Agree to help the marine.

From Create Your Own Story

(Difference between revisions)
(Created page with 'You agree to help the marine. He hurriedly outlines his plan, "Listen, we can't take very much with us in our escape pods, but the armory can actually be jettisoned from the ship…')
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Do you:
Do you:
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*[[Bust open the door, and shoot your way in.]]
+
*[[Bust open the door and shoot your way in.]]
*[[Look for another way in.]]
*[[Look for another way in.]]
*[[Ignore the door and make a run for the escape pods.]]
*[[Ignore the door and make a run for the escape pods.]]
[[Category: A Distress Signal]]
[[Category: A Distress Signal]]

Revision as of 08:38, 17 July 2012

You agree to help the marine. He hurriedly outlines his plan, "Listen, we can't take very much with us in our escape pods, but the armory can actually be jettisoned from the ship. There are four safety locks that hold it in. The problem is, I don't have enough time to hit them all. If you can hit the two on the starboard side, we'll have a lot more firepower when we hit the dirt. Oh, and don't worry, you should have plenty of time to hit the locks AND get to an escape pod." The marine gives you a PDA that contains a map of the ship. You bid him farewell, and begin to make your way to the first lock.

As you travel through the corridors, you hear various noises coming from vents and doors. After what seems like hours (though, according to the ship, about 5 minutes) you reach the room containing the lock. You attempt to open the lock, but it appears to be broken. What's worse, you can hear even more noises on the other side of it.

Do you:

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