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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 >
  #121  
Old 04-25-2014, 10:23 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
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Out the airlock! For glory!
  #122  
Old 04-25-2014, 06:28 PM
Flitchard Flitchard is offline
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Join Date: Nov 2012
Posts: 80
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To any who wondered, the Plato scene, if it occurs during a soon to occur timed event, completely ruins you. The few turns that took is a few turns too many!
  #123  
Old 04-25-2014, 07:18 PM
Syo! Syo! is offline
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Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

Yes, let's go out of airlock for some spacewalk.
  #124  
Old 04-26-2014, 01:59 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Yep, it's time for a spacewalk!

>d.w.w.se.d.w.ne.
Casino
You can see a pair of dice floating here.
Floyd follows you.

Saloon
Floyd follows you.

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

Shady Dan's
In the corner of the office is a rather plain-looking machine with a keypad. It looks a bit jerry-built.
Floyd follows you.

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

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This outdated drydock is now a messy junk yard.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

Alley
Floyd follows you.

Warehouse
Floyd follows you.

>open inner door
The inner door swings open.
Floyd tells an off-color joke about the bizarre mating habits of flesh and blood creatures.

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

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

>wear space suit
You're now wearing the space suit.

>open outer door
As the door opens, the air in the lock whooshes out into the vacuum of space, taking you along for the ride.

Lost in Space
You spend several chrons tumbling into the starry depths, the station dwindling to a dot of light behind you. Eventually, your air runs out.

**** You have died ****


As has been said, what's an IF game without deaths? That being said, there is an item that we can use to avoid this. Can you guess what it is?

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.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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 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 Lost in Space)

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]
  #125  
Old 04-26-2014, 02:06 AM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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Probably the spaceboots. Maybe the emergency beacon.
  #126  
Old 04-26-2014, 07:53 AM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
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Yeah, it's hopefully the spaceboots. If not that, then we just need to use the zapgun on everything.

That reminds me, I wonder how sad or angry Floyd gets if you try to zap him?
  #127  
Old 04-26-2014, 09:27 AM
Syo! Syo! is offline
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Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

Space boots, of course! We've used them in StarCross too.
I know what we'll find in space, but I'm not spoiling the game.
  #128  
Old 04-26-2014, 01:22 PM
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
Space boots, of course! We've used them in StarCross too.
I know what we'll find in space, but I'm not spoiling the game.
So do I, but let's get to that when we come to it.

First of all, a caveat about the spaceboots: Carrying them along with your ID card will scramble the card, rendering it useless. So that's why I downplayed them so much so far.

Now that we've used the ID for everything it's needed for, though, it's safe to get the boots now.

>d.w.w.se.d.
Casino
You can see a pair of dice floating here.
Floyd follows you.

Saloon
Floyd follows you.

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

Shady Dan's
In the corner of the office is a rather plain-looking machine with a keypad. It looks a bit jerry-built.
Floyd follows you.

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

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

>get boots
You're juggling just about as much stuff as you can manage.
Floyd frets about the possibility of his batteries failing.

>i
You are carrying a space suit, a fusor-beam zapgun, an ID card, reflective foil and a survival kit. It seems that the survival kit contains a Thermos bottle. You are wearing a headlamp, a Patrol uniform and a chronometer.

>drop id
Dropped, so to speak.
Floyd picks up the ID card, examines it, and tucks it under his arm.

>get boots
Taken.
Floyd recalls the time he bruised his knee.

>wear boots
You're now wearing the pair of magnetic boots.
Floyd boasts about the time he helped someone find a lost paper clip.

>w.ne.
Alley

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

>wear suit
You're now wearing the space suit.

>open inner door
The inner door swings open.

>d
Airlock
This is a cramped airlock with doors above and below you. The door above is open.

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

>open outer door
As the door opens, the air in the lock whooshes out into the vacuum of space.

>d
It is pitch black. You try desperately to remember: 1. whether grues can survive in a vacuum and 2. whether they can tear through a space suit.


I would assume that the answer to both is yes, so...

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

In Space
This area outside the airlock is being used for vacuum storage, in much the same way that your dad kept beer cold in the back yard during winters on Gallium. In fact, the villagers usually refer to this place as the "vac yard." Only the pair of magnetic boots, clinging to the outer skin of the warehouse, is preventing you from floating off into space. Tethered all around you: those items in the Trading Post's inventory that, for reasons of temperature or anti-corrosion, must be stored here in space. The door to the airlock, "above" you, is open.
As you swivel the headlamp around, you discover a tiny cylinder with an even tinier label.


