650 lines
36 KiB
Solidity
650 lines
36 KiB
Solidity
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CAPTAIN BLOOD
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1 Preliminaries, Izwal, Buggol,
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Croolis-Ulv
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2 Torka, Tube-Brains, No No
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3 Trauma, Good Mind, Kingpak
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4 Tricephal, Robheads, Torka Torka
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Torka, Two Endgames
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5 Afterwords
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CAPTAIN BLOOD
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Part 1
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PRELIMINARIES
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The most important tool you have to explore the complex geopolitical terrain of
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Hydra is UPCOM: the Universal Protocol of Communication. Translating UPCOM icons
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to English is a snap: All you have to do is drag your computer finger over them.
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But the icon dictionary in the CAPTAIN BLOOD manual lists the icons in the order
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they appear on the UPCOM module. So, when you're trying to form your own
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sentences, finding the correct word among those hundred and twenty little
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pictures can be frustrating.
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My suggestion: Photocopy the manual pages with the icons. Then, starting with
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the first (the question mark) and moving down the columns, number each icon
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("you" is 6, "howdy" 7, etc.) until you reach the end. Finally, cut the icons
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(with their translations and numbers) apart, tape them in alphabetical order on
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larger sheets of paper, and stick them on the wall next to your computer.
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Now, when you need the icon for "different," for example, you can find it
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quickly on your alphabetized sheets and, checking the number next to it (60),
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know that that icon will appear on the UPCOM module about halfway down the line
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(60/120). Sounds a little kludgey, but after you've wrestled with UPCOM for a
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while, I think you'll see the utility of it.
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I also advise studying the "Tips and Hints" section of the BLOOD reference
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booklet and making a flow chart showing who can lead you to whom. (The chart I
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did, BLOOD.PCX, is available in the CompuServe Gamers' Forum.) This will help
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you avoid useless chitchat with vapor-headed aliens. (Studying my chart, for
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example, you can infer that Tromps are only going to giggle and say the word
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"sex," no matter how silver-tongued you are with them.)
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As you may know, all coordinates in CAPTAIN BLOOD are randomized every time you
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begin a game, so you won't find any here. I will try to show you how to get to
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the guys who can give you the coordinates. The first planet in any given game is
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always going to be inhabited, but the chances of finding another inhabited
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planet on your own are about one in five hundred. That being the case, the only
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logical thing to do is get down there on that first planet, and strike up a
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conversation!
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The OORXX -- an acronym, presumably -- can withstand seven crashes. So, you
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don't have to be especially timid while learning to fly it. Remember, too, that
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if a missile is closing in on you, sometimes the best wisdom is to crash on
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purpose, hug the ground until the missile recedes, then take off again like the
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proverbial shot.
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Write down all planet names, coordinates, and inhabitants, including the first
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(you may have to come back). This is _very_ important!
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IZWAL, BUGGOL, CROOLIS-ULV
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The first alien you encounter will always be one of four: Yoko (an Izwal), a
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friendly little guy with yellow-brown skin and a long tongue; Dead Genetic (a
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Croolis-Ulv), a big purple humanoid with a bad attitude; Pop Unknown (a Buggol),
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a centipede type who looks like he's going to jump out and grab your nose; or
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Great Bounty (a Migrax), with a head like the creature in ALIEN except it's
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silver (he's also a lot friendlier once you get to know him). Where you go from
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here depends on which of these fellows you have to deal with first. So, I'll
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outline the four separate beginnings, then we'll meet up for the middle game.
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YOKO START
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Identify yourself and tell Yoko you're his friend ("Me Blood me friend" -- the
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BLOOD manuals have several good syntactical hints for speaking with aliens). By
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following up on the allusions Yoko makes to various peoples and places, you'll
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discover that the planet you're on is called Bow-Bow; that the Izwal are a
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peace-loving folk; that Yoko is looking for a girl friend; that the Ondoyante
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are apparently the foxes of choice in this particular galaxy; that there is a
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connection between Yoko's father (Maxon) and the Croolis-Ulv (Dead Genetic),
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since Maxon (a renowned scientist) helped Dead Genetic achieve genetic
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reproduction.
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The ability -- or lack of it -- to perpetuate one's species is a major concern
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of the inhabitants of Hydra, and it motivates many of their actions (unlike us).
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The plot thickens as you learn that Maxon is missing and Yoko wants you to find
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him; and it positively congeals as the little guy warns you that the duplicates
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themselves are seeking a means of reproduction.
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As you know, you have to track down and disintegrate all five currently
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existing Blood duplicates before you're out of danger. But if they should start
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to multiply before you can get to them....
