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-
- THE COLONY Walkthru
-
- PROLOGUE: THE SHIP
-
- When you come to, you find yourself in the control room of your DAS cruiser.
- You've crash-landed. Get up and approach the console. Hit the left button
- to turn on the lights. (Note: "Approach" in this walkthru means to move
- toward the object in question until its bit-mapped (two-dimensional) image
- appears.) Avoid the right button: It's instant death. You'll find out why
- later. Try the throttle: zip. By checking the console's readout, and the
- power indicator on the right side, you realize the ship's pretty much
- useless as is. So, in addition to your original assignment (finding out
- what happened to the inhabitants of 5-Delta-5; still a little groggy from
- the crash, are we?), you also need to repair your cruiser before you can
- get off this Godforsaken little planet.
-
- Maybe you should have taken that desk job back at the Space Academy, huh?
-
- Exploring the cruiser will help you get your sea legs back and acquaint you
- with some principles that'll come in handy once you've found the colony
- itself. (You may want to consult the deck plan in your briefing manual.)
- You'll notice, for instance, that except for some humorous sound effects,
- the bathroom here is pretty much useless. However, the johns in the colony
- itself, though they contain nothing more useful in the way of hardware, can
- be sources of energy (see "Level 1" below). Check them out, even if Nature
- isn't calling.
-
- In every room, investigate all the drawers, desk tops, and monitors. (The
- one exception is the cigarette in the lounge across from the john here;
- avoid it, or at least save the game before you pick it up: David Alan Smith,
- the creator of THE COLONY, is obviously not a smoker.) You'll discover it's
- worth sifting through the shirts in the bureaus (jot down the model number
- on that reactor manual); doff your space cap in the direction of George
- Lucas as you polish your marshall's badge. In the desk in your living
- quarters, the four squares in the third drawer on your right are the
- clearance code for the ship's reactor. Click on the squares and translate
- the resulting symbols with your decoder. Write the number down. (Note: This
- number is randomly generated, so if you start a new game, be sure to stop
- by here and do this again.)
-
- At the far end of the upper level, go through the door, turn on the polygon
- fill (if it isn't already; see your installation instructions), and make a
- mental note of the way that flashing column -- the top of the reactor --
- looks. Then step into any of the four square pits on either side of the
- reactor top (the black squares on your deck plan), and you'll be shunted
- directly to the reactor core on the lower level. Be advised, you can only
- do this once; try the pits again and it's bad death.
-
- But you've always got the stairs.
-
- (Note: As a rule, I found the no-fill mode better for traveling from place
- to place and taking those all-important first glances around new
- environments -- it's not only faster, but you can actually see through
- objects this way -- and the fill mode more satisfying for detailed
- exploration of a given space. But this may vary with your configuration.)
-
- You now face the ship's reactor core. Approach the console, enter that
- clearance code you found in your desk, and watch the core descend. Send it
- up and down a couple of times: This will be a crucial operation later on.
- Check out -- on your map or by exploration -- the two bays on either side
- of the core room. Leave the core in its lowered position and move out into
- the hall.
-
- The first door on the right is a holding cell. There's a deadly radioactive
- security shield just inside the door, a phenomenon you're going to
- encounter in the colony as well. Learn to deal with it now. First, save the
- game. Then approach the door, click on the switch, click the entryway after
- the door has opened, and _immediately_ position your cursor near the top
- center of the screen. As you enter the room, you'll be catapulted toward
- the far wall, which is just what you want to happen: if you loiter near the
- threshold -- note the grid marks on your map -- you'll hear an ominous buzz
- and get the life force sucked out of you like a fifty-cent Slurpee on a hot
- afternoon. Leaving is the same deal: _Rush_ for the exit. You're only safe
- when the bit-mapped door kicks in. Load your saved game and do it again
- until you get the hang of it.
-
- Proceed down the hall and check out the cargo rooms -- one with boxes, one
- large and empty -- and the hydroponics garden. Bypass the airlock console
- for now and approach the suit installer. It doesn't matter which power
- level you specify, you'll still get the same amount: an effect of the
- power-down state of your reactor. Then go upstairs and check yourself out
- in the bedroom mirror. At least your alter ego's got a unisex look now,
- which should please the women players of the game. It was, after all,
- Sigourney Weaver who first blazed this trail. (And while we're on the
- subject, watching "Aliens" is a great way to psych yourself up for THE
- COLONY.)
-
- Time to get over to the settlement and see what all the fuss is about.
