Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Well, this is it. The fit hits the shan, the circle is unbroken, the end is nigh! How will this all play out?!?
If you see the black-clad man in the leather apron and welding mask, enter another room and go back to where you were to de-spawn him.
Go to the bridge. Enter the captain's room. Type in "captain" and enter "280730" again. Select option 1 to withdraw the radio masts for five minutes. Now quickly head to the airlock and close the left doorway. You have plenty of time to get the EVA suit on, so relax and don't rush yourself here. Open the left doorway again, and when the man in the mask shows up, open the right doorway. You'll both be forced outside. You'll be at the ladder next to the safety rail, and you'll automatically clip yourself to the rail. Use the hand on the steps, walk onto the holes where the radio masts were, then while the man in the mask is still on the holes, walk off of them. The radio masts will pop up and impale the guy. He'll drop an idol. Now that you have the idol in something other than your bare hands, go down from the airlock entrance and use the idol on the exhaust. The EFS Charisma will show up. You're rescued. It's over.
Go back up the stairs, and you'll meet two men who are actually off-world security. When you identify yourself as Dr. Johnathan Somerset, you'll find out that Dr. Somerset is really 65 years old and that he was murdered six months ago. "John" fesses up to the whole thing. The off-world security immediately arrests him, and come to the conclusion that "John" killed everybody, as the whole John DeFoe thing is never explained to them. Off-world security then walks away, paying not much mind to DeFoe's coffin.
If you set the date on your computer to May 24th (or beat it on May 24th), you'll get a scene where "John Somerset" has a psychological chat with the black clad man in the mask (apparently this is John DeFoe, and in this scene he actually speaks like a normal person for no reason whatsoever), which ends in "John" explaining he's not the real Johnathan Somerset and John Defoe is like "Well, crap."
When you read the letter, you'll find that if you opened the box, that you are extreme danger, and that you should immediately close the box and flush it back into space, for this evil must not be unleashed upon mankind again.
You'll find out this is a letter from Trilby, and it explains the DeFoe Manor Incident as well as everything that happened in 5 Days a Stranger and Trilby's Notes.
After reading the letter, John will give Adam the access card. When he opens the hatch, the escape pod is gone, and Adam gets sucked into space. Use the hand on the lever or else you will get sucked in with him and die.
Saturday
You'll wake up in sick bay, tied to a chair. William is looking inside the drawer. Turns out, he's about to kill you to make the last of the body parts for the monster and that he's under the influence of the spirit of John DeFoe. Keep using the hand on the chair, quickly. You'll free your left hand. Wait for him to put the scalpel on the trolley. When he goes back to the drawer, take the scalpel while his back is turned. Use the scalpel on him, and you'll slice him in the leg and make your escape!
Sunday
Well, William is dead, and you're the only one left. As you lay there inside the mess hall shaft, you'll hear a bump on the wall. When you come out, you'll find that William is sitting there with his eyes completely gouged out and stabbed through the chest. He then tells you to take his stun gun and destroy the monster by luring him outside to the radio masts with his dying breath.
Do as he says. Take the stun gun. Then...stay tuned!
Before we do anything, though, go into the shaft in the mess hall. You'll find Adam cowering inside. John will tell him it's safe and that zombie Chahal is dead, and Adam will leave the shaft. Now you can head to the bridge.
William and Adam are now sort of in agreement with John, and that whatever is causing the death may have no life signs. John brings up the idea of escaping the ship through the escape pods, but William and Adam don't seem to see a need to do that when they could wait three more days to get help. John, however, talks them out of that. Getting the pods ready will still take a few hours, so the three of them sleep until the next day...then, it's off the EFS Mephistopheles first thing tomorrow.
Friday
Adam and John are at the escape hatches, with the former pacing the floor. William isn't there yet, so John volunteers to go down to the residence deck to look for him.
