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DungeonMaster
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AMIGA DUNGEON MASTER
CHAMPION LIST
# NAME CLASSES EQUIPMENT STATISTICS
------------------------------------------------------------------------------
1 Iaido Apprentice Fighter Samurai Sword 43/55/40/35/45/50/48/65/11
Novice Priest Ghi, Trousers
------------------------------------------------------------------------------
2 Zed Novice Fighter & Priest Torch, Hosen 40/40/40/50/40/40/60/60/10
Novice Ninja & Wizard Pants, Mail
------------------------------------------------------------------------------
3 Elija Novice Fighter Robe, Sandals 42/40/42/36/53/40/60/58/22
Apprentice Priest Magic Box
------------------------------------------------------------------------------
4 Chani Novice Fighter Shirt, Sandals 37/47/57/37/47/37/47/67/20
Apprentice Wizard Moonstone
------------------------------------------------------------------------------
5 Hawk Novice Fighter Leather Pants 45/35/38/55/35/35/70/85/10
Apprentice Priest Leather Jerkin
Boots, 2 Arrows
------------------------------------------------------------------------------
6 Boris Novice Ninja Leather Pants 35/45/55/40/45/40/35/65/28
Apprentice Wizard Leather Boots
Rabbits Foot
------------------------------------------------------------------------------
7 Alex Apprentice Ninja Leather Pants 44/55/45/40/35/40/50/57/13
Novice Wizard Leather Jerkin
Boots, Sling
------------------------------------------------------------------------------
8 Nabi Apprentice Priest Staff, Tunic 41/36/45/45/55/55/55/65/15
Novice Wizard Pants, Sandals
------------------------------------------------------------------------------
9 Linflas Apprentice Fighter Elven Boots 45/45/47/35/50/35/65/50/12
Novice Wizard Elven Doublet
Elven Huke, Bow
------------------------------------------------------------------------------
10 Gando Novice Wizard Leather Boots 39/45/47/33/48/43/39/63/26
Apprentice Ninja Leather Jerkin
2 Poison Darts
------------------------------------------------------------------------------
11 Syra Novice Priest Elven Doublet 38/35/43/45/42/40/53/72/15
Apprentice Wizard Tabard, Apple
------------------------------------------------------------------------------
12 Halk Journeyman Fighter Berzerk Helm 55/43/30/46/38/48/90/75/00
Barbarian Hide
Club, Sandals
------------------------------------------------------------------------------
13 Daroou Apprentice Fighter 50/30/35/45/30/45/100/65/6
Neophyte Wizard
------------------------------------------------------------------------------
14 Wu Tse Novice Ninja Silk Shirt 38/35/53/45/47/40/45/47/20
Apprentice Priest Tabard, Sandals
3 Throwing Stars
------------------------------------------------------------------------------
15 Tiggy Novice Ninja Kirtle, Gunna 30/45/50/35/59/40/25/45/36
Apprentice Wizard Sandals, Wand
------------------------------------------------------------------------------
16 Leif Apprentice Fighter Leather Jerkin 46/40/39/50/45/45/75/70/7
Novice Priest Leather Pants
Leather Boots
------------------------------------------------------------------------------
17 Azizi Novice Fighter Barbarian Hide 47/48/42/45/30/35/61/77/7
Apprentice Ninja Hide Shield
Halter, Daggars
------------------------------------------------------------------------------
18 Stamm Journeyman Fighter Leather Pants 52/43/35/50/35/55/75/80/00
Suede Boots
Tunic, Axe
------------------------------------------------------------------------------
19 Mophus Journeyman Priest Sandals, Robe 42/35/40/48/40/45/55/55/19
Cheese, Bread
Apple
------------------------------------------------------------------------------
20 Wuuf Apprentice Ninja Leather Jerkin 33/57/45/40/35/40/40/50/30
Novice Priest Empty Flask
------------------------------------------------------------
Water Flask Torch
Cheese
Corn
Apples (2)
Bread (2)
==============================================================================
No monsters are encountered on this level. You should choose your party
members carefully. A well-balanced party may get you farther than four
of the most powerful champions of the same type. Use this level to practice
wielding weapons and casting spells. It will give you an idea of which
champions you may wish to bring along on your adventure. If you have no idea
who to take, try these four: Zed, Tiggy, Azizi, and Wuuf.
Be sure to monitor your champions' stats, fatigue, and hunger on this level as
well. Notice how much food and water it takes to restore stats, and bed down
for a while to monitor stat regeneration. Food and water are plentiful in the
early dungeon levels, but become very scarce as you go on. Conserve! Make a
note on your map where you may have left food so that you can return there in
a pinch.
As you encounter monsters in the lower levels, be sure to have all of your
party members participate in battles. Your champions experience levels raise
in proportion to how much they accomplish or attempt. Plan team efforts
before battling.