Obviously, it's important, so let's check it out.

>examine cylinder
The explosive is a small cylinder about the size and shape of a pencil. It has a tiny label.


The size of a pencil...sound familiar from somewhere? Anyway, let's see what that label says.

>read label
[taking the explosive first]
"FREZONE (tm) Liquid Gorzium Explosive. For use only by licensed demolitionist. Instruction sheet available from vendor; read thoroughly before use!"


We have seen the instruction sheet before, and it says that this stuff has to be kept cold. Like, really cold. Vacwm-of-space cold. How can we do that? We'll also need a timer and detonator, both of which we've also seen before, but those are kind of pointless if the explosive melts before we get to use it. Where to from here?

Bonus material:
>shoot floyd
(with the fusor-beam zapgun)
[The author of this story is totally shocked, and won't even dignify such an input with a response.]


Inventory:
  • An explosive (with an extremely low melting point, about the size of a pencil)
  • A fusor-beam zapgun (five shots left)
  • Reflective foil (made of platinum)
  • A survival kit
    • A thermos bottle
  • A space suit (worn)
  • A pair of magnetic boots (worn)
  • 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 7685. Your score is 40 (of 80 points), giving you the rank of International VIP.

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.
Keeping the FREZONE� Liquid Gorzium Explosive cold long enough to blow something up.
Getting a timer and detonator.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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 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) [ID card]
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 In Space)

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]

Space:
Code:
a
a=In Space (up to Airlock) [you are here]
  #129  
Old 04-26-2014, 07:02 PM
Flitchard Flitchard is offline
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Join Date: Nov 2012
Posts: 80
Default

Riddle me this: What keeps things hot, yet also keeps them cold? The answer to this is... a thermos! Or a thermozz, whichever this game calls it...
  #130  
Old 04-26-2014, 08:54 PM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

I didn't even think of that. Yeah, I guess we put it in the thermos and then bring it to the safe.
  #131  
Old 04-27-2014, 10:31 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
I didn't even think of that. Yeah, I guess we put it in the thermos and then bring it to the safe.
Indeed, although I don't think I'll be taking it out of the vac yard even with the thermos without having everything I need to blast the safe in order. So I'll be setting that up first.

>drop explosive
Dropped, so to speak.

>u
Airlock

>close outer door
As soon as the door is closed, air hisses back into the airlock.

>remove suit
Okay, you're no longer wearing the space suit.

>remove boots
Okay, you're no longer wearing the pair of magnetic boots.

>drop suit
Dropped, so to speak.

>drop boots
Dropped, so to speak.


If you're wondering, I'm leaving this stuff here because it's heavy, and it seems like a convenient place to leave it.

If you recall, the detonator was in the main storage room on level 2, and the timer was for sale in the PX...which means that we'll need a coin to get it. But we can at least get the detonator to the safe, so let's do that.

>u.u.n.
Warehouse

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

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

>n
Broadway

>w
Makeshift Connector

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

East Connection
You're really tired now. You'd better find a place to sleep real soon.


Fortunately, we're just a level below the barracks, so we can take a brief side trip there on the way to main storage.

>sw
Station Control

>w
South Junction
Floyd bounds into the room. "Floyd here now!" he cries.

>nw
Level Five
Floyd follows you.

>u
Level Four
Floyd follows you.

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

Male Barracks
Floyd follows you.

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

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

***** NOVEM 6, 11349 *****

You awake feeling refreshed and ready to face anything this new day might care to throw at you.
You glance at your chronometer, and realize with annoyance that it has stopped. You can't recall doing anything that might have broken it.
Floyd is rudely kicking your mattress. "Trot it! Will you kripping wake up already? Floyd getting bored!"

Male Barracks, on the bed
This warren of tiny cubicles fills the southern half of this level, curving toward exits in the northeast and northwest corners.
Floyd is here, also looking around the room. It seems that Floyd has an ID card.
You can see a survival kit, reflective foil and a fusor-beam zapgun here. It seems that the survival kit contains a Thermos bottle.



Wow...Floyd's really becoming an asshole. I'm pretty sure that the pyramid is getting to him...all the more reason to try and stop it soon. But to do that, we'll need that detonator, so...

