490 lines
27 KiB
Plaintext
490 lines
27 KiB
Plaintext
STELLAR 7
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Part 1
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INTRODUCTION
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What's new in the year 3000? Oh, not much: The galaxy is a battleground; your
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planet is under siege; hundreds of enemies are lurking around you; and you're in
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the universe's most hi-tech tank. This is the setting for Dynamix's STELLAR 7.
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Gir Draxon and his Arcturan Armada have decided to attack the Earth and conquer
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it. Of course, we can't have that. So, your mission is to battle the Arcturans'
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most devastating, deadly artillery. You are given one weapon to battle the
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Arcturans on seven different star systems. Each star system contains a dozen or
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so enemies whom you must destroy.
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After destroying all the enemies in the star system, you must face the Guardian
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of the star system. If you defeat the Guardian, a warplink will appear, granting
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you access to the next star system. You'd figure that Earth would use more than
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one weapon to battle the Arcturans, but the weapon they've chosen isn't exactly
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standard issue. Your weapon is the XCV Agl-2, better known as "The Raven," an
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armored assault tank.
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Your Raven is the most sophisticated weapon in Earth's history. Basically, it's
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a tank with an anti-gravity drive system that keeps you one-half meter above
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ground. But that's not all: Your tank's delicate hull is surrounded by powerful
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protonic shields that can absorb heat, kinetic energy, and radiation.
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Unfortunately, they won't absorb shells, lasers, or high-speed collisions, but
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they'll provide protection against them; each hit the shields take will deplete
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them a bit.
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Your main weapon is a Bi-Phasal Thunder Cannon. This cannon fires shells that
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contain a small nuclear warhead and which can penetrate .1 meters of armor per
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shell. Your tank can fire two shells per volley; then, it has to reload the next
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two shells. It takes about two seconds to reload. Your on-board radar is the
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most sophisticated available. It will locate obstacles, enemies, shells, lasers,
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and cloaked vehicles.
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Your Power Modules are invaluable and are the heart of your tank. Your tank has
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seven of these modules: The first is the Inviso Cloak Generator. The Inviso
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Cloak Generator is activated by pressing the letter "I." This will cloak your
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tank for a short period of time. You will notice when you engage the clock that
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the Raven will flash. This means that you are going to cloak; it will flash
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again just before you come out of it. Cloaking means that you are invisible to
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your enemies, except you will be noticed if you fire, and you will be seen when
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cloaking. Other than these giveaways, your enemies will only be guessing at your
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location. Use the cloak sparingly. A few enemies have cloaking abilities, too.
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The next module is the Eel Shield. It is activated by pressing "E." The Eel
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Shield is like a battering ram. It surrounds the Raven, and any alien craft that
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touches it will explode; the shield only lasts about one minute. The Eel shield
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reverses the enemy's shield on contact so that it crushes him instead of
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surrounding him. This is effective when you're cloaked because you don't have to
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shoot enemies; you can ram them instead. The Prowler tank is also equipped with
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Eel Shields, so don't ram them; otherwise, you will take heavy damage in the
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process of destroying those tanks.
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The third module is the Super Cannon. It is activated by pressing "S," and it
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is the most powerful gun you have. It has the firepower of more than double your
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Bi-Phasal Cannon, and can fire up to eight volleys before you need to reload. It
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lasts for about a minute and is very effective against guardians or tougher
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enemies.
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The fourth module is the MP Thruster. It is activated by pressing "T." It will
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propel your tank forward at a tremendous rate of speed for about 10 seconds.
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It's effective for getting out of tight situations.
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The fifth module is the Cat's Eye. It's activated by pressing "C." Your radar
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can detect cloaked ships, but you won't see them on the view screen. Cat's Eye
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will create a computer image of the cloaked enemies onscreen to make cloaked
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ships easier to find. The only ship capable of cloaking is the Stalker, and it
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tends to jump in and out of cloaking rapidly.
