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#151
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but, I wanted to know what was on that brown spool...
As a consolation prize, can we read about the helicopter controls? |
#152
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>read spool Oh, no. The teleportation access card slips from your arms while taking the brown spool and both tumble to the ground. The spool is labelled "Instrukshunz foor Reepaareeng Reepaar Roobots." Now, to restore back to the teleportation booth and head into the final area, reading the helicopter instructions on the way. >slide teleportation card through slot Nothing happens for a moment. Then a light flashes "Redee." >press 3 You experience a strange feeling in the pit of your stomach. >w Library Lobby You catch a glimpse of a small object nestled among the dust. On the table is a computer terminal. >get object Oh, no. The teleportation access card slips from your arms while taking the green spool and both tumble to the ground. >get spool Taken. >w Library There is a microfilm reader on one of the tables. The microfilm reader contains: A red spool >get red spool The screen goes blank as you take the spool. >put green spool in reader The spool fits neatly into the opening. Some information appears on the screen. >read screen "Oonlee peepul wix propur traaneeng shud piilot xe helikopturz. Reekwiird ekwipmint inkluudz aa Helikoptur Akses Kard and aa Kuntrool Panul Kee. Xeez kan bee obtaand frum Tranzportaashun Stoorij." The rest is all very technical. Guess that means we won't be flying any helicopters, seeing as Transportation Storage is dark and the only light source is in the Radiation Lab. Anyway, on to the computer! >s Project Corridor East >s Computer Room There is a pile of computer output here. >s Miniaturization Booth This is a small room barely large enough for one person. Mounted on the wall is a small slot, and next to it a keyboard with numeric keys. The exit is to the north. Guess I didn't notice this exit. Sorry. :P >slide miniaturization card through slot A melodic high-pitched voice says "Miniaturization and teleportation booth activated. Please type in damaged sector number." You begin to feel weary. It might be time to think about finding a nice safe place to sleep. Looks like we've got to type something in. You remember which sector was damaged, right? Let's see if you can remember, or at least find the update where it was mentioned. Unexplored paths: None. Puzzles: Fixing the course control system.
Maps Kalamontee Complex 1F Code:
J | L-I-H-K | P h y-x | | | O g G p w-D M | | | | | | e-f-k-m-----n---r-E |/| | | | | c i l o *-q-s | | | / | d-a j N t | | \ | b *-u-C-F | v /|\ z-A-B b=Winding Stair/Balcony/Crag c=Plain Hall d=West Wing e=Rec Area (you and Floyd are here) [locked door with dial that can be set from 0 to 1000] f=Rec Corridor g=Dorm B h=SanFac B i=Dorm A j=SanFac A k=Mess Corridor [steel key, padlock] l=Mess Hall m=Dorm Corridor n=Corridor Junction [cardboard box {cracked seventeen-centimeter fromitz board, good ninety-ohm bedistor, K-series megafuse, B-series megafuse}, wide-nosed pliers, curved metal bar, oil can, towel] o=Dorm C p=Dorm D q=Mech Corridor North r=Elevator Lobby [red metal door, blue metal door] s=Storage East t=Physical Plant u=Mech Corridor v=Mech Corridor South w=Admin Corridor South x=Admin Corridor North y=Systems Monitors z=Tool Room [glass flask, laser] A=Machine Shop [dispensing machine] B=Robot Shop [ID card] C=Reactor Control D=SanFac E E=Booth 2 [buttons marked "1" and "3", card slot] F=Reactor Elevator [up button, down button, card slot] G=Storage West [can of spam and eggs, survival kit, octagonal canteen] H=Admin Corridor North I=Small Office [desk] J=Transportation Supply [dark - likely to be eaten by a grue] K=Plan Room L=Large Office [desk] M=Upper Elevator [up button, down button] N=Kitchen O=Conference Room P=Booth 1 Kalamontee Complex 2F Code:
a c |/ b / d b=Tower Core c=Comm Room [coolant system manual override, funnel] d=Observation Deck Kalamontee Complex 3F Code:
a Kalamontee Complex B1 Code:
b---c | | a e-d-f b=Waiting Area c=Kalamontee Platform d=Shuttle Car Alfie e=Alfie Control West f=Alfie Control East Lawanda Complex B1 Code:
| d-e | b-a-c b=Alfie Control West c=Alfie Control East d=Lawanda Platform e=Escalator [up to Fork] Lawanda Complex 1F Code:
