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You find yourself in E1M1

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  • > go get DKC, equip him with communicator, regroup at mainframe, get list of what needs to be done to make the base secure
    The Death Knight Commander is unavailable to join your party at this time. You'd have to swim through that horrible tunnel again to get him, and you don't have another Wetsuit. Worse, you're all out of Liquid Courage. You'll just have to wait for him to return to you.


    >


    ((I know, kind of a useless post, but I'm tired and I need to go to bed))

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    • >can use reaper's scythe to open p0rtal/ 0r
      e|------------------------0---------------
      B|---------------0^1----------------1----
      G|---------------2------2------0^2-------
      D|---------------2-------2--2-------------
      A|---------------0------------------------
      E|----------------------------------------

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      • Originally posted by foq View Post
        >can use reaper's scythe to open p0rtal/ 0r
        ((hang on, having trouble irl. Will give a real reply when I'm not so occupied.))

        [PAUSED]

        Comment


        • ((Metch caught me. I don't really have all that much going on. Truth is, I'm having a bit of writer's block and I'm not sure where this is all going to lead. I haven't given much thought to an ending yet, either))

          [Still PAUSED]

          Comment


          • "Sir, someone's coming!" You aim your rifle over at the lift. It's the DKC, and he's brought his minions with him.
            "Hail, lord. I have returned as commanded. These creatures are at your disposal." You nod. You order Phoenix to stay by the mainframe for the time being.
            "Yes, sir." Phoenix assumes sentry position and guards the mainframe.

            Phoenix leaves the party

            You order the DKC to accompany you back to E1M1.
            "As you wish, my liege. Where you go, I will follow."

            The Death Knight Commander has joined your party!

            You radio HQ and ask them to deliver a console and a headset to your slipgate.
            "Sure thing, sir. Oh, I also have those upgrades for you and Stockton's Consoles ready. Standby..."
            You slash open a portal to the entrance of E1M1 and step through.
            When you arrive, you find yourself standing in front of your entrance slipgate. Upon the grid materializes some tech pieces. You pick them up.

            The DKC receives a MessagemodeTech Headset
            The DKC receives an Advanced Ranger's Console
            You receives 2 Advanced Console Upgrades


            "Do you know what to do with those? Simply remove the upgrade you already have on your console and replace it with that one. Just plug it into the USB port, it'll do the rest. Give the other one to Phoenix. The Console we just sent you is already outfitted with one. Is there anything else you need?" You decline. "Alright then, be safe, sir. Hastings out."
            "My lord...forgive me, but um...what do I do with these things?" The large knight fumbles around with the delicate tech. You assist him. You order him to remove his right gauntlet. You attempt to squeeze the console over his massive wrist. You can't get the thing to snap closed. "Allow me, sire." He hands the console back to you and takes out his sword. He begins slicing bits of flesh off of his wrist, widdling it down like a piece of wood. You are mortified... "It should fit now." He takes the tech from you and snaps it over the massive open wound. He winces slightly, but shows no other signs of pain or discomfort. Alrighty then...you take the headset from him and reach up for his helm and faceguard. The DKC snatches your wrist. "My appoliges, lord...none may see my face. Not even my master." He releases your arm. Very well then...you take off your helmet and show him how the headset should fit over his ear. You then head down the lift out to the courtyard and allow him privacy to fit his own headset as such. You wait a few moments.
            "My lord, can you hear my voice?" You acknowledge and request for him to join you in the courtyard. "As you command."

            -Companion-
            The DKC has 525 health
            The DKC has 200 Black Armor and 75 Soul Armor
            The DKC is equipped with the Commander's Blade
            The DKC's communicator is ON
            The DKC's Console is ON


