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Guide and Walkthrough by jazzyAbandoners

Version: 1.0 | Updated: 03/01/2017

Sburb Beta Walkthrough
Version 1.0, April 13, 2009
By tentacleTherapist

=============================== TABLE OF CONTENTS 
===============================

1. Caveats and Condolences........................... [0000]
2. Walkthrough (Incomplete).......................... [A000]
2.1. An Examination of the Basics.................... [A000]
2.2. So your cruxtruder is ticking. Do this to live.. [A100]
2.3. The Long and Short. The Medium too.............. [B100]
some stuff about captcha codes and punch card alchemy [Z001]
C. Appendix 3 -- Screen Captures, pt. 1.............. [Z301]
?. Rose: Egress...................................... [ZZZZ]

=====================================================================
=============

[0000] Caveats and Condolences

=====================================================================
=============

I'd be inclined to dispense with the trite even under less pressing 
circumstances. Needless to say I'll forego the inscrutable ASCII banner 
which typically heralds the striking freefall of these documents. I'll 
also resist the urge to brandish any copyright marks, or the particular 
neurosis that concerns itself with the theft of the utterly mundane -- 
I'll allow other deranged prospectors to stake claims on their worthless 
plots as the woods burn around them. My introduction will be sparse. There 
will be no majestic prose blustering into the sails of a galleon as we 
embark on this voyage together. Nor will there be any hamfisted prose 
whipping its limbs under a bedsheet like a retarded ghost, for that matter. 
I won't set the stage, or dim the lights. The mood, you will see, will 
be set soon enough.

Since you are reading this, chances are you have installed this game on 
your computer already. If this is true, like many others, you have just 
participated in bringing about the end of the world.

But don't beat yourself up about it. There was never anything you could 
have done to prevent it. The end is happening right now, as I type, and 
as you read. I have come to understand that we were always doomed through 
our collective ignorance, and now further doomed by those few who know, 
and struggle to flee. If you're lucky, you'll be among the smaller subset 
of the latter who are successful.

What I mean is, while that game you installed is just one more grinding 
slab of rock sealing our planet's crypt, it is also your only hope to live. 
I'm presently faced with the same conundrum as you, and though I speak 
with more experience, my own outcome is far from assured. I will "play 
the game", as much of it as there is to play, and record my findings here. 
If you want to live, you will do as I instruct.

My condolences.

~TT

=====================================================================
=============
[A000] An Examination of the Basics
=====================================================================
=============

Upon connecting with the client user, you, the server user, will be met 
with a control panel allowing you to manipulate your co-player's 
environment. You will find that you are allowed to deploy four items at 
no expense. Three of these are rather large machines, and one is a punch 
card.

It's quite possible that you have already deployed some of these items 
before reading this. If this is the case, and you have activated the machine 
called the "cruxtruder" such that it displays a countdown, YOU MUST PROCEED 
TO SECTION [A100] OF THIS WALKTHROUGH IMMEDIATELY. The life of the client 
user depends on it, and if your co-player has activated this device in 
your environment too, then yours does as well.

But if not, please refrain from doing anything with the cruxtruder, aside 
from merely deploying it. This will buy us some time to think things through 
properly, and to go over the basics of the game before you find your soft, 
easily-punctured head in the jaws of the lion.

As mentioned, there are four items to consider, each playing a role in 
a process which appears to have a singular purpose: to manufacture objects 
out of thin air. The designers of the game, judging by the language used, 
regard this process as a sort of alchemy. This may allude to complexities 
in the production process yet to present themselves. But for now, the 
variety of objects you are able to create remains quite limited.

The items in question are the CRUXTRUDER (again, tread lightly with this 
one), the TOTEM LATHE, the ALCHEMITER, and the PRE-PUNCHED CARD. I will 
describe how these devices work in conjunction with each other, and I will 
use the analogy of having a key made at a hardware store to help you 
understand.

First, deploy all of these objects in convenient proximity to each other. 
Be sure not to block doors or pathways with them. You can always "revise" 
the dimensions of rooms to make space for them, but I'd advise against 
this, or even experimenting with the function. Doing so comes at the expense 
of "build grist", a commodity which appears to be at a premium at the onset, 
and one you'd best be advised to save for later.

