((One example does not a principal make. If it did, I could prove that Pol Pot's victims were horrible people, slaves lived in decent conditions, and--yes--that Nazis were good.))
((Are you questioning Xantalos' luck accumulating properties? That's preposterous! That makes me so mad, I'm going to curse you with my voodoo dolls so that aliens will come to abduct you. I just need you to tell me what sign you were born under so I can contact the appropriate demon with my druidic ritual that I got from a time traveling Elvis.))
That was a joke, in case somebody misunderstood. I'm not threatening to unleash my supernatural powers on anyone.
GreatWyrmGold((I had an action...))
Keep healing. Try to get my sight and hearing back or, failing that, find someone big to lead me in the right direction.
((Thankfully, it was pretty much what you had me do.))
Stand up, finish healing. Try to stay out of the line of fire.
((Whoops. Angel is blind but I'm the one not seeing things...))
Speaking of blindness, you're almost OK. You're still a bit sensitive in your upper body and maybe your eyesight is not a perfect 10/10, but you should be able to function normally. If you keep your current powers, even those minor injuries that remain should be healed in a couple of minutes.
You get up and look at the two groups in the hallway beyond, unsure of where to go. John and Alan are heading for the Biolabs, while the others are sort of standing around, looking almost as confused as you. The second group will probably head to the Energetic Materials Testing soon. Probably.
DarkArtemisFowl & Lenglon[...]
Wake up, lest Artemis torture me more.
Rejoice for thou hast been lucky enough to wake up.
Well, actually, that depends on your definition of luck.
If you are an RTD player who wants to do stuff, then yes, you are lucky. If you are a human being that has just woken up feeling like shit, then perhaps being tortured in a dreamland is preferable to being awake and suffering the pains of the flesh.
In short, your everything hurts, especially your head and bullet wound, you feel weak, your thoughts are slow, you're having trouble concentrating and you've lost so much blood you're very likely to be killed by a paper cut. But hey, you're alive!
To Teammates: <I'll guard our wounded, call for me if you need backup and I'll come running.>
Remain beside Angel and Zach, torch anyone that tries to attack us.
Angel stands up from besides you and makes her way to the elevator door, stumbling a bit along the way and looks around. She seems to have healed almost completely.
"Oh, you're staying back?" the entity says through the speaker.
"Good thinking, that guy won't survive facing an enemy alone. And you can ask me all those questions you seem to love. Not that I don't enjoy it. You're a good one, I can see why-"The entity pauses as Zach stirs.
"Oh, look! The mighty hero has awoken along with his 1HP. Welcome back to the land of the conscious.""I liked him. He might not be the best at what he does, but he is a true hero! He tries to do what's right for his friends!"
Toaster & XantalosJohn stood up. "There's three of us down, that leaves five. Alan, you and I are best armed. How about we go left and you other three go right?"
Assuming no objections, grab Alan and go Left to Biolabs. Go in and shoot opposition. Use breaching charge if door is locked.
ALL RIGHT!
Go shoot the bad people with the guy.
John approaches the door to the Biolabs and gets ready, Alan following behind him while screaming his agreement.
They enter the code they got from the Director to the keypad and the door opens.
"Welcome, Director Kuznetsov! Please enjoy your stay and remember to observe all safety guidelines."Beyond lies an elevator platform and beyond that you can see an enormous concrete room, comparable to an aircraft hangar or large warehouse in size. Below you, you can see interlocking rooms made of plastic dividers, the large space re-purposed to become a honeycomb made up of isolated rooms, perfect for keeping whatever happens in each room contained.
"Your target is a storage area. Very close, surprisingly, only about 5 rooms away. It's the one linked to that large circular one. It should be a very straightforward route. Just push the down button when you're ready. The elevator should take you to decontamination."
Harry BaldmanHuh. Well, climb on down and get out of the elevator. Survey the area with sight, then hearing, then sense of smell.
The hallway doesn't have any secret passages or hidden monsters or anything like that, at least none that you can sense. There are various metal doors around here, a few of those omnipresent wooden boxes and the two elevators facing each other. The other elevator has a light turned on to indicate that it's going down. All of the doors have a keypad and a keycard reader beside them. Strangely, the doors lack labels. Wonder what happens when someone is new at their job here. They must get lost all the time.
Some of the doors close airtight so you can't sense what's behind them, at least not with any measure of reliability. The ones that don't close airtight, reveal a large communal bedroom, some offices, a rec room and a storage area, all of them devoid of life. All of the rooms are in various stages of being emptied of most of their contents, leaving them with the bare essentials or not even that.
You can hear the buzzing of the ventilation system and the female voice that is repeating the same message again and again from the speakers.
You can smell some human smells, antiseptic, various chemicals and a smell of gunpowder and fire (although that's probably from your clothes). And then there's something... different. Its smell is vaguely familiar but it's very faint and you can't quite place it.
scapheap & FniffStand near the door to the Energetic Materials Testing.
You stand there, getting ready.