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Sneaking into a racetrack to participate in a horse race always leaves you jonesing for some munchies. That’s why you’ve just broken into the local pizza place and shot your way into the employee-only area. That, and because you suspect this humble restaurant is actually part of a massive conspiracy to systematically destroy the sapience of every horse in the West. Fortunately, your horse is now dressed in a fursuit.

Previous threads:
>https://archived.moe/qst/thread/4933229/
>https://archived.moe/qst/thread/4990214/
>https://archived.moe/qst/thread/5050544/
>>
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You and Loretta head to the room marked “Distillation”. You blink your eyes in the bright light of the fully lit room.

This room is dominated by a single enormous distillation column, which seems to be separating a substance called “reagent #6” into several different chemicals. Clear plastic pipes pump roiling fluid out of the gigantic vessel. There are taps at regular intervals to siphon out specific fluids.

You see a few smaller machines scattered around the room, such as a minifridge and what appears to be a centrifuge. The walls are papered with graphs and diagrams. There seems to be nobody here, but you do spot a security camera hidden in the corner.

Those pipes look awfully sturdy. You’re not sure anything short of a point-blank explosion would even crack them.

What do?
>Collect some chemicals in a beaker
>Light up something flammable
>Feed something into the small still
>Something else?
>>
>>5094410
Smells like nerd in here
>Light up something flammable
Blow it the fuck up
>>
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Your inventory.
>>
>>5094421
Oh shit we got HNO2, quickly someone smarter then me suggest dropping some of that into whatever the fuck C3H803 is so we can blow shit up
>>
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>>5094410
>Grab screwdriver and unscrew the camera
>Turn off the Blinding Light
>Turn on atmospheric Vent Light
>Open and set our bottle of HNO3 under Glycerol (C3H8O3) tap
picrel
>Get away
>Shoot the tap open

90IQ move.

>>5094409
Holy shit, QM. Love this thread's cover!
>>
>>5094552
Glycerol should be at the bottom since it has the highest boiling point, but seconding the plan.
>>
>>5094580
See, that's why I said 90IQ. I'm missing half of the information provided in that panel.
>>
>>5094552
Amazing! Thank you based 90IQ anon!
>>
>>5094552
below-average brainpower! Supporting!
>>
>>5094410
>>5094552
>>5094425
>>5094580
Find some H2SO4 to really get things up
>>
>>5094410
>>5095346
And by that I mean find an onion, from the fridge, use it to create sulfuric acid with the juicing machine set at 350 RPM, then mix it with the nitirc acid so that it acts as a catalyst for nitroglycerin synthesis
>>
>>5094410
Check the fridge and vending machine
>>
>>5095351
>>5095495
Let's hope the fridge/box (there's a crowbar) contain vegetables, cause the last onion we encountered was in >>5066802.
>>
>>5094410
Grab some of that Reagent 6 in the middle first before you blow this up, gotta act like a crew member that's salvaging the last of the reagent 6
>>
>>5095580
>Exposure to Piperidine can causenausea, vomiting, salivation and abdominal pain.
>Exposure can cause headache, dizziness, muscle weakness, fatigue, depression and irritability.
>Piperidine may affect the liver and kidneys.
>Piperidine is a highly flammable liquid and a dangerous fire hazard.
You sure about that?
>>
>>5095592
Oh shit, you're right, it might actually be that.2
Find any sealed containers of it instead.
>>
>>5094552
>>5094410
Glycerol + Nitric Acid (HNO3) = Nitro Glycerin

That stack, one of those chambers is going to be much hotter than the rest. We should throw some water on each of the chambers and see which one it evaporates off of fastest. That'll be the one with glycerol.

Probably the lowest chamber, based on typical separation tower design.
>>
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>>5094552
You turn down the lights, because you were digging that dark mode aesthetic. What’s next, listening to My Chemical Romance?

Those aren’t screwdrivers, they’re tiny plastic pipettes used for transferring fluids. You try to use them to unscrew the camera anyway, but apparently those pipettes contained some residual chemicals, because the whole security camera melts right off the wall. Well, that’s one way to disable it.

>>5094419
You hold your lighter under one of the taps, using up one of its charges.

Fwoom! A burst of flame erupts into the distillation column. Unfortunately, the other chemicals flood into the burning chamber and quench the fire before it can shatter the walls of the vessel. Looks like you need something more powerful…

(1/4)
>>
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>>5094425
>>5094552
>>5094580
>>5096183
You unscrew your jar of nitric acid and place it beneath the bottommost tap. Then you and Loretta duck behind cover before you open the tap with a gunshot. Thick goop spurts into the jar, and the two chemicals mix rapidly. Pretty soon, you have a jar of highly unstable nitroglycerin.

You wait for the earth-shattering kaboom, which doesn’t happen. Okay, it’s not that unstable – nitroglycerin is fine just sitting around like that, but if you jostle it around too much or try to take it out of the current room, it’ll blow you sky high.

You carefully poke your gun out and shoot the jar of nitroglycerin. There’s a resounding BOOM and a shockwave that rattles your brains. When the dust clears, you gingerly poke your head up from behind the counter to see a complete lack of distillation column. Nice!

(2/4)
>>
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>>5095351
You pop back into the kitchen and collect the fattest, juiciest onion you can find for a little science experiment. You stick it into the centrifuge, set it to 350 RPM, and extract a tidy jar of sulfuric acid.

You’ve seen that mixing glycerol and nitric acid makes nitroglycerin. Maybe mixing nitric acid, sulfuric acid, and something else will make an even better explosive. You’re fresh out of nitric acid, though.

>>5095495
Okay.
You check your wallet and see that you have $7.84.

>>5095580
You fill the big beaker with Reagent #6. It’s a viscous, clear liquid with the faint odor of a swimming pool. Doesn’t seem flammable, but the fumes do make you feel woozy.

(3/4)
>>
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The distillation chamber has been destroyed, leaving only severed pipes. You note that the blown-open pipes are still trickling small streams of chemicals; you could collect more if you wanted.

You hear metallic clanging noises from the hallway.

What do?
>Nab a free lunch
>Put an item in the still
>Extract something with the centrifuge
>Leave the room
>Something else?

(4/4)
>>
>>5096281
>You’re fresh out of nitric acid, though.
If I'm reading this right, Horsenip at 200 RPM makes nitric acid.