-- THE CRUXTRUDER --

Removing the lid signals the moment your life becomes a great whirling 
batshit pandemonium, somewhat resembling the chaos of an especially ethnic 
wedding. Somewhere, a soused uncle deliberately shatters china on the 
floor. Muddy livestock is decorated, and then lost track of. The question 
"Who's mule is this?" at times can be heard over the din. This is now your 
reality.

But aside from that, it marks the beginning of the process I am about to 
describe. The countdown begins, yes. Also, an entity called the 
"Kernelsprite" is released. But neither of these things are all that 
relevant to this process, to my knowledge. More on these things later.

What is relevant is the un-lidded cruxtruder's ability to dispense 
"cruxite dowels". It will dispense at least one, though I suspect it is 
capable of producing more, given parameters I'm not yet familiar with. 
In my key-making analogy, these dowels represent the uncarved pieces of 
metal which the hardware store employee retrieves from a drawer or a rack, 
and sets about carving into a key. The two following items are needed to 
do the carving.

-- THE PRE-PUNCHED CARD --

It is a simple sylladex card containing an item. There is evidence to 
suggest the specific item it contains is variable from session-to-session. 
The card I deployed contained a blue apple. Yours may be different. It 
shouldn't matter, hopefully.

Additionally, the card as you may guess is "punched", like one used with 
antique computing systems. The pattern of holes comprises data, which I 
believe corresponds to the instructions for creating the item the card 
contains. That it is "pre-punched" suggests there is a way to punch an 
un-punched card, possibly imprinting it with the data for the item it 
contains, though no mechanism for this has presented itself yet.

But the data on the card cannot be used to create the item directly. There 
is a middleman. That middleman is the totem lathe.

-- THE TOTEM LATHE --

This is essentially the key carving machine. It will carve into your cruxite 
dowel a pattern of grooves and contours, the sort which makes a key unique. 
The instructions for this pattern are supplied by the punch card, which 
is inserted into the lathe pre-activation to configure its chisels.

Once the dowel is carved, you have a totem serving as your "key", which 
can then be used to "unlock" the card item through the alchemiter. But 
at this point, I will diverge from my key-making analogy and switch to 
a bar code analogy. Which is not a terribly strenuous leap to make, since 
the concepts of a key and a bar code are essentially the same—one being 
a unique pattern of grooves; the other, of varying black lines.

-- THE ALCHEMITER --

If you place a cruxite dowel, carved or uncarved, on the alchemiter's small 
pedestal, its robotic arm will scan the contours with a laser. Hence the 
bar code analogy. This is the machine's way of reading the data originally 
imprinted from the card, and transforming that data into a physical object.

Though typically, this is not done without expense, I believe. An uncarved 
dowel results in the creation of a "perfectly generic object", which is 
a seemingly useless green cube. It costs two units of build grist to make, 
and I do not advise you to waste resources on it. There appears to be many 
other varieties of grist, ostensibly used in combinations to create 
different sorts of items, which possibly offers some insight into the 
game's use of the term "alchemy".

But quite conveniently, there is an exception to this. Creating the item 
on the pre-punched card costs nothing. This is good, because creating this 
item turns out to be essential.

Now that you know this, you can in your own time begin the process. Once 
you initiate it, naturally there is no going back, so best to be prepared. 
But you probably shouldn't drag your feet too long. As I mentioned earlier, 
this is your only means of escape.

When you're ready, be prepared to follow the steps in the next section 
swiftly.

=====================================================================
=============
[A100] So your cruxtruder is ticking. Do this to live.
=====================================================================
=============

Hey! uploader of this walkthrough here!

I can't find what tT wrote, so I'll write Something here instead.

The cruxtruder Is Counting down to A meteor that will strike your house 
and kill you. Though, it might be counting down to another disaster. Either 
way, you'll probably die! But Worry Not! Foe you have a slim chance of 
living!
You'll need The server Player to deploy the Pre-Punched card that contains 
the Cruxite artifact. The Client will then need To Alchemize the item and 
use it. The artifact seems to be symbolic in some way and relates to the 
player, or I could be reading into this. Once you use your artifact, you 
will be transported to The Medium (tT explains more about that in the next 
section.)
I'd also suggest prototyping the Kernalsprite. You can prototype it again 
later when you're in the Medium.
Other Notes:
I'd suggest prototyping your Kernalsprite with an object that resembles 
a living thing [Like a doll or figurine] or a living/ previously living 
thing [Like a dog or dead bird].
You can Prototype your Kernalsprite twice after entering the Medium, or 
before entering the Medium, or Prototype like how I said to before.
That's about it. This probably isn't explained well, but it's better than 
nothing I guess.

