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Author Topic: Murdoch Island (Turn 9)  (Read 4616 times)

moghopper

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Re: Murdoch Island (Turn 2)
« Reply #15 on: February 18, 2011, 12:39:00 pm »

(turn3 turn)

head to the armory. check it out, see what's there, then go to the mail room and see what's there.

I'll wait till the others who haven't taken their second turn.

(And remeber, you can all interact with and help each other)
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adwarf

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Re: Murdoch Island (Turn 2)
« Reply #16 on: February 18, 2011, 03:05:35 pm »

Hmmm .... damnit I have a very bad feeling about this place. Like there is something watching us.

Read note, then shoot the locks on the lockers ( if the first breaks shoot the rest )
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mcclay

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Re: Murdoch Island (Turn 2)
« Reply #17 on: February 18, 2011, 03:26:06 pm »

turn on flash light an look around, also read the note.
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Am I back? Its a mystery to everyone

moghopper

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Re: Murdoch Island (Turn 2)
« Reply #18 on: February 18, 2011, 03:31:43 pm »

Hmmm .... damnit I have a very bad feeling about this place. Like there is something watching us.

Read note, then shoot the locks on the lockers ( if the first breaks shoot the rest )

The note reads: Sarge, I left this gun here for you. After Williams and Finch dissapeared yesterday the major wants everyone carrying a sidearm at all times. Everything else has been locked up for now. Don't know why the major is so worried though, I bet those two stowed on the last supply ship anyways. They always complained they wanted to go home anywho. Meet you for the weekly poker game in the generator building tonight, me and the boys will bring some beer.

P.S. If you need some more shots for the gun I left an extra clip under your matress.

After finishing with the note you shoot the locks, hoping to open the gun cabinets. sadly the locks are too thick and heavy to be blown off. You now have five bullets.
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adwarf

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Re: Murdoch Island (Turn 2)
« Reply #19 on: February 18, 2011, 03:33:55 pm »

Go get clip and begin walking around the facility looking for things that seem bad and find a walkie talkie.


(( That note is not good guys ))
« Last Edit: February 18, 2011, 04:56:23 pm by adwarf »
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moghopper

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Re: Murdoch Island (Turn 2)
« Reply #20 on: February 18, 2011, 03:38:14 pm »

turn on flash light an look around, also read the note.

You switch on your new flashlight and in a moment it comes to life. With the aid of the flashlight you discover that the barracks is torn apart, with bunks smashed apart and great rents torn into the walls.

the note is barely legible: Flint, will you take my watch duty tommorow? The major wants me to clean the utility shed and double scheduled me AGAIN! I'd be grateful if you did, that old lookout gives me the creeps.
--Howard
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moghopper

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Re: Murdoch Island (Turn 2)
« Reply #21 on: February 18, 2011, 03:38:40 pm »

Go get clip and begin walking around the facility looking for things that seem bad.


(( That note is not good guys ))

Wait till turn 3
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adwarf

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Re: Murdoch Island (Turn 2)
« Reply #22 on: February 18, 2011, 03:43:49 pm »

That was my turn three action
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moghopper

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Re: Murdoch Island (Turn 2)
« Reply #23 on: February 18, 2011, 03:45:22 pm »

That was my turn three action

It's not turn 3 yet, we'll wait until ggamer posts his turn 2 action
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ggamer

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Re: Murdoch Island (Turn 2)
« Reply #24 on: February 18, 2011, 04:43:20 pm »

Grab the rusty knife, head to the security room

moghopper

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Re: Murdoch Island (Turn 2)
« Reply #25 on: February 18, 2011, 04:54:20 pm »

Grab the rusty knife, head to the security room

You pry the rusty knife from the skeletons hands and head down the hill towards the come building. As you approach you notice that the sun is setting. You make your way through the comms building and enter the security room. There is a window looking out to the hall, a desk and chair, a filing cabinet and a large locker in the room.
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moghopper

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Re: Murdoch Island (Turn 2)
« Reply #26 on: February 18, 2011, 04:54:38 pm »

Turn 3 Gents
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adwarf

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Re: Murdoch Island (Turn 2)
« Reply #27 on: February 18, 2011, 04:56:49 pm »

Go get clip and begin walking around the facility looking for things that seem bad and find a walkie talkie.


(( That note is not good guys ))

Fixed and this
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moghopper

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Re: Murdoch Island (Turn 2)
« Reply #28 on: February 18, 2011, 04:58:05 pm »

(turn3 turn)

head to the armory. check it out, see what's there, then go to the mail room and see what's there.

You make your way through the beat up old building and see the plethora of locked gun lockers.

(remember, you can only move one room per turn)
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Ricky

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Re: Murdoch Island (Turn 2)
« Reply #29 on: February 18, 2011, 04:58:31 pm »

d'oh nvm
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Ah, I wish I had been lucky enough to be scum.
I'd make such great scum...
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