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1988-11-22
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------------------------------------
CAPTAIN BLOOD DOCS
BY
GRUE STOMPER
OF
WASHINGTON, D.C.
------------------------------------
THE STORY
Trapped in a universe of your own creation - a world populated by
strange creatures in unlikely scenarios, extensions of your own
over-active imagination - but it's only a game Right? Wrong. It's
every hacker's worst nightmare...and you're living it!.
As the erstwhile programmer who calls himself Captain Blood,.
you're in one heck of a predicament. The Hyperspace warp that
sucked you into the game also fragmented your genetic structure,
creating five exact duplicates of yourself that are now hiding
somewhere in the galaxy of Hydra. You must find your clones and
assimilate them to replenish the vital fluid you so desperately
need.
PLAYING THE GAME
When the game begins you will see the interior of your spaceship,
followed immediately by a view of the nearest planet. The arm you
see on the screen. Unless otherwise instructed, select an option
by pointing your hand's index finger to it an pressing your
selection button. Because you lack necessary vital fluids, you are
continually degenerating. As you degenerate, your arm will start
to shake, making it difficult to select options from the control
panel.
An on-board clock keeps track of elapsed time in minutes and
seconds. You have approx. 2 1/2 real-time hours to find a clone
and get back some vital fluid before your arm becomes completely
uncontrollable. If you do find a clone, you gain another 2 1/2
hours of playing time.
The first planet that comes into view each time you begin a new
game will always be inhabited. After that, you're on your own.
NOTE: The program recreates the galaxy each time you begin a game.
This means that coordinates of inhabited planets are not valid from
one game to another.
PLANET VISION SCREEN
The Planet Vision Screen is the first screen that appears when you
begin a new game. The planet that you see is the one nearest to
your present location. Several options are available to you on the
Planet Vision Screen: GeoPhoto Vision, Planet Destruction, and
OORXX Landing Mission. These options are described individually
below.
THE CONTROL PANEL
The control panel in front of you contains various buttons, only
a few of which are active at any one time. Six control buttons are
positioned diagonally on either side of a large central button.
These buttons will be referred to (from left to right) as Buttons
1-6.
GEO-PHOTO VISION
To get a close-up view of the planet surface, activate the
GeoPhoto Vision mode by selecting Button 6 (point to it and press
your selection button). Flashing points of light indicate enemy
missiles on the planet surface. Select this button again to get
an even closer view. Select Button 2 to return to the Planet
Vision Screen.
PLANET DESTRUCTION
To destroy the planet on the Vision Screen, select Button 5 (the
one marked with the "x"). NOTE: to bypass the Planet Destruction
sequence, press the ESC key to select that option (mouse users:
click the right button).
OORXX LANDING MISSION
To activate an OORXX landing mission, select Button 4 (the One
marked with a down arrow) from the Planet Vision Screen. An OORXX
will be transported immediately to the planet surface and a vector
image of the landscape will appear on your viewing screen.
FLYING THE OORXX
Because your ship is too large to land on a planet, you must view
the planet's surface through the eyes of an OORXX - creatures
designed for just such missions. You guide the OORXX as it flies
across the planet surface. Use your control to move the OORXX
up,down, left and right.
The two horizontal markers on either side of the screen indicate
your altitude above the planet surface. The horizontal dotted line
along the bottom of the screen indicates your speed -- the longer
the line..the greater the speed. Use your right mouse button to
increase the speed.
LANDING SITES
Each planet has a designated landing site, located at the end of
a long narrow valley. As you fly, an on-screen sight indicates
your current position. If you are headed in the right direction,
the sight will appear as a flashing diamond. If you are off
target, an arrow on the left of the right side of the sight will
point you in the direction you should turn., When you reach the
landing site, the OORXX will land automatically and the resident
alien (if there is one) will appear.
AVOIDING MISSILES
If the enemy missiles are present on the planet surface, they will
immediately begin homing in on the OORXX. To avoid, you must fly
as low as possible without crashing.
When a missile locks in on your position, arrows appear on either
side of the screen and begin moving toward each other. The closer
the arrows get to one another, the closer the missile is to the
OORXX; if the arrows meet in the center of the screen, the OORXX
will be destroyed and you will be returned to the ship's interior.
