ooFaq
revision .16 (2/13/02)

By Teucer and Heathkit
12/6/99

Written for OOII v1.12

Introduction
------------
This document grew out of a conspicuous lack of information about the more in-depth aspects of the door game Operation Overkill II.  This lack of information was intended by the author of the door game as stated in the editor manual; apparently he wanted all the secrets to remain secret until they were discovered individually by each player.  While this is a noble view, I believe it is better if the information is readily available to those that want it.  In the early days, this was not a problem, since there were many players willing to share secrets. There was supposedly a wastelands faq written by Hawk, which probably existed at one point, but I have never seen it, and it is certainly unavailable now.  This document hopefully will be a worthy replacement to that long lost work.

I assume that the reader already knows the basic play mechanics of OOII.  My purpose here is to explain the mysteries that are solved only by trial and error or many trips to aurora.  I also attempt to provide possibly well known but useful information, such as item buy and sell prices.

Disclaimer:
Since most of this document (at this point) is based on prior experience, hearsay, and (some) conjecture, it is very possible that it contains errors.  Please report these.  My current email is: grantr@utdallas.edu

Teucer


Conventions
-----------
Monster levels are signified as follows:
	- Level 0 is for special monsters, specifically prison and spaceship monsters
	- Level 1-5 is for monsters appearing on map levels 1-5
	- Level 6 is for monsters inside the Air Force Base 

A "level" is a single plane of the wastelands, a "map" is a collection of five levels that make up a particular terrain.

When in doubt, the word "level" refers to map level, and not player level.  I will try to use the term 'player 
level' otherwise.  In ambiguous cases, remember:
	"ON level 5": refers to map level 5
	"AT level 5": refers to player level 5

text prefixed or surrounded by double slashes ("//") is a note to the author.  It indicates areas which require future research or revision.

NEW! until a proper versioning system can be enacted, information newly added will be marked with the "NEW!" symbol.  Those who are just looking for the new bits can find them by searching for the "NEW!" string.


Techkit
-------
The Techkit is used to create the Alien Device (see AD section).  It can only be obtained at the Air Force Base Weapon Research Room (see AFB section).  It is useless unless you are carrying these items:

Item           				Monster Obtained From
----           				---------------------
Broken Keypad (Keypad)  		Alien Hunter (level 5)
Clay Package (Plutonium)  		Dredvault (level 4)
Alarm Clock (Timer)   		Vishnu (level 4)
Rusted Wire (Arming Device)	Hexman (level 3), //others

Once you have all above items, using the Techkit will replace all 4 items with a single Alien Device.  You will still have the Techkit.


Alien Device
------------
The Alien Device is used to summon Overkill's spaceship.  It is the real spaceship, not the fake one (see Spaceship section).  It can only be created by using a Techkit (see Techkit Section).  To use it, enter the coordinates where you want the ship to land.  The Device can be used anywhere, but the ship only lands on level 5.  It takes about 11 minutes for the ship to appear.  It is important to make sure that you have enough playing time left for the ship to appear and to defeat Overkill.  If you run out of time in the ship, you will be taken to the Prison.  The Alien Device has no usage limit.  The spaceship will remain on the surface for a maximum of 4 minutes.  After this time, it disappears and must be summoned again.  If you log off, it will be gone when you log on the next time, and you'll have to resummon it.
	

Spaceship
---------
	The spaceship is where Overkill resides.  Would-be defeaters must summon the spaceship and defeat him there, as he never comes down to the surface on his own.

	Thanks to Wolfen for the following info:
Occasionally, a spaceship will appear on the surface of level five, without being summoned.  This spaceship is not the real spaceship.  If you choose not to run, there will be a short dialog with an Overkill robot. While this is not the real Overkill, it posesses a mental link to the real Overkill. The robot will look over your inventory, and if you do not have the item that Overkill will look for in the final battle (Hydrite Egg or Alien Skull), the ship will go off into hyperspace with no further dialog. If, however, you are carrying the proper item, it will tell you which item it is and promptly attack you. The robot has exactly the same stats and equipment that the real Overkill has. The robot can, and will kill you like any other denizen of the Wastelands. If you are on Level five, and are not ready to kill Overkill, do not enter the spaceship if you have a Skull or Egg! If you are ready to go after Overkill, and do not want to have to wait until you speak to Zzilen or Overkill to find the wanted item, this will free up a inventory slot.

	The real spaceship can only be summoned with an Alien Device, which is the most difficult to obtain item in the game (see Alien Device and Techkit sections).  Once inside the spaceship, you have to win several battles before you can face Overkill.  Once you get past the first skirmish, you have the option of leaving the ship.  However, if you leave the ship or are killed/captured, all enemies will reappear except the Hydrite Queen, Handroid Guard, and Hydrite Captain.

	//once you enter door 4, the zzilen sequence does not happen again, even after you leave and return.

  Note that you can only use equipment once after each battle.  While in the hallway, there is no option to use equipment.

	The first battle is before you get to the doors:
	<until ascii screens are formatted cleanly, here is a synopsis.  all multiple enemy battles must be fought continuously as one long battle.>
		hallway: 5 hydrites, standard prison level.  5 total.
	
		<doors 1 through 3, can be completed in any order>
		
		door 1: hydrite queen.  nonrandom stats: 70/80/90.  no weapons/armor.  does not resurrect.
			 death announced in frontier log.  //might have other effects on the wastelands
	
		door 2: 3 beserkers, standard.  3 h'dryzoids, standard. 2 hydrites, standard.  8 total.

		door 3: hydrite captain.  semirandon stats: 60/60/70. xendrix/ztempest/reflecto.  does not resurrect.
		
