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Author Topic: Mercenary RTDX: Epilogue  (Read 76914 times)

tehstefan

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #1005 on: October 01, 2010, 01:44:25 pm »

Well, investigate the equipment room.
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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.

RandomNumberGenerator

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Re: Mercenary RTDX Turn 68: Plot Exposition
« Reply #1006 on: October 04, 2010, 10:28:52 am »

Crazy. Well, in any case

I investigate the rest of the rooms, grenade launcher ready

You search the remaining rooms, the equipment room in particular. (8) You find various machine parts, electronics, tubing, presses and the like, but nothing you have any idea what to do with.

Restrain those scientists. Take them prisoner and keep them at gunpoint. Make sure to search them first and tie them properly.

You try to restrain the scientists (4) but end up tying yourself up in rope.

Get me some sciencist and demand exposition. After Zako's done with them.

You return to the scientists and demand to know about what is going on at this place. (10) They tell you that this lab was a specialized research facility funded by the Lirosan government, paid to develop new weapons. The lab had been running for about  a decade, but that hadn't made a lot of progress; mostly small robotics, but nothing they could really use militarily. After many years of research, they figured out how to create cybernetic limbs, which they started testing in animals. After seeing success there, they started looking into making these limbs to replace lost ones in soldiers, or even to let soldiers undergo voluntary replacement to improve their fighting ability. They were running tests on these when they accidentally stumbled on using the cybernetics to manipulate and enhance the control of the brain, which led to the development of psyonics. The last year was spent running experiments on how to enhance these psyonic abilities in the soldiers.

Search around for experimental Human weaponry.

You search around for cool stuff to use. (11) You find a robotic arm, but you're not sure how to use it properly.

Go up to the rooftop, and keep watch for incoming enemy reinforcements.

You head up to the roof, and watch for anything incomming. (?) You see nothing of note.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 67: Fatal Flaw
« Reply #1007 on: October 04, 2010, 10:31:25 am »

So... there's that turn. You guys are welcome to blow up the base any time you feel like it.
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Frelock

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Re: Mercenary RTDX Turn 68: Plot Exposition
« Reply #1008 on: October 04, 2010, 10:38:59 am »

Well if we're going to do that, we'll need one thing.

Bombs, lots of bombs
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tehstefan

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Re: Mercenary RTDX Turn 68: Plot Exposition
« Reply #1009 on: October 04, 2010, 02:37:31 pm »

move to the scientists and tell them to come with us as our prisoners, or they can stay and get blown up.

I'm sure they would rather that, than stay and get blown up.
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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.

Dermonster

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Re: Mercenary RTDX Turn 68: Plot Exposition
« Reply #1010 on: October 04, 2010, 06:14:38 pm »

Help with the explosions preparations.
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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.

Zako

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Re: Mercenary RTDX Turn 68: Plot Exposition
« Reply #1011 on: October 04, 2010, 08:18:25 pm »

Get rid of the rope and help guard the scientists. Keep an eye out for anything incoming.
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Errol

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Re: Mercenary RTDX Turn 68: Plot Exposition
« Reply #1012 on: October 05, 2010, 06:57:48 am »

Help with the placing of explosives.
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RandomNumberGenerator

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Re: Mercenary RTDX Turn 69: Pull the lever, Kronk!
« Reply #1013 on: October 06, 2010, 12:23:27 pm »

Well if we're going to do that, we'll need one thing.

Bombs, lots of bombs
You wonder where you will get the materials to make bombs when you realize that most of the chemicals you found in that storage room earlier were probably volatile. (2) You decide that they would also probably make a good drink, (11) but common sense kicks in and you decide you probably shouldn't ingest them.

move to the scientists and tell them to come with us as our prisoners, or they can stay and get blown up.

I'm sure they would rather that, than stay and get blown up.

You head over to the scientists and tell them that you're going to blow the lab up. (12) They seem to want to object, but then decide it would be better just to keep quiet and follow you out of the building.

