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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 >
  #151  
Old 05-09-2014, 12:40 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Gotta put out the fire.

Clearly, you have to fight fire with firearms. Shoot it!
  #152  
Old 05-09-2014, 03:51 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Quote:
Originally Posted by Mogri View Post
Gotta put out the fire.

Clearly, you have to fight fire with firearms. Shoot it!
Yeah, otherwise it'd be the Hindenburg all over again.

If that fails, examine the flame.
  #153  
Old 05-09-2014, 04:23 PM
Rebelfire Rebelfire is offline
Everything Is A Cave
 
Join Date: Apr 2014
Location: McKinney, TX
Posts: 683
Default

I'm also a bit curious to see if there's any special reaction to hugging floyd after Plato explodes/once he's started to turn, or even saying thank you after the event.
  #154  
Old 05-09-2014, 04:35 PM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Yeah, time to extinguish the flame. I hope this isn't going to involve guessing what verbs are in the game's dictionary to use.
  #155  
Old 05-10-2014, 01:40 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Rebelfire View Post
I'm also a bit curious to see if there's any special reaction to hugging floyd after Plato explodes/once he's started to turn, or even saying thank you after the event.
A good question. Let's find out. First, thanking Floyd.

>thank floyd
Floyd sniffs, "Please leave Floyd alone for a while."


Hugging him after the event has the same result, but if you try to hug evil!Floyd...

>hug floyd
"Hey, will you just leave Floyd alone!" He shoves you away.


Come to think of it, we haven't seen Floyd for a while, have we? I hope that isn't a bad sign...
Anyway, on with the main event - specifically, trying to put out the eternal flame.

>extinguish flame
The flame is high above your head, and besides that, there doesn't seem to be a switch on the flame.


Which implies that there is a way to do it, but how? Think about the description of the chapel and anything we might not have checked out yet to see if you can figure it out.

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.
Extinguishing the eternal flame.

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)
  #156  
Old 05-10-2014, 01:42 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Actually, there was one suggestion that I didn't try, but better late than never, right?

>shoot flame
(with the fusor-beam zapgun)
Perhaps that made the flame hotter; there was really no way to tell.


About what I expected, really. At least it didn't kill me. Until next time!
  #157  
Old 05-10-2014, 04:36 PM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Move the wooden pulpit and stand on it to reach the flame, then extinguish it with some kind of liquid from the thermos?
  #158  
Old 05-11-2014, 10:18 AM
Flitchard Flitchard is offline
Member
 
Join Date: Nov 2012
Posts: 80
Default

Umm, it stands to reason that in that day and age, there'd be some easy way to put out the fire. Maybe we ought to look at that pulpit a bit closer?
  #159  
Old 05-14-2014, 12:42 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
Umm, it stands to reason that in that day and age, there'd be some easy way to put out the fire. Maybe we ought to look at that pulpit a bit closer?
Makes sense to me.

>examine pulpit
You discover that the pulpit seems openable!


And if it's openable...

>open pulpit
Opening the pulpit reveals a switch.


I think we all know what to do here.

>flip switch
The eternal flame goes out!


And with no flame, I should be able to...

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


Now that I've got the balloon creature in here, how to get the star down? I'll leave that to you to figure out.

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.

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, Arcturian balloon creature; 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)
  #160  
Old 05-14-2014, 12:59 PM
Rebelfire Rebelfire is offline
Everything Is A Cave
 
Join Date: Apr 2014
Location: McKinney, TX
Posts: 683
Default

Hmm. Perhaps we need to spray the spores onto the star, so that the ballon creature eats it?
  #161  
Old 05-14-2014, 07:56 PM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Smile

I checked the log and we haven't examined the balloon creature. Examine it thoroughly.
  #162  
Old 05-15-2014, 06:23 AM
Flitchard Flitchard is offline
Member
 
Join Date: Nov 2012
Posts: 80
Default

Say, have we shot ourself with the ray gun yet? Seems to me, we must be attracting a higher class of goon, unless I just missed it earlier.
  #163  
Old 05-16-2014, 04:39 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
Say, have we shot ourself with the ray gun yet? Seems to me, we must be attracting a higher class of goon, unless I just missed it earlier.
No, but let's try it anyway.

