I'M IN!!!!!!! PLEASE!Your wish is my command.
In.Oh, teat. :D That was my last copy, not the one I wanted. Hold on. Fixed it.
And Spaghetti, that's a .jpg. I don't think you can skip around through time on it.
Meh. I prefer You Give Love A Bad Name.Well we were halfway there, but now we're not. So it was relevant. :P
Alright, it's been long enough, time to name and shame (normally this wouldn't happen for a bit longer, but it is the first turn and all).My bad, I had forgotten about it :-[
LAAT501legion and Vemet are being sent another PM, if they don't respond in 24 hours they'll be replaced, with Remalle first in line.
Read briefing files, distribute information to team.[6] The documents contain what follows:
I will follow the other boat riders to the island. Then, I will suggest one other team member comes with me to the main entrance, where we will[6] You paddle your boat over to the island, completely oblivious of anything wrong with doing this in your haste. It is only when you reach the island
introduce ourselves as the Federal Jail Weapon Arsenal inspectors, come to inspect the weapons.
Go to the island and try to locate a lone guard.[6] Following Agent D over to the island, you dismount and walk up on to the small beach, looking for any lone guards. However, unfortunatly you
I take stock of what's around me.You see two of your fellows paddle off without saying a word, towards what looks like the power house on the island. You can't make out much else,
Team Bravo Rules!
Search for a gun, and inspect the situation.[6] Looking around in your little paddle boat, you search for some kind of gun. Surprisingly, you find an Enfield revolver lying right next to your feet.
Assist the team with anything they may need. Observe the area.[1] Your team seems to avoid your gaze, and silence reigns out on the waves. You feel the only way to help is to maintain this. However, you do
I will go up to the front desk, and ask to see Al Capone, saying that something has come up, and that I need to discuss a new court case with him.[3] You confidently paddle away from your team and on to the island. Despite no other boats docking there except a single prison boat once a day,
Scout out guard patrols to determine their routes, and the best ways to avoid them.[2] Watching the island from your boat, you can only seem to see one pair of guards. You must be near the docks, and they walk out on to the pier,
Okay, then. Fashion a Help/Warning signal set and distribute them to the rest of the team. Then, try to find a map of the prison/island.[2] You begin to tear up planks from your boat and break a paddle in two before you realise that this just isn't happening, and water begins to pour
Once arriving on the boat (What kind of boat?), I'd like to look for anything I could use to help me with the task. If it's a big boat meant for a largeAfter recieving your rather damp map from your team leader, you tell him of the items that would be useful if found. While talking to him, you look
number of people, I'll maybe try to nick one of the ropes used for mooring, a small piece of metal laying about (a fork, a butter knife, a small metal
rod), a backpack to put it all in would be most fortuitous, but a satchel would do. Maybe try to grab a flashlight if I can find one, or a crowbar in a
fire-closet. Hell, even one of those little one-use chemical fire-extinguishers would be of use. Above all else, the location of Duct Tape is paramount.
If we're in a dinghy, I mention to my team leader that we should bee on the lookout for items to help us climb walls, cut through bars, or smash
through cinder blocks. In the event that there's nothing really on said dinghy to help us complete our task, I grab a paddle and help us get closer to
the island. If all the paddles are taken, I just sit tight and enjoy the ride, scoping out the perimeter defenses of Alcatraz by squinting REALLY hard.
But not so hard as to cramp my eyes. That would suck for later...
Take a closer look at myself, my teammates, and my surroundings. Try to be inconspicuous.[5] You study yourself. You are indeed dressed in typical attire, with a rather dashing suit and hat combo that you feel should definitely be kept in
"Air vent, anyone?"You say this, then paddle towards the island after being handed a damp map. You go for a section empty of buidlings [4] and no one notices you
Upon reaching the prison, get a good hand-sized stone and look for an air vent.
((GWAH! TIMEZONES!:D Alrighty.
/me curses the temporal effects of the Earth's orbit around the Sun!
Feckin' Waitlist! :I))
I had forgotten this, but!Oh you.Spoiler (click to show/hide)
Swim to Powerhouse, assess surroundings.[6] Like your team mates, you quite blindly swim towards the island, where you find Agent K being confronted by a prison guard. The man looks even more agitated now there's two of you, and it appears that this situation is extremely likely to get very dangerous. This is not helped by...
Walk up to the main gate and explain that I am here to check the security of the facility's arsenal. Due to budget cuts we have been sent on a boat.[2] You go to wander up to the front gate with a confident swagger, until you realise you've just walked between the confrontation between half your team and a lone guard. You freeze as the man's face becomes crazed, and his eyes seem to be almost out of their sockets. This situation is definitely going to escalate.
"I'm a Federal Jail Weapon Arsenal Inspectors, I'm looking for my companion to inspect the prison"[5] v [5] While you manage to sounds very convincing, the man knows the schedule of this island very well. His pistol remains very up, and very pointing at your colleagues.