Conserve torches. Use light spells when possible, and store your torches away
for those times when MANA is important.
Scrolls themselves have no use, other than to provide guidance and
instructions. You may wish to use the scrolls as path markers.
On this level, fill your water flask(s) and find/store all food.
If one of your champions dies, be sure to pick up their bones and equipment if
possible.
Learn which champion can cast which spells. Eventually, you will notice which
spells/potions kill each type of monster easily.
Learn which weapons work best with which champions.
AMIGA DUNGEON MASTER
CREATURE/ITEM LIST
AND HINTS
-LEVEL TWO-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Apples (5) Daggers (2) Gold (6) Boots (2) Screamers
Drumstick Arrow Emerald Torch (6) Mummies
Cheese (2) Sword Topaz Pants (2)
Corn Stars (3) Iron Shirt
Falchon (2) Solid Flask (4)
Magic Box Key Of B Water Flask
Buckler Copper Coin
Chests (2)
==============================================================================
Screamers make for a good meal. Mummies are dangerous, and you must hit and
move in order to kill them this early on (keep in mind where you saw an
altar). A couple of things to note on battles....closed gates can be an
asset, and what is dangerous to your party is also dangerous to monsters.
Recover any thrown weapons after a battle. If some are missing, a monster may
have picked it up. Find and kill it.
Do not be stopped by closed/locked doors. Where there is a will, there is a
way. Sound is as important as sight, so turn up the volume!
On this level you will encounter two seemingly impenetrable barriers: a door
and a force field. They have alot to do with each other, and one of them can
be violated.
CAST YOUR INFLUENCE - This is a two-part obstacle. You must use two distinct
aspects of your champions abilities in the correct order; the first is a
spell.
General Notes: Save the game position to disk regularly, especially before
dangerous moves and after a tough portion of the game. If your champion has
not enough MANA to chant a spell in total, chant as many syllables as possible
and then sleep. When you awaken you can chant the remainder of the spell.
You may pre-chant a spell for each champion and keep them at the ready in case
you run into some surprising situations. You should also know by now that
objects/weapons to be used must be placed in right hand. Best use of chests
is to store one type of item together in each chest (food in one, clothing and
armor in another, etc).
AMIGA DUNGEON MASTER
CREATURE/ITEM LIST
AND HINTS
-LEVEL THREE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Bread (2) Chain Mail RA Key Water Flask Screamers
Drumstick (3) Arrow Pants Blue Meanies
Cheese (3) Helmet Torch (2--------------
Cheese Gold
------------------------------------------------------------------------------
ROOM OF THE GEM
------------------------------------------------------------------------------
Cheese (2) Sling Gold Blue Gem
Apple (2) Rabbit Foot
Drumstick (2)
Bread
------------------------------------------------------------------------------
rigger
might not be where you expect it to be.
GUARDIANS - Following the chest is one way of acquiring it. Think about what
you do with a mirror and don't leave the immediate area without using it.
MATRIX - Remember, walls are important to notice. Use object you found upon
entering this dungeon level or you may become a bit disoriented.
GEM - Pits are the pits, so lose some of your less important objects. Again,
watch the walls.
GENERAL NOTES: It is often helpful
AND HINTS
-LEVEL FOUR-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Drumstick (2) Rapier Gold Water Flask Rock Monsters
Cheese Horn Of Fear Flask (3) Screamers
Chain Mail Shirt Bees
Axe Pants Worms
Bow Gold Coin Ghosts
Helmet Hosen
==============================================================================
A second staircase is around somewhere which leads back to previous level.
There is a room here which contains Screamers. Open door, kill Screamers, get
food. Close door, re-open door and Screamers are there again. Nice food
supply.
Purple Worms are just as dangerous to you as that first mummy you encountered
in level two. Circle and hit them. Move, hit, move.
Be sure to examine aqueducts.
Don't take shortcut the first time. Come back to it later.
If you find the 'prisoner' you will be near staircase leading down a level.
Heed the writing or you will have more work to do. As long as prisoner is
imprisoned, so are you.
Bow raises Ninja level very slowly. Best use it later when you find slayer
arrows.
Lock Picks are worthless.
AMIGA DUNGEON MASTER
CREATURE/ITEM LIST
AND HINTS
-LEVEL FIVE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Torch Screamers
Bees
Green Octopus
Skeletons
Flying Snakes
------------------------------------------------------------------------------
BLUE TRANSPORTER ROOM
------------------------------------------------------------------------------
Poison Dart (3) Mirror Of Dawn
VEN Potion Gold Coin
Helmet Blue Gem
------------------------------------------------------------------------------
BUTTON ROOM
------------------------------------------------------------------------------
Dagger Gem Of Ages
Leg Mail Ekkhard Cross
Mace Blue Gem
Hosen
Gold Coin
------------------------------------------------------------------------------
NEVER ENDING ROOM
------------------------------------------------------------------------------
Corn Staff Illumulit
Helmet Choker
------------------------------------------------------------------------------
PIT ROOM (and lower)
------------------------------------------------------------------------------
Drumstick (3) VEN Potion (2) Chest
DAIN Potion Blue Gem
KU Potion
Large Shield
==============================================================================
TRANSPORTER - R-R-180-L-180-R
BUTTON - Push 5 of them. Mark them to keep track.
