Start of a transcript of Into The Sun A Text Adventure by Dark Star Copyright (c) 2022 by Infodarkness Productions (First-time players should type "RULES") Release 1 / Serial number 220928 / Inform v6.35 Library v6.12.5 S Standard interpreter 1.1 (1C) / Library Serial Number 210605 >* Customized "comment not recorded" response is kind of funny [Comment recorded.] >rules The rules are simple. You're here to loot the ship before you can't escape the gravity well. 9g. No more. Gravity increases over time, but not when you look at something, and can be seen in the upper right hand corner of the interpreter or by typing GRAVITY. Random elements are set at the beginning of the game. >* Oh, with randomized elements too! Kinda of cool [Comment recorded.] >* I am going to be terrible at this fyi [Comment recorded.] >x me Over an average set of clothes, your polymer bodysuit protects you from the elements. Sealed in by it, you don't have access to your pockets. Everything will have to go into your vortex bag. >x bg You can't see any such thing. >x bag The vortex bag's slung over your shoulder. This amazing satchel is only obtainable through black markets from shady dealers. It reduces the mass of objects put inside it. As a result, everything gets smaller and lighter, allowing you to carry anything of value. >i You're carrying: a vortex bag your outfit (being worn) >* handy [Comment recorded.] >x outfit A thin polymer bodysuit protects you so your skin is never exposed, sealing you in and supplying you with oxygen. It's transparent and allows for unencumbered movement. Your outfit? Nothing more than boots, jeans, and a flannel shirt. >l Forward Corridor - Deck B Thick smoke makes it hard to see the dead body spread across the deck - guts ripped out by a heavy blow, now hardened in place. The dim lights radiate an orange glow, bouncing off the smoke and reflecting a pale color. Forward, the airlock will take you to your ship. To the aft, you can head deeper into the derelict. A cattle prod is just a few feet away from the dead body. >x prod The pole is a meter in length with electric spikes at the end. Looking at the grip, there are three out of five bars lit on the power indicator. >* seems useful [Comment recorded.] >take prod You pick up the cattle prod - what did this guy encounter? >x body Looking closer at the body, it's really a skeleton whose flesh melted off long ago. This man has been here for decades. Before he died, it seems like he was reaching for the cattle prod but didn't make it. >search body The skeleton's dead. Leave him be. >* OK that is a different resposne, good to know [Comment recorded.] >aft You step around the body heading aft. Starboard Junction - Deck B The haze is dense in this junction, making you think the air scrubbers are blown for sure. This ship has coasted through space for a long time. You wonder if the reactor could still be running or, knowing how bad it can get on a vessel this old, leaking. You can go forward towards the airlock or port into the corridor. >port Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. >* nice atmosphere [Comment recorded.] >x panel The access panel is recessed into the bulkhead. Behind it is the life support system for the ship. Located here in the companionway, it gave engineering easy access to the equipment. >open panel There's no need. You don't have time to disassemble the ship. You need to loot what's easily takeable. >* oh, just set dressing [Comment recorded.] >f Science Corridor - Deck B This vessel is equipped with many sensors, covering everything from gravimetric distortions to audio anomalies, and this corridor housed all the monitoring stations for the science department. But an explosion happened here, destroying the passage and blocking it when the bulkheads collapsed. There's a hatch to port, but the blast broke off the handle. Since you are boxed in like this, you can only go aft to the companionway. >x hatch The explosion did a number on everything in this hallway, scarring the door and blowing off the handle. It doesn't look like there's an easy way to open it. >prod hatch It will will take more force than that. Hitting it with your hands isn't going to help. >a Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. >u Slowly you climb up the ladder well. Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. >x canister The coolant canister is a large cylinder, like a scuba tank, that holds liquid nitrogen under pressure. But the seal is broken - the canister used. >take it The seal is broken. The canister is empty and worthless. But it might be used for something else. >take it The seal is broken. The canister is empty and worthless. >* huh [Comment recorded.] >* maybe I can put something else in it [Comment recorded.] >put it in bag You need to be holding the coolant canister before you can put it into something else. >* confusing and this is wasting time [Comment recorded.] >port Infirmary - Deck A The infirmary is barely lit with lots of smoke here - the room doused in an orange glow. There is an examination table in the middle of the room. The light above it creates god rays looking down. The bulkheads are lined with cabinets. There's only one way out, starboard. On the examination table, a tissue knitter has been left out. >x table The table is only big enough to hold a single crew member. Along with the auto-doc, it's used during crew examinations. Underneath it is an acid stain, while a tissue knitter has been left out on top of it. >x stain A hole burned itself into the deck as acid spilled all over the place - the solution making its way through to B Deck. >d You can exit starboard. >x hole A hole burned itself into the deck as acid spilled all over the place - the solution making its way through to B Deck. >take knitter You take the tissue knitter, putting it in the vortex bag. You jump at the sound of scratching knives that grate on your nerves. It rings out below you, towards the ship's aft end, like a thrashing of metal that fails to break. But, when it comes to an end, you ignore the chill in your bones. You have a feeling you're not alone. >x it The tissue knitter is an old tool that was replaced long ago by bioplast-flesh. Though it might have some use, you're not going to get that much for it. >l Infirmary - Deck A The infirmary is barely lit with lots of smoke here - the room doused in an orange glow. There is an examination table in the middle of the room. The light above it creates god rays looking down. The bulkheads are lined with cabinets. There's only one way out, starboard. >x cabinets Cabinets line the room. They are made from plastic and molded to look like wood, giving the infirmary a homey feeling. >open cabinets You open the cabinet, revealing a medkit. >x medkit It's an older first aid treatment that will stop the bleeding even if it has to cauterize the wound. Then the kit will inject anti-biotics. >take it You take the medkit, putting it in the vortex bag. >s Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. You hear something slithering below you, like an enormous snake looking for its next meal. But then, scratching with claws? This can't be good. It's distant. Whatever it is, it's coming towards you. >s Hypersleep Vault - Deck A This oval room has seven pods in the center, each facing inward and open. The lights inside the compartments fail to work, making the room darker than it should be. Except for the smoke, the space looks like it's kept sanitized. Nothing litters the smooth edge of the walls. There's not a lot in this room besides the pods in the middle. So you can exit to port. Hanging off one of the pods is a necklace sparkling in the amber light. Something is out there, but it's not moving. Quiet and probably listening. >x necklace A silver necklace hangs off one of the pods. It sways back and forth as the ship drifts through space. It looks forgotten but has value. You hear a noise, something crawling, but then it stops - lurking. >take it You take the necklace, putting it in the vortex bag. You hear something slithering towards the port side of the ship. It's distant. >x podds You can't see any such thing. >x pods The pods are laid out in a circle, facing inward. There's just enough space between the chambers for each crew member to get ready before and after hypersleep. You hear something slithering towards the port side of the ship. A short distance away. It's coming towards you. >* that was quick [Comment recorded.] >open pods The pods are already open. You hear something slithering towards the port side of the ship. Near, and it's coming towards you. >enter pods The pods are open. You could get inside, but the solution is wet, and you're not going to be able to hide here. Something is moving through these corridors, but it's close. Too close. >z Time passes. You don't hear the noise anymore, but you feel it's close. >z Time passes. You hear something slithering towards the port side of the ship. It's near. From somewhere on this deck, you hear plastic and metal crashing into one another. Then a pause, only to hear more plastic break and pop off in succession. After the last snap, a high-pitched cry rings out. >p Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. Whatever is making noise is close, and you're brave to be so near. >d The xenomorph's faster than that. The alien seems to come from out of nowhere. He's quick and silent when looking for his prey. Then, spitting, he hones in on you. His hands reach out. >* oh this is a literal alien [Comment recorded.] >x alien The alien glistens with a metallic shine. His large, bulbous head arched back. There's a long row of sharp teeth that run up the side of his mouth, almost like he's smiling. Eyes burn deep into you. Arm's outstretched and tense. Then his mouth opens, the creature lunges, and the jaws come for you. When the beast is done, it doesn't take long before you bleed out and the ship's crushed from the pressure of the sun. *** You have died *** There is no score in this game, but if you're keeping track, you've been to 7 rooms in 46 turns. Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? >undo Forward Companionway - Deck A [Previous turn undone.] >prod alien Standing in front of the beast, just about to crap yourself, you swing the cattle prod blindly at the alien, lucky to connect with its skin. Electricity pops, and then you smell burning flesh - the beast hisses and spits. It thinks for a second but then jumps into the closest vent, leaving you behind. >* whew [Comment recorded.] >save Ok. >n This game does not use standard compass directions. Please check the VERBS. >f Galley - Deck A With one large table in the middle, this room serves as the galley for the ship. But something happened here, and someone tried to clean it up. Even in this light, you can see dried blood underneath the table. Forward, there's an automated door to the bridge. You can see the panel next to it lit up. Starboard, there's a torn-down hatch. Aft, you can go back to the companionway. Along the port bulkhead, a nutrient processor sits on top of a counter. >x panel The panel has a ten-digit input pad along with a readout that displays the last code entered: 0000 >x processor The nutrient processor is a bulky unit that converts organic material into edible food paste. Not the most appetizing, but it keeps the crew alive. >take it It's big and bulky, but you take the nutrient processor cramming it in as the bag pulls it into the vortex. You feel the sun pull harder on the ship. A deep groan is expelled from the pressure. >* hit 1.0 g though that's the least of our problems [Comment recorded.] >starboard Captain's Quarters - Deck A With the hatch ripped off, smoke has filled a room that's been reserved for the ship's commander. There's a bed along the aft bulkhead with a few pictures on the wall. A desk sits across from it, missing a chair. The only way out of this room is through the mangled hatch to port. Lying on the bed is an old ka-bar, a combat knife engraved with USMC. From somewhere below you, towards the aft end of the ship, it starts with a hammering that builds quickly before you hear a sharp pop. Like something cracked open. You listen for anything else, but the echo dies down. >x bed This room is small, and the rack is only big enough for one person. You'd expect it to be neatly made, but it's in shambles. >x pictures The bulkhead has a few pictures on it, mostly of naked women. >x desk A work desk sits against the bulkhead. Looking it over closer, you see it has only one drawer. >open it It's locked using an old fashion key. You're going to have to find a way around it. From somewhere below you, towards the aft end of the ship, the sound of tearing and scratching, along with a high-pitched scream, reaches your ears. You cringe for a second as the spaceship rings hollow. >take knife You take the ka-bar, putting it in the vortex bag. >x it It's a relic, an old military Ka-Bar engraved with USMC. You've heard of the USCMC. The Colonial Marines are famous. But the USMC? >open drawer with knife The ka-bar is a relic, and you wouldn't want to damage it. It will be worth much more unblemished. >w This game does not use standard compass directions. Please check the VERBS. >p Galley - Deck A With one large table in the middle, this room serves as the galley for the ship. But something happened here, and someone tried to clean it up. Even in this light, you can see dried blood underneath the table. Forward, there's an automated door to the bridge. You can see the panel next to it lit up. Starboard, there's a torn-down hatch. Aft, you can go back to the companionway. >a Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. >a Aft Junction - Deck A Filled with smoke, the aft portion of A deck never has a lot of light - the area is used for support. Goods are brought through here from a maintenance lift that's port. A handcart is pushed up against the vertical doors. The elevator doors are closed. The corridor runs forward to the companionway and starboard to a room. >x cart The handcart is used to move logistics around quickly. On it, some crates of coffee have been left behind. >x coffee The crates of coffee are old and covered in soot with labels that read "Weyland Corp." From somewhere below you, towards the aft end of the ship, a ripping can be heard before a loud thud rings through the vessel. Then a high-pitched scream follows. You listen for more, but the echoes die down. >open crates The coffee's over 100 years old. It's worthless. >x doors The maintenance lift has two large vertical doors that are closed, scratched, and dirty. They also block the way port, choking off the smoke in this area. Next to the lift, there's a call button. >push button You push the button calling the elevator up to this deck. The ship rubbles around you, the cage shakes, and then with a loud thud, the lift comes to a stop as the vertical doors open. >s Personal Locker Room - Deck A The crew doesn't have staterooms of their own, only the captain has that privilege, so they share this locker room when not in hypersleep. There are two rows of lockers, six total, on the fore and aft bulkheads with plenty of room in between. A bench runs down the center of this room. The only way out of the locker room is to the port. A data reader used to record ship logs sits on the edge of the bench. >x lockers A long row of lockers run along the fore and aft bulkheads. Closed, you can't see inside. >open lcoekrs You can't see any such thing. >oops lockers You open the locker, revealing a hologram. >x hologram The hologram is a face of a young woman. She slowly spins in a clockwise direction as she wipes away a tear every time she comes around. >take it You take the hologram, putting it in the vortex bag. >x reader The data reader is an outdated logging device used by the ship's personal. Colored flashcards can be inserted into the reader, which will display the information on the screen. >take it You take the data reader, this thing might come in handy. You hear something slithering towards the port side of the ship. Distant, but it's coming towards you. >p Aft Junction - Deck A Filled with smoke, the aft portion of A deck never has a lot of light - the area is used for support. Goods are brought through here from a maintenance lift that's port. A handcart is pushed up against the vertical doors. This corridor runs port into the lift and starboard into a room. You can also go forward to the companionway. You hear something slithering towards the front end of the ship. It's distant. From somewhere below you, towards the ship's forward end, the sound of metal cracking in half echoes through the vessel with a force so strong you think you feel it before you hear it. The massive blast rings through the vessel, giving you pause. >p Maintenance Lift - Deck A The air doesn't circulate here, so there's not as much smoke in the lift. A panel is attached to the doors with two buttons that operate the elevator, while the only way out is through the vertical doors starboard. >push button Which do you mean, the red button or the green button? >x red Dirt and Grease are smudged against the red button. You hear something slithering towards the starboard side of the ship. Distant, but it's coming towards you. >* errant capitalization [Comment recorded.] >x red Dirt and Grease are smudged against the red button. You hear something slithering towards the starboard side of the ship. A short distance away. It's coming towards you. >x green Covered in grease, the green button will take you down to B deck. You hear a noise, something crawling, but then it stops - it's close. >push red You push the button, but it does nothing. You're already on A deck. You hear something slithering towards the starboard side of the ship. Near, and it's coming towards you. >undo Maintenance Lift - Deck A [Previous turn undone.] >push green (first closing the doors) You push the button as the lift trembles in return, slowly taking you down to the next deck. Once there, the doors starboard open. Maintenance Lift - Deck B The air doesn't circulate here, so there's not as much smoke in the lift. A panel is attached to the doors with two buttons that operate the elevator, while the only way out is through the vertical doors starboard. >s Forward-Port Junction - Deck B With cargo brought down from a lift that's port, this corridor becomes a shortcut to the aft portion of B Deck. Smoke hangs stagnant in the air. Port, you can barely make out the maintenance lift through the gloom - starboard, the corridor has collapsed - aft, the smoke shifts heading down another passageway. In the middle of this corridor sits a large oval pod. From somewhere above you, towards the front of the ship, a crash rings throughout the ship. It's followed by the sound of containers being thrown around one of the rooms. When the thudding stops, a high-pitched cry follows. >x pod It's hard to see in all this smoke, but it's an organic pod with seams that criss-cross the top. >open it You reach out, touching the pod, not knowing what to expect. It doesn't react. So you push a little harder. But because the husk is so dry, your fingers break through the surface. Instinctively, you pull back your hand. >look in pod The pod has to be old. The husk is dry and brittle. It was too easy to break. >take pod The pod is dry, brittle, and not worth a thing. >* that's the alien egg? [Comment recorded.] >a Port-Side Passageway - Deck B Lights try to break through the haze, but there's not enough juice coursing back here. This corridor has a weapons locker that sits at the end of it, port side, but the hatch is torn off, and the panel is covered in acid. Forward, a corridor leads off into darkness - port, you can enter the weapons locker, starboard you can exit the passageway. >port Weapons Locker - Deck B Amber lights create a thick haze as smoke drifts in from the broken door. There's only one pallet of stuff that's been left behind, and it's covered in acid that slowly burns