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Author Topic: [ISG] Adventure Guy! - Epilogue  (Read 520051 times)

Armok

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Re: Adventure Guy! - Update 14.6
« Reply #1635 on: November 29, 2010, 08:40:08 am »

Try to stab it rather than slash it. maybe it has s sturdy frame covered with some aesthetic covering that is more easily penetrated, it certainly looked like that on the gentleman.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Derekristow

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Re: Adventure Guy! - Update 14.6
« Reply #1636 on: November 29, 2010, 09:41:09 am »

Try to find some sort of container to keep some of that acid in.  It was extremely effective against the gentleman before, and you never know when you need to melt something.
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So my crundles are staying intact unless they're newly spawned... until they are exposed to anything that isn't at room temperature.  This mostly seems to mean blood, specifically, their own.  Then they go poof very quickly.

iceball3

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Re: Adventure Guy! - Update 14.6
« Reply #1637 on: November 29, 2010, 03:14:13 pm »

Go and see if you can dismantle some of the occuloid teeth using the sword, if you do, forge some armor that will protect our weak point (tummy armor perhaps?), once done, get another quick recharge.
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RAM

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Re: Adventure Guy! - Update 14.6
« Reply #1638 on: November 29, 2010, 07:17:59 pm »

Joints seem pretty weak, may want to build ourselves a choker...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Soadreqm

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Re: Adventure Guy! - Update 14.6
« Reply #1639 on: November 30, 2010, 05:59:52 am »

I say we quit this dilly-dallying. Stopping to forge a sword is preparation enough. Let's see if we can catch the other bot by surprise while he's doing whatever maintenance it is he can get. If not, just run away. I bet he couldn't break into the incinerator room if we locked the door.

There's been some subtle hints dropped about the key. Can anyone remember a door we could use it on? Were some of the lockers locked? Check the lockers for locks. Other than that, the acidic footprints just disappeared behind some pipes. Trying to follow them might be a good idea. Check for secret passages and stuff.
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Retro

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Re: Adventure Guy! - Update 14.7
« Reply #1640 on: November 30, 2010, 02:00:34 pm »

the acidic footprints just disappeared behind some pipes. Trying to follow them might be a good idea. Check for secret passages and stuff.



No secret passages here – they seem to simply fade out behind the pipes. You imagine Gentleman was simply hiding just out of your peripheral vision while you were focused elsewhere.

Check the lockers for locks.



The key doesn’t work on the still-locked sun locker, but it does open the raindrop locker.



You find a clear laminate sheet inside. It has writing randomly scribbled all over it. You’re not sure what to make of it, though it does look familiar.

Soadreqm

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Re: Adventure Guy! - Update 14.7
« Reply #1641 on: November 30, 2010, 02:07:35 pm »

We got a couple of maps on us, right? Try overlaying it with one of them.
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iceball3

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Re: Adventure Guy! - Update 14.6
« Reply #1642 on: November 30, 2010, 03:10:39 pm »

Go and see if you can dismantle some of the occuloid teeth using the sword, if you do, forge some armor that will protect our weak point (tummy armor perhaps?), once done, get another quick recharge.
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USEC_OFFICER

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Re: Adventure Guy! - Update 14.7
« Reply #1643 on: November 30, 2010, 03:43:32 pm »

Clearly, the five boxes in the centre are the lockers. Chem X storage is therefore to our right, probably reached through the door with the pin-pad. I don't see much else to help us with though. Try overlapping it with the map of the rec-rooms? (You know, the one that shows the position of the kitchen, bedrooms etc.)
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Taco Dan

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Re: Adventure Guy! - Update 14.7
« Reply #1644 on: November 30, 2010, 03:47:37 pm »

Wait, Chemical X? Are we creating the PowerPuff Girls?
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I think I would remember if I had amnesia.
I'd like to remind everyone that half of the time I don't even know what I'm talking about. The other half of the time I only sort of know what I'm talking about.

Tylui

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Re: Adventure Guy! - Update 14.7
« Reply #1645 on: November 30, 2010, 03:56:38 pm »

The combination for the keypad is this:

Lighting, Eye, Cloud, Sun, Rain, Cloud.
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Soadreqm

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Re: Adventure Guy! - Update 14.7
« Reply #1646 on: November 30, 2010, 03:59:31 pm »

Hey, I bet the arrows refer to the symbols on the lockers. Read the symbols on them, and try to access the lab with the code.

Tylui, you sneaky sneak, you!
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RAM

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Re: Adventure Guy! - Update 14.7
« Reply #1647 on: November 30, 2010, 06:35:06 pm »

What happened to the occuloid above the lockers?
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Silfurdreki

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Re: Adventure Guy! - Update 14.7
« Reply #1648 on: December 01, 2010, 10:56:16 am »

We got a couple of maps on us, right? Try overlaying it with one of them.

This.
The combination for the keypad is this:

Lighting, Eye, Cloud, Sun, Rain, Cloud.

And This.
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Quote
Entropy is not what it used to be.

b1gb0y2013

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Re: Adventure Guy! - Update 14.7
« Reply #1649 on: December 01, 2010, 07:41:35 pm »



Maybe this helps??
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