Return to the Stars
Adrian Welcker
cover art escape parser Parsercomp 2021 walkthrough
After having been taken captive in battle, you soon settled into a routine: sleep, eat, shower, reconsider your life choices, repeat. Until, one day, there is no more food. Or guards, for that matter. It seems to be up to you to find a way out of your prison and back home...
You take all
bedsheets: Taken.
About yourself
You've seen better days.
Inventory
You are carrying:
some bedsheets
a set of fatigues (being worn)
You look at the fatigues
A set of standard-issue combat fatigues, consisting of a gray shirt, pants and blouse in a grey-and-black digital urban camouflage pattern, and a pair of black leather boots.
You examine the camera
A small camera hangs in one corner of the room, a small red light presumably indicating that it is active.
You look at the cot
Flimsy frame, uncomfortable plastic surface – it's a cot alright.
You examine the grate
A rather flimsy, rusty grate covering the air duct. It looks like you could break it if you wanted to (although the presence of the camera has so far kept you from attempting anything).
Break grate
It's too far up to throw a good punch at the grate.
You pull the grate
With a groan of exertion, you pull the grate with enough force for the old welds to give way. You set the grate down on the ground.
You enter the vent
You get into the cell air duct.
You look
Your Cell (in the cell air duct)
You are lying in the cell air duct, peeking out into the room:

This is the room you have spent most of your time in, ever since being taken captive. To be honest, you've kind of lost track of how long that has been. A cot stands in one corner of the room. An air duct is mounted in the wall near the cot, exuding a constant stream of cool, fresh air (and the occasional drop of condensation, which falls to the ground with an annoyingly loud plink). A sanitary station –
a
sort of hybrid toilet-shower-sink – is built into a corner of the room. A metal door lies to the north, keeping you securely in the cell.

A small camera hangs above the cot, keeping a watchful eye on you.

You can also see the cell air duct's grate here.
Examine duct
It exudes a stream of cool, fresh air. It is open.
You enter the duct
But you're already in the cell air duct.
You go north
You would have to get out of the cell air duct first.
(To crawl through the duct, try typing CRAWL.)
Crawl
(through the air duct)
You crawl through the ducts, air rushing past your face.

Prison Installations Room (in the bottom of the air duct)
You are lying in the bottom of the air duct, peeking out into the room:

This is where most of the installations and appliances keeping the cell complex running reside. A stiff breeze blows through this room, from the large machine on one wall, to the air ducts on the opposite wall. A ladder leads up.

On one of the walls is a panel with a number of large switches on it.
You examine the machine
A large machine takes up almost the entire south wall. It is forcing air through the room.
You exit
(first kicking a hole into the grate)
You get out of the bottom of the air duct.

This is where most of the installations and appliances keeping the cell complex running reside. A stiff breeze blows through this room, from the large machine on one wall, to the air ducts on the opposite wall. A ladder leads up, the air duct to your cell is on the northern wall.

On one of the walls is a panel with a number of large switches on it.
You examine the ladder
A simple ladder is mounted on the wall, leading up.
Go upward
The walls are plastered with screens showing video feeds from throughout the facility. This must be the place from which the prisoners are monitored.

A ladder leads down into the installations room, and a corridor leads south.

Your helmet is sitting on a table in the middle of the room, with a number of wires attached to it.

A control desk and some screens are installed on the wall.
You look at the helmet
Taking a closer look at the helmet confirms that it is, in fact, yours. Perhaps the rest of the suit is around here somewhere as well.
You take it
You carefully disconnect the wires that connect the helmet to the computer systems in the room. Hopefully, your captors haven't messed anything up.

Taken.
You look at the wires
A slew of thin wires lies discarded on the ground.
You examine the first screen
I only understood the first part of that – trying anyway.

Retrying as:
>X FIRST

Type UNDO if this isn't what you wanted to do, or CORRECT OFF to stop automatically correcting commands.

To stop these messages entirely, type NOVICE OFF.

You can't see any such thing.
You take the wires
They're hardly portable.
You go south
The featureless white corridor runs east-to-west, bending around a corner and out of sight to each end.

The metal door leading to your cell is south. The control room lies around the corner to the west.
You examine the door
This is the door leading to your cell. It has a handle that allows it to be opened from this side.
You go east
This room is the entrance to the facility. You have no doubt that there would normally be at least one guard posted here, but at the moment it is empty.

You could go east, into a small storage area, or south, back into the corridor.

The way out of the building, to the north, leads through what appears to be an airlock.
Go east
This small storage closet seems to be the place where inmates' possessions are stored. Bare-metal shelves line the walls.