		<door 4 always last>  //if you enter door 4 before completing other doors, you simply leave

		door 4: zzilen interlude, tells overkill item (alien skull or hydrite egg, described below).  
			 handroid guard.  semirandom stats: 60/50/70.  transaxe/ztempest/reflecto.  does not resurrect.
		
		final : overkill.  nonrandom stats: 75/75/75.  xendrix/trignet/polycarbon.  does not resurrect.
			   death announced in fronter log.

		<end synopsis>
	

//ADD battle reports

	Once you win the first 3 battles, you will come to a prison cell behind door 4.  I won't spoil this part for you, because it's pretty neat to read all the backstory.  Suffice it to say that you learn alot about what happened to make the wastelands what they are.
	You will also learn an important piece of information: the item required to make Overkill fight you.  Overkill normally doesn't fight you when you confront him; he sends infinite amounts of hydrite soldiers at you.  If this happens, you won't die, but you automatically surrender to them and are taken to the prison.  If you are carrying the required item, he will become enraged and fight you.  The item will be either the Alien Skull or the Hydrite Egg (unless your sysop is really evil (and/or doesnt want people killing Overkill) and set it to something else.. in that case, you're screwed).  I would definitely suggest carrying both of these items into the spaceship, unless you already know the correct item from having entered the fake spaceship.


Overkill
--------
	Overkill is reasonably difficult to defeat.  However, once you've gotten through the rest of the spaceship and survived, he won't seem that difficult.  I always fight him to the death. 

//what happens to the player if he surrenders to overkill?  dies while fighting?  probably goes to prison in each case

----------------------------------+
Recruit   _ Overkill              
----------------------------------------------------------------------------
Location  _ 6,20,5         Strength   _ 75            Radiation     _ 35%
Training  _ Humanoid       Dexterity  _ 75            Hit Accuracy  _ ??%
Squadron  _ None           Hit Pts    _ 75 (75)       Bravery       _ 100%
----------------------------------------------------------------------------
Crystals  _ 2064           Disease    _ None          Total Kills   _ 10
Exp. Pts  _ 4360           Level      _ 12            Hunger Level  _ ??
----------------------------------------------------------------------------
Weapon    _ Xendrix  (Infinex, 100 Rds)
Weapon    _ Trignet  (Firenet, 100 Rds)
----------------------------------------------------------------------------
Armor     _ PolyCarbon  (100 Hits)
Outfit    _ Combat Suit
----------------------------------------------------------------------------
Equipment _ Human Skull/Human Skull/Human Skull/Human Skull/
Equipment _ VacPack////
Equipment _ ////
----------------------------------------------------------------------------

Upon defeating Overkill, you get a colorful message in the frontier log and are added to the record books.
//ADD what else happens.. 
	what happens to other players?
	you continue with same stats..
	do hydrites still raid complex? unsure, but the prison is still guarded and gated. (answer: no they dont)
	what happens when you summon the spaceship? (answer: you can summon it, but it doesn't appear)


Air Force Bases
---------------
	The Air Force Bases are closed off to all but high level players and players with copious bank accounts (read on to learn why this is so).  I would suggest that you only attempt entry when you can defeat level 4 monsters easily.  The Bases are entered using a Code Key.  These can be obtained from several monsters (see Important Item list) //VERIFY or can be bought in the complex.

	Bought in the complex? What?

	Yep, the bartender at Barl's Bar (presumably Barl) is more knowledgable than he seems.  Probably was a former soldier.. Anyway, if you buy a drink and tip him 100000 crystals, he'll slip you a Code Key.  //might be that he has only one, so if someone else has gotten it, he doesn't give you one//  Don't try to sell it (at the complex anyway), because you won't get anything for it.  
	
	You can also get a code key from Cell I of the Hydrite Prison.  The key color required to open this cell changes every time the game is reset (see Prison section).

	To enter the AFB, use the code key while standing on an AFB tile.

	Note that to exit an AFB, you must have a code key.  So don't lose it while inside.  //the only way i can see that happening is if you camp and someone steals it from you//  The only way to get out in that case is to find another one or die, in which case you will be picked up by the scrapers (strange that they can get you from inside the AFB) and taken to the complex.

	Air Force Bases are highly radioactive.  Make sure you are wearing an environmental suit or have a way to decrease radiation (medpacks or a nearby base)  They also contain poison gas in some areas, which will heavily damage any player without a gas mask.

	AFB level 1-4 are pretty much useless, except for getting rare items (though these are few and few between; most of the afb items are useless) and fighting high level monsters.  Inside AFB level 5, a trapdoor in the center of the base leads to the Research Room (a store with high-level items and weapons), the Cybernetics Lab (an operating room where you can purchase stat upgrades, a galacticom implant and a trikorder implant), and the Genetics Lab (the Influx room).  All have their own section below.

	You will need 3 items to get to the trapdoor in addition to the code key.  These are:
	Item     		Use					Obtained From
	----			---					-------------
	Lazer Key   		Opens steel doors inside AFB	Shillis (level 6), Orkaner (level 6)
	Gasmask		Neutralizes poison gas		Complex, multiple monsters
	Remote Control  	Opens trap door			Kyro Daemon (level 5), Axethim (level 6)
	
	From the entrance to AFB5, here are the directions to the trap door tile:
	NE, Ex7, NEx2, Nx6, NEx2*, Nx14, NW, Wx18, SW, Sx5, SW, Sx3*, SE, S, SE, NE, Nx7, NE, Ex5, SE, Sx10
	
	* signifies crossing a guard tile 

	Upon stepping on a guard tile, you are confronted with a clone of yourself to fight.  It is the same as a normal monster encounter in all other respects.  Your clone does not have the same quantity of crystals that you carry, nor does he have your experience; he simply has what a regular monster of his level would have.  The best option is usually to run away, unless you are trying to clone items (see misc section)
	


Research Room
-------------
	The research room is like the complex supply room but better.  It sells all the (useful) weapons and items that the complex doesn't.  It is also the only place to get the techkit, which is quite useful (see Techkit section).  Items that are sold at both the research room and complex are more expensive at the research room.  Items and their prices are listed in the tables section at the end of this document.  Enterprising players might wish to get more crystals by selling weapons in the WRR instead of the complex room, but maneuvering through the AFB is usually more trouble that its worth.