I vote to make landfall near the power house, if the shoreline permits.[3] You hold a fair, diplomatic vote with yourself, deciding that the power house would indeed be a good place to make landfall. However, as you paddle towards it safe in the knowledge that SOMEONE agrees with your plan, you notice the 3 of your team mates have been taken hostage by a guard. Fantastic.
"Alright, boys. Time's up,"[2] You communicate this to your other team member still left with you here. However, as soon as you mention Jenkins you just get this itch...
"LEEEEEEEEEEEEEROY JEEEEENNNKIIIIINS-...What? We aren't doing that plan?!"
Inform the team of our present objective -- Keeping the Peace. Read briefing files, and check for any notices or intel on our location and probable hostiles.
If possible, order everyone including self into a boat and chase after our stupid agent who went off without us, possibly following his route unless unfavourable situations present themselves. I believe he forgot spatial dislocation.
Continue looking about the compound[1] You stare some more at the compound. You hear your team leader say something, but you're not interested. That thing, by the entrance, is it a bush or a man?
Quickly go back and go the other way, also keep a mental map.[4] You slowly back up, hearing just a chuckle from the gloom. Closing the door behind you again, you start to make a mental map of the main building while you return to the front door. Taking the left turn this time, [1] you find another door, but this one seems to be jammed. Sighing, you turn to go back to the main door when it swings open, and you here whistling from outside. It must be a guard on his rounds.
Continue to observe, looking for defensive and observational points of the area.[1] You look expectantly at your team leader. It's around the point when he screams ”LEEEROY JENKINS” that you decide no briefing info is coming, and sigh. You turn back to the island, but find nothing of note. Looking for inspiration from your colleagues, you then realise you are the only one left out on the waves. Well, save Agent E, but he's more under the waves.
Erp! Paddle ashore as quickly as possible, and, once there, THEN fashion some warning/distress signals out of the grass. Look for an old rusted umbrella.[5] You manage to get to the island on a rapidly sinking paddling boat with only one paddle and smartly step on to the beach, rather like this:
I frown at my team leader. He seems like a very silly man. I try to discern my position by looking at the map and looking for nearby landmarks. Whether or not that works, I'll land my boat on the nearest beach and find a place to hide. I need to dry off this map so I can see it... If I spot any other members of my team, I'd like to wave at them to come join me in my hiding spot while we try to figure out the best course of action. While I wait for them to show up, I'd like to take inventory of everything I have on my person, and figure out the most concealed way of carrying this rope...[3] You manage to discern that you must be somewhere by the north of the island, probably near the small cove by what seems to be a large cliff. You land next to this cliff and place your map on a large, flat rock before looking for the rest of your team. Your leader seems to be maintaining his crazy image, as he runs around writing something with clumps of dirt and grass, before finding an umbrella and looking happy with this. You wave to him, and he joins you, although there isn't any cover here. It's just a rocky plain for around fifty metres before the main cell block’s wall, which you can see from here has a hole just big enough for you to get through. One of your team members is already there, trying to break in. As for concealing the rope, [5] you can find one place to put it. You know where.
Puzzle over the smudged map as I paddle toward shore. Assist the guy trying to break into the vent.[5] You manage to discern that you must be in the north, just in front of the cove. You also see as you paddle towards the shore that the cell block’s perimeter wall has a hole in it on this side, allowing a man to get through. However, there is a rather large open plain before it. [3] You manage to make it across there without attracting any attention, but fail to help your team mate. The vent is still annoyingly high up, and the rocks are irritatingly small.
Find a rock and search the area immediately around for things that could be piled to reach the vent.[5] You suddenly spot a large rock stuck in the ground and, with a bit of teasing, manage to get it out. As for things to pile up... [NO] There is nothing. The only thing you can imagine that would work was that if you gave your team members a lift up, and one person was left behind.
Agent C: "Sir, Sir Sir, we are with the prison inspections. We where trying to test your security, which is obviously very good. Here, these files here will tell you more."[3] v [6] You tell the guard rather weakly about how you were just testing the security of this facility. His face doesn't change, so you start to approach him and pretend to reach for some files. However, the guard immediately interprets this as you reaching for a weapon and shoots, [6] narrowly missing your head by inches and scorching your hair. You back off, taking it as a warning, shaken. However, you do realise that nearly the entire island will have heard that.
Walk close to him, pretending to give him the files, then grab his pistol and point it at his face.
Pretend to faint to distract the guard.[5] v [1] You fall over backwards and the guard falters for a moment, wandering what's wrong. He slightly lowers his pistol and comes over, opening the way for...
Hit in the back teh head! / Sneak attack, biatch![4] Screaming triumphantly, H karate-chops the back of the guards head, knocking him out cold. He has, however, underestimated how hard a spine is, and so runs around in circles for a while screaming in pain. The guard is now unconcious on top of Agent D.
Dude calm down, there has to be an error in the schedule.You say this to the snoring guard.
