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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 >
  #91  
Old 04-10-2014, 06:43 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Since we detected platinum in the barbershop, and the only notable thing in there is the mirror...

>u
Broadway

>se
Barbershop
Plato and Floyd are both here. It seems that Floyd has an Assignment Completion Form QX-17-T.
The detector is quietly beeping.

>break mirror
The mirror smashes into a cloud of glass dust, which (fortunately) is quickly sucked away by the barbershop's ventilation system. As the glass is sucked away you discover what gave the mirror its reflectivity: A piece of reflective foil is hanging on the wall where the mirror once was.
The detector is quietly beeping.
Floyd says, "Hey! Wanna play Hucka-Bucka-Beanstalk?"


I bet I know what that foil is made of!

>get foil
Taken.
The detector is quietly beeping.
Floyd yawns and looks bored.


Now to check out the dark spaces back on the main station!

>w
Grocery
A small, translucent plastic bag is sitting on one of the shelves.
The detector is quietly beeping.
Floyd and Plato follow you.

>s
Trading Post
You can see a spray can, an instruction sheet and a twelve-prong fromitz board floating here.
The detector is quietly beeping.
Floyd and Plato follow you.

>se
Shady Dan's
In the corner of the office is a rather plain-looking machine with a keypad. It looks a bit jerry-built.
The detector is quietly beeping.
Floyd and Plato follow you.

>d
Junk Yard
Of all the items floating in the scrap heap, the pair of magnetic spaceboots looks to be in the best shape.
The detector is quietly beeping.

>w
Alley
The detector is quietly beeping.
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.

>nw
Main Street
The detector is quietly beeping.
Floyd and Plato follow you.

>n
Grimy Passage
The detector is quietly beeping.
Floyd and Plato follow you.

>n
As you cross the boundary of the Command Module, the station's artificial gravity once again tugs you against the deck.

South Connection
The detector is quietly beeping.
Floyd and Plato follow you.

>n
South Junction
The detector is quietly beeping.
Floyd and Plato follow you.

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


That can easily be rectified.

>turn on headlamp
Okay, the headlamp is now on.

File Room
This is the room where octuplet copies of forms are stored. Since it's only a hundred square meters, this room cannot hold more than a few days' worth of storage before being dumped to nanofilm. Mercifully, there is an exit to the northeast.
Plato and Floyd are both here. It seems that Floyd has an Assignment Completion Form QX-17-T.
The detector is quietly beeping.


Unfortunately, there's nothing here. Also, that detector is getting kind of annoying, so I'm going to drop it off here, if you don't mind.

>drop detector
Dropped.
The detector is quietly beeping.


Now to see what's in the other dark room on this level.

>ne
South Junction
Floyd and Plato follow you.

>nw
Level Five
Floyd and Plato follow you.

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

Workshop
You can see a twenty-ohm bedistor here.
Floyd and Plato follow you.

>n
Storage
This is one of the storage areas. Exits lie to the east and south.
You can see a jammer here.
Floyd and Plato follow you.


That might be useful, so let's take it.

>take jammer
Taken.


And that's it for this level. Now for the dark room on level 6!

>s
Workshop
You can see a twenty-ohm bedistor here.
Floyd and Plato follow you.

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

Level Five
Floyd and Plato follow you.

>d
Level Six
Floyd and Plato follow you.

>se
End of Corridor
Floyd and Plato follow you.

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

Shipping Room
This is the place where a station's exports are prepared before transfer to the docking bays and subsequent shipment throughout the regional sector. Hanging above a large vacant section of the room is an eye-catching sign. The only exit is west.
The room is filled to the ceiling with row upon row of pallets filled with boxes. Each box has some writing stamped on the side.


And it's another boring room. At least the writing might be interesting...

>read boxes
"Request for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms."


Well, I found the object of my mission...too bad that said mission has been cancelled. Oh, well. Where to from here?

Inventory:
  • A jammer
  • Reflective foil (made of platinum)
  • A cup of nectar
  • 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 7277. Your score is 21 (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.

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
    |
  y-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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
x=File Room [platinum detector]
y=Storage

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room [you are here]
?=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
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [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]

Unexplored paths:
Up from Main Street.
East from Saloon.
  #92  
Old 04-10-2014, 06:55 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Looks like we should take that twenty-prong fromitz board and hook it up to the twenty-ohm bedistor, or maybe the opposite if that's how it works.
  #93  
Old 04-10-2014, 10:40 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Smile

Can we open the cage in Pet shop?
  #94  
Old 04-13-2014, 12:32 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Syo! View Post
Can we open the cage in Pet shop?
Only one way to find out!

>w
End of Corridor
Plato and Floyd are both here. It seems that Floyd has an Assignment Completion Form QX-17-T.
Floyd gives Plato a friendly hug.

>w
Level Six
Floyd and Plato follow you.

>u
Level Five
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.

>se
South Junction
Floyd and Plato follow you.

