Million Hooters
Million Pixels - Million Hooters
Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter X » X-COM 2: Terror From The Deep - Strategy Guide (Page 06)

X-COM 2: Terror From The Deep - Strategy Guide (Page 06)

Below are the cheat codes, hints and help for X-COM 2: Terror From The Deep - Strategy Guide (Page 06).

A ----------> A

      C ----------> C

B ----------> B

      D ----------> D

They should be at least six squares away from each other.


9.5.5     More formations

The above is actually a modified skirmish line. You can also use wedge
or diamond formations. I usually use a large wedge with a SWS as the
point element, with supporting staff behind and to the sides. Heavy
weapons hide 6 squares behind the SWS, along with a grenadier or two.
The rest, usually shooters, follow the SWS in the wedge.


9.5.6     Movement Tips

You CAN spin in place by putting the cursor on the square you wish to
face, then RIGHT click.

You can open doors without stepping through by going up to the door,
face the door (see above), then RIGHT click with cursor just behind
the door.

Try not to walk into the green moss/seaweed. They use up A LOT of TU!

Therefore, you may want to guide your units AROUND potential
obstacles, rather than let them stumble through a lot of stuff and use
up all their TUs.

Some have reported that if you stand on elevators you will not be
attacked, while you can keep shooting. This does NOT work on stairs
though.


9.5.7     Listen and watch

Watch carefully in alien movement phase. Sometimes you CAN spot them
moving around. TRY to remember the surrounding terrain, then go to
overhead map or scroll around and see if you can spot where that was.

Watch carefully where the shots came from. Aliens use TUs when they
move, just like you do.

Sound can give you important clues to alien locations. If you hear
door sounds, you know alien moved in/out of a door. Different door
makes different sounds.

Aliens also have no manners. They leave doors open after they go
through. Watch doors carefully.

The length of the alien movement phase is proportional to the number
of hostile aliens left on the map. Just keep in mind that stunned
aliens can wake up, though rather unlikely. Those that drop
unconscious from taking a regular shot (not a stun shot) are more
likely to wake up.


9.6  Movement FAQ

Q: Some of my soldiers have TU's used before I moved them. Why?

A: Each soldier has a physical weight limit to the amount of "stuff"
he or she can carry, usually known as "encumbrance". If you carry less
than or equal to the encumbrance, no penalty is assessed. For each
weight unit over the limit, you get a TU penalty. Carry too much and
you can't move at all! I haven't found the weight table yet, but I
expect to soon.

Q: How can I fire on aliens in their movement phase?

A: This is called "opportunity fire". Leave enough TU's after your
move for at least a snap shot, then if your trooper saw an alien and
has good enough reactions s/he will fire at the alien.

HINT: Use the 4 icons near the bottom left of screen to reserve the
TUs. Reactions usually need to be above 50.

Q: How do I open doors?

A: Target your soldier to move up to the door. Turn to face the door
(right click behind door), then right click one more time to open the
door without going in.

HINT: Do not open doors without plenty of spare TU's or expect to DIE.
Using a motion scanner will help to see if any aliens moved beyond the
door.

HINT: When you are not sure, create another door! Either shoot a hole
in the wall or blow up the entire wall with sonic pulser, HE, Sonic
Cannon, or Disruptor Pulse.


9.7  Time Unit management

The reserve TU buttons are useful, but ONLY FOR PROJECTILE WEAPONS.
Missile weapons (Disruptor Pulse launcher, torpedo launcher, etc.) as
well as HTH weapons are NOT affected by reserve TU buttons! In other
words, if your aquanauts are armed with those weapons, they will act
as if they are under FREE MOVEMENT even if you have one of the reserve
TU buttons selected!

There are two additional reserve TU buttons. One is the "reserve
kneel" button, which should be obvious. This button CAN be combined
with the other reserve TU buttons so you have enough TU to do both.

The other button is "zero TU", which uses up ALL of the aquanaut's TU.
Since this is used very infrequently, this button must be RIGHT
CLICKED. Why would you need such a button? To prevent some rookie with
a heavy weapon from frying your own people with opportunity fire would
one, and to prevent possible MC victim from inflicting damage upon
his/her comrades.


9.8  Retreat (Tactical withdrawal)

Sometimes you can't win and it's time to cut your losses. To retreat
from a landing assault (sub recovery or assault, terror site), move
any many units as you can back into the transport, then hit the dust-
off button. Any units left behind are "missing in action".

