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Mission Thunderbolt Help

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Marcus Haptonstall

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May 8, 1995, 3:00:00 AM5/8/95
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I am looking for hints, tips, cheats for Mission Thunderbolt. (Yes, I know it
is an old game, but I never finished it before I started MYST. :-) )

Any help would be most appreciated.

marcus

CasadyGree

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May 9, 1995, 3:00:00 AM5/9/95
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Marcus,

What help do you need? If you like, you're welcome to send Casady &
Greene any questions.

Send them to: te...@casadyg.com

Hope to hear from you.

Rory
C&G
john calhoun
softd...@aol.com

Bryan J Nagy

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May 9, 1995, 3:00:00 AM5/9/95
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Has anyone found a use for the Stasis Bag?

Just wondering,
-Bryan


P.S. To Dave Scheifler: Have you considered releasing the sequel as some
form of shareware/crippleware?
________________________________________________________________________
Bryan J. Nagy;bn...@andrew.cmu.edu |
BJN...@aol.com; ftp from me at: |
ratnest.mac.cc.cmu.edu; WWWHomePage: |Love reckons by itself alone,
http://128.2.74.23/home.html |"As large as I" relate the Sun
/^^^\ __ |To one who never felt it blaze,
__/ ____|OO| |Itself is all the like it has.
"We Love to crawl ~~ ~~ || |
around in the Dark" -The White Rats | -e.d.
________________________________________________________________________

Bryan J Nagy

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May 9, 1995, 3:00:00 AM5/9/95
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Excerpts from netnews.comp.sys.mac.games: 8-May-95 Mission Thunderbolt
Help by Marcus Haptonstall@metro

Well, I can't say that I know of any outright cheats, but there are
a few tips I can give you:

When creating your character, the main concern is strength. Being
able to carry as much as possible is critical. If you can't handle that
macro-metal suit, battle helmet, towel, forcefield pack, light globe,
neuro-whip, pickaxe, crowbar, disflorger, and a dozen various
powercells, you will never survive. You unfortunately can't depend on
finding enough pills of enhance strength, so you have to have lots of
strength initially.

There are a few things that you want to try to find as soon a
possible: A Bank, a Library, and a Reclaimation Center. The Bank will
let you deposit money, so that you can use the Library to figure out
what those strange devices are, so that you can sell the ones you don't
need to the Reclaimation Center for BIG MONEY.

Quick Experience: ********WARNING********* BIG SPOILER
There is a way to jump directly to level 10, I believe it is. You
know how sometimes BEM's (Bug Eyed Monsters) will say 'tak me tu yohr
leeder' or something along those lines, well, do so. Keep nailing one
with a stimmer until it becomes friendly. Then lead it up to level 1.
Stand on the stairs to the surface, and wait for the BEM to be standing
next to you. When it is, go up. A quicklift will zone in on you and rush
you back to HQ. Your commanding officer will be quite happy because the
BEMs want to help kill the Zytts. Upon your immediate return to the
MegaCorp facility, you will find yourself level 10.

Now that you have become as godly as you can in a single step, the
time has come to take the fast track. As far as weapons go, the two best
ones are the neuro-whip and the disflorger. The neuro-whip will stun
anything you hit, not to mention do tremendous damage, and the disforger
is the best energy weapon I have found yet. It kills most things with
one shot, and Dreadnoughts in only a few.

Getting a neuro-whip is definitely a priority now if you haven't
already. To buy one: First: get 10,000 credits. (You'll _need_ the
Reclaimation Center for this one) Second: assumming you haven't already,
find the MegaCorp Factory Outlet. If they are currently selling a
neuro-whip, BUY IT. If not, wait around until the Outlet closes for
restocking, and try again. (A chronometer is useful here for knowing
when it will open again) Once you've got a neuro-whip, the disflorger is
really just a luxury, as long as you have blaster rifles and enough
powercells.

If you are willing to spend some time just upping your stats, the
best way that I have found to do it is to buy out all the medicinal
pills from the vending machines. Be careful not to waste any pills of
learning buy taking them before you get to level 10. They may be the
quick and easy way early on, but just hold on to them. They get much
more valuable when a level takes 250,000xp, instead of 1000.