            You warp back to E2M1 and head back up to the mainframe. Phoenix and the DKC's minions are here waiting for you. You order the plethora of minions to get to work patrolling the base. You contemplate getting headsets for them as well..."My lord...if I may, the good thing about being a minion of Quake is we have the ability to alert our bretheren telepathically. If any of my minions run into trouble around the base, they will alert me directly. I will then alert you over my communicator. If this base falls under attack, you will know. Trust me." You nod. You hand Phoenix the upgrade for his console. He installs it.
            "What does this upgrade do, sir?" You forgot to ask...oh well, you'll get to that sooner or later. You open a portal back to E1M1 and order Phoenix to head back there and dismantle the exit slipgate. "Yes, sir. Can I ask why?" You've been doing some thinking lately. That manifest you found earlier said that it was carrying slipgate parts. Those parts are, without a doubt, in the hands of your enemy. You think back to the Crypt of Decay. There was a slipgate there...that slipgate wasn't there on your first tour of Quake. Granted, the Encroaching Darkness can make some weird things happen with a base, but you doubt they can create human technology. That slipgate had to come from somewhere. "Now that I think about it, I was building one at the complex before I was...erm, killed. Perhaps my murderers took it with them when they left?" That answers one question. The other being how they managed to connect that slipgate with the one here at The Installation. Only HQ can reroute a slipgate's pathways...or so you thought. "Well, if we look at it this way, Quake is essentially a gigantic leyline for Nether energies to circulate on. Interdimensional travel would be pretty much child's play for anyone with the right magical skill. In the case of the slipgate, since Earth energies congregate here as well, interdimensional travel would be child's play for anyone with the right tech. We've seen the way they can corrupt our mainframe's memory. Even our consoles aren't safe from their corruption. We can only assume that the Shadows have learned how also to manipulate our slipgates as well." It is for that reason that you need to get every slipgate you can find dismantled and the parts sent back to HQ. The only slipgate you need to leave standing is the one at the entrance of E1M1. That one needs to be under constant guard. He salutes and steps through the portal. Meanwhile, you head back down to the entrance and begin work dismantling that slipgate. You leave the parts with the DKC for safe keeping.

            The DKC receives 1 Bunch of Slipgate Parts

            Your next step should be to head to the other two bases, Termination Central and The Sewage System and dismantle any slipgates at those bases. If the Shadows figure out how to connect the slipgates within Quake to the ones on Earth, they'll bypass you entirely and tear Earth a new asshole. Your mission will be a failure. You also need to consider the possibility of the Shadows' Master roaming around, looking for you. If you run into him unprepared, you'll be in serious trouble. Take also into account these Shadow Casters and the various Shadow monsters you saw on the security recordings. They may be the key to understanding who and what these Shadows really are and what their motives may be.


            >
            Last edited by Shadowswift; 08-08-2011, 01:24 PM.

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            • ((?? game is dead?))

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              • 0h uuuuuuuu

                > go get dem slipgates

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                • > go get dem slipgates
                  You look to the DKC and Darkscythe and ask if they are ready to dive into the unknown. Both of them nod. You hold your scythe, think of Termination Central, and slash at the empty air in front of you. A swirling black vortex appears like a wound in the fabric of reality. This portal seems different than the ones you've created before. You try to keep in mind that the Netherworld is a very different place than any other realm in Quake, Earth, or beyond. The Shadows that dwell in this realm are bound to have some really strange powers that they've stolen from the Nether. If they were to try and stage an interdimensional invasion, you'd bet your Captain's bars that it'd be in this realm. You radio HQ.
                  "Yes, Captain, what is it, sir?" It's Donavon. You ask him to tell you all he can about E3M1. "You've never been there?" You facepalm...yes, you've been there, but you're willing to bet that it is nothing like what you remember. Besides, you never visited that base before the first war. You ask him what its main function was. "Before the war, it was one of the biggest armories our military had on that side of the globe. I wouldn't hold out any hope of finding any good stuff there now, though. You've likely pilfered all the good stuff on your first tour. Anything else has probably been stolen by the enemy. Hold on..." You hear him arguing with the General in the background.
                  "Ray." Oh hai general. "Pay attention, I have reason to believe that there is a Thunderbolt Prototype in Termination Central. That base is where that weapon was first developed. If it is still there, it will help you greatly in your mission. If what the eggheads are telling me is true, the prototype opperates a little differently than the final version of the weapon, the one you're used to. Unfortunately, the way it opperates will make it highly ineffective against your Shadow enemies and very ammo-inefficient. If you can get that Prototype and send it back to us, we can fix it up so that it opperates just like the model you're used to. If you feel you need to test it out against the Shadows, go right ahead, but I wouldn't advise it. You might end up depleting your entire power cell stock." Alrighty then....any idea where it might be? "Not at the moment. If you can get to the mainframe there and print out a map of the security grid, I can help you out from there." Hm. You ask if Lt. Hastings is there. "Yeah, hang on." He puts the phone down.
                  "Lt. Hastings. What's up, Cap'n?" You ask him what this thing on your console is supposed to do. "Oh, right. See the little red button on the bottom of it under your palm?" You look on the bottom of it...a finger-shaped red button shines like candy. "Aim your wrist at the ceiling and push the button with the tips of your middle and index fingures." You raise an eyebrow...but you do as directed. You aim your wrist at the ceiling above you and press the button. A grappling hook explodes from your wrist and latches to the ceiling. Before you can figure out what the hell just happened, you find yourself suspended from the ceiling by your wrist. "As long as your hold the button with your fingers, the hook will stay latched to whatever it's hooked to. Relax your hand to release the hook. Congradulations, sir. You just became Spider-Man " Bitchin!

