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Strategy Guide

Updated 02 Jul
This text is intended to help someone who has not yet finished this adventure. I
hope the hints below will give you enough guidance to get through it.

1.This game is essentially about locating Kurtz and the Time-Transportation
device (however, in the actual game it is called a Time WARP device. Something
that is a bit confusing towards the end). You do not achieve this goal with lots
of finesse or even elaborate problem solving. You do it by being larger and
carrying bigger "sticks" than any of the characters who might get in your way.
In that sense, this is more or less a sci-fi Bard's Tale with one character and
a much less than satisfactory combat system. (I picked up all sorts of items
along the way- passcards, remote control units, signs, etc. -that I never had
any use for at all.) You therefore have a decision to make from the very
beginning: do you develop your character slowly over time, getting killed a lot
at first but achieving the satisfaction that you EARNED the good character? OR
do you hack the game from the very beginning, starting out with a decent
character?

I warn you, if you want to develop your own character, you'll spend a lot of
time on the first few levels getting killed and re-booting your machine (thanks
to the fact that Jagware didn't put more sophisticated save-and-continue and
restore-and-continue commands in the game).

If you do want to edit your character, however, it is VERY possible. Thanks to
the Plink author of Super_Timelord.txt I have discovered how it is done. The 9th
to 15th bytes in any character file contain your character's Fighting,
Marksmanship, Diplomacy, Dexterity, Understanding, Tracking, and Quickness in
that order. If you can get your hands on a binary file editor, such as Plinks
NewZap, you can make your character as powerful as you like. The game is much
less frustrating this way.

2.The other difficulty with this game is mapping, which is a nightmare. Unless
you are VERY experienced at mapping and have a LOT of patience, I suggest you
put aside the normal graph-paper and pencils and use this method:

Every time you enter a new room, note the room colour (ie- Dark Pink, Red, Light
Blue), the number of doors in that room and the directions in which those doors
lead. Draw a room that is approximately the shape of the room you are in on a
piece of paper and lines away from the walls to represent doors (in the
appropriate directions). Move through a door, connecting the next room through
the line you drew and continue the process, much as if you were mapping an
Infocom game.

This method isn't neat, but it keeps you from getting lost, and I found it more
than adequate for finishing the game.

3.There are three levels on the colony and then three levels on the space
station. The secret to finishing the game is finding a ladder or elevator on
each level to move to the next level, blowing away all hostile aliens that get
in your way. 4.If you have questions about something in the game, I find it
helpful to ask friendly characters (Angel, Jessica, etc.). They can often help
you, but of course they aren't available on the advanced levels. In general, any
time you meet a character, look at them and ask them who they are. 5.Any time
you encounter an item, look at it and take it. The GUM MACHINES are an
especially helpful item because they restore your hit points. There is one on
every level (after the first) and it is usually near the entrance to that level.
Beware, however, because if you have low Understanding, you may be poisoned and
die! 6.The most important rule for this game is...SAVE OFTEN. I know it is
frustrating to continually be re-booting (you shouldn't have to) but the odds
are you will die at least once on every level (unless you edit your statistics
to astronomical heights).
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