Update 3: I got the power
In which we get a plasma rifle.
Previously on this LP, we met the leader of the Metropolis resistance, collected some info, and bought a Heavy Shield for Bee. Now it looks like our grinding (= robot killing spree) is causing quite a stir around the city:
We're in the underground now, looking for new NPCs to meet. One of them is Horace:
As you may remember, Horace is the one who, as Melvin was kind enough to tell us, knows the code for something called a "binary maze". So we ask Horace for the CODE:
DDDUD, nice. The maze is binary, so it's basically 00010.
We still have enough credits left to buy a new weapon at Wes', by the way:
We buy a Laser Cutter for 1000 creds.
LASER CUTTER: A very fragile weapon that is easy to use due to its long-duration beam. Moderate strength.
That this weapon is fragile is in fact, contrary to what it might seem, pretty good for us while Bee is still low-level (even though, as you surely have noticed, there are strictly speaking no character levels in this game). That's because whenever a weapon breaks, Bee can try fixing it (by pressing
F to open the repair menu), and whenever Bee succeeds in repairing the weapon, his IQ goes up by 1-2 points, which is nice. From what I've gathered, that's the only way of increasing IQ apart from going for an IQ boost (which costs of lot), so it's pretty important for things to sometimes break.
But anyway. We've bought the Laser Cutter:
It's devoid of energy though, and as you may remember there's an stash of energy cells nearby, so we climb the pipes to get there:
Having grabbed the cells, we load them into the Laser Cutter. Voila, we have not only a new shield, but also a new weapon. We're armed and dangerous. Robots, beware!
At Tim's, we sell our old weapon, the Hand Blaster, for 35 credits:
Not much, but we don't need it anymore, so it's better than nothing.
Another public announcement informs us of a power interruption in the western zone of Metropolis:
It has nothing to do with our quest though, it's just there to add to the atmosphere of a bustling city.
Yet another one wants us to believe the robots are our friends:
Like fun they are!
We check in at the tracking office and go grind some, interrupted only by even more public announcements. It looks like the Tzorgs are triumphant throughout the galaxy...
...or at least that, again, is what they want us to believe. Bloody bastards.
As you know, last time we visited Sid we couldn't get the code for the transporters -- the teleporter thingies that let you quickly move around the city -- from him. The only reason we (well, I) failed was the totally confusing keyword system. So we go back to Sid:
I asked him for "code" and "transporters" last time, but what I should've asked about was "access". Complicated! Anyway, we now have the code: it's LETSGO!
The next NPC we come across is Elroy who tells us about a useful thing called a Transporter Guidance Device:
Device?
It looks like we'll need the device in order to get through the secret tunnel leading to the Authority Complex, i.e., for the main quest. Also, apparently, we must go looking for it in a collapsed research lab.
Hmmm. Duly noted.
Another NPC, Sybil, is standing right near Elroy, but she seems to be useless to us, at least for now:
So we move on.
Having grinded some more as well as discovered that the Univerisity is located in the southern zone of Metropolis, we buy a fake ZAC for that zone from Jeff:
Not sure why I'm buying all these ZACs, we could probably just pwn any robot coming our way, but well, we're not really strong ... yet.
Bee's inventory is limited to only 8 items, so I decide to make an improvised storage right near Jeff's -- it's going to be easy to get here whenever we need to fetch something, plus there's almost no one around. So we drop our Subway Token here:
So far, so good.
Close to the university there's, unsurprisingly, a University Bookstore:
Lisa is selling books here:
All those letters make your head hurt, sis?
Near the Bookstore is Gilbert's Electronics:
When we approach him, Gilberts asks us if he can be of any assistance:
Since this is Gilbert's electronics, we input "electronics".
Gilbert: You know! Tubes and regulators and stuff like that.
Uhm, tubes?
You threw one out, eh? Meaning we'll need to find it among the trash, right? You know, the way it's usually done in adventure games.
And, uhm, regulators?
As we saw in the previous update, Hugo's Store sells microstats. Good to know we can exchange one for a regulator here.
Hopefully this info will come in handy. (SPOILER: It will. Soon.)
We break open Gilbert's backdoor (I love how NPCs don't care about you breaking and entering, truly a staple of the role-playing genre) and search around:
There's a Multiplier Tube here, thrown away by Gilbert yesterday. How ... predictable.
Well, we don't need it right now, and our inventory's limited, so let's leave it be. We'll come back to fetch it later, when/if need be.
Kirby gives us another hint re: the trash:
But we've searched through the heap already, so meh, whatever.
City Maintenance Department is next door from Gilbert's:
We meet Nancy here, and she's got a pretty important job:
In the back yard, Brian gives us yet another clue pointing us to the trash heap:
So many obvious clues.
