The Fifth Survivor - Episode 2

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The Fifth Survivor - Episode 2 Page 9

by Angel Ramon


  He shoots a couple of flame rounds into the heart of the creature. Once the rounds hit the creature, it goes down on the floor. George holds onto the railing trying to get back his equilibrium. Catching his breath, he sees that he is bleeding badly on his arms. Remembering what he saw downstairs, he did see a medical room.

  Walking down the stairs, he heads to the medical room that he saw. He quickly finds some cloth that he uses to cover his wounds. George has some experience in healing wounds, so he easily covers his wounds. Looking in the room, he sees a document that he begins to read.

  Memo to underground workers

  “Just a reminder to everyone that regular maintenance of the tram should be done every week. This includes the electrical circuits, the physical condition of the tram, and the internal parts.

  While the tram might be new, it’s subject to breakdowns. After all, the NYC government did invest their money with us. So it’s only fair that we try to keep them happy until the “Master Plan” come out. We need all the support we need until we can support ourselves.

  This tram is the only way to the underground laboratory. We’ll get more funding for another tram or alternative method. That is all for now, have a nice day.”

  “Hmm… so I guess the mayor of New York City is in on this as well. Well, I’ll be damned, this whole city is about to turn to shit. The wheels of justice should turn soon but for now, this is already a lot of dirt. Damn this injury stings, I better find something to heal myself.” He says while hurt.

  George is unable to find any healing items as the draws are all empty along with the cabinets. Leaving the medical room, he walks back to the control panel.

  Tram Control System

  1. Start the tram

  2. Tram Status

  3. About Tram

  You have chosen option 2

  Tram is powered up, ready to start. Press ESC to go back to the main menu.

  Tram Control System

  1. Start the tram

  2. Tram Status

  3. About Tram

  You have chosen option 1

  The tram has started and is ready to go to the laboratory.

  When the tram lights turn on, he walks into the tram. Inside the tram, he walks to the control room and activates the tram. The tram is auto-piloted by a computer. As the tram goes, George sits down and waits until it reaches its destination. He notices that it’s going straight and not making any turns.

  “I guess that’s why the tram is on auto-pilot. No need for an engineer. Never thought these guys could get so cheap.” He says as the tram is stopping.

  When the train stops on the station, he opens the door and finds himself at the entrance to the underground laboratory. The entrance has the logo for the Hybrid Corporation and the construction does look new. For George, he’ll have a hard time exploring as his health dangerously low.

  Walking towards the entrance door, the door lifts up and he sees a couple of zombies in scientist uniforms come out of the entrance. Despite the small surprise, he is prepared. He shoots a couple of headshots on one zombie before having to reload.

  Pistol Ammo: 24

  After reloading he kills the other zombie easily with three headshots.

  Pistol Ammo: 21

  Once he kills both zombies, he enters through the hallway. When he goes through the main hallway, he sees a large lobby area where the employees would walk into. In the lobby, there are about five zombies inside. With his pistol, he’s able to kill all the zombies easily due to the amount of space in the room.

  Pistol Ammo: 11

  Walking around the room, he sees three of pathways. Once leads to a blast door that is marked emergency exit. He walks towards it and sees a small panel asking for the master keycard. Keeping that in his mind, he heads back to the lobby and explores the other pathways.

  “There’s no way all this was just constructed. It looks like Hybrid and the Mayor have been in cahoots for the longest. This had to be built years ago, I suspect up to five years ago.” He says looking at the laboratory.

  Looking at the walls, he sees they have a metallic finish and the lighting is a teal blue. He’s not sure why the lobby has such a color but he can care less. The chairs in the lobby are made out of rubber and are next to each other. Right now, his focus is to try and find something to heal himself. Heading through the middle pathway, he sees a couple of doors that are locked electronically.

