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- SUNDOG HINTS.
- Original author unknown.
- * marks comments by Alex Leavans
- ** marks remarks by Bruce Webster, author of the original Sundog
- Edited into shape from BIX messages by Neil Harris.
-
-
- 1. Character Generation
-
- If you are going to make a try for solving Sundog, it's best to create a new
- character. When buying abilities, take a lot of Charisma and Luck...it helps
- when avoiding the 'nasties' who plague the game.
-
- ** Actually, I prefer a high Dexterity--it'll help you with both space and
- ground combat. I usually set it at 70-75, Charisma at 60-65, and the rest in
- the 50-60 range.
-
-
- 2. Use of Shunts
-
- To conserve as many of your hard-earned credits as possible, replace all the
- missing or broken pieces in your ship as possible with shunts. Certain pieces
- are un-shuntable, so some purchasing is necessary.
-
- * I have to disagree. To get maximum performance, you want all the parts in
- your ship to be of the highest quality. If you make do with shunts, you're
- going to be in a much tougher situation if you need to run or fight.
-
- ** Use shunts. (Snicker) Do it. I dare you to. It's a great way to commit
- suicide. Point 1: each system has functions that disappear as it takes
- damage and the overall level of the system drops. Using shunts pushes you
- towards those lower levels. Point 2: shunts are less than stable. Want to
- see something interesting? Take a particular system (such as ship's guns) and
- load it up entirely with shunts (except, of course, for the control nodes).
- Buy some cargo (so you'll be attacked), lift off, start a sub-light move to
- the opposite side of the solar system, then run back to the guns repair bay
- and wait for a pirate attack. Then watch what happens. _That'll_ cure you of
- overusing shunts.
-
-
- 3. Auxiliary fuel
-
- Now, fill up on fuel and repair your ship, but don't buy auxiliary fuel, as
- this will take up space in your cargo hold.
-
- ** On the contrary, if you're a novice and not good at defending yourself
- against pirates, you should _always_ buy aux fuel. It cuts into your profits,
- true, but it beats the heck out of losing several thousand credits' worth of
- ship's parts or just plain losing. _I_ still buy aux fuel a lot, _especially_
- if I'm going into dangerous territory, such as Woremed (see below).
-
-
- 4. Money in the bank
-
- Take out all your money from the Bank.
-
- * I disagree. Take MOST of your money out of the bank (at least on Jondd, but
- leave a couple of credits in the bank.
-
- ** I disagree. If you're going to a specific system, use the Transfer
- function to move lots of cash there. But avoid carrying large sums of cash
- any longer than you have to. Few things more aggravating than withdrawing 50K
- credits from the bank and immediately running into muggers who don't buy the
- "Claim no cash" ploy. Buy a lot of extra food (don't over-do it though) and
- store it throughout the numerous lockers aboard your ship.
-
-
- 5. Weaponry
-
- * One of the first purchases you should make is a shield and a scattergun.
- And, like it says in the ad, "Don't leave home without them".
-
- ** Better yet--at least, at first--buy two or three shields (since you can get
- them most anywhere) and forget the scattergun. Two shields in good shape will
- let you outrun just about any group of attackers. Be aware that each shield
- can only take so many hits, just as a scattergun has only so many shots. A
- stinger is harder to use, but it never runs out of shots.
-
-
- 6. Fly to Woromed
-
- Now you should Warp over to Woremed, where they have the best illegal
- equipment credits can buy. If you don't know how to warp yet, then don't use
- these hints...get familiar with the game first.
-
- ** Actually, the best system to do wheeling and dealing in is Glory, since (1)
- it has three planets to work with, and (2) it has a high law level, so pirate
- attacks are less common than in other systems.
-
- ** A simple hints: if you're going to Woremed, *don't* carry cargo. It's one
- of the nastier system around. Just take (or transfer) some cash, go there,
- buy what you need, and leave.
