Wasteland FAQ Last Updated 01-10-96 (Changes from 12-16-95 marked *) Original Version by Stephen Sedmak Additional info provided by Chris Baer (Created in DOS Edit, display in 80 columns) (*Looks best in Monaco 9pt.) This FAQ is intended to help players of Wasteland, the best game ever made for the Apple //. If you feel you have some knowledge to add to this database feel free to update it and upload it to Asimov, on four conditions: 1) You must rename the file to fit the current date, so as not to overwrite the previous version, and change the Date above. wasteland_faq_MM-DD-YYYY.txt Ex: wasteland_faq_01-16-1996.txt If you do not have long filenames use wfaqMMDD.txt Ex: wfaq0116.txt Hopefully someone else will give it a long name in a future version. 2) You must update the Table of Contents. 3) The update must be in ASCII text format. 4) Most important -- you absolutely MUST update the newest version. You'd do a great disservice to other gamers to update an old version and lose all the information included in newer versions. So if you plan on making an addition download the newest version immediately before updating it. *This FAQ is also being stored on WWW at: http://www.cris.com/~chbaer/wasteland.txt Please send any revisions or updates to Chris Baer as well. An HTML version of this FAQ is in the works. Table of Contents 0. Generally Important Stuff 1. Attributes 1.1 Descriptions 1.2 Attribute Hints 2. Equipment (incomplete) 2.1 Good stuff 2.2 Worthless stuff 2.3 Equipment Hints 3. Skills (incomplete) 3.1 Descriptions of Good Skills 3.2 Skill Hints 4. General Hints 4.1 General Hints *4.2 Which Paragraphs are Real (incomplete) 5. Solutions to Puzzles and Q & A (update at will) 6. Cheating 6.1 Disk Switching 6.2 Negative Skill Point Cheat 6.3 Infinite Money *7. Additional Legal Fine Print Which Does Apply To You. *PLEASE NOTE: THIS FAQ CONTAINS SPOILERS FOR WASTELAND. IF YOU ARE ABSOLUTELY POSITIVE THAT YOU DON'T MIND BEING TOLD THE ANSWERS TO SOME OF THE MOST VEXING (AND HENCE, MOST ENJOYABLE) PUZZLES AND PROBLEMS IN THE GAME, READ ON. 0. Generally Important Stuff Wasteland modifies ALL of the disks. You need to keep backup copies of the original. Whenever you exit an area, Wasteland saves EVERYTHING you modified since you entered. *Some emulators (such as STM for the Mac) force you to manually save the changes to disks, so when leaving an area which you have cleared or finished, be certain to save the changes, else you might have to do it all over again. 1. Attributes 1.1 Attribute Descriptions Strength (ST) - Helps determine damage done to enemies in melee combat. Also lets you break down doors and force objects. Intelligence (IQ) - Without doubt the most important skill in the game. It gives you skill points to learn new skills and gives you a wider selection of skills to select. Luck (LK) - Influences every part of the game where a random number is involved. Combat, traps, using skills, etc... Speed (SP) - Determines the order you act in combat. The sooner you act the less time enemies have to react. Becomes sort of useless when guns are involved -- everyone shoots at the same time. It does help you run during combat. Agility (AGL) - How quick you move (could have combined speed with this, but they didn't). Influences likelihood of hitting in melee. Also determines whether you'll be injured or not in all situations. Dexterity (DEX) - How steady your aim with ranged weapons is. Charisma (CHR) - How personable you are. Pretty useless. It influences how NPCs react when you attempt to hire, but not too much. Just have everyone hire and you'll succeed. The only symptoms of low charisma are NPCs who don't want to trade items all the time. Just keep trying until you succeed. Attribute points are too important to waste here. Skill Points (SKP) - Determines how many skills you can learn. when you Radio to go up levels increasing IQ gives you the same number of Skill Points. Use skill points in libraries. Caution: no 2 libraries carry all the same skills. If you want a skill and have enough IQ you still won't be offered it if the Library doesn't carry the books. The library in North-West Needles carries basic skills. The library in SE Las Vegas carries skills for higher IQs (18-23). The library in Darwin city, Citadel, and Sleeper Base carry special advanced skills. Rank - Just a fancy indicator of experience level. General is over level 100. MAXCON / CON - Your hit maximum and current hit points. You heal over time. Time passes fastest on the main land map. Unconscious and worse off characters usually cannot be hit during combat. Traps can still mess them up. If your CON is still a number but highlighted in white, then your character is diseased and will not heal. In the sewers the whole party is diseased. If