- Approach the airlock console and decode the symbols it gives you. Then go
- through the airlock door itself. Close the door behind you (it's an airlock,
- remember?), save the game, take a deep breath, and proceed outside.
-
- You've exited the cruiser on the port side. You're in danger immediately:
- The place is crawling -- literally -- with missile-shooting larvae (Latin
- for "malevolent spirits," by the way). Don't try to fight these bustards:
- You haven't got the fire power. Turn right and hustle around the nose of
- the ship so you can make a north-by-northeast charge (compass needle at one
- or two o'clock) toward the mountains, dodging bugs, missiles, and pyramids,
- as needed. If you've kept your wits about you, you should see a bunker on
- the horizon before long: The entrance to the colony. Go for it.
-
- LEVEL 1
-
- Once inside, don't forget to close the airlock door. Pause for a moment to
- lick your wounds and congratulate yourself on making it this far. Rest
- assured, though, this is only the beginning. From this point on, alien
- encounters are possible at any time, and the times -- and places -- are
- entirely unpredictable (there might even be something in the airlock now).
- If you see inert geometric shapes lying around, they're eggs -- energy
- capsules. Run over them and you'll absorb their strength. If you see a
- hovering alien, shoot it, but shoot conservatively until you've built up
- more power. If the alien looks like a bee, it'll vaporize when you nail it.
- But if it's a diamond-, pyramid-, inverted pyramid- or eyeball-shaped beast,
- a direct hit will usually reduce it to egg form, allowing you to absorb and
- neutralize it. And the more of these little SOBs you absorb, I'm here to
- tell ya, the better you're gonna feel.
-
- (Note: Study automatic tracking vs. manual targeting in your briefing
- manual, and be sure you understand both. As you might suspect, your
- effectiveness in combat is directly related to your ability to handle your
- laser.)
-
- You're ready now to begin exploring the first level. As in the ship,
- examine _all_ desks and bureaus and any paraphernalia you find near them:
- PCs, TVs, diaries, notes, etc. In order to survive, you're going to have to
- get to know this place like the back of your hand. I strongly advise using
- graph paper to make scaled maps as you go along.
-
- (Note: There are several sets of maps already available in Library 2 of
- CompuServe's Gamers' Forum: in .MAC format, by Pat Gratton; transcribed
- versions of the above in ASCII text, by Ms Wiz; and .TIF and .PCX files by
- yours truly, which can be viewed with many of the popular paint, desktop
- publishing, and word processing programs for IBM (or with one of the viewer
- files available in the Picture Support Forum). I've got to tell you, a lot
- of the fun I had solving this great game was in the making of the maps for
- myself, watching the logic of the place unfold as I progressed. Still, it's
- nice to know they're out there, if you need them.)
-
- Let's go to work. Keep your head down, your eyes open, one hand on your
- laser and the other on your back...and follow me.
-
- The first room beyond the airlock is the reception area. Terminate aliens
- and scoop up eggs as they're available. Check the computer and the desk
- drawers. On the basis of what you find there, it's probably safe to assume
- that all the adults on 5-Delta-5...are dead.
-
- But there may be some children, suspended by their desperate parents in a
- cryogenic limbo.
-
- And it may be possible to save them.
-
- Try to pass through the recessed doorway on the east wall. You'll get a
- "something's blocking your passage" notice. Any other time you see this
- message, it means there's a moving alien on the other side either trying to
- get through or just killing time: You'll have to wait for it to make a move
- before you can pass. But in this case, you can keep trying that door until
- the next Big Bang and you won't move a millimeter. For now, just make a
- note of it. And head for the stairs.
-
- You're in a long hallway. Scour for bugs, hug the west wall, and move north.
- There's a john on your right as the corridor narrows; check it for eggs.
- The first door you come to as you continue north is Randall Radmer's office.
- Decode the number in his desk and make a note of it. (This number too is
- unique to the current game, so if you start again, you gotta come back.)
- From Radmer's monitor and papers you discover that the _entire planet_ must
- be destroyed if the plague is to be contained (are we having fun yet?). You
- also learn how to implode the reactor if this ends up being a suicide
- mission.
-
- We'll try to avoid that, won't we?
-
- As you emerge from Radmer's office, continue north, then east. The double
- doors on your left lead to the cafeteria, and it's thick with creatures
- (probably cruising for tuna melts). Clean the place out. Then hit the
- accountant's office across the hall and spend a moment contemplating
- Nostradamus. East as you emerge, then south to the slide room. The tutorial
- here on the aliens is invaluable (click on the speaker to get the text for
- each slide). Just let me add that there's only one way to avoid the energy-
- depleting attacks of the Snoopers, and that's to do just that: Avoid them.
