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- The opponents in Captive are not too bright; they will simply choose the
- most direct route to you and charge, firing all the way if they possess
- ranged weapons. Fight them toe-to-toe only if you get cornered. Enter each
- new area with caution, ready to run back to a familiar room or behind a
- closeable door, or up or down a ladder.
-
- Some of the opponents you will face are extremely fast. Your best chance
- of surviving an encounter with them is to learn to play the game with two
- hands. Use the numeric keypad to move and the mouse to operate the weapons.
- Make all your moves (even when not fighting) with the keypad to get
- proficient.
-
- The best battle tactic is the Dungeon Master two-step, first perfected by
- players of that game. It requires a 2x2 space, but makes you invulnerable
- to all but the fastest opponents. The key is to use a closeable door to
- 'meter' the opponents so that you only have to fight one at a time. Then
- have them pursue you to a room where you face them, fire, sidestep and turn.
- You'll just turn in a circle ahead of whatever you're fighting. Once a
- baddie starts turning, it will keep turning the same way (unlike the
- dragons in Chaos Strikes Back, which give basketball-type head fakes and
- cuts). There is always a delay between the time an opponent enters a square
- and when it turns. This is your critical advantage; you can sidestep and
- they cannot. Just keep hacking/firing and moving until you get flakes.
-
- If there is no room available, you can simply keep backing up against
- opponents with no ranged weapons. When something is firing at you, things
- become more difficult. You must keep ducking around corners and sniping as
- whatever is chasing you appears. A closeable door or a ladder gives you a
- safe position to jump in and out of. There are very few places in the game
- where some tactical planning won't let you fight at an advantage.
-
- Because the opponents are stupid, they will fire at you whether a wall is
- in the way or not. If you listen as you move around a base, you will hear a
- lot of firing and occasionally some clanks of hits. This means one creature
- got in front of another one that is shooting at you. If you're patient, you
- can have the baddies do some of your work for you. Just wait at the point
- you heard a clank, and eventually there will be more. Go ahead - take a nap.
- This speeds up time and you can still hear that happy sound. If you have
- radar, you can use it to help you 'line up' the opponents so that they will
- fire through each other. Tanks and Earthtone Spheres fire rubber balls, and
- will destroy themselves with rebounds if you give them the opportunity.
-
- The key to becoming wealthy is not to accept heavy (and expensive) damage.
- Kill your droids rather than repair them, and try again. The fastest way
- to destroy them is to remove their chests in a corridor or alcove, then
- step them left and right.
-
- Except for doors and cubbyholes, wallblocks are always the same on all four
- sides. False walls and walls that appear and disappear with switches and
- floor plates always appear to be blank. No cubbyholes or outlets ever appear
- on the outside wall of a level; only on interior partitions. Opponents that
- drop mines when you flake them will not do so if it happens when they are
- not over a bare dry floor. Spinners deflect shots, and seem to confuse the
- opponents just as much as you. The force doors (shimmering blue) reflect
- laser shots. Opponents who carry clipboards will not venture under raising
- wallblocks (the ones with the hand picture). This keeps you from losing a
- clipboard due to crushing, and you can use it to your tactical advantage.
- Darkness does not affect opponents. Some switches and combination locks are
- reversible, and some are not. There is no pattern, although you can reclose
- doors more frquently than you can relight flames or replace wallblocks.
- The game 'swaps' blocks when flames and walls appear or disappear. Any
- object or opponent in a block when you swap it out is gone forever. Bags of
- gold are only left in true dead ends. If you see a gold bag you know was
- not dropped by an opponent, you can be confident that the wall behind it
- will never open. Very rarely you will encounter a 'glass block'. These are
- usually found in large rooms. Neither you nor opponents can pass through it,
- but it's invisible. A blow from one of your droids will smash it, and
- afterwards it's a plain floor block. Unlike FTL's structures, there are no
- loops in Captive. In all cases you can only reach a given point by one
- route, and must exit the same way. Also unlike FTL, the opponents do not
- regenerate. Once you've eliminated them, that's it!
-
- Windows add tactical interest to the game. There are a few ways you can
- attack tall or flying opponents through them. If you are near an outlet, you
- can zap them with charges. You can manually throw balls through a window
- with your cursor hand. Finally, the back row can fire ranged weapons through
- the window while on anti-grav. Be warned that some opponents can fire back!
-
- Mines also make the game more interesting. If you have money that you would
- otherwise have to throw away, you can use it to buy these overpriced items
- and have some fun. But most of your dealings with mines center around the
- disposal problem. There are several ways to explode a mine:
- 1. Step on it or touch the floor with the cursor. Simple but expensive.
- 2. Get an opponent to step on it. This is obviously the best way.
- 3. Throw an object at a flying opponent while the flyer is over the mine.
- This is a tough trick, but it's the only way to damage flyers with mines.
- 4. If the mine is against a wall, throw an object at the wall. It will drop
- onto the mine. Used-up weapons (from cubbies) are what I throw.
- 5. Throw a ball over the mine and step aside. It will bounce back and forth
- between two walls and eventually drop. With luck, it will fall onto the
- mine. This will probably take several attempts.
- 6. Fire the mine electrically. If there is a handy outlet, it's the easiest
- way to blow a mine. Just shoot an electrical bolt over the mine. If you
- are a hotshot, you can explode a mine with a flyer over it this way.
- 7. Flying opponents will detonate a mine if they flake out over it. Also a
- hotshot technique, requiring perfect timing for your kill.
- Note that you may be damaged by a mine if it explodes while you are in a
- nondiagonal adjacent block. You can only set mines on plain floor blocks.
- Also any object that triggers a mine is destroyed with the mine. Exploding
- mines do not affect objects already on the floor block.
-
- If you don't have a rifle, you will have to fight some flying opponents on
- anti-grav in order to hit them. I usually fight walkers on anti-grav also;
- most shots go through their legs when they are not turned sideways to you
- when you fire from the ground.
-
- Balls have a use besides combat and mine clearing. I often use them to
- open doors and raise walls from a distance. It allows me to keep clear of
- whatever horror is waiting for the door or wall to open. The clank after a
- couple of rebounds confirms that trouble is on the way.
-
- Remember not to push rollerwalls (using a rightclick on the forward arrow)
- more than one block. There is no place in the game where moving a wall an
- extra block helps you, and in many cases you can cover a hallway or cubby.
- Do not blow up the Generators in the Space Station! You are after something
- else there. After you locate the Space Station, further probes are useless.
- They just vanish when you place them on the Starmap.
-
-