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PC cheats > C > Captain Blood

 When asking friendly Aliens questions ask
 using Alien icons :-
 CODE GG 1.  You should now be given the location of another Alien
 named GG.  Go to him and get the locations of other Aliens by
 asking CODE INFORMATION HELP.  If GG ignores you then try tagging
 on the name of the Alien to the end of the code.
 
 
 
 1 Preliminaries, Izwal, Buggol,
   Croolis-Ulv
 2 Torka, Tube-Brains, No No
 3 Trauma, Good Mind, Kingpak
 4 Tricephal, Robheads, Torka Torka
   Torka, Two Endgames
 5 Afterwords
 
 PRELIMINARIES
 
 The most important tool you have to explore the complex
 geopolitical terrain of Hydra is UPCOM: the Universal Protocol of
 Communication. Translating UPCOM icons to English is a snap: All you
 have to do is drag your computer finger over them. But the icon
 dictionary in the CAPTAIN BLOOD manual lists the icons in the order
 they appear on the UPCOM module. So, when you're trying to form your
 own sentences, finding the correct word among those hundred and
 twenty little pictures can be frustrating.
 
 My suggestion: Photocopy the manual pages with the icons. Then,
 starting with the first (the question mark) and moving down the
 columns, number each icon ("you" is 6, "howdy" 7, etc.) until you
 reach the end. Finally, cut the icons (with their translations and
 numbers) apart, tape them in alphabetical order on larger sheets of
 paper, and stick them on the wall next to your computer.
 
 Now, when you need the icon for "different," for example, you can
 find it quickly on your alphabetized sheets and, checking the number
 next to it (60), know that that icon will appear on the UPCOM module
 about halfway down the line (60/120). Sounds a little kludgey, but
 after you've wrestled with UPCOM for a while, I think you'll see the
 utility of it.
 
 I also advise studying the "Tips and Hints" section of the BLOOD
 reference booklet and making a flow chart showing who can lead you
 to whom. (The chart I did, BLOOD.PCX, is available in the CompuServe
 Gamers' Forum.) This will help you avoid useless chitchat with
 vapor-headed aliens. (Studying my chart, for example, you can infer
 that Tromps are only going to giggle and say the word "sex," no
 matter how silver-tongued you are with them.)
 
 As you may know, all coordinates in CAPTAIN BLOOD are randomized
 every time you begin a game, so you won't find any here. I will try
 to show you how to get to the guys who can give you the coordinates.
 The first planet in any given game is always going to be inhabited,
 but the chances of finding another inhabited planet on your own are
 about one in five hundred. That being the case, the only logical
 thing to do is get down there on that first planet, and strike up a
 conversation!
 
 The OORXX -- an acronym, presumably -- can withstand seven crashes.
 So, you don't have to be especially timid while learning to fly it.
 Remember, too, that if a missile is closing in on you, sometimes the
 best wisdom is to crash on purpose, hug the ground until the missile
 recedes, then take off again like the proverbial shot.
 
 Write down all planet names, coordinates, and inhabitants,
 including the first (you may have to come back). This is _very_
 important!
 
 IZWAL, BUGGOL, CROOLIS-ULV
 
 The first alien you encounter will always be one of four: Yoko (an
 Izwal), a friendly little guy with yellow-brown skin and a long
 tongue; Dead Genetic (a Croolis-Ulv), a big purple humanoid with a
 bad attitude; Pop Unknown (a Buggol), a centipede type who looks
 like he's going to jump out and grab your nose; or Great Bounty (a
 Migrax), with a head like the creature in ALIEN except it's silver
 (he's also a lot friendlier once you get to know him). Where you go
 from here depends on which of these fellows you have to deal with
 first. So, I'll outline the four separate beginnings, then we'll
 meet up for the middle game.
 
 YOKO START
 
 Identify yourself and tell Yoko you're his friend ("Me Blood me
 friend" -- the BLOOD manuals have several good syntactical hints for
 speaking with aliens). By following up on the allusions Yoko makes
 to various peoples and places, you'll discover that the planet
 you're on is called Bow-Bow; that the Izwal are a peace-loving folk;
 that Yoko is looking for a girl friend; that the Ondoyante are
 apparently the foxes of choice in this particular galaxy; that there
 is a connection between Yoko's father (Maxon) and the Croolis-Ulv
 (Dead Genetic), since Maxon (a renowned scientist) helped Dead
 Genetic achieve genetic reproduction.
 
