Well, I think we might as well proceed through the door in the Munitions Testing Range. There might be an item or two squirreled away somewhere that we haven't found, but I don't have any more ideas on where to look. It also looks like we've managed to find all the logbook entries, since they all have conclusions and don't appear to be missing any entries. I think spending too much more time scouring the map could result in negative consequences during the finale.

Actually, there's one other spot that we've never really explored: the Upper Hanger. There's two spaces where there could be something hidden. I'm not sure anything is actually there though, it seems like accessing it wasn't something we were supposed to do except as a part of the escape from accidentallying the planet and we may not want to waste time in case we're on the clock.

I figure a little bit of time before actually voting would be good, in case anyone notices something to look at or something. Thoughts on taking the time to check the Upper Hanger? Objections to proceeding through the door in the Munitions Testing Range (with or without checking the Upper Hanger)?
 
I've got no problems with checking one more place before going.
 
We've already checked the Upper Hangar. Let's try this, instead.
[X] First, check the room or so behind the door in the Munitions Cache. It would be dumb to scan the whole map for things which are actually further ahead. Do not pass the Point of No Return if you see it, though.
[X] Check suit computer's logs for areas of the map which have not been DEV scanned. If it would speed the process, ask the Patrician to help.
 
[X] First, check the room or so behind the door in the Munitions Cache. It would be dumb to scan the whole map for things which are actually further ahead. Do not pass the Point of No Return if you see it, though.
[X] Check suit computer's logs for areas of the map which have not been DEV scanned. If it would speed the process, ask the Patrician to help.
 
So we need to check the Augmentation chamber, Floral chamber, Spawning Pool, Old Locker, Skinner Lair, Eastern Edge, Experimental weapon storage, gravity chamber, overgrown pond, area over Landing access A, chamber under the Hive, the host, landcoral patch, orpran tomb, the path leading up to the gardener, ice cranny, back entrance, back entrance cache, coral shaft, infection lab, factory cooling A and B, power wash, the brooder, the underwater complex that we seen to be next to, and the fathoms area.

Edit: And what's up with that blue ball in prefabrication room B?
 
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So we need to check the Augmentation chamber, Floral chamber, Spawning Pool, Old Locker, Skinner Lair, Eastern Edge, Experimental weapon storage, gravity chamber, overgrown pond, area over Landing access A, chamber under the Hive, the host, landcoral patch, orpran tomb, the path leading up to the gardener, ice cranny, back entrance, back entrance cache, coral shaft, infection lab, factory cooling A and B, power wash, the brooder, the underwater complex that we seen to be next to, and the fathoms area.

Only if you want the 100% ending.

You don't want the 100% ending that much, do you?
 
[X] Check the back entrance and back entrance cache
It's nearby, it hasn't been checked?
 
-[X]After checking the Back entrance, check the ice caves, especially the pocket right outside the opening from the Back entrance.
 
Back Entrance and Ice Caves
[X]After checking the Back entrance, check the ice caves, especially the pocket right outside the opening from the Back entrance.

...


(22, 60, 85 (94, 14, 81, 52, 53), 28, 98 (58, 13, 81, 84, 65, 39))

You make a thorough inspection of the way leading back to the ice caves, the back entrance cache, and the upper caverns in their ceiling that you haven't been to since claiming the DEV. You have a somewhat taxing pair of encounters with an autoad group in the back entrance, and a large grezzen pack in the icy cranny, but find nothing hidden. (ENERGY 993/1,200, MISSILES 223/240, SUPER MISSILES 23/30)




Still, that's a few more rooms you're now sure have nothing else hidden in them.





GO:
[] Write in.

SCAN:
[] You may subject one or more objects in this room to more intensive sensor scanning.


...


ENERGY: 993/1,200

MISSILES: 223/240

SUPER MISSILES: 23/30

POWER BOMBS: 23/24​
 
[X] Check Mag's Storeroom, Aquatic Lounge, Hidden Face, Feeding Cave, Microfac, and Central Locker.
 
[X] Check Mag's Storeroom, Aquatic Lounge, Hidden Face, Feeding Cave, Microfac, and Central Locker.
 
Aquatic Facility Search
[X] Check Mag's Storeroom, Aquatic Lounge, Hidden Face, Feeding Cave, Microfac, and Central Locker.

...

(rolled 68, 2, 47, 32, 69, 52, 66, 47, 15)

You go back the way you came, and scan the metallic complex at the heart of the Lower Arcology for anything you might have missed. You encounter no serious opposition along the way.


Either there's nothing in any of those rooms, or they're somehow hidden from even the DEV.






GO:
[] Write in.

SCAN:
[] You may subject one or more objects in this room to more intensive sensor scanning.


...


