Note: This is a very non-linear game, so this is only one of many
possible ways through the story. Also, though never mentioned in the
documentation, a blue line at the bottom of the screen indicates a
path going down.
STARTING OUT AND DISARMING BOMB
Waking up, my body ached all over. A command from the last dream
still echoed in my head, one where I had surgery done by robots and
then one of them leaned down and said I was to find a criminal. As if
I didn't get enough of that in my job as a cop. I G ROANed, the
achiness went down to the bone. I'd just starting to become aware that
I wasn't on a bed after all when a voice told me to wake up. Since my
last live-in was months ago and had a definite feminine voice, I
jumped up quick and confronted a 'bo t. I didn't recognize the model,
but they were still new enough not to be common.
I'm still a bit dazed, but when it tells me I am now home, I get
PI**ED. Hey, my place isn't the Ritz, but it _is_ furnished and inside
a building, which I ain't. Then the bot starts screaming about
something called a Red Knight; the 'bot that shows up a nd blasts at
me definitely isn't a robo-buddy. Not grasping what's going on yet,
but figuring the little 'bot knows the score, I let the robot take me
out of there by heading to the right.
As soon as the tin trigger is out of sight, I jump off and get
some answers from the 'bot -- Wattson, by name. I'm pretty EDGY, but
then who wouldn't be waking up in what looked like the Amazon, but
with buildings in the distant that look like those in D .C.? Wattson
tells me I'm in something called the Human Zoo. Telling Watson to GO
AHEAD and spill his databank, I find out I've been dumped in the zoo
to find a human that is terminating local robots. I've been given a
laser pistol, so at least I have so mething to work with. Then Wattson
tells me there is a bomb embedded in my body to "motivate" me, and
I've got only 12 hours to find the guy. Lovely.
Still, Wattson says there are only 7 people in the zoo -- zoo
maintenance personnel? The prime suspect is Valerion, hiding out in
the Stone Man Shelter (weird name!). Looking at the paper map, that
would be building 1. To get there, I head down until I h it the red
laser fence, then left until I come to the capped corner of the fence,
then down again. Wattson is good enough to remind me that I don't have
much time left: what a bud.
I'm at the southernmost part of the gate, in a corner of the gate
around building 14. Heading left I come to a view of a building that
must be the Stone Man Shelter. I head for it and take a left at the
blue/gray lake.
In addition to the paper map, it sure helps to USE MAP that
Wattson had on his console; shows me exactly where I am. Sometimes I
run into a Red Knight, but I quickly learn that Wattson can move fast
enough to simply outrun them. Those Knights would never make it on the
force: their aim is terrible.
MEETING DOCTOR VALERION
I go left across the meadow and come to the Lincoln Memorial! But
what is it doing in a jungle? I head into it. (Notice that you come
out of the blue line on right). The statue looks funny; I move closer
for a better look and realize the statue is starti ng to decay from
age. What's going on? Wattson is yapping about a door, but I don't pay
any attention until a beam comes out and seems to freeze him. Then I'm
knocked out and wake up with a man that I assume is Valerion standing
over me. I CURSE my own s tupidity at getting caught. Valerion talks
like a doctor; he mentions someone named Johnnie (an accomplice?). He
claims to have disabled a bug in Wattson and releases me.
I get up cautiously. He wouldn't set me free unless he had the
upper hand. This is the first human I've seen today, so I decide to
TALK to him and get some answers. I identify myself; it's a relief to
know that he's also disabled my bomb, but then Valeri on tries to
recruit me to join him in destroying robots. Hey, I don't like robots,
either, but they are someone's property.
Not knowing which way this guy will jump, I play it FACTUAL and
let him know I am a cop. His claims make him sound like a nut case,
yet the Lincoln statue and the jungle outside start raising doubts, so
I STAY to hear more. Wattson butts in and confirms that the Great
Freeze took place centuries ago. I get a bad feeling about all this.
Valerion, or rather Dr. Valerion, goes on about rebellion against the
robots. Wattson interjects that Interface would have us all killed.
