<<

' . STRATEGIC SIMULATIO- . .,,. INC ~ : !fil!ll'"' + __...... ·. ~+ ·. • •• . . + .+· : : :,__...... + • + . ·+· .. • . . . .·~ •••• .. :+ ii~iil-=·+~..~-~· ~·~- 2 ~ . CREDITS n TABLE Of CONTENTS Written by Introduction ...... 1 Dave Shelley, Rhonda Gilbert. Gettinq Help ...... 1 Ken Humphries & Ken Eklund Cast of Characters ...... 2 Space ...... 4 Art. Graphic Design and Deslltop Publishing The Story ...... 5 S~lls ...... 7 Loms SAEKOW DESIGN: Peter Gascoyne Maps ...... 8 A. Chicaqorq ...... 9 Printing Salvation ...... 10 B. Spyship ...... 11 A&a Printers and Lithographers C. Asteroid Base Level One ...... 15 D. Asteroid Base Level Two ...... 17 E. Pirate Ship ...... 19 F. Mars Wilderness ...... 23 G. Desert Runner Villaqe ...... 24 H. Mars Base Gradivus Mons ...... 25 I. Wilderness ...... 27 J. Lowlander Villaqe ...... 28 K. Venusian Space Elevator Ruins ...... 30 L. Venus RAMBase ...... 31 M. Mercury Merchant's Area ...... 34 N. Mariposa Core ...... 35 Strategic Simulations, Inc. reserves the right to make improvements in the product described in this cl ue book at any­ 0. Mercurian ...... 38 time and without notice. Monsters: How to Deal with Them ...... 41 Strategic Simulations, Inc. makes no warranties, express or implied, with respect to this clue book, its quality, mer­ Ship Combat Tactics ...... 43 chantability or fitness for any particular purpo se. This clue book is provided "as is." Tactical Combat Tactics ...... 43 and XXVc are trademarks used under license from The Dille Family Trust. Loq Entries: True or False? ...... 43 The TSR logo is a trademark owned by and used under license from TSR, Inc., Lake Geneva, WI, USA. Copyright 1990 The Dille Family Trust. Copyright 1990 TSR, Inc. Copyright 1990 Strategic Simulations, Inc. All Rights Reserved. This clue book is copyrighted and includes proprietary information belonging to TSR, Inc. and Strategic Simulations, Inc. No one is permitted to sell copies of this clue book to any person or institution except as provided for by written agreement with Strategic Simulations, Inc. and TSR, Inc. No one may copy, photocopy, reproduce, translate, or reduce to machine readable form th is clue book without the prior written consent of TSR, Inc. Arrt persons reproducing any portion of this clue book for any reason, in arrt media, shall be guilty of copyright viola­ tion and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s). CAST OF CHARACTERS

BucKROGERS CARLTON TURABIAN Hero of the 20th and Another of NEO's top The team's command­ 25th century, and top aqents. and a close ing officer in NEO. aqent of the New Earth friend of BucR Roqers. Organization (NEO).

INTRODUCTION GETTING HELP Scor. Dos TUSKON ATHA COUNTDOWN TO DOOMSDAY is Strat~ic The section Enemies: How to Deal with A digital personality A desert runner tribal TusRon's wife. Simulations, lnc.'s first BUCK ROGERS~ Them contains techniques for defeating all who defected from leader; Tusron shares XXVc~ computer role-playing game. RAM of your opponents in the game. The Story RAM. and provides the team's desire to (Russo-American Mercantile) is building a gives a brief overview of the game and how device that will sterilize the Earth. Your immeasurable aid to fight RAM. to proceed. Following the story are maps the team. characters must locate and destroy the and detailed descriptions of the encoun­ device before it can be unleashed against ters. These include specific suggestions on Earth. the best way to get throuqh difficult por­ tions of the game. NOTE: If you find corn bat encounters too difficult or too easy, you can adjust them by using the LEVEL command (play level) found under the CHANGE menu.

DR. WILLIAMS A RAM scientist destroyed by his own creations. ~r ,~ ~ . + + • • • + ••• _.... .+ . •. + + • • • + •• '// . .., +. . • +· . + •• + • • ••• + + . . +· . . . ~LII ...... _)~

ACID FROG LEANDER ZANE Semi-intelliqent crea­ A Lowlander warrior A Lowlander child tures who will protect whose people have looRinQ for his father. the team if befriended. been murdered by RAM .

Mars: The harsh desert worfd is home to TALON TERRINE WARRIOR SUN KING SPACE NEO"s enemy, RAM . A r~ue pirate some­ DanQerous RAM The demented ruler of When travellinQ throuQh space. be sure to times employed by aQents dedicated to the Mercurian have a Rocl~et JocR with Qood RocRet Ceres: LarQest of the asteroids. RAM's aster­ RAM. the destruction of Mariposa III. SRill and an EnQineer with all the Repair oid base is focated nearby. NEO. SRills. If the team's ship has been damaQed. try to flee any new space combats. See the Thule: The asteroids' prison. NEO sympa­ section Ship Combat Tactics for hints on thizers are occasionalfy condemned to how to defeat enemy ships. imprisonment here. MaRe a point of travellinQ to, and explorinQ, Aurora: The QamblinQ planetoid. Talon is each of the outposts, located on every rumored to have a secret base nearby. planet and asteroid. A number of small Hygeia: A minor asteroid. RAM may have a adventures can be found by visitinQ all the surveilfance base nearby. areas in each outpost. Some of these events will lead to valuable items. Juno: UnremarRabfe. except for the exis­ tence of a traininQ center. Mercury: The Mercurians derive their wealth from these collectinQ satellites Psyche: A major shipyard. Rnown as Mariposas. STAGE II llRSADDER DOOMSDAY WER Pallas: An isolationist planetoid. Many smalf EXPERIMENTAL The swamps of Venus \fenus: The thicR acid junQles of Venus mininq concerns dot the nearby asteroids. COMBAT GENNIE The team's deadliest house many mysteri­ enemy is not a livinQ maRe survival an open question. Fortuna: A planetoid rumored to sell valu­ One of Dr. Williams' ous creatures. creature. deadly experiments. Earth: The birthplace of heroes and the abfe weaponry. sofar system's shining jewel. 1 ~r • • 1 .: · . + • • . . • • · _...... • + • + • . • · • . · • • II . +. . • +· .. ·...... ·. + . . .+ . . . IIL S . • . • • .J.:

