				Wasteland FAQ
				Last Updated 01-10-96

				(Changes from 12-16-95 marked *)

Original Version by Stephen Sedmak <sedmaks@odo.msoe.edu>
Additional info provided by Chris Baer <chbaer@cris.com>


(Created in DOS Edit, display in 80 columns)
(*Looks best in Monaco 9pt.)

This FAQ is intended to help players of Wasteland, the best game ever 
made for the Apple //.  If you feel you have some knowledge to add to this 
database feel free to update it and upload it to Asimov, on four conditions: 

	1) You must rename the file to fit the current date, so as not to 
	overwrite the previous version, and change the Date above.

		wasteland_faq_MM-DD-YYYY.txt

 		Ex: wasteland_faq_01-16-1996.txt

		If you do not have long filenames use

		wfaqMMDD.txt

		Ex: wfaq0116.txt

		Hopefully someone else will give it a long name in a future
		version.

	2) You must update the Table of Contents.  

	3) The update must be in ASCII text format.  

	4) Most important -- you absolutely MUST update the newest
	version.  
		You'd do a great disservice to other gamers to update an old 
		version and lose all the information included in newer 
		versions.  So if you plan on making an addition download the 
		newest version immediately before updating it.

*This FAQ is also being stored on WWW at:

	http://www.cris.com/~chbaer/wasteland.txt

Please send any revisions or updates to Chris Baer <chbaer@cris.com> as well.  
An HTML version of this FAQ is in the works.

Table of Contents

0. Generally Important Stuff
1. Attributes
	1.1 Descriptions
	1.2 Attribute Hints
2. Equipment (incomplete)
	2.1 Good stuff
	2.2 Worthless stuff
	2.3 Equipment Hints
3. Skills (incomplete)
	3.1 Descriptions of Good Skills
	3.2 Skill Hints
4. General Hints
	4.1 General Hints
	*4.2 Which Paragraphs are Real (incomplete)
5. Solutions to Puzzles and Q & A (update at will)
6. Cheating
	6.1 Disk Switching
	6.2 Negative Skill Point Cheat
	6.3 Infinite Money
*7. Additional Legal Fine Print Which Does Apply To You.


*PLEASE NOTE:  THIS FAQ CONTAINS SPOILERS FOR WASTELAND.  IF YOU ARE 
ABSOLUTELY POSITIVE THAT YOU DON'T MIND BEING TOLD THE ANSWERS TO SOME OF THE 
MOST VEXING (AND HENCE, MOST ENJOYABLE) PUZZLES AND PROBLEMS IN THE GAME, READ 
ON.


0. Generally Important Stuff

	Wasteland modifies ALL of the disks.  You need to keep backup copies of 
the original.  Whenever you exit an area, Wasteland saves EVERYTHING you 
modified since you entered.
	*Some emulators (such as STM for the Mac) force you to manually save the 
changes to disks, so when leaving an area which you have cleared or finished, 
be certain to save the changes, else you might have to do it all over again.

1. Attributes

	1.1 Attribute Descriptions

		Strength (ST) - Helps determine damage done to enemies in
			melee combat.  Also lets you break down doors and
			force objects.

		Intelligence (IQ) - Without doubt the most important skill in
			the game.  It gives you skill points to learn new
			skills and gives you a wider selection of skills to
			select.

		Luck (LK) - Influences every part of the game where a random 
			number is involved.  Combat, traps, using skills, etc...

		Speed (SP) - Determines the order you act in combat.  The
			sooner you act the less time enemies have to react.
			Becomes sort of useless when guns are involved --
			everyone shoots at the same time.  It does help you
			run during combat.

		Agility (AGL) - How quick you move (could have combined speed with 
			this, but they didn't).  Influences likelihood of hitting in 
			melee.  Also determines whether you'll be injured or not in 
			all situations.

		Dexterity (DEX) - How steady your aim with ranged weapons is.

		Charisma (CHR) - How personable you are.  Pretty useless.  It
			influences how NPCs react when you attempt to hire,
			but not too much.  Just have everyone hire and you'll
			succeed.  The only symptoms of low charisma are NPCs
			who don't want to trade items all the time.  Just keep
 			trying until you succeed.  Attribute points are too
			important to waste here.

