home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GEMini Atari
/
GEMini_Atari_CD-ROM_Walnut_Creek_December_1993.iso
/
files
/
games
/
help
/
captvhlp
/
opponent
< prev
next >
Wrap
Text File
|
1991-03-04
|
8KB
|
176 lines
THE MISSION
You are the Captive, held prisoner is a heavily-guarded space station. The
space station itself is protected by an impenetrable force field. This
field is powered by generators in ten bases set on planets and moons in
the surrounding star cluster. You have control of four droids who must
find the ten bases, break into them, and destroy the generators. Any one
base's generators are powerful enough to maintain the force field, so all
ten must be destroyed before your droids can attempt to breach the space
station's interior defenses.
The droids have a spaceship, and know the location of one of the bases.
Once inside a base, they can find shops to sell them supplies and repair
damage. Each base also contains at least one large computer which will
provide a probe when the correct password is entered. The droids must
battle their way through a base, find the computer(s), acquire the
probe(s), find the generators, blow them up, and escape before the base
falls on their heads. Then it's time to use the probe(s) to find more
bases and ultimately the space station. When all ten bases have been
destroyed, then they can enter the space station and find the Captive.
THE OPPONENTS
You spend most of your time in the game exploring and fighting. Here is a
rundown of what you must fight in rough order of difficulty. If no number
is given, the opponent is solitary:
Killer Broccoli - George Bush's nightmare, but very slow and do little
damage. Groups of up to four.
Mice - In groups of up to nine. Are armed with spades. Only slightly more
dangerous than Broccoli.
Van de Graaff Generators - Zap you with an electric charge. They come in
two varieties, floaters and tractor-tread.
Slow and without much of a wallop. But the
charge is a ranged weapon, so they can surprise
your droids. Usually in foursomes.
Mummies - Dangerous to low-level droids, but easy meat once your Dexterity
starts to climb. No weapons; they pummel you.
Jetfighters - Have machineguns. Not as menacing as they look; relatively
slow, with small caliber guns.
Tanks - Come in two varieties. Both can be fatal if they trap you, but
are very slow and easily defeated if you have room to manuever.
Both fire a large rubber ball that is just as dangerous to the
tank as it is to you! The ones with the big machineguns on the
turrets soak up a lot of hitpoints before they flake out, and so
are more trouble than the plain-turret models.
Flames - Blend into fire blocks, but with experience your droids can spot
them. They throw fireballs which do serious damage. In pairs.
Flame Dragons - Attack like Flames, but harder to kill. Also make scariest
sound in the game. Up to four in a flame block.
Armored Mice - More formidable than the plain mice, because they absorb
so much damage. No ranged weapons, but fairly fast.
Cerberus Pack - Minus one head each, but in a foursome. They are fast, and
dangerous to low-level droids. These hounds are an easy
kill for droids with ranged weapons.
Furballs - Glacially slow, but very hard to kill. No ranged weapons. In
groups of up to nine.
Demons - Always in fours, with lightswords. These guys look much more
dangerous than they actually are...quite slow.
R2D2s - Fast, and throw electrical charges. Usually in packs of nine.
These guys are brutal against low-level droids, but don't stand up
well once you get some decent firepower.
Twisters - Among the fastest of the opponents. Extremely dangerous for the
beginner, but do little damage once your armor class starts to
climb. They whiz about in fours.
British Army Ants - My favorite to watch of all the opponents, the way
they march and fire in formation like redcoats. Tough
little guys, with rifles. Sneaky fast.
Aerosol Gunners - Fire aerosol cannon from a fixed position. Not too hard
to take out, but can give your droids heavy damage.
Televisions - The funniest of the opponents. These nasty TVs broadcast
pulses that blind your droids. This is the only opponent that can do damage through a closed door. In fours.
that can attack through a closed door. In groups of four.
Earthtone Spheres - Spit rubber cannonballs, usually in groups of nine.
Murderous firepower, but can self-destruct. Very fast.
Walkers - Devastating firepower, but almost as slow as tanks. Have two
large caliber machineguns. Take more hitpoints than any other
opponent before flaking out.
Jetcars - Blindingly fast, and always travel in pairs. Armed with medium
caliber machine guns. Require very fast hands on the controls
to kill. Leave a live mine behind when you do kill them!
Mad Aztecs - There are three varieties.
1. Machinegun - Medium speed, low hitpoint total.
2. Aerosol - Fast, higher hitpoint total.
3. Flamethrower - Lightning, very high hitpoint total. Leaves
mine behind when killed, but does not set mines off itself
This an extremely nasty customer.
Rocket-Legged Dingoes - Lightning fast, with flamethrower. Leaves a mine
when killed. Takes a lot of damage and delivers
the same.
Blue Spheres - Toughest of all the opponents. Usually in groups of nine.
Spit aerosol blasts, and are FAST! Since they have no backs
it's impossible to get behind them. They do incredible
damage, and take a lot of hits to bring down.
~~~~~~~~~~~
The space stations have their own unique cast:
Fire Snakes - Similar to the Dragons in the bases. In four-paks.
Droids - Hey! This is what your guys look like to everything else. So of
course they are always in fours. Very fast, with powerful ranged
weapons.
Giants - There are two types:
Floaters (act like flying opponents). Moderate speed, awesome
firepower. Lots of hitpoints.
Striders (act like ground opponents). Same as above, but leave
a mine when they flake out.
~~~~~~~~~~~
There are two more types that appear both in bases and space stations:
Messinger - Harmless, moves in a random pattern until something damages it.
Then its head swells up and it wants to start chewing on your
droids. These carry the passwords to the twin-energy-beam doors.
Note that you can reclose these doors if you enter the password
a second time.
Technician - Like the messinger, but carries the password to a probe computer.
~~~~~~~~~~~
Flames, holes and water affect opponents depending on their type. Flyers
can cross any type of space, and thus must always be fought at close
quarters. Flyers include:
Floaters Jetfighters Earthtone Spheres
Jetcars Mad Aztecs (Type 3) Rocket-Legged Dingoes
Blue Spheres Floating Giants
Not only can these opponents cross anything to get at you, but they do not
trigger mines, so you cannot set traps for them.
Water is a problem for mechs. It quickly damages any part in contact with
it. Your droids are vulnerable, as well as ground mechs in the bases. When
they a placed in a water area, they lose power of movement and become
stationary (although they can turn in place). They will not enter a water
block, so hydrants are like flame blocks for them. This can be used to
tactical advantage. Water 'freezes' the following:
Tractor-Tread Generators Tanks Armored Mice
Televisions R2D2s Walkers
All opponents will follow you an unlimited distance, although they cannot
change levels. When you open the door to a large complex of rooms and
corridors, all the opponents in it will 'drain' toward you. Thus the combat
pattern is periods of intense fighting followed by exploration.