On board is evidence of a terrible battle. Laser. The team finds out that a nearby While the characters are explorinQ the Desert Runner villaqe is about to be derelict. their ship is destroyed by an auto­ attacRed by RAM . The laser has already matic weapon system. trappinQ them. The annihilated several villaqes, and RAM team meets Scot.dos. a RAM scientific pro­ intends to leave no witnesses. qram. Scot.dos developed ethical problems with RAM's policies and wants to defect to The Desert Runner leader, TusRon. joins the NEO. Scot.dos 'joins' the team as an advisor. team and the characters help the Desert Runners evacuate the villaqe before RAM The crew of the ship was Rilled by ECGs arrives. Tusron then leads them to the RAM (Experimental Combat Gennies). which base where the test laser is housed. They mature into steadily more danqerous fiqht their way to the top of the base. and staqes. The ECGs are quicR!y developinq destroy the test laser. In the base the char­ into their third staqe, when they will be acters find out that RAM is worRinQ on capable of terrorizinq the Earth. The team Venus to create a lens for the full - sized discovers that the qennies were qenetically Doomsday Laser. They also find a set of enqineered to be susceptible to arQOn . blue RAM TechniRi passes. The team locates some arqon canisters and hooRs them into the ventilation system In the Venusian acid swamp the team to poison the ECGs. Scot.dos tells the meets a qroup of Lowlanders who say that The events in COUNTDOWN TO characters that the ECGs were developed they've been betrayed by RAM. One of ters arrive, they meet Wilma Deerinq. She DOOMSDAY can occur in whatever order a on a RAM asteroid base. so they qo to them, Leander. joins the team. The charac­ instructs them to sneaR up the center core player wishes. dependinq on how he plays. investiqate. ters qo to a nearby Lowlander villaqe. but of the Mariposa to the Doomsday Laser. However. the followinQ order is recom­ find most of its denizens slauqhtered. mended. In the Asteroid Base the team finds infor­ Survivors claim that the raid had somethinq Minions of the Mariposa's Sun Kim;? mistaRe mation about three RAM projects in devel­ to do with the lens they manufactured for the team for a qroup of Desert Dancers The adventure befilins in Chicaqorq, where opment: the ECGs: a deadly laser which, RAM. A Lowlander child joins the team. assiqned to steal control of the Doomsday the team has recently joined NEO. As the with a larqe enouqh lens, would become a searchinQ for his father. Laser for the KinQ. The characters play team arrives for its induction, the NEO base Doomsday Laser of immense power: and a alonQ. pretendinfil to be the Desert Dancers. is attacRed by RAM troops and saboteurs set of satellite laser reflectors desiqned to The team discovers a subterranean RAM and the Sun KinQ disables the security sys­ who disable the anti- missile sys­ focus the laser onto individual cities of a qlider hanqar near the village. RAM intends tem in the core so they can proceed. tem. The team must activate the manual planet. The team destroys the satellites and to use the qliders to bomb the remaininQ control console to save the base. A RAM qains information about a test laser cur­ Lowlander villaqes. RAM would then con­ At the top of the core. the team discovers technician throws a qrenade under the rently located on Mars. trol the production of Gravito!. a druq that the Doomsday Laser is already count­ console. One character must throw himself required for space travel. The team inQ down to the destruction of Earth. The over the qrenade to muffle the explosion. Leavinq the Asteroid Base. the team is cap­ destroys the qliders with explosives. characters cause a power outaqe to stall the tured by Talon, a roque pirate employed by countdown. then activate the self-destruct After the base is saved the team is assiqned A tunnel in the hanqar leads to a RAM base. to salvaqe duty at NEO base, RAM to place the laser reflectors around mechanism. With RAM warriors and min­ Earth. Talon challenqes one character to a The team finds a qroup of captive ions of the Sun Kinq now in pursuit, they Salvation. Soon the characters discover a Lowlander scientists. imprisoned by RAM derelict RAM spacecraft. duel and is almost certain to be victorious. escape the Mariposa just in time to watch He then intends to sell the team to RAM . after the lens was completed. The the Doomsday Laser explode. Fortunately, BucR Roqers intervenes. BucR Lowlander child's father. Landon. escaped. is on Talon's ship followinQ a rum or that He's searchinQ for a secret exit rumored to the pirate worRs for RAM . BucR joins the be in the base. The characters reunite the characters lonq enouqh to help them dis­ child with Landon, and help free the scien­ able and escape the pirate ship. tists. Landon rewards them with a RAM Retinal LocRpicR. The team then heads for Mars. On Mars the characters find evidence of the test laser. a The team travels to the third Mercurian miniature version of the real Doomsday Mariposa (a solar collectinQ satellite). home of the Doomsday Laser. When the charac- SKILLS RAM Asteroid Base: Proqramminq, Fast Ta!R/Convince, Bypass Security, Open • ALL Characters Should Dnelop: Lock. Demolitions, Notice Maneuver in Zero-G: This is an individual skill roll that will be called every time a Pirate Cruiser: Bypass Security. Open character fiqhts a combat in Zero-G. Lock, Demolitions. Sensor Ops, Notice First Aid: Needed to patch up dyinq char­ Mars Wilderness: Notice, Planetoloqy, acters durinq combat. Disquise. Etiquette, Planetary Survival • At Least One Character Should Develop: Desert Runner Village: Notice Battle Tactics: If one character succeeds in RAM Mars Base: Proqramminq. this skill roll in combat. it will benefit the Demolitions, Climbinq, Bypass Security, whole team. Open Locks. Library Search Leadership: Allows the team to control Venus Lowlander Wilderness: Befriend allies. Animal. Hide in Shadows Pilot Rocllet: You won't qet far without this Venus Lowlander Village: Pick Pocket one! Venus Ruins: Climb. Acrobatics All Medic SlliUs (except for Life Suspension and Treat Disease.) Diaqnose Venus RAM Base: Intimidate only requires 15 points to be effective. Most Mercury Mariposa Base: Disquise, points should qo into Treat Liqht/Serious/ Befriend Animal, Acrobatics. Intimidate, Critical Wounds and Treat Poison. Fast Talk All Repair Sllills: Keeps the ship flyinq Mercury Mariposa Core: Pick Pocket, between battles. Bypass Security, Maneuver in Zero-G • Skills Required by Game Area: Mercury Mariposa Top: Repair Electrical, Chicagorg: None Demolitions Salvation: None •Also: RAM Spy Ship: Repair Electrical, Notice, Outposts: Library Search, Hide in Proqrarnminq, Treat Poison. Maneuver in Shadows. Sinq, Shadowinq, Fast Zero-G TalR/Convince, Notice, Pick Pocket Space: Pilot Rocket, Naviqation, Astroqation. Astronomy. Sensor Ops -, , ~ ~I I'g· •· .. . . ·•+· ... ·. . . . .· . ·. _...... ·. .+ • .. •. . ..+ . . · · •. .· • .• · . II ~ ' L ...... ]~

A. CHICAGORG 7: The canteen where Terrines are Rillinq A. CHICAGORG the wounded. They will turn and attacR KEY Synopsis: The characters have decided to theterun. D join NEO (New Earth Orqanization.) They rnwan complete their orientation at Chicaqorq 8: This is the officer's lounqe, which has []]Door and as they are marched to the waitinq been bombed. shuttles, RAM launches a surprise attacR on the spaceport. The terun discovers that 9: A wounded officer is here runonqst a RAM has sabotaqed the anti-ship missile squad of dead Terrines. He will tell the system. The characters must fiqht their way team about the manual missile controls. to the manual controls and prevent a RAM 10: A Terrine is waitinq in ambush in the technician from aiminq the missiles at women's rest room. Chicaqorq. 11: The exit qates are sealed. The team can­ - - Random Encounters: Patrols of Terrines not leave the port. 5 are swarminq over the port. Often the team D I will find NEO warriors to aid it. If the char­ 12: This is the bombed-out waitinq room. acters remain outside for too lonq, RAM 13: This is the medical centerwhich is full ships will strafe them. ) 15 of wounded warriors. As the team leaves this room, a booby-trapped & I J 14 I) Locations body detonates and slays most of the - 1: Beyond this point, the bombinq maRes wounded. it too danqerous to proceed. The team 14: If the terun tries to enter the buildinq will be forced bacR by the fierce heat. throuqh this door, it will have to fiqht a 1 I) 2: The team is here when the attacR squad of Terrines. - ~ - beqins. 15: This is the missile control room. Upon ) 8 10 11 13 ' I 3: This is the fuel monitor room. The enterinq the room, the terun must defeat a squad of Terrines. After this, 11 consoles show that the fuel lines have - the characters will spot a technician re­ - - been cut. proqramminq the missiles to fire on <&: This is a maintenance buildinq where Chicaqorq. Terrines slauqhtered some worRers. SALVATION The team should charqe the technician Salvation is the secret NEO base in orbit 5: The bombed-out remains of and overcome him. He will then try to around Earth. From here the team can qain station. destroy the controls with a qrenade. information about where to qo next. Also, Someone with qood hit points should 6: The lecture hall where the terun attend­ the hospital and repair facilities are free fall on the qrenade. If no one does, the here. ed its orientation. controls will be destroyed and RAM will be able to finish off the port. ~11· ~ 11 + + • • • + • • • ...... + •• + •• • • • + .. ·'""1 • • + + ... + • • •• •• + +· . ..+ + • + .J~ ~L • .

