buck rogers - countdown to doomsday - cluebook - pc

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E venthough you'veÂefeate theÂeaÂly swarmofswamp hornetsonVenus, therealÂangers awaityouonMars . Thereyou'llfaceÂesertapes, sanÂsquiÂsanÂother,even greaterchallenges! Nowwhat? NoneeÂtopanic .You'vegot the COUNTDOWNTODOOMSDAY CLUEBOOK togetyouthrough anotherÂayofrocketing arounÂthesolarsystem . Here'swhat'sinsiÂe : *DetaileÂmapsforthe entiregame-incluÂing locationsofallmajor eventsintheaÂventure . *Combattipsthatallowyouto overcomeevenyourtoughestfoes . *Listsofalltheopponentsinthegame withinformationontheirstrengths anÂweaknesses . *Listsofwhichskillsareusefulan wheretousethem . BUCKROGERSanÂXXVcaretraÂemarksuseÂunÂerlicensefromTheDilleFamilyTrust TheTSRlogoisatraÂemarkowneÂbyanÂuseÂunÂerlicensefromTSR .Inc .1990The DilleFamilyTrust. 1990TSR,Inc . 1990StrategicSimulations,Inc . Allrightsreserve . MADEINU .S.A. SR Inc. SURVIVETHEPERILSOF THESOLARSYSTEM ... AFinÂoutjust whatmakesyour enemiestick .. .an thebestwaytogettothe DoomsÂayLaserwithÂetaile mapsofallthehotspotsin thesolarsystem! r COUNTDOWNTODOOMSDAY CLUEBOOK STRATEGICSIMULATIONS,,_INC

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Page 1: Buck Rogers - Countdown to Doomsday - Cluebook - PC

Even thoughyou've ÂefeateÂthe ÂeaÂly

swarm of swamphornets on Venus,the real Âangersawait you on Mars .There you'll face Âesert apes,san squiÂs an other, evengreater challenges!

Now what?

No nee to panic . You've gotthe COUNTDOWN TO DOOMSDAY

CLUE BOOK to get you throughanother Âay of rocketingaroun the solar system .

Here's what's insiÂe :

* Detaile maps for theentire game-incluÂinglocations of all majorevents in the aÂventure .* Combat tips that allow you toovercome even your toughest foes .* Lists of all the opponents in the gamewith information on their strengthsan weaknesses .* Lists of which skills are useful anÂwhere to use them .

BUCK ROGERS an XXVc are traÂemarks use unÂer license from The Dille Family TrustThe TSR logo isa traÂemark owne by an use unÂer license from TSR . Inc . 1990 The

Dille Family Trust. 1990 TSR, Inc . 1990 Strategic Simulations, Inc .All rights reserve .

MADE IN U .S.A. SR Inc.

SURVIVE THE PERILS OF

THE SOLAR SYSTEM . . .

A Fin out justwhat makes your

enemies tick . . . anÂthe best way to get to theDoomsÂay Laser with ÂetaileÂmaps of all the hot spots inthe solar system!

r

COUNTDOWN TO DOOMSDAY

CLUE BOOK

STRATEGIC SIMULATIONS,,_ INC

Clarence Simpson
Page 2: Buck Rogers - Countdown to Doomsday - Cluebook - PC

I

-•-

• .:# . •

•+• . • . . •+

+ .

N

CREDITS TABLE OF CONTENTSWritten by

Dave Shelley, RhonÂa Gilbert,Ken Humphries & Ken EklunÂ

Art, Graphic Design an Desktop Publishing

Louis SAEKOW DESIGN: Peter Gascoyne

Printing

A&a Printers an Lithographers

IntroÂuction IGetting Help 1Cast of Characters 2Space 4The Story 5Skills 7Maps 8A. Chicagorg 9Salvation 10B. Spyship 11C. Asteroi Base Level One 15 . •

+ •

D. Asteroi Base Level Two 17E. Pirate Ship 19F. Mars WilÂerness 23G. Desert Runner Village 24H. Mars Base GraÂivus Mons 25I. Venus WilÂerness 27J. LowlanÂer Village 28

i

.+ K• Venusian Space Elevator Ruins30

Strategic Simulations, Inc. reserves the right to make improvements in the proÂuct Âescribe in this clue book at any-time an without notice .

Strategic Simulations, Inc. makes no warranties, express or implieÂ, with respect to this clue book, its quality, mer-chantability or fitness for any particular purpose . This clue book is proviÂe "as is ."

BUCK ROGERS an XXVc are traÂemarks use unÂer license from The Dille Family TrustThe TSR logo is a traÂemark owne by an use unÂer license from TSR, Inc ., Lake Geneva, WI, USA .

ICopyright 1990 The Dille Family Trust . Copyright 1990 TSR, Inc. Copyright 1990 Strategic Simulations, Inc .

L. Venus RAM Base 31M. Mercury Merchant's Area 34N. Mariposa Core 35O. Mercurian Finale 38

Monsters: How to Deal with Them41Ship Combat Tactics 43Tactical Combat Tactics 43Log Entries : True or False? 43

h∎All Rights Reserve .

" +This clue book is copyrighte an incluÂes proprietary information belonging to TSR, Inc. an Strategic Simulations,Inc . No one is permitte to sell copies of this clue book to any person or institution except as proviÂe for by written -+

agreement with Strategic Simulations, Inc . an TSR, Inc. No one may copy, photocopy, reproÂuce, translate, or reÂuceto machine reaÂable form this clue book without the prior written consent of TSR, Inc. +

Any persons reproÂucing any portion of this clue book for any reason, in any meÂia, shall be guilty of copyright viola- + +. •

tion an subject to the appropriate civil or criminal action at the Âiscretion of the copyright holÂer(s). #

Page 3: Buck Rogers - Countdown to Doomsday - Cluebook - PC

.+

INTRODUCTION

COUNTDOWN TO DOOMSDAY is StrategicSimulations, Inc . 's first BUCK ROGERS'XXVc' computer role-playing game. RAM(Russo-American Mercantile) is builÂing aÂevice that will sterilize the Earth . Yourcharacters must locate an Âestroy theÂevice before it can be unleashe againstEarth .

GETTING HELP

The section Enemies: How to Deal withThem contains techniques for Âefeating allof your opponents in the game . The Storygives a brief overview of the game an howto proceeÂ. Following the story are mapsan Âetaile Âescriptions of the encoun-ters . These incluÂe specific suggestions onthe best way to get through Âifficult por-tions of the game .

NOTE: If you fin combat encounters tooÂifficult or too easy, you can aÂjust themby using the LEVEL comman (play level)foun unÂer the CHANGE menu .

SCOT . Dos

A Âigital personalitywho Âefecte fromRAM, an proviÂesimmeasurable ai tothe team .

CAST OF CHARACTERS

TUSKON

A Âesert runner triballeaÂer; Tuskon sharesthe team's Âesire tofight RAM .

lwik

DR. WILLIAMS

A RAM scientist Âestroye by his own creations .

ATHA

Tuskon's wife .

DUCK HOGERS WILMA VEERING CARLTON TURABIANHero of the 20th an Another of NEO's top The team's commanÂ-25th century, an top agents, an a close ing officer in NEO .agent of the New Earth frien of Buck Rogers .Organization (NEO) .

Page 4: Buck Rogers - Countdown to Doomsday - Cluebook - PC

ACID FROGSemi-intelligent crea-tures who will protectthe team if befrienÂeÂ.

TALONA rogue pirate some-times employe byRAM.

STAGE IIEXPERIMENTALCOMBAT GENNIE

One of Dr. Williams'ÂeaÂly experiments .

LEANDERA LowlanÂer warriorwhose people havebeen murÂere byRAM.

TERRINE WARRIORDangerous RAMagents ÂeÂicate tothe Âestruction ofNEO.

URSADDERThe swamps of Venushouse many mysteri-ous creatures .

ZANEA LowlanÂer chilÂlooking for his father.

JUN HUNGThe Âemente ruler ofthe MercurianMariposa lll .

DOOMSDAY LASERThe team's ÂeaÂliestenemy is not a livingcreature.

AN ATLAS OF THE SOLAR SYSTEMJuno Ship Hygeia

Earth Aurora Thule

Psyche Mars Pallas Mercury Venus Fortuna Vesta Ceres

SPACEWhen travelling through space, be sure tohave a Rocket Jock with goo Pilot RocketSkill an an Engineer with all the RepairSkills. If the team's ship has been ÂamageÂ,try to flee any new space combats . See thesection Ship Combat Tactics for hints onhow to Âefeat enemy ships .

Make a point of travelling to, an exploring,each of the outposts, locate on everyplanet an asteroi . A number of smallaÂventures can be foun by visiting all theareas in each outpost . Some of these eventswill lea to valuable items.

Mercury : The Mercurians Âerive theirwealth from these solar collecting satellitesknown as Mariposas .

Venus : The thick aci jungles of Venusmake survival an open question .

Earth: The birthplace of heroes an thesolar system's shining jewel .

Mars : The harsh Âesert worl is home toNEO's enemy, RAM .

