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#151
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Gotta put out the fire.
Clearly, you have to fight fire with firearms. Shoot it! |
#152
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Quote:
If that fails, examine the flame. |
#153
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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.
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#154
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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.
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#155
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Quote:
>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:
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 b=Elevator Shaft Level 2: Code:
*-* / \ * *-e \ |/ | \ a-b f d |\ | / * *-c / \ / *-* 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 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 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 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 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 b=Elevator Shaft c=Paper Recycling Plant Scientific Sub-Module, top level: Code:
b | a b=Astro Office Scientific Sub-Module, lower level: Code:
b | a b=Bio Office Scientific Sub-Module, holding tank level: Code:
a Alien ship (in from Docking Bay #1): Code:
a 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 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 Illegal space village, below Broadway: Code:
a Illegal space village, mayor's office: Code:
a Illegal space village, above the casino: Code:
a Space: Code:
a |
#156
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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
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Move the wooden pulpit and stand on it to reach the flame, then extinguish it with some kind of liquid from the thermos?
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#158
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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?
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#159
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Quote:
>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:
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 b=Elevator Shaft Level 2: Code:
*-* / \ * *-e \ |/ | \ a-b f d |\ | / * *-c / \ / *-* 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 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 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 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 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 b=Elevator Shaft c=Paper Recycling Plant Scientific Sub-Module, top level: Code:
b | a b=Astro Office Scientific Sub-Module, lower level: Code:
b | a b=Bio Office Scientific Sub-Module, holding tank level: Code:
a Alien ship (in from Docking Bay #1): Code:
a 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 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 Illegal space village, below Broadway: Code:
a Illegal space village, mayor's office: Code:
a Illegal space village, above the casino: Code:
a Space: Code:
a |
#160
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Hmm. Perhaps we need to spray the spores onto the star, so that the ballon creature eats it?
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#161
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I checked the log and we haven't examined the balloon creature. Examine it thoroughly.
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#162
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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.
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#163
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Quote:
>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:
>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
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It wouldn't be unreasonable to suppose we can hang from it, after all it is "balloon" creature.
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#165
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By the way,
Quote:
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
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Grab leash, turn on flame.
Either there will be fireworks or we'll go rocketing straight up to the ceiling. |
#167
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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.
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#168
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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.
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#169
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Quote:
>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:
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 b=Elevator Shaft Level 2: Code:
*-* / \ * *-e \ |/ | \ a-b f d |\ | / * *-c / \ / *-* 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 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 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 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 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 b=Elevator Shaft c=Paper Recycling Plant Scientific Sub-Module, top level: Code:
b | a b=Astro Office Scientific Sub-Module, lower level: Code:
b | a b=Bio Office Scientific Sub-Module, holding tank level: Code:
a Alien ship (in from Docking Bay #1): Code:
a 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 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 Illegal space village, below Broadway: Code:
a Illegal space village, mayor's office: Code:
a Illegal space village, above the casino: Code:
a Space: Code:
a |
#170
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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:
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 b=Elevator Shaft Level 2: Code:
*-* / \ * *-e \ |/ | \ a-b f d |\ | / * *-c / \ / *-* 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 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 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 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 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 b=Elevator Shaft c=Paper Recycling Plant Scientific Sub-Module, top level: Code:
b | a b=Astro Office Scientific Sub-Module, lower level: Code:
b | a b=Bio Office Scientific Sub-Module, holding tank level: Code:
a Alien ship (in from Docking Bay #1): Code:
a 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 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 Illegal space village, below Broadway: Code:
a Illegal space village, mayor's office: Code:
a Illegal space village, above the casino: Code:
a Space: Code:
a |
#171
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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:
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 b=Elevator Shaft Level 2: Code:
*-* / \ * *-e \ |/ | \ a-b f d |\ | / * *-c / \ / *-* 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 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 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 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 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 b=Elevator Shaft c=Paper Recycling Plant Level 9: Code:
a Scientific Sub-Module, top level: Code:
b | a b=Astro Office Scientific Sub-Module, lower level: Code:
b | a b=Bio Office Scientific Sub-Module, holding tank level: Code:
a Alien ship (in from Docking Bay #1): Code:
a 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 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 Illegal space village, below Broadway: Code:
a Illegal space village, mayor's office: Code:
a Illegal space village, above the casino: Code:
a Space: Code:
a |
#172
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Do we have any zapgun shots left?
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#173
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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
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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:
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 b=Elevator Shaft Level 2: Code:
*-* / \ * *-e \ |/ | \ a-b f d |\ | / * *-c / \ / *-* 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 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 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 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 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 b=Elevator Shaft c=Paper Recycling Plant Level 9: Code:
a Scientific Sub-Module, top level: Code:
b | a b=Astro Office Scientific Sub-Module, lower level: Code:
b | a b=Bio Office Scientific Sub-Module, holding tank level: Code:
a Alien ship (in from Docking Bay #1): Code:
a 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 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 Illegal space village, below Broadway: Code:
a Illegal space village, mayor's office: Code:
a Illegal space village, above the casino: Code:
a Space: Code:
a |
#175
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Quote:
Quote:
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#176
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Do we need the plain-looking machine from the Junkyard?
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#177
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Only L:ONESTARR would DARE give ME the raspberry!!
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#178
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Nope. If no one has gotten the correct solution by 5/29, I'll just show off how to proceed further. Until then!
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#179
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Oh wait, do we need the emergency beacon?
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#180
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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:
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 b=Elevator Shaft Level 2: Code:
*-* / \ * *-e \ |/ | \ a-b f d |\ | / * *-c / \ / *-* 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 b=Gym c=Elevator Shaft d=Theatre e=Chapel (Arcturian balloon creature) f=Laundry (presser) Level 4: Code:
c / \ * * | | f-a-b d | | * * \ / e 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 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 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 b=Elevator Shaft c=Paper Recycling Plant Level 9: Code:
a Scientific Sub-Module, top level: Code:
b | a b=Astro Office Scientific Sub-Module, lower level: Code:
b | a b=Bio Office Scientific Sub-Module, holding tank level: Code:
a Alien ship (in from Docking Bay #1): Code:
a 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 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 Illegal space village, below Broadway: Code:
a Illegal space village, mayor's office: Code:
a Illegal space village, above the casino: Code:
a Space: Code:
a 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. |