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TELEPORTING YOKO
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Ask Yoko about Pop Unknown (the Buggol), and get the coordinates for his
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planet. Get the info for Dead Genetic's planet, if you haven't already. "You say
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planet Dead Genetic." Keep repeating things if you don't get the right response;
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timing's really important with these critters. Then, and only then, teleport
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Yoko to another, uninhabited planet.
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Make sure you understand the difference between teleportation and
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disintegration. You only want to disintegrate the duplicates by pressing the
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circle-arrow icon below the fridgitorium when you've got one of them trapped
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there. To teleport an alien from the fridgitorium to a new planet, you first
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have to successfully land an OORXX, and then press the teleport (T-arrow) icon
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to the left of the UPCOM module. What? You teleported Yoko and he died? You
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watched that cute little guy waste away right before your eyes and didn't lift a
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finger to help? Nice going, ace; you're off to a great start!
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CROOLIS-VAR PLANETS
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Proceed to Dead Genetic's planet, Trap 4. The Croolis-Ulv and Croolis-Var are
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basically a bunch of lizard-brained geeks with chips on their shoulders, but you
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have to deal with them. Tell Mr. Genetic (who's a Croolis-Ulv, remember) that
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you want to destroy the Croolis-Var; tell him he's a great warrior; tell him you
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think he's cute. It doesn't really matter what you say, because he isn't going
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to give you the information you need until he's good and ready (when he says "Me
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kill time," he's not kidding).
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Don't get discouraged; just keep pounding away with things you think he wants
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to hear (ask him to give you information; tell him you know Maxon; rant and rave
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about how much you want to kill his enemies). Eventually he'll get tired of
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horsing around and give you the coordinates to four Croolis-Var planets: Trap 2,
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home of Good Nonsense; Great Fear, home of Male Warrior; Kill You, home of Bad
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Crazy; and Trap 1, home of Poor Genetic (a distant relative, presumably).
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Dead wants you to kill them. If you do, and come back looking for your big
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reward, he'll tell you he wants to "reproduce" with you: Trust me, you don't
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have to kill anybody. After he gives you the coordinates, he'll kick you off his
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planet; you'll be only too happy to leave.
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POP UNKNOWN'S PLANET
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Now, use the other coordinates Yoko gave you and hit Pop Unknown's planet,
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Spirit 137. There's a chance Yoko may have given you another Buggol planet,
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Rosko 2, home of Good Unknown. If this is the case, this section is optional.
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The Buggol like to whine about their sex lives; humor them. Then, ask Pop
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Unknown about Morlock and say you want to vote for him. He'll give you the
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coordinates to Rosko 1, Morlock's planet. Check the Buggol section of the BLOOD
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manual for some background on the political scene. Then go to Rosko 1 and let
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Morlock try out his campaign speech on you. He fancies himself the peace
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candidate, though he'll later ask you to kill the incumbent president, an
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upstart Yukas named Rosko (not to be confused with the Buggol planets Rosko 1
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and Rosko 2).
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Vote for Morlock ("Me vote Morlock") and he'll give you (after some additional
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jabber) the coordinates for Female 021, Rosko the Yukas's planet. Touch down on
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Female 021 for a look at Rosko (he's an eyeful), but don't expect any real
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information there: Rosko and Morlock aren't interested in much except wiping
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each other off the face of the galaxy. Finally, head back to Spirit 137. Pop
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Unknown should now be forthcoming with the coordinates for Good Unknown on Rosko
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2.
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GOOD UNKNOWN'S PLANET
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Good Unknown will prove to be one of your most valuable allies. After you
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listen to his woman troubles, he'll beg you to take him away from all this. Ask
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him for the Izwal code, then teleport him to any uninhabited planet (don't
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forget to jot down the coordinates). If he likes it there, he'll give you a new,
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unidentified set of coordinates, and send you back to your ship. Return to him
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immediately using the OORXX reactivator button (the question mark below the
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OORXX) and say "Me want know planet Migrax Great Bounty." After he gives you
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those coordinates, proceed to the "Great Bounty Start" section below.
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DEAD GENETIC START
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Review the "Croolis-Var Planets" section above. The only real difference if
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Dead Genetic is your first encounter is that you have to work fast and learn
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Yoko's coordinates before he gets generous and starts dispensing the Croolis-Var
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info. Once he's done that, he'll boot you off Trap 4 and not let you back on
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again until you've vaporized the Croolis-Var planets (which you don't want to
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do).
