Comic 1018 - Take the elevator out

Posted on 13th May 2018, 4:43 PM in Hope
Take the elevator out

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Author Notes:

Morgenstern 13th May 2018, 4:43 PM edit delete
Morgenstern
You grab the pages from the chest, and you all file into the elevator. It opens for you, and you take it back to the entrance floor.

You leave Bunker X, and head back to the lab. While having lunch, getting a blood transfusion, patching everyone up better and generally resting, you explain everything that happened to Liz and Dr. Finch. Michelle reloads her minigun, and everyone restocks on their handgun rounds.

It's somewhere between morning and noon. You feel a little drained, but it's nothing you can't work through. The next question is--once you've all had a moment to recover--whether to attempt Incident F, or start preparing to save Grizwald.

On the one hand, you believe Incident F may give you new insight into your abilities, which could be helpful for saving Grizwald.

On the other hand, Incident F is likely to exhaust you, and Grizwald's situation is very much on a time limit. It is currently Friday, and you have until Sunday morning to mount the rescue mission.

Comments:

1977 13th May 2018, 4:54 PM edit delete reply
For Incident F we need only Dr. Finch to help us, everyone else can prepare for the rescuemission.
This way we can use the time most effective I think.
Tych 13th May 2018, 4:58 PM edit delete reply
seconded
zelly_fangirl 13th May 2018, 5:09 PM edit delete reply
While I second Incident F with Dr. Finch today, I do think Saturday should be dedicated to saving Grizwald. The longer we put that off, the more prep time Hope and Carpenter have. This fake exorcism sounds like something we definitely do *not* want to be stopping at the last second.
pkrankow 13th May 2018, 5:18 PM edit delete reply
pkrankow
Incident F happened specifically in the timeline Fuse died.

Being left exhausted after an event of unknown duration will be bad.

Practicing with the bone armor spell, studying the bullet proof bone, applying markings, practice creating and removing markings for our team at will, developing a melee weapon or four (staff, pointed staff aka spear, knife, and sword) and seeing if Pierce and Finch can adjust the spell markings to suit in addition to preparations, rest, and practice moving red around for healing purposes (because transfusions suck).
PurpleKetchup 13th May 2018, 5:24 PM edit delete reply
It leaves Jane exhausted, but "it's worth it".
pkrankow 13th May 2018, 5:31 PM edit delete reply
pkrankow
Yes, but is it helpful for NOW especially since Error Jane was in prison garb and Fuse dead.
Nayru9572 13th May 2018, 5:37 PM edit delete reply
Good point. Let's prepare for the resque first.
chaosblitz 13th May 2018, 6:13 PM edit delete reply
Yeah, I have to agree with you, we should probably put off incident F until after we save Grizwald. I mean, it will help in the long run, but it can wait a couple days. We already did one thing that took a lot out of us, and I get the feeling we're going to need to save as much energy as possible for the rescue attempt.
pkrankow 13th May 2018, 7:15 PM edit delete reply
pkrankow
Maybe Griz would like to meet the ghost girls...
pkrankow 13th May 2018, 5:29 PM edit delete reply
pkrankow
If we do Tradesmen rituals ...

...after developing melee weapons ask for the added or altered markings to go with the armor spell. But let Pierce and Dr Finch work on this first because I like it when we already know the answers.
pkrankow 13th May 2018, 5:37 PM edit delete reply
pkrankow
Could Jury use the bone armor spell?

Will it being a spell be a problem for Jury and us? (Currently yes but can that situation change)
chaosblitz 13th May 2018, 6:15 PM edit delete reply
I think it might not, since it gives off the vibe that it needs blood to be able to access The Blood, but maybe we can ask the tradesmen the next time we get a break?
ReikoLupus 13th May 2018, 5:32 PM edit delete reply
ReikoLupus
The Powers that we may obtain with Incident F are tempting, but I don't think this is the moment. We DON'T know what type of Powers we'll get, and if Floor 0 teached us one thing, is that we are underprepared in the combat department.

I say that we use this day to develop weapons. Bombs of Bone Fragments. Ultra-Hard Bone Armor and Weapons. Ritual to Replace Bone-Armor instantly. Even better weapong with the trade ritual. Ask the Tradesmen what we must exchange in the Trade ritual to get certain weapons and gadgets, like a trast-whatever (The old weapon of Michelle) that recharges with time and don't explode and an invisibility device.
Let's use this day to up our arsenal some levels.
chaosblitz 13th May 2018, 6:19 PM edit delete reply
ALSO LET'S MAKE KNIVES. Knives would have been really useful on level 0 honestly.
ReikoLupus 13th May 2018, 6:37 PM edit delete reply
ReikoLupus
Obviously, That's included in the "Ultra-Hard Bone Armor and Weapons" XD.
Or simply exchanging a lot of rough Bone-Knifes and see what we get XD.
pkrankow 13th May 2018, 7:14 PM edit delete reply
pkrankow
Yes, knives, staff, pointed staff (spear), and sword.
ReikoLupus 13th May 2018, 7:24 PM edit delete reply
ReikoLupus
Sword... I'm against that. Better an axe or a mace. Swords are easy to use, but are terrible weapons XD.
And against the things we usually Fight, a swords is even worse. But well, if we get a laser-swords that can cut ANYTHING with the minimum contact, then they CAN be good XD.
pkrankow 13th May 2018, 7:34 PM edit delete reply
pkrankow
Ok. Staff, spear, mace, knife. I can go that route just fine. Bludgening is a respectable means of doing damage.

