Table of Contents

World's End: The Cross Dimensional World Saving and/or Destruction Simulator

Plot Synopsis

World's End is a small town ostensibly in Missouri that exists outside of all other realities. Walk for long enough, and you may find yourself in nearly any populated world. Those skilled in interdimensional navigation can use this effect to go practically anywhere they want, and those unskilled can still use Doors located throughout World's End to navigate between locations.

World's End connects to a number of worlds with parallel existences. Each of these worlds, or instances, is based off of a Prime World - with a particular chronology, inhabitants, problems, and status. The objective of members of World's End is to push an instance to an end-state (either a good or a bad one) without allowing it to be destroyed entirely. The benefits of a world ruled by a tyrant are great for the tyrant but not so much for visitors, while the benefits of a world that has reached a peaceful state are generally good for all. Only those who were actively working on a world can return to it once it has reached an end state; this allows people to reap the spoils of their good or bad deeds, cash out their worldly riches for stuff that can be useful elsewhere, and so on.

The End of the World

While most people will want a good end for a world (unless they're the world conquering type), few people want the true End of the World - utter oblivion. Seeking this oblivion is the role of the major antagonist of the game, the Unreal. Their desire is to unravel realities, thus weakening the bindings of the omniverse by breaking each multiverse that winds together within it. Given time and motivation, they gradually erode the fabric of a reality until a world ceases to exist. It's unclear why exactly they do so - whether they derive some sort of substance from reality-fabric or simply find joy in it.

General Nonsense

Game Mechanics and Unsorted Notes

World's End: Beyond the Void

The Unreal: These entities disrupt reality by their passing, and contact with them is supposedly a one-way trip to obliteration. Magics and weapons that affect the fabric of reality, or are powerful enough energy blasts, can harm them; normal attacks do nothing, and objects that strike them take massive amounts of damage; likewise, they inflict significant damage if the target is not Stabilized or in a Stabilized environment.

Stabilized: A Stabilized individual is bound to reality, to the point where their presence strengthens any reality they are in, and they cannot be obliterated or cast entirely out of existence. A Stabilized area is rendered impervious to reality-altering and reality-destroying effects, regardless of what happens outside the area. This means that, in an extreme example, if a single sphere of Stabilized ground and air exists on a planet that is destroyed, that sphere will remain in existence, unaffected. When it stops being Stabilized, however, normal rules (like heat loss, gravity loss, atmosphere loss, death by suffocation, and so on) ensue…

Stability: The fabric of reality is much like a biological entity; it can be cut, torn, and damaged, but given time it will attempt to heal itself and recover from injuries. However, significant damage will be lasting, and enough damage will bring the entire world crashing to a halt and disappearing in a puff of logic. As such, the presence of Stabilizers is one of the things that keeps worlds functioning for long periods; as long as someone is regularly passing through, reality remains intact.

Stabilizers: Each player character is a Stabilizer; an individual from World's End with the task of seeking out worlds and bringing them to order. The Boss isn't particular about how this is done; he just wants worlds to continue.

Damage Scale: The damage scale is recorded as a number and suffix; example 6 to 60 U, 10 to 20 kU, etc. Normally everything works on the U (unit) scale; vehicular weapons, artillery, and giant problems on the kilo (KU) scale, mega (MU) scale, giga (GU) scale, or tera (TU scale). Weapons that rely on strength instead add a bonus to the base amount of damage the user can inflict, which is similarly scaled.

Damage Cap: Bullets tend to blow through people. A single slice with a katana will not destroy a planet no matter how hard it hits. And so on. Typically, regular weapons hit a cap at 999 (just under 1 kU); weapons known for blowthrough will be much lower.

Blowthrough: Causes an attack to do a maximum of 'Endurance x Blowthrough' damage. Any further damage may carry on to targets on the other side (damaging armor again, for example), and may even hit another target (firing a shotgun into a crowd of mooks is a great way to thin things out.) Most attacks have a Blowthrough of 10, so that a person with an Endurance of 10 could soak up 100 points of damage in one shot; a normal person with Endurance 10 would have 100 hit points, so that'd be a one-hit take-down. Area attacks have a Blowthrough of 100, so you can believably be vaporized by one of sufficient power. Wear armor, kiddies.

Health and Hit Points: Hit Points are, as described in the Worldwalker's Handbook, 'an abstraction of the point between life and death, happiness and agony, fortune and desperation, and in some worlds, they are taken more literally and numerically than others.' Typically, when a user hits zero HP, they risk unconsciousness; at negative HP equal to Endurance or worse, they risk death, at -5 x Endurance HP they are automatically dead, and at -10 x Endurance HP, they are utterly destroyed. HP is measured with the assumption that an ordinary person of Endurance 10 has 100 hit points… however, over time, primary, secondary, and tertiary stats all increase with experience in the relevant pursuits.

Learning Through Doing: Each stat can be increased by putting it to a test that the user passes and had difficulty with. For example, HP gradually improves as the user survives serious injury again and again. Intellect improves when the user is challenged intellectually and succeeds. Note, however, that these trained improvements require the user be sufficiently challenged; you can't just become a super genius by doing the daily word find, and you can't become an invulnerable blob by sticking your foot in an anthill and letting ants bite you for twelve years. Increasing parameters increases the chances of future success, which in turn decreases the rate of advancement. Also, Learning Through Doing gains are not instant in the field; you have to return home to World's End and reflect on your experiences. This means if you make massive gains, but die horribly, you lose it all.

World-Based Levels: In addition, you can gain levels and statistics within a particular world, as a reflection of your improving competence there. This is particularly true for worlds based on level-based games, as is the concept of experience bars. World-Based Level gains only apply -in that specific instance- of the world (although some special earned perks may follow you home.)

Gamer Control: Under circumstances where the game starts thinking someone's figured out an exploit to boost themselves rapidly, it will respond in ways meant to inhibit this behavior. Learning Through Doing caps out at a 20% increase in parameters between reflections. Also, if it thinks people are using a particular world to grind more, Door Failures become more frequent, as do Unreal spawns.

Door Failure: Depending on the Stability of a particular world, there is a chance that a Door to the world in question won't be available at a particular hour of the day, thus preventing people from entering or leaving. This is a big problem if you happen to be stuck somewhere dangerous, or you have friends who need support.

Equipment Materials

Plant: Considered grass type by Kyrael. Leather: Type tends to be Normal. Metal: Tyically counts as Steel. Fluid: Type depends on effects; most count as Poison or Water. Energy: Type depends on effects; most count as Electric or Fire. Synthetic: Typically counts as Fighting. Magic: Type tends to be Ghost or Fairy. Rock: Counts as Rock.

Item Values

A note on value:

Appraise is the amount 'Appraise' software will estimate its value as - you will get a close approximation via your own skills, but the software gets the number perfect. However, List Price (what you pay in stores) is increased by 10% (for levels 11 through 20) or 25% (levels 21 onward) due to the New Player Redistribution Tax Fund, which helps fund new players on their adventures. Occasionally, stores may sell an item for 40% off list price. Stores also buy items at (35% or more depending on the store) off of appraise price.

Items may be listed as Rechargeable or Repairable; Rechargeable items use power to function, and Repairable items can be repaired with a repair kit.

Items

Armor

Armor items have the basic traits of Coverage, Bulk, Resistance, and Durability. They also have Additional Traits.

Coverage

Coverage is written in percentage, and is what amount of your body is covered by the item. In most cases, the Coverage is limited at most to the size of the body part; Torso covers 50%, Pants cover 25%, Helmet covers 15%, Hands cover 5%, Feet cover 5%, and Accessories cover nothing (or 1% - the chance of a lucky save.)

Bulk

Bulk is a number between 0 and infinity, and effectively reduces your Agility and ability to evade or move quickly when the armor is worn.

Resistance

This is how much damage armor actually stops from hitting you if it does intercept an attack. Higher is better, though any damage intercepted by the armor comes out of the item's Durability.

Durability

This is how much punishment the armor in question can take before breaking. Broken armor is at half Coverage and Resistance, rounded down. If it takes more than twice Durability in total damage, it is destroyed outright and unrepairable. Certain armors have the Additional Trait of not taking more damage than Durability - typically rechargable armors meant to simulate energy fields, which usually also have the Trait of 'No Coverage When Broken'.

Additional Traits

These are armor 'perks' that provide additional effects to the armor in combat. Typically, they consist of a perk name and a number, though some perks are 'one level' - there's no benefit to a higher number.

No Coverage When Broken

This armor is an energy field or other non-physical entity that simply stops working when broken; as such, they do not (usually) take further damage past Durability.

Repairable

This armor can be repaired. Energy armor cannot be repaired, but must be recharged; other esoteric armors might be unrepairable and thus much less useful when they break.

Rechargeable

This armor can be recharged. This is typically restricted to energy armor, which can only be restored via recharging. Certain ultratech items might also benefit from a jolt.

Uses (Ammo Type)

Typically combined with 'rechargeable', this allows a specific type of ammunition to recharge the armor. Note that 'Uses Q-Cells' is an option, as is 'Uses Rechargers' (special 'ammo' not used in weapons, but only to power objects) and 'Uses Anything', which allows it to convert any sort of power.

Magical

This armor requires magical energy to function, and in anti-magic zones (including temporary ones), it automatically has halved Resistance and Coverage.

Soul-Eater

This armor automatically repairs when the wearer defeats someone in combat (regains Durability equal to the negative HP the enemy was pushed to).

Cannot Be Destroyed

This armor cannot be destroyed by normal means - disintegration, overload, and similar effects may still work, but normal combat damage will not suffice. At worst, it can be Broken, but it takes no further damage. It is usually paired with No Coverage When Broken; without it, it effectively always provides a modicum of protection.

Resilient: X

This reduces all damage to the item in question by a factor of (X + 1); for example, an item with Resilient 4 would take 1/5 normal damage. Note that this only affects damage suffered by the armor, not the wearer.

Sturdy

This reduces all damage to the item in question down to one point, regardless of its magnitude.

Impervious

This armor never takes damage from anything. Ever. This also means it never breaks or is destroyed by normal means. NOTE: Cosmic attacks can ignore this and do normal damage, which can be problematic if it also can never be repaired!

Speed Boost: X

Add X x 10% x Coverage% to user's effective Agility when using this armor.

Muscle Enhancement: X

Add X x 10% x Coverage% to user's effective Strength when using this armor.

Impressive: X

Add X x 5% x Coverage% to user's effective Charisma when using this armor.

Intimidating: X

Increases Charisma by X x 10% x Coverage% when intimidating others, but reduces Charisma by X x 5% x Coverage% when negotiating, getting prices, etc. Double these numbers if a helmet.

Wired Reflexes: X

Add X x 5% x Coverage% to user's effective Dexterity when using this armor.

Lucky: X

Add X x 5% x Coverage% to user's effective Luck when using this armor.

Iron Will: X

Add X x 5% x Coverage% to user's effective Willpower when using this armor.

Enduring Spirit: X

Add X x 5% x Coverage% to user's effective Endurance when using this armor.

Enhanced Senses: X

Add X x 5% x Coverage% to user's effective Perception when using this armor.

Enable HUD

Allows you to use the Heads-Up Display combat options, as well as allowing you to use certain items without having to select them directly.

Auto-Regen: X

Heals 1% of your HP every (1000 / X) steps.

Auto-Injector

Allows you to configure an automatic injection system using a Computer.

Auto-Eater

Allows you to eat without stopping using special feeding tube.

Auto-Drink

Allows you to drink while on the go, keeping you hydrated.

Auto-Repair: X

Gradually self-repairs itself at the rate of 1% of max durability per (1000 / X) steps.

Biomonitor

Monitors vital statistics and keeps you informed. The cheapest Biomonitor is available as a wrist Accessory, but they are also integrated into some heavy-duty combat armors.

Communicator

Allows you to communicate with others far away.

Radio

Lets you hear (but not respond to) broadcasts from far away.

Computer: X

Device functions as a computer with power level X and can have programs installed on it.

Generator: X

Device automatically generates power that recharges available cells by X energy units per turn.

Components

This is a list of what components are needed to make the item in question; a fraction of this is regained when an item is recycled, based on the item's current condition and the recycling efficiency of the technique (an item that normally can be recycled for ten Steel at most, when recycled using 50% efficiency, only gives five steel.

Value

As with all items, armor value has three basic levels - list price, which is what a player is actually charged if bought new in a store; appraisal value, which is what it's currently worth; and sale price, which is what the player can get by selling it to a shop. Only appraisal value is set. As a rule, any item with damage loses part of its value - minus 20% immediately for the slightest scratch, then proportionately removing up to 70% more for amount of damage, down to 10% if broken; further damage reduces value from 10% down to zero based on the significance of damage.

Special traits add significant value based on a multiple of the appraisal price, and the cost to add them to an existing armor is similar.

The value modifier also is applied to any recycling gains - if an item gives 10 Steel normally, then a damaged item gives 1 to 8 Steel, and a broken one gives none.

All values are rounded down.

Weapons

Weapon items take up a Hand slot (1 or 2 hands depending on size), and inflict harm on enemies. Weapons have the basic traits of Attacks, Weight, Resistance, Durability, and Bulk. Attacks in particular is broken up into sub-traits: Damage, Type, Rate, Range, Accuracy. For example, a firearm allows you to make a single shot at a heightened rate of accuracy, or several less accurate shots, or to smack them with the butt of the gun at close range. Ranged attacks let you get shots in on your enemy from a distance, which can be very useful.

Attacks

Attacks have several sub-categories:

Damage

This is the amount of raw damage the weapon does, measured either in a raw quantity, or as a bonus to your base damage.

Type

What type of damage the weapon inflicts (crushing, piercing, cutting, impaling, afflictions, etc.)

Rate

How quickly the attack can be issued; weapons that require a charge-up time, reaction time, etc. tend to have higher times. Weapons often have different attacks - one representing a carefully aimed attack while the other represents trading skill for speed.

Range

The ranges at which the attack can be used.

Accuracy

How accurate the attack is.

Step

How much range affects accuracy (if it can attack at range). The higher the number, the lower the accuracy over a distance.

Recoil

How much the attack throws off followup attacks (a massive swing can throw you off unless you take time to recover, an automatic shotgun is difficult to aim on target.

Uses Ammo: X

This weapon uses a particular category of ammunition, such as arrows, bolts, a particular caliber of bullet, or a particular type of energy cell.

Ammo Per Shot: X

This is how much ammunition is used for the attack in question per shot. This is mostly relevant for energy weapons.

Additional Traits

Long Reach

Used by melee weapons, Long Reach is useful for weapons such as spears, halberds, and pikes; it gives them priority when dealing with an attacker that is closing in.

Throwable

This is a throwable weapon. If the weapon is also Explosive, this is generally the only way to use the weapon, and destroys it when used. Otherwise, the weapon is often recoverable after combat.

Ammunition Packs

The worlds being dangerous places, most people will want to keep ammunition handy for their weapon of choice. In most cases, players do not get time to reload weapons in the middle of a tense fight, so making sure your weapons are reloaded after a difficult combat is important. Woe be to him who hears the dreaded 'click' of a weapon without ammo!

As a rule, ammo comes in the following formats:

Magazine - Works with a specific weapon type and ammo type, holds a specified amount of ammunition. Often found empty and can be manually reloaded. If you have a magazine with ammunition in it, you can choose to load it into your weapon and get the weapon's current magazine in exchange. You can also unload a weapon or magazine to extract all ammunition from it.

Box - A box full of loose ammunition. Can be manually loaded into a weapon or magazine.

Ammofac - This complicated device requires power to run, but allows you to convert ammunition into its components, and then convert those components into other ammunition as necessary. No longer must you suffer through having your .38 Special unloaded but have rivers of .22 LR ammo flowing past your feet!

Cell - A generic power cell meant to discharge into a weapon or other item to power it. Typically has a visible battery life; you cannot typically combine cells, but you can drain the power out of a cell with a Charge Unit.

Charge Unit - A power cell built to be rechargable from building power or other cells, and to be dischargable into other cells or appliances.

Generator - A device that automatically generates power, gradually recharging cells or charge units connected to it.

Accessories

While accessories are technically armor, their Coverage rating is usually very small (only capable of being hit on a lucky shot). Usually, they are carriers of Traits that aren't usually incorporated in lower-tech armor, such as radio broadcasting

Monster AI

Not every creature you encounter is an unthinking beast. Many of them have feelings and thoughts. Some will run when the going gets tough. Some might want to talk things over. Others might be vulnerable to being fooled or flattered. Still others, like Champions and NPCs, might have things to do that don't involve the players.

Basic AI Types

Humanoid Factions

A monster marked as belonging to a humanoid faction will want to make his way to a nearby hangout of that faction, sell things he isn't using, buy and equip better gear if he can, stock up on supplies, rest up until healed, and then go back out into the world to inflict more harm.

Monster Factions

Monsters will want to establish a nest somewhere that's away from paved roads and foot traffic, and will establish this as a de facto fortress to hole up. Other monsters may end up living here as well if they are on good terms with the monster in question. Monsters that hoard treasure tend to bring it to their lair; monsters that eat the dead bring corpses back to their lair once they have one. In either case, monsters tend to rest and recover at their lair when they have one unless it is destroyed or they are very hungry, which can motivate them to go search for food even if they aren't in the best condition.

Humanoid-Ally Factions

Typically, these 'ally factions' are monsters or other entities that work for humanoid factions, and as such will assist them but will generally not act to form their own plans and goals. As such, they usually require direction and often stay in one general area.

Intermediate AIs

Hostile

The Hostile archetype lacks subtlety - if it sees an enemy and isn't already avoiding combat due to injury, it will head straight for them and engage. They are typically not stealthy, and they are seldom talkative. They mostly focus on the thrill of the kill, but aren't above picking up equipment better than their own, or needed supplies, for their own use.

Scavenger

The Scavenger archetype is always looking for loot. If they spot a corpse or interesting objects, they will head for them and examine them to see if anything is there that they want. Scavengers return to their base of operations if they are injured and can't heal with medical supplies, or if they are encumbered. If unhurt, they will pick up things en route if not too inconvenient. Scavengers are generally not interested in starting combat unless they are hungry or desperate.

Predator

The Predator archetype likes to be stealthy and attack PCs from a point of surprise. They will often skip pre-combat if they successfully ambush a PC. They return to their base once they have made a kill, picking up what they need as a result. Predator monsters will eat their kills if nobody is nearby, or attempt to drag their kills off if they detect someone in the general area. Predator humanoids will loot the body of valuables and head for town to cash in - but may be willing to pick up one more big score on the way, if convenient.

Wanderer

The Wanderer archetype is as it says, a wanderer. It will roam the area without a particular goal in mind, and may or may not decide to investigate a particular location, hole up and rest, or head for a base of operations based on its current mood. It has no real objection to facing a player, but also has no interest in chasing them down if they escape a fight, for example.

Paranoid

The Paranoid archetype is a Scavenger that avoids PCs at all costs. It wanders and loots as it can, but will go out of its way to evade PCs if at all possible by the shortest route. If a PC is dangerously close to a Paranoid's lair, they will stay away from that location; if a PC is spotted when a Paranoid exits a lair, they will immediately return and fortify in their lair.

Hunter

The Hunter archetype will go out of its way to confront PCs if it thinks they're weaker and easily bullied or killed, often preferring to stealthily sneak up and surprise them if possible. Hunter-AI monsters are basically Predators that prefer to choose their targets wisely, while Hunter-AI humanoids are basically Scavengers that aren't above scavenging pre-dead targets. Hunters are not above taking advantage of a fight already in progress.

Defender

The Defender archetype is most often found near a lair, and will deliberately act to defend that lair from intrusion. If patrolling the area around its lair, which it will do on occasion if the lair itself is not currently under threat, it will move to engage targets that are currently fighting its allies, or are too close to its lair.

Trapper

The Trapper archetype is usually only found in humanoids; it is, essentially, a Hunter that routinely sets up traps to ensnare or dispatch weak targets, then moves in to clean up what's left behind. As such, some of their earnings tend to go towards new trap supplies to snare more people. Trappers that spot 'camped' players enjoy leaving a circle of traps around them, forcing them to step into trouble. Trappers like to leave their traps on known roads near their base of operations, but may wander if sufficiently motivated (insufficient successes).

Advanced AI Coding

AI Goals - Short Term, Medium Term, Long Term

AIs tend to follow basic routines and behaviors based on their current needs. If they're hungry, they eat. If they have no food, they'll try to find some. If they're monsters, they'll hunt prey; if they're human, they'll hunt a target if they don't have enough money to buy food. And so on. Medium term tends to be their 'general behavior', with short term being 'what are you doing now?' and long term being 'what are your basic goals?'

AI Memories

AI in the game uses a basic memory recall system regarding particular locations and creatures. If an AI is familiar with a player because it lost to them, then it may flee – or may want revenge. If an AI saw treasure on the road but couldn't carry it, they might go back for it. And so on. Typically, AIs have a 'morale' check based on their character type that determines how they deal with their memories and experiences - a Predator who barely survived their last encounter with a player may not be so quick to face them twice, while a Defender who recognizes the player as hostile will immediately move to defend the lair.

Faction Reputation

Faction Reputation influences AI behavior as well - a gang member will know if you have a significant reputation with their gang, and will bear this in mind when deciding whether to pick a fight with you. Reputation can scare off lesser entities while encouraging greater ones to see you as a threat; lack of reputation, meanwhile, might encourage lesser entities to fight while greater ones will assess you more rationally.

Borrowed Content - Item Inventory

Armor

Armor is measured in terms of deflection percentage (how likely it is to deflect an attack you fail to dodge) and damage resistance (how many points of damage it can take in total before falling apart.) As a general rule, item sale value is 20% of max, plus 80% x the remaining durability of the armor (a nearly ruined suit of armor with 10% of its durability remaining would be worth 28% of its normal maximum.)

Armor can typically be either repaired or recharged, although certain special armors can't receive either benefit.

Name Defl. Pts. Rech? List Appraise? Sell? Where Apron 10% 8 No n/a 175 114 Mutant Mother-In-Law Cheerldr Suit 12% 10 No n/a 200 130 Valley Girl Cloth 15% 10 No 313 250 163 Base Animal Hide 15% 10 No n/a 250 163 Zone 1, note Boat Plans Leather 20% 20 No 1,250 1,000 650 Base Kevlar 30% 30 No 6,250 5,000 3,250 Base, Freedom City Laser-Resist 35% 100 No 31,250 25,000 16,250 Base, Freedom City PlasmaVest 45% 200 Yes 125,000 100,000 65,000 Bounty Hunter (one monster in many…), FrogMan (aquatic), Base Energy Armor 60% 500 Yes 312,500 250,000 162,500 Zone 3, DW HQ, Widow Base Widow Armor 65% 600 Yes 437,500 350,000 227,500 Zone 4 and 5, Widow Base Frost Vest 65 600 Yes n/a ? ? Snow Demon (Shockwave?), None DreamArmor 70% 800 Yes n/a 1,500,000 975,000 Zone 6 Massive Hide 75% 750 No n/a 25,000 16,250 Hell Phase Armor 75% 1000 Yes 3,125,000 2,500,000 1,625,000 half of Zone 6, Ed's Quantum Field 80% 2000 Yes n/a 7,500,000 4,875,000 Zone 6, once

Rechargers

ACME will likely only upgrade rechargable armor.

Name Pts. List price? Appraise? Sell? Per pt. Where

Recharger 1000 312,500 250,000 162,500 250 Base

UltraCharger 7000 1,250,000 1,250,000 812,500 178.57142857143 Terra Labs, 1/day max stock 2

Buying one Recharger/1000: 250,000 plus 25% tax = 312500

Selling five PlasmaVests: 100,000 * 65% * 5 = 325000

In practice, the PlasmaVests will usually have more than a handful of protection remaining.

Shields

Shields go in the X - Aux Weapon (or shield) slot.

Shields cannot be recharged. If you notice being hurt more than normal, check if your shield has worn out. (They also have a tiny but sometimes noticable influence on the C-Stats combat difficulty rating.)

Name Defl. Pts. List price? Appraise? Sell? Where Pom-Pom 35% 15 n/a 75 49 Valley Girl Polycarb Shield 5% 50 625 500 325 Base Steel Shield 8% 100 3,125 2,500 1,625 Base Plasma Shield 12% 200 12,500 10,000 6,500 Base Cabal Shield 20% 500 n/a 25,000 16,250 Particularly zone 6 Stone Shield 25% 750 n/a 75,000 48,750 Shrine of Hercules The Pom-Pom is not a typo. Absorbing only 15 points of damage, it won't last long either.

Bank accounts

You have two bank accounts, the Standard and the Game.

The Standard account gains 7% interest a night, the Game 14%.

(There aren't any games for the Game account balance to bet on.)

During maintanence, any money in an account over 50,000,000 is taken as tax.

As well as Sacre Base, you can access your bank accounts in several towns across the wasteland.

High-ranking player tax

Adventurers from level 10 to 19 pay 10% above appraise for items bought from stores; adventurers level 20 and over pay 25% more.

Since you'll spend most of your career above level 25, store prices on this wiki include the 25% high-ranking player tax.

Tax redistribution The money taken from large bank balances and charged to high-level players by stores is redistributed amongst the adventurers.

It appears in your Standard account.

The time limit affects the game dynamics by altering the ratio of play time vs. maintenance events.

Short time limit Long time limit Fortress factories produce more frequently (better ROI) Fortress factories produce less frequently (ROI not as good) Wandering fortresses change locations more frequently. More time to locate a wandering fortress (good for the looker, not good for the hider).

Sacre base rent more substantial (camping more frequently). More time to salvage items, offsetting the cost of rent. Bank interest occurs more frequently (more useful) Bank interest is less frequent (less significant compared to salvaging equipment)

Boat Plans

Combines a Sticks (Zone 1, Reaping Willow) and an Animal Hide (also zone 1) into a Home-made Raft.

The Home-made Raft is, at extremely low levels, worth more for being sold for <around twelve thousand> than it is as a passer for waterways. (It'd just get stolen anyway.)

Ask Jeffrey (Sacre Tavern) about his name.

Stores

(Don't forget to check Sam's Super Surplus Store; they can have items for sale that aren't sold anywhere else.)

Sacre Base

Short Range Weapons

Name List price? Appraise? Sell? Knife 438 350 228 SR weapon: 1-3 dmg, uses no ammo Dagger 625 500 325 SR weapon: 2-3 dmg, uses no ammo Sword 1,250 1,000 650 SR weapon: 2-5 dmg, uses no ammo RazorLance 3,125 2,500 1,625 SR weapon: 3-7 dmg, uses no ammo ElectroBlade 9,375 7,500 4,875 SR weapon: 4-8 dmg, uses Power Pack ElectroSword 25,000 20,000 13,000 SR weapon: 5-10 dmg, uses Power Pack ElectroLance 50,000 40,000 26,000 SR weapon: 6-12 dmg, uses Power Pack Neutron Sabre 312,500 250,000 162,500 SR weapon: 14-22 dmg, uses Neutron Pack

Long Range WeaponsEdit Name List price? Appraise? Sell? Grenade Pack/25 25,000 20,000 13,000 15-30 Crossbow 2,625 2,100 1,365 LR weapon: 6-9 dmg, uses Crossbow bolts Clip Pistol 6,250 5,000 3,250 LR weapon: 8-11 dmg, uses 9mm rounds Phaser-1 25,000 20,000 13,000 LR weapon: 10-17 dmg, uses Power pack energy, None Phaser-2 31,250 25,000 16,250 LR weapon: 12-18 dmg, uses Power pack energy Phaser-3 43,750 35,000 22,750 LR weapon: 14-20 dmg, uses Power pack energy Comp Blaster 50,000 40,000 26,000 LR weapon: 16-22 dmg, uses Power pack energy GravBlast 75,000 60,000 39,000 LR weapon: 19-25 dmg, uses Graviton energy PlasmaBlast 187,500 150,000 97,500 LR weapon: 23-30 dmg, uses Plasma energy Neutron Rifle 312,500 250,000 162,500 LR weapon: 25-35 dmg, uses Neutron energy

AmmoEdit Name List price? Appraise? Sell? Crossbow bolts/20 250 200 130 Ammunition: Crossbow bolts 9mm ammo/20 1,000 800 520 Ammunition: 9mm ammo Power Pack/35 3,750 3,000 1,950 Ammunition: Power pack energy GravPack/35 15,000 12,000 7,800 Ammunition: Graviton energy PlasmaPack/40 21,250 17,000 11,050 Ammunition: Plasma energy Power Belt/150 25,000 20,000 13,000 Ammunition: Power pack energy Neutron Pack/80 62,500 50,000 32,500 Ammunition: Neutron energy

ArmorEdit Name List price? Appraise? Sell? Cloth/10 313 250 163 Armor, 15% defl. Leather/20 1,250 1,000 650 Armor, 20% defl. Kevlar/30 6,250 5,000 3,250 Armor, 30% defl. Laser-Resist/100 31,250 25,000 16,250 Armor, 35% defl. PlasmaVest/200 125,000 100,000 65,000 Armor, 45% defl., rechargable Std Medline 18,750 15,000 9,750 Medline, 1/50 Adv Medline 62,500 50,000 32,500 Medline, 5/50 Polycarb Shield/50 625 500 325 Shield: 5% defl. Steel Shield/100 3,125 2,500 1,625 Shield: 8% defl. Plasma Shield/200 12,500 10,000 6,500 Shield: 12% defl.

MiscellaneousEdit Name List price? Appraise? Sell? MiniRaft 62,500 50,000 32,500 Cross water. Flashbomb/10 LR Scan Sacre Map MedKit/10 938 750 488 Restore your hit points. MedKit/15 1,875 1,500 975 Restore your hit points. MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points. Radio Rations/5 Rations/10 Rations/20 Recharger/1000 312,500 250,000 162,500 Repairs some armor Scanner Stealth Field 3,750 3,000 1,950 Hide from nuisances, or find salvage.

Computer Name List price? Appraise? Sell? Laptop 6,250 5,000 3,250 To use ROMs, install one one of these. ROM: Rankings 938 750 488 ROM: ViewLog 938 750 488 ROM: C-Stats 1,250 1,000 650 ROM: FortList 1,875 1,500 975 ROM: Appraise 1,875 1,500 975 ROM: Macro 3,125 2,500 1,625 ROM: Diet 6,250 5,000 3,250 ROM: Notes 6,250 5,000 3,250 ROM: AutoNav 31,250 25,000 16,250 ROM: Transfer 68,750 55,000 35,750 ROM: Scanner 93,750 75,000 48,750 ROM: LR-Scan 93,750 75,000 48,750 Alpha TransportEdit [Edit the Alpha Transport inventory.]

Name List price? Appraise? Sell? Healing 40/unit 25000 units M16-9mm + M203 150,000 150,000 97,500 LR weapon: 10-15 dmg, uses 9mm rounds, 3 round burst, grenade launcher , 2/day max stock 4

DeathSword 125,000 100,000 65,000 SR weapon: 5-10 dmg, uses Power Pack, ArmorBurn-3, Deathpulse , 2/day max stock 4

ACME WeaponsEdit [Edit the ACME weapon store inventories.]

Fortress invasion items Name List price? Appraise? Sell? FortShell/1 1,875,000 1,500,000 975,000 Ammunition: FortShell FortSlayer MK1 3,750,000 3,000,000 1,950,000 LR weapon: 80-120 dmg, uses FortShell FortSlayer Deluxe 7,500,000 6,000,000 3,900,000 LR weapon: 100-140 dmg, uses FortShell Advanced weapons Name List price? Appraise? Sell? AK-47 9mm 62,500 50,000 32,500 LR weapon: 9-13 dmg, uses 9mm rounds, 3 round burst M16 9mm 87,500 70,000 45,500 LR weapon: 10-15 dmg, uses 9mm rounds, 3 round burst Phaser Sniper 125,000 100,000 65,000 LR weapon: 14-20 dmg, uses Power pack energy, 30% accuracy bonus Phaser Ripper 137,500 110,000 71,500 LR weapon: 12-18 dmg, uses Power pack energy, 3 round burst Combat Phaser 312,500 250,000 162,500 LR weapon: 16-22 dmg, uses Power pack energy, Stunner, Uni-ammo, 3 round burst Devastator 1,250,000 1,000,000 650,000 LR weapon: 16-22 dmg, uses Power pack ammo, Stunner, Uni-ammo, 3 round burst, Shockwave blaster, Grenade launcher [Edit the pharmaceuticals inventory.]

Pharmaceuticals Division Name List price? Appraise? Sell? Hormone Suppliment 1,875 1,500 975 Str Inhibitor 6,250 5,000 3,250 Dex Inhibitor 6,250 5,000 3,250 Agl Inhibitor 6,250 5,000 3,250 Neural Inhibitor 31,250 25,000 16,250 Strength Enhancer 125,000 100,000 65,000 Adds a few points, but may regress. Dexterity Enhancer 125,000 100,000 65,000 Adds a few points, but may regress. Agility Enhancer 125,000 100,000 65,000 Adds a few points, but may regress. Bugs Titles on the menus for FortSlayer Weapons and Advanced weapons are switched.

Beta TransportEdit [Edit the Beta Transport inventory.]

Name List price? Appraise? Sell? Healing 40/unit 25000 units Tricorder 250,000 250,000 162,500 2/day max stock 4 Warper/5 100,000 100,000 65,000 2/day max stock 4

GSRZ Horticulture CenterEdit GSRZ Rations/25 GSRZ Rations/50 Freedom CityEdit [Edit the Freedom Store inventory.]

Name List price? Appraise? Sell? 9mm ammo/20 1,000 800 520 Ammunition: 9mm ammo Power Pack/35 3,750 3,000 1,950 Ammunition: Power pack energy Kevlar/30 6,250 5,000 3,250 Armor, 30% defl. Laser-Resist/100 31,250 25,000 16,250 Armor, 35% defl. MiniRaft 62,500 50,000 32,500 Cross water. Grenade Pack/25 25,000 20,000 13,000 15-30 Key Ring 6,250 5,000 3,250 Added keys still open doors! MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points. Red Keycard 6,250 5,000 3,250 Use U-Pylons. Subway Pass 6,250 5,000 3,250 Use Freedom City's subway. Clip Pistol 6,250 5,000 3,250 LR weapon: 8-11 dmg, uses 9mm rounds Uzi SMG 37,500 30,000 19,500 LR weapon: 8-11 dmg, uses 9mm rounds, 3 round burst Phaser-3 43,750 35,000 22,750 LR weapon: 14-20 dmg, uses Power pack energy Rations/5 Scanner Stealth Field 3,750 3,000 1,950 Hide from nuisances, or find salvage. Alarm Ed's Exquisite Equipment EmporiumEdit [Edit EEEE inventory.]

Name List price? Appraise? Sell? Trivex Pack/75 156,250 125,000 81,250 Ammunition: Trivex fuel Nuke Shell/30 250,000 200,000 130,000 Ammunition: Nuke Shell Phase Armor/1000 3,125,000 2,500,000 1,625,000 Armor, 75% defl., rechargable HyperVault 1,250,000 1,000,000 650,000 Store eight items. Zilpox Medline 162,500 130,000 84,500 Medline, 15/50 Stilzi Medline 362,500 290,000 188,500 Medline, 25/50 Dumb Mine Smart Mine Pulse Rifle 625,000 500,000 325,000 LR weapon: 30-45 dmg, uses Trivex fuel Pulse Bazooka 937,500 750,000 487,500 LR weapon: 35-55 dmg, uses Trivex fuel Xenon's Surprise 1,250,000 1,000,000 650,000 LR weapon: 40-55 dmg, uses Trivex fuel Nuke-O-Matic 1,875,000 1,500,000 975,000 LR weapon: 50-65 dmg, uses Nuke Shell Tricorder Vortex Cell/1000 187,500 150,000 97,500 Vortex cell, 50% eff. Kralox Cell/1250 375,000 300,000 195,000 Vortex cell, 75% eff. Vitron Cell/1500 1,000,000 800,000 520,000 Vortex cell, 90% eff. Waypoint mgr 1,250,000 1,000,000 650,000 Store and retrieve five Warper anchor points. Fire Sabre 750,000 600,000 390,000 SR weapon: 18-25 dmg, uses Neutron Pack

Death Warrior HQEdit [Edit the DWHQ Store inventory.]

Name List price? Appraise? Sell? Power Pack/35 3,750 3,000 1,950 Ammunition: Power pack energy Energy Armor/500 312,500 250,000 162,500 Armor, 60% defl., rechargable MiniRaft 62,500 50,000 32,500 Cross water. Grenade Pack/25 25,000 20,000 13,000 15-30 MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points. DW Bypass Key 312,500 250,000 162,500 Don't fight so many Kill-O-Matic Series 7s. Torpx Cannon 68,750 55,000 35,750 LR weapon: 17-23 dmg, uses no ammo Rations/5 ROM: FortSpy 31,250 25,000 16,250 ROM: Samlist 31,250 25,000 16,250 ElectroSword 25,000 20,000 13,000 SR weapon: 5-10 dmg, uses Power Pack ElectroLance 50,000 40,000 26,000 SR weapon: 6-12 dmg, uses Power Pack Slicer-Dicer 62,500 50,000 32,500 SR weapon: 8-16 dmg, uses no ammo GravSword 125,000 100,000 65,000 SR weapon: 9-18 dmg, uses GravPack Neutron Sabre 312,500 250,000 162,500 SR weapon: 14-22 dmg, uses Neutron Pack Terra LabsEdit [Edit the Terra Labs inventory.]

Name List price? Appraise? Sell? UltraWarper/25 1,000,000 1,000,000 650,000 1/day max stock 2 UltraCharger/7000 1,250,000 1,250,000 812,500 Repairs some armor, 1/day max stock 2 UltraCloak 350,000 350,000 227,500 Hide from nuisances, or find salvage.1/day max stock 2 (No medkit for sale.)

Widow BaseEdit [Edit the Widow Store inventory.]

Name List price? Appraise? Sell? Power Pack/35 3,750 3,000 1,950 Ammunition: Power pack energy WidowPack/60 31,250 25,000 16,250 Ammunition: Widow energy Energy Armor/500 312,500 250,000 162,500 Armor, 60% defl., rechargable Widow Armor/600 437,500 350,000 227,500 Armor, 65% defl., rechargable MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points. WidowBlaster 250,000 200,000 130,000 LR weapon: 25-32 dmg, uses WidowPack Rations/5 WidowLance 156,250 125,000 81,250 SR weapon: 10-20 dmg, uses Widow Pack Kill, Inc.Edit DNA Container Chem Labeller Mapper Day Ruiner MegaMine MicroNuke TeleMine Zapper Mine Protector Robomine 2 Robomine 3 Robomine 4 Robomine 5 Robomine 6 Guardian Thief's Kit Frost BiteEdit [Edit the FrostBite Store inventory.]

Name List price? Appraise? Sell? Cryo-Unit 312,500 250,000 162,500 Passer. MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points. Blood LustEdit Name List price? Appraise? Sell? ROM: Ping 312,500 250,000 162,500 ROM: MineScan 312,500 250,000 162,500 ROM: AntiPing 3,125,000 2,500,000 1,625,000

Sam's Super Surplus Store

SSSS, or less commonly S4.

They'll buy any item for 65% of its base price.

Each outlet has a special on a particular item. At 40% off its base price. (This changes on maintanence.) More importantly, it can be any usable item, including things that aren't available in stores like the Quantum Field. There's a configurable limit of the special per customer per day; this is global.

Note: the special doesn't have weapon special features. An Uzi SMG bought from Sam's won't have three round burst! There's no point buying a Combat Phaser for 150000 from Sam's when it'll be exactly the same as a Comp Blaster for 50000.

ROM: Samlist, available in the DW HQ store, saves hiking all over the waste checking the day's special.

Locations Edit Z X Y Practically? 1 62 4 North edge of the map, just east of Freedom City, but you'll have to swing around the mountain range. (Zone 2.) 1 7 6 Pass it leaving Sacre Base. 1 7 24 Very near to the south of Sacre Base; I forget it's there. You'll need to row or Beta Transport. 1 23 63 Zone 2, north of the silo and south of Barok's hut. Inside some walls. Annoyingly, there's a river running right past the door. 1 105 87 Zone 5, inside some walls, inside some mountains, there's a nuke strike east of the door. Middle of nowhere, really… 1 54 90 Not accessible on foot, not even from the nearby Widow Base. If something interesting comes up for sale, fortress absolute transport (Transporter, 25,000,000) may be involved. Zone 4. 6 13 13 DW HQ, mind the Kill-O-Matic Series 7s. 8 9 15 Frost Bite (zone 4).

Everyone else: As well as buying for less, each of these has their own way in which they're less convenient than a Sam's located near a fortress. Except for Frost Bite and the DW HQ, where there's a Sam's in the same building.

Frost Bite: 62% Widow HQ: 56% Freedom City: 52% DW HQ: 54% Blood Lust: 64%

Short-Range Weapons Edit Talk0 48PAGES ON THIS WIKI Short Range combat will be your primary way of damaging your oponent.

Your Strength increases your SR weapon damage.

Name List price? Appraise? Sell? Damage Ammo Special features Stores Monsters Rolling Pin n/a 350 228 1-3 None None None Mutant Mother-in-Law Knife 438 350 228 1-3 None None Base Dagger 625 500 325 2-3 None None Base Bart, Deranged Woman, Hulk, Mean Dude Ice Pick n/a 500 325 2-5 None None None Valley Girl Sticks n/a 250 163 2-5 None None None Reaping Willow Note: Boat Plans Sword 1,250 1,000 650 2-5 None None Base Death Warrior, Barbarian RazorLance 3,125 2,500 1,625 3-7 None None Base Insane Soldier ElectroBlade 9,375 7,500 4,875 4-8 Power Pack None Base Biomutant, Bounty Hunter, Cyclops, Death Commando, Distraught Sysop, Frogman, Night Terror, Recon Droid, Scavenger, Spider Droid, Terminator, Thug, Watcher ElectroSword 25,000 20,000 13,000 5-10 Power Pack None Base Bandit, Snow Demon Scout, Trader Tom DeathSword 125,000 100,000 65,000 5-10 Power Pack ArmorBurn-3, Deathpulse Alpha Transport None Kelp Stinger n/a 7,500 4,875 5-12 None None None Killer Kelp; you'd need a shockwave blaster. Stone Axe n/a 1,000,000 650,000 5-20 DreamStuff ArmorBurn-8 None Stone Golem ElectroLance 50,000 40,000 26,000 6-12 Power Pack None Base Black Widow Warrior, Cat Burgler, Cyberbird, Death Leader, K-Terminator, Liarei, Security Officer Slicer-Dicer 62,500 50,000 32,500 8-16 None None DW HQ Guard Drone, Initiate of Loki GravSword 125,000 100,000 65,000 9-18 GravPack None DW HQ Fang Gang Fledgling, Priest of Loki, Serpine, Trader, Trader Dick, Warmonger Elemental Force n/a 1,000 650 5-20 None None None Air Elemental, Earth Elemental, Fire Elemental, Ice Elemental, Water Elemental; you'd need a shockwave blaster. Storm Force n/a ? ? 5-20 None None None Rad Tornado, Nuke Twister; you'd need a shockwave blaster. WidowLance 156,250 125,000 81,250 10-20 Widow Pack None Widow Base Baby Jenks, Black Widow Leader, Black Widow Princess, Cabal Warrior, Defs Sacre Clone, Draku Defender, Draku Master, Draku War Chief, Draku Warrior, Energizer Bunny, Fang Gang Elder, Fang Gang Warrior, Paladin Clone, Pink Panther, Roach Warrior, Sapphire, Serpine Suzalle, Steel Widow, Widow Enforcer. That's half of zone 4 and most of zone 5. Frost Sceptre n/a 125,000 81,250 10-20 None None None Snow Demon Warrior Neutron Sabre 312,500 250,000 162,500 14-22 Neutron Pack None Base Curate of Loki, Turncoat Soldier Fire Sabre 750,000 600,000 390,000 18-25 Neutron Pack None Ed's Chaos Knight, Shifter DreamSabre n/a 1,250,000 812,500 20-35 DreamStuff None None High Priest of Loki, Nick's Nightmare, Xenon's Vengeance Scythe n/a 1,250,000 812,500 20-35 DreamStuff None None Grim Reaper (Hell). Grim Reaper's gear disintegrates more often than most. A-Mk.II n/a 3,500,000 2,275,000 25-30 None None None Cabal Commander, Cabal Elite, Deathstalker, Trader Harry, Trader Leader, Xanth, Xeboc Destructor, Xeboc Guardian Cabal Sceptre n/a 25,000,000 16,250,000 25-50 None None None None

NPC Fortresses Edit Talk0 48PAGES ON THIS WIKI Alpha TransportEdit Location: pass it leaving Sacre Base.

Teleport, fee 1000.

[Edit the Alpha Transport inventory.]

Name List price? Appraise? Sell? Healing 40/unit 25000 units M16-9mm + M203 150,000 150,000 97,500 LR weapon: 10-15 dmg, uses 9mm rounds, 3 round burst, grenade launcher , 2/day max stock 4

DeathSword 125,000 100,000 65,000 SR weapon: 5-10 dmg, uses Power Pack, ArmorBurn-3, Deathpulse , 2/day max stock 4

Beta TransportEdit Location: behind Sacre Base.

Teleport, fee 25000. Twice that will buy you a MiniRaft, but for the zone 6 adventurer who can't remember where they left theirs…

[Edit the Beta Transport inventory.]

Name List price? Appraise? Sell? Healing 40/unit 25000 units Tricorder 250,000 250,000 162,500 2/day max stock 4 Warper/5 100,000 100,000 65,000 2/day max stock 4 Terra LabsEdit [Edit the Terra Labs inventory.]

Name List price? Appraise? Sell? UltraWarper/25 1,000,000 1,000,000 650,000 1/day max stock 2 UltraCharger/7000 1,250,000 1,250,000 812,500 Repairs some armor, 1/day max stock 2 UltraCloak 350,000 350,000 227,500 Hide from nuisances, or find salvage.1/day max stock 2 (No medkit for sale.)

Where for Alpha Transport and Beta Transport you can just visit the Sacre Base area,

Fortress TERRA LABS 350 hp 21/40/40 (Disolver, Moat: 30-40) (Destructor, Weapon: 25-35) You get zero experience or money for taking a fortress by force. (Also, the items for sale are not destroyed.)

ACME Weapons

Found in back of Sacre Base; you'll want a raft as usual.

Contents[show] WeaponsmithEdit (Upgrades are done on equipped weapons; to save yourself a few seconds, change gear before entering the menu.)

Accurize and Intensify can only be done once; you can't go to 10% then go to 30% on the same weapon.

TachyonBlaster, appraise 2M, no features. Acc 10% 2M 20% 6M 30% 10M Intensify 10% 2M 20% 6M 30% 10M Stunner 8M Burst 10M Shockwave 8M

SLM-9000 PulseRay, appraise 10M Acc <already done!> # 30% Intensify 10% 10M 20% 30M 30% 50M Stunner <already done!> Burst <already done!> Shockwave 40M

Both weapons do the same base damage, 50-65. Crossbows, Clip Pistols and RazorLances can only be Accurized and Intensified.

Upgrade prices appear to be based on the weapon's appraise:

Accurize and IntensifyEdit Upgrade LR and SR weapons to be more accurate and do more damage.

Bonus Price 10% 1 × Appraise 20% 3 × Appraise 30% 5 × Appraise

Uni-AmmoEdit Price: 3 × Appraise

Upgraded LR or SR weapon can use any energy ammunition. (100% efficient, unlike Vortex cells.)

StunnerEdit Price: 4 × Appraise

LR weapon upgrade. When the stunner works, opponent cannot do anything for the first few melee rounds.

Three round burstEdit Price: 5 × Appraise

LR weapon fires three rounds!

At reducing accuracy:

First round 100% Second round 80% Third round 60%

Shockwave blasterEdit Price: 4 × Appraise

LR weapon upgrade. When you fire your LR weapon, a random item may be knocked out of your foe's inventory or equipment slot. It ends up on the ground. Product documentation says 15% chance.

It could be irrelevant like a Ghetto Blaster or third ammo pack, or it could be their SR weapon or armor.

Grenade launcherEdit Price: 4 × Appraise

LR weapon upgrade. Grenade Pack. Product documentation says 30% accuracy penalty.

Armor BurnerEdit SR weapon does more damage when it strikes armor:

Boost Price 200% 0.75 × Appraise 300% 1.5 × Appraise 400% 2.25 × Appraise 500% 3 × Appraise 600% 3.75 × Appraise 700% 4.5 × Appraise 800% 5.25 × Appraise

DeathPulseEdit Price: 5 × Appraise

SR weapon upgrade. Product documentation says it does 5 to 10 times the damage at the cost of more ammunition and the weapon breaking.

There does not appear to be a way to repair the weapon.

Product documentationEdit Sells a Laptop ROM describing upgrades in detail, some quoted above.

[Edit the ACME weapon store inventories.]

Fortress invasion items Name List price? Appraise? Sell? FortShell/1 1,875,000 1,500,000 975,000 Ammunition: FortShell FortSlayer MK1 3,750,000 3,000,000 1,950,000 LR weapon: 80-120 dmg, uses FortShell FortSlayer Deluxe 7,500,000 6,000,000 3,900,000 LR weapon: 100-140 dmg, uses FortShell Advanced weapons Name List price? Appraise? Sell? AK-47 9mm 62,500 50,000 32,500 LR weapon: 9-13 dmg, uses 9mm rounds, 3 round burst M16 9mm 87,500 70,000 45,500 LR weapon: 10-15 dmg, uses 9mm rounds, 3 round burst Phaser Sniper 125,000 100,000 65,000 LR weapon: 14-20 dmg, uses Power pack energy, 30% accuracy bonus Phaser Ripper 137,500 110,000 71,500 LR weapon: 12-18 dmg, uses Power pack energy, 3 round burst Combat Phaser 312,500 250,000 162,500 LR weapon: 16-22 dmg, uses Power pack energy, Stunner, Uni-ammo, 3 round burst Devastator 1,250,000 1,000,000 650,000 LR weapon: 16-22 dmg, uses Power pack ammo, Stunner, Uni-ammo, 3 round burst, Shockwave blaster, Grenade launcher TechnicianEdit Similarly, each aspect of your body armour can only be upgraded once, so pick 30% or be prepared to replace!

(Equip the armour you want to upgrade before entering the building, or you'll have to back out of the menus.)

Armor: Exoskeletal Augmentation Armor: Targetting array Armor: Servo-Augmentation unit Armor 10% 20% 30% PlasmaVest 350,000 800,000 1,500,000 Energy Armor 500,000 1,250,000 2,250,000 Widow Armor 600,000 1,550,000 2,750,000 DreamArmor 1,750,000 5,000,000 8,500,000 Phase Armor 2,750,000 8,000,000 13,500,000 Quantum Field 7,750,000 23,000,000 38,500,000

Formula:

10% 250,000 + 1 × Appraise 20% 500,000 + 3 × Appraise 30% 1,000,000 + 5 × Appraise [Edit the pharmaceuticals inventory.]

Pharmaceuticals Division Name List price? Appraise? Sell? Hormone Suppliment 1,875 1,500 975 Str Inhibitor 6,250 5,000 3,250 Dex Inhibitor 6,250 5,000 3,250 Agl Inhibitor 6,250 5,000 3,250 Neural Inhibitor 31,250 25,000 16,250 Strength Enhancer 125,000 100,000 65,000 Adds a few points, but may regress. Dexterity Enhancer 125,000 100,000 65,000 Adds a few points, but may regress. Agility Enhancer 125,000 100,000 65,000 Adds a few points, but may regress.

Regression takes huge chunks out of your strength, dexterity and agility. Neither regression nor the added points affects your clone. There is a 5% stacking chance of regression for every drug consumed in your career. After consuming 20 drugs, you will always regress. Chance of regression cannot be reduced by clone-swapping.

There is no attribute cap.

Ed's Exquisite Equipment Emporium Edit Talk0 48PAGES ON THIS WIKI 1,26,39, zone 2. You'll need a raft.

The entrance is, annoyingly (unless you've put your zone 2 fortress in one of the nuke strikes near DW HQ), a few more squares south of that.

[Edit EEEE inventory.]

Name List price? Appraise? Sell? Trivex Pack/75 156,250 125,000 81,250 Ammunition: Trivex fuel Nuke Shell/30 250,000 200,000 130,000 Ammunition: Nuke Shell Phase Armor/1000 3,125,000 2,500,000 1,625,000 Armor, 75% defl., rechargable HyperVault 1,250,000 1,000,000 650,000 Store eight items. Zilpox Medline 162,500 130,000 84,500 Medline, 15/50 Stilzi Medline 362,500 290,000 188,500 Medline, 25/50 Dumb Mine Smart Mine Pulse Rifle 625,000 500,000 325,000 LR weapon: 30-45 dmg, uses Trivex fuel Pulse Bazooka 937,500 750,000 487,500 LR weapon: 35-55 dmg, uses Trivex fuel Xenon's Surprise 1,250,000 1,000,000 650,000 LR weapon: 40-55 dmg, uses Trivex fuel Nuke-O-Matic 1,875,000 1,500,000 975,000 LR weapon: 50-65 dmg, uses Nuke Shell Tricorder Vortex Cell/1000 187,500 150,000 97,500 Vortex cell, 50% eff. Kralox Cell/1250 375,000 300,000 195,000 Vortex cell, 75% eff. Vitron Cell/1500 1,000,000 800,000 520,000 Vortex cell, 90% eff. Waypoint mgr 1,250,000 1,000,000 650,000 Store and retrieve five Warper anchor points. Fire Sabre 750,000 600,000 390,000 SR weapon: 18-25 dmg, uses Neutron Pack

HyperVault

Store eight items. Each HyperVault accesses your eight items, so the HyperVault being stolen - or put in hyperspace - does not lose your items. You can even use stored items without taking them out of the HyperVault.

Vortex cells

Power any energy weapon. Also, can Add any energy ammo you find to the cell. Vortex cells can carry the most energy per inventory space.

Less efficient than using the normal ammunition. Powering a Power Pack weapon with a standard Vortex Cell will use 2 energy per attack.

Buy a Vortex Link (also part of the Convenience Pack) for your fortress to take, or put, the cell's energy into fortress energy.

Vortex refill stationEdit At Ed's, you can buy more energy for your Vortex cells for 100/point. Table of ammunition packs

Table of ammunition packs

In slightly more detail than is strictly necessary. (Only one type of ammo has more than one pack, and with a fortress or vortex cell you can usually supply your ammo from salvage.)

