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-
- CAPTAIN BLOOD Walkthru
-
- PRELIMINARIES
-
- The most important tool you have to explore the complex geopolitical
- terrain of Hydra is UPCOM: the Universal Protocol of Communication.
- Translating UPCOM icons to English is a snap: All you have to do is drag
- your computer finger over them. But the icon dictionary in the CAPTAIN
- BLOOD manual lists the icons in the order they appear on the UPCOM module.
- So, when you're trying to form your own sentences, finding the correct word
- among those hundred and twenty little pictures can be frustrating.
-
- My suggestion: Photocopy the manual pages with the icons. Then, starting
- with the first (the question mark) and moving down the columns, number each
- icon ("you" is 6, "howdy" 7, etc.) until you reach the end. Finally, cut
- the icons (with their translations and numbers) apart, tape them in
- alphabetical order on larger sheets of paper, and stick them on the wall
- next to your computer.
-
- Now, when you need the icon for "different," for example, you can find it
- quickly on your alphabetized sheets and, checking the number next to it
- (60), know that that icon will appear on the UPCOM module about halfway
- down the line (60/120). Sounds a little kludgey, but after you've wrestled
- with UPCOM for a while, I think you'll see the utility of it.
-
- I also advise studying the "Tips and Hints" section of the BLOOD reference
- booklet and making a flow chart showing who can lead you to whom. (The
- chart I did, BLOOD.PCX, is available in the CompuServe Gamers' Forum.) This
- will help you avoid useless chitchat with vapor-headed aliens. (Studying my
- chart, for example, you can infer that Tromps are only going to giggle and
- say the word "sex," no matter how silver-tongued you are with them.)
-
- As you may know, all coordinates in CAPTAIN BLOOD are randomized every time
- you begin a game, so you won't find any here. I will try to show you how to
- get to the guys who can give you the coordinates. The first planet in any
- given game is always going to be inhabited, but the chances of finding
- another inhabited planet on your own are about one in five hundred. That
- being the case, the only logical thing to do is get down there on that
- first planet, and strike up a conversation!
-
- The OORXX -- an acronym, presumably -- can withstand seven crashes. So, you
- don't have to be especially timid while learning to fly it. Remember, too,
- that if a missile is closing in on you, sometimes the best wisdom is to
- crash on purpose, hug the ground until the missile recedes, then take off
- again like the proverbial shot.
-
- Write down all planet names, coordinates, and inhabitants, including the
- first (you may have to come back). This is _very_ important!
-
- IZWAL, BUGGOL, CROOLIS-ULV
-
- The first alien you encounter will always be one of four: Yoko (an Izwal),
- a friendly little guy with yellow-brown skin and a long tongue; Dead
- Genetic (a Croolis-Ulv), a big purple humanoid with a bad attitude; Pop
- Unknown (a Buggol), a centipede type who looks like he's going to jump out
- and grab your nose; or Great Bounty (a Migrax), with a head like the
- creature in ALIEN except it's silver (he's also a lot friendlier once you
- get to know him). Where you go from here depends on which of these fellows
- you have to deal with first. So, I'll outline the four separate beginnings,
- then we'll meet up for the middle game.
-
- YOKO START
-
- Identify yourself and tell Yoko you're his friend ("Me Blood me friend" --
- the BLOOD manuals have several good syntactical hints for speaking with
- aliens). By following up on the allusions Yoko makes to various peoples and
- places, you'll discover that the planet you're on is called Bow-Bow; that
- the Izwal are a peace-loving folk; that Yoko is looking for a girl friend;
- that the Ondoyante are apparently the foxes of choice in this particular
- galaxy; that there is a connection between Yoko's father (Maxon) and the
- Croolis-Ulv (Dead Genetic), since Maxon (a renowned scientist) helped Dead
- Genetic achieve genetic reproduction.
-
- The ability -- or lack of it -- to perpetuate one's species is a major
- concern of the inhabitants of Hydra, and it motivates many of their actions
- (unlike us). The plot thickens as you learn that Maxon is missing and Yoko
- wants you to find him; and it positively congeals as the little guy warns
- you that the duplicates themselves are seeking a means of reproduction.
