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Old Feb 2nd 2010, 11:27pm   #76
Asmodemus
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I try to put one of the metal tables in the doorway to keep it open, or whatever bits of the barricade I can at least. If it seems to hold well with no audible cracking things I go inside the doorway and bring the canister with me, because letting a canister full of unknown substance getting dented and opened doesn't sound like a good idea.
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Old Feb 2nd 2010, 11:47pm   #77
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I freeze to check what the noise is before slowly moving forward, my back against the wall. Seeing the jammed door I try to hear if anything's in there before I step over the canister.
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Old Feb 3rd 2010, 3:15am   #78
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I open the hallway, and cautiously explore down it, keeping my machinegun club ready at all times.

(Also, where did that monster that attacked Hiver come from? The bentshut door, or the keypad open door?)
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Old Feb 3rd 2010, 5:30am   #79
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( i believe it was the bentshut door)

i move a table or 2 to secure the open check out the canister and room keeping my club handy......
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Old Feb 3rd 2010, 6:13am   #80
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I take the two intact charts, if they are small enough I add them to the clipboard, if too large I roll them up and stuff them in one of the labcoat's pockets, the shockproof container is in another pocket, I carry the clipboard. After hearing the next 'whump' I open the left door and try to close it behind me, then cautiously explore down the hallway.
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Old Feb 3rd 2010, 6:16am   #81
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Quote:
Originally Posted by Thait View Post
(You find what everyone else did. I'm to lazy to copy-paste )





As you turn the corner you see what looks to have once been a crude barricade. Metal tables had obviously once been set up to allow their use as cover and to try and hold back anything entering the hallway. The clanking sound you had heard is from a larger door than the one you left attempting to close and hitting what looks to be a metal canister. The door attempts to close, after hitting the canister it reopens and attemtps to close again.

The door is marked BLD-22-11. Each time it opens you get a look into what looks to be part of a large dimly lit room. Due to the doors placement you can only believe it opens into the room with the covered windows but also due to the doors placement you get an extremely limited view.
Okay, I take one of the metal tables and jam it into the door. I then take and examine the metal canister. Assuming it's not dangerous I then take a better look into the next room.
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Old Feb 3rd 2010, 6:50am   #82
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Quote:
You pull on the locker door, slowly exerting more and more force. Soon the metal begins to bend and then with a loud crack the hinges finally snap all at once. Thrown offbalance you stumble backwards and to the side, slip on a bit of blood, fall backwards, and the door impacts the equipment with a loud crash. There is silence for a moment before you hear a strange skittering sound echoing from the air vent.

Due to the wierd echo it's hard to know how far away whatever it is happens to be.
I enter the hallway, and close the door behind me. When I reach the doors at the end of the hallway, I walk through them, grab the canister, and let the doors close. I then proceed to carefully look around the room.
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Old Feb 3rd 2010, 12:22pm   #83
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(Just to give a note, when i refer to something as a Storage Locker this is what it looks like http://www.visualwalkthroughs.com/doom3/intro/43.jpg )

Quote:
Originally Posted by Asmodemus View Post
I try to put one of the metal tables in the doorway to keep it open, or whatever bits of the barricade I can at least. If it seems to hold well with no audible cracking things I go inside the doorway and bring the canister with me, because letting a canister full of unknown substance getting dented and opened doesn't sound like a good idea.
You wedge a table into the doorway. The table appears to hold with no damage. You climb over the table into the room and then pull the canister in as well.

The room is big, much larger than even the two rooms you were last in put together and the cieling is high above you covered in nearly impenatrable darkness. There are dozens of tables with restraints like the one you yourself were on not long ago. There are also dozens of tanks, each large enough to hold a full grown human and then some, they seem to at one time had a clear front but now they are all broken open, a bright light shines from the inside of each tank. The walls are mostly bare but along the west wall of the room you see a set of stairs leading up a level to what looks like a observation room above. Against the wall below the observation room is a what looks to be a huge metal storage locker.

You realize that the east wall would be the one with the windows. As you look there you can just make out some kind of metal shutters blocking the windows. But you can only see half of those windows, the other half look to be covered by some kind of substance that looks for all the world like a huge spider web.

The room has three doors, not counting the observation rooms, one is to far away to get a good look at being all the way across the room. The other is marked with BLD-22-9.

The center of the room is the most damaged, entire tanks had been torn from the floor and were lying haphazardly here and there. There are several objects scattered around there but you are to far away to be able to tell what they are.