		Skill Points (SKP) - Determines how many skills you can learn.
			when you Radio to go up levels increasing IQ gives you
			the same number of Skill Points.  Use skill points in
			libraries.  Caution:  no 2 libraries carry all the
			same skills.  If you want a skill and have enough IQ
			you still won't be offered it if the Library doesn't
			carry the books.  The library in North-West Needles
			carries basic skills.  The library in SE Las Vegas
			carries skills for higher IQs (18-23).  The library in
			Darwin city, Citadel, and Sleeper Base carry special
			advanced skills.

		Rank - Just a fancy indicator of experience level.  General is
			over level 100.

		MAXCON / CON - Your hit maximum and current hit points.  You 
			heal over time.  Time passes fastest on the main land
			map.  Unconscious and worse off characters usually
			cannot be hit during combat.  Traps can still mess
			them up.

			If your CON is still a number but highlighted in white, 
			then your character is diseased and will not heal.
			In the sewers the whole party is diseased.  If they
			all go unconscious, your party is dead.  Only hospitals
			can heal diseases.  (Actually, I haven't tried using
			antitoxin on disease, any one try it?)

			UNC - Unconscious.  Give him time and he'll recover.
			SER - Serious.  He needs a medic, if not he'll 
				deteriorate.
			CRT - Critical.  This is about the limit Medic will
				work on.
			MRT - Mortally wounded.  He needs someone with Doctor.
			COM - Comatose.  This character will die soon.
				Doctor 1 can heal COMATOSE with a some effort.
				If you have no doctor make sure you find a
				nice grave site.
			skull symbol - Dead.  This ain't Bard's Tale.  There's
				no magic, no resurrect.  Dead is dead.
				Disband the character.

		AC(Armor Class) - Indicator of how much damage the character's 
			armor will absorb when hit.  Ranges from 0 - 15.  A 1 is
			infinitely better than a 0.

	1.2 Attribute Hints

		At the start of the game spend almost all points on raising IQ  
			Until you hit about 28.  Then if you've got the skill-points 
			cheat going, spend 1 on constitution each level and one on 
			something else.  Important attributes are: Luck, Dexterity,
			and Agility.  Strength is moderately useful, but don't
			concentrate on it.  Charisma is useless.

		After Luck, Dexterity, and Agility get in the 20s you'd be
			best off putting your points into Constitution.  If you need
			to obtain 128 SKP to get an ornery skill up to Negative SKP
			level go hard after IQ.

		I will not accept a character with less that 17 IQ unless 
			they've got extraordinary Luck, Dexterity, and Agility.

		Constitution is moderately important at the start.  There's 
			not really much difference between a 25 and a 35.  If 
			something's going to kill a character with 25 CON, chances
			are it'd do likewise to someone with 35 CON.  Only worry
			about Constitution if it's real low.

		A good IQ will more than make up for a low MaxCon.

		Plus you can always raise MaxCon by going up levels -- harder to
			do without good skills or ability to inflict damage.

2. Equipment

	Right now I've only covered the basic weapons.  There's more, but
	frankly I don't remember them all.  Plus there are several items
	you can get.  Hand mirrors are useless, matches let you detonate
	explosives, rope lets you crawl down holes and across pits, canteens
	let you traverse the desert without heat exhaustion.

	There are more items, but their use would better fit under part 5. 
	Solutions to Puzzles.

	2.1 Good Stuff

		Leather Jackets - at the start put them on people who are hurt. 
			Some armor is infinitely better than none at all.  *AC1

		Ax - Until you find how to reach Darwin City safely these are 
			the weapon of choice for those without pugilism.

		chainsaws - they rule in combination with brawling, don't be
			surprised to have a low-level character inflict 100
			damage per round with this lethal combination plus
			they never run out of ammo.  A temporary fix for
			characters without pugilism.  Once you get pugilism
			level 3 forget all other melee weapons and concentrate
			on raising brawling and pugilism. By the time I solved
			it my characters were doing about 40,000 damage per
			round!!!  Only 1 creature in the game has more than
			1000 Hit points, for comparison.  Can only buy a
			Chainsaw in Darwin city. *There is also a chainsaw in the
			sewers under Las Vegas, guarded, if memory serves, by 
			Clawmen and a Clawman Leader.