>get detonator
Taken.


And now to take it to the commander's quarters.

>se.se.e.
South Junction
Floyd follows you.

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

The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

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

>drop detonator
Dropped.
Floyd produces a loud burp and fails to apologize.


And now all we need is a timer, and we can blast the safe! But where to get a coin?

Inventory:
  • A fusor-beam zapgun (five shots left)
  • 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 3 of your adventure. Current Galactic Standard Time is impossible to determine, since your chronometer has stopped. Your score is 40 (of 80 points), giving you the rank of International VIP.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.
Finding the ostrich nip.
Opening the strong box.
Keeping the FREZONE� Liquid Gorzium Explosive cold long enough to blow something up.
Getting a timer and detonator.
  • Getting a galakmid to buy something from the PX.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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 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) [ID card]
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 In Space) [space suit, magnetic boots]

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]

Space:
Code:
a
a=In Space (up to Airlock) [you are here]
  #132  
Old 04-27-2014, 09:25 PM
Flitchard Flitchard is offline
Member
 
Join Date: Nov 2012
Posts: 80
Default

You know, at this point, we should really get into that strong box, by any means necessary. Doesn't sound like we've that much time left!
  #133  
Old 04-28-2014, 03:09 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

I keep thinking that if we want a galakmid, the best places to go are the stores in the village or the casino, but I'm not really sure.
  #134  
Old 04-28-2014, 05:39 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

Quote:
Originally Posted by Flitchard View Post
You know, at this point, we should really get into that strong box, by any means necessary. Doesn't sound like we've that much time left!
Yes, it's one of the items we haven't dealt with, the other is plastic bag in grocery. We should examine both.
Concerning time, it surely seems we're running out of time, and I wonder if we can finish the game before the station blows up, considering we still has many puzzles to solve.
  #135  
Old 04-28-2014, 07:56 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

As people have alluded to, time is running out. But I still think we can make it. As both Flitchard and Syo! have suggested, the coin is in the strong box. And, since desperate times call for desperate measures...

>w.nw.s.s.s.se.s.shoot box.
The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

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

South Junction
Floyd meanders in. "You doing anything fun?" he asks, and then answers his own question, "Nope. Same dumb boring things."

South Connection
Floyd follows you.

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

Grimy Passage
Floyd follows you.

Main Street
Floyd follows you.

Alley
Floyd follows you.
A growl from your stomach warns that you're getting pretty hungry and thirsty.

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

>shoot box
(with the fusor-beam zapgun)
The strong box is vaporized, leaving a solitary coin!


And there it is! Now to go buy that timer. However, there is another item that was mentioned earlier that we haven't really checked out, but that we can do en route to the PX. So let's do that.

>n
Alley

>ne
Warehouse

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

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

>examine bag
It's closed.

>open bag
Opening the plastic bag reveals vacuum taffy.


And that's the last piece of food for the game, so let's take it, then continue to the PX.

>n.w.w.nw.w.ne.
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

The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

Sick Bay

The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

North Junction

The PX
In the corner of the PX is a Stellar Patrol dispensing machine, consisting of a screen (displaying the dispenser's "exciting" offerings), a slot (for coin insertion), a keypad (for typing your selection), and a hole (where the dispensed item hopefully -- but rarely -- arrives).

>put coin in slot
"Clink!" The coin drops into the slot.


As you may or may not recall, the timer is item 6, so...

>type 6
You hear a loud "klunk" inside the dispenser, but nothing appears in the dispenser hole.


Typical. How to get the timer out? I'll leave that for you to figure out.

Inventory:
  • A plastic bag
    • Vacuum taffy
  • A fusor-beam zapgun (five shots left)
  • 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 3 of your adventure. Current Galactic Standard Time is impossible to determine, since your chronometer has stopped. Your score is 45 (of 80 points), giving you the rank of International VIP.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.
Finding the ostrich nip.
Opening the strong box.
Keeping the FREZONE� Liquid Gorzium Explosive cold long enough to blow something up.
Getting the timer out of the vending machine.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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 (you are here)
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) [ID card]
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 In Space) [space suit, magnetic boots]

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]

Space:
Code:
a
a=In Space (up to Airlock)
  #136  
Old 04-28-2014, 11:00 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Shake dispenser!

