The "WasteLand" Game - Loot Bag contents:

                                              - Wild Bill (revised 6/18/04) -

Here's a summary of the better / more important items to be found in the "loot bags" found in the game.

Experience has taught me that MOST of the "loot bags" contents MAY VARY ! Also, when I've been "greedy", learned to SAVE the game BEFORE checking the bags, if the "loot" WASN'T what I was expecting, exit WITHOUT SAVING, restart and try again !

Just a "side note" - This "exit without saving" trick may also be used to gain "experience levels" not raised on the "first try".

SUMMARY of the better "loot items" available AND where to find them:
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        IF the number is followed by a " #/# ", this indicates the number of 
        items found in "loot" / items carried by a character to be "recruited" 
        or some other special explanation !

POWER ARMOR          - 8    7/1  (Citadel 5, Cochise 2)
           Pseudo-Chitin Armor  - 9    8/1  (Darwin, Sleeper 7)
           Kevlar Suits                 - 5           (Needles, Las Vegas 2, Sewers 2)
           Rad(iation) Suits   - (many)   /1  (Needles 2/1, Las Vegas 3, and
                                                                 many at Sleeper Base in a "locker"
						            may be as many as 14 !)
Kevlar Vests                  -  2         (Quartz & Needles)

           Geiger Counter             -  2          1/1 (both in Needles)

           Proton Ax                      -  2          (Las Vegas & Citadel)
           Chainsaw                      -  2          (Sewers & Citadel)

           Meson Cannon             -  2          (Citadel & Sleeper)
           Ion Beamer                   -  1          (Citadel)
           Laser Rifle                    -  4   3/1  (Citadel 2, Sleeper)
           Laser Carbine              -  6           (Sewers, Citadel 3, & Darwin 2)
           Laser Pistols               - 10           (Spade's 2, Sewers 3, Charmaine,
   Citadel 3, & Sleeper – sometimes
        on Level 1)

          * Flame Thrower             -0-   * None are free - can ONLY be purchased 
at some stores.
                                                              	DON'T BOTHER - EXPENSIVE and
CAN'T BE RELOADED !
JUST A "BIG RIP-OFF"
(the weapon may "jam" after a few shots !)

                        ***************************
                Ruby Ring                   - 1         (Needles / Ammo Bunker)
                Bloodstaff                   - 1         (Needles – ONLY 1 REAL ONE !
(numerous "fakes")
                Onyx Ring                   - 2         (Las Vegas & Citadel)
                Gas Mask                    - 7         (Old Mine 4, and Citadel 3)
                                                            (there's really NO NEED for the them! –
       UNLESS you make mistake at Freddy’s)

                Broken Toaster           - 3         (Quartz,Desert Nomads,Citadel)
                                                               		(ONLY 3 IN THE real game !)

                BLACKSTAR KEY       - 1
                NOVA KEY                   - 2    1/1  (1 is "inside" a toaster !)
                PULSAR KEY               - 2    1/1  (1 is "inside" a toaster !)
                QUASAR KEY              - 1           (there's an "extra", in Quartz IF you
        DO something you SHOULDN'T!
- "deal with Ugly John.)
                SECPASS A                  - 1
                SECPASS B                  - 2   (Citadel & end of Finster's Mind-Maze)
                SECPASS 1                   - 1
                SECPASS 3                   - 1
                SECPASS 7                   - 1   	      (also for Project Darwin’s doors !)
                Sonic Key               2, 3, or 4        (depending on the "courthouse"
  and "golf course" for extras.
                                                                               I prefer finding about
       5 RPG’s on "golf course" !)

                Roomkey #18                 - 1          (Quartz / Bar)
                                                            (a MUST – to get Passwords and
          LOOT from Room 18 !)
     
     Passkey                           - 1         (Desk Clerk - Stagecoach Inn)
                                                                                 (JUNK !,  Disregard it !)

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            Various "parts" are required to repair the "broken equipment" in
            the game. These parts include Power Converters, Plasma Couplers,
            Fusion Cells, Servo Motors, and ROM Boards. They will usually be
            found near the location where they are needed. The only exception
            to this are the Las Vegas "Sewers",  where you'll find 10 items and
 need 9 of them to complete the "repairs" !   The "extra" ROM Board 
 will repair the Pilot Simulator, later in Sleeper Base.

            You'll need some (TWO) CHEMICALs and FRUIT in "Darwin", but 
 DON’T get the CHEMICALs UNTIL NEEDED !  The CHEMICALs can 
 be found at the "StageCoach Inn" and "Outlaws' Hideout" in Quartz !
 Just as easy to BUY the FRUIT at a "store" - the "General Store" in
            Darwin.  There's an "ANTITOXIN" at "Spade's Casino", but you can
            "make your own" at the "LAB" in Darwin !

            There's also a lot of "extra" equipment around, just in case you
            "missed" something earlier. DON'T bother "collecting" any "extra"
            equipment !  There's more "extras" if you do something completely
            wrong, like "killing Laurie" or "making a deal with Ugly", so
            DON'T BE FOOLED BY THE LOOT !

            You'll need some "keys" along the way.  IF you can "remember"
 where you saw them, DON'T just "pick them up".  GET THEM when
 you find a place to use them.  You MAY find "extras" closer to where 
 they're needed !  NEVER "DROP" (discard) ANY KEY, unless you're
 ABSOLUTELY SURE IT'S NO LONGER NEEDED ! There may or MAY
 NOT be "extras" !

            When everything else is done and you're ready for BASE COCHISE,
            just KEEP the Power Armor (Pseudo-chitin & Kevlar are temps.),
            Rad Suits, Crowbars, Proton Axes and Chainsaws, and the most
            powerful Laser (Energy) Weapons and Power Packs (ammo) !
            You will need - 1 ROPE, 2 TNT, & 5 PLASTIC EXPLOSIVE !
            ALL OTHER WEAPONS ARE HARDLY EFFECTIVE AND SHOULD BE 
 SOLD !
            	(Including the Axes, Knives, Pistols, Rifles, and SMGs.)

		(the pesky CHOPTERS there can ONLY be killed with range or
“gun” type weapons!)

            FIVE KEYS are needed at the "end of the game", only FOUR of
 them have NOT YET BEEN USED ! There's an "extra" of ONE of the
 keys at the end of Finster's Mind Maze, which I hadn't solved prior to
 doing the Citadel, - that would have made the Citadel safer, easier to 
 complete.
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