Trouble in the Wasteland: Difference between revisions
New page: {{underconstruction|comment=not complete, formatting}} 1. Visit Twilight Police Department after level 8 "Hey kid, I'm glad you showed up. We may have a situation here... you remembe... |
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You've heard about a mysterious character named The Mick who seems to be responsible for a series of crimes, particularly the riots at the university. You don't have any other leads at the moment, but it wouldn't surprise you if sometime in the future your paths cross again. For now, all you can do is wait until The Mick makes another move. | You've heard about a mysterious character named The Mick who seems to be responsible for a series of crimes, particularly the riots at the university. You don't have any other leads at the moment, but it wouldn't surprise you if sometime in the future your paths cross again. For now, all you can do is wait until The Mick makes another move. | ||
5. Continue adventuring in [[Byzantine Interior of the Unborn Base]] until you get [[Lounging Around]] | |||
Your journal will say: | |||
Rand says a strange military group in the desert shows signs of possessing some of the goods stolen by the Troutmaster. You've found your way to the interior of the base, and you've found a connection between them and the Mick. Now you've got to locate the core of the operation and shut things down. You've found a security pass that might let you in, if you can find the right door. | |||
[[category:quests]] | [[category:quests]] |
Revision as of 06:33, 5 January 2009
This page is UNDER CONSTRUCTION: not complete, formatting |
1. Visit Twilight Police Department after level 8
"Hey kid, I'm glad you showed up. We may have a situation here... you remember those stolen goods the Troutmaster was collecting? We have reason to believe that those soldiers up north might have received some of those items. They're a strange group, messing around with genetic engineering. Call themselves the Unborn, and I don't even want to think about what that means. We can't prove they're connected to the robbery or the Mick, and we certainly don't have enough for a warrant (and I wouldn't want to try and serve it anyway) but... well... I'm sure you get what I'm hinting at..."
Your journal will say:
Rand says a strange military group in the desert shows signs of possessing some of the goods stolen by the Troutmaster. Might want to check that out.
2. Adventure in Military base of the Unborn until you get It's Like A Prison Break... Only Backwards!
Your journal will say:
Rand says a strange military group in the desert shows signs of possessing some of the goods stolen by the Troutmaster. You've found your way to the interior of the base, so it's time to investigate.
3. Adventure in Byzantine Interior of the Unborn Base until you get You're in Their Base, Stealin' Their Secrets
Your journal will say:
Rand says a strange military group in the desert shows signs of possessing some of the goods stolen by the Troutmaster. You've found your way to the interior of the base, and you've found a connection between them and the Mick. Now you've got to locate the core of the operation and shut things down.
4. Continue adventuring in Byzantine Interior of the Unborn Base until you get Going... Nowhere?
Your journal will say:
You've heard about a mysterious character named The Mick who seems to be responsible for a series of crimes, particularly the riots at the university. You don't have any other leads at the moment, but it wouldn't surprise you if sometime in the future your paths cross again. For now, all you can do is wait until The Mick makes another move.
5. Continue adventuring in Byzantine Interior of the Unborn Base until you get Lounging Around
Your journal will say:
Rand says a strange military group in the desert shows signs of possessing some of the goods stolen by the Troutmaster. You've found your way to the interior of the base, and you've found a connection between them and the Mick. Now you've got to locate the core of the operation and shut things down. You've found a security pass that might let you in, if you can find the right door.