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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 >
  #61  
Old 03-22-2014, 07:06 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Did we check that trash can? I forget.

Also I think it's time to take a look at that cup of brown liquid, since it's no longer being reported to us as coffee.
  #62  
Old 03-22-2014, 10:26 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Drill the lock with the medium bit!
  #63  
Old 03-24-2014, 07:48 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Wink

Quote:
Originally Posted by Bunk Moreland View Post
Did we check that trash can? I forget.
We didn't. And since it is in the print plant, it is quire possible there are a form or two buried in the trans can. I don't see possibility of progress elsewhere.
  #64  
Old 03-24-2014, 10:52 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

The small bit didn't have much of an effect, so let's try the bigger one.

>take small bit
Taken.

>put medium bit in drill
Done.

>drill lock
You enlarge the hole in the storage bin. It's now approximately the diameter of a pencil.
Floyd tells you how much it hurts to repair dents.


Still not much effect. Now, although I didn't see any difference in the description of the coffee in the Mess Hall, let's check it out again.

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

>examine coffee
The cup is filled with cold coffee.


The only difference seems to be the fact that the coffee is now cold. Anyway, let's check out that trash can in the printing plant.

>d
Level Three

>d
Level Four
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.

>d
Level Five

>d
Level Six
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?

>d
Printing Plant
You can see a trash can here.
Nearby, you hear the welder move off in another direction.
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.

>examine can
It's closed.


Which means that we can probably...

>open can
Opening the trash can reveals a crumpled form.
Floyd boasts about the time he helped someone find a lost paper clip.


Let's take a look at that form.

>read form
[Which form do you mean, the crumpled form or the Assignment Completion Form QX-17-T?]

>crumpled
[taking the crumpled form first]
It's an Illegal Space Village Entry Form FW-83-Q. It is pretty crumpled and has not been validated.


Hmm, didn't we see something about this form mentioned earlier? Think about where that may have been and see if you can figure out what to do with it for next time. See you then!


Inventory:
  • A crumpled form (specifically, an Illegal Space Village Entry Form FW-83-Q)
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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:
You're currently getting brief descriptions. It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 4457. Your score is 11 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Getting the village access form validated.
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
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; you, Floyd, and Plato are here)
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
  #65  
Old 03-25-2014, 06:51 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Most of the time it seemed to say it was coffee, but the last time it just said it was a cup of "brown liquid," so I thought maybe it had changed as time went on.

Anyway, I say get the puce nanofilm, read all the nanofilms we can, try the Illegal form in the reader in the south connection, then reload/restore if it (most likely) chews it up and doesn't let us pass because it's not been validated.
  #66  
Old 03-25-2014, 07:42 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

After that, look under the commander's bed, the commander's log told he has hid the stamp under his bed. Probably we can validate the form with the stamp.
  #67  
Old 03-28-2014, 01:19 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Lots of stuff to do today, so let's get started! First of all, getting the puce nanofilm spool and reading it.

>u
Level Six

>u
Level Five

>u
Level Four

>u
Level Three

>sw
Chapel
You can see a puce nanofilm spool here.

>get spool
Taken.

>e
Level Three

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

>se
Library
It seems that the nanofilm reader contains a lilac nanofilm spool.


We've already played the mauve and lilac spools, so let's play the puce one, seeing as it's the only one left.

>get lilac spool
As you try to grab the lilac nanofilm spool, the puce nanofilm spool slips from your hands and both tumble to the floor.


Lousy minor setback...

>get puce spool
Taken.

>put puce spool in reader
The reader, in a surprisingly human voice, says, "Maintenance of the chapel equipment is simple, and should take little time away from your Chaplain duties. Fuel must be added periodically to the flame's fuel reservoir, located..." A loud burst of static drowns out the recording. "...ontact the station's Requisitions Officer if replacements are unavailable from the..." More static. "...iode in the Chapel's star has an expected life of..." 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!"


About the same as the last two spools. Oh, well. Now to try using that form in one of the connectors to the illegal space village.

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

>d
Level Three
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.

>d
Level Four
Floyd and Plato follow you.

>d
Level Five
Floyd and Plato follow you.

>se
South Junction
Floyd and Plato follow you.

>ne
East 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.

>e
East Connection
Floyd and Plato follow you.

>insert crumpled form in slot
The form's crumpledness prevents it from sliding into the slot.
Plato reaches the last page of his book. "Heavens! It appears to be time for another jaunt to the library. Would you care to accompany me, my boisterous friend?"
"Oh boy yessiree!" says Floyd, bounding off after Plato. "I hope they have copies of my favorite comic, THE ADVENTURES OF LANE MASTODON!"


At least it wasn't shredded...but it still wasn't accepted. Although there hasn't been a suggestion as to how to fix that, there has been one about how to fix its invalidity. So let's do that!

>sw
Station Control

>s
Commander's Office
You can see a log reader here. It seems that the log reader contains a log tape.

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

Commander's Quarters
A sturdy safe is welded to the deck next to the desk.

>look under bed
You discover a validation stamp!

>get stamp
Taken.

>stamp crumpled form
Done.


