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    FAQ/Walkthrough by DHomer

    Version: 1.1 | Updated: 05/27/01 | Search Guide | Bookmark Guide

    Buck Rogers: Countdown to Doomsday Walkthrough Version 1.1
    By Dancin' Homer at dancinhomer@rpgfan.com 
    Table o' Contents
    Part zero: Walkthrough History
    Part one: How To Set Up Your Team And Cheat At It Too
    Part two: The Story So Far…
    Part three: The Trouble With Terrines
    Part four: Albino Brain Chiggers!
    Part five: Floor it, Grannie
    Part six: Save the Wee Space Bunnies
    Part seven: Intergalactic Space Goons Shouldn't Breed
    Part eight: Albino Brain Chiggers! Part two (Optional Mission)
    Intermission: Let's All Go to the Lobby...
    Part nine: Jail Break (Optional Mission)
    Part ten: Death to MCI! (Optional Mission)
    Part eleven: Crossbows Just Won't Cut It
    Part twelve: The Great Justin Robeno (Optional Mission)
    Part thirteen: The Unlucky Mission (Optional Mission)
    Part fourteen: Party at Talon's Place (Optional Mission)
    Part fifteen: Welcome to the Jungle
    Part sixteen: Dinner And Dancing (Optional Mission)
    Part seventeen: Rainbow 6 in the 25th Century! (Optional Mission)
    Part eighteen: Cruisin' With the Big Boys (Very Optional Mission)
    Part nineteen: Je M'apelle Bite Me
    Part twenty: The Armory
    Part twenty-one: The Shmooze List
    Part twenty-two: Legal Stuff
    Part twenty-three: Special Thanks Spot
    Part zero: FAQ history
    0.1	– The FAQ is born! FAQ stops at Part 7
    0.2	– Fixed some organizational errors. Added Parts 0, 8-13.
    0.3	– Fixed some organizational errors. Added Note to the Readers. 
    Added Parts 14-17. Found the Plasma Thrower.
    0.4	– Fixed some organizational errors. Added Parts 18-20.
    0.5	– Finally remembered to add Shop Lists.
    1.0 – Turned Part 3.2 into Part 20. Added information to Part 20. Added 
    parts 21 and 22. Updated Part 19.
    1.1 – Edited Bucky's Tip #1. Started adding maps up to Part 5. Added 
    Part 23.
    Note to the Readers – This FAQ is written for the Sega Genesis version 
    of the game. If you are not playing the Genesis version, you might 
    notice a few things wrong here or there. However, the bulk of this 
    should be consistent no matter what version you are playing. Also, the 
    numbers of enemies faced in most set battles are random. The ones I 
    found were merely the ones I found, and your gameplay may vary from my 
    own slightly. Experience points also change depending on how many 
    allies you have. Finally, remember that my maps are not EXACTLY 
    correct. This is my first shot at making them in a walkthrough, so if 
    you have problems with them, live with it :P
    Part one: How To Set Up Your Team And Cheat At It Too
    Welcome to the exciting world of Bucky O'Hare and his galactic super 
    animal pals! What? This is a different cheesy space thing? Oh, sorry. 
    Welcome to Buck Rogers: Countdown to Doomsday! Anyway, before you can 
    start playing, you must first create your team of super heroes. This 
    section is pretty easy to understand, but just so my FAQ will be more 
    comprehensive, I'll cover the most important parts.
    Race – This is the species of your character. The three options are 
    Humans (Well rounded and capable of any career), Desert Runners 
    (Strong, yet slightly idiotic. Incapable of being a rogue or a medic), 
    and Tinkers (Small, fast, and intelligent, yet weak beyond compare. Can 
    only be medics).
    Career – This is the character's primary skill. The four options are 
    Warrior (Strongest type and capable of learning Leadership skills), 
    Rocket Jock (Second strongest type and capable of using Jury Rig skill 
    to fix a damaged rocket in the midst of battle), Rogue (Third strongest 
    type and capable of using Bypass Security skill to, well, bypass 
    security), and Medic (The puniest of them all and capable of bringing a 
    fallen character to his feet with the Treat Wounds skill). You should 
    try to have every type in your group. Make sure to realize that 
    Warriors are the slowest to level up.
    Other – This menu lets you decide if your hero will be male or female 
    (This has no effect on your character) and also lets you roll your 
    attributes again.
    HP – This is how much life you have. Getting hurt reduces it. Once it's 
    gone, you fall down go boom. A fallen hero is unconscious until the end 
    of battle, comatose until healed, dying, or dead. Once a guy is dead, 
    that's it for him. I suggest loading if and when this happens.
    AC – This is your Armor Class. The lower the number is, the less chance 
    you have of getting hit. Also, when you do get hit, you usually take 
    less damage too.
    Strength – This is the muscular power of your hero. As far as I can 
    tell, this affects the distance you can move per turn. It also improves 
    damage done with melee weapons.
    Dexterity – This is the agility of your hero. It affects your armor 
    Constitution – This is the physical health of your hero. It affects 
    your HP.
    Charisma – This is the debonair charm of your hero. As far as I can 
    tell, it affects the Fast Talk skill's success rate.
    Technical (?) – This is the mental capacity of your hero. As far as I 
    can tell, it affects the success rate of all skills.
    Bucky's Tip #1: It's obvious that you can get a better character by 
    rolling your stats until they come out really high, but if you want to 
    suck every possible HP out of the game for your humans and desert 
    runners, try this trick. If you repeatedly switch the job of the 
    character you're working with, his HP will change every time. Be 
    patient and you can really get a nice little boost for your efforts. Of 
    course, Tinkers can't change jobs this way, so the only method for them 
    is to repeatedly change races. It works just the same though, and 
    Tinkers need every HP they can get.
    There, now that we've gotten through that, you get to name your 
    characters. I chose a theme for my names and gave each character a name 
    related to soup. Soup is yummy. After you get the names out of the way, 
    you must assign each character his skills. Here is a list of them in no 
    particular order and what they do. Remember, each character only gets 8 
    points for now, so use them wisely.
    First Aid – This is the character's ability to patch up those nasty 
    injuries that hurt us so very much. It can be used to turn a fallen 
    character's status from dieing to unconscious. Also, it lets you get 
    back more HP after battle. Everyone should get some training in this.
    Zero Gravity Maneuvering – This is the character's ability to walk 
    around in space. Whenever you fight in a place without gravity, there 
    is a chance that this skill will improve your walking distance and 
    accuracy. Everyone should get some training in this.
    Library Search – This skill is nearly useless. Whenever you find a 
    library, you can use this skill to find a few interesting tips there. 
    Each tip also gives you 100 experience points. There is one extra 
    mission for you to accomplish if you get this skill, but it has few 
    bonuses. Give this to only one character and don't waste too much 
    training on it.
    Perception – I am not quite sure, but I think that having a high 
    perception skill allows you to notice items and secret things that are 
    normally invisible to you. Train one person to be proficient in this 
    Fast Talk – A neat skill that has saved me more than once. This skill 
    affects your bluffs, intimidations, and lies, and without it, you won't 
    stand much of a chance. Train one person to be proficient in this 
    Demolition – FIRE IN THE HOLE!!! MWAHAHA!!! This skill lets you blow up 
    whatever needs blowin' up. It's not needed often, but it still helps to 
    have. Train one person to be proficient in this skill.
    Climbing – This affects your ability to climb. Obviously, any hero team 
    has to do a little climbing at some point, so I guess it has some 
    purpose. Train one person in this.
    Stealth – This skill is nice, but by no means necessary. You 
    occasionally see the enemy before they see you, and if your whole team 
    is good at being stealthy you can dodge the fight. Of course, those 
    skill points are hard to get. The other advantage to using Stealth is 
    only available to Cutlass or Monosword wielders. By sneaking up behind 
    the enemy for a rear attack, you sometimes get the option to backstab 
    instead, causing heavy damage and gaining nearly perfect accuracy. 
    Programming – This skill affects your character's hacking ability. It's 
    useful, but not always necessary. Train one person to be proficient in 
    this skill.
    Rocket Repair – This skill affects how successfully your character can 
    weld shut a hull breach. Because you have to fight a few space battles, 
    you might want to pump a few points in here just to be safe. However, 
    it is possible to simply ignore it if you have a good fast talk skill 
    or don't mind getting healed at Salvation III for free.
    Leadership – This skill is only applicable to warriors. It affects your 
    ability to recruit characters around you to fight for your cause. Pump 
    as many points into here as possible, because having more targets... 
    er, friends, can really help out sometimes. It also increases the 
    chance that you will succeed at the tactics roll before each round 
    starts, letting your side attack first.
    Jury Rig – This skill is only applicable to rocket jockeys. Make sure 
    that this skill is high, because it is the only way to fix broken parts 
    on your spaceship. Don't leave home without it.
    Bypass Security – This skill is only applicable to rogues. Whether you 
    have to break out of jail or jimmy open a door, this skill does it all. 
    Make sure that one character is proficient at it.
    Treat Wounds – This skill is only applicable to medics. If it weren't 
    for this skill, medics would be useless. It allows them to bring a 
    fallen ally back into fighting condition, but he will still be weak. 
    Like all career specific skills, this one is a must.
    Combat Training – This skill is only applicable to warriors and uses 
    special points that are specifically for it. For every point that you 
    put into this, your warrior will do 1 more point of damage and have 5% 
    better accuracy, but it only works for the weapon you choose for him to 
    train in. I'd suggest either Monoswords or Dart Guns, but Laser Pistols 
    are also nice.
    Okay, you've picked what your character will be like. Now do it five 
    more times. Unless you want a handicap of epic proportions, use a full 
    team. My suggested team is two warriors (One human and one desert 
    runner), two rocket jockeys (One human and one desert runner), one 
    rogue (Human of course), and one medic (Tinker). Now, let us see...
    Part two: The Story So Far...
    The year is 24 something, and I don't feel like checking when exactly. 
    The important part is that it's THE 25th CENTURY!!! In Earth's future, 
    the evil Russo-American Mercantile (Or R.A.M.) has decimated the 
    planet's resources and plans on conquering the entire solar system as 
    soon as Earth is out of the way. Fortunately, the New Earth 
    Organization (Or N.E.O.) is doing its best to save the world! You've 
    just joined the group hoping to pound some genetically altered mutants 
    or save a planet or something. Now, let us begin.
    Part three: The Trouble With Terrines
    Terrine Warrior – These guys are quite pathetic, but they aren't 
    harmless. They carry a Laser Pistol and a Spacesuit. Collect the Suits 
    so you can sell them, but leave the pistols, which have less value. Try 
    to take these morons out first. Worth 12 experience points and 40 
    credits each.
    Terrine Leader – A slightly buffer versions of the Warriors. These guys 
    have a wee bit more life, but their biggest advantage is in their 
    weaponry. They carry Laser Pistols, Cutlasses, Dazzle Grenades, and 
    Smart Suits. Try to get a Smart Suit for each character for a –2 bonus 
    on your AC.
    NEO Warrior – The few, the proud, the NEO warriors. Actually, they are 
    pretty plentiful and I see no reason for them to be proud. These guys 
    are your friends, and will gladly help you out if you have a high 
    enough Leadership skill. They seem to be using nothing more than a 
    Laser Pistol, but they make nice targets and take a few hits for you. 
    Send them right up to the front line for the most useful effects.
    Your group has been assigned to Salvation Station for salvage duty, but 
    that doesn't matter right now. Why? Because an army of homicidal mutant 
    Terrines has just invaded the Chicagorg (No, that's not a typo on my 
    part) airport where you happen to be! A fallen companion tells you to 
    go find the emergency missile controls and save the day.
    X – Start. This is where you begin the level at.
    F – Fire. Causes minor damage and forces you to retreat.
    E – Event. Not worth anything, but provides information.
    A – Enemy. You are attacked by foes.
    L – Lock. The door cannot be opened.
    T – Trap. The door cannot be opened and enemies attack.
    S – Spoils. Treasure, loot, booty, etc.
    O – Boss. The final battle of the level.
               _     _
               F        F _
               F         |E|
               F  X        F
               F   |E|   |E_|     |
         ______F             F ___|__
        |  |    |             |    O |
        | E    E       LL    T|L  |  |
        |__|    |_____|LL|____|  _|__|
        |  |                      |
        |_A  _____        _  __  _|
        |  |E     |A|E|  |  E  |S |
    Mission Objectives: Locate and Activate Defensive Missiles, Save 
    Bucky's Tip #2: When in battle, try to get in side and rear attacks. 
    After you shoot at an enemy or after he shoots at you, he will turn in 
    that direction. If you position your character behind the enemy or to 
    its side, it will be less able to dodge your attack. This also counts 
    for you, so watch your back. Also, make sure to kill off enemies one at 
    a time. A wounded foe can still hurt you. A dead one can't.
    Level Breakdown
    As you search this area, Terrines will randomly attack you, so don't 
    waste time. First, head southwest of where you start. If you head in 
    any other direction, horrible explosions will drive you back. You will 
    find a door into the building. Go in. To your left is a Lecture Hall. 
