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- Captive is heaven for hardware fans. Forget spells, charms, and magical
- weapons. Everything is real, and has a price. So where do you get some
- hardware? At the hardware store, of course.
-
- There are hundreds of items, in four broad categories: Armor, Weapons,
- Ammunition, and Accessories. All shops sell ammo and accs, but tend to
- specialize in either armor or weapons. The types of armor and weapons
- on display are limited in Mission 1. Your droids will find more things
- available as they battle on and gain experience. Many items are divided
- into eight levels of quality. No shop stocks every one. You can only buy
- items from a shop that lists them, but you can sell items off to any of
- them. The catch is that you are only given half value for unstocked items.
- A similar rule applies for repairs. Any shop can repair any damaged item,
- but you are charged double if the repair is made on an unstocked item. All
- shops in a given base are linked. This is convenient; you can leave gold at
- one shop and it is available at any shop in the base. Just remember to get
- your change before your final departure!
-
- Your droids have to be qualified to use most items. Every time an opponent
- flakes out (whether you caused its demise or not), your droids acquire
- experience points. By clicking the colored bar above a droid's monitor,
- you can assign experience points to either armor (Robotics) or weaponry.
- The weapons selections are nested; you must reach a certain level of
- proficiency in one weapon to be able to assign points to the next more
- powerful one. Of course you need gold to buy all this stuff. At first it's
- difficult to gather much gold together, but as you advance the opponents
- carry larger sums, and eventually you'll have more gold than you can carry.
- My droids threw away hundreds of thousands of gold pieces during the first
- three missions; the stuff was too heavy, and they were fully supplied. After
- your droid makes a 24 rating in Robotics, it must advance in several weapon
- categories before the 'price' of advancing in armor becomes reasonable. Keep
- in mind that the higher a droid's wisdom, the more experience points it
- racks up with each kill. The higher the Robotics rating, the more wisdom
- the droid has. If in doubt, spend your points on Robotics. The ultimate
- armor set requires a Robotics rating of 64.
-
- ARMOR
-
- Every part of each droid is a commodity. All can be bought and sold at the
- shops. There are ten armor classes, and your guys start off with the bottom
- two. The classes are:
- Human
- Tindron
- Coppator
- Bronzite
- Ironide
- Cromize
- Silvosh
- Rosteeld
- Stenforcer
- Titaniux
-
- Each class has eight quality grades, and there are six different pieces of
- armor. So the total armor inventory in the game is 480 unique items.
- Tindron heads do not have good vision, but otherwise every class is an
- improvement over the previous. The chest is a critical part, for it
- contains the battery for the droid. As you move up in armor class, the
- droid becomes 'harder', but pays a price. Each improvement in armor uses
- more power, putting more of a drain on the chest. The chests increase in
- storage capacity as you upgrade, so there is a balance. I've found that
- the best balance of time between charges and protection is to use a chest
- that is two classes above the limbs and head. So a droid would wear, e.g.,
- Coppator limbs powered by an Ironide chest. This combination lets you move
- easily from one outlet block to the next without the need for external
- batteries to tide your droids over.
-
- WEAPONS & AMMO
-
- They are listed in the shops in order of potency. But there are some
- exceptions and traps. Once you qualify for ranged weapons, you must figure
- out which ammo fits which gun. Buy cautiously, for ammo is not returnable.
- On the other hand, weapons always are, so you can check for fit...that is,
- try a weapon in a droid's hand. If an S appears next to it, the droid is
- not yet qualified for it, and it will not operate. By the way, the S also
- applies for armor. A droid can wear S armor, but it offers no protection!
- A very useful weapon that is easily overlooked is the ball. It is a ranged
- weapon that requires no experience, and is dirt cheap. Balls are reuseable,
- and cause a surprising amount of damage. The problem with them is that if
- you miss your target, you catch damage from the rebound, and you have to
- pick them all up again after a scuffle. Nevertheless, I used them
- extensively until my droids were rich enough to buy unlimited amounts of
- ammo for firearms. Another low-cost (actually free) weapon is the electric
- bolt. If an opponent is located conveniently close to an electic outlet,
- you can electrify the cursor, then shoot bolts by clicking it in the upper
- part of the viewscreen. This is very effective in Mission 1, but not worth
- the trouble later, because the opponents are much tougher.
-
- Note: Your rear two droids can only use ranged weapons, while the front two
- can use anything from fingernails to nukes. So plan your buying accordingly.
-
- Here are my opinions of some weapons:
- My favorite hand-to-hand weapon is the slick-looking Light-Blade.
- It does very respectable damage. The Fire-Axe is more powerful, but
- it takes longer to cycle between swings. My experience has been that it
- is too slow for consecutive blows while circling an opponent, while the
- Blade was fast enough to get a swing in every time. Thus I was able to do
- more damage with the Light-Blade.
