[ SPECIAL EDITION: OPERATION-OVERKILL HINT SECTION ] The following is an excerpt from the "Overkill Warrior Guide" by Cleve Sanders, soon to be released in May. ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» HYDRITES & THE PRISON º ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÊÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ Once the Hydrite invasion was complete and the collection of water crystals was waning, Overkill saw a need to build a facility. This fortress would serve as a Home Base for his legions and provide an area to hold captured humans for times when questioning them about further water crystal reserves might prove somewhat productive. Unlike earth reptiles, the Hydrites are quite social in their behavior and this gathering place served them well. Because they preferred the darkness and stale damp air to preserve their scales, no windows were employed in the construction of the Prison. A single entrance was fabricated out of heavy wooden beams bound together with thick metal strapping. This door was decorated with the skulls of several fallen HX soldiers, either as a sign of victory over the Earth's forces or simply due to their morbid sense of humor, no one knows which. Several species of "pets" were shipped in from Hydrania to complete the curious illusion of a home away from home. Many of the privately owned Rad-Hounds edged into service as perimeter guards since they were so readily available and human infiltrators were constantly trying to gain access to their domain. An uncommon Hydranian bird known as a Gwysaartynn is often allowed to fly freely within the confines of the Prison. This bat-like creature with scales is harmless enough. The first Prison was built in the Zaverus terrain and became very popular among the Hydrites in that sector. Overkill ordered that a Prison be built on each of the terrains occupied by Hydranian forces. Despite the fact that none of the so called "prisoners" had ever leaked any information regarding the location of an underground water crystal vault. He felt that the structure increased morale in the ranks of his warriors and there was always hope of capturing seven or eight humans for a good Meat Dart tournament to take the edge off operating on such a hostile planet. All of the prisons were made in the exacting dimensions ordered by Overkill and each contained nine cells for captives. He allowed the Terrain Commanders to be somewhat creative by allowing them to choose from one of three interior designs but the overall size must be 13ž by 14ž (ž is the abbreviation of Partul, it is the Hydranian unit of measurement with a Partul roughly equal to 17 feet). This standard size was used without exception in the fabrication of prisons all over the planet. By virtue of our expansive intellegence network and from the de-briefing of all previous captives, we have been able to successfully map out all of the designs currently in use for the Hydrite Prisons. These plans did not come cheaply, and a great number of solidiers died in rescue attempts and reconnaissance missions to gather this data. Safeguard it as you would a prized gem. It is priceless. ÛÜßßßßßßßßßÜÛ Prison Map #1 - Victory Design ÛÛ Ü ßÜß Ü ÛÛ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ÛÛ ßßßßßßß ÛÛ This is the design of the original Hydrite Prison built ÛÛß Ûß ßÛ ßÛÛ on the Zaverus terrain. Overkill himself designed the ÛÛÜÜÛ Û ÛÜÜÛÛ inner walls and could not help but let his enormous ego Û ÜÜÜ Û Take a part in it. The inner sanctum is known among ÛÜÜÜÜÜÜÜÜÜÜÜÛ Hydrites as the Victory Design as it clearly resembles a Hydrite (very probably Overkill himself) wearing the Hydranian Crown of Victory. An honor that is only bestowed on conquerers of a hostile and profitable planet. This prison is layed out in such an orderly fashion that you should have no trouble getting around these dimly lit, treacherous hallways. As in all prisons on all terrains, you should expect that the Hydrite Soldiers within will garner heavy resistance to anyone attempting a breakout or trying to gain entrance. It is wise to plan all breaches carefully. ÛßßßÜÜÜÜÜßßßÛ Prison Map #2 - Holocaust Design Ûß ß ß ß ßÛ Û ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ÛßßßÛ ÛßßßßÜÛ This design was developed after the Hydrites found the ÛßÛ Û Û ÛÛßÛÛ ancient documents that described the nuclear holocaust ÛÜÜ ÛÜÜ Ü Û which put Earth in a position to be invaded. It pleased ÛÛÛ ÛÜÜ Ûßß Û the Hydrites to no end to discover that Man was his own ÛÜÜßßÜÜÜßÜßÜÛ worst enemy and had purposely carved the path of his own destiny, enveloped with pain and destruction. In this most odd layout, a mushroom cloud surrounded by chaos is depicted. It is the favored design among Senior Terrain Commanders. In fact, once assigned to a new terrain they usually gut the existing design to replace it with this one. The cells are also layed out in a chaotic fashion and navigation through these halls is very, very confusing. Note the single hall to the right of the entrance, this hall is unique to this design, and allows it to be identified immediately upon entry. A note of caution: Don't get lost inside! ÛßßßßßÜÜÜßßÜÛ Prison Map #3 - Water Design Û ÛßÛ Û ÛÜÛ Û ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Û ÛÜÜÜßÜÜÜÜ Û The Water design illustrates the various forms in which Û ÜÜÜ Û Ü Û Û water, their primary objective on this planet, takes. A Ûßßßß Û ßÛßßÛ large crystal dominates the design and is surrounded by Û ßßßßßÛÜßßÜÛ waterfall below what appears to be a thunder cloud. ÛÜÜßßßÜßÜßÜßÛ This design is favored by those Commanders who tend to be mission oriented or need to be constantly reminded of their primary duties. The cell arrangement is erratic and helps to discourage all but the best planned rescue attempts by the humans occupying the Complex. By making an infiltrator utilize more passages to get to their comrades, the possiblities of success are greatly diminished. This layout affords the Hydrite Soldiers the element of surprise due to the constant turning hallways. Expect unusually high resistance during any operation carried out in a Prison of this type. Note that this entrance is also unique in design. Whatever the