		*Proton Axe - an incredibly powerful melee weapon, doing 45-70 
			damage per hit for a character with moderate strength and 
			brawling.  Can be found in the building on Sahara Road in 
			Las Vegas with an insect swarm and the letters A. P. spelled 
			out in blocks.

		Plastic Explosives - in combination with high-level demolition
			this will destroy everything up to 40 feet away

		Uzi - Best general purpose weapon in the game until you fight
			the major enemies.  A 9MM clip (cheap) gives you 40
			shots each which does 10-30 damage.  Doesn't make
			sense that the same bullets do more damage from an
			Uzi than from a pistol, but who's complaining?  Can
			only buy it in Darwin City.
			Takes 9mm ammo.

		M1989A1 - A powerful conventional weapon.  After you get the
			big guns it's handy to keep Assault Rifles and SMGs
			on-hand for little fights.  Conserve those power packs.
			Takes 7.62mm ammo.

		AK-97 - At one point I really wanted these instead of M1989A1s
			but I'm not sure why.  I think they do more damage
			per shot and are better at armor piercing.  But it's
			been years so I could be wrong.
			Takes 7.62mm ammo.

		Kevlar Suit - you'll find a few of these, but these are the
			3rd best armor in the game. *AC6

		Rad Suit - When you first get them, they seem pretty cool but
			that's not what Rad stands for.  It means radiation.
			Once you get better armor, still lug around Rad suits
			on everyone -- you'll need them.  *AC5.

		*Kevlar Vest - A good step up from Bulletproof Shirts.  AC4.

		*Bulletproof Shirt - Despite the name, this stops more than just
			bullets, but just barely.  AC2.

		*Robe - Same AC as the Leather Jacket, but has some deception
			value in penetrating the Temple of Blood in Needles.  AC1.

		Geiger Counter - Tells what level radiation is.  You can only
			see radiation outdoors at night so Geiger counters
			are useful when it's invisible.  You only need one
			per party.  Ever wonder what those 5 squares on the
			left side of the screen are?  That's the Geiger
			counter reading.  When it hits 4, you're standing
			right next to radiation.  Either put rad suits on
			everyone or go back the way you came.

		TNT - use this for low-end demolitions.  Plastique is too 
			expensive to be wasted on demolitions.  Same goes for
			rockets.  Save your rockets for the Citadel.

		Canteen - NPCs don't usually come with them, so they'll get
			hurt in the heat.  You only need 1 per character.

		Rockets - These pack a big punch and are armor piercing.  RPG 
			are best.  Law Rockets are good.  Sabot rockets are
			the least powerful of the group, but they pierce armor
			well.  Save rockets for the Citadel.  Don't kill
			Scorpitron with them.   After you take out the Citadel
			you'll toast Scorpitron in a couple rounds.  You might
			need to use rockets to blow through walls in the sewer
			and a door in the bottom of Base Cochise.  *Manglers also
			fit into this category and are a somewhat effective solution 
			to killing the Scorpitron in Las Vegas, as they are weak yet 
			still pierce armor.

		Meson Cannon - The most powerful weapon in the game, only 10 
			ammo per clip.  Use single shots, not burst, once
			you've got good Energy Weapons skill.

		Ion Beamer - Second only to the meson cannon.  20 ammo per
			clip so it's more economical on medium enemies.

		Laser Rifle - If you don't cheat there's only 2 meson cannons 
			and 1 Ion Beamer.  These are useful by default.

		Power Packs - Once you get Energy Weapons these are your ammo.  
			The only problem is that you can never buy more of
			them.  You only get what you find, so use them with
			care.  If you don't need Energy Weapons to win a
			battle, don't use them.

		Grenades - Hurl away when you find them.  They're not much
			use later in the game but are useful near the start.

	NOTE: equip explosives to use them in combat, don't try U)se I)tem
		that's how you blow up doors and walls not enemies.  unE)quip
		might be misleading.  Just hit 'E' to change what your weapon
		in combat.  If you select the weapon you're already using
		you'll equip FISTS.

	2.2 Worthless Stuff

		M19 Rifle - When you're at the point where you can afford
			these you'll be very close to getting your first truly
			powerful long range weapons --SMGs and Assault Rifles
			Takes 7.62mm ammo.

		M17 Carbine - Similar to the M19, but less powerful.  Another 
			fine waste of money.
			Takes 7.62mm ammo.

