1216 lines
57 KiB
Solidity
1216 lines
57 KiB
Solidity
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THE COLONY SOLUTION
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1 The Nightmare Is Young
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(The Ship and Level 1)
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2 "Living" Quarters (Levels 2 and 3)
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3 The Labs (Level 4)
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4 The Reactor (Level 5)
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5 The Prime Queen, Epilogue
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Afterword
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THE COLONY
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Part 1
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PROLOGUE: THE SHIP
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When you come to, you find yourself in the control room of your DAS cruiser.
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You've crash-landed. Get up and approach the console. Hit the left button to
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turn on the lights. (Note: "Approach" in this walkthru means to move toward the
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object in question until its bit-mapped (two-dimensional) image appears.) Avoid
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the right button: It's instant death. You'll find out why later. Try the
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throttle: zip. By checking the console's readout, and the power indicator on the
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right side, you realize the ship's pretty much useless as is. So, in addition to
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your original assignment (finding out what happened to the inhabitants of
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5-Delta-5; still a little groggy from the crash, are we?), you also need to
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repair your cruiser before you can get off this Godforsaken little planet.
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Maybe you should have taken that desk job back at the Space Academy, huh?
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Exploring the cruiser will help you get your sea legs back and acquaint you
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with some principles that'll come in handy once you've found the colony itself.
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(You may want to consult the deck plan in your briefing manual.) You'll notice,
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for instance, that except for some humorous sound effects, the bathroom here is
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pretty much useless. However, the johns in the colony itself, though they
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contain nothing more useful in the way of hardware, can be sources of energy
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(see "Level 1" below). Check them out, even if Nature isn't calling.
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In every room, investigate all the drawers, desk tops, and monitors. (The one
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exception is the cigarette in the lounge across from the john here; avoid it, or
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at least save the game before you pick it up: David Alan Smith, the creator of
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THE COLONY, is obviously not a smoker.) You'll discover it's worth sifting
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through the shirts in the bureaus (jot down the model number on that reactor
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manual); doff your space cap in the direction of George Lucas as you polish your
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marshall's badge. In the desk in your living quarters, the four squares in the
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third drawer on your right are the clearance code for the ship's reactor. Click
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on the squares and translate the resulting symbols with your decoder. Write the
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number down. (Note: This number is randomly generated, so if you start a new
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game, be sure to stop by here and do this again.)
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At the far end of the upper level, go through the door, turn on the polygon
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fill (if it isn't already; see your installation instructions), and make a
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mental note of the way that flashing column -- the top of the reactor -- looks.
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Then step into any of the four square pits on either side of the reactor top
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(the black squares on your deck plan), and you'll be shunted directly to the
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reactor core on the lower level. Be advised, you can only do this once; try the
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pits again and it's bad death.
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But you've always got the stairs.
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(Note: As a rule, I found the no-fill mode better for traveling from place to
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place and taking those all-important first glances around new environments --
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it's not only faster, but you can actually see through objects this way -- and
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the fill mode more satisfying for detailed exploration of a given space. But
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this may vary with your configuration.)
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You now face the ship's reactor core. Approach the console, enter that
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clearance code you found in your desk, and watch the core descend. Send it up
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and down a couple of times: This will be a crucial operation later on. Check out
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-- on your map or by exploration -- the two bays on either side of the core
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room. Leave the core in its lowered position and move out into the hall.
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The first door on the right is a holding cell. There's a deadly radioactive
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security shield just inside the door, a phenomenon you're going to encounter in
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the colony as well. Learn to deal with it now. First, save the game. Then
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approach the door, click on the switch, click the entryway after the door has
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opened, and _immediately_ position your cursor near the top center of the
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screen. As you enter the room, you'll be catapulted toward the far wall, which
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is just what you want to happen: if you loiter near the threshold -- note the
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grid marks on your map -- you'll hear an ominous buzz and get the life force
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sucked out of you like a fifty-cent Slurpy on a hot afternoon. Leaving is the
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same deal: _Rush_ for the exit. You're only safe when the bit-mapped door kicks
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in. Load your saved game and do it again until you get the hang of it.
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Proceed down the hall and check out the cargo rooms -- one with boxes, one
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large and empty -- and the hydroponics garden. Bypass the airlock console for
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now and approach the suit installer. It doesn't matter which power level you
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specify, you'll still get the same amount: an effect of the power-down state of
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your reactor. Then go upstairs and check yourself out in the bedroom mirror. At
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least your alter ego's got a unisex look now, which should please the women
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players of the game. It was, after all, Sigourney Weaver who first blazed this
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trail. (And while we're on the subject, watching "Aliens" is a great way to
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psych yourself up for THE COLONY.)
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Time to get over to the settlement and see what all the fuss is about. Approach
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the airlock
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console and decode the symbols it gives you. Then go through the
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airlock door itself. Close the door behind you (it's an airlock, remember?),
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save the game, take a deep breath, and proceed outside.
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You've exited the cruiser on the port side. You're in danger immediately: The
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place is crawling -- literally -- with missile-shooting larvae (Latin for
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"malevolent spirits," by the way). Don't try to fight these bustards: You
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haven't got the fire power. Turn right and hustle around the nose of the ship so
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you can make a north-by-northeast charge (compass needle at one or two o'clock)
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toward the mountains, dodging bugs, missiles, and pyramids, as needed. If you've
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kept your wits about you, you should see a bunker on the horizon before long:
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The entrance to the colony. Go for it.
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LEVEL 1
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Once inside, don't forget to close the airlock door. Pause for a moment to lick
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your wounds and congratulate yourself on making it this far. Rest assured,
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though, this is only the beginning. From this point on, alien encounters are
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possible at any time, and the times -- and places -- are entirely unpredictable
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(there might even be something in the airlock now). If you see inert geometric
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shapes lying around, they're eggs -- energy capsules. Run over them and you'll
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absorb their strength. If you see a hovering alien, shoot it, but shoot
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conservatively until you've built up more power. If the alien looks like a bee,
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it'll vaporize when you nail it. But if it's a diamond-, pyramid-, inverted
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pyramid- or eyeball-shaped beast, a direct hit will usually reduce it to egg
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form, allowing you to absorb and neutralize it. And the more of these little
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SOBs you absorb, I'm here to tell ya, the better you're gonna feel.
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(Note: Study automatic tracking vs. manual targeting in your briefing manual,
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and be sure you understand both. As you might suspect, your effectiveness in
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combat is directly related to your ability to handle your laser.)
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You're ready now to begin exploring the first level. As in the ship, examine
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_all_ desks and bureaus and any paraphernalia you find near them: PCs, TVs,
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diaries, notes, etc. In order to survive, you're going to have to get to know
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this place like the back of your hand. I strongly advise using graph paper to
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make scaled maps as you go along.
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Let's go to work. Keep your head down, your eyes open, one hand on your laser
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and the other on your butt...and follow me.
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The first room beyond the airlock is the reception area. Terminate aliens and
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scoop up eggs as they're available. Check the computer and the desk drawers. On
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the basis of what you find there, it's probably safe to assume that all the
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adults on 5-Delta-5...are dead.
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But there may be some children, suspended by their desperate parents in a
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cryogenic limbo.
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And it may be possible to save them.
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Try to pass through the recessed doorway on the east wall. You'll get a
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"something's blocking your passage" notice. Any other time you see this message,
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it means there's a moving alien on the other side either trying to get through
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or just killing time: You'll have to wait for it to make a move before you can
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pass. But in this case, you can keep trying that door until the next Big Bang
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and you won't move a millimeter. For now, just make a note of it. And head for
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the stairs.
