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1,000 Games (Collectors Edition) - Disc 2
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capblood.pt2
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1995-09-21
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No No's happy to see you (No No's always happy to see you!), so ask him
about the Duplicates again. He'll give you the coordinates to the planet
where Duplicate 1 was found. (Thanks a lot, No No; maybe a little B-12 for
that short-term memory loss, eh, buddy?) There's also a chance No No may be
freaking out by this point, telling you the Duplicates want to kill him. If
he sends you away and you drop back down and he's gone, that's what's
happened. Not to worry.
Time now for a little Tromp run. Contact either Good Unknown or Tubular
Brain for Kingpak's coordinates (yes, Tubular Brain). After he finishes
reeling off those stolen credit card numbers or whatever they are, give him
the Izwal code, and ask him about Kingpak. As it turns out, they're buddies.
Basically, Kingpak's a joy cruiser who spends most of his time getting high
on Tromp tails. But he's also into racing, and he can't help but notice
you've got a pretty cool ship. Race him to the first set of coordinates he
hits you with. You'll lose, but he's a good sport, and offers you a two-
out-of-three deal. When you hit that second planet you'll encounter....
Torka, overdressed as usual. She teleported Kingpak elsewhere, she says, to
get him out of the way (get those coordinates)..."so the two of us can be
alone," you might be thinking. But nobody in Hydra takes time anymore to
stop and smell the roses, so she'll be gone before you can say
"pneumatically pulchritudinous." Better luck next time. Use the coordinates
she gave you to catch up with Kingpak.
By this time, Kingpak's totally stoned, and totally in awe of your prowess
as an aviator. As you'd expect from someone who enjoys Tromp tails so much,
he's got a headful of Tromp coordinates, which he'll give you freely. Next,
he says he's got an important meeting (again, get those co-ords), and
splits. Follow him to the next planet and offer him a ride in your cool
ship (he may even ask you before you open your mouth). Put him down on an
uninhabited planet; he won't like it and will suggest an alternative. Make
a note of it, tell him you'll catch him later, and hit the darkening skies.
Now, visit one Tromp and one Robhead of your choice (when you've seen one,
you've seen them all). They have very different ways of communicating, but
you'll get the same amount of useful information out of each of them. The
Tromps only have one thing on their minds, and the Robheads are so spaced
they make Timothy Leary look like George Bush.
Next, wracked with disappointment, check your notes for Maxon's coordinates,
and go there. Incidentally, if you now compare your Kingpak and Antenna
notes with your old Duplicate 1 notes, you'll discover that those other
coordinates Duplicate 1 gave you -- in addition to the sets for Trauma and
the Duplicate's own planet -- were for Tromp 1 and Robhead 1. Just thought
you'd like to know.
When you find him, Maxon will be very skittish because of his fear of the
Duplicates; he won't let you stay long. After he shoos you away, go back
down and, when he asks you for the Izwal code again, say (all at one time)
"Code friend friend me know planet Yoko." He should give you some
coordinates. Unfortunately, they'll be the same coordinates No No gave you
last time, for Duplicate 1's planet. Evidently, this memory-loss thing runs
in the family.
As you pause, suffering from extreme disappointment, a still, small voice
in the back of your head starts whispering "Kingpak, Kingpak." Either
you're dying for a Tromp tail, or you just got an idea. Find the
coordinates for the planet Kingpak wanted to go to and shoot yourself there.
It's....
Duplicate 4, with a line of jive as long as an Izwal's tongue. "Small
nonsense brave not. Rendezvous not not small brave idea warrior. Planet
warrior destroy destroy. Destroy fear brave warrior. Warrior fear idea."
Sounds like Tarzan reading the "Bhagavad Gita." Store Duplicate 4 in a cool,
dry place; take only as directed.
TRICEPHAL, ROBHEADS, TORKA TORKA TORKA
Okay, we've exhausted most of our information sources except for the
Robheads, and no one can make heads or tails out of what they're saying. So,
when you need wisdom, when you need compassion, when you need some deeper
understanding in full harmony with nature and completely unimpeded by the
baser instincts, who are you going call? That's right, those Croolis-Var
and Croolis-Ulv (who were you thinking of?). We haven't talked to, let's
see here, Bad Crazy, Male Warrior, Insult 4, and Great Destroy. I don't
know, call me crazy, but I've just got a feeling about that Great Destroy.
Sounds like class with a capital "K." Punch that hyperspace activator.
