Something has gone horribly wrong on fuel station Zeta. All of the robots have gone haywire. It is up to you, a lone maintenance bot, to help a friendly space traveler fuel up his ship and get home. Explore your way through a dangerous labyrinth of traps and hostile robots. Solve puzzles and uncover the story behind the events that caused the station's demise.
The Canbot is large, slow and lumbering. Previously used to move large cargo and unload ships, they now prowl the halls of the station mindlessly.
These little guys move quickly. Originally they patroled the station picking up trash and waste. They now mindlessly bite anything in their way.
The Chompbot cannot harm anything that is not on the ground. Landing on top of them will result in a ride.
It's hard to imagine where the Bladebot comes from. Who would make such a dangerous robot?
The Bladebot will not harm you unless you land onto its sharp blade.
These deadly robots were originally designed to repair ships damaged by rougue asteroids. They are quite fast and will charge you if they see you.
The Rollerbot is big, fast and dangerous. Their large, smashing roller should be avoided at all times.
Multi colored doors are littered through the station. The color on the door indicates what key card you must hold in order for them to function.
Yellow doors do not require a key card while white doors cannot be opened by a key card at all.
The haywire robots have placed electofied spikes all over the place. Stepping on these will surely give you a bad day.
The old conveyor belts used in the cargo deck have been moved all over.
- Transport Tubes
Transport tubes are placed all over the station to take you up or down a level.
- Beam Bridges
These contraptions emit hard light beams and have been placed precariously all around the station. Watch out, don't be in the way when they turn on.
- Security Zappers
Some of the old security precautions are still in place and they don't know the difference between friend and foe. It is best that you avoid stepping on them.
Infobuddies will give you map information as well as crew logs and your current game status.
- Transport Platforms
Transport platforms were originally used to move heavy items around the station. You will have to find a way to activate them before they can help you get to new places.
Some transport platforms or beam bridges won't activate until a button is pressed, either by you or a box.
Boxes can be used to press buttons, jump to places out of reach or even block a robots path.
Cardboard boxes will be destroyed by spikes or robots. Metal boxes are much tougher.
Hold these to get throuh a locked door.
You can use a battery to recharge your personal fuel cells to full. You can also carry it around till you need it.
Collecting these will get you closer and closer to cracking the station security code.
- EMP Device
You can use this to put to sleep all robots in a given room.
- Light Bulb
Carry the light bulb to get through any dark sections of the station.
The fuse can be used to activate the transportation platforms. You will need to find the fusebox first.
The descriminator can be used to deactivate all security zappers on the station. You will have to find the empty panel first.