[comp.sys.amiga.games] Neuromancer hints wanted.....

hgm@ccvr1.ncsu.edu (Hal G. Meeks) (08/04/90)

Some might interpret the following as minor spoilers:


I've reached an impasse in the game. I've cracked all the ice at the
Gentleman Loser (all that I could reach, that is). I'm now an employee of a
pretigous hi-tech outfit, so the security gate isn't a problem. I even have
a pass for Sense/Net. But that's as far as I can get. Trying to break the
ice on Hosaka or any of the other other bases in the secured area leaves me
cold (so to speak). I don't know the catalogue number for Dixie Flatline, so
I haven't gotten a ROM construct yet. I've poked around at the other
cyberspace ports, so I realise that the ice only gets stronger. And AI's,
needless to say, present a unique challenge. My logic isn't quite up to it.

What to do next? I suppose a copy of Easy Rider might help. Any other
suggestions? I don't want specific details; hints would be appreciated. I
suspect if I could just get a little nudge, I could finish the game. 

--hal



--
hgm@ccvr1.cc.ncsu.edu    "I'm _not_ looser than clams!" 
netoprhm@ncsuvm.bitnet    Zoogz Rift  _Interim Resurgence_