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Buck Rogers: Countdown to Doomsday Walkthrough Version 1.0
By Dancin' Homer at dancinhomer@rpgfan.com
04/13/01
Table o' Contents
Part zero: Walkthrough History
Part one: How To Set Up Your Team And Cheat At It Too
Part two: The Story So Far.
Part three: The Trouble With Terrines
Part four: Albino Brain Chiggers!
Part five: Floor it, Grannie
Part six: Save the Wee Space Bunnies
Part seven: Intergalactic Space Goons Shouldn't Breed
Part eight: Albino Brain Chiggers! Part two (Optional Mission)
Intermission: Let's All Go to the Lobby...
Part nine: Jail Break (Optional Mission)
Part ten: Death to MCI! (Optional Mission)
Part eleven: Crossbows Just Won't Cut It
Part twelve: The Great Justin Robeno (Optional Mission)
Part thirteen: The Unlucky Mission (Optional Mission)
Part fourteen: Party at Talon's Place (Optional Mission)
Part fifteen: Welcome to the Jungle
Part sixteen: Dinner And Dancing (Optional Mission)
Part seventeen: Rainbow 6 in the 25th Century! (Optional Mission)
Part eighteen: Cruisin' With the Big Boys (Very Optional Mission)
Part nineteen: Je M'apelle Bite Me
Part twenty: The Armory
Part twenty-one: Legal Stuff
Part twenty-two: Special Thanks Spot
Part zero: FAQ history
0.1 - The FAQ is born! FAQ stops at Part 7
0.2 - Fixed some organizational errors. Added Parts 0, 8-13.
0.3 - Fixed some organizational errors. Added Note to the Readers.
Added Parts 14-17. Found the Plasma Thrower.
0.4 - Fixed some organizational errors. Added Parts 18-20.
0.5 - Finally remembered to add Shop Lists.
1.0 - Turned Part 3.2 into Part 20. Added information to Part 20. Added
parts 21 and 22. Updated Part 19.
Note to the Readers - This FAQ is written for the Sega Genesis version
of the game. If you are not playing the Genesis version, you might
notice a few things wrong here or there. However, the bulk of this
should be consistent no matter what version you are playing. Also, the
numbers of enemies faced in most set battles are random. The ones I
found were merely the ones I found, and your gameplay may vary from my
own slightly. Experience points also change depending on how many
allies you have.
Part one: How To Set Up Your Team And Cheat At It Too
Welcome to the exciting world of Bucky O'Hare and his galactic super
animal pals! What? This is a different cheesy space thing? Oh, sorry.
Welcome to Buck Rogers: Countdown to Doomsday! Anyway, before you can
start playing, you must first create your team of super heroes. This
section is pretty easy to understand, but just so my FAQ will be more
comprehensive, I'll cover the most important parts.
Race - This is the species of your character. The three options are
Humans (Well rounded and capable of any career), Desert Runners
(Strong, yet slightly idiotic. Incapable of being a rogue or a medic),
and Tinkers (Small, fast, and intelligent, yet weak beyond compare. Can
only be medics).
Career - This is the character's primary skill. The four options are
Warrior (Strongest type and capable of learning Leadership skills),
Rocket Jock (Second strongest type and capable of using Jury Rig skill
to fix a damaged rocket in the midst of battle), Rogue (Third strongest
type and capable of using Bypass Security skill to, well, bypass
security), and Medic (The puniest of them all and capable of bringing a
fallen character to his feet with the Treat Wounds skill). You should
try to have every type in your group. Make sure to realize that
Warriors are the slowest to level up.
Other - This menu lets you decide if your hero will be male or female
(This has no effect on your character) and also lets you roll your
attributes again.
HP - This is how much life you have. Getting hurt reduces it. Once it's
gone, you fall down go boom. A fallen hero is unconscious until the end
of battle, comatose until healed, dying, or dead. Once a guy is dead,
that's it for him. I suggest loading if and when this happens.
AC - This is your Armor Class. The lower the number is, the less chance
you have of getting hit. Also, when you do get hit, you usually take
less damage too.
Strength - This is the muscular power of your hero. As far as I can
tell, this affects the distance you can move per turn. It also improves
damage done with melee weapons.
