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Walkthrough

by 8_bit_Warrior

========================================================== (80 characters) =====
			           Whale's Voyage
		                  Walkthrough v1.0
                                  By 8-bit Warrior
                        e-mail: [email protected]

-TABLE OF CONTENTS-

I.   Intro
II.  Stupid Things
III. Character Creation
IV. Trade
V. Walkthrough
VI. Weapon Stats
VII. Loose Ends
VIII. Conclusion
IX. Appendix
X. Credits

I. Intro

There I was, knee-deep in a foreign country 8000 miles from home, surrounded by
mosquitos and palm trees. I was traveling where no man had ever gone before...
Well, maybe a few men. But not many of my ilk. This was, after all, a unqiue
mission....

After three months of continuous travel, I found myself in town not unlike
American suburbia. Lulled into complacency by this unexpectedly familiar
environment, I began to live an American lifestyle, hanging out with friends,
hitting up the diner and eating giant poori with chutney and tea...Even playing
old computer games at night.

Soon I found myself trolling Underdogs, looking for some sort of space-based
adventure to satisfy my seemingly unquenchable thirst. I had to play them all,
every last damn sci-fi game ever made before 1995. What can I say? I guess I
let my guard down...

And that's how I found myself playing this stupid game smack dab in the midddle
of Tamil Nadu, India.

II. Stupid Things

There's a couple of stupid things about this game you'd best understand before
you start playing.

1. If you load a character with too much stuff, they'll quickly start dying.
Really quickly. The amount you can carry seems to be based on strength, but
there's no way to tell max carrying capacity. Instead, after picking up any
particularly heavy item, you'd better click the character portrait to see if
you overloaded them. If so, jettison some stuff ASAP!

2. The controls are ridiculous. There is no mouse support, and no keyboard
shortcuts. Everything is accessed by holding down Spacebar and pressing the down
key. Then you highlight the various options on the lower part of the screen.
Escape backs up a menu. For further foolishness, the [Target] command and
[Attack] command are located in different menus. This immediately puts the game
into the "labor of love" category.

3. Similarly, if a character dies, the game dumps you back to the main menu, so
you have to click through again to continue fighting. Genious.

4. Other stupid things: this game.

III. Character Creation

When you start the game, you'll be taken to a character creation screen. First
you'll be asked to choose the father, then the mother. This determines not only
the character portrait, but the min/max values for each of the six attributes.

Note that neither the character class nor race has any effect on game choices or
plot. Neither do you ever encounter the aliens you can choose from in this
screen in the game.

Three attributes increase as the character levels up: health, mental energy,
and strength.

1. Attributes

Strength: Determines max weight that can be carried. Unsure if it affects melee
weapon damage.
Intelligence: May influence rehetoric level.
Speed: Unsure.
Mental Energy: Starting mental energy points. A character with zero mental
energy will always remain at zero.
Skillfulness: Seems to determine weapon accuracy.
Health: Amount of damage that can be incurred before death.

2. Skills

As far as I can tell, character classes only influence the set of skills the
character can use. (They may influence rhetoric, honesty, and general education
stats as well, but I'm not sure. Also, only one of these seem to even matter.)
So knowing what the skills are will allow you to make the best choice for
classes.

*Auto Reload: Automatic reloads the character's gun instead of you having to go
into the menu to do it manually.

Check Honesty: Tells you the honesty of a character in numeric value. Since we
don't know what that value signifies, this has abosolutely no use.

*Heal Wounds: Heals all wounds of a party member, the mental energy cost
equivalent to the damage incurred. Since higher health levels = greater cost,
the amount you can heal at once will be more or less the same throughout the
game.

Brainblast: Might be a one-hit kill. But by the time you can use it, you'll have
better guns which can be used for far longer.

Create Fireball: Hurts bad guys. Never used it, but the high casting cost
ensures only 3 or 4 uses anyway.

Detoxicate: Not used. Seems related to the never-used poison stat.

Disarm: Never worked. As a result, no chance to do anything but kill bad guys.

Heal Unconciousness: Not used. Seems related to the never-used oxygene stat.

Hypnotize Opponent: Never worked. Too bad, it seemed to have great potential for
NPC as well as enemy interactions.

Identify Essence: Never used. Seems like it may have been linked to an
incomplete quest on the alien ship, though obviously was intended for more as
well.

Identify Opponent: Gives the same stats for other characters as you can get on
yours. Since most characters in this game are simply shot at, pretty useless.