If that fails, shoot dispenser.
  #137  
Old 05-01-2014, 07:12 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Smile

Look in dispenser hole?
By the way, I really forgot where is that ostrich nip. I can't remember where we can find it...
  #138  
Old 05-01-2014, 07:15 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

Quote:
Originally Posted by Kahran042 View Post
>shoot box
(with the fusor-beam zapgun)
The strong box is vaporized, leaving a solitary coin!
One of the rare moments in interactive fictions where violence is the best answer.
  #139  
Old 05-01-2014, 07:42 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Since it's what people usually try in real life...

>shake machine
This fails to dislodge the timer, but it does help relieve some of your aggressive feelings toward the stupid dispenser.


As someone may or may not have said, if you can't solve a problem with violence, it usually means that you aren't using enough violence. So...

>shoot machine
(with the fusor-beam zapgun)
Okay, but you'll have to answer to the Stellar Patrol Dispensing Machine Company... BLAM! The dispenser is dispensed.


Hopefully, they aren't anything like Gippazoid Novelty...

Unfortunately, I also took out the timer with the machine.

Maybe violence actually isn't the answer here. Let's restore and look in the dispenser hole.

>look in hole
You see only blackness.


Well, that's disappointing. Now, Syo! mentioned the ostrich nip. I'm not completely certain myself, but here's the note that mentioned it:

Quote:
"Doc -- that ostrich nip you've been waiting for finally came in. Drop by and pick it up. If I'm not in, you'll find it in my ceiling panel."
Now, where would one logically expect to go to pick up ostrich nip? Hmmm...

Inventory:
  • A plastic bag
    • Vacuum taffy
  • A fusor-beam zapgun (five shots left)
  • 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 3 of your adventure. Current Galactic Standard Time is impossible to determine, since your chronometer has stopped. Your score is 45 (of 80 points), giving you the rank of International VIP.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.
Finding the ostrich nip.
Keeping the FREZONE� Liquid Gorzium Explosive cold long enough to blow something up.
Getting the timer out of the vending machine.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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 (you are here)
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) [ID card]
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 In Space) [space suit, magnetic boots]

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]

Space:
Code:
a
a=In Space (up to Airlock)
  #140  
Old 05-01-2014, 08:06 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

I guess it's in the ceiling of either the pawn shop or trading post.
  #141  
Old 05-01-2014, 09:34 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Yeah, somewhere in the ceiling.

And, once we find it...don't ostriches like sticking their heads in little dark holes?
  #142  
Old 05-04-2014, 12:44 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Bunk Moreland View Post
I guess it's in the ceiling of either the pawn shop or trading post.
Close, but it's close enough that I think I can give away the actual location. Specifically, the pet shop. So let's go there!

>sw.se.e.e.e.sw.
North Junction

East Junction
You can see an ID card here.

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

Pet Store
You can see a cage here. It seems that the cage contains an Arcturian balloon creature.

>examine ceiling
As you look carefully, you notice something that a casual inspection of the Pet Store would never have uncovered: a panel mounted in the ceiling.
You're now really ravenous and your lips are quite parched.


And where there's a panel, of course, it must be opened. I'm just glad that there's no gravity in the village, otherwise there'd probably be a hunt for a ladder or a stepladder or something to reach the bleeping thing. :P

>open panel
Opening the ceiling panel reveals a stick of ostrich nip.


And there it is! Now to lead the ostrich to the PX and get the timer.

>get nip
Taken.

>se.se.d.w.se.
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
In the corner of the office is a rather plain-looking machine with a keypad. It looks a bit jerry-built.

Junk Yard

Alley

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


And now, back to the PX.

>nw.nw.n.n.n.ne.nw.ne.
Alley
The ostrich, sniffing excitedly, follows you in an awkward fashion somewhere between swimming and flying.

Main Street
The ostrich, sniffing excitedly, follows you in an awkward fashion somewhere between swimming and flying.

Grimy Passage
The ostrich, sniffing excitedly, follows you in an awkward fashion somewhere between swimming and flying.
You spot a hull welder approaching. This welder, which is marked "Welder Number 3," seems to be moving purposefully toward you, its welding extensions quivering with...excitement?

>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. The ostrich emits a terrified squawk and sticks its head under its wing for a moment.