>Grab Pipis Soda, drink it
>Eat banana, drop banana peel near door to stop intruders
>Crush horsenip to make nitric acid
>Collect toluene with empty soda bottle
>Combine nitric acid, sulfuric acid, and toluene to make TNT
>Ask Loretta if she wants anything from the vending machine, buy it for her if she does
>Stand on centrifuge, use pipette to melt the vent off
>Go through vent

We can also use the diatomaceous earth to make dynamite, though idk if we'd want that if we have TNT already.
>>
>>5096281
>Nab a free lunch

If we do >>5096402, then can we use crowbar to pry the vending machine open instead of wasting our money?
>>
>>5096281
Peek into the hall and see if we can spot the source of the noise
>>
>>5096402
+1 on drinking Pipis
>>
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>>5096402
You take a drag of the fizzy cola, and immediately spit it out – way too sweet!
You’ve never been a man of the Pipis, so you just dump out the rest of the soda.

You eat the banana. You are completely neutral on bananas, and neither gain nor lose any stats.
Wary of intruders, you set a tropical trap in front of the door.

You pour your baggie of horsenip into the centrifuge and take it for a spin. Out of the machine comes a jar of freshly-pressed nitric acid. Then, you take the empty soda bottle and mix nitric acid, sulfuric acid, and toluene. The concoction bubbles fiercely, and before long, a yellowish crystal of TNT precipitates into existence.
This is one powerful explosive! It’s functionally equivalent to a 3-pack of dynamite or a jar of nitroglycerin, though it’s more stable than either, and can be melted and remolded into any shape. In combat, it deals 4 damage after a short delay (but it doesn’t destroy body parts).

(1/3)
>>
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>>5096402
>>5096557
You don't think Loretta can actually eat most of the items in this vending machine. Man, life sucks when you can’t vomit, eh?
You embrace your inner Gordon Freeman and smash the machine open. Loretta takes a packet of fruit snacks and munches happily on the colorful treats.

You eat the sandwich in the minifridge. Sandwich makes you strong!
Rootin’: 2.1 + 0.4 = 2.5

>>5096565
It’s too dark in the hallway. You’ll have to use a flashlight charge to see anything.

>>5096402
The pipette doesn’t have any more acid, so you just pry open the vent with the crowbar.

(2/3)
>>
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You clamber through the vent and find yourself overlooking the mixing room. There’s a lot going on here – pipes pumping fluid in and out of massive reaction vessels, a strange container full of half-dissolved horsenip, even some kind of big open pit filled with glowing blue water.

That guy you saw earlier, the one with the glasses, is chattering up a storm to one of his fellow workers. He’s been waiting long enough for Bill to come back from distillation, he says. That bearded asshole is so stupid he couldn’t tell apart creamed corn and Shinola. The fat worker says maybe Bill’s just taking a bathroom break, Mr. Foreman. The bespectacled foreman says Bill’s on the shitter? Maybe he sat on the separation column and unleashed a burst of explosive diarrhea, because I just heard a god damn explosion coming from next door, and I sure as hell don’t see fluid input at a hundred percent. Go look at it, Fulsom. And if Bill wasn’t paying attention to that stupid column, the foreman adds, he’s gonna find himself more fired than a clay fucking pot.

Fulsom puts down the crate he’s holding and waddles into the pitch black hallway, while the foreman turns to another worker and starts berating that guy too. This dude seems to have a certain managerial style.

You hear a yelp from the hallway, followed by a crunch and a snap – then, mechanical clanking that goes down the hall and into a side room.

What do?
>Check out the hallway
>Lob TNT into the mixing room
>Pour noxious chemicals through the vent
>Sneak into the room and pretend to be an employee
>Something else?

(3/3)
>>
>>5097315
>>Lob TNT into the mixing room
No survivors.
>>
>>5097315
this chemistry stuff is LAME
can’t we set up a trap that blows up when the next person leaves the room
actually I don’t care, start blowing shit up, throw the tnt
>>
>>5097315
>>Lob TNT into the room
>take note of the recipes for later use
Looks like Fulsom met with Gil.
>>
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>>5097318
>>5097325
>>5097343
You can never turn down an opportunity for wanton destruction. But when you wreak havoc, you must first decide where you wreak havoc.

This mixing room is pretty big. As powerful as your chunk of TNT is, you reckon it’ll only have enough juice to destroy one quadrant of the room. Whichever quadrant you choose will be utterly pulverized, along with anybody in the area. However, the two other quadrants will be untouched – and if you leave anybody alive, you may find yourself in a bit of a pickle.

Quadrant 1 contains the foreman and another employee. Blowing this quadrant up would take two potential combatants out of the picture. Plus, this foreman guy seems pretty important – might be best to nip this in the bud before he can get in your way.
However, there is also a deep pool of water, blocked only by a simple grate. If you fumble your throw and the TNT lands in the water, your makeshift grenade will fizzle most anticlimactically. But those two guys will definitely notice. Is your Shootin’ up to the task?

Quadrant 2 contains lots of important-looking pipes and machines. Blowing up this section of the room would probably deal the most damage to whatever operation they’ve got going here. The only downside is that you’ll then have three people trying to figure out who the hell is blowing up their setup.

Quadrant 3 contains one worker and three humongous storage tanks. Throwing the TNT here would obviously take the worker out. But the storage tanks look pretty sturdy. Only one will be punctured, so if you want to blow up Quadrant 3, pick which tank to aim at: A, B, or C?
You might think it doesn’t matter. But what if the tank you blow up is full of rocket fuel, and the resulting explosion flattens the whole building (with you inside)? Or worse, what if the tank is full of flame retardants, and the explosion is quenched immediately, leaving you looking a little retardant yourself? Maybe those pipe dials on the nearby wall have the answer to your conundrum, but you’ll have to come down to take a closer look.

You could always cook up more TNT and come back. But you’re fresh out of nitric acid. And you’re fresh out of horsenip. Whaddaya know, there happens to be some horsenip right below you.

What do?
>Blow up Quadrant 1
>Blow up Quadrant 2
>Blow up Quadrant 3 (Tank A, B, or C?)
>Hold off on the wanton destruction for a sec
>Something else?
>>
>>5097415
Taking out Quadrant #1 seems strongest, but the RNG scares me.

Do we know what Reagent #6 does? Can we toss it into Quadrant #1 and try to fumigate these people to death?