Identify Weapon: Gives detailed stats on weapons, though all but one (technical
level) can be figured out through other menus. Useful if playing on your own,
but since you've got this guide, it's pointless. :)

Intimidate: Never worked.

Paralyze: Never worked. Again, too bad as it seemed to offer non-violent
solutions.

*Resurrect: Brings dead character back to life. At later levels, it may cost
more than your character's max mental points, but in the beginning of the game,
it is essential--at that stage, resurrecting at an aid station will cost more
than your party has.

Search for Trap: Not used.

Set Trap: Not used.

Take up Trail: Not used.

*Use Computers: There are several moments where you can use this skill. The
alternative is lugging around a 4000 g toolbox, so it's a pretty good skill.

Use Essence: Not used.

*Use Scanner with Extended Knowledge: Allows you to scroll the map around while
activated. Very useful.

Value Item: Tells you how much you could sell an item for on the present
planet. Pretty useless.

3. Character Classes

Soldier [Psi-Neg]
Starting Skill: [Identify Weapon]
Other Skills: Auto Reload, Use Scanner with Extended Knowledge, Identify
Opponent, Take Up Trail, Set Trap, Search for Traps, Value Item

Bounty Hunter [Psi-Neg]
Starting Skill: [Take Up Trail]
Other Skills: Check Honesty, Identify Weapon, Identify Opponent, Use Computers,
Value Item, Set Trap, Auto Reload

Aranian [Psi-Pos]
Starting Skill: [Hypnotize Opponentnent]
Other Skills: Heal Wounds, Resurrect, Paralyze, Disarm, Check Honesty, Take up
Trail, Identify Weapon, Auto Reload

Biochemist [Psi-Neg]
Starting Skill: [Identify Essence]
Other Skills: Use Essence, Identify Weapon, Auto Reload, Use Scanner with
Extended Knowledge, Search for Traps, Value Item, Set Trap, Use Computer

Psionian [Psi-Pos]
Starting Skill: [Check Honesty]
Other Skills: Create Fireball, Brainblast, Hypnotize, Heal Wounds, Identify
Opponent, Detoxicate, Paralyze, Intimidate

Doctor [Psi-Pos]
Starting Skill: [Heal Wound]
Other Skills: Resurrect, Hypnotize, Detoxicate, Heal Unconciousness, Paralyze,
Use Essence, Identify Essence, Disarm

Note that all healing is related to mental powers. There are no healing items
you to take with you--only other option is health stations.

Based on usefulness of abilities, I would reccomend a soldier, aranian, doctor,
and psionian--if you want variety.

Truthfully, the most useful party would be the one that dies the least & can
heal the most. i.e., one soldier, and three of either aranians or doctors--
picking the parents that yield both high health and mental. The choice is yours.

4. Generation

The previous three sections should give you enough info to decide what classes
you want. Now you must pick the parents which yield the best combination of
attributes. I ran all 25 combinations and logged the most notable ones:

1 + * average.
1 + 4 good intel, health, decent mental
2 + 1 bad stats
2 + 2 good
2 + 3 good stats
2 + 5 good (inc. mental), - str sped
3 + 1 some good, - health, 0 mental
3 + 2 crazy intelligence & mental; other stats garbage
3 + 4 decent, no mental
4 + 1 crazy mental, other stats good
4 + 2 good stats, - mental
4 + 4 crazy str & spd, - others
4 + 5 crazy intl, spd, skl
5 + 1 great speed str skil
5 + 2 good, - speed mental
5 + 4 decent, - mental

The stats will determine what skill your character can be admitted to. The
school will increase one or two stats dramatically. The second skill will do
the same, and also determine the character class. Presto.

Because characters will basically get attacked all at once, there's no character
that can afford to have low health. So try not to take on any lame ducks in that
area.

IV. Trade

The trading aspect of this game seems pretty cool at first, but due to the
authors' apparent total unfamiliarity with even rudimentary principles of supply
& demand, it quickly becomes quite stale.

Once you get enough money to buy anything (around $100k), each planet will have
a "best deal" to purchase. Buy all you can and take it to the next planet in a
row. If you stop by and trade every chance you get, you'll never have to worry
about money again.

Lupis = Bauxite[/6686] > Auboris[/10884] = $4198
Auboris = Drugs[/9376] > Lapis[/13671] = $4295
Castra = Medicine [/70000] > Lupis[/108944] = $38944
Sky Boulevard = HeavyWeapons [/168753] > Lapis[/256485] = $87732 [lightweapons
also good]
?
?
?

