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It's the boffoid sequel to Planetfall...let's play Stationfall!

Back to Let's Play < 1 2 3 4 5 6 7 8 >
  #31  
Old 01-25-2014, 08:18 PM
TiKi TiKi is offline
Senior Member
 
Join Date: May 2013
Posts: 509
Default

Let's wait for death.
I mean, waste time for a couple dozen moves to see if aliens zap us or something on a certain clock date.
  #32  
Old 01-31-2014, 08:28 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Syo! and Bunk Moreland have both suggested exploring levels 1 and 2, so let's do that. First, the only exit from the dome.

>u
Dome

>e
The elevator shaft is shielded from the station's artificial gravity field, and your stomach gives a little flip as you enter the weightless environment.

Elevator Shaft
You float helplessly in the shaft. After a few millichrons of useless flailing, you decide that summoning the elevator might be a good idea, and you pull yourself out of the shaft, back to the one-gee environment.

Dome


And that's level 1 mapped out. Now for level 2!

]
>d
Mess Hall
A cup of thick brown coffee sits on one of the tables. It's still steaming, though there's no one in sight.

>e
The elevator shaft is shielded from the station's artificial gravity field, and your stomach gives a little flip as you enter the weightless environment.

Elevator
This is a large, cubical frame, open on all four sides. The elevator shaft encloses the elevator on every side except the west. There is a keypad for typing the number of the level you want to go to.
Floyd bounces in, followed at a more leisurely pace by Plato. "Hey, wait for us!" he yells.


Now that Plato is here, let's ask him about what's been going on on this station.

>ask plato about forms
Plato shuts his eyes tightly for a moment, then looks at you. "Sorry, I don't know much about that. I'll be sure to see what I can find the next time I'm in the station's library, though."
In a very sad voice, Floyd talks of his friend Lazarus, a medical robot on Resida who was tragically disassembled. Plato responds, "Now, Floyd, don't fill your head with the sad memories of Lazarus' death. Think instead about the joy-filled times when you and your friend were together." Floyd seems awed by such wisdom.

>ask plato about food
Plato shuts his eyes tightly for a moment, then looks at you. "Sorry, I don't know much about that. I'll be sure to see what I can find the next time I'm in the station's library, though."
Floyd confides to Plato that his life's dream is to get locked up overnight in a toy factory.

>ask plato about humans
[I don't know the word "humans."]

>ask plato about station
[I don't know the word "station."]


For a smart guy, he doesn't seem to know much. Now to explore the other exits from the mess hall.

If you have any specific questions for Plato, feel free to let me know, and if he has a valid response, I'll post it.

>se
Library
This station's library has some printed material, such as recently transmitted magazines, but primarily it is a location for reading nanofilm spools, using the spool reader here, and for accessing the main computer's data banks via a computer terminal. Strangely, the computer terminal has been removed. There's a door to the north and an exit to the west.
Floyd and Plato follow you.


Haven't we seen a nanofilm spool somewhere before? Oh, well. No time for wondering - there are exits to map out!

Main Storage
This is the primary storage room of the station, with large stockpiles of important items. For example, basic organic materials are needed to supplement the food supply due to the tiny inefficiencies of the recycling process. This is nearly the top level of the Command Module, and the ceiling curves in sharply over the supply room, which curves around to doors at the northwestern and southwestern ends.
You can see a detonator here.


That might be useful, but let's explore more before making any absolute decisions.

>nw
The auto-door opens as you approach, and whisks shut behind you...

Mess Hall
A cup of thick brown coffee sits on one of the tables. It's still steaming, though there's no one in sight.
Floyd and Plato follow you.

>n
The auto-door opens as you approach, and whisks shut behind you...

Main Storage
You can see a detonator here.

>sw
The auto-door opens as you approach, and whisks shut behind you...

Mess Hall
Plato and Floyd are both here.
A cup of thick brown coffee sits on one of the tables. It's still steaming, though there's no one in sight.
Plato helps polish a hard-to-reach spot on Floyd's back.


Quite confusing, but I think the map will explain it well enough. There's one exit to go, and that's to the...

>ne
The auto-door opens as you approach, and whisks shut behind you...

Meeting Room 1
This is a medium-sized conference room with doors to the south and west.


Pretty anticlimactic. :P
Anyway, where to next time?

And TiKi, don't worry about your request - this game has a much less generous time limit than Planetfall, so there might be a chance of seeing the "time up" ending for this one in normal play, and if not, I'll show it off in the bonus material anyway.


Inventory:
Score:
It is Day 1 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7356. Your score is 5 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Finding a supply of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms.
Getting past the blockade between levels 7 and 8.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader)
d=Main Storage (detonator)
e=Meeting Room 1 (you are here)

Level 3:
Code:
 \|
  a-
 /|
a=Level Three


Level 4:
Code:
  |
 -a-
  |
a=Level Four

Level 5:
Code:
  |/
a-b-
   \
a=Docking Bay #2
b=Level Five

Level 6:
Code:
\|
 a-
/|
a=Level Six

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can, mauve nanofilm spool)

Unexplored paths:
North from Level Five.
Northeast from Level Five.
East from Level Five.
Southeast from Level Five.
North from Level Four.
East from Level Four.
South from Level Four.
West from Level Four.
North from Level Three.
East from Level Three.
South from Level Three.
Southwest from Level Three.
Northwest from Level Three.
North from Library.
South from Meeting Room 1.
East from Dome.
North from Level Six.
East from Level Six.
South from Level Six.
Southwest from Level Six.
Northwest from Level Six.
East from Printing Plant.
Northwest from Printing Plant.

Last edited by Kahran042; 08-12-2020 at 06:21 AM.
  #33  
Old 01-31-2014, 08:59 PM
Gerad Gerad is offline
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Join Date: Feb 2010
Location: Michigan
Posts: 7,585
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Put the brown spool in the reader and read it. Then explore level 3.
  #34  
Old 02-01-2014, 05:16 AM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
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Seconding Gerad's suggestion, and ask Plato about Plato, and Aristotle, and Euclid.
  #35  
Old 02-05-2014, 10:47 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

There's no brown spool, but there is a mauve one, so let's get that.

>w
The auto-door opens as you approach, and whisks shut behind you...

Mess Hall
Plato and Floyd are both here.
A cup of thick brown coffee sits on one of the tables. It's still steaming, though there's no one in sight.


Hi, Plato! Bunk Moreland had some things he wanted me to ask you about, so...

>ask plato about plato
"I don't have a very specific function in the station's robotic organizational scheme, but I do keep the library organized."
"Hey, Plato!" says Floyd. "Play Hider-and-Seeker with Floyd?" Plato glances up from his book, nods, and says, "I do believe that I can spare a few millichrons for a relaxing bit of sport." Floyd bounds away, with Plato a bit behind. From out of sight, Floyd's voice faintly echoes back to you: "Ollie ollie oxen free!"


I guess we can wait a while to ask him about the other two things.

>d
Level Three
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.


Or we can ask him about them now.

>ask plato about aristotle
[I don't know the word "aristotle."]

>ask plato about euclid
[I don't know the word "euclid."]


About what I expected. Now to get that mauve spool without any further distractions.

>d
Level Four
Floyd and Plato follow you.

>d
Level Five
Floyd and Plato follow you.

>d
Level Six
Floyd and Plato follow you.

>d
Printing Plant
You can see a trash can and a mauve nanofilm spool here.

>get spool
Taken.


And now to actually see what it contains!

>u
Level Six
Plato and Floyd are both here.
Floyd notices a mouse scurrying by and tries to hide behind you.

>u
Level Five

>u
Level Four

>u
Level Three

>u
Mess Hall
A cup of thick brown coffee sits on one of the tables. It's still steaming, though there's no one in sight.

>se
Library

>put spool in reader
Done.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

>turn on reader
The reader, in a surprisingly human voice, says, "Gamma-Delta-Gamma class Deep-Space Stations are equipped with a full range of collating machinery. The workhorse of the..." There is a burst of static from the reader. "...common malfunction of this large collater. First check the lower fromitz..." More static. "...and replace with..." A long burst of static. Suddenly the voice changes in timbre and begins laughing and saying, "You will die, human! All humans will die! You will die, human!"


That's...probably not a good sign. But now to explore level 3! Exploring all the exits in clockwise order worked well last time, so let's do it again.

>n
The auto-door opens as you approach, and whisks shut behind you...

Gym
This is a huge room where station personnel keep in shape via exercise and recreational sports. The sole exit is south.
A multiple-function exercise machine sits imposingly on one side of the gym. There is a sign above it.