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You're in a long hallway. Scour for bugs, hug the west wall, and move north.
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There's a john on your right as the corridor narrows; check it for eggs. The
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first door you come to as you continue north is Randall Radmer's office. Decode
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the number in his desk and make a note of it. (This number too is unique to the
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current game, so if you start again, you gotta come back.) From Radmer's monitor
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and papers you discover that the _entire planet_ must be destroyed if the plague
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is to be contained (are we having fun yet?). You also learn how to implode the
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reactor if this ends up being a suicide mission.
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We'll try to avoid that, won't we?
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As you emerge from Radmer's office, continue north, then east. The double doors
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on your left lead to the cafeteria, and it's thick with creatures (probably
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cruising for tuna melts). Clean the place out. Then hit the accountant's office
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across the hall and spend a moment contemplating Nostradamus. East as you
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emerge, then south to the slide room. The tutorial here on the aliens is
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invaluable (click on the speaker to get the text for each slide). Just let me
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add that there's only one way to avoid the energy-depleting attacks of the
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Snoopers, and that's to do just that: Avoid them. Run around pillars, duck
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through doors, _whatever_, but try to keep them from nipping you. Also, pay
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close attention to what the tutorial says about aliens over eggs.
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And remember, the theory about the death of the Prime Queen being the death of
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the rest of the horde is just that: a theory.
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Turn right as you leave the slide room, and right again (south) through the
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door. You're in a hallway with a door at either end: Both lead to the conference
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room. Not much here, but you might want to try the double doors in the southwest
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corner. They take you back to that first long corridor -- the one with the exit
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sign -- and hence to the reception room and the airlock. Now, go back through
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either of the conference room's north doors, and continue north to the lobby
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(big Level 1 sign). The center columns are elevators through which you can
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access the lower levels, and every level has a lobby more or less like this one,
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with its number clearly marked.
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The elevators will be one of your most valuable tools. But for now, continue
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getting the lay of things on this floor. Assuming you're near the "Level 1" wall
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and facing south, pass between the first and second columns and move south as
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far as you can, then east and north past the sofa. Turn west as soon as possible
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after the sofa and you'll see, on your left, the office of the adjutant
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commander Captain Nett: the hammerhead we've apparently got to thank for this
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mess. Emerging from his office, curse him softly while moving west again into
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the cul-de-sac. The door on your left leads to Security headquarters, but
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there's an entryway on the other side that's a security shield deathtrap. Check
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your bearings so you can find this place again, and move on. I can almost
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guarantee that if you try to crack it now, you'll bounce off the walls 'til you
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drop...
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...like a bluebottle in a killing jar.
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Coming out of the cul-de-sac, head north as far as you can and then east.
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You'll find stairs that can take you to the other levels in case you've got a
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morbid fear of elevators (or if there should be, say, a blackout). The door next
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to the stairs leads to a funny little T-shaped room with a central pillar. Check
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it for eggs, then exit via the south or west door and zigzag southeast 'til you
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start to see another sofa. In the office on your immediate right, you'll learn
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that the colony's reactor code is linked to Radmer's decoder. Remember that
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number you found in his office? Still got it? Good work.
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The next office contains your first solid lead to the whereabouts of one of the
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children. He's apparently in Edwards's apartment. Wherever that is.
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Moving south, you'll find the library. The computers here aren't real helpful,
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but there are a lot of bugs, and you need to increase both your energy level and
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your combat prowess. You're probably thinking the aliens so far have been
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somewhat less than formidable, and you're right. But don't get too cocky: The
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nightmare is young.
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After you've completed your research, exit the library and head east, then
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south again. Turn to your right (west): There's a corridor and, just south of
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it, a door. Go down the corridor and roast some more bug carcass, and then come
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back to the door. Move west through the two studies and you'll find the stock
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room. Work your way over to the computer, then south and east to that little
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alcove. You won't be able to get in for now because of the boxes. But remember
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this place.
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And now, on your own, find your way back to the elevators.
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Watch out for Snoopers.
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THE COLONY
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Part 2
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LEVEL 2
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Take either elevator in the Level 1 lobby down to Level 2. (The sequence is:
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Click on the call button; click on the opening; click on the floor you want; and
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click on the opening again when the elevator has stopped.) Level 2 consists of
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five sets of living quarters and a school. When you leave the elevator, turn
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around and move south between the third and fourth columns. Pass through the
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double doors on the west wall and you'll be in the school. Move south and east
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to the playroom and scorch the place. Backtrack and check the teachers' lounge
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on the north wall; then continue west and north up the corridor (the classrooms
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should be on your left). By the time you hit the first apartment (number 21),
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you'll be in the northwest corner of this level. You're going to check each
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apartment in turn, moving clockwise around the complex; Apartment 25, the last,
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is in the southwest corner of the floor.
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Just when you're starting to think these apartment searches are a waste of
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time, you hit Radmer's quarters (number 23). You learn he has twin daughters,
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both of whom have been frozen; that there are, in addition, two boys named Eric
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and Asher; that Radmer's girls have been hidden, or so he believes, in
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Laboratory 5 on Level 4, and in "one of the 3x3 rooms" on Level 5; that the
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rooms have been "modified" by the creatures (sounds ominous); and that, perhaps
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most importantly, the cryogenics chambers were moved with a forklift that's kept
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in the storage area. Later, in Apartment 24, you hear for the first time about
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the existence of teleporters in the colony. A little sun peeping through the
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clouds, perhaps?
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Back to the elevators. You don't have to go all the way around. From the door
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to Apartment 24, head north and take the first left. You can't miss it.
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LEVEL 3
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Level 3's layout is similar to the one above it. The apartments -- there are
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six -- start in the northwest corner again and move clockwise to the southwest
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corner. In place of the school, you have the hospital, and instead of the
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playroom, there's a dormitory. That's about it. So turn and face the elevators
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and move south from between the third and fourth columns. The double doors on
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your right lead to the hospital, but for now go straight, into the dorm. Check
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the bureaus and the computer room, mopping up as you go. You'll discover that
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the reactor on 5-Delta-5 is the same model that's on your ship (the 11-AXC from
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Scapem Industries), and there's mention of a child on Level 5 (Radmer's
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daughter, or another one?).
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Before you leave the dorm, save the game and step into that last walk-in closet
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(the rightmost one as you stand facing the bureaus in the south dorm area). When
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you try to walk out, you find a door where there was only a threshold. Open it.
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You've been transported to the conference room on Level 1. It's only a one-way
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ride, but I still found it useful once while being pursued by a particularly
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relentless Snooper. Now, reload your saved game or, better still, boost your
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confidence in your topographical expertise by finding your way back to the
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elevators and Level 3.
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Back to the dorm entrance and into the hospital, where there's usually an
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abundance of eggs. Be sure to examine Doctor Lee's office: The PC reveals the
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name and possible location of his son on Level 4. A prescription for sleeping
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pills. You could probably use a couple yourself.
