The best SOSG solutions - COLONY.

SOSG #06
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│ BEST SOLUTIONS SOSG │
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(C) Andrey Shkolnikov, 1996.
(R) Spectrophone #20

                             COLONY
                       Mastertronic, 1987


                        "The planet of Selezyak... Inhabited by metal
                     culture of a very low level... Useful
                     there are no fossils on the planet. There is no water either. At-
                     there is no mosfep. There is nothing on the planet. when
                     whatever happened, the robots spent everything and lived
                     poor."

         Kir Bulychev, "Alisa's Journey" (in Ukrainian).

   ...The ship was preparing to depart. A team of droids quickly
stung the last bales of seeds into the main granary of the colony. A
captain, I have already checked all the systems several times, but there is nothing
Lat advised the only colonist:
   - Remember, can: we left you everything you need
for the first time If it were my will, you wouldn't even have half of these reserves
received In general, this whole colonist program... Explain yourself
That's it: there will be no more gifts! It will be necessary - mercy
please: call a ship, hand over mushrooms, earn credits. And on
Credits already order everything you need. Your happiness is that Earth
these mushrooms are so necessary, andon this planet are ideal for them
natural conditions! Well, don't be boring, tinny!

   Unloading has ended. The ship rose smoothly to the whistle of an
turpabob and disappeared behind the low clouds. The robot colonist remains
alone on the planet. Apart from the aborigines...

                             * * *

   This is how the game "Colony" by Mastertronic begins. Game before-
freely smart, as Matroskin would say, “economic.” And finally-
but since “Mastertronik” wrote it, it will be possible to run and
shoot. However, it’s better in order.

                             ROBOT.

   Your robot has 2 modes: shooting and working with an object -
mi. They are switched with the "MODE" key. Total the robot can carry
up to four items. To place an item, you need to stand up straight
next to the area where you want to place it.

   For example, when you sow seeds, you have to be careful
ordinary combinatorial abilities, otherwise already planted se-
exchanges will prevent you from standing up correctly to plant new ones.

   Energy indicators are located in the upper left corner of the screen
weapons and the robot's protective field. When you accumulate more credits,
then you can buy yourself better weapons and protection. And be careful
rozhny - if the energy is almost zero, you should not go far from
charging point. Although there is no point in wasting the energy of the colony.

   In addition to the main robot colonist, you have at your disposalalso a robot defender (remote droid). True, it won’t hurt to go to him
buy batteries. This robot is stupid, but useful: as soon as
a battery is inserted into him, he starts running, firing in all directions,
us with laser discharges (including in your main robot,
if he doesn’t have time to get out of the way) and even fix what’s broken
fencing.

                            ENERGY.

   Energy is the lifeblood of your colony, it supplies and nourishes everything. Yes-
so as not to spoil the fragile ecology of an alien planet, you should build a thermal power plant
banned. You will have to get all your energy from the local sun.

   To receive solar energy and convert it into storage
tors of the colony, you have solar panels. First these
as many as three “compartments” are built up with panels; actually quite praise-
tit and two. Just remember to properly protect them from evil
insects

   On the panel at the top of the screen there is an energy indicator
gii - the word "POWER"; its color changes depending on gender
Colony battery notes. Don't forget to keep an eye on him! Too
low energy - bad: the robot cannot recharge and turns off
power fence, the buoy cannot be used. Ho and overfill the ac-
the cumulator is not good: it will explode and blow the colony to pieces
along with a fair chunk of the planet.

   However, “there cannot be too much gold.” As soon as
the accumulator will begin to overflow, it is easy to dump the excess energy;for example, turn on the buoy for a couple of minutes. And find out how much it is now
energy, you can while recharging the robot.

                           INSECTS.

   As I already mentioned, on the planet, in addition to your colony, there are
local residents are hefty insects. Of course they are disgusting and
evil, and also ossified in darkness and ignorance. So
It is the duty of an earthling to help them develop a kind and humane civilization.
tion; but not now, but some other time.

   For now, the Earth is only interested in mushrooms. And it is necessary, ka-
some coincidence - local insects are also very interested in these mushrooms -
they stick it in... In general, it’s in vain that they won’t give the robot a laser!

   Some insects can only chew everything they come across
on the way; others still shoot. Perimeter fence on
It will delay them for a while, but not for long. So the robot will come-
try to destroy them yourself: with a laser, a ram, stationary fire
perimeter guns.

   The main thing is to keep insects away from solar panels and
mushrooms! Ladybugs are especially dangerous.

                            FENCE.

   When you start the game, the colony is already fenced around the perimeter.
True, the cheapest fence is wooden. This piece of wood is
termites per tooth, that is, mandibles. Fortunately, in your country
There are as many as three types of fences, plus one more surprise.

   You are already familiar with the first type - wooden. Serious protection
he won't provide you, but that's allbetter than nothing.

   A wire fence is not much stronger. But here is the third type -
steel... Of course, nepepoctku ants will gnaw through steel too
net if you feel like it, but not right away, not right away at all.