                  You got the Grappling Hook!

                  The Death Knight Commander looks at his wrist. "Will mine do that as well?" He asks.
                  "Who the fuck was that?!" Hastings asks. Oh yeah, you never told them about the DKC. You introduce your new companion to your friends at HQ.
                  "Greetings, humans. I am Lord Ray's loyal servant. He calls me DKC, you may do the same."
                  "I....you.....when......first you have a Fiend, now a Death Knight?!" Death Knight COMMANDER. You also have a small army of Quake minions at your command, you tell him. "How....the hell....aren't we at war with them?" You explain how this came to be. "I don't know what to say, Captain. Next thing you'll tell me you've recruited a Shadow as your companion! Just don't surround yourself with too many inhuman creatures. You might forget what side you're on!" You realise that was a joke, but you didn't find it funny... "Oh, I'm sorry, sir. Forgive me for speaking out of line. Oh, to answer your knight's question, yes, his Console has a hook as well." You're guessing Phoenix's does also since you gave him an upgrade too. "Yes, sir. I should let you get back to your mission. Is there anything else you needed?" Negative. You break contact and resume staring at the swirling vortex in front of you. You nod to your companions and step through.

                  Upon reaching the other side, you're not surprised to find the power off and the base as black as oil. You take out your Maglite and Lightspark Rifle and light the place up. You're at the entrance. It looks just the same as you remember, except for all the black crud on the walls. You remember an Enforcer standing here on your last tour, but this time, there is no one here to greet you.

                  Ahead of you to the right is a lift.
                  Behind you is the Slipgate.

                  Seeing no other options, you opt to take the lift downward. You hear growling before the lift hits the ground below. You aim your rifle. As soon as the lift is clear of the walls surrounding it, you start firing your Lightspark in all directions, blanketing the room in light. Ahead of you stand three Shadowy Shalraths and four Shadowy Fiends. The Shalraths let our their howling growls of anticipation at the sight of you. The Fiends waste no time and bull-rush your position. Darkscythe leaps into action, slamming his bulk into one of the larger enemy Fiends. The DKC's sword begins glowing green as he raises it to his enemies. You swap out your Lightspark with your Plasma Rifle and prepare to enter the fight. The DKC is attacking the Shalraths and seems to be holding his own. Darkscythe is grappling with the Fiends...and losing. You try to decide where you attack first.


                  >

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                  • >feinds!

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                    • >right... attack the fiends, then turn on the vores, then dismantle that slipgate like you're supposed to.
                      e|------------------------0---------------
                      B|---------------0^1----------------1----
                      G|---------------2------2------0^2-------
                      D|---------------2-------2--2-------------
                      A|---------------0------------------------
                      E|----------------------------------------

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                      • >right... attack the fiends, then turn on the vores, then dismantle that slipgate like you're supposed to.
                        >feinds!
                        You target the pile of Fiends. Darkscythe has fought valiently but being outnumbered four to one has taken a heavy toll on him. He's lost a lot of health and is now pinned to the floor by one of the Shadow Fiends while another readies its claws to sever his head. You order the DKC to attack the other two Fiends to keep them occupied. You take out your Plasma Rifle and open fire on the attacking Fiend. Blue plasma pushes the creature away like a fire hose on a protester. You spray the one holding Darkscythe down away, too. It sails across the room and into the wall behind it. The first Fiend you shot gets back to its feet in an amazing display of resillience. It B-lines straight for you and when it gets close enough, it leaps at you, claws raised. Just before it can eviscerate you, Darkscythe slams into it from the side and smashes it into the floor. Before the shadow can retaliate, Darkscythe slashes both of his claws in 1-2 manner, ripping pieces of what looks to be tangable flesh from the beast. As the enemy creature dies, your pet looks up at you as you smile at him. You focus returns to the battle as you hear the DKC cry out for help. You order Darkscythe to offer his strength to the Commander's Blade. He complies, then limps out of battle, back to the relative safty of the lift. The DKC regains his composure and even outnumbered still holds his own. However, the shalraths' have been focused on hitting him with everything they can throw. The flaming balls of shadow plasma that they have been throwing at him hone in just like a regular shalrath's attacks...only these hurt considerably more. The DKC has managed to dodge a few of them, but the ones that have hit have taken away from him enough to slow him down, even with Darkscythe's energy fueling him. You decide to tip the scales in this fight. You switch your Plasma Rifle out for your Grenade Rifle. You pop a grenade into each of the Shadow Shalraths. The commander uses this opportunity to wrap the Shadow Fiends in his sword's green fire. In the chaos of the conflagration, he then swings his mighty sword to render the enemy shadows into ribbons. The Shalraths return to their senses, but before they can resume their assault on your companion, you attack them, raining continuous grenade fire on them. Two of them die after four shots each. The third takes five shots to kill. After the fifth grenade, the creature explods into a violent storm of chunky shadowy bits and purplish-black blood.