-
- Rifles can only fire up, and are used to attack flying opponents, or very
- tall ones. Conversely, if you are floating, you can use them to fire down
- at groundlings. This is useful if you're in a damp area and don't want to get
- wet feet. Rifles are a matter of taste. You can use other guns to the same
- effect in conjunction with the Anti-Grav.
-
- Cannons are flat dangerous. They fire a large rubber ball that rebounds if
- it does not hit an opponent. Want something twice as dangerous? Try the
- Twin Cannon, that fires a high and low ball. Unless you're shooting at
- something tall, you'll be getting a closeup of one of those balls soon after
- you fire. The Rocket Launcher is also in the Cannon class, and rockets do
- not rebound. However, everything here is heavy and slow. I have been very
- successful using NOTHING from this weapon class.
-
- Aerosols are the most powerful weapons, but they are a tease. Very few
- shops stock them, and only the ones that sell these weapons have the ammo
- for them. The ammo consists of huge heavy tanks that deliver very few shots.
- Another drawback of the aerosols is that you do not get a 'hit' sound when
- you fire at a baddie. The only feedback is the sound of a gold bag hitting
- the floor when something flakes out. The majority of the bases in Mission 3
- have NO shops selling Aerosols.
-
- This brings me to my weapon of choice: The Ion Pulse Super. It's the top
- weapon in the Laser class, and loads with Sonic Packs. My droids carry
- eight of these little beauties, and are extremely bad news for anything
- that moves. Only Walkers can stand up to a couple of full volleys, and
- low-powered opponents just melt away. These guns cycle quickly, the ammo is
- sold at every shop and is lightweight. My routine when entering a base is
- to carry 900 rounds (including what's in the guns). If it's a long way to
- the first shop, so what? With this much ammo, I'll get there.
-
- ACCESSORIES
-
- Explosives - You have to blow up those generators, and this is all you need
- to do it. The cost increases 100 gp/base as you progress on your rampage of
- destruction. The explosives are activated by placing the sticks on the upper
- part of a generator. When you hear a click, it's time to get out of Dodge.
-
- Mine - These always cost twice as much as explosives. Activate by holding
- just above the floor in front of you. Once activated, a mine will explode
- when anything touches the floor block it is on. I use mines when I'm feeling
- wealthy and want to have some fun with a Walker. Otherwise I leave them
- alone.
-
- Camera - Activate like a mine. I don't use one, but people who do like to
- use them at ladders to know when to pop out and shoot.
-
- Battery - Be careful buying these. They, like ammo, are not returnable. It's
- better to save your gold and buy a good one. The better the battery, the
- more charge it will store. Get at least a level VI; better yet, hold out
- for a Super. You'll have the money eventually...
-
- Dev-Scapes - You'll want some of these!
- Basic - Anti-Grav. You must have one of these! After the first few bases
- you have to float through holes in the ceiling to
- access major areas. Also helpful for avoiding mines and
- water and fighting certain opponents.
-
- II - Shield. Absorbs half the hitpoints (AG) of incoming fire. You can use
- more than one; their effect multiplies. A shield has a limited
- life, whether it is absorbing damage or not. After use it can
- be repaired at a shop.
-
- III - Fire-Shield. Works like a shield against fireballs & flamethrowers.
-
- IV - Greaser. Gives your droids a slight speed increase relative to an
- opponent. Useful when battling the swifties!
-
- V - Power-Sapper. A trick device. All it does is suck out your power!
-
- VI - Fixer. Will repair any badly damaged limb back up to 10%. This allows
- a badly damaged droid to use weapons and travel at full speed.
-
- VII - Re-Charger. Prevents battery drain when operating. Very useful for
- your crown droid. Be sure to turn it off when repairing
- the droid, as it will zero out power.
-
- Super - Deflector. Not only shields your droid, but reflects the shot back
- at the attacker. Use only when essential; extremely
- limited life.
-
- Optics - More than meets the eye
- Basic - AG-Scan. Reports damage done to opponents (AG). Useful for evaluating
- weapons, and rating the baddies.
-
- II - Root Finder. Guides you to the base entrance when you land your ship,
- guides you back to the entrance when you want to leave,
- and guides you back to your ship once you exit. Nice, huh?
-
- III - Mapper. If you don't draw your own, you might want this. Shows all
- levels, and can be marked.
-
- IV - Radar. Gives early warning of what's behind doors and walls.
-
- V - Magna-Scan. Clears your vision after fire damage or a hit from a TV.
-
- VI - Body Scan. Gives a graphic image of condition of the eight body parts.
- Redundant; you can do the same thing with the standard body
- display in percentages.
-
- VII - Vision Corrector. Allows detection of false walls, and may correct
- vision problems with Tindron heads. Note that there
- are no false walls in Mission 1.
-
- Super - Visor. Allows limited vision in darkened rooms.
-