"Fountain Of Dreams" FAQ, Guide and Walkthrough by Peter Karsanow - p.karsanow[AT}sbcglobal{DOT)net v1.06a 23 March 2004 TABLE OF CONTENTS: Introduction Revision History FAQ Errors in QFC4 Walkthrough Where to Raise Attributes Where to Learn Skills Where to Raise Skills NPCs Bugs Review Acknowledgements Legal INTRODUCTION: This file is for the "Fountain of Dreams" (FoD) game, a post-nuclear apocalypse RPG from Electronic Arts released for the PC in 1990. It will be posted at GameFAQs and my own site at: http://www.geocities.com/hentaihelper/p_gmhelp.htm If you find it anywhere else, please let me know, as I have not given permission for this file to be posted elsewhere (yet). First, I fixed up the manual OCRed by the Gifmaster. If the original text file confused you, rest assured that IQ is for Passive skills, and AP is for Active skills. I also figured out that two pages were left out, and I've asked somebody who should have a copy of the original to provide me those 2 pages. You can download it without my fixes from: http://www.pamedia.com/ or http://www.the-underdogs.org/ or with my fixes from: http://www.geocities.com/hentaihelper/p_gmhelp.htm I'll be sending my fixed version to both sites above, but I can't guarantee that they'll replace the erroneous one. Second, I've spotted numerous errors in the only walkthrough in English that I could find on the Internet; it's almost a complete copy of the walkthrough found in "Quest for Clues IV" (QFC4). I also found one in German, and translated it using Babelfish, but will only point out where it helps you get through the game. REVISION HISTORY: Will be posted to GameFAQs and my own site ASAP when ready! v1.06a 23 Mar. 2004 Changed email address. v1.06 03 Oct. 2002 Lots more editing! Added a FoD download site, and what I found about a cluebook. v1.05 28 Sep. 2002 More info added about attacking NPCs. v1.04 24 Sep. 2002 More editing to incorporate information from other sources, starting a second time through the game. v1.03 21 Sep. 2002 Figured out the voodoo items, found that you can recruit Doc Marino! v1.02 18 Sep. 2002 More editing, and added a lot of questions to be researched, but still not ready to post this yet. A lot of the questions regarding items and skills are based on the hex editing file created by Dark Fiber, and by reading the game's GLOBALS and HDSPCT files. v1.01 16 Sep. 2002 Finished first play through last night, cleaned up the line lengths. v1.00 28 Aug. 2002 Began this file after starting my first play through of FoD. FAQ: Q - Is FoD really "Wasteland 2"? A - Electronic Arts would like you to think so, but more of the Wasteland creative team stayed with Interplay. When they brought out "Fallout," there were numerous references to Wasteland in it. Except for using the same game engine as Wasteland, and possibly being set in the same alternate universe, FoD doesn't reference Wasteland. I'm sure there were legal reasons for doing that. The short answer is "no." Q - What's the deal with being able to be wiped out by really tough monsters (Killer Klowns or a BigTop Guard) right after you start the game?! A - Life after a nuclear holocaust isn't fair. Use your ability to warp time and space (i.e. file copying, quitting and reloading) to put the odds back in your favor. Do this to avoid tough encounters on the main map, and don't try going near the Klown Kollege until you can tolerate the damage from the howitzers on the way to the front gate. Q - Is there any way to keep Dr. DeMedici alive? A - You can talk to him once, but as soon as you try to use any of his services, he's inescapably marked for death. Q - What disk formats was FoD released in? What computers? A - On both 5-1/4" and 3.5" floppies, although not both in the same box, and only for the IBM PC. Q - Where can I download FoD? A - A simple Google search of the newsgroups revealed that somebody posted a downloadable copy of FoD at: http://www.math.ttu.edu/~kesinger/wasteland/fod.zip Unfortunately, there's nothing in the wasteland directory, and the download file is basically hidden. There are other "abandonware" download sites for this game, one that even apparently includes the installer in the ZIP. You can find them yourself with Google, just like I did. Q - What about the official cluebook? A - I've found references to a free official cluebook offer by EA. I expect the offer was included with the game and the cluebook came by mail. However, I don't have it. The reference to it in a newsgroup posting said that the cluebook was in story form, and not explicit enough for the person who posted asking for additional help. If somebody has one, let me know! Q - Can you import Wasteland characters into FoD? A - I saw this once as an unconfirmed statement in a newsgroup posting, but never anywhere else. Unless somebody knows different, I'd have to unfortunately say "no." Q - Why aren't there more questions in this FAQ? A - Because I could only think of what's above. Email me if you have relevant questions that I can try to answer. ERRORS IN QFC4: 1. Ochoa IS the Admiral! These are NOT two separate people! In two separate places in the QFC4 walkthrough, it implies they're different, but there's just the one guy. 2. You can't get more bonus points during character creation by pressing the number of the character's profession; all it does is change the CON. You might as well play with the maximum possible value for the profession, though. 3. The way that I played, you don't need Stealth, Gunsmith or Handgun. You can use either Pharmacy or Doctor, as long as you raise the level to at least 7 eventually. See below in my walkthrough for how I did it. Also, in the game it's Medic, not "Medics" (sic) as in QFC4. Brawling is needed only as a last resort. 4. I've never seen Irradiation cause a mutation. 5. You can fight mutant beasts, you just don't want them to expose any of your characters to mutagens. Watch the combat text scroll carefully! 6. Unfortunately, the reason characters stored at the home compound die is that you've used Doc DeMedici to heal, or even tried to. Junior and Ignatz Krebs die if you haven't hired them when the compound is destroyed. 7. The easiest way to get to the police station is to walk into the center west square of Miami. Then look for the building on the west side that has a wall nearly all around it. To get the assignment, ask about Miami, then keep choosing "Y". 8. You can also use ST on the locked door to open it. 9. You must say "diz", not "diz astor". 10. The police will take all M16A1 and Remington 700 items from the party, you don't get a choice on how many you'll give them. 11. Junior and Ignaz (sic) may be dead already if you've followed the earlier advice to use DeMedici. 12. You must follow Imelda's directions, and Use a Machete on the plants to find the brooch. 13. The Rubber Boots aren't needed until you're in the Klown Kollege. 14. The fountain is in Lurleen's house. 15. The safe and the guard are in the Warehouse. The vault, machine, stairs, and valve all refer to the same building, the Distillery (basement) / Bottling Plant (ground floor). Somehow they jumbled the text referring to these places. 16. It's "Mechanics" skill in the game, not Mechanic. And if the skill level is high enough, the machine doesn't blow up and you can't get the explosives. 17. You can also enter the basement of the Distillery/Bottling Plant through an unmarked door to the south of the obvious one outside for the upper floor. 18. This one could literally be a killer! The correct password for the guard in the SW corner of the Warehouse is "Murcielago" (Spanish for bat or the name of a famous bullfighting bull), NOT "Muricelago"! 19. It shouldn't matter by which door you leave the vault area. 20. Another use for the Elephant Guns is to give them to Irwin. 21. You can avoid almost all of the sawgrass by going around by the north or south, to the west side of the map, before entering the sawgrass at the "backwards" plant. 22. The directions on how to find the Klown Kollege are wrong; change "east" to "west". ?23. I don't know where you're supposed to use a Mechanic Toolkit in the Klown Kollege area.? 24. The unnamed house is a garage, in the NW corner of the Kollege for those who don't have the map shown in the book. 25. The rough map in the official QFC4 book is wrong! The Sand Trap is actually the left square area to the SW of where the text appears on the map. The building where the text appears in the book is the one where you'll find Joey Auguste, supposedly this is the Kiwi House. You shouldn't enter the quicksand until you've thoroughly explored the rest of the Kollege, too. 26. When you enter the "Sand Trap", you keep all armor and other items, you just lose all weapons and ammo and are given one Machete, a .45 pistol and one reload for it. 27. The Midway is the corridor that you start in after the quicksand. You really need to have the Rubber Boots when the traffic light changes to red. ?28. Can you ignore the next group of guards after the electrified grill? What phone? 29. I couldn't find any way to kill the old clown (Eerie Willie) that keeps giving you Gas Balloons, and the only way to avoid taking them is to drop them from inventory before you go further. 30. I found only 2 Kermits; QFC4 implies there are 3. 31. What "large ring"? 32. What lockers? What "big key"? I found a Red Key and a Black Key, but there's also a Master Key that I didn't find. With the Red and Black keys, you can't open all the lockers in the floor below. 33. Instead of jumping out the hole, you can also fight your way down through the second floor. You'll take some damage when you jump, but there are tough fights if you go the long way. 34. Gramps doesn't care where you store Granny. 