The second planet is where you can get the greatest profit, but technically you
can sell it anywhere and make green, since each item is at the lowest price in
the system.

V. Walkthrough

1. Part I

Welcome to Whale's Voyage. This is the main screen, where you'll do all sorts of
fun stuff, like buy & sell wares, set your destination, and equip the Whale. For
now, though, there's nothing much to do but beam down, so you might as well do
that.

And this is your introduction to the "field" mode. It seems cool at first, but
quickly becomes quite mazelike. Personally, it reminds of this bizarre "virtual
reality" machine I paid $20 bucks for at the shore once as a kid. But I digress.

To the left of each character's name is an icon which indicates their role.
These are pretty much useless. However, whoever is going to be doing the killing
(probably your soldier) should be set to "T", for "Tarzan." (Or Targeter.) You
may also find it useful to set someone to M so you can tell how many credits you
have. Finally, C ("Closer") is sometimes useful when being chased.

Anyway, Castra is a somewhat snazzy-looking location with a pretty decent BGM.
You'll also quickly discover that it is one of the most maddening useless areas
you'll ever encounter. Seriously, what were they thinking when they designed
this piece of ass? And yet there's so much more ass to come.

Head to the West, through a covered passage. There's a strange shaped computer
room with lots of alcoves. In one of these, you find Greg Morgan, who complains
about being persecuted and asks for a shrinking machine. Sure.

Go South, and you'll find old man Geroge McNil getting beat up by some
holligans.
Target them and beat them with your bare fists. They go away soon enough.
Approach George and click the icon that appeared under the beam up icon. (Pay
attention, usually it's partially off-screen.) Geroge gives you $1500 cash. Talk
to him again and write down his number: 781658819.

Head a little East to the U-shaped room with two doors. There the merchant
Walter will tell you that he lost track of his daughter Winnie. Head back North
and West through that covered passage where you were introduced to the mysteries
of Greg Morgan, and you'll find Winnie shortly thereafter. Again, you have to
highlight a secondary icon to interact with her.

Bring her back to papa and he'll happily give you two guns and a grenade in
response. The natural reaction for any father, of course! Give the Shotgun to
your attacker and the pistol to your secondary. (Not that it will matter, ever.)
Immediately use the clip to reload the gun. As soon as you step outside, a
mugger will demand your money. Mercilessly dispatch him (the only way you can
deal with anyone in this game).

I would beam back to the ship and save my game at this point. Head West and
slightly North to find the second merchant, Max Flesh. He's in the L-shaped
passage. Talk to him and he'll tell you of a job involving a heart that needs to
get to Jack Nock on Lapis. As soon as you grab it, a hit squad beams in to kill
you. Beam up as fast as you can. Be quick, as it's easy for one of your guys to
get killed here.

Save the game, then call old man George. He'll "fax" you the shrink machine.
Beam back down. (The hit squad is gone.) Go back to Greg Morgan and you'll see
an event icon pop up. You may notice that Greg Morgan is dressed exactly like
the squad of hitmen that beamed in to kill you. This may make you suspicious.
You would not be incorrect to harbor this feeling. However, you have no choice
but to help him out. Greg leaves behind a CD; don't forget to grab it.

Mosey on over to Lapis (hopefully you won't get killed by space pirates along
the way). There's a gang of mercs wandering around to the east. Try not to get
pwned and take them out. Grab their guns as you can hawk them for over $10k
apiece(!).You'll find Jack Knock in the staircase-shaped building to the east.
(Unless you didn't grab the CD, in another example of how this game doesn't
respect your freedom. In which case you may very well spend the next several
hours of your life wandering around Lapis wondering where the heck Jack Knock
is.)

Talk to him and he mutters some nonsense about freedom fighters. Give him the
heart and he gives you $100,000 bucks. Give him the CD and the game spawns an
enemy directly behind you. Turns out Greg Morgan is really an assassain after
the heart. Surprise. At this range he'll be killing your characters in pretty
much one hit. Refuse to play ball and immediately beam out of there, leaving
poor Jack Knock to fend for himself.

Hopefully no one got killed. If they did, resurrect them. Save and beam back
down. Now just park yourself outside the building and wait for that traitor Greg
Morgan to wander into your sights. One blast from the s-gun should enough to
finish him. The person who offs him gets a bucket of experience and will
probably level up, though the other members will be very close.

