190 lines
7.9 KiB
Plaintext
190 lines
7.9 KiB
Plaintext
THE SHIP FROM THE STARS
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Dave Lebling
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November, 1981
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-Synopsis-
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Space-based tracking radars discover a small asteroid (or huge
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starship) hurtling into the solar system. Although they don't know it,
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the ship is an enormous gift and test sent by an advanced race to the
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primitive cultures of the galactic arm. The ship contains secrets which
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wish to be discovered, but only by a race advanced enough (and clever
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enough and lucky enough) to penetrate its mysteries.
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The ultimate goal is to gain control of the ship's instruments and
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thereby bring it into orbit around the Sun, so that it can be studied
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and exploited. The radar tracking makes clear that there is only a
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limited amount of time available, as the orbit takes it through the
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solar system almost perpendicular to the plane of the ecliptic.
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Further, control of the ship is vested in "magic" devices (keys, if you
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will) which collectively activate the main control panel. Each key is
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obtained by solving a problem.
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Other attempts have been made to stop the ship: our system is not the
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first it has visited. Relics of those attempts, including adventurers
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or their descendants, remain aboard. On the other hand, they may know
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about how to obtain keys or even have some themselves.
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The player is in the role of the "lucky" asteroid miner who is the only
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earth-based ship with an orbit close enough to the cylinder's path to
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have a chance to intercept it.
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-Ship Layout-
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The ship is an enormous cylinder (roughly -- it was obviously a hacked
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up asteroid). At one end are the engines, at the other the control
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room. Much of the interior is airspace. Around the rim are four
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docking ports, three of which are occupied when the Earth ship arrives!
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Main gangways run the length of the ship, main lifts near the docking
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ports run from the outside rim to the airspace. There are ring corridors
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leading around the ship as well. The engine end of the airspace supports a
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jungle environment which replenishes the air supply. The center of the
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jungle end sports the drive bubble (engine room), which is not visible
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from the ground because of the jungle. The center of the other end
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sports the control bubble. There is a fence midway to keep the jungle
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at its end.
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-Docking Ports-
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There are four of these. Two are already occupied by the ships of
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previous adventurers, and one was destroyed (almost) by the blast-off of
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a third. Each port has flexible grapples which catch incoming ships,
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deccelerate them and hold them. Nearby is a port with airlock which is
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opened by pushing the "earth" symbol in a stylized solar system. In the
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airlock is found the first key and a device which allows limited use of
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the ship's computer.
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-Keys-
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The keys are translucent crystals of various colors. To make the test
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fair, one is found in your airlock. Several others have already been
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found by previous adventurers, and some of these are same color as your
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airlock one (they crumble to dust when confronted with yours).
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-Translator-
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Ship has been listening to radio/TV broadcasts from Earth (that's how it
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decided to come here). Translator connects to central computer, which
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watches and observes all goings on. Doesn't work perfectly though, and
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it's not omniscient. Will answer some questions, but not all. The
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translator is somewhat fragile, and can get broken in a fight, for
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example.
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-Jungle-
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You can gain access to the drive bubble by climbing trees (bubble is
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invisible from floor). No trees at control bubble end. Drive bubble
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will open into weightless area, but you can't push off with enough
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impulse to get to control end. Jump plus assist from several blasts
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from the zap gun will be enough to get there (note that you thus can't
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overuse the zap gun, as it has limited charges. One of the keys
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opens the control bubble.
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-Aliens-
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There were three previous attempts to take over the ship:
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1) The Immortal. A hugely long-lived alien, he still lives in his ship.
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He looks like an enormous spider (but he isn't -- remember the square-
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cube law). The intent is that he should look fierce and nasty, but not
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be. He knows a lot, may give you information and a key.
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Profoundly bored, he has been here a long time. You should give him
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your entertainment cassettes. He has a translator of his own.
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2) The Savages. These are descendents of a larger expedition which
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contained both sexes. The chieftain wears the ancient ruins of a
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spacesuit, carries a key as a token. If you are in a spacesuit as well
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he will trade the key for your much more interesting spacesuit. You can
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also blow it and get him or his tribe to fight you. Zap gun may destroy
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key. He will also lead you into the ship in which his ancestors arrived,
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and there you can find another key! This ship is on the other side of
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a more-or-less unmappable maze; unmappable because the young of this
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species will steal anything you drop to aid in mapping.
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3) The Departed. This alien tried to get away after finding at least
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one key. He didn't make it. The corpse is tethered to the ship.
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Perhaps he was waiting for another ship to take him off, or his companions
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abandoned him. He has a key.
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-Teleportation Disks-
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These flip to the other if something touches them. They are activated
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by pressure (e.g., dropping them) on one side (the red side). Whatever
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is within their range is transported. They are found hanging
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side-by-side on the wall near the Force Shield.
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-Force Shield-
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Has four settings, lowest of which reveals a key imbedded in the field.
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Place something on the shield at a middle setting, then put a T.D. on
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the floor beneath. Then set the shield to the highest setting, which
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leaves the object unsupported, and it drops onto the T.D., transporting
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it and the key to the other disk.
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-Maintenance Mice-
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These carry off any object left on the floor. Can be found in the
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Maintenance Center. They go in and out of holes in walls, so you can't
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follow them. You can use the Teleportation Disks to get into the
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maintenance center, though! Just leave one somewhere and a mouse will
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pick it up sooner or later.
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-Zoo-
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Most of the animals have died, escaped, or been released. A hive of
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rat-ants (name is self-explanatory) remains. They build nests out of
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junk, including a key they found somewhere. If you break the nest,
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they will rebuild it further away from you, but you can get the key
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before they reuse it.
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-Computer Room-
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A non-working computer is here, which you can reactivate by plugging
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a replacement board in; but be sure to power it off first or you fry
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the board. The computer will extrude a key if you do the right thing
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here.
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-Observation Deck-
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A clear key here produces a prism which you can see before you see the
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key itself.
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-Weapons Deck-
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You find a zap gun here, which has an enormous recoil to it (you can
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use it to propel you to the control room). It has only a certain number
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of charges, of course. It also has a key in its barrel which tints the
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blast its color. None of the other weapons works.
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-Engine Room-
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-Maintenance Center-
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Maintenance mice return here, and they drop anything they've picked up
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that might not be real trash. There is a rather full bin of such stuff,
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since no one has checked it recently. If you root around long enough
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you will find a key, plus anything else you may have dropped that the mice
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recovered.
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-Dropshaft-
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Most dropshafts (air conditioning?) are covered with an invulnerable
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mesh. One is not. You must stop at each level going out you will
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splat.
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-Control Bubble-
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Something nasty lives in it. The normal exits are blocked.
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-Control Panel-
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This is very complicated. Basically it a control panel for illiterates,
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all symbolic. There is a key for each control without which the control
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won't activate. The labelling is not even there until the keys are
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inserted. There are View Select controls, Speed select controls, a
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Target Select board and viewer, and a Course Select board. There is
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also an execute key. You have to figure out how to direct the ship into
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a circular Earth orbit...
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