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1996-05-13
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~Superhero League Of Hoboken
RPG by LEGEND
Solution By Lu Richardson.
General tips:
As always, everytime you enter a location you must move the cursor
all over to find out what there is. Attempt to pick up everything
you can. Full explanations will be given of everything you look
at. Important items will be mentioned the moment you enter the
location. Although you will buy most of the items you will need, or
find them, sometimes you acquire them after a certain action. At
any rate, it is seldom necessary to go searching for anything
elaborately hidden.
There are seven missions, and the first six are divided into five
tasks, which I will just call here A, B, C, D and E, since the goals
are clearly stated and also the locations to visit. In all cases,
you have to solve all the others before you get to the one dealing
with Dr. Entropy, your arch-enemy; but you can attend to the tasks
in any order you like.
GETTING STARTED
Head Quarters
-------------
The game starts at the League's Headquarters. Enter the room to add
other superheroes to your team. Although you need Iron Tummy,
Robomop and Miss Pepperoni, add the other two first, strip them of
their assets and then remove them from the team. Always strip the
heroes you don't need of anything useful. When your team is
complete, step out.
Other heroes will come to this room later, as your fame increases -
take always the new hero - the first two surplus heros you will
never need.
Open the cupboard and get everthing by giving it to the first
character. Anything he cannot use (i.e., not preceeded by an
asterisk) you can pass on to the next person by clicking on the name
of the item and dragging it to the receiving picture. Then examine
the next character and pass on what is not needed. And so on.
When you've finished, close the cupboard. Although it is a good
idea to sell the items you no longer need to any Pawnbroker who will
buy them, you can always leave here anything else you are not sure
about. It is best to sell surplus weapons to the nearest weapon
shop.
Now, before you forget, nip downstairs to the Museum, take the
painting (you can sell it), open the compartment in the wax statue
and take out the tape. Up, and up again.
Here, click on the chatterbox and take careful note of what it says
(apart from the first silly message). Then click on Matilda to get
the details of the first mission. Click on each coloured strip to
find out more. Matilda will switch itself off, but when away from
here you will be given the option to click on the mission square to
remind yourself of what needs to be done.
Upstairs there are also two pictures you can consult to see your
progress. At the moment they are entirely black, but later on you
will see what you need to explore and what areas have to be cleared
of monsters.
Every time you complete a task, you can come here to rest and to get
your full rations. At the end of each mission, there will be a new
hero to enrol. Establish a routine - enrol your hero, go upstairs,
listen to the chatterbox (always follow the hints, it will direct
you to important items), get your new directions from Matilda, look
at the pictures. Then downstairs; there is always something new in
the cupboard, so take it out and distribute the goodies and then put
in anything you don't immediately need.
Exploring
---------
When you start exploring, at first you will be limited by your
ability to enter woods or tread water, or even climb mountains.
That's OK, you needn't go too far to begin with. As to the
mountains, you need special pills - but be spare with them - wait to
clear the area of baddies before you explore them. If you have to
rest to recover from combat, you'll need to take another lot of
pills and there is a finite number of them.
Eventually you will get the means to uncover every square of every
sector, and you should know that you get bonus points when every
square in the sector has been visited.
It is very important to make a note of what buildings each sector
contains, because you will then be able to go directly to them when
you need to. Also you must pinpoint all the underground stations
and where the trains go. The cards you need to travel in these
tubes will appear gradually throughout the game.
You will notice that some buildings are empty when you first visit
them. That is because it is not yet time for something to happen.
Nevertheless, they make good havens in which to rest after combat.
The Shops
---------
Try and find the market in each section (though not all have them).
They make good bases from which to dart out an explore and come back
and rest.
There are several types of shop: Weapons, Hardware, Pawnbrokers,
Shaman, Hotel and Brothel.
The first thing I ought to tell you is that you are going to need
cash in vast quantities. Not only you should buy everything on
offer in the shops (once you've bought everything in a shop it is
seldom, if ever, that anything else comes up for sale - and you will
be told of such an event), but also you will meet vendors in the
wilds. In order to buy absolutely everything (and you need it all
and more), you can cheat. Save your game and, with the Norton's
Utitilies editor, edit that file - go to offset 4D77 and enter two
figures, say 69 23. You need only do this once, you should get
enough money later on through fighting and selling surplus goods.
As to the shops themselves, Weapons and Hardware are obvious.