through the deck. The space isn't that big, and there's nothing else in the room. You can exit starboard. On the pallet is a set of trooper armor covered in acid. A stun baton melts along with it. >x armor A vile liquid was vomited all over the place, covering the pallet and everything else. Acid boils through military-grade armor. >take it It's covered in acid. It's worthless. >x baton The stun baton got hit by acid spewed all over the place. It now melts with the trooper armor, nearly dissolving away in the acidic secretions. >* ugh [Comment recorded.] >take it It has nearly melted away. It's worthless. >s Port-Side Passageway - Deck B Lights try to break through the haze, but there's not enough juice coursing back here. This corridor has a weapons locker that sits at the end of it, port side, but the hatch is torn off, and the panel is covered in acid. Forward, a corridor leads off into darkness - port, you can enter the weapons locker, starboard you can exit the passageway. >s Aft Companionway - Deck B This open space is filled with a thick haze that blankets this area as it slowly rises from the opening below. As a result, the dim lights above are choked off by the smoke. A ladder in the middle of the companionway will take you to the deck below, two junctions lie to port and starboard, and to the aft, a long corridor leads off into the darkness. >save Ok. >s Starboard-Side Passageway - Deck B With long rows of amber lights that try to shine through the smog, there's a storage locker at the end of this corridor that houses all the extra meals the crew would need when not in hypersleep. Along the aft bulkhead, a sensor relay sits in the center of this hallway. You can see the door to the locker is gone. Something beat its way out. A tunnel runs towards the forward part of the ship, but you can't see anything at the other end. You can also exit this corridor to port or enter the locker to starboard. >s Food Locker - Deck B Smoke has flooded the locker, and all the light in here comes from the passageway. The door to this room has been torn off. Crates of prefab meals were stacked here, along with coffee, but they're all broken into and spit on - acid burning through the plastic. Since half the room is covered in acid, the only way out is port. A case of wine melts in a pool of acid, mixing the red liquid with the alien's secretions. >* I guess some stuff is melted and that's the randomization [Comment recorded.] >x wine The rare case has already melted halfway through sitting in the pool of acid, draining the bottles of wine. They're worthless. >take wine It's sitting in a pool of acid. It's worthless. >p Starboard-Side Passageway - Deck B With long rows of amber lights that try to shine through the smog, there's a storage locker at the end of this corridor that houses all the extra meals the crew would need when not in hypersleep. Along the aft bulkhead, a sensor relay sits in the center of this hallway. You can see the door to the locker is gone. Something beat its way out. A tunnel runs towards the forward part of the ship, but you can't see anything at the other end. You can also exit this corridor to port or enter the locker to starboard. You hear something slithering towards the port side of the ship. A short distance away. It's coming towards you. >f Forward-Starboard Junction - Deck B There was once a corridor to port, but it's now full of metal and debris. Something must have hit this ship. So smoke stagnates here even though there's another room to starboard. The junction comes to an end here. You can go starboard into a hatch that's already open or aft towards the food locker. You hear something slithering towards the aft end of the ship. It's a short distance away. >s Crew Lounge - Deck B Smoke has filled this room, and there's little light. The couch that wraps the bulkheads is torn into and spit on with acid. The corrosive material eats through the sofa as it melts like a popsicle. With a couch wrapped around most of the room, you can only exit to port. A disk melts in a pool of acid, along with a music box, in the middle of the lounge. You don't hear the noise anymore, but you feel it's close. >x disk When the alien destroyed the room, it spit all over the table. The disk used to float in the air. Now it melts in a pool of acid. You hear something slithering towards the port side of the ship. It's a short distance away. >x box The music box got blasted pretty good when the alien spit on the hovering disk. The box melts in a pool of acid along with the table. You don't hear the noise anymore, but it's still lurking. >take box It's melting in a pool of acid. It's worthless. You don't hear the noise anymore, but it's still lurking. >p Forward-Starboard Junction - Deck B There was once a corridor to port, but it's now full of metal and debris. Something must have hit this ship. So smoke stagnates here even though there's another room to starboard. The junction comes to an end here. You can go starboard into a hatch that's already open or aft towards the food locker. You don't hear the noise anymore, but you feel it's close. >a Starboard-Side Passageway - Deck B With long rows of amber lights that try to shine through the smog, there's a storage locker at the end of this corridor that houses all the extra meals the crew would need when not in hypersleep. Along the aft bulkhead, a sensor relay sits in the center of this hallway. You can see the door to the locker is gone. Something beat its way out. A tunnel runs towards the forward part of the ship, but you can't see anything at the other end. You can also exit this corridor to port or enter the locker to starboard. You don't hear the noise anymore, but you feel it's close. >p Aft Companionway - Deck B This open space is filled with a thick haze that blankets this area as it slowly rises from the opening below. As a result, the dim lights above are choked off by the smoke. A ladder in the middle of the companionway will take you to the deck below, two junctions lie to port and starboard, and to the aft, a long corridor leads off into the darkness. Something is moving through these corridors, but it's close. Too close. >* not a lot of ways to get around the alien -- none in fact [Comment recorded.] >a Aft Junction - Deck B The smoke thins towards the back of the ship, but the air is still unbreathable. The few lights here are barely lit. It's a wonder that the power has stayed on this long. This junction shoots off to the port and starboard. It also connects to the forward part of the ship. Whatever is making noise is close, and you're brave to be so near. You're startled by the sound of plastic being torn apart. The sound of synthetics being shredded. It comes from the aft portion of the ship on this deck. >p Port Shuttle Bay - Deck B There's no shuttle docked here, but that didn't stop something from trying to get through the airlock. Scratched and dented, the door held against the onslaught and is covered in acid that threatens the ship's integrity. Since it's missing the shuttle, you can only exit to the starboard. Across from the airlock, there's an extinguisher covered in acid. You hear something slithering towards the starboard side of the ship. Near, and it's coming towards you. >x extinguisher When the alien destroyed this room, it vomited acid all over the extinguisher. So now the foam mixes with the creature's secretions. Something is moving through these corridors, but it's close. Too close. >take it The outer casing has melted away. It's worthless. You don't hear the noise anymore, but you feel it's close. >i You're carrying: a data reader a cattle prod a vortex bag a hologram a ka-bar a nutrient processor a necklace a medkit a tissue knitter your outfit (being worn) You don't hear the noise anymore, but you feel it's close. >s Aft Junction - Deck B The smoke thins towards the back of the ship, but the air is still unbreathable. The few lights here are barely lit. It's a wonder that the power has stayed on this long. This junction shoots off to the port and starboard. It also connects to the forward part of the ship. Whatever is making noise is close, and you're brave to be so near. >s Starboard Shuttle Bay - Deck B There's not as much smoke here, but it churns from recent activity. The airlock is dented, scratched, and showered in acid. Like something tried to open it the hard way. You can see a shuttle docked out the observation window, but with the acid melting the door, the only exit is port. An oversized spacesuit is covered in acid, boiling away as it sits across from the airlock. You hear something slithering towards the port side of the ship. A short distance away. And it's retreating. >x suit (the oversized spacesuit) Acid's been sprayed back and forth across this spacesuit. What's left slowly melts away. You hear something slithering towards the port side of the ship. Distant, and it's retreating. From somewhere below you, towards the ship's aft end, the sound of cans being tossed around rings out. Then metal as it's bounced off the walls in one of the rooms. It ends with a bit of scraping and scratching. >p Aft Junction - Deck B The smoke thins towards the back of the ship, but the air is still unbreathable. The few lights here are barely lit. It's a wonder that the power has stayed on this long. This junction shoots off to the port and starboard. It also connects to the forward part of the ship. You hear something slithering towards the front end of the ship. A short distance away. It's coming towards you. >f Aft Companionway - Deck B This open space is filled with a thick haze that blankets this area as it slowly rises from the opening below. As a result, the dim lights above are choked off by the smoke. A ladder in the middle of the companionway will take you to the deck below, two junctions lie to port and starboard, and to the aft, a long corridor leads off into the darkness. You don't hear the noise anymore, but you feel it's close. >d Carefully you descend to the deck below. Aft