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

South Connection
The ostrich, sniffing excitedly, follows you in an awkward fashion somewhere between swimming and flying. As the ostrich crosses into gravity, it emits a surprised squawk and does a graceless bellyflop. As it struggles to its feet, it appears that only its dignity was injured.

South Junction
The ostrich, sniffing excitedly, trots eagerly after you.

East Junction
You can see an ID card here.
The ostrich, sniffing excitedly, trots eagerly after you.

North Junction
The ostrich, sniffing excitedly, trots eagerly after you.

The PX
In the corner of the PX is a Stellar Patrol dispensing machine, consisting of a screen (displaying the dispenser's "exciting" offerings), a slot (for coin insertion), a keypad (for typing your selection), and a hole (where the dispensed item hopefully -- but rarely -- arrives).
The ostrich, sniffing excitedly, trots eagerly after you.
You're starting to feel faint from lack of food and liquid.


That is a bit of a pickle, but getting the timer is priority, since the ostrich will steal the nip if I'm in the room with it for too long. So...

>put nip in hole
You shove the stick of ostrich nip up into the hole. The ostrich squawks and sticks its head up the hole after the nip. It jerks its head back out, squawking even more loudly, and a moment later a timer falls out of the hole and lands on the floor. A moment later, the nip falls to the deck. The ostrich begins gleefully pecking at the nip, accidentally swallows it, staggers around for a bit, and then finally keels over into a grinning pile of intoxicated ostrich.


And so, we get a timer by drugging an ostrich. Now to get said timer to the commander's quarters.

>get timer
Taken.

>sw.se.sw.se.e.
North Junction

East Junction
You can see an ID card here.

South Junction

Commander's Office
You can see a log reader here. It seems that the log reader contains a log tape.
You spot a hull welder approaching. This welder, which is marked "Welder Number 1," seems to be moving purposefully toward you, its welding extensions quivering with...excitement?

>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.

>e
The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

Commander's Quarters
A sturdy safe is welded to the deck next to the desk.
You can see a detonator here.

>drop timer
Dropped.


Next time, we get the FREZONE� and actually blast the safe. See you then!

Inventory:
  • A plastic bag
    • Vacuum taffy
  • A fusor-beam zapgun (two shots left)
  • 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 3 of your adventure. Current Galactic Standard Time is impossible to determine, since your chronometer has stopped. Your score is 54 (of 80 points), giving you the rank of Interplanetary Star.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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
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 (detonator, timer, safe [pencil-sized hole]; you are here)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (sleeping robot, heating chamber)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
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) [ID card]
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 In Space) [space suit, magnetic boots]

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]

Space:
Code:
a
a=In Space (up to Airlock)
  #143  
Old 05-04-2014, 07:35 PM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Question

Quote:
Originally Posted by Kahran042 View Post
Score:
It is Day 3 of your adventure. Current Galactic Standard Time is impossible to determine, since your chronometer has stopped. Your score is 54 (of 80 points), giving you the rank of Interplanetary Star.
I noticed our chronometer "has stopped" at the beginning of day 3. What does it mean? Does it mean the pyramid is finally affecting our personal equipment? If so, we can no longer trust the gears we have...
Anyway, let's try to blow the safe up.
  #144  
Old 05-05-2014, 10:48 PM
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
Anyway, let's try to blow the safe up.
That's the plan!

>w
The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

Commander's Office
You can see a log reader here. It seems that the log reader contains a log tape.
If you don't eat or drink something in a few millichrons, you'll probably pass out.

>open thermos
Opening the Thermos bottle reveals blue soup.

>drink soup
Mmmm...that tasted just like yummy blueberry walnut soup. The soup was on the cool side.

>n.ne.e.e.s.s.d.
Station Control

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

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

Warehouse

>d
Airlock
You can see a pair of magnetic boots and a space suit floating here.

>get suit. wear suit. get boots. wear boots. close inner door. open outer door. d. turn on lamp.
Taken.

You're now wearing the space suit.

Taken.

You're now wearing the pair of magnetic boots.

Okay, the inner door is now closed.

As the door opens, the air in the lock whooshes out into the vacuum of space.

It is pitch black. You try desperately to remember: 1. whether grues can survive in a vacuum and 2. whether they can tear through a space suit.

Okay, the headlamp is now on.

