INTRODUCTION This is information (call it a guide but not a walkthrough) for the "Mines of Titan" (aka "Mars Saga") CRPG for the PC, Amiga and Apple ][. It's an old (1989) game that goes back to the last days of Infocom, and the early days of Westwood Associates. When released for the Commodore 64/128 by Electronic Arts, it was titled "Mars Saga", but there are few other differences besides the title and moving the action from Mars to Titan (a moon of Jupiter). You can see images of the covers to both games, and a screen shot of the Commodore version at: http://www.thelegacy.de/Museum/4821/ This game can be classed as "abandonware" now, but I got it as one of 5 titles in the "Powerhits SciFi" package by Activision. Aside from downloads of the game, a transcription of the pitiful walkthrough in "Quest for Clues IV" (QFC4), and a character editor program (MTHACK), there's very little out on the net about this game. [better check yourself!] Assuming that you've seen the QFC4 walkthrough at http://www.the-underdogs.org/ and have a copy of the game, what follows is my contribution, specifically for the PC version. It assumes that you follow the gambling procedure under CHEATING below, so you basically don't have to worry about money for the rest of the game. You also have to READ THE F* MANUAL. GAME INTERFACE - You can save anytime you're not in combat or inside a special location (like a store). Remember to save before you leave a city. There are 5 save slots which can be named (yay!), and a 6th "auto save" that can be turned on/off. - Press the space bar or Enter while walking around to bring up the main menu. Ctrl-C at any time to exit the game; I hope you saved first! - Don't recruit more than one character at the start of the game, even if you can get more. You may not even want to recruit until you've gotten decent weapons and armor. The number of enemies in combat depends on how many people you have in your party (maximum of 6), and you also may not get any interest if you haven't done much since you got the last recruit. You can read through the interview, but what matters is the short description (words like "scrawny" and "out of breath" are bad) and the view of the statistics and skills. It may take lots of tries to get the person (actually collection of values) that you want. In general, the older ones have more/higher skills. See CHARACTERS below for what the different types (Army, Police, etc.) start with. - While "inspecting" a character (full screen of character info that looks like that old green and white paper), you can press the number keys 1 through 6 (or however many characters you have) to switch to another character quickly. - The game will not let you take money away from newly recruited characters, but you can give money to them. COMBAT - The "computer move" AI is sometimes brain-dead, trying to make characters behind the front 2 or 3 move around the back. Unfortunately, most of the time the map is so big, and movement is so slow, that they just end up running away from the battle. In a few rare cases, it makes sense for them to run around small blocks, and shoot through the cracks between blocks placed diagonally. Your biggest problem will be making sure that your worst characters don't stay put in the way of all the enemy firepower, and your best characters run off so they can ambush the enemy long after the battle is over, with anyone else who moves getting stuck in another character's way. You'll just have to rely on superior armor, weapons, and skills to get you through. Once you have lots of long-range weapons like rifles, you want combat to occur with no terrain around to confuse the issue. - Your characters should always have the best weapons they can use. But the different types apparently have range limits, and you can't carry one of each type, and everything else you need, in your limited inventory. In practice, only carry the best (most expensive) of a distance weapon and a close-in weapon. If all else fails, you've got 2 Fists (which you can't get rid of). I suggest one of Auto/Rifle/Arcgun/Missile/Handgun and one of Blades/Cudgel. Thrown weapons are used up in combat, unlike ALL the other types which have unlimited ammunition. - When roaming around in the tunnels to get to the end of the game, you will find a lot of items. Since I was cheating with maxed-out characters, I can't give really good advice on what to keep. However, assuming that the game uses the best weapons available in "computer move" mode, the Buzz gun was seen to be used by characters that had them. - QFC4 makes the endgame sound more complicated than it was for me, but you may need to follow their advice if you play with "real" characters. In practice, if you can get through all the random combats in the tunnels and mines without losing anyone, you'll do just fine. (I personally did lose 3 characters in one strange combat where the computer made 2 characters stand up to a bunch of hunters, and the other 4 ran away. But for me, the 4 blobs at the end were easy.) EXPERIENCE AND SKILLS - I didn't figure out exactly how characters get enough experience to learn new skills, but it seems to help if they are good in combat and have high Education and Wisdom. Check after every fight for " is eager to learn"; then that character can learn at least once. The Munitions Shop will sell you better weapons as your skill improves; you can trade them to a character with insufficient skill, but he won't use them in combat. - Either some things are very easy to learn and others are really tough, or characters can get a wide