Companionway - Deck C It's dark on the lower decks, with the companionway saturated in an orange glow. But there is enough light to see a spare battery for the welding equipment up against the fore bulkhead. A ladder in the middle of this companionway will take you up to the B deck. A corridor runs port to starboard while the control room is aft. In this corridor, the alien spits at the sight of you. Taking a step back, he jumps up towards the ventilation system, then stops. You hear a hiss from deep inside the creature before he reaches out at you. >prod alien The creature cries out in pain as you plunge the cattle prod deep into the middle of his torso. He turns like he'll attack, then cries out one more time before jumping up into the ventilation system. >* one more charge, not great [Comment recorded.] >x battery There is another large battery here, designed to hold a charge for decades. It stands as tall as the corridor and is used as backup power for the welder. >take it It's larger than the bag and wouldn't fit. >a Engineering Control Room - Deck C There's more smoke than usual in this room, and the lights fail to help. But through this acidic haze, you see the controls have been laid into - all the gauges that monitor the vessel are covered in acid, adding to the thick smoke in the room. The only way out is forward. A locker lies on the port bulkhead - a thin thing like a utility closet that's covered in acid. Across from it, on top of a bench, a broken laptop lies in a pool of the yellow stuff. On the ground in front of the cabinet is a crowbar. >take crowbar You take the crowbar, thinking you should have brought one on board. >x it The crowbar is nothing more than a simple piece of metal used to pry things open. >* handy for some of the locks I guess [Comment recorded.] >open lcoker You can't see any such thing. >open locker You don't want to touch that. It's melting, covered in acid. From somewhere above you, towards the forward end of the ship, you hear the sound of wood being crushed in another room. Like it snapped in half. Then metal being thrown around? It's hard to tell. >x laptop Internal circuitry dissolves while the cables from the engineering panel melt - the whole thing now a pool of sludge. >f Aft Companionway - Deck C It's dark on the lower decks, with the companionway saturated in an orange glow. But there is enough light to see a spare battery for the welding equipment up against the fore bulkhead. A ladder in the middle of this companionway will take you up to the B deck. A corridor runs port to starboard while the control room is aft. >p Aft-Port Junction - Deck C A thick blanket of smoke hangs in this corner of the ship due to the collapsed corridor that's forward. The smoke's not moving. Instead, it's stagnant in this section of the tunnel, chocking off the light. Pipes run along the junction as it bends around, ending at a collapsed corridor. You can exit to starboard. >s Aft Companionway - Deck C It's dark on the lower decks, with the companionway saturated in an orange glow. But there is enough light to see a spare battery for the welding equipment up against the fore bulkhead. A ladder in the middle of this companionway will take you up to the B deck. A corridor runs port to starboard while the control room is aft. >s Aft-Starboard Junction - Deck C The smoke is thick because the air's not moving. The lights flicker, barely cutting through the haze. In the corner, some welding equipment is stored out of the way. Coolant pipes run along this junction, starting at the forward end and turning port. You hear something slithering towards the front end of the ship. A short distance away. It's coming towards you. >x wleding You can't see any such thing. >x equipment It's a laser welder that gets its power from the large battery next to it. Engineering uses it sparingly on the ship, but it does fire a cold laser when activated. You hear a noise, something crawling, but then it stops - it's close. >weld That's not a verb I recognize. >use welder That's not a verb I recognize. >turn on welder You don't need to weld anything. You need to loot the ship. You don't hear the noise anymore, but you feel it's close. >* Welding alien seems helpful [Comment recorded.] >save Ok. >z Time passes. You hear something slithering towards the front end of the ship. Near, and it's coming towards you. >z Time passes. Something is moving through these corridors, but it's close. Too close. >z Time passes. The alien seems to come from out of nowhere. He's quick and silent when looking for his prey. Then, spitting, he hones in on you. His hands reach out. >weld alien That's not a verb I recognize. >turn on welder You don't need to weld anything. You need to loot the ship. The alien jumps before you can get away, throwing you to the ground and breaking bones. With the creature on top of you, his large hand comes crashing down. Talons tear into your flesh. When the beast is done, it doesn't take long before you bleed out, only to be crushed from the pressure of the sun. *** You have died *** There is no score in this game, but if you're keeping track, you've been to 28 rooms in 136 turns. Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? >undo Aft-Starboard Junction - Deck C [Previous turn undone.] >shoot alien with welder That's not a verb I recognize. >enter welder You need to loot the ship, not mess with the welding equipment. The alien jumps before you can get away, throwing you to the ground and breaking bones. With the creature on top of you, his large hand comes crashing down. Talons tear into your flesh. When the beast is done, it doesn't take long before you bleed out, only to be crushed from the pressure of the sun. *** You have died *** There is no score in this game, but if you're keeping track, you've been to 28 rooms in 136 turns. Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? >undo Aft-Starboard Junction - Deck C [Previous turn undone.] >restore Ok. >* guess that doesn't work [Comment recorded.] >f Forward-Starboard Junction - Deck C The smoke slowly stirs in the air down here, being drawn into the companionway that's port. The lights try to cut through the haze with little effect. Pipes run along the bulkhead as they come around here, starting at the port end and turning aft. When you get near the pipes, you hear them creak. Something is moving through these corridors, but it's close. Too close. >p The xenomorph's faster than that. The alien seems to come from out of nowhere. He's quick and silent when looking for his prey. Then, spitting, he hones in on you. His hands reach out. >prod alien You hit the creature as hard as you can with the rod, but he just shakes his head. Screaming, he spits. Then jumps into the ventilation system. You look down at the handle. You're out of juice. >p Forward Companionway - Deck C It's hard to see in the underbelly of the ship. There are few lights and lots of smoke. Electric scarring on the overload module can be seen. It took a huge power spike. The garage door aft is open but full of so much smoke you can't see inside. The corridor runs starboard. Aft, you can enter the garage or climb the ladder well to go to B deck. >a Maintenance Garage - Deck C The thick haze churns as it flows out the open garage door, whipped up by something that went crazy in the room. Through the gloom, you see a set of tall doors to the aft. A land crawler sits next to an industrial pallet, but its hull is covered in a layer of acid that boils through anodized gold. The rest of the equipment fares no better. Everything is melting in here. On the fore bulkhead, there's an open door. Next to it, the bench is broken in half and covered in acid. On the deck is a sledgehammer. Lying in front of the broken workbench is a yellow flashcard. >take hammer (first putting the cattle prod in the bag) You pick up the sledgehammer, hoping that you'll still be able to defend yourself. With a sharp crack, the creaking and groaning stop for a moment as something breaks under pressure. >x it It's a sledgehammer. Slow, but the weight on the end might make for a good weapon. But the alien's quick, so who knows how really good it is. >x flashcard The yellow flashcard has the word "Engineering" written along the side of it. >take it You take the flashcard, holding on to it for now. >* hmm, thought we could already get to engineering [Comment recorded.] >a The doors are closed. You need a way to power them open. Maybe you should take a closer look at the panel next to the doors. >x panel The panel is recessed into the bulkhead. Pushing on it, you see a square space behind it that should hold a D-Cell battery. >i You're carrying: a yellow flashcard a sledgehammer a crowbar a data reader a vortex bag a cattle prod a hologram a ka-bar a nutrient processor a necklace a medkit a tissue knitter your outfit (being worn) >f Forward Companionway - Deck C It's hard to see in the underbelly of the ship. There are few lights and lots of smoke. Electric scarring on the overload module can be seen. It took a huge power spike. The garage door aft is open but full of so much smoke you can't see inside. The corridor runs starboard. Aft, you can enter the garage or climb the ladder well to go to B deck. >f You can go aft, starboard, or up. You hear something slithering towards the starboard side of the ship. Distant, but it's coming towards you. >u Slowly you climb up the ladder well. Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. You hear something slithering below you. It's distant. >save Ok. >f Science Corridor - Deck B This vessel is equipped with many sensors, covering everything from gravimetric distortions to audio anomalies, and this corridor housed all the monitoring stations for the science department. But an explosion happened here, destroying the passage and blocking it when the bulkheads collapsed. There's a hatch to port, but the blast broke off the handle. Since you are boxed in like this, you can only go aft to the companionway. You hear something slithering towards the aft end of the ship. It's distant. >open hatch with crowbar You put the crowbar between the hatch and bulkhead, trying with all your might to open it. The metal doesn't want to give, so you lean into it, pushing as hard as you can. Then a loud crack sounds throughout the ship. The door gives, finally allowing access to the bay. You hear a noise, something crawling, but then it stops - it's close. >* yay [Comment recorded.] >port Instrumentation Bay - Deck B This room has a little smoke due to the hatch being broken open, but besides that, it looks untouched, only by time and dust. Monitoring equipment is set up and plugged into a computer to observe gamma-ray bursts. The only way out is starboard, through the broken hatch. An extra camera plus a spare lens sit in the corner of this room. You hear something slithering towards the starboard side of the ship. It's distant. >x camera Used in light-sensitive photography, the camera might be worth something to an astronomer. You hear something slithering towards the starboard side of the ship. A short distance away. It's coming towards you. >take camera You take the camera, putting it in the vortex bag. You hear something slithering towards the starboard side of the ship. Near, and it's coming towards you. >s Science Corridor - Deck B This vessel is equipped with many sensors, covering everything from gravimetric distortions to audio anomalies, and this corridor housed all the monitoring stations for the science department. But an explosion happened here, destroying the passage and blocking it when the bulkheads collapsed. There's a hatch to port that's been forced open. With the hatch open, you can go aft or port. In this corridor, the alien spits at the sight of you. Taking a step back, he jumps up towards the ventilation system, then stops. You hear a hiss from deep inside the creature before he reaches out at you. >hit alien with hammer You swing the hammer for all it's worth, connecting with the skull of the xenomorph. It cries out in high-pitched pain before jumping up into the ventilation system, getting away from you. You got away with it this time, but the alien is intelligent and won't let a slow attack like that through again. >* eek [Comment recorded.] >save Ok. >a Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. >s Starboard Junction - Deck B The smoke is dense in this junction and just as thick as the rest of the ship. The lights in this area are out, creating a dark corner as this connection bends around. You can go forward towards the airlock or port into the corridor. >f Forward Corridor - Deck B Thick smoke makes it hard to see the dead body spread across the deck - guts ripped out by a heavy blow, now hardened in place. The dim lights radiate an orange glow, bouncing off the smoke and reflecting a pale color. Forward, the airlock will take you to your ship. To the aft, you can head deeper into the derelict. >f You leave the derelict behind. Happy to make it out alive with the loot you could find. Once you make planetfall, you head to a flea market in California where you know you can move almost anything. You try to sell the vortex bag, but no one will take such a hot item. From a local farmer, you get 75 dollars for the cattle prod. From the same farmer, you get another 25 dollars for the sledgehammer. From a handyman, you get 60 dollars for the crowbar. From an old grizzled Marine, you get 275 dollars for the Ka-Bar. From an aging midwife, you get 155 dollars for the tissue knitter. From the same midwife, you get another 75 dollars for the medkit. From a realtor, you get 230 dollars for the necklace. You don't get much for the data reader, 50 dollars from an experienced star pilot. From the same pilot, you get another 75 dollars for the hologram. From a doomsday prepper, you get 175 dollars for the nutrient processor. You fail to find an astronomer, but an amateur photographer buys the camera for 175 dollars. You made a total of 1,370 adjusted dollars from that run and will at least be able to repair and refuel the Kratos. So even though you just scrapped by, you still live the scavenger's life. *** You have won *** There is no score in this game, but if you're keeping track, you've been to 32 rooms in 158 turns. Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? >* could have been worse but obviously didn't solve most puzzles Please give one of the answers above. >undo Forward Corridor - Deck B [Previous turn undone.] >a Starboard Junction - Deck B The smoke is dense in this junction and just as thick as the rest of the ship. The lights in this area are out, creating a dark corner as this connection bends around. You can go forward towards the airlock or port into the corridor. >p Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. >u Slowly you climb up the ladder well. Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. >i You're carrying: a yellow flashcard a sledgehammer a crowbar a data reader a vortex bag a camera a cattle prod a hologram a ka-bar a nutrient processor a necklace a medkit a tissue knitter your outfit (being worn) You hear a noise, something crawling, but then it stops - it's close. >f Galley - Deck A With one large table in the middle, this room serves as the galley for the ship. But something happened here, and someone tried to clean it up. Even in this light, you can see dried blood underneath the table. Forward, there's an automated door to the bridge. You can see the panel next to it lit up. Starboard, there's a torn-down hatch. Aft, you can go back to the companionway. You don't hear the noise anymore, but you feel it's close. >x panel The panel has a ten-digit input pad along with a readout that displays the last code entered: 0000 You hear something slithering towards the aft end of the ship. It's near. >enter 1111 (in the panel) You set the panel to 1111. Something is moving through these corridors, but it's close. Too close. >enter 1701 (in the panel) You set the panel to 1701. You hear something slithering towards the aft end of the ship. It's near. >open door It's locked. You need to open it using the panel. You hear something slithering towards the aft end of the ship. A short distance away. And it's retreating. >a Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. You don't hear the noise anymore, but you feel it's close. >a Aft Junction - Deck A Filled with smoke, the aft portion of A deck never has a lot of light - the area is used for support. Goods are brought through here from a maintenance lift that's port. A handcart is pushed up against the vertical doors. The elevator doors are closed. The corridor runs forward to the companionway and starboard to a room. You don't hear the noise anymore, but it's still lurking. >push button You push the button calling the elevator up to this deck. The ship rubbles around you, the cage shakes, and then with a loud thud, the lift comes to a stop as the vertical doors open. You hear something slithering towards the front end of the ship. Distant, and it's retreating. >p Maintenance Lift - Deck A The air doesn't circulate here, so there's not as much smoke in the lift. A panel is attached to the doors with two buttons that operate the elevator, while the only way out is through the vertical doors starboard. You hear something slithering towards the starboard side of the ship. It's distant. >push red You push the button, but it does nothing. You're already on A deck. You hear something slithering towards the starboard side of the ship. A short distance away. It's coming towards you. >push green (first closing the doors) You push the button as the lift trembles in return, slowly taking you down to the next deck. Once there, the doors starboard open. Maintenance Lift - Deck B The air doesn't circulate here, so there's not as much smoke in the lift. A panel is attached to the doors with two buttons that operate the elevator, while the only way out is through the vertical doors starboard. >s Forward-Port Junction - Deck B With cargo brought down from a lift that's port, this corridor becomes a shortcut to the aft portion of B Deck. Smoke hangs stagnant in the air. Port, you can barely make out the maintenance lift through the gloom - starboard, the corridor has collapsed - aft, the smoke shifts heading down another passageway. In the middle of this corridor sits a large oval pod. >hit pod with hammer The pod's not a threat. It's not even alive. >a Port-Side Passageway - Deck B Lights try to break through the haze, but there's not enough juice coursing back here. This corridor has a weapons locker that sits at the end of it, port side, but the hatch is torn off, and the panel is covered in acid. Forward, a corridor leads off into darkness - port, you can enter the weapons locker, starboard you can exit the passageway. >s Aft Companionway - Deck B This open space is filled with a thick haze that blankets this area as it slowly rises from the opening below. As a result, the dim lights above are choked off by the smoke. A ladder in the middle of the companionway will take you to the deck below, two junctions lie to port and starboard, and to the aft, a long corridor leads off into the darkness. >d Carefully you descend to the deck below. Aft Companionway - Deck C It's dark on the lower decks, with the companionway saturated in an orange glow. But there is enough light to see a spare battery for the welding equipment up against the fore bulkhead. A ladder in the middle of this companionway will take you up to the B deck. A corridor runs port to starboard while the control room is aft. You hear something slithering towards the starboard side of the ship. Distant, but it's coming towards you. >take battery It's larger than the bag and wouldn't fit. You hear something slithering towards the starboard side of the ship. A short distance away. It's coming towards you. >a Engineering Control Room - Deck C There's more smoke than usual in this room, and the lights fail to help. But through this acidic haze, you