    There is nothing of importance inside so ignore it. South of there, you 
    will find the Officer's Lounge and the Canteen. The Officer's Lounge is 
    filled with bodies so ignore it too. The Canteen is filled with 
    Terrines, so rush in and whack the fools. To your right, you will find 
    the rest rooms. There is one Terrine warrior in the ladies' room 
    (Boldly going where no man has ever gone before) and nothing in the 
    decimated men's room. To the north, you can see a security door, but 
    it's locked. Further to the right, you will find the waiting room. 
    There's nothing here of value. Continue right until you find the 
    medical office. The moment you enter, an angry guard kicks you out. 
    It's probably for the best, though, because a grenade goes off inside 
    seconds later. Enter again for 2 explosive grenades. North of there, 
    you will find a door that says "Authorized Personnel Only". March on in 
    and you'll encounter a group of 6 Terrine warriors and 1 Leader. Oh 
    joy. You are surrounded at first, so try to take out all the enemies of 
    one side to prevent rear attacks from the enemy. Make sure to get rid 
    of all the warriors first. You shouldn't have too much trouble. After 
    the fight, a RAM technician tries to shoot at you while fiddling with 
    the controls. Here are the choices you can make and what each one leads 
    Shoot – One of your heroes fire at the technician. I don't think you 
    can miss. He dies, but first he prepares a grenade on the missile 
    terminal. Options "Dive on Grenade" and "Flee" appear.
    Charge – You tackle the technician with the same results as the "Shoot" 
    Hide – You duck into a safer position. Changes the "Hide" option into 
    the "Flee" option, but nothing else changes.
    Dive on Grenade – One of your heroes must jump onto an exploding 
    grenade to stop it from destroying the terminal, but he/she will take 
    10 points of damage. You gain 2000 experience points, 1000 credits, 
    full health, and complete the mission.
    Flee – You run like a little pansy and flying saucer people blow up the 
    whole building. It causes instant death for you, thus removing a 
    pathetic coward from existence. DON'T DO THIS!
    Congrats! You just beat the first mission! But before we go on to the 
    next, you visit Salvation III. Here is the NEO headquarters, full of 
    bright, cheerful individuals dedicated to cleaning up the Earth. It 
    also contains a medical center for the injured, a bar (It's the only 
    one that doesn't have brawls in the entire universe), a meeting room, 
    and the weapons shop. You can do some schmoozing at the bar if you wish 
    or have that nasty mole on your back taken care of if you want, but I 
    suggest going to the gunnery first. Here, you are introduced to the 
    wide world of firearms. Pick out some nice boom-sticks here (For more 
    information on the game's many boom-sticks, see Part twenty: The 
    Armory), and then head on over to the meeting room to learn of your 
    next mission, which just might involve...
    Part four: Albino Brain Chiggers!
    Small E.C. Gennie – These tiny terrors are more annoying than 
    dangerous. They have a weak close range attack, but they tend to appear 
    in large numbers. Beware, as a hit from them can induce Dizziness, 
    which lowers accuracy and dodge percentages. Worth 25 experience points 
    Large E.C. Gennie – These are the first large enemies you will 
    encounter, as they cover two squares instead of the normal one! More 
    importantly, they have more life than their tiny cousins, do more 
    damage (They're still close range though), and can poison your people! 
    Zounds! Destroy them on site or pay the consequences. Worth 33 
    experience points.
    RAM L.D. Robot – These things are quite painful. They are armed with 
    Martian Laser Pistols and don't mind using them. Fortunately, they have 
    little life and go down before causing you too much aggravation. Worth 
    25 experience points each.
    RAM H.D. Robot – As with the light defense models, these things have 
    powerful Martian Laser Pistols. However, they also have higher life, 
    but don't come in such large numbers. Worth 42 experience points each.
    Comatose Hero – If one of your heroes goes unconscious, he will 
    eventually come to and try to kill you. Obviously, he will be just as 
    strong as he was before and will use whatever weapon he's carrying. 
    Show no mercy, but receive no prize.
    Your boss, Mr. Turabian, tells you to go out into Earth's orbit in 
    search of freaky things. You comply willingly, unaware that one of the 
    most annoying parts of the game is approaching. After a few days of 
    searching, you find an old unidentified ship. As soon as you enter, a 
    glowing phantasm screams by you! Creepy. The doors lock behind you, 
    sealing you within this ghastly hole of death.
    Mission Objectives: Locate Information on the Ship's History, 
    Neutralize any Threats to NEO, Escape Alive
    X – Start.
    E – Event.
    I – Information. An important event.
    B – Bonus. An event that gives you experience.
    A – Enemy.
    M – Medic. Also known as your best friend in the whole wide world.
    L – Ladder. Going up?
    V - Vent. Going down?
    T – Trap. Using the thing here summons enemies.
    S – Spoils.
    D – Delayed Attack. Once a condition is met, enemies show up here.
    0 – Boss.
    Floor 1
    |_|      EL|
    |V _____   |
    | |     |  |
    | |     | I|
    | |   __|  |
    | |  |  __ |
    | |__| |  I|
    Floor 2
    |_|___|   | L|
    |V     B__|  | 
    |  __        |
    | |__|  __  E|
    |  ____|EE|  |
    | |    |EE| _|
    | |    |EE  X|
    |D|____|EE|  |
    Floor 3
    |_|     |L|
    |V|_|_E_| |
    | __  _  _|
    |   |E |E |
    Floor 4
    |_| |EEE|L|
    |V __ ___ |
    |T|  E |MS|
    |      |__|
    Floor 5
    |V __| |
    |  BA| |
    Floor 6
    |_| O|L|
    |_   |A|
    Level Breakdown
    As you wander around in here, horrible Gennies and robots will randomly 
    attack you, so please hurry. Also, each hero now has an evil parasite 
    in their brain that they picked up in the air, so your first objective 
    is to find a medical station. As you walk, the heroes will go into a 
    coma one by one, so hurry up. Head left as soon as you enter the ship. 
    In here, you will find bits of a recording. One piece will tell you a 
    secret code that the game remembers for you. Head out into the hall 
    again. To the south, you will find a gun turret that does nothing for 
    you. Ignore it. To the north, you will see a ladder. Go up it twice and 
    you will be on floor 4. To the south of the floor 4 ladder, you will 
    find the medical office! In the first room, you will find a computer. 
    Use it, and then take it. You will find 5 Antidotes beneath it. Go left 
    and it will tell you that medical equipment hangs around here. Use it, 
    and it will require a code. Here are the choices you can make and what 
    each leads to:
    Conchitez – The machine will not accept the code and robots will 
    attack, plus you lose all hope of removing your brain parasites. DON'T 
    DO THIS!!!
    Will – The machine will accept the code.
    Buck – Same results as Conchitez. DON'T DO THIS!!!
    Vilnikov – A valid code.
    Simonov – I never tried this one. Little help?
    If you put in the proper code, all of your people will be healed and 
    you gain 500 experience points! Now you don't have to worry about brain 
    parasites, and if you take any damage, you can return for a quick 
    boost. Head west of the medical lab and you will find two doors. The 
    north one contains information on Mr. Conchitez, currently deceased, 
    and on some doctor of no importance. To the south is an empty cargo 
    bay. Further west is bio-monitoring station. Use it and a Large ECG 
    will attack you. Kill it. North of there is the air ducts, which act as 
    another ladder if you have some skill in Perception. However, there is 
    a small chance that one of your heroes will encounter a herd of Small 
    ECGs within and will have to fight them alone. 
    Bucky's Tip #3: These battles in the vents are wonderful for building 
    up experience. Each one is worth about 300-400 points, plus whoever 
    does the fighting gets an extra 200. Spend some time here and you'll be 
    thankful when you get back home.
    Head back to the ladder and go to floor 5. Follow the one path you are 
    given and you will find a computer console. If you have a rogue, you 
    can shut it down with your Bypass Security skill. This will shut down 
    all robots and gives the rogue 250 experience points, if she succeeds. 
    To your right is a room full of (Now inactive) robots that you should 
    ignore, and to the north, you will meet the sentient hologram of 
    Scot.Dos. He is a NEO sympathizer and tells you that you must find some 
    argon gas to kill off the little monsters running around and if you 
    don't hurry, they will grow up into their final stage. He then tells 
    you to head to either floor 4 or 1 to find it. Go back to the ladder 
    and head to floor 3, ignoring Scot's messages to you. South of the 
    ladder, you find a room with a folder in it that says that the ECG was 
    designed to drop brain parasites, explaining what happened to you 
    earlier. Head left, and you will find another 2 rooms. The north one is 
    empty except for some signs of battle, and the south one just contains 
    a diary revealing RAM's plans to use the ECG horde to wipe out the 
    earthlings. Further left, you find a room that has several bodies in 
    it. One holds a log containing another computer access code and hints 
    that some gas can control the ECG swarm. Obviously, we already know 
    that it's argon, but that's okay. Head back to floor 2 and head west. 
    You'll find a door leading to the ship's garden. Inside, a monstrous 
    plant quickly soothes the party almost to sleep and then wraps up one 
    of your members! Here are the choices you can make and what each leads 
    Attack – Destroy the plant, but the attacked hero takes 10 points of 
    damage from the evil thorns. You discover it was actually a highly 
    advanced ECG and gain 250 experience points.
    Flee – You try to abandon your friend, but the plant lures all of you 
    in. You deserved it. It causes instant death for you. DON'T DO THIS!
    Watch – You decide that dieing won't be so bad and are eaten by the 
    plant critter. It causes instant death for you. DON'T DO THIS!
    Now that you've grabbed all possible experience on the ship, head down 
    to floor 1 and explore the southeast corner. You should find the argon 
    there. If it's not there, then it is on floor 4. The placement seems 
    random. In any case, once you find it, go to floor 2. Head all the way 
    to the west, and then go south. As soon as you open the door, a Large 
    ECG will attack. Kill it, and then continue. At the end of the hall, 
    you will find the Air Sampling Center. Hook up the argon tank for a 
    cool 500 experience points. The ECGs begin dieing, but don't celebrate 
    yet! One of the super-intelligent Stage 3 ECGs has reversed the flow 
    and is stopping you from saving the day! Scot tells you to go to 
    engineering to override the alien freak, so leave the room. Another 
    Large ECG will attack along the way. Kill that one too. Go to the 
    ladder and rush down to the east side of floor 1. A computer console 
    will be down there. Have your hero with the best Jury Rig skill try to 
    fix it, but in the mean time, ECGs attack! Here are the choices you can 
    make and what each leads to:
    Stand – You bravely face the monsters and just fix the wiring in the 
    nick of time. The ECGs die without a fight. You gain 1000 experience 
    Retreat – You abandon the computer and try to run, but soon you are 
    surrounded. You are stuck in a nearly impossible battle with 8 large 
    ECGs and 4 Small ECGs. If anyone has beaten this battle, inform me of 
    the results. I didn't feel like trying.
    All seems to be going your way... UNTIL A VOICE INFORMS YOU THAT ONE OF 
    enter the door, go up to the computer console, get 500 experience 
    points, and everything will finally be settled. Well, everything except 
    for the mysterious gunman in the airlock who's shooting at you! One of 
    your heroes will take 7 points of damage, and then a battle will begin 
    with a pair of Stage 3 ECGs.
    Stage 3 ECGs – These two zombie-like monstrosities are annoying, but 
    not that hard. They have a large amount of life, good defense, and 
    carry Martian Dart Guns, Martian Smart Suits, and Martian Monoswords. 
    Try to kill them off one at a time, and make sure to have your injured 
    characters run. Two hits from these guys would kill most characters by 
    now. After the fight, collect everything. Worth 50 experience points 
    Now that those two are taken care of, your heroes notice something in 
    the escape pod. Inside, you find a Stage 3 ECG with a bomb! Here are 
    the choices you can make and what each leads to:
    Shoot It – The creature flies out into space to die and you run away in 
    time to escape the blast. The ship is now yours, and you return to 
    Salvation III. You gain 1000 experience points and complete the 
    Flee – The thing throws the bomb after you, killing itself and causing 
    24 points of damage to all of your heroes. If you survive that, the 
    rest is the same as the "Shoot It" option.
    Congrats again! You just completed the second mission, and you got a 
    nice rocket ship for you to use as a bonus. Now, as yet another old 
    saying goes...
    Part five: Floor it Grannie
    ! = Found on RAM ships
    @ = Found on Pirate ships
    # = Found on Mercurian ships
    ! RAM Warriors – These are the basic foot soldiers of the RAM army. 
    They carry Rocket Pistols, Aerosol Grenades, Cutlasses, Protective 
    Goggles (Prevents Blindness), and Heavy Body Armor. They are somewhat 
    dangerous, but as long as you take them out one at a time, you should 
    have no problem. Make sure to grab the Heavy Body Armor and a pair of 
    Goggles for everyone. You will face these guys at almost all points in 
    the game.
