Lets Play - Falcon 6: At The End of Time

Stories about games that you run and/or have played in.

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SGamerz
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Post by SGamerz »

Omegonthesane wrote:Reduce the setting for the number four channel.
Thaluikhain
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Post by Thaluikhain »

164
The needle clicks down one notch and the dials react immed- iately. Chamber four returns to normal but the dials for the other chambers also change, there must be a servo-feedback mechanism between each impulse chamber. One and three are still on the edge of the red HIGH DANGER - EXPLOSIVE band whilst number two has dropped to the top of the blue LOW DANGER - IMPLOSIVE band. Even as you watch, the needles creep upwards once more and still the piston booms rhythmically. Will you:

Head for the lift now?
Pull the lever for chamber one down a notch?
Push the lever for chamber two up a notch?
Omegonthesane
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Post by Omegonthesane »

Drop chamber one down a notch. Not that we have adequate info to really solve this puzzle on the first try.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Pariah Dog
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Post by Pariah Dog »

Sure. Like Omegonthesane says, we're just flipping levers at this point.
Thaluikhain
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Post by Thaluikhain »

The lever clicks down one notch and the dials react immediately. Chambers one, three and four return to normal working pressure, but the needle on the dial for chamber two dives far into the blue, LOW DANGER - IMPLOSIVE ... You reach for the lever to reset it, but with a great whoof, the side of the gigantic cylinder implodes and you are sucked inside it. The
piston hits you on its upward stroke, smashing you to a thin film on the cylinder head.

That probably wasn't the right choice.
Pariah Dog
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Post by Pariah Dog »

Lever 2 then.
Omegonthesane
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Post by Omegonthesane »

Pariah Dog wrote:Lever 2 then.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Thaluikhain
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Post by Thaluikhain »

184
The lever clicks up one notch and the dial for chamber two returns well into the red once more with the other three dials. Will you:
Give up and make for the lift?
Depress the lever for chamber one a single notch?
Omegonthesane
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Post by Omegonthesane »

Take lever one down a notch, it's hardly going to make 2 implode now.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Pariah Dog
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Post by Pariah Dog »

Last lever
User avatar
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Post by Darth Rabbitt »

Might as well pull it.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
SGamerz
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Post by SGamerz »

Push the lever.
Thaluikhain
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Post by Thaluikhain »

Adjusting the impulse power to cylinder one, the master cylinder, produces the required effect. The needles on all four dials stabilise in the middle of the white NORMAL, OPERATIONAL band. The noise made by the piston descends to a more tolerable level.

As soon as you step away from the control platform a klaxon sounds and the air begins to shimmer all around it. It looks like a highly advanced force field. Before you can investigate your attention is claimed by a horde of misshapen humans, glowing a vile pale green, who run towards you. They have bloated heads and heavy, many-jointed hands, which they are waving about in a war-like fashion. You decide to hide in the lift. Immediately you step into it the door shuts and it hums upward.

234
The lift stops with no more warning than when it started. The door hums open to reveal a room in which every chair, screen and console is pure white and so are the people who are waiting to greet you. Clad in white, one-piece suits, their skin and hair is purest white, and their eyes are all white, except for the pupils. There are eight of them all looking exactly alike, as if they were clones. They are evidently human except that the heads are massively bloated and the hands are large, the fingers many- jointed. 'Welcome to the tower at the end of the universe,' says one of the clones.

'Are you in command here?' you ask.

'No, the paranoids in the blue room command here, but they are too frightened to encounter you.' You begin to ask a stream of questions but one of them suggests it would be easier if he/she thought the knowledge you require into your head. Will you:

Let them do this?
Try to dominate him/her with your will?
Pariah Dog
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Post by Pariah Dog »

Deja Vu. Let them do this again. Maybe this time they'll help since we fixed their piston thingy.
Last edited by Pariah Dog on Sat Apr 21, 2018 4:41 am, edited 1 time in total.
Omegonthesane
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Post by Omegonthesane »

Agreed.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Thaluikhain
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Post by Thaluikhain »

You remain in possession of your own thoughts but a wave of understanding and knowledge immerses you as the eight clones think into your head. To the Earthers of your remote future, these people will be known as the Future People. It is a billion, billion years after the founding of the Earth Federation. The universe is contracting, its energy all but spent. Scon the universe will coalesce into a single ball of matter, eradicating all life, and explode apart again to begin a new cycle. These people are doomed. A device called the Time Destabiliser pulled them from their own time to this barren planet, but none of the entropists, people genetically designed to study ways of conserving energy, were transported with them. The tower was built, but life as they are used to it is becoming impossible to sustain. Already hundreds of them have 'gone green', for they are running out of the drugs which some need to prevent an unpleasant mutation that damages the intellect. When this happens people turn a sickly shade of pale green and become scavengers. You realise with a shock that these people are looking forward to death as a new experience which they have not yet tried out.