ENERGY: 996/1,200

MISSILES: 223/240

SUPER MISSILES: 23/30

POWER BOMBS: 23/24
 
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Note:
You haven't recolored some of the parts we've checked. I know that we've done the Ice cavern, and we also did the Ice Cranny. (in last post) (we had the DEV when we were with the Brooder, so why isn't it colored in?)
The big question is if we checked the Back Enterance areas.
Is the Door with Radiation behind it in Munition Testing Range the point of No Return?
IF NOT:
[] Check: The Brooder, Infection Lab, Factory Cooling A & B, Power Wash & Munitions Testing Lab. Then head through the Door.
IF SO:
[X]Check the listed locations LAST.

[x] Check Orpran Tomb, Mass Spawning Input, and The Gardener.
-[X] Then check Floral Chamber, Augmentation Chamber, and Spawning Pool
--[X] After that, check Old Locker, Skinner Lair & Eastern Edge before heading down to check the Landcoral Patch
---[X] The remaining locations are able to be reached easily by the Launch Tube. Head over to it.
(this way we get a consistant loop, and finish scanning the entire eastern edge. Would just have little bits left)
 
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Note:
You haven't recolored some of the parts we've checked. I know that we've done the Ice cavern, and we also did the Ice Cranny. (in last post) (we had the DEV when we were with the Brooder, so why isn't it colored in?)
The big question is if we checked the Back Enterance areas.

Fixed.

Is the Door with Radiation behind it in Munition Testing Range the point of No Return?

Yes.
 
I'm pretty sure we had no mechanical bonus from visiting the Landcoral Patch, so I'm guessing we should start there. Did we ever check the Specimen Handling and Wet Lab lockers? I imagine we should've, during the Defend The Base fight.
 
Factory Sweep
[X] Plan V01DRei

...


(rolled 5, 24, 37, 11, 71, 27, 76)

You encounter only light opposition as you return upward to Grotto A, investigate the rooms near it - including the Gardener's chamber - and move back up into the Habitat, where you restore your suit before moving into the old eastern facility and moving down into the collapse of the upper arcology.

(rolled 53, 94 (17, -1, 61, 72, 6), 72 (6), 72 (72, 63))

You tear through a pack of skinners that try to intercept you in the veranda, and easily bypass the malbolgi and a group of geemers that stand in your way moving onward. There are some more geemers hidden among the landcorals when you enter the patch, and a few manage to drop on you from the ceiling while you painstakingly snipe their fellows off from a comfortable distance, but overall you're doing well on health and ammo. (ENERGY 1,184/1,200, MISSILES 236/240)

As you investigate the landcoral patch, your DEV reveals a metallic storage unit limed away inside the boulder hanging from rockleeches amid the corals.


Concentrated beam and missile fire knocks the boulder loose, and a super missile into the weakened, leech-worried surface cracks it open. You hover over to collect the cartridge, and only spike yourself a little bit on the landcorals as you land to assimilate it (rolled 68) (ENERGY 1,182/1,200).

...

MISSILE EXPANSION ACQUIRED: missile ammo now at 241/245.

...

You explore the upper chambers of the old facility as well, but find nothing there (rolled 4, 53, 62, 1). After returning to the Habitat to restore your suit again, you drop back to the caves near the landing site and descend - through the Patrician's lab complex - to the Wombs.

(rolled 4, 65)

First order of business is what used to be the Infection Lab, which the Patrician is now - you've been given no reason to disbelieve - using to experiment with countermeasures to that very infection. You eye the cloned human and alien brains in the containers, wondering what - if anything - should be done with them. Are they people? How much sensory stimulation have they been given? How much opportunity for learning? Not much, probably, but the thought haunts you. Are they closer to embryos, or to actual babies at this point?

You decide you'll ask the Patrician to freeze them until you can think of a more permanent solution, once he's learned all he can about counteracting the enemy's potential memetic weapons. You won't let them be euthanized, at least until you know more.

In more immediate matters though, your DEV reveals a missile compartment hidden inside one of the walls of this former storeroom that you're fairly sure you never could have detected without the DEV.

A super missile and a cluster of bombs open the way.

...

MISSILE EXPANSION ACQUIRED: missile ammo 246/250.

...

(rolled 54, 71 (50, 54, 18, 76, 29), 72 (85, 66, 15, 47, 42), 90 (48, 92, 26, 105, 99, 97, 35, 43, 76), 20)

Your sweep of the rest of the factory areas you've explored reveals no more hidden items; only three packs of mixed autoads and holtzes, the third of which includes several advanced specimens. That last battle, which takes place in the Munitions Testing Range itself, sees some extra Bombers leap in from the irradiated section midway, blasting you down into the spikes and just generally pasting you before you're able to recover and put them down with a desperate and inefficient mixture of super missiles and screw attacks. (ENERGY 1,034/1,200, MISSILES 232/250, SUPER MISSILES 26/30)





GO:
[] Write in.

SCAN:
[] You may subject one or more objects in this room to more intensive sensor scanning.


...


ENERGY: 1,034/1,200

MISSILES: 232/250

SUPER MISSILES: 26/30

POWER BOMBS: 24/24​
 
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