    ! RAM Technician - These are the unseen villains normally behind the 
    scenes who build all of those lovely Robots you'll fight with along the 
    way, as well as many other fiendish mechanical creations. They are not 
    very good fighters though, and have almost no life, little defense, and 
    can only aimlessly fire at you. They use Heat Guns and Smart Suits. 
    Worth 21 experience points and 56 credits each.
    ! RAM H.S. Robot - Martian Rocket Pistols can hurt if they hit, so 
    beware. Try to defeat them quickly, but make sure you don't use Rocket 
    Pistols. They don't work too well. Worth 100 experience points each.
    ! Terrine Leader
    @ Pirate Leader - I hate these guys. They have a ton of life, good 
    defense, good offense, and to top it all off, they carry Stun Grenades, 
    Dazzle Grenades, Heavy Body Armor, Protective Goggles, and a Rocket 
    Pistol. Always kill them first, or else you may wind up with half your 
    team Stunned.
    @ Pirate Warrior - I moderately dislike these guys. They have less life 
    than the Leaders and cause less damage, but their defense is the same. 
    They carry Dazzle Grenades, Heavy Body Armor, and Rocket Pistols. These 
    guys should be your last concern.
    # Mercurian Warrior – The evil frogs of space are almost exact clones 
    of their wimpier RAM cousins. They carry Rocket Pistols, Aerosol 
    Grenades, Cutlasses, and Martian Heavy Body Armor. Fight them just like 
    you would a RAM Warrior.
    # Mercurian Technician – These guys are more like Terrine Warriors than 
    anything else. They carry Laser Pistols and Smart Suits. Just shoot 
    # Mercurian Leader – FEAR THEM! FEAR AND TREMBLE BEFORE THEM! These 
    pyromaniacs carry PLASMA THROWERS! You know, those big fire-spewing 
    death guns that the RAM Combat Robots use. Kill these guys on site or 
    pay the rather nasty price.
    Upon returning to Salvation III, you are informed that an evil plot is 
    going on involving the Ceres asteroid belt, Mars, and Venus. You are 
    told to explore Ceres first. Now, it's time to disobey the rules and 
    search the galaxy for neat things in your new space jalopy. Here are 
    the many scenic areas of space and what they contain.
    G – Gym. Lets you level up.
    S – Shop. Buy stuff.
    M – Medic. Get full life.
    L – Library. Research useless junk.
    B – Bar. Get wasted and shmooze.
    H – Hangar. Repair/reload your ship.
    O – Off Limits. You can't go past here.
    Salvation (Earth)
    Smart Suit – 1200 Credits
    Laser Pistol - 335 Credits
    Cutlass – 100 Credits
    Rocket Pistols – 400 Credits
    Poison Antidote – 400 Credits
    Heat Gun – 500 Credits
    Needle Gun – 210 Credits
    Space Suit – 500 Credits
          __   __   __   
     __  |S_| |M_| |B_|  __
    |  |_|  |_|  |_|  |_|  |
    | G ______   _______ H |
    |__|      |O|       |__|
    Tycho (Earth)
    Stun Grenade – 100 Credits
    Lunarian Monosword – 32000 Credits
    Aerosol Mist Grenade – 100 Credits
    Dazzle Grenade – 100 Credits
    Poison Antidote – 800 Credits
    Pavonis (Mars)
    Martian Cutlass – 400 Credits
    Cutlass – 200 Credits
    Monosword – 2000 Credits
    New Elysium (Venus)
    Protective Goggles – 20 Credits
    Poison Antidote – 800 Credits
    Venusian Laser Pistol – 2680 Credits
    Smart Suit – 2400 Credits
    Hielo (Mercury)
    Heavy Body Armor – 6800 Credits
    Protective Goggles – 40 Credits
    Mercurian Heat Gun – 16000 Credits
       |     |
       |_ L _|
       __| |_
      |  |  O|
      |_G  |
         | |_
       __|  B|  
      | S  |_|
      |__| |
     __  | |
    |  |_| |
    |   H _|
    Thule (Space)
    Rocket Pistol – 800 Credits
    Martian Rocket Pistol – 2000 Credits
    Aurora (Space)
    Space Suit – 2000 Credits
    Smart Suit – 4800 Credits
    Protective Goggles – 40 Credits
    Battle Armor w/Fields – 12000 Credits
    Hygeia (Space)
    Cutlass – 200 Credits
    Grenade Launcher – 1000 Credits
    Heat Gun – 1000 Credits
    Juno (Space)
    ECM Package – 200 Credits
    Dazzle Grenade – 200 Credits
    Aerosol Mist Grenade – 200 Credits
    Stun Grenade – 200 Credits
    Chaff Grenade – 200 Credits
    Psyche (Space)
    Laser Pistol – 670 Credits
    Martian Laser Pistol – 1340 Credits
    |     |
    |_ S _|
      |  _|
      | |   _
     _| |__| |
    |O   ___B|
      | |  
     _| |_
    |  H  |
    Pallas (Space)
    Fortuna (Space)
    Vesta (Space)
    Ceres (Space)
           |  |
           |  |
    |O  _  ___|
    | G| B|
    First off, visit scenic Juno. Here, for the low price of 200 credits 
    each, you can purchase an ECM Package. These are automatically 
    equipped, but sadly, I have no idea what they do. Buy them anyway, and 
    if you discover their purpose, fill me in. Next up, go to Thule. Here, 
    you should purchase a Martian Rocket Pistol for each character. They 
    are very useful for the next part of the game. Now, enter a bar and 
    keep talking until a fight breaks out. If you decide to stay, you will 
    encounter RAM Warriors. Take the Heavy Body Armors, equip them (they 
    should be the best available now), and head on to Aurora. Here, you can 
    purchase Body Armor W/Fields for only 12,000 credits each! You should 
    be able to afford one, but you'll want one for everybody soon. Go fight 
    RAM warriors and sell their armor until you have enough. Next, head to 
    Venus' New Elysium and pick up some Venusian Laser Pistols. Finally, go 
    off to Hygeia and purchase a Grenade Launcher for your grenade-carrying 
    heroes. By now, you should be nearly broke, but you won't need any 
    credits for a while anyway. 
    Bucky's Tip #4: In space, you will occasionally find RAM, Pirate, or 
    Mercurian ships. If you are lucky, you can Threaten or Bluff your way 
    out of the situation and make 100 experience points in the process. If 
    you're not lucky, you head straight into combat. If you don't like 
    running, I suggest that once combat starts and you have the chance to 
    attack, aim for the weapons first with your laser cannons. Once they're 
    gone, try to disable either their engines or controls, then close in on 
    and board them. If you capture their ship by finding the control system 
    and/or the engine system, you gain a whole pile of credits for your 
    efforts, but blowing up a ship is only worth a few experience points. 
    Also, because your more entertaining weapons use ammo, it's often too 
    costly to use them. Refills at most spaceports are quite expensive. If 
    you go to Salvation III instead, you can fix up the hunk of junk for 
    It's now time to go...
    Part six: Save the Wee Space Bunnies
    ! = Found on Floor 1
    @ = Found on Floor 2
    ! Hyper Snake – These things are pathetic. They have poor defense, poor 
    offense, but good speed. They probably can't hurt you at this point, 
    but they can dodge Rocket Pistols. Kill them last.
    ! Hyper Scorp – These pests also have poor defense and offense, as well 
    as poor speed, but they can hit you from time to time. Beware as their 
    poison can really put a damper on your day.
    ! Hyper Crab – These are the only dangerous enemies down here. They 
    have high offense and defense, but fortunately, they lack any other 
    bonuses. Destroy these first. Worth 20 experience points each.
    @ Space Rats – No matter how poorly your team is doing after all of 
    those Hyper Animal fights, you shouldn't be worried. These things have 
    terrible life and defense and a pitiful close-range attack. Each one 
    should go down in one attack. Worth 21 experience points each.
    You are now off to investigate the enemy base at Ceres in search of 
    information on the Doom's Day device. Make sure you are prepared and 
    have at least a few Antidotes. You'll need them.
    Mission Objectives: Locate Secret Plan Data, Rescue the Children, 
    Rescue the Gennies (Optional), Rescue the Space Bunnies (Optional), 
    Escape From Base
    Level Breakdown
    Upon entering, you are greeted by a RAM soldier who asks you if you are 
    here to help. Here are the choices you can make and what each leads to:
    Attack – You fight the guard, completely blowing your cover and making 
    things just plain difficult. DON'T DO THIS!
    Bluff – If you have a high enough Fast Talk skill, you can convince him 
    that you were sent to help out and are allowed in.
    Now, he'll tell you to go to the meeting room. Head left, and another 
    guard will show you the room. Apparently, it's your job to go into a 
    sub-level of the place, find some kids, and escape via a different 
    elevator, because the one you go down in will be blown up. Also, mutant 
    Gennies will be trying to kill you the whole way, and the asteroid base 
    is being evacuated, leaving you all alone. How nice. Leave the room and 
    go south. You will see three small rooms to your left. Enter the middle 
    one. A frantic woman will ask you if you've seen the kids. Here are 
    your choices and what each leads to:
    Yes – She calms down and leaves with the others.
    No or Remain Silent – She panics and runs after the kids.
    Anyway, continue south and then turn right. A guard will give you 2 
    Demo Charges, 2 Antidotes, and an Explosive Grenade. You will see a 
    small room with a 1 in it. This is the elevator. Before you go in, go 
    right one more room. Here, you will find some poisoned Gennies. If you 
    have a medic heal them, you'll get 2500 experience points. Do this, and 
    then head down the elevator. Once at the bottom, head left, and then 
    north. Ignore the first door, skip the second, and when you reach the 
    cross roads, go north. Skip the third door, and by this time, you will 
    probably have encountered your first hyper creatures. In the fourth 
    room, you find some useless notes about Gennie development. The fifth 
    room is Dr. Williams, but has nothing in it. The sixth room contains 
    computers, and if you have a good programmer in your party, you can 
    find a message about the plan on Mars and get 750 experience points. 
    The seventh room is the same, but you now face a crossroads. Head south 
    and skip the first and second doors. Enter the third to find a keycard. 
    Skip the fourth and you'll be at another crossroads. Go south and 
    you'll see a dead RAM warrior. Skip the first door, and the second will 
    be barricaded. Blow it open for 750 experience points, and inside, you 
    find the kids. They will now follow you, but they can't get hurt or 
    anything, so don't worry. Go back out and head south. Skip the first 
    door and enter the second. Inside you find laser schematics and a 
    prototype of the Doom's Day device, and you gain 250 experience points. 
    Leave this room and head back north. At the crossroads, go right this 
    time, and then south. Skip the first door, but enter the second. 
    Inside, you find the space bunnies, and as the children gather them up, 
    Hyper Crabs attack. Wipe out the crustaceous threat and receive 750 
    experience points for your bravery. Enter the next door to hear about a 
    man with "daggers in his arms" (Talon). Keep going south, and in the 
    next room, you will find a pack of Gennies. If you enter, you encounter 
    4 Hyper Scorps and 2 Hyper Snakes. Wipe out the scorps first, then the 
    snakes, and then receive the Administrator's ID card and 500 experience 
    points. Keep going south and you will wind up near the prototype laser 
    room. Enter to hear a motivational-yet-insulting speech, and then head 
    back out. Go left and enter the door with the 2 written on it. One of 
    the kids will give you a rope and away you go. You are now on the first 
    floor and all of those Hyper Animals have been replaced with puny Space 
    Rats. Head right until you reach a corner, and then go north and enter 
    the first door you see. Enter it and then go into the first door to the 
    north. An old man will be there who turns out to be a grandfather to 
    one of the kids. Go back into the hallway and head north. On the way, 
    you'll pick up 2 Aerosol Grenades and 2 Antidotes. Keep going until you 
    find a crossroads. If you head left and enter the first door to the 
    north, you will discover that all laser research has been moved to 
    Gradivus Mons on Mars. Also, there is a robot-shut-down switch. Perhaps 
    robots attack if you don't bluff your way in? Oh well. Go back to the 
    crossroads and go north, then turn left to find the escape ship. 
    Everyone loads on and leaves, you've saved the day, and 1500 experience 
    points are promptly given to you. Go south from the escape ship and 
    then west, until you see the hallway you entered initially. You are 
    free, it would seem, but as a much older saying goes...
    Part seven: Intergalactic Space Goons Shouldn't Breed
    Pirate Captain
    Pirate Warriors
    Pirate Combat Robot – This thing will make you cry. It has a psychotic 
    amount of health, high defense, immunity to Rocket Pistols and Laser 
    Pistols, and carries Explosive Grenades for normal weaponry. Before 
    killing anything else, kill this with Monoswords and Dart Guns. If you 
    stand right next to it and get very lucky, it will throw a grenade at 
    you and hit itself with the blast. It might not be a fair tactic, but 
    it helps. Also, approaching the Robot before it fires its grenade can 
    sometimes force it to physically attack you. Sure, it might hurt a bit, 
    but not half as much as the explosion would have.