Pack List price? Appraise? Sell? Type Discharge1 Create2 Buy per point3 Sell per point4 Battery/5 n/a 100 65 Power pack energy 5 No (Not in stores) 13 Crossbow bolts/20 250 200 130 Crossbow bolts No No 9mm ammo/20 1,000 800 520 9mm ammo No No Power Pack/35 3,750 3,000 1,950 Power pack energy 35 35 107.1429 55.7143 GravPack/35 15,000 12,000 7,800 Graviton energy 70 70 214.2857 111.4286 PlasmaPack/40 21,250 17,000 11,050 Plasma energy 120 120 177.0833 92.0833 Power Belt/150 25,000 20,000 13,000 Power pack energy 150 150 166.6667 86.6667 WidowPack/60 31,250 25,000 16,250 Widow energy 240 No 130.2083 67.7083 Neutron Pack/80 62,500 50,000 32,500 Neutron energy 400 400 156.25 81.25 Trivex Pack/75 156,250 125,000 81,250 Trivex fuel 900 No 173.6111 90.2778 Nuke Shell/30 250,000 200,000 130,000 Nuke Shell 900 No 277.7778 (Only from stores) DreamStuff/35 n/a 250,000 162,500 DreamStuff No No (Not in stores) FortShell/1 1,875,000 1,500,000 975,000 FortShell No No Vortex refill station 100, period 100 1: Many types of ammunition can be discharged into a fortress' energy store. 2: Fortress energy can be turned into ammunition. 3: With 25% high-ranking player tax. 4: (At SSSS.)

Laptop Edit Talk0 48PAGES ON THIS WIKI Many programs help by just being installed.

ROMs disappear from inventory when the program is installed.

Contents[show] Laptop List price? Appraise? Sell? Stores Monsters 6,250 5,000 3,250 Base ? (I value C-Stats too much to try that catch-22.) Appraise does not change with added programs.

ROM: Commlink List price? Appraise? Sell? Stores Monsters n/a 0 0 None Zone 2, rarely. Watcher

ROM: TroyInfo List price? Appraise? Sell? Stores Monsters n/a 2,000 1,300 Special quest None Text.

ROM: Weapsmith List price? Appraise? Sell? Stores Monsters 250 250 163 ACME None Text. Describes the weaponsmith's services in detail.

ROM: Rankings List price? Appraise? Sell? Stores Monsters 938 750 488 Base None Displays the player rankings, same as could be seen from Troop Quarters.

ROM: ViewLog List price? Appraise? Sell? Stores Monsters 938 750 488 Base ? There's a log of who's logged in and what happened, written in green and white. Use this to view it. (Or visit the Troop Quarters.)

ROM: C-Stats List price? Appraise? Sell? Stores Monsters 1,250 1,000 650 Base None This program is critical.

Just having it in your laptop will show you the C-Stats combat difficulty rating: of your opponent. Personally, four or five is 'may give trouble', six or above is 'flee!'. (The rating changes based on your armor's condition. Blowthrough can be a problem…) Running the program shows you detailed properties of your weapons and armor, stats about your fighting (Total kills!), and estimated chances of hitting and dodging. (Command line switches let you examine items in your inventory.) You can give up a round of melee combat (O]pp-Cstats) to view your opponent's weapon and armor statistics. ROM: FortList List price? Appraise? Sell? Stores Monsters 1,875 1,500 975 Base None

ROM: Appraise List price? Appraise? Sell? Stores Monsters 1,875 1,500 975 Base Displays the base price of items equipped and in inventory.

ROM: Macro List price? Appraise? Sell? Stores Monsters 3,125 2,500 1,625 Base ? Enables the user to perform macros of several keystrokes in a row. Useful for selling multiple items at once at Sam's.

ROM: Diet List price? Appraise? Sell? Stores Monsters 6,250 5,000 3,250 Base Automatic eating, togglable. Handy once you've left zone 1, thus financially able to use medkits, thus forgetting to use the fountain in Sacre Base.

ROM: Tetris List price? Appraise? Sell? Stores Monsters n/a 5,000 3,250 None 5% drop from Insane Soldier, Scavenger, Distraught Sysop, Biomutant, Night Terror Special quest.

ROM: Bartalk List price? Appraise? Sell? Stores Monsters n/a 5,000 3,250 None Zone 3 Num Town 1 Sacre Base 2 Freedom City 3 Death Warrior HQ 4 Widow Base 5 None 6 None 7 Frost Bite 8 Blood Lust 9 None 10 None

ROM: Notes List price? Appraise? Sell? Stores Monsters 6,250 5,000 3,250 Base Automatically records interesting locations you reach. (Sadly, does not do the same for locations you pick up on scanner.)

ROM: Windows List price? Appraise? Sell? Stores Monsters n/a 5,000 3,250 None 5% drop from Terminator (z2), Recon Droid (z2), Trader (z3) Special quest.

ROM: Fortinv List price? Appraise? Sell? Stores Monsters n/a 5,000 3,250 None Zone 3, Remote viewing of what's in your fortresses' item storage. Listing forts effectively obsoletes ROM: FortList.

ROM: History List price? Appraise? Sell? Stores Monsters n/a 5,000 3,250 None Zone 2, Text. Special quest.

ROM: SPWeap List price? Appraise? Sell? Stores Monsters n/a 15,000 9,750 None Zone 4, Text. Special quest.

ROM: FortSpy List price? Appraise? Sell? Stores Monsters 31,250 25,000 16,250 DW HQ

ROM: AutoNav List price? Appraise? Sell? Stores Monsters 31,250 25,000 16,250 Base It doesn't walk for you; it gives step-by-step directions that take impassable terrain into account.

Doesn't seem to be much practical value; it can navigate Hell, but only if you start a few steps in (maximum of 128 steps?) and already know the co-ordinates of a few steps from the exit.

ROM: TCode List price? Appraise? Sell? Stores Monsters n/a 25,000 16,250 None Most zone 2-3 humanoids List all pylon destinations.

ROM: Samlist List price? Appraise? Sell? Stores Monsters 31,250 25,000 16,250 DW HQ None List the location of all Sam's Super Surplus Stores and their special item sales.

ROM: Transfer List price? Appraise? Sell? Stores Monsters 68,750 55,000 35,750 Base Transfers all programs from one laptop into another. Only useful after defeating other players.

ROM: Em-Warp List price? Appraise? Sell? Stores Monsters n/a 60,000 39,000 None Zone 2, Have this program in your laptop? If you have a Warper in your inventory, it'll activate it when you're defeated in combat, saving you from dying. (And, unlike monsters, being separated from your gear.) You'll have one hit point.

Use on the command line to change the location Warpers take you to.

ROM: Scanner List price? Appraise? Sell? Stores Monsters 93,750 75,000 48,750 Base None Print the direction and distance to nearby significant structures, range of twenty. (Does not detect Sam's.) Same as a Scanner.

Also gives local terrain types by percentage.

ROM: LR-Scan List price? Appraise? Sell? Stores Monsters 93,750 75,000 48,750 Base ? Displays the nearby terrain, a square nine squares across.

ROM: Ping List price? Appraise? Sell? Stores Monsters 312,500 250,000 162,500 Blood Lust None Detects players with equipped laptops on the current map.

ROM: MineScan List price? Appraise? Sell? Stores Monsters 312,500 250,000 162,500 Blood Lust None Detects mines in a 1-square radius around you.

ROM: AntiPing List price? Appraise? Sell? Stores Monsters 3,125,000 2,500,000 1,625,000 Blood Lust None Prevents detection by the “Ping” program. The other player will see that their detection was prevented by AntiPing, but not any location information.

Special Quests

Special quests are interesting optional tasks you can perform that grant experience, and sometimes other things.

Troy Steaks Quest Black Widow Quest Death Warrior Quest Tetris Quest TADSU Quest Xeboc Quest Kirk Quest Cabal Warrior Quest Spider Droid Quest Windows Quest History Quest Kill, Inc. Quest Cyclops Quest Kelp Rations Quest SPWeap Quest ?

Special Quests: 123456789ABCDEFG

#1 - 5000 experience

Other rewards: ROM: TroyInfo

Troy Hadley

The Horticulture Centre is in the same area as Freedom City, east of Sacre Base. You won't need a raft, but it is in zone 2.

Return to Sacre Base to complete the quest; don't forget to visit the computer store.

#2 - 3000 experience

Talk to a Trader in zone 3.

DerivationEdit Trader Rick, Freedom City, says the Traders know the location of the entrance to Deadwood Forest, the base of the Black Widows.

#3 - 15000 experience

Get a Death Badge from zone 3 and enter DWHQ (1,43,58, zone 3). The badge is not consumed, and you don't need it with you for later visits.

#4 - 4000 experience

Other rewards: +4 dexterity

Run ROM: Tetris. (You'll likely end up with half a dozen of them before outgrowing zone 2, but you can get them in zone 1.)

#5 - 5000 experience

One of the two inconclusive pylon addresses will take you to someone to talk to.

#6 - 45000 experience

The other inconclusive pylon address will take you to a fight.

Name Pylon boss Str/Dex/Agl 55/55/55 HP 75 LR weapon Combat Phaser 16-22 SR weapon ElectroLance 9-18 Armor Energy Armor/500 Exp 10,000 Money 10,000 Notes Combat Phaser - burst, stunner

You can kill this boss as often as you want (only get the special quest once).

#7 - 30000 experience

1,98,22, zone 4.

Name Phsr Cache Str/Dex/Agl 46/46/46 HP 75 LR weapon Combat Phaser 16-22 SR weapon ElectroLance 8-17 Armor Energy Armor/500 Exp 6,000 Money 9,000 Notes Combat Phaser - burst, stunner

You can kill this boss as often as you want (only get the special quest once).

#8 - 50000 experience

Save a Uni-Translator from zone 3. Talk to a Cabal Warrior in zone 5.

#9 - 25000 experience

Save a Uni-Translator from zone 3. Talk to a Spider Droid in zone 2.

#10 - 5000 experience

Run ROM: Windows.

#11 - 5000 experience

Run ROM: History. (You'll likely end up with half a dozen of them before outgrowing zone 2.)

#12 - 15000 experience

You'll need a raft, and to survive running away in zone 2.

There's one structure in that little bit south of Sacre Base you need a key to enter.

You can get it further south of there, at 1,11,62, zone 2.

Return and enter the store.

Use Kill Key to enter Kill, Inc.

#13 - 2000 experience

Enter Freedom City. Cyclops Eyes are from zone 2. The eye is consumed.

#14 - 5000 experience

Other rewards: Money, 10,000

Killer Kelp can be found in the waterways of zone 2. (The manager of the Horticulture Center doesn't mind if the rations have been nibbled on.)

#15 - 5000 experience

Run ROM: SPWeap. You'll end up with a few of them in zone 4.

#16 - 25000 experience

Get a Loki Medallion from zone 6. Use some Technical Tools (zone 3) on it. Use the resulting item at a Comm Tower.

Comm Tower locations:

Two near Freedom City 58,68; nearby pylon 57,72; southeast of DW HQ, south of Blood Lust. Approx. TODO Probably others, eh?

Shockwave blaster The elemental's weapons will always disintegrate, and they aren't selling. However, the Shockwave blaster can still shake them loose.

Reliable Boat Plans You can buy a Reaping Willow's Sticks, getting around disintegration. (You can also buy Animal Hide(!), but that's the more common component.)

Practical Value: Going to make the broke-newbie stage pass much more easily. (Buy is higher of twice the item's appraise and half your cash, therefore when patrolling zone 1 in the early levels, carry between 500 and 1000.)

Free stuff?

Defs Sacre doesn't charge you for Soda, and along the same lines there's an item for a special quest that sells for 65.

Valley Girls (zone 1) will give you a junk item that vendors for $975 if you ask them about “formula”.

Practical Value: Even without waiting for maintenance for cleaning up Sodas, there's probably faster ways of making money.

Free drinks, delivered!Edit Bartalk, Defs Sacre, Soda, videolink.

Practical Value: Theoretical lifesaver.

Sam's Super Surplus StoreEdit As a toy example, suppose a given Sam's is selling Swords. They appraise 1000, so

you can buy them for 600, and you can sell them (at a different Sam's) for 650. Oops. This is not an infinite money exploit because you can only buy so many of the special per maintenance.

Practical Value: I don't like wandering around with most of my bank account able to be stolen by the thieves., Others may appreciate the small but reliable profit.

Advice, notes and silly tables

Newbie levels things, tables based on other tables and other non-factual,subjective things that didn't belong in the wiki proper, so to speak.Meben 21:11, February 26, 2010 (UTC)

Getting started and zone 1

Spend your starting 2,000 on a Sword and some Leather/20, as per other tutorials.

Thefts

When a thief's inventory is full, one of their stolen items will turn up on the ground.

Therefore, if it doesn't go in an equipment slot and you can't leave it in a fortress, don't buy it unless you can afford to also buy about sixteen extra for the local thief.

You don't have the money for MedKits yet. Clone yourself off for nothing and exploit the free healing.

New warriors are extremely fragile. You might run away from a Clip Pistol once, but not twice! Patrol the Sacre Base tile and the tile of road just in front of it. If you're wounded (and this will be after almost every fight), heal up immediately; you don't yet have the luxury of EMWARP or an up-to-date clone.

Never enter combat at less than full HP. That applies during your entire career. This is more convenient to do when you're high up enough in salvage to not notice the cost of medkits.

Run away from anything with a ranged weapon. (In zone 1, the monsters with ranged weapons are ones a new soldier is likely to be killed by if they don't run away.) Meben 21:11, February 26, 2010 (UTC)

(A foe you can't defeat is a foe you won't be able to use MedKits in front of, run away from at all, or dodge the second LR attack they get to make if you do get away.)

Since you're not leaving sight of Sacre Base, you can use the fountain for your food needs, letting you turn any Rations you find into more money.

Sell some Home-made Rafts. This is, from the foes you can defeat, the best salvage. (Reliable Boat PlansRelevant exploit.)

I've got money now. What do I buy first?

Get C-Stats. This will let you see if you should run away or not.

Even though (at this stage) you have to keep replacing it, always buy the better armour. Better armour cuts down on time spent running back to the Clone Center, and lets you take on tougher opponents[1].

Bigger Guns

You've upgraded to a RazorLance by salvage or purchase, and are swinging around a SlingShot, or a Crossbow or Clip Pistol when you've got the ammo. Maybe a better weapon will let you take on more powerful monsters?

Get the LR weapon first. They do more damage than your melee weapon.

e.g. A Comp Blaster will make you all but the master of zone 1 if it connects. Also, more effective use of ammo. Also, three round burst. Your ranged attack - all three rounds - goes off before the monster's ranged attack, so you may take out the monster before they can attack back.

ACME sells some superior weapons that use 9mm ammo; since they have burst they do respectable damage for zone 1 and 2, and you're not using the 9mm ammo for anything else…

Longer termEdit When you can, buy a ROM: Samlist and keep an eye out for the Quantum Field, and other best items that can't be found elsewhere. And for the TachyonBlaster and A.Mk-II, which are only otherwise practically available in zone 6. When you demonstrate at least enough running-away skill to get the ROM from DW HQ, you can probably survive trying to visit most Sam's (there's none in zone 6).

ArmorEdit (You'll have the cash for a PlasmaVest and recharger no later than zone 2.)

The boosts from upgrading your armor is possibly more effective than the protection it provides; start by upgrading a PlasmaVest. (Irony: seldom salvaged.) An upgraded PlasmaVest served me out to zone 5.

However, if you've got tens of millions spare and are having trouble getting ready for the next zone, give in and buy that Phase Armour (or dust off that Quantum Field). (Not doing so delayed my entry to zone 6.)

FortressesEdit You can dump any energy ammo into a fortress, and use it to produce a selection of ammo packs.

You can teleport between fortresses. Incredibly convenient. (It's also interesting how free teleporting sort of changes the topography of the wasteland. Given coordinates, you'll think “where's my nearest fortress?”)

It's done with a fortress item, which is why a Fortress costs 375,000 to construct. <.<

Fortress itemsEdit There are ten device slots. (I haven't tried running without weapons, a defense screen and a generator! - leaving six slots for factories. (Gotta have a teleporter, y'know.))

(Reactors are nothing compared to ammo from salvage.)

Convenience Pack: 625,000 for Teleporter with Pylon access, Vortex Link, UltraScan

You're paying 375,000 for saving a device slot (and Pylon access). That's still not a lot of money for zone 5.

Transporter: As well as normal between-fortress teleport and pylon access, teleport to an arbitrary location close to the fortress. Teleporting into a location is blocked does nothing, and does not kill you. (Maybe a Sam's counts as blocked. Maybe I typy'd the coords.)

Even mines from salvage upset Scavengers, so you'll have to clean them up before maintenance.

Rechargers cost 312,500 each. A Fact: Recharger costs 937,500, and will therefore pay for itself in 3 days, and potentially save you having to remember to buy more Rechargers when you visit Sacre Base.

ItemsEdit Kill Sodas. (They don't happen often.) They're the only items kill for more than they sell, aside from worn-out shields and armor and possibly empty Money Bags and Chests.

ROM: Scanner never appears in salvage; Appraise only in zone 5. I'll have to buy both.

MedKitsEdit If you're buying MedKits at all, worry about the inventory space (or thieves) rather than the per-dose price. Failing that, remember to drain Alpha and Beta Transport first.

Unless you're really comfortable in a zone, there's not quite enough MedKits dropping to keep up. You probably have more in your fortress for the last zone, though.

RationsEdit When rations are in a zone, there's more than you'll get around to using. Don't keep more than a few rations-items.

When there aren't rations in the zone, buy a few GSRZ Rations/50, stash them in your fortress, and never have to worry about “do I keep these Dunk'n'Donuts?” for ages.

Expensive ItemsEdit If you can afford to have a million-dollar HyperVault stolen, who cares about thefts?

MedlineEdit If you lose HP in a fight, you lose a lot. Walking around just risks another encounter, which could make it worse! And if you can afford medline and can get to a safe area, you can just buy MedKits.

Since they do nothing during battle, and can't heal nearly (fast) enough outside it, they are, sadly, toys. :( Thematically excellent, though!

Nuke-O-MaticEdit The Nuke-O-Matic (from Ed's) can be Uni-Ammo'd. Costs 4.5M.

Ammo type Power per shot Power Pack 1 GravPack 2 PlasmaPack 3 WidowPack 4 NeutronPack 5 Trivex 12 Nuke Shell 30 You can fuel it without wasting ammo with everything but Trivex fuel and WidowPacks. (At significant fractions of most power packs per fight, you can probably afford to visit the Vortex refill station.

Selling ammoEdit Sell:

Trivex Packs; therefore, also sell GravPacks PlasmaPacks. Considering the monstersEdit What zone is this monster equivalent to?Edit Things with both stats and gear that don't fit I'll have to check by finding them before zone 6.

Name Stats Gear Stone Golem <no comparison> Kill-O-Matic Series 7 Minimum zone 3, by definition. That GravBlast complicates things. Grim Reaper between zone 5 and 6 approx. zone 6; DreamBlaster is Stunner, but only wearing Widow Armor Super Gamma Tiger <no comparison> Bum zone 2 zone 2 early Freedom Cop Death Leader zone 3 Pit Boss Fang Gang Fledgling zone 3 RAD TORNADO <no comparison> NUKE TWISTER <no comparison> EARTH ELEMENTAL <no comparison> WATER ELEMENTAL <no comparison> AIR ELEMENTAL <no comparison> Trader Tom late zone 2 (Gear doesn't line up, and hardly anyone uses ElectroSwords.) Trader Dick Warmonger zone 4 Trader Harry Cabal Commander zone 6 Trader Leader higher than zone 6 zone 6 final (SLM-9000 PulseRay) Bandit early zone 2 Gun's much bigger. Cat Burgler zone 3 zone 3-ish except for the Burst on Combat Phasers. Pink Panther Between zone 4 and 5. Normal for zone 4/5. Deputy Fife zone 4 but not enough health <no equivalent - Phase Armor?!> Phsr Cache zone 3 <no equivalent - Combat Phaser> Xeboc zone 4 but not enough health <no equivalent - Combat Phaser> Draku Leader between zone 5 and 6 <no equivalent - WidowBlaster is burst> Xeboc Just over zone 6 Over zone 6 Tranlius Defender Early zone 5 but 5 hp short <no equivalent - Combat Phaser> Cave boss Nick's Nightmare zone 6 zone 6 IcePick between zone 4 and 5 zone 4/5 Sub-Patriarch zone 6 final +10 HP zone 6 final (TachyonBlaster burst) Serpine Chief zone 6 zone 6 final (TachyonBlaster burst)

HP minimumsEdit To survive one ranged attack or two consecutive melee attacks:

Zone Minimum HP 1 30 Did I mention that armour is useful? 2 35 (Kelp or UZI) 3 55 DW HQ 80 4 65 5 85 6 105 DreamBlaster; 130 melee; 200 SLM-9000 PulseRay. Shrine of Hercules 200 Armor is a lot more effective than agility, not least because the deflection chance doesn't take a steep drop because you're facing a stronger opponent!

Maximum StrengthEdit No entry for zone 1, Cloth ain't Phase Armour! Includes 30% intensify. Don't forget the Shrine of Hercules!

What HP SR weapon Low dmg Str Base Peculiar Lizard 81 Fire Sabre 18 176 135 Draku Defender 98 Fire Sabre 18 221 170 Fang Gang Elder 125 Fire Sabre 18 295 226 Cabal Elite 155 A.Mk-II 25 259 199 Xeboc 175 A.Mk-II 25 298 229 Lower than this means the one shot that gets through armor won't kill the monster, putting more wear on their armour and putting you in danger for longer.

Higher than this means you're more likely to break their armour! (Armour that ran out of protection points always disintegrates; then you can't sell it.)

Grenade PackEdit This is not in its own page because I've heard it takes cracking open a textbook to even know how many tests it takes to say something about randomness. - Meben 02:05, April 10, 2010 (UTC)

Damage: 15-30 (LR Store inventory list. (However, the ANSI description gives minimum and maximum as ??.))

Never misses (User Manual.)

Never hits armor! (Advice, notes and silly tables/Grenade Pack trials.)

Maximum Strength table, modified:

What HP SR weapon Low dmg HP after grenade Str Base Peculiar Lizard 81 Fire Sabre 18 66 137 105 Draku Defender 98 Fire Sabre 18 83 182 140 Fang Gang Elder 125 Fire Sabre 18 110 255 196 Cabal Elite 155 A.Mk-II 25 140 230 177 Xeboc 175 A.Mk-II 25 160 269 207 ? Well … the C-Stats combat difficulty rating: knows about armour points remaining, anyway.

Do not take cash on level-up. Levelling up is the only way of raising stats you can use more than once, where money you can generate in other ways. (Just ask anyone in zone 6…)

Be sure to use one Warper charge at a time. (What? I've messed it up before; GTERM doesn't get to update your location immediately.) Meben 05:15, January 6, 2010 (UTC)

Getting a quote on a new clone doesn't destroy the current clone.

Thieves.

As a random encounter there's NPCs who will steal an item from your inventory. (Not your equipped items.) You then have the chance to kill them - if you don't mind fighting a monster much stronger than any of the monsters regular to the zone. You can depart peacefully. (F Depart as friends)

(TODO Do they always steal a random item, or sometimes obey Murphy's Law and steal the most expensive?) This affects strategy.

If their inventory is full, one of their old items ends up in square you're on.

In my case, if it's not gear in an equipment slot, don't be prepared to have it unless you can easily afford multiple replacements. This means medkits in zone 1 and Warpers in zone 2, and if you're travelling always carry a second block of Rations any any rafts and keys. Also, if in zone 2 using salvaged Power Packs and a fortress to fuel your Neutron Sabre, you might run out of power because the local thief has stolen all your freshly-minted Neutron Packs. Meben 05:15, January 6, 2010 (UTC)

Name Bandit Str/Dex/Agl 28/28/28 HP 30 LR weapon Comp Blaster 16-22 SR weapon ElectroSword Armor Laser-Resist/100 Money Notes Encountered in zone 1 (Plasma Shield )

Name Cat Burgler Str/Dex/Agl 40/40/40 HP 60 LR weapon Combat Phaser 16-22 SR weapon ElectroLance Armor Energy Armor/500 Money Notes Encountered in zone 2 Combat Phaser - burst, stunner

Name Pink Panther Str/Dex/Agl 60/60/60 HP 100 LR weapon WidowBlaster 25-32 SR weapon WidowLance 16-32 Armor Widow Armor/600 Money Notes Encountered in zone 3

Traders.

You may encounter a Trader after winning a wasteland encounter. They'll take the most valuable item from the square you're on. If you want it back, they're much stronger than the zone's regular monsters. You can depart peacefully. (F Depart as friends)

If their inventory is full, one of their old items ends up in square you're on.

These days, I try to be calm about it; if a Trader appears, the loot never existed. Kill a few more monsters to make up for it. =) Meben 05:15, January 6, 2010 (UTC)

Name Trader Tom Str/Dex/Agl 35/35/35 HP 47 LR weapon Phaser-3 14-20 SR weapon ElectroSword Armor PlasmaVest/200 Money Notes Encountered in zone 1 (PlasmaShield)

Name Trader Dick Str/Dex/Agl 49/49/49 HP 90 LR weapon GravBlast 19-25 SR weapon GravSword 13-26 Armor Energy Armor Money Notes Encountered in zone 2 and 3 (Cabal Shield)

Name Trader Harry Str/Dex/Agl 85/85/85 HP 150 LR weapon TachyonBlaster 50-65 SR weapon A-Mk.II 50-60 Armor Phase Armor/1000 Money Notes Encountered in zone 4 and 5 (Cabal Shield)

Name Trader Leader Str/Dex/Agl 100/100/100 HP 175 LR weapon SLM-9000 PulseRay 50-65 SR weapon A-Mk.II 56-68 Armor Phase Armor/1000 Money Notes Encountered in zone 5 and 6 (Cabal Shield)

Attributes Edit Talk0 48PAGES ON THIS WIKI Contents[show] Experience Edit Level Experience 1 0 2 1250 3 2500 4 5000 5 10000 6 20000 7 40000 8 80000 9 160000 10 320000 11 480000 12 640000 13 800000 14 960000 +1 +160000

When you have enough experience to gain a level, the next time you enter Sacre Base you'll distribute five points amongst your other stats. (Or cash, but no-one ever takes that option because you can't get attribute points any other way.)

Strength

Your strength increases SR weapon damage.

These seemed to fit Attributes/Strength data.

Let 'round' be dropping the decimal part if it's less than 0.5, and going to the next integer up if the decimal part is >= 0.5.

Strength bonus: (effective str - 21)/63.

(Multiply that by 100 and round off to get the percentage displayed by C-Stats.)

For each of the low end and high end of the weapon's base damage,

(Where Intensify of None. = 0, and Intensify 30% is 0.30) Effective damage = base damage * (1 + strength bonus) * (1 + intensify)

Round that off to get the displayed effective damage.

Dexterity

Increase Dexterity to miss less.

The Hit probability versus: in the third page of C-Stats is not affected by accurize.

This seemed to fit Attributes/Dexterity data.

Displayed hit chance: round( Dex / ( AglZone * 2 ) * 100 ) Zone Agl 1 21 2 29 3 45 4 60 5 68

Agility

This seemed to fit Attributes/Agility data.

Displayed Defense probability versus:: round( ( 1 - ( DexZone / ( Agl * 2 ) ) * 100 ) Zone Dex 1 19 2 29 3 45 4 61 5 70

Puritron part

Being the adventurer to retrieve a Puritron part rewards 500,000 money and 75,000 experience. It also causes an immediate trip to the fountain in Sacre Base, which can be inconvenient if you wanted to collect the salvage and/or don't know where to invest attribute points.

Contents[show] Rad Extract Phaser Cache, east. Special Quests#7

Storage Vessel Pylons Special Quests#6

FiltronEdit Draku HQ, not reachable on foot. Three U-Pylons (Red Keycard) right on top of it; 1,73,97, zone 4.

Name Draku Leader Str/Dex/Agl 75/75/75 HP 130 LR weapon WidowBlaster 25-32 SR weapon WidowLance 19-37 Armor Widow Armor/600 Exp 18,000 Money 250,000 Notes WidowBlaster - Burst!

You cannot fight this boss again.

CirculatorEdit Zone 6

Name Circulator boss Str/Dex/Agl 100/100/100 HP 175 LR weapon TerrorBlast 50-99 SR weapon Cabal Sceptre 56-113 Armor Quantum Field/2000 Exp 40,000 Money 500,000 Notes TerrorBlast - Stunner, 3 round burst, grenade launcher (Cabal Shield)

Carries a Grenade Pack/25 for the TerrorBlast. Quantum Field has no mods.

You cannot fight this boss again.

Nova CellEdit You will need a Silo Key, which can only be obtained hunting in Zone 3; also, access to Green Keycard pylon (D-Pylon) transport.

The Silo Key is sometimes carried by Traders in Zone 3. The Green Keycard is sometimes, but rarely, carried by Scavengers in Zone 1.

Tranlius, for those of us who forget at least one of our Green Keycard and Silo Key (and need to spend twenty five million instead), is at 1,35,74, zone 3.

Name Tranlius Defender Str/Dex/Agl 65/65/65 HP 95 LR weapon Combat Phaser 16-22 SR weapon ElectroLance 10-20 Armor Energy Armor/500 Exp 12,000 Money 20,000 Notes Combat Phaser - burst, stunner

Cannot be refought.

VentEdit Cave, south edge. Heed the warnings of the nearby hermit! (Your gear will be found at the cave, which can be inconvenient if you only had one Cryo-Unit.)

The only equipment that you can use during this combat are DREAM equipment: Dreamsabre, Dreamblaster, Dreamarmor, and Dreamstuff. All other equipment is DROPPED at that location and removed from your inventory. Before fighting this boss, equip your DREAM equipment. Be sure to have Dreamstuff as well, since this is the fuel for your DREAM weapons. Be sure your character is extremely powerful, since WARPERS are dropped before the battle starts. After you obtain the PURITRON part, you will be automatically teleported back to Sacre Base. You will then have to travel back to this location in order to pick up an dropped equipment.

Name Cave boss Str/Dex/Agl 80/80/80 HP 140 LR weapon DreamBlaster 60-99 SR weapon DreamSabre 39-68 Armor DreamArmor/800 Exp 20,000 Money 30,000 Notes (DreamBlaster not burst.)

Cannot be refought.

RecyclerEdit IcePick's cave, near Frost Bite, to the south.

Name IcePick Str/Dex/Agl 60/60/60 HP 100 LR weapon Frost Cannon 25-32 SR weapon Frost Sceptre ? (base 10-20) Armor Frost Vest/600 Exp 12,000 Money 11,500

CPUEdit Special Quests#16

Name Sub-Patriarch Str/Dex/Agl 90/90/90 HP 165 LR weapon TachyonBlaster 50-65 SR weapon A-Mk.II 52-63 Armor Phase Armor/1000 Exp 25,000 Money 25,000 Notes TachyonBlaster - burst!

Rad ConverterEdit Sonic Whistle, zone 5.

You will need to obtain a Sonic Whistle from a Serpine. Once you obtain it, use it in any DESERT area. Once you use the whistle the Serpine Camp (SC) will appear. Enter the camp to enter combat mode to attack this boss. The zone level where you use the whistle does not matter. You can even summon the camp in Zone 1 if you wish.

Name Serpine Chief Str/Dex/Agl 85/90/80 HP 150 LR weapon TachyonBlaster 50-65 SR weapon A.Mk-II 50-60 Armor Phase Armor/1000 Exp 25,000 Money 200,000 Notes TachyonBlaster - burst!

Monsters Edit Talk0 48PAGES ON THIS WIKI Don't use this list to get a particular item! You'll be setting yourself up for pain. Do use it as a guide to:

how many HP you want for a given zone. what kind of ammunition's in a zone's salvage. how much Strength you can use. Contents[show] Zone 1Edit Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Rabid Tribble 12 13 11 10 None. None. None. ? None. 35 35 Reaping Willow 14 14 11 20 None. None. Sticks 2-4 None. 40 40 Sticks, see Boat Plans Rad Hound 15 15 12 20 None. None. None. ? None. 50 50 Giant Rat 18 18 15 20 None. None. None. ? Animal Hide/10 100 50 Animal Hide, see Boat Plans Giant Reptile 18 18 16 20 None. None. None. ? None. 100 50 Gamma Tiger 19 19 17 18 None. None. None. ? Animal Hide/10 110 50 Animal Hide, see Boat Plans Ant Man 19 19 17 20 None. None. None. ? None. 120 50 Giant Vulture 19 19 17 20 None. None. None. ? None. 50 50 Also over water Humanoid Mutant 20 20 18 20 None. None. None. ? None. 150 100 Mutant Mother-In-Law 28 19 20 20 None. None. Rolling Pin 1-3 Apron/8 250 100 Valley Girl 20 18 21 21 Stun Gun 6-9 Ice Pick 2-5 Cheerldr Suit/10 250 100 Talk for friends, salvage. (Pom-Pom) Deranged Woman 22 22 19 21 None. None. Dagger 2-3 Cloth/10 550 100 Mean Dude 22 22 19 21 None. None. Dagger 2-3 Cloth/10 600 100 Bart 23 22 20 21 SlingShot 4-7 Dagger 2-3 Leather/20 650 150 Death Warrior 24 22 20 22 Crossbow 6-9 Sword 2-5 Leather/20 700 100 Insane Soldier 25 23 21 23 Crossbow 6-9 RazorLance 3-7 Kevlar/30 800 100 (Steel Shield) Scavenger 25 24 23 24 Clip Pistol 8-11 ElectroBlade 4-8 Kevlar/30 900 100 Distraught Sysop 26 24 24 24 Clip Pistol 8-11 ElectroBlade 4-8 Kevlar/30 925 125 Hulk 40 40 25 25 Clip Pistol 8-11 Dagger 3-4 None. 950 150 Barbarian 40 40 25 25 SlingShot 4-7 Sword 3-7 None. 975 150 Zone 2Edit Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Watcher 29 24 25 24 Clip Pistol 8-11 ElectroBlade 4-8 980 550 Also over water BioMutant 30 25 25 24 Clip Pistol 8-11 ElectroBlade 4-9 Kevlar/30 1000 900 Night Terror 30 25 25 25 Clip Pistol 8-11 ElectroBlade 4-9 Kevlar/30 1100 1000 Also over water Cyclops 30 27 25 25 Clip Pistol 8-11 ElectroBlade 4-9 Kevlar/30 1200 1000 Death Commando 35 27 28 26 Uzi SMG 8-11 ElectroBlade 4-9 Laser-Resist/100 1500 1000 Uzi SMG - burst Thug 35 27 28 26 Uzi SMG 8-11 ElectroBlade 4-9 Laser-Resist/100 1500 1000 Uzi SMG - burst Spider Droid 40 29 29 29 Phaser-2 12-18 ElectroBlade 5-9 2000 1000 Special quest FrogMan 40 29 29 29 Phaser-2 12-18 ElectroBlade 5-9 PlasmaVest/200 2000 750 Water only Terminator 45 30 30 30 Phaser-2 12-18 ElectroBlade 5-9 3000 1000 Recon Droid 47 32 32 32 Phaser-2 12-18 ElectroBlade 5-9 3500 1500 Bounty Hunter 47 35 35 35 Phaser-2 12-18 ElectroBlade 5-10 PlasmaVest/200 4000 2000 (Plasma Shield) Killer Kelp 49 35 35 35 None. None. Kelp Stinger 6-15 4000 0 Water only, special quest

Zone 3Edit Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Guard Drone 55 40 40 40 Torpx Cannon 17-23 Slicer-Dicer 10-20 4500 2000 Death Leader 60 42 42 42 Phaser-3 14-20 ElectroLance 8-16 Energy Armor/500 4600 2000 Special quest. Security Officer 61 42 43 42 Phaser-3 14-20 ElectroLance 8-16 Energy Armor/500 4700 2300 CyberBird 62 43 43 43 Phaser-3 14-20 ElectroLance 8-16 Energy Armor/500 4800 2500 Also over water Black Widow Warrior 65 44 45 44 Phaser-3 14-20 ElectroLance 8-16 Energy Armor/500 4900 3000 Initiate of Loki 68 45 45 45 Comp Blaster 16-22 Slicer-Dicer 11-22 Energy Armor/500 5000 4000 K-Terminator 70 45 45 46 GravBlast 19-25 ElectroLance 8-17 5100 5000 Liarei 70 45 46 46 GravBlast 19-25 ElectroLance 8-17 Energy Armor/500 5200 5000 Trader 75 46 46 46 GravBlast 19-25 GravSword 13-25 Energy Armor/500 5300 5000 Special quest, (Plasma Shield) Fang Gang Fledgling 75 47 47 47 GravBlast 19-25 GravSword 13-25 Energy Armor/500 5400 5200 Peculiar Lizard 81 48 47 48 SlingShot 4-7 WidowLance 14-29 Energy Armor/500 6200 7700 SlingShot - stunner, burst

Zone 4Edit Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Priest of Loki 88 48 48 48 PlasmaBlast 23-30 GravSword 13-26 Widow Armor/600 7000 9000 Warmonger 90 49 49 49 GravBlast 19-25 GravSword 13-26 Energy Armor/500 7200 10000 Serpine 90 50 50 50 PlasmaBlast 23-30 GravSword 13-26 Widow Armor/600 7400 10000 Desert only Black Widow Leader 90 50 50 50 WidowBlaster 25-32 WidowLance 15-29 Widow Armor/600 7600 10000 Defs Sacre Clone 95 55 55 55 WidowBlaster 25-32 WidowLance 15-31 Widow Armor/600 8000 11000 Sapphire 95 55 55 55 WidowBlaster 25-32 WidowLance 15-31 Widow Armor/600 8200 11000 Fang Gang Warrior 95 56 56 56 WidowBlaster 25-32 WidowLance 16-31 Widow Armor/600 8400 11000 Draku Warrior 95 57 57 57 WidowBlaster 25-32 WidowLance 16-31 Widow Armor/600 8600 11000 Draku Defender 98 58 58 58 WidowBlaster 25-32 WidowLance 16-32 Widow Armor/600 8800 11500 Zone 5Edit Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Roach Warrior 105 61 61 61 WidowBlaster 25-32 WidowLance 16-33 Widow Armor/600 10000 15000 Widow Enforcer 108 63 63 63 WidowBlaster 25-32 WidowLance 17-33 Widow Armor/600 10200 16000 Energizer Bunny 109 64 64 64 WidowBlaster 25-32 WidowLance 17-34 Widow Armor/600 10400 17000 Black Widow Princess 110 65 65 65 WidowBlaster 25-32 WidowLance 17-34 Widow Armor/600 10600 18000 Draku Master 115 68 68 68 WidowBlaster 25-32 WidowLance 17-35 Widow Armor/600 10800 19000 Paladin Clone 118 70 70 70 WidowBlaster 25-32 WidowLance 18-36 Widow Armor/600 11000 20000 Draku War Chief 120 70 70 70 WidowBlaster 25-32 WidowLance 18-36 Widow Armor/600 11200 21000 Serpine Suzalle 90 70 70 70 WidowBlaster 25-32 WidowLance 18-36 Widow Armor/600 11400 21000 Desert only, Puritron part Steel Widow 121 71 71 71 Pulse Rifle 30-45 WidowLance 18-36 Widow Armor/600 11600 21000 Turncoat Soldier 121 71 71 71 Pulse Rifle 30-45 Neutron Sabre 25-39 Widow Armor/600 11800 21000 Cabal Warrior 122 72 72 72 WidowBlaster 25-32 WidowLance 18-36 Widow Armor/600 12000 22000 Special quest, (Cabal Shield) Curate of Loki 125 73 73 73 Pulse Bazooka 35-55 Neutron Sabre 26-40 Widow Armor/600 12200 23000 Baby Jenks 125 74 74 74 WidowBlaster 25-32 WidowLance 18-37 Widow Armor/600 12400 23500 Who? Fang Gang Elder 125 74 74 74 Pulse Rifle 30-45 WidowLance 18-37 Widow Armor/600 12600 23500 Zone 6Edit Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Shifter 135 78 78 78 Xenon's Surprise 40-55 Fire Sabre 34-48 Phase Armor/1000 15000 28000 Chaos Knight 137 79 79 79 TachyonBlaster 50-65 Fire Sabre 35-48 Phase Armor/1000 15500 29000 Nick's Nightmare 140 80 80 80 DreamBlaster 60-99 DreamSabre 39-68 DreamArmor/800 16000 29000 Xenon's Vengence 145 81 81 81 DreamBlaster 60-99 DreamSabre 39-68 DreamArmor/800 16500 30000 High Priest of Loki 148 81 82 81 TachyonBlaster 50-65 DreamSabre 39-68 Phase Armor/1000 17000 31000 Special quest Xeboc Destructor 150 82 82 82 TachyonBlaster 50-65 A-Mk.II 49-59 Phase Armor/1000 17500 32000 Xanth 150 83 83 83 TachyonBlaster 50-65 A-Mk.II 50-60 Phase Armor/1000 18000 33000 (Cabal Shield) Cabal Commander 150 85 85 85 TachyonBlaster 50-65 A-Mk.II 50-60 Phase Armor/1000 18500 34000 (Cabal Shield) Xeboc Guardian 155 86 86 86 TachyonBlaster 50-65 A-Mk.II 51-61 Phase Armor/1000 19000 35000 Cabal Elite 155 90 90 90 SLM-9000 PulseRay 50-65 A-Mk.II 52-63 Phase Armor/1000 19500 45000 SLM-9000 PulseRay - burst, (Cabal Shield)

OthersEdit Name Where HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Stone Golem Shrine of Hercules 200 250 100 100 Stone Bow 25-50 Stone Axe 23-93 None. 15000 0 Stone Bow - stunner, shockwave, Stone Axe - ArmorBurn-8. (Stone Shield) Kill-O-Matic Series 7 DW HQ 100 55 55 55 GravBlast 19-25 GravSword 19-25 Energy Armor/500 10000 12000 GravBlast - burst Grim Reaper Hell 130 76 76 76 DreamBlaster 60-99 Scythe 37-66 Widow Armor/600 13800 25750 Gear usually disintegrates, DreamBlaster - stunner, (Stone Shield) Super Gamma Tiger Hell 250 100 100 100 None. None. None. ? Massive Hide 10000 500 Bum Freedom City 33 27 26 28 Clip Pistol 8-11 ElectroBlade 4-9 Leather/20 1350 100 Freedom Cop Freedom City 60 42 42 42 Phaser-3 14-20 ElectroLance 8-16 Energy Armor/500 4600 2000 (Plasma Shield) Pit Boss Casino 75 47 47 47 GravBlast 19-25 GravSword 13-25 Energy Armor/500 5400 5200 Friendly RAD TORNADO Zone 4 1500 85 60 45 Radiation Blast 15-20 Storm Force 10-40 None. 30000 0 Also over water NUKE TWISTER Zone 5 2000 110 85 55 Radiation Blast 15-20 Storm Force 12-48 None. 40000 0 Also over water EARTH ELEMENTAL Mountains, zone 2 onwards 750 75 75 75 Radiation Blast 15-20 Elemental Force 9-37 None. 5000 0 WATER ELEMENTAL Water only, zone 2 onwards 750 75 75 75 Radiation Blast 15-20 Elemental Force 9-37 None. 5000 0 AIR ELEMENTAL zone 4? 750 75 75 75 Radiation Blast 15-20 Elemental Force 9-37 None. 5000 0 (Running from elementals is safe.)

Return to Sacre Base to level up.

The shimmering blue water in the fountain in the courtyard is as good as food.

The fountains south (Fountain Key) add +5 Dex (glowing green) and +5 Agl (translucent red). (Update your clone after drinking!)

Pylons Edit Talk0 48PAGES ON THIS WIKI Red Keycards let you use the Pylons; Red Green Blue; U-Pylon.

Green Keycard Magenta Yellow Cyan D-Pylon

The brave can buy a Red Keycard from Freedom City. Green Keycards are only salvaged.

Once inside, you'll be prompted three times to press one of three buttons. If you know the right combination, you'll be teleported somewhere else, probably to another pylon. This is easiest done with TCode.

Some places can only be reached by pylon.

Fortresses can access the pylon network. Be sure to have the right keycard, or a Warper, on hand for the trip back!

TriviaEdit Sometimes typos, 'level' instead of 'zone' and things in the documentation and newsletter give that in the oldest versions of LOD, the wasteland was a multi-level dungeon. The Grim Reaper (Hell) even can have a Rope, which was presumably used for climbing up and down between levels. The other wasteland-adventuring door game, Operation Overkill II, does have a multi-floor wasteland.

Shrine of Hercules Edit Talk0 48PAGES ON THIS WIKI Jeffrey's rumour is true. The fountain grants Strength to those who drink from it.

Check T-Code for a Z not 1 with one pylon; Red Keycard.

Keys:

Kill Silo Fountain Hercules - from the Stone Golems. The shrine has one monster type, the Stone Golem, and only on the Shrine Floor terrain, so the ring of blue floor near the fountain chamber is safe. The map is only a few steps across.

Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Stone Golem 200 250 100 100 Stone Bow 25-50 Stone Axe 23-93 None. 15000 0 Stone Bow - stunner, shockwave, Stone Axe - ArmorBurn-8. (Stone Shield) The golem's Stone Shield is the best; this is the only place to get it.

The Herc Fountain grants 25 Strength.

Ed's Exquisite Equipment Emporium Edit Talk0 48PAGES ON THIS WIKI 1,26,39, zone 2. You'll need a raft.

The entrance is, annoyingly (unless you've put your zone 2 fortress in one of the nuke strikes near DW HQ), a few more squares south of that.

[Edit EEEE inventory.]

Name List price? Appraise? Sell? Trivex Pack/75 156,250 125,000 81,250 Ammunition: Trivex fuel Nuke Shell/30 250,000 200,000 130,000 Ammunition: Nuke Shell Phase Armor/1000 3,125,000 2,500,000 1,625,000 Armor, 75% defl., rechargable HyperVault 1,250,000 1,000,000 650,000 Store eight items. Zilpox Medline 162,500 130,000 84,500 Medline, 15/50 Stilzi Medline 362,500 290,000 188,500 Medline, 25/50 Dumb Mine Smart Mine Pulse Rifle 625,000 500,000 325,000 LR weapon: 30-45 dmg, uses Trivex fuel Pulse Bazooka 937,500 750,000 487,500 LR weapon: 35-55 dmg, uses Trivex fuel Xenon's Surprise 1,250,000 1,000,000 650,000 LR weapon: 40-55 dmg, uses Trivex fuel Nuke-O-Matic 1,875,000 1,500,000 975,000 LR weapon: 50-65 dmg, uses Nuke Shell Tricorder Vortex Cell/1000 187,500 150,000 97,500 Vortex cell, 50% eff. Kralox Cell/1250 375,000 300,000 195,000 Vortex cell, 75% eff. Vitron Cell/1500 1,000,000 800,000 520,000 Vortex cell, 90% eff. Waypoint mgr 1,250,000 1,000,000 650,000 Store and retrieve five Warper anchor points. Fire Sabre 750,000 600,000 390,000 SR weapon: 18-25 dmg, uses Neutron Pack HyperVaultEdit Store eight items. Each HyperVault accesses your eight items, so the HyperVault being stolen - or put in hyperspace - does not lose your items. You can even use stored items without taking them out of the HyperVault.

Vortex cellsEdit Power any energy weapon. Also, can Add any energy ammo you find to the cell. Vortex cells can carry the most energy per inventory space.

Less efficient than using the normal ammunition. Powering a Power Pack weapon with a standard Vortex Cell will use 2 energy per attack.

Buy a Vortex Link (also part of the Convenience Pack) for your fortress to take, or put, the cell's energy into fortress energy.

Vortex refill stationEdit At Ed's, you can buy more energy for your Vortex cells for 100/point. Table of ammunition packs

Clone Center Edit Talk0 48PAGES ON THIS WIKI In Sacre Base. Follow the path right from the fountain, then go south.

Your current clone is not destroyed until you accept the price of a new clone.

The ultimate form of getting away with losing a fight, though Warpers come close. If you die, you can restart from your clone, if you have one. (If you don't, there's unspecified stat degredation.) Your gear's still in the wastes, and clone yourself again before you leave if you can!

Be sure to clone yourself after drinking from the Dexterity and Agility fountains or the Fountain of Hercules; if you don't and you die, the bonus points are lost forever. … I haven't actually tested that, have I.

Data Edit Level Experience Clone cost Extra stats 1 0 0 0 1 35 4 0 1 135 26 0 1 850 85 0 1 950 95 0 1 1200 120 0 2 1450 1395 0 2 1600 1410 0 2 1760 1426 0 2 2360 1486 0 3 2820 2782 0 3 2920 2792 0 3 3740 2847 0 3 3670 2867 0 3 4320 2932 0 3 4430 2943 0 4 5290 4279 0 4 6125 4362 0 4 6355 4386 0 4 6505 4400 0 4 7160 4466 0 4 8125 4562 0 4 8620 4612 0 4 8865 4636 0 4 9535 4704 0 5 10520 6052 0 5 11820 6182 0 5 13070 6307 0 5 14815 6482 0 5 16835 6684 0 5 17760 6776 0 5 18710 6871 0 5 19875 6988 0 6 20955 8869 0 6 23720 9215 0 6 24730 9296 0 6 26295 9537 0 6 28465 9808 0 6 29165 9896 0 6 32540 10381 0 6 34750 10594 0 6 36960 10870 0 7 40390 12549 0 7 46220 13278 0 7 49995 13749 0 7 52045 14006 0 7 55605 14451 0 7 60455 15057 0 7 64450 15556 0 7 69775 16222 0 7 75390 16924 0 7 77575 17197 0 8 86295 19537 0 8 100430 21304 0 8 114365 23046 0 8 129000 24875 0 8 133000 26375 4 8 154165 29021 4 9 238105 40763 4 9 292115 47514 4 9 302175 48772 4 9 302175 50022 9 9 302175 51272 14 10 320115 54764 14 10 371215 61152 14 10 414030 66504 14 10 437320 69415 14 10 474800 74100 14 11 486480 76810 14 11 522250 81282 14 11 564360 86545 14 11 573160 87645 14 11 629960 94745 14 11 634960 95370 14 12 641710 145592 14 12 680450 153340 14 12 701610 157572 14 12 731590 163568 14 12 777270 172704 14 13 818805 182261 14 13 857325 189965 14 13 879805 194461 14 13 916625 201825 14 13 947985 208097 14 14 982485 216247 14 14 1009825 221715 14 14 1010875 221925 14 14 1043175 228385 14 15 1151315 251263 14 15 1191675 259335 14 15 1271495 275299 14 16 1289475 280145 14 16 1332455 288741 14 16 1363585 294967 14 16 1413245 304899 14 16 1436405 309531 14 17 1459735 315447 14 17 1508475 325195 14 17 1547555 333011 14 17 1591555 341811 14 18 1602635 345277 14 18 1666115 375973 14 18 1708915 366533 14 18 1709015 366553 14 18 1709015 366553 14 18 1754875 375725 14 19 1760725 378145 14 19 1828655 391731 14 19 1897615 405523 14 19 1917935 409587 14 20 1944495 675415 14 20 1981075 687608 14 20 2032055 704602 14 20 2078055 719935 14 21 2081535 722345 14 21 2145545 743682 14 21 2184105 756535 14 21 2233245 772915 14 22 2241245 776832 14 22 2290525 793258 14 22 2335185 808145 14 22 2395325 828192 14 23 2403025 832008 14 23 2457945 850315 14 23 2508565 867188 14 23 2554855 882618 14 24 2561855 886202 14 24 2640315 912355 14 24 2640425 912392 14 24 2706785 934512 14 25 2721385 940628 14 25 2769065 956522 14 25 2818245 972915 14 25 2875690 992063 14 26 2882150 995467 14 26 2909685 1004645 14 26 2976485 1026912 14 26 3032165 1045472 14 27 3042145 1050048 14 27 3121405 1076468 14 27 3157765 1088588 14 27 3192545 1100182 14 28 3203820 1105190 14 28 3231100 1114283 14 28 3272835 1128195 14 28 3356435 1156062 14 28 3361435 1157728 14 29 3361435 1158978 14 29 3374435 1163312 14 29 3431735 1182412 14 29 3519835 1211778 14 30 3521635 1213628 14 30 3602385 1240545 14 30 3638235 1252495 14 30 3677335 1265528 14 31 3732315 1285105 14 31 3835515 1319505 14 32 3845315 1324022 14 32 3930665 1352472 14 32 3963365 1363372 14 33 4015665 1382055 14 33 4086965 1405822 14 33 4133565 1421355 14 34 4182465 1438905 14 34 4239765 1458005 14 34 4306065 1480105 14 34 4311165 1481805 14 35 4342165 1493388 14 35 4422415 1520138 14 35 4472515 1536838 14 36 4559575 1567108 14 36 4617775 1586508 14 36 4634375 1592042 14 37 4644675 1596725 14 37 4644775 1596758 14 37 4659775 1601758 14 37 4680275 1608592 14 37 4781425 1642308 14 37 4796725 1647408 14 38 4803085 1650778 14 38 4804220 1651157 14 38 4891620 1680290 14 38 4956320 1701857 14 39 4961620 1704873 14 39 5034820 1729273 14 39 5110120 1754373 14 39 5115020 1756007 14 40 5120220 1758990 14 40 5186720 1781157 14 40 5239420 1798723 14 40 5270620 1809123 14 41 5287640 1816047 14 41 5321540 1827347 14 41 5392440 1850980 14 41 5416940 1859147 14 41 5432840 1864447 14 42 5443615 1869288 14 42 5483950 1882733 14 42 5484950 1883067 14 42 5515650 1893300 14 42 5596250 1920167 14 43 5601550 1923183 14 43 5679450 1949150 14 43 5753150 1973717 14 44 5762785 1978178 14 44 5829685 2000478 14 44 5915985 2029245 14 45 5920885 2032128 14 45 5987785 2054428 14 45 6075185 2083562 14 46 6080085 2086445 14 46 6113085 2097445 14 46 6119285 2099512 14 46 6158285 2112512 14 46 6213685 2130978 14 46 6235885 2138378 14 47 6245585 2142862 14 47 6368985 2183995 14 47 6392020 2191673 14 48 6400620 2195790 14 48 6471420 2219390 14 48 6550620 2245790 14 49 6562620 2251040 14 49 6647870 2279457 14 49 6717570 2302690 14 50 6727270 2307173 14 50 6728195 2307482 14 50 6799595 2331282 14 50 6874195 2356148 14 51 6882370 2360123 14 51 6952355 2383452 14 51 7035155 2411052 14 52 7043555 2415102 14 52 7085155 2428968 14 52 7131355 2444368 14 52 7131605 2444452 14 52 7197055 2466268 14 53 7211805 2472435 14 53 7288905 2498135 14 53 7312705 2506068 14 53 7312825 2506108 14 53 7351925 2519142 14 54 7372525 2527258 14 54 7406425 2538558 14 54 7510425 2573225 14 55 7637405 2616802 14 55 7676605 2629868 14 56 7685005 2633918 14 56 7716205 2644318 14 56 7765405 2660718 14 56 7830605 2682452 14 57 7847405 2689302 14 57 7856005 2692168 14 57 7912715 2711072 14 57 7991315 2737272 14 58 8000765 2741672 14 58 8083765 2769338 14 58 8150965 2791738 14 59 8164765 2797588 14 59 8233765 2820588 14 59 8307965 2845322 14 60 8322365 2851372 14 60 8412765 2881505 14 60 8470565 2900772 14 61 8480440 2905313 14 61 8530440 2921980 14 61 8580440 2938647 14 61 8630390 2955297 14 62 8640390 2959880 14 62 8703990 2981080 14 62 8795040 3011430 14 63 8800205 3014402 14 63 8833705 3025568 14 63 8843435 3028812 14 63 8847335 3030112 14 63 8887135 3043378 14 64 8960735 3069162 14 64 9038335 3095028 14 64 9108935 3118562 14 65 9124935 3125145 14 65 9153185 3134562 14 65 9163485 3137995 14 65 9199185 3149895 14 65 9270385 3173628 14 66 9292885 3182378 14 66 9353735 3202662 14 67 9445235 3234412 14 67 9513235 3257078 14 67 9593035 3283678 14 67 9593685 3283895 14 68 9605720 3289157 14 68 9672520 3311423 14 68 9752520 3338090 14 69 9765155 3343552 14 69 9845590 3370363 14 69 9912790 3392763 14 70 9923790 3397680 14 70 9981390 3416880 14 70 10072040 3447097 14 71 10084640 3452547 14 71 10153840 3475613 14 71 10231640 3501547 14 72 10242840 3506530 14 72 10332840 3536530 14 72 10388440 3555063 14 73 10409840 3563447 14 73 10480640 3587047 14 73 10535640 3605380 14 73 10547840 3609447 14 74 10570640 3618297 14 74 10641240 3641830 14

Formula Edit After poking the data with a spreadsheet for a bit, the following seems to fit:

Add:

250 for every stat point after the ones you started with Experience divided by 10 if levels 1 to 5 8 for levels 6 to 11 5 for level 12 to 19 3 for level 20 or more.

