| B A T T L E T E C H | |
| (Infocom) | |
| THE CITADEL. | |
| Your main goal is to learn how to operate the Mechs at the Training Centre. | |
| This will take six lessons, between which you can explore the surrounding | |
| compound. The game requires time to pass between lessons, so here are some | |
| other things to do. | |
| MAKING MONEY | |
| Credits are periodically posted to your account, but you'll have to invest | |
| in the stock market at Comstar Station (one of the many buildings in the | |
| compound) to make enough to buy all the necessary gear. | |
| Only two stocks are worth your while: | |
| NASHAN DIVERSIFIED (NasDiv) | |
| BAKER PHARMACEUTICALS (BakPhar) | |
| NasDiv is a steady performer, so if you do nothing but put all your credits | |
| in this stock, you should amass quite a fortune by the end of the game. | |
| BakPhar is a speculative stock that will make you rich in a short time if | |
| your timing is right. | |
| One strategy is to put most of your credits in NasDiv and a few in BakPhar. | |
| Save regularly and check the market often. When BakPhar starts going up, | |
| put all your credits in it, and usually your money doubles and doubles | |
| again. It is essential to save your game whenever you get ahead, though, | |
| for BakPhar's value can drop to zero in no time! | |
| After investing, leave Comstar and go and do something (explore, rest, | |
| visit the weapons shop, take a training lesson.........), returning | |
| frequently to assess your holdings. It takes a fairly long time to earn | |
| enough credits to buy a serious weapon and good armour, not to mention the | |
| money you will need for training, so you may have to wander about the | |
| compound pointlessly, waiting for your stocks to go up. | |
| WEAPONS, ARMOUR & OTHER GEAR. | |
| The Inferno never runs out of ammunition and rarely misses, so it's | |
| advisable to stay around until you can afford one......BUT - you CAN get by | |
| with less firepower. Weapon shops are everywhere throughout Pacifica, and | |
| you can also salvage weapons after combat. Buy whatever armour you can | |
| afford for yourself and any allies. Armour shops are in many towns. Get a | |
| MedKit (sold at any of several hospitals) and a Mapper (at the video store | |
| in Starport and a few other towns). Later on, get your Mechs modified at a | |
| Mech-It Lube's Speed Shop and you'll become almost invincible. | |
| SKILLS. | |
| The Citadel is the ONLY place to get combat training, and for this you must | |
| have money. Spend your credits to become proficient in as many skills as | |
| you can, ESPECIALLY the skill pertaining to whatever weapon you're packing! | |
| Two other skills, Mech Repair and Medical Training, can be purchased at any | |
| Mechit-Lube or Hospital, and there are several throughout the region you | |
| will explore. | |
| THE INVASION, STARPORT & THE JAIL | |
| On the 6th or 7th training mission, you'll suddenly face real opponents - | |
| the Kuritans, who have invaded the compound. You've got to escape to | |
| Starport, a neutral city northeast of the starting point. If you're lucky, | |
| you'll escape with a Mech. | |
| There are two ways to do so. Choose a Locust for your final mission, then | |
| head West when the forcefield around the training grounds disappears, and | |
| get out of town. Or use a Chameleon and, as soon as you're attacked, walk | |
| back into the building you just left. When the walls come down, exit West | |
| out of the city. (Sometimes neither of these methods are successful! If | |
| that happens, you can get Mechs at several other points). | |
| STARPORT. | |
| Head Northeast to Starport. Save frequently if you decide to fight | |
| attackers in the hope of obtaining money and equipment. Inside, immediately | |
| find the Clothing Store and get rid of your uniform to avoid being attacked | |
| as often. Then check your stocks at Comstar and re-invest if desired. Check | |
| out the Inaugural Hall to learn of the Inauguration, then you might want to | |
| earn credits by fighting at the Arena. repairs can be costly if using a | |
| rental Mech, however, and may even exceed your 250-credit payoff. | |
| REX PEARCE & THE CRESCENT HAWKS. | |
| At the Inaugural Hall later that night you'll meet Rex Pearce, an ally. | |
| Save the game before entering, since you might get killed when you leave | |
| with him. Rex gives you a box from your father and says he's got a new | |
| Commando Mech that Katrina left him. | |
| A member of the Crescent Hawks, he says your mission is to round up other | |
| Hawks, find a secret cache of spare Mech parts your father hid, and signal | |
| Princess Katrina to return to Pacifica for the parts and your team. | |
| But the enemy attacks before you can look at the holocard in the box (which | |
| is necessary to locate the cache), and the card is damaged. If you survive, | |
| you can roam about Starport gathering gear, earning credits and skills, | |
| having Rex's Commando modified at the Speed Shop and so on. | |
| THE JAIL & THE UNDERCOVER AGENT. | |
| Go a little North and East to a small town with a jail and hospital. Save | |
| right away, for you may meet an ally who turns out to be an undercover | |
| agent. If you're having trouble getting people to talk, or if services like | |
| Mechit-Lube are always closed, you've got an agent in the group. Put him | |
| outside on foot and get into a few battles. He'll either be killed by the | |
| enemy or Rex. If you don't have your own Mech, steal one from the Jail's | |
| parking garage. | |
| FINDING THE OTHER HAWKS, | |
| DR. TELLHIM & THE CACHE | |
| There are two places to view the damaged holocard. The easiest, quickest | |
| way is to return to the destroyed Citadel and go to your barracks. You'll | |
| find a holocard viewer and can see most of the message. The second way is | |
| to go to one of the several towns Southwest of Starport. One has the | |
| Mayor's house in it, and you can pick the lock and enter. Use the Mayor's | |
| holocard viewer and you learn that you must find Dr. Tellhim at his hut in | |
| the Northwest. He'll say where to find the cache. (His hut won't appear on | |
| the map unless you view the holocard). | |
| Head Northwest, exploring the various towns. You need to pick up two more | |
| Crescent Hawks; one is a Doctor, found by visiting hospitals, checking the | |
| records and talking to people there. Get him a MedKit to recover faster | |
| from wounds. | |
| Your other ally is a Tech, found by visiting the Mechit-Lubes and asking to | |
| TALK and Apprentice. It's invaluable to get him additional Tech training, | |
| for he can scavenge spare parts from enemy Mechs that you destroy, thus | |
| earning you money as well as simplifying repairs to your own Mechs. | |
| Tellhim is in a building located near the water, near Sector 36/40 x 49/20. | |
| With the proper crew and gear, you'll pass his tests and he'll tell you | |
| that the cache is on an island to the Southeast (39/60 x 55/60). Once | |
| there, enter the cave. | |
| THE COMPUTER TERMINALS | |
| You are in a maze full of locked doors and computer terminals. You have a | |
| key-card that needs to be imprinted with a different Red number, Blue | |
| number and Yellow number to open each door. | |
| Each computer throughout the complex has its own special colour coded | |
| number that can imprint your key-card, and each computer's code can be used | |
| only once. You must open ELEVEN different doors (that's 33 different | |
| computer colour imprints you must find!), to get to the Map Room and the | |
| Power Transmitter. | |
| When you have located and opened the door to the Map Room, you enter it and | |
| must then activate a combination of planets to get the password (PESHT, | |
| BENJAMIN, SKYE, SUMMET, RYERSON, KATHIN, ACHERNAR). | |
| Activate the planets by touching them all, then walk over to the control | |
| panel on the West wall for your password. Leave the Map Room, go back | |
| through the maze to the Upper Control Rooms, and turn on the transmitter to | |
| call Katrina (you do this by walking into the panels). | |
| * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * | |
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