B.SPYSHIP Due to the narrowness of the shaft. the B.SPYSHIP team must travel in sinqle file. ECGs fre­ Synopsis: The team is on a salvaqe mission quent the shaft and the front and rear char­ when it comes across a derelict spaceship. acters may find themselves in combat The team docl2s and discovers siqns of a alone. battle. A holoqram of Dr. Alexander Level O- Storage Williams appears screaminq and disappears I: Many useless odds and ends float about throuqh a wall. Immediately thereafter. the here. Once the team is aware that ship's security proqram will destroy the arqon qas can defeat the ECGs. it will team's tuq. find two qas canisters here. The characters will explore the ship and 2: Ladder to location 3. uncover the existence of Experimental Combat Gennies (ECGs) which RAM hopes 3: Ladder to location 2. to seed onto the Earth. The creatures 4: The main enqineerinq controls are escaped while Scot.dos and the security here. The enqines are shut down and proqram were fiqhtinq for control of the can only be restarted when the ship is computer. secured. Scot.dos is a diqital personality who This is where the air flow· can be believes that Earth's diverse ecosystem is restored when the ECGs isolate the worthy of protection. He tried to seize the control room. The ECGs will detect the ship and abort the plans to destroy the team's worR and send a horde aqainst planet. it. The characters must hold their The team must discover the weal2nesses of qround since the ECG force is too larqe the ECGs and destroy them. Once the team to overcome. is victorious. it will qain the ship for its own. S: Ladder up to location 6. Random Encounters: As the team 6: Ladder down to location 5 and up to KEY explores. it will meet defense robots and location 10. ITJwan different staqes of ECGs. The robots consid­ []]Door er the ECGs to be RAM property and thus 7: These are the turret controls. They are under their protection. The characters will under computer control. ~Ladder discover a more subtle threat as well. The 8: This is where the characters enter the ~Air Duct ECGs shed a brain parasite, which burrows ship. The airlocR behind them is dam - rn Airlocil throuqh clothinq and flesh until it reaches aqed when the computer destroys their liJ Impassable/ . Once there. it causes madness ship. Hull and coma. 9: The ECGs escaped from these biolabs. The brain parasites are too small to defend The remains of Dr. Williams are floatinq embrace by scent and sound cues. If 14: This is where the team attaches the aqainst. The characters must locate the sicR here. He was slain while tryinq to ready the team struqqles it can survive with arqon canisters to the life support bay (Level 6. location 23) to cure them­ a holoqraphic waminq. Only his death minimal injuries. system. This will flood the ship with the selves and create a protective salve. was recorded. qas to incapacitate the ECGs. However. 12: ECGs will attacR the team as it tries to the ECGs can blocR the flow. requirinq Locations 10: Ladder down to location 5 and up to taRe the arqon canisters to location 14 . the team to qo to location 4 to override location 15. the blocR. A: This is an airshaft. The team has a chance 13: ECGs will attacl2 the team here after it to notice an entrance into the ducts. Once 11: This is the seeminqly peaceful hydro­ has attached the arqon tan12s to the life 15: Ladder down to location 10. the characters discover this. they can travel ponics qarden. If the team ventures support system at location 14 . up and down between dec12s one and nine. deeper into the room. it will be over­ come by a mysterious lassitude. A fourth stage ECG lures humans into its r ..,.

KEY 16: This is where Dr. Donna Conchitez hid 30: Ladder down to location 29 and up to for several days after the ECGs took location 33. ITJ Wall ~ Ai.r Du ct over the ship. Her diary contains useful [[] Door [9 Ai. rlocb information. 31: These are the main security controls. If a pr~rammer succeeds in disablinq ~Ladd e r GEJ Impassa ble/ Hull 17: This is the main carqo bay. It is filled the console. no more robot encounters with canisters which could be used to will occur. If the attempt fails , robots Level 7- drop ECGs onto Earth. from location 32 will attack. Be sure to choose the character with the hiqhest 18: Ladder up to location 19. Pr~ramm i nq Skill. 19: Ladder down to location 18 and up to 32: Defense robots are stored here. Unless location 2 !. the security console has been deacti- 20: RAM security troops were over- vated. they will attack the team. whelmed here. 33: Ladder down to 30. 21: Ladder down to location 19 and up to 34: This is Scot.dos' main console. The location 25 . security proqram isolated Scot here. 22: This is the medical lab. A datacomp is after Scot's attempted takeover of the here, but will only operate if it qets ship. The team can connect Scot to the Scot.dos' voice print. It will reveal the adjacent console. Once this is done, ECG weakness to arqon qas. Scot can inform them of events else- where in the ship and provide occa- 23: This is the sick bay. The brain parasites sional advice. can be removed by the auto-surqeons, if they use the siqma codes from either 35: Ladder up to 36. Commander Vilnikov (A22151) or Dr. 36: Ladder down to 35. Until the arqon is Williams (A9515 I). A protective salve released throuqh the ship, the team will can be produced here which will pre- be attacked on this landinq every time vent the parasites from infectinq char- they appear. acters. The door to the control room is barri- Wounds can be healed and comatose caded and it is suicide to enter until the characters revived here. arqon is released. 24: This is a biomonitor station. From here 37: This is where the self-destruct mecha- the team can see the qeneral distribu- nism can be deactivated. When the tion of life on the ship. The first time the team deactivates the device, a staqe station is used, an ECG will erupt from three ECG will start firinq on the team the nearby airshaft and attack. from location 38. The characters will 25: Ladder down to location 21. have to charqe and defeat the ECG. 26: This is Dr. Williams' room. containinq a 38: A staqe three ECG attacks the team. folder on the ECGs. Inside the airlock is a second ECG , readyinq a demo charqe. If it is not 27: This is Dr. Donna Conchitez's room. Her shot, it will throw the demo charqe and Level 10- diary contains useful backqround infor- use the escape pod to flee the ship. If it Control mation. is shot. it will fall back into the pod and 28: This is Commander Vilnikov's room. He explode with the other ECGs. This final died battlinq the ECGs, and his loq can victory will secure the ship. be found here. 29: Ladder up to location 30. . • . .. . . • ...... + . +. . ••••. 16 • • . + • + +·. .. .·...... + . . .+ .

C. ASTEROID BASE LEVEL ONE Locations tracted and can be fooled into believinQ 9: All of the base's robots can be deacti­ the team is here to help. He will direct vated from this room . Synopsis: The characters' arrival on the E(1·4): Elevators connectinQ to the lower them to the lower level where the qen­ base coincides with an accidental release of level. After the team descends, the ele­ nies are runninq rampant. 10: If the team has the children with them . danqerous combat qennies. The team can vator shafts are destroyed to prevent the kids will direct it towards dockinq t~e advantaqe of the confusion to explore the Qennies from invadinQ the upper If attacked. he directs his escort to bat­ bay three. and uncover clues. On the lower level, the level. Only the shaft at E3 remains pass­ tle the team. team will locate a Qroup of children able. and it requires a rope to Qet up 11: Before the evacuation ship leaves. a trapped by the maraudinQ Qennies. The and down. 2: If the team fooled Milo. the quard posts mother is waitinQ for some of the characters should brinQ them up to the here will helpfully direct it to elevator trapped children. She mistakes the escape ship at dockinQ bay three. D(l-4): Dockinq bays. The team's ship is in two. Otherwise, these stations will be team for friendly forces and ask about bay two , while RAM is evacuatinq to a identical to location 8. the kids. She races off no matter what Random Encounters: The release of the ship in bay three. ff the team attacks the answer the team qives. combat Qennies has driven space rats into RAM forces or descends to the lower 3: If the team has not bequn fiQhtinq the the upper level. These creatures normally level, the ship will launch. RAM will RAM forces, it will receive useful equip­ 12: A child left a note for his evacuated confine themselves to devourinQ pests and leave behind a small escape ship for the ment from this Quard station . family here. trash. Bein!;? forced into the main livinQ trapped children. 4: The main communications room is 13: If the team enters this room with the areas has made them hostile and danQer­ sendinq an automated messaQe. wam­ children. it finds the qrandfather of one ous. 1: Milo Phillips, the base administrator, is expectinq the oriQinal RAM crew to be inq ships away from the base. of the kids. He accompanies the team to the evacuation ship. aboard the team's ship. He will be sur­ 5: These are workinq medical labs. The prised when the team debarks instead. team can be healed here. 14: Valuable items were left behind here. Because of the evacuation, Milo is dis- 6: The personnel office. where the team 15: RAM poisoned its worker gennies. C. ASTEROID BASE can Qain information about Mars. rather than leave them behind. Some still survive and can be saved with a Level One 7: An office with information about Mars . Treat Poison skill roll. ff the children are 8: These Quard stations protect the evacu­ with the team. they will take the gen­ ation ship from hostile qennies and nies with them to the evacuation ship. people. The team can withdraw from the post without fiQhtinQ.