Dexterity - This is the agility of your hero. It affects your armor
class.
Constitution - This is the physical health of your hero. It affects
your HP.
Charisma - This is the debonair charm of your hero. As far as I can
tell, it affects the Fast Talk skill's success rate.
Technical (?) - This is the mental capacity of your hero. As far as I
can tell, it affects the success rate of all skills.
Bucky's Tip #1: It's obvious that you can get a better character by
rolling your stats until they come out really high, but if you want to
suck every possible HP out of the game for your humans and desert
runners, try this trick. If you repeatedly switch the job of the
character you're working with, his HP will change every time. Be
patient and you can really get a nice little boost for your efforts.
Sadly, Tinkers are unable to change their job, so the trick is
worthless for them.
There, now that we've gotten through that, you get to name your
characters. I chose a theme for my names and gave each character a name
related to soup. Soup is yummy. After you get the names out of the way,
you must assign each character his skills. Here is a list of them in no
particular order and what they do. Remember, each character only gets 8
points for now, so use them wisely.
First Aid - This is the character's ability to patch up those nasty
injuries that hurt us so very much. It can be used to turn a fallen
character's status from dieing to unconscious. Also, it lets you get
back more HP after battle. Everyone should get some training in this.
Zero Gravity Maneuvering - This is the character's ability to walk
around in space. Whenever you fight in a place without gravity, there
is a chance that this skill will improve your walking distance and
accuracy. Everyone should get some training in this.
Library Search - This skill is nearly useless. Whenever you find a
library, you can use this skill to find a few interesting tips there.
Each tip also gives you 100 experience points. There is one extra
mission for you to accomplish if you get this skill, but it has few
bonuses. Give this to only one character and don't waste too much
training on it.
Perception - I am not quite sure, but I think that having a high
perception skill allows you to notice items and secret things that are
normally invisible to you. Train one person to be proficient in this
skill.
Fast Talk - A neat skill that has saved me more than once. This skill
affects your bluffs, intimidations, and lies, and without it, you won't
stand much of a chance. Train one person to be proficient in this
skill.
Demolition - FIRE IN THE HOLE!!! MWAHAHA!!! This skill lets you blow up
whatever needs blowin' up. It's not needed often, but it still helps to
have. Train one person to be proficient in this skill.
Climbing - This affects your ability to climb. Obviously, any hero team
has to do a little climbing at some point, so I guess it has some
purpose. Train one person in this.
Stealth - This skill is nice, but by no means necessary. You
occasionally see the enemy before they see you, and if your whole team
is good at being stealthy you can dodge the fight. Of course, those
skill points are hard to get. The other advantage to using Stealth is
only available to Cutlass or Monosword wielders. By sneaking up behind
the enemy for a rear attack, you sometimes get the option to backstab
instead, causing heavy damage and gaining nearly perfect accuracy.
Programming - This skill affects your character's hacking ability. It's
useful, but not always necessary. Train one person to be proficient in
this skill.
Rocket Repair - This skill affects how successfully your character can
weld shut a hull breach. Because you have to fight a few space battles,
you might want to pump a few points in here just to be safe. However,
it is possible to simply ignore it if you have a good fast talk skill
or don't mind getting healed at Salvation III for free.
Leadership - This skill is only applicable to warriors. It affects your
ability to recruit characters around you to fight for your cause. Pump
as many points into here as possible, because having more targets...
er, friends, can really help out sometimes. It also increases the
chance that you will succeed at the tactics roll before each round
starts, letting your side attack first.
Jury Rig - This skill is only applicable to rocket jockeys. Make sure
that this skill is high, because it is the only way to fix broken parts
on your spaceship. Don't leave home without it.
Bypass Security - This skill is only applicable to rogues. Whether you
have to break out of jail or jimmy open a door, this skill does it all.
Make sure that one character is proficient at it.
Treat Wounds - This skill is only applicable to medics. If it weren't
for this skill, medics would be useless. It allows them to bring a
fallen ally back into fighting condition, but he will still be weak.
Like all career specific skills, this one is a must.
Combat Training - This skill is only applicable to warriors and uses
special points that are specifically for it. For every point that you
put into this, your warrior will do 1 more point of damage and have 5%
better accuracy, but it only works for the weapon you choose for him to
train in. I'd suggest either Monoswords or Dart Guns, but Laser Pistols
are also nice.
