306 lines
18 KiB
Plaintext
306 lines
18 KiB
Plaintext
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This is an EXPLICIT walk-through of the game CAPTAIN BLOOD. By
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following along with this, you'll be able to complete the game in
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approximately three hours. Along the way, you'll get a look at all of
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the different races in the game except the Buggols (and if you've
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played the game at all, you've probably seen plenty of them). You'll
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find and kill all of the Duplicates (known as Numbers in the European
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version of the program), and you'll beam TORKA, the "Babe of the
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Galaxy", aboard your ship to end the game and live happily ever after.
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A Couple of Hints:
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1)TAKE NOTES!! This is the most important thing in CAPTAIN BLOOD. It's
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essential that you keep track of all the of planetary coordinates that
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you receive during the game.
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2)Many times when the different races you meet speak, they seem to be
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speaking nonsense. Sometimes that's exactly what they're speaking.
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Other times, they're talking about other creatures and other planets.
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The names of the creatures and planets in this game are definitely off-
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beat.
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3)Use all of the time-cutting shortcuts available to you - use the
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right mouse button to warp from planet to planet, use the right/then
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left button when you destroy planets. The warp and planetary
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destruction graphics are pretty, but time consuming. After you've seen
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them a couple of times, you'll be doing yourself a favor if you skip
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them - time is essential in this game, and you'll be killing enough of
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it as it is...
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First, you want to begin the game on a Migrax-occupied planet. It may
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take up to half a dozen reboots - maybe more - before you start on a
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Migrax-occupied planet, but one will come up eventually (by the way,
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the game boots with either Buggol or the Izwal Small Yoko much of the
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time - other times with Croolis-Ulv or Migrax. Keep trying till you
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get a Migrax.. The game CAN be won in a couple of different ways, but
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the way explained here requires that you start with a Migrax-occupied
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planet.
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This will be the planet REPRODUCTION 14 and the Migrax you're speaking
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to will be GREAT BOUNTY.
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He'll mention something about MISSILE BRAVE - this is another Migrax
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that you'll be meeting shortly. Tell GREAT BOUNTY that you want to
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teleport him to another planet. He'll agree. Teleport him to your
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ship, then choose a planet at random and go there. When you arrive,
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land and teleport GREAT BOUNTY down to the planet surface.
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He won't be happy about the whole thing. He'll want to go home. Chat
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with him a while - sooner or later he'll ask you if you know PLANET
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SPIRIT. Shortly thereafter, he'll give you some planetary coordinates.
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This will take you to a planet where TORKA (aka "The Babe of the
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Galaxy") hangs out. You can go visit her now. Go to the planet
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coordinates GREAT BOUNTY gave you and land. TORKA will give you the
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coordinates of TUBULAR BRAIN 4. Jot them down, but don't bother going
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to visit him yet. You'll need to visit him in Hour 125. Before Hour
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125, you'll pretty much be wasting your time, watching him spit numbers
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at you until he tells you to rendezvous with him at Hour 125. So avoid
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the visit for now.
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Go back to the planet where you left GREAT BOUNTY. Ask him for the
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coordinates of planet MISSILE BRAVE. He'll give them to you, telling
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you that MISSILE BRAVE's planet is REPRODUCTION 128. That's your next
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stop.
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MISSILE BRAVE wants you to teleport GREAT BOUNTY back to REPRODUCTION
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14. He won't give you any information till you do. Go back to the
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planet where you left GREAT BOUNTY, teleport him up, and take him home.
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When you teleport him down, he'll tell you that the ANTENNA race knows
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the planets of the ROBHEADS. Then he'll take off on a rendezvous and
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that's the last you'll see of him.
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Go back to planet REPRODUCTION 128 for your reward from MISSILE BRAVE.
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He'll give you the coordinates of PLANET 128, a SINOX planet, and will
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also give you the SINOX code - IMPOSSIBLE NOT SINOX. While you're
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there, ask him about the code (as in "Say Code"). He'll tell you the
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code is FRIEND FRIEND. Keep it in mind when you're dealing with the
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TUBULAR BRAIN in Hour 125.
