler's relationship to the Chief of Bankers, followed by a 
movie where the murderer in a viscous creature suit, enters the Crazy Gamblers 
cell, walking into a trap set by D-Tritus, Betty, and Berto.

The Crazy Gambler gives your the plans to the Archbishop's ship, the 
Inquistor, and asks you to fight the real murderer, Humphrey, with it.

=======================
11.131 Destroy Humphrey
=======================

Logbook Entry:  Humphrey is the murderer I've been looking for. I must destroy 
him.

You're in the prison area, leave through the door and go up the stairs to the 
left.

Turn left at the top of the stairs, and go straight to the transit tube, 
ignore the yellow arrow on the elevator the The Industrial District.

Use the Tubular Transport to go to the scrapyard.  Get on your ship and fly to 
Rusty's to build the Inquisitor. Make sure to put 4 Tesla Guns on it with the 
attract upgrade.

Leave Rusty's on the Inquisitor and land on the Transit pad.  Go down the 
stairs and use the Tubular Transport to go to the Industrial District, which 
is marked with a yellow arrow.

Board your ship and Humphrey will begin to attack you. Humphrey has 5 lives 
and flys a Schizo with 300 hull.

Fly around and get some energy pickup and activate the Tesla Gun.  Close with 
Humphrey and attack him with the Tesla Gun, he's no match for the four of them 
on the Inquisitor.  It may be necessary to track him when he flee for a hull 
pickup, although he's as likely as not to has the chance to when he's under a 
constant barrage from the Tesla Gun.

Betty will call after Humphrey's last life is used up, but the Boss will 
interupt telling you to come to his office if you want to see Betty again.

(If you have any crazy bets outstanding you may want to deal with them first 
as there won't be another chance of doing so again until the main story is 
over. Don't enter the press building until your ready to.)

=======================
11.132 The Real Bad Guy
=======================

Logbook Entry:  I have to go to the boss' office...There's something fishy 
about all this.

fly to the transit pad, which is marked with the yellow arrow and land there.  
Go down the stairs and use the Tubular Transport to go to the Press Building, 
which is marked by the yellow arrow.

You'll go immediately to the Boss's office, where he'll send a transmission in 
which he arrogantly reveals the details of his heinous plan.  Betty will cut 
in and tell your that the human is the key.

====================
11.133 Talk To Human
====================

Logbook Entry:  Betty said the human was the key to all this...I must go get 
him! He should be where I left him, inside that desk.

The boss as set all of Scrapland robots against you, expect the too be hostile 
until you've resolved the matter.

You'll be outside the teleporter to the Boss' office.  Turn right and go 
around a corner to the left.

Take the first right, and then turn left at the hall.  turn right into the 
pres room.

Go up to the desk marked with the yellow arrow and use it to open the desk.  
It's empty, however the Crazy Gambler will call to say that the human is with 
him.

=========================
11.134 Go To Gambling Den 
=========================

Logbook Entry:  I have to go to the Crazy Gambler's joint. The human is there 
with him.

Leave the pres room the way you came in and turn left at the hall.  Take the 
first right and then turn right down the stairs.

Turn left at the bottom of the stairs and turn right at the corner.  go as far 
as possible, stteping left when the path shifts and go down the stairs to the 
left.

Follow the left wall in the rrom at the bootm, turning left towards the 
transit tube.

Use the Tubular Transport to go to the Scrapyard, as its closer to the 
Gambling Joint than the marked Industrial District.

Get on your ship and fly to the Gambling Joint.  Ignore the attacking ships 
and land.  Use the elevator to go inside.

You'll go straight to a meeting with the human, whose name is Bill, and the 
Crazy Gambler, and the three mercenaries, some of the few robots that are not 
hostile towards you.

A plan is developed for you and the mercenaries to take out the comm buoys 
controlling the other robots between the Gambling Joint and the Press Building 
while the Crazy Gambler follows behind with Bill.

===============================
11.135 Destroy Comm Sats Part 1
===============================

Logbook Entry:  I must destroy all the comm buoys my boss is using to control 
Scrapland's inhabitants. Meanwhile, the Gambler will take the human to the 
Press Building, where I'll meet him later. We'll start by freeing the 
Industrial district from buoys.

Take the elevator to the Industial District.  The Predator with four 
Devastators and 4 Swarm Missiles is a good ship to have Spoot-Nick Switch to.
Get on the ship.  

There will be six comm buoys to be destroyed, follow the yellow arrow to them.  
On the way you'll be attack by a large group comprised of a variety of ships.  
Ignore them and let the mercenaries have some fun with them.

Each comm bouy will fall to either three salvos of swarm missiles or an 
approxiamately 5 second burst of Devastator fire, assuming you're using a ship 
with four of each equipped.

Make sure to grap hull and ammo pickups as you fly between the buoys.

NOTE: If you get destroy one of the comm buoys will be reconstructed.

Once all six buoys are destroyed, the attacking ship will break off and the 
gambler will ask you to proceed to the Commercial District.





===============================
11.136 Destroy Comm Sats Part 2 
===============================

Logbook Entry:  I must now destroy all of the Commercial district's comm 
buoys.

Fly to the exit to the Commercial District which is indicated by the yellow 
arrow, stock up on ammo and hull pickups on the way.

Like in the Industrial District, there will be six comm buoys to be destroyed, 
follow the yellow arrow to them.  Again you'll be attack by a large group 
comprised of a variety of ships.  Ignore them and let the mercenaries have 
some fun with them.

Each comm bouy will fall to either three salvos of swarm missiles or an 
approxiamately 5 second burst of Devastator fire, assuming you're using a ship 
with four of each equipped.

Make sure to grap hull and ammo pickups as you fly between the buoys.

NOTE: If you get destroy one of the comm buoys will be reconstructed.

Once all six buoys are destroyed, the attacking ship will break off and the 
gambler will ask you to proceed to Downtown.


===============================
11.137 Destroy Comm Sats Part 3
===============================

Logbook Entry:  Now, I have to destroy all the comm buoys in the Downtown.

Fly to the exit to the Downtown which is indicated by the yellow arrow, stock 
up on ammo and hull pickups on the way.

Like in the previous two districts, there will be six comm buoys to be 
destroyed, follow the yellow arrow to them.  Again you'll be attack by a large 
group comprised of a variety of ships.  Ignore them and let the mercenaries 
have some fun with them.

Each comm bouy will fall to either three salvos of swarm missiles or an 
approxiamately 5 second burst of Devastator fire, assuming you're using a ship 
with four of each equipped.

Make sure to grap hull and ammo pickups as you fly between the buoys.

NOTE: If you get destroy one of the comm buoys will be reconstructed.

Once all six buoys are destroyed, the attacking ship will break off and the 
gambler will tell you that he's dropping Bill off at the Press Building and 
its up to you from there.

========================
11.138 Go With The Human
========================

Logbook Entry:  I must enter the Press Building. The Gambler will drop off the 
human at the entrance and I'll have to take him to the mind controlling 
machine. Once there, the human will install his program in the system and 
destroy the machine... Or that's what I hope.

Fly to the Press Building, marked by the yellow arrow, and land there.  Use 
the elevator to go inside.  

Bill will be following you so you'll need to go slowly.

Go straight ahead across the room and up the stiars.  Turn right and go as far 
as possible, steeping left when the path shift.  Turn left at the corner.

Ignore the stairs to the right and turn right just past them. Go down the 
stairs in this hall at turn left at the bottom.

Go through the door to the right and go straight tothe terminal marked witht 
he yellow arrow.

Watch the scene as Bill installs his destructive software, and the Boss tells 
you that he's going to destroy Scrapland.

You go automatically to the Gambling Joint, where the Crazy Gambler will 
outline his plan to defeat your boss.

==================
11.139 Final Fight
==================

Logbook Entry:  I must destroy my boss before he leaves Scrapland's orbit.

Use the now open teleporter in the Crazy Gambler's room to tgo the the 
Asteroid Field.

Don't use your own ship, instead use the Doom ship the gambler has provided.  

You have unlimited lives here, however the current stage of the boss will be 
fully regenerate if you die.