f d g i \| | | b-e-h-l / | a k-j-m *-w-x-y \ | / v-c-o-n-r | |/|\ q-p s *-t-u- | z b=Systems Corridor West c=Project Corridor West d=Repair Room [broken robot, tiny door to north] e=Systems Corridor f=Infirmary [bottle, glass flask] g=Planetary Defense h=Systems Corridor East i=Course Control [closed metal cube] j=Library Lobby [computer, teleportation access card] k=Library [spool reader] l=Physical Plant m=Booth 3 [buttons marked "1" and "3", card slot] n=Project Corridor East o=Project Corridor p=Computer Room q=ProjCon Office r=Main Lab [Patrol uniform, fried seventeen-centimeter fromitz board] s=Lab Storage [old battery] t=Bio Lock West u=Bio Lock East (Floyd's body is here...) v=SanFac F w=Radiation Lock West x=Radiation Lock East y=Radiation Lab [brown spool, lamp] z=Miniaturization Booth (you are here) Inventory: A miniaturization access card A red spool A laser (can be set from 1 to 6)
A canteen A kitchen access card An upper elevator access card A chronometer (being worn) Score: Your score would be 53 (out of 80 points). It is Day 3 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7296. This score gives you the rank of Planetary Commodore. Deaths: 2 (allergy to space celery, acceleration trauma) |
#153
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Hello Kahran and everyone. I'm a longtime Infocom fan and am glad to find this forum where people still play some of the Infocom games.
I've solved this game long ago so I'm not giving any subtle hints or suggestions that would spoil the game, but since this one is obvious... Read the computer output and you know what to type. Also, have you played the game to the end and you know how does it end? Next suggestion would depend on it. |
#154
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Quote:
Quote:
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>type 384 You notice the walls of the booth sliding away in all directions, followed by a momentary queasiness in the pit of your stomach... Station 384 You are standing on a square plate of heavy metal. Above your head, parallel to the plate beneath you, is an identical metal plate. To the east is a wide, metallic strip. Might as well check this place out. >e Strip Near Station You are standing on a silicon filament, which looks to you like a wide metal highway. South of here, the filament makes a right angle and heads straight down, like a cliff overlooking a black void. The filament can be followed north, however. Station 384 lies westward. Nothing here, so let's keep moving. >n Middle of Strip You are standing on a section of the strip with a bottomless void stretching out on both sides. The strip continues to the north and south. Continuing onward... >n Strip Near Relay North of here, the filament ends at a huge featureless wall, presumably the side of some micro-component. To the east is a vacuu-sealed micro-relay, sealed in transparent red plastic. You could probably see into the micro-relay. Sounds like an invitation to me! >look in relay This is a vacuum-sealed micro-relay, encased in red translucent plastic. Within, you can see that some sort of speck or impurity has wedged itself into the contact point of the relay, preventing it from closing. The speck, presumably of microscopic size, resembles a blue boulder to you in your current size. I think I see the problem. But how to deal with it? |
#155
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Zap it with the laser! But what color? Red or blue seem to make the most sense.
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#156
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I'm gonna say zap it with the laser on a purple setting, if it has one (sorry, I forget).
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#157
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Thank you for your answer.
Then you know what you are doing now, so I have no further suggestion. You should know that the game has multiple endings and repairing the computer before repairing the course control gets you to the bad ending. But if you want to show all endings, it'd be good idea to first go for the bad ending then good one. |
#158
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Also, in real life, you would not see the blue rock as blue if you were looking through a red filter. White light would hit the blue rock and all wavelengths except blue would be absorbed by the rock. The blue light would not pass through a red filter and so the rock would look black to your eye. See this link if you don't believe me: http://science-mattersblog.blogspot....ing-color.html I'll be interested to see what the actual answer to the puzzle is... I'm guessing red, since that's the only color that would pass through the filter and be absorbed by the boulder. Orange and Purple would possibly result in a 1/2 strength laser... |
#159
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Red it is! |
#160
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Actually, I took a Color Theory class in college and this is the first opportunity I've had to use that knowledge in the past 5 years...
