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-
- Atari LYNX: The Gates of Zendocon
- ==================================
-
- This file lists all the levels in Gates of Zendocon, and gives some hints for
- playing the game.
-
- SPOILER WARNING: If you enjoy discovering things for yourself, you should
- probably stop here. This file takes a lot of the fun out of it!
-
- General Strategies
- ~~~~~~~~~~~~~~~~~~
- GZ's monsters are completely predictable: Every time you play a level, they
- will appear in the same places, in the same sequence. In addition, the "alien
- helpers" and other objects in the level appear in the same places.
- Thus, the key to mastering a level is to first explore the level. Move
- your ship up and down, up and down, as you proceed through the level, so you
- can see everything that's there. You might have to sacrificing your ship lots
- of times before you manage to get the whole level explored.
- After you know what's there, you can develop the best strategy for getting
- through the level. This might involve moving your ship as little as possible
- to reduce risk, or it might involve moving it as much as possible so as to
- blow away more aliens.
-
- The Levels
- ~~~~~~~~~~
-
- In the listing for each level, the gate(s) which exist on that level
- are indicated with a letter, an arrow "->", and the name of the level
- which that gate leads to. Different letters indicate different
- possible positions of the gate, as shgown in this diagram:
- +--------------------------+
- | B |
- | A D E |
- | C |
- +--------------------------+
- This is meant to be a schematic representation of the level; your ship
- starts out at the left and proceeds towards the right.
- For example, in the first level ("BASE"), it says "A -> ZYBX, E ->
- RAZE". This means that there are two gates: one at position "A", and
- another at position "E". You have to go through two "waves" of alien
- attack to get to a gate at position "E".
-
-
- Each level's entry also tells which "friendly aliens" can be found on
- that level, and where. The symbols used are as follows:
-
- @: "Floating Eye". Hovers below your ship and shoots a fireball
- horizontally.
- *: "Plasma Ball". Hovers above and behind your ship, until you
- fire, at which point it wanders off (usually towards the closest
- enemy) and attempts to destroy enemies by touching them.
- ^: "Death Arising". Hovers above your ship and shoots a red "laser
- beam" straight up.
- >: "Sonic Dart". Hovers above and slightly ahead of your ship and
- shoots a vertical white "sonic pulse", which moves to the right
- and enlarges as it moves away. The result is a continuous
- triangular wave of pulses which "sweeps out" virtually everthing
- in front of your ship.
-
- The description also tells where the alien is found. Note: You won't
- find the alien if your ship is already accompanied by an alien of the
- same type.
-
-
- The levels are numbered in such a way that the gates always lead you
- to a higher-numbered level. Also, whenever possible consecutive
- levels have been given consecutive numbers. (Most levels only have
- one gate.)
-
-
- 1. BASE: A -> ZYBX, E -> RAZE
-
- 2. ZYBX: B -> NYXX, C -> XRXS, D -> NEAT
-
- 3. XRXS: A -> ANEX
-
- 4. ANEX: A -> NEAT, E -> BARE
-
- 5. NEAT: A -> YARR
-
- 6. YARR: B -> EYES. *: Near bottom, at end.
-
- 7. EYES: A -> NYXX, D -> BARE
-
- 8. NYXX: C -> ZYRB. @: Near top of screen.
-
- 9. ZYRB: A -> SRYX
-
- 10. SRYX: A -> BARE
-
- 11. BARE: A -> STAX, D -> XRAY
- As soon as possible, move the ship straight up to the top of the
- playfield. Do *not* move left or right. The dragon will fly into
- your tailjets and get killed instantly.
- A description of the "real" strategy for killing the dragon is
- given below under level "NERB".
-
- 12. XRAY: A -> RATT. *: Near top of screen.
-
- 13. RATT: A -> NYET
-
- 14. NYET: A -> RAZE
- One easy way to get through this level is to stay on the bottom and
- never shoot. Of course, you don't get many points this way! (-:
-
- 15. STAX: A -> SZZZ
-
- 16. SZZZ: A -> RAZE. *: Middle of screen, at beginning.
-
- 17. RAZE: A -> TRYX, B -> ROXX, C -> TRAX, D -> TERA
-
- 18. ROXX: A -> NERB
-
- 19. NERB: A -> TREY. @: Stay above partition, after dragon.
- The dragon in this level is like the one in "BARE": It can be killed
- only by having its "head" contact your tailjets. None of the alien
- helpers affects the dragon.
- To slay the dragon, note that it travels on a grid of circles. It
- will always stay in this grid. Here's a rough sketch:
-
- : : : :
- '. .' '. .' '. .'
- .'''. .'''. .'''.
- .' '.' '.' '.
- : : xxx : :
- '. .'. .'. .'
- '...' '...' '...'
- .' '. .' '. .' '.
- : : : :
-
- The dots, quotes, and colons represent the path of the dragon.