There not much n the Asteroid Fireld except rocks and a few clusters of 
pickups.

There are three stages to defeating the Boss' 1550 hull ship.  

The first stage is the energy shield.  It steadily regenerate so its necessary 
to keep up a constant barrages.  Collect some pickups and come to a dead stop, 
and track the boss' ship with constant devestator fire to take down the 
shield.

The next stage in the quantic shield which fully regenerates almost instantly.  
The only way to take it out is to collect a maximum of 500 explosive ammo at 
arm the Inferno missiles.  You'll need to make a direct hit on the bosses ship 
while you're outside of the blast radius. (There's a small chance that the 
boss will eliminate his own shield by firing his own infernos into a nearby 
asteroid, consider yourself lucky if this happens.

The final stage in the ships hull, with is down to 1000 after eliminating the 
two shields.  Keep on the boss with constant fire from the devastor guns to 
destroy him.  Be sure to track him when he heads for the hull pickups.

After destroying him, watch the Scene when D-Tritus is congratulated and 
flirts with Betty.

The plans for the Doom ship will be available at Rusty's after this fight.

==============
11.140 The End 
==============

Logbook Entry:  I need a change of scene...I want to see other worlds!!

If you want you can explore Scrapland some more by taking the teleporter back 
to the Gambling Joint.  If any crazy bets or hidden ship plans are left you 
can get them now.  Try the new Doom Ship out on any unfinished super crazy 
bets.

Otherwise, you can say farewell to Bill, Berto, and the Crazy Gambler. You can 
also flirt with Betty some more before using you Spack Bike, which is marked 
by the yellow arrow, to ride off with the girl in the final movie before the 
credits roll.

******************************************************************************
12. Crazy Bets (red logbook pages)
******************************************************************************

Initially the red log book page will read "This page in your logbook isn't 
active for the time being. Here you'll find updated information about Crazy 
Bets."

The crazy bets can be done at anytime during the game.  Even after the final 
boss is defeated it is possible to return to Gambling Joint and continue the 
Crazy Bets if you didn't already do so.  There may be occassion when the crazy 
gambler is playing an active role in the plot and it won't be possible to do 
the supercrazy bet for a while.  


============================
12.1 First Set of Crazy Bets
============================

The first set of three crazy bets is part of the main plot.

------------------
12.1.1 Crazy Bet 1
------------------
Task: Overwrite Berto's matrix
Number of times: 1

Walk up to Berto and overwrite him.


------------------
12.1.2 Crazy Bet 2
------------------
Task: Use a Great DataBase terminal to turn into D-Tritus
Number of times: 1

Use a Great Database terminal after evading the cops and change back to D-
Tritus.

------------------
12.1.3 Crazy Bet 3
------------------

Task: Beat Humphrey in a race
Number of times: 1

Talk to Humphrey to challenge him to a race.  You'll be taken automatically to 
the downtown area.

----------------------
12.1.4 Super Crazy Bet
----------------------


After completing the first three crazy bets this entry will appear in the 
logbook: Get on your ship and fly to the Gambling Joint. Follow that poker 
card on your radar. The Gambler's waiting with a super crazy bet ready for 
you. If you win, you'll get the Vulcan accuracy upgrade for all your ships!

The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super crazy bet will take place at the Crazy 
Gambler's Arena. It's a versus combat. To win, defeat banker Scrapus. The 
prize is an upgrade for the Vulcan machine gun."

The objective of this contest is to destroy Scrapus' ship 5 times before he 
does to same to you.  Sprapus' uses a "Greedy" with 97 hull.

You may want a ship armed with swarm missiles for this fight but it can be 
done with just the vulcan gun.  Keep up a constant fire at Scrapus and follow 
him when he goes for the hull pickup on either the outside or in the center of 
this relative small round area.

Reward: Plans for the Vulcan Accuracy upgrade.


=============================
12.2 Second Set of Crazy Bets
=============================

After completing the first super crazy bet a set of 3 crazy bets will appear 
in the logbook that will require you to complete a certain task a number of 
times. You're progress towards that task will also appear.  Once you've 
completed them their entry will be replaced with "Aim Completed"

------------------
12.2.1 Crazy Bet 1
------------------

Task: Characters killed as D-Tritus
Number of Times: 5

Use D-Tritus special ability to kill the characters. Any characters directly 
in front of D-Tritus when he uses the ability are killed.  This triggers the 
alarm summoning armed cops, killing them will help with the third crazy bet in 
this set.

------------------
12.2.2 Crazy Bet 2
------------------

Task: Parked ships destroyed
Number of Times: 3

If you leave a building by the elevator and not the transit tube there will be 
other ships parked by yours.  Line them up in your crosshairs and open fire on 
the defenseless vessels.  Destroying the parked vehicles is illegal and result 
in your crime gauge filling up and the cops showing up.

------------------
12.2.3 Crazy Bet 3
------------------

Task: Batteries collected from armed cops
Number of Times: 5

When an armed cop is killed, either by using your special ability or during a 
combat with another character it leaves a battery behind.  Pick up these 
batteries.  You'll likely get some batteries while accomplishing the first 
crazy bet in this set.  Take the transit tube to the police station when there 
are many battles between characters if you want to get the batteries without 
setting off the alarm.

----------------------
12.2.4 Super Crazy Bet
----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and fly to the Gambling Joint. Follow that poker card on your radar. 
The Gambler has a super bet ready for you. If you win, you'll get the Swarm 
accuracy upgrade for all your ships!

The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super crazy bet will take place in the forbidden 
area, an ancient human city. It's a race: To win, collect a number of buoys. 
Bear in mind that only the one carrying the baton can pick buoys up. The prize 
is an upgrade for the Swarm missiles."

You'll be taken to the Forbidden Zone.  Board your ship.  The first ship that 
has a real chance here is the Bumblebee.  Make sure it has Vulcan guns equips 
in case one of your opponents gets the baton first or away from you.

You're opponents are Scrapus, Corruptus, Porkings, Igor, and Multiplus.  The 
first get 50 buoys is the winner.

Fly to the starting buoy marked by the blue arrow.  Use forward and boost to 
get the baton so you can start picking up buoys.  If you miss a buoy, do some 
evasive manuevers through the buildings, possibly picking up some extra hull 
to repair damage.

If one of you opponents get the baton, track there ship and destroy it with 
the vulcan guns to get the baton back when you fly across it.  Swarm missile 
are too easily dodged by the opponents to be effective in this race.

The reward is the plan for Swerve upgrade for the Swarm missiles.

============================
12.3 Third Set of Crazy Bets
============================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"

------------------
12.3.1 Crazy Bet 1
------------------

Task: Race challenges won against cops
Number of Times: 3

Challege a cop to a race, bet the minimum amount for the easier race.  The 
race course will vary.  

Use you're fastest ship, perhaps waiting until you have the Crazy Lemon.  

Hold boost and forward movement buttons during the start up sequence. Get 15 
buoys to win.  

Win or lose you can arrange a rematch from the comminicator marked by the blue 
arrow.  No addition money is lost for sequential loss, but you win back your 
money if you win.  If you won the previous match make sure you stay by the 
communicator to place a bet.



------------------
12.3.2 Crazy Bet 2
------------------

Task: Staplers killed as a nurse
Number of Times: 3

Use a Great Database terminal to change into a nurse.  Go up to a staple and 
use the nurses special ability to kill the staple.

------------------
12.3.3 Crazy Bet 3
------------------

Task: Characters overwritten
Number of Times: 5

Walk up to some characters and overwrite them.

----------------------
12.3.4 Super Crazy Bet
----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the speed upgrade for the Vulcan machine gun 
to mount on all your ships!

The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super crazy bet will take place in the Crazy 
Gambler's Arena. In this combat, everybody fights everyone else. To win, 
defeat all your opponents. The prize is an upgrade for the Vulcan machine 
gun."

This is another combat in the Crazy Gamblers Arena.  There are 5 opponents all 
flying Greedy ships will 100 hull.  The Bumblebee with maxed hull and armed 
with full complements of swarm missile and devestator guns will server you 
well here.