And now we have a valid entry form for the illegal space village...not that that'll do much good if we can't get it into the slot. Any ideas as to how to fix that?

Also, Bunk Moreland, I just realized that you asked me to try the form in the South Connection. Hope you don't mind my trying it in the East Connection instead, but it looked closer on the map. Sorry about that.

Inventory:
  • A validation stamp
  • A crumpled form (specifically, a validated Illegal Space Village Entry Form FW-83-Q, too crumpled to fit into a form slot)
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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 4909. Your score is 11 (of 80 points), giving you the rank of Rising Young Insignificant Nobody.

Current puzzles:
Uncrumpling the village access form.
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
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], lilac nanofilm spool)
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)
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; you are here)
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
  #68  
Old 03-28-2014, 01:40 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

The East Connection's fine.

I'm not sure how we can smooth out this form. I mean I'd say tell the game "smooth crumpled form" but I suspect it'll just say it doesn't know what smooth means.

edit: Maybe we should also drink that cold coffee. I have a feeling it won't be good for us, but that's all the more reason to do it!

Last edited by Bunk Moreland; 03-28-2014 at 06:09 AM.
  #69  
Old 03-28-2014, 06:20 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Smile

Place the form on desk (or anything flat) then place something heavy on it?
  #70  
Old 03-28-2014, 09:00 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

To the presser!
  #71  
Old 03-28-2014, 07:08 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
edit: Maybe we should also drink that cold coffee. I have a feeling it won't be good for us, but that's all the more reason to do it!
Like I always say, cold coffee is just iced coffee without the ice. Sure, there's no milk or sugar, but I didn't join the Patrol for the easy life.

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

Commander's Office
You can see a log reader here. It seems that the log reader contains a log tape.

>nw
South Junction

>nw
Level Five

>u
Level Four
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.

>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.

>drink coffee
You're neither hungry nor thirsty.
"You like Floyd, don't you, Plato?" asks Floyd. "Yes," replies the taller robot, "you're the only robot I've ever met who doesn't call me a nerd." Floyd smiles.


Fair enough. Let's just wait a while, then...

>drink coffee
Aaarghhh! The coffee is poisoned! It's eating away at your insides!!

**** You have died ****


About what I, and I'm sure all of you, expected. Anyway, Gerad has the correct solution to our form problem, so...

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

Commander's Office
You can see a log reader here. It seems that the log reader contains a log tape.

>nw
South Junction

>nw
Level Five

>u
Level Four
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.

>u
Level Three
Floyd and Plato follow you.

>nw
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, almost nipping your heels!

Laundry
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.


Before using this contraption, let's take a better look at it. Also, the auto-doors have become a bit more active in their aggression - probably a good cause for concern.

>examine presser
The presser is currently off. It's closed.


Which should provide sufficient info on how to use it.

>open presser
Opened.
"You like Floyd, don't you, Plato?" asks Floyd. "Yes," replies the taller robot, "you're the only robot I've ever met who doesn't call me a nerd." Floyd smiles.

>put crumpled form in presser
Done.

>close presser
Okay, the presser is now closed.
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.

>turn on presser
A trickle of steam begins leaking from the presser.

>turn off presser
Okay, the presser is now off.
Floyd confides to Plato that his life's dream is to get locked up overnight in a toy factory.

>open presser
Opening the presser reveals a neatly ironed Illegal Space Village Entry Form FW-83-Q.
Floyd produces a crayon from one of his compartments and scrawls his name on the wall.

>get form
Taken.
"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!"


And now we should be able to get into the village! Let's try using the South Connection this time, to make up for last time.

>e
The auto-door opens sluggishly. As soon as you have passed through, it zooms shut, almost nipping your heels!

Level Three

>d
Level Four
A growl from your stomach warns that you're getting pretty hungry and thirsty.

>d
Level Five

>se
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.

>s
South Connection

>put village form in slot
The hatch begins irising open, then sparks and smokes and grinds to a halt. However, it's about half dilated, wide enough to pass through. Beyond, you can see a small, dingy connecting tube, rather than the clean and brightly-lit Sub-Module connector you might have expected.
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?


Well, since this is an illegal village, it's about what I expected. Let's check it out, though!

>s
As you cross the boundary of the Command Module, the station's artificial gravity cuts off suddenly, leaving you weightless.

Grimy Passage
This filthy north-south tube is quite a change from the gleaming, well-scrubbed metal of the space station.
Nearby, you hear the welder move off in another direction.


Only one way to go from here, so...

>s
Main Street
This large spacetube is the main thoroughfare of a space village which has sprung up here on the outskirts of the space station, which lies to the north. Rather than the bustling thoroughfare you might expect, however, there isn't a soul in sight. Openings lead up, northeast, south and west. To the southeast, the "street" narrows and ramps downward.


Lots of exits from here! Which one to explore first?

By the way, I'm going to be doing the village as a separate map, since on an earlier attempt to map the game I tried to incorporate it into Level 5, and it did not look good, to say the least. Just a little head's up.

Inventory:
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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 5283. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
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.
Insides destroyed by poisonous coffee.