Well "capital" is right. Great Destroy is kind of the Rockefeller of Hydra
and makes no bones about it: "Me love money." As I mentioned earlier, he's
an information broker. Give him the usual Ulv-Var song and dance until he
asks you to search for the Croolis-Ulv. Then, he'll send you up to your
ship. Go back down to him immediately and give him the names of the three
Ulv planets you found (Trap 4, Bad Trap, and Insult 80). In return he'll
supply you with directions to Idea 762.
On Idea 762 you'll find Small Friend, another Izwal. Now, if you check the
directory of aliens in the back of your manual, you'll discover there's
only one race you haven't dealt with yet: the Tricephal. And "Tricephal" is
an UPCOM word that Small Friend knows. Give him the Izwal code if he drags
his feet, then coax the necessary coordinates out of him.
The Tricephal in question is called Good Friend, and he lives on Small Home.
The "Hints" section of the reference booklet would have you believe that
Good Friend is one of only two sources for the whereabouts of Brain
Radioactivity, the Sinox who holds the key to communicating with the
Robheads. The other is supposed to be our old pal Dead Genetic, but I could
never get anything out of him, except Yoko and those four Croolis-Var he's
so obsessed with.
The situation is complicated by the fact that Good Friend, once you've made
his acquaintance, seems never to have heard of Brain Radioactivity (also,
he's a friend of the Duplicates, so watch your step). But he will, if
encouraged, start talking about someone named Entrax. In fact, if you've
been paying attention, you'll notice he's the only cat in the galaxy who
has the Entrax icon in his vocabulary. Entrax lives on a planet called,
simply, 256. Shoot over there ASAP!
It turns out Entrax and Brain Radioactivity are one and the same (why the
pseudonym, I wonder?). He's all too willing to help, but he doesn't know
where the Robheads are hiding. Give him the stats on all four Robhead
planets and he'll agree to intercede with them on your behalf. Actually, he
plans to give them some sort of genetic implant: "Me give great genetic
Robhead." Then, wend your way back to Robhead 1 on Planet 145, and save the
game!
Well, you'll find that the Robheads are making sense now...grim sense.
Robhead 1, for starters, wants you to kill Maxon. The hints say that once
the Robheads start talking, you'd better do what they say. But wait a
minute. Ever heard about those psychology experiments where subjects can be
talked into giving seemingly painful shocks to pseudo-subjects, simply
because there's an authority figure (the psychologist) telling them it's
okay? And remember all those war criminals who were "just doing their
jobs"? Sit back, friend, friend friend, and take a deep breath.
We had four beginnings, right? So, what's wrong with a couple of endings?
NEANDERTHAL ENDGAME
After listening to Robhead 1, destroy Maxon's planet. Go back to Robhead 1
for instructions to see Robhead 2.
After listening to Robhead 2, destroy the planets of the three Croolis-Ulv
and five Croolis-Var. (Robhead 2 says four Croolis-Ulv and four Croolis-Var,
but everybody gets them confused.) Go back to Robhead 2 for instructions to
see Robhead 3.
After listening to Robhead 3, destroy the planets of Good Mind and Brain
Radioactivity. Go back to Robhead 3 for instructions to see Robhead 4.
After listening to Robhead 4, destroy the planets of Great Bounty and
Missile Brave. Go back to Robhead 4 for the coordinates to Duplicate 3.
Duplicate 3 says he has a great rendezvous at hour 320, and pleads with you
not to disintegrate him until then. But what's that to a tough guy like
you? Go ahead, fry him.
Now, all you need are the whereabouts of Duplicate 5 and Torka, right? Hit
the road, pal. Figure it out for yourself, you butcher.
COOL GUY ENDGAME
Leave Robhead 1 and go straight to Robhead 4. He wants you to kill the
Migrax. Go to Reproduction 14 and confirm that Great Bounty hasn't come
back yet. Disintegrate the planet. Then, go to Reproduction 128 and meet
with Missile Brave. Don't tell him what the Robheads are up to: the Migrax
are an emotionally delicate race, and you don't want to upset him.
Instead, start quizzing him about everyone you can think of. Say "Me want
information Antenna," "Me want information Tricephal," "Me want information
Tubular-Brain," etc. If he sends you away, go back to him, and start right
up again. Eventually, probably thinking, "Geez, what a bore this guy's
turned out to be," he'll beg off with a "Time is money" and a "Bye great
friend," and leave the planet. After you're sure he's gone, vaporize Repro
128, and return to Robhead 4.
The Robheads are smart, but they're not omniscient (the fact that one of
them thought there were four Croolis-Ulv has clued us into that). When you
get back to Planet 403, Robhead 4 will think you've wasted the Migrax and
react accordingly, giving you the coordinates to Duplicate 3.