    Suddenly, space pirates attack your ship, causing immense damage! You 
    have three options to choose, but they all do the same thing. You are 
    then given the choice of surrendering or dieing. Obviously, it's not 
    that tough to choose. If you bought the Body Armor W/Fields, go do some 
    brawling. Otherwise, give up. Now, if you fight, you will encounter an 
    army of the previously mentioned foes. If you win, you'll do it again. 
    Beat them, and you'll do it a third time. Finally, after that fight, 
    Stun Grenades are thrown onto your ship and you pass out. You awaken in 
    a dank cell...
    Mission Objectives: Capture Engines, Capture Deck (Optional), Escape 
    From Ship
    Level Breakdown
    You are allowed out of your cell and told to follow your guard. You can 
    try to run, but he'll just shoot you. Follow him, and you'll meet 
    Talon. This maniac is planning on selling you to RAM, but offers you a 
    chance to beat him in one-on-one combat for freedom.
    Talon – This fight is utterly impossible. While you have no equipment 
    and have a 5% chance of hitting him, he has a 95% chance of hitting 
    you. The best I have ever done is having him miss me once. My advice is 
    to not accept the offer to fight him and just give up, because whoever 
    fights him will be left with 1 hit point for the next part.
    Once you lose or surrender, your team is brought back to the cell. 
    Again, you are given three choices, but each one leads to the same 
    thing eventually. Once you escape your cell, you meet ::gasp:: BUCK 
    ROGERS HIMSELF!!! He saw you get captured and will now be assisting 
    your team with your escape. He has a Lunarian Cutlass, a Pistol, and a 
    Lunarian Smart Suit. In the Genesis version, you can't remove his gear. 
    Sorry. Now, go to the far right cell to pick up 2 Demo Charges, 1 ECM 
    Package, and 2 Stun Grenades. Leave the cellblock, and then go to your 
    right. In the first door you'll see, you'll encounter some pirates. 
    Kill them. Continue the process going around the entire floor. After 
    clearing all of the cabins, go through the northernmost door. Inside, 
    you will find an autodoc. Here are your choices and what each leads to:
    Reprogram Autodoc – If you have a good programmer, you can trick the 
    autodoc into healing your team. If you don't have a good programmer, it 
    sets off a nasty alarm. You are then given the chance to retreat. If 
    you do, nothing happens. If you don't, enemies attack, battle ensues, 
    and the autodoc is destroyed.
    Heal Team – If done before reprogramming, it will set off the alarm. 
    Otherwise, it does what it says.
    Leave – You ignore the autodoc and continue on your way.
    Bucky's Tip #5: Reprogramming this thing is somewhat random. I suggest 
    you save before you do it so you can load if you fail. Keep trying and 
    you'll get it eventually. This trick works for all random events like 
    Even if you don't use it, head to the left of the autodoc to find a 
    small closet with 2 Antidotes in it. Go to the ladder and head to floor 
    2. Go south immediately to find the mess hall. Fight the pirates within 
    and then leave out the door you came in through. Go to the door to the 
    left. Inside, you will encounter one of the vilest creatures in the 
    universe, the Pirate Combat Robot. The fight inside is only hard if you 
    let the robot live for more than two turns, so don't. Once everything 
    is dead, you realize that you've stumbled across the armory. You find 2 
    Demo Charges, 2 Explosive Grenades, 8 Stun Grenades, 1 Rocket Launcher, 
    5 Dart Guns, 5 Heat Guns, 10 Cutlasses, 5 Heavy Body Armors, 1 
    Mercurian Cutlass, and 2 Grenade Launchers. After gorging on guns, 
    leave the armory and head to the northern door. Buck informs you that 
    it's trapped, and then gives you the option to open it yourself or let 
    him do it. If he does it, you just get in. If you have someone with a 
    high Bypass Security skill do it, you get 1000 experience points. If 
    you fail, the trap goes off, but I've never seen it go off. Anyway, you 
    go inside, discover that it's Talon's room, and find a computer. Again, 
    if you let Buck do the work, you find out that placing explosives in 
    the mess hall's galley will weaken the defenses on floor 4, but doing 
    it yourself also gives you 1000 experience points. Go back to the mess 
    hall, enter the galley door, and blow up the place. Alarms go off, 
    power shorts, guards are scattered about, and you gain 5000 experience 
    points. Head to floor 4, and get ready for a mean fight. 2 P. Combat 
    Robots, 2 Pirate Warriors, 2 and 2 Pirate Leaders guard the areas. Use 
    whatever you have (Explosive Grenades perhaps) against the Robots, but 
    try to get your party members far away from each other to keep the 
    damage to a minimum. Hopefully, Buck will destroy one with his almighty 
    Pistol, but if not, just kill the Robots yourself, and then move on to 
    the Pirates. After the fight, the floor will be yours. There are three 
    walls covered with control panels. Walk into each one to destroy it, 
    and once all the controls are smashed, you're home free. Head to floor 
    2. Of course, if you feel angry at Talon for attacking you, you can go 
    to floor 1 for revenge.
    Talon – This time, you have all of your gear and are able to take down 
    the goober. Sadly, he's got friends. There are 2 P. Combat Robots, 2 
    Pirate Leaders, and 2 Pirate Warriors here as well. As always, kill the 
    Robots first. Talon is surprisingly weak, so just let Buck kill him. 
    Use Explosive Grenades and your new Rocket Launcher liberally, because 
    this is the last big fight for quite some time. If you want to weaken 
    Talon even more, use Dazzle or Stun Grenades on him, but it isn't 
    necessary. This fight shouldn't take more than 3 or 4 turns.
    For your heroic efforts, you get nothing. Yes, it's a rip off, but 
    that's how revenge is sometimes. Go to floor 2, get in your ship and 
    head home after receiving 10,000 experience points for your troubles. 
    Also, Scot finds some interesting information. Apparently, Talon hid 
    some more ECGs somewhere in the solar system and someone named Garrity 
    knows the exact location. He was last seen at Pallas. 
    Part eight: Albino Brain Chiggers! Part two (Optional Mission)
    ! = Found in Thule Prison
    @ = Found on Psyche Asteroid
    RAM Combat Robot – This is the second nastiest enemy in the game. These 
    giant yellow ants are immune to Laser and Rocket Pistols, making combat 
    unnecessarily difficult. They have an enormous amount of life, medium 
    defense, and wield Rocket Launchers. Fortunately, they can only attack 
    every other turn. Try to use Chaff Grenades on it to disable its 
    weapons, then kill it with whatever else you have. Worth 383 experience 
    points each.
    Small ECGs
    Large ECGs
    Stage 3 ECGs
    As soon as you get back to Salvation, you are informed of the horrible 
    fate of Jason Dupare, a top NEO agent. During an infiltration mission, 
    he was captured right after finding vital information concerning the 
    Doom's Day device. He is being held hostage in the Radium mines of 
    Thule, and you must rescue him.
    Mission Objectives: Eliminate ECGs, Salvage Equipment, Destroy Infested 
    Level Breakdown
    First, we have to take care of our friend Garrity. Go to Pallas, enter 
    the bar there, and he will be found in a booth less than sober. After 
    giving him a quick bribe (Don't worry, you don't lose any money), he 
    gives you the password to get into Talon's base. You should not try to 
    go there yet. It wouldn't be pretty. Now, go to Thule Prison. When you 
    enter, Scot informs you that radiation levels are disgustingly high, so 
    don't waste time. There is one door to your south, and as soon as you 
    enter it, you encounter a RAM Combat Robot. If you get walloped during 
    that fight, go back to your ship to get full health. Why did we come 
    here if we were just going to run away? This was to show you just what 
    you are going to be fighting soon. Aren't I kind? Now, head to Psyche. 
    Yes, we are going to beat this one. 
    Real Level Breakdown
    When you reach Psyche, a distress signal will be received from a nearby 
    asteroid. Enter it. Inside, you see that the lights are flickering and 
    something bad has obviously happened. Head east to go through the 
    airlock. The door to it is leaking and bits of spacesuits are floating 
    around, so it's pretty obvious what happened here. Head north to reach 
    the Communications Room. Inside, you find that electronics are broken 
    everywhere, and several Small and Large ECGs quickly attack you. You 
    are now much stronger than before, so just wipe them out. Go into the 
    door to the north to find a dying miner. He tells you that Talon gave 
    them the ECG canisters disguised as treasure. Go back to the airlock 
    door, but head south this time. Enter the door to find some dead miners 
    and some ECGs. Kill them. Continue into the door to your right. Here 
    are more corpses and a note from Talon describing his villainy more 
    thoroughly. Head right and enter the door. Inside are more normal ECGs 
    and 1 Stage 3! However, even this boss enemy is pathetic now. Kill them 
    all and steal the goods. Continue right and then head down when you 
    reach a curve. You will reach a fork here. Go left first. Kill off more 
    ECGs, collect 2000 credits, a Battle Armor W/Fields, some other 
    goodies, and destroy the baby ECGs you find afterwards. Repeat the 
    process to the right, but instead of finding a Battle Armor W/Fields, 
    you find a Lunarian Smart Suit that is less powerful but is worth 9600 
    credits. Go back up to where you fought the first Stage 3 and then go 
    north. At the end of the hall, you will find 8 Explosive Grenades and a 
    cache of high explosives. If you wish, you can make the ECGs extinct 
    using this. When you do, you are asked how long you want the timer to 
    be before it explodes. My record is 17 seconds, but as long as you keep 
    it somewhere above that, you should be safe. Fortunately, random 
    encounters stop the clock. Once you get to your ship, this mission is 
    over. Go sell off your spoils and buy whatever you want.
    Intermission: Let's All Go to the Lobby...
    Now, if you've played this far, I congratulate you. Things are getting 
    a bit trickier, aren't they? However, too many people are wasting time 
    inside these days. Save the game and turn it off for the moment. Go to 
    your kitchens, make yourselves a sandwich, go outside, breathe some 
    fresh air, work out until you have abs of steel, and have a nice day.
    Part nine: Jail Break (Optional Mission)
    RAM Combat Robot
    RAM Assault Robot – These are the nastiest enemies in the game. They 
    have the same life, defense, and mobility as the Combat Robots, but the 
    resemblance ends there. They carry Explosive Grenades that they usually 
    use and the terribly powerful Plasma Thrower. Try to surround it on all 
    sides and kill it off quickly. Worth 208 experience points each.
    Now that you've gotten vengeance against the species that tortured you 
    not too long ago, it's time to save that guy from Thule. Make sure that 
    you are prepared first. Go to Tycho on Earth and buy a Lunarian 
    Monosword for all of your Monosword wielders. These things cost 32,000 
    credits each, but it's worth it. The upcoming robotic enemies are 
    extremely hard to beat without them. Once you have all that worked out, 
    head to Thule.
    Mission Objectives: Deactivate Security, Rescue Jason
    Level Breakdown
    Head back into the prison once more. Go past the place where you fought 
    the Combat Robot and enter the next door. Inside are two Assault 
    Robots, so SAVE BEFORE THIS FIGHT! Keep your people away from each 
    other and stay near the Robots. Hopefully, you can kill one in the 
    first turn. Go all out here and you should survive. If you need health, 
    go back to your ship. Once that's done, go into the door to your left. 
    The radiation is particularly high here and dead bodies can be seen in 
    a mummified state. Go down and in one corner you will find 3 Chaff 
    Grenades and 1 Stun Grenade. Go back to the room where you fought the 
    Assault Robots and head south. In here is another Combat Robot. Kill 
    it. Take a right and you will encounter yet another Combat Robot. Kill 
    this one too. There are two monitors in this room. The first says that 
    the radiation levels are too high. The second is a self-defense control 
    console. If you try to reprogram it, you will either succeed, stopping 
    all Robots in here and earning 500 experience points, or fail and 
    summon another Combat Robot. Keep trying this until you get it right 
    and then enter the northern door. If you try to do this without 
    reprogramming the computer, mounted gun turrets will do some damage to 
    you and drive you back. Once inside, you can enter any of the jail 
    cells to find Jason. He is nearly dead, but manages to tell you that 
    the Doom's Day device is being built over Mercury. He faints and you 
    have to carry him out. If you wish, you can then enter any other cell 
    to rescue another weak prisoner, but it doesn't seem to do anything. Go 
    carry Jason back to Salvation III and pat yourself on the back. There 
    isn't any prize, but at least you saved a potential ally.
    Part ten: Death to MCI! (Optional Mission)
    RAM Combat Robot
    RAM Warriors
    RAM Technician
    Desert Apes – What do you get if you cross King Kong with the Grim 
    Reaper? These 9'7" scythe-armed primates are surprisingly inaccurate, 
    but they have nice offense when they hit. They have too much life for 
    their own good, but patience will easily take them down. Don't let them 
    surround you though.
