Let's Play After the Storm

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Re: Let's Play After the Storm

Postby holypaladin » December 2nd, 2017, 7:12 pm

Where is every body?! Comment the great Inky!
I am a holypaladin. I fight agains darkness. Me or other paladins be a bandits. We alianced witch a orcs and dwarwes

My power help the nowices or nowices is be a masters
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Re: Let's Play After the Storm

Postby Inky » December 6th, 2017, 7:20 am

Hey everyone, sorry it's been a while! Hopefully everyone hasn't completely forgotten the plot. I think we're saving the world from a drone apocalypse or something :whistle:

holypaladin wrote:Where is every body?! Comment the great Inky!

Well there hasn't been much to comment on lately... though I like the sound of "the great Inky." ;)

Cutscene (E3 S8A – Interim)
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Let’s see what nefarious schemes Elyssa is up to today.

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But the Seer told you about things to come. Things that did not make much sense to you at the time; things you promptly disregarded as long-winded prophetic nonsense, of the kind that necessitates a very specific mindset to digest and interpret correctly. Even after over three hundred years, you cannot understand half of her ramblings, and have forgotten most of the rest.

Yet she sometimes provides you clear instructions to follow. Darkness and its association with the matters of the mind are well understood by her, as the descendant of Delethia she claims to be, and she willingly allows you to exploit that aspect and gnaw at her thick mental barrier when the situation calls for it. But instructions are all you ever find in the vast void of her thoughts.

Executing commands as the machine you are is all you ever do. But you were promised a change. You have a couple of contracts to fulfill first, however.

What will you do?

Talking to herself at length in the hallway and following orders, it looks like. I guess being the Chaos Warlord isn’t as exciting as it sounds.

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Forget the meeting, let’s go exploring!

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Or not. Ugh, she’s no fun at all.

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Fine, let's just get that meeting over with.

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Well, we're stuck doing Uria's dirty work for her. As usual.

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And we have to walk all the way there. It's going to be a long day, isn't it?

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A very long day. I don’t blame Elyssa for going on killing sprees once in a while to let off steam.

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We head on past these pests and use the transport glyph to go pay a visit to the gatekeeper of Ethea.

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We’re promptly assailed by a series of philosophical questions.

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I can already see this is going to be such an enlightening conversation.

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Elyssa’s sprite changes into a more human looking form.

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Shaxthals are better than humans, as this campaign has repeatedly demonstrated.

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Whoa, that’s quite a nasty shade of red you’re turning, Elyssa. Might want to get that looked at.

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Elyssa applies her usual problem solving strategy, which involves blowing everything to bits.

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We take the transport glyph back. Whew, that was quite a trip. Elyssa’s going to need another long monologue to sort things out.

You have not felt so stupid in a long time. Zhangor’s ruse was simply too obvious to fall for — Uria would not have asked you to destroy the Gatekeeper yourself if she did not fear her for some reason. Perhaps if she had such an introspective conversation with the Gatekeeper, things would have changed to some degree. Perhaps...

But no. You are well familiarized with the demoness and her childlike stubbornness. Whatever advice the Gatekeeper might have had for her would have gone unheeded. That is, assuming Uria would have given her a chance to speak in the first place.

Maybe you were too hasty in disposing of the creature, though. She seemed to be genuinely trying to help you for some reason. The illusion she cast on you seemed as real as it was intensely painful — not that you are are not accustomed to pain yourself, but... you admit that you were afraid for a moment.

Regardless of the intentions of Delethia’s offspring, she managed to stir up uncomfortable thoughts in your mind with her meddling. You decide to sweep them aside, if only for a brief interval while you go to report back to your oppressive overseer.


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Oh great, these guys still haven’t found anything better to do.

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Well I’m glad at least somebody here seems to having lots of fun.

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Bad news for Sheelevrea fans, I don’t think she’s going to be around much longer.

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Halbadrel starts to think that maybe standing in a different spot would be a good idea.

