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Contents

The Hangover

note: see also Talk:Act 1: The hangover

Part 1: Orientation

Starting situation

The Player wakes up, he is one of the few members that wasn't in hyper-sleep during the crash. Power is minimal. The door systems do not work and parts of the ship are wrecked. Also some tubes transporting various fluids/gases/plasmas might be leaking.

Puzzles

Find your way around the obstacles caused by the crash. Move through some ventilation ducts and use some detours. This should introduce the player to the concept of using buttons and jumping / crouching in a 'safe' manner. Also moving of some objects might be useful.

There should be signs in the hallways indicating where the control center is so the player can find the way without needing further guidance.

  • Kick open a panel to enter ventilation system
  • Crouch around the ventilation system
  • Open some defect doors by hand control (hatches, turn a wheel in a trapdoor, open it with an object, jam the control mechanism)
  • Cross an area with huge depth, like you can't see the end of it, jump on pipes over it

Actions

Find the navigation crew and the other few peoples that are awoken: report the situation. You get a brief description from control of what happened: the mother ship crashed, hit by some biological projectile before it entered the atmosphere, there are wounded and a few dead in the crash.

The ships status is checked: The ship is quite damaged, main power source is dead, only emergency power source, antenna block is missing. One of the 4 main engines is completely dead. Most of the crew in hyper sleep can't be woken up because of the power breakdown, there are only 5 or 10 peoples awake. There are some parts of the ship broken off, but should be close by. The player is given a device to locate these objects.

Part 2: Repairs

Starting situation

Player has a gun and device to track parts of the ship that are lost during the crash. Engineers need those parts to fix important systems (power, radar and communication).

Action

You are escorted to an airlock that gives access to the terrain outside. It looks a bit like a desert. When you would around you can find some debris, rocks and other junk. You meet some friendly / neutral alien animals. With help of the tracking device you can locate the required components easily.

Part 3: Power up

Starting situation

The components helped the engineers and they managed to fix the radar and communications quickly. The power stays a problem though; it is more stable but still too little. With help of the radar they found a location where there should be a power source of some kind.

Action

The tracking device is now linked to the ship's computer so you have access to a small map and directions. You are lead in the way of the power source. When you get closer you see it is some sort of building. It is a field station created by the Lynir. The power generator is still functioning but not portable. There need to be some link created between the station and the ship.

Quest: Bugs!

There are some creatures living in this long abundant building. This will be the first action. Should not be very hard as the player is still learning. Just something that could hurt the player if they are not knowing what they do.

Quest: Translation

To be able to work with Lynir technology there need to be translations available. To give these the computer needs to be fed with enough sources of Lynir writing. You need to take pictures / download data from the station and send it to the ship. After you gather enough data the ships computer can give translations where requested by the player.

Quest: Link up

With the translations and instructions from the engineers on the ship you are able to create a wireless link beaming a data stream and power to the ship's receivers. This will power the ship enough to get most systems working and wake the people in stasis. The bigger repair crews can fix the ships power source now.

Part 5: Deployment

Starting situation

The ship has enough power and all non-damaged systems are up again. The colonists are awoken and there are a lot of repair crews working.

Action

The colonists not working on the repairs are starting to deploy houses and unload the ship. You together with a few others are the armed guard.

Suddenly some of the friendly aliens seen before rush toward the colony and just pass it. A few seconds later a pack of Ch'thda follows, upon seeing the humans they attack. The pack should consist of a few Ch'thda Conskript and one Ch'thda Niarb. This is the first engagement with the Ch'thda.

Quest: Defense

For better defense the auto-cannons are unpacked first. The perimeter is secure by deploying them around the ship, colony and Lynir outpost. You and the other guards have to preform this task.

During the deployment a few other Ch'thda packs might attack, once all the guns are positioned the defense is solid enough to make the attackers retreat.


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