-
-
- 7. What to buy on Woromed
-
- Once on Woremed, peek in the Bank and see if there is any more dough stashed
- there...a litle more money couldn't hurt. Find a bar, and ask the bartender
- for Information about Buying a Cloaker and then a Ground Scanner. Replace a
- Cryofuse in the force shield with the Cloaker, and replace a Scanner in
- Pilotage with the Ground Scanner. The Ground scanner lets you see a few
- cities missing from your maps as well as land directly at them (rather than
- having to drive around in your little land cruiser, ne' pod), and the Cloaker
- makes you invisible when the cloaker is activated.
-
- ** I seldom buy a cloaker; I prefer concentrators and autoslews, so that I can
- entertain myself with blowing the pirates away. Better use of fuel, though
- you do run the risk of damage.
-
- * Another device that you will want to have is a DeCloaker. This negates the
- effects of other people's (namely pirates) cloakers. This device is available
- in a bar in the city of Banville (which is the religious colony that you are
- supplying.) You'll have to wait until the colony gets sufficiently developed
- for the bar to appear (it's the purple building that looks kinda like a moldy
- moon pie...), but once it does, buy that DeCloaker! The DeCloaker replaces a
- j-junc module in the tactical display.
-
- * A second note: I've found that it's a really useful idea to buy TWO of
- each of the items-->ground scanner, cloaker, and decloaker. Install one of
- each of the devices where they belong (don't worry about putting them in
- wrong, they won't fit anywhere except where they're supposed to go). Now put
- your spares in the parts locker. This will save your buns at some future date
- when a pirate blows out one of your hard to obtain and very expensive parts.
- And believe me, it's gonna happen. It's better to spend credits NOW, when
- you're in the right spot, and can get what you need, than be stuck later,
- without what you need.
-
- ** (Snicker) Ever noticed how often those special, illegal, expensive
- components seem to blow when you're attacked? A real shame, isn't it? I not
- only keep spares, I take the darned things out when they're not in use. Why
- risk a ground scanner during an in-system transit? You can *always* land at
- the starport, plug the GS back in, then go to the city of your choice.
-
-
- 8. Explore the planet
-
- Start your wheelings and dealings on Woremed...might as well, since you happen
- to be there already. Buy as much as you can, and fly to another city by
- selecting Navigate and choosing City To City. Sell, everything you have,
- because this is the only way for you to get credits to finance your mission.
- (Of course, the old capitalistic creed applies--buy low and sell high!) Check
- to see if the warehouse has any Cryogens, and take note of whatever else is
- there too. Don't buy any goods now, but collect the Cryogens and take them
- back to Jondd. One of your last actions should be to to pick up all the cash
- that is left on Woremed...there are other means of banking, but direct cash
- transactions are easier and less bothersome.
-
- ** Don't take all the cash; it's usually a good idea to leave a little on each
- system for emergencies. And the best way to get it back to Jondd is to use
- the TRANSFER function at the Uniteller.
-
- If you don't take your dough with you, then you won't have anything at all
- back on Jondd. REMEMBER! When you buy or sell something at the exchange, the
- cash is deposited to the bank, and NOT to you personally. So be sure and
- withdraw all your cash before you leave!
-
- * Be careful, though! Carrying large amounts of cash on you is a good way to
- attract muggers! If you get the little blue box that shows someone is
- approaching you, run for it! You have better than a 50% chance of getting
- away. I have never met anyone yet in those encounters that meant me any good.
- (Mind you, some of them didn't actually do me any harm, but...). If you get
- stopped by muggers, bluff. Claim no cash. About 2/3rds of the time, this
- works, and you get left alone. If they attack, run for it. That's what you
- bought your shield for. (It only takes a limited number of hits, though, so
- be careful not to get complacent). If there are only a few of them, you can
- choose to duke it out. This is where a scattergun becomes important. A
- stinger won't do much of anything. A scattergun will level your attackers
- much more easily. Search your attackers, as they will sometimes be carrying
- things of value.
