Shiphand Buddy: Deep Space Exploration

Blaugust 2015, Day 20

Hello and welcome again to another episode of Shiphand Buddy! Today’s edition is supersized, I hope you’re ready!

Shiphand Buddy: Deep Space Exploration

Alien abductions you say?

What: Escape your captors and fix your ship when your exploration mission gets hijacked by aliens!

When: Available at level 32

Where: Wilderrun

Gold Timers: Normal: None   ; Vet: 50:00

Gracie’s Run Time: Normal: 18:24    ; Vet: 21:39

Shiphand Buddy Says:

Bear with me friends, this one’s a doozy! You start in the “prologue” section on your exploration vessel. Simply talk to each of the highlighted crew and head to the bridge to progress. Once you speak to the captain, ikthians appear and abduct you and the crew, beginning the “main” section of the mission.

You awaken inside a containment field. Use your modified action bar to taunt your captor until you annoy it enough to open your cage. Once you’re free, deal with this guy and then turn to help your fellow captives. Each of the 4 containers has a different access code, and entering too many wrong codes will zap and destroy anything still inside. You can still get a gold medal if everyone gets zapped, but can you live with yourself? There is a lore object just outside of this room that contains the codes, which are:

Protostar: 3596

Cubig/misc: 879

Rowsdower: 441

Humanoid: 975

After they’ve been dealt with one way or the other you can use a console to open the next area. I tend to clear everything out of the middle because we’ll be coming back here several times before we’re done. Occasionally you will notice ikthian weapons on the ground, pick them up and use them with CTRL+F1 to advance your objective. You can only carry one weapon at a time so be sure to use them as you find them. The weapon has a random chance of either applying a very strong bleed, a weakness, or backfiring and causing an enrage. Use against strong enemies at your own risk.

Shiphand Buddy: Deep Space Exploration

There are lots of big guys here.

From the central chamber, I begin with the west path. Along this corridor, keep an eye out for freebot parts. When you reach the room at the end you’ll need to take out two large enemies and a miniboss. Each can be pulled separately and dragged back to the entrance to the room for safety. The miniboss does occasionally patrol around, so be careful. Once the room is clear you can make a quick trip around the perimeter, jamming scrap metal into the engines and collecting freebot parts. There is a table near the entrance where you can assemble the parts back into Clamp, then make your way to the central chamber again.

Shiphand Buddy: Deep Space Exploration

Rescue everyone from these experiments

Next we’re heading down the northern hallway. Don’t forget to pick up and use the ikthian weapons along the way. This path opens up into a much larger room where you will need to free crew members from ikthian experiments, mostly by tapping “F” a lot. Note that there are two large enemies that patrol around, make some space to safely take them out. At the back of the chamber is another boss with large telegraphs and a tether attack. Kill him, finish rescuing your friends, and then return again to the central chamber.

Phew, that was a workout, good thing there’s only one path left now! The door to the east will open, and you can follow this route to the captain’s chamber. I usually clear out the spikehordes on one side to give myself some extra room before engaging him. The ikthian weapons will work on him, so you can always try that to help take him down faster, although you do run the risk of it enraging him instead. Once he’s finished you just have one more mob to kill and a game of simon to destroy the ship and activate the escape pods. Hooray! That wasn’t so bad was it?

Shiphand Buddy: Deep Space Exploration

Hooray! We’re outta here!

Wait, what? This mission is still going? Yep, it is time for the “epilogue”. When the screen clears, you’ll be standing in front of a control panel. Use it, and you’ll take control of a maintenance drone inside the damaged ship. Navigation here is tricky since you are floating in zero gravity. Do your best to avoid the drifting debris, and head out of the room and down the hallway. There are 6 life support panels to activate in the large room, and two more in the smaller room on the lower right hand side. You must be close to the panel, target it, then press “1” to activate it. If you take heavy damage you can move to a charging station and use your “2” ability to repair. Losing all your health will transfer you back to your body, and you’ll have to interact with the panel again to take control of another drone.

Shiphand Buddy: Deep Space Exploration

Positioning the camera overhead makes the path much clearer

Ok life support’s back up, time to open the hatch and get out of here. Seriously? There’s still more to do? Fine, I guess we can go and fix the gravity. Make your way across the room, and target the hookfoots (hookfeet?) and use your “T” ability on them to freeze them. Avoid the vents along the walls which occasionally send out a freezing blast. Keep following the path until you reach the laser grid. The beams probably won’t do enough damage to kill you, but they will bounce you around and annoy you. I usually turn my camera so I have a top-down view here, which makes it easier to see the gaps. Double jump is your friend, as is the pile of junk on the left side which you can use to bypass some of the beams. Reaching the end of the hallway will deactivate the lasers. Then you can jump up the junk pile again and into the next room.