The first to 10 kills wins.  Your opponents can kill each other to improve 
their score, so its important to concentrate on one opponent at a time, 
concentrating devastator fire on them and tracking them when they go for the 
hull pickups to finish them off and avoid another opponent stealing your kill.

The reward for winning the bet is the Rate upgrade to the Vulcan Gun.

=============================
12.4 Fourth Set of Crazy Bets
=============================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"


------------------
12.4.1 Crazy Bet 1
------------------

Task: Data tubes left on desks acting as messenger
Number of Times: 4

Go to Great Database terminal and change into a messenger.  I recommand doing 
this somewhere other that the press building as the data tube station is in 
the forbidden zone.  The police station, town hall, and bank are the other 
possible locations to do this.

Look for a flashing blue arrow or crosshair and head towards it, it indicates 
the location of a data tube.  If the tube is sitting on a desk or at the 
datatube station you can pick it up and start taking it towards the desk or 
data tube station indicated by the flashing blue marker.

Complicating matters will be two other messengers, who will be trying to steal 
the tube from your with their special abilities.  The blue marker will switch 
to the one with the tube if this happens.  Chase after it and you your special 
ability on it to try to get the tube back and start heading for the desk or 
station.  Use the special ability on both messengers to buy yourself some 
extra time when trying to get the tube away from them.

The destination alternates between the desks and the data tube station.  You 
only get credit towards the bet for successfully delivering it to a desk, the 
station doesn't count.

------------------
12.4.2 Crazy Bet 2
------------------

Task: Combat challenges won against Mercenaries
Number of Times: 3

Go to the gambling join and challenge one of the mercenaries to combat.  Bet 2 
extra lives to fight just one of them or 3 to fight all of them.

Use a heavily armed ship with a decent hull, like the Bumblebee.  Use the 
swarm missile or the devestator to attack the mercenary.  You may need to 
track him when he goes for a hull upgrade.  

Once the mercenary is defeated you can arrange a rematch at the communication 
platform marked in blue.  (If you happen to lose, you'll use up an extra life 
and need to replace your ship.)  Be sure to stay by the comminucator to place 
another bet.

------------------
12.4.3 Crazy Bet 3
------------------

Task: Characters killed as Betty
Number of Times: 10

Turn in Betty at a Great Database terminal.  Use her special ability it a 
crowd of robot to get several at once.  If an armed cop is nearby you can grab 
the battery it drops to recharge for the next attack.

----------------------
12.4.4 Super Crazy Bet
----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the speed upgrade of the Swarm missiles to 
mount on all your ships!

The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super bet will take place in Chimera's subsoil. It's 
a team battle. To win, your team must defeat the other team. The prize is an 
upgrade for the Swarm missiles."

This is a team battle at the Chimera Foundations.  You're teamed up with some 
Bishops against the Bankers flying Greedies with 130 hull.  The first team to 
20 kills wins.

This is an easy battle as the Bishops are the superior fighters. You can tip 
the odds further in your favor by looking for the long tube near the bottom 
with 3 hull pickups in it. (Turn around when you launch and fly through the 
opening, the turn should be down and to the right.) There another Y-shaped 
tubes with some hull pickups that can also be used.

Fly back and forth through this tube,  turning after your emermy to shoot at 
the enemy vessels that will be chasing you.  The respawning hull upgrades in 
the tube will repair any damage you will take as you rack up the kills. Be 
careful not to shoot any of the Bishop's ships marked with green arrows.

The reward for completing this bet is the speed upgrade for the swarm 
missiles.

============================
12.5 Fifth Set of Crazy Bets
============================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"

------------------
12.5.1 Crazy Bet 1
------------------

Task: Characters stunned as a nurse
Number of Times: 7

Use a Great Database terminal to turn into a nurse.  Go up to another robot, 
except a staple and use your special action to stun them. (Grab the money they 
drop whiles you're at it).  Avoid stunning cops as thats a crime.

------------------
12.5.2 Crazy Bet 2
------------------

Task: Traffic ships eliminated
Number of Times: 15

Open fire on the defenses traffic ships in the Industrial District, Commercial 
District, Downtown, or the Scrapyard.  Be prepared to lose the cops afterward.

------------------
12.5.3 Crazy Bet 3
------------------

Task: Characters killed as an armed cop
Number of Times: 10

Use the Great Database terminal to change into an armed cop.  Look for a 
staples or a messenger that can be kill with one shot of the armed cop's 
special attack.  Try to get as many more kills in as you can while the alarm 
sounds. 

----------------------
12.5.4 Super Crazy Bet
----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the concentration upgrade for the Devastator 
to mount on all your ships!


The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super bet will take place in the forbidden human 
area. To win, your team must get a number of flags. The prize is an upgrade 
for the Devastator."

This is a capture the flag competition in the Forbidden Zone, the first side 
to get 10 flags wins.

You'll want a fast ship, but may want some weapons as well since you can steal 
at opponents accumulated flags by destroying him.  Keep in mind he and his 
allies can do the same to you.  Your own allies are useless.

Try to position yourself near or on the first flag, which is near the 
launchpad.  Ideally orient yourself so you'll be pointing to when the second 
flag will appear.

It will take a few attempts to learn when the flags appear.  On occasion it 
may be advantageous to jump ahead if a flag is out of the way.

The reward for winning this bet is the Concentration upgrade to the 
Devastator.


============================
12.6 Sixth Set of Crazy Bets
============================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"

------------------
12.6.1 Crazy Bet 1
------------------

Task: Money stolen as a banker
Amount of money: 5000

Change into a banker (not the Chief, just a regular banker) at a Great 
Database terminal.  Walk up behind a robot and use the banker's special 
ability to steal money.  You can see a report of how much money a robot has in 
the upper left of the HUD.

If a character sees you stealing from them they'll either attack or run.  
Beholders will sound an alarm.

------------------
12.6.2 Crazy Bet 2
------------------

Task:   Race challenges won against bankers
Number of Times: 3


Challege a banker to a race, bet the minimum amount for the easier race.  The 
race course will vary.  

Use your fastest ship likely the Crazy Lemon.  

Hold boost and forward movement buttons during the start up sequence. Get 15 
buoys to win.  

Win or lose you can arrange a rematch from the comminicator marked by the blue 
arrow.  No addition money is lost for sequential loss, but you win back your 
money if you win.  If you won the previous match make sure you stay by the 
communicator to place a bet.

------------------
12.6.3 Crazy Bet 3
------------------

Task: Extra Lives obtained at the Temple
Number of Times: 3

Follow the hall from the transit tube to the room with the tiled floor.  Get 
the extra life on the platform in the center and lose the police.  There's 
another extra life in the room to the right of the first one, which should 
respawn by the time you've lost the second batch of police.

----------------------
12.6.4 Super Crazy Bet
----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the radius upgrade for the ATPC to mount on 
all your ships!


The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super bet will take place in the old human mining 
colony. The objective is dominating the colony. You'll get a point every time 
all the areas are being dominated. The prize is an upgrade for the ATPC."

This super crazy bet is an area domination competition in the Old Mine.  This 
is the best two of three rounds. (If you win one, you can save and it will 
remember that win, you can use that as insurance.)

Grab the baton if it appears in your starting area, it will likely do so for 
this competition.  Otherwise proceed to the center area and begin attacking 
your opponent when he emerges from his starting area with the baton.  Keep 
firing and tracking the vessle until you destroy it to get the baton from him.

With the baton, fly across the flag in each of the four outside areas to 
dominate them.  Dominate all four to win the round and score a point.

The reward for completing this super crazy bet is the radius upgrade to the 
ATPC.

==============================
12.7 Seventh Set of Crazy Bets
==============================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"

------------------
12.7.1 Crazy Bet 1
------------------

Task: Treasures found in the Bank
Number of Times: 3

Move across one of the $ signs in the back to cause some red triangular coins 
to appear.  Move across them all before the disappear to cause a treasure 
chest to appear.  Get the treasure.

The next coint to disappear will be flashing.  The functionary can be useful 
to slow down time, allowing you to get some of the faster flashing coins.