design, you will very likely see the inside of a Hydrite Prison on more than one occasion. Should you be sleeping in the Complex during one of the many Hyrite Raids and the Cybervex Guard is defeated, you may, depending on the experience level you've attained, be taken prisoner. While being transported to the Prison, you may escape your captors and find yourself camped out right next to a group of hungry Rad-Hounds when you sign on. Otherwise, you'll be put in a cell for a specified number of days determined by the Hydrite Terrain Commander to be used as bait for fellow HX soldiers. In this case, there are five options open to you, depending on how well you planned in advance: 1 - Use a telegrasp to teleport yourself back to the Complex. Because the cells are lined with molecular-altered glass, the Hydrites do not bother to strip you of your weapons or items. Any attempt to use weapons would cause a very intense ricochet effect that is very humorous to the Hydrites on duty. 2 - You can use duroplast to force the cell door open. This doesn't destroy the door, but the concussion will force the locking mechanism open. You can get hurt doing this, of course. And then you are then forced to battle your way out of the structure in order to get away. 3 - You may simply wait it out. The Hydrites normally keep prisoners for 3 or 4 days, depending on their mood at the time of your capture. 4 - If you have a very capable and experienced teammate, he or she may like the adrenelin rush that would be induced by attempting to break you out of your cell. It is very dangerous and very time consuming but it can be done. But, you will still have to fight your own way out of the prison. But the person that brings you to freedom may not be friendly. Your rescue may turn out to be an elaborate assasination attempt. 5 - If all else fails, you can commit suicide. This option is open to those who have no sqeamishes about sticking electrical wires in their mouth and then, accccckkkk, turning up the juice. But, once you are dead, the Hydrites have no further use for you and dump you outside the Prison where you are picked up by the Scrapers for resurrection. Those techniques will get you out of the Prison, but what if you wish to get in it? And why would you want to go in it? Well, many people break into Prison for lots of different reasons. Some just like the rush of killing hoards and hoards of those disgusting Hydrite Soldiers. Others get involved in the rescue attempt of fellow warriors, or the assasination of an enemy placed in Prison. And still others are searching for a safe place to camp. Given the size of the place, its relatively easy to sleep in the dark halls completely undiscovered. And then it may be that they are looking for a special ke that is rumored to be hidden for future HX soldiers to recover. A key that allows access to the Air Force Bases. There are a few things you should know before attempting any operation that has anything to do with entering the Prison. This information is designed to lessen your risk in such an endeavor and should be heeded as it combines the de-briefs of many seasoned veterans: 1 - Before you can even gain access to the Prison, you may be required to fight the Rad-Hounds that guard the heavy wooden gate. Don't be taken in by their size, these animals are very, very quick and difficult to defeat. You might have to kill one and then run away to heal yourself before fighting another one. There will in all probability, be 3 or 4 of them guarding the gate and they all must be defeated. If you surrender to the Rad-Hounds, they will be very effecient in alerting the Hydrites to your presence and you can expect a stay in the Prison as a guest. These dogs know who they work for. 2 - Once the Rad-Hounds are disposed of, you must use duroplast on the Prison's heavy door. This is the only way to force this large gate open and you will risk getting hurt anytime you use duroplast. If someone else has opened the door earlier that day, you will not face the dogs or have to open the gate. But be sure, the Hydrites will mend the distruction and replace the dogs as soon as midnight arrives and they feel relatively safe to work outside with little threat of being attacked. 3 - Before you enter the Prison, understand that you will not be allowed to use a long-range weapon inside the structure itself. One exception to this rule is during an assasination attempt, after you have released your victim. So, either carry a short-range weapon that has a great deal of rounds, a short-range weapon that does not require rounds or carry two short-range weapons. 4 - You must fight every Hydrite you encounter in the Prison, every single one. You will likely get poisoned by their weapons so it may be wise to have the vac-pack handy, but don't use it too soon or it will be wasted. If you must surrender, you will be escorted to the next open cell and placed inside. 5 - If you are on a rescue or assasination mission, you will need to obtain the correct colored key that opens the cell. There is no way of knowing what it will be as the Hydrites change their pattern from terrain to terrain in the effort to prevent such activities. They fill their cells in an alphabetical order. So if there is only one prisoner, he or she will be placed in cell A as a rule. This keeps things nice and orderly for the Hydrites who would in all likelyhood, forget to check on their captives otherwise. If you are on the quest for the key that unlocks the doors to the Air Force Bases, it is said to be tucked away in a seldom used cell. With the Hydrite practice of filling their cells alphabetically, this should be no trouble. Always remember that the Hydrites are as dangerous as they are repulsive. Those who have visited the Prison are in no hurry to repeat the experience after it's over with. It should be noted that many of the Hydrite Soldiers that occupy the Prison have a Trikorder in their possesion. Just an extra little tidbit of info as you've read this much. But for whatever reason you find yourself inside that dark, damp fortress, keep this in mind: Caution is the friend of those who embrace it, and Recklessness is the messenger of the Hydrites. þ