-
- ** A scattergun only has 7 shots, while a stinger has an unlimited number. If
- you want to go picking fights, the best combo is two shields, a scattergun,
- and a stinger. Keep the scattergun in your hand (upper right location); when
- it runs out, it'll automatically switch to your stinger.
-
-
- 9. Back to Jondd
-
- Once you get back to Jondd, buy a LOT of food, which you will need while
- travelling in the wilderness. Leave Drahew, and hunt around for 'The Lost
- Colony', known as Banville Center. Once found, your Ground Scanner will store
- its position in memory, and you will be able to land there directly. Visit
- their warehouse, and find out which goods they need. Remember to store your
- cryogens there, too. From here on, it's just a matter of finding where the
- goods Banville Center needs are. Just keep flying around picking up
- credits and the needed goods.
-
-
- 10. Evading Pirates
-
- However, a certain 'low class' element also roams the spaceways...pirates!
- When faced with pirates (you will hear the alarm, believe me) select Tactical.
- The least damaging (to you) method of dealing with the buccaneers of the
- spaceways is to wait for them to close in (your ship is moving...remember
- that) and try to Communicate. Refuse to deal with them, and Bluff. This
- usually doesn't work, so if not, select Cloaker from the menu, which will make
- you effectively invisible. When the pirates reach the center of the screen,
- they will warp off; now shut off the Cloaker as fast as possible...its a real
- gas guzzler. The pirates will leave you alone if your cargo hold is empty, or
- carrying cryogens.
-
- * Also, remember: while you're in sublight, from planet to warp point or vice
- versa, your warp drives can be charging. This means that once you hit the warp
- point, you can just blast off, leaving the pirates in the dust.
-
- ** Actually, if you want to really be tricky, you can fully charge your warp
- engines while sitting on the ground--then run over to the fuel depot and "top
- off" your tanks. Also, did you know that you can warp any time after leaving
- orbit? That little number in the upper left corner of the pilotage shows you
- the probability of making a successful warp at that moment. If it works, you
- arrive at your target system, but your location will vary to either side of
- where you were at when you jumped, with a greater variation for being more
- "in-system". If it doesn't work, you have to select a destination and start
- the warp engines charging all over again.
-
- * With the cloaker on, some pirates will wander off of your tactical display.
- A good rule of thumb is, if you can't see them, they can't see you. Some
- pirates (most notably the larger vessels) will NOT go away. They will fly
- right up to you and stay on you. AS LONG AS YOU HAVE YOUR CLOAKER ON, THEY
- WON'T FIRE. This makes for some interesting situations, when you're low on
- fuel, and coming up on a planet...
-
- * Because the only time you can get nailed by pirates is while moving planet
- to planet or warp point, choose your warp points with care. Use the maps, and
- figure out EXACTLY where you want to go to. Then pick the shortest route....
-
- ** Different systems have different law levels. The lower the law level in
- the system, the greater the probability of being attacked (on the ground or in
- space). In a system with a low law level (like Woremed), you want to either
- avoid carrying cargo or choose the most direct route possible. In a system
- with a high law level (like Glory), it's not so critical to be direct. Also,
- in a multi-planet system, you can use the planets as stepping stones.
-
-
- 11. Fighting Pirates
-
- If you are the more agressive type, and hate to see these pirates walk all
- over you, then you'll want to pick up on Woremed a Concentrator and an
- Autoslew.
-
- * The concentrator is available at the same bar(s) on Woremed that all the
- other stuff is. I STILL haven't found an Autoslew.
-
- Put the Concentrator in your gun panel, and the Autoslew in the tactical
- panel. However, pirates don't work alone as a rule, but you do...they have
- the advantage on number, so don't push your luck. If you feel like a fight
- once in a while, then go ahead, but don't make it a habit (unless you happen
- to be Buck Rogers, Luke Skywalker, or Han Solo).
