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Author Topic: Mercenary RTDX: Epilogue  (Read 76924 times)

RandomNumberGenerator

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #960 on: September 05, 2010, 02:33:51 am »

Whats the status of the scientist room?

It seems like they should have been firing at us.

Robots and turrets are dead. Electricity Orb still active. Scientists are sort of standing in the corner, not doing anything.
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Cheddarius

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #961 on: September 05, 2010, 03:17:48 am »

Go back and shoot the scientists, keeping out of range of the turret by staying in the hall.
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Dermonster

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #962 on: September 05, 2010, 03:19:06 am »

SCIENTISTS! INFO! YOU! BULLET! NO.

ARG.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Cheddarius

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #963 on: September 05, 2010, 04:37:48 pm »

We already tried asking them for information. They summoned robot attack things.
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Dermonster

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #964 on: September 05, 2010, 06:47:39 pm »

Thats the resisting part. The part after is violent interrogation.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Cheddarius

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Re: Mercenary RTDX Turn 63: Heightened Tensions
« Reply #965 on: September 06, 2010, 11:15:35 am »

Pft, this way is more amusing.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 64: That's gonna leave mark.
« Reply #966 on: September 07, 2010, 08:58:04 pm »

Keep aleart for danger, if team moves stay with them
Thinking that things are about to go wrong at any minute now, you do your best to stay on your guard. (?) Though, a nap does sound pretty good right now...

Go around to meet up with the group, how they went in.

Shooting the hole there was wholely impractical.
You leave the turret and head inside. (5) At least, you try to. In actuality, you trip on the stairs going up.

>_>

Go forward and try to talk to the metal men. Listen to what they have to say. Tell them we could use help dismantling the base, if they want to help. Also tell them rescue will be coming, so it's up to them. If attacked, retreat up the North hallway where we can bottleneck them...

You start walking forward to talk to the people in the room, but then you see Cheddarius aiming at the scientists now. This makes you even more angry, and you shoot at him again. (12+2) This time your shot is much more accurate, and at the rather close range inflict heavy damage on him.

+4 to Shotguns


Go exploring to the end of the EW hallway

You head down the hallway and look around. (8) You don't see anything of interest, other than a few more doors.

shoot the tesla coil again.

Whats the status of the scientist room?

It seems like they should have been firing at us.

You aim at the electric sphere again, (6+4) shooting in it's general vicinity. This shot seems to penetrate deeper than the first one, and disables the device.

Restore order. Everybody who shoots at someone not from the team who isn't clearly attacking them gets to know the butt of my rifle.

You try to get everyone to calm down, (10) focusing on stopping people from shooting other people. (8) Cheddarius fails to shoot the scientists due to your intervention, and also possible due to being full of shotgun pellets.

I will proceed to inspect the right end of the main hallway. Weapon drawn and ready for any traps/ambushes

You also head down the hallway. (9) Several doors, not much of note.

Keep watching these mechanical men. Shoot them if they ttry to attack. Keep a safe distance from them at all times.

Wary of the mechanical men, you stare at them while keeping your distance. One of them gets out of his bed and walks several steps forward, then stops. You intrinsically know he is your friend.

Go back and shoot the scientists, keeping out of range of the turret by staying in the hall.
You try to shoot the scientists, (2) but all you manage to do is bleed.


Spoiler: Frederick(Frelock) (click to show/hide)
Spoiler: Alexi Wolfe(S. K. Ren) (click to show/hide)
Spoiler: Roderick(tehstefan) (click to show/hide)
Spoiler: Derm(dermonster) (click to show/hide)
Spoiler: Ched(Cheddarius) (click to show/hide)
Spoiler: Aesith(wolfchild) (click to show/hide)

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Cheddarius

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #967 on: September 07, 2010, 09:16:04 pm »

Bleed. Reach out to Dwarmin, whispering with my last breath, "Never... never gonna give you up."
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S.K. Ren

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #968 on: September 07, 2010, 09:28:15 pm »

Head south from the intersection quietly and approach the first door on my right (left on the map). I peek inside if the door opens without trouble.
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Dermonster

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #969 on: September 07, 2010, 10:03:21 pm »

Interrogate scientists.

Gentlemen. It appears your ploy has somewhat failed. Information now. One of you gets two chances. The other gets one.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Dwarmin

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #970 on: September 07, 2010, 10:25:29 pm »

lol wut >_>

Guys, I AM INFECTED. No really, I think I whiffed a dose of psychotropic nerve gas which is making me fire on Cheddarius. What my character is doing is not what my action states. Help!

Drop my shotgun and knife to the floor and let Errol or Frelock take a look at me. Try to resist the effects of the GAS!

EDIT: Someone ask if the scientists know about the GAS.
It might also be Cyborg Mind Control. If anyone else starts exhibiting behavior similiar to mine, waste the robots!

/freak out
« Last Edit: September 07, 2010, 10:31:18 pm by Dwarmin »
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

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tehstefan

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #971 on: September 07, 2010, 11:11:20 pm »

Grumble, continue to walk in.
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I suspect you've never tried doing many illegal things yet in your game. The second the CCS knows you're "active", they'll come down on you like the hammer of God.

Frelock

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #972 on: September 07, 2010, 11:26:27 pm »

Top left door.  Open and open fire on anything that moves inside w/pistol.
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wolfchild

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #973 on: September 07, 2010, 11:34:55 pm »

Wake up and advance to group B
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You really can both sig it.
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Zako

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Re: Mercenary RTDX Turn 64: That's gonna leave a mark
« Reply #974 on: September 08, 2010, 03:22:49 am »

Alright thats it. Enough shooting our team!

Shake head and then beat desmond into submission. Don't kill him but knock him out. Then confiscate his weapons and ammo and drag him out into the hallway. Tell the mechanical men to stay where they are for now, I will return shortly.
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