Lastly, make yourself a base of operations. Just take a pixkaxe and
hollow out a level Keep all your stuff there, and bring all of the neat
booths down to that level. The way to do this is to get your pickaxe,
gravbelt, sonic screwdriver, and a few powercells and go find a useful
booth, a Bank, perhaps, that is on a level above where you want it to
be. stand next to it and make a hole in the floor. Once down there,
position yourself under the booth, and activate the grave belt. Save the
game here, since the booth might be destroyed in the fall instead of
only damaged. Attack the ceiling with your pickaxe until the booth falls
through. If it survives semi-intact, great. Fix it with your sonic
screwdriver and repeat the process until you get to the level you want.
If not, then restore the game and try again.

Hope some of these ideas help. :)

-Bryan

Michael M Eilers

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May 9, 1995, 3:00:00 AM5/9/95
to
On Tue, 9 May 1995, Bryan J Nagy wrote:

>
> Has anyone found a use for the Stasis Bag?
>
> Just wondering,
> -Bryan

Remember the weird surge of energy that drains all of your
powercells/weapons by one point? Anything in the stasis bag will not be
affected, nor will it be damaged when you fall, drop things, or fall into
the green acid.

>
> P.S. To Dave Scheifler: Have you considered releasing the sequel as some
> form of shareware/crippleware?


If you get a copy of ResEdit and look around inside the massive resource
files that came with the game, you will find dozens of objects, weapons,
and mosters that *never even appeared* in the real game, but are already
created. Looks like the sequel is alrady there--it just needs a story
line and some new maps. You can even choose to be "of color" (Black or
Hispanic) by changing the resource numbers...

michael


Richard Simon

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May 10, 1995, 3:00:00 AM5/10/95
to
In article <Mjfy8p600...@andrew.cmu.edu>, Bryan J Nagy <bn...@andrew.cmu.edu> writes:
>
> Has anyone found a use for the Stasis Bag?
>
> Just wondering,
> -Bryan
>
They are useful for holding things, just like crates. The main advantage they
have over crates is that anything inside them is protected from draining by the
"mysterious ppower drains." so, they're handy for keeping powercells and spare
panic buttons.

-Rich

BTW: Leading a BEM to General Claiborne raises you three levels (not jsut to
level 10, as you suggested).

And while I'm blabbing away: I believe that Constitution and dexterity are more
important starting stats than strength. They help you stay alive during the early
stages of the game. Next in importance are strength and charisma (for making
friends). May (flexible) guidelines for accepting a new character: CON and DEX at
least 15 or 16, STR at least 13 or 14, CHA at least 13 (12 in a pinch).

-Rich


---

GCS/FA -d+(?) H+ s g-(+++) p1(?) au a+>? w+ v++? C++(---) UO++++(---)$
P--- L- 3- E N+ K++ !W M+ V po- Y+ t@ !5 j R G' tv b++ !D B-- e++++
u++(*) h(+) f+ r++ n+(---) y+

Richard Simon

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May 10, 1995, 3:00:00 AM5/10/95
to
In article <Pine.A32.3.91.950509...@aruba.ccit.arizona.edu>, Michael M Eilers <eil...@aruba.ccit.arizona.edu> writes:
> On Tue, 9 May 1995, Bryan J Nagy wrote:

> ...


>
> If you get a copy of ResEdit and look around inside the massive resource
> files that came with the game, you will find dozens of objects, weapons,
> and mosters that *never even appeared* in the real game, but are already
> created. Looks like the sequel is alrady there--it just needs a story
> line and some new maps. You can even choose to be "of color" (Black or
> Hispanic) by changing the resource numbers...
>
> michael
>

Dave S. actually wrote Missions 2 and 3 for the VAX. I know he was in the process
of porting them when Mission 1 went commercial. I don't know their current status.

-Rich

Philip B. Henderson

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May 11, 1995, 3:00:00 AM5/11/95
to
Bryan J Nagy (bn...@andrew.cmu.edu) wrote:
*snip*
: When creating your character, the main concern is strength. Being

: able to carry as much as possible is critical. If you can't handle that
: macro-metal suit, battle helmet, towel, forcefield pack, light globe,
: neuro-whip, pickaxe, crowbar, disflorger, and a dozen various
: powercells, you will never survive. You unfortunately can't depend on
: finding enough pills of enhance strength, so you have to have lots of
: strength initially.

Yes, strength is important, but I've found that dexterity and constitution
are equally as important. A character with a strength of 18 and a dex of 10
won't survive Level 1 because (s)he can't hit anything. Without a decent
constitution (13 or higher?) the character won't get high enough hit points
to survive the lower levels.

