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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 01, 2015 7:48 pm 
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So what now?

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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 01, 2015 8:04 pm 
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should we turn the Myst-like red wheel?

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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 01, 2015 8:08 pm 
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Which direction do you turn it?

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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 01, 2015 8:34 pm 
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the way that turns off the flow from the GZ :wink:

If turning it one way doesn't work then we turn it the other way *fingers crossed*

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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 01, 2015 8:59 pm 
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Ok you turn it off, what now?

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 Post subject: Re: Adventure III: Exile
PostPosted: Tue Feb 03, 2015 9:31 am 
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look at "generator status" again?

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 Post subject: Re: Adventure III: Exile
PostPosted: Tue Feb 03, 2015 3:00 pm 
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"All secondary generators are in mode 7[reprupised] .Primary generator on-line! GreatZero pipeline(GZP): 0%"

What do you do?

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 Post subject: Re: Adventure III: Exile
PostPosted: Tue Feb 03, 2015 4:31 pm 
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I have no idea! Try "special function"?

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 Post subject: Re: Adventure III: Exile
PostPosted: Tue Feb 03, 2015 4:38 pm 
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You hit special function, you are prompted for a code, I guess we need to use the reperpuse code. It is asking you to finalize? You hit 'yes' but you get 'error#123456: Contact network admin for help'. What do you do?

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 Post subject: Re: Adventure III: Exile
PostPosted: Tue Feb 03, 2015 4:54 pm 
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I am stumped! Can we ask Jasmine?

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 Post subject: Re: Adventure III: Exile
PostPosted: Tue Feb 03, 2015 5:02 pm 
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I would suggest we wait and see if anyone else know what to do but I don't think they would know either.


Jasemine: "I really don't know what to do but the generator is reperpised even if we can't finalize. Maybe we should give up and move on".

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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 08, 2015 3:52 am 
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It seems like your a bit confused. You may leave the generator now it has been repurposed, as long as the army does not find out it will stay that way. Finalastaion makes sure no mater what is done nobody can change what the generators do. This is what you have been told. You where supposed to give up and move on and try and leave the area. Sorry for confuting you by making you think there was something to solve. You here some commotion outside and decide you can't stay any longer.


Outside you see a soldgear he is old and has many metals as if he has been in service for a long time. He has a pained expression on his face. He takes out a gun and points it at a member of the party...

The party VS soldgear

"Make the generator work as it was intended or I will kill him! The code for this is 17760...

You notice he is wearing a badge that says "General Bill Murdoch".

Try and figure a way out or decide to do as he says the choice is yours. No mater what you do, I promise things will play out for the best ;).

What do you do?

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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 08, 2015 7:52 am 
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Maybe the code will let us make the re-purposing permanent? Shall we try it? At least that way no-one gets killed.

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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 08, 2015 1:34 pm 
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let's try the code then

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 Post subject: Re: Adventure III: Exile
PostPosted: Sun Feb 08, 2015 3:47 pm 
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You turn around and bill follows you in. You enter the code with bill watching and finalize appears. It says 'Setting generating to active mode'.(the mode that powers the weapon). It asks you to fininalzie(make the changes permanent) and so you decide to co-operate and hit 'yes'. You hit 'yes' but it does not work, it has an error like before . Bill then turns around. He then turns around again. He makes all kinds of faces as if he is contemplating something. Jamie 2.0 says "You know how to finalize it don't you? but you don't really want to do this, do you?". I think Jamie suspects that it was Bill who gave you his own journal, but why? In the journal he said he may have to do something he did not like, maybe he wants your help to stop him but how?

Bill puts the gun away and says "How bad will this wepeon be is it worth completing?". You tell him what you feel about the weapon and about all the insiders you have met. Bill then says "Hmm... that's pratically the whole team, I might be able to make the 'higher ups' halt the project with that knollage." Bill then walks in front of the machine himself entries the repurpise code. He gets the error prompt and goes to the back of the generator where there is a service panel, he opens it fildels with some of the electronics and then hits yes. It works! "Ok now I have to call of the invasion of the cavern!"* Don't worry he take care of that.

* since that IS how the story started!

Bill Murdoc has been 'defeated' and the last generator has been repupised!

Congratulations!

Bill was able to make a case to the higher ups and convince them of the dnagers of what they where doing. He also called off the invasion. Like in Kernel O' Neil in Stargate SG1 he got off with a 'slap on the wrist' even though he broke the rules! Bill can now show his face in cavern in again!

Well done!

Thanks for playing!



You all have a strange dream, it is one word 'Zaken', what could it mean? You have a feeling that you have solved one problem only to be presented with another... but that is another story for another day, you need some rest.

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