Weapons to fight with and Hardware to protect your characters -
there isn't anywhere near enough of the latter. Pawbrokers sell you
items you need to solve the problems, plus food and isotopes. The
best thing to do is to click on these two types of goodies, once
they are in your possession, and choose Eat or Drink to see which
character is in most need of them.
The Shaman is very useful because your characters often get sick,
which interferes with their fighting abilities. Dash to a Shaman
as soon as possible and talk to him in order to get them healed.
Hotels are useful in that you can buy rations and you don't have to
keep going back to HQ, and for that reason you only find them far
away.
Brothels are places where you gain experience (and how). The
inmates must be rather strange, since they ministered to all my
blokes but also to Robomop and even to Miss Pepperoni! However,
this is a rather expensive exercise and not really worth the bother.
Combat
------
Clearing each sector of monsters will earn you extra points and,
quite apart from that, it is a good thing to do so that you can
later move about without hindrance. However, leave that for later.
At first, when your superheroes are weak, don't move very far from
the places in which you can rest and recover.
On the actual fighting, you must do your own thing, though
personally I went for automatic (the curved arrow). I found that
trying to invoke the superheroes peculiar skills invariably
backfired. Try clicking on the double arrows and have a bash at the
new options which appear, just for fun.
It is important that the first characters are the best protected and
the better armed, though occasionally the rest are also hammered.
Though you will see which is the best weapon by letting the computer
choose and place an asterisk in front of it, be aware that some
weapons are better than others against certain monsters. For instance,
towards the end of the game you come across some very nasty ragweeds
- so if you have anything to bash them with, give that weapon to one
of the characters and don't let him/her use any other.
Right, I think this covers everything. Are you ready? Then let's
go.
MISSION 1
A: The bomb
As you come out of HQ, head N till you hit the ferry. Take it and
head NW. Not very far you should come across two villages. Buy
everything in them.
Take the ferry back and, SW of HQ, go into the village. Again, buy
everything here. Open the car and pour the cheese-eating microbes
on the bomb. Note the fluid on the ground. This, by the way, is
the market in which you want to sell your surplus weapons.
B: The rabid sheep
Back to the ferry, go to East Orange and use the spray on the
sheep. Note the saliva on the ground.
E: The jalapenos
Head roughly SW and find the entrance to Newark (2C 6,8). Go along
the S, up about three rows till you find the warehouse. Talk to the
party by clicking on the superhero face and as Iron Tummy to do this
stuff. When he has eaten all the peppers you will get a rag.
D: The temple
Find the Temple to the NW of Paterson and go in. You will be taken
to the Computer. Read the label on the plant and break the pot.
Grab the magnet. Outside, put the rug on the soil spilled from the
pot.
C: Entropy
Go to East Orange and Jersey and put the rag in the saliva and the
transmission oil. Find Edison's Lab and enter it. Look around.
Use the rag on the far wall and a door will be revealed. Enter and
listen to Dr. Entropy. Ask Robomop to do his stuff. When the mess
is cleared, you will see a cable. Unplug it. When Dr. Entropy goes,
pick up the bulb and the cone of the gramophone.
Go back to HQ and do the necessaries. Recruit the next hero and
empty the cupboard. Listen to the chatterbox and get all the
details of your next mission from Matilda.
MISSION 2
A: Silly Putty
Go across with the ferry and head S till you find the Control Tower,
surrounded by water. Open the locker by the stairs and grab the
pappy outfit. Go to the Shaman and you will find an old man dying.
Talk to him. Leave, wear the pappy outfit, go in and talk to the
old man. Out, remove the outfit and go in. Talk to the old man and
get the formula. You also get a plastic egg.
B: Scranton League
Get to Newark through the fence and find the underground station,
which is roughly in the center (up a bit) of the section. Enter the
tube, which will take you to Scranton. You will find items in both
these stations, pick them up. Find the League's HQ and you will see
that they are lost in playboy magazines. Shoot the magazines in the
crate with the bowdlerizer and they will desist. You pick up a
piece of coal as you leave.
C: The Warlord
Get to the Warlord's house in 1B and you will be taken into his
office. Examine his toupee. Get the bust from the shelf and put
the magnet in its place. Wait. As you leave, you get the
paperweight.
E: Guacamole
Find the factory and enter it. Talk to the workforce. Get the
frosted glass and the bulb behind it. Put in the bulb you got from
Edison's Lab. You get the guacamole and also an avocado.