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At the north end of the hospital, you hit the living quarters. Work your way
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through them just like you did on Level 2. ESCAPE FROM ALPHA CENTAURI seems to
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be the book of the month here. In Apartment 32, you'll find notes on a
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phenomenon you've no doubt witnessed: the aliens' ability to warp space. The PC
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in Apartment 33 -- Captain Edwards's apartment -- informs you that each
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teleporter has but one destination; a note in the desk reveals the name of
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another child -- Rachel -- who was taken to Level 5; and a diary in the bedroom
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indicates that the reactor core can be moved with the forklift. Leaving the
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bedroom, pass through the door on the opposite (north) wall and follow the
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corridor. You'll find your first cryo chamber, which holds little Eric Wisznia.
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Approach it and his ID will appear. Tell him everything's going to be all right,
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and that you'll be back for him soon.
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In Apartment 34 you get your first clue as to the origin of this whole tragedy:
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The teleporter experiments themselves. Ironic, because the teleporters may well
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prove to be your -- and the children's -- salvation.
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The Alexanders occupied Apartment 36. More info here on the ability of the
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creatures to warp space; something ominous about the teleporters' being less
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than perfect (great); and the news that the Alexanders' little boy was placed in
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Security. Update your notes and head for the elevators (from the door to
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Apartment 34, north, the first left, and north again).
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Congratulations. You now know where two of the children are; you're fairly well
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powered-up; and you're becoming a formidable marksman.
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Just in time for things to start getting hairy.
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THE COLONY
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Part 3
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LEVEL 4: THE TELEPORTERS
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Step out of the elevator on Level 4 and just stand there for a minute (assuming
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the aliens give you the opportunity). Look around. Feels different, doesn't it?
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You're getting closer to the marrow of the nightmare. And the creatures are
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getting stronger.
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And smarter.
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Check the office between the first and second columns. The door on the west
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wall leads to the mazerium; stay away from it. Exit the office the way you came
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in (the right door; the other one is an elevator shaft). Now hug the west wall
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of the lobby and move south, then turn right. The door marked with the arrow is
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another entrance to the mazerium; avoid it too for now. Avoid permanently the
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door on your right -- or at least save before you try it. It leads to the IFRDs
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-- Infinite Tunnels of Radiation Death -- and they'll cause you nothing but
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grief. So, turn right again and head north to Lab 6. Nothing here but a couple
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of PCs, but there's info about the teleportation of that first creature, and
|
||
|
details on alien reproductive activities (not as exciting as it sounds). Also
|
||
|
some mention of a Security Lab A.
|
||
|
|
||
|
Exit, turn left, and stop. The doorway a few meters ahead of you, the dogleg to
|
||
|
the left just in front of that door, and the corridor on your immediate left:
|
||
|
All lead to Lab 5. Do a little exploration and pick up as many eggs as you can,
|
||
|
but ultimately you want to be at the door to Lab 5 in the northeast corner of
|
||
|
this floor (Lab 6 -- the one you just left -- is in the north_west_ corner).
|
||
|
Entering Lab 5, you behold your first teleporter. Beautiful isn't it? Don't go
|
||
|
near it: It's a deathtrap. (Remember that reference in the Alexanders' apartment
|
||
|
to some bugs -- no pun intended -- in the TP mechanisms?) Check the computer.
|
||
|
Now you know why there wasn't much happening in Lab 6. And K. Allen was
|
||
|
apparently the "accident" Captain Nett was referring to back on Level 1. I hope
|
||
|
old Nett died slowly, don't you?
|
||
|
|
||
|
Professor Sherry thinks the creature the teleporter brought here -- originally,
|
||
|
I urge you to remember, the _only_ creature -- may have gone to the reactor.
|
||
|
|
||
|
(Okay, before you leave, save the game and go ahead and use the teleporter.
|
||
|
Everyone should experience fourth-dimensional death at least once in his or her
|
||
|
lifetime.)
|
||
|
|
||
|
Now move south to Lab 4. This teleporter's no better than the last one, so
|
||
|
don't be tempted. On the desk, another reference to the mysterious Lab A, and a
|
||
|
tunnel. Lab 3: ditto the teleporter, ditto the ref. to Lab A. Square roots of
|
||
|
negative numbers: How did these bozos ever get a grant? Lab 2's teleporter, in
|
||
|
spite of the optimistic note over the desk, is just as lethal as its
|
||
|
predecessors. Maybe you should've checked the closets....
|
||
|
|
||
|
Oh, well, too late now; we're going down to Level 5.
|
||
|
|
||
|
That's right, Level 5. What? What about Lab 1 you say? Well, go there if you
|
||
|
want, but save the game first. And don't say I didn't warn you. I'll wait for
|
||
|
you here.
|
||
|
|
||
|
Back already? Okay, head north and take the first left to the elevators.
|
||
|
|
||
|
And save. You're not gonna hang out on Level 5 any longer than you have to,
|
||
|
discretion definitely being the better part of valor at this point. But there
|
||
|
are a couple of things you've got to do there if you're ever going to get those
|
||
|
kids out alive. So go on, get in the elevator and push the button. And stay
|
||
|
close, for Pete's sake.
|
||
|
|
||
|
As soon as you step out onto Level 5, turn around and hustle between the first
|
||
|
and second columns. The aliens are meaner here, and if you run into any -- and
|
||
|
you will -- you're just going to have to hack your way through. Remember, the
|
||
|
silver lining in all this is that where there are bugs, there are eggs; and like
|
||
|
the guy in the old joke whose wife thought she was a chicken, you need the eggs.
|
||
|
Go through the door in front of you and check the PC and the desk. The
|
||
|
forklift's due for maintenance in two weeks. Great. Let's just hope it doesn't
|
||
|
break down while you're trying to get out of here.
|
||
|
|
||
|
When you exit this room, turn left (west) and go through the next door you come
|
||
|
to on your left. This is the office of David Alan Smith, so you might want to
|
||
|
take a moment to tip your helmet or torch the place, depending on how you're
|
||
|
feeling at this point. Do _not_ go through the door on the west wall. Exit the
|
||
|
way you came in and turn left (west) once more.
|
||
|
|
||
|
By the way, you'll be pleased to know you just scanned your last monitor and
|
||
|
ransacked your last desk drawer. From now on, it's guts and glory all the way.
|
||
|
|
||
|
Head west, south (dogleg), and west again. South of here are the fabled 3x3
|
||
|
rooms, which you're not equipped to deal with yet. On your right is a door
|
||
|
marked "1"; check it out. There are nine such rooms on this floor, most of them
|
||
|
used for storage. For you, now, they're important because they're a potential
|
||
|
source of eggs. Pick up what you can in Room 1, and then move west to 2. From
|
||
|
there, west again (ignore the door on the south wall), and north and east to
|
||
|
Room 3. East again to 4. (Rooms 1 and 4 are actually connected, but you can't
|
||
|
take advantage of the fact because those damn boxes are in the way.) And east
|
||
|
once more to 5.
|
||
|
|
||
|
Yes, it's the forklift. And this thing _is_ beautiful. Approach it and wait for
|
||
|
the bit-mapped image. Then click on the rear hatch, give it a second to open,
|
||
|
and click on the opening. You're inside now, and your field of vision has
|
||
|
altered slightly since you're looking out through the windshield (note the
|
||
|
readout to help you remember what you're carrying). All you want to do now is
|
||
|
steer this baby to the elevators, going back the way you came. The catch is --
|
||
|
are you sitting down? (No, I'm in the forklift, ya damn fool) -- you can't fire
|
||
|
your laser when you're in the forklift. So if you run into any bugs on the way
|
||
|
back, try to evade them; because if you can't, you're gonna have to climb out of
|
||
|
the lift (make sure you've got enough room around you to park it), fry the
|
||
|
bustards, get back in, and continue on your way. C'mon Tiger, let's go.