they all go unconscious, your party is dead. Only hospitals can heal diseases. (Actually, I haven't tried using antitoxin on disease, any one try it?) UNC - Unconscious. Give him time and he'll recover. SER - Serious. He needs a medic, if not he'll deteriorate. CRT - Critical. This is about the limit Medic will work on. MRT - Mortally wounded. He needs someone with Doctor. COM - Comatose. This character will die soon. Doctor 1 can heal COMATOSE with a some effort. If you have no doctor make sure you find a nice grave site. skull symbol - Dead. This ain't Bard's Tale. There's no magic, no resurrect. Dead is dead. Disband the character. AC(Armor Class) - Indicator of how much damage the character's armor will absorb when hit. Ranges from 0 - 15. A 1 is infinitely better than a 0. 1.2 Attribute Hints At the start of the game spend almost all points on raising IQ Until you hit about 28. Then if you've got the skill-points cheat going, spend 1 on constitution each level and one on something else. Important attributes are: Luck, Dexterity, and Agility. Strength is moderately useful, but don't concentrate on it. Charisma is useless. After Luck, Dexterity, and Agility get in the 20s you'd be best off putting your points into Constitution. If you need to obtain 128 SKP to get an ornery skill up to Negative SKP level go hard after IQ. I will not accept a character with less that 17 IQ unless they've got extraordinary Luck, Dexterity, and Agility. Constitution is moderately important at the start. There's not really much difference between a 25 and a 35. If something's going to kill a character with 25 CON, chances are it'd do likewise to someone with 35 CON. Only worry about Constitution if it's real low. A good IQ will more than make up for a low MaxCon. Plus you can always raise MaxCon by going up levels -- harder to do without good skills or ability to inflict damage. 2. Equipment Right now I've only covered the basic weapons. There's more, but frankly I don't remember them all. Plus there are several items you can get. Hand mirrors are useless, matches let you detonate explosives, rope lets you crawl down holes and across pits, canteens let you traverse the desert without heat exhaustion. There are more items, but their use would better fit under part 5. Solutions to Puzzles. 2.1 Good Stuff Leather Jackets - at the start put them on people who are hurt. Some armor is infinitely better than none at all. *AC1 Ax - Until you find how to reach Darwin City safely these are the weapon of choice for those without pugilism. chainsaws - they rule in combination with brawling, don't be surprised to have a low-level character inflict 100 damage per round with this lethal combination plus they never run out of ammo. A temporary fix for characters without pugilism. Once you get pugilism level 3 forget all other melee weapons and concentrate on raising brawling and pugilism. By the time I solved it my characters were doing about 40,000 damage per round!!! Only 1 creature in the game has more than 1000 Hit points, for comparison. Can only buy a Chainsaw in Darwin city. *There is also a chainsaw in the sewers under Las Vegas, guarded, if memory serves, by Clawmen and a Clawman Leader. *Proton Axe - an incredibly powerful melee weapon, doing 45-70 damage per hit for a character with moderate strength and brawling. Can be found in the building on Sahara Road in Las Vegas with an insect swarm and the letters A. P. spelled out in blocks. Plastic Explosives - in combination with high-level demolition this will destroy everything up to 40 feet away Uzi - Best general purpose weapon in the game until you fight the major enemies. A 9MM clip (cheap) gives you 40 shots each which does 10-30 damage. Doesn't make sense that the same bullets do more damage from an Uzi than from a pistol, but who's complaining? Can only buy it in Darwin City. Takes 9mm ammo. M1989A1 - A powerful conventional weapon. After you get the big guns it's handy to keep Assault Rifles and SMGs on-hand for little fights. Conserve those power packs. Takes 7.62mm ammo. AK-97 - At one point I really wanted these instead of M1989A1s but I'm not sure why. I think they do more damage per shot and are better at armor piercing. But it's been years so I could be wrong. Takes 7.62mm ammo. Kevlar Suit - you'll find a few of these, but these are the 3rd best armor in the game. *AC6 Rad Suit - When you first get them, they seem pretty cool but that's not what Rad stands for. It means radiation. Once you get better armor, still lug around Rad suits on everyone -- you'll need them. *AC5. *Kevlar Vest - A good step up from Bulletproof Shirts. AC4. *Bulletproof Shirt - Despite the name, this stops more than just bullets, but just barely. AC2. *Robe - Same AC as the Leather Jacket, but