There are several banks of equipment around the room but even from where you are you can see they are heavily damaged.

Quote:
Originally Posted by Citrakite View Post
I freeze to check what the noise is before slowly moving forward, my back against the wall. Seeing the jammed door I try to hear if anything's in there before I step over the canister.
You listen but hear nothing, it is completly quiet. Not even the sound of equipment.

The room is big, much larger than even the two rooms you were last in put together and the cieling is high above you covered in nearly impenatrable darkness. There are dozens of tables with restraints like the one you yourself were on not long ago. There are also dozens of tanks, each large enough to hold a full grown human and then some, they seem to at one time had a clear front but now they are all broken open, a bright light shines from the inside of each tank. The walls are mostly bare but along the west wall of the room you see a set of stairs leading up a level to what looks like a observation room above. Against the wall below the observation room is a what looks to be a huge metal storage locker. The corners of the room you can see have

You realize that the east wall would be the one with the windows. As you look there you can just make out some kind of metal shutters blocking the windows. But you can only see half of those windows, the other half look to be covered by some kind of substance that looks for all the world like a huge spider web.

The room has three doors, not counting the observation rooms, one is to far away to get a good look at being all the way across the room. The other is marked with BLD-22-9.

The center of the room is the most damaged, entire tanks had been torn from the floor and were lying haphazardly here and there. There are several objects scattered around there but you are to far away to be able to tell what they are.

There are several banks of equipment around the room but even from where you are you can see they are heavily damaged.


Quote:
Originally Posted by Draveziovas View Post
I open the hallway, and cautiously explore down it, keeping my machinegun club ready at all times.

(Also, where did that monster that attacked Hiver come from? The bentshut door, or the keypad open door?)
(The bent door.)

The door slides open to reveal a long hallway. The left side of the hall is solid concrete but the right has what look to be rectangular windows set at spaced out intervals. The hallway is lit by a dim red glow from spaced out emergency lights. There is nobody in sight.

As you walk down the hallway you notice the disturbing fact that every window appears to be blocked by something on the far side. Whatever it is looks metal.

As you continue down the hall you begin to notice shell casing littering the floor, the farther down the hallway you get the more casings there are. There are a few blood spots here and there but nothing like what you saw in the last room. So far there has been nothing of true note.

The hallway bends ahead, the walls are now peppered with bullet holes and the shell casing are much more numerous. As you get closer to the corner you can start to hear a metallic clanking noise.


Quote:
Originally Posted by knight1 View Post
( i believe it was the bentshut door)

i move a table or 2 to secure the open check out the canister and room keeping my club handy......
You wedge a table into the doorway. The table appears to hold with no damage. You climb over the table into the room and then pull the canister in as well.

The canister is appears to still be structurally sound and you can see a place for a hose to attach to the top of it. The tank's contents are unkown but as you look on the bottom of the tank you notice a small marking, much smaller than you would have been able to read before today. 'Property of Dysin Corp.' Though you search your mind you have never heard the name before. There are no other markings.

The room is big, much larger than even the two rooms you were last in put together and the cieling is high above you covered in nearly impenatrable darkness. There are dozens of tables with restraints like the one you yourself were on not long ago. There are also dozens of tanks, each large enough to hold a full grown human and then some, they seem to at one time had a clear front but now they are all broken open, a bright light shines from the inside of each tank. The walls are mostly bare but along the west wall of the room you see a set of stairs leading up a level to what looks like a observation room above. Against the wall below the observation room is a what looks to be a huge metal storage locker.

You realize that the east wall would be the one with the windows. As you look there you can just make out some kind of metal shutters blocking the windows. But you can only see half of those windows, the other half look to be covered by some kind of substance that looks for all the world like a huge spider web.

The room has three doors, not counting the observation rooms, one is to far away to get a good look at being all the way across the room. The other is marked with BLD-22-9.

The center of the room is the most damaged, entire tanks had been torn from the floor and were lying haphazardly here and there. There are several objects scattered around there but you are to far away to be able to tell what they are.

There are several banks of equipment around the room but even from where you are you can see they are heavily damaged.

Quote:
Originally Posted by Les View Post
I take the two intact charts, if they are small enough I add them to the clipboard, if too large I roll them up and stuff them in one of the labcoat's pockets, the shockproof container is in another pocket, I carry the clipboard. After hearing the next 'whump' I open the left door and try to close it behind me, then cautiously explore down the hallway.
The charts are to large for the clipboard but fit in your pocket.