Before you do anything, go to the console in the captain's room, type "captain," and type in the override code: 280730. Select option 2. Now you can enter William's room...after finding a pool of blood coming in through the bottom of the door.
When you go in, you'll notice William's room looks like a meat locker from Hell. You'll pick up an access card off the top of the locker, then it'll be time to get the heck out of there. The body on the floor looks like a patchwork of three different people, as if somebody was trying to create a monster human or something.
Head back to the escape pods. When you tell Adam you have the keycard for the hatch and then tell him about William's room, Adam will be like "Look, let's forget all about it." You'll shortly find out that Adam opened the metal box. He had a dream that whatever was in the box came out and killed everyone on the ship, so he opened the box to make sure it was harmless. The only thing is...there were no human remains at all! Nothing but a welding mask, a leather apron, a machete, and a little wooden doll! There was also a letter inside stating that if you have opened the box, you should immediately close it and flush it back into space. Could it be?
Head back to the mess hall and use the UV light emitter on the dispenser. You'll find that the traces of blood leads to the shaft. Enter it and use the UV light emitter on the wall. You'll find that the blood trails into the narrow, vertical shaft above you. Leave the shaft, go up to the communal deck and use the UV light emitter on the vent in the floor. Use the wrenches on the panel. A slaughtered human torso will pop out, and it seems to have Serena's badge on it. Serena then pops out from behind you, then walks back from where she came in. Then Angela comes out from the elevator and notices both you and the severed human torso.
Thursday
Well, crap. Now Angela thinks you did it. She puts a gun to you and puts you in the holding cell in the communal deck.
Use the hand on the towel rack and you'll take it off the wall. Then talk to Angela. You'll be able to ask her questions from the other side of the prison cell...or rather, say things to her. When you tell her that somebody else may be on board, you'll see the Captain...who is strangely still alive...walk up behind Angela and snap her neck!
When the captain releases you from the cell, quickly run away from him and grab the stun gun, then use it on him. Don't let him touch you, or else it's game over. Get out of the holding room, then hide behind the pipe so that the shadows partially obscure you. When Captain Chahal shows up, wait for him to stop and face the reactor core, then use the towel rack on him to smack him down into the pit below.
Go back to the residence deck and use the hand on the panel on the middle door. This is William's room. John will let William know that the zombie captain is dead. He'll tell you that he'll be on the bridge in ten minutes, and that he'll talk about what to do next over there.
Remember those guys with the welding masks? Well...
Now that you have the Captain's keycard, go back to the bridge and use the keycard on the panel next to Captain Chahal's door. Grab the book off the bed, then go back to the bridge and hand the codebook to Angela. When Angela sends out the distress call, you'll get Captain Lindermann of the EFS Charisma on the other end. The bad news is that you'll have to wait five more days before you can be rescued. Adam will barge in, and says that he saw the captain alive, albeit walking strangely and covered in blood. John will take him to his quarters, where Adam will explain that the captain isn't himself. The door opens, and a man in a welding mask, apron and black clothes comes out and slashes a gaping hole in Adam's back, instantly killing him. When he slashes John, John wakes up from another nightmare, with Adam still alive and sleeping in the bunk above his.
Wednesday
Adam, John and Angela meet in the conference room, and William joins them a few seconds later. William almost accuses John of all the killings, but Adam is able to successfully defend him due to all the communications records that have been saved up. William apologizes, then heads back to sick bay.
Angela then suggests that everyone search for Serena, since there is a chance she could be all right. Adam and Angela then leave the conference room. From this point, you have control of the game again.
When you leave the conference room, you'll suddenly meet Serena, who is safe and sound and standing in front of the elevator. When you greet her, she simply walks into the elevator. Head down to the residence deck, enter the mess hall, and get another meal out of the dispenser. When you pull it out, you'll notice blood all over the tray.