I'm not buying any of this yet, so I try to COOL the idea; one guy
with a pistol is not about to take on the world...or a zoo.
So Doc whips out a 10Mv laser rifle. He then tries to goad me by
mentioning a much stronger weapon, claiming I'd be too weak to use it.
I'd used that kind of line myself to motivate someone, so I blew it
off with a WITTY response. Sure enough, he gave me more information on
this Detectron weapon. He claims to have a piece of it. Wattson claims
the doc is mad and I have to AGREE.
I decide to look around a bit while I try to work out what to do
next in this jung...no, in D.C., supposedly. The 'bot seems to have
some information, so I TALK WATTSON. I learn about Atom Guards, Red
Knights, and Funnelheads. Great, a planet of 'bots!
MEETING BINKLEY
I USE WATTSON and head to building 8. I get off Wattson and head
toward a huge door, then realize it's a video screen. Wattson asks how
I'm doing; this whole thing is CRAZY and that's how I answer; I don't
care at the moment. Suddenly, the screen comes t o life and I get to
meet another denizen of the Zoo, Edsel Binkley. WRIER than I should,
perhaps, I make a crack about his name. The guy flares up like a
punker's hair on an electric blowout; he claims the library is his,
even though the 'bot says it's t he Natural History museum. The screwy
'bot is a great straight man. I give it a STUDLY answer to its
question about fear.
Binkley is a heck of a lot more antisocial and whines at me to
go. Sounds like a good idea to me, but he's someone I might get
information out of, so I CAJOLE him. I tell him he's a great guy,
ABSOLUTELY, BLUFFing him by telling him everyone talks about "his"
museum. The kid's starting to tick me off, so I try pushing him by
telling him Valerion thought he was an idiot. Yup, that works. He
spills about the things he knows. I ask about the UNDERGROUND, but Mr.
Social gets his nose out of joint because he knows something I don't
and shuts off the display. Smug little twerp.
CY AND THE DETECTRON BODY
I head into building 3, but quickly head out when I encounter
some kind of mobile plant that attacks me and seems to ignore the
laser.
Moving on, I come to a lake with building 4 off in the distance.
It's a nice day, so I ride over to it by going around the lake. I'm
amazed by the decay inside. Wattson cries out when this robot body
there starts moving; it looks kinda like a Red Knight, so my training
kicks in and I FIGHT it. It falls over after a few shots and it's then
I notice it's labeled "Detectron," part of the device that screwball
Valerion was talking about.
I barely stop myself from shooting when the robot starts moving
again, and jump when a small kid crawls out of the shell! Never been
very good with kids, but I try and TALK with her. I learn about a lady
named Candy who appears to be friends with the ki. .er, Cy, and
another lady named Memo who is definitely not Cy's friend. I'm still a
cop, so I tell her I'll HELP HER. The kid still seems worried -- but
satisfied -- and crawls off. With the Detectron body in front of my,
I'm starting to have second thou ghts about Valerion; I grab the
Detectron body and head out.
MEETING MEMO
I head back around the lake and enter building 10. I hear
machinery in the distance, coming from the left door. Following the
sound through about six rooms, I come to what looks like a control
center. I notice what looks like building 12 on the screen as I head
down the left stairwell. A woman orders me to stop. She appears a bit
militaristic, so I decide to identify myself PROFESSIONALly. This is
Memo, the lady Cy is afraid of. Taking a FIRM stand on Cy's defense, I
get INCENSED when she insists it was her right to use the child. This
isn't my world and I could just back down, but I'm a cop and that kid
needs help so I PUSH IT. Not too surprising, I get kicked out -- Avery
Zed: Diplomat!
MEETING CANDY LARKO
Wattson and I head to building 12, but can't seem to find an
accessway in front of the building. Best to case the building and look
for another way in. I head right, enter the left path in some brush,
take the left path up, and then go right. Taking the right path again,
I come to the laser fence. Heading left a while, I find a door at the
back of the building (look for the blue line at the bottom of the
screen). Odd, the same sounds as in Memo's place are here. Following
essentially the same route, I c ome to what looks to be the same room,
except the building on the screen is building 10 and there appears to
be no one here. But then a woman, like a much younger Memo, pops up
from behind a chair and starts spewing abuse like a spoiled brat...or
my ex-w ife with her lawyer.