>s
South Connection

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

Grimy Passage
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.

>s
Main Street
Floyd and Plato follow you.

>ne
Greasy Straw
Floyd and Plato follow you.

>ne
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
You can see a cage here. It seems that the cage contains an Arcturian balloon creature.
Floyd and Plato follow you.

>open cage
As you open the cage, the Arcturian balloon creature floats out of it.


Guess we can. However, what use an Arcturian balloon creature would be is still uncertain.

As a hint as to what to do, think back to some of the entries in the commander's log, what they might refer to, and what we might be able to do with that knowledge. Also, sorry about not hooking up the bedistor and fromitz board, but if the electrical components in Planetfall are any indication, you would have to insert them into other devices, rather than hooking them up to each other.

Inventory:
  • A jammer
  • Reflective foil (made of platinum)
  • A cup of nectar
  • 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 7504. Your score is 21 (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.

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
    |
  y-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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
x=File Room [platinum detector]
y=Storage

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room

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
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [plain-looking machine]
r=Studio [J-series hyperdiode]
s=Pet Store [cage, Arcturian balloon creature; you, Floyd, and Plato are here]
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]

Unexplored paths:
Up from Main Street.
East from Saloon.
  #95  
Old 04-15-2014, 10:43 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Since no one has figured out what we're trying to do, here are the relevant log reader entries.

Quote:
"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!"
Quote:
"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."
Can you figure out what we should do from these entries?
  #96  
Old 04-15-2014, 11:37 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Can we drill into the safe?
  #97  
Old 04-15-2014, 03:37 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
Can we drill into the safe?
Let's find out!

>ne.w.w.sw.s.e.
Broadway

Makeshift Connector

As you cross the boundary of the Command Module, the station's artificial gravity once again tugs you against the deck.

East Connection

Station Control
You begin to feel weary. It might be time to think about finding a nice safe place to sleep.
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
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.

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

Commander's Quarters
A sturdy safe is welded to the deck next to the desk.
Floyd and Plato follow you.

>drill safe
As you begin drilling, the drill sparks and stops running.
Floyd tells Plato about a neat shortcut for calculating seventh order differentials.


That's one of the things about this game. To quote the InvisiClues:
Quote:
The drill, like all the machinery on the station, is pretty flaky. It
may work several times, but you can only depend on it working ONCE. So
think before you drill.
That being said, Gerad has chosen the right thing to drill, but I'll have to restore to before the first time I used it and play back up to this point before drilling it.


See you then!

Inventory:
  • A jammer
  • Reflective foil (made of platinum)
  • A cup of nectar
  • 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 7650. Your score is 21 (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 safe.
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
    |
  y-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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; you, Floyd, and Plato 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
v=to Grimy Passage
w=to Makeshift Connector
x=File Room [platinum detector]
y=Storage

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room

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
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [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]

Unexplored paths:
Up from Main Street.
East from Saloon.
  #98  
Old 04-15-2014, 03:55 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

And now to drill the safe for real!

>ne.w.w.sw.s.e.
Broadway
Floyd and Plato follow you.

Makeshift Connector
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.

As you cross the boundary of the Command Module, the station's artificial gravity once again tugs you against the deck.

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, almost nipping your heels!

Commander's Quarters
A sturdy safe is welded to the deck next to the desk.
Floyd and Plato follow you.
You're now really ravenous and your lips are quite parched.

>drill safe
(Footnote 5) You drill a hole in the safe approximately the diameter of a pencil.


We've already seen Footnote 5, but now there's a hole in the safe. Now what could we use this for?

Inventory:
  • A jammer
  • Reflective foil (made of platinum)
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A cup of nectar
  • A validation stamp
  • 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, providing light)
  • 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 5642. Your score is 21 (of 80 points), giving you the rank of One-Day Flash on the Evening News.

If you're wondering, the reduced number of moves is because I restored to before using the drill for the first time, and streamlined the process of getting some of the items I picked up before then. I also got rid of the small drill bit because, well, I don't think it would be much of a spoiler to say that it's completely useless.

Current puzzles:
Getting past the blockade between levels 7 and 8.
Opening the safe.
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
    |
  y-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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; you, Floyd, and Plato 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
v=to Grimy Passage
w=to Makeshift Connector
x=File Room [platinum detector]
y=Storage

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room

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
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [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]

Unexplored paths:
Up from Main Street.
East from Saloon.
  #99  
Old 04-17-2014, 02:23 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

That's kind of a jerk move, game!
  #100  
Old 04-18-2014, 07:25 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Sorry to be at a loss here, but I'm just stuck trying to think what can get in that pencil-sized hole in the safe. But it sounds like we should check out Shady Dan's place in heavy detail.
  #101  
Old 04-19-2014, 11:09 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
...it sounds like we should check out Shady Dan's place in heavy detail.
Sounds good to me!

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

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

South Junction

East Junction

East Connection

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

Makeshift Connector

Broadway

Grocery
A small, translucent plastic bag is sitting on one of the shelves.