-
- ** Heck, I _like_ fighting pirates. In a number of systems, you can get
- bounties (of up to 5000 Cr) for blowing a pirate away. Better yet, cargo will
- often be detected in the wreckage, and you can use the tractor beam to bring
- it into the pod...*if* you have a free slot. If you don't, you can always
- jettison what's there, but you don't have long to make that decision, and you
- won't know 'til you bring it on board what you've got.
-
- ** By the way, as you destroy or chase off pirates in a given system, you gain
- a "reputation" which makes them less likely to attack you.
-
- ** If you want to fight, this is also a good time to pop a dexboost. That'll
- up your DX to 100 (temporarily) and make it easier to hit those suckers.
- Weapons preference is a matter of personal choice; I prefer lasers and have
- enough experience (I wrote the $*#&$ code) with it to defend myself.
-
- 13. Shields
-
- * It also takes a couple of seconds for your shields to charge--so when
- you're flying in space with valuable cargo, first thing to do, after you've
- selected your sublight destination (and possibly warp point), is to put up
- those shields!
-
- ** A waste of fuel. I usually don't put up my shields until I hear the alarm
- or see the attack indicator (upper left corner of the pilotage) turn red. If
- I'm feeling nervous, I'll sit in the TACTICAL display, in the SHIELDS menu,
- ready to hit the SHIELDS FULL button should I be attacked. Sometimes, though,
- I won't even put up the shields until *after* I've done a COMM with the
- pirates.
-
-
- 14. Colonies & Trade Goods (see list at end of article)
-
- * One thing is almost certain--if you need it for the colony, then you won't
- be able to buy it on Jondd.
-
- ** Actually, in a given game, each planet has a list of supply and demand
- values for all the trade goods--and no planet has (to my recollection) all of
- them available. Supply and demand is modelled on a city-by-city basis, but
- each city tends to recover towards the planetary levels. There are 18
- different sets of values, and they are randomly distributed among the planets
- at the start of a new game. For that matter, more often than not, you can
- complete the first phase of construction in Banville without ever leaving
- Jondd (or, at least, without leaving the system). Which, of course, is a
- great way to eat up your "seed" money.
-
- ** Each solar system has three levels: law, tech, and wealth. Law affects
- frequency of attack (in space and on the ground) and also affects what illegal
- items are available in bars. Note, though, that it is possible to be offered,
- say, a ground scanner on Jondd by someone in the street. However, you have to
- be willing to endure beggars and muggers for quite a while to find something
- like that.
-
- ** The tech level affects the price of tech-based trade goods (I leave it as
- an exercise to the reader to figure out which goods are tech-based). It also
- affects the range of ship's parts available in the stores.
-
- ** The wealth level has a general impact on the price of goods but that's just
- one in a series of factors determining what the cost of a particular cargo is
- (along with supply, demand, quality, tech level, and whether or not you're in
- a starport). Want a measure of a system's wealth level? Buy a glass of ale
- and look at the price.
-
- ** For those of you who thought you were going nuts: yes, some of the planets
- actually move during the course of the game.
-
-
- 15. Needs and the Pod
-
- * Make your list of items currently needed by the colony. Fly around Jondd to
- the various cities, and if you see something at a good price, BUY IT. You
- don't know when (or if) you'll see it again. First thing to do is store it in
- the pod. If it won't fit because you've already got stuff there, store it in
- the warehouse, and come back for it after you've dropped off your current
- load. If the various cities on Jondd don't have what you need, the next
- alternative is to try Heavy. This is a local flight, but don't let that fool
- you--pirates are as ready to hassle you here as anywhere. A good strategy is
- to fly to Heavy, pick up one of the items you need, which will fill one space
- in your pod's cargo bay. Use the other space for a load of fuel. Fill up
- your ship at the spaceport, so that what you have is a full tank, and then a
- reserve tank (in the pod). (By the way, I assume you've bought a cloaker...)