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With those annoyances out of the way, we head towards our next meeting with Uria.

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That's right, what ended up happening to Elynia?

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Oh. That doesn’t sound promising.

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Anyway, it seems all our hard work is going to be rewarded by… being replaced by Zhangor?!

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Agh, she's sounding just like that crazy demon zephyr. If only she were as easy to get rid of...

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We start exploring the area, triggering memories of the past.

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They seem to be having some relationship issues.

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Argan doesn't seem particularly touched.

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In life, it's very important to know what your priorities are.

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Uh oh. Better not to answer that.

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It’s not helping that Argan possesses the tact and social skills of a Door.

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Argan receives a brilliant insight, but it’s a bit too late.

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For long you have tried to purge your memories revolving around Argan’s descent into insanity and the eventual fulfillment of his end of the bargain with Uria. Alas, Norsulan technology around the time you were resurrected was not advanced enough to do that kind of thing, and you are sort of stuck in the past in that regard.

Maybe some day you will learn to do the advanced mind tricks Merthiaal could, and use that power to alter or clear your own memory. Surely if you manage to do that, you could attain absolute control of every single creature on Irdya.


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(What better times?)

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We come across another memory of Elyssa and Argan.

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This conversation doesn’t seem headed in a good direction either.

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Argan’s been desperately searching for Elynia all this time. Maybe he’s not such a bad guy after all.

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Ah, that’s why.

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Many years later, Argan’s orders would take a turn for the worse, and you would happily comply with every single one. You do not really regret it in the least. Killing lesser creatures is amazingly comforting after all you have been through. If only you could do that with your own underlings more often. Wait, you mean Zhangor’s underlings now. You are quite sure he would not actually mind.

On the other hand, you were allowed to do as you pleased with your torturers back in the day. If only you had the control you now have over your artificially enhanced body, and Merthiaal’s heart. If only you could ravage people’s minds like the true Eater of Souls could. If only...


We next head to a ruined room.
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The costs and risks of being a predestined guardian have not been properly documented, but everyone agrees that it was the temptation of power that finally got the best of the goddess whose legacy Argan and Uria bestowed upon you. But your case is an unprecedented one, and you have had to cope with other difficulties along the way. The technology that binds your body and soul with Merthiaal’s heart was considered highly experimental on its world of origin, and every test subject was destroyed without exception.

Maybe it was because the heart they chose for their testing was that of an unborn goddess as opposed to a deceased one. Maybe it was because the Aspect of Fire itself did not choose them. Or maybe those individuals simply lacked the resolve, and the initial excruciating pain was too much for their feeble psyches.

Whichever the case, you are certain that even though cheating the system devised by Yarae was a straining and arduous task, the Aspect of Darkness is now yours to control.


If the once Lady of Light had not killed him, Argan would be proud to see you execute his plans like clockwork.

Proud. Nothing more than that, really.

If you were to use Golden Age literature as reference, you would say he always regarded you as a daughter. His increasing lack of empathy did not allow him to see that you had feelings of a different kind for him. While that truly bothered you in the beginning, you would soon learn of another cost of being a guardian. To put it into perspective, of all the guardians that have lived so far, only the second incarnation of the Guardian of Fire found true love — and then she died under mysterious circumstances.

Those unrequited feelings of yours vanished long ago, but that does not change the fact that you owe your life to Argan and that you will do everything within your power for him, even now that he is gone for good.

Poor Elyssa. The typical chaos empire guys were so unpleasant that even Argan started to look good.

Lastly, we head into Elyssa’s cell, which is nicely decorated with leeches.
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You have not really spent as much time in this cell as you would if you were an ordinary creature. Thankfully, your body allows you to spend an indefinite amount of time without rest. You have tried sleeping on occasion, but ever since you were captured by the human scum in the capital you have only had variations of the same recurring nightmares. You hoped your new life would allow you to have normal dreams again, but it has only been worse since then.