Others will require a flying robot as some of the coins will be in the air.  
The staple may be needed to jump on some bank vaults for one of them.


------------------
12.7.2 Crazy Bet 2
------------------

Task: Mosquitoes killed at the Scrapyard
Number of Times: 50

Turn right after launching from the transit tube platform in the Scrapyard and 
follow the traffic.  Just past the first acceleration right and some pickups 
is a mosquito nest.  Repeatly fly by it, turn around and fire at the emergies 
mosquitoes. Grab the pickups as necessary.

------------------
12.7.3 Crazy Bet 3
------------------

Task: Characters killed as a bishop
Number of Times: 10

Turn into a bishop at a Great Database Terminal.  Use its special ability to 
kill something small like a stapler.  Get in as many kills as possible during 
the resultant alarm.

----------------------
12.7.4 Super Crazy Bet
----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the explosion upgrade for the Devastator to 
mount on all your ships!

The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super bet will take place in the human's forbidden 
area. It's a race. To win, you have to get a number of buoys. Bear in mind 
that only the one carrying the baton may pick buoys up. The prize is an 
upgrade for the Devastator."

This is a baton race in the Forbidden Zone, first to 50 buoys wins.  This is 
much like the first baton race, except the enemies have grown more dangerous 
and the course has a different layout.

You'll want to use the crazy lemon, perhaps with some extra hull, and at least 
the devastator guns.

Fly to the starting buoy marked by the blue arrow.  Use forward and boost to 
get the baton so you can start picking up buoys.  If you miss a buoy, do some 
evasive manuevers through the buildings, possibly picking up some extra hull 
to repair damage.

If one of you opponents get the baton, track there ship and destroy it with 
the Devestator gun to get the baton back when you fly across it.  Swarm 
missile are too easily dodged by the opponents to be effective in this race.

You need to beware of opponents lying in wait for you.  While losing them 
while doing evasive maneuvers through the buildings may open up a stretch of 
several buoys with only one or two persuers, you may be ambushed later on the 
course by the rest.  You may want to divert from the course and try to shake 
them when they start to move on the radar.

The reward for winning the bet is the Explosion upgrade to the Devastator Gun.

=============================
12.8 Eighth Set of Crazy Bets
=============================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"


------------------
12.8.1 Crazy Bet 1
------------------

Task: Characters overwritten
Number of Times: 10

Walk up to some characters and overwrite them.

------------------
12.8.2 Crazy Bet 2
------------------

Task: Mad Hunters destroyed at the Scrapyard
Number of Times: 20

Mad Hunters are the unnamed vessel with 75 hull that occasional attack in 
pairs in the scrapyard.  Just follow the flow of traffic and they'll find you.  
Track them as they dodge around you and keep firing at them with the 
Devestator.

------------------
12.8.3 Crazy Bet 3
------------------

Task: Characters killed as D-Tritus
Number of Times: 10

Use D-Tritus special ability to kill the characters. Any characters directly 
in front of D-Tritus when he uses the ability are killed.  


----------------------
12.8.4 Super Crazy Bet
----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the speed upgrade for the ATPC to mount on all 
your ships!


The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super crazy bet will take place in the Crazy 
Gambler's Arena. It's a versus combat. To win, defeat cop Multiplus. The prize 
is an upgrade for the ATPC."

This super crazy bet takes place in the Crazy Gambler Arena.  You'll be 
fighting the cop, Multiplus, in his 110 hull Flea.

Kill him 10 times before he does the same to you.

Keep up a constant fire at Multiplus and follow him when he goes for the hull 
pickup on either the outside or in the center of this relative small round 
area.

The reward for winning this super crazy bet in the Speed Upgrade for the ATPC


========================
12.9 Ninth of Crazy Bets
========================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"

------------------
12.9.1 Crazy Bet 1
------------------

Task: Batteries collected from armed cops
Number of Times: 10

When an armed cop is killed, either by using your special ability or during a 
combat with another character it leaves a battery behind.  Pick up these 
batteries.  You'll likely get some batteries while accomplishing the first 
crazy bet in this set.  Take the transit tube to the police station when there 
are many battles between characters if you want to get the batteries without 
setting off the alarm.


------------------
12.9.2 Crazy Bet 2
------------------

Task: Combat challenges won against bankers
Number of Times: 5

Go up to any banker and challenge him to combat.  While the minimum bet will 
be the easier battle, the Bankers in their Greedy ships with 81 hull aren't 
that tough so you can pick a higher amount without putting yourself at too 
much risk.

Use a heavily armed ship with a decent hull, like the Bumblebee.  Use the 
swarm missile or the devestator to attack the bankers.  You may need to track 
them when he goes for a hull upgrade.  

Once the banker is defeated you can arrange a rematch at the communication 
platform marked in blue.  (If you happen to lose, you'll use up an extra life 
and need to replace your ship.)  Be sure to stay by the comminucator to place 
another bet.


------------------
12.9.3 Crazy Bet 3
------------------

Task: Data tubes left on desks acting as messenger
Number of Times: 5

Go to Great Database terminal and change into a messenger.  I recommand doing 
this somewhere other that the press building as the data tube station is in 
the forbidden zone.  The police station, town hall, and bank are the other 
possible locations to do this.

Look for a flashing blue arrow or crosshair and head towards it, it indicates 
the location of a data tube.  If the tube is sitting on a desk or at the 
datatube station you can pick it up and start taking it towards the desk or 
data tube station indicated by the flashing blue marker.

Complicating matters will be two other messengers, who will be trying to steal 
the tube from your with their special abilities.  The blue marker will switch 
to the one with the tube if this happens.  Chase after it and you your special 
ability on it to try to get the tube back and start heading for the desk or 
station.  Use the special ability on both messengers to buy yourself some 
extra time when trying to get the tube away from them.

The destination alternates between the desks and the data tube station.  You 
only get credit towards the bet for successfully delivering it to a desk, the 
station doesn't count.

----------------------
12.9.4 Super Crazy Bet
----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the accuracy upgrade for the Tesla to mount on 
all your ships!


The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super bet will take place in the human's forbidden 
area. To win, your team must get a number of flags. The prize is an upgrade 
for the Tesla."

This is a capture the flag competition in the Forbidden Zone, the first side 
to get 10 flags wins.

You'll want a fast ship, but may want some weapons as well since you can steal 
at opponents accumulated flags by destroying him.  Keep in mind he and his 
allies can do the same to you.  Your own allies are useless.

Try to position yourself near or on the first flag, which is near the 
launchpad.  Ideally orient yourself so you'll be pointing to when the second 
flag will appear.  

The flags will appear in the same locations as the first capture the flag 
super crazy bet in this area.  On occasion it may be advantageous to jump 
ahead if a flag is out of the way and your opponent is already close to it.

The reward for winning this bet is the Accuracy upgrade for the Telsa gun.



=============================
12.10 Tenth Set of Crazy Bets
=============================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"

-------------------
12.10.1 Crazy Bet 1
-------------------

Task: Traffic ships eliminated
Number of Times: 30

Open fire on the defenses traffic ships in the Industrial District, Commercial 
District, Downtown, or the Scrapyard.  Be prepared to lose the cops afterward.

-------------------
12.10.2 Crazy Bet 2
-------------------

Task: Characters killed as Betty
Number of Times: 20

Turn in Betty at a Great Database terminal.  Use her special ability it a 
crowd of robot to get several at once.  If an armed cop is nearby you can grab 
the battery it drops to recharge for the next attack.

-------------------
12.10.3 Crazy Bet 3
-------------------

Task: Treasures found in the Bank
Number of Times: 5

Move across one of the $ signs in the back to cause some red triangular coins 
to appear.  Move across them all before the disappear to cause a treasure 
chest to appear.  Get the treasure.

The next coint to disappear will be flashing.  The functionary can be useful 
to slow down time, allowing you to get some of the faster flashing coins.

Others will require a flying robot as some of the coins will be in the air.  
The staple may be needed to jump on some bank vaults for one of them.

-----------------------
12.10.4 Super Crazy Bet
-----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the attraction upgrade for the Tesla to mount 
on all your ships!

