****************************************************************************** ****************************Mutants FAQ/Walkthrough*************************** ****************************************************************************** FAQ Version 1.00/Last Revised 1/09/2004 ___ ---- ---- 1. Story ---- ---- ---- ---- 2. Controls ----___________________________---- | | 3. Menu/Weapons ---------- -----/ \----- 4. Screen Layout/Objectives --/ \-- / \ 5. General Tips / \ / \ 6. Walkthrough | | | | - 6.1 Control Zone | | | | - 6.2 Test Zone : Level 1 | __ __ | \ / \ / \ / - 6.3 Test Zone : Level 2 \ /____\ /____\ / \ / 7. FAQ History --\ /-- -----\ /----- 8. Credits ---------- 9. Copyright /----------------------------------------------------------------------------\ |***********************************1. Story*********************************| \----------------------------------------------------------------------------/ You knew there was bad news when a company calling themselves the "Zero Survivor Corporation" opened up shop in your war-torn future of a world. It was even worse when they began supplying both sides of the conflict with any weapons they needed...and the money kept coming in for their wretched business. Now that they are fully-funded, they have at last created a new weapon : Macro-Genetic-Mutoids. These things have the capability to completely remove mankind from the world(would you expect any less from something called "Zero Survivor?). These bio-engineered organisms just keep mutating into nastier strains all by themselves. Now, with only your scout ship "Rainbow Warrior", you have a mission to complete : Destroy the MGMs. The original 15 strains were all created in Test Zones with a fail-safe self-destruct mechanism. Bring all 15 components to the Control Zone assembly pad and you will disable not just the MGMs, but the entire Zero Survivor Corporation! Failure is not an option... /----------------------------------------------------------------------------\ |********************************2. Controls*********************************| \----------------------------------------------------------------------------/ Piloting your little Rainbow Warrior is easy to understand : Mothership Menu : Joystick in any direction : Moves the on-screen cursor. Fire Button : Activates the option the cursor is over. Test/Control Zone : Joystick in any direction : Turns/moves the Rainbow Warrior. Hold to accelerate. Fire Button : Fires pre-selected weapon(see Menu). Press it while stationary on a teleport pad to return to the Mothership Menu. /----------------------------------------------------------------------------\ |******************************3. Menu/Weapons*******************************| \----------------------------------------------------------------------------/ When you begin the game, you'll note the large Mothership you are docked with. You may also note the various switches on the left side. The top two are the Music and Sound FX switches. Activate one to turn off the other. There are no essential sound effects, so you can simply leave the music on without regret. The next three are your weapons. From top to bottom, they are : |--\ | -------\ | -------/ |--/ Extremely powerful explosives that effect a wide range. These are ********** the strongest weapons in the game. These will most likely be your *Missiles* : most commonly used weapon. The only catch is that have one on- ********** screen at a time, but the fast firing rate helps make up for it. /--\ | /\ | | \/ | \--/ The defense weapon of the game. Hold down the button to drop a ********** continuous line of these things. MGMs cannot pass these until *Barriers* : they degrade, but you can cross them without penalty if you need ********** to. There is a limited number of Barriers that you have. Once out, you automatically switch to Photon Torpedoes. /\ / \ \ / \/ The weak machine-gun type weapon. This thing fires a rapid ***************** stream of small projectiles. While weak, they can help to *Photon Torpedoes* : quickly clear a path without needing to pause like ***************** Missiles. This is your default weapon. The bottom switch activates the teleport and allows you to select your next stage from the Zone Map. /----------------------------------------------------------------------------\ |************************4. Screen Layout/Objectives*************************| \----------------------------------------------------------------------------/ Once in a Test Zone or the Control Zone, you'll note your Rainbow Warrior in the middle of a small yellow square. If you chose a Test Zone, you'll also see plenty of bouncing semi-sadistic MGMs roaming around just outside of it. While on the pad, you are safe from harm. Unfortunately, you need an even smaller square located somewhere in the huge grid...That's what an self-destruct component looks like. Thankfully, you do have an assortment of devices on your HUD(Heads-Up Display) to help you out, no matter which type of Zone you are in. These items are : --Upper-left corner(top to bottom)-- * A description of the MGM strain-type...fairly useless. * Your current score. * The current high score. * The number of lives you have