~jA

=====================================================================
=============
[B100] The Long and Short. The Medium too.
=====================================================================
=============

I may have been a bit hasty in advising you not to bother with the 
prototyping process. If I spared any detail, it was only to optimize your 
chances of survival. And if you find yourself begrudging the absence of 
certain instructions, which if followed would have resulted in your 
demise, then I guess that makes two of us.

Otherwise, you're welcome.

But the fact appears to be that prototyping the Kernelsprite before making 
your getaway may offer the only opportunity to exercise control over your 
new environment, a place known as The Medium. Also, if prototyped with 
one (or two) sufficiently—albeit loosely—humanoid and/or sentient 
element/s (living or otherwise), it offers the chance to have all this 
explained to you by an apparitional guide through whatever sort of cryptic, 
sketchy doublespeak your choice of prototyping element/s engender/s. In 
lieu of this, you may be forced to settle for my clear, thorough 
explanations and assiduous dissection of raw data.

Again, don't mention it.

If you have made it to The Medium with an unmolested Vanillasprite, well, 
I've already covered the bad news about this "missed opportunity", and 
I will go into this further soon. Though to what extent this actually is 
bad news, I'm not sure. I know only the result of my co-player's current 
configuration, wherein the sprite was prototyped once before the 
departure, and once after. Which brings us to the good news, which is that 
you can still prototype after your departure, and salvage the massively 
rewarding experience of haggling with an exposition-slinging phantom 
guide, so long as you avoid prototyping with terribly inert items, such 
as a brass doorknocker and your father's pornography collection.

Actually, that might be interesting. If you are struck by the spirit of 
such experimentation, please don't hesitate to contact me about it.

So, yes, you can enhance your sprite in this way, but doing so after your 
departure will no longer induce this "effect" on The Medium I alluded to. 
That can only be accomplished with one or more pre-departure prototypings. 
In fact, we can extrapolate there are only so many ways to prototype a 
sprite.

Tiers of prototyping in relation to departure:
- Both before
- One before, one after
- Both after
- Only one, either before or after
- None

Those occurring before will affect the Medium through the kernel's 
"hatching" process, and your guide, i.e. the sprite. Those occurring after 
will only affect the sprite.

The effects this process has on The Medium, or more globally, The 
Incipisphere, are still vague to me. They have to do with flavoring the 
forces you will struggle against, and generally, all forces at odds with 
each other in this realm. It has given me some insight into the nature 
of the game, which again I derive through extrapolation. We appear to be 
engaging an instance of a dimension with a highly flexible set parameters, 
and a series of objectives surrounding an equally flexible mythological 
framework. This framework seems to begin as a sort of blank template, and 
evolves with the players' actions, and likely further evolves with the 
addition of more host/client connections, and thus more prototyped 
kernels.

I regret to say I can't be much more specific than that, without loosely 
extrapolating further. There are plenty of questions that have occurred 
to me, however. Questions concerning the Kernelsprite, which I've raised 
implicitly already, such as what is the effect of an un-prototyped kernel 
on The Medium? Or a doubly-prototyped kernel, for that matter? And even 
more salient are questions about this dimension itself. Do all players 
world-wide make it to this dimension if they successfully complete their 
departure? Or is a unique "blank" instance of the dimension created for 
each new player? I have no evidence, but instinct tells me it is closer 
to the latter situation. There is no indication of any other players present 
in this realm. Alterations in the realm seem singularly centered on the 
actions of my co-player and myself. If I had to stake anything on it, I 
would guess every separate client/server pair activates its own fresh copy 
of an Incipisphere, or a unique "session", if you will.

But the quantity of players is a further complication which invites more 
questions. It seems the game was designed to suit two players most 
naturally, the server and the client. But through a mishap, my co-player 
and I have slipped out of the obvious tandem arrangement, and the only 
logical course of action to continue playing is to string a daisy-chain 
of server/client connections together, until presumably the chain is 
complete. Theoretically, we could complete this chain with only one other 
player, functioning as a server to my client, and the client to my current 
co-player's server (assuming he can recover it).

