Walk through for the game "Enlisted" Author's Comments: This walk thru is meant to be a near "shortest path" trip through the game from beginning to ending. It does not cover many of the little touches I put in the game nor does it necessarily show all of the item/room viewing/manipulation that would be necessary for a player to know what they need to do next at all points in the game. In Processing: Recruiter's office >ask recruiter about enlisting >complete form (At this point you could answer the two questions in different ways and the game would play slightly differently depending on your answers for this walk through we will answer both questions in the affirmative "Y".) >give sergeant form >nw (if we want to play the game as a female Space Force Trooper we would go ne) In Processing: Medical Examination Room >lie on bed >wait >wait >wait >wait >wait >wait >stand >concentrate on chip (This informs us to concentrate on side effects, and safety precautions.) >concentrate on side effects (Here we learn that if we "concentrate on concentrating" we will slip into a neuro-recursive loop, we will need to do this later.) >concentrate on safety precautions (Here we learn that if we are suffering from seizures that we should induce the 'neuro-recursive loop' we learned of above.) >n In Processing: Uniform Selection Booth >look at vending machine >read placard >turn dial (Repeat turning dial until it indicates that you are 'slim'. Other values will work but have different effects on the story.) >turn knob (Repeat turning the knob until it indicates that you are 'average' height. Other values will work but have different effects on the story.) >push button >take uniform >wear uniform >n Space Force Base: Small Blue Auditorium >sit in chair >wait >wait >wait >wait >wait >wait >stand >s Space Force Base: Hall of Portraits >look at paintings (Not specifically necessary but fun reading) >w Space Force Base: Advanced Training Room >enter machine >concentrate on concentrating (We need to invoke the neuro-recursive loop to block out the seizure causing effects of the training machine. We learned to do this in the medical examination room. There is another way to accomplish the same result using something from the very first room.) >exit >e Space Force Base: Hall of Portraits >s Space Station: Men's Quarters >s (We are then ordered to report to the bridge, but as we don't know where it is we will wander around trying to find it.) Space Station: Hallway A >s Space Station: Virtual Reality Lab >n Space Station: Hallway A >w Space Station: Hallway B >w Space Station: Hallway C >s Space Station: Engineering Fabrication Room >n Space Station: Hallway C >sw Space Station: Hallway D >sw Space Station: Hallway E (Looks like we found the bridge.) >w Space Station: Bridge Entry >d Space Station: Station's Bridge >attend engineering station (We get our first look at our duty station.) >wait (We wait until we find out what we are supposed to do.) >wait >wait >wait >wait >wait >wait >wait >wait >wait >wait >wait >wait (We now know we need to repair the station's generator, and the station's life support, and hope the captain disables the planetary weapon.) >look at communications station (We should look at all the stations to see what's what but as this is a walk thru and I know we need to know about the comm station I will suggest we look at this one at a minimum.) >u Space Station: Bridge Entry >e Space Station: Hallway E >s Space Station: Hallway F >se Space Station: Hallway G >se Space Station: Hallway H >e Space Station: Hallway I >e Space Station: Hallway J >n Space Station: Virtual Presence Room >enter platform (We become the mark III robot and our frame of reference is transported.) Space Station: Robot Storage Room >take repairbot (We need this to fix the generator.) >s Space Station: Hallway I >e Space Station: Hallway J >ne Space Station: Hallway K >ne Space Station: Hallway L >n Space Station: Hallway M >e Space Station: Power Generation Room >look at repairbot (This tells us to read the instructions for the bot.) >read plate (This tells us to drop the bot in the power generation room to fix the generator.) >drop bot (The bot integrates with the machinery.) >repairbot, repair generator (What's this? We have no capacity for speech. We need our normal voice to issue the command. We could accomplish this by entering the room in our physical body and issue the command but then we would die (even with the clone available it's still an un-necessary death). I say let's try it a different way. Let's go back to the station's bridge and issue the order over the intercom!) >disengage (We restore our point-of-view back to our physical body.) Space Station: Virtual Presence Room >s Space Station: Hallway J >w Space Station: Hallway I >w Space Station: Hallway H >nw Space Station: Hallway G >nw Space Station: Hallway F >n Space Station: Hallway E >w Space Station: Bridge Entry >d Space Station: Station's Bridge >look at communications station (we could have done this first time in the bridge) >push red button (activate the station's intercom) >repairbot, repair generator (the resulting bleeps indicate we have fixed the generator, we next look at the engineering station to confirm this) >look at engineernig station (yep, it's fixed. Now we have to suit up and go outside and fix the air supply. Perhaps we should write down the coordinates for the external damage so when we are out floating about we won't get lost) >u Space Station: Bridge Entry >e Space Station: Hallway E >ne Space Station: Hallway D >e Space Station: Hallway C >e Space Station: Hallway B >e Space Station: Crew Dining Commons >s Space Station: Hallway O >s Space Station: Central Spoke >d Space Station: Hallway R >d Space Station: EVA Staging >look in rack >take suit >wear suit (a bunch of information is displayed... make note of it because you are going to be doing some pretty complicated maneuvers out there. note: there are many ways to complete the navigation to your target location. the following sequence is just one way.) >e Space Station: Main Airlock >push red button >e Outer Space: Near Main Airlock (Now commences a lot of space acrobatics. No one said this mission was going to be easy. If you are going to follow this