Okay, you've picked what your character will be like. Now do it five
more times. Unless you want a handicap of epic proportions, use a full
team. My suggested team is two warriors (One human and one desert
runner), two rocket jockeys (One human and one desert runner), one
rogue (Human of course), and one medic (Tinker). Now, let us see...
Part two: The Story So Far...
The year is 24 something, and I don't feel like checking when exactly.
The important part is that it's THE 25th CENTURY!!! In Earth's future,
the evil Russo-American Mercantile (Or R.A.M.) has decimated the
planet's resources and plans on conquering the entire solar system as
soon as Earth is out of the way. Fortunately, the New Earth
Organization (Or N.E.O.) is doing its best to save the world! You've
just joined the group hoping to pound some genetically altered mutants
or save a planet or something. Now, let us begin.
Part three: The Trouble With Terrines
Enemies
Terrine Warrior - These guys are quite pathetic, but they aren't
harmless. They carry a Laser Pistol and a Spacesuit. Collect the Suits
so you can sell them, but leave the pistols, which have less value. Try
to take these morons out first. Worth 12 experience points and 40
credits each.
Terrine Leader - A slightly buffer versions of the Warriors. These guys
have a wee bit more life, but their biggest advantage is in their
weaponry. They carry Laser Pistols, Cutlasses, Dazzle Grenades, and
Smart Suits. Try to get a Smart Suit for each character for a -2 bonus
on your AC.
NEO Warrior - The few, the proud, the NEO warriors. Actually, they are
pretty plentiful and I see no reason for them to be proud. These guys
are your friends, and will gladly help you out if you have a high
enough Leadership skill. They seem to be using nothing more than a
Laser Pistol, but they make nice targets and take a few hits for you.
Send them right up to the front line for the most useful effects.
Your group has been assigned to Salvation Station for salvage duty, but
that doesn't matter right now. Why? Because an army of homicidal mutant
Terrines has just invaded the Chicagorg (No, that's not a typo on my
part) airport where you happen to be! A fallen companion tells you to
go find the emergency missile controls and save the day.
By Dancin' Homer at dancinhomer@rpgfan.com
04/13/01
Table o' Contents
Part zero: Walkthrough History
Part one: How To Set Up Your Team And Cheat At It Too
Part two: The Story So Far.
Part three: The Trouble With Terrines
Part four: Albino Brain Chiggers!
Part five: Floor it, Grannie
Part six: Save the Wee Space Bunnies
Part seven: Intergalactic Space Goons Shouldn't Breed
Part eight: Albino Brain Chiggers! Part two (Optional Mission)
Intermission: Let's All Go to the Lobby...
Part nine: Jail Break (Optional Mission)
Part ten: Death to MCI! (Optional Mission)
Part eleven: Crossbows Just Won't Cut It
Part twelve: The Great Justin Robeno (Optional Mission)
Part thirteen: The Unlucky Mission (Optional Mission)
Part fourteen: Party at Talon's Place (Optional Mission)
Part fifteen: Welcome to the Jungle
Part sixteen: Dinner And Dancing (Optional Mission)
Part seventeen: Rainbow 6 in the 25th Century! (Optional Mission)
Part eighteen: Cruisin' With the Big Boys (Very Optional Mission)
Part nineteen: Je M'apelle Bite Me
Part twenty: The Armory
Part twenty-one: Legal Stuff
Part twenty-two: Special Thanks Spot
Part zero: FAQ history
0.1 - The FAQ is born! FAQ stops at Part 7
0.2 - Fixed some organizational errors. Added Parts 0, 8-13.
0.3 - Fixed some organizational errors. Added Note to the Readers.
Added Parts 14-17. Found the Plasma Thrower.
0.4 - Fixed some organizational errors. Added Parts 18-20.
0.5 - Finally remembered to add Shop Lists.
1.0 - Turned Part 3.2 into Part 20. Added information to Part 20. Added
parts 21 and 22. Updated Part 19.