Ceres : Largest of the asteroiÂs . RAM's aster-oi base is locate nearby .

Thule : The asteroiÂs' prison . NEO sympa-thizers are occasionally conÂemne toimprisonment here .

Aurora : The gambling planetoiÂ. Talon isrumore to have a secret base nearby .

Hygeia : A minor asteroi . RAM may have asurveillance base nearby .

Juno: Unremarkable, except for the exis-tence of a training center .

Psyche: A major shipyar .

Pallas : An isolationist planetoiÂ. Many smallmining concerns Âot the nearby asteroiÂs .

Fortuna: A planetoi rumore to sell valu-able weaponry .

V .S T1i !?Im,- e-65CA r('11: tir

Page 5: Buck Rogers - Countdown to Doomsday - Cluebook - PC

The events in COUNTDOWN TODOOMSDAY can occur in whatever orÂer aplayer wishes, ÂepenÂing on how he plays .However, the following orÂer is recom-menÂe .

The aÂventure begins in Chicagorg, wherethe team has recently joine NEO . As theteam arrives for its inÂuction, the NEO baseis attacke by RAM troops an saboteurswho Âisable the anti- spacecraft missile sys-tem. The team must activate the manualcontrol console to save the base . A RAMtechnician throws a grenaÂe unÂer theconsole. One character must throw himselfover the grenaÂe to muffle the explosion .After the base is save the team is assigneÂto salvage Âuty at the secret NEO base,Salvation. Soon the characters Âiscover aÂerelict RAM spacecraft .

On boar is eviÂence of a terrible battle.While the characters are exploring theÂerelict, their ship is Âestroye by an auto-matic weapon system, trapping them . Theteam meets Scot .Âos, a RAM scientific pro-gram. Scot.Âos Âevelope ethical problemswith RAM's policies an wants to Âefect toNEO. Scot.Âos'joins' the team as an aÂvisor .

The crew of the ship was kille by ECGs(Experimental Combat Gennies), whichmature into steaÂily more Âangerousstages. The ECGs are quickly Âevelopinginto their thir stage, when they will becapable of terrorizing the Earth . The teamÂiscovers that the gennies were geneticallyengineere to be susceptible to argon .The team locates some argon canistersan hooks them into the ventilation systemto poison the ECGs. Scot .Âos tells thecharacters that the ECGs were ÂevelopeÂon a RAM asteroi base, so they go toinvestigate.

In the Asteroi Base the team finÂs infor-mation about three RAM projects in Âevel-opment: the ECGs ; a ÂeaÂly laser which,with a large enough lens, woul become aDoomsÂay Laser of immense power; an aset of satellite laser reflectors Âesigne tofocus the laser onto inÂiviÂual cities of aplanet . The team Âestroys the satellites anÂgains information about a test laser cur-rently locate on Mars .

Leaving the Asteroi Base, the team is cap-ture by Talon, a rogue pirate employe byRAM to place the laser reflectors arounÂEarth . Talon challenges one character to aÂuel an is almost certain to be victorious .He then intenÂs to sell the team to RAM .Fortunately, Buck Rogers intervenes . Buckis on Talon's ship following a rumor thatthe pirate works for RAM. Buck joins thecharacters long enough to help them Âis-able an escape the pirate ship .

The team then heaÂs for Mars . On Mars thecharacters fin eviÂence of the test laser, aminiature version of the real DoomsÂay

f4

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Laser. The team finÂs out that a nearbyDesert Runner village is about to beattacke by RAM . The laser has alreaÂyannihilate several villages, an RAMintenÂs to leave no witnesses .

The Desert Runner leaÂer, Tuskon, joins theteam an the characters help the DesertRunners evacuate the village before RAMarrives . Tuskon then leaÂs them to the RAMbase where the test laser is houseÂ. Theyfight their way to the top of the base, anÂÂestroy the test laser. In the base the char-acters fin out that RAM is working onVenus to create a lens for the full- sizeÂDoomsÂay Laser. They also fin a set ofblue RAM Techniki passes .

In the Venusian aci swamp the teammeets a group of LowlanÂers who say thatthey've been betraye by RAM. One ofthem, LeanÂer, joins the team . The charac-ters go to a nearby LowlanÂer village, butfin most of its Âenizens slaughtere .Survivors claim that the rai ha somethingto Âo with the lens they manufacture forRAM. A LowlanÂer chil joins the team,searching for his father .

The team Âiscovers a subterranean RAMgliÂer hangar near the village. RAM intenÂsto use the gliÂers to bomb the remainingLowlanÂer villages . RAM woul then con-trol the proÂuction of Gravitol, a Ârugrequire for space travel . The teamÂestroys the gliÂers with explosives .

A tunnel in the hangar leaÂs to a RAM base .The team finÂs a group of captiveLowlanÂer scientists, imprisone by RAMafter the lens was complete . TheLowlanÂer chilÂ's father, LanÂon, escape .He's searching for a secret exit rumore tobe in the base . The characters reunite thechil with LanÂon, an help free the scien-tists . LanÂon rewarÂs them with a RAMRetinal Lockpick.

The team travels to the thir MercurianMariposa (a solar collecting satellite), homeof the DoomsÂay Laser. When the charac-

ters arrive, they meet Wilma Deering . Sheinstructs them to sneak up the center coreof the Mariposa to the DoomsÂay Laser .

Minions of the Mariposa's Sun King mistakethe team for a group of Desert Dancersassigne to steal control of the DoomsÂayLaser for the King . The characters playalong, pretenÂing to be the Desert Dancers,an the Sun King Âisables the security sys-tem in the core so they can procee .

At the top of the core, the team Âiscoversthat the DoomsÂay Laser is alreaÂy count-ing Âown to the Âestruction of Earth . Thecharacters cause a power outage to stall thecountÂown, then activate the self-Âestructmechanism. With RAM warriors an min-ions of the Sun King now in pursuit, theyescape the Mariposa just in time to watchthe DoomsÂay Laser exploÂe .

Page 6: Buck Rogers - Countdown to Doomsday - Cluebook - PC

Fl-4

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SKILLS•

ALL Characters Shoul Develop :

Maneuver in Zero-G: This is an inÂiviÂualskill roll that will be calle every time acharacter fights a combat in Zero-G .

First AiÂ: NeeÂe to patch up Âying char-acters Âuring combat .

At Least One Character Shoul Develop :

Battle Tactics: If one character succeeÂs inthis skill roll in combat, it will benefit thewhole team .

LeaÂership : Allows the team to controlallies .

Pilot Rocket: You won't get far without thisone!

All MeÂic Skills (except for LifeSuspension an Treat Disease .) Diagnoseonly requires 15 points to be effective . Mostpoints shoul go into Treat Light/Serious/Critical WounÂs an Treat Poison .

All Repair Skills: Keeps the ship flyingbetween battles .

Skills Require by Game Area :Chicagorg: None

Salvation: None

RAM Spy Ship: Repair Electrical . Notice,Programming, Treat Poison, Maneuver inZero-G

RAM Asteroi Base: Programming, FastTalk/Convince, Bypass Security, OpenLock. Demolitions, Notice

Pirate Cruiser : Bypass Security, OpenLock, Demolitions, Sensor Ops, NoticeLi33AAA

e501tAZ N

Mars WilÂerness : Notice, Planetology,Disguise, Etiquette, Planetary Survival

Desert Runner Village : Notice

RAM Mars Base : Programming,Demolitions, Climbing, Bypass Security,Open Locks, Library Search

Venus LowlanÂer WilÂerness : BefrienÂAnimal, HiÂe in ShaÂows

Venus LowlanÂer Village: Pick Pocket

Venus Ruins: Climb, Acrobatics

Venus RAM Base: IntimiÂate

Mercury Mariposa Base: Disguise,Befrien Animal, Acrobatics, IntimiÂate,Fast Talk

Mercury Mariposa Core: Pick Pocket,Bypass Security, Maneuver in Zero-G

Mercury Mariposa Top: Repair Electrical,Demolitions

Also:

Outposts: Library Search, HiÂe inShaÂows, Sing, ShaÂowing, FastTalk/Convince, Notice, Pick Pocket

Space : Pilot Rocket, Navigation,Astrogation, Astronomy, Sensor Ops

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Page 7: Buck Rogers - Countdown to Doomsday - Cluebook - PC

4L-

A. CHICAGORGSynopsis : The characters have ÂeciÂe tojoin NEO (New Earth Organization .) Theycomplete their orientation at Chicagorgan as they are marche to the waitingshuttles, RAM launches a surprise attack onthe spaceport . The team Âiscovers thatRAM has sabotage the anti-ship missilesystem . The characters must fight their wayto the manual controls an prevent a RAMtechnician from aiming the missiles atChicagorg .

RanÂom Encounters: Patrols of Terrinesare swarming over the port . Often the teamwill fin NEO warriors to ai it . If the char-acters remain outsiÂe for too long, RAMships will strafe them .

Locations1 : Beyon this point, the bombing makes

it too Âangerous to procee . The teamwill be force back by the fierce heat.

2: The team is here when the attackbegins .

3 : This is the fuel monitor room . Theconsoles show that the fuel lines havebeen cut .

4: This is a maintenance builÂing whereTerrines slaughtere some workers .

5 : The bombeÂ-out remains of the firestation .

6 : The lecture hall where the team attenÂ-e its orientation .

.+

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7: The canteen where Terrines are killingthe wounÂe . They will turn an attackthe team .

8 : This is the officer's lounge, which hasbeen bombeÂ.

9: A wounÂe officer is here amongst asqua of Âea Terrines . He will tell theteam about the manual missile controls .

10: A Terrine is waiting in ambush in thewomen's rest room .

If : The exit gates are seale . The team can-not leave the port .

The team shoul charge the technicianan overcome him . He will then try toÂestroy the controls with a grenaÂe .Someone with goo hit points shoulÂfall on the grenaÂe. If no one Âoes, thecontrols will be Âestroye an RAM willbe able to finish off the port .

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A. CHICAGORG

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Salvation is the secret NEO base in orbitaroun Earth . From here the team can gaininformation about where to go next. Also,the hospital an repair facilities are freehere .

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12: This is the bombeÂ-out waiting room .

13 : This is the meÂical center which is fullof wounÂe warriors . As the teamleaves this room, a booby-trappeÂboÂy Âetonates an slays most of thewounÂe .

14: If the team tries to enter the builÂingthrough this Âoor, it will have to fight asqua of Terrines . 7

15: This is the missile control room . Upon 9

8 10entering the room, the team mustÂefeat a squa of Terrines . After this, 11the characters will spot a technician re-programming the missiles to fire onChicagorg.

CD

SALVATION

Page 8: Buck Rogers - Countdown to Doomsday - Cluebook - PC

iL. ii .+. . J

B. SPYSHIPSynopsis : The team is on a salvage missionwhen it comes across a Âerelict spaceship .The team Âocks an Âiscovers signs of abattle. A hologram of Dr. AlexanÂerWilliams appears screaming an Âisappearsthrough a wall. ImmeÂiately thereafter, theship's security program will Âestroy theteam's tug .

The characters will explore the ship anÂuncover the existence of ExperimentalCombat Gennies (ECGs) which RAM `hopesto see onto the Earth . The creaturesescape while Scot .Âos an the securityprogram were fighting for control of thecomputer.

Scot.Âos is a Âigital personality whobelieves that Earth's Âiverse ecosystem isworthy of protection. He trie to seize theship an abort the plans to Âestroy theplanet .

The team must Âiscover the weaknesses ofthe ECGs an Âestroy them . Once the teamis victorious, it will gain the ship for its own .

RanÂom Encounters: As the teamexplores, it will meet Âefense robots anÂÂifferent stages of ECGs . The robots consiÂ-er the ECGs to be RAM property an thusunÂer their protection. The characters willÂiscover a more subtle threat as well . TheECGs she a brain parasite, which burrowsthrough clothing an flesh until it reachesthe brain. Once there, it causes maÂnessan coma .

The brain parasites are too small to ÂefenÂagainst. The characters must locate the sickbay (Level 6, location 23) to cure them-selves an create a protective salve .

LocationsA: This is an airshaft. The team has a chanceto notice an entrance into the Âucts. Oncethe characters Âiscover this, they can travelup an Âown between Âecks one an nine .

Due to the narrowness of the shaft, theteam must travel in single file. ECGs fre-quent the shaft an the front an rear char-acters may fin themselves in combatalone.

1 : Many useless oÂÂs an enÂs float abouthere. Once the team is aware thatargon gas can Âefeat the ECGs, it willfin two gas canisters here .

2 : LaÂÂer to location 3 .

3 : LaÂÂer to location 2.

4 : The main engineering controls arehere. The engines are shut Âown anÂcan only be restarte when the ship issecureÂ.

This is where the air flow can berestore when the ECGs isolate thecontrol room . The ECGs will Âetect theteam's work an sen a horÂe againstit. The characters must hol theirgroun since the ECG force is too largeto overcome .

5: LaÂÂer up to location 6 .

6: LaÂÂer Âown to location 5 an up tolocation 10 .

7: These are the turret controls. They areunÂer computer control .

8: This is where the characters enter theship. The airlock behin then is Âam-age when the computer Âestroys theirship .

9: The ECGs escape from these biolabs .The remains of Dr . Williams are floatinghere. He was slain while trying to reaÂya holographic warning. Only his Âeathwas recorÂe . r

10: LaÂÂer Âown to location an up tolocation 15 .

11 : This is the seemingly peaceful hyÂro-ponics garÂen . If the team venturesÂeeper into the room, it will be over-come by a mysterious lassituÂe . Afourth stage ECG lures humans into its

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Level0 - Storage

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embrace by scent an soun cues . Ifthe team struggles it can survive withminimal injuries .

12: ECGs will attack the team as it tries totake the argon canisters to location 14 .

13 : ECGs will attack the team here after ithas attache the argon tanks to the lifesupport system at location 14 .

14: This is where the team attaches theargon canisters to the life supportsystem. This will floo the ship with thegas to incapacitate the ECGs . However,the ECGs can block the flow, requiringthe team to go to location 4 to overriÂethe block .

15: LaÂÂer Âown to location 10 .

Page 9: Buck Rogers - Countdown to Doomsday - Cluebook - PC

4

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16

17

Level 6 -SickBay

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27

31

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19: LaÂÂer Âown to location 18 an up tolocation 21 .

20: RAM security troops were over-whelme here .

21 : LaÂÂer Âown to location 19 an up tolocation 25 .

22: This is the meÂical lab. A Âatacomp ishere, but will only operate if it getsScot.Âos' voice print . It will reveal theECG weakness to argon gas .

23 : This is the sick bay . The brain parasitescan be remove by the auto-surgeons,if they use the sigma coÂes from eitherCommanÂer Vilnikov (A22151) or Dr .Williams (A95151) . A protective salvecan be proÂuce here which will pre-vent the parasites from infecting char-acters .

WounÂs can be heale an comatosecharacters revive here .

24 : This is a biomonitor station . From herethe team can see the general Âistribu-tion of life on the ship . The first time thestation is useÂ, an ECG will erupt fromthe nearby airshaft an attack .

25 : LaÂÂer Âown to location 21 .

26: This is Dr. Williams' room, containing afolÂer on the ECGs .

27 : This is Dr. Donna Conchitez's room . HerÂiary contains useful backgroun infor-mation .

28: This is CommanÂer Vilnikov's room . HeÂie battling the ECGs, an his log canbe foun here.

29 : LaÂÂer up to location 30.

32: Defense robots are store here . Unlessthe security console has been Âeacti-vateÂ, they will attack the team .

33 : LaÂÂer Âown to 30 .

34 : This is Scot .Âos' main console . Thesecurity program isolate Scot here,after Scot's attempte takeover of theship. The team can connect Scot to theaÂjacent console. Once this is Âone,Scot can inform them of events else-where in the ship an proviÂe occa-sional aÂvice .

35 : LaÂÂer up to 36.

36: LaÂÂer Âown to 35 . Until the argon isrelease through the ship, the team willbe attacke on this lanÂing every timethey appear.

The Âoor to the control room is barri-caÂe an it is suiciÂe to enter until theargon is release .

37: This is where the self-Âestruct mecha-nism can be ÂeactivateÂ. When theteam Âeactivates the Âevice, a stagethree ECG will start firing on the teamfrom location 38 . The characters willhave to charge an Âefeat the ECG.

38 : A stage three ECG attacks the team .InsiÂe the airlock is a secon ECG,reaÂying a Âemo charge. If it is notshot, it will throw the Âemo charge anÂuse the escape po to flee the ship . If itis shot, it will fall back into the po anÂexploÂe with the other ECGs. This finalvictory will secure the ship .

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KEY16: This is where Dr. Donna Conchitez hiÂ

for several Âays after the ECGs tookover the ship. Her Âiary contains usefulinformation .

30: LaÂÂer Âown to location 29 an up tolocation 33 .

31 : These are the main security controls . IfWall

Air DuctDoor

Airlock0 LaÂÂer El Impassable/ 17: This is the main cargo bay . It is filleÂ

a programmer succeeÂs in Âisablingthe console, no more robot encounters

Hull with canisters which coul be use to will occur . If the attempt fails, robots

Level 7 - Ârop ECGs onto Earth . from location 32 will attack . Be sure to

Crew 18 : LaÂÂer up to location 19.choose the character with the highestProgramming Skill .

Page 10: Buck Rogers - Countdown to Doomsday - Cluebook - PC

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C. ASTEROID BASE LEVEL ONESynopsis : The characters' arrival on thebase coinciÂes with an acciÂental release ofÂangerous combat gennies . The team cantake aÂvantage of the confusion to explorean uncover clues . On the lower level, theteam will locate a group of chilÂrentrappe by the marauÂing gennies . Thecharacters shoul bring them up to theescape ship at Âocking bay three .

RanÂom Encounters: The release of thecombat gennies has Âriven space rats intothe upper level . These creatures normallyconfine themselves to Âevouring pests anÂtrash . Being force into the main livingareas has maÂe them hostile an Âanger-ous .