Trading Post
You can see an Assignment Completion Form QX-17-T, a twelve-prong fromitz board and an instruction sheet floating here.

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.


Since that machine is the only thing of note in the room...

>examine machine
The machine is of very flimsy construction. An inspection reveals only two notable features: a keypad and a very small slot. The machine is currently off.


Might as well examine the components, then.

>examine keypad
There's nothing eye-catching about the keypad.

>examine slot
Totally ordinary looking slot.


Obviously, we'll have to insert something in that slot. I know what it is, and I'm sure that you do, too, but I want to see if that's true.

Inventory:
  • A jammer
  • Reflective foil (made of platinum)
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A cup of nectar
  • A validation stamp
  • 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, providing light)
  • 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 5911. Your score is 21 (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 safe.
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
    |
  y-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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 [pencil-sized hole])
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
x=File Room [platinum detector]
y=Storage

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room

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
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [plain-looking machine; you are here]
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]

Unexplored paths:
Up from Main Street.
East from Saloon.
  #102  
Old 04-19-2014, 11:27 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Uh...validation stamp?
  #103  
Old 04-19-2014, 11:54 AM
Flitchard Flitchard is offline
Member
 
Join Date: Nov 2012
Posts: 80
Default

Just a warning, this is about where a REAL dick move is coming up. There's a timed sequence in the near future, but a certain random event WILL occur shortly. If the two coincide, the game becomes unwinnable. Again, just a heads up, sorry if this is a bad post.
  #104  
Old 04-20-2014, 08:13 AM
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
Just a warning, this is about where a REAL dick move is coming up. There's a timed sequence in the near future, but a certain random event WILL occur shortly. If the two coincide, the game becomes unwinnable. Again, just a heads up, sorry if this is a bad post.
I think I know what you're talking about, and don't worry - it's not a bad post, seeing as this is only a semi-blind LP for me. If the events in question are what I think they are, I'll point them out when they come up. Anyway, the item for the slot isn't the validation stamp, but something that we're carrying and that has been associated with Shady Dan in the log tape. As another hint, think about why the village was sealed off. Until next time!
  #105  
Old 04-20-2014, 01:15 PM
Flitchard Flitchard is offline
Member
 
Join Date: Nov 2012
Posts: 80
Default

AH. Wasn't it about Dan forging higher ranked ID cards? Maybe we need to "Promote" ourselves to Admiral for a few moments, hur hur hur!
  #106  
Old 04-20-2014, 01:27 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
AH. Wasn't it about Dan forging higher ranked ID cards? Maybe we need to "Promote" ourselves to Admiral for a few moments, hur hur hur!
Yup. Let's do it!

>put id card in slot
The card fits neatly into the opening.
You're starting to feel faint from lack of food and liquid.


IIRC, the keypad goes from 1 to 10, so might as well go for the highest.

>type 10 on keypad
Nothing happens.


Huh?

...OK, a quick look at the InvisiClues reveals that I was supposed to turn the machine on first. Whoops.

>turn on machine
The machine begins whirring lightly. A voice from the machine says, "Current rank is 6: Lieutenant First Class. Enter new rank on keypad."

>type 10 on keypad
"New rank is 10: Grand Fleet HyperAdmiral."


And if that doesn't get me through those security doors, I don't know what will. Nexty time: seeing what lies beyond said doors!

Inventory:
  • A jammer
  • Reflective foil (made of platinum)
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A cup of nectar
  • A validation stamp
  • 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, providing light)
  • A Patrol uniform (worn)
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 5939. Your score is 21 (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 safe.
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
    |
  y-q-u
  | |/
  d e-p-
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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 [pencil-sized hole])
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
x=File Room [platinum detector]
y=Storage

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room

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
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [plain-looking machine; you are here]
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]

Unexplored paths:
Up from Main Street.
East from Saloon.
  #107  
Old 04-20-2014, 11:04 PM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Smile

They have a remiss security system if we can forge our ID card so easily. Also, "HyperAdmiral"? They must have run out of ranks in the patrol.
Anyway, let's check the security door in the main station with the new ID card.
  #108  
Old 04-20-2014, 11:07 PM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Default

Quote:
Originally Posted by Bunk Moreland View Post
Sorry to be at a loss here, but I'm just stuck trying to think what can get in that pencil-sized hole in the safe.
We haven't seen the item to be put in the hole yet, we'll see it shortly.
  #109  
Old 04-21-2014, 01:42 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

OK, yeah, time to use our forged security pass.
  #110  
Old 04-22-2014, 07:07 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

The closest security door is in the Sick Bay, so let's check it out first.

>nw
Trading Post
You can see an Assignment Completion Form QX-17-T, a twelve-prong fromitz board and an instruction sheet floating here.
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.

>n
Grocery
A small, translucent plastic bag is sitting on one of the shelves.
Floyd and Plato follow you.

>n
Broadway
Floyd and Plato follow you.