I try to be NICE and she responds with more abuse. Well, it's
usually best to deal with folks at their own level, so I get ANGRY and
a bit abusive myself. I try to explain that I wasn't with Memo, when
another vitriolic stream comes out of her mouth. She seems to prefer
crudity and emotionally seems like a young teenager. I SPIT and she
seems to approve. She identifies herself as Candy Larko, a Memo clone.
The distance in centuries between us becomes obvious as I use a slang
term that confuses her. I ma ke some flippant comment about FLORIDA
that she seems to enjoy, and Wattson seems to think I'm on her good
side now. Just as we seem ready to get a dialogue going, she screams
and cowers. I admit I was caught flatfooted; I just babble "Whaaa...?"
as she screams of being attacked. Wattson suggests we leave and I have
no problem with that idea.
BUILDING 11 AND ZAPMAN
Ending up back in front of building 12, I decide to head down to
building 11, going around the jungle and walking near the blue lake.
Problem is, there isn't an entrance for this building. Looks like the
robot keepers didn't want humans playing with anyt hing inside. With
no way in, we head over to building 9. Once inside, going left through
several rooms I come to what looks like a full life-support unit.
Wattson (bless his little tin heart) contradicts me; this bozo is in a
VR computer gaming machine, preferring to interact with a computer
than deal with the real world. Wattson feels he'd be useless to us and
I tend to agree, but he's been living here longer than I have, so I
try talking to him, and get brushed off. I'm AMUSED when he tells me
to scra m; so he tells the nearby Atom Guard to attack -- I gotta
learn to keep my trap shut. Fortunately, the robot looks like its
warranty expired a few centuries ago -- it's just so much junk. This
must have traumatized the clown, for he flips back on the mac hine and
is oblivious to us again.
Wattson points out that nerds like this guy think more of
machines than humans. This guy wants to BE a machine. I have to admit
that with that reasoning, Wattson would be SURE to do better than me,
so I BITE when Wattson offers a proposal. We do a little role-playing
where he's the boss and I'm his servant. I even SHAM a bit to keep in
character, though I decide that later I'd make sure the 'bot knew who
the boss really was. The nerd seems to accept this situation, but then
gives us the bum's rush.
Rather HEATEDly, I jump on Wattson, but Wattson assures me that
next time I'll find him ready to talk. I have a better idea. If this
guy was like the hopheads I had to deal with, he has no clue about
time. Exiting the room and then coming back, the guy t hinks days had
gone by and is willing to answer a question. Asking Zapman about RED
KNIGHTS, I learn that a disrupter can stop them. He clams up again, so
I repeat the process and get a description of INTERFACE. It's a rather
CONFUSED dialogue and I deci de I've had enough.
MEETING JOHNNIE
Once outside, we go over to building 7. Eventually (go right,
enter the right back door, go right), we find a girl and an Atom
Guard. Real pretty, too, the girl, not the guard. She was quick and
cool, and her guard lost no time grabbing me. I have a hunc h, and
make a WITTY remark; she makes a decision and has the guard let me go.
I follow my hunch and make an offhand remark about Emily Post. Bingo!
She's one of the good-lifers. I make another WITTY remark and there is
a brief smile, then she turns on th e no-nonsense mode and puts the
pressure on. I tell her my name is AVERY and that I'm a D.C. cop. She
seems totally unimpressed and has Bruno, her robot, escort us out.
Wattson proves the difference between humans and robots when he gets
the idea she lik es me. Come to think of it, I wish he was right.