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Go to planet 128. This is the planet of a SINOX named BRAIN
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RADIOACTIVITY. He'll ask you for the code. Give him the SINOX code.
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When he's done thinking about that, ask him about the DUPLICATES.
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He'll tell you he needs you to do something for him. That something is
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the transporting of ANTENNA from 4 planets to 4 other planets. The 4
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planets he'll mention are KRISTO 15, KRISTO 7, KRISTO 34, and KRISTO 8.
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He'll give you the coordinates of each planet, then dismiss you.
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Go to the first planet and land. You'll meet your first ANTENNA.
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First, ask the ANTENNA for the coordinates of planet ROBHEAD. He'll
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give you a set of coordinates. Write them down. Then the fun begins.
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Convincing the ANTENNA to teleport can be very annoying - they have a
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limited vocabulary, and it really doesn't seem to matter what you say.
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He will, eventually, indicate a willingness to teleport up. Take him
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to another planet (any unoccupied planet will do), land, and teleport
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him down.
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The other three ANTENNA are fairly easy to teleport to your ship as
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long as you FIRST ask them the coordinate of the ROBHEAD planet (there
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are a total of 4 ROBHEAD planets, and each Antenna knows one). As soon
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as the ANTENNA gives you the coordinates, it will express willingness
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to teleport. Teleport it immediately, without even clicking on the
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translator lips. Otherwise the ANTENNA can change its mind, and you'll
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spend 5-10 minutes trying to convince it to teleport.
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When you've transplanted ALL of the ANTENNA (and do not, under any
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circumstances, disintegrate them - just take them each to another
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planet) - go to each of the ROBHEAD planets. After landing, ask each
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the name of the planet. They will give you a number. Jot it down next
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to the coordinates. Don't bother asking them anything else - they're
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not much for conversation.
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After you've got the numerical identity of each Robhead planet, go back
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to planet 128. The SINOX there will be very happy and after praising
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your efforts, will give you the coordinates of planet BOW-BOW. This is
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the home planet of SMALL YOKO, an IZWAL.
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Before going to BOW-BOW, pay a quick visit to MISSILE BRAVE on planet
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REPRODUCTION 128. Ask him for the coordinate of the DUPLICATE planet.
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Be persistent. If he dismisses you, go back down to the planet surface
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and ask again. Eventually, he will give you the coordinates.
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Go to that planet. You'll see DUPLICATE 2. He may give you a little
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bit of resistance, but will eventually indicate a willingness to
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teleport. Teleport him up and disintegrate him. You now have enough
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juice to get you through to HOUR 180 or so before starting to shake.
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That should actually allow you to finish the game.
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Go to see SMALL YOKO. He'll tell you about his missing father (MAXON)
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and will tell you that a CROOLIS-ULV named DEAD GENETIC knows all about
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his father. He'll give you the coordinates of the planet where DEAD
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GENETIC is, called TRAP 4. Go there.
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After a bit of what passes for conversation with a CROOLIS-ULV, DEAD
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GENETIC will suggest that you go destroy the 4 planets of his enemy,
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the CROOLIS-VAR. These four planets are TRAP 2, GREAT FEAR, KILL YOU,
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and TRAP 1. He'll give you the coordinates of the planets. Write them
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down but YOU DO NOT WANT TO DESTROY THESE PLANETS!! At least not right
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now...
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Go to the first planet DEAD GENETIC told you about, TRAP 2, and meet
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with the CROOLIS-VAR there. He'll identify himself as GOOD NONSENSE.
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After a bit of chit-chat, GOOD NONSENSE will suggest that you go
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destroy the planets of HIS enemy, the CROOLIS-ULV. He'll tell you
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about the planet of DEAD GENETIC (TRAP 4, where you've already been),
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plus the planets of HOWDY PRISON and INSULT 4. He'll make mention of
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the planet of his "friend" GREAT DESTROY, as well, but won't give you
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any coordinates since he doesn't want you to destroy the planet.