Note to the Readers - This FAQ is written for the Sega Genesis version
of the game. If you are not playing the Genesis version, you might
notice a few things wrong here or there. However, the bulk of this
should be consistent no matter what version you are playing. Also, the
numbers of enemies faced in most set battles are random. The ones I
found were merely the ones I found, and your gameplay may vary from my
own slightly. Experience points also change depending on how many
allies you have.
Part one: How To Set Up Your Team And Cheat At It Too
Welcome to the exciting world of Bucky O'Hare and his galactic super
animal pals! What? This is a different cheesy space thing? Oh, sorry.
Welcome to Buck Rogers: Countdown to Doomsday! Anyway, before you can
start playing, you must first create your team of super heroes. This
section is pretty easy to understand, but just so my FAQ will be more
comprehensive, I'll cover the most important parts.
Race - This is the species of your character. The three options are
Humans (Well rounded and capable of any career), Desert Runners
(Strong, yet slightly idiotic. Incapable of being a rogue or a medic),
and Tinkers (Small, fast, and intelligent, yet weak beyond compare. Can
only be medics).
Career - This is the character's primary skill. The four options are
Warrior (Strongest type and capable of learning Leadership skills),
Rocket Jock (Second strongest type and capable of using Jury Rig skill
to fix a damaged rocket in the midst of battle), Rogue (Third strongest
type and capable of using Bypass Security skill to, well, bypass
security), and Medic (The puniest of them all and capable of bringing a
fallen character to his feet with the Treat Wounds skill). You should
try to have every type in your group. Make sure to realize that
Warriors are the slowest to level up.
Other - This menu lets you decide if your hero will be male or female
(This has no effect on your character) and also lets you roll your
attributes again.
HP - This is how much life you have. Getting hurt reduces it. Once it's
gone, you fall down go boom. A fallen hero is unconscious until the end
of battle, comatose until healed, dying, or dead. Once a guy is dead,
that's it for him. I suggest loading if and when this happens.
AC - This is your Armor Class. The lower the number is, the less chance
you have of getting hit. Also, when you do get hit, you usually take
less damage too.
Strength - This is the muscular power of your hero. As far as I can
tell, this affects the distance you can move per turn. It also improves
damage done with melee weapons.
Dexterity - This is the agility of your hero. It affects your armor
class.
Constitution - This is the physical health of your hero. It affects
your HP.
Charisma - This is the debonair charm of your hero. As far as I can
tell, it affects the Fast Talk skill's success rate.
Technical (?) - This is the mental capacity of your hero. As far as I
can tell, it affects the success rate of all skills.
Bucky's Tip #1: It's obvious that you can get a better character by
rolling your stats until they come out really high, but if you want to
suck every possible HP out of the game for your humans and desert
runners, try this trick. If you repeatedly switch the job of the
character you're working with, his HP will change every time. Be
patient and you can really get a nice little boost for your efforts.
Sadly, Tinkers are unable to change their job, so the trick is
worthless for them.
There, now that we've gotten through that, you get to name your
characters. I chose a theme for my names and gave each character a name
related to soup. Soup is yummy. After you get the names out of the way,
you must assign each character his skills. Here is a list of them in no
particular order and what they do. Remember, each character only gets 8
points for now, so use them wisely.
First Aid - This is the character's ability to patch up those nasty
injuries that hurt us so very much. It can be used to turn a fallen
character's status from dieing to unconscious. Also, it lets you get
back more HP after battle. Everyone should get some training in this.
Zero Gravity Maneuvering - This is the character's ability to walk
around in space. Whenever you fight in a place without gravity, there
is a chance that this skill will improve your walking distance and
accuracy. Everyone should get some training in this.
Library Search - This skill is nearly useless. Whenever you find a
library, you can use this skill to find a few interesting tips there.
Each tip also gives you 100 experience points. There is one extra
mission for you to accomplish if you get this skill, but it has few
bonuses. Give this to only one character and don't waste too much
training on it.
Perception - I am not quite sure, but I think that having a high
perception skill allows you to notice items and secret things that are
normally invisible to you. Train one person to be proficient in this
skill.
Fast Talk - A neat skill that has saved me more than once. This skill
affects your bluffs, intimidations, and lies, and without it, you won't
stand much of a chance. Train one person to be proficient in this
skill.
Demolition - FIRE IN THE HOLE!!! MWAHAHA!!! This skill lets you blow up
whatever needs blowin' up. It's not needed often, but it still helps to
have. Train one person to be proficient in this skill.