In Space
This area outside the airlock is being used for vacuum storage, in much the same way that your dad kept beer cold in the back yard during winters on Gallium. In fact, the villagers usually refer to this place as the "vac yard." Only the pair of magnetic boots, clinging to the outer skin of the warehouse, is preventing you from floating off into space. Tethered all around you: those items in the Trading Post's inventory that, for reasons of temperature or anti-corrosion, must be stored here in space. The door to the airlock, "above" you, is open.
You can see an explosive floating here.

>get explosive
Taken.

>put explosive in thermos
Done.

>close thermos
Okay, the Thermos bottle is now closed.

>u
Airlock

>close outer door. remove suit. drop suit. remove boots. drop boots. open inner door. u.u.
As soon as the door is closed, air hisses back into the airlock.
The light from the headlamp seems somewhat dimmer.

Okay, you're no longer wearing the space suit.

Dropped, so to speak.

Okay, you're no longer wearing the pair of magnetic boots.

Dropped, so to speak.

The inner door swings open.

Warehouse

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

>n.n.w.w.sw.s.e.
Grocery

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

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

The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

Commander's Quarters
A sturdy safe is welded to the deck next to the desk.
You can see a timer and a detonator here.


And now to blast the safe!

>open thermos
Opening the Thermos bottle reveals an explosive.
The light from the headlamp flickers and dies!


At least we won't be needing it anymore...I think.

>get explosive
Taken.

>put explosive in hole
Done.

>attach detonator to explosive
Done (Footnote 13).


And where there's a footnote...

>footnote 13
Kids: FREZONE (tm) explosives are very dangerous. Don't try this at home without adult supervision.


And now to finish this!

>attach timer to detonator
Done.

>set timer
Next time, say what number to set it to.


Whoops! Maybe we should get a better look at it first... :P

>examine timer
As advertised, it is a standard, all-purpose timer. It can be set to any number up to 100, and is currently set to 0. The timer is connected to a detonator.


Might as well go with an old classic...

>set timer to 10
You set the timer to 10. Instantly, it begins ticking loudly.

>w
The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

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


And now to wait.

>z.z.z.z.z.z.z.z.z.z.
Time passes...

Time passes...

Time passes...

Time passes...

Time passes...

Time passes...

Time passes...

Time passes...

Time passes...

Time passes...


Hmm, it seems that something is wrong. Let's go back to the office and check...

>e
The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

Commander's Quarters
A sturdy safe is welded to the deck next to the desk.
You can see a timer and a detonator (connected to the timer) here.


Seems that our bomb didn't go off. There didn't seem to be anything wrong with the timer, so maybe it's the detonator?

>examine detonator
It's a state-of-the-art detonator, fairly cubical with two connection points. A timer is attached at one of those points. There is a faint crack running around the outside of the detonator, indicating that perhaps it can be opened.


Sounds like an invitation to me!

>open detonator
Opening the detonator reveals a blackened hyperdiode.


That might just be the problem. How to fix it? Hmm...

Inventory:
  • A plastic bag
    • Vacuum taffy
  • A fusor-beam zapgun (two shots left)
  • 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 3 of your adventure. Current Galactic Standard Time is impossible to determine, since your chronometer has stopped. Your score is 57 (of 80 points), giving you the rank of Interplanetary Star.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.
Fixing the detonator.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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
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 (detonator [blackened hyperdiode], timer, safe [pencil-sized hole]; you are here)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (sleeping robot, heating chamber)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
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) [ID card]
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 In Space) [space suit, magnetic boots]

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]

Space:
Code:
a
a=In Space (up to Airlock)
  #145  
Old 05-05-2014, 11:47 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

To the Chapel to investigate that star, I guess? I'd think that would have a hyperdiode in it.
  #146  
Old 05-06-2014, 02:57 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

We're going to have to fix the detonator first, then get the frezone and set it all up again, right?
  #147  
Old 05-08-2014, 09:43 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
We're going to have to fix the detonator first, then get the frezone and set it all up again, right?
Exactly. Now, Gerad has suggested that there might be a hyperdiode in the chapel's star, so let's check it out.

>w.nw.nw.u.u.sw.
The auto-door opens barely wide enough for you to squeeze through. As you do so, the door tries to shut, almost jamming against you!

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

South Junction

Level Five

Level Four

Level Three

Chapel
You can see a puce nanofilm spool here.

>get star
The star is above you, beyond your reach.


Which is probably a sign that we'll need it. But how to get it?

