Part 4: Mire's Vault
Part 4: Mire's VaultWe finished the last update at the door of a Master Trader's hut. Before we go in, though, we'd better do our homework. And where better to do our homework than on the B-Liner's on-board B-Computer?


We start the game with TRAC4the manual refers to it as "mystery software"but we had to buy all the rest. All of these are necessary for getting the information needed to deal with the Mire Folk.
The first program is Map-H. This provides maps of the Mire in each culture's region. We concluded, based on our consultation of the main maps, that we were in the territory of the Torbion culture. Let's make sure that's true.

We do need to know the name of the culture we're asking about.

And there we are, right at the border of R12 and R13. This is the right place all right.
We move on to check the CULTS program to see what information we'll need to know about them:

And, again, we enter the name of the culture directly.

This gives us that culture's exchange rates, and also tells us what kind of Musix they like ("simple" or "long and complicated"). The Torbion like long Musix and will let us freely exchange our chips to any color we want.
On to DICTO:


Yet again, a free response prompt.

And here are the things that the traders can say. I write this down for future reference.
CULTS told us that the Torbion like long, complicated Musix. What is a Musix, anyway? Well, it's the fourth entry on our list.

It opens with New/Load...

And once we pick New we get a little cursor we can move around in the space. Every time we hit "draw" it draws a line from the previous point to the place we are now and plays a tone.

This ought to be long and complicated enough to keep the Torbion happy.
The last program, Trac4, just draws and erases pixels at random points on the screen and plays random tones. It is pretty much The ChokesWare Seizure Inducer but with much less risk of seizing since there's usually just a couple dots bouncing around.
Here is a video of Trac4 in action.
OK, homework done. Let's go talk to the Torbion head trader.

If for some reason we didn't have our map, or a list of the 25 mire culture names, we are informed immediately what we should have been looking up.



























I haven't actually mentioned this before now, but it does turn out that the tarry surface of the Darksome Mire is safe to stand on. You can't walk on it, but your jetpack will let you out and you don't really sink or anything.
Back in the B-Liner, we have some decisions to make. We could go back to Metallica, sell some stuff for green chips, and then swap them at par for yellow chips back with the Torbion traders. Or, we could look at the exchange rates at the neighboring cultures.

That looks extremely promising.

And they're right next door, too. Too bad doors on Darksome Mire are 400 miles apart. Also, while that exchange rate from green chips to yellow chips is favorable, we currently have zero green chips. We could go to Metallica for some green chips. But we're parked right outside a Torbion trade hut right now.
























Traders have a slightly randomized but predictable protocol. When we first come in they challenge us with a question which we must answer correctly ("I am a friend" or "I seek the Most Amazing Thing"). Assuming we do, they say "OK" and we can ask for clues or to trade chips. If we ask to trade chips, they might ask us what color ships we want, or they might rechallenge us. We have to pay attention. If we ask for a clue, they compute a price based on their appraisal of our total net worth in chips. Unless we're carrying seriously implausible numbers of chips, they will usually end up asking for just about everything we have, or maybe a little more, as we've seen here. Once a price is set, though, it's fixedacross all culturesuntil we buy the clue.
So let's go meet that price. The nearest trader of the Sloping culture is in sector V13. We can get a good east wind at a relatively low altitude, so this trip won't cost much fuel.

Which is good, because I didn't bother refueling before I took off.

Off we go.

As we reach sector V13 we drop down a bit so we can head more directly towards the hut.

Much more directly. I bring us down before we smash through their roof.

See? We totally didn't need to refuel for this.


Radar is one of the two remaining B-Liner controls I haven't shown off. It gives occasional blips for huts in range. This chunk of V13 is the only place in the Mire I've found where you can even see two huts at once, and they're both the same culture and thus interchangeable. 90% of the time if you check your Radar it will just say NO HUTS FOUND because they're more than like 50 miles away. Radar is useless. Hut 1 has infinite range and is basically always what you want.

Speaking of huts, here we are, after five minutes of travel including refueling, and it's a much better view of one from the driving screen. Let's go pay them a visit.
After learning their language, of course.

If you compare these gestures to the ones the Torbion use you'll find they're very similar. This is almost certainly an artifact of the way Trader talk is procedurally generated, but I like the idea that neighboring cultures are in the early stages of a dialect divergence here.

We can see their beady little eyes when the doors open; apparently upon seeing an 11-year-old kid with a jetpack they then all dive under the table once you show up.







Now we've got to make the long trip back. But we don't have to go all the way back to the one we started at. Looking at the Torbion map in MAP-H, we can see that there is a much closer Torbion hut in the southeast corner of T12. That's only a couple map sectors over. Let's just drive it.

OK, and we'll get a snack along the way.
Mire Crabs are going to be a problem, though.

It's true. As idonotlikepeas observed, Mire crabs cannot cross the parallel or meridian lines on the map. They're summoned by us going fast, but there's nothing stopping us from getting directly on a parallel and just gunning it.

And it's not just that they can't cross the line...

...hitting the line vaporizes them. If they start out on the line, or if they manage to intercept us perfectly, we can still be attacked by Mire Crabs, but driving like this is much, much safer than most of our other adventuring has been.

Here's a feature we haven't seen before. The manual doesn't have anything to say about these, but by process of elimination they must be what Smoke was talking about here:



These aren't impediments to our travel, but I have occasionally noticed that my sleep or hunger timers are much higher than they should be. I haven't found anything that would cause this effect, but who knows.

I don't know what went wrong with the bunchmark rendering here but it went horribly wrong

Anyway. Eleven minutes later, we have completed the drive. This has been your lesson in why flying is the correct way to traverse the Darksome Mire. Also...

I hit the wrong direction while flying over to the trading hut, and the game will happily scroll you off the screen from the B-Liner. Hope you remember which way you went because you're going to have to drift right back over to do anything...













The Torbion like "long, complicated Musix." This turns out to mean "has 31 or more line segments in it". Simple enough to ensure.
































And speaking of getting off the ground, I guess we'd better head back to Metallica to buy that AbCdE.




Video of the entire trading session

There's one last control we haven't tried yet; the AutoP function. This flies us back to the exact screen Metallica is on. It won't land us on Metallicawe do have to drive over to the entrywaybut it'll get us close enough that the trip is trivial.

We can't do anything else while the Autopilot is on, though; changing any controls, or even leaving the control panel, will disable the autopilot and leave us drifting at wherever we were located. The BURNER and DROP switches alter themselves as needed. It's kind of cute.
90 seconds later...


Let's go buy some overpriced gadgets.








The manual does a rather clever trick here. The Catalogue is divided into three sections:
quote:
FLIGHT CONTROL PANEL METERS: These terrific meters will help you fly the B-Liner.
METALLICAN HOUSEHOLD ITEMS: These items could be fun to own but are not necessary for flying the B-Liner.
COMPUTER SOFTWARE: These are practical programs you can buy for the computer on the B-Liner.
It's true. The Metallican Household Items are not necessary for flying the B-Liner. That doesn't mean that they might not be necessary for solving the game. Which culture needs the gadget, and which gadget you need, is randomized on each playthrough.
For us, though, we need the ABCDE. ABCDE is an "educational game for robot children." I assume that it would be effective for young Mire Folk as well.

Hm. I think I will auction off a few more of Uncle Smoke's doodads before heading off to the Muhill, though. I'll want trade goods besides just the educational toy.