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  • >Maybe throw a grenade into the slipgate or something, wait a moment, then go in.
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    • >Maybe throw a grenade into the slipgate or something, wait a moment, then go in.
      Not enough ammo.

      You don't seem to have any grenades.

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      • >Well, what do I have?
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        • >Well, what do I have?
          -Phoenix's Inventory-
          -Ammo-
          (98 ) Shells
          (10) 30-06 Rounds
          (66) Energy Cells
          -Weapons-
          Grappling Hook
          Maglite
          Badly-Bloodied Hand Axe
          Fireman’s Axe
          Plasma Pistol
          REALLY Super Shotgun
          Enforcer's Blaster Rifle
          Lightspark Rifle
          Thunderbolt
          -Consumables-
          uad Damage
          Ring of Shadows
          Biosuit
          (6) Stimpak
          (1) Medikit
          -Miscellanious-
          Brass Key
          USB Flashdrive
          Fully-Stocked Toolbox
          Complex Networking for Dummies Manual
          (2) D Cells

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          • >0h, can try shooting the slipgate with the Plasma Pistol? Maybe it will kill enemies in the next level like it did in DooM. If not, fuck it, jump through. You're the second baddest space marine ever to grace Quake with his presence.
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            • > and you're the only person to live more than once behind the Dali lama soo, you got that going for jah

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              • >0h, can try shooting the slipgate with the Plasma Pistol? Maybe it will kill enemies in the next level like it did in DooM. If not, fuck it, jump through. You're the second baddest space marine ever to grace Quake with his presence.
                Well, slipgates work with tangable objects, not energy. Plasma, lasers, lightning and Shadow Plasma/Lightspark are all energy-based projectiles. Your buckshot would go through...but are you really that desperate? Now that The Captain has switched sides, you pretty much are the biggest, baddest-assed ranger (not space marine) to ever grace Quake with your presence.

                > and you're the only person to live more than once behind the Dali lama soo, you got that going for jah
                Not really an impulse, but yeah. So, through you go. Your followers jump through right behind you. You find yourself in E4M3. You feel like you should have a flag in your hand right now for whatever reason, but you quickly dismiss such impulses. The four Shadowcasters are standing right in front of you. The area is untouched by the Encroaching Darkness. It would seem that this realm has yet to be tainted by the Shadows. You consult the DKC.
                "Elder Arcana is thick in this land. The very air in this place is rich with mana. It is very possible that such a powerful Arcane presence is repelling the Encroaching Darkness." You turn your attention back to the Shadowcasters. They show no signs of hostility. They kneel before you.
                Nos perdes. Ahor. You look at the DKC.
                "It said 'Destroy us. Now.' With pleasure." The DKC readies his blade and awaits your command.

                >

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                • Before you destroy them, try getting all the info you possibly can about various questions... like what about their Master, what about your Captain, what about the runes, and where would you go to find a Big Mac?
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                  • Before you destroy them, try getting all the info you possibly can about various questions... like what about their Master, what about your Captain, what about the runes, and where would you go to find a Big Mac?
                    The DKC relays your inquiries. The only response you get, no matter how many questions are asked is,
                    Phasellus auctor Urbe Antiquos The DKC is puzzled. You ask what it said.
                    "Travel to the City of the Ancients. I've never heard of such a place in all the lands of Quake." You ask him if there are any cities in Quake at all. "There is one, a very very old city, one that still exists from before my Masters conquered this dimension. We have always called it the Nameless City." Then that's where you need to go. The Casters refuse to divulge any further information. You order the DKC to execute them. He does so with glee. As his sword slices through them like a chainsaw through peanut butter, they disintegrate, becoming pure Shadow energy that quickly vacates the area. The DKC's and Darkscythe's eyes follow it. "So that's their game." You raise an eyebrow. "They want...ney, they need us to destroy them. With each one of them we vanquish, an aura of darkness grows over the area. The stronger that aura grows, the less Arcane mana fills the air. If that mana is dispursed, the Encroaching Darkness can move in and take over this realm as well." Well, that's a problem. The more you obliterate their rank and file, the more you further their cause. If you don't destroy them, they will surely try to destroy you. You hate paradoxes. Anyway...let's have a look around. You've never been this deep into Quake before. This place sure is creepy, even without all the Shadows and Encroaching Darkness.

