Head toward the house and kick down the door for no reason other then its cool.
You prepare to run at the house (11) but realizing there is no house, run at the lab instead. (14) You deliver a drop-kick and knock the doors off their hinges.
Run into the turret and heal Desmond
You sprint down to the turret and work on healing Mr. Orange. (9+2) you fix him up to fighting condition.
+2 to MedicineWait for the others to breach. Fire twice at the most dangerous targets.
Toss Zako some disinfectant.
You throw a tube of disinfectant at Zako (4) but you fall short and it lands in the swamp. You then aim inside of the building, but the only target you see is a security camera. (11+4) Deciding that such a device is a valid threat, you shoot it and it esplodes.
Move up to Chedd's position
You move forward. (11) You succeed at doing so.
Unable to decide on any definite course of action, you remain in the swamp.
Go and meet up with the people in the turret tower. Maybe I can figure out how to use the weapons against them.
You head to the turret tower. (7+2) A quick inspection reveals that the turret is a light artillery piece, good for anti-personnel bombardment and damage to small targets. You could probably use it to blow up the other two turrets and possibly make alternate entrances to the lab, but you can't destroy the lab with it.
+2 to Siege EngineeringUse my personal medical supplies to apply Disinfectant, Bandages and Tourniquets where necessary.
Noticing a wounded comrade sitting in the swamp, (10) You dive in and retrieve him before his condition worsens further. You then try and treat his wounds, (10) cleaning them, applying disinfectant and bandaging them, but his wounds still look pretty bad due to being submerged in swamp water.
+2 to Medicine Wait for healing, while preparing to breach the building when the turret goes off and clears a path.
You patiently wait while Frederick heals you, (11) examining the building with great scrutiny. Nothing really happens.
Open the door of the turret. Run inside afterwards, weapon drawn.
You run at the large turret, preparing to fire your autogun. (6) You can't seem to open the door, however.
Status:
Healthy
Skills:
0/40 Expert Grenadier
0/20 Skilled Pistolier
4/20 Skilled Medic
5/10 Trapper
3/10 Siege Engineer
3/10 Rifleman
0/10 Mechanic
0/10 Escape Artist
Inventory:
G.N. Hunting Rifle(.32 Cal)
G.N. Revolver(.32 Cal)
Byor© Semiautomatic Pistol (10mm)
Trench Knife
Bulletproof Vest
x5 Frag Grenades
x2 Napalm Grenades
Sheer Grenade
x16 10mm Rounds
x22 .32 Cal Rounds
Tube of Disinfectant
Half-Empty Tube of Medical Sealant
Status:
Healthy
Abilities:
GunslingerSkills:
Legendary Pistolier7/10 Observer
1/10 Mechanic
0/10 Stealth
0/10 Grenadier
Inventory:
x2 Byor
© Semiautomatic Pistol (10mm)
x2 G.N. Micropistols (.32 Cal)
x5 Frag Grenades
x1 Napalm Grenade
x2 Trench Knife
Concealable Vest
Lockpick
x134 10mm Rounds
x20 .32 Cal Rounds
x1.75 Tubes of Disinfectant
x2 Bandage Packs (4)
Status:
Healthy
Skills:
1/40 Expert Rifleman
5/20 Skilled Pistolier
0/10 Negotiator
4/5 Unskilled Scout
2/5 Unskilled Melee
2/5 Unskilled Persuader
3/5 Unskilled Medic
1/5 Unskilled Intimidator
Inventory:
Veld-2 Autogun (8mm)
G.N. Revolver (.32 Cal)
Military Sabre
Trench Knife
Tactical Headgear
Tactical Vest
x3 Tinfoil Hats
Bandage Pack(5)
Tube of Disinfectant
x232 .8mm Rounds
Status:
Healthy
Skills:
18/40 Expert Siege Engineer
0/10 Brawler
0/10 Tracker
1/10 Rifleman
0/10 Grenadier
2/5 Unskilled Pistolier
1/5 Unskilled Sneaker
Inventory(Burdened):
Byor© Sport Hunting Rifle(10mm)
Byor© Semiautomatic Pistol (10mm)
G.N. Mortar
Grenade Launcher
Trench Knife
Concealable Vest
x53 10mm Rounds
x2 Mortar Shells
x10 Frag Grenades
Pewter Locket
Status:
Healthy
Skills:
Legendary Sharpshooter
9/20 Skilled Observer
0/20 Skilled Camoflauge
0/10 Sneaker
2/5 Unskilled Thrower
Inventory:
G.N. Covert Sniper Rifle (.303 Cal)
G.N. Revolver (.32 Cal)
Trench Knife
Bulletproof Vest
x112 .303 Cal Rounds
x20 .32 Cal Rounds
Status:
Healthy
Skills:
Legendary Sharpshooter
0/10 Siege Engineer
2/5 Unskilled Grenadier
1/5 Unskilled Pistolier
Inventory:
G.N. Sniper Rifle (.308 Cal)
G.N. Revolver (.32 Cal)
Trench Knife
Tactical Vest
x29 .308 Cal Rounds
x57 .32 Cal Rounds
x1 Frag Grenades
x2 Tubes of Disinfectant
2 Bandage Packs
2 Medical Braces
2 Tubes of Medical Sealant
3 Cigarette Packs
3 Packs of Nicotine Gum
4 Boxes of Mints
Status: Moderately Wounded
Skills:
1/20 Skilled Tactician
1/20 Skilled Shotgunner
Inventory:
Veld-2 Combat Shotgun
Combat Knife
Combat Helmet
Tactical Vest
x2 Pulse Grenades
x28 Shotgun Shells
Status:
Healthy
Skills:
5/20 Skilled Heavy Weapons
Enduring
Inventory:
Sanguine Minigun(8mm)
Sanguine 'Juggernaught' Composite Armor
204 8mm Rounds
Status:
Infected
Skills:
1/20 Skilled Shotgunner
0/10 Shocktrooper
2/5 Unskilled Pistolier
Inventory:
Veld-2 Combat Shotgun
G.N. Revoler
Combat Knife
Combat Helmet
Sanguine 'Juggernaught' Composite Armor
Syringe of Morphine
x39 Shotgun Shells
x40 .32 Rounds