Turns out Jack is fine, Greg was just a plot device for the game for the game to
sucker punch you. Jack basically tells you to go away, which is strange
considering that a bunch of people are trying to kill him.

Well, now you have enough money to essentially become rich beyond your wildest
imagination. (Even if you didn't give the heart to Jack, by selling the Small
Bore guns you picked up from the four thugs, you will still have enough cash to
achieve total market domination.)

It's pretty simple. Beam up and buy all the Bauxite and Iron you can. Fly to
Aboris. Sell. Fly to Catera. You should have enough to buy Perfume. Fly back to
Lapis, continue the route. Work your way up to Cybernetic Parts and Reactor
Parts. Upgrade your ship (spe. fuel related upgrades). Fly to Sky Boulevard once
you have $100k+. Buy Heavy Weaponry, fly to Lapis. This time, still fly to
Arboris, but skip to Sky Boulevard and work back. Repeat until you are satisfied
with your wealth.

2. Part II

After you're done robbing the solar system blind, find yourself at Lapis. Visit
Jack Knock to find, suprise! He's dead. [Examine] his corpse to find a note.
[Examine] the note to find a number: 042545120. (The game probably won't let you
dial it until you pick up the note.) Alrighty.

While you're here, you can buy the Room Scanner, which automatically fills up
the map. No more nudging up to every wall to fill it in. You might also want to
buy a toolkit if no one can learn {Use Computers}. There's also an Infrared
Scanner and a Sound Suppresser which will be very helpful later in the game.

Before you beam up, find a dude with green hair wandering around the north part
of the map. Ask about news and he'll tell you that Hypo-Coca disease is going
around. Oh no. Beam up and call the number. He'll tell you that "the only place
the heart could be is Inoid." Really? The only place it could be is the farthest
planet in the solar system? The ONLY place? Okay.

Make sure you grab the extra fuel tank and the fuel optimizer before you set
sail.

Once on Inoid, go to the north side of the map to find the hospital. Tell the
guy at the front desk that you have Hypo-Coca disease. The person who says this
will get another bucket of experience and probably level up. Doc will show up
and leave you alone in a locked room. Use [Manipulate Computers] skill or a
{Toolkit} to open the door. Grab the heart and everyone will get experience.
Suprisingly, no one materializes to kill you.

After that, not much to do but beam up. Make sure you buy an {Automatic Gun}
before you go. Call the number again to get some coordinates on Lapis to meet
the guy. You need a {Glider} and a {Glider Locator} to get there. If you weren't
reading this FAQ, and you were a chump like me and clicked through the message
without paying attention, you'd get to spend the next several hours checking
every coordinate on Lapis. But fortunately, I'm here to spare you such
life-wasting moments, and so, head to [33,18]. Simply flying over the location
is enough to activate it on the beam bar.

Find Jenns Nipple in the southwest part of the mine. If you ask what the heart
is for, he'll tell you to read Suffix A in your manual. You might be curious as
to what happens if you don't give him the heart. I honestly have no idea.
Everyone gets a bucket of experience if you give it to him, so that's good
enough for me.

If you want to do something besides wander around aimlessly for the rest of the
game, accept the mission to escort a ship to Nadax. If your ship is fully
upgraded (and I see no reason why it wouldn't be) you will crush the fleet that
intercepts you.

Captain gives you loot and tells you to meet their man on Nadax. Kevin Grove is
wandering around north of you. He tells you to meet a pirate at [45,17]. While
you're in Aqua, you might just want to invest in a Plasmagun.

That's Necht. Around the West-Center part of town are some bubble helmet-wearing
soldiers who will try to kill you and might be quite effective at it. These are
tougher before, both offensively and defensively. Hopefully you got a Plasmagun
as the buckshot doesn't really cut it. They also employ a beam blocker, so
you're in for the fight.

After you snuff them, you'll realize why they were so tough: all had plasmaguns!
In the bar to the north, a bartender will tell you that the cops just chased out
someone. On the table behind you, you'll find an ashtray. If you pick it up and
examine it, you'll find that there is a number written on it: 075384251. Just
like before, no one will pick up if you didn't examine the ashtray. Sigh. If you
think this is silly, yes, it is.

South, you'll also find a guy who casually mentions that there's an alien ship
orbitting past Idion. If you bought a translator on Auboris, you could go there
and hear aliens talk about boring, irrelevant topics. Or you could not go at
all. Finally, make sure you grab the damaged gun and armor that appear when you
kill the final soldier. The armor is heavy, so it will probably require some
inventory shuffling.