You think it is finally time to go and put those plans in motion. You glance at your cell a last time to make sure you are not forgetting anything before leaving.

The last sentence is a hint to explore the shrouded corners of the room.

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Hey we found something… completely useless, it looks like.

You take the book. A few loose pages slide onto the floor, and you pick them up.

Of course. These are the pages you took from Argan’s journal some time after he became irreversibly incoherent.

Finding these pages in this scenario is necessary for seeing the campaign’s epilogue.

After that, we can just leave, though we can also take a detour to a southwestern area to read some backstory glyphs:
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So the first Guardian of Darkness messed around with powers she couldn't control, went insane and absorbed the souls of all life on her world. Turns out she just wanted to impress Yarae because she was jealous. :doh:

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The remaining glyph lists the ten elements and their Guardians.
The Original Ten:

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Once we're done sightseeing, we head to the exit in the north.

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E3 S8 B – Destiny - Part 1
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Meanwhile, our group of heroes is launching an attack on the chaos empire’s fortress in Kalari.

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About Elynia….

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Durvan’s still following us around, though I guess he's too cool to associate with the likes of us, since he’s got his very own keep in the northwest.

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Turn 1

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In addition to the usual loyals and a second saurian healer, I recruit a couple ghosts since they’re fast and you can never have too many leveled ghosts.

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As we advance, Ergea provides us with a disturbing history lesson on the creation of those turrets.

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And here I was thinking that they were just made of some strange wood. Thanks, Ergea :augh:

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Meanwhile, Durvan only gets a few fast units, because this is a huge map and dragging along a massive horde of weak units would get tedious, and most of the fighting is done in narrow corridors anyway.

Turn 3

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Our two armies converge in the center and we start attacking the turret, trying not to think too hard about what it's made of.

Turn 4

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Of course. There’s no way we could just abandon the XP, I mean, tortured souls.

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Anya and Nalan destroy the nearby drone, and we form a line in the narrow hallway, which is quickly becoming filled with enemies.

Turn 5

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Picking off enemies in that 3-hex bottleneck would take forever, so we retreat down the two hallways to hopefully speed things up a bit.

Turn 6

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That wounded ghast on the left looks like a tasty target for one of our ghosts. We’ll also want to get rid of the dangerous chaos magus in the north.

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Sadly, the ghost doesn’t finish the ghast and Durvan was unhelpfully blocking the remaining hex, so I leave the ghast alive to finish next turn so the XP won’t be wasted. Annoyingly, the chaos magus survives after dodging attack after attack against all odds.

Turn 7

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Whoa, that was dangerous! Roeghar was looking very dead for a second there, and Anya and Nalan need some urgent medical attention as well.

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We quickly get to work picking off wounded enemies.

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We also manage to nab some XP for the loyal captain. Giving kills to Durvan’s units takes some extra planning since Elynia’s units need to leave hexes for them.

Turn 8

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Thankfully our frontline units look a little less dead this time.

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We again start cleaning out the nearby units (no thanks to that captain standing around blocking an important hex).

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We make a line, and things look safe now.

Enemy turn:
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Well, maybe not. The poor goblin pillager, who never hurt anybody (this scenario), meets an incredibly swift end.

Turn 9

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We take our revenge and level a spectre in the process.

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Durvan’s units also try to grab some XP, though maybe this wasn’t such a smart idea.

Turn 10

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Gweoc comes disturbingly close to dying, which seems to be a common theme this scenario.

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The rogue actually makes himself useful by skirmishing around and eliminating the chaos invoker with backstab.

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We attract the attention of one of the leaders to the south, who sends a friendly greeting.

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Meanwhile, the "most unhelpful unit of the scenario" award goes to the remaining ghost which tried to finish off the dying wraith but somehow got finished off himself instead.

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Fortunately Durvan, whose army hasn’t been too helpful either thus far, steps in and takes care of it.