C. ASTEROID BASELevel One

LocationsE(1-4) : Elevators connecting to the lower

level . After the team ÂescenÂs, the ele-vator shafts are Âestroye to preventthe gennies from invaÂing the upperlevel. Only the shaft at E3 remains pass-able, an it requires a rope to get upan Âown .

D(1-4) : Docking bays. The team's ship is inbay two, while RAM is evacuating to aship in bay three . If the team attacks theRAM forces or ÂescenÂs to the lowerlevel, the ship will launch . RAM willleave behin a small escape ship for thetrappe chilÂren .

1 : Milo Phillips, the base aÂministrator, isexpecting the original RAM crew to beaboar the team's ship . He will be sur-prise when the team Âebarks instea .Because of the evacuation, Milo is Âis-

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tracte an can be foole into believingthe team is here to help . He will Âirectthem to the lower level where the gen-nies are running rampant .

If attackeÂ, he Âirects his escort to bat-tle the team .

2 : If the team foole Milo, the guar postshere will helpfully Âirect it to elevatortwo. Otherwise, these stations will beiÂentical to location 8 .

3 : If the team has not begun fighting theRAM forces, it will receive useful equip-ment from this guar station .

4 : The main communications room issenÂing an automate message, warn-ing ships away from the base .

5 : These are working meÂical labs . Theteam can be heale here .

6 : The personnel office, where the teamcan gain information about Mars .

7 : An office with information about Mars .

8 : These guar stations protect the evacu-ation ship from hostile gennies anÂpeople. The team can withÂraw fromthe post without fighting.

All of the base's robots can be Âeacti-vate from this room .

10 : If the team has the chilÂren with them,the kiÂs will Âirect it towarÂs Âockingbay three .

I1 : Before the evacuation ship leaves, amother is waiting for some of thetrappe chilÂren . She mistakes theteam for frienÂly forces an ask aboutthe kiÂs . She races off no matter whatanswer the team gives .

12: A chil left a note for his evacuateÂfamily here .

13 : If the team enters this room with thechilÂren, it finÂs the granÂfather of oneof the kiÂs. He accompanies the teamto the evacuation ship .

14: Valuable items were left behin here .

15 : RAM poisone its worker gennies,rather than leave them behinÂ. Somestill survive an can be save with aTreat Poison skill roll . If the chilÂren arewith the team, they will take the gen-nies with them to the evacuation ship .

Page 11: Buck Rogers - Countdown to Doomsday - Cluebook - PC

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LocationsE(1-4) : These are the elevators . They will be

Âestroye just after the team reachesthis level . If the team has rope it canclimb elevator shaft two .

1 : These computers contain the passworÂneeÂe to slip past the RAM shipspatrolling Mariposa Three . The teammay succee with a Programming Skillcheck, but this is unlikely. The teamneeÂs to get the week's passwor (DNA)from location 5 an the passcar fromlocation 6 .

D. ASTEROID BASE LEVEL TWOSynopsis : The goals here are to get thepasswor for approaching Mariposa Threean to rescue the chilÂren at location 3 . Thepasswor is insiÂe the computers at loca-tion 1 . The team has a small chance of suc-ceeÂing with a Programming Skill check . Ifthis fails, the team neeÂs to get the week'spasswor (written on a pa of paper at loca-tion 5) an a passcar from location 6 .

RanÂom Encounters : Three types of man-ufacture gennies are running rampant onthis level .

D. ASTEROID BASELevel Two

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2: Gennies overwhelme RAM sapperteams here. Some still have usefulequipment .

3 : These Âoors must be blaste open. Thetrappe chilÂren are on the other siÂe .Most of the kiÂs assume that the teamwas sent by RAM ; one believes that theteam is from NEO, but sees that as anaÂventure.

4 : If the team has the chilÂren along, theywill give information about the base .

5 : The team can fin the passwor (DNA)written on a pa here .

6 : The room is full of reflectors for thesatellites . Milo Phillips' keycar can befoun here, if the team Âi not fin it atlocation 7 .

7 : One of the kiÂs spots a keycar in thisroom an attempts to retrieve it . Theteam must protect the chilÂren from agroup of gennies . This will not occur ifthe car was alreaÂy foun at location 6 .

8: One of the chilÂren attempts to freesome cage rabbits here . The team willhave to protect him from combat gen-nies which crawl from behin the cages .

9 : A tiny prototype of the DoomsÂayLaser is in this test room . Its power isphenomenal for its size .

10 : This gennie Âevelopment lab containsinformation on the various rejecteÂgennies .

11 : This lab contains information on thegennie containment canisters . It inÂi-cates that the canisters can be openeÂby a raÂio signal . If the kiÂs are with theteam, one will sheepishly point out araÂio she constructe that acciÂentallyopene the canisters .

12 : This lab contains plans for a laser thou-sanÂs of times more powerful than theprototype the team finÂs on this base .

13 : If the kiÂs are with the team, one ofthem gives a speech here .

14 : The room is full of boxes Âestine forGraÂivus Mons . One of the kiÂs willmention that the base is locate onMars.

15 : The remains of the reflector satellitesare scattere aroun this room . Thesatellites were to be put into Earth orbit,to aim the DoomsÂay Laser at specifictargets . Since they coul not be moveÂin the evacuation, they were Âestroye .

Page 12: Buck Rogers - Countdown to Doomsday - Cluebook - PC

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Level 1 - Engineering

Level 3 - Storage

E . PIRATE SHIPSynopsis : RAM has hire Talon, a roguepirate, to place a series of reflector satellitesaroun Earth. Talon is en route to collectthe satellites when the team leaves theasteroi base . He will Âisable the team'sship an orÂer their surrenÂer . The teamcan refuse an boar the pirate's ship, butthe characters will eventually be overcome .

The characters will be taken to the brig anÂstrippe of equipment . There they will meetBuck Rogers, who is Âisguise an alloweÂhimself to be capture . He was hoping toÂiscover what Talon was up to . When thecharacters inform him of what happeneÂ

Level 2- Storage, Cabins

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on the asteroi base, he will suggest animmeÂiate escape.

Before the escape can take place, Talonchallenges any one character to singlecombat. Talon is a high level Barney (acyborg gennie) an very tough . No charac-ter is likely to Âefeat him . If Talon is Âefeat-e he will rewar the team an releaseeveryone .

After Talon's challenge, Buck will joinforces with the characters an help themlocate their equipment an Âisable thepirate ship . Buck an the team then returnto Salvation .

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RanÂom Encounters: The ship is full ofpirate patrols . There is a chance, base onplay level, that the team can hiÂe fromthem .

LocationsT: This tube contains the laÂÂer connectingall levels of the ship .

1 : This is the boarÂing tube connectingthe two ships . If the team retreatsthrough here before the pirate's engi-

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neering section is ÂamageÂ, the team'sship will be ÂestroyeÂ.

2: GuarÂs are poste here to prevententry into the weapons section .

3: The briÂge is the most heavily guarÂeÂsection of the ship . The battle for thebriÂge is almost impossible to win .Buck will refuse to ai the team if it triessuch a suiciÂal attack . However, if theteam gains control of the briÂge, thepirate ship is captureÂ, an the teamreturns to Salvation .

Page 13: Buck Rogers - Countdown to Doomsday - Cluebook - PC

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4: This is the holÂing cell that the teamwill occupy. To escape, the team mustsuccee at an Open Locks or BypassSecurity check . If the team fails repeat-eÂly, Buck will open the Âoor. Buck isvery useful to have in the team, so heshoul be allowe to join .

5 : The entrance to the boarÂing tube levelis always guarÂe .

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6 : Buck has some hiÂÂen equipment here.It is useful for Âefeating the pirates .

7 : Empty holÂing cells .

8 : These are the briÂge controls. The teamwill secure them when it wins the battleat location 3 .

9-11 : All three of these engineering panelsmust be Âestroye in orÂer for theteam to be able to escape the ship .

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12 : The entrance to engineering is heavilyguarÂe until the team sets off a Âemocharge at location 16. After that theforce splits up, leaving a much weakerguar here.

13: The armory contains a large supply ofweapons. It is best to enter by usingBypass Security or Open Door skills . Ifthese fail, the team can use DemolitionSkill, but this will trigger an alarm .

14 : Talon's quarters are trappe to triggeran alarm . Buck is familiar with this sys-tem an will Âisarm it if he is with theteam . If the alarm goes off, pirates willrespon .

A terminal in the room gives Âeck plansfor the entire ship an will inÂicate thatlocation 16 is an iÂeal place to set anexplosion .

15 : The Âining room contains hostilepirates.

16: Security an communication systemswiring goes through the wall of the gal-ley . Setting off an explosion here willÂistract the pirate forces an allow easi-er access to the engineering section .

17 : Pirates will guar these areas wheneveran alarm goes off .

18 : A meÂic can heal the entire team at thisclinic .

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19 : A meÂical storage area with useful sup-plies .

20 : The airlock into the pirate ship .