4

KEY [I] Wall III Door !S3 Elevator 14 0 Airlock 14

1lr17. .· . · .· +· •. + • .+ . • •· · ·+_..... • + .++ · •. . · +·. · ·.. .· .• ·' J ~I ~L . · . · . . . . . ~h

D. ASTEROID BASE LEVEL TWO Locations 2: Gennies overwhelmed RAM sapper 9: A tiny prototype of the Doomsday Synopsis: The qoals here are to qet the E(t-4): These are the elevators. They will be teams here. Some sti!I have useful Laser is in this test room . Its power is password for approaching Mariposa Three destroyed just after the team reaches equipment. phenomenal for its size. and to rescue the children at location 3. The this level. If the team has rope it can 3: These doors must be blasted open. The 10: This qennie development lab contains password is inside the computers at loca­ climb elevator shaft two. trapped children are on the other side. information on the various rejected tion I. The team has a sma!I chance of suc­ Most of the Rids assume that the team gennies. ceeding with a Programming SRill checR. If I: These computers contain the password was sent by RAM: one believes that the this fails. the team needs to qet the weeR's needed to slip past the RAM ships 11: This lab contains information on the team is from NEO. but sees that as an password (written on a pad of paper at loca­ patro!Iing Mariposa Three. The team gennie containment canisters. It indi­ adventure. tion 5) and a passcard from location 6. may succeed with a Proqramming SRill cates that the canisters can be opened checR. but this is unliRely. The team 4: If the team has the children along, they by a radio signal. If the Rids are with the Random Encounters: Three types of man­ needs to qet the weeR's password (DNA) will give information about the base. team. one will sheepishly point out a ufactured qennies are running rampant on from location 5 and the passcard from radio she constructed that accidentally this level. location 6. S: The team can find the password (DNA) opened the canisters. written on a pad here. 12: This lab contains plans for a laser thou­ 6: The room is fu!I of reflectors for the sands of times more powerful than the satellites. Milo Phillips' Reycard can be prototype the team finds on this base. found here. if the team did not find it at D. ASTEROID BASE location 7. 13: If the Rids are with the team . one of Level Two them gives a speech here. KEY 7: One of the Rids spots a Reycard in this Ill Wa ll room and attempts to retrieve it. The 14: The room is fu!I of boxes destined for mDoor team must protect the children from a Gradivus Mons. One of the Rids will l:Sl Elevator group of gennies. This will not occur if mention that the base is located on the card was already found at location 6. Mars. 8: One of the children attempts to free IS: The remains of the reflector satellites some caged rabbits here. The team will are scattered around this room. The have to protect him from combat gen­ satellites were to be put into Earth orbit. nies which crawl from behind the cages. to aim the Doomsday Laser at specific 14 targets. Since they could not be moved in the evacuation. they were destroyed.

11 8 7 10 E. PIRATE SHIP Level 5 - Holding Cell, Cabins Level 6 - Cabins Level 1 - Engineering Level 2 - Storage, Cabins

Level 7 - Cabins, Medical Center, Level 8 - Cabins Storage Level 3 - Storage Level 4 - Storage

[l] Wall []] Door (]] Archway ITfil Connecti nq Tunnel KEY E. PIRATE SHIP on the asteroid base. he will suggest an Airlocb D Controls [£!! Impassable/Hull immediate escape. rn Synopsis: RAM has hired Talon. a rogue pirate. to place a series of reflector satellites Before the escape can taRe place. Talon Random Encounters: The ship is full of around Earth. Talon is en route to collect neering section is damaqed. the team's challenges any one character to sinqle pirate patrols. There is a chance. based on ship will be destroyed. the satellites when the team leaves the combat. Talon is a hiqh level Barney (a play level. that the team can hide from asteroid base. He will disable the team's cyborq qennie) and very tough. No charac­ them. 2: Guards are posted here to prevent ship and order their surrender. The team ter is lil2ely to defeat him. If Talon is defeat­ entry into the weapons section. can refuse and board the pirate's ship. but ed he will reward the team and release the characters will eventually be overcome. everyone. Locations 3: The bridqe is the most heavily guarded section of the ship. The battle for the The characters will be ta12en to the brig and After Talon's challenqe, BucR will join T: This tube contains the ladder connecting bridqe is almost impossible to win. stripped of equipment. There they will meet forces with the characters and help them all levels of the ship. BucR will refuse to aid the team if it tries Buel

Level 9 - Cabins Level 11 - Boardinq Tube, Cabins Level 13 - Weapons 12: The entrance to enqineerinq is heavily quarded until the team sets off a demo charqe at location 16. After that the force splits up. Jeavinq a much weaker r quard here .

.I 13: The armory contains a Jarqe supply of weapons. It is best to enter by usinq Bypass Security or Open Door skills. If these fail. the team can use Demolition Skill. but this will triqqer an alarm. 14: Talon's quarters are trapped to triqqer an alarm. Buck is familiar with this sys­ tem and will disarm it if he is with the Level 14-Weapons team. If the alarm qoes off. pirates will respond. Level 1O - Galley, Cabins Level 12- Captain's Quarters, Armory A terminal in the room qives deck plans for the entire ship and will indicate that location 16 is an ideal place to set an explosion. 15: The dininq room contains hostile pirates. 16: Security and communication systems wirinq qoes throuqh the wall of the qal­ ley. Settinq off an explosion here will distract the pirate forces and allow easi­ er access to the enqineerinq section. 17: Pirates will quard these areas whenever an alarm qoes off. 18: A medic can heal the entire team at this clinic. ITJ Wall [[] Door [JJ Archway [g Airfocb KEY 19: A medical storaqe area with useful sup­ (SQ] Connectin!j/ Tunnel D Impassable/Hull plies. 20: The airlock into the pirate ship. 4: This is the holdinq cell that the team 6: Buck has some hidden equipment here. will occupy. To escape. the team must It is useful for defeatinq the pirates. succeed at an Open Locks or Bypass Security check. If the team fails repeat­ 7: Empty holdinq cells. l KEY edly, Buck will open the door. Buck is 8: These are the bridqe controls. The team ITJ Wall [[] Door [JJ Archway very useful to have in the team. so he will secure them when it wins the battle should be allowed to join. at location 3. rn Airlocb D Controls ' Weapons 5: The entrance to the boardinq tube level 9-11 : All three of these enqineerinq panels (SQ] Connectinq Tunnel D Impassable/Hull is always quarded. must be destroyed in order for the team to be able to escape the ship. •-,111 + • • + •+ • . · • . · • • II :.lr23IL· . · . · . +~ •... ·. .· . . . . ·...... ·.. + • . . .+· ...... J