>shoot me
(with the fusor-beam zapgun)
Wow! A hole where your torso used to be!

**** You have died ****


At least now I can say that I know what it feels like to be shot with a fuzor-beam zapgun. Can't say it's unexpected, though. After restoring, let's try another suggestion.

Quote:
Originally Posted by Syo! View Post
I checked the log and we haven't examined the balloon creature. Examine it thoroughly.
Good idea!

>examine creature
This is quite a thrill -- you've never seen an Arcturian balloon creature before! This particular specimen has a leash attached to it. Balloon creatures, you've heard, don't mind being leashed.


I'm sure you know what to do now, but I'll leave it to you as a formality.
  #164  
Old 05-16-2014, 06:47 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

It wouldn't be unreasonable to suppose we can hang from it, after all it is "balloon" creature.
  #165  
Old 05-16-2014, 06:52 AM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

By the way,

Quote:
Originally Posted by Kahran042 View Post
>shoot me
(with the fusor-beam zapgun)
Wow! A hole where your torso used to be!

**** You have died ****
One of the many funny responses when you try to do something stupid, like killing yourself or killing someone when the violence is clearly not allowed.
For example, have you ever tired to kill someone in Deadline or Witness? Tried to kill yourself in Hitchhiker's Guide? One more, tried to "throw in the towel" in Hitchhikers'?
  #166  
Old 05-16-2014, 10:05 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Grab leash, turn on flame.

Either there will be fireworks or we'll go rocketing straight up to the ceiling.
  #167  
Old 05-16-2014, 10:09 AM
Bunk Moreland Bunk Moreland is offline
Senior Member
 
Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

If there's some way to tie the leash to Floyd that would be even better, but I don't think he's here at the moment.
  #168  
Old 05-16-2014, 02:29 PM
Flitchard Flitchard is offline
Member
 
Join Date: Nov 2012
Posts: 80
Default

Thanks. I honestly am amazed that we held the gun for SO long, and nobody immediately suggested suicide! And, yeah, the leash is likely correct. As for Floyd, I am sure he'll turn up eventually.
  #169  
Old 05-16-2014, 10:20 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
If there's some way to tie the leash to Floyd that would be even better, but I don't think he's here at the moment.
Now that you mention it, we haven't seen him for a while...but like Flitchard says, he'll probably turn up later. Anyway, a couple people have suggested grabbing the leash, so let's do that.

>grab leash
As you grab the leash, the startled Arcturian balloon creature tries to get away by hyperinflating. Slowly, its buoyancy lifts you right off the deck! Within moments, the Arcturian is bobbing against the ceiling, and you're hanging two meters off the floor! (Footnote 4)


And now we should be able to reach that star. But first, though...

>footnote 4
This is, of course, impossible. To do this, the creature would have to be an order of magnitude larger. There are two possible explanations: 1. The creature actually extends part of its volume into a parallel dimension. 2. A callous disregard for scientific accuracy on the part of the author.


If you're going to blatantly disregard scientific accuracy, you might as well at least acknowledge it. Anyway, on with the show!

>take star
Taken.


Now, our whole reason for wanting to get the star was to see if there was a diode inside, so let's check.

>d
You drop to the deck. The Arcturian balloon creature gradually floats downward until it's back at around eye-level.

>open star
Opening the seven-pointed star reveals an M-series hyperdiode.


Now to fix the detonator!

>get diode
Taken.

>drop star
Dropped.

>e
Level Three

>d
Level Four

>d
Level Five

>se.se.e.
South Junction

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.

>open detonator
Opening the detonator reveals a blackened hyperdiode.

>get blackened diode
Taken.

>put m-series hyperdiode in detonator
Done.

>close detonator
Okay, the detonator is now closed.


Next time, blasting the safe for real!

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 61 (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.
Shot self.