Cybernetics Lab
---------------
	The cybernetics lab contains a strange doctor who sells implants and enhancements for large  quantities of crystals.  If you plan on having alot done here, take as many crystals as you can.  In versions prior to 1.20, the max you can carry is 2 million crystals; in 1.20 and up it's more than 7.2 million.  //VERIFY does the bank account limit change also?  Available implants are:

	Implant	Cost
	-------    	----
	Str+3		150000
	Dex+3		150000
	HP+3		150000
	Galacticom	300000
	Trikorder	400000

The stat enhancements are permanent.  They have no ill effects (that I have discovered).  The Galacticom implant allows you to understand monsters without carrying a Galacticom, and the trikorder implant gives your infrared scanner the same information as the rikorder.  It does not increase the range of your scanner.  Note that in versions prior to 1.20, surgery will take away about 30 hit points, so remember to go upstairs and heal after each one.  You can be killed if you are careless about this.

	In version 1.20, the penalty for implants has changed. Each surgery will reduce your hit points by half, rounded down.  For example, a surgery at 39 hit points (that's current, not max) would leave you with 19.  The progression from there would be 9, 4, 2, 1.  You cannot be killed by surgery, so at 1 hit point, there is no further penalty, regardless of how many implants you purchase.  

	However, Wolfen writes: Caution, while the surgery will not kill you, getting shot in the back running from a Reject Vex with only one hit point after spending many, many, many crystals on surgery may make you feel really, really dumb. While it will cost more crystals to heal up after every one or two surgeries, it does beat waiting for midnight maintenance so that you can resurrect. 




Influx (Genetics Lab)
---------------------

	Influx is a strange substance that affects your stats for varying periods of time.  Each influx has a
color.  These colors rearrange themselves every time the game is reset. The project numbers and corresponding
effects remain linked, however.  All influx effects except #4 are cancelled after logging out.  Be careful 
experimenting with influx, the effects of each are not understood fully.  This section should be updated with 
some more thorough research, the current state is cursory at best.

	Project  Effect NEW!
	-------  ------
	1        Pass Out (log off)
	2        Str-5, Dex-5
	3        Dex+2, Str+2
	4        Semipermanent HP+10% (persistent across logins, but can't be healed back, see note)
	5        Dex-, Str-, HP- (not sure about this one, aurora says same as delyria)
	6        Str+5, Dex-5
	7        FAKE Dex+, Str+, HP+
	8        Str+5, Dex-5, monsters will appear to be from a deeper map level
	9        Cures natural wounds (hp, rads, but not influx) (see note)
	10       Str-5, Dex+? ("enemies appear to move slower", only lasts one encounter)
	11       Cures any diseases and cancels all influx doses

Note on #4 - A maximum of 3 doses before you "shutdown" (logging off, or death? //VERIFY).  Also you "tend
to go berserk", so you cant use long range weapons.

Note on #9 - If you have taken 3 of any one influx, taking 9 will kill you.  3 dosages each of different influx won't kill you, though.  
	
	I haven't completely investigated the workings of influx in combinations yet.  Be careful with influx; its unknown and varied side effects and synergistic reactions make it quite dangerous, and mostly useless.  The only one I would consider using is #3, which doesn't seem to have any ill effects.


Hydrite Kidnappings/Raids
-------------------------
Every so often, hydrites will raid the complex. If they defeat the gate guard (Sentry, from the barracks menu), they will kidnap people, and release them 7 days later.  They will also start to attack the security on random bases in the wastelands.  The gate guard can be upgraded to better stats (for a huge price) and you can give him items (ie, better weapons, armor). //UNCONFIRMED: does he sell "unusual" wasteland weapons? (ie Xendrix)


Hydrite Prison
--------------
	The Hydrite Prison is where prisoners taken by hydrite monsters are kept.  There is only one on each map, usually on level 3.  The Oracle monsters give its location, but it is more easily located using a text map of the terrain.

	The gate is guarded by 3 Rad-Hounds, which should be an easy kill for anyone trying to get into the prison.  You must defeat all 3 of them in one battle.  If you can't defeat the Rad-Hounds easily, you should seriously reconsider entering the prison.  Upon defeating the Rad-Hounds, the prison gate must be destroyed with a single duroplast charge.  The hounds and gate reappear at the next daily maintenance (midnight).  

	Inside the prison, your sensor array is replaced by a single grid of compass directions.  No terrain features are displayed.