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#161
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The consensus seems to be to use the red laser, so let's do it. Conveniently, it's already set to 1, so...ready, aim...
>shoot speck with laser A near miss! Not quite what I was hoping for. But if I keep at it... >g The speck is hit by the beam! It sizzles a little, but isn't destroyed yet. That's definitely a good sign. Let's keep going! >g A near miss! The laser feels slightly warm now, but that doesn't seem to affect its performance at all. >g The beam just misses the speck! >g The beam hits the speck again! This time, it vaporizes into a fine cloud of ash. The relay slowly begins to close, and a voice whispers in your ear "Sector 384 will activate in 200 millichrons. Proceed to exit station." Oh, trot. Better getout of here, then! >s Suddenly, with a loud plop, a giant elephant-sized monster lands on the strip just in front of you. It is amorphously shaped, its skin a slimy translucent red membrane. While most of your brain screams with panic about the disgusting monster that now blocks your exit, some small section in the back of your mind calmly realizes that this is merely some tiny microbe which has somehow violated the sterile environment of the computer interior. As you stand frozen with fear, the microbe slithers toward you, extending slimy pseudopods thick with waving cilia. It looks pretty hungry, and seems intent on having you for lunch. Middle of Strip A hungry microbe blocks your way, its cilia waving and its pseudopods towering over you. The microbe slithers closer. The cilia around its gullet glisten with mucus, giving the impression that the microbe is salivating. Better get away, then! >s Not a chance -- unless, of course, you don't mind walking into the gullet of a hungry microbe. The microbe slithers closer. The cilia around its gullet glisten with mucus, giving the impression that the microbe is salivating. The laser has cooled, but it still feels slightly warm. Of course I can't escape. But what to do about this monstrosity? Inventory: Inventory: A miniaturization access card A red spool A laser (can be set from 1 to 6)
A canteen A kitchen access card An upper elevator access card A chronometer (being worn) Score: Your score would be 65 (out of 80 points). It is Day 3 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7414. This score gives you the rank of System Captain. Deaths: 2 (allergy to space celery, acceleration trauma) |
#162
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Zap it with a different color.
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#163
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Sounds good to me. Might as well go with the highest, so...
>turn dial to 6 The dial is now set to 6. The microbe wraps several pseudopods around you and shoves you into its mucus-covered gullet. Digestive juices begin their work. The experience is not pleasant. **** You have died **** Whoops. Guess that taking inventory when there's a giant microbe around isn't a good idea. Fortunately, I can always restore, so after doing that and blasting the speck again... >shoot microbe The laser beam strikes the microbe. The beam slices through the microbe's skin! A tremendous shudder passes through the microbe, but the wound quickly seals itself. A pseudopod extends toward you. You jump back just in time to avoid being engulfed. Well, it took more than one shot to take out the speck, so... >g The laser beam strikes the microbe. The monster rears back for a moment, but almost as soon as the beam goes off, it advances again. Two protoplasm-filled blobs sneak toward you from the left. You jump to the side and almost fall off the strip into the void below! I think zapping it is starting to do something! Let's keep going! >g The laser beam strikes the microbe. The microbe's outer membrane sizzles a bit, and some protoplasm oozes out. The microbe recoils momentarily, but quickly recovers. A pseudopod shoots out toward your head! Ducking quickly, you save your life. The laser feels somewhat warm now, but that doesn't seem to affect its performance at all. >g The laser beam strikes the microbe. The monster rears back for a moment, but almost as soon as the beam goes off, it advances again. A pseudopod extends toward you. You jump back just in time to avoid being engulfed. >g The laser beam strikes the microbe. The beam slices through the microbe's skin! A tremendous shudder passes through the microbe, but the wound quickly seals itself. A pseudopod extends toward you. You jump back just in time to avoid being engulfed. >g The laser beam strikes the microbe. The beam slices through the microbe's skin! A tremendous shudder passes through the microbe, but the wound quickly seals itself. A pseudopod shoots out toward your head! Ducking quickly, you save your life. Another pseudopod, perhaps attracted by the warmth of the laser, tries to envelop the weapon. You snatch it away from the monster's grasp. The laser feels very warm now, but that doesn't seem to affect its performance at all. I wonder if that might be significant? But no time to stop now unless we want to be eaten! (Several zaps later...) >g The laser beam strikes the microbe. The monster rears back for a moment, but almost as soon as the beam goes off, it advances again. Two protoplasm-filled blobs sneak toward you from the left. You jump to the side and almost fall off the strip into the void below! The microbe, whipped into a rabid frenzy by the waves of heat from the pulsing laser, literally lunges at it. You jump back and, losing your balance, fall over the edge of the strip. The microbe, writhing madly, hurls itself after its prey. You and the microbe both plunge into the void below. **** You have died **** Well, darn. How to get rid of the microbe, if just zapping it doesn't work? Some of the messages should be enough of a hint, but can you figure it out? Inventory: Inventory: A miniaturization access card A red spool A laser (can be set from 1 to 6)
A canteen A kitchen access card An upper elevator access card A chronometer (being worn) Score: Your score would be 65 (out of 80 points). It is Day 3 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7498. This score gives you the rank of System Captain. Deaths: 4 (allergy to space celery, acceleration trauma, eaten by a giant microbe, knocked into the void) |
#164
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OK, this isn't memory, I actually came up with this.