The next helpful NPC we meet is Naomi standing near the entrance to the southern subway station; she is indeed a helpful one:
Help?
Like Elroy, Naomi also tells us about the Transporter Guidance Device. Tell us more, Naomi!
Naomi: Ask around at the University. They can help you.
Another trail leading to the University, yay!
At the Social Rehabilitation Center -- the jail --
-- we kill plenty of class two robots; all your credits are belong to us!
Pictured on the above screenshot is a robot called Follower (class 2) we've just destroyed.
At the City Sanitation Department, Beth's job is to register complaints:
My, it must be hard for you! So what's those complaints about, Beth?
Fair enough!
We grind, grind a lot! Here's a screenshot depicting the results of my battle against three different kinds of robots -- a Checker (class 1), a Patroller (class 1), and a Guard (class 2) -- at once:
The funny thing is, since the slidewalks are moving, if you destroy a robot when it's standing on a slidewalk it will naturally be carried away, so we have to run after it to strip it of credits!
Fun!
Oh, and the Tzorg empire wants us!
No, thanks.
(Yeah, it's just another public announcement.)
Another new place is Moe's bar:
When asked about the refrigerator, Moe says:
Moe: I need to have Hugo take a look at it.
Yup, Moe's there just to point us to Hugo in case we need something repaired.
Moe: He fixes things. He has a shop on the north slidewalk.
We know that already, Moe, you silly!
As we finally enter the southern zone of Metropolis...
...we meet Rhonda:
Help us?
Rhonda: A field disperser is the best armor you can get.
The best armor? Sounds cool! But where can we get one?
Rhonda: Ask around at Megatech.
At Megatech, you say? It's in the northern part of town. (I've already been there but haven't yet covered that zone in this LP, leaving it for later. We'll be sure to return there to get that field disperser thingie.) Thanks, Rhonda!
At the nearby University Faculty, Cheryl works for Linda:
Her research? Hmm. Let's go find Linda.
Linda is the third, after Elroy and Naomi, to tell us about the Transporter Guidance Device. She apparently used to work on one. But what is that device for, Linda, dear?
Oh cool, sounds essential for our mission.
At Alice's restaurant, Alice tells us she can get us anything we want:
Anything, really?
Oh.
Alice also informs us about weapons being sold in the underground, but we know about that already.
Maurice is into research:
From him, we get another hint about the collapsed underground research lab. Nice. Since it's a university research lab, I assume it must be somewhere below the university area.
At the University Administration building we meet Bob:
He doesn't have any useful info to share... yet.
We also meet Fred who tells us about the fabled plasma rifle:
Fred: I've found references to one having been around, but it broke. Ask Eggbert about it.
Looks like we're getting closer to finding the plasma rifle, yay! Let's find Eggbert.
Hi Eggbert, could you please tell us about the plasma rifle?
Eggbert: Oh yes... I think when it broke, the owner took it apart and sold the parts.
Sold the parts? :/
Oh well. Surely you've already guessed what all those electronic parts we've encountered in this update are for -- yup, for fixing the broken plasma rifle. Provided we find it, that is.
(Oh, and asking Jerrold is of no avail. He simply tells us that Larry and Gilbert are selling parts, nothing new to us.)
Jane gives us yet
another trash pile hint:
Yeah, yeah, there's a tube in there required to fix the plasma rifle! I know!
Next we meet Richard, the one Pinkie -- the revolution leader -- told us to find:
Richard tells us that once he and Bob saw a "strange device" in the research lab:
Apparently he mean the mysterious Transporter Guidance Device. Let's return to Bob and ask him about it!
Yay! Bob tells us we can get to the research lab through the subway! Finally a really useful clue!
In the main university building we meet Rudy...
...who kindly informs us about a room full of energy cells at a place called System Storage:
Another stash of energy cells, yay!
An announcement is heard:
A defective robot!
Meh, who cares.
Also, subversive activities are on the rise:
I wonder if our Bee has anything to do with those.
Now, after some more grinding, off to Megatech we go! It's in the northern zone, so we buy a ZAC from Jeff.
Here's Megatech Building A:
There are buildings A to F here, as well as a City Water Works building. Ofelia is there, fixing leaks all day:
Poor thing. :/
At building B, Mickey is a machinist:
Your, uhm, mood?
Mickey: Right now, I'm angry with one of my customers. The guy really needs an IQ boost.
After that, Mickey tells us we can get our IQ boosted in the underground; bah, we know that from the very first update.
On the second floor, Oscar is filing blueprints:
He points us to the blueprint room, so there we go hoping to come across something useful!
Along the way we meet Sanford who tells us we need a scanner if we want to find our way around the big junkyard, the one with the tunnel leading into the Authority Complex:
And here we are in the blueprint room:
X-TREME!
Searching around it, we find some blueprints -- when you first see them, they are identified as "Field Disperser" blueprints, but I wasn't quick enough to take a screenshot:
That means ... we can use them to build a field disperser, the best armor in this game!
But first we must find someone who can build it for us.
Oh well. Things are never really simple.
Or are they?
We meet Jackie; Jackie mentions Les:
Les?
Jackie: He's a wizard! Given the plans, he can build almost anything.
Build almost anything, you say? Hmm. I wonder if we should show him the blueprints...
In the street we stumble into Denise; he's looking for Verne:
Verne's a device dealer in the underground; we already met him. But why are you looking for him, Denise?
Denise: He sells time bombs.
And?
You're a true bro, Denise!
We also come across Robert, another guy Pinkie advised us to find, who tells us about the blueprint room:
Meh, we've already found the blueprints. You're totally useless, Robert.
And finally, in Megaton Building F, we locate Les and show him the blueprints!
Les offers to build a field disperser for us ... for 3500 credits. Ouch, that's pricey.
Oh well, it's not like we've got a choice. We'll come back here once we have the money.
After another session of grinding, we enter the only yet unexplored area of Metropolis -- the western zone!
It's the Administration area, and there's ... a prisoner being held here, right before the entrance to the administration building:
Bloody robots! :angry:
We enter the administration:
In fact, we already explored this area in the first update. It is here that we exited the underground when getting out of prison.
The only area of the administration building that remains unexplored is the -1 level. We have to break open a door marked in red to get there:
Doors marked in red require 40 points of energy to be broken open, that's why we couldn't do it earlier.
Behind the door is a corridor leading to a transport tube to the 1st underground level:
Another red-marked door. We break it open and find ourselves in a room with A LOT of shelves:
We cross the room and get to another tube, this time leading to level -2:
We take it:
On this level, we have to climb pipes to progress:
That done, we get to ... a terminal?
Let's interact with it. In this game you interact with a computer by talking to it:
An access code, hmm?
We know two codes. One was given to us by Ponzine, 0977; let's try it out:
Of course it didn't work. It was supposed to be a
passcard code, after all.
Let's now try the access code for the terminals Jimmy shared with us: "ACCTRM followed by a the number of levels it is underground, minus two". This is level -2, so the code must be ACCTRM0. Let's see...
Yay, it worked!
Inquiry?
Well, in the first update, Mark told us about "terminals that give deactivation codes for the robots; they're needed at the Control Console", so, uhm, let's input "deactivation"? ... Nope. Uhm, "codes"?
We're given the "primary deactivation code", CHLOBU. Success!
Oh-kay, let us proceed. We enter the tube leading further down to level -3.
Oh wow, a lot of slidewalks! This is a puzzle/labyrinth, it seems!
Most of the slidewalks carry you back to the starting place, but after some trial and error plus some slidewalk hopping, Bee manages to get across:
Yay. Another terminal. Since this is the 3rd underground level, we enter ACCTRM1:
The terminal give us the "secondary deactivation code", PERABR. Kewl!
It may look like there's no further way, but in fact there is. It's a very simple puzzle. To proceed further we must CLIMB OVER the terminal and then the shelf.
That done, we find ourselves in a corridor leading to a transporter:
We enter the transporter by pressing E and then input the code Sid gave us, LETSGO. We are then asked for the destination code... but I got dumb and couldn't think of anything, and so had to go back. It is in fact another easy puzzle, but well, even easy puzzles sometimes, well, puzzle me.
You see, this is a secret underground transporter; the destination codes for the "normal" transporters are 00-04 -- they transport you to 5 different places across Metropolis. Isn't it kinda obvious that I should've tried 05-06 here, for this underground transporter? ... It certainly is, but I didn't. We'll come back here later, once I get that bright idea.
So yeah, we get back to the surface and grind some more. We also buy a passcard with 0977 from Jeff:
Just in case. Who knows when we're going to need it?
And here comes the most pleasant surprise. On our third or fourth visit to Wes -- the weapon dealer -- he says:
Wes has a gift for us!!
It's a ... broken plasma rifle! I can't believe my eyes!
Yup, folks, I'm not sure if there's an alternative way to get a plasma rifle in this game, but that's how I got one!
It is, however, broken, and we can't fix it by ourselves:
I guess we'll need to ask Hugo to repair it. Still, we've got a plasma rifle, the most powerful weapon, folks! Bee surely has grown.
Now we only need to get Les to build the field disperser for us (which is, as you remember, the most powerful armor), and Bee will be the most badass revolutionary in the galaxy!