Buck Rogers: Countdown to Doomsday FAQ version 0.2
By Dancin' Homer at LoneWolfAD@aol.com 
12/2/00

Table o' Contents
Part zero: FAQ 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 three point two: A Brief Militaristic Interlude
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: Legal Stuff
Part: Special Thanks Spot

Part zero: FAQ history

0.1	 The FAQ is born! FAQ stops at Part 7
0.2	 Fixed some organization errors. Added Parts 8 to 13 and FAQ 
history.

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 jockey (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.

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.

Dexterity  This is the agility of your hero. It affects your armor 
class.

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.

Super Help 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. 
Sadly, Tinkers are unable to change their job, so the trick is 
worthless for them.

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 
skill.

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 
skill.

Demolition  FIRE IN THE HOLE!!! HAHAHA!!! This skill lets you blow up 
whatever needs blowing 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 will either be your best friend or your worst 
enemy. 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. I suggest ignoring this 
one.

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

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.

Mission Objectives: Locate and Activate Defensive Missiles, Save 
Airport

Enemies
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.

Super Help 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.

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 
to:

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" 
option.

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, let's take...

Part three point two: A Brief Militaristic Interlude

Welcome to Salvation III! Here is the NEO headquarters, full of bright, 
happy 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 and you can 
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, and here is my tour of the extensive selection 
of weaponry in the galaxy.

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 might just become the 
backbone of your arsenal.

Rocket Pistol  This heavy firearm fires 4 large missiles at the enemy 
for heavy damage, but is somewhat inaccurate. 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 it's not that reliable.

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.

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.

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 
list.

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.

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.

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.

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're more useful for the enemy 
than for you.

Aerosol Grenade  These things create large clouds of smoke that 
prevent the use of Laser Pistols. That's it.

Chaff Grenades  These produce large clouds of chaff, preventing the 
use of Rocket Pistols and Rocket Launchers. They are invaluable near 
the end.

Rocket Launcher  This item cannot be bought here, but will become 
available later on. 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.

The weapon store also carries the following:

Space Suit  AC bonus of 4. You already have it! If anyone is still 
equipped with one, sell it so you can buy a...

Smart Suit  AC bonus of 6. This is the best armor currently 
available. Get it if you don't have it yet.

Antidote  A lot of games have poison in them, but this game has a far 
meaner version of it. When hit by a poisonous enemy, there is a chance 
that the hero will instantly fall over and be completely incapacitated 
until he gets cured. I hate when that happens. Using an Antidote can 
solve this problem easily. I suggest stocking up for the near future.

Now, head on over to the meeting room to learn of your next mission 
which just might involve...

Part four: Albino Brain Chiggers!

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

Enemies
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 
each.
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 (+1 to damage, +5% to hit rate) 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.

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... I think.

"Will"  The machine will accept the code.

"Buck"  I never tried. Please send me the results of choosing it!

"Simonov"  I never tried this one either. 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 Dr. 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. However, there is a small chance that one of your 
heroes will encounter a herd of Gennies within and will have to fight 
them alone. 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 to:

"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 
points.

"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 
THE ECGS JUST SET OFF THE SELF DESTRUCT SEQUENCE! Rush to floor 6, 
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.

BOSS BATTLE!
Stage 3 ECGs  These two zombie-like monstrosities are annoying, but 
not that hard. They have a large amount of life, incredible 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 each.

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 
mission.

"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

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... well, not yet. 
I'll just point out the neat ones for now, but next update, it'll all 
be here!

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. 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 this. Now, 
enter a bar and keep talking until a fight breaks out. If you decide to 
stay, you will encounter these guys.

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.

Take the 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 (+2 to damage, +10% to hit rate) 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. 

Super Help Tip #3: 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 you lasers. 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 
free.

It's now time to go...

Part six: Save the Wee Space Bunnies

You are now off to investigate the enemy base at Ceres. 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

Enemies
???

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" and "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.

Enemies
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 missiles. 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.

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, but there is still one kind of 
enemy left.

Enemies
Space Rats  No matter how bad 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.

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

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. Here are the enemy types.

Pirate Captain  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 Warriors  I moderately dislike these guys. They have less life 
than the captains 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.

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.

BOSS BATTLE!
Talon  This fight is utterly impossible. While you have no equipment 
and have a 5% chance of hitting him every time, 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 (+4 to attack, +20% to 
hit rate) Cutlass, a Pistol, and a Lunarian Smart Suit. 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.

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.

P. Combat Robot  This thing will make you cry. It has a psychotic 
amount of health, good 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.

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 (+3 to attack, +15% to 
hit rate) 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.

BOSS BATTLE!
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 extremely 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)

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.

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. 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 something big.

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.

If you got walloped in 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.

Mission Objectives: Eliminate ECGs, Destroy Infested Asteroid

Enemies
Small ECGs  You know how to handle them.
Large ECGs  Nothing new here
Stage 3 ECGs  They're easier this time. Trust me.

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 dieing 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. It takes about 17 seconds to get from where you 
are to the entrance perfectly, but as long as you keep it 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 some Chaff Grenades at Juno. You'll need them.

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)

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

Enemies
RAM Combat Robot  Look up.
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 a terribly powerful Flamethrower. Try to surround it on all 
sides and kill it off quickly. Worth 208 experience points each.

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)

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 Messages

Enemies
RAM Combat Robot  These guys are everywhere, aren't they?
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.
RAM Warriors  More commonly known as cannon fodder.
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.
RAM Technician  These are the unseen villains normally behind the 
scenes who build all of those lovely Robots you've fought with so far, 
as well as many other fiendish mechanical creations. They are not very 
good fighters though, and have almost no life, little defense, and 
aimlessly fire at you. They use Heat Guns and Smart Suits. Worth 21 
experience points and 56 credits each.

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

Mission Objectives: Infiltrate Mars

Enemies
RAM Scout Cruiser  Although it can cause damage to you, it isn't 
really the best choice for guardian of an entire planet.
Terrine Leader  They're still just as weak.
Ram H.S. Robot  These machinations are probably the most dangerous 
things on the ship. They can hit you with their Rocket Pistols, but not 
very often, and although they have a decent amount of life, you should 
have no problems with them.
RAM Warrior  Join the army. See the worlds.
RAM Technician  Great for stealing lunch money.
Desert Ape  Big, mean, and quite irate.
Sand Squid  It actually looks more like a nautilus...
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.

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.

Mission Objectives: Gain Villagers' Cooperation, Repulse RAM Invaders, 
Destroy RAM Fleet

Enemies
RAM Assault Robot  I'm blue, da-boo-dee da-boo-die...
Martian Combat Gennie  Nothing to worry about.
RAM Warrior  They're back!
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.

Level Breakdown
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 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: 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 online outcast, however, and 
bad luck will hopefully torment you until the end of your days.

              This document Copyright 2000 Andrew Demario

Part thirteen: Special Thanks Spot

Until someone actually helps me with this, the Special Thanks spot will 
only be filled with the following nonsensical characters.
Thanks go to the Cinnabon Company for making what might just be the 
world's tastiest treat.
Thanks go to anyone who reads this.
Thanks go to Jeff. It doesn't matter which one. If you're Jeff, then I 
appreciate it.
Thanks go to Lucille Balle for all the great laughter.
Thanks go to Mr. Sun, just for being so happy.
Thanks go to the Noblemen for not suing me. I'm really sorry about that 
if you're reading this and even if you're not.