That sign is probably important, so let's read it.

>read sign
"IMPORTANT! The exercise machine has diagnostic frequencies which communicate with each other on frequency 710. Do not bring anything which broadcasts on that frequency within range of the machine!"


That number might be useful later, so let's keep it in mind and continue exploring this level.

>e
The elevator shaft is shielded from the station's artificial gravity field, and your stomach gives a little flip as you enter the weightless environment.

Elevator Shaft
You float helplessly in the shaft. After a few millichrons of useless flailing, you decide that summoning the elevator might be a good idea, and you pull yourself out of the shaft, back to the one-gee environment.

Level Three
Floyd tells Plato about a neat shortcut for calculating seventh order differentials.


Oh, yeah. The east exit is always the elevator shaft. Whoops. :P
Anyway, let's check out the other exits.

>s
The auto-door opens as you approach, and whisks shut behind you...

Theatre
This sixty-seat auditorium is used for lectures, certain large briefings, an occasional live entertainment, and a rare live broadcast over deep-space channels. A projection booth dominates the rear of the room. The theatre's only exit is to the north.
Floyd and Plato follow you.

>n
The auto-door opens as you approach, and whisks shut behind you...

Level Three
Floyd and Plato follow you.

>sw
Chapel
This is a modest, nondenominational chapel. Hanging high above the beautiful wooden pulpit are the two universal symbols of every major galactic religion: an eternal flame and a seven-pointed star. The flame flickers in the air currents. A doorway occupies the center of the east wall.
The star is blinking.
You can see a puce nanofilm spool here.
Floyd and Plato follow you.

>e
Level Three
Floyd and Plato follow you.

>nw
The auto-door opens as you approach, and whisks shut behind you...

Laundry
All laundry rooms, planetside as well as in space, tend to look alike. This one is no exception. The door lies on the east side.
In the corner, next to the dryer, is a large empty spot where the washer should be.
You can see a presser here.
Floyd and Plato follow you.


Not much to say, although the chapel does seem to have some interesting stuff. Where to from here?


Inventory:
Score:
It is Day 1 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7860. Your score is 5 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Finding a supply of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms.
Getting past the blockade between levels 7 and 8.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser; you, Floyd, and Plato are here)

Level 4:
Code:
  |
 -a-
  |
a=Level Four

Level 5:
Code:
  |/
a-b-
   \
a=Docking Bay #2
b=Level Five

Level 6:
Code:
\|
 a-
/|
a=Level Six

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Unexplored paths:
North from Level Five.
Northeast from Level Five.
East from Level Five.
Southeast from Level Five.
North from Level Four.
East from Level Four.
South from Level Four.
West from Level Four.
North from Library.
South from Meeting Room 1.
North from Level Six.
East from Level Six.
South from Level Six.
Southwest from Level Six.
Northwest from Level Six.
East from Printing Plant.
Northwest from Printing Plant.
  #36  
Old 02-11-2014, 01:24 AM
TiKi TiKi is offline
Senior Member
 
Join Date: May 2013
Posts: 509
Default

Ask Plato about Infocom.
  #37  
Old 02-11-2014, 02:03 AM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Ask Plato about hucka-bucka-beanstalk, and let's explore level four.
  #38  
Old 02-13-2014, 07:07 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

TiKi and Bunk Moreland have some more questions for Plato, so let's ask them!

>ask plato about Infocom
[I don't know the word "infocom."]


I was actually expecting that to have a result. Oh, well.

>ask plato about hucka-bucka-beanstalk
Plato shuts his eyes tightly for a moment, then looks at you. "Sorry, I don't know much about that. I'll be sure to see what I can find the next time I'm in the station's library, though."
Plato tells Floyd one of the ancient legends about the early days of the settlement of the galaxy.


Better than last time, anyway. Now to check out level 4!

>e
The auto-door opens as you approach, and whisks shut behind you...

Level Three

>d
Level Four


As usual, east is the elevator shaft, so let's check out the other three directions.

>n
The auto-door opens as you approach, and whisks shut behind you...

Female Barracks
This cramped dormitory, composed of approximately twenty private cubicles, curves around the northern half of this level, with exits to the southeast and southwest.

>s
You can't go that way.


That's strange. Guess we'll just have to loop around the level, then.

>se
Barracks SanFac
This is a crowded but otherwise typical sanitary facility, with rows of showers, toilet stalls, and sinks. There are exits both north and south.

>s
Male Barracks
This warren of tiny cubicles fills the southern half of this level, curving toward exits in the northeast and northwest corners.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

[/Color]

Not much to the barracks, but maybe there's something more important to the west?

>w
The auto-door opens as you approach, and whisks shut behind you...

Docking Bay #3
This is a wide but not very tall docking bay. The station entrance lies to the east.
You can see a lilac nanofilm spool here.


Nope...just another nanofilm spool. What to do next time?


Inventory:
Score:
It is Day 1 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 8028. Your score is 5 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Finding a supply of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms.
Getting past the blockade between levels 7 and 8.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3 (lilac nanofilm spool; you are here)

Level 5:
Code:
  |/
a-b-
   \
a=Docking Bay #2
b=Level Five

Level 6:
Code:
\|
 a-
/|
a=Level Six

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Unexplored paths:
North from Level Five.
Northeast from Level Five.
East from Level Five.
Southeast from Level Five.
North from Library.
South from Meeting Room 1.
North from Level Six.
East from Level Six.
South from Level Six.
Southwest from Level Six.
Northwest from Level Six.
East from Printing Plant.
Northwest from Printing Plant.

Last edited by Kahran042; 02-13-2014 at 10:08 AM.
  #39  
Old 02-13-2014, 07:39 AM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

You should pick up that nanofilm, and explore the next level of the station.
Ask Plato about Floyd, and ask him about the station library.
  #40  
Old 02-19-2014, 08:25 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

First things first, let's take that nanofilm.

>take spool
Taken.


We've got some more questions for Plato, so let's hope he has some answers.

>ask plato about floyd
Those things aren't here!


Darn. Maybe he's back in the lobby?

>se
You can't go that way.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

>ask plato about floyd
"He's an amusing and friendly little fellow."


I agree, although I know at least one person on this board doesn't. To each his own, though.

>ask plato about library
[I don't know the word "library."]


Of course. :P

Anyway, now to explore level 5!

>e
The auto-door opens as you approach, and whisks shut behind you...

Level Four
Floyd and Plato follow you.


You know, the reference to the auto-doors makes me wonder if something might go wrong with them later. Or it could just be to remind us that this is a futuristic space station. Either is a possibility.

>d
Level Five


As with the last few levels, I'm going to go in a clockwise ring of the exits, skipping the elevator shaft to the east. So, here we go!

Workshop
This is a fairly large space where much of the maintenance work for the station takes place. Some repair work for visiting ships is also done here. The room is filled with all sorts of repair and fabrication machinery. A door leads south, and there's an opening to the north.
You can see a twenty-ohm bedistor here.


That bedistor might be useful to remember later, but let's explore the rest of this level first.

>ne
North Junction
The central corridor continues around to the southeast and southwest, but another corridor joins from the north. There's a door to the east and a doorway to the northeast.
Floyd and Plato follow you.


Uh-oh...I have a feeling that this level is going to be a maze of sorts. At least it's not a maze of twisty little passages all alike, but it's going to be be absolute ramm to map. But let's burn that bridge when we come for it - there's still one more exit from the lobby, after all.

>sw
Level Five

>se
South Junction
This central corridor turns northeast and northwest of here. A second corridor begins here and leads south. There are doorways to the southwest, southeast, and east.


Aaand it's another junction. So, where to next time - mapping out level six, checking out the rest of this level, playing the lilac nanofilm spool, or something else entirely?


Inventory:
Score:
It is Day 1 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 8203. Your score is 5 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Finding a supply of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms.
Getting past the blockade between levels 7 and 8.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
  | |/
  d e-
  |/ \
a-b-c
   \ /
    f-
   /|\
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (twenty-ohm bedistor)
e=North Junction
f=South Junction (you are here)

Level 6:
Code:
\|
 a-
/|
a=Level Six

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Unexplored paths:
North from Workshop.
North from North Junction.
Northeast from North Junction.
East from North Junction.
Southeast from North Junction.
Northeast from South Junction.
East from South Junction.
Southeast from South Junction.
South from South Junction.
Southwest from South Junction.
North from Library.
South from Meeting Room 1.
North from Level Six.
East from Level Six.
South from Level Six.
Southwest from Level Six.
Northwest from Level Six.
East from Printing Plant.
Northwest from Printing Plant.
  #41  
Old 03-06-2014, 02:55 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

It's been a while since the last update, so let's explore the rest of level 5! We're at the south junction right now, so let's check out all the exits from there first.