Use the wrench set on the dispenser, and you'll find out there's a human hand lodged inside. Head to the communal deck, enter the sick bay, and talk to William. You'll be able to ask him a couple more questions. Ask him for an opinion on something, and you'll show him the hand. He'll give you a UV light emitter so that you can search for traces of bodily fluids in the mess hall, while he takes the human hand and runs some tests on it.
Does the hand belong to Serena? What will happen in the next four days? Stay tuned!
Well, scratch the idea of renaming the game "Where's the Captain?" Everything's officially going straight to Hell in a handbasket!
You can ask Angela and Adam questions if you want. When you're done, head back to the engine deck and head all the way back to the radio spikes where you found the captain. You'll find out that Captain Chahal's body has disappeared! When you contact Serena, she'll bring the radio masts down, then back up. Before you can do anything else, you'll hear some strange clanking sounds from Serena's end. Head back to the airlock room, close the right doorway, go back into the closet to put the EVA suit back, then open the left doorway and head down to the bridge. Serena will be gone, and Angela will be in the room looking for her. Speak to Angela, then head back to the conference room to talk to Adam again.
After that, go back to the cargo bay, go through all the trouble of suiting up for running around outside, and head out the right airlock door and go down the ladder instead of up. This time, you'll find another area of the outside to explore. Unclip yourself from the right end of the safety rail and grab the keyring. You'll get it with the safety clip. You now have access to Captain Chahal's quarters. What happens next? Stay tuned!
We might as well rename the game "Where's the Captain?"
Also...lamest. Engineer. Ever.
Talk to Serena and Angela again, and you'll be able to ask them some more questions. When you're done, go back to Adam at the mess hall and he'll give you the airlock pass so you can go outside and see what's going on.
Head back to the cargo bay, and you'll notice the metal box is really open. Use the airlock pass on the airlock on the right side of the cargo bay, and you'll enter the airlock. If you close the left door and open the right, you'll instantly be sucked into outer space and killed. (Yes, you can kill yourself in this game.) Do yourself a favor, and open the closet first. This gives you access to an EVA suit. Click on it and you'll instantly put it on. Now you can open the right doorway.
From here, use the safety rail to get to the other side. To do that, use the safety clip on the handrail. To take the clip off, use the hand on the safety rail. You'll notice there are blood stains on the ladder. Use the safety clip on the rail to the right of the ladder and climp upwards. If you unclip before you make it to the end of the safety rail, you will drift off into space and die.
You'll make contact with Serena before you make your way up to the radio masts. You'll then see a man in an EVA suit impaled on a bunch of spikes. Hmmmm...
Tuesday
Well, it's official. The captain is dead.
You'll lay the machete on the table, then everyone will try to figure out what's going on. Afterwards, William will head back to his quarters and Serena will head back to her console on the bridge.
When you enter the cargo bay, you'll see Captain Chahal, Angela and Adam standing around the metal object. There's a plaque on the box that says "Here lies John DeFoe. Finally at rest. Do not disturb his sleep. 11/9/1997." There's also a crudely drawn picture of a trilby hat next to the date. Does this sound familiar? If not, go read the 6 Days a Sacrifice guide.
At this point, everyone leaves the box alone and Captain Chahal decides to bring this matter to High Command's attention. Everyone then leaves the cargo bay.
Monday
Yep, we're doing the whole "day-by-day" plot advancement that was prevalent in 6 Days a Sacrifice. Surprised? Don't be.
John wakes up from a nightmare that involves the metal box opening up...and two human hands coming out of the hole. You'll then be unable to hear the engines running. Use the hand on the wrench set on the desk, and you'll take it. When you take the elevator, you'll find out it's not working. Go to the mess hall and talk to Adam, then use the hand on the dispenser on the right-hand wall. Then, use the Breakfast on Adam and you'll eat the breakfast. After that, use the wrench set on the hatch and use the hand on the hatch. Go left, and you'll see sparks flying out from the elevator mechanism. Whatever this object is, it's stuck in the mechanism and causing the elevator not to work. Use the butter you got from the breakfast on the mystery object, and you'll find out it's an old-fashioned bladed weapon with bloodstains on it. The inventory calls it a machete, but it's really Frehorn's Blade.