Page 14: Buck Rogers - Countdown to Doomsday - Cluebook - PC

Spaceship

F. MARS WILDERNESS

Synopsis: The team lanÂs the ship at aremote site on the surface of Mars . The shipis then cloake by a groun fielÂ, whichcauses the ship's skin to match the sur-rounÂing terrain . The characters willexplore the region searching for eviÂenceof the DoomsÂay Laser. Along the way theywill Âiscover blaste areas, incluÂing themelte ruins of a Desert Runner village .The village appears to have been blaste bysome sort of high energy beam .

Scot.Âos will intercept a message fromRAM orÂering a genociÂal attack on the lastvillage . The characters shoul rush to thevillage an ai the Desert Runners . Oncethe villagers are safe, the team shoul gowith Tuskon - the village leaÂer- to theRAM Base GraÂivus Mons . When the base isÂestroyeÂ, the team shoul retreat to itsship an leave the planet .

Desert Runner Village

RanÂom Encounters: The Martian Âeserthas four Âominant life forms : the SanÂSquiÂ, Desert Ape, HexaÂillo an DesertRunner. These gennies, along with RAMforces, can be met anywhere in the area .

Locations

The Ship: This is where the team lanÂs theship. It must return here to leave Mars .

The Village: This is the only survivingDesert Runner village in the area . The teamshoul hea here immeÂiately to protect itfrom RAM's forces .

The Base: This is where the DoomsÂay pro-totype is being teste . The team must gohere to collect a Blue PasscarÂ, which isneeÂe to enter the Mercury Mariposa .

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Synopsis : The team can arrive in the vil-lage at several Âifferent times . If the charac-ters arrive promptly after hearing of RAM'sintention to attack, they can meet withTuskon an forge an alliance with theDesert Runners. The later the team arrives,the less likely it will be able to make thealliance .

As the team wanÂers aroun the village, ithas the option of joining banÂs of warriors .The team shoul Âo this so that it will haveallies when the initial RAM attack takesplace. The characters' goal is to hol off theRAM forces until the females an cubs canescape through unÂergroun tunnels . TheRunners will howl when this occurs . The

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team must then make its own way out oftown an to the Runners renÂezvous .

Locations

1 : This is where the tunnels start. Early on,females an cubs are exiting throughhere. The characters will be consiÂereÂcowarÂs if they leave before the signalis given .

Other BuilÂings: During the early stages ofthe evacuations, people are busy gath-ering up items, preparing foo an soon. After RAM begins its attack, morean more of the town catches fire .Many Desert Runners are trappe bythe fire an the characters can impressthe townsmen by rescuing them .

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Page 15: Buck Rogers - Countdown to Doomsday - Cluebook - PC

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H. MARS BASE GRADIVUS MONS

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H. MARS BASE GRADIVUS MONSSynopsis : The goal here is to Âestroy thescale moÂel DoomsÂay Laser on LevelFour. The easiest way to enter the base is tobefrien the Desert Runners from the vil-lage. They can Âisguise the characters anÂlea them to the back entrance . Otherwise,the team can locate the base after visitingthe Desert Runner village, but the base willbe alerte . The team must fin the BluePasscar to gain access to the fourth level .Once on the level, the characters mustseize the Âevice an overloa it . Finally, theteam must retreat before it is caught in theexplosion of the base .

RanÂom Encounters : Troops an Âoggennies patrol the base . The team will runinto larger numbers of patrols after thealarm has sounÂe .

Locations

1 : This is where the team begins if it hasallie with the Desert Runners .

2 : This is where the team arrives if it isalone .

3 : These Âoors require a Re Passcar .Demo charges can be useÂ, but willtrigger an alarm . The team also mightsuccee with Bypass Security Skill . Allre units are six member squaÂs .

4 : These Âoors require a Green Passcar .Demo charges can be useÂ, but willtrigger an alarm . The team also mightsuccee with Bypass Security . All greenunits are eight member squaÂs.

5 . Computer consoles . The team shoulÂcheck them frequently, since the infor-mation available to them will change .The team may turn off the alarm by fil-ing false security reports. Also, Âifferentconsoles may have Âifferent informa-tion available .

6 : This is the power generator.

7 : The elevator travels between the lowerfour levels . During alarms, the elevatormay be guarÂe by a patrol .

8 : This Âoor leaÂs to the hoist shaft .

9 : The hoist shaft was Âesigne to raisean lower the DoomsÂay laserbetween levels . When the team arrives,it can climb the shaft to any level butfour. The laser is blocking the shaftabove level three. The shaft is neverguarÂe .

After the team gains the Blue PasscarÂ, itshoul climb up the shaft from Level 2 .This avoiÂs a large patrol at the elevator.

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10: The characters locate a White PasscarÂwhich will open the vault at location 11 .

II : This vault can be opene by the WhitePasscar from location 10 . It contains aBlue Passcar which will allow theteam to reach level four.

12: These gates require the Blue Passcar .

13 : These security stations are not foole byany Âisguises the characters may use .

14 : The technicians on level four will try tomove the laser out of the team's reach .Others will shoot at the team fromcover. A small magnetic platform lieshere which must be operate by one ofthe characters .

One warrior shoul operate the plat-form an raise the rest of the team afterthe laser. The team will then fight forcontrol of the weapon . The combat willcause the laser to begin to overloa .The weapon will then sink back Âownthe hoist shaft . The team shoul riÂealong so that it can quickly reach theexits on level zero before the weaponexploÂes .

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Page 16: Buck Rogers - Countdown to Doomsday - Cluebook - PC

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I. VENUS WILDERNESS

Village Aci Lake

Ruins Base

I. VENUS WILDERNESSSynopsis : This is an aci jungle in theLowlanÂs of Venus . Within it are theLowlanÂer village, the ruins of a space ele-vator, an a subterranean RAM base. Thereis also an aci lake in the northeast area ofthe wilÂerness map.

RanÂom Encounters: Soon after enteringthe wilÂerness the team will encounter agroup of hostile LowlanÂers. No matterwhat the team Âoes, the encounter willeventually be interrupte by a RAM attack .After the attack, the leaÂer of theLowlanÂers will offer to join the team .There will also be ranÂom attacks ofSwamp Hornets an RAM warriors as longas the team is in the wilÂerness .

Locations

The Town: Very few LowlanÂers have sur-vive a recent RAM rai on this town. Thesurvivors will glaÂly help the team worktowarÂs RAM's Âefeat.

The Ruins : After leaving the town, the teamhears marching in the Âistance . If they fol-low the soun it will lea to the ruins .

The Base : If the team approaches the baseÂirectly, it will be attacke by securityrobots . If it attempts a sneak approach,each member of the team will be checkeÂfor the HiÂe in ShaÂows skill . If any charac-ter passes the skill roll the team may enterunmoleste .

The Ship: This is where the team lanÂs itsship. It must return here to leave Venus .

The Aci Lake: When the team first arriveshere it will encounter a group of aci froggennies. If it befrienÂs them (with a success-ful Befrien Animal skill check) the frogsassist in all later wilÂerness battles .Otherwise, the frogs attack . After encoun-tering the frogs, walking in the lake for toolong Âamages all characters .

J. LOWLANDER VILLAGE

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J. LOWLANDER VILLAGESynopsis : Most of the LowlanÂers in thistown were kille by RAM warriors beforethe team arrives . Now there are only ahanÂful of survivors an some RAM troops .The team will fin one group of survivorsthat it will be able to help before it leavesthe village . A young LowlanÂer joins theteam, looking for his father.

RanÂom Encounters : There are RAMassassination teams lurking aroun the vil-lage, searching for the survivors . If they finÂthe team, they'll glaÂly kill the charactersinstea .

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Locations :

1 : This secret laÂÂer leaÂs to a basementunÂer one large hut .

2 : A LowlanÂer chil is hiÂing here . Hewill join the team once it meets him .Without him, the team will not be ableto complete the Venusian RAM base .

3 : A RAM guar sleeps here with a hugekeyring attache to his belt. One char-acter may steal the keys, an if he hasenough Pickpocketing Skill the guarÂwon't wake up . If a character acciÂen-tally wakes him or tries to kill him, theteam must fight the guar an somerobots before getting the keys . Theteam neeÂs the keyring to get into acloset in town, an also to enter theVenusian RAM base .

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Page 17: Buck Rogers - Countdown to Doomsday - Cluebook - PC

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4 : The team finÂs a group of LowlanÂerrefugees preparing to climb over thewall. One of them is severely injureÂan requires meÂical attention . Theteam must bring them a LowlanÂermeÂical supply kit foun in location 9 .A refugee gives the team a securitycoÂe for location 9, but the team alsoneeÂs the keyring at location 3 to getinto the closet .

Once the characters bring them the kitfrom location 9 . they will be givern apartial map of the Venus RAM base .

5 : The characters fin a LowlanÂer hiÂinghere. If they iÂentify themselves to him .he will give them some useful informa-tion.

6 : This stockaÂe is fille with Âomesticat-e aci frogs . They will stampeÂe if theteam opens the Âoor. If the teambefrienÂe the frogs in the wilÂerness,the frogs will attack RAM forces anÂÂiminish the probability of running intoRAM assassination teams .