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The sixth module is the RC Bomb. It is activated by pressing "B." Activating it
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creates a discharge from the rear of the Raven in the form of a large mine. If
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an enemy touches the mine, the unit discharges a polarization beam that shifts
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the enemy's molecular structure causing a nuclear explosion. An RC Bomb can be
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used over and over again. It will remain where you dropped it until you leave
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the star system or die, no matter how many times it's hit. Don't worry: The Bomb
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is attuned not to detonate if you hit it.
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The last module is the Jump Thruster. It's activated by pressing "J" and causes
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your Anti-Gravity Generator to kick out a burst of energy that will thrust you
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100 meters straight up. It's good for jumping over enemies or shots fired at
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you. You will lose steering control over the tank in mid-air, but you will
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regain it when you land.
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Depending on the level you're playing, you will get different reserves of the
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power modules. On the easy level, you get three of each; normal level, three
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Inviso Cloaks, one of everything else; difficult level, three Inviso Cloaks, and
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nothing else. As you activate a power module, one of the lit squares on the
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module display will disappear. Every module has three squares: The lit ones
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indicate the amount of that unit you have available.
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To refill power modules, you must destroy three of the same enemy in a row.
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Refer to your manual to see what each enemy will give you. You can only refuel
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your Inviso Cloak in Fuel bays; these are only on the two starting systems
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(Rigel and Regulus). Refueling will give you three units of each power module.
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If you're full; leave the refill where it is, it won't go anywhere unless you
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shoot it or leave the level.
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Your main viewer is your game window. It shows everything as it happens. The
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only function that will affect it is Zoom. Press "Z" to zoom in; press "Z" again
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to zoom out. Zooming is useful for viewing distant objects. Use it to hit
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enemies at maximum range.
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TIPS ON TAKING OUT ENEMIES
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SANDSLEDS: Practice your shoot-ahead technique. Shoot in front of the enemies
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so that they drive into your shots.
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HOVERCRAFTS: Just use this one to practice for upcoming tanks. Chase and shoot
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them, or take them out from a distance.
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LASER TANKS: Keep away from their fronts. Hit them from a distance, or sneak up
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on the them from their side or rear, and pop two shots at them.
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PROWLERS: The most annoying tanks! Don't get near them; instead, hit them with
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two shots from a distance. Don't touch them either because they're equipped with
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Eel Shields. These tanks shoot shells per round, so practice avoiding incoming
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shots.
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ASSAULT TANKS: Same as a Laser Tank, except they shoot shells, and take three
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shots to nail.
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STALKER: Same as the Laser Tank, except these can Cloak. Keep an eye on the
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radar at all times. If you notice shots coming out of nowhere, or tanks
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disappearing, you'll know it's a Stalker. Use Cat's Eye to make them appear on
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your main viewer. Hit them from a distance because they like to stop and sit in
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cloak mode. Else, try and chase them with the Eel Shields.
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LASER BATTERY: A vicious little cannon. Its long-range laser does a lot of
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damage. Keep your distance from it and fire two shots at it. Since it rotates,
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it's hard to get behind it, but if you do, fire twice, then get out of there;
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they're usually in pairs. Cloak helps here, but get close before shooting so it
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doesn't fire back.
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ASSAULT CANNON: These are strong Cannons that take four shots to get destroy.
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They shoot shells, but rotate _very_ slowly. Either get behind them, or take
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them out like the Laser Batteries. They don't tend to shoot unless fired upon.
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PULSAR: You want Distance here! Hit them once from far out, or as you pass one
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by. If you're in cloak, drive right at them, and just before you hit them, fire
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once.
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SKIMMERS: Annoying bird-brains with little armor. Drive backwards; they'll
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follow you into your sights. Then, when they drop to the ground, fire twice.
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SEEKERS: Get rid of these fast so they won't hit you on your blind sides. Drive
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right at them, get close, then fire _once_. If you miss, fire again. This way,
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if you missed the first time, you don't have to wait for the cannon to reload.
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OTHER USEFUL TIPS NOT IN THE MANUAL
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Most importantly, save your super-cannons for the guardians: No enemy is worth
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wasting a super-cannon on. You can refill the super-cannon by destroying three
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Assault Tanks in a row.