If the only solider onboard the transport is unconscious and you
select dust-off, s/he's also missing in action, and you lose the
transport. Fortunately, if the remaining unit is an SWS, you WILL get
the transport back. (that's a bug, IMHO)

To retreat from a base defense mission, just hit dust-off. You will
lose the whole base to the aliens, of course, including the crafts (no
home elsewhere for them)


9.9  Alien Movement


9.9.1     Alien Movement and visual range

>> Do the aliens have better night vision?  <<

Yes, a few squares more

>> Why they can shoot at you but you don't see them?  <<

They can see you... And the XCOM AI cheats slightly: it REMEMBERS your
position(s).

Aliens capitalize on this by moving forward, spot you, then move back
out of range. Then for next X turns those aliens in range shoot at you
out of your visual range.

        visible
         range
     A-----|->A
           |  |           YOU
     A<----|--+

This is why soldiers may get mind-blasted even if no aliens are in
sight. Aliens REMEMBER where you were...

WARNING: aliens are a lot sneakier now and shoots from different
levels (guns, grenades, and disruptors), and often hides behind things
to stay invisible.


9.9.2     Alien movement habits?

Nowadays, aliens usually do not charge you unless they have HTH
capability, like Lobsterman, or they have HTH weapons like vibroblade.
If they only carry a gun, they may just walk around.

I've seen a Gillman walked up to within three squares of one of my
soldiers, then turned around and ran.



10.  SPECIFIC MISSION TACTICS

The OSG has a chart on how many enemies or what type to expect on each
type of mission.


10.1 USO Recoveries and Assaults

Attack on subs shot down is "recovery"

Attack on landed USOs (not downed) is "assault"


10.1.1    Assault/Recovery preparations

USO missions are all underwater, so you can bring all types of weapons
and SWSs along.

If you left equipment on the floor in a Triton (did not distribute all
objects during equip screen), you can pick it up again, but you can't
do that in a Leviathan. Wierd, but true.

You better NOT right-click during Equip Squad screen or the Aquanaut
Data screen you access from it... That is the same as clicking OKAY.

You should save your game immediately after equiping your squad.


10.1.2    Assault/Recovery tactics and tips

SWSs CAN enter an USO with a single-width door if you help make the
door wider with a disruptor pulse launcher and/or a sonic pulser. Just
target the panel beside the door with a sonic pulser or disruptor
pulse. On the other hand, most subs now have two-wide doors

Sonic pulsers and disruptor pulses can be used to punch a hole in the
outside wall of USOs, creating an alternate entrance. This will allow
you to surprise the aliens inside since usually they gather by the
doors waiting for you.

Corollary: if downed USO has holes on the side due to damage, try go
in through that instead, as aliens usually wait by the doors, and you
can surprise them that way.

Corollary: if you have mag. ion armor, on a multi-level USOs, consider
attack from top down by blasting a hole in the roof or top level,
posting guards near the sub doors or use proximity grenades. You can
do this easily with the "Fleet Supply Cruiser" since FSC has top
entrance.

Post guards outside an USO when attacking inside. Any aliens already
outside will attempt to return, and getting shot from behind is not
fun. You can try sweeping the outside first, but then you have to
leave guards against the USO doors.

NEVER use up all of your TU as you go through a door. You WILL get
fried. Stop one/two squares from the door and end the turn. With
maximum TU available next turn, go through.

Alien subs have a lot of nooks and cranies, better be careful. Try not
to shoot the alien tech stuff...

Go AROUND the obstacles, and save TU for more important things..

Don't use heavy weapons INSIDE the subs unless you are the "I'll take
one of those bastards with me" type of fighter.

Try NOT to use the door if possible. Unconventional entrances,
especially those caused by disruptor bolts on upper levels, tend to
REALLY surprise aliens. Of course, you need mag.ion armor to use
them...

Remember large USOs have PLENTY of aliens... Be careful!


10.2 Colony assaults

Alien colonies cost you points EVERY DAY they exist, so you should get
rid of them ASAP.


10.2.1    Colony Assault Preparation

Bring mostly guns and rifles. You should be able to find disruptor
pulse launchers and ammo locally, as well as thermal shok bomb
launchers and ammo.

The HE-armed SWS and/or disruptor pulse launchers can be very useful,
so don't leave those at home.

You should be expecting a lot of MC attacks, so leave the MC-weaklings
at home, and bring some MC disruptors for MC combat.