 The ability -- or lack of it -- to perpetuate one's species is a
 major concern of the inhabitants of Hydra, and it motivates many of
 their actions (unlike us). The plot thickens as you learn that Maxon
 is missing and Yoko wants you to find him; and it positively
 congeals as the little guy warns you that the duplicates themselves
 are seeking a means of reproduction.
 
 As you know, you have to track down and disintegrate all five
 currently existing Blood duplicates before you're out of danger. But
 if they should start to multiply before you can get to them....
 
 TELEPORTING YOKO
 
 Ask Yoko about Pop Unknown (the Buggol), and get the coordinates
 for his planet. Get the info for Dead Genetic's planet, if you
 haven't already. "You say planet Dead Genetic." Keep repeating
 things if you don't get the right response; timing's really
 important with these critters. Then, and only then, teleport Yoko to
 another, uninhabited planet.
 
 Make sure you understand the difference between teleportation and
 disintegration. You only want to disintegrate the duplicates by
 pressing the circle-arrow icon below the fridgitorium when you've
 got one of them trapped there. To teleport an alien from the
 fridgitorium to a new planet, you first have to successfully land an
 OORXX, and then press the teleport (T-arrow) icon to the left of the
 UPCOM module. What? You teleported Yoko and he died? You watched
 that cute little guy waste away right before your eyes and didn't
 lift a finger to help? Nice going, ace; you're off to a great start!
 
 CROOLIS-VAR PLANETS
 
 Proceed to Dead Genetic's planet, Trap 4. The Croolis-Ulv and
 Croolis-Var are basically a bunch of lizard-brained geeks with chips
 on their shoulders, but you have to deal with them. Tell Mr. Genetic
 (who's a Croolis-Ulv, remember) that you want to destroy the
 Croolis-Var; tell him he's a great warrior; tell him you think he's
 cute. It doesn't really matter what you say, because he isn't going
 to give you the information you need until he's good and ready (when
 he says "Me kill time," he's not kidding).
 
 Don't get discouraged; just keep pounding away with things you
 think he wants to hear (ask him to give you information; tell him
 you know Maxon; rant and rave about how much you want to kill his
 enemies). Eventually he'll get tired of horsing around and give you
 the coordinates to four Croolis-Var planets: Trap 2, home of Good
 Nonsense; Great Fear, home of Male Warrior; Kill You, home of Bad
 Crazy; and Trap 1, home of Poor Genetic (a distant relative,
 presumably).
 
 Dead wants you to kill them. If you do, and come back looking for
 your big reward, he'll tell you he wants to "reproduce" with you:
 Trust me, you don't have to kill anybody. After he gives you the
 coordinates, he'll kick you off his planet; you'll be only too happy
 to leave.
 
 POP UNKNOWN'S PLANET
 
 Now, use the other coordinates Yoko gave you and hit Pop Unknown's
 planet, Spirit 137. There's a chance Yoko may have given you another
 Buggol planet, Rosko 2, home of Good Unknown. If this is the case,
 this section is optional.
 
 The Buggol like to whine about their sex lives; humor them. Then,
 ask Pop Unknown about Morlock and say you want to vote for him.
 He'll give you the coordinates to Rosko 1, Morlock's planet. Check
 the Buggol section of the BLOOD manual for some background on the
 political scene. Then go to Rosko 1 and let Morlock try out his
 campaign speech on you. He fancies himself the peace candidate,
 though he'll later ask you to kill the incumbent president, an
 upstart Yukas named Rosko (not to be confused with the Buggol
 planets Rosko 1 and Rosko 2).
 
 Vote for Morlock ("Me vote Morlock") and he'll give you (after some
 additional jabber) the coordinates for Female 021, Rosko the Yukas's
 planet. Touch down on Female 021 for a look at Rosko (he's an
 eyeful), but don't expect any real information there: Rosko and
 Morlock aren't interested in much except wiping each other off the
 face of the galaxy. Finally, head back to Spirit 137. Pop Unknown
 should now be forthcoming with the coordinates for Good Unknown on
 Rosko 2.
 