>ne
East Junction
The corridor continues around to the northwest and southwest, and an adjoining one heads east.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

>sw
South Junction
You spot a hull welder approaching. A hull welder is a very simple machine which repairs any leaks or holes in the hull of any sort of space habitat. Because of the potentially catastrophic effects of a break in the integrity of a hull on the habitat's air supply, hull welders are kept active at all times, roaming around with their sensing devices alert for the tiniest leak.
This welder, which is marked "Welder Number 4," seems to be moving purposefully toward you, its welding extensions quivering with...excitement?
Floyd and Plato follow you.


That's...probably not a good thing. Fortunately, it's a simple machine, so we should be able to escape it easily.

>e
Station Control
This is the nerve center of the space station, where every system can be monitored. A couple of the monitors are blinking red. The exits are south, northeast and west.
Nearby, you hear the welder move off in another direction.
Floyd and Plato follow you.


We've escaped from the welder for now, but since it was Welder Number 4, there might be more...anyway, let's take a look at those monitors.

>examine monitors
System: Status:
COMMUNICATION RED
LIFE SUPPORT GREEN
FOOD PRODUCTION RED
GRAVITY GREEN
COMPUTER GREEN
POWER GREEN
PRINTING YELLOW


The food production monitor isn't entirely surprising, if you recall what happened when we tried to operate the food dispensers. Anyway, let's keep exploring.

>s
Commander's Office
This is the Station Commander's H.Q., with doors to the south and east, and doorways to the north and northwest.
You can see a log reader here.
Floyd and Plato follow you.


That reader might just offer some sort of insight as to what's going on here, so let's check it out.

>examine reader
This simple device is for recording and reading log entries. It includes a tiny red button and a microphone/speaker. At the moment, the log reader is off, and there is no log tape in it.
"Hey, Plato!" says Floyd. "Play Hider-and-Seeker with Floyd?" Plato glances up from his book, nods, and says, "I do believe that I can spare a few millichrons for a relaxing bit of sport." Floyd bounds away, with Plato a bit behind. From out of sight, Floyd's voice faintly echoes back to you: "Ollie ollie oxen free!"


Or not. At least now we know where to go if we find a log tape.

>e
The auto-door opens as you approach, and whisks shut behind you...

Commander's Quarters
These are by far the nicest living quarters on the station, with separate sleeping, changing, and working cubicles, and a private SanFac. The only exit is west.
A sturdy safe is welded to the deck next to the desk.
Sitting on the Commander's desk is an ordinary-looking log tape. There's a notation printed on it.


Like that one. Let's see what it is.

>examine tape
"Commander's Log -- 11349.12.2 through 11349.12.4"


Sounds like it might have some useful info. So...

>w
The auto-door opens as you approach, and whisks shut behind you...

Commander's Office
You can see a log reader here.


Should I play the tape, or finish exploring this level first? I'll leave it up to you.


Inventory:
  • A log tape
  • A lilac nanofilm spool
  • A survival kit
    • A blob of gray goo
    • A thermos bottle
  • An Assignment Completion Form QX-17-T
  • A Patrol uniform (worn)
    • An ID card
  • A chronometer (worn)

Score:
It is Day 1 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 8388. Your score is 5 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Finding a supply of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms.
Getting past the blockade between levels 7 and 8.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
  | |/
  d e-
  |/ \
a-b-c g-
   \ / /
    f-h
   /|\|
      i-j
      |
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (twenty-ohm bedistor)
e=North Junction
f=South Junction
g=East Junction
h=Station Control
i=Commander's Office (you are here; log reader)
j=Commander's Quarters

Level 6:
Code:
\|
 a-
/|
a=Level Six

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Unexplored paths:
North from Workshop.
North from North Junction.
Northeast from North Junction.
East from North Junction.
Southeast from North Junction.
East from East Junction.
Northwest from Station Control.
South from Commander's Quarters.
East from South Junction.
Southeast from South Junction.
South from South Junction.
Southwest from South Junction.
North from Library.
South from Meeting Room 1.
North from Level Six.
East from Level Six.
South from Level Six.
Southwest from Level Six.
Northwest from Level Six.
East from Printing Plant.
Northwest from Printing Plant.
  #42  
Old 03-06-2014, 03:43 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Play the tape, then explore the level.
  #43  
Old 03-06-2014, 03:57 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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Quote:
Originally Posted by Gerad View Post
Play the tape, then explore the level.
  #44  
Old 03-06-2014, 04:12 PM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Play the tape, explore.
  #45  
Old 03-07-2014, 10:27 PM
Flitchard Flitchard is offline
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Join Date: Nov 2012
Posts: 80
Default

Go give that welder a hug. It's happy to see you.
  #46  
Old 03-08-2014, 12:15 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

It's pretty much unanimous: we're going to play the tape, then finish exploring Level Numero Cinco. Fortunately, the log reader is just to the west, so...

>turn on reader
A gravelly voice comes from the log reader: "11349.12.2.3800: Some kripping jokers have been pilfering the station's fuel cells to go out on joyrides! I have hidden the fuel cells up in the Dome's storage bin, slapped a lock on the bin, and deposited the key in my safe! There will be no joyriding in my command!"
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.


That might be important to know, seeing as we used up all our fuel getting here.

>push button
"11349.12.2.5100: Reproductions Officer Hausberg reports that collater #22 is off-line for routine service. Estimates one or two days downtime. Also, unidentified craft detected in sector. No response to hailings. Sending Finsterwald to intercept."
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.
"Hey, Plato!" says Floyd. "Play Hider-and-Seeker with Floyd?" Plato glances up from his book, nods, and says, "I do believe that I can spare a few millichrons for a relaxing bit of sport." Floyd bounds away, with Plato a bit behind. From out of sight, Floyd's voice faintly echoes back to you: "Ollie ollie oxen free!"

>push button
"11349.12.2.6750: Unidentified craft towed to Docking Bay #1. It is a single-cabin vessel of unfamiliar alien origin. The only things aboard were the remains of one of the aliens, and a featureless pyramid. I'll leave it to the eggheads; I've got a problem of my own: a report that a used-spaceship dealer in the village named Shady Dan is selling modified Patrol ID cards. Liaison Officer Bumblewitz is investigating."
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.


That might be useful. After all, Lieutenant First Class isn't that high a rank...

>push button
"11349.12.3.1900: Professor Schmidt has back-plotted the course of the alien vessel. There are no star systems along the course; he theorizes that it may be of extra-galactic origin."
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.

>push button
"11349.12.3.5100: No cooperation from Shady Dan, so I'm putting the village off-limits to station personnel. No more village entry forms will be validated."
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.


Apparently, we need a form to get into the "village," whatever that may be. Sounds intriguing, though. If nothing else, we can apparently get our ID card modded there, which might be useful.

>push button
"11349.12.3.5250: Some kripping joker snuck into my office and validated a whole batch of village entry forms! I won't take that kind of trot aboard my station! I'll hide the stamp under my bed until I find out who's responsible. Also, I gave Schmidt permission to move the alien pyramid to the holding tank in the Sci Sub-Module for further study; the alien skeleton is too brittle to move, they say. Hmmm... This log reader is overheating. I'll have to dig out the spare."
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.


So, now we know where the stamp is. Unfortunately, that won't do us much good without a form. Also, what could this "alien pyramid" be?

>push button
"11349.12.3.7700: Equipment Officer Mertzhoffer informs me that there have been several unexplainable breakdowns in the Gymnastic Equipment and the Laundering Machinery. All very simple equipment; could it be sabotage? If so, how? Who? Why?"
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.
Floyd rushes into the room and barrels into you. "Oops, sorry," he says. "Floyd not looking at where he was going to." You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.


Maybe. The food dispensers and hull welders certainly seem to be malfunctioning, so there may be something going on here...

>push button
"11349.12.4.1650: Emergency communication from the S.P.S. Duffy. They are critically low on Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms, and are sending someone over to pick up a truckload of them. Reproductions Officer Hausberg says that the #22 collater should be available to prepare the forms."
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.


Except that it wasn't. Very suspicious...

>push button
"11349.12.4.1850: Hausberg reports an unexpected shutdown of web-feeder #17. No apparent reason for the shutdown, and no warning, either. He says that one of his personnel almost lost an arm when it shut down. We may have to halt the entire plant to investigate. No telling how long... What the... Trot! Now the spare log reader is overheating, also!"
A mechanized voice from the log reader intones the single word "More," and the red button on the reader lights up.
You're really tired now. You'd better find a place to sleep real soon.