- The key is to get your ship into the position marked "xxx" in the
- center of one of the circles. Avoid the dragon until you can see
- where the "center of the circle" is, and then put your ship there when
- the dragon is out of the way. Once in the center of the circle, your
- ship is entirely safe. After a while, the dragon's path repeats; when
- it comes round the circle again, it will fly through your tailjets and
- die.
- (Actually, this doesn't always happen. Sometimes your ship is a
- little too far to the right and the dragon will just "chirp" a little
- as it goes by. If this happens, move your ship to the left a *tiny*
- bit and wait for him to come around again.
- Note: This strategy has to be modified somewhat in "SSSS", where
- you get more than one dragon at a time.
-
- 20. TREY: A -> STAR. >: Third set of partitions, top.
-
- 21. STAR: D -> SSSS, C ->BYTE. @: First set of partitions, bottom.
- The "B" gate is under the second partition. It's also sort of hard to
- enter.
-
- 22. SSSS: A -> BREX
- The dragons in this level come in groups of two or three. This makes
- things more difficult, because they don't always travel on the same
- "grid".
- The strategy is the same, but since the dragons travel on different
- grids, you'll have to keep moving your ship. If you can't move fast
- enough, use your shields -- they will get you out of the way much more
- quickly. (However, you'll be dead if you're caught between two
- dragons or caught between a dragon and the edge of the playfield.)
- Dodge the dragons repeatedly until you see what pattern they follow.
- Each one follows a repeating path. Then, kill them off one-by-one,
- using the method described in "NERB".
-
- 23. TERA: A -> BYTE
-
- 24. BYTE: A -> BETA. >: Near bottom of screen.
-
- 25. BETA: B -> TRAX, E -> NEST
-
- 26. TRAX: A -> ZEBA
-
- 27. ZEBA: A -> TRYX, E -> ROXY. @: Near top.
-
- 28. TRYX: B -> STYX
- In this level, the "floor" restricts the ship to the top half of the
- play-field. However, there is a "hidden feature" or "easter-egg"
- which allows you to access another gate "below the floor". Here's how
- you find it:
-
- *** HEY! WOULDN'T YOU RATHER FIND THIS FOR YOURSELF? I THOUGHT
- *** SO. IF YOU'RE NOT A WIMP, YOU'LL SKIP THE NEXT FEW PARAGRAPHS.
-
- Immediately put on your shields and move the ship down, to kill the
- alien tanks. Then, start dropping bombs (using your shields when
- necessary to kill newly-appearing aliens). You will notice at one
- point the bombs appear to go through the floor. At this location is
- an invisible "hole" through which you can fly your ship.
- It will probably take a few tries before you get through, because the
- hole is rather small. Once you get through, you maneuver through a
- couple of minor obstacles and then find the gate. It leads you to
- the "easter-egg level", whose name is " ". (Four blank spaces:
- this level, therefore, can't be accessed directly as the others
- can because its name cannot be entered.)
- The easter-egg level is fun. It also gives you all four alien
- helpers: @, *, >, and ^.
-
- *** END OF WIMP'S SECTION ***
-
-
- 29. STYX: A -> YARB
-
- 30. YARB: A -> BREX
-
- 31. ROXY: A -> NEXA
-
- 32. NEXA: A -> NEST
-
- 33. NEST: A -> EBYX
-
- 34. EBYX: A -> BREX. *: Middle of screen (can't miss it).
-
- 35. " ": A -> NERB. *, @, ^, >: all near bottom, near beginning.
- This is the easter-egg level. Description of level "TRYX" above
- tells you how to get here.
- Since this level leads back to an "earlier level", it is possible
- to loop, and thus (in theory) to play Gates of Zendocon forever:
- NERB->TREY->STAR->BYTE->BETA->TRAX->ZEBA->TRYX->here->back to NERB.
-
- 36. BREX: B -> ZEST, C -> SEBB, D -> STAB. ^: Near bottom, after
- a long sequence of towers with yellow-and-gray pyramid-shaped tops.
-
- 37. ZEST: A -> ZORT. *: Bottom of screen, under stalactite.
-
- 38. ZORT: B -> STAB, E -> BRAN
-
- 39. BRAN: A -> BROT
-
- 40. STAB: A -> BOXX. @: Middle of screen, at beginning.
-
- 41. BOXX: C -> SEBB, E -> TENT
- Here's a map of this level. "[]" represents a box which is hard to
- shoot, "<>" represents one which is easy. "C" and "E" show the
- locations of the gates.
- (left half:)
- +--------------------------------------------------------/
- | <><> [] <> [] [] <> [] <> [] <> /
- | [][] [] [] [] <> [] [] [] [] [] \
- | <> <> <> [] <> [] [] [] [] [] \
- | [][] [] [] <> <> [] [] [] <> [] /
- | [] [] [] [] [] [] <> [] [] [] /
- +-------------------------------------------------------\
- (right half:)
- /-------------------------------------------------------+
- / <><><><> <> <><><><><><><><>[][][][] [] |
- \ [][][][] [][][][][][][] <>[][][][][][] [] |
- \ [][][][] <>[][][][][][][] <>[][][][][][] [] E |
- / [][][][] [][][][][][] <>[][][] [][] |
- / [][][][] C [][][][][][][] <><><><><><> |
- \--------------------------------------------------------+
-
- 42. TENT: A -> BROT. *: Near middle.