has some deception value in penetrating the Temple of Blood in Needles. AC1. Geiger Counter - Tells what level radiation is. You can only see radiation outdoors at night so Geiger counters are useful when it's invisible. You only need one per party. Ever wonder what those 5 squares on the left side of the screen are? That's the Geiger counter reading. When it hits 4, you're standing right next to radiation. Either put rad suits on everyone or go back the way you came. TNT - use this for low-end demolitions. Plastique is too expensive to be wasted on demolitions. Same goes for rockets. Save your rockets for the Citadel. Canteen - NPCs don't usually come with them, so they'll get hurt in the heat. You only need 1 per character. Rockets - These pack a big punch and are armor piercing. RPG are best. Law Rockets are good. Sabot rockets are the least powerful of the group, but they pierce armor well. Save rockets for the Citadel. Don't kill Scorpitron with them. After you take out the Citadel you'll toast Scorpitron in a couple rounds. You might need to use rockets to blow through walls in the sewer and a door in the bottom of Base Cochise. *Manglers also fit into this category and are a somewhat effective solution to killing the Scorpitron in Las Vegas, as they are weak yet still pierce armor. Meson Cannon - The most powerful weapon in the game, only 10 ammo per clip. Use single shots, not burst, once you've got good Energy Weapons skill. Ion Beamer - Second only to the meson cannon. 20 ammo per clip so it's more economical on medium enemies. Laser Rifle - If you don't cheat there's only 2 meson cannons and 1 Ion Beamer. These are useful by default. Power Packs - Once you get Energy Weapons these are your ammo. The only problem is that you can never buy more of them. You only get what you find, so use them with care. If you don't need Energy Weapons to win a battle, don't use them. Grenades - Hurl away when you find them. They're not much use later in the game but are useful near the start. NOTE: equip explosives to use them in combat, don't try U)se I)tem that's how you blow up doors and walls not enemies. unE)quip might be misleading. Just hit 'E' to change what your weapon in combat. If you select the weapon you're already using you'll equip FISTS. 2.2 Worthless Stuff M19 Rifle - When you're at the point where you can afford these you'll be very close to getting your first truly powerful long range weapons --SMGs and Assault Rifles Takes 7.62mm ammo. M17 Carbine - Similar to the M19, but less powerful. Another fine waste of money. Takes 7.62mm ammo. Flamethrower - a nice novelty, but fairly useless. Costs a bunch and you CANNOT reload it. Uzis are much cheaper and more powerful. Pistols - why waste your money? You'll find hundreds of these. Generally a waste of ammo. Knives - throwing are useless compared even with pistols. Get an ax for melee. Note: you will need ONE knife in your party far into the game when you're bound in rope. MAC-15 - Uzis are better. If you've got 45 caliber ammo to burn chances are you'll have found one already. Feel free to go full-auto with these when you find them. You don't need 45 caliber ammo anymore. Takes .45 caliber ammo. Laser Pistol - About as powerful as an Uzi, but they use precious power packs. Use an Uzi instead and sell the laser pistols. Of course feel free to burn all the ammo in the gun first, just don't reload. These cannot hurt enemies in the Citadel. You might want to keep one on hand, see Skill Hints for more on this. Laser Carbine - Just a shade more powerful than the Laser Pistol. Same rules apply. 2.3 Equipment Hints If your weapon is empty you'll use it as a melee weapon. If you don't have pugilism but you do have a high energy weapons, keep an empty Energy Weapon (likely a laser pistol) on hand. When you strike with it it'll use your energy weapons skill in determining damage -- not pugilism. Granted it won't do as much damage as fists and level 6 pugilism, but it'll still do about 40-70 damage per blow with a decent skill level. Brawling still works no matter what melee weapon you're using. 