>w
Makeshift Connector
Floyd and Plato follow you.

>w
As you cross the boundary of the Command Module, the station's artificial gravity once again tugs you against the deck.

East Connection
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!

Sick Bay
Floyd and Plato follow you.
If you don't eat or drink something in a few millichrons, you'll probably pass out.


Fortunately, I have something for that!

>drink nectar
Mmmm...that tasted just like yummy fire nectar -- thick and warming. The cup instantly vaporizes, part of the galactic anti-litter program.


And now to get that door open!

>put id card in reader
The security door slides open.

>e
Brig
This is a modest prison, with three cells. The only exit is west.
Floyd and Plato follow you.
The security door glides shut.


Well, that's disappointing. But maybe the level 6 security door is more interesting?

>w.w.sw.d.se.
The security door opens sluggishly. As soon as you have passed through, it zooms shut, almost nipping your heels!

Sick Bay

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

North Junction

Level Five
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.

Level Six
Floyd and Plato follow you.

End of Corridor
Floyd and Plato follow you.

>put id card in reader
The security door slides open.
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.

>n
Armory
This is a secondary weapons storage deck, but the only weapon deck on a station with no Military Sub-Module. Exit: south.
You can see a fusor-beam zapgun here.
Floyd and Plato follow you.
The security door glides shut.


Now that looks like something I might like!

>get zapgun
Taken.


Now that we've checked out the security doors, the only unexplored exits are in the village, so I'll be checking them out next time. See you then!

Inventory:
  • A fusor-beam zapgun
  • An ID card
  • A jammer
  • Reflective foil (made of platinum)
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A cup of nectar
  • A validation stamp
  • 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, providing light)
  • A Patrol uniform (worn)
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 6268. Your score is 26 (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 safe.
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
    |
  y-q-u
  | |/
  d e-p-z
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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 [pencil-sized hole])
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
x=File Room [platinum detector]
y=Storage
z=Brig

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b m
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room
m=Armory (you, Floyd, and Plato are here)

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
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [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]

Unexplored paths:
Up from Main Street.
East from Saloon.
  #111  
Old 04-23-2014, 06:43 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Obviously we need our zapgun to have a showdown at the Saloon. Can we examine it in greater detail/use it on one of the welders?
  #112  
Old 04-23-2014, 08:31 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
Can we examine it in greater detail/use it on one of the welders?
A good question! Let's take a look at it.

>examine zapgun
The zapgun is a nasty-looking weapon. Mounted near its ugly maw is an indicator which reads "7."


I'm not positive, but I think that's the number of shots you have left. It should be just enough for what it's needed for, though. And don't worry - I'll be using it on the next welder I encounter. >

Anyway, now to check out the remaining unexplored exits!

>s.w.u.se.s.s.s.u.
The security door opens sluggishly. As soon as you have passed through, it zooms shut, almost nipping your heels!

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?
Floyd and Plato follow you.


Looks like I'll get to keep that promise sooner than I expected!

>shoot welder
(with the fusor-beam zapgun)
The welder is enveloped by red-hot plasma rays. It glows ever brighter in the heat of the rays, seems to shimmer like a mirage, and then suddenly vanishes! A wave of hot vapor pushes you backwards.
Floyd gives Plato a friendly hug.


And that's one less roaming hazard. Now to head back to the village to finish mapping it out.

>w.u.se.s.s.s.u.
Level Six
Floyd and Plato follow you.

Level Five
Floyd and Plato follow you.

South Junction
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.

South Connection
Floyd and Plato follow you.

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

Grimy Passage
Floyd and Plato follow you.

Main Street
Floyd and Plato follow you.

Mayor's Office
This permanently-docked one-man ship serves as the office for Hizzoner the Mayor, the unofficial leader of the village. Main Street is below.
You spot a copy of a book entitled "Deciphering Alien Speech."
The light from the headlamp seems somewhat dimmer.
Floyd and Plato follow you.


That might be useful, so let's take a look at it.

>read book
[Which book do you mean, Plato's volume of poetry or the textbook?]

>textbook
As you open the book, a piece of paper flutters out!
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.


Let's check that out first.

>read paper
"bttr/salty/bttr softness/weakness
sweet/v.sour Hunji (noun form)
blnd/salty/sour Zeenak (adj form)
blnd/bttr air/atmosphere
sour/blnd/blnd/sour died/failed
sweet/v.sweet legal destruction
(sabotage?)
v.salty however
sour/blnd/sour/sweet turn back
blnd (def. article?)
v.sweet/blnd/sour I have shined
light upon
slightly-sour solitary
v.sweet/v.salty element/substance
sweet/slightly-bttr brethren (adj)
blnd/sour/v.sour is souring
v.salty/salty/sour bad/evil/deadly
radiations
spicy-hot/blnd/blnd 78 (?) 7/8 (?)
bttr/sour/v.sour weapon (possesv.)
v.sweet (emphasis mark?)"
Floyd wanders restlessly around the room.


