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| 4. Gloves come off; Current Score: 1 | |
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| Topic Started: Jun 29 2010, 01:40 PM (1,650 Views) | |
| Nag Ehgoeg | Jul 19 2010, 03:27 PM Post #76 |
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The Devil's Advocate
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The notepad won't fit in your pocket. It's the same size as the one upstairs. The grenade won't fit in your pockets when you've got so much other stuff. Dropping a couple of bits of paper won't help that. |
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| New Harumf | Jul 19 2010, 07:28 PM Post #77 |
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Bloodthirsty Unicorn
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Put the electrical tape over the gun barrel. Drop the TV remote. Tear off the piece of paper with the writing on it, and drop the rest of the note pad. Pocket the grenade. Look in the hatch. |
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| New Harumf | Jul 22 2010, 01:41 PM Post #78 |
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Bloodthirsty Unicorn
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OK, this is lagging like a 78 record on a 33 turntable (I bet you youngins don't get THAT reference!). So, there are two things I want to investigate. In the mean time, put everything on the table in the room by the elevator, except the gun (I don't care if it takes three trips). Now, 1. I want the hatch in this hidden room investigated. If it opens, I want to see what is in there, and whatever is, I want to add to the table by the elevator. 2. I want the last door (to the north, I believe) opened and I want to investigate that room. 3. I want to examine each and every pnumonic tube - especially, I want to line up the end of each segment and see what it points at. 4. I want to rip apart every place not searched and see what is available, and I am particularly looking for potassium nitrate. 5. Check out the candy machine and find the sugariest, closest to pure sugar type candy you can find, and buy it with the loose change. That is all, for now. |
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| Nag Ehgoeg | Jul 22 2010, 02:50 PM Post #79 |
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The Devil's Advocate
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New Harumf - Achievement Unlocked: At Least The First Level Was Fun... **** You crawl out of the crawl space, (go back into the atrium, through the middle door into the library) and go buy some "Sugar-Naughts" from the vending machine that you didn't break into. You could have simply stolen them from the smashed machine, but hey, this way you empty some of your inventory clutter right? Then you return to the lab room. You search the tables in the lab room and find plenty of potassium nitrate. You pocket some. You look at the pneumatic tube in the lab room. It has a large crack in it. There also appears to be a capsule jammed in the top of the tube. Want to do anything before opening the hatch or entering the last door in the atrium (the last door is to the South)? **** Inventory [Full-ish] Left hand -Empty Right Hand - 9mm pistol --17 rounds remaining -- Roll of electrical tape - Grey one-piece jumpsuit -- Sugar -- Potassium nitrate -- Length of electrical wire -- Smoke Grenade -- Hand mirror --Colour Keys ---The Red Key -- Paper with notes written on it Notes
Edited by Nag Ehgoeg, Jul 22 2010, 03:02 PM.
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| New Harumf | Jul 22 2010, 03:32 PM Post #80 |
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Bloodthirsty Unicorn
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Tape up the large crack in the tube with the electrical tape. The hit the "Get" button and get that caqpsule. See what's in it! |
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| Nag Ehgoeg | Jul 23 2010, 01:08 PM Post #81 |
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The Devil's Advocate
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New Harumf - Achievement Unlocked: Is there anything this stuff can't fix? You tape up the tube, easily fixing the pressure problem. You hit the get button. The capsule that was jammed drops down, followed by an empty capsule. Inside the jammed capsule, you find a hand torch. |
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| New Harumf | Jul 23 2010, 01:21 PM Post #82 |
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Bloodthirsty Unicorn
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Add the hand torch to the inventory on the table. Now we need to check out that last door. Oh, and I still want to know what the pnumonic tubes are aimed at (i.e., if I send the heavy grenade in a capsule through the tube, when it gets to the other end and is too heavy to stop, what does it hit?). |
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| Nag Ehgoeg | Jul 23 2010, 02:05 PM Post #83 |
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The Devil's Advocate
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The tubes lead up into the ceiling then disappear from view. The part where you stick the capsules in is mounted on a stand just above waist height. |
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| New Harumf | Jul 23 2010, 07:35 PM Post #84 |
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Bloodthirsty Unicorn
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OK, last door. Open it, and look around. |
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| Nag Ehgoeg | Jul 25 2010, 12:08 PM Post #85 |
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The Devil's Advocate
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You return to the atrium and attempt to open the door on the right. It's locked. |
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| New Harumf | Jul 25 2010, 12:59 PM Post #86 |
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Bloodthirsty Unicorn
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examine the door closely looking for any mechinism that might unlock it. |
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| Nag Ehgoeg | Jul 25 2010, 01:32 PM Post #87 |
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The Devil's Advocate
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There is a card lock mechanism to the side of the door. |
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| New Harumf | Jul 25 2010, 03:30 PM Post #88 |
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Bloodthirsty Unicorn
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OK, let's blow the door. Take an empty canister, add the sugar and potassium nitrate. extract the fuse from the smoke grenade, and put it in the canister, making sure the trigger is accesable to the outside, tape the canister good, pull the trigger pin, toss at the door, and run away. |
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| Nag Ehgoeg | Jul 26 2010, 03:32 PM Post #89 |
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The Devil's Advocate
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New Harumf - Achievement Unlocked: You weren't supposed to blow the bloody door off! **** While the pressure yield of of sugar and potassium nitrate isn't particularly high, the resultant explosion is powerful enough to push the door off its magnetic lock - breaking the lock in the process. Good for you. You enter the room. It's the size of a large cupboard, most of the room taken up by a huge piece of equipment. |
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| New Harumf | Jul 27 2010, 09:07 AM Post #90 |
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Bloodthirsty Unicorn
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Waiving away the smoke, examine the huge piece of equipment and see if you can determine its function. |
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| Nag Ehgoeg | Jul 28 2010, 05:42 AM Post #91 |
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The Devil's Advocate
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The equipment bank takes up the whole room. To the left is a mess of dials and switches with lights and meters above them. They're all annotated in the language you don't read. Directly in front of you there is a large screen, it is off. Below the screen are three coloured key holes - red, yellow and blue. To your right is what looks like a fuse box. You pop it open. There are a ten fuses inside, each of them labelled in the language you don't understand (five of the unreadable labels are the same). There is also one missing fuse. Edited by Nag Ehgoeg, Jul 28 2010, 01:44 PM.