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As soon as the old Deadhead lets you get a word in, bombard him with sentences
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like "Me search Yoko" and "Me want know home small Yoko." Eventually he'll admit
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he knows him, acknowledge his debt to Maxon, and give you the coordinates to
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Bow-Bow, Yoko's planet. Then, go into the "Me want kill enemies" routine
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outlined above until he comes across with the Croolis-Var coordinates as well.
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But get Yoko's location first! Now, visit Yoko, following the instructions
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detailed in "Yoko Start" and "Teleporting Yoko." After you've lost the little
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guy, continue with the instructions in "Pop Unknown's Planet" and "Good
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Unknown's Planet." Then, proceed to the "Great Bounty Start" section below.
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POP UNKNOWN START
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Begin with the "Pop Unknown's Planet" and "Good Unknown's Planet" sections
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above. But after you get Great Bounty's coordinates, return once more to Good
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Unknown and say, "Me want know planet Yoko." Proceed to Yoko's planet and follow
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"Yoko Start," "Teleporting Yoko," and "Croolis-Var Planets." Then, continue with
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the "Great Bounty Start" section below.
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GREAT BOUNTY START
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Review the Migrax description in the BLOOD manual. The Migrax are really cool,
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though a bit irascible off the top. (The BLOOD game I finally succeeded in
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solving started with Great Bounty, so I'm kind of partial to these guys.)
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After he's had his little joke -- "Me say information Migrax Missile
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Brave/Missile Brave kill you (laugh-curse)" -- ask him if he wants to be
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teleported. The Migrax love to travel, so sooner or later he'll agree. When you
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get him to another planet, prompt him with a question or two about the
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Ondoyante, then follow up on everything he says. Be persistent. Don't be too
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quick to take him back home, no matter how much he whines; you'll get more out
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of him here.
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Some of what he'll say is a bit cryptic -- "Go planet equals free brain
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spirit"; "Kill vote dead (sob-sob)" -- but when he finally mentions Planet
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Spirit, reply with "You say information Planet Spirit," "Me want know
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coordinates Planet Spirit," etc., and you should get some solid information.
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If you don't have them already, hit him with "You say planet Buggol," and
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you'll get Good Unknown's coordinates. Finally, try, "You say planet Missile
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Brave," and you should get the (very crucial) coordinates to Reproduction 128
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(once these Migrax start talking, you can't shut them up).
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At this point he may send you back to the ship, but if he does, go right back
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down again by pressing the OORXX reactivator button, and you'll get a second
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chance to take him home (he'll even give you the coordinates in case you've
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misplaced them). Then, and only then, return Great Bounty to Reproduction 14.
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He'll be so grateful he'll confide that the Antenna know where to find the
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Robheads (file that bit away for now). Then, he'll announce that he's got a hot
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date and kick you off his planet. If you set down there again, he'll be gone.
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If you started the game with someone other than Great Bounty, proceed now to
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Part II. If Great Bounty was your first, use the coordinates he gave you to find
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the Buggol Good Unknown. Good Unknown is a veritable gold mine of information.
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After he tells you his problems, he'll beg you to take him on a vacation. Ask
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him for the Izwal code, then teleport him to any uninhabited planet (don't
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forget to jot down the coordinates). If he likes it there, he'll give you a new,
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unidentified set of coordinates, and send you back to your ship.
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Return to him immediately using the OORXX reactivator and say "Me want know
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planet Yoko." Go to Yoko's planet and refer to "Yoko Start," "Teleporting Yoko,"
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and "Croolis-Var Planets" to find out what to do next. The Pop
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Unknown-Morlock-Rosko subplot ("Pop Unknown's Planet") is basically a dead end,
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but do it for the fun of it if you have time. (If your arm is shaking without
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remission, then you probably don't have time; see the time note in the
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"Afterword" section of this walkthru.) Now, proceed to Part 2.
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CAPTAIN BLOOD
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Part 2
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TORKA, TUBE-BRAINS, NO NO
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By this time you should have accomplished the following tasks (not necessarily
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in this order): visited Dead Genetic and Pop Unknown (and, optionally, Morlock
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and Rosko the Yukas); taken Good Unknown to a planet he likes and left him
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there; after questioning Yoko, taken him to a new planet and inadvertently
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killed him; taken Great Bounty to a new planet, interrogated him, returned him
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to Reproduction 14, and witnessed his departure for planets unknown.