Can we yell at the people in Quadrant #1 to lure them onto the grate so we can blow them up directly?
>>
>>5097415
For now I'm gonna officially vote

>Make spooky noises to lure the Quadrant #1 people closer to the vent (preferably so they stand on the grate and block it), and/or use the magnet to attract them scientifically, then toss the TNT

But I will accept better ideas.
>>
>>5097415
dump reagent 6 into the glowing blue water, then throw empty cup that had reagent 6 in it at guy in quadrant 3 when foreman is yelling so he comes over to quadrant 1, then throw tnt into quadrant 1
>>
>>5097440
Okay, I'll +1 this except that I want to make spooky noises at everyone at Quadrant 1 to lure them closer after >>5097440 this stuff.
>>
>>5097415
To note, our Shootin' right now is 5.65
>>5097440
Since guy in Quadrant 3 has a gas mask, foreman asshat will most likely call him over to investigate the sudden smell of a swimming pool at the water.
Wait for that moment to throw at all three of them in Quadrant 1 when he comes to investigate
>>
>>5097440
Yeah sure why not
>>
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>>5097415
>>5097440 +1

>You hear a yelp from the hallway, followed by a crunch and a snap – then, mechanical clanking that goes down the hall and into a side room.
>>mechanical clanking
Oh fuck, do we have any FNAF experts in here?
>>
>>5097522
Gil's the fish most likely
>>
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>>5097425
You don’t think Reagent #6 is immediately dangerous. But in 40 years, your doctor will probably inform you of your stage 7 terminal brain cancer.

>>5097428
>>5097440
>>5097460
>>5097498
You pour your beaker of reagent into the pit, releasing the nose-wrinkling smell of pool chlorine. The foreman catches a whiff; he calls for the gas mask guy to get over here and figure out where this Reagent #6 leak is.

You really want the masked employee to stand over that grate, so you smash the beaker on the grate, make cave ambience noises, and waggle your magnet at him. You aren’t sure if any of that will do anything, but it couldn’t hurt.

Rootin' + Tootin' check for getting him to block the grate:
Roll 1d20 +1 (Rootin’/2) +2 (Tootin’/2) -1 (food effects) +3 (investigating noise) +1 (spooked) +1 (animal magnetism). At least 12 to pass.

It’s do or die. You chuck that TNT like your life depends on it, which it does, because all three of the pizzeria workers see the yellowish crystal fly out of the vent.

Shootin’ check for avoiding the grate:
Roll 1d20 +5 (Shootin’) +1 (food effects). At least 14 to pass.
Add 6 if the previous check succeeded.
>>
Rolled 1 + 7 (1d20 + 7)

>>5099087
Did I get modifiers right?
>>
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>>
Rolled 3 + 8 (1d20 + 8)

>>5099087

>>5099089
I don't think this quest has critfails... I think.
>>
Rolled 7 + 7 (1d20 + 7)

>>5099087
Oh god, it's going to be a massacre
>>
>>5099098
>>5099102
I don't think it's Bo3 if we have two separate rolls to make and QM said nothing.
>>
Rolled 19 + 7 (1d20 + 7)

>>5099087
>>
Rolled 5 + 6 (1d20 + 6)

>>5099087
>>
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>>5099089
Roll: 1 + 7 = 8 (Critical failure!)

The worker in the gas mask is walking to the grate when he suddenly hears an extremely spooky noise out of nowhere. He’s so scared that he jumps straight into the air and lands on top of the glass shards scattered over the grate. The worker slips on the reagent-soaked shards and falls over, smacking the grate with enough force to loosen the screws holding it in place. Suddenly, your magnet pulls the weakened grate forwards. The grate spins around and dumps the unfortunate man right into the pit of water, then clicks back into place, locking him underneath.

>>5099098
Roll: 3 + 6 = 9 (Failure)

You throw the chunk of TNT, but it falls like a brick through the grate. Your hope is restored when the explosive crystal bounces off the gas mask guy’s head back out of the water chamber, but that hope is quickly dashed when the TNT rolls away into a nearby mouse hole.

There’s a muffled thump from underneath the floorboards. Well, at least you solved the pizzeria’s rodent problem.

The skinny guy with the earpiece is too flabbergasted to do anything, but the foreman snaps into action and starts screaming at his employees to catch that intruder! He dashes into the hallway while the skinny man tries to open the vent, but you duck back into the distillation room before they can catch you.

(1/2)
>>
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What do?
>Spread flammable liquid around to make a flame barrier
>Quickly extract some acid and splash it in someone’s face
>Head into the hallway and confront the foreman
>Something else?

(2/2)
>>
>>5100601
RNG, man. Good thing we set up that banana peel earlier.

>Use the magnet to stick the grate back on (this is how magnets work) and stall the guy in the vent
>Stick onions in centrifuge
>Make flame barrier by door while onions are spinning
>Collect sulfuric acid, pour through grate
>>
>>5100614
Alternately, have Loretta spin the onions and/or make the flame barrier while we deal with the grate. Multitasking.
>>
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>>5100601
>Turn off the vent light
>Quickly extract some acid and throw it in the vent

>>5100598
>There’s a muffled thump from underneath the floorboards.
>Well, at least you solved the pizzeria’s rodent problem.
Based. Never miss a chance to make the body count go up with some collateral.
>>
>>5100601
shotgun him before he can get out of the vent
>>
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>>5100614
>>5100616
>>5101137
>>5102095
The skinny worker shakes the vent cover furiously, but your magnet holds fast, allowing you just enough time to extract one last jar of sulfuric acid and to set up a firewall to block any security threats.

When the pizzeria employee finally breaks through, you and Loretta greet him with a jar to the face and a burst of shotgun pellets! He's blasted out the the way, and you advance through the vent into the mixing room.

(1/2)
>>
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You hear the foreman hot on your heels in the distillation room, but it's no small comfort that your flame barrier likely has his own heels hot.

The guy trapped in the water chamber rattles the grate. He yells at his companion to let him out so he can attack the intruder with his machine gun. Then he sees that his companion is out cold, and shuts up.

What do?
>Coup de grace both pizzeria employees
>Shoot holes in the pipes and machinery
>Quickly inspect the dials in the back
>Go out in the hallway (you don't hear anything dangerous)
>Something else?
>>
>>5103181
>Steal knocked-out worker's machine gun (if it takes up two slots, shuffle gun and detonator to belt/shirt, put in R arm) gun him down
>Run over and read the dials
>MORE DAKKA (ie gun down the grate worker and any pipes/machinery that won't explode us based on the dials)
>If time, loot knocked-out worker
>>
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>>5103183
+1
>>
>>5103183
Oh, and get Machine Gun Handling (the perk) if we don't already have it.
>>
>>5103181
Man, that grate sure does have big holes, would be a real shame if someone was to
>pull the machine gun out
>BOGO to shirt, gun onto belt
>>5103225
+1
>>
>>5103181
While we're here, we should also inspect that jar of XYLAZI(?) and commit that map to memory. Doesn't have to be now, but before we leave and/or blow everything up.
>>
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>>5105315
>>
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>>5103183
>>5103225
>>5103228
You pop a cap in the two incapacitated men, executing them in cold blood.
They’re carrying somewhat disappointing loot, unless you want a lime, a gas mask, or a button thingamabob exactly like the one you’ve already got. At least there's this shiny new gatling gun.