Get the laser warm and huck it off the edge! |
#165
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When I played this part, I tried to THROW THE LASER AT THE MICROBE when the laser got hot.
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#166
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I think you should get the laser hot and then use it to boil a pot of soup.
And by that I mean throw it at the blob and watch it melt. |
#167
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Lots of ideas for how to get rid of the microbe, so let's try the first one. Specifically, heating up the laser and then chucking it over the edge. After all, the other two are pretty much variants of that, so, yeah. After taking out the speck again and shooting at the microbe for a while...
>g The laser beam strikes the microbe. The beam slices through the microbe's skin! A tremendous shudder passes through the microbe, but the wound quickly seals itself. A slimy pseudopod brushes against your shoulder. You twist away in the nick of time. Another pseudopod, perhaps attracted by the warmth of the laser, tries to envelop the weapon. You snatch it away from the monster's grasp. The laser feels very warm now, but that doesn't seem to affect its performance at all. >throw laser over edge As the laser flies over the edge of the strip, the hungry microbe lunges after it. Both the laser and the microbe plummet into the void. (Whew!) Stupid microbe. But now, we've got to get back to the station and rebiggulate. >w Do you have a penchant for bottomless voids? No, I just forgot which way I came from. >s Strip Near Station >w A voice seems to whisper in your ear "Main Miniaturization and Teleportation Booth has malfunctioned...switching to Auxiliary Booth..." You feel the familiar wrenching of your innards, and find yourself in a vast room whose distant walls are rushing straight toward you... Auxiliary Booth This is another small booth. Unlike the Miniaturization Booth, this room has no slot or keyboard, so presumably it is intended only as a receiving station. The exit is on the northern side. Let's see what's through that exit, then. >n Lab Office This is the office for storing files on Bio Lab experiments. A large and messy desk is surrounded by locked files. A small booth lies to the south. A closed door to the west is labelled "Biioo Lab." You realize with shock and horror that the only way out is through the mutant-infested Bio Lab. On the wall are three buttons: a white button labelled "Lab Liits On", a black button labelled "Lab Liits Of", and a red button labelled "Eemurjensee Sistum." Uh-oh...looks like we'll have to find a way through the mutants to get through here. But how? Hopefully someone will be able to find out next time. Inventory: A miniaturization access card A red spool A lab uniform (being worn)
A canteen A kitchen access card An upper elevator access card A chronometer (being worn) Score: Your score would be 69 (out of 80 points). It is Day 3 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7548. This score gives you the rank of System Captain. Deaths: 4 (allergy to space celery, acceleration trauma, eaten by a giant microbe, knocked into the void) |
#168
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Press every button.
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#169
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#170
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If that doesn't work, keep flicking the lights on and off until the mutants get headaches.
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#171
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Yeah, lights on because the mutants are all hung over and they'll run away.
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#172
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I'm torn between thinking that you can sneak out in the dark, or that when it's dark you're likely to get eaten by a muuutant.