NEVER END - Button. Go back and look for room.
PIT - Secret rooms, magic walls.
AMIGA DUNGEON MASTER
CREATURE/ITEM LIST
AND HINTS
-LEVEL SIX-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Drumstick (2) Vorpal Blade Solid Wizard Eyes
Magic Box Iron Skeletons
Helmet Bees
Yew Staff Flying Snakes
Large Shield
------------------------------------------------------------------------------
KING FILIUS' ROOM
------------------------------------------------------------------------------
Mail Akelton Iron
------------------------------------------------------------------------------
FLOOR PANEL ROOM
------------------------------------------------------------------------------
Magic Box Iron
------------------------------------------------------------------------------
KING MIDAS ROOM
------------------------------------------------------------------------------
Iron
--------------------------------------------------rrows (2) Mirth Akelton
Drumstick Stars (2) Mirth Pants
Crossbow Torch
Magic Box (2)
Vorpal Blade
==============================================================================
RIDDLES - All have something to do with your inventory of objects. Think.
OTHER HINTS: Transport a heavy object. Throw dagger or shoot arrow; if it
returns try again, if not then turn corner....Surprise! Magic box - Wall
ring.
AMIGA DUNGEON MASTER
CREATURE/ITEM LIST
AND HINTS
-LEVEL SEVEN-
(RA Level - Tomb Of Firestaff)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
FireStaff RA Key Water Flask Rock Monster
Carbomite Turquoise Flask (4)
FUL Bomb Winged Key Torch
VEN Bomb Lock Picks
INQUISITOR Magnifier
------------------------------------------------------------------------------
ROOM #1
------------------------------------------------------------------------------
Scepter Of Lyf Gem Of Ages
Illumulit
------------------------------------------------------------------------------
ROOM #2
------------------------------------------------------------------------------
DragonSpit SpeedBoots
------------------------------------------------------------------------------
ROOM #3
------------------------------------------------------------------------------
FreezeLife Crown
------------------------------------------------------------------------------
ROOM #4
------------------------------------------------------------------------------
Bolt Blade
Flaimbain Mail
==============================================================================
Keys are important on this level. Needed are 1 Master Key, 1 Ruby Key, and
4 RA Keys. RA Keys are found on levels 3, 7, 9, and 12 AMIGA DUNGEON MASTER
CREATURE/ITEM LIST
AND HINTS
-LEVEL EIGHT-
(The Arena)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Apple Yew Staff Solid Chest (2) Ghosts
Cheese FUL Bomb (5) Ring Of Time Theives
Potions (2) Rabbit Foot Skeletons
Staff Of Manar Torch Mummies
Mace Of Order Jewel Symar
Star Copper Coin
Magic Box
Delta
==============================================================================
On long hallway, take 26 steps, turn around, and wait until door opens.
Chasing Theives will most times lead you to nastier monsters.
AMIGA DUNGEON MASTER
CREATURE/ITEM LIST
AND HINTS
-LEVEL NINE-
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Cheese (2) Storm Ring RA Key MAG Armadillos
Apple Robe
Torch (3)
============================================================================ AMIGA DUNGEON MASTER
AMIGA DUNGEON MASTER
CREATURE/ITEM LIST
AND HINTS
-LEVEL TEN-
(The Snake Level)
FOOD WEAPONS KEYS MISCELLANEOUS CREATURES
------------------------------------------------------------------------------
Corn (2) SpeedBow Skeleton Water Flask Scorpians
Cheese (2) HardCleave Key Of B Chest Skeletons
Bread (4) FUL Bomb Torch Wizard Eyes
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1-6 1 5 3 P DANE Potion (Wisdom)
1-6 1 5 4 P NETA Potion (Vitality)
1-6 3 2 5 P Look Through Solid Objects
1-6 3 3 5 W Lightning Bolt
1-6 3 3 6 P Monster Confusion
1-6 3 4 5 W Light
1-6 3 5 2 P ROS Potion (Dexterity)
1-6 4 5 1 P KU Potion (Strength)
1-6 4 5 4 P Fire Shield
1-6 5 4 6 W Darkness
1-6 6 3 5 W ZOKATHRA Spell
1-6 6 5 5 P EE Potion (Mana)
-----------------------------------------------------------------------
CONDENSED MAD MANS RAMBALINGS
In Dungeon Master there are a few secrets..If you want to play
without cheating stop right here..DO NOT READ ANY FARTHER
FIRST LEVEL:
CAST YOUR INFLUNCE..You throw a 1/6 spell to open the door, then you
throw an object thru the door.