THE UPCOM
To communicate with aliens, you must use the upcom (Universal
Protocol of Communication) icon system. Once you land, the UPCOM
Module appears automatically on the screen if an alien is present.
RECEIVING A MESSAGE
As the alien speaks, icons will appear on the left side of the
UPCOM Module. To receive a translation of a certain icon, simply
point to the icon in question; the translation will appear on the
right side of the screen. If the central "mouth" is still moving,
it means the alien has more to say. Point to the "mouth" and press
your selection button to read the rest of the message.
SENDING A MESSAGE
You may respond to the alien using any of the highlighted icons
shown in the upcom window. The window shows only a small portion
of the available icons. To scroll left or right, simply point to
one of the scroll selectors located on either side of the icon
window (small red or orange hash marks). You may use the scroll bar
and move it to the left or right more quickly.
To select an icon, simply point to it and press your selection
button. That icon will then appear on the right side of the UPCOM
Module. You may select up to 8 icons for each sentence. when your
message is complete, point to the "mouth" and press your selection
button to transmit your message to the alien. The left-arrow
shaped button on the right side of the UPCOM Module lets you delete
an icon, and you may also insert an icon into an existing sentence.
TELEPORTING
If an alien agrees to be teleported, the Teleport icon will appear
on the bottom left of the screen. Select this button to teleport
the alien onto your shop. To teleport an alien from your ship onto
a planet's surface, select the Teleport icon button once you land.
RETURNING TO THE SHIP
Select the triangular-shaped button on the right side of the
Module.
THE SHIP'S INTERIOR
To return to the ship from the planet surface, select the
triangular-shaped button located on the right side of the screen.
From the Galaxy Map or Planet Vision Screen, select any inactive
button to return to the ship's interior. The main control panel
is shown at the bottom of the screen. The creature to the right
is an OORXX.
INTERIOR CONTROLS
Button 1 is used to save your game to a formatted data disk--do not
attempt to save to your program disk!. to activate the Planet
Vision Screen for a view of the nearest planet, select Button 2;
Galaxy Map - button 3.
THE FRIDGITORIUM
If you have teleported an alien onto the ship, it will appear in
the Fridgitorium on the left side of the screen. While in the
Fridgitorium, the alien will not be able to communicate. To
disintegrate a creature in the Fridge, select the button directly
below the Fridge. When a creature is disintegrated, you recover
its vital fluids. However, only the clone's vital fluids are
compatible with your system.
OORXX REACTIVATION
Once you guide an OORXX to a planet's landing site, the OORXX
remains there and may be reactivated at any time. If you have
already landed on the planet whose coordinates are shown at the top
of the screen, a question mark will appear on the right side of the
screen. Select the question mark to reactivate the OORXX on that
planet's surface.
THE GALAXY MAP
To view the Galaxy Map, select Button 3 from the ship's interior.
Follow the instructions below to select a specific planet from
among the 32,768 possibilities.
COORDINATES
The location of each planet in the galaxy is expressed by a set of
coordinate numbers, X/Y. The vertical line is "X" and the
horizontal is "Y". The nearest planet is the one located at the
intersection of the two lines. The coordinates are then displayed
at the top of the screen..
SELECTING A PLANET
As you move your hand around the Map, the coordinates of the planet
you are point to at any given moment are shown at the top.When you
press your selection button, the coordinate line closest to the
hand will "jump" to that location.
To select a new "X" coordinate, use your control to move the hand
left or right until the desired "X" appears in the box. You then
to the same for the "Y" coordinate.
HYPERSPACE
To travel to the new planet you have selected on the Galaxy Map,
activate the Hyperspace option by selecting the central control
panel button. When the Hyperspace sequence is over, the new planet
will appear on the viewing screen,. You can bypass all this by
pressing ESC.
SAVING A GAME
Save your game to a formatted data disk at any time after 5 minutes
of play. Insert a formatted data disk. Return to the ships
interior and select Button 1 (the disk icon stupid).If the game was
not successfully saved the icon will flash for several seconds.