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 (seven-pointed star, Arcturian balloon creature)
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, blackened hyperdiode, 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]
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)
  #170  
Old 05-20-2014, 03:15 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

As I said in the last update, today we'll be blasting the safe. So, after getting everything we need to the commander's quarters...

>open thermos
Opening the Thermos bottle reveals an explosive.

>get explosive
Taken.

>put explosive in hole
Done.

>attach detonator to explosive
Done (Footnote 13).

>attach timer to detonator
Done.

>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.
You hear a deafening explosion from very nearby!


And, as everyone knows, when you hear an explosion, the best thing to do is investigate it!

>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
The safe has been blown open! The area around the safe is blackened, and a burnt odor hangs in the air. It seems that the safe contains a key.
Without warning, the lights flicker and go out, leaving you in the dark!


At least we saw a key, so...

>get key
It's too dark to see a thing.


Of course. Now the lights have been corrupted, which is why it's a good thing we're getting close to the bottom of this. Fortunately, we have a light source, so...

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

Commander's Quarters
These are by far the nicest living quarters on the station, with separate sleeping, changing, and working cubicles, and a private SanFac. The only exit is west.
The safe has been blown open! The area around the safe is blackened, and a burnt odor hangs in the air. It seems that the safe contains a key.

>get key
Taken.
The light from the headlamp seems somewhat dimmer.


And now to unlock the storage bin.

>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.

>nw
South Junction

>nw
Level Five

>u
Level Four

>u
Level Three

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

>u
Dome

>unlock bin
[with the key]
You unlock the bin.

>open bin
You open the bin, revealing fertilizer, gardening tools, and a supply of fuel cells. Suddenly, the cells explode! The heat and shock toss you halfway across the dome! Your solitary thought before succumbing to unconsciousness is how grateful you are that you landed in such a soft shrub.

...an undetermined amount of time later, you come to, shake away the cobwebs, and look around...

Dome
This is inarguably the most bucolic spot aboard the station. Pebbled paths wind among beautiful and exotic shrubbery, culled from millenia of galactic exploration. Spanning the entire garden is a transparent dome, providing a breathtaking view of the heavens in all their splendor. East of where you are standing are an elevator shaft, a button, and the top of a ladder. Next to the ladder is an air shaft grating, which looks a bit loose.
You can see a survival kit, reflective foil, a fusor-beam zapgun, a plastic bag, a spray can, a blackened hyperdiode and a key here. It seems that the survival kit contains a Thermos bottle. It seems that the plastic bag contains vacuum taffy.


What could lie beyond the grating? Find out next time on Let's Play Stationfall!

Inventory:
  • A pair of magnetic boots (worn)
  • 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 71 (of 80 points), giving you the rank of Interstellar Superstar.

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

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.
Shot self.

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

Level 2:
Code:
    *-*
   /   \
  * *-e \
  |/  |  \
  a-b f   d
  |\  |  /
  * *-c /
   \   /   
    *-*
a=Mess Hall
b=Elevator
c=Library (nanofilm reader [possibly homicidal], 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 (seven-pointed star, Arcturian balloon creature)
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, blackened hyperdiode, 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
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)
  #171  
Old 05-21-2014, 05:35 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Last time, we blew open the safe so we could open up the garden storage bin, only for it to blow up and reveal a grating. So, after picking up some of the stuff we dropped in the explosion...

>open grating
With effort, you bend the grating and form an opening large enough to enter.

>enter grating
Top of Air Shaft
You are at the top of an air shaft. Handholds lead downward, and a partially open air grate leads out of the shaft.

>d
Air Shaft
You are in a large, vertical air duct. Handholds lead up and down.

>d
Air Shaft
You are in a large, vertical air duct. Handholds lead up and down.
The light from the headlamp flickers and dies!
It is now too dark to see.


[Unfortunately, I have no way of proceeding, since that was my only light source. Fortunately, I can restore to before I wasted it by wearing it around, presuming that it would last forever.

So, after doing so and playing back up to this point...

