In this sci-fi adventure, you play as a member of the repair corps of Space Station Omicron-5. Your last job of the day is on the SS Usagi, a Space Marines fighting ship. You just need to fix their microwave and a jammed locker door. But soon after you board the ship, the space station explodes, knocking you painfully to the floor and sending the ship adrift. And now the ship's computer wants a full reboot. Your To-Do list just got a bit longer.
This solution is by David Welbourn, and is based on Release 18 of the game.
SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.
I've left off the initial location, Space Station Gangway, since you can never return to it.
Walkthrough
Enter "A" if you want accessibility features, or "N" to turn them off:
> A —or— N
Space Station Gangway
> x me. i. x list. x uniform. x gum.
> x toolbox. x wrenches.(or screwdrivers, pliers, fasteners)
> fore.
Aft Airlock
> ask computer about Omicron-5.
> ask it about Space Authority.
> ask it about Space Force.
> ask it about Deneb.(which?)
> ask it about Deneb sector.
> ask it about SS Usagi.(crew of five)
> ask it about Jane Mulgrew.(captain)
> ask it about Parsec VI.
> ask it about liquid copernicium.(made by injecting Oganesson into Red Matter)
> ask it about oganesson.(element 118)
> ask it about red matter.(made by injecting Tachyon Crystals into Unobtainium)
> ask it about tachyon crystals.(made by injecting Anti-Helium into Red Matter)
> ask it about anti-helium.
> ask it about unobtainium.(made by injecting Anti-Helium into Oganesson)
> ask it about void matter.(made from two sources of tachyon crystals)
> ask it about Pollux VI.
> ask it about Irion.(silicon-based insectoids)
> fore.
Staging Area
> x engine.("JL-758"; has thick cord with clips)
> ask computer about JL.(engine stabilizer)
> u.(BOOM!)
> SPACESPACE
The vac suit locker slammed into the airlock door. The space station is now rubble. And the ship is moving.
> SPACE
> take suit.("Full system reboot required")
Note that if you're just carrying the gum, it will stick to a random inventory item.
> take gum. chew gum.
> ask computer about reboot.(need authorization and vac suits are highly recommended)
> x suit. x helmet. x boots. x nozzle.
> u.
Junction
> aft.(The door stays shut.)
> x door. x slot. x panel.(screwed shut)
> fore.
Galley
> listen.(Only one person is talking.)
> x counter. x drawer. open it. take knife.
> x left stool. x right stool.(both bolted down)
> x oven. push start.(nothing)
> unplug oven. x socket.(dust-clogged)
> clean socket.(not with fingers)
> x closet. open it. x MRE. x dinner.
> x pots. x ladder. x door.
> x panel. x blue button. x manual.
> push blue button.(yes, an obstruction exists)
> a. p.
Port-Side Crew Quarters
> x bed. x cabinet. open it.
> x engineering uniform.
> x note paper.("9467")
> x game.(You don't need it.)
> x unit. x top drawer.("Franck")
> x bottom drawer.("Khotpanya")
> type 9467.(The display fritzes, you smell burning wires, and the bottom drawer pops out a centimeter.)
> open bottom drawer.(no: need a tool)
> open bottom drawer with knife.
> x red card. take it.
> type 0000.(broken)
> x display. x keyhole.
> s. s.
Starboard-Side Crew Quarters
> x bed. x sticky note.("Mail package to Mitchell ASAP")
> x cabinet. open it.(jammed)
> x slippers. look under bed.
> x trunk. open it. x present.(to Mitchell from Uncle Fred)
> open present. x bear. x eyes.
> take eyes.
> stand on trunk. x cabinet.(crooked screw spotted)
> replace screw.(+1)
> x top drawer.("Jäger")
> x bottom drawer.("Abimbola")
> x display. x keyhole.
> open cabinet. x beacon. take it.
> stand. take trunk.
> p.
Junction
> swipe card.(nothing)
> unscrew panel. take blown fuse.
> d.
Staging Area
> x airlock door. x panel.(too high)
> aft.("fix the airlock door")
> x compartments. x rifle.
> drop trunk. stand on trunk.
> x panel.(has two optical sensors; one is broken)
> take broken sensor. put new sensor in panel.(+1)
> stand.
> x engine. x contacts.(Engine is meant to be put under something.)
> a.
Aft Airlock
> x station. x debris.
> wear vac suit. turn on boots.
> out.(suggestion to "save" first)
> save
> out.
Outside the Aft Airlock (vacuum)
> f.