Here we’ll meet the last enemy of the mission. He has the same large telegraph moves as the rest of the big ikthians we’ve already dealt with. Fun fact: if you happen to save an ikthian weapon, you can use it against this guy too! Once he’s down you just need to make your way around the room to seal off the 5 valves along the walls, then hit the switch on the floor to fix the gravity. Finally! All done!

Wait. OH *BLEEP* NO. There’s more? Leave the engine room and head down the hallway to the main chamber. Oh. Hey. They threw us a party! Congratulations, we’re finally finished!

Differences between normal and vet: There’s very few differences here. On normal you don’t have any ikthian weapons, which could be a blessing or a curse depending on your luck. There are also no lasers to jump through in the final section on normal mode.

Other Thoughts: This is the longest of the shiphands. I was honestly surprised that the run time on this one is only a couple minutes longer than Fragment Zero, because it feels significantly longer. I am constantly wishing it either had one less wing on the ikthian ship or that it would just end when you reach the escape pods, since that feels like a natural place to stop. Also of special note, the section where you pilot the repair drone can be particularly awful if you are prone to vertigo or nausea. Fun times!

Even after all those complaints, this one still manages not to be my least favorite. That title goes to our next shiphand mission. Tune in again to see me complain about our 7th and final (for now!) Shiphand Buddy mission: The Gauntlet!


Shiphand Buddy: Deep Space Exploration

Shiphand Buddy: Space Madness

Blaugust 2015, Day 18

Welcome back for another episode of Shiphand Buddy! Today’s mission is a cautionary tale about breathing dangerous chemicals.

Shiphand Buddy: Space Madness

Space Madness is very colorful, and deadly.

What: Stave off Space Madness and cleanse the ship!

When: Available at level 30

Where: Farside

Gold Timers: Normal: None   ; Vet: 35:00

Gracie’s Run Time: Normal: 7:25   ; Vet: 8:22

Shiphand Buddy Says:

Shiphand Buddy: Space Madness

Buy a drink from a talking spider? Seems legit!

Space Madness is broken up into a few sections. First up you will have to progress through the ship, collecting datapads and rescuing survivors. The mechanic here is that you have a sanity meter to keep track of. It starts at 100 and ticks down as you spend more time in the contaminated air. You can use the air canisters scattered around to counteract this effect but there’s a catch: the three creatures you need to find for your gold medal objectives can only be found at different stages of “madness.” From 80-60 (“You don’t feel quite like yourself”) you’ll be able to find the slank, 60-30 (“You feel quite delusional”) the rockmite, and below 30 (“You have gone quite mad. Ooooh, rainbows!”) the dawngrazer. Each transition brings about changes to the environment, and different enemies will appear. I tend to use the air canisters once or twice at the beginning to avoid fighting through excess monsters during the phase transitions. Be careful not to use the canisters too much, however, or you’ll be sitting around wasting time waiting for the critters to appear before you can move on to the next area.

Shiphand Buddy: Space Madness

Sorry Exact Change 3.1, I already filled up on drinks from the spider guy…

There’s one more datapad to find in this room, and then you can access the spacesuits. If you are feeling adventurous, you can also buy some lemonade from a friendly spider (along the wall on the left as you enter). Once you hit the access panel you’ll be knocked out for a few seconds. When you return you’ll face 3 waves of adds followed by the vending machine mini-boss. Keep an eye out for his “Self Service” ability and interrupt it if you can. It is a substantial self-heal that will make the fight drag on if allowed to succeed. Once you finally defeat him you can grab a spacesuit and move along.

Shiphand Buddy: Space Madness

Exploding livestock. Avoid at all costs.

The next area is often the part that ruins a gold run for folks. In this section you have to contend with hallucinating crew and livestock, all while avoiding exploding rowsdowers. It pays to be patient, there are some safe spots that the rowsdowers avoid if you watch them long enough to see their patterns. Pull enemies back to safe areas so you don’t have to worry about fighting and dodging explosions at the same time. Be aware that sometimes the crew members you try to help will turn hostile too, so clear some space before you talk to them. Finally, if you do trigger an explosion dodge out of it if you can. You absolutely can still get a gold medal if a rowsdower explodes as long as you do not get caught in the explosion. You just have to react quickly.