The only way out is west.

Pieces of armor plating lie on the shelves.

On the shelves are five ration bars.
You take all
ration bar: Taken.
ration bar: Taken.
ration bar: Taken.
ration bar: Taken.
ration bar: Taken.
You examine the plating
You are fairly sure that these are the pieces of your battle armor. They seem to be intact, but an integral part – the helmet – is not among them.
You take the plating
(donning the now-complete suit)
You slip into the undersuit and latch the armored plates into place. As you slide on your helmet, the internal systems start up, informing you that everything is still in working order.
You go to the north
(first opening the airlock)
It seems to be locked.
Go south
The featureless white corridor runs east-to-west, bending around a corner and out of sight to each end.

The metal door leading to your cell is south. The control room lies around the corner to the west, and the entry area lies around the corner to the east.
You go west
The walls are plastered with screens showing video feeds from throughout the facility. This must be the place from which the prisoners are monitored.

A ladder leads down into the installations room, and a corridor leads south.

A control desk and some screens are installed on the wall.
Go down
This is where most of the installations and appliances keeping the cell complex running reside. A stiff breeze blows through this room, from the large machine on one wall, to the air ducts on the opposite wall. A ladder leads up, the air duct to your cell is on the northern wall.

On one of the walls is a panel with a number of large switches on it.
You turn off the maglock
You switch the MAGLOCK switch off.
Go north
(first opening the airlock)

A small courtyard lies outside the prison, which appears to be built on a small island.

The way back into the prison is south, through the airlock. You are otherwise surrounded by water, but there are some docks allowing easy access to the east.

The airlock leading into the cell complex lies to the south.
Go east
The prison is built on a tiny island in the ocean – presumably to
make
escaping more difficult. A small dock extends into the water, away from the rocky shoreline.
The shore, populated with buildings, lies a few hundred meters to the north. The prison antecourt is to your west.
You examine the dock
A floating plastic contraption with a metal frame. It wobbles as you try to stand on it.
Dive
(in the water)
While your armor is designed primarily for planetary and shipboard operations, it can also double as a space suit and diving equipment in a pinch (or so the manufacturer promises). While you had more chances than you'd care for to verify that it does make for a passable spacesuit, it may finally be time to put the "diving" part of that claim to the test.
You jump into the water, spreading your arms and legs to slow your descent...
About ten seconds later, you come to an abrupt halt as you land faceplate-first in the silt at the bottom of the sea.
You scramble to your feet, wiping the muck off your faceplate. You can still breathe, and none of the electronics in your suit seem to have been fried – so far, so good.

It is pitch dark, and you can't see a thing.
You turn on the light
You switch the helmet lamp on.

You are standing knee-deep in the silt at the bottom of the ocean. The rocky cliffs of the prison island lie to the south, the military complex is due north.
You go to the north
You slowly trudge northward.

You are standing knee-deep in the silt at the bottom of the ocean. The military complex is due north.
Go north
You slowly trudge northward.

You are standing knee-deep in the silt at the bottom of the ocean. The ground is sloping upwards to the north.
Go north
You slowly make your way up the muddy incline – half walking, half crawling – until you finally reach dry land again.

The shoreline here seems more like an extension of the ocean floor you just walked: a gradual incline, rather than a sharp drop. A dock extends into the water to allow loading and unloading boats without needing to drive them up against the shore. (Although no boats are to be seen.)
You vaguely recall coming through here, weeks ago, sedated, a breathing apparatus in your face...

The prison buildings lie to the south, down the muddy incline and across the water, and the military complex continues to the north.
Go north
This base must be the heart of the operations – in this area, at least.

There are several places you could go from here. The shoreline and the docks lie to the south. What looks like a hangar lies to the east, blocked off by a force field. A smaller building, labeled "Barracks", lies to the west, and a larger building  with a sign reading "Command Center", blocked off by a door, lies to the north.

The wind picks up some leaves and blows them through the force field to the east.
You go to the west
This is the entry area to what must be the barracks of this place. The area near the entrance is set up like a mess hall, with tables and counters, while the back of the room is set up more casually, with pillows on the floor and even a couch. You've never seen a
couch in a military facility in your life.

You could go east, back outside, or west, further into the building.
You look at the couch
It's not a particularly nice couch – it looks rather old and
worn – but still: it's a freakin' couch! How the hell did
they get a couch out here?!
You search the couch
The couch is empty.
You look at the pillows
They are plain white pillows that could very well be the same that people used for sleeping.
You move the pillows
They are fixed in place.
You sit on the couch
The couch looks comfy and inviting, and despite the entire situation you can't resist the urge to sit down for a bit. You transfer a considerable amount of mud to the couch in the proces, but if the Shwabolians ever notice, a dirty couch will be the least of your issues.
You examine the tables
You see nothing interesting about the tables. They are boring, even by the low standards of tables.
You go west
You are standing in the sleeping area of the barracks. Like the entire facility so far, the room is designed in a very utilitarian manner, with no decoration or personal touches.