The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super bet will take place in the old human mining 
colony. The objective is dominating the colony. You'll get a point every time 
all the areas are dominated. The prize is an upgrade for the Tesla."

This super crazy bet is an area domination competion in the Old Mine.  This is 
the best four of seven rounds. (If you win one, you can save and it will 
remember that win, you can use that as insurance.)

Grab the baton if it appears in your starting area, its a lot less likely to 
do so this time around.  Otherwise proceed to the center area and begin 
attacking your opponent when he emerges from his starting area with the baton.  
Keep firing and tracking the vessle until you destroy it to get the baton from 
him.

With the baton, fly across the flag in each of the four outside areas to 
dominate them.  Dominate all four to win the round and score a point.

The reward for winning this super crazy bet is the attraction upgrade for the 
tesla gun.

================================
12.11 Eleventh Set of Crazy Bets
================================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"

-------------------
12.11.1 Crazy Bet 1
-------------------

Task: Race challenges won against bureaucrats
Number of Times: 4

Challege a functionary to a race, bet the minimum amount for the easier race.  
The race course will vary.  

Use your fastest ship likely the Crazy Lemon.  

Hold boost and forward movement buttons during the start up sequence. Get 15 
buoys to win.  

Win or lose you can arrange a rematch from the comminicator marked by the blue 
arrow.  No addition money is lost for sequential loss, but you win back your 
money if you win.  If you won the previous match make sure you stay by the 
communicator to place a bet.


-------------------
12.11.2 Crazy Bet 2
-------------------

Task: Characters overwritten
Number of Times: 10

Walk up to some characters and overwrite them.

-------------------
12.11.3 Crazy Bet 3
-------------------

Task: Characters stunned as a nurse
Number of Times: 10

Use a Great Database terminal to turn into a nurse.  Go up to another robot, 
except a staple and use your special action to stun them. (Grab the money they 
drop whiles you're at it).  Avoid stunning cops as thats a crime.

-----------------------
12.11.4 Super Crazy Bet
-----------------------


After completing the crazy bets this entry will appear in the logbook: Get on 
your ship and go to the Crazy Gambler's joint. Follow the poker card you'll 
see on your radar once you get on your ship. He's got a super crazy bet ready 
for you. If you win, you'll get the expansion upgrade for the Inferno missiles 
to mount on all your ships!

The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super bet will take place in Chimera's subsoil. It's 
a team battle. To win, your team must defeat the other team. The prize is an 
upgrade for the Inferno missiles."

This is a team battle at the Chimera Foundations.  You're teamed up with some 
Functionaries against the Bishops flying Inquisitors with 150 hull.  The first 
team to 20 kills wins.

This is a difficult battle as the Bishops are the superior fighters. You can 
even out the odds by looking for the long tube near the bottom with 3 hull 
pickups in it. (Turn around when you launch and fly through the opening, the 
turn should be down and to the right.)  There another Y-shaped tubes with some 
hull pickups that can also be used.

Fly back and forth through this tube,  turning after your emermy to shoot at 
the enemy vessels that will be chasing you.  The respawning hull upgrades in 
the tube will repair any damage you will take as you rack up the kills. Be 
careful not to shoot any of the Bishop's ships marked with green arrows.

The reward for completing this bet is the range upgrade for the Inferno 
missiles.

==============================
12.12 Twelth Set of Crazy Bets
==============================

After completing the previous super crazy bet a set of 3 crazy bets will 
appear in the logbook that will require you to complete a certain task a 
number of times. You're progress towards that task will also appear.  Once 
you've completed them their entry will be replaced with "Aim Completed"

-------------------
12.12.1 Crazy Bet 1
-------------------

Task: Characters killed as an armed cop
Number of Times: 10

Use the Great Database terminal to change into an armed cop.  Look for a 
staples or a messenger that can be kill with one shot of the armed cop's 
special attack.  Try to get as many more kills in as you can while the alarm 
sounds. 

-------------------
12.12.2 Crazy Bet 2
-------------------

Task: Data tubes left on desks acting as messenger
Number of Times: 5

Go to Great Database terminal and change into a messenger.  I recommand doing 
this somewhere other that the press building as the data tube station is in 
the forbidden zone.  The police station, town hall, and bank are the other 
possible locations to do this.

Look for a flashing blue arrow or crosshair and head towards it, it indicates 
the location of a data tube.  If the tube is sitting on a desk or at the 
datatube station you can pick it up and start taking it towards the desk or 
data tube station indicated by the flashing blue marker.

Complicating matters will be two other messengers, who will be trying to steal 
the tube from your with their special abilities.  The blue marker will switch 
to the one with the tube if this happens.  Chase after it and you your special 
ability on it to try to get the tube back and start heading for the desk or 
station.  Use the special ability on both messengers to buy yourself some 
extra time when trying to get the tube away from them.

The destination alternates between the desks and the data tube station.  You 
only get credit towards the bet for successfully delivering it to a desk, the 
station doesn't count.


-------------------
12.12.3 Crazy Bet 3
-------------------

Task: Mosquitoes killed at the Scrapyard
Number of Times: 100

Turn right after launching from the transit tube platform in the Scrapyard and 
follow the traffic.  Just past the first acceleration right and some pickups 
is a mosquito nest.  Repeatly fly by it, turn around and fire at the emergies 
mosquitoes. Grab the pickups as necessary.

-----------------------
12.12.4 Super Crazy Bet
-----------------------


After completing the crazy bets this entry will appear in the logbook: Logbook 
Entry: Get on your ship and go to the Crazy Gambler's joint. Follow the poker 
card you'll see on your radar once you get on your ship. He's got a super 
crazy bet ready for you. If you win, you'll get the fire upgrade for the 
Inferno missiles to mount on all your ships!

The Ace of Diamonds Icon on the outside radar map will be flashing.  Whenever 
you want to do the super crazy bet head to the Gambling Joint and talk to the 
Crazy Gambler.  Ask him about the crazy bet to get his description of the 
upcoming challenge: "This super bet will take place in the human's forbidden 
area. It's a race. To win, you have to get a number of buoys.  Bear in mind 
that only the participant carrying the baton can pick up buoys. The prize is 
an upgrade for the Inferno missiles."

This is a baton race in the Forbidden Zone, first to 50 buoys wins.  This is 
much like the first two baton races here, except the enemies have grown even 
more dangerous and the course has a different layout again.

You'll want to use the crazy lemon, perhaps with some extra hull, and at least 
the devastator guns, and maybe the tesla gun.

Fly to the starting buoy marked by the blue arrow.  Use forward and boost to 
get the baton so you can start picking up buoys.  If you miss a buoy, do some 
evasive manuevers through the buildings, possibly picking up some extra hull 
to repair damage.

If one of you opponents get the baton, track there ship and destroy it with 
the Devestator or Tesla guns to get the baton back when you fly across it.  
Swarm missile are too easily dodged by the opponents to be effective in this 
race.

You need to beware of opponents lying in wait for you.  While losing them 
while doing evasive maneuvers through the buildings may open up a stretch of 
several buoys with only one or two persuers, you may be ambushed later on the 
course by the rest.  You may want to divert from the course and try to shake 
them when they start to move on the radar.

The reward for winning this super crazy bet in the Napalm upgrade for the 
Swarm Missiles.

After completing the final set of crazy bets the log book will read "You have 
completed all Super Crazy Bets"


******************************************************************************
13. Ship Plans (blue logbook pages)
******************************************************************************

=================
13.1 Blue Logbook
=================

Initially the blue logbook page will read: "This page in your logbook isn't 
active for the time being. Here you'll find updated information about plans of 
ships, engines and weapons."

After your been to rusty the page will be updated to read "From time to time, 
go to Rusty's and build your own gunships. Get on your ship and follow the 
wrench on your radar."

There will also be other messages:

If your seen all of your currently located plans a line will read "You haven't 
any new plans at Rusty's."  Otherwise you'll see a line that read "You have 
some new plans at Rusty's." followed by the number of plans obtained since 
your last visit to Rusty's, as well the wrench symbol on the outside rader map 
will flash.