|
||
|
|
||
|
Out the door, west as far as you can, south (four doglegs), east when you come
|
||
|
to that door I warned you about, and north to the lobby. Good work. Back to
|
||
|
Level 4.
|
||
|
|
||
|
Now with the forklift, go back to Lab 2. As you've probably noticed, you can't
|
||
|
absorb eggs in the lift either; but your power levels should be high enough so
|
||
|
this won't be a problem for a while. Once in the lab, pop through that doorway
|
||
|
in the southeast corner, find the door in the closet, and move north. Proceed to
|
||
|
the mouth of the tunnel. You're on your way to Security Lab A.
|
||
|
|
||
|
As soon as the robo-tunnel deposits you in the lab, get out of the forklift and
|
||
|
work your way east, to the slide room. I don't know what's so secure about
|
||
|
Security Lab A, because there are few places on 5-D-5 that are so heavily
|
||
|
infested. Cauterize the place with your laser, then operate the projector for a
|
||
|
tutorial on teleporters. The thing to remember is that each TP only has one
|
||
|
destination, which is determined by its sequence number. In other words, TP-1
|
||
|
will take you to TP-2, 2 to 3, and so on. Since there are only four TPs in the
|
||
|
lab, 3 will take you to 4, but 4 will take you straight to hell, because it's
|
||
|
the last one in the series. Conversely, the only way to get to 1 is to climb
|
||
|
into it, because it's the first in the series.
|
||
|
|
||
|
Is it just me, or is it getting warm in here?
|
||
|
|
||
|
Get back into the forklift and move west to the teleporters. Bypass TP-1 and
|
||
|
continue west to TP-2, abandoning the forklift to chop bugs as necessity
|
||
|
dictates. Then grab TP-2 and head for the tunnel. If aliens get in your way,
|
||
|
torching them with something in the lift is a multi-stage, many-splendored
|
||
|
process. First you have to unload the cargo; then wriggle out of the lift;
|
||
|
shoot; grab some eggs (optional); slip back into the lift; hoist your cargo; and
|
||
|
haul butt. The punch line is, you can't do any of this if there isn't enough
|
||
|
room in the immediate vicinity for you, the lift, and the cargo to coexist side
|
||
|
by side.
|
||
|
|
||
|
Yeah, my head hurts, too.
|
||
|
|
||
|
Jet through the tunnel and go to the lobby. Take the elevator up to Level 1 and
|
||
|
find your way back to the stock room. Dump the teleporter in the northeast
|
||
|
corner near the table. Now, cruise over to that little alcove room you
|
||
|
discovered earlier and grab the first box that gets in your way. Take it to the
|
||
|
north side of the computer desk and ditch it. Return to the alcove and turn
|
||
|
south; there's a threshold there you couldn't see before. Hoist the box that's
|
||
|
in your way now and pass through the threshold. You're back in...
|
||
|
|
||
|
...the reception area! Now you know why you couldn't get through here when you
|
||
|
first arrived. And before you ask, the reason you didn't just bring the forklift
|
||
|
around the other way is because it can go down stairs but not up them, so that
|
||
|
little flight of steps by the 5-Delta-5 sign would've stopped you dead in your
|
||
|
tracks. So, dump the box you're carrying near the reception desk, go get the
|
||
|
teleporter, and meet me back here. We're going back to the ship.
|
||
|
|
||
|
LEVEL 4: ERIC AND ASHER
|
||
|
|
||
|
You're in the forklift, and you've got the second teleporter, check? Check.
|
||
|
Save the game and move into the airlock. Close the door behind you (I'm starting
|
||
|
to sound like your mother). Pass through the outer door, turn south by southwest
|
||
|
(compass needle at seven o'clock), and make a beeline for the ship. You'll be
|
||
|
approaching it starboard, remember, so you'll have to overshoot slightly and
|
||
|
then turn and hit the entrance portside. Welcome back. Don't forget to close the
|
||
|
-- okay, you're way ahead of me. Go to the reactor room and deposit the
|
||
|
teleporter in that empty bay on your left. Remember: This is TP-2.
|
||
|
|
||
|
You're about to experience teleportation for the first time. Save the game.
|
||
|
What you've got to understand here is that if you approach a teleporter with the
|
||
|
forklift empty, the forklift and the TP are both going to think you want to pick
|
||
|
it -- the TP -- up. So, go to the cargo room with the boxes and grab one (single
|
||
|
or double, it doesn't matter). Approach the teleporter. Click to open the door,
|
||
|
click to enter, click to close the door. Closing the door automatically
|
||
|
activates the teleportation mechanism. A flash of 4-D vapors, and when you open
|
||
|
the door again you're...
|
||
|
|
||
|
...back in Lab A, scrambling out of Teleporter 3, surrounded by aliens. Drop
|
||
|
the box, grab your socks, and head for TP-4. Pick it up and dive into TP-1.
|
||
|
Before you can say "Eat laser, Bug Breath!" you're back on the ship. Ain't
|
||
|
technology grand?
|
||
|
|
||
|
(Note: It, uh, may not work quite this neatly. Bugs can block passageways
|
||
|
between TPs, or just plain gang up on you. Holding down the Option key (on the
|
||
|
Macintosh) or Control key (IBM) will disable activation of the bit-mapped
|
||
|
graphics and give you a little more freedom when you're jammin' tight like this.
|
||
|
If worse comes to worse, strip down to your F-21s and give 'em hell; then pick
|
||
|
up where you left off.)
|
||
|
|
||
|
When you're back on the ship, deposit TP-4 in the empty reactor bay and grab
|
||
|
another box. Teleport -- in TP-2 remember -- back to Lab A. Lose the box and
|
||
|
grab TP-1, and take the tunnel to the Level 4 lobby. Unload TP-1 here, but stay
|
||
|
in the forklift. Save the game.
|
||
|
|
||
|
Now, let's save some kids.
|
||
|
|
||
|
Take the elevator to Level 3 and drive back to Eric in Apartment 33. Move his
|
||
|
cryo chamber to the ship (via TP-1 on Level 4) and set him down -- gently -- in
|
||
|
that empty cargo room. Feels good, doesn't it? Get another box, and TP back to
|
||
|
Lab A. Pick up TP-3 -- the one you just got out of -- and put it on Level 4 next
|
||
|
to TP-1 (position them so you'll remember which is which). Stay in the forklift
|
||
|
and elevator up to Level 1.
|
||
|
|
||
|
It should be pretty quiet here now, which, I'd be willing to bet, is a welcome
|
||
|
change about this time. Roll over to that door to the Security section (see
|
||
|
"Level 1") and save the game. Are you relaxed? Feeling fit? Okay now, listen up.
|
||
|
You're gonna go through this door here like I showed you back on the cruiser,
|
||
|
right? There's a short corridor on the other side that goes straight and then
|
||
|
right, like a backwards 7. Then there's another door. You're in serious danger
|
||
|
from the radiation shield until you hit that second door. Beyond that is another
|
||
|
shield, but smaller: just like the one you practiced with on the ship. So,
|
||
|
through the first door and forward, then right, then forward to the second door;
|
||
|
catch your breath after the bit-mapped door appears; then heave yourself through
|
||
|
_that_ door to the center of the room, ditch the forklift, and hose out any
|
||
|
bugs.