The door slides open to reveal a long hallway, you quickly close the door behind you. The left side of the hall is solid concrete but the right has what look to be rectangular windows set at spaced out intervals. The hallway is lit by a dim red glow from spaced out emergency lights. There is nobody in sight.

As you walk down the hallway you notice the disturbing fact that every window appears to be blocked by something on the far side. Whatever it is looks metal.

As you continue down the hall you begin to notice shell casing littering the floor, the farther down the hallway you get the more casings there are. There are a few blood spots here and there but nothing like what you saw in the last room. So far there has been nothing of true note.

The hallway bends ahead, the walls are now peppered with bullet holes and the shell casing are much more numerous. As you get closer to the corner you can start to hear a metallic clanking noise.

Quote:
Originally Posted by Harbinger View Post
Okay, I take one of the metal tables and jam it into the door. I then take and examine the metal canister. Assuming it's not dangerous I then take a better look into the next room.
You wedge a table into the doorway. The table appears to hold with no damage. You climb over the table into the room and then pull the canister in as well.

The canister is appears to still be structurally sound and you can see a place for a hose to attach to the top of it. The tank's contents are unkown but as you look on the bottom of the tank you notice a small marking, much smaller than you would have been able to read before today. 'Property of Dysin Corp.' Though you search your mind you have never heard the name before. There are no other markings.

The room is big, much larger than even the two rooms you were last in put together and the cieling is high above you covered in nearly impenatrable darkness. There are dozens of tables with restraints like the one you yourself were on not long ago. There are also dozens of tanks, each large enough to hold a full grown human and then some, they seem to at one time had a clear front but now they are all broken open, a bright light shines from the inside of each tank. The walls are mostly bare but along the west wall of the room you see a set of stairs leading up a level to what looks like a observation room above. Against the wall below the observation room is a what looks to be a huge metal storage locker.

You realize that the east wall would be the one with the windows. As you look there you can just make out some kind of metal shutters blocking the windows. But you can only see half of those windows, the other half look to be covered by some kind of substance that looks for all the world like a huge spider web.

The room has three doors, not counting the observation rooms, one is to far away to get a good look at being all the way across the room. The other is marked with BLD-22-9.

The center of the room is the most damaged, entire tanks had been torn from the floor and were lying haphazardly here and there. There are several objects scattered around there but you are to far away to be able to tell what they are.

There are several banks of equipment around the room but even from where you are you can see they are heavily damaged.

Quote:
Originally Posted by MightyDwarf View Post
I enter the hallway, and close the door behind me. When I reach the doors at the end of the hallway, I walk through them, grab the canister, and let the doors close. I then proceed to carefully look around the room.
The door slides shut behind you and you hear a clunk after it closes. Glancing at the keypad on the door you notice it now is marked Locked.

The room is big, much larger than even the two rooms you were last in put together and the cieling is high above you covered in nearly impenatrable darkness. There are dozens of tables with restraints like the one you yourself were on not long ago. There are also dozens of tanks, each large enough to hold a full grown human and then some, they seem to at one time had a clear front but now they are all broken open, a bright light shines from the inside of each tank. The walls are mostly bare but along the west wall of the room you see a set of stairs leading up a level to what looks like a observation room above. Against the wall below the observation room is a what looks to be a huge metal storage locker.

You realize that the east wall would be the one with the windows. As you look there you can just make out some kind of metal shutters blocking the windows. But you can only see half of those windows, the other half look to be covered by some kind of substance that looks for all the world like a huge spider web.

The room has three doors, not counting the observation rooms, one is to far away to get a good look at being all the way across the room. The other is marked with BLD-22-9.

The center of the room is the most damaged, entire tanks had been torn from the floor and were lying haphazardly here and there. There are several objects scattered around there but you are to far away to be able to tell what they are.

There are several banks of equipment around the room but even from where you are you can see they are heavily damaged.
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Old Feb 3rd 2010, 1:09pm   #84
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I take a good look at the canister. Then I proceed to explore the room. I start with the various objects scattered on the floor, after that I check the equipment banks, some of it may be operational.

If I find something useful, I take it with me. If the none of the equipment is operational, I check the windows, and after that - the far door.
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Old Feb 3rd 2010, 1:50pm   #85
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walking in slowly moving toward the storage locker, using all my sense (old and new) and scan the room........
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Old Feb 3rd 2010, 2:54pm   #86
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(Assuming that the clanking noise I hear is the canister that was mentioned earlier,) I carefully approach the clanking noise, and when I find the canister, I carefully remove it from the floor, stick my hand on the door to open it, and read the canister, before entering the room the door open into. I examine the room carefully, making sure to look everywhere as I go, in order to have some warning if one of the other projects show up.