There are you tube videos of a maces emptying gallon jugs instantly. Juice, milk, tea... one hit and only the empty jug goes flying.
Marshmallow 13th May 2018, 8:24 PM edit delete reply
Throwing knives.
pkrankow 13th May 2018, 8:37 PM edit delete reply
pkrankow
I wasn't thinking about throwing them, but if the can also cut, and have enough grip to fight in melee, throwing knives might be a reasonable idea.

Maybe...
https://en.m.wikipedia.org/wiki/Kunai
ReikoLupus 13th May 2018, 8:53 PM edit delete reply
ReikoLupus
Why throwing knives?
For melee we need melee weapons, but for long range we can simply use guns XD.
Ablaze 13th May 2018, 5:44 PM edit delete reply
Could we use the error room with the reward spell pages to gain some extra insight? Might be useful.
chaosblitz 13th May 2018, 6:17 PM edit delete reply
maybe, but while the error room hasn't been too dangerous so far, it might just send us a Jane that died on floor 0 (then again, it might send us a Jane that got something else useful, so your choice)
pkrankow 13th May 2018, 7:11 PM edit delete reply
pkrankow
Intriguing idea. I'm game on it.
Twyll 13th May 2018, 5:45 PM edit delete reply
Someone in the discord mentioned notifying Jury, which I think might be a good idea. She might be able to help us with this, and if we mention Hope's suspected involvement with dangerous rituals, she might actually be able to bring in the big guns and do it fast. On the other hand, it might be a bad idea to have the anti-magic feds show up when we ALSO use a lot of magic...
Blue_Elite 13th May 2018, 6:02 PM edit delete reply
"Michelle returns. 'Jury said she's down. She can't bring in a strike team or nothin', but if Hope's really kidnapped a homeless guy Jury don't give a damn about the paperwork. We call her, she'll be there. ...'"
Jury is willing to help but she won't be able to use her influence in this one. Not unless we can prove there's a monster or cult shenanigans before the broadcast.

That said, the idea I had was she could work as a distraction if necessary. Not anything dangerous, just keep attention away from our group while we infiltrate and then hopefully get out. This is Hope's turf so we may need to avoid combat to avoid further legal/police enforcement troubles (especially as Hope seems to be very good a propaganda). That may, in fact, be how we ended up getting jailed.
pkrankow 13th May 2018, 7:13 PM edit delete reply
pkrankow
Another very intresting idea, bring Jury.
Blue_Elite 13th May 2018, 6:15 PM edit delete reply
I'd like to point out that whatever we get from Incident F, it's not enough to stop Thale's monster or his plan to feed it if the error room is anything to go by.
I'd really like to get Grizwald's rescue done and out of the way before losing a whole day of productivity to Incident F.

At the very least we should scout out the situation at Hope's place. If we can't locate Grizwald OR Thale's monster, then we can do Incident F as it may be too early to act (unless we have any more leads as to where either of them are being kept that we can investigate that isn't Thale's facility).

Also just a note we really need to get the Hummer back. Also also if we could make a homemade bomb or get a grenade, given recent conflicts I'd really like a way to be able to deal with armour (i.e. feed the monster the explosive).
chaosblitz 13th May 2018, 6:23 PM edit delete reply
YES EXACTLY. It clearly might help *Jane* survive, but it certainly didn't help poor Fuse, or save those people. Our best bet is to experiment with the new pages and work on the powers we already have (there was a comment about using a blood portal on the monster back on level 0, maybe we could practice moving things *into* the blood instead of pulling them out of it?).
Guest 13th May 2018, 7:13 PM edit delete reply
have we tried to see what's on the other side of the bunker X entrance?
Ablaze 13th May 2018, 7:14 PM edit delete reply
We need to weaponize the eye laser and all the other monster stuff. Could we pull stuff into the red to learn how to make the super strong monster parts?
pkrankow 13th May 2018, 7:29 PM edit delete reply
pkrankow
While this would be excellent, it might be too much in one go. Learning to create tattoos will require refining the iron in the body to make blue and red ink. It would be a significant step into making complex devices once we can make metal oxides, and presumably pure metals as that would be the next step.
Crestlinger 13th May 2018, 7:34 PM edit delete reply
Plan: contact Jury/Lydia and try to get blueprints for the area. Scout out the place with nearby animals.
Armaments: repaired armor, melee and ranged weapon for each going in, one blooded syringe each for everyone Not Jane that's coming for self use as other factors may show up now that this is a different timeline.
Purpose: rescue Grizwald without alerting X relevant groups that we know magic, or equivalent, and maybe expose Hope and Thale in the process then safely exit back to base with nobody following or tracking us.
Methods: any tunnels close by or distractions able to be made like a surprise cop raid? Vent travel?
Fallback: Red up some stronger spider acid glands and dissolve where Grizwald's cell is from its surroundings
Failsafe: over 9000 blood golems and let chaos reign.
Macheman7 13th May 2018, 8:10 PM edit delete reply
Macheman7
We should do incident F after we've saved Grizwald. We don't know what will happen when we try it, we could get really screwed potentially, even if only for a while. I'm not saying we shouldn't do it; Just when we have more spare time.
I think said time could be better spent resting or studying the pages, consulting with Pierce on said pages, or checking on (and/or playing with) our various assorted animals.
Congratulate everyone on a job well done, and start thinking about exactly what we're going to be doing when we go to save Grizwald.
Also maybe put some work into covering up all the magic crap, or hiding it on the Mars base. Anywhere but where it could be potentially found.
Maybe while letting our physical body rest, perform some Red experiments, to see what kind of organic matter we can create? For example, electro-reception like in various animals, or electric glands like in electric eels. You get the idea.
pkrankow 13th May 2018, 8:29 PM edit delete reply
pkrankow
Tazer effect of an electricity generating animal, such as an electric eel, would be useful from time to time. It qualifies as less than lethal.