-
- As you know, you have to track down and disintegrate all five currently
- existing Blood duplicates before you're out of danger. But if they should
- start to multiply before you can get to them....
-
- TELEPORTING YOKO
-
- Ask Yoko about Pop Unknown (the Buggol), and get the coordinates for his
- planet. Get the info for Dead Genetic's planet, if you haven't already.
- "You say planet Dead Genetic." Keep repeating things if you don't get the
- right response; timing's really important with these critters. Then, and
- only then, teleport Yoko to another, uninhabited planet.
-
- Make sure you understand the difference between teleportation and
- disintegration. You only want to disintegrate the duplicates by pressing
- the circle-arrow icon below the fridgitorium when you've got one of them
- trapped there. To teleport an alien from the fridgitorium to a new planet,
- you first have to successfully land an OORXX, and then press the teleport
- (T-arrow) icon to the left of the UPCOM module. What? You teleported Yoko
- and he died? You watched that cute little guy waste away right before your
- eyes and didn't lift a finger to help? Nice going, ace; you're off to a
- great start!
-
- CROOLIS-VAR PLANETS
-
- Proceed to Dead Genetic's planet, Trap 4. The Croolis-Ulv and Croolis-Var
- are basically a bunch of lizard-brained geeks with chips on their shoulders,
- but you have to deal with them. Tell Mr. Genetic (who's a Croolis-Ulv,
- remember) that you want to destroy the Croolis-Var; tell him he's a great
- warrior; tell him you think he's cute. It doesn't really matter what you
- say, because he isn't going to give you the information you need until he's
- good and ready (when he says "Me kill time," he's not kidding).
-
- Don't get discouraged; just keep pounding away with things you think he
- wants to hear (ask him to give you information; tell him you know Maxon;
- rant and rave about how much you want to kill his enemies). Eventually
- he'll get tired of horsing around and give you the coordinates to four
- Croolis-Var planets: Trap 2, home of Good Nonsense; Great Fear, home of
- Male Warrior; Kill You, home of Bad Crazy; and Trap 1, home of Poor Genetic
- (a distant relative, presumably).
-
- Dead wants you to kill them. If you do, and come back looking for your big
- reward, he'll tell you he wants to "reproduce" with you: Trust me, you
- don't have to kill anybody. After he gives you the coordinates, he'll kick
- you off his planet; you'll be only too happy to leave.
-
- POP UNKNOWN'S PLANET
-
- Now, use the other coordinates Yoko gave you and hit Pop Unknown's planet,
- Spirit 137. There's a chance Yoko may have given you another Buggol planet,
- Rosko 2, home of Good Unknown. If this is the case, this section is
- optional.
-
- The Buggol like to whine about their sex lives; humor them. Then, ask Pop
- Unknown about Morlock and say you want to vote for him. He'll give you the
- coordinates to Rosko 1, Morlock's planet. Check the Buggol section of the
- BLOOD manual for some background on the political scene. Then go to Rosko 1
- and let Morlock try out his campaign speech on you. He fancies himself the
- peace candidate, though he'll later ask you to kill the incumbent president,
- an upstart Yukas named Rosko (not to be confused with the Buggol planets
- Rosko 1 and Rosko 2).
-
- Vote for Morlock ("Me vote Morlock") and he'll give you (after some
- additional jabber) the coordinates for Female 021, Rosko the Yukas's planet.
- Touch down on Female 021 for a look at Rosko (he's an eyeful), but don't
- expect any real information there: Rosko and Morlock aren't interested in
- much except wiping each other off the face of the galaxy. Finally, head
- back to Spirit 137. Pop Unknown should now be forthcoming with the
- coordinates for Good Unknown on Rosko 2.
-
- GOOD UNKNOWN'S PLANET
-
- Good Unknown will prove to be one of your most valuable allies. After you
- listen to his woman troubles, he'll beg you to take him away from all this.