D: Entropy
You should by now have bought a transmittor in one of the markets -
if you haven't visit the markets of the sectors mentioned above, do
so. Go to the Control Tower from which you got the pappy outfit.
Open the transmittor and put in the tape. Close it. Attempt to go
up the stairs and your way is blocked. Give the guy the egg, the
coal, the paperweight and the avocado and he'll go. Go up. Listen
to Entropy and turn on the transmittor. He will go away. Note the
waiting Helicopter.
You can go back to HQ for your next mission. Don't forget to listen
to the chatterbox and to clear the cupboard.
MISSION 3
First, go to Paterson and to the Warlord's House. Pick up the box,
coat and rack. Take the box to the Shaman who asked for it to get
a can.
A: Mineola
Go to the market at Yonkers (3D) and buy the lead pants. Take them
to Mineola market and they will be taken from you.
B: Museum
With the key you got from the cupboard, go to the Museum. Take the
uniform, wig and teeth. Put the rack on the faded patch.
D: Piscataway Temple
Enter it and you will be invited to the service. Hide under the
altar and wait right through the proceedings and until everyone
leaves. Lock at the knot and you will notice a loose board. Pick
it up and cut the wire with the cutters. Wait to see what happens.
E: Liberty Bell
Once in Philadelphia, go to 14,8 for a workout (first you have to
fight). Then find the Bell, which is roughly E of here. Raise the
bell and have a look. Put the plastic tube on the can, and again in
the crack. Use the can to gas the tiger. Raise the bell. When the
tiger goes, pick up the whistle.
C: Entropy
Having completed the four tasks, you should now have four tokens.
You should also have picked up a placard in one of the markets
you've visited. If not, get it. Find Entropy and put the placard
on the steel framework.
Back to HQ.
INTERLUDE
Having listened to the chatterbox, go to Staten Island (2B) to buy
an inflatable boat. By now you should have the pills for climbing
mountains, the orienteering book for entering forests and, of
course, the boat. Also almost all the tube cards.
Now is the time to go to each sector, in any order, and explore them
completely, noting where everything is and where the undergrounds
take you. Leave the sewers under New York for the moment.
In your travels someone will give you a whistle to take to 1A 2,4 -
you get bonus points for doing this. In Philadelphia you will free
a hero - you must enrol him when you finish the next mission.
When you have cleared all the sectors of monsters, bought out all
the shops and explored every square of every sector you will be
strong enough to attempt the sewers. It will be a tough job, but at
the end you will be well set up in the manner of hit points and also
you will know where everything is. And now we'll continue.
MISSION 4
A: Times Square Cult
Talk to the leader. Go to Yankee Stadium and pour the
alluminium-eating microbes on the safe. Here you'll find the ball,
take it to the leader of the Cult. Pick up the bedistor.
C: Yale
Visit the Uni huts to overhear a conversation. Go to the Museum.
Enter the other room and pick up the washing machine. While you are
here, you might was well open the hatcher, put the fish eggs in it,
close it and turn it on. When it turns itself off, pick it up.
Go out and put the washing machine on the right spot, by the far
dish. Get on the left spot and wait. Two guys come in and you
overhear their conversation.
While in this sector, and in order to avoid having to come back, go
to the cave to the N. Get the piece of paper with the music and
click on it. Select "Practice" and you'll wind up in the Carnegie
Hall. Sit at the piano and play. Pick up the sack. Enter the
circle of light to get out.
OK, now you should go to the Library in Princeton and talk to the
couch. Don't forget to pick up the bedistor.
D: Flushing League
Just go there and blow the whistle. Pick up the corpse and then the
bedistor.
E: Relic
Go to the Philadelphia sewers (the chatterbox will have given you
the clue, 7,1) and fight your way to the SE. After a battle, you
will find the relic, which you must take to the Library in
Princeton. Have you got four bedistors? Good.
B: Entropy
Since you have now explored all the available sections, you will
have come across a rod and a computer printout, in an office in
Poughkeepsie. Go to the Vault, which you will have also discovered
in Uptown New York. Read the rod, find the matching entry on the
print out and also the matching plate on the canisters. Put the rod
in the hole of the proper canister to open it. Get the frozen
corpse.
Go to Yankee Stadium and listen to Entropy. Open the machine, put
the frozen corpse in, close the machine. Plug the bedistors in the
right coloured sockets and then press the button. Mission
accomplished.
I'll leave you to get back to HQ. Enrol King Midas.
MISSION 5
A: The Warlord
Go to his house and wear Washington's uniform, wig and teeth. You
will be ushered in and you can talk him out of attacking.
