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PC Zone 89
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PC Zone #089.7z
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Dppcz0500.mdf
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Sentinel returns.txt
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1998-07-15
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2KB
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56 lines
SENTINEL RETURNS
(Psygnosis)
One of the best games of all time is back and itσs as scary and perplexing as
ever. We donσt like to think of you suffering so hereσs 10 pointers to get you
on your way.
Keep moving. Standing in one place for too long means a Sentinel or Sentry will
soon spot
you.
Always try to put a boulder down before you transfer, this will give you a much
better view from
your next location.
When you do transfer, always try and stick to the walls - using the walls as
cover means you
stand less chance of being spotted.
Beware of half-scans. When these occur a nearby tree will be transformed into a
meanie who
will then transfer you to one of the lowest points on the landscape.
The more things you absorb the more energy youe ll gain. Energy is insurance -
the more you
have the longer you can withstand your enemiesσ powerful glare. Oh, and youσll
also skip more
landscapes if you have loads of energy left when you complete the level.
Sometimes even when youσre level with a Sentry or Sentinel and canσt quite see
the space
they occupy, youe ll find you can still absorb them - it does take accurate
pointing and clicking
though.
Remember to use the Γuσ key to turn around quickly. This is especially useful
on later levels
when 5, 6 or even 7 sentries have to be absorbed quickly.
Find a safe place and study the Sentinel to see which way, and how fast heσs
rotating. Same
with awkward Sentries too.
When youσve absorbed the Sentinel, if you turn around quick enough you can
absorb your
last remaining robot.
If you find yourself in a seemingly no-win scenario, and you keep dying before
youσve barely
moved, use the Γhrquote key to hyperspace to a random location. This is a risky
venture, but it
will definitely get you out of a predicament.