see the controls have been laid into - all the gauges that monitor the vessel are covered in acid, adding to the thick smoke in the room. The only way out is forward. A locker lies on the port bulkhead - a thin thing like a utility closet that's covered in acid. Across from it, on top of a bench, a broken laptop lies in a pool of the yellow stuff. You hear something slithering towards the front end of the ship. It's a short distance away. >help If you need help with the rules, type RULES. If you need help with the verbs, type VERBS. If you want to know more about the game, type ABOUT. You hear something slithering towards the front end of the ship. Near, and it's coming towards you. >rules The rules are simple. You're here to loot the ship before you can't escape the gravity well. 9g. No more. Gravity increases over time, but not when you look at something, and can be seen in the upper right hand corner of the interpreter or by typing GRAVITY. Random elements are set at the beginning of the game. Something is moving through these corridors, but it's close. Too close. >f Aft Companionway - Deck C It's dark on the lower decks, with the companionway saturated in an orange glow. But there is enough light to see a spare battery for the welding equipment up against the fore bulkhead. A ladder in the middle of this companionway will take you up to the B deck. A corridor runs port to starboard while the control room is aft. Whatever is making noise is close, and you're brave to be so near. >u Slowly you climb up the ladder well. Aft Companionway - Deck B This open space is filled with a thick haze that blankets this area as it slowly rises from the opening below. As a result, the dim lights above are choked off by the smoke. A ladder in the middle of the companionway will take you to the deck below, two junctions lie to port and starboard, and to the aft, a long corridor leads off into the darkness. Something is moving through these corridors, but it's close. Too close. >x reader The data reader is an outdated logging device used by the ship's personal. Colored flashcards can be inserted into the reader, which will display the information on the screen. You hear something slithering towards the starboard side of the ship. It's near. >* oh the flashcards are records, not keycards [Comment recorded.] >put card in reader You insert the yellow flashcard into the data reader. Immediately information pops up on the screen. You hear something slithering towards the starboard side of the ship. It's near. >read reader The screen lights up with a green phosphorous glow. ******************* MAINTENANCE ORDER ******************* Change all the door locks. It looks like Ripley figured them out again. But I don't want to have to remember a million numbers, so input 4993. And put it on all the locks, that should really piss her off next time. - Parker You don't hear the noise anymore, but you feel it's close. >* lol [Comment recorded.] >p Port-Side Passageway - Deck B Lights try to break through the haze, but there's not enough juice coursing back here. This corridor has a weapons locker that sits at the end of it, port side, but the hatch is torn off, and the panel is covered in acid. Forward, a corridor leads off into darkness - port, you can enter the weapons locker, starboard you can exit the passageway. At 8g, you really start to feel it with labored movement and slower reaction speed. You need to get off the ship before she pulls you under. You don't hear the noise anymore, but you feel it's close. >f Forward-Port Junction - Deck B With cargo brought down from a lift that's port, this corridor becomes a shortcut to the aft portion of B Deck. Smoke hangs stagnant in the air. Port, you can barely make out the maintenance lift through the gloom - starboard, the corridor has collapsed - aft, the smoke shifts heading down another passageway. In the middle of this corridor sits a large oval pod. You hear something slithering towards the aft end of the ship. A short distance away. And it's retreating. >p Maintenance Lift - Deck B The air doesn't circulate here, so there's not as much smoke in the lift. A panel is attached to the doors with two buttons that operate the elevator, while the only way out is through the vertical doors starboard. >push green You push the button, but it does nothing. You're already on B deck. >undo Maintenance Lift - Deck B [Previous turn undone.] >push red (first closing the doors) You push the button as the lift trembles in return. The doors automatically close, causing you to step back. And then you hear gears grind, like an old engine starting up. Slowly, you go to the deck above. Once there, the doors starboard open. Maintenance Lift - Deck A The air doesn't circulate here, so there's not as much smoke in the lift. A panel is attached to the doors with two buttons that operate the elevator, while the only way out is through the vertical doors starboard. >s Aft Junction - Deck A Filled with smoke, the aft portion of A deck never has a lot of light - the area is used for support. Goods are brought through here from a maintenance lift that's port. A handcart is pushed up against the vertical doors. This corridor runs port into the lift and starboard into a room. You can also go forward to the companionway. >f Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. >f Galley - Deck A With one large table in the middle, this room serves as the galley for the ship. But something happened here, and someone tried to clean it up. Even in this light, you can see dried blood underneath the table. Forward, there's an automated door to the bridge. You can see the panel next to it lit up. Starboard, there's a torn-down hatch. Aft, you can go back to the companionway. >type 4993 (in the panel) The locks disengage with a loud hiss as excess gas on the bridge is vented - the smoke around you swirls and churns in its wake. >f The door opens long enough for you to walkthrough, then closes behind you. Bridge - Deck A Automated doors keep the smoke out - the air's clear. But all the lights are amber - there's little left in the batteries. The command chairs are empty, and the monitors that hang down from the ceiling are blank. But there's a glow coming from the hatch that's starboard. The A.I. is still alive after all these years. There's a hatch that goes starboard to the computer room - while the automated doors head aft, back to the ship. The command chairs are empty, except for a trinket that has been left behind on one of them. >take trinket You take the trinket, putting it in the vortex bag. >x it The trinket is a crystal that's coated in silver. It reminds you of a captured star. >open hatch There's only one way to operate the hatch, a slot for an access card. It's not as simple as entering a code. But you doubt that you'd be able to find a card on the ship. You haven't found one yet. There must be another way. >break hatch with hammer Something might be on this ship, but you have to know what is behind this hatch. Swinging the sledgehammer, you feel the metal connect as it rings hollow - but the door doesn't give. So you try again. And again. It finally pops open as a cry from deep within the ship answers. The gravity becomes too strong. You hear the ship begin to strain, metal bending under the force. Even if you made it back to your ship, by the time you settled in and fired up the engines, you wouldn't be able to escape the gravity well. You're trapped and will die in the fiery depths of the sun. *** You have died *** There is no score in this game, but if you're keeping track, you've been to 33 rooms in 199 turns. Would you like to RESTART, RESTORE a saved game or QUIT? >undo Bridge - Deck A [Previous turn undone.] >undo Bridge - Deck A [Previous turn undone.] >restore Ok. >l Science Corridor - Deck B This vessel is equipped with many sensors, covering everything from gravimetric distortions to audio anomalies, and this corridor housed all the monitoring stations for the science department. But an explosion happened here, destroying the passage and blocking it when the bulkheads collapsed. There's a hatch to port that's been forced open. With the hatch open, you can go aft or port. >a Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. >u Slowly you climb up the ladder well. Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. >f Galley - Deck A With one large table in the middle, this room serves as the galley for the ship. But something happened here, and someone tried to clean it up. Even in this light, you can see dried blood underneath the table. Forward, there's an automated door to the bridge. You can see the panel next to it lit up. Starboard, there's a torn-down hatch. Aft, you can go back to the companionway. >type 4993 (in the panel) The locks disengage with a loud hiss as excess gas on the bridge is vented - the smoke around you swirls and churns in its wake. >f The door opens long enough for you to walkthrough, then closes behind you. Bridge - Deck A Automated doors keep the smoke out - the air's clear. But all the lights are amber - there's little left in the batteries. The command chairs are empty, and the monitors that hang down from the ceiling are blank. But there's a glow coming from the hatch that's starboard. The A.I. is still alive after all these years. There's a hatch that goes starboard to the computer room - while the automated doors head aft, back to the ship. The command chairs are empty, except for a trinket that has been left behind on one of them. >take trinket You take the trinket, putting it in the vortex bag. You hear a noise, something crawling, but then it stops - it's close. >hit hatch with hammer Something might be on this ship, but you have to know what is behind this hatch. Swinging the sledgehammer, you feel the metal connect as it rings hollow - but the door doesn't give. So you try again. And again. It finally pops open as a cry from this deck answers. The xenomorph is close. You don't hear the noise anymore, but you feel it's close. >s Computer Room - Deck A It's a strange design, but the room is shaped like a hexagon - with the upper and lower portion slanted at a 45-degree angle. In the center is a chair where you have access to a keyboard. The terminal has unusual input, and sits under a central monitor. An access panel on the lower aft side is recessed into the terminal. Behind the chair, there's the hatch that you broke. It will allow you to exit port. >x panel On the lower aft side of the terminal, there's a label covering the access panel to the core A.I. There are symbols that warn of death and high voltage. >x terminal You could get a better look at the keyboard if you were sitting down in the chair. >enter chair You slip into the chair, pulling yourself up to the keyboard. >x terminal The keyboard sits under the center monitor. There are buttons here with different symbols on them. Some triangles. Others dots. >push buttons You push one of the keys. A warning lights up on the center monitor, but it's followed by a garbled message. >g You push again, but the information doesn't change. >x warning *** WARNING: STOP DESTRUCT SEQUENCE *** *** WARNING: STOP DESTRUCT SEQUENCE *** *** WARNING: STOP DESTRUCT SEQUENCE *** Intruder Location: #!