    Sand Squids – The cosmic calamari are easy enough to not be on my hate 
    list. They are slow moving, easy to hit, and only have medium life, but 
    they do have a moderately powerful attack and are poisonous. Kill them 
    on sight with just about any weapon. Worth 104 experience points each.
    Martian Combat Gennie – These warriors are designed specifically for 
    Martian combat. They carry Cutlasses, Laser Pistols, Stun Grenades, and 
    Heavy Body Armor. Take them out before they stun anyone. Worth 33 
    experience points and 29 credits each.
    If you trained someone in Library Searches and have been browsing the 
    books from time to time, you may have discovered that a secret 
    communications base is hidden on Hygeia. Obviously, we can't let the 
    enemy maintain control of this base and some corrective measures are in 
    order. Nothing in here is truly dangerous by now, so let's have a 
    little fun.
    Mission Objectives: Break Stuff, Hurt People, Steal Things
    Level Breakdown
    Go to Hygeia, enter the base, and get ready for a rude welcome. As soon 
    as you are in, alarms blare and a RAM Combat Robot is released. Blow it 
    up and go back to your ship if you're hurt. Continue along the path 
    until you reach a large room. In here, a zookeeper will release an army 
    of Desert Apes upon you. Treat them like you would an army of Large 
    ECGs, but without the poison. If you explore the bottom left part of 
    the room, you will see some poor trapped Desert Apes giving you the 
    puppy-dog look. If you let them out, they attack. If you go right from 
    there, you find more apes that throw various things found on the floor 
    of their cages at you, causing about 4 points of damage to 2 party 
    members. Ignore them and head north until you reach a fork. Go right 
    and enter the southern door. Inside, you will find a Combat Robot and 
    some backup communications equipment. Kill the Robot and break the 
    machines. Now, go back to the fork and take a left, and when you see 
    another fork, go up. At the end of that hall, you find some RAM 
    Warriors and some Sand Squids. Wipe them out and treasure the moment, 
    because those Squids are very rare. Go back to the room with the backup 
    equipment, but this time, take the northern door. You will find the 
    cowardly base commander, but he runs off and leaves some RAM Warriors 
    and one RAM Martian Combat Gennie. Kill them and then use the control 
    panel on the wall to contact NEO. You then smash the panel just for the 
    sake of it. Continue into the next room. Again, the commander runs off 
    and a RAM Combat Robot stops you. Kill it and then destroy more stuff. 
    Follow the commander into the next room. This time, there are no 
    guards, but you still smash everything in sight. Chase him down for the 
    final time. Here you encounter 4 untrained RAM Technicians. If you die 
    here, I pity you. After they bite the bullet, you destroy the last of 
    the equipment as well as the commander with a single explosive shot, 
    finishing the mission.
    Part eleven: Crossbows Just Won't Cut It
    ! = Found on RAM Scout Cruiser
    @ = Found on Mars surface
    # = Found in Desert Runner village
    $ = Found in Gradivus Mons
    ! # $ RAM Warrior
    ! RAM Technician
    ! Terrine Leader
    ! RAM H.S. Robot - These machinations are probably the most dangerous 
    things on the ship. These ones carry Rocket Pistols, but aren't very 
    accurate, and although they have a decent amount of life, you should 
    have no problems with them.
    # RAM Assault Robot
    $ RAM Combat Robots
    @ Sand Squid
    @ $ Desert Ape
    $ Martian Combat Gennie
    @ Hexadillo – The giant hexadillos of Mars are more of a nuisance than 
    anything else. They have low offense, terrible defense, and only a 
    medium amount of life. Worth 75 experience points each.
    # $ D.R. Warrior – The residents of Mars are strong, proud, and stupid 
    enough to fight without armor. They also carry primitive crossbows that 
    cause almost no damage. If they didn't have a good amount of life, 
    they'd be worthless, but they do provide nice targets. Worth 80 
    experience points and 83 credits each.
    $ RAM Guard Dog Gennie – Although far, far bigger than a breadbox, 
    these mutant canines are literally incapable of causing physical harm. 
    I must have been attacked by the things dozens of times and never 
    received so much as a scratch. Kill them last. Worth 18 experience 
    points each.
    Mission Objectives: Infiltrate Mars, Gain Villagers' Cooperation, 
    Repulse RAM Invaders, Destroy RAM Fleet, Destroy Gradivus Mons
    Level Breakdown
    If you remember correctly, you were told long ago to investigate 
    Gradivus Mons. We've cleared out enough unimportant side quests for the 
    moment, so maybe we should finally go do that. Go to Mars and enter the 
    Mars High Desert. On the way in, you will encounter a RAM Scout 
    Cruiser. If you can Fast Talk your way past, go ahead, but chances are 
    you will have to fight it. The RAM Scout Cruiser is the weakest ship 
    type in the game, so you shouldn't have much trouble. Just kill its 
    weapons, destroy the engines or controls, board it, and capture the 
    engines and deck. After that is out of your way, you will land on Mars 
    and start driving around in the Buck-mobile. Head southeast until you 
    find a village, but you may get attacked on the way. Enter the village. 
    Once inside, a female Desert Runner approaches you. She tells you that 
    they are at war and all outsiders must be tested. Here are your choices 
    and what each leads to:
    Step Forward – You battle a RAM Assault Robot for admittance.
    Attack – You wipe out an army of Desert Runners, but afterwards, RAM 
    troops invade. DON'T DO THIS!
    Talk – You are silenced and a RAM Assault Robot is activated before you 
    can react. Except for the fact that the Robot gets to attack first, the 
    effects are the same as "Step Forward".
    If you didn't choose to attack the Desert Runners, and if you beat the 
    Robot, the woman will introduce herself as Atha. She tells you to go to 
    the center of town to meet Tuskon, war leader of the Desert Runners. 
    You are informed that RAM gliders will be attacking soon, and his plan 
    involves luring the enemy in with his warriors and then letting you 
    kill them off. Although it isn't a great plan, you don't have much 
    choice. The enemy quickly invades and you are sent into battle. You 
    start off fighting RAM Warriors and Martian Combat Gennies. None of 
    these are capable of fighting very well, so just send all of the D.R. 
    Warriors you enlist using the Leadership skill up to the front line and 
    waste the idiots. If you decided to attack the Desert Runners, they 
    won't help you. Just keep wandering around town mopping up any RAM 
    soldiers you meet. Also, explore the many buildings here. There will be 
    two pieces of demolition gear hidden randomly in two separate 
    buildings, and you need to find them eventually. Some houses may 
    contain a RAM Assault Robot, so be careful. After 3 battles, it will 
    say that all the enemies are gone. This is a lie. Head back to the 
    center of town. Tuskon will tell you that RAM is now sending warships 
    to bomb the town and send out more troops. Go outside and fight more 
    fights. This time, you will encounter Martian Combat Gennies AND RAM 
    Assault Robots. Take out the Robots first, but spread out so your team 
    doesn't get paralyzed by the Gennies. After 3 more battles, peace will 
    again settle over the land momentarily. Talk to Tuskon and he will tell 
    you that giant warships are coming and that you must now find the two 
    pieces of equipment at once if you haven't found them yet. Explore the 
    town until they are yours, and then give them to Tuskon. You are then 
    told to set the bomb and radio. Anyone can do it, but if the hero has 
    any Demolition skill, he will gain 1000 experience points for the 
    process. Everyone else gets nothing. Everyone flees the village through 
    a secret cave, the enemy enters the town only to blow up, and the 
    Desert Runners decide to band together to get RAM off of their planet. 
    They tell you to meet them at the blue rock to the northwest before the 
    final assault on Gradivus Mons. When you get there, they will ask for 
    your help. If you say no, Tuskon will wind up dead and everything will 
    be much harder for you. If you say yes, he will offer to join your 
    party (Nearly unarmed) and help you in your quest. Say yes. Once you 
    enter the base, you encounter 3 RAM Warriors and 3 RAM Guard Dog 
    Gennies. Kill them all quickly. If you take too long, an alarm will 
    sound through the base and things will get messy. Continue along the 
    path until you reach a room filled with caged Desert Apes. Although 
    they aren't my favorite allies, Tuskon will tell you to let them free 
    using the control panel. He will tame them and tell them to wreak havoc 
    throughout the base if you set them free, chasing off some guards 
    nearby. Head north until you find a pair of doors going left and right. 
    Go left. Inside you will find 5 Stun Grenades, but if you released the 
    Apes, they will also be there. Just stay there and Tuskon will soothe 
    them once more. Now take the right door. If you released the Apes, this 
    room will be empty. If you didn't, 7 Martian Combat Gennies will be 
    waiting for you. Continue along, and ignore the little closet you find. 
    You will reach another guard post with the same results as the first 
    one. Continue to your left until you find a room with another pair of 
    doors to the left and right. If you didn't release the Apes, the left 
    one will contain an intercom system that you can have fun with. If you 
    use it to jeer at the RAM soldiers, RAM Combat Robots and Martian 
    Combat Gennies will attack. If you use it to set a false alarm, they 
    will all flee the building in fear of the imaginary "alien bacteria" 
    you tell them about. If the Apes were released, just head right, and 
    then go upstairs to floor 2. Go south until you reach a fork in the 
    road. Head left for now, and when you reach another fork, continue 
    right to find several offices. The first one to the north contains 
    information on the Doom's Day device. The first one to the south 
    contains RAM Guard Dog Gennies. Kill them. The second offices to the 
    north and south are empty. When you reach a crossroads, head north if 
    you released the Apes. Inside, you will find an undamaged intercom to 
    play with. After you do that, or if you already did it earlier, head 
    south at the crossroads. Inside is an Autodoc, but its controls are 
    unfamiliar to you. Have a hero with a high Treat Wounds skill operate 
    it, but be careful. If you screw it up, you take damage. Now, go take 
    the path to the right. Inside, you will find the main gates, an army of 
    rabid, bloodthirsty Desert Runners right outside of the main gates, the 
    controls to open the main gates, and 5 RAM Warriors and 5 Martian 
    Combat Gennies. Kill off the guards and open the gates using the 
    console. You are then attacked by RAM Guard Dog Gennies, but there is a 
    slight chance that a RAM Combat Robot will attack as well. Fortunately, 
    several Desert Runners will come to your aid. Defeat the enemy and then 
    head back to the first room of floor 2. When you reach that fork in the 
    road that you turned left at, turn south instead. It will lead you to a 
    secret elevator that is now open to you. Atha will tell you to go up 
    there and destroy the RAM Death Ray. Go up the elevator. To your left, 
    you find a locked door, but you can open it with a Bypass Security 
    skill or a Demo Charge. Inside, you find several small offices. They 
    are all empty, but at the end of the hallway is another intercom. Use 
    it if you haven't yet. If you go north instead, you will find the Death 
    Ray. Before you head to the console and destroy it, go to the room to 
    the north. Although there is a door to the right and a door to the 
    left, ignore the left one and go right. Inside, you will find 4 ECM 
    Packages and some Battle Armor. Either give it to Tuskon or sell it 
    later. Now head to the console and use it blow up the weapon, go to the 
    intercom to warn the Desert Runners to run, and get out of here! As you 
    run out of the base, Atha will approach you and give you some blue pass 
    cards. The base explodes, the Desert Runners thank you for your help, 
    and you are given 10,000 experience points for successful completion of 
    the mission. As you rocket away, Scot informs you of a ship heading to 
    Ceres being followed by pursuers. Let's check it out...
    Part twelve: The Great Justin Robeno (Optional Mission)
    RAM Warrior
    This is officially the easiest mission in the game. There is no real 
    background story behind it. Enjoy!
    Mission Objectives: Locate Justin Robeno, Rescue Justin Robeno, Locate 
    Prototype, Escape
    Level Breakdown
    Once you reach Ceres, head straight for Dave's Diner. After you mingle 
    with the crowd once, you will overhear some RAM folks mention that 
    Justin Robeno managed to escape their grasp and flew off to Fortuna. 
    Get back into your ship and head off to Fortuna. Once there, enter 
    Hexaburger. This time, you will see a technician being dragged away by 
    RAM security. You get into a fight with 6 RAM Warriors (Scary!) and 
    pummel them into the ground with ease. Justin then tells you that you 
    must head to Pavonis Starport to pick up a RAM prototype of inestimable 
    value. You also gain 1500 experience points for your brave deed. Follow 
    the nerd's advice and soar to Mars. Go to the library and do some 
    searching. Justin will find the prototype, but unfortunately, it was 
    all a setup. RAM forces burst in to attack you. Beat up the 10 RAM 
    Warriors and you'll try to escape, but more troops block you on the way 
    out. Kill yet another group of 10 RAM Warriors and continue on your way 
    out. Leave, but make sure to notice the typo here. I' pretty sure that 
    befire isn't a word. Head to Salvation Station, collect 2000 experience 
    points, get congratulated for finding information vital to the cause of 
    good, and then beat it. You've finished your work here. By the way, 
    after completing this particular mission, it becomes impossible to 
    leave Pavonis without encountering a group of 10 RAM Warriors, but what 
    are the chances you'll ever need anything at this dump again?