- Ask him for the Izwal code, then teleport him to any uninhabited planet
- (don't forget to jot down the coordinates). If he likes it there, he'll
- give you a new, unidentified set of coordinates, and send you back to your
- ship. Return to him immediately using the OORXX reactivator button (the
- question mark below the OORXX) and say "Me want know planet Migrax Great
- Bounty." After he gives you those coordinates, proceed to the "Great Bounty
- Start" section below.
-
- DEAD GENETIC START
-
- Review the "Croolis-Var Planets" section above. The only real difference if
- Dead Genetic is your first encounter is that you have to work fast and
- learn Yoko's coordinates before he gets generous and starts dispensing the
- Croolis-Var info. Once he's done that, he'll boot you off Trap 4 and not
- let you back on again until you've vaporized the Croolis-Var planets (which
- you don't want to do).
-
- As soon as the old Deadhead lets you get a word in, bombard him with
- sentences like "Me search Yoko" and "Me want know home small Yoko."
- Eventually he'll admit he knows him, acknowledge his debt to Maxon, and
- give you the coordinates to Bow-Bow, Yoko's planet. Then, go into the "Me
- want kill enemies" routine outlined above until he comes across with the
- Croolis-Var coordinates as well. But get Yoko's location first! Now, visit
- Yoko, following the instructions detailed in "Yoko Start" and "Teleporting
- Yoko." After you've lost the little guy, continue with the instructions in
- "Pop Unknown's Planet" and "Good Unknown's Planet." Then, proceed to the
- "Great Bounty Start" section below.
-
- POP UNKNOWN START
-
- Begin with the "Pop Unknown's Planet" and "Good Unknown's Planet" sections
- above. But after you get Great Bounty's coordinates, return once more to
- Good Unknown and say, "Me want know planet Yoko." Proceed to Yoko's planet
- and follow "Yoko Start," "Teleporting Yoko," and "Croolis-Var Planets."
- Then, continue with the "Great Bounty Start" section below.
-
- GREAT BOUNTY START
-
- Review the Migrax description in the BLOOD manual. The Migrax are really
- cool, though a bit irascible off the top. (The BLOOD game I finally
- succeeded in solving started with Great Bounty, so I'm kind of partial to
- these guys.)
-
- After he's had his little joke -- "Me say information Migrax Missile
- Brave/Missile Brave kill you (laugh-curse)" -- ask him if he wants to be
- teleported. The Migrax love to travel, so sooner or later he'll agree. When
- you get him to another planet, prompt him with a question or two about the
- Ondoyante, then follow up on everything he says. Be persistent. Don't be
- too quick to take him back home, no matter how much he whines; you'll get
- more out of him here.
-
- Some of what he'll say is a bit cryptic -- "Go planet equals free brain
- spirit"; "Kill vote dead (sob-sob)" -- but when he finally mentions Planet
- Spirit, reply with "You say information Planet Spirit," "Me want know
- coordinates Planet Spirit," etc., and you should get some solid information.
-
- If you don't have them already, hit him with "You say planet Buggol," and
- you'll get Good Unknown's coordinates. Finally, try, "You say planet
- Missile Brave," and you should get the (very crucial) coordinates to
- Reproduction 128 (once these Migrax start talking, you can't shut them up).
-
- At this point he may send you back to the ship, but if he does, go right
- back down again by pressing the OORXX reactivator button, and you'll get a
- second chance to take him home (he'll even give you the coordinates in case
- you've misplaced them). Then, and only then, return Great Bounty to
- Reproduction 14. He'll be so grateful he'll confide that the Antenna know
- where to find the Robheads (file that bit away for now). Then, he'll
- announce that he's got a hot date and kick you off his planet. If you set
- down there again, he'll be gone.