 GOOD UNKNOWN'S PLANET
 
 Good Unknown will prove to be one of your most valuable allies.
 After you listen to his woman troubles, he'll beg you to take him
 away from all this. Ask him for the Izwal code, then teleport him to
 any uninhabited planet (don't forget to jot down the coordinates).
 If he likes it there, he'll give you a new, unidentified set of
 coordinates, and send you back to your ship. Return to him
 immediately using the OORXX reactivator button (the question mark
 below the OORXX) and say "Me want know planet Migrax Great Bounty."
 After he gives you those coordinates, proceed to the "Great Bounty
 Start" section below.
 
  DEAD GENETIC START
 
 Review the "Croolis-Var Planets" section above. The only real
 difference if Dead Genetic is your first encounter is that you have
 to work fast and learn Yoko's coordinates before he gets generous
 and starts dispensing the Croolis-Var info. Once he's done that,
 he'll boot you off Trap 4 and not let you back on again until you've
 vaporized the Croolis-Var planets (which you don't want to do).
 
 As soon as the old Deadhead lets you get a word in, bombard him
 with sentences like "Me search Yoko" and "Me want know home small
 Yoko." Eventually he'll admit he knows him, acknowledge his debt to
 Maxon, and give you the coordinates to Bow-Bow, Yoko's planet. Then,
 go into the "Me want kill enemies" routine outlined above until he
 comes across with the Croolis-Var coordinates as well. But get
 Yoko's location first! Now, visit Yoko, following the instructions
 detailed in "Yoko Start" and "Teleporting Yoko." After you've lost
 the little guy, continue with the instructions in "Pop Unknown's
 Planet" and "Good Unknown's Planet." Then, proceed to the "Great
 Bounty Start" section below.
 
 POP UNKNOWN START
 
 Begin with the "Pop Unknown's Planet" and "Good Unknown's Planet"
 sections above. But after you get Great Bounty's coordinates, return
 once more to Good Unknown and say, "Me want know planet Yoko."
 Proceed to Yoko's planet and follow "Yoko Start," "Teleporting
 Yoko," and "Croolis-Var Planets." Then, continue with the "Great
 Bounty Start" section below.
 
 GREAT BOUNTY START
 
 Review the Migrax description in the BLOOD manual. The Migrax are
 really cool, though a bit irascible off the top. (The BLOOD game I
 finally succeeded in solving started with Great Bounty, so I'm kind
 of partial to these guys.)
 
 After he's had his little joke -- "Me say information Migrax
 Missile Brave/Missile Brave kill you (laugh-curse)" -- ask him if he
 wants to be teleported. The Migrax love to travel, so sooner or
 later he'll agree. When you get him to another planet, prompt him
 with a question or two about the Ondoyante, then follow up on
 everything he says. Be persistent. Don't be too quick to take him
 back home, no matter how much he whines; you'll get more out of him
 here.
 
 Some of what he'll say is a bit cryptic -- "Go planet equals free
 brain spirit"; "Kill vote dead (sob-sob)" -- but when he finally
 mentions Planet Spirit, reply with "You say information Planet
 Spirit," "Me want know coordinates Planet Spirit," etc., and you
 should get some solid information.
 
 If you don't have them already, hit him with "You say planet
 Buggol," and you'll get Good Unknown's coordinates. Finally, try,
 "You say planet Missile Brave," and you should get the (very
 crucial) coordinates to Reproduction 128 (once these Migrax start
 talking, you can't shut them up).
 
 At this point he may send you back to the ship, but if he does, go
 right back down again by pressing the OORXX reactivator button, and
 you'll get a second chance to take him home (he'll even give you the
 coordinates in case you've misplaced them). Then, and only then,
 return Great Bounty to Reproduction 14. He'll be so grateful he'll
 confide that the Antenna know where to find the Robheads (file that
 bit away for now). Then, he'll announce that he's got a hot date and
 kick you off his planet. If you set down there again, he'll be gone.
 
 If you started the game with someone other than Great Bounty,
 proceed now to Part II. If Great Bounty was your first, use the
 coordinates he gave you to find the Buggol Good Unknown. Good
 Unknown is a veritable gold mine of information. After he tells you
 his problems, he'll beg you to take him on a vacation. Ask him for
 the Izwal code, then teleport him to any uninhabited planet (don't
 forget to jot down the coordinates). If he likes it there, he'll
 give you a new, unidentified set of coordinates, and send you back
 to your ship.
 