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As a result of the above hijinx, you should now be armed with the following
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information: the coordinates to four Croolis-Var planets (Trap 1, Trap 2, Great
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Fear, and Kill You); the coordinates for Good Unknown's new planet (the one you
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took him to); the Izwal code "friend friend" (which is almost the key to the
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city in this galaxy -- all sorts of people respond to it); the unidentified set
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of coordinates Good Unknown gave you; the coordinates for Planet Spirit; and the
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coordinates for the Migrax Missile Brave.
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If you're missing any of this stuff, or if you haven't done all of these
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things, you're going to be in deep trouble later on. Go back and pick up what
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you need; or, if your arm's gotten too palsied, make a game plan and start the
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game over (see "Afterword"). If your checklist is complete and you're in
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reasonably good health, pat yourself on the back, save the game, and read on.
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Let's use that mysterious set of coordinates Good Unknown gave us (the
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unidentified ones). When you touch down, you'll be face to face with your first
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duplicate (Duplicate 2, actually). Disintegrate him now if your arm's getting
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uncontrollable, but if it isn't, leave him in the fridgitorium until you need
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him (why take aspirin before you've got a headache?). Whatever you do, do _not_
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teleport him out of the fridge once you've put him in there; you'll never get
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him back.
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Now, jet over to Planet Spirit and meet Torka. No matter how you randomize
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them, her coordinates are definitely 36-24-36. At present, however, she's scared
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to death, and she's got enough sense to know this isn't the best time for
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socializing. She'll give you the coordinates to Brain 4, home of her friend
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Tubular-Brain, and then she'll split.
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Proceed to Brain 4 and try to strike up a conversation with the Tubester. (If
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you get anything intelligible out of him, I'd sure like to know!) Remember poor
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Yoko pleading with you to find his pop? Feeling a little guilty about
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terminating the small dude? Let's see if we can write that subplot a happier
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ending. Unfortunately, that means going back to the land of the macho geeks.
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Pick any one of the Croolis-Var, just so long as it's Good Nonsense. Say things
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like "You want information Croolis-Ulv?", "Me want give information," and the
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ever-popular "Me want kill enemy." After the usual posturing and so forth, he'll
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fork over the coordinates to Bad Trap, home of the Croolis-Ulv, Howdy Prison.
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Head over to Bad Trap and let Mr. Prison jerk you around until he comes up with
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the coordinates for Great Destroy, a Croolis-Var stoolie and info salesman.
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Then, start drilling him (Howdy Prison) about Maxon. Try, "You say identity
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planet Maxon." As usual, you may have to repeat it about ten times. Make sure
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you get both the coordinates and the planet name. Finally, go see the
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Croolis-Var Poor Genetic and feed him the usual line of guff. Eventually, he'll
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admit he knows an Izwal named No No who lives on Idea 347. Get the coordinates,
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touch down on Idea 347, and you'll discover....
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Yoko! The little guy faked his own death! Hard to decide whether to hug him or
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kick him, isn't it? Anyway, he's glad to see you, and he's very anxious about
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his dad. When he asks, tell him "Identity planet Maxon equals Rendezvous 67."
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He'll reward you with the coordinates for Duplicate 1.
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Duplicate 1 is a whole other can of worms. Whereas Duplicate 2 just kind of
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whined impotently until you fridged him, Duplicate 1 wants to make deals,
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promising to rat on Duplicate buddies 2, 3, and 4 if you let him go. If that
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makes you suspicious, good going: You and I both know that Duplicate 2's already
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strumming harps. But play along. Write down the coordinates in the order he
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gives them to you. If that fourth set he throws in makes you even more
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suspicious, better going still: It's the planet you're standing on. Micro the
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little weasel.
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CAPTAIN BLOOD
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Part 3
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TRAUMA, GOOD MIND, KINGPAK
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Review what the manual says about the Ondoyante. Then, take a deep breath and
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set your galaxy map for the first set of coordinates Duplicate 1 gave you. This
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is Trauma, and she's nobody's sweetheart. After she finishes dressing you down,
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she says something about a rendezvous with a great male, reels off some
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coordinates, and sends you back to your ship. Go back down to her and offer her
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a lift. Take her to the coordinates she mentioned, and all of a sudden she
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doesn't look so bad. Looks aren't everything though, are they? Lose her. (To
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give her some credit she may volunteer the coordinates for No No; but, then, you
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already have them, don't you?)
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Go far back in your records, now, and find the coordinates Great Bounty gave
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you for his fellow Migrax Missile Brave. He'll welcome you with open arms
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because of your civilized treatment of his friend, and give (without much
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coaxing) both the Sinox code and the coordinates for Good Mind. When he asks you
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to leave, be a gracious guest and beat it; don't pester him any further right
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now.