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Use reverse a lot: Slower enemies can't catch up to you, and their shells will
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not make it to you. You can also fire at them as they follow you.
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Use the diagonal keys. Go right-forward, left-forward, right-backward, and
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left-backward. Using this strategy makes it difficult for the enemy to get a fix
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on you. And since their shots don't curve, you'll be pretty safe. Fire just as
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you turn in their direction, and they'll usually drive right into it.
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If someone fires at you, rapidly switch directions.
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Fire two shots at a time so that if you miss the first one, the second may
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connect. Or if the enemy takes two shots to kill, you can take them out fast
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without having to come back.
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Use the Jump Thrusters when your energy gets low: It's better to jump over a
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collision than explode!
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RC Bombs are generally useless. Don't feel compelled to use them unless the
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area is crawling with enemies.
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Get out of tight spots with the Thruster.
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Keep moving! Don't stop for more than a couple seconds, or you'll be hit.
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If you go head-to-head with an enemy, use zoom to make sure he's far away, fire
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two shots right at him, then turn and burn.
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Take out _all_ stationary enemies first. Then, you can keep an open field for
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high speed maneuvers and attack runs.
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Keep away from groups, they'll take you out while you're taking out the others.
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Keep behind or beside stopped enemies. They usually stop when they're trying to
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aim at you; while they're doing that, kill them.
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Part 2
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SOL
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SOL is a simple level. It contains sandsleds, skimmers, and hovercrafts.
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Sandsleds are good practice for chasing -- especially the one that starts off
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right in front of you! Try and shoot in front of them so they drive into the
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shots; this is the most valuable skill to have in STELLAR 7. Hovercrafts are
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good practice for tanks. They stop a lot and turn to shoot, just like tanks. So,
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catch them on their side or their rear, and blow them to pieces. To practice
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avoiding shots, let the Sandsled fire at you. Its lasers go faster than shells.
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It's good to be able to dodge lasers in case you get too close to a laser tank,
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laser battery, pulsar, etc. Once you have avoiding lasers down, let the
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hovercraft launch a couple of shells: After dodging lasers, shells are easy.
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If a shot is coming in your direction, move diagonally. Diagonal driving is the
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best way to dodge anything. Now, go for the skimmers. Chasing one is useless.
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You may get one or two by shooting in front of them, but it's very slow and
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annoying. Let them get close to you, then go straight backward. The Skimmers
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will fly into your sights. When they do, fire, and they'll fly into your shells.
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The guardian of the level is a huge Walker. After you kill your last enemy,
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watch for the huge flying ship that will drop off the guardian after you've
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finished each level: Use ZOOM to find it. Keep it in front of you and
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three-quarters from the top of the radar. Now, quickly kick into reverse. Aim
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for the legs, and go straight backward while keeping an eye on the "Shot Ready."
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As soon as it turns red, fire. Don't worry: The walker is very slow, and his
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shots are short-range. After 10 shots or so, he'll explode. Keep moving backward
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because there will be a couple of shots coming in your direction from when he
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was still up and shooting. Then, drive into the pulsating warplink.
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Keep damage to a minimum because the next docking bay is on Star System 3.
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WARP
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There is one warp on SOL. When you begin the level, look at your radar. Find
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the four obstacles in the shape of a square. Turn to face the lower left one.
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Turn on the Eel shields and drive into the obstacles four times. ZAP! A blue
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warplink to the Deneb System will appear.
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ANTARES
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Antares is where you've got to get serious. It contains dangerous laser
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batteries, wimpy sandsleds, vicious prowlers, and lots of annoying seekers. The
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best thing to do is knock out the laser batteries first. Use your ZOOM to get
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them just on the radar screen, then from a distance, send in two cannon shots.
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Next to destroy are the seekers. Just drive in circles. Then, drive forward so
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they don't surround you. Get close to them -- but not too close -- and fire one
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shot (only fire one because if you miss, you don't want to wait to reload; the
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seekers pack a wallop on the old Protonic shields!).
