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