35. I didn't see a reason to keep Joey, or any special way to lose him, so I must have missed something. WALKTHROUGH: Starting: - My setup for 3 starting PCs, using the advice in the QFC4 walkthrough: F1: Survivalist, CON 25 ST:16 AP:17 IQ:17 CH:11 DX:20 LK:16 WP:11 F2: Vigilante, CON 25 ST:16 AP:16 IQ:17 CH:16 DX:20 LK:12 WP:11 ?WP=11, AP=16, CH=14, LK=16? F3: Medic, CON 20 ST:16 AP:18 IQ:18 CH:11 DX:20 LK:12 WP:13 ?IQ=17, WP=11, AP=17, LK=15? The second time through, I'm going to try not putting any points in WP, and raise LK instead. Also I'll try not raising CH at all. - PC Attribute values default to 11, if they aren't higher due to profession, and can't be set lower during creation. They may go lower during play due to mutations. - The way that I played, you just need Pharmacy or Doctor, Lockpick, Bomb/Alar(m Disarm), Medic (it's "Medics" (sic) in QFC4), Blades, Perception and finally Evasion. Unfortunately, you can't raise Stealth or Perception from 1 to 2, as far as I know. - The German walkthrough suggested you take a Hood, a Medic and either a Survivalist or Mechanic. Also, have a good Blades level, which PCs can only get with a Medic, and use the Machete throughout the game. It also urged you to have Medic, Pharmacy or Doctor, Lockpick and Bomb Alarm/Disarm skills in the party. Finally, it said you should have both sexes in the party, but I didn't notice anything different when BL or Imelda were along besides dialogue particularly for them, and nobody seemed to care that my 3 starting characters were all male. If you know different, tell me! - Remember to equip your armor and weapon (either .22 Handgun or Machete) before you first exit the home compound! I preferred using the Machete rather than the gun, but I had to reload the game if one broke, until I started getting $ and spare weapons from loot in Miami or got strong enough to take out Killer Klowns (a MegaUzi is worth $1000!). ? There's an entry in the ARCHTYPE file for Yuppie. Is it possible to get this character class? Or is it a monster? General: - There is only 1 save game position in FoD, and it's automatically loaded when you start the game. If you want to checkpoint your progress, copy the modified game files somewhere. - The way to restart the game from the beginning (or recover from mistakes) is to write over the DISK1 and FMAP (plus DMAP after you enter the Desoto compound, and KMAP for the Klowns) files. So make sure you keep the original files (which you probably have in a ZIP file), and maybe save your progress in separate directories or file archives. If for some strange reason you are playing off floppy disks smaller than 1.0 MB, then you will need the DISK2, DISK3 and DISK4 files too, and I hope you're playing with COPIES of the original disks. The DISK1-4 files are the character data, the *MAP files contain the map status information. If you try mixing files from different saves, it may not work; the game may hang without loading. If you have an INSTALL.EXE, and F1 and F2 .PAK and .RAW files, then you can install the game on your hard drive or various combinations of floppies by running the install program. This can also be used to restore the original game data files to start the game over. - Hand-to-hand weapons can break and disappear during combat! Luckily, armor always stays intact. Each character should carry several Machetes (if you play like I did) or spare guns (if you don't), because weapons break or jam randomly. - Brawling rises from attacks with Hands. While they're useless as weapons against some monsters, I suggest you try attacking Snakes with Hands. You can use your Survivalist's Pharmacy to cure any Poisoning. "Brawling" replaces the "Hand to Hand" skill mentioned in the manual. At worst, you have something when your weapons all break during a fight. - Characters learn Evasion just from dodging attacks in combat. You can make them Evade if you have nothing better to do. Or you can just make the entire party Run / Get closer to waste a round in combat. - Unfortunately, only characters that know Blades to start with can raise the skill. Judging by one question on the FOD group board that nobody ever answered, I guess there's no way to learn Blades in the game. Handgun and several other skills probably work the same way. - You must reload most guns with the same size clip as they start with; no putting 40 bullets in a 9mm Browning Pistol! However, you can put 40 in a Clown MegaUzi (or Mega Uzi)! - The .38 clip was left out of my manual; it has 6 shots. The Kevlar Suit has an AC of 5 instead of what's in the manual, but I can't tell what the MIN and MAX ratings are. They're missing the Flak Suit (AC 4) too. ? How many bullets in a .50 clip? - Ochoa's Rifle is missing from the weapons list in the manual; it uses 7.62mm (18) or (5) clips, and can go full auto, but I don't know if it's the same as an AK-47 (16-28 damage, long). It's OK that this isn't in the manual, because this is a special weapon. - Flo's Chapeau and Garcia's Sunday Vest are two of the special armor items. The vest can provoke Garcia to attack you, but the hat doesn't seem to do anything with Peter Bilk. - In the early part of the game, avoid the clowns because they're rather tough. You may be forced to let them kill the whole party and then reload the game, as it's tough to run away and get out of their range. Later, when the characters are tough enough, clowns are a good source of money (a clown Uzi can be sold for $1000, even when out of ammo) and certain kinds of equipment. - Compared to Wasteland, you only have at most 5 characters in the party; up to 3 you created to start the game and the rest are NPCs. However, in FoD the NPCs are under your complete control, and except for additional dialogue at specific points, they do exactly what you want. - Humanoid monsters usually leave some kind of loot behind after you've killed them. For a group of 3 Killer Klowns, this is always 3 Clown MegaUzi items. For all others, it's random, but Elite Guards sometimes don't drop anything at all. By the way, "Clown MegaUzi" is effectively the same as "Clown Mega Uzi"; I don't know why they made two identical items. - You don't have to take everything from a loot bag. Until you do, it will remain on the map, and any encounter that places another loot bag on the same map space will add to the contents! Too bad you can't drop things INTO loot bags. - Some monsters seem to be automatically scaled-up as your characters get tougher. This definitely includes the Snake and Rad Rats, but luckily not any clowns. Dark Fiber reported fighting a MuteWidow for over an hour, doing little or no damage each hit, after hacking character attributes "well within limits". - Characters regenerate Con at various rates on different maps, and usually less if they have mutations. When Unafflicted, characters will regain 1 Con per 5 rounds (minutes) in combat. - When somebody gets a level, don't accept less than the maximum additional Con possible for this character. Notice that the game actually says "hit points" and "rank of ##" - obvious leftovers from Wasteland! Raise IQ and/or AP if any skills are at maximum already, but also remember to raise DX to 23 if you want to go before Klowns or the dreaded BigTop Guard. Only the Vigilante (or the one character with a high CH) should need to raise CH, but it matters only for talking to NPCs. Don't raise ST on anyone unless required to get the barbells at the gym to work, or ST is at 20 or above already. I don't think you need to raise WP, but LK might be helpful. - The various characters get different amounts of additional Con at each level: Survivalist 2 to 8 Vigilante 3 to 7 Medic 2 to 7 Hood unknown Mechanic unknown Ignatz 2 to 6 Junior unknown Ochoa unknown Wilfred 10? Joey Auguste 7, 11 - All that a starting Medic character's Medic skill is good for is bringing people back from UNC. Similarly, all that a starting Survivalist's Pharmacy (1) skill is good for is Poisoned from Snakes. You could hope for lucky situations where a condition you can cure is inflicted, and the skill goes up when you use it (sometimes even when you fail), without the party getting really messed up in the meantime. Or you can deliberately not cure an affliction with Pharmacy, run back to a safe area, then save and wait until the character goes to UNC or worse, then try your Medic skill and finally Pharmacy. Thanks to killjoy_tseng for that one! Even better for Pharmacy and Doctor, you can deliberately Poison characters at Mario's house (see below in the walkthrough) or trigger specific landmines in Kermit's Big Top (ditto). Doctor skill is supposed to be for rabies and radiation sickness, but in practice it seems to work just like Pharmacy. It's a good thing for a Medic profession to learn, although you have to pay Marino and be smart enough (AP 21+). If somebody knows how Doctor is different from Pharmacy, please let me know. Level Medic Pharmacy Doctor 1 UNC Poisoned (Snake) Poisoned 2 UNC nothing new nothing new 3 UNC Irradiated (Rad Rat) Irradiated 4 SER nothing new nothing new 5 SER Rabid (Mutant Wolf) Rabid xE 6 SER nothing new xE 7 CRT Envenomed (Mutant Viper) ? 8 CRT ?everything but mutations? 9 CRT ?everything but mutations? 