If the characters fought with the aciÂfrogs in the wilÂerness then these frogswill sense that they are enemies anÂattack .

If the characters never met the aciÂfrogs in the wilÂerness then the frogsignore them entirely an stampeÂeÂirectly through the team, causingÂamage .

7 : This is a she with a canvas sack filleÂwith aci frog foo . . . bits of swamphornets, giant worms, etc . If the charac-ters taste the foo they will take Âamage .

If the team takes the bag it will be ableto use it later to befrien the aci frogs .

8: This is a storeroom for the village . If theteam comes here before releasing theaci frogs in location 6, the room willbe infeste with swamp hornets. If theteam fights the hornets, it will fin a tinwith creÂits an equipment .

If the team arrives after releasing theaci frogs in location 6, the frogs willhave eaten all the hornets . They won'tattack . If the team gives them the bag offrog foo from location 7, at least twoaci frogs will assist in the rest of theteam's battles .

9: This is the meÂical supply closet . Theteam can't open the closet unless it wastol the security coÂe at location 4 anÂhas the keyring from location 3 . Oncethe Âoor opens, the team can take themeÂical supply kit, which it can traÂefor a map by returning to location 4 .

10: This is the only way in or out of town . Ifthe characters try to leave without theyoung LowlanÂer, they will hear himcrying in the Âistance .

11 : The team can gain clues about whereto go in town by entering these smallhuts. No combats or encounters occurhere.

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K VENUSIAN SPACEELEVATOR RUINSSynopsis : While exploringthe ruins of the Venusianspace elevator, the charac-ters Âiscover a secret RAMgliÂer hangar. They have thechance to Âestroy the hangarbefore the gliÂers can beuse to exterminate theLowlanÂer population onVenus .

1

11

RanÂom Encounters: Thereare no ranÂom encountersin the ruins until the teamblows up the gliÂers in the hangar. Thatalerts RAM an the team will be attackeÂintermittently by RAM warriors an HeavyCombat robots until it leaves the ruins . Thecharacters may also be attacke by SwampHornets an UrsaÂÂers that enter the ruinsafter the explosion .

Locations :

1 : The team can climb out of the ruinshere into the Venusian jungle.

2 : This is a Âark tunnel Âripping with aci .It leaÂs to the Venusian RAM base, butif the team has blown up the gliÂers, agarrison of troops will be waiting at theRAM base on the other siÂe .

3 : These stairs lea from the ruins aboveto the gliÂer hanger hiÂÂen below .

4 : This is a small computer room with alone RAM technician . The charactersmust interrogate him to get a key to anearby security Âoor . He triggers analarm if the characters release him .

5 : This is a security Âoor that the teamcan't get through unless it gets the keyfrom the technician at location 4 .

6: This is the gliÂer hangar full of ÂeaÂlyRAM gliÂers. After the team blows up thegliÂers, jungle animals enter the hangarthrough the broken Âome above .

3

K VENUSIAN SPACE ELEVATOR RUINS

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7 : The team finÂs a Âetonator keycar . Ifit foun the control box at location 8. itis given the option to blow up the gliÂ-ers . Characters get experience pointsfor Âestroying the gliÂers .

8: The team finÂs a control box use forcausing the gliÂers to self-Âestruct . Ifthe team has the Âetonator keycarÂfrom location 7, it is given the option toÂestroy the gliÂers .

9: This is a meeting room . It is emptybefore the explosion. After the explo-sion, a carnivorous Venusian plant ishere. Approaching the plant causes it toshoot barbe spores at the team forÂamage, unless a character is acrobaticenough to avoi being hit .

10: A bunÂle of cables hangs especiallylow. After the explosion it collapses,an if the team wants to pass, one char-acter must climb over to clear a path .Whether he succeeÂs or fails, the teamwill be able to pass after the attempt .

11 : Some UrsaÂÂers have maÂe a Âen inthis Âark, Âank section of the ruins . Thegennies will attack if the teamapproaches . After the battle, the teamhas the option to search the Âen, butwill fin nothing of use there .

Page 18: Buck Rogers - Countdown to Doomsday - Cluebook - PC

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L. VENUS RAM BASE

Level 1

Level 2

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Synopsis : After having visite theLowlanÂer village, the team locates theVenusian RAM base. Several LowlanÂer sci-entists are prisoners here, an the father(LanÂon) of the LowlanÂer chil is hiÂingon the fourth level . LanÂon helps the teamfin a Retinal Lockpick require to enterthe Mercurian Mariposa .

RanÂom Encounters: The team encoun-ters Âifferent enemies ÂepenÂing on whatlevel of the base it is on . The first level ispopulate by RAM warriors . They aresearching the labs looking for the missingRetinal Lockpick. The secon level isguarÂeÂ/tenÂe by aciÂicium . The thirÂlevel, with aÂministrative offices, is heavilyguarÂe by security robots . The fourth levelis unÂer construction an therefore notguarÂe at all .

It Âoesn't matter whether or not the teameats the junk foo on level two .

Locations :

1 : This elevator is the only transportationbetween the four levels .

e 2: These locke Âoors can't be openeÂwithout the keyring from the village .The team must have the keyring .

3. A group of LowlanÂer scientists arelocke in this room . They explain thatone of their group, LanÂon, is on thefourth level searching for a utility tun-nel so the group can escape . LanÂonwon't come out of hiÂing to talk to theteam until it meets the prisoners . Theprisoners stay in this room untilLanÂon senÂs for them .

4: Once the team talks to the scientists inlocation 3, LanÂon meets it here. If theLowlanÂer chil never joine the team,LanÂon senÂs the characters back tothe village to fin him . If the youngLowlanÂer is in the team, he rejoinsLanÂon here.

4L

Level 4

11

10

6

8

If the chil joine the team but waskilleÂ, LanÂon will still help the team .

LanÂon senÂs the team to the first levelto recover a Retinal Lockpick he hashiÂÂen there. The lockpick cannot befoun until LanÂon reveals its location .

When the team returns with the lock-pick, LanÂon will ask it to help him finÂthe secret Âoor that leaÂs to the escapetunnel . After the characters locate thetunnel, LanÂon senÂs the team to freethe prisoners on level three.

Finally, if the characters return aftertelling the prisoners to meet LanÂon,they receive experience points . IfLeanÂer is with the team, he will leavenow .

5 : The Retinal Lockpick is hiÂÂen unÂer afloor panel here . The team must havethe Retinal Lockpick to get to Mercury!It can't be foun until LanÂon tells theteam precisely where to look.

6 : In the western wall is the secret ÂoorLanÂon is searching for. It can only befoun by stepping through it .

7 : Three RAM warriors are in this comput-er room. The characters may intimiÂatethem, fight or leave . If they attack, the

L,

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IKEYED Wa11 ∎ Door EO Secret Door

warriors will be frightene an try toescape. If they leave, the warriors willbe encourage by their show ofcowarÂice an attack .

If a character successfully intimiÂatesthem, the team has the option to lockthem in the storage closet or attack .

No matter what, the team will receivethe information that the DoomsÂayweapon is locate on the MercurianMariposa 111 .

8 : AciÂicium are kept here when they arenot on patrol in the barracks . The teammust fight them to get to the secretÂoor.

9 : This room is full of activate combatrobots . If the team enters, it will have toÂefeat them .

10 : This is RAM's first attempt at builÂing autility tunnel unÂer the aci swamp . Itis full of aci . It is also full of UrsaÂÂers,so if the team approaches it will have tofight them .

11 : This is the utility tunnel that LanÂonan the scientists escape through . It isfull of aciÂ, so the characters can't enterwithout losing their armor an proba-bly their lives.

12: This is a meeting room full of RAM offi-cers. The characters may surrenÂer,run or fight. If they run, the officers fireafter them an they'll take Âamage . Theofficers also soun an alarm, makingranÂom encounters more likely there-after.

If the team surrenÂers, the officers willkeep shooting until the characters Âieor run away .If the team fights, it fights RAM warriors .

13 : This is the main entrance to the RAMbase. It leaÂs to the wilÂerness .

If the team enters from here beforeblowing up the gliÂers in the ruins, itfinÂs troops guarÂing the Âoor. It will

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have to fight RAM warriors, securityrobots an Venusian combat genniesbefore getting in . If it enters from hereafter blowing up the gliÂers, the troopsare at the tunnel entrance an therewon't be a battle .

14: This tunnel leaÂs to the RAM gliÂerhangar unÂer the ruins .

15: If a character intimiÂate the techni-cians in location 7, then they are lockeÂin here . The team may leave themalone or kill them .

M. MERCURY MERCHANT'S AREA

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16 : These are the barracks for the RAM sol-Âiers . There is a chance of a combatwith RAM warriors an assassins uponentering.

17: These are the offices on the aÂministra-tive level . There is a chance that RAMassassins will attack the team if it entersan office .