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Proceed to 128, Good Mind's planet, and give him the Sinox code "impossible not
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Sinox" to loosen him up. The Sinox can be a bit stuffy, but they're basically
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all right (at least we're dealing with the higher intelligences now). Good Mind,
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however, has a problem, and he's not above asking you for help. It seems he
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needs four members of the Antenna race moved so he can annex their planets
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("Planet help me know radioactivity spirit": These guys are into some weird
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stuff).
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You may be tempted to say, "Look pal, I've got my own problems," but hold on a
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microsec. Didn't Great Bounty say something about the Antenna knowing how to get
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to the Robheads? The BLOOD manual would have you believe that the Robheads are
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harmless, but if you check the hints in the reference booklet, it'll tell you
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they're "the real masters of Hydra." I guess you'll be wanting to take that
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assignment after all.
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So, get the coordinates to the four Kristo planets from Good Mind, then head on
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out. Antenna 1 on Kristo 15 will waffle when it comes to teleporting, so wait
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until he's in the mood, then grab him fast. Other than that, it's pretty routine
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stuff. (Yes, you do have to move all four of the Antenna to uninhabited planets,
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and be nice about it.) The real reason you're here is to ask them the following:
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"You know planet Robhead?" Each Antenna will give you a different set of
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coordinates. Write them down and guard them with your life.
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And remember, they're important, these coordinates; you're glad you got them.
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It's imperative you remember that they're important, because the return to Good
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Mind is going to be pretty much of a letdown. Even though he promised you a
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Duplicate, all he's got now (besides a mouthful of "Much obliged") is No No's
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address, which everybody and his brother seems willing to give out. (By the way,
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don't be tempted to get into any kind of teleportation scene with Good Mind;
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he'll run you ragged, and you won't get a thing for your trouble.) But then
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again, with all those folks pointing us back toward No No, maybe we should pay
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our little friend another visit.
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No No's happy to see you (No No's always happy to see you!), so ask him about
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the Duplicates again. He'll give you the coordinates to the planet where
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Duplicate 1 was found. (Thanks a lot, No No; maybe a little B-12 for that
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short-term memory loss, eh, buddy?) There's also a chance No No may be freaking
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out by this point, telling you the Duplicates want to kill him. If he sends you
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away and you drop back down and he's gone, that's what's happened. Not to worry.
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Time now for a little Tromp run. Contact either Good Unknown or Tubular Brain
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||
for Kingpak's coordinates (yes, Tubular Brain). After he finishes reeling off
|
||
those stolen credit card numbers or whatever they are, give him the Izwal code,
|
||
and ask him about Kingpak. As it turns out, they're buddies.
|
||
|
||
Basically, Kingpak's a joy cruiser who spends most of his time getting high on
|
||
Tromp tails. But he's also into racing, and he can't help but notice you've got
|
||
a pretty cool ship. Race him to the first set of coordinates he hits you with.
|
||
You'll lose, but he's a good sport, and offers you a two-out-of-three deal. When
|
||
you hit that second planet you'll encounter....
|
||
|
||
Torka, overdressed as usual. She teleported Kingpak elsewhere, she says, to get
|
||
him out of the way (get those coordinates)..."so the two of us can be alone,"
|
||
you might be thinking. But nobody in Hydra takes time anymore to stop and smell
|
||
the roses, so she'll be gone before you can say "pneumatically pulchritudinous."
|
||
Better luck next time. Use the coordinates she gave you to catch up with
|
||
Kingpak.
|
||
|
||
By this time, Kingpak's totally stoned, and totally in awe of your prowess as
|
||
an aviator. As you'd expect from someone who enjoys Tromp tails so much, he's
|
||
got a headful of Tromp coordinates, which he'll give you freely. Next, he says
|
||
he's got an important meeting (again, get those co-ords), and splits. Follow him
|
||
to the next planet and offer him a ride in your cool ship (he may even ask you
|
||
before you open your mouth). Put him down on an uninhabited planet; he won't
|
||
like it and will suggest an alternative. Make a note of it, tell him you'll
|
||
catch him later, and hit the darkening skies.
|
||
|
||
Now, visit one Tromp and one Robhead of your choice (when you've seen one,
|
||
you've seen them all). They have very different ways of communicating, but
|
||
you'll get the same amount of useful information out of each of them. The Tromps
|
||
only have one thing on their minds, and the Robheads are so spaced they make
|
||
Timothy Leary look like George Bush.