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| New Harumf | Jul 28 2010, 08:36 AM Post #92 |
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Bloodthirsty Unicorn
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Well, seems to me we have a blue, red and yellow key somewhere, so let's but those in the appropriately colored key holes, and turn them to what might be the on position. Also, let's see if we can figure out what the missing fuse hole is for. Using a coin and the glove from the little room to keep from getting electrocuted, insert the coin in the empty fuse hole to complete the curcuit. Check everywhere to see what comes on. |
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| Nag Ehgoeg | Jul 28 2010, 12:06 PM Post #93 |
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The Devil's Advocate
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You only have the red key... I could auto-gather the other keys for you to carry out your request, but I've got to ask: are you sure? You wedge the coin in the fuse box. You take a look around. Something is definitely getting power, but it's not something that you've taken the time to examine. |
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| New Harumf | Jul 28 2010, 01:12 PM Post #94 |
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Bloodthirsty Unicorn
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Yes, auto-gather the other keys, and lets go for it. Also, check if the elevator light is on. |
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| Nag Ehgoeg | Jul 28 2010, 01:47 PM Post #95 |
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The Devil's Advocate
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New Harumf - Pitfall: It unlocks your death! You check the elevator light. It's still not receiving power. Looks like activating the elevator is going to be a little more complex than that. But that was a good idea. (You get the feeling that if you prayed real hard, maybe god would take pity on you and simplify this fiendish task - magically activating the elevator for you.) You gather the yellow key from the dead jumpsuit in the elevator and the blue key from the "mysterious death" jumpsuit by the computers. You put the keys in the locks and turn them in order to the "on" position. You receive a massive electrical shock when you turn the last key. You're blown backwards into the atrium. You close your eyes and pass out. ***** Currently: You see nothing. You can hear nothing. You can smell nothing. You can taste nothing. Edited by Nag Ehgoeg, Jul 28 2010, 02:31 PM.
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| Aelius | Jul 28 2010, 02:21 PM Post #96 |
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Norman Warlord
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Open eyes. If it is still dark, feel around the room. If opening eyes work, observe the room. |
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| Nag Ehgoeg | Jul 28 2010, 02:28 PM Post #97 |
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The Devil's Advocate
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Lansdallius - Achievement Unlocked: Open your eyes, Ed! You open your eyes. You get a feeling of déjà vu as you look around. You are laying down in an illuminated grey room. There's a door leading North, it has been kicked outwards off it's hinges. There is a lightswitch on the wall, it is currently "on". Yup, you've definitely been here before! An unhealthy looking yellow smoke is collecting at the top of the room. Looking through the smashed in doorway, you see a corridor at the end of which is a door leading North propped open by a bench. The yellow smoke seems to coming from this door (the one propped open by the bench at the end of the corridor connecting to the small grey room you're in). Edited by Nag Ehgoeg, Jul 28 2010, 03:07 PM.
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| New Harumf | Jul 28 2010, 02:51 PM Post #98 |
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Bloodthirsty Unicorn
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Close the damn door. Now, get to the room with the hoods, and TURN THEM ON, to vent any gas. Breathe easy for a bit, then get to the computers and find one that is working. |
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| Nag Ehgoeg | Jul 28 2010, 03:05 PM Post #99 |
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The Devil's Advocate
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Close which door? (You're not in the same room you passed out in.) There are two open doors you see: the one belonging to the room you are in, it has been kicked off its hinges (would be hard to close); and one at the other end of the room adjoining this one (leading into the room the gas is coming from). |
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| New Harumf | Jul 28 2010, 03:54 PM Post #100 |
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Bloodthirsty Unicorn
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Close the door to the room the gas is coming out from! |
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11:48 AM Jul 13