Shiphand Buddy: Space Madness

Facing off against the inferno boss

Once you make it to the final room you can turn on the air scrubbers and begin the last event. Waves of enemies will spawn and must be defeated until you are left with the final boss of the mission. The last boss is random, you can tell which one you are getting by the color of the distortion in the room as you are fighting the earlier waves. Electricity means you’ll be fighting the construct boss “Thunder Surger”, fire means you’ll get “Inferno Intensity”, and darkness leads to “Decrepit Atrocity”. They each have one annoying cc-type attack, either knockdown, blind, or disarm, respectively. Otherwise it doesn’t matter much which one you get. Kill it, activate the console at the back of the room, and pat yourself on the back for a job well done!

Differences between normal and vet: The huge difference between the normal and veteran versions is that on normal you don’t have to collect the 3 critters. This means you don’t have to descend completely into madness in the first section and can progress much faster. The other major difference is that there are no exploding rowsdowers to dodge, which makes that section very easy compared to vet.

Other Thoughts: I think the “madness” mechanic is interesting and spices up an otherwise pretty standard instance. I like the art style and the strange things that appear for you to fight. I do recognize that this mechanic can be problematic or unsettling for some folks. The good news is that if you don’t enjoy it there’s not a lot of reason to run this one unless it is the daily.

That’s all for today. Come back next time for Shiphand Buddy’s longest mission: Deep Space Exploration!


Shiphand Buddy: Space Madness

Shiphand Buddy: Rage Logic

Blaugust 2015, Day 13

Welcome back to Shiphand Buddy! This installment will have us running over robots with the family car and facing off against an evil AI.

What: Help some lovable freebots stop the spread of the Rage Logic virus!

When: Available at level 26

Where: Whitevale

Gold Timers: Normal: None   ; Vet: 25:00

Gracie’s Run Time: Normal: 7:46   ; Vet: 9:58

Shiphand Buddy Says: This mission is broken up into 2 main parts. First you’ll need to choose a vehicle for the outdoor portion. Your options are Rail Gun, Electro-Magnetic-Pulse, and Rocket Launcher Speeders. I always go with the EMP Speeder because it looks fun, but it is mostly down to personal preference, since they only differ in one of their 4 main attacks. You can try each of them to see their different abilities before you begin, the timer doesn’t start until you head outside. Once you’re ready, drive straight out the airlock to begin your adventures in robot slaughter.

Shiphand Buddy: Rage Logic

Take your choice of these lovely, deadly vehicles!

Once outside you have 4 goals. First, remember ABROR: Always Be Running Over Robots! You’ll need to hit 100 of them with your shield (action button 1 on all vehicles) along the way, so make sure to keep it up as much as possible and get lots of practice playing bumper car. I try to avoid using my other weapons until I’m close to being finished with this part. As you’re cruising around, you’ll notice three big yellow engines you can click on. This will lob bombs at them, progressing the next objective. All around this outdoor area, but especially around the crater in the middle, there are scanner bots that need to be destroyed. They are patrolling and floating up in the air, so you’ll need to use a ranged attack to hit them. When in doubt, check your map. The scanners will show up as targets so you can find them easily as they wander.

Shiphand Buddy: Rage Logic

Follow this path to kill the overseers. Or don’t, I’m your buddy not your boss.

The final objective for this section is to kill all 3 Overseer bots. These spawn in fixed locations after you’ve killed a large amount of the regular bots, and they must be killed “simultaneously.” The intent is that you would have multiple people spread out to take them down at the same time, but if you’re a loner space cowboy I’m gonna help you take them down solo. Attacking them with your regular vehicle weapons is too slow, but we have a secret. You didn’t forget about ABROR did you? Put up those shields and run over those overseers! You can take them out in about 3-4 hits this way. As a bonus, if you are moving when you put the shields up you will get a short burst of speed to help you get to the next bot faster. I start at the one closest to the entrance, and finish at the one near the cave. Since they always spawn in the same locations it is easy to memorize the path between them and run them over in a hurry. Don’t fret if you fail, they will respawn and you can keep trying.

Now that you’re done with those objectives, it is time to head inside the bot hideout and stop Axiom’s transmission of the Rage Logic virus. Kill hostile bots along the way, but avoid the neutral ones if you can. You’ll want to attempt to reprogram 3 of these for your objectives. If you’re lucky, they’ll turn friendly and help you fight for a short while. Otherwise they will turn hostile and you’ll need to put them down. Make your way to the lower floor and get ready to wreck the place.

Shiphand Buddy: Rage Logic

This stuff looks important, better break it.

