********* *Captive* Part 1 **************** *by James Judge* **************** Ok, due to the cry for help by Sue on behalf of some SynTax readers, I'm trying to put together a small guide for the first two missions for Captive. I've already played them through once, but I just didn't bother to map anything. Now, with a host of crayons and reams of squared paper, I'm finally putting everything together for your eyes only. There are a few hints I wrote in issue 25, 26 and 27, but most of the content of those will be repeated somewhere in here. I'm now playing the game on the PC (thanks Sue) so that's what I'll be mapping the game with. I don't think there will be any differences between the different formats (apart from the obvious visual and sonic ones) as the ST and PC versions are laid out identically for the bases I've done so far on the PC. So, if there are a few differences between what I've mapped and your ST or Amiga version put it down to the fact that there ARE a couple of small differences. If, on the other hand, you're playing the PC version then put it down to my stupidity. Hopefully there won't be too many mistakes on my part and if there are they'll only be small... The format I will try and use for the guide will be to map two or three bases each issue and have a small commentary for each one, pointing out new features, pieces of kit and monsters as we go along. I'll also digress some hints throughout the course and give you some of my preferred strategies that seem to work. @~I've had to split the files so it will take a bit longer to @~cover the info ... Sue Anyway, onto the first mission. Oh, a little aside - most people like to call the first mission 'mission 0' and the first base of each mission 'base 0'. I find this pretty pointless, so I'll be calling the first base 'base 1' and so on to 'base 10' then we'll have the space station of 'mission 1'. Sorted. Before you get started on a mission you need to activate your droids and assign them names (I tend to call mine Alpha, Beta, Gamma and Delta). To do this go to the inventory and select the microchips that you find there. Place them on the little brain icon and you'll be transported to a keyboard where you can tap in their names. Do this for each droid. Now, look at everyone's statistics. You'll soon see that three have similar Wisdom scores and one is particularly weak in that area. Wisdom is important because it denotes how much experience a droid will get, so a low Wisdom will mean a low experience point total. I find that this is only important for the first mission, or at least until base seven or eight as this droid will be lacking significantly when it comes to making him/her a leaner, meaner fighting machine. The only way that you'll be able to have a well balanced party and overcome this is to change chips whenever you assign experience points (XPs). The XPs are given to the body, NOT the chip. This means that if Alpha has 1000 XPs and Gamma only has 500 we'll be able to use Gamma's 500 and then replace Alpha's personality chip for Gamma's using the inventory screens. Then if we go to Alpha's stats screen (Alpha will now be called Gamma, but it is Alpha's body and XPs that we're using) we'll be able to bump up Gamma's stats with Alpha's XPs. Good or what? Another thing to do is to give your front two characters Tindron armour. At the start only one of the front characters will have Tindron so using the four-way inventory screen swap two droids' armour around. We do this because the front two droids will be doing all the fighting and, so, they will soak up most of the damage. That's it for setting up your droids. Now all you have to do is locate the planet Butre (it'll be the flashing one), zero in on it and then get the Swan to orbit it. Finally click on the landing pad and select LAND... ------------------------------------------------------------------ ************************************ *Mission 1, Base 1 - Butre (8W 72N)* ************************************ This base is really, really easy and if you can't complete it without help you may as well format the disk now, you haven't a hope in hell. It is basically there to give you a gentle ease into the game and get you used to the controls and show two of your main opponents for the first couple of bases. It also gives you chance to get some much needed experience and some rudimentary weapons (as well as some money). There is only one level in this base. The first shop is due north of the entrance, through a couple of roller-walls. On your way look out for the cupboards in the walls which house some money bags. On your way to the shop you'll come across two sets of opponents, a group of nine little Goblins and some vicious Plant Poppers. The PPs nearly always come in groups of four and are slow to move. They attack rarely and do little damage. But they take quite a few hits, especially in the second base. The little goblins are cannon fodder. They move quicker and attack faster than the Plant Poppers, but they are dead easy to kill. The best way is to find a power outlet, click on it with your pointer, aim at the blighters and let rip - none should survive your blasting and this goes for nearly all the groups of Goblins that you'll come across in the game. The only other monster you'll come across in this base is the technician who guards the password to the computer. He's dressed in a white lab-coat and doesn't attempt to attack you. Until you attack him, that is. His head then expands and he goes hell-for-leather to try and kill you. I call him Brains. He's a pretty mean customer for low-level droids and should be kept away from in the first couple of bases. There's an easy way to kill him in base two, but for now either drop a mine in front of him or attack him long-range with balls and power sparks. Trapping him (as well as all other monsters, come to mention it) in a door is also a good method, but you may just suffer a few hits before he bites the dust. On this level there are a number of things you should buy, and you should be able to get all of them as long as you sustain little or no damage and sell all the maps and messages you collate. First off is eight balls. Give two to each droid and, along with the front two's fists, you will have no problems (especially if you use power outlets!). Also you need some Optics and Dev-Scapes. From the Dev-Scapes get the basic variety (an Anti-Grav that lets you walk on the ceiling) and from the Optics get mark 2 and 4 (a root finder to find your way back to the ship and a radar that'll give you warning of where monsters are lurking). Apart from that just kill, kill, kill and then explode the generators. As for distributing the optics, this comes down to power management. At the moment none of your droids have the battery power to keep any plug ins going for a long amount of time without regular charging. Later