You learned Machine Gun Handling! Now you can fire machine guns, which damage all body parts in a straight line. They must be reloaded with machine gun magazines (you currently have 2).
Shootin': 5.65 - 3 = 2.65

(1/2)
>>
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>>5103183
You check out the dials. They appear to guide fluids through the pipes and into the big storage tanks to the right of the room. You can spin the dials to change what goes where.

The leftmost input is full of prepared horse supplement – you know, the stuff that you came here to destroy. Production has definitely slowed since you wrecked that distillation chamber, but according to the pressure gauge, there’s still plenty of supplement stockpiled and ready to go. You want to get rid of as much of this stuff as possible; you’ll have to pipe it away.

The input pipe on the top is pumping glycerol, the same goopy substance you saw in the distillation room. The input on the right appears to be full of bleach, perhaps to clean out the pipes for maintenance.

Three output pipes lead to the three storage tanks. Tank A is apparently an incineration unit for disposing of unneeded chemicals. Tank B is full of processed horsenip, which you also saw in that open box container. (Your nose crinkles at the thought of the acrid fumes from that box.) Finally, Tank C is stocked with a solution of concentrated ammonia.

You fire an experimental shot into the pipes. The bullet ricochets, making a loud BWONG and causing the pipe to shake violently. But there’s not even a dent in the pipe. Much like the distillation room, it seems you’ll need another explosion to break anything here.

>>5105315
That’s a jar of xylazine. You saw a bunch of the stuff back at the impound lot – you’re pretty sure it’s used in the creation of the supplement in some way.

You check out the map on the wall.
…Boy, there’s a lot going on here.

The doorknob jiggles, the foreman outside swears vigorously, and you realize with glee that the idiot must have forgotten his keys. He starts shooting the lock and ramming the door; you’ve got scant moments before he breaks in.

What do?
>Rotate the pipe dials
>Prepare an ambush and take the foreman by surprise
>Scramble back through the vent
>Something else?

(2/2)
>>
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>>5105870
Seems we got two options for this.
We set the supplement mix to disposals and either we set the bleach to NH3 and get the fuck out of here before the product fucks us over, or we set it to horsenip to fuck over the production some more.
Of course, if we set Bleach to NH3, we could set glycerol to horsenip to really make things shit for the foreman.
Also take some gas masks for you and Loretta to wear before we scramble back to the vent to leave the foreman to his fate.
these chemistry lessons are really training our brain
>>
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>>5105870
>>5106540
Relevant info.
>>
>>5106540
Nice work. I vote to make some chlorine gas.

Also, eat the lime to cure our scurvy and put the detonator battery in the flashlight to make it 7/7. Give Loretta the BOGO card, take the apple juice.
>>
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>>5105870
>>5106540
I guess this is how it would go about, though, definitely do supplement first, then bleach, then glycerol.
Also, seems we're in an Architecheum base, looks like those guys, and the owner are working with them.
Also seems we helped Evangelical Bandits and Pirates while attacking Orthodox, but have no experience with Leadkeepers.
Looks like it's more complicated than our revenge story against the sheriff.
>>
>>5105870
can we find any other information around this room? What are those glowing displays and gauges on the wall? Do we know supplement mix's chemical composition?
glycerol+hno3+h2so4= nitroglycerine (high explosive)
hn03 + ammonia(nh3) = ammonium nitrate (explosive)
>>
>>5105870
I don't think this layered puzzle's a good idea OP. Fixing pipes or figuring out the best way to deal with chemicals is one thing, but piping to reach a goal you're not even sure you want to achieve is a whole another level of bullshit.
>>
>>5107370
decision is on people, after all the goal is to fuck over production in general
>>
>>5107370
I don't mind it... we know we want to disrupt their operations, so getting rid of the supplement makes sense and we've already gone around murdering them, so making poison gas is well within our MO. I kind of like how it builds on what we've already done.
>>
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>>5106655
You eat the lime. It makes you feel British.
Tootin’: 4.85 + 0.1 = 4.95

You grab the apple juice and fully charge your flashlight.

>>5107097
There’s not much more to see here than what you’ve already gathered. The glowing displays and consoles show how much of each chemical is coming into the mixing room – it’s stuff like toluene, horsenip extract, xylazine, but also substances labeled “Reagent 4” and “Substance of Interest 8C”.

You can’t really tell enough about the supplement to gauge how it’ll react to anything. (Although you suspect it must be mostly inert, if it’s going to be shelf-stable.)

>>5106540
>>5106867
You shuffle around the dials to connect the pipes. First, you empty the rest of the horse supplement into the incinerator. Then, you dump the bleach into the ammonia; Tank C starts to vibrate and hiss as toxic gas builds up within. Finally, you pipe glycerol into the horsenip extract, and the storage tank begins to bubble noisily as nitroglycerin starts forming from the trace nitric acid.

You fish both gas masks out of the water chamber, and you and Loretta quickly slap them on (replacing your domino mask and Loretta’s shades in the process), just as the foreman breaks through the door. He’s got a vicious look on his face that only gets madder when he spots his fallen comrades.

The foreman charges at you, gun in hand, but you clamber into the vent and give him a smirk and a hard-boiled one-liner. Something like “Working with you has been a real gas” or “Smell ya later”. Then, you shoot Tank B. The sudden shock detonates the nitroglycerin inside: BOOM! All three storage tanks shatter, releasing their contents.

You shield yourself with your arm, and the vent provides cover from most of the impact. The foreman is knocked on his ass by the pressure wave, but he jumps back up – only to get a lungful of chloramines. He starts coughing and hacking, wobbles a little, then falls over.

As you crawl back through the vent, you spot the foreman weakly fish a four-buttoned device out of his coat. He presses all four buttons, tosses the gizmo into the water pit, and goes limp.

(1/2)
>>
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Thick clouds of toxic smoke billow through the vent. It was already dark in here, but with these nasty fumes in the air, that meager vent light isn’t going to cut it.
You jiggle the big light switch, but it must’ve been damaged in the distillation explosion. You’ll have to use your flashlight charges to see properly.

You hear loud clanking noises through the wall. Something’s happening in the lobby, but the hallway looks clear. You may want to leave before whatever’s going on in the front room moves deeper into the building.

What do?
>Make something with the chemicals and machines
>Exit into the hallway and to another room
>Go back through the vent and loot the foreman’s body
>Something else?