Use the hand on the shaft entrance, and the door will close behind you after you leave. Head back to the mess hall and show the machete to Adam. Now that the elevator works again, you'll be able to find the others. Go to the ops deck and head back to the bridge. Angela will be standing next to Serena, and you'll find out the Captain has mysteriously gone missing. Angela asks you to look for Adam again so he can get the engines back on.
What's the deal with metal objects in this game? Oh, right...
Go back to the elevator and click on the picture of the man and woman holding hands. This is the communal deck.
The first door is the rec room. There's not really much to do in this room.
The second door is sick bay. Remember that blond haired man you were talking to at the beginning of the game. He's here. This is William. He's the ship physician, and talking to him brings up some more personal questions. The third door is your office. Derp.
Go back onto the elevator and click on the picture of the house. This is the residence deck. The door on the far right is the mess hall. Nothing to do here.
The right-most door on the north wall is your room. Click on the keypanel, choose the card, and you'll enter the room. There's not much in here that is of use at the moment. Just use the hand on the door if you want to leave.
Back to the ops deck. This is the picture of the circle with the curved line in the lower-right corner. Click here and you'll be back where you took control of the game again. Go back to the room with Serena in it, then click on the keypanel next to the door on the left. This is Captain Chahal's room. After you identify yourself, he'll let you in. You'll be able to ask the Captain some questions as well. You'll get to know the other characters a little better, including Captain Chahal himself.
When you're done, say goodbye to the captain and head into the elevator again. This time, click on the wrench. This is the engine deck. The open door is the reactor core. There's not much else to see here.
Head back to the communal deck and head back to your office. Use the hand on the desk. Captain Chahal will contact you and request your presence at the cargo bay immediately. Head back to the engine deck. From there, head back to the reactor core and enter the other open door on the right. What's the metal object? Stay tuned!
It's been a while since I covered the Chzo Mythos series, so...yeah. Here you go.
The chronological sequel to 6 Days a Sacrifice, the first game I ever covered in the PrinceWatercress blog, is finally here!
The story begins on July 27th, 2385, aboard the spaceship Mephistopheles. You play as Johnathan Somerset, and well...we'll find out what happens shortly.
Sunday
After you're done looking around your office and leave the room, you'll hear a ship-wide announcement: all personnel are to report to the conference room on the ops deck by order of Captain Chahal. You'll then meet Adam, and he's just as in the dark as you are. You'll automatically go to the conference room.
Once there, you'll find out that the scanners have picked up something in open space, and it seems to be of a man-made nature. Serena will operate the holographic tabletop, and the object that shows up is constructed of a metallic alloy, has a rectangular shape, and looks like some kind of container. It may or may not be an escape pod. High Command recommends planting a beacon and leaving it to a fully-equipped research vessel, but Captain Chahal, ever the take-charge, old-school kind of leader, asks Adam to get it with the grappling hook and bring it into the cargo bay. Everyone else leaves the conference room.
As John leaves, Captain Chahal catches up with him. He'll ask you to be there when they study it, and that you can come to his office if you need to. After that, you'll have control of the game again.
The controls are similar to 6 Days a Sacrifice: click on something and choose what action you want to perform with it.
The door to the right is you came in from. This is the conference room. The door that Captain Chahal walked takes you to the bridge, where Serena is at the controls. Talk to her and you'll get a bunch of questions you can get answers to, but they're more about trivial stuff (including Captain Chahal's demeanor) than anything else.
The door to the right of Serena is the escape pod room. There's nothing to do here at this point in the game.
When you leave the room with Serena and enter the door on the left, you'll be in the elevator. There are five buttons on it. Click on the eye and you'll instantly go to the Observation Deck. You'll meet up with Angela. Once again, more trivial questions.