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- A Few CAPTIVE Tips
- ++++++++++++++++++
-
- c/o Steve McGuire
-
- I noticed in the "help wanted" section that a solution for Captive
- was required. While I certainly wouldn't be able to provide a
- comprehensive guide to completing even the first mission, I
- thought I might put digit to key and pass on a few tips of my own
- which might help someone get a little further along the way in
- this great game.
-
- o Use the keyboard.
-
- It is well worth learning how to use the keyboard for moving the
- droids around. As with Dungeon Master it will allow you to keep
- the mouse free for clicking on the other icons.
-
- Alien mercenaries tend to follow movement patterns which allow you
- to predict their moves. This means that you can develop your own
- counter patterns to lead your slower enemies around in circles,
- allowing you to attack them without much chance of retaliation.
-
- o Portals.
-
- In Captive, attack is definitely not the best form of defence.
- Strangely enough, defence is; and by far the most useful defences
- in any base are the doors and ladders. You will probably find
- that you can make much better progress by using good defences from
- which to launch sorties against alien opposition, rather than
- relying on armour and expensive shields to go toe-to-toe with
- heavily armed adversaries.
-
- Doors can also double as weapons, but their offensive value is
- limited to the first few planets only.
-
- o Shops.
-
- You can leave up to 65,500 of your cash with a shop owner, and it
- will be available at all the other shops on a planet.
-
- Don't forget to pick it up before you leave the planet though.
- It's worth storing your cash with the shopkeeper as large wads of
- cash can get very heavy, so I'm told.
-
- Virtually everything has a resale value, so you can try out all
- the weapons, armour, optics and dev-scapes you want, and find out
- which is most suitable for your own style of play.
-
- This very reasonable sale and return policy also means that if
- there are items which you do not frequently use then you can just
- buy them when you need them. This means you don't take up
- valuable storage space by trying to carry one of everything "just
- in case".
-
- o Sockets and Batteries.
-
- Sockets not only provide invaluable power for the droids, but they
- can also be used as a source of free projectile weapons so you can
- spend your initial cash on better robotics and tools rather than
- on weaponry. Just stick your cursor finger in a socket, point it
- at the bad guys and click away. They can also be fired at
- different heights, so they can be used against ground or aerial
- targets.
-
- Although they are very expensive for what they do, I reckon it can
- be worth having one battery on hand at the start of a new base in
- case it takes you a while to find a socket.
-
- New chest armour comes almost powerless, so you can get a few
- invigorating joules from a battery to get your souped-up droids up
- and running upon leaving a shop.
-
- Don't forget to top up your batteries at power points. No-one
- likes getting caught short.
-
- o Optics.
-
- There is a wide variety of optical instruments available from the
- Captive shops, but the only ones that I use are Optic 2 and the
- Super Optic which are the Route Finder and Visor, respectively.
- The route finder can either lead you to the base entrance when you
- first arrive on a planet, or it will lead you back to your shuttle
- when you want to leave a planet.
-
- An obvious use for this is to direct you back to the exit once you
- have sabotaged the generators, but I often use the route finder to
- get me back to a familiar location if, or rather when, I get lost.
- This saves lots of time, especially for someone like myself who
- doesn't have the patience for making maps.
-
- The Visor optic allows your droids to see in the darkened areas
- found in some bases.
-
- o Dev-Scape Modules.
-
- As with the optics there are a number of Dev-scape units to choose
- from, but the only ones that I ever use are the Anti-gravity
- module and the shield.
-
- The Anti-Grav unit allows you to "fall upwards" and then walk on
- the ceiling. This means, for instance, that you can keep your
- droids' titanium toes dry in flooded areas.
-
- It also allows you to use low trajectory weapons against aerial
- targets and vice-versa.
-
- Your droids can also float over mines without triggering them
- using this module. Aliens can be lured into following floating
- droids over mines, thereby blowing themselves up, and saving you
- ammo into the bargain. Floating chews up power though, so make
- sure you have ever ready access to a power socket for top-ups.
-
- A Shield module simply reduces the damage that your droids suffer.
- There are situations where even a cowardly gamer like myself
- cannot avoid their droids getting into fights, which is when I
- switch those expensive shields on. This is a question of survival
- after all, and your creds are of no use to you if the droids have
- been zapped.
-
- o Cameras.
-
- As far as playing Captive goes, this is far and away the single
- most useful piece of equipment you can have.
-
- Cameras have access to most areas in a base as they are unaffected
- by obstacles such as fires and they are also ignored by resident
- hostiles.
-
- Alien mercenaries show up on a camera monitor as yellow images,
- providing early warnings of danger and allowing you to track them.
- They also show up portals, obstacles, mines, shops, generators,
- computer consoles...etc.
-
- When a camera finds an alien or an obstacle then you can get
- confirmation of its exact nature by switching to TV mode. Simply
- click on the button on the extreme left below the camera monitor
- in question. Cameras are unaffected by the darkened areas found
- in some bases, so you can even search those areas with one.
-
- You can have up to 4 cameras active. Just click on the appropriate
- number below the camera screen, and up comes the view.
-
- It can be a bit confusing keeping track of multiple cameras at
- first, but they will soon become invaluable to you because of the
- information they provide.
-
- Don't bother carrying multiple cameras from planet to planet, just
- take one along for your initial scouting, and buy any others you
- may require at the first shop you find. They are a real bargain at
- only 1200 credits each.
-
- I spend most of my Captive time moving cameras around collating as
- much info on the locale as possible, so that I can plan forays
- from my current sanctuary.
-
- This excellent demi-dalek is great for reconnoitring uncharted
- areas, but they are also very effective in combat if used in
- combination with portals against even the fastest and most
- dangerous of foes, such as the deadly "rocket pigs of Budod"!
-
- Set up your camera viewing the approach to a portal, and just
- watch for when it is safe to open it, ie. when an alien moves away
- from the portal. You can then step through; unload your weapons
- into the unsuspecting foe, and retreat to safety. You can do this
- ad infinitum, and it will work with any mobile enemy. There's no
- chapter under fair play in my book and that's for sure.
-
- Cameras are not immune to area mines, so beware.
-
- o Weaponry.
-
- Combat in Captive is great fun, and there is a wide variety of
- weapons available and it's worth trying them all out just to see
- what they do.
-
- Deadlier weaponry is expensive, and more importantly in the
- long run, so is its ammunition. By planning ahead and setting
- traps and fields of fire to catch your enemies in, you can make do
- with fairly simple firearms that can be fed with cheap ammunition.
-
- Pistols and maybe a couple of uzis are adequate to kill off
- anything you will come up against in the first couple of missions.
- Alternatively, you can equip the droids with one or two shotguns
- or rifles for dealing with aerial targets.
-
- The best advice I can think of for playing Captive is to develop
- your own routines using a limited range of familiar equipment.
- Knowing, for example, that the red droid always has the visor and
- the green droid always has the shotgun cartridges allows you to
- react more effectively in any situation. You do not need every
- piece of equipment available to finish Captive, so find what you
- consider useful and ditch the rest.
-
- Bye for now.
-
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- - o -
- ə