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Visit both HOWDY PRISON and INSULT 4, and find out the names of their
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planets (you'll need that information very soon). After visiting
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INSULT 4, go back to HOWDY PRISON and start pressing him about the
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coordinates of the planet of GREAT DESTROY. After a bit, he'll tell
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you.
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Go there. GREAT DESTROY (a CROOLIS-ULV) will want you to tell him the
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names of the three other planets of the CROOLIS-ULV. Give him the
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three names (TRAP 4 plus the names of the planets of HOWDY PRISON and
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INSULT 4). Give him that information and he'll give you the
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coordinates of Planet IDEA 762. Go there.
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IDEA 762 is occupied by an IZWAL named SMALL FRIEND. SMALL FRIEND will
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tell you about HIS friends, a TRICEPHAL named GOOD FRIEND on planet
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SMALL HOME. He'll give you coordinates. As you might imagine, that's
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your next stop.
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GOOD FRIEND will pass the time with you, mentioning ENTRAX SINOX.
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Press GOOD FRIEND on a coordinate for ENTRAX SINOX. After a bit,
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you'll be given a set of coordinates. Go there.
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You'll find yourself on planet 256 with a SINOX named BRAIN
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RADIOACTIVITY. BRAIN RADIOACTIVITY wants to know the identity of the
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ROBHEAD planets. The proper format is "Planet (Number 1) Planet
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Robhead (Number 2)". Number 1 is the number that the ROBHEADs gave you
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when you questioned them earlier. Number 2 is a number from one to
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four - based on the first number of the three number sequence the
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ROBHEADs gave you. For example, if the ROBHEAD said his planet was
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planet 255, you'd tell BRAIN RADIOACTIVITY "Planet 255 Planet Robhead
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2". There are four planets and each starts with a different number.
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When you've given BRAIN RADIOACTIVITY the information, he'll be real
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happy and dismiss you. That's okay. He's got to go "fix" the
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ROBHEADs. You, on the other hand, have to kill some time till Hour
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125, when you'll be able to see TUBULAR BRAIN 4. (Assuming, of course,
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that it's not already Hour 125. The preceding should have taken you
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about 100 minutes or so, maybe 110.)
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If you haven't gone to see TUBULAR BRAIN 4 yet, you might want to go
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kill time on his planet. Since you've disintegrated one DUPLICATE, you
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don't have to worry about getting the shakes around Hour 125. So you
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can just land there and hang out, without saying anything, waiting for
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Hour 125. (If you talk too much, he'll tell you to meet him at Hour
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125 and dismiss you).
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Or you can wander around the galaxy a bit, keeping a careful eye on the
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clock so you make your appointment with the TUBULAR BRAIN at Hour 125.
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If you should go visit SMALL YOKO, be warned that he cannot survive on
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any planet other than BOW-BOW. Sometimes he will suggest that you
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teleport him to your ship. That's fine. But don't teleport him down
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to any other planet. If you do, he dies and you're in BIG trouble.
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When Hour 125 rolls around, go see TUBULAR BRAIN 4. He'll continue
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rattling off numbers, and instruct you to say the code. Say the code
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that MISSILE BRAVE gave you ("Code Friend Friend") and you'll make
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TUBULAR BRAIN 4 pretty happy. While he's in this state of alien
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ecstacy, ask him about the KINGPAKs. After chatting about them, he'll
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give you the coordinate of the KINGPAK planet. Go there.
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The KINGPAK will want to race you. He'll give you the coordinates of a
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planet to race to, count-down, and then you're off. Don't waste your
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time rushing to beat him. He always wins. Go to the planet specified
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at your own pace. He'll be there. He'll gloat. Then he'll give you
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another set of coordinates. Off he'll race. You take your time.
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When you get there, you'll meet with TORKA, the Babe of the Galaxy,
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again. She'll ramble on about how the DUPLICATE has trapped you, etc.
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etc. She'll also give you a set of coordinates for the KINGPAK planet.
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Take the coordinates and go there.
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Once there, you'll see your "friend", the KINGPAK. He'll be humiliated
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about having lost the race. After a bit of chat, he'll go off on a
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rendezvous, giving you the coordinates and telling you to contact him.