-
- If you started the game with someone other than Great Bounty, proceed now
- to Part II. If Great Bounty was your first, use the coordinates he gave you
- to find the Buggol Good Unknown. Good Unknown is a veritable gold mine of
- information. After he tells you his problems, he'll beg you to take him on
- a vacation. Ask him for the Izwal code, then teleport him to any
- uninhabited planet (don't forget to jot down the coordinates). If he likes
- it there, he'll give you a new, unidentified set of coordinates, and send
- you back to your ship.
-
- Return to him immediately using the OORXX reactivator and say "Me want know
- planet Yoko." Go to Yoko's planet and refer to "Yoko Start," "Teleporting
- Yoko," and "Croolis-Var Planets" to find out what to do next. The Pop
- Unknown-Morlock-Rosko subplot ("Pop Unknown's Planet") is basically a dead
- end, but do it for the fun of it if you have time. (If your arm is shaking
- without remission, then you probably don't have time; see the time note in
- the "Afterword" section of this walkthru.) Now, proceed to Part 2.
-
- TORKA, TUBE-BRAINS, NO NO
-
- By this time you should have accomplished the following tasks (not
- necessarily in this order): visited Dead Genetic and Pop Unknown (and,
- optionally, Morlock and Rosko the Yukas); taken Good Unknown to a planet he
- likes and left him there; after questioning Yoko, taken him to a new planet
- and inadvertently killed him; taken Great Bounty to a new planet,
- interrogated him, returned him to Reproduction 14, and witnessed his
- departure for planets unknown.
-
- As a result of the above hijinx, you should now be armed with the following
- information: the coordinates to four Croolis-Var planets (Trap 1, Trap 2,
- Great Fear, and Kill You); the coordinates for Good Unknown's new planet
- (the one you took him to); the Izwal code "friend friend" (which is almost
- the key to the city in this galaxy -- all sorts of people respond to it);
- the unidentified set of coordinates Good Unknown gave you; the coordinates
- for Planet Spirit; and the coordinates for the Migrax Missile Brave.
-
- If you're missing any of this stuff, or if you haven't done all of these
- things, you're going to be in deep trouble later on. Go back and pick up
- what you need; or, if your arm's gotten too palsied, make a game plan and
- start the game over (see "Afterword"). If your checklist is complete and
- you're in reasonably good health, pat yourself on the back, save the game,
- and read on.
-
- Let's use that mysterious set of coordinates Good Unknown gave us (the
- unidentified ones). When you touch down, you'll be face to face with your
- first duplicate (Duplicate 2, actually). Disintegrate him now if your arm's
- getting uncontrollable, but if it isn't, leave him in the fridgitorium
- until you need him (why take aspirin before you've got a headache?).
- Whatever you do, do _not_ teleport him out of the fridge once you've put
- him in there; you'll never get him back.
-
- Now, jet over to Planet Spirit and meet Torka. No matter how you randomize
- them, her coordinates are definitely 36-24-36. At present, however, she's
- scared to death, and she's got enough sense to know this isn't the best
- time for socializing. She'll give you the coordinates to Brain 4, home of
- her friend Tubular-Brain, and then she'll split.
-
- Proceed to Brain 4 and try to strike up a conversation with the Tubester.
- (If you get anything intelligible out of him, I'd sure like to know!)
- Remember poor Yoko pleading with you to find his pop? Feeling a little
- guilty about terminating the small dude? Let's see if we can write that
- subplot a happier ending. Unfortunately, that means going back to the land
- of the macho geeks.
-
- Pick any one of the Croolis-Var, just so long as it's Good Nonsense. Say
- things like "You want information Croolis-Ulv?", "Me want give
- information," and the ever-popular "Me want kill enemy." After the usual
- posturing and so forth, he'll fork over the coordinates to Bad Trap, home
- of the Croolis-Ulv, Howdy Prison.
-
- Head over to Bad Trap and let Mr. Prison jerk you around until he comes up
- with the coordinates for Great Destroy, a Croolis-Var stoolie and info
- salesman. Then, start drilling him (Howdy Prison) about Maxon. Try, "You
- say identity planet Maxon." As usual, you may have to repeat it about ten
- times. Make sure you get both the coordinates and the planet name. Finally,
- go see the Croolis-Var Poor Genetic and feed him the usual line of guff.