on in the mission, when you are offered a wide range of chests, you'll be able to worry less about power. But at the moment it should be pretty much in the forefront of your mind. Remember that your leader (the droid with the crown) takes more power because he is the one giving you visual signals (and he does all the picking up and throwing of objects). Also he should be in your back row and, so, only have a human body at this point. The two front droids take a bit more power, even though they have better chests. This is because of the fact that they do most of the fighting. So, give the radar to your fourth droid (as he has no real power drains and can keep this going constantly) and the remaining two to your front two droids. Later on you'll be giving a visor and vision corrector to your leader, so his socket won't be wasted. One little note about the distribution of weapons. Only your front two can use hand to hand weapon (such as fists, knuckle dusters, power gloves and sword). The back two, if they try to use these items, will just hit the front two in the back. The back two can use any ranged weapons, though. Whenever you come across a new type of weapon in a base I'll explain what it is, how to use it and what skill ratings you need to use the weapons. To sum everything up I'll include a little table which shows the weapon name, the ammunition it uses, what skill it uses and what level you need to be at to use it. The first weapons will be Knuckle Dusters and Battle-Gloves. These use the Brawling Skill. Personally I don't bother with them much. I only bring my droids' Brawling skills up to the 9 level. This is adequate to use any of the Knuckle Dusters that are given to you in the cupboards around the first base, but I find using your fists and balls (as well as power points and doors) perfectly good enough until you get to the next base where you can start using the next type of weapons, Swords. The Ability Table for Brawling goes like this: ***************************** *Amount*Weapon *Ammo * ***************************** *00 *Unskilled *-----* *01-08 *Fist *-----* *09 *Knuckle Duster*Basic* *10 *Knuckle Duster*#2 * *16 *Knuckle Duster*Super* *17-24 *Battle Gloves * * ***************************** You can see that each ability is split into three weapons. Here we have Fists, Knuckle Dusters and Battle Gloves. Then each weapon is split into eight sections where the lowest score (ie 17 for Battle gloves) will allow you to use the Basic variety of that weapon as well as all other weapons below the score (ie if you had a score of 17 you'd be able to use the Basic Battle Glove as well as all the Knuckle Dusters). The next score lets you use #2 of that weapon (ie 18 for #2 Battle Gloves) and so on until the highest score for that weapon where you'll be able to use the Super variety (ie 24 for Super Battle Gloves). A warning now about doors. You can't get trapped in any doors (yet) so won't suffer any damage that way. But, in this level (and further bases) there are shimmering blue doors that slide into the ceiling. These reflect anything you throw or fire at them, so don't fire loads of sparks, when you face a door of this type, at an enemy to have him flake out after the second shot - you'll have a couple of shots returned to you and this is needless damage. The same goes for the balls. These suckers bounce for quite a while against walls (good to test out the stereo sound effects, though) and so make sure you don't find yourself in a situation which sees six or seven balls bouncing back at you - this is yet needless damage, that your droids don't need to sustain. One last thing for this level - get used to using the keypad for extra-quick movement. In later levels you will need to be able to run and shoot at the same time and using just the mouse makes that impossible and makes your survival chances far less. You may as well practice on the early levels when a few mistakes don't really matter... ************* *The Map....* ************* The format for the maps will become more regular as the series goes on. At the moment I can't plan for everything I want to include, so just keep an eye on the key to see whether I change and symbols (I'll try not to). The '*'s denote some form of cupboard. I've shown them in the corridor so you know at least which corridor sections to go to instead of which wall sections to look at. Also I've NOT shown power outlets. It's pretty pointless as they are pretty regular and if there are any sections that may need some careful power management I'll point it out. In further maps I may add X and Y co-ordinates as the bases do get significantly large as we progress through the game. From about base 4, mission 1 they stay constant until the space station and then increase in size after that. Oh, and I'll also show which way is north. In the game you can get a device called a magna-scan that shows which way is true north (as well as clearing your vision from fire hits). But, I won't be using this true north and, instead, assign the direction you face after entering the base to be north. This seems to be the way that most people think of north in Captive and it helps me when I'm consulting my maps on paper while writing the guide. You can, of course, add true north to the maps if you want, but all the directions given in this guide will be to my north, not the game's. Everything else is self-explanatory. The Main Door Combination is the lock to the door which you enter and exit the base, follow the number order to open the door. Other 'iris' doors that are present from base two onwards are opened in the same way. I won't print the combinations for these as they can be easily cracked by picking up a dice, putting it in a droid's hands and then activating it (as you would do with a weapon). It'll then show you which button to press first. Repeat and you'll get the second button and so on... All the computer and Naitan door passwords are listed, so you shouldn't have any problems with them. In the larger bases that may have a lot I'll include the co-ordinates of the appropriate door, so you don't have to keep typing in every combination (a thumb-rule, though, is that if you find a door-man (guy in blue whose head expands after you hit him) he'll drop a password and that will be (75% of the time) to a near-by door). PS - You can contact me for specific help on this game at my usual address (33 Chidley Cross Road, East Peckham, Nr. Tonbridge, Kent, TN12 5BX). I've now got lists of all passwords, eight way and sixteen way switches up to and including the Space Station of Mission 3 as well as passwords for Missions 4, 5 and 6. Also you can distribute this file and subsequent Captive guide files to all your friends and enemies. I plan to put everything on a disk when I've completed it all and put it into the Public Domain. @~To be continued next issue - o -