The Exhibit¶
Reflections of home
A zoo in deep space. You are the newest exhibit, and the crowd loves you.
| Kind of world | Reflections of home |
|---|---|
| Serum in the arrival Box | 2 ampoules |
| Native Serum stand-in | None: bring spare Serum |
| Quests | Yes: see your Traveler's Guide |
the-exhibit-arrivalWhat happens when you arrive¶
The Box opens onto a meadow mown into neat stripes, under a sky made of glass. Behind the glass there are faces. Hundreds of them. You are aboard a zoo-ship in deep space, and you are its newest exhibit: a "Lesser Overworlder", or as the keepers call you, Steve. Your habitat is the aliens' best guess at an Earthling's home, built from a brochure: a catalogue house, a pond, plastic flowers, a mailbox full of dirt, and LINDA, an animatronic companion in an apron who has prepared you some gravel for dinner.
At first you can't understand a word anyone says: alien speech shows up as strange glyphs. Your first job is simple. Put on a show.
The rule: you live in a zoo¶
The ship's structure (the dome, the hull, the decks, the keeper doors, the chute) can't be broken. Only the habitat itself, the turf, siding, windows and props, can be dug up and rebuilt. Nothing spawns naturally: the ship's people stay at their posts, and anyone who wanders off is put back.
The crowd¶
While you are inside the habitat, the tourists react to everything you do, and a Crowd meter (0 to 100) tracks how much they like the show.
| You do | The crowd | Points |
|---|---|---|
| Hit one of the plastic cows | Laughs | 4 |
| Dance (crouch on and off 8 times in about two seconds) | Cheers | 4 |
| Eat where they can see | Cheers | 3 |
| Fall and hurt yourself | Laughs | 3 |
| Place a block | Cheers | 2 |
| Splash into the pond | Laughs | 2 |
| Sleep | Says "aww" and takes photos | 2 |
| Break a block | Takes photos | 1 |
| Stand still (or hide in the house) for 30 seconds | Boos | minus 3 |
You can only earn points about once every second and a half, so keep varying the act. Every 15 points, someone
tosses a treat through the feeding slot: usually a
Zoo Token, sometimes
Star Crisps,
Glorp Jelly, a
Void Puff, or an apple, cookie, torch, iron nugget or string.
Feeding time¶
Twice a day, at morning and dusk, the PA chimes, Keeper Glorb comes out onto the catwalk over the chute, and
Specimen Feed rattles down into the trough. While the hatch is open, the chute's air current blows upward.
Being watched¶
In the habitat, the camera in the speaker tree watches the meadow (out to 30 blocks, but never underwater or indoors) and LINDA watches indoors. Doing something suspicious in their sight fills a detection meter. Building something too clever brings a Wrangler to confiscate it.
Once you are loose on the ship, simply being seen by a keeper on duty, a Wrangler or a tourist fills the meter.
| Danger | What it does | How to deal with it |
|---|---|---|
| Detection at half | Wranglers are sent after you (up to 2 at a time). | Hide: crouch by a cargo crate, or climb into a cleaning cart's bin and ride it. Nobody looks twice at a cart. |
| Wranglers | Padded keepers with a net launcher and a sleep-dart pistol. Nets hold you, darts make you drowsy. | Keep moving and break line of sight. They go back to the armory once the trail is cold. |
| Sniffer Drones | Little noses on rotors that follow your scent trail, point by point, and beep for the Wranglers. | Go through water, or ride a cleaning cart: both wash the trail out. |
| Detection full, or netted with a Wrangler close | You are carried back to your bed and tucked in. Gently. | Nothing is lost, just try again. |
| Hurting a tourist | A huge jump in detection. | Don't. |
A keeper uniform worn on your chest also hides you, as long as nobody gets close. While you sleep, the keepers come in and tidy: anything you built is taken apart and stacked by colour in the meadow, and your chests are sorted.
Your quest: four chapters¶
The quest tracker shows one chapter at a time.
| Chapter | What to do | Who |
|---|---|---|
| The Show | Win the crowd up to 60. A small hand pushes Zib's first note and the |
Zib, the teenage tourist by the slot |
| Breakout | Talk to Zib at the slot. She gives you her plan, then get out of the habitat. | Zib |
| The Ship | Pull the 3 scoop cores out of the collection ship in the Hangar, then open every case from the Release Console in the Gallery of Lesser Worlds. | Professor Mulch knows the ship. |
| The Acquisition | Talk to Curator Vasht and decide what happens to the zoo. | Curator Vasht |
The four ways out¶
Zib's Note "The Plan" spells them out:
- The pond drain. Dig down under the pond.
- The feeding chute. Step into the shaft while the hatch is open at feeding time and the air blows you up to the keepers' side. If Glorb is still on the catwalk (for about the first 20 seconds), he catches you and carries you back to bed.
- The keycard. The first night, Glorb is in such a hurry tidying that a
Keeper Keycard slips out of his pocket by
your bed. It opens the keeper door, but keep it out of LINDA's sight. - Zib. She can jam the keeper door's lock from outside for a while.