range of invisible "learn points" to use. I swear I've seen Jetland go 5 or 6 times in the War Games room one time, and the next time stop after only once. - Similarly, getting "learn points" seems to be a function of activity in combat, character statistics, and some random "you just got a bunch so you don't get any for a long time". The experience points in this game are completely hidden from a player's view. - "Mars Saga" mentions several skills not present in "Mines of Titan". These are: Electric, Language, Mechanic, Strategy, and Tactics; I guess they were taken out of the play of the game. They're actually still in the game (you'll see them if you cheat with a hex editor), but I didn't see anywhere in the game to learn them or train these 5 skills up. - Character statistics can be raised, but only a little bit. Might, Agility, Stamina and Charisma can be raised at a Personal Development Center. Wisdom and Education can be raised at the University. But after a relatively small amount, you can't do any more without cheating. - Charisma does affect the cost of buying or selling items, but it doesn't matter if you go the gambling way. In practice, Jetland will have the highest Charisma, and it seems that a combination of that and/or "street" can sometimes talk you out of combats with nasty hitmen and hunters. There's a strict threshold though; either you always fail or always suceed, and since I don't see "street" going up I guess that character equipment or experience is somehow affecting the decision. - List of Skills administ: Administration. Apparently linked to Charisma, may let character talk his way into or out of things involving bureaucrats. I suggest specializing only Jetland in this. arc gun: Arc Guns. Skill available only in War Games room. These weapons have an area effect on the 180 degrees in front of the character. However, enemies killed by an arc gun don't leave items behind. Weapons of this type available, from worst to best, are: Arc gun, Freeze gun, Synapser, Chem gun, Flm throwr, Stun gun, Paralizer, Mind blast (last 2 not sold in stores). auto: Automatic firearms. Although these should have less range than rifles, the game will use these over rifles if the character has one in inventory, and any skill at all. Combat graphics show multiple shots at target. Must have access to the War Games room to initially learn or improve this skill, although some "military" types of recruits may know it initially. Weapons of this type available, from worst to best, are: Model 10, Uzi, Aslt rifle, Auto carb, Pulse lzr, Part beam, Buzz gun (last one not sold in stores). blade: A low-priority combat skill that only becomes necessary if enemies get too close. Strangely, the Energy Blade - the most expensive weapon in the category - is available at the lowest skill level, but the Light bld isn't. Weapons of this type available, from worst to best, are: Pckt knife, Switch bld, Combat bld, Short swrd, Light bld, Energy bld, Render (last one not sold in stores). bttl arm: Battle armor. Character must have some level in this skill to be able to buy armor better than "Reflect". Higher levels should allow better maneuvering in combat, but it can wait until you're ready to go outside. Recruits from Police usually have this to start with, otherwise you have to get this skill from the War Games room. cudgel: Like Blades above, a low-priority combat skill that only becomes necessary if enemies get too close. Much like in Blades, the most expensive "Pulse prod" is available at the lowest skill level, but Lead pipe isn't! Weapons of this type available, from worst to best, are: Rubber hos, Bat, Night Stick, Blackjack, Lead pipe, Pulse prod, Marrow bat (last one not sold in stores). gambling: See below under CHEATING to see how this is used to get you all the money you'll need in the game. golum: Golum armor. Need to hack System on a terminal twice, once for Golum C++, second time Tuner, to get initial skill. Then fight police officers (start with rookies) to get Golum armor. Wait until everyone has Battle Armor and you're using automatic weapons and the best rifles before you start fighting cops, though. To raise the golum skill, "offer credits" to the clerks in ALL the Repair Shops. One of them will tell you to say "Gecko sent me" at the Combat Training Center in Parallax. When you do that, you can finally raise golum skill above initial level. handgun: Jetland and most other recruits start with this. Raise this skill, and the Munitions Store will let you buy better guns. Concentrate on this or Rifle near the start of the game, until you have access to the War Games room. Weapons of this type available, from worst to best, are: .22 pistol, 9mm pistol, .357 rvlvr, .45 calibr, .44 magnum, Mazer, Phazer, Synapse bm (last one not sold in stores). medical: Only characters with some level of medical skill can buy medical supplies (bandages, injections, compresses, etc.) at Hospitals. Get at least one character up to the level where Medkit C is available. Characters with medical knowledge and supplies will sometimes heal themselves in combat automatically (under computer move), but you may need to heal other characters manually. Do healing after combat on everyone showing red, or run to the nearest hospital. Maximum level in Medical is equal to the character's Education. At high levels, characters can get Medkit C, which doesn't run out and is automatically used to heal everyone still alive after combat. Don't go out on the surface without one! Healing items available, from worst to best, are: Bandages, Injections, Compresses, Heal