|
||
|
|
||
|
You may not make it the first time. Load your saved game and try again. If you
|
||
|
get a "something's blocking you" message, get away from here for a while and do
|
||
|
some hunting, and then come back. But stay on this level (see the stuff about
|
||
|
the queens in "Level 5: The 3x3s" below). When you do get in, check the
|
||
|
computer: It'll tell you that the creatures get weaker the farther they stray
|
||
|
from the Prime Queen. The corollary, then, would be that the closer you get to
|
||
|
the Prime Queen, the more...the SOBs are....
|
||
|
|
||
|
Think about it.
|
||
|
|
||
|
On the north wall of Security, there are five holding cells. Asher Alexander is
|
||
|
in the one on the far right. Get into the forklift, pick him up, and save. Then
|
||
|
take him back to the ship.
|
||
|
|
||
|
LEVEL 4: TAMMY AND JES
|
||
|
|
||
|
You've just left Asher sleeping peacefully next to his buddy. Now, teleport
|
||
|
yourself, with the lift, back to Level 4 and head for Lab 1. Remember that note
|
||
|
of Radmer's about how one of his daughters was in Lab 5? Well, he was wrong.
|
||
|
Remember those diary entries about how the aliens can warp space? Well, they
|
||
|
were abso-foggin'-lutely right on.
|
||
|
|
||
|
Remember, you're on Level 4 now. And there's some serious sheet goin' down.
|
||
|
|
||
|
We'll never know what Lab 1 looked like before the infestation, but now it's a
|
||
|
series of eleven consecutive corridors, each with a radiation shield in the
|
||
|
middle. You've got to take the forklift, but in any of these corridors you may
|
||
|
encounter aliens, in which case you've got to ditch the lift away from the
|
||
|
radiation zone, snuff the bug(s), then get back in the lift and carry on. Make
|
||
|
sure you scour the place thoroughly on the way _in_; if you're forced into
|
||
|
combat on the way out, with a cryo chamber in tow, it's well-nigh impossible.
|
||
|
|
||
|
Save before you begin.
|
||
|
|
||
|
Once you've got Tammy safely on board, it's time to go after Jes Lee. The
|
||
|
computer in his father's office said he was in the mazerium. There's just one
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9504
|
||
|
|
||
|
problem: You're out of boxes, and boxes are your passport to the TPs. You know
|
||
|
what this means, don't you? That's right, you're back on the street again.
|
||
|
Observing all the precautions outlined earlier, exit through the airlock with
|
||
|
the forklift and drive -- quickly -- to the colony for that box you left in the
|
||
|
reception room. Bring it back -- overland; do _not_ use the TPs -- and drop it
|
||
|
off near the airlock console. Drive to the colony again and bring back another
|
||
|
box. Drive to the colony one more time -- the last, you'll be thrilled to hear
|
||
|
-- and elevator down to Level 4. It's mazerium time.
|
||
|
|
||
|
(The reason you can't use the teleporters for your return trips will become
|
||
|
obvious, if it isn't already, once you consider the fact that there's no way to
|
||
|
operate the doors to either the cruiser or the colony once you're outside.)
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9505
|
||
|
|
||
|
|
||
|
In the lobby on Level 4, hug the west wall and move south. Turn right and go
|
||
|
through the door with the arrow. As soon as you cross the threshold, turn
|
||
|
around. The door's gone. I hope you know what you're doing.
|
||
|
|
||
|
Move south and take the first left. _Save_. The door in front of you leads to
|
||
|
the monolith room, which isn't a cocktail lounge at the MGM Grand but something
|
||
|
far more insidious (if that's possible). Go inside, and you're in a sitting
|
||
|
room. Move around. Notice the entrance has disappeared. Make sure the polygon
|
||
|
fill is on and go into the next room. Approach the monolith. Nice, huh? Not a
|
||
|
bad way to go, as going goes. But while you're here wallowing in the bliss of
|
||
|
eternity, there's a bunch of kids out there whose fate is in your hands.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9507
|
||
|
|
||
|
|
||
|
Not to mention the eventual contamination of the entire universe.
|
||
|
|
||
|
So, load your saved game and continue south; then east; then north, dogleg,
|
||
|
north as far as you can (ignore the right turn). Turn left when you have to, and
|
||
|
left again at the T; then follow the corridor until you reach Jes. Approach him
|
||
|
and check his ID. His cryo chamber is number 6. The three on the ship were
|
||
|
numbered 1, 2, and 3.
|
||
|
|
||
|
How many kids are there? How will you know when you've got them all?
|
||
|
|
||
|
Pick Jes up and head back. When you come to the T again -- the way you came was
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9508
|
||
|
|
||
|
from the right -- go straight. Follow your nose until you come to a threshold.
|
||
|
Move through it, then immediately hang a U and come back out. You'll find
|
||
|
yourself near the entrance of Lab 2.
|
||
|
|
||
|
Yes, the aliens can warp space. But sometimes you can work it in your favor.
|
||
|
|
||
|
Find the teleporters and take the little guy back to the ship.
|
||
|
|
||
|
(Note: There's one other entrance to the mazerium -- it's through the door
|
||
|
between the first two columns in the lobby -- and _many_ other parts to it: more
|
||
|
monolith rooms, endless corridors, space warp stuff. Explore if you must. But
|
||
|
you got what you came for. The rest only leads to death and frustration. Not
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9509
|
||
|
|
||
|
necessarily in that order.)
|
||
|
|
||
|
THE COLONY is published and distributed by Mindscape.
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by David Muir. All rights reserved.
|
||
|
|
||
|
Last page !
|
||
|
|
||
|
CompuServe TEG-9442
|
||
|
|
||
|
THE COLONY
|
||
|
|
||
|
1 The Nightmare Is Young
|
||
|
(The Ship and Level 1)
|
||
|
2 "Living" Quarters (Levels 2 and 3)
|
||
|
3 The Labs (Level 4)
|
||
|
4 The Reactor (Level 5)
|
||
|
5 The Prime Queen, Epilogue
|
||
|
Afterword
|
||
|
|
||
|
Enter choice !4
|
||
|
|
||
|
CompuServe TEG-9510
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
THE COLONY
|
||
|
Part 4
|
||
|
|
||
|
LEVEL 5: SEARCH AND DESTROY
|
||
|
|
||
|
Teleport back to the colony and haul TP-1 down to Level 5. For now, leave both
|
||
|
teleporter and forklift in the lobby and take some time to explore what you
|
||
|
haven't seen of this level. You're looking to do two things here. First, you
|
||
|
want to pump your power levels up as much as possible in preparation for the
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9511
|
||
|
|
||
|
Final Battle (twenty-one bars each for weapons, life force, and armor is as high
|
||
|
as I ever got, but eighteen or more can be enough to do the job). And second,
|
||
|
you're looking for a queen.
|
||
|
|
||
|
From the pictures in that first batch of slides, you should be able to
|
||
|
distinguish the queens from the drones and soldiers. Remember that theory about
|
||
|
how the death of a queen is supposed to reduce all the aliens on her floor to
|
||
|
eggs? Well, it's true. And you've probably even seen it in action, though you
|
||
|
may not have connected the cause with the effect. If Level 1 was real quiet when
|
||
|
you went back for Asher, it's because at some point you liquidated the queen
|
||
|
there. Anyway, the death of a queen on the upper levels is a convenience; on
|
||
|
Level 5 it's almost a necessity. When you find the room where Teri is hidden,
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9512
|
||
|
|
||
|
you won't even be able to get in, the place is so infested.