- Run around pillars, duck through doors, _whatever_, but try to keep them
- from nipping you. Also, pay close attention to what the tutorial says about
- aliens over eggs.
-
- And remember, the theory about the death of the Prime Queen being the death
- of the rest of the horde is just that: a theory.
-
- Turn right as you leave the slide room, and right again (south) through the
- door. You're in a hallway with a door at either end: Both lead to the
- conference room. Not much here, but you might want to try the double doors
- in the southwest corner. They take you back to that first long corridor --
- the one with the exit sign -- and hence to the reception room and the
- airlock. Now, go back through either of the conference room's north doors,
- and continue north to the lobby (big Level 1 sign). The center columns are
- elevators through which you can access the lower levels, and every level
- has a lobby more or less like this one, with its number clearly marked.
-
- The elevators will be one of your most valuable tools. But for now,
- continue getting the lay of things on this floor. Assuming you're near the
- "Level 1" wall and facing south, pass between the first and second columns
- and move south as far as you can, then east and north past the sofa. Turn
- west as soon as possible after the sofa and you'll see, on your left, the
- office of the adjutant commander Captain Nett: the hammerhead we've
- apparently got to thank for this mess. Emerging from his office, curse him
- softly while moving west again into the cul-de-sac. The door on your left
- leads to Security headquarters, but there's an entryway on the other side
- that's a security shield deathtrap. Check your bearings so you can find
- this place again, and move on. I can almost guarantee that if you try to
- crack it now, you'll bounce off the walls 'til you drop...
-
- ...like a bluebottle in a killing jar.
-
- Coming out of the cul-de-sac, head north as far as you can and then east.
- You'll find stairs that can take you to the other levels in case you've got
- a morbid fear of elevators (or if there should be, say, a blackout). The
- door next to the stairs leads to a funny little T-shaped room with a
- central pillar. Check it for eggs, then exit via the south or west door and
- zigzag southeast 'til you start to see another sofa. In the office on your
- immediate right, you'll learn that the colony's reactor code is linked to
- Radmer's decoder. Remember that number you found in his office? Still got
- it? Good work.
-
- The next office contains your first solid lead to the whereabouts of one of
- the children. He's apparently in Edwards's apartment. Wherever that is.
-
- Moving south, you'll find the library. The computers here aren't real
- helpful, but there are a lot of bugs, and you need to increase both your
- energy level and your combat prowess. You're probably thinking the aliens
- so far have been somewhat less than formidable, and you're right. But don't
- get too cocky: The nightmare is young.
-
- After you've completed your research, exit the library and head east, then
- south again. Turn to your right (west): There's a corridor and, just south
- of it, a door. Go down the corridor and roast some more bug carcass, and
- then come back to the door. Move west through the two studies and you'll
- find the stock room. Work your way over to the computer, then south and
- east to that little alcove. You won't be able to get in for now because of
- the boxes. But remember this place.
-
- And now, on your own, find your way back to the elevators.
-
- Watch out for Snoopers.
-
- LEVEL 2
-
- Take either elevator in the Level 1 lobby down to Level 2. (The sequence
- is: Click on the call button; click on the opening; click on the floor you
- want; and click on the opening again when the elevator has stopped.) Level
- 2 consists of five sets of living quarters and a school. When you leave the
- elevator, turn around and move south between the third and fourth columns.
- Pass through the double doors on the west wall and you'll be in the school.
- Move south and east to the playroom and scorch the place. Backtrack and
- check the teachers' lounge on the north wall; then continue west and north
- up the corridor (the classrooms should be on your left). By the time you
- hit the first apartment (number 21), you'll be in the northwest corner of
- this level. You're going to check each apartment in turn, moving clockwise
- around the complex; Apartment 25, the last, is in the southwest corner of
- the floor.
-
- Just when you're starting to think these apartment searches are a waste of
- time, you hit Radmer's quarters (number 23). You learn he has twin
- daughters, both of whom have been frozen; that there are, in addition, two
- boys named Eric and Asher; that Radmer's girls have been hidden, or so he
- believes, in Laboratory 5 on Level 4, and in "one of the 3x3 rooms" on
- Level 5; that the rooms have been "modified" by the creatures (sounds
- ominous); and that, perhaps most importantly, the cryogenics chambers were
- moved with a forklift that's kept in the storage area. Later, in Apartment
- 24, you hear for the first time about the existence of teleporters in the
- colony. A little sun peeping through the clouds, perhaps?