In the central room, be wary of patrols. There are multiple aggressive bots that wander in and out from the other areas for you to deal with. You will need to destroy 6 pieces of equipment, 2 in each of the main rooms on this level. I usually go right and then left, since the left room is also where you’ll have to destroy the Broadcast Transmitter. Oh did you think that was some sort of equipment to smash? Nope, it’s a giant bot that wants to smash you! Stay light on your feet or quick with your interrupts and he should be no trouble. Be aware of the neutral bots around this room and avoid tagging them during the fight.

Shiphand Buddy: Rage Logic

Axiom. Wreck this jerk.

Once all the equipment is toast you can head to the last small room to open the way to the final boss. There’s a Simon game with a pattern of 6 colors here, either beat it or use an addon to do your work for you if you’re lazy like me. After stepping through the portal and killing just a few packs of normal mobs you’ll be face to chassis with Axiom. He’ll put up a large shield at the start which you’ll need to destroy, after that it should be smooth sailing. Just remember your interrupts and use the health packs on the floor if you need them and you’ll reduce him to scrap and save the freebots!

Differences between normal and vet: Normal mode doesn’t ask you to run over bots (but you should do it anyway, it’s so satisfying!), and there’s no Broadcast Transmitter to kill.

Other Thoughts: This one frustrated me until I finally learned how to solo the 3 overseers. It is pretty middle-of-the-road in terms of time, but it has a lot of charm. Who doesn’t love freebots?

Tune in next time for Space Madness!


Shiphand Buddy: Infestation

Blaugust 2015, Day 11

Welcome back to another episode of Shiphand Buddy! Today we’ll be trying our hand at space salvage and, of course, fighting weird space monsters.

Shiphand Buddy: Infestation

This green gas doesn’t look very good for your health.

What: Find the source of the infestation and get out alive with your salvage!

When: Available at level 17

Where: Galeras, Auroria

Gold Timers: Normal: None   ; Vet: 18:00

Gracie’s Run Time: Normal: 4:49   ; Vet: 6:55

Shiphand Buddy Says: I have seen an awful lot of this place, but I still really like it. It’s quick and easy! Take your time in the first room, kill the creatures and then seal the three vents. As you progress through the rest of the instance, remember that creatures can spawn from the round vents in the floor, as well as occasionally from cargo crates when you loot them.

If you proceed carefully in the next room it can make your life a lot easier. Clear the wandering patrol and mark the crate on the center platform. DO NOT go down the ramp yet. Mark the crate on the right, and walk out on the ledge there as far as you can. Do your best to aggro the mobs below you with any ranged attacks you have, then run back to the main upper platform to fight them. Be careful not to fall down onto the ramp! You can aggro the other pack either from the upper middle platform or by very carefully inching down the left ramp and attacking until you can just hit them with your longest range ability.

Why go through all this trouble? Once you move down the ramps an event will start with crew members being sucked out of hull breaches. You have a very short timer to find the breach and seal it before the crew and your gold medal get sucked off into space and lost forever, so clearing those creatures out before the event starts can make a huge difference. If you can’t do this, you’ll have to work on clearing them out in between the hull breaches.

I like to sit in the middle and spin my camera until I spot the next breach and then dash to seal it. If you have an addon that shows nameplates for interactive objects you can see all the possible breach locations and keep an eye on them. Any movement abilities you have will help a ton here as well. Once the event is complete make sure to tag the last crate in this room, up on top of some shipping containers. Be warned that more adds can spawn from the floor vents once the event is over.

After that the rest of the instance is a piece of cake. Make your way down the hall, killing creatures and tagging the last of the cargo before you get to the med bay. When you head toward the supplies in this room a short event begins. Kill a wave of infected crew, then a wave of 3 infection monsters. When they are near death they will run back to the middle and merge into a miniboss. It has a fair amount of health but otherwise isn’t too bad. Once you kill it you can finally loot those medical supplies. Note that there’s poison gas in the lower area during the event, if you are struggling to kill everything fast enough try pulling to the top of the stairs first.

Shiphand Buddy: Infestation

These blob monsters are pretty gross.

The lights will go out momentarily during the transition to the last stage of this shiphand. You will need to fight your way back up to where you started, killing blobmonsters and “saving” the crew along the way. Each time you use the medical supplies on a crew member they’ll explode into multiple little mobs, so be prepared. Once you’ve found them all and killed all the monsters you’re ready for the final showdown with a giant gross disease creature. Partway through the fight it will hit you with a blind attack. If you’re prepared you can interrupt right away to avoid taking unnecessary damage while you’re blind. Once it dies you’re done!

Differences between normal and vet: Normal mode has no cargo to collect and no event/miniboss in the med bay area.

Other Thoughts: This is usually considered the fastest shiphand if you just want to do some speed runs, but you’ll want some practice to get used to the hull breach section first.

Next up: Rage Logic!