  Turning around, he goes through the pathway on the right part of the lobby. In the hallway, he sees a shaft that is locked with a keycard. He also sees a Lizarda when he turns around facing a door ahead. Switching to the standard grenades, he shoots the Lizarda from behind and it blows into smaller chunks. Walking to the door, he sees that it actually opens.

  Standard Grenade Rounds: 9

  He’s nervous about going in knowing his health is running extremely low. When he goes in, he sees two dead scientists that are lying down on the floor. Looking at them, he can see that they are all bitten up and decapitated. The sight is enough to intimidate George.

  “Is this what these monsters are capable of doing?” He asks himself.

  Looking around the room, he sees some tentacles coming out of a large vent. Upon further review, he sees that they are vines come to life. Remembering that plants are susceptible to fire, he switches to his flame rounds. Shooting the flame rounds to the tentacles, they all burn to a crisp.

  Flame Grenade Rounds: 8

  Looking in the large vent, he can see what looks like to be another room inside. He gets into the large vent and drops into the room. When he gets into the room, he sees a new creature that slaps him with its tentacles. He hits the wall behind him and gets up.

  When he looks at it, the creature looks like a Venus flytrap that has come alive. It’s able to walk on its roots and uses its vines as tentacles. It spits a substance at him that poisons him.

  Condition: Poison

  With his grenade launcher, he makes quick work of the plant monster with only one flame shot. After the plant dies, he sees an herb on the counter.

  Picked up a Blue Herb.

  George uses the Blue Herb.

  Condition: Danger

  Looking around the room, he sees the room is filled with vines and he checks the computers only to see they are dead and non-operational. There is a locker that he finds locked and uses his lockpick to unlock.

  Lockpicking Level Increased to Level 10.

  Picked up a jar of Gunpowder A.

  Picked up a jar of Gunpowder B.

  After getting the two gunpowder jars, he counts the number of jars he has. He has 2 jars of gunpowder A and 3 jars of gunpowder B. He unlocks the door leading to the hallway by turning the lock. He leaves the room back to the lobby. Walking back to the lobby, he sees a security area that he missed before.

  He opens the door leading inside of the security room. When George enters, he quickly heads to the table where he finds what he needed badly.

  Picked up a Green Herb.

  George combines a Green and Red herb to create a Super Herb.

  George uses a Super Herb.

  Condition: Fine

  “Finally! I better be careful from here on out. I can tell finding health items will be tough.

  Another thing that he finds inside is a reloading station.

  You have combined a jar of Gunpowder B with Gunpowder B to create Gunpowder BB.

  You have combined a jar of Gunpowder A with Gunpowder B to create Gunpowder AB.

  You have combined a jar of Gunpowder B with Gunpowder B to create Gunpowder BB.

  You have combined a jar of Gunpowder A with Gunpowder B to create Gunpowder AB.

  You have inserted a jar of Gunpowder AB into the machine.

  +8 Flame Rounds (+2 Ammo for Crafting Skill Level)

  Flame Grenade Rounds: 17

  You have inserted a jar of Gunpowder BB into the machine.

  +8 Acid Rounds.

  Acid Grenade Rounds: 16

  +100 XP Gaine
d!

  Crafting XP: 450/400

  Ammo Crafting Skill Increased to Level 3! +3 Extra Ammo yielded per conversion.

  Crafting XP: 450/700

  You have inserted a jar of Gunpowder A into the machine.

  +11 Pistol Ammo (+3 Ammo for Crafting Skill Level)

  Pistol Ammo: 22

  George feels better now that he’s well armed and his health is up to par. He continues to check the security room as he continues to look for a way to get deeper into the laboratory or in his view, the Lion’s Den.

  Chapter 10

  George continues to look around the security room where he sees the monitor that displays the cameras. Looking at the monitor, he sees only one camera is up and that is the camera facing the emergency exit. Not much to look at besides the locked blast door.

  Continuing to look through the security room, he sees a small manual that he opens.