From time to time Rusty will discover hidden plans in the Police Station and 
the Press Building that you will need to photograph.  The number off plans 
remaining to be found will be found after a line that reads "Rusty's 
discovered some plans at the Police Station/Press Building".

=========================================
13.2 Police Building First Batch: 6 Plans
=========================================

You can do this any time after helping the cops destroy the 15 Functionaries 
while you were impersonating Ficus.

Use the Great Database terminal nearest the teleporter to where you found 
Ficus' body and turn innto a beholder (or messenger or nurse). Fly over the 
crates in the center of the room and take the picture of the Fly Engine plans.  

Go down to the ground on the far side of the boilers to the left and take 
picture of the Beetle Ship plans.  Turn back into D-tritus at the Great 
Database terminal by the boilers and leave the room through the door near 
here.

Go to the opposite end of the next room and take pictures of the Beetle Engine 
play in the cubicle in the corner to the left and the Fly Ship plan under a 
rame to the right.

Go up the ramp and turn left at the top.  Go through the door in front of 
your.  turn right up some stairs and go around a corner to the right.  go 
straight ahead and turn right at a Great Database terminal and go up two sets 
of stairs.  Take a picture of the Bumblebee engine play behind a pillar.

Backtract to the previous room and go straight apast the ramp and out the door 
on the far side.  Turn left and go through the door into the prison area.  go 
past the entrance to a storage area to the right and turn left to a Great 
Database terminal, turn into a stapler and go into the prison storage area.

Do a couple of double jumps to get to the top of the large stack of crates and 
go into the vent.  Go around a bend to the right and take a picture of the 
plans for the Bumblebee Ship.  Drop down through the opening ahead.  go 
straight out the vent and down the sairs.  Use the Great Database Terminal at 
the bottom of the stairs to turn back into D-Tritus and be where you started 
at the begging of the photographic tour.



========================================
13.3 Press Building First Batch: 4 Plans
========================================

These plans will appear after the massacre for Bishop Igor.

From the transit tube exit in the press building.  Turn left and go into the 
room with the elevator to Downtown.  go straight through this room and turn 
righ to go up a narrow staircase.  Step left and continue along the outside 
walkway.  Turn right and go into the store romm where Sebastian is.  turn 
right and go up the stair by Sebastian.  Use the Great Database terminal to 
turn into a beholder fly up and take a picture plan of the Crazy Lemon Ship on 
the shelf by the stairs.  

Turn around and fly through the security gates and between two stacks of 
crates into the newsroom.  Fly up to the beem overhead and take a picture of 
the Moonbeam ship lans at the end by the door.

Fly to the beam over the set and take a picutre of the Moonbeam engine Plans.

Fly down and take a picutre of the Crazy lemon engine under the stairs by the 
set.  

Turn into D-Tritus at a Great Database Terminal and return to the Transit 
terminal to go the your next destination.



==========================================
13.4 Press Building Second Batch: 2 Plans
==========================================

These plans become available destroying the 10 mercenaries just after the 
mission to escort the Mayor's transport.

From the transit exit, turn left to the Dowtown elevator room.  turn righ and 
folow the wall to some stairs and go up.  turn right, going as far as you can, 
steeping left when the path shifts.

turn left at the corner and turn right to go up the stairs.  turn right at the 
top of the stairs and take the next right.  go around a corner to the left.  
Use the Great Database terminal here and turn into a Beholder and go through 
the door into the restricted area.  Go straight up and take a picture of the 
Schizo ship plans on the ledge above the door you just when through.

Turn toward the data tube station (it was to you right when you enter the 
restricted area).  Turn left and go along the wall and take a photo of the 
plans for the Schizo engine on the second ledge past the datatube station.  

Leave the restricted area, turn back into D-Tritus, and evade the cops.  
Return to the transit station, and use the Tubular Transport to go to the next 
destination.


======================================================
13.6 Police Building Second and Third Batches: 4 Plans
======================================================

The last two batches of plans come up within a few mission of each other.  As 
both sets of plans are split between the same two room its bet to wait for the 
last one before collecting them.  The plans for the Dragonfly are available 
after the Mayor asks you to destroy Porkins campaign ships. The plans for the 
Goliath are available after the Boss ask you to steal some data from the 
functionaries.

Go straight from the police stations' transit exit and go into the telporter 
room to the left.  Use the teleporter.  

Use the Great Database to the right to change into a stapler.  go through the 
door.  enter the vent to the right of the door and follow the duct to the 
Chief of Police's bedroom.  Jump onto the bed and take a photo of the Goliath 
ship plan.

go back through the vent.  Enter the vent on the other side of the hall.  Take 
a picutre of the DragonFly engine plans in the Duct.

Leave the vent and go back to the Great Database to change back to D-Tritus.  
Use the teleporter.  

Leave the teleport room and turn left.  Take the next left and go down the 
stairs.  go up a ramp to the left and through a door to the right.

Go forward until you can go down a ramp to the left.

Go straight from the bootom of the ramp and turn right into the enclosure in 
the center of the room.  Take a picture of the DragonFly Ship plan inside the 
enclosure.

Go back to the ramp and use the Geat Database to turn into a beholder.  Turn 
away from the Great Database and fly up and turn right.  Photgraph the plans 
to the Goliath engines in the center of a ledge.

Go to a Great Database and turn back in D-Tritus, return to the transit tube 
and use the Tubular Transport to go to the next destination.

******************************************************************************
14. Jail (special yellow logbook page if you run out of lives)
******************************************************************************

If and whenever you run out of lives you'll be sent to jail at the police 
station and be given the extra mission to break out of jail.

You're current logbook entry will be replaced by: "I've been sent to jail for 
running out of extra lives. I need to do whatever it takes to escape and 
continue taking care of business. If I were smaller, I could sneak out through 
that hole in the wall."

The first time you get sent to jail you'll see this message: "When you run out 
of extra lives and die, you go to jail, the place where you are right now.  
You need to find a way to get out, because the police won't let you go."

A stapler, Bart, come out of the vent after a few seconds.  overwrite him and 
go into the vent.  Follow the duct around and go out the other end.  

turn around the corner to the left.  Jump over a partial wall to the left and 
turn left into the storage area.  

Trun right and do a coulple of double jump using the stapler's special ability 
to get to the top of the large stack of crates.  Go into the vent and follow 
it to freedom.


******************************************************************************
15. Ship Building Database
******************************************************************************

==========
15.1 Ships
==========

Note: Boost recharge times depend on the total weight for each ship and will 
increase with the weight.  The top speed ranges given start from the Flea 
engine at the low end to the Doom Engine at the high end, other engines will 
fall inbetween dependant on their HP.

Flea
----
Cost:          $400
Weight:         400
Max Weight:    1500
Weapon Slots:  1 Vulcan, 1 Devastator, 1 Tesla, 1 ATPC, 1 Swarm, 1 Inferno
Base Hull:       55
Max Hull       1550
Engine Slots:  1 single  
Boost:         5.0 - 6.0 sec
Top Speeds:    332 - 407 mph

Plan Location: Available the first time you build a ship.

BadGuy
------
Cost:         $1300
Weight:         500
Max Weight:    3150
Weapon Slots:  1 Vulcan, 1 Devastator, 1 Tesla, 1 ATPC, 2 Swarm, 2 Inferno
Base Hull:       65
Max Hull        190
Engine Slots:  1 double
Boost:         3.0 - 4.0 sec
Top Speeds:    335 - 411 mph

Plan Location: Given by the Crazy Gambler after completing the first set of 
crazy bets.


Beetle
------
Cost:         $2500
Weight:         600
Max Weight:    3825
Weapon Slots:  2 Vulcan, 2 Devastator, 2 Tesla, 2 ATPC, 2 Swarm, 2 Inferno
Base Hull:       70
Max Hull        210
Engine Slots:  1 single, 1 double
Boost:         7.0 - 9.0 sec
Top Speed single: 242- 318 mph
Top Speed double: 267 - 419 mph
Top Speed single and double: 292 - 520 mph

Plan Location: Photograph in the police station beside a boiler in the room 
with the teleport to Ficus' body.