>open grating
With effort, you bend the grating and form an opening large enough to enter.

>enter grating
Top of Air Shaft
You are at the top of an air shaft. Handholds lead downward, and a partially open air grate leads out of the shaft.

>d
Air Shaft
You are in a large, vertical air duct. Handholds lead up and down.

>d
Air Shaft
You are in a large, vertical air duct. Handholds lead up and down.

>d
Air Shaft
You are in a large, vertical air duct. Handholds lead up and down.
A flat, emotionless voice booms over the station's P.A. system. "Announcement. Prepare for launch of second-generation pyramids. Station will be eliminated by reactor overload immediately following launch."
The light from the headlamp seems somewhat dimmer.


Looks like the end is coming. Fortunately, I have a feeling that we're getting close to the pyramid, so let's keep going...

>d
Bottom of Air Shaft
You have reached the bottom of the air vent. Ducts too small for you to enter lead off laterally. Handholds lead upward, and the entire floor of the duct is another large grating.


I have a feeling that I know what I can do here, so I'll give it a shot.

>open grating
The grating opens, spilling you into the room below...

Computer Control
This tiny control station allows access to the massive memory banks of the station's computer. Ever since the formation of the Third Galactic Union ended the great interstellar dark age, every Stellar Patrol spaceship, every Patrol space station, has been equipped with a computer bulging with the entire accumulated knowledge of mankind. Never again will humanity be permitted to slip back into the ignorance and savagery of the dark age.
A ladder leads up to Level Eight, and there's a call button next to the elevator shaft to the north.
You can see an exercise machine here.
The exercise machine rolls slowly towards you, bellowing, "No pain, no gain!"
A flat, emotionless voice booms over the station's P.A. system. "Announcement. Standby. Launch in 200 millichrons."


Yikes! I'm being attacked by a mad exercise machine, and the new generation of death pyramids is about to launch! Fortunately, there's an exit above, so...

>u
The exercise machine blocks your way.
As the exercise machine nears you, its massive weights and levers begin crashing violently against each other.


Guess we'll have to find some way past the machine to do that. But how?

Inventory:
  • Reflective foil (made of platinum)
  • 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 73 (of 80 points), giving you the rank of Interstellar Superstar.

Current puzzles:
Destroying the alien pyramid.
Getting past the killer exercise 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.
Shot self.

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 (seven-pointed star, Arcturian balloon creature)
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, blackened hyperdiode, 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
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

Level 9:
Code:
a
a=Computer Control (mad exercise machine; you are here)

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)
  #172  
Old 05-21-2014, 05:42 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Do we have any zapgun shots left?
  #173  
Old 05-21-2014, 06:12 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Shots? We don't have the zapgun!

The obvious solution is to do some jumping jacks or something. Show the exercise machine what you're made of!
  #174  
Old 05-22-2014, 06:36 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

I actually replayed up to this point again with the zapgun, so let's try that.

>shoot machine
(with the fusor-beam zapgun)
(Footnote 9) A blaze of intense rays washes over the exercise machine. It glows for a bit, but then cools.
As the exercise machine nears you, its massive weights and levers begin crashing violently against each other.


Might as well see what that footnote says.

>footnote 9
Kids: zapguns are very dangerous. Don't try this at home without adult supervision.


Actually, I think we might have seen that one before, but might as well make sure. Anyway, I'm not sure if we can do jumping jacks, but maybe...

>exercise
You do a few push-ups. Dr. Ventricalli, the Duffy's cardiologist, would be pleased.
The exercise machine reaches you, and performs various repetitions all over your body, proving that exercise isn't always good for you.

**** You have died ****


That was certainly some good exercise...maybe a bit too good, though. There is a hint as to how to stop it earlier in the LP, but can you figure it out?

Inventory:
  • Reflective foil (made of platinum)
  • 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 73 (of 80 points), giving you the rank of Interstellar Superstar.

Current puzzles:
Destroying the alien pyramid.
Getting past the killer exercise 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.
Shot self.
Smashed by a berserk exercise machine.