    Part thirteen: The Unlucky Mission (Optional Mission)
    ! = Found on Scout Cruiser
    @ = Found on Medium Cruiser
    ! RAM Scout Cruiser
    @ RAM Medium Cruiser
    ! RAM Assassins – The black-clad killers of RAM are more powerful than 
    any live soldiers you've met so far. They have a disgusting amount of 
    life, carry Chaff Grenades, Martian Laser Pistols, Heavy Body Armor, 
    and Martian Cutlasses, and basically just make things irritating. They 
    shouldn't pose too much of a threat, but fight smart or you may lose a 
    hero. Also, try not to use Rocket Pistols on them or they'll stop you 
    with a Chaff Grenade.
    ! @ RAM Warrior
    @ RAM H.S. Robot
    @ Terrine Leader
    @ RAM Technician
    This isn't really a mission. It's just something that happens to over-
    greedy space pirates like myself who happen to attack the wrong RAM 
    Scout Cruiser. You will know that you screwed up after you enter. Here 
    are the details.
    Mission Objectives: Defeat RAM Assassins, Capture Ship, Survive 
    Encounter with Second Ship
    Level Breakdown
    After you defeat the ship in space combat, kill off the puny RAM 
    Warriors guarding the thing. Go to the end of the first hallway, and 
    where more puny RAM Warriors or Robots normally attack you, 5 RAM 
    Assassins now greet you. After killing your would-be killers, Scot 
    informs you that another, much larger ship is coming. Head up to the 
    level 4 and secure the bridge. The enemies guarding it will still be 
    easy, but all random encounters along the way will be Assassins. After 
    taking the bridge, head down to level 1. Capture the engine room as 
    well, and the mission is half over. As soon as you capture the first 
    ship, a second one appears in firing range. It's a Medium Cruiser, so 
    be careful. Take out its weapons and controls as usual, and if you're 
    feeling particularly spiteful, board the sucker. The only real 
    difference when it comes to battle on board larger ships is that the 
    random fights tend to contain a few more enemies. Capture the second 
    ship in the same way and you'll have taught RAM a lesson about trying 
    to ambush the Maelstrom Rider. By the way, another strange situation 
    I've encountered while pirating ships would be the "Sore Loser" 
    scenario. After pummeling the ship and boarding it, the game informed 
    me that the enemy captain activated the self-destruct sequence and that 
    I had 50 seconds to capture the ship. I still managed it, but there was 
    no bonus prize whatsoever.
    Part fourteen: Party at Talon's Place
    RAM Guard Dog Gennies 
    RAM Warriors 
    RAM Martian Combat Gennies 
    RAM Assault Robots 
    You remember Talon, don't you? He was that punk who tried to kill you 
    after you saved the bunny wabbits. Anyway, it's time to go raid his 
    fortress of any useful treasures and gain a little experience while 
    we're at it.
    Mission Objectives: Pursue RAM Commander, Destroy Robots, Escape
    Level Breakdown
    Head to Aurora and then enter Talon's base. Inside, you are greeted by 
    a small group of RAM officials who mistake you for Talon and give you 
    his eviction notice. The little mix-up is worked out when a soldier 
    points out that you don't have blades coming out of your arms, but they 
    still decide to kill you. Wipe out the 5 RAM Warriors and 3 RAM Guard 
    Dog Gennies they send against you and then chase after the officer 
    through the northern door. Random fights will occur consisting of RAM 
    Guard Dog Gennies and RAM Warriors, so use them to heal up should the 
    need arise. You find him again, he mutters something about hidden 
    treasure, and you fight an exact duplicate of the last battle. Go out 
    the left door and fight 6 more RAM Guard Dog Gennies. To your south is 
    a trashed sleeping quarters that you should skip. If you head left, 
    you'll find an empty mineshaft and some robot maintenance gear, but 
    none of it is important. Head north instead and skip the hallway to the 
    right for now. There will be 2 doors in front of you here. The right 
    one is merely an inactive weapons console, but the right one contains a 
    group of 3 RAM Technicians, 3 RAM Guard Dog Gennies, and 5 RAM 
    Warriors. Kill them all and then check the 2 computers in the room here 
    for 500 experience points each. Now head back to that passage to the 
    right. The officer will escape out the far door and you will again face 
    5 RAM Warriors and 3 RAM Guard Dog Gennies. Kill them and chase after 
    the little rodent. On the other side, you face yet another copy of the 
    fight before. Go south, and in this last room, you find the commander's 
    personal troops. Kill the 4 RAM Warriors and the 3 RAM Martian Combat 
    Gennies, equip everyone with Dart Guns or Monoswords, and then proceed 
    towards the computer to the left. Talon's voice yells out from beyond 
    the grave informing you that there is no treasure here (Aw man...), but 
    he does send out a RAM Assault Robot that toasts the cowardly commander 
    and makes the whole trip worthwhile. Trash the Robot as usual. Head 
    back to the entrance, but try not to get killed by the random RAM 
    Assault Robot fights along the way. After that, the mission is 
    complete. I suppose it was a useless mission, but at least you have it 
    out of the way.
    Part fifteen: Welcome to the Jungle
    ! = Found on Venusian surface
    @ = Found in Lowlander village
    # = Found in RAM base
    ! @ Acid Frogs – Depending on your actions, these amphibians will 
    either befriend or... uhmmm... befoe you. They are almost as weak as 
    the RAM Guard Dog Gennies, but they get to make a long-range and short-
    range attack in one turn. They make great targets and it's usually 
    worth it to ally with them. Worth 104 experience points each.
    ! # Swamp Hornets – Although an individual Swamp Hornet is not a 
    threat, you never face an individual Swamp Hornet. Instead, you face 
    large swarms of these weak little creatures, armed to the mandibles 
    with Dizziness inducing stings. Anybody have a Plasma Thrower or Rocket 
    Launcher? Worth 15 experience points each.
    ! # Ursadders – The Ursadder is the most powerful creature on Venus and 
    should not be taken lightly. It takes quite a beating before going down 
    and can cause significant damage to you no matter what armor you have. 
    They do provide some decent amounts of experience, but it's rarely 
    worth the effort. Worth 87 experience points each.
    ! @ RAM Venusian Combat Gennie – I loathe these creatures. Although 
    they only have a moderate amount of health, these freaks carry 
    Explosive grenades and aren't stingy with them. They also have Heavy 
    Body Armor, Cutlasses, and Protective Goggles. Before all else, make 
    sure that these things are dead. Also, you might want to send out 
    clusters of Lowlander Warriors to lure fire away from your troops. I 
    know it's mean, but so are these guys. Worth 50 experience points and 
    60 credits each.
    ! @ # RAM Warriors
    ! Lowlander Warriors – These critters are very similar to the Desert 
    Runner Warriors. They both have a lot of life, they both appear in huge 
    numbers, and they both are too weak to kill a single RAM Warrior. These 
    guys carry Laser Pistols and are basically nothing more than targets 
    for you to use in this one battle.
    ! @ Venusian H.S. Robots – Flying eyeballs may be something you'd 
    expect to find in other games, but not in a science fiction one. 
    However, the Venusian H.S. Robot doesn't seem to realize that. Kill 
    them with anything except for Rocket Pistols before they fire their 
    Venusian Dart Guns. Worth 100 experience points each.
    @ # RAM H.S. Robots
    ! # Acidium – These giant slugs are quite strong (Yet inaccurate) and 
    have a decent amount of life, but almost no defense. They make up for 
    this by absorbing half of your attacks with no ill effects. I suggest 
    Laser Pistols for killing them, but anything will work. Worth 106 
    experience points each.
    @ # RAM Assassin
    Next up on our path of destruction is scenic Venus, land of the lizard-
    like Lowlanders. Before you do that, I suggest you buy 2 more Body 
    Armors w/Shields and Venusian Laser Pistols for the friends you'll be 
    getting soon. This land is the only source of Gravitol in the universe 
    and RAM has enslaved most of the Lowlanders to harvest the rare rocket 
    fuel. Let's change that, shall we?
    Mission Objectives: Locate Lowlander Village, Aid Lowlander Village, 
    Destroy RAM Gliders, Free Lowlander Prisoners, Locate Landon's Son 
    Level Breakdown
    As soon as you land, Scot informs you that there is a Lowlander village 
    just past the swamps nearby, but before much can happen, you are 
    attacked by a group of Lowlanders led by Leander. They quickly demand 
    to know who you are and who sent you. Here are your choices and what 
    each leads to:
    Attack – You fight the Lowlanders and ruin all hope for peaceful co-
    existence. DON'T DO THIS!
    NEO – You tell the Lowlanders that you are a member of NEO and wish to 
    help them, but they don't trust you. You are asked to surrender 
    peacefully and given the following choices. 
    Yes – Before you are given the chance to surrender all of your earthly 
    possessions, a group of 6 RAM Warriors and 1 RAM Venus Combat Gennie 
    attack you. You gain 2000 experience points after the battle.
    No – Same results as Attack. DON'T DO THIS!
    After the battle, Leander will apologize to you for his mistrust and 
    ask to join, if you didn't just kill him. Take him in, give him the 
    Venusian Laser Pistol and Body Armor w/Fields, and grab an extra pair 
    of Protective Goggles for him from the battle's spoils. Now, go to the 
    lake nearby with the pink outline. Once there, you will find some Acid 
    Frogs. Here are your choices and what each leads to.
    Fight – You battle the frogs, gaining a little experience but missing 
    out on some fine allies. DON'T DO THIS!
    Leave – You leave without a fight.
    Befriend the Frogs – If your Leadership skill is high, you can get 
    these things on your team. They will be found in battles on the surface 
    of Venus. If your Leadership skill isn't high, they won't appreciate 
    your visit very much. If you succeed, you gain 5000 experience points. 
    Anyway, sooner or later you will meet a frightened Lowlander who asks 
    if you are NEO members. This may happen before you reach the frogs. If 
    you say no, he runs away, but if you say yes, he'll ask you to help out 
    his family. Say yes and you encounter RAM Venusian Combat Gennies who 
    you can either fight or run from. Say no and you'll hear weapons firing 
    in the distance that you can investigate or ignore. In any case, you 
    either fight or you don't. If you do, you are in for a tough battle. 
    You encounter 6 Venusian Combat Gennies, and unless you kill them off 
    quickly, that means 6 Explosive Grenades coming at you EACH TURN. Keep 
    your people far away from each other and hope those Acid Frogs lure 
    away some firepower from you. After the battle, the Lowlanders thank 
    you and run off without any sort of reward. Continue north until you 
    reach the village of small huts. It's crawling with RAM Assassins and 
    RAM Venusian Combat Gennies, so be careful. Inside, you find several 
    dead Lowlanders, killed with Laser Pistols. First, head left and you 
    will see a gray door. If you open it, you'll release a stampede of Acid 
    Frogs into the village to bother RAM soldiers. Don't do it yet. Go 
    right and you will find a building. Inside is a RAM officer. Have your 
    hero with the highest Stealth skill steal his key ring and then leave. 
    If you decide to kill him, he wakes up and calls out 3 RAM H.S. Robots 
    and 2 Venusian H.S. Robots to help him. Go north from this house and 
    enter the first one you see. Inside is a Lowlander with a gun who asks 
    for your identification. Tell him you're from NEO and he'll tell you to 
    explore the research facility to the southwest and you'll get 500 
    experience points. If you leave without telling him, he'll lock the 
    door. To the west, you will find a storeroom. Inside, you'll find some 
    Demo Charges. Then go back to that gray door with the frogs behind it 
    and open it. If you explore the Acid Frog pen you'll find some Frog 
    Food. DON'T EAT IT! Head back to the storeroom and go inside. If you 
    feed the Acid Frogs within, you receive 5000 experience points as well 
    as Acid Frog assistance in future battles. Go northeast until you find 
    a single-room building. Inside is a pair of Lowlanders who tell you to 
    meet them in the northeast corner of town. Go north from that building 
    and you will find a large hut. Inside it, you find a small child. If 
    you have Leander, he tells you that the baby wants you to help him find 
    his father. Take Zane into your group and give him whatever spare 
    equipment you have, but please don't try to use him in battle too much. 
    He only has 4 HP after all. Go to the northeast corner of town as you 
    were asked to. A Lowlander will ask you to go to the giant storage hut 
    on the west side of town to fetch some medical gear. He gives you a 
    code for its door, a Venusian Dart Gun, and Venusian Heavy Body Armor. 
    Make sure you have the key from the officer near the entrance to town 
    and then head back to the storage hut where you found the food. Just to 
    the left of there you find the big storage hut with the medicine in it. 
    There is also a Mercurian Rocket Pistol, a Venusian Monosword, and 3 
    Antidotes in the back room as well. Take the medicine to the Lowlander 
    and you will be told of a secret room in the RAM base, plus you receive 
    3000 experience points. Leave town at once, but DON'T GO BACK INTO 
    SPACE! If you approach your ship, Leander and Zane will run off. 