MEETING HARRY
Between #7 and the gate, there are some ruins; I decide to check
them out. But as we enter them, the floor collapses and I fall, along
with about a ton of dirt and debris. Regaining consciousness, I try to
MOVE, feebly at first, then stronger. When my he ad clears, I find
myself free of the debris. I thank Wattson for getting me out, but he
tells me someone called Harry the Subhuman got me out. Uh-huh. Anyway,
I seem to have found the Underground, even if it is merely an old
subway tunnel instead of a gr oup of people. We head left.
VALERION ROUND 2, 3, AND 4
Eventually, the tunnel leads back to Dr. Valerion. We drop off
the Detectron body. Valerion mutters to himself "I just hope it fits,"
which makes me suddenly SUSPICIOUS about what or _who_ he intends it
to fit. Both he and his answer make me JUMPY. He tr ies to blow me
off. Obviously not impressed with my risking my life out there, I get
TOUGH; it does no good and Valerion leaves. I head out, but realize I
want to ask Valerion something. So, I head back to the statue. Of all
the PEOPLE he knows, I want t o ask about Johnnie, but when I hear
there really is someone called HARRY, I ask about him. Valerion is
surprised that I even know his NAME. I learn a little, make a JOKE,
and leave.
I get away from the statue, think about it for a second, and
decide, "What the heck?" go back, and ask Valerion about JOHNNIE. I
admit, YES, I've met Johnnie, which seems to annoy Valerion. Looks
like the doc has a crush on her. I TWEAK him about it (hey , I'm easy
to amuse). I may not be a SCIENTIFIC type, but I understand Valerion's
description of her, and he obviously knows I understand from the
comments he makes.
Me, I just play the INNOCENT. Wattson and I head out and (taking
the _left_ blue line) go back into the tunnel. Eventually, I come
across an odd, shaggy, man-like creature: Harry. I ask him for
INFORMATION about the CONES I met back in building 3. Harry gets on my
case about killing them; I start to get mad but then realize that
Harry might feel he has more reason to like the cones than me. It's
possible. I make a CONTRITE answer and he seems mollified. I ask for
his help, but he says the child Cy is th e one to go to. The damndest
thing happened then. Maybe it was the warmth of the place or the long
hours since I awoke, but I fell asleep while talking to Harry. When I
woke up, he was gone.
JOHNNIE, ROUND 2
Of all the people I've met so far, only Johnnie seems like a
normal -- albeit suspicious -- person, so I decide to meet with her
again. As I enter, the guard comes charging toward me. I consider
shooting it but don't for two reasons: 1) it seems likely t hat the
Atom Guard is protecting Johnnie and that she'll call him off; 2) from
what I've learned, nothing would even dent an Atom guard. So I decide
that it's best if I DON'T DRAW any weapons, but instead take it
casually. She seems to appreciate that, s o I continue to be FRIENDLY.
I ask her about DETECTRON, but she really doesn't know anything. When
I don't immediately have another question, she has Bruno escort me
out. All business, she is. Still, considering who she's had to deal
with before this, I guess I don't blame her...too much.
HARRY ROUND 2 AND DETECTRON HEAD
I still don't know how to deal with the cones, so getting the
head is out for now. I head back to the Underground to talk to Harry.
I find him at the right end. I tell him I'm doing WELL, but still
looking for Detectron parts. When he asks, I tell him th at YES, I
still need the head. Seems Harry, or rather a friend of his, has it.
I'm very GRATEFUL to Harry for giving it to me and I tell him so. In
my book, there's nothing sub-human about Harry.
ZAPMAN ROUND 2
With this wonderful start to the day, I decide to let things go
downhill and visit Zapman again. We do our little routine for him and
ask about the FUNNELHEAD robots -- scavengers that pick up anything
that comes in their path. It's likely that one of th em has come
across a Detectron part. They seem to stay mostly in the dense foliage
like the jungle or the scattered groups of trees and shrubs. The laser
rifle will destroy them, but wish I had a water gun too.
LARKO AND MEMO ROUND 2
I decide to continue reversing my path, checking up on Candy
Larko's condition. When I find out why she was warring with Memo, I
tell her it is DISGUSTING: now I'm really worried about Cy! Candy
doesn't understand my PROSE comment, but it is appropriate. Like so
many dark-haired folks, Candy seems to despise the idea of changing
over to blonde. I tell her that NO, I don't think it's silly,
myself...but nicely. Getting worried about Cy, I decide to talk to
Memo again.