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], lilac nanofilm spool)
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)
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
    |
    v
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
v=to Grimy Passage
?=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]

Illegal space village:
Code:
  a
  |
  b
  |/
 -c
  |\
a=to South Connection
b=Grimy Passage
c=Main Street [you are here]

Unexplored paths:
Northeast from Main Street.
Southeast from Main Street.
South from Main Street.
West from Main Street.
Up from Main Street.
  #72  
Old 03-28-2014, 07:12 PM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Time to go around Main Street! May as well start from the south.
  #73  
Old 03-30-2014, 12:58 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

South sounds good to me.

>s
Bank
This is a branch office of the First Galactic Bank of Nebulon. There are doors to the north and northwest.
You can see a platinum detector floating here.
Floyd meanders in. "You doing anything fun?" he asks, and then answers his own question, "Nope. Same dumb boring things." You notice that Plato has also roamed into view behind Floyd, once again absorbed in his reading.


Floyd? What's gotten into you, buddy? Anyway, there are some more paths to explore from here, so should we take one of them or continue exploring Main Street?

Inventory:
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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 5305. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
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.
Insides destroyed by poisonous coffee.

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], lilac nanofilm spool)
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)
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
    |
    v
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
v=to Grimy Passage
?=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]

Illegal space village:
Code:
  a
  |
  b
  |/
 -c
 \|\
  d
a=to South Connection
b=Grimy Passage
c=Main Street
d=Bank [platinum detector; you, Floyd, and Plato are here]

Unexplored paths:
Northeast from Main Street.
Southeast from Main Street.
West from Main Street.
Up from Main Street.
Northwest from Bank.
  #74  
Old 03-30-2014, 07:33 PM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Let's just explore every exit around Main Street.
  #75  
Old 03-30-2014, 08:30 PM
Syo! Syo! is offline
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Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

Platinum detector? Which is an odd thing to be found in a space station, especially in bank, since we're not near a metal mine or something. It must have some important purpose because of that very reason, take and examine it.
  #76  
Old 04-02-2014, 05:52 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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That platinum detector is a pretty strange thing to be lying around, so let's check it out.

>examine detector
It looks like the platinum detector is off.


They wouldn't put something like this in the game if you didn't need it, so...

>take detector
Taken.


And now to explore the other exits from Main Street. As is typical, I'll be going in a clockwise pattern, but this time I'll be starting from 6:00, since that's where the bank is. So the next exit is to the...

>w
Travel Agency
This small space bubble, with openings to the east and southeast, is decorated with posters of exotic locales, but it's hard to imagine that anyone in this rundown spacetown would be able to afford an interstellar pleasure jaunt.
Floyd and Plato follow you.

>e
Main Street
Floyd and Plato follow you.

>ne
Greasy Straw
"The Galaxy's Best Zero-Gee Restaurant" lies the sign over the counter of this deserted dive. Exits lead northeast and southwest.
Floyd and Plato follow you.


It wasn't until I read another LP of this game that I got the joke with this place - since you're in zero gravity, you would drink through a straw instead of using normal utensils, so it's like a greasy spoon. Sorry if I ruined the joke for anyone by explaining it.

Anyway, there's still another exit from Main Street, so let's check it out.

>sw
Main Street
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.

>se
Alley
There's no doubt that "alley" is the best word to describe this winding, garbage-strewn connector. Dark passages branch off in almost every direction, and the alley slopes upward to the northwest.
Floyd and Plato follow you.


Looks like we've got quite a few paths to explore from here. Where to now?

Inventory:
  • A platinum detector (turned off)
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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 5476. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
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.
Insides destroyed by poisonous coffee.

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], lilac nanofilm spool)
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)
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
    |
    v
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
v=to Grimy Passage
?=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]

Illegal space village:
Code:
  a
  |  /
  b f
  |/
e-c
 \|\|/
  d g-
   /|\
a=to South Connection
b=Grimy Passage
c=Main Street
d=Bank
e=Travel Agency
f=Greasy Straw

Unexplored paths:
Up from Main Street.
Northeast from Greasy Straw.
North from Alley.
Northeast from Alley.
East from Alley.
Southeast from Alley.
South from Alley.
Southwest from Alley.
  #77  
Old 04-02-2014, 08:05 AM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Let's check out everything in the travel agency and restaurant (Greasy Straw is an awesome name).
  #78  
Old 04-04-2014, 09:31 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Bunk Moreland View Post
(Greasy Straw is an awesome name).
I agree wholeheartedly. However, due to the structure of the area, I'm going to check out the Travel Agency first, since we've already seen both exits from there, so the Greasy Straw would be a bit more convenient for future exploration. So...

>nw
Main Street

>w
Travel Agency


The only things in here are posters, so...

>examine posters
The posters show a sunset on "Historic Ramos II," the steel and zynoid towers of "Varshon, the Galactic Capital," and scantily-clad beauties cavorting on the beaches of "The Pleasure Moons of Mazzotta."
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.


Interesting, but not really useful. Now to check out the Greasy Straw!

For what it's worth, Ramos II does come up a lot in the lore for both this game and Planetfall.

>e
Main Street
Floyd and Plato follow you.