  Return to him immediately using the OORXX reactivator and say "Me
 want know planet Yoko." Go to Yoko's planet and refer to "Yoko
 Start," "Teleporting Yoko," and "Croolis-Var Planets" to find out
 what to do next. The Pop Unknown-Morlock-Rosko subplot ("Pop
 Unknown's Planet") is basically a dead end, but do it for the fun of
 it if you have time. (If your arm is shaking without remission, then
 you probably don't have time; see the time note in the "Afterword"
 section of this walkthru.) Now, proceed to Part 2.
 
  TORKA, TUBE-BRAINS, NO NO
 
  By this time you should have accomplished the following tasks (not
 necessarily in this order): visited Dead Genetic and Pop Unknown
 (and, optionally, Morlock and Rosko the Yukas); taken Good Unknown
 to a planet he likes and left him there; after questioning Yoko,
 taken him to a new planet and inadvertently killed him; taken Great
 Bounty to a new planet, interrogated him, returned him to
 Reproduction 14, and witnessed his departure for planets unknown.
 
  As a result of the above hijinx, you should now be armed with the
 following information: the coordinates to four Croolis-Var planets
 (Trap 1, Trap 2, Great Fear, and Kill You); the coordinates for Good
 Unknown's new planet (the one you took him to); the Izwal code
 "friend friend" (which is almost the key to the city in this galaxy
 -- all sorts of people respond to it); the unidentified set of
 coordinates Good Unknown gave you; the coordinates for Planet
 Spirit; and the coordinates for the Migrax Missile Brave.
 
  If you're missing any of this stuff, or if you haven't done all of
 these things, you're going to be in deep trouble later on. Go back
 and pick up what you need; or, if your arm's gotten too palsied,
 make a game plan and start the game over (see "Afterword"). If your
 checklist is complete and you're in reasonably good health, pat
 yourself on the back, save the game, and read on.
 
  Let's use that mysterious set of coordinates Good Unknown gave us
 (the unidentified ones). When you touch down, you'll be face to face
 with your first duplicate (Duplicate 2, actually). Disintegrate him
 now if your arm's getting uncontrollable, but if it isn't, leave him
 in the fridgitorium until you need him (why take aspirin before
 you've got a headache?). Whatever you do, do _not_ teleport him out
 of the fridge once you've put him in there; you'll never get him
 back.
 
  Now, jet over to Planet Spirit and meet Torka. No matter how you
 randomize them, her coordinates are definitely 36-24-36. At present,
 however, she's scared to death, and she's got enough sense to know
 this isn't the best time for socializing. She'll give you the
 coordinates to Brain 4, home of her friend Tubular-Brain, and then
 she'll split.
 
  Proceed to Brain 4 and try to strike up a conversation with the
 Tubester. (If you get anything intelligible out of him, I'd sure
 like to know!) Remember poor Yoko pleading with you to find his pop?
 Feeling a little guilty about terminating the small dude? Let's see
 if we can write that subplot a happier ending. Unfortunately, that
 means going back to the land of the macho geeks.
 
  Pick any one of the Croolis-Var, just so long as it's Good
 Nonsense. Say things like "You want information Croolis-Ulv?", "Me
 want give information," and the ever-popular "Me want kill enemy."
 After the usual posturing and so forth, he'll fork over the
 coordinates to Bad Trap, home of the Croolis-Ulv, Howdy Prison.
 
  Head over to Bad Trap and let Mr. Prison jerk you around until he
 comes up with the coordinates for Great Destroy, a Croolis-Var
 stoolie and info salesman. Then, start drilling him (Howdy Prison)
 about Maxon. Try, "You say identity planet Maxon." As usual, you may
 have to repeat it about ten times. Make sure you get both the
 coordinates and the planet name. Finally, go see the Croolis-Var
 Poor Genetic and feed him the usual line of guff. Eventually, he'll
 admit he knows an Izwal named No No who lives on Idea 347. Get the
 coordinates, touch down on Idea 347, and you'll discover....
 