: There are a few things that you want to try to find as soon a


: possible: A Bank, a Library, and a Reclaimation Center. The Bank will
: let you deposit money, so that you can use the Library to figure out
: what those strange devices are, so that you can sell the ones you don't
: need to the Reclaimation Center for BIG MONEY.

Most definitely - as a matter of fact I've found that the location of the
reclaim center determines whether a game is possible to win or not. If its
on too low a level its difficult to survive until you reach it.

: Quick Experience: ********WARNING********* BIG SPOILER


: There is a way to jump directly to level 10, I believe it is. You
: know how sometimes BEM's (Bug Eyed Monsters) will say 'tak me tu yohr
: leeder' or something along those lines, well, do so. Keep nailing one
: with a stimmer until it becomes friendly. Then lead it up to level 1.
: Stand on the stairs to the surface, and wait for the BEM to be standing
: next to you. When it is, go up. A quicklift will zone in on you and rush
: you back to HQ. Your commanding officer will be quite happy because the
: BEMs want to help kill the Zytts. Upon your immediate return to the
: MegaCorp facility, you will find yourself level 10.

Wow that's really cool. I'll have to try this one. How the heck did you ever
figure this out?

: Now that you have become as godly as you can in a single step, the


: time has come to take the fast track. As far as weapons go, the two best
: ones are the neuro-whip and the disflorger. The neuro-whip will stun
: anything you hit, not to mention do tremendous damage, and the disforger
: is the best energy weapon I have found yet. It kills most things with
: one shot, and Dreadnoughts in only a few.

Most definitely, however the vibra sword is none to shabby, either.

*other useful ideas snipped
: Hope some of these ideas help. :)

: -Bryan
-Phil Henderson
--

* Phil Henderson hend...@ttown.apci.com Allentown, PA *
* All opinions my own *

Richard Simon

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May 11, 1995, 3:00:00 AM5/11/95
to
In article <3ot6gn$l...@ttown.apci.com>, hend...@ttown.apci.com (Philip B. Henderson) writes:
> Bryan J Nagy (bn...@andrew.cmu.edu) wrote:
> *snip*
> : When creating your character, the main concern is strength. Being
> : *snip*
> Yes, strength is important, but I've found that dexterity and constitution
> are equally as important. A character with a strength of 18 and a dex of 10
> won't survive Level 1 because (s)he can't hit anything. Without a decent
> constitution (13 or higher?) the character won't get high enough hit points
> to survive the lower levels.
>
I agree. Level 1 is actually one of the most dangerous parts of the game, and
high dex is essential there. Low strength can be worked around, but not low dex
or con. I would add that low charisma can be devastating because friends will
be hard to make. My (flexible) guidelines for a new character are: dex, con at least 15,
str, cha at least 13, wis, int at least 10, spd who cares?

*snip*
>
> : Quick Experience: ********WARNING********* BIG SPOILER


> : There is a way to jump directly to level 10, I believe it is. You

> *snip*


> Wow that's really cool. I'll have to try this one. How the heck did you ever
> figure this out?
>

You don't just go to level 10. You go up three levsl of experience. The first
person who figured it out (many years ago at DEC) did it by using a dump program
to read the ASCII text embdded in the binary. People had played the game for
quite a while before this was discovered.


Other suggestions: Explore warrens (carefully!) My rule of thumb is don't explore
a warren on level n until you've conquered level n+2. However, the monsters in
the warren are not well correlated to the toughness of a level, so be prepared to
retreat at a moment's notice.

Another little tidbit: Make sure you examine each piece of armor you find, even
if you've found it before (towel, etc.) They are not all alike! Pay close
attention to the little inscriptions on them and to their weight and armor class.

Jonatha...@f256.n109.z1.fidonet.org

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May 11, 1995, 3:00:00 AM5/11/95
to
w(H> I am looking for hints, tips, cheats for Mission Thunderbolt. (Yes, I
w(H> know it is an old game, but I never finished it before I started MYST.
w(H> :-) )
w(H>
w(H> Any help would be most appreciated.
w(H>
w(H> marcus
w(H>
w(H>
w(H>
w(H>
w(H>
w(H> - Gated via NewsHound 1.0b10
w(H>
w(H> ---

Where have you gotten in the game?
Prolly not as far as I have...
Oh, and where are you in Myst?
I have both games, and would like to get some tips too...
Y{}|\|I


--- MacKennel 2.0.14
* Origin: Liquid Dreams BBS (703) 532-6119 (1:109/256.0)

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