>ne
Greasy Straw
You catch a whiff of something mouth-watering.
Floyd and Plato follow you.


That's a good sign! Let's look around to see what it could be.

>smell
There's something yum-smelling around here!
You catch a whiff of something mouth-watering.


Yes, I know that. The description mentioned a counter, so...

>examine counter
You spot a cup of Ramosian Fire Nectar behind the counter!
Floyd and Plato discuss their favorite battery recharging techniques.


Sounds pretty good, so let's take it!

>get cup
Taken.


And now we've got some more food, but where to next? Should we explore the alley, see what's northeast of this awesomely-named restaurant, or see what's above Main Street?

Inventory:
  • A cup of nectar
  • A platinum detector (turned off)
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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 5592. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
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.
Insides destroyed by poisonous coffee.

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], lilac nanofilm spool)
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)
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
    |
    v
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
v=to Grimy Passage
?=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]

Illegal space village:
Code:
  a
  |  /
  b f
  |/
e-c
 \|\|/
  d g-
   /|\
a=to South Connection
b=Grimy Passage
c=Main Street
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley [you, Floyd, and Plato are here]

Unexplored paths:
Up from Main Street.
Northeast from Greasy Straw.
North from Alley.
Northeast from Alley.
East from Alley.
Southeast from Alley.
South from Alley.
Southwest from Alley.

Last edited by Kahran042; 04-04-2014 at 09:43 AM.
  #79  
Old 04-04-2014, 12:24 PM
Mogri Mogri is online now
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Join Date: Sep 2011
Location: Austin, TX
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Posts: 18,234
Default

The tricky thing about Planetfall and Stationfall is that the cardinal rule of adventure game food (never eat it) doesn't always apply.

So let's drink this. I'm sure that won't screw us over.
  #80  
Old 04-04-2014, 11:57 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Mogri View Post
The tricky thing about Planetfall and Stationfall is that the cardinal rule of adventure game food (never eat it) doesn't always apply.

So let's drink this. I'm sure that won't screw us over.
All right.

>drink nectar
Mmmm...that tasted just like yummy fire nectar -- thick and warming. The cup instantly vaporizes, part of the galactic anti-litter program.
Floyd tells Plato about a neat shortcut for calculating seventh order differentials.


Except that it's a good idea to be conservative with food in this game due to the limited supplies available, and I'm going to want to eat a different foodstuff for my next meal, anyway.

So, next time I'll be exploring the exits from the alley, unless you want me to do something else. See you then!

By the way, when I first played this game, the description really made me wish that fire nectar existed, since a lot of the in-game descriptions of it sound pretty appealing.
  #81  
Old 04-06-2014, 06:31 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Due to a lack of other requests, I'm going to be checking out the exits from the Alley in today's update. So...

>sw
Main Street
Floyd and Plato follow you.

>se
Alley
Floyd and Plato follow you.
You're now really ravenous and your lips are quite parched.


As always, I'm going to be exploring these exits in clockwise order, starting from the north. So, let's go!

>n
Missionary
This is the home of some kook, a proselytizer of the fringe religion which believes that humankind has angered God by venturing out into space, and the universe will end sometime next week. Next week never seems to come, but there are enough kooks in the galaxy to keep the belief going. You can exit to the south.
Floyd and Plato follow you.


Nothing here but flavor, unfortunately.

>s
Alley

>ne
Warehouse
You have entered a smallish warehouse. A red sign is mounted over a door, closed, leading down; there are other openings in the ceiling and the southwest wall.
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.


This place looks important, but let's check out the other exits from the alley before checking anything else out.

>sw
Alley
Floyd and Plato follow you.

>e
Studio
You have entered a cluttered space bubble in which an artist has been attempting to build a sculpture in the style of 91st-century scrap art. The sculpture is floating in the center... Oops. At second glance, you realize that the sculpture is simply a pile of random garbage...

Junk Yard
This outdated drydock is now a messy junk yard. A huge pile of floating junk fills the center of the bubble. Passages lead upwards and west.
Of all the items floating in the scrap heap, the pair of magnetic spaceboots looks to be in the best shape.
Floyd and Plato follow you.


Those might be useful, but let's hold off on taking them for now.

>w
Alley
Floyd and Plato follow you.

>se
"Doc" Schuster's
This physician's bubble is owned by the village quack, known to his friends as "Doc" Schuster, but known to the vast majority of the villagers as Schuster the Shyster. There's a small hole in the wall, probably the opening for a disposal chute. The Doc is out, and in this case, out is northwest.
You can see a letter and an ostrich floating here.
Floyd and Plato follow you.


An...ostrich? That's rather odd. Maybe that letter will be enlightening?

>read letter
"Doc -- that ostrich nip you've been waiting for finally came in. Drop by and pick it up. If I'm not in, you'll find it in my ceiling panel."
Floyd looks at the ostrich with breathless excitement. "Wow! An elephant!"


Ostrich nip? Ceiling panel? Curiouser and curioser. Maybe if we can figure out who sent this letter, we can find the ostrich nip, and maybe manage to tame the ostrich. But what use could we have for that?

By the way, Floyd's line here is one of my favorite Floydisms.