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You should find one or two sandsleds on this system. Just chase them down and
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get rid of them nice and easy. The Prowlers are the last to go. Get them from a
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distance when they stop, but don't get close to them because they have Eel
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Shields, and will do a lot of damage. Use the cloaks if you have to, because you
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can refill them on the next level.
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The guardian of the level is an Arachnotron unit. It's a hard enemy. So, as
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soon as you view the drop-off ship, get it within three-quarters of the top of
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the radar screen. The Arachnotron will start dropping little spiders units that
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will run up behind you and detonate. They are tricky to nail, but they're easier
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if you use the drive-backward-and-shoot technique. The Arachnotron will also
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drop electromagnetic webs that will either bring you to a complete stop, or slow
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down tremendously. The best thing to do is kick in the Super-Cannon when the
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guardian has almost finished beaming down from the ship. Then, just hold down
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the fire button, and hit it just as it appears.
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If you don't use the Super-Cannon, the Arachnotron will start dropping off a
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lot of spiders, you'll be surrounded, and you'll eventually be nailed no matter
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what you do, so attack it with the super cannon as soon as it appears. The
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guardian drops off webs first and will ignore you, so use this to your
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advantage. After you step on this over-grown spider, jump into the warplink. For
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fun, try jumping the webs it drops; see if you can clear them!
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RIGEL
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Rigel is star system number three; there's a docking bay on this level. It will
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refill Inviso Cloaks and Shield levels. Until now, you didn't really need the
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cloaks. Don't use the docking bay until your shields are really low, or until
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you're out of Cloaks.
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The enemies on the level are laser tanks, pulsars, and a new form of skimmer. I
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suggest going into Cloak and turning on the Eel shields first. Then, ram into
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_all_ the pulsars. Pulsars are easy from a distance, but they're all bunched
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together. So if you fire at one, the rest will tear you to shreds.
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The pulsars are mostly stationed just around the docking bay. If you need to
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make it to the bay badly, use the thrusters to get in and out before they can
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draw a bead on you. Laser tanks are easy to destroy. Just speed around (they
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usually just sit there), and go for them from a distance where you can avoid
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their shots. You can also speed into the sides of them and fire two shots.
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The new skimmers look like rocket ships, but they're basically the same. One
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shot takes them out; use the backward-shooting technique. Now, before you take
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out the last enemy, be sure to fill up at the docking bay. The guardian won't
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give you time to do it.
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The guardian of this level is a Giant Skimmer. It will fly around and
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periodically land to drop off a few play friends for you, or to land on your
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roof. Use your cannons, or even better, Super-Cannons to get it just as it
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lands. The Giant Skimmer is the hardest of the guardians because of the awkward
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timing. Don't let it get close or it'll put a wing right through you. Its Eel
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Shields are very powerful. A lot of time is needed to take out this guardian,
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and watch out for the little "friends" it drops. You will have to kill the
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little guys before they get too numerous. The only tips I can offer are: Stick
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to him, and don't let him go off to drop more enemies. After you take out this
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bird-brain, drive into the warplink, and get ready for Deneb, star system 4.
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By the way, you could have skipped Antares and Rigel if you read about the
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warps on Sol!
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Part 3
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DENEB
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If you took the warp here, get ready for a fight. If you fought your way here,
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you'll be okay. Unlike the other levels, some of the obstacles here are enemies.
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An obstacle can appear as an enemy on the radar, but an obstacle on the screen.
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One shot will get rid of them from anywhere, so don't worry about them. The
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level also contains menacing assault cannons, assault tanks, and prowlers.
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The first thing to do is get rid of the assault cannons. They have very thick
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armor, so either use the Eel Shields and ram them from behind, or fire four
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shots from a distance. I suggest the four shots because usually they come in
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pairs. After you get rid of the cannons, go for the tanks.
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You can use the Cloak if you want to, but things aren't going to get any easier
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on the later levels without the cloak. Keep going in a diagonal pattern, and if
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you see a stopped tank, stop, quickly fire two shots at it, then get moving
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again. Don't stop if there are many tanks in the area. Use thrusters if you have
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to get out of tight squeezes.