The strange thing is though, in our instance of this dimension, there are 
four receptacles for divided kernels, not three. Does this mean we are 
"destined" to have a four player chain? How could the game "know" such 
a thing?

Perhaps it does, and if this proves to be the case, I trust I will be 
sufficiently numbed to the realization. I can consider nothing about this 
game surprising at this point, and in fact from the first moments of play, 
it managed to deviate so far from my expectations that I completely forgot 
what my original purpose with it was. I had chances to test some information 
I obtained on good authority during the prototyping phases, but it 
completely slipped my mind. Instead, the game's catacombs securing the 
dark twisting paths to necromancy were blundered into rather on accident.

But perhaps you don't need to know any of this.

[rethink organization? lead may be waist deep logorrheic sludge. trim 
down. bleh]

=====================================================================
=============
[Z001] some stuff about captcha codes and punch card alchemy
=====================================================================
=============

is anyone actually reading any of this?? or are they all dead. i don't 
know if anyone besides us is even alive and playing the game or if anybody 
even really cares what we have to say!

rose said i should add some stuff to this faq if anything occurred to me, 
so i guess i'm doing that. i figure at the very least it will be a good 
reference for just us to use. but dave probably won't read any of this 
because he's sort of this whopping stupid horse butt. whatever.

i finally figured out what those weird codes on the back of captchalogue 
cards are for. well maybe not what they're ALWAYS for, but a way that sburb 
has exploited them for an in-game purpose. every captcha'd item stamps 
the card with a unique code, and a gizmo in sburb called the punch designix 
will punch a unique pattern of holes in a card which is derived from that 
code. the punched card can then be used with other gizmos to duplicate 
the item and/or combine it with another item.

i got to thinking about this and with my amazing hacker skillz i noticed 
a trend. the hole pattern is based on a fairly simple cipher, converting 
the captcha code to binary and then the binary pattern is punched, where 
1 is a punched hole, and 0 is an unpunched slot.

so, umm... here's the table just to be clear.

0->0, 1->1, 2->2, 3->3, 4->4, 5->5, 6->6, 7->7, 8->8, 9->9

A->10, B->11, C->12, D->13, E->14, F->15, G->16, H->17, I->18, J->19,
K->20, L->21, M->22, N->23, O->24, P->25, Q->26, R->27, S->28, T->29,
U->30, V->31, W->32, X->33, Y->34, Z->35

a->36, b->37, c->38, d->39, e->40, f->41, g->42, h->43, i->44, j->45,
k->46, l->47, m->48, n->49, o->50, p->51, q->52, r->53, s->54, t->55,
u->56, v->57, w->58, x->59, y->60, z->61

?->62, !->63

there are a couple oddball characters ! and ? at the end to bring it up 
to 63 (0 thru 63 = 64 total, i.e. 6 bits). cause the binary representation 
of the captcha code chars are 6 bits each, which have a range of 0-63.

so for instance the captcha code for the hammer is "nZ7Un6BI". look up 
the index for 'n' first, which is 49. The binary of 49 is 110001. keep 
doing that for all the chars and you get:

n=110001 Z=100011 7=000111 U=011110 n=110001 6=000110 B=001011 I=010010

OK... that's the pattern that will be punched on the card, BUT...

the bits are arranged top to bottom, left to right, in four columns, like 
this:

1 0 1 0
1 0 1 0
0 0 0 1
0 1 0 0
0 1 0 1
1 1 1 1
1 0 0 0
0 1 0 1
0 1 0 0
0 1 1 0
1 1 1 1
1 0 0 0

or punched on a card, like this:

 r#A&G&AAAAAAAAAAAAAAAAAAAAA&&GGGGGGGh@@
 ;H9XXh&AAAAAAAAAAAAAAAAAAAAh3XXXXXXX2@@
 ;H3XX                      AhXXXXXX22@M,:;;;,
 ;H33h                      @@GG&&&Gh9hA#@@@@@@
 ;H39A                      ;:,,,,,,,,XA&AAA&@@
 ;H3hH                                5#333X2@@
 ;H3hH  r;;;;s,       ;r;::;,         2@X2X25@@
 ;H3hH  ;;:::r,       :r:::;:         X#X2X253AH####@B
 ;H3hH  ;:,,,r.       :;,,,;:         X#XXX22XGHBMMM#@r
 ;H3hH  ;;:::r,       :;:::;;         h@&hhXXX39hh99&@;
 ;H3hH                       :i;;;rr  r9ss5hXXX999329@:
 ;H3hH                       :r:::;;      .@3X3;.:SX3@:
 ;H3hH         rr;;;s;                    :@hX9r.;3X3@:
 ;H3hH         :;:::;,                    :@9X9rs.533@:
 ;H3hH         ;;,,,;:       ;i;;;rs      :@9XG::r9X3@:
 ;H3hH         ,:,,,;,       ,;:::;:      :@99&i:r9X3@:
 ;H3hH  ir;;;i.,;,,,r,:i;;;s:.r,,,;;      :@9XG3,i3X3@:
 ;H3hH  :::::; .:,,,;..;:::;. ;,,,::      :@99&i:r9X3@:
 ;H3hH  r;:,,r,                           :@Gr;srs3X3@:
 ;H3hH  :,,,,;.                           :@A.,XS5923@:
 ;H3hH         ss;;;i;       ;5;;;si      :@G&Ar, 2X3@:
 ;H3hH         ,;:::;.       ,;,,,::      :@Gh&i; XX3@:
 ;H3hH         ;;,,,r:                    :@Gii;.;3X3@:
 ;H3hH         ,:,,,:.                    :@hir,X;2X3@:
 ;H3hH         ;;,,,r,;i;;rs:             :@hhAsi;2X3@:
 ;H3hH         .:,,,:  :::::.             :@h9XrisXX3@:
 ;H3hH  5r;;;5,:;:::r,,r:::r::2rrriS      :@h3i ;5923@:
 ;H3hH  ,::::;  ,...,  ,...,. :,,,,,      :@93&srrXX3@:
 ;H3hH  s;:::s,                           :@93G,;.;39@:
 ;H3hH  .....,                            :@9XGs. X33@:
 ;H3hH                                    :@9Xh;9,XX3@:
 ;H3hH                                    :@93G,5:SX3@:
 ;H3hH9AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHA3hM93hhs2923@:
 ;H99&BH@@@@@@###########################B&XXX3hGhX23@:
 ;H939hSsS&:s&h99999999999999999999999993XX2XXXXXX22X@:
 ;H3X23r ;G. hX22222222222222222222222222222222222252@:
 :@#MM#AAG#AhMBBBBBBBBBBBBBBBBBBBBBBBBBBBBMMMMMMMMBHM@;
  ;MHHB###M##HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHAAA#,
wow ok that pretty much looks like shit, but you get the idea.

so to combine two items you just overlap two punched cards. only the places 
where both cards have a hole will show through, so it's sort of like a 
bitwise AND operation on both cards. the new pattern gives you the code 
for the new item.

for instance combining the code for a hammer (nZ7Un6BI) and a pogo ride 
(DQMmJLeK) gives a new code with less holes obviously, which translates 
to 126GH48G. that hole pattern went on to make the pogo hammer, which is 
so rad you have no idea. i've also wondered if you can combine items in 
other ways, like a bitwise OR. that means combining the cards to get MORE 
holes, not less, i.e. the new pattern has a hole for every hole on either 
card. this pattern would be accomplished by DOUBLE PUNCHING A CARD!! like, 
two codes, one card. i've got to try that some time.

but there are some mysterious things about all this. first of all, with 
all the hole slots, there are 48 bits in total, which means there are almost 
300 trillion possible codes. and 300 trillion sounds huge! but when you 
consider it is supposed to account for ALL CONCEIVABLE ITEMS, including 
all the wacky combinations of stuff, it suddenly doesn't seem that big!

this leads me to believe that not every combination of item has a viable 
duplicate. but this is kinda obvious anyway, since there are many 
combinations of punch cards that will produce either a blank card (with 
AND) or a totally punched card (with OR). so there are lots of dud 
combinations out there, and many that will just lead to the same pattern. 
like for instance a gun and an atom bomb could make some sort of ULTIMATE 
DEATH RAY, but for that matter a shoe horn and a potted plant could lead 
to exactly the same pattern!!!!! so weird.

also it seems like combined items will always have patterns with either 
much fewer holes or much more holes than more "ordinary" items, which will 
occupy the vast meaty middle of all possible patterns. it is strange and 
counter intuitive that more complex objects have simpler patterns but hey, 
there you have it.