>push button
"11349.12.4.1900: One of the ensigns in the filing division was seriously injured when one of the hull welders malfunctioned. She's in Sick Bay now; Doc says she should pull through. I've been in space for 32 years and I've never heard of a hull welder malfun... What the krip!..."
Floyd hums the theme song from a popular Saturday morning hyperwave cartoon.


I have a feeling that I know what happened to the commander. Based on what's been happening to the log readers, let's turn this one off, just to be safe.

>turn off reader
Okay, the log reader is now off.


Now that we've gotten an idea as to what's been going on on this station, it's time to explore...AFTER getting some rest. Fortunately, the commander's room is just off this room, so...

>enter bed
Ahhh...the bed is soft and comfortable. You should be asleep in short order.

>z
Time passes...
You slowly sink into a deep sleep.

***** NOVEM 5, 11349 *****

You awake feeling refreshed and ready to face anything this new day might care to throw at you.
Floyd bounces impatiently at the foot of the bed. Plato is nearby, leafing through his book. "About time you woke up, you lazy bones!" says Floyd. "Let's explore around some more!"

Commander's Quarters, on the bed
These are by far the nicest living quarters on the station, with separate sleeping, changing, and working cubicles, and a private SanFac. The only exit is west.
A sturdy safe is welded to the deck next to the desk.
Plato and Floyd are both here.
You can see an Assignment Completion Form QX-17-T, a survival kit and a lilac nanofilm spool here. It seems that the survival kit contains a blob of gray goo and a Thermos bottle.


What better time to begin exploring than on the dawn of a new day?

>stand
You get off the bed.

>get all
Floyd: You manage to lift Floyd a few centimeters, but he's too heavy and you drop him suddenly. Floyd gives a surprised squeal and moves a respectable distance away.
Plato: After the experience with Floyd, you decide not to try lifting Plato.
Assignment Completion Form QX-17-T: Taken.
survival kit: Taken.
lilac nanofilm spool: Taken.

>w
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal. Very puzzling; auto-doors have been around for millenia, and are generally the epitome of reliability.

Commander's Office
You can see a log reader here. It seems that the log reader contains a log tape.
Floyd and Plato follow you.


Strange, indeed. There definitely seems to be something very off about the machines on this station. But enough about that. We've got some exploring to do!

>s
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Briefing Room
This is the Station Commander's conference room. Doors point north and west.
Floyd and Plato follow you.

>w
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

South Connection
The corridor widens as it reaches the hull of the station. To the south, where a Sub-Module connection would be in a station with a Diplomatic Sub-Module, an iris hatch is closed. There's a slot next to the hatch. Other doors lead east and west, and a junction with another corridor is visible to the north.


Obviously, we'll need some sort of form to get through that door. But let's wait on that for a while.

>n
South Junction
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.


Now we're back in familiar territory. However, there's still one unexplored path from this junction, so let's take it!

>sw
It is pitch black. You hope there are no grues aboard the station.
Floyd and Plato follow you.


Me, too. Let's get out of here!

>ne
South Junction
You spot a hull welder approaching. This welder, which is marked "Welder Number 2," seems to be moving purposefully toward you, its welding extensions quivering with...excitement?
Floyd and Plato follow you.


Let's get out of here!

>s
South Connection
Nearby, you hear the welder move off in another direction.
Floyd and Plato follow you.


Sorry I didn't hug it, but I haven't saved for a while. I promise I'll hug the next one I see.

Anyway, let's check out the remaining exit from this room.

>w
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Robot Shop
This is a room where new robots are constructed, old robots are repaired, and unused robots are stored. There's a door to the east.
There's a young-looking robot lying here, apparently having completed the final "training" phase of its construction. The wires for feeding it information have been removed, but it has not yet "woken up." A dim memory from your old robotics text drifts through your mind: "The incubation period between the training and 'birth' of a robot is two to twenty days, depending on the complexity of the model." This particular model has the name "Oliver" engraved on its chestplate.
You can see a heating chamber here. It seems that the heating chamber contains a medium drill bit.


That drill bit might come in handy, so let's take it.

>take bit
As a safety precaution, because of the intense heat within the chamber, the opening is too small for a normal human hand to pass through.


I have a feeling that I know how to get that drill bit, but let's finish exploring before we try anything.

>n
South Junction

>ne
East Junction

>e
East Connection
The corridor widens to the east, the connection point for a Military Sub-Module. An iris hatch at the connection point is shut tight. Next to the hatch is a slot. There is a door northwest of here, and doorways to the south and southwest. There's a junction in the corridor west of you.


And another of those form slot doors! Lots of paths from here, too. As is my tradition, I'm going to check them out in a clockwise fashion.

>s
Comm Center
This is the Deep-Space Communication Center, which keeps the station in touch with the Stellar Patrol Command and the rest of the Third Galactic Union. Although regulations state that the Comm Center must be monitored around the clock, ten chrons per day, there's no one on duty.
Most of the equipment here is too complicated for anyone without Deep-Space Communication Training to use. However, the red button of the wide-band emergency beacon is well-marked. Next to the button is a large screen for displaying incoming messages. At the moment, the screen is blank. The only exit is north.


Not much to say about this room, although maybe it would be a good idea to use that emergency beacon. Still, we should probably find out just what's going on before being hasty.

>n
East Connection

>sw
Station Control


We've been here before, so let's check out that last exit to the northwest.

>nw
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Sick Bay
Surrounding the beds of this infirmary is the finest diagnostic equipment that unlimited Stellar Patrol budgets can buy. To the east, an ID reader indicates a security door. You can leave to the west or southeast.
A growl from your stomach warns that you're getting pretty hungry and thirsty.


Let's see if our ID card works here.


>put id in reader
Nothing happens.


Guess not. I have a feeling that I know where the west exit leads, so...

>w
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

North Junction


Just what I expected. Anyway, more exits to explore, so...

>n
North Connection
The corridor widens here as it approaches the skin of the space station at the point where a Scientific Sub-Module would connect. Sure enough, the connecting tube of a Sub-Module begins just to the north! An auto-door lies to the west. Opposite it, a doorway leads east. A junction is visible to the south.


An accessible sub-module...now this looks interesting! As is tradition, the sub-module is first on the exploration list, so...

>n
Tube
This shiny cylindrical corridor is the connector between the Command Module, to the south, and the Scientific Sub-Module, to the north.
Floyd rushes into the room and barrels into you. "Oops, sorry," he says. "Floyd not looking at where he was going to." You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

>n
Engineering Lab
This laboratory, which fills most of the middle level of the Sub-Module, is for the study of applications of the various space-related research that takes place on the other levels. Gangways lead up and down, and a door leads north. A connecting tube opens to the south.
Floyd and Plato follow you.


Might as well explore this level before checking out either of the others.

>n
Engineering Office
This is a small office associated with the lab to the south.
You can see a diary here.


Let's see what this has to say. Hopefully it'll explain more about what's been going on here.

>read diary
[taking the diary first]
This is the notebook of a certain Professor Schmidt, who was studying a strange pyramid discovered aboard a derelict alien ship and brought here.
Schmidt traced back the path of the alien ship; the path points out of the galaxy without nearing any star system. Further, extending the path leads straight to one of our smaller neighboring galaxies. Schmidt concludes that the ship and the pyramid are probably well over one billion years old!
Next, Schmidt studied the wall markings in the alien ship. A series of identical dots, they defied every computerized model of linguistic decipherment! Then, in an inspiration, Schmidt studied the dots for nonvisual properties. His diary vaguely refers to a breakthrough, saying, "I guess my pal, the mayor, will get to show off his linguistic training."
Finally, Schmidt began concentrating his studies on the pyramid itself. He was able to discover very little, blaming this primarily on the unexplained failures of several crucial pieces of lab machinery.


Well, at least it explains a bit more about the pyramid mentioned on the log tape. Apparently, said pyramid might just be responsible for all the bad trot going down on this station. With that bit of info, let's finish exploring this module.

>s
Engineering Lab
Plato and Floyd are both here.

>u
Astro Lab
This laboratory conducts research into various space-related physical sciences. Gangways lead up and down, and there's a door to the north.
You can see a twenty-prong fromitz board here.
Floyd and Plato follow you.


Generally, things like that are useful, but let's not take it just yet so that we don't waste inventory space.

>n
Astro Office
This is a small office associated with the lab to the south.
Floyd and Plato follow you.