Salves, Melder, Medkit A, Medkit B, Medkit C. melee: How well you fight with Fists, 2. Used when all else fails. mining: Should have this at a decent level before going underground. Use the maps in the manual and QFC4 to avoid what you can. program: Computer Programming/Hacking. Must have at least one character with high or maximum level in this, in order to advance in the game. rifle: Rifles should have a longer range but slower rate of fire than handguns. Many "military" types of recruits start with this skill. Raise this skill, and the Munitions Store will let you buy better guns. Concentrate on this or Handgun near the start of the game, until you have access to the War Games room. Weapons of this type available, from worst to best, are: Target rfl, Sport rfl, Sniper rfl, Carbine, Magnum rfl, Lzr crbne, Blaster, Reaver rfl (last one not sold in stores). street: The "Mars Saga" manual says this skill is what lets you talk your way out a fight with thugs on the street. throwing: Thrown weapons (Rocket Launcher at War Games room) and missile weapons (bows and grenade launcher). "Thrown" lets you pitch things like Molotov cocktails and grenades at enemies. These have an area effect on multiple enemies. Also get missile weapons and bows, which are probably not as good as the firearms. The grenade launcher has unlimited ammo, so use this instead of grenades that are used up in battle. Weapons of the "Thrown" type, from worst to best, are: Barb dart, Throw knif, Shuriken, Molotov, Hand gren, Shock sphr, Mind melt (last 2 not sold in stores). Weapons of the "Missile Launcher" type, from worst to best, are: Blow Gun, Bow, Comp bow, Crossbow, Gren lnchr, Acid jet, Flichet (last 2 not sold in stores). - Places to learn: (* means limited increase possible) Combat Training Center (only one in Primus) - Blades, Cudgels, Handguns, Melee, Rifles. University (ditto) - Wisdom*, Education*, Administ, Mining, Program. Personal Development Center (several in Primus) - Might*, Agility*, Stamina*, Charisma*, Blades, Melee. Casino (several in Primus) - Gambling (have to play and win to raise the skill, Keno has better payoffs). Hospital (several in Primus) - Medical. Only characters with some level of medical skill can buy medical supplies (bandages, injections, compresses, etc.) here too. Computer Center (one in Primus) - Program. War Games room (one in Primus) - Battle armor, Auto, Arc guns, Throwing (Rocket launcher). Must have a high Program, and hack into System, War Games once to get use of the room. No charge to learn, but character must be "eager". QFC4 WALKTHROUGH COMMENTS - See below under CHEATING about getting a lot of money at the beginning of the game. After doing that, Save the game, then go next door and get the best weapons available. Walk carefully back to the only Armor Shop in Primus, get the best, and then start looking for trouble (beggars and razorbacks to start with). - If you have enough money already, don't worry about picking up the combat booty. Each character can only carry 8 items (it says 9, but #1 is always 2 Fists), and you need all of it for weapons, armor, medical supplies, and miscellaneous. There are only a few items that you have to pick up after combat, and there are usually alternative ways to get them. - The Munitions Shop will only buy weapons. The Armory will only buy armor. A Repair Shop will let you pawn everything, including medical supplies, except special items like the "mining lzr". - Do NOT go to the corner just northeast of the Combat Training Center until you can survive the combat with the agents without any characters getting killed. You won't get any reward, no matter what, so there's no point in doing this early in the game. Even if you ignore the rest of the booty, make sure you get the "mining lzr" from this combat. It's not a weapon, but you'll need it (or one like it) later. - If you had to worry about money while playing this game, you'd be in a hurry to get out on the surface to do that job for Cybil, or get bounties from the Police (check a Police Station for the current list). But playing the gambling way, you don't worry and you don't rush. - "Vac Suit" or better armor is needed for each character to go on the surface. - Stay out of Police Stations once you take the interface card. You can clear the warrant by hacking the police records. - How do you get around a cave-in? If you can't walk around it, try changing the combat order of the party so the characters now can! - "Compared to the human enemies, the creatures are incredibly tough! 10 mine cops are easy compared to the 4 slimy things at the end of the game." (found on a former web page for the game) - "Alex" in Germany had some trouble, but finally got through to the end. After figuring out how to duplicate the effects of MTHACK with a hex editor, because I didn't send it promptly, Alex says that "Every character needs just three items to win the final fight (and must of course be able to handle them): a Golum armr, a Med kit C, and a Buzz gun." ITEMS - The only ways to tell how good a weapon is in this game are price, how skilled a character must be to buy it, and battlefield effectiveness. But combat is usually over rather quickly, so I'm assuming that price and skill are everything. - Many "small" items don't take up a full slot in a character's inventory all by themselves. You can put up to a known, fixed number in one slot, and the next one will start another slot. Some screens will show you the total amount of an item in your inventory, others will show you the amount in each