		Flamethrower - a nice novelty, but fairly useless.  Costs a 
			bunch	and you CANNOT reload it.  Uzis are much
			cheaper and more powerful.

		Pistols - why waste your money?  You'll find hundreds of these.
			Generally a waste of ammo.

		Knives - throwing are useless compared even with pistols.  Get
			an ax for melee.  Note: you will need ONE knife in
			your party far into the game when you're bound in rope.

		MAC-15 - Uzis are better.  If you've got 45 caliber ammo to 
			burn chances are you'll have found one already.  Feel
			free to go full-auto with these when you find them.
			You don't need 45 caliber ammo anymore.
			Takes .45 caliber ammo.

		Laser Pistol - About as powerful as an Uzi, but they use 
			precious power packs.  Use an Uzi instead and sell the 
			laser pistols.  Of course feel free to burn all the
			ammo in the gun first, just don't reload.  These
			cannot hurt enemies in the Citadel. You might want to
			keep one on hand, see Skill Hints for more on this.

		Laser Carbine - Just a shade more powerful than the Laser 
			Pistol.  Same rules apply.

	2.3 Equipment Hints

		If your weapon is empty you'll use it as a melee weapon.  If
		you don't have pugilism but you do have a high energy weapons,
		keep an empty Energy Weapon (likely a laser pistol) on hand.
		When you strike with it it'll use your energy weapons skill in 
		determining damage -- not pugilism.  Granted it won't do as
		much damage as fists and level 6 pugilism, but it'll still do
		about 40-70 damage per blow with a decent skill level.
		Brawling still works no matter what melee weapon you're using.

3. Skills

	The Heart of Wasteland.  This is what separates it from other RPGs.

	3.1 Descriptions of useful skills

		Numbers in brackets are base Skill Points Required. IQ is 
		required. At this point I'm only sure of the basic ones offered at 
		the start, but there's many more.  Feel free to add others.

		IQ 3

		Brawling (1) - Gives an extra melee attack for 2 levels.

		Climb (1) - Self-explanatory.  Try climbing on things like
			tables and fences in addition to the obvious.  Only
			one per party needs it.  Many NPCs have it so don't
			bother with it on your characters.  Raise it by
			climbing the sand hills in Southern Needles.

		Pugilism (1) - Increases damage done with FISTS.

		Swim (1) - Obvious.  Everyone needs it including NPCs.

		*Clip Pistol (1) - While this may seem a self-evident skill to get 
			for a new party, experience points are halved for kills 
			obtained via ranged weapons like pistols, rifles, and the 
			like.  A party will rise through the ranks much faster if 
			they skip using pistols altogether, with the added benefit 
			of not being thrown into combat against melee-only opponents 
			(provided the party has no ranged weapons equipped) until 
			the party is right next to them.

		IQ 6

		Perception (1) - Lets you see things that are hidden.  Only
			2 people per party need it.  1 if he's really good.
			A level 4 or 5 perception should cover the game.

		Assault Rifle (1) - Lets you hit with them.

		AT Weapon (1) - At least 2 people in the party should have
			level 2 AT Weapon to raid the Citadel.  Covenant
			is pretty good with them, so just give it to
			one of yours.  Extras could help, but I think the
			SKP are better used elsewhere. You cannot afford to miss.  2 
			Level 4 AT weapons will do you more good than 7 level 2s.

		SMG (1) - Lets you hit with them.

		IQ 10

		Acrobat (1) - Only need 1 per party.  I don't know if any
			NPCs have it.  Just get level 1.  *This skill can be 		
			increased in the same way as Climb on the hills in Needles.

		Picklock (1) - Of utmost importance.  You'll need it a lot.
			Only 1 per party.  Get level 2.

		Silent Movement (1) - Not quite sure how useful it is.  Never
			was able to get a high level in it.  Maybe if you
			did you could walk right through the Citadel.  Never
			tried it.

		IQ 13

		Demolition (1) - Fire, Fire, Fire!!! Huh, huh, huh.
			Without it you'll blow yourself up with TNT etc...

		IQ 14

		Alarm Disarm (1) - Only one place to use it -- the Needles
			police station.  Don't REALLY need it, but it can
			help.  *In fact, the alarm system in the Needles police 
			station can be turned off in the communications center 	
			there.