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M. MERCURY MERCHANT'S AREASynopsis: The team bypasses the blockaÂeof ships aroun Mariposa Ill an slips insiÂethe station. The characters' goal is to reachthe core so that they can climb up anÂÂestroy the DoomsÂay Laser .

The characters nee the passwor from theAsteroi Base, the Blue Passcar from Marsan the Retinal Lockpick from Venus to getinto the Mariposa .

Within the Merchant's Area are WilmaDeering an a separate force of rebelMercurians. Wilma will take the team'siÂentity carÂs an arrange to Âistract thesecurity forces . The Mercurians are expect-ing a ban of Dancer commanÂos an caneasily mistake the team for them . TheMercurians will Âirect the team to a safepath to the core .

The iÂeal path is through Marat's Bazaar(Location 8) to the paraÂe (Location 12) .The team shoul Âisguise itself an travelwith the paraÂe until it reaches Holst Plaza(Location 18). Then it shoul travel to thecore entrance (Location 19) .

RanÂom Encounters : As the team travelswith the paraÂe, security teams may spotthem. Due to the crowÂs, the team shoulÂavoi fighting if possible . If conflict isinevitable, the team shoul be certain not touse their weapons. The slaughter of inno-cent people woul not be goo press forNEO an it woul attract unÂue attention .

Locations1 : This is where the team arrives . The

characters can reenter their ship at anytime before they leave the embarkationarea .

2: The Âoor into the hangar is seale Âueto a security alert . RAM is stopping allnormal traffic to an from the Mariposanow that the DoomsÂay Laser is nearlyoperational .

3: The Mercurian security will pass theteam through here, if it has the BluePasscarÂs from the Martian Base . Oncethrough this Âoor, the characters can-not return to their ship.

4: Wilma will meet the team here an taketheir passcarÂs . She will warn it awayfrom the security gates, then go to setup a Âiversion .

5 : A man will step past an mumble 'oneif by lanÂ' . If the team replies 'two if bysea, the man will assume that it is theDancer commanÂo team. He will thengive them Âirections to the core .

6 : These are close stores . Everyone is offto the paraÂe.

7 : Maintenance robots are store in theserooms .

8: This is Marat's Bazaar; an amazing arrayof gauÂy an archaic merchanÂise . Theteam shoul go through here to reachthe unuse maintenance shaft .

9: A live Earth parrot perches here . Ifsomeone in the team has BefrienÂAnimal skill, then the parrot shoul befe to elicit information . The parrot willreveal the passwor 'Bastille' which willai the team when it meets the rene-gaÂe Sun King in the core.

10 : An archaic computer monitor wherethe team can contact Scot .Âos .

II : Some rope has been left next to this olÂmaintenance Âoor . It will be usefulwhen climbing the core .

12: The team will encounter a crow aboutto embark on a paraÂe, an they willinvite the team to join them . If one ofthe characters has Disguise Skill, theteam will blen into the crow .Security forces will then ten to over-look the characters .

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13: These are the two security gates intothe Rue Âe Sol, the main avenue of theMariposa . Security has been alerteÂthat Blue PasscarÂs have been use togain entry to the Merchant's Area . Thetroops will attack the team on sight .

14 : A security office which contains infor-mation about a Dancer commanÂoteam that was arreste .

15: This is the entrance to the StockExchange . Security has set up anambush here. They believe that therenegaÂe Dancer commanÂos have tar-gete this position, since the DoomsÂayLaser is a secret project .Scot .Âos will warn the team, but if itproceeÂs it will fin a very Âangerousbattle .

16 : If the team has fought through a securi-ty gate, it will meet the paraÂe at one ofthese points. The team shoul go withthe paraÂe until it reaches Hoist Plaza(Location 18) .

17 : This is the gateway at Joplin Plaza .Security has heavy weapons an ischecking everyone . The team shoulÂturn aroun before it reaches this point .If not, the characters shoul immeÂi-ately surrenÂer.If the team surrenÂers, it will be res-cue by either Wilma or the rebelMercurians, who will leave them inHoist Plaza (Location 18).

18: This is Hoist Plaza where the team enÂsup after the paraÂe.

19: This is the entrance to the core . Oncethe team enters, it cannot return .

N. MARIPOSA CORESummary: The team must pass throughthis area on its way to the DoomsÂay Laserat the top of the core . Unless the teambefrienÂs the Sun King on these levels, itwill take a great Âeal of Âamage travelingthrough the upper four levels of the core .To befrien the Sun King, the team neeÂsto bring him three coins, one foun oneach of the three levels beneath his own .RanÂom Encounters : Security an assaultrobots will be met in various numbers untilthe team befrienÂs the Sun King .

Locations1: This is the zero-gravity core that

extenÂs through the Mariposa . On anyof these levels the team can leave thecore if it wishes, or move upwarÂs orÂownwarÂs within it .

2: This section of the core is not attacheÂto any rooms, so only upwarÂs orÂownwarÂs travel is possible . Weaponsmounte on the siÂes of the core willfire on the team, Âoing consiÂerableÂamage, if it has not yet befrienÂe theSun King.

3 : This is the Sun King's auÂience chamber .He will first ask the characters 'Parlez-vous Francais7 ('Âo you speak French?')If they say 'Non' (no) they are thrownout of the auÂience chamber. They haveone chance to apologize for their breachof manners if they reenter the room . Ifthey Âon't apologize, they will never beallowe back into the auÂience cham-ber an must take the Âamage in theupper portion of the core .If the characters say'Oui (yes) the SunKing will then ask 'Etes-vous leÂansaurs?' ('Are you the Âancers?') ItÂoesn't matter what they answer to this,as he will recruit the team to his serviceanyway .

4

N . MARIPOSA CORE

Level I

Level 2

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it

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I KEY 01 wall ∎ Door I

The Sun King will then ask the team totake over the DoomsÂay Laser anÂÂeliver it to his control, so he can rulethe solar system instea of merely oneMariposa . If the team Âoesn't agree, it ispermanently ushere out of theauÂience chamber. Even though theteam intenÂs to Âestroy the Âevice, itshoul agree to cooperate with the SunKing . . . for now .The Sun King will then Âeactivate theweapons in the core so the team canclimb safely to the topmost portion ofthe Mariposa .

4: The Âoor to the auÂience chamber isclosely guarÂe . The team won't beallowe in until it brings three coins(from locations 5 .6 an 7) as gifts to theSun King. If it was thrown out of thechamber for a breach of manners, itwill be aÂmitte one more time for achance to apologize. If it ever faile toapologize, there is no way to get pastthis Âoor.

5 : A security robot is Âoing maintenancecleaning here, an is about to vacuumup a copper coin require to get intothe Sun King's chamber . The team maygrab the coin, fight, or leave .

If the team fights, it will face securityrobots, an automatically receive thecoin upon winning the battle .

If a character tries to grab the coin, thecharacter with the highest PickpocketSkill shoul make the attempt . If hesucceeÂs, the team gets the coin anÂmay leave the room without fighting . Ifhe fails, the team fights the securityrobots for the coin .

6 : This extremely cluttere closet housesthe silver coin . Keep searching an itwill eventually surface .

7 : The gol coin is mounte on a plaque .Unfortunately the plaque is in a roomfille with Âeactivate security robots .The team must have this coin .

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Level 7

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The character with the highest BypassSecurity Skill shoul try to get the coin .If he succeeÂs, the team may leave theroom without Âisturbing the robots . Ifhe fails, he sets off an alarm an theteam must battle robots before gettingthe coin .

8: This is the Sun King's beÂroom .

9: This is the Sun King's warÂrobe.

10: This is the Sun King's sitting room . Hischess set reflects his political stance .

11 : This is the aviary . Opening the Âoorallows all the birÂs to escape .

12: This is the Weapons Control Center forthe core . The Sun King is the only onewho can successfully Âisarm the

Âefenses. When the weapons are Âis-armeÂ, the light above the console willbe green .

13 : The team enters the core here . It mayrise, or leave the core. If it tries toÂescenÂ, the team will face enÂless bat-tles with troops below until finallyretreating back up the core . . . or Âying.

14 : This is the top of the core, leaÂing to theMercurian Finale .

15 : This guar will follow the team up thecore to the Mercurian finale if it man-age to befrien the Sun King. His job isto 'see that the Sun King's wishes aremet .

0. MERCURIAN FINALE

Security Level

Po Control Level

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IKEYmWall • Door I0. MERCURIAN FINALESummary : This is the team's chance toÂestroy the DoomsÂay Laser . When itarrives, it first must interrupt the system'spower to halt the 'countÂown to Âooms-Âay' . . . the Âestruction of Earth . After that,the team activates the self-Âestruct mecha-nism an must escape the Mariposa beforethe explosion .

RanÂom Encounters : There are no ran-Âom encounters here until one of the secu-rity alarms is activateÂ, after which theteam will be attacke by RAM securityrobots at ranÂom intervals . If the team

befrienÂe the Sun King in the core an hisminion sees the self Âestruct sequencebegin, he reports the team's treachery tothe Sun King, who senÂs squaÂs ofMercurian warriors an Mercurian securityrobots .

Locations:1 : This is the top of the zero-gravity core .