Not much to this room, but at least it adds realism. There's still one level left of this module, so...

>s
Astro Lab
You can see a twenty-prong fromitz board here.
Floyd and Plato follow you.

>d
Engineering Lab
Floyd and Plato follow you.

>d
Bio Lab
Various biological sciences, as they relate to the environment of space, are studied in this laboratory. There is a gangway leading up, another leading down, and a door leading north.
Floyd and Plato follow you.


Now this shows how out of touch I am - I remember the sub-module only having three levels. Oh, well.

Anyway, let's explore the rest of this level, although it's probably just another office. After all, there was something in the engineering office, so who's to say there's nothing in this one?

>n
Bio Office
This is a small office associated with the lab to the south.
Lying on one of the desks is a scribbled note.
Floyd and Plato follow you.


Hey, there is something in here!

>read note
[taking the note first]
"Schmidt -- Why didn't I see it until now! Just think of this station as a cell and the pyramid as a mechanized bacterioph" The note ends at that point; there seem to be some reddish-brown stains on it.
Floyd absent-mindedly oils one of his joints.


"Bacterioph"...assuming that the writer of that note died before finishing it, that was probably supposed to be "bacteriophage." I have a feeling that I know what's going on here now, based on that...anyway, let's finish exploring this module first, then get back to the station proper.

Fun fact: I learned the word "bacteriophage" from the hint book for this game. Who says computer games can't be educational?

>d
Holding Tank Level
The lowest level of the Sub-Module is mostly filled by an isolation tank, whose dual purpose is to protect certain items from contamination by humans, and to protect humans from contamination by certain items. A gangway is the only exit.
The thick side wall of the tank has been blasted open, and the tank is completely empty.
Floyd and Plato follow you.


I have a feeling I know what used to be in this tank...anyway, let's head back to the station.

>u
Bio Lab
Floyd and Plato follow you.

>u
Engineering Lab

>s
Tube

>s
North Connection

>ne
You can't go that way.

>s
North Junction
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.
You're now really ravenous and your lips are quite parched.

>ne
The PX
This is the shop for station personnel, selling everything from postcards to chewing gum at inflated prices. Exits lead west and southwest.
In the corner of the PX is a Stellar Patrol dispensing machine, consisting of a screen (displaying the dispenser's "exciting" offerings), a slot (for coin insertion), a keypad (for typing your selection), and a hole (where the dispensed item hopefully -- but rarely -- arrives).
Floyd and Plato follow you.


Let's take a look at what's for sale.

>examine screen
"--- STELLAR PATROL VENDO-MATIC ---
all items: 1 galakmid
1. Patrol Songbook (SOLD OUT)
2. Set of Postcards (SOLD OUT)
3. ID Card Polish (SOLD OUT)
4. Pilot's Compass (SOLD OUT)
5. Patrol Pen & Pencil Set (SOLD OUT)
6. All-Purpose Timer
7. Pocket Computer (SOLD OUT)
8. Birth Control Pills (SOLD OUT)
9. Large Drill Bit"


Looks like we don't have much of a choice...not that it matters, seeing as we don't have a galakmid to our names. Let's just finish exploring this level and call it a day.

>w
North Connection
Floyd and Plato follow you.

>w
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

It is pitch black. You hope there are no grues aboard the station.
You hear a message over the station's P.A. system: "Deep-space communication received at Comm Center. No operator on duty. This is a recording."


Uh-oh...fortunately, based on the map so far, there should be an exit to the...

>s
Workshop
You can see a twenty-ohm bedistor here.


Just as I thought, and with that, we've got level 5 mapped out. Next time, we check out that deep-space communication! See you then!

Actually, the comm arrives at a certain time on day 2, and it's a happy coincidence that it just happened to arrive after I finished mapping level 5.


Inventory:
  • A note (explains the nature of the alien pyramid)
  • A diary (explains some of what's been going on)
  • A lilac nanofilm spool
  • A survival kit
    • A blob of gray goo
    • A thermos bottle
  • An Assignment Completion Form QX-17-T
  • A Patrol uniform (worn)
    • An ID card
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 2665. Your score is 8 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Finding a supply of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms.
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a form to access the "village".
Finding a light source.
Getting the medium drill bit out of the heating chamber.
Opening the security door in the Sick Bay.
Getting a galakmid to buy something from the PX.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
    t
    |
    s
    |
    r
    |
  ?-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n
   \ / /|
    f-h o
   /|\|
  ? | i-j
    | |
  m-l-k
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (you are here; twenty-ohm bedistor)
e=North Junction
f=South Junction
g=East Junction
h=Station Control
i=Commander's Office (log reader)
j=Commander's Quarters (safe)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (sleeping robot, heating chamber [medium drill bit, too small for a human hand to reach])
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
?=dark room (grues?)

Level 6:
Code:
\|
 a-
/|
a=Level Six

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Scientific Sub-Module, top level:
Code:
b
|
a
a=Astro Lab (twenty-prong fromitz board) [down to Engineering Lab]
b=Astro Office

Scientific Sub-Module, lower level:
Code:
b
|
a
a=Bio Lab [up to Engineering Lab, down to Holding Tank Level]
b=Bio Office

Scientific Sub-Module, holding tank level:
Code:
a
a=Holding Tank Level

Unexplored paths:
North from Library.
South from Meeting Room 1.
North from Level Six.
East from Level Six.
South from Level Six.
Southwest from Level Six.
Northwest from Level Six.
East from Printing Plant.
Northwest from Printing Plant.

Last edited by Kahran042; 03-09-2014 at 03:52 PM.
  #47  
Old 03-08-2014, 12:36 PM
Flitchard Flitchard is offline
Member
 
Join Date: Nov 2012
Posts: 80
Default

I remember quitting this game after a REALLY unfortunately timed distraction FUBARed me, since I was on a timer.


We only get ONE coin for this whole adventure, IIRC, and one of the two items in that machine is a TRAP....

Last edited by Flitchard; 03-08-2014 at 12:47 PM.
  #48  
Old 03-08-2014, 03:05 PM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
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Can you ask Plato any kind of question? If so, can you ask him where the library is?

After that communication is received, I think we should ask Floyd if he can help us get that medium drill bit.
  #49  
Old 03-09-2014, 01:45 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Bunk Moreland View Post
Can you ask Plato any kind of question? If so, can you ask him where the library is?
You can ask him whatever you want, as long as you don't care about the parser knowing it. And we've actually been to the library - it's the point marked "c" on the map of level three.

Quote:
Originally Posted by Bunk Moreland View Post
After that communication is received, I think we should ask Floyd if he can help us get that medium drill bit.
Sounds good to me. First, we'll check out the communication.

>s.ne.se.e.s.
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Level Five

North Junction
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

East Junction

East Connection

Comm Center
This is the Deep-Space Communication Center, which keeps the station in touch with the Stellar Patrol Command and the rest of the Third Galactic Union. Although regulations state that the Comm Center must be monitored around the clock, ten chrons per day, there's no one on duty.
Most of the equipment here is too complicated for anyone without Deep-Space Communication Training to use. However, the red button of the wide-band emergency beacon is well-marked. Next to the button is a large screen for displaying incoming messages. At the moment, the screen is displaying a message. The only exit is north.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

>read screen
"From: Forms Control Officer, S.P.S. Duffy
To: Lieutenant First Class 1451-352-716
Re: Current assignment
Msg: Two thousand reams of Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms found in mislabelled pallet. No additional supplies needed. Abort assignment and return to Duffy."


Shame we can't do that without fuel, which, as was stated in the previous update, is locked in the storage bin in the garden. Anyway, time to try and get that medium drill bit!

>n.sw.s.s.w.w.
East Connection
Floyd and Plato follow you.

Station Control
Floyd and Plato follow you.

Commander's Office
You can see a log reader here. It seems that the log reader contains a log tape.
Floyd and Plato follow you.

The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Briefing Room
You spot a hull welder approaching. This welder, which is marked "Welder Number 1," seems to be moving purposefully toward you, its welding extensions quivering with...excitement?
Floyd and Plato follow you.
You're starting to feel faint from lack of food and liquid.


After doing something I promised I'd do last update, that is. Let it never be said that Kahran042 broke a promise!

>hug welder
Hugged.
The welder moves closer. There definitely seems to be something menacing about its behavior.
Floyd gives Plato a friendly hug.


How very underwhelming. Anyway, let's continue on our journey to the robot shop, stopping to eat on the way.

>w
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

South Connection
Nearby, you hear the welder move off in another direction.
Floyd and Plato follow you.