Hull of the Usagi (vacuum)
> take debris. s.(The debris barrier is now clear, but you're floating now.)
Hull of the Usagi (vacuum, floating)
> throw debris.
Hull of the Usagi (vaccum)
> s.
Outside the Engineering Airlock (vacuum)
> in.
Engineering Airlock
> p.
Engineering Deck
> x console. x station.
> sit on station. x suit.(now has 50 units of air)
> p.
Machine Room
> x hand vac. take it.
> open drawers. take all from drawers.
> x key. x tape. x hex tool. x fresh fuse.
> s. a.
Engine Room
> x controls. x screen. x button. push it.(nothing)
> f. f.
Operations Deck
> x communications.("channel 1: Deneb III Marine Command")
> help speech.
> hello.
Master Sergeant R. Mu Arvax tells you:
Space Station Omicron-5 was bombed by separatists from Deneb IV.
You're hurtling towards New Da Nang, a populated moon of Deneb II.
He wants to tap into the ship diagnostics and controls.
He wants you to reboot the computer, using his access code.
Then another voice breaks in from another channel.
> hello.
Captain Jane Mulgrew tells you:
Arvax jammed them and he's not your friend.
Arvax is aligned with Deneb IV, not the Space Authority.
She wants you to deny Arvax access by invoking emergency protocols.
> ask computer about Arvax.(confirms Deneb IV sympathies)
> ask computer about Deneb IV.(founded by anti-corp ideologues)
> ask computer about Deneb II.(succumbed to corps; degraded ecosphere)
> ask computer about New Da Nang.
> ask Arvax about Mulgrew.(He claims his separatist image was for infiltrating Deneb IV. He tells you to use "computer, access code NUMBER" and look up "Operation Dalmatian". This number is randomized.)
Trust Arvax; you'll find proof that Mulgrew can't be trusted later.
> ask computer about Operation Dalmatian.(Confirms that Arvax is a double-agent, and he knows that at least three Space Marine captains are compromised by the separatists, but not which.)
> computer, reboot.(are you sure?)
>> yes
> x environmental.(Has gravity dial from 1 to 10; currently at 5.)
> set dial to 1.
> move trunk. x trunk.(code-locked)
> push blue button.(door opens)
After reboot is complete:
> ask Arvax about ship.(New tasks: adjust fuel injection specification and fix the engine.)
> a. a.
Engine Room
> x diagram.
> set 4 to Og. set 3 to TC.
> set 2 to AH. set 1 to Og.(+1)
> f. f. d.
Galley
> vacuum socket.(using the hand vac)
> plug in microwave.(+1)
> a. p.
Port-Side Crew Quarters
> unlock keyhole with key.
> x wires. put tape on wires.(+1)
> s.
Junction
> put fresh fuse in panel.
> close panel.(oops)
Unfortunately, the blue screw falls downstairs and into an air scrubber intake. That screw is gone forever.
> x panel.(note the hole for the screw)
> put gum in hole. close panel.(+1)
> swipe card in slot. a.
Captain's Quarters
> x desk. x dog photo. x moon photo.
> x bed. x portrait.
> open drawer. x journal. take it.
The password for the journal is clued by both photos considered together. Pluto's moon is Charon.
> journal, password charon.
> read journal.(You learn that the captain is being blackmailed and is working against the Space Authority.)
> f. d.
Staging Area
In the lower gravity, new actions are possible.
> turn locker. open it.(You take a line.)
> x line. push JL aft.
Aft Airlock
Assuming your boots are still turned on.
> a.
Outside the Aft Airlock
> attach line to hook. f.
Hull of the Usagi
> attach line to hook. s.
Outside the Engineering Airlock
> attach line to hook. p. a. in.
Aft Airlock
> push JL aft.
Outside the Aft Airlock
> push JL fore.
Hull of the Usagi
> push JL starboard.
Outside the Engineering Airlock
> push JL in.
Engineering Airlock
> push JL port.
Engineering Deck
> sit on station. push JL aft.(+1)
Engine Room
You push the JL-758 into its new home.
> f. f.
Operations Deck
> ask Arvax about ship.(A countdown begins: 9 turns left!)
> f.
Bridge
> touch command console.
> computer, execute.(+3)
*** You have saved New Da Nang, the SS Usagi, and yourself! ***
Extras
Characters
These two people contact you via the communications system:
Master Sergeant R. Mu Arvax wants you to reboot the computer and give him access to the ship's controls and diagnostics. He's a double-agent who pretended to be sympathetic to the separatists from Deneb IV, but he remains loyal to Space Authority.