10 ?COM? ? Can the Medic skill be used at 13 to bring people back from DED? - Successful use of Medic only raises the victim's state by one step, so it may require several characters trying at once to get somebody back in fighting trim during a fight. Also, the use of any of these 3 medical skills always occurs at the end of a round of combat, NOT in decreasing DX order like weapon attacks. - After a while, your biggest worry will be mutations - because on today's fast computers, unless you slow FoD down enough to read the combat text scroll, you could miss "has been exposed to mutagens" VERY easily. Exposure can occur even without taking damage through the armor! - The monsters that can cause mutations by exposing characters to mutagens are: Mute Widow (weak or strong), Dobermutant, Mutant Wolf. I haven't seen any ill effects from the Rad Rats or other monsters, especially not the Mutant Viper (it does Envenomed, and can do high damage, but I haven't ever seen it expose to mutagens). However, I'm convinced that mutations can occur even if there's no damage to the character in battle. Possible others are: Mute Dolphin (only in pool in Kermit's house), Mutant Tiger or Ricky or Lucy (former I haven't seen, last two only in Kermit's house). - Mirror check! If the lead character in the party has CH of 8 or 11 and walks into a bathroom mirror, they'll get a line about a paper bag. A lead character with 15 CH gets a line about "can live with". A lead character with CH of 17+ gets something about Narcissus. ? Can you blow up Mickey's Wall? There's text in the game about seeing miles of open sea. Home Compound: - Your home compound (and Dr. DeMedici) stay intact until you visit the good Doctor even once and try to use his services, leave the compound and then come back in. - If you can slow your computer down enough to notice when somebody in the party has been exposed to mutagens (the text scroll in combat is the only problem), you can just quit without saving, start the game again and avoid being mutated. Same thing for anything you can't fix with your Survivalist's Pharmacy skill at the moment. This lets you store characters at home until you finish the Miami Police / Bahia Mafia quest. You could also drink rum or healing water before the mutation manifests, and that will prevent it from occurring at all. The only real cure for mutations is DeMedici, and he's out of it after 1 use. The worst effect of mutations, or any of the afflictions, is that the character won't heal normally over time. This forces you to either spend money for healing at the 2 doctors in Miami, or get the afflictions remedied before the character(s) die. Miami: - To do what the authors intended (the short version), first go talk to TomTom Mahut (north central part of Miami) and ask about Bahia Mafia to get the "556" password. Then go to the police station, ask about Miami, then choose "Y" twice to get an assignment. Enter the General Store between 0400 and 1000, using Lockpick or ST as needed to get to the SE corner of the building. Say "diz" to avoid a fight, or anything else to start one (or even say "diz" then bump into the guys). Now you can go between the Bahia Mafia and Ochoa, or explore elsewhere, as long as you're back at the Bahia Mafia HQ on Tuesday between 0000 and 0400. At that time, ... The long version of all this is below. - The Remington 700 rifle is nice, but it will be taken away from you later! So I suggest you leave it in the bag or sell it and buy good armor and weapons at the two stores to the north on the same side of the street, or down south at the General Store (a window inside the big bar). At this point, you can also try out the following trick, as long as you don't have any M16A1s or Remington 700s in the party's inventory (because you may lose them!). - Here's a neat trick courtesy of "V" from the FoD part of the Wasteland Underground at http://wasteland.rockdud.net/underground_fod.html: Weapon Acquisition Commentary by V (November 26, AD 1999) I found out a neat-ass way to get free guns. When you go to the Miami PD, and they ask if you've got their guns, say "Yes" when you don't, and a large group of punks will attack (Informers). Simply throw the plastique they gave you in the beginning at them, and you'll blow them all to hell and get plenty of free pistols and ammo. [My comment: Trade the Plastic Explosive items to characters that have Demolitio(ns) skill, and equip one before you go back into the police station. When they start dying from the explosions, you can switch those characters to another weapon to avoid wasting the plastique; only coz it's expensive.] - Ask TomTom about Voodoo to be told to talk to Lupe Garoo. Go south to Lupe's house, ask about Voodoo, then say "tomtom" to be given the "Lukos" password for Brewhoe. At Brewhoe's, do Ask/Lupe/"lukos" to see his special Voodoo items list. A Cologne is needed to recruit BL Astor, but isn't used up; it just moves to her inventory. Cologne can also be used to raise CH (see below). Elixir raises WP and LK, Tonic raises ST and DX, and Nostrum raises IQ and AP. A Nostrum is also needed to recruit Lupe Garoo, but that one is lost in the process. You don't need any of these items early in the game, but remember them for when you have a lot of money. - If you have extra (after buying the best armor, at least 2 Machetes each, and extra clips if you're into guns) money that you think/know the Miami PD will take away from you, invest in getting the Medic and Doctor skills (which can be repeated to increase the level) or even Folk Medic from Brewhoe if you can, or buy some expensive things like Plastic Explosives (NOT M16s or Rem 700s because you'll lose them later!). Now you are ready to go to the Police Station. If you've been "brawling" (which I guess means fighting Beachcombers or Bahia Mafia, not mutated bugs/animals), you may lose half, nearly all, or all of your money when you walk up to the entrance. - To get in the General Store when the police want you to, you have to try the front door from the outside after 04:00 and before people are in there again. Use Lockpick skill or a high ST to get in, maybe try Climb on the bar, and use Lockpick again on the door in the far SE corner. You must say "diz", not "diz astor", unless you want a fight, which if you win will still give you most of the info you need in the form of a note (plus some loot!). The loot bag from this fight will temporarily disappear if you come back to the bar while it's open, and you didn't take everything; it shows up again when the bar is empty. A similar thing happens if you kill the bartender (who has the same graphics as Captain Garcia!) or any of the people at the tables; the treasure will disappear while the tables are empty. Fighting any of the people sitting at the tables will usually get you dragged away by the police and cost you $, so I left them alone. ? Can you actually buy the Miami PD Badge at the store if you have $99,999? - To partially avoid the "Miami Police take nearly all my money!", do this: they will show up and move you to the police station most often when you are leaving on the sandy roads of the Beachcomber area in the NE of the Miami map. When you are about to leave the area, save the game before you get to the last sandy spot. Then walk out, and the police drag you away. Before they take "half" (which for me with $20,000+ means I get to keep about $600!), just quit without saving, and reload. You'll be where the police took you from, still have all your money, and you can now walk either in or out without them showing up until you try to leave again! ? Can you recruit Diz Astor if you have a lot of money? $10,095 not enough... - Guns & Clutter doesn't close if you kill Diz Astor (before recruiting BL)! I got $200, an Uzi, 3 9mm (40) clips, 2 Plastic Explosives, a Leather Vest, and a Mechanic Toolkit. No experience, but no penalty either... ? Can you get something different with a high CH when you talk to Peter Bilk? - Sometime before you enter the Bahia Mafia HQ to seize their gun shipment, you can make some easy cash off them and recruit a NPC. Use the 556 password, talk to the Bahia Mafia and accept their request to kill Ochoa, then boldly walk up to the old man and agree to play a trick on the Bahia Mafia. You may need to say "rifle". Ochoa will give you an Ochoa Rifle, then go give the BM the rifle for a reward of $2000 and an M16A1. - Optionally (but strongly suggested), you can now go back to the old guy and allow him to fill an empty spot in the party. Though if you don't get him now, he can't be recruited later. - Now is also a good time (unless it's too close to the time you need to be at the Bahia Mafia HQ) to investigate the OhOh Temple (south of the Police Station). You need to Lockpick the crates near the big hole to get their contents. If you go into the barracks further south, you run into big fights and may find a hidden door between the two rooms. There's another hidden door at the north end of the hall, and another one behind the big altar. You can talk to Big Daddy, but you can't take the "essai" (test) yet. Don't attack Big Daddy, you'll just lose experience points "for attacking innocent bystanders," and before you get to inspect the loot you're booted out of the building. Trust me, since he'll store characters later, leave Big Daddy be! ? If you kill him, does he have the Obeah Necklace? If so, what does it do? - Next, you need to get into the Bahia Mafia HQ on Tuesday between 0:00 and 4:00, and this time you have to fight them. It might be nice to have Ochoa along, but it isn't necessary. You don't have to take everything in the weapons crate, but make sure you end up with at least 5 Remington 700s and 1 M16A1 in the party's inventory. You will soon lose any above that number if you are carrying them. - When you go back to the police station, and say you have the guns, the Informers will attack you if you have less than 5 Remingtons, and strangely say nothing if you don't have 1 M16 but will silently take all the Remingtons (so you get attacked if you try again). If you've got at least 5 Remingtons and 1 M16, they take all of both types from the party inventory. They graciously let you keep any of the ammo you took from the crate, give you a police badge (which appears in the bottom left of the "A" display), tell you the "DESOTO" password and let you loose with a warning not to kill Irwin. - At this point, you can go back to get the rest of the guns and stuff that you've left lying around, and head over to the DeSoto compound. - But before you get there, in my copy of the game (and maybe your copy too) there was a particular spot in the center of the road towards the DeSoto compound, exactly one square in from the north-south road. Beachcombers showed up there very often, and would always leave their loot on the next square to the east. Very easy, and rather lucrative. Too bad their selection of loot is rather limited. There are several other similar spots in Miami where OhOh Cultists or Beachcombers will frequently appear, so use or abuse them before you take the OhOh "Essai" (test). - When you walk across vegetation squares (the ones that you can enter at all), there is a chance you will bump into trees and have coconuts fall on you, possibly doing damage. I only saw this happen when somebody with a 13 DX was in the party. - The stores in Miami can run