Memo tries to blow me off, but I am FIRM, yet telling her "NO"
when she feels I am mocking her. I work hard to make her believe there
is NO WAY I am lying about this deal, and convince her (I think) that
I will try to get rid of the robots, but only if s he lays off the
kid, she agrees.
CY ROUND 2
I have to admit, I am quite PROUD as I inform Cy of the
agreement, even laughing when she makes me say "YES, I promise" twice;
cute kid. Cy surprises me when she offers to tell about the cones
without me asking. Remembering what Harry said, I ASK MORE qu estions.
I'm a bit LACONIC when her information is that they "hurt bad," but
when she mentions that Memo says they hate slime-goo, I decide to
LISTEN some more. The kid surprises me again and asks me if I want her
slime-goo gun. I give her an OKEY DOKEY and a grin.
BINKLEY ROUND 2
After that I head us back to Binkley Manor. Heading up to the
screen gets no response, so Binkley is still pouting. I get the
feeling he didn't turn the microphone and viewer off at his end, so I
tease him out. Telling Wattson a RIDDLE -- one of those TI MELESS
Chicken jokes -- I intentionally mess it up, knowing an insecure type
like Binkley will have to show his vaunted "superiority" by correcting
me. It works, yet when I ask about the Detectron HELMET INFO, I have
to SOFT SOAP the guy, try to butter h im up. Like most, he doesn't
give anything away. I try using the FREEZE INFO and bingo! Seems the
dope doesn't even know anything about history after all. He must think
I'm an idiot when he wants me to give my info first: of course he'll
then renege on t he deal. I INSIST HE GO FIRST and I learn the helmet
is in the Natural History museum. Just to throw him a curve, I tell
him Memo knows about the Freeze. I'm sure she's old enough and
intelligent enough to know about it, and the concept of the two of the
m dealing with each other amuses me.
TOUR ROBOT
I realize I hadn't been to building 2, so I head there. I find a
robot that I try to TALK to. Sounds like a tour robot: I let Wattson
attempt to link up to see if the robot has acquired any useful info,
after Wattson tries to EXPLAIN what the link does. However, once
Wattson does establish the link, the robot just walks into the next
room. We follow and I try to TALK to it again. I keep following it and
trying to talk to it through each room. Eventually, the tour has to
end. In a dead end it seems to ru n down. I QUERY the robot and it
admits it can't go any farther, and that it has some information.
I ask about DETECTRON and it mentions that two people know about
pieces: the one in the Old Human Junk Center and the one in the Place
For Exhibiting Trash (see paper map). We head out.
MEMO ROUND 3
I head back to Memo and ask her about the FENCE, wondering if
there is any way past it. She mentions that there is a weak spot and I
press her for MORE INFO. Despite her obstinate and obnoxious attitude,
I find out there is a gate leading to building 13. At this point she
tries to clam up, so I goad her by saying, extremely sarcastically,
"SO?" then make a JOKE to take the edge off: this is one woman I DON'T
want as an enemy.
JOHNNIE ROUND 3 AND 4
After Memo, I can use a little civilization (or at least that's
how I rationalize it), so I head back to Johnnie. At least my off-hand
comments get a smile out of her; YES, I enjoy talking to her. She
admits to being upscale society, but hey, I won't hol d that against
her. You don't work as a D.C. cop without learning the rules: she's
the type that one uses the light touch on, keep everything amusing. I
tell her I dropped by in case BRUNO needed practice. She opens up a
bit and mentions the Underground. I know about it already but I'm
pleased she mentions it. For the first time she invites me back as I
leave. Yup, it's a good day.
I realize I'd forgotten to ask her about Detectron, so I head
back inside the building. I'm surprised that Bruno isn't around.