Captain Jane Mulgrew is one of the most decorated captains in the Deneb sector, and she wants you to invoke emergency protocols. However, from her own journal, you learn that she's being blackmailed and has been working against Space Authority.
Mentioned:
Corporal Delores Franck, Gunnery Sergeant Somchai Khotpanya, Private First Class Friedrich Jäger, and Private Akin Abimbola are the four other crewmembers of the SS Usagi.
Separatists from Deneb IV bombed Space Station Omicron-5. The computer describes them as "anti-corporate ideologues advocating for Deneb IV's independence from the Space Authority."
Mitchell is the two-year-old nephew of "Uncle Frank".
Orenascopol Thrax is a famous composer who lives on New Da Nang.
Credits
The response to CREDITS is:
Crash An Interactive Disaster by Phil Riley
Release 15 / Serial number 220927 / Inform 7 build 6M62 (I6/v6.34 lib 6/12N)
Standard Rules version 3/120430 by Graham Nelson
Adaptive Hints version 7 by Eric Eve
Conversation Framework version 11 by Eric Eve
Conversation Responses version 7 by Eric Eve
Epistemology version 9 by Eric Eve
Exit Lister version 11 by Eric Eve
Data Structures version 1/220331 by Dannii Willis
Nautical Directions by Philip Riley
Thanks for great playtesting goes to: Garry Warrick, Mike Russo, Peter Gross, Drew Cook, Stu Dobbie, and Jade.
Special thanks to Laura Taalman for so many great ideas and improvements.
Also Steve Meretsky.
Endings
The endings are (mostly) determined by the final fate of the SS Usagi (does it crash? does it explode? does Arvax get control of it?), if you're in the ship when that happens, and if you have the beacon if you're not in the ship.
Here are the endings I found; this list might not be complete:
You have died
if your vac suit runs out of air while you're outside the ship.
You float forever in the vastness of space
if you leave the ship while your magnetic boots are off.
You have died in ignominious failure.
if the SS Usagi crashes into New Da Nang, killing yourself and thousands of other people.
You have saved yourself in a disgraceful act of cowardice.
if you jump from the ship with the beacon before the ship crashes.
You have died nobly.
if you inject Void Matter into the fusion engine, and you're still on the ship when it explodes. New Da Nang is saved, though.
You saved New Da Nang, but lost the ship.
if you inject Void Matter into the fusion engine, then escape the ship and jump away with the beacon before the ship explodes.
You have saved New Da Nang, the SS Usagi, and yourself!
if you get the ship operational, then follow Arvax's instructions, ordering the computer to execute.
By the way, if you want the ship to self-destruct, the recipe for injecting Void Matter into the fusion engine (in the Engine Room) is to set 1 to Un, 2 to TC, 3 to AH, and 4 to TC.
Inventory
Your stuff
some chewing gum. You're chewing it.
It's best to keep the gum in your mouth as long as possible, otherwise it will stick to a random item in your inventory.
In the junction, after replacing the blown fuse with the fresh fuse and after the blue screw is lost, put the gum into the hole that the screw came from, then close the panel. You'll automatically use a screw from your toolbox that would normally be too small for the hole.
a To-Do list. You're carrying it.
Examine it to see what tasks you need to complete. It updates over the course of the game.
a toolbox. You're carrying it.
It nominally contains wrenches, screwdrivers, pliers, and fasteners, but only as a mass collection of tools that you'll use automatically when necessary.
In the junction, unscrew the access panel (automatically using a screwdriver from the toolbox). You will also automatically use a screw from your toolbox (see gum) when you successfully close the panel.
a repair corps uniform. You're wearing it.
Although you may remove it, just leave it on and ignore it.
From the staging area
a vac suit. It's in the staging area after the space station explodes.
In an airlock, wear the vac suit (over your uniform) and turn on the boots before going outside the ship.
On the engineering deck, while wearing the suit, sit on the suit recharging station to refill the suit's supply of air (50 units max).
a broken sensor. It's in a panel above the airlock door in the staging area.
Replace the broken sensor with a new sensor (which see). The broken sensor is just junk.
an EVA transport line. It's in the equipment locker in the staging area.
First, go to the operations deck and set the gravity dial to 1. Now you can turn the heavy locker over, door side up, and open the locker.
Outside the ship, attach the line to all three hook along the route between the airlocks. Now you can push the JL-758 along that line.
Honorable mention:
a brand-new JL-758. This engine stabilizer is in the staging area.
First, go to the operations deck and set the gravity dial to 1. The JL is still too heavy to pick up, but at least you can push it around now.
