Stainless Steel Rat Saves the World
Platform: Commodore 64
Gametype: Undefined
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In the game you travel through time with a portable time helix which you first have to assemble.
With the time Helix you can travel to 30 different locations. To gain a score of 100% you only may
travel 11 times. In the below solution you travel 12 times and therefore you only get a score of 97%
(you lose 3% for every time you travel more then 11 times). Locations which aren't necesary to
solve the game can be useful to find some hints on how to solve the game. Others are lethal and
shouldn't be visited at all.  These locations are not included in the solution in order to get
the highest possible score but will be discussed at the end of this walkthrough.

The system of travelling consists of four numbers. For instance your starting location is 4135.

Spin 4
Flux 1
Phase 3
Resonance 5

In order to go to another location you have to alter the current number. If you want to go for
instance to 5125 you will have to change the spin-number by 2.
The number of Spin and Phase are connected and their sum always equals 7. So when you raise the
Spinnumber  with 2, the phase number will be lowered by 2.
The number of Flux and Resonance are also connected and their sum always equals 6. So when you raise
the Fluxnumber  with 2, the Resonance-number will be lowered by 2.

Theoratically this means that you should only have to alter the spin- and flux number to visit al
the different locations in the game but the game contains a bug which stops the game when either the
sum of the change you make to the flux-number or to the resonance number becomes bigger than 6. To
solve this when for instance the flux-number is 5 and you want to go to a place with fluxnumber 3
DON'T change the flux with 2 as the programm will crash but change the resonance with 2 and you
will get the same result.

*Getting objects from one location to another.

The game has 18 different objects:

1	TIME HELIX
2	MASSER
3	LANGUAGE UNIT
4	MINIFLASH
5	PARADOX PROTECTOR
6	COYPUS FIXATOR
7	JARLS FIXATOR
8	YOUR FIXATOR
9	NEUTRON BLASTER
10	FORCE FIELD ZAPPER
11	NOTES
12	SUPERHEAL
13	DAGGER
14	GRAV CHUTE
15	GOLD
16	POWER PACK
17	DIAMONDS
18	CASCADER

The first 8 objects are time protected which means that they can safely be carried from one location
to another location in time. The others, 9 to 18, are not. They only can be carried through the time
helix when you travel to a location which has the same phase as the location you're at he
moment. For instance when you travel from 6115 to 6313 there is no problem. They both are in phase
1. However if you travel from 6115 to 5224 the object returns to it's original location because
it can't be taken to a location in a different phase when you travel with the time helix. The
solution to this is as follows: You have to BURY the object in the location where you encounter it
then travel to a location with the same fluxnumber to retrieve it using the command USE MASSER. If
you retrieve it in a location with the same flux as the one where you encountered the object and
with the same phase as the location where you eventually want to take the object it, you then safely
can take it to that location using the time helix. For instance you want to take SUPERHEAL from
location 6115 to location 3442. In location 6115 BURY SUPERHEAL. Travel with the time helix to
location 3145 which has the same flux-number and USE MASSER to retrieve the object. You can now
travel safely to location 3442 with the object because it has the same phase-number.

A last note: many places are in real-time, you have to hurry or else you'll die.


http://solutionarchive.com/file/id,3110/