(2/2)
>>
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These are all the rooms and passageways you're currently aware of.
>>
>>5109312
Okay, so the foreman triggered the FNAF robots. I suspect that if we loot him, he'll have keys to some of the other locked rooms.

Also, since this is a FNAF pastiche, we probably want to head for the Security room.

>Make something with the chemicals and machines
More TNT, if we can manage it. If not, mix more glycerol and nitric acid and stabilize it with the diatomous earth to make dynamite. Worst case scenario, we blast a hole in the outer wall to escape this place.

>Go back through the vent and loot the foreman’s body
Especially for keys.

Then
>Exit into the hallway and to another room
Security if we have the key for it, or Distribution if we have the key for it but not Security, or Storage if we have keys for neither. Unlock the mixing plant door from the inside if possible.
>>
>>5109323
>>5097315
>>5109287
>one of the robots was already active and has went to a room
Let's hope he was shut down when the foreman pushed the button or not in storage.
Let's see what gun the foreman has, it could be better than what we use, given he's a manager.
>>
>>5109343
Oh, and also take the foreman's shirt and jacket and wear them.
>>
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>>5109323
>>5109343
>>5109349
After crawling back through the vent, you head over to the foreman, who has now succumbed to the toxic fumes. You frisk him for goodies:
- A strange yellow and black gun. It’s small enough to fit in one slot, but you suspect you need Rifle Handling to operate it (which you don’t currently have).
- A butterscotch. You hate candy.
- A bottle of brightly glowing fluid. Looks healthy!
- Delicious sarsaparilla.
- A flashlight with 3/6 charges.
- Some kind of spherical device. A label on the side says “force field projector”, copyright F. Engineering. You aren’t sure how to operate it.
You also steal the foreman’s lab coat and shirt, because that Hawaiian getup was getting a little too fruity.

On the foreman’s key ring are keys to the mixing plant and the security room, which you take for yourself. You unlock the mixing room door.

You scrape together some scattered horsenip leaves from the floor of the mixing room. You don’t have any more onions for sulfuric acid, so you just synthesize a fresh stick of dynamite. You don’t have the inventory space for it, though.

What do?
>Get loot
>Go to the security room
>Something else?
>>
>>5112434
wonder what drinking the glowing bottle would do
>>
>>5112434
Drink the sarsaparilla.
Use the 3/6 flashlight as a way to illuminate the door so that you can see who is coming in.
Tear the Hawaiian shirt into string and prepare a trap with the magnet on the door, using the butterscotch as a adhesive
Take the strange gun, and switch the apple juice with the sphere
>>
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>>5112605
The bottle advertises itself as “perpetual sunshine” and “a cure for the living dead”, so you know it’s good stuff.

>>5112614
You down the sarsaparilla, savoring the taste of genuine sassafras. Tastes like a cold night on the prairie, a horse ride through the dusty desert, the sound of a bullet ricocheting off a tin can… this is what makes it all worth it. You drain the bottle, wipe your mouth, and let out a belch of satisfaction.
Rootin’: 2.5 + 0.3 = 2.8
Tootin’: 4.95 + 0.3 = 5.25
Shootin': 2.65 + 0.3 = 2.95

You leveled up your Tootin’! You can spend those points on perks, or leave them for skill checks.
>Trash Talk (Cost: 2) – Allows you to annoy enemies into throwing the item in their hand at you.
>Disarming Charm (Cost: 3) – Once per battle, you can flash a smile at the enemy that makes them drop the items in their hands.
>Seduction (Cost: 4) – Once per battle, you can seduce the enemy into dropping their pants.

You unravel the Hawaiian shirt and rig together a clever magnetic trap. Any robot that walks through that door is gonna get a faceful of one of the four fundamental forces. (Wait… never mind.)

You take a peek into the hallway and see something staring back at you.

If you make for a run for it now, you could make it to the security room easily, though you’d then have an irate animatronic on your ass. There’s gotta be something useful in that room to help you defend yourself.
You could also try to lure the robot through this door and into your trap. Getting magnetized will distract the metallic moron just enough for you to slip away unnoticed, but you’d have to leave the magnet behind.
And of course, you could just hide and hope the animatronic passes you by. With the power of hearing, you can detect robots that get within one room of you, and it’d be a simple feat to dive through the vents when you hear anything approach. Getting cornered might be an issue, naturally.

What do?
>Dismantle the trap and run to another room
>Make monkey noises at the animatronic to lure it through the door
>Hide under a crate and keep an ear out
>Shoot the robot ineffectually
>Something else?
>>
>>5112842
>Notice that multiple people had the strange gizmo, maybe the robots have a reaction to that
Lure Thomas in, and then while he's distracted, test the gizmo out on him or slip away if he's not affected
>>
>>5112842
>Mash the gizmo
if it does nothing
>Hold flashlight with our teeth
>Pull out the machine gun while Thomas is distracted
Animatronic or not, bullets will turn hiss knees into dust.
>>
>>5112842
>>Shoot the robot effectually
>>
>>5112842

>>5112865
>>5112957
>>5114252
If none of these work,
>Make monkey noises at the animatronic to lure it through the door
>>
>>5115366
Did you mean mouse noises?
>>
>>5115515
That's the prompt the QM gave?
>>
>>5115516
I was just suggesting a more fitting alternative.
>>
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>>5112865
>>5112957
>>5114252
>>5115366
>>5115515
Your new lab coat inspires you to perform a little experiment.
You screech and holler at the hulking animatronic, and just for good measure, you make squeaking noises that you hope sound sufficiently delicious. The robot lunges forward, but you flick out that funny gizmo you grabbed earlier. You click the button – and old Tom screeches to a halt, temporarily disabled!

Not taking any chances, you whip out your gatling gun and crank that thing like you’re Superman. Ding-ding-ding-ding-ding! The bullets ricochet off in all directions. As the smoke clears, you see the robot swaying slightly, mostly unharmed from your assault.

You take the opportunity to leg it out of there and into the security room. You slam the door behind you, just in time for the mechanical mouser to come back to life with a VRRRRR.
You wait a tense few moments while the animatronic stands silently, probably looking for where you went. Then the metallic monstrosity clomps into another room, and you breathe a sigh of relief.

(1/2)
>>
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The security office is a small, somewhat spartan room. At least it’s not as smoky in here, owing to the hard work of a desk fan that clearly does not get paid enough for this shit.

You hear something enter the hallway.
You hear metallic clanging from a nearby vent.

What do?
>Wait it out
>Check the phone’s voicemails
>Move to another location
>Something else?

