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-
- Now, let's save some kids.
-
- Take the elevator to Level 3 and drive back to Eric in Apartment 33. Move
- his cryo chamber to the ship (via TP-1 on Level 4) and set him down --
- gently -- in that empty cargo room. Feels good, doesn't it? Get another box,
- and TP back to Lab A. Pick up TP-3 -- the one you just got out of -- and
- put it on Level 4 next to TP-1 (position them so you'll remember which is
- which). Stay in the forklift and elevator up to Level 1.
-
- It should be pretty quiet here now, which, I'd be willing to bet, is a
- welcome change about this time. Roll over to that door to the Security
- section (see "Level 1") and save the game. Are you relaxed? Feeling fit?
- Okay now, listen up. You're gonna go through this door here like I showed
- you back on the cruiser, right? There's a short corridor on the other side
- that goes straight and then right, like a backwards 7. Then there's another
- door. You're in serious danger from the radiation shield until you hit that
- second door. Beyond that is another shield, but smaller: just like the one
- you practiced with on the ship. So, through the first door and forward,
- then right, then forward to the second door; catch your breath after the
- bit-mapped door appears; then heave yourself through _that_ door to the
- center of the room, ditch the forklift, and hose out any bugs.
-
- You may not make it the first time. Load your saved game and try again. If
- you get a "something's blocking you" message, get away from here for a
- while and do some hunting, and then come back. But stay on this level (see
- the stuff about the queens in "Level 5: The 3x3s" below). When you do get
- in, check the computer: It'll tell you that the creatures get weaker the
- farther they stray from the Prime Queen. The corollary, then, would be that
- the closer you get to the Prime Queen, the more...the SOBs are....
-
- Think about it.
-
- On the north wall of Security, there are five holding cells. Asher
- Alexander is in the one on the far right. Get into the forklift, pick him
- up, and save. Then take him back to the ship.
-
- LEVEL 4: TAMMY AND JES
-
- You've just left Asher sleeping peacefully next to his buddy. Now, teleport
- yourself, with the lift, back to Level 4 and head for Lab 1. Remember that
- note of Radmer's about how one of his daughters was in Lab 5? Well, he was
- wrong. Remember those diary entries about how the aliens can warp space?
- Well, they were abso-foggin'-lutely right on.
-
- Remember, you're on Level 4 now. And there's some serious sheet goin' down.
-
- We'll never know what Lab 1 looked like before the infestation, but now
- it's a series of eleven consecutive corridors, each with a radiation shield
- in the middle. You've got to take the forklift, but in any of these
- corridors you may encounter aliens, in which case you've got to ditch the
- lift away from the radiation zone, snuff the bug(s), then get back in the
- lift and carry on. Make sure you scour the place thoroughly on the way _in_
- ; if you're forced into combat on the way out, with a cryo chamber in tow,
- it's well-nigh impossible.
-
- Save before you begin.
-
- Once you've got Tammy safely on board, it's time to go after Jes Lee. The
- computer in his father's office said he was in the mazerium. There's just
- one problem: You're out of boxes, and boxes are your passport to the TPs.
- You know what this means, don't you? That's right, you're back on the
- street again. Observing all the precautions outlined earlier, exit through
- the airlock with the forklift and drive -- quickly -- to the colony for
- that box you left in the reception room. Bring it back -- overland; do _not_
- use the TPs -- and drop it off near the airlock console. Drive to the
- colony again and bring back another box. Drive to the colony one more time
- -- the last, you'll be thrilled to hear -- and elevator down to Level 4.
- It's mazerium time.
-
- (The reason you can't use the teleporters for your return trips will become
- obvious, if it isn't already, once you consider the fact that there's no
- way to operate the doors to either the cruiser or the colony once you're
- outside.)
-
- In the lobby on Level 4, hug the west wall and move south. Turn right and
- go through the door with the arrow. As soon as you cross the threshold,
- turn around. The door's gone. I hope you know what you're doing.
-
- Move south and take the first left. _Save_. The door in front of you leads
- to the monolith room, which isn't a cocktail lounge at the MGM Grand but
- something far more insidious (if that's possible). Go inside, and you're in
- a sitting room. Move around. Notice the entrance has disappeared. Make sure
- the polygon fill is on and go into the next room. Approach the monolith.
- Nice, huh? Not a bad way to go, as going goes. But while you're here
- wallowing in the bliss of eternity, there's a bunch of kids out there whose
- fate is in your hands.
-
- Not to mention the eventual contamination of the entire universe.