"Good blazes, the need for communication. Well, at least I hope they know about covering a fallback plan when we do get Capone. I, where are you?[5] As you pass a rocky overhang on the way up to the cellblock, you see a guard facing away from you. Wondering what he could be doing there, you stealthily make your way towards him, before soon realising what it is.
. . .
"Did I even brief them?"
Search for any kind of signalling device that can be seen from afar. Search for a structural map on the base.
Check if any of the agents are with me, and try to communicate to them a rendezvous location nearby.
If any are or are not nearby, order to keep to stealth as well as to watch the patrol guards' routes and schedules. If encountered any, move to non-lethel knock out, stow the body in an unsuspicious area, before looting the uniform, keys, radio, weapon...everything. Give the weapon to any agent with me along with the uniform and keys. I take the radio.
Continue trying to gather intel on the area. Once I have some knowledge about the places lay out, look at the guard, and try to see how he acts.[2-1 (can't swim penalty)] Flitting between being above the waves and below, you still try to look around at the island. Maybe that's a guard over th- Underwater....... - Nope, whatever it was has gone now. Maybe that's one...
get into a position where the guard doesn't directly see me, and then rush him.[3] Glancing around, you can't see any obvious hiding places, so you settle with hiding in a dark corner. From the shadows you watch the guard as he comes in and looks around. [5] You are lucky, his eyes go right over you, and he begins to walk away. You follow, silently running after him and [6] dive at him screaming from behind, knocking both of you to the floor and in to a brawl. In between the blows, you notice the man reaching for his pistol.
Get E out of the drink. Remind him that he is an idiot.[4] You grab E's hand, as he still seems to be transfixed on the island, and lift him up in to your boat. Slapping him to get him to finally look at you, you tell him that he is thick and dense. And an idiot. And stupid. And never do that again. The insults keep coming as you row for shore.
Get the rope from Agent F and tie it to the umbrella, creating a grappling hook ala the 'Series of Unfortunate Events' movie. Use it to make a path up to the vent.You all decide this is a better idea than trying to give a dangerous leg-up or even a human pyramid as L suggests. Agent A ties the two together and throws the umbrella at the vent. [5] It catches perfectly in the grill, and holds when you pull on it. F goes up the rope, [6] re-attaches the umbrella to a hole in the wall and easily removes the vent.
IN!Awesome, thanks for being speedy. I'll PM you details now.
Greenstarfanatic convinced me too. Look's like fun, bit different from what I'm used to.
Waitinglist for me, please.Sure.
Look for a way inside the building.[3] You sneak away from the group, hoping no-one had heard the gunshot that nearly spread your brains across the island. You go towards the main building and an obvious double door that looks like the entrance.
Undress the guard, steal his uniform, wipe off the dribble, and then bind, gag and hide him.[2] “I'M A BARBIE GIRL, IN A BARBIE WORLD
Steal the unconscious guard's uniform, and dump the body into the water, drowning is probably the best option to dispose of him at this point.[4] You look on as Agent D tears the uniform to shreds, attempts to gag the man and fails miserably to hide him.
Hide and approach the main cellhouse, because the shot will probably attract guards.[2] You attempt to stealthily approach the cellhouse, moving from bush to bush. However, you soon come to a large section with no shrubbery and have to improvise, with only a single leaf nearby.
"They'll be able to work it out. But the objective, first."While one of them stands on the shore, looking around, Agent B runs over and says he'll help you. Well, as soon as you've given him the “GODDAMN INTEL”, as he so eloquently puts it. You hand him a map you find in the folder.
Handsignal the two agents to meet up after trying to save them.
Begin mapping out our escape route, but infiltrate the guard quarters to assure lack of defense.
Dry self off. Look around.[3] As you squeeze out your socks over the edge of the boat, you finally manage to actually get some useful information about the island. You see your team leader beconing you over as he creeps towards what looks like quarters of some kind. That is to the right of a large path that winds up to the main building; probably the cellhouse. There are several other buildings scattered around, but you can't tell what purpose they serve.
Attack the guards most painful area.[1] You remember what your father said to you once:
Keep an eye out for guards while assisting the team leader with his action. Ask him for the damn intel.See Agent J's action.
I'll let F go through the vent first, and I'll follow. Stay out of the sights of guards, and hopefully plop out somewhere near Capone's cell.
Agent F carefully enters the vent, squishing into the confined space. Crawling forward, he comes to a fork. After pausing for a moment, he chooses the path that goes right, hoping it is the way they want to go.
Enter vent if it hasn't been done already, then crawl through the vents, following the team for now.Agent F goes through the vent first, followed by A, G and L. Agent L seems to stop to listen at another opening while the other 3 keep going. They come to a fork, with F choosing to go right. Following this path as quietly as possible for a few minutes, they soon come to another vent inside the cellblock.
Enter the vent and shimmy along until I find another vent. Look and listen through it.Stopping relatively early on while your team continue, you listen through a vent that looks like it is near a guard checkpoint. You can hear two voices, presumably guards, talking.
Can we spoilers now?Very possibly. Unless we get a volunteer for continuing it, you may.