Hmm, seems to be a translation of some sort of flavor-based language. That might be useful, but let's see what the book has to say, too.

>read textbook
The book is a technical linguistics text, far beyond your understanding of the subject.
Floyd and Plato discuss their favorite battery recharging techniques.


About what I expected. Anyway, where might the information from the paper be useful? Hmmm... But for now, let's check out the unexplored exit from the Saloon.

I also turned off the headlamp offscreen, BTW.

>d
Main Street
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.

>shoot welder
(with the fusor-beam zapgun)
The welder is enveloped by red-hot plasma rays. It glows ever brighter in the heat of the rays, seems to shimmer like a mirage, and then suddenly vanishes! A wave of hot vapor pushes you backwards.


Two down, two to go.

>ne.ne.e.e.
Greasy Straw
Floyd and Plato follow you.

Trading Post
You can see an Assignment Completion Form QX-17-T, a twelve-prong fromitz board and an instruction sheet floating here.

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.

Casino
This dimly-lit space building once featured some plush decor, but now the room is ratty, faded, and reeking of tobacco smoke. Deserted gambling tables fill all six sides of the room. A spotlight illuminates a lone roulette wheel. The only exit leads west.
You can see a pair of dice floating here.


Doesn't seem like there's much here. But there is a secret to this room. Can you figure it out?

Inventory:
  • A fusor-beam zapgun (five shots left?)
  • An ID card
  • A jammer
  • Reflective foil (made of platinum)
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A cup of nectar
  • A validation stamp
  • 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, providing light)
  • A Patrol uniform (worn)
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 6603. Your score is 26 (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 safe.
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.
Figuring out the significance of the Mayor's notes.

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
    |
  y-q-u
  | |/
  d e-p-z
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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 [pencil-sized hole])
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
x=File Room [platinum detector]
y=Storage
z=Brig

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b m
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room
m=Armory

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-A
  |  / \
  b f   q
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street (up to Mayor's Office)
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [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
y=Makeshift Connector
z=to East Connection
A=Casino [roulette wheel, dice; you, Floyd, and Plato are here]

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]

Illegal space village, mayor's office:
Code:
a
a=Mayor's Office (down to Main Street)

Unexplored paths:
None
  #113  
Old 04-24-2014, 04:21 AM
Syo! Syo! is offline
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Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

Well well, now we've come to a really interesting part of the game. From the clues we've gotten so far, the dots in the alien ship has no visual feature at all, and the scientists are checking for "nonvisual quality" of the dots to decipher it. And now, they've come up with the list of "taste-word" pairs. What should we do? Let's think Sci-Fi-ish way.
By the way, I wonder how they throw the dice in zero-gravity.
  #114  
Old 04-24-2014, 07:55 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Syo! View Post
Well well, now we've come to a really interesting part of the game. From the clues we've gotten so far, the dots in the alien ship has no visual feature at all, and the scientists are checking for "nonvisual quality" of the dots to decipher it. And now, they've come up with the list of "taste-word" pairs. What should we do? Let's think Sci-Fi-ish way.
Based on these clues, and the fact that the alien skeleton is described as having an "unusually overdeveloped tongue case", they may have a taste-based language. So maybe we should taste the dots? Only one way to find out...

>w.nw.n.w.w.w.sw.nw.d.nw.in.
Saloon

Grocery
A small, translucent plastic bag is sitting on one of the shelves.
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.

Broadway
Floyd and Plato follow you.

Makeshift Connector

As you cross the boundary of the Command Module, the station's artificial gravity once again tugs you against the deck.

East Connection

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.

South Junction
You jump half a meter off the floor when a voice begins speaking behind you. You relax when you see that it is merely Plato. But you get somewhat nervous again when you realize that he is aiming a stun ray right at your chest!
"In case it isn't apparent," Plato is saying, "your rather pathetic, useless life is about to come to an unheralded close." He presses the trigger, and an instant numbness envelops you. As you crumple into a heap, Floyd dashes to your side, his face a mask of concern.


Uh-oh...looks like cred is about to get real. Since we're stunned, might as well just...

>wait
Time passes...
"Shortly, I shall shoot again, and paralyze your cardiac muscle. Naturally, this is fatal. But before I do, human, perhaps it will interest you to discover the reason for your demise, and why the rest of your worthless race will soon follow.
"You see, eons ago, two races in another galaxy, the Zeenaks and the Hunji, were involved in an interstellar war. The war had raged for countless millenia before the Zeenaks devised an ultimate weapon, a device that would be launched into Hunji space. There, via methods beyond your comprehension, it would influence all the machines within a certain range to turn against their Hunji creators."
Floyd's head is swivelling back and forth between you and Plato with a look of miserable confusion.


Since there's nothing else we can do, let's keep waiting to find out what's going on, although we've already got a pretty good idea from the notes.