-
- Back to the elevators. You don't have to go all the way around. From the
- door to Apartment 24, head north and take the first left. You can't miss it.
-
- LEVEL 3
-
- Level 3's layout is similar to the one above it. The apartments -- there
- are six -- start in the northwest corner again and move clockwise to the
- southwest corner. In place of the school, you have the hospital, and
- instead of the playroom, there's a dormitory. That's about it. So turn and
- face the elevators and move south from between the third and fourth columns.
- The double doors on your right lead to the hospital, but for now go
- straight, into the dorm. Check the bureaus and the computer room, mopping
- up as you go. You'll discover that the reactor on 5-Delta-5 is the same
- model that's on your ship (the 11-AXC from Scapem Industries), and there's
- mention of a child on Level 5 (Radmer's daughter, or another one?).
-
- Before you leave the dorm, save the game and step into that last walk-in
- closet (the rightmost one as you stand facing the bureaus in the south dorm
- area). When you try to walk out, you find a door where there was only a
- threshold. Open it. You've been transported to the conference room on Level
- 1. It's only a one-way ride, but I still found it useful once while being
- pursued by a particularly relentless Snooper. Now, reload your saved game
- or, better still, boost your confidence in your topographical expertise by
- finding your way back to the elevators and Level 3.
-
- Back to the dorm entrance and into the hospital, where there's usually an
- abundance of eggs. Be sure to examine Doctor Lee's office: The PC reveals
- the name and possible location of his son on Level 4. A prescription for
- sleeping pills. You could probably use a couple yourself.
-
- At the north end of the hospital, you hit the living quarters. Work your
- way through them just like you did on Level 2. ESCAPE FROM ALPHA CENTAURI
- seems to be the book of the month here. In Apartment 32, you'll find notes
- on a phenomenon you've no doubt witnessed: the aliens' ability to warp
- space. The PC in Apartment 33 -- Captain Edwards's apartment -- informs you
- that each teleporter has but one destination; a note in the desk reveals
- the name of another child -- Rachel -- who was taken to Level 5; and a
- diary in the bedroom indicates that the reactor core can be moved with the
- forklift. Leaving the bedroom, pass through the door on the opposite
- (north) wall and follow the corridor. You'll find your first cryo chamber,
- which holds little Eric Wisznia. Approach it and his ID will appear. Tell
- him everything's going to be all right, and that you'll be back for him
- soon.
-
- In Apartment 34 you get your first clue as to the origin of this whole
- tragedy: The teleporter experiments themselves. Ironic, because the
- teleporters may well prove to be your -- and the children's -- salvation.
-
- The Alexanders occupied Apartment 36. More info here on the ability of the
- creatures to warp space; something ominous about the teleporters' being
- less than perfect (great); and the news that the Alexanders' little boy was
- placed in Security. Update your notes and head for the elevators (from the
- door to Apartment 34, north, the first left, and north again).
-
- Congratulations. You now know where two of the children are; you're fairly
- well powered-up; and you're becoming a formidable marksman.
-
- Just in time for things to start getting hairy.
-
- LEVEL 4: THE TELEPORTERS
-
- Step out of the elevator on Level 4 and just stand there for a minute
- (assuming the aliens give you the opportunity). Look around. Feels
- different, doesn't it? You're getting closer to the marrow of the nightmare.
- And the creatures are getting stronger.
-
- And smarter.
-
- Check the office between the first and second columns. The door on the west
- wall leads to the mazerium; stay away from it. Exit the office the way you
- came in (the right door; the other one is an elevator shaft). Now hug the
- west wall of the lobby and move south, then turn right. The door marked
- with the arrow is another entrance to the mazerium; avoid it too for now.
- Avoid permanently the door on your right -- or at least save before you try
- it. It leads to the IFRDs -- Infinite Tunnels of Radiation Death -- and
- they'll cause you nothing but grief. So, turn right again and head north to
- Lab 6. Nothing here but a couple of PCs, but there's info about the
- teleportation of that first creature, and details on alien reproductive
- activities (not as exciting as it sounds). Also some mention of a Security
- Lab A.
-
- Exit, turn left, and stop. The doorway a few meters ahead of you, the
- dogleg to the left just in front of that door, and the corridor on your
- immediate left: All lead to Lab 5. Do a little exploration and pick up as
- many eggs as you can, but ultimately you want to be at the door to Lab 5 in
- the northeast corner of this floor (Lab 6 -- the one you just left -- is in
- the north_west_ corner). Entering Lab 5, you behold your first teleporter.