>eat gray goo
Mmmm...that tasted just like yummy Ramosian tree-mold custard.

>w
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Robot Shop
There's a young-looking robot lying here, apparently having completed the final "training" phase of its construction. The wires for feeding it information have been removed, but it has not yet "woken up." A dim memory from your old robotics text drifts through your mind: "The incubation period between the training and 'birth' of a robot is two to twenty days, depending on the complexity of the model." This particular model has the name "Oliver" engraved on its chestplate.
You can see a heating chamber here. It seems that the heating chamber contains a medium drill bit.
Floyd and Plato follow you.


And now to do what we came here for.

>floyd, take drill bit
"Okay!" Floyd reaches into the heating chamber and grabs the medium drill bit. "Yikes, it's hot!" He drops it to the deck, where it quickly cools.
Floyd bounces over and peers down at the unconscious robot. "Oliver is a nice name. I hope Floyd will be around when Oliver wakes up." He looks over to you. "Floyd remembers waking up for the first time. It is scariest and loneliest time for a robot."
Floyd glances back at Oliver, looking more serious than you've ever seen Floyd look. "If we be here when Oliver wakes up, Floyd would like to teach Oliver to play paddleball. Paddleball helped Floyd forget how lonely and scared he was until he found friends...like you."




And so, we end the update on this heartwarming note. Where to next?


Inventory:
  • A note (explains the nature of the alien pyramid)
  • A diary (explains some of what's been going on)
  • A lilac nanofilm spool
  • A survival kit
    • A blob of gray goo
    • A thermos bottle
  • An Assignment Completion Form QX-17-T
  • A Patrol uniform (worn)
    • An ID card
  • A chronometer (worn)

Score:
Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 2925. Your score is 8 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a form to access the "village".
Finding a light source.
Getting the medium drill bit out of the heating chamber.
Opening the security door in the Sick Bay.
Getting a galakmid to buy something from the PX.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
    t
    |
    s
    |
    r
    |
  ?-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n
   \ / /|
    f-h o
   /|\|
  ? | i-j
    | |
  m-l-k
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (twenty-ohm bedistor)
e=North Junction
f=South Junction
g=East Junction
h=Station Control
i=Commander's Office (log reader)
j=Commander's Quarters (safe)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (you, Floyd, and Plato are here; sleeping robot, heating chamber, medium drill bit)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
?=dark room (grues?)

Level 6:
Code:
\|
 a-
/|
a=Level Six

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Scientific Sub-Module, top level:
Code:
b
|
a
a=Astro Lab (twenty-prong fromitz board) [down to Engineering Lab]
b=Astro Office

Scientifc Sub-Module, lower level:
Code:
b
|
a
a=Bio Lab [up to Engineering Lab, down to Holding Tank Level]
b=Bio Office

Scientific Sub-Module, holding tank level:
Code:
a
a=Holding Tank Level

Unexplored paths:
North from Library.
South from Meeting Room 1.
North from Level Six.
East from Level Six.
South from Level Six.
Southwest from Level Six.
Northwest from Level Six.
East from Printing Plant.
Northwest from Printing Plant.
  #50  
Old 03-10-2014, 09:19 PM
Flitchard Flitchard is offline
Member
 
Join Date: Nov 2012
Posts: 80
Default

Ok, SERIOUSLY. Next time, give the welder time to hug back!


I know, obvious death is obvious, but it wouldn't BE a text adventure LP if some goons weren't trying to get you killed, right??
  #51  
Old 03-11-2014, 12:32 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Flitchard View Post
Ok, SERIOUSLY. Next time, give the welder time to hug back!


I know, obvious death is obvious, but it wouldn't BE a text adventure LP if some goons weren't trying to get you killed, right??
Touché, my friend. I promise that I'll let the next welder hug me back. Anyway, there weren't any suggestions for what to do, so let's explore level 6!

>e.n.nw.d.
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

South Connection

South Junction

Level Five

Level Six

>n
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Auxiliary Barracks
These cubicles are for use by any visitors or station personnel beyond the normal complement. The entire barracks seem to be unused as well as deserted. The exit lies to the south, and the barracks curve around to the east.


Not much here, but there is another exit, so...

>e
Auxiliary SanFac
This is the rather ordinary sanitary facility for the barracks to the north.


But...I went east....and now the exit is to the north? Well, it did say the barracks curved, and the other barracks level was kind of weird, too, so there's that. Anyway, there are more exits to explore on this level, so let's do that. As usual, east is just the elevator shaft, so the next exit in the clockwise pattern would be south.

>n
Auxiliary Barracks

>s
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Level Six

>s
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Officers' Quarters A
This is a fairly comfortable two-person living quarters, significantly roomier than the barracks where most of the ship's personnel live. There's a door to the north, and an opening leads southeast.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.


Although there is another path from here, exploring the exits from the lobby takes priority, so...

>sw
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Docking Bay #4
This is the station's smallest docking bay. You can enter the station to the east.
Floyd and Plato follow you.

>e
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Level Six
Floyd and Plato follow you.

>nw
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Docking Bay #1
This is the station's largest docking bay. A huge door to the east leads into the station.
Resting in the docking bay is a small ship of obviously alien origin. An open hatch seems to beckon you inward.
Floyd and Plato follow you.


Now that looks interesting! Obviously, this is the ship mentioned in some of the files earlier, so let's check it out in hopes of finding some clues.

]>in
Alien Ship
Something about this cabin makes your skin crawl. Perhaps it's merely the unpleasant colors and odd textures and disturbing angles of this ship -- despite your frequent contact with alien races you've never encountered anything that seemed as unhuman as this ship.
There are no controls in sight, but there is a sturdy pedestal in the exact center of the room. The pedestal is empty. The only other features of the cabin are some dots on the wall and the hatch leading out.
Lying under the dots is a skeleton, the brittle remains of a member of some unfamiliar alien race.
Floyd and Plato follow you.


What to do now? Should I take a closer look at the stuff in this ship further, or explore the rest of the station?

Inventory:
  • A note (explains the nature of the alien pyramid)
  • A diary (explains some of what's been going on)
  • A lilac nanofilm spool
  • A survival kit
    • A blob of gray goo
    • A thermos bottle
  • An Assignment Completion Form QX-17-T
  • A Patrol uniform (worn)
    • An ID card
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 3251. Your score is 8 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a form to access the "village".
Finding a light source.
Opening the security door in the Sick Bay.
Getting a galakmid to buy something from the PX.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
    t
    |
    s
    |
    r
    |
  ?-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n
   \ / /|
    f-h o
   /|\|
  ? | i-j
    | |
  m-l-k
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (twenty-ohm bedistor)
e=North Junction
f=South Junction
g=East Junction
h=Station Control
i=Commander's Office (log reader)
j=Commander's Quarters (safe)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (sleeping robot, heating chamber, medium drill bit)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
?=dark room (grues?)

Level 6:
Code:
 g-* c---*
    \|   |
     a-b d
    /|
 f-* e
      \
a=Level Six
b=Elevator Shaft
c=Auxiliary Barracks
d=Auxiliary SanFac
e=Officers' Quarters A
f=Docking Bay #4
g=Docking Bay #1 (in to Alien Ship)

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Scientific Sub-Module, top level:
Code:
b
|
a
a=Astro Lab (twenty-prong fromitz board) [down to Engineering Lab]
b=Astro Office

Scientifc Sub-Module, lower level:
Code:
b
|
a
a=Bio Lab [up to Engineering Lab, down to Holding Tank Level]
b=Bio Office

Scientific Sub-Module, holding tank level:
Code:
a
a=Holding Tank Level

Alien ship (in from Docking Bay #1)
Code:
a
a=Alien Ship (you, Floyd, and Plato are here; pedestal, dots, skeleton) [out to Docking Bay #1]

Unexplored paths:
North from Library.
South from Meeting Room 1.
Southeast from Officers' Quarters A.
East from Printing Plant.
Northwest from Printing Plant.
  #52  
Old 03-11-2014, 02:19 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Let's look at this little ship first.
  #53  
Old 03-12-2014, 06:55 AM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Yeah, check the dots and pedestal. And ask Plato who the station's commander is.
  #54  
Old 03-15-2014, 02:00 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Looks like it's unanimous: We're going to be checking out this alien ship more thoroughly. First, though, another question for Plato:

>ask plato about commander
[I don't know the word "commander."]


About what I expected, really. :P
Anyway, now to look at some of the stuff in the cabin.

>examine pedestal
You can see nothing on the pedestal.
Floyd notices the skeleton, and some of the color drains out of his face plates. "Floyd scared," he whimpers.

