Inside you find the steering controls, busted. You're going to need the Technician and Electrician to fix this one. The only sound in here is the hum of the ship and your own breathing.
@Potato13: V'glua enters the right hall. You hear a sound, scraping, but it's coming from somewhere else. You can enter the Breaker Room, Radio Room, or Watcher's Station.
@Abu_Jafar: You enter the electric room. It's a towering wall of data drives and necessary ship parts. From your technician experience, you can tell the 10 parts broken: - Ship Booster 1 - Ship Booster 2 - Right Wing - Power Cell Breaker Room - Access to Unauthorized rooms - Ship controls - Holo-GPS - Entrance and Exit hatch - Self-Repair Modeling - Secondary Power Source
You realize many of these are necessary to move the ship. You must solve 3 puzzles to repair each one, while in a blind spot. Whenever you repair one, the ship regains control and power to that part of it and once all 10 are repaired, you can attempt a return to the Planes.
The door is locked. You realize you need access of some kind... It seems that the broken system is keeping the door from opening. You can peek through a keyhole and see a journal inside.
@Abu_Jafar - Your first Riddle - ----------------------------------------------------------------------------------------------------------------------- I speak without a mouth and hear without ears. I have no body, but I come alive with wind. What am I? ----------------------------------------------------------------------------------------------------------------------- Pleaseeeee don't look this up. I can lower the difficulty or give hints if you are stuck.
@Potato13@ChoyBoi You enter the radio room. The lights inside flicker on and off, and you feel a chill down your spine. The room is silent. Neither of you can figure out how to work the radio, the frequency is odd and it needs some basic repairs, which can be done by the Radio Rescuer or Electrician. Then you hear the crackling of radio static. A breathing sound is coming from the trapdoor in the room. Something is here with you.
Okay, I'm going to head to the crew quarters then. If the captain's not around, perhaps the first mate is? Or anyone else who's got higher authority than the people present?
@DrakeGladis the Technician can fix the Access locks, so when they are done with that you can get in. As far as you can tell, no one but your group is on the ship. However, search around... maybe you'll find... something... *evil laugh*
@SpellPiper2213 ok, how it's going to work is this. You tell me what camera you want to look at, and I will tell you what is happening. You can switch to any camera at any time, but you will eventually run out of power. If you have the electrician present, they can keep your power source going.
CAM 01: Command Module CAM 02: Airlock CAM 03: Breaker Room (Where the Electrician works most of the time) CAM 04: Radio Room (Where the Radio Rescuer works) CAM 05: Electric Room (Technician can do some work here) CAM 06: Entrance and Exit hatch CAM 07: Right hall (Located to the right of Breaker Room, Radio Room, and Watcher's Station) CAM 08: Left hall (Located to the left of Command Module, Airlock, Electric Room, and Entrance and Exit hatch).
@DrakeGladis you enter the room, and smell... something. There are 15 hammocks lined up, a small portable kitchen, and a giant wardrobe. About 20 feet ahead of you is a trapdoor in the ground, as well as an airlock door. You hear a scurrying sound. A mouse darts in between your feet and scurry's away from the trapdoor. A rotting smell starts to fill your nostrils.
Comments
As V'glua needs to get acquainted with his new surroundings, I do some searching / clue finding in the right hall.
@Potato13: V'glua enters the right hall. You hear a sound, scraping, but it's coming from somewhere else. You can enter the Breaker Room, Radio Room, or Watcher's Station.
@Abu_Jafar: You enter the electric room. It's a towering wall of data drives and necessary ship parts. From your technician experience, you can tell the 10 parts broken:
- Ship Booster 1
- Ship Booster 2
- Right Wing
- Power Cell Breaker Room
- Access to Unauthorized rooms
- Ship controls
- Holo-GPS
- Entrance and Exit hatch
- Self-Repair Modeling
- Secondary Power Source
You realize many of these are necessary to move the ship. You must solve 3 puzzles to repair each one, while in a blind spot. Whenever you repair one, the ship regains control and power to that part of it and once all 10 are repaired, you can attempt a return to the Planes.
I want to go to the captain's chambers?
I'll search for clues around the Radio Room before it becomes occupied by anybody.
The door is locked. You realize you need access of some kind... It seems that the broken system is keeping the door from opening. You can peek through a keyhole and see a journal inside.
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I speak without a mouth and hear without ears. I have no body, but I come alive with wind. What am I?
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Pleaseeeee don't look this up. I can lower the difficulty or give hints if you are stuck.
You enter the radio room. The lights inside flicker on and off, and you feel a chill down your spine. The room is silent. Neither of you can figure out how to work the radio, the frequency is odd and it needs some basic repairs, which can be done by the Radio Rescuer or Electrician. Then you hear the crackling of radio static. A breathing sound is coming from the trapdoor in the room. Something is here with you.
CAM 02: Airlock
CAM 03: Breaker Room (Where the Electrician works most of the time)
CAM 04: Radio Room (Where the Radio Rescuer works)
CAM 05: Electric Room (Technician can do some work here)
CAM 06: Entrance and Exit hatch
CAM 07: Right hall (Located to the right of Breaker Room, Radio Room, and Watcher's Station)
CAM 08: Left hall (Located to the left of Command Module, Airlock, Electric Room, and Entrance and Exit hatch).