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Go to that planet and meet him there.
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Convince him that you'll teleport him to an unknown planet. He'll go
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along with the idea. Take him to a random empty planet and teleport
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him down. He'll be so pleased that he'll give you a set of
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coordinates.
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Go to those coordinates. You'll meet DUPLICATE 4. The only problem is
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that DUPLICATE 4 won't let you teleport him to your ship for
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disintegration until you've killed DUPLICATE 1. That's okay.
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Leave that planet and go to Planet ROBHEAD 4. The ROBHEAD will tell
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you he'll give you the location of a DUPLICATE if you kill the 2 MIGRAX
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planets, REPRODUCTION 14 and REPRODUCTION 128. Do so, then return to
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Planet ROBHEAD 4. (By the way, if you visit each of the four ROBHEAD
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planets, each will instruct you to destroy somebody - the SINOX BRAIN
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RADIOACTIVITY has "fixed" them now, and though they can't move, they
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still want to kill. If you're in the mood to destroy LOTS of planets,
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you can destroy the planets that each ROBHEAD tells you to, but it's
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time-consuming and unnecessary. Destroying the MIGRAX planets will do
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the job and get you the information you need). When you return to
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ROBHEAD 4, the ROBHEAD will give you a set of coordinates. Go there.
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You'll land on the planet of DUPLICATE 3. DUPLICATE 3 will give you a
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song and dance about an important rendezvous at Hour 320. Ignore him
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(unless you WANT to kill a couple of more hours for some reason).
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Teleport him up and disintegrate him.
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It's time to go back to see SMALL YOKO. SMALL YOKO knows where
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DUPLICATE 1 is. He'll deny it, and it can be very tedious getting the
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information out of him. It's easier to ask him for the coordinates of
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planet WANT 2. (This is the only out-and-out "cheat" in this walkthru -
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I found out through hard interrogation that SMALL YOKO know where
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DUPLICATE 1 is, went there, disintegrated him, then went to see
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DUPLICATE 4 and, before he agreed to teleport up, he rattled off the
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words WANT 2 and a string of numbers. I went back to SMALL YOKO and
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tried out WANT 2 on him and found out it was the planet DUPLICATE 1 is
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on. Rather than waste your time trying to question the information out
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of SMALL YOKO, use the shortcut. Of course, if you WANT to take more
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time...)
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After SMALL YOKO gives you the coordinates of WANT 2, go there. You'll
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meet with DUPLICATE 1. He'll try to make a deal. You don't kill him,
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he gives you the coordinates of the other DUPLICATEs. Agree and he'll
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spit out some planet coordinates before agreeing to teleport up where
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you can fry him.
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The first coordinate he'll give you is the planet of TRAUMA, an
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ONDOYANTE like TORKA. The second is one of the four TROMP planets.
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The third is a ROBHEAD planet. And the fourth is the planet you're on
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right now.
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Closing in on the end now....
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Teleport DUPLICATE 1 up to the ship and disintegrate him. Then go to
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the planet where DUPLICATE 4 is and teleport him up. He won't be
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happy, but he'll go along with it. If you like, you can now take a
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little side trip and check out TRAUMA. Pretty revolting. She'll curse
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you and insult you and then rush off for a rendezvous. If you follow
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her, she'll turn into a "Babe of the Galaxy" like TORKA and tell you
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how much she likes how and how she wants to kill TORKA. You can also
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check out the TROMPs at the coordinate that DUPLICATE 1 gave you. If
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anything, they're stupider than ANTENNA and a real waste of time.
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Ultimately, you still have to find DUPLICATE 5. Oddly enough,
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DUPLICATE 1 told you where to find him. Go to the planet where
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DUPLICATE 1 told you to find DUPLICATE 5, and you'll find him there.
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He'll make peace with you, give you the coordinates of TORKAs home
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planet (CORPO) and agree to teleport up. Take him up to the ship,
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disintegrate him, go to CORPO, land, beam TORKA up to your ship, and
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live happily ever after....
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And that's it....CAPTAIN BLOOD in under three hours.....
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