|
||
|
|
||
|
Unless all those hovering freaks have been turned into eggs.
|
||
|
|
||
|
All right. Follow the trail you blazed earlier (in "Level 4: The Teleporters")
|
||
|
south and west to the first two storage rooms, then north and east to Rooms 3,
|
||
|
4, and 5. Recheck them for eggs, and be sure to eliminate anything with wings.
|
||
|
|
||
|
As you continue east, you'll hit Rooms 6 and 7. Ignore for now the corridor
|
||
|
south of Room 7 and continue east. Room 8 is a small dormitory, and 9 a
|
||
|
conferencYrea. Beyond them is a bathroom (next service, forty million
|
||
|
light-years), and the last of the stairwells.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
CompuServe TEG-9513
|
||
|
|
||
|
|
||
|
Check _everything_ for the fifth-level queen.
|
||
|
|
||
|
Double back, take that corridor off number 7, and move south. Try the first
|
||
|
door on your left. Those things that look like pits? They're pits. They're bad
|
||
|
death. The area beyond them looks enticing, but it's unknowable; you'll never
|
||
|
know it, forget about it (if you don't believe me, read the "Afterword" at the
|
||
|
end of this walkthru). Return to the corridor and continue south. The first
|
||
|
right takes you back to the elevators, but don't go there yet. Weave around the
|
||
|
pillars in front of you and waste bugs. Move south as far as you can and go
|
||
|
through the door you find there. More pillars. (The reference in the next
|
||
|
section to the room with the fat columns is to this room.) This is Search and
|
||
|
!
|
||
|
CompuServe TEG-9514
|
||
|
|
||
|
Destroy time. When you've gone all the way south again, hit the doorway in the
|
||
|
east wall. Scour this new area, going up and down the aisles. Follow the
|
||
|
corridor in the northeast corner and you'll end up...in that bathroom off Room
|
||
|
9.
|
||
|
|
||
|
Only _you_ know whether you got the queen or not. If not, you may want to
|
||
|
prolong the S&D for a while. When you're ready to give the 3x3 rooms a shot,
|
||
|
read on.
|
||
|
|
||
|
LEVEL 5: THE 3X3 ROOMS
|
||
|
|
||
|
Go back to the elevators and get the forklift. Pick up TP-1. There are two
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
CompuServe TEG-9528
|
||
|
|
||
|
entrances to the 3x3 rooms. The first is on the west wall of David Smith's
|
||
|
office (the door you avoided before), and the second is just west of Room 2 on
|
||
|
the south wall (the other door you avoided). Think of the 3x3 rooms as a
|
||
|
checkerboard of twenty-five squares that sort of curves in on itself. Each
|
||
|
square is a room, and each room has a doorway in the center of each of its four
|
||
|
walls. If you start in the room in the upper left-hand corner and move "east,"
|
||
|
you'll pass through five different rooms, and then hit the first room again (and
|
||
|
you can keep traveling "east" this way for all eternity: hence the quotation
|
||
|
marks). Move horizontally or vertically, through any of the ranks or files, and
|
||
|
the same phenomenon occurs, _except_ in the lowest ("southernmost") rank: When
|
||
|
you move east here, you eventually come out in the room with the fat columns
|
||
|
mentioned earlier.
|
||
|
!
|
||
|
CompuServe TEG-9656
|
||
|
|
||
|
|
||
|
(Note: This is, in fact, the only way to physically -- or metaphysically --
|
||
|
leave the 3x3 rooms, because as soon as you've entered them, if you turn and try
|
||
|
to exit, you'll find yourself, not back in the corridor or office you started
|
||
|
from, but in the room at the other "end" of that file: The curving has already
|
||
|
occurred.)
|
||
|
|
||
|
But to exit via the room with the fat columns is as good as admitting defeat,
|
||
|
at least temporarily, because you're going into the 3x3s for Teri, and you won't
|
||
|
be able to get her out that way.
|
||
|
|
||
|
Because as soon as you find the room that Teri's in, all the doors will
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9668
|
||
|
|
||
|
disappear.
|
||
|
|
||
|
Got that teleporter handy?
|
||
|
|
||
|
Work your way past Room 2 and position yourself in front of the door on the
|
||
|
south wall. Save the game. When you step through here, you'll be in the
|
||
|
"northernmost," "westernmost" 3x3 room. Teri could be in any of them. Move
|
||
|
"south." It is imperative that you keep an accurate count of the rooms as you
|
||
|
pass through them! When you get to the fifth room, turn left ("east"), go
|
||
|
through the door, and turn left again to head "north," starting your count again
|
||
|
at 1. When you get to the _new_ fifth room, turn right, go through the door,
|
||
|
right again, and count 1. You're now at the beginning of the third file, with
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
CompuServe TEG-9679
|
||
|
|
||
|
two more to go. Think of that checkerboard, but keep it flat or your head's
|
||
|
gonna start hurting again.
|
||
|
|
||
|
If the Level 5 queen is still alive, you'll also have to contend with
|
||
|
periodically unloading your baggage to deal with the aliens in your path.
|
||
|
|
||
|
Continue until you've covered all twenty-five rooms. But you won't, because one
|
||
|
of two things will happen first.
|
||
|
|
||
|
One: There'll be a room that you're consistently unable to enter, no matter how
|
||
|
many times you approach it and how many directions you approach it from. The
|
||
|
room is so clotted with bugs there's no room for you (let alone you, the TP, and
|
||
|
!
|
||
|
CompuServe TEG-9691
|
||
|
|
||
|
the forklift). This means the queen is still alive, and you need to exit the
|
||
|
3x3s (see above) and deal with her. (Note: If you get hopelessly lost, follow
|
||
|
each rank "east" for six to ten rooms until you hit the one that allows you to
|
||
|
exit.)
|
||
|
|
||
|
Two: You'll pop through a door and see Teri's cryo. That's the ticket. Proceed.
|
||
|
|
||
|
Ditch your paraphernalia and approach the chamber to confirm it's Ms. Radmer.
|
||
|
Nail any bees loitering about, and help yourself to some eggs. Notice there
|
||
|
isn't any way out? Doesn't bother you though, does it? Get Teri and hop into the
|
||
|
teleporter, you sly dog.
|
||
|
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
|
||
|
CompuServe TEG-9703
|
||
|
|
||
|
LEVEL 5: THE LOWER DEPTHS
|
||
|
|
||
|
Place Teri in the cargo hold and then teleport back to the colony with that
|
||
|
last box. Drop down to Level 5. Go east, then south, then east again the first
|
||
|
chance you get. These are the pillars you weaved around in the "Search and
|
||
|
Destroy" section. In front of you there's a door. The door to the reactor.
|
||
|
|
||
|
Leave the forklift out front for now, and go inside. The pits are in four
|
||
|
groups of three, surrounding a central staircase. Walk the perimeter, gathering
|
||
|
eggs and getting used to maneuvering near the holes. Step between the pits and
|
||
|
walk around the stairwell. Then get the forklift and drive it straight down the
|
||
|
stairs. It's a bumpy ride, but you'll survive.
|
||
|
!
|
||
|
CompuServe TEG-9705
|
||
|
|
||
|
|
||
|
Wait! You know the forklift can't be driven back _up_ the stairs, don't you?!
|
||
|
Whaddaya mean you can't hear me?! I said...
|
||
|
|
||
|
...oh, never mind.