By the way, I'm also going to be restoring to an earlier save, since the explosive has melted from exposure to room temperature, rendering the game unwinnable. This is why my score has gone down from last update.


Inventory:
  • A plastic bag
    • Vacuum taffy
  • A fusor-beam zapgun (two shots left)
  • 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 3 of your adventure. Current Galactic Standard Time is impossible to determine, since your chronometer has stopped. Your score is 54 (of 80 points), giving you the rank of Interplanetary Star.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.
Fixing the detonator.
Getting the seven-pointed star from the chapel.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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
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 (detonator [blackened hyperdiode], timer, safe [pencil-sized hole]; you are here)
k=Briefing Room
l=South Connection (iris hatch, form slot)
m=Robot Shop (sleeping robot, heating chamber)
n=East Connection (iris hatch, form slot)
o=Comm Center (emergency beacon)
p=Sick Bay (security door, ID reader)
q=North Connection
r=Tube
s=Engineering Lab
t=Engineering Office [up to Astro Lab, down to Bio Lab]
u=The PX
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) [ID card]
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 In Space) [space suit, magnetic boots]

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]

Space:
Code:
a
a=In Space (up to Airlock)
  #148  
Old 05-08-2014, 10:08 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

I'm kind of short on ideas. Can we examine the Chapel again?

The only other thing I could think to do would be to lure the balloon creature there with the spores, but I can't see why that would help.
  #149  
Old 05-08-2014, 07:00 PM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

This is one of the difficult (or obscure) puzzles of Infocom.
I can't suggest anything without spoling, but let's play with balloon creature as Gerad suggests, to see how it works.
(Mentioning balloon creature is a small spoiler itself, since now you know balloon creature involves in this puzzle.)
  #150  
Old 05-09-2014, 12:34 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

To quote the Invisiclues...

Quote:
Is the Arcturian balloon creature useful?
  • Do you really think that the author would put such a complex creature
    into the story if it were useless?
So let's check it out. First, though, we'll have to pick up the can of spores, so after heading back to the flophouse off-screen, stopping for a soup break on the way...

>get can
Taken.

>d.w.w.nw.
Casino
You can see a pair of dice floating here.

Saloon

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

Pet Store
You can see a ceiling panel and a cage here. It seems that the cage contains an Arcturian balloon creature.


And now to lead it to the chapel on a trail of spores.

>ne
Broadway

>spray can
A dusty mist puffs from the can and begins dissipating. The Arcturian balloon creature farts in, hungrily gobbling up the spores.


And now we repeat this until we reach the chapel. However, once we get there...

>spray can
A dusty mist puffs from the can and begins dissipating. The Arcturian balloon creature appears in the doorway, stops, and hastily puffs away.


Hmm, now why might the balloon creature not want to go into the chapel? Gerad suggested taking another look, so let's see...

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


From this, can you figure out why the balloon creature might not feel comfortable in here, and a way we might be able to fix that?

Inventory:
  • A spray can (filled with E-Z SPRAY SPORZ)
  • A plastic bag
    • Vacuum taffy
  • A fusor-beam zapgun (two shots left)
  • 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 3 of your adventure. Current Galactic Standard Time is impossible to determine, since your chronometer has stopped. Your score is 54 (of 80 points), giving you the rank of Interplanetary Star.

Current puzzles:
Destroying the alien pyramid.
Getting past the blockade between levels 7 and 8.
Opening the safe.
Fixing the detonator.
Getting the seven-pointed star from the chapel.
Getting the balloon creature to come into the chapel.

Deaths:
Crushed by Rex.
Zapped by a hull welder.
Insides destroyed by poisonous coffee.
Lungs ruptured in the vacuum of space.
Cardiac muscle paralyzed by Plato.
Lost in 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
e=Meeting Room 1
f=Meeting Room 2

Level 3:
Code:
f-* b
   \|
    a-c
   /|
e-* d
a=Level Three (Arcturian balloon creature)
b=Gym
c=Elevator Shaft
d=Theatre
e=Chapel (blinking seven-pointed star; you are here)
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 (detonator [blackened hyperdiode], timer, 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) [ID card]
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]
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 In Space) [space suit, magnetic boots]

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, locker]

Space:
Code:
a
a=In Space (up to Airlock)

Last edited by Kahran042; 05-09-2014 at 12:35 PM. Reason: Fixing the inventory list.
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