  Yoko! The little guy faked his own death! Hard to decide whether to
 hug him or kick him, isn't it? Anyway, he's glad to see you, and
 he's very anxious about his dad. When he asks, tell him "Identity
 planet Maxon equals Rendezvous 67." He'll reward you with the
 coordinates for Duplicate 1.
 
  Duplicate 1 is a whole other can of worms. Whereas Duplicate 2 just
 kind of whined impotently until you fridged him, Duplicate 1 wants
 to make deals, promising to rat on Duplicate buddies 2, 3, and 4 if
 you let him go. If that makes you suspicious, good going: You and I
 both know that Duplicate 2's already strumming harps. But play
 along. Write down the coordinates in the order he gives them to you.
 If that fourth set he throws in makes you even more suspicious,
 better going still: It's the planet you're standing on. Micro the
 little weasel.
 
  TRAUMA, GOOD MIND, KINGPAK
 
  Review what the manual says about the Ondoyante. Then, take a deep
 breath and set your galaxy map for the first set of coordinates
 Duplicate 1 gave you. This is Trauma, and she's nobody's sweetheart.
 After she finishes dressing you down, she says something about a
 rendezvous with a great male, reels off some coordinates, and sends
 you back to your ship. Go back down to her and offer her a lift.
 Take her to the coordinates she mentioned, and all of a sudden she
 doesn't look so bad. Looks aren't everything though, are they? Lose
 her. (To give her some credit she may volunteer the coordinates for
 No No; but, then, you already have them, don't you?)
 
  Go far back in your records, now, and find the coordinates Great
 Bounty gave you for his fellow Migrax Missile Brave. He'll welcome
 you with open arms because of your civilized treatment of his
 friend, and give (without much coaxing) both the Sinox code and the
 coordinates for Good Mind. When he asks you to leave, be a gracious
 guest and beat it; don't pester him any further right now.
 
  Proceed to 128, Good Mind's planet, and give him the Sinox code
 "impossible not Sinox" to loosen him up. The Sinox can be a bit
 stuffy, but they're basically all right (at least we're dealing with
 the higher intelligences now). Good Mind, however, has a problem,
 and he's not above asking you for help. It seems he needs four
 members of the Antenna race moved so he can annex their planets
 ("Planet help me know radioactivity spirit": These guys are into
 some weird stuff).
 
  You may be tempted to say, "Look pal, I've got my own problems,"
 but hold on a microsec. Didn't Great Bounty say something about the
 Antenna knowing how to get to the Robheads? The BLOOD manual would
 have you believe that the Robheads are harmless, but if you check
 the hints in the reference booklet, it'll tell you they're "the real
 masters of Hydra." I guess you'll be wanting to take that assignment
 after all.
 
  So, get the coordinates to the four Kristo planets from Good Mind,
 then head on out. Antenna 1 on Kristo 15 will waffle when it comes
 to teleporting, so wait until he's in the mood, then grab him fast.
 Other than that, it's pretty routine stuff. (Yes, you do have to
 move all four of the Antenna to uninhabited planets, and be nice
 about it.) The real reason you're here is to ask them the following:
 "You know planet Robhead?" Each Antenna will give you a different
 set of coordinates. Write them down and guard them with your life.
 
  And remember, they're important, these coordinates; you're glad you
 got them. It's imperative you remember that they're important,
 because the return to Good Mind is going to be pretty much of a
 letdown. Even though he promised you a Duplicate, all he's got now
 (besides a mouthful of "Much obliged") is No No's address, which
 everybody and his brother seems willing to give out. (By the way,
 don't be tempted to get into any kind of teleportation scene with
 Good Mind; he'll run you ragged, and you won't get a thing for your
 trouble.) But then again, with all those folks pointing us back
 toward No No, maybe we should pay our little friend another visit.
 
  No No's happy to see you (No No's always happy to see you!), so ask
 him about the Duplicates again. He'll give you the coordinates to
 the planet where Duplicate 1 was found. (Thanks a lot, No No; maybe
 a little B-12 for that short-term memory loss, eh, buddy?) There's
 also a chance No No may be freaking out by this point, telling you
 the Duplicates want to kill him. If he sends you away and you drop
 back down and he's gone, that's what's happened. Not to worry.
 
  Time now for a little Tromp run. Contact either Good Unknown or
 Tubular Brain 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.
 
  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.)
 
  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.

Note: not all of these cheats has been tested.

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