Towns Edit Talk0 48PAGES ON THIS WIKI Looking for a new place to operate from? (Note that only Sacre Base sells Rechargers, has the Clone Center, and you return to Sacre Base to level up.)

Contents[show] Freedom CityEdit Getting there: Follow the road out of Sacre Base. At the junction in zone 2, go north.

Location: 1,53,6, zone 2.

Freedom City is not safe.

Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Bum 33 27 26 28 Clip Pistol 8-11 ElectroBlade 4-9 Leather/20 1350 100 Freedom Cop 60 42 42 42 Phaser-3 14-20 ElectroLance 8-16 Energy Armor/500 4600 2000 (Plasma Shield) And the thief.

Name Deputy Fife Str/Dex/Agl 55/55/55 HP 75 LR weapon Combat Phaser 16-22 SR weapon ElectroLance Armor Phase Armor/1000 Money Notes Combat Phaser - burst, stunner (Plasma Shield)

Facilities: Bank, store, tavern, Troop Quarters, Subway Entrance

[Edit the Freedom Store inventory.]

Name List price? Appraise? Sell? 9mm ammo/20 1,000 800 520 Ammunition: 9mm ammo Power Pack/35 3,750 3,000 1,950 Ammunition: Power pack energy Kevlar/30 6,250 5,000 3,250 Armor, 30% defl. Laser-Resist/100 31,250 25,000 16,250 Armor, 35% defl. MiniRaft 62,500 50,000 32,500 Cross water. Grenade Pack/25 25,000 20,000 13,000 15-30 Key Ring 6,250 5,000 3,250 Added keys still open doors! MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points. Red Keycard 6,250 5,000 3,250 Use U-Pylons. Subway Pass 6,250 5,000 3,250 Use Freedom City's subway. Clip Pistol 6,250 5,000 3,250 LR weapon: 8-11 dmg, uses 9mm rounds Uzi SMG 37,500 30,000 19,500 LR weapon: 8-11 dmg, uses 9mm rounds, 3 round burst Phaser-3 43,750 35,000 22,750 LR weapon: 14-20 dmg, uses Power pack energy Rations/5 Scanner Stealth Field 3,750 3,000 1,950 Hide from nuisances, or find salvage. Alarm

DW HQEdit Location: 1,43,58, zone 3

You may encounter these n the floor tiles of the outer corridoor. Note the potential for being shot for 75 total damage.

Name HP Str Dex Agl LR Dmg SR Dmg Armor Exp Money Notes Kill-O-Matic Series 7 100 55 55 55 GravBlast 19-25 GravSword 19-25 Energy Armor/500 10000 12000 GravBlast - burst Facilities: Tavern, Black Fountain, Sam's, Troop Quarters, bank, store.

The foul black waters in the fountain will reduce your maximum HP by 5; not just once, but whenever you drink from it. Luckily, this does not affect your clone. (It … was up to date, right?)

[Edit the DWHQ Store inventory.]

Name List price? Appraise? Sell? Power Pack/35 3,750 3,000 1,950 Ammunition: Power pack energy Energy Armor/500 312,500 250,000 162,500 Armor, 60% defl., rechargable MiniRaft 62,500 50,000 32,500 Cross water. Grenade Pack/25 25,000 20,000 13,000 15-30 MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points. DW Bypass Key 312,500 250,000 162,500 Don't fight so many Kill-O-Matic Series 7s. Torpx Cannon 68,750 55,000 35,750 LR weapon: 17-23 dmg, uses no ammo Rations/5 ROM: FortSpy 31,250 25,000 16,250 ROM: Samlist 31,250 25,000 16,250 ElectroSword 25,000 20,000 13,000 SR weapon: 5-10 dmg, uses Power Pack ElectroLance 50,000 40,000 26,000 SR weapon: 6-12 dmg, uses Power Pack Slicer-Dicer 62,500 50,000 32,500 SR weapon: 8-16 dmg, uses no ammo GravSword 125,000 100,000 65,000 SR weapon: 9-18 dmg, uses GravPack Neutron Sabre 312,500 250,000 162,500 SR weapon: 14-22 dmg, uses Neutron Pack Widow BaseEdit Getting there: Pylon. (Or at least one massive investment in a fortress with Transporter.)

Location: 1,49,103, zone 4

Facilities: Store, bank, U-Pylon, Widow Fountain, D-Pylon, Troop Quarters, Tavern

The town is safe.

The pretty pink water in the fountains set your gender to female.

[Edit the Widow Store inventory.]

Name List price? Appraise? Sell? Power Pack/35 3,750 3,000 1,950 Ammunition: Power pack energy WidowPack/60 31,250 25,000 16,250 Ammunition: Widow energy Energy Armor/500 312,500 250,000 162,500 Armor, 60% defl., rechargable Widow Armor/600 437,500 350,000 227,500 Armor, 65% defl., rechargable MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points. WidowBlaster 250,000 200,000 130,000 LR weapon: 25-32 dmg, uses WidowPack Rations/5 WidowLance 156,250 125,000 81,250 SR weapon: 10-20 dmg, uses Widow Pack

Frost BiteEdit Location: 1,14,118, zone 4. Bring a Raft.

Facilities: Tavern, store, bank, Sam's, Troop Quarters, Mail Room

[Edit the FrostBite Store inventory.]

Name List price? Appraise? Sell? Cryo-Unit 312,500 250,000 162,500 Passer. MedKit/25 6,250 5,000 3,250 Restore your hit points. MedKit/50 12,500 10,000 6,500 Restore your hit points.

Keys Edit Talk0 48PAGES ON THIS WIKI

Name Unlocks Where to get it Fountain Key Dex Fountain, Agl Fountain in Sacre Base. 10% drop from Scavengers (zone 1) Kill Key Special quest Follow the river southwest until you find the HT. DW Bypass Key Skip the corridoor full of Kill-O-Matic Series 7s. A convenience for people who've already reached the DW HQ Store. Casino Key Get to where the casino keeps the profit. (Generated on maintenance.) Pit Boss Silo Key To get into Tranilus by pylon. 10% drop from Traders (zone 3) Hercules Key Herc Fountain, Shrine of Hercules 25% drop from Stone Golem Name List price? Appraise? Sell? Where Key Ring 6,250 5,000 3,250 Added keys still open doors! Freedom City RaftsEdit You may find your path to ACME Weapons, Ed's or even just zone 3 blocked by, well, water. If you have one of these in your inventory, this is not a problem. (Well, except for thieves.)

Name List price? Appraise? Sell? Where Home-Made Raft n/a 25,000 16,250 Boat Plans MiniRaft 62,500 50,000 32,500 Base, Freedom City, Death Warrior HQ

Lava Frost Bite

Warper Edit Talk0 48PAGES ON THIS WIKI These teleport you back to Sacre Base.

When using the VGA mode, be sure to only use one charge at a time.

You can warp out of combat at the long-range screen and in melee. EMWARP does this automatically when you are defeated, leaving you with one hit point.

You can also use EMWARP to change the place you warp to, either to your current location or back to Sacre Base. (Teleporting to an arbitrary location can be done with a fortress - and 25000000.) This is called your warper anchor point.

A Waypoint mgr (available from Ed's) remembers up to five Warper anchor points, letting you choose between them.

Stealth fields

Each terrain type has a danger percentage, the chance to encounter a monster when stepping into it.

Stealth fields change this percentage. Set them to Quiet for travelling, or Noisy when hunting for salvage.

If you assume the zone thieves are a threat, EnviroBlurs can only be used in zone 6, UltraCloaks never. Still, if you're planning a long trip it's useful to know how many stealth fields you can make use of.

Stealth FieldEdit Name VAR2 List price? Appraise? Sell? Monsters Stores Stealth Field 50 3,750 3,000 1,950 Not quite Power Packs, but how many do you need? Base, Freedom City

Stealth Fields Base Mode 1 2 3 4 5 6 7 8 9 10 5% Quiet 2% 1% 1% 1% 1% 1% 1% 1% 1% 1% Noisy 8% 11% 17% 20% 20% 20% 20% 20% 20% 20% 10% Quiet 5% 2% 1% 1% 1% 1% 1% 1% 1% 1% Noisy 15% 22% 34% 39% 39% 39% 39% 39% 39% 39% 15% Quiet 8% 4% 2% 2% 2% 2% 2% 2% 2% 2% Noisy 22% 34% 51% 59% 59% 59% 59% 59% 59% 59% 30% Quiet 15% 8% 4% 3% 3% 3% 3% 3% 3% 3% Noisy 45% 68% 100% 100% 100% 100% 100% 100% 100% 100% 35% Quiet 18% 9% 4% 4% 4% 4% 4% 4% 4% 4% Noisy 52% 79% 100% 100% 100% 100% 100% 100% 100% 100% 40% Quiet 20% 10% 5% 4% 4% 4% 4% 4% 4% 4% Noisy 60% 90% 100% 100% 100% 100% 100% 100% 100% 100% 45% Quiet 22% 11% 6% 5% 5% 5% 5% 5% 5% 5% Noisy 68% 100% 100% 100% 100% 100% 100% 100% 100% 100% EnviroBlurEdit Name VAR2 List price? Appraise? Sell? Monsters Stores EnviroBlur 70 n/a 60,000 39,000 Zone 6 None EnviroBlurs Base Mode 1 2 3 4 5 6 7 8 9 10 5% Quiet 2% 1% 1% 1% 1% 1% 1% 1% 1% 1% Noisy 9% 14% 20% 20% 20% 20% 20% 20% 20% 20% 10% Quiet 3% 1% 1% 1% 1% 1% 1% 1% 1% 1% Noisy 17% 29% 39% 39% 39% 39% 39% 39% 39% 39% 15% Quiet 5% 2% 2% 2% 2% 2% 2% 2% 2% 2% Noisy 26% 43% 59% 59% 59% 59% 59% 59% 59% 59% 30% Quiet 9% 3% 3% 3% 3% 3% 3% 3% 3% 3% Noisy 51% 87% 100% 100% 100% 100% 100% 100% 100% 100% 35% Quiet 11% 4% 4% 4% 4% 4% 4% 4% 4% 4% Noisy 60% 100% 100% 100% 100% 100% 100% 100% 100% 100% 40% Quiet 12% 4% 4% 4% 4% 4% 4% 4% 4% 4% Noisy 68% 100% 100% 100% 100% 100% 100% 100% 100% 100% 45% Quiet 14% 5% 5% 5% 5% 5% 5% 5% 5% 5% Noisy 77% 100% 100% 100% 100% 100% 100% 100% 100% 100% UltraCloakEdit Name VAR2 List price? Appraise? Sell? Monsters Stores UltraCloak 80 350,000 350,000 227,500 None Terra Labs1/day max stock 2

UltraCloaks Base Mode 1 2 3 4 5 6 7 8 9 10 5% Quiet 1% 1% 1% 1% 1% 1% 1% 1% 1% 1%

	Noisy	9%	16%	20%	20%	20%	20%	20%	20%	20%	20%

10% Quiet 2% 1% 1% 1% 1% 1% 1% 1% 1% 1%

	Noisy	18%	32%	39%	39%	39%	39%	39%	39%	39%	39%

15% Quiet 3% 2% 2% 2% 2% 2% 2% 2% 2% 2%

	Noisy	27%	49%	59%	59%	59%	59%	59%	59%	59%	59%

30% Quiet 6% 3% 3% 3% 3% 3% 3% 3% 3% 3%

	Noisy	54%	97%	100%	100%	100%	100%	100%	100%	100%	100%

35% Quiet 7% 4% 4% 4% 4% 4% 4% 4% 4% 4%

	Noisy	63%	100%	100%	100%	100%	100%	100%	100%	100%	100%

40% Quiet 8% 4% 4% 4% 4% 4% 4% 4% 4% 4%

	Noisy	72%	100%	100%	100%	100%	100%	100%	100%	100%	100%

45% Quiet 9% 5% 5% 5% 5% 5% 5% 5% 5% 5%

	Noisy	81%	100%	100%	100%	100%	100%	100%	100%	100%	100%

Long-Range Weapons Edit Talk0 48PAGES ON THIS WIKI When you first encounter an enemy, you can initiate combat in several ways. One way is to use a long-range weapon. After using your long-range weapon once, you will enter hand-to-hand combat.

Name List price? Appraise? Sell? Damage Ammo Special Features Stores Monsters SlingShot n/a 500 325 4-7 None None None Barbarian, Bart Crossbow 2,625 2,100 1,365 6-9 Crossbow bolts None Base Death Warrior, Insane Soldier Stun Gun n/a 1,000 650 6-9 Power pack energy Stunner, shockwave blaster None Valley Girl Uzi SMG 37,500 30,000 19,500 8-11 9mm rounds 3 round burst Freedom City Death Commando, Thug Clip Pistol 6,250 5,000 3,250 8-11 9mm rounds None Base Biomutant, Cyclops, Distraught Sysop, Hulk, Night Terror, Scavenger, Watcher AK-47 9mm 62,500 50,000 32,500 9-13 9mm rounds 3 round burst ACME None M16 9mm 87,500 70,000 45,500 10-15 9mm rounds 3 round burst ACME M16-9mm + M203 150,000 150,000 97,500 10-15 9mm rounds 3 round burst, grenade launcher Alpha Transport Phaser-1 25,000 20,000 13,000 10-17 Power pack energy None Base Phaser-2 31,250 25,000 16,250 12-18 Power pack energy None Base Bounty Hunter, Frogman, Recon Droid, Snow Demon Scout, Spider Droid, Terminator Phaser Ripper 137,500 110,000 71,500 12-18 Power pack energy 3 round burst ACME Phaser-3 43,750 35,000 22,750 14-20 Power pack energy None Base Black Widow Warrior, Cyberbird, Death Leader, Security Officer, Trader Tom Phaser Sniper 125,000 100,000 65,000 14-20 Power pack energy 30% accuracy bonus ACME Grenade 20,000 for 25 15-30 None Guaranteed hit Sacre Base ? Radiation Blast n/a 0 0 15-20 None Stunner None Air Elemental, Earth Elemental, Fire Elemental, Ice Elemental, Nuke Twister, Rad Tornado, Water Elemental; you'd need a shockwave blaster. Comp Blaster 50,000 40,000 26,000 16-22 Power pack energy None Base Bandit, Initiate of Loki Combat Phaser 312,500 250,000 162,500 16-22 Power pack energy Stunner, Uni-ammo, 3 round burst ACME Cat Burgler Devastator 1,250,000 1,000,000 650,000 16-22 Power pack ammo Stunner, Uni-ammo, 3 round burst, Shockwave blaster, Grenade launcher ACME Torpx Cannon 68,750 55,000 35,750 17-23 None None DW HQ Guard Drone GravBlast 75,000 60,000 39,000 19-25 Graviton energy None Base Fang Gang Fledgling, K-Terminator, Liarei, Trader, Trader Dick, Warmonger PlasmaBlast 187,500 150,000 97,500 23-30 Plasma energy None Base Priest of Loki, Serpine Frost Cannon n/a 200,000 130,000 25-32 None None None Snow Demon Warrior WidowBlaster 250,000 200,000 130,000 25-32 WidowPack None Widow Base Baby Jenks, Black Widow Leader, Black Widow Princess, Cabal Warrior, Defs Sacre Clone, Draku Defender, Draku Master, Draku War Chief, Draku Warrior, Energizer Bunny, Fang Gang Warrior, Paladin Clone, Pink Panther, Roach Warrior, Sapphire, Supine Suzalle, Widow Enforcer; that is, almost everything in zone 5. Neutron Rifle 312,500 250,000 162,500 25-35 Neutron energy None Base Stone Bow n/a 1,000,000 650,000 25-50 DreamStuff Stunner, shockwave blaster None Stone Golem (Shrine of Hercules) Pulse Rifle 625,000 500,000 325,000 30-45 Trivex fuel None Ed's Fang Gang Elder, Steel Widow, Turncoat Soldier Pulse Bazooka 937,500 750,000 487,500 35-55 Trivex fuel None Ed's Curate of Loki Xenon's Surprise 1,250,000 1,000,000 650,000 40-55 Trivex fuel None Ed's Shifter Nuke-O-Matic 1,875,000 1,500,000 975,000 50-65 Nuke Shell None Ed's TachyonBlaster n/a 2,000,000 1,300,000 50-65 None None None Cabal Commander, Chaos Knight, High Priest of Loki, Trader Harry, Xanth, Xeboc Destructor, Xeboc Guardian SLM-9000 PulseRay n/a 10,000,000 6,500,000 50-65 None Stunner, 3 round burst, 30% accuracy bonus None Cabal Elite, Death Stalker, Trader Leader TerrorBlast n/a 25,000,000 16,250,000 50-99 None Stunner, 3 round burst, grenade launcher, 30% accuracy bonus None Xeboc DreamBlaster n/a 2,000,000 1,300,000 60-99 DreamStuff None None Nick's Nightmare, Xenon's Vengeance FortSlayer MK1 3,750,000 3,000,000 1,950,000 80-120 FortShell None ACME FortSlayer Deluxe 7,500,000 6,000,000 3,900,000 100-140 FortShell None ACME

MedKit

Critical, being the way to restore lost HP.

You can use them in melee, forfeiting your attack. A stronger opponent'll stop you from using a dose half the time. Each does restores, say, no more than 20 HP at a time, so they may wear you down anyway.

Name List price? Appraise? Sell? Per dose Where MedKit/10 938 750 488 75 Base MedKit/15 1,875 1,500 975 100 Base MedKit/25 6,250 5,000 3,250 200 Base, Freedom City, Death Warrior HQ, Widow Base, Frost Bite MedKit/50 12,500 10,000 6,500 200 Base, Freedom City, Death Warrior HQ, Widow Base, Frost Bite

Land Of Devastation

Index

Section 1: The player-character Character Basics Attributes Experience/Levels Team Play Equipped Items Section 2: Interacting with LOD's world The Map and Terrain System Text Symbols Dealing with Towns Things you'll find in Towns Other map notes Map system commands Section 3: Combat The Basics of Combat Ranged Weapons Close Combat Weapons Procurement of Weapons Ammunition Shields and the Aux Weapon Armor Long Range Combat in depth Close Combat in depth Locating other humans Section 4: Fortresses Fortresses Fortress Trading Appendices Common Close Range Weapons Common Ranged Weapons Miscellanious Items Credits Section 1.1: Character Basics

Each player in LOD has one and only one character with which to explore the game. You're given a character at logon time and you keep that character until it dies - at which point you may make a new character, regenerate the dead one, or a few other options.

The main features of a character are the attributes and the inventory. Attributes are numeric representations of your characters abilities and physical characteristics. The inventory is the collection of items that your character is carrying at any given moment.

In addition to the inventory that you are carrying (think of it as being stored in a “backpack”), there are also several equipped items. Equipped items are special items that you have readied and are prepared to use at a moments notice.

Section 1.2: Attributes

Your character has four basic attributes. These are strength (STR), dexterity (DEX), agility (AGL), and health (HITS). These attributes determine your strengths and weaknesses when it comes to combat.

Strength: Strength effects how hard you can hit with your weapons. The higher your strength, the more damage you will do in hand-to-hand combat. Dexterity: Your ability to hit what you are aiming at. The higher your dexterity in relation to an opponents agility, the better your odds of hitting that opponent. Agility: Your ability to run away, dodge attacks, and perform certain actions in combat. The better your agility in relation to an opponent's dexterity, the better your odds of performing these actions. Health/Hitpoints:Your current hit points are your life. Hitpoints are divided into two numbers in the format “xx/yy” or “xx of yy”. The first number is always the number of hitpoints that you presently have. The second is the maximum number of hitpoins that you can accumulate. For example, 20/25 would mean your character has 20 out of a possible 25 hitpoints. There is one other attribute that is not directly related to your character's physical characteristics. It is Experience. Experience is the sum of all the knowledge that you have gained from combat encounters and special quests. The more you play and fight, the more experience you will gain.

The Level of your character is derived from the experience. Every so often, you will accumulate enough experience points to “go up a level”. When you rise a level, you will be allowed to apply additional points to your basic attributes.

Section 1.3: Experience/Level table

1 0 2 1,250 3 2,500 4 5,000 5 10,000 6 20,000 7 40,000 8 80,000 9 160,000 10 320,000 11 480,000 12 640,000 13 800,000 14 960,000

When you have enough experience to gain a level, report directly to Sacre Base. As soon as you arrive, you will be given the option of training for various attributes.

When training, you may allocate your training points however you wish to Strength, Dexterity, Agility, Hit Points, or trade training points for cash. Cash is usually a poor idea since levels become increasingly difficult the further you progress. Your best bet to attain cash is by salvaging equipment from the wasteland.

There are several different special quests which can be accomplished out in the wastelands. A quest could be as simple as delivering a special item to a certain place or as complicated as having to locate and slay a particular monster. It's up to you to discover what these quests are! Completing a special quest usually has the following benefits:

An experience bonus. Accumulation of quest points - gives you a certain amount of “prestige” in the quest points section of the rankings. A special item - many quests result in you gaining a special item or learning a useful clue about the game. Section 1.4: Team Play

From time to time, it has been noticed that soldiers have grouped themselves together to form “teams”. These teams provide a number of benefits:

Smart Mines which are placed by one team member will not explode when another member enters the area. Team members will be able to see each others fortresses using the fortlist ROM as well as teleport to each others fortresses without any fee (regardless of the list-with-traders-union option) Teams with 2 or more members will get an automatic 5% team discount at all city stores. Team members can bypass other teammate's fortress TOLL and PROX systems without harm. The bank will grant larger loans to players who are on a team based upon the combined value of the team members. Options for team play can usually be found at the troop quarters of any city.

Section 1.5: Equipped items

Items are equipped by use of the Q)-equip command. You may only select the appropriate type of item for the appropriate equipment slot.

CLOSE COMBAT WEAPON Please see the chapter on combat. RANGED COMBAT WEAPON Please see the chapter on combat. ARMOR Please see the chapter on combat. AUX-WEAPON/SHIELD Please see the chapter on combat. MEDICAL LINING Medical lining is a special suit that you wear underneath your armor. It is kind of an automated medkit. While you are moving about, the medical lining pumps you full of chemicals, increasing your hit points as you move. Medical lining is rated in terms of hit points per 50 moves. So 5/50 medline would be one hit point regenerated per every 10 moves. The following classes of medical lining are available directly at Sacre Base: STD. MEDLINE: 1/50 (1 hit regenerated per 50 moves) ADV. MEDLINE: 5/50 (1 hit regenerated per 10 moves) LAPTOP The GS-224 laptop was specially designed to assist adventurers out in the wasteland. It is capable of performing a variety of useful function. The basic Laptop come pre-configured with only the essential commands. To add new programs to your laptop, you will have to purchase or otherwise obtain “ROM Cartridges”. ROM Cartridges may be copied with the laptop's “COPY” command. We highly suggest purchasing the Laptop and the following ROMs as soon as it is convenient for you:

NOTES: Keeps an online notebook of the locations of important places that you visit. CSTATS: Extremely handy. Displays useful information about your weapons, armor, and other combat statistics. Can be used to scan your inventory to find out which weapons are better than others. DIET: An automatic diet maintenance program. No more worrying about when to each rations. APPRAISE: Displays the relative costs of items in your inventory. Costs displayed are the “new purchase price” and the price paid by Sacre Base may be significantly less. The APPRAISE ROM is nevertheless a useful tool in determining what items are valuable and what is not. For more information about the Laptop and it's ROMs, we suggest you visit the Sacre Base Tavern. There is usually someone there who can be of assistance.

Section 2.1: The Map and Terrain System

The “world” in LOD is composed of a series of interconnected maps. One map, termed the “main” map, represents the ground level of the earth. This is the map in which most travel and exploration takes place. Almost all of the other maps are linked in some way or another to the main map.

The main map is usually 125×125 squares in size. Each square represents some arbitrary measurement of land. A square could represent an acre, a square mile, or virtually anything that the imagination allows. Travel is usually performed by moving in a compass direction (N/S/E/W) from one square on the map to another.

Each map square has a particular type of terrain associated with it. Common terrain types include “roads”, “plains”, “forrest”, and “mountains”. Some terrain types, such as plainse, can be traversed easilly and with no special equipment. Others, such as rivers and lakes, require special devices (such as a miniraft) to cross them. There are also impassible terrain types, such as impassible mountains and dense forrests that cannot be traversed no matter what equipment the player carries.

Due to the visibility limitations of humans, only a small window of the map is displayed at one time. This window is approximately 5 squares by 5 squares in size, although it can be configured to 3×3 if modem speed is a problem. The player is always located in the center of the 5×5 window, and the window will move automatically with the player. There are several different map display modes available:

SVGA: (graphics mode) SVGA graphics are the preferred method, assuming that your equipment supports the graphics and you have properly configured the software. SVGA is always available on the sysop-side (host) of the connection if the sysop desires. However, use on the remote side (user) requires using the GTERM terminal program. (more on this later)

With SVGA, you will see a small “picture” of each terrain type in the 5×5 map window. This is by far the best and easiest to navigate. Certain terrain types, such as walls and roads will be automatically “connected” to make following them easier.

ENHANCED ANSI: (text mode) With enhanced ansi, the map display will be held permanently in place at the top of the screen. Graphics will update as you move, but the screen generally does not “scroll” down. It's the preferred mode for those who do not use SVGA. Enhanced ansi is available in 5×5 or 3×3 configurations.

STANDARD TEXT: (text mode) This is the most primitive and least-desirable display method. It is limited to a 3×3 grid. A new map is drawn every time you move and the whole mess scrolls down the screen. However, if for some reason you support neither the SVGA or ANSI modes, you can always fall back to this one.

Section 2.2: Text Symbols

If you use either the ENHANCED ANSI or STANDARD display modes (ie anything but SVGA), then you will have to contend with the text map symbols. The text symbols are meant to be symbolic representations of the type of terrain that is present. Each text symbol is two characters in size.

If ANSI is supported, then the text symbols are also colored. These colors have been chosen to make things a bit clearer. For example, green is used to represent plains and blue is used to represent water. YELLOW is almost always used to represent enter-able locations such as cities, stores, etc.

The best way to learn the symbols is to just move around the map. The name current terrain that you are standing is always displayed next to the scanner. Pretty soon you'll learn em all!

Plains – Wide, open grasslands; Usually quite safe. Impass. Mtn MM Impassable mountains. No way to get around em! Desert .. Hot temps and dust storms make travelling dangerous. Mountains mm Low mountains; Easily climbable, but not too safe. Mountains mm Easilly climbable, but not too sage. Road || Pre-war highways - monsters usually stay clear. Wasteland ww Areas severely damaged by nuclear radiation - stay clear! River ~~ Flowing water - can be crossed if you have a raft. Swamp “” Swamps - very unsafe Rad-zone rr Direct nuclear stricke. Very, very hazardous. Forrest ff Thick - woody forrests. Unpassable. Hut HT Small huts occupied by rural dwellers. Towns xx (xx is a number) Some are friendly, some are not. Usually you will be transported to a special detailed town map of the town. Red Pylon /\ Several located. True nature unknown. Green Pylon /\ Several located. True nature unknown. Store ST A good place to buy and/or sell items. Additional codes include (SR=SR Weapon Store, LR=LR Weapon Store, AR=Armor Store, etc) Wasteland Exit WL The exit from a city into the wastelands. Hit G)o to enter the wastelands. Bank $$ A good place to transfer funds to/from savings accounts.

Many additional unlisted codes may be present. When in doubt, try entering the location. Enterable locations are usually displayed in yellow.

Section 2.3: Dealing with Towns

You'll encounter several towns, villages, and cities in the wastelands. To enter a town, you'll need to use the “G” key when you're on the proper map square. “G” stands for “Go”.

Some towns require something special to be done before you can enter. Usually they'll tell you what this is, but sometimes they can be somewhat vague. If you get stuck trying to get into a particular town, then you may wish to post a message asking for help. Usually someone else in the game has already figured it out.

When you enter a town, you'll switch to the town map. The town map is presented at a somewhat different scale – rather than map squares being an acre or square mile, in towns they represent a much smaller size, perhaps a square yard.

Towns typically have roads that lead from the entrance to various places of interest. Civilian dwellings and unimportant locations have typically been “left out” of the town maps - only important locations such as stores, banks, taverns, etc are presented. Mots twon maps are small and the typical player should be able to fully explore them pretty quickly.

Some towns, such as Sacre Base, will charge high-level players rent for staying within. If this rent is not paid on-time, then access to the city may be refused. The rent account may always be paid at any bank in any city.

Although much of the previous civilization was destroyed by the great nuclear war, one custom has survived: Tax Collection. For some unknown reason, the political leaders of each of the wastelands towns have all agreed to charge high level players taxes. These taxes will be re-distributed nightly to all players. Redistributed taxes are dumped in the “standard account” any may be retrieved by visiting any city bank.

Section 2.4: Things you'll find in towns

Towns include all sorts of exciting places. Sacre base itself has many locations to enter. You are encouraged to visit them all and learn what they are about. Some of the more generic entities that are available in most cities are discussed below. (ANSI users remember: G)o-able locations are almose always represented by yellow colored symbols)

TAVERN: (ansi “TV”) Most, if not all, of the towns have taverns in them. Taverns are the local hangouts for the prominent town citizens. Most taverns will welcome you openly and most citizens will talk freely about themselves. The first thing you should do when you enter a new town is to thoroughly question everyone in the taverns.

When talking to a character, the character will respond to various “hot words” - for instance, asking someone about “JOB” or “NAME” will usually yield a response with the appropriate information. These hot words are hilighted in RED for ansi users or capitolized in all-caps for non-ansi users.

STORE: (ansi “ST”) Towns almost always have stores in them where the local merchants and traders have items for sale. These stores can be a great source of equipment that is not available at Sacre Base.

TROOP QUARTERS: (ansi “TQ”) Every town has a troop quarters. The troop quarters is sort of a catch-all for utility functions that you may need to perform. For example, viewing the log or the rankings and adjusting your ANSI options.

BANKS: (ansi “$$”) Every society has them - the bankers and tax collectors. Even after a total collapse of government, these instituations still reamin functional. Banks have several functions available, such as savings account and low- interest loans. The “rent” account can also be paid here.

Section 2.5: Other Map Notes

The map is full of unusual places to discover and explore. Always proceed with caution, but don't be afraid to try new places.

Large specialty stores have been known to exist directly on the main map. Commonly known ones are the EEEE which sells advanced weapons and ACME Weapons which boasts a full-time weaponsmith and technician available for custom weapon modifications. There is a horticulture center out there somewhere that deals exclusively with advanced food products.

A transportion network of pylons is out there. Pylons are not very well understood and little documentation exists on them. The only facts are that they commonly require a “keycard” of some sort and usually have a sequence of buttons that must be pressed in the correct order to select a destination point.

Beware of objects that are scattered about. Sometimes extremely dangerous mines may be encountered. These mines will appear exactly as normal objects to your scanners and to the naked eye. It's only when you get close to them that they will detonate and make a serious mess of you!

You may encounter fortresses at certain locations. Fortresses can be thought of as sort of miniature cities. Most do posess stores that items may be purchased from. As opposed to cities, fortresses do not posess their own maps - they are navigated by means of a series of menus. Fortresses are usually heavilly defended with advanced weapons, moats, and defense shields. Some fortresses even have “toll booths” and “prox sensors” that will firing on passing travellers!

Section 2.6: Map system commands

The map system (also termed the “wastelands menu”) has several command options that are available:

N or 8 North P Pick up item G Enter S or 2 South D Drop item A Camp out here E or 4 East U Use Item F Construct Fort W or 6 West Q Equip items Y Quick Heal C Show Character Status M Inventory Maintenance

Most of those commands are self-explanatory, but a few of them deserve some special attention:

ENTER (g)

The enter command will not only get you into towns, but other locations as well - fortresses, camps, special places, pylons, whatever. When in doubt about a new location, you might as well try to enter it.

KILL OBJ (k)

This command will allow you to permanently “kill” an object on the wasteland. For example, if there is a “dagger” laying in front of sacre base and it has been annoying you, you can kill it.

EQUIP (e)

You need to use this one to equip your weapons, armor, etc.

USE ITEM (u)

This is one of the most important commands in the game. Certain items that you are carrying must be U)sed in order to activate them. For example, U)sing a medkit will heal your character.

If you select the “list” option from the U)se prompt, the game will present a listing of the usable items that you are carrying. Non- usable items will not be listed. This is a quick and easy way to figure out which items are use-able.

Alternatively to typing the number of the object in your inventory to use, you can also type the first few letters of the item name. For example, you could type “MED” to use a medkit, or “TRI” to use a tricorder.

QUICK HEAL (y)

Rather than use the USE (u) command multiple times on a medkit to heal yourself, you can use the Y command to automatically use as many medkit doses as are necessary to heal you.

PICK UP (p)

There is a special power-user option for those of you carrying energy cells (Vortex cell, kralox cell, etc). If you type the word “cell” at the item number prompt, then LOD will automatically pick up all ammo at the current location and charge your energy cell with it.

“ALL”

On the Kill obj (K), Pick Up (P), and Drop (D) commands, you can say “ALL” when prompted for an item number and LOD will attempt the command on all available items.

Section 3.1: The Basics of Combat

Combat is a fact of life – the wastelands are not a safe place. This chapter has been assembled to briefly explain the most popular combat styles and tactics. Those who do not posess a thorough understanding of the aspects of modern combat tactics will not survive long.

Under most circumstances you encounter, combat will occur in two distinct phases: Long Range and Close Combat. Understanding the different aspects of these two phases is essential to your success.

Long Range Combat occurs when the participants are at a significant distance. Several options are available at this phase, the most common of which are firing a ranged weapon or throwing a radiation grenade at the enemy. In most cases once one of these options is executed, combat will proceed to the close combat phase.

Close Combat occurs when the opponents are engaged in a hand-to-hand situation. Either the fist is used to strike blows or (perferably) a bladed weapon is used. Close combat continues until one of the participants is either killed, escapes, or surrenders.

Now that you understand the basic foundations of combat, you may be wondering, against whom are you to use your newfound skills? Have no fear, the wastelands are filled with plenty of opportunities for you to kill something!

The most common combat advesary is the monster. “Monster” is a generic term meaning any intrinsicly hostile creature that habits the wasteland. The wasteland is full of such individuals. They range from mindless animals such as the Rad-Hound, to such complex entities as the Priesthood of Loki of whom posess the power to levitate and the weapondry to incinerate a recruit before he even knows what happened. Monster encounters generally occur at random - You'll be walking along and something will just jump out right in front of you!

You may also find that at times there may be another inhabitant of Sacre Base with whom you disagree. Or perhaps someone who's been showing off some nice weapon or equipment. While it is generally discouraged to go around “offing” other adventurers, it does happen quite frequently. Please note that all combat within Sacre Base is strictly prohibited. If you want to kill somebody, you'll need to find them unprotected in the wastelands. They may either be camped or holed up inside a fortress. If the latter is the case, then you will need to infiltrate the fortress in order to reach your prey.

Throughout the wastelands, you will notice occasional fortresses constructed to protect the owner and his valuables from outside dangers. These fortresses may be conquered, but the process of taking a fortress may be long and arduous. It may even require a team of warriors to drain the fort's defenses to the point that they may be breached. Taking a fortress does produce great rewards – if you don't want to keep the fortress for yourself, then you may easilly sell it's equipment for a health profit.

Section 3.2: Ranged Weapons

Long range combat necessitates the existance of long range weapons. The typical long range weapon contains a sighting system which is fixed upon the target and then a trigger is depressed which will consequently fire a projectile of some sort at target.

The type of projectile and means of propulsion depend on the type of weapon that is used. For example, a crossbow uses a wire and tension system to launch a crossbow bolt. A 9mm clip pistol uses an exothermic gunpowder reaction to propell a bullet at a high velocity. More advanced weapons, termed “energy weapons” use energy of some means to send forth a stream of sub-atomic particles (photons, neutrons, and gravitons are commonly used).

Most LR weapons are capable of launching only one projectile at a time. However, technologies such as the “three round burst” and “grenade launched” are also available which provide the user with additional technologies. We recommend contacting the weaponsmith at ACME weapons for more information on these advanced subjects.

The amount of damage done by a long range weapon is determined solely by the characteristic properties of the device. The user's attributes have no effect on the extent of the damage inflicted. The accuracy, however, does depend significantly on the ratio of the dexterity of the user as compared to the agility of the target. A higher user dexterity will increase accuracy. A higher target agility will decrease accuracy.

The other commonly used offensive technique is the throwing of a radiation grenade in the direction of an enemy. As with conventional weapons, the damage inflicted is solely dependant on the characteristics of the grenade. However, due to the large blast radius of a grenade, accuracy is 100% guarenteed.

Section 3.3: Close Combat Weapons

Close combat weapons (also referred to as “short range weapons” or “SR” weapons) are used in close combat. This type of weapon is not required (the user may inflict blows directly with his fist), but is highly recommended due to the increase in damage inflicted by a bladed weapon.

Close combat weapons are almost always bladed devices of some sort. Contrary to ranged weapons, no projectile is fired. Damage is inflicted by physically striking the target with the weapon.

Close combat weapons are not necessarilly restricted solely to simple bladed instruments such as knives or swords. The blade may be charged with energy which will inflict a superior amount of damage when it comes into contact with the target. These types of weapons are referred to as “energy weapons”. Many techniques exist for charging energy weapons. The most common energy weapons are the ElectoBlade, ElectroSword, and ElectroLance. They are the energy weapon version of the Dagger, Sword, and Razorlance respectively.

The damage inflicted by close combat weapons is proportional not only to the characteristic properties of the weapon itself, but also the strength of the user. Is a general rule, as the strength of the user doubles, the damage infliction will increase by approximately 30%.

As with ranged weapons, accuracy of close combat weapons depends on the user's dexterity in relation to the target's agility. A high dexterity will produce superior accuracy, while a high agility of the target will degrade accuracy.

Section 3.4: Procurement of Weapons

Several popular LR and SR weapons are stocked at the stores in Sacre Base. It is highly recommended that you stop by these stores and obtain weapons before proceeding into the wasteland.

NOTE: The damage levels listed in the SR weapons store are the basic damage levels of the weapon. Remember, SR (short range or close combat) weapons perform increased damage if the user has increased strength. Thus, if your strength is above average, then the damage done will be greater than the base levels listed in the SR weapons store.

IMPORTANT: You must Q)-Equip your weapons before they will be enabled in combat. Simply carrying around a weapon in your inventory will not do - it must be equipped. To equip a weapon, press “Q” from the wastelands menu. Then select the appropriate choice (C for Close or R for Ranged) and select the desired weapon from your inventory.

Weapons may also be obtained from wasteland inhabitants. Occasionally, you may encounter a creature that has a particularly desirable weapon. There are two common ways of obtaining a weapon from the monster. The least risky is to purchase the weapon. Most, but not all, monsters will readilly sell their weapon for a reasonable sum of money. The other common method is to kill the monster and pick up the weapon when he drops it upon the wasteland.

The GS-224 Laptop and C-Stats ROM can prove useful in determining various properties of weapons. It is recommended that you pick up a laptop and C-Stats at your earliest convenience from the computer store in sacre base. C-Stats will report the base damage levels, ammunition requirements, strength multiplier, and any special features of your weapons.

Section 3.5: Ammunition

Some weapons require ammunition. The best way to discover what ammunition a weapon requires is to view it's description with the V)iew command at store. You can also use a laptop equipped with the C-Stats rom to determine the ammunition requirements.

If you use a weapon that requires ammunition, then you must carry around one or more ammunition pack(s) in your inventory. These packs will automatically be used to supply the weapon with energy. You do not need to explicitly “load” weapon; just keep an ammo pack in your inventory and it will be done automatically.

A chart of common weapons and ammunition types follows. This chart is not exhaustive and many weapons and ammunition types not listed may be located on various wasteland inhabitants.

Name Common SR Weapons Common LR Weapons 1 Crossbow bolts None 2 9mm clip None Clip Pistol, Uzi SMG 3 Power Pack Electroblade, Electrosword, Electrolance Phaser-1,2,3, Comp Blaster 4 Grav Pack None known GravBlaster 5 Plasma Pack None known PlasmaBlaster 6 Neutron Pack Neutron Sabre Neutron Rifle

Reports of another type of energy, termed the “cell”, have been heard from adventurers returning from the wastelands. Cells appear to be capable of storing energy in a generic format, and supplying whatever energy your particular weapons require. Hence, a cell may be capable of supplying both power pack energy to an electroblade, as well as gravitons to a gravblaster. Cells only work on “energy” type weapons. They cannot supply 9mm bullets or crossbow bolts for example.

Section 3.6: Shields and the Aux Weapon

In addition to equipping a close weapon, there is an additional slot in which you may equip an auxilliary weapon or a shield. This slot is referred to as the “aux weapon” slot. Typically, the item in this slot is carried in the fighter's left hand, while the primary close weapon is carried in the right hand.

If a close range weapon is equipped into the aux weapon slot, then you may switch weapons with the “E” command in the close combat menu. This is useful in case you have an ammo-requiring close combat weapon equipped and the weapon runs out of ammo. If you have a non-ammo-requiring weapon in the aux weapon slot, then you may use the “E” command to switch between them.

If a shield is equipped in the aux weapon slot, then you will gain some additional defensive capabilities. There is a percentage chance that the enemy's attack will impact your shield rather than your armor or body. In this capacity, the shield acts as sort of an armor suppliment. You may also P)arry the enemy if a shield is equipped.

Using the P)arry option in close combat increases the odds of your sheild deflecting a blow by 400%. However, you will inflict no damage while parrying. Parrying may be of use in a situation where a player may wish to cause the enemy to expend his ammunition reserves. Once the opponent's ammunition falls critically low, the player would cease parrying and begin normal attacks against the enemy, who now has a depleted ammo supply.

Section 3.7: Armor

Armor can be very beneficial to combat. In the case that an enemy's blow comes in contact with your person, then there is a percentage chance that your armor may absorb this blow, thus protecting your precious hit points. Many armor types are available. There are two basic properties of armor which are of interest: the deflection percent, and the deflection point capacity.

Deflection Percent is the percentage chance that your armor will absorb a blow that would normally hit your body. For example, if your armor had 50% deflection, then you could expect roughly half of the blows to impact the armor and half to impact you directly.

Damage point capacity is the number of points of damage that the armor has remaining before it is useless. Each time your armor is hit, it will lose some of these points. When they reach zero, your armor will no longer deflect blows at all.

Some armor types may be recharged when their deflection points are below maximum. The device use to recharge them is usually referred to as a “recharger”. Rechargers are expensive and difficult to obtain, but you may happen across one in your travels.

The C-Stats ROM can be used to determine the various properties of your armor. The GS-224 Laptop and the C-Stats ROM may be purchased at the Sacre Base computer store.

Section 3.8: Long Range Combat in Depth

LONG RANGE COMBAT: “L” This simply fires your ranged weapon at the enemy. You must have a ranged weapon equipped to use this option. If the weapon requires ammunition, then you will need to have some ammo in your inventory.

CLOSE COMBAT (hand-to-hand): “H” This will bypass your long range combat options and proceed directly to close (hand-to-hand) combat.

THROW GRENADE: “G” You throw a radiation grenade in the direction of the enemy. Grenade hits are guarenteed 100% due to the increased blast size. After the grenade has detonated, close combat will automatically enagage.

RUN: “R” You attempt to use the age old strategy of running away. If your enemy has no ranged weapons, he will probably let you go. But, if the enemy does have a ranged weapon, he may try to take a shot at you.

SURRENDER: “S” Give him half of your money and he'll probably let you go.

VIEW OPPONENT: “V” Display your opponent's stats.

VIEW CHARACTER: “C” Display your current stats.

STRIKE UP CONVERSATION: “T” For some monsters that look somewhat talkative, this option will appear and you can talk to the monster. Odds are you can't talk him out of killing you, but you may be able to gain some vital information from the monster.

BUY ITEM Sometimes, you'll notice that a particular enemy has an item that would be of value to you. Rather than fight for it, you may opt for the more civilized approach of buying the item. However, monsters are not usually as generous as the Sacre Base supply station and their prices may be quite high!

Section 3.9: Close Combat in Depth

ATTACK: “A” Charge at the monster with your weapon; Inflict as much damage as possible while protecting yourself from injury.

BERSERK: “B” Commit yourself to fighting until death. No aborting! You'll receive a minimal (about 10%) combat advantage when berserking, but you lose all chance of stopping in case you begin to lose!

SURRENDER: “S” Give him some money and hope he goes away.

RUN: “R” Try to run away. Your chances of successfully running depend on your agility in relation to your opponents dexterity. Monsters equipped with LR weapons may shoot you in the back while you're running.

VIEW OPPONENT: “V” Display your opponent's stats.

VIEW CHARACTER: “C” Display your current stats.

WARP: “W” If you are carrying a warper, you can push it's button and get out of combat fast!

MORE: “M” There's two combat menus - this toggles between them.

EXCHANGE: “E” Exchange your primary weapon with your auxiliary weapon. Usefull if your primary weapon runs out of ammunition. This option may not be used if you have a shield equipped in your auxilliary weapon slot.

HEAL: “H” Use a medkit dose. Your odds of successfully using a medkit dose depend on your agility as opposed to your opponents dexterity.

DEATHPULSE: “D” If your weapon has the special “deathpulse” feature, then you use this option to attack in deathpulse mode. Deathpulse conversions are available from ACME Weapons, Inc.

OPPONENT-CSTATS: “O” If you have a laptop with the C-Stats ROM loaded on it, then you may use this command to get a C-Stats report of your enemy. The C-Stats report may be useful to determine if your enemy has nay special features on his weapons and/or armor that won't show up in the “V)iew Opponent” command.

PARRY: “P” If you have a shield equipped in your aux weapon slot, then you can parry against the opponent. Parrying consists of attempting to block the attack using your shield. Parrying inflicts no damage on the enemy, but it increases the odds of your shield deflecting a blow by 400%. Since parrying inflicts no damage, it is of questionable tactical value.

FLASH If you are carrying a FlashBomb, then you can throw it at the enemy to improve the odds of escape.

Section 3.10: Locating Other Human Warriors to Fight

As mentioned previously, you may find yourself in a position where you wish to fight another human warrior. This can sometimes be a difficult process, as most persons are reasonably skilled at protecting their location from possible attackers. However, in the event you do wish to fight another human, these are the steps that should be taken:

Enter Sacre Base and thoroughly check out the Sacre Base map. Look and see if your target has camped inside Sacre Base. If he has, then you will, of course, be unable to attack him. You might write him a message letting him know how much of a coward he is for hiding out in Sacre Base.

Exit Sacre Base and look around the immediate area. Perhaps your target didn't make it back into Sacre Base before running out of time. Or perhaps he just didn't know any better.

If you have a scanner device or a LR-Scan, then you might want to give it a shot. Both of these devices are capable of detecting players at medium-long ranges. If you posess a tricorder, then it may be of great use as well.

If you happen across a fortress, then your target may be within. Use the G)o command to visit the fortress and use V)iew to get a look at it. If the owner listed is your target or one of his teammates, then your target may reside within. In this case, your only chance of knowing for sure is to attack the fortress and conquer it.

If your you happen across a city, then your target may be camped within it. Explore the city and find out. Unlike Sacre Base, not all cities have a “no combat” restriction. If you find your target in the Death Warrior HQ, for example, then the Death Warriors will probably be more than happy to watch you battle to the death.

Explore the wastelands, repeating steps 2 through 5 until you find him or get tired of looking.

You can always write your target a message telling him you want to fight. If he's courageous enough, then he'll probably write you a message with a pre-determined location to fight. If he refuses, make it publicly known that he has chickened out. Usually someone will come forth to defend his honor.

There are a few special things to take into consideration when fighting another human. This type of combat is generally referred to as “player-vs-player” combat. Firstly and most importantly is the experience is calculated differently.

When you defeat another player, experience is rewarded according to the following: “The surplus of the loser's experience over the winners experience, plus 10% of the losers total experience.” Mathematically, this could be written as the following:

EXP gained = Max(0,loser_exp-winner_exp) + loser_exp*0.10

For example, say you have 10,000 exp and you kill someone who has 15,000 exp. In this case, you have attacked a player with GREATER experience than yourself. The math works out as follows:

Max(0,15000-10000) + 15000*0.10 { initial formula } Max(0,5000) + 1500 { … simplify } 5000+1500 { … simplify } 6500 { the answer }

Now, let's look at an example of attacking a player with lesser experience. Let's assume you have 15,000 EXP and you attack someone with 10,000 EXP. The math works out as follows:

Max(0,10000-15000) + 10000*0.10 { initial formula } Max(0,-5000) + 1000 { … simplify } 0+1000 { … simplify } 1000 { the answer }

As you can see, you are rewarded greatly for attacking someone who is more experienced than you. However, the rewards are fairly poor for attacking someone who is lesser than you. This is purposely done to discourage humongous players from attacking novices, and to prevent a few certain “cheats” that have been used in the past.

Section 4.1: Fortresses

Fortresses may be constructed by the prosperous adventurer. There are several reasons a fortress is useful and several purposes a fortress can serve:

A PLACE TO HIDE OUT The wasteland isn't a very nice place. Hiding out in your fortress can be a great defence against monsters and “competitive” players.

STORAGE VAULT Every fortress includes a storage vault. You can drop off as many objects as you like. As long as your fortress remains intact, your valuables are safe.

SELLING MEDKITS/AMMO and ITEMS You can designate portions of your medical doses on hand and/or energy on hand to be “for sale”. Players may then visit your fortress and purchase medkits/ammo for the price that you decide.

If you pick a good location and set your prices right, players may opt to shop your at your fortress rather than a pricey town. If your fort is equipped with an energy-producing reactor, then you can make a healthy profit selling energy!

All forts are equipped with a “sales counter” capable of holding any eight standard devices. You decide what to sell and what price to sell it at. Someone in dire need of a Warper may pay you a healthy price for one!

It should be noted that when trading, other players are held outside the gates of your fortress. They aren't allowed access to your vault, treasury, etc.

AVOID RENT If you are a level eight player or above, then you have probably already realized that if you stay in any of the towns, you will be charged rent. And this rent does get expensive.

So, the solution - build your own base and stay in there. It's safer than hanging out on the wastelands and you don't have to shell out the cash to pay rent every day.

FACTORIES You can install factories in your fort for producing a variety of items such as mines. A factory produces one item per night and can pay for itself very quickly!

SCAVENGERS A special “scavenger droid” has been developed especially for fortress use. Each night, the scavenger droid will venture outside your fortress and locate any “junk” laying around. The scavenger droid will sell these items as salvage at 10% of full price!

All that sounds pretty nice, doesn't it? Well, it sounds nice to just about everyone else as well. So the point is, you'd better protect your fortress pretty well or somebody uninvited will move in! (and move you out!) Fortress defensive options:

MOAT You can dig a moat around your fortress. When somebody wants to attack, they'll have to get through it. Several different moats are available - from simple water with a crocodile to flesh- dissolving acid!

DEFENSE FIELD Every fortress should purchase a defense field immediately. The defense field is essentially the fortress's “hit points”. When an attacker defeats the defense field, he is inside. Defense fields recharge before battle from the fortress's energy stores.

Also, do note that if your base runs out of energy, then there will be nothing to recharge your defense field if you are attacked.

WEAPON So what happens while somebody is hacking away at your defense field? You have a big gun that shoots at him. The better the fortress weapon, the more damage will be inflicted as the attacker attempts to beat the defense field.

REACTOR All this stuff takes power. Your defense field requires energy to recharge, your base weapon requires energy to fire, etc. So you might want to have a reactor to build up your daily energy supply.

MINE SPREADER These nifty items will take any mines from your forts storage room and scatter them around your fortress in a random manner. Very useful for automatically creating mine fields.

PROX SENSORS Proximity sensors - Your fort is equipped with a weapon, right? Well, why not blast everyone who walks by!!! The Prox sensor will let you set your fortress weapon to attack all players who come within a pre-determined distance of your fort.

TOLL STATIONS Prox sensors are nice, but there isn't much profit in just blasting people. How about charging them a “toll” fee. If they pay, they can continue unharmed. If not….. BLAM!

FORTRESS SFG (Stealth Field Generator) Hides your fortress from the view of adjacent map cells. The only way someone can see your fortress is by practically standing right on top of it!

ROBO-DEFENDER RoboDefenders protect your fort if the defense field falls. They are basically just a robot programmed to defend your fortress at all costs.

Now, the most important thing you have to worry about is supplying your base with energy. Without energy, your base defense field cannot charge and your weapon cannot fire. So, how do you get energy?

METHOD #1: Buy, steal, or otherwise “acquire” ammunition packs. Take the ammo packs into your fortress configuration room and discharge them into the fortress power banks.

Any type of energy-based ammunition will do - Power Packs, Grav Packs, etc. But the projectile-ammo is useless (how would you discharge some crossbow bolts???)

METHOD #2: Buy a reactor (described above) and it will generate a generous amount of energy each day.

Note: You will want to make sure you place a lot of energy in your fortress when you create it – There is a tactic becoming increasingly popular where players will lay siege to a fort by repeatedly attacking it and running from it, thus draining the fortresses energy reserves and making it vulnerable to attack!

Section 4.2: Fortress Trading

As mentioned above, trading is possible with fortresses. By using the FORTRESS TRADE CONTROL menu, you can set various options about what you wish to buy or sell. Here are some quick hints:

SELLING HEALING (MEDKIT) DOSES First you'll have to “dump” a medkit into your fortress medkit supply. You can do this from the fortress configuration menu. Then go back to the fortress trading menu and you can decide how much of your medkit stocks you wish to put up for sale and how much you wish to charge per dosage.