  Security Protocols

  “This manual will go over the basic security protocols that are expected to be followed here. As security staff, we expect these protocols to be followed and we also expect this place to remain secure. While this facility is underground, there is the off chance that law enforcement or a spy might break in.

  The security room is to be locked at all times, no exceptions!”

  “Ha! Looks like they already broke the first rule. I guess that works in my favor, but let's see.” He says while reading. George continues to read.

  “The reason why the security room is to be locked is that there is a certain door that is controlled from the security room. The room leading to the creature database room is controlled from the security room. You are to allow only scientists that work in that department into the room. No other staff is allowed inside. There are highly classified documents and experiments inside.

  The other room next to the database room is the neurotoxin room, this is the source of our research. If a spy or a sabotager gains access, he/she can put this place to bed. They could shut down the facility and release those neurotoxin gases that will prove deadly. The hazmat crew will be summoned, but they will take a few minutes to get there.

  The only way is if they have a sample of the Raven Hawk Vaccine in their hand and place it in the security panel. The only place they can get a sample is in the main P-1 laboratory. So we’re not as concerned about that possibility, but with neurotoxins, there can always be a leak releasing the gas.

  The neurotoxin room is also where the keycard for the emergency exit is located should there be a neurotoxin leak. Finally, with there be creatures being researched, there is bound to be a few escapees. Our biggest concern is with Polybius Zero. He’s a prototype and due to lack of information, can prove to be unpredictable and even deadly.

  This is why watching the camera is a huge part of your job. If any go out, please let us know so we can send someone to repair it.

  That is all you really to know. Actually, there is one very important thing. Anything that happens here stays here. This is the reason why your work hours fall during the ‘midnight shift’ and why we invented the secret exit from the mansion. If we find out that you have exposed any information about us, there will be severe consequences and termination will just be the beginning.

  We hope you found this manual to be useful and you prove to be a team player as we’re ready to change the genetic engineering world.”

  “Sounds juicy. Now I got a floor plan on how to shut this place down for good. Just gotta make sure I survive this hell hole. I like how they still try to call it a vaccine.” George says confidently.

  He looks for the computer to unlock the security door and finds it. A simple flip of a switch releases the maglock holding the database door locked. He finds nothing else useful in the security room and then leaves.

  George catches a chill. He’s not sure why he caught it, but he suspects that Polybius is not dead and is still roaming around. Walking towards the hallway where the database and neurotoxin rooms are located, he heads to the neurotoxin room first to see what he actually needs. He reads the small flush mounted monitor next to the door.

  “A sample of the Raven Hawk Vaccine is needed to unlock the door. A picture of the vaccine is shown below.”

  Looking at the picture, he sees it’s the same thing that he obtained from the Hybrid HQ in California. Pulling on the door proves to do nothing as it’s locked electronically.

  George walks to his right and heads to the creature database room. In the creature database room, he sees a couple of Lizardas inside. The room is big, but there are lots of items in the way. One of the Lizardas wall jumps and tries to get out of the way. He backs away and the Lizarda barely misses him.

  George jumps over the table to his right and when he gets distance from the creature, he shoots it with a couple of flame rounds. When the two flame rounds hit the creature, the Lizarda burns to a crisp.

  Flame Grenade Rounds: 15

  The other Lizarda jumps over another table and strikes George on his right side

  Condition: Caution (Level 1)

  The Lizarda strikes George again who is unable to get out of the way.

  Condition: Caution (Level 2)

  With little room to run, George takes a chance and shoots a flame round from close range. While the round hits the Lizarda, it doesn’t die. It hops over him and attempts to slash him again. This time, he is able to jump over the attack. With some room behind him, he dives back and shoots his grenade launcher.

  Flame Grenade Rounds: 13

  This time the Lizarda does burn to a crisp to George’s relief. With the room clear of any creatures, he can check the room carefully. Looking around, he sees a computer. He begins to use it and sees a slideshow.

  Frogger - A picture of a huge frog is shown.

  Lizarda - A picture of a lizard with long claws is shown.

