FOUNTAIN OF DREAMS CHARACTER CREATION An effective initial party is a Medic, Vigilante and Survivalist. Ochoa or the Admiral, who will join later, eliminate the need for a Hood. Key attributes are Dexterity, IQ and Aptitude. With 23 Dexterity you have a powerful advantage against Klowns. You can generate higher Constitution points by pressing the number of the characters's profession. You'll also get more Bonus points. Leave Strength no higher than 16 - you can boost it higher as you play. One character should have 16 Charisma, all need at least 16 Dexterity, IQ and Aptitude. Willpower and Luck should gradually be increased to at least 16. The skills you definitely need are: Stealth, Pharmacy, Brawling, Lockpick, Bomb/Alarm Disarm, Demolition, Gunsmith, Medics, Handgun, Blades and Perception. To avoid mutation, don't fight mutant beasts or those that cause irradiation. HOME You may store characters at the compound, but they will die when it's wiped out by the Klowns. After completing the police assignment, you can store them at the police station. Doc DeMedici will heal for free and cure mutations. MIAMI From the compound, see the police station, ask about Miami, twice and agree to help. You'll get a rifle and explosives here. After 4 AM, go to General Store and use Lockpick on door in southeast corner. Say Diz sent you, and you'll hear about a gun shipment. Now go to Bahia Mafia headquarter east of the police station. Accept their assignment. North of the General Store, visit the Admiral and agree to trick the Bahia. You'll get $2,000 and a better rifle when you do. Get the Admiral or Ochoa to join; both are good at picking locks. Explore the city until midnight, Monday, then complete the police assignment by giving Mafia guns to the police. Explore the OhOh temple. You'll find gear in the crates south of the entrance. More is found further south, but you'll have to wage a major battle. Go to the compound, recruit Ignaz and Junior and store Junior at the police station. DESOTOS The password is DESOTO. Explore the buildings, opening all desk drawers. Go to the eastern compound and find Imelda in the first house north. If She's not there, keep checking back from 1700-2400. (Her brooch is found in the bushes in front of the house.) Get her to join, then go to the first house south, which is Mario's. Search the closet to find five pairs of rubber boots; give one to each character. Use rum in fountain and enter it to get vault key. Irwin's house is the next one to the north. Be nice to him and you can store characters at the Guard House near the Bottling plant, too. To the left of Irwin's and beside the Guard House is a building in which you can find the vault downstairs. Use Mechanic skill on the broken machine to blow it up and find explosives. Open the vault with the key from Mario's. Use the safe combination (092089) to get $750. The password for the guard is Muricelago. Go to the building on the southeast corner, the Bottling Plant. Use stairs to go below. In the basement, operate the valve, then go to the northeast corner and find the vault under a table. Open it. Leave through east door after someone sees you. ASTORS You can get B.L. Astor to join by giving her the Voodoo Cologne. Dr Brewho has some. Talk to him about Madame Lupe; say Lukos if he asks about a message. with Astor in the party, the Gun Shop won't sell to you. In that case, see Gramps Astor, who'll tell you to find a gun that will get you back on good terms with the Gun Shop. Go back to Desoto's. upon entering, you'll see fields infested with Mutants. Head for the southeast corner to find elephant guns in the fourth or fifth row. Give them to the Gun Shop, then visit Gramps. WILFRED You must have one free character slot for this mission. Also make sure everyone has maximum hit points, because the sawgrass is deadly. Head for the sawgrass, the go to the west side. In the middle, you'll sight a hut and some Mutants. Wait for Wilfred to arrive, then take him to Tomtom. Next take him to Big Daddy in the OhOh Temple. When you wake up, enter the south door. To pass the tests, you need a canteen or a bottle of rum. Pour either over an item in the southwest corner in each of the four rooms. You'll exit the temple, and you can now store characters in the temple. The OhOhs and the Beachcombers will also be friendly. KILLER KLOWN KOLLEGE Leave one slot open for another character, Granny. To find the Kollege, go past the right side of your home till you hit Mickey's wall, then proceed east to the Kollege. Upon arrival, get as near the main gate as you can. Enter the small house on the right, which is the Kiwi House. Here you can rescue a Klown who will help. Use mechanic tool kit. On the second floor, avoid the carousel. Shoot the mirrors if you get caught there. In the tiger room, you can get excellent armor from the safe, whose combination is BOZO. You can rest in the unnamed house without being harmed. Check the rooms at the big Top for gear. FINDING GRANNY Go to Kermit's Mansion. On the way, enter the Sand Trap, where you'll get caught and relieved of everything but handguns and ammo. When exiting the Midway, put on the rubber boots to get past the electrified grill. When you meet the guards around the next corner, kill or ignore them, or destroy the phone. Destroy the bell around the next corner. Don't touch the Egress, leave the next box alone, and touch the eight ball. After the eight ball crashes through several walls, follow it into the Big Top. Do not take the balloons. Kill the old Klown. Avoid traps by walking south on the west edge of the ring. When Kermit attacks, kill him. Examine, and unlock the crate. When the real Kermit attacks, kill him too! (There is still another Kermit and some Mutant Lions. By staying out of the ring, you can probably avoid them.) Get the large ring from Kermit. Take the northeast door and you'll find some lockers and the big key that opens the arsenal in the basement. Exit by jumping out the hole in the back wall, then go east. Enter the other hole, follow this passage, and you'll find Granny Astor. MUTANTS Take Granny home, and Gramps will ask you to store her at the police station. He and Doc Brewho will join you with the mutants. Keep Joey. At the shack where Wilfred was found, Doc and Gramps will talk to the Mutants. A bit north is the Fountain and Kiwi.