   And the promised surprise is traps. The robot can run on them
unhindered; but an insect, standing on such a trap, mrho-
forever turns into ashes. Unfortunately, it also burns itself out.
trap, so you should only place them in the most important places.
However, traps are inexpensive.

   The southern entrance to the base, as well as one of the mushroom plans
tations are protected by a security fence. If only there was more! She is acting
Sounds like a trap, but doesn't disappear. Its only drawback is
the power fence turns off when the energy storage of the co-
colonies.

   If you walk around the colony and see a happy ant, have fun
gnawing a fence - you can shoot the ant, but the gnawed one
Take a piece of the fence with you. For what? Now you'll find out.

                           STORAGE.

   There are several buildings on the territory of your colony. One of
them - a charging point for the robot, another - a control panel
buoy, and all the rest are storage facilities.

   In these storages you can replenish the stock of fence sections,
seeds, solar panels - almost anything! Or you can
hand them over. For what? Well, for example, we need to put the unnecessary ones somewhere
fence sections.

   Moreover, if the fencechewed by insects - you will immediately take it
they are repairing. Of course, they can also fix a solar panel. Here
only mushrooms do not repair; it's a pity. By the way, while the robot
is in storage, game time stops.

   Sooner or later the storage supply is depleted; fortunately, from Earth
You can always order more - of course, not for nothing.

                             MUSHROOMS.

   And now it’s time to remember why it all started. Of course
for the sake of mushrooms! The very ones that are desperately needed on Earth. And on
appearance - ordinary fly agarics...

   These mushrooms grow in special greenhouses from seeds, or maybe
be a dispute. Initially, all greenhouses are already filled with these seeds,
so the first minutes of the game turn into a crazy race:
collect mushrooms faster before they get to them you know
who. Moreover, even a slightly nibbled mushroom was
high earthlings will not count you. And even the careless founders of the colony
They didn’t bother to fence off the greenhouses! By the way, don't forget to visit
storage facility on the outskirts, in the southeast of the colony. However, there
there is no need to rush: it is protected by a security fence.

   And when all the mushrooms have been collected or eaten, it’s time to sow.
In the same storage where you handed over the mushrooms, you can now collect
seeds and start. The work is not easy: the seeds have already been planted
They often make it difficult to get up so that they can plant new ones. True, for now
the mechko did not grow, it can bepick up and transplant.

   I think it’s not worth sowing all greenhouses. Believe me, even with
two or three plantations won't cost you any trouble. Of course, before creating
When mushrooms are growing, greenhouses can be fenced with a steel fence; but
even its persistent beetles, if they don’t gnaw through it, will at least bite it. A
this means changing the fence and going to repair the damaged section on
warehouse Meanwhile, the beetles are approaching a new section of the fence...
In short, you won't be bored.

                            Ship.

   For each mushroom deposited in storage, you receive 30 credits.
Comrade And with these loans you can order whatever pleases your heart.
but: improved equipment for the robot, batteries for the robot -
defender, the robot defender itself, any fence, solar panels
tapeu, new seeds and something else.

   To make an order, simply go to the appropriate building
(it's east of the center of the colony) and call a ship from Earth
(menu item "order supplies"): right there you can order what you need
equipment. It’s interesting that they don’t charge money for delivery: a reason
think about whether you are being paid the full price for mushrooms. Right there at the top
part of the screen, under the current time, the arrival time appears
ship. Do not forget to turn on the radio buoy closer to this time,
so that the ship knows where to land. If this is not done, he will simply
will drop the load, and the bales will scatter throughout the colony. By-
half of them will be lost, andanother half of the remaining half
The insects will find us before you.

   And if the landing was successful, then the ship, simultaneously destroying
all insects in the area of the colony, will take the mushrooms you have collected and
carefully unloads everything brought at the landing site (this
where the robot protector first stands).

   It’s worth hurrying, taking it all to storage: ants
don't sleep! Yes, and one more thing: under no circumstances stand on the floor.
landing area when the ship is “landing”. Otherwise he
it will simply crush you.

                             * * *

   So, now you know about the world that you will colonize
zirate, almost everything. Of course, a few things still remain
riddles. No surprise: "Colony" is a smart game, and
does not reveal all its secrets at once.

   First of all, a robot protector. It can be ordered from Earth; but for-
what? After all, there is already one of these in the colony, and to get rid of it
not easy, if not impossible. When the charge in the battery runs out
hey, he just stops. I confess, once I discharged a
he has about a dozen clips of his laser - but at least he needs it.

   Another mystery is the spare robot (spare droid). It can be
say, but what to do with it next is unknown. Judging by the name
I think he could be some kind of extra life. Well here's how
use it? And isn’t its purpose connected with the mysterious
tvenny building with a sign "Compartmentrobots" ("Droid bay")?

   And finally - the main secret. It is still unknown whether it has
game logical ending? Is there some kind of "congratula" hidden in it?
tion"? In the message that is issued when the robot dies, to this
there is a clear hint. So this mystery is also waiting for further research.
tel.

   And let more milk mushrooms end up in your body!

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