Part 4: Interlude: The Caldorre Towers
In which we explore the first mysterious tower of Caldorre, train, meet Ruawl, and engage in star pilot diplomacy.Before we move on to the next mission, I think we should pay a visit to the Caldorre Towers already mentioned in the Caldorre description posted in update #2. Doing that will not only allow me to demonstrate the way improving attributes works in Sentinel Worlds, but also expand on the game's lore a bit, which is always a good thing.
Manual posted:
6.1 Caldorre
...
6.1.3 Politics and Culture
Small communities of tribal humans are found at various locations on the planet. It is a point of contention among Federation scientists as to whether these are descendants of the same colony ship that established the Tower culture, or whether they are the evidence of a separate human landing on Caldorre. The attitude of the tribal dwellers toward the Tower inhabitants can generally be described as benignly oblivious.
The only other human life on Caldorre is centered in the three huge Towers which rise several kilometers above the surface of the planet. The top of each Tower is a docking port, through which atmospheric crafts enter the Tower. Below that are hundreds of levels which house all aspects of human industry, commerce, and recreation. The lower level fall into several different basic types:
-Bar and Club levels house establishments that cater to visitors' needs for recreation and conversation.
-Store levels provide weapons and other supplies for visitors.
-Apartment and Office levels comprise living and working quarters for Tower inhabitants. The facilities of interest to travellers on these levels include the aerobics studios, plastic surgeon, weight gym, library, and tennis/racquet courts.
The citizens of Caldorre never leave the Tower where they live, and only know of the rest of their world's surface by means of geoeducational holograms. Their sole industry is providing services for space travellers.
There are three Towers on Caldorre, but their content is mostly identical, except for some NPCs you can only find in a specific Tower, so in this update we'll only focus on one of them; as for the remaining ones, I'll make a brief tour of them later, after the next main quest mission.

When orbiting Caldorre, we can press 1, 2 or 3 to dock at the Towers. We press 1; first Tower, here we come!

Unsurprisingly, we find ourselves in the Tower's spaceship port. This is the top, 801th, level of the Tower.

Uncooperating star pilots wander around the area.



The Caldorrians are the Tower dwellers. We try chatting them up.

(The Towers are a mystery, you see, in both their origin and their purpose. Which makes them a precursor to -- and perhaps an influence on -- Mass Effect's Citadel.)


A lot of Caldorrians around, so we interrogate them all.



But they never give us any answers. Nor do the star pilots.



The Towers are supposedly eternal. Their origins seem to be lost in time, at least.









Boarding other ships doesn't work from here. :P

Some observation points along the way.

As we approach the Tower's main core, we're introduced to the local glider system. Gliders allow us to change levels.

801 levels ain't a joke.

Reaching the glider station, we choose to go down a level.

Here's level 800.

This Tower's Barracuda Bar is located here. There's one in every Tower. Gimmel appreciates the idea.

The hottest club in the whole damn system!

No surprise we meet our first female Caldorrian in here. No cooperation from her, either.

Investigating the Towers' origins looks like a dangerous idea for some reason.

One funny thing about the Caldorre Tower bars is that the Caldorrians really love picking up a bar fight and attacking whoever is nearby, so we frequently get caught up in good old-fashioned bar brawls. Bar fights is an RPG classic, as you surely know. (Pool of Radiance or Buck Rogers, anyone?) In this game, a bar brawl is initiated by some of the nearby NPC dots suddenly turning red; simple as that.

Inside the Barracuda Bar, we also come across a (plot-relevant) character called Ruawl. The problem with many NPCs in this game is that they refuse to continue talking after a certain number of dialogue lines, so we make sure to save our game beforehand and reload when necessary in order to explore more dialogue options. Another slightly annoying thing is that bar brawls go on around us as we talk to Ruawl, which would've been okay had the attackers not killed Ruawl a couple of times, making us reload the game!


























Done chatting with Ruawl, we explore level 800 further.

We come across a passageway opening up into some office space.

Nothing of much interest here...

..except, occasionally, a piece of equipment. Gyro Pike is the most powerful of the legal contact weapons, so we equip it on Beth.

Going back to the glider station, we reach floor 799.

A long balcony leads us to..


...another office area. Female Caldorrians abound in here for some reason.




An... "expansion"?

There's a tennis club on this floor, one of the five attribute-improving facilities.

It lets us train a character's Dexterity. It is by no means cheap, though.

We train Aleph's Dexterity. The number of times he can further train is determined by his Athletics skill.

And then we reach level 798.



It is mostly a luxury apartment area. The apartments are fairly large, with a grand view from the balcony.

There's also an Aerobics studio nearby.

Training here increases our Stamina.

More classy apartments, but nothing much else.

On 797, there's Wallace Bar.


Nothing we can do here except grab the Power Fist hidden in the kitchen, of all places.

The storage area is chilly, so we leave.

At the Weight Gym, a character's Strength can be improved.

No need of that at the moment, though.

Yet another bar!

A place where star pilots gather.

And another hidden kitchen item we can grab and sell.

At the Thompson Inn, we accidentally come across a particularly talkative star pilot. In Sentinel Worlds, you sometimes meet NPCs who are optional, not plot-critical, and therefore marked not as a light blue dot, but rather as an ordinary, dark blue one. They're very easy to miss, since you pretty much need to talk to every NPC in the area to find them, so I doubt I'll be able to locate them all in this playthrough.











Oops. This conversation didn't go very well, so we reload and try exploring other dialogue options.





















Yeah, the bastard wants 600 credits for an irrelevant piece of info. Still, this is the first time we encounter the Bribery skill used, so let's roll with it.



Quite long for an optional and easy-to-miss conversation, isn't it?

Level 796 boasts a Weapon shop and a General store.

The Weapon shop is pretty basic, really.


And the General store has a bunch of useless items of no specific purpose for sale.

In contrast to the apartments on floor 798, the floor 795 living areas aren't exactly luxurious.

Only one TV channel; you can't get lower than that.

Actually, you can.

We pick up a Power Axe and a Cyberdisk along the way...

...and reach the local Library.

The Library mysteriously raises a chacter's Comprehension. If only things were that simple in real life...

More offices on 794.

Not much work around here? Or are these offices abandoned?

A nanobot! Cool, I guess.

Plastic Surgery is the fifth and final attribute-improving facility.

Unsurprisingly, it is meant to enhance Charisma. As such, it isn't really of much use to us.

Level 793 is the last one we can access. Levels below are restricted.

In each of the Towers, there's a club that can only be accessed via an attribute check. To enter the Vainamon Club, for example, the party's current leader must have 20 points in Charisma.

The elite are the most charismatic. At least according to this game.

What's this with kitchens and hidden items? Anyway, we find Crysprism, the blaster ammo; it'll only come in handy much later, but it's a nice find.

There's also an Armory here; supplies for the elite in case of an emergency, I guess.


We find an EA passcard; this item will have some... special use later on.

Having explored the Tower, we go back to FSS Awful. Lots of questions remain to be answered...