Johnnie seems rather wistful -- odd after our banter earlier -- and I
wonder if she is homesick. A little 21st Century banter h elps. When I
mention food, she comments on those cruddy food pellets that she
detests. ME TOO. We talk about old-time social dining for a bit, then
the light in her eye dies, wistfully calling it all a dream. I tell
her I DISAGREE: I plan on trying to se e that light in her eyes again.
I got back to business. The closest Detectron part that I know of
is the one in the Natural History museum, but Johnnie doesn't know
about it. I knew that with the slime gun I had now, I can go in but I
really don't want to wade in through all those cone s; I want another
way in if possible. I am disappointed that Johnnie is no help, but I
stay RELAXED and don't show it. She must have sensed it, though; she
suggests that maybe Harry can help. I take her advice.
HARRY ROUND 4
Back in the tunnels, I go right until I find Harry. Once again, I
stay RELAXED during the conversation, as Johnnie suggested. I ask him
if there's another way to BREAK IN, like a window or skylight. I think
my cool breaks a bit when I yelp "WHAT?" when h e casually mentions a
secret passage. Boy, was I GRATEFUL to Harry; it pays to be nice to
folks.
BUILDING 3 AND DETECTRON BRAIN
I change guns so I'm using the slime gun, then, walking to the
right, I find myself in building 3. Eventually (go down, right, right,
up), I find the Detectron Brain amidst the cone bodies. It surprises
me that Wattson thinks so highly of the brain. He c ompares it to his
own, but I guess things haven't progressed much with robots running
things. I retrace my steps and get back into the tunnel.
VALERION ROUND 4
Quickly, I change back to one of the laser rifles and take the
tunnel all the way back to Doc Valerion to deliver what I've got. I
figure I've been hard on the old guy, so I modestly tell him 'TWAS
NOTHIN' to get the parts I've got.
CY ROUND
Deciding it might be a good idea to check on Cy, I take the
scenic view from Valerion's place, around 14 over to building 4. She's
cheerful enough, kinda making me think of Johnnie. And _that_ reminds
me of COFFEE. I ask Cy if she'd seen some, thinking J ohnnie would
really appreciate some. No luck.
CANDY LARKO ROUND
Since I'm checking my charges, I swing by Candy. She is in a good
mood, good enough that I say "YOU BET!" when she proffers a joke.
Umm...yeah. Anyway, I ask her about the FENCE, faking ignorance by
saying NO when she asks if I know about the weak spot. She tells me
about the spot I already know about, but then mentions the number of
guards. My response sounds a lot TOUGHER than I feel, but what the
hey? Wattson, of course, ruins the entire attempt at machismo.
THE FOREST AND THE DETECTRON WEAPON
After discussing it, Wattson and I decide to start searching the
forest and zoo shrubbery to look for funnelhead stockpiles in case
there is a Detectron part there. It's long and tedious, but does turn
up some surprising things: laser pistols and rifles of varying
strength, a disrupter, and a watergun that works well on the
funnelheads but not on robots or poodles. As we search, I realize that
since the funnelheads are such packrats, if I come back later, the
items I've found would be gone and dropped s omewhere else. (In
essence, it appears that the placement of items in the bushes and
trees, including the Detectron part, is randomly generated when the
game starts.) I finally find the Detectron weapon in some bushes at
the northeast corner of the lake that is to the right of the jungle --
the last place we were going to check. Figures.
ZAPMAN ROUND 3
With only one piece of the Detectron system left, I feel good
even though I don't know where the last part is. Success is close and
Valerion can put finish and start up the Detectron robot. In fact, I
feel good enough to drop by and see Johnnie again, st rictly socially
this time.
But as I head over there, I decide to stop by and try to get more
information from Zapman. I remember the head robot, the one called
INTERFACE. Zapman informs us that Interface is on the other side of
the fence in building 13. A lot of what Zapman says d oesn't make
sense and Wattson obviously notices my CONFUSED look as he explains
further. Looks like getting out of here means going through the zoo's
head man....er, 'bot.