3. Skills The Heart of Wasteland. This is what separates it from other RPGs. 3.1 Descriptions of useful skills Numbers in brackets are base Skill Points Required. IQ is required. At this point I'm only sure of the basic ones offered at the start, but there's many more. Feel free to add others. IQ 3 Brawling (1) - Gives an extra melee attack for 2 levels. Climb (1) - Self-explanatory. Try climbing on things like tables and fences in addition to the obvious. Only one per party needs it. Many NPCs have it so don't bother with it on your characters. Raise it by climbing the sand hills in Southern Needles. Pugilism (1) - Increases damage done with FISTS. Swim (1) - Obvious. Everyone needs it including NPCs. *Clip Pistol (1) - While this may seem a self-evident skill to get for a new party, experience points are halved for kills obtained via ranged weapons like pistols, rifles, and the like. A party will rise through the ranks much faster if they skip using pistols altogether, with the added benefit of not being thrown into combat against melee-only opponents (provided the party has no ranged weapons equipped) until the party is right next to them. IQ 6 Perception (1) - Lets you see things that are hidden. Only 2 people per party need it. 1 if he's really good. A level 4 or 5 perception should cover the game. Assault Rifle (1) - Lets you hit with them. AT Weapon (1) - At least 2 people in the party should have level 2 AT Weapon to raid the Citadel. Covenant is pretty good with them, so just give it to one of yours. Extras could help, but I think the SKP are better used elsewhere. You cannot afford to miss. 2 Level 4 AT weapons will do you more good than 7 level 2s. SMG (1) - Lets you hit with them. IQ 10 Acrobat (1) - Only need 1 per party. I don't know if any NPCs have it. Just get level 1. *This skill can be increased in the same way as Climb on the hills in Needles. Picklock (1) - Of utmost importance. You'll need it a lot. Only 1 per party. Get level 2. Silent Movement (1) - Not quite sure how useful it is. Never was able to get a high level in it. Maybe if you did you could walk right through the Citadel. Never tried it. IQ 13 Demolition (1) - Fire, Fire, Fire!!! Huh, huh, huh. Without it you'll blow yourself up with TNT etc... IQ 14 Alarm Disarm (1) - Only one place to use it -- the Needles police station. Don't REALLY need it, but it can help. *In fact, the alarm system in the Needles police station can be turned off in the communications center there. IQ 15 Bomb Disarm (2) - Bomb traps are the deadliest things you'll encounter in the game. One per party, get a decent level or you'll be sorry. Save before using it. Medic (2) - Very important, but hesitate to give it to all characters. Once you get an IQ in the low 20s go to Las Vegas's library and give everyone Doctor 1. Doctor 1 can heal Comatose people, Medic 40 cannot. Level 1 Medic is completely useless. Start with 2 level 2 Medics. Safecrack (2) - Like picklock for big doors. IQ 16 Cryptology (2) - Lets you decode messages / passwords. Get a high level on 1 or 2 characters. 3.2 Skill Hints Make sure everyone in your party has Level 1 Energy Weapons before entering the Citadel. They'll all be level 5-7 by the time you leave. Get a few Doctors too. A good way to raise brawling is to equip yourself with a non-weapon, such as a broken toaster or plasma couple, and fight something tough. Cornered denizens of the Citadel work great after you get the Power Armor. You just keep wailing on them without inflicting any damage and your brawling skill keeps going up. You can try it with fists equipped, but after pugilism hits level 3 you'll eventually kill whatever you're fighting. But that's the ONLY way to increase pugilism without mondo skill points. The woman guarding the door to the ion beamer seems to work OK after you've got some armor. The tougher the thing you're fighting, the quicker it'll bring up your skill level. That's one use of a laser pistol -- you'll never kill it, but you will raise your Energy Weapons level. If you disk-swap and load up on power packs you can blast away at tough enemies until you've got a level 6 or 7 Energy Weapons. Then you're home free. You NEED level 3 or higher swimming in the sewers on EVERYONE who enters the water. If people don't have it split your party, but you'll be sorry. There's some tough fights down there and everyone gets diseased. When someone goes unconscious, they stay that way until you visit a hospital. Jump in the river by the bridge for low-level characters. They'll go unconscious but they shouldn't die. *I (Chris Baer) would offer a different take on the sewers. The first time you get into the sewers, be certain that all characters have at least Swim 1 and are fully healed. Then just jump in and fight the current whenever you can. I started Covenant with Swim 1, and by the time the current dumped the party into the river outside Las Vegas, he had Swim 5. My other characters experienced a similar rise in levels without having to shell out major skill points for Swim 2 or more. Of course, if all the characters go unconscious when diseased with Sewer Rot, game over, so beware. I usually don't take characters with less than 16 IQ. Of course 18 is best, but if someone has great luck and dexterity I'll take them with a 15 IQ. 4. General Hints 4.1 General Hints It's generally a good idea to back up your party in case they get saved in a place where they're stuck. Lots of traps