10.2.2    Colony Assault General Tactics and Tips

The trick in colony assaults is use a lot of grenades and disruptor
pulses. Use grenades to clear corners, part. disp. grenades to block
corridors and/or doors so no one can come up behind you (esp.
Tentaculats!), disruptors to open walls so you don't have to go extra
distance around things.

MC can be important here.  Use MC to turn aliens on each other, then
disarm the ones close to you and then stun/grenade them.

Colony assualts are now "two-parters". You have to fight your way into
the base, then into the heart of the base deep underground.


10.2.3    Colony Assault Part 1

The "into" part isn't that bad, except most aliens to be armed with
disruptor pulse launchers. Others use lots of grenades and carry HTH
weapons. Of course, there's always those biological nightmares like
Tentaculats and Hallucinoids.

The base is composed of a two-story main module, a two-story secondary
module to the north, three "arms" as entraces to the east, west, and
south, and the M.C. Transmission towers to the east and west edge.

I would recommend you ignore the "arms" and attack the main module
directly. Blow a hole in the main module, then send some disruptors
inside, then up to second level. There's usually two Tentaculats and
two Tasoths squad leaders on the second level.

You can get into the second part of the base without killing all the
aliens by finding the "exit area" in the "secondary module", but it's
not that hard killing all the aliens if you're careful. Hallucinoids
are outside hiding by the towers. Lots of Tasoths and Aquatoids
inside, with two to four Tentaculats.

Alien snipers love to fire from windows on both upper story
buildings...

According to MicroProse, all aliens stunned on "top" (first part) are
counted as DEAD. Only aliens captured in the second level count. Also,
you lose ALL equipment not ON a soldier in the first part. This
"problem" is sort of fixed by the TFTDV2 patch. See What about any
bugs? Any patches?]


10.2.4    Colony Assault Part 2

The second part is messy. There are so many rooms to cover, and the
whole place is infested with mostly Lobsterman and a few Tentaculats.
Fortunately, a few of the Lobsterman seem to be armed with Thermal
Shok Bombs instead of the deadly Sonic Cannons and/or Disruptor
launchers.

You start out on level 2 (bottom is 0) in double-height rooms. Your
objective is the Synonium device on level 0. If you destroy that, you
can retreat. The base is ruined.

The rooms are hard to defend, with too many doors. Back up against the
wall and face the doors, and NEVER stop in the middle of a room...

The Synonium device is in a small room USUALLY guarded by two
Lobsterman Commanders and a Lobsterman Navigator (could be 3
commanders). It is VERY easy to recognize if you've seen it once. On
Level 1 it is usually marked by a crosswalk very close to it.

If you are short on time, just torpedo the room. If not, blast a hole
in side wall and drop in a grenade.

Synomium device is explosive, so don't get too close when it blows.

Consider guarding the entrance/exit area so you have a way out.


10.3 Artifact site assault

Alien activity has attracted the attention of XCOM to an alien
artifact site with LARGE versions of the Synomium device used to
construct a world-wide M.C. network. You must destroy it at all
costs... Another two-level mission.

You can't just land and leave in this mission. If you got into stage 2
but did not destroy the device before withdrawing, you lose 750
points. (if you ignore the site you lose 2000 pts!)


10.3.1    Artifact site part 1 -- Pyramids

This is NOT quite as easy as alien colony. In fact, this battlefield
reminds quite a few X-COM veterans of the Pyramids on Mars, and it is
harder, in fact. There are just too many structures around to explore
and clear one by one, so don't try. You should head STRAIGHT for the
exit. Explore the buildings nearby and spot the exit quickly.

The building housing the exit is the same, even though the rest of the
battlefield is variable. Find it, move in, and hit [DUST OFF].

Watch for snipers! Don't hesitate to blow apart the top of pyramids
with a disruptor pulse if you think there's a sniper in it.

If you think you've found the exit, send in a SWS first. There's
probably a guard inside that you need to take care of.


10.3.2    Artifact site part 2 -- Into the darkness

You start in small rooms. Go down the elevators to level 0...

Once outside on level 0, explore carefully. Your main objective is the
control center on level 3 ("ground" is level 0), and to get there, you
need to find the "main elevator" that leads up. There are rooms mainly
on level 0 and 1, and a lot of small elevators linking them.

Watch out for a Hallucinoid hiding in the main elevator in level 0,
and Tentaculats hiding in a hibernation chamber in main elevator's
level 1 to the east.