-
- So, load your saved game and continue south; then east; then north, dogleg,
- north as far as you can (ignore the right turn). Turn left when you have to,
- and left again at the T; then follow the corridor until you reach Jes.
- Approach him and check his ID. His cryo chamber is number 6. The three on
- the ship were numbered 1, 2, and 3.
-
- How many kids are there? How will you know when you've got them all?
-
- Pick Jes up and head back. When you come to the T again -- the way you came
- was from the right -- go straight. Follow your nose until you come to a
- threshold. Move through it, then immediately hang a U and come back out.
- You'll find yourself near the entrance of Lab 2.
-
- Yes, the aliens can warp space. But sometimes you can work it in your favor.
-
- Find the teleporters and take the little guy back to the ship.
-
- (Note: There's one other entrance to the mazerium -- it's through the door
- between the first two columns in the lobby -- and _many_ other parts to it:
- more monolith rooms, endless corridors, space warp stuff. Explore if you
- must. But you got what you came for. The rest only leads to death and
- frustration. Not necessarily in that order.)
-
- LEVEL 5: SEARCH AND DESTROY
-
- Teleport back to the colony and haul TP-1 down to Level 5. For now, leave
- both teleporter and forklift in the lobby and take some time to explore
- what you haven't seen of this level. You're looking to do two things here.
- First, you want to pump your power levels up as much as possible in
- preparation for the Final Battle (twenty-one bars each for weapons, life
- force, and armor is as high as I ever got, but eighteen or more can be
- enough to do the job). And second, you're looking for a queen.
-
- From the pictures in that first batch of slides, you should be able to
- distinguish the queens from the drones and soldiers. Remember that theory
- about how the death of a queen is supposed to reduce all the aliens on her
- floor to eggs? Well, it's true. And you've probably even seen it in action,
- though you may not have connected the cause with the effect. If Level 1 was
- real quiet when you went back for Asher, it's because at some point you
- liquidated the queen there. Anyway, the death of a queen on the upper
- levels is a convenience; on Level 5 it's almost a necessity. When you find
- the room where Teri is hidden, you won't even be able to get in, the place
- is so infested.
-
- Unless all those hovering freaks have been turned into eggs.
-
- All right. Follow the trail you blazed earlier (in "Level 4: The
- Teleporters") south and west to the first two storage rooms, then north and
- east to Rooms 3, 4, and 5. Recheck them for eggs, and be sure to eliminate
- anything with wings.
-
- As you continue east, you'll hit Rooms 6 and 7. Ignore for now the corridor
- south of Room 7 and continue east. Room 8 is a small dormitory, and 9 a
- conference area. Beyond them is a bathroom (next service, forty million
- light-years), and the last of the stairwells.
-
- Check _everything_ for the fifth-level queen.
-
- Double back, take that corridor off number 7, and move south. Try the first
- door on your left. Those things that look like pits? They're pits. They're
- bad death. The area beyond them looks enticing, but it's unknowable; you'll
- never know it, forget about it (if you don't believe me, read the
- "Afterword" at the end of this walkthru). Return to the corridor and
- continue south. The first right takes you back to the elevators, but don't
- go there yet. Weave around the pillars in front of you and waste bugs. Move
- south as far as you can and go through the door you find there. More
- pillars. (The reference in the next section to the room with the fat
- columns is to this room.) This is Search and Destroy time. When you've gone
- all the way south again, hit the doorway in the east wall. Scour this new
- area, going up and down the aisles. Follow the corridor in the northeast
- corner and you'll end up...in that bathroom off Room 9.
-
- Only _you_ know whether you got the queen or not. If not, you may want to
- prolong the S&D for a while. When you're ready to give the 3x3 rooms a shot,
- read on.
-
- LEVEL 5: THE 3X3 ROOMS
-
- Go back to the elevators and get the forklift. Pick up TP-1. There are two
- entrances to the 3x3 rooms. The first is on the west wall of David Smith's
- office (the door you avoided before), and the second is just west of Room 2
- on the south wall (the other door you avoided). Think of the 3x3 rooms as a
- checkerboard of twenty-five squares that sort of curves in on itself. Each
- square is a room, and each room has a doorway in the center of each of its
- four walls. If you start in the room in the upper left-hand corner and move
- "east," you'll pass through five different rooms, and then hit the first
- room again (and you can keep traveling "east" this way for all eternity:
- hence the quotation marks). Move horizontally or vertically, through any of
- the ranks or files, and the same phenomenon occurs, _except_ in the lowest
- ("southernmost") rank: When you move east here, you eventually come out in
- the room with the fat columns mentioned earlier.