You can go east, back to the mess hall, or south, further into the building.

Four stacked bunk beds are lined up on the walls.
You look at the beds
The non-folding, stacked version of the cot you spent the past weeks on, perhaps. From the looks of them, these bunks are only marginally more comfortable than what you had to sleep on.
Go south
This would be the place where the garrison force (if one can call it that, given the size of the facility) takes care of personal hygiene. It is a sterile-looking room, white tiles covering the floor and the walls all the way up to the ceiling. Four sinks and mirrors are installed on one wall, four toilets on another, the remaining two have two showers each. It doesn't seem like the Shwabolians care a whole lot about privacy, seeing as there are no dividers of any kind in the room.
The only way out is north, back to the barracks.
You examine the mirror
You regard yourself in one of the mirrors: Covered in a generous amount of ocean mud – you haven't looked this bad since bootcamp, probably. You're not sure whether you look particularly fierce or particularly ridiculous.
You look at the toilet
They look like the kind you'd find in the worst of public restrooms back on earth: steel body, no lid, no real seat. Comfort clearly wasn't high on the priority list here.
You examine the shower
Much like the rest of the room, the showers aren't much to look at: non-adjustable shower heads emerging from the ceiling, simple mechanical controls mounted on the walls, and all the water ultimately goes down the grated drains built into the tiled floor.
You examine the sink
Just like the toilets, the sinks are made of plain steel.
You go north
You are standing in the sleeping area of the barracks. Like the entire facility so far, the room is designed in a very utilitarian manner, with no decoration or personal touches.

You can go east, back to the mess hall, or south, into the washroom.

Four stacked bunk beds are lined up on the walls.
You go to the east
This is the entry area to what must be the barracks of this place. The area near the entrance is set up like a mess hall, with tables and counters, while the back of the room is set up more casually, with pillows on the floor and even a couch. You've never seen a
couch in a military facility in your life.

You could go east, back outside, or west, further into the building.
You take the shower
You turn on one of the showers and let the water run over you. The mud slides off your gear and collects on the floor before finding its way down the drain.
You go east
This base must be the heart of the operations – in this area, at least.

There are several places you could go from here. The shoreline and the docks lie to the south. What looks like a hangar lies to the east, blocked off by a force field. A smaller building, labeled "Barracks", lies to the west, and a larger building  with a sign reading "Command Center", blocked off by a door, lies to the north.

A small bird flies through the force field and off to the east.
You remove the suit
You take off the armor, setting the pieces down on the ground in front of you.
Inventory
You are carrying:
five ration bars
some bedsheets
a set of fatigues (being worn)
You drop all
ration bar: Dropped.
ration bar: Dropped.
ration bar: Dropped.
ration bar: Dropped.
ration bar: Dropped.
bedsheets: Dropped.
You go to the east
This base must be the heart of the operations – in this area, at least.

There are several places you could go from here. The shoreline and the docks lie to the south. What looks like a hangar lies to the east, blocked off by a force field. A smaller building lies to the west, and a larger building , blocked off by a door, lies to the north.

The wind picks up some leaves and blows them through the force field to the east.

Without the protection of your suit, you succumb to the toxic atmosphere of this wholly hostile world.
Lka
> RESTORERestore failed.
You wear suit
You put on your armor.
You take the bars and the bedsheets
ration bar: Taken.
ration bar: Taken.
ration bar: Taken.
ration bar: Taken.
ration bar: Taken.
bedsheets: Taken.
You examine the bedsheets
Plain white bedsheets. Thin, scratchy, and not quite warm enough to keep you comfortable. It seems like all expenses were spared here.
You go to the east
This base must be the heart of the operations – in this area, at least.

There are several places you could go from here. The shoreline and the docks lie to the south. What looks like a hangar lies to the east, blocked off by a force field. A smaller building, labeled "Barracks", lies to the west, and a larger building  with a sign reading "Command Center", blocked off by a door, lies to the north.

The wind picks up some leaves and blows them through the force field to the east.
You go south
The shoreline here seems more like an extension of the ocean floor you just walked: a gradual incline, rather than a sharp drop. A dock extends into the water to allow loading and unloading boats without needing to drive them up against the shore. (Although no boats are to be seen.)
You vaguely recall coming through here, weeks ago, sedated, a breathing apparatus in your face...

The prison buildings lie to the south, down the muddy incline and across the water, and the military complex continues to the north.
Wear mud
You kneel down in the mud and go to town, scooping up the gooey mud and slathering it onto yourself with both hands, until you are satisfied that you have covered every square inch (save for your visor) in a uniformly thick layer of the greyish-brown substance.
You go east
Your mud-covered body passes through the force field with little resistance.

This large, cavernous space where dropships and other small craft can be stored when not in use. It is currently empty, except for a messenger ship.

The launch doors leading north are closed. You can go west, through the force field and back to the plaza, or up to the control room.

A small bird flies through the force field and off to the west.
You look at the ship
The messenger ship has a sleek silver shape. It looks like a somewhat larger, elongated variant of a typical Shwabolian dropship design. What sets it apart is the fact that, instead of a large cargo hold, it has a fully-featured alcubierre drive, allowing for faster-than-light travel. Useful for when urgent messages (or passengers) need to be delivered somewhere, and waiting for the next cargo hauler or patrol boat is not an option.
You enter the ship
Hangar (in the messenger ship)
You are sitting in the cockpit of the messenger ship. The control panels are dark and blank.
You examine the panels
The panels surrounding you are festooned with buttons and switches. You hope that most of them aren't too important.
A notch is in one of the control panels, ready to accept something.
Go outside
You get out of the messenger ship.

This large, cavernous space where dropships and other small craft can be stored when not in use. It is currently empty, except for a messenger ship.

The launch doors leading north are closed. You can go west, through the force field and back to the plaza, or up to the control room.

The wind picks up some leaves and blows them through the force field to the west.
You go upwards
You are standing in a room built into the wall near the ceiling of the cavernous hangar. Normally, no craft would enter or leave the airspace around the facility without the approval of the air-traffic controllers on duty here, but now it is deserted.

The only way out is down, back into the hangar.

A large window overlooks the landing pad outside.

A desk festooned with screens and buttons is mounted below the window.
You look through window
You can see the the empty landing pad outside.
You examine the desk
This desk must be the place from which most of the air traffic going into and out of this place is controlled. It is festooned with screens, buttons, and switches, but three elements stick out: a switch labeled FORCE FIELD, one labeled LAUNCH DOORS, and a large red button.
Examine button
A large red button is mounted in the center of the console. It is not labeled.
You turn off the field
You switch the FORCE FIELD switch off.
You open the doors
You flip the switch, and the large doors separating the hangar from the launch pad slide open.
Go downwards
This large, cavernous space where dropships and other small craft can be stored when not in use. It is currently empty, except for a messenger ship.

You could go north, through the launch doors and onto the landing pad, west, back to the plaza, or up to the control room.
You go to the north
You are standing on the tarmac of a small landing pad. It's not long enough for a fixed-wing atmospheric craft to take off, but perfectly adequate for the vertical take-off and landing operation of a space-capable vessel.

You could go south, through the launch doors and back into the hangar.
Go west
This base must be the heart of the operations – in this area, at least.

There are several places you could go from here. The shoreline and the docks lie to the south. The hangar lies to the east. A smaller building, labeled "Barracks", lies to the west, and a larger building with a sign reading "Command Center", blocked off by a door, lies to the north.
You climb the beds
Little is to be achieved by that.
You take the couch
That's hardly portable.
You touch the couch
Through your armored gloves, you don't really feel much of anything.

You feel nothing unexpected.
Go east
This base must be the heart of the operations – in this area, at least.

There are several places you could go from here. The shoreline and the docks lie to the south. The hangar lies to the east. A smaller building, labeled "Barracks", lies to the west, and a larger building with a sign reading "Command Center", blocked off by a door, lies to the north.
Go east
This large, cavernous space where dropships and other small craft can be stored when not in use. It is currently empty, except for a messenger ship.

You could go north, through the launch doors and onto the landing pad, west, back to the plaza, or up to the control room.
You enter the ship
Hangar (in the messenger ship)
You are sitting in the cockpit of the messenger ship. The control panels are dark and blank.
You look behind the panel
If you can see an object, you can usually just interact with it directly without worrying about your position (although since you're in or on something, you may need to type EXIT first). Try a command like EXAMINE MESSENGER SHIP for a closer look at something, LOOK to get a new description of this location, or a direction like WEST (or W) to move to a different location.
You take the bar
Taken.
Go west
You would have to get out of the messenger ship first.
Go outside
You get out of the messenger ship.

This large, cavernous space where dropships and other small craft can be stored when not in use. It is currently empty, except for a messenger ship.

You could go north, through the launch doors and onto the landing pad, west, back to the plaza, or up to the control room.
You look at the ship
The messenger ship has a sleek silver shape. It looks like a somewhat larger, elongated variant of a typical Shwabolian dropship design. What sets it apart is the fact that, instead of a large cargo hold, it has a fully-featured alcubierre drive, allowing for faster-than-light travel. Useful for when urgent messages (or passengers) need to be delivered somewhere, and waiting for the next cargo hauler or patrol boat is not an option.
Go downwards
This large, cavernous space where dropships and other small craft can be stored when not in use. It is currently empty.

You could go north, through the launch doors and onto the landing pad, west, back to the plaza, or up to the control room.
Go west
This base must be the heart of the operations – in this area, at least.

There are several places you could go from here. The shoreline and the docks lie to the south. The hangar lies to the east. A smaller building, labeled "Barracks", lies to the west, and a larger building with a sign reading "Command Center", blocked off by a door, lies to the north.
You examine the door
A simple metal door. It is equipped with a card reader rather than a keyhole. It is closed.
You examine the Command Center
(the command center door)
A simple metal door. It is equipped with a card reader rather than a keyhole. It is closed.
You look at the counters
This must be where the food was handed out. Like most of the sparse furniture in here, there really isn't anything noteworthy about them: just white plastic surfaces with recessions for food bowls.
You look behind the mirror
If you can see an object, you can usually just interact with it directly without worrying about your position. Try a command like EXAMINE MIRRORS for a closer look at something, LOOK to get a new description of this location, or a direction like NORTH (or N) to move to a different location.
Break mirror
You drive an armored fist into one of the mirrors, smashing it. You pocket one of the larger pieces.
You cut couch
What do you want to cut the couch with?
You look at the shard
A piece of mirror. You catch a glimpse of your helmet as you tilt it around.
Go north
You are standing on the tarmac of a small landing pad. It's not long enough for a fixed-wing atmospheric craft to take off, but perfectly adequate for the vertical take-off and landing operation of a space-capable vessel.

You could go south, through the launch doors and back into the hangar.

You can see a messenger ship here.
You enter the ship
Landing Strip (in the messenger ship)
You are sitting in the cockpit of the messenger ship. The control panels are dark and blank.
You take the shard
Taken.
You touch panel
Through your armored gloves, you don't really feel much of anything.

You feel nothing unexpected.
You turn the shard
Nothing obvious happens.
Go outside
You get out of the messenger ship.

You are standing on the tarmac of a small landing pad. It's not long enough for a fixed-wing atmospheric craft to take off, but perfectly adequate for the vertical take-off and landing operation of a space-capable vessel.

You could go south, through the launch doors and back into the hangar.

You can see a messenger ship here.
You examine the shoreline
The muddy shore slopes down into the water. You can see the rut you left as you crawled up.
You turn off the helmet
You switch the helmet lamp off.
You sit on the couch
You get into the couch.
You lie on the couch
But you're already in the couch.
Sleep
You've spent so much of these past few weeks sleeping that you feel like you won't be tired again in a long time
You look around
Mess Hall (in the couch)
This is the entry area to what must be the barracks of this place. The area near the entrance is set up like a mess hall, with tables and counters, while the back of the room is set up more casually, with pillows on the floor and even a couch. You've never seen a
couch in a military facility in your life.

You could go east, back outside, or west, further into the building.
You check what you're carrying
You are carrying:
your armor (being worn)
a shard
five ration bars
some bedsheets
a set of fatigues (being worn)
Go west
You would have to get out of the couch first.
You stand
What do you want to stand on?
Leave
You get out of the couch.

This is the entry area to what must be the barracks of this place. The area near the entrance is set up like a mess hall, with tables and counters, while the back of the room is set up more casually, with pillows on the floor and even a couch. You've never seen a
couch in a military facility in your life.

You could go east, back outside, or west, further into the building.
You lie on the bed
(the bedsheets)
Now is not the time for rest. Besides, you've done nothing but sleep for the past few weeks, so you're not particularly tired.
You examine the bedsheets
Plain white bedsheets. Thin, scratchy, and not quite warm enough to keep you comfortable. It seems like all expenses were spared here.
You look at upper bunk
I only understood the first part of that – trying anyway.

Retrying as:
>X UPPER
You can't see any such thing.
You examine the mirror
(the shard)
A piece of mirror. You catch a glimpse of your helmet as you tilt it around.
Wave shard
You wave the shard.
You look behind the couch
If you can see an object, you can usually just interact with it directly without worrying about your position. Try a command like EXAMINE COUCH for a closer look at something, LOOK to get a new description of this location, or a direction like WEST (or W) to move to a different location.
You examine the helmet
The helmet lamp is currently switched off.
You examine the armor
It is sometimes said that a soldier's best friend is his weapon – but that hasn't really been true in a while now, with weapons being issued and turned in as needed. Your armor, however, has traveled to many a world with you, and saved your hide more than once. You're glad to have it back.
It is fitted with a helmet lamp, and it can double as a space suit, providing air in hostile environments.
You look at the mirrors
You smashed one mirror, but three remain.

You regard yourself in one of the mirrors: In your armored suit you almost look soldierly again.
Smash mirrors
Destroying one of the mirrors should be sufficient.
You examine the shard
A piece of mirror. You catch a glimpse of your face as you tilt it around.
Go south
This would be the place where the garrison force (if one can call it that, given the size of the facility) takes care of personal hygiene. It is a sterile-looking room, white tiles covering the floor and the walls all the way up to the ceiling. Four sinks and mirrors are installed on one wall, four toilets on another, the remaining two have two showers each. It doesn't seem like the Shwabolians care a whole lot about privacy, seeing as there are no dividers of any kind in the room.
The only way out is north, back to the barracks.

You can see your armor (empty) here.
You put all in the armor
shard: Done.
ration bar: Done.
bedsheets: Done.
ration bar: Done.
ration bar: Done.
ration bar: Done.
ration bar: Done.
Inventory
You are carrying:
your armor (being worn)
five ration bars
some bedsheets
a shard
a set of fatigues (being worn)
You look at the armor
It is sometimes said that a soldier's best friend is his weapon – but that hasn't really been true in a while now, with weapons being issued and turned in as needed. Your armor, however, has traveled to many a world with you, and saved your hide more than once. You're glad to have it back.
It is fitted with a helmet lamp, and it can double as a space suit, providing air in hostile environments.

In your armor are five ration bars, some bedsheets, and a shard.
You wear the bedsheets
(first taking the bedsheets)
You can't wear those!
Tear bedsheets
In a sudden fit of rage, you take the thin bedsheets and rip them to shreds.
Look around
This would be the place where the garrison force (if one can call it that, given the size of the facility) takes care of personal hygiene. It is a sterile-looking room, white tiles covering the floor and the walls all the way up to the ceiling. Four sinks and mirrors are installed on one wall, four toilets on another, the remaining two have two showers each. It doesn't seem like the Shwabolians care a whole lot about privacy, seeing as there are no dividers of any kind in the room.
The only way out is north, back to the barracks.
You check your inventory
You are carrying:
your armor (being worn)
five ration bars
a shard
a set of fatigues (being worn)
You go north
How do I leave the cell?
> How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
Go north
How do I leave the cell?
How do I leave the prison building?
> How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
You go north
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
> How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
Go north
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
> How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
1/8: The door has an attached card reader.

Press SPACE to return to the menu or H to reveal another hint.
You go south
You take a few tentative steps down the incline before falling on your ass and sliding the rest of the way down into the water.

It is pitch dark, and you can't see a thing.
You turn on the helmet
You switch the helmet lamp on.

You are standing knee-deep in the silt at the bottom of the ocean. The ground is sloping upwards to the north.
Go south
You slowly trudge southward.

You are standing knee-deep in the silt at the bottom of the ocean. The military complex is due north.
Go south
You slowly trudge southward.

You are standing knee-deep in the silt at the bottom of the ocean. The rocky cliffs of the prison island lie to the south, the military complex is due north.
You climb up the cliff
You climb up the cliffs.

The prison is built on a tiny island in the ocean – presumably to
make
escaping more difficult. A small dock extends into the water, away from the rocky shoreline.
The shore, populated with buildings, lies a few hundred meters to the north. The prison antecourt is to your west.
Go west
A small courtyard lies outside the prison, which appears to be built on a small island.

The way back into the prison is south, through the airlock. You are otherwise surrounded by water, but there are some docks allowing easy access to the east.

The airlock leading into the cell complex lies to the south.
Go south
This room is the entrance to the facility. You have no doubt that there would normally be at least one guard posted here, but at the moment it is empty.

You could go east, into a small storage area, or south, back into the corridor.

The way out of the building, to the north, leads through an airlock.
You go to the east
This small storage closet seems to be the place where inmates' possessions are stored. Bare-metal shelves line the walls.

The only way out is west.
You climb up the shelves
Little is to be achieved by that.
You look under the screens
Looking under the control panel, you find a purple card, which you pocket.
You examine the card
A purple-colored card with shwabolian writing on it. Your suit translates it as "Shevok Kemalik, Warden".
Go downwards
You are standing knee-deep in the silt at the bottom of the ocean. The rocky cliffs of the prison island lie to the south, the military complex is due north.
You go to the north
You slowly trudge northward.

You are standing knee-deep in the silt at the bottom of the ocean. The military complex is due north.
You unlock the door with the card
(the prison warden's ID card)
You unlock the command center door.
Go north
(first opening the command center door)

This is the entry area into the base's command center, where those in charge would no doubt hold briefings, discuss command decisions, and do other important officer things. (In all your years of military service, you've never felt a desire to move up into the officer ranks yourself, even though there were plenty of open spots in the newly-unified military.)

A small armory is to the west, and the hallway continues to the north. The way out is south, through the door.
You go west
This "armory" is really more of a glorified storage closet: it is just large enough to hold a storage rack and an ammo crate.

The only way out is east, back to the hallway.

On the storage rack is a rifle.
Examine crate
In the ammo crate are some ammo clips.
You take the clips
three clips: Taken.
You put the clip in the rifle
(the ammo clip in the rifle)
That can't contain things.
You look at the clip
(the ammo clip)
A magazine for a rifle. It contains thirty rounds.
Go east
This is the entry area into the base's command center, where those in charge would no doubt hold briefings, discuss command decisions, and do other important officer things. (In all your years of military service, you've never felt a desire to move up into the officer ranks yourself, even though there were plenty of open spots in the newly-unified military.)

A small armory is to the west, and the hallway continues to the north. The way out is south, through the door.
Go north
You are standing in a sparsely furnished lobby. Some chairs are lined up on a wall, but that's about it.

A briefing room is to the east, what appears to be an ops center lies to the north, and the hallway leading back to the entrance is south.

You can hear subdued talking coming from the room to the north.
You go to the east
This looks to be a briefing or meeting room of some kind, presumably for the higher-ranking officers stationed here. A large round table stands in the middle of the room. A large screen hangs on one of the walls, with a lectern in front of it – for when the communal discussion format doesn't cut it.
Like most of the Shwabolian facilities you've seen so far, this room too is entirely devoid of decoration.

The only way out is west, back into the lobby.
You look at the lectern
A lectern stands in front of the screen, waiting for someone to step up and address those present in the room (which is none, at the moment). In keeping with everything you've seen so far, it lacks any seals, emblems, or insignia you might typically find on a lectern in a UNDC facility.
You examine table
It is a simple table with a white plastic surface. It has enough room for ten, perhaps fifteen people, although all the chairs seem to have been removed – if there ever were any.

You can't help but wonder what warranted all this nonessential material being shipped out here.
You look at the screen
A large screen has been fitted into the wall. It is blank.
You go north
This appears to be the nerve center of the operation – whatever that may be. The walls are lined with screens and control surfaces, but most of them seem to be inactive.

You can see a larger alien and a smaller alien here.

As you enter the room, the larger alien hastily pulls a small device out of the control panel and swallows it. Then, the two reach for their weapons!
You shoot larger with the rifle
You fire a three-shot burst from the rifle at the larger alien, dropping him where he stands.

The smaller alien brings his gun to bear and fires a volley in your direction! At point-blank range, your armor stand little chance: leaving a trail of searing hot pain, the bullet carves a path through your head before coming out on the other side, leaving your innards distributed on the floor and the wall behind you.
You shoot smaller with the rifle
You fire a three-shot burst from the rifle at the smaller alien, but in the heat of the moment, you miss your target.

The smaller alien takes aim and fires a volley in your direction! Their aim is way off and the shot embeds itself into the wall behind you.
Continue
You fire a three-shot burst from the rifle at the smaller alien, dropping him where he stands.

The larger alien trains his gun at you and pops a volley in your direction! Their aim is way off and the shot embeds itself into the wall behind you.
Continue
The smaller alien is already as dead as it gets.

The larger alien takes aim and unleashes a volley in your direction! He held his gun at an odd angle, and the shot glances off your leg armor, leaving a gouge in the material.
You shoot larger with the rifle
You fire a three-shot burst from the rifle at the larger alien, dropping him where he stands.
You examine larger
A well and truly dead shwabolian. Its lizard appendages lie splayed out in all directions. Blood is pooling around him from where your bullets hit their mark.
You search larger
In the larger alien's corpse is a data crypt.
You examine the data
The object which the large alien swallowed is still inside of him.
You cut larger open with the shard
The shard is far too delicate for the task – it's like trying to cut down an old tree with a jigsaw.
You search smaller
The smaller alien's corpse is empty.
You look at your surroundings
This appears to be the nerve center of the operation – whatever that may be. The walls are lined with screens and control surfaces, but most of them seem to be inactive.

You can see a larger alien's corpse and a smaller alien's corpse here.
You check what you're carrying
You are carrying:
three ammo clips
a rifle
a prison warden's ID card
your armor (being worn)
five ration bars
some bedsheets
a shard
a set of fatigues (being worn)
P.
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
You go north
How do I leave the cell?
> How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
Go north
How do I leave the cell?
How do I leave the prison building?
> How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
You go north
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
> How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
Go north
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
> How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
You go to the north
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
> How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
You go to the north
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
> How do I start up the ship?
How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
You go to the north
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
> How do I avoid getting shot?
How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
Go north
How do I leave the cell?
How do I leave the prison building?
How do I avoid dying outside?
How do I cross the water?
How do I unlock the door to the command center?
How do I return to the prison island?
How do I pass the force field to the hangar?
How do I start up the ship?
How do I avoid getting shot?
> How do I retrieve the swallowed object?
How do I launch the ship?
How do I return home?
1/8: The owner isn't going to return it willingly.

Press SPACE to return to the menu or H to reveal another hint.
You go south
You are standing in a sparsely furnished lobby. Some chairs are lined up on a wall, but that's about it.

A briefing room is to the east, the ops center lies to the north, and the hallway leading back to the entrance is south.
You go west
This "armory" is really more of a glorified storage closet: it is just large enough to hold a storage rack and an ammo crate.

The only way out is east, back to the hallway.
You look at the rack
It is a very simple design, made of plain metal struts with rather sharp edges.
You take the rack
It is too large and heavy to carry around in one piece.
You hit the rack
You pull apart the frame of the shelf, giving you a piece of metal with a rather sharp edge.
Inventory
You are carrying:
a makeshift knife
three ammo clips
a rifle
a prison warden's ID card
your armor (being worn)
five ration bars
some bedsheets
a shard
a set of fatigues (being worn)
You cut larger with the knife
You double-check inside the creature's mouth, but no dice. With a sigh, you kneel down in the puddle of blood now surrounding the body. You carefully postion the makeshift knife, plunging it deep into the dead creature's abdominal area; guts, blood, and other bodily fluids spilling out and onto your armored legs as you cut.
With the incision complete, you take a second to steel yourself before reaching into the abdominal cavity. After a minute or so of fishing around in the bloody soup, you find the object of your desire: a small data crypt, which the creature swallowed when you came into the room. It appears to be undamaged.

You feel like throwing up.
Clean knife
You rub the makeshift knife.
You examine the data
A small storage device you salvaged from the innards of one of your captors.
You look at the panel
The panels surrounding you are festooned with buttons and switches. You hope that most of them aren't too important.
The data crypts rests in its place in the control panel.

In the notch is a data crypt.
You turn on the ship
Luckily, earth scientists were able to get their hands on a similar model of Shwabolian ship, so your suit is able to guide you through most of the pre-flight checks.

You press the button that your suit indicates as being the main switch for the ship. One by one, the messenger ship's systems come alive around you. The ship is now ready for launch.
Launch
(the messenger ship)
You get into the pilot's seat and take a few seconds to collect your thoughts. While you didn't perform absolutely terribly on the simulator tryouts in bootcamp, there is certainly a reason why you were placed with the space-borne infantry rather than in a dropship wing.
... no time for second thoughts. It's either this, or staying on this planet until you either starve or your captors return and discover what you did. After all, you (hopefully) won't need to fly any combat maneuvers, just take off and make orbit. You push your doubts aside and follow the pointers provided by you armor's computer system.

Half an hour later, you have safely left the atmosphere and have settled into a stable low orbit.

Planetary Orbit (in the messenger ship)
You are sitting in the cockpit of the messenger ship. The control panels in front of you inform you that all systems of the ship are in working order.
You look at  the panels
The panels surrounding you are festooned with buttons and switches. You hope that most of them aren't too important.
The data crypts rests in its place in the control panel.

In the notch is a data crypt.
Go upward
You are already in space.
You go home
While your sudden appearance in the solar system caused some confusion and concern, the transmission of your identification codes – and showing your face on video comms – dissuaded the combined military forces in the area from blowing you to pieces. Against your own expectations, you manage to land the ship in the hangar of one of the fleet's large carriers. Despite the prospect of hours upon hours of debriefings from all levels of command, and probably military intelligence as well, you are glad to be back.