out of popular items, like 9mm (13) clips or Machetes. The better armor items are deliberately limited; I put the best on my Medic so he could consistently hack away with his Machete and still be standing even after everyone else was down; and then use his Medic skill to bring the others back. - Sanity Clause? Some of the chimneys in the walled-off neighborhood of east Miami will mention Santa Clause if you try to walk into them. Those on Marino's house don't. DeSoto's: - In the right central part of the fields are 2 Elephant Guns, guarded by lots of Rad Rats and MuteWidows (which are tougher than those you fought in earlier maps). You'll need these guns if you recruit BL Astor, to convince the Gun Shop to deal with you again. Irwin may also want them; I have to investigate giving the guns to Irwin... - You can scour the fields for more groups of monsters, but the big groups go away after you kill them once. - In the guard/worker barracks, which you can reach through an opening in the wall at the NW corner of the fields (or by going the long way through the guard/worker compound), you can raise ST (from 12, I think) to 15, and then from 16 through 19 up to 20 by using the sets of barbells. Big fights here; although a peaceful approach to the Sergeant and Cook (usually Captain Garcia, but in some situations with Imelda it's a nobody instead) might be better to get info first (oops!). Except for Captain Garcia when you have his vest in party inventory and no Imelda along to distract him, there are no more fights with DeSoto people here after you have the DeSoto badge. - The Officer's Lounge (N of guard barracks) has: rum hidden on bar (can also Climb it); $1000 and "PW=Murcielago" in locked drawer of NW corner office; $150 and Garcia's Key and "Safe=092089" in locked drawer of NE corner room; "Garcia Sunday Vest" (AC 2, and Garcia will attack you when he's the cook and Imelda's not in the party and the vest is in party inventory) in that room's closet and Voodoo Cologne hidden in bathroom. In the SE room are the Sergeants (apparently all brothers) and 3 hidden bags of 3 Shotgun Shells. You can't fight these guys once you have the DeSoto badge, so you'll have to bother them earlier if you want their loot. Garcia's Key will open the locked drawers in the guard house, and possibly works elsewhere, but that's what Lockpick skill is for! - In the storage warehouse (E of Officer's Lounge), the NE room has a locked drawer with the secret of "A de C" (it helps if Imelda is along to explain it). The NW room has another locked drawer with a safe inside that holds $750 (after you give the correct safe combo or Lockpick it, BUT DON'T DO IT unless you're desperate for cash, as this is a great place to raise Lockpick). The SW room has a guard that Imelda can scare off, or will leave you alone if you have the DeSoto badge. Otherwise, you're supposed to give him the "M" password, or kill him. I'll warn you though; Bailey throws explosives much like a BigTop Guard, and there's a lot of DS Soldados that come along with him. So be prepared for a big fight. - In the Bottling Plant (E of guard barracks), there's little on the ground level except the opportunity to Climb on the machine or step onto the conveyor belt and be shot into the crates. Well, there are Imelda's Letters in the locked desk drawer, but she just grabs them and destroys them if you have her along when you find them. Maybe you can use these on Irwin or Lurleen somehow, but I think it's sufficient to recruit Imelda, open the vault, and go see Irwin again. ? Imelda implies there are more explosives upstairs, but I couldn't find any? - Down the stairs in the SE corner of the Bottling Plant is the Distillery. It can also be entered from an invisible entry just below the obvious one outside. When you wander around, you can encounter (but get nothing useful from, including if you kill him) Mario DeSoto. You can also open the vault (with Lockpick or the Vault Key), turn the wheel with Mechanics skill, and reveal a loot bag on top of the machine that I couldn't get to (get next to using Climb, yes, but couldn't find a way to get the bag). My character had a Mechanics level 8 or higher, so the bomb didn't go off, yet I couldn't find a way to get to the loot bag that probably had explosives. When you open up the vault, Irwin will be really happy, so go see him to get the DeSoto badge. ? If Imelda or somebody with Language skill is along when you find the sign on the wheel in the Distillery, is it translated? ? How low a Mechanics skill do you need to set off the bomb, or how high does it have to be to correctly turn the wheel? - I've left the guard house until last. It has 2 entrances, the north one is just west of the wall, the west one has an obvious path leading to it. Before you have the DeSoto badge, this is a nice source of small combats each time you re-enter this map. Once you have the badge, you can store characters here, and still fight if you bump into the sitting guards enough. There are also 4 different locked drawers with various kinds of ammo inside. - The DeSoto family houses have a wealth of stuff. There seem to be opportunities to practice Stealth by trying to move up or down the rows between the plants in front of the first house to the north (it's Imelda's), but fighting Mute Widows and Rad Rats when you fail gets annoying, and I never saw Stealth go up from 1 this way. - In the first house to the north, which is Imelda's, there are books to teach Rifle 1, Demolitions 1, and Gunsmith 1. Also nearby are a broken record player (couldn't get anywhere with Mechanics 10 and both toolkits) and 5 hand-held radios (these are actually the "Walkman" type with headphones; take these later when you're ready to go for the Klowns), another broken electrical device (that I also couldn't get anywhere with) and a strange penguin statue (no clue). There are 2 stashes of 2 bottles of Healing Water in this house; the one in the kitchen can raise Pharmacy and Perception just by walking into it (if the skill is already 2 or above)! The locked desk drawer in the study just has a cryptic "A de C GA"; this relates to the source of the healing water, but Imelda won't give you any extra info when she's in the party, so it's just another Lockpick place. The locked footlocker at the foot of the bed is just a .45 pistol and ammo. In the closet with the 2 leather armor items, there is a hand-print wall safe on the north wall. When you have Imelda in the party, or maybe somebody with *Chameleo(n) skill, Use that skill to the north to open the safe for an armor and some ammo. - Do NOT go on Imelda's bed! You will fall asleep and lose ALL your weapons! To escape the ropes, use ST (21 not enough) or DX (21 not enough, 23 enough) or the Broken Bottle in any direction but to get free. There doesn't appear to be any way to get your weapons back, and the basket in the corner where you end up (which is in part of Irwin's house) seems to always be empty. - When Imelda is in her house, you have to say you're NOT friends of her parents, you WILL take her away, and your intentions are NOT honorable to proceed with recruiting her. Next you have to find her brooch in the front garden; you must Use a Machete on the plants. The only hint I'll give is that if the game won't let you do it, that bush contains monsters when you walk into it. Go back in and talk with her at least twice more, including seeing the brooch be thrown away, and she'll finally join if there's room in the party. - Use the password "imelda" to get a different greeting from the gate guards, and the next time after that they stop challenging you entirely. That is, unless you get escorted off the premises. Then the guards want a password again. - Also outside are a horseshoes court that might increase ST or something, and a tennis net that might increase DX (or something) when you cross over it, but nothing happened for me with 9, 13, 15 or 20 through 23 ST, and 13 or 14 or 16 or 17 or 23 DX. If somebody figures out what these places can be used for, let me know! - The house to the south of Imelda's is Mario's, and he's a morbid weirdo. You can find a book for Pharmacy 1 here, but only characters with a 22 or higher AP can learn it. There's a diary hidden under the pillow (keep moving back and forth to find it); you can take it, but I found that it didn't really help anything. ? Maybe if you Use it on Irwin? Or Lurleen? - Mario only shows up late at night in his bedroom; Imelda will talk to him if she's in the party, otherwise you can pump him for info and then kill him. Unfortunately, that pisses off Irwin, so you're nearly forced to kill him too, which doesn't make the police think you succeeded with the DeSoto quest. Try something else... - The spigots in Mario's house are Blue = sea water, Amber = poison, Red = poison, Green = alcohol, Violet = healing (as in mutations). This is a great place to raise Pharmacy and Doctor level, because when you try out the poison spigots, it puts Poisioned on the first character, which is easy to cure with even a level 1 Pharmacy or Doctor. Unfortunately, you can't put the Amber or Red stuff in an empty Bottle, Vial or Canteen; it will eat through them like acid and damage everyone in the party! If the machine breaks, use Mechanics skill to fix it. Except for the piranha fountain next door and the OhOh test, there's no need for the green or blue liquids. But stock up on the violet stuff in every empty container you can find; you'll need it unless you like the effects mutations have on character stats. ? Is there a way to identify the spigots at Mario's, or are there other sources for Sea Water and alcohol and Heal Water? ? How do you get Sea Water? - As for the boots in Mario's closet, make sure you take all 5, and bring all of them along when you go in the Klown Kollege. - The house to the SE of Imelda's (E of Mario's) apparently belongs to Dona Lurleen, the "Mom" of the DeSoto family. It has a piranha-infested fountain, a book for Auto Weap(ons) 1, two knives in the dining room (in case Imelda's bed got you), a Van Gogh painting in the bedroom (alarmed, the