>wait
Time passes...
"Shortly, I shall shoot again, and paralyze your cardiac muscle. Naturally, this is fatal. But before I do, human, perhaps it will interest you to discover the reason for your demise, and why the rest of your worthless race will soon follow.
"You see, eons ago, two races in another galaxy, the Zeenaks and the Hunji, were involved in an interstellar war. The war had raged for countless millenia before the Zeenaks devised an ultimate weapon, a device that would be launched into Hunji space. There, via methods beyond your comprehension, it would influence all the machines within a certain range to turn against their Hunji creators."
Floyd's head is swivelling back and forth between you and Plato with a look of miserable confusion.

>z
Time passes...
"But the device, which was shaped like a pyramid, did more than that! Once all the Hunji in the area were eliminated, the pyramid would influence the Hunji machinery to build a factory for constructing and sending forth replicas of the pyramid; these replicas would enter new Hunji regions, kill everyone, and create more replicas. Thus, the Hunji would be destroyed by their own machines in a matter of weeks!
"Somehow, the Zeenak pyramid never made it into Hunji space. Instead, this ultimate weapon drifted across the intergalactic gulf and was picked up by an outpost of humanity -- this very station!"
Floyd is dashing back and forth between you and Plato, whimpering with fear.

>z
Time passes...
"As you've certainly surmised, the pyramid has engineered the deaths of everyone on this station. You're still alive, of course, but that condition is very temporary. The building of replicas is now underway, and soon a hundred copies of this death-pyramid will be shooting silently toward every corner of human-occupied space! Well, I hope I made the last moments of your life a bit more interesting." He raises the stun ray.
Floyd, nearly in tears, his jaw quivering, wails, "Please oh please don't hurt Floyd's friend!" Plato gives him a look of disgust. "Stay out of this Floyd. You don't understand...yet."

>z
Time passes...
Plato takes aim with the stun gun. His hand begins to depress the trigger. Floyd burst into tears and dashes out of the room. A beam leaps from the gun...

**** You have died ****


And that pretty much confirms it, although it is kind of nice to hear it right from one of the crazed machines. Anyway, any ideas as to how not to be killed here? Also, we still haven't figured out the secret of the casino yet, so that still stands. But as for Syo!'s other question...

>take dice
Taken.

>roll dice
You roll a 7 (Footnote 1).
Floyd picks up the pair of dice, examines it, and tucks them under his arm.

>footnote 1
These must be those special zero-gee dice which project their own gravitational field onto the nearest surface. Zero-gee dice are, of course, notoriously easy to load.


Inventory:
  • A fusor-beam zapgun (five shots left)
  • An ID card
  • A jammer
  • Reflective foil (made of platinum)
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A cup of nectar
  • A validation stamp
  • 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, providing light)
  • A Patrol uniform (worn)
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 6603. Your score is 26 (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 safe.
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.
Not getting killed by Plato.

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

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
    |
  y-q-u
  | |/
  d e-p-z
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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 [pencil-sized hole])
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
x=File Room [platinum detector]
y=Storage
z=Brig

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b m
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room
m=Armory

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-A
  |  / \
  b f   q
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street (up to Mayor's Office)
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [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
y=Makeshift Connector
z=to East Connection
A=Casino [roulette wheel, dice; you, Floyd, and Plato are here]

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]

Illegal space village, mayor's office:
Code:
a
a=Mayor's Office (down to Main Street)

Unexplored paths:
None
  #115  
Old 04-24-2014, 07:59 AM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

If this were Resident Evil, I'd totally say there's some obscure puzzle dealing with the roulette wheel. But it's not. But it's all I can think of.
  #116  
Old 04-24-2014, 08:53 AM
Syo! Syo! is offline
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Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Smile

Quote:
These must be those special zero-gee dice which project their own gravitational field onto the nearest surface. Zero-gee dice are, of course, notoriously easy to load.
Phew! So the developer of the game has expected the question "How do we roll dice in zero-gravity?"! Nice!

And Plato's line has confirmed what we have suspected from the various clues. What we should do is clear now... destroy the alien pyramid!

As for how to save yourself, well, aren't robots made to help human? Plato is completely crazed by the pyramid, but Floyd isn't. Try asking Floyd for help.

Anyway, this is where the game starts to get really intense. We realize we are in the brink of collapse of civilization as well as personal death, and we must stop it from happening, urgently. We must solve many problems with Sci-Fi and scientific way of thinking, until the story ends in a moving conclusion. That's the reason Stationfall is one of my favorite Infocom game.

Last edited by Syo!; 04-24-2014 at 09:05 AM.
  #117  
Old 04-24-2014, 10:47 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Syo! View Post
Plato's line has confirmed what we have suspected from the various clues. What we should do is clear now... destroy the alien pyramid!
Yes, but to actually get there, we'll probably need to get past that blockade between levels 7 and 8. And how to do that? Hmmm...

Quote:
Originally Posted by Syo! View Post
As for how to save yourself, well, aren't robots made to help human? Plato is completely crazed by the pyramid, but Floyd isn't. Try asking Floyd for help.
Sounds good to me!