Turn 11

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Everyone marches down the hallway, which is mostly clear of enemies now.

Turn 12

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We send a small squad down the left side passage, while the other units keep going east.

Turn 13

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Irylean zaps a spectre, luring out the northern draug in the process.

Turn 14

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The draug is easily dispatched, and a few units detour north to kill the leader there.

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Meanwhile in the south, the rogue backstabs the ghast and clears the way for the units in the small western passage.

Turn 15

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The northern leader thoughtfully saves us some trouble and bravely comes out to meet his fate.
A couple fast units go grab his villages and everyone else heads south.

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In the south, we make our way past a drone to a nice grassy area.

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There’s a nasty leader waiting there, so we make sure to stay out of his way for now.

Turn 16

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We've lured a couple level 3 enemies our way though. Getting rid of them in the bottleneck would be difficult, so we try to retreat and lure them further into the passage, where our northern forces can also come help.

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Unfortunately Nalan the elvish champion is too slow to use the elves’ ultimate technique, which is running far away.

Enemy turn:
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Rest in peace Nalan, hope you get more movement points in the next life. :(

Turn 17

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Avethan the slayer almost follows Nalan to the afterlife, nearly getting eaten by a serpent messenger.

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We slow the serpent, and manage to get the captain to finish the demon stormtide.

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We then whittle down the serpent, which promptly kills itself attacking the direwolf on its turn.

Turn 18

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Finally, we start to make progress into the grassy courtyard, where there’s another demon stormtide waiting.

Enemy turn:
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Oops, I forgot that demon stormtides do not mix well with spectres. Fortunately the spectre manages to survive thanks to the +20% fire resistance given by Ergea's protection.

Turn 19

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The swordmaster finishes off the stormtide, getting an AMLA.

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Then we lure out General Ramzal, who does some serious ranged damage.

Turn 20

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Attacking in ranged is too dangerous, so we pound him with our strongest melee units.

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Pleasant guy, isn’t he.

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Durvan’s pet direwolf comes and finishes him off.

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Looks like there's one more leader we need to take care of.

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Turn 21

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The rest of the courtyard just has a few demons left, which we make quick work of.

Turn 22

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We head down the southeastern hallway, where a couple drones are waiting.

Turn 24

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We come across a river with some enemies waiting on the other side.

Turn 25

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And of course, our day wouldn’t be complete without a big drone ambushing us from the fog.

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No problem for our drone extermination squad though. We head into the corridor ahead, where there’s another turret and another drone trying to be sneaky.

Turn 28

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The southern path is a dead end, so all that’s left to do is destroy the nearby turret…

Stats so far:
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Losses: Nalan the elvish champion, 2 ghosts
Advancements: assassin, banebow, rogue, spectre
Restarts: none

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Turn 29

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…and suddenly, we’re transported into a new area filled with light.

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Our chat is interrupted by the arrival of a new leader.

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There’s a small two hex keep where we can get reinforcements, including a much needed healer. The crystals don’t attack but we do have to deal with drones respawning from the passages.

Turn 30

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Well, that didn’t work. Get over here, Anya!

Turn 31

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That’s more like it! Attacking one crystal damages all of them, and they're very weak to Anya’s arcane attack.

Turn 32

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Anya makes quick work of the crystals.

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Fortunately, the boss can be damaged by any unit, so we start whittling her down.

Enemy turn:
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Yikes! The boss goes for Anya, almost killing her!

Turn 33

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Almost isn’t quite good enough though.

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Whew, finally some nice fresh air!

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Ergea follows Anya into the garden.

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Followed by Durvan.

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Followed by… a loud bang as the wall seals itself off behind them!

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We hear an evil laugh in the distance…

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Well the good news is, Zhangor's too busy to attack us right now.

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The bad news is, it probably won't matter.

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You didn’t have to add that last sentence…

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Anya?! Wait, it's too soon to give up… maybe Ergea will save us! Or maybe Durvan will?