                        ...wait, did that fuckin thing just gib??? Since when the hell do Shadows gib?! You examine the pieces a little closer. Sure enough, they are, in fact, pieces of bloody shadowy meat. Amazing! These things are actually living creatures with tangable bodies. They sure look like Shadows, though, and that sure looked like Shadow Plasma those Shalraths were flinging. You make a note of this. You'll have to tell Phoenix about it later. With the battle before you won, the DKC releases Darkscythe's energy back to him. You head back to the lift and return up to the entrance slipgate. Darkscythe and the DKC watch your back as you disassemble the machine.

                        The DKC receives 1 Bunch of Slipgate Parts

                        You head back down the lift again. This time, you take the time to look around and survey your surroundings.

                        Ahead of you is a hallway, leading off to the right into the unknown. It's pretty dark up there.
                        Behind you is the lift. Theres nothing interesting back there.
                        To your left is an uninteresting wall.
                        To your right is a window to outside. There is very little natural light coming through. You think you can see items outside on what looks like a catwalk, but the window is too narrow for any of you to squeeze through.
                        Above you is an uninteresting ceiling.



                        >

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                        • >examine uninteresting wall
                          >inquire status of companions
                          >inquire inventory
                          e|------------------------0---------------
                          B|---------------0^1----------------1----
                          G|---------------2------2------0^2-------
                          D|---------------2-------2--2-------------
                          A|---------------0------------------------
                          E|----------------------------------------

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                          • >inquire status of companions
                            -Companion-
                            The DKC has 212 health
                            The DKC has 200 Black Armor and 0 Soul Armor
                            The DKC is equipped with the Commander’s Sword
                            The DKC’s Headset is ON
                            The DKC’s Console is ON

                            -Pet-
                            Darkscythe has 293 health
                            Darkscythe has 28 Soul Armor


                            >inquire inventory
                            -Inventory-
                            Grappling Hook
                            Maglite
                            Reaper’s Scythe
                            10 Gauge Pump Shotgun
                            Nailgun
                            Lightspark Rifle
                            Plasma Rifle Prototype
                            Grenade Rifle
                            (100) Shells (10ga)
                            (100) Nails
                            (98 ) Energy Cells
                            (90) Shadow Plasma Cells
                            (12) Rockets
                            (10) stimpak
                            Map of E1M1's Security Grid
                            Map of E2M1’s Security Network
                            USB cable

                            -Companion's Inventory-
                            Grappling Hook
                            Commander’s Sword
                            Lightspark Rifle
                            (100) Shadow Plasma Cells
                            (2) Bunch of Slipgate Parts
                            Slipgate Fuse


                            >examine uninteresting wall
                            You look closely at the walls. You toss a hook volley at the walls and the ceiling to see if they will open or do anything, but nothing happens.



                            >
                            Last edited by Shadowswift; 08-08-2011, 01:26 PM.

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                            • >and then Ray was into dark hallway
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                              G|---------------2------2------0^2-------
                              D|---------------2-------2--2-------------
                              A|---------------0------------------------
                              E|----------------------------------------

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                              • /
                                e|------------------------0---------------
                                B|---------------0^1----------------1----
                                G|---------------2------2------0^2-------
                                D|---------------2-------2--2-------------
                                A|---------------0------------------------
                                E|----------------------------------------

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