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Go for three of a kind; that way you get a power module refill. Don't mess it
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up by taking out two assault tanks, then a prowler. Three Assault Tanks are
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worth a Super-Cannon refill, and three Prowlers are worth an Eel Shield refill.
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Be patient: Large quantities of tanks are hard to destroy. Also, you will want
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to drive straight and blind-side tanks like you did in the earlier levels.
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Prowlers have Eel Shields, remember? Don't go hitting them! Eel Shields are
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effective against the assault tanks, though. Assault tanks can be treated like
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prowlers, except you can hit them without receiving damage, and they take three
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hits to destroy. If you manage to rid the area of all those tanks, you're ready
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to go on to the guardian.
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The guardian is a huge Stomper, much like the first guardian. But the Stomper
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can walk faster and shoot farther, so kick in the Super-Cannon, and drive
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backward with your finger on the fire button. Make sure the guardian is
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three-quarters to the top of the radar screen. If it isn't, use the thrusters
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and get out of there! If you take more time than that, it'll have you flattened
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or shot up. Since the Stomper only shoots at you, you can get out of there
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without worrying about it dropping other robots.
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Once it's at a safe distance, repeat the backward-shooting technique. If it's
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at a great distance, you can just use the regular cannon, and drive backward
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while firing. If it gets close, go into a diagonal-reverse, then quickly into a
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diagonal-forward, and get the heck out of there. Once you nuke the two-legged
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clod, use the warplink to go to Sirius, the fifth star system.
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When you begin the level, the obstacles are placed in an obtuse triangle
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pattern. Face the lower-left obstacle in the triangle. Activate the Eel Shields,
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and ram the obstacle four times. When the blue warplink appears, take a free
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ride to Arcturus, the seventh and last Star System.
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SIRIUS
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Sirius is a tricky system. It has skimmers, assault tanks, assault cannons,
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obstacles, and laser batteries. First, go for the stationary enemies. Destroy
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the laser batteries and the assault cannons from a distance. Then, go for the
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tanks. Assault tanks are fairly easy to nail. If you had trouble with them
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before, it was probably because there were prowlers around. Take out the tanks
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from a distance because they like to sit and turn in your direction. While
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they're doing this, send them two shells express mail; then, two more to mail it
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back to where it came from.
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Moving tanks are useless. Just chase them and fire into their rears. If they
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keep moving, and you can't get a fix on them, ram them with Eel Shields, or just
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ram them; as they turn to get their bearing, give them the cannon.
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It is very important to destroy three assault tanks in a row in order to refill
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the Super-Cannon for the next three guardians! Hit any enemy obstacles you drive
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by just to get rid of them nice any easy. After taking out the tanks, go for the
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skimmers with the backward-firing technique. After riding the system of
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skimmers, the guardian will drop by.
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The guardian is a Giant Crab. Use the Super-Cannon and move backward. It'll
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fire at you, so keep a good distance (three-quarters from the top of the radar).
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This guardian is relatively simple if you get it fast. If you don't want to use
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the Super-Cannon, then try driving right by the front of it, and drop an RC
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Bomb. It's a difficult maneuver, but since you are coming in at an angle, it
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can't hit you. Once you take care of the Crab, get ready for Regulus.
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REGULUS
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Regulus is a warm-up level for Arcturus. It contains stalkers, assault cannons,
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and obstacles. Go for the assault cannons first, because they guard the Docking
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Bay. Hit the cannons with the Eel shields, or four shots from a distance.
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Now, go for the stalkers, but as you pass enemy obstacles, hit them to finish
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them off. Use the docking bay if you're low on Cloaks, or Shields, but try to
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save your visit to the bay until just before the guardian arrives.
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Stalkers are about as tough and strong as laser tanks, except they have
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cloaking abilities. This level will give you practice in destroying invisible
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enemies. Watch your radar and ignore your screen unless you want to use your
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Cat's Eye to display cloaked enemies. It's okay to waste Cat's Eye on this level
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because three destroyed stalkers will give you a Cat's eye Refill. Use the radar
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to line up enemies in front of you and fire two shots. Look out for incoming
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shots. You can catch the occasional stalker when it's uncloaking, so you can
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take it out more easily. Do not use the Super-Cannon on this system! Only use it
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for the guardian; otherwise, you'll run out before the guardian on Arcturus -- a
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dire situation! The guardian will show up after you get rid of the invisible
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tanks.