walkthru to do you space walk you should probably save at intervals to protect you from having to start over.) >save >turnr >lthrust Outer Space >turnr >turnr >wait >lthrust >turnl >lthrust >turnl >turnl >wait >lthrust >roll >roll >roll >lthrust >roll >roll >wait >wait >mthrust >roll >roll Outer Space: Near Life Support Junction Box 7a >lthrust (Perhaps now would be a good time to save. Let's look at our apg to see where we are.) >look at apg >open box >take regulator >look at regulator (hmmm.... it's broken but has a replacement part #, now we have to go back in the station to find a replacement part) >roll >roll >lthrust Outer Space >roll >roll >wait >wait >mthrust >roll >roll >lthrust (perhaps a save here would be good) >roll >turnr >lthrust >turnr >turnr >wait >lthrust (perhaps another save here) >turnl >lthrust >turnr >turnr >wait Outer Space: Near Main Airlock >lthrust >w >push green button >w Space Station:: EVA Staging >remove suit >drop suit >take uniform >u Space Station:: Hallway R >u Space Station:: Central Spoke >s Space Station:: Hallway P >s Space Station:: Robot Storage Room >s Space Station:: Hallway I >e Space Station: Hallway J >s Space Station: Computer Room >look at shelf >read note (Looks like Kent has gooked up our situation.) >look in tray >take all from tray >eat bumpy candy (We spit it up. I bet that's not your moms ordinary candy. Let's go get it cleaned-up and see what the filling might be) >n Space Station: Hallway J >w Space Station: Hallway I >n Space Station: Robot Storage Room >n Space Station: Hallway P >n Space Station: Central Spoke >n Space Station: Hallway O >n Space Station: Crew Dining Commons >look at vapotime (Hey, just what we need, something to remove the edible gunk from whatever is inside our candy) >open bin >put all in bin >close bin >push recycle button (Sounds like something has happened.) >open bin >take all from bin (We now have some cool vr programs to run in the vr room) >n (Because this is an omiscient walk thru we know we need some real steel to make a replacement part for our regulator, and we know where we need to go to get some. Normal players would have had to explore the station and peformed a little trial and error to get the same results.) Space Station: Hallway B >w Space Station: Hallway C >n Space Station: Equipment Storage >take shelf (we need the steel to build our replacement regulator) >s Space Station: Hallway C >e Space Station: Hallway B >e Space Station: Hallway A >s Space Station: Virtual Reality Lab >put entertainment disk in slot (amusing but not necessary) >put training disk in slot Space Station: Engineering Fabrication Room >open supply bin >put shelf in supply bin >close supply bin >push keypad (The keypad will prompt you for a part #, use the one we read off the broken oxygen regulator instead of the one the instructor tells us (part #45123 instead of #8525)) >open output bin >take new regulator Space Station: Virtual Reality Lab >n Space Station: Hallway A >w Space Station: Hallway B >s Space Station: Hallway O >s Space Station: Central Spoke >d (we repeat the space walk preparation and activities except we put the new regulator instead of removing the defective one) Space Station: EVA Staging >save >take suit >wear suit >take new regulator (VERY IMPORTANT: It would be quite frustrating getting to the junction box and realizing that we dropped it when we put on our suit and then never picked it up again.) >e Space Station: Main Airlock >push red button >e Outer Space: Near Main Airlock >save >turnr >lthrust Outer Space >turnr >turnr >wait >lthrust >turnl >lthrust >turnl >turnl >wait >lthrust >roll >roll >roll >lthrust >roll >roll >wait >wait >mthrust >roll >roll Outer Space: Near Life Support Junction Box 7a >lthrust >save >put new regulator in box >roll >roll >lthrust Outer Space >roll >roll >wait >wait >mthrust >roll >roll >lthrust (perhaps a save here would be good) >roll >turnr >lthrust >turnr >turnr >wait >lthrust (perhaps another save here) >turnl >lthrust >turnr >turnr >wait Outer Space: Near Main Airlock >lthrust >w >push green button >w Space Station: EVA Staging >remove suit >drop suit >take uniform >u Space Station: Hallway R >u Space Station: Central Spoke >u (If you did not design your avatar to be 'slim' then you will have to get to the pinnace through the auxiliary airlock. The external coordinates for this can be found on the sign in the main airlock. Yes this means that you have to do even more EVA work, sorry ;) ) Space Station: Hallway Q >u Space Station: Pinnace Bay >n Pinnace Bridge >w Pinnace Hold >take bag >open bag >look in bag >take goggles >wear goggles >take kit >take hershey bar >eat hershey bar (no reason to do this other than I imagine your alter-ego is hungry at this stage) >e Pinnace Bridge >sit in chair (At this point you will be asked if you want the pinnace's autopilot to land the ship on the planet. Answer 'Y') >stand >s Planet: Pinnace Landing Area >s Planet: Mountain Path >s Planet: Resting Place >s Planet: Outside Alien Complex >s Planet: Inside Alien Complex >flip toggle >s Planet: Hidden Chamber (At this point the alien will talk to you about a way to attempt to save the planet without blowing up the space ship landing device. It is a 50-50 proposition as to whether the alien will succeed , so these are two alternate endings. There are other alternate endings if you chose to detonate the explosives kit inside the alien complex.) >y {}{}{}Game Over{}{}{}{}{} NOTES: I hope the EVA Suit puzzle wasn't too much for too many of you. I liked the puzzle and I really felt it added a sense of space adventure to the game, but I do realize it was rather involved and may have been too much for some. Hopefully the walk-thru helped where the game was too much. My design goals for the game were as follows: 1. Allow the player some choice in designing their avatar (male/female,clone/no clone,cybernetic implants/no implants,tall/short,thin/fat). 2. Provide multiple animated sequences to make them feel more like they are in a movie or tv show rather than reading/playing an i-f game. 3. Put in as many elements of space opera as possible 4. Allow the player to chose their own ending 5. Implement the game part of i-f rather than just being artsy. gberry@earthlink.net