Mission 16: Work in the Diamond Age
A three part mission - facing your weakest team members the Spider and the Fly against the most violently powerful member of the Connection - the supertelekinetic Jo Tau.
Allies
Luckily, you're not alone, future versions of the Spider and Fly are there to help.
FLY5000 is a nanotech cluster with the DISPERSED FORM attribute from FFX, so he can take a fair old beating and survive. His partner in crime-fighting, S.P.I.D.R. is a solid hologram he releases from his chest light- she fast and explosive but very easily KO'd - you can however reform her using FLY5000 whenever she falls.
FLY5000's powers revolve around his nanotech form (he can teleport by turning into a swarm, or disperse his body temporarily or perform a strecth-punch) and light manipulation (strobe beams to cause vertigo and stun). He's also capable of cretaing a series of timed stun explosions around himself as a special power - very useful when cornered.
S.P.I.D.R. can release explosive energy as projectiles or area attacks. She suffers from the EPHEMERAL attribute, and may disperse herself if she runs out of energy, but as stated above, FLY5000 can always reform her, so she's useful as a decoy.
The rest of their team (Droso-9, Arachniss and Spidorr) lie dad, scattered around the mining station.
Part 1
You start off on a deserted asteroid mining colony in space, consisting of four platforms. the Fly and S.P.I.D.R. are able to fly between the platforms, and must re-enable the teleporter systems in order to allow the other non=flying characters to travel between the platforms.
Flying characters can cross the gap, and will return to the nearest platform if they fall off the edge (and are not stunned or frozen or anything like that). Non-fliers who fall off the edge automatically die, so be careful.
From top to bottom, the platforms are:
The Generator Platform Contains the generator powering the mining colony.
The Control Platform Houses the main computers and teleporters that link to all other platforms. Travel between any other two platforms must go via here.
The Mining Asteroid You start here. There's a lot of rocks, cases of TNT and some industrial machinery lying around.
The Nano-fatcory Patrollers are getting made in the central factory here, and walking back through time via a main teleport portal on the far side.
There are a variety of objects that can be ANALYSED by the spider or the Fly during this mission.
- Mining Lasers - if analysed, these can then be programmed to attack the Connection. This is a good task for the Spider while she's waiting to get mobile.
- Main computer - this must be reactivated to get the teleporters online again. After that, it can be queried for various bits of info which appear in the status bar.
- Generator - when this is analysed, the Fly will observe that it needs a large blast of Photonic energy to restart it. S.P.I.D.R. can then restart it with a BOOST command - thsi is necessary to reactivate the telporters.
- Radio Towers - on the Control Platform. These can be wired to put out a signal that blocks mental attacks, a bit like the Fly's Alpha Wave fiedl.
- Conveyors into the Nano-factory - analyse these and the Spider and Fly will be able to shrink onto the platforms to enter the nano-factory (the ultimate objective here)
- The main portal - the main teleport portal is located on the nanofactory disc - the Patrollers created by the factory enter it if undisturbed. You can identify it for now in order to completethe secondary objective.
- Z-Field aerials - a couple of big purple devices near the main portal. You'll need to identify these by the end of the three missions - doing so now will buy you time later.
- Teleporters - you'll get a different response on analysing these depending on what else you've done. If they aren't activated yet, the Spider or Fly will just say so - however once activated they can be fitted with remote controls and then triggered remotely by your scientists.
You have about a minute to do your work before the Connection show up - in this mission you just face off against the three who are present in energy form- Jo Tau is somewhat slower being physically present and will take a while to fly back to the station).
Once present, they head off to the bodies of the fallen H.I.V.E. members - they can't be attacked until they're wearing the bodies at this point.
H.I.V.E. opponents
Droso-9
Droso, the teams deceased leader, is a shapechanger, and will transform between a Space Ape (big tough creature), a T-Rex (ditto), a Space Shark (flying blue creature with electrical abilities) and a Space Worm (regenerating, burrowing creature with acid spit).
He'll generally only turn into the Shark if he needs to cross platforms to reach the nearest hero. If he gets low on health, he'll turn into a worm and burrow away to the other side of his current platform, and if he's close to the nearest target he'll turn into an offensive form.
Droso's worm tactic can be very irritating - he'll keep running away and healing. The best way to deal with him is using the Spider's taser to stun him before approaching.
Arachniss
Arachniss can fly, and will do so to follow targets across platforms and avoid melee, and attacks using a variety of beam attacks. She can present a problem to the Fly unless he uses his Sonic Drone to bring her down into melee range.
Spidorr
The heavy hitter of the H.I.V.E. is a tricky customer - he's strong and very tough, and emits a stasis attack whenever he takes damage, making it very difficult to take him on hand-to-hand. He is vulnerable to heat.
The best way to deal with him is to shrink down Marla or Biff on his starting platform (the computer one), and lure him over the teleporter nearest to the mining asteroid platform by regrowing. Then trigger the teleporter using the remote control you've fitted (see above) to teleport him nexxt to the dynamite. Use SPIDR to trigger off all the dynamite. It won't always kill him, but will at least make him easier to beat.
Finally, be prepared for the Connection member inside to pop out when you defeat these guys. FLY5000's stretch punch is very handy here, or the Fly's Sonic Drone to bring them down into range.