Assuming I find anything, I open/examine/unload/reload(if working)/stick in the labcoat bag I'm carrying.
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Old Feb 3rd 2010, 3:05pm   #87
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I examine the canister then go examine the storage locker, trying to open it and if it's locked use the various codes I've gotten to see if they work. Meanwhile I keep an ear out for anything moving and you can assume that with every action I take I'm staying the hell away from the spider web unless I specifically say otherwise.
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Old Feb 3rd 2010, 4:12pm   #88
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I continue down the hallway and carefully peer around the corner at the bend.
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This is Tabi we are talking about here. The guy modified Goatse into an internationally recognized martial arts form.
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Old Feb 3rd 2010, 4:45pm   #89
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I'm going to attempt to open the locker. If it's locked I'm going to look around the room and observation room for the key and/or combination. If none are found then I try to rip the door off.
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Old Feb 3rd 2010, 5:05pm   #90
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(Given the web action I do not want that door locked with me still in the room)

I cautiously move to the center of the room checking for more webbing or streaks like something was dragged away and inspect the items. Assuming I don't trigger a silk doing so I'd go check out the storage locker.
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Old Feb 3rd 2010, 5:09pm   #91
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I open the door and slowly advance down the hallway.
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Old Feb 3rd 2010, 8:08pm   #92
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(This one took me longer than normal, kept getting distracted by things.)


Quote:
Originally Posted by MightyDwarf View Post
I take a good look at the canister. Then I proceed to explore the room. I start with the various objects scattered on the floor, after that I check the equipment banks, some of it may be operational.

If I find something useful, I take it with me. If the none of the equipment is operational, I check the windows, and after that - the far door.
The canister is appears to still be structurally sound and you can see a place for a hose to attach to the top of it. The tank's contents are unkown but as you look on the bottom of the tank you notice a small marking, much smaller than you would have been able to read before today. 'Property of Dysin Corp.' Though you search your mind you have never heard the name before. There are no other markings.

You move the center of the room, though the emergency lights are dim the lights from the various tanks give more than enough illumination to see by, and enough to tell that what happened here had been one hell of a fight. There are items scattered around, many are broken but there are some that look intact. The first is a flashlight and after a quick test, with the light angled to keep it hidden, you find out the flashlight works perfectly. The next thing you find looks to be a large touch screen PDA unfortuantly it appears to be out of power. The last is a lighter.

You can find nothing operational in what you examine, it appears to be mostly full of bullet holes but there are also some that are smashed nearly flat as if a massive fist impacted them.

The windows are covered with metal shutters and you can see no way to open them. After moving along half of them your way is blocked by webbing. Unable to examine the rest of the windows you move around the webbing heading for the far door. As you get closer to the door you notice the webbing now covers the other wall as well. You notice several bundles in the webbing that look like human beings wrapped in a silk cocoon. The door is marked BLD-22-10. The display on the keypad doesnt say say that the door is locked so it should open.

Quote:
Originally Posted by knight1 View Post
walking in slowly moving toward the storage locker, using all my sense (old and new) and scan the room........
You move towards the storage locker trying to keep alert. You hearing is much better than it has ever been and you still hear nothing dangerous. The Storage Locker is marked SL-098 and requires a code to open.

Quote:
Originally Posted by Draveziovas View Post
(Assuming that the clanking noise I hear is the canister that was mentioned earlier,) I carefully approach the clanking noise, and when I find the canister, I carefully remove it from the floor, stick my hand on the door to open it, and read the canister, before entering the room the door open into. I examine the room carefully, making sure to look everywhere as I go, in order to have some warning if one of the other projects show up.

Assuming I find anything, I open/examine/unload/reload(if working)/stick in the labcoat bag I'm carrying.

You grip the canister pulling it from the doorway and then try to stop the door only to have it push onwards. At the last second you jerk you hand out of the way and the door shuts. The clunk from the side of the door sounds bad and a quick look at the keypad shows the door is now locked. The keypad look partially damaged on this side of the door.

The canister is appears to still be structurally sound and you can see a place for a hose to attach to the top of it. The tank's contents are unkown but as you look on the bottom of the tank you notice a small marking, much smaller than you would have been able to read before today. 'Property of Dysin Corp.' Though you search your mind you have never heard the name before. There are no other markings.