Help with the explosions preparations.
Seeing that Frederick has the chemicals in hand, you head over to the manufacturing part of the lab. (14) You find batteries, ammunition, explosives and other materials that will greatly assist in the blast. You bring these over to the chemical storage, and help set them up.
Get rid of the rope and help guard the scientists. Keep an eye out for anything incoming.
You try to remove your rope, (3) but only manage to hop around on one foot. (8) Roderick signs and cuts you loose.

Help with the placing of explosives.
You help to put the explosives in place. (8) Most of the preparations are done, so you finish rigging everything up and exit the building with Frederick and Derm, as well as everyone else who is still inside.

Everyone is now gathered outside. The building is rigged to blow, connected to a lever that is a good distance away from the building. Now someone just needs to pull it.
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Frelock

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Re: Mercenary RTDX Turn 69: Pull the lever, Kronk!
« Reply #1014 on: October 06, 2010, 02:23:27 pm »

Pull lever!
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Zako

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Re: Mercenary RTDX Turn 69: Pull the lever, Kronk!
« Reply #1015 on: October 06, 2010, 05:07:44 pm »

She's gonna blow! TAKE COVER!!!
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tehstefan

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Re: Mercenary RTDX Turn 69: Pull the lever, Kronk!
« Reply #1016 on: October 06, 2010, 06:00:50 pm »

Keep all the scientists under my watchful eyes.

Tying them up would be great, but we seem to have bad luck at that.
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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.

Dermonster

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Re: Mercenary RTDX Turn 69: Pull the lever, Kronk!
« Reply #1017 on: October 06, 2010, 06:46:10 pm »

Help pull the lever for massive damage.
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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.

RandomNumberGenerator

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Re: Mercenary RTDX: Epilogue
« Reply #1018 on: October 11, 2010, 12:21:25 pm »

She's gonna blow! TAKE COVER!!!

You dive behind a tree, hoping it will shield you from the blast. (14) It does appear to be a very sturdy tree.

Keep all the scientists under my watchful eyes.
Tying them up would be great, but we seem to have bad luck at that.

You stare at the scientists (4) really hard. They seem rather creeped out.

Pull lever!
Help pull the lever for massive damage.

Frederick puts one hand on the top of the lever, and Derm puts his hand on the bottom. "One... Two... THREE!" Frederick yells, as they wrench the lever downwards. There is a click, followed by a rumbling explosion as the lab is destroyed and sinks into the swamp. A smile spreads across Frederick's face, and they head back to the landing point. They are picked up by a boat and returned to the Mercurian Fort, were the CO happily informs them that they crushed the Elite Regiment and are now in the process of occupying the rest of the Lirosan government, slowly uncovering more and more state secrets that hide the horrible truth behind the nation.

James stays with the Garange Army, (13) being promoted to Major and eventually being given command of his own squadron. After many years of faithful service, he eventually retires, wealthy and well-respected by his peers.

Roderick takes his settlement and starts up a research lab, (12) studying projecting physics and making breakthroughs in rocketry. He is eventually hired as the lead engineer on a project to take men into space.

Frederick, unhappy with a civilian life and with no wars being fought, (13) starts up his own demolition company. There is ample work to be found restructuring the Lirosan lands, and with each press of the shiny red button Frederick's day gets a little brighter as he watches the buildings crumble.

Derm moves down to the Sanj Republic, setting up a hunting lodge in the outback. (14) He spends the rest of his days hunting crocodiles, wrestling sharks and boxing kangaroos.

Ched and Alex are given a hero's funeral, and a monument is erected to honor their deeds in the war.

Alexi, Gates, Desmond and Aesith were driven insane by the events that transpired at the lab, and retreat into a comatose state. (7) They are checked into a rather unkept asylum, where their basic needs are cared for while their minds try to sort themselves out.
« Last Edit: October 11, 2010, 09:59:57 pm by RandomNumberGenerator »
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Dermonster

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Re: Mercenary RTDX: Epilogue
« Reply #1019 on: October 11, 2010, 02:51:01 pm »

Hurrah! I have gotten



Also, cool story bro.
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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.
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