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- THE MISSION
-
- You are the Captive, held prisoner is a heavily-guarded space station. The
- space station itself is protected by an impenetrable force field. This
- field is powered by generators in ten bases set on planets and moons in
- the surrounding star cluster. You have control of four droids who must
- find the ten bases, break into them, and destroy the generators. Any one
- base's generators are powerful enough to maintain the force field, so all
- ten must be destroyed before your droids can attempt to breach the space
- station's interior defenses.
-
- The droids have a spaceship, and know the location of one of the bases.
- Once inside a base, they can find shops to sell them supplies and repair
- damage. Each base also contains at least one large computer which will
- provide a probe when the correct password is entered. The droids must
- battle their way through a base, find the computer(s), acquire the
- probe(s), find the generators, blow them up, and escape before the base
- falls on their heads. Then it's time to use the probe(s) to find more
- bases and ultimately the space station. When all ten bases have been
- destroyed, then they can enter the space station and find the Captive.
-
-
- THE OPPONENTS
-
- You spend most of your time in the game exploring and fighting. Here is a
- rundown of what you must fight in rough order of difficulty. If no number
- is given, the opponent is solitary:
-
- Killer Broccoli - George Bush's nightmare, but very slow and do little
- damage. Groups of up to four.
-
- Mice - In groups of up to nine. Are armed with spades. Only slightly more
- dangerous than Broccoli.
-
- Van de Graaff Generators - Zap you with an electric charge. They come in
- two varieties, floaters and tractor-tread.
- Slow and without much of a wallop. But the
- charge is a ranged weapon, so they can surprise
- your droids. Usually in foursomes.
-
- Mummies - Dangerous to low-level droids, but easy meat once your Dexterity
- starts to climb. No weapons; they pummel you.
-
- Jetfighters - Have machineguns. Not as menacing as they look; relatively
- slow, with small caliber guns.
-
- Tanks - Come in two varieties. Both can be fatal if they trap you, but
- are very slow and easily defeated if you have room to manuever.
- Both fire a large rubber ball that is just as dangerous to the
- tank as it is to you! The ones with the big machineguns on the
- turrets soak up a lot of hitpoints before they flake out, and so
- are more trouble than the plain-turret models.
-
- Flames - Blend into fire blocks, but with experience your droids can spot
- them. They throw fireballs which do serious damage. In pairs.
-
- Flame Dragons - Attack like Flames, but harder to kill. Also make scariest
- sound in the game. Up to four in a flame block.
-
- Armored Mice - More formidable than the plain mice, because they absorb
- so much damage. No ranged weapons, but fairly fast.
-
- Cerberus Pack - Minus one head each, but in a foursome. They are fast, and
- dangerous to low-level droids. These hounds are an easy
- kill for droids with ranged weapons.
-
- Furballs - Glacially slow, but very hard to kill. No ranged weapons. In
- groups of up to nine.
-
- Demons - Always in fours, with lightswords. These guys look much more
- dangerous than they actually are...quite slow.
-
- R2D2s - Fast, and throw electrical charges. Usually in packs of nine.
- These guys are brutal against low-level droids, but don't stand up
- well once you get some decent firepower.
-
- Twisters - Among the fastest of the opponents. Extremely dangerous for the
- beginner, but do little damage once your armor class starts to
- climb. They whiz about in fours.
-
- British Army Ants - My favorite to watch of all the opponents, the way
- they march and fire in formation like redcoats. Tough
- little guys, with rifles. Sneaky fast.
-
- Aerosol Gunners - Fire aerosol cannon from a fixed position. Not too hard
- to take out, but can give your droids heavy damage.
-
- Televisions - The funniest of the opponents. These nasty TVs broadcast
- pulses that blind your droids. This is the only opponent that can do damage through a closed door. In fours.
- that can attack through a closed door. In groups of four.
-
- Earthtone Spheres - Spit rubber cannonballs, usually in groups of nine.
- Murderous firepower, but can self-destruct. Very fast.
-
- Walkers - Devastating firepower, but almost as slow as tanks. Have two
- large caliber machineguns. Take more hitpoints than any other
- opponent before flaking out.
-
- Jetcars - Blindingly fast, and always travel in pairs. Armed with medium
- caliber machine guns. Require very fast hands on the controls
- to kill. Leave a live mine behind when you do kill them!
-
- Mad Aztecs - There are three varieties.
- 1. Machinegun - Medium speed, low hitpoint total.
- 2. Aerosol - Fast, higher hitpoint total.
- 3. Flamethrower - Lightning, very high hitpoint total. Leaves
- mine behind when killed, but does not set mines off itself
- This an extremely nasty customer.
-
- Rocket-Legged Dingoes - Lightning fast, with flamethrower. Leaves a mine
- when killed. Takes a lot of damage and delivers
- the same.
-
- Blue Spheres - Toughest of all the opponents. Usually in groups of nine.
- Spit aerosol blasts, and are FAST! Since they have no backs
- it's impossible to get behind them. They do incredible
- damage, and take a lot of hits to bring down.
-
- ~~~~~~~~~~~
-
- The space stations have their own unique cast:
-
- Fire Snakes - Similar to the Dragons in the bases. In four-paks.
-
- Droids - Hey! This is what your guys look like to everything else. So of
- course they are always in fours. Very fast, with powerful ranged
- weapons.
-
- Giants - There are two types:
- Floaters (act like flying opponents). Moderate speed, awesome
- firepower. Lots of hitpoints.
- Striders (act like ground opponents). Same as above, but leave
- a mine when they flake out.
-
-
- ~~~~~~~~~~~
-
- There are two more types that appear both in bases and space stations:
-
- Messinger - Harmless, moves in a random pattern until something damages it.
- Then its head swells up and it wants to start chewing on your
- droids. These carry the passwords to the twin-energy-beam doors.
- Note that you can reclose these doors if you enter the password
- a second time.
-
- Technician - Like the messinger, but carries the password to a probe computer.
-
- ~~~~~~~~~~~
- Flames, holes and water affect opponents depending on their type. Flyers
- can cross any type of space, and thus must always be fought at close
- quarters. Flyers include:
-
- Floaters Jetfighters Earthtone Spheres
- Jetcars Mad Aztecs (Type 3) Rocket-Legged Dingoes
- Blue Spheres Floating Giants
-
- Not only can these opponents cross anything to get at you, but they do not
- trigger mines, so you cannot set traps for them.
-
- Water is a problem for mechs. It quickly damages any part in contact with
- it. Your droids are vulnerable, as well as ground mechs in the bases. When
- they a placed in a water area, they lose power of movement and become
- stationary (although they can turn in place). They will not enter a water
- block, so hydrants are like flame blocks for them. This can be used to
- tactical advantage. Water 'freezes' the following:
-
- Tractor-Tread Generators Tanks Armored Mice
- Televisions R2D2s Walkers
-
- All opponents will follow you an unlimited distance, although they cannot
- change levels. When you open the door to a large complex of rooms and
- corridors, all the opponents in it will 'drain' toward you. Thus the combat
- pattern is periods of intense fighting followed by exploration.
-
-
-