left that are NOT in current use. You have four lives to start and you get restored to the initial four lives every time you drop a component off at the Control Zone. ---Lower-right corner(left to right, top to bottom)--- * Radar(points the direction of the telepad from your position). * Your health bar(Green). * The number of active MGMs in the Zone(Red). * The health level of the MGMs(Blue). * The component grid. As you collect MGM components, this 4X4 grid will change its "piece" shapes. Each piece corresponds to the zone in the same place on the Zone Map. A circle means that the component is still in the Test Zone. A triangle means you have the component, but it hasn't been returned to the Control Zone yet. A square means it is in place in the Control Zone. The upper-left corner piece is already assembled when you start.(Note to manual owners : I know the square and triangle marks have reversed meanings in the manual, but the manual is incorrect in this case.) Now then, to collect a component just hover off of the pad, rush in its direction and snag it(looks like a tiny, hollow yellow square). Then just head back to the teleport pad and transport back to the mothership. Simple, right? Well, that assumes you survived the MGMs going wild in the Test Zone you were in. And you can't go through those yellow "ropes" either. Those are barriers meant to keep everything inside the Zone, MGMs and yourself included. Of course, you now have to place it in the Control Zone. Just teleport in, navigate the tiny maze and touch the other teleport pad there. The component will automatically be assembled, your lives will be restored and you can teleport back out to collect more components from the Test Zones. When you assemble the last one, you are allowed to play the second level in the game...One down, 15 more MGM strains to go. No one said it would be easy... /----------------------------------------------------------------------------\ |*******************************5. General Tips******************************| \----------------------------------------------------------------------------/ _ Your ship is...rather fragile. However, it can outrun most MGM strains. /*\ : And since MGMs never completely "die", you should take advantage of this | information frequently. _ No matter how many components you bring to the Control Zone at one time, /*\ : the game will ALWAYS give you a full set of lives (4). So save the easy | ones for later to get a quick refill when you need it most. _ This game will not transport you to safety nor give you a moment of /*\ : invulnerability after you lose a life! Therefore, it is possible to lose | all 4 lives in TWO seconds! Be careful... _ You're safe while on the teleport pad, so watch how each MGM behaves /*\ : before leaving it...or choose another entirely until you are ready for | that specific Zone. _ Don't worry if you find yourself dying often. Mutants is one hard game! /*\ : Just keep practicing and you'll get the hang of things soon enough. | /----------------------------------------------------------------------------\ |******************************6. Walkthrough********************************| \----------------------------------------------------------------------------/ The walkthrough will be divided into three sections : The Control Zone, Test Zones : Level 1 and Test Zones : Level 2. The Control Zone doesn't change on the second level, so it doesn't need a second walkthrough. To access a walkthrough for a specific Test Zone, run a Find command for the Level/Row/Column(L#/R#/C#) place. For example, if you were having trouble with Level 2 Test Zone, Row 3 Column 2, activate the Find command and then enter "L2/R3/C2". Got it? *********************************************** ***************6.1 Control Zone**************** *********************************************** Recommended Weapon : None Difficulty Rating : 4/10 Really, this isn't very different from the Test Zones. The yellow barriers are replaced by large, red, energy-sapping walls. MGMs do show up eventually if you take too long, but they can't stray far from your starting telepad. The correct turns at the crossroads(from the telepad) : Up, Up, Right, Down, Up. You are now at the assembly area. Place the pieces (or pieces) and backtrack. If MGMs are around your pad, avoid the top entrance and go around to the bottom path to the telepad. It's faster and you are less likely to be killed by the MGMs. Don't bother shooting to "clear a path", as these strains are invulnerable to all weapon types. Just rush and teleport out of there. *********************************************** ***********6.2 Test Zone : Level 1************* *********************************************** ---Row 1/Column 2(L1/R1/C2)--- Recommended Weapon : Missiles Difficulty Rating : 3/10 This is pretty easy, but it's likely to be your first choice anyway. Watch for the blue MGM to bounce against the lower-right corner of your telepad, then make a bee-line for the component in the upper-left corner of the stage! Snag it and Missile anything in your path back to the telepad. If you prefer, you can simply dodge between the "shots"(it fires off eight shots in the eight standard directions