- Now, fly back to Jondd. It's almost certain that a pirate is gonna bother
- you. The reason for the extra fuel, is so that when you hit 'Cloak' you don't
- have to worry about being stranded in space, out of fuel. (Which will make
- you a sitting and very dead duck). Leave your cloaker on until you hit Jondd,
- then simply go to Navigate, and land at the colony. Don't bother turning off
- your shields or cloaker--the landing sequence will do that automatically. The
- key issue is to avoid getting hit by the pirates--so leave your shields up!
-
- * When buying things at the exchange, don't necessarily buy something the
- first time you see it. Quite often the same item, but of varying quality,
- will be offered for sale more than once. When buying for yourself, (i.e., to
- make a profit), buy the highest quality available (I generally don't buy
- below a 'C'). When buying for the colony, buy the LOWEST grade of merchandise
- possible. [I try not buy above a 'E']. (They will accept anything, and what's
- the point of paying 10,000 credits for grade 'A' gems/crystals, when you can
- buy grade 'G' for 3500 and keep the extra 6500 yourself?). Anyway, at any
- given exchange at any given time there are only about 8 or 10 things that are
- for sale, and they cycle through the list. Don't be scared about missing
- something, and so buying it the first time you see it. Often, the same item
- (different grade) will come up a few items later, so cycle through everything
- before you make your purchases. This can often save you credits!
-
-
- 16. Hints & Tips
-
- * The only safe places to sleep are a hotel, your ship, and your pod.
- Sleeping in a bar is a good way to get robbed of everything on you! Your pod,
- also, can be ransacked. This may happen if you park it on the street, or in
- an unguarded parking space. Guarded parking lots (the ones with spaces and a
- little white guard building) are safe.
-
- * There will be certain planetary systems that you can't get to, initially.
- THIS IS NOT A BUG IN THE GAME. There is a way to solve this problem. But it
- will cost you money, a lot of money. In sum, 200,000 credits. So DON'T get
- to the end of the game with a small amount of money, because you will NEED
- lots of capital to finish the game. So sharpen up those trade skills!
-
- ** For those of you wonder how the score is calculated and what it means:
- don't ask me. That was added for the ST version, and I haven't figured it
- out, either.
-
-
- List of Cities and Trade Goods:
- (*=Starport)
- SYSTEM PLANET CITY TRADE GOODS
- Jondd Jondd Drahew* Antimatter
- Oddburg Art Objects
- Esposito Biochips
- Darvilton Cadcams
- Dramming Chronographs
- Heavy Lightning* Clothing
- Ft.Ligon Comgear
- Ft.Savon Droids
- Lafser Tcana Ifwerl/Tennow* Exotic Metals
- Storel Fruits/Vegetables
- Glory GloryI Lagosal* Furs/Silks
- Abran Gems/Crystals
- Abundan Gold
- Paran Grains/Cereals
- Corian Handweapons
- GloryII Fielno* Meats
- Gennewa Nullgravs
- Jemba/Loth Organics
- GloryIII Dark* Pharmaceuticals
- Shoot Shoot Shoothan* Radioactives
- Knuth Rare Earths
- Temlonton Seeds/Sprouts
- Waslat Spices/Herbs
- New Shoot New Shoot N'Waslat* Silichips
- New Tenal Stock Embryos
- Wildera Stimulants
- N.Shooth Sunsuns
- Tram'el Synthesizers
- Edrired Wood/Fibers
- Hell Sheol*
- KolManDaa Kala Man*
- Daa
- New Davya
- Chalne'ij
- Sosai D'helro N'ljones*
- J'behjon
- N'kander
- Woremed W'orrad Sheshco*
- Aylika
- Zadansa
- Alram
- Jadul
- Krakorus Malesti*
- Illdono
- Pelako
- D'esgid
- Ferr Ferr Ferring*
- Lonax
- Barnum
- Bantin
- Ferrwyck Industron*
- The Mines
- Snowball Icebox*
- Enlie Enliah Plepa*
- Tuie
- Hepah Hepah Arlenair*
- Velanie
- Essoit
- e your buns at some future date
- when a pirate blows out one of your hard to obtain and very expe
-
-
-
-
-