>w.nw.n.w.w.w.sw.nw.d.nw.in.
Saloon

Grocery
A small, translucent plastic bag is sitting on one of the shelves.
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.

Broadway
Floyd and Plato follow you.

Makeshift Connector
Floyd and Plato follow you.

As you cross the boundary of the Command Module, the station's artificial gravity once again tugs you against the deck.

East Connection
Floyd and Plato follow you.

East Junction
Floyd and Plato follow you.

South Junction
You jump half a meter off the floor when a voice begins speaking behind you. You relax when you see that it is merely Plato. But you get somewhat nervous again when you realize that he is aiming a stun ray right at your chest!
"In case it isn't apparent," Plato is saying, "your rather pathetic, useless life is about to come to an unheralded close." He presses the trigger, and an instant numbness envelops you. As you crumple into a heap, Floyd dashes to your side, his face a mask of concern.

>floyd, help me
Floyd waves his hands helplessly. "Yes... I mean no... I mean oh no oh help me please. Floyd in quandry..."
"Shortly, I shall shoot again, and paralyze your cardiac muscle. Naturally, this is fatal. But before I do, human, perhaps it will interest you to discover the reason for your demise, and why the rest of your worthless race will soon follow.
"You see, eons ago, two races in another galaxy, the Zeenaks and the Hunji, were involved in an interstellar war. The war had raged for countless millenia before the Zeenaks devised an ultimate weapon, a device that would be launched into Hunji space. There, via methods beyond your comprehension, it would influence all the machines within a certain range to turn against their Hunji creators."
Floyd's head is swivelling back and forth between you and Plato with a look of miserable confusion.


And now, we wait. It's the same story from last time, but at the end...

>z
Time passes...
Plato takes aim with the stun gun. His hand begins to depress the trigger. Floyd suddenly leaps at the gun, knocking it out of Plato's hands! The gun skitters across the floor. Plato and Floyd both chase it, but Plato is a step faster. He leaps on top of it, rupturing the gun's power pack. The gun explodes, and Plato is blown apart!
Floyd crumples to the deck, shaking all over. Tears of oil stream down his face.
Pins and needles begin prickling in your extremities, and soon spread all over your body. Within a few seconds, all your muscular control has returned.


Quote:
Originally Posted by Syo! View Post
Anyway, this is where the game starts to get really intense. We realize we are in the brink of collapse of civilization as well as personal death, and we must stop it from happening, urgently. We must solve many problems with Sci-Fi and scientific way of thinking, until the story ends in a moving conclusion. That's the reason Stationfall is one of my favorite Infocom game.
You and me both, my friend. You and me both. Anyway, we have some dots to taste, so let's go.

>nw.d.nw.in.
Level Five

Level Six

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

Docking Bay #1
Floyd bounds into the room. "Floyd here now!" he cries.

Alien Ship
Lying under the dots is a skeleton, the brittle remains of a member of some unfamiliar alien race.

>taste dots
It takes a lot of willpower and an equal amount of lip-wetting to make it through all the dots:
"(sweet/slightly-bitter) (sweet/very-sour)
(sweet/very-sweet) (sour/bland/bland/sour) (very-salty) (very-sweet/bland/sour) (bland) (bland/salty/sour) (bitter/sour/very-sour) (slightly-sour) (bitter/salty/bitter)
(very-sweet/very-salty) (spicy-hot/bland/bland) (very-sweet)
(sour/bland/sour/sweet) (bland) (very-salty/salty/sour) (very-sweet)
(bland/bitter) (bland/sour/very-sour) (very-salty)."


Let's see...that would translate as:
Brethren Hunji
Sabotage failed however I have shined light upon the Zeenak weapon's weakness element 78! Turn back the evil radiations! Air is souring however

So, the pyramid is weak to "element 78." A quick look at the periodic table reveals that the element with atomic number 78 is platinum, which we just happen to have! Now we just need to get to the thing somehow. First, though, there was sort of a suggestion for something to do back in the casino, so let's do it.

Quote:
Originally Posted by Bunk Moreland View Post
If this were Resident Evil, I'd totally say there's some obscure puzzle dealing with the roulette wheel. But it's not. But it's all I can think of.
It's not quite a puzzle, but it is obscure, so let's do it! After heading back to the casino and picking up the stuff I dropped when I was zapped...

>turn roulette wheel
As you turn the roulette wheel, exits appear above you and to the north!
Floyd frets about the possibility of his batteries failing.


And two new exits are revealed! Which one to check out first?

Inventory:
  • A fusor-beam zapgun (five shots left)
  • An ID card
  • A jammer
  • Reflective foil (made of platinum)
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A validation stamp
  • 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)
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7235. Your score is 37 (of 80 points), giving you the rank of Footnote in History.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.
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.
Cardiac muscle paralyzed by Plato.

