Editing BattleTech: The Crescent Hawks' Inception (Resource)

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===THE COMPUTER TERMINALS===
 
===THE COMPUTER TERMINALS===
You are in a maze full of locked doors and computer terminals. You have a key card that needs to be imprinted with a different Red number, Blue number and Yellow number to open each door.
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You are in a maze full of locked doors and computer terminals. You have a key-card that needs to be imprinted with a different Red number, Blue number and Yellow number to open each door.
  
 
Each computer throughout the complex has its own special color coded number that can imprint your key card, and each computer's code can be used only once. You must open ELEVEN different doors (that's 33 different computer color imprints you must find!), to get to the Map Room and the Power Transmitter.
 
Each computer throughout the complex has its own special color coded number that can imprint your key card, and each computer's code can be used only once. You must open ELEVEN different doors (that's 33 different computer color imprints you must find!), to get to the Map Room and the Power Transmitter.
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After the meeting with Dr. Tellhim, you're ready for the endgame: The secret Cache. In the IBM version, the cache is on a tiny island to the south-southeast of the Inventor's Hut. This island is depicted in the manual map at the junction of 55.60 latitude and 39.60 longitude. I've been told that it's located in other areas in other versions of the game. Either way, Dr. Tellhim will tell you approximately where to find it. Entering the cache is easy; opening all the doors is another matter entirely.
 
After the meeting with Dr. Tellhim, you're ready for the endgame: The secret Cache. In the IBM version, the cache is on a tiny island to the south-southeast of the Inventor's Hut. This island is depicted in the manual map at the junction of 55.60 latitude and 39.60 longitude. I've been told that it's located in other areas in other versions of the game. Either way, Dr. Tellhim will tell you approximately where to find it. Entering the cache is easy; opening all the doors is another matter entirely.
  
You have with you a key card that needs to be imprinted with one red number, one blue number, and one yellow number. The combinations are different for each door, and the key card can only hold one "number" of each color. Thus, you could bump up against one machine and get, for example, RED 1. Then, if you bumped up against another and got RED 2, your card would now be imprinted with RED 2 only; RED 1 has been replaced. If you do the same for BLUE and YELLOW, your card will now be temporarily imprinted with one red, one blue, and one yellow.
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You have with you a keycard that needs to be imprinted with one red number, one blue number, and one yellow number. The combinations are different for each door, and the keycard can only hold one "number" of each color. Thus, you could bump up against one machine and get, for example, RED 1. Then, if you bumped up against another and got RED 2, your card would now be imprinted with RED 2 only; RED 1 has been replaced. If you do the same for BLUE and YELLOW, your card will now be temporarily imprinted with one red, one blue, and one yellow.
  
 
[Editor's Note: For an ASCII map of the Cache Maze, refer to the BTECH.MAP file stored in LIBrary 9 of The Gamers' Forum (GO GAMERS). The following is based on that map.]
 
[Editor's Note: For an ASCII map of the Cache Maze, refer to the BTECH.MAP file stored in LIBrary 9 of The Gamers' Forum (GO GAMERS). The following is based on that map.]

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