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If you have dead party members, use disband to bury them. You could also use disband when you're under attack; one person could split off to distract the attackers. Some places can only be passed through by one character at a time, so each person will have to split off into their own party.

If you answer "yes," then they are gone forever - you'll never, ever see them again. If you want them disbanded - and not dismissed - answer "no. Next, indicate the direction that the disbanded party will move. Use View to shift control between parties. To reunite separate parties into a single band, move them onto the same spot and they will automatically regroup. View: View lets you shift control between parties. If you have more than two parties, and you're not in control of the party you want, keep entering V until you reach the right one.

If the party is on another map, you're asked to confirm if you want to shift to them. Since shifting to another map requires the computer to save the current map and you to swap disks, you're given a chance to change your mind.

Save: Saves the game. Before it's saved, you must confirm your choice. You're prompted to insert one or more disk sides. Be sure to insert all the disks requested or you'll lose valuable data! Use this command anytime you find something you don't want to lose.

Even before the great nuclear war, computers were known to shut down at inopportune moments. See the Command Summary Card for more important details on the Save command.

Radio: Contacts your instructors at Ranger Center so they can evaluate your performance. If you've done well, you're given a field promotion. When you select Radio, you're asked to confirm your choice.

If you choose to continue, all your characters are evaluated at the same time and are apprised of any changes in rank.

Because a Ranger once slept through his promotion, the instructors now require that all characters be conscious for this procedure; consequently, any injured, unconscious Rangers will be passed over. Promoted characters get a chance to modify attributes at this point see "Getting Promoted" for more details. Often, when somebody or something comes into your range, you will enter the Encounter mode. An encounter is frequently the precursor to a fight.

Your party roster and a text window will appear. If you want to temporarily remove the party roster and text window to see where the encounter is located, press the spacebar.

To return to the party roster and text window, press any key. Run: This lets the entire party or a single character run towards or away from an encounter. Enter the direction that you want the party or character to move.

If a single character successfully runs away, then he's disbanded from the party. This is impossible if there are four separate parties already.

Use: This lets a character use an Item, Skill or Attribute to accomplish a task. Depending on which you choose, a list will appear. You're then asked to enter a direction in which the Item, Skill, or Attribute will be executed. Hire: Not everybody you meet has turned hostile under the hot desert sun. Some are quite pleasant, and may even offer you valuable services. If you meet an NPC that you would like to try to hire, enter the number of the desired recruit.

Evade: This makes you much harder to hit in combat. Use this command when your comrades initiate a firefight, and you don't have a missile weapon, or when you're injured and wish to minimize the risk of further physical abuse.

Attack: In the battle-ridden wastelands, this is a command you'll often use. When you select it, you're given a choice of targets. If your weapon is an automatic weapon capable of selective fire, you're asked if you want to fire Single, Burst or Autofire. If the encounter is at an extended range, and you have no missile weapons, you're told that there are no attackers within your range.

If there's only one group of attackers, they're targeted automatically. Weapon: Lets you ready a new weapon, which is useful when your gun jams in the heat of the battle and you don't want to fix it.

Or, once you assess the current battle situation, you may want to use a weapon that's more effective. This command takes a full combat round, so it's a good idea to keep your weapon loaded at all times, otherwise you'll have to reload in the first round of a firefight.

You can load or unjam at any time by selecting Enc from the Main Menu, or by choosing the weapon or appropriate ammo. When a weapon jams, you lose the ammo that was in the weapon at the time.

Unjamming a weapon during combat automatically reloads it. Once you've made all your combat selections you're asked if you want to execute the commands you chose. Press N to abandon your choices and start the procedure over again.

Press Y if you're satisfied. You'll then see a rundown on the effects of the encounter in the text window. Since parties can disband and move to different maps, there will be times when one party is locked in combat while another party is on an entirely different map. In these instances, the game asks if you want the other parties to enter into an encounter.

If you answer "yes," you'll get one combat round for each disbanded party. This is a slow and time consuming process, so you should only run combats on multiple maps in emergencies.

If you decline the invitation to have combat on multiple maps, the party you are currently viewing will execute their combat round before you can view the other parties. Combat Because the Rangers are trained soldiers, they have an advantage over the citizens in hand-to-hand combat. In general, hand-to-hand combat is not as deadly as a firefight, but you can still easily die from a good throttling or from a dead-on punch.

Hand-to-hand combat can only take place at a distance of 14 feet or less. Missile weapon combat is combat that takes place with weapons capable of ranged fire. From guns to grenades, there are numerous missile weapons at your disposal. Area-effect weapons, like TNT, plastic explosives, and grenades, are auto-loading, which means that each time you use one, you automatically get another until your supply runs out, so you won't be unarmed in the middle of a fight. Anti-tank weapons such as LAW rockets must be re-equipped after firing.

Automatic weapons - assault rifles and submachine guns - can shoot Single, Burst, or Autofire. All guns are clip fed and come in. Always carry the proper ammo unless you want to pistol-whip your enemies.

Keep in mind that all missile combat is simultaneous. Sure, it's exciting when you burn a clip of AK ammo into an onrushing horde of mutant bikers, but your excitement may diminish somewhat when you find that the mutants are returning fire with equal fervor.

You shoot, they shoot. Single, Burst and Autofire have different effects. Single uses one bullet per round, which is great if you're low on ammo, but not so great if you need to hit your target with the first shot.