-
- 43. SEBB: A -> SNEX. ^: Near bottom.
-
- 44. SNEX: C -> ZAXX
- Yes, the "tank/truck" objects can be destroyed! However, it's a very complex
- operation. 1: Wait until the first tank is about halfway across the screen.
- 2: Move behind its cannon, then down behind it after the 2-legged walker is
- out of the way. 3: Follow it closely, and simultaneously maneuver the ship
- so that it's 3 pixels off the floor. Move almost all the way to the
- edge of the screen. 4: Keep the lasers on continuously. This should kill
- additional walkers as they approach. 5: As each additional tank piles up
- behind you, the score increments by increasing amounts. When the score is
- incrementing 10 at a time, the one's digit will be constant. Shortly after
- this happens, you will kill a walker. Just after the walker is killed, move
- up slightly, wait for a missile to fly just under you, then move back down
- into position. 6: Continue to the end. When the screen stops scrolling,
- leave your ship still for a bit; the tanks will all simultaneously be
- destroyed.
-
- 45. ZAXX: A -> BROT
-
- 46. BROT: A -> STOB. >: Near bottom.
- So-named because of the Mandelbrot Sets used in the background?
-
- 47. STOB: A -> XTNT
-
- 48. XTNT: A -> BOTZ
-
- 49. BOTZ: A -> SNAX
-
- 50. SNAX: A -> ZETA, D -> NEAR
-
- 51. NEAR: A -> ZETA. *: Near bottom. @: Near top, immediately after
- *. >: Near bottom, shortly after @.
-
- 52. ZETA
- This is the "penultimate level", as it were. The object is to shoot
- at the object which slowly moves up and down along the right edge of
- the screen. Every now and then, this object will "open its eye";
- this is the only time when it's vulnerable. The second time you
- successfully hit it when its eye is open, everything on the screen
- blows up and you are sent to the endgame.
- NOTE: If you have alien companions, they will be destroyed along
- with everything else! (However, they still help you get through this
- level.) The consequence of this is that when you face Zendocon,
- you always face it alone.
-
- 53. endgame
- In the final screen, you fight it out with Zendocon itself, the evil
- spider-monster which rules all the other aliens you've been fighting.
- To make it through this level, use the following procedure:
- Zendocon appears on the right edge of the screen and moves horizontally
- towards you. While firing the lasers continuously, move your ship down
- slowly. You will eventually find a point at which your lazer-fire makes
- "explosions" appear on the monster.
- When Zendocon is getting close, move your ship to the left and *up* out
- of the way. It can touch your ship without hurting you, but you want to
- avoid having it cover your ship entirely. Use your shields if it's a close
- call.
- When it starts heading back towards the right, move your ship back down
- to fire at Zendocon's "soft spot" again. Use your shields when necessary
- to keep the "eyeballs" from hitting you. After the first couple of
- left-right "cycles" of Zendocon's movement, you'll be able to position your
- ship so that you can hit the soft spot and also avoid touching the
- eyeballs (because Zendocon slowly drifts up as it moves back and forth.)
- Using this technique, you should be able to hit Zendocon enough so that
- it dies after five or six repetitions of its left-right path. If you
- don't, it will start moving around the screen diagonally. This means it's
- probably too late -- but in a last-ditch effort, put on your shields and
- fly into its "mouth". This might do it in.
- If you kill Zendocon and then "commit suicide" by crashing your ship
- into the floating eyes, you're given another ship and have to kill
- Zendocon again. If you lose your last ship in this way, you lose the game.
- Killing Zendocon multiple times doesn't increase your score all that much,
- but it's something to do if you have lots of extra ships at the end of the
- game.
-
-
- Shortest Route From Start to Finish
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Fifteen screens, plus Zendocon. There are three equally short paths from
- BREX to BROT:
- ,->ZEST->ZORT->BRAN-.
- BASE->RAZE->TRYX->STYX->YARB->BREX--->STAB->BOXX->TENT--->BROT-.
- `->SEBB->SNEX->ZAXX-' |
- ,---------------------------------'
- `->STOB->XTNT->BOTZ->SNAX->ZETA->endgame
-
- At BASE, take the second gate. At RAZE, take the first. At TRYX, STYX, and
- YARB you have no choice (disregarding the easter-egg in TRYX). At BREX,
- choose whichever path you like best (if you choose the upper path, take the
- second gate at ZORT; if you choose the middle path, take the second gate at
- BOXX.) From BROT to SNAX you have no choice; at SNAX take the first gate.
- A typical final score for the "shortest route" is around 100,000. (Or
- 10,000,000 in the "hard" mode -- good luck!)
-