from itself) instead of attacking. ---Row 1/Column3(L1/R1/C3)--- Recommended Weapon : Missiles Difficulty Rating : 2/10 The moment you select this, hold up on the joystick! Once you are clear of the "dust", go to the right and then down, collecting the component somewhat safely. Then, fire a Missile at both the upper and lower-right green "generators". Destroy the remaining dust in your path and step on the pad. ---Row 1/Column4(L1/R1/C4)--- Recommended Weapon : Barriers Difficulty Rating : 6/10 Watch for the Cyan bead to head left, then dash to the lower-left corner while holding the button to lay Barriers along the way. Nab the component and get back to the telepad, staying on the line of Barriers you made. When you see which way the MGMs are coming, you can quickly dodge around them to the other side. ---Row 2/Column 1(L1/R2/C1)--- Recommended Weapon : Missiles Difficulty Rating : 4/10 Rush up in this one and collect the component. Then use your Missiles to blow apart the webs and head back to the telepad. ---Row 2/Column 2(L1/R2/C2)--- Recommended Weapon : Barriers Difficulty Rating : 7/10 The components in the lower-right. Rush straight towards it the moment you start this Zone. Use the Barriers to partially encircle your path and you should do fine. ---Row 2/Column 3(L1/R2/C3)--- Recommended Weapon : Barriers Difficulty Rating : 1/10 By far the easiest component. Build a square of Barriers around the pulsing square with about three or so spaces between the pulsing square and your "wall". Do this WITHOUT touching the component until you are done! Once complete, grab the component. The enemy can't hurt you unless you are foolish enough to cross the line. Laugh and then exit. ---Row 2/Column 4(L1/R2/C4)--- Recommended Weapon : Missiles Difficulty Rating : 6/10 Make your way to the left, shooting the two MGM web-makers on that side. Grab the component and RUN! The moment you touch it, those MGMs will come for your blood! Blast away on your way back and make sure nothing is in your path. ---Row 3/Column 1(L1/R3/C1)--- Recommended Weapon : Missiles Difficulty Rating : 1/10 Go to the right and up past the dust when there's a gap. Wait near the top barrier, above the component(as close to the barrier as you feel safe doing. Aim down and fire a Missile at the start of a "dust train" going to the right. When it connects, hold down and do not let go until you are clear of the dust. If you timed it right, most of the dust should miss you. ---Row 3/Column 2(L1/R3/C2)--- Recommended Weapon : Missiles Difficulty Rating : 8/10 Just rush down, avoiding MGMs where you can and grab the component. Then take any route you can to get out of there...the MGMs multiply quickly and will likely take you out if you don't finish fast! ---Row 3/Column 3(L1/R3/C3)--- Recommended Weapon : Photon Torpedoes Difficulty Rating : 2/10 Move next to one of the walls and fire a volley of Torpedoes at it. You'll take a little damage, but that's okay. Move one space over and fire a volley at that piece. Repeat until you have a hole large enough for your ship. The component is in the upper-left corner. ---Row 3/Column 4(L1/R3/C4)--- Recommended Weapon : Missiles Difficulty Rating : 4/10 This MGM behaves almost exactly like R1/C2, except that it hangs close to the component(right-center). Head down and make a circle around it, using your Missiles to keep it at bay as you speed past. ---Row 4/Column 1(L1/R4/C1)--- Recommended Weapon : Missiles Difficulty Rating : 5/10 Fire straight down at their "stack" and quickly rush around to the lower-left corner, then speed outta there before they catch you! ---Row 4/Column 2(L1/R4/C2)--- Recommended Weapon : Missiles Difficulty Rating : 7/10 Shoot Missiles on the way up, judge your stopping distance and zoom back down firing all the way. Really, that's the best plan! ---Row 4/Column 3(L1/R4/C3)--- Recommended Weapon : Missiles Difficulty Rating : 2/10 Play this just like R4/C1, except that the component is in the lower-right corner and that these "arrows" cause FAR less damage. Get 'em, captain! ---Row 4/Column 4(L1/R4/C4)--- Recommended Weapon : Missiles Difficulty Rating : 7/10 Hurry to the right off your pad, then head along the barrier to avoid the dust from killing you. Reach either the upper or lower-left corner, then fire two or three Missiles at the dust. After they hit, run for the component and speed past to the next corner! From there, make your way to the right-center edge. Fire Missiles continuously at your telepad and quickly make your way out of here. *********************************************** ***********6.3 Test Zone : Level 2************* *********************************************** Truthfully, the levels play the same as their previous forms. The MGMs act the same and the components are located in the same places. They are just more lethal and numerous than before. Patience, my readers, patience... By the way, if I say use the same plan in any way, shape or form, that means to use the same strategy from Level 1. ---Row 1/Column 2(L2/R1/C2)--- Recommended Weapon : Missiles Difficulty Rating : 6/10 Starting off the bat with a nice bit of pain, this level features TWO of the previous MGMs. Same strategy applies, but