		IQ 15

		Bomb Disarm (2) - Bomb traps are the deadliest things you'll
			encounter in the game.  One per party, get a decent
			level or you'll be sorry.  Save before using it.

		Medic (2) - Very important, but hesitate to give it to all
			characters.  Once you get an IQ in the low 20s go
			to Las Vegas's library and give everyone Doctor 1.
			Doctor 1 can heal Comatose people, Medic 40 cannot.
			Level 1 Medic is completely useless.  Start with
			2 level 2 Medics.

		Safecrack (2) - Like picklock for big doors.

		IQ 16

		Cryptology (2) - Lets you decode messages / passwords.  Get
			a high level on 1 or 2 characters.

	3.2 Skill Hints

		Make sure everyone in your party has Level 1 Energy Weapons
		before entering the Citadel.  They'll all be level 5-7 by
		the time you leave.  Get a few Doctors too.

		A good way to raise brawling is to equip yourself with a
		non-weapon, such as a broken toaster or plasma couple,
		and fight something tough.  Cornered denizens of the
		Citadel work great after you get the Power Armor.  You
		just keep wailing on them without inflicting any damage
		and your brawling skill keeps going up.  You can try it
		with fists equipped, but after pugilism hits level 3
		you'll eventually kill whatever you're fighting.  But
		that's the ONLY way to increase pugilism without mondo
		skill points.  The woman guarding the door to the ion beamer
		seems to work OK after you've got some armor.


		The tougher the thing you're fighting, the quicker it'll 
		bring up your skill level.  That's one use of a laser pistol
		-- you'll never kill it, but you will raise your Energy
		Weapons level.  If you disk-swap and load up on power packs
		you can blast away at tough enemies until you've got a level
		6 or 7 Energy Weapons.  Then you're home free.


		You NEED level 3 or higher swimming in the sewers on EVERYONE
		who enters the water.  If people don't have it split your
		party, but you'll be sorry.  There's some tough fights down
		there and everyone gets diseased.  When someone goes
		unconscious, they stay that way until you visit a hospital.
		Jump in the river by the bridge for low-level characters.
		They'll go unconscious but they shouldn't die.

		*I (Chris Baer) would offer a different take on the sewers.  The
		first time you get into the sewers, be certain that all characters 
		have at least Swim 1 and are fully healed.  Then just jump in and 
		fight the current whenever you can.  I started Covenant with Swim 
		1, and by the time the current dumped the party into the river
		outside Las Vegas, he had Swim 5.  My other characters experienced 
		a similar rise in levels without having to shell out major skill
		points for Swim 2 or more.  Of course, if all the characters go
		unconscious when diseased with Sewer Rot, game over, so beware.

		I usually don't take characters with less than 16 IQ.  Of
		course 18 is best, but if someone has great luck and
		dexterity I'll take them with a 15 IQ.

4. General Hints

	4.1 General Hints

		It's generally a good idea to back up your party in case they get
		saved in a place where they're stuck.

		Lots of traps are under treasure bags.  If you remove all of the
		treasure the trap is exposed and you're screwed.  Case in point:
		the Citadel Armory.  The traps are usually in places you'd expect
		traps, so just leave something relatively useless there to avoid
		the trap.

		You can rack up experience early on by just sitting in the Nomad's
		complex and fighting all the Nuke Pooches / Lizards that come 
		along. Later on, base cochise works well if you use the disk
		swapping method and kill things walking around OUTSIDE of the
		complex. Stuff inside starts to hurt and you can't escape and heal 
		if your party's in trouble.

		*When exploring the sewers, you are likely to have to get "washed 
		out" a few times in order to raise CON points, which do not heal
		because of the Sewer Rot.  Rather than curing it each time you go 
		to a hospital (which is the only way to raise CON points while
		diseased), simply pay for healing (preferably in Highpool, which
		has the best rates) and remain diseased.  Then head straight back 
		to the sewers, where you would just get diseased again anyway.
		Also, while in the sewers, be sure to have lots of TNT available
		to blast through "hollow sounding" walls.