    Instead, travel southwest from the village until you see a Stonehenge-
    like building. Scot tells you that it's part the old space elevator and 
    is probably filled with hiding RAM soldiers and weapons. Enter and head 
    south, but ignore the path to your right. It leads to a pack of 
    Ursadders and an Ursadder den that has nothing of value. Go through the 
    winding halls and then take the ladder down into the underground lair. 
    Once you're there, head south. The first room is an empty meeting room. 
    The second and third are merely closets. Enter the fourth to encounter 
    a RAM technician who says that if you let him go, he won't sound the 
    alarms. Here are your choices and what each leads to:
    Let Him Go  - He sounds the alarms, flooding the building with enemies. 
    Interrogate Him – You get a Security Card and 1250 experience points. 
    The option "Tie Him Up" appears.
    Tie Him Up – You tie the bum up, gag him, and lock him in a broom 
    Kill Him – MWAHAHAHAHA! NEVER TRUST A NEO AGENT! Don't do this until 
    you interrogate him.
    After all that is over, Scot discovers from a nearby computer that RAM 
    intends to use gliders to wipe out every Lowlander on the planet. Leave 
    the room and open the door to the south using your new Security Card. 
    Follow the hallway until you see a door. Go by it to find a Detonator 
    Card, and then go through the door. You'll find a huge hangar filled 
    with gliders inside. Enter the door on the other side of the hangar and 
    go west to find a detonator box and 4 Explosive Grenades. If you 
    activate the box, all of the gliders explode, you gain 5000 experience 
    points, Swamp Hornets and Ursadders can be randomly fought down here, 
    and RAM basically has a bad day. If you decide to head back to the 
    jungle for any reason, you will now find a large area of the tunnel 
    which has collapsed in your path. Have your hero with the highest Climb 
    skill climb over and clear it out if you take this path again. 
    Otherwise, head east and travel through the underground tunnel. Follow 
    the tunnel and you will reach a door to the right and a door to the 
    left. The right one is empty and the left one will only open if you got 
    the key ring from the village. To the north is a pair of barracks. To 
    the south is one empty barrack, but the path continues in that 
    direction. Continue to find 2 more barracks to your left and a large 
    room to your right. Inside are several RAM officers. Here are your 
    choices and what each leads to:
    Run – You flee and take a small amount of damage for your troubles, 
    plus the alarms are sounded. DON'T DO THIS!
    Surrender – They shoot you for a large amount of damage and you are 
    given the same set of choices. DON'T DO THIS!
    Fight – You pummel 9 RAM Warriors into the ground.
    Keep going down the hallway, ignoring the next 3 rooms. You will find 
    an elevator at the end of the hallway. Go to floor 3. Enter the first 
    door to the south to clear out some RAM Assassins. Then continue 
    through the hallway, taking out any randomly appearing Robots you 
    happen to encounter. Check each of the offices along the northern wall 
    for Assassins and then continue to the western hallway. It leads to a 
    prison full of Lowlanders who tell you of their leader Landon who is 
    searching for an exit on floor 4. They also give you a secret knock to 
    use there to summon him. Go back to the room filled with offices and 
    head south to find a pair of clearly marked computer rooms. The one on 
    the right is empty, but the left one contains several RAM Warriors. 
    Here are your choices and what each leads to:
    Leave – They see how cowardly you are and attack with free first hits. 
    Attack – You attack them, causing confusion among them and gain free 
    first hits. DON'T DO THIS!
    Intimidate Them – They beg for mercy. The option " Show Mercy" appears 
    and "Leave" disappears.
    Show Mercy – You gain 1000 experience points and tie them up in a 
    If you wish, you can then enter the closet to the south and slaughter 
    the bound and gagged RAM Warriors, but that would be stupid. Go back to 
    elevator and go to floor 4. Enter the door to your left to find a one 
    door to the north and one to the south. The north one contains 5 
    Acidiums and the south has 7 RAM H.S. Robots. Clear them out, explore 
    the Acidium room thoroughly until you find a secret door, and then go 
    back to the room outside the elevator. Take the southern passage. You 
    will quickly meet Landon who takes Zane with him and you get 1500 
    experience points. He then tells you to go to floor 1, lab 2 to find a 
    Retinal Lock Pick beneath a floor tile. By the way, if you lost Zane at 
    some point, you merely miss out on the 1500 points. If you wish, you 
    can explore the area behind Landon in order to find a mangled acid 
    pump. If you further investigate it, you will stumble upon a nasty 
    horde of Ursadders without any reward for beating them. Head back to 
    the elevator and then to floor 1. Head south until you pass through a 
    door and then go through the passage to the north. Pass through 2 doors 
    and continue along the hallway until you reach lab 2. Near the 
    southeastern corner is the Retinal Lock Pick. Now, return to where you 
    found Landon. He'll tell you to go find the Lowlander prisoners and 
    take them to the Acidium chamber with the secret door. Visit Landon one 
    more time to receive 2000 experience points for your help in their 
    escape. If you still have Leander, he will now leave your party. Scot 
    informs you that there is nothing else to do on Venus, so head back to 
    your ship and return to Salvation. All is not well though, as your boss 
    tells you that Atha from Mars has been kidnapped! If you do not go to 
    Juno and rescue her, they'll kill her. Your boss then tells you that 
    your current mission to Mercury is more important, but Buck encourages 
    you to go rescue her.
    Part sixteen: Dinner And Dancing (Optional Mission)
    RAM Assault Robot
    If you spend enough time flying through space aimlessly, you will 
    receive a message from NEO asking you to visit Chez Luna on Tycho space 
    station. Orders are orders, so drop what you were doing and head there 
    right away.
    Mission Objectives: Meet With Wilma Deering, Assist Her In Escaping
    Level Breakdown
    Enter the Chez Luna Café and mingle four times. After the final mingle, 
    Wilma Deering, Buck Rogers' fiancée, will wave to you. She explains 
    that she needs a distraction so that she can go meet someone. You are 
    told to attack the security robot that will be passing by in the 
    hallways, and in payment, you are given a handy little Mercurian Dart 
    Gun. Go out into the hallway and tango with the RAM Assault Robot. 
    Wilma meets with her target and leaves, giving you 1000 experience 
    points for your bravery. If only all RAM Assault Robots were worth that 
    Part seventeen: Rainbow 6 in the 25th Century! (Optional Mission)
    RAM Combat Robot
    RAM Assault Robot
    RAM Martian Combat Gennie
    Now it's time to test your Buck Rogers mastery with the hardest mission 
    the game has to offer. Even though Atha never really helped you out 
    much (Heck, she set loose a mechanical ant on you for crying out loud), 
    it's time to save her from RAM's clutches.
    Mission Objectives: Infiltrate Juno Base, Rescue Atha, Escape From Trap
    Level Breakdown
    Before you do anything here, make sure that all of your heroes have a 
    Dart Gun of some type and that at least one hero has a Grenade Launcher 
    and a healthy supply of Chaff Grenades. Without that gear, you're 
    doomed. After you have all of that, head to Juno. As soon as you enter 
    the rendezvous point, a squad of Martian Combat Gennies and a RAM 
    Combat Robot ambushes you. Try to kill the ant quickly and make sure to 
    spread out your troops to prevent mass Stunning. Speakers blare that 
    you have met your match and that Gilbert is ready for you, and the door 
    behind you is firmly locked, preventing your escape. Go through the 
    hallway until you reach a crossroads. A sniper will begin shooting at 
    you from the north. If you want the most experience, continue left and 
    you will encounter 2 Combat Robots and an Assault Robot at the corner. 
    Head north until you find a door to your right. Inside are some more 
    RAM Combat Gennies and a Combat Robot. Beat them and then continue 
    until you find a door to the north. Enter there and clear out some more 
    Gennies and Robots. Finally, walk into the dead end of this hallway to 
    encounter a single Combat Robot. Kill it and you should be able to get 
    some life back from this battle. If you weren't concerned with 
    experience, simply take the north path to chase down the sniper. Of 
    course, you don't get to simply fight a sniper. No, instead you wind up 
    attacking a pair of Combat Robots and 4 Martian Combat Gennies. After 
    that, you find a hall to the north and a door to the south. If you head 
    north, you step on a weak mine and summon some more Martian Combat 
    Gennies. Fight them if you need some life, but not if you have less 
    than 15 hit points. At that point, a mine could kill you. Ignore the 
    rest of the hallway as it is filled with nothing more than two mines 
    and instead head south to the door. Inside is another group of Martian 
    Combat Gennies and one Combat Robot. Pound 'em and go through the door 
    to your left to finally meet up with Gilbert, queen of destruction. She 
    has an impenetrable force field around her and carries a switch that 
    will fire countless guns on you. Even worse, Atha gets thrown into a 
    Desert Ape pen. Gilbert laughingly releases one more Assault Robot on 
    you before she blows you all to kingdom come. Thrash it and then, as 
    your prize, receive a surprisingly high 2000 credits for beating it. 
    Even better, you find a Rocket Launcher in the wreckage. Gilbert is 
    about to kill you when Atha escapes, breaks the arm off of the ape, and 
    impales Gilbert on the pointy object. You all escape using Gilbert's 
    control box and Atha is safely returned to her allies. Swell, ain't it?
    Part eighteen: Cruisin' with the Big Boys (Very Optional Mission)
    RAM Warrior
    RAM Technician
    RAM H. Security Robot
    Terrine Leader
    Level Breakdown
    If you wish, you could go and beat the game right now. In fact, you 
    could have much earlier, but that's beside the point. Now, if you 
    really want to do every possible task in the game, you may have noticed 
    the RAM Heavy Cruisers. Beating one of these boasts a nice little 2100 
    experience point prize plus whatever experience you gain inside, so 
    training with these is much faster than just fighting in bars and such. 
    Of course, should you ever encounter this monstrous spacecraft, 
    defeating it in combat is extremely difficult. Bristling with countless 
    guns, I have found only one method that lets you defeat this puppy 
    easily. Keep your distance at 3, and then use Laser Cannons to destroy 
    all of its weapons. At that distance, it can only hit you with its 
    Heavy Missiles, but once they're out of the way, you're safe. After 
    destroying guns, take out the controls with Missiles and Laser Cannons. 
    Finally, charge in to board. Inside, you'll notice that very little is 
    different, except that each random battle contains 20 or so enemies. 
    Bring those Rocket Launchers and Plasma Throwers along. Of course, 
    after you capture every control console in the huge ship, you also get 
    a decent cash prize and 2100 experience points, plus whatever you found 
    on board. If you happen to encounter a ship known as the Sahara, things 
    will turn out a bit differently. A speaker will yell out that if that 
    if you manage to reach the prisoner's area, all prisoners are to be 
    killed. Explore the ship a bit until you find a bunch of those energy 
    field cells that you were imprisoned in while fighting Talon. Enter 
    that area and a group of seven RAM Warriors will attack you. Now, 
    although this may sound easily done, you have to do it quickly or the 
    other guards will kill the prisoners. I wiped them out in 2 turns, but 
    you may have more time than that. Anyway, after beating them, enter the 
    cell one space to your north and enter. You appear just in time to save 
    the prisoners from 16 RAM Warriors and 8 RAM Technicians. Please, enjoy 
    your Rocket Launchers and Plasma Throwers here. You release the 
    prisoners, they help capture the ship, and that's that. As a final 
    note, there is one other thing to worry about when boarding Heavy 
    Cruisers. In rare cases, they will try to capture your ship through the 
    boarding tubes. Always remember where you came in, because once Scot 
    tells you that they've begun, you have only moments to get back there. 
    You'll encounter 16 RAM Warriors and 8 RAM Technicians, then the enemy 
    ship will surrender. Now, all that's left is Mercury…
    Part nineteen: Je M'apelle Bite Me
    ! = Found in Main Area
    @ = Found in Core
    # = Found in Top Floor
    ! # Mercurian Warrior
    ! # Mercurian Leader
    ! @ Mercurian H.S. Robot – These spider-like creations are not that 
    dangerous, but they are annoying. The only real threat they pose comes 
    from their Mercurian Rocket pistols, which they use evenly with Dazzle 
    Grenades. Whittle away at their stupendous amounts of life with pretty 
    much any weapon.
    @ RAM Combat Robot
    @ # RAM Assault Robot
    # Mercurian Technician
    # Mercurian Combat Gennie – Ouch. Very ouch. These freaks carry Martian 
    Monoswords, Martian Laser Pistols, Battle Armor, and Explosive 
    Grenades. They are only found in the final battle and take quite a 
    beating before going down. Smite them with Rocket Launchers for best 
    Mariposa 3 is a large energy station out in the middle of space, home 
    to the frog-like Mercurians as well as their leader, the Sun King. It 
    would seem that RAM has some other uses for the complex and the final 
    showdown for the Doom's Day device may just take place here. Using all 
    the stolen goodies you've picked up along the way, it's time to attack.