guards show up outside the front door), a Leather Vest (feh) also in the bedroom, and a group of Mute Widows that appears in the bed you walk on it (at least several times). Although it's where Lurleen Desoto lives, I've never met her in this house. Use rum or stuff from the green spigot on the fountain to get rid of the piranhas, then you can find the DeSoto Vault Key without being chewed on. Walking around in the fountain will also raise Perception (if already above 1) even after you've taken the key. - Irwin's house is E of Imelda's, or N of Lurleen's. In the entry hall are 8 paintings each with an alarm; Perception and Bomb/Alar(m Disarm) can go up (if already above 1) when you notice the alarm, so don't fool with any of the paintings until you stop getting benefits from this situation. While BL Astor and Imelda quickly went up in Perception, my Medic's never went above 1! Arrrg! While you can fence nearly all of these paintings later through Big Daddy, he won't take the velvet Elvis. - The Bomb/Alar(m Disarm) skill is best raised in the hallway of Irwin DeSoto's house. With a starting level of 1, either from the character's initial skills or a book, you have to go through a tedious process to raise it to 2; after that it's really easy. Save the game in front of one of the pictures that still has an alarm left on it. Now have the character use the skill until it says you snip the wires. But if the skill doesn't go up to level 2, quit without saving and try again. For some characters, it may take a lot of tries. Once the character has level 2 in the skill, just walk around in front of the other pictures with alarms, and the skill will slowly go up on its own, to the maximum level for the character's AP. There are 8 pictures, so this will work for up to 7 characters. If there are any alarms left, don't forget to bring back your characters for a maxed-out Bomb/Alar(m Disarm) after they've raised their AP. - In the SW room of Irwin's house are books for Lockpick 1 and Bomb/Alar(m Disarm) 1, and 2 locked drawers (supposed to be too tough for Lockpick 1, but they rarely open) with Elephant Gun ammo, $500, and a note to ask Gramps Astor about parts. There's also what appears to be a VCR, but Imelda will tell you is a radio scanner (and there's nobody transmitting out there anymore). - You could meet Irwin in the SW room (office), NW room (lounge) or SE room (bedroom), depending on the time; try all three. I tried telling him my front character's real name, not interested in business, offering friendship; he asked me to do something with Imelda and left. ? If you somehow stop the DeSoto family from making more rum, and don't kill Irwin, do the Police give you a reward? - If you see Irwin after opening the vault (and some worker saw you), Irwin gives you a reward and the DeSoto badge. - If you see Irwin after killing Mario in his house (maybe not if you do it at the Distillery), Irwin will set a bunch of guards on you, and you'll have to eventually kill Irwin too if you want their loot; as this seems to leave the Police unhappy, this path doesn't seem to be the best choice. - If you see Irwin after killing Lurleen, he's a bit upset but you can talk your way out of the situation. Note that he only gives you $500 instead of the promised $5000, but you do get the DeSoto badge and can use the guardhouse from now on. - Work your way around to behind the bar (where you can Climb) in the NW room of Irwin's house to possibly raise Perception when you find some bottles. There is also a spot 2 squares west of the north bookshelf that always seemed to say "The room is empty." or nothing at all, each time I entered the house. This is where you should go to see if Irwin is in this NW room. - Under the foot (far left, center square) of Irwin's bed, if you can lift it (ST 20 worked) are an AK-47 and some ammo. Walk back and forth west of the foot of the bed to notice the cache. There's a spot two squares east of the west door that usually says "the room is empty"; check there to see if Irwin's in the bedroom. - Dona Lurleen (Imelda and Mario's mother) shows up in Irwin's kitchen at the spot one west of the left center edge of the rug, then rushes away after babbling about the Elephant Guns and Imelda. You can attack her if you don't have the DeSoto badge yet. She leaves behind $500, 4 Plastic Explosives, a Shagreen Suit, a Jewelry, a Voodoo Cologne, and a Vial of Healing Water! ? Where is the bottle of Chateau Pierrot (could be a Klown item)? ? Where is the Bust of Beethoven (could be a Klown item)? - The garage contains a Mechanic Toolkit, but you don't need one to use the Mechanics skill on the one truck that you can use the skill on the hood (south end only!) to possibly raise the skill. While it says you get salvageable parts (when you succeed), you don't really get anything except possible increase in Mechanics skill. I also found a 50' Rope in the garage. ? Where is the Spark Plug? - The pool area that's E of the DeSoto houses, and to the N of the E side of the cane fields, is nearly useless. I found nothing in the cabanas, broke the diving board (Imelda said "I told you so") by walking along it, and found only a Broken Bottle in the middle of the water. A post on the FoD message board said you could use it to cut the ropes if you went on Imelda's bed, and it does do that, but you shouldn't be going there anyway. All Imelda's Swim skill does is keep her from taking 3 damage after each move in the water suffered by those without Swim; but you can rest (in the middle of the water!) to regain that Con before moving again! Wilfred and the OhOh Test: ? Can you go get Wilfred right at the beginning of the game? Or do you have to talk to TomTom first? - Let's follow up on the mention by TomTom of his son Wilfred being missing. Stash a character somewhere so there's an empty slot in the party, bring along an extra Machete and set of armor, then leave Miami. Go to the south edge of the map and follow it around to the west. The dense green stuff in the middle is sawgrass that ignores armor, so avoid it when possible. Go to the west edge of the sawgrass, up to the "backwards" plant, then go in east. You should spot a hut in the grass, so go in after it. After spotting a dog mutant (S. Potts) reading a newspaper, Wilfred shows up and you can recruit him if you have an empty slot in the party and you say "Y". Give him some stuff or not, and take him back to Miami. I didn't build up this character much, but he did get 10 Con in the one level that he got, so he may get a lot more Con than average. - If you go back to that hut, you see either the dog again or a fuzzy mutant (Rupert B) or a frog (Roger Ribbet) and are dropped at the east edge of the sawgrass. - The location where the Fountain will be found later is empty at this point. - Once you've taken Wilfred to TomTom and then Big Daddy, you're supposed to go to Gramps Astor (may need BL Astor in the party if you've pissed him off by asking about Nuclear Power) and be told about Granny being kidnapped by the Klowns. By this time, you should have at least AC 7 on everybody, and at least 65 Con. You should know that I played the game relying on the Machete, instead of weapons that use up ammo and do less damage (with a 20+ ST). If you need better armor or more Con, hang around outside Miami killing BigTop Guards and everything else. - By the way, don't kill TomTom; you lose 5000 experience, although you get $150, a 9mm Browning, 3 9mm (13) clips, a Machete, and a Leather Suit. ? Must you have Wilfred in the party to start taking the test? - Once you pass the "Essai d'efroi", a.k.a. the OhOh test, or possibly just when you've showed Wilfred to Big Daddy, the OhOh Cultists and Beachcombers will no longer attack you in Miami. - If you've kept the Canteen items that several characters start with, or have several filled bottles or vials, you just have to get next to the southwest corner of each room and Use the container on the corner. Then Lockpick the door that appears. Backtrack and rest in completed rooms if necessary. Pass the test by leaving through the far south door, and you'll get an OhOh amulet symbol in your "A" display. That should make 3 (Police, DeSotos, OhOhs). Big Daddy will now have several new options, and a few people act differently because of your OhOh-friendly status. ? If you have only empty Canteens or other containers, can you fill them up (and with what?) in the first room of the test? Thanks to Jon Rosen for mentioning this on a newsgroup in 1992. Klowns: - Time to take on the Killer Klowns, if you're buffed enough that you can consistently take on one BigTop Guard with nobody dying. - You should have no trouble figuring out where the Kollege is, if you found Miami and Wilfred already, but just be careful when you approach. The howitzers have a range of several squares, so the best way to get in the gate is to be hugging Mickey's Wall and approach from either the E or W side. - Apparently the game wants you to approach the two towers on either side of the front (north) gate, and throw explosives at them to take out the howitzers. Unfortunately, this doesn't seem to stop the shelling, especially when you leave the compound, so just head in the gate as quickly as you can. ? Maybe you have to throw explosives at the two towers flanking the north gate AND kill the Clown Gunners in the SE and SW corners of the Kollege map? - If you're at all damaged, head to the NW building, which is a garage, and you can rest undisturbed there. If you move around in there, you'll encounter the Nozz Jockey, who flees to the SW room, and is best left alone unless you like being blown up. ? Where is the Spark Plug? - The building where you'll find Joey Auguste is in the NE corner of the Kollege, and is supposedly the Kiwi House. If you persist in trying to sit down here, the exploding whoopee cushions will get you. - Don't attack Joey Auguste, you'll just lose experience points "for attacking innocent bystanders." If he's got the stats of the Killer Klowns, then it's obvious why the QFC4 walkthrough urged you to get a 23 DX. ? Where is the bottle