If you call, the pirate tells you to meet Nipple on Lapis. Well, what are you
waiting for? When you show up, Nipple is dead. The pirate "accidentally" killed
him. Well, okay, plant the damaged stuff on Nippel's body, everyone gets
experience, a guy shows up, then you beam up.

A call tells you to wipe a central computer on Sky Boulevard then call
093493330 when you're done. You'll find a goofy looking guy wandering around the
southeast part of the map. He'll tell you the computer room is behind Mr.
Wellscoff, but only after you give him an Automatic Gun. (Buy on Inoid.) He's
in the west part of the map, but he wants a blue filled form. The guy who will
give you the blue form is in the northwest part, but he wants the yellow form
first. That guy is in the southeast, but he wants a green form.

At this point, you may feel like you're playing a low-grade version of Doom. But
unlike the novel, you don't have the option of just blowing the darn door up.
The same guy in the north will give you a green form, but only after a red form.
The guy in the southeast will give you not just one, but as many red forms as
you desire. Hurray.

Grab all those forms and get into the comp room. I can say for sure this next
part you would never figure out on your own. Set a CP4 trap at south T junction.
(Buy on Castra.) All the way North, a door opened, allowing you to the power
station. Use the computer [skill or toolbox] to turn out the lights. You can use
an infrared device to see now if you want, or not. (Buy on Lapis.) Go to the
room the guard was in front of, use the computer to the right. Beam up and call.

You'll hear a voice tell you to come to Inoid just before it gets killed,
apparently. Fly to Iniod and you'll intercept a distress call on the way. Dust
the donuts. He'll give you a new map location to visit.

Head to the asteroid. In the center there is a bartender who will mutter
something about a meeting. West of him in a tiny room is a shopkeeper with some
serious ordinance. (Which the asteroid also has for your ship, btw.) Max is in
a room to the southwest. I'm pretty sure he doesn't appear till you talk to the
barkeep. He'll give you the coordinates of another place on the 'stroid:
[10,11]. Then you have to give Max something, anything, and he'll tell you that
his friend will only talk to you if you bring him a red sardine. Right.

If you're broke at this point like me, it might be time to raise some funds.
$2 million should do. Go back to Lapis and ask Krueger for a red sardine.
Naturally, because nothing in this game makes sense, he happens to have one on
him. While you're on the asteroid, buy an advanced room scanner in the first
town. This shows where people are and makes the game much, much easier. You
should probably pick up a plasma thrower while you're at it.

Go to shame and find Max's friend. You'll recognize him by his red hair and
wrap-around sunglasses which make him look   r i d i c u l o u s.   Give him the
sardine and he'll yak up a storm. He tells you to go Dymy on Auboris. After
searching the internet for a half-hour or so, I found the coordinates thanks to
a Youtube video: [16,31].

Dymy doesn't have much to do. You can purchase an Automatic Lasergun in the
store, which you might find useful. Otherwise, go to the jail in the south.
The door is closed, but wait a few seconds and it will open up. If you use the
Sonic Absorber & the Advanced Scanner, you'll only have to face three guys with
Shotguns, who you can shoot through the walls with the Plasmathrower.

Otherwise you'll face about 20 guys with Plasmaguns. It's still easy since you
can also shoot them through the walls. This reuslts in a lot of experience for
whoever is doing the shooting. The problem is that when I did this, the contact
also shot at me. Problem.

When you talk to him alive, he'll inform you that the hidden base on Lapis is
at [20,0]. It's sort of tough, so, you know, bring your A game. Kill everyone,
wreck the computer. When you try to travel after that, you face a pretty tough
space battle, so make sure you are top-outfitted.

Then go to Sky Boulevard, back to the computer room. Set the {Bomb} and run back
to the exact starting point. Beam up. (You can only beam up in that exact spot,
so don't mess up.) And believe it or not, that's the end of the game.

VI. Weapon Stats

Small Bore Gun

Weight: 3500 Weapon Class: 70 Number of Shots: 16
Range: 3 Group Damage: No Technical Level: 9

Automatic Gun

Weight 10200 Weapon Class: 100. Number of Shots: 60.
Range: 3. Group Damage: Yes. Technical Level: 11.

Flamethrower

Weight: 13500. Weapon Class: 110. Number of Shots: 8.
Range: 2. Group Damage: Yes. Technical Level: 12.