>nw
Alley

>s
Loan Shark
This is a dilapidated vessel that some seedy loan shark has moored on the south side of the alley.
A fairly sturdy strong box is fastened to the floor. Or maybe the ceiling. One can never be sure without gravity.


True, dat. Anyway, let's try to open the box!

>open box
The lock on the strong box is only SLIGHTLY smaller than an average asteroid.


About what I expected. There are still exits from the alley, so let's check them out!

>sw
Pawn Shop
The three balls hanging by the (northeastern) entrance to this space hut indicate that a villager down on his or her luck could come here to hock some valuable possession.
Some destitute spacer was so hard up that he or she actually pawned a spray can. It's sitting here in the shop, and has some lettering on it.


Which means that the lettering is probably important.

>read lettering
You can't see any lettering here!


But it said there was lettering on the can! I guess we'll just have to...

>read can
[taking the spray can first]
The lettering on the spray can reads:
"E-Z SPRAY SPORZ (tm)
A mixture of high-quality spores
Lowest gas-inducement levels of any brand!"


I guess we've got a can of spores, although I don't know what use it could be. Now there's only one direction we haven't explored from the alley, so let's check it out!

>ne
Alley

>w
Well, there are openings in ALMOST every direction.


Fair enough. That's all of the alley explored, so where to from here?

Inventory:
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A cup of nectar
  • A platinum detector (turned off)
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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 5928. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a light source.
Opening the security doors.
Getting a galakmid to buy something from the PX.
Finding the ostrich nip.
Opening the strong box.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.

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], lilac nanofilm spool)
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)
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
    |
    v
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
v=to Grimy Passage
?=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

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

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

Illegal space village:
Code:
  a
  |  /
  b f
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley [you, Floyd, and Plato are here]
h=Missionary
i=Warehouse (up to ?, down to ?)
j=Junk Yard (up to ?) [magnetic spaceboots]
k="Doc" Schuster's [letter, ostrich]
l=Loan Shark [strong box]
m=Pawn Shop

Unexplored paths:
Up from Main Street.
Northeast from Greasy Straw.
Up from Warehouse.
Down from Warehouse.
Up from Junk Yard.
  #82  
Old 04-06-2014, 06:39 PM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Let's check out that warehouse. Maybe use the platinum detector inside there?
  #83  
Old 04-07-2014, 06:54 AM
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
Let's check out that warehouse. Maybe use the platinum detector inside there?
Sounds good to me.

>ne
Warehouse
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 starting to feel faint from lack of food and liquid.


Which would be a good time to eat that other foodstuff I mentioned earlier.

>open thermos
Opening the Thermos bottle reveals blue soup.

>drink soup
Mmmm...that tasted just like yummy blueberry walnut soup. The soup was tepid.
Floyd gives Plato a friendly hug.


Interesting flavor combo, but now we've got an empty thermos. Anyway, time to explore this warehouse, and see if there's any platinum stored here.

>turn on detector
Okay, the platinum detector is now on.
"Let us take a stroll, Floyd," says Plato, tucking his book under one arm. "Tagging along after this simpleton human is becoming tiresome." He breezes out. Floyd hesitates, then follows.


Seems like Plato's becoming a bit of a jerk. But there's nothing to do about it, so let's see what lies below!

>open door
The inner door swings open.
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.

>d
Airlock
This is a cramped airlock with doors above and below you. The door above is open.
Floyd calls from above, "We'll wait here; it doesn't look like there's room in that phone booth for all of us."


As you may know from Starcross, it's not a good idea to have both airlock doors open at the same time, so...

>close door
Okay, the inner door is now closed.

>open outer door
As the door opens, the air in the lock whooshes out into the vacuum of space. Your lungs rupture, not to mention all sorts of even nastier stuff that you're lucky if you can't imagine.

**** You have died ****


Of course, it's also not a good idea to go out into space without a spacesuit, but what would an adventure-game LP be without death? After restoring, going back into the warehouse, and eating the soup...

>u
Trading Post
This sprawling old cargo ship, its engines long ago cannibalized for spare parts, has been converted into a store for supplies and curios. There's an eye-catching sign on the wall. Passageways lead in many directions, and there's an opening in the floor.
You can see a twelve-prong fromitz board and an instruction sheet floating here.


Well, if it's eye-catching...

>read sign
"!!!BEST PRICES IN TOWN!!!
IF YOU DON'T SEE IT ASK FOR IT!
Illegal wares shown by appointment only.
FREZONE (tm) explosive available."


Does anyone else find it amusing that they outright admit to having illegal wares on a sign which is described as "eye-catching"? Oh, well. This whole village is illegal, so I guess it makes sense. Anyway, this is another major crossroads, so where to from here?

Inventory:
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A cup of nectar
  • A platinum detector (turned on)
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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 6001. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a light source.
Opening the security doors.
Getting a galakmid to buy something from the PX.
Finding the ostrich nip.
Opening the strong box.
Finding a way to go into space and live.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Sucked into the vacuum of space.