Zib can also slip you a
Reprogramming Fob. Press it to LINDA's back panel and she loops a happy report to the keepers
forever, so she stops watching you. After that she can even be talked into coming along.
the-exhibit-chuteOnce you are out, Zib's last note ("You're Out!") tells you how to hide and sends you to Professor Mulch in the east gallery, a talking fungus who has planned his escape for thirty years and never tried it.
The scoop cores¶
Read the Acquisition Console and you learn the next exhibit: the whole of Chicago, lifted by three scoop cores into the dome already built in the Hangar. Pull all three cores from the collection ship and it powers down. Only then does the Release Console unlock: it opens every case in the Gallery of Lesser Worlds and thaws the travellers frozen in the Curator's stasis boxes. Each one thanks you and goes home.
The three endings (spoilers)
With the exhibits free, Curator Vasht (tall, thin, an eye on a long stalk he uses like a monocle) will see you. You can talk him into one of three endings, and it holds for good, for every player and every later visit:
| Ending | What happens |
|---|---|
| Sanctuary | The zoo becomes a sanctuary. Every door is open and nobody is a specimen. |
| Swap | Vasht goes behind the glass in your place, and the tourists adore him. |
| Star | You sign on as the star of the show, with a gold suite and fan mail, and Chicago stays where it is. |
Whichever you choose, Glorb presses 16
Habitat Glass into your arms: a window for home. After any ending,
none of the security applies any more.
People aboard¶
| Who | What they're like |
|---|---|
| LINDA | The animatronic companion. Sweeps one spot, "cooks" gravel, waters the plastic flowers, washes the cows, and says the wrong cheerful thing. Her eyes are the keepers' camera indoors. |
| Keeper Glorb | Huge, soft, six-armed and pastel. Feeds you, knits you blankets and calls you Steve. Talk to him after you escape for |
| Zib | A teenage tourist who visits every day and thinks the zoo is cruel. Stands by the slot by day. |
| Professor Mulch | A slightly mouldy talking fungus. After the exhibits are freed he gives you a |
| Curator Vasht | Owns the zoo. Sees every living thing as an acquisition. |
| Gift Shop Clerk | Sells merchandise for Zoo Tokens. |
Other keepers patrol the ship or gossip in the Break Room, where they see nothing at all.
the-exhibit-galleryThe Gift Shop¶
| Price | You get |
|---|---|
| 1 |
8 |
| 1 Zoo Token | 1 |
| 2 Zoo Tokens | 1 Habitat Snow Globe |
| 2 Zoo Tokens | 1 LINDA Doll |
| 3 Zoo Tokens | 1 Plushie of You (it has your face) |
| 4 Zoo Tokens | 1 |
The Snack Machine takes 1 Zoo Token and drops a random Glorp Jelly, Void Puff or Star Crisps.
What to bring home¶
| Find | How | Why it's worth it |
|---|---|---|
| Lift it from the rack in the Wranglers' armory (it restocks). | Hold to lift a mob or block from up to 16 blocks away, let go to throw, crouch to set down. Works in any world. It runs on charge (heavier loads drain it faster) and recharges while it rests. | |
| Zib, through the slot. | Carried, the keepers make sense. Worn as a charm, every animal speaks: it turns their sounds into lines on screen. | |
| Glorb, after you escape. | Carry it and phantoms think you've slept. | |
| Professor Mulch, after the release. | Worn as a charm, animals take you for their keeper and follow along calmly. | |
| The ending, or the Gift Shop. | Glass from the dome. | |
| Gift Shop keepsakes | Zoo Tokens. | Decor. |
Serum and getting home¶
- The arrival Box's cache holds 2 Serum Ampoules.
- There is no native Serum ingredient here, and nothing to mine, so don't lose your Box.
- The Box lands in the middle of the meadow, inside the dome. You can walk back to it any time; the keepers will happily carry you there.
Tips¶
- Mix up the act. The crowd only pays out about every second and a half, and standing around costs you points.
- Hitting the plastic cows and dancing are the best earners at 4 points each.
- Grab the keycard the first morning before LINDA spots it.
- Water is your friend once you are loose: it washes out the scent trail the Sniffer Drones follow.
- Getting caught costs nothing. Experiment with every route.
Birds¶
Birds you can photograph for your bird log here. Open one to turn it round, watch it move and hear its call.
- Brochure Robin: common
- Tourist Ibis: rare
Everything this world adds¶
74 blocks and items (click to open)
The traveler's tape¶
Every arrival Box has a chest by its door holding a cassette: the last traveler reading their journal of this world aloud. This is what they say. It gives a lot away.
Read the journal (spoilers)
Day one. The Box opened onto a meadow mown into stripes, under a sky made of glass, and behind the glass there were faces. Hundreds of them. A woman in an apron told me she had prepared the gravel. Day three. They feed me twice a day down a pink chute. A large purple one sings to me through a tree. Day six. The large purple one brought me a blanket. It's a very good blanket. I've been planning an escape for a week, and I think the blanket is part of why I haven't done it. Day nine. The kid with the antennae came back. She slipped me a note. Four ways out: the pond, the chute, the keycard, her. If you're reading this, pick one. And don't let the tree see you.