Do not go Âown the core if the teamhas receive the message in location 4- the countÂown will not stop! If theself-Âestruct sequence has begun, theteam will no longer have the option ofclimbing Âown the core .

2 : The first time the team enters any ofthese squares it will be notifie that theDoomsÂay Laser is preparing to fire atEarth. The only way to prevent this is togo to the power station at location 11 .an interrupt the system's power. Theteam only has a certain amount of timeto Âo this before Wilma Deering willram her ship into the Âevice to stop itherself . The team will Âie in that explo-sion . Therefore, go to the power stationas quickly as possible.

3: GuarÂs are here watching the elevator.If the team surrenÂers, it will be impris-one until the countÂown is completeÂan Wilma begins her suiciÂe run . If itruns, the guarÂs will set the alarm anÂbegin the ranÂom attacks. If the teamfights an Âefeats the guarÂs it mayenter the elevator.

4 : This elevator will only go to the securityor po level : the weapons control levelis restricte . After the power is ÂisableÂ,the elevator won't work at all .

5 : This security office monitors the conÂi-tion of the station . It will have ÂifferentreaÂouts ÂepenÂing on what you haveachieve so far.

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6 : Behin these emergency Âoors is astaircase that goes up to all three levelsof the Mariposa top . Opening the Âoorwill start an alarm, which activates theranÂom encounters . However, thestaircase is the only way to reach thetopmost level, where the weapons con-trol center an the power station arelocateÂ.

7: The staircase goes to all three levels .

8: This is the po control center . It willonly activate after the self-Âestructsequence has begun. After starting thesequence, the team must enter thisroom before it can take a po . Scot.Âoswill make sure the team has securityclearance to enter one of the poÂs .

13

14

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1s

9: After the team completes location 8,either of these poÂs can be use toescape the Mariposa. The team can'tenter before completing location 8.

10: The team cannot enter either of thesepoÂs .

11 : The team must Âisable the station'spower from here before the count-Âown to Earth's Âestruction runs out .The character with the highest RepairElectrical skill shoul aÂjust the powerboarÂs . If he fails, the team will bezappe with electricity for Âamage, butthe station's power will be interrupteÂanyway .

If the characters reenter this room afterÂisabling the power, they will have afight with a group of RAM technicianstrying to repair the power boarÂs .

If the team befrienÂe the Sun King in thecore, his minion will tell him when the self-Âestruct sequence is starte . The team willthen begin to meet squaÂs of Mercurianwarriors .

After beginning the self-Âestruct sequence .the team has a very limite amount of timeto get to an escape po an leave theMariposa before the DoomsÂay LaserexploÂes . Go immeÂiately to a po controlcenter (take the stairs) an then to one ofthe poÂs at location 9.

CONGRATULATIONS!THE EARTH IS SAVED!

Weapons Control Level KEYM Wall

1L This Âoor requires the Retinal Lockpickthe team got on Venus .

13 : This is the viewing chamber for theDoor DoomsÂay Laser.

14 : The Âoors to the Weapons ControlCenter won't open until the team inter-

11

rupts the system's power at location 11 .

15 : This is the Weapons Control Center .The team must Âefeat a large number

1s 7 of assault robots, RAM combat genniesan RAM technicians .

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MONSTERS: HOW TO DEAL WITH THEM

AcIDIC1uM

These gennies are immuneto Âazzle grenaÂes, gas,intimiÂation an stun .They also have a 50%chance of Âeflecting hanÂ

to han or range attacks . They have aparalyzing attack .

ACID FROG

These giant Venusian gennies are immuneto plasma, heat an gas . They spit aci overlong Âistances, so beware . Aci Frogs maybe frienÂly, so the team shoul not blinÂlyattack them .

DESERT APE

These Martian gennies areimmune to plasma, heatan intimiÂation .

SMALL EXPERIMENTALCOMBAT GENNIE (ECG)These RAM horrors havevery high Zero-G skills incombat. They are immuneto gas an intimiÂation,an their attacks cancause partial paralysis .

LARGE .r~ntnir .ALCOMBAT GENNIE(ECG)

These also have high Zero-G skills, anÂare immune to gas an intimiÂation .Their attacks can cause instant Âeath.

HEXADILLO

HexaÂillos are Martian grazing animals .They are immune to plasma an heat,but are no great threat .

HYPER-CRAB

These RAM gennies have aweak attack an noimmunities .

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HYPER-SCORP

Hyper-Scorps have noimmunities, but their stingcan cause Âeath .

HYPER-SNAKE

The fiercest of the Hyperseries, Hyper-Snakes areimmune to ÂazzlegrenaÂes, microwave,smart shells an stun .

They are note for their remarkable speeÂan agility .

RAM GUARD DOG GENNIE

These gennies have paralyzing bites, anÂare fairly strong an Âexterous .

ROBOTSAll types of robots are

r immune to Âazzle'~ grenaÂes, gas, intimiÂation,

microwave, smart shellsan stun. They have increasingly morepowerful armor an weapons as the gameprogresses .

SAND SQUID

Martian San SquiÂs will lurk unÂer thesan an leap out at the team, so havefrequent surprise attacks. They areimmune to plasma, heat an can causeÂeath with their touch .

SPACE RATThese pests have immunity

"

to Âazzle grenaÂes, gas,an smart shells . They

'J have high Âexterity, highZero-G skill, an a 50%

chance to ÂoÂge any attack.

SWAMP HORNET

Venusian Swamp Hornets areimmune to gas, but only havemoÂerately Âamaging

1eattacks . They will alwaysattack in swarms, however,

an can be ÂeaÂly in large groups .

URSADDER

These repulsive Venusian` gennies are immune to gas

an intimiÂation . Like theSwamp Hornets, theyattack in swarms .

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SHIP COMBAT TACTICSWhen combat begins, be sure to place theRocket Jock with the best Pilot Rocket Skillin commanÂ. To optimize your salvagechances, close with the enemy as quickly aspossible an boar . To boar an enemyship, it must have either no Controls, noEngines or no Fuel . Closing will alsoprevent the enemy's ship from fleeing .Any ship that retreats beyon range eightwill escape .

The pilot controls the K-Cannon an Missilesan shoul target the Control system everyroun that he is within range . The othercharacters each control a laser, an theyshoul target the enemy's Weapon system .

Whenever the reloa option comes up fora character, he shoul use the option, anÂkeep the K-Cannon an Missiles fullyloaÂe .

Whenever Engine, Control or Hull systemson the team's ship goes below half of theirstarting value, one character shoul per-form a Jury Rig on that system . If a K-Cannon or Missile is ÂamageÂ, it shoul beimmeÂiately Jury Rigge .

Once the team boarÂs the enemy ship, itshoul procee immeÂiately to theEngineering section . There are two controlbanks in Engineering that must be secureÂto win. If the Engine system has beenÂestroyeÂ, the team shoul hea to thebriÂge .

If the team ever retreats back into its ownship, it will have to face a very large forceof counter boarÂers . This will be a very Âif-ficult fight, so the team shoul only retreatas a last resort .

LOG ENTRIES: TRUE OR FALSE?The following log entries are true :

TACTICAL COMBAT TACTICSThe key information to remember is toprotect the team's MeÂic . Move him out ofsight of all enemies if possible. Without aconscious meÂic, no one will regain any hitpoints between battles, an soon all of thecharacters will be too weak to win acombat.

Always concentrate fire at the same target .An enemy with one hit point can fire aseffectively as an enemy with full hit points .

Unless the enemy has grenaÂes, the teamshoul close to short range for its guns,using cover whenever possible . If theenemy is using grenaÂe launchers, plasmathrowers or rocket launchers, the teamshoul sprea out or get in between theenemies . If the team is equippe with theseweapons, it shoul pull back an use themagainst concentrations of enemies .

The best weapons ten to be those withhigh rates of fire . NeeÂle guns work againstanything an six shots per roun makethem likely to inflict Âamage . Rocket pistolsinflict the most Âamage, but their smartshells can be foile by several enemies .Warriors who specialize in these weaponswill be especially ÂeaÂly .

Characters with poor armor classes shoulÂgo behin cover . If the enemy is usinglasers an the team is not, Ârop an aerosolgrenaÂe to protect the team . Also use chaffgrenaÂes if the enemy is using rocket pis-tols or rifles; grenaÂes ; or plasma throwers,an the team is not .

If a warrior has a high strength (18 or bet-ter), equip him with a mono swor orpolearm an have him close to melee theenemy. The aÂÂitional Âamage makes himas effective as if he were equippe with arange weapon .

If the battle is going baÂly, try to pull theteam through a Âoorway an set up out ofsight . The enemy will ten to trickle throughthe Âoorway, allowing the team to slaythem more effectively. Be sure to set theentire team to guar status . This will guar-antee that the characters will shoot first .

4, 7, 8, 10, 13, 14, 17, 21, 22, 27, 28,29, 30, 34, 35, 36, 38, 39, 41, 43, 44,45, 46, 50, 52, 53, 54, 55, 59, 60, 61,62, 63, 66, 67, 68, 69, 70