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], lilac nanofilm spool)
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)
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
    |
    v
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
v=to Grimy Passage
?=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

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

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

Illegal space village:
Code:
  a
  |  /
  b f
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley [you, Floyd, and Plato are here]
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to ?) [magnetic spaceboots]
k="Doc" Schuster's [letter, ostrich]
l=Loan Shark [strong box]
m=Pawn Shop

Illegal space village, below the warehouse:
Code:
a
a=Airlock (up to Warehouse, down to ?)

Illegal space village, trading post and environs:
Code:
 \|/
 -a-
 /|\
a=Trading Post (down to Warehouse) [you are here]

Unexplored paths:
Up from Main Street.
Northeast from Greasy Straw.
Down from Airlock.
Up from Junk Yard.
Presumably, all directions from Trading Post...the exact exits aren't listed, so I'm going to assume that there's one in each.
  #84  
Old 04-07-2014, 08:02 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Let's read that instruction paper, then go clockwise around the trading post.
  #85  
Old 04-08-2014, 10:02 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

I can't believe I didn't notice that instruction paper until now, but better late than never. :P

>read instructions
"FREZONE (tm) Liquid Gorzium Explosive
Instructions for use:
1. Insert explosive in hole of appropriate diameter.
2. Attach detonator to explosive and timer.
3. Set timer.
4. Vamoose.
NOTE: Do not expose explosive to temperatures above 150 degrees Kelvin for periods of more than 100 millichrons."


NOTE: There is no such thing as a "degree Kelvin."

Still, 150 Kelvin...that would be -189.67�F, or -123.15�C. I wonder where we could find somewhere that cold? Enough thinking about that, though. Let's explore this place!

>n
Grocery
This is a small convenience store, the main source of food and living supplies for this village, as well as a supplement supply for personnel from the space station proper. The shelves are pretty bare, and there is no one in sight. Exits lead north, east, southeast and south.
A small, translucent plastic bag is sitting on one of the shelves.
You spot a hull welder approaching. This welder, which is marked "Welder Number 3," seems to be moving purposefully toward you, its welding extensions quivering with...excitement?
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 bag looks interesting...but that welder looks dangerous!

>s
Trading Post
You can see a spray can, an instruction sheet and a twelve-prong fromitz board floating here.
Nearby, you hear the welder move off in another direction.
Floyd and Plato follow you.

>ne
You can't go that way.

>e
Saloon
From your experience with tawdry, space village bars, they are crowded every millichron of the day and night. So it's quite unusual that this saloon is totally deserted. Despite the current solitude, you can almost hear the tinny music, the loud voices, the fistfights. Openings lead west and northwest, and to the east is a partially disguised exit.
Floyd and Plato follow you.


Huh...apparently I dropped the spray can at some point. Also, it's not really that unusual for the saloon to be deserted, seeing as everywhere else is. Anyway, back to exploration!

>w
Trading Post
You can see a spray can, an instruction sheet and a twelve-prong fromitz board floating here.

>se
Shady Dan's
This space trailer houses the office of Shady Dan, the village's used spaceship salesman. Dan isn't here, though. Connectors lead northwest and downward. Through the large, dirty window, you can see Dan's used spaceship lot. The spaceships floating in Dan's lot all have their prices whitewashed on their viewports, along with phrases like "A steal!" and "Just reduced!"
In the corner of the office is a rather plain-looking machine with a keypad. It looks a bit jerry-built.
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.


Shady Dan...haven't we heard that name somewhere before? Hmmm...

>nw
Trading Post
You can see a spray can, an instruction sheet and a twelve-prong fromitz board floating here.
Floyd and Plato follow you.

>s
You can't go that way.
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.


I'd tell you why I included this YCGTW, but that would be a spoiler. ;D

>sw
Greasy Straw
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 we're back to the Main Street area. Now to finish exploring the trading post!

>w
Junk Yard
You have entered a cluttered space bubble littered with useless junk, all floating in a large pile in the center... Oops. At second glance, you realize that the junk pile is actually an artist's attempt at a 91st-century-style scrap sculpture...

Studio
This living bubble has been set up as an artist's loft. Most of the space is taken up by a large scrap sculpture floating in the center of the bubble. It is, of course, pretty impossible to tell how close the sculpture is to completion. The way out is to the east.
The most recognizable item in the sculpture is a J-series hyperdiode.
You can see a scrap sculpture floating here.
Floyd and Plato follow you.


Sound familiar?

>e
Trading Post
You can see a spray can, an instruction sheet and a twelve-prong fromitz board floating here.
Floyd and Plato follow you.

>nw
Pet Store
This shop, with exits to the northeast and southeast, sells a variety of animals. Many a lonely spacer has discovered the joys a pet can bring, and this shop features animals of both terrestrial and alien origin. A large sign advertises this month's special.
You can see a cage here. It seems that the cage contains an Arcturian balloon creature.
Floyd and Plato follow you.


Where there's a sign...

