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How worse will you think this will get?

Bad.
Worse.
Worser.
Zombie apocalyspe bad. Oh. Wait...

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Author Topic: Anti-Zombie Apocalyspe: 7 Degrees Kelvin !?!  (Read 23505 times)

USEC_OFFICER

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #375 on: August 07, 2010, 07:51:53 pm »

Get the SMGs too, not just the clips.
Eat one more portion of the arm.
Drag a portion of meat along with you just in case.
Go to the blue one.

You only have the room to carry one more SMG. You pick it up, load it and set both of your SMGs to burst. You eat a bit more of 000142's arm. You rip off a limb from one of the humans. You realize that you don't actually have to eat it, just shove it in your wounds. The supercells will do the rest.

You follow the blue arrows, weaving between shadows, and avoiding humans. They seem to be everywhere, and you are afraid that if you fire again, they'l all surround you. Soon, but not soon enough, you arrive at where the blue arrow leads.

You peak inside. You can't smell any humans in here, so you enter, and close the door behind you. Several tubes line the walls, most of them broken. The insides of the tubes are covered with a damp residue, and large patches of mold. The tubes are simply labeled from 14230 to 14423. You also investigate the exit at the end of the room. It's a hallway, will other rooms leading off of it. As you look into these rooms, you notice that anything not bolted down was taken away, like the medibay you found eariler. All that is left are desks, some chairs and disecting tables, with rack to hold the nonexistant instruments.

Finding nothing of use or note, you move to exit. As you slowly open the door, you notice a red circle of light, just on wall oppisite you. The wall that the circle of light is on is also oppisite a hallway, smelling a human at the very end of the hallway, you wonder why somebody would shine a light down a hallway.


Health: 13/15

Inv: Colt Army Pistol (0/8)
       000142's arm (+2 health) (1/5)
       Arm (+2 health) (5/5)
       5 .37 bullets
       Two SMG clips.
       24 SMG bullets.
       SMG (36/36)
       Bloodstained Wrench
       .37 revolver (/7)

Equipment: Kevlar Uniform
                Helmet
                Flashlight (OFF)
                SMG (36/36)
Logged

Cheddarius

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #376 on: August 07, 2010, 08:04:34 pm »

Hide. Hold both SMGs. Wait a little bit. If a human comes in, unleash the raeg.
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xtank5

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #377 on: August 07, 2010, 11:10:44 pm »

you wonder why somebody would shine a light down a hallway.

To see down the hallway.  Also follow Cheddarius' plan.
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USEC_OFFICER

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #378 on: August 08, 2010, 02:56:32 pm »

You pull out both SMGs, and hide. Yah, the human doesn't seem to move. Bored, you look for a way around him. However, the only other way out that you can find has a huge gaping hole in it. With lots of beady red eyes...

Health: 13/15

Inv: Colt Army Pistol (0/8)
       000142's arm (+2 health) (1/5)
       Arm (+2 health) (5/5)
       5 .37 bullets
       Two SMG clips.
       24 SMG bullets.
       Bloodstained Wrench
       .37 revolver (7/7)

Equipment: Kevlar Uniform
                Helmet
                Flashlight (OFF)
                SMG (36/36)
                SMG (36/36)
Logged

Cheddarius

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #379 on: August 08, 2010, 03:47:12 pm »

Shoot him.
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RAM

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #380 on: August 08, 2010, 05:08:55 pm »

Shoot them quietly!
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xtank5

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #381 on: August 08, 2010, 09:47:13 pm »

Can we turn on our flashlight, covering the light with our hands, and roll it over to the human so it shines into said hole with beady red eyes?
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USEC_OFFICER

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #382 on: August 09, 2010, 03:08:02 pm »

Can we turn on our flashlight, covering the light with our hands, and roll it over to the human so it shines into said hole with beady red eyes?

I have no idea what this means, but I assume that it's a vote for luring the beady red eyes towards the human.
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xtank5

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #383 on: August 09, 2010, 03:08:44 pm »

Pretty much.
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IT'S ALWAYS BEEN WANKERSHIM
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USEC_OFFICER

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #384 on: August 09, 2010, 03:20:01 pm »

You have an amazing idea. You turn on your flash light, and use it to lead the rats towards the human. Hopefully, the rats will see the light source, and distract him. It works, for about two seconds. Turns out the human knows about the rats too. So now the rats that you lead are all roosting in the hallway.

With a little bit of inspiration, you quickly turn your flashlight on and off. The rats, confused flew around, hiding your movements and allowing you to safely shoot the human. After all, while you can't see him (neither can he see you), you can certainly smell him. The soft sound of a person falling over is the only indication that you hit him. Hopefully, he's dead.

Health: 13/15

Inv: Colt Army Pistol (0/8)
       000142's arm (+2 health) (1/5)
       Arm (+2 health) (5/5)
       5 .37 bullets
       Two SMG clips.
       24 SMG bullets.
       Bloodstained Wrench
       .37 revolver (7/7)

Equipment: Kevlar Uniform
                Helmet
                Flashlight (OFF)
                SMG (34/36)
                SMG (36/36)
Logged

RedWarrior0

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #385 on: August 09, 2010, 03:24:15 pm »

>Grow a strobe light and use it
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Cheddarius

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #386 on: August 09, 2010, 03:25:47 pm »

We ate a portion of 000142's arm a while back, but we never got the HP... I think we should be at full HP now.
Refill the SMG.
Go to the purple sign place.
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USEC_OFFICER

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #387 on: August 10, 2010, 09:26:19 am »

>Grow a strobe light and use it

No.

We ate a portion of 000142's arm a while back, but we never got the HP... I think we should be at full HP now.
Refill the SMG.
Go to the purple sign place.

So, you don't want to check out the guy? Not even to see if he is dead?
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Tack

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Re: Anti-Zombie Apocalyspe: Light at the end of the hallway.
« Reply #388 on: August 12, 2010, 03:39:03 am »

It should be safe. Disarm him, maybe?
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USEC_OFFICER

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Re: Anti-Zombie Apocalyspe: 7 Degrees Kelvin
« Reply #389 on: August 12, 2010, 01:32:04 pm »

You slowly move towards the body. When you reach it, you take away his rifle, and infect him. Knowing that he is actually dead, you check his rifle out.

You're not sure you can call it a rifle. It's made out of the same material as the SMG. It has a large (about as large as your fist), short barrel, with a device at the one end, covering the end of the barrel. You're sure a red light would be coming out of the barrel otherwise. Its digitail display merely says charged, and six shots left. The gun feels cool to the touch. When you check the body for ammo, you realize why. On the container for the ammo is a warning that the contents are at 7 degrees Kelvin! Carefully stowing the ammo away, you continue to search the body, but find nothing useful. You continue on.

Following the signs for the purple eye, you come across two oddly dressed guards, standing in front of a door. As far as you can tell, that is where the arrows are pointing you too.

Health: 15/15

Inv: Colt Army Pistol (0/8)
       000142's arm (+2 health) (1/5)
       Arm (+2 health) (5/5)
       5 .37 bullets
       Two SMG clips.
       24 SMG bullets.
       Bloodstained Wrench
       .37 revolver (7/7)
       Odd rifle (6/?)
       Odd rifle clip (HANDLE WITH CARE)
       SMG (36/36)

Equipment: Kevlar Uniform
                Helmet
                Flashlight (OFF)
                SMG (34/36)
Logged
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