SELLING ENERGY (Power Packs) Like with medkits, go into the fortress configuration menu and dump some energy into the fortress energy banks (unless you already have a plentiful supply of energy in the banks). Then go back to the fortress trade menu and select how much energy you wish to sell and at what price. Don't sell all your energy, because you would leave your base defenseless.

BUYING/SELLING THE THREE PRODUCTS (minerals, herbs, fuel) Not fully implemented yet. Feel free to experiment with the options.

THE SALES COUNTER Each base has a sales counter. The base owner may place up to eight items in this sales counter. Other players may then come and buy them from the base.

SELLING TELEPORTATION If you equip your base with a teleporter, then you can charge other players to use your teleporter. You will receive money both when players depart from and arrive to your base. (Note: You may wish to use the “List with traders union” so people know where your base is)

Appendix 1: Common Close Combat Weapons

KNIFE This is pretty lame. Sort of a cross between a butter knife and a steak knife, it doesn't inflict much damage. However, if you're on a budget, it is better than nothing.

DAGGER Basically, the Knife designed specifically for combat use.

SWORD If you don't know what a sword is, go back to grade school….

RAZORLANCE The lance is a special variation of a spear. It has razor sharp blades on both ends. The user usually holds the lance from the middle and can twirl it in many directions, hitting the attacker with the blades mounted on each end.

ELECTROBLADE The electroblade is a dagger that has been electrically charged. It gets it's power from a POWER PACK and when the target is struck, the electrical charge dissipates into them, doing enhanced damage. This weapon does require ammo (POWER PACKS) and will do reduced damage without them.

ELECTROSWORD The electrosword is an electrically charged version of the sword. Like the electroblade, it require POWER PACK ammo to function.

ELECTROLANCE The electrolance is the electrically charged companion of the razor lance. When properly loaded with a power pack, it can do massive amounts of damage.

NEUTRON SABRE A recent experimental prototype using Neutron technology. The Neutron sabre is a sword-type weapon that uses neutron energy to charge its blade. Produces an intense burning effect on whatever it hits. Uses NEUTRON PACKs as armor.

Appendix 2: Common Ranged Weapons

CROSSBOW A purely manually operated weapon. The operator pulls back the string, sets in a crossbow bolt, aims and fires. It requires crossbow bolts for ammunition.

CLIP PISTOL A 9mm clip pistol. You slap a clip in, take aim, and blast a hole in your enemy. Uses 9mm clips for ammo.

PHASER-1 A hand held phaser weapon. Sends a charged proton beam into the enemy. Requires power packs for ammo.

PHASER-2 More powerful version of phaser-1.

PHASER-3 More powerful version of phaser-2.

COMP BLASTER The most powerful power-pack weapon built. Similar to a phaser, but uses higher efficiency circuitry to achieve a stronger effect.

GRAVBLASTER This weapon sends a beam of gravitons against the target. The gravitons create an immense gravitational disruption in the target's cells, causing the gravitational forces to rip his cell structure apart. Uses gravblast clips.

PLASMABLASTER Sends plasma energy into the enemy. Uses plasma clips for ammo.

NEUTRON RIFLE Experimental prototype. Uses Neutron packs as ammunition to produce massive damage on whatever it hits.

GRENADE PACK This is a package of grenades. It is neither a long range nor a close range weapon. When you enter combat, you have the choice of throwing a grenade at your foe instead of firing a weapon. Grenades have the advantage of almost always hitting the opponent and their damage can go right through an opponent's armor.

Appendix 3: Misc. Items

RADIO This two-way field radio can be used to tie into the base's communications system. You can send and leave messages just as if you were sitting in the safe comfort of the base.

LR SCAN The LR Scan is a very useful device. What it does is tie into the ZR327L military surveillance satellite and generate a satellite picture of the surrounding terrain. Very handy if you get yourself lost.

MEDICAL KIT The medical kit contains a number of self-contained “healing” drugs. One quick shot from one of these drugs can do wonders for a person's injuries. (These wonder drugs were actually created in 1973, but held up in various government agencies for 70 or so years)

RATIONS A package of poorly tasting, but very nourishing troop rations. Mostly gathered from the remains of dead beasts, it tastes pretty bad, but is very necessary to your survival.

SCANNER This is a hand-help radar scanning unit. It can give you a quick idea of the type of terrain around you as well as locate prominent establishments such as towns.

STEALTH FIELD GENERATOR The SFG is a unique product of modern technology. It allows you to create a field around your person which can either interfere positively (amplify) or negatively (cancel out) the noise that you create. Since many of the wasteland creatures are dependant upon noise as a means of locating targets, you can either increase or decrease your encounter chances with this device.

LAPTOP The GS-224 Laptop is a very valuable instrument when equipped with the necessary programs. You can buy a laptop at sacre base as well as software for the laptop. I'll leave it to you to discover what the laptop does. (Try talking to TROY HADLEY at the Sacre Base Tavern)

MINIRAFT In case you should need to cross some rivers or lakes, then the Miniraft may be of some use to you.


Electronics Minerals Capacitance Gel Herbs Energy Meat

World's End Worlds

Mushroom Kingdom - The world of countless Mario games. Hyrule - The world of the Zelda games. Kyrael - Full of hostile Pokemon and more hostile people. Eskaril - Final Fantasy style monsters and menaces. EarthSteamed - Steampunk Earth. EarthModern - Modern Earth. EarthPlus - Futuristic Earth. EarthWastes - Wasteland Earth. DoomedEarth - The world of Doom. DoomedHell - The Hell of Doom. GrecoRome - The ancient Greek/Roman world.

Faction Reputation - Some enemies aren't encountered unless your relationship with their Faction is bad enough (you don't meet bosses unless you've killed a number of mooks).

Wristcomp: This handy device attaches to your wrist and generates an advanced holographic display. You can operate it with the other hand, or flex your fingers for basic controls. There is a wide variety of available software for the Wristcomp, including software that interfaces with other equipment.

Helmet HUD: This helmet has a heads-up display, allowing you to read data from your Wristcomp without spending a turn fiddling with it, as well as giving you other advantages in combat.

Players who die are resurrected in the Medical Center… minus all of their equipment, and all of their experience for the current level.

Players can avoid death with a Transwarp and the Emergency Exit software, which warps them to the coordinates set in the software (by default, back to the Medical Center); they will arrive there with one hit point and the Transwarp will be gone, but they'll escape death!

Talking to Monsters:

Many of the more intelligent monsters and people in the game have something to say if you try talking to them. They discuss one-word topics - JOB is usually likely to get a result, and sometimes so will NAME. BUY or SELL might elicit a response if the monster is intelligent and interested in trade. SURRENDER will attempt to convince the monster to surrender - which it likely will not do unless you are much stronger (and the monster's intelligent enough to consider it).

Attributes:

Strength: Increases damage with short-range weapons. Dexterity: Increases hit rate with all weapons; compared against enemy Agility. Agility: Increases evasion rate; compared against enemy Dexterity. Endurance: Increases recovery, physical resistance and max health. Perception: Increases chances of detecting enemies, traps, hazards. Intellect: Increases tactical planning and skill use. Willpower: Increases resistance to mental effects. Charisma: Improves success of fast-talk and social interactions. Luck: Improves chances of recovering items after combat, positive random events, last-chance evasion.

Unlike most games, you can allocate your initial statistic points; you have 180 points to allocate at the start (min 10 per attribute), and 10 points per level afterwards. You can also choose Auto Assign to develop a well-rounded character with a focus on Strength, Dexterity, and Agility.

20 is considered a 'baseline' for normal adventuresome humans.

Detecting an ambush: Perception vs Intellect

Sneaking up on an enemy: Agility vs Perception

Fast-talking an enemy: Charisma vs Intellect

Intimidating an enemy: Charisma vs Willpower

Fortresses

Fortresses provide you with a safe place to camp when outside of World's End city limits. Fortresses can be established anywhere, if you have the currency, and give a variety of new options to extend your gameplay. Aside from providing a safe place to sleep for you and anyone you choose, it also gives you the ability to recycle goods and equipment, sell it on to other adventurers, blockade regions, or otherwise stir up trouble.

Reactor

Reactors generate power over time, and take up a sizable amount of space. In order to store this power, you have to have a Storage Cell.

Storage Cells

Storage Cells store power, either that drained from energy cells found in the worlds or that generated by a Reactor, and use it for various purposes including defending your Fortress from other players or errant monsters.

Moat

The Moat is the first thing enemies who attempt to beseige your Fortress must successfully cross. It requires no power source, and inflicts a basic amount of damage to enemies that fail to avoid it. It's generally used to soften up enemies.

Defense Screen

This is what defends your fortress. The more powerful the screen, the more readily it can resist your enemy's attacks. Your fortress's weapons will fire on intruders while they attempt to break through the Defense Screen.

Fortress Weapons

These high-powered weapons are meant for reducing intruders into piles of ash. This makes them rather deadly. However, they drain power from the Fortress's reserves when in use; if the batteries run out, then even the mightiest Defense Screen won't hold them out forever; hence most fortresses include at least one weapon that requires minimal power, such as a machine gun.

Defenders

If the fortress's defense screen falls, your enemy's final obstacle before seizing your fortress is defeating the defenders inside. These may range from robots to mutants to trained attack dogs to killer catgirls to you, if you happen to be there at the time. This is mostly close-combat oriented; it is considered wise to outfit defenders with weapons that do not require power in case your fortress is drained of energy. Defenders with long-range weapons may fire at invaders while they are still working on breaking through the fortress's defenses.

Alarm

The Alarm System notifies your fortress that an attack is in progress (and also alerts you, if you happen to be online). If the Alarm is triggered, defenders will begin opening fire on intruders from a distance if possible. Enemies may avoid triggering the alarm when crossing the moat, but it will automatically go off when someone attacks the defense screen or breaks into the fortress proper, or smashes the store display system.

Store Display

This system operates outside of your fortress proper, and gives passersby the ability to purchase items from your fortress. Combined with a good Factory and some excellent Scavengers, you can manufacture items to keep your fellow adventurers fighting fit! You can even opt to sell raw materials in this way.

Factory

This allows you to create items from raw materials given enough time. You can use this with a Recyclotron (and ideally some Scavengers) to effectively maintain permanent supplies of goods for sale or personal use.

Recyclotron

This breaks down found items (dropped off by you or the Scavengers) into components that can be sold or reassembled into more useful materials at the Factory.

Scavenger

These intelligent minions wander the area around your fortress, picking up items left on the ground and returning them to your fortress for later use, recycling, etc. However, adventurers wandering near your fortress may inadvertently encounter these Scavengers at work and may not be fond of having their looting rights interrupted.

Proximity Alert

If installed and enabled, this automatically sounds the alarm when someone approaches within a given proximity, and opens fire on them with the fortress cannon for as long as they remain in the area! This is generally not advisable to combine with store displays, if only because nobody will live long enough to buy from them. A password prompt allows friends of the fortress to pass in safety.

Toll System

If installed and enabled, this demands a toll from anyone who passes through areas covered by its proximity system. This allows you to control a territory and profit from travellers passing through, though it does run the risk of angering people who might sack your fortress in retaliation. A password prompt allows friends of the fortress to pass unmolested.

Mine Spreader

This takes any mines you've left in your storage room, and randomly places them around your fortress. Good for convincing people to stay far away from your fortress.

Stealth Field

This makes your fortress invisible unless someone is standing directly on top of it, essentially - making it harder for people (and monsters) to find.

Teleporter

This allows you to teleport to anywhere within a certain area. Upgraded teleporters transport farther and can teleport to obelisks.

Wanderer

This expensive option allows your base to randomly wander! Note that while you are updated to your base's new position, you may not be in a position to take advantage of it. On the other hand, if you camp out inside your base you automatically travel with it.

Spawnotron

This lets you create monsters to defend your fortress or roam the territory near your base. Consider it your way of giving back to the community.

Most items recycle into between one and four 'component' items of varying quantity. For example, a 9mm bullet recycles into lead, brass, and gunpowder, while a knife recycles into steel, and a cheerleader skirt recycles into cloth.

Armor is divided into:

Helmet

Body

Legs

(Shield)

Monsters typically have ten inventory slots; some of these slots are marked with percentages, which means there is only a fractional chance they'll be carrying a particular item. In the case of armor pieces and weapons, monsters will typically have these equipped. Monsters with powered weapons require energy ammo, so don't leave this out in a monster design! A fully armored monster can have 1) Helmet, 2) Body, 3) Legs, 4) Shield, 5) Close Weapon, 6) Ranged Weapon, 7) Ammunition, 8 to 10) Extra Item. Monsters with multiple weapons will equip the most powerful one.

Most items are marked with a 'disintegrate on drop' chance, which is the chance it won't stick around for the player to use. Items with 100% disintegrate chance never, ever drop and are for the monster's use only.

Short-range weapons that use power have two separate damage ranges - one when powered and one when unpowered.

Long-range weapons always require some form of ammunition, and can't be used if it's out.

Cheerleader

Nail File (100%), Dagger (40%), Wooden Stake (20%), Cheerleader Skirt (100%), Cheerleader Top (100%), Pom-Poms (50%), Hairband (10%).

This means a Cheerleader will always spawn with her clothing and a nail file, and has a chance of spawning with pom poms, a dagger, a hairband, and/or a wooden stake.

You can target attacks towards the Head, Body, or Legs; note that some monsters can't be targeted in the Head or Legs!

Leg injuries inhibit your ability to escape from combat (or your enemy's chances of doing so).

Head injuries do more damage if they hit, but are harder to connect with.

Items:

Name Purpose Value Effect Recycle
Hairband Helmet 5 DR 5, Def 10% Cloth x 1
Cheerleader Top Body 20 DR 5, Def 20% Cloth x 2
Cheerleader Skirt Legs 20 DR 5, Def 20% Cloth x 2
Pom-Poms Shield 10 DR 5, Def 35% Plastic x 1
Nail File Close 5 2-4 dmg Steel x 1
Knife Close 10 2-6 dmg Steel x 1
Dagger Close 20 3-7 dmg Steel x 2
Hatchet Close 30 4-8 dmg Steel x 2, Wood x 1
Hand Axe Close 40 5-9 dmg Steel x 4

Note that building an item from scratch in a Factory costs 10% of the item value, plus twice the materials that would be gained by recycling one.

Note that Value is just what it appraises for in full condition. Less-than-full condition lowers value to 20% + (80% x condition in percent), and has a random chance equal to damage to reduce recyclotron recovery (because the materials are damaged).

Emps: The main currency of the game; one Emp is approximately one dollar.

Empulse Cannon: This weapon uses the energy within emps to blast foes! Just keep an eye on your remaining Emps before you shoot yourself broke!

Disposable Weapons:

Disposable weapons have a limited number of uses before falling apart, much like armor. Many disposable weapons can't be repaired or recharged, but some can.

Fire Flower: Discovered in the Mushroom Kingdom, allows you to throw fireballs that inflict 10-30 fire damage as a long-ranged attack, or breathe a blast of fire that inflicts 20-40 damage in close range. 20 uses, cannot be replenished.

Ice Flower: Another Mushroom Kingdom item, throws frost balls that inflict 15-30 freeze damage as a long ranged attack that may stun the enemy for a few rounds.

Poison Mushroom: A single use item, thrown at the enemy at range to inflict 40-80 poison damage.

Frag Grenades: Fragmentation grenades almost always hit with their fragmentation and concussion damage.

Blast Grenades: Blast grenades almost always inflict concussion damage.

Flashbang: Flashbangs blind and stun the target if successful.

New commands:

Combine - Combine two projectile ammo packs. The empty quiver/magazine/etc can be discarded or recycled.

Notes from LOD

Land Of Devastation By Scott M. Baker

Objective

    What are you here to do? How do you win the Game? What is the meaning
of life? For answers to these questions, please see the game objective
command in the documentation center.

Section 1.1: Character Basics

    Each player in LOD has one and only one character with which to explore

the game. You're given a character at logon time and you keep that character until it dies - at which point you may make a new character, regenerate the dead one, or a few other options.

    The main features of a character are the attributes and the inventory.

Attributes are numeric representations of your characters abilities and physical characteristics. The inventory is the collection of items that your character is carrying at any given moment.

    In addition to the inventory that you are carrying (think of it as

being stored in a “backpack”), there are also several equipped items. Equipped items are special items that you have readied and are prepared to use at a moments notice.

Section 1.2: Attributes

    Your character has four basic attributes. These are strength (STR),

dexterity (DEX), agility (AGL), and health (HITS). These attributes determine your strengths and weaknesses when it comes to combat.

* STRENGTH

    Strength effects how hard you can hit with your weapons. The higher

your strength, the more damage you will do in hand-to-hand combat.

* DEXTERITY

    Your ability to hit what you are aiming at. The higher your dexterity

in relation to an opponents agility, the better your odds of hitting that opponent.

* AGILITY

    Your ability to run away, dodge attacks, and perform certain actions

in combat. The better your agility in relation to an opponent's dexterity, the better your odds of performing these actions.

* HEALTH/HITPOINTS

    Your current hit points are your life. Hitpoints are divided into two

numbers in the format “xx/yy” or “xx of yy”. The first number is always the number of hitpoints that you presently have. The second is the maximum number of hitpoins that you can accumulate. For example, 20/25 would mean your character has 20 out of a possible 25 hitpoints.

    There is one other attribute that is not directly related to your

character's physical characteristics. It is EXPERIENCE. Experience is the sum of all the knowledge that you have gained from combat encounters and special quests. The more you play and fight, the more experience you will gain.

    The LEVEL of your character is derived from the experience. Every so

often, you will accumulate enough experience points to “go up a level”. When you rise a level, you will be allowed to apply additional points to your basic attributes.

Section 1.3: Experience/Level table

Level Experience —– ———-

 1                     0
 2                  1250
 3                  2500
 4                  5000
 5                 10000
 6                 20000
 7                 40000
 8                 80000
 9                160000
10                320000
11                480000
12                640000
13                800000
14                960000
    When you have enough experience to gain a level, report directly to

Sacre Base. As soon as you arrive, you will be given the option of training for various attributes.

    When training, you may allocate your training points however you wish

to Strength, Dexterity, Agility, Hit Points, or trade training points for cash. Cash is usually a poor idea since levels become increasingly difficult the further you progress. Your best bet to attain cash is by salvaging equipment from the wasteland.

    There are several different special quests which can be accomplished

out in the wastelands. A quest could be as simple as delivering a special item to a certain place or as complicated as having to locate and slay a particular monster. It's up to you to discover what these quests are! Completing a special quest usually has the following benefits:

    1) An experience bonus.
    2) Accumulation of quest points - gives you a certain amount of
       "prestige" in the quest points section of the rankings.
    3) A special item - many quests result in you gaining a special item
       or learning a useful clue about the game.

Section 1.4: Team Play

    From time to time, it has been noticed that soldiers have grouped

themselves together to form “teams”. These teams provide a number of benefits:

    1) Smart Mines which are placed by one team member will not explode
       when another member enters the area.
    2) Team members will be able to see each others fortresses using
       the fortlist ROM as well as teleport to each others fortresses
       without any fee (regardless of the list-with-traders-union
       option)
    3) Teams with 2 or more members will get an automatic 5% team discount
       at all city stores.
    4) Team members can bypass other teammate's fortress TOLL and PROX
       systems without harm.
    5) The bank will grant larger loans to players who are on a team based
       upon the combined value of the team members.
    Options for team play can usually be found at the troop quarters of any

city.

Section 1.5: Equipped items

    Items are equipped by use of the Q)-equip command. You may only

select the appropriate type of item for the appropriate equipment slot.

* CLOSE COMBAT WEAPON

    Please see the chapter on combat.

* RANGED COMBAT WEAPON

    Please see the chapter on combat.

* ARMOR

    Please see the chapter on combat.

* AUX-WEAPON/SHIELD

    Please see the chapter on combat.

* MEDICAL LINING

    Medical lining is a special suit that you wear underneath your armor.

It is kind of an automated medkit. While you are moving about, the medical lining pumps you full of chemicals, increasing your hit points as you move.

    Medical lining is rated in terms of hit points per 50 moves. So 5/50

medline would be one hit point regenerated per every 10 moves. The following classes of medical lining are available directly at Sacre Base:

    STD. MEDLINE: 1/50  (1 hit regenerated per 50 moves)
    ADV. MEDLINE: 5/50  (1 hit regenerated per 10 moves)

* LAPTOP

    The GS-224 laptop was specially designed to assist adventurers out in

the wasteland. It is capable of performing a variety of useful function. The basic Laptop come pre-configured with only the essential commands. To add new programs to your laptop, you will have to purchase or otherwise obtain “ROM Cartridges”. ROM Cartridges may be copied with the laptop's “COPY” command.

    We highly suggest purchasing the Laptop and the following ROMs as soon

as it is convenient for you:

    NOTES:    Keeps an online notebook of the locations of important places
              that you visit.
    CSTATS:   Extremely handy. Displays useful information about your
              weapons, armor, and other combat statistics. Can be used to
              scan your inventory to find out which weapons are better
              than others.
    DIET:     An automatic diet maintenance program. No more worrying about
              when to each rations.
    APPRAISE: Displays the relative costs of items in your inventory. Costs
              displayed are the "new purchase price" and the price paid by
              Sacre Base may be significantly less. The APPRAISE ROM is
              nevertheless a useful tool in determining what items are
              valuable and what is not.
    For more information about the Laptop and it's ROMs, we suggest you

visit the Sacre Base Tavern. There is usually someone there who can be of assistance.

Section 2.1: The Map and Terrain System


     The "world" in LOD is composed of a series of interconnected maps.

One map, termed the “main” map, represents the ground level of the earth. This is the map in which most travel and exploration takes place. Almost all of the other maps are linked in some way or another to the main map.

     The main map is usually 125x125 squares in size. Each square

represents some arbitrary measurement of land. A square could represent an acre, a square mile, or virtually anything that the imagination allows. Travel is usually performed by moving in a compass direction (N/S/E/W) from one square on the map to another.

     Each map square has a particular type of terrain associated with it.

Common terrain types include “roads”, “plains”, “forrest”, and “mountains”. Some terrain types, such as plainse, can be traversed easilly and with no special equipment. Others, such as rivers and lakes, require special devices (such as a miniraft) to cross them. There are also impassible terrain types, such as impassible mountains and dense forrests that cannot be traversed no matter what equipment the player carries.

     Due to the visibility limitations of humans, only a small window of

the map is displayed at one time. This window is approximately 5 squares by 5 squares in size, although it can be configured to 3×3 if modem speed is a problem. The player is always located in the center of the 5×5 window, and the window will move automatically with the player. There are several different map display modes available:

SVGA: (graphics mode)

     SVGA graphics are the preferred method, assuming that your equipment

supports the graphics and you have properly configured the software. SVGA is always available on the sysop-side (host) of the connection if the sysop desires. However, use on the remote side (user) requires using the GTERM terminal program. (more on this later)

     With SVGA, you will see a small "picture" of each terrain type in the

5×5 map window. This is by far the best and easiest to navigate. Certain terrain types, such as walls and roads will be automatically “connected” to make following them easier.

ENHANCED ANSI: (text mode)

     With enhanced ansi, the map display will be held permanently in place

at the top of the screen. Graphics will update as you move, but the screen generally does not “scroll” down. It's the preferred mode for those who do not use SVGA. Enhanced ansi is available in 5×5 or 3×3 configurations.

STANDARD TEXT: (text mode)

     This is the most primitive and least-desirable display method. It is

limited to a 3×3 grid. A new map is drawn every time you move and the whole mess scrolls down the screen. However, if for some reason you support neither the SVGA or ANSI modes, you can always fall back to this one.

Section 2.2: Text Symbols


     If you use either the ENHANCED ANSI or STANDARD display modes (ie

anything but SVGA), then you will have to contend with the text map symbols. The text symbols are meant to be symbolic representations of the type of terrain that is present. Each text symbol is two characters in size.

     If ANSI is supported, then the text symbols are also colored. These

colors have been chosen to make things a bit clearer. For example, green is used to represent plains and blue is used to represent water. YELLOW is almost always used to represent enter-able locations such as cities, stores, etc.

     The best way to learn the symbols is to just move around the map. The

name current terrain that you are standing is always displayed next to the scanner. Pretty soon you'll learn em all!

Plains – Wide, open grasslands; Usually quite safe. Impass. Mtn MM Impassable mountains. No way to get around em! Desert .. Hot temps and dust storms make travelling dangerous. Mountains mm Low mountains; Easily climbable, but not too safe. Road || Pre-war highways - monsters usually stay clear. Wasteland ww Areas severely damaged by nuclear radiation - stay clear! River ~~ Flowing water - can be crossed if you have a raft. Swamp “” Swamps - very unsafe. Rad-zone rr Direct nuclear strike. Very, very hazardous Forest ff Thick, woody forests - UNPASSABLE! Hut HT Small huts occupied by rural dwellers Towns xx (xx is a number) sends you to a new town map Red Pylon /\ Several located, but their function is unknown. Green Pylon /\ Several located, but their function is unknown. Store ST A generic city store Wasteland Exit WL An exit from a city into the wastelands Bank $$ Good place to transfer funds Hort. Center HS True nature unknown; Rumored to exist. Phaser Cache PC True nature unknown; Rumored to exist. Clone Center CC True nature unknown; Rumored to exist. Nuclear Silo NS True nature unknown; Rumored to exist. EEEE EE True nature unknown; Rumored to exist. Kill, Inc KI True nature unknown; Rumored to exist. Comm Tower CT True nature unknown; Rumored to exist.

Section 2.3: Dealing with Towns


     You'll encounter several towns, villages, and cities in the

wastelands. To enter a town, you'll need to use the “G” key when you're on the proper map square. “G” stands for “Go”.

     Some towns require something special to be done before you can enter.

Usually they'll tell you what this is, but sometimes they can be somewhat vague. If you get stuck trying to get into a particular town, then you may wish to post a message asking for help. Usually someone else in the game has already figured it out.

     When you enter a town, you'll switch to the town map. The town map

is presented at a somewhat different scale – rather than map squares being an acre or square mile, in towns they represent a much smaller size, perhaps a square yard.

     Towns typically have roads that lead from the entrance to various

places of interest. Civilian dwellings and unimportant locations have typically been “left out” of the town maps - only important locations such as stores, banks, taverns, etc are presented. Mots twon maps are small and the typical player should be able to fully explore them pretty quickly.

     Some towns, such as Sacre Base, will charge high-level players rent

for staying within. If this rent is not paid on-time, then access to the city may be refused. The rent account may always be paid at any bank in any city.

     Although much of the previous civilization was destroyed by the great

nuclear war, one custom has survived: Tax Collection. For some unknown reason, the political leaders of each of the wastelands towns have all agreed to charge high level players taxes. These taxes will be re-distributed nightly to all players. Redistributed taxes are dumped in the “standard account” any may be retrieved by visiting any city bank.

Section 2.4: Things you'll find in towns


     Towns include all sorts of exciting places. Sacre base itself has

many locations to enter. You are encouraged to visit them all and learn what they are about. Some of the more generic entities that are available in most cities are discussed below. (ANSI users remember: G)o-able locations are almose always represented by yellow colored symbols)

* TAVERN: (ansi “TV”)

     Most, if not all, of the towns have taverns in them. Taverns are the

local hangouts for the prominent town citizens. Most taverns will welcome you openly and most citizens will talk freely about themselves. The first thing you should do when you enter a new town is to thoroughly question everyone in the taverns.

     When talking to a character, the character will respond to various

“hot words” - for instance, asking someone about “JOB” or “NAME” will usually yield a response with the appropriate information. These hot words are hilighted in RED for ansi users or capitolized in all-caps for non-ansi users.

* STORE: (ansi “ST”)

     Towns almost always have stores in them where the local merchants and

traders have items for sale. These stores can be a great source of equipment that is not available at Sacre Base.

* TROOP QUARTERS: (ansi “TQ”)

     Every town has a troop quarters. The troop quarters is sort of a

catch-all for utility functions that you may need to perform. For example, viewing the log or the rankings and adjusting your ANSI options.

* BANKS: (ansi “$$”)

     Every society has them - the bankers and tax collectors. Even after

a total collapse of government, these instituations still reamin functional. Banks have several functions available, such as savings account and low- interest loans. The “rent” account can also be paid here.

Section 2.5: Other Map Notes


     The map is full of unusual places to discover and explore. Always

proceed with caution, but don't be afraid to try new places.

     Large specialty stores have been known to exist directly on the main

map. Commonly known ones are the EEEE which sells advanced weapons and ACME Weapons which boasts a full-time weaponsmith and technician available for custom weapon modifications. There is a horticulture center out there somewhere that deals exclusively with advanced food products.

     A transportion network of pylons is out there. Pylons are not very

well understood and little documentation exists on them. The only facts are that they commonly require a “keycard” of some sort and usually have a sequence of buttons that must be pressed in the correct order to select a destination point.

     Beware of objects that are scattered about. Sometimes extremely

dangerous mines may be encountered. These mines will appear exactly as normal objects to your scanners and to the naked eye. It's only when you get close to them that they will detonate and make a serious mess of you!

     You may encounter fortresses at certain locations. Fortresses can be

thought of as sort of miniature cities. Most do posess stores that items may be purchased from. As opposed to cities, fortresses do not posess their own maps - they are navigated by means of a series of menus. Fortresses are usually heavilly defended with advanced weapons, moats, and defense shields. Some fortresses even have “toll booths” and “prox sensors” that will firing on passing travellers!

Section 2.6: Map system commands


     The map system (also termed the "wastelands menu") has several command

options that are available:

    North...: N or 8     Pick Up Item: P     Enter.........: G
    South...: S or 2     Drop Item...: D     Camp out here.: A
    East....: E or 6     Check Status: C     Construct fort: F
    West....: W or 6     Equip.......: Q     Enter Fort....: I
    Look....: L or 5     Use Item....: U     Inv Maint.....: M
    Kill Obj: K          Quick Heal..: Y     B.A.D. Spell..: B
    Most of those commands are self-explanatory, but a few of them deserve

some special attention:

    ENTER (g)
      The enter command will not only get you into towns, but other
      locations as well - fortresses, camps, special places, pylons,
      whatever. When in doubt about a new location, you might as well try
      to enter it.
    KILL OBJ (k)
      This command will allow you to permanently "kill" an object on the
      wasteland. For example, if there is a "dagger" laying in front of
      sacre base and it has been annoying you, you can kill it.
    EQUIP (e)
      You need to use this one to equip your weapons, armor, etc.
    USE ITEM (u)
      This is one of the most important commands in the game. Certain
      items that you are carrying must be U)sed in order to activate
      them. For example, U)sing a medkit will heal your character.
      If you select the "list" option from the U)se prompt, the game will
      present a listing of the usable items that you are carrying. Non-
      usable items will not be listed. This is a quick and easy way to
      figure out which items are use-able.
      Alternatively to typing the number of the object in your inventory
      to use, you can also type the first few letters of the item name.
      For example, you could type "MED" to use a medkit, or "TRI" to
      use a tricorder.
    QUICK HEAL (y)
      Rather than use the USE (u) command multiple times on a medkit to
      heal yourself, you can use the Y command to automatically use as
      many medkit doses as are necessary to heal you.
    PICK UP (p)
      There is a special power-user option for those of you carrying
      energy cells (Vortex cell, kralox cell, etc). If you type the
      word "cell" at the item number prompt, then LOD will automatically
      pick up all ammo at the current location and charge your energy
      cell with it.
    "ALL"
      On the Kill obj (K), Pick Up (P), and Drop (D) commands, you can
      say "ALL" when prompted for an item number and LOD will attempt the
      command on all available items.

Section 3.1: The Basics of Combat


     Combat is a fact of life -- the wastelands are not a safe place. This

chapter has been assembled to briefly explain the most popular combat styles and tactics. Those who do not posess a thorough understanding of the aspects of modern combat tactics will not survive long.

     Under most circumstances you encounter, combat will occur in two

distinct phases: Long Range and Close Combat. Understanding the different aspects of these two phases is essential to your success.

     LONG RANGE COMBAT occurs when the participants are at a significant

distance. Several options are available at this phase, the most common of which are firing a ranged weapon or throwing a radiation grenade at the enemy. In most cases once one of these options is executed, combat will proceed to the close combat phase.

     CLOSE COMBAT occurs when the opponents are engaged in a hand-to-hand

situation. Either the fist is used to strike blows or (perferably) a bladed weapon is used. Close combat continues until one of the participants is either killed, escapes, or surrenders.

     Now that you understand the basic foundations of combat, you may be

wondering, against whom are you to use your newfound skills? Have no fear, the wastelands are filled with plenty of opportunities for you to kill something!

     The most common combat advesary is the monster. "Monster" is a generic

term meaning any intrinsicly hostile creature that habits the wasteland. The wasteland is full of such individuals. They range from mindless animals such as the Rad-Hound, to such complex entities as the Priesthood of Loki of whom posess the power to levitate and the weapondry to incinerate a recruit before he even knows what happened. Monster encounters generally occur at random - You'll be walking along and something will just jump out right in front of you!

     You may also find that at times there may be another inhabitant of

Sacre Base with whom you disagree. Or perhaps someone who's been showing off some nice weapon or equipment. While it is generally discouraged to go around “offing” other adventurers, it does happen quite frequently. Please note that all combat within Sacre Base is strictly prohibited. If you want to kill somebody, you'll need to find them unprotected in the wastelands. They may either be camped or holed up inside a fortress. If the latter is the case, then you will need to infiltrate the fortress in order to reach your prey.

     Throughout the wastelands, you will notice occasional fortresses

constructed to protect the owner and his valuables from outside dangers. These fortresses may be conquered, but the process of taking a fortress may be long and arduous. It may even require a team of warriors to drain the fort's defenses to the point that they may be breached. Taking a fortress does produce great rewards – if you don't want to keep the fortress for yourself, then you may easilly sell it's equipment for a health profit.

Section 3.2: Ranged Weapons


     Long range combat necessitates the existance of long range weapons.

The typical long range weapon contains a sighting system which is fixed upon the target and then a trigger is depressed which will consequently fire a projectile of some sort at target.

     The type of projectile and means of propulsion depend on the type of

weapon that is used. For example, a crossbow uses a wire and tension system to launch a crossbow bolt. A 9mm clip pistol uses an exothermic gunpowder reaction to propell a bullet at a high velocity. More advanced weapons, termed “energy weapons” use energy of some means to send forth a stream of sub-atomic particles (photons, neutrons, and gravitons are commonly used).

     Most LR weapons are capable of launching only one projectile at a

time. However, technologies such as the “three round burst” and “grenade launched” are also available which provide the user with additional technologies. We recommend contacting the weaponsmith at ACME weapons for more information on these advanced subjects.

     The amount of damage done by a long range weapon is determined solely

by the characteristic properties of the device. The user's attributes have no effect on the extent of the damage inflicted. The accuracy, however, does depend significantly on the ratio of the dexterity of the user as compared to the agility of the target. A higher user dexterity will increase accuracy. A higher target agility will decrease accuracy.

     The other commonly used offensive technique is the throwing of a

radiation grenade in the direction of an enemy. As with conventional weapons, the damage inflicted is solely dependant on the characteristics of the grenade. However, due to the large blast radius of a grenade, accuracy is 100% guarenteed.

Section 3.3: Close Combat Weapons


     Close combat weapons (also referred to as "short range weapons" or

“SR” weapons) are used in close combat. This type of weapon is not required (the user may inflict blows directly with his fist), but is highly recommended due to the increase in damage inflicted by a bladed weapon.

     Close combat weapons are almost always bladed devices of some sort.

Contrary to ranged weapons, no projectile is fired. Damage is inflicted by physically striking the target with the weapon.

     Close combat weapons are not necessarilly restricted solely to simple

bladed instruments such as knives or swords. The blade may be charged with energy which will inflict a superior amount of damage when it comes into contact with the target. These types of weapons are referred to as “energy weapons”. Many techniques exist for charging energy weapons. The most common energy weapons are the ElectoBlade, ElectroSword, and ElectroLance. They are the energy weapon version of the Dagger, Sword, and Razorlance respectively.

     The damage inflicted by close combat weapons is proportional not only

to the characteristic properties of the weapon itself, but also the strength of the user. Is a general rule, as the strength of the user doubles, the damage infliction will increase by approximately 30%.

     As with ranged weapons, accuracy of close combat weapons depends on

the user's dexterity in relation to the target's agility. A high dexterity will produce superior accuracy, while a high agility of the target will degrade accuracy.

Section 3.4: Procurement of Weapons


     Several popular LR and SR weapons are stocked at the stores in Sacre

Base. It is highly recommended that you stop by these stores and obtain weapons before proceeding into the wasteland.

     NOTE: The damage levels listed in the SR weapons store are the basic

damage levels of the weapon. Remember, SR (short range or close combat) weapons perform increased damage if the user has increased strength. Thus, if your strength is above average, then the damage done will be greater than the base levels listed in the SR weapons store.

     IMPORTANT: You must Q)-Equip your weapons before they will be enabled 

in combat. Simply carrying around a weapon in your inventory will not do - it must be equipped. To equip a weapon, press “Q” from the wastelands menu. Then select the appropriate choice (C for Close or R for Ranged) and select the desired weapon from your inventory.

     Weapons may also be obtained from wasteland inhabitants. Occasionally,

you may encounter a creature that has a particularly desirable weapon. There are two common ways of obtaining a weapon from the monster. The least risky is to purchase the weapon. Most, but not all, monsters will readilly sell their weapon for a reasonable sum of money. The other common method is to kill the monster and pick up the weapon when he drops it upon the wasteland.

     The GS-224 Laptop and C-Stats ROM can prove useful in determining

various properties of weapons. It is recommended that you pick up a laptop and C-Stats at your earliest convenience from the computer store in sacre base. C-Stats will report the base damage levels, ammunition requirements, strength multiplier, and any special features of your weapons.

Section 3.5: Ammunition


     Some weapons require ammunition. The best way to discover what ammunition a weapon requires is to view it's description with the V)iew command at store. You can also use a laptop equipped with the C-Stats rom to determine the ammunition requirements.
     If you use a weapon that requires ammunition, then you must carry around one or more ammunition pack(s) in your inventory. These packs will automatically be used to supply the weapon with energy. You do not need to explicitly "load" weapon; just keep an ammo pack in your inventory and it will be done automatically.
     A chart of common weapons and ammunition types follows. This chart is not exhaustive and many weapons and ammunition types not listed may be located on various wasteland inhabitants.

Type 1: Crossbow Bolts SR: None

                         LR: Crossbow

Type 2: 9mm clip SR: None

                         LR: Clip Pistol, Uzi 9mm

Type 3: Power Pack SR: Electroblade, Electrosword, Electrolance

                         LR: Phaser-1,2,3 Comp Blaster

Type 4: Grav Pack SR: None known

                         LR: GravBlaster

Type 5: Plasma Pack SR: None known

                         LR: PlasmaBlaster

Type 6: Neutron Pack SR: Neutron Sabre

                         LR: Neutron Rifle
     Reports of another type of energy, termed the "cell", have been heard from adventurers returning from the wastelands. Cells appear to be capable of storing energy in a generic format, and supplying whatever energy your particular weapons require. Hence, a cell may be capable of supplying both power pack energy to an electroblade, as well as gravitons to a gravblaster.

Cells only work on “energy” type weapons. They cannot supply 9mm bullets or crossbow bolts for example.

Section 3.6: Shields and the Aux Weapon


     In addition to equipping a close weapon, there is an additional slot in which you may equip an auxilliary weapon or a shield. This slot is referred to as the "aux weapon" slot. Typically, the item in this slot is carried in the fighter's left hand, while the primary close weapon is carried in the right hand.
     If a close range weapon is equipped into the aux weapon slot, then you may switch weapons with the "E" command in the close combat menu. This is useful in case you have an ammo-requiring close combat weapon equipped and the weapon runs out of ammo. If you have a non-ammo-requiring weapon in the aux weapon slot, then you may use the "E" command to switch between them.
     If a shield is equipped in the aux weapon slot, then you will gain some additional defensive capabilities. There is a percentage chance that the enemy's attack will impact your shield rather than your armor or body. In this capacity, the shield acts as sort of an armor suppliment. You may also P)arry the enemy if a shield is equipped.
     Using the P)arry option in close combat increases the odds of your sheild deflecting a blow by 400%. However, you will inflict no damage while parrying. Parrying may be of use in a situation where a player may wish to cause the enemy to expend his ammunition reserves. Once the opponent's ammunition falls critically low, the player would cease parrying and begin normal attacks against the enemy, who now has a depleted ammo supply.

Section 3.7: Armor


     Armor can be very beneficial to combat. In the case that an enemy's blow comes in contact with your person, then there is a percentage chance that your armor may absorb this blow, thus protecting your precious hit points. Many armor types are available. There are two basic properties of armor which are of interest: the deflection percent, and the deflection point capacity.
     Deflection Percent is the percentage chance that your armor will absorb a blow that would normally hit your body. For example, if your armor had 50% deflection, then you could expect roughly half of the blows to impact the armor and half to impact you directly.
     Damage point capacity is the number of points of damage that the armor has remaining before it is useless. Each time your armor is hit, it will lose some of these points. When they reach zero, your armor will no longer deflect blows at all.
     Some armor types may be recharged when their deflection points are below maximum. The device use to recharge them is usually referred to as a "recharger". Rechargers are expensive and difficult to obtain, but you may happen across one in your travels.
     The C-Stats ROM can be used to determine the various properties of your armor. The GS-224 Laptop and the C-Stats ROM may be purchased at the Sacre Base computer store.

Section 3.8: Long Range Combat in Depth


LONG RANGE COMBAT: “L”

     This simply fires your ranged weapon at the enemy. You must have a ranged weapon equipped to use this option. If the weapon requires ammunition, then you will need to have some ammo in your inventory.

CLOSE COMBAT (hand-to-hand): “H”

     This will bypass your long range combat options and proceed directly to close (hand-to-hand) combat.

THROW GRENADE: “G”

     You throw a radiation grenade in the direction of the enemy. Grenade hits are guarenteed 100% due to the increased blast size. After the grenade has detonated, close combat will automatically enagage.

RUN: “R”

     You attempt to use the age old strategy of running away. If your enemy has no ranged weapons, he will probably let you go. But, if the enemy does have a ranged weapon, he may try to take a shot at you.

SURRENDER: “S”

     Give him half of your money and he'll probably let you go.

VIEW OPPONENT: “V”

     Display your opponent's stats.

VIEW CHARACTER: “C”

     Display your current stats.

STRIKE UP CONVERSATION: “T”

     For some monsters that look somewhat talkative, this option will appear and you can talk to the monster. Odds are you can't talk him out of killing you, but you may be able to gain some vital information from the monster.

BUY ITEM

     Sometimes, you'll notice that a particular enemy has an item that would be of value to you. Rather than fight for it, you may opt for the more civilized approach of buying the item. However, monsters are not usually as generous as the Sacre Base supply station and their prices may be quite high!

Section 3.9: Close Combat in Depth


ATTACK: “A”

     Charge at the monster with your weapon; Inflict as much damage as possible while protecting yourself from injury.

BERSERK: “B”

     Commit yourself to fighting until death. No aborting! You'll receive a minimal (about 10%) combat advantage when berserking, but you lose all chance of stopping in case you begin to lose!

SURRENDER: “S”

     Give him some money and hope he goes away.

RUN: “R”

     Try to run away. Your chances of successfully running depend on your agility in relation to your opponents dexterity. Monsters equipped with LR weapons may shoot you in the back while you're running.

VIEW OPPONENT: “V”

     Display your opponent's stats.

VIEW CHARACTER: “C”

     Display your current stats.

WARP: “W”

     If you are carrying a warper, you can push it's button and get out of combat fast!

MORE: “M”

     There's two combat menus - this toggles between them.

EXCHANGE: “E”

     Exchange your primary weapon with your auxiliary weapon. Useful if your primary weapon runs out of ammunition. This option may not be used if you have a shield equipped in your auxilliary weapon slot.

HEAL: “H”

     Use a medkit dose. Your odds of successfully using a medkit dose depend on your agility as opposed to your opponents dexterity.

DEATHPULSE: “D”

     If your weapon has the special "deathpulse" feature, then you use this option to attack in deathpulse mode. Deathpulse conversions are available from ACME Weapons, Inc.

OPPONENT-CSTATS: “O”

     If you have a laptop with the C-Stats ROM loaded on it, then you may use this command to get a C-Stats report of your enemy. The C-Stats report may be useful to determine if your enemy has nay special features on his weapons and/or armor that won't show up in the "V)iew Opponent" command.

PARRY: “P”

     If you have a shield equipped in your aux weapon slot, then you can parry against the opponent. Parrying consists of attempting to block the attack using your shield. Parrying inflicts no damage on the enemy, but it increases the odds of your shield deflecting a blow by 400%. Since parrying inflicts no damage, it is of questionable tactical value.

FLASH

     If you are carrying a FlashBomb, then you can throw it at the enemy to improve the odds of escape.

Section 3.10: Locating Other Human Warriors to Fight


     As mentioned previously, you may find yourself in a position where you wish to fight another human warrior. This can sometimes be a difficult process, as most persons are reasonably skilled at protecting their location from possible attackers. However, in the event you do wish to fight another human, these are the steps that should be taken:
     1) Enter Sacre Base and thoroughly check out the Sacre Base map. Look and see if your target has camped inside Sacre Base. If he has, then you will, of course, be unable to attack him. You might write him a message letting him know how much of a coward he is for hiding out in Sacre Base.
     2) Exit Sacre Base and look around the immediate area. Perhaps your target didn't make it back into Sacre Base before running out of time. Or perhaps he just didn't know any better.
     3) If you have a scanner device or a LR-Scan, then you might want to give it a shot. Both of these devices are capable of detecting players at medium-long ranges. If you posess a tricorder, then it may be of great use as well.
     4) If you happen across a fortress, then your target may be within. Use the G)o command to visit the fortress and use V)iew to get a look at it. If the owner listed is your target or one of his teammates, then your target may reside within. In this case, your only chance of knowing for sure is to attack the fortress and conquer it.
     5) If your you happen across a city, then your target may be camped within it. Explore the city and find out. Unlike Sacre Base, not all cities have a "no combat" restriction. If you find your target in the Death Warrior HQ, for example, then the Death Warriors will probably be more than happy to watch you battle to the death.
     6) Explore the wastelands, repeating steps 2 through 5 until you find him or get tired of looking.
     7) You can always write your target a message telling him you want to fight. If he's courageous enough, then he'll probably write you a message with a pre-determined location to fight. If he refuses, make it publicly known that he has chickened out. Usually someone will come forth to defend his honor.
     There are a few special things to take into consideration when fighting another human. This type of combat is generally referred to as "player-vs-player" combat. Firstly and most importantly is the experience is calculated differently.
     When you defeat another player, experience is rewarded according to the following: "The surplus of the loser's experience over the winners experience, plus 10% of the losers total experience." Mathematically, this could be written as the following:
     EXP gained = Max(0,loser_exp-winner_exp) + loser_exp*0.10
     For example, say you have 10,000 exp and you kill someone who has 15,000 exp. In this case, you have attacked a player with GREATER experience than yourself. The math works out as follows:
     Max(0,15000-10000) + 15000*0.10    { initial formula }
     Max(0,5000) + 1500                 { ... simplify }
     5000+1500                          { ... simplify }
     6500                               { the answer }
     Now, let's look at an example of attacking a player with lesser experience. Let's assume you have 15,000 EXP and you attack someone with 10,000 EXP. The math works out as follows:
     Max(0,10000-15000) + 10000*0.10    { initial formula }
     Max(0,-5000) + 1000                { ... simplify }
     0+1000                             { ... simplify }
     1000                               { the answer }
     As you can see, you are rewarded greatly for attacking someone who is more experienced than you. However, the rewards are fairly poor for attacking someone who is lesser than you. This is purposely done to discourage humongous players from attacking novices, and to prevent a few certain "cheats" that have been used in the past.

Section 4.1: Fortresses


    Fortresses may be constructed by the prosperous adventurer. There are several reasons a fortress is useful and several purposes a fortress can serve:
    A PLACE TO HIDE OUT
        The wasteland isn't a very nice place. Hiding out in your fortress
        can be a great defence against monsters and "competitive" players.
    STORAGE VAULT
        Every fortress includes a storage vault. You can drop off as many
        objects as you like. As long as your fortress remains intact, your
        valuables are safe.
    SELLING MEDKITS/AMMO and ITEMS
        You can designate portions of your medical doses on hand and/or
        energy on hand to be "for sale". Players may then visit your
        fortress and purchase medkits/ammo for the price that you decide.
        If you pick a good location and set your prices right, players
        may opt to shop your at your fortress rather than a pricey
        town. If your fort is equipped with an energy-producing reactor,
        then you can make a healthy profit selling energy!
        All forts are equipped with a "sales counter" capable of holding
        any eight standard devices. You decide what to sell and what
        price to sell it at. Someone in dire need of a Warper may pay
        you a healthy price for one!
        It should be noted that when trading, other players are held outside
        the gates of your fortress. They aren't allowed access to your
        vault, treasury, etc.
    AVOID RENT
        If you are a level eight player or above, then you have probably
        already realized that if you stay in any of the towns, you will be
        charged rent. And this rent does get expensive.
        So, the solution - build your own base and stay in there. It's
        safer than hanging out on the wastelands and you don't have to
        shell out the cash to pay rent every day.
    FACTORIES
        You can install factories in your fort for producing a variety
        of items such as mines. A factory produces one item per night and
        can pay for itself very quickly!
    SCAVENGERS
        A special "scavenger droid" has been developed especially for fortress use. Each night, the scavenger droid will venture outside your fortress and locate any "junk" laying around. The scavenger droid will sell these items as salvage at 10% of full price!
    All that sounds pretty nice, doesn't it? Well, it sounds nice to just
about everyone else as well. So the point is, you'd better protect your
fortress pretty well or somebody uninvited will move in! (and move you
out!) Fortress defensive options:
    MOAT
        You can dig a moat around your fortress. When somebody wants to
        attack, they'll have to get through it. Several different moats
        are available - from simple water with a crocodile to flesh-
        dissolving acid!
    DEFENSE FIELD
        Every fortress should purchase a defense field immediately. The defense field is essentially the fortress's "hit points". When an attacker defeats the defense field, he is inside. Defense fields recharge before battle from the fortress's energy stores.
        Also, do note that if your base runs out of energy, then there will be nothing to recharge your defense field if you are attacked.
    WEAPON
        So what happens while somebody is hacking away at your defense field? You have a big gun that shoots at him. The better the fortress weapon, the more damage will be inflicted as the attacker attempts to beat the defense field.
    REACTOR
        All this stuff takes power. Your defense field requires energy to recharge, your base weapon requires energy to fire, etc. So you might want to have a reactor to build up your daily energy
        supply.
    MINE SPREADER
        These nifty items will take any mines from your forts storage room and scatter them around your fortress in a random manner. Very useful for automatically creating mine fields.
    PROX SENSORS
        Proximity sensors - Your fort is equipped with a weapon, right?
        Well, why not blast everyone who walks by!!! The Prox sensor will
        let you set your fortress weapon to attack all players who come
        within a pre-determined distance of your fort.
    TOLL STATIONS
        Prox sensors are nice, but there isn't much profit in just blasting people. How about charging them a "toll" fee. If they pay, they can continue unharmed. If not..... BLAM!
    FORTRESS SFG (Stealth Field Generator)
        Hides your fortress from the view of adjacent map cells. The only
        way someone can see your fortress is by practically standing right
        on top of it!
    ROBO-DEFENDER
        RoboDefenders protect your fort if the defense field falls. They
        are basically just a robot programmed to defend your fortress at
        all costs.
    Now, the most important thing you have to worry about is supplying your
base with energy. Without energy, your base defense field cannot charge and
your weapon cannot fire. So, how do you get energy?
     METHOD #1:
        Buy, steal, or otherwise "acquire" ammunition packs. Take the ammo
        packs into your fortress configuration room and discharge them
        into the fortress power banks.
        Any type of energy-based ammunition will do - Power Packs, Grav
        Packs, etc. But the projectile-ammo is useless (how would you
        discharge some crossbow bolts???)
     METHOD #2:
        Buy a reactor (described above) and it will generate a generous
        amount of energy each day.
    Note: You will want to make sure you place a lot of energy in your fortress when you create it -- There is a tactic becoming increasingly popular where players will lay siege to a fort by repeatedly attacking it and running from it, thus draining the fortresses energy reserves and making it vulnerable to attack!

Section 4.2: Fortress Trading


    As mentioned above, trading is possible with fortresses. By using the
FORTRESS TRADE CONTROL menu, you can set various options about what you
wish to buy or sell. Here are some quick hints:
    SELLING HEALING (MEDKIT) DOSES
  
        First you'll have to "dump" a medkit into your fortress medkit
        supply. You can do this from the fortress configuration menu. Then
        go back to the fortress trading menu and you can decide how much of
        your medkit stocks you wish to put up for sale and how much you
        wish to charge per dosage.
    SELLING ENERGY (Power Packs)
        Like with medkits, go into the fortress configuration menu and
        dump some energy into the fortress energy banks (unless you already
        have a plentiful supply of energy in the banks). Then go back
        to the fortress trade menu and select how much energy you wish to
        sell and at what price. Don't sell all your energy, because you
        would leave your base defenseless.
    BUYING/SELLING THE THREE PRODUCTS (minerals, herbs, fuel)
        Not fully implemented yet. Feel free to experiment with the options.
    THE SALES COUNTER
        Each base has a sales counter. The base owner may place up to eight
        items in this sales counter. Other players may then come and buy
        them from the base.
    SELLING TELEPORTATION
        If you equip your base with a teleporter, then you can charge other
        players to use your teleporter. You will receive money both when
        players depart from and arrive to your base. (Note: You may wish
        to use the "List with traders union" so people know where your
        base is)

Appendix 1: Common Close Combat Weapons


KNIFE

    This is pretty lame. Sort of a cross between a butter knife and a steak
knife, it doesn't inflict much damage. However, if you're on a budget, it
is better than nothing.

DAGGER

    Basically, the Knife designed specifically for combat use.

SWORD

    If you don't know what a sword is, go back to grade school....

RAZORLANCE

    The lance is a special variation of a spear. It has razor sharp blades
on both ends. The user usually holds the lance from the middle and can twirl
it in many directions, hitting the attacker with the blades mounted on each
end.

ELECTROBLADE

    The electroblade is a dagger that has been electrically charged. It
gets it's power from a POWER PACK and when the target is struck, the
electrical charge dissipates into them, doing enhanced damage. This weapon
does require ammo (POWER PACKS) and will do reduced damage without them.

ELECTROSWORD

    The electrosword is an electrically charged version of the sword. Like
the electroblade, it require POWER PACK ammo to function.

ELECTROLANCE

    The electrolance is the electrically charged companion of the razor
lance. When properly loaded with a power pack, it can do massive amounts of
damage.