-
- (Note: This is, in fact, the only way to physically -- or metaphysically --
- leave the 3x3 rooms, because as soon as you've entered them, if you turn
- and try to exit, you'll find yourself, not back in the corridor or office
- you started from, but in the room at the other "end" of that file: The
- curving has already occurred.)
-
- But to exit via the room with the fat columns is as good as admitting
- defeat, at least temporarily, because you're going into the 3x3s for Teri,
- and you won't be able to get her out that way.
-
- Because as soon as you find the room that Teri's in, all the doors will
- disappear.
-
- Got that teleporter handy?
-
- Work your way past Room 2 and position yourself in front of the door on the
- south wall. Save the game. When you step through here, you'll be in the
- "northernmost," "westernmost" 3x3 room. Teri could be in any of them. Move
- "south." It is imperative that you keep an accurate count of the rooms as
- you pass through them! When you get to the fifth room, turn left ("east"),
- go through the door, and turn left again to head "north," starting your
- count again at 1. When you get to the _new_ fifth room, turn right, go
- through the door, right again, and count 1. You're now at the beginning of
- the third file, with two more to go. Think of that checkerboard, but keep
- it flat or your head's gonna start hurting again.
-
- If the Level 5 queen is still alive, you'll also have to contend with
- periodically unloading your baggage to deal with the aliens in your path.
-
- Continue until you've covered all twenty-five rooms. But you won't, because
- one of two things will happen first.
-
- One: There'll be a room that you're consistently unable to enter, no matter
- how many times you approach it and how many directions you approach it from.
- The room is so clotted with bugs there's no room for you (let alone you,
- the TP, and the forklift). This means the queen is still alive, and you
- need to exit the 3x3s (see above) and deal with her. (Note: If you get
- hopelessly lost, follow each rank "east" for six to ten rooms until you hit
- the one that allows you to exit.)
-
- Two: You'll pop through a door and see Teri's cryo. That's the ticket.
- Proceed.
-
- Ditch your paraphernalia and approach the chamber to confirm it's Ms.
- Radmer. Nail any bees loitering about, and help yourself to some eggs.
- Notice there isn't any way out? Doesn't bother you though, does it? Get
- Teri and hop into the teleporter, you sly dog.
-
- LEVEL 5: THE LOWER DEPTHS
-
- Place Teri in the cargo hold and then teleport back to the colony with that
- last box. Drop down to Level 5. Go east, then south, then east again the
- first chance you get. These are the pillars you weaved around in the
- "Search and Destroy" section. In front of you there's a door. The door to
- the reactor.
-
- Leave the forklift out front for now, and go inside. The pits are in four
- groups of three, surrounding a central staircase. Walk the perimeter,
- gathering eggs and getting used to maneuvering near the holes. Step between
- the pits and walk around the stairwell. Then get the forklift and drive it
- straight down the stairs. It's a bumpy ride, but you'll survive.
-
- Wait! You know the forklift can't be driven back _up_ the stairs, don't
- you?! Whaddaya mean you can't hear me?! I said...
-
- ...oh, never mind.
-
- The second level of the reactor complex -- we'll call it 5.1 -- is three
- times the size of the first. Leave the forklift near the base of the stairs
- and work your way east. There's a veritable plethora of creatures. Try to
- move in a straight line, although the central columns in the second and
- third areas will force you to detour occasionally. In the middle of the
- second area, flip on the polygon fill and you'll see the top of the reactor
- (it looks like the one on your ship); and in the middle of the third area
- there's another set of stairs. Patrol the perimeter of these areas, working
- your way back west and gathering as much energy as possible. Get into the
- forklift and take it as far west as possible. And head south.
-
- Follow the long corridor south and east. Since there isn't much action here,
- get out of the lift and gather eggs. Then, still on foot, continue east
- through the first threshold. Go straight at the crossroads and through the
- second threshold, clearing the area as you advance. Turn north at the
- second crossroads, through another threshold, and west at the third cross.
- One more threshold and you'll see a welcome sight at the end of the
- corridor.
-
- When there's heavy infestation, it's very difficult to maneuver in these
- narrow hallways. By torching the area first, you've avoided a lot of stop-
- and-start, load-and-unload headaches.
-
- Go back and get the lift and carry Rachel to the second crossroads (the one
- where you turned north). Use the south and west arms of the cross to store
- the cryo chamber and the forklift, and then head east and north, clearing
- the halls all the way to the tunnel entrance. Go back and get Rachel and
- take her on through. You'll find yourself back in Security Lab A (thank God
- for that tunnel). You might want to lay your burden down a minute and grab
- a snack (what, more eggs?). Then hit the tunnel again and it'll take you to
- Lab 2. Go to the lobby and escort your precious cargo to the ship.