Tentaculats hides all over the place in the control room, especially
in upper levels. With so many TU, they are EXTREMEMLY dangerous.

The safest way is use a displacer. Send one up and in, let the
Tentaculats sting it to no effect. Then move inside that little
alcove, and shoot the synomium device.

If you don't have displacer, use particle displacement grenades to
trap the left/right sides of the doorways so when aliens come to you
they will trip them. If you have MC, take over visible aliens and use
them as both scout and bait

Once you wiped out the Synomium device on the top of the elevator on
level 3, the mission is over and you can leave by the way you came in.


10.4 Anti-Terror Mission in general

Your top priority is self-preservation. Killing 9 out of your 10
soldiers to save a city or ship is NOT worth it. If given a choice to
save your soldier or to save a civilian, save the soldier.

Consider stunning the civilians. Stunning the civilians makes them
"unpalatable" to the alien terrorists, and they count as saved at the
end of the mission. (WARNING: when they wake up, they count as ENEMY
and you must kill them! )

Do NOT mind control any of the civilians. They count as ENEMY after
you release control and you must kill them!  (They can't attack you,
of course, but you have to kill them to finish the mission.)

Kill Tentaculats ASAP. If necessary, kill the civilian near it so that
the civilian will not be turned into a zombie/drone that will attack
you. Have two persons watch each other.

WARNING: Do NOT hit [dust off] in the second stage of a two-stage
mission. Doing so will result in death of ALL civilians, even those
you "saved" in the first stage.

If you can't handle a terror site, just land then dust off
immediately. You lose points for the dead civvies, but you did not
"ignore" it, and thus is not penalized as severely. Of course, on a
two-stage mission, the number of civilian casualties makes this
"technique" not quite as useful.

Never go straight into any room. Always open the door, take a peek,
THEN go in.


10.4.1    Port Terror missions

This one is relatively easy, being only a one-parter. On the other
hand, the aliens tend to shoot down at you from higher levels in the
various warehouses and buildings. They also tend to hide in toolsheds.
So when in doubt, GRENADE IT!

Often the battle devolves to "hunt the last alien". Here's some
favorite alien hiding places: on top of tower, on top floor of that
three story building near north edge, in that "warehouse" in the
middle, in the little "tool sheds" all around.

Towers frequently have alien snipers, as will any catwalks in
buildings.


10.4.2    Island Terror missions

This one is STILL relatively easy, being on a one-parter. This one is
tough due to the little "bunkers" hiding in some of the hills,
especially the big bunker right below those statues. Biodrones tend to
hide in there, and going in there digging them out is NOT a good idea.

Don't destroy the stairs in the resort; go easy on the HE stuff. If
you destroy the stairs you can't get to the level above...

Favorite alien hiding places are: all those hill bunkers, top floor of
the "resort" (are they getting a tan or what?), between the hills.


10.4.3    Cargo Ship Terror missions

The cargo ship terror mission is probably the TOUGHEST type of mission
you'll ever run into, being a two-parter. There are SO MANY places to
hide in a cargo ship!  The passages are narrower and more intricate.
The ceilings are low, making grenades almost useless, but you have no
heavy firepower to take its place! (Where's a rocket launcher when you
need one?)

Obvious: don't stand too close to oil drums

First Stage: After clearing the immediate vicinity, split team in two
and clear the upper decks, then sweep the below decks one room at a
time. NEVER run out of TU and never stop in the middle of a room.

Alien love to hide in closets... If you don't see civilians around,
blow up the room with grenades.

Second Stage: Be VERY careful when the upper levels have a clear field
of fire toward your aquanauts: plenty of favorite sniper spots.

Watch out for Gillman grenadiers. They throw sonic pulsers from Level
3, and you can't shoot back due to bad angle! (And disruptor pulse
launcher don't work on land, neither does mag.ion armor!) If you find
a stair going up, take it. The aliens are often above you.


10.4.4    Cruise Ship Terror missions

It's the stairs that makes this one hard... And it is a two-parter.
There are twice as many civilians as a one-part mission, which makes
the game that much more difficult.

WARNING: Don't stand too close to oil drums...

First stage: Watch for aliens hiding behind the cargo boxes next to
your sub. One grenade and there goes your whole team!

You'll probably get sniped by aliens from the upper balcony.

Hide behind tables and other things whenever possible.