	Hydrite Prison
	~~~~~~~~~~~~~~
	C)heck      U)se Equipment
	D)rop Item  P)ick up Item
	
	          
	 	W -*- 
      	        S  
	
-<Hydrite Prison>  _

This makes it rather difficult to navigate the prison.  To make it even more difficult, the prison map is chosen randomly from one of 3 maps each time the game is reset.  Fortunately, the maps are available using editooii, and have been included in the zip archive this document is distributed in.  

	When walking around the prison, you will be attacked by Hydrite guards (the level 3 kind) about every 5 moves, or less often if you have a silencer.  Long range weapons cannot be used, and you cannot run away.  Surrendering will get you put in a prison cell.  This means that your only option is to kill each guard you run across.  However, it is better to surrender than to be killed, because a surrender will put you in a cell the next time you log in, and you will be able to escape with any prison keys you have on hand, as the Hydrites don't confiscate them (the guards aren't the brightest bulbs).  Keys are discussed below.

	There are two good reasons to enter the prison: releasing prisoners, and getting code keys.  Releasing prisoners is especially good if you are releasing a squad member, but even if you are releasing a stranger, there is a nice experience reward for each release.  Code keys are useful for entering the air force bases, and can only be obtained in a few places (see AFB section).  Inside the prison are 9 cells, each of which is opened by one of three colored keys (not the same as code keys).  These keys are colored blue, red, and green.  The key to each cell is randomized at each game reset, and there are no restrictions on how many cells are opened by each key (ie, it is not restricted to 3 cells per key; it could be one key for all 9 cells).  If you have no keys or just want to open the door permanently (until daily maintenance) you can duroplast the cell doors open.  
//VERIFY; determine exp reward algorithm
//ADD methods of obtaining prison keys
//CLARIFY how to open cell doors

	Upon opening a cell with the correct key or duroplast, one of several things will happen.  If the cell is empty, you will get a message saying so, and nothing of importance will occur.  If the cell is cell I, you will find a code key, and place it in your pack if you have room.  Note that this will occur each time you enter the cell; apparently the hydrites have infinite code keys stored away in there.  If the cell contains a prisoner, that prisoner will jump out and setup camp where you are standing.  You will receive about 20k experience for releasing the prisoner, which is no small reward.  //VERIFY  You are free to investigate the camp and do anything you would normally be able to do with another person's camp.  
	
	If you are releasing the prisoner because you want to kill them or steal from them, you are free to do so.  However, if you are releasing them because you wish them to escape the prison, it would be a good idea to bring a telegrasp for them, so that they can escape the prison in a timely fashion.  Since the prisoner had to surrender to a Hydrite in the first place, he probably won't be able to fight his way out of the prison with Hydrites coming at him from everywhere.  //VERIFY - where does prisoner start? (answer: at his camp in front of the cell)  If you are in any way unsure of your ability to fight your way through the prison, bring a telegrasp for yourself as well.  This comes in handy if you are ever forced to surrender to a guard, as you can telegrasp out of the cell from inside.  (The mechanics of telegrasps are explained in the Important Items section.  Basically they teleport you to the complex)


Items in the Prison
----------------
(thanks Wolfen)
If you are in the Prison, you can have any number of items on the ground up to the sweep count (400 items).  If you are in the Prison when a sweep occurs, all items in the Prison are picked up with the Wasteland items regardless of the number of items in the prison.  If you are outside of the Prison when a sweep occurs, and the number of items in the Prison are under 100, the Prison is treated as a Hydrite 'base', and the items are protected from the sweep.  If you are outside of the Prison when a sweep occurs and the number of items in the Prison is over 100, all items in the Prison are picked up with the Wasteland items. 


Missile Silos
-------------
<preliminary notes>
	Can sleep in them, kind of safe. Need a floppy disk (diabla, lezmot) to use them. With floppy, can scan any 5x5 area on the same level as the silo you're in with trikorder like detail (good for oracle hunting). Crack the missile code same as in prakhack. 

	- cant launch a missile in view of your silo (it doesn't explode)
	- cant launch a missile in view of any important building (it doesn't explode)
	- see prakhack.exe for further info on launching missiles


Aurora  NEW!
------
<preliminary notes>
Random location, like oracle, but doesnt move until someone enters her hut.  Cannot be inside rock, unlike oracle.  She gives you a choice of 3 questions (these are chosen from 5 groups of 3 questions).  Cost is chosen at random between 2str, 2hp, 75k crystals, all items (including crystals), and your life.  If you can't pay the price, she throws you out and says you are 'cursed', but I'm not sure what this curse is (there don't seem to be any immediate effects, and you are not barred from entering the tent next time).  See aurora.txt for a listing of questions and answers.


Diseases NEW!
--------
	The diseases as listed in the Info Cabinet are in order of deadliness (except poison, see note).  Anything higher than Rabies (that is, Polio, Black Plague, and Delyria) will permanently decrease your stats in addition to your hit points.

	The descriptions of the diseases are not very helpful.  Until more research is done, here is a listing of possible effects.  Note that most of this is conjecture based on clues in the disease descriptions.