    Mission Objectives: Avoid Security, Find and Destroy Doom's Day Device, 
    Get Out Alive
    Level Breakdown
    Upon entering using the stolen access code you picked up in your 
    travels, walk over to the security door. Your stolen IDs and Blue Pass 
    Cards will get you through easily. On the other side, you find your old 
    friend Wilma Deering. She takes your Pass Cards in order to "distract 
    security for you". I don't know how that could help, but she does offer 
    you this little trinket of advice – avoid security gates. Remember, as 
    you explore the area, guards will occasionally show up. Here are your 
    your choices and what each leads to:
    Fight – You fight the enemy and blow your cover. DON'T DO THIS!!!
    Evade – You usually manage to escape the guard, but occasionally get 
    Wait – You are approached by the guards and given the chance to talk 
    your way out of it. All of the three choices have the same success 
    Wander around for a while until an old man walks up to you and says, 
    "One if by land." Here are your choices and what each leads to:
    Ignore – He simply walks past. DON'T DO THIS!!!
    Speak – He asks "Are you the dancers?" Options Yes and No appear.
    Accost – He laughs and runs away. DON'T DO THIS!!!
    Yes – He tells you that the Sun King is waiting in the Mariposa 3 
    center for you.
    No – He walks on. DON'T DO THIS!!!
    Head to the northern part of the station and ignore the south side. 
    Continue north after passing "U R U Holoportraitaire" to find a bizarre 
    bazaar. If you explore, you can find a few weird items here and there 
    but nothing of use. Head east immediately until you reach a parrot. 
    Here are your choices and what each leads to:
    Feed – He bites you for 1 hit point of damage. DON'T DO THIS!!!
    Play – He bites you for 1 hit point of damage. DON'T DO THIS!!!
    Ignore – You walk past.
    Head north after the parrot to find an old computer. Scot will let you 
    know that things are getting a bit fishy in the stock markets and both 
    the Sun Kings and RAM are preparing for trouble on earth. Head south 
    until you find a blue door that says, "To Rue de S". Continue until you 
    reach a fork in the road. Head east and then south, ignoring all side 
    doors. From here, you have several choices. If you head southwest, you 
    will find the Mercurian Stock Market and get to battle a large group of 
    Mercurian Warriors, Mercurian H.S. Robots, and one Mercurian Leader. If 
    you head southeast, you'll find a security checkpoint bristling with 
    Laser Cannons. I suggest you ignore this area. Head northeast, passing 
    through the plaza, until you reach the core. Inside, there are four 
    floors. The first three floors each have a hidden medallion for you to 
    find. Remember to be ready for random Robot attacks.
    First Floor – Take the northwest door, head west, and then go south 
    until you find a small room. Inside, you find a maintenance robot 
    vacuuming and coming surprisingly close to the medallion. Have your 
    Rogue grab it away and then go on to the next floor.
    Second Floor – Go to the southeast corner and find a small room. Search 
    it three times and you'll find the second medallion.
    Third Floor – Go to the southeast corner. Inside, you find a trapped 
    plaque with a medal on it as well as some deactivated robots. Have your 
    Rogue remove the medallion. If she fails and the trap goes off, destroy 
    the RAM Combat Robot and RAM Assault Robot and then continue.
    Fourth Floor – Head to the northeast corner and walk through the 
    hallway with the plaque that says, "Abandon all hope ye who enter 
    here". Walk to the door, give the guard the medals, and he will let you 
    in. When you reach the sun king, answer oui three times. He will 
    deactivate the core lasers and tell you to capture the Doom's Day 
    device for him. Of course, you plan to destroy it, but he doesn't need 
    to know that. Go to the core once more and head to the top of Mariposa 
    Top Floor – As soon as you enter this area, you hear the countdown to 
    firing begin. Head north as far as you can, and then go west. You'll 
    find a staircase. Climb it twice, then head south until you see a room 
    with a sign that reads, "Danger – Power Room". Enter and have your best 
    climber cut the juice to the Doom's Day device. This is only a 
    temporary solution though. Head to the southeast corner and use the 
    retinal lock pick you found earlier to get through the door. Head south 
    until you can't go south any more and then head east. Enter the first 
    door to the south you find. Inside are 3 RAM Assault Robots, 2 
    Mercurian Combat Gennies, and 4 Mercurian Technicians. Ignore the Techs 
    and go all out against the Robots and Gennies, as this is the last big 
    battle. After you win, you hear that the weapon (And Mariposa 3) will 
    explode in two minutes. A cluster of Mercurian Technicians and a RAM 
    Assault Robot rush in to stop the countdown, but you should have no 
    trouble defeating them. Quickly rush back to the staircase and go down 
    one flight of stairs. Walk through the hallway until you are attacked 
    by a group of Mercurians. Kill the lot of them. Go all the way to the 
    right side of the area, past the escape pods, and Scot will unlock the 
    pod doors. Enter one of the remaining escape pods and fly away, 
    watching as both the evil Frenchmen and the RAM Doom's Day device go up 
    in flames. Yippee. The end.
    Part twenty: The Armory
    Here is a list of all the game's weaponry and such. Remember that my 
    comments are based on my experience with the game. If you want to waste 
    your money and use a Cutlass, go right ahead. Also, keep in mind that 
    Martian, Venusian, Mercurian, or Lunar equipment gets various bonuses.
    Unarmed – For the idiotic or suicidal only. Battling without weapons 
    has no range and does pitiful amounts of damage. Don't even try it. 
    1-2 damage (affected by strength) x1
    Range – 1
    Acc. - +0%
    Laser Pistol – This fine little weapon fires 3 beams at the enemy for a 
    medium amount of damage. It is an extremely balanced weapon, but does 
    not hurt some robots. Also, Aerosol Grenades create thick clouds that 
    this weapon cannot penetrate. If you didn't already own one, I'd 
    suggest that you buy one for each person. It comes in handy very often 
    and works well when used with a Rocket Pistol at your side.
    1-8 damage x3
    Range - ???
    Acc. - +20%
    Rocket Pistol – This heavy firearm launches 4 large missiles at the 
    enemy for heavy damage and is decently accurate. While many enemies are 
    impervious to it, fleshy critters seem to have more trouble getting out 
    of the way. Chaff grenades create particle clouds that prevent rockets 
    from passing. It's a fun toy when it works, but make sure to carry 
    something else too, okay?
    1-10 damage x4
    Range - ???
    Acc. +20%
    Dart Gun – This insidious creation fires 6 clouds of darts at the enemy 
    for a pitiful amount of damage, but you've got to love the accuracy on 
    this baby. If you can train a warrior in the ways of the Dart Gun, 
    expect good results. It is a weapon designed for those enemies that are 
    just too hard to hit, and the best part is that nothing is immune to 
    it. The Dart Gun is a must-have for any hero, especially near the end.
    1-3 damage x6
    Range - ???
    Acc. - +20%
    Heat Gun – Although this spitfire shoots out 2 huge fireballs for 
    monstrous damage, and although nothing seems to be immune to it, this 
    weapon's accuracy just makes it too hard to use. If you want to play 
    with it, go ahead, but it just never grew on me.
    2-12 damage x2
    Range - ???
    Acc. - +20%
    Cutlass – I hate this thing. The light and effective Cutlass is a close 
    range weapon that can do a fair to large amount of damage, but it can 
    lead to problems in zero gravity situations. Always carry a back up 
    weapon. Why do I hate it, you ask? Because of the next goodie on our 
    1-7 damage (affected by strength) x2
    Range – 1
    Acc. - +0%
    Monosword – WOOHOO! This weapon is almost exactly like the Cutlass, but 
    it does a bit more damage, making the Cutlass a thing of the past... 
    well, maybe the near future. Anyway, no party is complete without a 
    Monosword wielder or two, but make sure they have a gun for those long-
    range predicaments.
    1-10 damage (affected by strength) x2
    Range – 1
    Acc. +0%
    Grenade Launcher – This item cannot be bought here, but will become 
    available later on. By carrying this, your heroes can shoot their 
    grenades much farther than they could throw them.
    Explosive Grenade – These things have saved me on many occasions. They 
    do a heavy amount of damage to not only the place where it explodes, 
    but also to all adjacent spaces. As the old saying goes, "Close only 
    counts in horseshoes, hand grenades, and nuclear warfare." Once you 
    find them, stock up.
    4-40 damage (small area effect) x1
    Acc. - +10
    Dazzle Grenades – Although useful when fighting some bosses, these toys 
    are mostly useless. If they hit, they will blind all effected friends 
    and enemies, lowering their hit rate and dodge rate. However, if the 
    target is wearing Protective Goggles, the Dazzle Grenade is useless. By 
    the way, it will occasionally do 1 or 2 hit points of damage as well. 
    I've killed a Pirate Warrior with it once, but I never want to waste 
    that much time again.
    1-2 damage (small area effect) x1 +Blindness
    Acc. - +10
    Stun Grenade – This is another item that is useful at times, but not 
    often. It stuns all targets affected by it for a varying amount of 
    turns and lowers their dodge rate. They also cause light damage. 
    They're more useful for the enemy than for you.
    3-6 damage (small area effect) x1 +Stun
    Acc. - +10
    Aerosol Mist Grenade – These things create large clouds of smoke that 
    prevent the use of Laser Pistols. That's it.
    0 damage (small area effect) x1 +Stops Lasers
    Acc. - +10
    Chaff Grenades – These produce large clouds of chaff, preventing the 
    use of Rocket Pistols, Plasma Throwers, and Rocket Launchers. They are 
    invaluable near the end.
    0 damage (small area effect) x1 +Stops Projectiles
    Acc. - +10
    Rocket Launcher – These are the least-common weapons in the game and 
    can only be found in two side areas. When equipped, you can fire one 
    very large explosive device at any point, causing extraordinary amounts 
    of damage to a very large area. All enemies (and friends) found within 
    suffer greatly, so make sure that your aim is right. What are the 
    disadvantages to this? First, it takes a whole turn to reload after 
    every shot. Second, it reduces your movement ability to a crawl. Third, 
    if you miss your attack, the missile still hits a spot adjacent to the 
    target. If you are aiming at a large group of enemies that is far away 
    from your group, that's good, but when firing in close quarters, 
    beware. I guarantee you will kill yourself at least once playing with 
    5-50 damage (medium area effect) x1
    Range - ???
    Acc. - +15%
    Plasma Thrower – This item can only be found by defeating Mercurian 
    Leaders. Use at your own risk. This monster deals a rather nasty amount 
    of energized flaming death across the field in a huge range, but it's 
    very hard to use without vaporizing yourself. Like the Rocket Launcher, 
    it's a no-no in close combat and has all the same disadvantages. The 
    only real use for it is taking out huge hordes of weak enemies.
    4-40 damage (large area effect) x1
    Range - ???
    Acc. - +20%
    Space Suit – How do you go to the bathroom in these things? AC –4
    Smart Suit – An S Mart employee's uniform. AC –6
    Heavy Body Armor – Standard storm trooper gear. AC –8
    Battle Armor – Big and blue. AC –10
    Body Armor w/Fields – Top o' the line laser repellent. AC -12
    Poison Antidote – Whenever poisoned, your hero will fall over and be 
    unable to fight. Using a poison Antidote will help fix this.
    ECM Package - ???
    Protective Goggles – Makes you immune to Dazzle Grenades.
    Part twenty-one: The Shmooze List
    When in bars, various hints and tips pop up from time to time. However, 
    you occasionally wind up hitting the button so fast that you miss out 
    on some of them. Sure, they may be worthless, but here's a list of them 
    "The Sun King on the third Mercurian Mariposa is known to be… 
    "Beware of surprise attacks when traveling overland."
    "In space combat, shoot out the controls and weapons. Then you can 
    "I hear a RAM packing company lost their contract for Gennie 
    containment units."
    I know there isn't much here yet, but I'll be working on it in further 
    Part twenty-two: Legal Stuff
    I don't care where this walkthrough goes, but please, if you have any 
    respect for the gaming industry, guys named Homer, or things that rhyme 
    with "orange", please don't change any of it, under penalty of 
    horrible, tormenting death at the hands of a guy named Jeff*. Thank you 
    very much.
    * - Not guaranteed. It will make you a social outcast**, however, and 
    bad luck will hopefully torment you until the end of your days.
    ** - Also not guaranteed.
                  This document Copyright 2001 Andrew Demario
    Part twenty-three: Special Thanks Spot
    Thanks go to the Cinnabon Company for making what might just be the 
    world's tastiest treat.
    Thanks go to Jeff. It doesn't matter which one. If you're Jeff, then I 
    appreciate it.
    Thanks go to Lucille Balle for being so lovable.
    Thanks go to the King of the Chickens for pointing out a few 
    differences between versions.
    Thanks go to Kevin Sorryiforgotyourlastname for help with the Stealth 
    Thanks go to MystifMkII for showing me the Tinker HP boost trick in 
    Bucky's Tip #1.

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