|
||
|
|
||
|
The second level of the reactor complex -- we'll call it 5.1 -- is three times
|
||
|
the size of the first. Leave the forklift near the base of the stairs and work
|
||
|
your way east. There's a veritable plethora of creatures. Try to move in a
|
||
|
straight line, although the central columns in the second and third areas will
|
||
|
force you to detour occasionally. In the middle of the second area, flip on the
|
||
|
polygon fill and you'll see the top of the reactor (it looks like the one on
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9706
|
||
|
|
||
|
your ship); and in the middle of the third area there's another set of stairs.
|
||
|
Patrol the perimeter of these areas, working your way back west and gathering as
|
||
|
much energy as possible. Get into the forklift and take it as far west as
|
||
|
possible. And head south.
|
||
|
|
||
|
Follow the long corridor south and east. Since there isn't much action here,
|
||
|
get out of the lift and gather eggs. Then, still on foot, continue east through
|
||
|
the first threshold. Go straight at the crossroads and through the second
|
||
|
threshold, clearing the area as you advance. Turn north at the second
|
||
|
crossroads, through another threshold, and west at the third cross. One more
|
||
|
threshold and you'll see a welcome sight at the end of the corridor.
|
||
|
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9707
|
||
|
|
||
|
When there's heavy infestation, it's very difficult to maneuver in these narrow
|
||
|
hallways. By torching the area first, you've avoided a lot of stop-and-start,
|
||
|
load-and-unload headaches.
|
||
|
|
||
|
Go back and get the lift and carry Rachel to the second crossroads (the one
|
||
|
where you turned north). Use the south and west arms of the cross to store the
|
||
|
cryo chamber and the forklift, and then head east and north, clearing the halls
|
||
|
all the way to the tunnel entrance. Go back and get Rachel and take her on
|
||
|
through. You'll find yourself back in Security Lab A (thank God for that
|
||
|
tunnel). You might want to lay your burden down a minute and grab a snack (what,
|
||
|
more eggs?). Then hit the tunnel again and it'll take you to Lab 2. Go to the
|
||
|
lobby and escort your precious cargo to the ship.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9708
|
||
|
|
||
|
|
||
|
THE COLONY is published and distributed by Mindscape.
|
||
|
|
||
|
This walkthru is copyright (c) 1990 by David Muir. All rights reserved.
|
||
|
|
||
|
Last page !
|
||
|
|
||
|
CompuServe TEG-9442
|
||
|
|
||
|
THE COLONY
|
||
|
|
||
|
1 The Nightmare Is Young
|
||
|
(The Ship and Level 1)
|
||
|
2 "Living" Quarters (Levels 2 and 3)
|
||
|
3 The Labs (Level 4)
|
||
|
4 The Reactor (Level 5)
|
||
|
5 The Prime Queen, Epilogue
|
||
|
Afterword
|
||
|
|
||
|
Enter choice !5
|
||
|
|
||
|
CompuServe TEG-9709
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
THE COLONY
|
||
|
Part 5
|
||
|
|
||
|
LEVEL 5: THE PRIME QUEEN
|
||
|
|
||
|
As you stare at the six cryo chambers in your cargo bay, you can't help feeling
|
||
|
warm inside. At least these poor kids aren't over there with those...things
|
||
|
crawling all over them.
|
||
|
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9709
|
||
|
|
||
|
But then the gloom comes down again. How many more children are there? How do
|
||
|
you find them? And what happens to them if you don't?
|
||
|
|
||
|
Hell, what good's it doing them anyway? The aliens are multiplying so fast it
|
||
|
would take an army to wipe them out. And without a new source of energy, this
|
||
|
ship's about as airworthy as a Ford Pinto.
|
||
|
|
||
|
You've been stumbling around in a nightmare. For...how long? You know you
|
||
|
haven't slept for days, and your head's about to file for a Mexican divorce. If
|
||
|
you only had some of those pills Doctor Weisman used to give you. Oh, what you
|
||
|
wouldn't give right now for one of his prescriptions for....
|
||
|
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9711
|
||
|
|
||
|
Wait a minute. Prescriptions. Doctor Lee's office. What did that thing say?
|
||
|
Something about...sleeping pills. Half units. Six half-units of sleeping pills,
|
||
|
that was it! A rush of energy. Six! Six kids! You've got 'em! You got 'em all!
|
||
|
|
||
|
You've got a chance.
|
||
|
|
||
|
Steer the forklift into the ship's reactor room and approach the core. When the
|
||
|
core is removed the ship is dead: no doors, no lights -- nothing. But you've got
|
||
|
the kids. And the teleporters are in place. And you're a bad-butt motherfinger
|
||
|
with that laser, right? _Right_?
|
||
|
|
||
|
Let's do it.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9712
|
||
|
|
||
|
|
||
|
Remove the core. Then, in the darkness, find your way to TP-2. After you've
|
||
|
teleported, toss the core aside (luckily it's one of those Scapem Safe-T-Cores
|
||
|
that disintegrates the minute it's exposed to air). Pick up TP-3 and take it
|
||
|
down to Level 5. Go straight to the reactor complex and shoot down the stairs.
|
||
|
On 5.1, work your way east to the second stairwell. Avoid the bugs if you can;
|
||
|
otherwise, unload and shoot it out. When you reach the stairs, take 'er down.
|
||
|
Save.
|
||
|
|
||
|
You're on 5.2 now. Work your way west, steering clear of the pits. (You can
|
||
|
"jump" across the smaller ones, but move fast and be careful.) There are three
|
||
|
sections again, but they're not as large as up above.
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9713
|
||
|
|
||
|
|
||
|
Monitor your power levels. If you fall to half on anything, get out of the lift
|
||
|
and hunt.
|
||
|
|
||
|
At the beginning of the third section is a pit you _have_ to jump across. Build
|
||
|
your momentum in the corridor. Beyond it you'll find the last remaining
|
||
|
stairwell. The mouth faces west. Turn into it and jam down. _Save_.
|
||
|
|
||
|
Level 5.3. You're in a tiny, cross-shaped room, and it smells like a bad dream.
|
||
|
Put the TP and the lift as close to the wall as possible and kick some major bug
|
||
|
butt. The Prime Queen could be in the next room, or she could be here. Don't
|
||
|
mess with h
|
||
|
er: She cannot be killed (if you don't believe me, read the
|
||
|
|
||
|
Press <CR> for more !
|
||
|
CompuServe TEG-9714
|
||
|
|
||
|
"Afterword"). Work on the Eye Spies, the Pyramids, and the rest of those freaks.
|
||
|
But don't fire at them if they're standing over eggs: You'll waste precious
|
||
|
ammunition. Wait until they move away.
|
||
|
|
||
|
What you're aiming to do here is get to the next (east) room with both the
|
||
|
forklift and the TP. The corridor connecting the two areas is one solid
|
||
|
radiation shield, so don't even think about it if there's anything there, you'll
|
||
|
die. Bide your time, and stay away from the Queen. When you finally crack the
|
||
|
east room, save. You'll see the reactor core and console. Drop the TP, get out
|
||
|
of the lift, and clear a path. Grab some eggs if you're getting weak. Approach
|
||
|
the console and feed it the access code from Radmer's decoder. Make sure you're
|
||
|
entering the right numbers. Get back in the lift while the core's descending and
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9715
|
||
|
|
||
|
then fight your way over to it. Once you have the core, there's no turning back:
|
||
|
You can't set it down or it'll disintegrate. Ready? All right, bag the core. You
|
||
|
lose the lights and the Queen goes berserk. Hit the teleporter and slam the door
|
||
|
behind you. God love ya, you're back on....