(2/2)
>>
>>5117025
>Tell Loretta to block the vent with bricks and camp the entrance with a gizmo
>Read the poster to update your Quest Log with mysterious gizmo information
>Check the boxes and drawers
>Check voicemails

We can try to electrocute the damn thing/s using the power cord and drink from the table, but it's a one-time trick so idk.
Maybe Loretta can pretend to be one of animatronics in that fursuit of hers?

This security office is as timeless as that one stained casting couch.
>>
>>5117025
>hide in utility closet
like a true hero!
>>
>>5117025
>Muse on the the mechanics of a robot enemy and how to fight against them
>>
>>5117133
+1, and also
>Check computer monitor(?)
>>
>>5117024
Block the vent near utilities with what seems to be cinderblocks
Peek through the vent near the hallway
>>
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>>5117587
Most non-humans have only one “body part” and can only be disabled by damaging that part to 0 HP.
It seems these animatronics have one large health pool, but multiple “parts” to target. They’re also made of metal and won’t take more than 1 damage per hit (so large-caliber guns, explosives, etc. will be less effective).

Trying to fight any of these robots head-on will be an uphill battle, considering the sheer amount of health Tom boasts alone. You should avoid tangling with them directly.

>>5118253
You pile cinderblocks in front of one vent while Loretta takes a peek in the other, gizmo at the ready. The duct turns abruptly, preventing her from seeing past the corner, but she does hear the telltale noise of something moving inside…

>>5117885
It’s a little handheld tablet connected to all of the security cameras in the facility. You can use it to view rooms remotely.

It also shows you the locations of the animatronics – if they’re in a room with a working camera, that is. Tom is in the lobby, while Gil is in the storage room. The other two are somewhere unviewable.

>>5117133
You search the office drawers and find mostly useless knick-knacks. In the boxes are old flyers and musty receipts.

From the posters and informational pamphlets scattered around, you glean a few helpful tips on surviving a security shift at Vomit King Kong Pizzeria.

You check the voicemails on the phone. They’re mostly just rambling speeches from some grunt on the day shift, but one message stands out. You think you recognize the voice – it’s Mr. Ford, the proprietor of the horse racing track and the man in charge of everything you’ve just blown up. He’s saying something like… tell the foreman that the engineer needs the shipment by next week if the plan is to come to fruition. Then he hangs up.

>>5117540
You take a look in the utility closet.

Those clanging noises in the vent are getting awfully loud.

What do?
>Get out of there
>Hide under a box
>Remember the basics of CQC
>Something else?
>>
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>>
>>5121832
According to Security Guide we habe to disguise ourselves as animals, so
>Hide under a box
>Take Loretta's costume and put it on
>Take the tablet in place of the rifle gun

And then we can just... leave this place to be destroyed by the animatronics? That aligns with our plans anyway, the collateral is not our problem.
>>
>>5121832
>>5121922
I don't think the animatronics would even see a reason to go to distribution, and there's still employees with disruptors there
>>
>>5122029
Disruptors have limited charges, work for limited time and I didn't see one animal costume in this place. As for animatronics, they go around as their software tells them, not as they see fit. Which I imagine means checking everywhere, since they even crawl through the vents.
>>
>>5121922
+1
"Hide under a box" like Solid Snake, to be clear, not just stay in one place.

Mission accomplished. I'd want to check out distribution, but we don't have the key and I don't feel like blowing up the door.

If we're dressed up like an animal, we shouldn't need the disruptor anymore, so I propose telling Loretta to ditch it and take the tablet. Don't drop the rifle gun.
>>
>>5122710
Good idea about dropping the disruptor, but tap it before we ditch it. Or take out the batteries(?)
I'm (>>5121922), btw.
>>
>>5123216
Push it, then take out the batteries (if they aren't dead) and refill our flashlight. Smart idea.
>>
>>5123600
Pretty sure charges use batteries like with flashlight, so using it would just waste the battery.
>>
>>5123608
That's true, but if we successfully get out of here I think the flashlight will be pretty useless-- plus we're still at 5/7. Stunning the thing in the vents so we have time to put on the mascot suit > topping off the flashlight, imo, and there's still the off chance there'll be battery left if we use it.
>>
>>5123613
Ah, yeah I guess. I thought we could swap to costume pretty quickly or just use the closet while Loretta used her racial perk to redirect the heat to next room.
>>
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>>5121922
>>5122710
>>5123216
>>5123600
Loretta aims down the vent with her disruptor and clicks the button. Thud! You hear the animatronic in the ducts collapse.

You drop your lab coat, pants, and tourist hat, replacing them with Loretta’s mascot costume. Loretta discards the drained disruptor and pockets the security tablet.

While trying to fit your dummy thick cheeks into a box, you see a flash of light through the hallway-side window. A pair of employees enter the corridor from Distribution – one wearing a shitty cat disguise made from paper, and one wearing an utterly terrifying full-body fursuit. It’s muffled, but you can hear one tell the other about the activated animatronics, and to stay on guard for any intruders.
They left the door open, but the hallway is too narrow to sneak past both of them…

Whatever’s in the vent returns to life, the timbre of its hissing pneumatics indicating aggravation. (Don't ask me how you can tell that.)

What do?
>Swap clothes with Loretta again
>Duck into the other vent
>Walk casually into the hallway and pretend to be employees
>Something else?
>>
>>5124428
It's too late at night to make sound decisions, so I'll just note for any other voters that we need to swap clothes again if we want to bluff past the guards. Loretta looks like a horse rn and they're strongly anti-horse.
>>
>>5124428
If we get in combat now and shoot their head pieces, will that cause Tom to bumrush them?

>>5124440
Or we can just go past them pretending to be one of the staff, while Loretta uses vents to navigate around them.
>>
>>5124451
True, though splitting up in a horror game seems like a risky prospect at best.

>If we get in combat now and shoot their head pieces, will that cause Tom to bumrush them?
Likely.
>>
>>5124462
Well, if QM says we can do it, then I'm between sending Loretta her way + bluffing our way through the guards and giving the guards a double machinegun haircut, maybe even through the window so we can fall back quickly.
>>
>>5124428
>>5124451
Since what we're wearing are the foreman's clothes, yell at them about how some intruder started attacking everyone and ran to storage, while you retreated to security to activate the bots. Go check on storages, bozos, he's probably going to sneak through the vents to distribution to stop shipment. Also, what the fuck is that furry suit, did you fucking decide that now is the time to display your fetish, you sick fuck?
>>
>>5124472
We're wearing the mascot costume rn, actually, so we need to swap back to do that. Not knocking the write-in, but I don't want the QM to ding us on a technicality.
>>
>>5124472
I think all bots are currently active.
>did you fucking decide that now is the time to display your fetish, you sick fuck?
Leave OP alone, kek.
>>5124481
Pretty sure we don't want to do this, can't we just put a foreman shirt underneath to show "our" position? Otherwise just don't try to larp as foreman.
>>
>>5124481
Yeah, I vote we do the swap-in before we bluff the two.
>>5124485
There's still the problem of them being anti-horse and risk finding Loretta. They might ask us to either join them in the search or help out in distribution.
I have a suspicion that we're not going to get out without a fight
>>
>>5124498
Pretty sure we could lead her through the vents to safety with our collective IQ of 365.
>>
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>>5124451
You could knock off their headpieces, which would set off the animatronics. But there aren’t any in the hallway right now.