-
- LEVEL 5: THE PRIME QUEEN
-
- As you stare at the six cryo chambers in your cargo bay, you can't help
- feeling warm inside. At least these poor kids aren't over there with
- those...things crawling all over them.
-
- But then the gloom comes down again. How many more children are there? How
- do you find them? And what happens to them if you don't?
-
- Hell, what good's it doing them anyway? The aliens are multiplying so fast
- it would take an army to wipe them out. And without a new source of energy,
- this ship's about as airworthy as a Ford Pinto.
-
- You've been stumbling around in a nightmare. For...how long? You know you
- haven't slept for days, and your head's about to file for a Mexican divorce.
- If you only had some of those pills Doctor Weisman used to give you. Oh,
- what you wouldn't give right now for one of his prescriptions for....
-
- Wait a minute. Prescriptions. Doctor Lee's office. What did that thing say?
- Something about...sleeping pills. Half units. Six half-units of sleeping
- pills, that was it! A rush of energy. Six! Six kids! You've got 'em! You
- got 'em all!
-
- You've got a chance.
-
- Steer the forklift into the ship's reactor room and approach the core. When
- the core is removed the ship is dead: no doors, no lights -- nothing. But
- you've got the kids. And the teleporters are in place.
- Let's do it.
-
- Remove the core. Then, in the darkness, find your way to TP-2. After you've
- teleported, toss the core aside (luckily it's one of those Scapem Safe-T-
- Cores that disintegrates the minute it's exposed to air). Pick up TP-3 and
- take it down to Level 5. Go straight to the reactor complex and shoot down
- the stairs. On 5.1, work your way east to the second stairwell. Avoid the
- bugs if you can; otherwise, unload and shoot it out. When you reach the
- stairs, take 'er down. Save.
-
- You're on 5.2 now. Work your way west, steering clear of the pits. (You can
- "jump" across the smaller ones, but move fast and be careful.) There are
- three sections again, but they're not as large as up above.
-
- Monitor your power levels. If you fall to half on anything, get out of the
- lift and hunt.
-
- At the beginning of the third section is a pit you _have_ to jump across.
- Build your momentum in the corridor. Beyond it you'll find the last
- remaining stairwell. The mouth faces west. Turn into it and jam down. Save.
-
-
- Level 5.3. You're in a tiny, cross-shaped room, and it smells like a bad
- dream. Put the TP and the lift as close to the wall as possible and kick
- some major bug behind. The Prime Queen could be in the next room, or she
- could be here. Don't mess with her: She cannot be killed (if you don't
- believe me, read the "Afterword"). Work on the Eye Spies, the Pyramids, and
- the rest of those freaks. But don't fire at them if they're standing over
- eggs: You'll waste precious ammunition. Wait until they move away.
-
- What you're aiming to do here is get to the next (east) room with both the
- forklift and the TP. The corridor connecting the two areas is one solid
- radiation shield, so don't even think about it if there's anything there,
- you'll die. Bide your time, and stay away from the Queen. When you finally
- crack the east room, save. You'll see the reactor core and console. Drop
- the TP, get out of the lift, and clear a path. Grab some eggs if you're
- getting weak. Approach the console and feed it the access code from
- Radmer's decoder. Make sure you're entering the right numbers. Get back in
- the lift while the core's descending and then fight your way over to it.
- Once you have the core, there's no turning back: You can't set it down or
- it'll disintegrate. Ready? All right, bag the core. You lose the lights and
- the Queen goes berserk. Hit the teleporter and slam the door behind you.
- God love ya, you're back on....
-
- It's dark. You stumble around a few seconds, completely disoriented. But
- then you recognize the corridor. Yes, _yes_...it's the ship! Install the
- new core, claw your way out of the forklift, and close the reactor with the
- code from your desk. Now stagger upstairs and approach the control console.
- Check the readout and the power indicator: excellent. Slam that throttle
- lever up and kiss 5-Delta-5 goodbye.
-
- You're headed for Cygnus 7 to revive the kids.
-
- EPILOGUE: PSAMDD
-
- But she's still down there, isn't she?
-
- Breeding.
-
- And over and over, a phrase repeating in your head, like a nursery rhyme.
- "The eventual contamination of the entire universe; the eventual
- contamination of the entire uni...."
-
- Grab that briefing manual. Where's the list of equipment for this crate?!