My main impulse is to active the emergency systems, though. |
#173
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If Secret of Evermore has taught me anything about mutants, it's that you want the lights off for this sort of thing.
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#174
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Sorry for not updating for a while, but I've been a bit stressed and tired lately, and ironically enough, avoiding this forum out of shame from not updating. Anyway, most people seem to be in favor of evading the mutants under the cover of darkness, so let's try that.
>press black button Nothing happens. >open door The office door is now open. Mutated monsters from the Bio Lab pour into the office. You are devoured. **** You have died **** I'm guessing that turning off the lights didn't help. Whoops. Maybe that emergency system would be useful? After restoring... >w Bio Lab This is a huge laboratory filled with many biological experiments. The lighting is dim, and a faint blue glow comes from a gaping crack in the northern wall. Some of the experiments seem to be out of control... A ferocious feral creature, with a hairy shelled body and a whip-like tail snaps its enormous mandibles at you. A giant plant, teeming with poisonous tentacles, is shuffling toward you on three leg-like stalks. Lurking nearby is a vicious-looking creature with slavering fangs. Squinting in the light, it eyes you hungrily. Rushing toward you is an ugly, deformed humanoid, bellowing in a guttural tongue. It brandishes a piece of lab equipment shaped somewhat like a battle axe. The air is filled with mist, which is affecting the mutants. They appear to be stunned and confused, but are slowly recovering. Unfortunately, you don't seem to be that hardy. **** You have died **** At least we got a description for the bio lab this time. But how to get through the gas? Unexplored paths: None. Puzzles: Getting through the bio lab alive. Maps Kalamontee Complex 1F Code:
J | L-I-H-K | P h y-x | | | O g G p w-D M | | | | | | e-f-k-m-----n---r-E |/| | | | | c i l o *-q-s | | | / | d-a j N t | | \ | b *-u-C-F | v /|\ z-A-B b=Winding Stair/Balcony/Crag c=Plain Hall d=West Wing e=Rec Area (you and Floyd are here) [locked door with dial that can be set from 0 to 1000] f=Rec Corridor g=Dorm B h=SanFac B i=Dorm A j=SanFac A k=Mess Corridor [steel key, padlock] l=Mess Hall m=Dorm Corridor n=Corridor Junction [cardboard box {cracked seventeen-centimeter fromitz board, good ninety-ohm bedistor, K-series megafuse, B-series megafuse}, wide-nosed pliers, curved metal bar, oil can, towel] o=Dorm C p=Dorm D q=Mech Corridor North r=Elevator Lobby [red metal door, blue metal door] s=Storage East t=Physical Plant u=Mech Corridor v=Mech Corridor South w=Admin Corridor South x=Admin Corridor North y=Systems Monitors z=Tool Room [glass flask, laser] A=Machine Shop [dispensing machine] B=Robot Shop [ID card] C=Reactor Control D=SanFac E E=Booth 2 [buttons marked "1" and "3", card slot] F=Reactor Elevator [up button, down button, card slot] G=Storage West [can of spam and eggs, survival kit, octagonal canteen] H=Admin Corridor North I=Small Office [desk] J=Transportation Supply [dark - likely to be eaten by a grue] K=Plan Room L=Large Office [desk] M=Upper Elevator [up button, down button] N=Kitchen O=Conference Room P=Booth 1 Kalamontee Complex 2F Code:
a c |/ b / d b=Tower Core c=Comm Room [coolant system manual override, funnel] d=Observation Deck Kalamontee Complex 3F Code:
a Kalamontee Complex B1 Code:
b---c | | a e-d-f b=Waiting Area c=Kalamontee Platform d=Shuttle Car Alfie e=Alfie Control West f=Alfie Control East Lawanda Complex B1 Code:
| d-e | b-a-c b=Alfie Control West c=Alfie Control East d=Lawanda Platform e=Escalator [up to Fork] Lawanda Complex 1F Code:
f d g i \| | | b-e-h-l / | a k-j-m *-w-x-y \ | / v-c-o-n-r | |/|\ q-p s *-t-u-B-A | z b=Systems Corridor West c=Project Corridor West d=Repair Room [broken robot, tiny door to north] e=Systems Corridor f=Infirmary [bottle, glass flask] g=Planetary Defense h=Systems Corridor East i=Course Control [closed metal cube] j=Library Lobby [computer, teleportation access card] k=Library [spool reader] l=Physical Plant m=Booth 3 [buttons marked "1" and "3", card slot] n=Project Corridor East o=Project Corridor p=Computer Room q=ProjCon Office r=Main Lab [Patrol uniform, fried seventeen-centimeter fromitz board] s=Lab Storage [old battery] t=Bio Lock West u=Bio Lock East (Floyd's body is here...) v=SanFac F w=Radiation Lock West x=Radiation Lock East y=Radiation Lab [brown spool, lamp] z=Miniaturization Booth A=Lab Office (you are here) B=Bio Lab (mutants) Inventory: A miniaturization access card A red spool A lab uniform (being worn)
