The opponents in Captive are not too bright; they will simply choose the most direct route to you and charge, firing all the way if they possess ranged weapons. Fight them toe-to-toe only if you get cornered. Enter each new area with caution, ready to run back to a familiar room or behind a closeable door, or up or down a ladder. Some of the opponents you will face are extremely fast. Your best chance of surviving an encounter with them is to learn to play the game with two hands. Use the numeric keypad to move and the mouse to operate the weapons. Make all your moves (even when not fighting) with the keypad to get proficient. The best battle tactic is the Dungeon Master two-step, first perfected by players of that game. It requires a 2x2 space, but makes you invulnerable to all but the fastest opponents. The key is to use a closeable door to 'meter' the opponents so that you only have to fight one at a time. Then have them pursue you to a room where you face them, fire, sidestep and turn. You'll just turn in a circle ahead of whatever you're fighting. Once a baddie starts turning, it will keep turning the same way (unlike the dragons in Chaos Strikes Back, which give basketball-type head fakes and cuts). There is always a delay between the time an opponent enters a square and when it turns. This is your critical advantage; you can sidestep and they cannot. Just keep hacking/firing and moving until you get flakes. If there is no room available, you can simply keep backing up against opponents with no ranged weapons. When something is firing at you, things become more difficult. You must keep ducking around corners and sniping as whatever is chasing you appears. A closeable door or a ladder gives you a safe position to jump in and out of. There are very few places in the game where some tactical planning won't let you fight at an advantage. Because the opponents are stupid, they will fire at you whether a wall is in the way or not. If you listen as you move around a base, you will hear a lot of firing and occasionally some clanks of hits. This means one creature got in front of another one that is shooting at you. If you're patient, you can have the baddies do some of your work for you. Just wait at the point you heard a clank, and eventually there will be more. Go ahead - take a nap. This speeds up time and you can still hear that happy sound. If you have radar, you can use it to help you 'line up' the opponents so that they will fire through each other. Tanks and Earthtone Spheres fire rubber balls, and will destroy themselves with rebounds if you give them the opportunity. The key to becoming wealthy is not to accept heavy (and expensive) damage. Kill your droids rather than repair them, and try again. The fastest way to destroy them is to remove their chests in a corridor or alcove, then step them left and right. Except for doors and cubbyholes, wallblocks are always the same on all four sides. False walls and walls that appear and disappear with switches and floor plates always appear to be blank. No cubbyholes or outlets ever appear on the outside wall of a level; only on interior partitions. Opponents that drop mines when you flake them will not do so if it happens when they are not over a bare dry floor. Spinners deflect shots, and seem to confuse the opponents just as much as you. The force doors (shimmering blue) reflect laser shots. Opponents who carry clipboards will not venture under raising wallblocks (the ones with the hand picture). This keeps you from losing a clipboard due to crushing, and you can use it to your tactical advantage. Darkness does not affect opponents. Some switches and combination locks are reversible, and some are not. There is no pattern, although you can reclose doors more frquently than you can relight flames or replace wallblocks. The game 'swaps' blocks when flames and walls appear or disappear. Any object or opponent in a block when you swap it out is gone forever. Bags of gold are only left in true dead ends. If you see a gold bag you know was not dropped by an opponent, you can be confident that the wall behind it will never open. Very rarely you will encounter a 'glass block'. These are usually found in large rooms. Neither you nor opponents can pass through it, but it's invisible. A blow from one of your droids will smash it, and afterwards it's a plain floor block. Unlike FTL's structures, there are no loops in Captive. In all cases you can only reach a given point by one route, and must exit the same way. Also unlike FTL, the opponents do not regenerate. Once you've eliminated them, that's it! Windows add tactical interest to the game. There are a few ways you can attack tall or flying opponents through them. If you are near an outlet, you can zap them with charges. You can manually throw balls through a window with your cursor hand. Finally, the back row can fire ranged weapons through the window while on anti-grav. Be warned that some opponents can fire back! Mines also make the game more interesting. If you have money that you would otherwise have to throw away, you can use it to buy these overpriced items and have some fun. But most of your dealings with mines center around the disposal problem. There are several ways to explode a mine: 1. Step on it or touch the floor with the cursor. Simple but expensive. 2. Get an opponent to step on it. This is obviously the best way. 3. Throw an object at a flying opponent while the flyer is over the mine. This is a tough trick, but it's the only way to damage flyers with mines. 4. If the mine is against a wall, throw an object at the wall. It will drop onto the mine. Used-up weapons (from cubbies) are what I throw. 5. Throw a ball over the mine and step aside. It will bounce back and forth between two walls and eventually drop. With luck, it will fall onto the mine. This will probably take several attempts. 6. Fire the mine electrically. If there is a handy outlet, it's the easiest way to blow a mine. Just shoot an electrical bolt over the mine. If you are a hotshot, you can explode a mine with a flyer over it this way. 7. Flying opponents will detonate a mine if they flake out over it. Also a hotshot technique, requiring perfect timing for your kill. Note that you may be damaged by a mine if it explodes while you are in a nondiagonal adjacent block. You can only set mines on plain floor blocks. Also any object that triggers a mine is destroyed with the mine. Exploding mines do not affect objects already on the floor block. If you don't have a rifle, you will have to fight some flying opponents on anti-grav in order to hit them. I usually fight walkers on anti-grav also; most shots go through their legs when they are not turned sideways to you when you fire from the ground. Balls have a use besides combat and mine clearing. I often use them to open doors and raise walls from a distance. It allows me to keep clear of whatever horror is waiting for the door or wall to open. The clank after a couple of rebounds confirms that trouble is on the way. Remember not to push rollerwalls (using a rightclick on the forward arrow) more than one block. There is no place in the game where moving a wall an extra block helps you, and in many cases you can cover a hallway or cubby. Do not blow up the Generators in the Space Station! You are after something else there. After you locate the Space Station, further probes are useless. They just vanish when you place them on the Starmap.