of Chateau Pierrot (if a Klown item)? ? Where is the Clown Master Key? ? Where is the Bust of Beethoven (if a Klown item)? ? Where is the "Clown Make up"? - The bathrooms and curtained area in the Big Top (center of the Kollege map) have encounters with LOTS of Klowns, so I suggest you prepare by distributing explosives to everyone before triggering one of these massive brawls. The SE corner room has traps and some weapons and ammo stashed away. - The building in the SW corner is a cafeteria and dormitory, and there are Clown Gunners outside in the SW corner of the map. - When in the clown museum room, a ST of 21 or more can be used on the central "junk" display cases to break them - and get to the BigTop Guard's loot in the center. Moving into the display cases on the walls triggers an alarm that summons Elite Guards at both doors. You can disarm the alarm box, but by this point I was into killing these Elites just to get lots of Kevlar Suits and experience. - The German walkthrough mentions something about a Mutant Tiger in the southeast, and using the password "BOZO" to get a weapon. QFC4 says (at Kiwi house?) "Use mechanic tool kit. On the second floor, avoid the carousel. Shoot the mirrors if you get caught there. In the tiger room, you can get excellent armor from the safe, whose combination is BOZO. Check the rooms at the big Top for gear." I'll have to check it out... - Go in the "Sand Trap" only when you've explored everywhere else first. You keep all armor and other items, you just lose all weapons and ammo and are given one Machete, a .45 pistol and one reload for it. In my case, I ignored the pistols and just stocked up on Machetes again when I got a chance (and reloaded the game when one broke before I got more). - To avoid electrical damage after being stuck in the quicksand, make sure each character in the party has one of the Rubber Boots from Mario DeSoto's closet. Then just walk down the corridor and around the corner until you turn off the trap. Later, to avoid taking sound damage from the bell, each character has to have one of the Portable Radio items from Imelda's house, or you might be able to destroy the bell. If you don't have enough of either item, swap them around to the most damaged characters and keep moving! - Again QFC4 is wrong! I couldn't find any way to kill the old clown (Eerie Willie) that keeps giving you Gas Balloons, and the only way to avoid taking them is to drop them from inventory before you go further. ? What do the Gas Balloons do? Can you Give them back? ? The KMAP file mentions "Gaseous Cassius" along with several other Klowns you encounter... - There are mines scattered around the room with the big ring and Kermit Eli, so just head south along the west wall, and you should be able to avoid them. If you go exploring later, 2 of the mines just did Poisoned to the characters and were a good way to raise Pharmacy and Doctor; the rest did various kinds of damage and I suggest you disarm them. A high Perception really pays off in this room! - To officially wipe out the Klowns, you have to kill the real Kermit Eli, I guess. Even though the game says places are deserted after that, there are still "wandering" Klowns to attack you just like before. ? If you don't kill Kermit, I guess you can come back after rescuing Granny and killing Kiwi... ? What happens if you now go where the Fountain is found later? ? According to the FMAP file, you can have a conversation with Kiwi's brother (Kermit?) after you kill Kiwi. He won't surrender, but it's interesting reading. The KMAP file implies you can betray Joey back to the Klowns too, either by talking with Kermit or Kiwi. - I didn't find the "big key" mentioned in the QFC4 walkthrough, and instead of taking damage by jumping out the hole I fought my way through the intervening floor down to ground level. I got a Red Key and a Black Key that opened some of the lockers in the next level. Maybe with the Master Key you can open them all; even with a 10 Lockpick I got nowhere. ? Can you use the 50' Rope to avoid taking damage when you go out the hole? Or Climb skill? ? The second time that I play FoD, I'll go see if you're forced to do the 8-Ball thing to get rid of an "unkillable" giant ape monster (Cruel Gibbon) preventing access to Granny... The Fountain: - When you bring Granny back to Gramps, all that he cares about is that you store her somewhere. It doesn't have to be the Police Station like QFC4 says. ? There's no good reason to keep Joey in the party as QFC4 says, is there? I'd like to know if Kiwi or YBD says something different if you have him along... - Recruit Gramps and Brewhoe (in that order). You may need to have BL Astor to get Gramps, and you'll definitely need Gramps along to Hire Brewhoe. - With Gramps and Brewhoe in the party, go to that hut you visited in the swamp earlier. You'll see a frog mutant, a deal is struck, and you're told to go 2 steps north. DON'T DO IT YET! ? Must you have both of these guys in the party? What happens if you have 1 or none when you go to the hut before learning the location of the Fountain? - Instead, unless you've really beefed up Gramps and Brewhoe, you can go back to Miami and replace them with 2 other characters, then come back and approach from the north edge of the swamp, just to avoid damage from the sawgrass. - When you approach the Fountain's location, you'll fight Kiwi Eli and some Klowns. They shouldn't be too tough if your group can handle Elite Guards. - It's now your option if you want to fight "Yankee Brutal Dandy" or just finish the game. Beat up this last Klown to get a Flamethrower, a Napalm Cannister and a Rad Suit. You must detour one square east of the Fountain location, because if you walk into the sawgrass due south towards the hut, the game will end. - If you try going back to the hut instead, you'll again see a mutant and get dropped at the east edge of the swamp. - If you just walk into the sawgrass due south towards the hut after taking care of Kiwi, you immediately get some text and graphics and the game ends, before you find out what kind of loot Kiwi had. Just a "See you later...!" and the game drops to DOS. That's the end of the game! ?Where is the Mutant Badge? ?Do you actually get the Obeah Talisman and DeSoto Amulet and Miami Police Badge items or are they just invisible flags? ?Where is the Silverware? ?Where is the Spark Plug? ?What use is the Bandage that Brewhoe has? ?Is there any place you can use the 50' Rope? ?Is there any place you can use the Shovel? ?Is there any use for Granny's Forgery!! skill? ?Are the Cryptography!!, Pickpocket!!, FODDY FOD, or *Corruption!! skills available? Do they do anything useful? ?Are the Boating!!, Gambling!! or *Mutant Recog!! skills available? Do they do anything useful? ?Is there a way to raise Swim? ?The manual says Pharmacy can "Identify/analyze drugs and medicines as well as the mysterious concoctions of the Obeah Orders." How high does it have to be to do that (up to 10, all I get is the usual choose a character from F1 to F5, never a way to use it on an item)? ?The manual implies you need tools to do Mechanics skill, but I think you can get by without them? ?Is there any way to learn Electronics!! skill? Can it be used to fix the broken device in Imelda's study? ?Is there any significant difference between Doctor and Pharmacy skills in their effects? The manual says Doctor is for "rabies and radiation sickness", but Pharmacy works on them too!? ?Is there any way to raise Perception from 1 to 2? Stealth? ?Is there any use for Languages skill? ?Is there any way to get an initial skill level in Blades? Handgun? ?Is there any way to get initial skill level in or raise skill in Swim? ?The ARCHTYPE file has entries for several monsters that I don't recall seeing: Dreamsnake, Mutant Tiger, Cruel Gibbon, ExpyHawg !? ?The DMAP file mentions "Corotos y Cosas" & "Punk Bob" - a hidden store/location? Or is this just the General Store window? ?The DSCR file seems to indicate that guards/police/somebody may show up if you break a window? ?The KEH.EXE file implies there is a maximum level for attributes? WHERE TO RAISE ATTRIBUTES: Anywhere: All attributes - You get 2 points to add to attributes when a character gains a level. For me, first priority is to raise DX to 23, so you go first in combat. Second, raise AP and IQ so they are at least 16 above the character's highest Active or Passive skill level, unless you want to stop raising those skills. I kept a paper record of character skill levels, and what attributes should be raised next. Raise ST only if necessary to use the barbells in the gym (see below), or if already above 20 and everything else is OK. Raise CH only for the one or two characters that need it (e.g. starting Vigilante and/or Imelda), and only when you have a good reason to. Raise LK if you're dissatisfied with how often the character misses, or how slowly skills are rising. WP doesn't need to be raised unless your characters go UNC too often. Miami: ? [Brewhoe can sell you voodoo items if you choose "1" (talk), ... ? ST and DX - Buy Voodoo Tonic from Brewhoe for $1000 or find one, then have the character Use it on while standing next to the center part of the south altar (next to the pit) to raise that character's ST and DX both by 1. IQ and AP - Buy Brewhoe Nostrum from Brewhoe for $1500 or find one, then have the character Use it on while standing next to the center part of the south altar (next to the pit) to raise that character's IQ and AP both by 1. WP and LK - Buy Voodoo Elixir from Brewhoe for $1000 or find one, then have the character Use it on while standing next to the center part of the south altar (next to the pit) to raise that character's WP and LK both by 1. CH - Buy Voodoo Cologne from Brewhoe for $1000 or find one, then have the character Use it on while standing next to the center part of the south altar (next to the pit) to raise that character's CH by 1. You can learn this one from TomTom or Big Daddy after becoming an OhOh friend. The other ones above were determined by me through trial and error. DeSoto compound: ST - If character's