- Beautiful isn't it? Don't go near it: It's a deathtrap. (Remember that
- reference in the Alexanders' apartment to some bugs -- no pun intended --
- in the TP mechanisms?) Check the computer. Now you know why there wasn't
- much happening in Lab 6. And K. Allen was apparently the "accident" Captain
- Nett was referring to back on Level 1. I hope old Nett died slowly, don't
- you?
-
- Professor Sherry thinks the creature the teleporter brought here --
- originally, I urge you to remember, the _only_ creature -- may have gone to
- the reactor.
-
- (Okay, before you leave, save the game and go ahead and use the teleporter.
- Everyone should experience fourth-dimensional death at least once in his or
- her lifetime.)
-
- Now move south to Lab 4. This teleporter's no better than the last one, so
- don't be tempted. On the desk, another reference to the mysterious Lab A,
- and a tunnel. Lab 3: ditto the teleporter, ditto the ref. to Lab A. Square
- roots of negative numbers: How did these bozos ever get a grant? Lab 2's
- teleporter, in spite of the optimistic note over the desk, is just as
- lethal as its predecessors. Maybe you should've checked the closets....
-
- Oh, well, too late now; we're going down to Level 5.
-
- That's right, Level 5. What? What about Lab 1 you say? Well, go there if
- you want, but save the game first. And don't say I didn't warn you. I'll
- wait for you here.
-
- Back already? Okay, head north and take the first left to the elevators.
-
- And save. You're not gonna hang out on Level 5 any longer than you have to,
- discretion definitely being the better part of valor at this point. But
- there are a couple of things you've got to do there if you're ever going to
- get those kids out alive. So go on, get in the elevator and push the button.
- And stay close, for Pete's sake.
-
- As soon as you step out onto Level 5, turn around and hustle between the
- first and second columns. The aliens are meaner here, and if you run into
- any -- and you will -- you're just going to have to hack your way through.
- Remember, the silver lining in all this is that where there are bugs, there
- are eggs; and like the guy in the old joke whose wife thought she was a
- chicken, you need the eggs. Go through the door in front of you and check
- the PC and the desk. The forklift's due for maintenance in two weeks. Great.
- Let's just hope it doesn't break down while you're trying to get out of
- here.
-
- When you exit this room, turn left (west) and go through the next door you
- come to on your left. This is the office of David Alan Smith, so you might
- want to take a moment to tip your helmet or torch the place, depending on
- how you're feeling at this point. Do _not_ go through the door on the west
- wall. Exit the way you came in and turn left (west) once more.
-
- By the way, you'll be pleased to know you just scanned your last monitor
- and ransacked your last desk drawer. From now on, it's guts and glory all
- the way.
-
- Head west, south (dogleg), and west again. South of here are the fabled 3x3
- rooms, which you're not equipped to deal with yet. On your right is a door
- marked "1"; check it out. There are nine such rooms on this floor, most of
- them used for storage. For you, now, they're important because they're a
- potential source of eggs. Pick up what you can in Room 1, and then move
- west to 2. From there, west again (ignore the door on the south wall), and
- north and east to Room 3. East again to 4. (Rooms 1 and 4 are actually
- connected, but you can't take advantage of the fact because those damn
- boxes are in the way.) And east once more to 5.
-
- Yes, it's the forklift. And this thing _is_ beautiful. Approach it and wait
- for the bit-mapped image. Then click on the rear hatch, give it a second to
- open, and click on the opening. You're inside now, and your field of vision
- has altered slightly since you're looking out through the windshield (note
- the readout to help you remember what you're carrying). All you want to do
- now is steer this baby to the elevators, going back the way you came. The
- catch is -- are you sitting down? (No, I'm in the forklift, ya damn fool) -
- - you can't fire your laser when you're in the forklift. So if you run into
- any bugs on the way back, try to evade them; because if you can't, you're
- gonna have to climb out of the lift (make sure you've got enough room
- around you to park it), fry them, get back in, and continue on your
- way. C'mon Tiger, let's go.
-
- Out the door, west as far as you can, south (four doglegs), east when you
- come to that door I warned you about, and north to the lobby. Good work.
- Back to Level 4.