Climbing - This affects your ability to climb. Obviously, any hero team
has to do a little climbing at some point, so I guess it has some
purpose. Train one person in this.
Stealth - This skill is nice, but by no means necessary. You
occasionally see the enemy before they see you, and if your whole team
is good at being stealthy you can dodge the fight. Of course, those
skill points are hard to get. The other advantage to using Stealth is
only available to Cutlass or Monosword wielders. By sneaking up behind
the enemy for a rear attack, you sometimes get the option to backstab
instead, causing heavy damage and gaining nearly perfect accuracy.
Programming - This skill affects your character's hacking ability. It's
useful, but not always necessary. Train one person to be proficient in
this skill.
Rocket Repair - This skill affects how successfully your character can
weld shut a hull breach. Because you have to fight a few space battles,
you might want to pump a few points in here just to be safe. However,
it is possible to simply ignore it if you have a good fast talk skill
or don't mind getting healed at Salvation III for free.
Leadership - This skill is only applicable to warriors. It affects your
ability to recruit characters around you to fight for your cause. Pump
as many points into here as possible, because having more targets...
er, friends, can really help out sometimes. It also increases the
chance that you will succeed at the tactics roll before each round
starts, letting your side attack first.
Jury Rig - This skill is only applicable to rocket jockeys. Make sure
that this skill is high, because it is the only way to fix broken parts
on your spaceship. Don't leave home without it.
Bypass Security - This skill is only applicable to rogues. Whether you
have to break out of jail or jimmy open a door, this skill does it all.
Make sure that one character is proficient at it.
Treat Wounds - This skill is only applicable to medics. If it weren't
for this skill, medics would be useless. It allows them to bring a
fallen ally back into fighting condition, but he will still be weak.
Like all career specific skills, this one is a must.
Combat Training - This skill is only applicable to warriors and uses
special points that are specifically for it. For every point that you
put into this, your warrior will do 1 more point of damage and have 5%
better accuracy, but it only works for the weapon you choose for him to
train in. I'd suggest either Monoswords or Dart Guns, but Laser Pistols
are also nice.
Okay, you've picked what your character will be like. Now do it five
more times. Unless you want a handicap of epic proportions, use a full
team. My suggested team is two warriors (One human and one desert
runner), two rocket jockeys (One human and one desert runner), one
rogue (Human of course), and one medic (Tinker). Now, let us see...
Part two: The Story So Far...
The year is 24 something, and I don't feel like checking when exactly.
The important part is that it's THE 25th CENTURY!!! In Earth's future,
the evil Russo-American Mercantile (Or R.A.M.) has decimated the
planet's resources and plans on conquering the entire solar system as
soon as Earth is out of the way. Fortunately, the New Earth
Organization (Or N.E.O.) is doing its best to save the world! You've
just joined the group hoping to pound some genetically altered mutants
or save a planet or something. Now, let us begin.
Part three: The Trouble With Terrines
Enemies
Terrine Warrior - These guys are quite pathetic, but they aren't
harmless. They carry a Laser Pistol and a Spacesuit. Collect the Suits
so you can sell them, but leave the pistols, which have less value. Try
to take these morons out first. Worth 12 experience points and 40
credits each.
Terrine Leader - A slightly buffer versions of the Warriors. These guys
have a wee bit more life, but their biggest advantage is in their
weaponry. They carry Laser Pistols, Cutlasses, Dazzle Grenades, and
Smart Suits. Try to get a Smart Suit for each character for a -2 bonus
on your AC.
NEO Warrior - The few, the proud, the NEO warriors. Actually, they are
pretty plentiful and I see no reason for them to be proud. These guys
are your friends, and will gladly help you out if you have a high
enough Leadership skill. They seem to be using nothing more than a
Laser Pistol, but they make nice targets and take a few hits for you.
Send them right up to the front line for the most useful effects.
Your group has been assigned to Salvation Station for salvage duty, but
that doesn't matter right now. Why? Because an army of homicidal mutant
Terrines has just invaded the Chicagorg (No, that's not a typo on my
part) airport where you happen to be! A fallen companion tells you to
go find the emergency missile controls and save the day.
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