Duplicate 3, as noted above, will say he has an important rendezvous at
hour 320 and beg you not to fridge him until then. Give him a break, give
yourself a break: Go get a sandwich and come back when the ship's clock
says 320. He'll still be there. And he'll capitulate like an honorable man.
Maybe these Duplicates aren't as shifty as we thought they were. Maybe
they're just trying to get by, like the next guy. In defense of non-
violence, Albert Schweitzer said, "I am life that wills to live, in the
midst of life that wills to live." I guess that could be said for all those
Duplicates, too -- even old Duplicate 1, the bozo with the erroneous
coordinates.
Or were they? He said Duplicate 5 would be at coordinates ____/____ (fill
in the blanks). But he didn't say when, did he? Check it out now.
"You've searched for me, Blood. I will give you some great information. You
must destroy me, yes Blood. You go search for Torka. Torka loves you. You
teleport Torka. Yes Blood. You are a great warrior. Bye Blood. Torka loves
you. Torka's planet is Corpo. Coordinates ____/____. You are I. I am you.
You and I both love Torka. You-equal-I equals great genetics."
Head for Corpo and receive the hero's welcome you're entitled to. Then,
move Torka to your ship. As the reference booklet promises, she doesn't
stay in the fridgitorium.
I hope you and the Ondoyante have a hundred little Bloods, just like she
says, and live happily ever after. (Just don't let her start eating too
much.)
AFTERWORD: ASSORTED MUSINGS
THE TIME THING
Since you're playing against the clock, the great unknown quantity in this
game is the time factor. The manual says you have 2.5 real-time hours
between Duplicates before your arm starts shaking so badly you can no
longer function. I have no idea how a different computer speed might affect
your info-gathering efficiency in this regard.
Where there's been a choice, I've tried to order the steps of the walkthru
in a dramatic way, but it may be that some of you simply can't complete all
the steps to the first Duplicate in time because of hardware limitations.
So keep in mind: Some things have to be done in a certain order, others can
be switched around. Use your common sense.
It becomes obvious after a certain point that you would never have found No
No unless you moved Yoko first. On the other hand, you can take advantage
of those "unidentified" coordinates from Good Unknown as soon as he gives
them to you if your arm is going berserk. The bottom line is: If your arm
keeps going bad on you too soon, study the whole walkthru to get the big
picture, and make a game plan, spacing out the disintegration of the
Duplicates so that you're always in good health.
AND SPEAKING OF THAT SHAKY ARM
You can actually -- and this is one of those things you find out on your
own when the chips are really down -- maneuver around Hydra fairly well
with a palsied arm. In the first stages of V.F.D. (vital fluid drain), you
simply wait for those intervals when the shaking stops, then take care of
business quickly. But even after the arm's completely whacked, you can
still do a number of things. You can set coordinates on the galaxy map:
Watch how the line alternates between two numbers once you've fingered it,
adjust it so the desired coordinate is one of those numbers, then be quick
with the old trigger finger. You can travel, pilot an OORXX (totally
unaffected by arm rot), and -- to some extent at least -- communicate
(icons with blackened-out neighbors are easiest, because you're not as
likely to select the wrong one). I mention this only because it illustrates
what my old yoga teacher meant when he said, "Despair is almost always
premature."
SAVING GAMES
CAPTAIN BLOOD only allows for one saved game. But it is possible to explore
alternative plot lines and not have to start from scratch every time. When
you get to a point where you want to save, hit the save icon, and quit
(which, at least in the IBM version, means rebooting your computer). Then,
transfer the BLOOD.GAM file (the only saved game the program recognizes) to
a new subdirectory or floppy, and give it a name that's unique to that game.
This way, you can build a catalogue of different games-in-progress. When
you want to pick up with one of them, copy its file back to the
subdirectory or floppy with the BLOOD program files, and change its name
back to BLOOD.GAM.
MY THEORY
I think there's an evil genius behind all this: the Sinox Brain
Radioactivity (aka "Entrax"). After all, the Robheads are just a bunch of
helpless hippie kids -- until Brain Radioactivity finds out their locations
(which you, of course, unwittingly give him), and then proceeds to tinker
with their genes. I think he programs the Robheads to order you to kill
everybody else so that he can be the master of Hydra. Then, of course, in
classic B-movie style, the creature turns on its creator: Robhead 3 tells
you to kill both Sinoxes, not just Good Mind, as Brain Radioactivity wanted.
Anyway, it helps explain the alias. Time equals money. Me go. Bye great
friend.
CAPTAIN BLOOD is published by Infogrames and distributed by The Software
Toolworks.