Comic 228 - Take over the guard

Posted on 11th Aug 2017, 9:26 PM in Blood on Mars
Take over the guard

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Author Notes:

Morgenstern 11th Aug 2017, 9:26 PM edit delete
You have one of your rats check the torture room. It appears empty for now.

You hurl a needle through the vents. The guard spots it in his peripheral, but you manage to curve the syringe mid-air and thrust it into the side of his neck. He grasps for it, pulling it out... but not before you inject him.

He turns to you, seeing you through the bars of the vent cover. He begins to rush toward you.

You can now give commands to yourself, Dr. Finch, Fuse, Michelle, two rats, and a security guard.


rufiangel 11th Aug 2017, 9:34 PM edit delete reply
Well, get him to stop moving! Completely! And don't say anything either! XD;;;

I'd want to use him to locate the VIP room but I'm wary of talking to anyone, lest we have to kill them for knowing too much :'D pump for information and/or knock him out?
Shrek 11th Aug 2017, 9:58 PM edit delete reply
While we're at it, let's grab the evidence.

Take the USB back from the vent (if we haven't already), and have him give us back the syringe.
Macheman7 11th Aug 2017, 9:45 PM edit delete reply
Well then! Probably getting someone to do something they don't want to do is more difficult... Let's test it out by having him disarm himself and walk away from the vent and stay silent, then get into the locker for us and give us all the weaponry, which will then be vent loot.
Wing Eye 11th Aug 2017, 9:58 PM edit delete reply
Wing Eye
The less the guard knows the better. Convince him you are not a threat, or better yet, can you make him forget you are even there? Like he imagined the whole thing?