are under treasure bags. If you remove all of the treasure the trap is exposed and you're screwed. Case in point: the Citadel Armory. The traps are usually in places you'd expect traps, so just leave something relatively useless there to avoid the trap. You can rack up experience early on by just sitting in the Nomad's complex and fighting all the Nuke Pooches / Lizards that come along. Later on, base cochise works well if you use the disk swapping method and kill things walking around OUTSIDE of the complex. Stuff inside starts to hurt and you can't escape and heal if your party's in trouble. *When exploring the sewers, you are likely to have to get "washed out" a few times in order to raise CON points, which do not heal because of the Sewer Rot. Rather than curing it each time you go to a hospital (which is the only way to raise CON points while diseased), simply pay for healing (preferably in Highpool, which has the best rates) and remain diseased. Then head straight back to the sewers, where you would just get diseased again anyway. Also, while in the sewers, be sure to have lots of TNT available to blast through "hollow sounding" walls. *4.2 Which Paragraphs are Real (an incomplete list) Ag. Center: 6,56,84 Citadel: 85 Las Vegas and the Sewers: 7, 15, 21, 65, 71, 76, 83, 99, 129 Needles: 29, 37, 60, 61, 66, 77, 103, 104, 111, 112, 124, 127, 136, 150, 158 Nomad Camp: 2, 3, 28, 39, 43, 46, 54, 110, 117, 128, 141, 152, 156, 160 Sleeper Base: 40, 52, 63, 70, 91, 100, 101 Quartz: 10, 35, 49, 57, 107, 109, 147, 155 5. Solutions to Puzzles and Q & A Q: How do I get in the building in SE downtown Needles? They ask for a password, but I've never found the answer. I can't blow the door down. *A: Acapulco. One of the bums in Needles mumbles this if you give him two Snake Squeezins. Q: What Are fruit good for? A: Obviously you can sell them. But later on in the game you need to make an antitoxin with the fruit, but I think you only need to keep 2. That's OK, just sell the fruit and buy however many you need back when you need them. *The general store in Darwin sells them. With the Anti-Toxin you can get Metal Maniac and Mad Dog Fargo, two of the better NPCs in the game. *Q: Where can I get chemicals? *A: There is one chemical in Housekeeping in the Stagecoach Inn and there are three chemicals on a table in Ugly's hideout. Q: There's lots of walls that look weak. What do I do to them? A: Blow 'em up with TNT. Works on doors too. Some walls/doors are stronger than others and require Plastic Explosives / Rocket launchers. A prime example of walls to blow up early in the game are a bunch of weak walls on the NE side of downtown Needles. Go through them and you'll find a gang meeting. They're armed with SMGs and Assault Rifles so it's not a fight for fresh characters. But if you've got some armor and feel ready for a challenge take them out -- the rewards are too high to pass up. NOTE: Try picklock and safecrack on doors before you blast 'em. Q: My character died, how to I bring him back to life? A: As I said before, this isn't a Fantasy RPG. There's no magic. Bury the character and make a new one. If you've found Sleeper Base, you can clone characters to use after they die. You need clone skill and jugs. Q: Which NPCs should I keep? A: It depends what stage in the game you're on. Most of the early NPCs waste your ammo and don't do anything useful. Use them as bullet catchers if you want. They won't mind :) *NPC's in this class include Jackie (in Highpool), Mayor Pedros (in Quartz), Ralf (in Needles), and Felicia (in Quartz) Drop 'em when they're dead or badly hurt if you don't have Medics/Doctors. Keepers: Christina - She's the first decent NPC you'll find. Plus she's got an Uzi. Find her in downtown Needles in the alley West of the ammo store. Hit 'E' to start an encounter then hire her. Drop her when you run out of space for a better NPC. Covenant - Great with AT Weapons and a decent Medic. He's in North-East Las Vegas in jail. He's unguarded, but don't set off the traps. You'll need picklock to free him. Metal Maniac - He's pretty good, that's all I remember. I think he's better than Mad Dog Fargo, but the choice is up to you. Redwind - He rocks. He's in the jail in the Citadel. You can return him to Savage Village to solve a mini-quest. Then go back to the Citadel and get him again, he's too good to throw away. Ace - I've heard he's good, but never found him myself. *Ace is in Ugly's hideout in Quartz, underneath the bar in the officer's club. He has the knowhow to fix the jeep, which he drives straight to the garage in Needles and then, once you've recovered the Bloodstaff and received, in return, a cache of arms which includes an engine, straight to Las Vegas where you lose it to bandits. Q: How do I raise the