slot. - Armor types as listed in the game executable: Flak jackt, Vac suit, Reflect, Mesh armor, Hydro armor, Battl armor, Armor?, Golum armr. - Medical supplies as listed in the game executable: Bandage, Injection, Compress, Heal salve, Melder, Med kit A, Med kit B, Med kit C, Mind mend. - Misc. items as listed in the game executable: Wallet, Watch, Tools, Rifl sigt, Mining lzr, Dynamite. CHARACTERS - The characters that you can recruit are generated randomly from "base" types. In something like a "Traveller" system, each character starts at age 18-21 and goes through 4 year stints where they may learn more skills and increase statistics. They all start with some money, but no equipment. - Army knows blade, handgun, melee. May know rifle, gambling. - Marines knows auto, handgun, melee, rifle. May know blade, medical. - Police knows battl arm, cudgel, handgun, melee. May know blade, rifle. - Mining knows gambling, melee, mining. May know blade, cudgel, street. - Merchant knows administ, street. May know blade, melee. - Underground knows cudgel, gambling, melee, street. May know auto, blade, rifle. - Scientist knows program. May know handgun, medical. - Medical knows medical. May know administ, program. - Only the first 5 are available in the bar where Jetland starts the game. Go to the Restaurant nearly due south from where you start to get the other types. Mining usually has pitifully low amounts of money to start with, Merchants a lot. Scientists and Medicals usually have even more, but it doesn't matter with gambling! CHEATING - Here's a more understandable way to get lots of money near the start of the game. Like QFC4 says, at the start of the game recruit a Miner or another character type with some level of Gambling skill. You may not have enough money to buy a flak jacket for anyone though, so I wouldn't bother - you're too weak to take on anyone right now anyway. Use the map of Primus in the manual (you start in the upper left quadrant of the map) and make your way to the Munitions Shop (only one in Primus). Save every few steps, and don't fight anyone if possible; backtrack and try another way (or flee) if you keep running into someone nasty. When you get all the way to the Munitions Shop, talk to Cybil Ward and get the $1000 advance money. There's a Casino next door. Save outside. Transfer/Distribute all the money to the gambler once you get inside. Inspect the gambler character so you know what the gambling skill level looks like right now. Have the gambler play Keno for $01, bet on one number, and Play. If you lose, remember what one of the winning (lit up red) numbers was, exit the Casino, load your saved game, and try again with that number. It should win this time. If not, keep trying from a saved game; you've got a 1/4 chance of winning even if the numbers do change. Each time you win, the gambling skill should go up (inspect to check), and if you keep losing it will go down. Repeat this tedious process until the gambler has reached maximum skill in gambling (there will still be a small space around the black bar). Save one more time outside the Casino, and now prepare to make major bucks! You should have at least $1500 left. Now set up Keno to bet $20, and choose 7 numbers (QFC4 has a specific bunch of numbers, but I don't think it's necessary; the high gambling skill makes this work). Put something on the space bar of the computer keyboard, and let it ride. On average, you should make lots of money over time. I went away for about 2 hours, and found "XXX" displayed instead of the 2.9 million or so that I really had, so don't get freaked out about the screen display. If you do this once, you should be able to afford all the training and equipment you need for the rest of the game. - You don't even have to have the Gambling skill initially. Just go in and play a few times, and a win will give the initial low value in the skill. Thereafter, it's as above. - You can use the character editor MTHACK if you like. - If that's not enough, you can use a hex editor on the SAVEGAME.DAT file, and raise the characters' skill levels too. They're the 20 bytes right after the 12 bytes that MTHACK sets to "0F" (the max and current stat values). Do all of them, and you'll see the 5 skills not officially in Mines of Titan that were in Mars Saga. - To save you some trouble figuring out what the other values in the SAVEGAME.DAT file are, here's what I figured out once: File changes size during play, so look for "Jetland" in text near the end of the file. Name is 16 bytes, with 00 as trailing padding Sex "M" or "F", 1 byte Age is 1 byte Statistics is 6 values maximum then 6 values current, total of 12 bytes each 00 to 0F. Skills are 20 bytes, each 1 byte a 00 to 0F for (alphabetical order, including 5 skills not used in game marked with "*"): administ, arc gun, auto, blade, battl arm, cudgel, electric*, gambling, gollum, handgun, language*, medical, mechanic*, melee, mining, program,, rifle, strategy*, street, tactics*, throwing. Unknown 4 bytes, leave them alone! Equipment 18 bytes, 9 pairs of 1 byte type & 1 byte amount: first 2 bytes are always 01 02 for "Fists, 2" Type: 01=Fists, 0F=Phazer, 17=Blaster, 2C=Energy bld, 33=Pulse prod, 42=Golum armr, 46=Injection Money 4 bytes Unknown 4 bytes, leave them alone! "experience" 2 bytes Finally, 4 bytes of 00 And repeat for the next character, up to 6 in file. Author is Peter Karsanow (p.karsanow[AT)sbcglobal{DOT)net). The latest version of this file can be found at: http://www.geocities.com/hentaihelper/mines_of_titan.txt This document Copyright 2002,2005 Peter Karsanow.