A canteen A kitchen access card An upper elevator access card A chronometer (being worn) Score: Your score would be 69 (out of 80 points). It is Day 3 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7548. This score gives you the rank of System Captain. Deaths: 6 (allergy to space celery, acceleration trauma, eaten by a giant microbe, knocked into the void, devoured by mutants, suffocated by poison gas) |
#175
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Go retrieve the towel, then wear it over your face to protect from the gas? (A gas mask or isolation suit of some sort would be better, but I don't think we encountered any of those.)
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#176
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Try the emergency system and wait to see if they die from it.
Or try the emergency system and then turn the lights on to see if they attack each other. |
#177
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It's been a while, but I'm back. Now, retrieving the towel might work, but part of the problem is that it's past the mutants, and hence if we were able to retrieve it, we wouldn't need it for that purpose. I'll try Bunk Moreland's suggestions, though.
>press white button You hear the faint sound of a relay clicking. >press red button You hear a hissing from beyond the door to the west. >open door The office door is now open. Through the open doorway you can see the Bio Lab. It seems to be filled with a light mist. Horrifying biological nightmares stagger about making choking noises. >w Bio Lab This is a huge laboratory filled with many biological experiments. The lighting is bright. Some of the experiments seem to be out of control... A ferocious feral creature, with a hairy shelled body and a whip-like tail snaps its enormous mandibles at you. A giant plant, teeming with poisonous tentacles, is shuffling toward you on three leg-like stalks. Lurking nearby is a vicious-looking creature with slavering fangs. Squinting in the light, it eyes you hungrily. Rushing toward you is an ugly, deformed humanoid, bellowing in a guttural tongue. It brandishes a piece of lab equipment shaped somewhat like a battle axe. The air is filled with mist, which is affecting the mutants. They appear to be stunned and confused, but are slowly recovering. Unfortunately, you don't seem to be that hardy. **** You have died **** At least this time I had a slightly better view of the mutated abominations in here before being poisoned to death by the emergency system. :P Anyway, the description implies that the mutants can recover from the emergency system, but let's try the other suggestion, to wait a while and see if it can kill them. >press red button You hear a hissing from beyond the door to the west. And now to wait a while. >z Time passes... >z Time passes... >z Time passes... A recorded announcement blares from the public address system. "Revival procedure beginning. Cryo-chamber access from Project Control Office now open." Interesting...that's probably something to check out if we can get past the mutants. Speaking of which, the gas should have done the trick by now, so... >open door The office door is now open. Mutated monsters from the Bio Lab pour into the office. You are devoured. **** You have died **** About what I expected, to be fair. I will say that there is a way to survive the gas, and that it's somewhere in the office. Can you figure out where, based on the description of said office a few posts back? |
#178
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> open desk
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#179
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Again, it's been a while since the last update, but at least we're getting close to the end. Gerad suggested checking the desk, so let's do that.