the Missiles only affect their shots. So get in and get out FASTER! ---Row 1/Column 3(L2/R1/C3)--- Recommended Weapon : Missiles Difficulty Rating : 5/10 Same concept, but now the dust causes instant death upon touch! Just use a little caution, plus the same strategy as before and you'll be just fine. ---Row 1/Column 4(L2/R1/C4)--- Recommended Weapon : Barriers Difficulty Rating : 6/10 No harder, no easier. The same strategy will prove fine as well. Use Barriers after the Cyan bead as you head for the component, then just use timing to head back. ---Row 2/Column 1(L2/R2/C1)--- Recommended Weapon : Missiles Difficulty Rating : 4/10 Same idea, same concept, same challenge. Grab, blast and get out! ---Row 2/Column 2(L2/R2/C2)--- Recommended Weapon : Barriers Difficulty Rating : 9/10 Now these arrows use instant death...How nice. Lucky, the same plan works. You just have to be quicker... ---Row 2/Column 3(L2/R2/C3)--- Recommended Weapon : Barriers Difficulty Rating : 1/10 Nope, no real change. The same strategy you used before works just fine here. Surround the pulsing square in a square of Barriers, get the component and move on. ---Row 2/Column 4(L2/R2/C4)--- Recommended Weapon : Missiles Difficulty Rating : 6/10 Just as hard as before...and the same plan works, too. Get that component already. ---Row 3/Column 1(L2/R3/C1)--- Recommended Weapon : Missiles Difficulty Rating : 7/10 Not only does the dust instantly kill, but now there are two generators as well. Aren't you lucky? The same idea as before works here, but you are still likely to lose a couple of lives on your escape, so come armed. ---Row 3/Column 2(L2/R3/C2)--- Recommended Weapon : Missiles Difficulty Rating : 10/10 Same plan as before, but the MGMs are now armed with insta-death touch. You'll be lucky to get out of here alive. Make sure you have ALL four lives before attempting this! ---Row 3/Column 3(L2/R3/C3)--- Recommended Weapon : Photon Torpedoes Difficulty Rating : 7/10 Screw up here, you're dead on the spot. You can do this in two ways. Method 1 : The same way as before. However, you will instantly lose a life each wall piece removed, so you'll need all four lives to clear out the three pieces needed. Method 2 : Stand back, hold the button and hope for the best. I prefer Method 1, but it's your choice. ---Row 3/Column 4(L2/R3/C4)--- Recommended Weapon : Missiles Difficulty Rating : 6/10 Two of those MGM-makers here for the price of one. Same strategy works here and it works just as well as before. You just need slightly better dodging techniques than the previous version. ---Row 4/Column 1(L2/R4/C1)--- Recommended Weapon : Missiles Difficulty Rating : 7/10 Keep the "fire at the stack and rush in" part of the plan, but as you touch the component, hold your stick in the direction of the MGMs and fire a couple of quick Missiles at them. This will give you enough time to make your exit. ---Row 4/Column 2(L2/R4/C2)--- Recommended Weapon : Missiles Difficulty Rating : 7/10 Same idea, same threat...good luck. ---Row 4/Column 3(L2/R4/C3)--- Recommended Weapon : Missiles Difficulty Rating : 8/10 No punches pulled here. Use the same plan, but like in L2/R4/C1, turn and fire at the component...the only trick is that the MGMs are MUCH faster! ---Row 4/Column 4(L2/R4/C4)--- Recommended Weapon : Missiles Difficulty Rating : 7/10 Same strategy as before. Gun and run, man. Gun and run... And you have now finished Level 2. Your reward...Level 2 again? Yep. This game has no ending, but you can play eternally to see how high your score can get. /----------------------------------------------------------------------------\ |******************************7. FAQ History********************************| \----------------------------------------------------------------------------/ FAQ Version 1.0 : Initial version of this FAQ...Yeah, nothing to really report right now, but I felt it belonged here. /----------------------------------------------------------------------------\ |********************************8. Credits**********************************| \----------------------------------------------------------------------------/ Here are some of the wonderful people that made this FAQ possible : * My C-128, for taking the abuse after living this long. * Ocean, for making this semi-unique game. * GameFAQs, for hosting this. /----------------------------------------------------------------------------\ |*******************************9. Copyright*********************************| \----------------------------------------------------------------------------/ Okay, listen up. I'll say this nice and clearly : Place this FAQ up without giving me credit and I will have the right to personally come over to shave your head, remove your right ear/your left ear(if the right already missing) and proceed to use various voodoo techniques on you. ...Well, maybe not the right, but you get the drift. If you want that in slightly more legal terms, try this : "This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright." Boo-yah from government! Anyway, are we all clear now?...Good. *puts away Grenade Gun* This FAQ was last tested and analyzed by Cobra1 on 01/09/04 E-mail Address : BlackFangMercenaries@comcast.net