Usually aliens don't hide in rooms; they tend to hang around the
corridors. Suggest you divide into several small teams, maybe two or
so and tackle both corridor's and/or outside decks simultaneously. As
the range is short, have HTH weapons available, and do NOT overload so
you lose TU.

Second stage: Clean out the cargo hold first, then split the team and
clear both sides simultaneously (you may catch aliens in cross-fire),
then split again and clear upper/lower levels.


10.5 XCOM Base Defense

You DID plan your base as mentioned in [How do I design a easy to
defend base?], didn't you? If you did, you should have an easy time
rushing units to block the aliens.

MPS listened to players, and you get 110 items on base defense now,
and you won't get "50 flares and no guns" again, as the computer
actually goes through the inventory and distributes the item somewhat
evenly among the different types of weapons.

You must use Par Dis Grenades to isolate parts of the base so the
aliens cannot converge on you. Then clean out one module at a time. Do
it fast since aliens hiding in second level is a REAL PAIN to find.

Aliens attack the base to DESTROY your base, and if failing that, they
want to destroy as many modules as possible so the base will need to
be repaired. Becareful that if they destroy a module so the the OTHER
modules are no longer connected to the base, THAT SECTION is
considered DESTROYED.

Number of attacking aliens depend solely on the landing USO type.

Weapons stored around sub pens are highly explosive, keep that in mind
when you shoot in a sub pen, as it is both a blessing and a curse.

Remember a stunned aquanaut can always be revived.

WARNING: If the airlock is destroyed, the entire base is gone, so be
careful with HE stuff around the airlock. Of course, you still need to
clean out all four levels of it...

WARNING: If you hit DUST OFF during base defense, you lose the entire
base and everything/everyone in it. If that's your only/last base, you
lose the whole game.


10.6 Mastering T'leth--The Final Assault

This is a THREE-parter... and you don't get to save in the last part!

Oh, how do you GET there?  First, does your research show "T'leth, the
alien city"? If not, grab a commander and interrogate it. Then, do you
have a Leviathan? Good! Arm your Leviathan with your best soldiers and
equipment, and hit INTERCEPT. Next to the CANCEL button should be
T'LETH. Push it, and you're on your way!

By the way, did I mention you only get ONE chance against T'leth (not
counting restoring saved games)?


10.6.1    Preparation

No mercy, folks. Sonic cannon and/or Disruptor pulse launchers with
lots of reloads. Bring some extra grenades as well. You don't get
reloads except by stripping alien dead bodies...

Don't forget HTH weapons, since you're no doubt going to see a lot of
Lobstermen. Thermic lance definitely.

Magnetic Ion Armor for all aquanauts, nothing else will do.

You need best of the best, highest MC ratings available.

You can bring along a few SWSs, preferably Displacer/Sonic, be aware
that its manueverability may be restricted, esp. in Stage two and
three if you don't help it along by widening the doors.

Bring a lot of disruptor pulse launchers. You can find PLENTY of ammo
around the enemy bases.

Definitely bring along some Medikits, if you have them. T'leth stages
are VERY long, and wounded won't survive without medikits.


10.6.2    T'Leth Stage 1 --Outer City

You start in staging areas. Your objective is to find the exit area
and dust off. Interior is similar to the second stage of the artifact
site mission.

You are welcome to try hunting down every last alien, but that is not
recommended.

Some rooms contain explosive stuff... Fight at your own peril.

Aliens hide in the elevators in several rooms. They wait for you to
come into the lower level, then they come down, shoot, and go back up.
When entering such room, go into corners and look toward elevators. If
possible, send something ELSE up first. On the other hand, the rooms
with SMALL elevators are not worth tackling.

WARNING: exit area is NOT as big as it looks. When in doubt, use the
overhead map, or you will be missing a lot of stuff when you start the
next stage, such as a few of your soldiers.

Energy state is carried over to next stage. Therefore, if your
aquanauts ran around a lot and energy is low, allow them to rest on
this stage (safely) before taking them to next stage.

To find the exit area, look for a 2x2 elevator on Level 0. Send the
SWS up if you got one, let it take the heat, while you take the glory.


10.6.3    T'Leth Stage 2 --Inner City

Only equipment you carried into the exit area is available...

DANG! Who designed this level? The staging area is big and bright, but
the rest of the base is small, thin corridor and small dark rooms,
ZILLIONS of places for ambush. Suggest you use HE to open up some
manuevering room.