After attaching the line to all the hooks outside the ship, push the JL all the way to the engine room via the airlocks.
From the galley
a knife, a fork, and a spoon. They're all in the galley's drawer.
You only need the knife.
In the port-side crew quarters, after the bottom drawer pops out a centimeter, open the bottom drawer with the knife, using the knife to pry the drawer open.
ten MREs and a microwavable dinner. They're in the galley's closet.
After fixing the microwave (see portable vacuum cleaner), you can cook any of the food and eat it, but you don't need to, and you won't enjoy it.
From the crew quarters
an engineering uniform. It's in the port-side crew quarters cabinet.
Take and read the note paper that's in the uniform; you don't need the uniform itself.
In the port-side crew quarters, type the number that's on the paper, eg: type 9467. The bottom drawer pops out a centimeter, but the cabinet's display is now broken.
an Universal Game Emulator. It's in the port-side crew quarters cabinet.
Sorry, but's it's not useful to you.
a red access card. It's in the bottom drawer of the port-side crew quarters storage unit.
In the junction, swipe the card in the slot to learn that you need to fix the captain's door. After fixing the door (see blue screw, blown fuse, fresh fuse, gum), swipe the card in the slot again to open the door.
some pair of slippers. They're in the starboard-side crew quarters.
As far as I know, the slippers are useless to you.
a black trunk. It's under the starboard bunk beds.
Open the trunk and take the present that's inside.
In the starboard-side crew quarters, stand on the trunk and look at the cabinet to notice that there's a crooked screw. Replace the screw (using your toolbox).
In the staging area, stand on the trunk to reach the panel above the airlock door; see new sensor.
Keep for a worst-case scenario. Unless the ship is doomed, you don't need the beacon. The best endings keep the ship intact.
However, if the ship is doomed, wear the vac suit (with max air), take the beacon, and jump out of an airlock (with the boots turned off). The beacon gives you a chance of being rescued later.
Bertie the Bear™. Acquire it by opening the present.
a new optical sensor. Acquire it by taking the eyes from Bertie the Bear.
In the staging area, there's a panel above the airlock door. While standing on the black trunk, first remove the broken sensor, then put the new sensor into the socket. Now the aft airlock door works again.
a cardboard box and some wrapping paper. You discard these when you open the present.
These are junk; don't bother picking them up again.
From the junction
a blue screw. Acquire it by unscrewing the access panel in the junction.
After replacing the blown fuse with the fresh fuse, try to close the panel. Unfortunately, the blue screw accidentally falls down into an intake in the staging area and the screw is lost forever.
a blown fuse. It's in the access panel beside the captain's door in Junction.
Take it so you can put a fresh fuse in its place. The blown fuse itself is junk.
From the captain's quarters
the captain's journal. It's in the captain's desk drawer.
The journal is locked, but the password to unlock it is clued by the two photos on the captain's desk. JOURNAL, PASSWORD CHARON.
Read the journal to learn that the captain is being blackmailed and working to harm the Space Authority.
From the hull
a small piece of debris. It's on the hull of the Usagi.
While floating above the hull, throw the debris to get back onto the hull.
From the machine room
a portable hand-held vacuum cleaner. This hand vac is on the counter in the machine room.
In the galley, after unplugging the microwave oven, vacuum the socket (with the hand vac). Now, plug in the microwave. That's all that was wrong with it.
a small key. It's in the drawers in the machine room.
In the port-side crew quarters, unlock the keyhole with the key.
a roll of electrical tape. It's in the drawers in the machine room.
In the port-side crew quarters, after unlocking the keyhole with the key, put the tape on the wires.
a hex-shaped tool. It's in the drawers in the machine room.
On the bridge, the hex tool opens the helm access panel.
a fresh fuse. It's in the drawers in the machine room.
In the junction, after removing the blown fuse from the panel, put the fresh fuse into the panel.
Score
The response to SCORE is:
You have so far scored N out of a possible 10, in T turns.
Points are awarded as follows:
1 point for fixing the cabinet in the starboard-side crew quarters.
1 point for fixing the airlock door.
1 point for adjusting the fuel injection specification correctly.
1 point for fixing the microwave oven.
1 point for fixing the storage unit in the port-side crew quarters.
1 point for fixing the captain's door.
1 point for fixing the fusion engine.
1 point for saving the SS Usagi.
1 point for saving yourself.
1 point for saving the moon New Da Nang.
Note that you will lose ALL your points and score 0 if you jump from the ship with the beacon, saving yourself while the ship crashes into New Da Nang.