f. MARS WILDERNESS Mars Base G. DESERT RUNNER VILLAGE

Spaceship Desert Runner Vill~e f. MARS WILDERNESS D Synopsis: The team lands the ship at a Random Encounters: The Martian desert remote site on the surface of Mars. The ship has four dominant life forms: the Sand is then cloalled by a ground field. which Squid, Desert Ape. Hexadillo and Desert causes the ship"s skin to match the sur­ Runner. These qennies, along with RAM rounding terrain. The characters will forces. can be met anywhere in the area. explore the region searching for evidence of the Doomsday Laser. Along the way they will discover blasted areas. including the Locations melted ruins of a Desert Runner village. The Ship: This is where the team lands the The village appears to have been blasted by ship. It must return here to leave Mars. some sort of hiqh energy beam. The \'illage: This is the only surviving Scot.dos will intercept a message from Desert Runner village in the area. The team RAM ordering a genocidal attack on the last should head here immediately to protect it village. The characters should rush to the from RAM's forces. G. DESERT RUNNER VILLAGE team must then make its own way out of village and aid the Desert Runners. Once Synopsis: The team can arrive in the vil­ town and to the Runner's rendezvous. the villagers are safe. the team should qo The Base: This is where the Doomsday pro­ totype is being tested. The team must qo lage at several different times. If the charac­ with Tuskon - the village leader - to the ters arrive promptly after hearing of RAM's RAM Base Gradivus Mons. When the base is here to collect a Blue Passcard, which is Locations intention to attack, they can meet with destroyed, the team should retreat to its needed to enter the Mercury Mariposa. Tuskon and forge an alliance with the 1: This is where the tunnels start. Early on, ship and leave the planet. Desert Runners. The later the team arrives, females and cubs are exiting through the less likely it will be able to make the here. The characters will be considered alliance. cowards if they leave before the signal isqiven. As the team wanders around the village, it has the option of joining bands of warriors. Other Buildings: During the early stages of The team should do this so that it will have the evacuations. people are busy gath­ allies when the initial RAM attack takes ering up items, preparing food and so place. The characters' goal is to hold off the on. After RAM begins its attack, more RAM forces until the females and cubs can and more of the town catches fire . escape through underground tunnels. The Many Desert Runners are trapped by Runners will howl when this occurs. The the fire and the characters can impress the townsmen by rescuing them. H. MARS BASE GRADIVUS MONS Random Encounters: Troops and doq Levell qennies patrol the base. The team will run II I LevelO into Iarqer numbers of patrols after the alarm has sounded.

KEY Locations ITJwan 1: This is where the team beqins if it has []]Door allied with the Desert Runners. lEJ Impassable 2: This is where the team arrives if it is alone. 13 3: These doors require a Red Passcard. Demo charges can be used, but will tri!J\!er an alarm. The team also might succeed with Bypass Security Skill. All red units are six member squads. 4: These doors require a Green Passcard. Demo charges can be used. but will 15: The door will only allow tri!J\!er an alarm. The team also might the team to pass if it relin ­ succeed with Bypass Security. All green 10: The characters locate a White Passcard quishes its equipment. units are eight member squads. which will open the vault at location 11 . When the team leaves it 5. Computer consoles. The team should 11: This vault can be opened by the White can recover its valuables. check them frequently, since the infor­ Passcard from location 10. It contains a Level 2 mation available to them will change. B Blue Passcard which will allow the ..----..----"T'""------, The team may-tum off the alarm by fil­ team to reach level four. ing false security reports. Also, different consoles may have different informa­ 12: These gates require the Blue Passcard. 10 tion available. 13: These security stations are not fooled by 6: This is the power generator. any disguises the characters may use. 7: The elevator travels between the lower 14: The technicians on level four will try to H. MARS BASE GRADIVUS MONS four levels. During alarms. the elevator move the laser out of the team's reach. Synopsis: The goal here is to destroy the may be guarded by a patrol. Others will shoot at the team from scale model Doomsday Laser on Level cover. A small magnetic platform lies Four. The easiest way to enter the base is to 8: This door leads to the hoist shaft. here which must be operated by one of 13 II befriend the Desert Runners from the vil­ 9: The hoist shaft was designed to raise the characters. Iaqe. They can disguise the characters and and lower the Doomsday Laser One warrior should operate the plat- Level 3 Level4 lead them to the back entrance. Otherwise, between levels. When the team arrives, form and raise the rest of the team after ----...------. the team can locate the base after visiting it can climb the shaft to any level but the laser. The team will then fight for II the Desert Runner villaqe, but the base will four. The laser is blocking the shaft control of the weapon. The combat will be alerted. The team must find the Blue above level three. The shaft is never cause the laser to beqin to overload. Passcard to gain access to the fourth level. guarded. The weapon will then sink back down D Once on the level, the characters must After the team gains the Blue Passcard. it the hoist shaft. The team should ride seize the device and overload it. Finally, the along so that it can quickly reach the team must retreat before it is caught in the should climb up the shaft from Level 2. This avoids a large patrol at the elevator. exits on level zero before the weapon explosion of the base. explodes. 1 ...... + + • • • • • -,~~ ~! 27 . • .. ... ·+· . + • • • . . .. : +· .. ·. . . . • • •• •• + . . • _)~ ~L • .