>open desk Opening the desk reveals a gas mask. How convenient! Now let's put it on and try to get through the lab... >wear mask Oh, no. The miniaturization access card slips from your arms while taking the gas mask and both tumble to the ground. You don't have the gas mask. Good thing we won't be needing the card anymore. Let's try that again. >get mask. wear it. Taken. You are wearing the gas mask. >press red button You hear a hissing from beyond the door to the west. >open door The office door is now open. Through the open doorway you can see the Bio Lab. It seems to be filled with a light mist. Horrifying biological nightmares stagger about making choking noises. >w Bio Lab This is a huge laboratory filled with many biological experiments. The lighting is dim, and a faint blue glow comes from a gaping crack in the northern wall. Some of the experiments seem to be out of control... A ferocious feral creature, with a hairy shelled body and a whip-like tail snaps its enormous mandibles at you. A giant plant, teeming with poisonous tentacles, is shuffling toward you on three leg-like stalks. Lurking nearby is a vicious-looking creature with slavering fangs. Squinting in the light, it eyes you hungrily. Rushing toward you is an ugly, deformed humanoid, bellowing in a guttural tongue. It brandishes a piece of lab equipment shaped somewhat like a battle axe. The air is filled with mist, which is affecting the mutants. They appear to be stunned and confused, but are slowly recovering. In that case, we'd better get out of here...quick! >w Bio Lock East Your former companion, Floyd, is lying on the ground in a pool of oil. A recorded announcement blares from the public address system. "Revival procedure beginning. Cryo-chamber access from Project Control Office now open." The mutants burst into the room right on your heels! The mobile plant whips its poisonous tentacles against your ankles! That announcement seems significant, so let's try to get to the ProjCon Office! >w Bio Lock West The door at the eastern end of the bio-lock closes silently. The monsters gallop toward you, smacking their lips. >open door The door opens. The mutants are almost upon you now! >w Main Lab There is a fried seventeen-centimeter fromitz board here. A slightly wrinkled Patrol uniform is lying here. The mutants burst into the room right on your heels! The growling humanoid is charging straight at you, waving his axe-like implement! >w Main Lab There is a fried seventeen-centimeter fromitz board here. A slightly wrinkled Patrol uniform is lying here. The mutants burst into the room right on your heels! The growling humanoid is charging straight at you, waving his axe-like implement! >sw Computer Room There is a pile of computer output here. The mutants burst into the room right on your heels! The growling humanoid is charging straight at you, waving his axe-like implement! You're really tired now. You'd better find a place to sleep real soon. Yeah, like I really need to worry about sleep when there's a pack of mutated horrors on my tail. Fortunately, we're almost to the ProjCon Office. >w ProjCon Office This office looks like a headquarters of some kind. Exits lead north and east. The west wall displays a logo. The mural that previously adorned the south wall has slid away, revealing an open doorway to a large elevator! The mutants burst into the room right on your heels! A pair of slavering fangs removes part of your clothing! Interesting...let's take it. It can't be any worse that staying here, after all! >s Cryo-Elevator This is a large, plain elevator with one solitary button and a door to the north which is open. The monsters are storming straight toward the elevator door! >press button The elevator door closes just as the monsters reach it! You slump back against the wall, exhausted from the chase. The elevator begins to move downward. And now to sit back and wait. >z Time passes... >z Time passes... >z Time passes... The elevator door opens onto a room to the north. If you don't get some sleep soon you'll probably drop. I wouldn't worry about that too much, because we're at the ending! >n Cryo-Anteroom The elevator closes as you leave it, and you find yourself in a small, chilly room. To the north, through a wide arch, is an enormous chamber lined from floor to ceiling with thousands of cryo-units. You can see similar chambers beyond, and your mind staggers at the thought of the millions of individuals asleep for countless centuries. In the anteroom where you stand is a solitary cryo-unit, its cover frosted. Next to the cryo-unit is a complicated control panel. A door slides open and a medical robot glides