Nifflas' Support Forum

Released Games => Saira => Topic started by: LightningEagle on December 13, 2009, 01:44:19

Title: Endings [spoiler]
Post by: LightningEagle on December 13, 2009, 01:44:19
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
Title: Re: Endings [spoiler]
Post by: PONTO on December 13, 2009, 01:54:18
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).
Title: Re: Endings [spoiler]
Post by: fromk on December 24, 2009, 07:02:34
What about the ship drive extension from Gass Umbra? Any idea what that is for?
Title: Re: Endings [spoiler]
Post by: smeagle on December 24, 2009, 07:10:38
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)
Title: Re: Endings [spoiler]
Post by: fromk on December 24, 2009, 08:17:30
aw man, that's a lot less exciting than i thought it would be.