You quickly go through your situation, the room you left has a door you cant open, and the only other door of use leads here.

(Unlike the only other one to try the hand trick you removed the canister before trying to hold the door and before entering the room. But i will tell you that there are several ways out of this situation, just so you dont think your done for here. )


Quote:
Originally Posted by Asmodemus View Post
I examine the canister then go examine the storage locker, trying to open it and if it's locked use the various codes I've gotten to see if they work. Meanwhile I keep an ear out for anything moving and you can assume that with every action I take I'm staying the hell away from the spider web unless I specifically say otherwise.
The canister is appears to still be structurally sound and you can see a place for a hose to attach to the top of it. The tank's contents are unkown but as you look on the bottom of the tank you notice a small marking, much smaller than you would have been able to read before today. 'Property of Dysin Corp.' Though you search your mind you have never heard the name before. There are no other markings.

The Storage Locker is marked SL-098 and requires a code to open.. You use several codes and find the one from the note under the vials unlocks it. The front rolls up to show that it is mostly empty, there is enough dust inside to show that there had been quite a bit more stuff there but there is less now.

You find two small boxes marked as medkits, a look inside one shows five syringes filled with different colored liquid along with bandages and other normal medical emergency things. The syringes are labeled as medical aid and on a piece of paper in the box they are listed to aid in the fighting off of poisons, venom and toxins, and some are to increase the healing speed of the patient.

There are several flashlights and a box of batteries.

On the bottom shelf there are a couple scattered bullets and open and empty boxes. It's likely the thing had held ammo and possibly weapons but people had cleared it out earlier.

Quote:
Originally Posted by Les View Post
I continue down the hallway and carefully peer around the corner at the bend.
As you turn the corner you see what looks to have once been a crude barricade. Metal tables had obviously once been set up to allow their use as cover and to try and hold back anything entering the hallway. The clanking sound you had heard is from a larger door than the one you left attempting to close and hitting what looks to be a metal canister. The door attempts to close, after hitting the canister it reopens and attemtps to close again.

The door is marked BLD-22-11. Each time it opens you get a look into what looks to be part of a large dimly lit room. Due to the doors placement you can only believe it opens into the room with the covered windows but also due to the doors placement you get an extremely limited view.

Quote:
Originally Posted by Harbinger View Post
I'm going to attempt to open the locker. If it's locked I'm going to look around the room and observation room for the key and/or combination. If none are found then I try to rip the door off.
The Storage Locker is marked SL-098 and requires a code to open. It is currently locked.

You move quietly and quickly around the room and find little of use. A lighter and flashlight and powerless PDA, the equipment in the room appears ruined. Though you keep a good distance from the webbing you are able to make out what look like human sized cocoons hangning here and there in the webbing. The room looks mostly trashed, some of the tanks, and even a few spots on the walls look to have massive imprints from a fist in them.

You move to the left side stairs and begin to climb up to the observation room. Partially up the stairs you feel the slightest tug against your foot as you step up to the next step. Something was odd about that, a look down showed nothing you could see in the dim light, instinct was what made you look up.

Enhanced reflexes was the only thing that allowed you to fling yourself over the railing in time as something large dropped from the darkness of the ceiling. You land on the floor as a spider easily matching you in size impacts the stairs. A second later another spider drops down to block the door you entered through and a third drops near the center of the room. They arnt trying to be silent now and you can hear skittering across the cieling above. They appear to be trying to get in position to drop on you.

Your mind quickly plots out your only escape routes. There are three, possibly four, doors able to be used. One on the far side of the room, as the webbing gets thicker that direction it's a good bet there are more spiders over there. The door closest to the one you entered from is also unguarded. The observation room has two sets of stairs each of which lead to a door, it's possible they are both unlocked but one stair set currently has a spider on it and the other could have one ready to drop there as well.

The skittering above is converging on your position and you realize you need to think, and move fast if you want to get out of here in one piece.


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Originally Posted by Citrakite View Post
(Given the web action I do not want that door locked with me still in the room)

I cautiously move to the center of the room checking for more webbing or streaks like something was dragged away and inspect the items. Assuming I don't trigger a silk doing so I'd go check out the storage locker.
(hehe. spiders are awesome trap setters.)