…we’re doomed, aren’t we?
Attachments
AtS-3-Destiny_—_Part_1_replay.gz
S8 B
(127.32 KiB) Downloaded 19 times
AtS-3-Interim.gz
S8 A (cutscene) starting save
(38.5 KiB) Downloaded 15 times
Commented playthroughs with screenshots:
Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm (in progress)
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Re: Let's Play After the Storm

Postby Sudipta » December 6th, 2017, 9:34 pm

Feels good to see a new entry. Your one line comments throughout both the story segments and the gameplay ones were brilliant. Very entertaining. I especially loved the ones during elyssa's memory recollection.. those were hysterically funny.

Also, i feel the story writing has been greatly improved compared to a couple years back. The last time i played, i didn't really understand all of the complex backstory and lore, but now it seems a lot clearer to me.

Keep being awesome!
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Re: Let's Play After the Storm

Postby shadowm » December 6th, 2017, 9:45 pm

Sudipta wrote:Also, i feel the story writing has been greatly improved compared to a couple years back. The last time i played, i didn't really understand all of the complex backstory and lore, but now it seems a lot clearer to me.

That’s interesting, because it’s remained the same since version 0.8.90 (first version to ship the finale scenarios, E3S6 onwards), other than some grammar fixes and slight phrasing changes for stylistic purposes.
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Re: Let's Play After the Storm

Postby Inky » December 17th, 2017, 7:45 pm

Thanks Sudipta (and everyone else reading), glad you're enjoying it!

E3 S8C – Breakdown
... The darkness...

... The silence...

And then…

The pain...

A pain so strong...


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Hooray, Elynia didn’t get devoured by a necrophage after all! It seems like she’s got other problems though.

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Why is this everyone’s go-to solution?

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She starts running around blasting her surroundings.

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Her next idea is to jump off a cliff, but fortunately she’s interrupted before she can execute this questionable plan.

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This is not my first choice for who I would want to be stuck in a deep dark cave with.

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Blasting Elyssa’s face in sounds like the first good idea Elynia’s had so far!

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Too bad it didn’t work at all.

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Yeah, where were these awesome powers before?!

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Limitless power and immortality sounds great to me!

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There’s always a catch, isn’t there.

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And she likes your hair.

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Speaking of shapeshifters, Anya isn’t looking too good right now. She looks like a mudcrawler that's been stepped on.

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Agh, that's no mudcrawler!

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Ergea and Durvan turn around only to see something even more disturbing than those things they were fighting against.

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So Anya’s another Guardian of Darkness, and there’s also another Guardian of Earth- guardians seem to be a dime a dozen these days!

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Cool, maybe she can take over with the whole saving the world thing.

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Or she can sit around doing nothing just like everyone else.

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Wonderful, this is going to be a pleasant partnership.

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This a almost a cutscene scenario, where the combat generally consists of watching enemies destroy themselves one after another attacking Elyssa.

Having awakened as the Guardian of Earth, Elynia’s received a major powerup!
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She also gets a new Aspect of Earth ability, which grants +16 healing. (If only we had somebody to heal besides our new “friend” Elyssa.)
This unit is a Guardian of the Aspect of Earth.

As such, it has access to the following abilities:
• Sylvan Essence: healing and curing allies (+16 HP per turn), self-concealment on vegetated terrains
• Regeneration (+8 HP per turn)
• Immortality (can only be killed by specific units)
• Counts as level 0 for XP calculation purposes during combat


Elyssa is even more overpowered than Elynia:
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She has the Aspect of Darkness ability, which doesn’t do much since Elyssa and Elynia are neutral but at least it sounds cool.
This unit is a Guardian of the Aspect of Darkness.

As such, it has access to the following abilities:
• Obscures: +25 chaotic bonus on adjacent locations
• Regeneration (+8 HP per turn)
• Immortality (can only be killed by specific units)
• Counts as level 0 for XP calculation purposes during combat


We start heading out and are promptly confronted by a drone.
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Elyssa tries using diplomacy.