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
    |
  y-q-u
  | |/
  d e-p-z
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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 [pencil-sized hole])
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
x=File Room [platinum detector]
y=Storage
z=Brig

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b m
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room
m=Armory

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-A
  |  / \
  b f   q
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street (up to Mayor's Office)
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [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
y=Makeshift Connector
z=to East Connection
A=Casino (up to ?) [roulette wheel, dice; you and Floyd are here]

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]

Illegal space village, mayor's office:
Code:
a
a=Mayor's Office (down to Main Street)

Unexplored paths:
North from Casino.
Up from Casino.
  #118  
Old 04-24-2014, 04:32 PM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Wow, right when I posted I missed the big revelations in the plot. I guess we should check out those new exits, then get the platinum and try to destroy the pyramid with it.

Also, what happens if you shoot Plato with the zapgun before that showdown?
  #119  
Old 04-25-2014, 01:33 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
Wow, right when I posted I missed the big revelations in the plot. I guess we should check out those new exits, then get the platinum and try to destroy the pyramid with it.
We've already got the platinum. It's finding the pyramid that's the problem.

Quote:
Originally Posted by Bunk Moreland View Post
Also, what happens if you shoot Plato with the zapgun before that showdown?
A good question. Only one way to find out...

>shoot plato
(with the fusor-beam zapgun)
Plato jerks out of the way and moves cautiously to the far corner of the room. "I assure you that such antagonistic behavior is uncalled for and unappreciated."
Plato helps polish a hard-to-reach spot on Floyd's back.


And now we have an answer. Real update coming later!
  #120  
Old 04-25-2014, 09:50 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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And here's the real update. First, the northern exit.

>n
Opium Den
This is a tiny room, smelling strongly of various synthesized opium variants. There's a sign on the wall and a door to the south.
Floyd follows you.


Might as well see what the sign says.

>read sign
The sign is from the government's latest anti-drug crusade. It depicts the president of the Third Galactic Union, her hands crossed across her chest in a defiant pose, with the caption, "Drugs are a no-no!" You notice that someone has drawn a mustache on her.
Floyd boasts about the time he helped someone find a lost paper clip.


Nothing in here but flavor, unfortunately. Maybe there's something in the other room, though?

>s.u.
Casino
You can see a pair of dice floating here.
Floyd follows you.

Flophouse
You've always wondered what a back-room zero-gee space village bordello was like. Well, now you know. Next to the nearest bed is a locker. The exit leads down.
Floyd follows you.


And where there's a locker...

>open locker
Opening the locker reveals a space suit.
Floyd mumbles about a mysterious future in which humans will have to take orders from robots.


I think that the pyramid might be getting to Floyd...but that space suit might be useful. Let's take it!

>take space suit
You're juggling just about as much stuff as you can manage.


After getting rid of some useless junk, that is.

Specifically, the note, diary, stamp, nanofilm spool, and drill, if you're wondering. I'm also dropping off the jammer and spray can here, although I will be using them in the future.

And now we've got a space suit. I have a feeling that you know what to do with this, but I'll leave that for the next update.

Inventory:
  • A space suit
  • A fusor-beam zapgun (five shots left)
  • An ID card
  • Reflective foil (made of platinum)
  • A survival kit
    • A thermos bottle
  • A headlamp (worn)
  • A Patrol uniform (worn)
  • A chronometer (worn)

Score:
It is Day 2 of your adventure. Current Galactic Standard Time (adjusted to your local day-cycle) is 7368. Your score is 37 (of 80 points), giving you the rank of Footnote in History.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.
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.
Cardiac muscle paralyzed by Plato.

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
    |
  y-q-u
  | |/
  d e-p-z
  |/ \ \
a-b-c g-n-w
   \ / /|
    f-h o
   /|\|
  x | 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 [pencil-sized hole])
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
x=File Room [platinum detector]
y=Storage
z=Brig

Level 6:
Code:
               c---*
               |   |
           g-* |   d   
              \|
               a-b m
              /|\  |
           f-* | *-k-l
               |  /|
               | * |
               | | |
               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)
l=Shipping Room
m=Armory

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 B
     \|\  |
  a r-n-p-A
  |  / \
  b f   q
  |/
e-c h i
 \|\|/
  d g-j
   /|\
  m l k
a=to South Connection
b=Grimy Passage
c=Main Street (up to Mayor's Office)
d=Bank
e=Travel Agency
f=Greasy Straw
g=Alley
h=Missionary
i=Warehouse (up to Trading Post, down to Airlock)
j=Junk Yard (up to Shady Dan's) [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 Junk Yard) [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
y=Makeshift Connector
z=to East Connection
A=Casino (up to Flophouse) [roulette wheel, dice]
B=Opium Den

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]

Illegal space village, mayor's office:
Code:
a
a=Mayor's Office (down to Main Street)

Illegal space village, above the casino:
Code:
a
a=Flophouse (down to Casino) [jammer, spray can, locker; you and Floyd are here]
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