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The guardian is none other than Raf Taran, Gir Draxon's right-hand man (if
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that's what they are). Generally, it's a small, _fast_ Arachnotron. Use the
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Super-Cannon. This guy drops the little spider bombs fast. Just unload your
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Super-Cannon into the legs of the thing, and then get ready to gun the tank into
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reverse to pick off any little spider bombs that got away.
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If you don't have any Super-Cannons, you'll probably lose the battle. But if
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you concentrate your fire on Raf Taran, then quickly switch to the spider-bombs
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and go back and forth, it can be done, but it's very hard.
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Part 4
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ARCTURUS
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The seventh and last system awaits you; it's a hard level. It contains
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prowlers, stalkers, pulsars, obstacles, and seekers. Do not use the Super-Cannon
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|
on this system, and make sure you have a least one Super-Cannon left. If you
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don't, the odds are you'll be dead within ten seconds when you face the
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guardian!
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Destroy the pulsars and seekers first, in order to clear the field for the tank
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battles. Hit the pulsars from a distance and the seekers close up, so you don't
|
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miss. Now, take out the tanks and any obstacles you may pass. Use Cat's Eye,
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too, because the stalkers stay in groups of two. Prowlers should be taken out
|
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from a distance, as usual, but try to leave them until you've hit three stalkers
|
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in a row, or leave the stalkers until last. Remember, three stalkers in a row
|
|
will refill your Cat's Eye.
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In case you don't have any Cat's Eyes left, don't take your eyes off the radar
|
|
because all you'll see on the screens are laser blasts coming out of nowhere. If
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you have Eel Shields left, use them, and go after the stalkers from the sides
|
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and rear, _not_ head on!
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When they're cloaked, the stalkers will move slowly or stop. Use this to your
|
|
advantage: Shoot quickly, then move out of there. If you warped here from Deneb
|
|
and/or Sol, you will probably not make it, because the cloaked enemies will
|
|
sneak up on you, plus you won't be used to depending on your radar. Be careful!
|
|
Don't take risks, keep a finger on Thrusters or Jump if you have to. Try not to
|
|
take much damage: You still have to battle Gir Draxon, remember? Once you get
|
|
rid of all the tanks, the final battle will take place.
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The guardian is Gir Draxon in his Annihilator Tank. It has a rapid-Fire Heavy
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Cannon, so be very careful. If you have a Super-Cannon left, you'll finish it
|
|
off without a problem. Just keep a good distance between you and Gir, and hold
|
|
down the fire button just as he is beaming down. If you do, the shells will hit
|
|
him as soon as he appears on land.
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|
Now, if you don't have any Super-Cannons left, you're in for the fight of your
|
|
life. Use the technique you used for the Stomper. Drive backward and fire, but
|
|
keep turning, because Gir will fire a lot of shots at one time. Cloaks won't
|
|
help too much, because the Annihilator Tank will fire shells in every direction
|
|
if Gir can't find you; keep a distance even when cloaked.
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|
Pop off as many shots as you can while you're still moving, because his shots
|
|
are long-range and come very quickly. Gir's Annihilator also has Eel Shields, so
|
|
never get close, and _never_ try to ram him.
|
|
|
|
It's almost impossible to destroy Gir without Super-Cannons, so do not use them
|
|
up on Sirius, Regulus, or Arcturus. If you didn't make it here with one
|
|
Super-Cannon, you'll have to replay the game. And be sure to refill your
|
|
Super-Cannon on Sirius by taking out three Assault Tanks in a row.
|
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|
|
Should you destroy the Annihilator Tank, you'll see Gir Draxon vow his revenge
|
|
on the Earth. But for now, congratulations: You've saved Earth and many planets
|
|
from destruction by the Arcturan Empire!
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Hey, want to play again?
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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