>>5124616
Loretta can’t be directly controlled unless you (the cowboy) are within earshot. If you send her away, she won’t be attacked by animatronics, but she’ll fumble around in the dark without a light source, will struggle to navigate through the vents without the tablet, and will be defenseless against humans without a gun.

Votes for sending Loretta through the vents:
>>5124469
>>5124616

Votes for unleashing the dakka:
>>5124469

Votes for bluffing the guards:
>>5124469
>>5124472
>>5124481
>>5124498

What do?
>Pretend to be an employee and talk the two into going to Storage (Loretta stays in Security)
>Do that, while having Loretta escape via vent
>Shoot their disguises off and run away
>Wait for a better opportunity (an animatronic is about to enter Security through the vents)
>Something else?
>>
>>5125307
>Wait for a better opportunity (an animatronic is about to enter Security through the vents)
Keep our disguise on, lure the new animatronic into the hallway, then shoot the employee hats off and sic it on them.
>>
>>5125307
beat your meat
>>
>>5125368
+1 to see what happens
>>
>>5125307
>>5125335
>Wait for a better opportunity (an animatronic is about to enter Security through the vents)
This, but say you're the foreman and distract them with storage check while Loretta lures the worm into the hallway.
Push the wolf one into storage if the shooting fails to take out their head disguise
>>
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Sorry about the wait. The update is written up and will be posted tomorrow.
>>
>>5131891
based and redpilled can't say I wasn't getting a little worried
>>
>>5131891
>The update is written up and will be posted tomorrow.
Trying to create artificial hype, QM?
>>
>>5131967
Or maybe it's written up but OP hasn't drawn it yet?
>>
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>>5132797
(Yup.)

>>5125368
You harness a bit of sexual energy to psyche yourself up.
Your protruding hog gives you a +1 to Tootin’ with the ladies, but -1 with the boys.

>>5125335
>>5125792
You put the foreman’s lab coat and pants back on, but keep wearing the mascot head.

The second you lay eyes upon the second employee’s terrifying anthropomorphic costume, your erection instantly withers. Nevertheless, you head out into the hallway.

The two employees turn towards you. You instantly launch into a scathing rant about the incompetence of the workers here, and you command them to check the storage room before you shove their asses up their stupid fake snouts. With the employees thoroughly cowed by your demeanor and your snazzy new foreman’s outfit, you herd the two into the storage room.

In the middle of the room is a deactivated Gil, scales smeared with blood and gristle. The pair of workers look around the area nervously. There’s not much here, so you just wait for the signal…

(1/3)
>>
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You hear the tell-tale clomp of a heavy-duty security robot, and urge the two employees to head back into the hallway to continue the search. They walk through the door and bump right into Grady’s animatronic chest.

Fortunately for them, they have their disguises on. Unfortunately for them, you knock those disguises off with a quick volley of machine gun bullets.

Grady locks on immediately. He swipes one of his massive paws at an unmasked worker. BLAM! The poor man’s head goes flying! The other employee jumps back and whips out a disruptor, stunning Grady, but you and Loretta are already scrambling through the door to Distribution.

(2/3)
>>
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The distribution room is a simple warehouse. Grunts are busy loading the last of the supplement into a nearby truck, with three massive ventilation fans blowing away the toxic gas from the hallway. The loading doors are wide open – sweet freedom awaits just a few paces away.

The fursuited employee stumbles into the room, yelling at the laborers to catch that intruder! The warehouse workers, seeing you and your companion running like you stole something, make to catch you like a loose puppy. It’s now or never!

You’re weighed down by your inventory! You currently have a 20% chance to slip past the grunts. Every free item slot will increase that chance by 15%. You can also increase your chances by trying to interfere with the workers – slowing them down, or making the floor slippery, etc.

You could try to talk your way out of this, but unless you have a damn good excuse and a lot of luck, that’s not going to get you anywhere.

There’s a forklift over there… maybe you could commandeer the vehicle and wreak havoc. Which is to say, crush some mofos into paste with a powerful industrial lifting machine. Of course, you’d need to Root out how to operate the forklift in the first place (you never completed your forklift certification), and you’d probably have to solve some sort of silly contrived puzzle too, because life isn’t fair.

What do?
>Drop items and run for it
>Unleash your talk-no-jutsu
>Solve the problem with forklift-powered violence
>Something else?

(3/3)
>>
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Your inventory:
>>
>>5134203
Not going to make any hard decisions at 2:30 in the morning, but if people want to drop items I'll note that the flashlight and disruptor are useless now, we don't know what the weird gun on our belt does, the grenade thing on our shirt generates a shield (maybe that could protect us and/or disrupt the guards?), and we have like a billion guns, we could probably drop one or two.
>>
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>>5134203
>>5134204
Learn what Rifle Handling does, perhaps we could identify the gun. (we have 2.95 Rootin')
Throw away the torch and disruptor at people to distract, and shift circled gun to Loretta while throwing away triangle gun (we have ammo for machine gun)
Make a pass a the fursuit employee and say that you probably won't date her for being a furry to taunt her.
>>
>>5134199
I can't believe you let the fursuiter live, QM. Biggest disappointment in this quest.
>Solve the problem with forklift-powered violence
The canine-wannabe must die.
>>
>>5134203
>>5134443
Killing a women would probably affect your social life though
>>
>>5134227
+1, but also fire the weird Belt gun (looks like a tazer or a laser gun?) at whatever looks most disruptive, then toss it towards the exit. If we're lucky we can scoop it back up before we ditch.
>>
>>5135934
fuck are you on about lmao
>>
What meme will OP draw this time
>>
Still not dead.

I'll try to get an update out by tomorrow or the day after, depending on how much time I have. I'd like to wrap up this racetrack mission before the thread dies, so I'll speed things along a bit. After that, Filler™ makes a comeback.

