Flight of the Hummingbird
Michael Martin
Comedy cover art IF Comp 2010 IFComp Game last lousy point nonstandard directions superhero systematic puzzles walkthrough
Dr. Sinister is at it again! The Concordance of Powered Response isn't entirely clear on what it is he's planning, but it's big. This is clearly a task for one of the world's mightiest champions!
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December 31st, 2014.

Dr. Sinister is at it again! The Concordance of Powered Response isn't entirely clear on what it is he's planning, but it's big and it's based in his island fortress. This is clearly a task for one of the world's mightiest champions!

Unfortunately, they've had to send you instead; the world's mightiest champions have other emergencies to deal with. New Year's Eve is always rough.

Regardless, this looks by-the-book so far. The containment fields have been put in place. Now all you have to do is get over to his island base, infiltrate it, defeat him, and bring him in.

City Hall teleported you here to Shalestorm Shingle mainly for the drama of the name. Small rocks and stones litter the ground here, but it dissolves to good clean sand a little ways to the south.

The city's containment force fields wall off the area to the north and east. The great Pacific Ocean stretches out to the west. Across the sea some distance, you can see Dr. Sinister's island fortress.
You look at Ocean
The seas look deceptively quiet, but they nevertheless unnerve you.
You look at the fortress
It juts out of the island to the west, probably reaching at least a hundred feet into the air.
About you
You are The Hummingbird. Not really the kind of totemic resonance that lets you play in the really big leagues, but you've managed a bit of recognition, and a lot of the other heroes give you credit for coming by your powers the hard way.

Your Hummingbird Suit lets you, when suitably charged up, flap your arms fast enough to actually maintain flight. You've got to have a lot of energy available to do that, of course, but you can still manage it.

You're particularly proud of the fact that unlike most of your heroic comrades-in-arms, you have a proper excuse for your ridiculously overdeveloped pectoral muscles.
Inventory
You are carrying:
the HummingBelt (being worn)
an energy drink
You look at the belt
This is a masterpiece of engineering, built to your specifications. It lets you carry an enormous amount of stuff without unbalancing your flight at all.
You examine the energy drink
This drink is an incredibly powerful concoction of sugar and electrolytes. It is not much of an exaggeration to say that it is the source of all your power. Given the energy contained within it, the properties of your suit, and your superhuman pectorals, you can fly and even hover under your own power.

You only need a small amount to activate your powers, so this canteen has more than enough to keep you supplied for the duration of the mission.
Go south
The rocky beach from the north tapers off a bit; down here, closer to the water, the rocks have been worn down to black sand. To the west is the ocean itself (and beyond that, Sinister's island fortress); the sand gives way to concrete to the south.
You go south
The containment field makes a sharp turn here, blocking travel to the south as well as the east. Metallic wreckage is strewn throughout this corner of the beach. Possibly this is the work of Dr. Sinister on his latest rampage, but you suspect that this is actually what's left of some innocent building torn apart by the creation of the containment field.

The coastline extends to the north, while the Pacific Ocean lies to the west. You can also make out Dr. Sinister's island fortress out at sea.

An enormous rumbling noise comes from the tower on the island. You cover your eyes as the shockwave hits, and as you recover, you see a rocket streaking up towards the sky.

You think you can hear Dr. Sinister's malicious laughter, but it's surely just a trick of the wind. He's far too far away to be audible.

Great. Well, hopefully you'll still be able to thwart him with what's left in the base.
You look around
The containment field makes a sharp turn here, blocking travel to the south as well as the east. Metallic wreckage is strewn throughout this corner of the beach. Possibly this is the work of Dr. Sinister on his latest rampage, but you suspect that this is actually what's left of some innocent building torn apart by the creation of the containment field.

The coastline extends to the north, while the Pacific Ocean lies to the west. You can also make out Dr. Sinister's island fortress out at sea.
Search wreckage
You select a small, crowbar-like piece of metal, and pick it up.
Go west
Water isn't particularly good for your suit. Besides, Dr. Sinister has an ugly penchant for genetically engineering nasty sea life.
You drink the drink
(first taking the energy drink)
(first stowing the crowbar)
You take a quick swig of your mighty energy drink and are charged with unbelievable energy. You quickly re-stow the drink and begin to flap your arms with all your might.

[Now that you've charged up, you may start or stop flying with FLY or LAND. You may change your altitude with UP and DOWN as usual.]

[Your altitude will be marked in the status line at the top of the screen, and in the main text with brackets after each turn. If you would rather restrict this information to the status line, keeping the main text less cluttered, the command STATUS OFF will do so.]

[You are flying.]
You go to the west
You fly off the shore and out to sea.

Above the Ocean (skimming the waves)
The sea extends in all directions. An island lies a good distance to the west, while the main shore is just to the east.

[You are skimming the waves.]
You go to the west
Above the Ocean (skimming the waves)
The sea extends in all directions. An island lies a good distance to the west, while the main shore is a bit to the east.

Your energy is beginning to flag. Below you, you think you catch sight of a green fin breaking the waves, and some larger things lurking in the deeps.

Looks like the Doctor has been modifying the local sea life. At least it isn't a synthetic plague of poisonous frogs like the last time he made headlines.

[You are skimming the waves.]
Up
Flapping your arms mightily, you ascend.

[You are 25 feet above the water.]
Go west
Above the Ocean (25 feet above the water)
The sea extends in all directions. An island lies off to the west, while the main shore is off to the east.

Your energy is about to run out.

[You are 25 feet above the water.]
You go to the west
Above the Ocean (25 feet above the water)
The sea extends in all directions. An island lies off to the west, while the main shore is off to the east.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

[You are 25 feet and falling.]
You drink the drink
(first taking the energy drink)
Your recharge didn't have quite enough altitude to work in, so you hit the water at great speed. At this height it's only slightly less resilient than concrete, really.

Well, at least that means you don't have to worry about drowning.
You drink the drink
You're already too energetic for mundane activity; you won't be able to recharge until your current surge is fully spent.
Up
Flapping your arms mightily, you ascend.

Your energy is about to run out.

[You are 50 feet above the water.]
You go to the west
Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies off to the west, while the main shore is off to the east.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

[You are 50 feet and falling.]
You drink the drink
(first taking the energy drink)
You continue your plummet earthwards.

[You are 25 feet and falling.]

You frantically refuel as you fall earthwards. After a few sips you've regained enough power to renew your flapping and stay aloft.

[You are skimming the waves.]
Up
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

[You are 50 feet above the water.]
Go west
Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies off to the west, while the main shore is off to the east.

[You are 50 feet above the water.]
Go west
Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies a bit to the west, while the main shore is a good distance to the east.

Your energy is about to run out.

[You are 50 feet above the water.]
You go west
Above the Ocean (50 feet above the water)
The sea extends in all directions. An island lies just to the west, while the main shore is a good distance to the east.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

[You are 50 feet and falling.]
You drink the drink
(first taking the energy drink)
You continue your plummet earthwards.

[You are 25 feet and falling.]

You perform another mid-air refueling and regain your flight capability.

[You are skimming the waves.]
Go west
Below you, the sea gives way to solid ground once again.