Fly
---
Cost:          $900 
Weight:         400
Max Weight:    2025
Weapon Slots:  1 Vulcan, 1 Devastator, 1 Tesla, 1 ATPC, 1 Swarm, 1 Inferno
Base Hull:       60
Max Hull        170
Engine Slots:  1 double
Boost:         6.1 - 6.9 sec
Top Speeds:    314 - 465 mph

Plan Location: Photograph in the police station in a cubicle on the lower 
level of the room through the door from the room with the teleporter to 
Ficus' body.


Bumblebee
---------
Cost:         $3500
Weight:         600
Max Weight:    5215
Weapon Slots:  3 Vulcan, 3 Devastator, 2 Tesla, 2 ATPC, 2 Swarm, 2 Inferno
Base Hull:      100 
Max Hull        220
Engine Slots:  2 doubles
Boost:         8.0 - 9.4
Top Speed 1 double: 215 - 366 mph
Top Speed 2 doubles: 265 - 586 mph

Plan Location: Photograph in the police station in the vent at the top of the 
large stack of crate in the prison storage area.

Privateer
---------
Cost:         $1600
Weight:         600
Max Weight:    3720 
Weapon Slots:  2 Vulcan, 2 Devastator, 2 Tesla, 2 ATPC, 1 Swarm, 1 Inferno
Base Hull:       70
Max Hull        180
Engine Slots:  1 double
Boost:         6.1 - 8.5 sec
Top Speeds:    296 - 447 mph

Plan Location: Dropped by one of the three functionaries killed in the first 
mission for Messenger Trurl.


Armageddon
----------
Cost:         $2800
Weight:         650
Max Weight:    4435
Weapon Slots:  3 Vulcan, 3 Devastator, 1 Tesla, 1 ATPC, 2 Swarm, 2 Inferno
Base Hull:       80
Max Hull        210
Engine Slots:   3 singles
Boost:          6.1 - 8.5 sec
Top Speed 1 single:  239 - 315 mph
Top Speed 2 singles: 264 - 415 mph
Top Speed 3 singles: 289 - 516 mph

Plan Location: Photograph on a ledge in the Scrapyard that the Stupid 
Mercenary will lead you to.


Crazy Lemon
-----------
Cost:         $2000
Weight:         600
Max Weight:    3980
Weapon Slots:  1 Vulcan, 1 Devastator, 2 Tesla, 2 ATPC, 2 Swarm, 2 Inferno
Base Hull:       60
Max Hull        200
Engine Slots:  3 singles
Boost:         6.0 - 7.4 sec
Top Speed 1 single:  342 - 395 mph
Top Speed 2 singles: 367 - 519 mph
Top Speed 3 singles: 392 - 620 mph

Plan Location: Photograph in the Press Building on a shelf above Sebastian.

Moonbeam
--------
Cost:         $2000
Weight:         490
Max Weight:    2960
Weapon Slots:  1 Vulcan, 1 Devastator, 2 Tesla, 2 ATPC, 1 Swarm, 1 Inferno
Base Hull:       60
Max Hull        180
Engine Slots:  1 double
Boost:         4.0 - 5.0 sec
Top Speeds:    333 - 485 mph

Plan Location:  Photograph in the Press Building on a beam in the newsroom.

Greedy
------
Cost:         $1600
Weight:         500
Max Weight:    2750
Weapon Slots:  2 Vulcan, 2 Devastator, 1 Tesla, 1 ATPC, 1 Swarm, 1 Inferno
Base Hull:       65
Max Hull        190
Engine Slots:  1 double
Boost:         5.2 - 7.5 secs
Top Speeds:    360 - 512 mph

Plan Location: Photograph in Chimera Foundations following the cops versus 
bankers team battle.

Schizo
------
Cost:         $3300
Weight:         600
Max Weight:    4535
Weapon Slots:  2 Vulcan, 2 Devastator, 3 Tesla, 3 ATPC, 1 Swarm, 1 Inferno
Base Hull:       90
Max Hull:       220
Engine Slots:  2 doubles
Boost:         7.5 - 8.4 sec
Top Speed 1 double:  235 - 387 mph
Top Speed 2 doubles: 285 - 588 mph

Plan Location: Photograph in the Press Building on a ledge above the door 
nearest the data tube station in the restricted area.  

Piranha
-------
Cost:          $800 
Weight:         400
Max Weight:    1505
Weapon Slots:  1 Vulcan, 1 Devastator, 1 Tesla, 1 ATPC, 1 Swarm, 1 Inferno
Base Hull:       40
Max Hull        130
Engine Slots:  1 single
Boost:         3.0 - 4.0 sec
Top Speeds:    335 - 411 mph

Plan Location: Photograph in a prison cell in the Police Station after talking 
to Pickus following his beating.


Wrath
-----
Cost:         $3000
Weight:         550
Max Weight:    4825
Weapon Slots:  1 Vulcan, 1 Devastator, 3 Tesla, 3 ATPC, 2 Swarm, 2 Inferno
Base Hull:       85
Max Hull        215
Engine Slots:  2 singles, 1 double
Boost:         7.0 - 7.7 sec
Top Speeds 1 engine:  173 - 248 mph
Top Speeds 2 engines: 198 - 349 mph
Top Speeds 3 engines: 223 - 450 mph
Top Speeds 4 engines: 248 - 551 mph

Plan Location:  Given by Bishop Gus after saving him.

Apocalypse
----------
Cost:         $6200
Weight:         650
Max Weight:    6735
Weapon Slots:  2 Vulcan, 2 Devastator, 3 Tesla, 3 ATPC, 4 Swarm, 4 Inferno
Base Hull:       95
Max Hull        270
Engine Slots:  2 doubles
Boost:         7.0 - 7.4 sec
Top Speed 1 double:  198 - 349 mph
Top Speed 2 doubles: 248 - 551 mph

Plan Location: Photograph on a ledge in the Scrapyard after landing there in 
the Apocalypse you'll steal from the Lone Mercenary.


DragonFly
---------
Cost:         $5000
Weight:         600
Max Weight:    5340
Weapon Slots:  4 Vulcan, 4 Devastator, 2 Tesla, 2 ATPC, 2 Swarm, 2 Inferno
Base Hull:      105
Max Hull        225
Engine Slots:  2 doubles
Boost:         9.0 - 11.0 sec
Top Speed 1 double:  196 - 347
Top Speed 2 doubles: 246 - 549

Plan Location:  Photograph in the police station in the enclosure at the 
bottom of the room where you had the meeting with Traitorius.


Goliath
-------
Cost:         $6000
Weight:         600
Max Weight:    7025
Weapon Slots:  3 Vulcan, 3 Devastator, 3 Tesla, 3 ATPC, 4 Swarm, 4 Inferno
Base Hull:      110 
Max Hull        230
Engine Slots:  2 doubles 
Boost:         10.0 - 11.9 sec
Top Speed 1 double:  198 - 349 mph
Top Speed 2 doubles: 248 - 551 mph

Plan Location:  Photograph in the police station on the Chief of Police's bed.

Predator
--------
Cost:         $7000
Weight:         600
Max Weight:    6780
Weapon Slots:  4 Vulcan, 4 Devastator, 2 Tesla, 2 ATPC, 4 Swarm, 4 Inferno
Base Hull:       70
Max Hull        230
Engine Slots:   2 doubles
Boost:          8.0 - 1.0 secs
Top Speed 1 double:  221 - 372 mph
Top Speed 2 doubles: 271 - 574 mph

Plan Location: Give by the Chief of Bankers after help him collect some debts.

Inquisitor
----------
Cost:         $7000
Weight:         600
Max Weight:    6045
Weapon Slots:  2 Vulcan, 2 Devastator, 4 Tesla, 4 ATPC, 2 Swarm, 2 Inferno
Base Hull:       75
Max Hull        238
Engine Slots:  2 doubles 
Boost:         8.0 - 10.0 sec
Top Speed 1 double:  225 - 376 mph
Top Speed 2 doubles: 275 - 577 mph

Plan Location: Given by the Crazy Gambler after the real murderer is 
identified.