|
||
|
||
Next, wracked with disappointment, check your notes for Maxon's coordinates,
|
||
and go there. Incidentally, if you now compare your Kingpak and Antenna notes
|
||
with your old Duplicate 1 notes, you'll discover that those other coordinates
|
||
Duplicate 1 gave you -- in addition to the sets for Trauma and the Duplicate's
|
||
own planet -- were for Tromp 1 and Robhead 1. Just thought you'd like to know.
|
||
|
||
When you find him, Maxon will be very skittish because of his fear of the
|
||
Duplicates; he won't let you stay long. After he shoos you away, go back down
|
||
and, when he asks you for the Izwal code again, say (all at one time) "Code
|
||
friend friend me know planet Yoko." He should give you some coordinates.
|
||
Unfortunately, they'll be the same coordinates No No gave you last time, for
|
||
Duplicate 1's planet. Evidently, this memory-loss thing runs in the family.
|
||
|
||
As you pause, suffering from extreme disappointment, a still, small voice in
|
||
the back of your head starts whispering "Kingpak, Kingpak." Either you're dying
|
||
for a Tromp tail, or you just got an idea. Find the coordinates for the planet
|
||
Kingpak wanted to go to and shoot yourself there. It's....
|
||
|
||
Duplicate 4, with a line of jive as long as an Izwal's tongue. "Small nonsense
|
||
brave not. Rendezvous not not small brave idea warrior. Planet warrior destroy
|
||
destroy. Destroy fear brave warrior. Warrior fear idea." Sounds like Tarzan
|
||
reading the "Bhagavad Gita." Store Duplicate 4 in a cool, dry place; take only
|
||
as directed.
|
||
|
||
|
||
|
||
|
||
CAPTAIN BLOOD
|
||
Part 4
|
||
|
||
TRICEPHAL, ROBHEADS, TORKA TORKA TORKA
|
||
|
||
Okay, we've exhausted most of our information sources except for the Robheads,
|
||
and no one can make heads or tails out of what they're saying. So, when you need
|
||
wisdom, when you need compassion, when you need some deeper understanding in
|
||
full harmony with nature and completely unimpeded by the baser instincts, who
|
||
are you going call? That's right, those Croolis-Var and Croolis-Ulv (who were
|
||
you thinking of?). We haven't talked to, let's see here, Bad Crazy, Male
|
||
Warrior, Insult 4, and Great Destroy. I don't know, call me crazy, but I've just
|
||
got a feeling about that Great Destroy. Sounds like class with a capital "K."
|
||
Punch that hyperspace activator.
|
||
|
||
Well "capital" is right. Great Destroy is kind of the Rockefeller of Hydra and
|
||
makes no bones about it: "Me love money." As I mentioned earlier, he's an
|
||
information broker. Give him the usual Ulv-Var song and dance until he asks you
|
||
to search for the Croolis-Ulv. Then, he'll send you up to your ship. Go back
|
||
down to him immediately and give him the names of the three Ulv planets you
|
||
found (Trap 4, Bad Trap, and Insult 80). In return he'll supply you with
|
||
directions to Idea 762.
|
||
|
||
On Idea 762 you'll find Small Friend, another Izwal. Now, if you check the
|
||
directory of aliens in the back of your manual, you'll discover there's only one
|
||
race you haven't dealt with yet: the Tricephal. And "Tricephal" is an UPCOM word
|
||
that Small Friend knows. Give him the Izwal code if he drags his feet, then coax
|
||
the necessary coordinates out of him.
|
||
|
||
The Tricephal in question is called Good Friend, and he lives on Small Home.
|
||
The "Hints" section of the reference booklet would have you believe that Good
|
||
Friend is one of only two sources for the whereabouts of Brain Radioactivity,
|
||
the Sinox who holds the key to communicating with the Robheads. The other is
|
||
supposed to be our old pal Dead Genetic, but I could never get anything out of
|
||
him, except Yoko and those four Croolis-Var he's so obsessed with.
|
||
|
||
The situation is complicated by the fact that Good Friend, once you've made his
|
||
acquaintance, seems never to have heard of Brain Radioactivity (also, he's a
|
||
friend of the Duplicates, so watch your step). But he will, if encouraged, start
|
||
talking about someone named Entrax. In fact, if you've been paying attention,
|
||
you'll notice he's the only cat in the galaxy who has the Entrax icon in his
|
||
vocabulary. Entrax lives on a planet called, simply, 256. Shoot over there ASAP!
|
||
|
||
It turns out Entrax and Brain Radioactivity are one and the same (why the
|
||
pseudonym, I wonder?). He's all too willing to help, but he doesn't know where
|
||
the Robheads are hiding. Give him the stats on all four Robhead planets and
|
||
he'll agree to intercede with them on your behalf. Actually, he plans to give
|
||
them some sort of genetic implant: "Me give great genetic Robhead." Then, wend
|
||
your way back to Robhead 1 on Planet 145, and save the game!