- Eventually, he'll admit he knows an Izwal named No No who lives on Idea 347.
- Get the coordinates, touch down on Idea 347, and you'll discover....
-
- Yoko! The little guy faked his own death! Hard to decide whether to hug him
- or kick him, isn't it? Anyway, he's glad to see you, and he's very anxious
- about his dad. When he asks, tell him "Identity planet Maxon equals
- Rendezvous 67." He'll reward you with the coordinates for Duplicate 1.
-
- Duplicate 1 is a whole other can of worms. Whereas Duplicate 2 just kind of
- whined impotently until you fridged him, Duplicate 1 wants to make deals,
- promising to rat on Duplicate buddies 2, 3, and 4 if you let him go. If
- that makes you suspicious, good going: You and I both know that Duplicate
- 2's already strumming harps. But play along. Write down the coordinates in
- the order he gives them to you. If that fourth set he throws in makes you
- even more suspicious, better going still: It's the planet you're standing
- on. Micro the little weasel.
-
- TRAUMA, GOOD MIND, KINGPAK
-
- Review what the manual says about the Ondoyante. Then, take a deep breath
- and set your galaxy map for the first set of coordinates Duplicate 1 gave
- you. This is Trauma, and she's nobody's sweetheart. After she finishes
- dressing you down, she says something about a rendezvous with a great male,
- reels off some coordinates, and sends you back to your ship. Go back down
- to her and offer her a lift. Take her to the coordinates she mentioned, and
- all of a sudden she doesn't look so bad. Looks aren't everything though,
- are they? Lose her. (To give her some credit she may volunteer the
- coordinates for No No; but, then, you already have them, don't you?)
-
- Go far back in your records, now, and find the coordinates Great Bounty
- gave you for his fellow Migrax Missile Brave. He'll welcome you with open
- arms because of your civilized treatment of his friend, and give (without
- much coaxing) both the Sinox code and the coordinates for Good Mind. When
- he asks you to leave, be a gracious guest and beat it; don't pester him any
- further right now.
-
- Proceed to 128, Good Mind's planet, and give him the Sinox code "impossible
- not Sinox" to loosen him up. The Sinox can be a bit stuffy, but they're
- basically all right (at least we're dealing with the higher intelligences
- now). Good Mind, however, has a problem, and he's not above asking you for
- help. It seems he needs four members of the Antenna race moved so he can
- annex their planets ("Planet help me know radioactivity spirit": These guys
- are into some weird stuff).
-
- You may be tempted to say, "Look pal, I've got my own problems," but hold
- on a microsec. Didn't Great Bounty say something about the Antenna knowing
- how to get to the Robheads? The BLOOD manual would have you believe that
- the Robheads are harmless, but if you check the hints in the reference
- booklet, it'll tell you they're "the real masters of Hydra." I guess you'll
- be wanting to take that assignment after all.
-
- So, get the coordinates to the four Kristo planets from Good Mind, then
- head on out. Antenna 1 on Kristo 15 will waffle when it comes to
- teleporting, so wait until he's in the mood, then grab him fast. Other than
- that, it's pretty routine stuff. (Yes, you do have to move all four of the
- Antenna to uninhabited planets, and be nice about it.) The real reason
- you're here is to ask them the following: "You know planet Robhead?" Each
- Antenna will give you a different set of coordinates. Write them down and
- guard them with your life.
-
- And remember, they're important, these coordinates; you're glad you got
- them. It's imperative you remember that they're important, because the
- return to Good Mind is going to be pretty much of a letdown. Even though he
- promised you a Duplicate, all he's got now (besides a mouthful of "Much
- obliged") is No No's address, which everybody and his brother seems willing
- to give out. (By the way, don't be tempted to get into any kind of
- teleportation scene with Good Mind; he'll run you ragged, and you won't get
- a thing for your trouble.) But then again, with all those folks pointing us
- back toward No No, maybe we should pay our little friend another visit.
-
-