		Pneumonia: decreases hit points every ~5-10 moves, also every ~3-6 rounds of combat
		Malaria: same as above, but more so
		Yellow Fever: same as above, but more so
		Hydrocism: same as above, plus you get hungry faster
		Staph: same as Yellow fever, but more so
		Rabies: same as Staph, with possible damage when using Rations
		Polio: decreases strength by 1 every ~10-15 moves
		Black Plague: decreases hit points by 1 every ~10-15 moves
		Delyria: same as polio, plus decreases dexterity
		Poison: same as Pneumonia (but see note)

	Note on Poison: Poison is encountered on the weapons of Hydrites, Cytosar Snakes, and Nosajavs.  When a monster makes a successful hit on you in combat, it is almost certain that you will contract poison.  Poison cannot be vaccinated against.  It can be neutralized by curing it in the complex or by using a VacPack.

	As stated in the Vaccinations topic, you *will* contract a disease if you are not vaccinated.  You can contract a disease by walking through certain types of terrain, or you can contract it from enemies in combat.  When fighting an enemy with a disease (which is just about all of them), there is a reasonably high probability that you will contract his/her disease.  Note that if you contract a disease while hosting a different disease, the new disease will replace the old one.  Thus a carrier of Polio, Black Plague, or Delyria could in a pinch attempt to contract a less damaging disease as a quick cure.
	
Weather NEW!
-------
Thanks to Wolfen for the following:
	Weather in the wastelands is rather predictable. Each day of the week has a certain weather type associated with it. This does not vary, and you will never see two types of weather on the same day. 
Sunday - Weather clear
Monday - Strong Winds 
Tuesday - Dust Storms
Wednesday - Radiation Storm 
Thursday - Acid Rain
Friday - Electrical Storm
Saturday - Ice Storm 

	- In general, weather should be avoided like the plague.  It will never do anything but bad 
things to you.  There are two categories of weather: Cyclones and Storms.  Cyclones are single-
tile entities that move around randomly, much like the Oracle.  Storms also move around randomly, 
but cover a relatively large area. //ADD how large and is the size constant?//  Unlike cyclones, storms are not blocked by rock.  Note that storms move every time you move, so if you are caught under a storm, it might be more difficult to escape than you think.  All weather types obscure the terrain under them.  Weather takes precedence over any other entity in the scanner view. //VERIFY

	- In particular, stay away from Cyclones, Strong Winds, and Electrical Storms.  The weather types, arranged from most to least dangerous, are: Cyclones, Electrical Storms, Strong Winds, Ice Storms/Acid Rain, Radiation Storms, and Dust Storms.  These rankings are subjective, of course.  Your mileage may vary.

		-Cyclones: There are always two cyclones on a map ( they look like this: @@ ).  Their locations are
		randomized at daily maintenance. //VERIFY  They move with the same randomness as the Oracle, 
		except they can't move through rock.  If you ever find yourself on the same tile as a cyclone, 3 
		things will happen:
			- You will be transported to the location of the other cyclone
			- One of your weapons or items will be ripped from your pack/hands, never to return 
			  //VERIFY does this happen every time?
			- You will take lots of damage //ADD how much?
		Once transported to the other cyclone, you are in a very bad situation.  Assuming you didn't die 
		from the damage taken (In 1.20, it might not be possible to die from a cyclone anymore), you will 
		be on the same tile as the other cyclone.  You have 9 directions in which to move (the 8 compass directions, 		     plus standing still).  There is a 1/9 chance that whatever direction you choose, the cyclone will choose to 
		move the same way.  In this case, you will go back to the other cyclone, and the cycle will repeat.  

		-Strong Winds: Strong Winds are not nearly as dangerous as Cyclones, and IMO, they are less 
		dangerous than Electrical Storms as well.  When you are in Strong Winds ( looks like this: )) ) there is a 
		chance that one of your items or weapons will be ripped from your pack/hands never to return, 
		much like a cyclone.  However, unlike a cyclone, this will continue to be a chance every move you 
		are under the Strong Winds.  If you are carrying an especially valuable item, Strong Winds would 
		be the last thing you'd want to encounter.

		-Electrical Storm: With the possible exception of the Cyclone, the Electrical Storm is the most 
		feared weather in the wastelands.  When under an Electrical Storm, there is a chance that one of 
		your weapons will be completely drained of ammo (this only applies to powered weapons, of 
		course.. your trusty Hydra-Jack will be unaffected).  Like Strong Winds, this is a chance for 
		every move you are under an Electrical Storm. While always annoying, losing ammo is an especially 
		crushing setback to a high level player, given the difficulty of obtaining certain ammo types.  			     What's more, the probability of being hit by its effect seems greater than for other types, such as 
		Strong Winds.

		-Radiation Storm: A Radiation Storm is exactly what the name suggests.  Moving under a Rad Storm 
		has the same effect as walking through a radiation dump.  While not as immediately threatening as 
		Strong Winds or Electrical Storms, Radiation Storms can be more dangerous than both.  The 
		effect of a high radiation factor is relatively simple: it kills you.  Avoid these like you avoid 
		Nukem.

		-Ice Storm/Acid Rain: Like a Rad Storm, an Ice Storm has no 'chance' effects.  It simply docks your hit 
		points by 1 every move you are under it.  An Ice Storm is the only storm that can kill you 