|
||
|
||
Well, you'll find that the Robheads are making sense now...grim sense. Robhead
|
||
1, for starters, wants you to kill Maxon. The hints say that once the Robheads
|
||
start talking, you'd better do what they say. But wait a minute. Ever heard
|
||
about those psychology experiments where subjects can be talked into giving
|
||
seemingly painful shocks to pseudo-subjects, simply because there's an authority
|
||
figure (the psychologist) telling them it's okay? And remember all those war
|
||
criminals who were "just doing their jobs"? Sit back, friend, friend friend, and
|
||
take a deep breath.
|
||
|
||
We had four beginnings, right? So, what's wrong with a couple of endings?
|
||
|
||
NEANDERTHAL ENDGAME
|
||
|
||
After listening to Robhead 1, destroy Maxon's planet. Go back to Robhead 1 for
|
||
instructions to see Robhead 2.
|
||
|
||
After listening to Robhead 2, destroy the planets of the three Croolis-Ulv and
|
||
five Croolis-Var. (Robhead 2 says four Croolis-Ulv and four Croolis-Var, but
|
||
everybody gets them confused.) Go back to Robhead 2 for instructions to see
|
||
Robhead 3.
|
||
|
||
After listening to Robhead 3, destroy the planets of Good Mind and Brain
|
||
Radioactivity. Go back to Robhead 3 for instructions to see Robhead 4.
|
||
|
||
After listening to Robhead 4, destroy the planets of Great Bounty and Missile
|
||
Brave. Go back to Robhead 4 for the coordinates to Duplicate 3.
|
||
|
||
Duplicate 3 says he has a great rendezvous at hour 320, and pleads with you not
|
||
to disintegrate him until then. But what's that to a tough guy like you? Go
|
||
ahead, fry him.
|
||
|
||
Now, all you need are the whereabouts of Duplicate 5 and Torka, right? Hit the
|
||
road, pal. Figure it out for yourself, you butcher.
|
||
|
||
COOL GUY ENDGAME
|
||
|
||
Leave Robhead 1 and go straight to Robhead 4. He wants you to kill the Migrax.
|
||
Go to Reproduction 14 and confirm that Great Bounty hasn't come back yet.
|
||
Disintegrate the planet. Then, go to Reproduction 128 and meet with Missile
|
||
Brave. Don't tell him what the Robheads are up to: the Migrax are an emotionally
|
||
delicate race, and you don't want to upset him.
|
||
|
||
Instead, start quizzing him about everyone you can think of. Say "Me want
|
||
information Antenna," "Me want information Tricephal," "Me want information
|
||
Tubular-Brain," etc. If he sends you away, go back to him, and start right up
|
||
again. Eventually, probably thinking, "Geez, what a bore this guy's turned out
|
||
to be," he'll beg off with a "Time is money" and a "Bye great friend," and leave
|
||
the planet. After you're sure he's gone, vaporize Repro 128, and return to
|
||
Robhead 4.
|
||
|
||
The Robheads are smart, but they're not omniscient (the fact that one of them
|
||
thought there were four Croolis-Ulv has clued us into that). When you get back
|
||
to Planet 403, Robhead 4 will think you've wasted the Migrax and react
|
||
accordingly, giving you the coordinates to Duplicate 3.
|
||
|
||
Duplicate 3, as noted above, will say he has an important rendezvous at hour
|
||
320 and beg you not to fridge him until then. Give him a break, give yourself a
|
||
break: Go get a sandwich and come back when the ship's clock says 320. He'll
|
||
still be there. And he'll capitulate like an honorable man.
|
||
|
||
Maybe these Duplicates aren't as shifty as we thought they were. Maybe they're
|
||
just trying to get by, like the next guy. In defense of non-violence, Albert
|
||
Schweitzer said, "I am life that wills to live, in the midst of life that wills
|
||
to live." I guess that could be said for all those Duplicates, too -- even old
|
||
Duplicate 1, the bozo with the erroneous coordinates.
|
||
|
||
Or were they? He said Duplicate 5 would be at coordinates ____/____ (fill in
|
||
the blanks). But he didn't say when, did he? Check it out now.
|
||
|
||
"You've searched for me, Blood. I will give you some great information. You
|
||
must destroy me, yes Blood. You go search for Torka. Torka loves you. You
|
||
teleport Torka. Yes Blood. You are a great warrior. Bye Blood. Torka loves you.