JOHNNIE ROUND 5 AND DETECTRON SERVO
Even after Zapman, I'm in good spirits. Dropping in on Johnnie, I
kid around and make a REQUEST. She's got her stiff upper lip on again,
but I persevere, keeping the banter FRIENDLY and continuing with the
dining memories. She finally smiles when I give her the BRITISH
"Ruggles the butler" routine. Keeping the conversation light and
FUNNY, we have a good time with a make-believe dinner. She really
seems to enjoy that. As I leave, she asks me to escort her to the
cotillion. Hot damn!
Then, she hands me the last remaining Detectron part: the servo!
One way or another, I'll make sure she has her cotillion, and that I'm
her escort!
DOC VALERION ROUND 5
Taking the Underground because it's quicker, we bring all the
remaining pieces to Valerion. I must be in good spirits if the
frivolous "YIPPEE!" I make in response to Valerion's praise is any
indication. So naturally, life has to dump on me in the form o f some
comments from Valerion. I get SUSPICIOUS when he hesitates to kick the
Detectron into gear. I'm STUNNED from the news, then get RED HOT with
anger at him when he says why. I GIVE IN to his reasoning only when he
points out the alternative.
Still, I'm impressed by Detectron and turn back into a YUKSTER
once I'm wearing it and have a chance to look it over. But, I'm
quickly PUZZLED when I can't seem to fire the weapon. Doc Valerion
gets pretty testy; I try to lighten things up with a NYUK or two;
doesn't work. I figure he's the doctor, and a few hours in the lab
should fix it, but he says he can't. When I ask WHY, he claims someone
damaged the Detectron brain beyond repair. After coming so close and
the recent emotional rollercoaster I've b een on, it's impossible to
keep the BITTERNESS away, and I get rather ANGRY. When Wattson
comments on how similar Detectron's brain is to his -- again -- the
doc and I both get CURIOUS about _how_ similar they are. Even for a
'bot, Wattson's no dope: I h ave to be pretty SUBTLE and SOOTHING with
him trying to get him to let the Doc experiment.
Poor little guy, guess I can't really blame him but the Doc gets
his way...again. After attaching Wattson to the Detectron system, I
tell Wattson to be PHILOSOPHICAL about the whole thing. Actually, once
the test starts he gets so excited I have to CHUCK LE.
BUILDING 13 AND INTERFACE
I run through the tunnels, heading back to Johnnie. I got to
admit, even I get a kick out of the feeble effects caused by any Red
Knights or Poodles we encounter. But when I get back to Johnnie's
place, she isn't there! It just doesn't feel right; I don' t think she
is very happy about leaving the building and Bruno's protection. A
nasty suspicion grows in my stomach that I might be too late with the
suit or that the suit caused her disappearance. Leaving the building,
we head toward building 13. I have to search the fence facing the
building while battling Atom Guards to find the gate, but they aren't
a problem. I finally find the gate (a gap in the fence) and enter the
building.
With Detectron's heightened senses, I hear machinery running and
charge toward the sounds through the deserted Capitol building (go
back, right, back, back), ending up in a room with a Keeper holding
Johnnie. Seeing her held by that tincan makes me churn inside, but I
drop back into the RELAXED negotiation method that I learned as a cop
and bide my time.
Once I see my opportunity, I don't hesitate and FIRE. Johnnie is
a bit mad, but I can tell it is basically stress; our stress levels
raise considerably when the electronics panel next to us starts
talking. This junk panel is Interface? What can I say? I throw it an
INSULT. Ya know, the way it talks reminds me of some of the creeps
from the old days. When it offers me a bribe, I act SLOW on the
upswing to stall for time: keeping Johnnie safe is paramount. It gives
me the usual "join-or-die" offer. I have no choice and REFUSE. The
subsequent shootout is no contest. Finally, the only LATIN phrase I
know is appropriate.
ENDGAME
Well, Johnnie and I talked about a CARIBBEAN vacation which I was
all for, but then she agreed when both Valerion and Wattson butted in
that there was a world to save. Those two are the biggest killjoys!
Can a robot have a human brother?
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