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Ruby Quest Chapter 2

Ruby Quest Chapter 2. Chapter 2. Moment of truth. Which button does Tom press?. Chapter 2. Button 1. Chapter 2. >Button 1

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Ruby Quest Chapter 2

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  1. Ruby Quest Chapter 2

  2. Chapter 2 • Moment of truth. • Which button does Tom press?

  3. Chapter 2 • Button 1

  4. Chapter 2 • >Button 1 • Tom hesitates, standing close to the grate... then presses button 1, not for a moment considering the diagram could have been coded based on the key sequence listed on the wall panel by the fishtank.

  5. Chapter 2 • Luckily that doesn't seem to be the case anyway! • ...but nothing appears to happen. Except that the button sinks into the wall just like the electro-button did, and for a moment, there seems to be a faint, distant "beep"...

  6. Chapter 2 • CHECK THE AFOREMENTIONED PANEL

  7. Chapter 2 • >CHECK THE AFOREMENTIONED PANEL • In actuality, the panel seems to be some sort of card reader. It has three lights, all red right now.

  8. Chapter 2 • OH SHIT, OH SHIT I JUST GOT IT • I KNOW WHAT JUST HAPPENED • GO BACK UPSTAIRS

  9. Chapter 2 • On returning to the first room, Ruby notices something's changed.

  10. Chapter 2 • Press the green button.

  11. Chapter 2 • >Press the green button. • Ruby presses the DOWN ARROW button, and in the far corner of the room, another hatch opens up. • Looking down, Ruby sees that the shaft leads straight into Tom's cell. • But there's no ladder.

  12. Chapter 2 • So it IS flipped. Have Tom press button 2 now.

  13. Chapter 2 • >So it IS flipped. Have Tom press button 2 now. • Ruby calls down the open shaft and tells Tom to press button #2 now.

  14. Chapter 2 • Tom presses the second button, which causes the metal shutters on the Z-Hatch to shut immediately.

  15. Chapter 2 • tell him to press button 2 a second time.

  16. Chapter 2 • >tell him to press button 2 a second time. • Tom presses the button again and the hatch slides open.

  17. Chapter 2 • check inventory

  18. Chapter 2 • >check inventory • Ruby is carrying five items at the moment.

  19. Chapter 2 • examine all the symbols closely.

  20. Chapter 2 • >examine all the symbols closely.

  21. Chapter 2 • Try and combine each of the items with each other in any and all ways that would not destroy any of the items.

  22. Chapter 2 • >Try and combine each of the items with each other in any and all ways that would not destroy any of the items. • Using one COIN, the RUBBER GLOVES, the TINY CHEST, and a piece of the BUTTON DIAGRAM, Ruby fashions together the JUNKOTRON MISSILE LAUNCHER! This baby could break through a steel wall!

  23. Chapter 2 • NO WAIT, THEY DON'T. • Too bad, I thought you were really on to something there.

  24. Chapter 2 • Hey, does the computer have a HELP function? Can it provide some information on what this place is?

  25. Chapter 2 • >'help' • The help and information prompt is markedly unhelpful. The system seems to be local, rather than connected to any external source. Which means no internet.

  26. Chapter 2 • Lets try to reach for th lever for now.

  27. Chapter 2 • >Lets try to reach for th lever for now. • Unfortunately, the shaft is too far to reach the lever from above.

  28. Chapter 2 • DROP THE CANOPENER DOWN THE CHUTE AND HAVE HIM OPEN THE CAN.

  29. Chapter 2 • >DROP THE CANOPENER DOWN THE CHUTE AND HAVE HIM OPEN THE CAN. • Look out below.

  30. Chapter 2 • Tom sets to work opening the can.

  31. Chapter 2 • SUCCESS! • Tom completely mangles the tin can beyond anything useable due to his incompetence in operating a canopener. • But from inside the sealed can, he recovers an access card!

  32. Chapter 2 • Have him toss up the card AND the letter opener.

  33. Chapter 2 • >Have him toss up the card AND the letter opener. • Despite Tom's impressive and manly physique, the card has too much air resistance because of its shape, and refuses to be tossed up the shaft.

  34. Chapter 2 • Toss it so the edge goes into the wind, TOM. • DUH.

  35. Chapter 2 • It's no use. The ACCESS CARD can't be thrown that far without fluttering uselessly out of control. • The LETTER OPENER on the other hand, sails through the shaft easily.

  36. Chapter 2 • Open up the treasure chest using the letter opener. • Can he throw the panel with 4 screws up?

  37. Chapter 2 • >Open up the treasure chest using the letter opener. • Unfortunately, there are STILL no cracks in the treasure chest big enough to pry anything in! It's sealed flush. • >Can he throw the panel with 4 screws up? • No problem for someone with such manly physique.

  38. Chapter 2 • I think we can still get that card out. Drop down some of the wire, and instruct him to tie as much of it as he can around the card, with a knot so it doesn't come off. Then, tell him to try throwing the card back up. The extra added weight from the wires should stabilize the flight and let it be thrown up.

  39. Chapter 2 • >wire plans • Sadly, there's not NEARLY enough wire left in the barrel to make a cord down, even less considered they'd have to be twisted together well enough to hold. Even with the cannibalized circuit panel, there wouldn't be enough.

  40. Chapter 2 • OK it's obvious there's a way to get the card out without using a method of throwing so let's go look for useful stuff in the Z-hatch room.

  41. Chapter 2 • >OK it's obvious there's a way to get the card out without using a method of throwing so let's go look for useful stuff in the Z-hatch room. • Wisely giving up on this poorly-imagined line of thought, Ruby instead descends back to explore the lower levels more, now armed with a heftier inventory. • She waves to Tom, whom she is happy to see is still alive.

  42. Chapter 2 • screw plate back

  43. Chapter 2 • >screw plate back • Ruby decides to replace the nameplate before exploring the Z-Room again. • Despite the fact there are no visible mechanisms, however, once the plate is replaced, an access card emerges from a hidden slot on the fishtank's pedestal.

  44. Chapter 2 • Use ACCESS CARD in SLOT

  45. Chapter 2 • >Use ACCESS CARD in SLOT • The card-reader eats the card. It's gone. • In response, one of the lights turns from red to green.

  46. Chapter 2 • Go into next room and examine again.

  47. Chapter 2 • >Go into next room and examine again. • Ruby re-enters the Z-Room. • Something seems different.

  48. Chapter 2 • Say hello to whoever's behind the door.

  49. Chapter 2 • >Say hello to whoever's behind the door. • Ruby's attempts at conversation are futile. The eyes stare coldly and silently from behind the slot in the door.

  50. Chapter 2 • Examine COUCH • try to remove the eye, use the letter opener to pry the frame.

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