Burst consumes three bullets per round and gives the shooter a slight advantage in hitting and killing his target.

Autofire uses up all the bullets in the clip, which greatly increases the chance of hitting a particular target and others in close proximity. A good choice if you really need to kill somebody, but not so good if you're looking at your last clip.

If you want to do a great deal of damage over a wide area, go with explosives. You get more impact per target area, which can be a lifesaver when being eyed hungrily by a pack of nuke pooches. Remember, ammo doesn't rain from the heavens.

Running your gun on full auto all the time may kill the bad guys in a hurry, but you're likely to run out of ammo just as the last nuke pooch lunges for your throat. Missile weapons come in three range categories: short, medium, and long. You'll find that using a dip pistol to hit a target 80 feet away is not too effective.

Be sure to choose the appropriate weapon for the appropriate distance. Here are some of the more common weapons and their characteristics:. It was created for the Comintern Combine nations of Europe and Africa, but saw large distribution throughout the world before the war. It is chambered for 7. This highly-respected weapon is fairly commonplace. It was rechambered to accept the same 7.

Although assault rifle users greatly preferred the American ammo for its damage capabilities, the military implemented this change in anticipation of front-line ammo shortages.

With this arrangement, a soldier could kill an enemy and replenish his supply at the same time. M19 Rifle: The M19 rifle is a single-shot weapon firing an 8-shot clip of 7. When rumors of a Soviet invasion of the U. The invasion never took place, but the M19 remains a high-profile weapon. Although it can't fire more than one bullet at a time, it does have greater range than pistols.

Its l0-shot clip of 7. It was first developed to destroy tanks. The mass of the tip made from depleted uranium enables the rocket to blast through the armor so the explosive shell can burst, once inside. Some knowledge or skill in anti-tank weaponry is useful when employing rockets. It shoots. This small weapon is well-suited for close-up firefights. Its magazine holds 40 9mm bullets and is capable of burning a full clip in five seconds.

This weapon was built specifically for fighting terrorists and has proven very effective on mutant bikers or religious fanatics. In its current role, it has no trouble slowing down desert raiders or the occasional mutant cactus. Many Desert Rangers find this a perfect weapon to take with them when they first head into the wastelands. VP91Z 9mm Pistol: As well liked as the.

A reliable weapon, it's widely available due to its popularity among survivalists. While the 9mm bullet is not as powerful as the. Grenades: Grenades are small, hand-tossed explosive devices useful for inflicting damage on an entire group of foes at one time. Grenades have a wide area of effect, so be sure your character has a good throwing arm! Death is pennanent. If your characters get seriously injured, get them medical attention quickly or kiss them goodbye.

If a character is lightly wounded, they've taken a few hits, but are still awake and functional. A few points have been knocked off his constitution. Characters become unconscious when their constitution dips below 1. While unconscious, they are unable to move. Over time, an unconscious character will regain consciousness and heal to full health. An alternative to waiting is to find a hospital and pay for a quick heal.

Seriously-wounded characters are in a whole different class of medical trouble. Like unconscious characters, they can do nothing, but unlike unconscious characters, they don't heal with time - they worsen. Without medical help, seriously-wounded characters deteriorate to critical, to mortal, to comatose, and then to dead. Another character with medical skills may be able to stabilize the wounded character enough so he can improve to the unconsciousness category.

If this happens, the character will recover with time. Remember that time waits for no one. Disbanding one character and sending him off across the desert to find a doctor will not freeze time for a seriously-wounded character. When that character finally returns with a doctor, they may be back in time to bury the body. This is why your party should contain somebody - preferably two - with medical skills. After something is selected for each player, the screen that shows the commands turns into a scrolling message, telling you how the fight is coming.

Once a fight is won, you gain EXP. The graphics in the game are not great, but are good for the time the game was made. The player's movement screen, or map, shows where the player moves from town to town. It is strange looking though, as the player seems to be larger than the mountains and houses on it. When a location or dungeon is entered, a popup comes up asking if you want to enter this location. Then the map becomes a bit more realistic as far as size, and you can walk around easier.

In dungeons, some puzzles require that you have certain skills for each player. The same goes for the map. For instance, if you don't have a swimming skill, wading through a river will take forever and cost your team health. The music in this game is pretty bad, but I can't really blame the creators, as there wasn't really good music to be made back then. I enjoyed this game a lot, just like I enjoyed the third game in the Wasteland series: Fallout.

I think that this is an awesome game, and the terrible graphics do not take away from the gameplay at all for me. I will give this game a straight 5, because for back then, this was awesome. I hope you will enjoy it as much as I have. How to run this game on modern Windows PC? EMBED for wordpress.

Want more? Advanced embedding details, examples, and help! Publication date Reviewer: Chaz47 - favorite favorite favorite favorite - April 12, Subject: Update 5 years later! I wish to change that. I have the most recent version of DosBox on my pc for playing this game and other EA titles.

There is something within the game's program that is in error, as even on a separate DosBox app on a completely different system the game can sometimes freeze up every couple of minutes of "game time" playing. Some days I have played for a couple hours straight without a freeze, others it can freeze up so many times in the space of 10 minutes that I just give up.

What it is that triggers the freeze I have been unable to isolate. It seems to be random irregardless of what you are doing within the game. I have had it freeze after opening a goodie bag and before I can pick up the goodies even.



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