As you move along between the tanks you are examining the floor for any possible proof of danger. You notice several of the tanks werent tossed or knocked to where they are but appear to have been dragged somehow to create more open paths through the wreckage of the room. It likely would have been easy to overlook if you werent paying such close attention. At the center of the room you find a flashlight, a lighter, and a powerless PDA.

The Storage Locker is marked SL-098 and requires a code to open.

Quote:
Originally Posted by Entilza View Post
I open the door and slowly advance down the hallway.
The left side of the hall is solid concrete but the right has what look to be rectangular windows set at spaced out intervals. The hallway is lit by a dim red glow from spaced out emergency lights. There is nobody in sight.

As you walk down the hallway you notice the disturbing fact that every window appears to be blocked by something on the far side. Whatever it is looks metal.

As you continue down the hall you begin to notice shell casing littering the floor, the farther down the hallway you get the more casings there are. There are a few blood spots here and there but nothing like what you saw in the last room. So far there has been nothing of true note.

The hallway bends ahead, the walls are now peppered with bullet holes and the shell casing are much more numerous. As you get closer to the corner you can start to hear a metallic clanking noise.
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Old Feb 3rd 2010, 8:26pm   #93
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I mutter "Crap, spiders, I hate spiders"

I see if the doors marked BLD-22-9 are locked

I then open the storage locker with the code's I have, and I loot it. After that - go to the observation room.
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Old Feb 4th 2010, 12:51am   #94
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I pocket the PDA, Flashlight and lighter. Moving to the storage locker I see the number and something clicks in my head from the locker note. Checking it I use the code to open it and take the 2 med kits, another flashlight (shit happens) and the box of batteries.

(Let's see folded up papers, a half magazine of SMG ammo, 2 med-kits, a spare flashlight, a pda, a lighter and a smaller flashlight. Even with a breast pocket or two my lab coat has got to be getting full.)

I stop to think about where to go as there are 5 doors here. I can go back out the one I came but I'd have to dismantle the barricade which would waste a lot of time and I don't want to be in one place too long with whatever bent up the door still out there. The Webbed door seems a trap or worse leads to a silk hive. So either the door on this level or the observation lounge. Figuring I should check this floor out before moving up I go to the door closest the one I came in and check for a keypad to see if I can open it. I do so from the side so I'm not standing right in front of it though if I can.
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Old Feb 4th 2010, 12:55am   #95
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I draw my knife and very slowly advance down the hallway. Bracing myself to run I toss one of the shell casings around the corner.
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Old Feb 4th 2010, 1:58am   #96
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I take the stuff from the locker and try to organize it the best I can with my other inventory. Then I use a flashlight to check the items in the center of the room, once I see that they aren't bodies or anything I go over carefully and pocket them too. If I can't carry anything I put it in the storage locker for now.

I then look over at the other door that was across the room to see if I can examine it from my current position, then go over and examine the BLD-22-9 to see if it has anything of note about it, if not then I raise my gun-club in one hand and try to open the door with the other.
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Old Feb 4th 2010, 3:32am   #97
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You grip the canister pulling it from the doorway and then try to stop the door only to have it push onwards. At the last second you jerk you hand out of the way and the door shuts. The clunk from the side of the door sounds bad and a quick look at the keypad shows the door is now locked. The keypad look partially damaged on this side of the door.

The canister is appears to still be structurally sound and you can see a place for a hose to attach to the top of it. The tank's contents are unkown but as you look on the bottom of the tank you notice a small marking, much smaller than you would have been able to read before today. 'Property of Dysin Corp.' Though you search your mind you have never heard the name before. There are no other markings.

You quickly go through your situation, the room you left has a door you cant open, and the only other door of use leads here.

(Unlike the only other one to try the hand trick you removed the canister before trying to hold the door and before entering the room. But i will tell you that there are several ways out of this situation, just so you dont think your done for here. )
I continue on, exploring the rest of the hallway, continuing to keep my club at the ready.
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Old Feb 4th 2010, 4:08am   #98
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I run back the way I came. I know there's a table wedged in that door and those other doors might not be unlocked, and if I have to face giant spiders I'd rather it be at a chokepoint.
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Old Feb 4th 2010, 5:16am   #99
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i continue to move around the room staying away from the webbing picking up useful items and secure them, ending back at the storage locker (hopefully find some shoe lol) going threw the codes to open the storage locker when open check it for item and weapons escape or maps and shoe, clothes, and bags.........
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Old Feb 4th 2010, 6:33am   #100
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I scoure the barricade and inspect the door, see if I can get it to open properly and if so salvage the container and examine it..
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