ST is (at least 12 through 14, 9 is too low), either walk onto or Use ST next to graphics that look like a single long barbell in the Guard Barracks gym. This will raise ST to 15. If the group walks onto the barbell square, answer "Y" and keep pressing the space bar to have all in the party do it in order. Similarly, if ST is 16 through 19, raise ST to 20 by having the character Use ST in the Guard Barracks gym while on or next to graphics that look like a barbell with a round weight next to it. WHERE TO LEARN SKILLS: ["Learn" means to gain a skill that the character didn't have before. For raising a skill already at 1 or above, see "Where to Raise Skills" below.] Anywhere: Brawling - Switch weapon to Hands and have the character Attack in combat. This may be ineffective against tough monsters or if the character has a low ST. Anyone can learn this from nothing. This is the "Hand to Hand" skill mentioned in the manual. Evasion - Goes up as characters automatically try to dodge attacks in combat. Anyone can learn this from nothing, but high DX apparently helps. Miami: Doctor - Doc Marino's office in the NW corner of Miami is open from 0615-1700 (he says 0600-1800?). He's otherwise at home in SE of walled central eastern Miami and can help if somebody has a 15+ CH. Teaches Doctor for $1000 to those with 22+ AP. Marino can be hired, so be sure you don't need him to teach Doctor any more when you get him. Medic & Pharmacy - Brewhoe's is always open to the SE of Marino's office. He teaches Medic for $1500 to those with ?18+ AP?), and Folk Medic (it's really Pharmacy) for $2000 to those with ?22+ AP and possibly a minimum CH?). Brewhoe can be hired, so be sure you don't need him any more to teach when you get him. DeSoto compound: [There are numerous books that teach skills in the houses of the DeSoto family members. Walk into one of them, and the entire party is checked; press to go to the next character.] Lockpick - Irwin's, 19+ AP needed Bomb/Alar(m Disarm) - Irwin's, 22+ AP needed Pharmacy - Mario's, 22+ AP needed Demolitio(ns) - Imelda's, 22+ IQ needed Gunsmith - Imelda's, 20+ IQ needed Rifle - Imelda's, 19+ IQ needed Auto Weap(ons) - Lurleen's, 22+ IQ needed WHERE TO RAISE SKILLS: ["Raise" means to increase a skill that the character already has. For learning new skills, "Where to Learn Skills" above.] Anywhere: Medic - If at 1 or above, can go up each time the character successfully uses the skill to revive another character at UNC or worse. See above for a table that shows the minimum skill level needed to be able to treat the steps below UNC. One way to get the maximum possible level in Medic is to allow another character to suffer an affliction that can be treated. Then, while the party is in a safe location, allow the afflicted character to drop in Con to UNC or worse (as long as the Medic can treat it). Don't treat the affliction, waiting as necessary, until the Medic skill level is as high as you want. Thanks to killjoy_tseng from the FoD user group! Lockpick - If at 1 or above, can go up each time the character successfully uses the skill to open a locked drawer, safe or door. Some locks are very difficult to open at low skill levels. See below for a place where unlimited tries can be attempted. Pharmacy & Doctor - If at 1 or above, can go up each time the character successfully uses the skill to treat an affliction. See above for a table that shows the minimum skill level needed to treat various afflictions. See below for several places where unlimited tries can be arranged. Bomb/Alar(m Disarm) - If at 1 or above, can go up each time the character successfully uses the skill to disarm an alarm, land mine, or emplaced explosives. Demolitio(ns) - If at 1 or above, can go up each time the character attacks with explosives. Failure means the stuff doesn't go off. Brawling - Switch weapon to Hands, but they may be ineffective against tough monsters or if the character has a low ST. Anyone can learn this from nothing. This is the "Hand to Hand" skill mentioned in the manual. Blades, Auto Weap(ons), Handgun - If at 1 or above, can go up each time the character attacks with the appropriate weapon. Rifle - If at 1 or above, can go up each time the character attacks with a rifle-type weapon (see manual). This is the "Single Fire Rifle" skill mentioned in the manual. Gunsmith - If at 1 or above, can go up each time the character tries to unjam a jammed (highlighted) firearm. Failure usually drops the weapon, so best tried out of combat. Evasion - Goes up as characters dodge attacks in combat. Anyone can learn this from nothing, but high DX apparently helps. Miami: Doctor - Doc Marino's office in the NW corner of Miami is open from 0615-1700 (he says 0600-1800?). He's otherwise at home in SE of walled central eastern Miami and can help if somebody has a 15+ CH. Pay $1000 to raise Doctor one level. Marino can be hired, so be sure you don't need him to teach Doctor any more when you get him. Medic & Pharmacy - Brewhoe's is always open to the SE of Marino's office. Pay $1500 to raise Medic one level, or $2000 and choose Folk Medic to possibly raise Pharmacy one level. There seems to be some other requirement besides 22+ AP, possibly a a minimum CH, for that one. Brewhoe can be hired, so be sure you don't need him for teaching or selling attribute-raising items any more when you get him. Lockpick - Several locked doors in the OhOh temple, several locked crates in the south room of the temple. The front door and SE door of the General Store when entered between 0400 and 1000. Climb - When inside the General Store while it's closed, use skill on the bar at the south end of the building. Perception - Several hidden doors and the north altar of the OhOh temple, if skill is above 1 already. DeSoto's: Lockpick - Lots of locked desks and drawers in the Guard House, Bottling Plant, Warehouse, Guard Barracks, Irwin's house and Mario's house. But the best one is next! Raise Lockpick at the desk drawer in the NW of the Warehouse. Just don't open the safe (which you can accidentally crack if Lockpick is high enough) and the game lets you do Lockpick on the drawer again as if it's still locked. It may take a lot of tries to raise Lockpick above 1. The safe just contains $750, so it was worth more to me to keep it as a place to raise everyone's Lockpick to the maximum. Stealth - Walk between the plants in the garden outside Imelda's house. You succeed if you get a message about "slipping quietly between the rows of vegetables", and Stealth may go up if it's above 1 already. If you fail, you fight Rad Rats and/or Mute Widows. Bomb/Alar(m Disarm) - The skill can go up just by walking past pictures in the hall of Irwin's house that still have the alarm on them, if it's above 1 already. Get to 2 by the usual save, try using skill on a painting that still has an alarm, quit/no-save & restart if you don't get level 2, repeat. Perception - If above 1, raise it by walking in Lurleen's piranha fountain (even after you've taken the key), or past any of the 8 pictures at Irwin's that still have alarms, or into the spot in Imelda's kitchen with the Healing Water items. Pharmacy - If above 1, raise it by walking into the Healing Water spot in the kitchen of Imelda's house. Klown Kollege: ? NPCs: The various characters beyond the three that you start the game with are useful, at the very least as alternate targets for the monsters. When they come supplied with several of some item, I showed that as "#* " before the item name. Most also have some cash that they contribute to the party pool. They're listed in the order that I expect you to encounter and possibly recruit them. Also included is what you'll get if you Attack that NPC instead of Hire. Ignatz Krebs ($50) Rank 3 Con 17 MaxCon 17 1 Lockpick AC 1 Wpn: 9mm Browning Pist 1 Bomb/Alar ST 12 IQ 18 --- DX 14 WP 16 AP 15 1 Blades CH 11 LK 16 1 Handgun 9 mm Browning Pistol 1 Gunsmith 4* 9 mm Clip (13) Cane Knife Leather Vest Canteen Ignatz is one of the first possible NPCs, certainly not the best. He suffers from a slow rise in Con unless you're lucky. But the Browning is a good gun, he knows Blades, and he's your easiest route to the Lockpick skill if you didn't take a Hood as one of your 3 generated characters. Just return to the home compound, walk into him, and choose "Y" to recruit him. You can't ever attack Ignatz. If he hasn't been recruited yet, or is stored in the home compound when the Klowns attack, he's gone for the rest of the game. Junior ($25) Rank 2 Con 15 MaxCon 15 1 Climb AC 1 Wpn: Meat Cleaver --- ST 12 IQ 15 1 Brawling DX 17 WP 12 AP 12 1 Blades CH 11 LK 16 .22 Handgun 3* .22 Clip Meat Cleaver Leather Cap Canteen Junior is one of the first possible NPCs, but has to invest massively in IQ and AP to allow skills to rise. He also has Blades, so I kept him. Like Ignatz, just talk to him twice (choose "Y", leave and return to home compound, choose "Y" again) to get him. You can't ever attack Junior. If he hasn't been recruited yet, or is stored in the home compound when the Klowns attack, he's gone for the rest of the game. Enrique Ochoa ($150) Rank 6 Con 31 MaxCon 31 2 Lockpick AC 1 Wpn: Ochoa's Rifle --- ST 9 IQ 22 1 Perceptio DX 14 WP 18 AP 18 1 Blades CH 8 LK 17 4 Rifle 3* 7.62mm Clip (5) 2 Gunsmith Leather Vest 2 Evasion 3* DeSoto Rum Ochoa's Rifle This old guy, referred to in the QFC4 walkthrough as "the Admiral" in a way that makes you think there are two of him, isn't too bad. Weak, ugly, and a bit slow; but you can put points into STR and DEX instead of IQ for a while. Get him as an NPC by first talking to the Bahia Mafia and accepting their request to kill Ochoa, then boldly walking up to him, agreeing to play a trick on the Bahia Mafia, then giving the BM the Ochoa's Rifle for a $2000 reward plus an M16A1, and finally coming back to the old guy and allowing him to fill an empty spot in the party. If you don't do it then, he won't join afterward. If you attack him, there's no experience given (but no penalty either), and you can't get his loot - so don't bother! BL Astor ($150) Rank 5 Con 22 MaxCon 22 1 Medic AC 2 Wpn: .38 Police