- Here. "Meta-Plastoid Hull." No. "Linear Output Enclosed Reactor." No, damn
- it! "150*i Giga HP...."
-
- You stop. And smile. There it is, four lines down.
-
- Like a love song.
-
- "Planet Smasher Anti-Matter Detonation Device."
-
- Approach the console again.
-
- Hit that right button.
-
- Now get some sleep.
-
- AFTERWORD
-
- Okay, I lied about two little things. On Level 5, you _can_ get across the
- pits in that room just north of the reactor room. And the Prime Queen _can_
- be killed.
-
- There isn't much to be gained by making it across those pits, but you can
- have fun trying. Go into the room and put your back against the west wall,
- standing just north of the door. Position yourself so you're looking
- straight down that line that runs between the left two pits and the right
- two; I'm talking _absolutely_ straight down. Save. Now race across. (Space
- marshalls with some tightrope-walking experience have a decided advantage
- here.) Those cool doors you couldn't wait to explore are one-way jobs that
- lead to the corridor (on the north side) and the reactor room (on the
- south). Either location can be accessed a lot more easily simply by walking
- there.
-
- As for the Prime Queen, the fact that she can be done in is academic,
- really, because: 1) You have to be very powered-up (and somewhat lucky) in
- order to pull it off; 2) you don't _need_ to kill her (just avoid her until
- you've grabbed the reactor core and teleported back to the ship); and 3)
- you still have to blow up the planet, whether she's dead or not. In other
- words, there are no Brownie points for x'ing the P.Q.
-
- But...suspecting there may be one or two vindictive types like myself out
- there who are just _up to here_ with Her Highness, I pass along the
- following:
-
- I got into this because, after completing the game the first time, I
- started wondering if it were possible to achieve full, maxxed-out power
- levels on the spacesuit; and if so, how it would affect the encounter with
- the Prime Queen. So, with all the kids safely on board ship, and TP-3 and
- the forklift ready to go in the Level 5 lobby, I wandered around the colony
- -- wandered around longer than a grown man should be willing to admit, I
- might add -- gathering eggs and bumping up my little power bars. I spent
- most of my time where the action was: on Levels 5.1, 5.2, and 5.3, and in
- the Security Lab. As mentioned earlier, I got up to twenty-one bars each
- for weapons, armor, and life force, but it was mighty slow going, and I
- finally got bored and headed for the reactor. I was standing in the
- southwest corner of the core room (the _lower_ corner), picking off Eye
- Spies, when I noticed the Prime Queen next to me with her head in the _
- upper_ southwest corner of the room and her behind sticking in my face. In
- other words, she couldn't see to zap me, but I had a clear shot at her and
- her big bee-hind.
-
- I started blasting for all I was worth, and a curious thing happened. We
- stood/hovered there together in a kind of timeless space where I just kept
- plugging away and she didn't -- or couldn't -- move; but my weapons level
- didn't drop like it always had when I'd tried to off her before. This went
- on for some time, until I started thinking part of the game was locked up
- or something and I wasn't accomplishing anything, so I moved over to the
- center of the room and turned and faced her. She immediately whipped around
- and charged, and I started slamming her again, using both the mouse button _
- and_ the space bar to get some rapid fire going. She froze and just sort of
- hung there, staring at me like she was dazed (maybe she'd lost the will to
- live). After about a minute of this, all of a sudden there was that
- familiar screeching sound like a cat stuck in a Cuisinart, and she
- vaporized. And true to form, all the other creatures on that level -- and
- on Levels 5.1, 5.2, and in the Security Lab -- instantly egg-ified. I
- finally had the colony to myself!
-
- (In the course of a third game, I went back to 5.3 with my power levels at
- eighteen and managed to vanquish the Queen in a head-on battle: no hiding
- behind corners. But it was pretty hairy.)
-
- Now one can argue, I suppose, that having wiped the P.Q., you could go
- around scooping up every egg in the place and thus make 5-Delta-5 a swell
- place to raise the kids again. But I don't think it's really possible.
- There always seems to be an egg or two left floating in the center of one
- of those corner pits, and there just ain't no way you can get to them. And
- even if you could, what about Level 2? Did you really check all the stalls
- in the bathrooms? What about those endless corridors on 5.1? What about the
- mazerium? You get the point. As long as there's even _one_ egg on 5-D-5,
- the possibility of recontamination continues to exist. You still gotta take
- the reactor back to the ship, get airborne, and nuke the joint.
-
- But we're glad she is dead, aren't we?
-
- THE COLONY is published and distributed by Mindscape.
-
-