|
||
Torka's planet is Corpo. Coordinates ____/____. You are I. I am you. You and I
|
||
both love Torka. You-equal-I equals great genetics."
|
||
|
||
Head for Corpo and receive the hero's welcome you're entitled to. Then, move
|
||
Torka to your ship. As the reference booklet promises, she doesn't stay in the
|
||
fridgitorium.
|
||
|
||
I hope you and the Ondoyante have a hundred little Bloods, just like she says,
|
||
and live happily ever after. (Just don't let her start eating too much.)
|
||
|
||
|
||
|
||
|
||
CAPTAIN BLOOD
|
||
Part 5
|
||
|
||
AFTERWORD: ASSORTED MUSINGS
|
||
|
||
THE TIME THING
|
||
|
||
Since you're playing against the clock, the great unknown quantity in this game
|
||
is the time factor. The manual says you have 2.5 real-time hours between
|
||
Duplicates before your arm starts shaking so badly you can no longer function. I
|
||
have no idea how a different computer speed might affect your info-gathering
|
||
efficiency in this regard.
|
||
|
||
Where there's been a choice, I've tried to order the steps of the walkthru in a
|
||
dramatic way, but it may be that some of you simply can't complete all the steps
|
||
to the first Duplicate in time because of hardware limitations. So keep in mind:
|
||
Some things have to be done in a certain order, others can be switched around.
|
||
Use your common sense.
|
||
|
||
It becomes obvious after a certain point that you would never have found No No
|
||
unless you moved Yoko first. On the other hand, you can take advantage of those
|
||
"unidentified" coordinates from Good Unknown as soon as he gives them to you if
|
||
your arm is going berserk. The bottom line is: If your arm keeps going bad on
|
||
you too soon, study the whole walkthru to get the big picture, and make a game
|
||
plan, spacing out the disintegration of the Duplicates so that you're always in
|
||
good health.
|
||
|
||
AND SPEAKING OF THAT SHAKY ARM
|
||
|
||
You can actually -- and this is one of those things you find out on your own
|
||
when the chips are really down -- maneuver around Hydra fairly well with a
|
||
palsied arm. In the first stages of V.F.D. (vital fluid drain), you simply wait
|
||
for those intervals when the shaking stops, then take care of business quickly.
|
||
But even after the arm's completely whacked, you can still do a number of
|
||
things. You can set coordinates on the galaxy map: Watch how the line alternates
|
||
between two numbers once you've fingered it, adjust it so the desired coordinate
|
||
is one of those numbers, then be quick with the old trigger finger. You can
|
||
travel, pilot an OORXX (totally unaffected by arm rot), and -- to some extent at
|
||
least -- communicate (icons with blackened-out neighbors are easiest, because
|
||
you're not as likely to select the wrong one). I mention this only because it
|
||
illustrates what my old yoga teacher meant when he said, "Despair is almost
|
||
always premature."
|
||
|
||
SAVING GAMES
|
||
|
||
CAPTAIN BLOOD only allows for one saved game. But it is possible to explore
|
||
alternative plot lines and not have to start from scratch every time. When you
|
||
get to a point where you want to save, hit the save icon, and quit (which, at
|
||
least in the IBM version, means rebooting your computer). Then, transfer the
|
||
BLOOD.GAM file (the only saved game the program recognizes) to a new
|
||
subdirectory or floppy, and give it a name that's unique to that game. This way,
|
||
you can build a catalogue of different games-in-progress. When you want to pick
|
||
up with one of them, copy its file back to the subdirectory or floppy with the
|
||
BLOOD program files, and change its name back to BLOOD.GAM.
|
||
|
||
MY THEORY
|
||
|
||
I think there's an evil genius behind all this: the Sinox Brain Radioactivity
|
||
(aka "Entrax"). After all, the Robheads are just a bunch of helpless hippie kids
|
||
-- until Brain Radioactivity finds out their locations (which you, of course,
|
||
unwittingly give him), and then proceeds to tinker with their genes. I think he
|
||
programs the Robheads to order you to kill everybody else so that he can be the
|
||
master of Hydra. Then, of course, in classic B-movie style, the creature turns
|
||
on its creator: Robhead 3 tells you to kill both Sinoxes, not just Good Mind, as
|
||
Brain Radioactivity wanted.
|
||
|
||
Anyway, it helps explain the alias. Time equals money. Me go. Bye great friend.
|
||
|
||
CAPTAIN BLOOD is published by Infogrames and distributed by The Software
|
||
Toolworks.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253 |