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Monsters
There are various unpleasent
nasties employed by the great controlling power,
'Macrosoft', to hinder Fred in his quest for the
destruction of the global dominion of the computer
industry. Most of these will bite; killing Fred
if he comes too near (sadly production deadlines
meant the "bite back" option was never
implemented. Role on Trooper III!); and several
of them can shoot, shover Fred, Freeze Fred up,
or blow him to smithereens. This section of the
guide gives a short description of each monster,
and the stategies that can be employed against
them
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Red Monsters, or "reds". These are the
pawns of Gates' defence, and they'll be thrown at
you by the bucket load. Take one balster shot to
die; and will blow up spactacularly if ignited (Reds
are flamable). The best way to deal with these things
is to pick them off with explosives; grenades and
the like; or to wade through them with them blaster.
Individually, they're unlikely to kill; but in congregations
are the most common cause of death. Have legs, so
can climb stairs. |
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| Green
Monsters, or "greens". Bizarre, LSD fueled
green fluorescent hedgehogs on rollerskates. As
a result, can't climb stairs, but hey; you can't
have everything. Nevertheless, are rather more dangerous
then their red brothers and sisters; take two shots
to kill, and move somewhat faster on their little
skates. Wading in with the blaster where there are
more then around 4 would not be advisable. Explosives
are far more efficient; but landmines are ineffectual,
since this monster is easily smart enough not to
walk strait into these and other hazards. Beware. |
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| Immobile
gunners. These sit, watching backwards and forwards
or concentrating on a strategic point, and will
shoot you with a blaster if you make yourself apparent.
When facing the wrong way can be sneaked up on;
but if you stand on the gunner itself, its self
defence systems will kick in and kill you. It is
possible to engage one in a shoot out; but more
than one makes for a difficult battle, with a blaster
at least. Missiles or machine gun are the prefered
way to despatch of these unpleasent, and all too
prolific guards. Will overlook you if you're crouching
in cover, or sneaking behind their backs. Can ride
vertical platforms, and are good markspeople. Since
they don't have to move, are heavily armoured -
3 blaster hits will finish them; but explosions
quickly damage their circuitry. |
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| Tanks.
These are enormous, heavy, and extremely slow moving
mobile rocket launchers. Make youself too obvious,
and a heat seeking missile is very likely to find
you. Extremely heavily armoured - resisting five
blaster hits; but their main defence is the missiles
they launch rapidly at a moments notice. The best
strategy with these guys is to use stealth; creep
behind their backs; but taking them on with light
of day or some missiles is always an option. Far
too expensive to be as expendable as to walk into
mines; but as a result, are thankfully badly distributed. |
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| Windows
monsters. These are the least lethal, but the most
blasted irritating monsters in the game. A direct
creation of Gates himself, these windows monsters
are spawned from the operating system and exist
only to crash! When they make contact with Fred,
you will be frozen for a matter of 5 seconds before
you are reanimated. Their strange, eratic flight
makes them very difficult to hit, even with the
machine gun; and so can prove incredibly hard to
kill, although they can only sustain one blaster
hit. The best was to avoid them is to duck; which
renders you immune; but this can prove difficult
in many situations. Don't bother wasting missiles
or machine gun on these blighters; have a blast
with the blaster, but don't be surprised if they
keep coming. Nausiatingly regular. |
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| Flying
bombers. These are the long distance worriors, dropping
bombs far above. Unless you are in the fortuitous
position demonstrated in the picture, are not usually
worth killing; since their metal carapace can resis
three blaster hits, and often you have to aim upwards
whilst avoiding the dropping bombs. These bombs
fall downwards and explode when they hit you, a
monster, or a platform; with the same power as a
grenade. The key to avoiding these bombs is the
rhythm; there is a regular interval between the
impact of each incendary. |
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Shunting
monsters ("blues"). These are the other
non-lethal monster in the game; and exist merely
to bar your way. Literally impossible to penetrate,
these will block off you path unless you blow them
away. Their shunt makes tham very resistant to damage;
surviving 20 blaster shots; and so this is definetly
a case where grenades, or possibly missiles, should
be used. Can be a pain if they push you off platforms.
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