Path: utzoo!utgpu!news-server.csri.toronto.edu!clyde.concordia.ca!uunet!samsung!usc!apple!rutgers!mcnc!ncsuvx!news From: hgm@ccvr1.ncsu.edu (Hal G. Meeks) Newsgroups: comp.sys.amiga.games Subject: Neuromancer hints wanted..... Message-ID: <1990Aug4.034036.5046@ncsuvx.ncsu.edu> Date: 4 Aug 90 03:40:36 GMT Reply-To: hgm@ccvr1.ncsu.edu (Hal G. Meeks) Distribution: na Organization: NCSU Computing Center Lines: 24 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_