>>5140798
As always, OP himself is the meme.
>>
>>5142000
cowboy ass
>>
>>5142000
yeehaw
>>
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>>5134227
>>5134443
>>5135934
Normally you would suffer not the furry to live, but you want to retain your status with the WOC (women of collar) community, so you restrain yourself to simple taunting.

You take off the gas mask so you can blow raspberries, and because it’s getting kind of uncomfortable. You can already feel the ugly red marks around your eyes.

>>5134204
You have no idea how to operate the object labeled “force field projector” – and you don’t even know for sure what it does. It might create a defensive force field, but it could also just project a sword made of force directly into your face.

>>5134204
>>5134227
>>5135943
Rifle Handling allows you to fire things like muskets and sniper rifles. You’ve seen one or two through your travels; they’re generally long-barreled guns that deal high single-shot damage.

You fiddle around with the weird gun and inadvertently hit a trigger. Two small needles fly out from the muzzle, striking the fursuiter. GGZZAP! Filled with about a bajillion volts of electricity, the costumed woman topples backwards, convulsing and foaming at the mouth. You feel a warm feeling in your heart at having made the world a better place.

You bounce your flashlight off a worker’s head, nail another in the groin with a well-placed disruptor shot, and bonk a third in the solar plexus with your 3-shooter.

The gun falls to the floor and goes off, striking a nearby barrel – which was full of crude oil! Immediately, there’s a burst of heat as the barrel combusts, lighting up the rest of the warehouse with it.

(1/2)
>>
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You duck and dodge through the flames and collapsing pallets, scooping up your discarded taser in the process. Amid the roaring conflagration, you sneak away unnoticed, emerging in the food court.

It’s late afternoon, almost evening, and the races have ended for the day. The crowds have dispersed, leaving only a few stragglers munching on the last of their kettle corn.

Congratulations! You’ve crippled the manufacturing of the horse lobotomizing powder, or whatever it was they were making. You’re free to head back to town, if you have nothing else you want to do here – or you can tie up loose ends. Though, having won a horse race, stolen a horse from the stables, mugged a tourist family, and destroyed Vomit King Kong, your face may be somewhat recognizable by this point…

What do?
>Go back to town and get a good night’s sleep
>Head over to the greaser hangout
>Sneak into the main offices and look for more intel
>Investigate that pointy-headed guy you keep seeing around here
>Something else?

(2/2)
>>
>>5144880
At that point whoever he's working for is probably going to hunt you down
>Sneak into the main offices and look for more intel
We need to know more about this Architechium.
>>
>>5144880
>Steal the fountain
Fuck the corporate, fuck the firefighters.
>>
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>>5145027
You break off a chunk of marble and put it in your pocket. Fuck the system!

>>5145005
You overhear the workers telling the pointy-headed guy about the man who blew up the supplement manufacturing plant. From the way they describe him, he sounds a lot like you!

You make your way to the staff offices of the Hippodrome, sidling along buildings and ducking into the shadows whenever you see a security guard. There sure are a lot of them on patrol now.

At the main entrance, your infiltration is thwarted by a large gate. Just beyond are two guards, listening to instructions from their commander. You direct your best eavesdropping walkie-talkie-ward... you overhear something about a man and his horse sneaking around and disguising themselves as employees, and for all guards to remember the password.
You get the feeling that worming your way in here is gonna be take more than just stealing someone's clothes.

You feel tingly all over. There's some kind of electric field blanketing this whole building...

Loretta has acquired a fancy new eyepatch from somewhere for the sake of recognizable character design. Good on you, Loretta!

What do?
>Try to bribe your way in
>Climb the wall through the barbed wire
>Shoot at the guards through the gate
>Just leave, maybe the intel will come to you later
>Something else?
>>
>>5146052
>See if you can charge your taser and field generator with the electric field.
>put down your hoodie and look for a way around the back
>>
>>5146073
+1 for charging
>>5146052
>Use the Tactical Marble to divert the attention and sneak in
>Memorize the guards' patrol routes

This looks like a stealth segment... does that make out cards a lethal weapon?
>>
>>5146105
>>5146073
+1
>>
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>>5146073
You hold out your electrical items, and after a few moments, you hear a *blip!* as the ambient energy recharges them slightly.

That isn’t a hoodie, it’s a bear mascot costume head, and while it’s clearly recognizable, it’s currently your only form of head protection. You could forego it, but you’d ought to find a new hat as quickly as possible.

>>5146105
You wait a while, but these two security guards aren’t going anywhere. You do see a couple of other patrolmen walking two-by-two around the building, but this is the only obvious entrance.

You toss the marble over the wall and into some nearby bushes. After a moment’s hesitation, both of the guards investigate, leaving the door wide open. At least, it would be wide open if there wasn’t this gate in the way.

What do?
>Scale the wall and get tangled up in barbed wire
>Input “80085” on the lock
>Shoot open the gate noisily
>Something else?
>>
>>5147780
>Input 00000 on the lock
>Input 00001 on the lock
>Input 00002 on the lock
...
>>
>>5147780
Uhh
>Unlock the electric lock with the taser
if that doesn't work:
>Climb over the gate where there's no wire
>>
>>5147780
>>5147957
Yeah, tase it out.
>>
>>5147957
>>5148896
+1
>>
>>5147957
we can also use the tree and/or that glizzies cart as props for our climbing game
>>
>>5147780
I see a sewer cover. Might we be able pass through underground undetected?
>>
It seems OP is actually drawing our cowboy try all the 99999 input codes.
>>
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(I don't think I'll be able to finish before the thread ends, but I'll see if we can get to a good stopping point.)

>>5147937
1, 1, 1, uh... 1. No, that's not gonna work.

>>5147957
You don't have Rifle Handling, so you still don't know how to operate the taser. You could try, but there's an equal chance of you zapping yourself instead.

>>5147957
>>5149054
You're about to climb over the gate using the hot dog cart, but you spy a better option.

>>5149066
You slide down the manhole just as the guards return from their distraction.

(1/2)
>>
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You're in the sewer. It stinks!

On the other side of the channel is a ladder leading up into the building. However, your path is blocked by a river of sewer sludge and an ornery gator.

What do?
>Wade through the sludge and get hepatitis A to Z
>Shoot the gator
>Tell the gator to fuck off
>Something else?

(2/2)
>>
>>5152060
Politely ask the gator to get out of the way
>>
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>>5152060
>Dwayne him
>Read the swimming paper
>>
>>5152060
Rescue fish in bag.
>>
>>5152060
See if they’re any booze left in that bottle on the right.
If it’s empty, it can be thrown as a distraction, if it isn’t that that’s also good.
>>
>>5152286
*their is
>>
>>5152060
Hop on the gator's head like it's Frogger.



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