-
- Now with the forklift, go back to Lab 2. As you've probably noticed, you
- can't absorb eggs in the lift either; but your power levels should be high
- enough so this won't be a problem for a while. Once in the lab, pop through
- that doorway in the southeast corner, find the door in the closet, and move
- north. Proceed to the mouth of the tunnel. You're on your way to Security
- Lab A.
-
- As soon as the robo-tunnel deposits you in the lab, get out of the forklift
- and work your way east, to the slide room. I don't know what's so secure
- about Security Lab A, because there are few places on 5-D-5 that are so
- heavily infested. Cauterize the place with your laser, then operate the
- projector for a tutorial on teleporters. The thing to remember is that each
- TP only has one destination, which is determined by its sequence number. In
- other words, TP-1 will take you to TP-2, 2 to 3, and so on. Since there are
- only four TPs in the lab, 3 will take you to 4, but 4 will take you
- straight to hell, because it's the last one in the series. Conversely, the
- only way to get to 1 is to climb into it, because it's the first in the
- series.
-
- Is it just me, or is it getting warm in here?
-
- Get back into the forklift and move west to the teleporters. Bypass TP-1
- and continue west to TP-2, abandoning the forklift to chop bugs as
- necessity dictates. Then grab TP-2 and head for the tunnel. If aliens get
- in your way, torching them with something in the lift is a multi-stage,
- many-splendored process. First you have to unload the cargo; then wriggle
- out of the lift; shoot; grab some eggs (optional); slip back into the lift;
- hoist your cargo; and haul. The punch line is, you can't do any of
- this if there isn't enough room in the immediate vicinity for you, the lift,
- and the cargo to coexist side by side.
-
- Yeah, my head hurts, too.
-
- Jet through the tunnel and go to the lobby. Take the elevator up to Level 1
- and find your way back to the stock room. Dump the teleporter in the
- northeast corner near the table. Now, cruise over to that little alcove
- room you discovered earlier and grab the first box that gets in your way.
- Take it to the north side of the computer desk and ditch it. Return to the
- alcove and turn south; there's a threshold there you couldn't see before.
- Hoist the box that's in your way now and pass through the threshold. You're
- back in...
-
- ...the reception area! Now you know why you couldn't get through here when
- you first arrived. And before you ask, the reason you didn't just bring the
- forklift around the other way is because it can go down stairs but not up
- them, so that little flight of steps by the 5-Delta-5 sign would've stopped
- you dead in your tracks. So, dump the box you're carrying near the
- reception desk, go get the teleporter, and meet me back here. We're going
- back to the ship.
-
- LEVEL 4: ERIC AND ASHER
-
- You're in the forklift, and you've got the second teleporter, check? Check.
- Save the game and move into the airlock. Close the door behind you (I'm
- starting to sound like your mother). Pass through the outer door, turn
- south by southwest (compass needle at seven o'clock), and make a beeline
- for the ship. You'll be approaching it starboard, remember, so you'll have
- to overshoot slightly and then turn and hit the entrance portside. Welcome
- back. Don't forget to close the -- okay, you're way ahead of me. Go to the
- reactor room and deposit the teleporter in that empty bay on your left.
- Remember: This is TP-2.
-
- You're about to experience teleportation for the first time. Save the game.
- What you've got to understand here is that if you approach a teleporter
- with the forklift empty, the forklift and the TP are both going to think
- you want to pick it -- the TP -- up. So, go to the cargo room with the
- boxes and grab one (single or double, it doesn't matter). Approach the
- teleporter. Click to open the door, click to enter, click to close the door.
- Closing the door automatically activates the teleportation mechanism. A
- flash of 4-D vapors, and when you open the door again you're...
-
- ...back in Lab A, scrambling out of Teleporter 3, surrounded by aliens.
- Drop the box, grab your socks, and head for TP-4. Pick it up and dive into
- TP-1. Before you can say "Eat laser, Bug Breath!" you're back on the ship.
- Ain't technology grand?
-
- (Note: It, uh, may not work quite this neatly. Bugs can block passageways
- between TPs, or just plain gang up on you. Holding down the Option key (on
- the Macintosh) or Control key (IBM) will disable activation of the bit-
- mapped graphics and give you a little more freedom when you're jammin'
- tight like this. If worse comes to worse, strip down to your F-21s and give
- 'em hell; then pick up where you left off.)
-
- When you're back on the ship, deposit TP-4 in the empty reactor bay and
- grab another box. Teleport -- in TP-2 remember -- back to Lab A. Lose the
- box and grab TP-1, and take the tunnel to the Level 4 lobby. Unload TP-1
- here, but stay in the forklift. Save the game.
-
-