portcullis to go up the stairs in the Citadel? A: Use strength on the chain in the little room next to it. You'll need a pretty big character to do this. It's possible with strength 18, but it'll take many many attempts. *Q: How do I fix the jeep. *A: You can't. Only Ace can fix the jeep. *Q: What do I do with the Servo Motor? the Fusion Cell? the ROM Board? the Android Head? the Power Converter? *A: Save every one of the above that you can find. They are necessary for putting Max together and for fixing parts of Sleeper Base. *Q: What is the correct path for the chessboard in the Temple of Blood? *A: The correct path, which is 30 squares, is as follows: F L L L L F F R R R R R B R R F F F F L L B L L L L F F R R Where F=forwards, B=backwards, R=right, and L=left. 6. Cheating You really thought there was such a thing as a CRPG you can't cheat at? Not a chance. You just need to be a little creative for Wasteland because the programmers did a good job trying to stop people from cheating. This section makes the game a little too easy, so I'd recommend against it the first time you play. It'd just defeat the fun of the wonderful game. However after you solve the game, go wild the next time! 6.1 Disk Switching Enter an area with a copy of the original disk, then place another copy in the drive after the area is loaded. Do what you want, take all the treasure you want, hire whoever you want, kill whomever you want, then leave. The stuff will be saved as modified on the disk you placed in the drive BUT THE FIRST DISK WILL BE UNCHANGED. You can just place the first disk in the drive and repeat the process. An easy way to rack up items, cash, allies, and experience. It saves what you buy and sell too. The stores rarely runs out of things they're originally stocked with (never ammo), but if you sell them 2 power packs they only have 2 power packs in stock for you to buy again later. But if you are creative with the disk-switching technique you can work around this too. 6.2 Negative Skill Point Cheat As you well know, the Apple // is an 8-bit machine. Apparently the programmers decided to use Signed Integers to represent the number of skill points it takes to go up skill levels. This means that skills can never require more than 128 skill points to go up a level. You'll likely never get than many skill points, but don't fret. I'll use energy weapons as my example. Level 1 takes 3 skill points. Every level doubles the previous requirement, so level 2 takes 6, 3 takes 12, etc... But what if you want level 8 Energy Weapons? It would take 384 skill points, but the Apple can't count that high on one register. You can achieve Level 7 by fighting and using the skill, but not level 8. (NOTE: it's been 6 years so my numbers could be off, but the general case holds true) To get level 8 go to a Library. It'll say you need 255 Skill Points to go up another level. It's lying. If you try to increase your level the register loops around to a negative and you actually GET ANOTHER SKILL POINT FOR GOING UP A LEVEL. Your skill level can never be higher than your experience level so don't be frightened when the process stops. Just go kill some more, radio, then try again. It's very hard to get pugilism and demolitions over level 6. You might need to cave in and spend 128 skill points to enter the realm of omnipotence in Wasteland. Also you might want to get some useless skills that are easy to raise in level so you can spend negative skill points in the library on them :) 6.3 Infinite Money At the start of the game each character starts with piddly cash and some cheap equipment. For a head-start make a bunch of characters and trade the pistols to the first guy and have him P)ool cash. Then delete the losers and do it over again. When the first guy's inventory is full of pistols save the game and create a band of some more losers to take with him. You can use a similar technique on each one to rake in even more cash if you've got the time. Then make a mad dash to Quartz. There's a store in the South-West corner. Sell EVERYTHING. P)ool all cash to one character then return to the Ranger Center. Don't worry if one of them dies. Delete all the characters except the one with the dough, then make your first REAL character. Give him all the money and delete the old guy. Then create the rest of your party. Not an immense boost but it'll give you about $10,000 each repetition. Later on you can use the disk-swapping method to bring in major money with RPGs and Energy Weapons. *7. Additional Legal Fine Print Which Does Apply To You. THIS DOCUMENT IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE RESULTS AND PERFORMANCE OF THIS DOCUMENT IS ASSUMED BY YOU. ALL COPYRIGHTS CONTAINED HEREIN ARE THE PROPERTY OF THEIR RESPECTIVE OWNERS. HAVE A NICE DAY.