                    Ahead is a large red stain-glass window.
                    Ahead to the left and right are raised pathways.
                    To your left and right are walls with torches on them. A pair of pillars stand on either side of you.
                    Behind you is a door. It won't open. =/

                    >

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                    • >looks like you'll have to take care of these shadows the peaceful humane way;

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                      • >Bang on the door and ask them to let you in. If that doesn't work, try shooting the window.
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                        • >looks like you'll have to take care of these shadows the peaceful humane way;
                          Funny...you've been looking over your Thunderbolt and you found a disclaimer on the bottom that reads "Don't cross the steams." Wonder what that means?

                          Bang on the door and ask them to let you in. If that doesn't work, try shooting the window.
                          You bang and pound and kick at the door, all the while screaming LET ME IN! LET ME IN! FOR THE LOVE OF GOD, LET ME IINNNN!!!!!!!

                          SFX fires a single laser blast at the window and it falls open. You feel completely and utterly retarded now.

                          Anyway, outside the room you were in is an antechamber with a large piller in the middle decorated with stained glass. To the north, east, and west of the pillar are passageways, barred by large wooden doors. To the south is you and the passageway back to the room you were just in. You try each one, but the only one that opens is the one to the east. Inside is a loft with a ramp leading up. The loft has what look like stone doors on the left and right sides of it, but they don't react to you at all. Below the loft is a large square button decorated with a pentagram. You press the button. You hear one of the wooden doors outside open up. You wonder to yourself if Ray had ever been to this place when he first toured Quake. If he had, it would explain why you aren't finding any items or weapons lying around...and since the Shadows haven't altered this place any, it's pretty much exactly as Ray had left it when he first went through. This could potentially be a problem, and you suspect it will eventually be. You head through the northern door, trying to put it out of your mind, hoping it won't come to that. This room is dark, lit only by a pair of torches. There are a pair of skylights above, but they don't seem to be letting any light in. It must be night outside. You find yourself on kind of a wooden deck. The room drops down off of the deck to a stone floor with a small pool or fountain on the far wall with a pair of stained glass windows above it. You jump into the pool and discover that it is a submerged passageway, thankfully not a very long one. You swim through it and come up the other side. You find yourself outside. As you suspect, it is night time. The sky is the same as it has been since Ray first reawakened you; black, partly cloudy, starless, moonless. You search around this large courtyard, looking for anything Ray may have left behind. You find nothing. Nada. You have a sinking feeling, but you're praying it won't come to that...you head over to the far side of the courtyard to a small portal. You pass through and find yourself standing over a small pool with a wooden lift. You take the lift upward and look around...sure enough, your fears are realized. There is a silver door here...and it's locked. You're not sure by who, probably some bastard Shadow trying to slow you down. Hell, The Captain himself could have done it just to piss you off. You're almost positive that if there was a silver key here, Ray already found it and took it on his first tour. You don't know how the hell you're gonna get through it. Sure, you know how to pick locks, but the only experience you've had is with modern locks. Locks like the one on this silver door are very old-fashioned, you're not even slightly sure how to pick those. Shit. Well, what are you gonna do now, genius? You take in the sights while you think about it

                          You are standing on the wooden lift in the middle of the room.

                          Ahead is a wall with a pair of stained glass windows on them. The design on them resembles Yogg-Shargoth and Chthon. Now that you think of it, all of the stained glass here depicts one of the Elder Gods. Well, this is the Elder God Shrine...
                          Below is a pool of clear blue water.
                          To your left is a stone door.
                          To your right is the Silver Door. It is locked. Damn it...
                          Behind you is the doorway back to the four-way antechamber.

                          Radar detects non-friendly units beyond the silver door.

                          >

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                          • Ask DKC if he has any ideas... he seems to be a great wealth of knowledge for a dead guy.
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                            • >employ a hefty dose of Charlie Sheens "Winning" , so that the storyline may progress.
                              >update objectives for mindzx, check status of stolen grapes.
                              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                              • >employ a hefty dose of Charlie Sheens "Winning" , so that the storyline may progress.
                                Storyline? What storyline? You act as if this were some kind of game or something, sheesh! This is your life, soldier! Wake up and smell the Shambler piss!
                                >update objectives for mindzx, check status of stolen grapes.
                                Objectives
                                Prime Directive: Stop The Captain.
                                This message from General Lawrence Navejar, USMC: Captain Ray has lost his mind and succumbed to Shadow influense. You need to either figure out how to break his influense and turn him back to our side, or arrest him and send him back to HQ for detainment and reprogramming. Killing him is extremely ill-advised, though you are permitted to do so only as an absolute last resort.