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 (seven-pointed star, Arcturian balloon creature)
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, blackened hyperdiode, 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
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

Level 9:
Code:
a
a=Computer Control (mad exercise machine; you are here)

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)
  #175  
Old 05-22-2014, 06:52 PM
Syo! Syo! is offline
Member
 
Join Date: Sep 2013
Location: Yokohama, Japan
Posts: 96
Talking

Quote:
Originally Posted by Kahran042 View Post
There is a hint as to how to stop it earlier in the LP, but can you figure it out?
When we've examined the exercise machine,

Quote:
>read sign
"IMPORTANT! The exercise machine has diagnostic frequencies which communicate with each other on frequency 710. Do not bring anything which broadcasts on that frequency within range of the machine!"
so this is the hint. I'll leave figuring out exactly what to do to others...
  #176  
Old 05-23-2014, 07:10 AM
Bunk Moreland Bunk Moreland is offline
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Join Date: Feb 2011
Location: USA (for now)
Posts: 8,479
Default

Do we need the plain-looking machine from the Junkyard?
  #177  
Old 05-23-2014, 06:56 PM
Flitchard Flitchard is offline
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Join Date: Nov 2012
Posts: 80
Default

Only L:ONESTARR would DARE give ME the raspberry!!
  #178  
Old 05-27-2014, 04:03 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 Bunk Moreland View Post
Do we need the plain-looking machine from the Junkyard?
Nope. If no one has gotten the correct solution by 5/29, I'll just show off how to proceed further. Until then!
  #179  
Old 05-27-2014, 07:08 AM
Bunk Moreland Bunk Moreland is offline
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Posts: 8,479
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Oh wait, do we need the emergency beacon?
  #180  
Old 05-29-2014, 09:55 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

The item we need is actually the jammer, so let's try that. Unfortunately, I'll have to play back up to this point yet again, since I don't have time to go back to the flophouse and pick it up before the new pyramids launch. However, I might as well show you what happens when you run out of time:

>d
Air Shaft
You are in a large, vertical air duct. Handholds lead up and down.
You hear the sound of multiple spaceships being launched nearby. Simultaneously, the air pressure begins dropping! Moments later, these issues seem trivial as the station's reactor turns into a good old-fashioned H-bomb.


Also, we never got a good look at the jammer, so here's its description.

The jammer is a black box with a short antenna. It has twenty tiny sockets on one side. The jammer, which is off, looks as if it can be set to any frequency between 0 and 1400; it is currently set to 337.


Anyway, after playing back to this point again, this time with a walkthrough...

>turn jammer to 710
You set the jammer to 710.
As the exercise machine nears you, its massive weights and levers begin crashing violently against each other.

>turn it on
Okay, the jammer is now on.
The exercise machine reaches you, and performs various repetitions all over your body, proving that exercise isn't always good for you.

**** You have died ****


That didn't work very well. But I am on the path to the right solution. From what you've seen here, what item that we've seen can be used to fix this problem?

Inventory:
  • A jammer
  • Reflective foil (made of platinum)
  • 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 73 (of 80 points), giving you the rank of Interstellar Superstar.

Current puzzles:
Destroying the alien pyramid.
Getting past the killer exercise 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.
Shot self.
Smashed by a berserk exercise machine.
Blown up during the launch of the next generation of death pyramids.

Maps
Level 1:
Code:
 
  a-b
a=Dome [bin, small drill bit, twenty-prong fromitz board]
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 (seven-pointed star, spray can, blackened hyperdiode)
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 (Arcturian balloon creature)
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, blackened hyperdiode, 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, validation stamp, Assignment Completion Form QX-17-T)
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
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

Level 9:
Code:
a
a=Computer Control (mad exercise machine; you are here)

Scientific Sub-Module, top level:
Code:
b
|
a
a=Astro Lab [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 [platinum detector]
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)

You may have noticed that a few items moved around a bit. This is due to my restarting from stationfall and using a walkthrough, which had me dropping them off in different places. Just wanted to clear that up.
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