		directly.  These have about the same urgency as a Rad Storm.  

		-Dust Storms: Dust Storms are quite mild compared to the other storms.  They have no effect 
		besides obscuring your scanner view.
	

The Oracle
----------
	Want to up those stats fast?  Go Oracle hunting.  IMO, there is no way to comfortably fight onlevels 4 and 5 without doing this.  Read the Oracle faq to learn more about how to find The Oracle and what The Oracle does for you.  Read all of this, as it has much useful information about the Oracle in general (Note that some of the information is out of date, but the basic mechanics are still the same as of 1.20).  Oracle hunting is simple: wander around a level, preferably close to a base, and encounter monsters. You can equip a summoner to increase your encounter rate, but this can lead to dangerous situations.  Make sure you have a galacticom, or you won't be able to understand what the monsters are saying.  Run away from any monster that is not an oracle monster (an oracle monster is one that tells the oracle's location).  Hopefully when you encounter an oracle monster, he/she will tell you where the oracle is.  Keep it alive long enough to get that information.  Once you have the location, follow the procedure outlined in the Oracle faq to find him.  Then, go back to your previous hunting ground, and try again.  I find that with a little luck, this method will let me find the Oracle 4-7 times per day.  At this rate, you will become a formidable killing machine in no time.  One note: starting with OOII version 1.12, when you level up enough that monsters on a particular map level give you very low experience (you will be told when this happens in the training room) the oracle monster on that map level will no longer give you any coordinates.


Miscellaneous
-------------
	If you don't want to know about how to defeat Overkill, and aren't interested in the more mysterious aspects, this will be the most useful section to you.  It consists of basic gameplay tips and explanations of some of the more common phenomena.  Anything that doesn't fit in the other sections goes here.


	-The Hydra-Jack-

	In my opinion, the Hydra-Jack is the most useful hand to hand weapon.  I usually keep a Xendrix in a base somewhere if I need to kill something powerful, or just need to kill quickly, but most of the time I carry around a Hydra-Jack because it doesn't require power/ammo.  It is the most powerful ammo-less weapon.

	-Vaccinations-

	Vaccinations are extremely important if you plan to be away from the complex for some time.  By the time you have the power to explore level 2 comfortably, you should be fully vaccinated.  If your vaccinations dissolve while in the wastelands (they dissolve every 4 logins) your number one goal should be vaccinating yourself again.  You *will* contract a disease while wandering around without vaccinations.  Diseases are quite deadly and some can have permanent effects on your stats.  When vaccinating, it is most economical to vaccinate all diseases at once.  The VacPack item is a one-use vaccination kit: it vaccinates you from all diseases when used.  It also cures you of any disease you have at the time, including poison.  Many level 4 and 5 monsters carry VacPacks.  Keep these in your bases for emergencies.

	-Map Printouts-

	If you don't have a printout of the map being played, you are at a great disadvantage.  In the first and second disks of the game are text files with the ascii grids of every standard map.  Each text map is a complete facsimile of the ingame map, and thus shows the layout of all terrain and structures, except user built bases.  I will say it again: GET A COPY OF THE MAP NOW.  As of this date (2/13/02), maptexts are online at http://members.darktech.org/overkill.

	-Landmines- 
	-or Enemies, Quick and Easy-

	Landmines are very useful in the pursuit of ruining someone else's day.  Each takes off about 30-40 hit points, and reduces the hits on the victim's armor by a sizable amount.  While only one can be tripped per move, many can be placed on the same spot.  If there is more than one on a location, then one will explode every move that a person is on that spot.  ie, they have one move to get off the spot, or they get hit again.  They are relatively cheap for 9000, but since no monsters carry them, they must be bought in the afb research room.  When placing them, you have one minute to safely walk on them before they arm themselves.  They can be seen by trikorders, but not if they are placed on a base.  However placing landmines on a base is profoundly evil and is not condoned by the authors of this document.  That is, unless the victim is also evil.

	-Easy crystals-

	Need crystals for cybernetic implants?  The best way to get it is by selling telegrasps.  They're pretty plentiful on level 5, and the complex will buy them for about 29k; almost twice what a trikorder gets you.  Also see Item Cloning below for a more dangerous, but potentially more profitable method of producing cash.

	-The Many Uses of a Telegrasp-

	A telegrasp is one of the most useful items a player can carry.  When exploring on the lower levels without a friendly base nearby, they are an essential safety net.  When activated, a telegrasp teleports you to the entrance/exit of the complex.  You are still outside the complex, but a single move will enter it.  A telegrasp disappears from your pack after use.  They are also useful as a give-away to squadmates in trouble, and can be sold at the complex for almost 30k.

	-Relative Weapon Values-

	The relative value of armor and weapons is proportional to the sale price in the Complex or WRR.  Thus, PolyCarbon armor is more protective than Reflecto, the Xendrix is more powerful than the Tevix-Bahn, etc.  The best equipment in the wastelands is
	H2H   : Xendrix
	LR    : Trignet
	Armor : PolyCarbon
	