>read sign
"SPECIAL!!! The best pet a lonely spacer could ever hope for!
Arcturian balloon creatures are fascinating critters. Filled with hydrogen, they float freely through the air like small dirigibles.
With their translucent bodies and iridescent skin, they're a beautiful addition to the decor of any living bubble. Docile and friendly, Arcturian balloon creatures are easy to care for, feeding on airborne spores!
Limited supply!! Order yours today!!"
You recall one fact about Arcturian balloon creatures which the sign fails to mention: they propel themselves around by ejecting digestive gasses. This makes them one of the smelliest pets imaginable.
Plato helps polish a hard-to-reach spot on Floyd's back.


I'm beginning to see what those spores might be used for... Anyway, that's it for the trading post exits. Where to from here?

Inventory:
  • A platinum detector (turned on)
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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)

It would appear that I lost the cup of nectar somewhere. I'll retrace my steps and try to track it down. Also, I think that I dropped the spray can trying to pick up the FREZONE� instruction sheet while reading it...just a hunch.

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 6280. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a light source.
Opening the security doors.
Getting a galakmid to buy something from the PX.
Finding the ostrich nip.
Opening the strong box.
Finding a way to go into space and live.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Sucked into the vacuum of space.

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], lilac nanofilm spool)
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)
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
    |
    v
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
v=to Grimy Passage
?=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

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

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

Illegal space village:
Code:
     /|
    s o-
     \|\
  a r-n-p-
  |  / \
  b f   q
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley [you, Floyd, and Plato are here]
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to ?) [magnetic spaceboots]
k="Doc" Schuster's [letter, ostrich]
l=Loan Shark [strong box]
m=Pawn Shop
n=Trading Post (down to Warehouse) [spray can, instruction sheet, twelve-prong fromitz board]
o=Grocery (translucent plastic bag)
p=Saloon
q=Shady Dan's (down to ?) [plain-looking machine; you are here]
r=Studio [J-series hyperdiode]
s=Pet Store [cage (Arcturian balloon creature)]

Illegal space village, below the warehouse:
Code:
a
a=Airlock (up to Warehouse, down to ?)

Unexplored paths:
Up from Main Street.
Northeast from Greasy Straw.
Down from Airlock.
Up from Junk Yard.
North from Grocery.
East from Grocery.
East from Saloon.
Down from Shady Dan's.
Northeast from Pet Store.

Last edited by Kahran042; 04-08-2014 at 10:16 AM.
  #86  
Old 04-08-2014, 04:33 PM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

I see what the spores are for, but I'm curious what this floating stinkbomb pet is used for.
  #87  
Old 04-09-2014, 11:02 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

On checking back, I found out that I apparently dropped the nectar in "Doc" Schuster's when I read the letter there. So I went back there and picked it up offscreen. I also got rid of the assignment completion form, seeing as the assignment is a moot point now.

Quote:
Originally Posted by Bunk Moreland View Post
I see what the spores are for, but I'm curious what this floating stinkbomb pet is used for.
Guess we'll have to explore further and find out. Since there haven't been any suggestions as to where to go, I'll use my LPer prerogative to see what's northeast of the pet shop.

>ne
Broadway
This is a wide, cheaply constructed space tube, narrowing to the west. There are openings off this "street" in virtually every direction, including one leading downward.


Another of these, eh? Which exit shall I explore first, or should I explore all of them?

Inventory:
  • A cup of nectar
  • A platinum detector (turned on)
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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
  • 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 6483. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Finding a light source.
Opening the security doors.
Getting a galakmid to buy something from the PX.
Finding the ostrich nip.
Opening the strong box.
Finding a way to go into space and live.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Sucked into the vacuum of space.

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], lilac nanofilm spool)
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)
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
    |
    v
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
v=to Grimy Passage
?=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

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

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

Illegal space village:
Code:
     \|/
     -t-
     /|\
    s o-
     \|\
  a r-n-p-
  |  / \
  b f   q
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley [you, Floyd, and Plato are here]
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to ?) [magnetic spaceboots]
k="Doc" Schuster's [letter, ostrich]
l=Loan Shark [strong box]
m=Pawn Shop
n=Trading Post (down to Warehouse) [spray can, instruction sheet, twelve-prong fromitz board]
o=Grocery (translucent plastic bag)
p=Saloon
q=Shady Dan's (down to ?) [plain-looking machine]
r=Studio [J-series hyperdiode]
s=Pet Store [cage (Arcturian balloon creature)]
t=Broadway (down to ?) [you are here]

Illegal space village, below the warehouse:
Code:
a
a=Airlock (up to Warehouse, down to ?)

Unexplored paths:
Up from Main Street.
Down from Airlock.
Up from Junk Yard.
North from Grocery.
East from Grocery.
East from Saloon.
Down from Shady Dan's.
North from Broadway.
Northeast from Broadway.
East from Broadway.
Southeast from Broadway.
West from Broadway.
Northwest from Broadway.
Down from Broadway.
  #88  
Old 04-09-2014, 11:09 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

All of them! Always all of them.
  #89  
Old 04-09-2014, 01:57 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Gerad View Post
All of them! Always all of them.
I was hoping someone would say something like that!

>n
Recruitment Office
The Stellar Patrol has opened a recruitment office off Broadway, thus giving tacit approval to this technically nonregulation space village. Posters showing a rose-colored view of Patrol life are plastered all over the walls. A door leads south.