Lots of aliens with disruptor pulse lanchers in this stage.

You can blow through the walls and take a short cut. The exit area is
not as obvious on this stage. In fact, you MUST blow away some walls
to take the SWS along. The Exit Area is close to the 3x3 elevator.
Remember to send in a SWS first, if you have one.

WARNING: exit area is NOT as big as it looks, and is actually SMALLER
than Stage 1's exit area. When in doubt, use the overhead map, or you
will be missing a lot of stuff when you start the next stage. You need
to get EVERY unit onto the EXIT area since those not on will be left
behind.

Energy state is carried over to next stage. Therefore, if your
aquanauts ran around a lot and energy is low, allow them to rest on
this stage for a few turns before taking them to next stage.


10.6.4    T'Leth Stage 3 -- Crypt of the Ultimate Alien

This map is BIG! You all start on upper left corner of the map, and
you go all around the outer edge of the base with no way to bypass any
(i.e. cannot blow through walls).

WARNING: You can NOT save during this battlescape session.

This stage is brightly lit and open (relatively)

Watch out for aliens JUST outside the room you came in... Use MC
whenever possible for scouting, or send a grenade/bomb or two
immediately.

Watch out for "death from above" terrorists such as Tentaculats.

SWS needs help going through the level's single-width doors.

Map view does not work in this stage, but it's basically a clock-wise
spiral into the middle of the compound.

Your objective is to locate the stasis chamber of the Ultimate Alien,
and destroy the 8 power conduits nodes that are keeping him alive. The
stasis chamber is in the middile of the map, and you're going clock-
wise spiraling in.

Walk slowly. There's a lot of room to cover. You don't want to run out
of energy and become sitting (standing?) ducks.

You can't damage Ultimate Alien's Crypt. Just destroy the power nodes
and that'll kill him. The Nodes are NOT explosive.



11.  MISC QUESTIONS AND THEIR ANSWERS

Q: How do I cheat?

A: If you REALLY want to cheat, here's how to add TONS to money into
your account. Yes, you are embezzling the world to support XCOM. You
are twisting arms, and it is for a GOOD cause. :-D

Use a sector editor (such as Norton DiskEdit) and edit LIGLOB. DAT in
your saved game's directory. Overwrite the first 8 bytes with

64 64 64 64 00 00 00 00...

You should get about 1.68 billion dollars. (In case you are wondering,
64646464h is a hexadecimal number. In decimal it is 1,684,300,900)
You can also use

FF FF FF 7F 00 00 00 00...

Which will give you about 2.1 billion dollars. (7FFFFFFFh =
2,147,484,647)

If you need more help, try finding these at the XCOM Homepage, see
section 1.



12.  APPENDIX A: SOME TROUBLESHOOTING

All information provided here are garnered from around the world. I
canNOT guarantee that ANY of the solutions will work nor is any of the
information here "official".

     PROBLEM: I can't get the intro animation (CD only) to run.
     TRY THIS: Double-check your CD's I/O address (unless you use SCSI
     CD). If you use MIDI, see if your CD's address conflict with the
     MIDI address. Some Gravis cards have problem with CD intro...

     PROBLEM: I get the "blue text bug" (program is running, then all
     of a sudden I get blue 40-column text crawling all over the place
     and I get dumped to DOS or some other place) quite often.
     TRY THIS: XCOM/TFTD is actually two separate programs: GeoScape
     and Battlescape. Each has a different requirement. One wants more
     extended memory, other wants more conventional memory. You must
     maximize BOTH. To do so, create a boot disk. ONLY HIMEM and
     EMM386, NOEMS specified. DOS4GW don't need EMS. If you use
     MEMMAKER and similar programs, remember to specify "no expanded
     memory", and optimize the memory again. Also, do NOT use any disk
     cache (SMARTDRV) or similar software that uses a lot of extended
     memory, especially on systems with only 4 megs of RAM.

     PROBLEM: I use Version 1 and have SB16 with Waveblaster, but I
     can't get SB16 digital sound to work together with general MIDI.
     TRY THIS: Apply the V2 patch. If you don't have the patch and
     can't get to it, use SB16 digital sound with Adlib FM, or use SB
     (8-bit) digital sound with general MIDI. You just can't use both.
     See "What about any bugs? Any patches?"


13.  APPENDIX C: TFTD BOOKS

Order of entries are only dependent upon order received. :-)

« Previous PageNext Page »