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The Command/Response Game.


Aki Dazrold
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You'd rather not. All you can remember from your childhood was your father training you to fight. And you were so young.

You hate him for it. But then again, it's a helpful skill to have in this situation.

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The other two aren't with you right now. You're supposed to rendezvous with them in a room a ways back. You are all supposed to be off searching for food.

In your case, someone to kill. Since your digestive system can only process bodily fluids (being part spider) and drugs, it's unlikely you will be able to eat what they find. Worst case scenario, you feed off Mariam again.

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Tauka Usanake

:D Again? I wonder if he said sorry...?

Wish that you were on the side that Roy was on (because of drugs (and Derek does know, Robert told him)) and start going off looking for someone to kill/eat/maybe share with the others.

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[since Mariam is immortal, Derek can feed off her in light doses without causing her any deterioration in health. Feeding a lot at once could cause her problems, though (but not kill her), and it's helpful to have your immortal party member alert. That, and they don't want to risk her going insane again. Which is why Derek wants to find an enemy to kill, since he can drain them entirely, which would keep him going longer.]

You breifly wish you were on Roy's side so you could peruse the drugs he found. You then decide to continue your previous task. The walkway you are standing on goes off in either direction for a while. There are five doors on this stretch total; you are standing in front of the one in the center. You know the one furthest to your right leads back into the hallway on the other side, but the doors are electronic, and the mechanism for that particular one is broken. You assume the one furthest to your left also leads back into the same hall, but you haven't gone that far yet. You have no idea what is behind the doors to your immediate left and right.

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Listen to each door to see if there's anyone behind any of them, and if there is, open that door while shouting, "AND I'M ALL OUT OF BUBBLE GUM" and then kill the crap out of the people and take their supplies.

If there isn't anyone behind any of the doors, just look for supplies.

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You listen in on the two doors adjacent to you, as they aren't made out of glass (or whatever the hell that transparent material is) and thus you can't see in them. There are no sounds coming from either.

So you then open them.

They are storage closets of some kind. You can't imagine what was stored in here, though. Aside from the rifles which evidently used to be held in those empty racks above. You know that's what was in there because you've seen a couple closets just like this already and Phil told you what went up there. He didn't tell you what else was supposed to be here, though. He either doesn't know or won't tell.

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  • 2 weeks later...

You peruse the small pile of random crap on the floor. No drugs to speak of. You did find a full magazine to the SIR laying around, though.

You look at the other closet. You find nothing at all in that one.

[Note: SIR means Standard Infantry (or Issue) Rifle. This is referring to the rifle that all the soldiers are usually seen carrying.]

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Tauka Usanake

Stop it Storm.

Pocket SIR and continue down hall in direction you think is not the way you came.

How much longer until you meet with the others again?

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You pocket the SIR AMMO and walk to the door you think leads back into the hall, but you haven't seen for sure. The door mechanism surprisingly still works, and you step through it... back into the hall. Yep.

You figure you should backtrack and meet with the others after exploring two more rooms.

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