Let's take a look at those posters, seeing as there isn't anything else here.

>examine posters
The posters are emblazoned with such recruitment slogans as "The Patrol is looking for a few good organisms" and "Learn valuable skills and explore the galaxy." You can't imagine how you ever believed such drivel.


Some things never change, I guess. Let's see what else there is on Broadway.

>s
Broadway

>ne
Rec Shop
This moderately large store sells all kinds of games and other recreational materials. There is also an in-house rec area, featuring a group of simulation booths. The "street" lies to the southwest.


Not much here, unfortunately, although I might show off the sim booths in a bonus update later.

>e
Field Office
The huge galactic mining conglomerates often open field offices in these space villages, and this is one of those. Miners will haul some promising hunk of space rock into the vicinity, and then come here to sell the rights to it. You can leave to the west.
Some miner has left a headlamp here.
Floyd and Plato follow you.



Headlamp? Sounds like a light source to me!

>get headlamp
Taken.


And the best part is, since it's a headlamp...

>wear headlamp
You're now wearing the headlamp.


And voila! Light source without taking up valuable inventory spaces! There are still exits on Broadway, though, so let's check them out.

>w
Broadway
Floyd and Plato follow you.

>se
Barbershop
You have entered a surprisingly old-fashioned looking tonsorial parlor. The far wall is covered by a classic barbershop mirror. A space village seems to be the last place in the civilized galaxy where someone can have their hair or fur trimmed by an actual human being. The barber isn't here, though. Doors lead northwest and west.
The detector is quietly beeping.
Floyd and Plato follow you.


Apparently, there's platinum here. But where could it be? Hmm... Anyway, there are just a few exits from Broadway now. South and southwest are the grocery and pet store, respectively, so that we'll be taking the west one next.

>nw
Broadway
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?

>w
Makeshift Connector
This is an east-west tube, widening as it gets farther from the Command Module.
Nearby, you hear the welder move off in another direction.


This must be the path from the east connection.

Now that I've mapped out both of the connections from the Command Module to the village, you can probably tell from the maps why I put the village on a separate map from level 5 - otherwise, it would be a huge mess, due to the relative positions of the connectors and connections.

Anyhoo, we still have stuff to do in the village, so...

>e
Broadway

>nw
Well, there are openings in ALMOST every direction.


Technically, that should say "VIRTUALLY every direction," to match with the description of Broadway, but meh. There is still an exit below, so let's take it!

>d
Fortune Teller
This is a tiny living bubble beneath Broadway. The inhabitant, who is nowhere in sight, seems to be in the profession of reading the future for superstitious spacers.
You can see a crystal ball floating here.


Not much here, but that's most of the village mapped out, and a long-running puzzle solved. Next time, shall we explore the rest of the vllage or see what's in the dark rooms back on the station?

Inventory:
  • A cup of nectar
  • A platinum detector (turned on)
  • A validation stamp
  • A small drill bit (about the diameter of a toothpick)
  • A drill
    • A medium drill bit (about the diameter of a pencil)
  • A mauve nanofilm spool
  • 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
  • A headlamp (worn)
  • 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 6771. Your score is 17 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the storage bin in the garden.
Opening the security doors.
Getting a galakmid to buy something from the PX.
Finding the ostrich nip.
Opening the strong box.
Finding a way to go into space and live.
Finding the platinum in the barbershop.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Sucked into the vacuum of space.

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], lilac nanofilm spool)
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)
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-w
   \ / /|
    f-h o
   /|\|
  ? | i-j
    | |
  m-l-k
    |
    v
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
v=to Grimy Passage
w=to Makeshift Connector
?=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

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

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

Illegal space village:
Code:
      u v
      |/
  z-y-t-w
     /|\
    s o-x
     \|\
  a r-n-p-
  |  / \
  b f   q
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley [you, Floyd, and Plato are here]
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to ?) [magnetic spaceboots]
k="Doc" Schuster's [letter, ostrich]
l=Loan Shark [strong box]
m=Pawn Shop
n=Trading Post (down to Warehouse) [spray can, instruction sheet, twelve-prong fromitz board]
o=Grocery (translucent plastic bag)
p=Saloon
q=Shady Dan's (down to ?) [plain-looking machine]
r=Studio [J-series hyperdiode]
s=Pet Store [cage (Arcturian balloon creature)]
t=Broadway (down to Fortune Teller)
u=Recruitment Office
v=Rec Shop [simulation booths]
w=Field Office
x=Barbershop [mirror; platinum detector reacts here]
y=Makeshift Connector
z=to East Connection

Illegal space village, below the warehouse:
Code:
a
a=Airlock (up to Warehouse, down to ?)

Illegal space village, below Broadway:
Code:
a
a=Fortune Teller (up to Broadway) [crystal ball; you are here]

Unexplored paths:
Up from Main Street.
Down from Airlock.
Up from Junk Yard.
East from Saloon.
Down from Shady Dan's.
  #90  
Old 04-09-2014, 02:57 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Throw something heavy (I don't know, let's say the magnetic space boots) at the barbershop mirror.

Show the power of light to the dark room.
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