LOCKED DOOR..BLUE SHIELD YOU SEE A CHEST: Find the door and
strike it down with your sword
SECOND LEVEL:
After going downstairs face the left wall go 6 or 7 spaces and
you will find a switch opens secret panel. Where you will find a
compass to use with the Matrix room.
Vault room: remove coin and replace with something else door will
now stay open
Time is of the Essense: push button and move very quickly to get
through fist passage way..push button turn around and throw
something through the blue field the pit will then close..push
button and walk backwards
Chamber of the Guardians: push the button next to the chest until
the chest appears outside..In chest use the mirror of dawn to open
secret passage next to blue eye
Fourth Level:
Transporter Room: The way through to get to the room is a you
land you turn RIGHT..RIGHT..180..LEFT..180..RIGHT
Buttom Room: you push the button as they show up until you have
pushed 5 of them you may have to push them more than once..mark
them as you push them so that you can keep track
Neverending Room: Find the button on the wall push it..then go
back to where you came in the big room.turn left and follow the
wall to get to the next room
Pit Room: In the room to the left there are many secret room
starting to left by walking thru the wall while facing the arm
and wood shackles...there are 3 secret rooms in all after entering
On level 3 there is another staircase that leads back to level 2
there is a room that has a closed gate in that room you will find
screamers that when you leave the room the door will close and
they will be reborn therefore a endless food supply
Fifth Level:
Riddle room:
I am all- I am none: mirror of dawn
An arch but no back: bow
Hard as a rock..Blue as the sky..Twinkle in a woman eye: blue gem
A golden head but no body: gold coin
Midas room: you place a coin in the hole in the wall
Room with locked gate and no way to open it: Place a heavy object
where the Transporter appears and turn it on
After going through the locked door you will come across a room
that is locked and in it you will find a magical box as you leave
you will see a ring on the wall push it..you will open a secret
passageway
Strength Hall: shoot the green arrow or throw a dagger if it comes back
try again if not go around a corner and a gate will be open
Seventh Level:
The easist way to shut off the Fireballs is to drop down into the
pits and then drop into the next one and bring yourself back to
the surface and walk foward in front of you will be the shut off
for the deflector and the fireballs
Eigheth Level
When is a rock not a rock: when it is nothing
step to the left one step and walk thru the wall as you get
through the wall mark it so that you can find your way back
Also on that level there is a area in the hallway that spins you
180 degrees so you end up going back where you came from. Use
magical footprints or throw things down the hallway when they come
back you are there mark that area and when you get there turn 180
as you get there
What is at your feet is overhead: you step on switches and
fireball hit you
The easiest way is to put something on the switches as you get
out of the way of the fireballs..with something on the switches
they will only fire once and you can pass right threw..there are 6
floor switch 3 on both sides
What is lighter than air.. The corbomite you found earlier
Beware of my twisted fate: The room is set up like a snake you
have to go thru in a winding fashion
Vooommm: 2 places to go
Clockwise room: go counterclockwise to get to all the different
area of the room you must start at the sign that says clockwise
and move to a different section by going counter clockwise
Poison Room: get the sword and stay where you are until the cloud
clears when the cloud clears step foward and kick off another trap
and move back to the clear area until out the door
To get the power gem to merge with the firestaff you must use the
Zokthra spell..a little advicffnÿôf^p&@`NHxHnþð/N¹0Oïf0p
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$n*JgNJjTfind a Comm dish. Use your transmitter to
jam it's signal and you're done.
will disrupt the
signal to RUF2.
12. As you swim, you will eventually discover a map in the target area.
It will blow up into six pieces. In order to complete this one, find the
various pieces of the map and beam them up.
13. After you are captured by Slingjaw, he will release you. When you see
all of the images of him, look very carefully at the band of lights that are
right along his neck. One of them will be the inverse of the others. This is
the one to shoot with your weapon. After that, it is just a matter of
destroying the pumps.
14. If you swim toward the northward objects, you will encounter your Arch
Foe. Surface immediately. Read the information ART provides and return to the
same area. QUICKLY shoot at the small transport/pod vehicle as much as
possible. You will eventually disable it. Now swim to the center of the
collection of objects and you will UF should be able to
find it). When ART tells you to, beam the Comm dish down. It will disrupt the
signal to RUF2.
12. As you swim, you will eventually discover a map in the target area.
It will blow up into six pieces. In order to complete this one, find the
various pieces of the map and beam them up.
13. After you are captured by Slingjaw, h