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Zoom - Release 2 (1996)(Active Software)[!].iso
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escape.doc
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Text File
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1992-12-07
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5KB
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109 lines
Difficulty: Hard (very!)
Brief
~~~~~
After the successful termination of the informant, three squad members were
apprehended during the covert retreat phase by the Planetary Security Force.
Despite the usual bribes, the three were found guilty of:
a) First Degree Murder
b) Breaking and Entering
c) Blowing up and Entering
d) Carrying a Plasma Cannon in a public place
e) Going equipped to terminate
f) Trespass
g) Attempting to bribe a PSF Officer with an insufficient
amount of currency
h) Insulting a PSF Officer's mother
Due to the heinous nature of the final charge, the accused were sentenced to
life on the infamous Devil's Satellite, an orbital prison. The prison is an
antique, launched in 2165 as an off-planet Student Housing Project. However,
the SHP was soon abandoned after it was found that, due to an unforseen
design fault, there were no sockets to plug fridges into. As the fridge,
along with the CD player and microwave oven, is an essential part of
undergraduate life, student habitation was obviously impossible.
The station was taken over by the PSF in 2181, by which time the interior
resembled a German WWII POW camp (or a typical student bedroom). Although
it was originally intended to use the old SHP as an officer training
facility, the 97% dropout rate forced the administration to reconsider.
Thus, it was finally decided to reinforce the station, tidy it up a bit
and create a new maximum-security prison.
This is where the three squad members now find themselves. Locked into
hideous and tiny cells, some still bearing the original student furniture,
the future seems bleak. The prison is *so* awful, even the walls are painted
British Comprehensive School Green. And before you ask about toilet
facilities, what do you think that grille in the corner of the cell is for?
However, all is not lost. Sergeant Hicks has managed to smuggle in three
small pieces of plastic explosive, after successfully bribing the shuttle
stewardess with... well, after successfully bribing the shuttle stewardess.
Although he has no weapon (contrary to reports from the stewardess), he is
aware that the station guards move in regular, measured patrols. If he can
somehow time his first explosive detonation to take out a Guard Droid as
well as blow open his cell...
Private Gorman has a different problem. Due to his misbehaviour during
captivity, he has been placed in the maximum-security wing of the jail.
Luckily, he has managed to hide a Laser knife from his last spell on kitchen
duty. Unluckily, he is locked in a small cell with Mad George, who has
suddenly become insanely violent.
Private Jackson can only sit and wait for rescue.
So, if Sgt. Hicks can break out of his cell, obtain a gun, free his
comrades, teleport onto a nearby shuttle, kill the crew and destroy the
targeting computer with a grenade, they might just have a chance...
Notes
~~~~~
* Weapons cannot be bought at the start of this mission! If you don't
select the default equipment, you won't be able to do anything.
* All the station guards move in preset patterns. Fortunately for you, they
are stupid. If they can see you, they will attack. If they can't, they
conveniently forget about you.
* The rule is "Don't be seen"! When out and about in the prison, keep all
doors closed, they may save your life.
* There is a rumour that the Marines have heard of the break-out attempt,
and may try to stop you.
* After disposing of Mad George, Prv. Gorman really ought to hide in a
corner of his cell. Why? Try not hiding! If the prison authorities
suspect a murder, the perpetrator is dealt with quickly and violently...
* Also heard on the prison grapevine... there is a nearby floating arms
cache, unconnected with the station. If a squad member can find his way
there and loot the corpses of two dead prisoners (who were trapped by a
faulty teleport and starved to death), he will be a lot better equipped
to deal with the problems he faces.
* Once on the shuttle, the computer at the front must be destroyed to
complete the mission. This allows the squad to pilot the shuttle
manually. So keep a grenade/rocket in a safe place, you'll need it.
* To complete the mission, all three members must be freed, although they
don't have to survive. As long as their cell doors are destroyed, that
is enough.
* This mission is *very* difficult! Discretion is the better part of valour.
Don't take *any* risks, make sure you're in a safe place at the end of
your turn. Without much armour, you're dead meat the minute someone
sees you.
* It is possible to complete this mission - I've done it! So there's a
challenge for you.
2-Player suitability
~~~~~~~~~~~~~~~~~~~~
Escape is not really suited to a 2-player game, the key to its success as a
1-player game is the regular patrols of the Guard Droids. A second human
player would just throw everything at Sgt. Hicks, and the game would be over
in the second turn!
Stick to 1-player for this one, I think.