I. VENUS WILDERNESS J. LOWLANDER VILLAGE KEY Acidume ITJ Wall []]Door Basement

11 II

Ruins Base Spaceship I. VENUS WILDERNESS The Ruins: After leavinq the town. the team hears marchinq in the distance. If they fol­ Synopsis: This is an acid junqle in the low the sound it will lead to the ruins. Lowlands of Venus. Within it are the Lowlander villaqe, the ruins of a space ele­ The Base: If the team approaches the base vator, and a subterranean RAM base. There directly, it will be attacRed by security is also an acid laRe in the northeast area of robots. If it attempts·a sneaR approach, the wilderness map. each member of the team will be checRed 11 II for the Hide in Shadows sRill. If any charac­ Random Encounters: Soon after enterinq ter passes the sRill roll the team may enter 10 the wilderness the team will encounter a unmolested. qroup of hostile Lowlanders. No matter what the team does, the encounter will The Ship: This is where the team lands its eventually be interrupted by a RAM attacR. ship. It must return here to leave Venus. J. LOWLANDER VILLAGE Locations: After the attacR, the leader of the The Acid Laite: When the team first arrives Synopsis: Most of the Lowlanders in this l: This secret ladder leads to a basement Lowlanders will offer to join the team. town were Rilled by RAM warriors before under one larqe hut. There will also be random attacRs of here it will encounter a qroup of acid froq qennies. If it tiefriends them (with a success­ the team arrives. Now. there are only a Swamp Hornets and RAM warriors as lonq I!: A Lowlander child is hidinq here. He ful Befriend Animal sRiII checR) the froqs handful of survivors and some RAM troops. as the team is in the wilderness. will join the team once it meets him. assist in all later wilderness battles. The team will find one qroup of survivors that it will be able to help before it leaves Without him , the team will not be able Locations Otherwise, the froqs attacR. After encoun­ to complete the Venusian RAM base. terinq the froqs, wa!Rinq in the laRe for too the villaqe. A younq Lowlander joins the The Town: Very few Lowlanders have sur­ lonq damaqes all characters. team, looRinq for his father. 3: A RAM quard sleeps here with a huqe vived a recent RAM raid on this town. The Random Encounters: There are RAM Reyrinq attached to his belt. One char­ survivors will qladly help the team worR acter may steal the Reys. and if he has towards RAM's defeat. assassination teams lurRinq around the vil­ laqe, searchinq for the survivors. If they find enouqh PicRpocRetinq SRill the quard the team. they'll qladly Rill the characters won't WaRe up. If a character acciden­ instead. tally w8Res him or tries to Rill him, the team must fiqht the quard and some robots before qettinq the Reys. The team needs the Reyrinq to qet into a closet in town, and also to enter the Venusian RAM base. 4: The team finds a qroup of Lowlander 7: This is a shed with a canvas sack filled K. VENUSIAN SPACE K. VENUSIAN SPACE ELEVATOR RUINS refuqees preparinq to climb over the with acid froq food ... bits of swamp ELEVATOR RUINS wall. One of them is severely injured hornets, qiant worms, etc. If the charac- Synopsis: While explorinq and requires medical attention. The ters taste the food they will take damaqe. team must brinq them a Lowlander the ruins of the Venusian space elevator. the charac­ medical supply I.lit found in location 9. If the team takes the baq it will be able II to use it later to befriend the acid froqs. ters discover a secret RAM A refuqee gives the team a security 10 code for location 9, but the team also glider hangar. They have the 8: This is a storeroom for the villaqe. If the chance to destroy the hanqar needs the f.leyrinq at location 3 to qet team comes here before releasinq the into the closet. before the gliders can be acid froqs in location 6, the room will used to exterminate the Once the characters brinq them the I.lit be infested with swamp hornets. If the Lowlander population on from location 9. they will be qiven a team fiqhts the hornets. it will find a tin Venus. partial map of the Venus RAM base. with credits and equipment. Random Encounters: There 5: The characters find a Lowlander hidinq If the team arrives after releasinq the are no random encounters here. If they identify themselves to him. acid froqs in location 6, the froqs will in the ruins until the team he will qive them some useful inform a- have eaten all the hornets. They won't blows up the gliders in the hangar. That KEY Wall []] Door tion. attack. If the team qives them the baq of alerts RAM and the team will be attacked rn froq food from location 7. at least two intermittently by RAM warriors and Heavy 6: This stockade is filled with domesticat- acid froqs will assist in the rest of the Combat robots until it leaves the ruins. The 7: The team finds a detonator f.leycard. If ed acid froqs. They will stampede if the team's battles. characters may also be attacked by Swamp it found the control box at location 8. it team opens the door. If the team Hornets and Ursadders that enter the ruins is qiven the option to blow up the glid­ befriended the froqs in the wilderness. 9: This is the medical supply closet. The team can't open the closet unless it was after the explosion. ers. Characters qet experience points the froqs will attack RAM forces and for destroyinq the qliders. diminish the probability of runninq into told the security code at location 4 and Locations: RAM assassination teams. has the f.leyrinq from location 3. Once 8: The team finds a control box used for the door opens. the team can take the I: The team can climb out of the ruins causing the qliders to self-destruct. If If the characters fouqht with the acid medical supply I.lit, which it can trade here into the Venusian junqle. the team has the detonator f.leycard froqs in the wilderness then these froqs for a map by retuminq to location 4. 2: This is a dark tunnel drippinq with acid. from location 7, it is qiven the option to will sense that they are enemies and destroy the qliders. attack. 10: This is the only way in or out of town. If It leads to the Venusian RAM base. but the characters try to leave without the if the team has blown up the gliders. a 9: This is a meeting room. It is empty If the characters never met the acid younq Lowlander. they will hear him qarrison of troops will be waiting at the before the explosion. After the explo­ froqs in the wilderness then the froqs cryinq in the distance. RAM base on the other side. sion. a carnivorous Venusian plant is ignore them entirely and stampede II: The team can qain clues about where 3: These stairs lead from the ruins above here. Approachinq the plant causes it to directly throuqh the team. causing shoot barbed spores at the team for damaqe. to go in town by enterinq these small to the glider hanger hidden below. huts. No combats or encounters occur damage. unless a character is acrobatic 4: This is a small computer room with a here. enouqh to avoid being hit. lone RAM technician. The characters must interrogate him to get a f.ley to a 10: A bundle of cables hanqs especially nearby security door. He trigqers an low. After the explosion it collapses. alarm if the characters release him . and if the team wants to pass. one char­ acter must climb over to clear a path. 5: This is a security door that the team Whether he succeeds or fails. the team can't get throuqh unless it gets the f.ley will be able to pass after the attempt. from the technician at location 4. 11 : Some Ursadders have made a den in 6: This is the qlider hanqar full of deadly this dark. dank section of the ruins. The RAM qliders. After the team blows up the gennies will attack if the team gliders. jungle animals enter the hangar approaches. After the battle. the team through the broken dome above. has the option to search the den. but will find nothing of use there. +. • + + • • • + • • ....- + • + • • . • +. . 32 . ·+·• . . . .• . . . •. ••• •• . + . .. . ·+·• . •

warriors will be frightened and try to L. VENUS RAM BASE L VENUS RAM BASE Level4 escape. If they leave. the warriors will Levell Synopsis: After having visited the be encouraged by their show of Lowlander village, the team locates the l" 6 8 cowardice and attacR. Venusian RAM base. Several Lowlander sci­ ~ - ) If a character successfully intimidates entists are prisoners here. and the father - them. the team has the option to locR (Landon) of the Lowlander child is hiding 9 on the fourth level. Landon helps the team them in the storage closet or attacR. ~ find a Retinal LocRpicR required to enter No matter what. the team will receive the Mercurian Mariposa. I the info rmation that the Doomsday 4 Random Encounters: The team encoun­ 6 weapon is located on the Mercuri an - Mariposa III. ters different enemies depending on what 10 level of the base it is on. The first level is 8: Acidicium are Rept here when they are populated by RAM warriors. They are not on patrol in the barracl