+-?&[%$*] >take all There is nothing to take. >push dots You push again, but the information doesn't change. >push triangles You push again, but the information doesn't change. >talk to computer You can only do that to something animate. >computer, hello You can't talk to the main computer. >l Computer Room - Deck A (on the chair) It's a strange design, but the room is shaped like a hexagon - with the upper and lower portion slanted at a 45-degree angle. In the center is a chair where you have access to a keyboard. The terminal has unusual input, and sits under a central monitor. An access panel on the lower aft side is recessed into the terminal. Behind the chair, there's the hatch that you broke. It will allow you to exit port. >x panel On the lower aft side of the terminal, there's a label covering the access panel to the core A.I. There are symbols that warn of death and high voltage. >open panel You reach down, trying to pry open the edge as you work the crowbar back and forth, forcing open the panel. Inside sits the brain's of the ship - the core A.I. >x ai The core AI is sealed in a titanium case. A row of small lights runs down the side with only one rapidly blinking, showing the electric brain is low on power. >take it You take the core AI, pulling on strands of wire that connect the electric brain to the computer. The lights surrounding you die. The ship is left to what little battery power is left. Without the AI guiding the energy, it will burn up fast. You put the core into the vortex bag. >p (first getting out of the chair) Bridge - Deck A Automated doors keep the smoke out - the air's clear. But all the lights are amber - there's little left in the batteries. The command chairs are empty, and the monitors that hang down from the ceiling are blank. There's a hatch that goes starboard to the computer room - while the automated doors head aft, back to the ship. The alien, hiding in the ventilation system, sees you. But the drool from his mouth falls, hitting the deck in front of you and giving you a second to react. >hit alien with crowbar You swing the crowbar at the alien, but it bats it away, breaking your arm. Then the creature hits you in the chest, sending you flying back into the bulkhead and breaking your ribs. When the alien's done, you bleed out before the ship's crushed from the pressure of the sun. *** You have died *** There is no score in this game, but if you're keeping track, you've been to 34 rooms in 179 turns. Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? >undo Bridge - Deck A [Previous turn undone.] >hit alien with hammer A slow attack like that would miss the alien a second time. You drop the hammer, grabbing the cattle prod and rolling to one side. Then you try to stick the alien with the rod, but nothing happens. You realize all too late that the rod is out of power. When the alien's done, you bleed out before the ship's crushed from the pressure of the sun. *** You have died *** There is no score in this game, but if you're keeping track, you've been to 34 rooms in 179 turns. Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? >restore Ok. >a Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. >u Slowly you climb up the ladder well. Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. >f Galley - Deck A With one large table in the middle, this room serves as the galley for the ship. But something happened here, and someone tried to clean it up. Even in this light, you can see dried blood underneath the table. Forward, there's an automated door to the bridge. You can see the panel next to it lit up. Starboard, there's a torn-down hatch. Aft, you can go back to the companionway. >type 4993 (in the panel) The locks disengage with a loud hiss as excess gas on the bridge is vented - the smoke around you swirls and churns in its wake. >f The door opens long enough for you to walkthrough, then closes behind you. Bridge - Deck A Automated doors keep the smoke out - the air's clear. But all the lights are amber - there's little left in the batteries. The command chairs are empty, and the monitors that hang down from the ceiling are blank. But there's a glow coming from the hatch that's starboard. The A.I. is still alive after all these years. There's a hatch that goes starboard to the computer room - while the automated doors head aft, back to the ship. The command chairs are empty, except for a trinket that has been left behind on one of them. >take trinket You take the trinket, putting it in the vortex bag. >break hatch with hammer Something might be on this ship, but you have to know what is behind this hatch. Swinging the sledgehammer, you feel the metal connect as it rings hollow - but the door doesn't give. So you try again. And again. It finally pops open as a cry from this deck answers. The xenomorph is close. You hear a noise, something crawling, but then it stops - it's close. >s Computer Room - Deck A It's a strange design, but the room is shaped like a hexagon - with the upper and lower portion slanted at a 45-degree angle. In the center is a chair where you have access to a keyboard. The terminal has unusual input, and sits under a central monitor. An access panel on the lower aft side is recessed into the terminal. Behind the chair, there's the hatch that you broke. It will allow you to exit port. >open panel You reach down, trying to pry open the edge as you work the crowbar back and forth, forcing open the panel. Inside sits the brain's of the ship - the core A.I. >take ai You take the core AI, pulling on strands of wire that connect the electric brain to the computer. The lights surrounding you die. The ship is left to what little battery power is left. Without the AI guiding the energy, it will burn up fast. You put the core into the vortex bag. >p Bridge - Deck A Automated doors keep the smoke out - the air's clear. But all the lights are amber - there's little left in the batteries. The command chairs are empty, and the monitors that hang down from the ceiling are blank. There's a hatch that goes starboard to the computer room - while the automated doors head aft, back to the ship. Something is moving through these corridors, but it's close. Too close. >a The xenomorph's faster than that. The alien seems to come from out of nowhere. He's quick and silent when looking for his prey. Then, spitting, he hones in on you. His hands reach out. >s But the xenomorph knows where you are. The alien jumps before you can get away, throwing you to the ground and breaking bones. With the creature on top of you, his large hand comes crashing down. Talons tear into your flesh. When the beast is done, it doesn't take long before you bleed out, only to be crushed from the pressure of the sun. *** You have died *** There is no score in this game, but if you're keeping track, you've been to 34 rooms in 167 turns. Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? >* don't think I can do it Please give one of the answers above. >restore Ok. >a Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. >d Carefully you descend to the deck below. Forward Companionway - Deck C It's hard to see in the underbelly of the ship. There are few lights and lots of smoke. Electric scarring on the overload module can be seen. It took a huge power spike. The garage door aft is open but full of so much smoke you can't see inside. The corridor runs starboard. Aft, you can enter the garage or climb the ladder well to go to B deck. >p The corridor port has collapsed and is full of debris. Like something slammed into the ship while she floated through space. >u Slowly you climb up the ladder well. Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. >p You can go forward, starboard, up, or down. >d Carefully you descend to the deck below. Forward Companionway - Deck C It's hard to see in the underbelly of the ship. There are few lights and lots of smoke. Electric scarring on the overload module can be seen. It took a huge power spike. The garage door aft is open but full of so much smoke you can't see inside. The corridor runs starboard. Aft, you can enter the garage or climb the ladder well to go to B deck. >s Forward-Starboard Junction - Deck C The smoke slowly stirs in the air down here, being drawn into the companionway that's port. The lights try to cut through the haze with little effect. Pipes run along the bulkhead as they come around here, starting at the port end and turning aft. When you get near the pipes, you hear them moan. You hear a noise, something crawling, but then it stops - lurking. >a Aft-Starboard Junction - Deck C The smoke is thick because the air's not moving. The lights flicker, barely cutting through the haze. In the corner, some welding equipment is stored out of the way. Coolant pipes run along this junction, starting at the forward end and turning port. >p Aft Companionway - Deck C It's dark on the lower decks, with the companionway saturated in an orange glow. But there is enough light to see a spare battery for the welding equipment up against the fore bulkhead. A ladder in the middle of this companionway will take you up to the B deck. A corridor runs port to starboard while the control room is aft. >u Slowly you climb up the ladder well. Aft Companionway - Deck B This open space is filled with a thick haze that blankets this area as it slowly rises from the opening below. As a result, the dim lights above are choked off by the smoke. A ladder in the middle of the companionway will take you to the deck below, two junctions lie to port and starboard, and to the aft, a long corridor leads off into the darkness. >p Port-Side Passageway - Deck B Lights try to break through the haze, but there's not enough juice coursing back here. This corridor has a weapons locker that sits at the end of it, port side, but the hatch is torn off, and the panel is covered in acid. Forward, a corridor leads off into darkness - port, you can enter the weapons locker, starboard you can exit the passageway. >f Forward-Port Junction - Deck B With cargo brought down from a lift that's port, this corridor becomes a shortcut to the aft portion of B Deck. Smoke hangs stagnant in the air. Port, you can barely make out the maintenance lift through the gloom - starboard, the corridor has collapsed - aft, the smoke shifts heading down another passageway. In the middle of this corridor sits a large oval pod. >p Maintenance Lift - Deck B The air doesn't circulate here, so there's not as much smoke in the lift. A panel is attached to the doors with two buttons that operate the elevator, while the only way out is through the vertical doors starboard. >push red (first closing the doors) You push the button as the lift trembles in return. The doors automatically close, causing you to step back. And then you hear gears grind, like an old engine starting up. Slowly, you go to the deck above. Once there, the doors starboard open. Maintenance Lift - Deck A The air doesn't circulate here, so there's not as much smoke in the lift. A panel is attached to the doors with two buttons that operate the elevator, while the only way out is through the vertical doors starboard. >s Aft Junction - Deck A Filled with smoke, the aft portion of A deck never has a lot of light - the area is used for support. Goods are brought through here from a maintenance lift that's port. A handcart is pushed up against the vertical doors. This corridor runs port into the lift and starboard into a room. You can also go forward to the companionway. You hear something slithering towards the front end of the ship. Distant, but it's coming towards you. >f Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. You hear something slithering below you. It's distant. >f Galley - Deck A With one large table in the middle, this room serves as the galley for the ship. But something happened here, and someone tried to clean it up. Even in this light, you can see dried blood underneath the table. Forward, there's an automated door to the bridge. You can see the panel next to it lit up. Starboard, there's a torn-down hatch. Aft, you can go back to the companionway. >type 4993 (in the panel) The locks disengage with a loud hiss as excess gas on the bridge is vented - the smoke around you swirls and churns in its wake. >f The door opens long enough for you to walkthrough, then closes behind you. Bridge - Deck A Automated doors keep the smoke out - the air's clear. But all the lights are amber - there's little left in the batteries. The command chairs are empty, and the monitors that hang down from the ceiling are blank. But there's a glow coming from the hatch that's starboard. The A.I. is still alive after all these years. There's a hatch that goes starboard to the computer room - while the automated doors head aft, back to the ship. The command chairs are empty, except for a trinket that has been left behind on one of them. >take trinket You take the trinket, putting it in the vortex bag. >hit hatch with hammer Something might be on this ship, but you have to know what is behind this hatch. Swinging the sledgehammer, you feel the metal connect as it rings hollow - but the door doesn't give. So you try again. And again. It finally pops open as a cry from deep within the ship answers. >s Computer Room - Deck A It's a strange design, but the room is shaped like a hexagon - with the upper and lower portion slanted at a 45-degree angle. In the center is a chair where you have access to a keyboard. The terminal has unusual input, and sits under a central monitor. An access panel on the lower aft side is recessed into the terminal. Behind the chair, there's the hatch that you broke. It will allow you to exit port. >open panel You reach down, trying to pry open the edge as you work the crowbar back and forth, forcing open the panel. Inside sits the brain's of the ship - the core A.I. >take ai You take the core AI, pulling on strands of wire that connect the electric brain to the computer. The lights surrounding you die. The ship is left to what little battery power is left. Without the AI guiding the energy, it will burn up fast. You put the core into the vortex bag. >p Bridge - Deck A Automated doors keep the smoke out - the air's clear. But all the lights are amber - there's little left in the batteries. The command chairs are empty, and the monitors that hang down from the ceiling are blank. There's a hatch that goes starboard to the computer room - while the automated doors head aft, back to the ship. >a The doors quickly close behind you as you enter the galley. Galley - Deck A With one large table in the middle, this room serves as the galley for the ship. But something happened here, and someone tried to clean it up. Even in this light, you can see dried blood underneath the table. Forward, there's an automated door to the bridge. You can see the panel next to it lit up. Starboard, there's a torn-down hatch. Aft, you can go back to the companionway. You hear something slithering towards the aft end of the ship. Distant, but it's coming towards you. >a Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. You hear something slithering below you. Near, and it's coming towards you. >d Carefully you descend to the deck below. Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. At 8g, you really start to feel it with labored movement and slower reaction speed. You need to get off the ship before she pulls you under. In this corridor, the alien spits at the sight of you. Taking a step back, he jumps up towards the ventilation system, then stops. You hear a hiss from deep inside the creature before he reaches out at you. >undo Forward Companionway - Deck A [Previous turn undone.] >d Carefully you descend to the deck below. Forward Companionway - Deck B With the batteries running out, the lights in this section collide with the smoke to create an orange glow. It gives the room an imagined warmth, where there is none in space. The companionway is wide, with an access panel on the forward bulkhead. A ladder well sits in the middle of the room while corridors spider off from it, heading fore and starboard. The corridor aft has collapsed. At 8g, you really start to feel it with labored movement and slower reaction speed. You need to get off the ship before she pulls you under. In this corridor, the alien spits at the sight of you. Taking a step back, he jumps up towards the ventilation system, then stops. You hear a hiss from deep inside the creature before he reaches out at you. >undo Forward Companionway - Deck A [Previous turn undone.] >z Time passes. At 8g, you really start to feel it with labored movement and slower reaction speed. You need to get off the ship before she pulls you under. Something is moving through these corridors, but it's close. Too close. >d The xenomorph's faster than that. The alien seems to come from out of nowhere. He's quick and silent when looking for his prey. Then, spitting, he hones in on you. His hands reach out. >undo Forward Companionway - Deck A [Previous turn undone.] >undo Forward Companionway - Deck A [Previous turn undone.] >a Aft Junction - Deck A Filled with smoke, the aft portion of A deck never has a lot of light - the area is used for support. Goods are brought through here from a maintenance lift that's port. A handcart is pushed up against the vertical doors. This corridor runs port into the lift and starboard into a room. You can also go forward to the companionway. At 8g, you really start to feel it with labored movement and slower reaction speed. You need to get off the ship before she pulls you under. You hear something slithering towards the front end of the ship. It's near. >f Forward Companionway - Deck A The smoke up here barely moves, with LEDs giving off a faint glow. This companionway is a hub with rooms in all directions, but in the middle, a coolant canister has been left behind. There's a ladder well that sits in the middle of the companionway. Two rooms lie to port and starboard, and a corridor lies aft. While forward, you can go deeper into the derelict. In this corridor, the alien spits at the sight of you. Taking a step back, he jumps up towards the ventilation system, then stops. You hear a hiss from deep inside the creature before he reaches out at you. >d The xenomorph's faster than that. The alien jumps before you can get away, throwing you to the ground and breaking bones. With the creature on top of you, his large hand comes crashing down. Talons tear into your flesh. When the beast is done, it doesn't take long before you bleed out, only to be crushed from the pressure of the sun. *** You have died *** There is no score in this game, but if you're keeping track, you've been to 34 rooms in 184 turns. Would you like to RESTART, RESTORE a saved game, UNDO your last move or QUIT? >restart