Doom
----
Cost:         $8000
Weight:         700
Max Weight:    7550
Weapon Slots:  4 Vulcan, 4 Devastator, 4 Tesla, 4 ATPC, 4 Swarm, 4 Inferno
Base Hull:       80
Max Hull:       280
Engine Slots:   2 doubles
Boost:          3.0 - 3.9 sec
Top Speed 1 double:  242 - 394 mph
Top Speed 2 doubles: 292 - 595 mph

Plan Location: Available after defeating the final boss.

Emergency
---------
Weight:        400
Hull:           30
Boost:        10.0 sec
Top Speed:    307 mph


The emergency ship cannot be modified. It costs nothing to replace if 
destroyed.


============
15.2 Engines
============


Flea
----
Cost:    $200
Weight:   100
HP:       200 

Plan Location: Available the first time you build a ship.

Piranha
-------
Cost:    $300
Weight:   105
HP:       395

Plan Location: Photograph in a prison cell in the Police Station after talking 
to Pickus following his beating.

Fly
---
Cost:    $350
Weight:   125
HP:       400

Plan Location: Photograph in the police station under a ramp in the lower 
level of the room through the door from the room with the teleporter to 
Ficus' body.

BadGuy
------
Cost:    $400
Weight:   200
HP:       525

Plan Location: Given by the Crazy Gambler after completing the first set of 
crazy bets.

Beetle
------
Cost:    $550
Weight:   225
HP:       600

Plan Location: Photograph in the police station on the crates in the room with 
the teleporter to Ficus' body.

Privateer
---------
Cost:    $650
Weight:   250
HP:       625

Plan Location: Dropped by one of the three functionaries killed in the first 
mission for Messenger Trurl.

Moonbeam
--------
Cost:    $600
Weight:   275
HP:       650

Plan Location: Photograph in the Press Building on a beam in the newsroom.

Greedy
------
Cost:    $500
Weight:   290
HP:       670

Plan Location: Photograph in Chimera Foundations following the cops versus 
bankers team battle.

Bumblebee
---------
Cost:   $1000
Weight:   315
HP:       690

Plan Location: Photograph in the police station, behind a pillar in the 
central office space at the far end of the stations' lower levels.


Armageddon
----------
Cost:    $600
Weight:   325
HP:       700

Plan Location: Photograph on a ledge in the Scrapyard that the Stupid 
Mercenary leads you to.

Crazy Lemon
-----------
Cost:    $500
Weight:   340
HP:       750

Plan Location: Photograph in the Press Building on a beam in the newsroom.


Wrath
-----
Cost:    $700
Weight:   350
HP:       775

Plan Location: Given by Bishop Gus after your save him.


Schizo
------
Cost:    $800
Weight:   355
HP:       825

Plan Location: Photograph in the Press Building on a ledge near the data tube 
station in the restricted area. 

Apocalypse
----------
Cost:   $1350
Weight:   360
HP:       875

Plan Location: Photograph on a ledge in the Scrapyard after landing there in 
the Apocalypse you'll steal from the Lone Mercenary.


DragonFly
---------
Cost:   $1100
Weight:   375
HP:       900

Plan Location: Photograph in a vent across the hall from the Chief of Police's 
bedroom.

Predator
--------
Cost:   $1400
Weight:   380
HP:       950

Plan Location: Given by the Chief of Bankers after help him collect some 
debts.


Goliath
-------
Cost:   $1300
Weight:   385
HP:      1000

Plan Location:  Photograph in the police station on a ledge in the room where 
you met with Traitorius.

Inquisitor
----------
Cost:   $1500
Weight:   390
HP:      1050

Plan Location: Given by the Crazy Gambler after the real murderer is 
identified.

Doom
----
Cost:   $1600
Weight:   395
HP:      1650

Plan Location: Available after defeating the final boss.


============
15.3 Weapons
============

Laser
-----

All ships come with the laser.

The laser has a temperature gauge.  Once that's full it can no longer be fired 
until it cools.

Counter Measure: Gravity Whip,  can be use to slow down other ships will 
giving your an extra boost of speed.

Vulcan Gun
----------

Ammo: Standard Bullets
Countermeasure: Dirty Cloud

Rate Upgrade: Increases firing rate.
Accuracy Upgrade: Improves accuracy of targeting system.

Cost:   $100
Weight:   50

Plan Location: Available the first time you build a ship.

Rate Plan Location: Win the third Super Crazy Bet

Accuracy Plan Location: Win the first Super Crazy Bet


Devastator Gun
--------------
Ammo: Explosive Bullets
Countermeasure: Dirty Cloud

Range Upgrade: Increases the range of explosions.
Dispersion Upgrade: Reduces explosion dispersion.

Cost:   $200
Weight:  100

Plan Location: Dropped by one of the three functionaries killed in the first 
mission for Messenger Trurl.

Range Plan Location: Win seventh super crazy bet.

Dispersion Plan Location: Win fifth super crazy bet.


Tesla Gun
---------
Ammo: Energy
Countermeasure: Electric Cloud
Attraction Upgrade: Attract the target
Accuracy Upgrade: Improves accuracy of targeting system.

Cost:   $600
Weight:  150

Plan Location: Photograph on a ledge in the Scrapyard after landing there in 
the Apocalypse you'll steal from the Lone Mercenary.

Attraction Plan Location: Win tenth super crazy bet.

Accuracy Plan Location: Win ninth super crazy bet.


ATPC
----
Ammo: Energy
Countermeasure: Electric Cloud
Rate Upgrade: Increases firing rate.
Radius Upgrade: Increases the radius of damage.

Cost:   $700
Weight:  200

Plan Location: Follow the Stupid Mercenaries to a landing pad in the junkyard 
and take a pick on the plans there.

Rate Plan Location: Win the eighth super crazy bet.

Radius Plan Location: Win the sixth super crazy bet.


Swarm Missiles
--------------
Ammo: Explosive Rockets
Countermeasure: Sonic Bomb
Speed Upgrade: Increases rocket speed.
Swerve Upgrade: Improves rocket guiding system.

Cost:   $400
Weight:  250

Plan Location: Receive after destroying the two cop vehicles for the crazy 
gamble during the main story.

Speed Plan Location: Win the fourth super crazy bet.

Swerve Plan Location: Win the second super crazy bet.


Inferno Missiles
----------------
Ammo: Explosive Rockets
Countermeasure: Sonic Bomb
Range Upgrade: Increases the range of explosions.
Napalm Upgrade: Set fire to enemies

Cost:   $1400
Weight:   300

Plan Location: Win the Super Crazy Race for Trurl

Range Plan Location: Win eleventh super crazy bet.

Napalm Plan Location: Win twelfth super crazy bet.

=========
15.4 Hull
=========

Cost per unit of hull:   $10
Weight per unit of hull:  10


The hull indicates how much damage you can take in battle before being 
destroyed.  Spoot-nik will repair your ship on the fly up to the base hull 
amount.  Any addition hull you've added will require hull pickup to repair.



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16. LEGAL
******************************************************************************
This document is Copyright 2005 MysticWeirdo aka Warren Grieder.
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.

Permission to host this document is given to the following:
GameFAQs
IGN

Sites that DO NOT have permission and never will:
fuska.nu
cheats.de
CheatCC.com
cheatindex.com
supercheats.de

This file may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written permission,
except GameFaqs and IGN. Use of this guide on any other web site or as
a part of any public display is strictly prohibited, and a violation
of copyright.


******************************************************************************
17. Contact Information
******************************************************************************
For suggestions and/or corrections for this guide please email:
mystic.weirdo [at] gmail.com

The most recent version of this guide will be on www.gamefaqs.com.
Please check there before contacting me with additions/corrections.

Please include Scrapland FAQ in the subject of any email regarding this FAQ.

******************************************************************************
18.  Credits
******************************************************************************
Thanks go to the following:

Mercury Steam Entertainment s.l., Enlight Software Ltd., and The Mauretania 
Import Export Company for making this game.

The following sites for hosting this FAQ:
GameFAQs
IGN

delljr for providing the listing of Xbox controls.

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