Captive - 75 General Hints Sent in by James Judge 1) Collect all the gold dropped by dead aliens. It may come in handy.... 2) Open every cupboard. It was put there for a reason. 3) Find the COMPUTER. 4) If the password is not accepted by the computer look for another. 5) Doors do not function after the generator's blown, so keep them open or you may be trapped. 6) Powerpoints run dry when the generator's blown so get powered up before you blow the base up. 7) Make sure you are well armed, fixed and fully powered before you leave the base because you may not find a shop or powerpoint for a while in the next base. 8) Use powerpoints as weapons (charge your hand, aim at monster, press mouse button). 9) Players with higher DEXTERITY hit better and harder. 10) Players with higher VITALITY dodge hits better. 11) Players with higher WISDOM gain more experience points. 12) Map well. 13) Initiate all droid chips. 14) Never leave a base without a planet probe to enable you to find the next base. 15) Throwing heavy objects inflicts more damage but there are some objects too heavy to throw far (chests, planet probes, etc.). 16) Remember to go up in skills especially in the early stages of the game. (See later. JJ). 17) Save your game often as you may do something stupid like lock yourself in. 18) The green airlocks (the ones you enter the base by) don't let you out until you've blown the generators. (Keep the combination to the airlock handy because you may not have time to try all the combinations when you've blown the base). 19) Avoid using Tindron heads on your leader's droid as their eyesight is poor. (The higher the grade of head (see later) the better the eyesight). 20) Don't just stand there during a battle, keep on moving. Try out the keypad for speedy movements. It's much faster once you've got the hang of it. 21) Make notes of what the shops sell and for how much. Try and get the cheapest deal possible because money gets very important later on in the game. 22) The droid on the left only attacks monsters on the left and the same for the droid on the right. The droids at the back attack all three directions. 23) Put your leader at the back, there's less chance of his head being knocked off. 24) Use doors to squash aliens. 25) Don't get caught under a raiser wall (the walls with the hand on them). Not ever. You've been warned! (It hurts a LOT). 26) Carry an extra body (chest, limbs, feet, hands and a head or two) as it saves running back to the shop. 27) Droid chips can be swapped around. 28) Most devices are useful so buy one whenever you can spare the cash. 29) To plant mines and cameras, drop them one square in front of you. 30) Mines are very deadly. 31) Balls are reloaded into your hand if you have some in your backpack. 32) Super-Balls are painful. 33) It can be cheaper to fix an item before selling it. 34) Devices can be used in multiples - that means you can use, say, four of the same device at a time. 35) Buy the Basic Optic to see how much you hurt the aliens. (You sadist you). 36) Buy Optic Two to find your way to the base when you're outside and to the main airlock when you've blown the base. 37) You can guess how to work three way switches. 38) You can guess how to work eight way switches but, somewhere in the base, there will be the solution. (Write the solution down and sell them to a shop for extra money). 39) Sixteen way switches definitely need a clue. (Do the same with the solutions as you do with the eight way switches). 40) Be careful when you push roller walls. Don't trap yourself. 41) The leader throws so he needs a good working right arm and a high grade of robotics. 42) Save all clipboards and maps as they can be sold to a shop. 43) The fixer repairs only to 10% - enough to restore a limb back to life. 44) Fixers can't fix chests as there is no power to run them. 45) Zlot weapons temporarily add 30 to your dexterity when you use them. 46) Don't use armour if you don't have the skill, or it gets damaged very easily. (The higher your robotics the better armour you can wear. If there is a little 's' on the piece of armour you need more skill to use it). 47) Keep plenty of ammunition for your weapons. (I don't know why). 48) The visor sends out a signal which can't be blocked. 49) When shields run out they blow up but, at 1%, they can still be sold to shops, so don't use them to death. 50) Even if a shop doesn't sell an item it is still able to fix it. 51) If your bullets travel under an alien use an ANTIGRAV to sort it out. (Rifles also solve this problem). 52) Kill aliens over fire. It protects you from most of their fire. 53) Water turns light back on in dark areas. 54) Water freezes all mechanical aliens. 55) Do not back away from fireballs. Either dodge them or run into them. 56) Fireballs injure the whole party. 57) Use aliens to kill other aliens. They don't have an ammunition problem! (If you trap a tank behind a door and stand the other side of it the tank will gradually kill itself because it fires bouncy missiles which rebound off the door and back into it. This also works for Trackerballs). 58) If you kill an alien using a raiser wall, the wall will also squash the bag of gold. 59) Use ladders as a defence. (You can also use them as a weapon. If you trap a monster under or over a ladder you can then climb/descend the ladder and, without fighting it, kill the blighter). 60) Mines are very useful but they're no good against floating aliens. 61) Here's a handy list of the devices available to you: OPTICS 1) AG-Scan: Alien pain viewer. 2) Route Finder:guides you around. 3) Mapper: Maps your route for you. 4) Radar: highlights aliens from afar. 5) Magna Scan: A compass, really. 6) Body Scan: Quick reference to droids. 7) Visor Corrector: Reveals secret passages. 8) Visor: Shields vision from blindness. DEVSCAPES 1) Anti-Grav: Sticks you to the roof. 2) Shield: Shields all the droids. 3) Fire Shield: Shields from fire. 4) Greaser: Oils limbs for fast action. (Zooooom. JJ). 5) Power Sapper: Great suicide device. 6) Fixer: Repairs a droid when used. 7) Re-charger: Recharges a droid. 8) Deflector: Deflects all shots and sends them back to where they came. 62) The dice you find reveal the combinations to the airlock. Not the main one though. 63) Maps shows the floor plan of the base. 64) The Anti-Grav is useful from base 5 upwards. 65) The visor is useful from base 6 upwards. 66) The Vision-Corrector is useful from base 2 upwards. 67) A mine can be disarmed by: 1) Stepping on it (not advised). 2) Getting an alien to walk on it. 3) An object landing on it (this throws out a blast and destroys the object). 4) Sending a powerpoint spark over it. 5) Running a camera over it. 6) Using an Anti-Grav and walking over it. 7) Using a deflector and jumping on it. (Kabooom. JJ). 68) Batteries can be partly filled with fire. 69) Holes can be climbed using the Anti-Grav. 70) Grates could mean a trap. Tread on one and a door could close behind you .... 71) Use a Fixer only if you are near a power point as this device drains your power. 72) Zlot guns explode when jammed. Other guns jam when they're jammed. 73) It is possible to fly through a base using the Mapper as an aid and the Greaser for extra speed. (I've never tried it. JJ). 74) Mines increase in power as you go through each base. 75) Federation Guards hit you so hard your limbs fall off so remember to pick up your pieces.