Shotgun

Weight: 8000 Weapon Class: 120 Number of Shots: 12
Range : 2 Group Damage: No Technical Level: 9.

Automatic Lasergun

Weight: 16000 Weapon Class: 160 Number of Shots: 40
Range : 3 Group Damage: Yes Technical Level: 16.


Plasmagun

Weight: 14000. Weapon Class: 200. Number of Shots: 8.
Range: 3. Group Damage: No. Technical Level: 15.

Plasmathrower

Weight: 15000. Weapon Class: 235. Number of Shots: 20.
Range: 2. Group Damage: Yes. Technical Level: 17.

Apollo Grenade

Weight: 200. Weapon Class: 20. Number of Shots: 1.
Range: 1. Group Damage: No. Technical Level: 7.

CM3 Battle Gas

Weight: 500. Weapon Class: 30. Number of Shots: 1.
Range: 1. Group Damage: Yes. Technical Level: 9.

Acid Tube

Weight: 500. Weapon Class: 40. Number of Shots: 1.
Range: 3. Group Damage: No. Technical Level: 8.

Knuckleduster

Weight: 200. Weapon Class: 13. Number of Shots: unl.
Range: 1. Group Damage: No. Technical Level: 3.

Battle Knife

Weight: 750. Weapon Class: 23. Number of Shots: unl.
Range: 1. Group Damage: No. Technical Level: 2.

Electric Staff Mk1

Weight: 2500. Weapon Class: 25. Number of Shots: 255.
Range: 1. Group Damage: No. Technical Level: 12.

Electric Staff Mk3

Weight: 2500. Weapon Class: 120. Number of Shots: 255.
Range: 1. Group Damage: No. Technical Level: 14.

VII. Loose Ends

-Is it possible to find the old lady's key on Auboris?
-What's the point of the alien ship? If you buy the translator in the first ship
 on Auboris, you can talk to them. They all say the same thing. They're looking
 for essence X-109-E. What's up with that man?
-Why all the unused skills?
-Why are there five beam slots for each planet when some only use one, and none
 use more than three?
-Why even bother playing this game?

VIII. Conclusion

This game is absolutely horrible. I can't believe I wasted a week's worth of
nights in Tamil Nad playing this garbage. It's stupid, it's violent, it's
vaguely irreverent. I've rarely felt more violated.

I only wrote this FAQ so you can avoid the pain of this nonsense game.

Blegh!

IX. Appendix

1. Best Profit Chart

ComputerParts = Casta [/5500] > Lupis[/10282] = $4782
Food
Infusions = Castra[/12500] > Lupis[/18813] = $6313
Perfume = Castra[/15876] > ? Lupis[/25211] = $9335
MachineParts =  Castra[/3976] > ? Lupis[/5954] = $1978
CyberneticParts = Castra[/25750] > Lupis[/39485] = $13735
ReactorParts = Castra[/36500] > Lupis[/69069] = $32569
OxyCarbo = Sky[/8372] > ?
BrainImplants = Castra[/21875] > Lapis[/47305] = $25430
Textiles = Auboris[/155] > Lapis[/232] = $77
Opticals = Castra[/6350] > Lapis[/10063] = $3713
Water = Sky[/29] > Lapis[/79] = $50
PowerSupplies = Castra[/9594] > Lupis[/14161] = $4567
Drugs = Auboris[/9376] > Lapis[/13671] = $4295
SoundReceivers = Castra[/4487] > ?
Iron = Lupis[/5000] > Auboris[/8750] = $3750
Bauxite = Lupis[/6686] > Auboris[/10884] = $4198
Medicine = Castra[/70000] > Lupis[/108944] = $38944
WineSurro = Auboris[/1350] > Lupis[/2319] =$969
LightWeapons = Sky[/73126] > Lapis[/119687] = $46561
HeavyWeapons = Sky[/168753] > Lapis[/256485] = $87732

2. Ship Equipment Prices

Castra Glider 200455
" Engine 375004
" Bottom Gun 321570
" Econo Scan 35675

3. Other Prices

Ammo: Sea--2062

X. Credits

Thanks to this walkthrough (now offline) for some help:

http://home.flash.net/~rayearle/Wfiles/Whale's_Voyage.html

Underdogs for hosting this stupid game, I guess.

Do whatever you want with this FAQ.

(c) 2012, 8-bit Warrior.