NEUTRON SABRE

    A recent experimental prototype using Neutron technology. The Neutron
sabre is a sword-type weapon that uses neutron energy to charge its
blade. Produces an intense burning effect on whatever it hits. Uses
NEUTRON PACKs as armor.

Appendix 2: Common Ranged Weapons


CROSSBOW

    A purely manually operated weapon. The operator pulls back the string,
sets in a crossbow bolt, aims and fires. It requires crossbow bolts for
ammunition.

CLIP PISTOL

    A 9mm clip pistol. You slap a clip in, take aim, and blast a hole in
your enemy. Uses 9mm clips for ammo.

PHASER-1

    A hand held phaser weapon. Sends a charged proton beam into the enemy.
Requires power packs for ammo.

PHASER-2

    More powerful version of phaser-1.

PHASER-3

    More powerful version of phaser-2.

COMP BLASTER

    The most powerful power-pack weapon built. Similar to a phaser, but
uses higher efficiency circuitry to achieve a stronger effect.

GRAVBLASTER

    This weapon sends a beam of gravitons against the target. The gravitons
create an immense gravitational disruption in the target's cells, causing
the gravitational forces to rip his cell structure apart. Uses gravblast
clips.

PLASMABLASTER

    Sends plasma energy into the enemy. Uses plasma clips for ammo.

NEUTRON RIFLE

    Experimental prototype. Uses Neutron packs as ammunition to produce
massive damage on whatever it hits.

GRENADE PACK

    This is a package of grenades. It is neither a long range nor a close
range weapon. When you enter combat, you have the choice of throwing a
grenade at your foe instead of firing a weapon. Grenades have the advantage
of almost always hitting the opponent and their damage can go right through
an opponent's armor.

Appendix 3: Misc. Items


RADIO

    This two-way field radio can be used to tie into the base's

communications system. You can send and leave messages just as if you were sitting in the safe comfort of the base.

LR SCAN

    The LR Scan is a very useful device. What it does is tie into the ZR327L

military surveillance satellite and generate a satellite picture of the surrounding terrain. Very handy if you get yourself lost.

MEDICAL KIT

    The medical kit contains a number of self-contained "healing" drugs.

One quick shot from one of these drugs can do wonders for a person's injuries. (These wonder drugs were actually created in 1973, but held up in various government agencies for 70 or so years)

RATIONS

    A package of poorly tasting, but very nourishing troop rations. Mostly

gathered from the remains of dead beasts, it tastes pretty bad, but is very necessary to your survival.

SCANNER

    This is a hand-help radar scanning unit. It can give you a quick idea

of the type of terrain around you as well as locate prominent establishments such as towns.

STEALTH FIELD GENERATOR

    The SFG is a unique product of modern technology. It allows you to

create a field around your person which can either interfere positively (amplify) or negatively (cancel out) the noise that you create. Since many of the wasteland creatures are dependant upon noise as a means of locating targets, you can either increase or decrease your encounter chances with this device.

LAPTOP

    The GS-224 Laptop is a very valuable instrument when equipped with the

necessary programs. You can buy a laptop at sacre base as well as software for the laptop. I'll leave it to you to discover what the laptop does. (Try talking to TROY HADLEY at the Sacre Base Tavern)

MINIRAFT

    In case you should need to cross some rivers or lakes, then the

Miniraft may be of some use to you.

@@GTERM Gterm: The LOD EGA Graphic Terminal


     In case you aren't using Gterm at this time, then this document is

provided to explain GTERM's benefits, requirements, and capabilities. If you are using GTERM, then you need not read this file.

GTERM REQUIREMENTS

     First of all, we need to make sure your machine is equipped to run

GTERM. You need:

     VIDEO: SVGA 800x600x256 or above; Minimum of 500k of video memory
     RAM:   about 384k or so
     DISK:  ten megs would give you plenty of room
     MODEM: 2400+ recommended
     CPU:   386 processor required.

WHAT IS GTERM?

     What is Gterm? Well, it is an SVGA graphical terminal for the Land Of

Devastation door game. Basically, it takes the plain ascii/ansi interface and adds some nice graphics to enhance playing. Instead of seeing little “..” and “MM” symbols for the wastelands map, you will see 16 color ega pictures in their place.

     GTERMs graphics basically cover two areas: The map grid and the

inventory display. Is explained above, the map grid will display the map in full EGA color with none of those bland looking symbols. Similarly, the inventory display will show you pictures of your inventory rather than simple text.

     GTERM also includes a few other utilities - a rankings capture, LR

scan capture, and a rankings profile to name a few. These are explained further in the GTERM documentation.

     It should also be noted that on an 8mhz+ machine, display may be

actually FASTER than the normal text. The graphical interface uses a binary method to transfer data between LOD and GTERM versus the text method used by a normal terminal program.

SPECIFIC BENEFITS OF USING GTERM

     1] As stated above, your map display and inventory listings will
        be displayed using EGA pictures rather than text symbols.
     2] Certain ANSI displays used in LOD (i.e. the color menus and such)
        are also stored with GTERM. LOD can "call up" these pictures so
        they will appear instantly rather than having to send all of the
        ANSI data across the modem. For 2400 baud and below users, this
        is a great speed up.
     3] A few miscellaneous utilities - a rankings capture, a rankings
        profile capture, etc.
     4] In many cases, playing using GTERM on a slow modem (i.e. 2400
        or lower) will result in faster game play.
     5] Monster pictures - we have drawn up several nice pictures of the
        monsters which you encounter out in the wastelands. These SVGA
        pictures pop up over the map window to show you our idea of
        what you are fighting.
     6] ADLIB/SOUNDBLASTER support. GTERM supports full MOD music. There
        is quite a large musical score for LOD, composed primarily by
        Chris Azure.

WHAT DOES IT TAKE TO SET UP GTERM?

     Basically, the simplest way to set up GTERM is by installing it as

an “external protocol” to your terminal program. Then, just select that protocol when you go into LOD and you will be up and running in full EGA color.

WHERE CAN YOU GET GTERM?

     Most boards that have LOD up for download also have GTERM sitting

around somewhere. If you can't find it or you want the most recent version, then you may contact the authors bbs at:

     The Not-Yet-Named bbs
     (520) 544-4655  1200/2400/9600  (V.32)
     (520) xxx-xxxx  2400/9600/14400 (USR DUAL) (temporarily down)

@@USERNEW Whats New!

This file is intended for players and will contain a listing of major playing differences from previous versions. This is for players who have played before and want to know what has changed that will effect them.


[Version 5.11]

This release was mostly just a bugfix and general update, so there are not many significant changes to game-play.

Two new games are available in the Casino - Double-Up and Video Poker.

You can now steal from camped players.

[Version 5.00]

This release has some MAJOR changes. The user documentation has been almost completely rewritten and I suggest you stop by the doc center and give it a thorough reading.

You'll probably find a few new locations out there, including the much anticipated Holostore and Sam's Super Surplus Stores.

The “towns” all have seperate town maps now – there is no “base operations” menu for the towns anymore. To log off in a town, just enter the town and use the A)-camp command. If you camp in Sacre Base, then you will be automatically protected against attacks.

There are a lot more weapons upgrades available at ACME weapons. Some of the new weapon features may be found on monsters and/or forsale at various locations as well.

Several new devices and items have been added. Of particular interest is the Warper Waypoint Manager, Tricorder, and Hypervault. There are also several new ROM cartridges.

The Casino has some new slot machines and some additional trivia tables. Playing the slots CAN be very profitable, especially if you find a certain item that will throw the odds in your favor!

If you die while attacking a fortress, then the fortress will take any inventory that you drop and place it in the fort's storage room. So, be CAREFUL while attacking forts!

[Version 4.20]

The major changes for this version is the switch to 800x600x256 SVGA mode for GTERM and LOD/VGA. Some bugs have also been fixed.

The MAPPER device now has a simple ANSI format so that non-gterm users may now make some use of it.

ANSI players now have a 5×5 map grid option. You can toggle between 5×5 and 3×3 in the ansi options section of the troop quarters.

[Version 4.10]

There are special new rules for experience in player-vs-player combat. This ONLY applies to combat with another PLAYER, not to combat with monsters. Experience is calculated according to the formula:

 Exp_gain = Max(0,Loser_Exp-Winner_Exp) + Loser_exp*0.10

See the “Combat Basics” section of the user docs for more specifics.

[Version 4.00]

For REGISTERED systems ONLY: Find the new ACME weapons store. There are cool new weapons plus a full-time gunsmith on hand to make some unique new mods to your existing weapons. [Someone at the Death Warrior HQ may be able to give directions]

Those in need of the Puritron CPU might find interest in knowing that Loki has it. This quest is somewhat more involved than previous puritron quests, so be prepared to think a little more. Seek out one of Loki's High Priests for an item that might be used to summon Loki himself.

Visit Defs Sacre in the Sacre Base Tavern and inquire about the elementals. You won't regret it.

Form teams! All stores will now give teams with 2 or more members a 5% team discount.

The Scanner device has been revised. It is now much more useful and reports bearings correctly.

Take a look at the laptop commands “help” and (if you have it) “cstats”.

I raised the default experience table quite a bit for higher level characters. People beyond level 8 will notice a difference.

Experience for zone 3 + monsters has been tightened up a bit to slow down advancement of mega-huge players.

Massive changes to fortresses. Many new items available, expanded trading potential, etc.

(Default Dataset) Users may only train (“go up a level”) at Sacre Base. Other cities (Freedom City, DWHQ, whatever) just don't have the knowledge, resources, or the desire to train you.

(Default Dataset) The Sacre Base section has been changed around a bit to spice things up a little.

(Default Dataset) Terra Labs is now out there…. try to find it and it's supply of Ultrawarpers, Ultrachargers, and Ultracloaks!

[Version 3.80]

If you die and chose to CREATE a new character rather than restarting from a saved clone, then your saved clone (if you have one) will be lost forever.

Mines now have a “warning” feature which can be turned on or off.

EMWarp programs have been shown to occasionally “malfunction” when a mine goes off!

Kill, Inc may have some new items in stock….

Those having trouble crossing the lava river near Xeboc's lair may wish to seek the location of the Fang Gang City, Blood Lust. There is someone there who can provide you with a clue about what to do next.

Talking with the Horticulture Center manager again my provide some insight into one of the new special quests.

[Version 3.70]

Internal bug fixes & cosmetic upgrades.

A few more people in the taverns….

A new ROM you might be able to find.

When the puritron is found, the wasteland will be “cleansed” of impurities.

Players with fortresses should find many new and interesting items available at the fortress stores!

The character display has been improved to look a bit better. Users who prefer the older display may set their preference using the ansi options menu in the troop quarters.

Fortresses will now let their owners enter without a password requirement.

The final encounter with Xeboc may bit a bit more difficult than you expected.

Towns now carry specific inventories.

During a storm that lasted several weeks, several lakes were formed onto the wasteland. (well, how else do you want me to explain this???!!!)

Reports of a few new towns were detected.

The people of Freedom City have just gotten a bit more particular about their visitors.

@@USERQCK [QuickStart Docs]

With every game, there are those people who will not take the time to read the game docs before playing… This file is for them!

GENERAL INFO:

Ok. LOD is your basic RPG. You start out in Sacre Base where you may buy/sell weapons, talk to people, etc.

You start out with a few thousand bucks, a medkit, and some rations. First thing you should do is get yourself a weapon. Go to the supply station, then to the SR (short range) weapons store and buy the best you can afford.

Make sure to EQUIP your new weapon either in the T]roop quarters menu or once you get to the wasteland.

Then go out into the wasteland and kick some butt. Stay close to Sacre Base and remember it's location. The “easy” monsters are around the base. If you stray away too far, you'll start running into the hard monsters.

Once you've gotten enough money to buy some better equipment (or you run out of medkit applications), head back to sacre base and stock up.

COMBAT:

Combat is played in two stages; Long range when you first see your enemy and short range when you are in close combat.

If you don't have a LR weapon, then you can't do a whole lot at long range. Just hit hand to hand and fight closely.

You can “surrender” by giving your opponent half your money (providing you have a decent amount of money). Or you can “run” in which your odds are based on your agility.

That's all of the essentials. I encourage you to go and read the complete user manual. There is some very important information in it.

Scott Baker, Author of LOD. @@LODWALK The following is a little walkthrough of a new player. If you are still fuzzy about how to play LOD, then the following should help you out a little bit.

Please note, for space-saving reasons, I have played out the game in LOD's worst graphics mode - for most, people, you will either be using the enhanced ANSI display or the full EGA graphics display (with GTERM).


Standby, looking for you…

Look's like you are new here. I'll have to ask a few questions and then you can be on your way.

What would you like to be called around here?

Waste-M-All

Waste-M-All, Correct (Y/N) ? y

OK. You're all taken care of now. You might want to stop by the supply station and pick up some equipment.

News


Welcome to version 2.10! Many enhancements for this version. Players will probably want to go to the documentation menu and have a look at the updates file.

Remember, the farther you stray from Sacre Base, the worse monsters you will encounter!


This copy registered to : Scott Baker Please thank your sysop for registering his copy


13 new messages are present.

Base Operations


 [S] Enter the supply station.
 [T] Enter troop quarters.
 [D] Documentation Menu.
 [P] Commodities trading.
 [G] Base Casino.
 [M] Mail Room.
 [U] Puritron Room.
 [C] View your character.
 [W] Enter the wasteland.
 [Q] Exit Game.

Base Operations Selection ]Supply Station Supply Station


 [W] Weapons (Short Range).
 [L] Weapons (Long Range).
 [A] Armor.
 [M] Miscellaneous.
 [B] Ammunition
 [E] Computer Store
 [S] Sell something to store
 [C] View your character.
 [Q] Base Operations.

Supply Station Selection ]SR Weapons Store Short Range Weapons store


 [L] List SR weapons available.
 [B] Purchase a weapon.
 [S] View data on a weapon.
 [C] View your character.
 [Q] Supply Station.

SR Weapons Store Selection ]Buy Purchase which weapon number (Q=Quit,?=List) ? ? ## Name Cost Damage Ammunition Req'd – —————— ——– —— —————- 1 Knife 350 1-3 None 2 Dagger 500 2-3 None 3 Sword 1000 2-5 None 4 RazorLance 2100 3-7 None 5 ElectroBlade 7500 4-8 Power Pack 6 ElectroSword 20000 5-10 Power Pack 7 ElectroLance 40000 6-12 Power Pack 8 Neutron Sabre 250000 14-22 Neutron Pack

Purchase which weapon number (Q=Quit,?=List) ? 3 Purchase a Sword (Y/N) ? y Ok. It's yours. Short Range Weapons store


 [L] List SR weapons available.
 [B] Purchase a weapon.
 [S] View data on a weapon.
 [C] View your character.
 [Q] Supply Station.

SR Weapons Store Selection ]Supply Station Supply Station


 [W] Weapons (Short Range).
 [L] Weapons (Long Range).
 [A] Armor.
 [M] Miscellaneous.
 [B] Ammunition
 [E] Computer Store
 [S] Sell something to store
 [C] View your character.
 [Q] Base Operations.

Supply Station Selection ]Miscellaneous Store Misc. store


 [L] List Items available.
 [B] Buy item.
 [S] View data on item.
 [C] View your character.
 [Q] Supply Station.

Misc. Store Selection ]Buy Purchase which item number (Q=Quit,?=List) ? ? ## Name Cost – —————— ——– 1 Radio 1000 2 LR Scan 32000 3 MedKit/10 750 4 MedKit/15 1500 5 MedKit/25 5000 6 MedKit/50 10000 7 Rations/5 250 8 Rations/10 750 9 Rations/20 5000 10 Scanner 25000 11 Stealth Field 2000 12 Recharger/3 250000 13 Pylon Key 250

Purchase which item number (Q=Quit,?=List) ? 3 Purchase a MedKit/10 (Y/N) ? y Ok. It's yours. Misc. store


 [L] List Items available.
 [B] Buy item.
 [S] View data on item.
 [C] View your character.
 [Q] Supply Station.

Misc. Store Selection ]Supply Station Supply Station


 [W] Weapons (Short Range).
 [L] Weapons (Long Range).
 [A] Armor.
 [M] Miscellaneous.
 [B] Ammunition
 [E] Computer Store
 [S] Sell something to store
 [C] View your character.
 [Q] Base Operations.

Supply Station Selection ]Base Operations Base Operations


 [S] Enter the supply station.
 [T] Enter troop quarters.
 [D] Documentation Menu.
 [P] Commodities trading.
 [G] Base Casino.
 [M] Mail Room.
 [U] Puritron Room.
 [C] View your character.
 [W] Enter the wasteland.
 [Q] Exit Game.

Base Operations Selection ]Troop Quarters Troop Quarters


 [O] Combat Mode Selection.
 [L] List player rankings.
 [X] Toggle expert mode.
 [A] Ansi options.
 [T] Tavern.
 [I] Investment options.
 [M] Inventory Maintenance.
 [E] Equip Character.
 [V] View Log.
 [C] View your character.
 [Q] Base Operations.

Troop Quarters Selection ]View Character Character Profile


Name……….: WASTE-M-ALL Weapon (Close): None. Hit Points….: 25/25 Weapon (Range): None. Strength……: 21 Armor………: None. Dexterity…..: 21 Med Lining….: None. Agility…….: 21 B.A.D. Device.: None. Experience….: 0 Aux Close Weap: None. Money………: 250 Minerals……: 0 cm3 Fuel……….: 0 cm3 Herbs………: 0 cm3 Special Quests: ——- Inventory…..:

1>MedKit/10        2>Rations/5        3>Sword            4>MedKit/10        
5>                 6>                 7>                 8>                 
9>                 10>                11>                12>                
13>                14>                15>                16>                

°°°±±±²²² Press Any Key ²²²±±±°°° Troop Quarters


 [O] Combat Mode Selection.
 [L] List player rankings.
 [X] Toggle expert mode.
 [A] Ansi options.
 [T] Tavern.
 [I] Investment options.
 [M] Inventory Maintenance.
 [E] Equip Character.
 [V] View Log.
 [C] View your character.
 [Q] Base Operations.

Troop Quarters Selection ]Enter Tavern Welcome to the Tavern!

You casually enter the Tavern and begin to look around. While you are here, You notice the following people:

 1> Defs Sacre
 2> Jeffrey
 3> Troy Hadley
 4> Mean Max
 5> Captain Targon

Who do you want to talk to ? 1 Howdy there. NAME's Defs Sacre. I used to be a warrior, but now I've retired and serve as bartender here at the base. I know lots about MONSTERS, ARMOR, WEAPONS, etc. What you want to know about?

]name NAME's Defs Sacre, like I said.

]monsters The wasteland is populated by many different creatures. Most of the ones around the base here are pretty wimpy and some are even unarmed. But once you go farther out, things get real nasty real quick. What MONSTER do you want to know about?

]ant ANT Men? They are a strange lot. Kind of a cross between an ANT and a man. Nobody knows how it happened - probably more radiation caused mutation.

]weapons I know lots about WEAPONS. What do you want to know about? SHORT range or LONG range WEAPONS? I also have used some GRENADES in my time.

]short There are lots of SHORT range WEAPONS. My favorite is the Slicer-Dicer. They don't sell them around here - I found it on some kinda robot a ways away from here. Hell of a battle getting the thing.

]bye Later, dude. Hope to see you again in one piece.

Welcome to the Tavern!

You casually enter the Tavern and begin to look around. While you are here, You notice the following people:

 1> Defs Sacre
 2> Jeffrey
 3> Troy Hadley
 4> Mean Max
 5> Captain Targon

Who do you want to talk to ? Troop Quarters


 [O] Combat Mode Selection.
 [L] List player rankings.
 [X] Toggle expert mode.
 [A] Ansi options.
 [T] Tavern.
 [I] Investment options.
 [M] Inventory Maintenance.
 [E] Equip Character.
 [V] View Log.
 [C] View your character.
 [Q] Base Operations.

Troop Quarters Selection ]Base Operations Base Operations


 [S] Enter the supply station.
 [T] Enter troop quarters.
 [D] Documentation Menu.
 [P] Commodities trading.
 [G] Base Casino.
 [M] Mail Room.
 [U] Puritron Room.
 [C] View your character.
 [W] Enter the wasteland.
 [Q] Exit Game.

Base Operations Selection ]Wasteland Enter Wastelands, are you sure (Y/N) ? Yes. Type “?” for help.

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,7,5 Health…: 25/25 º – – || º Type…..: Town St/Dx/Ag.: 21/21/21 º || 11^|| º Dist/Zone: 0/1 º || – mm º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 227 Level….: 1

<*>West

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,5 Health…: 25/25 º mm – – º Type…..: Road St/Dx/Ag.: 21/21/21 º – || 11^º Dist/Zone: 1/1 º – || – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 227 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,6 Health…: 25/25 º – || 11^º Type…..: Road St/Dx/Ag.: 21/21/21 º – || – º Dist/Zone: 1/1 º || || – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 227 Level….: 1

<*>Equip

Equip What:

 C-Close Weapon      A - Armor             B - B.A.D. Device
 R-Ranged Weapon     L - Medical Lining    X - Aux Close Weapon

Selection ? Close Weapon Select which item number (?=List,0=None) ? ?

1>MedKit/10        2>Rations/5        3>Sword            4>MedKit/10        
5>                 6>                 7>                 8>                 
9>                 10>                11>                12>                
13>                14>                15>                16>                

Select which item number (?=List,0=None) ? 3

Equip What:

 C-Close Weapon      A - Armor             B - B.A.D. Device
 R-Ranged Weapon     L - Medical Lining    X - Aux Close Weapon

Selection ? Quit

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,6 Health…: 25/25 º – || 11^º Type…..: Road St/Dx/Ag.: 21/21/21 º – || – º Dist/Zone: 1/1 º || || – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 227 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,7 Health…: 25/25 º – || – º Type…..: Road St/Dx/Ag.: 21/21/21 º || || – º Dist/Zone: 2/1 º mm – – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>West

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,5,7 Health…: 25/25 º mm – || º Type…..: Road St/Dx/Ag.: 21/21/21 º || || || º Dist/Zone: 3/1 º || mm – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>West

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,4,7 Health…: 25/25 º MM mm – º Type…..: Road St/Dx/Ag.: 21/21/21 º MM || || º Dist/Zone: 4/1 º MM || mm º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,4,8 Health…: 25/25 º MM || || º Type…..: Road St/Dx/Ag.: 21/21/21 º MM || mm º Dist/Zone: 4/1 º MM CC MM º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,4,9 Health…: 25/25 º MM || mm º Type…..: Clone Cntr St/Dx/Ag.: 21/21/21 º MM CC MM º Dist/Zone: 5/1 º MM MM MM º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>Enter Town

Clone Center


 [V] View current clone.
 [D] Delete current clone.
 [S] Swap with clone.
 [M] Make a new clone.
 [C] View your character.
 [Q] Quit to wastelands.

Clone Center Selection ]View current clone You do not have a clone.

°°°±±±²²² Press Any Key ²²²±±±°°°

Clone Center


 [V] View current clone.
 [D] Delete current clone.
 [S] Swap with clone.
 [M] Make a new clone.
 [C] View your character.
 [Q] Quit to wastelands.

Clone Center Selection ]Make new clone Cloning yourself will cost $4400. Proceed [Y/N] ? No

Clone Center


 [V] View current clone.
 [D] Delete current clone.
 [S] Swap with clone.
 [M] Make a new clone.
 [C] View your character.
 [Q] Quit to wastelands.

Clone Center Selection ]Quit to wastelands

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,4,9 Health…: 25/25 º MM || mm º Type…..: Clone Cntr St/Dx/Ag.: 21/21/21 º MM CC MM º Dist/Zone: 5/1 º MM MM MM º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>North

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,4,8 Health…: 25/25 º MM || || º Type…..: Road St/Dx/Ag.: 21/21/21 º MM || mm º Dist/Zone: 4/1 º MM CC MM º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>North

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,4,7 Health…: 25/25 º MM mm – º Type…..: Road St/Dx/Ag.: 21/21/21 º MM || || º Dist/Zone: 4/1 º MM || mm º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,5,7 Health…: 25/25 º mm – || º Type…..: Road St/Dx/Ag.: 21/21/21 º || || || º Dist/Zone: 3/1 º || mm – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,7 Health…: 25/25 º – || – º Type…..: Road St/Dx/Ag.: 21/21/21 º || || – º Dist/Zone: 2/1 º mm – – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>North

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,6 Health…: 25/25 º – || 11^º Type…..: Road St/Dx/Ag.: 21/21/21 º – || – º Dist/Zone: 1/1 º || || – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

<*>North

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,5 Health…: 25/25 º mm – – º Type…..: Road St/Dx/Ag.: 21/21/21 º – || 11^º Dist/Zone: 1/1 º – || – º Danger…: 5% Exper….: 0 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 226 Level….: 1

A voice yells out from the brush “Like gimme like all of your money or like I'll have to like kill you! Like do what I say, like now, ok?”. It is a mutant valley-girl. Once dreaded only as department store temporaries during holiday seasons, the radiation has turned them into a very hideous foe.

Press any key. Long Range Encounter


[L] Fight long range combat
[G] Chuck a rad-grenade at enemy
[H] Fight close range combat (hand-to-hand)
[R] Run away
[S] Surrender
[T] Attempt to strike up a conversation.
[C] Check status
[V] View Opponent

Long Range Encounter ]Talk to Opponent Like what do you like want? I'm gonna like KILL you like right now. Like understand?

]kill Like gimme a K! Like gimme an I! Like gimme an L! Like gimme another L! I'm gonna like KILL you!

]bye Ok. I gotta like KILL you now.

°°°±±±²²² Press Any Key ²²²±±±°°° Long Range Encounter


[L] Fight long range combat
[G] Chuck a rad-grenade at enemy
[H] Fight close range combat (hand-to-hand)
[R] Run away
[S] Surrender
[T] Attempt to strike up a conversation.
[C] Check status
[V] View Opponent

Long Range Encounter ]Hand-To-Hand

You prepare for hand-to-hand combat!

[Status - Waste-M-All: 25/25; Valley Girl: 20/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack Your Sword bounces off of Valley Girl's armor.

The Valley Girl throws a mighty punch to your face, throwing you to the ground.

[Status - Waste-M-All: 24/25; Valley Girl: 20/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack With a savage war-cry, you slam your Sword into your enemy's chest, crushing his ribs!

Catching you in surprise, the Valley Girl throws you to the ground with a low-kick.

[Status - Waste-M-All: 23/25; Valley Girl: 16/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack Your Sword streaks past Valley Girl in a vain miss.

The Valley Girl's takes a flying leap at you and lands face-first on the ground.

[Status - Waste-M-All: 23/25; Valley Girl: 16/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack With the might of a warrior, you hack off some of Valley Girl's flesh as a souvenir!

You successfully block the Valley Girl's oncoming attack and send him flying to the ground in defeat.

[Status - Waste-M-All: 23/25; Valley Girl: 14/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack Your Sword fails to penetrate Valley Girl's armor.

You successfully block the Valley Girl's oncoming attack and send him flying to the ground in defeat.

[Status - Waste-M-All: 23/25; Valley Girl: 14/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack You viciously tear into Valley Girl with your Sword!

The Valley Girl lunges at you, knocking you off your feet.

[Status - Waste-M-All: 22/25; Valley Girl: 9/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack Anticipating your attack, Valley Girl proves a bit faster than the you, and executes a skillful dodge.

Catching you in surprise, the Valley Girl throws you to the ground with a low-kick.

[Status - Waste-M-All: 21/25; Valley Girl: 9/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack With a savage war-cry, you slam your Sword into your enemy's chest, crushing his ribs!

Catching you in surprise, the Valley Girl throws you to the ground with a low-kick.

[Status - Waste-M-All: 19/25; Valley Girl: 7/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack Your Sword slices through Valley Girl's skin as he falls backward in defeat!

The Valley Girl lunges at you, knocking you off your feet.

[Status - Waste-M-All: 17/25; Valley Girl: 5/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack You plunge your Sword deep into Valley Girl's chest, sending it to the ground howling in pain!

Catching you in surprise, the Valley Girl throws you to the ground with a low-kick.

[Status - Waste-M-All: 16/25; Valley Girl: 2/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack The Valley Girl successfully blocks your oncoming attack and sends you flying to the ground in defeat.

Catching you in surprise, the Valley Girl throws you to the ground with a low-kick.

[Status - Waste-M-All: 14/25; Valley Girl: 2/20] A]ttack T]ill-death R]un S]urrender V]iew C]har W]arp E]xchange >→Attack You catch Valley Girl off-guard and slice it with your Sword!

[Status - Waste-M-All: 14/25; Valley Girl: 0/20] As the mutant valley girl falls toward the ground, she utters “This like really sucks dude.” She will trouble you no more now.

You gain 252 experience and 105 gold from the encounter.

<*> Wastelands Help


North...: N or 8     Pick Up Item: P     Enter Town....: G
South...: S or 2     Drop Item...: D     Camp out here.: A
East....: E or 6     Check Status: C     Construct fort: F
West....: W or 6     Equip.......: Q     Enter Fort....: I
Look....: L or 5     Use Item....: U     Inv Maint.....: M
Kill Obj: K          Quick Heal..: Y     B.A.D. Spell..: B

°°°±±±²²² Press Any Key ²²²±±±°°°

Nearby Items


356>Cheerldr Suit/1 357>Ghetto Blaster

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,5 Health…: 14/25 º mm – – º Type…..: Road St/Dx/Ag.: 21/21/21 º – ||+11^º Dist/Zone: 1/1 º – || – º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>Quick Heal Quick heal used 2 medkit doses. 18 remain.

Nearby Items


356>Cheerldr Suit/1 357>Ghetto Blaster

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,5 Health…: 25/25 º mm – – º Type…..: Road St/Dx/Ag.: 21/21/21 º – ||+11^º Dist/Zone: 1/1 º – || – º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>Pick Up Pick up which object from ground (?=List) ? 356

Nearby Items


357>Ghetto Blaster

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,5 Health…: 25/25 º mm – – º Type…..: Road St/Dx/Ag.: 21/21/21 º – ||+11^º Dist/Zone: 1/1 º – || – º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>Pick Up Pick up which object from ground (?=List) ? 357

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,5 Health…: 25/25 º mm – – º Type…..: Road St/Dx/Ag.: 21/21/21 º – || 11^º Dist/Zone: 1/1 º – || – º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>Use Object Use which object from inventory (?=List) ? ?

1>MedKit/8         2>Rations/5        3>Cheerldr Suit/1  4>MedKit/10        
5>Ghetto Blaster   6>                 7>                 8>                 
9>                 10>                11>                12>                
13>                14>                15>                16>                

Use which object from inventory (?=List) ? 5

“Today, several villagers were killed as yet another earthquake rocked the island of California …”

°°°±±±²²² Press Any Key ²²²±±±°°°

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,6,5 Health…: 25/25 º mm – – º Type…..: Road St/Dx/Ag.: 21/21/21 º – || 11^º Dist/Zone: 1/1 º – || – º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,7,5 Health…: 25/25 º – – || º Type…..: Town St/Dx/Ag.: 21/21/21 º || 11^|| º Dist/Zone: 0/1 º || – mm º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,8,5 Health…: 25/25 º – || || º Type…..: Road St/Dx/Ag.: 21/21/21 º 11^|| mm^º Dist/Zone: 1/1 º – mm mm º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>North

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,8,4 Health…: 25/25 º – mm mm º Type…..: Road St/Dx/Ag.: 21/21/21 º – || || º Dist/Zone: 1/1 º 11^|| mm^º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,9,4 Health…: 25/25 º mm mm mm º Type…..: Road St/Dx/Ag.: 21/21/21 º || || || º Dist/Zone: 2/1 º || mm^mm^º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,10,4 Health…: 25/25 º mm mm mm+º Type…..: Road St/Dx/Ag.: 21/21/21 º || || || º Dist/Zone: 3/1 º mm^mm^mm^º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,11,4 Health…: 25/25 º mm mm+mm º Type…..: Road St/Dx/Ag.: 21/21/21 º || || || º Dist/Zone: 4/1 º mm^mm^|| º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>North

Nearby Items


353>MedKit/10 354>Rations/5

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,11,3 Health…: 25/25 º MM MM MM º Type…..: Mountains St/Dx/Ag.: 21/21/21 º mm mm+mm º Dist/Zone: 4/1 º || || || º Danger…: 15% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>Pick Up Pick up which object from ground (?=List) ? 353

Nearby Items


354>Rations/5

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,11,3 Health…: 25/25 º MM MM MM º Type…..: Mountains St/Dx/Ag.: 21/21/21 º mm mm+mm º Dist/Zone: 4/1 º || || || º Danger…: 15% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>Pick Up Pick up which object from ground (?=List) ? 354

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,11,3 Health…: 25/25 º MM MM MM º Type…..: Mountains St/Dx/Ag.: 21/21/21 º mm mm mm º Dist/Zone: 4/1 º || || || º Danger…: 15% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,11,4 Health…: 25/25 º mm mm mm º Type…..: Road St/Dx/Ag.: 21/21/21 º || || || º Dist/Zone: 4/1 º mm^mm^|| º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,12,4 Health…: 25/25 º mm mm MM º Type…..: Road St/Dx/Ag.: 21/21/21 º || || MM º Dist/Zone: 5/1 º mm^|| mm º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,12,5 Health…: 25/25 º || || MM º Type…..: Road St/Dx/Ag.: 21/21/21 º mm^|| mm º Dist/Zone: 5/1 º mm || mm º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,12,6 Health…: 25/25 º mm^|| mm º Type…..: Road St/Dx/Ag.: 21/21/21 º mm || mm º Dist/Zone: 5/1 º mm || .. º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,12,7 Health…: 25/25 º mm || mm º Type…..: Road St/Dx/Ag.: 21/21/21 º mm || .. º Dist/Zone: 5/1 º mm || || º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>South

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,12,8 Health…: 25/25 º mm || .. º Type…..: Road St/Dx/Ag.: 21/21/21 º mm || || º Dist/Zone: 6/1 º .. .. .. º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 225 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,13,8 Health…: 25/25 º || .. .. º Type…..: Road St/Dx/Ag.: 21/21/21 º || || || º Dist/Zone: 7/1 º .. .. .. º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 224 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,14,8 Health…: 25/25 º .. .. .. º Type…..: Road St/Dx/Ag.: 21/21/21 º || || || º Dist/Zone: 8/1 º .. .. .. º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 224 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,15,8 Health…: 25/25 º .. .. .. º Type…..: Road St/Dx/Ag.: 21/21/21 º || || ||+º Dist/Zone: 9/1 º .. .. .. º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 224 Level….: 1

<*>East

Nearby Items


65>Apron/8        192>Cloth/2       
                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,16,8 Health…: 25/25 º .. .. .. º Type…..: Road St/Dx/Ag.: 21/21/21 º || ||+|| º Dist/Zone: 9/1 º .. .. || º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 224 Level….: 1

<*>East

                  [Terrain]               [Status]

ÉÍÍÍÍÍÍÍÍÍÍ» Location.: 1,17,8 Health…: 25/25 º .. .. .. º Type…..: Road St/Dx/Ag.: 21/21/21 º ||+|| .. º Dist/Zone: 10/1 º .. || .. º Danger…: 5% Exper….: 252 ÈÍÍÍÍÍÍÍÍÍͼ Time Left: 224 Level….: 1

<*>Camp Out Camp here, are you sure (Y/N) ? Yes @@FININFO Financial Options


    In the investment options menu of the troop quarters, there are a few
different financial options that you can perform. These are:
1] Withdrawing/Depositing money in your "standard account"
   The standard account is a safe investment which will earn you 7% of your
money per night. Your money is always safe there - it can't be lost, stolen,
etc.
2] Withdraw/Deposit money in your "game account"
   The game account is a special account which will earn you 14% per
day. However, this money is not without risk. Other players can "challenge"
you to games. They will challenge you for up to 50% of what is in your
account. If they win, you will gain 50%, if you lose, then you will lose
50% for them. For example:
  a> Defs Sacre has $500 in his account.
  b> Atlas Eyes challenges for $250. If Atlas Eyes wins the game then he
     will get $250 of Defs Sacre's money. Otherwise, Atlas Eyes will lose
     $250 of his money to Defs Sacre.
  c> Atlas Eyes loses. And Defs Sacre ends up with $750.
  d> maint runs and Defs Sacre earns 14% interest on his $750, bringing his
     total up to $1000. Not bad!
3] Request a loan
   You may request a lone from the bank. They will usually loan you up to
5% of your worth. Each day the amount you are required to pay back will
rise by 18%. They will get increasingly upset if you do not pay this
off very quickly.
4] Pay off loan
   You can pay off as much of your loan as you wish at any time. Paying off
your loan is wise as any unpaid balance accumulates 20% interest per
night.
5] Financial Statement
   Just summarizes how much money you have (or don't have?)
6] Financial Info
   A brief summary of the available financial options.
7] Deposit/Withdraw rent account
   The rent account is a special account that is managed by Hotels-R-Us.
Here's how it works: The guys at Hotels-R-Us are very nice - they will
let you stay at any city for FREE until you reach level eight. But, once
you reach level 8, you will have to start paying rent.
   Each night, an additional rent charge will be added to your account.
When you get on at your next log on, you should probably pay this charge
off. If you have not paid by the next time, then Hotels-R-Us will deny
you access to the city! (although there are some rather unpleasant
ways to get back into the city).
   Unlike the other two accounts, the rent account can have either a
surplus or a deficit in it. A deficit (negative money) means that you
owe Hotels-R-Us and they will get upset if they aren't paid.
   A surplus in the account means that you have extra money there that
might pay for a few days rent.
   So what does all this mean? It means, once you get to level 8, buy
a base and live there instead! (If you stay in a base or camp out in the
wasteland, you are not charged rent)

@@Q&A Questions and Answers:

Q. When I view a monster, it says his weapons do a certain amount of damage,

 but when I fight him, he hits for many more points!

A. The damage listed for his weapons is the BASE damage level. The actual

 damage is dependent on his strength. For a weak monster, the damage
 done will be less that the weapons rating. For a strong monster, the
 damage will be greater.

Q. How do I get to the lower levels?

A. You don't! Starting with version 2.00 of LOD and up, there is no lower

 map. The top level was increased in size to provide for a more
 realistic game environment.

Q. What are these “special quests” ?

A. They are exactly as the name implies - a few little side adventures

 thrown in to add flavor to the game. Sometimes talking to the residents
 of a town may get you some insight into a quest, otherwise, locating
 and using a special object may help. Remember, always try out all of
 the gadgets you find in the wasteland!

Q. I don't like this “xxx's weapon disintegrates as it falls to the ground”

 stuff. How can I get rid of it?

A. If you're the sysop (or game operator), then you can go into monster.def,

 find the character "DEFAULT_1", go down to the line which says "DESINT 35"
 and change it to a smaller value. The smaller the value, the less the
 chance that weapons, armor, etc will be disintegrated.

# LOD Newsletter file # # This file will be updated to contain all LOD newsletter issues. Please # Don't delete it - it is used by LOD itself when users request a newsletter # to be displayed. NUMITEMS 5 LODNEWS1 Volume 1, Issue 1: Premier Issue! LODNEWS2 Volume 1, Issue 2: LODNews Continues! LODNEWS3 Volume 1, Issue 3: Yet Another LodNews! LODNEWS4 Volume 2, Issue 1: March, 1993 LODNEWS5 Volume 3, Issue 1: May, 1994 LODNEWS6 Volume 4, Issue 1: May, 1995 @@LODNEWS1

                 Land Of Devastation News
                    Volume 1 Number 1
                  Editor: Scott M. Baker

Contents 1) Welcome To the Premier Issue!…….Scott Baker 2) Planned LOD Updates……………..Scott Baker 3) LOD's Graphics: How it works……..Scott Baker 4) User Submissions………………..Scott Baker 5) LOD Thoughts from Nick…………..Nick (David Doyle) 6) Xenon's Jounral Entry……………Xenon (Jonas Saunders)

Welcome to the Premier Issue! By Scott M. Baker

  Welcome to the premier issue of the LOD newsletter. A few 

users have requested that we start up a newsletter, so here it is! (Now, if those same users would just submit something!)

  First of all, let me talk a little bit about my current 

work on LOD. As I write this issue, I am taking a break from the deisgn of LOD 3.00. Origanally, version 3.00 was going to be a simple bug fix release, but the demand for new features is so strong, I have decided to do what I can while I have the time.

  For those of you who have complained that LOD is not 

finished, version 3.00 is getting very close to what I am going to consider “completion”. The Puritron routines are finally installed and fully functional. This means that the users can finally win and restart the game. Also, if we we can figure out the best way to do it, I'm going to try to throw in some player-vs-player games and some player-vs-player combat.

  I've also been working on a set of new weapons for the 

power hungry players out there. Already added are a few exotic items such as the Pulse Bazooka and Xenon's Surprise. To power these weapons, we have a nice Vortex Cell which can hold an immense amount of power.

  Medical lining is also having some addition - there are 

two new classes available which are quite handy out in the wasteland. The price for these items? Well, let's just say you'd better have played for a while before trying to buy one!

  For those of you who have completed all of the special 

quests, I'm going to throw in a few more that you can work on. Perhaps the first person to complete them in each game will get a special award.


Planned LOD Updates Scott M. Baker

  Currently, here is a list of what updates I plan on making 

in the future. These aren't listed in any particular order, just whats on my mind:

  1) Finish player-vs-player combat! We all know you players 

out there want to kill each other, so let me see if I can get an option for it.

  2) Multi-level support. Not similar to the previous 

multilevel support where the landscape was duplicated, but actual inner maps for buildings and such. (i.e. You enter Xeboc's lair and there is a sub-map for it)

  3) More monsters. We need the 4th, 5th, and 6th levels 

populated. I threw in a few, but I could really use some suggestions for a few more. (hint, hint)

  4) Player-vs-Player games. One of the major complaints 

about LOD is that there isn't enough player-vs-player interaction. I'd like to throw in some games to use that game account and let the users interact a bit.

  That's whats on my mind for the next versions. If anyone 

out there has any suggestions of other important things to be added, or any ideas on the above, then let me know!


LOD's graphics: How it works. By Scott M. Baker

  The most often design question I get asked is about LOD's 

(and GTERM's) graphics - how are they implemented? Well, there's quite a long story to the actual process. Let's begin by talking about where they came from.

  Shane Chambers has drawn up the bulk of the images. From 

my understanding of the process, they start out on a clean white piece of paper. Shane sketches them out freehand with a pencil. Then he scans them in with a 2-color (monochrome) scanner. The pictures are then converted and edited with Dr. Halo and Dr. Halo DPE, colorized, and exported in a .GIF which Shane sends to me.

  We chose the GIF format because it was something that is 

somewhat popular and something that both Shane can write to and I can read them. When the image arrives to me, I load it into a little utility that I wrote which converts it to a turbo pascal format.

  For the final step in organizing the images, they are 

packed together into the various RESOURCE.xxx files. Some people are under the impression that these files are in some kind of proprietary format. They really aren't in any actual format at all. They are simply all of the images stuck end to end one right after the other. Small images (such as inventory and map items) get thrown in one file and large images (such as monster and town pictures) get thrown in another.

  The way I read these pictures in is really a complex 

matter involving memory buffering and caching, EMS support, etc, but the concept is really pretty simple - you “blockread” them in to memory, and then display them onto the screen. It's as simple as that. If you want to get fancy, you can RLE or LZW compress your images to save space; You can buffer the images in memory to increase speed, etc.

  The final thing that remains to be discussed is how does 

LOD tell GTERM what pictures to display? This is accomplished by a miniature error-correcting protocol that is operating mostly in the background. LOD sends “packets” of data to GTERM. GTERM interprets the contents of these packets and acts accordingly. If you haven't already, then reading a good discussion of XMODEM will help you understand the operation of error correcting protocols. While xmodem is not very highly regarded for it's efficiency or security, it's basic foundation is the key to understanding how a door may communicate with remote terminal.

  Well, there you have it, a very basic discussion of how 

the graphics routines in LOD and GTERM work.


User Submissions by Scott M. Baker

  This newsletter is open to submissions by anyone - if you 

have something to submit, then just upload it to my bbs. If I decide it belongs in the newsletter, then it'll show up in the next issue.

  Here's a few things that I would like to see submitted if 

some people out there have the time:

- Newuser tips, playing strategies, etc.

  At times, LOD can be a very comlex game. Sometimes,
  these complexities are a bit hard for new users to
  pick up. So, those of you experienced LOD maniacs
  out there, please send in some tips, your winning
  strategies, etc.

- Historical Text

  If you like to do SF writing, then a few "background"
  stories about the nuclear history in LOD would be
  nice. In my own discussion of LOD's history have left
  some details out. If for example, you would like to
  document the fall of society to nuclear holocaust in
  2005, then go for it! After all, LOD really is just an
  interactive multiplayer story!

- Monster Designs

  Although they probably won't appear in the newsletter,
  I am always looking for more monsters. Particularly
  ones to populate the outer zones. If you like, write
  me up some and I'll see if I can throw them in. Note:
  Please try to fit them into the existing LOD framework
  and plot. Monsters that have unknown weapons and
  origins sometimes just don't fit.

- Combat description text

  Are combat descriptions sometimes seem a bit limited.
  Sometimes I myself can get real tired of hearing "You
  slash into the Rad Hound with your sword." If you have
  a talent for writing up good descriptions, I wouldn't
  mind seeing some of these either.
  The newsletter will be published as often as enough 

material accumulates to make it a decent size.


LOD thoughts from Nick…

I never thought I'd become an adventurer: I'm really not the type for blasting mutant creatures, executioner robots and such with gizmos I can't even pronounce, much less understand. But then again, I never thought the civilized world would come to an end either. You have to do you best with what you have to work with though, and so, with the world the way it is, I guess I'm real fortunate to have had the sense to enlist. And you know what? I found out I'm not half bad at it either!

Now most people don't do things quite the way I do – and nobody can tell you what you ought to – a body's gotta decide such things himself and live with it. But I noticed some things I thought might make it easier on those that take up where I leave off. Maybe what I tell might help. Then again, maybe not.

First off: Money. Figure out what's worth collecting depending on your net worth and level. At first, a real quick trip out to pick up anything you can find will get you that extra 100 to buy a razorlance. Also, suppose you hop out of base in your shorts and not so much as a butter knife on you (don't waste your money on equipment [more on this in a minute]) I wouldn't be afraid to run away from a scavenger or insane soldier – they might shoot at you, but you can just heal it. Later on in the game, don't waste your inventory carrying cheap stuff – some of the armor is worth a lot. Also, keep some cash in the bank … compound interest is the 8th wonder of the new world!

Second: Use the technology. Some say we're better off back in the caves wearing skins and fighting with rocks 'cause “technology” got us into this mess. But its what people did with it that caused the devastation and besides, when a death warrior comes after you, energy armor and a neutron rifle sure keeps you alive better. Also, its our only hope … we have to get the puritron on-line or we're stuck!

Oh yeah, I was talking about using the devices: The stealth buckles are great! You can use several at a time to cover some dangerous ground, and scavenge some good equipment up. Also the computer store has some handy stuff – the DIET program sure saves you hassle and food bill. (Nobody enjoys eating now anyway)

Third: Pay attention to where you are. If you find yourself in a new area, remember what you did to get there and what it looks like. If you can't close your eyes and still see the scenery, you're not concentrating on what's around you enough. You should have a sense for how far away from things you are, too: the dist/zone monitor helps you develop a feel for this.

Fourth: Cooperate. Use the mail, talk to the others out there. And remember, we're all trying to save the world – there's enough opponents out in the wasteland without us killing each other off.


Xenon Journal Entry - Date ????

      Today as I set out from Sacre Base, in search for the 

missing puritron devices, I had an uneasy feeling. This wasn't going to be a easy journey.

                              Xenon

Ok, guys, so you wanna be an adventurer? Here's some hints from the greatest adventurer ever, Xenon (aka Jonas Saunders).

Getting killed by monsters too quickly? Buy a stealth device. Activate the stealth's Quiet Mode. Go as far as you can, in, say zone 3 or 4. Find some better weapons. (There's bound to be some laying around if the game has been running for a while) If you happen to encounter a monster, RUN. If you get hit, use your medkit. Don't attack until you have better weapon and armor. When you do find some, go back to Zone 1 and start attacking monsters. ALWAYS surrender if your HP go below 10. Or take risks.

Starving to death? Buy the laptop and the DIET program. Get the GSRZ/50 rations. You'll last about 1 month. (Real-time, not game-wise)

Dying and starting over? Buy the laptop and find the EM-Warp ROM. Find some Warper/5's. You'll save some precious time and won't have to start over so much.

Collecting items the monster drop off the wasteland and selling them is the BEST way to earn money. As soon as you have about 2 million credits (About 20 minutes worth of work/play time) BUY the Neutron Sabre and Neutron Rifle. Those weapons will help. Getting a Pylon key will really help you later on the game.

Find the EEEE Center and the Clone Center AS EARLY IN THE GAME AS YOU can. The EEEE Center has a nifty weapon, called Xenon's Surprise. This weapon will blow the monsters away with ease. Get one of the Vortex Cells also. You can add unlimited amounts of power to it and don't have to worry about going back to one of the base to buy more power. Get Stizli Medline and you'll regain 1 HP each 2 move. This may help out in tight situations where you're out of Medkits.

Build a Fortress in each Zone. (Zone 1, 2, 3, 4, 5, 6) Give all fortresses Teleporters. This will help you teleport back to Sacre Base to resupply. Then you can go back to Zone 1 base and teleport to whatever zone you were in last. This strategy has helped me greatly.

Use the Pylons to find TASDU - the machine may have some useful information. Use the Pylons to find Xeboc too. He has one Puritron Device. Use the Pylons to find the Nuclear Silo. There is a Puritron Device there.

Talking to monsters may yield some interesting answers and solutions for the Quests. Some monsters might have the Tetris ROM, buy it. (or destroy the monster and risk the Tetris ROM being dissolved)

I think this should be good enough to get you guys started. Xenon Out.


You can download copies of this newsletter, upload submissions, or whatever from the following bulletin board system:

The Not-Yet-Named bbs Node #1: (602) 544-4655 (V.32) Node #2: (602) xxx-xxxx (USR DUAL) (Temp Down) @@LODNEWS2

               Land Of Devastation News
                  Volume 1 Number 2
                Editor: Scott M. Baker

Contents 1) Welcome to Issue Number Two!……Scott Baker 2) Version 3.30: Team Support……..Scott Baker 3) Some Tips for Advanced Players….Art Rainy 4) Special Questing………………Gurlock The Almighty 5) Crippleware/Bonusware/Delayware…Scott Baker 6) The Death of Nuke Man………….Pit Bull (James Cox) 7) Salvation of the Puritron I…….Pit Bull (James Cox) 8) People I wish to thank…………Scott Baker 9) Letters to the Editor………….n/a

Welcome to Issue Number Two! By Scott M. Baker

  Welcome to the second issue of LODNEWS. If everything 

goes as planned, then this issue will be released on the same date as Land of Devastation version 3.30 which has some nice new features. (See the section about version 3.30 below)

  We're still running a bit low on user submissions. I 

know there are many of you out there playing Land Of Devastation, so how about sharing your knowledge and strategies with the rest of us? Or why not personalize your character by sending in a short story describing his history?

  We'd really like to hear from you!

Version 3.30: Team Support! By Scott M. Baker

  I'm very excited about version 3.30 and I hope some of 

you are too. This is the first version of LOD that has team support built in! You can now band together with your comrades! For you lower players out there, teaming up will allow you to make some progress against those higher above you.

  So what can a team of lower players do to fight 

someone immensely larger than them? How about laying siege to your enemy's fortresses? Although a fortress's defenses may be great and powerful, a band of determined players can exhaust the fortress's energy supply, effectively neutralizing it's defenses. Then you just walk in and take inventory of your new home! Or perhaps you sell out it's defenses and self destruct the fortress! That ought to get your adversary more than just slightly upset.

  A prime advantage for team play is a pooling of 

resources. Sharing fortresses can be a great advantage. For example, you may have more Warper/5's then you know what to do with, but your friends may be in desperate need for a warper. So, leave it in your fortress and your teammate [assuming he has your fortress's password] can pick it up when he needs it.

  Those are all things that you could previously do on 

your own. So, what does the new built in team support grant you?

  First of all, if you buy a smart mine and set it 

somewhere, it is smart enough not only to spare your life if you re-enter the area, but your teammates as well. The nice thing about mines is that an adventurer never knows how many are there. This element of uncertainty can allow you to build up a decent defense around an important area (such as your favorite fortress!)

  Secondly, your teammates can view the location of your 

fortresses (with the fortlist ROM and with the fortress teleporter command) and teleport to/from them for free. This allows you to set up a “transportation network”. One of you could build and maintain a fortress by Sacre Base, another by Freedom City, and another by the Death Warrior camp. Instantly, you have the capability to travel between three of the main cities!


Some Tips for Advanced LOD Players By Art Rainy

Warpers–The EM-Warp program always uses the highest numbered warper in your inventory. Free up inventory slots by always placing your lowest numbered warper highest in your inventory. That should eliminate the problem of two or three warpers with only one warp left on them.

[Editors note: Making the EM-Warp program a bit smarter about which Warper is used is on my list of things to do, so the above may or may not be valid at the time you read this]

Stealth fields and Inviroblurs–These units operate cumulatively. The use of multiple units can double your chances of increasing those valuable experience points or of surviving as you sneak away from dangerous territory.

Kill Objects–Most players quickly learn the advantage of leaving items where they fall if they need neither its cash value or its advantage in conflict. Thus they exchange items of value and bypass Sacre Base. However, when most players have advanced into levels two and higher, no player is interested in picking up daggers and cloth armor. It is to your advantage to kill those useless objects and benefit from the janitorial fee. Sysops might consider raising that fee to more than $5 per unit to further temp players to clean up the board.

Map the Board–LOD's intrepid designer has included editing capabilities that allow sysop's to modify the design of the map. Just because the Clone Center was at a certain location in the last game does not imply that it will remain there after a reset. To avoid confusion about locations prepare a 125 by 125 grid and map the locations of obstructions as well as those of cities and camps. You can eliminate trips into cul-de-sacs and excessive danger zones


Special Questing By Gurlock The Almighty

[Editors note: The following gives information on solving 2 of LOD's special quests. Players who don't want the secret “given away” may wish to skip this secion]

  Ok now, the best way that a starting player can get 

going quickly is to use the quests. Land Of Devastation has many special quests. There's hard ones and there's easy ones. I'll describe an easy one or two for you new guys out there!

  The first thing that you should do is perform the 

steaks special quest. Do this when you are like level 2 or 3 (other wise you might get wasted). Ok - here's what you do: Follow the road that leaves sacre base and keep going east. If you come to any “T” intersections, then choose the upper path. At some point you'll enter zone #2, so start running from all of monsters (otherwise they'll waste you). Eventually, you'll come to another city. This city is freedom camp. Now, follow the mountains south of Freedom Camp. You'll first see a pylon (ignore it) and the as you continue, you'll run into the horticulture center (HS). Enter the HS, talk to the manager, and pick up Troy's Steaks. Then go back the way you came - back to sacre base. When you will return, you will have won the first special quest!!!!!!!!