|
||
|
|
||
|
It's dark. You stumble around a few seconds, completely disoriented. But then
|
||
|
you recognize the corridor. Yes, _yes_...it's the ship! Install the new core,
|
||
|
claw your way out of the forklift, and close the reactor with the code from your
|
||
|
desk. Now stagger upstairs and approach the control console. Check the readout
|
||
|
and the power indicator: excellent. Slam that throttle lever up and kiss
|
||
|
5-Delta-5 goodbye.
|
||
|
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9717
|
||
|
|
||
|
You're headed for Cygnus 7 to revive the kids.
|
||
|
|
||
|
EPILOGUE: PSAMDD
|
||
|
|
||
|
But she's still down there, isn't she?
|
||
|
|
||
|
Breeding.
|
||
|
|
||
|
And over and over, a phrase repeating in your head, like a nursery rhyme. "The
|
||
|
eventual contamination of the entire universe; the eventual contamination of the
|
||
|
entire uni...."
|
||
|
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-9740
|
||
|
|
||
|
Grab that briefing manual. Where's the list of equipment for this crate?! Here.
|
||
|
"Meta-Plastoid Hull." No. "Linear Output Enclosed Reactor." No, damn it! "150*i
|
||
|
Giga HP...."
|
||
|
|
||
|
You stop. And smile. There it is, four lines down.
|
||
|
|
||
|
Like a love song.
|
||
|
|
||
|
"Planet Smasher Anti-Matter Detonation Device."
|
||
|
|
||
|
Approach the console again.
|
||
|
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-10844
|
||
|
|
||
|
Hit that right button.
|
||
|
|
||
|
Now get some sleep.
|
||
|
|
||
|
AFTERWORD
|
||
|
|
||
|
Okay, I lied about two little things. On Level 5, you _can_ get across the pits
|
||
|
in that room just north of the reactor room. And the Prime Queen _can_ be
|
||
|
killed.
|
||
|
|
||
|
There isn't much to be gained by making it across those pits, but you can have
|
||
|
fun trying. Go into the room and put your back against the west wall, standing
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-10845
|
||
|
|
||
|
just north of the door. Position yourself so you're looking straight down that
|
||
|
line that runs between the left two pits and the right two; I'm talking
|
||
|
_absolutely_ straight down. Save. Now race across. (Space marshalls with some
|
||
|
tightrope-walking experience have a decided advantage here.) Those cool doors
|
||
|
you couldn't wait to explore are one-way jobs that lead to the corridor (on the
|
||
|
north side) and the reactor room (on the south). Either location can be accessed
|
||
|
a lot more easily simply by walking there.
|
||
|
|
||
|
As for the Prime Queen, the fact that she can be done in is academic, really,
|
||
|
because: 1) You have to be very powered-up (and somewhat lucky) in order to pull
|
||
|
it off; 2) you don't _need_ to kill her (just avoid her until you've grabbed the
|
||
|
reactor core and teleported back to the ship); and 3) you still have to blow up
|
||
|
|
||
|
Press <CR> for more !
|
||
|
|
||
|
CompuServe TEG-10846
|
||
|
|
||
|
the planet, whether she's dead or not. In other words, there are no Brownie
|
||
|
points for x'ing the P.Q.
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But...suspecting there may be one or two vindictive types like myself out there
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who are just _up to here_ with Her Highness, I pass along the following:
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I got into this because, after completing the game the first time, I started
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wondering if it were possible to achieve full, maxxed-out power levels on the
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spacesuit; and if so, how it would affect the encounter with the Prime Queen.
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So, with all the kids safely on board ship, and TP-3 and the forklift ready to
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go in the Level 5 lobby, I wandered around the colony -- wandered around longer
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than a grown man should be willing to admit, I might add -- gathering eggs and
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Press <CR> for more !
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CompuServe TEG-10848
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bumping up my little power bars. I spent most of my time where the action was:
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on Levels 5.1, 5.2, and 5.3, and in the Security Lab. As mentioned earlier, I
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got up to twenty-one bars each for weapons, armor, and life force, but it was
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mighty slow going, and I finally got bored and headed for the reactor. I was
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standing in the southwest corner of the core room (the _lower_ corner), picking
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off Eye Spies, when I noticed the Prime Queen next to me with her head in the
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_upper_ southwest corner of the room and her butt sticking in my face. In other
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words, she couldn't see to zap me, but I had a clear shot at her and her big
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bee-hind.
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I started blasting for all I was worth, and a curious thing happened. We
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stood/hovered there together in a kind of timeless space where I just kept
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Press <CR> for more !
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CompuServe TEG-10849
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plugging away and she didn't -- or couldn't -- move; but my weapons level didn't
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drop like it always had when I'd tried to off her before. This went on for some
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time, until I started thinking part of the game was locked up or something and I
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wasn't accomplishing anything, so I moved over to the center of the room and
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turned and faced her. She immediately whipped around and charged, and I started
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slamming her again, using both the mouse button _and_ the space bar to get some
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rapid fire going. She froze and just sort of hung there, staring at me like she
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was dazed (maybe she'd lost the will to live). After about a minute of this, all
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of a sudden there was that familiar screeching sound like a cat stuck in a
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Cuisinart, and she vaporized. And true to form, all the other creatures on that
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level -- and on Levels 5.1, 5.2, and in the Security Lab -- instantly egg-ified.
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I finally had the colony to myself!
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Press <CR> for more !
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CompuServe TEG-10851
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(In the course of a third game, I went back to 5.3 with my power levels at
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eighteen and managed to vanquish the Queen in a head-on battle: no hiding behind
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corners. But it was pretty hairy.)
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Now one can argue, I suppose, that having wiped the P.Q., you could go around
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scooping up every egg in the place and thus make 5-Delta-5 a swell place to
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raise the kids again. But I don't think it's really possible. There always seems
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to be an egg or two left floating in the center of one of those corner pits, and
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there just ain't no way you can get to them. And even if you could, what about
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Level 2? Did you really check all the stalls in the bathrooms? What about those
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|
endless corridors on 5.1? What about the mazerium? You get the point. As long as
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Press <CR> for more !
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CompuServe TEG-10852
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|
there's even _one_ egg on 5-D-5, the possibility of recontamination continues to
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exist. You still gotta take the reactor back to the ship, get airborne, and nuke
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the joint.
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But we're glad the bitch is dead, aren't we?
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||
|
THE COLONY is published and distributed by Mindscape.
|
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This walkthru is copyright (c) 1990 by David Muir. All rights reserved.
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Last page !
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CompuServe TEG-9442
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|
||
|
THE COLONY
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||
|
|
||
|
1 The Nightmare Is Young
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||
|
(The Ship and Level 1)
|
||
|
2 "Living" Quarters (Levels 2 and 3)
|
||
|
3 The Labs (Level 4)
|
||
|
4 The Reactor (Level 5)
|
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|
5 The Prime Queen, Epilogue
|
||
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Afterword
|
||
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|
||
|
Enter choice !
|
||
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|
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|
CompuServe TEG-8537
|
||
|
|
||
|
NEW WALKTHRUS
|
||
|
|
||
|
1 The Colony
|
||
|
2 Crime Wave
|
||
|
|
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|
Enter choice !
|