  Hot Dog - A picture of a mutated dog is shown.

  Yawn - (Deceased) - A picture of a huge snake is shown. This creature is out of the research rotation.

  Web Spinner - A huge spider is shown.

  Polybius - (Prototype) - The next great superhuman used to clear out war zones and is armed with a huge claw. It’s a huge specimen and has a huge heart on its right side. Still a prototype, more research needed.

  Mr. Z - Wears a red trench coat like covering and is really strong. This might replace Polybius in our superhuman department. After all, this displayed strength levels off the charts and looks to be a formidable force all by its lonesome.

  Neptune - (Prototype) A mutated shark. More research needed.

  Ivy - (Prototype) A mutated Venus flytrap. More research needed.

  George’s face turns white seeing all the creatures that Hybrid has created and are planning to create in the future. He recognizes quite a few of them already, especially Polybius and Mr. Z. George now knows that it’s important that he finds a way out of the facility while trying to put the laboratory out of commission.

  Continuing to look around, he sees a few items next to another computer.

  Picked up a Green Herb.

  George uses the Green Herb.

  Condition: Caution (Level 1)

  Picked up a jar of Gunpowder B

  After getting the items, he checks the computer. The computer is mostly filled with useless formulas and scientific information that he has no idea about. Continuing to walk around, he sees most of the room is filled with computers and file cabinets. There is a dead scientist next to one of the file cabinets. Checking his pockets, he finds something inside.

  Picked up a Keycard. This keycard opens the shaft leading to the P-1 laboratory.

  With keycard in hand, he’s ready to head for the P-1 lab. Before he exits the room though, he decides to take pictures of the different creatures on the computer screen. While the pictures on his mini-camera might not come out perfectly, he has no other choice as there are no floppy disks or CD-ROMS around to save the information.

  After getting his pictures, he leaves the room and mak
es his way to the shaft. Before he moves on though, a couple of Lizardas break through the entrance door. The Lizardas scream as they prepare to attack George. He quickly loads into the standard grenade rounds.

  He shoots one of the Lizardas with a grenade and is able to kill the creatures. The other Lizarda rushes up to him and attempts to slash him. He’s able to sidestep each attack without being hit. The creature latches onto him and tackles him to the floor. The Lizarda tries to finish him off and slash him.

  George blocks the attack with his grenade launcher and overpowers the Lizarda pushing it away. Not wasting any time, he gets up. With the Lizarda kneeling down, he shoots a grenade before it jumps out of the way. The grenade hits the creature dead on and blows it up.

  Standard Grenade Rounds: 8

  “Whew! That was riveting!” He says humorously.

  Looking around the lobby, he sees nothing else around indicating the coast is clear. He walks to the shaft on the right hallway. When he gets to the shaft, George inserts the keycard into the panel. The shaft opens revealing a couple of more prototype ivies.

  Backing away from the plant monsters, he avoids being grabbed by the vines as he falls to the floor. Switching to the flame rounds, he shoots both ivies with flame grenades. The plants catch fire and the flames easily burn through their skin, killing them.

  Flame Grenade Rounds: 11

  “You might look intimidating, but at the end of the day, you’re still just a plant. Burn baby burn.” He says watching the plants burn.

  Rethinking for a quick second, he decides to head back to the security room to create ammo not knowing what might be in the P-1 laboratory. He walks inside and uses the reloading machine.

  You have inserted a jar of Gunpowder B into the machine.

  +9 Standard Rounds. (+3 for Ammo Crafting Skill)

  Standard Grenade Rounds: 17

  +50 XP Gained!

  Crafting XP: 500/700

  He also increases his ammo crafting skill as well. With more grenade rounds, he feels more comfortable going to the P-1 laboratory. Walking through the shaft, he goes into the P-1 laboratory. When he enters, he sees a set of lockers. Most of them are open with the exception of one. He tries to unlock it, but the lock is unique and one that he’s never seen before.

 

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