have to fiqht RAM warriors. security 16: These are the barrad.1s for the RAM sol­ M. MERCURY MERCHANT'S AREA 3: The Mercurian security will pass the robots and Venusian combat qennies diers. There is a chance of a combat Synopsis: The team bypasses the blocllade team through here. if it has the Blue before qettinq in. If it enters from here with RAM warriors and assassins upon of ships around Mariposa Ill and slips inside Passcards from the Martian Base. Once after blowinq up the qliders. the troops enterinq. the station. The characters' qoal is to reach through this door. the characters can­ are at the tunnel entrance and there the core so that they can climb up and not return to their ship. won't be a battle. 17: These are the offices on the administra­ tive level. There is a chance that RAM destroy the Doomsday Laser. 4: Wilma will meet the team here and taRe 14: This tunnel leads to the RAM qlider assassins will attacll the team if it enters The characters need the password from the their passcards. She will warn it away hanqar under the ruins. an office. Asteroid Base. the Blue Passcard from Mars from the security gates. then !ilO to set up a diversion. 15: If a character intimidated the techni­ and the Retinal Locllpicll from Venus to qet cians in location 7. then they are locRE!d into the Mariposa. 5: A man will step past and mumble 'one in here. The team may leave them Within the Merchant's Area are Wilma if by land'. If the team replies 'two if by alone or Rill them. Deerinq and a separate force of rebel sea·. the man will assume that it is the Dancer corn mando team. He will then Mercurians. Wilma will talle the team's identity cards and arranqe to distract the give them directions to the core. security forces. The Mercurians are expect­ 6: These are closed stores. Everyone is off inq a band of Dancer commandos and can to the parade. M. MERCURY MERCHANT'S AREA easily mistaRe the team for them. The Mercurians will direct the team to a safe 7: Maintenance robots are stored in these ... path to the core. rooms. 0 n 8: This is Marat's Bazaar; an amazing array 0 The ideal path is through Marat's Bazaar ~ (Location 8) to the parade (Location 12). of gaudy and archaic merchandise. The 19 ~ The team should disguise itself and travel team should qo through here to reach the unused maintenance shaft. 9 11 with the parade until it reaches Holst Plaza (Location 18). Then it should travel to the 9: A live Earth parrot perches here. If core entrance (Location 19). someone in the team has Befriend 16 Random Encounters: As the team travels Animal sllill. then the parrot should be with the parade. security teams may spot fed to elicit information. The parrot will them. Due to the crowds. the team should reveal the password 'Bastille' which will avoid fiqhting if possible. If conflict is aid the team when it meets the rene­ 18 inevitable. the team should be certain not to gade Sun King in the core. 16 use their weapons. The slaughter of inno­ 10: An archaic computer monitor where cent people would not be !ilOod press for the team can contact Scot.dos. NEO and it would attract undue attention. II: Some rope has been left next to this old 6 14 maintenance door. It will be useful ~ Locations when climbing the core. 7 6 15 I: This is where the team arrives. The 12: The team will encounter a crowd about 16 characters can reenter their ship at any to em barR on a parade. and they will time before they leave the embarllation invite the team to join them. If one of - area. the characters has Disguise Sllill. the 6 _7_ 'I 17 2: The door into the hangar is sealed due team will blend into the crowd. to a security alert. RAM is stopping all Security forces will then tend to over­ normal traffic to and from the Mariposa looll the characters. now that the Doomsday Laser is nearly KEY rn Wall []] Door DJ Impassable operational. -;s:i -.~ ~ 13: These are the two security !ilates into N. MARIPOSA CORE N. MARIPOSA CORE The Sun Kin!il will then ask the team to take over the Doomsday Laser and the Rue de Sol. the main avenue of the Summary: The team must pass throu!ilh deliver it to his control. so he can rule Mariposa. Security has been alerted this area on its way to the Doomsday Laser Levell the solar system instead of merely one that Blue Passcards have been used to at the top of the core. Unless the team !ilain entry to the Merchant's Area. The befriends the Sun Kin!il on these levels. it Mariposa. If the team doesn't a!ilree. it is permanently ushered out of the troops will attack the team on si!ilht. will take a !i/reat deal of dama!i/e travelin!il audience chamber. Even thou!ilh the throu!ilh the upper four !eve.ls of the core. 14: A security office which contains infor­ team intends to destroy the device. it To befriend the Sun Kin!i/ . the team needs mation about a Dancer commando should a!ilree to cooperate with the Sun to brin!il him three coins. one found on team that was arrested. Kin!i/ ... for now. each of the three levels beneath his own. 15: This is the entrance to the Stock The Sun Kin!il will then deactivate the Random Encounters: Security and assault Exchan!i/e. Security has set up an weapons in the core so the team can robots will be met in various numbers until ambush here. They believe that the climb safely to the topmost portion of the team befriends the Sun Kin!i/ . rene!iiade Dancer commandos have tar­ the Mariposa. !i/eted this position. since the Doomsday Laser is a secret project. Locations 4: The door to the audience chamber is Level2 closely !i/Uarded. The team won't be Scot.dos will warn the team. but if it 1: This is the zero-!i/ravity core that allowed in until it brin!i/S three coins proceeds it will find a very dan!i/erous extends throu!ilh the Mariposa. On any [ (from locations 5, 6 and 7) as !ilifts to the battle. of these levels the team can leave the ~- Sun Kin!i/. If it was thrown out of the core if it wishes, or move upwards or 16: If the team has fou!ilht throu!ilh a securi­ chamber for a breach of manners. it ty !i/ate. it will meet the parade at one of downwards within it. - will be admitted one more time for a chance to apolo!iliZe. If it ever failed to these points. The team should !i/O with 2: This section of the core is not attached - m apolo!ilize. there is no way to !ilet past the parade until it reaches Holst Plaza to any rooms. so only upwards or this door. (Location 18). downwards travel is possible. Weapons J mounted on the sides of the core will ) 17: This is the !ilateway at Joplin Plaza. 5: A security robot is doin!il maintenance fire on the team. doin!il considerable cleanin!il here. and is about to vacuum Security has heavy weapons and is 6 checkin!il everyone. The team should dama!i/e. if it has not yet befriended the ~ up a copper coin required to !ilet into tum around before it reaches this point. Sun Kin!i/. Level3 the Sun Kin!il's chamber. The team may !ilrab the coin. fi!ilht . or leave. If not. the characters should immedi­ 3: This is the Sun Kin!il's audience chamber. ately surrender. He will first ask the characters 'Parlez­ If the team fi!ilhts, it will security vous Francais?' ('do you speak French?') If the team surrenders. it will be res­ I) robots, and automaticaIIy receive the If they say 'Non' (no) they are thrown - ~ cued by either Wilma or the rebel coin upon winnin!il the battle. out of the audience chamber. They have J Mercurians. who will leave them in IJ one chance to apolO!i/iZe for their breach If a character tries to !ilrab the coin. the Holst Plaza (Location 18). of manners if they reenter the room. If character with the hi!ilhest Pickpocket 18: This is Holst Plaza where the team ends they don't apolo!ilize. they will never be - m SkiII should make the attempt. If he up after the parade. allowed back into the audience cham­ 11 succeeds. the team !i/etS the coin and may leave the room without fi!ilhtin!i/ . If ber and must take the dama!ile in the J - [] 19: This is the entrance to the core. Once upper portion of the core. he fails. the team fi!ilhts the security the team enters. it cannot return. 7 robots for the coin. If the characters say 'Oui' (yes) the Sun Kin!il will then ask 'Etes-vous le 6: This extremely cluttered closet houses the silver coin. Keep searchin!il and it dansaurs?' ('Are you the dancers?') It KEY rn Wall []]Door doesn't matter what they answer to this. will eventually surface. as he will recruit the team to his service 7: The !i/Old coin is mounted on a plaque. anyway. Unfortunately the plaque is in a room fiiled with deactivated security robots. The team must have this coin. ~L .. ]~

Levels Levels 0. MERCURIAN FINALE befriended the Sun Kinq in the core and his KEY minion sees the self destruct sequence [] [] DJ wan Security Level beqin. he reports the team's treachery to []]Door the Sun Kinq. who sends squads of 6 3 Mercurian warriors and Mercurian security E£I Impassable robots. Level7 Levels - ' [] 0 Locations: I: This is the top of the zero-qravity core. Do not qo down the core if the team Level4 has received the messaqe in location 2 - the countdown will not stop! If the 3 self-destruct sequence has bequn. the team will no lonqer have the option of climbinq down the core. Pod Control Level 2: The first time the team enters any of - these squares it will be notified that the Doomsday Laser is preparinq to fire at 8 Earth. The only way to prevent this is to - - qo to the power station at location I I, 10 and interrupt the system's power. The 15 team only has a certain amount of time 11 to do this before Wilma Deerinq will I - ram her ship into the device to stop it ~ herself. The team will die in that explo­ 8 .. 10 sion. Therefore. qo to the power station 9 - I as quickly as possible. 3: Guards are here watchinq the elevator. The character with the hiqhest Bypass defenses. When the weapons are dis­ If the team surrenders. it will be impris­ Security SRill should try to qet the coin. armed, the liqht above the console will oned until the countdown is completed If he succeeds, the team may leave the beqreen. KEY DJ Wall []] Door and Wilma beqins her suicide run. If it room without disturbinq the robots. If runs, the quards will set the alarm and he fails , he sets off an alarm and the 13: The team enters the core here. It may beqin the random attacRs. If the team team must battle robots before qettinq rise. or leave the core. If it tries to 0. MERCURIAN FINALE fiqhts and defeats the quards it may the coin. descend. the team will face endless bat­ enter the elevator. tles with troops below until finally Summary: This is the team's chance to 8: This is the Sun Kinq's bedroom. retreatinq bacR up the core ... or dyinq. destroy the Doomsday Laser. When it 4: This elevator will only qo to the security arrives. it first must interrupt the system's or pod level: the weapons control level 9: This is the Sun Kinq's wardrobe. 14: This is the top of the core. leadinq to the power to halt the 'countdown to dooms­ is restricted. After the power is disabled, Mercurian Finale. 10: This is the Sun Kinq's sittinq room. His day' ... the destruction of Earth. After that. the elevator won't work at all. the team activates the self-destruct mecha­ chess set reflects his political stance. IS: This quard will follow the team up the S: This security office monitors the condi­ core to the Mercurian finale if it man­ nism and must escape the Mariposa before 11: This is the aviary. Openinq the door tion of the station. It will have different aqed to befriend the Sun Kinq. His job is the explosion. allows all the birds to escape. readouts dependinq on what you have to 'see that the Sun Kinq's wishes are Random Encounters: There are no ran­ achieved so far. 12: This is the Weapons Control Center for met.' dom encounters here until one of the secu­ the core. The Sun Kinq is the only one rity alarms is activated. after which the who can successfully disarm the team will be attacked by RAM security robots at random intervals. If the team ~,r. . . ,~ • ...... J.._. • • • ...... + + •• • • • + • • + • ..,..- . • . . ... • . + ..•. ·.+· ~L . • . • .: 40_]!