  The next quest is also pretty easy.  First you'll need 

to buy a pylonkey. Do this at either Sacre Base or Freedom City. Remember that pylon you passed in the above quest? Well, go back there. Now, try all the code combinations at the pylon. Write down where you end up with one. Important– if you run into Xeboc, RUN FROM HIM! or he'll waste you!!! Eventually, you'll find the T.A.D.S.U. When you find it, you've won another special quest!!!! (Now, you just gots to remember the right pylon code [You wrote them down, right?] to get back to where you cam from!]

  If I remember, you got like 5,000 experience for each 

of those quests! Wow! For a beginner, that's a level or two!!! Plus you also get to talk to the tadsu and learn a bunch of information! And theres more! Once you buy a laptop, you can go to the computer store and pickup Troy's Rom and get a whole lot of info!!!


People I Wish to Thank Scott M. Baker

  In this section, I'm going to start listing a little 

about the people who help me support LOD, who submit information that isn't presented here.

  Anthony Malone: Anthony wrote up the nice history text 

file that is used in the HISTORY ROM / special quest in LOD. His story fit nicely into the game and is much appreciated.

  Joseph Johnson: Joseph submitted me a very extensive 

listing of combat strings for use in LOD. His board [place bbs name here] at 212-893-2318 [Note: This is a correction from the original LODNEWS2 where the incorrect area code was specified], is running a highly customized copy of LOD. I haven't seen it myself, but I hear it's quite a thing to see.

  Jonas Saunders: The infamous Xenon in my LOD game here 

on the bbs. He's as skilled a bug-finder and playtested as he is a LOD warrior! Jonas also happens to be the very first winner of a LOD game!


Letters to the Editor

  Well, every newsletter/magazine has a letters to the 

editor section, right? So here is ours! I've posted a few messages out of my comments area on the bbs and a few of the national echos to get things started, but in the future, anyone who wants to, just mark that you would like your letter to appear here and I'll post it up!

Scott,

  Let me start off by saying that I don't usually post 

messages, or write letters. Today I Installed LOD321 (from Wildcats(MSI) BBS). I have never been a fan of Role playing games at all. But, somehow your is different, you dont get sucked into it (although i played for 12 hours, thats besides the point), anyway I am thoroughly impressed, I have never seen such graphics/details (Pixels and or ansi) in a door game, not to mention the plot of the game. At any rate keep you the EXCELLENT work. You can rest-assured that come pay day you will get whatever it takes (I believe $20 or so) to get the game registered.

Craig Salmond SYSOP of Craig's DATA Exchange (904) 483-2498 14.4k FREE!

PS, You need to hold a conference on how you got you modem to answer flawlessly at 14.4k with a non-usr modem. Most people I connect to I get a measly 9600, but not on your BBS. keep on BBSing

-=-

  Thanks for the kind words, Craig. I try my best to 

keep LOD at the leading edge of technology and from the comments I get, I see that I am being successful! As for the modem, I don't know of anything particular that I've done, but I'm glad it works!

  Scott Baker

-=====-

Hey Scott, I really like LOD, and am grateful that you 

got my registration up so quickly… I run a bbs here, and want to get Galactic Warzone for it as well. Also I want to be a Registered user on your BBS, so if ya could validate me, I would Appreciate it. And thanks for the great game… Wish I was able to Write games myself…

                           Thanks....
                                Wayne Gay

-=-

  I'm glad to hear you like LOD, Wayne. With my current 

registration system, I usually get registrations up on the bbs either the same day they arrive or shortly later. As for Galwars, I have sold the rights to Jim Kiersey who will be continuing support for it. Expect a new release from him very soon!

  Scott Baker

-=====-

[From Joel Boutros to Jeff Hanson in Area Ooii. Subject: L.O.D.]

JH -⇒writing a door yourself.

Ah, but is it the next best thing to copying a door? Or Copying 5 or 6 doors?

Let's see…OOII, TW1000, Never got SZModem working and when I mailed the wanna-be he never replied, MechWars never worked right… Gee, Jeff, you seem to be a brown-noser to this guy…What else did he make that wasn't worth 30 seconds to download?

Oh, tell the little bag of toejam that I _still_ can't get SZ working after 1 year and a half. — GEcho/beta *

Origin: Cosmix Station (913) 422-7345 (1:280/2)

-=-

  Joel, I'm sad to see that you feel this way about me 

and my software. Such negative comments are the mark of an immature mind and an eyesore to the entire bbs community.

  Let's start at the top. LOD is not a copy of OOII. 

Galactic Warzone was written with Al Davenport's (author of TW1000) support and encouragement. I'm sorry you couldn't get SZModem to work - you might wish to try the latest version which has new Async routines. I don't recall ever receiving a letter from you. MechWars is written by Shane Chambers, not myself, and it seems to work fine on my system and many more across the country.

  In addition to LOD, GW, and SZMODEM, I have written 

NEWGAL (GWII), Door Driver, CMENU, CDRDoor, Locread, and the initial Echodor mail reader. (All of which have an established registered user base)

  Jeff Hanson is a friend that I had mind the system for 

a week while I was gone. And I must admit, he did a good job here, possibly even better than when I'm operating the bbs myself.

  You seem to be quite full of criticism. Tell me, where 

is some of the software that YOU have written that I may download and evaluate? I'll be sure to send my comments your way.

  Scott Baker

You can download copies of this newsletter, upload submissions, or whatever from the following bulletin board system:

The Not-Yet-Named bbs Node #1: (602) 544-4655 (v.32) FIDO: 1:300/9 Node #2: (602) xxx-xxxx (USR Dual) FIDO: 1:300/29 (Temp. Down) @@LODNEWS3

               Land Of Devastation News
                  Volume 1 Number 3
                Editor: Scott M. Baker

Contents 1) Welcome to our third issue!……..Scott Baker 2) The Player Who Has Everything……Steve Lamb 3) Foxx's Hunters, Law of the………Steve Lamb 4) Nuke Mania…………………….Pit Bull 5) Lod Story……………………..}{ighlander 6) Lod Suggestions………………..}{ighlander 7) Delayware……………………..Scott Baker 8) People I wish to thank………….Scott Baker

Welcome to our third issue! By Scott M. Baker

  The time has come for the third issue of LODNEWS. This 

issue isn't as large as I had hoped for, but I decided to rush it out with LOD 3.40 because I had a few users submissions that I wanted to take care of. I wish to thank those who sent me in submissions - your work has helped to make LODNEWS a success!

  Scott Baker

Subject: For the player who has everything A.K.A “The SysOp”

  OK, so, you're a SysOp of a BBS running LoD and you 

play that game. However, you find that you dominate the game because you are the SysOp or the other players think you dominate because you are SysOp. Here's a suggestion on what to do and still play:

  Play "Guardian."  You know, they support guy who never 

does the heroic deeds himself, but helps the hero (in this case, the players), indirectly? Like the kindly old man in the swords and sorcery genre of movies who tells the hero to complete a quest which he, the old man, cannot accompany, BUT can give you this to “help you finish your quest.”

  In other words, since you are SysOp and can dominate 

that if you so choose, dominate the game! But don't play to win, play to help YOUR callers complete the quest for the Puritron. However, in no way do I mean whip out the player editor and give yourself god-like powers!

  On my BBS, where a game of LoD just started, I play 

LoD quite a bit, more than the time limits of all my callers (what can I say, I like LoD). I'm currently in the process of setting up fortresses in Zones 1,2 & 3. These fortresses (which I call holds) offer low cost teleportation, low cost medical & power, and weapons at reduced price (but above the resell value). The whole purpose of playing the game locally is to keep these fortresses well stocked and defended.

  LoD, unlike other "wasteland" doors, is difficult to 

learn and master. Newbie's to the wasteland scenerio as well as “pros” at the other wasteland scenerios can easily get discouraged. The idea of the “public” fortresses is to give them easy access to the nessecities, but at a price… Not to make a profit, but to let them learn the limits of *THIS* game w/o the discouragement of dying. Unlike other games, if you die in LoD w/o a clone, it is *VERY* difficult to return to combat. Death does take it's toll in LoD.

  On the other hand...  If one of the callers nukes a 

“public” fortress, the owner/keeper does have the right to extract payment in the form of one life. :)


[Date] : Oct 25th, 2022 [Time] : 00:00:00.00 [Subject]: Foxx's Hunters, Law of the

  Ever since Defs Sacre, leading the Sacre Hawks, was 

attacked and lost the puritron device there has been a need for an elite group of warriors to retrieve the five parts of the device. Let it be known that on October 25th of the 2022 year of the old calander makrs the birth of the Foxx's Hunters. Following are the x laws of the Foxx's Hunters. Any who wish to apply must follow these laws completely.

  01: All information/weapons/armor/misc items are 

property of the Foxx's Hunters. At the end of the day the following procedures must be taken: a: All credits must be deposited into FXHold. 01: Major Foxx can and will authorize personal funds to be deposited into the Game Account for the sole purpose of gaining interest for the Foxx's Hunters b: All powerpacks/belts must be discharged into FXHold. c: All medical supplies must be discharged into FXHold. d: All items minus personal computers must be dropped into the FXHold storage facility. e: All Puritron device parts must be dropped into the FXHold storage facility. 02: The sole purpose of the Foxx's Hunters is to retrieve the five lost components of the Puritron device. To this end the following procedures must be followed: a: NO other recruits/fortresses are to be attacked or harmed in any way unless ordered by Major Foxx. 01: Major Foxx will order retalitory attacks as described under section 04. b: NO threats will be made by any member of the Foxx's Hunters towards any other recruit or thier property. c: NO assistance is to be rendered to any other recruit in the form of credits/armor/weapons/information or misc items unless otherwise authorized by Major Foxx. 03: Loyalty to the Foxx's Hunters must be absolute. To this end the following procedures will be followed: a: NO fighting between members of the Foxx's Hunters. b: NO individual, unauthorized strikes. c: NO willful destructiong of Foxx's Hunter property. d: NO disclosing the existence of the Foxx's Hunters to anyone other than fellow Foxx's Hunters recruits. e: NO willful inaction on an offensive strike as ordered by Major Foxx. 04: Offensive action will be taken, as ordered by Major Foxx, under the following offenses: a: Attack on or willful distruction of Foxx's Hunters property. b: Attack on Foxx's Hunters personell. c: Violation of Foxx's Hunters law sections: 01.b, 01.d, 01.e, 02.a, 02.c, 03.d, 03.e.

  In a nutshell, ladies and gentlemen, you join the 

Foxx's Hunters and you gain something and you loose something. What you gain is a guarenteed safe place to sleep other than Sacre Base and Freedom City. You gain all knowledge and information that all other members of the Foxx's Hunters have. You gain the weapons and armor collected by the entire group. You gain the added benefit of safety in numbers, in other words, if another Sacre base attacks you, you know that the entire Foxx's Hunters will not rest until they have paid equal to the injustice done to you.

  What you loose is the personal freedom to do what you 

want when you want. The freedom to keep personal weapons, to act in an offensive strike on your own, and to gain personal wealth. But it is for the common good. The Earth will be a better place. For it is easier to overcome greater challenges from inside a group.

  Secrecy of the Foxx's Hunters is paramount.  The less 

the other recuits know, the better off we are. Information is power, and if they do not know that there is a tangable force out there, nor it's name, they are not inclined to attack the “all powerful” group.

  If anyone wants out, leave the room now.  However, you 

are hereby warned, anyone disclosing this meetings events will face the Foxx's Hunters. And a dead recruit cannot identify it's killer…


Nuke Mania Pit Bull

  I knew he would be back. I had fought him once before 

and defeated him. And when I let him live without punishment, he had double crossed me by attempting to take over my fortress.

  When I found his chewed up body floating in my moat

surrounding my fortress the next morning, I assumed I had heard the last of the infamous Nuke Man. I carried his body back to sacre base with burial.

  But, to my surprise, the sacre base medics managed to 

bring life back to his body. And nuke man lived again. I didn't say much. I figured after his failure, he would leave me alone. Not to mention that he was not in the best of health to be fighting.

  I don't know how he managed to do it, but Nuke Man 

managed to befriend one of the larger player named Sneezoid. Sneezoid, who had accumulated quite a bit of wealth from scavenging the wasteland, gave Nuke Man a pulse bazooka and a neutron sabre.

  Of course, the first thing nuke man did was head for 

my base. It took him ten attacks, but he wasted the defenses and ravaged my supplies. When he was finished, he self destructed my fortress. I should have know he would do it.

  Lucky for me, I had built a second fortress across 

some mountains to the east. And nuke man didn't know about it. Thank God, I had relocated there when he destroyed the first fortress. At least I was safe in my second “backup”.

  I hailed Sneezoid, I explained my plight. Sneezoid 

realized that he had bestowed his money into the hands of a dishonerable worrier. And he realized that he should compensate me for my trouble with Nuke Man. So he gave me a whopping ONE MILLION dollars.

  I equipped my second fortress with enough firepower to 

defend against Nuke Man. Then I challenged Nuke Man to come after me again.

  And of course, he took me up on the offer. That night 

Nuke Man returned to my fortress. Not realizing the strength of my defenses, he attacked.

  All that remained of Nuke Man was a charred corpse on 

the ground outside my fort. The body was so badly burned and decimated that I knew he could not be revived. I took his weapons and armed myself with them. Now, nobody would fool with me!

  Then next day I would set forth to seek out another 

puritron piece to save the land. When I was leaving though, something happened that nearly gave me a heart attack. I noticed a discarded receipt laying in the vicinity of nuke mans remains. It said “Clone Center, Inc.”!


Lod Story }{ighlander aka Cory Doss

   The sun was beating overhead hotter than usual, but 

there was no way it could ever heat me from my cold sweat. I had finally seen the phaser cache, and I knew that I had to make an attempt to get into it. Only a seemingly endless trip across wasteland and radiation hell was stopping me from getting to it, and the Black Widow's of the area weren't to thrilled about me being there either. I was no match for the local monsters, so what was I thinking when I headed for the obviously guarded cache? As I neared, I noticed signs of life which made me twitch with a nervous energy. I finally reached the cache, and examined it closer. I made my way inside, and when I did I found myself standing face to face with the star of pre-holocaust video entertainment, Captain James Kirk of the Starship Enterprise. Seeing his reassuring face relieved me, but the relief was short lived when the, obviously delirious, captain started babbling about how I was going to steal his phasers! I was shocked as he readied himself for combat. I had a split-second to decide which long-range weapon I would use, the sure fire grenade, or my newly aqcuired Pulse Rifle. I found myself answering my own question as I fired my rifle in his direction, it was the first time I had fired that weapon, and the results startled me. He was knocked back at least ten feet, and was stunned momentarily. His pitiful shot was no match for my Energy Vest, and we locked together in a fierce battle and hand-to-hand. He wore me down, as my fire sabre was having difficulty piercing his armor, but finally I broke through his armor, bringing us both down to exhaustion. I knew that whoever took the next fall would be the victim of the wasteland, but used that thought to power me for my last and most powerful swing. I thought my life was over until I heard his assuring cry, letting me know that victory was mine. After that, everything is a blur. All I know now is that I somehow brought a piece of the puritron device back, and I am a local hero. This all just goes to show that in a world like this, heroes aren't born, they just get really lucky for their entire lives.


LOD Suggestions }{ighlander aka Cory Doss

Ideas for enemy types.... A new military group calling 

themselves the Warheads have sprung up in the southwest central desert region. Apparantly an arms dealer back in 2003 had been stockpiling his arms here, and passed on without letting anyone know about them. Now a group of radicals have came across the weapons, and are using the shelter as their home base. They are led by a deranged military leader, who was a pre-war general in the U.S. Army. They are also after the puritron device parts, but for alternate reasons. They want the pieces because they also are needed for a specific biological warhead the group is working on building. They feel that if it is created, the remaining humanoids would submit to them out of fear. The types of soldiers in the army and there leader are below……….

Warhead Soldier… Str: 24 Dex: 24 Agl: 24 Health: 34 Short Range Weapon: RazorLance Long Range Weapon: M-16 * New Weapon * (Powerful Uzi,Weak Phas) Armor: Kevlar Equipment: Ammo For Gun, Rations (5). Level:2 Exp:1000-1250 Money:1100-1500

Warhead Lieutenant… Str: 36 Dex: 36 Agl: 36 Health: 52 Short Range Weapon: ElectroSword Long Range Weapon: Phaser-3 Armor: PlasmaVest Equipment: PowerBelt, Rations (5), Communicator. Level:3 Exp:5000-7500 Money:3500-6000

Warhead Colonel… Str: 50 Dex: 50 Agl: 50 Health: 75 Short Range Weapon: GravSword Long Range Weapon: GravBlaster Armor: EnergyVest Equipment: GravPack, Medkit/50, Grenades(25), AccuraGoggles* Level:4 Exp:10000-12500 Money:8000-12500

The Leader… Str: ?? Dex: ?? Agl: ?? Health: ?? Short Range Weapon: Nuetron Sabre Long Range Weapon: Pulse Rifle Armor: Energy Vest Equipment: ?? Level:5? Exp:??? Money:???

New Items….. M-16, this would be a little more powerful than the Uzi, little less powerful than Phaser-1. AccuraGoggles, these help the chance of hitting with a long range weapon by 5,10, or 15 percent depending on class 1,2,3.

I hope you have enjoyed my submissions and there should be more to come……


Delayware Scott M. Baker

  Well, from the responses I got from the last 

newsletter, I have made a decision. LOD now has a seven second delay on loading and exiting of unregistered copies.

  I chose the delay of seven second because it is short 

enough not to turn off the users and sysops out there and it is long enough to make the unregistered message stick in their minds. I've seen doors with rediculous 30 second delays and such which sysops have outright refused to run. I didn't want LOD to become one of those!

  The delay was necessary for several reasons. The most 

obvious being that I could use a few extra $$ in registrations. LOD is a project that takes a lot of time to maintain and I need to take some money in from it to cover it's expenses and my time.

  Another reason was that registered sysops wanted 

something above and beyond the other unregistered copies out there. They wanted users to notice that they had sent in money to support the game. I hope this takes care of that.


People I Wish to Thank Scott M. Baker

  Doug Merha: Doug sent me a very nice submission of 

monsters and a nice picture of a cyclops for the game. You should notice several new monsters have appeared in the outer zones….

  Robby Eckert: Robby also sent in a plentiful amount of 

monsters. Although I don't think you players will be thanking him when one of his creations leads to your demise!

@@LODNEWS4 [L]==================================================================[L] [O] + From the Editor Patrick Reed + [O] [D]==================================================================[D]

  Welcome, one and all, to Land of Devastation (LOD).  Scott Baker
  has just  released  version 3.70,  which  contains a  variety of
  NEW  features.  Users  might  notice  fewer  delays  while  ANSI
  graphics  are  being  displayed.  Scott  has  trimmed  down  the
  displays  to show  only  necessary  information,  which  is most
  evident during combat encounters.
  GTERM 3.70 is also released  with this version of LOD, and rumor
  has it that  there  are some hot new  additions to the  graphics
  and  sound  libraries.  Be sure to try it out.  This  will be my
  initiation to GTERM,  and I am looking forward to the fun of it.
  As the game documentation will state, I must advise you all that
  GTERM  versions  earlier than 3.70 will _NOT_ function  properly
  with LOD version 3.70.  Scott will reveal more to you  about new
  features later in the game documentation.
  Included  in this  issue  are  articles from Christopher Darque,
  moderator of the  proposed  _NEW_ LOD Support Forum on  FidoNet;
  and the famed  Madonna,  lusty  wasteland adventurer.
  LOD News is published  on behalf of Scott Baker by Patrick Reed,
  with new issues  released as user support demands.  Articles are
  needed from users of LOD in order to help LOD News to thrive.
  Send  E-Mail to  Patrick Reed  on  FidoNet Node  1:300/9,  or at
  Internet  address   patreed@coyote.com  to submit  articles  for
  publication.  Topics include, but are not limited to:
   
         CHARACTER STORIES
         COMMON ERRORS & PROBLEM SOLVING
         CUSTOMIZING
         LOD DOOR SETUP
         PLAYER TIPS
  Everyone is welcome to write  something up  and submit it.  Like
  I said, we need user support.  LOD News  depends almost entirely
  upon you all.  Thanks in advance for your support.
  Now, for the News ...

[L]==================================================================[L] [O] + From the Game Author Scott Baker + [O] [D]==================================================================[D]

  Well, since I didn't get  my submission to our  editor,  Patrick
  Reed, in time, I'm  throwing this  in at the last minute, so the
  formatting  might not seems  as consistant  as the  rest  of the
  newsletter.
  First of all, let me address the subject of registrations.  Many
  people  have  questioned  why  I  don't  send  out  registration
  packages  with disks, documentation, etc.  The primary reason is,
  it's  a lot simpler to have people just pick up their codes from
  my bbs  system.  When A donation arrives in the mail, all I have
  to do  is  just  type  the  sysops name and data into the online
  database, and it is ready and waiting to be picked up.
  To  pick  up a registration, all you have to do is log on (call-
  back verification  is not needed - you may do this on your first
  call), select "REGLOOK" at my main menu, and you will be asked a
  few questions to verify your identity.  Once  that is  done, the
  bbs will display your registration code for you.
  An  added  benefit  of  this  system:  If  you  ever  lose  your
  registration code (hard drive failure, etc), then you  can  just
  call the bbs up and grab it again.
  Next, I would like to extend my appreciation  to  Patrick  Reed,
  who  has  taken up the task of maintaining our newsletter.  Also
  of mention is  Christopher  Darque, who is working on setting up
  the LOD support echo as well as  drawing  up  EGA  images faster
  than I can implement  them  into  the game!  Last but not least,
  Chris  Azure  has provided  me with  even  more of his excellent
  MOD music for the game.
  Scott Baker

[L]==================================================================[L] [O] + Customizing LOD Christopher Darque + [O] [D]==================================================================[D]

      EDITORIAL NOTE: At publication time,  a number of changes
                      have been made to LOD version 3.70.  Some
                      of these  ideas have been included in the
                      game.  An errata to this  article will be
                      published in the next issue of  LOD News.
               
                                                -- Patrick Reed
  LOD  provides a  number of tools that let you tailor the game to
  suit  your  particular  desires.  With the exception of the  Ega
  graphics  almost every  aspect of the game can be changed.  This
  opens up all sorts of possibilities that intrigued me because so
  few games are open to any modification.
  In doing so, I used all my years as a GameMaster and role-player
  to  make a game  that was  based on the concept that I use in my
  BBS-based role-playing group, Zone Central.
  Zone Central  is a  multi - BBS  universe  that  is based on the
  concept of our  contacting the  AlienNet, which as similar to an
  electronic Network.  In doing so, we found that the Aliens could
  not  tell that our  Doorgames  were not actual  Universes.  They
  simply used the connections to begin  what it to them the normal
  exploration and development of a new Galaxy.
  All the  Members of  Zone Central are Dimensional Travelers,  or
  simply  Travelers.  I wanted to use the  customization of LOD to
  make it fit much more tightly with this concept.
  In doing so I realized that even though the tools were available,
  there was  little to help  Sysops (from this point on I will use
  GM, since that is what you become if you do this)  actually  use
  the tools.
  This article is an attempt to cover some of the basic  steps you
  will have to work through.  I hope that it will be helpful.  But
  keep in mind that it is only a beginning, nothing can substitute
  for the  experience of actually  working on the game and  really
  seeing what works.
  GETTING STARTED
  ---------------
  Before you do anything at all, READ THE DOCUMENTATION!  I cannot
  state this strongly  enough.  Read them, look through the values
  in the editor and  make  sure you understand  how  things  work.
  Scott has always been  quite nice about  answering  questions so
  use that  resource.  At the end of this  article I have listed a
  number of  NetMail  addresses  for  myself,  and I can always be
  reached through Scott's BBS.
  WORKING COPY
  ------------
  To begin,  never  work on a  game that is in progress.  There is
  nothing more annoying than having to restart a game  because you
  made a mistake.  Players do not take  this at all  well.  Always
  set up a separate copy of LOD and  work on it.  That way you can
  experiment in safety.  If something goes wrong and  you  have to
  erase it and  start over you will not get angry messages  asking
  what happened to my character that I have spent 3 months getting
  built up!
  So a private working copy is an absolute must.

MAJOR PITFALLS

  1. ————-

It is fortunate that LOD is a rather forgiving game. I have

  found that most errors can be corrected without irreparable loss.
  If you find that the game is generating  errors when run you can
  usually fix the problem and the datafile will correct themselves.
  This is not always true, but it usually is.
  One of the most common problems come when editing/creating items.
  If you make a mistake in the work the game  might not be able to
  handle  what you did.  If a character has an item and you change
  it the game will still think that it has the old  stats, causing
  confusion and sometimes errors.  An easy way to test for this is
  running the Rankings in NEWLODED.  If the problem is centered in
  a character the command will fail.  Usually  simply deleting the
  item from the character will fix the problem.
  Another major source of problems is errors in the Strings, Talk,
  Monster, and Combat DEF files.  It is very important to maintain
  the structure of these files, if you do not then expect the game
  to go boom.
  Always  make  back-up  copies  of the  original  files  to check
  against.  Also at each successful step of the way copy the files
  to a back-up.  That way, if you oops you will only lose the most
  recent work.
  GENERAL STEPS
  -------------
  Concept Development
  Edit Map
  Edit\Create Items
  Modify Starting Stats
  Edit Strings
  Edit\Add Monsters
  Edit\Add Talk
  Edit\Add ANSI
  Edit\Add Combat Strings
  Edit\Add Tavern People
  Edit Terrain Specs
  Edit\Add Town Names
  Write Special Docs
  CONCEPT DEVELOPMENT
  -------------------
  The first step is to decide on the  concept that you are working
  towards.   What  about the  basic  game do  you want to  change.
  There  are  really two  different  approaches to consider.  One,
  keeping the basic story-line of the game and adding to it.  This
  would mean that you are not trying to actually  change the ideas
  of the game, just  add  new  things  to it.  All of the  editing
  sections that follow apply to this style.  With the exception of
  anything that is story-line dependant.
  The  second,  and more complex, is to alter  the  story-line  to
  create a completely different environment.  This takes much more
  time  and  effort  but can be quite  rewarding.  This article is
  directed at this type of effort since it involves all the custom
  features of LOD.

In doing a full customization, you will want to start with the

  Story-line.  What has  happened to put the  World in this  state?
  Who are the primary  people  involved?  What are the  conditions
  under  which the world  operates?  The subject of world building
  is covered  quite  well in any  number of Role - Playing  texts.
  If I tried to really cover that topic we would have a very  long
  article.  Suffice  to say  that  you  need  to  investigate  and
  consider every aspect of the game.

In this article I will refer from time to time to Betelgeuse.

  That  is the  name of the  Zone  Central  LOD  game.  The  basic
  premise  of  it  mixes  the  standard  LOD  story-line  with the
  Dimensional Traveler concept discussed above.
  EDIT THE MAP
  ------------
  This is where you should begin the actual work of creation.  The
  map is  literally  the foundation  upon  which  everything  else
  should be built.  No matter what you name them you will have the
  same basic pieces to work with; Cities, stores, quest locations,
  and the terrain Set.

The primary focus for Betelgeuse was to make the map much more

  complicated.  I put more in more mountains and limited access to
  many  areas  to a single  route.  I also  reduced the  number of
  teleporter pylons.  To make the map more visually  interesting I
  mixed terrain types in a sort of gradual  style.  What I mean by
  that is if you are moving from a large desert area into a plains
  area you would first see small  patches of plains mixed into the
  desert.  As you move  closer,  the density  of Plains  increases
  until it is 100%.

You need to understand the concepts of LOD zones. The map is

  divided  based on distance from 1,1.  Every 30 units you enter a
  new zone and will meet a different  group of monsters.  Be aware
  of this  while  you are placing  things in the  wilderness.  The
  farther away from 1,1 they are the higher the level of character
  needed to reach them.

It is possible to modify the zones in that the monsters have the

  distance  where  they  can be found as  part of their  stats.  I
  found that having a few creatures  that straddled 2 zones helped
  to make  things  seem a little  less  artificial.  You  can also
  reduce the area that a monster in which a monster will appear to
  make them less active.
  Give  careful  thought to the placement of the quest points.  If
  it is too easy for  players to get all the Puritron  parts  then
  the game  will be over far too  quickly.  Use the whole  map and
  spread them out.

You can place a number of Sacre Base cities on the map to give

  players supply points.  One of the main reasons to do this is so
  you can place unique people into each tavern.
  The  map is  probably the  single most  important  part  of  the
  process.  If it is too simply then players will get bored  quite
  easily.  If it is too hard  they will become frustrated.  I tend
  to err on the hard side; however,  you can always  compensate by
  giving players some information to help them along.
  Edit\Create Items
  -----------------
  The basic  item set for LOD covers all the important needs.  The
  greatest area for change  comes in the Fortress Items.  There is
  quite a bit of room for more expensive and powerful items.

I have always considered that there are two phases to LOD. In

  the first, most of the players are low level and money is scarce.
  Players  slowly  advance and build.  In this part, the quest for
  the Puritron is pursued very heavily.
  Once at least a couple characters reach the level at which taxes
  are levied the game  shifts into Phase II.  In this phase, which
  lasts  until the game is reset,  players  have large  amounts of
  money,  and  even  low  level  characters  can afford  the  most
  expensive Items.  Fortresses are rapidly constructed and quickly
  fully stocked.

When Phase II is reached, the limitations of the basic fortress

  items becomes  obvious.  A mid-level character armed with strong
  weapons can destroy even a fully equipped fortress.

The other problem that you will see is the massive amounts of

  money  that the players  will have.  More powerful and expensive
  fortress Items would solve both of these problems.
  There are other possible solutions to the excess credit problem.
  One is to set the taxation  level  much  higher and the  percent
  much  lower.  This will  increase the time in Phase I and reduce
  the money flow once Phase II is reached.
  You have a rather  wide latitude in creating  new items.  A good
  look into the items list will show that some are single  purpose
  devices  that  cannot  be  changed  (the  Laptop,  Communicator,
  Scanners, etc.) but many do allow for variety  (Weapons,  Armor,
  Stealths, Ammo Packs, etc.).

In creating new items, try to fulfill a need. Look at what is

  available  and balance  your new creation with the others.  Cost
  should be a big  factor but also  consider  availability.  If an
  item can be purchased, then it is open to all.  If it has to  be
  obtained from a creature then it is a much more special prize.
  There are some  inherent  limitations that you have  to observe.
  As far as I can tell no weapon can do more than 99 pts of damage
  on it's own (before strength adjustments are applied in the case
  of S.R. Weapons).  Personal armor is limited to 999 pts.  I have
  successfully  created  fortress  shields  that are 2,000 pts and
  reactors  that produce  1,500  energy;  so,  they are  basically
  unlimited.  Most packs are  limited  to 99 pts as far  as I  can
  tell.
  Here is a new  concept for you, InfoPacks.  InfoPacks  are items
  that  actually do nothing except  carry  information.  I use the
  rope application code for simplicity.  The only feature of these
  is if you 'Show' it you will get an ansi picture or text.  These
  can hold  details on monsters,  partial maps,  special hints, or
  just about anything.

Since items are a major source of game problems, I want to

  restate  that you must carefully read the Documentation.  If you
  look at the existing items and base your  creations on those you
  should be ok.

Modify Starting Stats

  1. ——————–

LOD does give you the ability to set quite a number of the basic

  starting  values.  Character attributes,  hitpoints,  credits, 3
  starting  items,  fortress  starting items,  fortress  costs and
  taxes are all under your control.

Balance these to suit your tastes. Consider the strength of the

  characters in relation to the  strength of the  creatures.  Give
  them enough to survive but not so much that life is too easy.

Edit Strings

  1. ———–

All of the basic text strings used in the game are in a few

  files.  These are the  Strings.Def,  Talk.Def,  Combat.Def,  and
  Ansi.Def.  Each of these are discussed in their own sections.

Strings.Def contains the general text used by the program for

  things  like the  laptop,  commands  issued  in the  game,  menu
  selections and statistics displays.  It is difficult  to explain
  what is in here as  opposed to the other  Def files.  The simple
  answer is that  if you see it in the game,  and it is not in the
  Monster,  Talk,  Combat, or Ansi files then it is in the Strings
  file.  I know  that is not a very good  description,  but if you
  look into the files then you should be able to understand.
  In this file,  you have much of what the  player's see.  Since a
  definition is difficult, I am going to give you some  example of
  what you can do with it.
  In Betelgeuse I did  global  replaces to  make the to change all
  occurrences of  character  to persona.  In a few areas, like the
  Rankings display,  I used traveler.  I changed  the string  that
  talked about the nasty tasting food packs to say,  "The new food
  packs  taste  wonderful!"  All 'Quit'  commands  were changed to
  'Exit Dimension' or 'Retire for the Night'.  One of the simplest
  things I did caught the most attention from my  play testers,  I
  changed the laptop main drive from 'C:' to 'Z:'.
  Depending on what type of modification you are doing you may not
  need to  work on this  file at all.  Or,  you may change  almost
  everything in it.  Unless you know the game extremely well,  you
  may want to change the things you know about, run the game a bit
  and make notes on the things you wish to change.
  In version 3.51 there is a program called  COMPSTR,  to edit the
  Strings you  change the  Strings.Txt  file  and use  COMPSTR  to
  compile it into Strings.Def.  Version 3.60 uses a compiler for a
  number of the Def files,  check the Docs on the version you have
  for specifics.
  You have to be  extremely  careful to maintain the  structure of
  this file.  The game has no tolerance for changes  that  violate
  this rule.
  Edit/Add Monsters
  -----------------
  The Monster.Def file contains all the  creature specifications.
  You can modify the ones that exist and create new ones.
  The Zone structure has been  discussed previously, so I will not
  go into it again.  Place your creatures in an  appropriate area.
  There are references to origin(x,y,z)  commands in the file.  As
  of version 3.51,  these do not  function properly.  I discovered
  this the hard way when I created a number of lethal monsters and
  confined  them to a  valley  at the end of the  map.  When a few
  play testers got killed by these creatures, far from the valley,
  I realized that the commands were not functional.

Do not overlook the fact that creatures are the major source of

  many items.  You can make some things easier to find,  or harder
  to find by  adjusting the number  of monsters  that carry  them.
  Balance is important  here.  Try to make sure that by the time a
  player reaches the area where she/he might have to fight the new
  creature they are strong enough to have a fair chance.

If you have any Role-Playing references you should have lots of

  source material for new creatures.  Your new Story-line, if any,
  should also suggest possible new creatures.

On the simple side, I have found that the special quests will

  last longer if you make  them tougher.  Doubling their hitpoints
  and  increasing their stats can make them  something that even a
  strong character will have to work hard to overcome.  After all,
  there are not many of them,  and if they are killed too quickly,
  the game  suffers.  Do not make  them so strong  that they  will
  never be beaten but they can stand some work,  especially if you
  have given the players more strength.
  If you have created new items consider distributing them to some
  of the monsters, especially weapons and armor.
  Edit/Add Talk
  -------------
  The Talk.Def file is a great  place to add details to your game.
  In it,  you  can  give  creatures  a voice,  and  create  tavern
  Dwellers.  For the monsters you can add personality,  instead of
  just  the normal 'kill  them  when you see them'.  If they  have
  some information to impart  then the players  will have a reason
  to talk with them.  You should mix the information in with a lot
  of useless chatter so it is not too obvious.

Here is a trick that you might find useful. Have a creature

  tell a player  that it is carrying some  important  item.  It is
  best it this is set as an automatic  item that the monster  will
  always  have.  If the player hears about it they can either hope
  that it will not disintegrate,  or they can pay the price to buy
  it.  I have found this to work  well with  InfoPacks  of various
  sorts.  For example, the  Black Widow Leader  will tell you that
  she is  carrying a map that will  lead you to a secret  treasure
  house.  She is carrying an InfoPack named 'T-Map'.  Most players
  will pay almost  anything for such information.  A nasty variant
  on this idea is to set the  Disint  factor very high so the item
  will most likely vanish if not purchased.

Each city can have a number of Tavern people who will discuss

  things  with  players.  By adding to the current  stock, you can
  get information  across to anyone who  bothers to stop and talk.
  I always try to put really useful  information here.  It is also
  a good place to impart story points.

Since each city can have different people in it, do so! This is

  currently  the only way to make  cities different.  Once you are
  inside a  Sacre Base  style city,  all the options are the same.
  The Tavern  people  are the one  exception.  Even if they do not
  have a lot to say, a few  unique people give the city  something
  to help differentiate it from the others.

Edit/Add ANSI

  1. ————

The Ansi.Def file holds all the menus, item descriptions, and

  intro screens.  Using the ANSIPUT program you can extract, view,
  and modify all of these.  A custom menu set really adds a lot to
  the uniqueness  of your game,  even if you simply  colorize them
  differently.  Of course you cannot change the keys that are used
  on each menu,  but you can  describe the function in a different
  way.
  If you  create new items you will want to make ansi descriptions
  for them so players can have some idea of what they are getting.
  The ease of working with the Ansi.Def file is what made me think
  of the InfoPacks.
  There is one minor  complication to working on the Ansi.Def, and
  it has to do with GTERM.  Let's  say that you  have  spent  some
  time and  completely  redone  your menus.  Each one is a master-
  piece,  colorful and  functional.  You get everything  finished,
  attach  the  game  to  the  Board  and  await your first player.
  Someone calls,  hits the entry  key for the  game,  it loads and
  opens up on Sacre Base.

So far, so good. But when the player initializes GTERM the

  trouble begins.  As he moves from  screen to screen,  the  menus
  scroll out, they do not pop up as they  should.  You wonder what
  is wrong.

Actually, nothing is wrong, but you have a bit more work to do.

  You see,  if the  Ansi.Def  you are using for the Host  does not
  match the Ansi.Def the player is using with  GTERM  things  will
  not work as they should.  The game can be played but the  player
  will not get the instantaneous  response they are used to.  This
  problem confused me for quite some time, but I have worked out a
  solution.

What you will need to do is supply your Ansi.Def file to the

  players.  If they use it with their GTERM they will not have any
  problems.  But, wait, what if they  wish to play  standard games
  as well?  My solution to this is to provide  both your  Ansi.Def
  file and the Standard  Ansi.Def file in whatever  archive format
  is popular in your area.  Along with this add a couple of simple
  batch  files.  Most people  have a key on  their  communications
  program to start  GTERM.  They will  simply have to add two more
  keys.

One of these will unarchive your Ansi.Def file into the GTERM

  directory,  and the other will  unarchive the standard  Ansi.Def
  file into the GTERM directory.

It is actually simpler than it sounds. And of course, if your

  players  only play on your  game, then they  simply  replace the
  standard  Ansi.Def  file with your  modified one and they are in
  business.

If you are going to really make a custom LOD game, the slight

  pain of the GTERM problem is worth  overcoming.  Nothing makes a
  game more unique  than  special menus.  And it really is easy to
  handle.
  Edit/Add Combat Strings
  -----------------------
  I am not going to say a lot about the Combat strings.  It is all
  of the things that blur by as you hank and slash through a fight.
  You can edit them and even add new ones if you wish.  I like the
  idea, but it is hard to get anyone to really read them.

The only part that is somewhat interesting is the definable

  type  codes.   You can  create  special  combat  strings  for  a
  specific creature or class of creatures if you wish.  This would
  allow for more specific combat.  If you are creating a new class
  of creatures you might wish to investigate this option.

I have created a number of Storms. These are very high hitpoint

  things  that are really supposed to be evaded.  It is impossible
  to 'kill' them.  But since I have to work within the game system
  they are defined as monsters.  I have created a few new items to
  serve as weapons,  set the  Disint to 100  and made a few combat
  strings  to  support  them.  This  is  the  sort  of thing  that
  requires combat string work since  storms do not have body parts
  to be hit and never dodge out of the way.

Edit Terrain Specs

  1. —————–

Unless you are working in an Ansi-only game there are only three

  things that you can do with the actual terrain pieces.  One, you
  can give them another name, but that is limited since you cannot
  change what they look like.  Two, you can make them  passable or
  not.  Three, alter the chance of an  encounter  occurring when a
  player steps in them.

Renaming them is something that must be done with care if you

  want to  make the game  make  sense.  Calling the swamp  piece a
  beach  will tend to confuse players, since it certainly does not
  look  like  sand.  But  calling  the  desert  piece  a  beach is
  acceptable.  Just try to make sure there is some  sort of visual
  connection to the names.

Changing which pieces can be passed through can provide some

  interesting  mapping  possibilities.  While I was  writing  this
  article one of my team was  working on his first  custom map and
  game (convenient huh?).  He decided  to make  both mountains and
  rivers  impassable.  He then  proceeded to make a map with a low
  percentage  of  mountains but lots of  rivers.  It worked  quite
  well.
  Each  terrain  piece has a percentage  chance  that an encounter
  will occur.  This can only be modified by  stealth  devices.  If
  you  wish  to  create a bunch of stealth  devices  with  varying
  abilities,  you can increase the encounter rate by  turning each
  piece  up.  You can also  widen the  range of  levels by turning
  some pieces up, and some down.

If you plan to make changes in the encounter percentages, you

  should  test the effects of the available stealth devices on the
  new  pieces.  After such a test,  you might  wish to  adjust the
  devices effectiveness to suit you.  Sometimes a player wishes to
  explore and not have to stop every other step to fight something,
  turning a couple  stealths on can accomplish  this.  Think  hard
  before you take this ability away.  If you have  even run out of
  ammo  deep  in the  desert  and  had to  sneak  home,  you  will
  appreciate this need.

Edit/Add Town Names

  1. ——————

As noted in the Sysop.doc file, you need to change both the

  terrain  name and the  Town name to alter the  Cities.  Remember
  that  their are references to the ones that already exist in the
  other files which must be changed as well.

Although, much work may be required to remove all references to

  the  Black Widows; if you want to set your game on another world
  you  have  little  choice.  There is  always the  possibility of
  recreating their background to fit your new concept.

It is quite important to be thorough. If your background

  setting  contains  references to the Black Widows,  and you have
  renamed them the Slar'Kar, players will be confused and the game
  will suffer.

Write Special Docs

  1. —————–

It is a good idea to write a special file to be distributed to

  players.  This can contain story-line information as well as any
  notes  that they need  to be able to handle  your new world.  If
  you have created any new Ansi then  you can distribute this file
  with the ANSI.DEF.

I find that players like to have some info files that they can

  read  offline.  Sometimes I write  Briefing Packs  and  memos to
  support the games that I create.  Distributing  little maps is a
  nice touch too.
  End Notes
  ---------
  In this  Doorgame,  Scott Baker has  created the  most  flexible
  format that you could want.  It has a great  amount of potential
  and I hope that this article will be of some help when you begin
  the process of creating your World.
  Whats new with LOD? Currently, I am working on the Windows version

of GTERM…. Why Windows you ask? Isn't GTERM slow enough already? Although Windows does have several drawbacks, there are many advantages which will be noticable in the Windows Version of GTERM:

  1. AUTOMAP. GT/Win features a complete automap system. As you move

about in the wastland, the map is updated. You can then zoom in and out of your automap, scroll around to see where you've been, etc. You can also save and load automaps from previous sessions. I'm planning on adding some sort of a print option in the near future.

  1. MAP WINDOW. The standard map terrain display has been raised from

3×3 to 5×5. This means you get a clearer picture of the surrounding terrain as you move.

  1. DIALING DIRECTORY. This is the first GTERM with standalone

capability. You don't need to shell to it from a terminal program.

  1. MULTIPLE WINDOWS. If you're operating in 800×600 or greater, then

you can pop up an additional inventory or automap window or whatever and put it on the screen wherever you want. In 1024×768, you can have your full inventory visible at one time!

  1. VGA SUPPORT. Although we're currently still using the EGA graphics,

GT/WIN will have full VGA support. So as soon as our designers have some graphics done, we'll be able to release them.

 Requirements:
   MICROSOFT WINDOWS 3.1 or greater
   CPU:   386/40 or greater
   RAM:   4 megs or more
   Video: 640x480x256 (minimum supported)
          800x600x256 (recommended)
          1024x768x256 (good power-user setting)
   Modem: 2400+ (9600 recommended)
 As of this date, GT/WIN is currently in the beta test stages. The

beta version can be found on my bbs, but there are no guarentees that it'll work. Call NYN @ (602) 544-4655.

 NOTE: Although I am presently working on the Windows version, have no

fear, I WILL NOT ABANDON DOS. The Dos version is here to stay, and within a few months, I may be releasing a VGA version of LOD and GTERM for DOS.

[L]==================================================================[L] [O] + Critters & Quests Dave Rosson + [O] [D]==================================================================[D]

                           Critters
 Nature has produced marvelous killers, from the smilidon (sabre tooth

tiger), to the veloceraptor, to any of the big cats today. Docile creatures can be scary en'mass or when cornered (beavers have been known to scare off bears). So are why the animalistic things in LOD just humanoid-animal-tool users, except the weak ones in zone 1?

Step 1: Come up with a list of beasts that you like.
Step 2: Figure out what they could take out in a fair fight.
   I.E. A veloceraptor could take out a death warrior easily, so
   zone 4 or 5 is probably right.
Step 3: Base their attributes on the zone.
Step 4: Simple descriptions will do (something like "A bear
   attacks" suffices, though describing the fangs and blood matted
   fur is a definite plus).
Step 5: Look at the stats for the weapons used in your animal's
   zone and create animal weapon and armor with the same stats (no
   ammo required of course).
Step 6: Put DISINT 100 or players will be able to get the items
   and you will have Sacre recruits biting people.
                            Quests
 Nothing helps a customized set like its own distinctive quests. And

there are lots of ways to make them seem distinctive:

 1) No Puritron Quests: The recruits can instead be 'Elimination

Specialists' blowing away gang leaders. Alter Talk.TXT and Strings.TXT to remove mention of the puritron and add clues to who to kill, (be very careful not to change how many lines any particular topic in Strings.TXT has. Change the descriptions in Ptron.TXT and Bossmon.TXT, and change the Ptron display in Ansi.Def and your set.

 2) The Steaks, Eye, and Badge: You can completely change the

character of these quests: First go into CUSTOM and change item names. Then go onto the Talk.TXT and Strings.TXT to make them agree with the new names. For instance, in my setup you go to NORT's Base (the Horticulture Center), pick up the data disk (steaks), take them back to Fafnir Base (Sacre), and get the MissionInfo Disk (TroyInfo). Or you could have to present the Skull (Death Badge) found only on Death (Kirk) to enter the Gates of Hell (Death Warrior City) which uses the teleport trick to send you to an area with lots of lava, mountains, and some….interesting….monsters. Etc.

 3) Talking Quests: I'm sure you are aware that at several points in

Talk.TXT a % and a number signify that the above keyword solves a quest. And you can of course edit the conversations to your hearts content to have other keywords solve those quests. But did you know that all quests can be solved through Talking? If you are a believer in the power of the spoken word, you can get rid of a few ROM quests and make them talk quests instead. The targets are Tetris (4), Windows (10), History (11), and SpWeap (15).

[L]==================================================================[L] [O] + Heard On KLOD, THE Wasteland Radio Station Erik Madison + [O] [D]==================================================================[D]

Wanted: 3 laborers needed for immediate work. Duties include light

demolition, duralloy shaping, phaser installations, and reactor cleaning. Also need 2 techies for transporter realignments. Contact Joc Dresnor at Fortress Constructors Inc.

For Sale: 2 vitron cells with 25/50 charges remaining. May be

repowered at Ed's Emporium. 150,000 credits each or trade for Phase Armor, working or not.

Companion needed: Need partner for expedition to Kill Inc. Will share

all booty acquired during trip 50/50. Bonus paid for successful return.

Programmer wanted: Must be proficient in Z++ and familiar with the

AS/9000 architecture. Contact Hal-4000 for details.

In Sports News; Today at the Octoatholon Arn Wormron achieved a new

record in the long jump of 100.2 meters. He also tied the high jump record of 229 meters. The Widowed Warriors destroyed the Black Death in Cre-ball, 69-13, although the judges are questioning the use of neutron assisted backhands. Typhoo Jogl lost to Helnor Actel in the phaser try-outs. Funeral services will be held tomorrow.

[L]==================================================================[L] [O] + Politics, Propaganda, and the Puritron JudgeDread + [O] [D]==================================================================[D]

   Editor's Note: Recruit JudgeDread recently brought in this strange
                  pamphlet that has been circulating through the
                  wastelands.  We advise you deal with such material,
                  and the madmen distributing it, as you would deal
                  any wasteland threat: Avoid or execute...
 This is to inform you of a great lie our leaders have laid upon us:

The Puritron. They have claimed this device will cleanse our world of the radiation that pollutes it, and restore it the pristine beauty our ancestors enjoyed. Bull! How do I know? Because I helped design and build this device over 30 years ago. While my research indicated the idea was feasible, in all actuality it did nothing more than “move” the radiation. For every square mile near us it cleansed, another distant area was polluted. The recycler section never worked, so Dr. Jack Sacre suggested we replace it with circuitry similar to that found in a pylon. “Out of sight, out of mind” he said.

 Yeah, until I noticed on a journey to the Widows camp for some spare

parts that the ambient radiation levels had _increased_! This is why it was stolen and disassembled. Our world is filled with many factions and communities, not all of which have decided to make their presence known. Why should their families be subjected to the horrors of the atom, for our benefit? They just could not sit idly by and allow us to destroy that which they cherish! So, do not be tempted by the “rewards” offered for its return by our leaders. If in your travels, you should find clues to its whereabouts, destroy it!

[L]==================================================================[L] [O] + Team LOD Today's Victims + [O] [D]==================================================================[D]

Name: Scott Baker        Occupation: Student, University off Arizona
LOD monster you most identify with: Distraught Sysop (grin)
Hobbies: Programmimg, Salt Water Fish, Firearms
Favorite Books: None.
Favorite Movies: Star Trek, or particularly anything Sci-Fi
Favorite Computer Games: Ultima, Sierra Adventures, and ... LOD!
Commonly Used Quotes: Save Early, Save Often
Anything you want to say to LODers: Write Datasets!
Name: Ray Bacon          Occupation: Commercial Pilot/Computer Tech.
What you like most in LOD: Ability to create your own game.
What you like least: Clues in the text file pain in the ass to edit.
LOD monster you most identify with: None.
Hobbies: Running a Multi-Line BBS, Golf.
Favorite Books: None.
Favorite Movies: None.
Favorite Computer Games: LOD.
Commonly used quotes: N/A.
Anything you want to say to LODers: Beware the next NAS dataset!
Name: Christopher Darque      Occupation: Consultant & Counselor.
What you like most in LOD: DataSets & The Choices.
What you like least in LOD:  Fixed Map, Lack of background activity.
LOD monster you most identify with: Tranlius Defender.
Hobbies: Games of all sorts, Lisa, Mind puzzles, & studying Life.
Favorite Books: Dune, Stranger in a Strange Land, Travels.
Favorite Movies: Star Trek II, Edward Scissorhands, Buckaroo Banzai.
Favorite Computer Games: AV8B Harrier, Ultimate Universe, Starfox.
Commonly used quotes:
    Computer, Tea, Earl Gray, Hot, in a Cup this time.
    Time is an illusion, lunchtime, doubly so.
    Do, or do not, there is no try.
Anything you want to say to LODers: LOD has the potential for the rich
    interaction that has made role playing games what they are.  More
    than just a door, this is a complete RPG creation system.  Make
    use of it and your only limitations are those you put on yourself.
Name: Dave Rosson         Occupation: College Student, Computer Tutor.
What you like most in LOD: Talk.TXT and IsReals.
What you like least in LOD: The default pic and No friendly monsters.
LOD monster you most identify with: The Vampire Aretas.
Hobbies: Computer Games, RPGs, Writing, Painting Miniatures.
Favorite Books: The Judge Dee mysteries, the last 3 XXV novels,
    WarDay, Dune, 2001, Call of the Wild, Jurassic Park,
    A Separate Piece, Elison's Invisible Man, and Tower of Deception.
Favorite Movies: Amadeus, the 3 Musketeers, Beauty and the Beast,
    Indiana Jones (1 & 3), Nightmare on Elm Streets 1, 3, & 6.
Favorite Computer Games: LOD, Wasteland, Starflight I & II, Ultima VI,
    Neuromancer, Sango Fighter, & Romance of the Three Kingdoms III.
Commonly Used Quotes: Fascinating. Ni! Hmmmmmmm. I'll be back. Huh?
Anything you want to say to LODers: Embrace Chaos.
Name:Tristan Walling                 Occupation:Blues Critic.
What you like most in LOD: Strange Little Critters that need a pic.
What you like least in LOD: Going out into the wasteland to find one
    of the little beasties that I made, getting lost, getting attacked
    by that SAME @#*&# Draku Defender a hundred times in a row, then
    running out of ammo and getting killed by that "little beastie"
    that I was looking for.  With no warper.
LOD monster you most identify with: The Energizer Bunny.
Hobbies: Drawing, making rhythmic noises, playing computer games,
    going out and messing with people as much as I can without getting
    myself killed.
Favorite Books: 101 Uses for a Dead Cat, Stranger in a Strange Land,
    Roget's Thesaurus, and ElfQuest.
Favorite Movies: Star Wars, Alien, Fantasia, and ones with lots of
    "hooters" in 'em!
Favorite Computer Games: LOD, A10, wolfensteiny-shoot-up-everything-
    -that-moves types of games, and ones with overwhelming 256-
    color niftiness.
Commonly used quotes: If I were me, which I sometimes am...
    Just a little peril...                 F@*k it!
Anything you want to say to LODers: When wandering through the
    wasteland, remember one thing and you'll be fine --- everything IS
    trying to kill you, and there are always more. But, as they say at
    Sacre base, you can win, just keep at it!
                     ... by the way, does anyone have a spare warper?

@@LODNEWS6

             LAND OF DEVASTATION NEWS 6
                 Volume 1 Number 6
                Editor: Dave Rosson

Contents

From the Editor:
  Ramblings.................Dave Rosson
From the Game Author:
  Lod on the Web............Scott M. Baker
Fiction:
  Christmas at Sacre........Andrew Wilson
  Time Running Short........Unknown
Scenario Ideas:
  The Future of LOD.........Scott M. Baker
  Custom Device Ideas.......Scott M. Baker
Other:
  Love and Registration.....Jenifer Aro

Ramblings

By Dave Rosson

- - - - - - - - -

You are now looking at the first LOD Newsletter designed first as an HTML (World Wide Web readable) document. This either means you are seeing the text version that will be included with LOD, which is pretty plain, or the version on the internet with a nice hypertext contents page and formatting.

As Scott points out in the next article Lod on the Web, Land of Devastation has just hit the web in a big way. In addition to his page and another fellow's, there is the LOD News Homepage, at “http://www.primenet.com/~drosson/lodnews.html” on which I've set up html versions of all the newsletters and FAQs that I can find regarding the game (if you know of any others, drop me a note).