in. It opens the cryo-unit and administers an injection to its inhabitant. As the robot glides away, a figure rises from the cryo-unit -- a handsome, middle-aged woman with flowing red hair. She spends some time studying readouts from the control panel, pressing several keys. She turns to you and, with a strained voice says, "You have fixed our computer and a Cure has been discovered, and we are grateful. But alas, it was all in vain. Our planetary course control system has malfunctioned, and the orbit has now decayed beyond correction. Soon Resida will plunge into the sun." Veldina examines the control panel again. "Fortunately, another ship from your Stellar Patrol has arrived, so at least you will survive." At that moment, a landing party from the S.P.S. Flathead materializes, and takes you away from the doomed world. Your score would be 74 (out of 80 points). It is Day 3 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7852. This score gives you the rank of Cluster Admiral. Well, it's an ending...but we definitely could have done better. Fortunately, I know how to do that, and I'll be showing you next time. Unexplored paths: None. Puzzles: None. Maps Kalamontee Complex 1F Code:
J | L-I-H-K | P h y-x | | | O g G p w-D M | | | | | | e-f-k-m-----n---r-E |/| | | | | c i l o *-q-s | | | / | d-a j N t | | \ | b *-u-C-F | v /|\ z-A-B b=Winding Stair/Balcony/Crag c=Plain Hall d=West Wing e=Rec Area (you and Floyd are here) [locked door with dial that can be set from 0 to 1000] f=Rec Corridor g=Dorm B h=SanFac B i=Dorm A j=SanFac A k=Mess Corridor [steel key, padlock] l=Mess Hall m=Dorm Corridor n=Corridor Junction [cardboard box {cracked seventeen-centimeter fromitz board, good ninety-ohm bedistor, K-series megafuse, B-series megafuse}, wide-nosed pliers, curved metal bar, oil can, towel] o=Dorm C p=Dorm D q=Mech Corridor North r=Elevator Lobby [red metal door, blue metal door] s=Storage East t=Physical Plant u=Mech Corridor v=Mech Corridor South w=Admin Corridor South x=Admin Corridor North y=Systems Monitors z=Tool Room [glass flask, laser] A=Machine Shop [dispensing machine] B=Robot Shop [ID card] C=Reactor Control D=SanFac E E=Booth 2 [buttons marked "1" and "3", card slot] F=Reactor Elevator [up button, down button, card slot] G=Storage West [can of spam and eggs, survival kit, octagonal canteen] H=Admin Corridor North I=Small Office [desk] J=Transportation Supply [dark - likely to be eaten by a grue] K=Plan Room L=Large Office [desk] M=Upper Elevator [up button, down button] N=Kitchen O=Conference Room P=Booth 1 Kalamontee Complex 2F Code:
a c |/ b / d b=Tower Core c=Comm Room [coolant system manual override, funnel] d=Observation Deck Kalamontee Complex 3F Code:
a Kalamontee Complex B1 Code:
b---c | | a e-d-f b=Waiting Area c=Kalamontee Platform d=Shuttle Car Alfie e=Alfie Control West f=Alfie Control East Lawanda Complex B1 Code:
| d-e | b-a-c b=Alfie Control West c=Alfie Control East d=Lawanda Platform e=Escalator [up to Fork] Lawanda Complex 1F Code:
f d g i \| | | b-e-h-l / | a k-j-m *-w-x-y \ | / v-c-o-n-r | |/|\ q-p s *-t-u-B-A | | C z b=Systems Corridor West c=Project Corridor West d=Repair Room [broken robot, tiny door to north] e=Systems Corridor f=Infirmary [bottle, glass flask] g=Planetary Defense h=Systems Corridor East i=Course Control [closed metal cube] j=Library Lobby [computer, teleportation access card] k=Library [spool reader] l=Physical Plant m=Booth 3 [buttons marked "1" and "3", card slot] n=Project Corridor East o=Project Corridor p=Computer Room q=ProjCon Office r=Main Lab [Patrol uniform, fried seventeen-centimeter fromitz board] s=Lab Storage [old battery] t=Bio Lock West u=Bio Lock East (Floyd's body is here...) v=SanFac F w=Radiation Lock West x=Radiation Lock East y=Radiation Lab [brown spool, lamp] z=Miniaturization Booth A=Lab Office (you are here) B=Bio Lab (mutants) C=Cryo-Elevator Lawanda Complex, cryo-chambers b | a a=Cryo-Elevator b=Cryo-Anteroom (ending) Inventory: A gas mask (being worn) A red spool A lab uniform (being worn)
A canteen A kitchen access card An upper elevator access card A chronometer (being worn) Score: Your score would be 74 (out of 80 points). It is Day 3 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7852. This score gives you the rank of Cluster Admiral. Deaths: 6 (allergy to space celery, acceleration trauma, eaten by a giant microbe, knocked into the void, devoured by mutants, suffocated by poison gas) |
#180
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Kind of odd how she doesn't introduce herself, but she's referred to by name in the following paragraph.
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