	Note that each location has disadvantages: the Complex doesn't sell the high-powered weapons, and the WRR charges more.  Also, while the Complex will buy weapons and armor for a fair price, the same cannot be said for items.  The more exotic items, such as Code Keys, Lazer Keys, or Alien Devices, will sell for much less that what their worth.  The WRR is usually better about giving a fair price for these items, but be cautious.  Often an item is more valuable than the crystals it sells for.

	-Weapons and Ammo-
	
	Once ammo is bought for a weapon, it becomes a part of that weapon.  There is no way to remove it and attach it to another weapon.  This applies to all weapons, whether bought or dropped by monsters.

	-Item Cloning- NEW!
	
	Only recently have I begun to experiment with this, but if done correctly, it has the potential to be a much better source of crystals than telegrasps.  In a nutshell, you use the guard panels in the afb to quickly clone items, then sell them in the research room.  To do this correctly, you need a trignet, 6 trikorders, the 4 afb items (code key, lazer key, remote control, and gasmask), and lots of medpacks.  Enter the level 5 afb and choose one of the guard panels; I believe there are 4.  Drop everything but the trignet and 6 trikorders near the panel.  Make sure you do not have armor or a h2h weapon (suits are ok though).  Touch the guard panel, and a clone of yourself will attack you.  Unfortunately, the clone will always get the first long range shot.  If he hits you (which he will about 75% of the time) run away and heal up.  If he misses and you make your shot, you should be able to defeat him.  Note that you'll have to hit him every single time or you'll be in serious danger of dying.  Even if you do hit him every time, your luck might be bad and you'll have to run.  Using a trignet will make your job easier, since it will incapacitate the clone for one round and give you a free hit (assuming you hit him with your trignet shot).
	When you kill the clone, press (p)ick up IMMEDIATELY.  If you press any key besides p, you will be attacked again and will have lost the chance to pick up items.  For instance, if you accidentally press <enter> twice after defeating the clone, you won't have a chance to pick up items.  
	Now pick up the 6 trikorders and the trignet.  If you don't have enough strength, you might not have 12 equipment slots available.  In this case you will want to carry trikorders in half your equipment slots, or if you have an odd number (say 9) alternate between 4 and 5.
	When you are finished picking up items, you'll be attacked again.  Run away this time.  If you have a reasonably high dexterity, you can be pretty sure the clone won't hit you while running, but nothing is certain (//VERIFY: I've never been hit by a clone while running, so maybe this is certain).  After running, drop the extra trignet and the 6 trikorders.  Heal up, and repeat.  
	Trignets with 100 rounds sell for about 80k in the research room, and trikorders 45k each.  So each time you kill a clone and successfully pick up the items, you have generated 350k crystals.  With Alien Devices, the payoff is much greater: 6 Alien Devices plus a Trignet is worth 650k.
	Taking influx can make it easier to defeat the clone (since the effects of influx don't transfer over to the clone's stats) but they won't allow you to get the first shot.  Only once have I defeated a clone that didn't miss, out of 10 tries, each time with 3 doses of influx #3 (Str+2,Dex+2).  So don't count on influx to be a great advantage.  Unless you're feeling very lucky, always run away when the clone hits you with his long range weapon.
	This method will work for duplicating any item or weapon, but not suits or armor.  If you need a few more trignets, this would probably be the most economical way of getting them.  For other items, there's not much point in duplicating them unless you're running some sort of wholesale item store.  Generally the cost of medpacks and the time spent defeating a clone, not to mention the risk of death,  isn't worth what the item would cost you (or the effort of killing a regular monster for one).  The only reason trikorders are used is because they have the best price/availability ratio.  If you are planning on doing this for a while, you might want to build up a quantity of alien devices, which sell for 95k.

	-Shovels-  NEW!
	
	While not a very effective weapon, the shovel does have a unique use: it can be used as an item in the wastelands to dig a hole down to the next level.  However, if the tile you would drop onto is rock, you won't be able to dig the hole.  The shovel will break (ie disappear) after one attempt to dig a hole, regardless of whether you were successful or not.  //VERIFY Is the hole persistent across logins? maintenance?

	-Holes in AFB-  NEW!
	(Thanks to BAS for inspiring this tip)
	Want to make it difficult for your foes to navigate the AFB?  Try blowing holes in the floor.  Holes in the AFB function exactly as 20-foot pits in the wastelands, except you can't be pulled down to the next level.  You can avoid falling into the holes by wearing an Anti-G Suit, which can only be purchased in the afb research room (no monsters carry them).  The Anti-G Suit occupies the same equipment slot as the Environmental and Combat Suits, so you can only wear one of the 3.
	To make a hole, Use duroplast while standing on an AFB tile.  However, since you can't just set duroplast off randomly, you need to drop an item on the tile you want to become a hole.  Use the duroplast to blow up the item, and a hole will replace the floor tile.  The mechanics of placing duroplast are exactly as in the wastelands, ie the duroplast can either blow up in your face (causing damage to you), be a dud (doing nothing), or work as intended (causing no damage to yourself).  The most common behavior is working correctly.

Important Tables