	*4.2 Which Paragraphs are Real (an incomplete list)

		Ag. Center: 6,56,84

		Citadel: 85

		Las Vegas and the Sewers:  7, 15, 21, 65, 71, 76, 83, 99, 129

		Needles:  29, 37, 60, 61, 66, 77, 103, 104, 111, 112, 124, 127,
			136, 150, 158

		Nomad Camp:  2, 3, 28, 39, 43, 46, 54, 110, 117, 128, 141, 152,
			156, 160

		Sleeper Base:  40, 52, 63, 70, 91, 100, 101

		Quartz:  10, 35, 49, 57, 107, 109, 147, 155

5. Solutions to Puzzles and Q & A

	Q: How do I get in the building in SE downtown Needles?  They ask for
		a password, but I've never found the answer.  I can't blow the
		door down.

	*A: Acapulco.  One of the bums in Needles mumbles this if you give him 	
		two Snake Squeezins.

	Q: What Are fruit good for?

	A: Obviously you can sell them.

		But later on in the game you need to make an antitoxin with
		the fruit, but I think you only need to keep 2.  That's OK,
		just sell the fruit and buy however many you need back when
		you need them. *The general store in Darwin sells them.

		With the Anti-Toxin you can get Metal Maniac and Mad Dog
		Fargo, two of the better NPCs in the game.

	*Q: Where can I get chemicals?

	*A: There is one chemical in Housekeeping in the Stagecoach Inn and
		there are three chemicals on a table in Ugly's hideout.

	Q: There's lots of walls that look weak.  What do I do to them?

	A: Blow 'em up with TNT.  Works on doors too.  Some walls/doors are
		stronger than others and require Plastic Explosives / Rocket
		launchers.  A prime example of walls to blow up early in the
		game are a bunch of weak walls on the NE side of downtown
		Needles.  Go through them and you'll find a gang meeting.
		They're armed with SMGs and Assault Rifles so it's not a
		fight for fresh characters.  But if you've got some armor
		and feel ready for a challenge take them out -- the rewards
		are too high to pass up.

		NOTE: Try picklock and safecrack on doors before you blast 'em.

	Q: My character died, how to I bring him back to life?

	A: As I said before, this isn't a Fantasy RPG.  There's no magic.
		Bury the character and make a new one.  If you've found
		Sleeper Base, you can clone characters to use after they die.
		You need clone skill and jugs.

	Q: Which NPCs should I keep?

	A: It depends what stage in the game you're on.

		Most of the early NPCs waste your ammo and don't do anything
		useful.  Use them as bullet catchers if you want.  They won't
		mind :)  *NPC's in this class include Jackie (in Highpool), Mayor 
		Pedros (in Quartz), Ralf (in Needles), and Felicia (in Quartz)

		Drop 'em when they're dead or badly hurt if you don't have
		Medics/Doctors.

		Keepers:

		Christina - She's the first decent NPC you'll find.  Plus
			she's got an Uzi.  Find her in downtown Needles in
			the alley West of the ammo store.  Hit 'E' to start
			an encounter then hire her.  Drop her when you run
			out of space for a better NPC.

		Covenant - Great with AT Weapons and a decent Medic.  He's in
			North-East Las Vegas in jail.  He's unguarded, but
			don't set off the traps.  You'll need picklock to free
			him.

		Metal Maniac - He's pretty good, that's all I remember.  I
			think he's better than Mad Dog Fargo, but the choice
			is up to you.

		Redwind - He rocks.  He's in the jail in the Citadel.  You can
			return him to Savage Village to solve a mini-quest.
			Then go back to the Citadel and get him again, he's too
			good to throw away.

		Ace - I've heard he's good, but never found him myself. 
			*Ace is in Ugly's hideout in Quartz, underneath the bar in
			the officer's club.  He has the knowhow to fix the jeep,
			which he drives straight to the garage in Needles and then, 
			once you've recovered the Bloodstaff and received, in
			return, a cache of arms which includes an engine, straight
			to Las Vegas where you lose it to bandits.

	Q: How do I raise the portcullis to go up the stairs in the Citadel?

	A: Use strength on the chain in the little room next to it.  You'll
		need a pretty big character to do this.  It's possible with
		strength 18, but it'll take many many attempts.

	*Q: How do I fix the jeep.

	*A: You can't.  Only Ace can fix the jeep.

	*Q: What do I do with the Servo Motor? the Fusion Cell? the ROM Board?
		the Android Head? the Power Converter?