>examine dots
The dots form a seemingly meaningless pattern:

.. ..

.. .... . ... . ... ... . ...

.. ... .

.... . ... .

.. ... .

Each dot is a featureless black spot about a centimeter across.


And, although no one mentioned it, we might as well check out the skeleton.

>examine skeleton
It's fairly humanoid in shape. The most unusual feature of the alien skeleton is an unusually overdeveloped tongue case.


That'll probably be important later, so you might want to keep that in mind. Also, I realized earlier that I never actually picked up the medium drill bit from the Robot Shop, so I'll go get that now.

>out
Docking Bay #1
Floyd and Plato follow you.

>e
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Level Six
Floyd and Plato follow you.

>u
Level Five
Floyd and Plato follow you.

>se.s.w.
South Junction
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

South Connection
Floyd and Plato follow you.

The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Robot Shop
A little "sleeping" robot named "Oliver" is lying here.
You can see a medium drill bit and a heating chamber here.
Floyd and Plato follow you.

>get drill bit
Taken.


Next time, finishing off the exploration of level 6!

Inventory:
  • A medium drill bit
  • A note (explains the nature of the alien pyramid)
  • A diary (explains some of what's been going on)
  • A lilac nanofilm spool
  • A survival kit
    • A blob of gray goo
    • A thermos bottle
  • An Assignment Completion Form QX-17-T
  • A Patrol uniform (worn)
    • An ID card
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 3436. Your score is 11 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a form to access the "village".
Finding a light source.
Opening the security door in the Sick Bay.
Getting a galakmid to buy something from the PX.

Deaths:
Crushed by Rex.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
    t
    |
    s
    |
    r
    |
  ?-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n
   \ / /|
    f-h o
   /|\|
  ? | i-j
    | |
  m-l-k
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (twenty-ohm bedistor)
e=North Junction
f=South Junction
g=East Junction
h=Station Control
i=Commander's Office (log reader)
j=Commander's Quarters (safe)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (you, Floyd, and Plato are here; sleeping robot, heating chamber)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
?=dark room (grues?)

Level 6:
Code:
 g-* c---*
    \|   |
     a-b d
    /|
 f-* e
      \
a=Level Six
b=Elevator Shaft
c=Auxiliary Barracks
d=Auxiliary SanFac
e=Officers' Quarters A
f=Docking Bay #4
g=Docking Bay #1 (in to Alien Ship)

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Scientific Sub-Module, top level:
Code:
b
|
a
a=Astro Lab (twenty-prong fromitz board) [down to Engineering Lab]
b=Astro Office

Scientifc Sub-Module, lower level:
Code:
b
|
a
a=Bio Lab [up to Engineering Lab, down to Holding Tank Level]
b=Bio Office

Scientific Sub-Module, holding tank level:
Code:
a
a=Holding Tank Level

Alien ship (in from Docking Bay #1)
Code:
a
a=Alien Ship (pedestal, dots, skeleton) [out to Docking Bay #1]

Unexplored paths:
North from Library.
South from Meeting Room 1.
Southeast from Officers' Quarters A.
East from Printing Plant.
Northwest from Printing Plant.
  #55  
Old 03-16-2014, 03:57 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

As I mentioned last time, today we'll finish exploring level 6. First, though, we'll have to head back there.

>e.n.nw.d.
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

South Connection
Floyd and Plato follow you.

South Junction

Level Five

Level Six


And now, to check out the remaining exit.

>s
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Officers' Quarters A

>se
Officers SanFac
A moderately luxurious SanFac, with a pair of bathtubs in addition to the regular fixtures. Exits lead north, northeast, and northwest.


We came from the northwest, so let's check out the other two exits.

>n
Officers' Quarters B
This is a fairly comfortable two-person living quarters, significantly roomier than the barracks where most of the ship's personnel live. A door leads north and a doorway south.

>s
Officers SanFac

>ne
Officers' Quarters C
This is a fairly comfortable two-person living quarters, significantly roomier than the barracks where most of the ship's personnel live. A doorway lies to the southwest, and there's an auto-door to the north.


Pretty dull, but maybe there's something to the north?

>n
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

End of Corridor
The corridor, which widens off to the west, ends here. Doors lie to the east, north, south, and southwest. The door to the north must be a security door, because there's an ID reader next to it.


Obviously, we can't go north, but let's at least check out the other exits.

>e
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

It is pitch black. You hope there are no grues aboard the station.

>w
End of Corridor

>ne
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

End of Corridor
You spot a hull welder approaching. This welder, which is marked "Welder Number 4," seems to be moving purposefully toward you, its welding extensions quivering with...excitement?


As promised...

>hug welder
Hugged.
The welder moves closer. There definitely seems to be something menacing about its behavior.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.


And now, let's give it time to hug back.

>z
Time passes...
The welder is now almost upon you!

>z
Time passes...
A powerful arc of raw energy bridges the gap between two of the monster's welding extensions. Unfortunately, you were pretty much right between the same two extensions at that moment.

**** You have died ****

It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 3824. Your score is 11 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.


Let it never be said that Kahran042 is untrue to his word. Fortunately, we hadn't made any real progress, so let's just restore and play back to this point off-screen, then finish exploring this corridor.

>sw
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Officers' Quarters B


This leads to the door in the north of this room, which, oddly enough, is treated as being both north and northeast. This wreaks real havoc on my mapping, so I'll just treat it as being north from Officers' Quarters B and southwest of End of Corridor. Anyway, there's still one more exit, so let's go...

>w
You can't go that way.


Oh, yeah. I hadn't gone back to End of Corridor yet. Whoops. Fortunately, that mistake can easily be fixed.

>n
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

End of Corridor
Plato and Floyd are both here.
Floyd stubs his toe and begins to whimper. "There, there," says Plato, "such a reaction will not reduce the level of pain." He gives Floyd a little tickle, and Floyd begins giggling and forgets the injury.

>w
Level Six
Floyd and Plato follow you.


Hmm, I don't remember any other exits from this lobby. Let's take a quick look.

>l
Level Six
The elevator button is east of you, next to the elevator shaft. This main corridor continues around the shaft to the southeast. Huge doors lie just northwest and southwest of here; smaller doors lead north and south, and a ladder leads both upward and downward.
Plato and Floyd are both here.


I can't believe I didn't notice that southeastern exit until now! :P Anyway, we've got level 6 completely mapped out. Where to from here?



Inventory:
  • A medium drill bit
  • A note (explains the nature of the alien pyramid)
  • A diary (explains some of what's been going on)
  • A lilac nanofilm spool
  • A survival kit
    • A thermos bottle
  • An Assignment Completion Form QX-17-T
  • A Patrol uniform (worn)
    • An ID card
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 3738. Your score is 11 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a form to access the "village".
Finding a light source.
Opening the security door in the Sick Bay.
Getting a galakmid to buy something from the PX.

Deaths:
Crushed by Rex.
Zapped by a hull welder.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b     d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
    t
    |
    s
    |
    r
    |
  ?-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n
   \ / /|
    f-h o
   /|\|
  ? | i-j
    | |
  m-l-k
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (twenty-ohm bedistor)
e=North Junction
f=South Junction
g=East Junction
h=Station Control
i=Commander's Office (log reader)
j=Commander's Quarters (safe)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (sleeping robot, heating chamber)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
?=dark room (grues?)

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-?
               |  /|
               | * |
               | | |
               e i j
                \|/
                 h
a=Level Six (you, Floyd, and Plato are here)
b=Elevator Shaft
c=Auxiliary Barracks
d=Auxiliary SanFac
e=Officers' Quarters A
f=Docking Bay #4
g=Docking Bay #1 (in to Alien Ship)
h=Officers SanFac
i=Officers' Quarters B
j=Officers' Quarters C
k=End of Corridor (security door)
?=dark room (grues?)

Level 7:
Code:
 \
  a-
a=Printing Plant (trash can)

Scientific Sub-Module, top level:
Code:
b
|
a
a=Astro Lab (twenty-prong fromitz board) [down to Engineering Lab]
b=Astro Office

Scientifc Sub-Module, lower level:
Code:
b
|
a
a=Bio Lab [up to Engineering Lab, down to Holding Tank Level]
b=Bio Office

Scientific Sub-Module, holding tank level:
Code:
a
a=Holding Tank Level

Alien ship (in from Docking Bay #1)
Code:
a
a=Alien Ship (pedestal, dots, skeleton) [out to Docking Bay #1]

Unexplored paths:
North from Library.
South from Meeting Room 1.
East from Printing Plant.
Northwest from Printing Plant.
  #56  
Old 03-16-2014, 04:37 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Have we watched the lilac spool yet? If not, let's. Let's also explore all unexplored exits.
  #57  
Old 03-16-2014, 06:06 PM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Yeah, let's read the lilac spool if the reader is cooled off enough for it. And then we may as well explore some more.
  #58  
Old 03-17-2014, 03:21 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

We have not yet played the lilac spool, so let's do that.

