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The enemy that was my bane for most of this session. Even above the gnomes! |
Exploration started off this session quite poor. The lower map is well-bottled necked. You have to get past a bear or a Wesbet. Why isn't it just called a Wesbet bear? Who knows. I hardly react to encountering new enemies in the flesh. It's just stunning and running past. Ignoring computer chips. It's possible that ignoring the robots is screwing me over, but outside of medical care, it seems like too much micro-managing for me. What I really need, they can't give anyway, bottles.
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Lower deck's map. The Inhibitation Lock is west of the bride, labs are on either side of the elevator, and there's a manufacturing room in the south door at the east end of the east hallway. |
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This guy just gives a little kick. Which makes him look very goofy. |
It isn't really helping me that I constantly have to reload because weapons get fumbled or you get hurt. The repair kit can fix it, but it also has charges and of course, doing that in combat is real smart. It's completely random, and therefore, somewhat annoying. I really wonder how this game was intended to be played? You can reload in-game like this, but that's a lot of loading and saving to disk.
From here, that is pretty much that. It's just a matter of fixing up the systems enough so I have time to breath while taking out the roaming monsters. But the recharge system stops working, so I figure I need to wait for it to get back up to strength once its fixed. And then I realize that I need to fix the computer room...I.E., the bridge. Probably. Well, at least that gives me some idea of what I need to do.
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A lot of the humans seem like they're refugees from other genres, she tries to stab you with a knife like a horror antagonist or something. |
I clear out the area around my "base" of operations on the main deck, basically life support, after making sure that system won't fail on me. And just slowly clear it out, occasionally picking up items like weapons or key cards. New enemies do slowly spawn in, but I clear them out fairly quickly. I wonder if the rooms they come out of generate them out of a finite number or infinitely? It's probably best not to test that.
Then it's mostly just going between floors, doing the busywork, as I gradually clear up more and more of the main and lower decks. I think there's about 20-25 minutes before a system starts failing, and it feels like it takes half of that preparing for the next fix. Not helping this is a lack of recharge stations throughout the central and eastern half of the lower deck. At least I find the inhibition lock, just a bit left of the bridge, and the replacement flux decoupler, just before the locked door leading south at the end of that corridor. The locked door leads to a manufacturing room, which if you were capable of reaching this far without energy weapons, would set you up for a bit. There's even a repair kit next to the flux decoupler.
My cleanup of the main and lower decks more or less uncovers everything, meaning that the power room is on one of the dorsal decks. My guess is that it's on the west side, east side I know enough that it seems unlikely. And let me tell you, the west side of the dorsal deck is just as brutal as the side with all the dinosaurs. Turns out that the crab enemies are difficult to hit. It's not so bad with the stunner, but killing them is far more tedious than any other enemy. That combined with one of the purple heads as well as an invisible gnome and it's just so incredibly frustrating. This of course, means that the power room is here.
One run through with the electrostunner later, and now all I have to do is fix the rest of the ship. I kill a crab, then wander back and forth a lot. A whole lot. At least 10 trips in total. Waiting for the coolant to pour in, pour out and then fix the things with all the fun stuff in-between. It takes so many trips I start to think that maybe I've done something wrong and the final mission can't be won in the state I've gotten it to. Navigation just won't get up to a good status despite Communications being fixed.
At one point, I got a working robot with repair, and most importantly, combat ability. In theory, combat mode just turns on and off, and it never shot anything. Maybe it works with the programming mode, but that's a lot of work for not much reward and kind of nullifies why I would want a robot to fight my battles for me. Communicators are just for communicating with robots, if they should need to get programmed orders from wherever you send them. The crowbar is a melee weapon. That's pretty much it for the mysteries of the game, next time, the rating.
This Session: 5 hours 20 minutes
Final Time: 13 hours 00 minutes
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