The Quiet Ship — hints

One nudge at a time. Nothing opens unless you click it, so you will not read the answer to a puzzle you have not reached.

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Act I — Medical

How does the power work?

One bus bar, a fixed number of units, seven systems that want sixteen between them. power lights, unpower vesta, and the Power meter at the top of the panel tells you what you are spending. If a thing will not run, something else is already spending its unit.

VESTA will not tell me anything.

It will tell you anything, and it will never raise a subject. The rule it is under is on the bulkhead in the mess: the ship will answer and will not initiate. Ask it about the crew, the log, the power and about yourself, in those words, and then ask it about whatever the answers name.

I cannot get through the door to the spine.

Pressure doors are on servos and the servos draw two. You have four units. Something else has to come off the bus, and the obvious candidate is the one you have been talking to.

What should I be picking up?

The bus bar in the storage bay is the act's one required object. The drawing in the lockers, the roster in the mess, and the chart on your own berth are the ones that make the rest of the game make sense.

Act II — The Spine

I am freezing to death in the tube.

Trace heating is one unit and it is the difference between about zero and minus sixty. The hull temperature meter is on the panel: at −20 it starts taking your condition, at −40 it takes it fast. Going back through the lock into the ring always works and always costs you nothing.

I cannot have heating and the doors at the same time.

Correct, at five units. Fit the bus bar you brought from storage — fit bar — and the cap goes to seven. Until you do, cross cold and quickly, or warm up and try the door.

What are the two copper bars?

Somebody's work, not the ship's: hand-cut saddles, cold-formed bends, dead straight for ninety metres. Look through the window at the truss hatch, and read the suit log when you find it, and the two facts fit together.

Is there anything off the spine worth the cold?

The laboratory, the water plant, the observation blister, the radiator gallery and the spine locker. The locker has a sheet of paper taped over a shelf of filters that is worth the walk on its own.

Act III — The Pod Bay

The playback unit is dead.

It runs off the laboratory bus, which draws three. At seven units that means two other things come off, and one of them is going to be the heating, and the bay is not as cold as the tube. Power it, play the recording, then put the heat back.

Should I open a pod?

The notice on the hatch was taped at eye height for you specifically and it says not to, and it says why in the next line: play the recording first. The game will let you do it in the wrong order. It will not let you undo it.

What is under the deck?

Eleven feeds off one bar, dressed and labelled and torque-striped, done in a crawl space at minus sixty for eleven people who were already asleep. Nothing there is a puzzle. Look at it anyway.

I have played the recording and nothing has changed.

Nothing has. That is the act. Go aft.

Act IV — The Reactor

The reactor is fine. Why can I not have more power?

Because the limiter is set to the rating of the one bus bar that survived, and the card wired to it explains that the bar is the weak point on purpose. Backing it off gives you sixteen units. It gives you them for nine turns.

What do I do with nine turns at sixteen units?

Whatever you have already decided to do, and nothing else. Work out the sequence before you touch the limiter — the game gives you every chance to walk the compartment and read first, and no chance at all to think it over afterwards.

Where is the rest of this act?

The workshop, the coolant pump room, the cable run and the switchgear room, and the tag book in the last of those is the single most important document on the ship.

Act V — The Long Antenna

What are my choices?

transmit sends all of it home. stay keeps it aboard and puts the units into being warm. The third one you will find on your own or not at all, and the ship asks you a question first.

Is there anything left to find?

The bridge log is open at day 411 with a pen clipped to it, the filter log in medical says which spares not to use, and the mess has eleven mugs on hooks and one on the drainer. None of it changes the ending. All of it changes what the ending means.

The lab needs power and so does comms.

And you cannot have both. power lab, open the tin, then unpower lab and power comms. The allocation is the game right up to the last minute of it.

The third ending.

It is not a command on the panel and the ship will not offer it to you. It is forward, in the machinery space, and it is a thing you do rather than a thing you send — and the ship asks you a question before it lets you.

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