They thank you, however, for saving the great machine in the tower's foundations. If it had exploded, everyone in the tower would have died. The green scavengers rule the lower levels and the paranoids of the blue room have commanded that no-one, not even the technicians, be allowed to service the machine, or leave the tower. They are more scared of going green than of death. 'Why allow "paranoids" to rule you?' you think. The reply is immediate. They are genetically designed to make cautious decisions, based on fear, to shepherd mankind through dan- gerous times. Now that their usefulness is over, no-one cares to overthrow them, not least because they surround themselves with sensors and traps, seeing no-one but their particular clone brothers. Out of gratitude for saving the machine which gives air and power to their tower, they answer your unspoken question. They tell you that Bloodhound has been taken captive by the Gra'ak; an intelligent and ferocious reptilian race. The Future People's orbital sensors allow them to see most of what takes place on this planet and they know that Bloodhound is still alive. They also know that you will need to destroy the time destabiliser that lies in the crater beyond the dwellings of the Gra'ak, if you are to return to your own time. Suddenly one of the white screens turns blue.

A blue human with a curiously flaccid brain case and twig-like appendages for arms squawks out of the screen. 'Terminate the thought transfer. Eject the primitive one.' The screen turns white once more but one of your hosts says that you must leave the tower or the paranoids will have you eliminated by their sentinel droids. They say that if you leave now they will send the lift to a weapon bay where you may obtain a cold lance that will be useful against the reptilians.

As soon as you step into the lift the coloured lights go off and the door hums shut. A single amber light flashes as the lift accelerates down a series of twisting shafts and then stops. The door opens and a red skinned technician with four hands and arms, each different in shape, hands you a weapon. The door hums shut as you realise in surprise that you have been given a very advanced cold lance. Note that you have this on your agent profile. A green light flashes and the lift descends a long shaft. When the door hums open, you realise you are on the far side of the tower to that which you entered. A blue grey desert stretches as far as the eye can see. You head towards a large expanse of blue slab-like rock

338
After some time you are walking across a flat-bed of bluish slate
-like rock. The rock is warm-it seems of volcanic origin, for the whole place radiates heat from the ground. Eventually you find yourself at the lip of a large bowl-like depression, at the bottom of which lie several grey domes. You gasp involuntarily at what greets your eyes. One of the domes has another transparent dome, much smaller, attached to its rear. Inside you can see Bloodhound. His uniform is in tatters and he looks tired and worn, but essentially OK. He is held upright somehow. Most of the domes have single arches as doors - the dome with Bloodhound in is guarded by a strange beast. It is about seven feet tall, in appearance rather like a Tyrannosaurus Rex, the carnivorous dinosaur of Earth's distant past. However, its head is crocodilian with an extended crested braincase that hangs down over its back. The hind legs are massive, the forearms smaller, ending in four fingered manipulative hands. It has rudimentary clothing, mostly belts and straps holding various items of indefinable equipment. In its hand it holds some form of weapon - possibly a laser rifle. Its jaw slavers continuously, its yellow lidded eyes flick constantly. These reptiles are probably cold blooded and need high temperature to maintain their metabolic rate. No other reptiles seem to be nearby but several of them are in some kind of corral on the other side of the bowl. You cannot make out what they are doing but there are many violent and savage movements and the squealing cry of some beast in pain. Feeding perhaps.

Realising you will have to get into the dome you climb down into the depression and crawl as silently as you can towards the dome, sweat breaking out on your forehead as you labour in the tropical heat of the depression. The heat seems to be held down here. You are about fifty yards away, crouched down behind a trough filled with hot bubbling mud. Its purpose is beyond you. The Saurian guard begins to sniff the air suspiciously. You will have to act now, or the guard will find you out in moments, using its obviously powerful sense of smell. Will you:

Fire your blaster at it, if you still possess it?
Use a cold lance, if you have one?
Thinkstrike the reptile?
Try to control it with Powers of Will?
Pariah Dog
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Post by Pariah Dog »

Well shooting him in the face is kinda luck based so lets try our shiny new Cold Lance.
SGamerz
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Post by SGamerz »

New blue option.
Thaluikhain
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Post by Thaluikhain »

You level the Cold Lance and squeeze the triggering device - the air shimmers, condensation forming in a cone between the lance and its target. The reptile is struck by the force of the strange device and drops its weapon in surprise. Then it begins to shudder as you maintain the ray. It seems to be leeching the Saurian of its body heat. Its eyes droop shut and it buckles at the knees, falling to the ground. It has fallen into a torpid stupor - a cold blooded creature, it cannot function at low temperature levels. You dart forward towards the archway. Around one of the forearms of the beast is a band of polished metal, brightly painted with three bars of colour - red, green and yellow. You pause at the entrance but all is quiet. Silently you glide into the dome.

316
You walk through a thin corridor into the dome. You are in a long corridor-like chamber which stretches ahead of you. You judge the end to be the back of the dome. The walls are grey and tables and worktops litter the place. It is some kind of workshop. The heat in here is stifling. You notice a bookshelf (the Gra'ak keep their records in written form, though their script is bold and clumsy). Absently you note that they read from right to left. There is a door straight ahead of you and a door to your left. Will you go through:

The left hand door?
The door straight ahead of you?
Pariah Dog
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Post by Pariah Dog »

If the others are cool with it, possibly fast forward through events that we have done? (straight ahead, Y G R, side door on the way out, grab bomb x 2, proceed directly to exit)
Omegonthesane
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Post by Omegonthesane »

Agreed.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Thaluikhain
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Post by Thaluikhain »

You step through the door and find yourself in the transparent dome housing your old friend, Agent Bloodhound. He is held within a small personnel dome, standing on a steel pedestal, linked to a bank of instrumentation. He is looking rather the worse for wear, but he does not look badly injured - more tired, mentally. At the sight of you his jaw drops and his eyes light up with hope. His voice comes to you through the small air holes bored into the dome that covers him. 'Section Chief Falcon! You came! Thanks, sir. Good to see you again Falcon, that's for sure. I managed to destroy my Time Machine, so those Gra'ak couldn't try to use it - that's what these reptiles are called, from the planet Gra'akii, beyond the galactic rim. I thought I was marooned here.' As Bloodhound talks you are busily invest- igating the tube-like clear dome that imprisons him. 'They've been keeping me here, using mind probes on me, trying to force me to tell them how to build another machine, but I've resisted so far. It seems this is the end of time, Falcon, in fact time does not really exist anymore. People get drawn here by some strange force or temporal warp.' Bloodhound seems to be almost delirious. The mind torture has effected him.

'Listen to me. Blood, listen,' and you batter on the dome. He stops and stares at you, wild eyed. 'How do I get this open, Blood, there's not much time!' You cannot blast it for fear of hurting Bloodhound.

'Oh yes, Falcon - sorry, my head, it's ... That console there - those three coloured buttons. You have to press them in a certain sequence but I haven't been able to determine the correct sequence. I think if you get it wrong, an alarm goes off.' You must try to get him out. Will you press the buttons in the following order:
Red, green then yellow?
Red, yellow then green?
Yellow, green then red?

(There is a picture here)

You depress the buttons. Nothing happens for a moment. Then there is a humming sound and the capsule around Bloodhound splits and opens up like a blossom. Bloodhound steps out. 'I knew you could do it,' Bloodhound says. Supporting him with one arm, you re-enter the dome proper. You may open the door, now on your right, before leaving the dome, if you have not done so already. If so, turn to 218. If you want to leave the dome immediately, turn to 326.

You cautiously open the door, Bloodhound covering you from behind. It's a storeroom for explosives! The walls are lined with racks of plasplode containers, each complete with detonator and timer. Plasplode is a powerful explosive used in asteroid mining. You may take two plasplode packs if you wish. With nothing else here to interest you, you both leave the dome.

326
Bloodhound is almost lame and it takes an agonising minute to cover the first thirty yards away from his prison dome. He leans heavily on you and is struggling to keep his hopping steps quiet, grimacing in pain whenever you have to step down from one pile of dark slate to another. The Gra'ak seem to be absorbed in what is happening inside the corral. A sudden keening cry curdles your blood, as though a being was suffering un- imaginable torment. You both pale. The cry was human. Will you:

Attempt to spy on the Gra'ak corral?
Hope to make good your escape without delay?

There is a strange croaking roar from the Gra'aki and another howl of agony from the poor devil they are tormenting. Thankful that their grisly attentions are directed elsewhere, you make good your escape from the domes of the Gra'ak. If you have heard of a black pyramid, or of a Time Destabiliser...

You ask Bloodhound if he knows anything about a Black Monolith. 'It's what is causing the time flux that sucks things to this lost place,' you say. 'It must be destroyed before we can leave.'

'Yes I have,' says Bloodhound excitedly. 'The Gra'ak spoke of it often. It completely perplexed them. It should be near the edge of their dwellings.' After a short rest, you start across the slate rock flats, around the reptile's home. After a time, you come to another bowl-shaped depression, almost as large as that which the Gra'ak lived in. But this crater is filled with dust. At its centre rises a dull black pillar.

Together with Bloodhound you jump over the edge of the crater and slide down the bank of dust, burying yourself up to your middle. It is hard going, sinking into the dust at every step, but after half an hour you stand before the black unreflecting monolith. Do you have some plasplode?

Yes, so:

344
Bloodhound sets the charge and when he is safely out of the way you detonate it. Shards of unreflective black crystal shower the crater, the pieces burying themselves. When the dust settles, every last trace of the monolith has disappeared. Nothing is left of the artefact that could rob great galleons from all places in all times. Feeling a tremendous sense of awe and achievement you begin the climb back to the rim of the crater. If you have:

A compass given to you by Kowalski you may use it,
A device given by the Ardanni and wish to use it,
Otherwise,

(Otherwise being you either don't have, or choose not to use either of those. Falcon has the compass)
Omegonthesane
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Post by Omegonthesane »

What does the Ardanni device do?
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath, Justin Bieber, shitmuffin
Pariah Dog
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Post by Pariah Dog »

Use the compass to go see Killer Kowalski
SGamerz
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Post by SGamerz »

Compass.
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