>u
Level Five
Floyd and Plato follow you.

>u
Level Four
Floyd and Plato follow you.

>u
Level Three
Floyd and Plato follow you.

>u
Mess Hall
A cup of thick brown coffee sits on one of the tables.
Floyd and Plato follow you.

>se
Library
It seems that the nanofilm reader contains a mauve nanofilm spool.
Floyd and Plato follow you.

>take mauve spool
Taken.

>put lilac spool in reader
The reader, in a surprisingly human voice, says, "Replacement of depleted fuel cells on a Forms Transport Spacetruck is a fast and simple proc..." Static. "...with the quarnum wrench against the..." More serious static. "...at which point the fuel cell opening will appear..." A long burst of static. Suddenly the voice changes in timbre and begins laughing and saying, "You will die, human! All humans will die! You will die, human!"
Floyd and Plato discuss their favorite battery recharging techniques.


That probably would have been a useful message if not for the static and homicidal threats. Anyway, we've got some exploring to do, and conveniently enough, there's an unexplored exit right in this room!

>n
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Meeting Room 2
This is a fairly large conference room with north and south exits.
Floyd and Plato follow you.



Not much here, but I have a feeling that I know where the north exit leads.

>n
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Meeting Room 1


Just as I thought! Now there's just one more level to explore, so let's do that.

>w
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, seemingly a little sooner than normal.

Mess Hall
A cup of thick brown coffee sits on one of the tables.

>d
Level Three

>d
Level Four

>d
Level Five

>d
Level Six

>d
Printing Plant
You can see a trash can here.


As usual, east is the elevator shaft, so let's go...

>nw
Paper Recycling Plant
Outdated forms and expired files are reduced to pulp by this machinery. In addition, raw pulp is constantly being ferried into the station from nearby forest worlds. The output from this plant feeds the station's printing plant, which lies to the southeast.
Someone has presumably been attempting to repair some of the machinery in this room, because they left a drill lying around. It seems that the drill contains a small drill bit.
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.


That drill might come in handy, so let's take it.

>take drill
Taken.
Floyd rubs his head affectionately against your shoulder.


And with this, we've explored every accessible exit on the station! What to do now?


Inventory:
  • A drill
    • A small drill bit
  • A mauve nanofilm spool
  • A medium drill bit
  • A note (explains the nature of the alien pyramid)
  • A diary (explains some of what's been going on)
  • A survival kit
    • A thermos bottle
  • An Assignment Completion Form QX-17-T
  • A Patrol uniform (worn)
    • An ID card
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 4067. Your score is 11 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a form to access the "village".
Finding a light source.
Opening the security doors.
Getting a galakmid to buy something from the PX.

Deaths:
Crushed by Rex.
Zapped by a hull welder.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b f   d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1
f=Meeting Room 2

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
    t
    |
    s
    |
    r
    |
  ?-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n
   \ / /|
    f-h o
   /|\|
  ? | i-j
    | |
  m-l-k
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (twenty-ohm bedistor)
e=North Junction
f=South Junction
g=East Junction
h=Station Control
i=Commander's Office (log reader)
j=Commander's Quarters (safe)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (sleeping robot, heating chamber)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
?=dark room (grues?)

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-?
               |  /|
               | * |
               | | |
               e i j
                \|/
                 h
a=Level Six
b=Elevator Shaft
c=Auxiliary Barracks
d=Auxiliary SanFac
e=Officers' Quarters A
f=Docking Bay #4
g=Docking Bay #1 (in to Alien Ship)
h=Officers SanFac
i=Officers' Quarters B
j=Officers' Quarters C
k=End of Corridor (security door)
?=dark room (grues?)

Level 7:
Code:
c
 \
  a-b
a=Printing Plant (trash can)
b=Elevator Shaft
c=Paper Recycling Plant (you, Floyd, and Plato are here)

Scientific Sub-Module, top level:
Code:
b
|
a
a=Astro Lab (twenty-prong fromitz board) [down to Engineering Lab]
b=Astro Office

Scientifc Sub-Module, lower level:
Code:
b
|
a
a=Bio Lab [up to Engineering Lab, down to Holding Tank Level]
b=Bio Office

Scientific Sub-Module, holding tank level:
Code:
a
a=Holding Tank Level

Alien ship (in from Docking Bay #1)
Code:
a
a=Alien Ship (pedestal, dots, skeleton) [out to Docking Bay #1]

Unexplored paths:
None
  #59  
Old 03-17-2014, 03:24 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Drill the lock off the bin?
  #60  
Old 03-22-2014, 12:36 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Drilling the lock might work, so let's try it.

>se
Printing Plant
You can see a trash can here.
Floyd and Plato follow you.

>u
Level Six

>u
Level Five

>u
Level Four

>u
Level Three
You spot a hull welder approaching. This welder, which is marked "Welder Number 1," seems to be moving purposefully toward you, its welding extensions quivering with...excitement?

>u
Mess Hall
A cup of thick brown coffee sits on one of the tables.
Nearby, you hear the welder move off in another direction.

>u
Dome
Floyd bounds into the room. "Floyd here now!" he cries. You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.

>drill lock
(Footnote 5) You drill a hole in the storage bin approximately the diameter of a toothpick.


Well, it had an effect, at least. But let's see what that footnote says.

>footnote 5
Kids: drills are very dangerous. Don't try this at home without adult supervision.


Don't worry, I won't. But that didn't seem to have much of an effect. Where to from here?


Inventory:
  • A drill
    • A small drill bit
  • A mauve nanofilm spool
  • A medium drill bit
  • A note (explains the nature of the alien pyramid)
  • A diary (explains some of what's been going on)
  • A survival kit
    • A thermos bottle
  • An Assignment Completion Form QX-17-T
  • A Patrol uniform (worn)
    • An ID card
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 4251. Your score is 11 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a form to access the "village".
Finding a light source.
Opening the security doors.
Getting a galakmid to buy something from the PX.

Deaths:
Crushed by Rex.
Zapped by a hull welder.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin; you, Floyd, and Plato are here]
b=Elevator Shaft

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b f   d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal])
d=Main Storage (detonator)
e=Meeting Room 1
f=Meeting Room 2

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star, puce nanofilm spool)
f=Laundry (presser)

Level 4:
Code:
    c
   / \
  *   *
  |   |
f-a-b d
  |   |
  *   *
   \ /
    e
a=Level Four
b=Elevator Shaft
c=Female Barracks
d=Barracks SanFac
e=Male Barracks
f=Docking Bay #3

Level 5:
Code:
    t
    |
    s
    |
    r
    |
  ?-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n
   \ / /|
    f-h o
   /|\|
  ? | i-j
    | |
  m-l-k
a=Docking Bay #2
b=Level Five
c=Elevator Shaft
d=Workshop (twenty-ohm bedistor)
e=North Junction
f=South Junction
g=East Junction
h=Station Control
i=Commander's Office (log reader)
j=Commander's Quarters (safe)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (sleeping robot, heating chamber)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
?=dark room (grues?)

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-?
               |  /|
               | * |
               | | |
               e i j
                \|/
                 h
a=Level Six
b=Elevator Shaft
c=Auxiliary Barracks
d=Auxiliary SanFac
e=Officers' Quarters A
f=Docking Bay #4
g=Docking Bay #1 (in to Alien Ship)
h=Officers SanFac
i=Officers' Quarters B
j=Officers' Quarters C
k=End of Corridor (security door)
?=dark room (grues?)

Level 7:
Code:
c
 \
  a-b
a=Printing Plant (trash can)
b=Elevator Shaft
c=Paper Recycling Plant

Scientific Sub-Module, top level:
Code:
b
|
a
a=Astro Lab (twenty-prong fromitz board) [down to Engineering Lab]
b=Astro Office

Scientifc Sub-Module, lower level:
Code:
b
|
a
a=Bio Lab [up to Engineering Lab, down to Holding Tank Level]
b=Bio Office

Scientific Sub-Module, holding tank level:
Code:
a
a=Holding Tank Level

Alien ship (in from Docking Bay #1)
Code:
a
a=Alien Ship (pedestal, dots, skeleton) [out to Docking Bay #1]

Unexplored paths:
None
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