Nifflas' Support Forum
Released Games => Saira => Topic started by: LightningEagle on December 13, 2009, 01:44:19
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Here are the endings and the combinations giving them:
Ending #1:
Teleporter works but Saira is just teleporter a few meters. FAILURE.
Combinations:
Targeting Device: Basic
Impulse Charge: Homebrew
Fuse: Standard
Targeting Device: Extra Precision
Impulse Charge: Homebrew
Fuse: Standard
Targeting Device: Basic
Impulse Charge: Homebrew
Fuse: High Power
Targeting Device: Extra Precision
Impulse Charge: Homebrew
Fuse: High Power
Ending #2:
Saira is teleported in the wrong direction and not far enough. She ends up on the planet Skomvær.
Combinations:
Targeting Device: Basic
Impulse Charge: Regular
Fuse: Standard
Targeting Device: Basic
Impulse Charge: Regular
Fuse: High
Ending #3:
Saira is teleported in the right direction but only halfway. She ends up on a kind of "Cruise Building" and is pretty much stuck there.
Combinations:
Targeting Device: Extra Precision
Impulse Charge: Regular
Fuse: Standard
Targeting Device: Extra Precision
Impulse Charge: Regular
Fuse: High Power
Ending #4:
Fuse is too weak to power the impulse drive. The teleporter didn't work.
Combinations:
Targeting Device: Basic
Impulse Charge: High Power
Fuse: Standard
Targeting Device: Extra Precision
Impulse Charge: High Power
Fuse: Standard
Ending #5:
Saira is teleportet far enough but the direction is a little bit off. She ends up on an alien planet where she meet Otto the watchman from the Knytt village in the Knytt game.
Combinations:
Targeting Device: Basic
Impulse Charge: High Power
Fuse: High Power
Ending #6:
Saira is teleported to the right place and she meets op with Bobo. They are able to build a long distance transmitter and hook up to the internet. There they learn that everyone still exist and that she herself disappeared. The phenomenon is left unexplained leaving open for a new and interesting adventure.
Combinations:
Targeting Device: Extra Precision
Impulse Charge: High Power
Fuse: High Power
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This can be pretty much summarized as:
Using a fuse that's worse than your impulse charge --> The teleporter will break.
Using the Homebrew Impulse Charge --> You'll only travel a few meters.
If none of the former happens:
1. Regular Impulse Charge + Basic Targeting device --> Zombie-filled planet ending (insufficient power, wrong angle)
2. Regular Impulse Charge + Extra Precision Targeting device --> Cruise ending (insufficient power)
3. High Power Impulse Charge + Basic Targeting device --> Otto ending (wrong angle)
4. High Power Impulse Charge + Extra Precision Targeting device --> Best ending
It is interesting to note that all four conclusive endings end (sorry for the repetition) with a picture of the planet you're on (the spaceship, in ending 2).
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What about the ship drive extension from Gass Umbra? Any idea what that is for?
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see the topic that i made C)
http://nifflas.lpchip.nl/index.php?topic=2383.0 (http://nifflas.lpchip.nl/index.php?topic=2383.0)
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aw man, that's a lot less exciting than i thought it would be.