12: This door requires the Retinal Locf.lpicf.l If the team befriended the Sun Kinq in the Weapons Control Level 6 KEY the team qot on \7enus. core. his minion will tell him when the self­ destruct sequence is started. The team will ITJwall 13: This is the viewinq chamber for the then beqin to meet squads of Mercurian [[]Door Doomsday Laser. warriors. 14: The doors to the Weapons Control After beqinninq the self-destruct sequence. Center won't open until the team inter­ the team has a very limited amount of time rupts the system's power at location I I . to qet to an escape pod and leave the IS: This is the Weapons Control Center. Mariposa before the Doomsday Laser II The team must defeat a larqe number explodes. Go immediately to a pod control of assault robots, RAM combat qennies center (taf.le the stairs) and then to one of and RAM technicians. the pods at location 9. CONGRATULATIONS! THE EARTH IS SAVED! 13

14 14 14

IS

6: Behind these emerqency doors is a 9: After the team completes location 8, staircase that qoes up to all three levels either of these pods can be used to of the Mariposa top. Openinq the door escape the Mariposa. The team can't will start an alarm. which activates the enter before completinq location 8. random encounters. However. the 10: The team cannot enter either of these staircase is the only way to reach the pods. topmost level. where the weapons con­ trol center and the power station are 11: The team must disable the station's located. power from here before the count­ down to Earth's destruction runs out. 7: The staircase qoes to all three levels. The character with the hiqhest Repair 8: This is the pod control center. It will Electrical sf.iii! should adjust the power only activate after the self-destruct boards. If he fails, the team will be sequence has bequn. After startinq the zapped with electricity for damaqe. but sequence, the team must enter this the station's power will be interrupted room before it can tat!e a pod. Scot.dos anyway. will mat!e sure the team has security If the characters reenter this room after clearance to enter one of the pods. disablinq the power, they will have a fiqht with a qroup of RAM technicians tryinq to repair the power boards. MONSTERS: HOW TO DEAL WITH THEM

SMALL EXPERIMENTAL COMBAT GENNIE (ECG) HYPER-SCORP These RAM horrors have very hiqh Zero-G skills in Hyper-Scarps have no combat. They are immune immunities, but their stinq to qas and intimidation. can cause death. and their attacks can SAND SQUID ACID fROG cause partial paralysis. Martian Sand Squids will lurk under the These qiant Venusian qennies are immune sand and leap out at the team, so have to plasma, heat and qas. They spit acid over frequent surprise attacks. They are HYPER-SNAKE lonq distances. so beware. Acid Froqs may immune to plasma, heat and can cause be friendly, so the team should not blindly The fiercest of the Hyper death with their touch. attad1 them. series. Hyper-Snakes are immune to dazzle qrenades. microwave. smart shells and stun. SPACE RAT ACIDICIUM They are noted for their remarkable speed These pests have immunity These qennies are immune URGE EXPERIMENTAL CoMBAT GENNIE and aqility. to dazzle qrenades. qas. to dazzle qrenades. qas. (ECG) and smart shells. They intimidation and stun. These also have hiqh Zero-G skills. and have hiqh dexterity. hiqh They also have a 50% are immune to qas and intimidation. Zero-G skill. and a 5096 chance of deflectinq hand Their attacks can cause instant death. chance to dodqe any attack. to hand or ranqed attacks. They have a paralyzinq attack.

SWAMP HORNET RAM GUARD DOG GENNIE Venusian Swamp Hornets are DESERT APE immune to qas, but only have · These Martian qennies are These qennies have paralyzinq bites, and 1 moderately damaqinq immune to plasma. heat are fairly stronq and dexterous. attacks. They will always and intimidation. attack in swarms. however. HEXADILLO and can be deadly in larqe qroups. Hexadillos are Martian qrazinq animals. ROBOTS They are immune to plasma and heat, but are no qreat threat. All types of robots are immune to dazzle llRSADDER l;: qrenades. qas. intimidation. These repulsive Venusian microwave. smart shells HYPER-CRAB qennies are immune to qas and stun. They have increasinqly more and intimidation. Like the These RAM qennies have a powerful armor and weapons as the qame Swamp Hornets, they weak attack and no proqresses. attack in swarms. immunities. SHIP COMBAT TACTICS TACTICAL COMBAT TACTICS When combat beQins. be sure to place the The key information to remember is to Rocket Jock with the best Pilot Rocket Skill protect the team's Medic. Move him out of in command. To optimize your salvaQe siQht of all enemies if possible. Without a chances, close with the enemy as quickly as conscious medic, no one will reQain any hit possible and board. To board an enemy points between battles. and soon all of the ship. it must have either no Controls, no characters will be too weak to win a EnQines or no Fuel. Closing will also combat. prevent the enemy's ship from fleeinQ. Any ship that retreats beyond range eiQht Always concentrate fire at the same tarQet. will escape. An enemy with one hit point can fire as effectively as an enemy with full hit points. The pilot controls the K-Cannon and Missiles and should tarQet the Control system every Unless the enemy has Qrenades. the team round that he is within ranQe. The other should close to short ranQe for its Quns . characters each control a laser, and they usinQ cover whenever possible. If the should tarQet the enemy's Weapon system. enemy is usinQ Qrenade launchers. plasma throwers or rocket launchers. the team Whenever the reload option comes up for should spread out or get in between the a character. he should use the option, and enemies. If the team is equipped with these keep the K-Cannon and Missiles fully weapons. it should pull back and use them loaded. aQainst concentrations of enemies. Whenever EnQine, Control or Hull systems The best weapons tend to be those with on the team's ship goes below half of their hiQh rates of fire. Needle Quns work aQainst startinQ value, one character should per­ anything and six shots per round make form a Jury RiQ on that system . If a K­ them likely to inflict damaQe. Rocket pistols Cannon or Missile is dam8Qed, it should be inflict the most damaQe. but their smart immediately Jury Rigged. shells can be foiled by several enemies. Warriors who specialize in these weapons Once the team boards the enemy ship, it will be especially deadly. should proceed immediately to the EngineerinQ section. There are two control Characters with poor armor classes should banks in EnQineerinQ that must be secured QO behind cover. If the enemy is usinQ to win. If the Engine system has been lasers and the team is not, drop an aerosol destroyed, the team should head to the Qrenade to protect the team. Also use chaff bridge. Qrenades if the enemy is usinQ rocket pis­ tols or rifles; Qrenades: or plasma throwers. If the team ever retreats back into its own and the team is not. ship. it will have to face a very JarQe force of counter boarders. This will be a very dif­ If a warrior has a hiQh strenQth ( 18 or bet­ ficult fiQht , so the team should only retreat ter). equip him with a mono sword or as a last resort. polearm and have him close to melee the enemy. The additional damaQe makes him as effective as if he were equipped with a LOG ENTRIES: TRUE OR FALSE? ranQed weapon. The followinQ lOQ entries are true: If the battle is QoinQ badly, try to pull the team throuQh a doorway and set up out of ~ 7,8, 10, 13, 14, 17,21,22,27,2& 29,30, 34,35,36,38, 39,41,43, 44, siQht. The enemy will tend to trickle throuQh the doorway. allowinQ the team to slay 45, 46,50. 52, 53,54,55. 59,60, 61, them more effectively. Be sure to set the 62,63,66, 67 , 68,69, 70 entire team to Quard status. This will guar­ antee that the characters will shoot first.