Tutorial · Version 1.0.0 · Tronsoft Games · TIFE Core 2.3.0
Wheel Station Ninth Bell was decommissioned eight months ago and is scheduled to be dropped into the atmosphere in forty hours. You have been sent up to collect one small object so that the disposal is legal. The station is listed as uncrewed.
TAKE ORDER, TAKE CHIT and TAKE RATION.TALK TO HALVO to hear your dispatcher's briefing.OUT to cross into the station's spoke airlock.OPEN LOCKER, take what
is in it, and then SEARCH LOCKER — a search often finds what an open does not.Type a command and press Enter, or build one with the buttons: choose an action in the ACTIONS band, then choose a target from the CONTEXT band that appears below it. The DIRECTIONS band always lists the exits that actually exist where you are standing.
| Command | What it does |
|---|---|
LOOK / L | Describe this compartment again. |
EXAMINE x / X x | Look closely at an object or a person. |
TAKE x, DROP x | Pick something up, or put it down. |
OPEN x, CLOSE x | Work a hatch, locker, cabinet or safe. |
SEARCH x | Look inside or behind. Most of this story's evidence is found this way. |
READ x | Read a document, log, placard, decal or tag. |
TALK TO x | Speak to somebody. Keep talking until they start repeating themselves. |
USE x ON y | Apply one thing to another. |
INVENTORY / I | List what you are carrying. |
WAIT / Z | Let a turn pass. |
HINT | A three-rung hint for your current situation. It never costs a move. |
Directions are NORTH, SOUTH, EAST, WEST,
UP, DOWN, IN and OUT, and the single letters
N S E W U D work too. Some exits are gated: a lift with no power, a hatch that is
bolted down, a door frozen into its seal, a blast door with its interlock on the far side. Each
one tells you plainly what is wrong with it, and each one can be solved.
This station adds eight verbs of its own. They are the amber buttons in the ACTIONS band, and each has at least one moment where nothing else will serve.
| Verb | What it does |
|---|---|
COUNT | Ask the inventory drone to count what is present. The most useful verb in the game. |
PRY | Force something with a bar. |
PATCH | Bridge a damaged circuit. |
SUIT | Seal the pressure suit. |
LISTEN | Stand still and listen. Twice in this story that is the whole solution. |
OVERRIDE | Assert charter authority over a station system. |
BROADCAST | Send on the station transmitter. |
GROUND | Dump a charge to the station ground. |
The game is turn-based and waits for you; nothing happens while you are thinking. Each command
that changes the world costs one move. LOOK, INVENTORY,
SCORE, JOURNAL, QUESTS, HINT,
SAVE and RESTORE are free.
Above the map is the deorbit clock, counting down from forty hours. It is charged in blocks when you finish a piece of work — boarding, restoring power, the cold store, the core vault — and never turn by turn. A complete run charges 38 of the 40 hours.
One hundred and fifty points. One hundred and twenty come from the eight required objectives
and cannot be missed on a winning route. The other thirty are optional: two side objectives worth
five each, and four keepsakes worth five each — a brass bell, a crew photograph, a service medal
and a tin of seed. Check SCORE, QUESTS and
ACHIEVEMENTS at any time.
Everything optional stays obtainable right up to the moment you board the shuttle for the last time, so nothing can be permanently missed while the story is still running.
You win by recovering the Custody Seal, learning what happened to the crew of seven, dealing with what has been keeping their count, obtaining departure clearance from the tender Bellwether, and boarding the Kestrel with the Seal and your identity chit in hand. There are two endings, and which one you get depends on whether you found somewhere to put a copy of something before the end.
There are exactly three ways to die, and all three are announced before you can reach them —
in the room description, and again in something you can READ.
There is no other failure state. There are no dead ends, no unwinnable positions, and no timer you can lose to.
SAVE keeps a slot called quick; SAVE trunk keeps a named
slot. RESTORE and RESTORE trunk bring them back.RESTART begins again from the shuttle. It does not cost a move and it does not
touch your saves.SEARCH the furniture. Desks, bunks, tables, cabinets, racks and drone chassis
all hold something.TALK to everyone again. Nobody aboard says everything the first time.COUNT the compartment you are in.HINT, and then HINT again — each ladder has three rungs, from a
nudge to the exact command, and none of them cost a move.Tronsoft Games · The Quiet Wheel v1.0.0 · Requires Tronsoft Games Portal v6.12 or later · See docs/manual.pdf for the full player and developer manual.