B . A . T . (UBISoft/Electronic Arts) INTRODUCTION The Bureau of Astral Troubleshooters has a job for you: eliminate the mad scientist threatening to destroy Terrapolis if the city isn't turned over to him. You must do so before his ten-day deadline expires, or he'll blow it up. The time element is integral to the game's design. Certain crucial characters appear only at specific times and places, so it's possible to wander aimlessly for days until you figure this out. A programmable computer (B.O.B.) assists in translating alien speech and other tasks, but you must first program the thing. Finding the right people, acquiring the correct codes and similar puzzles are the focus of the game. GENERAL TIPS Program your B.O.B. to translate right away. Talk to everyone you meet and show the hologram of Merigo for occasional clues. Buy food and drink as needed. Use the fountain in the park if you are low on krells. Don't overindulge. Some NPC's have cheap food and drink. All attacks are random (except for Merigo and Vrangor) and can be avoided by saving before the encounter and reloaded. SAVE OFTEN, especially after accomplishing something. Sleep anywhere to advance time. An effective fighting sequence (you may need the mouse to succeed at this) is: Force Field, Weapon, Target. WALKTHROUGH START Go EAST and NORTH to a stall. Get all. Return to the starting point. ASTROPORT SQUARE Go NORTH twice to Astroport Square. There are seven exits, named in clockwise order here: Street (back out), Food Centre, Street, Exchange Centre, Vehicle, Outside Building and Hotel. FOOD AND STUFF Go to the Exchange Centre and convert credits into krells. Go to the Food Centre and buy food. Back out and down to the Space Pub to buy drinks. Return to Astroport Square. SETTING OUT Exit to Street. Go NORTHEAST, NORTH and EAST. Enter the Armour Shop. Buy Force Field #8. Exit. GRAND HOTEL NORTH. Enter the hotel. Talk. Get the electronic key and go to room. SEARCH. Get the Technician's Security Permit (Access Card). Exit. Return key. Exit. Return to Street off Astroport Square. MOVING ON NORTH, NORTH and EAST. Enter the Weapons/Armour Shop. Buy TO2 ammunition for your Haas 10. NORTH and NORTH. Enter the Bar. THE XIFO CLUB PASS Talk to the woman at the bar. Pay for information. Exit. Locate Glockmup (try outside the Galaxy). Go to the park and at 20:00 enter the Museum. Buy the Xifo Club pass. THE DANCE CLUB & THE ELECTRONIC KEY At 01:00, set B.O.B. to accelerate, then enter the Dance Club. Dance with Lydia until she joins you. Return to Normal Heart rate. At 07:00, go outside the Xifo Club. Set B.O.B. to accelerate. SAVE GAME. Enter the club and proceed NORTH to the tables. Kill Merigo. Search. Get the electronic key. SLOAN At 13:00 enter the Arcade. Access the Bizzy-Game machine. Play Sloan until you beat him and he joins your party. Go to the Airlock, then NORTH to the Drag Room. Talk to Drag Controller. Say NO. Write down the phone number (THIS IS RANDOM!). Go to the phone South of Astroport Square and dial the number you were given. Ask for an appointment. THE KORTAKIS BUILDING & UNDERGROUND CITY Talk to Miss Kortakis, who will give you some money and a gem. Go to the entrance to Underground City. Enter and take the Mobytrack to the Derelict Ship. Insert gem. Search. Get the radar decoding device. ESCAPING THE UNDERGROUND CITY Return to the Evapouration Chamber. Exit. Door. Door. L. Door. Door. Turn 180. R. R. R. L. L. Door. Turn 180. R. R. Door. Turn 180. Door. Door. Out. Exit. COUNTDOWN & THE DRAG Convert credits to krells. Buy another Force Field #8 and ammunition if needed. Go to the Airlock. WEST. Access computer. Note Epsilon Access Code (RRRLLLRR). Go to the Drag controller and pay for Drag. Leave and enter Drag. VRANGOR'S STATION Accelerate Drag and look for a pink dot on the radar screen. Land at station. SOUTH. Enter Epsilon Code on pad with Left and Right buttons. Hit down arrow. Move pointer East. SAVE GAME. Go NORTH and kill Vrangor. * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *