Irene told me flat-out the other day that she didn't see returning to The Clathran Menace in the near future, so I put Corin Stoneseeker in suspension and continued with just M. J. Turner. When we last checked in with him, he was on Unaria after a visit to Dosia, the planet's twin.
A lecture on the history of the two planets explained some things but left a lot of mysteries. Unarians and Dosians were part of one race about 70,000 years ago, but something caused them to divide and to be placed on two planets on opposite sides of the galaxy, connected by a stargate. The Unarians are all manically happy and excited and the Dosians are all terminally depressed. Each of them thinks the other inherited the race's "evil" characteristics, and thus they periodically attack each other, although since they have the same resources and same levels of technology, the war never goes anywhere. Meanwhile, the war has halted all other technological progress.
I perform the standard set of actions on the planet. Does any player just do one or two things and then take off? I mean, I know it's a big galaxy and there are lots of places to visit, but it seems more sensible to thoroughly explore a few places than to get a quick sample of a lot of places.
- The market offers phase steel for crystals, munitions, or super slips. I buy 2 phase steels for 1 crystal.
- The drone market offers drones for 2 tools, 1 munitions, and 1 warp core.
- I can buy a stargate key for crystals, medicine, and a super slip.
- The history lecturer directs me to a scholar named Machum who studies the stargate. Despite his long study, he doesn't seem to actually know much about it—it seems to have no power source—but he does have ancient documents indicating that a mysterious race called the Masters visited his world eons ago. They describe how to build a weapon called a Discontinuity Wave Generator, and I copy down the formula. This is the second reference to the Masters; the Clathrans seem to serve them somehow.
My exploration of Unaria done, I take off, fly a few trisectors south, and land on a planet called Dardahl, where the carefree inhabitants look like mythological nymphs and satyrs, wear togas, and spend their days enjoying art and music. They force all visitors to wear togas, too. There may be more than a thematic connection to Greek mythology, as the gods they worship are named Jannus, Bacca, Mirre, Senna, Derva, Plator, and so forth. Their history says that they were once a violent space faring species, but the gods made their weapons inoperable and demanded that they live a simpler life. They blanketed the planet with an "aura" that made everyone peace out. The Dardahlians claim that the gods disappeared for thousands of years but now live among them again and can be visited in the temple.
Actions on the planet include:
- The market offers fiber for food, crystals, or culture. I traded food for fiber. My cargo hold is now full.
- A "Fountain of Life." A nymph gives me directions. It's a long walk, and on the way, I'm attacked by a harpy. My offense—consisting only of the "Telekinesis" skill—fails, but my defense succeeds. I have to turn back. Maybe I'll try again when I have better weapons.
- The temple. The "gods" turn out to be automatons who offer the most obvious platitudes ("focus on your goal in order to achieve it"). One of them, Derva, the Goddess of Knowledge, suggests that she might have more to offer if I return after receiving some unspecified training.
- A shaman gives me "mesmerizing dust," a weapon that will confuse and stun an enemy. I think about taking it back to the harpy, but my status display indicates that it's a defensive weapon rather than an offensive one.
I definitely need more in the "attack" column. |
Back I go to the skies. I have to travel back past Unaria to get around a hyperspace barrier. On the way, I have a dream encouraging me to seek out the Brotherhood on Margen. "If you follow the path to its end," the voice promises, "you will learn many secrets about Dual Space and the explorations of Vanessa Chang." This is the path that Irene started with Corin. I decide to abandon my previous exploration pattern and replicate what she did.
Nearly every time you take a turn that simply involves sailing through space, the game gives you at least one paragraph to read. You have a dream, or hear from someone over the radio, or learn something on your ship. In the next turn, I hear from someone named Michael Rave on the S.P. Flounder. In a later one, I hear a broadcast from Corin Stoneseeker's cult on Atlantis. In still another, the computer alerts me that it's discovered there are drones for sale on Rothane, wherever that is.
I stop at Holoth on the way to Margen and purchase another cargo bay for 1 phase steel and 1 radioactives. I spend the next few turns replicating what Irene did on Margen, joining the Brotherhood, learning the skills "Kothan" and "Darthan," getting an Interphase V-meter, and so forth. I then visit Bloo and get the "Paralyze" offensive ability. I'm 1 unit of munitions away from being able to buy a drone there.
This seems like a good deal. |
Continuing now counterclockwise around the galaxy, I find the planet Gloo, a large world 80% covered with water, occupied by . . . Bluvians. But these Bluvians are nothing like the dumb, pliant versions on Bloo. They're obsessed with rank, bureaucracy, and order, and they make me wear an insignia that informs everyone who sees me that I'm of the lowest rank. I have to obey anyone higher. They warn me that any common action like visiting the market or the museum might take months—and aliens are given priority! Perhaps explaining the difference, the Clathrans have a headquarters building in the city, though it seems to be deserted.
- At the commodities market, I trade 1 fiber for 1 warp core.
- I observe the absurdity of Bluvian society here, including multiple forms and transactions between individuals of various ranks just to order some boxes of paper clips. "It really makes for a horrible sort of bureaucracy where almost nothing gets done."
- A lecture on chain of command turns out to be given by a robot that looks like a reptilian Clathran.
- I try to visit the factory where they make probability membranes, but I'm turned away. I thus spend 5 phases designing my own rank insignia. The game gives me a lot of options, so I have to go back through the paragraphs I've studied to figure out the right sort of badge. It appears that circles outrank squares outrank triangles, and no stripes outranks one stripe outranks two stripes. The factory guard has a circle with one stripe, so I design a circle with no stripe. It does the trick, but I find when I visit the factory that I still have to trade if I want a probability membrane, and I don't have enough goods.
- The insignia also gets me to a library, where an old man tells me about Bloo and a third planet where the Clathrans took some Bluvians. He doesn't think the Clathrans' experiments with the Bluvians will work out: "The Clathrans don't understand us."
- I break into the abandoned Clathran base and find a memo from a Clathran that admits their attempts to turn Bluvians into soldiers on both Bloo and Gloo have failed for mysterious reasons to do with the Bluvian "Thmorg" that Irene learned about last time.
I intend to go north from Gloo to a planet nearly surrounded by hyperspace walls, but it turns out I can't get around the barrier that way. So I head east and soon find myself back on Dosia. While I hate to backtrack, my notes say that Dosia will sell me munitions for food. I make that trade, then head back south to Bloo and buy a 3-bay cargo drone.
The drone really is a fantastic convenience. I can send it to any commodities market that I've previously visited, and trade up to 3 units of something for 3 units of something else. (Unfortunately, I can't send it to Outpost to pick up stuff.) I have no particular need for it now, but it will keep me later from having to crisscross the galaxy assembling items for a recipe. Unfortunately, the game insists on asking me every round whether I want to do something with my drone. Usually, I don't.
I head up north past Dosia, swing around a hyperspace barrier, and enter the orbit of the planet Ghorbon. Another ship immediately starts attacking me. Unfortunately, I have insufficient offensive or defensive gear, so I lose the battle and suffer 10 damage to my ship. I'll have to come back when I'm stronger if I want to visit here.
The next undiscovered planet to my west is Zyroth. Here the welcome is equally hostile. Over the radio, they ask if "someone from Geefle" sent me. When I say no, they still insist that I leave and threaten me with warships. I have no choice but to continue on.
I'm blocked from moving further west by hyperspace barriers. I have to go back past Dosia to continue on. The next planet I discover is Dahl, where I have an outstanding quest to visit Brother Gries. It's a hostile planet with a poisonous atmosphere, but I manage to find a Brotherhood outpost and manipulate a candelabra to find a secret entrance (this is all handled in text). The planet offers unlimited radioactives, though I have to spend 3 phases mining them, and it costs me 5 units of health.
In the temple, a Brother Ultermalen asks me a challenge phrase, to which I respond according to what I learned on Margen. He then gives me a long lecture on the Path of Intuition, which includes an exchange of lines called the Dialogue. He then says if I want to continue along the path, I have to do a mission for the Brotherhood: fly to Unaria and find Brotherhood operatives there.
Mastering the Dialogue. |
The shipyard on the planet has four things that I want for my ship: boarding robots, an inertial stabilizer, causality shielding, and an entropy loop. I can buy the boarding robots with what I have, but the other items require goods that are not in my cargo hold. I start to work out how I might be able to get there with the planet's unlimited radioactives and my drone.
For the inertial stabilizer, the shipyard wants 1 crystals and 1 fiber. I have the fiber. The only place I've seen that sells crystals is Holoth, but they want medicine, phase steel, and tools, none of which I have. Nut Margen sells medicine for phase steel, and Unaria sells phase steel for munitions, and Dosia sells munitions for—at last—radioactives.
Moving items from the ship to my drone. |
While my drone is doing the trading, I visit Brother Gries and learn more about Dual Space. He says the gap to Dual Space is becoming wider lately, which is why more people have psychic powers than ever before. Soon, it will become too wide and everything that people desire will manifest in reality, creating chaos. "If we can't stop the Interphase," he says, "the Clathrans won't matter. We'll all go crazy."
I eventually get the inertial stabilizer, but I can't figure out a trading route that gives me the items necessary for the other two upgrades, so I move on.
A few more turns, and I'm on Rothane, a lush Hadrakian colony with a single dead, burned patch on the surface. Oddly, that's where the colony is. The planet enforces the same rules as Holoth, where to become a citizen, one has to first win a battle in the Arena. My "Paralyze" and "Telekinesis" skills together are enough to win the battle, though just barely. After that, the world opens up to me. I learn that the Hadrakians tried to live in the lush areas, but they're so full of wild animals, insects, and choking vegetation that they made life difficult. Moreover, if the colony tries to set up any pollution-causing factories or bring animals from other worlds, the animals and insects from the lush parts of the planet attack them. They blame the attacks on a local god named Deresha.
A narrow victory. |
- I visit the local office of the Battle, where I'm once again reminded that my ship is inadequate to take on the Clathrans, and I can't get missions from the organization until it is.
- I repair my ship from the damage sustained on Ghorbon.
- I can buy a 5-bay cargo drone here, but I don't have the necessary items.
- I spend a long day exploring the green and lush part of the planet. Almost immediately, I get lost, the trees closing in to block my path. There seems to be a single mind—Deresha—controlling all life on the planet. I'm able to commune with the mind, which shows me some terrible disaster tens of thousands of years ago which nearly wiped out life on the planet; the barren place where the Hadrakians have built their colony is a remnant of that time. Cold and hungry, I have options, to kill a rabbit for food, build a fire, and interfere when I see a panther about to kill a rabbit. I choose not to disturb nature in each of these choices. Deresha rewards me by showing me the way back and giving me an ability that will come into play in other nature encounters.
- At the shrine, the Goddess of the White Sails tells me that there are warp cores on Worzelle. She says to remember her name; it might later be important.
As before, continuing onward involves a fair amount of backtracking around hyperspace barriers. It's three more turns before I get to the next planet, Hadrak—the Hadrakian homeworld. It's a very busy, densely populated planet, but is otherwise laid out like the Hadrakian colonies, starting with the Arena where I have to prove myself before I can do anything else. Unfortunately, the home world is more demanding than the other colonies, and the mining of radioactives on Dahl has left me weak. I lose the battle. I probably need to find a planet with a hospital and return when I'm at full health and perhaps have some more offensive equipment or abilities.
There's a planet nearby, so I check it out. It turns out to be a space station called Storage Station Nine. There was one of these in the first game, too—a hub where the player can store excess goods. The game notes I can also try to steal items from other storage compartments. The problem with both options is that the compartments are locked with a code: five dials each with digits 0 to 9. After I guess a combination and get it wrong, the game notes that I can open a compartment with my "Telekinesis" ability. But it has stuff in it, and I don't want to be a burglar. I move on.
I think I'll wrap up there. Overall, it wasn't a bad session. It had some battles, some role-playing options, and some puzzles that require attention to the narrative. It still does not quite out-perform the best RPGs or the best adventure games in any of these areas, but it seems silly to compare Star Saga to any other game, really. It's its own category.
Time so far: 11 hours