Sinister Isle Shore (50 feet above the ground)
This is the southernmost reach of Sinister Isle's shoreline reachable inside the containment fields. The rest of the beach stretches out to the north, while the island itself spreads off to the west. Dr. Sinister's enormous tower awaits you to the northwest.

[You are 50 feet above the ground.]
Land
You can't just stop flying in midair like that; the excess energy has to go somewhere, and you'd just plummet, twitching, from the sky.
Down
You lower yourself down a bit.

Your energy is about to run out.

[You are 25 feet above the ground.]
Down
You lower yourself down a bit.

You settle back to earth, your energy exhausted.

Finally. Man, that was a pain. One of these days you're going to have to get one of those hats with the drink holders and the long straws.

As you catch your breath, you hear a soft chime. The Coalition wants to talk.

You activate the communicator in your Hummingbird suit. "Hummingbird here. I'm on the island, but there's been a complication."

The voice on the other end is half frantic. "We had no idea Sinister was space capable! We've been tracking his rocket since launch, and have found both him and the base he's flying to. North American Space Command is ready to scramble a full set of LEO hunter-killer drones. Incidentally, don't even try to get to the island - it's out of your range and he's probably infested the waters."

[1] "Beyond my range?"
[2] "Way to warn me in advance, guys - I'm on the island now."
1
"You may want to update that profile. I'm on the island now."

"What? But..."

"Later. For now..."

[1] "We don't have the full story yet. I'm going to investigate."
[2] "I'm not willing to let NASC kill everyone unless it's our last option."
[3] "Have NASC take the shot. It's the only way to be sure."
1
"...for now, you're all going off half-cocked. We've seen a rocket launch. That might be the Doctor. It might be the key to his plan. It might be part of it. It might be a feint to throw us off the scent. I'm here, so I'm going to see what's going on."

"Fair enough, Hummingbird. We'll tell NASC to stand by until we know more. We'll be in touch later."
You look around
This is the southernmost reach of Sinister Isle's shoreline reachable inside the containment fields. The rest of the beach stretches out to the north, while the island itself spreads off to the west. Dr. Sinister's enormous tower awaits you to the northwest.
Go north
Sinister Isle's beach is full of sparkling sand, and would make an excellent vacation spot were it not for the enormous tower of doom to the southwest. The shore continues for some distance to the south, while the containment fields prevent further travel north. The island itself continues off to the west.
You examine the sand
Unlike the black, gritty sand on the mainland, this island's shoreline is full of sparkling sand only a few shades off from white. It would make an excellent vacation spot, if you discount the whole Evil Lair thing.
You taste the sand
That sounds vaguely unsanitary.
You go west
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.
You examine the grass
A path is cut into the grass, leading in a neat path around the tower. You suppose even evil masterminds appreciate the occasional bit of good landscaping.
Go west
The force field shifts direction here, forming the northwest corner of the containment zone. The tower itself is off to the southeast.

A path is cut into the grass leading south and east.
You go south
The tower of Dr. Sinister stands proudly to the east of here, its grey bulk left a bit greenish by the glow of the containment fields to the west.

A path leads from north to south around the tower.
Go south
The containment fields block you from moving any further to the south or west here, while the tower rises to the northeast. A neatly-trimmed path cut into the grass here leads north and east.

A fuel truck sits quietly on the path here. Good to see the Doctor didn't destroy all his supplies when he left.
You look at the containment field
In the interests of containing the forces of villainy, the local authorities have surrounded the area with impenetrable green force walls. It should go down once you get your man.
You examine the truck
This truck looks like it's been around for awhile, but it's got the distinctive shape of a fuel truck. A hose is attached to the tanks on the back.
You check your inventory
You are carrying:
the HummingBelt (being worn)
an energy drink
a crowbar
You enter the truck
You get into the fuel truck.
You look at your surroundings
Sinister Isle (in the fuel truck)
The containment fields block you from moving any further to the south or west here, while the tower rises to the northeast. A neatly-trimmed path cut into the grass here leads north and east.
Go outside
You get out of the fuel truck.

The containment fields block you from moving any further to the south or west here, while the tower rises to the northeast. A neatly-trimmed path cut into the grass here leads north and east.

A fuel truck sits quietly on the path here. Good to see the Doctor didn't destroy all his supplies when he left.
You examine the hose
A long rubber hose is connected to the fuel tanks.
Drink fuel
It's got a perfectly good pump. Siphoning rocket fuel by mouth is just going to end in tears.
You go to the east
Dr. Sinister clearly doesn't follow the usual rules for evil strongholds. His evil tower is on a lovely coastline and is surrounded on all other sides by well-kept grass. This section of the island could almost be a lawn.

The tower is to the north of you, and the containment fields block you to the south. A path cut out of the grass leads east to the beach and west to the rest of the island.
Go south
(first opening the massive door)
The door is too heavy to open by main strength.
You drink drink
(first taking the energy drink)
You take another sip of your energy drink and are fully recharged. You flap your arms with all your power and again defy gravity.

[You are flying.]
You examine the door
The massive door towers impressively above you.

[You are flying.]
You examine the tower
Dr. Sinister's evil tower looms high above you.

Your energy is beginning to flag.

[You are flying.]
Land
You force yourself into an early landing and then concentrate for a few seconds until the shakes from the excess energy go away. It's never pleasant to have to do this.
You fly
(first taking the energy drink)
You take a drink, and take wing, once again.

[You are flying.]
Up
Flapping your arms mightily, you ascend.

[You are 25 feet above the ground.]
Keep going
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

[You are 50 feet above the ground.]
Look around
Sinister Isle (50 feet above the ground)
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.

[You are 50 feet above the ground.]
Wait
You hover in place.

Your energy is about to run out.

[You are 50 feet above the ground.]
Down
You lower yourself down a bit.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

[You are 25 feet and falling.]
Land
You'll be landing faster than you'd like soon enough, unless you do something!

After a long fall with no power, you slam into the ground at incredible speed. Though you do have superhuman strength, it doesn't translate into resistance to that kind of damage.
Wait
You hover in place.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

[You are 50 feet and falling.]
You fly
(first taking the energy drink)
You continue your plummet earthwards.

[You are 25 feet and falling.]

You recharge and renew your flight.

[You are flying.]
You go downward
You force yourself into an early landing and then concentrate for a few seconds until the shakes from the excess energy go away. It doesn't get easier with time.
You pry the door
(first taking the crowbar)
Even with the help of the crowbar, you cannot pry open this massive door.
You look at the tower
Dr. Sinister's evil tower looms high above you.
You fly
(first taking the energy drink)
(first stowing the crowbar)
You recharge and start flying.

[You are flying.]
You go upwards
Flapping your arms mightily, you ascend.

[You are 25 feet above the ground.]
Go upward
Flapping your arms mightily, you ascend.

[You are 75 feet above the ground.]
Go upwards
Flapping your arms mightily, you ascend.

Your energy is about to run out.

You are now level with the tower's roof. You could land on the roof by going to the south.

[You are 100 feet above the ground.]
Go south
You fly over the lip of the tower roof.

Dr. Sinister's Tower (flying)
You're hovering above the top of Dr. Sinister's stronghold. Most of the roof is curved into a retractable dome, except for the access path ringing the roof.

A small round access hatch sits on the floor of the walkway.

You settle down on the walkway.
Open dome
The launch door is enormous. There's no way you'll be able to budge it with personal strength.
You examine the path
Most of the roof is curved into a retractable dome, except for the access path ringing the roof.
You examine the hatch
(the access hatch)
It's flush with the rest of the walkway, except for a small handle.
You examine the handle
It's flush with the rest of the walkway, except for a small handle.
You open hatch
(the access hatch)
It's stuck; you don't seem able to pry it open with your bare hands. There is a grip for a good solid pull on it, though.
Pry hatch
(the access hatch)
(first taking the crowbar)
Ah, the crowbar. Truly a tool with a thousand uses. You make quick work of whatever was making the hatch stick, and it pops open with a gratifying hiss.
You go hatch
(the access hatch)
You climb down into Dr. Sinister's island tower.

You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. The roof forms a dome about 30 feet above your head. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.

Right then. Time to get to work.
You go west
You enter the rocket.

The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The exit hatch leads east to the hangar.
You examine the panel
It's clearly designed to be user-friendly; there's nothing on it right now but a big green button marked "LAUNCH".
You sit in the chair
As you sit in the acceleration chair, a variety of webs and restraints affix you to the chair.
You stand up
You get off the acceleration chair.

The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The exit hatch leads east to the hangar.
You go east
You get out of the rocket.

You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. The roof forms a dome about 30 feet above your head. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.
Go up
You climb back out into the sunlight.

Dr. Sinister's Tower
You're standing on the top of Dr. Sinister's stronghold. Most of the roof is curved into a retractable dome, except for the access path ringing the roof.

A small round access hatch stands open, leading down into the tower.
You examine the roof
Most of the roof is curved into a retractable dome, except for the access path ringing the roof.
Go down
You once again infiltrate the Doctor's compound.

You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. The roof forms a dome about 30 feet above your head. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.
Go down
This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.

A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.

A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.
Go south
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

You suppress an involuntary but unheroic shudder. If he was willing to abandon an entire base to further his plot, it must be a big one.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.
Go west
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.
You look at the beds
At this point they're just an array of hard mattresses.
You examine the desk
You can only see part of it from here, but it's pretty imposing even from this distance.
You go west
Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.
You examine the desk
It would look out of place anywhere else in the base, but here, it provides an excellent sense of power and control. The right-hand side of it includes a small drawer, easily accessible whether or not one is seated in the chair.
You open the drawer
As you open the desk, you barely get a glimpse of its contents - a silver key - before the floor opens up beneath you, revealing a vast pit below!

You drop like a rock.

Pit Trap (175 feet and falling)
This pit trap is almost two hundred feet deep, and surrounded by smooth walls on all sides. Nevertheless, the bottom seems mostly clean. Perhaps he has some means of flushing it out - or maybe it's just never been used to dispose of anyone.

Down at the bottom of the pit you can see a wooden crate and a large-handled key.

[You are 175 feet and falling.]
You wait for a while
Time passes.

You continue your plummet earthwards.

[You are 150 feet and falling.]
You wait
Time passes.

You continue your plummet earthwards.

[You are 125 feet and falling.]
Wait
Time passes.

You continue your plummet earthwards.

[You are 100 feet and falling.]
You wait
Time passes.

You continue your plummet earthwards.

[You are 75 feet and falling.]
You wait for a while
Time passes.

You continue your plummet earthwards.

[You are 50 feet and falling.]
You drink the drink
(first taking the energy drink)
You continue your plummet earthwards.

[You are 25 feet and falling.]

(first stowing the crowbar)
You make an undignified crash as the pit trap's floor does what it was designed to do - be solid and a long way down.
You drink the drink
(first taking the energy drink)
You continue your plummet earthwards.

[You are 50 feet and falling.]

(first stowing the crowbar)
You continue your plummet earthwards.

[You are 25 feet and falling.]

You recharge and renew your flight.

[You are flying.]
Go downwards
You come to a safe landing at the bottom of the pit trap. Ha HA! Take that, hidebound traditional villains!
You look
This pit trap is almost two hundred feet deep, and surrounded by smooth walls on all sides. Nevertheless, the bottom seems mostly clean. Perhaps he has some means of flushing it out - or maybe it's just never been used to dispose of anyone.

You can see a wooden crate and a large-handled key here.
Examine crate
It's pretty big, but it's just a wooden crate.
Open crate
You open the wooden crate.
You look in the crate
The wooden crate is empty.
You take the key
Taken.
You examine the key
From the size and shape of this key, you'd guess it's for a vehicle of some kind.
Break crate
You unleash your devastating fighting techniques, swiftly reducing the crate to a pile of splintered wood.

It's still empty, though.
You break the crate with the crowbar
(first taking the crowbar)
It's been known for decades that wrecking crates with crowbars has a proven cathartic effect. You swiftly reduce the crate to a pile of splintered wood.

It's still empty, though.
You kick the crate
You've really spent most of your career focusing on your upper body strength. If you're going to hit things, you should stick to punches or hand weapons.
You throw the crate at the wall
(first taking the wooden crate)
That won't accomplish anything.
You fly
(first taking the energy drink)
(first stowing the large-handled key)
(first stowing the wooden crate)
That crate is almost as big as you are. You are not going to be able to stow it on your belt.
You drop the crate
Dropped.
You fly
You recharge and start flying.

[You are flying.]
Up
Flapping your arms mightily, you ascend.

[You are 25 feet above the bottom.]
Continue
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

[You are 50 feet above the bottom.]
You keep going
Flapping your arms mightily, you ascend.

[You are 75 feet above the bottom.]
Continue
Flapping your arms mightily, you ascend.

Your energy is about to run out.

[You are 100 feet above the bottom.]
Continue
Flapping your arms mightily, you ascend.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

[You are 125 feet and falling.]
You drink the drink
(first taking the energy drink)
You continue your plummet earthwards.

[You are 100 feet and falling.]

You recharge and renew your flight.

[You are 75 feet above the bottom.]
Up
Flapping your arms mightily, you ascend.

[You are 100 feet above the bottom.]
Keep going
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

[You are 125 feet above the bottom.]
Continue
Flapping your arms mightily, you ascend.

[You are 150 feet above the bottom.]
Continue
Flapping your arms mightily, you ascend.

Your energy is about to run out.

[You are 175 feet above the bottom.]
Keep going
You fly back up into the office.

Dr. Sinister's Office (flying)
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

Most of the floor is gone at the moment, revealing an ominous pit that leads down a good distance. At the bottom you can just make out a wooden crate. Someone standing could still walk to either door, though.

You settle down on one of the few safe spots in the room.
You open drawer
That's already open.
You look at the drawer
This small drawer is part of the desk. It's on the right-hand edge if one is sitting in the chair, and it looks easily reachable even if one were merely standing near it. It's open, revealing a silver key.

In the small drawer is a silver key.
You look at the silver key
It's probably not really silver, but it is metallic and shiny. It's no larger than a housekey.
You take the silver key
Taken.
You look at chair
It looks quite comfortable, though it also looks like the doctor welded it to the floor as a safety precaution.
You pull the drawer
Nothing obvious happens.
You close the drawer
You close the small drawer.
You sit in chair
You get onto the leather chair.
You look around
Dr. Sinister's Office (on the leather chair)
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.

Most of the floor is gone at the moment, revealing an ominous pit that leads down a good distance. At the bottom you can just make out a wooden crate. Someone standing could still walk to either door, though.
You open the door
It seems to be locked.
You unlock the door with the silver key
You unlock the door.
You unlock the door with the silver key
That's unlocked at the moment.
You open the door
You open the door.
You go west
(first getting off the leather chair)

Dr. Sinister seems to have found an interesting solution to the problem of maintaining operational security: he has placed his master command center in his bedroom. A surprisingly humble bed sits off against the south wall, while an impressive command terminal full of controls and displays occupies most of the opposite one. The Doctor's office lies back to the east.
You pull the bed
It is fixed in place.
You examine terminal
The terminal's displays are all dark. Beneath the displays, you note that the defense grid switch and the launch hatch switch are on, and the master power switch and the main door switch are switched off. There is also a button marked "TRAP TOGGLE".
You sit on the bed
You get onto the bed.
You look at the bed
It's little more than a cot, really. You wonder if he sleeps here normally, or if this was just for the occasional all-nighter. It certainly doesn't match up with the ostentation out in the main office.
Sleep
You've got vastly more important things to be doing.
You turn on the power
(not first getting out of the bed - Dr. Sinister clearly has his priorities straight)
The displays flicker to life. The old status screen appears momentarily - you can just make out the words "POST-LAUNCH SHUTDOWN COMPLETE" before they turn to other feeds. The terminal's displays are now showing various parts of the base. One view looks at the closed bulk of the main gate, while another shows the roof of the hangar opening up, revealing the blue sky above. Other images flicker through the displays, but the only other one that catches your eye is the grid of light starting to flicker to life, sealing off the hangar from the main halls.
You look around
Command Center (on the bed)
Dr. Sinister seems to have found an interesting solution to the problem of maintaining operational security: he has placed his master command center in his bedroom. A surprisingly humble bed sits off against the south wall, while an impressive command terminal full of controls and displays occupies most of the opposite one. The Doctor's office lies back to the east.
You look at the terminal
The terminal's displays are now showing various parts of the base. One view looks at the closed bulk of the main doors, while another gazes out the hangar into the blue sky. Other images flicker through the displays, but the only other one that catches your eye is the grid of light that seems to be sealing off the hangar from the main halls. Beneath the displays, you note that the master power switch, the defense grid switch, and the launch hatch switch are on, and the main door switch is switched off. There is also a button marked "TRAP TOGGLE".
You look at the grid
This switch is labeled "DEFENSE GRID".

The defense grid switch is currently switched on.
You switch off the defense grid
The switch is stuck. You pull with all your might, and then the switch gives suddenly. Unfortunately, it hasn't actually switched off; the switch itself has crumbled to powder in your grip.
You examine DEFENSE GRID
This switch is labeled "DEFENSE GRID". However, the switch itself has broken off and it is wedged in the ON position.

The broken defense grid switch is currently switched on.
Inventory
You are carrying:
a silver key
the HummingBelt (being worn)
an energy drink
a large-handled key
a crowbar
Go east
(first getting off the bed)

Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.
Go east
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.
You look at the light beams
This circular doorway leads to the hangar. Beams of coruscating light crisscross the doorway. They don't look terribly friendly.
You go west
Dr. Sinister seems to have found an interesting solution to the problem of maintaining operational security: he has placed his master command center in his bedroom. A surprisingly humble bed sits off against the south wall, while an impressive command terminal full of controls and displays occupies most of the opposite one. The Doctor's office lies back to the east.
You pry the switch
Which do you mean, the master power switch, the broken defense grid switch, the main door switch, or the launch hatch switch?
Broken DEFENSE GRID
(first taking the crowbar)
There isn't a switch there anymore.
You pry the launch hatch switch
There's no reason to force it; simply toggling the launch hatch switch will suffice.
You toggle the launch hatch switch
On the displays, you see a dome close over the top of the hangar, roofing it off.
You continue
On the displays, you see the hangar roof retract, revealing an inviting blue sky.
You toggle the master power switch
As the displays shut down, you can see the hangar's launch hatch beginning to close and the light beams in the hangar flicker and go out.
Continue
The displays flicker to life. The terminal's displays are now showing various parts of the base. One view looks at the closed bulk of the main gate, while another shows the roof of the hangar opening up, revealing the blue sky above. Other images flicker through the displays, but the only other one that catches your eye is the grid of light starting to flicker to life, sealing off the hangar from the main halls.
You toggle the door switch
On the displays, you see the massive main doors to the base slowly swing open.
You toggle the main power switch
As the displays shut down, you can see the main doors and the hangar's launch hatch each beginning to close. The light beams in the hangar also flicker and go out.
You examine the defense grid switch
This switch is labeled "DEFENSE GRID". However, the switch itself has broken off and it is wedged in the ON position.

The broken defense grid switch is currently switched on.
You go east
Dr. Sinister's Office
This luxurious office must be where Dr. Sinister spends most of his time scheming. A huge mahogany desk takes up most of the west side of the room, and behind it is a tall, black leather chair. A smaller door hides behind it. The rest of the base lies to the east.
You move desk
Wow. It is heavy. You don't seem to be able to budge it at all.
Go east
The base continues from east to west. This area looks like a barracks; rows and rows of empty bunk beds line the halls. This must be where his minions slept when they weren't on-duty.

To the west you can see a fancy desk. Looks like the boss had an open-door policy.
Go east
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.
Go east
Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.
You look at the tapestries
Dr. Sinister's logo looks pretty good at that scale, but his face doesn't. It's a little too clean-shaven and managerial-looking.
You go to the north
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

That does raise the question of how he planned on getting them to the mainland, but you suppose that's neither here nor there.

The huge doors to the north bar your passage.

Your suit chimes again. "Hummingbird here. Good timing; I've finished my investigation."

"What did you find?"

"The base is abandoned. Whatever Sinister's up to is entirely in orbit."

"So does that mean the strike force gets a green light?"

[1] "Yes - that should stop him."
[2] "No - there's enough here that I can stop him."
2
"No. Dr. Sinister always keeps redundant backup plans - in this case, he has a separate launch rocket and fuel still in the base. I can give chase."

"All right, but be quick about it. They won't wait forever."
You look at door
The massive door towers impressively above you.
You look around
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

The huge doors to the north bar your passage.
You examine the panel
The terminal's displays are all dark. Beneath the displays, you note that the broken defense grid switch, the main door switch, and the launch hatch switch are on, and the master power switch is switched off. There is also a button marked "TRAP TOGGLE".
Toggle power
The displays flicker to life. The terminal's displays are now showing various parts of the base. One view shows the main doors starting to majestically swing open to the island, while another shows the roof of the hangar opening up, revealing the blue sky above. Other images flicker through the displays, but the only other one that catches your eye is the grid of light starting to flicker to life, sealing off the hangar from the main halls.
You toggle the door switch
On the displays, you see the massive main doors to the base slowly swing shut.
You go north
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

The huge doors to the north stand open to the island.
You go north
You walk back out into the sunlight.

Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.
Go west
The force field shifts direction here, forming the northwest corner of the containment zone. The tower itself is off to the southeast.

A path is cut into the grass leading south and east.
You start the truck
You put the large-handled key into the ignition and start the truck.
Go north
Sinister Isle (in the fuel truck)
The tower of Dr. Sinister stands proudly to the east of here, its grey bulk left a bit greenish by the glow of the containment fields to the west.

A path leads from north to south around the tower.
You go north
Sinister Isle (in the fuel truck)
The force field shifts direction here, forming the northwest corner of the containment zone. The tower itself is off to the southeast.

A path is cut into the grass leading south and east.
You go east
Sinister Isle (in the fuel truck)
Dr. Sinister may be evil, but he's obviously not part of the desolate and blasted stronghold school. West of the sparkling sands of this beach, the island shifts over to verdant fields. It's also clear that he or his minions take good care of it; the grass around here is so well-kept it could practically be a lawn.

The massive main door of the tower is to the south, and a path cut out of the grass leads from it off to the west.
You go south
You go back into the tower.

Entrance Hall (in the fuel truck)
This is, in all likelihood, more of an "exit hall" than an "entrance hall." Dr. Sinister is unlikely to be receiving visitors often, and this "entrance" is broad enough to let a budding overlord's armies march out twenty abreast and still have room to move out vehicles after them.

The huge doors to the north stand open to the island.
Go south
Main Hall (in the fuel truck)
Colorful tapestries hang on the wall here. Most of them carry the series of red slashes that are Dr. Sinister's trademark insignia, but a few others show his benevolent face smiling down upon any visitors from the main entrance to the north, or perhaps to inspire his troops marching out from the west.
Go west
Staging Area (in the fuel truck)
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.
You stop the truck
You switch the ignition off.
Exit
You get out of the fuel truck.

This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north. However, access to the hangar is currently blocked by a grid of shimmering light beams.

You can see a fuel truck here.
You go to the east
This large area looks like it was once central to Dr. Sinister's operations. However, any signs of his plots based here have been removed. There hasn't been much time for dust to accumulate, either; he must have been expecting to leave this base behind.

This area continues off to the east, and narrows considerably to the west. The rocket hangar lies through the huge archway to the north.

You can see a fuel truck here.
You start the truck
You put the large-handled key into the ignition and start the truck.
Go north
Hangar (in the fuel truck)
This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.

A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.

A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.
Exit
You get out of the fuel truck.

This enormous hangar appears to take up nearly all the space in this tower-or, at least, the space in the tower that's above the ground. Most of the space in the hangar is taken up by an enormous, yellow, finned rocket. A catwalk far above leads into it.

A ladder leads up to the catwalk, and then further up to provide roof access. The roof itself looks quite solid, and you don't expect that rocket will be able to launch through it as-is.

A hallway large enough to pass a freight train leads off to the south, to some kind of staging area.

You can see a fuel truck here.
Fuel rocket
You hook the hose up to the rocket, refuel its tanks, and replace the hose on the side of the truck. It should be ready for launch now.
You fly
(first taking the energy drink)
(first stowing the silver key)
(first stowing the crowbar)
(first stowing the large-handled key)
You recharge and start flying.

[You are flying.]
Up
Flapping your arms mightily, you ascend.

[You are 25 feet above the ground.]
Up
Flapping your arms mightily, you ascend.

Your energy is beginning to flag.

[You are 50 feet above the ground.]
Up
Flapping your arms mightily, you ascend.

[You are 75 feet above the ground.]
You go south
You fly over the lip of the tower roof.

Dr. Sinister's Tower (flying)
You're hovering above the top of Dr. Sinister's stronghold. Most of the roof is curved into a retractable dome, except for the access path ringing the roof. The dome is currently open, revealing the cavernous hangar below.

A small round access hatch stands open, leading down into the tower.

You settle down on the walkway.
Down
You go back into the tower.

You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. Sunlight streams in from the open launch hatch, illuminating the entire area. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.
You look up
The roof is largely gone, flooding the hangar with sunlight from a clear blue sky.
You go west
You enter the rocket.

The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The exit hatch leads east to the hangar.
You sit
(on the acceleration chair)
As you sit in the acceleration chair, a variety of webs and restraints affix you to the chair.
You press the button
As you press the launch button, machinery rumbles to life underneath you. You hear a chime, and a pleasant genderless voice comes from the panel.

"Good morning, O most worthy overlord. It's too bad that it has become necessary to flee your lovely island base. I will be your autopilot today. Please sit tight while I take us to your orbital redoubt."

Well, that's a good sign, at least. You relax a bit while the landscape dwindles below you and the sky darkens above you.

After a few more minutes, the autopilot chimes again. "We're nearly here. I've put you into an east-to-west orbit approaching the station, but you will have to perform the final approach yourself." The launch button recesses into the control panel, and a control stick emerges. "I will, as always, keep your orbit stable as you move. Docking arms will engage once you are stopped at location (1, 0, 0)."

Displays bloom around the window, indicating your present position and velocity. The station itself is now clearly visible to the west.

[POS: (10, 10, 0)  VEL: (0, 0, 0)]
You examine the control stick
It's a simple joystick. It will let you control the flight of the rocket as easily as you would move in any direction. The direction away from you is marked WEST.

[POS: (10, 10, 0)  VEL: (0, 0, 0)]
You go to the west
You thrust, pushing yourself out into a broader orbit.

As you are in a broader orbit, you are now drifting away from the station's longitude.

[POS: (10, 10, 1)  VEL: (1, 0, 0)]
Go east
You fire your retros, falling into a slightly tighter orbit.

[POS: (11, 10, 0)  VEL: (0, 0, 0)]
You go to the north
You thrust laterally to your orbit.

[POS: (11, 9, 0)  VEL: (0, -1, 0)]
You wait
Time passes.

[POS: (11, 8, 0)  VEL: (0, -1, 0)]
You go west
You thrust, pushing yourself out into a broader orbit.

As you are in a broader orbit, you are now drifting away from the station's longitude.

[POS: (11, 7, 1)  VEL: (1, -1, 0)]
Go east
You fire your retros, falling into a slightly tighter orbit.

[POS: (12, 6, 0)  VEL: (0, -1, 0)]
You wait
Time passes.

[POS: (12, 5, 0)  VEL: (0, -1, 0)]
Go east
You fire your retros, falling into a slightly tighter orbit.

As you are in a tighter orbit, you are now catching up to the station's longitude.

[POS: (12, 4, -1)  VEL: (-1, -1, 0)]
You wait
Time passes.

[POS: (11, 3, -1)  VEL: (-1, -1, 0)]
You wait
Time passes.

[POS: (10, 2, -1)  VEL: (-1, -1, 0)]
You go to the south
You thrust laterally to your orbit.

[POS: (9, 2, -1)  VEL: (-1, 0, 0)]
Go north
You thrust laterally to your orbit.

[POS: (8, 1, -1)  VEL: (-1, -1, 0)]
You wait
Time passes.

You are now aligned with the station's latitude.

[POS: (7, 0, -1)  VEL: (-1, -1, 0)]
Go south
You thrust laterally to your orbit.

[POS: (6, 0, -1)  VEL: (-1, 0, 0)]
You wait
Time passes.

[POS: (5, 0, -1)  VEL: (-1, 0, 0)]
Continue
Time passes.

[POS: (4, 0, -1)  VEL: (-1, 0, 0)]
You wait
Time passes.

[POS: (3, 0, -1)  VEL: (-1, 0, 0)]
You wait
Time passes.

[POS: (2, 0, -1)  VEL: (-1, 0, 0)]
You wait
Time passes.

[POS: (1, 0, -1)  VEL: (-1, 0, 0)]
Go east
You fire your retros, falling into a slightly tighter orbit.

You are now aligned with the station's height.

[POS: (0, 0, -2)  VEL: (-2, 0, 0)]
You examine the controls
It's clearly designed to be user-friendly; there's nothing on it right now but a control joystick.

[POS: (-2, 0, -2)  VEL: (-2, 0, 0)]
You go west
You thrust, pushing yourself out into a broader orbit.

[POS: (-4, 0, -1)  VEL: (-1, 0, 0)]
Go west
You thrust, pushing yourself out into a broader orbit.

[POS: (-5, 0, 0)  VEL: (0, 0, 0)]
Go east
You fire your retros, falling into a slightly tighter orbit.

As you are in a tighter orbit, you are now drifting away from the station's longitude.

[POS: (-5, 0, -1)  VEL: (-1, 0, 0)]
You continue
You fire your retros, falling into a slightly tighter orbit.

[POS: (-6, 0, -2)  VEL: (-2, 0, 0)]
Go west
You thrust, pushing yourself out into a broader orbit.

[POS: (-8, 0, -1)  VEL: (-1, 0, 0)]
Keep going
You thrust, pushing yourself out into a broader orbit.

[POS: (-9, 0, 0)  VEL: (0, 0, 0)]
You go west
You thrust, pushing yourself out into a broader orbit.

As you are in a broader orbit, you are now catching up to the station's longitude.

[POS: (-9, 0, 1)  VEL: (1, 0, 0)]
Go west
You thrust, pushing yourself out into a broader orbit.

[POS: (-8, 0, 2)  VEL: (2, 0, 0)]
You go west
You thrust, pushing yourself out into a broader orbit.

[POS: (-6, 0, 3)  VEL: (3, 0, 0)]
Go east
You fire your retros, falling into a slightly tighter orbit.

[POS: (-3, 0, 2)  VEL: (2, 0, 0)]
You go to the east
You fire your retros, falling into a slightly tighter orbit.

[POS: (-1, 0, 1)  VEL: (1, 0, 0)]
You wait
Time passes.

You are now aligned with the station's height.

[POS: (0, 0, 1)  VEL: (1, 0, 0)]
Go outside
You get off the acceleration chair.

The rocket interior is small, but isn't quite to the level of "cramped". An acceleration chair takes up most of the floor, and a friendly-looking control panel sits in front of it. The way out leads to the space station.
Keep going
You get out of the rocket.

Dr. Sinister's space station seems to be reasonably well put together. This extensible walkway fits snugly against your rocket's airlock. Since the station is spinning, that direction feels like "down". The station proper awaits you up above, towards the center.

A ladder is just visible up at the top of the chamber.
You drink the drink
(first taking the energy drink)
You recharge and start flying.

[You are flying.]
Up
With some trepidation, you work your way up the access tube. The spin of the station is not playing well with your sense of balance, and you carom off the walls a few times on your way to the top of the chamber.

But you do make it, and a hand closes on the bottommost rung of the ladder. Your weight pulls the ladder down to the bottom of the chamber, taking you with it.
You look at the ladder
It looks sturdy, and it takes up most of the rocketway.
Up
You climb the ladder confidently, but still, you worry. Your arrival was not exactly stealthy, and it can't have gone unnoticed. Where's the welcoming committee? You strain your ears listening for ambushes or other traps as you ascend into the station proper.

You're almost relieved when you find four goons waiting for you up top.

They spring into action as soon as you become visible. Fortunately, this involves more screaming into headsets and retreating than hammering you while you can't fight back.

"It's the Hummingbird! He's bypassed our teleport blockers and is in the Vestibule! Initiating lockdown procedures!"

They're fast. By the time you pull yourself all the way through the hatch, they're gone and the hatches out of this chamber are sealed.

You pause for a moment to catch your breath and get your bearings.

This is actually pretty swank for a space station. Every gram counts in rocketry, yet not only has the Doctor lifted up a full set of draperies for the walls, the floor here is even carpeted.

Portholes lead spinward, antispinward, out, and down. All but the down porthole are firmly sealed.

Dr. Sinister's voice crackles over the intercom. "The Hummingbird? I invest all this in an island fortress and a space station - a space station - and all CPR sees fit to send is the Hummingbird? Pah!"
You look at the draperies
Fancy curtains bedeck the walls of this room. At least they're light; they'd probably have packed well in the rocket. One of them seems to be billowing a little.
You look behind the draperies
Checking behind the billowing curtain, you find a passageway leading into darkness! It must head to the maintenance tunnels.

You pull down the curtain covering it and stow it in your belt.

Dr. Sinister's voice booms out once again through the public address system. "Fall back to the Hub, men; our visitor won't be going anywhere, and even if he somehow does, your numbers will be more than enough to fight him back until the cannon is charged."

You sneer inwardly. You're ten times the fighter of any minions the Doctor could gather.

Here's hoping he didn't gather twenty.
You look at your surroundings
This is actually pretty swank for a space station. Every gram counts in rocketry, yet not only has the Doctor lifted up a full set of draperies for the walls, the floor here is even carpeted.

Portholes lead spinward, antispinward, out, and down. All but the down porthole are firmly sealed. A passage leads inward to darkness.
You look at the curtain
(the hanging draperies)
Fancy curtains bedeck the walls of this room. At least they're light; they'd probably have packed well in the rocket. The gap you tore in them leads to the maintenance passageway.
You check what you're carrying
You are carrying:
the HummingBelt (being worn)
some torn curtains
an energy drink
a large-handled key
a crowbar
a silver key
Wave curtains
(the hanging draperies)
But you aren't holding those.
You wear the curtain
(the hanging draperies)
(first taking the hanging draperies)
There's nothing else of interest behind the draperies.
Go inside
You duck into the maintenance tunnels. Hopefully this will get you closer to Dr. Sinster's inner sanctum.

Access Corridor, Quadrant 1
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 1: VESTIBULE". The corridor continues both spinwards and antispinwards.

[As you are on a spinning spacecraft, normal compass directions no longer apply. UP, DOWN, IN, and OUT all still work as expected, and the new directions SPINWARD and ANTISPINWARD are available. While on the station, these may be abbreviated SW and ASW.]
Asw
Access Corridor, Quadrant 4
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 4: CREW POD". The corridor continues both spinwards and antispinwards.
Enter
You emerge from the maintenance tunnels back into the starbase proper.

Dr. Sinister appears to keep better care of his minions when they're in outer space. The cots in this crew section look a lot softer than the bunks back on the island.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.
You look at the cots
These cots are space-ready, made mostly of webbed mattresses to keep the sleeper in place.

On the cots are some blankets.
You look at the blankets
The blankets are pretty fluffy. You're not sure how this doesn't produce dangerous floating fibers.
You take the blankets
You strip the blankets from the cots.
Inventory
You are carrying:
some blankets
the HummingBelt (being worn)
some torn curtains
an energy drink
a large-handled key
a crowbar
a silver key
You put the blankets in the belt
You put the blankets into the HummingBelt.
Go outside
There's a good fifteen or so unfriendly-looking goons in the hub of the station. That's more than you feel comfortable taking on; you'll have to do something to diminish their numbers, or at least make them less effective.
You look around
Dr. Sinister appears to keep better care of his minions when they're in outer space. The cots in this crew section look a lot softer than the bunks back on the island.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.

You hear some muttering from the guards in the central hub.

"We've been up for awhile now. Bob, it's your turn to fetch the coffee."

"Roger that."

You hear some quick movement, then the motion stops as the guards return to their normal posts.
Go downwards
You duck back into the tunnels.

Access Corridor, Quadrant 4
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 4: CREW POD". The corridor continues both spinwards and antispinwards.
Asw
Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.
Enter
You climb back into the starbase's main quarters.

Dr. Sinister clearly retains a higher class of minion than your normal supervillain; this rec room is full of bookcases, with a game console in one corner for more interactive pursuits. A kitchen nook with an integrated sink and coffeemaker protrudes from the wall opposite the books.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.
You describe your surroundings
Dr. Sinister clearly retains a higher class of minion than your normal supervillain; this rec room is full of bookcases, with a game console in one corner for more interactive pursuits. A kitchen nook with an integrated sink and coffeemaker protrudes from the wall opposite the books.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.
You examine the console
Reasonably modern, but locked in a case for the moment. No gameplaying while duty calls, you suppose.
You examine the sink
The sink is another hole in the nook with a faucet sprayer extending from it. The faucet is flush with the top of the counter, you suppose to deal with the fact that the not-quite-gravity might make water spray everywhere.
You look at the coffeemaker
This coffee machine is part of the wall itself in the kitchen nook - it is a receptacle carved into the wall with a burner at the bottom to heat a coffee pot - if that. It looks like the receptacle itself might double as the pot.
You make the coffee
You can't actually find where the coffee itself is; the burner is obvious, but you can't find where the beans themselves are.
Go downward
You duck back into the tunnels.

Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.
Asw
Access Corridor, Quadrant 2
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 2: SUPPLY POD". The corridor continues both spinwards and antispinwards.
Go upwards
You climb back into the starbase's main quarters.

Dr. Sinister continues to show his maniacal levels of organization. This pod is lined with storage lockers packed tightly together and with no visible seams. The only gap is the doorway out to the center of the station. The way down to the maintenance tunnels is also clear.

Disrupting the neatness is a crate in the corner labeled "COUNTERMEASURES".
You examine countermeasures
Searching through the crate, you find a platinum-studded rope. Colonel Spectacular would be hard-pressed to escape from this.

Other unidentified items still remain in the crate.
Search crate
Searching through the crate, you find some vials. They're labeled as various bromine compounds. Halogens like these could seriously ruin Mr. Mysterious's day.

A cursory glance doesn't identify anything else, but more investigation might help.
Continue
Searching through the crate, you find a box with circuitry you recognize as a teleport blocker. If the Coalition of Powered Response had sent Star-R-Star, he'd be fighting with his hands tied.

You put the teleport blocker back in the crate, near some other things you haven't checked yet.

More voices from the hub. "Dave. Coffee. Fast." More motion. Though the voice is still quite alert, you can hear the fatigue behind it.
Search countermeasures
Searching through the crate, you find a tuning fork. You give it an experimental strike, and it produces a clean-high note. You recognize it immediately as A-880 - the precise tone that shifts the Ethereal Wonder into the physical realm.

You've almost finished completely sorting through the crate.
Search countermeasures
Searching through the crate, you find some jars full of brightly-colored reflective dust. That would negate a lot of Justice-Bot's firepower.

Dr. Sinister was ready for anyone. Well. Anyone but you. He'll pay for that oversight.
You take all
jars full of brightly-colored reflective dust: Taken.
vials: Taken.
teleport blocker: Taken.
platinum-studded rope: Taken.
tuning fork: Taken.
You go downward
You duck back into the tunnels.

Access Corridor, Quadrant 2
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 2: SUPPLY POD". The corridor continues both spinwards and antispinwards.
You go southwest
Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.
Inventory
You are carrying:
a tuning fork
a platinum-studded rope
a teleport blocker
some vials
some jars full of brightly-colored reflective dust
the HummingBelt (being worn)
some blankets
some torn curtains
an energy drink
a large-handled key
a crowbar
a silver key
Pry coffeemaker
(first taking the crowbar)
The coffeemaker has no obvious lock to force.
You examine the vials
These vials are labeled neatly - they all seem to be various bromine compounds.
You put the vials into the coffeemaker
You check through the vials, looking for anything you could safely spike the coffee with. You settle on potassium bromide. If you remember right, about 40 grams of this spread through the coffeepot should slow down that platoon of thugs without permanently harming any of them.

Now you just need to wait for them to get it into their system.
Go downward
You duck back into the tunnels.

Access Corridor, Quadrant 3
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 3: RECREATION POD". The corridor continues both spinwards and antispinwards.
You go to the south-west
Access Corridor, Quadrant 4
This narrow access tunnel seems to ring the entire station. A small sign near a hatch on the ceiling reads "QUADRANT 4: CREW POD". The corridor continues both spinwards and antispinwards.
Go upwards
You climb back into the starbase's main quarters.

Dr. Sinister appears to keep better care of his minions when they're in outer space. The cots in this crew section look a lot softer than the bunks back on the island.

A doorway leads out to the center of the station, while an access hatch leads back down into the corridors.
You sit on the cot
You're in enemy territory!
You wait
Time passes.
Wait
Time passes.

You hear some barked orders as the minions order up another quick coffee break.

Sounds like they've taken some of the doctored coffee. Good. That should take the edge off of them and maybe give you a fighting chance.
Inventory
You are carrying:
a crowbar
a tuning fork
a platinum-studded rope
a teleport blocker
some vials
some jars full of brightly-colored reflective dust
the HummingBelt (being worn)
some blankets
some torn curtains
an energy drink
a large-handled key
a silver key
You examine the torn curtain
You tore this off of the curtains in the vestibule. It's about 20 square feet of cloth.
You leave
You stride into the main hall, where fifteen of Dr. Sinister's finest await you. That's well past your comfort zone, but they're not looking like they're really in fighting trim.

However, they're still numerous enough that you cannot battle your way through to the central bridge access ladder they guard. You make a careful retreat before the situation gets any worse.

They do not follow.

That's good for your prospects of survival, at least in the short term, but not so great for your long-term prospects of success. You've weakened their forces some, but it looks like you'll need to either weaken them some more or strengthen yourself to actually break through.
You drink the drink
(first taking the energy drink)
(first stowing the vials)
(first stowing the platinum-studded rope)
(first stowing the tuning fork)
(first stowing the crowbar)
(first stowing the jars full of brightly-colored reflective dust) (first stowing the teleport blocker)
You recharge and start flying.

[You are flying.]
Leave
You flutter through into the main hall, where fifteen of Dr. Sinister's finest await you. That's normally just a tad more than you're comfortable facing alone, but they were expecting someone coming in on the ground. More fool they. While you'd perhaps hoped to just fly over all of them, the spun gravity sends you careening about the room like a pinball, whacking and bowling over most of the men hoping to ambush you.

Before the ones left conscious can regroup, you tilt your flight path to the central bridge's access ladder.
3
You advance on the doctor, winding up. He puts his paper down and makes some futile warding gestures. "Whoa whoa whoa whoa whoa, Hummingbird. What did I ever do to you?"

[1] "Super-sharks."
[2] "Orbital Doom Cannons."
[3] "It doesn't matter what you've done to me."
1
"Well, there was your army of genetically-modified sharks."

Sinister blanches. "You were able to defeat them? They should have been more than a match for the likes of you."

You think back. "Actually, now that you mention it, no; I just flew out of their reach."

"You can fly. Doesn't count."

[1] "Trap doors."
[2] "Orbital Doom Cannons."
1
"There's the deadfall in your office."

"You can fly. Doesn't count."

"But..."

"And you shouldn't have been rummaging through my stuff."

[1] "Orbital Doom Cannons."
1
"There's this entire station, which you've built around a huge doomcannon."

"That never threatened you. It would have been able to hold the world hostage in a few more hours, but..."

"I've wasted far too much time with this as it is. Enough." You wind up again, but Dr. Sinister again waves you off.

"No, really, that won't be necessary. I'll come quietly. I know when I'm beaten."
3
"This isn't about me."

"Isn't it?"

"Of course it isn't. I'm not here because of some vendetta against you; I'm here because of your giant orbital doom cannon. You certainly aren't up here for me; all your preparations were for heroes a lot more powerful than I was."

"And while we talk, the cannon keeps charging."

"It will never finish."

"Really."

[1] "You're about to run out of time."
[2] "You've always just been a bit player."
1
You harden your expression. "We don't have time for this. You have no idea how precarious your situation is right now."

"Oh?"

"CPR knows exactly where you are and is completely ready to blow all of us out of space before you get anywhere near the West Coast. You've been doomed basically since you took off in the first place."

Dr. Sinister narrows his eyes. "Why send you, then?"

[1] "To save you guys."
[2] "To make them unnecessary."
1
"You might have missed this, but I'm one of the good guys. I'm not a fan of pointlessly wasting lives. That includes yours and your men's."

You gesture at the door. "It's over. Save who you can, and just come quietly."

Dr. Sinister considers you, and nods slowly. "If what you say is true, it sounds like I may owe you my thanks." Just then the screens on his desk glow red. He looks at it briefly. "Yes. Thank you. Let's go."
Endnotes
Congratulations on completing the game! In this playthrough, you completed zero out of five optional challenges. They will be listed along with your full score. You have five optional challenges remaining:

- Complete two navigation puzzles simultaneously.
- Beat the target time for the docking puzzle, earning the "ace flying" score.
- Complete the game with minimum endangerment of enemies, and make sure everyone else does too.
- Complete the game with maximum endangerment of enemies, and
leverage the results for good.
- Complete the game without using any takable items besides the
energy drink.

In less serious suggestions, have you tried...
- XYZZY?
- and the two nonstandard followups cued thereby?
- Taking the rocket?
- Twice?
- STEALing any small object?
- Taking the tower?
- Tying the rope to anything?
- Falling, unpowered, through the open launch hatch?
- Throwing something plot non-critical (like the silver key or the splintered wood) at the defense grid while it's on?
- Or something plot-critical like the energy drink?
- Or messing with it in any way afterwards?
- Kicking things?
- Screaming?
- While falling?
- Immediately before an impact?

Would you like to RESTART, RESTORE a saved game, UNDO your last move, see the FULL score for that game, read the ENDNOTES, or QUIT?
Zyzzyva
No! Lord Chitin is in jail! You've got to focus! Focus!
You focus
You mentally slap yourself upside the head. You feel much better now.
Scream
[I need some kind of reaction from you to continue the scene. Enter a number, or say REPEAT to reacquaint yourself with your options.]
2311
[Valid responses range from 1-3. Type REPEAT to relist the options.]
You look around
Above the Ocean (25 feet above the water)
The sea extends in all directions. An island lies a good distance to the west, while the main shore is a bit to the east.

Your energy is about to run out.

[You are 25 feet above the water.]
Scream
There is no real need for a cathartic scream at the moment.

Your energy fails you, and your old nemesis gravity reasserts his dominance.

[You are 25 feet and falling.]
Continue
Well, nothing else to do at this point. "AaaaaAAaaaAAAaaAAAAaAAAAA--"

Several hundred movies and comic books to the contrary, water makes a terrible cushion for crash landings. Falling that far without a recharge, it's only slightly less resilient than concrete, really.

Well, at least that means you don't have to worry about drowning.
You drop the drink
Drop the source of all your power? I think not!
Inventory
You are carrying:
the HummingBelt (being worn)
an energy drink
You kick the rocks
You've really spent most of your career focusing on your upper body strength. If you're going to hit things, you should stick to punches or hand weapons.
Steal rocks
(first reclassifying as heroic appropriation of the rocks in a time of great need)
You don't need any rocks.
Describe the surroundings
Dr. Sinister's Tower
You're standing on the top of Dr. Sinister's stronghold. Most of the roof is curved into a retractable dome, except for the access path ringing the roof.

A small round access hatch sits on the floor of the walkway.
Pry hatch
(the access hatch)
(first taking the crowbar)
Ah, the crowbar. Truly a tool with a thousand uses. You make quick work of whatever was making the hatch stick, and it pops open with a gratifying hiss.
Go downwards
You climb down into Dr. Sinister's island tower.

You're standing on a narrow catwalk ringing a vast hangar. To the west is an airlock leading into a bright yellow rocket that fills most of the area. A ladder leads both up through the ceiling, and down to the floor of the hangar proper. The roof forms a dome about 30 feet above your head. You could also easily take off from here, if you were so inclined.

A small round access hatch stands open on the ceiling, leading up and out of the tower.

Right then. Time to get to work.
You take the rocket
You're as likely to manage that as to take the entire tower.
Keep going
You're as likely to manage that as to take the entire tower. And no, you wouldn't be capable of taking the tower, either.
Up
You climb back out into the sunlight.

Dr. Sinister's Tower
You're standing on the top of Dr. Sinister's stronghold. Most of the roof is curved into a retractable dome, except for the access path ringing the roof.

A small round access hatch stands open, leading down into the tower.
You fly
(first taking the energy drink)
(first stowing the crowbar)
You recharge and start flying.

[You are flying.]
Up
Flapping your arms mightily, you ascend.

[You are 25 feet above the roof.]