B: The warring tribes
Open the sack you got at Carnegie Hall. Go to the specified places,
talk to the leaders and give each the proper statue.
C: The video tape
Go to the Huntingdon's Warlord House and look at the table. Get the
tape and take it to the Library in Princeton.
D: The Freehold Shaman
Talk to him, then to the Hardware Merchant, then to the Brothel
Madam, then to the Hotel manager. Go back to the Brothel and ask
the Madam if she couldn't come to an arrangement with the Shaman.
Go back to the Shaman and talk to him. Back to the Madam; it would
appear that she can accomodate the Shaman if only her girl wasn't so
cold. Hand her the fur coat. Not enough. Talk to the party, or
rather to Midas, and ask him to do his stuff. Click on something you
don't need, say the rat corpse or the rod or the printout.
Eventually you'll get a muffler. Give it to the Madam and she will
give you her new rates. Take them to the hotel keeper, take his to
the hardware merchant and his to the shaman. He will give you his.
E: Entropy
By now you should have four chips. Go to the Trump Casino in
Atlantic City and go in. Put the chips in the slot of the
machine. Eventually it will explode and you can go up. Listen to
Entropy. Open the termite hatcher.
I'll see you at HQ. A passing hero will solve the problem of the
shaman's rates. Collect your new hero, the one with the Magnitude.
MISSION 6
Go to Staten Island, to the pawnbrokers, and buy what there is.
Also visit the new Vaults at Atlantic City.
B: Yet another Cult
Get to Middleton using the silver tube from 8th Market. You will
need to take the brown tube there from deep under Downtown New
York. The new sector is crawling with very nasty baddies, but try
and make it to the SE. Enter the place and open the desactivator.
Put the paper clip in the electrodes. Pull the orange lever. The
tube bursts. Put the chewing wad (which I hope you found in one of
the tube stations) on the tube and pull the orange lever again. Get
the radioactive pellet.
Go to the Hotel in the market in this sector to get a tube
mastercard.
C: New York sewers
You just get over there and find all the alligators in all of the
sewer dead ends. Destroy them and you are done. You also pick up
something you'd rather not.
D: Map trouble
Go to Staten Island and enter the hotel. Talk to the heroine whose
skill is folding maps and that's it. When all is clear you will
find a can of Bud, take it.
E: Miracle
Go to Scranton market. Take a paper and read it. Put the papers
you got from the new Vault in the dispenser and wait. Problem
solved, plus you get a bowl of mushroom soup.
A: Entropy
Go to the Liberty Statue, which is S of the HQ, and go in. Pick up
the manual and read it. Attempt to go upstairs and an android will
appear. Talk to him. Open the can of Bud, put the gramophone cone
in the can, pour the soup into it. Put the alligator poop and the
radioactive pellet into the can and hand it to the android. Go up.
That's it.
Back at HQ you get your final mission. There is no need to enrol
another hero, but you might want to filch whatever the other available
ones are carrying.
MISION 7
First go to Scranton and, to the E, you'll find a crashed truck full
of bananas. Talk to the party and get your latest member, he of the
Mighty Magnitude to do his stuff on the bananas, three times. You
should be left with 30 lbs of the things. Take them.
Go to the undergroud station, to the second level, and travel in the
gold tube to Buffalo. At this point the dangerometer goes bang.
Nevertheless, you will have to clear this area completely. A bit
tedious by now, but there you are.
There are two markets here and, amongst the things you will buy, is
an isotope which will give one of your characters the Beaver Jaw
ability. You should have also talked (or listened) to everyone,
particularly the farmer who is wearing a key around his neck.
Go to the place by the road where there is a vending machine. You
can buy whatever it contains, not that it matters now. Examine the
large tree and get Mr. Magnitude to do this stuff. The tree becomes
a deal larger. Get the guy with the Beaver Jaw skill to do his
bit. The large tree topples down and dams the river.
Go to the falls and you should be able to get a barrel before the
river floods again. Go to the camp to the E of the river and talk
to the guys. You get two more items. Take them, plus the barrel,
to the farmer and he will give you his key in exchange.
Go to the Empire State Building and get into the lift to the right.
You came on Entropy. No prizes for guessing what he is up to. King
Kong comes up and grabs Entropy. Get Magnitude to reverse the
banana thing till there is a whole heap. King Kong is too busy with
the bananas to bother about anything else. Turn off the projector.
THE END