Beyond that, Newsletter submissions are still wanted: Fiction, lgpl code, scenario ideas, odd quotes for radios: Anything is welcome. Aim your submissions to me, via:

E-mail: drosson@primenet.com (this is the ideal method).
Snail-mail: Dave Rosson, PO BOX 258, Victorville, CA. 92393.
Upload: Not Yet Named BBS (1-520-544-4655), making sure to
        note Scott Baker there to tell me about it.

Lod on the Web

By Scott M. Baker

- - - - - - - - - -

The World Wide Web (WWW) is certain to have a massive impact in computing in the near future. I encourage anyone who has not explored this interesting technology to do so at once - you will have access to a massive amount of information at a very reasonable price.

In recognition of this, we are making LOD very accessible from the WWW. Dave Rosson and I both have home pages setup where LOD information may be found. My personal home-page is at the url address “http://www.primenet.com/~smbaker”.

Here is what you can find:
  1. Information about me :)
  1. Online registration lookup capability. If you've sent in

a registration, but are having trouble contacting my bbs,

   then you may be able to pick up your code here. The
   process is very automated and fairly easy.
  1. The LOD interactive monster guide. Here is information on

all of the monsters, indexed and cross-referenced with

   their weapons and armor types. Postage-stamp graphics are
   present of all the monsters. The whole thing prints up
   rather nicely if you want a quick guide to what monsters
   you might expect.
  1. Various HTML documents. I will be converting portions of

the user documentation, sysop documentation, etc to HTML

   format so that it is more easily accessible. HTML prints
   out very nicely, and I suggest if you are going to print
   out the user manual that you try to print out the HTML
   version as opposed to the plain ascii version.
  1. LOD distribution archives. I will always have the latest

version of LOD up for you to download.

  1. Links to other sites. You can easily navigate over to

Dave Rosson's page from mine. If anyone else has LOD-

   related pages online, send me a note and I'll add yours to
   the list!

Christmas at Sacre

By Andrew Wilson

- - - - - - - - - -

It was Christmastime at Sacre Base again, and everyone was busy getting ready. Early on, Defs Sacre and the leaders of Sacre Base had realized the need for holiday cheer in this grim new world. Troy Hadley was hard at work playing Santa and building Sacre Warrior action figures and vehicles for the kids - these action figures were fully mechanized and had real lasers. Jeffrey spent Christmas running away from a Mean Max figure.

Max was set to play Scrooge in the Freedom City production of “A Christmas Carol,” and Captain Targon had ordered truckloads of frozen snow from Frost Bite, so that the kids could build snowmen and have snowball fights on base. Some of the cooks were making their world-of-ruin-famous Liarei egg-nog. And they were decorating a Christmas cactus. The recruits that had battled this mutant cactus to the death were busy picking thorns out of their bodies.

And among other things, the Drakus were actually in good spirits this Christmas and had built genetically-engineered reindeer from their chromosome stock. Of course, those festive Drakus paid for it when Black Widow command found out, but they died happy, in any case.


Time Running Short

By Unknown
 Editors Note: If anybody could pass on the author and true
     title of this peace ('Time Running Short' is just what
     I decided to call it) I would be most grateful.

- - - - - - - - - -

Time was running short. Chris decided to camp his character out on an uncharted part of the wasteland and call it a night. He had been going at it for several hours now and his eyes were sore from looking at the screen. He logged out of his BBS, turned the monitor off and went to bed. It didn't take long before he had fallen asleep.

Chris woke with a start and looked around. The wasteland countryside he had called home for the night was still there. In the distance he thought he could hear the sound of a rad hound barking loudly. Probably tearing into some poor humanoid mutant, Chris thought. He checked to make sure no one had stolen anything over the course of the night and took off.

He was farther from Sacre Base than he had ever been. To the north was a string of mountains that kept a good large amount of radiation out. To the east was wasteland surrounding a rad field where some nuke missile had hit. To the south, more of the same. He had come from the west, and had no intention of going back until he had gotten a piece of the puritron device or gotten himself killed.

In the distance he saw someone he recognized from his high school days. Sapphire, or was this her twin sister Patti? There was something odd about the way she was dressed, Chris thought, as he examined her armor. It was black (sans two red triangles that met at a point forming an hourglass shape). Both Patti and Sapphire had always been bright colored people. Floral print, mostly. He decided, since she hadn't seen him that he'd try to strike up a conversation.

 "Sapph?!  Sapphire is that you?"
 "Chris?" She turned to meet his gaze.  Her blonde locks of

hair shone in the post-nuclear sun, nearly blinding him. She still had the same great build and stunning looks. Her green eyes were still as piercing as they were back in high school. Her fair skin probably burned easily in the wasteland.

 "Who were you expecting?  The Energizer Bunny?"
 Sapphire thought about this a moment, not entirely sure

if he was joking or not.

 "Not really.  What are you doing out in this part of the

wasteland? Last I heard, you were stationed at Freedom City as a backup to help the convoy in the event of an attack.“

 "Nothing's changed.  I'm out looking for Puritron parts.

Some raiders calling themselves the Death Warriors charged the convoy and stole the thing.”

 "So then Sacre Base sent you?"
 "Yep."
 A thin sliver of a smile spread across Sapphire's face.

She had seen a poster in the Widow Warrior's HQ. “$500 for a live Sacre Base soldier, $2500 for a dead,” it had read, less than three hours ago and she intended in making a few thousand dollars for some more widow packs.

 "Chris, don't take this personally,"
 "Fine.  I won't."
 "But I've got to kill you."
 Chris rolled this around in his head.  Her, kill me?  Her?

Kill me? He started to laugh. It started as just a giggle, but soon he was slapping his leg to keep from crying.

 "Laugh at me?  Do you know who I've become?! Do you? I'm

one of the highest ranking Widow Warriors in the wasteland.“

 Chris sobered up immediately.  He recalled messages on the

Sacre Base BBS. He knew what the Widow Warriors were capable of. “You don't know how much it pains me to hear that.”

 "I wish it could be different."
 "Likewise," Chris said, assuming his combat position.

The ensuing battle raged on for several minutes. Sparks flew on both sides. Finally Chris's Laser Resist Armor Monitor beeped at him. His armor was depleted down to nothing. The only things that save his life now would be a miracle or good place to go run and hide at.

Unfortunately, the nuclear blast that had happened fifty years ago had melted all the rocks in the area. Boulders had been reduced to a raised area in the Earth about half an inch high and several feet around.

Sapphire also heard the beep and took full advantage of Chris's distraction, slashing viciously at his neck. The last thing he saw was Sapphire standing over him saying “Forgive me, Chris.” She raised the Widow Lance a little, readying herself for the final blow.

Chris sat bolt upright in his bed. Beads of sweat glistened off his forehead, his heart was pounding, and his alarm clock buzzing at him, all in the safe confines of his bedroom. His computer lay in the corner, the lights giving off the usual glow of their yellow and green LEDs.

The room was dark, otherwise, with the exception of the eerie glow of the Electro-Lance that he held in hands. Chris looked down at the deadly weapon that had yet to be invented. “No!” he cried as he saw the thing in his hands. Sobbing, he shook his head, as if that would help to shake away the impending future. “NO!”

The thought of fighting like that with a woman he idolized was bad enough, but to be killed! He looked around, using the Electro-Lance as a flashlight. The room was in it's usual state of chaos. Clothes, books, armor, weapons, and some CD-ROM discs lay on the floor. Chris got up, unsure of where the armor or weapons had come from. The black energy armor had the same red triangles as did Sapphire's armor in his dream. The black Widow Lance also bore the symbol of the Widow Warriors, as did the Widow Blaster. The CD-Roms were also familiar, EM-Warp (Emergency Warp program) and a NOTES CD ROM.

Chris picked up the NOTES CD, put it into his computer, exited the BBS software, which had finished doing the nightly maintenance, and ran the notes program. The usual was there, with one exception. The log read as follows…

C-COORD  1,52,41   ACME Weapons Inc.
C-COORD  1,104,1   EM-WARP Activated.
Manual entry:  Chris,
      If you are reading this it is to let you know that I am
back with my fellow Widow Warriors.  You got lucky this time.
A Rad Hound saw me and decided I'd be an easy lunch.  After
fighting you. I was in no mood or condition to face him, so I
warped out.  I just wish things could have been different.

S.S.

P.S.  Try using the Widow Armor the next time you're out that
      far.  You might last a little longer.
  1. END LOG-

Chris looked up at the clock. It was time to face school again. Later that day, while Chris was at school, the Widow armor, WidowLance, WidowBlaster and the Electro-Lance disintegrated. hey had gone back to the future that they belonged in. Chris debated whether or not to tell Sapphire, but then decided it would be best not to tell her and let the future take care of itself. It always had before, Chris reasoned. Little did he know, Sapphire had woken up from the same dream that morning with claw marks on her from her encounter with the Rad Hound.


The Future of LOD

By Scott M. Baker

- - - - - - - - - -

The future of LOD lies in the construction of user datasets. This is really what I have been striving to accomplish for the last several years. Many of you may not realize the extent to which lod can be customized. With the LGPL programming language that is now built into LOD you can easily add your own objects, new places to explore, etc.

One very good example of this is Konnor McCloud's dataset for version 4.21. Konnor added a ton of new items; I believe he even filled the entire device definition file up! Some of them were bizarre, like steroids or cherry pez, but others were natural extensions of existing concepts, such as medkit- rechargers and warper rechargers. All of this can be done by ANYONE who has a reasonable knowledge of a pascal-like programming language.

You don't really even need to know how to program that well either. By cutting and pasting existing code, you can easily make new objects that perform functions similar to objects that already exist. I'll give you some information on creating custom objects below.

The first thing to do is obtain the proper LOD files. To test your creations, you will of course need LODxxxA.ZIP and LODxxxB.ZIP, and whatever other items may be required for svga graphics, etc. You will also need the dataset construction package, LODxxxE.ZIP.

The primary files of interest within LODxxxE.ZIP are LCDOS.EXE, COMPILE.EXE, and STANDARD.ZIP. STANDARD.ZIP contains all the files for the default dataset and you'll want to unzip it immediately and have a look at the contents.

The following files are used to create LGPL objects:
  1. lodlib.inc. This file contains definitions for function

calls that can be made to the lod game that is operating.

   For example, such things as placing objects on the ground,
   initiating combat, etc.
  1. lodvar.inc. Primarily structure definitions and a few

variable declarations. The structures in this file define

   the record formats in which users and fortresses are
   stored, etc.
  1. lgpl.in. This is the main file. It contains high-level

code and include statements for all the other files.

  1. miscuse.inc. Many miscellaneous objects are stored here.

You can get a good feel for how LGPL works by examining

   the procedures here.

There are lots of other files too. LGPL files usually have the extension of ”.INC“ and you can always find include statements referencing them in LGPL.IN.

To add your own object, this is the process that you will need to follow.

1) Assign a new "devapp" code to your object. All of the
  devapp codes are listed in lodvar.inc. Just pick an unused
  number and that will be the code for your object.
2) Using the device editor (inside CUSTOM.EXE), create the
  device itself. You might want to put it in a store so you
  can get them easily for testing. Make sure to specify in
  the devapp field the devapp code that you chose in step 1.
3) Load up LGPL.IN and find the procedure USEITEM. This
  procedure has a large switch statement that dishes out
  control for smaller helper procedures that handle the
  devices. You'll need to add a new line for your device.
    For example:
      case devapp_mydevice: use_mydevice;
                            break;<
4) Now you have to actually write the procedure to handle
  your device. I suggest you create a new .INC file and
  "include" it the same way the other includes are done (look
  near the top of LGPL.IN).
  This is where some programming knowledge is necessary. You
  can of course just cut and paste in code from another
  device that is similar to what you want to do and modify it
  slightly. Or if you really know what you're doing, write it
  from scratch. The name of your new procedure should match
  the name in the switch statement in step 3.
5) Now you have to compile the LGPL code. This is done by
  running LCDOS.EXE. If it won't work ("invalid entrypoint
  called") and you're running windows, try LCWIN.EXE.
  LCDOS will probably spit out some error messages, because
  you probably mistyped something somewhere or used improper
  syntax or something - nobody's perfect. LCDOS will tell you
  what line number has the problem and you can load up the
  file and try to fix it. LCDOS's error messages can be
  somewhat confusing at times, but with enough practice you
  will be able to figure them out.
6) Finally, you must compile the dataset itself. This is done
  by running COMPILE.EXE.

Custom Device Ideas

By Scott M. Baker

- - - - - - - - - -

Now that I've given you some information on creating custom devices, here's a few ideas for you:

- Finish out the stuff I've left unfinished! There's a few

odds and ends about in the game. If you see something that
could be dealt with more thoroughly, then you might want to
add some custom devices. For example,
HISTORY.TXT tells about Richard Sacre's orbital platform.
Maybe you could add a way to find it? Or a device to
communicate with the online computer?
That DRAKU HQ is pretty plain. Maybe the Draku's ought to
have some sort of secret weapons facility there...

- Potions are nice and easy to create. Have a look at

chem.inc... How about a potion to transfer attributes from
one type to another?

- Gadgets. Everyone loves gadgets… How about a mine-sweeper?

Or maybe some plastic explosives to blast fort defense
shields with? What about a nearest-pylon locator.

- Rechargers/Converters. An idea vastly explored by Konnor

Mccloud...How about a device to convert power packs into
armor rechargers? What about a do-it-yourself three round
burst kit?

- What about a more complex bar? I've seen other doors that

let you flirt with the waitresses, meet with secret black
market dealers, etc.

- Puzzles/Riddles. How about a sphinx that makes the player

solve a riddle?

- Build stuff. The good 'ol “use item a with item b to create

item c". Maybe you can add combine TNT and a detonator to
make a new sort of mine? What would happen if you hooked up a
proximity trigger to a fully-loaded vortex cell? How about a
kit to add molecular-bonding to a steel shield?

- Diseases… Let your imagination run wild! What about a

disease which causes to you occasionally get delirious and
walk to a random location?

Love and Registration

By Jenifer Aro

- - - - - - - - - - -

A little more than 2 years ago I started my BBS, Kerowyn's Haven, in Duluth, MN. Somewhere along the road of development I found the game LOD. I liked it a lot and it became a bit popular for a while. One of my users, Detrix, liked it so much that he wanted to register it for me. (He eventually became the first person to win the game on the BBS).

Anyway, Detrix and I met at my college. I thought he was a bit strange with the long hair and all (you can see an old picture of him at my WWW site), but we really kicked it of. We had so many of the same interests..about 1/2 year later we started to date. Now 2 years later we are engaged!

And to think none of this would have happened if he hadn't registered LOD for me.

:)


Version: 1.2

Author: Thomas Matthews (Bocklar)

Converted to HTML by Dave Rosson for use on the LOD News Homepage.

Land of Devastation is (C) Scott Baker. All Rights Reserved.

Disclaimer: This FAQ does not in any way promote killing people, nuclear warfare, injuring of animals. The contents of the FAQ are not “carved in stone” so if you have proof to or deny anything that is stated, don't hesitate to say so.

WARNING: This FAQ contains spoilers (and a lot of them). :-)

Note: This document reflects versions prior to 5.0, but most information will apply even for later versions.

Special Thanks to: Scott Baker for making LOD and GTERM Chris Azure for composing THE AWESOME .MODS!!!! Randy Sommerfeld for helping in some ways and contributing to this FAQ Contents

Part 1 1.0 Terms 1.1 Puritron Pieces 1.2 Weapons 1.3 Armour and Medlines 1.4 Items and their uses 1.5 ROMS and their uses 1.6 Towns, Places, and Pylons 1.7 ACME Weapons 1.8 Monsters 1.9 Advancement Table Part 2 2.0 Special Quests 2.1 Fortresses 2.2 Mines 2.3 Beginners Tips 2.4 Tips for LOD 2.5 Author's Notes Part 1

1.0 Terms

CO - Coordinates

DP - Deflection Points

EP - Energy Points

GTERM - LOD Terminal. Used for EGA/VGA graphics and/or Music

LOD - Land of Devastation (the game you're playing)

LRW - Long Ranged Weapon

PP - Puritron Part

SRW - Short Ranged Weapon

RA - Regenerating Ability

ROMS - CD-ROMS that you can copy into your laptop

Wasteland - referred to the area outside (do not mix up with the terrain “wastelands”)

1.1 Puritron Pieces

Rad Extract - Captain Kirk has it and he is not about to give it up. Captain Kirk is located at the Phaser Cache (1, 98, 22). He's a tough one to beat, but he's not impossible.

Storage Vessel - Xeboc's clone has this the storage vessel and is protecting it will all his might. To fight the Clone, when you get a pylon key, go to any pylon and put in the code - Red, Red, Green - Be prepared for the fight of your life…. NOT! The Clone is the easiest to kill, but I don't recommend fighting him with anything lower than a Neutron Sabre and Neutron Rifle. That way, he's a cinch to beat.

Filtron - The Draku Leader has this PP and BOY is he tough. Go to the pylons and enter one of these three codes:

- Red, Red, Green - - Green, Green, Red - - Blue, Green, Blue - The pylons teleport you to the same place. Go to the town and prepare for a wicked fight.

Circulator - This is probably the last PP you'll get. The real Xeboc has it and he's the toughest enemy out there. If you're lucky, none of his items will disintegrate and you'll be the big bad ass!

Nova Cell - The Tranlius Security Drone is carrying this PP and he a fun enemy to fight. He's kinda tough, but here's how to get to him. Go to the pylons and put in the code - Green, Green, Blue - He's kinda hard to beat, but again, not impossible.

Vent - Vayderr has the Vent and he keeps it for a LONG time. To kill Vayderr you need Dream Armour and Weapons. Sounds simple…. well it's not. You can only get Dream stuff in Zone 6. Zone 6 is where you fight the real Xeboc. Vayderr is located at 86, 119, 1. Oh yeah, just because you have a Cabal Sceptre, TerrorBlast, Em-Warp, and warpers doesn't mean nuthin' because all of your stuff drops when you fight him and if you have Dream stuff, that'll stay. So make absolutely sure you will kill him before you fight him.

Recycler - Icepick has this PP, and he's hard to get to. You have to do a LOT of walking. Go to 15, 116, 1 and prepare for a small fight. Yeah, he's easy, REAL easy. To get to him you need a miniraft.

CPU - The follower of LOKI, Sub-Patriarch, is protecting the CPU and he's the toughest to get to. First, go in Zone 3 and kill a Security Guard. Pick up his technical tools and travel to Zone 6. Find and kill a High Priest of Loki. Pick up his Chaos Medallion and use the technical tools on it to make a Loki Summoner. Finally, use the Loki Summoner on one of the communication towers and fight Sub-Patriarch.

RAD Converter - The Serpine's have stolen the RAD Converter and it's hard to take it back. In zone 5 or 6, fight a Serpine and pick up the Sonic Whistle that they drop. Use the sonic whistle on any desert and enter the Serpine Camp to fight the Serpine Chief.

1.2 Weapons

Close Combat Weapons (19 total)


Name Damage Ammunition Req'd


Knife 1-3 None Dagger 2-3 None Sword 2-5 None RazorLance 3-7 None ElectroBlade 4-8 Power Pack ElectroSword 5-10 Power Pack Kelp Stinger 5-12 None ElectroLance 6-12 Power Pack Slicer-Dicer 8-16 None GravSword 9-18 Grav Pack Elemental Force 5-20 None Storm Force 5-20 None WidowLance 10-20 Widow Pack Frost Sceptre 10-20 None Neutron Sabre 14-22 Neutron Pack Fire Sabre 18-25 Neutron Pack Dream Sabre 20-25 None A-MK.II 25-30 None Cabal Sceptre 25-35 None

Long Ranged Weapon (31 total)


Name Damage Ammunition Req'd


Slingshot 4-7 None Crossbow 6-9 Crossbow Bolts Clip Pistol 8-11 9mm Ammo Uzi SMG 8-11 9mm Ammo AK-47 9mm 9-13 9mm Ammo M-16 9mm 10-15 9mm Ammo Phaser-1 10-17 Power Pack Phaser-2 12-18 Power Pack Phaser Ripper 12-18 Power Pack Phaser Sniper 14-20 Power Pack Phaser-3 14-20 Power Pack Radiation Blast 15-20 None Combat Phaser 16-22 Power Pack Comp Blaster 16-22 Power Pack Torpx Cannon 17-23 None GravBlast 19-25 Gravpack Grenade Pack/25 15-30 None PlasmaBlast 23-30 Plasmapack WidowBlaster 25-32 Widow Pack Frost Cannon 25-32 None Neutron Rifle 25-35 Neutron Pack Pulse Rifle 30-45 Trivex Fuel Pulse Bazooka 35-55 Trivex Fuel Xenon's Surprise 40-55 Trivex Fuel DreamBlaster 45-60 None Nuke-O-Matic 50-65 NukeShell TachyonBlaster 50-65 None SLM-9000 Pulseray 50-65 None TerrorBlast 50-70 None FortSlayer MK1 80-120 FortShell FortSlayer Deluxe 100-140 None 1.3 Armour and Medlines

Armour (16 total)


Type Deflection % Deflection Points Rechargeable


Apron 10% 8 No Cheerldr Suit 12% 10 No Cloth 15% 10 No Leather 20% 20 No Kevlar 30% 30 No Laser-Resist 35% 100 Yes PlasmaVest 45% 200 Yes Thick Weeds 60% 250 No Energy Armour 60% 500 Yes Frost Vest 65% 600 Yes Widow Armour 65% 600 Yes Dream Armour 70% 800 Yes Phase Armour 75% 999 Yes Quantum Field 80% 2000 Yes There are two armours that cannot be used by humans but can be sold for a reasonable Price. They are: Iron Plating - Sold for $20000 at Sacre Base Steel Plating - Sold for $25000 at Sacre Base

Medlines

Medlines are medical vests that you put under your armour. Each medline (listed below) will pump a hit-point into you each move you make. The moves depend on the medline.

Standard Medline - 1 Hitpoint for every 50 moves Advanced Medline - 1 Hitpoint for every 10 moves Zilpox Medline - 1 Hitpoint for every 5 moves Stilzi Medline - 1 Hitpoint for every 2 moves

1.4 Items and Their Uses

Radio - No real use, just listen to it and you'll get the idea.

LR Scan - A 9×9 map that views the surrounding terrain around you. Can be used over and over again. Useful for finding your way around.

Medkits - Heals your wounds after you being hurt. Can be bought in four forms: 10, 15, 25, or 50 dosages. Medkits are not automatic, you must heal yourself after every battle by pressing “Y”.

Rations - All people need to eat and these are just the things for quenching your thirst or satisfying your stomach. When you get hungry eat a ration. If you don't eat rations you'll eventually start losing hit points and you'll die of starvation. Rations come in three packs: 5, 10, or 20 rations.

GSRZ Rations - When you eat these, you don't get as hungry as fast. These types of rations can be bought at the Hort. Stn. and come in packs of 25 and 50.

Scanner - Scans the surrounding terrain and reports the existence of objects such as Sacre Base, Pylons, etc. and also the surrounding terrain topography.

Stealth Field - Used to make monster come faster or come slower. If you set two stealth fields on “noisy” and walk the wasteland, you fight a monster every time because the danger is 100%

Ghetto Blaster - Same use as the Radio.

Cyclops Eye - Needed to get into Freedom City. No other real use for it.

Death Badge - Used to get into the Death Warriors HQ. No other real use for it.

Warpers - Warp you to safety when you are dying. If you are fighting a monster and your health goes below 5. You know if you run, the monster might hit you with it's LRW. If you have warpers, press “W” and it'll warp you back to Sacre Base where you can heal. If warpers are used with the ROM Em-Warp, you are practically unstoppable. Comes in packs of 5.

Communicator - Dropped by a Security Guard in Zone 3, has no real use except to listen to it. You'll get a good laugh if you do.

Laptop - Makes life easier. You can copy ROMS into it and make life just plain easier. ROMS are described in the next section.

Troy's Steaks - Gotten from the Hort. Stn. if you agree to help them out. Bring them to Sacre Base to get a special quest.

Recharger - If your armour's DP is really low, and it can be recharged, use a recharger on it to make full again. Very useful item. Can be used 3 times.

Pylon Key - Use this key to travel through the pylons. Bad thing is, you have to know codes for it. Good thing is, there is a ROM that tells you them all.

Vortex Cell - This cell stores ammo as liquid energy and can be used for all types of ammo. Run out of power packs, buy one of these and you'll never need another power pack again! Just because you have one of these, it doesn't mean to kill all ammo you get, pick them up and add it to the cell. This type of cell starts with 1000 EP and has 50% efficiency and 0 RA.

Kralox Cell - Exact same as Vortex cell but starts with 1250 EP, has 75% efficiency, and 1 RA.

Vitron Cell - Most powerful cell. Starts with 1500 EP, has 90% efficiency, and 2 RA.

EnviroBlur - An enhanced Stealth Field.

Uni-Translator - Used to talk with monsters that have a different language.

MiniRaft - This raft is used to cross rivers and travel across lakes. Needed to solve the game.

Mapper - If you have GTERM support, it'll place the whole map on the picture with you as a crosshairs. Mountains are white, rivers are blue, roads are gray and everything else is black.

Kelp Rations - Enhanced rations. Come in packs of 20.

Cryo-Unit - Used to pass scorching hot lava rivers. Needed to solve the game.

UltraWarper - Same use as a warper but comes in packs of 25.

UltraCharger - Same uses as a recharger, but can be used 10 times.

UltraCloak - Enhanced Stealth Field.

Sacre Map - A map that shows the area around Sacre Base only. Forts, Camps, Objects, etc. are NOT shown.

Chaos Medallion - Dropped by a High Priest of Loki. It's pretty funny if you use it. Refer to the PP CPU for the real use of it.

Worthless Junk - If you use the technical tools on a Radio or Ghetto Blaster, this is the resulted item. As you can tell by the name, there is no use for it.

Loki Summoner - Made by using the Technical Tools on a Chaos Medallion. Refer to the PP CPU for the use of it.

Technical Tools - The name pretty much stands for itself. They are tools that are technical. Can be used on many objects.

Sonic Whistle - Dropped by the Serpines in Zone 5 or 6. Refer to the PP RAD Converter for the use of this item.

1.5 ROMS and Their Uses

Notes - Marks down the CO of all the places you have been to. You can also manually put in CO for areas too.

AutoNav - You tell it the CO to navigate to and it'll tell you exactly where to go.

Transfer - Transfers files from an existing laptop to yours.

Rankings - Shows the rankings of all the users playing LOD.

ViewLog - Views the log for the day.

Em-Warp - If you die and have a warper in your inventory, it will transport you Sacre Base where you can heal. You can use this ROM with /ANCHOR to warp to where ever you want when you die. When you use the Anchor command, what ever square you are on is the Anchor spot. The help file tells more about the /ANCHOR support

Tetris - A special quest ROM. No real use for it.

History - Tells how the Nuclear war started and it is also a special quest ROM.

Fortinv - Shows the location and what is in yours or your teammates forts.

FortList - Lists yours or your teams forts.

C-Stats - A very useful ROM. Tells you how powerful your weapons are, how much experience you need for the next level.

LR-Scan - Exactly the same as the item.

Scanner - Exactly the same as the item.

TroyInfo - tells you the location of some cities and pylons. Also tells about some weapons and items.

Commlink - A message database. Exactly the same as Sacre Bases.

Appraise - Tells how much your items will sell for.

TCode - Tells all the codes for travelling throughout the pylons. The last two are T.A.D.S.U. and the Xeboc Clone.

Windows - A Special Quest ROM. No other real use for it. Check out the size of this sucker!!

WeapSmith - ACME Weapons ROM. Tells you all about what their place can do.

SpWeap - Tells about weapons and mines. Another special quest ROM.

1.6 Towns, Places, and Pylons.

Towns (8 in total)


Sacre Base - 6, 8, 1

Frost Bite - 14, 118, 1

Freedom City - 53, 6, 1

Death Warriors HQ - 43, 58, 1

Widow Base - 49, 103, 1

Draku HQ - 73, 97, 1

Blood Lust 76, 66, 1

Xeboc HQ - 124, 124, 1

Places (10 in total)


Sacre Transport - 4, 3, 1

Terra Labs - All over the place (has a wanderer device)

Clone Center - 4, 28, 1

Kill, Inc. - 11, 62, 1

ACME Weapons - 55, 51, 1

EEEE Center - 25, 41, 1

Ice Pick's Cave - 15, 116, 1

Phaser Cache - 98, 22, 1

Obiwan's Hut - 88, 112, 1

Vayderr's Cave - 86, 119, 1

Pylons (13 in total)


U-Pylons - 5, 21, 1

         48, 34, 1
         72, 99, 1
         74, 99, 1
         73, 95, 1
         57, 72, 1
         24, 40, 1
         97, 7, 1

D-Pylons - 14, 36, 1

         26, 74, 1
         56, 10, 1
         49, 104, 1
         83, 54, 1

Communication Towers (5 in total) - 47, 4, 1 ——————————— 47, 2, 1

                                  53, 51, 1
                                  54, 92, 1
                                  58, 68, 1

The Clone Center is a place where you can clone your character. It does not clone your items though. When you have no warpers, be sure to clone every level. Kill, Inc. is a place to buy Mines and other stuff. Very expensive place. EEEE Center is where you buy lot's of good weapons and items. Be sure to check that place out! Ice Pick's and Vayderr's Caves are where you can locate two of the PP out there in the wasteland. Phaser Cache is another place to find a PP. Obiwan's Hut is a place where you can talk to Obiwan and learn information about things, especially Vayderr. ACME Weapons is described in its own section below.

1.7 ACME Weapons

Weapon Smith

Accurize 10% or 20% - Accurises your SRW or LRW 10% or 20%

Intensify 10% or 20% - Intensifies your SRW or LRW 10% or 20%

UniAmmo Conversion - Converts your weapon to use any ammo. Ex - a Neutron Sabre can now use power packs for ammo.

Stunner Upgrade - If your LRW hits the enemy, there is a 50-50 chance that your LRW will stun him and he won't be able to move. It wears of in 1-10 moves. Helpful, VERY HELPFUL!!

Three Round Burst - Makes your LRW Shoot three times instead of one. The accuracy decreases each shot.

Fortress Invasion Items and Advanced Weapons are weapons used to utterly destroy things.

Technician

Scanner de-cloak upgrade upgrades your normal scanner to detect cloaked fortresses.

Exo Skeletal Augmentation ups your strength 10%, 20%, or 30% which ever one you choose.

Targeting Array ups your dexterity 10%, 20%, or 30% which ever one you choose.

Servo-Augmentation Unit ups your agility by 10%, 20%, 30% which every one you choose.

1.8 Monsters

NOTE: The items listed with the monsters are not always dropped by it. There is usually an item or two not included with the monster. All in all, the items are random.

Zone 1 monsters (20 in total)


Rabid Tribble

Hitpoints - 12 Strength - 13 Dexterity - 11 Agility - 10 Experience - 35 Money - 35

Reaping Willow

Hitpoints - 14 Strength - 14 Dexterity - 11 Experience - 40 Money - 40

Rad Hound

Hitpoints - 15 Strength - 15 Dexterity - 12 Experience - 50 Money - 50

Giant Rat

Hitpoints - 18 Strength - 18 Dexterity - 15 Experience - 100 Money - 50

Giant Reptile

Hitpoints - 18 Strength - 18 Dexterity - 16 Experience - 100 Money - 50

Gamma Tiger

Hitpoints - 19 Strength - 19 Dexterity - 17 Agility - 18 Experience - 110 Money - 50

Ant Man

Hitpoints - 19 Strength - 19 Dexterity - 17 Agility - 20 Experience - 120 Money - 50

Giant Vulture

Hitpoints - 19 Strength - 19 Dexterity - 17 Agility - 20 Experience - 50 Money - 50

Humanoid Mutant

Hitpoints - 20 Strength - 20 Dexterity - 18 Experience - 150 Money - 100

Mutant Mother-In-Law

Hitpoints - 28 Strength - 19 Agility - 20 Dexterity - 20 Experience - 250 Money - 100 Item - Rations/5 SRW - Rolling Pin Armour - Apron

Valley Girl

Hitpoints - 20 Strength - 18 Dexterity - 21 Agility - 21 Experience - 250 Money - 100 Armour - Cheerldr Suit Item - Ghetto Blaster

Bandit

Hitpoints - 22 Strength - 21 Dexterity - 18 Agility - 21 Experience - 500 Money - 100 SRW - Dagger Armour - Cloth

Deranged Woman

Hitpoints - 22 Strength - 22 Dexterity - 19 Agility - 21 Experience - 550 Money - 100 SRW - Dagger Armour - Cloth

Mean Dude

Hitpoints - 22 Strength - 22 Dexterity - 19 Agility - 21 Experience - 600 Money - 100 SRW - Dagger Armour - Cloth

Bart

Hitpoints - 23 Strength - 22 Dexterity - 20 Agility - 21 Experience - 650 Money - 150 SRW - Dagger LRW - SlingShot Armour - Leather Item - rations/5 Item - medkit/10

Hulk

Hitpoints - 25 Strength - 26 Dexterity - 19 Agility - 19 Experience - 650 Money - 150 SRW - Dagger Item - rations/5 Item - medkit/10

Death Warrior

Hitpoints - 24 Strength - 22 Dexterity - 20 Agility - 22 Experience - 700 Money - 100 SRW - Sword LRW - CrossBow Armour - Leather Item - Crossbow bolts Item - rations/5 Item - medkit/10

Insane Soldier

Hitpoints - 25 Strength - 23 Dexterity - 21 Agility - 23 Experience - 800 Money - 100 SRW - RazorLance LRW - Crossbow Armour - Kevlar Item - Crossbow bolts Item - rations/5 Item - medkit/10 Item - ROM: Tetris

Scavenger

Hitpoints - 25 Strength - 24 Dexterity - 23 Agility - 24 Experience - 900 Money - 100 SRW - ElectroBlade LRW - clip pistol Armour - Kevlar Item - 9mm ammo Item - power pack Item - rations/5 Item - medkit/10 Item - pylon key Item - rations/10 Item - medkit/15 Item - stealth field Item - Ghetto Blaster Item - Laptop Item - ROM: Notes Item - ROM: Diet Item - ROM: Tetris

Distraught Sysop

Hitpoints - 26 Strength - 24 Dexterity - 24 Agility - 24 Experience - 925 Money - 125 SRW - ElectroBlade LRW - clip pistol Armour - Kevlar Item - 9mm ammo Item - power pack Item - rations/5 Item - medkit/10 Item - stealth field Item - Ghetto Blaster Item - Laptop Item - ROM: Notes Item - ROM: Diet Item - ROM: Tetris

Zone 2 monsters (13 in total)


Watcher

Hitpoints - 29 Strength - 24 Dexterity - 25 Agility - 24 Experience - 980 Money - 550 SRW - ElectroBlade LRW - Clip Pistol Armour - Iron Plating Item - 9mm ammo Item - Power Pack Item - Scanner Item - ROM: Commlink Item - ROM: LR-Scan

BioMutant

Hitpoints - 30 Strength - 25 Dexterity - 25 Agility - 24 Experience - 1000 Money - 900 SRW - ElectroBlade LRW - Clip Pistol Armour - Kevlar Item - 9mm ammo Item - Power Pack Item - ROM: Tetris

Night Terror

Hitpoints - 30 Strength - 25 Dexterity - 25 Agility - 25 Experience - 1100 Money - 1000 SRW - ElectroBlade LRW - Clip Pistol Armour - Kevlar Item - 9mm ammo Item - Power Pack Item - ROM: Tetris

Cyclops

Hitpoints - 30 Strength - 27 Dexterity - 25 Agility - 25 Experience - 1200 Money - 1000 SRW - ElectroBlade LRW - Clip Pistol Armour - Kevlar Item - 9mm ammo Item - Power Pack Item - Cyclops Eye Item - Medkit/10 Item - ROM: Tcode

Death Commando

Hitpoints - 35 Strength - 27 Dexterity - 28 Agility - 26 Experience - 1500 Money - 1000 SRW - ElectroBlade LRW - Uzi SMG Armour - Laser-Resist Item - 9mm ammo Item - Power Pack Item - Medkit/10 Item - ROM: Tcode

Thug

Hitpoints - 35 Strength - 27 Dexterity - 28 Agility - 26 Experience - 1500 Money - 1000 SRW - ElectroBlade LRW - Uzi SMG Armour - Laser-Resist Item - 9mm ammo Item - Power Pack Item - Medkit/10

Snow Demon Scout

Hitpoints - 39 Strength - 28 Dexterity - 28 Agility - 27 Experience - 1850 Money - 1000 SRW - ElectroSword LRW - Phaser-2 Armour - PlasmaVest Item - Power Belt Item - Scanner Item - ROM: History

Spider Droid

Hitpoints - 40 Strength - 29 Dexterity - 29 Agility - 29 Experience - 2000 Money - 1000 SRW - ElectroBlade LRW - Phaser-2 Armour - Iron Plating Item - Power Pack Item - LR Scan Item - ROM: Tcode

FrogMan

Hitpoints - 40 Strength - 29 Dexterity - 29 Agility - 29 Experience - 2000 Money - 750 SRW - ElectroBlade LRW - Phaser-2 Armour - PlasmaVest Item - Power Pack

Terminator

Hitpoints - 45 Strength - 30 Dexterity - 30 Agility - 30 Experience - 3000 Money - 1000 SRW - ElectroBlade LRW - Phaser-2 Armour - Steel Plating Item - Power Pack Item - Scanner Item - Medkit/15 Item - Warper Item - ROM: EM-Warp Item - ROM: Tcode Item - ROM: History Item - ROM: Windows

Recon Droid

Hitpoints - 47 Strength - 32 Dexterity - 32 Agility - 32 Experience - 3500 Money - 1500 SRW - ElectroBlade LRW - Phaser-2 Armour - Steel Plating Item - Power Pack Item - Scanner Item - LR Scan Item - Warper Item - ROM: EM-Warp Item - ROM: Tcode Item - ROM: History Item - ROM: Windows

Bounty Hunter

Hitpoints - 47 Strength - 35 Dexterity - 35 Agility - 35 Experience - 4000 Money - 2000 SRW - ElectroBlade LRW - Phaser-2 Armour - PlasmaVest Item - Power Pack Item - Scanner Item - LR Scan Item - Warper Item - ROM: EM-Warp Item - ROM: Tcode

Killer Kelp

Hitpoints - 49 Strength - 35 Dexterity - 35 Agility - 35 Experience - 4000 Money - 0 SRW - Kelp Stinger Armour - Thick weeds Item - Kelp Rations

Zone 3 monsters (10 in total)


Guard Drone

Hitpoints - 55 Strength - 40 Dexterity - 40 Agility - 40 Experience - 4500 Money - 2000 SRW - Slicer-Dicer LRW - Torpx Cannon Armour - Steel Plating Item - Power Pack Item - Scanner Item - LR Scan Item - Medkit/15 Item - Medkit/50 Item - Warper Item - ROM: EM-Warp Item - ROM: Tcode Item - ROM: Fortinv Item - ROM: Bartalk

Death Leader

Hitpoints - 60 Strength - 42 Dexterity - 42 Agility - 42 Experience - 5000 Money - 2000 SRW - ElectroLance LRW - Phaser-3 Armour - Energy Armor Item - Power Pack Item - Power Pack Item - Death Badge Item - Grenade Pack Item - Scanner Item - LR Scan Item - Medkit/15 Item - Medkit/50 Item - Rations/20 Item - Warper Item - ROM: EM-Warp Item - ROM: Tcode Item - ROM: Fortinv Item - ROM: Bartalk

Security Officer

Hitpoints - 61 Strength - 42 Dexterity - 43 Agility - 42 Experience - 5300 Money - 2300 SRW - ElectroLance LRW - Phaser-3 Armour - Energy Armor Item - Power Pack Item - Power Pack Item - Communicator Item - Uni-Translator Item - Technical Tools Item - Grenade Pack Item - Scanner Item - LR Scan Item - Medkit/15 Item - Medkit/50 Item - Rations/20 Item - Warper Item - ROM: EM-Warp Item - ROM: TCODE Item - ROM: Fortinv Item - ROM: Bartalk

CyberBird

Hitpoints - 62 Strength - 43 Dexterity - 43 Agility - 43 Experience - 5500 Money - 2500 SRW - ElectroLance LRW - Phaser-3 Armour - Energy Armor Item - Power Pack Item - Power Pack Item - Grenade Pack Item - Scanner Item - LR Scan Item - Medkit/15 Item - Medkit/50 Item - Rations/20

Black Widow Warrior

Hitpoints - 65 Strength - 44 Dexterity - 45 Agility - 44 Experience - 6000 Money - 3000 SRW - ElectroLance LRW - Phaser-3 Armour - Energy Armor Item - Power Pack Item - Power Pack Item - Grenade Pack Item - Scanner Item - LR Scan Item - Medkit/15 Item - Medkit/50 Item - Rations/20 Item - Warper Item - ROM: EM-Warp

Initiate of Loki

Hitpoints - 68 Strength - 45 Dexterity - 45 Agility - 45 Experience - 6500 Money - 4000 SRW - Slicer-Dicer LRW - Comp Blaster Armour - Energy Armor Item - Power Pack Item - Medkit/10 Item - Laptop Item - ROM: Tetris

K-Terminator

Hitpoints - 70 Strength - 45 Dexterity - 45 Agility - 46 Experience - 7000 Money - 5000 SRW - ElectroLance LRW - GravBlast Armour - Steel Plating Item - Power Pack Item - GravPack Item - Grenade Pack Item - Scanner Item - LR Scan Item - Medkit/15 Item - Medkit/50 Item - Rations/20 Item - Warper Item - ROM: EM-Warp

Liarei

Hitpoints - 70 Strength - 45 Dexterity - 46 Agility - 46 Experience - 7500 Money - 5000 SRW - ElectroLance LRW - GravBlast Armour - Energy Armor Item - Power Pack Item - GravPack Item - Grenade Pack Item - Scanner Item - LR Scan Item - Medkit/15 Item - Medkit/50 Item - Rations/20 Item - Warper Item - ROM: EM-Warp

Trader

Hitpoints - 75 Strength - 46 Dexterity - 46 Agility - 46 Experience - 8000 Money - 5000 SRW - GravSword LRW - GravBlast Armour - Energy Armor Item - GravPack Item - Grenade Pack Item - Scanner Item - LR Scan Item - Medkit/15 Item - Medkit/25 Item - Medkit/50 Item - Rations/20 Item - Warper Item - ROM: EM-Warp Item - ROM: Fortinv Item - Pylon key Item - ROM: History Item - ROM: Windows Item - ROM: Bartalk

Fang Gang Fledgling

Hitpoints - 75 Strength - 47 Dexterity - 47 Agility - 47 Experience - 8200 Money - 5200 SRW - GravSword LRW - GravBlast Armour - Energy Armor Item - GravPack Item - Warper Item - Ghetto Blaster

Zone 4 monsters (10 in total)


Priest of Loki

Hitpoints - 88 Strength - 48 Dexterity - 48 Agility - 48 Experience - 8600 Money - 9000 SRW - GravSword LRW - PlasmaBlast Armour - Widow Armor Item - PlasmaPack Item - GravPack Item - Laptop Item - Medkit/10 Item - Rations/10

Warmonger

Hitpoints - 90 Strength - 49 Dexterity - 49 Agility - 49 Experience - 9000 Money - 10000 SRW - GravSword LRW - GravBlast Armour - Energy Armor Item - GravPack Item - GravPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10

Serpine

Hitpoints - 90 Strength - 50 Dexterity - 50 Agility - 50 Experience - 9500 Money - 10000 SRW - GravSword LRW - PlasmaBlast Armour - Widow Armor Item - PlasmaPack Item - GravPack Item - Stealth Field Item - Uni-Translator Item - Medkit/15

Black Widow Leader

Hitpoints - 90 Strength - 50 Dexterity - 50 Agility - 50 Experience - 10000 Money - 10000 MINDIST 90 MAXDIST 120 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10

Snow Demon Warrior

Hitpoints - 93 Strength - 53 Dexterity - 53 Agility - 53 Experience - 10250 Money - 10500 SRW - Frost Sceptre LRW - Frost Cannon Armour - Frost Vest Item - WidowPack Item - WidowPack Item - Scanner Item - ROM: History

Defs Sacre Clone

Hitpoints - 95 Strength - 55 Dexterity - 55 Agility - 55 Experience - 10500 Money - 11000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - ROM: SPWeap

Sapphire

Hitpoints - 95 Strength - 55 Dexterity - 55 Agility - 55 Experience - 10700 Money - 11000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - WidowPack Item - WidowPack Item - MedKit/50 Item - Warper/5 Item - Laptop

Fang Gang Warrior

Hitpoints - 95 Strength - 56 Dexterity - 56 Agility - 56 Experience - 10900 Money - 11000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - Stealth Field

Draku Warrior

Hitpoints - 95 Strength - 57 Dexterity - 57 Agility - 57 Experience - 11000 Money - 11000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - ROM: SPWeap

Draku Defender

Hitpoints - 98 Strength - 58 Dexterity - 58 Agility - 58 Experience - 11500 Money - 11500 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - ROM: SPWeap

Zone 5 monsters (14 in total)


Roach Warrior

Hitpoints - 105 Strength - 61 Dexterity - 61 Agility - 61 Experience - 15000 Money - 15000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - Warper Item - ROM: EM-Warp

Widow Enforcer

Hitpoints - 108 Strength - 63 Dexterity - 63 Agility - 63 Experience - 16000 Money - 16000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - Warper Item - ROM: EM-Warp

Energizer Bunny

Hitpoints - 109 Strength - 64 Dexterity - 64 Agility - 64 Experience - 17000 Money - 17000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - Vortex Cell Item - ROM: History

Black Widow Princess

Hitpoints - 110 Strength - 65 Dexterity - 65 Agility - 65 Experience - 18000 Money - 18000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - Warper Item - ROM: EM-Warp

Draku Master

Hitpoints - 115 Strength - 68 Dexterity - 68 Agility - 68 Experience - 19000 Money - 19000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - Warper Item - ROM: EM-Warp

Paladin Clone

Hitpoints - 118 Strength - 70 Dexterity - 70 Agility - 70 Experience - 20000 Money - 20000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - Warper Item - ROM: EM-Warp

Draku War Chief

Hitpoints - 120 Strength - 70 Dexterity - 70 Agility - 70 Experience - 21000 Money - 21000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - Warper Item - ROM: EM-Warp

Serpine Suzalle

Hitpoints - 90 Strength - 70 Dexterity - 70 Agility - 70 Experience - 21000 Money - 21000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - Sonic Whistle Item - WidowPack Item - Uni-Translator Item - Medkit/15

Steel Widow

Hitpoints - 121 Strength - 71 Dexterity - 71 Agility - 71 Experience - 21000 Money - 21000 SRW - WidowLance LRW - Pulse Rifle Armour - Widow Armor Item - WidowPack Item - Trivex Pack Item - ROM: LR-Scan

Turncoat Soldier

Hitpoints - 121 Strength - 71 Dexterity - 71 Agility - 71 Experience - 21000 Money - 21000 SRW - Neutron Sabre LRW - Pulse Rifle Armour - Widow Armor Item - Trivex Pack Item - Neutron Pack Item - Medkit/50 Item - Rations/10 Item - Dumb Mine Item - GSRZ Rations/25 Item - Smart Mine Item - Zilpox Medline Item - Vortex Cell

Cabal Warrior

Hitpoints - 122 Strength - 72 Dexterity - 72 Agility - 72 Experience - 22000 Money - 22000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - Warper Item - ROM: EM-Warp

Curate of Loki

Hitpoints - 125 Strength - 73 Dexterity - 73 Agility - 73 Experience - 23000 Money - 23000 SRW - Neutron Sabre LRW - Pulse Bazooka Armour - Widow Armor Item - Trivex Pack Item - Neutron Pack Item - Laptop Item - ROM: Appraise Item - Rations/10

Baby Jenks

Hitpoints - 125 Strength - 74 Dexterity - 74 Agility - 74 Experience - 23500 Money - 23500 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - Trivex Pack Item - Smart Mine Item - Ghetto Blaster

Fang Gang Elder

Hitpoints - 125 Strength - 74 Dexterity - 74 Agility - 74 Experience - 23500 Money - 23500 SRW - WidowLance LRW - Pulse Rifle Armour - Widow Armor Item - WidowPack Item - Trivex Pack Item - Smart Mine Item - Dumb Mine Item - Vortex Cell

Zone 6 monsters (10 in total)


Shifter

Hitpoints - 135 Strength - 78 Dexterity - 78 Agility - 78 Experience - 28000 Money - 28000 SRW - Fire Sabre LRW - Xenon's Surprise Armour - Phase Armor Item - Neutron Pack Item - Trivex Pack Item - Warper Item - Laptop Item - ROM: EM-Warp

Chaos Knight

Hitpoints - 137 Strength - 79 Dexterity - 79 Agility - 79 Experience - 29000 Money - 29000 SRW - Fire Sabre LRW - TachyonBlaster Armour - Phase Armor Item - Neutron Pack Item - Std Medline

Nick's Nightmare

Hitpoints - 140 Strength - 80 Dexterity - 80 Agility - 80 Experience - 29000 Money - 29000 SRW - DreamSabre LRW - DreamBlaster Armour - DreamArmor

Xenon's Vengeance

Hitpoints - 145 Strength - 81 Dexterity - 81 Agility - 81 Experience - 30000 Money - 30000 SRW - DreamSabre LRW - DreamBlaster Armour - DreamArmor

High Priest of Loki

Hitpoints - 148 Strength - 81 Dexterity - 82 Agility - 81 Experience - 31000 Money - 31000 SRW - DreamSabre LRW - TachyonBlaster Armour - Phase Armor Item - Chaos Medallion Item - Laptop Item - ROM: AutoNav Item - ROM: Diet Item - Warper

Xeboc Destructor

Hitpoints - 150 Strength - 82 Dexterity - 82 Agility - 82 Experience - 32000 Money - 32000 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor Item -10 Warper Item -10 Medkit/50

Xanth

Hitpoints - 150 Strength - 83 Dexterity - 83 Agility - 83 Experience - 33000 Money - 33000 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor Item - EnviroBlur Item - Medkit/50 Item - Warper

Cabal Commander

Hitpoints - 150 Strength - 85 Dexterity - 85 Agility - 85 Experience - 34000 Money - 34000 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor Item - EnviroBlur Item - Medkit/50 Item - Warper

Xeboc Guardian

Hitpoints - 155 Strength - 86 Dexterity - 86 Agility - 86 Experience - 35000 Money - 35000 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor Item - EnviroBlur Item - Warper Item - Medkit/50

Cabal Elite

Hitpoints - 155 Strength - 90 Dexterity - 90 Agility - 90 Experience - 45000 Money - 45000 SRW - A-Mk.II LRW - SLM-9000 PulseRay Armour - Phase Armor Item - EnviroBlur Item - Medkit/50

Elementals (7 in total)


RAD TORNADO

Hitpoints - 1500 Strength - 85 Dexterity - 60 Agility - 45 Experience - 30000 SRW - Storm Force LRW - Radiation Blast

NUKE TWISTER

Hitpoints - 2000 Strength - 110 Dexterity - 85 Agility - 55 Experience - 40000 SRW - Storm Force LRW - Radiation Blast

EARTH ELEMENTAL

HITPTS 750 STR 75 DEX 75 AGL 75 EXP 5000 SRW - Elemental Force LRW - Radiation Blast

FIRE ELEMENTAL

Hitpoints - 750 Strength - 75 Dexterity - 75 Agility - 75 Experience - 5000 SRW - Elemental Force LRW - Radiation Blast

WATER ELEMENTAL

Hitpoints - 750 Strength - 75 Dexterity - 75 Agility - 75 Experience - 5000 SRW - Elemental Force LRW - Radiation Blast

ICE ELEMENTAL

Hitpoints - 750 Strength - 75 Dexterity - 75 Agility - 75 Experience - 5000 SRW - Elemental Force LRW - Radiation Blast

AIR ELEMENTAL

Hitpoints - 750 Strength - 75 Dexterity - 75 Agility - 75 Experience - 5000 SRW - Elemental Force LRW - Radiation Blast

Big Bad Ass Monsters (the ones with the PP) (9 total)


James T. Kirk

Hitpoints - 75 Strength - 46 Dexterity - 46 Agility - 46 Experience - 9000 Money - 9000 SRW - ElectroLance LRW - Combat Phaser Armour - Energy Armor Item - Power Pack Item - Power Pack Item - Communicator Item - Uni-Translator Item - Phaser-1 Item - Phaser-1 Item - Phaser-1 Item - Phaser-2 Item - Phaser-2 Item - Phaser-2 Item - Phaser-3 Item - Phaser-3

Xeboc Clone

Hitpoints - 75 Strength - 55 Dexterity - 55 Agility - 55 Experience - 10000 Money - 10000 SRW - ElectroLance LRW - Phaser-3 Armour - Energy Armor Item - Power Pack

Tranlius Defender

Hitpoints - 95 Strength - 65 Dexterity - 65 Agility - 65 Experience - 25000 Money - 20000 SRW - ElectroLance LRW - Phaser-3 Armour - Energy Armor Item - Power Pack Item - Power Pack

Draku Leader

Hitpoints - 130 Strength - 75 Dexterity - 75 Agility - 75 Experience - 40000 Money - 250000 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack Item - WidowPack Item - Medkit/15 Item - Medkit/50 Item - Rations/10 Item - Warper Item - ROM: EM-Warp

Real Xeboc

Hitpoints - 175 Strength - 95 Dexterity - 95 Agility - 95 Experience - 80000 Money - 500000 SRW - Cabal Sceptre LRW - TerrorBlast Armour - Quantum Field Item - Vitron Cell Item - ROM: Windows Item - ROM: History Item - ROM: EM-Warp Item - ROM: Tetris Item - ROM: Tcode Item - ROM: FortInv

Vayderr

Hitpoints - 140 Strength - 80 Dexterity - 80 Agility - 80 Experience - 30000 Money - 30000 SRW - DreamSabre LRW - DreamBlaster Armour - DreamArmor

IcePick

Hitpoints - 100 Strength - 60 Dexterity - 60 Agility - 60 Experience - 12000 Money - 11500 SRW - Frost Sceptre LRW - Frost Cannon Armour - Frost Vest Item - WidowPack

Sub-Patriarch

Hitpoints - 165 Strength - 90 Dexterity - 90 Agility - 90 Experience - 30000 Money - 25000 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor Item - ROM: LR-Scan Item - Chaos Medallion

Serpine Chief

Hitpoints - 150 Strength - 85 Dexterity - 90 Agility - 80 Experience - 30000 Money - 200000 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor Item - Vortex Cell Item - Medkit/50 Item - Rations/10 Item - EnviroBlur Item - ROM: LR-Scan Item - Uni-Translator Item - Warper Item - ROM: Tetris Item - ROM: Diet Item - ROM: EM-Warp 1.9 Advancement Table

Level Experience —– ———-

1                     0
2                  1250
3                  2500
4                  5000
5                 10000
6                 20000
7                 40000
8                 80000
9                160000

10 320000 11 480000 12 640000 13 800000 14 960000 15 1120000 16 1280000 17 1440000 18 1600000 19 1760000 20 1920000 21 2080000 22 2240000 23 2400000 24 2560000 25 2720000 Each level past 25 you need 160000 exp. to reach the next level.