----------------
//ADD level up amounts

(Thanks to Wolfen for the following table)

Name			-Complex----	-AFB--------
----   			Buy	Sell	Buy	Sell	Notes  
Aerial Scan   		5000   	3000   	2200   	2000   	I  
Alarm Clock   		N/A   	150   	N/A   	5      	I
Alien Device   		N/A   	5000   	N/A   	95000 	I  
Alien Skull   		N/A   	4500   	N/A   	5    	I
Anti-G Suit   		N/A   	0   	48000 	35000  	S   
Asbestos Pads 		N/A   	170   	34000  	170   	A:150   
Barbed Wire   		N/A   	150   	25000  	150   	A:110   
Blue Key   		N/A   	5000   	N/A   	9000   	I
Breonesin Sheeting 	N/A   	135   	16000  	135   	A:80   
Broken Keypad  		N/A   	75   	N/A   	5    	I
Broken Wrench 	  	N/A   	85   	N/A   	85    	?
Butane Tank  	 	N/A   	2525   	N/A   	2525  	I
Chrome Pipe   		N/A   	500   	N/A   	500   	I
Cirze Supply 50		3100	N/A	?	N/A	P:Tevix-Bahn,ZTempest
Cirze Supply 100	5800	N/A	?	N/A	P:"
Clay Package   		N/A   	125   	N/A   	5    	I
Code Key   		N/A   	50   	N/A   	5     	I
Combat Suit   		13500	5800   	13500  	9800   	S
Copper Tubing   	N/A   	1200   	N/A   	1200   	I
Cuprid Vest   		N/A   	180   	44000  	180   	A:175  
Devastator   		41000   19500	41000  	21500 	W:Power Pack
Door Hinge   		N/A   	75   	N/A   	75    	I
Drill Bit   		N/A   	70   	N/A   	70    	I
Duroplast   		3000   	1800   	1500   	1400   	I
Electric Sword   	32500	14500 	32500  	15500  	W:Power Pack   
Environmental Suit   	4500   	2250   	4500   	3250   	S
Exavator   		12000	6000   	N/A   	7000   	W:ZZETS   
Extinguisher   		N/A   	300   	N/A   	300    	?
Firenet 50		N/A	N/A	95000	N/A	P:Trignet
Firenet 100		N/A	N/A	180000	N/A	P:"
Floppy Disk   		N/A   	195   	N/A   	150   	I
Galacticom   		1750   	900   	3750   	2500   	I
Gasmask  		2000 	1100   	1000   	800   	I
Gate Valve   		N/A   	175   	N/A   	175   	I
Green Key   		N/A   	5000  	N/A   	9000   	I
HeXonium   		14500 	135   	14000 	135   	A:80   
Hemp Rope   		200   	120   	N/A   	5     	I
Herculean   		N/A   	45000  	96000 	48000  	W:Infinex   
Hoist   		N/A   	10000  	N/A   	12000  	?
Human Skull   		N/A   	1025   	N/A   	5    	I
Hydra Jack   		N/A   	38000 	65000 	35000   W:N/A
Hydrite Egg   		N/A   	22500  	N/A   	5    	I
I-Bar Clamp   		N/A   	265   	N/A   	265    	I
Infinex 50		N/A	N/A	9000	N/A	P:Xendrix, Herculean,?
Infinex 100		N/A	N/A	16500	N/A	P:"
Jack Knife   		N/A   	2500  	N/A   	2500  	W:N/A
Landmine   		N/A   	1900   	9000   	7500   	I
Laser Vest   		29000	150   	29000 	150   	A:110   
Lazer Key   		N/A   	8750   	18000  	12750  	I
Leather   		4500   	90   	4500   	50   	A:50   
Medpack   		1000   	800   	5000   	1200   	I
Metal Shears   		N/A   	4000   	N/A   	4000   	?
Mudrane Sheathing   	N/A  	90   	4700   	90   	A:50   
Nail Gun   		N/A   	1000   	N/A   	1000   	?
Natase   		9500   	4000   	N/A   	5000   	W:N/A
PickAxe   		N/A   	15000 	35000 	17000  	W:N/a
Pipe Die   		N/A   	825   	N/A   	825   	I
Pipe Fitting   		N/A   	350   	N/A   	350   	I
PolyCarbon   		N/A   	240   	97000 	240   	A:175   
Power Pack 50		1525	N/A	?	N/A	P:?
Power Pack 100		2800	N/A	?	N/A	P:"
Propeller   		N/A   	12500 	27250  	13500  	W:N/A
Rations   		50   	5   	550   	5      	I
Raxhaven   		19250 	8500   	N/A   	9700   	W:Power Pack   
Re-Bar Scrap   		N/A   	150   	N/A   	155   	I
Red Key   		N/A   	5000   	N/A   	9000  	I
Reflecto   		N/A   	200   	84000 	200   	A:200   
Remote Control   	N/A   	75   	N/A   	5    	I
Rotted Cabling   	N/A   	95   	N/A   	95   	I
Rusted Wire   		N/A   	10   	N/A   	5   	I
Salanger   		4250   	2000   	N/A   	3000    W:N/A
SanPlizer   		30500 	13000 	30500  	14000  	W:Power Pack   
Sheet Metal   		N/A   	190   	63000 	190   	A:175   
Shezvarin   		42500 	180   	42500 	180   	A:150   
Shovel   		N/A   	350   	N/A   	350   	?
Silencer   		300   	175   	N/A   	175   	I
Sledge Hammer   	N/A   	21000 	48500 	20000  	W:N/A
Steel Chain   		700   	200   	N/A   	400   	W:N/A
Steel Coupling   	N/A   	?   	N/A   	?    	I
Summoner   		800   	500   	2500   	1500   	I
Techkit   		N/A   	7250   	25000 	20250  	I
Telegrasp   		N/A   	29515 	42500  	32500  	I
Tevix-Bahn   		55750 	25000 	55750  	27000 	W:Cirze Supply   
Thumper   		1500  	800   	N/A   	5    	I
Trans-Axe   		18000 	8000   	18000 	9000  	W:Power Pack
Transmitter   		500   	280   	N/A   	5    	I
Trignet   		N/A   	65000 	130000 	75000  	W:Firenet   
Trikorder  		N/A   	17500 	65000 	45500  	I
Trilasm   		7500   	3000   	N/A   	3500   	W:ZZETS   
Vacpack   		15000 	8625  	24000 	12500 	I
Xendrix   		N/A   	40000 	85000 	45000   W:Infinex   
Z-Tempest   		64750 	27000 	64750 	29000  	W:Cirze Supply   
Zimmer   		N/A   	36600 	51000 	8600	I
ZZETS 50		?	N/A	N/A	N/A	P:Trilasm, Exavator
ZZETS 100		?	N/A	N/A	N/A	P:"


Legend:
A Armor:Hits (Armor sell prices are per hit)
W Weapon:Ammo (Weapon sell prices are price empty) 
P Ammo/Power:Weapons powered
I Item
S Suit
? Unknown

//TODO:Fill in missing data


Future Additions
----------------
The Oracle  

Nukem 

<Until the Oracle and Nuken sections are written, please see the excellent faqs on the subject written by Hawk at the ziskind archive here: http://www.ziskind.com/bbsdoors/ooii.asp. These faqs should be required reading for any OOII player.  Note however that they are based on OOII v1.00, and some of the information may be out of date.  To my knowledge, the only such out of date info is the oracle monster problem mentioned in the Oracle section of this faq>

Aurora <the intended source for the "secret" information of the game>

Bases

Loaning Crystals

Important/Useful Items and Their Monsters

Basic Gameplay Tactics/Strategies


Credits
-------

	Grant Rodgers "Teucer"
		- just about everything
		- grantr@utdallas.edu

	Logan Bowman "Wolfen"
		- Various corrections and updates on version 1.20	
		- rloganb@satx.rr.com

	Mike Giambalvo "Heathkit"
		- various info on prison and missile silo
		- michael@thetower.dhs.org

	James Abbey "Dave"
		- partner in crime
		- jabbey@austinc.edu

//END