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Aw, looks like they don’t want to be friends. Well, their loss.

Most of the combat in this scenario will be skipped over, since it typically goes like this:
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A drone range attacks Elyssa, which has only one result.

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Followed by another.

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And finally an enforcer drone destroys itself. After having been harassed by drones all campaign, there’s a certain satisfaction in seeing them get demolished like walking corpses.

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We proceed into a western room, where an (ahem) epic battle with some worms takes place.

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Between the nonstop drone attacks and Elynia’s pestering, Elyssa just can’t catch a break.

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After trudging through a swamp we come to a dead end.

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Elyssa applies her usual problem solving strategy.

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Yeah! I think we might be able to get along with Elyssa after all.

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Well at least she's keeping these thoughts to herself now.

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We come across a corridor with some enemies who vanish extremely quickly after meeting Elyssa.

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Elyssa accidentally ditches Elynia to attack an imp, causing Elynia to be unable to move due to being outside Elyssa’s movement range. Moving Elynia first every turn usually avoids this inconvenience.

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She’s enjoying this way too much…

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Pesky cave walls blocking your way? No problem, just call the Elyssa & Elynia demolition squad!

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Elyssa joins in on the blasting fun.

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Oh great, we've got another Elyssa in the making. Is anyone else slightly worried about the fate of the universe?

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As if Elyssa wasn’t OP enough, she can summon up to 6 fire guardians on the map at a time into the hexes next to her.

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They make the ultimate cannon fodder units since Elyssa can summon an unlimited supply of replacements.

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For example, you can chain suicide them into a powerful enemy and then immediately summon new ones. :eng:

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We clear out the nearby area, attracting the attention of a nearby imp leader.

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Some assorted rabble gets sent at us from the corridor. It doesn’t take a Guardian to handle these weaklings.

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We proceed to the Demon Lord Jeru’unog, who seems to be all alone.

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Nice try with the nightgaunt ambush - it might have been dangerous if our units weren’t superpowered goddesses.

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The unfortunate imp quickly gets surrounded and burned to a crisp.

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We proceed to another drone hive area, which isn’t anything to write home about.

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We reach the exit in the north. The southwest passage leads to a story glyph.

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Once we’re done admiring the scenery, moving to the northern exit ends this part.
(And no, we still aren’t done with Scenario 8 yet.)
Attachments
AtS-3-Breakdown_replay.gz
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Commented playthroughs with screenshots:
Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm (in progress)
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Re: Let's Play After the Storm

Postby adramolokh » December 20th, 2017, 3:15 pm

E1S12, The Queen wrote:Image
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I'm ridiculously late to comment, and I'm sure somebody had have pointed this out by now, but this is a ROT13 cipher that was then reversed. It decodes to make the following, after fixing the punctuation:

Code: Select all
FEMALE VOICE: Second core unit insertion complete. Phase two start-up complete. Critical block initialization complete. Incubation chamber draining process started. Core unit stand-by block rescinded.

MALE VOICE: Entity induction rod detached. Neural phase normalization in progress. Estimated time for incubation chamber draining completion is five minutes. Clear central chamber area.
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Re: Let's Play After the Storm

Postby Losthunter » January 7th, 2018, 6:26 pm

Again, great letsplay with entertaining comments Inky. I cant wait on next mission :D .
And adramolokh:
adramolokh wrote:
E1S12, The Queen wrote:
Code: Select all
FEMALE VOICE: Second core unit insertion complete. Phase two start-up complete. Critical block initialization complete. Incubation chamber draining process started. Core unit stand-by block rescinded.

MALE VOICE: Entity induction rod detached. Neural phase normalization in progress. Estimated time for incubation chamber draining completion is five minutes. Clear central chamber area.

Wow, I have never noticed that, I thought it was only some random text :oops:
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