                                Main Objective: Eliminate the Shadows.
                                This message from Lieutenant Zack Hastings, USMC: You have done well by resurrecting Chthon and sealing the dimension of Quake off from the Shadow Realm. Wipe out the remaining Shadows in Quake and whatever commanders they have. Use whatever methods necessary.
                                This message from the Death Knight Commander: My lord, the Shadows will continue to pose a threat if not destroyed at the source. I advise we go into their home and obliterate every last one of them then and there to end their threat once and for all.

                                Side Objective: Locate the Four Lesser Runes of Creation
                                This message from The Death Knight Commander: My lord, there are four more runes in the dimension of Quake. While not as powerful as the four runes currently held by Lord Chthon, they should prove sufficiently powerful enough to open a dimensional gateway into the Shadow Realm. To use them, we must also locate an attenuator, something of Shadow origen to point the gateway in the right direction. Any object of Shadow creation will do.

                                Side Objective: Find the Nameless City.
                                This message written by you: The Shadows have lead my followers and I to believe that several of our questions will be answered, including where The Captain is, where the Lesser Runes are, where the Shadows' "Master" is, and where we can get some fuckin' Big Macs in this God-forsaken place, if we make our way to The Nameless City. The DKC seems to know where it is, but not exactly how to get to it. I've decided to follow his advise for the time being, as he knows a lot more about this dimension than I do, and without Ray's help, that knowledge will be invaluable.

                                Side Objective: Find the stolen grapes!
                                This message written by The Captain: Some heartless bastard has stolen my Fresh Grapes right out from under my nose! I should try to find them whenever I can and reap bloody vengence upon the fuck that stole them.


                                It would appear the grapes are still missing. You wonder if you'll ever get them back

                                >Ask DKC if he has any ideas... he seems to be a great wealth of knowledge for a dead guy.
                                The DKC has a good look at the door. He studies it, then ponders a moment, pacing around. "It might be possible to craft another key, but we'll need some Silver Ore and a Forge to craft it. Any lava pits can work as a Forge, but I don't have any knowledge where to find Silver Ore." You ask him if Silver is even native to the lands of Quake. "Yes, many of the same minerals from your world exist here, as well. Gold and Silver are abundant here, which might explain why so many of your mages have trespassed here centuries ago. I'm not exactly sure where to find any, however." Any other ideas? "Hm...explosives?" You like that idea better, but it has the same problems. If you can't even find a box of shotgun shells in this place, what chance is there that you'll find any explosives? "The only other idea I can think of is to pour some molten lava into the keyhole and melt the lock. The door should open at that point." Great. So now, not only do you have to find a lava pit, but you have to find a way to transport the hundred-thousand-degree shit. Hm...melting the lock. You have a crazy idea. If it works, the door will open, but it'll drain all of your cells. You can pump all of your cells into your Thunderbolt and overcharge it. Then, *THEORATICALLY* the next time you pull the trigger, the gun will discharge all the cells at once into a single bolt. It'll only last about a second, but it'll have all the same energy (and thermal properties) and a real bolt of lightning. When the bolt passes through the key hole, it won't be the bolt that melts the lock, but the air around it which will heat up to several million degrees, hotter than the surface of the sun. It's risky, for more than just one reason...A)It might not work at all. B)It might break your Thunderbolt. C)The gun might discharge in all directions, which would certainly kill you and your followers. D)Because the bolt is so fleeting, it might not heat up the lock enough to melt it. E)You have to be spot-on shot. You only get one shot at this. If you miss, that's all she wrote. You estimate that there is really only about a 34% chance of this working the way you think it will. The other 66% will either waste all your cells, break your Thunderbolt, kill you, or all of the above. Problem is...you really don't see any other choice, other than attempting to haul around some lava. So, what are you gonna do? Wanna risk it? Or do you wanna explore a bit more first and come back to this?

                                >

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