Special 1 Climb ST 19 IQ 17 1 Bomb/Alar DX 16 WP 14 AP 18 1 *Stun CH 16 LK 12 --- 2* .38 Clip [5] 2 Perceptio 2* 7.62mm Clip (5) 2 Demolitio Leather Suit 2 Handgun .38 Police Special 2 Rifle Remington 700 Rifle 2 Gunsmith Voodoo Cologne 1 *Camoufla ?Is there a CH value below which she won't talk to you? 15 is OK... Found coming out of the General Store, or at Diz's house. Will join if you have a Voodoo Cologne and room in the party. The Voodoo Cologne moves into her inventory, but you won't need it anymore except for raising CH. Note that she already has some mutations, and that recruiting her will piss off Diz Astor and close the gun store. You'll have to go get the 2 Elephant Guns from the DeSoto fields, talk to Gramps Astor, then go to the gun store. There both guns are taken from you, but now the store is open again. Diz is still pissed at you, though... Somebody suggested on the FoD group forum that you kill Diz before getting BL. You shouldn't attack BL; you'll lose 2500 experience "for killing innocent bystanders". However, you'll get $150, 2 .38 clips, 2 7.62 (5) clips, a Leather Suit, a Voodoo Cologne, a .38 Police Special, and a Remington 700 Rifle! Imelda DeSoto ($300) Rank 5 Con 31 MaxCon 31 7 Medic AC 3 Wpn: Remington 700 Rif 2 Pharmacy ST 13 IQ 22 4 Doctor DX 16 WP 14 AP 23 1 *Chameleo CH 18 LK 14 1 *Stun Remington 700 Rifle --- 3* 7.62mm Clip (5) 3 Perceptio Shagreen Suit 2 Languages Jewelry 1 Rifle 2* Vial, Healing Water 1 Auto Weap 2 Swim ?15 CH is enough for her to talk. lower values? You have to go through a lot to recruit her. Say the correct things, find the brooch, and keep coming back. High IQ & AP means she can easily get all the skills that can be learned from books. A favorite with those who like using the Auto Weap(ons) skill although a wimp in hand-to-hand combat. ?If you attack her? Doc Marino ($500) Rank 10 Con 45 MaxCon 45 3 Medic AC 2 Wpn: .38 Police Specia 1 Climb ST 12 IQ 21 2 Pharmacy DX 13 WP 12 AP 21 2 Doctor CH 17 LK 12 --- 3* .38 Clip 2 Perceptio Scalpel 2 Blades Leather Suit 1 Handgun DeSoto's XXX Finest 1 Swim Bandage .38 Police Special With a 15+ CH in the party, he'll actually talk to you at his house in the walled-off part of Miami, not just tell you to go to his clinic from 0600 through 1800. With a 19+ CH, you can Hire him! I haven't tried leveling him up, and he will be hard to raise compared to lower-leveled NPCs, but he's got the all-important (to me) Blades. As nobody ever mentioned on the FoD group that this guy was an NPC, am I the first to get him? For some strange reason, with him along I kept bumping into coconut trees in Miami, but never at any other time; is it the low DX? Due to a bug, you can't successfully attack him. Wilfred (no $) Rank 6 Con 48 MaxCon 48 1 Climb AC 1 Wpn: Hands 1 Doctor ST 21 IQ 19 --- DX 17 WP 17 AP 18 2 Perceptio CH 13 LK 13 2 Demolitio 1 Brawling 1 Blades Must join in the middle of the game to solve OhOh & Beachcomber feud, and get to the OhOh test. Note natural AC of 1; but as soon as you wear anything, that has priority. Got 10 HP per level! You can't ever attack Wilfred. Lupe Garoo ($25) Rank 6 Con 37 MaxCon 37 7 Medic AC 0 Wpn: Carving Knife 7 Pharmacy ST 18 IQ 18 6 Bomb/Alar DX 16 WP 14 AP 22 1 *Chameleo CH 9 LK 16 --- .22 Handgun 1 Perceptio 3* .22 Clip 2 Stealth Carving Knife 3 Blades 2* DeSoto Rum 3 Evasion 2 *Camoufla If the highest CH in the party is 14 or less, she'll warn you the first time you come to talk, then sic a bunch of Mutant Wolves on you the second time. At 15 or higher CH, she'll talk nicely. Can be Hired if somebody has a 15+ CH, somebody has a Brewhoe Nostrum, you've passed the OhOh test, and there's room in the party. Note existing mutations, and that the Brewhoe Nostrum is consumed when she's hired. Could be a useful character, but by the time you can get her your other characters should be better. Due to a bug, you can't successfully attack her. Joey Auguste (no $) Rank 6 Con 54 MaxCon 54 1 Climb AC 1 Wpn: Hands 1 Bomb/Alar ST 22 IQ 20 --- DX 22 WP 13 AP 18 1 Perceptio CH 12 LK 9 3 Demolitio 3 Brawling 2 Auto Weap Found in clown compound, locked in a cell. Use Picklock to free him, then you can talk to or hire him. Note natural AC of 1; but as soon as you wear anything, that has priority. Gets 7 to 11 Con per level! ?If you attack him? Granny [Astor] ($?) Rank 5 Con 25 MaxCon 25 3 Medic AC 0 Wpn: Hands 1 Forgery!! ST 9 IQ 16 2 Pharmacy DX 13 WP 19 AP 19 1 Doctor CH 15 LK 18 --- 2 Perceptio 1 Languages 2 Handgun 1 Rifle 1 Swim 1 Evasion Found in ground level of the Big Top. If you don't recruit her at once, she asks for an automatic weapon to keep her safe until you get back; which unfortunately disappears when you come back to recruit her. Must get her to rescue her from the Klowns, get Gramps and Brewhoe to join, and finish the game. Note that her passive skills can't go up until you raise her IQ! The "Forgery!!" skill is apparently NOT the same as Bomb/Alar(m Disarm) or Lockpick, but using it on an alarmed painting in Irwin's house will summon guards. And her 9 ST is too low to raise at the barbells. Protect her on the way out of the Klown compound, then store ASAP. ?If you attack her? Gramps [Astor] ($300) Rank 10 Con 53 MaxCon 53 AC 1 Wpn: Meat Cleaver --- ST 12 IQ 22 5 Perceptio DX 18 WP 16 AP 15 4 Demolitio CH 17 LK 13 3 Blades Meat Cleaver 1 Rifle Leather Vest 6 Gunsmith 5* DeSoto's XXX Finest Mechanic Toolkit Don't ever choose "Nuclear Power" when talking to him, or you'll need to have BL Astor in the party to talk again. Must join him (along with Brewhoe) to finish game. Build up his ST to 15 with the barbells, but you shouldn't have much time with him. Why doesn't he have Mechanics skill? Don't attack Gramps! You'll lose 4000 experience "for killing innocent bystanders", you won't be able to get his loot, and the game will tell you "this indiscretion has doomed Florida!" Felix Brewhoe ($250) Rank 10 Con 35 MaxCon 35 4 Medic AC 1 Wpn: Scalpel 4 Pharmacy ST 12 IQ 19 2 Doctor DX 18 WP 16 AP 26 --- CH 15 LK 10 5 Perceptio 2* Scalpel 3 Blades Leather Vest 2* DeSoto Rum DeSoto's XXX Finest 2* Bandage Must join (try to Hire after Gramps) to finish the game. Also build up his ST to 15 with the barbells, and replace the Scalpels with Machetes (apparently the Scalpel doesn't get a ST bonus to damage). Don't attack Brewhoe either; -2500 experience, and you can't get his loot either. BUGS: - The "E" command in the manual to force an encounter with an NPC or monster that you can see but aren't interacting with right now, doesn't work at all. - After the home compound is destroyed, there is a space in the middle of the house that you can't enter. - When the Miami Police says they'll take half your money, if you have several thousand $ they'll take a lot more than half, leaving you with at most several hundred $. - You can walk over the middle of the pit in the OhOh temple, and you still won't fall in. - If you try to attack Lupe Garoo or Doc Marino, they're out of range even for assault rifles! - When Imelda is a stored character, she can still have guards escort you out of her house. - After you kill Lurleen, then try to walk into the spot where she appears in Irwin's house, the game may move you out of that spot with no message. But when you move towards one of the doors, you get the message about Lurleen darting out another door. - If you've killed Lurleen (and maybe other DeSoto family members), Irwin can eventually offer you $5,000 and a DeSoto badge to stop. But he only gives you $500 and the badge. - When you take Wilfred to Imelda's house, and try to read the Demolitio(ns) book, it says he isn't interested although he starts off with 2 skill! Same thing for Granny and the Pharmacy book in Mario's house, or Joey and the Bomb Alar(m Disarm) book at Irwin's (although he has only 1 skill but starts with a 18 AP), or Joey again and the Auto Weap(ons) book at Lurleen's. This is apparently the behavior when a character starts off with some level in a skill, but doesn't have the IQ or AP needed to learn it from a book. - In the SE corner of the very last room in the Essai, there is a hidden door in the corner that can't be used because it's on a diagonal from any empty space! - After you recruit Lupe Garoo, it still says an elderly woman appears when you approach her house door, but you can't do anything. Similar thing for Brewhoe. - If the first character's inventory is full, when you buy "healing waters" from TomTom or Big Daddy they will take your money but you get nothing! - Even if you don't have Gramps or Brewhoe in the party when you find the Fountain of Youth at the end of the game, the text uses their names. REVIEW: A try at repeating the success of "Wasteland" that failed. It took the good parts of the previous game's RPG system and mauled them with sadistic "improvements," while skimping on the richness of geography and enemies and story that made the predecessor great. The only reason that I persisted with playing it was the knowledge that I could once again go where few have been stupid or stubborn enough to venture. One thing that annoyed me was that the Stealth and Perception skills were impossible to raise from 1 to 2, as far as I can tell. Bomb/Alar(m Disarm) could also be raised quickly once you managed the difficult task of getting it to 2. Play this only if you have a LOT of time and patience, and can successfully slow down the combat text scroll so it's readable. ACKNOWLEDGEMENTS: "Quest for Clues IV" walkthrough for FoD (I have the actual book, not just the pieces of it circulating on the Net) German walkthrough by Dirk Langenegger at: http://dlh.net/cheats/pc/deutsch/fountain+of+dreams/loesung.html Various members of the FoD group at: http://groups.yahoo.com/group/fod/ Ranger Ben's FoD page at: http://wasteland.rockdud.net/fountain.html (including the Plastique trick by "V") Ranger Ben (Bernard Assaf) himself Dark Fiber's FoD save game technical specs at: http://homepages.ihug.com.au/~entropy/stuff/fod.txt LEGAL: This document Copyright 2002 Peter Karsanow. p.karsanow[AT}sbcglobal{DOT)net http://www.geocities.com/hentaihelper/p_gmhelp.htm