LOADING A SAVED GAME
You may load a saved game only during the first 5 minutes of game
play. Just reverse the above.
THE END
To survive, you must find all 5 clones and disintegrate them in
your ship's Fridgitorium. The last clone should give you the
coordinates of the planet where Torka--the beautiful alien
Ondoyante--is waiting. Once you go there and teleport her to your
ship, you've won. Now all you have to do is figure out how to get
yourself out of the game.
TIPS AND HINTS
1. Whatever you do, don't blow up the first planet without going
down and speaking to the alien there--you must get him to give you
the coordinates of another inhabited planet.
2. Be persistent! It almost always pays off to keep talking to
an alien, even if it seems like your getting nowhere at first.
3. Keep going back to planets you've already visited, even if you
didn't get any information there the last time--aliens often change
their minds.
4. Some aliens will not give you information until you tell them
something they want to know or do something for them.
5. Don't be too quick to kill aliens, even if others ask you to;
your intended victim may have the information your looking for.
6. If you transport certain aliens to a strange planet, they may
provide helpful information. Keep track of where you leave them-
-you may need to bring them back.
7. Be sure to keep track of planet and character names as well as
planet coordinates, you may need them later.
8. Alien names and place names don't sound like real names at all-
-here are a few examples: Alien Names: DEAD GENETIC, MISSILE BRAVE,
INSULT 4, NO NO, GOOD UNKNOWN, HOWDY PRISON, GREAT BOUNTY, GOOD
NONSENSE......Planet Names:TRAP 4, SMALL HOME, IDEA 762, KILL YOU,
INSULT 80, GREAT FEAR, BOW BOW, REPRODUCTION 14, BAD TRAP.
9. Some important aliens to look out for: Izwals (especially YOKO
and NO NO), Buggols (especially GOOD UNKNOWN) Croolis-Ulvs,
Croolis-Vars, Migrax(GREAT BOUNTY AND MISSILE BRAVE), Sinox (GOOD
MIND and BRAIN RADIOACTIVITY), Antennas and Robheads.
10.Example of talking to an alien:
Alien: CROOLIS-VAR Great People Great Warrior
You: Me want know identity CROOLIS-VAR
Alien: Identity CROOLIS-VAR = POOR GENETIC
You: Me search planet POOR GENETIC
Alien: Planet POOR GENETIC = TRAP 1
You: You say coordinate planet TRAP 1
Alien: Coordinate 178/102
11. Only YOKO (an Izwal) knows the location of the Croolis-Ulv DEAD
GENETIC; be sure to get the coordinates of his planet before moving
Yoko to a strange planet, or you're sunk!
12. Only the Croolis-Ulv DEAD GENETIC knows where to find the
Croolis-Vars; be sure to talk to them before doing anything
drastic. DEAD GENETIC can also tell you where to find Yoko.
13. The Buggol POP UNKNOWN can tell you where GOOD UNKNOWN
(another Buggol) is--after voting for MORLOCK, ask POP UNKNOWN for
the coordinates of other Buggol planets.
14. GOOD UNKNOWN can give you a lot of useful coordinates, if
asked. (Tell him that Blood and the Duplicates are the same).
15. If you teleport the Migrax GREAT BOUNTY to a strange planet,
he will tell you where to find the Migrax MISSILE BRAVE.
16. MISSILE BRAVE knows where to find the Sinox GOOD MIND. To be
able to speak to GOOD MIND, you must tell him the Sinox code which
was given to you by MISSLE BRAVE.
17. It is imperative that you talk to the Izwal called NO NO (he's
actually YOKO's alter ego). The only aliens who know where to find
NO NO are one of the Croolis-Vars and the Sinox GOOD MIND; however,
if GOOD MIND has told you the coordinates of BOW-BOW (YOKO's
planet), he will not tell you where to find NO NO. Note: Neither
of them will give you NO NOs location until you move YOKO to a
strange planet.
18. The Robheads are the real masters of Hydra--once they start
talking, you'd better do what they say! Their friends the Antennas
can tell you where to find them. The Robheads will not be able to
speak to you without the help from the Sinox called BRAIN
RADIOACTIVITY--either DEAD GENETIC or TRICEPHAL can tell you his
location.