Part 2

2.0 Special Quests.

Freedom City - Go to Zone 2 and kill a Cyclops. Pick up it's eye and travel to freedom city. Congrats, a special quest.

Trader Location - Talk to a Trader in Zone 4 and ask him about “LOCATION”. Another special quest.

Death Warrior HQ - In Zone 3 find and kill a Death Warrior Leader. Pick up his Death Badge so you can enter DW HQ. There's another special quest.

T.A.D.S.U. - Go to the pylons and enter the code - Red, Blue, Green - and you'll be transported to a HUGE information database.

Xeboc Clone - Refer to the PP Storage Vessel for this special quest.

Kirk - Refer to the PP Rad Extract for this special quest.

Cabal Warrior - Talk to him with a Uni-Translator in your inventory and ask him about “Powerful”. Now you know another special quest. Yippee!!

Spider Droid - Talk to it with a Uni-Translator and ask him about “Tranlius”. Congratulations, another special quest.

Kill, Inc. - This one an easy one. Go to 11, 62, 1 and enter Kill, Inc. There wasn't that easy?

Troy's Steaks - Go to Freedom City and head south until you reach the Hort. Stn. Talk to the manager there and offer to help them. Go back to Sacre Base and you'll get another Special Quest.

Loki City - Refer to the PP CPU for this special quest.

Kelp Rations - In Zone 2, enter the water and fight a Killer Kelp. Pick up it's kelp rations and bring them to the Hort. Stn. and talk to manager about “Kelp”. There ya go, another quest.

ROM: Tetris ROM: Windows ROM: History ROM: SpWeap - All of these ROMS give you a special quest.

2.1 Fortresses.

Forts are used in many ways. To make money, protect yourself, and kill other players are some examples. Forts will be described with almost every detail about them below.

Purchasing Stuff For Your Fort

Reactors

Reactors make energy for your fort to be used in many ways. It will heal your fort if someone attacks it and takes off hit points, and you can make electrical ammunition from your energy in your fort.

Windmill - 25 units per day Solar Cells - 100 U/D Solar Array - 135 U/D Fusion - 200 U/D Cold Fusion - 300 U/D Neutron Turbine - 350 U/D Hot Fusion - 500 U/D Mass Energizer - 750 U/D Moats

Moats are like LRW. If a player wants to attack your fort, they must cross the moat first. It helps if you have a strong moat.

Dirty Water - 5-10 damage Water with Alligators- 9-12 Acid - 12-15 Flaming Acid - 14-18 Energy Swamp - 20-25 Disolver - 30-40 Charged Acid - 40-50 Neutron Swamp - 50-60 Defense Fields

Defense fields are used to tell how much hitpoints your fort has. Forts with good weapons and a crappy defense field can be EASILY taken over.

Energy Bars - 35 Hitpoints Energy Screen - 75 HP Energy Wall - 150 HP Neutron Zone - 200 HP Dimensional Wall - 250 HP Vortex Barrier - 300 HP Vitronic Shield - 350 HP Force Wall - 400 HP Sonic Shield - 450 HP Zone Shield - 500 HP Black Globe - 550 HP Weapons

Weapons are exactly like SRW. They are used to protect you and your fort. Make sure you equip a good one as soon as you buy a fort.

RoboPistol - 5-10 Damage RoboCannon - 7-12 RoboPhaser - 10-15 RoboGrav - 13-20 Neutron Torch - 18-25 Phase Cannon - 22-30 Destructer - 25-35 Phaser Thrasher - 30-40 Miscellaneous Items

Teleporter - Allows you to teleport to other forts that are in your team, or have the Trader's Union option selected.

Excelsior Teleport - Same use as a teleporter but let's you teleport through the pylons without a key.

Transporter - Same use as a Excelsior Teleport but it also let's you transport to any square in a reasonable range.

Wanderer - If you buy this device, your fort will move around every day. It is useful because if someone attacks your fort, deplete's your energy, and almost kills it. If the person runs out of time and has to play the next day, you fort will be in another location. Someone can never know the location of your fort every day.

Mine Spreader - If there is mines in your storage, the mine spreader will pick them up and move them in the Radius you chose. The types you can buy are R0-R3. See diagram below for Radius Information. NOTE: Cannot be used in a fort that is 20 units away from Sacre Base.

Proximity Trip - If a unit steps onto the radius you choose, KA-BOOM, automatically, your weapons will shoot at him. Kinda useful in some ways.

Toll Station - If a unit steps on the square of the radius you choose, it will demand a toll. BE SURE TO TELL THE FORT WHAT THE TOLL YOU WANT!! If they don't pay, your weapon will fire at him.

Fortress SFG - Hides your fortress from unwanted eyes. But… If a person walks onto the square where you fort is located, you fort will appear.

UltraScan - It's exactly the same as the Lr-Scan, but it goes a lot further. This one is a 19 x 19 grid. Good for looking around.

Anti-Self Destruct - This device prevents your fort from being self destructed. There are many reasons you should have one these. One, if your fort ever gets taken over by someone else, they can't destroy your fort. That's good because then you have a chance to come and take it back. Two, if someone learns the password to your fort, the person can take all the items in your fort, drain all the energy, sell all the devices, and then Self Destruct it. I know a couple of people this has happened to. HAHAHAHAHAHA!! BOCKLAR PREVAILS!!!! BWWWAAAAHAHHAHAHAHHAHAHAAA!!

Radius Diagram

                 R5
              R5 R4 R5
           R5 R4 R3 R4 R5
        R5 R4 R3 R2 R3 R4 R5
     R5 R4 R3 R2 R1 R2 R3 R4 R5
  R5 R4 R3 R2 R1 R0 R1 R2 R3 R4 R5
     R5 R4 R3 R2 R1 R2 R3 R4 R5
        R5 R4 R3 R2 R3 R4 R5
           R5 R4 R3 R4 R5
              R5 R4 R5
                 R5

NOTE: R0 is the location of your fort

Multi-Item Packs

Defender Pack - 150 energy per day, Fort SFG, and a Prox. Sensor/0

Convenience Pack - Excelsior Teleport, Fort Comset

Profit Pack - Excelsior Teleport, Toll/2

Hostility Pack - Fort SFG, Prox. Sensor/2, Mine Spreader/03, Factory: Megamine

Factories

A factory will produce 1 mine each night. Refer to the next section for complete details on Mines.

Scavengers

Scavengers will pick up items that are left in the wasteland. The scavengers will go as far as 5 squares away from your fort (Scavenger/R5). They will then bring back them items to Sacre Base and sell them. A good profit-making device. Smartscavengers however are better than Scavengers. Smartscavs pick up all the items, discharge medkits and energy into your fort and then sell the remaining stuff at Sacre Base.

Listing the Traders Union

If you list your fort in the traders union, all the people playing will be able to teleport to your fort and view it. They will not learn your forts password tho.

HoloStore

I don't really know how this works. If anyone can figure it out, please get a hold of me at 1-403-827-3437. I know a little about this option, so here it is: If you have a teleporter, items for sale in your fort, and are listed in the HoloStore somehow, you can buy/sell items from other forts. I have never, ever got this to work. If you can get it to work, you'll be able to buy stuff from Terra Labs from YOUR fort!!!

Toll and Teleport Fees

AS SOON AS YOU GET A BOOTH SET THE FEE!!!!!! If you don't your toll booth will be worthless. If a person finds your fort, they can teleport to their fort from yours (if you have a teleporter). If you see a fee, you'll get money or they won't use your fort. Another profit making device!!

Discharging Medkits and Energy

Let's say you kill a Scavenger, and it drops it Power Pack. You already have 3 of them so you'll probably just kill it right? WRONG!! Pick it up and discharge it into your fort. Then you can make a new Power Pack later, or that power pack will help heal your fort if it gets attacked.

2.2 Mines

Normal Mines

Damage - how much it hits for Charges - how many times it will go off Energy Sucker - Sucks all the energy out of your inventory Teleporter - Teleports you back to Sacre Base

Dumb Mine: 5-20 Damage, blows up when ANYONE (even you) steps on it, 1 charge Smart Mine: 5-20 Damage, blows up when anyone (except you) steps on it, 1 charge Day Ruiner: 15-25 Damage, ANYONE (even you), 5 charges MegaMine: 20-35 Damage, anyone (except you), 5 charges MicroNuke: 50-99 Damage, anyone (except you), 2 charges Zapper Mine: 20-35, anyone (except you), 5 charges, energy sucker TeleMine: 20-35, anyone (except you), 5 charges, teleporter Protector: 20-35, anyone but you, 5 charges, teleporter, energy sucker Guardian: 20-35, anyone but you, 1 charge, energy sucker

RoboMines

RoboMines all do 5-10 damage, have 1 charge, and blow up on anyone but you, but, they also have a Robot inside them that fights you when you trigger the mine. Here are the status of the mines:

Robomine Mark II

Hitpoints - 48 Strength - 36 Dexterity - 36 Agility - 36 Experience - 4200 MONEY 0 SRW - ElectroBlade LRW - Phaser-2 Armour - Iron Plating Item - power pack

Robomine Mark III

Hitpoints - 75 Strength - 47 Dexterity - 47 Agility - 47 Experience - 8200 MONEY 0 SRW - GravSword LRW - GravBlast Armour - Energy Armor Item - GravPack

Robomine Mark IV

Hitpoints - 98 Strength - 58 Dexterity - 58 Agility - 58 Experience - 11500 MONEY 0 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack

Robomine Mark V

Hitpoints - 125 Strength - 74 Dexterity - 74 Agility - 74 Experience - 23500 MONEY 0 SRW - WidowLance LRW - Pulse Rifle Armour - Widow Armor Item - WidowPack Item - Trivex Pack

Robomine Mark VI

Hitpoints - 155 Strength - 86 Dexterity - 86 Agility - 86 Experience - 40000 MONEY 0 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor

Guardian Mark VI

Hitpoints - 155 Strength - 86 Dexterity - 86 Agility - 86 Experience - 42000 MONEY 0 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor

These two mines I am unable to find how to get at this time…. But more to come!

Draku RCU Mk IV

Hitpoints - 98 Strength - 58 Dexterity - 58 Agility - 58 Experience - 11500 MONEY 0 SRW - WidowLance LRW - WidowBlaster Armour - Widow Armor Item - WidowPack

Xeboc RCU Mk VI

Hitpoints - 155 Strength - 86 Dexterity - 86 Agility - 86 Experience - 42000 MONEY 0 SRW - A-Mk.II LRW - TachyonBlaster Armour - Phase Armor 2.3 Beginners Tips

Okay, you're new to LOD, right? Here's a few tips to get you started:

Enter the Troop Quarters and go to team options. Make a new team and select a password that you'll remember. There, now you have 5% of all items. Go to the Casino and gamble till you have 2100 then go to the Supply Station and purchase a RazorLance. Okay, now head into the wasteland!

Run from a Distraught Sysop and a Scavenger. Watch out for Insane Soldiers and Death Warriors, they're kinda tough for you right now. Don't venture too far from Sacre Base, stay about 5 squares away at the most. When you get 1250 Exp. go back to Sacre Base. Okay, you now have 5 points to allocate for your attributes. NEVER EVER PICK CASH!!! It's a waste of a point. Select one for Agility, Strength, and Dexterity. Then two for Health. Do this every level and you'll sure be flying now.

Keep on doing the above until about level 5, then start venturing out. Follow the road from Sacre Base. Make a right and follow the road till you see a mountain. Go straight down and you should see the Wastelands. Go there and fight until you get up to level 7. Make sure you clone every level after 5. Okay… Level 8. On level 8, you have to pay rent to stay in Sacre Base. If you are playing where there is people out to kill you… hide somewhere where you know they won't find you. You're on your own now, so GOOD LUCK!!!!

2.4 Tips for LOD

Always kill un-useful items. You get paid 5-10 dollars for every item you kill (that is if the SysOp has the “Janitor” feature available.

With two Stealth Fields, danger is 100% in the terrain “wastelands”.

ALWAYS put your money into your game account before you quit. Your money will allocate 16% interest each night in the game account (or whatever the SysOp has the interest rate at).

Don't camp outside below level 7, you just might get killed by the higher ranking people.

Don't try taking over Sacre Transport or Terra Labs when you are level 1. People have tried this and died very quickly.

If you are in an ALL-OUT WAR with someone in LOD, and you know that if you camp you know they'll find you, here's what to do:

When you start the game, make a clone at level 1, 2, 3, 4, 5, 6, or 7. When you reach level 8, you can't stay in Sacre Base, so you have to camp outside right, WRONG!!! Go to the clone center and swap with your clone. There, you're the level you last cloned at, go back to Sacre Base and log off there. Cool, eh! <ÄÄ Canadian “EH”

Take 4000 dollars from your account and travel to Freedom City. Go to the hills to the right of it and keep on walking on them running from every monster except the Earth Elemental. Buy an item from the earth elemental, and he'll sell it to you for $2000!! Do that again and you'll have a pretty powerful SRW and LRW!!

If you do happen to die, DO NOT RESURRECT. You lose a ton of stats. and a LOT of experience. Just start a new character, pick up your stuff, and start all over.

2.5 Author's Notes

There ya have it, a complete LOD FAQ. There will probably be more versions coming out soon (of my FAQ), let's hope they keep on coming in. Oh yeah, if you want to ask me any questions write snail mail to:

      Thomas Matthews
      P.O. Box 732
      Grande Cache, Alberta
      T0E 0Y0
      CANADA
	
	
	Version: 1.00

Author: Konnor McCloud

Converted to HTML by Dave Rosson for use on the LOD News Homepage.

Welcome to the first edition of the Land of Devastation (LOD) FAQ!

It is written by Konnor McCloud, author of the Highlands series of datasets for LOD. This FAQ addresses creating custom datasets for the LOD door game (version 4.1 and prior) created by Scott Baker. Some of the material will not apply to later versions.

Throughout this FAQ, you will see special notes. These notes contain information I have gathered from making datasets that is not covered in any other documentation. Please read these and make note of them for your own reference.

Contents

BASIC INFORMATION What is this FAQ sheet for? What is LOD? What is LOD about? What is the object of LOD? What is a “custom dataset”? Who can make a custom dataset? How do you make a custom dataset for LOD? What is GTERM? What Are Some of the Limitations for LOD DataSet Designs? How Do I Create a Custom DataSet? What Tools Do I Use to Make My DataSet? How Do I Make a Good DataSet? CUSTOMIZING THE MAP Editing the Map Placing Sacre Base Placing the Cities Selecting Terrain Types Placing Pylons Designating Zones Creating Multiple Maps EDITING THE TEXT FILES Editing the STRINGS.TXT File Creating Monsters Adding New Monster Files Limiting the Range of Monsters Limiting Terrain Type Appearances for Monsters Editing Terrain Types Adding Terrain Types Creating New Items Figuring the Cost of Items Creating Upgraded Weapons Damage Limitations Creating New Armor Types Making New Armor Types Rechargeable Creating Upgraded Armor Types Creating NPC Forts Creating NPC Fort Stores Creating Mine Spreader Forts Making NPC Forts That Warp Creating Fort Packs Creating Fort Weapons Creating Fort Shields Creating Fort Factories Creating NPC Monsters and Characters Making NPCs Camped Limiting the Range of NPC Monsters or Characters USING GENOBJ.TXT CREATING NEW TRIVIA Editing the TRIVIA.DEF File Compiling New Trivia EDITING THE ANSI SCREENS Using ANSIPUT.EXE Editing Menus Editing the Item Descriptions MISC Dataset Naming Conventions FTP Site Information Konnor's Final Note BASIC INFORMATION

What is this FAQ sheet for?

Through the LOD FidoNet echo, I have received many requests for information from sysops and players who have wanted some information on creating custom datasets for LOD. So, this is not a technical discussion on how to play the game, although many hints will be given, and it is not a technical forum for getting the game to run on your bbs, although I welcome submissions for future versions of this FAQ that may address these points.

This is primarily for those sysops and dataset designers who wish to create custom datasets for LOD and are struggling with some of the finer points. This FAQ is intended to encourage the creation and distribution of custom datasets for LOD (and since no one wants to play the dataset designers on their own datasets, we are always looking for good new ones to play!).

This FAQ is not intended as a replacement for the documentation that is provided with the LOD door game itself. Rather, it is meant to enhance those files with information gleaned from my experience in programming custom datasets, information gathered from others who have tried to make custom datasets, and information and submissions from the LOD FidoNet Echo.

It is therefore suggested that dataset designers thoroughly read and familiarize themselves with Scott's original documentation before reading this FAQ.

Thanks. –Konnor

What is LOD?

LOD is a bbs role-playing door game. It only supports one player at a time, however it does support team play and player vs. player battles. Several video modes are available, including Text, ANSI, and EGA (through an available terminal program called GTERM). The game is fairly customizable and these customized versions are distributed as “datasets”. A default dataset is supplied with the game that provides the “Xeboc” scenario. Due to some limitations of the game engine, parts of the game cannot or should not be modified.

What is LOD about?

LOD is set in a post-apocalyptic world of mutated beasts and gangs that roam an area called “the wasteland”. You portray a warrior for a small outpost of humanity committed to bringing civilization back to the countryside. Your band of adventurers and scientists have perfected a device called the PuriTron that will cleanse the irradiated particles from the air and the surrounding wasteland. However, the PuriTron was captured by an unknown wasteland entity and disassembled into its nine component pieces.

What is the object of LOD?

The object of LOD is that you must venture out into the wasteland, arming, equipping, and training yourself as you go, and try to locate the missing PuriTron parts. As you meet and vanquish these various wasteland entities, you gain experience and money from them (unless they vanquish you!). You must take this experience and use it to train yourself, usually at your home base, an outpost called Sacre Base, in your attempt to become more powerful and able to recapture the missing PuriTron parts. Of course, the wrinkle here is that the other players in the game want to do the same, and of course, will only see you as an adversary.

What is a “custom dataset”?

At its simplest, a custom dataset is a modified GAME.DEF file created by editing the text files supplied with LOD and compiled with the LOD compiler. Additional files can be modified also, including: - - TRIVIA.DEF to provide new trivia questions for the casino - - ANSI.DEF to provide new ANSI menus and object pictures - - USERDOC.TXT to provide a custom description in the Documentation menu - - RESOURCE.002 to provide custom EGA pictures for GTERM - - GTSTRS.DEF to provide custom strings for GTERM

Who can make a custom dataset?

Anyone with the time or desire to try. LOD is definitely not at the forefront of current computer game technology, however, it is fairly popular on bbs' and the game is not that hard to customize. So far as I know, the first custom dataset for LOD (other than the default) was created by Ray Bacon of Pearland, TX, sysop of the Cobra bbs and Moderator of the LOD FidoNet echo.

How do you make a custom dataset for LOD?

Scott Baker, the author of LOD, has provided the game with many tools for customizing his game. There is a compiler available for compiling new game definition files (GAME.DEF), another compiler for trivia questions, one for adding ANSI graphics to the game, and one for adding EGA files to GTERM. There is also a program supplied with LOD to facilitate the creation of custom datasets and editing the *.BIN files required by the game called CUSTOM.EXE. Other utilities are available, both from Scott Baker and from other sources.

What is GTERM?

GTERM is a custom remote terminal front-end for LOD. It contains a set of EGA pictures to associate with many different items and monsters and can speed up play at higher modem speeds over the ANSI mode. It also features sound support for SoundBlaster compatible sound cards.

GTERM has its own set of graphics and strings. Anyone wishing to change the “theme” of LOD should investigate changing all of the appropriate items for GTERM also, since many players enjoy using this front-end and might be confused playing a custom dataset with a description of one kind of monster and a picture of another.

What Are Some of the Limitations for LOD DataSet Designs?

There are many limitations in this game, particularly for those dataset designers who don't happen to be programmers. This game does not lend itself well to the creation of alternate realities since many of the little details are hard-coded. (For example: You can change a ROM disk's name, change its description, change its readout (if its a text file), but you can't change the program name used to call it up.)

So, to create a new game scenario within the confines of this game's limitations is truly challenging, and I have yet to see one done successfully and done well.

I will try to point out the limitations where I can. It will be up to you to find your way around them.

Some of the limitations are provided below just for quick reference:

  1. The program names used on the laptop cannot be changed.
  2. The nature of many of the quests cannot be changed.
  3. No more than 9 cities.
  4. Cannot create more huts than are already available.
  5. The number of items a fort can hold can be limited, but

factories will ignore this limitation.

  1. GTERM!!!

Below are some of the number limitations of the game structure that I have found. If these parameters are exceeded, either an apparent random factor appears in the numbers associated with these items or the game crashes. In some cases, weapons will appear to do infinite damage, or shields will not show up at full strength.

I include these as references, I cannot verify them. I just know they work for me:

  1. No more than 10,000 strings can be compiled (fixed in 4.1).
  2. No more than 349 items.
  3. Fort Shields cannot be larger than 50,000 points or they become

seemingly random in size (overwriting memory).

  1. Weapons (Long range, short range, and mine and grenade blasts)

cannot do more max damage than 250 points or they do

          infinite damage. (fixed in 4.1)
- Max % of Xeboc: There is a bug in this that I have not fully
          explored. But I know an error occurs if over 100%.
- Medlines cannot restore more than 1 hp per step (crashes)
- Players cannot walk in wasteland with more than $1 billion
          dollars onthem (game crashes)
- Players can't put more that $1 billion dollars in Rent account
          or it goes negative (and player owes that much!!!!)
- No more than 16 pylons can be placed on the wasteland map.

How Do I Create a Custom DataSet?

Are you sure you want to try this? Well, if you do, all you have to do is edit some of the text files included with the game and perhaps change the map a little. Then simply recompile the GAME.DEF and send your dataset out (be sure and test it first!). It can be as simple as that! But…

For the more adventurous, there is a LOT more you can do…limited only by your imagination and the LOD game engine! Listed below are some of the things you can change:

  1. THE SCENARIO. With certain limitations, you can change

the theme of LOD around to reflect your own vision.

  1. THE MAP. Make a few changes in the default map or start over

from scratch and make one that's all yours (recommended).

  1. THE MONSTERS. Change around the creatures that players meet.
  2. THE TAVERN CHARACTERS. Players can enter any city and talk

to denizens in the local tavern. Put new or interesting

    people or (?) in there...perhaps giving out useful advice?
- A NEW CITY. LOD lets you add one more city to the existing
    ones, or you can start from scratch and rename them all!
- ITEMS. Create new items for your players to find, or modify
    existing ones.
- TRIVIA. There is a trivia game available in all casinos,
    make your own!
- PICTURES. Either ANSI or EGA, change the way items look when
    your players view them.
- PLAYER STATS. Change the stats players start with. You can
    also change the items and cash they start out with.
- EXPERIENCE POINTS. Change the number of experience points
    players receive for going up a level.
- PLAYER ADVANCEMENT. Change how fast/slow players move up.
- FINANCIAL DATA. Change the amount players can borrow in a
    loan, the interest their accounts will earn, how big the
    accounts can get, & how long they have to wait for a loan!
- QUESTS. To a limited degree, you can change quests around.
- FORTS. Change how players can use and equip their forts.
- AND MUCH MORE!!!

What Tools Do I Use to Make My DataSet?

The LOD basic package of files include almost all of the utilities you will need to get started. Listed below are the game editors provided:

CUSTOM.EXE–This program is used to edit many of the features found in the game, including the map, all of the objects, and the terrain. This program automatically creates the *.BIN files required to compile your dataset. It also allows you control over many of the other aspects of starting your game, including: - - New Player Options (Control over options players start out with) - - Fort Options (Control over how forts are configured and controlled) - - Combat Modes (Control over the different types of combat available) - - Finances (Control over all of the financial aspects of the game) - - Misc (Janitor payments, raising levels at all cities option) - - Advancement (Control over how players advance) - - Taxes (Control over how and when players are taxed) - - Casino (Control over how much can be bet and won)

ANSIPUT.EXE–This program allows you to add, delete, and edit the 255 available ANSI pictures that can be used in the game. This program must be used in conjunction with an ANSI editor program.

COMPILE.EXE–This program takes all of the files specified as .txt files to be included in the game, along with the .def and .bin files to compile the dataset. The dataset file is generally output as GAME.DEF.

DOCVIEW.EXE–This program allows you to view and sort the various documentation files in LOD from a central program. It separates the USERDOC.TXT file into its basic areas of interest by topic. Helpful for offline viewing.

EDITIMG.EXE–An EGA graphics editor.

EGAPUT.EXE–Adds EGA graphics to the compiled resource file.

GAMEEDIT.EXE–Editor for games in progress. Useful for fixing players who have 'screwed the pooch'. If a player attempts to take a step with more than a billion dollars on their person, they get kicked out of the game. Use this utility to fix them up. If a player dies through a massive bout of line noise (and the sysop feels merciful), use this utility to resurrect them. If a user sticks more than a billion dollars into their RENT account and it goes negative (wanting them to PAY a billion dollars), use this to get them squared away. This is a useful utility for fixing just about anything that has to do with a game in progress.

GETBIG.EXE–A .GIF file capture utility.

GMAPEDIT.EXE–This program is an EGA Map Editor. It allows you to edit the map in EGA mode so you can see how the map will look in GTERM.

LCDOS.EXE–LGPL Compiler (DPMI version)

RTM.EXE–A file needed for DPMI (Copyright Borland International)

TRIVCOMP.EXE–This program is used to compile your TRIVIA.TXT file into TRIVIA.DEF. The format for the questions must be followed fairly explicitly. One problem I have noticed is that you DO NOT want to include any sort of punctuation in your questions other than question marks and periods. Commas really give you screwy results.

TVHC.EXE–A Help file compiler.

How Do I Make a Good DataSet?

Now THAT is a good question! The best answer to this question is this:

“Make a game that you would want to play.” This includes things like:

-Balance. The game must play well, giving players only what they need and only as they need it. What's the point if a player can get the best weapon in the game right off the bat?

-Creativity. Make players want to stop and explore your world.

-Attention to Detail. There's nothing worse than playing a game that says one thing will happen, and something completely different occurs. (It is really easy for this to happen when you are modifying the default dataset.)

-Theme. Be sure to build the world your way, people it with your characters and plots and items and, well, you get the idea.

Remember why you are doing this, for FUN!

The following instructions are provided to help you in creating a custom dataset for LOD:

CUSTOMIZING THE MAP

LOD is played on a 125×125 map made up of a grid consisting of terrain tiles. Each tile has a particular terrain type associated with it.

In this version of LOD (4.1) there are 50 terrain types available through the CUSTOM.EXE program. The first 48 of these are used in the default dataset. It is fairly simple to edit these terrain types in the CUSTOM program, but it must be noted that these terrain types can not be changed in the GTERM program, so I do not recommend changing them since GTERM is a popular way to play this game.

Editing the Map

From within CUSTOM, select EDIT, then MAP. You are presented with a 125×125 grid that represents a map of the wasteland as used in LOD. You also have 48 terrain types to choose from to add to your map. Some of these terrain types are standard terrain features (deserts, swamps, etc.), others are specialized terrain squares representing cities, huts, and other domicile type locations.

To place a terrain tile, simply use the arrow keys to move the cursor to the desired square, then press the letter corresponding to the terrain type to be placed in that square. Alternate menus of terrain types are available by pressing the SHIFT+> or SHIFT+< keys.

Remember, since the wasteland is limited to 125×125 sectors, the outer rim should be some type of impassable terrain to keep players from “falling off”.

Note: If you wish to start with a blank map freq TPLODMAP.ZIP from 1:106/131 or ftp it from blkbox.com. Taylor Parker “filled” it in with just plains terrain.

Placing Sacre Base

This is probably the most important decision you will make in your dataset. The zones used to indicate the types of monsters players will encounter all radiate away from Sacre Base based on the distance that squares are from the base.

Placing the Cities

Each of the cities should be placed in the wasteland. It might be advisable to space them out to avoid getting large readouts when players use their scanners (and for variety's sake!)

NOTE: If you place a city on the map more than once, whenever a player enters the city, they will always exit back out at the one furthest away from the upper right corner. For example, in my latest, I placed four Death Warrior Camps out in the wasteland. Whenever a player enters any one of them, they exit at the one furthest from the upper right corner.

Selecting Terrain Types

There are a lot of different approaches to creating terrain. This is strictly up to you. Some people like to create semi-realistic terrain, with one type of terrain blending into the next. Others prefer a more stark effect with all types of terrain mixed in. Let your creativity shine! Here are some suggestion that I try to follow:

-Don't mix your terrain up too much. Having deserts next to water or lava rivers in snow terrain gets confusing. (But it is a wasteland!)

-Try to put several of the same types of terrain squares together to get some continuity. Create mountain ranges, nuclear strikes, volcanoes, and, if you like, entire eco-systems!

-Create a different type of impassable terrain than just mountains. It can get boring running into mountains all of the time.

-Use your map as an integral part of your dataset. Make it work for your dataset in setting up what you are trying to do. One early dataset turned the entire wasteland into one big maze. Talk about your theme concepts!

Placing Pylons

Pylons are a particular type of terrain that allows players standing on that terrain square to “enter” the pylon (if they have a key) and use it to jump around on the wasteland to another pylon by entering the proper three digit color code.

There are two types of pylon, the Up pylon and the Down pylon. Use these interchangeably. There is no difference in the two any more. In an early version of LOD, there were multiple levels (this is also what the “Rope” is for) that players could move between (hence, up and down pylons!). This was changed in favor of a larger, single level map. But the pylons were never changed. There is no difference between the two.

To place a pylon, simply select a place that you want a pylon to be and put it there. Don't worry about the color codes, these are automatically assigned when the dataset is compiled.

NOTE: Do not use more than 16 pylons on your map. The compiler will not support more than 16 pylons. If you add more, the first ones are dropped off of the list.

Designating Zones

The zones, by default, radiate away from Sacre Base in 30 click increments. The only thing affected by these zones is the placement of monsters. Generally, as a player passes into a higher zone (further away from Sacre Base), they will run into harder monsters. This is controlled by the MINDIST and MAXDIST settings in the description of each monster. To change the zones, simply change the MINDIST and MAXDIST parameters on your monsters.

You can't change the display though if you do this. It will still read zone 1 as 30 clicks from Sacre, etc.

Creating Multiple Maps

By using a batch file to swap out a series of GAME.DEFs when the game is first called and loaded, the possibility arises for multiple maps to be used in the game. This effect was first introduced by Ray Bacon of New Age Software, and has also been used by Marvin Moffett in several of his datasets. With this setup, it is possible that a player will face a different map every time he logs into the game. The changes he may face may be minor or major, it's all up to you.

EDITING THE TEXT FILES

Editing the text files is the easiest way to change LOD. You can easily add new monsters, forts, characters, conversations, and even customize the screen displays in the game. Refer to section 4 of CUSTOM.DOC for a listing of the text files that can be edited and compiled.

Editing the STRINGS.TXT File

Rule #1–DO NOT ADD OR DELETE ANY LINES IN THIS FILE!!!!!!!!! Rule #2–See Rule 1!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You can modify this file as much as you want, as long as you obey Rules 1 and 2. Just read through the file to get a sense of what this file is for. This file contains all of the text “strings” that appear whenever certain game conditions are met. Actually, this file represents almost all of the game interface except for the basic ANSI shell.

Changes you make to this file will go a long way toward establishing your “personality” in the game. So be careful to keep your changes consistent.

There is also a GTERM strings file that can be edited, but must be distributed with the dataset.

Konnor's Note: I caution dataset designers against changing the GTERM files, since many players use the same GTERM configuration for many different boards. If you change it to where the game calls a different picture for a standard scene, the users who have not set up your included files will be faced with a blank area on their display, or worse, if they do set yours up and you change a default picture, they will get a blank area on other boards. This goes for the RESOURCE.000 and RESOURCE.002 files also. Many players will not want to keep up with all of that. If you do change these files, make it so that none of the default pictures are changed.

Creating Monsters

Creating new monsters consists of several steps, most of which can be understood by viewing a sample monster. This one is from my custom dataset, and is a monster that guards the crumbling labyrinth situated around KILL, INC. Comments are included after each section describing what each is for:

EXAMPLE MONSTER FROM MONSTER.TXT COMPILED IN KM4ALOD4.ZIP: ;—————————————————————–

NAME Minotaur ;You gotta give it a name!

DESC As you venture down the hallway in this creepy labyrinth, you DESC hear the distinctive “THUMP, THUMP” of footsteps approaching DESC you. From the sound, you must assume that whatever is coming, DESC it's very large. Then suddenly, you are face to knee with a DESC giant minotaur! It is armed to the teeth and definitely not DESC happy to see you here. ;Description of the encounter.

TRESTRICT FLOOR ;Makes monster only show up on a certain terrain.

ORIGX 67 ;X Origination point\ The place on the map around which ORIGY 100 ;Y Origination point -this monster will appear-used with ORIGZ 1 ;Z Origination point/ MINDIST and MAXDIST

HITPTS 350 ;How much damage it can sustain STR 360 ;Strength rating DEX 245 ;Dexterity Rating AGL 245 ;Agility Rating EXP 25000 ;Amount of experience for defeating this monster MONEY 31000 ;Amount of money for defeating this monster

DISINT 50 ;percentage chance an item will disintegrate when dead

MINDIST 0 ;Minimum distance appearing from XYZ origination point MAXDIST 20 ;Maximum distance appearing from XYZ origination point

WEAPON1 WidowLance ;Short range weapon–affected by DISINT % WEAPON2 WidowBlaster ;Long range weapon–affected by DISINT % ARMOR Widow Armor ;Armor type worn–affected by DISINT % INV WidowPack ;Ammo for weapons–affected by DISINT % INV WidowPack ;Ammo for weapons–affected by DISINT % INV10 Rations/10 ;10% chance in inventory–affected by DISINT INV25 Bag of gold ;25% chance in inventory–affected by DISINT TYPE 4 ;Combat strings of this type (4) will appear

KILLHIM The Minotaur screams a mighty wail, then falls dead at KILLHIM your feet. You search his massive body for anything of KILLHIM value. ;Death description

;—————————————————————– Detailed instructions for creating monsters are included in the default MONSTER.TXT included with the LOD program files.

Adding New Monster Files

New monster files can be added by modifying the section of the DATASET.TXT file that identifies the usage of the MONSTER keyword. To add a new monster file, simply add your file name to the list of monster files in DATASET.TXT using the following format:

MONSTER MONSTER.TXT (substitute your file name for MONSTER.TXT)

Limiting the Range of Monsters

Use the MINDIST and the MAXDIST parameters to specify the maximum distance and the minimum distance that a monster will appear from any given point. Default point of origin is Sacre Base. Use in conjunction with the ORIGX, ORIGY and ORIGZ commands to specify alternate starting points for your monsters to radiate out from.

Hint-when using the ORIGX, ORIGY, and ORIGZ commands, ORIGX is always the number of columns over, starting from the left, and the ORIGY is the number of rows down, starting from the top. ORIGZ is ALWAYS set to 1. So the entry for a monster that you wish to have radiate a minimum of 2 squares and a maximum of 10 squares away from the point 10 squares in and 10 squares down on the map would be as follows: ORIGX 10 ORIGY 10 ORIGZ 1

MINDIST 2 MAXDIST 10

Konnor's Note: Be sure that you do not put monsters that are inappropriate to the zone they are in. No newbie wants to face a monster that they have almost no chance of beating right off the bat!

Limiting Terrain Type Appearances for Monsters

There are two different ways to have your monsters appear only on certain types of terrain. You can use the WATERONLY command to limit the appearance of your monsters to only water type terrain (see Editing Terrain Types for more info on setting a terrain type to water), or you can use the TRESTRICT command option to force your monster to appear on only specific types of terrain. More than one TRESTRICT command can be present for each monster. I've used up to five at a time without any problem. Use this format:

TRESTRICT plains

This command will cause your monster to only appear on the terrain type called “plains”.

The LANDWATER command will simply cause your monster to appear on both land type and water type terrain.

Konnor's Note: Using the TRESTRICT command in conjunction with the MINDIST and MAXDIST commands can limit even further the range of terrain that your monsters may appear in.

Editing Terrain Types

A limited amount of editing of the terrain types can be done. The easiest things to do is to change certain types of terrain that are currently passable to impassable (Forests?) or certain types that are land types to water types (Swamps?). You can also change the ANSI colors of the terrain types and the characters used to define them. I would not recommend changing much more than that since any such changes would ruin the gaming experience for GTERM users.

Konnor's Note: Terrain tiles that do not have a corresponding display tile in GTERM show up as big, black, ugly squares with the terrain number smack dab in the middle when GTERM is used. If you use altered terrain squares to hide certain paths or mazes, they stick out like a sore thumb when GTERM is used.

Creating New Items

Now comes the fun part! You should definitely read section 8 in the CUSTOM.DOC file before attempting to do this. Remember, this FAQ just enhances the info in the LOD docs, the best source is still Scott's original docs, and this topic is covered extremely well.

The easiest way to create a new item is to use CUSTOM.EXE to simply change the name of an existing item (be careful though–make sure the item is not referenced elsewhere by its previous name). Even better, go to the end of the existing items in the list defined in CUSTOM.EXE and start from scratch.

Here are some hints on items to add:

-Fort options: Make some really good weapons and fort packs and shields to give the fortress owners something to spend all of their loot on.

-Take care of the necessities: Need bigger medkits or food packs? Make them! How about warpers, stealth fields, rechargers? Give it to them!

-Gotta take care of the baddies that you are going to create, so make some better weapons; both long range and close.

-Get creative. Dive into the GENOBJ.TXT file and create some real goodies! (Watch out for that Replicator though!)

Konnor's Note: The replicator is an item that is provided but not used in the default dataset. It will essentially replicate any item it is used on. This means that it is basically an endless, limitless source of wealth for any player who has one. I do not recommend using this device in your dataset, unless you make sure it does not come into play until near the end of the game, say, as a reward for the winner? There is a way around it, and that is to modify the replicator to give a limited number of uses. If you do this, do not put it up for sale unless it is THE most expensive item in the game. Otherwise, a creative macro writer will loop it and have a limitless source of wealth.

Figuring the Cost of Items

Remember that the price paid for an item is greater in the other cities than it will be in Sacre Base, so take into consideration what city the item will be sold in when assigning a cost to a new item. The cost increases according to the city number, so if the same item is sold in City 3 and City 4, it will be more expensive in City 4.

Creating Upgraded Weapons

Weapons can be created that feature the same type of upgrades that are available from ACME Labs. All instances of the weapon will feature the upgrade and players will have to do nothing to receive those benefits except equip and use the weapon.

The upgrades that are available are: - - Dexterity bonuses of 10%, 20%, and 30% - - Strength bonuses of 10%, 20% and 30% - - Stunner (Useful on long range weapons only) - - Burst Mode (Useful on long range weapons only) - - UniAmmo (Useful for wearpons requiring energy ammo)

There are 127 different combinations of the bonuses and upgrades. A numeric value between 1 and 127 is assigned to each combination. To create an upgraded weapon, simply put the proper number in the VAR2 slot for the weapon. Leaving the VAR2 slot blank or putting a 0 in it is the same as no upgrade.

Be sure to choose the proper upgrade for the type of weapon. You wouldn't want to have a short range weapon that has a stunner upgrade on it that wouldn't work, would you?

Use the following chart to choose the correct number for the upgrade:

##d=Dexterity ##s=Strength S=Stunner B=Burst Mode U=UniAmmo

1-10d 33-10d,10s 65-10d,20s 97-10d,30s 2-20d 34-20d,10s 66-20d,20s 98-20d,30s 3-30d 35-30d,10s 67-30d,20s 99-30d,30s 4-S 36-10s,S 68-20s,S 100-30s,S 5-10d,S 37-10d,10s,S 69-10d,20s,S 101-10d,30s,S 6-20d,S 38-20d,10s,S 70-20d,20s,S 102-20d,30s,S 7-30d,S 39-30d,10s,S 71-30d,20s,S71 103-30d,30s,S71 8-B 40-10s,B 72-20s,B72 104-30s,B72 9-10d,B 41-10d,10s,B 73-10d,20s,B 105-10d,30s,B 10-20d,B 42-20d,10s,B 74-20d,20s,B 106-20d,30s,B 11-30d,B 43-30d,10s,B 75-30d,20s,B 107-30d,30s,B 12-S,B 44-10s,S,B 76-20s,S,B 108-30s,S,B 13-10d,S,B 45-10d,10s,S,B 77-10d,20s,S,B 109-10d,30s,S,B 14-20d,S,B 46-20d,10s,S,B 78-20d,20s,S,B 110-20d,30s,S,B 15-30d,S,B 47-30d,10s,S,B 79-30d,20s,S,B 111-30d,30s,S,B 16-U 48-10s,U 80-20s,U 112-30s,U 17-10d,U 49-10d,10s,U 81-10d,20s,U 113-10d,30s,U 18-20d,U 50-20d,10s,U 82-20d,20s,U 114-20d,30s,U 19-30d,U 51-30d,10s,U 83-30d,20s,U 115-30d,30s,U 20-S,U 52-10s,S,U 84-20s,S,U 116-30s,S,U 21-10d,S,U 53-10d,10s,S,U 85-10d,20s,S,U 117-10d,30s,S,U 22-20d,S,U 54-20d,10s,S,U 86-20d,20s,S,U 118-20d,30s,S,U 23-30d,S,U 55-30d,10s,S,U 87-30d,20s,S,U 119-30d,30s,S,U 24-B,U 56-10s,B,U 88-20s,B,U 120-30s,B,U 25-10d,B,U 57-10d,10s,B,U 89-10d,20s,B,U 121-10d,30s,B,U 26-20d,B,U 58-20d,10s,B,U 90-20d,20s,B,U 122-20d,30s,B,U 27-30d,B,U 59-30d,10s,B,U 91-30d,20s,B,U 123-30d,30s,B,U 28-S,B,U 60-10s,S,B,U 92-20s,S,B,U 124-30s,S,B,U 29-10d,S,B,U 61-10d,10s,S,B,U 93-10d,20s,S,B,U 125-10d,30s,S,B,U 30-20d,S,B,U 62-20d,10s,S,B,U 94-20d,20s,S,B,U 126-20d,30s,S,B,U 31-30d,S,B,U 63-30d,10s,S,B,U 95-30d,20s,S,B,U 127-30d,30s,S,B,U 32-10s 64-20s 96-30s 128-10d (restarts) So, if you wanted to create a short range weapon that had both a 20% upgrade in strength and a 20% upgrade in dexterity, and a UniAmmo upgrade, you would simply insert 82 into the VAR2 for that weapon.

Damage Limitations

Prior to version 4.1, there was an undocumented limit to the amount of damage that a weapon or mine could do. This limit was 255 for the maximum damage variable. Any weapon that exceeded this would do a random amount of damage that could be considered “infinite” in this game. Of course, you can use this “bug” to your advantage by creating a fort weapon that would do “infinite” damage. That would make someone think twice before attacking your fort!

Creating New Armor Types

Here's a few suggestions for new armor types:

- -Change the size of all existing armor types.

- -Make a type of armor that has a high deflection rate, but has a low charge to it and is not rechargeable. This would be good for those “hard to kill opponents as a one-shot deal.

- -Make armor types that do not fully recharge by setting the MAXUSE lower than the original charge.

- -Make some armor types that are already upgraded in one or both areas.

- -Make an armor type that has a very high charge, but a very low deflection rate!

Making New Armor Types Rechargeable

This little item is pretty tricky! It should be as easy as setting the VAR1 to a “0” if the armor is not to be rechargeable, and to a “1” if it is to be rechargeable. However, there is a little kicker thrown in, and it comes in the form of an extra utility you need to get from either Scott's NYN bbs or any other bbs that has it. This is the MAXUSE.EXE utility. You simply insert this utility into your working directory and then run it to edit your armor types. What this does is tell LOD what the recharged strength of the armor will be. By default, the MAXUSE value for any item is 0. That is why you need this utility, otherwise, you can recharge your armor, but you will be recharging it to the default value, which is “0”!

HINT: You'll need this utility to edit other items, too. The MAXUSE value of an item is referenced when the item is used. So, if you have a new type of, say, food that has 100 uses, when the player goes to use it, the game will report:

There are 100 of 0 applications remaining. Use an application (Y/N) ? So, you might want to fix this, since it looks a little stupid. Creating Upgraded Armor Types

This bit was submitted by Doug Merha. Pay attention!

ARMOR UPGRADES

Any precreated armor may have E.T.S. capability which will augment the character's stats with E improving Strength, T improving Dexterity, And S improving Agility. The key is in VAR1, which should be set as follows: ##R (Where ## is chosen from the table below and R is set to 1 if the armor is Rechargeable, 0 if not.) 10%, 20%, 30%

E=strength T=dexterity S=agility:

        ##R ETS

(EXAMPLE) 011=110

        ||| \|/
        || \ ------STR & DEX UP 10%
        \|  -------RECHARGEABLE VARIABLE (1 = YES, 0 = NO)
         ----------THIS PAIR FROM TABLE BELOW
##  ETS      ##  ETS      ##  ETS      ##  ETS
00  000      16  001      32  002      48  003
01  110      17  111      33  112      49  113
02  220      18  221      34  222      50  223
03  330      19  331      35  332      51  333
04  011      20  012      36  013      52  010
05  121      21  122      37  123      53  120
06  231      22  232      38  233      54  230
07  302      23  303      39  300      55  301
08  022      24  023      40  020      56  021
09  132      25  133      41  130      57  131
10  203      26  200      42  201      58  202
11  313      27  310      43  311      59  312
12  033      28  030      44  031      60  032
13  100      29  101      45  102      61  103
14  210      30  211      46  212      62  213
15  320      31  321      47  322      63  323

Creating NPC Forts

NPC forts are useful for several reasons. You can use them to:

  1. Provide convenient access to a particular area.
  1. Protect a particular area (with a good prox detector and

a strong weapon or nice consistent mine spreader!)

  1. Sell special items.
  1. Sell energy or medkits.
  1. Spread mines.

It is important to remember the following: Your NPC forts WILL be attacked. You can set them up so that they are either easy or hard to take over.

Remember, after a certain point in the default dataset, you cannot protect a fort. Players simply get too strong. If you want your NPC fort there for the duration of the game, you have several options:

-Make it inaccessible. This only works for Proximity defense forts and mine spreaders. Players would need to get to all of the other types. Do this by putting some sort of inaccessible terrain on all four sides and do NOT put any sort of teleporter in it.

-Create fortress weapons and shields that NOBODY, not even the strongest possible player in the game can get past. (You don't have to make these fort items generally available.)

-Create items that are locked in place and cannot be removed. Make sure the fort is also equipped with an anti-self destruct option.

Creating NPC Fort Stores

To create an NPC fort store, you first need to create the fort options which will stock your store and then restock it at night during maintenance. The easiest way to do this is to simply copy the setup for the TERRA LABS SELLERs, either A, B, or C, to another slot. Then specify the VAR2 as the device number of the item you want the stocker to create and put up for sale. You'll notice that the VAR1 value for each of the three TERRA LABS SELLERs is different. That's because each one stocks a different available slot in your fort: - - A stocks slots 1 and 2 - - B stocks slots 3 and 4 - - C stocks slots 5 and 6

Now that you have your stockers created, simply go to your NPCFORT.TXT file and create a new fort. Below is an example:

;———————–

NAME Nemesis Dry Goods;gotta give it a name!

X 62 ;X location Y 47 ;Y location Z 1 ;Z location (always 1)

PASSWORD RANDOM ;IMPORTANT! So no one can guess it!

                    ;RANDOM randomly generates one

MED 50000 ;If you want it to sell medkits, give some MEDFS 50000 ;How much of the medkits are for sale? MEDPRICE 200 ;How much are the medkits per dose?

ENERGY 10000 ;Give it some energy right off the bat. ENERGYFS 0 ;Don't sell it or it can be depleted and ENERGYPRICE 0 ;the fort easily conquered.

MONEY 0 ;Does your fort need cash in the treasury?

TELEPRICE 1000 ;Teleportation charge. Delete if none. TOLLPRICE 0 ;Toll charge. Delete if no Toll Station.

SPEC Sacre Pack ;Fort option (default pack) SPEC Black Hole Tap ;Fort option (custom energy) SPEC Death Knell ;Fort option (custom weapon) SPEC Gassy Nebulae ;Fort option (custom moat) SPEC Ultimate Shield ;Fort option (custom shield) SPEC Sacre Seller 2 ;Fort option (custom stocker) SPEC Sacre Seller 5 ;Fort option (custom stocker) SPEC Sacre Seller 8 ;Fort option (custom stocker) LISTUNION ;Why not? You gotta advertise! ;———————– NOTE–Before LOD ver. 4.1, forts with the RANDOM password option were assigned random numeric passwords up to five digits. These types of forts could be broken into easily with a sequential number macro. Version 4.1 changes the RANDOM function to assign alpha-numeric passwords.

Creating Mine Spreader Forts

These are easy. Simply equip an NPC fort with one or more mine factories and a mine spreader. A single mine spreader will spread all mines created so you do not need more than one mine spreader. For more fun, give the fort a Wanderer, so it will warp around randomly leaving mines all over the wasteland.

Making NPC Forts That Warp

If you add a Wanderer device to your NPC forts, be sure and list their initial location as: X1 Y1 Z1

Creating Fort Packs

Creating fort packs is not as hard as it has been made out to be, but there is a bit of an art to it, and a lot of trial and error. First, refer to Section Eight of CUSTOM.DOC for information on creating your new items. Then, you simply add together the VAR1 settings for each item in the fort pack. Remember that you can only use items with an application code = 38. You'll notice if you look through the device list that there are two sets of Teleporters, Excelsior Teleporters, and Transporters with different application codes. The ones with an application code of 38 are the ones you will include in your packs. The other ones are the ones you can buy by themselves for your fort.

For example, if you want to create a fort pack with a:

  1. transporter VAR1 = 16
  2. comset VAR1 = 32
  3. wanderer VAR1 = 128
  4. SFG VAR1 = 64

240 Simply add up the VAR1s (240) and put that number in the VAR1 slot in your fort pack.

Now the art and trial and error comes in when you try to fit more than three or four items in a pack. Since the VAR1s are multiples of each other, you may start running into problems if you try to load them up. An even bigger hurdle comes when you try to make bigger proximity detectors, mine spreaders, or toll stations and the like. If you print out your device list now, you'll notice that the VAR1 for the PROXIMITY TRIP R0 is 1024. The VAR1 for the PROX R1 is twice that, or 2048. The VAR1 for a PROX R2 is 3 times that, or 3072. Get the pattern? So, you can safely assume that the VAR1 for a PROX R3 would be 4096. But, what would the VAR1 be for a PROX R7–8192? No, that's the VAR1 for a TOLL STATION R0!

You can include Factories in your fort packs, too! The VAR1 for a factory is 256. Simply include the device number of the item you want the factory to create in the VAR2 slot.

You can add as many factories as you want, but again, you can run into problem when you add more items. For example, say you create a fort pack with four factories:

  1. Factory VAR1 = 256
  2. Factory VAR1 = 256
  3. Factory VAR1 = 256
  4. Factory VAR1 = 256

1024 You might notice that this number (1024) is also the VAR1 for a PROX R0. This type of mistake becomes much more common when dealing with the larger numbers associated with some of the other items. Be sure to compile and check out your fort packs before you consider yourself done.

NOTE: When you compile your GAME.DEF to test it out, you have to delete any items created from a previous compile or they WILL NOT have the properties of your current compile. For example, if you create a fort pack – then compile, and enter the game, build a fort and install the pack – and find out that it is not exactly what you want, when you correct the device and then recompile, this will NOT change the properties of the existing item already installed in your fort. You must delete that one and then install it again to check it out properly.

Creating Fort Weapons

Be careful when you create new fort weapons that you do not make them too strong. For instance, if you limit your players to 200 hit points, there is no point in having a fort weapon that does more than 201 maximum damage. Having a fort weapon that does a minimum of 200 damage is sure to take out any attacker with one hit.

If you are writing a dataset in version 4.0 or a previous version, there is a limit on how much damage a fort weapon can do. This limit is 255. Any weapon that is designed to do more than 255 damage will do an unspecified, and for the purposes of this game, infinite amount of damage. This bug has been fixed in LOD version 4.1.

Creating Fort Shields

When creating new fort shields, remember that you want them to be somewhat vulnerable. You do not want a shield so strong that it CANNOT be defeated, unless you want your players to be absolutely safe, and this idea, generally, is not a good one for this type of game (it causes players to give up). So make your fort shields strong enough so that the strongest possible player in the game has a certain percentage chance of taking it over. The limit for fort shield strength in version 4.0 and prior version was 50,000 points. Any shield designed with a greater value than that would get a seemingly random value. (Konnor's Note: This may or may not have been fixed in version 4.1.)

Creating Fort Factories

A word of warning on creating fort factories. Remember that each factory will create one item per night. This can cause forts to get cluttered very quickly. Be sure and make factories only for items that players will want to use or sell on a daily basis.

To create a fort factory, use a VAR1 of 256, application code of 38, and enter the device number of the item you want the factory to create in VAR2.

Creating NPC Monsters and Characters

I suggest you use the ISREAL.TXT file to setup your NPCs in, although you can create your own file if you properly include it as a monster file in the DATASET.TXT file.

The trick to getting NPCs to work properly is to start assigning player numbers from the end of the available player slots. Since each NPC will take up a player slot, start from the end with slot 254 (taken up by a Deathstalker in the default dataset). Then assign the next one as:

ISREAL 253

Following this formula, you can add quite a few NPCs to your dataset. Other than adding the ISREAL line, just set up the ISREAL like any other monster.

Making NPCs Camped

Use the CAMPED and NORANDOM commands with the X, Y, Z coordinates. Do not use the MINDIST or MAXDIST commands.

There is an exception to this rule. If you have a wide enough expanse of open terrain (NO impassable terrain types). Then you can set up an NPC to set up camp within a specific area, but not at any designated coordinates by setting your focus with the XYZ coordinates, and then setting the MINDIST and MAXDIST distances so that there is no chance your NPC will camp further away than the closest impassable terrain square. BTW, omit the NORANDOM command to make this work! The reason that you can only do this within an expanse of passable terrain is simply because you don't want your NPC camped on top of a mountain where no one can get at it!

Limiting the Range of NPC Monsters or Characters

There are two ways to limit the appearances of NPC (ISREAL) monsters: by terrain and by distance (or both).

USING GENOBJ.TXT

This is a file where magic can occur! Various types of uses, appearances and transformations for objects can be programmed in this file.

Use this file to get creative. Remember, your players don't always need to kill a monster to get a certain item. Perhaps they can MAKE that item…

Be careful when using the REPLICATE command. This can throw off the balance of your game in a hurry. Players with access to a replicator basically have access to an unlimited source of funds.