but all this sorta makes me guess this system can be cracked in some way. 
like if you have a complicated item and you want to "extract" simpler item 
components from it, there might be some algorithm for deriving the pattern 
you want, or at least narrowing down the possibilities. there might also 
be ways of charting through the simpler patterns on both ends of the bit 
spectrum, and pinning down the ones that will make cooler stuff. who knows.

i want to ask jade about this because she's really good at this sort of 
thing somehow even though she doesn't have my leet haxxor cred. too bad 
she makes herself so scarce all the time. jade if you ever read this let 
me know what you think!

                  ;AHHHHHHHHHHBr
                 @@@@@@@@@@@@@@@@
               h@&5s.,,,,,,,,,,r#@3
              @@@...::::::::::::,@@@
             ;@ .,,:;;;;;;;::,:::@@@
           i@@#r,BBA;;;;;;;AMM;:, 9@
         :H@@2 .;@@M:;;;;;:B@@;::.r#A:
        @@@2:.::,..,::::::,...,;::,,@@#
        @@: .:;:;@@@@@@@@@@@@@;:;;::r@@
        @G ,;;:#@           i@r,;;;:.&@
        @#.:;;,@@           ,@r,;;;:.9@
        &Ah,,;,@@;          ,@r:;;;;5@@
         X@@i,,s#@s        XA&;:;;:,@@@&:
         .i@M.,.:@@9    h##@2.:;;;X@XS&@A
           @B.,,:i@@@@@@@@h,,:;;;:rX  .5@@
           @@@;,..:s2X25r:.,,:::;:,,,::,@@
            s@@#;...... ..,s5XXi:;;;;;:::2@&;;:.
              B@@hhGGGGGAA&@@@@H:;;;;;;:,r@@@@@@r
               5@###@@@@@@#Hi..,;;;;;;;;:,,,,.@@@.
               A@   ...... ..::;;;;;;;;:,,,,. @@;
                ,@5..,,::::::;;;;;;;;:;@A::#@@@@
                 @@@r;:,,:::::::::::rM@@@@@@@
                  2@@@@SXXXXXXXXXX2X@@@
                     X@@@@@@@@@@@@@@

=====================================================================
=============
[Z301] Appendix 3 -- Screen Captures, pt. 1
=====================================================================
=============

I can't take as many as I'd like to for comprehensive documentation. For 
what it's worth, here's what I've managed to collect so far. More captures 
forthcoming.

http://tinyurl.com/0413sprite
http://tinyurl.com/0413power
http://tinyurl.com/0413internet
http://tinyurl.com/0413build
http://tinyurl.com/0413prototype
http://tinyurl.com/0413disconnect
http://tinyurl.com/0413nanna
http://tinyurl.com/0413weirdo
http://tinyurl.com/0413designix
http://tinyurl.com/0413grist
http://tinyurl.com/0413up
http://tinyurl.com/0413steed
http://tinyurl.com/0413barbasolbandit
http://tinyurl.com/0413really
http://tinyurl.com/0413hmm
=====================================================================
=============
[ZZZZ] Rose: Egress.
=====================================================================
=============

This is my final entry.

My co-players and I have made every earnest attempt, with occasional 
relapse, to play this game the right way. I have been meticulous in 
documenting the process to help our peers and successors through the trials 
should we fail. In my hubris I believed these classes were relegated to 
the Earth-bound, but in even this quaint supposition I was in error. Our 
otherworldly antagonists have assured us of our inevitable failure 
repeatedly, while the gods whisper corroboration in my sleep. I believe 
them now.

I just blew up my first gate. I'm not sure why I did it, really.

I am not playing by the rules anymore. I will fly around this candy-coated 
rock and comb the white sand until I find answers. No one can tell me our 
fate can't be repaired. We've come too far. I jumped out of the way of 
a burning fucking tree, for God's sake.

I have used a spell to rip this walkthrough from Earth's decaying networks, 
and sealed it in one of the servers floating in the Furthest Ring. The 
gods may disperse the signal throughout the cosmos as they wish. Perhaps 
it will be of use to past or future species who like us have been ensnared 
by Skaia's malevolent tendrils.

In case it wasn't clear, magic is real.

Pardon my egress. You're on your own now.


 

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