	*A: Save every one of the above that you can find.  They are necessary
		for putting Max together and for fixing parts of Sleeper Base.

	*Q: What is the correct path for the chessboard in the Temple of Blood?

	*A: The correct path, which is 30 squares, is as follows:

		F L L L L F F R R R R R B R R F F F F L L B L L L L F F R R

		Where F=forwards, B=backwards, R=right, and L=left.


6. Cheating

	You really thought there was such a thing as a CRPG you can't cheat
	at?  Not a chance.  You just need to be a little creative for
	Wasteland because the programmers did a good job trying to stop
	people from cheating.

	This section makes the game a little too easy, so I'd recommend
	against it the first time you play.  It'd just defeat the fun of the
	wonderful game.

	However after you solve the game, go wild the next time!


	6.1 Disk Switching

		Enter an area with a copy of the original disk, then place
		another copy in the drive after the area is loaded.  Do
		what you want, take all the treasure you want, hire whoever
		you want, kill whomever you want, then leave.  The stuff will
		be saved as modified on the disk you placed in the drive BUT
		THE FIRST DISK WILL BE UNCHANGED.

		You can just place the first disk in the drive and repeat the
		process.  An easy way to rack up items, cash, allies, and
		experience.

		It saves what you buy and sell too.  The stores rarely runs
		out of things they're originally stocked with (never ammo),
		but if you sell them 2 power packs they only have 2 power
		packs in stock for you to buy again later.

		But if you are creative with the disk-switching technique you
		can work around this too.

	6.2 Negative Skill Point Cheat

		As you well know, the Apple // is an 8-bit machine.
		Apparently the programmers decided to use Signed Integers
		to represent the number of skill points it takes to go up
		skill levels.  This means that skills can never require more
		than 128 skill points to go up a level.  You'll likely never
		get than many skill points, but don't fret.

		I'll use energy weapons as my example.  Level 1 takes 3 skill
		points.  Every level doubles the previous requirement, so
		level 2 takes 6, 3 takes 12, etc...  But what if you want
		level 8 Energy Weapons?  It would take 384 skill points, but
		the Apple can't count that high on one register.  You can
		achieve Level 7 by fighting and using the skill, but not
		level 8.

		(NOTE:  it's been 6 years so my numbers could be off, but the
		general case holds true)

		To get level 8 go to a Library.  It'll say you need 255 Skill
		Points to go up another level.  It's lying.  If you try to
		increase your level the register loops around to a negative
		and you actually GET ANOTHER SKILL POINT FOR GOING UP A LEVEL.
		Your skill level can never be higher than your experience
		level so don't be frightened when the process stops.  Just go
		kill some more, radio, then try again.

		It's very hard to get pugilism and demolitions over level 6.
		You might need to cave in and spend 128 skill points to enter
		the realm of omnipotence in Wasteland.

		Also you might want to get some useless skills that are easy
		to raise in level so you can spend negative skill points in
		the library on them :)

	6.3 Infinite Money

		At the start of the game each character starts with piddly
		cash and some cheap equipment.  For a head-start make a
		bunch of characters and trade the pistols to the first guy
		and have him P)ool cash.  Then delete the losers and do it
		over again.  When the first guy's inventory is full of
		pistols save the game and create a band of some more losers
		to take with him.  You can use a similar technique on each
		one to rake in even more cash if you've got the time.  Then
		make a mad dash to Quartz.  There's a store in the
		South-West corner.

		Sell EVERYTHING.

		P)ool all cash to one character then return to the Ranger
		Center.  Don't worry if one of them dies.

		Delete all the characters except the one with the dough,
		then make your first REAL character.  Give him all the money
		and delete the old guy.  Then create the rest of your party.
		Not an immense boost but it'll give you about $10,000 each
		repetition.

		Later on you can use the disk-swapping method to bring in
		major money with RPGs and Energy Weapons.

*7. Additional Legal Fine Print Which Does Apply To You.

	THIS DOCUMENT IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND 
EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED 
WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.  THE 
ENTIRE RISK AS TO THE RESULTS AND PERFORMANCE OF THIS DOCUMENT IS 
ASSUMED BY YOU.

	ALL COPYRIGHTS CONTAINED HEREIN ARE THE PROPERTY OF THEIR 
RESPECTIVE OWNERS.

	HAVE A NICE DAY.

